The three world renderers' submission arms, both pass executors, and the
composition that reaches them. This is the unit three predecessors stopped at.
What it produces. ACDREAM_RENDER_BACKEND=vulkan on the offline scene renders
terrain with blended textures and road overlays, the water edge, static world
meshes, procedural scenery, and the complete retained UI - the same frame the GL
pixel gate captures, from the same camera, minus the sky. artifacts/v6j-vk2.
The shape, and why it is not V4c's. Section 5.5.6 chose option (B) after NVIDIA
rendered the V4c binary 10/10 where AMD's GL stack did not: GL keeps its raw
world path through to V10 as a documented fork confined to the submission seam,
and the RHI world path ships on Vulkan. So V4c's and V4d-2's content returns as a
SECOND arm rather than a replacement. The GL arm issues the same GL statements in
the same order against the same objects; the encoder arm lives in three .Rhi.cs
partials and is entered by one branch per submission site.
Three differences from V4c, each because the tree moved under it. There is no
binding-9 texture table - V4t put the slot on the device and Vulkan binds set 2,
so the arm that used to intern bindless handles simply has nothing to do. The
pipelines carry the device's sample count rather than 1, because Vulkan requires
rasterizationSamples to match the pass and alpha-to-coverage is a no-op at one
sample. And no renderer opens a pass.
That last one is structural, not tidiness. Under MSAA the frame's one backbuffer
pass resolves into the swapchain image and stores DONT_CARE into the multisampled
scratch, so a second pass declaring Load would load undefined contents; the
backend also permits one open pass per frame. VulkanWorldScenePhase therefore
opens the pass, publishes the encoder on VulkanWorldPassScope for exactly the
span of the inner WorldSceneRenderer, and every renderer borrows it.
Three sections are frame-global on GL and cannot be on Vulkan: the SceneLighting
UBO, the per-cell clip regions, and the terrain clip block. GL binds each to a
global binding point and every consumer inherits it. Vulkan binds a descriptor
set per draw, and a renderer's own binds are what select the scope those sections
must land in - so their writers PUBLISH into WorldFrameSections and each renderer
binds them inside the pass, after its own binds. SceneLightingUboBinding's
per-flight-slot buffer pool disappears with it: a ring allocation is already
distinct memory that lives until the frame retires, which is the property the
pool existed to provide.
Both pass executors became backend-neutral rather than gaining twins. Everything
they do is delegation to a renderer except four concerns - the clip-frame
publication, the doorway scissor, gl_ClipDistance enablement, and retail's
interior depth clear - so those four move behind IWorldPassSurface and retail's
ordering, which is what these classes are actually for, is written once. The GL
implementation issues the statements the executors used to issue inline.
Clip distances are no-ops on the Vulkan arm, and that is safe rather than a
divergence: Vulkan activates every element the shader declares, and all three
world vertex shaders already write 1.0 into every slot past the active count.
The interior depth clear becomes vkCmdClearAttachments, reached through the scope
so the pinned contract stays frozen and the backend-only verb stays in the
backend. The hook for it was already committed at V6i-3 with a cref to a type
that did not exist yet; it exists now.
The collision-wireframe DebugLineRenderer is composed as null on the Vulkan arm.
DrawAndPublish flushes it INSIDE the world phase and it opens its own pass, which
the one-pass rule forbids. The toggle is DevTools-only and DevTools is not
composed there, so nothing is lost - composing it would throw on the first
wireframe frame rather than silently misdraw.
Two seams widened rather than invented. GameWindowGraphics answers whether the
backend has a world-pass seam, because the three composition phases that need it
already borrow that handle and "does this backend work that way" is what the type
exists to answer. And MeshSourceReady replaces the anyVao != 0 gate with the same
question in backend-neutral form - V6i-3 published HasStores for exactly this -
so the predicate evaluates identically on GL.
What is NOT here, and is expected. Sky and weather are still raw GL (V4f), so the
Vulkan frame's sky is the atmosphere fog clear. Particles (V4e), the paperdoll and
appraisal viewports and the portal depth mask (V4g) likewise. The executors
already accepted all of them as absent.
Gates. Release build green. App tests 4,112 passed / 3 skipped, the unchanged
baseline; complete Release suite 9,175 / 5. Strict GL offline pixel gate against
847f14ae: 5.50e-05, 31 differing pixels of 563,200, inside the documented 9-31
band and 18x under the threshold. Characterised rather than accepted, because 31
is the band's top: cross-commit pairs measured 21, 29 and 31 while same-commit
controls measured 12 and 20, and maximumChannelDelta is 46-52 in every comparison
INCLUDING the pure controls - so the few large-delta pixels are a property of the
capture, and a cross-commit pair at 21 against a same-commit pair at 20 is not
what a systematic shift looks like. GL connected repeat gate at 3 runs: 3/3
RENDERED on the desktop witness and 3/3 on the client capture. One offline Vulkan
run with VK_LAYER_KHRONOS_validation proven inserted by the loader: zero
validation errors, zero warnings, a captured world frame, and a graceful close.
Coverage gap, stated rather than assumed. The offline scene is a fixed outdoor
view, so EnvCellRenderer's Vulkan arm draws nothing in it - dungeon interiors are
half of this slice and are unproven by anything automated, exactly as they were
for V4c. The deferred-alpha path and the doorway scissor are likewise untouched
by this scene. They join the accumulated user-gate debt in plan section 5.1.
No divergence-register row: no retail-facing behaviour changes.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
449 lines
16 KiB
C#
449 lines
16 KiB
C#
using System.Collections.Concurrent;
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using System.Runtime.CompilerServices;
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using AcDream.App.Composition;
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using AcDream.App.Rendering;
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using AcDream.App.Rendering.Gpu;
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using AcDream.App.Rendering.Wb;
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using AcDream.App.Rendering.Residency;
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using AcDream.App.World;
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using AcDream.App.Tests.Rendering.Gpu;
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using AcDream.Content;
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using AcDream.Core.Physics;
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using AcDream.Core.Terrain;
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using AcDream.UI.Abstractions.Settings;
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using DatReaderWriter.DBObjs;
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using Silk.NET.Input;
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using Silk.NET.OpenGL;
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using Shader = AcDream.App.Rendering.Shader;
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namespace AcDream.App.Tests.Composition;
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public sealed class WorldRenderCompositionTests
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{
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[Fact]
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public void SuccessPublishesExactModernFoundationInFrozenOrder()
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{
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ResidencyBudgetOptions budgets =
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ResidencyBudgetOptions.Default with
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{
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ObjectMeshGpuBytes = 321,
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CompositePhysicalBytes = 654,
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};
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var fixture = new Fixture(budgets: budgets);
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WorldRenderResult result = fixture.Compose();
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Assert.Equal(Enum.GetValues<WorldRenderCompositionPoint>(), fixture.Points);
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Assert.Same(fixture.Publication.Terrain, result.Foundation.Terrain);
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Assert.Same(fixture.Publication.MeshAdapter, result.Foundation.MeshAdapter);
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Assert.Same(fixture.Publication.TextureCache, result.Foundation.TextureCache);
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Assert.Same(fixture.Lifetime.Atlas, result.Foundation.TerrainAtlas);
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Assert.Equal(QualitySettings.From(QualityPreset.High).AnisotropicLevel,
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fixture.Factory.AnisotropicLevel);
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Assert.Same(budgets, result.Foundation.Residency.Budgets);
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Assert.Same(budgets, fixture.Factory.MeshBudgets);
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Assert.Same(budgets, fixture.Factory.TextureBudgets);
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Assert.Same(result.Foundation.Residency, fixture.Factory.RegisteredResidency);
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Assert.Equal(1, fixture.Lifetime.AcquireCalls);
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Assert.Empty(fixture.Factory.Releases);
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}
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[Fact]
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public void MissingDebugFontSkipsOnlyTheOptionalHudPrefix()
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{
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var fixture = new Fixture(hasFont: false);
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WorldRenderResult result = fixture.Compose();
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Assert.Null(result.Foundation.DebugFont);
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Assert.Null(result.Foundation.TextRenderer);
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Assert.DoesNotContain(WorldRenderCompositionPoint.DebugFontCreated, fixture.Points);
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Assert.DoesNotContain(WorldRenderCompositionPoint.TextRendererCreated, fixture.Points);
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Assert.DoesNotContain(WorldRenderCompositionPoint.HudResourcesPublished, fixture.Points);
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Assert.Contains(WorldRenderCompositionPoint.HudResourcesCompleted, fixture.Points);
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}
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[Theory]
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[MemberData(nameof(FailurePoints))]
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public void FaultAfterEachBoundaryStopsTheExactSuffix(int pointValue)
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{
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var point = (WorldRenderCompositionPoint)pointValue;
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var fixture = new Fixture(failurePoint: point);
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Assert.Throws<InvalidOperationException>(fixture.Compose);
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Assert.Equal(
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Enum.GetValues<WorldRenderCompositionPoint>()
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.TakeWhile(candidate => candidate <= point),
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fixture.Points);
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}
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public static TheoryData<int> FailurePoints()
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{
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var data = new TheoryData<int>();
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foreach (WorldRenderCompositionPoint point in
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Enum.GetValues<WorldRenderCompositionPoint>())
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{
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data.Add((int)point);
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}
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return data;
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}
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[Theory]
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[InlineData("terrain shader", "terrain shader")]
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[InlineData("scene lighting", "scene lighting")]
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[InlineData("debug lines", "debug lines")]
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[InlineData("HUD", "text renderer|debug font")]
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[InlineData("terrain", "terrain")]
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[InlineData("mesh shader", "mesh shader")]
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[InlineData("WB mesh adapter", "WB mesh adapter")]
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[InlineData("texture cache", "texture cache")]
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[InlineData("sampler cache", "sampler cache")]
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public void FailedPublicationRollsBackOnlyItsUnpublishedResourcePrefix(
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string publication,
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string expectedReleaseOrder)
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{
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var fixture = new Fixture(publicationFailure: publication);
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Assert.Throws<InvalidOperationException>(fixture.Compose);
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Assert.Equal(
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expectedReleaseOrder.Split('|'),
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fixture.Factory.Releases);
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}
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[Fact]
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public void PartialHudConstructionRollsBackFontWhenTextCreationFails()
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{
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var fixture = new Fixture(
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failurePoint: WorldRenderCompositionPoint.DebugFontCreated);
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Assert.Throws<InvalidOperationException>(fixture.Compose);
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Assert.Equal(["debug font"], fixture.Factory.Releases);
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}
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[Fact]
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public void GameWindowUsesPhaseAndNoLongerBuildsWorldFoundationInline()
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{
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string source = File.ReadAllText(Path.Combine(
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FindRepoRoot(),
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"src",
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"AcDream.App",
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"Rendering",
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"GameWindow.cs"));
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Assert.Contains("new WorldRenderCompositionPhase(", source,
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StringComparison.Ordinal);
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Assert.DoesNotContain("BindlessSupport.TryCreate(_gl", source,
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StringComparison.Ordinal);
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Assert.DoesNotContain("_terrainModernShader = new Shader", source,
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StringComparison.Ordinal);
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Assert.DoesNotContain("_wbMeshAdapter = new", source,
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StringComparison.Ordinal);
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Assert.DoesNotContain("_textureCache = new TextureCache", source,
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StringComparison.Ordinal);
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}
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private sealed class Fixture
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{
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private readonly WorldRenderCompositionPoint? _failurePoint;
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private readonly ResidencyBudgetOptions _budgets;
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private readonly IGpuDevice _gpuDevice = new RecordingGpuDevice();
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public Fixture(
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bool hasFont = true,
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WorldRenderCompositionPoint? failurePoint = null,
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string? publicationFailure = null,
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ResidencyBudgetOptions? budgets = null)
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{
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_failurePoint = failurePoint;
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_budgets = budgets ?? ResidencyBudgetOptions.Default;
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Factory = new Factory(hasFont);
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Publication = new Publication(publicationFailure);
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Lifetime = new RenderLifetime(Factory.Atlas);
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var content = (ContentEffectsAudioResult)
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RuntimeHelpers.GetUninitializedObject(typeof(ContentEffectsAudioResult));
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Content = content;
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}
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public Factory Factory { get; }
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public Publication Publication { get; }
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public RenderLifetime Lifetime { get; }
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public List<WorldRenderCompositionPoint> Points { get; } = [];
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public ContentEffectsAudioResult Content { get; }
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public WorldRenderResult Compose() =>
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new WorldRenderCompositionPhase(
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new WorldRenderDependencies(
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new WorldEnvironmentController(),
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Lifetime,
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ImmediateGpuResourceRetirementQueue.Instance,
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_budgets,
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0xA9B4FFFFu,
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Path.Combine(Path.GetTempPath(), "acdream-tests"),
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_ => { },
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_gpuDevice,
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new GpuDeviceFrameLifetime(_gpuDevice)),
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Publication,
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Factory,
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point =>
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{
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Points.Add(point);
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if (point == _failurePoint)
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throw new InvalidOperationException($"fault at {point}");
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}).Compose(
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new GameWindowPlatformResult<GameWindowGraphics, IInputContext>(TestGameWindowGraphics.OpenGl, null!),
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Content,
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new SettingsDevToolsResult(
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QualitySettings.From(QualityPreset.High),
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null));
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}
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private sealed class RenderLifetime(TerrainAtlas atlas)
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: IGameRenderResourceLifetime
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{
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public TerrainAtlas Atlas { get; } = atlas;
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public int AcquireCalls { get; private set; }
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public TerrainAtlas AcquireTerrainAtlas(Func<TerrainAtlas> factory)
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{
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AcquireCalls++;
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return Atlas;
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}
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}
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private sealed class Factory(bool hasFont) : IWorldRenderCompositionFactory
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{
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private readonly Dictionary<IDisposable, string> _names =
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new(ReferenceEqualityComparer.Instance);
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public TerrainAtlas Atlas { get; } = Stub<TerrainAtlas>();
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public int AnisotropicLevel { get; private set; }
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public List<string> Releases { get; } = [];
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public ResidencyBudgetOptions? MeshBudgets { get; private set; }
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public ResidencyBudgetOptions? TextureBudgets { get; private set; }
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public ResidencyManager? RegisteredResidency { get; private set; }
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public void InitializeGlState(GL gl) { }
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public WorldRegionData LoadRegion(IDatReaderWriter dats) =>
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new(Stub<Region>(), new float[256]);
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public void InitializeEnvironment(
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WorldEnvironmentController environment,
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Region region) { }
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public BindlessSupport RequireBindless(GL gl, Action<string> log) =>
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Stub<BindlessSupport>();
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public TerrainAtlas AcquireTerrainAtlas(
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IGameRenderResourceLifetime lifetime,
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GL gl,
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IDatReaderWriter dats,
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BindlessSupport bindless) =>
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lifetime.AcquireTerrainAtlas(() => Atlas);
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/// <summary>
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/// Campaign V slice V6i-2: the arm a backend with no GL context takes.
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/// Returns the same stub atlas through the same lifetime owner, so the
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/// composition assertions do not care which arm ran.
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/// </summary>
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public TerrainAtlas AcquireBackendNeutralTerrainAtlas(
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IGameRenderResourceLifetime lifetime,
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IGpuDevice device,
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IDatReaderWriter dats) =>
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lifetime.AcquireTerrainAtlas(() => Atlas);
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/// <summary>
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/// Recorded rather than run: the exercise needs a real
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/// <see cref="IGpuDevice"/> to create images through. Its behaviour is
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/// covered by <c>RhiWorldTextureArrayTests</c> and by the Vulkan
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/// composition-host run — see plan §5.5.13.
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/// </summary>
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public void ExerciseBackendNeutralWorldTextures(
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IGpuDevice device,
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Action<string> log) =>
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WorldTextureExerciseCount++;
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public int WorldTextureExerciseCount { get; private set; }
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public void SetTerrainAnisotropic(TerrainAtlas atlas, int level) =>
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AnisotropicLevel = level;
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public Shader CreateTerrainShader(GL gl, string shadersDirectory) =>
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Resource<Shader>("terrain shader");
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public SceneLightingUboBinding CreateSceneLighting(GL gl) =>
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Resource<SceneLightingUboBinding>("scene lighting");
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public SceneLightingUboBinding CreateBackendNeutralSceneLighting(
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ICurrentGpuFrameSource frameSource,
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IWorldPassScope scope) =>
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Resource<SceneLightingUboBinding>("scene lighting");
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public DebugLineRenderer CreateDebugLines(
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IGpuDevice device, ICurrentGpuFrameSource frameSource, string shadersDirectory) =>
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Resource<DebugLineRenderer>("debug lines");
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public byte[]? TryLoadDebugFont() => hasFont ? [1] : null;
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public BitmapFont CreateDebugFont(IGpuDevice device, byte[] bytes) =>
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Resource<BitmapFont>("debug font");
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public TextRenderer CreateTextRenderer(
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IGpuDevice device, ICurrentGpuFrameSource frameSource, string shadersDirectory) =>
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Resource<TextRenderer>("text renderer");
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public TerrainModernRenderer CreateTerrain(
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GL gl,
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BindlessSupport bindless,
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Shader shader,
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TerrainAtlas atlas,
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IGpuDevice gpuDevice,
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IGpuResourceRetirementQueue retirement) =>
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Resource<TerrainModernRenderer>("terrain");
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public TerrainModernRenderer CreateBackendNeutralTerrain(
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IGpuDevice gpuDevice,
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ICurrentGpuFrameSource frameSource,
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IWorldPassScope scope,
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TerrainAtlas atlas,
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IGpuResourceRetirementQueue retirement) =>
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Resource<TerrainModernRenderer>("terrain");
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public WorldTerrainBuildContext CreateTerrainBuildContext(
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uint initialCenterLandblockId,
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float[] heightTable,
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TerrainAtlas atlas) =>
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new(
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initialCenterLandblockId,
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0xA9,
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0xB4,
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heightTable,
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Stub<TerrainBlendingContext>(),
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new ConcurrentDictionary<uint, SurfaceInfo>());
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public Shader CreateMeshShader(GL gl, string shadersDirectory) =>
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Resource<Shader>("mesh shader");
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public WbMeshAdapter CreateMeshAdapter(
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GL? gl,
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IGpuDevice device,
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IDatReaderWriter dats,
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IPreparedAssetSource preparedAssets,
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IGpuResourceRetirementQueue retirement,
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ResidencyBudgetOptions budgets)
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{
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MeshBudgets = budgets;
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return Resource<WbMeshAdapter>("WB mesh adapter");
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}
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public TextureCache CreateTextureCache(
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GL gl,
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IGpuDevice device,
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IDatReaderWriter dats,
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BindlessSupport bindless,
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IGpuResourceRetirementQueue retirement,
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string diagnosticsDirectory,
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ResidencyBudgetOptions budgets)
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{
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TextureBudgets = budgets;
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return Resource<TextureCache>("texture cache");
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}
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public void RegisterResidencySources(
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ResidencyManager manager,
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WbMeshAdapter meshes,
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TextureCache textures,
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IPreparedAssetSource preparedAssets,
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IAnimationLoader animations,
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AcDream.Core.Audio.DatSoundCache? audio)
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{
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RegisteredResidency = manager;
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}
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public SamplerCache CreateSamplerCache(GL gl) =>
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Resource<SamplerCache>("sampler cache");
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public void Release(IDisposable resource)
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{
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Releases.Add(_names[resource]);
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}
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private T Resource<T>(string name)
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where T : class, IDisposable
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{
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T value = Stub<T>();
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_names.Add(value, name);
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return value;
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}
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}
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private sealed class Publication(string? failure) : IGameWindowWorldRenderPublication
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{
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public TerrainModernRenderer? Terrain { get; private set; }
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public WbMeshAdapter? MeshAdapter { get; private set; }
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public TextureCache? TextureCache { get; private set; }
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public void PublishBindlessSupport(BindlessSupport value) =>
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Fail("bindless");
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public void PublishTerrainShader(Shader value) =>
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Fail("terrain shader");
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public void PublishSceneLighting(SceneLightingUboBinding value) =>
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Fail("scene lighting");
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public void PublishDebugLines(DebugLineRenderer value) =>
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Fail("debug lines");
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public void PublishHudResources(BitmapFont font, TextRenderer text) =>
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Fail("HUD");
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public void PublishTerrain(TerrainModernRenderer value)
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{
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Fail("terrain");
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Terrain = value;
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}
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public void PublishTerrainBuildState(
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float[] heightTable,
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TerrainBlendingContext blending,
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ConcurrentDictionary<uint, SurfaceInfo> surfaceCache) =>
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Fail("terrain build state");
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public void PublishMeshShader(Shader value) => Fail("mesh shader");
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public void PublishWbMeshAdapter(WbMeshAdapter value)
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{
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Fail("WB mesh adapter");
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MeshAdapter = value;
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}
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public void PublishTextureCache(TextureCache value)
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{
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Fail("texture cache");
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TextureCache = value;
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}
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public void PublishSamplerCache(SamplerCache value) =>
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Fail("sampler cache");
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private void Fail(string point)
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{
|
|
if (string.Equals(failure, point, StringComparison.Ordinal))
|
|
throw new InvalidOperationException($"publication failed at {point}");
|
|
}
|
|
}
|
|
|
|
private static T Stub<T>() where T : class =>
|
|
(T)RuntimeHelpers.GetUninitializedObject(typeof(T));
|
|
|
|
private static string FindRepoRoot()
|
|
{
|
|
DirectoryInfo? directory = new(AppContext.BaseDirectory);
|
|
while (directory is not null)
|
|
{
|
|
if (File.Exists(Path.Combine(directory.FullName, "AcDream.slnx")))
|
|
return directory.FullName;
|
|
directory = directory.Parent;
|
|
}
|
|
throw new DirectoryNotFoundException("Could not find AcDream.slnx.");
|
|
}
|
|
}
|