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Test layers on one engine and share selection and shader helpers
Layer display tests no longer re-check Cesium primitives in every layer: they run on the fake engine, and one Cesium translation check per ground kind lives in the Cesium engine's ground tests. Their harnesses are shared, and the fake-engine, Cesium-engine and flights tests that repeated the contract suite are gone, 340 tests in all. The press-travel measurement is shared by the selection dispatcher and CCTV, which loses its ScreenSpaceEventHandler shim and world-click module. ALPR, installations and bikeshare share one selection keeper and selected marker write. Layers with their own click rules keep their handlers. Navara's pulse is a class like the ground pass, the ground and imagery passes share the surface uniforms, and the colour, log-depth and occlusion GLSL lives in one chunk module, each caller keeping its depth bias. The ground suite runs inside the contract suite (--only=ground:), and fixture and script names say what they test. Behaviour is unchanged on both engines.
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@@ -7,10 +7,10 @@
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"navaraKindChecks": 1,
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"engineSniffCalls": 0,
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"engineExtensionReads": 3,
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"groundEffectPasses": 1,
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"groundEffectPasses": 0,
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"cesiumSdkLoads": 3,
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"screenSpaceHandlerFiles": 4,
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"screenSpaceHandlerFiles": 2,
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"engineNameLines": 27
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},
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"measuredAt": "Drop leftover viewer paths"
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"measuredAt": "One selection path and test level"
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}
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