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>
153 lines
7.7 KiB
C#
153 lines
7.7 KiB
C#
using System;
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using System.Numerics;
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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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/// (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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/// 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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/// <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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/// installed portal view (<c>polyClipFinish</c>), and draws the survivor as a
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/// COLOR-INVISIBLE triangle fan with depth-test ALWAYS + depth-write ON:</para>
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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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/// 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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/// 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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/// </list>
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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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/// 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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/// <para>The GL arm's inline program (rehomed clip planes, raw uniform
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/// locations) and this class's own dynamic VAO/VBO ring were deleted at
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/// Campaign V slice V11; the RHI arm compiles
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/// <c>Rendering/Shaders/portal_depth.{vert,frag}</c> from committed SPIR-V,
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/// and its per-frame fan vertices come from the frame ring instead.</para>
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/// </summary>
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public sealed partial class PortalDepthMaskRenderer : IDisposable
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{
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private readonly ResourceCleanupGroup _resources;
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/// <summary>Shared by both arms: the largest fan <see cref="DrawDepthFan"/> accepts.</summary>
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private const int MaxFanVerts = 32;
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/// <summary>
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/// The GL arm's per-flight VAO/VBO ring this used to report on was deleted
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/// at Campaign V slice V11: the RHI arm draws every fan from a ring
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/// allocation that lives until its frame retires, so there is no
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/// persistent dynamic-buffer pool left to size.
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/// </summary>
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internal long DynamicBufferCapacityBytes => 0;
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/// <summary>
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/// Selects the GPU-fenced frame slot and resets its append cursor. Portal
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/// fans written during one frame occupy distinct ranges, so later portal
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/// slices never overwrite vertices still referenced by earlier draws.
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///
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/// <para>The GL arm's per-flight VAO/VBO ring this used to activate was
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/// deleted at Campaign V slice V11 — the RHI arm owns no per-flight ring
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/// at all, because every frame ring allocation is already distinct memory
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/// that lives until the frame retires — so all this edge carries now is
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/// the started latch.</para>
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/// </summary>
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public void BeginFrame(int frameSlot)
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{
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ArgumentOutOfRangeException.ThrowIfNegative(frameSlot);
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_rhiFrameStarted = true;
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}
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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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/// 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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/// 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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/// 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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/// 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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/// 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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/// 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>
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public const float PunchMarkBiasEyeCapMeters = 0.5f;
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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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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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/// sync with <c>VertSrc</c>): the NDC bias applied at eye depth
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/// <paramref name="eyeDepthMeters"/>.</summary>
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public static float MarkBiasNdc(float eyeDepthMeters) =>
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MathF.Min(PunchMarkDepthBias,
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PunchMarkBiasEyeCapMeters * CameraNearPlaneMeters
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/ MathF.Max(eyeDepthMeters * eyeDepthMeters, 1e-6f));
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/// <summary>
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/// Draw one portal polygon as an invisible depth write, clipped to the
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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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/// 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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/// 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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/// the z-buffered equivalent of retail's painter's-order safety.</para>
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/// </summary>
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public void DrawDepthFan(
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ReadOnlySpan<Vector3> worldVerts,
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in Matrix4x4 viewProjection,
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ReadOnlySpan<Vector4> planes,
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bool forceFarZ)
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{
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if (worldVerts.Length < 3)
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return;
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DrawDepthFanRhi(worldVerts, in viewProjection, planes, forceFarZ);
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}
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public void Dispose() => DisposeRhiResources();
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}
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