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fix missing chunks at high render distance - #853
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…r meshes and give arenas their own memory
…rom retaking freed room and test eviction and compaction in game
…ew findings - a column handed back to evict for holds the room until its mesh uploads, so free room split into small gaps can't bounce two columns forever - allocation takes the draining arena's room before evicting - the eviction frontier resets once nothing waits - empty arenas aren't freed while columns wait for room - a failed arena allocation caps the arena count instead of panicking - arena order cached per frame, compaction walks only the draining arena's columns, retry walks the loaded columns only when it would evict
…fragmented room for waiting columns and retry when an arena goes
…defragment drain once nothing needs it
… arena to allocation once drained
… room, and back off a failed arena add
…le the failed-add backoff, and settle only once nothing could still come back
…t only with two arenas, and check eviction under a cap
…ly where it can help, and test streaming against a model of the store
…e the frontier and retry code with the model
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chunk meshes go in budgeted arenas now, far chunks get evicted when vram runs out instead of leaving holes
windowed chunk bench, 2 runs each, 1 warmup + 3 measured per run:
tests: unit tests for the allocator, eviction, retry and frontier, plus a randomized streaming test against a model of the store; ingame scripts chunk_arenas, chunk_arenas_teleport, render_distance