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

@ -61,6 +61,87 @@ public class IndoorCellStencilPipelineTests
Assert.Equal(new Vector3(1, 1, 0), verts[2]);
}
[Fact]
public void BuildTriangles_OnlyIncludesProvidedVisibleCells()
{
// The render path now feeds BuildTriangles from the portal traversal's
// visible cells, not every cell in the building. A hidden room's exit
// portal must not punch outdoor terrain into the current view.
var visibleInnerCell = new LoadedCell
{
WorldTransform = Matrix4x4.Identity,
Portals = new() { new CellPortalInfo(0x0102, 100, 0) },
ClipPlanes = new() { default },
PortalPolygons = new()
{
new[]
{
new Vector3(0, 0, 0),
new Vector3(1, 0, 0),
new Vector3(1, 1, 0),
},
},
};
var hiddenExitCell = new LoadedCell
{
WorldTransform = Matrix4x4.Identity,
Portals = new() { new CellPortalInfo(0xFFFF, 101, 0) },
ClipPlanes = new() { default },
PortalPolygons = new()
{
new[]
{
new Vector3(10, 0, 0),
new Vector3(11, 0, 0),
new Vector3(11, 1, 0),
},
},
};
var visibleOnly = PortalMeshBuilder.BuildTriangles(new List<LoadedCell> { visibleInnerCell });
var allBuildingCells = PortalMeshBuilder.BuildTriangles(new List<LoadedCell> { visibleInnerCell, hiddenExitCell });
Assert.Empty(visibleOnly);
Assert.Equal(3, allBuildingCells.Length);
Assert.Equal(new Vector3(10, 0, 0), allBuildingCells[0]);
}
[Fact]
public void BuildTriangles_CameraSideFilterSkipsExitPortalsBehindCamera()
{
var cell = new LoadedCell
{
WorldTransform = Matrix4x4.Identity,
InverseWorldTransform = Matrix4x4.Identity,
Portals = new() { new CellPortalInfo(0xFFFF, 100, 0) },
ClipPlanes = new()
{
new PortalClipPlane
{
Normal = Vector3.UnitX,
D = 0f,
InsideSide = 0,
},
},
PortalPolygons = new()
{
new[]
{
new Vector3(0, 0, 0),
new Vector3(0, 1, 0),
new Vector3(0, 0, 1),
},
},
};
var visible = PortalMeshBuilder.BuildTriangles(new List<LoadedCell> { cell }, new Vector3(1, 0, 0));
var rejected = PortalMeshBuilder.BuildTriangles(new List<LoadedCell> { cell }, new Vector3(-1, 0, 0));
Assert.Equal(3, visible.Length);
Assert.Empty(rejected);
}
[Fact]
public void BuildTriangles_TriangulatesAsFan()
{

View file

@ -127,4 +127,43 @@ public class BuildingLoaderTests
Assert.Equal(b.BuildingId, cell150.BuildingId);
Assert.Equal(b.BuildingId, cell151.BuildingId);
}
[Fact]
public void Build_ComputesExitPortalBounds()
{
var cell150 = new AcDream.App.Rendering.LoadedCell
{
CellId = 0xA9B40150u,
Portals = new List<AcDream.App.Rendering.CellPortalInfo>
{
new(0xFFFF, 0, 0),
},
PortalPolygons = new List<Vector3[]>
{
new[]
{
new Vector3(-1, 2, 3),
new Vector3(4, 5, 6),
new Vector3(7, -8, 9),
},
},
WorldTransform = Matrix4x4.CreateTranslation(10, 20, 30),
InverseWorldTransform = Matrix4x4.Identity,
LocalBoundsMin = new Vector3(-5, -5, -5),
LocalBoundsMax = new Vector3(5, 5, 5),
ClipPlanes = new List<AcDream.App.Rendering.PortalClipPlane>(),
};
var info = MakeInfo((0x02000123u, new[] { 0x0150u }));
var reg = BuildingLoader.Build(info, 0xA9B40000u,
new Dictionary<uint, AcDream.App.Rendering.LoadedCell>
{
{ 0xA9B40150u, cell150 },
});
var b = System.Linq.Enumerable.First(reg.All());
Assert.True(b.HasPortalBounds);
Assert.Equal(new Vector3(9, 12, 33), b.PortalBounds.Min);
Assert.Equal(new Vector3(17, 25, 39), b.PortalBounds.Max);
}
}

View file

@ -4,6 +4,8 @@
// GL context and are visual-verified at the render frame (Task 10).
using System.Collections.Generic;
using System.Numerics;
using System.Runtime.InteropServices;
using AcDream.App.Rendering.Wb;
using Xunit;
@ -114,6 +116,22 @@ public class EnvCellRendererTests
// (Render() requires a GL context — visual-verified in Task 10.)
[Fact]
public void GpuInstanceUpload_UsesMeshModernMat4Stride()
{
// mesh_modern.vert declares SSBO InstanceData as exactly one mat4,
// so the GPU array stride is 64 bytes. EnvCellRenderer's CPU
// InstanceData also carries CellId/Flags for culling/filtering and
// is 80 bytes; uploading that struct corrupts every instance after 0.
Assert.Equal(64, Marshal.SizeOf<Matrix4x4>());
Assert.Equal(80, Marshal.SizeOf<InstanceData>());
var field = typeof(EnvCellRenderer).GetField("_gpuInstanceTransforms",
System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance);
Assert.NotNull(field);
Assert.Equal(typeof(Matrix4x4[]), field!.FieldType);
}
// -----------------------------------------------------------------------
// Pool-aliasing regression tests (2026-05-28 audit findings).
//

View file

@ -37,6 +37,12 @@ public sealed class RuntimeOptionsTests
// Default-on: RetailCloseDegrades is true unless explicitly disabled.
Assert.True(opts.RetailCloseDegrades);
Assert.False(opts.DumpSceneryZ);
Assert.False(opts.A8DiagDisableInsideStep4Terrain);
Assert.False(opts.A8DiagDisableInsideStep4Outdoor);
Assert.False(opts.A8DiagDisableInsideStep3EnvCellOpaque);
Assert.False(opts.A8DiagDisableInsideStep3IndoorPass);
Assert.False(opts.A8DiagDisableInsideStep2Punch);
Assert.False(opts.A8DiagDisablePortalDepthClamp);
Assert.Null(opts.LegacyStreamRadius);
Assert.False(opts.HasLiveCredentials);
}
@ -184,12 +190,24 @@ public sealed class RuntimeOptionsTests
["ACDREAM_NO_AUDIO"] = "1",
["ACDREAM_ENABLE_SKY_PES"] = "1",
["ACDREAM_DUMP_SCENERY_Z"] = "1",
["ACDREAM_A8_DIAG_DISABLE_INSIDE_STEP4_TERRAIN"] = "1",
["ACDREAM_A8_DIAG_DISABLE_INSIDE_STEP4_OUTDOOR"] = "1",
["ACDREAM_A8_DIAG_DISABLE_INSIDE_STEP3_ENVCELL_OPAQUE"] = "1",
["ACDREAM_A8_DIAG_DISABLE_INSIDE_STEP3_INDOORPASS"] = "1",
["ACDREAM_A8_DIAG_DISABLE_INSIDE_STEP2_PUNCH"] = "1",
["ACDREAM_A8_DIAG_DISABLE_PORTAL_DEPTH_CLAMP"] = "1",
}));
Assert.True(allOn.DevTools);
Assert.True(allOn.DumpMoveTruth);
Assert.True(allOn.NoAudio);
Assert.True(allOn.EnableSkyPesDebug);
Assert.True(allOn.DumpSceneryZ);
Assert.True(allOn.A8DiagDisableInsideStep4Terrain);
Assert.True(allOn.A8DiagDisableInsideStep4Outdoor);
Assert.True(allOn.A8DiagDisableInsideStep3EnvCellOpaque);
Assert.True(allOn.A8DiagDisableInsideStep3IndoorPass);
Assert.True(allOn.A8DiagDisableInsideStep2Punch);
Assert.True(allOn.A8DiagDisablePortalDepthClamp);
// Any non-"1" value leaves them off, matching the
// string.Equals(env, "1", StringComparison.Ordinal) check.
@ -200,12 +218,24 @@ public sealed class RuntimeOptionsTests
["ACDREAM_NO_AUDIO"] = "2",
["ACDREAM_ENABLE_SKY_PES"] = "on",
["ACDREAM_DUMP_SCENERY_Z"] = " 1",
["ACDREAM_A8_DIAG_DISABLE_INSIDE_STEP4_TERRAIN"] = "true",
["ACDREAM_A8_DIAG_DISABLE_INSIDE_STEP4_OUTDOOR"] = "yes",
["ACDREAM_A8_DIAG_DISABLE_INSIDE_STEP3_ENVCELL_OPAQUE"] = "2",
["ACDREAM_A8_DIAG_DISABLE_INSIDE_STEP3_INDOORPASS"] = " 1",
["ACDREAM_A8_DIAG_DISABLE_INSIDE_STEP2_PUNCH"] = "true",
["ACDREAM_A8_DIAG_DISABLE_PORTAL_DEPTH_CLAMP"] = "yes",
}));
Assert.False(anyOther.DevTools);
Assert.False(anyOther.DumpMoveTruth);
Assert.False(anyOther.NoAudio);
Assert.False(anyOther.EnableSkyPesDebug);
Assert.False(anyOther.DumpSceneryZ);
Assert.False(anyOther.A8DiagDisableInsideStep4Terrain);
Assert.False(anyOther.A8DiagDisableInsideStep4Outdoor);
Assert.False(anyOther.A8DiagDisableInsideStep3EnvCellOpaque);
Assert.False(anyOther.A8DiagDisableInsideStep3IndoorPass);
Assert.False(anyOther.A8DiagDisableInsideStep2Punch);
Assert.False(anyOther.A8DiagDisablePortalDepthClamp);
}
[Fact]