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>
76 lines
3.5 KiB
C#
76 lines
3.5 KiB
C#
using System;
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namespace AcDream.App.UI;
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/// <summary>
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/// Pixel-based vertical scroll model. Port of retail <c>UIElement_Scrollable</c>:
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/// the scroll offset is an integer pixel value (<c>m_iScrollableY</c>) clamped to
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/// [0, ContentHeight - ViewHeight]; the thumb ratio is view/content; the position
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/// ratio is scroll/(content-view). Pure (no GL) so it is fully unit-tested and
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/// shared by the transcript (UiText) and the scrollbar (UiScrollbar).
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/// Decomp anchors: SetScrollableXY @0x4740c0, UpdateScrollbarSize_ @0x4741a0,
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/// UpdateScrollbarPosition_ @0x473f20, UIElement_Text::InqScrollDelta @0x4689b0.
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/// </summary>
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public sealed class UiScrollable
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{
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/// <summary>Total wrapped content height in px (m_iScrollableHeight).</summary>
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public int ContentHeight { get; set; }
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/// <summary>Visible viewport height in px.</summary>
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public int ViewHeight { get; set; }
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/// <summary>Pixels per text line (scroll quantum). InqScrollDelta line case.</summary>
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public int LineHeight { get; set; } = 16;
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private int _scrollY;
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/// <summary>Current scroll offset in px from the top of the content.</summary>
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public int ScrollY => _scrollY;
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/// <summary>Max scroll = max(0, content - view).</summary>
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public int MaxScroll => Math.Max(0, ContentHeight - ViewHeight);
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/// <summary>True when content exceeds the view (a scrollbar is warranted).</summary>
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public bool HasOverflow => ContentHeight > ViewHeight;
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/// <summary>True when the offset is at (or past) the bottom — used for bottom-pin.</summary>
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public bool AtEnd => _scrollY >= MaxScroll;
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/// <summary>
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/// Update the content/view extents and clamp the current offset. When
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/// <paramref name="preserveEnd"/> is true, a view that was at the end before
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/// the geometry change remains at the end afterward. User-driven scrollbar
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/// changes move <see cref="ScrollY"/> off the end, so later layout passes
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/// preserve that selected position instead of snapping it back.
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/// </summary>
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public void SetExtents(int contentHeight, int viewHeight, bool preserveEnd = false)
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{
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bool wasAtEnd = AtEnd;
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ContentHeight = Math.Max(0, contentHeight);
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ViewHeight = Math.Max(0, viewHeight);
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if (preserveEnd && wasAtEnd)
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ScrollToEnd();
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else
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SetScrollY(_scrollY);
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}
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/// <summary>Set the offset, clamped to [0, MaxScroll] (SetScrollableXY clamp).</summary>
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public void SetScrollY(int y) => _scrollY = Math.Clamp(y, 0, MaxScroll);
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/// <summary>Pin to the bottom (newest content visible).</summary>
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public void ScrollToEnd() => _scrollY = MaxScroll;
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/// <summary>Thumb size ratio = view/content, clamped to 1 (UpdateScrollbarSize_).</summary>
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public float ThumbRatio => ContentHeight <= 0 ? 1f : Math.Min(1f, (float)ViewHeight / ContentHeight);
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/// <summary>Position ratio = scroll/(content-view) in [0,1] (UpdateScrollbarPosition_).</summary>
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public float PositionRatio => MaxScroll <= 0 ? 0f : (float)_scrollY / MaxScroll;
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/// <summary>Inverse of PositionRatio — used when the user drags the thumb.</summary>
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public void SetPositionRatio(float ratio)
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=> SetScrollY((int)MathF.Round(Math.Clamp(ratio, 0f, 1f) * MaxScroll));
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/// <summary>Scroll by whole lines (sign: +down/newer, -up/older).</summary>
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public void ScrollByLines(int lines) => SetScrollY(_scrollY + lines * LineHeight);
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/// <summary>Scroll by a page = one view height (InqScrollDelta page case).</summary>
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public void ScrollByPage(int pages) => SetScrollY(_scrollY + pages * ViewHeight);
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}
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