refactor(render): extract typed retail pview passes

This commit is contained in:
Erik 2026-07-22 06:40:09 +02:00
parent 6d6e5b5fa5
commit 85239fb373
13 changed files with 1888 additions and 841 deletions

View file

@ -192,7 +192,7 @@ public static class RenderingDiagnostics
/// slot, and the terrain-UBO head as uploaded; WbDrawDispatcher.Draw emits one
/// <c>[clip-route-disp]</c> line (print-on-change, routed draws only) with the per-slot
/// instance histogram exactly as uploaded to binding=3 plus the culled-entity count; and
/// GameWindow.DrawRetailPViewLandscapeSlice emits one <c>[clip-route-scis]</c> line
/// RetailPViewPassExecutor.DrawLandscapeSlice emits one <c>[clip-route-scis]</c> line
/// (print-on-change) with the ACTUAL GL scissor enable + box the landscape pass draws under.
/// Throwaway apparatus — strip once §4 ships. Initial state from <c>ACDREAM_PROBE_CLIPROUTE=1</c>.
/// </summary>
@ -325,7 +325,7 @@ public static class RenderingDiagnostics
/// parented to a target cell — position, culled/slot, resolved light set. A
/// floor-coincident entity (plate/static) would be the z-fight's second draw;
/// the player entity doubles as the probe's positive control.</description></item>
/// <item><description><c>[seam-mask]</c> — <c>GameWindow.DrawRetailPViewPortalDepthWrite</c>:
/// <item><description><c>[seam-mask]</c> — <c>RetailPViewPassExecutor.DrawPortalDepthWrite</c>:
/// every portal depth fan drawn in a target cell. A sealed dungeon must show
/// ZERO (seals fire only for OtherCellId==0xFFFF) — any line is a finding.</description></item>
/// </list>