feat(render): Phase A8 — indoor visibility + streaming fixes batch

Lands the working A8 indoor-rendering and streaming fixes accumulated this
session. User has verified these visually to some degree (e.g. lifestone /
translucent meshes confirmed fine under the FrontFace flip; bridge / wall /
collision regressions confirmed fixed after travel); not every path has been
exhaustively gated. The cellar-flap defect remains OPEN and will be solved
the retail-faithful way via a dedicated brainstorm (see handoff docs).

Rendering core (reviewed, high confidence):
- EnvCellRenderer SSBO stride fix: upload packed Matrix4x4[] (64B) instead of
  the 80B CPU InstanceData struct the shader never expected — fixes the
  transform/texture "explosion" for any draw with >1 instance (cells that
  dedupe to a shared cellGeomId). Real root cause.
- WB-style global FrontFace(CW) + per-batch CullMode carried through the MDI
  layout (GroupKey + BuildIndirectArrays + DrawIndirectRange split into
  same-cull runs with absolute uDrawIDOffset per run).
- EntitySet partitioning (IndoorPass / OutdoorScenery / LiveDynamic) +
  WorldEntity.BuildingShellAnchorCellId so building shells scope to their
  dat-derived building cell instead of rendering everywhere.
- RenderOutsideInAcdream (look into buildings from outside) +
  CollectVisiblePortalBuildings frustum cull of portal bounds.
- Sky-when-inside-building + per-cell audit probe + GL-state probe.

Streaming / perf (test-covered; not independently code-reviewed this session):
- Near/far priority queues so near work wins over far; PromoteToNear carries
  full landblock + mesh data; LandblockEntriesWithoutAnimatedIndex avoids
  rebuilding the animated-lookup dict in the hot draw path. Fixes the
  bridge-not-appearing / missing-walls / broken-collision-after-travel
  regressions and improves post-transition FPS.

Tooling + docs:
- tools/A8CellAudit: offline dat cell/portal/building dumper (portals +
  buildings modes) — reproduces the cellar-flap investigation with no launch.
- docs/research cellar-flap root-cause + option-2 handoff (the didInsideStencil
  double-duty finding + the WB-recursive design decision + brainstorm prompt),
  entity-taxonomy, replan, issue-78 visibility investigation.

Diagnostics retained on purpose: ACDREAM_A8_DIAG_* gates, portal_stencil.vert
provisional pos.w clamp, and the probe families are kept (env-var gated, zero
cost when off) because the pending option-2 cellar-flap brainstorm needs them.
Strip in the option-2 ship commit.

Indoor branch stays behind ACDREAM_A8_INDOOR_BRANCH=1 (default off = pre-A8
visual). Build green; App tests + Core (streaming/dispatcher/loader) tests pass.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
Erik 2026-05-29 10:14:50 +02:00
parent e415bb3863
commit 5dc4140c11
38 changed files with 3965 additions and 277 deletions

View file

@ -25,9 +25,12 @@ namespace AcDream.App.Rendering.Wb;
/// </para>
///
/// <para>
/// Idempotency: a duplicate load for the same landblock is a no-op on
/// ref-counting (the snapshot is already present). Defensive guard against
/// streaming-controller bugs.
/// Idempotency: repeated notifications for the same landblock only register
/// newly-seen ids. This matters for two-tier streaming: a far-tier terrain
/// load first snapshots an empty entity set, then a later Far-to-Near promotion
/// supplies the actual stabs/buildings. Treating the second notification as a
/// blanket no-op leaves the world-state entity list populated while the WB
/// mesh cache never pins the promoted GfxObj ids.
/// </para>
///
/// <para>
@ -53,18 +56,15 @@ public sealed class LandblockSpawnAdapter
}
/// <summary>
/// Called when a landblock finishes streaming in.
/// Registers a ref-count increment with WB for each unique atlas-tier
/// GfxObj id in the landblock. Duplicate loads for the same landblock id
/// are silently ignored.
/// Called when a landblock finishes streaming in or receives promoted
/// atlas-tier entities. Registers a ref-count increment with WB for each
/// unique atlas-tier GfxObj id that has not already been registered for
/// this landblock.
/// </summary>
public void OnLandblockLoaded(LoadedLandblock landblock)
{
System.ArgumentNullException.ThrowIfNull(landblock);
// Idempotency: already-loaded landblock is a no-op.
if (_idsByLandblock.ContainsKey(landblock.LandblockId)) return;
var unique = new HashSet<ulong>();
foreach (var entity in landblock.Entities)
{
@ -76,8 +76,18 @@ public sealed class LandblockSpawnAdapter
unique.Add((ulong)meshRef.GfxObjId);
}
_idsByLandblock[landblock.LandblockId] = unique;
foreach (var id in unique) _adapter.IncrementRefCount(id);
if (!_idsByLandblock.TryGetValue(landblock.LandblockId, out var registered))
{
_idsByLandblock[landblock.LandblockId] = unique;
foreach (var id in unique) _adapter.IncrementRefCount(id);
return;
}
foreach (var id in unique)
{
if (registered.Add(id))
_adapter.IncrementRefCount(id);
}
}
/// <summary>