refactor(render): compose render frame orchestrator
Move the accepted draw transaction and failure recovery behind typed frame-phase owners so GameWindow only supplies immutable frame input. Preserve retail draw order, make ImGui/bootstrap shutdown ownership explicit, and restore exact text-render GL state on failures.\n\nCo-authored-by: Codex <codex@openai.com>
This commit is contained in:
parent
28e1cf8029
commit
9d7df1bfc5
25 changed files with 1675 additions and 279 deletions
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@ -20,7 +20,6 @@ internal sealed class FrameScreenshotController
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private sealed record CaptureStatus(CaptureState State, string? Error = null);
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private readonly Func<(int Width, int Height)> _getSize;
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private readonly Func<int, int, byte[]> _readRgba;
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private readonly string _directory;
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private readonly Action<string> _log;
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@ -30,21 +29,18 @@ internal sealed class FrameScreenshotController
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public FrameScreenshotController(
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GL gl,
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Func<(int Width, int Height)> getSize,
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string directory,
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Action<string>? log = null)
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: this(getSize, (width, height) => ReadDefaultFramebuffer(gl, width, height), directory, log)
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: this((width, height) => ReadDefaultFramebuffer(gl, width, height), directory, log)
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{
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ArgumentNullException.ThrowIfNull(gl);
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}
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internal FrameScreenshotController(
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Func<(int Width, int Height)> getSize,
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Func<int, int, byte[]> readRgba,
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string directory,
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Action<string>? log = null)
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{
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_getSize = getSize ?? throw new ArgumentNullException(nameof(getSize));
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_readRgba = readRgba ?? throw new ArgumentNullException(nameof(readRgba));
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_directory = string.IsNullOrWhiteSpace(directory)
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? throw new ArgumentException("A screenshot directory is required.", nameof(directory))
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@ -76,7 +72,7 @@ internal sealed class FrameScreenshotController
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&& status.State == CaptureState.Complete;
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/// <summary>Captures at most one queued image on the current GL thread.</summary>
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public bool CapturePending()
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public bool CapturePending(int width, int height)
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{
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if (_pending.Count == 0)
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return false;
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@ -84,7 +80,6 @@ internal sealed class FrameScreenshotController
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string name = _pending.Dequeue();
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try
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{
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(int width, int height) = _getSize();
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if (width <= 0 || height <= 0)
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throw new InvalidOperationException($"invalid framebuffer size {width}x{height}");
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@ -25,10 +25,19 @@ internal enum DevToolsPanelKind
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Settings,
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}
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internal interface IDevToolsFrameLifecycle : IRenderFrameFailureRecovery
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{
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void BeginFrame(float deltaSeconds);
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void Render(double deltaSeconds, int viewportWidth, int viewportHeight);
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}
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internal interface IDevToolsFrameBackend
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{
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void BeginFrame(float deltaSeconds);
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void AbortFrame();
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bool BeginMainMenuBar();
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void EndMainMenuBar();
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@ -82,10 +91,11 @@ internal interface IDevToolsPanelSet
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}
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/// <summary>Concrete ImGui backend for the developer presentation owner.</summary>
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internal sealed class ImGuiDevToolsFrameBackend : IDevToolsFrameBackend
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internal sealed class ImGuiDevToolsFrameBackend : IDevToolsFrameBackend, IDisposable
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{
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private readonly ImGuiBootstrapper _bootstrap;
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private readonly ImGuiPanelHost _panels;
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private bool _disposed;
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public ImGuiDevToolsFrameBackend(
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ImGuiBootstrapper bootstrap,
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@ -97,6 +107,8 @@ internal sealed class ImGuiDevToolsFrameBackend : IDevToolsFrameBackend
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public void BeginFrame(float deltaSeconds) => _bootstrap.BeginFrame(deltaSeconds);
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public void AbortFrame() => _bootstrap.AbortFrame();
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public bool BeginMainMenuBar() => ImGuiNET.ImGui.BeginMainMenuBar();
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public void EndMainMenuBar() => ImGuiNET.ImGui.EndMainMenuBar();
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@ -130,6 +142,15 @@ internal sealed class ImGuiDevToolsFrameBackend : IDevToolsFrameBackend
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ImGuiNET.ImGui.SetWindowSize(title, size, imguiCondition);
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}
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public void Dispose()
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{
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if (_disposed)
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return;
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_bootstrap.Dispose();
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_disposed = true;
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}
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}
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/// <summary>Mutable late-composition seam for player-mode menu operations.</summary>
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@ -229,13 +250,14 @@ internal sealed class DevToolsPanelSet : IDevToolsPanelSet
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/// reusable default layout. Retained gameplay UI remains a separate earlier
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/// presentation phase.
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/// </summary>
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internal sealed class DevToolsFramePresenter
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internal sealed class DevToolsFramePresenter : IDevToolsFrameLifecycle
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{
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private readonly IDevToolsFrameBackend _backend;
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private readonly IDevToolsCameraMenuOperations _camera;
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private readonly IDevToolsCommandBusSource _commands;
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private readonly IDevToolsPanelSet _panels;
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private readonly AcDream.App.Diagnostics.FrameProfiler _profiler;
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private bool _frameOpen;
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public DevToolsFramePresenter(
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IDevToolsFrameBackend backend,
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@ -251,15 +273,47 @@ internal sealed class DevToolsFramePresenter
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_panels = panels ?? throw new ArgumentNullException(nameof(panels));
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}
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public void BeginFrame(float deltaSeconds) => _backend.BeginFrame(deltaSeconds);
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public void BeginFrame(float deltaSeconds)
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{
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if (_frameOpen)
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{
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throw new InvalidOperationException(
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"The previous developer-tools frame must render or abort before a new frame begins.");
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}
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_frameOpen = true;
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_backend.BeginFrame(deltaSeconds);
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}
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public void Render(double deltaSeconds, int viewportWidth, int viewportHeight)
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{
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if (!_frameOpen)
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{
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throw new InvalidOperationException(
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"BeginFrame must open the developer-tools frame before Render.");
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}
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var context = new PanelContext((float)deltaSeconds, _commands.Current);
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DrawMenu(viewportWidth, viewportHeight);
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_backend.RenderPanels(context);
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using var stage = _profiler.BeginStage(AcDream.App.Diagnostics.FrameStage.ImGui);
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_backend.RenderDrawData();
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_frameOpen = false;
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}
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public void AbortFrame()
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{
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if (!_frameOpen)
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return;
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try
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{
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_backend.AbortFrame();
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}
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finally
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{
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_frameOpen = false;
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}
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}
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public void ToggleDebugPanel()
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@ -93,23 +93,14 @@ public sealed class GameWindow : IDisposable
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new AcDream.App.Rendering.ConsoleRenderFrameDiagnosticLog();
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private readonly AcDream.App.Rendering.DebugVmRenderFactsPublisher
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_debugVmRenderFacts = new();
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private AcDream.App.Rendering.WorldRenderDiagnostics? _worldRenderDiagnostics;
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private AcDream.App.Rendering.RenderFrameDiagnosticsController?
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_renderFrameDiagnostics;
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private AcDream.App.Diagnostics.FrameScreenshotController? _frameScreenshots;
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private AcDream.App.Diagnostics.WorldLifecycleAutomationController? _worldLifecycleAutomation;
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private AcDream.App.Rendering.GpuFrameFlightController? _gpuFrameFlights;
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private AcDream.App.Rendering.RenderFrameResourceController?
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_renderFrameResources;
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private AcDream.App.Rendering.RuntimeRenderFrameLivePreparation?
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_renderFrameLivePreparation;
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private AcDream.App.Rendering.RenderWeatherFrameController?
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_renderWeatherFrame;
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private AcDream.App.Rendering.WorldRenderFrameBuilder?
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_worldRenderFrameBuilder;
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private AcDream.App.Rendering.RenderFrameOrchestrator?
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_renderFrameOrchestrator;
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private AcDream.App.Rendering.WorldSceneSkyState? _worldSceneSkyState;
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private AcDream.App.Rendering.WorldSceneRenderer? _worldSceneRenderer;
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private AcDream.App.Rendering.SkyPesFrameController? _skyPesFrame;
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private ResourceShutdownTransaction? _shutdown;
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private readonly DisplayFramePacingController _displayFramePacing;
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@ -221,13 +212,8 @@ public sealed class GameWindow : IDisposable
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private AcDream.App.Rendering.Wb.EnvCellRenderer? _envCellRenderer;
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private AcDream.App.Rendering.Wb.WbFrustum? _envCellFrustum;
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// R1 (render redesign): the per-cell DrawInside flood and concrete pass
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// executor are borrowed by WorldSceneRenderer for each normal-world frame.
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private AcDream.App.Rendering.RetailPViewRenderer? _retailPViewRenderer;
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private AcDream.App.Rendering.RetailPViewPassExecutor? _retailPViewPassExecutor;
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private AcDream.App.Rendering.RetailPViewCellSource? _retailPViewCells;
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private AcDream.App.Rendering.TerrainDrawDiagnosticsController?
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_terrainDrawDiagnostics;
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// R1 (render redesign): portal-view draw owners are retained transitively
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// by the frame orchestrator rather than duplicated as GameWindow roots.
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private AcDream.App.Rendering.PortalDepthMaskRenderer? _portalDepthMask;
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private AcDream.App.Rendering.PortalTunnelPresentation? _portalTunnel;
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@ -746,7 +732,7 @@ public sealed class GameWindow : IDisposable
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_gl = GL.GetApi(_window!);
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_gpuFrameFlights = new AcDream.App.Rendering.GpuFrameFlightController(_gl);
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_worldRenderDiagnostics = new AcDream.App.Rendering.WorldRenderDiagnostics(
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var worldRenderDiagnostics = new AcDream.App.Rendering.WorldRenderDiagnostics(
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new AcDream.App.Rendering.SilkRenderGlStateReader(_gl),
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_renderDiagnosticLog);
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_input = _window!.CreateInput();
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@ -1682,7 +1668,6 @@ public sealed class GameWindow : IDisposable
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{
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_frameScreenshots = new AcDream.App.Diagnostics.FrameScreenshotController(
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_gl!,
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() => (_window!.Size.X, _window.Size.Y),
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System.IO.Path.Combine(artifactDirectory, "screenshots"),
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UiProbeLog);
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_worldLifecycleAutomation =
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@ -2285,8 +2270,6 @@ public sealed class GameWindow : IDisposable
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landblockRenderPublisher.PrepareAfterRenderPins);
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_clipFrame ??= ClipFrame.NoClip();
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_retailPViewRenderer = new AcDream.App.Rendering.RetailPViewRenderer();
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// T1: invisible portal depth writes (seal/punch) — retail
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// DrawPortalPolyInternal (Ghidra 0x0059bc90).
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_portalDepthMask = new AcDream.App.Rendering.PortalDepthMaskRenderer(_gl);
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@ -2782,7 +2765,7 @@ public sealed class GameWindow : IDisposable
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_localPlayerMode);
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var renderFrameGlState = new AcDream.App.Rendering.RenderFrameGlStateController(
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new AcDream.App.Rendering.SilkRenderFrameGlStateApi(_gl!));
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_renderFrameLivePreparation =
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var renderFrameLivePreparation =
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new AcDream.App.Rendering.RuntimeRenderFrameLivePreparation(
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_textureCache,
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_wbMeshAdapter,
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@ -2795,7 +2778,7 @@ public sealed class GameWindow : IDisposable
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_particleRenderer,
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_frameProfiler,
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_frameDiag);
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_renderFrameResources =
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var renderFrameResources =
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new AcDream.App.Rendering.RenderFrameResourceController(
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_gpuFrameFlights!,
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new AcDream.App.Rendering.RuntimeRenderFrameBeginResources(
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@ -2816,14 +2799,14 @@ public sealed class GameWindow : IDisposable
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Weather,
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teleportRenderState,
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_particleVisibility,
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_worldRenderDiagnostics!,
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worldRenderDiagnostics,
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renderFrameGlState),
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_renderFrameLivePreparation);
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_renderWeatherFrame =
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renderFrameLivePreparation);
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var renderWeatherFrame =
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new AcDream.App.Rendering.RenderWeatherFrameController(
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WorldTime,
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Weather);
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_skyPesFrame = new AcDream.App.Rendering.SkyPesFrameController(
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var skyPesFrame = new AcDream.App.Rendering.SkyPesFrameController(
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_scriptRunner!,
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_particleSink!,
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_effectPoses,
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@ -2837,8 +2820,8 @@ public sealed class GameWindow : IDisposable
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_envCellRenderer,
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_sceneLightingUbo,
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_renderRange,
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_skyPesFrame);
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_worldRenderFrameBuilder =
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skyPesFrame);
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var worldRenderFrameBuilder =
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new AcDream.App.Rendering.WorldRenderFrameBuilder(
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new AcDream.App.Rendering.RuntimeWorldFrameCameraSource(
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_cameraController!,
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@ -2869,22 +2852,22 @@ public sealed class GameWindow : IDisposable
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new AcDream.App.Rendering.RuntimeWorldFrameBuildingSource(
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_landblockPresentationPipeline!,
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_cellVisibility));
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_terrainDrawDiagnostics =
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var terrainDrawDiagnostics =
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new AcDream.App.Rendering.TerrainDrawDiagnosticsController(
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_frameDiag,
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_worldRenderDiagnostics!,
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worldRenderDiagnostics,
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new AcDream.App.Rendering.RuntimeFramePipelineDiagnosticFactsSource(
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_terrain,
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_landblockPresentationPipeline,
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_renderFrameLivePreparation,
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renderFrameLivePreparation,
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_wbDrawDispatcher,
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_streamingController,
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_liveEntities!,
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_worldState),
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_renderDiagnosticLog);
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_retailPViewCells = new AcDream.App.Rendering.RetailPViewCellSource(
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var retailPViewCells = new AcDream.App.Rendering.RetailPViewCellSource(
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_cellVisibility);
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_retailPViewPassExecutor =
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var retailPViewPassExecutor =
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new AcDream.App.Rendering.RetailPViewPassExecutor(
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_gl!,
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renderFrameGlState,
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@ -2899,11 +2882,11 @@ public sealed class GameWindow : IDisposable
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_particleRenderer,
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_portalDepthMask,
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_retailAlphaQueue,
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_worldRenderDiagnostics!,
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_terrainDrawDiagnostics);
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worldRenderDiagnostics,
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terrainDrawDiagnostics);
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var worldSceneDiagnostics =
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new AcDream.App.Rendering.WorldSceneDiagnosticsController(
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_worldRenderDiagnostics!,
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worldRenderDiagnostics,
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new AcDream.App.Rendering.RuntimeWorldScenePViewDiagnosticSource(
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_playerControllerSlot,
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_physicsEngine,
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@ -2922,27 +2905,63 @@ public sealed class GameWindow : IDisposable
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_wbDrawDispatcher!,
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_envCellRenderer!,
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_terrain,
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_terrainDrawDiagnostics,
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terrainDrawDiagnostics,
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_skyRenderer,
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_particleSystem,
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_particleRenderer);
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_worldSceneRenderer = new AcDream.App.Rendering.WorldSceneRenderer(
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_renderFrameResources,
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var worldSceneRenderer = new AcDream.App.Rendering.WorldSceneRenderer(
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renderFrameResources,
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renderLoginState,
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_worldSceneSkyState!,
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_worldRenderFrameBuilder,
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worldRenderFrameBuilder,
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new AcDream.App.Rendering.RuntimeWorldSceneEntitySource(_worldState),
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_retailSelectionScene,
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_retailAlphaQueue,
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_particleVisibility,
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new AcDream.App.Rendering.WorldScenePViewRenderer(
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_retailPViewRenderer!,
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_retailPViewPassExecutor,
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_retailPViewPassExecutor),
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_retailPViewCells,
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new AcDream.App.Rendering.RetailPViewRenderer(),
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retailPViewPassExecutor,
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retailPViewPassExecutor),
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retailPViewCells,
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worldScenePasses,
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_renderRange,
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worldSceneDiagnostics);
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AcDream.App.Rendering.IRetainedGameplayUiFrame? retainedGameplayUi =
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_options.RetailUi && _retailUiRuntime is not null
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? new AcDream.App.Rendering.RetainedGameplayUiFrame(
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_retailUiRuntime,
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_input)
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: null;
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AcDream.App.Rendering.IPrivateFrameScreenshot? privateScreenshot =
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_frameScreenshots is not null
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? new AcDream.App.Rendering.PrivateFrameScreenshot(
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_frameScreenshots)
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: null;
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var privatePresentation =
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new AcDream.App.Rendering.PrivatePresentationRenderer(
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new AcDream.App.Rendering.LocalPlayerPortalViewport(
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_localPlayerTeleport!,
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_cameraController!),
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renderFrameResources,
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_paperdollFramePresenter,
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retainedGameplayUi,
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_devToolsFramePresenter,
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privateScreenshot);
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var framePreparation =
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new AcDream.App.Rendering.RenderFramePreparationController(
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renderFrameResources,
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_devToolsFramePresenter,
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renderWeatherFrame);
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_renderFrameOrchestrator =
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new AcDream.App.Rendering.RenderFrameOrchestrator(
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_gpuFrameFlights!,
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framePreparation,
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worldSceneRenderer,
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privatePresentation,
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_renderFrameDiagnostics!,
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(AcDream.App.Rendering.IRenderFrameFailureRecovery?)
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_devToolsFramePresenter
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?? AcDream.App.Rendering.NullRenderFrameFailureRecovery.Instance);
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var liveFrameCoordinator = new AcDream.App.World.RetailLiveFrameCoordinator(
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liveObjectFrame,
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_worldState,
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@ -3415,126 +3434,12 @@ public sealed class GameWindow : IDisposable
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// window title so there's zero rendering cost (no font/overlay needed).
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private void OnRender(double deltaSeconds)
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{
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_gpuFrameFlights!.BeginFrame();
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Exception? renderFailure = null;
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try
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{
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var frameInput = new AcDream.App.Rendering.RenderFrameInput(
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Vector2D<int> size = _window!.Size;
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_renderFrameOrchestrator!.Render(
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new AcDream.App.Rendering.RenderFrameInput(
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deltaSeconds,
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_window!.Size.X,
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_window.Size.Y);
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_renderFrameResources!.Prepare(frameInput);
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AcDream.App.Rendering.RenderFrameFoundation foundation =
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_renderFrameResources.Foundation;
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// gmSmartBoxUI::UseTime @ 0x004D6E30 swaps visibility between the
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// normal SmartBox viewport and UIElement_Viewport's portal
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// CreatureMode; it does not redraw the world behind portal space.
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bool portalViewportVisible = foundation.PortalViewportVisible;
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// Phase D.2a — begin ImGui frame. Paired with the Render() call
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// after the scene draws (below). ImGuiController.Update()
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// consumes buffered Silk.NET input events and calls ImGui.NewFrame.
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_devToolsFramePresenter?.BeginFrame((float)deltaSeconds);
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// Phase G.1: weather state machine — deterministic per-day roll
|
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// + transitions + lightning flash.
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_renderWeatherFrame!.Tick(deltaSeconds);
|
||||
|
||||
// (Pre-Bug-A code spawned camera-attached rain/snow particle
|
||||
// emitters here as a workaround for missing weather-mesh
|
||||
// rendering. Deleted 2026-04-26 once the retail-faithful world-
|
||||
// space mesh path landed in SkyRenderer.RenderWeather. Retail
|
||||
// rain is GfxObj 0x01004C42/0x01004C44 — a hollow octagonal
|
||||
// cylinder anchored at player_pos + (0, 0, -120m) per
|
||||
// GameSky::UpdatePosition at 0x00506dd0 — drawn after the
|
||||
// landblock pass per LScape::draw at 0x00506330. There is no
|
||||
// server-driven weather event and no camera-attached emitter
|
||||
// in retail. Snow renders identically when a Snowy DayGroup is
|
||||
// active in some other Region; the partition by Properties&0x04
|
||||
// and the SkyRenderer.RenderWeather pass both pick up snow
|
||||
// weather meshes for free.)
|
||||
|
||||
AcDream.App.Rendering.WorldRenderFrameOutcome worldOutcome =
|
||||
_worldSceneRenderer!.Render(frameInput);
|
||||
int visibleLandblocks = worldOutcome.VisibleLandblocks;
|
||||
int totalLandblocks = worldOutcome.TotalLandblocks;
|
||||
bool normalWorldDrawn = worldOutcome.NormalWorldDrawn;
|
||||
|
||||
// Retail gmSmartBoxUI swaps the world SmartBox viewport for a
|
||||
// CreatureMode portal-space viewport. The world block above is skipped
|
||||
// while this replacement scene is visible. This scene and
|
||||
// its projection transition draws BEFORE retained UI, so chat, windows,
|
||||
// cursor, and toolbar remain visible and interactive in transit.
|
||||
_localPlayerTeleport?.DrawPortalViewport(
|
||||
_window!.Size.X,
|
||||
_window.Size.Y,
|
||||
_cameraController!.Active.Projection);
|
||||
|
||||
// Phase D.2b Sub-phase C Slice 2 — paperdoll 3-D doll: render the re-dressed player clone into the
|
||||
// viewport's off-screen texture BEFORE the 2-D UI pass blits it, but only when the inventory window
|
||||
// is open AND the paperdoll is in doll-view (the widget's Visible is driven by the Slots toggle).
|
||||
// The 3-D pass is fully sealed in a GLStateScope so it doesn't disturb the world/UI state.
|
||||
_paperdollFramePresenter?.Render();
|
||||
|
||||
// Phase D.2b — retail-look UI tree (render-only; input integration deferred).
|
||||
// Self-contained 2D pass: UiHost.Draw → TextRenderer.Flush sets its own
|
||||
// blend/depth state and restores. Drawn before ImGui so the devtools
|
||||
// overlay composites on top during development.
|
||||
if (_options.RetailUi && _retailUiRuntime is not null)
|
||||
{
|
||||
_retailUiRuntime.Tick(deltaSeconds);
|
||||
if (_input is not null)
|
||||
_retailUiRuntime.UpdateCursor(_input.Mice);
|
||||
_retailUiRuntime.Draw(new System.Numerics.Vector2(_window!.Size.X, _window.Size.Y));
|
||||
}
|
||||
|
||||
// Devtools remain above retained gameplay UI. The focused presenter
|
||||
// owns menu policy, panels, and ImGui draw-data upload.
|
||||
_devToolsFramePresenter?.Render(
|
||||
deltaSeconds,
|
||||
_window!.Size.X,
|
||||
_window.Size.Y);
|
||||
|
||||
// Explicit diagnostic captures are requested by the retained-UI
|
||||
// automation tick above and executed only after every presentation
|
||||
// layer has drawn into the back buffer on this render thread.
|
||||
bool screenshotCaptured = _frameScreenshots?.CapturePending() == true;
|
||||
|
||||
_renderFrameDiagnostics?.Publish(
|
||||
new AcDream.App.Rendering.RenderFrameInput(
|
||||
deltaSeconds,
|
||||
_window!.Size.X,
|
||||
_window.Size.Y),
|
||||
new AcDream.App.Rendering.RenderFrameOutcome(
|
||||
new AcDream.App.Rendering.WorldRenderFrameOutcome(
|
||||
visibleLandblocks,
|
||||
totalLandblocks,
|
||||
normalWorldDrawn),
|
||||
new AcDream.App.Rendering.PrivatePresentationFrameOutcome(
|
||||
portalViewportVisible,
|
||||
screenshotCaptured)));
|
||||
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
renderFailure = ex;
|
||||
throw;
|
||||
}
|
||||
finally
|
||||
{
|
||||
try
|
||||
{
|
||||
_gpuFrameFlights.EndFrame();
|
||||
}
|
||||
catch (Exception closeFailure) when (renderFailure is not null)
|
||||
{
|
||||
throw new AggregateException(
|
||||
"Rendering failed and the in-flight GPU frame could not be closed.",
|
||||
renderFailure,
|
||||
closeFailure);
|
||||
}
|
||||
}
|
||||
size.X,
|
||||
size.Y));
|
||||
}
|
||||
|
||||
private AcDream.App.Diagnostics.WorldLifecycleResourceSnapshot
|
||||
|
|
@ -4563,14 +4468,8 @@ public sealed class GameWindow : IDisposable
|
|||
[
|
||||
new("world frame composition", () =>
|
||||
{
|
||||
_worldSceneRenderer = null;
|
||||
_worldRenderFrameBuilder = null;
|
||||
_renderFrameOrchestrator = null;
|
||||
_worldSceneSkyState = null;
|
||||
_skyPesFrame = null;
|
||||
_retailPViewPassExecutor = null;
|
||||
_retailPViewCells = null;
|
||||
_terrainDrawDiagnostics = null;
|
||||
_retailPViewRenderer = null;
|
||||
}),
|
||||
]),
|
||||
new ResourceShutdownStage("session dependents",
|
||||
|
|
@ -4643,11 +4542,13 @@ public sealed class GameWindow : IDisposable
|
|||
]),
|
||||
new ResourceShutdownStage("render frontends",
|
||||
[
|
||||
new("frame composition", () =>
|
||||
new("developer tools", () =>
|
||||
{
|
||||
_renderFrameResources = null;
|
||||
_renderFrameLivePreparation = null;
|
||||
_renderWeatherFrame = null;
|
||||
_devToolsFramePresenter = null;
|
||||
_devToolsCameraMenu = null;
|
||||
_devToolsCommandBus = null;
|
||||
_devToolsBackend?.Dispose();
|
||||
_devToolsBackend = null;
|
||||
}),
|
||||
new("portal tunnel", () =>
|
||||
{
|
||||
|
|
|
|||
|
|
@ -48,7 +48,7 @@ internal interface IPaperdollPoseApplicator
|
|||
/// The GL renderer remains a borrowed resource disposed by the existing window
|
||||
/// shutdown transaction.
|
||||
/// </summary>
|
||||
internal sealed class PaperdollFramePresenter
|
||||
internal sealed class PaperdollFramePresenter : IPrivatePaperdollFrame
|
||||
{
|
||||
private readonly IPaperdollDollRenderer _renderer;
|
||||
private readonly IPaperdollFrameView _view;
|
||||
|
|
|
|||
148
src/AcDream.App/Rendering/PrivatePresentationRenderer.cs
Normal file
148
src/AcDream.App/Rendering/PrivatePresentationRenderer.cs
Normal file
|
|
@ -0,0 +1,148 @@
|
|||
using System.Numerics;
|
||||
using AcDream.App.Diagnostics;
|
||||
using AcDream.App.Streaming;
|
||||
using AcDream.App.UI;
|
||||
using Silk.NET.Input;
|
||||
|
||||
namespace AcDream.App.Rendering;
|
||||
|
||||
internal interface IPrivatePortalViewport
|
||||
{
|
||||
void Draw(int width, int height);
|
||||
}
|
||||
|
||||
internal interface IPrivatePaperdollFrame
|
||||
{
|
||||
void Render();
|
||||
}
|
||||
|
||||
internal interface IRetainedGameplayUiFrame
|
||||
{
|
||||
void Render(double deltaSeconds, int width, int height);
|
||||
}
|
||||
|
||||
internal interface IPrivateFrameScreenshot
|
||||
{
|
||||
bool CapturePending(int width, int height);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Draws the private and 2-D presentation layers after the world alpha scope
|
||||
/// has closed: portal CreatureMode, paperdoll FBO, retained gameplay UI,
|
||||
/// developer UI, then the complete-frame screenshot.
|
||||
/// </summary>
|
||||
internal sealed class PrivatePresentationRenderer : IPrivatePresentationFramePhase
|
||||
{
|
||||
private readonly IPrivatePortalViewport _portal;
|
||||
private readonly IRenderFrameFoundationSource _foundation;
|
||||
private readonly IPrivatePaperdollFrame? _paperdoll;
|
||||
private readonly IRetainedGameplayUiFrame? _gameplayUi;
|
||||
private readonly IDevToolsFrameLifecycle? _devTools;
|
||||
private readonly IPrivateFrameScreenshot? _screenshots;
|
||||
|
||||
public PrivatePresentationRenderer(
|
||||
IPrivatePortalViewport portal,
|
||||
IRenderFrameFoundationSource foundation,
|
||||
IPrivatePaperdollFrame? paperdoll,
|
||||
IRetainedGameplayUiFrame? gameplayUi,
|
||||
IDevToolsFrameLifecycle? devTools,
|
||||
IPrivateFrameScreenshot? screenshots)
|
||||
{
|
||||
_portal = portal ?? throw new ArgumentNullException(nameof(portal));
|
||||
_foundation = foundation
|
||||
?? throw new ArgumentNullException(nameof(foundation));
|
||||
_paperdoll = paperdoll;
|
||||
_gameplayUi = gameplayUi;
|
||||
_devTools = devTools;
|
||||
_screenshots = screenshots;
|
||||
}
|
||||
|
||||
public PrivatePresentationFrameOutcome Render(
|
||||
RenderFrameInput input,
|
||||
WorldRenderFrameOutcome world)
|
||||
{
|
||||
_ = world;
|
||||
// Foundation is the immutable result of this frame's clear phase.
|
||||
// Snapshot it before drawing so a portal transition raised by a
|
||||
// private layer cannot relabel the viewport that was just presented.
|
||||
bool portalViewportVisible =
|
||||
_foundation.Foundation.PortalViewportVisible;
|
||||
_portal.Draw(input.ViewportWidth, input.ViewportHeight);
|
||||
_paperdoll?.Render();
|
||||
_gameplayUi?.Render(
|
||||
input.DeltaSeconds,
|
||||
input.ViewportWidth,
|
||||
input.ViewportHeight);
|
||||
_devTools?.Render(
|
||||
input.DeltaSeconds,
|
||||
input.ViewportWidth,
|
||||
input.ViewportHeight);
|
||||
bool screenshotCaptured = _screenshots?.CapturePending(
|
||||
input.ViewportWidth,
|
||||
input.ViewportHeight) == true;
|
||||
return new PrivatePresentationFrameOutcome(
|
||||
portalViewportVisible,
|
||||
screenshotCaptured);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>Typed portal viewport adapter over the canonical teleport owner.</summary>
|
||||
internal sealed class LocalPlayerPortalViewport : IPrivatePortalViewport
|
||||
{
|
||||
private readonly LocalPlayerTeleportController _teleport;
|
||||
private readonly CameraController _camera;
|
||||
|
||||
public LocalPlayerPortalViewport(
|
||||
LocalPlayerTeleportController teleport,
|
||||
CameraController camera)
|
||||
{
|
||||
_teleport = teleport ?? throw new ArgumentNullException(nameof(teleport));
|
||||
_camera = camera ?? throw new ArgumentNullException(nameof(camera));
|
||||
}
|
||||
|
||||
public void Draw(int width, int height) =>
|
||||
_teleport.DrawPortalViewport(width, height, _camera.Active.Projection);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// One retained-gameplay-UI tick/cursor/draw transaction. This is the explicit
|
||||
/// boundary where the render graph reaches the retained UI composition owner;
|
||||
/// <see cref="RetailUiRuntime"/> intentionally retains its documented state and
|
||||
/// command bindings. The distinction between direct frame ownership and
|
||||
/// recursive shared-owner reachability is recorded in
|
||||
/// docs/architecture/code-structure.md.
|
||||
/// </summary>
|
||||
internal sealed class RetainedGameplayUiFrame : IRetainedGameplayUiFrame
|
||||
{
|
||||
private readonly RetailUiRuntime _runtime;
|
||||
private readonly IInputContext? _input;
|
||||
|
||||
public RetainedGameplayUiFrame(
|
||||
RetailUiRuntime runtime,
|
||||
IInputContext? input)
|
||||
{
|
||||
_runtime = runtime ?? throw new ArgumentNullException(nameof(runtime));
|
||||
_input = input;
|
||||
}
|
||||
|
||||
public void Render(double deltaSeconds, int width, int height)
|
||||
{
|
||||
_runtime.Tick(deltaSeconds);
|
||||
if (_input is not null)
|
||||
_runtime.UpdateCursor(_input.Mice);
|
||||
_runtime.Draw(new Vector2(width, height));
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>Optional complete-frame capture adapter.</summary>
|
||||
internal sealed class PrivateFrameScreenshot : IPrivateFrameScreenshot
|
||||
{
|
||||
private readonly FrameScreenshotController _screenshots;
|
||||
|
||||
public PrivateFrameScreenshot(FrameScreenshotController screenshots) =>
|
||||
_screenshots = screenshots
|
||||
?? throw new ArgumentNullException(nameof(screenshots));
|
||||
|
||||
public bool CapturePending(int width, int height) =>
|
||||
_screenshots.CapturePending(width, height);
|
||||
}
|
||||
|
|
@ -60,6 +60,29 @@ internal interface IRenderFrameDiagnosticsPhase
|
|||
void Publish(RenderFrameInput input, RenderFrameOutcome outcome);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Closes presentation transactions which may have opened before a later
|
||||
/// render phase failed. Recovery is idempotent so failures before the
|
||||
/// transaction opens and failures after it closes are both safe.
|
||||
/// </summary>
|
||||
internal interface IRenderFrameFailureRecovery
|
||||
{
|
||||
void AbortFrame();
|
||||
}
|
||||
|
||||
internal sealed class NullRenderFrameFailureRecovery : IRenderFrameFailureRecovery
|
||||
{
|
||||
public static NullRenderFrameFailureRecovery Instance { get; } = new();
|
||||
|
||||
private NullRenderFrameFailureRecovery()
|
||||
{
|
||||
}
|
||||
|
||||
public void AbortFrame()
|
||||
{
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Owns the accepted outer render transaction. Focused phase owners retain the
|
||||
/// detailed PView, private-viewport, UI, and diagnostic order inside their
|
||||
|
|
@ -79,19 +102,22 @@ internal sealed class RenderFrameOrchestrator
|
|||
private readonly IWorldSceneFramePhase _world;
|
||||
private readonly IPrivatePresentationFramePhase _presentation;
|
||||
private readonly IRenderFrameDiagnosticsPhase _diagnostics;
|
||||
private readonly IRenderFrameFailureRecovery _recovery;
|
||||
|
||||
public RenderFrameOrchestrator(
|
||||
IRenderFrameLifetime lifetime,
|
||||
IRenderFrameResourcePhase resources,
|
||||
IWorldSceneFramePhase world,
|
||||
IPrivatePresentationFramePhase presentation,
|
||||
IRenderFrameDiagnosticsPhase diagnostics)
|
||||
IRenderFrameDiagnosticsPhase diagnostics,
|
||||
IRenderFrameFailureRecovery recovery)
|
||||
{
|
||||
_lifetime = lifetime ?? throw new ArgumentNullException(nameof(lifetime));
|
||||
_resources = resources ?? throw new ArgumentNullException(nameof(resources));
|
||||
_world = world ?? throw new ArgumentNullException(nameof(world));
|
||||
_presentation = presentation ?? throw new ArgumentNullException(nameof(presentation));
|
||||
_diagnostics = diagnostics ?? throw new ArgumentNullException(nameof(diagnostics));
|
||||
_recovery = recovery ?? throw new ArgumentNullException(nameof(recovery));
|
||||
}
|
||||
|
||||
public RenderFrameOutcome Render(RenderFrameInput input)
|
||||
|
|
@ -115,17 +141,50 @@ internal sealed class RenderFrameOrchestrator
|
|||
}
|
||||
finally
|
||||
{
|
||||
Exception? recoveryFailure = null;
|
||||
if (renderFailure is not null)
|
||||
{
|
||||
try
|
||||
{
|
||||
// ImGui NewFrame is opened during preparation but normally
|
||||
// closed during private presentation. Abort it before the
|
||||
// GPU flight closes when any intervening phase fails.
|
||||
_recovery.AbortFrame();
|
||||
}
|
||||
catch (Exception error)
|
||||
{
|
||||
recoveryFailure = error;
|
||||
}
|
||||
}
|
||||
|
||||
try
|
||||
{
|
||||
_lifetime.EndFrame();
|
||||
}
|
||||
catch (Exception closeFailure) when (renderFailure is not null)
|
||||
{
|
||||
if (recoveryFailure is not null)
|
||||
{
|
||||
throw new AggregateException(
|
||||
"Rendering failed and neither presentation recovery nor the in-flight GPU frame could be closed.",
|
||||
renderFailure,
|
||||
recoveryFailure,
|
||||
closeFailure);
|
||||
}
|
||||
|
||||
throw new AggregateException(
|
||||
"Rendering failed and the in-flight GPU frame could not be closed.",
|
||||
renderFailure,
|
||||
closeFailure);
|
||||
}
|
||||
|
||||
if (renderFailure is not null && recoveryFailure is not null)
|
||||
{
|
||||
throw new AggregateException(
|
||||
"Rendering failed and the presentation frame could not be aborted.",
|
||||
renderFailure,
|
||||
recoveryFailure);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -0,0 +1,35 @@
|
|||
namespace AcDream.App.Rendering;
|
||||
|
||||
internal interface IRenderWeatherFramePhase
|
||||
{
|
||||
void Tick(double deltaSeconds);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Preserves the accepted pre-world order after the GPU/resource transaction:
|
||||
/// begin optional developer UI, advance render-time weather, then hand the
|
||||
/// completed preparation to the world phase.
|
||||
/// </summary>
|
||||
internal sealed class RenderFramePreparationController : IRenderFrameResourcePhase
|
||||
{
|
||||
private readonly IRenderFrameResourcePhase _resources;
|
||||
private readonly IDevToolsFrameLifecycle? _devTools;
|
||||
private readonly IRenderWeatherFramePhase _weather;
|
||||
|
||||
public RenderFramePreparationController(
|
||||
IRenderFrameResourcePhase resources,
|
||||
IDevToolsFrameLifecycle? devTools,
|
||||
IRenderWeatherFramePhase weather)
|
||||
{
|
||||
_resources = resources ?? throw new ArgumentNullException(nameof(resources));
|
||||
_devTools = devTools;
|
||||
_weather = weather ?? throw new ArgumentNullException(nameof(weather));
|
||||
}
|
||||
|
||||
public void Prepare(RenderFrameInput input)
|
||||
{
|
||||
_resources.Prepare(input);
|
||||
_devTools?.BeginFrame((float)input.DeltaSeconds);
|
||||
_weather.Tick(input.DeltaSeconds);
|
||||
}
|
||||
}
|
||||
|
|
@ -350,7 +350,7 @@ internal sealed class RuntimeRenderFrameLivePreparation
|
|||
}
|
||||
|
||||
/// <summary>Owns the render-time weather clock and deterministic day index.</summary>
|
||||
internal sealed class RenderWeatherFrameController
|
||||
internal sealed class RenderWeatherFrameController : IRenderWeatherFramePhase
|
||||
{
|
||||
private readonly WorldTimeService _worldTime;
|
||||
private readonly WeatherSystem _weather;
|
||||
|
|
|
|||
156
src/AcDream.App/Rendering/TextRenderGlStateScope.cs
Normal file
156
src/AcDream.App/Rendering/TextRenderGlStateScope.cs
Normal file
|
|
@ -0,0 +1,156 @@
|
|||
using Silk.NET.OpenGL;
|
||||
|
||||
namespace AcDream.App.Rendering;
|
||||
|
||||
internal interface ITextRenderGlStateApi
|
||||
{
|
||||
bool IsEnabled(EnableCap capability);
|
||||
|
||||
int GetInteger(GetPName parameter);
|
||||
|
||||
bool GetBoolean(GetPName parameter);
|
||||
|
||||
void SetCapability(EnableCap capability, bool enabled);
|
||||
|
||||
void DepthMask(bool enabled);
|
||||
|
||||
void BlendFuncSeparate(
|
||||
BlendingFactor sourceRgb,
|
||||
BlendingFactor destinationRgb,
|
||||
BlendingFactor sourceAlpha,
|
||||
BlendingFactor destinationAlpha);
|
||||
|
||||
void UseProgram(uint program);
|
||||
|
||||
void BindVertexArray(uint vertexArray);
|
||||
|
||||
void BindBuffer(BufferTargetARB target, uint buffer);
|
||||
|
||||
void ActiveTexture(TextureUnit unit);
|
||||
|
||||
void BindTexture(TextureTarget target, uint texture);
|
||||
}
|
||||
|
||||
internal sealed class SilkTextRenderGlStateApi : ITextRenderGlStateApi
|
||||
{
|
||||
private readonly GL _gl;
|
||||
|
||||
public SilkTextRenderGlStateApi(GL gl) =>
|
||||
_gl = gl ?? throw new ArgumentNullException(nameof(gl));
|
||||
|
||||
public bool IsEnabled(EnableCap capability) => _gl.IsEnabled(capability);
|
||||
|
||||
public int GetInteger(GetPName parameter) => _gl.GetInteger(parameter);
|
||||
|
||||
public bool GetBoolean(GetPName parameter) => _gl.GetBoolean(parameter);
|
||||
|
||||
public void SetCapability(EnableCap capability, bool enabled)
|
||||
{
|
||||
if (enabled)
|
||||
_gl.Enable(capability);
|
||||
else
|
||||
_gl.Disable(capability);
|
||||
}
|
||||
|
||||
public void DepthMask(bool enabled) => _gl.DepthMask(enabled);
|
||||
|
||||
public void BlendFuncSeparate(
|
||||
BlendingFactor sourceRgb,
|
||||
BlendingFactor destinationRgb,
|
||||
BlendingFactor sourceAlpha,
|
||||
BlendingFactor destinationAlpha) =>
|
||||
_gl.BlendFuncSeparate(
|
||||
sourceRgb,
|
||||
destinationRgb,
|
||||
sourceAlpha,
|
||||
destinationAlpha);
|
||||
|
||||
public void UseProgram(uint program) => _gl.UseProgram(program);
|
||||
|
||||
public void BindVertexArray(uint vertexArray) => _gl.BindVertexArray(vertexArray);
|
||||
|
||||
public void BindBuffer(BufferTargetARB target, uint buffer) =>
|
||||
_gl.BindBuffer(target, buffer);
|
||||
|
||||
public void ActiveTexture(TextureUnit unit) => _gl.ActiveTexture(unit);
|
||||
|
||||
public void BindTexture(TextureTarget target, uint texture) =>
|
||||
_gl.BindTexture(target, texture);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Exact, focused state transaction for <see cref="TextRenderer.Flush"/>. It
|
||||
/// captures every GL value that Flush or DrawLayer mutates, while avoiding the
|
||||
/// dozens of unrelated synchronous reads made by the broad diagnostic scope.
|
||||
/// </summary>
|
||||
internal readonly struct TextRenderGlStateScope : IDisposable
|
||||
{
|
||||
private readonly ITextRenderGlStateApi _gl;
|
||||
private readonly bool _depthTest;
|
||||
private readonly bool _blend;
|
||||
private readonly bool _cullFace;
|
||||
private readonly bool _alphaToCoverage;
|
||||
private readonly bool _multisample;
|
||||
private readonly bool _depthWrite;
|
||||
private readonly int _blendSourceRgb;
|
||||
private readonly int _blendDestinationRgb;
|
||||
private readonly int _blendSourceAlpha;
|
||||
private readonly int _blendDestinationAlpha;
|
||||
private readonly int _program;
|
||||
private readonly int _vertexArray;
|
||||
private readonly int _arrayBuffer;
|
||||
private readonly int _activeTexture;
|
||||
private readonly int _texture0Binding2D;
|
||||
|
||||
public TextRenderGlStateScope(ITextRenderGlStateApi gl)
|
||||
{
|
||||
_gl = gl ?? throw new ArgumentNullException(nameof(gl));
|
||||
_depthTest = gl.IsEnabled(EnableCap.DepthTest);
|
||||
_blend = gl.IsEnabled(EnableCap.Blend);
|
||||
_cullFace = gl.IsEnabled(EnableCap.CullFace);
|
||||
_alphaToCoverage = gl.IsEnabled(EnableCap.SampleAlphaToCoverage);
|
||||
_multisample = gl.IsEnabled(EnableCap.Multisample);
|
||||
_depthWrite = gl.GetBoolean(GetPName.DepthWritemask);
|
||||
_blendSourceRgb = gl.GetInteger(GetPName.BlendSrcRgb);
|
||||
_blendDestinationRgb = gl.GetInteger(GetPName.BlendDstRgb);
|
||||
_blendSourceAlpha = gl.GetInteger(GetPName.BlendSrcAlpha);
|
||||
_blendDestinationAlpha = gl.GetInteger(GetPName.BlendDstAlpha);
|
||||
_program = gl.GetInteger(GetPName.CurrentProgram);
|
||||
_vertexArray = gl.GetInteger(GetPName.VertexArrayBinding);
|
||||
_arrayBuffer = gl.GetInteger(GetPName.ArrayBufferBinding);
|
||||
_activeTexture = gl.GetInteger(GetPName.ActiveTexture);
|
||||
|
||||
try
|
||||
{
|
||||
gl.ActiveTexture(TextureUnit.Texture0);
|
||||
_texture0Binding2D = gl.GetInteger(GetPName.TextureBinding2D);
|
||||
}
|
||||
finally
|
||||
{
|
||||
gl.ActiveTexture((TextureUnit)_activeTexture);
|
||||
}
|
||||
}
|
||||
|
||||
public void Dispose()
|
||||
{
|
||||
_gl.UseProgram((uint)_program);
|
||||
_gl.BindVertexArray((uint)_vertexArray);
|
||||
_gl.BindBuffer(BufferTargetARB.ArrayBuffer, (uint)_arrayBuffer);
|
||||
|
||||
_gl.ActiveTexture(TextureUnit.Texture0);
|
||||
_gl.BindTexture(TextureTarget.Texture2D, (uint)_texture0Binding2D);
|
||||
_gl.ActiveTexture((TextureUnit)_activeTexture);
|
||||
|
||||
_gl.DepthMask(_depthWrite);
|
||||
_gl.BlendFuncSeparate(
|
||||
(BlendingFactor)_blendSourceRgb,
|
||||
(BlendingFactor)_blendDestinationRgb,
|
||||
(BlendingFactor)_blendSourceAlpha,
|
||||
(BlendingFactor)_blendDestinationAlpha);
|
||||
_gl.SetCapability(EnableCap.DepthTest, _depthTest);
|
||||
_gl.SetCapability(EnableCap.Blend, _blend);
|
||||
_gl.SetCapability(EnableCap.CullFace, _cullFace);
|
||||
_gl.SetCapability(EnableCap.SampleAlphaToCoverage, _alphaToCoverage);
|
||||
_gl.SetCapability(EnableCap.Multisample, _multisample);
|
||||
}
|
||||
}
|
||||
|
|
@ -24,6 +24,7 @@ public sealed unsafe class TextRenderer : IDisposable
|
|||
private const int FloatsPerVertex = 8; // pos(2) + uv(2) + color(4)
|
||||
|
||||
private readonly GL _gl;
|
||||
private readonly ITextRenderGlStateApi _glState;
|
||||
private readonly Shader _shader;
|
||||
private uint _vao;
|
||||
private uint _vbo;
|
||||
|
|
@ -53,6 +54,7 @@ public sealed unsafe class TextRenderer : IDisposable
|
|||
// at its FIRST-insertion point, so later bar sprites covered glyphs emitted
|
||||
// earlier via the shared dat-font atlas — the stamina/mana numbers vanished.)
|
||||
private sealed class SpriteSeg { public uint Texture; public readonly List<float> Verts = new(256); }
|
||||
|
||||
private readonly List<SpriteSeg> _spriteSegs = new();
|
||||
private int _segUsed;
|
||||
private int _textVerts;
|
||||
|
|
@ -77,6 +79,7 @@ public sealed unsafe class TextRenderer : IDisposable
|
|||
public TextRenderer(GL gl, string shaderDir)
|
||||
{
|
||||
_gl = gl;
|
||||
_glState = new SilkTextRenderGlStateApi(gl);
|
||||
_shader = new Shader(gl,
|
||||
Path.Combine(shaderDir, "ui_text.vert"),
|
||||
Path.Combine(shaderDir, "ui_text.frag"));
|
||||
|
|
@ -350,23 +353,24 @@ public sealed unsafe class TextRenderer : IDisposable
|
|||
bool anyOverlay = _overlaySegUsed > 0 || _overlayTextVerts > 0 || _overlayRectVerts > 0;
|
||||
if (!anyNormal && !anyOverlay) return;
|
||||
|
||||
// Retained UI is a private render pass: an upload or draw failure must
|
||||
// not leak its depth/cull/blend/MSAA state into a later recoverable
|
||||
// frame. The focused scope restores from Flush's generated finally,
|
||||
// including when either DrawLayer call throws.
|
||||
using var stateScope = new TextRenderGlStateScope(_glState);
|
||||
|
||||
_shader.Use();
|
||||
_shader.SetVec2("uScreenSize", _screenSize);
|
||||
|
||||
_gl.BindVertexArray(_vao);
|
||||
_gl.BindBuffer(BufferTargetARB.ArrayBuffer, _vbo);
|
||||
|
||||
// Save GL state.
|
||||
bool wasDepth = _gl.IsEnabled(EnableCap.DepthTest);
|
||||
bool wasBlend = _gl.IsEnabled(EnableCap.Blend);
|
||||
bool wasCull = _gl.IsEnabled(EnableCap.CullFace);
|
||||
// Establish the self-contained UI pass state.
|
||||
// The world pass leaves alpha-to-coverage + multisample enabled (WbDrawDispatcher,
|
||||
// QualitySettings MSAA). If they bleed into the UI pass, each glyph's soft alpha
|
||||
// EDGE is converted to dithered MSAA coverage instead of a clean alpha blend —
|
||||
// the "text not sharp / fuzzy" artifact. The UI composites with straight alpha
|
||||
// blending and must own this state (feedback_render_self_contained_gl_state).
|
||||
bool wasA2C = _gl.IsEnabled(EnableCap.SampleAlphaToCoverage);
|
||||
bool wasMsaa = _gl.IsEnabled(EnableCap.Multisample);
|
||||
_gl.Disable(EnableCap.SampleAlphaToCoverage);
|
||||
_gl.Disable(EnableCap.Multisample);
|
||||
_gl.Disable(EnableCap.DepthTest);
|
||||
|
|
@ -386,15 +390,6 @@ public sealed unsafe class TextRenderer : IDisposable
|
|||
DrawLayer(_spriteSegs, _segUsed, _rectBuf, _rectVerts, _textBuf, _textVerts, font);
|
||||
DrawLayer(_overlaySpriteSegs, _overlaySegUsed, _overlayRectBuf, _overlayRectVerts, _overlayTextBuf, _overlayTextVerts, font);
|
||||
|
||||
// Restore GL state.
|
||||
_gl.DepthMask(true);
|
||||
if (!wasBlend) _gl.Disable(EnableCap.Blend);
|
||||
if (wasCull) _gl.Enable(EnableCap.CullFace);
|
||||
if (wasDepth) _gl.Enable(EnableCap.DepthTest);
|
||||
if (wasA2C) _gl.Enable(EnableCap.SampleAlphaToCoverage);
|
||||
if (wasMsaa) _gl.Enable(EnableCap.Multisample);
|
||||
|
||||
_gl.BindVertexArray(0);
|
||||
}
|
||||
|
||||
/// <summary>Draw one compositing layer: sprites (submission order, one call per
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue