feat(render): implement Campaign AR and terrain fidelity

This commit is contained in:
Erik 2026-08-22 13:13:29 +02:00
parent 99cf26e00c
commit 7a5f96ede5
368 changed files with 50611 additions and 950 deletions

View file

@ -194,14 +194,14 @@ internal sealed class RhiCompositeTextureArrayBackend : ICompositeTextureArrayBa
}
/// <summary>
/// The GL backend reads <c>GL_MAX_ARRAY_TEXTURE_LAYERS</c>. The pinned
/// <see cref="Gpu.GpuCapabilityRecord"/> has no array-layer field and §3.3 is
/// frozen, so this reports Vulkan's guaranteed <c>maxImageArrayLayers</c>
/// minimum of 256. That is not a limitation in practice:
/// The selected Vulkan adapter's probed <c>maxImageArrayLayers</c>. This is
/// normally far above the cache's own bound:
/// <see cref="CompositeTextureArrayCache.MaximumLayersPerArray"/> caps every
/// array at 64, so the true device limit is never the binding constraint.
/// </summary>
public int MaximumArrayLayers => 256;
public int MaximumArrayLayers => checked((int)Math.Min(
_device.Capabilities.MaxImageArrayLayers,
(uint)int.MaxValue));
public CompositeTextureArrayResource Create(int width, int height, int capacity)
{