Vulkan is the sole, user-signed-off backend (V10 landed) and step 1 already removed ImGui/Studio/DevTools. This step deletes the GL rendering backend itself: every Gpu/Gl/** implementation, the Wb ManagedGL*/GLHelpers/GLSLShader/GLStateScope/RenderStateCache/ BindlessSupport family, Shader/ShaderProgramConstruction/SamplerCache, RenderBootstrap, and RenderFrameGlStateController. GameWindow.cs's Run()/CreateGraphics()/CreateBackbufferReader()/ OnLoad() collapse to their Vulkan-only arm; GameWindowGraphics loses its OpenGlGameWindowGraphics subclass. RuntimeOptions.RenderBackend and RenderBackendKind (incl. the Gl member of GpuBackendKind) are gone — there is nothing left to select between. The five world-draw dual-arm renderers (WbDrawDispatcher, EnvCellRenderer, TerrainModernRenderer, ParticleRenderer, SkyRenderer) and the composition roots (WorldRenderComposition, HostInputCameraComposition, LivePresentationComposition, FrameRootComposition) collapse to their RHI-only arm. GL-only diagnostic properties with a live external reader (DynamicBufferCount and friends) simplify to a documented `=> 0`/no-op rather than disappearing, since the reader is out of this commit's scope. A few GL-flavored mechanisms turned out to be backend-neutral once isolated: GlConstructionCleanupLedger is renamed ResourceConstructionCleanupLedger (exception-chain walking has nothing to do with GL), and GlfwNativePlatformProbe moved out of the otherwise GL-only GraphicalCapabilityRecord.cs into GraphicalWindowBackendSelection.cs before the rest of that file was deleted. Test files with no surviving subject are deleted outright (GraphicalCapabilityRequirementsTests, ShaderProgramConstructionTests, PortalDepthShaderParityTests, TextureCacheBindlessTests, TextRendererFailureSafetyTests, ClipFrameUploadTests, every Gpu/Gl/*Tests, GlTextureOwnershipTests, RenderFrameGlStateControllerTests); others get their dead GL-only members trimmed while their live assertions stay (ClipFrameLayoutTests' MeshClipSsboBinding check now reads GpuBindingModel.StorageClipRegions, the same binding index under its new backend-neutral name; GpuResourceRetirementTransactionTests drops its OpenGLGraphicsDevice-subclassing test double and the two GL queue tests it existed for). EnvCellRendererTests' construction helper now builds a real ObjectMeshManager via VulkanMeshPipelineDevice instead of passing null through a null-forgiving operator, since the RHI constructor never tolerated a null mesh manager and the old GL constructor (which did) is gone. Deferred to the next two steps, deliberately not touched here: the Silk.NET.OpenGL/.Extensions.ARB package references, IMeshPipelineDevice.Gl (WbMeshAdapter's GL? threading stays in place), Chorizite.Core's stale csproj comment (the package itself is still load-bearing — TextureFormat and friends are used well beyond the deleted ManagedGLUniformBuffer), and the CI/gate scripts. Build: `dotnet build AcDream.slnx -c Release` — 0 warnings, 0 errors. Tests: full-solution `dotnet test` green across every project (App.Tests 3937/3940 + 3 skips, Core.Tests 3296/3298 + 2 skips, all others 100%); the 2 App.Tests names that flake under full-suite parallel execution (#250-family, documented pre-existing) pass in isolation. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
243 lines
9.4 KiB
C#
243 lines
9.4 KiB
C#
using System.Numerics;
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using AcDream.App.Rendering.Gpu;
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namespace AcDream.App.Rendering;
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/// <summary>
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/// Restores the frame-global rendering convention shared by frame clear and
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/// exceptional world-pass rollback. The raw-GL implementation this contract
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/// used to have alongside it (<c>RenderFrameGlStateController</c>) was deleted
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/// at Campaign V slice V11; <see cref="NullRenderFrameGlState"/> is the only
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/// implementation left.
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/// </summary>
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internal interface IRenderFrameGlState
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{
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void RestoreFrameDefaults();
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}
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/// <summary>
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/// Campaign V slice V6j: the small graphics surface the two world pass executors
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/// touch directly, expressed once so their ordering logic — which is retail's,
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/// and heavily tested — is written once for both backends.
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///
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/// <para>Everything else those executors do is delegation to a renderer. What is
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/// left is exactly this: the clip-frame publication, the doorway scissor,
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/// <c>gl_ClipDistance</c> enablement, and retail's interior depth clear. Four
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/// concerns, each of which genuinely differs between GL and Vulkan, and none of
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/// which is expressible on the pinned RHI contract.</para>
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/// </summary>
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internal interface IWorldPassSurface
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{
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/// <summary>
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/// Publishes this frame's per-cell clip-region table and terrain clip block,
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/// and routes both to the renderers that read them.
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///
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/// <para><paramref name="terrainUploadCount"/> is how many distinct terrain
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/// clip blocks the frame will issue. GL reserves that many arena records
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/// before the first draw, because reallocating the arena while an earlier
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/// slice can still reference it is the hazard the reservation exists for. The
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/// RHI arm ignores it: a ring allocation is distinct memory by construction
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/// and lives until the frame retires.</para>
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/// </summary>
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void PrepareClipFrame(int terrainUploadCount);
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/// <summary>Replaces the terrain clip planes and republishes the block.</summary>
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void SetTerrainClip(ReadOnlySpan<Vector4> planes);
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/// <summary>
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/// Re-asserts the terrain clip block at its binding.
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///
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/// <para>GL needs this because binding points are global and the sky and mesh
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/// shaders read the same uniform binding between two terrain slices. On the
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/// RHI arm every consumer binds the published section inside the pass, so
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/// there is no ambient binding to re-assert and this is a no-op.</para>
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/// </summary>
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void BindTerrainClip();
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/// <summary>
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/// Enables every <c>gl_ClipDistance</c> slot.
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///
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/// <para>Vulkan activates every element the shader declares and has no
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/// enable, so this is a no-op there — and that is safe rather than a
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/// divergence: all three world vertex shaders already write <c>1.0</c>
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/// ("keep everything") into every slot past the active count, so a frame with
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/// no clip planes clips nothing on either backend (plan §5.5.14 item 4).</para>
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/// </summary>
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void EnableClipDistances();
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/// <summary>Disables every <c>gl_ClipDistance</c> slot. See <see cref="EnableClipDistances"/>.</summary>
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void DisableClipDistances();
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/// <summary>
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/// Scissors to a doorway slice's screen-space bounding box. Returns whether a
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/// scissor is now active, so the caller can pair it with <see cref="EndScissor"/>.
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/// </summary>
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bool BeginScissor(Vector4 ndcAabb);
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/// <summary>Restores the full drawable rectangle.</summary>
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void EndScissor();
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/// <summary>
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/// Retail's interior depth clear, between the landscape slice and the
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/// interior cells (<c>PView::DrawCells @ 0x005A4840</c>).
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/// </summary>
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void ClearInteriorDepth();
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}
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/// <summary>
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/// The clip tables are ring sections published on the world pass scope, the
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/// scissor is dynamic state on the borrowed encoder, and the depth clear is a
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/// scoped <c>vkCmdClearAttachments</c>. The raw-GL implementation this used to
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/// sit alongside (<c>GlWorldPassSurface</c>) was deleted at Campaign V slice
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/// V11.
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/// </summary>
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internal sealed class RhiWorldPassSurface : IWorldPassSurface
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{
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private readonly IWorldPassScope _scope;
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private readonly ICurrentGpuFrameSource _frames;
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private readonly ClipFrame _clipFrame;
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private readonly IRetailPViewFramebufferSource _framebuffer;
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public RhiWorldPassSurface(
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IWorldPassScope scope,
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ICurrentGpuFrameSource frames,
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ClipFrame clipFrame,
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IRetailPViewFramebufferSource framebuffer)
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{
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_scope = scope ?? throw new ArgumentNullException(nameof(scope));
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_frames = frames ?? throw new ArgumentNullException(nameof(frames));
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_clipFrame = clipFrame ?? throw new ArgumentNullException(nameof(clipFrame));
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_framebuffer = framebuffer ?? throw new ArgumentNullException(nameof(framebuffer));
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}
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public void PrepareClipFrame(int terrainUploadCount)
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{
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// The reservation count has no RHI counterpart: each publication below
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// takes its own ring slice, which is distinct memory that outlives every
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// draw recorded against it in this frame.
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_ = terrainUploadCount;
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_scope.Sections.ClipRegions = Publish(
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_clipFrame.RegionBytes,
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GpuRingUsage.Storage);
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PublishTerrainClip();
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}
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public void SetTerrainClip(ReadOnlySpan<Vector4> planes)
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{
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_clipFrame.SetTerrainClip(planes);
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PublishTerrainClip();
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}
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/// <summary>No-op: there is no ambient binding to re-assert. See the interface.</summary>
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public void BindTerrainClip()
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{
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}
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/// <summary>No-op: Vulkan activates every declared clip distance. See the interface.</summary>
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public void EnableClipDistances()
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{
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}
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/// <summary>No-op: Vulkan activates every declared clip distance. See the interface.</summary>
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public void DisableClipDistances()
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{
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}
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public bool BeginScissor(Vector4 ndcAabb)
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{
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RetailPViewFramebufferSize framebuffer = _framebuffer.Capture();
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var box = NdcScissorRect.ToPixels(
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ndcAabb,
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framebuffer.Width,
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framebuffer.Height);
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// GL convention on the way in; the backend performs its own Y flip.
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_scope.RequireEncoder().SetScissor(box.X, box.Y, box.Width, box.Height);
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return true;
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}
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public void EndScissor() =>
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_scope.RequireEncoder().SetScissor(
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0,
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0,
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_scope.AttachmentWidth,
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_scope.AttachmentHeight);
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public void ClearInteriorDepth()
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{
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// The GL arm drops the scissor before clearing so the clear covers the
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// whole target; vkCmdClearAttachments takes its own rectangle and is not
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// scissored, so the same coverage comes for free — but the scissor still
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// has to come off, because the interior cells drawn after it are not
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// confined to the doorway slice that was active.
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EndScissor();
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_scope.ClearInteriorDepth();
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}
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private void PublishTerrainClip() =>
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_scope.Sections.TerrainClip = Publish(
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_clipFrame.TerrainBytes,
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GpuRingUsage.Uniform);
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private GpuBufferSection Publish(ReadOnlySpan<byte> data, GpuRingUsage usage)
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{
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IGpuFrame frame = _frames.CurrentFrame
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?? throw new InvalidOperationException(
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"The world clip frame requires an open IGpuFrame (see GpuDeviceFrameLifetime).");
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// A logically empty table still reserves one slot so the bound range is
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// never zero-length — the same rule the light buffers already state.
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int byteCount = Math.Max(data.Length, ClipFrame.CellClipStrideBytes);
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GpuRingAllocation allocation = frame.AllocateRing(byteCount, usage);
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allocation.Data.Clear();
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if (!data.IsEmpty)
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data.CopyTo(allocation.Data);
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return new GpuBufferSection(
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allocation.Buffer,
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allocation.OffsetBytes,
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(uint)byteCount);
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}
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}
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/// <summary>
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/// Campaign V slice V6j: the frame-default restore on a backend with no ambient
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/// state to restore.
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///
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/// <para>Both executors call <see cref="IRenderFrameGlState.RestoreFrameDefaults"/>
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/// when aborting a failed frame. On Vulkan every piece of state that call
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/// re-establishes is either baked into a pipeline or set per draw, so there is
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/// nothing to put back and saying so is more honest than composing a GL
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/// controller that would have no context to talk to.</para>
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/// </summary>
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internal sealed class NullRenderFrameGlState : IRenderFrameGlState
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{
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public static NullRenderFrameGlState Instance { get; } = new();
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private NullRenderFrameGlState()
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{
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}
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public void RestoreFrameDefaults()
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{
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}
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}
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/// <summary>
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/// Campaign V slice V6j: the GL state reader on a backend with no GL state.
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///
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/// <para><c>WorldRenderDiagnostics</c> reads live GL state for explicitly enabled
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/// probes only. Every snapshot below is the truthful answer for a Vulkan frame —
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/// there is no ambient capability state to sample — which keeps every other
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/// diagnostic the class emits (render signature, PView input, out-stage routing,
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/// phantom objects) working unchanged on both backends.</para>
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/// </summary>
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internal sealed class NullRenderGlStateReader : IRenderGlStateReader
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{
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public static NullRenderGlStateReader Instance { get; } = new();
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private NullRenderGlStateReader()
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{
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}
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public RenderGlStateSnapshot CaptureState() => default;
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public RenderGlScissorSnapshot CaptureScissor() => default;
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}
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