Extract VM surface opcode handler

This commit is contained in:
gamer147
2026-08-02 23:45:15 -04:00
parent ee4a89ca1c
commit 4574ee3797
4 changed files with 103 additions and 61 deletions

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@@ -636,6 +636,12 @@ do not mix mechanical moves with semantic changes.
existing positions and routes them through `StepMovie`; the original instruction remains available for the
two bytecode-offset compatibility paths. Runtime validation remains green.
The third bounded `VirtualMachine.Step` extraction moved surface allocation/loading, texture binding and
sizing, mutable surface fill/copy, render-target control, and transient-surface release into
`engine/Age.Engine/Vm/VirtualMachine.Surface.cs`. The top-level dispatcher retains these labels at their
existing positions, including the separate routing groups around numeric-glyph and retained-object cases;
public VM behavior and case-body logic remain unchanged. Runtime validation remains green.
**Gate:** no externally visible behavior or command changes; generated artifacts are byte-identical where
deterministic, and the corresponding engine, Python, Godot, and corpus validations remain green after
each domain move.
@@ -1007,8 +1013,8 @@ layer's rendering diverges from ADV; save layout.
## 8. Immediate next step
Continue step 2 of the **codebase consolidation** maintenance slice: behavior-neutral physical splits backed
by the tracked launcher and layered validation driver. With the planned `Main`, `GodotAdvHost`, and `GfxState`
domains isolated and the first two `VirtualMachine.Step` families routed through domain handlers, extract the
surface/texture opcode family next without replacing the proven dispatcher or changing public types, commands,
and generated output.
domains isolated and the audio, movie, and surface/texture `VirtualMachine.Step` families routed through domain
handlers, extract the retained-object query/mutation and transform opcode family next without replacing the
proven dispatcher or changing public types, commands, and generated output.
Concrete playthrough blockers may still preempt this bounded maintenance work; the consolidation effort does
not replace Phase B gameplay validation or the open cross-platform gates.