test: remove known tautologies and scaffolds
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9 changed files with 156 additions and 61 deletions
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@ -2,6 +2,7 @@ using System.Numerics;
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using System.Runtime.CompilerServices;
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using System.Runtime.InteropServices;
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using AcDream.App.Rendering.Gpu;
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using AcDream.App.Rendering.Gpu.Vk;
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namespace AcDream.App.Tests.Rendering.Gpu;
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@ -242,19 +243,28 @@ public sealed class GpuContractTests
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}
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[Fact]
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public void TheDepthStencilAttachmentFormatCarriesAStencilAspect()
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public void BackbufferClear_ClearsDepthAndStencil()
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{
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// The punch has nowhere to mark without one. The V5 capability gate
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// prefers D32_SFLOAT_S8_UINT and falls back to D24_UNORM_S8_UINT rather
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// than taking a depth-only format for exactly this reason, and the
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// backbuffer pass clears both aspects through one ClearDepthStencil.
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GpuPassDescription pass = GpuPassDescription.BackbufferClear(
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"world",
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Vector4.Zero,
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sampleCount: 4);
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Assert.Equal(0u, pass.Depth!.Value.ClearStencil);
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Assert.Equal(1f, pass.Depth.Value.ClearDepth);
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Assert.Equal(GpuLoadOp.Clear, pass.Depth!.Value.Load);
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Assert.Equal(GpuTextureFormat.Depth24Stencil8, GpuTextureFormat.Depth24Stencil8);
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}
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[Fact]
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public void DepthStencilTextureFormat_MapsToDepthAndStencilAspects()
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{
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// The punch has nowhere to mark without a stencil aspect. The V5
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// capability gate prefers D32_SFLOAT_S8_UINT and falls back to
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// D24_UNORM_S8_UINT rather than accepting a depth-only format.
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Silk.NET.Vulkan.ImageAspectFlags aspects =
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VulkanTextureFormatMapping.AspectOf(GpuTextureFormat.Depth24Stencil8);
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Assert.True(aspects.HasFlag(Silk.NET.Vulkan.ImageAspectFlags.DepthBit));
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Assert.True(aspects.HasFlag(Silk.NET.Vulkan.ImageAspectFlags.StencilBit));
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}
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[Fact]
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@ -1,24 +0,0 @@
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using Xunit;
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namespace AcDream.Core.Tests.Conformance;
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/// <summary>
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/// PVS (portal-visibility) conformance — P0 scaffold. The render visible-set
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/// golden. Retail oracle: PView::ConstructView(CEnvCell*) @ 0x005a57b0
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/// (pc:433750) produces the ordered cell_draw_list for a given (viewer_cell,
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/// eye); see docs/research/2026-06-02-retail-render-pipeline-full-reference.md §3.
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///
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/// FILLED IN P4, not P0: a retail cell_draw_list trace is a P3/P4-coupled
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/// capture (a new cdb script breakpointing PView::DrawCells / cell_draw_list,
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/// sibling to find-cell-list-capture.cdb), and the PVS code itself
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/// (PortalVisibilityBuilder) is REPLACED by the ConstructView port in P4. The
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/// scaffold exists now so the structure + retail anchor are in place; P4 adds
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/// the capture + the golden assertion (PVS root id == physics CurrCell.Id;
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/// a cell seen through two portals appears once per slice; dungeon
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/// outside_view==0).
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/// </summary>
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public class PvsConformanceTests
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{
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[Fact(Skip = "P0 scaffold — filled in P4 with a captured retail cell_draw_list trace")]
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public void Pvs_CottageInterior_MatchesRetailCellDrawList() { }
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}
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@ -917,7 +917,9 @@ public class Issue265SteepSlopeCaptureBisectTests
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// HandleAllCollisions's OWN decision (captured before the toggle can
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// touch it) must be identical regardless of the #265/#166 fix -- the
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// fix does not change the reflection math or its inputs.
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Assert.Equal(newModelVelocityBeforeToggle.Z > 0.01f, newModelVelocityBeforeToggle.Z > 0.01f);
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Assert.Equal(
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oldModelVelocity.Z > 0.01f,
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newModelVelocityBeforeToggle.Z > 0.01f);
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// Document (not silently assert away) whether retail's OWN ported
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// logic reflects this synthetic case. This is evidence for the
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@ -488,16 +488,12 @@ public sealed class MotionInterpreterTests
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// links). Verified against the live retail-observer trace
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// (RetailObserverTraceConformanceTests, 183/183 dispatch conformant).
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// R3 owns removal of the known redundant row. Keep this one historical
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// input unchanged during R2 while ensuring any new duplicate still fails.
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#pragma warning disable xUnit1025
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[Theory]
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[InlineData(MotionCommand.Fallen)]
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[InlineData(MotionCommand.Dead)]
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[InlineData(MotionCommand.Crouch)]
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[InlineData(MotionCommand.Sitting)]
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[InlineData(MotionCommand.Sleeping)]
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[InlineData(0x41000012u)] // inside the crouch range (0x41000011, 0x41000015)
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public void ContactAllowsMove_GroundedPosture_StillAllowsMove(uint postureCommand)
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{
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var body = MakeGrounded();
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@ -508,7 +504,6 @@ public sealed class MotionInterpreterTests
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Assert.True(allowed);
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}
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#pragma warning restore xUnit1025
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[Fact]
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public void ContactAllowsMove_AirborneCreature_AcceptsFallingAndTurns_BlocksWalk()
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@ -54,11 +54,4 @@ public class ChaseCameraTests
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Assert.True(z2 > z1, "Increasing pitch should raise the camera");
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}
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[Fact]
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public void ImplementsICamera()
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{
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ICamera camera = new ChaseCamera { Aspect = 16f / 9f };
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camera.ToString(); // just proves interface is implemented
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}
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}
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@ -1,11 +0,0 @@
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// tests/AcDream.Core.Tests/SmokeTest.cs
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namespace AcDream.Core.Tests;
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public class SmokeTest
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{
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[Fact]
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public void TestProject_IsWired()
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{
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Assert.True(true);
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}
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}
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@ -425,6 +425,7 @@ public sealed class RuntimeLocalPlayerFirstEntryStateTests
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{
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using var fixture = new Fixture(residentWorld: false);
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PhysicsBody? body = null;
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PlayerMovementController? controller = null;
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for (int i = 0; i < 3; i++)
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{
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@ -435,7 +436,10 @@ public sealed class RuntimeLocalPlayerFirstEntryStateTests
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Assert.Equal(1, fixture.Publication.CaptureOwnership().PendingActivationCount);
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body ??= fixture.Record.PhysicsBody;
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Assert.Same(body, fixture.Record.PhysicsBody);
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Assert.Same(fixture.Movement.Controller, fixture.Movement.Controller);
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PlayerMovementController currentController =
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Assert.IsType<PlayerMovementController>(fixture.Movement.Controller);
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controller ??= currentController;
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Assert.Same(controller, currentController);
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}
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}
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