docs(render): drop the ambient-encoder relaxation from Campaign V
The transitional path for slices V4a-V4g needs no special API after all. On GL, BeginPass binds the target framebuffer and applies load ops but deliberately leaves viewport and scissor to the encoder, so a renderer being ported mid-campaign opens a Load/Store pass against the backbuffer and gets exactly today's behavior while the frame spine still owns clears. One less contract concept, and one less thing for V4h to unwind. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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2 changed files with 11 additions and 6 deletions
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@ -42,10 +42,15 @@ internal readonly record struct GpuDepthAttachment(
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///
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/// GL has no such object — its "pass" is implicit in whatever framebuffer happens
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/// to be bound — so making passes explicit is the single largest structural change
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/// the RHI imposes on the existing renderers. The GL backend therefore accepts an
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/// ambient encoder during Campaign V slices V1..V4g (draws outside any declared
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/// pass, preserving today's behaviour) and slice V4h removes that relaxation once
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/// every renderer declares its passes.
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/// the RHI imposes on the existing renderers.
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///
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/// The transitional path needs no special API. On GL, <c>BeginPass</c> binds the
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/// target framebuffer and applies load ops, and deliberately does NOT touch
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/// viewport or scissor — encoders set those explicitly. A renderer being ported
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/// during Campaign V slices V4a..V4g therefore opens a pass with
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/// <see cref="GpuLoadOp.Load"/> / <see cref="GpuStoreOp.Store"/> against the
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/// backbuffer and gets exactly today's behaviour, while the frame spine still
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/// owns clears and framebuffer management. Slice V4h converts the spine itself.
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/// </summary>
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internal sealed record GpuPassDescription
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{
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