port_map: clear stale client2-002 rows

The post_effect chain system is ported, so the ShaderManager chain rows
are no longer missing, and the totem's item activation citation is
repointed to the function that builds it.
This commit is contained in:
MSedgeMC committed 2026-11-02 11:16:29 +00:00
1 parent 58312968a8
commit 83060f64a7
1 file changed
+6 -6
+6 -6
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@@ -8,7 +8,7 @@ Rect2i.contains skip:ui GUI hit test on a rectangle; Horizon's widgets hit-test
RenderPipelines.register skip:data pipeline registry; Horizon creates its pipelines in gfx.rs
RunningTrimmedMean.registerValueAndGetMean skip:debug frame-time smoothing helper; no vanilla caller in this source tree
ScreenEffectRenderer.submit port crates/horizon-client-render/src/screen_effects.rs::ScreenEffects::build gap: minor: the item activation is not built here (see renderItemActivationAnimation)
ScreenEffectRenderer.renderItemActivationAnimation port crates/horizon-client/src/game.rs::itemActivation + tick_totem (game.rs:2205, 7139) the totem flying up to the screen when it saves the player
ScreenEffectRenderer.renderItemActivationAnimation port crates/horizon-client/src/game/totem.rs::Game::item_activation_geometry the totem flying up to the screen when it saves the player: `ItemActivation.activate`/`tick` and `item_activation.rs`'s pose, drawn in the hand pass with the FIXED display and no camera transform
ScreenEffectRenderer.submitWater inline crates/horizon-client-render/src/screen_effects.rs::ScreenEffects::build underwater overlay branch (misc/underwater)
ScreenEffectRenderer.submitFire inline crates/horizon-client-render/src/screen_effects.rs::ScreenEffects::build first-person fire overlay branch (block/fire_1, two quads)
ScreenEffectRenderer.buildFireQuad inline crates/horizon-client-render/src/screen_effects.rs::ScreenEffects::build the two fire quads' corners and offsets
@@ -42,14 +42,14 @@ ShaderManager.compilePipelines skip:other pipeline compile plumbing; Horizon co
ShaderManager.loadConfigs skip:other reads GLSL shader resources; Horizon's shader packs are read by horizon-shaders
ShaderManager.loadShader skip:other reads one GLSL shader resource; see loadConfigs
ShaderManager.loadInclude skip:other reads one GLSL include; WGSL has no include files
ShaderManager.loadPostChain missing minor: JSON post chains (shaders/post) are not loaded; vanilla's spectator entity effects (creeper, spider, enderman) do not show in Horizon
ShaderManager.loadPostChain port crates/horizon-client-render/src/post_chain.rs::Config::parse `post_effect/*.json` is parsed into the chain config (`PostChainConfig.CODEC`); `PostEffects::load` reads the file, `Config::parse` the JSON
ShaderManager.listAllIncludes skip:other lists GLSL include files; WGSL has none
ShaderManager.apply skip:other swaps in compiled pipelines; Horizon compiles at startup and on reload
ShaderManager.tryTriggerRecovery skip:other error hook for broken post chains; Horizon has none
ShaderManager.isPostEffectValid missing minor: checks spectator entity post effects, which Horizon does not have (see loadPostChain)
ShaderManager.getPostChain missing minor: spectator entity post effects (creeper, spider, enderman) are not drawn; spectator mode only
ShaderManager.PostChainCache.getOrLoadPostChain missing minor: cache for the spectator entity post effects Horizon lacks
ShaderManager.PostChainCache.loadPostChain missing minor: loads the spectator entity post effects Horizon lacks
ShaderManager.isPostEffectValid inline crates/horizon-client-render/src/post_chain.rs::PostEffects::load a chain whose referenced external targets are not `minecraft:main` is rejected with the same message, where vanilla allows only `LevelTargetBundle.MAIN_TARGETS`
ShaderManager.getPostChain inline crates/horizon-client-render/src/post_chain.rs::PostEffects::apply a chain is loaded on the first frame that asks for it and a load failure is remembered in `failed` and skipped after; the error-screen recovery handler is not ported
ShaderManager.PostChainCache.getOrLoadPostChain inline crates/horizon-client-render/src/post_chain.rs::PostEffects::apply the `chains` map holds each loaded chain (a miss as `None`) and a chain already there is reused, so a chain is built once
ShaderManager.PostChainCache.loadPostChain port crates/horizon-client-render/src/post_chain.rs::PostEffects::load targets, passes and pipelines are built from the config; a pass whose GLSL does not translate falls back to `post_chain.wgsl`, and a chain that still fails is skipped
ShaderManager.PostChainCache.close skip:other releases post chains; Horizon has none
Sheets.chooseSprite port crates/horizon-client-render/src/block_entity_render.rs::classify gap: minor: the Christmas chest texture is picked outside this fn (block_entity_render.rs extended_christmas)
SkyRenderer.<init> inline crates/horizon-client-render/src/gfx/pack_sky.rs::PackSky::new gap: minor: builds the disc, sunset fan, stars and void up front; sun and moon quads are built per frame in game.rs celestial_geometry
1 Projection.setupPerspective inline crates/horizon-client-render/src/camera.rs::perspective gap: minor: the dirty-flag cache and the stored fov/near/far are not kept; the matrix is built from the arguments per call
8 RenderPipelines.register skip:data pipeline registry; Horizon creates its pipelines in gfx.rs
9 RunningTrimmedMean.registerValueAndGetMean skip:debug frame-time smoothing helper; no vanilla caller in this source tree
10 ScreenEffectRenderer.submit port crates/horizon-client-render/src/screen_effects.rs::ScreenEffects::build gap: minor: the item activation is not built here (see renderItemActivationAnimation)
11 ScreenEffectRenderer.renderItemActivationAnimation port crates/horizon-client/src/game.rs::itemActivation + tick_totem (game.rs:2205, 7139) crates/horizon-client/src/game/totem.rs::Game::item_activation_geometry the totem flying up to the screen when it saves the player the totem flying up to the screen when it saves the player: `ItemActivation.activate`/`tick` and `item_activation.rs`'s pose, drawn in the hand pass with the FIXED display and no camera transform
12 ScreenEffectRenderer.submitWater inline crates/horizon-client-render/src/screen_effects.rs::ScreenEffects::build underwater overlay branch (misc/underwater)
13 ScreenEffectRenderer.submitFire inline crates/horizon-client-render/src/screen_effects.rs::ScreenEffects::build first-person fire overlay branch (block/fire_1, two quads)
14 ScreenEffectRenderer.buildFireQuad inline crates/horizon-client-render/src/screen_effects.rs::ScreenEffects::build the two fire quads' corners and offsets
42 ShaderManager.loadConfigs skip:other reads GLSL shader resources; Horizon's shader packs are read by horizon-shaders
43 ShaderManager.loadShader skip:other reads one GLSL shader resource; see loadConfigs
44 ShaderManager.loadInclude skip:other reads one GLSL include; WGSL has no include files
45 ShaderManager.loadPostChain missing port crates/horizon-client-render/src/post_chain.rs::Config::parse minor: JSON post chains (shaders/post) are not loaded; vanilla's spectator entity effects (creeper, spider, enderman) do not show in Horizon `post_effect/*.json` is parsed into the chain config (`PostChainConfig.CODEC`); `PostEffects::load` reads the file, `Config::parse` the JSON
46 ShaderManager.listAllIncludes skip:other lists GLSL include files; WGSL has none
47 ShaderManager.apply skip:other swaps in compiled pipelines; Horizon compiles at startup and on reload
48 ShaderManager.tryTriggerRecovery skip:other error hook for broken post chains; Horizon has none
49 ShaderManager.isPostEffectValid missing inline crates/horizon-client-render/src/post_chain.rs::PostEffects::load minor: checks spectator entity post effects, which Horizon does not have (see loadPostChain) a chain whose referenced external targets are not `minecraft:main` is rejected with the same message, where vanilla allows only `LevelTargetBundle.MAIN_TARGETS`
50 ShaderManager.getPostChain missing inline crates/horizon-client-render/src/post_chain.rs::PostEffects::apply minor: spectator entity post effects (creeper, spider, enderman) are not drawn; spectator mode only a chain is loaded on the first frame that asks for it and a load failure is remembered in `failed` and skipped after; the error-screen recovery handler is not ported
51 ShaderManager.PostChainCache.getOrLoadPostChain missing inline crates/horizon-client-render/src/post_chain.rs::PostEffects::apply minor: cache for the spectator entity post effects Horizon lacks the `chains` map holds each loaded chain (a miss as `None`) and a chain already there is reused, so a chain is built once
52 ShaderManager.PostChainCache.loadPostChain missing port crates/horizon-client-render/src/post_chain.rs::PostEffects::load minor: loads the spectator entity post effects Horizon lacks targets, passes and pipelines are built from the config; a pass whose GLSL does not translate falls back to `post_chain.wgsl`, and a chain that still fails is skipped
53 ShaderManager.PostChainCache.close skip:other releases post chains; Horizon has none
54 Sheets.chooseSprite port crates/horizon-client-render/src/block_entity_render.rs::classify gap: minor: the Christmas chest texture is picked outside this fn (block_entity_render.rs extended_christmas)
55 SkyRenderer.<init> inline crates/horizon-client-render/src/gfx/pack_sky.rs::PackSky::new gap: minor: builds the disc, sunset fan, stars and void up front; sun and moon quads are built per frame in game.rs celestial_geometry