Extract VM presentation opcode handler

This commit is contained in:
gamer147
2026-08-02 23:59:21 -04:00
parent 7b1d7f995c
commit 9820d10da9
4 changed files with 58 additions and 20 deletions

View File

@@ -185,6 +185,8 @@ default-slot and geometry mutation, direct and range transforms, clone, and eras
ADV-binding, and presentation labels remain in their respective dispatcher groups.
`engine/Age.Engine/Vm/VirtualMachine.Animation.cs` owns retained spritesheet and color channels, timed and cyclic
transforms, per-object animation control, frame-time sampling, and the shared animation-clock opcode handler.
`engine/Age.Engine/Vm/VirtualMachine.Presentation.cs` owns queued surface-alpha transitions, frame and object-range
publication, skip-aware blocking fades/crossfades, foreground-transition waits, and graphics command-queue clear.
The disposable `build/page-map-<SCENE>.jsonl` files are produced by editor/development Godot runs and map
runtime ADV page ordinals to their authoritative script offsets for `tools/locate_page.py`. Packaged exports

View File

@@ -655,6 +655,12 @@ do not mix mechanical moves with semantic changes.
existing positions and routes the separated groups through `StepAnimation`; presentation transitions and movie
masking remain outside the guarded handler. Runtime validation remains green.
The sixth bounded `VirtualMachine.Step` extraction moved queued surface-alpha transitions, frame and object-
range publication, skip-aware blocking fades/crossfades, foreground-transition waits, and graphics command-
queue clear into `engine/Age.Engine/Vm/VirtualMachine.Presentation.cs`. The top-level dispatcher retains all
labels and aliases at their existing positions and routes them through guarded `StepPresentation`; movie-mask
transition dispatch remains with the movie handler. 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.
@@ -1027,7 +1033,8 @@ layer's rendering diverges from ADV; save layout.
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 audio, movie, surface/texture, retained-object, and animation `VirtualMachine.Step`
families routed through domain handlers, extract retained presentation/transition dispatch next without replacing
the proven dispatcher or changing public types, commands, and generated output.
families routed through domain handlers, with retained presentation/transition dispatch now isolated as well,
extract the ADV text-layout/rendering 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.

View File

@@ -0,0 +1,46 @@
using Age.Engine.Hosting;
using Age.Engine.Model;
namespace Age.Engine.Vm;
public sealed partial class VirtualMachine
{
private int StepPresentation(string label, IReadOnlyList<Operand> a, int pc)
{
switch (label)
{
case "queue-surface-alpha-transition": // 0x223: target surface crossfade over two object ranges
Gfx.QueueSurfaceAlphaTransition(Read(a[0]), (int)Read(a[1]), Read(a[2]), (int)Read(a[3]),
Read(a[4]), (int)Read(a[5]), Read(a[6]), Read(a[7])); return pc + 1;
case "present-frame": // 0x20c: read/message-skip path snaps a queued transition to its endpoint
_host.PresentFrame(Gfx); return pc + 1;
case "fade-surface-in-from-black": // 0x21: blocking black -> captured full-frame surface
case "u00418860":
_host.FadeSurfaceWithBlack(
Gfx, (int)Read(a[0]), Read(a[1]), SurfaceBlackFadeDirection.FromBlack,
_messageSkipServiceActive || _host.IsMessageSkipActive);
return pc + 1;
case "fade-surface-out-to-black": // 0x22: blocking captured full-frame surface -> black
case "u00418920":
_host.FadeSurfaceWithBlack(
Gfx, (int)Read(a[0]), Read(a[1]), SurfaceBlackFadeDirection.ToBlack,
_messageSkipServiceActive || _host.IsMessageSkipActive);
return pc + 1;
case "crossfade-surfaces": // 0x25: legacy full-frame surface alpha transition
case "u00418B40":
_host.CrossfadeSurfaces(
Gfx, (int)Read(a[0]), (int)Read(a[1]), Read(a[2]),
_messageSkipServiceActive || _host.IsMessageSkipActive);
return pc + 1;
case "mark-frame-yield": // 0x21c: normal foreground-transition scheduler/resume boundary
_host.WaitForForegroundTransition(Gfx); return pc + 1;
case "clear-gfx-command-queue": // 0x224: retained compositor does not use this native queue
return pc + 1;
case "present-gfx-object-range": // 0x222: publish pending retained changes in the selected range
case "u004216C0":
_host.PresentObjectRange(Gfx, Read(a[0]), Read(a[1])); return pc + 1;
default:
throw new InvalidOperationException($"Non-presentation opcode routed to presentation handler: {label}");
}
}
}

View File

@@ -2606,35 +2606,18 @@ public sealed partial class VirtualMachine
case "play-movie-mask-transition":
return StepMovie(label, ins, pc);
case "queue-surface-alpha-transition": // 0x223: target surface crossfade over two object ranges
Gfx.QueueSurfaceAlphaTransition(Read(a[0]), (int)Read(a[1]), Read(a[2]), (int)Read(a[3]),
Read(a[4]), (int)Read(a[5]), Read(a[6]), Read(a[7])); return pc + 1;
case "present-frame": // 0x20c: read/message-skip path snaps a queued transition to its endpoint
_host.PresentFrame(Gfx); return pc + 1;
case "fade-surface-in-from-black": // 0x21: blocking black -> captured full-frame surface
case "u00418860":
_host.FadeSurfaceWithBlack(
Gfx, (int)Read(a[0]), Read(a[1]), SurfaceBlackFadeDirection.FromBlack,
_messageSkipServiceActive || _host.IsMessageSkipActive);
return pc + 1;
case "fade-surface-out-to-black": // 0x22: blocking captured full-frame surface -> black
case "u00418920":
_host.FadeSurfaceWithBlack(
Gfx, (int)Read(a[0]), Read(a[1]), SurfaceBlackFadeDirection.ToBlack,
_messageSkipServiceActive || _host.IsMessageSkipActive);
return pc + 1;
case "crossfade-surfaces": // 0x25: legacy full-frame surface alpha transition
case "u00418B40":
_host.CrossfadeSurfaces(
Gfx, (int)Read(a[0]), (int)Read(a[1]), Read(a[2]),
_messageSkipServiceActive || _host.IsMessageSkipActive);
return pc + 1;
case "mark-frame-yield": // 0x21c: normal foreground-transition scheduler/resume boundary
_host.WaitForForegroundTransition(Gfx); return pc + 1;
case "clear-gfx-command-queue": // 0x224: retained compositor does not use this native queue
return pc + 1;
case "present-gfx-object-range": // 0x222: publish pending retained changes in the selected range
case "u004216C0":
_host.PresentObjectRange(Gfx, Read(a[0]), Read(a[1])); return pc + 1;
return StepPresentation(label, a, pc);
default:
// Stub is per-instruction frequency (the VM handles ~30 ops; the rest hit here, e.g.
// 0x258/0x259 stmt markers appear en masse), so gate it with Step — else --trace floods.