From b8a818047555cddde68cb738149f42718077dfb9 Mon Sep 17 00:00:00 2001 From: mchughalex <25671999+mchughalex@users.noreply.github.com> Date: Tue, 21 Jul 2026 03:33:42 +0100 Subject: [PATCH] render: drop the static sun forced-failure debug hook --- src/skate3_native_scene.cpp | 11 ----------- src/skate3_native_scene_gpu.cpp | 12 ++---------- 2 files changed, 2 insertions(+), 21 deletions(-) diff --git a/src/skate3_native_scene.cpp b/src/skate3_native_scene.cpp index 630b984..0127c62 100644 --- a/src/skate3_native_scene.cpp +++ b/src/skate3_native_scene.cpp @@ -710,17 +710,6 @@ REXCVAR_DEFINE_INT32(skate3_native_render_scene_shadow_static_size, 4096, "~9 cm. Applies live: the map recreates on change.") .range(1024, 8192) .lifecycle(rex::cvar::Lifecycle::kHotReload); -REXCVAR_DEFINE_INT32(skate3_native_render_scene_debug_fail_static_sun, 0, - "Skate 3", - "DEBUG: make static sun-shadow map creation fail as if " - "the allocation had been rejected, driving the " - "renderer's unrecoverable-failure path (sticky fallback " - "to emulated output). 0 = off, 1 = fail every creation, " - "2 = fail only hot recreates (size changes after a " - "successful first build). Exercises the failure " - "indicator and the shutdown path from the failed state.") - .range(0, 2) - .lifecycle(rex::cvar::Lifecycle::kHotReload); REXCVAR_DEFINE_BOOL(skate3_native_render_scene_shadow_pcss, true, "Skate 3", "Contact-hardening soft shadows (PCSS): a blocker search " "estimates the caster distance per pixel and the filter " diff --git a/src/skate3_native_scene_gpu.cpp b/src/skate3_native_scene_gpu.cpp index 605acc0..e4bb87c 100644 --- a/src/skate3_native_scene_gpu.cpp +++ b/src/skate3_native_scene_gpu.cpp @@ -106,7 +106,6 @@ REXCVAR_DECLARE(double, skate3_native_render_scene_shadow_pcss_sun_deg); REXCVAR_DECLARE(double, skate3_native_render_scene_shadow_static_bias); REXCVAR_DECLARE(double, skate3_native_render_scene_shadow_static_radius); REXCVAR_DECLARE(int32_t, skate3_native_render_scene_shadow_static_size); -REXCVAR_DECLARE(int32_t, skate3_native_render_scene_debug_fail_static_sun); REXCVAR_DECLARE(double, skate3_native_render_scene_shadow_static_strength); REXCVAR_DECLARE(bool, skate3_native_render_scene_shadows); REXCVAR_DECLARE(bool, skate3_native_render_scene_shafts); @@ -3313,13 +3312,6 @@ bool EnsureShadowResources(const NativeGuestOutputRenderContext& context) { // tiles side by side: inner (r/6, centimeter contact detail with // useful reach), mid (r/2) and far (full radius, large-caster // coverage); size is per tile. - // Forced-failure debug hook (see the cvar's help text): mode 1 fails - // every creation, mode 2 only hot recreates; retries are skipped so the - // sticky-failed path below engages like a hard driver rejection. - const int32_t debug_fail = - REXCVAR_GET(skate3_native_render_scene_debug_fail_static_sun); - const bool force_fail = - debug_fail == 1 || (debug_fail == 2 && g_r.static_sun_requested != 0); g_r.static_sun_requested = want_static_size; g_r.static_sun_size = want_static_size; nrhi::TextureDesc desc; @@ -3330,11 +3322,11 @@ bool EnsureShadowResources(const NativeGuestOutputRenderContext& context) { desc.initial_state = nrhi::ResourceState::kRenderTarget; desc.clear_color[0] = 1.0f; // depth: far = lit desc.clear_color[1] = 1.0f; - g_r.static_sun = force_fail ? nullptr : device->CreateTexture(desc); + g_r.static_sun = device->CreateTexture(desc); // Allocation-failure fallback (VRAM pressure, driver limits): a // coarser static sun map beats marking the whole renderer failed and // dropping the session to emulated output. - while (!force_fail && g_r.static_sun == nullptr && g_r.static_sun_size > 1024) { + while (g_r.static_sun == nullptr && g_r.static_sun_size > 1024) { g_r.static_sun_size /= 2; desc.width = g_r.static_sun_size * 3; desc.height = g_r.static_sun_size;