test(render): Phase U.4 — cover ResolveEntitySlot clip-slot resolution

Code review flagged the gate-critical per-instance slot resolution as untested.
Add RED→GREEN cases (live=unclipped slot 0, cell-static→cell slot, non-visible→cull,
outdoor-stab→OutsideView/cull, routing-inactive→all slot 0). Note the full-cell-id-space
invariant at ResolveEntitySlot; fix a stale RenderInsideOut comment in EnvCellRenderer.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
Erik 2026-05-30 18:16:21 +02:00
parent 7993e064a0
commit 354ca746ad
3 changed files with 259 additions and 22 deletions

View file

@ -764,8 +764,11 @@ public sealed unsafe class EnvCellRenderer : IDisposable
/// <summary>
/// Draws all visible EnvCells (and their static objects) for the given pass.
/// When <paramref name="filter"/> is non-null, only cells whose CellId is in
/// the set are drawn — used for indoor RenderInsideOut to restrict to camera-
/// building cells.
/// the set are drawn. As of Phase U.4 this is the portal-visibility SHELL
/// filter (the drawable visible cells from the PView traversal; each cell's
/// shell instances are clip-gated to its CellClip slot by the caller's
/// binding=3 map). NOTE: this is NOT the old two-pipe RenderInsideOut approach
/// — that flat camera-inside-building stencil pass was deleted in Phase U.1.
/// Source: WB EnvCellRenderManager.cs:399-511 (verbatim minus selection highlights).
/// </summary>
public void Render(WbRenderPass renderPass, HashSet<uint>? filter)