perf(rendering): retire production entity partition

Route production meshes and attached particles from the exact retained PView frame ranges, while keeping the former WorldEntity partition only for standalone tests and explicit diagnostic/oracle probes. Copy retained source/count facts before arena release so world diagnostics no longer require the old partition. Record the accepted G4 visual gate and open the exact G5 production matrix.

Co-authored-by: OpenAI Codex <codex@openai.com>
This commit is contained in:
Erik 2026-07-25 10:50:57 +02:00
parent 14b48cf553
commit 10ccce3f2d
11 changed files with 452 additions and 125 deletions

View file

@ -1,3 +1,4 @@
using AcDream.App.Rendering.Scene;
using AcDream.App.Rendering.Selection;
using AcDream.App.Rendering.Vfx;
using AcDream.App.Streaming;
@ -218,11 +219,15 @@ internal sealed class WorldSceneRenderer : IWorldSceneFramePhase
// outdoor roots whose PView executor does not issue an interior
// depth clear.
depthClear = hasOutsideSlice;
if (pviewResult.Partition.ByCell.Count > 0 || hasOutsideSlice)
RenderProjectionCounts sourceCounts =
pviewResult.SourceCounts;
if (sourceCounts.IndoorCellStatic > 0 || hasOutsideSlice)
sceneParticles = "pviewScoped";
outdoorSceneryDrawn = pviewResult.Partition.OutdoorStatic.Count > 0
outdoorSceneryDrawn =
sourceCounts.OutdoorStatic > 0
&& hasOutsideSlice;
liveDynamicDrawnCount = pviewResult.Partition.Dynamics.Count;
liveDynamicDrawnCount =
sourceCounts.LiveDynamicRoot;
}
else
{