fix(render): FW4 - static-owner particles submit at their walk turns
Ports the user-verified #132 invariant (e102fb36 on the old pipeline)
walk-natively, on the owner''s direction: retail''s falls containment
is POSITIONAL - an outdoor emitter''s polys join the ONE alpha list
during its owner cell''s DrawObjCell in the far-to-near landscape walk
(DrawSortCell @0x005a17c0), so every nearer building''s pre-punch
barrier (DrawBuilding @0x0059f2a0''s FlushAlphaList @0x0059f30b)
drains the already-queued FARTHER content against still-true depth
BEFORE its punch stamps far-Z into the aperture. The walk path had
kept the per-building AlphaBarrier events but batched ALL landscape
static-owner submission into one lump at the pre-clear closure - after
every punch had run: the barriers fired over an empty queue and the
falls drained against punched-far aperture pixels (phase=pre in every
probe line, which is why six rounds of phase-staging repairs could
never see it - the phase was right, the position within the phase was
wrong).
New WalkFrameEventKind.StaticParticles: each landscape cell''s and
each building shell''s emitter owners now submit AT THAT TURN during
Replay (marked so the owner''s meshes flush first - retail''s
per-object order); the batched SubmitWalkLandscapeStaticParticles and
its closure/post-replay call sites are deleted for both root kinds.
Two driver sequence pins adjudicated to the new turn order.
Hermetic 6,762/0; InstalledDat walk conformance 40/1.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
parent
f4522297cc
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280c054943
4 changed files with 123 additions and 47 deletions
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@ -112,6 +112,12 @@ internal interface IWalkFrameLeafRenderer
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/// this same shell-then-contents order).</summary>
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void DrawCellShell(uint cellId);
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/// <summary>One landscape cell's or building shell's static-owner
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/// particle submission, at its own walk turn — see
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/// <see cref="WalkFrameEventKind.StaticParticles"/> for the retail
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/// positional invariant this carries (the #132 falls containment).</summary>
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void DrawStaticParticles(IReadOnlySet<uint> ownerIds);
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/// <summary><c>PView::DrawCells</c> @0x005a4840's gated full depth clear
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/// (pc:432731-432732) between the outside stage and the interior root's
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/// own flood — production maps this to <c>IWorldPassScope.ClearInteriorDepth</c>
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@ -236,6 +242,23 @@ internal enum WalkFrameEventKind : byte
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/// <summary><see cref="IWalkFrameLeafRenderer.DrawExitSeals"/>.</summary>
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ExitSeals,
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/// <summary><see cref="IWalkFrameLeafRenderer.DrawStaticParticles"/> —
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/// ONE landscape cell's (<see cref="WalkFrameEvent.CellId"/>) or ONE
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/// building shell's (<see cref="WalkFrameEvent.Building"/>) static-owner
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/// particle submission, emitted AT ITS OWN WALK TURN. Retail's falls
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/// containment is positional: an outdoor emitter's polys join the one
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/// alpha list during its owner cell's <c>DrawObjCell</c> in the
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/// far-to-near landscape walk, so every nearer building's pre-punch
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/// alpha barrier (<c>DrawBuilding</c> @0x0059f2a0's
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/// <c>FlushAlphaList</c> @0x0059f30b) drains the already-queued FARTHER
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/// content against still-true depth BEFORE the punch stamps far-Z into
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/// the aperture. The former single batched submission at the pre-clear
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/// closure ran AFTER every punch — the barriers fired over an empty
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/// queue and the falls drained against punched-far aperture pixels (the
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/// cathedral bleed; the old pipeline's user-verified #132 fix
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/// `e102fb36` encoded the same invariant).</summary>
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StaticParticles,
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}
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/// <summary>See <see cref="WalkFrameEventKind"/> for what each field means per
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@ -247,13 +270,15 @@ internal enum WalkFrameEventKind : byte
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internal readonly struct WalkFrameEvent
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{
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private WalkFrameEvent(
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WalkFrameEventKind kind, int intArg, uint cellId, float floatArg, WalkPolygon? polygon)
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WalkFrameEventKind kind, int intArg, uint cellId, float floatArg, WalkPolygon? polygon,
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WalkBuilding? building = null)
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{
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Kind = kind;
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IntArg = intArg;
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CellId = cellId;
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FloatArg = floatArg;
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Polygon = polygon;
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Building = building;
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}
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internal WalkFrameEventKind Kind { get; }
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@ -266,6 +291,11 @@ internal readonly struct WalkFrameEvent
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internal WalkPolygon? Polygon { get; }
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/// <summary><see cref="WalkFrameEventKind.StaticParticles"/> only: the
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/// building whose shell statics' owners submit at this turn; null for a
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/// landscape cell's turn (then <see cref="CellId"/> names the cell).</summary>
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internal WalkBuilding? Building { get; }
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internal static WalkFrameEvent Mark(int exclusiveEnd) =>
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new(WalkFrameEventKind.StreamMark, exclusiveEnd, 0, 0f, null);
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@ -284,6 +314,12 @@ internal readonly struct WalkFrameEvent
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internal static WalkFrameEvent AlphaBarrier(float viewerDistance) =>
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new(WalkFrameEventKind.AlphaBarrier, 0, 0, viewerDistance, null);
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internal static WalkFrameEvent LandscapeCellParticles(uint cellId) =>
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new(WalkFrameEventKind.StaticParticles, 0, cellId, 0f, null);
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internal static WalkFrameEvent BuildingShellParticles(WalkBuilding building) =>
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new(WalkFrameEventKind.StaticParticles, 0, 0, 0f, null, building);
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internal static WalkFrameEvent ClearInteriorDepth() =>
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new(WalkFrameEventKind.ClearInteriorDepth, 0, 0, 0f, null);
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@ -397,6 +433,20 @@ internal sealed class WalkFrameDriver : IWalkEventSink
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/// alpha drain splats through (the cathedral falls shine-through).</summary>
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internal List<uint> InteriorFloodCells { get; } = new();
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// Replay scratch for StaticParticles events (sequential replay — one
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// reused set is safe).
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private readonly HashSet<uint> _staticParticleOwnerScratch = new();
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private static void UnionOwners(
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in WalkFrameStaticRecords records, HashSet<uint> destination)
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{
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foreach (RenderProjectionRecord record in records.Records)
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{
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if (record.Source.LocalEntityId != 0)
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destination.Add(record.Source.LocalEntityId);
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}
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}
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internal List<WalkBuilding> VisitedBuildings { get; } = new();
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internal HashSet<uint> VisitedLandscapeCellIds { get; } = new();
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@ -595,6 +645,16 @@ internal sealed class WalkFrameDriver : IWalkEventSink
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case WalkFrameEventKind.ExitSeals:
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_leafRenderer.DrawExitSeals();
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break;
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case WalkFrameEventKind.StaticParticles:
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_staticParticleOwnerScratch.Clear();
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UnionOwners(
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e.Building is WalkBuilding shellOwner
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? _worldData.GetBuildingShellStatics(shellOwner)
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: _worldData.GetOutdoorStatics(e.CellId),
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_staticParticleOwnerScratch);
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if (_staticParticleOwnerScratch.Count > 0)
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_leafRenderer.DrawStaticParticles(_staticParticleOwnerScratch);
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break;
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}
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}
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@ -639,6 +699,27 @@ internal sealed class WalkFrameDriver : IWalkEventSink
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_populator.PopulateOutdoorStatics(
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_stream, cellId, records.Records, records.TupleLandblockId,
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_cameraWorldPosition, _viewProjection);
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// FW4 (the #132 positional invariant): this cell's emitter owners
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// submit AT THIS TURN, so nearer buildings' pre-punch barriers
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// drain them against still-true depth — see
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// WalkFrameEventKind.StaticParticles. Mark first so the cell's own
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// meshes flush ahead of its particle submission (retail's
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// per-object DrawObjCell order).
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if (HasAnyOwner(records))
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{
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MarkIfGrown();
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_events.Add(WalkFrameEvent.LandscapeCellParticles(cellId));
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}
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}
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private static bool HasAnyOwner(in WalkFrameStaticRecords records)
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{
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foreach (RenderProjectionRecord record in records.Records)
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{
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if (record.Source.LocalEntityId != 0)
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return true;
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}
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return false;
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}
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void IWalkEventSink.OnBuildingTurn(WalkBuilding building)
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@ -672,6 +753,14 @@ internal sealed class WalkFrameDriver : IWalkEventSink
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_populator.PopulateCell(
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_stream, WalkDrawStage.BuildingShell, building.PositionCellId,
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shell.Records, shell.TupleLandblockId, _cameraWorldPosition, _viewProjection);
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// FW4 (the #132 positional invariant): the building's own shell
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// emitters submit at the shell turn, after the shell content
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// flushes — see WalkFrameEventKind.StaticParticles.
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if (HasAnyOwner(shell))
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{
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MarkIfGrown();
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_events.Add(WalkFrameEvent.BuildingShellParticles(building));
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}
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}
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void IWalkEventSink.OnPunchGeometry(
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