Adopt GPU retained renderer
This commit is contained in:
214
godot/Main.cs
214
godot/Main.cs
@@ -20,6 +20,8 @@ public partial class Main : Godot.Control
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private TextureRect _screenView = null!; // shows the composited screen backbuffer
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private Image _screen = null!; // 800x600 immediate-mode canvas
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private ImageTexture _screenTex = null!;
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private GpuRetainedRenderer _gpuRenderer = null!;
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private bool _useGpuBackend = true;
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private ImageTexture? _ageCursorTexture;
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private TextureRect _waitIndicator = null!;
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private ImageTexture? _waitIndicatorSheet;
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@@ -103,6 +105,7 @@ public partial class Main : Godot.Control
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};
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AddChild(_screenView); // added first -> draws behind the text/status labels
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_screenView.SetAnchorsAndOffsetsPreset(LayoutPreset.FullRect);
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_gpuRenderer = new GpuRetainedRenderer(this);
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// Native ADV wait marker: a tiny independently animated atlas region. Keeping it separate from the
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// 800x600 software backbuffer avoids recompositing the entire retained scene throughout static waits.
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@@ -187,6 +190,14 @@ public partial class Main : Godot.Control
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if (userArgs[i] == "--gfx-log" && i + 1 < userArgs.Length) _gfxLogPath = userArgs[i + 1];
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if (userArgs[i] == "--timeline-log" && i + 1 < userArgs.Length) _timelineLogPath = userArgs[i + 1];
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if (userArgs[i] == "--perf-log" && i + 1 < userArgs.Length) _perfLogPath = userArgs[i + 1];
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if (userArgs[i] == "--render-backend" && i + 1 < userArgs.Length)
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{
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if (userArgs[i + 1].Equals("gpu", System.StringComparison.OrdinalIgnoreCase))
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_useGpuBackend = true;
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else if (userArgs[i + 1].Equals("software", System.StringComparison.OrdinalIgnoreCase))
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_useGpuBackend = false;
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else GD.PushWarning($"unknown --render-backend '{userArgs[i + 1]}'; using gpu");
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}
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if (userArgs[i] == "--frames" && i + 1 < userArgs.Length) int.TryParse(userArgs[i + 1], out _seqFrames);
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if (userArgs[i] == "--sleep-scale" && i + 1 < userArgs.Length) double.TryParse(userArgs[i + 1], out sleepScale);
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if (userArgs[i] == "--speed" && i + 1 < userArgs.Length) double.TryParse(userArgs[i + 1], out speed);
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@@ -208,6 +219,7 @@ public partial class Main : Godot.Control
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if (!double.IsFinite(speed) || speed <= 0) speed = 1.0;
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_clock.Speed = System.Math.Clamp(speed, 0.05, 8.0);
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GD.Print($"[renderer] retained backend={(_useGpuBackend ? "gpu" : "software")}");
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var table = OpcodeTableJson.Load(Paths.OpcodesJson);
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// Full op handling everywhere: the provider lets call-script load & run subroutines. Selftest
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@@ -721,6 +733,7 @@ public partial class Main : Godot.Control
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public override void _ExitTree()
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{
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DumpHistogram(); _host?.Stop(); _timeline?.Dispose(); _locator?.Dispose();
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_gpuRenderer?.Dispose();
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if (_perf != null)
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{
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_perf.Dispose();
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@@ -761,6 +774,202 @@ public partial class Main : Godot.Control
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private readonly System.Collections.Generic.List<SurfaceTextDraw> _surfaceTextSnapshot = new();
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private void Recomposite()
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{
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bool gpuSnapshotCaptured = false;
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if (_useGpuBackend && TryRecompositeGpu(out gpuSnapshotCaptured)) return;
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_gpuRenderer.Visible = false;
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_screenView.Visible = true;
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RecompositeSoftware(gpuSnapshotCaptured ? _visibleSnapshot : null);
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}
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private bool TryRecompositeGpu(out bool snapshotCaptured)
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{
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snapshotCaptured = false;
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// Preserve the existing high-volume object/timeline diagnostics exactly. They are debugging tools,
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// not performance workloads, and their software decision strings remain the canonical evidence.
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if (_gfxLogPath != null || _timeline != null) return false;
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long phase = _perf != null ? PerformanceFrameLog.Timestamp() : 0;
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long allocationPhase = _perf != null ? PerformanceFrameLog.AllocatedBytes() : 0;
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if (_host.TrySnapshotScreenTransition(out _)) return false; // P4: whole-screen offscreen targets
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_vm.Gfx.SnapshotVisibleObjects(_clock.NowMs, _visibleSnapshot);
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snapshotCaptured = true;
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_perf?.RecordSnapshotAllocation(PerformanceFrameLog.AllocatedBytes() - allocationPhase);
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_perf?.RecordSnapshot(PerformanceFrameLog.Timestamp() - phase);
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// Additive LERP-tint has not appeared in the target workloads and needs a dedicated additive shader
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// variant before leaving the software oracle.
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if (_visibleSnapshot.Any(v =>
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v.Blend == BlendKind.Additive && !v.MultiplyTint && v.TintStrength > 0))
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return false;
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if (_perf != null)
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{
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var presentStep = _trace.LatestStep;
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_perf.RecordPresentationCoordinate(presentStep?.Script ?? "<startup>",
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presentStep?.Offset ?? -1, presentStep?.Opcode ?? -1);
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}
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_perf?.BeginRecomposite(screenTransition: false);
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phase = _perf != null ? PerformanceFrameLog.Timestamp() : 0;
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foreach (var label in _surfaceTextLabels) label.Visible = false;
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_perf?.RecordClear(PerformanceFrameLog.Timestamp() - phase);
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int surfaceTextLabelIndex = 0;
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_gpuRenderer.BeginFrame();
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foreach (var v in _visibleSnapshot)
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{
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_perf?.RecordObject(v.TimeVarying);
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var affine = Transform2DMath.Build(v.Transform, v.Rotation).FromLocalOrigin(v.DstX, v.DstY);
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if (v.RangeTransform is { } rangeTransform) affine = affine.Then(rangeTransform);
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float opacity = v.Alpha / 255f;
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var rawObject = _vm.Gfx.TryGet(v.Handle);
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long resolveStarted = _perf != null ? PerformanceFrameLog.Timestamp() : 0;
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var texture = rawObject != null
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? _host.ResolveSurfaceTexture(rawObject.SourceSlot, v.SurfaceResId)
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: null;
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_perf?.RecordResolve(PerformanceFrameLog.Timestamp() - resolveStarted);
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bool movieSurfaceBound = rawObject != null && _host.IsMovieSurfaceBound(rawObject.SourceSlot);
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if (v.SurfaceTransition is { } transition)
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{
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_perf?.RecordTransitionLayer();
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DrawTransitionRangeGpu(_visibleSnapshot, transition);
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}
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else if (v.SurfaceResId == 0 && texture == null)
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{
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if (v.Blend != BlendKind.Opaque)
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{
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int width = v.W > 0 ? v.W : ScreenWidth;
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int height = v.H > 0 ? v.H : ScreenHeight;
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float fillOpacity = v.MultiplyTint
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? opacity
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: opacity * v.TintStrength / 255f;
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_perf?.RecordFillLayer();
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if (_gpuRenderer.DrawFill(width, height, affine, v.Tint, fillOpacity))
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_perf?.RecordGpuLayer(width, height, affine, ScreenWidth, ScreenHeight,
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dynamic: false, BlendKind.Alpha);
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}
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else _perf?.RecordSkippedLayer();
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}
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else
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{
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if (texture == null && !movieSurfaceBound)
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{
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resolveStarted = _perf != null ? PerformanceFrameLog.Timestamp() : 0;
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texture = _host.ResolveResIdTexture(v.SurfaceResId);
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_perf?.RecordResolve(PerformanceFrameLog.Timestamp() - resolveStarted);
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}
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if (texture == null) _perf?.RecordSkippedLayer();
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else
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{
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var resolved = texture.Value;
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bool drawn = _gpuRenderer.DrawTexture(resolved.Image, resolved.AssetId, v.ColorKey,
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v.SrcX, v.SrcY, v.W, v.H, affine, v.Tint, v.TintStrength,
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opacity, v.MultiplyTint, resolved.IsDynamic,
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rawObject?.SourceSlot ?? v.Handle, v.Blend);
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if (drawn)
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_perf?.RecordGpuLayer(v.W, v.H, affine, ScreenWidth, ScreenHeight,
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resolved.IsDynamic, v.Blend);
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}
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}
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if (rawObject != null)
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{
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_host.SnapshotSurfaceText(rawObject.SourceSlot, _surfaceTextSnapshot);
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foreach (var surfaceText in _surfaceTextSnapshot)
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{
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if (surfaceText.X < v.SrcX || surfaceText.X >= v.SrcX + v.W ||
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surfaceText.Y < v.SrcY || surfaceText.Y >= v.SrcY + v.H) continue;
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var textPos = affine.Apply(surfaceText.X - v.SrcX, surfaceText.Y - v.SrcY);
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var label = GetSurfaceTextLabel(surfaceTextLabelIndex++);
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label.Position = new Vector2((float)textPos.X, (float)textPos.Y);
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label.Size = new Vector2(System.Math.Max(1, v.W - (surfaceText.X - v.SrcX)),
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System.Math.Max(1, v.H - (surfaceText.Y - v.SrcY)));
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label.Text = surfaceText.Text;
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ApplyAdvTextStyle(label, surfaceText.Style);
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label.Visible = true;
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}
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}
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}
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var stats = _gpuRenderer.EndFrame();
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_perf?.RecordGpu(stats.DrawItems, stats.TextureUploads, stats.TextureUploadTicks);
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_screenView.Visible = false;
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_gpuRenderer.Visible = true;
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_perf?.EndRecomposite();
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return true;
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}
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// Native type-0 retained range transition: range A has already passed through ordinary z-order;
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// republish range B at the transition placeholder with progress-scaled source opacity. This mirrors
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// DrawTransitionRange's software-oracle order without allocating an offscreen CPU surface.
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private int DrawTransitionRangeGpu(IReadOnlyList<RenderObject> visible, SurfaceTransitionState transition)
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{
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int drawn = 0;
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long end = transition.RangeBStart + transition.RangeBCount;
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foreach (var source in visible)
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{
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if (source.Handle < transition.RangeBStart || source.Handle >= end || source.SurfaceTransition != null)
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continue;
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_perf?.RecordObject(source.TimeVarying);
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var affine = Transform2DMath.Build(source.Transform, source.Rotation)
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.FromLocalOrigin(source.DstX, source.DstY);
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if (source.RangeTransform is { } rangeTransform) affine = affine.Then(rangeTransform);
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float opacity = source.Alpha / 255f * (float)transition.Progress;
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var rawObject = _vm.Gfx.TryGet(source.Handle);
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long resolveStarted = _perf != null ? PerformanceFrameLog.Timestamp() : 0;
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var texture = rawObject != null
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? _host.ResolveSurfaceTexture(rawObject.SourceSlot, source.SurfaceResId)
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: null;
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_perf?.RecordResolve(PerformanceFrameLog.Timestamp() - resolveStarted);
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bool movieSurfaceBound = rawObject != null && _host.IsMovieSurfaceBound(rawObject.SourceSlot);
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if (source.SurfaceResId == 0 && texture == null)
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{
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if (source.Blend == BlendKind.Opaque)
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{
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_perf?.RecordSkippedLayer();
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continue;
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}
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int width = source.W > 0 ? source.W : ScreenWidth;
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int height = source.H > 0 ? source.H : ScreenHeight;
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_perf?.RecordFillLayer();
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if (_gpuRenderer.DrawFill(width, height, affine, source.Tint,
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opacity * source.TintStrength / 255f))
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{
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_perf?.RecordGpuLayer(width, height, affine, ScreenWidth, ScreenHeight,
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dynamic: false, BlendKind.Alpha);
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drawn++;
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}
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continue;
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}
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if (!movieSurfaceBound && texture == null)
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{
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resolveStarted = _perf != null ? PerformanceFrameLog.Timestamp() : 0;
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texture = _host.ResolveResIdTexture(source.SurfaceResId);
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_perf?.RecordResolve(PerformanceFrameLog.Timestamp() - resolveStarted);
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}
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if (texture == null)
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{
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_perf?.RecordSkippedLayer();
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continue;
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}
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var resolved = texture.Value;
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if (_gpuRenderer.DrawTexture(resolved.Image, resolved.AssetId, source.ColorKey,
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source.SrcX, source.SrcY, source.W, source.H, affine, source.Tint, source.TintStrength,
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opacity, source.MultiplyTint, resolved.IsDynamic,
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rawObject?.SourceSlot ?? source.Handle, source.Blend))
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{
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_perf?.RecordGpuLayer(source.W, source.H, affine, ScreenWidth, ScreenHeight,
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resolved.IsDynamic, source.Blend);
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drawn++;
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}
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}
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return drawn;
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}
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private void RecompositeSoftware(IReadOnlyList<RenderObject>? sampledVisible = null)
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{
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if (_perf != null)
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{
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@@ -796,11 +1005,12 @@ public partial class Main : Godot.Control
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{
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phase = _perf != null ? PerformanceFrameLog.Timestamp() : 0;
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allocationPhase = _perf != null ? PerformanceFrameLog.AllocatedBytes() : 0;
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_vm.Gfx.SnapshotVisibleObjects(_clock.NowMs, _visibleSnapshot); // synchronized objects + ranges
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if (sampledVisible == null)
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_vm.Gfx.SnapshotVisibleObjects(_clock.NowMs, _visibleSnapshot); // synchronized objects + ranges
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_perf?.RecordSnapshotAllocation(PerformanceFrameLog.AllocatedBytes() - allocationPhase);
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_perf?.RecordSnapshot(PerformanceFrameLog.Timestamp() - phase);
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allocationPhase = _perf != null ? PerformanceFrameLog.AllocatedBytes() : 0;
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CompositeVisibleObjects(_visibleSnapshot, 1f, ref surfaceTextLabelIndex, decisions, true);
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CompositeVisibleObjects(sampledVisible ?? _visibleSnapshot, 1f, ref surfaceTextLabelIndex, decisions, true);
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_perf?.RecordCompositeAllocation(PerformanceFrameLog.AllocatedBytes() - allocationPhase);
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}
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phase = _perf != null ? PerformanceFrameLog.Timestamp() : 0;
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