feat(render #53): cache-hit fast path + dispatcher integration tests
WbDrawDispatcher.Draw now branches on cache hit before running classification:
on hit, walks the cached flat batch list and appends RestPose times entityWorld
to the matching groups; on miss, runs today's classification and populates
the cache (Task 9). Animated entities skip the cache entirely.
Adds dispatcher integration tests #11 (static entity populates + reuses)
and #12 (animated bypasses) per spec test plan section 7.2, plus the
multi-MeshRef regression test that would have caught the bug fixed in
commit 00fa8ae (cache populate must flush at entity boundary, not per-tuple).
Phase 2 (dispatcher integration) complete. End-to-end caching now live.
Invalidation hooks (Phase 3) ensure correctness across despawns + LB demotes.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
parent
00fa8ae839
commit
0cbef3c8b3
2 changed files with 398 additions and 17 deletions
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@ -404,15 +404,8 @@ public sealed unsafe class WbDrawDispatcher : IDisposable
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// Flush-on-entity-change: if the previous entity accumulated any
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// batches AND this iteration is for a different entity, populate
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// its cache entry now and reset the scratch buffer.
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if (populateEntityId.HasValue && populateEntityId.Value != entity.Id)
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{
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if (_populateScratch.Count > 0)
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{
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_cache.Populate(populateEntityId.Value, populateLandblockId, _populateScratch.ToArray());
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}
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_populateScratch.Clear();
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populateEntityId = null;
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}
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(populateEntityId, populateLandblockId) = MaybeFlushOnEntityChange(
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populateEntityId, populateLandblockId, entity.Id, _cache, _populateScratch);
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var entityWorld =
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Matrix4x4.CreateFromQuaternion(entity.Rotation) *
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@ -420,6 +413,36 @@ public sealed unsafe class WbDrawDispatcher : IDisposable
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bool isAnimated = animatedEntityIds?.Contains(entity.Id) == true;
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// Cache-hit fast path (Task 10): static entity with a populated
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// cache entry skips classification entirely. Walk the cached
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// (GroupKey, RestPose) flat list and append cached.RestPose *
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// entityWorld to each matching group's matrices. Animated entities
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// bypass the cache (collector is set null below; their entries are
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// never populated in the first place).
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//
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// Placed AFTER the entity-change flush above so that, on a
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// hit, this iteration also finishes flushing any pending
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// populate state from a previous entity. Animated entities never
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// enter this branch — the !isAnimated guard makes that explicit.
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if (!isAnimated && _cache.TryGet(entity.Id, out var cachedEntry))
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{
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ApplyCacheHit(cachedEntry!, entityWorld, AppendInstanceToGroup);
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// anyVao recovery: when the first visible entity in the frame
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// takes the fast path, no slow-path lookup has populated
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// anyVao yet. Look up THIS entity's first MeshRef once via
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// the mesh adapter — cheap dict lookup, not a re-classify.
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if (anyVao == 0)
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{
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var firstMeshRef = entity.MeshRefs[partIdx];
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var firstRenderData = _meshAdapter.TryGetRenderData(firstMeshRef.GfxObjId);
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if (firstRenderData is not null) anyVao = firstRenderData.VAO;
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}
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if (diag) _entitiesDrawn++;
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continue;
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}
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// Compute palette-override hash ONCE per entity (perf #4).
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// Reused across every (part, batch) lookup so the FNV-1a fold
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// over SubPalettes runs once instead of N times. Zero when the
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@ -449,8 +472,6 @@ public sealed unsafe class WbDrawDispatcher : IDisposable
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// Static entities accumulate into _populateScratch across ALL
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// their MeshRefs; the flush at next-entity-boundary (or
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// end-of-loop) commits them as a single Populate call.
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// Task 10 will add the cache-hit fast path that skips slow
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// classification when an entry already exists.
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var collector = isAnimated ? null : _populateScratch;
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bool drewAny = false;
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@ -492,12 +513,7 @@ public sealed unsafe class WbDrawDispatcher : IDisposable
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// to trigger the entity-change flush, so commit its accumulated batches
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// here. No-op when the last entity was animated (populateEntityId stays
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// null) or when no entities walked at all.
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if (populateEntityId.HasValue && _populateScratch.Count > 0)
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{
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_cache.Populate(populateEntityId.Value, populateLandblockId, _populateScratch.ToArray());
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_populateScratch.Clear();
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populateEntityId = null;
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}
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FinalFlushPopulate(populateEntityId, populateLandblockId, _cache, _populateScratch);
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// Nothing visible — skip the GL pass entirely.
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if (anyVao == 0)
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@ -781,6 +797,116 @@ public sealed unsafe class WbDrawDispatcher : IDisposable
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return copy[idx];
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}
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// ── Tier 1 cache (#53) helpers extracted for testability ─────────────────
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//
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// Three pure-CPU static helpers carved out of Draw's per-entity loop so
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// unit tests can exercise the populate/flush algorithm + cache-hit fast
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// path without needing a real GL context. Production code (Draw) calls
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// these helpers; the dispatcher integration tests in
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// WbDrawDispatcherBucketingTests use them to drive the same algorithm
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// through deterministic inputs.
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/// <summary>
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/// Apply a cache hit's batches into the per-frame group dictionary by
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/// composing <c>cached.RestPose * entityWorld</c> per batch and routing
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/// the result through <paramref name="appendInstance"/>. The delegate
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/// abstracts over <see cref="InstanceGroup"/> so this helper stays
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/// GL-free and unit-testable.
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/// </summary>
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/// <remarks>
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/// Matrix multiplication is non-commutative: it MUST be
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/// <c>RestPose * entityWorld</c>, not the reverse. See
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/// <see cref="ComposePartWorldMatrix"/> for the full part-world product.
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/// </remarks>
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internal static void ApplyCacheHit(
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EntityCacheEntry entry,
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Matrix4x4 entityWorld,
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Action<GroupKey, Matrix4x4> appendInstance)
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{
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foreach (var cached in entry.Batches)
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{
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appendInstance(cached.Key, cached.RestPose * entityWorld);
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}
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}
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/// <summary>
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/// Per-tuple flush check. If <paramref name="populateEntityId"/> is set
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/// AND differs from <paramref name="currentEntityId"/>, the previous
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/// entity's accumulated batches are committed to <paramref name="cache"/>
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/// and <paramref name="populateScratch"/> is cleared. Returns the
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/// updated tracker tuple — pass these back into the field locals in the
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/// caller's loop.
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/// </summary>
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/// <remarks>
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/// This is the bug-fix structure from commit 00fa8ae (per-MeshRef
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/// Populate would overwrite earlier MeshRefs because the cache is
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/// keyed by entity.Id; flushing only on entity boundary preserves all
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/// MeshRefs' batches). _walkScratch is in entity-order so all MeshRefs
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/// of one entity arrive contiguously.
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/// </remarks>
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internal static (uint? PopulateEntityId, uint PopulateLandblockId)
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MaybeFlushOnEntityChange(
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uint? populateEntityId,
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uint populateLandblockId,
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uint currentEntityId,
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EntityClassificationCache cache,
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List<CachedBatch> populateScratch)
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{
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if (populateEntityId.HasValue && populateEntityId.Value != currentEntityId)
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{
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if (populateScratch.Count > 0)
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{
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cache.Populate(populateEntityId.Value, populateLandblockId, populateScratch.ToArray());
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}
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populateScratch.Clear();
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return (null, 0u);
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}
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return (populateEntityId, populateLandblockId);
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}
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/// <summary>
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/// End-of-loop final flush. The last entity in <c>_walkScratch</c> has
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/// no next-iteration to trigger <see cref="MaybeFlushOnEntityChange"/>,
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/// so commit its accumulated batches here. No-op when no populate is
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/// pending (the last entity was animated, or the scratch is empty).
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/// </summary>
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internal static void FinalFlushPopulate(
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uint? populateEntityId,
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uint populateLandblockId,
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EntityClassificationCache cache,
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List<CachedBatch> populateScratch)
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{
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if (populateEntityId.HasValue && populateScratch.Count > 0)
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{
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cache.Populate(populateEntityId.Value, populateLandblockId, populateScratch.ToArray());
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populateScratch.Clear();
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}
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}
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/// <summary>
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/// Instance-side helper used by <see cref="ApplyCacheHit"/>. Looks up or
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/// creates an <see cref="InstanceGroup"/> for the given key in
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/// <c>_groups</c> and appends the per-instance world matrix.
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/// </summary>
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private void AppendInstanceToGroup(GroupKey key, Matrix4x4 model)
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{
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if (!_groups.TryGetValue(key, out var grp))
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{
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grp = new InstanceGroup
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{
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Ibo = key.Ibo,
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FirstIndex = key.FirstIndex,
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BaseVertex = key.BaseVertex,
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IndexCount = key.IndexCount,
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BindlessTextureHandle = key.BindlessTextureHandle,
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TextureLayer = key.TextureLayer,
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Translucency = key.Translucency,
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};
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_groups[key] = grp;
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}
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grp.Matrices.Add(model);
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}
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private void ClassifyBatches(
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ObjectRenderData renderData,
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ulong gfxObjId,
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@ -351,4 +351,259 @@ public sealed class WbDrawDispatcherBucketingTests
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// AabbDirty should have been cleared by the lazy refresh.
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Assert.False(entity.AabbDirty);
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}
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// ── Tier 1 cache (#53) dispatcher integration tests ──────────────────────
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//
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// Tasks 9 & 10 wire the EntityClassificationCache into Draw's per-entity
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// loop. These tests exercise the populate + cache-hit fast-path algorithm
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// through the static helpers Draw uses (MaybeFlushOnEntityChange,
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// FinalFlushPopulate, ApplyCacheHit). The helpers were extracted from
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// Draw's foreach for testability — Draw calls them; tests drive them
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// directly with deterministic synthesized inputs. This is the same
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// pattern WalkEntities follows (extracted from Draw, tested in isolation).
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//
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// The tests cover spec §7.2 #11 (static populate + reuse) and #12
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// (animated bypass), plus a multi-MeshRef regression test that would
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// have caught the bug fixed in commit 00fa8ae (per-MeshRef Populate
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// overwrites earlier batches because the cache is keyed by entity.Id).
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/// <summary>
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/// Helper: constructs a CachedBatch with stable group-key inputs so the
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/// hit-path test can verify membership. Mirrors the shape ClassifyBatches
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/// produces under the collector pattern.
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/// </summary>
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private static CachedBatch MakeCachedBatch(
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uint ibo, uint firstIndex, int indexCount, ulong texHandle, Matrix4x4? restPose = null)
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{
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var key = new GroupKey(
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Ibo: ibo,
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FirstIndex: firstIndex,
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BaseVertex: 0,
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IndexCount: indexCount,
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BindlessTextureHandle: texHandle,
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TextureLayer: 0,
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Translucency: TranslucencyKind.Opaque);
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return new CachedBatch(key, texHandle, restPose ?? Matrix4x4.Identity);
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}
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[Fact]
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public void Draw_StaticEntity_PopulatesCacheOnFirstFrameAndHitsOnSecond()
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{
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// Spec §7.2 test #11.
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// Drives Draw's populate + cache-hit algorithm through the production
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// static helpers. Verifies that:
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// 1. First "frame": cache is empty → populate fires once at the
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// end-of-loop final flush (entity.Id=100 has 2 batches).
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// 2. Second "frame": cache.TryGet(100) hits → ApplyCacheHit appends
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// cached batches to a fresh _groups dict without re-populating.
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// cache.Count stays at 1 (Populate is idempotent via overwrite,
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// but the hit-path doesn't re-populate at all).
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var cache = new EntityClassificationCache();
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var scratch = new List<CachedBatch>();
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Assert.Equal(0, cache.Count);
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// Frame 1: simulate one foreach iteration producing 2 batches for
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// entity 100 in landblock 0xA9B40000. With no prior tracker, the
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// entity-change flush is a no-op. ClassifyBatches' collector adds
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// to scratch. The end-of-loop FinalFlushPopulate commits.
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const uint EntityId = 100;
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const uint LandblockId = 0xA9B40000u;
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// First MeshRef contributes 2 batches (mimics ClassifyBatches output).
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scratch.Add(MakeCachedBatch(ibo: 1, firstIndex: 0, indexCount: 6, texHandle: 0xAA));
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scratch.Add(MakeCachedBatch(ibo: 1, firstIndex: 6, indexCount: 6, texHandle: 0xBB));
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uint? populateEntityId = null;
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uint populateLandblockId = 0u;
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// First-tuple boundary check: no flush, sets the tracker.
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(populateEntityId, populateLandblockId) = WbDrawDispatcher.MaybeFlushOnEntityChange(
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populateEntityId, populateLandblockId, EntityId, cache, scratch);
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// After ClassifyBatches the loop sets the tracker (matching Draw).
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populateEntityId = EntityId;
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populateLandblockId = LandblockId;
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// End-of-loop final flush — this is where the cache populates.
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WbDrawDispatcher.FinalFlushPopulate(populateEntityId, populateLandblockId, cache, scratch);
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// First-frame post-conditions: 1 cache entry, 2 batches in it.
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Assert.Equal(1, cache.Count);
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Assert.True(cache.TryGet(EntityId, out var entry));
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Assert.NotNull(entry);
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Assert.Equal(2, entry!.Batches.Length);
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Assert.Equal(0xAAul, entry.Batches[0].BindlessTextureHandle);
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Assert.Equal(0xBBul, entry.Batches[1].BindlessTextureHandle);
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// Frame 2: cache hit. ApplyCacheHit walks the cached batches and
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// appends RestPose * entityWorld to a per-frame group dict.
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// Production code: this is the !isAnimated && _cache.TryGet branch
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// at the top of the per-entity loop body in Draw.
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var groups = new Dictionary<GroupKey, List<Matrix4x4>>();
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void AppendInstance(GroupKey k, Matrix4x4 m)
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{
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if (!groups.TryGetValue(k, out var list))
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{
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list = new List<Matrix4x4>();
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groups[k] = list;
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}
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list.Add(m);
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}
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Assert.True(cache.TryGet(EntityId, out var entryHit));
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Assert.NotNull(entryHit);
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var entityWorld = Matrix4x4.CreateTranslation(new Vector3(10f, 20f, 30f));
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WbDrawDispatcher.ApplyCacheHit(entryHit!, entityWorld, AppendInstance);
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// Cache state stable — Populate didn't fire on the hit path.
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Assert.Equal(1, cache.Count);
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// Both groups received exactly one matrix each (the entity is one
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// instance contributing once per cached batch).
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Assert.Equal(2, groups.Count);
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foreach (var (_, list) in groups)
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Assert.Single(list);
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// Matrix composition is RestPose * entityWorld (NOT the reverse).
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// RestPose is Matrix4x4.Identity for the synthesized batches, so the
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// appended matrix must equal entityWorld.
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foreach (var (_, list) in groups)
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Assert.Equal(entityWorld, list[0]);
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}
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[Fact]
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public void Draw_AnimatedEntity_DoesNotPopulateCache()
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{
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// Spec §7.2 test #12.
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// Animated entities take the slow path with collector=null: their
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// ClassifyBatches output is NOT routed into _populateScratch and the
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// populate-tracking locals stay null. Result: the cache is never
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// populated for animated entities, and FinalFlushPopulate is a no-op.
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//
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// This test models that flow: scratch stays empty, populateEntityId
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// stays null, FinalFlushPopulate fires but commits nothing.
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var cache = new EntityClassificationCache();
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var scratch = new List<CachedBatch>();
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const uint AnimatedId = 7;
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const uint LandblockId = 0xA9B40000u;
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var animatedSet = new HashSet<uint> { AnimatedId };
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// Even when the entity has MeshRefs that would produce batches, the
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// animated-set membership means collector=null in Draw — scratch
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// stays empty and the tracker stays null. Simulating that here:
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// we do NOT add to scratch and we do NOT set populateEntityId.
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bool isAnimated = animatedSet.Contains(AnimatedId);
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Assert.True(isAnimated);
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uint? populateEntityId = null;
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uint populateLandblockId = 0u;
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// Boundary check still runs but is a no-op — tracker is null.
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(populateEntityId, populateLandblockId) = WbDrawDispatcher.MaybeFlushOnEntityChange(
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populateEntityId, populateLandblockId, AnimatedId, cache, scratch);
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// For animated entities, Draw does NOT set populateEntityId after
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// ClassifyBatches (the `if (collector is not null)` guard).
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// populateEntityId stays null.
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// End-of-loop flush — no-op for animated-only iterations.
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WbDrawDispatcher.FinalFlushPopulate(populateEntityId, populateLandblockId, cache, scratch);
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// Cache should never be populated for animated entities.
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Assert.Equal(0, cache.Count);
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Assert.False(cache.TryGet(AnimatedId, out _));
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// Suppress unused-variable warning — LandblockId is here for parity
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// with the static-entity test's structure.
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_ = LandblockId;
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}
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[Fact]
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public void Draw_MultiMeshRefStaticEntity_PopulatesAllBatchesIntoSingleCacheEntry()
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{
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// Regression test for the bug fixed at commit 00fa8ae:
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//
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// Task 9's first attempt called _cache.Populate per-(entity,
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// MeshRefIndex) tuple, but the cache is keyed by entity.Id. For
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// multi-MeshRef entities (multi-part Setup buildings, statues,
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// NPCs), each iteration's Populate OVERWROTE the previous one
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// — only the LAST MeshRef's batches survived in the cache. After
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// the fix, Populate fires once per entity at the entity boundary
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// (or end-of-loop), with all MeshRefs' batches accumulated into
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// _populateScratch.
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//
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// This test simulates a 3-MeshRef static entity where each MeshRef
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// contributes 2 batches (total = 6). It walks through Draw's loop
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// structure tuple-by-tuple, calling MaybeFlushOnEntityChange before
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// each tuple's classification and FinalFlushPopulate at end-of-loop.
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// Asserts the cache entry holds ALL 6 batches, not just the last 2.
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//
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// If the per-MeshRef Populate bug were reintroduced, this test would
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// see Batches.Length == 2 (last MeshRef only).
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var cache = new EntityClassificationCache();
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var scratch = new List<CachedBatch>();
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const uint EntityId = 200;
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const uint LandblockId = 0xA9B40000u;
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const int MeshRefCount = 3;
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const int BatchesPerMeshRef = 2;
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const int ExpectedTotalBatches = MeshRefCount * BatchesPerMeshRef;
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uint? populateEntityId = null;
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uint populateLandblockId = 0u;
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// Simulate Draw's foreach over _walkScratch. _walkScratch yields
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// (entity, MeshRefIndex, landblockId) — all MeshRefs of one entity
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// are contiguous because the walk emits them in entity-order.
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for (int meshRefIdx = 0; meshRefIdx < MeshRefCount; meshRefIdx++)
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{
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// Boundary check: same entity across all 3 iterations, so this
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// never fires the flush. populateEntityId stays as is (null on
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// first iter; EntityId on subsequent iters after we set it).
|
||||
(populateEntityId, populateLandblockId) = WbDrawDispatcher.MaybeFlushOnEntityChange(
|
||||
populateEntityId, populateLandblockId, EntityId, cache, scratch);
|
||||
|
||||
// Mimic ClassifyBatches' collector output for THIS MeshRef:
|
||||
// 2 batches with distinct (ibo, firstIndex, texHandle) so the
|
||||
// ordering can be verified post-hoc.
|
||||
for (int b = 0; b < BatchesPerMeshRef; b++)
|
||||
{
|
||||
ulong texHandle = (ulong)(0x100 + meshRefIdx * BatchesPerMeshRef + b);
|
||||
scratch.Add(MakeCachedBatch(
|
||||
ibo: (uint)(meshRefIdx + 1),
|
||||
firstIndex: (uint)(b * 6),
|
||||
indexCount: 6,
|
||||
texHandle: texHandle));
|
||||
}
|
||||
|
||||
// After ClassifyBatches, Draw sets the tracker (matching the
|
||||
// `if (collector is not null)` block at line 482-486 in
|
||||
// WbDrawDispatcher.Draw).
|
||||
populateEntityId = EntityId;
|
||||
populateLandblockId = LandblockId;
|
||||
}
|
||||
|
||||
// End-of-loop final flush. Without this call (or if Populate fired
|
||||
// per-tuple inside the loop), the cache would only hold the last
|
||||
// 2 batches — exactly the bug class from commit 00fa8ae.
|
||||
WbDrawDispatcher.FinalFlushPopulate(populateEntityId, populateLandblockId, cache, scratch);
|
||||
|
||||
// Assertions: ONE cache entry with ALL 6 batches in MeshRef order.
|
||||
Assert.Equal(1, cache.Count);
|
||||
Assert.True(cache.TryGet(EntityId, out var entry));
|
||||
Assert.NotNull(entry);
|
||||
Assert.Equal(EntityId, entry!.EntityId);
|
||||
Assert.Equal(LandblockId, entry.LandblockHint);
|
||||
|
||||
// KEY ASSERTION: Batches.Length == sum across MeshRefs (6),
|
||||
// NOT just the last MeshRef's batch count (2).
|
||||
Assert.Equal(ExpectedTotalBatches, entry.Batches.Length);
|
||||
|
||||
// Per-batch ordering check: batches arrived in MeshRef order, so
|
||||
// texture handles run 0x100..0x105 in the order they were appended.
|
||||
for (int i = 0; i < ExpectedTotalBatches; i++)
|
||||
Assert.Equal((ulong)(0x100 + i), entry.Batches[i].BindlessTextureHandle);
|
||||
|
||||
// After flush, scratch is cleared so the next entity starts fresh.
|
||||
Assert.Empty(scratch);
|
||||
}
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue