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>
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11 changed files with 452 additions and 125 deletions
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@ -1,3 +1,4 @@
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using AcDream.App.Rendering.Scene;
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using AcDream.App.Rendering.Selection;
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using AcDream.App.Rendering.Vfx;
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using AcDream.App.Streaming;
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@ -218,11 +219,15 @@ internal sealed class WorldSceneRenderer : IWorldSceneFramePhase
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// outdoor roots whose PView executor does not issue an interior
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// depth clear.
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depthClear = hasOutsideSlice;
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if (pviewResult.Partition.ByCell.Count > 0 || hasOutsideSlice)
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RenderProjectionCounts sourceCounts =
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pviewResult.SourceCounts;
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if (sourceCounts.IndoorCellStatic > 0 || hasOutsideSlice)
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sceneParticles = "pviewScoped";
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outdoorSceneryDrawn = pviewResult.Partition.OutdoorStatic.Count > 0
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outdoorSceneryDrawn =
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sourceCounts.OutdoorStatic > 0
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&& hasOutsideSlice;
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liveDynamicDrawnCount = pviewResult.Partition.Dynamics.Count;
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liveDynamicDrawnCount =
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sourceCounts.LiveDynamicRoot;
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}
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else
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{
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