feat(rendering): compare the incremental shadow scene

Construct Slice F's non-drawing scene only for lifecycle automation, drain accepted static and live deltas at the final update boundary, and compare exact current-path fingerprints at cadence and checkpoints. Publish bounded mismatch, journal, index, digest, and memory evidence without changing normal launches or draw submission.

Release: 8,211 passed, 5 skipped.
This commit is contained in:
Erik 2026-07-24 22:24:30 +02:00
parent ff5d86175f
commit 0eb6648589
21 changed files with 937 additions and 20 deletions

View file

@ -6,6 +6,7 @@ using AcDream.App.Input;
using AcDream.App.Net;
using AcDream.App.Physics;
using AcDream.App.Rendering.Sky;
using AcDream.App.Rendering.Scene;
using AcDream.App.Rendering.Vfx;
using AcDream.App.Rendering.Wb;
using AcDream.App.Settings;
@ -79,6 +80,7 @@ internal sealed record LiveShutdownRoots(
LandblockStreamer? Streamer,
EquippedChildRenderController? EquippedChildren,
LiveEntityRuntime? LiveEntities,
RenderSceneShadowRuntime? RenderSceneShadow,
LivePresentationRuntimeBindings? PresentationBindings,
DeferredEntityEffectAdvanceSource EffectAdvance,
EntityEffectController? EntityEffects,
@ -377,6 +379,9 @@ internal static class GameWindowShutdownManifest
new ResourceShutdownStage("live entities",
[
Hard("live entity runtime", () => live.LiveEntities?.Clear()),
Hard(
"shadow render scene",
() => live.RenderSceneShadow?.Dispose()),
]),
new ResourceShutdownStage("effect dispatch edges",
[