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.Linq;
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using System.Numerics;
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using AcDream.App.Rendering.Wb;
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@ -8,15 +8,15 @@ namespace AcDream.App.Rendering;
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/// <summary>
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/// BR-2 (holistic building-render port): retail's invisible portal depth
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/// writes — the port of <c>D3DPolyRender::DrawPortalPolyInternal</c>
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/// writes — the port of <c>D3DPolyRender::DrawPortalPolyInternal</c>
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/// (Ghidra 0x0059bc90, pc:424490).
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///
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/// <para><b>Wired by T1 (BR-3, `579c8b0`):</b> seal on interior roots, punch
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/// on outdoor / look-in roots, via <c>RetailPViewPassExecutor.DrawPortalDepthWrite</c>
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/// (the <c>DrawExitPortalMasks</c> slice callback) — safe alongside the
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/// (the <c>DrawExitPortalMasks</c> slice callback) — safe alongside the
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/// dynamics-drawn-LAST frame order (the first BR-2 attempt punched after
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/// dynamics and erased the player; reverted 88be519). #117 (2026-06-11)
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/// added the two-pass stencil depth gate on the punch side — see
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/// added the two-pass stencil depth gate on the punch side — see
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/// <see cref="DrawDepthFan"/>.</para>
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///
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/// <para>Retail projects a portal polygon, software-clips it against the
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@ -25,12 +25,12 @@ namespace AcDream.App.Rendering;
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/// <list type="bullet">
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/// <item><b>Seal</b> (retail <c>maxZ2=6</c>, bit0 clear, data 0x00820e14):
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/// z = the polygon's true projected depth. Drawn on portals leading OUTSIDE
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/// (<c>other_cell_id==0xFFFF</c>) after the landscape pass — terrain seen
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/// (<c>other_cell_id==0xFFFF</c>) after the landscape pass — terrain seen
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/// through a doorway keeps its pixels because farther interior geometry
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/// z-fails inside the aperture (PView::DrawCells loop 1, Ghidra 0x005a4840,
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/// pc:432783-432786).</item>
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/// <item><b>Punch</b> (retail <c>maxZ1=7</c>, bit0 set, data 0x00820e18):
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/// z forced to the far plane (0.99999988) — erases depth inside a building
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/// z forced to the far plane (0.99999988) — erases depth inside a building
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/// aperture so the interior cells drawn next land cleanly
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/// (ConstructView(CBldPortal) mode-1, pc:433827). BR-2 commit 2 wires this
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/// side.</item>
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@ -38,7 +38,7 @@ namespace AcDream.App.Rendering;
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///
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/// <para>Where retail clips the polygon on the CPU against the view, we apply
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/// the SAME view region via <c>gl_ClipDistance</c> from the slice's clip-space
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/// half-planes (≤8, the validated <see cref="ClipPlaneSet"/> output) — the
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/// half-planes (≤8, the validated <see cref="ClipPlaneSet"/> output) — the
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/// depth write lands only inside the slice region, matching retail's clipped
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/// fan.</para>
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///
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@ -46,7 +46,7 @@ namespace AcDream.App.Rendering;
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/// sets everything it depends on, restores the frame-global convention on
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/// exit, no early-outs between set and restore.</para>
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/// </summary>
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public sealed class PortalDepthMaskRenderer : IDisposable
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internal sealed class PortalDepthMaskRenderer : IDisposable
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{
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private const string VertSrc = @"#version 430 core
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layout(location = 0) in vec3 aPos;
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/// <summary>
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/// #117 (2026-06-11): the mark-pass depth bias, in NDC, toward the
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/// viewer. Retail's punch is DEPTHTEST_ALWAYS and is safe only because
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/// retail's outdoor pass is painter's-ordered far→near (anything nearer
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/// retail's outdoor pass is painter's-ordered far→near (anything nearer
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/// redraws AFTER the punch and re-covers it). Our z-buffered MDI frame
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/// has no such order, so an unconditional far-Z punch erased the depth
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/// of NEARER occluders (terrain hills, closer buildings) at aperture
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/// pixels — doors/interiors painted through them (the T5 #117 report).
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/// pixels — doors/interiors painted through them (the T5 #117 report).
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/// The z-buffer-correct equivalent: punch ONLY where the aperture
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/// polygon itself wins a depth test at its true depth (two-pass
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/// stencil below). The bias keeps the #108 case covered — terrain
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/// stencil below). The bias keeps the #108 case covered — terrain
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/// hugging the door plane (centimeters in front of the aperture) must
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/// still be punched; a hill or another house meters nearer must not.
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/// </summary>
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private const float PunchMarkDepthBias = 0.0005f;
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/// <summary>
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/// #129 (2026-06-12): NDC depth is non-linear — a constant NDC bias b
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/// spans ≈ b·d²/near meters of eye depth at eye distance d. With
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/// #129 (2026-06-12): NDC depth is non-linear — a constant NDC bias b
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/// spans ≈ b·d²/near meters of eye depth at eye distance d. With
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/// znear = 0.1, the 0.0005 constant alone spanned 0.125 m at 5 m but
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/// ~190 m at a landblock away: every hill/house in front of a distant
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/// aperture passed the mark and got far-Z punched — door-shaped leaks
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/// aperture passed the mark and got far-Z punched — door-shaped leaks
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/// through occluders. Fix: cap the bias's EYE-SPACE span at
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/// <see cref="PunchMarkBiasEyeCapMeters"/>. Below the ~10 m crossover
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/// (sqrt(cap·near/0.0005)) the constant-NDC term is smaller and wins —
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/// (sqrt(cap·near/0.0005)) the constant-NDC term is smaller and wins —
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/// bit-identical to the T5-validated close-range behavior (#108 grass
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/// coverage untouched); beyond it the punch can never reach an occluder
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/// more than the cap in front of the aperture plane.
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/// <summary>Retail <c>Render::znear</c> = 0.1 (decomp :342173, re-landed
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/// d4b5c71). The cap conversion below assumes the production camera near
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/// plane; the small f/(f−n) factor (~1.00002 at far 5000) is ignored.</summary>
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/// plane; the small f/(f−n) factor (~1.00002 at far 5000) is ignored.</summary>
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public const float CameraNearPlaneMeters = 0.1f;
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/// <summary>CPU mirror of the vertex-shader mark-bias expression (keep in
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/// slice's clip-space half-planes. <paramref name="forceFarZ"/> selects
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/// punch (true, retail maxZ1) vs seal (false, retail maxZ2 true depth).
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///
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/// <para><b>Seal</b> (interior root): one pass, retail-verbatim —
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/// <para><b>Seal</b> (interior root): one pass, retail-verbatim —
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/// depth ALWAYS + true projected depth. It runs immediately after the
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/// gated full depth clear, so there is no nearer content to stomp.</para>
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///
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/// <para><b>Punch</b> (outdoor root / look-in): two passes (#117).
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/// Pass A marks stencil where the aperture fan passes a LEQUAL depth
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/// test at its (biased) true depth — i.e. where the aperture is
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/// test at its (biased) true depth — i.e. where the aperture is
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/// actually visible against everything drawn so far. Pass B writes the
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/// far-Z punch with depth ALWAYS but stencil-gated to the marked
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/// pixels, and zeroes the stencil as it goes (self-cleaning). This is
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_gl.Disable(EnableCap.CullFace); // portal fans face either way
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_gl.Disable(EnableCap.ScissorTest);
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_gl.Enable(EnableCap.DepthTest);
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_gl.ColorMask(false, false, false, false); // alpha-0 fan ≙ no color
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_gl.ColorMask(false, false, false, false); // alpha-0 fan ≙ no color
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for (int i = 0; i < planeCount; i++)
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_gl.Enable(EnableCap.ClipDistance0 + i);
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if (!forceFarZ)
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{
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// ── SEAL: retail-verbatim single pass ──
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// ── SEAL: retail-verbatim single pass ──
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_gl.DepthFunc(DepthFunction.Always);
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_gl.DepthMask(true);
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_gl.Uniform1(_locForceFarZ, 0);
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}
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else
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{
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// ── PUNCH pass A: stencil-mark visible aperture pixels ──
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// ── PUNCH pass A: stencil-mark visible aperture pixels ──
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_gl.Enable(EnableCap.StencilTest);
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_gl.StencilFunc(StencilFunction.Always, 1, 0xFF);
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_gl.StencilOp(StencilOp.Keep, StencilOp.Keep, StencilOp.Replace);
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PunchMarkBiasEyeCapMeters * CameraNearPlaneMeters);
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_gl.DrawArrays(PrimitiveType.TriangleFan, firstVertex, (uint)n);
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// ── PUNCH pass B: far-Z write on marked pixels only;
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// zero the stencil as we go (self-cleaning) ──
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// ── PUNCH pass B: far-Z write on marked pixels only;
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// zero the stencil as we go (self-cleaning) ──
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_gl.StencilFunc(StencilFunction.Equal, 1, 0xFF);
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_gl.StencilOp(StencilOp.Keep, StencilOp.Keep, StencilOp.Zero);
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_gl.DepthFunc(DepthFunction.Always);
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