feat(render): Vulkan campaign V11 step 2 — delete the OpenGL backend
Vulkan is the sole, user-signed-off backend (V10 landed) and step 1 already removed ImGui/Studio/DevTools. This step deletes the GL rendering backend itself: every Gpu/Gl/** implementation, the Wb ManagedGL*/GLHelpers/GLSLShader/GLStateScope/RenderStateCache/ BindlessSupport family, Shader/ShaderProgramConstruction/SamplerCache, RenderBootstrap, and RenderFrameGlStateController. GameWindow.cs's Run()/CreateGraphics()/CreateBackbufferReader()/ OnLoad() collapse to their Vulkan-only arm; GameWindowGraphics loses its OpenGlGameWindowGraphics subclass. RuntimeOptions.RenderBackend and RenderBackendKind (incl. the Gl member of GpuBackendKind) are gone — there is nothing left to select between. The five world-draw dual-arm renderers (WbDrawDispatcher, EnvCellRenderer, TerrainModernRenderer, ParticleRenderer, SkyRenderer) and the composition roots (WorldRenderComposition, HostInputCameraComposition, LivePresentationComposition, FrameRootComposition) collapse to their RHI-only arm. GL-only diagnostic properties with a live external reader (DynamicBufferCount and friends) simplify to a documented `=> 0`/no-op rather than disappearing, since the reader is out of this commit's scope. A few GL-flavored mechanisms turned out to be backend-neutral once isolated: GlConstructionCleanupLedger is renamed ResourceConstructionCleanupLedger (exception-chain walking has nothing to do with GL), and GlfwNativePlatformProbe moved out of the otherwise GL-only GraphicalCapabilityRecord.cs into GraphicalWindowBackendSelection.cs before the rest of that file was deleted. Test files with no surviving subject are deleted outright (GraphicalCapabilityRequirementsTests, ShaderProgramConstructionTests, PortalDepthShaderParityTests, TextureCacheBindlessTests, TextRendererFailureSafetyTests, ClipFrameUploadTests, every Gpu/Gl/*Tests, GlTextureOwnershipTests, RenderFrameGlStateControllerTests); others get their dead GL-only members trimmed while their live assertions stay (ClipFrameLayoutTests' MeshClipSsboBinding check now reads GpuBindingModel.StorageClipRegions, the same binding index under its new backend-neutral name; GpuResourceRetirementTransactionTests drops its OpenGLGraphicsDevice-subclassing test double and the two GL queue tests it existed for). EnvCellRendererTests' construction helper now builds a real ObjectMeshManager via VulkanMeshPipelineDevice instead of passing null through a null-forgiving operator, since the RHI constructor never tolerated a null mesh manager and the old GL constructor (which did) is gone. Deferred to the next two steps, deliberately not touched here: the Silk.NET.OpenGL/.Extensions.ARB package references, IMeshPipelineDevice.Gl (WbMeshAdapter's GL? threading stays in place), Chorizite.Core's stale csproj comment (the package itself is still load-bearing — TextureFormat and friends are used well beyond the deleted ManagedGLUniformBuffer), and the CI/gate scripts. Build: `dotnet build AcDream.slnx -c Release` — 0 warnings, 0 errors. Tests: full-solution `dotnet test` green across every project (App.Tests 3937/3940 + 3 skips, Core.Tests 3296/3298 + 2 skips, all others 100%); the 2 App.Tests names that flake under full-suite parallel execution (#250-family, documented pre-existing) pass in isolation. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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parent
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121 changed files with 1243 additions and 19840 deletions
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@ -1,18 +1,78 @@
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// Tests for EnvCellRenderer (Phase A8, 2026-05-28).
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// These cover the pure data-handling portions of EnvCellRenderer.
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// The GL-dependent Render() and RenderModernMDIInternal() paths require a
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// GL context and are visual-verified at the render frame (Task 10).
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// The draw-recording Render() and RenderModernMDIInternal() paths require a
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// live GPU device and are visual-verified at the render frame (Task 10).
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//
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// Campaign V slice V11: the raw-GL constructor (which stored a possibly-null
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// GL reference and did no other work) was deleted along with the GL arm. The
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// sole remaining constructor builds three real pipelines against IGpuDevice,
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// so these "no GL calls" tests now construct through the RHI arm with the
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// same lightweight, no-hardware-required fakes the composition tests use:
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// RecordingGpuDevice (records but does no driver work), GpuDeviceFrameLifetime
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// (never began, so CurrentFrame stays null — fine, since these tests never
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// draw), and VulkanWorldPassScope (needs only a sample count, no live surface).
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// meshManager can no longer be null either — the RHI constructor throws on a
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// null ObjectMeshManager, so tests that don't care about mesh-manager
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// behavior get a real one built the same way MeshPipelineDeviceSeamTests
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// does: VulkanMeshPipelineDevice (the production Vulkan seam implementation)
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// over the same RecordingGpuDevice, plus a no-op IPreparedAssetSource.
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using System.Collections.Generic;
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using System.Numerics;
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using System.Runtime.InteropServices;
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using System.Threading;
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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.Rendering.Wb;
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using AcDream.App.Tests.Rendering.Gpu;
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using AcDream.Content;
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using Microsoft.Extensions.Logging.Abstractions;
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using Xunit;
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namespace AcDream.App.Tests.Rendering.Wb;
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public class EnvCellRendererTests
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{
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private sealed class NullPreparedAssetSource : IPreparedAssetSource
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{
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public PreparedAssetSourceStats Stats => default;
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public CacheStats DecodedTextureCacheStats => default;
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public PreparedAssetPresence Probe(
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AcDream.Content.Pak.PakAssetType type,
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uint sourceFileId) =>
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PreparedAssetPresence.Missing;
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public PreparedAssetReadResult Read(
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in PreparedAssetRequest request,
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CancellationToken cancellationToken = default) =>
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PreparedAssetReadResult.Missing;
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public void Dispose()
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{
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}
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}
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private static ObjectMeshManager CreateMeshManager(RecordingGpuDevice device) =>
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new(
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new VulkanMeshPipelineDevice(device.Retirement),
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device,
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new NullPreparedAssetSource(),
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NullLogger<ObjectMeshManager>.Instance);
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private static EnvCellRenderer CreateRenderer(ObjectMeshManager? meshManager = null)
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{
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var device = new RecordingGpuDevice();
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return new EnvCellRenderer(
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device,
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new GpuDeviceFrameLifetime(device),
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new VulkanWorldPassScope(sampleCount: 1),
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meshManager ?? CreateMeshManager(device),
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new WbFrustum());
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}
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[Fact]
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public void OrderedMdiRanges_CoalesceAdjacentCellsWithIdenticalState()
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{
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@ -57,14 +117,14 @@ public class EnvCellRendererTests
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}
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// -----------------------------------------------------------------------
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// GetEnvCellGeomId — verbatim port of WB EnvCellRenderManager.cs:94-103
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// GetEnvCellGeomId — verbatim port of WB EnvCellRenderManager.cs:94-103
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// -----------------------------------------------------------------------
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[Fact]
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public void GetEnvCellGeomId_DedupBitSet()
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{
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var id = EnvCellRenderer.GetEnvCellGeomId(0x42, 7, new List<ushort> { 1, 2, 3 });
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// Bit 33 (0x2_0000_0000) must be set — distinguishes dedup geom from per-cell ids.
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// Bit 33 (0x2_0000_0000) must be set — distinguishes dedup geom from per-cell ids.
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Assert.NotEqual(0UL, id & 0x2_0000_0000UL);
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}
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@ -102,40 +162,40 @@ public class EnvCellRendererTests
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}
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// -----------------------------------------------------------------------
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// Constructor — pure data, no GL
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// Constructor — pure data, no GL
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// -----------------------------------------------------------------------
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[Fact]
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public void NewRenderer_NeedsPrepareIsTrue()
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{
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// GL and meshManager are null — only valid for pure-data tests (no
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// GL and meshManager are null — only valid for pure-data tests (no
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// Initialize() is called, so no GL calls are made).
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var r = new EnvCellRenderer(gl: null!, meshManager: null!, frustum: new WbFrustum());
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var r = CreateRenderer();
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Assert.True(r.NeedsPrepare);
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}
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[Fact]
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public void NewRenderer_NotDisposed()
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{
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var r = new EnvCellRenderer(gl: null!, meshManager: null!, frustum: new WbFrustum());
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var r = CreateRenderer();
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Assert.False(r.IsDisposed);
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}
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// -----------------------------------------------------------------------
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// RemoveLandblock — pure data path
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// RemoveLandblock — pure data path
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// -----------------------------------------------------------------------
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[Fact]
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public void RemoveLandblock_NonExistent_DoesNotThrow()
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{
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var r = new EnvCellRenderer(gl: null!, meshManager: null!, frustum: new WbFrustum());
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var r = CreateRenderer();
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// Should silently no-op.
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r.RemoveLandblock(0xA9B40000u);
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Assert.True(r.NeedsPrepare);
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}
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// -----------------------------------------------------------------------
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// GetEnvCellGeomId — additional edge cases
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// GetEnvCellGeomId — additional edge cases
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// -----------------------------------------------------------------------
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[Fact]
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@ -157,7 +217,7 @@ public class EnvCellRendererTests
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Assert.NotEqual(a, b);
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}
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// (Render() requires a GL context — visual-verified in Task 10.)
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// (Render() requires a GL context — visual-verified in Task 10.)
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[Fact]
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public void GpuInstanceUpload_UsesMeshModernMat4Stride()
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@ -212,13 +272,13 @@ public class EnvCellRendererTests
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{
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// The bug: WB's GetPooledList clears the list before returning so
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// the merge phase pattern `gfxDict[k] = list; list.AddRange(...)`
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// populates fresh data. The original port omitted Clear() — each
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// populates fresh data. The original port omitted Clear() — each
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// frame's lists grew unbounded with stale data layered on top.
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//
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// Reflection-based test that drives the private GetPooledList +
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// _poolIndex/_listPool fields. If a future refactor removes the
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// Clear() call, this test fails.
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var r = new EnvCellRenderer(gl: null!, meshManager: null!, frustum: new WbFrustum());
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var r = CreateRenderer();
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var type = typeof(EnvCellRenderer);
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var getPooledListMethod = type.GetMethod("GetPooledList",
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System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance);
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Assert.NotNull(poolIndexField);
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// First call — creates _listPool[0], _poolIndex 0 → 1.
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// First call — creates _listPool[0], _poolIndex 0 → 1.
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var first = (List<InstanceData>)getPooledListMethod!.Invoke(r, null)!;
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first.Add(new InstanceData());
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first.Add(new InstanceData());
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Assert.Equal(2, first.Count);
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// Reset cursor to 0 — simulates the start of the next prepare cycle.
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// Reset cursor to 0 — simulates the start of the next prepare cycle.
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poolIndexField!.SetValue(r, 0);
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// Second call — returns _listPool[0] (same as first). With the fix
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// Second call — returns _listPool[0] (same as first). With the fix
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// it should be cleared. Without the fix the list still has 2 items.
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var second = (List<InstanceData>)getPooledListMethod.Invoke(r, null)!;
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Assert.Same(first, second); // reuses the same instance
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{
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// Sanity check for the fresh-list branch. _poolIndex past _listPool.Count
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// should produce a brand-new empty list and grow the pool.
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var r = new EnvCellRenderer(gl: null!, meshManager: null!, frustum: new WbFrustum());
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var r = CreateRenderer();
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var type = typeof(EnvCellRenderer);
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var getPooledListMethod = type.GetMethod("GetPooledList",
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}
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// -----------------------------------------------------------------------
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// Prepare gate (2026-07-24) — pure camera-tolerance half.
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// The tolerance must swallow the ~36 µm eye rest jitter (RetailPViewRenderer
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// Prepare gate (2026-07-24) — pure camera-tolerance half.
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// The tolerance must swallow the ~36 µm eye rest jitter (RetailPViewRenderer
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// R-A2 note) but never survive real camera motion.
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// -----------------------------------------------------------------------
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@ -288,7 +348,7 @@ public class EnvCellRendererTests
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[Fact]
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public void CameraApproximatelyEqual_RestJitter_True()
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{
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// The ~36 µm eye rest jitter must NOT dirty the gate.
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// The ~36 µm eye rest jitter must NOT dirty the gate.
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var eye = new Vector3(120.34f, 87.91f, 10.2f);
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var jittered = eye + new Vector3(36e-6f, -36e-6f, 36e-6f);
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var a = ViewProjectionFor(eye, Vector3.UnitX);
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@ -299,7 +359,7 @@ public class EnvCellRendererTests
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[Fact]
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public void CameraApproximatelyEqual_SmallRealRotation_False()
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{
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// 0.05° of yaw — far below one frame of real mouse motion — must dirty.
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// 0.05° of yaw — far below one frame of real mouse motion — must dirty.
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var eye = new Vector3(120.34f, 87.91f, 10.2f);
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float yaw = 0.05f * MathF.PI / 180f;
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var a = ViewProjectionFor(eye, Vector3.UnitX);
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public void CameraApproximatelyEqual_GlobalScaleCoordinates_TranslationStillDirties()
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{
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// AC world coordinates reach ~5e4. A relative tolerance applied to the
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// matrix translation row would mask sub-meter motion at that scale —
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// matrix translation row would mask sub-meter motion at that scale —
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// the eye epsilon is absolute precisely so this case stays sharp.
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var eye = new Vector3(40120.34f, 45087.91f, 110.2f);
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var moved = eye + new Vector3(0.07f, 0f, 0f); // one walking frame
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[Fact]
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public void NewRenderer_SnapshotGenerationStartsAtZero()
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{
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var r = new EnvCellRenderer(gl: null!, meshManager: null!, frustum: new WbFrustum());
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var r = CreateRenderer();
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Assert.Equal(0, r.SnapshotGeneration);
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}
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}
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Assert.False(manager.IsDisposed);
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}
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/// <summary>
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/// The GL handle table is the emulation the Vulkan backend replaces with set
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/// 2, so asking a non-GL pipeline for it is a programming error — and it says
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/// which backend it was composed against rather than reporting a cast.
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/// </summary>
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[Fact]
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public void TheGlHandleTableIsRefusedByNameRatherThanCast()
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{
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using var device = new RecordingGpuDevice();
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using ObjectMeshManager manager = Build(device);
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InvalidOperationException failure =
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Assert.Throws<InvalidOperationException>(() => manager.WorldTextureTable);
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Assert.Contains("GL-only", failure.Message, StringComparison.Ordinal);
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Assert.Contains(GpuBackendKind.Recording.ToString(), failure.Message, StringComparison.Ordinal);
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}
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/// <summary>
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/// The one branch the texture stack keeps: a GL pair yields the GL arm, and
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/// anything else yields the RHI arm. Selection happens once, at construction.
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using ObjectMeshManager manager = Build(device, modernPath: true);
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GlobalMeshBuffer arena = Assert.IsType<GlobalMeshBuffer>(manager.GlobalBuffer);
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Assert.Equal(0u, arena.VAO);
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Assert.Equal(0u, arena.VBO);
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Assert.Equal(0u, arena.IBO);
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Assert.True(arena.HasStores);
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Assert.NotNull(arena.VertexStore);
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Assert.NotNull(arena.IndexStore);
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[Fact]
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public void DirectUploadAcceptsExactRgbaPayload()
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{
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ManagedGLTextureArray.ValidateUploadPayload(
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RhiWorldTextureArray.ValidateUploadPayload(
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TextureFormat.RGBA8, 2, 2, 16, PixelFormat.Rgba, PixelType.UnsignedByte);
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}
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public void DirectUploadRejectsNonExactPayloadLength(int bytes)
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{
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Assert.Throws<ArgumentException>(() =>
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ManagedGLTextureArray.ValidateUploadPayload(
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RhiWorldTextureArray.ValidateUploadPayload(
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TextureFormat.RGBA8, 2, 2, bytes, PixelFormat.Rgba, PixelType.UnsignedByte));
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}
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public void DirectUploadRejectsMismatchedTransferTuple()
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{
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Assert.Throws<ArgumentException>(() =>
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ManagedGLTextureArray.ValidateUploadPayload(
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RhiWorldTextureArray.ValidateUploadPayload(
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TextureFormat.RGBA8, 2, 2, 16, PixelFormat.Rgb, PixelType.UnsignedByte));
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Assert.Throws<ArgumentException>(() =>
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ManagedGLTextureArray.ValidateUploadPayload(
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RhiWorldTextureArray.ValidateUploadPayload(
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TextureFormat.RGBA8, 2, 2, 16, PixelFormat.Rgba, PixelType.Float));
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}
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[Fact]
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public void CompressedUploadRejectsUncompressedDescriptorOverride()
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{
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int bytes = ManagedGLTextureArray.CalculateExpectedDataSize(TextureFormat.DXT1, 4, 4);
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int bytes = RhiWorldTextureArray.CalculateExpectedDataSize(TextureFormat.DXT1, 4, 4);
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Assert.Throws<ArgumentException>(() =>
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ManagedGLTextureArray.ValidateUploadPayload(
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RhiWorldTextureArray.ValidateUploadPayload(
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TextureFormat.DXT1, 4, 4, bytes, PixelFormat.Rgba, PixelType.UnsignedByte));
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}
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[Fact]
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public void RgbPayloadUsesTightlyPackedRows()
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{
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Assert.Equal(18, ManagedGLTextureArray.CalculateExpectedDataSize(TextureFormat.RGB8, 3, 2));
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ManagedGLTextureArray.ValidateUploadPayload(
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Assert.Equal(18, RhiWorldTextureArray.CalculateExpectedDataSize(TextureFormat.RGB8, 3, 2));
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RhiWorldTextureArray.ValidateUploadPayload(
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TextureFormat.RGB8, 3, 2, 18, PixelFormat.Rgb, PixelType.UnsignedByte);
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}
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}
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