Name the fn each client2-001 row ports

Eleven where cells held a bare file, a file:line form, a + pair, a slash
pair or a const name, so map-check reported no fn for them. They now name
Oit::render_clouds, map_arm_poses, PostEffects::apply (load, run and the
frame's depth), Game::tick_world_icon, Renderer::draw_frame, Oit::run,
Oit::execute_depth_bounds_cull, Oit::execute_water_mask and
Game::transient_block_geometry. Verdicts and notes are unchanged.

map-check tools/port_map/client2-001.tsv: 150 rows, no problems.
This commit is contained in:
MSedgeMC committed 2026-11-02 14:22:46 +00:00
1 parent 1887ede7f6
commit 4e45758836
1 file changed
+11 -11
+11 -11
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@@ -5,7 +5,7 @@ CloudRenderer.isEastEmpty inline crates/horizon-client-render/src/clouds.rs::Mes
CloudRenderer.isSouthEmpty inline crates/horizon-client-render/src/clouds.rs::Mesh::prepare neighbour-empty flags passed to face_mask in N,E,S,W order
CloudRenderer.isWestEmpty inline crates/horizon-client-render/src/clouds.rs::Mesh::prepare neighbour-empty flags passed to face_mask in N,E,S,W order
CloudRenderer.render port crates/horizon-client-render/src/gfx.rs::Renderer::draw_frame gap: minor: one cloud pipeline; fancy vs flat is chosen by the mesh fast flag, not by pipeline
CloudRenderer.renderOit port crates/horizon-client-render/src/gfx/oit.rs the clouds draw through the OIT pipeline there, with their own depth beside the world's
CloudRenderer.renderOit port crates/horizon-client-render/src/gfx/oit.rs::Oit::render_clouds the clouds draw through the OIT pipeline there, with their own depth beside the world's
CloudRenderer.buildMesh port crates/horizon-client-render/src/clouds.rs::Mesh::prepare cell ring walk via cells(radius), nearest first
CloudRenderer.tryBuildCell inline crates/horizon-client-render/src/clouds.rs::Mesh::prepare skip empty cells, then build the cell's faces
CloudRenderer.encodeFace inline crates/horizon-client-render/src/clouds.rs::Mesh::prepare 3-byte face records replaced by vertex quads
@@ -40,7 +40,7 @@ FaceInfo.Extent.select skip:data corner selection; Horizon's unit-cube corner t
FaceInfo.VertexInfo.select skip:data corner selection; Horizon's unit-cube corner table PORTAL_FACES in block_entity_render.rs has the same order
FirstPersonHandsAndItemsRenderer.calculateMapTilt inline crates/horizon-client/src/game/maps.rs::Game::two_handed_map_geometry tilt computed inline with the calculateMapTilt comment
FirstPersonHandsAndItemsRenderer.renderPlayerHand port crates/horizon-client/src/game.rs::Game::hand_geometry empty main hand's arm model with the player skin
FirstPersonHandsAndItemsRenderer.renderMapHand port crates/horizon-client/src/first_person.rs::map_arm_poses (MapHold::TwoHanded) both arms behind a two-handed map, at the jar's rotations and offsets
FirstPersonHandsAndItemsRenderer.renderMapHand port crates/horizon-client/src/first_person.rs::map_arm_poses both arms behind a two-handed map, at the jar's rotations and offsets
FirstPersonHandsAndItemsRenderer.renderOneHandedMap port crates/horizon-client/src/first_person.rs::one_handed_map_pose gap: player: the arm holding a map is not drawn; the map hand branch skips the arm
FirstPersonHandsAndItemsRenderer.renderTwoHandedMap port crates/horizon-client/src/game/maps.rs::Game::two_handed_map_geometry gap: player: the arms that hold a two-handed map are not drawn
FirstPersonHandsAndItemsRenderer.renderMap port crates/horizon-client/src/game/maps.rs::Game::held_map map background with its 7-pixel border, then the map contents
@@ -57,17 +57,17 @@ GameRenderer.processBlurEffect port crates/horizon-client-render/src/menu_blur.r
GameRenderer.preloadUiShader skip:other GPU pipeline precompile at load; Horizon builds its pipelines in Renderer::new
GameRenderer.update port crates/horizon-client-render/src/camera.rs::AvatarBob::update_bob gap: minor: the requested post-effect list (from /postEffect) is not built
GameRenderer.extract skip:other render-state copy for the vanilla render thread; Horizon renders from game state
GameRenderer.preparePostEffects port crates/horizon-client-render/src/gfx.rs::post_effects (post_chain::PostEffects, built at gfx.rs:8424) vanilla post chains are made on first use from the request the game builds
GameRenderer.applyPostEffects port crates/horizon-client-render/src/gfx.rs::post_effects the same chain runs after the world pass
GameRenderer.tryTakeScreenshotIfNeeded port crates/horizon-client/src/game.rs::tick_world_icon (called at game.rs:17852) a local world without an icon requests a 64x64 ScreenshotRequest for saves/<folder>/icon.png once the streamer, uploads and backlog are idle and more than 10 sections are drawn
GameRenderer.preparePostEffects port crates/horizon-client-render/src/post_chain.rs::PostEffects::apply vanilla post chains are made on first use from the request the game builds
GameRenderer.applyPostEffects port crates/horizon-client-render/src/post_chain.rs::PostEffects::apply the same chain runs after the world pass
GameRenderer.tryTakeScreenshotIfNeeded port crates/horizon-client/src/game.rs::Game::tick_world_icon a local world without an icon requests a 64x64 ScreenshotRequest for saves/<folder>/icon.png once the streamer, uploads and backlog are idle and more than 10 sections are drawn
GameRenderer.takeAutoScreenshot inline crates/horizon-client/src/game.rs::tick_world_icon the same retry, once a second until the file exists; the path comes from game/integrated.rs:485
GameRenderer.integrate3DHudDepth inline crates/horizon-client-render/src/gfx.rs::post_effects runs with a post chain applied, which is vanilla's consistentDepthRequired condition
GameRenderer.integrate3DHudDepth inline crates/horizon-client-render/src/post_chain.rs::PostEffects::apply runs with a post chain applied, which is vanilla's consistentDepthRequired condition
GameRenderer.extractWindow skip:other render-state copy of the window size; Horizon reads the window directly
GameRenderer.extractOptions skip:other render-state copy of options; Horizon reads settings directly
GameRenderer.extractCamera skip:other render-state copy of camera and fog; Horizon computes them in camera.rs and fog.rs
GameRenderer.resetData inline crates/horizon-client/src/game.rs::Game::finish_close_world boss overlay reset on world close; camera and map-texture resets not verified here
GameRenderer.projectPointToScreen skip:other no callers in vanilla 26.3
GameRenderer.useImprovedTransparency port crates/horizon-client-render/src/gfx.rs::improved_transparency / oit: Option<oit::Oit> the option builds the OIT pass
GameRenderer.useImprovedTransparency port crates/horizon-client-render/src/gfx.rs::Renderer::draw_frame the option builds the OIT pass
GlobalSettingsUniform.update skip:other global uniform (window size, time, gamma, glint) written per pass; Horizon sets its own uniforms
GpuWarnlistManager.getAllWarnings missing minor: no GPU driver warnlist; Horizon does not check the driver against known-bad lists
GpuWarnlistManager.compilePatterns missing minor: no GPU driver warnlist patterns
@@ -82,9 +82,9 @@ LevelRenderer.addMainPass port crates/horizon-client-render/src/gfx.rs::Renderer
LevelRenderer.executeAlwaysOnTop port crates/horizon-client/src/game.rs::Game::render always-on-top debug lines and crosshair drawn over the world
LevelRenderer.executeSolid port crates/horizon-client-render/src/gfx.rs::Renderer::draw_sections solid section draws in arena page order
LevelRenderer.prepareTranslucents port crates/horizon-client-render/src/gfx/translucency.rs::Sorter::sort translucent quads sorted from the camera each frame
LevelRenderer.executeOit port crates/horizon-client-render/src/gfx/oit.rs + gfx::mark_oit (gfx/entity_batch.rs:31) translucent geometry is marked and resolved by the OIT pass
LevelRenderer.executeDepthBoundsCull inline crates/horizon-client-render/src/gfx/oit.rs part of the same pass
LevelRenderer.executeOitWaterMask port crates/horizon-client-render/src/gfx.rs::WATER_MASK_OVERLAY the water mask overlay of the same pass
LevelRenderer.executeOit port crates/horizon-client-render/src/gfx/oit.rs::Oit::run translucent geometry is marked and resolved by the OIT pass
LevelRenderer.executeDepthBoundsCull inline crates/horizon-client-render/src/gfx/oit.rs::Oit::execute_depth_bounds_cull part of the same pass
LevelRenderer.executeOitWaterMask port crates/horizon-client-render/src/gfx/oit.rs::Oit::execute_water_mask the water mask overlay of the same pass
LevelRenderer.extractSectionDrawGroups port crates/horizon-client-render/src/gfx.rs::Renderer::draw_frame section draws grouped per layer and arena page from the visible sections
LevelRenderer.prepareChunkRenders port crates/horizon-client-render/src/gfx.rs::Renderer::draw_frame per-layer draw list built for the frame, reversed for translucent layers
LevelRenderer.performTransientBlockRemovals inline crates/horizon-client/src/game/transient_blocks.rs::add_transient_block transient blocks are tracked and dropped by that list
@@ -93,7 +93,7 @@ LevelRenderer.compileSections port crates/horizon-client-render/src/streaming.rs
LevelRenderer.submitEntities port crates/horizon-client-render/src/gfx.rs::Renderer::draw_frame entity models drawn with their batches
LevelRenderer.submitBlockEntities port crates/horizon-client-render/src/gfx.rs::Renderer::block_entities block entity list submitted for drawing
LevelRenderer.submitBlockDestroyAnimation port crates/horizon-client-render/src/gfx.rs::Renderer::draw_frame crumbling overlay drawn on the block being broken
LevelRenderer.submitTransientBlocks port crates/horizon-client/src/game/remote.rs: C::AddTransientBlock => add_transient_block the packet is handled and the block is drawn
LevelRenderer.submitTransientBlocks port crates/horizon-client/src/game/transient_blocks.rs::Game::transient_block_geometry the packet is handled and the block is drawn
LevelRenderer.submitHitOutline port crates/horizon-client/src/game.rs::Game::outline_boxes outline of the block under the crosshair
LevelRenderer.close skip:other GPU resource teardown
LevelRenderer.invalidateCompiledGeometry port crates/horizon-client-render/src/gfx.rs::Renderer::clear_sections all section meshes dropped and rebuilt when settings are applied
1 CloudRenderer.getSizeForCloudDistance skip:java GPU ring-buffer capacity for the cloud face buffer; Horizon sizes its vertex buffer from the built mesh
5 CloudRenderer.isSouthEmpty inline crates/horizon-client-render/src/clouds.rs::Mesh::prepare neighbour-empty flags passed to face_mask in N,E,S,W order
6 CloudRenderer.isWestEmpty inline crates/horizon-client-render/src/clouds.rs::Mesh::prepare neighbour-empty flags passed to face_mask in N,E,S,W order
7 CloudRenderer.render port crates/horizon-client-render/src/gfx.rs::Renderer::draw_frame gap: minor: one cloud pipeline; fancy vs flat is chosen by the mesh fast flag, not by pipeline
8 CloudRenderer.renderOit port crates/horizon-client-render/src/gfx/oit.rs crates/horizon-client-render/src/gfx/oit.rs::Oit::render_clouds the clouds draw through the OIT pipeline there, with their own depth beside the world's
9 CloudRenderer.buildMesh port crates/horizon-client-render/src/clouds.rs::Mesh::prepare cell ring walk via cells(radius), nearest first
10 CloudRenderer.tryBuildCell inline crates/horizon-client-render/src/clouds.rs::Mesh::prepare skip empty cells, then build the cell's faces
11 CloudRenderer.encodeFace inline crates/horizon-client-render/src/clouds.rs::Mesh::prepare 3-byte face records replaced by vertex quads
40 FaceInfo.VertexInfo.select skip:data corner selection; Horizon's unit-cube corner table PORTAL_FACES in block_entity_render.rs has the same order
41 FirstPersonHandsAndItemsRenderer.calculateMapTilt inline crates/horizon-client/src/game/maps.rs::Game::two_handed_map_geometry tilt computed inline with the calculateMapTilt comment
42 FirstPersonHandsAndItemsRenderer.renderPlayerHand port crates/horizon-client/src/game.rs::Game::hand_geometry empty main hand's arm model with the player skin
43 FirstPersonHandsAndItemsRenderer.renderMapHand port crates/horizon-client/src/first_person.rs::map_arm_poses (MapHold::TwoHanded) crates/horizon-client/src/first_person.rs::map_arm_poses both arms behind a two-handed map, at the jar's rotations and offsets
44 FirstPersonHandsAndItemsRenderer.renderOneHandedMap port crates/horizon-client/src/first_person.rs::one_handed_map_pose gap: player: the arm holding a map is not drawn; the map hand branch skips the arm
45 FirstPersonHandsAndItemsRenderer.renderTwoHandedMap port crates/horizon-client/src/game/maps.rs::Game::two_handed_map_geometry gap: player: the arms that hold a two-handed map are not drawn
46 FirstPersonHandsAndItemsRenderer.renderMap port crates/horizon-client/src/game/maps.rs::Game::held_map map background with its 7-pixel border, then the map contents
57 GameRenderer.preloadUiShader skip:other GPU pipeline precompile at load; Horizon builds its pipelines in Renderer::new
58 GameRenderer.update port crates/horizon-client-render/src/camera.rs::AvatarBob::update_bob gap: minor: the requested post-effect list (from /postEffect) is not built
59 GameRenderer.extract skip:other render-state copy for the vanilla render thread; Horizon renders from game state
60 GameRenderer.preparePostEffects port crates/horizon-client-render/src/gfx.rs::post_effects (post_chain::PostEffects, built at gfx.rs:8424) crates/horizon-client-render/src/post_chain.rs::PostEffects::apply vanilla post chains are made on first use from the request the game builds
61 GameRenderer.applyPostEffects port crates/horizon-client-render/src/gfx.rs::post_effects crates/horizon-client-render/src/post_chain.rs::PostEffects::apply the same chain runs after the world pass
62 GameRenderer.tryTakeScreenshotIfNeeded port crates/horizon-client/src/game.rs::tick_world_icon (called at game.rs:17852) crates/horizon-client/src/game.rs::Game::tick_world_icon a local world without an icon requests a 64x64 ScreenshotRequest for saves/<folder>/icon.png once the streamer, uploads and backlog are idle and more than 10 sections are drawn
63 GameRenderer.takeAutoScreenshot inline crates/horizon-client/src/game.rs::tick_world_icon the same retry, once a second until the file exists; the path comes from game/integrated.rs:485
64 GameRenderer.integrate3DHudDepth inline crates/horizon-client-render/src/gfx.rs::post_effects crates/horizon-client-render/src/post_chain.rs::PostEffects::apply runs with a post chain applied, which is vanilla's consistentDepthRequired condition
65 GameRenderer.extractWindow skip:other render-state copy of the window size; Horizon reads the window directly
66 GameRenderer.extractOptions skip:other render-state copy of options; Horizon reads settings directly
67 GameRenderer.extractCamera skip:other render-state copy of camera and fog; Horizon computes them in camera.rs and fog.rs
68 GameRenderer.resetData inline crates/horizon-client/src/game.rs::Game::finish_close_world boss overlay reset on world close; camera and map-texture resets not verified here
69 GameRenderer.projectPointToScreen skip:other no callers in vanilla 26.3
70 GameRenderer.useImprovedTransparency port crates/horizon-client-render/src/gfx.rs::improved_transparency / oit: Option<oit::Oit> crates/horizon-client-render/src/gfx.rs::Renderer::draw_frame the option builds the OIT pass
71 GlobalSettingsUniform.update skip:other global uniform (window size, time, gamma, glint) written per pass; Horizon sets its own uniforms
72 GpuWarnlistManager.getAllWarnings missing minor: no GPU driver warnlist; Horizon does not check the driver against known-bad lists
73 GpuWarnlistManager.compilePatterns missing minor: no GPU driver warnlist patterns
82 LevelRenderer.executeAlwaysOnTop port crates/horizon-client/src/game.rs::Game::render always-on-top debug lines and crosshair drawn over the world
83 LevelRenderer.executeSolid port crates/horizon-client-render/src/gfx.rs::Renderer::draw_sections solid section draws in arena page order
84 LevelRenderer.prepareTranslucents port crates/horizon-client-render/src/gfx/translucency.rs::Sorter::sort translucent quads sorted from the camera each frame
85 LevelRenderer.executeOit port crates/horizon-client-render/src/gfx/oit.rs + gfx::mark_oit (gfx/entity_batch.rs:31) crates/horizon-client-render/src/gfx/oit.rs::Oit::run translucent geometry is marked and resolved by the OIT pass
86 LevelRenderer.executeDepthBoundsCull inline crates/horizon-client-render/src/gfx/oit.rs crates/horizon-client-render/src/gfx/oit.rs::Oit::execute_depth_bounds_cull part of the same pass
87 LevelRenderer.executeOitWaterMask port crates/horizon-client-render/src/gfx.rs::WATER_MASK_OVERLAY crates/horizon-client-render/src/gfx/oit.rs::Oit::execute_water_mask the water mask overlay of the same pass
88 LevelRenderer.extractSectionDrawGroups port crates/horizon-client-render/src/gfx.rs::Renderer::draw_frame section draws grouped per layer and arena page from the visible sections
89 LevelRenderer.prepareChunkRenders port crates/horizon-client-render/src/gfx.rs::Renderer::draw_frame per-layer draw list built for the frame, reversed for translucent layers
90 LevelRenderer.performTransientBlockRemovals inline crates/horizon-client/src/game/transient_blocks.rs::add_transient_block transient blocks are tracked and dropped by that list
93 LevelRenderer.submitEntities port crates/horizon-client-render/src/gfx.rs::Renderer::draw_frame entity models drawn with their batches
94 LevelRenderer.submitBlockEntities port crates/horizon-client-render/src/gfx.rs::Renderer::block_entities block entity list submitted for drawing
95 LevelRenderer.submitBlockDestroyAnimation port crates/horizon-client-render/src/gfx.rs::Renderer::draw_frame crumbling overlay drawn on the block being broken
96 LevelRenderer.submitTransientBlocks port crates/horizon-client/src/game/remote.rs: C::AddTransientBlock => add_transient_block crates/horizon-client/src/game/transient_blocks.rs::Game::transient_block_geometry the packet is handled and the block is drawn
97 LevelRenderer.submitHitOutline port crates/horizon-client/src/game.rs::Game::outline_boxes outline of the block under the crosshair
98 LevelRenderer.close skip:other GPU resource teardown
99 LevelRenderer.invalidateCompiledGeometry port crates/horizon-client-render/src/gfx.rs::Renderer::clear_sections all section meshes dropped and rebuilt when settings are applied