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>
31 lines
1,000 B
C#
31 lines
1,000 B
C#
using AcDream.App.Rendering.Wb;
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namespace AcDream.App.Rendering;
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/// <summary>
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/// Balances one synthetic render owner's texture lifetime across replacement.
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/// The next draw reacquires only the replacement entity's current materials.
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/// </summary>
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internal sealed class FixedEntityTextureOwnerLease : IDisposable
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{
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private readonly IEntityTextureLifetime _lifetime;
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private readonly uint _ownerLocalId;
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private bool _active;
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public FixedEntityTextureOwnerLease(IEntityTextureLifetime lifetime, uint ownerLocalId)
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{
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_lifetime = lifetime ?? throw new ArgumentNullException(nameof(lifetime));
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if (ownerLocalId == 0)
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throw new ArgumentOutOfRangeException(nameof(ownerLocalId));
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_ownerLocalId = ownerLocalId;
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}
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public void Replace(bool hasReplacement)
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{
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if (_active)
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_lifetime.ReleaseOwner(_ownerLocalId);
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_active = hasReplacement;
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}
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public void Dispose() => Replace(hasReplacement: false);
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}
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