feat(render): Vulkan campaign V11 step 2 — delete the OpenGL backend
Vulkan is the sole, user-signed-off backend (V10 landed) and step 1 already removed ImGui/Studio/DevTools. This step deletes the GL rendering backend itself: every Gpu/Gl/** implementation, the Wb ManagedGL*/GLHelpers/GLSLShader/GLStateScope/RenderStateCache/ BindlessSupport family, Shader/ShaderProgramConstruction/SamplerCache, RenderBootstrap, and RenderFrameGlStateController. GameWindow.cs's Run()/CreateGraphics()/CreateBackbufferReader()/ OnLoad() collapse to their Vulkan-only arm; GameWindowGraphics loses its OpenGlGameWindowGraphics subclass. RuntimeOptions.RenderBackend and RenderBackendKind (incl. the Gl member of GpuBackendKind) are gone — there is nothing left to select between. The five world-draw dual-arm renderers (WbDrawDispatcher, EnvCellRenderer, TerrainModernRenderer, ParticleRenderer, SkyRenderer) and the composition roots (WorldRenderComposition, HostInputCameraComposition, LivePresentationComposition, FrameRootComposition) collapse to their RHI-only arm. GL-only diagnostic properties with a live external reader (DynamicBufferCount and friends) simplify to a documented `=> 0`/no-op rather than disappearing, since the reader is out of this commit's scope. A few GL-flavored mechanisms turned out to be backend-neutral once isolated: GlConstructionCleanupLedger is renamed ResourceConstructionCleanupLedger (exception-chain walking has nothing to do with GL), and GlfwNativePlatformProbe moved out of the otherwise GL-only GraphicalCapabilityRecord.cs into GraphicalWindowBackendSelection.cs before the rest of that file was deleted. Test files with no surviving subject are deleted outright (GraphicalCapabilityRequirementsTests, ShaderProgramConstructionTests, PortalDepthShaderParityTests, TextureCacheBindlessTests, TextRendererFailureSafetyTests, ClipFrameUploadTests, every Gpu/Gl/*Tests, GlTextureOwnershipTests, RenderFrameGlStateControllerTests); others get their dead GL-only members trimmed while their live assertions stay (ClipFrameLayoutTests' MeshClipSsboBinding check now reads GpuBindingModel.StorageClipRegions, the same binding index under its new backend-neutral name; GpuResourceRetirementTransactionTests drops its OpenGLGraphicsDevice-subclassing test double and the two GL queue tests it existed for). EnvCellRendererTests' construction helper now builds a real ObjectMeshManager via VulkanMeshPipelineDevice instead of passing null through a null-forgiving operator, since the RHI constructor never tolerated a null mesh manager and the old GL constructor (which did) is gone. Deferred to the next two steps, deliberately not touched here: the Silk.NET.OpenGL/.Extensions.ARB package references, IMeshPipelineDevice.Gl (WbMeshAdapter's GL? threading stays in place), Chorizite.Core's stale csproj comment (the package itself is still load-bearing — TextureFormat and friends are used well beyond the deleted ManagedGLUniformBuffer), and the CI/gate scripts. Build: `dotnet build AcDream.slnx -c Release` — 0 warnings, 0 errors. Tests: full-solution `dotnet test` green across every project (App.Tests 3937/3940 + 3 skips, Core.Tests 3296/3298 + 2 skips, all others 100%); the 2 App.Tests names that flake under full-suite parallel execution (#250-family, documented pre-existing) pass in isolation. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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121 changed files with 1243 additions and 19840 deletions
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@ -12,7 +12,6 @@ using DatReaderWriter;
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using AcDream.Content;
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using DatReaderWriter.DBObjs;
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using DatReaderWriter.Types;
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using Silk.NET.OpenGL;
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namespace AcDream.App.Rendering;
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@ -24,14 +23,12 @@ namespace AcDream.App.Rendering;
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/// retained gameplay UI.
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///
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/// <para><b>Campaign V slice V6m.</b> This was the last raw-GL world-adjacent
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/// renderer; it now draws on both arms. Nothing about the scene changed — the
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/// same synthetic Setup, the same 40 fps sequence, the same rotation and the
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/// same distant light, through the same (already dual-arm)
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/// <see cref="WbDrawDispatcher"/>. What forked is where the draw is recorded:
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/// GL sets ambient capability state under a <see cref="GLStateScope"/> and draws
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/// into whatever framebuffer is bound, while the RHI arm opens a pass of its own
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/// against the backbuffer and publishes it on <see cref="IWorldPassScope"/> for
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/// the span of the draw, exactly as the two offscreen viewports do
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/// renderer, and its GL arm was deleted at slice V11. Nothing about the scene
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/// changed — the same synthetic Setup, the same 40 fps sequence, the same
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/// rotation and the same distant light, through the same
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/// <see cref="WbDrawDispatcher"/>. The RHI arm opens a pass of its own against
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/// the backbuffer and publishes it on <see cref="IWorldPassScope"/> for the
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/// span of the draw, exactly as the two offscreen viewports do
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/// (<see cref="PrivateEntityViewportRenderer"/>, slice V6l).</para>
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/// </summary>
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public sealed class PortalTunnelPresentation : IDisposable
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@ -40,13 +37,6 @@ public sealed class PortalTunnelPresentation : IDisposable
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public const uint AnimationClientEnum = 0x10000002u;
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public const uint ClientEnumCategory = 7u;
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// UIViewportObject::DrawContent @ 0x006950A5 calls
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// RenderDeviceD3D::Clear(4, RGBAColor_Black, 1). Clear @ 0x0059FD30
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// maps retail flag 4 to D3DCLEAR_ZBUFFER only: portal space deliberately
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// preserves the black color target established by SceneTool::BeginScene's
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// whole-frame Clear(7) while replacing the hidden world viewport.
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internal const ClearBufferMask RetailViewportClearMask = ClearBufferMask.DepthBufferBit;
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/// <summary>
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/// The colour the RHI arm's pass loads with, and the one value that makes
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/// its <c>Clear</c> load-op equivalent to GL's depth-only clear.
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@ -74,22 +64,17 @@ public sealed class PortalTunnelPresentation : IDisposable
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private static readonly HashSet<uint> AnimatedIds = new() { SyntheticEntityId };
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/// <summary>The GL arm's context, or null on a backend that has none.</summary>
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private readonly GL? _glContext;
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/// <summary>
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/// The world pass scope, or null on the GL arm.
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///
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/// <para><see cref="WbDrawDispatcher"/>'s RHI arm borrows its pass from the
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/// scope rather than opening one, so a presentation that opens a pass of its
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/// own has to publish it there for the duration of the draw. On the GL arm
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/// the dispatcher records against whatever framebuffer is bound, so nothing
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/// is published.</para>
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/// The world pass scope this presentation's own pass publishes into for
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/// the span of the draw. <see cref="WbDrawDispatcher"/> borrows its pass
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/// from the scope rather than opening one, so a presentation that opens a
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/// pass of its own has to publish it there. The raw-GL arm this used to be
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/// optional for was deleted at Campaign V slice V11.
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/// </summary>
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private readonly IWorldPassScope? _scope;
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private readonly IWorldPassScope _scope;
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/// <summary>The frame the RHI arm's pass is opened on; null on the GL arm.</summary>
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private readonly ICurrentGpuFrameSource? _frames;
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/// <summary>The frame this presentation's own pass is opened on.</summary>
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private readonly ICurrentGpuFrameSource _frames;
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private readonly WbDrawDispatcher _dispatcher;
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private readonly SceneLightingUboBinding _lightUbo;
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@ -117,9 +102,8 @@ public sealed class PortalTunnelPresentation : IDisposable
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private bool _disposed;
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private PortalTunnelPresentation(
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GL? gl,
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IWorldPassScope? scope,
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ICurrentGpuFrameSource? frames,
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IWorldPassScope scope,
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ICurrentGpuFrameSource frames,
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WbDrawDispatcher dispatcher,
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SceneLightingUboBinding lightUbo,
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IWbMeshAdapter meshAdapter,
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@ -132,7 +116,6 @@ public sealed class PortalTunnelPresentation : IDisposable
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Action<string?>? displayNotice,
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IDisposable? displayNoticeLifetime)
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{
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_glContext = gl;
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_scope = scope;
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_frames = frames;
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_dispatcher = dispatcher;
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@ -173,9 +156,8 @@ public sealed class PortalTunnelPresentation : IDisposable
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/// Composition is the only caller.</para>
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/// </summary>
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internal static PortalTunnelPresentation CreateRequired(
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GL? gl,
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IWorldPassScope? scope,
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ICurrentGpuFrameSource? frames,
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IWorldPassScope scope,
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ICurrentGpuFrameSource frames,
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IDatReaderWriter dats,
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IAnimationLoader animationLoader,
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IAnimationHookSink hookSink,
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@ -186,14 +168,8 @@ public sealed class PortalTunnelPresentation : IDisposable
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IDisposable? displayNoticeLifetime = null,
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Random? random = null)
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{
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if (gl is null && (scope is null || frames is null))
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{
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throw new ArgumentNullException(
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nameof(scope),
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"A backend without a GL context must supply a world pass scope and a frame source "
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+ "for portal space to open its pass on.");
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}
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ArgumentNullException.ThrowIfNull(scope);
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ArgumentNullException.ThrowIfNull(frames);
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ArgumentNullException.ThrowIfNull(dats);
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ArgumentNullException.ThrowIfNull(animationLoader);
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ArgumentNullException.ThrowIfNull(hookSink);
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@ -215,7 +191,6 @@ public sealed class PortalTunnelPresentation : IDisposable
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animation is not null);
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return new PortalTunnelPresentation(
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gl,
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scope,
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frames,
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dispatcher,
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@ -335,51 +310,21 @@ public sealed class PortalTunnelPresentation : IDisposable
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_camera.Aspect = width / (float)height;
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_camera.UseSmartBoxFov(smartBoxProjection);
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if (_glContext is { } gl)
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{
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DrawGl(gl, width, height);
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return;
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}
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DrawRhi();
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}
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private void DrawGl(GL gl, int width, int height)
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{
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using var scope = new GLStateScope(gl);
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gl.Viewport(0, 0, (uint)width, (uint)height);
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gl.Disable(EnableCap.ScissorTest);
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gl.ClearDepth(1.0);
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gl.DepthMask(true);
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gl.Clear(RetailViewportClearMask);
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gl.Enable(EnableCap.DepthTest);
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gl.DepthFunc(DepthFunction.Less);
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gl.Enable(EnableCap.CullFace);
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gl.CullFace(TriangleFace.Back);
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gl.FrontFace(FrontFaceDirection.Ccw);
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gl.Disable(EnableCap.Blend);
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DrawScene();
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}
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/// <summary>
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/// The RHI arm. Every capability the GL arm sets by hand is baked into the
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/// dispatcher's pipelines, and the pass sets its own full-attachment
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/// viewport, so what remains is the pass itself: a backbuffer pass at the
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/// world's sample count that clears colour and depth (see
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/// <see cref="RetailPortalSpaceClearColor"/> for why re-clearing colour is
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/// exact) and is published as the scope's for the span of the draw.
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/// Every capability the raw-GL arm used to set by hand (deleted at
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/// Campaign V slice V11) is baked into the dispatcher's pipelines, and the
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/// pass sets its own full-attachment viewport, so what remains is the
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/// pass itself: a backbuffer pass at the world's sample count that clears
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/// colour and depth (see <see cref="RetailPortalSpaceClearColor"/> for why
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/// re-clearing colour is exact) and is published as the scope's for the
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/// span of the draw.
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/// </summary>
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private void DrawRhi()
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{
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IWorldPassScope scope = _scope
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?? throw new InvalidOperationException(
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"Portal space reached its RHI arm with no world pass scope.");
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IGpuFrame frame = (_frames ?? throw new InvalidOperationException(
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"Portal space reached its RHI arm with no frame source."))
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.CurrentFrame
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IGpuFrame frame = _frames.CurrentFrame
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?? throw new InvalidOperationException(
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"Portal space requires an open IGpuFrame (see GpuDeviceFrameLifetime).");
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GpuPassDescription.BackbufferClear(
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"portal-space",
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RetailPortalSpaceClearColor,
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scope.SampleCount));
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_scope.SampleCount));
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// Published AFTER the pass opens and BEFORE the light upload: publishing
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// resets the frame-global sections, and the distant light installed below
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// is the one this scene wants rather than the world's.
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using IDisposable publication = scope.Publish(encoder);
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using IDisposable publication = _scope.Publish(encoder);
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DrawScene();
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}
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