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 AcDream.Core.Items;
using AcDream.Core.Items;
namespace AcDream.App.World;
@ -7,7 +7,7 @@ namespace AcDream.App.World;
/// Presentation controllers observe the same state but do not own session
/// lifecycle messages.
/// </summary>
internal sealed class ExternalContainerLifecycleController : IDisposable
public sealed class ExternalContainerLifecycleController : IDisposable
{
private readonly ExternalContainerState _state;
private readonly ClientObjectTable _objects;

View file

@ -1,4 +1,4 @@
using AcDream.Core.World;
using AcDream.Core.World;
namespace AcDream.App.World;
@ -7,7 +7,7 @@ namespace AcDream.App.World;
/// expose current presentation state without publishing a second GUID identity
/// map.
/// </summary>
internal interface ILiveEntityRadarSource
public interface ILiveEntityRadarSource
{
bool TryGetMaterialized(uint serverGuid, out WorldEntity entity);
bool TryGetVisible(uint serverGuid, out WorldEntity entity);

View file

@ -1,4 +1,4 @@
using AcDream.Core.World;
using AcDream.Core.World;
namespace AcDream.App.World;
@ -7,7 +7,7 @@ namespace AcDream.App.World;
/// Consumers resolve this owner late because <c>GameWindow</c> replaces its
/// empty bootstrap world state after retained UI construction.
/// </summary>
internal interface ILiveEntitySpatialQuery
public interface ILiveEntitySpatialQuery
{
void CopyLiveEntitiesNearLandblock(
uint centerCellOrLandblockId,

View file

@ -1,4 +1,4 @@
namespace AcDream.App.World;
namespace AcDream.App.World;
/// <summary>
/// Strongly typed retail PartArray world-entry boundary.
@ -9,7 +9,7 @@
/// This dedicated port prevents that mandatory lifecycle callback from being
/// confused with neighboring <see cref="Action{T}"/> presentation callbacks.
/// </remarks>
internal sealed class LiveEntityPartArrayEnterWorldPort
public sealed class LiveEntityPartArrayEnterWorldPort
{
private readonly Action<uint> _handleEnterWorld;

View file

@ -1,4 +1,4 @@
using AcDream.App.Physics;
using AcDream.App.Physics;
using AcDream.Core.Physics;
using AcDream.Runtime.Entities;
@ -16,7 +16,7 @@ namespace AcDream.App.World;
/// (<c>0x00514C60</c>). Typed script ids are retail
/// <c>PS_UnHide=0x75</c> and <c>PS_Hidden=0x76</c> from <c>acclient.h</c>.
/// </remarks>
internal sealed class LiveEntityPresentationController : IDisposable
public sealed class LiveEntityPresentationController : IDisposable
{
public const uint UnHideScriptType = 0x75u;
public const uint HiddenScriptType = 0x76u;

View file

@ -1,4 +1,4 @@
using AcDream.App.Physics;
using AcDream.App.Physics;
using AcDream.App.Rendering.Vfx;
using AcDream.Core.Physics;
using AcDream.Core.Plugins;
@ -163,13 +163,13 @@ internal sealed class LiveEntityProjectionWithdrawalController
}
}
internal enum ExactProjectionWithdrawalDisposition
public enum ExactProjectionWithdrawalDisposition
{
Completed,
Pending,
Superseded,
}
internal readonly record struct ExactProjectionWithdrawalOutcome(
public readonly record struct ExactProjectionWithdrawalOutcome(
ExactProjectionWithdrawalDisposition Disposition,
Exception? Failure);

View file

@ -1,4 +1,4 @@
using AcDream.App.Streaming;
using AcDream.App.Streaming;
using AcDream.Core.Net;
using AcDream.Core.Net.Messages;
using AcDream.Core.Physics;
@ -14,16 +14,16 @@ namespace AcDream.App.World;
/// Animation state owned by a live object. The concrete App animation runtime
/// implements this seam so identity storage does not depend on a render backend.
/// </summary>
internal interface ILiveEntityAnimationRuntime
public interface ILiveEntityAnimationRuntime
{
WorldEntity Entity { get; }
uint CurrentMotion { get; }
}
/// <summary>Marker for the DAT-driven effect profile added by the effect phase.</summary>
internal interface ILiveEntityEffectProfile { }
public interface ILiveEntityEffectProfile { }
internal enum LiveEntityProjectionKind
public enum LiveEntityProjectionKind
{
World,
Attached,
@ -34,7 +34,7 @@ internal enum LiveEntityProjectionKind
/// Spatial bucketing is deliberately absent: registering or removing meshes,
/// scripts, and effects is a logical-lifetime operation, not a landblock move.
/// </summary>
internal interface ILiveEntityResourceLifecycle
public interface ILiveEntityResourceLifecycle
{
void Register(WorldEntity entity);
void Unregister(WorldEntity entity);
@ -127,7 +127,7 @@ internal sealed class DeferredLiveEntityRuntimeComponentLifecycle :
}
/// <summary>Delegate adapter used by the App composition root.</summary>
internal sealed class DelegateLiveEntityResourceLifecycle : ILiveEntityResourceLifecycle
public sealed class DelegateLiveEntityResourceLifecycle : ILiveEntityResourceLifecycle
{
private readonly Action<WorldEntity> _register;
private readonly Action<WorldEntity> _unregister;
@ -150,7 +150,7 @@ internal sealed class DelegateLiveEntityResourceLifecycle : ILiveEntityResourceL
/// temporary loss of its render bucket; this sidecar retains only graphical
/// components, visibility, hydration, and teardown progress.
/// </summary>
internal sealed class LiveEntityRecord
public sealed class LiveEntityRecord
{
private readonly RuntimeEntityDirectory _directory;
@ -339,7 +339,7 @@ internal sealed class LiveEntityRecord
_directory.RefreshSnapshot(Canonical, Snapshot, refreshPosition);
}
internal readonly record struct LiveEntityRegistrationResult(
public readonly record struct LiveEntityRegistrationResult(
InboundCreateResult Inbound,
RuntimeEntityRecord? Canonical,
LiveEntityRecord? Projection,
@ -366,7 +366,7 @@ internal readonly record struct LiveEntityRegistrationResult(
/// <c>CPhysicsObj::exit_world</c> (0x00514E60).
/// </para>
/// </summary>
internal sealed class LiveEntityRuntime : ILiveEntityRadarSource
public sealed class LiveEntityRuntime : ILiveEntityRadarSource
{
public const uint FirstLiveEntityId = RuntimeEntityDirectory.FirstLocalEntityId;
public const uint LastLiveEntityId = RuntimeEntityDirectory.LastLocalEntityId;

View file

@ -1,11 +1,11 @@
namespace AcDream.App.World;
namespace AcDream.App.World;
/// <summary>
/// Strongly typed view over animation components owned by a
/// <see cref="LiveEntityRuntime"/>. It owns only reusable traversal scratch;
/// canonical component identity remains in the runtime.
/// </summary>
internal sealed class LiveEntityAnimationRuntimeView<TAnimation>
public sealed class LiveEntityAnimationRuntimeView<TAnimation>
: IEnumerable<KeyValuePair<uint, TAnimation>>
where TAnimation : class, ILiveEntityAnimationRuntime
{
@ -90,7 +90,7 @@ internal sealed class LiveEntityAnimationRuntimeView<TAnimation>
/// invalidating this traversal. Each entry is identity-checked immediately
/// before it is yielded, so GUID reuse cannot advance the displaced owner.
/// </summary>
internal struct Enumerator : IEnumerator<KeyValuePair<uint, TAnimation>>
public struct Enumerator : IEnumerator<KeyValuePair<uint, TAnimation>>
{
private readonly LiveEntityRuntime? _runtime;
private readonly List<KeyValuePair<uint, TAnimation>> _snapshot;