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>
25 lines
1 KiB
C#
25 lines
1 KiB
C#
using AcDream.App.Rendering.Wb;
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namespace AcDream.App.Tests.Rendering.Wb;
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public sealed class WbTextureResolutionPolicyTests
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{
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[Theory]
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[InlineData(false, false, false, (int)WbTextureResolutionKind.SharedAtlas)]
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[InlineData(false, true, false, (int)WbTextureResolutionKind.SharedAtlas)]
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[InlineData(true, false, false, (int)WbTextureResolutionKind.OriginalTextureOverride)]
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[InlineData(true, true, false, (int)WbTextureResolutionKind.OriginalTextureOverride)]
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[InlineData(false, true, true, (int)WbTextureResolutionKind.PaletteComposite)]
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[InlineData(true, true, true, (int)WbTextureResolutionKind.PaletteComposite)]
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public void Select_MatchesRetailImageOwnership(
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bool hasOriginalTextureOverride,
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bool hasPaletteOverride,
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bool sourceIsPaletteIndexed,
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int expected)
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{
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Assert.Equal((WbTextureResolutionKind)expected, WbTextureResolutionPolicy.Select(
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hasOriginalTextureOverride,
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hasPaletteOverride,
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sourceIsPaletteIndexed));
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}
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}
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