acdream/src/AcDream.App/Rendering/Wb/IEntityTextureLifetime.cs
Erik 749e8ceeb1 fix(rendering): bound portal resource lifetime
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>
2026-07-18 21:35:16 +02:00

12 lines
463 B
C#

namespace AcDream.App.Rendering.Wb;
/// <summary>
/// Logical-owner lifetime seam for per-entity texture composites. Retail
/// <c>CSurface::Destroy</c> (0x005361F0) releases its current <c>ImgTex</c>;
/// live-object teardown must do the same for modern bindless composites.
/// </summary>
public interface IEntityTextureLifetime
{
/// <summary>Release every composite acquired by one local entity id.</summary>
void ReleaseOwner(uint localEntityId);
}