refactor(app): compose world rendering startup
Move Region/environment, mandatory modern rendering, terrain, WB, texture, and sampler construction behind the typed Phase-4 composition boundary. Give every fallible GL constructor prefix retryable ownership so partial startup failure cannot leak or replay resource deletion while preserving the accepted render path and DAT inputs. Co-authored-by: Codex <codex@openai.com>
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cd7b519f78
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22 changed files with 1983 additions and 634 deletions
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@ -120,12 +120,30 @@ public sealed class GameWindowSlice8BoundaryTests
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string sessionFactory = MethodBody(
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"private AcDream.App.Net.LiveSessionEventRouter CreateLiveSessionEventRouter(",
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"private AcDream.App.Net.LiveInventorySessionBindings");
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string worldPhase = File.ReadAllText(Path.Combine(
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FindRepoRoot(),
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"src",
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"AcDream.App",
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"Composition",
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"WorldRenderComposition.cs"));
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Assert.Contains(
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"private readonly AcDream.App.World.WorldEnvironmentController _worldEnvironment =",
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source,
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StringComparison.Ordinal);
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Assert.Contains("_worldEnvironment.Initialize(region!);", load, StringComparison.Ordinal);
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Assert.Contains(
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"new WorldRenderDependencies(\n _worldEnvironment,",
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load.Replace("\r\n", "\n", StringComparison.Ordinal),
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StringComparison.Ordinal);
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string worldCompose = Slice(
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worldPhase,
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"public WorldRenderResult Compose(",
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"private (BitmapFont? Font, TextRenderer? Text) ComposeOptionalHudResources(");
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AssertAppearsInOrder(
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worldCompose,
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"WorldRegionData region = _factory.LoadRegion(content.Dats);",
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"_factory.InitializeEnvironment(_dependencies.Environment, region.Region);");
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Assert.Contains("environment.Initialize(region);", worldPhase, StringComparison.Ordinal);
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AssertAppearsInOrder(
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sessionFactory,
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"new AcDream.App.Net.LiveEnvironmentSessionSink(",
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@ -278,7 +296,7 @@ public sealed class GameWindowSlice8BoundaryTests
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load,
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"new SettingsDevToolsCompositionPhase(",
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"this).Compose(platform, hostInputCamera, contentEffectsAudio);",
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"TerrainAtlas.Build(",
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"new WorldRenderCompositionPhase(",
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"_runtimeSettings.BindRuntimeTargets(",
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"_liveSessionHost.Start(_options)");
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string settingsPhase = File.ReadAllText(Path.Combine(
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@ -291,6 +309,17 @@ public sealed class GameWindowSlice8BoundaryTests
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settingsPhase,
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"_dependencies.Settings.ApplyStartup(_dependencies.StartupTarget);",
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"_dependencies.DevTools is { } optional");
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string worldPhase = File.ReadAllText(Path.Combine(
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FindRepoRoot(),
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"src",
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"AcDream.App",
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"Composition",
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"WorldRenderComposition.cs"));
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AssertAppearsInOrder(
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worldPhase,
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"TerrainAtlas.Build(gl, dats, bindless)",
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"settings.ResolvedQuality.AnisotropicLevel",
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"_factory.CreateTerrain(");
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AssertAppearsInOrder(
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shutdown,
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"_runtimeSettings.UnbindViewModel()",
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@ -440,17 +469,28 @@ public sealed class GameWindowSlice8BoundaryTests
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"AcDream.App",
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"Rendering",
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"TerrainAtlas.cs"));
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string worldPhase = File.ReadAllText(Path.Combine(
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FindRepoRoot(),
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"src",
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"AcDream.App",
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"Composition",
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"WorldRenderComposition.cs"));
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AssertAppearsInOrder(
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load,
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"_renderResourceLifetime.AcquireTerrainAtlas(",
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"_terrain = new TerrainModernRenderer(",
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"new WorldRenderCompositionPhase(",
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"_portalTunnelFallback.AcquirePrepared(",
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"static portalTunnel => portalTunnel.PrepareResources());",
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"_renderResourceLifetime.AcquireSkyShader(",
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"_skyRenderer = new AcDream.App.Rendering.Sky.SkyRenderer(",
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"_portalTunnelFallback.Transfer(",
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"_frameGraphs.Publish(updateFrameOrchestrator, renderFrameOrchestrator);");
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AssertAppearsInOrder(
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worldPhase,
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"lifetime.AcquireTerrainAtlas(",
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"TerrainAtlas.Build(gl, dats, bindless)",
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"TerrainModernRenderer CreateTerrain(",
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"TerrainModernRenderer terrain = AcquireAndPublish(");
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AssertAppearsInOrder(
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shutdown,
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"_frameGraphs.Withdraw();",
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@ -29,6 +29,107 @@ public sealed class ResourceCleanupGroupTests
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Assert.Equal(["last", "middle", "first", "middle"], calls);
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}
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[Fact]
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public void TransferAllLeavesPublishedResourcesUntouched()
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{
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int releaseCalls = 0;
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var resources = new ResourceCleanupGroup();
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resources.Add("published", () => releaseCalls++);
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resources.TransferAll();
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resources.RetryCleanup();
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Assert.True(resources.IsCleanupComplete);
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Assert.Equal(0, releaseCalls);
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Assert.Throws<InvalidOperationException>(() =>
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resources.Add("late", () => { }));
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}
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[Fact]
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public void FailedConstructionRollbackRetainsOnlyUnreleasedOwnership()
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{
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int releases = 0;
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bool releaseFails = true;
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var resources = new ResourceCleanupGroup();
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resources.Add("retryable", () =>
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{
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releases++;
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if (releaseFails)
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throw new InvalidOperationException("release failed");
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});
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GlResourceConstructionException failure =
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Assert.Throws<GlResourceConstructionException>(() =>
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resources.RollbackConstructionAndThrow(
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"construction failed",
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new InvalidOperationException("original failure")));
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Assert.False(failure.IsCleanupComplete);
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Assert.Equal(1, releases);
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releaseFails = false;
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failure.RetryCleanup();
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failure.RetryCleanup();
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Assert.True(failure.IsCleanupComplete);
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Assert.Equal(2, releases);
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}
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[Fact]
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public void WorldRenderFoundationConstructorsPublishEveryOwnedPrefix()
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{
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string root = FindRepoRoot();
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string graphicsDevice = File.ReadAllText(Path.Combine(
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root,
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"src",
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"AcDream.App",
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"Rendering",
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"Wb",
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"OpenGLGraphicsDevice.cs"));
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string shader = File.ReadAllText(Path.Combine(
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root,
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"src",
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"AcDream.App",
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"Rendering",
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"Wb",
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"GLSLShader.cs"));
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string uniformBuffer = File.ReadAllText(Path.Combine(
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root,
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"src",
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"AcDream.App",
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"Rendering",
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"Wb",
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"ManagedGLUniformBuffer.cs"));
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AssertAppearsInOrder(
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graphicsDevice,
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"var resources = new ResourceCleanupGroup();",
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"InstanceVBO = CreateConstructionBuffer(resources",
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"WrapSampler = CreateConstructionSampler(",
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"ClampSampler = CreateConstructionSampler(",
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"_sceneDataBuffer = new ManagedGLUniformBuffer(",
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"resources.Add(",
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"\"WB scene-data uniform buffer\"",
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"InitializeSharedDebugResources(resources);",
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"resources.TransferAll();",
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"resources.RollbackConstructionAndThrow(");
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AssertAppearsInOrder(
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shader,
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"ShaderProgramConstruction.Build(",
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"resources.Add(\"WB shader program\"",
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"configure shader {Name} SceneData binding",
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"resources.TransferAll();",
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"resources.RollbackConstructionAndThrow(");
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AssertAppearsInOrder(
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uniformBuffer,
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"TrackedGlResource.CreateBuffer(",
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"resources.Add(",
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"TrackedGlResource.AllocateBufferStorage(",
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"resources.TransferAll();",
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"resources.RollbackConstructionAndThrow(");
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Assert.Contains("internal void DisposeImmediately()", uniformBuffer,
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StringComparison.Ordinal);
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}
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[Fact]
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public void TextRendererPublishesEveryConstructorResourceBeforeLaterGlWork()
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{
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