Fix incremental menu animation presentation
This commit is contained in:
@@ -3849,17 +3849,51 @@ timed callbacks. Each transition frame publishes `[0,60000)`, deliberately inclu
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while excluding BUNKI's stable objects. On open, BUNKI publishes the stable menu only after BUNKIMOVE
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returns; on close, it removes the stable range after the reverse animation.
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The port previously treated a backbuffer `0x222` as a generic repaint request and reconstructed every
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The port originally treated a backbuffer `0x222` as a generic repaint request and reconstructed every
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visible retained object. It therefore drew handles `60000+` at full size above handle `59999`, making the
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real popup appear immediately while its opening animation ran behind it; closing had the symmetric error.
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Godot now retains zero-based backbuffer publication ranges and filters reconstruction to the active range.
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Nonzero ranges remain incremental overlays over a full reconstruction because the port does not preserve
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native D3D backbuffer pixels between publications.
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The first correction retained zero-based publication ranges and filtered reconstruction to the active
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range, which removed the stable-popup overlay but still rebuilt each selected range from black rather than
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preserving native D3D backbuffer pixels.
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The native lifecycle was refined on 2026-07-30 while diagnosing two remaining endpoint flashes.
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`gfx_present_object_range@0x482230` never clears the selected target: it begins a D3D scene through
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`d3d_begin_scene_nested@0x4709d0`, draws the selected retained objects, ends the scene through
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`d3d_end_scene_nested@0x470a10`, and, for target `-1`, immediately reaches
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`d3d_present_backbuffer@0x4713b0` through its default wrapper. `IDirect3DDevice9::Present` is therefore
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part of each backbuffer `0x222`, while black clearing remains the separate explicit opcode `0x20e`.
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Backbuffer ranges are incremental draws over preserved native pixels rather than complete scenes rebuilt
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from black.
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Timed-callback pacing is not an implicit publication boundary in native AGE. Op `0xd5` enables run-state
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bit `0x40`; that bit bypasses the outer loop's automatic `gfx_render_frame` path, and
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`timed_callback_sequence_tick@0x408170` only sleeps and redirects the script PC. BUNKIMOVE's first visible
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frame is consequently the first callback's scale mutation followed by explicit `0x222`. At the other
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endpoint, close sets global `0x2` to one and BUNKIMOVE explicitly publishes `[0,59999)`, excluding capture
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handle `59999`, before cleanup and BUNKI's final `0x20c`.
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The port now gives op `0xd5` a dedicated non-presenting deadline wait which keeps the script presentation
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barrier held, while backbuffer `0x222` suspends that barrier and synchronously snapshots the exact callback
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state before returning. Incremental range publications preserve the preceding backbuffer: the software
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backend skips its black clear and the GPU backend appends the new draw layers over its retained stage.
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An explicit backbuffer `0x20e` disables preservation for the following publication, and ordinary `0x20c`
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continues to replace the retained stage as a full reconstruction. This removes the pre-animation
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full-popup frame and supplies the preserved pixels needed by the `[0,59999)` close endpoint without
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special-casing BUNKI handles. A one-frame black flicker is still visible at the end of close, however, so
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some later publication or retained-stage reset remains to be reconciled.
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Surface text also remains modeled metadata rather than pixels. Selected-target publication now projects
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that metadata into the destination surface, and the final Godot labels inherit the retained object's
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projected scale and rotation. Consequently BUNKIMOVE's captured labels follow the same transform as its
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panel instead of escaping as full-size Control overlays.
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panel instead of escaping as full-size Control overlays. Because those labels are live metadata overlays
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rather than pixels in the preserved backbuffer, each incremental publication replaces the preceding label
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projection from index zero. Retaining old labels would accumulate every intermediate transform as visible
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text trails even though preserving the underlying software pixels or GPU draw layers is correct.
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Focused timed-callback boundary coverage passes with the complete 532-test engine suite. The Godot build
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is warning-free and the Himegari-targeted threaded frontend selftest passes. User testing confirmed the
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premature opening frame and accumulated text trails are gone. The close-only black frame remains the visual
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acceptance gap.
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### Formatted integers on text surfaces — opcode `0x205` (2026-07-21)
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@@ -574,7 +574,9 @@ Native handler sleep_op_0xc8 @0x420ec0 is NON-BLOCKING: it arms a timer (sleep_t
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### 0xd5 `run-timed-callback-sequence` (u004262C0, argc 1)
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- **summary:** Start or service the frame-local timed sequence, dispatching scheduled local callbacks through the penultimate entry and selecting the catch-up target when the following deadline is already late.
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- **grounding:** source=investigation, confidence=high
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- **evidence:** Ghidra /v2: op_0xd5_handler@0x421090 retains the current script resource, starts the ctx+0x5f3ac timer, sorts the schedule, and keeps run-state bit 0x40 active only while cursor < last_index, making the final entry a non-dispatched look-ahead sentinel. timed_callback_sequence_tick@0x408170 waits to each deadline, compares the following entry deadline with elapsed time to select entry+8 versus entry+0xc, redirects the frame PC, and advances ctx+0x5f6a8. Operand 1 is an optional abort/fallback PC; HISTORY passes 0xffffffff.
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- **evidence:** Ghidra /v2: op_0xd5_handler@0x421090 retains the current script resource, starts the ctx+0x5f3ac timer, sorts the schedule, and keeps run-state bit 0x40 active only while cursor < last_index, making the final entry a non-dispatched look-ahead sentinel. timed_callback_sequence_tick@0x408170 waits to each deadline, compares the following entry deadline with elapsed time to select entry+8 versus entry+0xc, redirects the frame PC, and advances ctx+0x5f6a8. engine_main_tick_with_exception_policy@0x411840 bypasses its ordinary gfx_render_frame path while only run-state bit 0x40 owns the wait. Operand 1 is an optional abort/fallback PC; HISTORY and BUNKIMOVE pass 0xffffffff.
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Run-state bit 0x40 suppresses the outer loop's ordinary retained-frame renderer while the timed service sleeps. A scheduled callback becomes visible only through its own explicit presentation opcode; the pacing wait is not itself a retained-state publication boundary.
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### 0xd9 `clear-run-state-0x1000` (u00415880, argc 0)
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- **summary:** Clear native run/service bit 0x1000; if the secondary context is active, clear the same bit there. SC0000 executes it once after the initial SFX-channel reset, with no VM-visible result.
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@@ -33,6 +33,7 @@ internal class RecordingHost : IHost
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public readonly List<bool> WaitIndicatorEnabledChanges = new();
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public readonly List<int> PublishedAdvTextLayouts = new();
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public readonly List<long> SleptDurations = new();
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public readonly List<long> TimedCallbackWaitDurations = new();
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public readonly List<(long Resource, int Channel)> SfxLoads = new();
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public readonly List<long> Voices = new();
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public readonly List<(long Id, int PlaybackVariant)> VoiceRequests = new();
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@@ -148,6 +149,11 @@ internal class RecordingHost : IHost
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public void SetCursorResource(long resourceId) => CursorResources.Add(resourceId);
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public void ClearCursorResource() => CursorClearCount++;
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public virtual void Sleep(long duration) => SleptDurations.Add(duration);
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public virtual void WaitForTimedCallbackDeadline(long duration)
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{
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TimedCallbackWaitDurations.Add(duration);
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Sleep(duration);
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}
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public virtual void FrameYield() { }
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public void ResetSceneContext() => SceneContextResets++;
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public bool IsMessageSkipActive => MessageSkip;
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@@ -22,6 +22,21 @@ public class TimedCallbackOpsTests
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}
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}
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private sealed class NonPresentingClockHost : RecordingHost
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{
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private long _now;
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public override long InputClockMilliseconds => _now;
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public override void Sleep(long duration)
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=> throw new InvalidOperationException("Timed callback pacing used presentation-capable sleep.");
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public override void WaitForTimedCallbackDeadline(long duration)
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{
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TimedCallbackWaitDurations.Add(duration);
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_now += duration;
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}
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}
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private static Script BuildTwoEventSequence()
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=> ScriptAssembler.Assemble(Table, "TIMED_CALLBACKS",
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new List<(int, Operand[])>
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@@ -48,6 +63,7 @@ public class TimedCallbackOpsTests
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Assert.Equal(2, vm.Globals[0x100]);
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Assert.Equal(0, vm.Globals.GetValueOrDefault(0x101));
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Assert.Equal(new long[] { 10, 10 }, host.SleptDurations);
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Assert.Equal(new long[] { 10, 10 }, host.TimedCallbackWaitDurations);
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}
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[Fact]
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@@ -62,5 +78,19 @@ public class TimedCallbackOpsTests
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Assert.Equal(1, vm.Globals[0x100]);
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Assert.Equal(1, vm.Globals[0x101]);
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Assert.Equal(new long[] { 10 }, host.SleptDurations);
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Assert.Equal(new long[] { 10 }, host.TimedCallbackWaitDurations);
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}
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[Fact]
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public void SequencePacingDoesNotUsePresentationCapableScriptSleep()
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{
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var host = new NonPresentingClockHost();
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var vm = new VirtualMachine(BuildTwoEventSequence(), Table, host);
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vm.Run();
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Assert.Equal("exit", vm.HaltReason);
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Assert.Equal(new long[] { 10, 10 }, host.TimedCallbackWaitDurations);
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Assert.Empty(host.SleptDurations);
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}
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}
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@@ -111,6 +111,9 @@ public interface IHost
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void SetCursorResource(long resourceId) { }
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void ClearCursorResource() { }
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void Sleep(long duration);
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// Native op-0xd5 pacing sleeps inside run-state 0x40 without publishing retained gfx state.
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// Interactive hosts must keep this distinct from presentation-capable script op-0xc8 sleep.
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void WaitForTimedCallbackDeadline(long duration) => Sleep(duration);
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void FrameYield();
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// Native op 0x9 resets scene-owned host services before reloading root script resource 0.
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// Global banks, engine configuration, decoded-asset caches, and persistent profile state survive.
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@@ -2260,7 +2260,7 @@ public sealed class VirtualMachine
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long elapsedMs = _host.InputClockMilliseconds - _cur.TimedCallbackStartedAtMs.Value;
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if (elapsedMs < callback.DeadlineMs)
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{
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_host.Sleep(callback.DeadlineMs - elapsedMs);
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_host.WaitForTimedCallbackDeadline(callback.DeadlineMs - elapsedMs);
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elapsedMs = _host.InputClockMilliseconds - _cur.TimedCallbackStartedAtMs.Value;
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}
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@@ -99,6 +99,8 @@ public sealed class GodotAdvHost : IHost
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private readonly Dictionary<int, IReadOnlyList<RenderObject>> _renderTargetSnapshots = new();
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private readonly object _backbufferRangeLock = new();
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private GfxHandleRange _backbufferRange = GfxHandleRange.All;
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private bool _backbufferPublicationIsIncremental;
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private bool _backbufferClearPending;
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private LegacyScreenTransition? _screenTransition;
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public volatile bool IsWaiting;
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public volatile bool IsTransitionWaiting;
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@@ -472,26 +474,41 @@ public sealed class GodotAdvHost : IHost
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PublishObjectRangeToSurface(gfx, firstHandle, count);
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return;
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}
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// The software/GPU port reconstructs the backbuffer instead of preserving native D3D pixels.
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// Zero-based ranges therefore define the complete published scene. A nonzero range is an
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// incremental overlay in native code, so retain the full reconstruction for those call sites.
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lock (_backbufferRangeLock)
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_backbufferRange = firstHandle == 0
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? new GfxHandleRange(firstHandle, count)
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: GfxHandleRange.All;
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System.Threading.Interlocked.Exchange(ref _presentRequested, 1);
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{
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_backbufferRange = new GfxHandleRange(firstHandle, count);
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_backbufferPublicationIsIncremental = true;
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}
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_timeline?.Event("present-object-range", new() { ["first"] = firstHandle, ["count"] = count });
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// Native backbuffer 0x222 ends its D3D scene and calls Present before returning. Snapshot this
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// exact retained state before its callback can mutate or release the capture surface.
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bool scriptSuspended = SuspendScriptForPresentation();
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try
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{
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RequestSynchronizedPresentation();
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}
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finally
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{
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ResumeScriptAfterPresentation(scriptSuspended);
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}
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}
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public void SnapshotBackbufferObjects(GfxState gfx, long nowMs, List<RenderObject> snapshot)
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public bool SnapshotBackbufferObjects(GfxState gfx, long nowMs, List<RenderObject> snapshot)
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{
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gfx.SnapshotVisibleObjects(nowMs, snapshot);
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GfxHandleRange range;
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lock (_backbufferRangeLock) range = _backbufferRange;
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bool preserveExistingPixels;
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lock (_backbufferRangeLock)
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{
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range = _backbufferRange;
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preserveExistingPixels = _backbufferPublicationIsIncremental && !_backbufferClearPending;
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_backbufferClearPending = false;
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}
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int write = 0;
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for (int read = 0; read < snapshot.Count; read++)
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if (range.Contains(snapshot[read].Handle)) snapshot[write++] = snapshot[read];
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if (write < snapshot.Count) snapshot.RemoveRange(write, snapshot.Count - write);
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return preserveExistingPixels;
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}
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public void ConfigureAdvWaitIndicator(AdvWaitIndicatorConfig config)
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@@ -852,7 +869,11 @@ public sealed class GodotAdvHost : IHost
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});
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return;
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}
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lock (_backbufferRangeLock) _backbufferRange = GfxHandleRange.All;
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lock (_backbufferRangeLock)
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{
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_backbufferRange = GfxHandleRange.All;
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_backbufferPublicationIsIncremental = false;
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}
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int started = gfx.StartForegroundTransitions(_clock.NowMs);
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int completed = gfx.CompleteForegroundTransitions(_clock.NowMs);
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if (started > 0 || completed > 0)
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@@ -1038,7 +1059,12 @@ public sealed class GodotAdvHost : IHost
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// scene_context_init_reset releases ordinary surface/movie bindings but keeps decoded asset
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// caches and process-owned audio/configuration available to the reloaded SYSTEM4 root.
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ReleaseSurfaceRange(0, 1000);
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lock (_backbufferRangeLock) _backbufferRange = GfxHandleRange.All;
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lock (_backbufferRangeLock)
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{
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_backbufferRange = GfxHandleRange.All;
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_backbufferPublicationIsIncremental = false;
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_backbufferClearPending = false;
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}
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lock (_textLock)
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{
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_surfaceText.Clear();
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@@ -1155,6 +1181,19 @@ public sealed class GodotAdvHost : IHost
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_timeline?.State("running", new() { ["sleep_complete"] = true });
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}
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public void WaitForTimedCallbackDeadline(long duration)
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{
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long ms = NormalizeSleepMilliseconds(duration, 1.0);
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long deadline = _clock.NowMs + ms;
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_timeline?.State("timed-callback-wait",
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new() { ["duration_ms"] = ms, ["deadline_ms"] = deadline });
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// Keep the script-side presentation barrier held. Native run-state 0x40 advances the timer
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// and message pump but suppresses ordinary retained rendering until the callback's explicit 0x222.
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while (_clock.NowMs < deadline && !_stopping)
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_frameSignal.WaitOne(50);
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_timeline?.State("running", new() { ["timed_callback_due"] = true });
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}
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// ---- texture ops (run on the VM thread; marshal Godot node work to the main thread) ----
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public bool TraceOps; // --gfx-log: print set-texture/create-texture slot assignments (diagnose slot collisions)
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@@ -1533,11 +1572,14 @@ public sealed class GodotAdvHost : IHost
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public void ClearRenderTarget(int surfaceSlot)
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{
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// The retained compositor rebuilds the backbuffer from black at the next publication boundary.
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// For an offscreen target, discard separately retained text draws so its modeled pixel contents
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// observe the native D3D clear as well.
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if (surfaceSlot >= 0)
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if (surfaceSlot < 0)
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{
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lock (_backbufferRangeLock) _backbufferClearPending = true;
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}
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else
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{
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// For an offscreen target, discard separately retained text draws so its modeled pixel
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// contents observe the native D3D clear as well.
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lock (_textLock) _surfaceText.Remove(surfaceSlot);
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lock (_imageLock)
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{
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@@ -64,9 +64,9 @@ internal sealed class GpuRetainedRenderer : IDisposable
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};
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}
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public void BeginFrame()
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public void BeginFrame(bool preserveExistingLayers)
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{
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_used = 0;
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if (!preserveExistingLayers) _used = 0;
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_textureUploads = 0;
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_textureUploadTicks = 0;
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}
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@@ -1057,15 +1057,19 @@ public partial class Main : Godot.Control
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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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bool preserveExistingPixels = false;
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if (_useGpuBackend &&
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TryRecompositeGpu(out gpuSnapshotCaptured, out preserveExistingPixels)) 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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RecompositeSoftware(
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gpuSnapshotCaptured ? _visibleSnapshot : null, preserveExistingPixels);
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}
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private bool TryRecompositeGpu(out bool snapshotCaptured)
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private bool TryRecompositeGpu(out bool snapshotCaptured, out bool preserveExistingPixels)
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{
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snapshotCaptured = false;
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preserveExistingPixels = 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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@@ -1073,6 +1077,7 @@ public partial class Main : Godot.Control
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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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preserveExistingPixels =
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_host.SnapshotBackbufferObjects(_vm.Gfx, _clock.NowMs, _visibleSnapshot);
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snapshotCaptured = true;
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_perf?.RecordSnapshotAllocation(PerformanceFrameLog.AllocatedBytes() - allocationPhase);
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@@ -1096,7 +1101,7 @@ public partial class Main : Godot.Control
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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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_gpuRenderer.BeginFrame(preserveExistingPixels);
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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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@@ -1251,7 +1256,9 @@ public partial class Main : Godot.Control
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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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private void RecompositeSoftware(
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IReadOnlyList<RenderObject>? sampledVisible = null,
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bool preserveExistingPixels = false)
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{
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if (_perf != null)
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{
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@@ -1264,10 +1271,24 @@ public partial class Main : Godot.Control
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bool hasScreenTransition = _host.TrySnapshotScreenTransition(out var transition);
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_perf?.RecordSnapshotAllocation(PerformanceFrameLog.AllocatedBytes() - allocationPhase);
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_perf?.RecordSnapshot(PerformanceFrameLog.Timestamp() - phase);
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if (!hasScreenTransition && sampledVisible == null)
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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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preserveExistingPixels =
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_host.SnapshotBackbufferObjects(_vm.Gfx, _clock.NowMs, _visibleSnapshot);
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_perf?.RecordSnapshotAllocation(
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PerformanceFrameLog.AllocatedBytes() - allocationPhase);
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_perf?.RecordSnapshot(PerformanceFrameLog.Timestamp() - phase);
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}
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if (hasScreenTransition) preserveExistingPixels = false;
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_perf?.BeginRecomposite(hasScreenTransition);
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phase = _perf != null ? PerformanceFrameLog.Timestamp() : 0;
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if (!preserveExistingPixels)
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{
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System.Array.Clear(_screenPixels);
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}
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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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@@ -1285,13 +1306,6 @@ public partial class Main : Godot.Control
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}
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else
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{
|
||||
phase = _perf != null ? PerformanceFrameLog.Timestamp() : 0;
|
||||
allocationPhase = _perf != null ? PerformanceFrameLog.AllocatedBytes() : 0;
|
||||
if (sampledVisible == null)
|
||||
_host.SnapshotBackbufferObjects(
|
||||
_vm.Gfx, _clock.NowMs, _visibleSnapshot); // synchronized objects + publication range
|
||||
_perf?.RecordSnapshotAllocation(PerformanceFrameLog.AllocatedBytes() - allocationPhase);
|
||||
_perf?.RecordSnapshot(PerformanceFrameLog.Timestamp() - phase);
|
||||
allocationPhase = _perf != null ? PerformanceFrameLog.AllocatedBytes() : 0;
|
||||
CompositeVisibleObjects(sampledVisible ?? _visibleSnapshot, 1f, ref surfaceTextLabelIndex, decisions, true);
|
||||
_perf?.RecordCompositeAllocation(PerformanceFrameLog.AllocatedBytes() - allocationPhase);
|
||||
|
||||
@@ -2202,11 +2202,12 @@ abi_source = "kelebek+decode-validated"
|
||||
name = "run-timed-callback-sequence"
|
||||
category = "control"
|
||||
summary = "Start or service the frame-local timed sequence, dispatching scheduled local callbacks through the penultimate entry and selecting the catch-up target when the following deadline is already late."
|
||||
details = "Run-state bit 0x40 suppresses the outer loop's ordinary retained-frame renderer while the timed service sleeps. A scheduled callback becomes visible only through its own explicit presentation opcode; the pacing wait is not itself a retained-state publication boundary."
|
||||
noop_headless = false
|
||||
source = "investigation"
|
||||
confidence = "high"
|
||||
depends_on = []
|
||||
evidence = "Ghidra /v2: op_0xd5_handler@0x421090 retains the current script resource, starts the ctx+0x5f3ac timer, sorts the schedule, and keeps run-state bit 0x40 active only while cursor < last_index, making the final entry a non-dispatched look-ahead sentinel. timed_callback_sequence_tick@0x408170 waits to each deadline, compares the following entry deadline with elapsed time to select entry+8 versus entry+0xc, redirects the frame PC, and advances ctx+0x5f6a8. Operand 1 is an optional abort/fallback PC; HISTORY passes 0xffffffff."
|
||||
evidence = "Ghidra /v2: op_0xd5_handler@0x421090 retains the current script resource, starts the ctx+0x5f3ac timer, sorts the schedule, and keeps run-state bit 0x40 active only while cursor < last_index, making the final entry a non-dispatched look-ahead sentinel. timed_callback_sequence_tick@0x408170 waits to each deadline, compares the following entry deadline with elapsed time to select entry+8 versus entry+0xc, redirects the frame PC, and advances ctx+0x5f6a8. engine_main_tick_with_exception_policy@0x411840 bypasses its ordinary gfx_render_frame path while only run-state bit 0x40 owns the wait. Operand 1 is an optional abort/fallback PC; HISTORY and BUNKIMOVE pass 0xffffffff."
|
||||
|
||||
[[opcode.semantics.args]]
|
||||
i = 1
|
||||
|
||||
Reference in New Issue
Block a user