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>
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38 changed files with 3965 additions and 277 deletions
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@ -137,21 +137,55 @@ public sealed class GpuWorldState
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public IEnumerable<(uint LandblockId, Vector3 AabbMin, Vector3 AabbMax,
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IReadOnlyList<WorldEntity> Entities,
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IReadOnlyDictionary<uint, WorldEntity>? AnimatedById)> LandblockEntries
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=> EnumerateLandblockEntries(includeAnimatedIndex: true);
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/// <summary>
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/// Per-landblock render entries without the animated lookup dictionary.
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/// Static render passes use this to avoid rebuilding an index they cannot
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/// consume.
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/// </summary>
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public IEnumerable<(uint LandblockId, Vector3 AabbMin, Vector3 AabbMax,
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IReadOnlyList<WorldEntity> Entities,
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IReadOnlyDictionary<uint, WorldEntity>? AnimatedById)> LandblockEntriesWithoutAnimatedIndex
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=> EnumerateLandblockEntries(includeAnimatedIndex: false);
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/// <summary>
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/// Lightweight bounds-only enumeration for overlays and diagnostics.
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/// Does not walk entity lists.
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/// </summary>
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public IEnumerable<(uint LandblockId, Vector3 AabbMin, Vector3 AabbMax)> LandblockBounds
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{
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get
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{
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foreach (var kvp in _loaded)
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{
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// Build AnimatedById on the fly — cheap (~132 entities/LB max).
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var byId = new Dictionary<uint, WorldEntity>(kvp.Value.Entities.Count);
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if (_aabbs.TryGetValue(kvp.Key, out var aabb))
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yield return (kvp.Key, aabb.Min, aabb.Max);
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else
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yield return (kvp.Key, Vector3.Zero, Vector3.Zero);
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}
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}
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}
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private IEnumerable<(uint LandblockId, Vector3 AabbMin, Vector3 AabbMax,
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IReadOnlyList<WorldEntity> Entities,
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IReadOnlyDictionary<uint, WorldEntity>? AnimatedById)> EnumerateLandblockEntries(
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bool includeAnimatedIndex)
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{
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foreach (var kvp in _loaded)
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{
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Dictionary<uint, WorldEntity>? byId = null;
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if (includeAnimatedIndex)
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{
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byId = new Dictionary<uint, WorldEntity>(kvp.Value.Entities.Count);
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foreach (var e in kvp.Value.Entities)
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byId[e.Id] = e;
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if (_aabbs.TryGetValue(kvp.Key, out var aabb))
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yield return (kvp.Key, aabb.Min, aabb.Max, kvp.Value.Entities, byId);
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else
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yield return (kvp.Key, Vector3.Zero, Vector3.Zero, kvp.Value.Entities, byId);
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}
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if (_aabbs.TryGetValue(kvp.Key, out var aabb))
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yield return (kvp.Key, aabb.Min, aabb.Max, kvp.Value.Entities, byId);
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else
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yield return (kvp.Key, Vector3.Zero, Vector3.Zero, kvp.Value.Entities, byId);
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}
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}
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@ -37,15 +37,21 @@ public abstract record LandblockStreamResult(uint LandblockId)
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) : LandblockStreamResult(LandblockId);
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/// <summary>
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/// A previously-Far-resident landblock was promoted to Near. Terrain
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/// mesh is already on the GPU; the result carries the entity layer
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/// (stabs, buildings, scenery) to merge into the existing GpuWorldState
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/// entry.
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/// A previously-Far-resident landblock was promoted to Near. The result
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/// carries the full near landblock plus mesh data so the render thread can
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/// run the same near-tier side effects as a fresh LoadNear: cell visibility,
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/// building registries, EnvCell finalization, lighting, and static collision.
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/// GpuWorldState still merges only the entity layer so live entities already
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/// attached to the landblock are preserved.
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/// </summary>
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public sealed record Promoted(
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uint LandblockId,
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IReadOnlyList<WorldEntity> Entities
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) : LandblockStreamResult(LandblockId);
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LoadedLandblock Landblock,
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LandblockMeshData MeshData
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) : LandblockStreamResult(LandblockId)
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{
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public IReadOnlyList<WorldEntity> Entities => Landblock.Entities;
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}
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public sealed record Failed(uint LandblockId, string Error) : LandblockStreamResult(LandblockId);
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public sealed record Unloaded(uint LandblockId) : LandblockStreamResult(LandblockId);
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@ -159,6 +159,9 @@ public sealed class LandblockStreamer : IDisposable
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private void WorkerLoop()
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{
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var highPriority = new Queue<LandblockStreamJob>();
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var lowPriority = new Queue<LandblockStreamJob>();
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try
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{
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// Safe to block: this is a dedicated worker thread with no
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@ -169,14 +172,24 @@ public sealed class LandblockStreamer : IDisposable
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// simple thread-start shape.
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while (!_cancel.Token.IsCancellationRequested)
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{
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if (!_inbox.Reader.WaitToReadAsync(_cancel.Token).AsTask().GetAwaiter().GetResult())
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if (highPriority.Count == 0 &&
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lowPriority.Count == 0 &&
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!_inbox.Reader.WaitToReadAsync(_cancel.Token).AsTask().GetAwaiter().GetResult())
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{
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break;
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}
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while (_inbox.Reader.TryRead(out var job))
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{
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if (_cancel.Token.IsCancellationRequested) return;
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HandleJob(job);
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}
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EnqueuePrioritized(job, highPriority, lowPriority);
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if (highPriority.Count == 0 && lowPriority.Count == 0)
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continue;
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if (_cancel.Token.IsCancellationRequested) return;
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var next = highPriority.Count > 0
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? highPriority.Dequeue()
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: lowPriority.Dequeue();
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HandleJob(next);
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}
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}
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catch (OperationCanceledException) { /* graceful shutdown */ }
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@ -192,6 +205,55 @@ public sealed class LandblockStreamer : IDisposable
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}
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}
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private static void EnqueuePrioritized(
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LandblockStreamJob job,
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Queue<LandblockStreamJob> highPriority,
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Queue<LandblockStreamJob> lowPriority)
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{
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if (job is LandblockStreamJob.Load
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{
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Kind: LandblockStreamJobKind.LoadNear or LandblockStreamJobKind.PromoteToNear
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} high)
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{
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// Near-tier jobs are visible-content critical. They supersede an
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// older queued LoadFar for the same landblock: LoadNear obviously
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// loads everything, and PromoteToNear now carries mesh data so the
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// render thread can run the full near-tier apply side effects. If a
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// LoadFar is already being processed, the single worker naturally
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// finishes it before the promotion is dequeued.
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RemoveLowPriorityJobsForLandblock(
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lowPriority,
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high.LandblockId,
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removeLoadFar: true,
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removeUnload: true);
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highPriority.Enqueue(job);
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return;
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}
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lowPriority.Enqueue(job);
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}
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private static void RemoveLowPriorityJobsForLandblock(
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Queue<LandblockStreamJob> queue,
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uint landblockId,
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bool removeLoadFar,
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bool removeUnload)
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{
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int count = queue.Count;
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for (int i = 0; i < count; i++)
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{
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var job = queue.Dequeue();
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bool remove = job.LandblockId == landblockId && job switch
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{
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LandblockStreamJob.Load { Kind: LandblockStreamJobKind.LoadFar } => removeLoadFar,
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LandblockStreamJob.Unload => removeUnload,
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_ => false
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};
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if (!remove)
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queue.Enqueue(job);
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}
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}
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private void HandleJob(LandblockStreamJob job)
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{
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switch (job)
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@ -212,6 +274,19 @@ public sealed class LandblockStreamer : IDisposable
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load.LandblockId, "LandblockLoader.Load returned null"));
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break;
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}
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if (load.Kind == LandblockStreamJobKind.PromoteToNear)
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{
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var promotedMesh = _buildMeshOrNull(load.LandblockId, lb);
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if (promotedMesh is null)
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{
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_outbox.Writer.TryWrite(new LandblockStreamResult.Failed(
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load.LandblockId, "buildMeshOrNull returned null"));
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break;
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}
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_outbox.Writer.TryWrite(new LandblockStreamResult.Promoted(
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load.LandblockId, lb, promotedMesh));
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break;
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}
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var mesh = _buildMeshOrNull(load.LandblockId, lb);
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if (mesh is null)
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{
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@ -103,16 +103,16 @@ public sealed class StreamingController
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{
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_region = new StreamingRegion(observerCx, observerCy, NearRadius, FarRadius);
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var bootstrap = _region.ComputeFirstTickDiff();
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foreach (var id in bootstrap.ToLoadFar) _enqueueLoad(id, LandblockStreamJobKind.LoadFar);
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foreach (var id in bootstrap.ToLoadNear) _enqueueLoad(id, LandblockStreamJobKind.LoadNear);
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foreach (var id in bootstrap.ToLoadFar) _enqueueLoad(id, LandblockStreamJobKind.LoadFar);
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_region.MarkResidentFromBootstrap();
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}
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else if (_region.CenterX != observerCx || _region.CenterY != observerCy)
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{
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var diff = _region.RecenterTo(observerCx, observerCy);
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foreach (var id in diff.ToLoadFar) _enqueueLoad(id, LandblockStreamJobKind.LoadFar);
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foreach (var id in diff.ToLoadNear) _enqueueLoad(id, LandblockStreamJobKind.LoadNear);
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foreach (var id in diff.ToPromote) _enqueueLoad(id, LandblockStreamJobKind.PromoteToNear);
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foreach (var id in diff.ToLoadNear) _enqueueLoad(id, LandblockStreamJobKind.LoadNear);
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foreach (var id in diff.ToLoadFar) _enqueueLoad(id, LandblockStreamJobKind.LoadFar);
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foreach (var id in diff.ToDemote) _state.RemoveEntitiesFromLandblock(id);
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foreach (var id in diff.ToUnload) _enqueueUnload(id);
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}
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@ -129,6 +129,7 @@ public sealed class StreamingController
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_state.AddLandblock(loaded.Landblock);
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break;
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case LandblockStreamResult.Promoted promoted:
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_applyTerrain(promoted.Landblock, promoted.MeshData);
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_state.AddEntitiesToExistingLandblock(promoted.LandblockId, promoted.Entities);
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break;
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case LandblockStreamResult.Unloaded unloaded:
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