fix(render): S3 chunk 3 round 2 follow-up — the StreamMark pin now fires real StreamMarks

The re-expressed F4(c) pin installed an empty landscape view, so nothing
classified visible, the ordered stream never grew, and no StreamMark
fired: the one behavior round 2 changes was unpinned (review finding).
The test now installs a real full-viewport view and records the trace,
asserting two FLUSH lines ahead of the merged three-cell terrain batch.
The LandCell doc no longer claims an identical submission order; the
resolved image is identical (opaque-vs-opaque order is depth-resolved,
every observable order still flushes first).

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-09-03 10:44:55 +02:00
parent 896c63fe9a
commit 74ac7aa227
2 changed files with 17 additions and 5 deletions

View file

@ -302,9 +302,10 @@ internal enum WalkFrameEventKind : byte
/// ONLY opaque batches, depth test AND write on, no blending, so opaque
/// terrain and opaque statics resolve identically in either submission
/// order. A particle turn whose cell has no renderable emitter submits
/// nothing and keeps the batch open (fix round 1, F2). The GPU
/// submission order is therefore identical to replaying each cell
/// alone.</summary>
/// nothing and keeps the batch open (fix round 1, F2). The resolved image is therefore identical to replaying each cell
/// alone: every event whose GPU order against opaque terrain is
/// observable still flushes first (§9.7 F10), and opaque-vs-opaque
/// order is depth-resolved.</summary>
LandCell,
/// <summary><see cref="IWalkFrameLeafRenderer.DrawCellShell"/> —