Revert "Campaign V slice V4a" - it lost world multisampling
This reverts ceec3bc4. Two independent reasons, either sufficient.
The rendering regression. The slice deleted TextRenderGlStateScope, which
saved GL_MULTISAMPLE and GL_SAMPLE_ALPHA_TO_COVERAGE on entry, disabled them
for the text pass, and restored them on exit (TextRenderGlStateScope.cs:111-112
and 153-154 at the parent commit). Its replacement bakes that state into the
text pipeline but nothing restores it, and GlGpuPassEncoder.Dispose does not
either. Every world renderer is still raw GL at this point in the campaign, so
from the first UI frame onward the world drew with multisampling disabled.
The offline pixel gate caught it: 1,791 of 563,200 compared pixels differed,
0.318% against a 0.001 threshold. The commit message attributed this to
wall-clock-driven ambient animation shifting phase, and committed through the
failure. That explanation does not survive its own control: capturing twice at
the reverted-to commit differs by 19 pixels and twice at the slice's own commit
by 8, while base-versus-head differs by 1,791 - a 224x gap that no shared-noise
source explains. An amplified difference image settles it visually: the changed
pixels are the silhouette edges of every tree, building and rock, with terrain
interiors, water and the entire UI untouched. That is the signature of losing
edge antialiasing, not of animated sprites.
This is the exact failure mode two existing memory notes already warn about -
a mid-frame renderer must set every GL state it uses rather than inherit it,
and issue #52's lesson that a rendering migration must audit per-pass GL state
before declaring itself done.
The scope. The brief was three small leaf renderers plus additive frame-
lifecycle wiring, roughly ten files. The commit changed 334 files with 3,665
insertions and 3,845 deletions, including 323 public-to-internal visibility
conversions across the App assembly, 55 test files, two retired conformance
tests, and a self-described temporary escape hatch for bridging raw-GL viewport
textures. Even without the regression, that is not separable into the part
worth keeping and the part worth dropping.
Reverting rather than patching because the good work here - the RHI frame
lifecycle wiring and a genuine render-state-cache staleness fix - is small
enough to redo cleanly against a tightened spec, while untangling it from 300+
files of unrelated churn is not.
Post-revert: Release build clean, App suite back to 3,843 passed / 3 skipped,
offline pixel gate passing at 19 differing pixels.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
parent
ceec3bc440
commit
9aaf97e785
334 changed files with 3841 additions and 3661 deletions
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@ -1,4 +1,4 @@
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using System.Collections.Generic;
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using System.Collections.Generic;
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using AcDream.Core.Terrain;
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using AcDream.Core.World;
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@ -12,7 +12,7 @@ namespace AcDream.App.Streaming;
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/// </summary>
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public abstract record LandblockStreamJob(uint LandblockId)
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{
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internal sealed record Load(
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public sealed record Load(
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uint LandblockId,
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LandblockStreamJobKind Kind,
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ulong Generation = 0,
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@ -21,7 +21,7 @@ public abstract record LandblockStreamJob(uint LandblockId)
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public LandblockBuildRequest Request =>
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new(LandblockId, Kind, Generation, Origin);
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}
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internal sealed record Unload(
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public sealed record Unload(
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uint LandblockId,
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ulong Generation = 0) : LandblockStreamJob(LandblockId);
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@ -30,10 +30,10 @@ public abstract record LandblockStreamJob(uint LandblockId)
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/// priority queues, keeping Unloads. Posted by
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/// <see cref="LandblockStreamer.ClearPendingLoads"/> when the player enters a
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/// dungeon and the in-flight outdoor/neighbor window load must be cancelled
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/// (#133 FPS — dungeons have no adjacent landblocks). LandblockId is 0 by
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/// (#133 FPS — dungeons have no adjacent landblocks). LandblockId is 0 by
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/// convention; readers pattern-match on the type.
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/// </summary>
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internal sealed record ClearLoads() : LandblockStreamJob(0);
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public sealed record ClearLoads() : LandblockStreamJob(0);
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}
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/// <summary>
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@ -49,7 +49,7 @@ public abstract record LandblockStreamResult(uint LandblockId, ulong Generation)
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/// (terrain only) from Near (terrain + entities). <see cref="MeshData"/>
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/// is built off the render thread on the streaming worker.
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/// </summary>
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internal sealed record Loaded(
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public sealed record Loaded(
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uint LandblockId,
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LandblockStreamTier Tier,
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LandblockBuild Build,
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@ -78,7 +78,7 @@ public abstract record LandblockStreamResult(uint LandblockId, ulong Generation)
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/// GpuWorldState still merges only the entity layer so live entities already
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/// attached to the landblock are preserved.
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/// </summary>
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internal sealed record Promoted(
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public sealed record Promoted(
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uint LandblockId,
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LandblockBuild Build,
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LandblockMeshData MeshData,
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@ -98,20 +98,20 @@ public abstract record LandblockStreamResult(uint LandblockId, ulong Generation)
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public IReadOnlyList<WorldEntity> Entities => Landblock.Entities;
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}
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internal sealed record Failed(
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public sealed record Failed(
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uint LandblockId,
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string Error,
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ulong Generation = 0) : LandblockStreamResult(LandblockId, Generation);
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internal sealed record Unloaded(
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public sealed record Unloaded(
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uint LandblockId,
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ulong Generation = 0) : LandblockStreamResult(LandblockId, Generation);
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/// <summary>
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/// The worker loop itself crashed with an unhandled exception. Not tied
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/// to a specific landblock — distinguished from <see cref="Failed"/>
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/// to a specific landblock — distinguished from <see cref="Failed"/>
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/// because consumers typically route this to a fatal-log path rather
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/// than retrying a single landblock later. LandblockId is 0 by
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/// convention; readers should pattern-match on the type, not the id.
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/// </summary>
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internal sealed record WorkerCrashed(string Error) : LandblockStreamResult(0, 0);
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public sealed record WorkerCrashed(string Error) : LandblockStreamResult(0, 0);
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}
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