layout: restructure into src/ tests/ android/ scripts/ tools/

- extension/src/{port,platform,codepage} -> src/; native_render -> src/host
  (+ dxt, shaders/); libgr2 -> src/gr2; extension/third_party -> third_party
- extension/tests -> tests/port, libgr2/tests -> tests/gr2
- android-native -> android (build.sh, push-client.sh moved in)
- script -> scripts; tools/40250 -> tools/server; oracle -> tools/granny-oracle;
  perf tools -> tools/perf
- all build trees under build/ (native, release, android, port-gate)
- xrender:: CMake aliases -> mt::; port-map ledger impl paths rewritten

No code changes. ctest 15/15, port_gate macos+android PASS, port_map check 0 errors.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
shenlei
2026-09-29 19:08:19 +09:00
co-authored by Claude Opus 5.5
parent 70710477cf
commit a46093104c
2817 changed files with 13728 additions and 13744 deletions
@@ -7,38 +7,38 @@
"CMapOutdoor::SetShadowTextureSize": {
"status": "ADAPTED",
"impl": [
"extension/src/platform/GameLib/MapOutdoorCharacterShadow.cpp:CMapOutdoor::SetShadowTextureSize"
"src/platform/GameLib/MapOutdoorCharacterShadow.cpp:CMapOutdoor::SetShadowTextureSize"
],
"note": "40250 shadow texture lifecycle in the platform file; Begin/End now run the light-view offscreen pass through the RecordingDevice CPU R5G6B5 target.",
"test": "extension/tests/port_login_flow_test.cpp"
"test": "tests/port/port_login_flow_test.cpp"
},
"CMapOutdoor::CreateCharacterShadowTexture": {
"status": "ADAPTED",
"impl": [
"extension/src/platform/GameLib/MapOutdoorCharacterShadow.cpp:CMapOutdoor::CreateCharacterShadowTexture"
"src/platform/GameLib/MapOutdoorCharacterShadow.cpp:CMapOutdoor::CreateCharacterShadowTexture"
],
"note": "40250 shadow texture creation retained; the RecordingDevice now rasterizes its R5G6B5 render target and exposes the result as a memory texture.",
"test": "extension/tests/port_login_flow_test.cpp"
"test": "tests/port/port_login_flow_test.cpp"
},
"CMapOutdoor::ReleaseCharacterShadowTexture": {
"status": "ADAPTED",
"impl": [
"extension/src/platform/GameLib/MapOutdoorCharacterShadow.cpp:CMapOutdoor::ReleaseCharacterShadowTexture"
"src/platform/GameLib/MapOutdoorCharacterShadow.cpp:CMapOutdoor::ReleaseCharacterShadowTexture"
],
"note": "40250 shadow texture release retained for the native offscreen pass.",
"test": "extension/tests/port_login_flow_test.cpp"
"test": "tests/port/port_login_flow_test.cpp"
},
"CMapOutdoor::BeginRenderCharacterShadowToTexture": {
"status": "NEEDS_LIVE",
"impl": [
"extension/src/platform/GameLib/MapOutdoorCharacterShadow.cpp:CMapOutdoor::BeginRenderCharacterShadowToTexture"
"src/platform/GameLib/MapOutdoorCharacterShadow.cpp:CMapOutdoor::BeginRenderCharacterShadowToTexture"
],
"note": "Restores 40250 light view, target, viewport and render states; the small R5G6B5 target is rasterized on CPU. Native fake-server capture contains nonwhite shadow pixels; matched Windows screenshot parity remains open. The pass is SELECTARG1 TFACTOR with ALPHAOP DISABLE into a white-cleared R5G6B5 target, so the CPU rasterizer is output-equivalent to a GPU target; it now follows the D3D top-left fill rule. The only other offscreen target in 40250 (CSnowEnvironment blur) is hard-disabled (m_bBlurEnable = FALSE), so no Vulkan offscreen path is needed."
},
"CMapOutdoor::EndRenderCharacterShadowToTexture": {
"status": "NEEDS_LIVE",
"impl": [
"extension/src/platform/GameLib/MapOutdoorCharacterShadow.cpp:CMapOutdoor::EndRenderCharacterShadowToTexture"
"src/platform/GameLib/MapOutdoorCharacterShadow.cpp:CMapOutdoor::EndRenderCharacterShadowToTexture"
],
"note": "Restores the 40250 viewport, render target, light state and transforms after the shadow pass; matched Windows screenshot parity remains open."
}