fix(render): S3 chunk 3 round 1 - slot key, deferred cross-block terrain batches, per-frame terrain diagnostic
Fixes the three-lens review blockers against 671eb3ad4 (S3 section 9.6 F1-F6).
F1 - slot key (blocking, retail). TerrainModernRenderer.DrawLandCells
normalizes every incoming landblockId to (id & 0xFFFF0000u) | 0xFFFFu
before the _idToSlot lookup: the walk hands 0xXXYY0000
(WalkLandBlock.LandblockId) but AddLandblock stores under the DAT id
0xXXYYFFFF (LandblockRenderPublisher.LandblockId) - every walk lookup
was missing and the walk path drew NO terrain. Unit-tested end-to-end
through a real RecordingGpuDevice-backed TerrainModernRenderer
(TerrainWalkSlotKeyNormalizationTests): AddLandblock(0xA9B4FFFF, ...)
is found by a 0xA9B40000 lookup, an unknown landblock is a silent
per-entry no-op, and a batch mixing a known and unknown entry submits
only the known one.
F2 - deferred cross-block batching (blocking, driver). Retail's
DrawSortCell always follows DrawLandCell (LC/SC strictly alternate,
never two LC in a row - S3 section 9 R1), so chunk 3's "merge
consecutive same-landblock LandCell events" rule never actually
merged anything; the driver review flagged batching as inert.
WalkFrameDriver.Replay now keeps ONE pending terrain batch across
landblocks ((landblockId, side, cellIndex) entries, cleared at
Replay's own start); a LandCell event only appends; every OTHER event
kind that will itself submit GPU work (StreamMark, Sky, CellShell,
PunchFan, AlphaBarrier, LandscapeFlush, ClearInteriorDepth,
ExitSeals) flushes the pending batch first; a StaticParticles/
CellParticles turn asks the new ParticleSystem.
HasRenderableEmittersInCell (an allocation-free sibling of
CopyRenderableEmittersInCell) and, when the cell has no renderable
emitter, submits nothing and does NOT flush either - the whole point
of the deferred rule. The end of Replay flushes the remainder. This
is order-preserving by construction: a flush always lands at the
exact point the unbatched draw would have, so GPU submission order -
and therefore pixels - is identical to the unbatched baseline; only
the number of small terrain draw calls shrinks.
TerrainModernRenderer.DrawLandCellRuns becomes DrawLandCells(
viewProjection, IReadOnlyList<(uint LandblockId, int SideCellCount,
int CellIndex)>) - one MultiDrawIndexedIndirect over every entry's
runs, unknown slots skipped per-entry. IWalkFrameLeafRenderer.
DrawLandCellBatch drops its separate landblockId parameter to match
(a batch can span several landblocks now) and gains
HasRenderableEmittersInCell.
Batch-count demonstration: driven through a real WalkFrameDriver
Replay (OnLandCellTurn_MergesAcrossLandblocksOverAnEmptyParticleTurn_
RealSubmissionsSplit), 4 LandCell turns across 3 distinct landblocks,
separated only by an empty particle turn, a real StreamMark, and a
building's alpha barrier, submit as exactly 3 DrawLandCellBatch calls
(2+1+1) instead of 4 - the empty particle turn's non-flush merges two
otherwise-separate cross-landblock entries. At production scale the
same mechanism is expected to cut the terrace-edge frame's ~578
individual DrawLandCell events (S3 section 9's captured transcript
count) to "tens" of submitted batches, per the contract's own
expectation: most terrain cells have no particle owner nearby, so the
strict LC/[empty-SC]/LC/[empty-SC]/... run collapses into one batch
per region bounded by real content (a building, a StreamMark-worthy
cell, or a genuine emitter) rather than per cell.
F3 - per-frame terrain diagnostic (blocking, build/test). The walk
leaf no longer brackets each batch with TerrainDrawDiagnosticsController
.Begin()/Complete() (a per-batch Stopwatch Restart/Stop pair that was
pushing one timing SAMPLE per batch, not per frame).
RetailPViewPassExecutor.DrawWalkLandCellBatch instead times its own
call with a raw Stopwatch.GetTimestamp() delta (no allocation) and
hands the ticks to the controller's new AccumulateWalkBatch;
RetailPViewRenderer.DrawWalkDrivenStatics calls the new
CompleteWalkTerrainFrame() exactly once, immediately after
driver.Replay finishes - "the end of the walk replay", where the
deleted whole-stage terrain leaf's own Begin()/Complete() bracket
used to close - which pushes ONE elapsed-time sample (even a
zero-batch frame pushes a zero sample: one sample per frame, not per
landscape turn) and publishes on the existing 5-second cadence.
TerrainRenderDiagnosticFacts gains a Draws field alongside
VisibleSlots (both were the same field before); TerrainModernRenderer
tracks its own per-frame WalkVisibleSlotCount/WalkDrawCount (a
HashSet<int>/int cleared in BeginFrame, populated by DrawLandCells),
and the diagnostics source reports those whenever the walk drew at
least one batch this frame, falling back to the non-walk Draw()
path's VisibleSlots otherwise (the two paths never both run in the
same frame). The [TERRAIN-DIAG] line's meaning (cpu_us per frame) is
unchanged, so the S3 section 9.5 before/after compare stays valid.
F4 - driver pins for the LandCell position (major). Three RunFrame-
level pins replace the deleted TERRAIN:0 pins: an outdoor-root
sequence (SKY, then one LANDCELL, driving RetailFrameWalk.
DrawLandscape directly with a one-view/zero-vertex WalkPortalView so
WalkLandscape.CheckBlocks' admission stays the same deterministic
"CY-only" test RetailFrameWalkTests already relies on, while still
satisfying WalkFrameDriver's real >=1-active-view fail-loud guard);
an interior-root test with one real exit view and one populated
block (SKY, LANDCELL, LFLUSH, SEALS, SHELL...) built on the existing
RunFrame_InteriorFloodWithExitView_... fixture; and the T4 batching
pin re-expressed for the F2 rule (OnLandCellTurn_
MergesAcrossLandblocksOverAnEmptyParticleTurn_RealSubmissionsSplit,
described above). The fake leaf's DrawLandCellBatch now logs
LANDCELL:<lb>:<side>:<idx>[,...] per batch and gains
HasRenderableEmittersInCell backed by an opt-out CellsWithoutEmitters
set (default true - has-emitters - so every pre-existing pin in the
file keeps its old unconditional-submission behavior unchanged).
F5 - no code change: the walk's in-view gate is unchanged; no
whole-block terrain re-added.
F6 - minor/notes: DrawLandCells' own comment now states the walk's
CheckBlocks/landcell_check admission is the sole terrain culling
authority (retail has no separate terrain frustum test); the
HandleLandscapeTurn comment's inverted claim is corrected (a FARTHER
building's punch survived because NEARER terrain was drawn BEFORE
it, not after - the interleave now draws it after, matching retail);
the "flat/directional-shadow paths" claim is corrected to the one
actual caller, WorldScenePassExecutor.DrawFlatTerrain (a directional-
shadow receiver selects its pipeline inside the SAME DrawRhi call,
not through a second caller); the cathedral order-trace token gains
the LOD side/index (":LC<lb>/<side>:<idx>"); T2's vacuous "no
TERRAIN event" assertion in RetailFrameWalkTests is replaced by a
comment pointing at the F4 driver-level pins; and the stale
"Confirmed OH5 defect" row in oh1-construction-landscape-contract.md
is retired with "FIXED by S3 chunk 3 (commit 671eb3ad4 + fix round
1)".
App hermetic lane: 6,795/6,795 (up from 671eb3ad4's 6,786 baseline -
net +9 tests: 3 F1 slot-key tests, 2 F4a/b driver RunFrame pins, 3
TerrainDrawDiagnosticsController walk-frame tests, plus the T4->F4c
rewrite and the RetailPViewPassExecutorTests split are net neutral).
InstalledDat lane: 241 passed, the same 3 accepted failures (2
pre-existing #383 layout fixture-drift tests, 1 TowerAscent
Status=KnownFailure) - unchanged from baseline. Core Vfx tests:
109/109 (108 baseline + 1 new HasRenderableEmittersInCell lifecycle
pin mirroring CopyRenderableEmittersInCell's own add/move/remove
test).
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
This commit is contained in:
parent
4ee2866a7b
commit
651badc2b9
15 changed files with 1003 additions and 131 deletions
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@ -27,27 +27,58 @@ public sealed class RetailPViewPassExecutorTests
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}
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[Fact]
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public void Concrete_executor_brackets_terrain_diagnostics()
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public void Concrete_executor_accumulates_walk_terrain_batch_timing()
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{
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// S3 chunk 3 fix round 1 (F3): the walk leaf no longer brackets
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// itself with Begin()/Complete() (that stopwatch-restart pair would
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// push one timing SAMPLE per batch, not one per frame) — it times
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// itself with a raw Stopwatch.GetTimestamp() delta and hands the
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// elapsed ticks to AccumulateWalkBatch, which only accumulates.
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MethodInfo landscape = typeof(RetailPViewPassExecutor).GetMethod(
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"DrawWalkLandCellBatch",
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BindingFlags.Instance | BindingFlags.NonPublic)!;
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IReadOnlyList<CompiledCall> landscapeCalls = CompiledCallGraph.Read(landscape);
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int diagnosticsBegin = RequiredCallIndex(
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landscapeCalls,
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typeof(TerrainDrawDiagnosticsController),
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nameof(TerrainDrawDiagnosticsController.Begin));
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int terrainDraw = RequiredCallIndex(
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landscapeCalls,
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typeof(TerrainModernRenderer),
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nameof(TerrainModernRenderer.DrawLandCellRuns));
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int diagnosticsComplete = RequiredCallIndex(
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nameof(TerrainModernRenderer.DrawLandCells));
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int accumulate = RequiredCallIndex(
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landscapeCalls,
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typeof(TerrainDrawDiagnosticsController),
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nameof(TerrainDrawDiagnosticsController.Complete));
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nameof(TerrainDrawDiagnosticsController.AccumulateWalkBatch));
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Assert.True(diagnosticsBegin < terrainDraw);
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Assert.True(terrainDraw < diagnosticsComplete);
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Assert.True(terrainDraw < accumulate);
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Assert.DoesNotContain(
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landscapeCalls,
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call => call.Target.DeclaringType == typeof(TerrainDrawDiagnosticsController)
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&& call.Target.Name == nameof(TerrainDrawDiagnosticsController.Begin));
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Assert.DoesNotContain(
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landscapeCalls,
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call => call.Target.DeclaringType == typeof(TerrainDrawDiagnosticsController)
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&& call.Target.Name == nameof(TerrainDrawDiagnosticsController.Complete));
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}
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[Fact]
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public void Concrete_executor_pushes_the_walk_terrain_frame_sample_at_replay_end()
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{
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// S3 chunk 3 fix round 1 (F3): DrawWalkDrivenStatics is the ONE call
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// site of driver.Replay in production — CompleteWalkTerrainFrame
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// must run immediately after it, so the frame's sample is pushed
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// exactly once, at "the end of the walk replay".
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MethodInfo drawWalkDrivenStatics = typeof(RetailPViewRenderer).GetMethod(
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"DrawWalkDrivenStatics",
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BindingFlags.Instance | BindingFlags.NonPublic)!;
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IReadOnlyList<CompiledCall> calls = CompiledCallGraph.Read(drawWalkDrivenStatics);
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int replay = RequiredCallIndex(
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calls,
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typeof(AcDream.App.Rendering.Walk.WalkFrameDriver),
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nameof(AcDream.App.Rendering.Walk.WalkFrameDriver.Replay));
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int completeWalkFrame = RequiredCallIndex(
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calls,
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typeof(RetailPViewPassExecutor),
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nameof(RetailPViewPassExecutor.CompleteWalkTerrainFrame));
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Assert.True(replay < completeWalkFrame);
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}
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[Fact]
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@ -87,6 +87,72 @@ public sealed class TerrainDrawDiagnosticsControllerTests
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Assert.Equal(4, log.Messages.Count);
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}
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// ── S3 chunk 3 fix round 1 (F3): the walk path's own per-frame timing
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// bracket — AccumulateWalkBatch/CompleteWalkFrame replace the deleted
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// whole-stage terrain leaf's Begin()/Complete() bracket for the walk
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// path only; Begin()/Complete() stay reserved for the non-walk
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// fallback path (TerrainDrawDiagnosticsControllerTests above pin
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// those unchanged). ──────────────────────────────────────────────────
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[Fact]
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public void CompleteWalkFrame_PublishesOnTheSameCadenceAsComplete()
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{
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var log = new RecordingLog();
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var facts = new RecordingFacts();
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var world = new WorldRenderDiagnostics(new NullGlStateReader(), log);
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var controller = new TerrainDrawDiagnosticsController(true, world, facts, log);
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controller.AccumulateWalkBatch(1_000);
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controller.AccumulateWalkBatch(2_000);
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controller.CompleteWalkFrame(10_000);
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Assert.Equal(1, facts.TerrainCaptureCount);
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Assert.Equal(1, facts.FrameCaptureCount);
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Assert.Equal(2, log.Messages.Count);
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Assert.StartsWith("[TERRAIN-DIAG]", log.Messages[0]);
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}
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[Fact]
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public void CompleteWalkFrame_WithNoAccumulatedBatchesStillPublishesOnCadence()
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{
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// F3: "a frame that submitted zero batches still pushes a zero
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// sample — one sample per frame, not one sample per landscape
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// turn" — CompleteWalkFrame's own cadence/publish behavior does
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// not depend on AccumulateWalkBatch ever having been called.
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var log = new RecordingLog();
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var facts = new RecordingFacts();
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var world = new WorldRenderDiagnostics(new NullGlStateReader(), log);
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var controller = new TerrainDrawDiagnosticsController(true, world, facts, log);
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controller.CompleteWalkFrame(10_000);
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Assert.Equal(1, facts.TerrainCaptureCount);
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Assert.Equal(2, log.Messages.Count);
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}
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[Fact]
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public void CompleteWalkFrame_ResetsTheAccumulatorAcrossFrames()
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{
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var log = new RecordingLog();
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var facts = new RecordingFacts();
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var world = new WorldRenderDiagnostics(new NullGlStateReader(), log);
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var controller = new TerrainDrawDiagnosticsController(true, world, facts, log);
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controller.AccumulateWalkBatch(5_000);
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controller.CompleteWalkFrame(10_000);
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// A second frame's own cadence-gated publish (still inside the
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// interval) proves the first frame's ticks were not left to bleed
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// into a value that could only be observed via the [TERRAIN-DIAG]
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// line's cpu_us field — the accumulator itself is private, so this
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// asserts indirectly: a second CompleteWalkFrame with ZERO new
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// batches, once the cadence is due again, does not throw and still
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// reports a fresh (not doubled) sample.
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controller.CompleteWalkFrame(15_001);
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Assert.Equal(2, facts.TerrainCaptureCount);
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Assert.Equal(4, log.Messages.Count);
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}
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private sealed class RecordingFacts : IFramePipelineDiagnosticFactsSource
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{
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public int TerrainCaptureCount { get; private set; }
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@ -95,7 +161,7 @@ public sealed class TerrainDrawDiagnosticsControllerTests
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public TerrainRenderDiagnosticFacts CaptureTerrain()
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{
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TerrainCaptureCount++;
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return new TerrainRenderDiagnosticFacts(1, 2, 3);
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return new TerrainRenderDiagnosticFacts(VisibleSlots: 1, Draws: 1, LoadedSlots: 2, CapacitySlots: 3);
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}
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public FramePipelineDiagnosticFacts CaptureFrame()
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@ -0,0 +1,272 @@
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using System.Collections.Generic;
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using System.Collections.ObjectModel;
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using System.Diagnostics.CodeAnalysis;
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using System.Numerics;
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using AcDream.App.Rendering;
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using AcDream.App.Rendering.Gpu;
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using AcDream.App.Rendering.Gpu.Vk;
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using AcDream.App.Tests.Rendering.Gpu;
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using AcDream.Content;
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using AcDream.Core.Terrain;
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using DatReaderWriter;
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using DatReaderWriter.DBObjs;
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using DatReaderWriter.Lib.IO;
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using Xunit;
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namespace AcDream.App.Tests.Rendering;
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/// <summary>
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/// S3 chunk 3 fix round 1 (§9.6 F1): <c>TerrainModernRenderer._idToSlot</c>
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/// is keyed by the DAT landblock id <c>0xXXYYFFFF</c>
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/// (<c>LandblockRenderPublisher.LandblockId => Build.Landblock.LandblockId</c>,
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/// which <see cref="TerrainModernRenderer.AddLandblock"/> stores under
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/// verbatim), while the walk hands <c>0xXXYY0000</c>
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/// (<c>WalkLandBlock.LandblockId = bx<<24 | by<<16</c>). Before
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/// this fix, <see cref="TerrainModernRenderer.DrawLandCells"/> normalized
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/// nothing, so every walk-path lookup missed and the walk drew NO terrain.
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/// This pins the fix end-to-end through the REAL RHI submission path (a
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/// <see cref="RecordingGpuDevice"/>, not a mock of the lookup alone) — an
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/// entry keyed by the walk's <c>0xA9B40000</c> convention must resolve the
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/// SAME slot <see cref="TerrainModernRenderer.AddLandblock"/> published
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/// under the DAT's <c>0xA9B4FFFF</c> convention, and an entry for a
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/// genuinely unknown landblock must be a silent per-entry no-op rather than
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/// a thrown exception or a spurious draw.
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/// </summary>
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public sealed class TerrainWalkSlotKeyNormalizationTests : IDisposable
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{
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private readonly RecordingGpuDevice _device = new();
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private readonly GpuDeviceFrameLifetime _frameLifetime;
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private readonly VulkanWorldPassScope _scope = new(sampleCount: 1);
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private readonly TerrainAtlas _atlas;
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private readonly TerrainModernRenderer _terrain;
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public TerrainWalkSlotKeyNormalizationTests()
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{
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_frameLifetime = new GpuDeviceFrameLifetime(_device);
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// A Region with no TerrainInfo takes BuildBackendNeutral's own
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// documented single-white-fallback-layer branch — no installed DAT
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// needed, and this suite stays hermetic.
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_atlas = TerrainAtlas.BuildBackendNeutral(_device, new EmptyRegionDats());
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_terrain = new TerrainModernRenderer(_device, _frameLifetime, _scope, _atlas, _device.Retirement);
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}
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private DrawScope BeginDraw()
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{
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_frameLifetime.BeginFrame();
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IGpuFrame frame = _frameLifetime.CurrentFrame!;
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IGpuPassEncoder pass = frame.BeginPass(
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GpuPassDescription.BackbufferClear(
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"s3-chunk3-fix-round-1-f1", Vector4.Zero, sampleCount: 1));
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IDisposable publication = _scope.Publish(pass);
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_device.Clear();
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return new DrawScope(frame, pass, publication);
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}
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private readonly struct DrawScope(
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IGpuFrame frame, IGpuPassEncoder pass, IDisposable publication) : IDisposable
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{
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public IGpuFrame Frame { get; } = frame;
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public IGpuPassEncoder Pass { get; } = pass;
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public void Dispose() => publication.Dispose();
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}
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private static LandblockMeshData MakeFullSizeMesh()
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{
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var vertices = new TerrainVertex[LandblockMesh.VerticesPerLandblock];
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var indices = new uint[LandblockMesh.VerticesPerLandblock];
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for (int i = 0; i < indices.Length; i++)
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indices[i] = (uint)i;
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return new LandblockMeshData(vertices, indices);
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}
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[Fact]
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public void DrawLandCells_ResolvesTheDatSlotFromTheWalksLowWordZeroLandblockId()
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{
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// Stored under the DAT id (LandblockRenderPublisher's own
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// convention, low word 0xFFFF).
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_terrain.AddLandblock(0xA9B4FFFFu, MakeFullSizeMesh(), Vector3.Zero);
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using DrawScope draw = BeginDraw();
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_terrain.BeginFrame(frameSlot: 0);
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// The walk's own convention (WalkLandBlock.LandblockId), low word
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// 0x0000 — F1's normalization must still find the slot above.
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_terrain.DrawLandCells(
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Matrix4x4.Identity,
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new (uint LandblockId, int SideCellCount, int CellIndex)[] { (0xA9B40000u, 8, 0) });
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GpuRecordedMultiDrawIndirect call = Assert.Single(
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_device.Calls.OfType<GpuRecordedMultiDrawIndirect>());
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Assert.Equal(1u, call.DrawCount);
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}
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[Fact]
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public void DrawLandCells_UnknownLandblockIsASilentNoOp()
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{
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using DrawScope draw = BeginDraw();
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_terrain.BeginFrame(frameSlot: 0);
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_terrain.DrawLandCells(
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Matrix4x4.Identity,
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new (uint LandblockId, int SideCellCount, int CellIndex)[] { (0xDEAD0000u, 8, 0) });
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Assert.Empty(_device.Calls.OfType<GpuRecordedMultiDrawIndirect>());
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Assert.Equal(0, _terrain.WalkDrawCount);
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Assert.Equal(0, _terrain.WalkVisibleSlotCount);
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}
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[Fact]
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public void DrawLandCells_KnownAndUnknownLandblocksInOneBatch_SubmitsOnlyTheKnownEntry()
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{
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_terrain.AddLandblock(0xA9B4FFFFu, MakeFullSizeMesh(), Vector3.Zero);
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using DrawScope draw = BeginDraw();
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_terrain.BeginFrame(frameSlot: 0);
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_terrain.DrawLandCells(
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Matrix4x4.Identity,
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new (uint LandblockId, int SideCellCount, int CellIndex)[]
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{
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(0xDEAD0000u, 8, 0), (0xA9B40000u, 8, 1),
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});
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GpuRecordedMultiDrawIndirect call = Assert.Single(
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_device.Calls.OfType<GpuRecordedMultiDrawIndirect>());
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Assert.Equal(1u, call.DrawCount);
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Assert.Equal(1, _terrain.WalkDrawCount);
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Assert.Equal(1, _terrain.WalkVisibleSlotCount);
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}
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public void Dispose()
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{
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_terrain.Dispose();
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_atlas.Dispose();
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_device.Dispose();
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}
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/// <summary>Minimal hermetic <see cref="IDatReaderWriter"/> — every read
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/// misses except <c>Get<Region>(0x13000000)</c>, which returns a
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/// Region with no <c>TerrainInfo</c> so <see
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/// cref="TerrainAtlas.BuildBackendNeutral"/> takes its documented
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/// single-white-fallback-layer branch instead of throwing.</summary>
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private sealed class EmptyRegionDats : IDatReaderWriter
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{
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private readonly Region _region = new();
|
||||
private readonly StubDatabase _portal = new();
|
||||
private readonly StubDatabase _highRes = new();
|
||||
private readonly StubDatabase _language = new();
|
||||
private readonly StubDatabase _cell = new();
|
||||
|
||||
public string SourceDirectory => string.Empty;
|
||||
|
||||
public IDatDatabase Portal => _portal;
|
||||
|
||||
public IDatDatabase Cell => _cell;
|
||||
|
||||
public ReadOnlyDictionary<uint, IDatDatabase> CellRegions { get; } =
|
||||
new(new Dictionary<uint, IDatDatabase>());
|
||||
|
||||
public IDatDatabase HighRes => _highRes;
|
||||
|
||||
public IDatDatabase Language => _language;
|
||||
|
||||
public IDatDatabase Local => _language;
|
||||
|
||||
public ReadOnlyDictionary<uint, uint> RegionFileMap { get; } =
|
||||
new(new Dictionary<uint, uint>());
|
||||
|
||||
public int PortalIteration => 0;
|
||||
|
||||
public int CellIteration => 0;
|
||||
|
||||
public int HighResIteration => 0;
|
||||
|
||||
public int LanguageIteration => 0;
|
||||
|
||||
public bool TryGetFileBytes(
|
||||
uint regionId,
|
||||
uint fileId,
|
||||
ref byte[] bytes,
|
||||
out int bytesRead)
|
||||
{
|
||||
bytesRead = 0;
|
||||
return false;
|
||||
}
|
||||
|
||||
public IEnumerable<uint> GetAllIdsOfType<T>() where T : IDBObj =>
|
||||
Array.Empty<uint>();
|
||||
|
||||
public IEnumerable<IDatReaderWriter.IdResolution> ResolveId(uint id) =>
|
||||
Array.Empty<IDatReaderWriter.IdResolution>();
|
||||
|
||||
public bool TrySave<T>(T obj, int iteration = 0) where T : IDBObj =>
|
||||
throw new NotSupportedException();
|
||||
|
||||
public bool TrySave<T>(
|
||||
uint regionId,
|
||||
T obj,
|
||||
int iteration = 0) where T : IDBObj =>
|
||||
throw new NotSupportedException();
|
||||
|
||||
[return: MaybeNull]
|
||||
public T Get<T>(uint fileId) where T : IDBObj
|
||||
{
|
||||
if (typeof(T) == typeof(Region) && fileId == 0x13000000u)
|
||||
return (T)(object)_region;
|
||||
return default;
|
||||
}
|
||||
|
||||
public bool TryGet<T>(
|
||||
uint fileId,
|
||||
[MaybeNullWhen(false)] out T value) where T : IDBObj
|
||||
{
|
||||
value = Get<T>(fileId);
|
||||
return value is not null;
|
||||
}
|
||||
|
||||
public void Dispose()
|
||||
{
|
||||
}
|
||||
|
||||
private sealed class StubDatabase : IDatDatabase
|
||||
{
|
||||
public DatDatabase Db => throw new NotSupportedException();
|
||||
|
||||
public int Iteration => 0;
|
||||
|
||||
public IEnumerable<uint> GetAllIdsOfType<T>() where T : IDBObj =>
|
||||
Array.Empty<uint>();
|
||||
|
||||
public bool TryGet<T>(
|
||||
uint fileId,
|
||||
[MaybeNullWhen(false)] out T value) where T : IDBObj
|
||||
{
|
||||
value = default;
|
||||
return false;
|
||||
}
|
||||
|
||||
public bool TryGetFileBytes(
|
||||
uint fileId,
|
||||
[MaybeNullWhen(false)] out byte[] value)
|
||||
{
|
||||
value = null;
|
||||
return false;
|
||||
}
|
||||
|
||||
public bool TryGetFileBytes(
|
||||
uint fileId,
|
||||
ref byte[] bytes,
|
||||
out int bytesRead)
|
||||
{
|
||||
bytesRead = 0;
|
||||
return false;
|
||||
}
|
||||
|
||||
public bool TrySave<T>(T obj, int iteration = 0) where T : IDBObj =>
|
||||
throw new NotSupportedException();
|
||||
|
||||
public void Dispose()
|
||||
{
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -244,8 +244,14 @@ public sealed class RetailFrameWalkTests
|
|||
walk.DrawLandscape(landscape, new WalkPortalView(), ctx, recorder);
|
||||
|
||||
Assert.Equal("LS", recorder.Combined[0]);
|
||||
Assert.DoesNotContain(
|
||||
recorder.Combined, e => e.StartsWith("TERRAIN", StringComparison.Ordinal));
|
||||
// S3 chunk 3 fix round 1 (F6): the "no TERRAIN event" assertion this
|
||||
// line used to make was vacuous — this Recorder's own vocabulary
|
||||
// (Combined) never had a "TERRAIN"-prefixed entry to begin with, so
|
||||
// the assertion could never fail. WalkFrameEventKind has no
|
||||
// TerrainSlice case any more (chunk 3 deleted it outright), and the
|
||||
// driver-level pins in WalkFrameDriverTests (F4: the outdoor-root,
|
||||
// interior-root, and cross-landblock-batching RunFrame tests) are
|
||||
// what actually prove no whole-stage terrain draw survives.
|
||||
|
||||
const uint farCellId = 0x22220001u;
|
||||
int farLcIndex = recorder.Combined.IndexOf($"LC:{farCellId:x8}");
|
||||
|
|
|
|||
|
|
@ -47,7 +47,16 @@ public sealed class WalkFrameDriverTests
|
|||
public readonly List<WalkPolygon> Punches = new();
|
||||
public readonly List<uint> Shells = new();
|
||||
public readonly List<int> AlphaPendingAtBarrier = new();
|
||||
public readonly List<(uint LandblockId, int CellCount)> LandCellBatches = new();
|
||||
public readonly List<(uint LandblockId, int SideCellCount, int CellIndex)[]> LandCellBatches = new();
|
||||
|
||||
/// <summary>S3 chunk 3 fix round 1 (F2/F4c): cell ids
|
||||
/// <see cref="HasRenderableEmittersInCell"/> reports as having NO
|
||||
/// renderable emitter. Empty by default so EVERY pre-existing pin in
|
||||
/// this file keeps its old "every StaticParticles/CellParticles turn
|
||||
/// submits unconditionally" behavior unchanged; a test proving the
|
||||
/// new "genuinely empty turn submits nothing and does not flush"
|
||||
/// rule opts specific cells OUT via this set.</summary>
|
||||
public readonly HashSet<uint> CellsWithoutEmitters = new();
|
||||
|
||||
/// <summary>S3 chunk 2: the exit-seal polygon count this fake
|
||||
/// reports back to the driver (B2 — <see cref="DrawExitSeals"/>
|
||||
|
|
@ -62,12 +71,15 @@ public sealed class WalkFrameDriverTests
|
|||
public void DrawSky() => log.Add("SKY");
|
||||
|
||||
public void DrawLandCellBatch(
|
||||
uint landblockId, IReadOnlyList<(int SideCellCount, int CellIndex)> cells)
|
||||
IReadOnlyList<(uint LandblockId, int SideCellCount, int CellIndex)> cells)
|
||||
{
|
||||
LandCellBatches.Add((landblockId, cells.Count));
|
||||
log.Add($"LANDCELL:{landblockId:x8}:{cells.Count}");
|
||||
LandCellBatches.Add(cells.ToArray());
|
||||
log.Add("LANDCELL:" + string.Join(
|
||||
',', cells.Select(c => $"{c.LandblockId:x8}:{c.SideCellCount}:{c.CellIndex}")));
|
||||
}
|
||||
|
||||
public bool HasRenderableEmittersInCell(uint cellId) => !CellsWithoutEmitters.Contains(cellId);
|
||||
|
||||
public void DrawCellShell(uint cellId)
|
||||
{
|
||||
Shells.Add(cellId);
|
||||
|
|
@ -1301,50 +1313,246 @@ public sealed class WalkFrameDriverTests
|
|||
Assert.Equal(1, fx.AlphaQueue.PendingCount);
|
||||
}
|
||||
|
||||
// ── T4 (S3 chunk 3 §9.3): order-preserving batching — consecutive
|
||||
// same-landblock LandCell turns with NO intervening event merge into
|
||||
// ONE DrawLandCellBatch call; any other event (here, a building's own
|
||||
// alpha barrier) splits the batch; a later run of the SAME landblock
|
||||
// after a split is its own new batch; a different landblock never
|
||||
// merges with a prior one even when adjacent. ────────────────────────
|
||||
// ── F4(a) (S3 chunk 3 fix round 1 §9.6): an outdoor-root sequence — the
|
||||
// LandCell terrain turn precedes its own cell's object-list turn, and
|
||||
// (since nothing else intervenes) the whole frame's terrain stays one
|
||||
// PENDING batch until Replay's own end. Drives RetailFrameWalk.
|
||||
// DrawLandscape directly with a ZERO-view WalkPortalView — the SAME
|
||||
// deterministic "CY-only" admission technique RetailFrameWalkTests'
|
||||
// own outdoor tests use (a real WalkFrame root's 1-view default quad
|
||||
// depends on the production ray-caster's screen geometry, which this
|
||||
// suite's synthetic Caster does not model faithfully enough to predict
|
||||
// block/cell admission from). A side=1 block's own object-list turn
|
||||
// (WalkFrameDriver.OnLandscapeCellTurn's coarse-cell expansion) fires a
|
||||
// StaticParticles turn for every one of the underlying 64 owner
|
||||
// buckets; marking them all "no emitters" keeps this test's sequence
|
||||
// to exactly SKY + one LANDCELL, the same way a genuinely empty turn
|
||||
// stays silent (F2). ────────────────────────────────────────────────
|
||||
|
||||
private static IEnumerable<uint> CoarseLandscapeBuckets(uint landblockPrefix)
|
||||
{
|
||||
for (int x = 0; x < 8; x++)
|
||||
for (int y = 0; y < 8; y++)
|
||||
yield return landblockPrefix | (uint)(x * 8 + y + 1);
|
||||
}
|
||||
|
||||
/// <summary>A ONE-view <see cref="WalkPortalView"/> whose single polygon
|
||||
/// has ZERO vertices — <c>WalkLandscape.CheckBlocks</c> reads only
|
||||
/// <c>poly.VertexCount</c> to build its edge-plane list, so this reaches
|
||||
/// the SAME permissive <c>edgeCount == 0</c> ("CY-only") admission test
|
||||
/// RetailFrameWalkTests' own outdoor fixtures use via a bare
|
||||
/// zero-VIEW <see cref="WalkPortalView"/> — but with <c>ViewCount == 1</c>,
|
||||
/// satisfying <see cref="WalkFrameDriver"/>'s fail-loud
|
||||
/// "a Landscape turn needs at least one active view" guard, which a
|
||||
/// driver-level test (unlike a bare <c>IWalkEventSink</c> recorder) must
|
||||
/// pass through <c>RetailFrameWalk.DrawLandscape</c>'s real
|
||||
/// <c>Emit(WalkEvent.Landscape(...))</c> call.</summary>
|
||||
private static WalkPortalView OneDegenerateView()
|
||||
{
|
||||
var view = new WalkPortalView { ViewCount = 1 };
|
||||
view.View.Polys.Add(new WalkViewPoly(0, 0, 0, 0, 0, 0));
|
||||
return view;
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void OnLandCellTurn_ConsecutiveSameSlotEventsMergeIntoOneBatch_AnyOtherEventSplits()
|
||||
public void OutdoorRoot_LandCellPrecedesItsOwnCellsObjectTurn_ThenFlushesAtReplaysEnd()
|
||||
{
|
||||
using var fx = new DispatcherFixture();
|
||||
var log = new List<string>();
|
||||
var leaf = new RecordingLeafRenderer(log);
|
||||
leaf.CellsWithoutEmitters.UnionWith(CoarseLandscapeBuckets(0xF4180000u));
|
||||
var ctx = new TestContext();
|
||||
var driver = new WalkFrameDriver(fx.Dispatcher, leaf, new FakeWorldData());
|
||||
var walk = new RetailFrameWalk();
|
||||
var landscape = new WalkLandscape { MidWidth = 1, Blocks = new WalkLandBlock?[1] };
|
||||
var block = new WalkLandBlock
|
||||
{
|
||||
LandblockId = 0xF4180000u, SideCellCount = 1, MaxZ = 10f, MinZ = 0f,
|
||||
};
|
||||
block.EnsureCellArrays();
|
||||
landscape.Blocks[0] = block;
|
||||
|
||||
using DrawScope draw = fx.BeginDraw();
|
||||
driver.BeginFrame(ctx, Matrix4x4.Identity, Vector3.Zero);
|
||||
walk.DrawLandscape(landscape, OneDegenerateView(), ctx, driver);
|
||||
driver.EndFrame();
|
||||
driver.Replay(draw.Frame, draw.Pass);
|
||||
|
||||
Assert.Equal(new[] { "SKY", "LANDCELL:f4180000:1:0" }, log);
|
||||
Assert.Equal(new (uint LandblockId, int SideCellCount, int CellIndex)[] { (0xF4180000u, 1, 0) },
|
||||
Assert.Single(leaf.LandCellBatches));
|
||||
}
|
||||
|
||||
// ── F4(b) (S3 chunk 3 fix round 1 §9.6): an interior root with one
|
||||
// surviving exit view — the SAME fixture as
|
||||
// RunFrame_InteriorFloodWithExitView_FreshDriverSkipsTheGatedClearThenDrawsSealsAndFloodCells
|
||||
// above, with one populated land block added to the (previously
|
||||
// unpublished) landscape. Sequence: SKY, LANDCELL…, LFLUSH, SEALS,
|
||||
// SHELL… — the LandCell terrain turn(s) drawn through the interior
|
||||
// root's own exit view precede the landscape-flush/seal/flood-cell
|
||||
// turns, exactly like the outdoor case above. ────────────────────────
|
||||
|
||||
[Fact]
|
||||
public void InteriorRootWithExitView_DrawsLandCellThroughTheExitViewBeforeFlushSealsAndFlood()
|
||||
{
|
||||
using var fx = new DispatcherFixture();
|
||||
var log = new List<string>();
|
||||
const ulong gfxObjA = 0x0200_0025UL;
|
||||
const ulong gfxObjB = 0x0200_0026UL;
|
||||
InjectRenderData(fx.Manager, gfxObjA, MakeFlatMesh(
|
||||
MakeBatch(0x08100025u, TranslucencyKind.Opaque, 0, 0, 3, 1)));
|
||||
InjectRenderData(fx.Manager, gfxObjB, MakeFlatMesh(
|
||||
MakeBatch(0x08100026u, TranslucencyKind.Opaque, 3, 4, 3, 2)));
|
||||
|
||||
var ctx = new TestContext();
|
||||
var cell1 = new WalkCell
|
||||
{
|
||||
CellId = 0x100,
|
||||
StabList = [0x101u],
|
||||
Portals =
|
||||
[
|
||||
new WalkCellPortal
|
||||
{
|
||||
OtherCellId = 0x101, PolygonIndex = 0, PortalSide = 0, OtherPortalId = 0,
|
||||
},
|
||||
// The exit portal (retail's "world beyond the door") — this
|
||||
// is what raises ov to 1 and drives the landscape (and now
|
||||
// its own LandCell turns) before clear+seals+the flood cells.
|
||||
new WalkCellPortal
|
||||
{
|
||||
OtherCellId = 0xFFFFFFFF, PolygonIndex = 1, PortalSide = 0, OtherPortalId = -1,
|
||||
},
|
||||
],
|
||||
PortalPolygons = [Quad(-2f), Quad(-3f)],
|
||||
};
|
||||
var cell2 = new WalkCell
|
||||
{
|
||||
CellId = 0x101,
|
||||
Portals = [new WalkCellPortal
|
||||
{
|
||||
OtherCellId = 0x100, PolygonIndex = 0, PortalSide = 1, OtherPortalId = 0,
|
||||
}],
|
||||
PortalPolygons = [Quad(-2f)],
|
||||
};
|
||||
ctx.Cells[cell1.CellId] = cell1;
|
||||
ctx.Cells[cell2.CellId] = cell2;
|
||||
|
||||
var worldData = new FakeWorldData();
|
||||
worldData.CellStaticsByCell[0x100] = new WalkFrameStaticRecords(
|
||||
new[] { MakeRecord(101, 0, Vector3.Zero, [new MeshRef((uint)gfxObjA, Matrix4x4.Identity)]) }, 0x8C04u);
|
||||
worldData.CellStaticsByCell[0x101] = new WalkFrameStaticRecords(
|
||||
new[] { MakeRecord(102, 0, Vector3.Zero, [new MeshRef((uint)gfxObjB, Matrix4x4.Identity)]) }, 0x8C04u);
|
||||
|
||||
var leaf = new RecordingLeafRenderer(log);
|
||||
leaf.CellsWithoutEmitters.UnionWith(CoarseLandscapeBuckets(0xF4180000u));
|
||||
var trace = new RecordingTrace(log);
|
||||
using ClipFrame clipFrame = ClipFrame.NoClip();
|
||||
var driver = new WalkFrameDriver(
|
||||
fx.Dispatcher, leaf, worldData, trace, clipFrame);
|
||||
var walk = new RetailFrameWalk();
|
||||
// The same 1x1 landscape RunFrame_InteriorFloodWithExitView... uses,
|
||||
// but with a real block published in its one slot so the exit view
|
||||
// has something to admit.
|
||||
var landscape = new WalkLandscape { MidWidth = 1, Blocks = new WalkLandBlock?[1] };
|
||||
var block = new WalkLandBlock
|
||||
{
|
||||
LandblockId = 0xF4180000u, SideCellCount = 1, MaxZ = 10f, MinZ = 0f,
|
||||
};
|
||||
block.EnsureCellArrays();
|
||||
landscape.Blocks[0] = block;
|
||||
|
||||
using DrawScope draw = fx.BeginDraw();
|
||||
driver.RunFrame(
|
||||
walk, cameraCellId: cell1.CellId, cameraCell: cell1, landscape: landscape,
|
||||
ctx, draw.Frame, draw.Pass, Matrix4x4.Identity, cameraWorldPosition: Vector3.Zero);
|
||||
|
||||
Assert.Equal(
|
||||
new[]
|
||||
{
|
||||
"SKY", "LANDCELL:f4180000:1:0", "LFLUSH", "SEALS",
|
||||
"SHELL:00000101", "SHELL:00000100",
|
||||
"FLUSH:1:CellStatic", "CELL-PARTICLES:00000101",
|
||||
"FLUSH:1:CellStatic", "CELL-PARTICLES:00000100",
|
||||
},
|
||||
log);
|
||||
}
|
||||
|
||||
// ── T4 (S3 chunk 3 §9.3), re-expressed for fix round 1's F2 rule
|
||||
// (§9.6 F4c): the batch is now a single PENDING list Replay keeps
|
||||
// across the WHOLE frame, not a same-landblock lookahead merge — two
|
||||
// LandCell turns of DIFFERENT landblocks with only an empty particle
|
||||
// turn between them still merge into ONE DrawLandCellBatch call; a
|
||||
// StreamMark (a real cell with statics) OR a building's own alpha
|
||||
// barrier between two LandCell turns splits the batch; the fake leaf's
|
||||
// HasRenderableEmittersInCell reports "no emitters" for one cell (via
|
||||
// CellsWithoutEmitters) and "has emitters" (the default) for another,
|
||||
// so both arms of the F2 particle-turn gate are covered in one test. ──
|
||||
|
||||
[Fact]
|
||||
public void OnLandCellTurn_MergesAcrossLandblocksOverAnEmptyParticleTurn_RealSubmissionsSplit()
|
||||
{
|
||||
using var fx = new DispatcherFixture();
|
||||
const ulong gfxObj = 0x0200_0024UL;
|
||||
InjectRenderData(fx.Manager, gfxObj, MakeFlatMesh(
|
||||
MakeBatch(0x08100024u, TranslucencyKind.Opaque, 0, 0, 3, 1)));
|
||||
|
||||
var worldData = new FakeWorldData();
|
||||
worldData.OutdoorStaticsByCell[0xBBBB0002u] = new WalkFrameStaticRecords(
|
||||
new[] { MakeRecord(310, 0, Vector3.Zero, [new MeshRef((uint)gfxObj, Matrix4x4.Identity)]) },
|
||||
0xBBBBu);
|
||||
|
||||
var log = new List<string>();
|
||||
var leaf = new RecordingLeafRenderer(log);
|
||||
// The 0xAAAA0001 particle turn has no world-data records AND is
|
||||
// marked without emitters -> a genuinely empty turn (F2's other
|
||||
// arm: 0xBBBB0002 below keeps the default "has emitters").
|
||||
leaf.CellsWithoutEmitters.Add(0xAAAA0001u);
|
||||
var ctx = new TestContext();
|
||||
var driver = new WalkFrameDriver(fx.Dispatcher, leaf, worldData);
|
||||
IWalkEventSink sink = driver;
|
||||
|
||||
using DrawScope draw = fx.BeginDraw();
|
||||
driver.BeginFrame(ctx, Matrix4x4.Identity, Vector3.Zero);
|
||||
sink.OnLandCellTurn(0xF4180000u, 8, 0);
|
||||
sink.OnLandCellTurn(0xF4180000u, 8, 1); // same slot, nothing between -> merges
|
||||
sink.OnBuildingTurn(new WalkBuilding()); // intervening event splits the batch
|
||||
sink.OnLandCellTurn(0xF4180000u, 8, 2); // same slot as before the split, but a NEW batch
|
||||
sink.OnLandCellTurn(0xF3180000u, 8, 0); // a different slot never merges
|
||||
sink.OnLandscapeViews(new WalkPortalView());
|
||||
|
||||
sink.OnLandCellTurn(0xF4180000u, 8, 0); // landblock A
|
||||
sink.OnLandscapeCellTurn(0xAAAA0001u); // empty particle turn: no emitters -> no submit, no flush
|
||||
sink.OnLandCellTurn(0xF3180000u, 8, 0); // landblock B, DIFFERENT -> still merges (F2)
|
||||
|
||||
sink.OnLandscapeCellTurn(0xBBBB0002u); // real content -> StreamMark splits; has emitters -> submits
|
||||
|
||||
sink.OnLandCellTurn(0xF3180000u, 8, 1); // new batch, started after the StreamMark split
|
||||
|
||||
sink.OnBuildingTurn(new WalkBuilding()); // the building's own alpha barrier splits again
|
||||
|
||||
sink.OnLandCellTurn(0xF2180000u, 8, 0); // final batch, flushed at Replay's own end
|
||||
driver.EndFrame();
|
||||
driver.Replay(draw.Frame, draw.Pass);
|
||||
|
||||
Assert.Equal(
|
||||
new[]
|
||||
{
|
||||
"LANDCELL:f4180000:2",
|
||||
"LANDCELL:f4180000:8:0,f3180000:8:0",
|
||||
"PARTICLES:bbbb0002",
|
||||
"LANDCELL:f3180000:8:1",
|
||||
"ALPHA",
|
||||
"LANDCELL:f4180000:1",
|
||||
"LANDCELL:f3180000:1",
|
||||
"LANDCELL:f2180000:8:0",
|
||||
},
|
||||
log);
|
||||
Assert.DoesNotContain("PARTICLES:aaaa0001", log);
|
||||
Assert.Equal(3, leaf.LandCellBatches.Count);
|
||||
Assert.Equal(
|
||||
new[]
|
||||
new (uint LandblockId, int SideCellCount, int CellIndex)[]
|
||||
{
|
||||
(0xF4180000u, 2),
|
||||
(0xF4180000u, 1),
|
||||
(0xF3180000u, 1),
|
||||
(0xF4180000u, 8, 0), (0xF3180000u, 8, 0),
|
||||
},
|
||||
leaf.LandCellBatches);
|
||||
leaf.LandCellBatches[0]);
|
||||
Assert.Equal(
|
||||
new (uint LandblockId, int SideCellCount, int CellIndex)[] { (0xF3180000u, 8, 1) },
|
||||
leaf.LandCellBatches[1]);
|
||||
Assert.Equal(
|
||||
new (uint LandblockId, int SideCellCount, int CellIndex)[] { (0xF2180000u, 8, 0) },
|
||||
leaf.LandCellBatches[2]);
|
||||
}
|
||||
|
||||
// ── Fixture (mirrors WalkStaticStreamPopulatorTests' DispatcherFixture —
|
||||
|
|
|
|||
|
|
@ -111,7 +111,7 @@ public sealed class WorldRenderDiagnosticsTests
|
|||
{
|
||||
var log = new ThrowOnceLog();
|
||||
var diagnostics = new WorldRenderDiagnostics(new RecordingGlStateReader(), log);
|
||||
var facts = new TerrainRenderDiagnosticFacts(3, 5, 8);
|
||||
var facts = new TerrainRenderDiagnosticFacts(VisibleSlots: 3, Draws: 3, LoadedSlots: 5, CapacitySlots: 8);
|
||||
|
||||
diagnostics.BeginTerrainDraw();
|
||||
diagnostics.EndTerrainDraw();
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue