feat(render) Campaign FW3.2b-2: THE STATIC CUTOVER - the walk drives production statics

The retail frame walk now drives every production static draw. In
RetailPViewRenderer.DrawInside, when the concrete executor + the
packed product + the FW3.1 walk registries are all wired (all
production compositions - anything less throws):

- A pre-walk events-only collection pass (the shadow sink generalized
  to WalkVisitedSetCollector) gathers the frame's visited cells,
  buildings, and landscape-cell turns; the visited cells union into
  prepareCells so EnvCellRenderer prepares every shell the driver
  draws.
- DrawWalkDrivenStatics runs the WalkFrameDriver over the production
  world data (WalkProductionWorldData over RenderSceneQuery + the
  building registry): sky, terrain slices, outdoor statics at their
  landscape-cell turns, buildings (alpha barrier -> punch/look-in
  passes -> shell) in retail order, interior clear+seals as leaf
  closures (the old tail block's drain reasoning moves with them),
  flood cells shell-then-contents. Landscape/cell-stage particle
  owners re-source from the walk's visited sets - retail gates
  particles per cell turn (ShouldDrawParticles @0x0050FE60), which
  this is; the old sphere filter was the approximation.
- DrawLandscapeDynamicsPhase + DrawBuildingLookInDynamics carry the
  dynamics-only remainder (LookInObject now dynamic-classified,
  late outside-dynamics + weather, particle unions); DrawDynamicsLast
  and the outdoor flush are unchanged.
- The product builder stops emitting LandscapeOutdoorStatic /
  LandscapeBuildingShell / CellStatic (methods deleted, dead index
  tracking removed); LookInObject loads cells with
  includeStatics: false.

The old static path survives ONLY behind !walkActive for the
standalone/diagnostic executor-fake path that keeps 15 retail-ordering
regression tests exercising the barrier/punch/seal machinery; no
production composition can reach it. Its deletion is FW4 scope (the
plan's "deleting the patch apparatus") - recorded in the plan.

Transitional risks recorded in code/report: the two-pass walk cost
(FW3.4 measures), the interior slice-count reconciliation between the
old clip assembly and the walk's own exit-view survival, and the
outdoor merged-flood punch coverage now riding the walk's own
building-BSP punches (retail-faithful per FW1; the owner visual gate
verifies).

Suites (lead-verified): full Release build 0 warnings; hermetic
6,750/0 (baseline minus the three deleted route tests); Walk lane
201/1; InstalledDat Walk conformance 40/1 untouched. The two
IL-branch tests the implementation round reported failing pass in
every lead run - the recurring parallel-load flake pair.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-08-30 15:43:22 +02:00
parent 878533597d
commit 4918677b45
8 changed files with 919 additions and 612 deletions

View file

@ -1,4 +1,5 @@
using System.Numerics;
using AcDream.App.Rendering.Gpu;
using AcDream.App.Rendering.Scene;
using AcDream.App.Rendering.Sky;
using AcDream.App.Rendering.Wb;
@ -181,6 +182,25 @@ internal sealed partial class RetailPViewPassExecutor :
_particleClassifications.BeginFrame();
}
/// <summary>Campaign FW3.2b-2: the shared dispatcher, for
/// <see cref="RetailPViewRenderer"/>'s <c>WalkFrameDriver</c>
/// construction — the driver's ctor takes a <see cref="WbDrawDispatcher"/>
/// directly (it calls <c>SubmitOrderedStream</c> itself; see that
/// class's own doc comment).</summary>
internal WbDrawDispatcher Dispatcher => _entities;
/// <summary>Campaign FW3.2b-2: forwards to
/// <see cref="WbDrawDispatcher.RequireWalkSubmission"/> — the frame/
/// encoder pair the walk driver submits its stream flushes into.</summary>
internal (IGpuFrame Frame, IGpuPassEncoder Encoder) RequireWalkSubmission() =>
_entities.RequireWalkSubmission();
/// <summary>Campaign FW3.2b-2: forwards to
/// <see cref="WbDrawDispatcher.WalkAttachmentExtent"/> — the real
/// viewport size for <c>WalkProductionFrameContext</c>.</summary>
internal (int Width, int Height)? WalkAttachmentExtent =>
_entities.WalkAttachmentExtent;
public void BeginEntityFrame(in RenderFrameView view) =>
_entities.BeginPackedProductionFrame(in view);