Move imported geometry GPU resources into per-renderer caches#1211
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[WIP] Fix dangerous handling of vertex/index buffers for imported geometries
Move imported geometry GPU resources into per-renderer caches
Apr 20, 2026
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Imported geometry was storing device-bound meshes and textures directly on the shared
ImportedGeometryobject, unlike wad rendering which caches renderables per device/viewport. That made depth-sorted index updates unsafe when the same imported geometry was rendered from multiple swapchains or devices.Shift imported geometry to shared CPU-side data only
ImportedGeometryMeshno longer derives fromMesh<T>.ImportedGeometryTextureno longer owns aTexture2D.ImportedGeometrynow keeps only imported mesh/material/texture source data plus versioning for cache invalidation.Add per-device imported geometry renderer
ImportedGeometryRendererto materialize:Update all imported geometry render paths
Panel3D, item preview, and offscreen thumbnail rendering now resolve imported geometry throughImportedGeometryRenderer.WadObjectRenderHelperuses renderer-provided textures/models instead of reaching into shared objects for DX state.Remove global device coupling
DeviceManager.GraphicsDevice.Preserve editor/compiler consumers
Example of the new usage pattern:
Instead of sharing mutable DX buffers/textures through
ImportedGeometryitself, each renderer now owns its own GPU copy and can depth-sort/update safely in isolation.