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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@ -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);
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// (Pre-Bug-A code spawned camera-attached rain/snow particle
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// emitters here as a workaround for missing weather-mesh
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// rendering. Deleted 2026-04-26 once the retail-faithful world-
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// space mesh path landed in SkyRenderer.RenderWeather. Retail
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// rain is GfxObj 0x01004C42/0x01004C44 — a hollow octagonal
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// cylinder anchored at player_pos + (0, 0, -120m) per
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// GameSky::UpdatePosition at 0x00506dd0 — drawn after the
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// landblock pass per LScape::draw at 0x00506330. There is no
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// server-driven weather event and no camera-attached emitter
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// in retail. Snow renders identically when a Snowy DayGroup is
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// active in some other Region; the partition by Properties&0x04
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// and the SkyRenderer.RenderWeather pass both pick up snow
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// weather meshes for free.)
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AcDream.App.Rendering.WorldRenderFrameOutcome worldOutcome =
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_worldSceneRenderer!.Render(frameInput);
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int visibleLandblocks = worldOutcome.VisibleLandblocks;
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int totalLandblocks = worldOutcome.TotalLandblocks;
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bool normalWorldDrawn = worldOutcome.NormalWorldDrawn;
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// Retail gmSmartBoxUI swaps the world SmartBox viewport for a
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// CreatureMode portal-space viewport. The world block above is skipped
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// while this replacement scene is visible. This scene and
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// its projection transition draws BEFORE retained UI, so chat, windows,
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// cursor, and toolbar remain visible and interactive in transit.
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_localPlayerTeleport?.DrawPortalViewport(
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_window!.Size.X,
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_window.Size.Y,
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_cameraController!.Active.Projection);
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// Phase D.2b Sub-phase C Slice 2 — paperdoll 3-D doll: render the re-dressed player clone into the
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// viewport's off-screen texture BEFORE the 2-D UI pass blits it, but only when the inventory window
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// is open AND the paperdoll is in doll-view (the widget's Visible is driven by the Slots toggle).
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// The 3-D pass is fully sealed in a GLStateScope so it doesn't disturb the world/UI state.
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_paperdollFramePresenter?.Render();
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// Phase D.2b — retail-look UI tree (render-only; input integration deferred).
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// Self-contained 2D pass: UiHost.Draw → TextRenderer.Flush sets its own
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// blend/depth state and restores. Drawn before ImGui so the devtools
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// overlay composites on top during development.
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if (_options.RetailUi && _retailUiRuntime is not null)
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{
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_retailUiRuntime.Tick(deltaSeconds);
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if (_input is not null)
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_retailUiRuntime.UpdateCursor(_input.Mice);
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_retailUiRuntime.Draw(new System.Numerics.Vector2(_window!.Size.X, _window.Size.Y));
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}
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// Devtools remain above retained gameplay UI. The focused presenter
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// owns menu policy, panels, and ImGui draw-data upload.
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_devToolsFramePresenter?.Render(
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deltaSeconds,
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_window!.Size.X,
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_window.Size.Y);
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// Explicit diagnostic captures are requested by the retained-UI
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// automation tick above and executed only after every presentation
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// layer has drawn into the back buffer on this render thread.
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bool screenshotCaptured = _frameScreenshots?.CapturePending() == true;
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_renderFrameDiagnostics?.Publish(
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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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new AcDream.App.Rendering.RenderFrameOutcome(
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new AcDream.App.Rendering.WorldRenderFrameOutcome(
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visibleLandblocks,
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totalLandblocks,
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normalWorldDrawn),
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new AcDream.App.Rendering.PrivatePresentationFrameOutcome(
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portalViewportVisible,
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screenshotCaptured)));
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}
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catch (Exception ex)
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{
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renderFailure = ex;
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throw;
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}
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finally
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{
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try
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{
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_gpuFrameFlights.EndFrame();
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}
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catch (Exception closeFailure) when (renderFailure is not null)
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{
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throw new AggregateException(
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"Rendering failed and the in-flight GPU frame could not be closed.",
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renderFailure,
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closeFailure);
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}
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}
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size.X,
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size.Y));
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}
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private AcDream.App.Diagnostics.WorldLifecycleResourceSnapshot
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@ -4563,14 +4468,8 @@ public sealed class GameWindow : IDisposable
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[
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new("world frame composition", () =>
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{
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_worldSceneRenderer = null;
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_worldRenderFrameBuilder = null;
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_renderFrameOrchestrator = null;
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_worldSceneSkyState = null;
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_skyPesFrame = null;
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_retailPViewPassExecutor = null;
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_retailPViewCells = null;
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_terrainDrawDiagnostics = null;
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_retailPViewRenderer = null;
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}),
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]),
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new ResourceShutdownStage("session dependents",
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@ -4643,11 +4542,13 @@ public sealed class GameWindow : IDisposable
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]),
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new ResourceShutdownStage("render frontends",
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[
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new("frame composition", () =>
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new("developer tools", () =>
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{
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_renderFrameResources = null;
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_renderFrameLivePreparation = null;
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_renderWeatherFrame = null;
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_devToolsFramePresenter = null;
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_devToolsCameraMenu = null;
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_devToolsCommandBus = null;
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_devToolsBackend?.Dispose();
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_devToolsBackend = null;
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}),
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new("portal tunnel", () =>
|
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{
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