feat(render): implement Campaign AR and terrain fidelity
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368 changed files with 50611 additions and 950 deletions
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@ -194,14 +194,14 @@ internal sealed class RhiCompositeTextureArrayBackend : ICompositeTextureArrayBa
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}
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/// <summary>
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/// The GL backend reads <c>GL_MAX_ARRAY_TEXTURE_LAYERS</c>. The pinned
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/// <see cref="Gpu.GpuCapabilityRecord"/> has no array-layer field and §3.3 is
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/// frozen, so this reports Vulkan's guaranteed <c>maxImageArrayLayers</c>
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/// minimum of 256. That is not a limitation in practice:
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/// The selected Vulkan adapter's probed <c>maxImageArrayLayers</c>. This is
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/// normally far above the cache's own bound:
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/// <see cref="CompositeTextureArrayCache.MaximumLayersPerArray"/> caps every
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/// array at 64, so the true device limit is never the binding constraint.
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/// </summary>
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public int MaximumArrayLayers => 256;
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public int MaximumArrayLayers => checked((int)Math.Min(
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_device.Capabilities.MaxImageArrayLayers,
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(uint)int.MaxValue));
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public CompositeTextureArrayResource Create(int width, int height, int capacity)
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{
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