Split Godot host surface operations

This commit is contained in:
gamer147
2026-08-02 20:46:05 -04:00
parent 064cf4965b
commit b88aa2112f
4 changed files with 385 additions and 365 deletions

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@@ -581,6 +581,11 @@ do not mix mechanical moves with semantic changes.
movie, audio, and retained-text state remains directly accessible through the sealed partial class; runtime
validation remains green.
The third bounded `GodotAdvHost` split moved decoded-image caching, mutable surface pixel/resource/dimension
state, allocation and binding, fill/copy/resolve operations, render-target publication, release/range teardown,
and texture decode caching into `godot/GodotAdvHost.Surfaces.cs`. Movie publication and teardown retain direct
access to the surface store through the sealed partial class; 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.
@@ -952,7 +957,7 @@ 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` domains and the first
two `GodotAdvHost` domains isolated, move host surface storage/mutation next, then continue one existing domain
at a time while preserving public types, commands, and generated output.
three `GodotAdvHost` domains isolated, move host movie playback/mask ownership next, then continue one existing
domain at a time while preserving 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.