fix: eliminate storyboard atlas overflow GPU stalls + bump framework to 2026.503.7 - #297
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During gameplay load on Android Vulkan,
DrawableStoryboardwas creating a regular atlasedTextureStore. Storyboard assets (large per-beatmap images) immediately exhaust the 2048×2048 atlas, producing 8+ overflow events in ~5 seconds — each allocating a fresh 16 MB GPU texture and firing avkQueueSubmit, stalling the render thread. Confirmed in logs: all 8 overflows occur within thePlayerLoaderentry window.Changes
DrawableStoryboard.cs— replace the per-storyboardTextureStore(atlased) withLargeTextureStore. Storyboard assets are large, single-use, per-beatmap images; atlas packing provides zero batching benefit and causes repeated overflow stalls. Also drops the incorrectscaleAdjust: 1override that was forcing uploads at 1× physical resolution regardless of DPI.LargeTextureStore : TextureStore, so[Resolved] TextureStoreinDrawableStoryboardSprite/DrawableStoryboardAnimationcontinues to resolve correctly with no other changes needed.osu.Game/osu.Game.csproj,osu.Android.props,osu.iOS.props— bumpppy.osu.Framework/.Android/.iOSto2026.503.7(osu-framework pack run Support variable clockrates in Catch difficulty calculation #29, commitd522ff68), which picks up the framework-sideLargeTextureStorechanges.