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:
Erik 2026-09-03 09:38:48 +02:00
parent 4ee2866a7b
commit 651badc2b9
15 changed files with 1003 additions and 131 deletions

View file

@ -307,7 +307,7 @@ weather/sky post-pass
| Outside cells reached by the static bbox transit remain in the CELLARRAY. | Dirty `CellTransit` removed an outdoor prune globally, including collision callers. | Correct retail fact, wrong ownership boundary risk. OH3 must port the exact bbox route without mutating unrelated sphere/collision routes. | | Outside cells reached by the static bbox transit remain in the CELLARRAY. | Dirty `CellTransit` removed an outdoor prune globally, including collision callers. | Correct retail fact, wrong ownership boundary risk. OH3 must port the exact bbox route without mutating unrelated sphere/collision routes. |
| Dynamics and attached children inherit the root's exact ordered CELLARRAY and publish exact per-part entries. | `WalkProductionWorldData` buckets whole `RenderProjectionRecord`s by `ShadowObjectRegistry.GetOwnerCells`, resolving equipped children by a parent callback. The draw classifier later tries to restore per-part stamps. | Membership is reconstructed from the collision registry, loses the canonical `CShadowPart` transaction/order, and creates a second model. | | Dynamics and attached children inherit the root's exact ordered CELLARRAY and publish exact per-part entries. | `WalkProductionWorldData` buckets whole `RenderProjectionRecord`s by `ShadowObjectRegistry.GetOwnerCells`, resolving equipped children by a parent callback. The draw classifier later tries to restore per-part stamps. | Membership is reconstructed from the collision registry, loses the canonical `CShadowPart` transaction/order, and creates a second model. |
| `LScape::draw` runs once and visibility unions all views. | `RetailFrameWalk.DrawLandscape` correctly installs one view set and walks blocks/cells once. | Keep. | | `LScape::draw` runs once and visibility unions all views. | `RetailFrameWalk.DrawLandscape` correctly installs one view set and walks blocks/cells once. | Keep. |
| Per landscape cell: terrain -> building -> ordinary objects. | `WalkFrameDriver.HandleLandscapeTurn` emits one whole `TerrainSlice(0)` immediately after sky; all terrain is submitted before `RetailFrameWalk` later emits building/object cell turns. The source comment explicitly calls this an intra-stage simplification. | Confirmed OH5 defect. It can expose background/behind-wall content because retail's depth/painter interleave no longer exists. | | Per landscape cell: terrain -> building -> ordinary objects. | `RetailFrameWalk.DrawLandscape` now emits one `OnLandCellTurn` per admitted land cell BEFORE that cell's own building/object turn (`RenderDeviceD3D::DrawBlock`'s real per-cell interleave), and `WalkFrameDriver.Replay` submits each cell's terrain through a deferred, order-preserving batch rather than one whole pre-stage draw. | FIXED by S3 chunk 3 (commit 671eb3ad4 + fix round 1) — the whole-stage `TerrainSlice(0)`/`DrawTerrainSlice` this row described is deleted outright; row retired. |
| Cell object draw consumes the cell's exact stable far-to-near `shadow_part_list`. | The driver materializes per-cell record buckets, classifies/batches them, and uses a scope-level ordered stream plus separate alpha collection. | OH3/OH7 must replace reconstructed membership/order with exact part entries and exact per-cell alpha barriers. | | Cell object draw consumes the cell's exact stable far-to-near `shadow_part_list`. | The driver materializes per-cell record buckets, classifies/batches them, and uses a scope-level ordered stream plus separate alpha collection. | OH3/OH7 must replace reconstructed membership/order with exact part entries and exact per-cell alpha barriers. |
| Building is alpha drain -> portal pass -> shell, then cell objects. | `RetailFrameWalk.DrawBuilding` and the driver's building events model this order. | Mechanism broadly matches, but its correctness depends on the sibling OH1 built-mesh/view and depth-lifecycle findings. | | Building is alpha drain -> portal pass -> shell, then cell objects. | `RetailFrameWalk.DrawBuilding` and the driver's building events model this order. | Mechanism broadly matches, but its correctness depends on the sibling OH1 built-mesh/view and depth-lifecycle findings. |

View file

@ -1,3 +1,4 @@
using System.Diagnostics;
using System.Numerics; using System.Numerics;
using AcDream.App.Rendering.Scene; using AcDream.App.Rendering.Scene;
using AcDream.App.Rendering.Walk; using AcDream.App.Rendering.Walk;
@ -74,23 +75,48 @@ internal sealed partial class RetailPViewPassExecutor
/// <summary>S3 chunk 3 (§9.2 B1): the walk's per-land-cell terrain /// <summary>S3 chunk 3 (§9.2 B1): the walk's per-land-cell terrain
/// turn — retail <c>RenderDeviceD3D::DrawLandCell</c> @0x0059f120, /// turn — retail <c>RenderDeviceD3D::DrawLandCell</c> @0x0059f120,
/// batched (S3 §9.2 B2). UNCLIPPED for BOTH root kinds — retail never /// batched (S3 §9.2 B2, fix round 1 F2 — a batch may span several
/// landblocks). UNCLIPPED for BOTH root kinds — retail never
/// view-clips terrain (<c>LScape::draw</c> draws whole blocks; the /// view-clips terrain (<c>LScape::draw</c> draws whole blocks; the
/// walk's own <c>CellInView</c> admission already decided which cells /// walk's own <c>CellInView</c> admission already decided which cells
/// reach here, and the exit-seal/interior-repaint turn owns aperture /// reach here, and the exit-seal/interior-repaint turn owns aperture
/// exactness afterward, S3 §9.1 R4/R5), so unlike the whole-stage /// exactness afterward, S3 §9.1 R4/R5), so unlike the whole-stage
/// turn this superseded, there is no scissor, no terrain clip, and no /// turn this superseded, there is no scissor, no terrain clip, and no
/// per-slice loop — one call per (already order-merged) batch.</summary> /// per-slice loop — one call per (already order-merged) batch.
///
/// <para>S3 chunk 3 fix round 1 (F3): times THIS ONE batch with a raw
/// <c>Stopwatch.GetTimestamp()</c> delta (no allocation, no per-batch
/// stopwatch Restart/Stop) and accumulates it into
/// <see cref="TerrainDrawDiagnosticsController.AccumulateWalkBatch"/> —
/// <see cref="RetailPViewRenderer.DrawWalkDrivenStatics"/> pushes the
/// frame's single resulting sample once, after the whole walk replay
/// finishes.</para></summary>
internal void DrawWalkLandCellBatch( internal void DrawWalkLandCellBatch(
RetailPViewFrameInput frame, RetailPViewFrameInput frame,
uint landblockId, IReadOnlyList<(uint LandblockId, int SideCellCount, int CellIndex)> cells)
IReadOnlyList<(int SideCellCount, int CellIndex)> cells)
{ {
_terrainDiagnostics.Begin(); long start = Stopwatch.GetTimestamp();
_terrain?.DrawLandCellRuns(landblockId, frame.ViewProjection, cells); _terrain?.DrawLandCells(frame.ViewProjection, cells);
_terrainDiagnostics.Complete(); _terrainDiagnostics.AccumulateWalkBatch(Stopwatch.GetTimestamp() - start);
} }
/// <summary>S3 chunk 3 fix round 1 (F3): pushes THIS FRAME'S single
/// accumulated terrain-timing sample (from every
/// <see cref="DrawWalkLandCellBatch"/> call this frame) and publishes
/// the periodic diagnostic if the cadence is due — the walk path's
/// analogue of the deleted whole-stage <c>DrawWalkTerrainSlice</c>
/// leaf's own Begin()/Complete() bracket. Called exactly once, at the
/// end of the walk replay (<see cref="RetailPViewRenderer.DrawWalkDrivenStatics"/>).</summary>
internal void CompleteWalkTerrainFrame() => _terrainDiagnostics.CompleteWalkFrame();
/// <summary>S3 chunk 3 fix round 1 (F2): the production
/// <c>IWalkFrameLeafRenderer.HasRenderableEmittersInCell</c> wiring —
/// both <see cref="DrawLandscapeStaticParticles"/> and
/// <see cref="DrawCellParticles"/> draw through
/// <c>ParticleRenderPass.Scene</c>, so this asks that SAME pass.</summary>
internal bool HasWalkRenderableEmittersInCell(uint cellId) =>
_particles?.HasRenderableEmittersInCell(ParticleRenderPass.Scene, cellId) ?? false;
/// <summary>The walk's punch-fan turn — <c>DrawPortalPolyInternal</c> /// <summary>The walk's punch-fan turn — <c>DrawPortalPolyInternal</c>
/// @0x0059bc90's far-Z punch through <c>PortalDepthMaskRenderer</c>, /// @0x0059bc90's far-Z punch through <c>PortalDepthMaskRenderer</c>,
/// clipped by the pinned view's slice planes (retail /// clipped by the pinned view's slice planes (retail
@ -209,8 +235,11 @@ internal sealed class WalkProductionLeafRenderer : IWalkFrameLeafRenderer
public void DrawSky() => _passes.DrawWalkSky(_frame, _clipAssembly); public void DrawSky() => _passes.DrawWalkSky(_frame, _clipAssembly);
public void DrawLandCellBatch( public void DrawLandCellBatch(
uint landblockId, IReadOnlyList<(int SideCellCount, int CellIndex)> cells) => IReadOnlyList<(uint LandblockId, int SideCellCount, int CellIndex)> cells) =>
_passes.DrawWalkLandCellBatch(_frame, landblockId, cells); _passes.DrawWalkLandCellBatch(_frame, cells);
public bool HasRenderableEmittersInCell(uint cellId) =>
_passes.HasWalkRenderableEmittersInCell(cellId);
public void DrawCellShell(uint cellId) public void DrawCellShell(uint cellId)
{ {

View file

@ -589,6 +589,13 @@ internal sealed class RetailPViewRenderer
// the sole terrain-visibility authority, so there is no plumbing // the sole terrain-visibility authority, so there is no plumbing
// left to feed here. // left to feed here.
driver.Replay(frame, encoder); driver.Replay(frame, encoder);
// S3 chunk 3 fix round 1 (F3): "the end of the walk replay" —
// exactly where the deleted whole-stage terrain leaf's own
// Begin()/Complete() bracket used to close. Pushes this frame's ONE
// accumulated terrain-timing sample (every DrawWalkLandCellBatch
// call between here and the last CompleteWalkTerrainFrame) and
// publishes the periodic [TERRAIN-DIAG] line if the cadence is due.
passes.CompleteWalkTerrainFrame();
// Landscape-stage static-owner particles (candles, the cathedral // Landscape-stage static-owner particles (candles, the cathedral
// falls) submit AT THEIR OWN WALK TURNS inside Replay // falls) submit AT THEIR OWN WALK TURNS inside Replay

View file

@ -56,10 +56,22 @@ internal sealed class RuntimeFramePipelineDiagnosticFactsSource :
_world = world ?? throw new ArgumentNullException(nameof(world)); _world = world ?? throw new ArgumentNullException(nameof(world));
} }
public TerrainRenderDiagnosticFacts CaptureTerrain() => new( public TerrainRenderDiagnosticFacts CaptureTerrain()
_terrain?.VisibleSlots ?? 0, {
_terrain?.LoadedSlots ?? 0, // S3 chunk 3 fix round 1 (F3): only ONE of the two terrain paths
_terrain?.CapacitySlots ?? 0); // draws in a given frame (the walk path never calls Draw() any
// more — S3 §9.2 B3). Report the walk path's own per-frame counters
// whenever it submitted at least one batch this frame; otherwise
// fall back to the non-walk Draw() path's own per-call VisibleSlots
// (its "draws" has always equalled its visible-slot count — ONE
// MultiDrawIndexedIndirect spanning every visible slot).
int walkDraws = _terrain?.WalkDrawCount ?? 0;
if (walkDraws > 0)
return new(_terrain!.WalkVisibleSlotCount, walkDraws, _terrain.LoadedSlots, _terrain.CapacitySlots);
int visibleSlots = _terrain?.VisibleSlots ?? 0;
return new(visibleSlots, visibleSlots, _terrain?.LoadedSlots ?? 0, _terrain?.CapacitySlots ?? 0);
}
public FramePipelineDiagnosticFacts CaptureFrame() => new( public FramePipelineDiagnosticFacts CaptureFrame() => new(
_presentation?.Diagnostics ?? default, _presentation?.Diagnostics ?? default,
@ -88,6 +100,10 @@ internal sealed class TerrainDrawDiagnosticsController
private readonly IRenderFrameDiagnosticLog _log; private readonly IRenderFrameDiagnosticLog _log;
private long _lastPublicationMilliseconds; private long _lastPublicationMilliseconds;
// S3 chunk 3 fix round 1 (F3): the walk path's per-BATCH tick
// accumulator — see AccumulateWalkBatch/CompleteWalkFrame.
private long _walkAccumulatedTicks;
public TerrainDrawDiagnosticsController( public TerrainDrawDiagnosticsController(
bool enabled, bool enabled,
WorldRenderDiagnostics world, WorldRenderDiagnostics world,
@ -107,6 +123,40 @@ internal sealed class TerrainDrawDiagnosticsController
internal void Complete(long nowMilliseconds) internal void Complete(long nowMilliseconds)
{ {
_world.EndTerrainDraw(); _world.EndTerrainDraw();
PublishIfDue(nowMilliseconds);
}
/// <summary>S3 chunk 3 fix round 1 (F3): the leaf calls this once per
/// land-cell batch, with that ONE batch's own elapsed
/// <c>Stopwatch.GetTimestamp()</c> delta (no allocation, no per-batch
/// Stopwatch Restart/Stop — <see cref="Begin"/>/<see cref="Complete()"/>
/// stay reserved for the non-walk fallback path's own single bracketed
/// call). Accumulates into this frame's running total; <see
/// cref="CompleteWalkFrame()"/> converts and pushes it as ONE sample.</summary>
public void AccumulateWalkBatch(long elapsedTicks) => _walkAccumulatedTicks += elapsedTicks;
/// <summary>S3 chunk 3 fix round 1 (F3): call once, after <see
/// cref="Walk.WalkFrameDriver.Replay"/> finishes — the walk path's
/// analogue of <see cref="Complete()"/> for the deleted whole-stage
/// terrain draw's own Begin()/Complete() bracket (superseded by the S3
/// chunk 3 per-cell interleave). Converts this frame's accumulated
/// per-batch tick total into ONE elapsed-time sample (a frame that
/// submitted zero batches still pushes a zero sample — "one sample per
/// frame", not "one sample per landscape turn") and resets the
/// accumulator for the next frame.</summary>
public void CompleteWalkFrame() => CompleteWalkFrame(_enabled ? Environment.TickCount64 : 0L);
internal void CompleteWalkFrame(long nowMilliseconds)
{
double ticksToHundredthsMicroseconds = 1_000_000.0 * 100.0 / Stopwatch.Frequency;
_world.PushTerrainSample(
(long)(_walkAccumulatedTicks * ticksToHundredthsMicroseconds));
_walkAccumulatedTicks = 0;
PublishIfDue(nowMilliseconds);
}
private void PublishIfDue(long nowMilliseconds)
{
if (!_enabled if (!_enabled
|| nowMilliseconds - _lastPublicationMilliseconds <= PublicationIntervalMilliseconds) || nowMilliseconds - _lastPublicationMilliseconds <= PublicationIntervalMilliseconds)
{ {

View file

@ -71,15 +71,43 @@ public sealed partial class TerrainModernRenderer : IDisposable
private readonly HashSet<uint> _walkVisibleLandblocks = new(); private readonly HashSet<uint> _walkVisibleLandblocks = new();
private DrawElementsIndirectCommand[] _deicScratch = Array.Empty<DrawElementsIndirectCommand>(); private DrawElementsIndirectCommand[] _deicScratch = Array.Empty<DrawElementsIndirectCommand>();
// S3 chunk 3 (§9.2 B1): DrawLandCellRuns' reusable index-run scratch — // S3 chunk 3 (§9.2 B1): DrawLandCells' reusable per-entry index-run
// repopulated per call by AppendCellIndexRuns, one (Start, Count) pair // scratch — repopulated per cell by AppendCellIndexRuns, one
// per contiguous run (side 8: one run/cell; side 1: one run total). // (Start, Count) pair per contiguous run relative to THAT entry's own
// slot (side 8: one run/cell; side 1: one run total). Converted to
// absolute (FirstIndex, Count) pairs in _batchRunScratch below because a
// fix-round-1 batch (F2) can span several landblocks/slots.
private readonly List<(int Start, int Count)> _cellRunScratch = new(); private readonly List<(int Start, int Count)> _cellRunScratch = new();
// S3 chunk 3 fix round 1 (F2): DrawLandCells' reusable ABSOLUTE run
// scratch — one (FirstIndex, Count) pair per contiguous index run across
// every entry of one batch, in entry order, cleared per call.
private readonly List<(uint FirstIndex, int Count)> _batchRunScratch = new();
// S3 chunk 3 fix round 1 (F3): the walk path's own per-FRAME submission
// stats — cleared in BeginFrame, populated by DrawLandCells. Distinct
// from _visibleSlots (Draw()'s own per-call list, the non-walk fallback
// path) because the walk submits many small batches across a frame
// rather than one Draw() call; TerrainDrawDiagnosticsController reports
// whichever path actually ran this publication window.
private readonly HashSet<int> _walkSlotsThisFrame = new();
private int _walkDrawsThisFrame;
// Diag. // Diag.
public int LoadedSlots => _alloc.LoadedCount; public int LoadedSlots => _alloc.LoadedCount;
public int VisibleSlots => _visibleSlots.Count; public int VisibleSlots => _visibleSlots.Count;
public int CapacitySlots => _alloc.Capacity; public int CapacitySlots => _alloc.Capacity;
/// <summary>S3 chunk 3 fix round 1 (F3): distinct slots <see
/// cref="DrawLandCells"/> actually submitted THIS FRAME (cleared at
/// <see cref="BeginFrame"/>) — the walk path's own per-frame
/// "VisibleSlots" answer, since the walk never calls <see cref="Draw"/>.</summary>
internal int WalkVisibleSlotCount => _walkSlotsThisFrame.Count;
/// <summary>S3 chunk 3 fix round 1 (F3): the number of <see
/// cref="DrawLandCells"/> batches (indirect draws) submitted THIS FRAME.</summary>
internal int WalkDrawCount => _walkDrawsThisFrame;
/// <summary> /// <summary>
/// Outdoor landcells admitted by the current landscape view. The set is /// Outdoor landcells admitted by the current landscape view. The set is
/// accumulated across doorway landscape slices and consumed after the /// accumulated across doorway landscape slices and consumed after the
@ -103,6 +131,10 @@ public sealed partial class TerrainModernRenderer : IDisposable
_retirementLedger.RetryPendingPublications(); _retirementLedger.RetryPendingPublications();
_dynamicFrameSlot = frameSlot; _dynamicFrameSlot = frameSlot;
_dynamicFrameStarted = true; _dynamicFrameStarted = true;
// S3 chunk 3 fix round 1 (F3): reset the walk path's per-frame
// submission stats — one presented frame, one answer.
_walkSlotsThisFrame.Clear();
_walkDrawsThisFrame = 0;
} }
/// <summary> /// <summary>
@ -294,54 +326,100 @@ public sealed partial class TerrainModernRenderer : IDisposable
} }
/// <summary> /// <summary>
/// S3 chunk 3 (§9.2 B1/B2): the walk's per-land-cell terrain draw — /// S3 chunk 3 (§9.2 B1/B2), fix round 1 (F1/F2): the walk's per-land-cell
/// retail <c>RenderDeviceD3D::DrawLandCell</c> @0x0059f120, batched. /// terrain draw — retail <c>RenderDeviceD3D::DrawLandCell</c>
/// Submits <see cref="AppendCellIndexRuns"/>'s index runs for every /// @0x0059f120, batched. Submits <see cref="AppendCellIndexRuns"/>'s
/// entry of <paramref name="cells"/> as ONE indirect draw, UNCLIPPED: /// index runs for every entry of <paramref name="cells"/> as ONE
/// indirect draw spanning however many DISTINCT landblocks the batch
/// covers (fix round 1's F2: the terrain index buffer is one buffer with
/// a per-slot <c>FirstIndex</c> offset, so a batch is never required to
/// stay within one landblock — <see cref="Walk.WalkFrameDriver.Replay"/>
/// only splits it at a genuine intervening GPU submission), UNCLIPPED:
/// retail never view-clips terrain — the walk's own per-cell /// retail never view-clips terrain — the walk's own per-cell
/// <c>CellInView</c> admission (<c>RetailFrameWalk.DrawLandscape</c>'s /// <c>CellInView</c> admission (<c>RetailFrameWalk.DrawLandscape</c>'s
/// <c>DrawLandCell</c> gate) already decided which cells reach here, so /// <c>DrawLandCell</c> gate) already decided which cells reach here, so
/// there is no frustum test and no <c>inViewLandcells</c> filter here, /// there is no frustum test and no <c>inViewLandcells</c> filter here.
/// unlike the non-walk <see cref="Draw"/> entry point this supersedes /// Fix round 1 F6: this is not a missing culling step — retail has no
/// for the walk path only (<see cref="Draw"/> keeps serving non-walk /// separate terrain frustum test beyond <c>LScape::draw_check_blocks</c>/
/// callers, e.g. the flat/directional-shadow paths). A landblockId with /// <c>landcell_check</c> (ported as <c>WalkLandscape.CheckBlocks</c>),
/// no uploaded slot (a streaming-timing race between the walk's own /// so the walk's own admission IS the sole culling authority for
/// block graph and this renderer's landblock upload) is a silent /// terrain, matching retail exactly. Unlike the non-walk <see cref="Draw"/> entry point this supersedes
/// no-op — the walk's visited-cell bookkeeping is the timing authority, /// for the walk path only (<see cref="Draw"/> keeps serving its one
/// not this call. /// remaining non-walk caller — fix round 1 F6 corrects the prior "flat/
/// directional-shadow paths" wording: the only caller left is the flat-
/// terrain fallback, <c>WorldScenePassExecutor.DrawFlatTerrain</c>; a
/// directional-shadow-receiving surface selects its receiver pipeline
/// inside the SAME <c>DrawRhi</c> call this makes, not through a second
/// caller).
///
/// <para><b>F1 — the slot key.</b> <paramref name="cells"/> carries each
/// entry's landblock id in the WALK's own <c>bx&lt;&lt;24 | by&lt;&lt;16</c>
/// encoding (<c>WalkLandBlock.LandblockId</c>, low word 0x0000), while
/// <see cref="_idToSlot"/> is keyed by the DAT landblock id
/// (<c>LandblockRenderPublisher.LandblockId</c>, low word 0xFFFF — the
/// same convention <see cref="AddLandblock"/>/<see cref="RemoveLandblock"/>
/// already use and must keep using, since those callers already pass the
/// DAT id). Normalized HERE, at this one walk entry point, rather than at
/// every walk call site.</para>
///
/// <para>An entry whose normalized id has no uploaded slot (a
/// streaming-timing race between the walk's own block graph and this
/// renderer's landblock upload, OR a genuinely unknown block) is a
/// silent per-entry no-op — the walk's visited-cell bookkeeping is the
/// timing authority, not this call; the other entries in the same batch
/// still submit.</para>
/// </summary> /// </summary>
public void DrawLandCellRuns( public void DrawLandCells(
uint landblockId,
Matrix4x4 viewProjection, Matrix4x4 viewProjection,
IReadOnlyList<(int SideCellCount, int CellIndex)> cells) IReadOnlyList<(uint LandblockId, int SideCellCount, int CellIndex)> cells)
{ {
ArgumentNullException.ThrowIfNull(cells); ArgumentNullException.ThrowIfNull(cells);
if (cells.Count == 0) return; if (cells.Count == 0) return;
if (!_idToSlot.TryGetValue(landblockId, out int slot)) return;
if (!_dynamicFrameStarted) if (!_dynamicFrameStarted)
throw new InvalidOperationException("BeginFrame must be called before drawing terrain."); throw new InvalidOperationException("BeginFrame must be called before drawing terrain.");
_cellRunScratch.Clear(); _batchRunScratch.Clear();
for (int i = 0; i < cells.Count; i++) for (int i = 0; i < cells.Count; i++)
AppendCellIndexRuns(cells[i].SideCellCount, cells[i].CellIndex, _cellRunScratch); {
int commandCount = _cellRunScratch.Count; (uint landblockId, int sideCellCount, int cellIndex) = cells[i];
// F1: the walk hands 0xXXYY0000 (WalkLandBlock.LandblockId);
// AddLandblock stores under the DAT id 0xXXYYFFFF
// (LandblockRenderPublisher.LandblockId). Normalize the lookup,
// not the storage — every non-walk caller still stores/removes
// under the DAT id unchanged.
uint slotKey = (landblockId & 0xFFFF0000u) | 0xFFFFu;
if (!_idToSlot.TryGetValue(slotKey, out int slot))
continue;
uint baseFirstIndex = (uint)(slot * IndicesPerLandblock);
_cellRunScratch.Clear();
AppendCellIndexRuns(sideCellCount, cellIndex, _cellRunScratch);
for (int r = 0; r < _cellRunScratch.Count; r++)
{
(int start, int count) = _cellRunScratch[r];
_batchRunScratch.Add((baseFirstIndex + (uint)start, count));
}
_walkSlotsThisFrame.Add(slot);
}
int commandCount = _batchRunScratch.Count;
if (commandCount == 0) return; if (commandCount == 0) return;
if (_deicScratch.Length < commandCount) if (_deicScratch.Length < commandCount)
_deicScratch = new DrawElementsIndirectCommand[Math.Max(commandCount, 64)]; _deicScratch = new DrawElementsIndirectCommand[Math.Max(commandCount, 64)];
uint baseFirstIndex = (uint)(slot * IndicesPerLandblock);
for (int i = 0; i < commandCount; i++) for (int i = 0; i < commandCount; i++)
{ {
(int start, int count) = _cellRunScratch[i]; (uint firstIndex, int count) = _batchRunScratch[i];
_deicScratch[i] = new DrawElementsIndirectCommand _deicScratch[i] = new DrawElementsIndirectCommand
{ {
Count = (uint)count, Count = (uint)count,
InstanceCount = 1u, InstanceCount = 1u,
FirstIndex = baseFirstIndex + (uint)start, FirstIndex = firstIndex,
BaseVertex = 0, // baked into indices on upload BaseVertex = 0, // baked into indices on upload
BaseInstance = 0, BaseInstance = 0,
}; };
} }
_walkDrawsThisFrame++;
DrawRhi(viewProjection, commandCount); DrawRhi(viewProjection, commandCount);
} }

View file

@ -102,24 +102,40 @@ internal interface IWalkFrameLeafRenderer
/// calls this exactly once per frame's Landscape turn).</summary> /// calls this exactly once per frame's Landscape turn).</summary>
void DrawSky(); void DrawSky();
/// <summary>S3 chunk 3 (§9.2 B1/B2): retail <c>RenderDeviceD3D:: /// <summary>S3 chunk 3 (§9.2 B1/B2), fix round 1 (F2): retail
/// DrawLandCell</c> @0x0059f120 — one landblock's terrain at one or /// <c>RenderDeviceD3D::DrawLandCell</c> @0x0059f120 — one or more
/// more admitted LOD cells, submitted together as ONE indirect draw. /// admitted LOD cells, possibly spanning several landblocks, submitted
/// <see cref="WalkFrameDriver.Replay"/> merges consecutive same-slot /// together as ONE indirect draw. <see cref="WalkFrameDriver.Replay"/>
/// <see cref="WalkFrameEventKind.LandCell"/> events with no intervening /// keeps a PENDING batch that <see cref="WalkFrameEventKind.LandCell"/>
/// event before calling this once (order-preserving batching — any /// events append to and flushes (calls this once) immediately before any
/// other event, e.g. a building's alpha barrier or the SAME cell's own /// OTHER event that will itself submit GPU work — see that method's own
/// object-list turn, splits the batch), so a single-cell call is the /// doc comment for the exact flush points, including the F2 particle-turn
/// common case whenever a cell's own <see cref="DrawStaticParticles"/>/ /// exception (a genuinely empty <see cref="DrawStaticParticles"/>/<see
/// stream mark interposes. <paramref name="cells"/> carries (side, /// cref="DrawCellParticles"/> turn neither submits nor flushes). This is
/// cellIndex) pairs in event (draw) order — the R3 index-run arithmetic /// order-preserving by construction: the batch's GPU submission point is
/// (contiguous runs inside the landblock's 384-index slot, /// always the SAME point the unbatched terrain draws would have occupied
/// (immediately before the next real submission), so pixel output is
/// identical to submitting each entry as its own draw. <paramref
/// name="cells"/> carries (landblockId, side, cellIndex) triples in
/// event (draw) order — the R3 index-run arithmetic (contiguous runs
/// inside each entry's own landblock's 384-index slot,
/// <c>TerrainModernRenderer.AppendCellIndexRuns</c>) runs per entry. /// <c>TerrainModernRenderer.AppendCellIndexRuns</c>) runs per entry.
/// Draws UNCLIPPED for both root kinds: retail never view-clips terrain /// Draws UNCLIPPED for both root kinds: retail never view-clips terrain
/// (<c>LScape::draw</c> draws whole blocks; the exit-seal/interior- /// (<c>LScape::draw</c> draws whole blocks; the exit-seal/interior-
/// repaint turn owns aperture exactness afterward, S3 §9.1 R4/R5).</summary> /// repaint turn owns aperture exactness afterward, S3 §9.1 R4/R5).</summary>
void DrawLandCellBatch( void DrawLandCellBatch(
uint landblockId, IReadOnlyList<(int SideCellCount, int CellIndex)> cells); IReadOnlyList<(uint LandblockId, int SideCellCount, int CellIndex)> cells);
/// <summary>S3 chunk 3 fix round 1 (F2): whether <paramref
/// name="cellId"/> has any renderable emitter right now — production
/// wires this to <c>ParticleSystem.HasRenderableEmittersInCell</c> with
/// the SAME <c>ParticleRenderPass.Scene</c> pass both <see
/// cref="DrawStaticParticles"/> and <see cref="DrawCellParticles"/>
/// already draw through. <see cref="WalkFrameDriver.Replay"/> asks this
/// BEFORE flushing the pending terrain batch (or calling either particle
/// leaf) so a genuinely empty particle turn submits nothing and does not
/// force an otherwise-unneeded terrain flush.</summary>
bool HasRenderableEmittersInCell(uint cellId);
/// <summary>One committed cell's EnvCell shell — /// <summary>One committed cell's EnvCell shell —
/// <c>PView::DrawCells</c>'s <c>DrawEnvCell</c> @0x005a4abe. Retail first /// <c>PView::DrawCells</c>'s <c>DrawEnvCell</c> @0x005a4abe. Retail first
@ -563,11 +579,13 @@ internal sealed class WalkFrameDriver : IWalkEventSink, IWalkLookInViewSource
private readonly List<int> _floodViewRouteScratch = new(); private readonly List<int> _floodViewRouteScratch = new();
private WalkPlane _lookInCyPlane; private WalkPlane _lookInCyPlane;
/// <summary>S3 chunk 3 (§9.2 B2): <see cref="Replay"/>'s reusable /// <summary>S3 chunk 3 (§9.2 B2), fix round 1 (F2): <see cref="Replay"/>'s
/// batch-merge scratch — the (side, cellIndex) pairs of a run of /// PENDING terrain batch — every <see cref="WalkFrameEventKind.LandCell"/>
/// consecutive same-landblock <see cref="WalkFrameEventKind.LandCell"/> /// event since the last flush, across however many landblocks, in event
/// events, cleared and repopulated at each batch boundary.</summary> /// order. Cleared at the start of each <see cref="Replay"/> call ("frame
private readonly List<(int SideCellCount, int CellIndex)> _landCellBatchScratch = new(); /// start") and by every flush; NOT cleared between events, since it is
/// the whole point of the deferred-batching rule.</summary>
private readonly List<(uint LandblockId, int SideCellCount, int CellIndex)> _pendingTerrainBatch = new();
private readonly HashSet<uint> _cellShellsDrawnThisFrame = new(); private readonly HashSet<uint> _cellShellsDrawnThisFrame = new();
// Chunk 6 review F1: one particle turn per cell per render stamp (see EmitCellContentsTurn). // Chunk 6 review F1: one particle turn per cell per render stamp (see EmitCellContentsTurn).
@ -929,6 +947,10 @@ internal sealed class WalkFrameDriver : IWalkEventSink, IWalkLookInViewSource
if (_stream.Count > 0) if (_stream.Count > 0)
_dispatcher.PrepareOrderedStream(frame, _stream, _viewProjection, _markPositions); _dispatcher.PrepareOrderedStream(frame, _stream, _viewProjection, _markPositions);
// S3 chunk 3 fix round 1 (F2): cleared at the start of THIS
// replay ("frame start") — a batch never survives across frames.
_pendingTerrainBatch.Clear();
int cursor = 0; int cursor = 0;
int alphaCursor = 0; int alphaCursor = 0;
for (int i = 0; i < _events.Count; i++) for (int i = 0; i < _events.Count; i++)
@ -937,6 +959,7 @@ internal sealed class WalkFrameDriver : IWalkEventSink, IWalkLookInViewSource
switch (e.Kind) switch (e.Kind)
{ {
case WalkFrameEventKind.StreamMark: case WalkFrameEventKind.StreamMark:
FlushPendingTerrainBatch();
int end = e.IntArg; int end = e.IntArg;
int count = end - cursor; int count = end - cursor;
if (_trace is not null) if (_trace is not null)
@ -945,6 +968,12 @@ internal sealed class WalkFrameDriver : IWalkEventSink, IWalkLookInViewSource
cursor = end; cursor = end;
break; break;
case WalkFrameEventKind.AlphaSubmitMark: case WalkFrameEventKind.AlphaSubmitMark:
// Not a flush point (F2): an AlphaSubmitMark event is
// always recorded alongside — immediately after — a
// StreamMark from the SAME MarkIfGrown/MarkAlphaIfGrown
// pairing (every Collect-side call site pairs them),
// so the StreamMark case above already flushed any
// pending batch by the time this one runs.
int alphaEnd = e.IntArg; int alphaEnd = e.IntArg;
for (; alphaCursor < alphaEnd; alphaCursor++) for (; alphaCursor < alphaEnd; alphaCursor++)
{ {
@ -957,52 +986,39 @@ internal sealed class WalkFrameDriver : IWalkEventSink, IWalkLookInViewSource
} }
break; break;
case WalkFrameEventKind.Sky: case WalkFrameEventKind.Sky:
FlushPendingTerrainBatch();
_leafRenderer.DrawSky(); _leafRenderer.DrawSky();
break; break;
case WalkFrameEventKind.LandCell: case WalkFrameEventKind.LandCell:
{ // S3 chunk 3 fix round 1 (F2): append-only — no
// S3 chunk 3 (§9.2 B2): order-preserving batching — // lookahead, no same-landblock restriction, no
// merge this run of CONSECUTIVE same-landblock // flush. The batch may span several landblocks; it
// LandCell events into ONE DrawLandCellBatch call. // flushes only when a later event actually needs the
// Any other event kind sits between two runs in // GPU (or at Replay's own end).
// _events (Collect recorded it there in retail's _pendingTerrainBatch.Add((e.CellId, e.IntArg >> 8, e.IntArg & 0xFF));
// own order), so this lookahead naturally splits the
// batch there without inspecting event kinds itself.
uint landblockId = e.CellId;
_landCellBatchScratch.Clear();
_landCellBatchScratch.Add((e.IntArg >> 8, e.IntArg & 0xFF));
int j = i + 1;
while (j < _events.Count)
{
WalkFrameEvent next = _events[j];
if (next.Kind != WalkFrameEventKind.LandCell
|| next.CellId != landblockId)
{
break; break;
}
_landCellBatchScratch.Add((next.IntArg >> 8, next.IntArg & 0xFF));
j++;
}
_leafRenderer.DrawLandCellBatch(landblockId, _landCellBatchScratch);
i = j - 1;
break;
}
case WalkFrameEventKind.CellShell: case WalkFrameEventKind.CellShell:
FlushPendingTerrainBatch();
_leafRenderer.DrawCellShell(e.CellId); _leafRenderer.DrawCellShell(e.CellId);
break; break;
case WalkFrameEventKind.PunchFan: case WalkFrameEventKind.PunchFan:
FlushPendingTerrainBatch();
_leafRenderer.DrawPunchFan(e.Polygon!, e.IntArg); _leafRenderer.DrawPunchFan(e.Polygon!, e.IntArg);
break; break;
case WalkFrameEventKind.AlphaBarrier: case WalkFrameEventKind.AlphaBarrier:
FlushPendingTerrainBatch();
_leafRenderer.AlphaBarrier(); _leafRenderer.AlphaBarrier();
break; break;
case WalkFrameEventKind.LandscapeFlush: case WalkFrameEventKind.LandscapeFlush:
FlushPendingTerrainBatch();
_leafRenderer.FlushLandscape(); _leafRenderer.FlushLandscape();
break; break;
case WalkFrameEventKind.ClearInteriorDepth: case WalkFrameEventKind.ClearInteriorDepth:
FlushPendingTerrainBatch();
_leafRenderer.ClearInteriorDepth(); _leafRenderer.ClearInteriorDepth();
break; break;
case WalkFrameEventKind.ExitSeals: case WalkFrameEventKind.ExitSeals:
FlushPendingTerrainBatch();
// S3 §8.2 B2: the driver — not Collect — owns adding // S3 §8.2 B2: the driver — not Collect — owns adding
// the leaf's returned submitted-fan count to the // the leaf's returned submitted-fan count to the
// persistent PortalsDrawnCount, since the real // persistent PortalsDrawnCount, since the real
@ -1012,18 +1028,35 @@ internal sealed class WalkFrameDriver : IWalkEventSink, IWalkLookInViewSource
PortalsDrawnCount += _leafRenderer.DrawExitSeals(); PortalsDrawnCount += _leafRenderer.DrawExitSeals();
break; break;
case WalkFrameEventKind.StaticParticles: case WalkFrameEventKind.StaticParticles:
// Retail CPhysicsObj::add_particle_shadow_to_cell // S3 chunk 3 fix round 1 (F2): a genuinely empty
// particle turn submits nothing — and, since it
// submits nothing, must NOT flush the pending
// terrain batch either (the batch is order-preserving
// only because a skipped turn changes nothing about
// what reaches the GPU, at all). Retail
// CPhysicsObj::add_particle_shadow_to_cell
// (0x00514a70): an emitter owns one shadow in its OWN // (0x00514a70): an emitter owns one shadow in its OWN
// current cell, drawn at that cell's object turn // current cell, drawn at that cell's object turn
// regardless of any owner's registry membership — // regardless of any owner's registry membership —
// this is a cell lookup, not an owner union. // this is a cell lookup, not an owner union.
if (_leafRenderer.HasRenderableEmittersInCell(e.CellId))
{
FlushPendingTerrainBatch();
_leafRenderer.DrawStaticParticles(e.CellId); _leafRenderer.DrawStaticParticles(e.CellId);
}
break; break;
case WalkFrameEventKind.CellParticles: case WalkFrameEventKind.CellParticles:
if (_leafRenderer.HasRenderableEmittersInCell(e.CellId))
{
FlushPendingTerrainBatch();
_leafRenderer.DrawCellParticles(e.CellId); _leafRenderer.DrawCellParticles(e.CellId);
}
break; break;
} }
} }
// S3 chunk 3 fix round 1 (F2): the end of Replay flushes the
// remainder — a batch never crosses into the next frame.
FlushPendingTerrainBatch();
} }
finally finally
{ {
@ -1037,6 +1070,21 @@ internal sealed class WalkFrameDriver : IWalkEventSink, IWalkLookInViewSource
} }
} }
/// <summary>S3 chunk 3 fix round 1 (F2): submits the pending terrain
/// batch as ONE <see cref="IWalkFrameLeafRenderer.DrawLandCellBatch"/>
/// call, if it holds anything, and clears it. Called immediately before
/// every OTHER event kind that will itself submit GPU work — see
/// <see cref="Replay"/>'s own doc comment for the full flush-point
/// list — so the batch's actual submission point is always the exact
/// point the unbatched per-cell draws would have occupied.</summary>
private void FlushPendingTerrainBatch()
{
if (_pendingTerrainBatch.Count == 0)
return;
_leafRenderer.DrawLandCellBatch(_pendingTerrainBatch);
_pendingTerrainBatch.Clear();
}
/// <summary> /// <summary>
/// Output-only Campaign FW cathedral trace. The event list described here /// Output-only Campaign FW cathedral trace. The event list described here
/// is the same list <see cref="Replay"/> immediately executes, so this /// is the same list <see cref="Replay"/> immediately executes, so this
@ -1109,7 +1157,12 @@ internal sealed class WalkFrameDriver : IWalkEventSink, IWalkLookInViewSource
order.Append('>').Append(i).Append(":SKY"); order.Append('>').Append(i).Append(":SKY");
break; break;
case WalkFrameEventKind.LandCell: case WalkFrameEventKind.LandCell:
order.Append('>').Append(i).Append(":LC").Append(e.CellId.ToString("x8")); // S3 chunk 3 fix round 1 (F6): the trace token now
// carries the LOD side/index too — ":LC<lb>/<side>:<idx>".
order.Append('>').Append(i).Append(":LC")
.Append(e.CellId.ToString("x8"))
.Append('/').Append(e.IntArg >> 8)
.Append(':').Append(e.IntArg & 0xFF);
break; break;
case WalkFrameEventKind.CellShell when IsCathedralCell(e.CellId): case WalkFrameEventKind.CellShell when IsCathedralCell(e.CellId):
order.Append('>').Append(i).Append(":S") order.Append('>').Append(i).Append(":S")
@ -1474,11 +1527,15 @@ internal sealed class WalkFrameDriver : IWalkEventSink, IWalkLookInViewSource
// interleave now emits one WalkFrameEventKind.LandCell turn per // interleave now emits one WalkFrameEventKind.LandCell turn per
// admitted land cell (IWalkEventSink.OnLandCellTurn, fired from // admitted land cell (IWalkEventSink.OnLandCellTurn, fired from
// RetailFrameWalk.DrawLandscape's own per-cell loop), not a single // RetailFrameWalk.DrawLandscape's own per-cell loop), not a single
// TerrainSlice(0) here. Drawing terrain BEFORE every building would // TerrainSlice(0) here. S3 chunk 3 fix round 1 (F6) corrects the
// let a nearer building's far-Z punch survive under farther terrain // direction of this note: drawing ALL terrain BEFORE every building
// that draws afterward and overwrite it — the doorway-behind-a-hill // let a FARTHER building's far-Z punch survive, because the NEARER
// fragment bug the interleave removes by ORDER alone. The walk's // terrain that retail draws AFTER that punch (and which overwrites
// active views still own only the punch fans and dynamics // it) was instead drawn BEFORE it here — nothing later covered the
// punched depth, so a doorway behind a hill punched straight through
// it. The interleave fixes this by ORDER alone: nearer terrain now
// draws AFTER the farther building's punch, exactly like retail. The
// walk's active views still own only the punch fans and dynamics
// apertures; terrain itself is UNCLIPPED for both root kinds. // apertures; terrain itself is UNCLIPPED for both root kinds.
} }

View file

@ -33,6 +33,7 @@ internal readonly record struct RenderGlScissorSnapshot(
internal readonly record struct TerrainRenderDiagnosticFacts( internal readonly record struct TerrainRenderDiagnosticFacts(
int VisibleSlots, int VisibleSlots,
int Draws,
int LoadedSlots, int LoadedSlots,
int CapacitySlots); int CapacitySlots);
@ -85,6 +86,15 @@ internal sealed class WorldRenderDiagnostics
(long)(_terrainStopwatch.Elapsed.TotalMicroseconds * 100.0)); (long)(_terrainStopwatch.Elapsed.TotalMicroseconds * 100.0));
} }
/// <summary>S3 chunk 3 fix round 1 (F3): the walk path's per-frame
/// analogue of <see cref="EndTerrainDraw"/> — pushes ONE precomputed
/// elapsed-time sample (the sum of every land-cell batch's own
/// Stopwatch.GetTimestamp() delta this frame, converted by the caller)
/// instead of stopping this owner's own stopwatch, since the walk path
/// times many small batches per frame rather than one bracketed call.</summary>
public void PushTerrainSample(long elapsedHundredthsMicroseconds) =>
_terrainSamples.PushHundredthsMicroseconds(elapsedHundredthsMicroseconds);
public void PublishTerrainDiagnostics(TerrainRenderDiagnosticFacts facts) public void PublishTerrainDiagnostics(TerrainRenderDiagnosticFacts facts)
{ {
RollingTimingPercentiles timing = _terrainSamples.Snapshot(); RollingTimingPercentiles timing = _terrainSamples.Snapshot();
@ -93,7 +103,7 @@ internal sealed class WorldRenderDiagnostics
string budget = medianMicroseconds > 1000.0 ? " BUDGET_OVER" : string.Empty; string budget = medianMicroseconds > 1000.0 ? " BUDGET_OVER" : string.Empty;
_log.WriteLine( _log.WriteLine(
$"[TERRAIN-DIAG]{budget} cpu_us={medianMicroseconds:F2}m/" $"[TERRAIN-DIAG]{budget} cpu_us={medianMicroseconds:F2}m/"
+ $"{p95Microseconds:F2}p95 draws={facts.VisibleSlots}/frame " + $"{p95Microseconds:F2}p95 draws={facts.Draws}/frame "
+ $"visible={facts.VisibleSlots} loaded={facts.LoadedSlots} " + $"visible={facts.VisibleSlots} loaded={facts.LoadedSlots} "
+ $"capacity={facts.CapacitySlots}"); + $"capacity={facts.CapacitySlots}");
} }

View file

@ -617,6 +617,24 @@ public sealed class ParticleSystem : IParticleSystem
/// warmup: the bucket's own sorted handle list is copied through the /// warmup: the bucket's own sorted handle list is copied through the
/// retained <see cref="_scopeHandleScratch"/> buffer. /// retained <see cref="_scopeHandleScratch"/> buffer.
/// </summary> /// </summary>
/// <summary>
/// S3 chunk 3 fix round 1 (F2): whether <paramref name="cellId"/> has any
/// renderable emitter for <paramref name="renderPass"/>, WITHOUT copying
/// the bucket's handle list — <see cref="CopyRenderableEmittersInCell"/>'s
/// allocation-free sibling for a Replay-time gate
/// (<c>WalkFrameDriver.Replay</c>'s <c>StaticParticles</c>/<c>CellParticles</c>
/// arms) that must not force a pending terrain-batch flush for a
/// genuinely empty particle turn. A bucket's <c>FirstRenderableHandle</c>
/// is 0 exactly when it holds no renderable handle (handles start at 1),
/// so this is a single dictionary lookup plus a field read.
/// </summary>
public bool HasRenderableEmittersInCell(ParticleRenderPass renderPass, uint cellId)
{
int passIndex = RenderPassIndex(renderPass);
return _cellHandlesByPass[passIndex].TryGetValue(cellId, out OwnerEmitterBucket? bucket)
&& bucket.FirstRenderableHandle != 0;
}
public void CopyRenderableEmittersInCell( public void CopyRenderableEmittersInCell(
ParticleRenderPass renderPass, ParticleRenderPass renderPass,
uint cellId, uint cellId,

View file

@ -27,27 +27,58 @@ public sealed class RetailPViewPassExecutorTests
} }
[Fact] [Fact]
public void Concrete_executor_brackets_terrain_diagnostics() public void Concrete_executor_accumulates_walk_terrain_batch_timing()
{ {
// S3 chunk 3 fix round 1 (F3): the walk leaf no longer brackets
// itself with Begin()/Complete() (that stopwatch-restart pair would
// push one timing SAMPLE per batch, not one per frame) — it times
// itself with a raw Stopwatch.GetTimestamp() delta and hands the
// elapsed ticks to AccumulateWalkBatch, which only accumulates.
MethodInfo landscape = typeof(RetailPViewPassExecutor).GetMethod( MethodInfo landscape = typeof(RetailPViewPassExecutor).GetMethod(
"DrawWalkLandCellBatch", "DrawWalkLandCellBatch",
BindingFlags.Instance | BindingFlags.NonPublic)!; BindingFlags.Instance | BindingFlags.NonPublic)!;
IReadOnlyList<CompiledCall> landscapeCalls = CompiledCallGraph.Read(landscape); IReadOnlyList<CompiledCall> landscapeCalls = CompiledCallGraph.Read(landscape);
int diagnosticsBegin = RequiredCallIndex(
landscapeCalls,
typeof(TerrainDrawDiagnosticsController),
nameof(TerrainDrawDiagnosticsController.Begin));
int terrainDraw = RequiredCallIndex( int terrainDraw = RequiredCallIndex(
landscapeCalls, landscapeCalls,
typeof(TerrainModernRenderer), typeof(TerrainModernRenderer),
nameof(TerrainModernRenderer.DrawLandCellRuns)); nameof(TerrainModernRenderer.DrawLandCells));
int diagnosticsComplete = RequiredCallIndex( int accumulate = RequiredCallIndex(
landscapeCalls, landscapeCalls,
typeof(TerrainDrawDiagnosticsController), typeof(TerrainDrawDiagnosticsController),
nameof(TerrainDrawDiagnosticsController.Complete)); nameof(TerrainDrawDiagnosticsController.AccumulateWalkBatch));
Assert.True(diagnosticsBegin < terrainDraw); Assert.True(terrainDraw < accumulate);
Assert.True(terrainDraw < diagnosticsComplete); Assert.DoesNotContain(
landscapeCalls,
call => call.Target.DeclaringType == typeof(TerrainDrawDiagnosticsController)
&& call.Target.Name == nameof(TerrainDrawDiagnosticsController.Begin));
Assert.DoesNotContain(
landscapeCalls,
call => call.Target.DeclaringType == typeof(TerrainDrawDiagnosticsController)
&& call.Target.Name == nameof(TerrainDrawDiagnosticsController.Complete));
}
[Fact]
public void Concrete_executor_pushes_the_walk_terrain_frame_sample_at_replay_end()
{
// S3 chunk 3 fix round 1 (F3): DrawWalkDrivenStatics is the ONE call
// site of driver.Replay in production — CompleteWalkTerrainFrame
// must run immediately after it, so the frame's sample is pushed
// exactly once, at "the end of the walk replay".
MethodInfo drawWalkDrivenStatics = typeof(RetailPViewRenderer).GetMethod(
"DrawWalkDrivenStatics",
BindingFlags.Instance | BindingFlags.NonPublic)!;
IReadOnlyList<CompiledCall> calls = CompiledCallGraph.Read(drawWalkDrivenStatics);
int replay = RequiredCallIndex(
calls,
typeof(AcDream.App.Rendering.Walk.WalkFrameDriver),
nameof(AcDream.App.Rendering.Walk.WalkFrameDriver.Replay));
int completeWalkFrame = RequiredCallIndex(
calls,
typeof(RetailPViewPassExecutor),
nameof(RetailPViewPassExecutor.CompleteWalkTerrainFrame));
Assert.True(replay < completeWalkFrame);
} }
[Fact] [Fact]

View file

@ -87,6 +87,72 @@ public sealed class TerrainDrawDiagnosticsControllerTests
Assert.Equal(4, log.Messages.Count); Assert.Equal(4, log.Messages.Count);
} }
// ── S3 chunk 3 fix round 1 (F3): the walk path's own per-frame timing
// bracket — AccumulateWalkBatch/CompleteWalkFrame replace the deleted
// whole-stage terrain leaf's Begin()/Complete() bracket for the walk
// path only; Begin()/Complete() stay reserved for the non-walk
// fallback path (TerrainDrawDiagnosticsControllerTests above pin
// those unchanged). ──────────────────────────────────────────────────
[Fact]
public void CompleteWalkFrame_PublishesOnTheSameCadenceAsComplete()
{
var log = new RecordingLog();
var facts = new RecordingFacts();
var world = new WorldRenderDiagnostics(new NullGlStateReader(), log);
var controller = new TerrainDrawDiagnosticsController(true, world, facts, log);
controller.AccumulateWalkBatch(1_000);
controller.AccumulateWalkBatch(2_000);
controller.CompleteWalkFrame(10_000);
Assert.Equal(1, facts.TerrainCaptureCount);
Assert.Equal(1, facts.FrameCaptureCount);
Assert.Equal(2, log.Messages.Count);
Assert.StartsWith("[TERRAIN-DIAG]", log.Messages[0]);
}
[Fact]
public void CompleteWalkFrame_WithNoAccumulatedBatchesStillPublishesOnCadence()
{
// F3: "a frame that submitted zero batches still pushes a zero
// sample — one sample per frame, not one sample per landscape
// turn" — CompleteWalkFrame's own cadence/publish behavior does
// not depend on AccumulateWalkBatch ever having been called.
var log = new RecordingLog();
var facts = new RecordingFacts();
var world = new WorldRenderDiagnostics(new NullGlStateReader(), log);
var controller = new TerrainDrawDiagnosticsController(true, world, facts, log);
controller.CompleteWalkFrame(10_000);
Assert.Equal(1, facts.TerrainCaptureCount);
Assert.Equal(2, log.Messages.Count);
}
[Fact]
public void CompleteWalkFrame_ResetsTheAccumulatorAcrossFrames()
{
var log = new RecordingLog();
var facts = new RecordingFacts();
var world = new WorldRenderDiagnostics(new NullGlStateReader(), log);
var controller = new TerrainDrawDiagnosticsController(true, world, facts, log);
controller.AccumulateWalkBatch(5_000);
controller.CompleteWalkFrame(10_000);
// A second frame's own cadence-gated publish (still inside the
// interval) proves the first frame's ticks were not left to bleed
// into a value that could only be observed via the [TERRAIN-DIAG]
// line's cpu_us field — the accumulator itself is private, so this
// asserts indirectly: a second CompleteWalkFrame with ZERO new
// batches, once the cadence is due again, does not throw and still
// reports a fresh (not doubled) sample.
controller.CompleteWalkFrame(15_001);
Assert.Equal(2, facts.TerrainCaptureCount);
Assert.Equal(4, log.Messages.Count);
}
private sealed class RecordingFacts : IFramePipelineDiagnosticFactsSource private sealed class RecordingFacts : IFramePipelineDiagnosticFactsSource
{ {
public int TerrainCaptureCount { get; private set; } public int TerrainCaptureCount { get; private set; }
@ -95,7 +161,7 @@ public sealed class TerrainDrawDiagnosticsControllerTests
public TerrainRenderDiagnosticFacts CaptureTerrain() public TerrainRenderDiagnosticFacts CaptureTerrain()
{ {
TerrainCaptureCount++; TerrainCaptureCount++;
return new TerrainRenderDiagnosticFacts(1, 2, 3); return new TerrainRenderDiagnosticFacts(VisibleSlots: 1, Draws: 1, LoadedSlots: 2, CapacitySlots: 3);
} }
public FramePipelineDiagnosticFacts CaptureFrame() public FramePipelineDiagnosticFacts CaptureFrame()

View file

@ -0,0 +1,272 @@
using System.Collections.Generic;
using System.Collections.ObjectModel;
using System.Diagnostics.CodeAnalysis;
using System.Numerics;
using AcDream.App.Rendering;
using AcDream.App.Rendering.Gpu;
using AcDream.App.Rendering.Gpu.Vk;
using AcDream.App.Tests.Rendering.Gpu;
using AcDream.Content;
using AcDream.Core.Terrain;
using DatReaderWriter;
using DatReaderWriter.DBObjs;
using DatReaderWriter.Lib.IO;
using Xunit;
namespace AcDream.App.Tests.Rendering;
/// <summary>
/// S3 chunk 3 fix round 1 (§9.6 F1): <c>TerrainModernRenderer._idToSlot</c>
/// is keyed by the DAT landblock id <c>0xXXYYFFFF</c>
/// (<c>LandblockRenderPublisher.LandblockId =&gt; Build.Landblock.LandblockId</c>,
/// which <see cref="TerrainModernRenderer.AddLandblock"/> stores under
/// verbatim), while the walk hands <c>0xXXYY0000</c>
/// (<c>WalkLandBlock.LandblockId = bx&lt;&lt;24 | by&lt;&lt;16</c>). Before
/// this fix, <see cref="TerrainModernRenderer.DrawLandCells"/> normalized
/// nothing, so every walk-path lookup missed and the walk drew NO terrain.
/// This pins the fix end-to-end through the REAL RHI submission path (a
/// <see cref="RecordingGpuDevice"/>, not a mock of the lookup alone) — an
/// entry keyed by the walk's <c>0xA9B40000</c> convention must resolve the
/// SAME slot <see cref="TerrainModernRenderer.AddLandblock"/> published
/// under the DAT's <c>0xA9B4FFFF</c> convention, and an entry for a
/// genuinely unknown landblock must be a silent per-entry no-op rather than
/// a thrown exception or a spurious draw.
/// </summary>
public sealed class TerrainWalkSlotKeyNormalizationTests : IDisposable
{
private readonly RecordingGpuDevice _device = new();
private readonly GpuDeviceFrameLifetime _frameLifetime;
private readonly VulkanWorldPassScope _scope = new(sampleCount: 1);
private readonly TerrainAtlas _atlas;
private readonly TerrainModernRenderer _terrain;
public TerrainWalkSlotKeyNormalizationTests()
{
_frameLifetime = new GpuDeviceFrameLifetime(_device);
// A Region with no TerrainInfo takes BuildBackendNeutral's own
// documented single-white-fallback-layer branch — no installed DAT
// needed, and this suite stays hermetic.
_atlas = TerrainAtlas.BuildBackendNeutral(_device, new EmptyRegionDats());
_terrain = new TerrainModernRenderer(_device, _frameLifetime, _scope, _atlas, _device.Retirement);
}
private DrawScope BeginDraw()
{
_frameLifetime.BeginFrame();
IGpuFrame frame = _frameLifetime.CurrentFrame!;
IGpuPassEncoder pass = frame.BeginPass(
GpuPassDescription.BackbufferClear(
"s3-chunk3-fix-round-1-f1", Vector4.Zero, sampleCount: 1));
IDisposable publication = _scope.Publish(pass);
_device.Clear();
return new DrawScope(frame, pass, publication);
}
private readonly struct DrawScope(
IGpuFrame frame, IGpuPassEncoder pass, IDisposable publication) : IDisposable
{
public IGpuFrame Frame { get; } = frame;
public IGpuPassEncoder Pass { get; } = pass;
public void Dispose() => publication.Dispose();
}
private static LandblockMeshData MakeFullSizeMesh()
{
var vertices = new TerrainVertex[LandblockMesh.VerticesPerLandblock];
var indices = new uint[LandblockMesh.VerticesPerLandblock];
for (int i = 0; i < indices.Length; i++)
indices[i] = (uint)i;
return new LandblockMeshData(vertices, indices);
}
[Fact]
public void DrawLandCells_ResolvesTheDatSlotFromTheWalksLowWordZeroLandblockId()
{
// Stored under the DAT id (LandblockRenderPublisher's own
// convention, low word 0xFFFF).
_terrain.AddLandblock(0xA9B4FFFFu, MakeFullSizeMesh(), Vector3.Zero);
using DrawScope draw = BeginDraw();
_terrain.BeginFrame(frameSlot: 0);
// The walk's own convention (WalkLandBlock.LandblockId), low word
// 0x0000 — F1's normalization must still find the slot above.
_terrain.DrawLandCells(
Matrix4x4.Identity,
new (uint LandblockId, int SideCellCount, int CellIndex)[] { (0xA9B40000u, 8, 0) });
GpuRecordedMultiDrawIndirect call = Assert.Single(
_device.Calls.OfType<GpuRecordedMultiDrawIndirect>());
Assert.Equal(1u, call.DrawCount);
}
[Fact]
public void DrawLandCells_UnknownLandblockIsASilentNoOp()
{
using DrawScope draw = BeginDraw();
_terrain.BeginFrame(frameSlot: 0);
_terrain.DrawLandCells(
Matrix4x4.Identity,
new (uint LandblockId, int SideCellCount, int CellIndex)[] { (0xDEAD0000u, 8, 0) });
Assert.Empty(_device.Calls.OfType<GpuRecordedMultiDrawIndirect>());
Assert.Equal(0, _terrain.WalkDrawCount);
Assert.Equal(0, _terrain.WalkVisibleSlotCount);
}
[Fact]
public void DrawLandCells_KnownAndUnknownLandblocksInOneBatch_SubmitsOnlyTheKnownEntry()
{
_terrain.AddLandblock(0xA9B4FFFFu, MakeFullSizeMesh(), Vector3.Zero);
using DrawScope draw = BeginDraw();
_terrain.BeginFrame(frameSlot: 0);
_terrain.DrawLandCells(
Matrix4x4.Identity,
new (uint LandblockId, int SideCellCount, int CellIndex)[]
{
(0xDEAD0000u, 8, 0), (0xA9B40000u, 8, 1),
});
GpuRecordedMultiDrawIndirect call = Assert.Single(
_device.Calls.OfType<GpuRecordedMultiDrawIndirect>());
Assert.Equal(1u, call.DrawCount);
Assert.Equal(1, _terrain.WalkDrawCount);
Assert.Equal(1, _terrain.WalkVisibleSlotCount);
}
public void Dispose()
{
_terrain.Dispose();
_atlas.Dispose();
_device.Dispose();
}
/// <summary>Minimal hermetic <see cref="IDatReaderWriter"/> — every read
/// misses except <c>Get&lt;Region&gt;(0x13000000)</c>, which returns a
/// Region with no <c>TerrainInfo</c> so <see
/// cref="TerrainAtlas.BuildBackendNeutral"/> takes its documented
/// single-white-fallback-layer branch instead of throwing.</summary>
private sealed class EmptyRegionDats : IDatReaderWriter
{
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()
{
}
}
}
}

View file

@ -244,8 +244,14 @@ public sealed class RetailFrameWalkTests
walk.DrawLandscape(landscape, new WalkPortalView(), ctx, recorder); walk.DrawLandscape(landscape, new WalkPortalView(), ctx, recorder);
Assert.Equal("LS", recorder.Combined[0]); Assert.Equal("LS", recorder.Combined[0]);
Assert.DoesNotContain( // S3 chunk 3 fix round 1 (F6): the "no TERRAIN event" assertion this
recorder.Combined, e => e.StartsWith("TERRAIN", StringComparison.Ordinal)); // 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; const uint farCellId = 0x22220001u;
int farLcIndex = recorder.Combined.IndexOf($"LC:{farCellId:x8}"); int farLcIndex = recorder.Combined.IndexOf($"LC:{farCellId:x8}");

View file

@ -47,7 +47,16 @@ public sealed class WalkFrameDriverTests
public readonly List<WalkPolygon> Punches = new(); public readonly List<WalkPolygon> Punches = new();
public readonly List<uint> Shells = new(); public readonly List<uint> Shells = new();
public readonly List<int> AlphaPendingAtBarrier = 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 /// <summary>S3 chunk 2: the exit-seal polygon count this fake
/// reports back to the driver (B2 — <see cref="DrawExitSeals"/> /// 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 DrawSky() => log.Add("SKY");
public void DrawLandCellBatch( public void DrawLandCellBatch(
uint landblockId, IReadOnlyList<(int SideCellCount, int CellIndex)> cells) IReadOnlyList<(uint LandblockId, int SideCellCount, int CellIndex)> cells)
{ {
LandCellBatches.Add((landblockId, cells.Count)); LandCellBatches.Add(cells.ToArray());
log.Add($"LANDCELL:{landblockId:x8}:{cells.Count}"); 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) public void DrawCellShell(uint cellId)
{ {
Shells.Add(cellId); Shells.Add(cellId);
@ -1301,50 +1313,246 @@ public sealed class WalkFrameDriverTests
Assert.Equal(1, fx.AlphaQueue.PendingCount); Assert.Equal(1, fx.AlphaQueue.PendingCount);
} }
// ── T4 (S3 chunk 3 §9.3): order-preserving batching — consecutive // ── F4(a) (S3 chunk 3 fix round 1 §9.6): an outdoor-root sequence — the
// same-landblock LandCell turns with NO intervening event merge into // LandCell terrain turn precedes its own cell's object-list turn, and
// ONE DrawLandCellBatch call; any other event (here, a building's own // (since nothing else intervenes) the whole frame's terrain stays one
// alpha barrier) splits the batch; a later run of the SAME landblock // PENDING batch until Replay's own end. Drives RetailFrameWalk.
// after a split is its own new batch; a different landblock never // DrawLandscape directly with a ZERO-view WalkPortalView — the SAME
// merges with a prior one even when adjacent. ──────────────────────── // 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] [Fact]
public void OnLandCellTurn_ConsecutiveSameSlotEventsMergeIntoOneBatch_AnyOtherEventSplits() public void OutdoorRoot_LandCellPrecedesItsOwnCellsObjectTurn_ThenFlushesAtReplaysEnd()
{ {
using var fx = new DispatcherFixture(); using var fx = new DispatcherFixture();
var log = new List<string>(); var log = new List<string>();
var leaf = new RecordingLeafRenderer(log); var leaf = new RecordingLeafRenderer(log);
leaf.CellsWithoutEmitters.UnionWith(CoarseLandscapeBuckets(0xF4180000u));
var ctx = new TestContext(); var ctx = new TestContext();
var driver = new WalkFrameDriver(fx.Dispatcher, leaf, new FakeWorldData()); 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; IWalkEventSink sink = driver;
using DrawScope draw = fx.BeginDraw(); using DrawScope draw = fx.BeginDraw();
driver.BeginFrame(ctx, Matrix4x4.Identity, Vector3.Zero); driver.BeginFrame(ctx, Matrix4x4.Identity, Vector3.Zero);
sink.OnLandCellTurn(0xF4180000u, 8, 0); sink.OnLandscapeViews(new WalkPortalView());
sink.OnLandCellTurn(0xF4180000u, 8, 1); // same slot, nothing between -> merges
sink.OnBuildingTurn(new WalkBuilding()); // intervening event splits the batch sink.OnLandCellTurn(0xF4180000u, 8, 0); // landblock A
sink.OnLandCellTurn(0xF4180000u, 8, 2); // same slot as before the split, but a NEW batch sink.OnLandscapeCellTurn(0xAAAA0001u); // empty particle turn: no emitters -> no submit, no flush
sink.OnLandCellTurn(0xF3180000u, 8, 0); // a different slot never merges 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.EndFrame();
driver.Replay(draw.Frame, draw.Pass); driver.Replay(draw.Frame, draw.Pass);
Assert.Equal( Assert.Equal(
new[] new[]
{ {
"LANDCELL:f4180000:2", "LANDCELL:f4180000:8:0,f3180000:8:0",
"PARTICLES:bbbb0002",
"LANDCELL:f3180000:8:1",
"ALPHA", "ALPHA",
"LANDCELL:f4180000:1", "LANDCELL:f2180000:8:0",
"LANDCELL:f3180000:1",
}, },
log); log);
Assert.DoesNotContain("PARTICLES:aaaa0001", log);
Assert.Equal(3, leaf.LandCellBatches.Count);
Assert.Equal( Assert.Equal(
new[] new (uint LandblockId, int SideCellCount, int CellIndex)[]
{ {
(0xF4180000u, 2), (0xF4180000u, 8, 0), (0xF3180000u, 8, 0),
(0xF4180000u, 1),
(0xF3180000u, 1),
}, },
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 — // ── Fixture (mirrors WalkStaticStreamPopulatorTests' DispatcherFixture —

View file

@ -111,7 +111,7 @@ public sealed class WorldRenderDiagnosticsTests
{ {
var log = new ThrowOnceLog(); var log = new ThrowOnceLog();
var diagnostics = new WorldRenderDiagnostics(new RecordingGlStateReader(), log); 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.BeginTerrainDraw();
diagnostics.EndTerrainDraw(); diagnostics.EndTerrainDraw();

View file

@ -882,6 +882,46 @@ public sealed class ParticleSystemTests
Assert.Empty(destination); Assert.Empty(destination);
} }
// S3 chunk 3 fix round 1 (§9.6 F2): HasRenderableEmittersInCell is
// CopyRenderableEmittersInCell's allocation-free sibling —
// WalkFrameDriver.Replay's StaticParticles/CellParticles gate. Same
// add/move/remove lifecycle as CellIndex_AddRemoveMove... above, but
// asserted as a bool answer instead of a copied list.
[Fact]
public void HasRenderableEmittersInCell_AddRemoveMove_TracksTheSameLifecycleAsCopy()
{
var sys = MakeSystem();
var desc = new EmitterDesc
{
DatId = 0x32000092u,
Type = ParticleType.Still,
MaxParticles = 1,
};
// A cell with no bucket at all (never touched) reports false, not a
// KeyNotFoundException or similar.
Assert.False(sys.HasRenderableEmittersInCell(ParticleRenderPass.Scene, 0x0102_0001u));
int handle = sys.SpawnEmitter(desc, Vector3.Zero, attachedObjectId: 503u);
sys.UpdateEmitterOwnerCell(handle, 0x0102_0001u);
var visible = new HashSet<uint> { 0x0102_0001u, 0x0102_0002u };
sys.ApplyRetailView(Vector3.Zero, visible, hasCompletedView: true);
// Add: renderable in its own cell, nowhere else.
Assert.True(sys.HasRenderableEmittersInCell(ParticleRenderPass.Scene, 0x0102_0001u));
Assert.False(sys.HasRenderableEmittersInCell(ParticleRenderPass.Scene, 0x0102_0002u));
// Move: the handle relocates from the old cell's bucket to the new one.
sys.UpdateEmitterOwnerCell(handle, 0x0102_0002u);
Assert.False(sys.HasRenderableEmittersInCell(ParticleRenderPass.Scene, 0x0102_0001u));
Assert.True(sys.HasRenderableEmittersInCell(ParticleRenderPass.Scene, 0x0102_0002u));
// Remove: a hard stop clears the cell bucket too.
sys.StopEmitter(handle, fadeOut: false);
Assert.False(sys.HasRenderableEmittersInCell(ParticleRenderPass.Scene, 0x0102_0002u));
}
[Fact] [Fact]
public void CellIndex_MultipleEmittersInOneCell_EnumerateInSpawnOrder() public void CellIndex_MultipleEmittersInOneCell_EnumerateInSpawnOrder()
{ {