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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@ -101,8 +101,7 @@ public sealed class LandblockSpawnAdapterTests
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public void OnLandblockLoaded_SameLandblockTwice_DedupesAtTheLandblockLevel()
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{
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// If a landblock load fires twice (e.g. a streaming-controller bug),
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// we should not double-register. Second load is treated as a no-op
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// for ref-counting purposes.
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// we should not double-register ids that were already seen.
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var captured = new CapturingAdapterMock();
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var adapter = new LandblockSpawnAdapter(captured);
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@ -118,6 +117,49 @@ public sealed class LandblockSpawnAdapterTests
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Assert.Single(captured.IncrementCalls);
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}
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[Fact]
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public void OnLandblockLoaded_FarEmptyThenNearPromotion_RegistersPromotedIds()
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{
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var captured = new CapturingAdapterMock();
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var adapter = new LandblockSpawnAdapter(captured);
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var far = MakeLandblock(
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landblockId: 0x12340000u,
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entities: System.Array.Empty<WorldEntity>());
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var promoted = MakeLandblock(landblockId: 0x12340000u, entities: new[]
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{
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MakeAtlasEntity(id: 1, gfxObjIds: new[] { 0x01000010u, 0x01000020u }),
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});
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adapter.OnLandblockLoaded(far);
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adapter.OnLandblockLoaded(promoted);
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Assert.Equal(2, captured.IncrementCalls.Count);
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Assert.Contains(0x01000010ul, captured.IncrementCalls);
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Assert.Contains(0x01000020ul, captured.IncrementCalls);
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}
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[Fact]
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public void OnLandblockLoaded_PromotionWithPartiallyRegisteredIds_RegistersOnlyNewIds()
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{
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var captured = new CapturingAdapterMock();
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var adapter = new LandblockSpawnAdapter(captured);
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var initial = MakeLandblock(landblockId: 0x12340000u, entities: new[]
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{
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MakeAtlasEntity(id: 1, gfxObjIds: new[] { 0x01000010u }),
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});
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var promoted = MakeLandblock(landblockId: 0x12340000u, entities: new[]
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{
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MakeAtlasEntity(id: 1, gfxObjIds: new[] { 0x01000010u, 0x01000020u }),
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});
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adapter.OnLandblockLoaded(initial);
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adapter.OnLandblockLoaded(promoted);
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Assert.Equal(new[] { 0x01000010ul, 0x01000020ul }, captured.IncrementCalls);
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}
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// ── Test helpers ──────────────────────────────────────────────────────
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private sealed class CapturingAdapterMock : IWbMeshAdapter
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