Bound GPU backbuffer layer retention
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@@ -17,6 +17,10 @@ public enum HostPresentationReason
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DiscreteSourceCell = 16,
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}
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public readonly record struct BackbufferPublicationPolicy(
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bool PreserveExistingPixels,
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bool AppendGpuLayers);
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public sealed class GodotAdvHost : IHost
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{
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private readonly Main _main;
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@@ -99,7 +103,7 @@ 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 _backbufferPublicationPreservesExistingPixels;
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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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@@ -477,7 +481,7 @@ public sealed class GodotAdvHost : IHost
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lock (_backbufferRangeLock)
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{
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_backbufferRange = new GfxHandleRange(firstHandle, count);
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_backbufferPublicationIsIncremental = true;
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_backbufferPublicationPreservesExistingPixels = 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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@@ -493,7 +497,8 @@ public sealed class GodotAdvHost : IHost
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}
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}
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public bool SnapshotBackbufferObjects(GfxState gfx, long nowMs, List<RenderObject> snapshot)
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public BackbufferPublicationPolicy SnapshotBackbufferObjects(
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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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@@ -501,14 +506,27 @@ public sealed class GodotAdvHost : IHost
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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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preserveExistingPixels =
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_backbufferPublicationPreservesExistingPixels && !_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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return ResolveBackbufferPublicationPolicy(
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preserveExistingPixels, range, snapshot.Count);
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}
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internal static BackbufferPublicationPolicy ResolveBackbufferPublicationPolicy(
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bool preserveExistingPixels, GfxHandleRange range, int visibleObjectCount)
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{
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// Native preservation is a pixel rule, not permission to retain an unbounded history of
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// Godot Sprite2D nodes. Partial ranges must overlay. A nonempty full redraw compacts the GPU
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// stage, while an empty full redraw leaves the preceding stage untouched.
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bool appendGpuLayers = preserveExistingPixels
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&& (range != GfxHandleRange.All || visibleObjectCount == 0);
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return new BackbufferPublicationPolicy(preserveExistingPixels, appendGpuLayers);
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}
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public void ConfigureAdvWaitIndicator(AdvWaitIndicatorConfig config)
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@@ -872,7 +890,9 @@ public sealed class GodotAdvHost : IHost
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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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// Native gfx_render_frame draws every visible retained object over the current target.
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// It does not clear first; backbuffer clearing is the separate explicit opcode 0x20e.
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_backbufferPublicationPreservesExistingPixels = true;
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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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@@ -1062,7 +1082,7 @@ public sealed class GodotAdvHost : IHost
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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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_backbufferPublicationPreservesExistingPixels = false;
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_backbufferClearPending = false;
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}
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lock (_textLock)
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@@ -1057,19 +1057,22 @@ 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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bool preserveExistingPixels = false;
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BackbufferPublicationPolicy publicationPolicy = default;
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if (_useGpuBackend &&
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TryRecompositeGpu(out gpuSnapshotCaptured, out preserveExistingPixels)) return;
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TryRecompositeGpu(out gpuSnapshotCaptured, out publicationPolicy)) return;
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_gpuRenderer.Visible = false;
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_screenView.Visible = true;
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RecompositeSoftware(
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gpuSnapshotCaptured ? _visibleSnapshot : null, preserveExistingPixels);
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gpuSnapshotCaptured ? _visibleSnapshot : null,
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publicationPolicy.PreserveExistingPixels);
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}
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private bool TryRecompositeGpu(out bool snapshotCaptured, out bool preserveExistingPixels)
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private bool TryRecompositeGpu(
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out bool snapshotCaptured,
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out BackbufferPublicationPolicy publicationPolicy)
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{
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snapshotCaptured = false;
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preserveExistingPixels = false;
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publicationPolicy = default;
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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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@@ -1077,7 +1080,7 @@ 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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publicationPolicy =
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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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@@ -1101,7 +1104,7 @@ 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(preserveExistingPixels);
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_gpuRenderer.BeginFrame(publicationPolicy.AppendGpuLayers);
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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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@@ -1275,8 +1278,8 @@ 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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preserveExistingPixels =
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_host.SnapshotBackbufferObjects(_vm.Gfx, _clock.NowMs, _visibleSnapshot);
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preserveExistingPixels = _host.SnapshotBackbufferObjects(
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_vm.Gfx, _clock.NowMs, _visibleSnapshot).PreserveExistingPixels;
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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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@@ -2433,18 +2436,42 @@ public partial class Main : Godot.Control
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&& _windowOptions == WindowLaunchOptions.Resolve(
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OS.GetCmdlineUserArgs(),
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new Sys4LogicalCanvas(_screenWidth, _screenHeight));
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var backbufferSnapshot = new List<RenderObject>();
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_host.PresentFrame(_vm.Gfx);
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BackbufferPublicationPolicy fullPolicy =
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_host.SnapshotBackbufferObjects(
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_vm.Gfx, _clock.NowMs, backbufferSnapshot);
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bool backbufferPreservationOk =
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fullPolicy
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== new BackbufferPublicationPolicy(
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PreserveExistingPixels: true,
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AppendGpuLayers: backbufferSnapshot.Count == 0)
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&& GodotAdvHost.ResolveBackbufferPublicationPolicy(
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true, GfxHandleRange.All, 1)
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== new BackbufferPublicationPolicy(true, false)
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&& GodotAdvHost.ResolveBackbufferPublicationPolicy(
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true, new GfxHandleRange(0, 60000), 1)
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== new BackbufferPublicationPolicy(true, true);
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_host.ClearRenderTarget(-1);
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_host.PresentFrame(_vm.Gfx);
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BackbufferPublicationPolicy clearedPolicy =
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_host.SnapshotBackbufferObjects(
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_vm.Gfx, _clock.NowMs, backbufferSnapshot);
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backbufferPreservationOk &=
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clearedPolicy == new BackbufferPublicationPolicy(false, false);
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textEffectSmoke.QueueFree();
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ok &= launcherOk && sleepMinimumOk && inputTranslationOk && cp932WavMetadataOk
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&& firstRiffBoundaryOk
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&& bgmReplacementCancelsFade && bgmOneShotModeOk && bgmLoopModeOk
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&& bgmStopReleaseOk && textEffectModesOk && fontCalibrationOk
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&& logicalCanvasOk;
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&& logicalCanvasOk && backbufferPreservationOk;
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if (ok) GD.Print($"SELFTEST OK: threaded host matches headless ({actual.Count} lines, full handling); " +
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$"debug launcher catalog/UI smoke ({debugEntries.Count} packed scripts); " +
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$"sleep-min=1ms; native-key-translation=ok; cp932-wav-info=ok; " +
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$"first-riff-boundary=ok; " +
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$"bgm-fade-replacement=ok; bgm-start-modes-stop=ok; " +
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$"text-effect-modes=ok; font-calibration=ok; " +
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$"backbuffer-preservation=ok; " +
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$"logical-canvas={_screenWidth}x{_screenHeight}; " +
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$"window-request={_windowOptions.Width}x{_windowOptions.Height}");
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else GD.Print($"SELFTEST FAIL: threaded={actual.Count} vs headless={expected.Count}; " +
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@@ -2455,6 +2482,7 @@ public partial class Main : Godot.Control
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$"bgm-one-shot={bgmOneShotModeOk}; bgm-loop={bgmLoopModeOk}; " +
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$"bgm-stop-release={bgmStopReleaseOk}; " +
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$"text-effect-modes={textEffectModesOk}; font-calibration={fontCalibrationOk}; " +
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$"backbuffer-preservation={backbufferPreservationOk}; " +
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$"logical-canvas={logicalCanvasOk}({_screenWidth}x{_screenHeight}); " +
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$"window-request={_windowOptions.Width}x{_windowOptions.Height}");
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GetTree().Quit(ok ? 0 : 1);
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