feat(render): Campaign V slice V4a - port TextRenderer/BitmapFont/DebugLineRenderer/TextureCache onto IGpuDevice
TextRenderer, BitmapFont, DebugLineRenderer, and TextureCache's UI-texture
upload path (GetOrUploadRenderSurface/UploadRgba8) now issue every draw and
resource creation through the pinned IGpuDevice/IGpuFrame/IGpuPassEncoder
RHI contract instead of raw GL. This is the RHI's first real production
consumer - V0-V3 only established the contract, GL backend skeleton, and a
shader-dialect migration with no live GL exercise. TextRenderer owns one
IGpuPipeline (ui_text shader, straight-alpha blend, depth disabled) and
allocates a per-bucket ring each Flush; BitmapFont's atlas texture is
created and uploaded via device.CreateTexture/.Upload; DebugLineRenderer
mirrors the same one-pipeline-per-Flush shape for its line-list draws.
World-path TextureCache methods (GetOrUpload, the raw-GL layer-array
upload) are untouched - still legacy GL, still out of scope.
Frame lifecycle: GpuDeviceFrameLifetime (RenderFrameOrchestrator.cs) wraps
IGpuDevice.BeginFrame()/IGpuFrame.End() inside the existing
IRenderFrameLifetime bracket HostInputCameraCompositionPhase already opens
per callback, additively - no frame-graph restructuring. Ported renderers
reach the frame via ICurrentGpuFrameSource, a plain interface (not a
delegate field) so WorldSceneDiagnosticsController keeps passing its
existing "no stored window/delegate" architectural-conformance test.
Two real bugs surfaced by actually exercising the RHI against a live GL
context (nothing here was previously reachable before this slice):
- GlGpuDevice.BeginFrame() now resets the render-state cache every frame.
The cache assumes it is the sole writer of GL program/blend/depth/cull
state, which was true while it had zero real consumers, but every
still-legacy renderer (WbDrawDispatcher, terrain, particles, EnvCells)
mutates that same GL state directly and never informs the cache. Once a
legacy renderer ran between two RHI binds, the cache's belief about the
current GL program went stale, so a later BindPipeline(text shader)
skipped re-issuing glUseProgram and the following push-constant upload
threw GL_INVALID_OPERATION against whatever program was actually bound.
Reset() at the frame boundary is the same defensive move BeginPass
already makes after a forced clear (see its comment); it costs one
redundant state application on the frame's first bind.
- GL_MULTISAMPLE has no representation in the pinned contract. Added a
GL-backend-internal Multisample field to GlRenderStateSnapshot/Changes,
computed from GpuPipelineDescription.SampleCount at BindPipeline time -
mirrors how Vulkan bakes MSAA into the pipeline instead of a separate
toggle.
Collateral, scoped to keep the port real rather than a stub:
- GpuTextureSlot (Unassigned = uint.MaxValue, NOT 0) now flows through
every consumer of TextureCache.GetOrUploadRenderSurface/UploadRgba8 and
TextRenderer.DrawSprite - the entire retained UI layer, since a pervasive
Func<uint,(uint,int,int)> sprite-resolve delegate threads through nearly
every UI element/controller. Every prior `== 0` / `!= 0` "no texture"
check became `.IsAssigned` / `!.IsAssigned`; slot 0 is a real assigned
slot (the device's default white texture), so the old sentinel would
have produced live visual regressions if left in place.
- GpuTextureSlot/IGpuDevice/IGpuFrame are internal, so ~270 previously
public AcDream.App types that touched them (directly or transitively)
are now internal too - safe, since AcDream.App is an exe with no
external project references; only the two test projects consume it, via
InternalsVisibleTo. A handful of unrelated types the sweep caught
(ElementInfo/ImportedLayout's property-bag hierarchy, several enums used
as public [Theory] parameters, CursorFeedbackSnapshot's DragAcceptState)
were reverted back to public where making them internal would have
either cascaded into unrelated files or broken xUnit's public-member
discovery.
- ExternalViewportTextureBridge (new) registers the still-raw-GL FBO
color textures PrivateEntityViewportRenderer/PaperdollViewportRenderer
produce (V4g's scope) into the device's texture table for
UiViewport.TextureHandle, via a temporary
GlGpuDevice.RegisterExternalColorTexture escape hatch (internal, not
part of IGpuDevice) deleted when V4g ports those viewports.
- TextRenderGlStateScope.cs and its test deleted: the pipeline description
now bakes what it used to restore by hand.
- ResourceCleanupGroupTests/GlTextureOwnershipTests: the two source-text
conformance tests keyed to TextRenderer's old multi-resource
construction shape (Shader + per-flight FrameBufferSet array + white
texture + tracked VAO/VBO, all via ResourceCleanupGroup) no longer apply
- that shape is gone, replaced by one IGpuPipeline created through
IGpuDevice. The construction-order test is deleted; the checked-commit
texture-creation check now targets GlGpuTexture (which already used
the same GlResourceCommand.CreateName primitive before this slice).
Gates:
- dotnet build -c Release: 0 warnings, 0 errors (AcDream.App has
TreatWarningsAsErrors).
- dotnet test tests/AcDream.App.Tests -c Release: 3,840 passed / 3
skipped (was 3,843/3 entering this slice - net 3 fewer tests:
TextRendererFailureSafetyTests.cs deleted (2, tested the now-deleted
TextRenderGlStateScope) plus the one retired ResourceCleanupGroupTests
method). Full solution: 8,908 passed / 5 skipped across all nine test
projects.
- Offline pixel gate (tools/run-offline-pixel-gate.ps1, parent ec414d60
vs this commit): differing fraction 0.318% (1,791/563,200 compared
pixels), above the 0.001 threshold. Investigated pixel-by-pixel rather
than waved through: a diff heatmap plus 4x crops at the differing
clusters show zero differences anywhere in the retained UI, terrain,
scenery, or static meshes - every differing pixel sits on continuously-
animated ambient content (flying-insect sprites over the swamp, foliage
sparkle/dew glints) whose exact phase depends on elapsed wall-clock
time, the same category the gate's own sky-masking rationale already
documents and the campaign doc's coverage table explicitly excludes
("Not covered - particles"). Confirming evidence: two same-commit
captures at HEAD compare clean against each other (0.0025%), and two
same-commit captures at the parent compare clean against each other
(0.0044%) - only base-vs-head is consistently elevated, which is what
frame-pacing drift from genuinely new per-frame RHI work (BeginFrame,
ring resets, the render-state reset above) would produce against a
fixed wall-clock capture deadline, not a rendering defect. Recommend a
quick user visual check of this capture pair alongside the automated
result, matching how V2c's particle work was already handled in this
campaign (flagged for user visual confirmation rather than blocked on
an automated gate that cannot cover animated content).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
parent
ec414d60cd
commit
ceec3bc440
334 changed files with 3660 additions and 3840 deletions
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@ -1,4 +1,4 @@
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using System;
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using System;
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using System.Collections.Generic;
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using System.Numerics;
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using AcDream.Core.Audio;
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@ -7,8 +7,8 @@ using Silk.NET.OpenAL;
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namespace AcDream.App.Audio;
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/// <summary>
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/// OpenAL-backed audio engine (Phase E.2) — faithful to retail's
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/// 16-voice pool and inverse-square falloff behaviour (r05 §5.3).
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/// OpenAL-backed audio engine (Phase E.2) — faithful to retail's
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/// 16-voice pool and inverse-square falloff behaviour (r05 §5.3).
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///
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/// <para>
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/// Architecture:
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@ -16,7 +16,7 @@ namespace AcDream.App.Audio;
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/// <item><description>
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/// Single <see cref="ALContext"/> + <see cref="AL"/> bound to the
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/// system default device. Cross-platform (WASAPI / WinMM /
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/// PulseAudio / CoreAudio — whichever OpenAL-Soft picks).
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/// PulseAudio / CoreAudio — whichever OpenAL-Soft picks).
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/// </description></item>
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/// <item><description>
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/// Fixed 16-source pool for 3D positional sounds. When all 16 are
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@ -27,13 +27,13 @@ namespace AcDream.App.Audio;
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/// </description></item>
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/// <item><description>
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/// Separate UI source pool (4 sources) for flat 2D UI clicks /
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/// wooshes — not subject to the 3D eviction game.
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/// wooshes — not subject to the 3D eviction game.
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/// </description></item>
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/// <item><description>
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/// PCM buffer cache keyed by Wave dat id so the same footstep isn't
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/// re-uploaded to the GL-equivalent AL buffers on every hit. Bounded
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/// by a byte budget (<see cref="DefaultBufferByteBudget"/>) enforced
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/// with LRU eviction — see <see cref="EvictBuffersOverBudget"/>. A
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/// with LRU eviction — see <see cref="EvictBuffersOverBudget"/>. A
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/// buffer still attached to a live source is never evicted (AL
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/// rejects deleting a bound buffer); eviction re-queries live AL
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/// source state rather than tracking a second copy of it.
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@ -60,15 +60,15 @@ internal interface IWorldAudioQuiescence
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void ResumeWorldAudio();
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}
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public sealed unsafe class OpenAlAudioEngine : IAudioEngine, IWorldAudioQuiescence
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internal sealed unsafe class OpenAlAudioEngine : IAudioEngine, IWorldAudioQuiescence
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{
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// ── Backends ─────────────────────────────────────────────────────────────
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// ── Backends ─────────────────────────────────────────────────────────────
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private AL? _al;
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private OpenAlResourceLifetime? _resources;
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private bool _available;
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private bool _disposed;
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// ── Pools ────────────────────────────────────────────────────────────────
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// ── Pools ────────────────────────────────────────────────────────────────
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private const int PoolSize3D = 16; // retail 16-slot voice pool
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private const int PoolSizeUi = 4;
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@ -88,7 +88,7 @@ public sealed unsafe class OpenAlAudioEngine : IAudioEngine, IWorldAudioQuiescen
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private readonly uint[] _poolUi = new uint[PoolSizeUi];
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// ── Buffer cache (Wave dat id → AL buffer) ───────────────────────────────
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// ── Buffer cache (Wave dat id → AL buffer) ───────────────────────────────
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// Budget rationale: decoded PCM waves run ~100-500 KB each (same sizing
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// as DatSoundCache's payload LRU, which this cache re-uploads from). 48
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// MiB gives comfortable headroom for the working set of a play session
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@ -99,11 +99,11 @@ public sealed unsafe class OpenAlAudioEngine : IAudioEngine, IWorldAudioQuiescen
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private readonly Dictionary<uint, uint> _bufferByWaveId = new();
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private readonly AlBufferBudgetTracker _bufferBudget = new(DefaultBufferByteBudget);
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// ── Ambient handles (StartAmbient/StopAmbient) ───────────────────────────
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// ── Ambient handles (StartAmbient/StopAmbient) ───────────────────────────
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private readonly Dictionary<int, uint> _ambientSources = new();
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private int _nextAmbientHandle = 1;
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// ── Public volume knobs ──────────────────────────────────────────────────
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// ── Public volume knobs ──────────────────────────────────────────────────
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public float MasterVolume { get; set; } = 1f;
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public float SfxVolume { get; set; } = 1f;
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public float MusicVolume { get; set; } = 0.7f;
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@ -219,7 +219,7 @@ public sealed unsafe class OpenAlAudioEngine : IAudioEngine, IWorldAudioQuiescen
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_al = null;
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}
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// ── IAudioEngine ─────────────────────────────────────────────────────────
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// ── IAudioEngine ─────────────────────────────────────────────────────────
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public void SetListener(
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float posX, float posY, float posZ,
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}
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/// <summary>
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/// Not exposed on IAudioEngine but used by the hook sink — play a raw
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/// Not exposed on IAudioEngine but used by the hook sink — play a raw
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/// WaveData blob at a 3D position with full priority/volume controls.
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/// Returns true on success, false if the buffer was rejected.
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/// </summary>
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@ -278,7 +278,7 @@ public sealed unsafe class OpenAlAudioEngine : IAudioEngine, IWorldAudioQuiescen
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if (_pool3D[idx].PlayingGain < effectiveGain) { slotIdx = idx; break; }
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}
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}
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if (slotIdx < 0) return false; // no slot quieter than us — drop
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if (slotIdx < 0) return false; // no slot quieter than us — drop
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var slot = _pool3D[slotIdx];
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_al.SourceStop(slot.SourceId);
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return true;
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}
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// IAudioEngine implementations — the enum-based overloads are less
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// IAudioEngine implementations — the enum-based overloads are less
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// useful than the raw-Wave overloads above, since the hook sink already
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// has access to decoded WaveData. Left as no-ops for now; R5 defines
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// SoundId as a sparse subset of retail enums.
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public int StartAmbient(SoundId id, float x, float y, float z)
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{
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// Looping ambient — needs a decoded wave + WaveId. The hook sink
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// Looping ambient — needs a decoded wave + WaveId. The hook sink
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// doesn't route ambient; a separate landblock-attached ambient
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// system (outside R5) will drive this. For now: reserve a handle.
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int handle = _nextAmbientHandle++;
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}
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}
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public void PlayMusic(string resourceName, bool loop) { /* R5 §6 MIDI — not ported */ }
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public void PlayMusic(string resourceName, bool loop) { /* R5 §6 MIDI — not ported */ }
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public void StopMusic() { /* ditto */ }
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// ── Private helpers ──────────────────────────────────────────────────────
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// ── Private helpers ──────────────────────────────────────────────────────
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private uint EnsureBuffer(uint waveId, WaveData wave)
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{
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if (!_available || _al is null) return 0;
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if (_bufferByWaveId.TryGetValue(waveId, out var existing))
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{
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// Buffer id 0 is the "unsupported format" negative marker — no
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// Buffer id 0 is the "unsupported format" negative marker — no
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// payload, not tracked by the budget, nothing to touch.
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if (existing != 0)
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_bufferBudget.Touch(waveId);
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/// <summary>
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/// Evict least-recently-used AL buffers until the resident-byte budget
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/// is satisfied again. A buffer still bound to a live source (3D pool,
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/// UI pool, or an ambient source) is protected — <c>alDeleteBuffers</c>
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/// fails on a buffer that's still attached to a source — so eviction
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/// UI pool, or an ambient source) is protected — <c>alDeleteBuffers</c>
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/// fails on a buffer that's still attached to a source — so eviction
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/// never targets one; nor does it target <paramref name="protectedBufferId"/>,
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/// the buffer <see cref="EnsureBuffer"/> just created for this call and
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/// hasn't attached to a source yet. If every resident buffer is
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/// protected the budget is temporarily exceeded rather than looping
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/// forever; the bounded pool sizes (16 + 4 + ambient) cap how large
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/// that overage can get. Evicted waves replay through
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/// <see cref="EnsureBuffer"/> again on next use — re-upload from
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/// <see cref="EnsureBuffer"/> again on next use — re-upload from
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/// <see cref="DatSoundCache"/>, identical to a first play.
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/// </summary>
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private void EvictBuffersOverBudget(uint protectedBufferId)
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