Separate logical ownership, render publication, and GPU retirement across live entities, landblocks, particles, textures, mesh arenas, portal/UI teardown, and per-frame scratch storage. Add bounded DAT/texture caches, upload budgets, three-frame fence retirement, exact-incarnation appearance reconciliation, frame pacing, and extensive lifetime conformance coverage.\n\nThe seven-destination connected route now cuts peak working/private memory roughly in half, returns Caul to 125-153 FPS locally, and produces no WER or AMD reset.\n\nCo-authored-by: OpenAI Codex <codex@openai.com>
12 lines
463 B
C#
12 lines
463 B
C#
namespace AcDream.App.Rendering.Wb;
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/// <summary>
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/// Logical-owner lifetime seam for per-entity texture composites. Retail
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/// <c>CSurface::Destroy</c> (0x005361F0) releases its current <c>ImgTex</c>;
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/// live-object teardown must do the same for modern bindless composites.
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/// </summary>
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public interface IEntityTextureLifetime
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{
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/// <summary>Release every composite acquired by one local entity id.</summary>
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void ReleaseOwner(uint localEntityId);
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}
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