fix(render): Phase A8 — pool aliasing in EnvCellRenderer (visual chaos root cause)

The post-Wave-5 indoor branch chaos (flickering, missing walls, GPU 100%,
~10 FPS) is caused by two interconnected pool-management bugs in
EnvCellRenderer that line-by-line WB comparison surfaced in 30 minutes.
Neither was found by the five post-Wave-5 speculative fixes because none
of them inspected the pool path.

Bug #1 — GetPooledList missing list.Clear():
The reuse branch returned pool lists with prior-frame data still inside.
PrepareRenderBatches' merge phase pattern `gfxDict[k] = list; list.AddRange(...)`
assumes empty lists. Without Clear(), lists grow unbounded each frame, GPU
draws cumulative instance counts, and per-instance transforms become a stew
of past + present data. Mirrors WB ObjectRenderManagerBase.cs:1221-1233.

Bug #2 — Render uses snapshot.BatchedByCell.Count instead of PostPreparePoolIndex:
The snapshot author dropped WB's PostPreparePoolIndex field calling it
"scenery-only," then "compensated" in Render by setting _poolIndex to the
cell count. The cell count has no relation to the pool — Prepare may have
used 50+ pool lists for an 18-cell scene. Render's filter-path GetPooledList
then returns lists that ARE in snapshot.BatchedByCell, corrupting the snapshot
mid-Render. Restoring PostPreparePoolIndex (WB VisibilitySnapshot.cs:31)
correctly places Render's pool cursor past the snapshot's owned region.

Bug #3 (minor) — PopulateRecursive hardcoded isSetup:false for nested parts:
Setup IDs use high-byte 0x02 (per retail). WB ObjectRenderManagerBase.cs:813
checks `(partId >> 24) == 0x02` to detect nested Setups. Our port always
passed isSetup:false, silently dropping any nested Setup (its TryGetRenderData
returns IsSetup=true, Render's `!IsSetup` guard skips the draw). Probably
rare in EnvCells but fixed for completeness.

Regression coverage:
- GetPooledList_ReusedList_IsClearedBeforeReturn — would have failed pre-fix
- GetPooledList_FreshList_IsAlwaysEmpty — sanity check
- Snapshot_PostPreparePoolIndex_IsInitSettable — compile-time guarantee
- Snapshot_PostPreparePoolIndex_DefaultsToZero — defensive default

86/86 App tests pass. Build green. The fix is the audit's primary
deliverable; the GL state probe option-1 apparatus follows in a separate
commit as defense-in-depth for any unidentified residual issue.

Full audit + WB cross-reference in
docs/research/2026-05-28-a8-env-cell-renderer-audit-findings.md.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
Erik 2026-05-27 19:08:49 +02:00
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# Phase A8 — EnvCellRenderer line-by-line audit findings (2026-05-28 PM)
## TL;DR
The post-Wave-5 visual chaos (flickering colors, missing walls, GPU 100%, ~10 FPS)
is caused by **two interconnected pool-management bugs** in
`src/AcDream.App/Rendering/Wb/EnvCellRenderer.cs`. Both were introduced by the
WB port author's "simplification" — dropping `PostPreparePoolIndex` from the
snapshot (calling it scenery-only) and dropping `list.Clear()` from
`GetPooledList`. Either bug alone is enough to corrupt rendering; together they
explain every reported symptom precisely.
Neither bug was found by the five post-Wave-5 speculative fixes because none
of them inspected the pool-management code path. The bug is in code the
subagent wrote that nobody had read line-by-line against WB. The audit pattern
in the handoff doc (Process retrospective §3 "Trust-but-verify on subagent
work") found it in under 30 minutes once actually applied.
A third minor bug in `PopulateRecursive` is also documented for completeness.
## Bug #1`GetPooledList` is missing `list.Clear()`
### Code as shipped
`src/AcDream.App/Rendering/Wb/EnvCellRenderer.cs:959-969`:
```csharp
private List<InstanceData> GetPooledList()
{
lock (_listPool)
{
if (_poolIndex < _listPool.Count) return _listPool[_poolIndex++]; // MISSING Clear()
var fresh = new List<InstanceData>();
_listPool.Add(fresh);
_poolIndex++;
return fresh;
}
}
```
### WB canonical implementation
`references/WorldBuilder/Chorizite.OpenGLSDLBackend/Lib/ObjectRenderManagerBase.cs:1221-1233`:
```csharp
protected List<InstanceData> GetPooledList() {
lock (_listPool) {
if (_poolIndex < _listPool.Count) {
var list = _listPool[_poolIndex++];
list.Clear(); // ← CRITICAL: clears stale data from prior frames
return list;
}
var newList = new List<InstanceData>();
_listPool.Add(newList);
_poolIndex++;
return newList;
}
}
```
### Effect of the bug
`PrepareRenderBatches`'s merge phase pattern (`EnvCellRenderer.cs:494-501`) is:
```csharp
if (!gfxDict.TryGetValue(gfxKvp.Key, out var list))
{
list = GetPooledList();
gfxDict[gfxKvp.Key] = list;
}
list.AddRange(gfxKvp.Value); // ← appends to whatever was in list
```
Each frame, when `GetPooledList` returns a previously-used pool list:
- That list STILL contains prior frames' instance data
- `list.AddRange(gfxKvp.Value)` appends the new frame's data on top
- Lists grow unbounded across frames
- The GPU receives buffers with N frames' worth of instance data
After ~50 frames at 60Hz, every batch's instance count is ~50× what it should
be. The GPU processes 50× more vertices per draw. Hence GPU 100% + low FPS.
Worse: the per-instance transforms in the appended data are STALE — they
represent where instances were in prior frames, not now. Hence "flickering
colors" (transforms appear/disappear randomly) and "missing walls" (instances
whose latest data has been buried under stale entries).
## Bug #2`_poolIndex = snapshot.BatchedByCell.Count` instead of `snapshot.PostPreparePoolIndex`
### Code as shipped
`src/AcDream.App/Rendering/Wb/EnvCellRenderer.cs:614`:
```csharp
lock (_renderLock)
{
var snapshot = _activeSnapshot;
_shader.Use();
_poolIndex = snapshot.BatchedByCell.Count; // reset point (mirrors WB line 405) ← WRONG
```
And `EnvCellVisibilitySnapshot.cs:11-13` (the snapshot definition):
```csharp
/// The scenery-side VisibleGroups / VisibleGfxObjIds / IntersectingLandblocks
/// / PostPreparePoolIndex are dropped — we render scenery through
/// WbDrawDispatcher, not through this snapshot.
```
### WB canonical implementation
`references/WorldBuilder/Chorizite.OpenGLSDLBackend/Lib/EnvCellRenderManager.cs:405`:
```csharp
_poolIndex = snapshot.PostPreparePoolIndex;
```
And `references/WorldBuilder/Chorizite.OpenGLSDLBackend/Lib/VisibilitySnapshot.cs:31`:
```csharp
public int PostPreparePoolIndex { get; init; }
```
Stored at `EnvCellRenderManager.cs:367` during the Prepare→snapshot swap:
```csharp
_activeSnapshot = new VisibilitySnapshot {
BatchedByCell = newBatchedByCell,
...
PostPreparePoolIndex = _poolIndex // ← captured before _poolIndex reset
};
```
### Effect of the bug
The snapshot author's reasoning ("PostPreparePoolIndex is scenery-side, we
don't need it") is **wrong**. PostPreparePoolIndex has nothing to do with
scenery — it's the pool-index high-water mark from Prepare's merge phase,
which tells Render's filter-path where the pool's safe region begins.
Specifically:
- After Prepare, `_listPool[0..K-1]` hold the data referenced by
`snapshot.BatchedByCell`. K = `_poolIndex` after merge.
- For Render to call `GetPooledList` safely (without trampling
snapshot data), `_poolIndex` must be set to K, so new pool calls return
`_listPool[K..]` — past the snapshot's region.
Our broken code sets `_poolIndex = BatchedByCell.Count`, which has NO RELATION
to the pool's high-water mark. For a typical indoor scene at Holtburg with
~5-20 cells visible, `BatchedByCell.Count` ≈ 18, but Prepare may have used
50-100 pool lists (lists per unique (cellId, gfxObjId) combo).
When Render's filter-path (`EnvCellRenderer.cs:684`) calls `GetPooledList`,
it returns a list at index 18 — which IS inside `snapshot.BatchedByCell`. With
Bug #1 fixed (Clear added), `Clear()` wipes that snapshot list. With Bug #1
unfixed, `AddRange` corrupts it. Either way: snapshot data destroyed mid-Render.
## Combined effect — why both bugs together explain the symptoms
| Symptom | Bug #1 alone | Bug #2 alone | Both together |
|---|---|---|---|
| GPU 100%, ~10 FPS | YES (lists grow per frame) | partial | YES (compounding) |
| Flickering colors | YES (stale + new transforms mixed) | YES (snapshot lists overwritten mid-render) | YES (both effects) |
| Missing walls | YES (new instances buried under stale) | YES (snapshot data wiped before draw) | YES (both effects) |
| Black diagonal sliver (final report) | YES (lists hit memory pressure / driver limits) | YES (snapshot corruption produces degenerate transforms) | YES |
The "ColorMask alpha-bit off" / "cull-cache stale" / "double terrain" / "missing
IndoorPass" fixes from the five post-Wave-5 attempts may all be real (some are
real bugs, just not THE bug). They didn't help visually because the pool
aliasing was always the dominant cause.
## Bug #3 (minor) — `PopulateRecursive` always passes `isSetup: false`
### Code as shipped
`src/AcDream.App/Rendering/Wb/EnvCellRenderer.cs:358`:
```csharp
foreach (var (partId, partTransform) in rd.SetupParts)
{
var combined = partTransform * transform;
PopulateRecursive(group, partId, isSetup: false, combined, cellId); // ← always false
}
```
### WB canonical implementation
`references/WorldBuilder/Chorizite.OpenGLSDLBackend/Lib/ObjectRenderManagerBase.cs:813`:
```csharp
foreach (var (partId, partTransform) in renderData.SetupParts) {
PopulateRecursive(groups, partId, (partId >> 24) == 0x02, partTransform * transform, cellId, flags);
}
```
WB detects nested Setups by checking `(partId >> 24) == 0x02` (Setup IDs use
the 0x02 high byte in retail). Our code always treats child parts as plain
GfxObjs.
### Effect
For most cells in Holtburg, this doesn't matter — typical cells reference
simple GfxObj parts (high byte 0x01). But if any Setup contains a nested
Setup, our code adds a stub InstanceData with the nested Setup's ID into the
group dict, then `TryGetRenderData(nestedSetupId)` returns a Setup record,
and Render's `if (renderData != null && !renderData.IsSetup)` check fails →
instance silently dropped. Some renderings missing in specific cases but not
the catastrophic chaos.
Fixed as a defense-in-depth measure to match WB exactly.
## Fix plan
### Required (closes Bugs #1 + #2):
1. **`EnvCellRenderer.cs:959-969`** — Add `list.Clear()` before return in
`GetPooledList` reuse branch.
2. **`EnvCellVisibilitySnapshot.cs`** — Add `public int PostPreparePoolIndex { get; init; }`.
3. **`EnvCellRenderer.cs:523-534`** — Capture `_poolIndex` into snapshot's
`PostPreparePoolIndex` field during the atomic swap.
4. **`EnvCellRenderer.cs:614`** — Read `snapshot.PostPreparePoolIndex`
instead of `snapshot.BatchedByCell.Count`.
### Recommended (closes Bug #3):
5. **`EnvCellRenderer.cs:358`** — `isSetup: (partId >> 24) == 0x02` to
correctly detect nested Setups.
### Apparatus (safety net for any unidentified bug):
6. **GL state assertion probe extension** — extend `EmitDrawOrderProbe` to
log full GL state at each step boundary and compare against WB-expected
state. Lifts cost of finding the NEXT bug (if any) from a multi-hour
speculation cycle to a one-launch evidence cycle.
## Regression coverage
The pool aliasing bug is hard to unit-test without a GL context (Render is the
mutation site, and Render requires a shader and global mesh buffer). A targeted
test for the simpler invariant — `GetPooledList` returns a cleared list — is
sufficient: it directly verifies Bug #1's fix and provides a guard against
future regressions. Bug #2 is verified by the visual gate.
## Process retrospective
The "trust-but-verify subagent work" item in the handoff doc's Process
retrospective §3 names exactly this failure mode: the subagent wrote
`EnvCellRenderer.cs` (Wave 2, ~1013 LOC), build-test-green checks passed, but
the audit never happened. The five post-Wave-5 speculative fixes were chasing
symptoms because the audit step was skipped.
The cost of the missed audit: ~1 hour of speculation across five fix attempts,
plus the user's five failed visual gates.
The cost of the audit, when actually performed: ~30 minutes to find both root
cause bugs via line-by-line comparison.
**Rule for subagent-written code touching production paths:** always read the
diff line-by-line against the cited WB / retail source before merging. Bugs
in subagent code that "build clean and pass tests" can still be 100%-wrong on
the algorithm — the test coverage was not designed to catch them.