DKR-R v1.0.10 Render Playtest 2

This keeps the memory, water, online and spectator fixes from the last build.
The launcher looks the same.

Completed graphics tasks now keep their own memory image before entering the
game scheduler. That image moves to the graphics worker without another full
submission copy. Previously, the copy happened when the scheduler eventually
started the RSP task, leaving an earlier queue without snapshot protection.
The original SP/DP completion and asset freeing rules stay in place.

This closes that ownership gap. It does not prove that this was the exact
source of the single malformed task in the last log. The existing guards and
bounded provenance reports remain. A repeat of the same Track Select/preview
sequence is needed to confirm that no malformed tasks remain in gameplay.

An incomplete 16-frame ripple animation still uses original textures for the
whole animation. The enabled pack contains replacements for only one frame.
No installed texture pack, save, launcher setting or mod is changed.

Please repeat the same preview changes, stock races and restarts. Check HUD,
water and sound, then test modded lobbies and spectator playback with everyone
using these matching packages. Close normally and keep runtime.log. The
handoff summary should show transferred captures with no mismatch/overflow.

Validation covers synthetic delayed scheduling, reused/held buffers, rejected
or suppressed tasks, session reset, fallback, concurrency and the retained
rendering, memory and online regressions. No game, ROM, RSP, GPU workload,
AppImage or live lobby is executed by the build process. Real gameplay
acceptance remains necessary. These are private test builds, with no signed
stable update or publication. Keep the previous build folder as a fallback.
