Refactor composite source handling: unify link_composite_source logic and update related pipeline references

This commit is contained in:
iChris4 committed 2026-09-26 05:51:43 +02:00
1 parent f2f7c5007a
commit e89988f92e
7 files changed
+220 -132

No files matched your search

+6 -1
View File
@@ -761,7 +761,12 @@ off by the eye's own ground. An eye therefore skips the perspective draws of the
produced the depth copy where they were recorded and re-issues them in the composite's place,
with this eye's transforms, a constant-alpha blend (`kCompositeSourceAlpha`, about the strength of
the game's own composite) and a depth test against the world the eye has drawn by then: the ghost
in stereo, translucent, where the game put it. The desktop image is unchanged. The link is logged
in stereo, translucent, where the game put it. The desktop image is unchanged. The link is made as
the composite is recorded, so frames without a composite do no work for it, and a draw only
costs one comparison. The constant-alpha pipeline variants exist only for pipelines seen among
a composite's source draws: such a pipeline gets them from its next draw, and until then the
eye leaves that draw out, so a ghost first drawn in a session is missing from the eyes for that
one frame. The link is logged
once (`Immersive replay: pass N ... is re-issued by each eye`).
A reprojected 2D draw