fix #387: window resize never recreated the Vulkan swapchain (stretch)
User report: resolution picks (and window drags) stretched the image instead of changing the pixel count. Root cause: Campaign V slice V11 deleted the GL viewport target and left a null target, assuming the driver's OUT_OF_DATE/SUBOPTIMAL acquire/present results would drive swapchain recreation on resize. That is driver-dependent and spec-insufficient — this machine's Windows AMD driver keeps presenting the stale-extent swapchain scaled to the new window indefinitely, so OnFramebufferResize only ever updated the camera aspect while every pass (UI included) kept rendering at the old extent. Fix: SwapchainRecreateViewportTarget implements the existing IFramebufferViewportTarget seam for Vulkan and arms VulkanGraphicsContext.RequestRecreate() on every resize event; the next PrepareFrame rebuilds the swapchain at the live FramebufferSize (bursts collapse to one recreation, stale events cannot install a stale extent, minimised sizes stay gated by FramebufferResizeController). Tests: SwapchainRecreateViewportTargetTests (target contract, size- agnostic arming, null hook, controller-to-target end-to-end with the minimised gate). Full Debug App suite 4,941/3 skips. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@ -24,6 +24,38 @@ What does NOT go here:
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- Every session: scan OPEN issues at start; promote/close anything we touched during the session before ending.
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- Promoting to a Phase: mark as `DONE (promoted to Phase X)` + commit SHA where the Phase entry landed.
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## #387 — Window resize never recreates the Vulkan swapchain: resolution picks stretch the image instead of changing the pixel count
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**Status:** DONE 2026-08-13 (this commit) — pending the user's re-check.
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User report (verbatim shape): "It looks like it is doing now is just
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stretching the window, not changing the pixel count when I change the
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resolution." Confirmed real and root-caused the same session.
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**ROOT CAUSE — the resize event never reached the swapchain.** Campaign V
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slice V11 deleted the GL `SilkFramebufferViewportTarget` and left
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`NullFramebufferViewportTarget` on the assumption that the driver's
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OUT_OF_DATE/SUBOPTIMAL acquire/present results would drive
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`VulkanGraphicsContext`'s frame-boundary swapchain recreation whenever the
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window resized. That assumption is driver-dependent and spec-insufficient:
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a conformant driver may keep presenting the stale-extent swapchain scaled
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to the new window indefinitely — which is exactly what this machine's
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Windows AMD driver does. Result: `OnFramebufferResize` updated only the
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camera aspect; the swapchain (and every render pass sized from its extent,
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UI included) stayed at the old pixel count and the presentation engine
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stretched it — for Options resolution picks AND manual window-edge drags
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alike. **Fix:** `SwapchainRecreateViewportTarget` (the Vulkan
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implementation of the existing `IFramebufferViewportTarget` seam) arms
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`VulkanGraphicsContext.RequestRecreate()` on every resize event; the next
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`PrepareFrame` rebuilds the swapchain at the live `FramebufferSize`, so
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event bursts collapse into one recreation and stale events cannot install
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a stale extent. Regressed by
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`tests/AcDream.App.Tests/Composition/SwapchainRecreateViewportTargetTests.cs`
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(target contract + the controller→target end-to-end seam with the
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minimised-gate case). **Re-check:** pick a smaller Resolution — the window
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should shrink AND the image should re-render crisp at the new pixel count
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(UI elements occupy proportionally more of the window, retail-style), not
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scale down blurrily; same for a window-edge drag.
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## #386 — Vendor category dropdown: authored ListBox is edge-docked — retail would size the popup to content, our shipped 6-row window may diverge
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**Status:** OPEN — filed 2026-08-13 while fixing #385. The #385 probe
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@ -26,11 +26,17 @@ internal sealed class VulkanHostInputCameraCompositionFactory
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{
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public IFramebufferViewportTarget CreateViewportTarget(
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GameWindowGraphics graphics) =>
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// The viewport is a pipeline dynamic state on Vulkan, set per pass by
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// the encoder from the pass extent, so there is no persistent viewport
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// to bind here. The framebuffer-resize controller still drives the
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// camera aspect through its own target.
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NullFramebufferViewportTarget.Instance;
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// The viewport itself is a pipeline dynamic state on Vulkan, set per
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// pass by the encoder from the pass extent — but the swapchain still
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// has to be told the framebuffer changed. Relying on the driver's
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// OUT_OF_DATE/SUBOPTIMAL results alone is spec-insufficient: a
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// conformant driver (observed: Windows AMD, 2026-08-13 user gate —
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// "just stretching the window, not changing the pixel count") may keep
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// presenting the stale-extent swapchain scaled to the new window
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// forever. The V11 null target assumed the driver signal; this target
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// arms the context's existing frame-boundary recreation instead, so
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// the next PrepareFrame recreates at the real FramebufferSize.
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new SwapchainRecreateViewportTarget(RequireContext(graphics).RequestRecreate);
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public GpuFrameFlightController? CreateGpuFrameFlights(
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GameWindowGraphics graphics) => null;
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@ -110,22 +116,24 @@ internal sealed class VulkanHostInputCameraCompositionFactory
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"Vulkan context.");
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/// <summary>
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/// Vulkan sets the viewport per pass from the pass extent, so there is no
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/// persistent viewport binding for the resize controller to update. Size is
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/// still recorded, because the swapchain recreation the host performs is
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/// what actually resizes the surface.
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/// The Vulkan implementation of the resize seam (#387): a window resize
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/// arms <see cref="VulkanGraphicsContext.RequestRecreate"/> so the next
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/// <c>PrepareFrame</c> rebuilds the swapchain at the current
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/// FramebufferSize. The width/height arguments are deliberately unused —
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/// the context re-reads the live framebuffer size at the frame boundary,
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/// so a burst of resize events collapses into one recreation and a stale
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/// event can never install a stale extent. Zero-area (minimised) sizes
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/// never reach this target (<see cref="FramebufferResizeController.Resize(int,int)"/>
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/// gates them), and the armed flag survives a minimised skip until a
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/// non-zero frame runs, which is the context's own existing behavior.
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/// </summary>
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private sealed class NullFramebufferViewportTarget : IFramebufferViewportTarget
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internal sealed class SwapchainRecreateViewportTarget(Action requestRecreate)
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: IFramebufferViewportTarget
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{
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public static NullFramebufferViewportTarget Instance { get; } = new();
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private readonly Action _requestRecreate = requestRecreate
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?? throw new ArgumentNullException(nameof(requestRecreate));
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private NullFramebufferViewportTarget()
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{
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}
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public void ResizeViewport(int width, int height)
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{
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}
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public void ResizeViewport(int width, int height) => _requestRecreate();
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}
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/// <summary>
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@ -9,10 +9,15 @@ internal interface IFramebufferViewportTarget
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}
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// Campaign V slice V11 deleted SilkFramebufferViewportTarget, the GL
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// implementation of IFramebufferViewportTarget: VulkanHostInputCameraComposition
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// Factory's NullFramebufferViewportTarget is the sole surviving implementation
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// (Vulkan's swapchain recreation owns the actual viewport-equivalent resize,
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// which this seam never drove).
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// implementation of IFramebufferViewportTarget, and left a null target on the
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// assumption that the driver's OUT_OF_DATE/SUBOPTIMAL results would drive
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// swapchain recreation on resize. That assumption is driver-dependent — a
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// conformant driver may present a stale-extent swapchain scaled to the new
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// window indefinitely (observed on Windows AMD; #387, the 2026-08-13
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// "resolution pick just stretches" user gate report). The sole implementation
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// is now VulkanHostInputCameraCompositionFactory.SwapchainRecreateViewportTarget,
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// which arms the context's frame-boundary swapchain recreation on every
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// resize event.
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internal interface IFramebufferCameraTarget
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{
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@ -0,0 +1,80 @@
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using AcDream.App.Composition;
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using AcDream.App.Input;
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using AcDream.App.Rendering;
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namespace AcDream.App.Tests.Composition;
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/// <summary>
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/// #387: the V11 null viewport target assumed the driver's OUT_OF_DATE/
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/// SUBOPTIMAL results would drive swapchain recreation on window resize; on
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/// Windows AMD the driver instead presents the stale-extent swapchain scaled
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/// to the new window (the "resolution pick just stretches" 2026-08-13 user
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/// gate report). These pin the replacement target's contract: every resize
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/// event reaching the seam arms the context's frame-boundary recreation.
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/// </summary>
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public sealed class SwapchainRecreateViewportTargetTests
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{
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[Fact]
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public void ResizeViewport_ArmsRecreation_OncePerEvent()
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{
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int armed = 0;
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IFramebufferViewportTarget target =
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new VulkanHostInputCameraCompositionFactory.SwapchainRecreateViewportTarget(
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() => armed++);
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target.ResizeViewport(1024, 768);
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Assert.Equal(1, armed);
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// A second resize arms again — the context collapses bursts itself at
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// the frame boundary (it re-reads the live FramebufferSize), so the
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// target must never de-duplicate or latch.
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target.ResizeViewport(800, 600);
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Assert.Equal(2, armed);
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}
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[Fact]
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public void ResizeViewport_IgnoresTheEventSize_ContextReadsLiveFramebuffer()
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{
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// The width/height are deliberately unused (doc on the target): the
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// context reads the CURRENT framebuffer size at the frame boundary,
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// so a stale event cannot install a stale extent. Pin that the arm
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// fires regardless of the reported size values.
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int armed = 0;
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IFramebufferViewportTarget target =
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new VulkanHostInputCameraCompositionFactory.SwapchainRecreateViewportTarget(
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() => armed++);
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target.ResizeViewport(int.MaxValue, 1);
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Assert.Equal(1, armed);
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}
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[Fact]
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public void Constructor_RejectsNullRecreateHook()
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{
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Assert.Throws<ArgumentNullException>(() =>
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new VulkanHostInputCameraCompositionFactory.SwapchainRecreateViewportTarget(null!));
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}
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[Fact]
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public void ResizeController_DeliversResizeEventsToTheBoundTarget()
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{
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// The end-to-end seam FramebufferResizeController.Resize →
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// ResizeViewport → arm: the same event flow GameWindow's
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// OnFramebufferResize drives in production. Zero-area (minimised)
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// events are gated by the controller and must NOT arm.
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int armed = 0;
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var controller = new FramebufferResizeController(new ViewportAspectState());
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controller.BindViewport(
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new VulkanHostInputCameraCompositionFactory.SwapchainRecreateViewportTarget(
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() => armed++));
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controller.Resize(1280, 720);
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Assert.Equal(1, armed);
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controller.Resize(0, 0); // minimised — gated, no arm
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Assert.Equal(1, armed);
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controller.Resize(1024, 768);
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Assert.Equal(2, armed);
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}
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}
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