This reverts ceec3bc4. Two independent reasons, either sufficient.
The rendering regression. The slice deleted TextRenderGlStateScope, which
saved GL_MULTISAMPLE and GL_SAMPLE_ALPHA_TO_COVERAGE on entry, disabled them
for the text pass, and restored them on exit (TextRenderGlStateScope.cs:111-112
and 153-154 at the parent commit). Its replacement bakes that state into the
text pipeline but nothing restores it, and GlGpuPassEncoder.Dispose does not
either. Every world renderer is still raw GL at this point in the campaign, so
from the first UI frame onward the world drew with multisampling disabled.
The offline pixel gate caught it: 1,791 of 563,200 compared pixels differed,
0.318% against a 0.001 threshold. The commit message attributed this to
wall-clock-driven ambient animation shifting phase, and committed through the
failure. That explanation does not survive its own control: capturing twice at
the reverted-to commit differs by 19 pixels and twice at the slice's own commit
by 8, while base-versus-head differs by 1,791 - a 224x gap that no shared-noise
source explains. An amplified difference image settles it visually: the changed
pixels are the silhouette edges of every tree, building and rock, with terrain
interiors, water and the entire UI untouched. That is the signature of losing
edge antialiasing, not of animated sprites.
This is the exact failure mode two existing memory notes already warn about -
a mid-frame renderer must set every GL state it uses rather than inherit it,
and issue #52's lesson that a rendering migration must audit per-pass GL state
before declaring itself done.
The scope. The brief was three small leaf renderers plus additive frame-
lifecycle wiring, roughly ten files. The commit changed 334 files with 3,665
insertions and 3,845 deletions, including 323 public-to-internal visibility
conversions across the App assembly, 55 test files, two retired conformance
tests, and a self-described temporary escape hatch for bridging raw-GL viewport
textures. Even without the regression, that is not separable into the part
worth keeping and the part worth dropping.
Reverting rather than patching because the good work here - the RHI frame
lifecycle wiring and a genuine render-state-cache staleness fix - is small
enough to redo cleanly against a tightened spec, while untangling it from 300+
files of unrelated churn is not.
Post-revert: Release build clean, App suite back to 3,843 passed / 3 skipped,
offline pixel gate passing at 19 differing pixels.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
369 lines
14 KiB
C#
369 lines
14 KiB
C#
// ClipFrameAssembler.cs
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//
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// Retail PView assembly policy. PortalVisibilityBuilder produces a retail-like
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// view graph: one portal_view list per visible cell plus an outside_view list.
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// This assembler packs each visible polygon as an individual GPU clip slot so
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// the renderer can draw the exact PView order:
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//
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// outside_view landscape slices
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// reverse cell_draw_list exit masks
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// reverse cell_draw_list EnvCell shells
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// reverse cell_draw_list object lists
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//
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// Slot 0 is always no-clip. A slice whose polygon cannot be represented by the
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// <=8 plane budget uses slot 0 and its NDC AABB; the renderer uses scissor for
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// passes that need that fallback. Empty regions are omitted entirely.
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using System.Collections.Generic;
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using System.Numerics;
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namespace AcDream.App.Rendering;
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/// <summary>
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/// How the landscape-through-outside_view pass should be interpreted.
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/// </summary>
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public enum TerrainClipMode
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{
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/// <summary>All outside_view slices have convex plane clips.</summary>
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Planes,
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/// <summary>At least one outside_view slice requires scissor fallback.</summary>
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Scissor,
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/// <summary>No outside_view slice is visible; skip landscape indoors.</summary>
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Skip,
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}
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/// <summary>
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/// One retail portal_view slice mapped to a GPU clip slot. The AABB is retained
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/// for passes that cannot write gl_ClipDistance and must use scissor.
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/// </summary>
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public readonly record struct ClipViewSlice(int Slot, Vector4 NdcAabb, Vector4[] Planes);
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/// <summary>
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/// Result of <see cref="ClipFrameAssembler.Assemble"/>: populated clip buffers
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/// plus routing data consumed by the render orchestration.
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/// </summary>
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public sealed class ClipFrameAssembly
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{
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public ClipFrame Frame { get; private set; } = null!;
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/// <summary>First drawable slice slot per visible cell. Compatibility map
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/// for renderer APIs that can accept only one slot at a time.</summary>
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public Dictionary<uint, int> CellIdToSlot { get; } = new();
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/// <summary>Slot-only cell slices, retained for older renderer APIs.</summary>
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public Dictionary<uint, int[]> CellIdToViewSlots { get; } = new();
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/// <summary>Full retail portal_view slices per visible cell.</summary>
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public Dictionary<uint, ClipViewSlice[]> CellIdToViewSlices { get; } = new();
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/// <summary>Full retail outside_view slices.</summary>
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public ClipViewSlice[] OutsideViewSlices { get; private set; } = System.Array.Empty<ClipViewSlice>();
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public int OutdoorSlot { get; internal set; }
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public bool OutdoorVisible { get; internal set; }
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public TerrainClipMode TerrainMode { get; internal set; }
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public Vector4 TerrainScissorNdcAabb { get; internal set; }
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public bool HasOutsideView { get; internal set; }
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public Vector4 OutsideViewNdcAabb { get; internal set; }
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// Probe data.
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public int OutsidePlaneCount { get; internal set; }
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public Dictionary<uint, int> PerCellPlaneCounts { get; } = new();
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public int ScissorFallbacks { get; internal set; }
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// The assembly is frame-scoped. An owner that passes it back to Assemble may reuse the
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// dictionaries, per-cell arrays, and construction list after the prior frame is consumed.
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// Exact-length pools keep the public array API honest: Length is always the live slice count.
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private readonly Dictionary<int, Stack<ClipViewSlice[]>> _sliceArraysByLength = new();
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private readonly Dictionary<int, Stack<int[]>> _slotArraysByLength = new();
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internal List<ClipViewSlice> SliceScratch { get; } = new();
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internal int SliceArrayAllocationCount { get; private set; }
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internal int SlotArrayAllocationCount { get; private set; }
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internal const int MaxRetainedSliceItems = 4096;
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internal const int MaxRetainedSlotItems = 8192;
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internal const int MaxRetainedArraysPerPool = 128;
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internal int RetainedSliceItems { get; private set; }
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internal int RetainedSlotItems { get; private set; }
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internal int RetainedSliceArrays { get; private set; }
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internal int RetainedSlotArrays { get; private set; }
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internal void Reset(ClipFrame frame)
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{
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Frame = frame;
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foreach (ClipViewSlice[] slices in CellIdToViewSlices.Values)
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ReturnSlices(slices);
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foreach (int[] slots in CellIdToViewSlots.Values)
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ReturnSlots(slots);
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if (OutsideViewSlices.Length != 0)
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ReturnSlices(OutsideViewSlices);
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CellIdToSlot.Clear();
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CellIdToViewSlots.Clear();
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CellIdToViewSlices.Clear();
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PerCellPlaneCounts.Clear();
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OutsideViewSlices = System.Array.Empty<ClipViewSlice>();
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SliceScratch.Clear();
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}
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internal ClipViewSlice[] CopySlices(List<ClipViewSlice> source)
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{
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if (source.Count == 0)
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return System.Array.Empty<ClipViewSlice>();
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ClipViewSlice[] result = RentSlices(source.Count);
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source.CopyTo(result, 0);
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return result;
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}
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internal int[] CopySlots(ClipViewSlice[] slices)
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{
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if (slices.Length == 0)
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return System.Array.Empty<int>();
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int[] result = RentSlots(slices.Length);
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for (int i = 0; i < slices.Length; i++)
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result[i] = slices[i].Slot;
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return result;
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}
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internal void SetOutsideViewSlices(ClipViewSlice[] slices) => OutsideViewSlices = slices;
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private ClipViewSlice[] RentSlices(int length)
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{
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if (_sliceArraysByLength.TryGetValue(length, out Stack<ClipViewSlice[]>? pool)
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&& pool.Count != 0)
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{
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ClipViewSlice[] result = pool.Pop();
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RetainedSliceItems -= result.Length;
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RetainedSliceArrays--;
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if (pool.Count == 0)
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_sliceArraysByLength.Remove(length);
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return result;
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}
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SliceArrayAllocationCount++;
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return new ClipViewSlice[length];
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}
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private int[] RentSlots(int length)
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{
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if (_slotArraysByLength.TryGetValue(length, out Stack<int[]>? pool)
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&& pool.Count != 0)
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{
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int[] result = pool.Pop();
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RetainedSlotItems -= result.Length;
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RetainedSlotArrays--;
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if (pool.Count == 0)
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_slotArraysByLength.Remove(length);
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return result;
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}
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SlotArrayAllocationCount++;
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return new int[length];
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}
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private void ReturnSlices(ClipViewSlice[] array)
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{
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// ClipViewSlice contains a Vector4[] reference. Clear before either retaining or dropping
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// the array so a bounded cache cannot accidentally extend plane-payload lifetimes.
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System.Array.Clear(array);
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if (array.Length > MaxRetainedSliceItems)
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return;
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while (RetainedSliceItems + array.Length > MaxRetainedSliceItems
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|| RetainedSliceArrays >= MaxRetainedArraysPerPool)
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{
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if (!EvictOneSliceArray())
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break;
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}
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if (!_sliceArraysByLength.TryGetValue(array.Length, out Stack<ClipViewSlice[]>? pool))
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{
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pool = new Stack<ClipViewSlice[]>();
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_sliceArraysByLength.Add(array.Length, pool);
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}
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pool.Push(array);
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RetainedSliceItems += array.Length;
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RetainedSliceArrays++;
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}
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private void ReturnSlots(int[] array)
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{
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if (array.Length > MaxRetainedSlotItems)
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return;
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while (RetainedSlotItems + array.Length > MaxRetainedSlotItems
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|| RetainedSlotArrays >= MaxRetainedArraysPerPool)
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{
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if (!EvictOneSlotArray())
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break;
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}
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if (!_slotArraysByLength.TryGetValue(array.Length, out Stack<int[]>? pool))
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{
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pool = new Stack<int[]>();
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_slotArraysByLength.Add(array.Length, pool);
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}
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pool.Push(array);
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RetainedSlotItems += array.Length;
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RetainedSlotArrays++;
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}
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private bool EvictOneSliceArray()
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{
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int selectedLength = -1;
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foreach ((int length, Stack<ClipViewSlice[]> pool) in _sliceArraysByLength)
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{
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if (pool.Count != 0 && length > selectedLength)
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selectedLength = length;
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}
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if (selectedLength < 0)
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return false;
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Stack<ClipViewSlice[]> selected = _sliceArraysByLength[selectedLength];
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ClipViewSlice[] evicted = selected.Pop();
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RetainedSliceItems -= evicted.Length;
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RetainedSliceArrays--;
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if (selected.Count == 0)
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_sliceArraysByLength.Remove(selectedLength);
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return true;
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}
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private bool EvictOneSlotArray()
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{
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int selectedLength = -1;
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foreach ((int length, Stack<int[]> pool) in _slotArraysByLength)
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{
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if (pool.Count != 0 && length > selectedLength)
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selectedLength = length;
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}
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if (selectedLength < 0)
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return false;
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Stack<int[]> selected = _slotArraysByLength[selectedLength];
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int[] evicted = selected.Pop();
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RetainedSlotItems -= evicted.Length;
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RetainedSlotArrays--;
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if (selected.Count == 0)
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_slotArraysByLength.Remove(selectedLength);
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return true;
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}
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}
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public static class ClipFrameAssembler
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{
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public static ClipFrameAssembly Assemble(
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ClipFrame frame,
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PortalVisibilityFrame pvFrame,
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ClipFrameAssembly? reuseAssembly = null)
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{
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System.ArgumentNullException.ThrowIfNull(frame);
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System.ArgumentNullException.ThrowIfNull(pvFrame);
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frame.Reset();
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ClipFrameAssembly assembly = reuseAssembly ?? new ClipFrameAssembly();
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assembly.Reset(frame);
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Dictionary<uint, int> cellIdToSlot = assembly.CellIdToSlot;
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Dictionary<uint, int[]> cellIdToViewSlots = assembly.CellIdToViewSlots;
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Dictionary<uint, ClipViewSlice[]> cellIdToViewSlices = assembly.CellIdToViewSlices;
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Dictionary<uint, int> perCellPlaneCounts = assembly.PerCellPlaneCounts;
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int scissorFallbacks = 0;
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foreach (uint cellId in pvFrame.OrderedVisibleCells)
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{
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if (!pvFrame.CellViews.TryGetValue(cellId, out var view))
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continue;
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List<ClipViewSlice> slices = assembly.SliceScratch;
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slices.Clear();
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int maxPlaneCount = 0;
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foreach (var poly in view.Polygons)
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{
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var cps = ClipPlaneSet.From(poly);
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if (cps.IsNothingVisible)
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continue;
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int slot;
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Vector4[] planes;
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if (cps.Count > 0)
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{
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planes = cps.PlaneArray;
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slot = frame.AppendSlot(planes);
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if (cps.Count > maxPlaneCount)
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maxPlaneCount = cps.Count;
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}
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else
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{
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planes = System.Array.Empty<Vector4>();
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slot = 0;
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scissorFallbacks++;
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}
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slices.Add(new ClipViewSlice(slot, AabbOf(poly), planes));
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}
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if (slices.Count == 0)
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continue;
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ClipViewSlice[] sliceArray = assembly.CopySlices(slices);
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cellIdToViewSlices[cellId] = sliceArray;
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cellIdToViewSlots[cellId] = assembly.CopySlots(sliceArray);
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cellIdToSlot[cellId] = sliceArray[0].Slot;
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perCellPlaneCounts[cellId] = maxPlaneCount;
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}
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List<ClipViewSlice> outsideSlicesList = assembly.SliceScratch;
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outsideSlicesList.Clear();
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int outsideMaxPlaneCount = 0;
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bool outsideHasScissorFallback = false;
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foreach (var poly in pvFrame.OutsideView.Polygons)
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{
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var cps = ClipPlaneSet.From(poly);
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if (cps.IsNothingVisible)
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continue;
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int slot;
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Vector4[] planes;
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if (cps.Count > 0)
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{
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planes = cps.PlaneArray;
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slot = frame.AppendSlot(planes);
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if (cps.Count > outsideMaxPlaneCount)
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outsideMaxPlaneCount = cps.Count;
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}
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else
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{
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planes = System.Array.Empty<Vector4>();
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slot = 0;
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outsideHasScissorFallback = true;
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scissorFallbacks++;
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}
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outsideSlicesList.Add(new ClipViewSlice(slot, AabbOf(poly), planes));
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}
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ClipViewSlice[] outsideViewSlices = assembly.CopySlices(outsideSlicesList);
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bool outdoorVisible = outsideViewSlices.Length > 0;
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int outdoorSlot = outdoorVisible ? outsideViewSlices[0].Slot : 0;
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TerrainClipMode terrainMode = !outdoorVisible
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? TerrainClipMode.Skip
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: (outsideHasScissorFallback ? TerrainClipMode.Scissor : TerrainClipMode.Planes);
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Vector4 outsideViewNdcAabb = outdoorVisible
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? new Vector4(pvFrame.OutsideView.MinX, pvFrame.OutsideView.MinY,
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pvFrame.OutsideView.MaxX, pvFrame.OutsideView.MaxY)
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: Vector4.Zero;
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Vector4 terrainScissor = terrainMode == TerrainClipMode.Scissor
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? outsideViewNdcAabb
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: Vector4.Zero;
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assembly.SetOutsideViewSlices(outsideViewSlices);
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assembly.OutdoorSlot = outdoorSlot;
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assembly.OutdoorVisible = outdoorVisible;
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assembly.TerrainMode = terrainMode;
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assembly.TerrainScissorNdcAabb = terrainScissor;
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assembly.HasOutsideView = outdoorVisible;
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assembly.OutsideViewNdcAabb = outsideViewNdcAabb;
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assembly.OutsidePlaneCount = terrainMode == TerrainClipMode.Planes ? outsideMaxPlaneCount : 0;
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assembly.ScissorFallbacks = scissorFallbacks;
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return assembly;
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}
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private static Vector4 AabbOf(ViewPolygon poly) =>
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new(poly.MinX, poly.MinY, poly.MaxX, poly.MaxY);
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}
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