Files
eepp/include
Martín Lucas Golini 8aa660104f Implemented the deterministic Engine teardown ordering in Engine destructor:
- Pool-owned HTTP clients stop first.
  - The active GL context is made current.
  - Scenes are destroyed before batches and resource managers.
  - Pending batches explicitly discard vertices and borrowed textures.
  - TextLayout cache clears before fonts.
  - Framebuffer/vertex managers and textures are released while Renderer/context remain alive.
  - ShaderProgramManager is destroyed before Renderer.
  - Windows and contexts are destroyed last.

The lifecycle test uncovered and fixed another bug: StaticLRU::clear() retained non-trivial values such as cached shared_ptr<TextLayout> objects. It now releases active values in LRUCache.
2026-07-14 00:03:23 -03:00
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