mirror of
https://github.com/horizon-rust/horizon.git
synced 2026-11-07 11:06:11 -10:00
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:
1 parent
1887ede7f6
commit
4e45758836
1 file changed
+11
-11
@@ -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
|
||||
|
||||
|
Reference in new issue
Block a user