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:
Erik 2026-07-27 18:27:52 +02:00
parent ceec3bc440
commit 9aaf97e785
334 changed files with 3841 additions and 3661 deletions

View file

@ -1,4 +1,4 @@
using System;
using System;
using System.Collections.Generic;
using System.Linq;
@ -7,9 +7,9 @@ namespace AcDream.App.Streaming;
/// <summary>
/// Pure data type describing the set of landblocks currently considered
/// "visible" by the streaming system. Given a center landblock (x, y) and
/// a radius, builds the set of landblock IDs in the (2r+1)×(2r+1) window.
/// a radius, builds the set of landblock IDs in the (2r+1)×(2r+1) window.
/// </summary>
internal sealed class StreamingRegion
public sealed class StreamingRegion
{
public int CenterX { get; private set; }
public int CenterY { get; private set; }
@ -17,7 +17,7 @@ internal sealed class StreamingRegion
public int NearRadius { get; }
public int FarRadius { get; }
// Strictly the (2r+1)×(2r+1) window (clamped to world bounds).
// Strictly the (2r+1)×(2r+1) window (clamped to world bounds).
private readonly HashSet<uint> _visible = new();
// Everything currently loaded: window + hysteresis-retained landblocks.
@ -42,7 +42,7 @@ internal sealed class StreamingRegion
/// <c>LandblockLoader</c>.
///
/// <para>
/// This set is strictly the (2r+1)×(2r+1) window; it does NOT include
/// This set is strictly the (2r+1)×(2r+1) window; it does NOT include
/// hysteresis-retained landblocks outside the window. Use
/// <see cref="Resident"/> to enumerate everything actually loaded.
/// </para>
@ -89,7 +89,7 @@ internal sealed class StreamingRegion
/// <summary>
/// Encode a landblock at (lbX, lbY) into the AC dat id form. Always uses
/// the <c>0xFFFF</c> terminator (LandBlock = terrain). The earlier
/// version of this method used <c>0xFFFE</c> by mistake — that's the
/// version of this method used <c>0xFFFE</c> by mistake that's the
/// LandBlockInfo id, and asking <c>LandblockLoader.Load</c> to read a
/// LandBlock at the LandBlockInfo coords corrupts the dat reader's
/// buffer position, returning a half-populated <c>LandBlock.Height[]</c>
@ -135,7 +135,7 @@ internal sealed class StreamingRegion
/// <summary>
/// Call once after <see cref="ComputeFirstTickDiff"/> to seed
/// <c>_tierResidence</c> with the initial window. Every LB in the inner
/// ring (Chebyshev ≤ NearRadius) is marked Near; everything else Far.
/// ring (Chebyshev NearRadius) is marked Near; everything else Far.
/// </summary>
public void MarkResidentFromBootstrap()
{
@ -191,8 +191,8 @@ internal sealed class StreamingRegion
}
/// <summary>
/// Two-tier recenter: computes the 5-list diff per Phase A.5 spec §4.2.
/// Hysteresis: NearRadius+2 for Nearâ†Far demote; FarRadius+2 for Farâ†null
/// Two-tier recenter: computes the 5-list diff per Phase A.5 spec §4.2.
/// Hysteresis: NearRadius+2 for Near→Far demote; FarRadius+2 for Far→null
/// unload. Requires <see cref="MarkResidentFromBootstrap"/> (or a prior
/// call to this method) to have seeded <c>_tierResidence</c>.
/// </summary>
@ -214,7 +214,7 @@ internal sealed class StreamingRegion
var toDemote = new List<uint>();
var toUnload = new List<uint>();
// Pass 1: walk new far window — emit ToLoadFar / ToLoadNear / ToPromote.
// Pass 1: walk new far window emit ToLoadFar / ToLoadNear / ToPromote.
var newCenterIds = new HashSet<uint>();
for (int dx = -FarRadius; dx <= FarRadius; dx++)
{
@ -231,18 +231,18 @@ internal sealed class StreamingRegion
if (!_tierResidence.TryGetValue(id, out var current))
{
// Not resident at all — fresh load.
// Not resident at all fresh load.
if (inNear) toLoadNear.Add(id);
else toLoadFar.Add(id);
_tierResidence[id] = inNear ? TierResidence.Near : TierResidence.Far;
}
else if (current == TierResidence.Far && inNear)
{
// Was Far, now inside Near ring — promote.
// Was Far, now inside Near ring promote.
toPromote.Add(id);
_tierResidence[id] = TierResidence.Near;
}
// Nearâ†Near and Farâ†Far are no-ops.
// Near→Near and Far→Far are no-ops.
}
}
@ -259,7 +259,7 @@ internal sealed class StreamingRegion
if (newCenterIds.Contains(id))
{
// Still in the far window — only Nearâ†Far demote possible here.
// Still in the far window — only Near→Far demote possible here.
if (current == TierResidence.Near && (absDx > NearRadius || absDy > NearRadius))
{
if (distance > nearUnloadThreshold)
@ -271,7 +271,7 @@ internal sealed class StreamingRegion
continue;
}
// Outside the new window — demote / unload by threshold.
// Outside the new window demote / unload by threshold.
if (current == TierResidence.Near)
{
if (distance > nearUnloadThreshold)
@ -336,7 +336,7 @@ internal sealed class StreamingRegion
toUnload.Add(id);
}
// Update resident: (oldResident ∪ newVisible) ∖ toUnload.
// Update resident: (oldResident newVisible) toUnload.
_resident.UnionWith(_visible);
foreach (var id in toUnload)
_resident.Remove(id);
@ -352,7 +352,7 @@ internal sealed class StreamingRegion
/// Both lists are disjoint from the current <see cref="StreamingRegion.Visible"/>
/// set; the caller hands them to <c>LandblockStreamer</c> as jobs.
/// </summary>
internal readonly record struct RegionDiff(
public readonly record struct RegionDiff(
IReadOnlyList<uint> ToLoad,
IReadOnlyList<uint> ToUnload);