fix(rendering): reconcile shadow roots from live runtime

Recover ordinary live roots from LiveEntityRuntime's canonical active spatial workset instead of relying on already-retained derived records. Keep attached children callback-authoritative, cache immutable selection geometry fingerprints, and pin zero-allocation retained update paths with regression tests.

Release gate: 3,733 App tests / 3 skips; 8,217 complete-solution tests / 5 skips.

Co-Authored-By: OpenAI Codex <codex@openai.com>
This commit is contained in:
Erik 2026-07-24 22:45:14 +02:00
parent 056bbd4efd
commit 91463db551
7 changed files with 272 additions and 15 deletions

View file

@ -263,6 +263,48 @@ public sealed class StaticRenderProjectionJournalTests
unchanged.ProjectionClass);
}
[Fact]
public void ActiveAnimatedSynchronization_ReusesRetainedJournalStorage()
{
const int count = 1_000;
RenderSceneGeneration generation = Generation(9);
var journal = new RenderProjectionJournal(generation);
var statics = new StaticRenderProjectionJournal(journal);
var animated = new WorldEntity[count];
for (int index = 0; index < animated.Length; index++)
animated[index] = Entity((uint)index + 1);
LandblockBuild build = Build(
LandblockId,
animated,
includeShell: false);
statics.Reconcile(build, Publication(build));
using var scene = new ArchRenderScene(generation);
journal.DrainTo(scene);
statics.SynchronizeActiveAnimatedSources(animated);
journal.DrainTo(scene);
for (int index = 0; index < animated.Length; index++)
{
animated[index].Rotation = Quaternion.CreateFromAxisAngle(
Vector3.UnitZ,
0.25f);
}
statics.SynchronizeActiveAnimatedSources(animated);
journal.DrainTo(scene);
for (int index = 0; index < animated.Length; index++)
{
animated[index].Rotation = Quaternion.CreateFromAxisAngle(
Vector3.UnitZ,
0.5f);
}
long before = GC.GetAllocatedBytesForCurrentThread();
statics.SynchronizeActiveAnimatedSources(animated);
long allocated = GC.GetAllocatedBytesForCurrentThread() - before;
Assert.Equal(count, journal.Count);
Assert.True(allocated == 0, $"Allocated {allocated:N0} bytes.");
}
private static GpuLandblockSpatialPublication Publication(
LandblockBuild build,
bool requiresActivation = true) =>