Implement retained graphics lifecycle ops

This commit is contained in:
gamer147
2026-07-20 14:29:41 -04:00
parent 458b65aee6
commit d740c27b4a
12 changed files with 423 additions and 102 deletions

View File

@@ -962,6 +962,15 @@ public sealed class VirtualMachine
(int)Read(a[0]), (int)Read(a[1]), (int)Read(a[2]), (int)Read(a[3]), (int)Read(a[4]),
(int)System.Math.Min(Read(a[5]), 255), Read(a[6]) & 0x00ff_ffff));
return pc + 1;
case "clear-retained-gfx-objects": // 0x1f6: erase object records, but preserve surfaces
Gfx.ClearRetainedObjects(); return pc + 1;
case "select-render-target": // 0x20d: slot <1000 selects a surface; >=1000 restores backbuffer
Gfx.SelectRenderTarget(Read(a[0])); return pc + 1;
case "clear-render-target": // 0x20e: clear color to black and depth to one
_host.ClearRenderTarget(Gfx.CurrentRenderTargetSlot); return pc + 1;
case "release-transient-surfaces": // 0x23d: native fixed range [42,1000)
Gfx.ReleaseSurfaceRange(42, 1000 - 42);
_host.ReleaseSurfaceRange(42, 1000 - 42); return pc + 1;
case "play-bgm": _host.PlayBgm(Read(a[0])); return pc + 1;
case "play-voice":
_autoVoicePending = true;