refactor(render): extract typed retail pview passes
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13 changed files with 1888 additions and 841 deletions
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@ -192,7 +192,7 @@ public static class RenderingDiagnostics
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/// slot, and the terrain-UBO head as uploaded; WbDrawDispatcher.Draw emits one
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/// <c>[clip-route-disp]</c> line (print-on-change, routed draws only) with the per-slot
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/// instance histogram exactly as uploaded to binding=3 plus the culled-entity count; and
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/// GameWindow.DrawRetailPViewLandscapeSlice emits one <c>[clip-route-scis]</c> line
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/// RetailPViewPassExecutor.DrawLandscapeSlice emits one <c>[clip-route-scis]</c> line
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/// (print-on-change) with the ACTUAL GL scissor enable + box the landscape pass draws under.
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/// Throwaway apparatus — strip once §4 ships. Initial state from <c>ACDREAM_PROBE_CLIPROUTE=1</c>.
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/// </summary>
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@ -325,7 +325,7 @@ public static class RenderingDiagnostics
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/// parented to a target cell — position, culled/slot, resolved light set. A
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/// floor-coincident entity (plate/static) would be the z-fight's second draw;
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/// the player entity doubles as the probe's positive control.</description></item>
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/// <item><description><c>[seam-mask]</c> — <c>GameWindow.DrawRetailPViewPortalDepthWrite</c>:
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/// <item><description><c>[seam-mask]</c> — <c>RetailPViewPassExecutor.DrawPortalDepthWrite</c>:
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/// every portal depth fan drawn in a target cell. A sealed dungeon must show
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/// ZERO (seals fire only for OtherCellId==0xFFFF) — any line is a finding.</description></item>
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/// </list>
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