feat(rendering): port retail one-pass detail material
Replace the building and EnvCell detail replay with retail's exact single-pass stage result, including authored surface opacity, squared detail alpha, final-alpha clipping, and the original subset pipeline/order. Arm the ordered walk command in place to close #471, delete the replay pipelines/shaders, and advance prepared content to recipe 9. Mutation witnesses (each restored before commit): - X=a*qA: RetailDetailTextureContractTests.BothShaderFamiliesUseTheSharedOnePassSourceAndDebugPrecedesDetailSample line 174, missing materialAlpha * detail.a * detail.a. - X*=base alpha: same test line 175, forbidden baseTexel.a found. - CLIP against base alpha: EnvCellAlphaDrawSourceTests.ClipShaders_UseGreaterEqualForThePerRangeReference line 260, final-X conditional missing. - second detail draw: EnvCellAlphaDrawSourceTests.DetailOn_EveryEnvCellFamilyDrawsOnceInPlaceWithAuthoredOpacity line 105, Assert.Single saw 2 MDI calls. - straight-alpha substitution: WalkStaticStreamPopulatorTests.ImmediateBuildingDetail_RetainsOriginalFramebufferFamily line 1244, Additive first failed (only wb-mesh-alpha-1x recorded; InvAlpha also failed). - omit ordered arm: OrderPreservingSubmitterTests.PrepareThenDraw_OrdinaryBuildingClipBuildingOrdinary_ArmsOnePassInPlace line 305, expected (77,3.5), got (0,0). - omit atmospheric combine: RetailDetailTextureContractTests.BothShaderFamiliesUseTheSharedOnePassSourceAndDebugPrecedesDetailSample line 173, atmospheric shared include missing. - drop serialized opacity: ObjectMeshDataSerializerTests.SurfaceOpacity_RoundTripsBitExactlyAndDeterministically line 288, first reported 0.5 bits 1056964608 vs 1065353216. - stale detail arm: ordered adjacency test line 307, expected following ordinary (0,0), got (77,3.5). - per-frame surface map: EnvCellAlphaDrawSourceTests.ProductionWholeLeaf_WarmedScanSubmitRhiAndFilteredReplayDoNotAllocate line 178, expected 0 B, got 147456 B. Verification before commit: shader compiler 23/23; focused App 213/213; Content 75/75; Core Wb 10/10; launcher migration 6/6; Release solution build 0 warnings / 0 errors; git diff --check clean.
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61 changed files with 1003 additions and 1016 deletions
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@ -19,7 +19,7 @@ struct InstanceData {
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// CPU writer's layout is unchanged (GpuBindingModel.GpuBatchDataStrideBytes).
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struct BatchData {
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uint textureIndex; // slot into the global texture table
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uint _pad; // keeps textureLayer/flags at offsets 8/12
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float surfaceOpacity; // authored material alpha (not base texture alpha)
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uint textureLayer; // layer in the shared WB or pooled composite array
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uint flags; // reserved — N.5 dispatcher owns all blend state
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// (glBlendFunc per pass). If a future phase wants
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@ -112,6 +112,10 @@ layout(std430, binding = 8) readonly buffer InstanceSelectionLightingBuf {
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vec2 instanceSelectionLighting[];
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};
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layout(std430, binding = 9) readonly buffer InstanceDetailCategoryBuf {
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uint instanceDetailCategory[];
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};
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uniform mat4 uViewProjection;
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// Phase Post-A.5 (ISSUE #52, 2026-05-10): per-pass offset into Batches[].
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@ -272,6 +276,9 @@ out flat uint vTextureIndex;
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out flat uint vTextureLayer;
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out flat float vOpacityMultiplier; // #188
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out flat vec2 vSelectionLighting;
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out flat float vSurfaceOpacity;
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out flat uint vBatchFlags;
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out flat uint vDetailCategory;
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void main() {
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int instanceIndex = gl_BaseInstanceARB + gl_InstanceID;
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@ -295,4 +302,7 @@ void main() {
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// site in mesh_modern.frag, which is the only form Vulkan can express.
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vTextureIndex = b.textureIndex;
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vTextureLayer = b.textureLayer;
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vSurfaceOpacity = b.surfaceOpacity;
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vBatchFlags = b.flags;
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vDetailCategory = instanceDetailCategory[instanceIndex];
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}
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