fix(render): production packed classifier carries the foliage flags; deferred-alpha replay keeps them (Campaign VM VM6 review 2)
Narrow re-review of 43e3abed found every A1-A5/A7/A8 item resolved but
one new blocker in the production packed classifier.
F1 (BLOCKER): RetailPViewPassExecutor.DrawPackedProductionRoute — the
route production world geometry actually draws from — never computed
FoliageFlags at all. WbDrawDispatcher.PackedOracle.cs's
ClassifyPackedBatches built its GroupKey with the field defaulting to
0u, and GetOrCreatePackedGroup never copied it onto the created
InstanceGroup, so production BatchData.flags bits 1/2 were always zero
for every scenery entity: the world geometry never swayed even though
the independently-classified shadow caster did, so shadows visibly
swayed under rigid trees. Both classifier call sites now compute
FoliageFlags via the identical FoliageWindClassification.Classify call
and entity-scoped HasCutoutSubset OR the classic (non-packed) path
uses, and GetOrCreatePackedGroup copies it exactly like
GetOrCreateInstanceGroup always has. The G2/G3 classified-output
digest (AddOpaqueSubmissionGroup/BuildTransparentSubmissionDigest) now
also folds GroupKey.FoliageFlags into its hash — present in the key
since round 1 but never actually read by either digest function, so a
content-level (not just group-count-level) classic-vs-packed
divergence is now caught.
F2 (medium): the delayed-alpha replay path (PrepareDeferredAlphaDraws)
hardcoded Flags = 1, dropping bits 1/2 for any group replayed through
it — a trunk instance promoted into the alpha-blend group mid-fade
(the #188 translucency-promotion case) would stop swaying for the
duration of its fade. Now 1u | key.FoliageFlags.
F3 (nit): ComputeEntityHasCutoutSubset's three call sites (classic,
caster, and the newly-fixed packed classifier) each allocated a
closure over _meshAdapter per Setup entity per frame. A new
context-taking overload passes the mesh adapter as an explicit
argument to a static lambda instead, letting the compiler cache one
delegate for the method's lifetime rather than allocating fresh ones.
A3 test gap: WbDrawDispatcher.BindDirectionalShadowReceiver is now
internal so DirectionalShadowGpuTests can drive it directly with a
bare RecordingGpuDevice pass encoder, proving it emits
UniformAtmosphericFrame with the exact buffer/offset/size a
DirectionalShadowFrameBinding carries — paired with the existing test
proving that binding carries the caster's real bind forward untouched.
F1's missing test: PackedDispatcherOracleTests chains
FoliageWindClassification.Classify (called with the packed
classifier's exact argument shape) for a real 0x8... scenery entity id
through BuildIndirectArrays — the same shared, already-tested
production step both classic and packed group lists feed into BatchData —
proving the resulting flags word carries bit 0x2. Driving
ClassifyPackedBatches/GetOrCreatePackedGroup directly was not a "cheap
test": both are private instance methods reachable only through the
full RetailPViewPassExecutor route, which needs a real IGpuDevice,
world-pass scope, mesh manager, and compiled pipelines to construct —
no test anywhere in the App test project stands one up.
Nits: F4 corrects foliage_wind.glsl's header comment from "bit 31" to
the top-nibble test; F5 documents at the receiver bind site that the
caster's own AtmosphericFrameBufferBinding has its seven ABI v1
members zero/Identity by construction (only the two v2 wind members
are valid) — safe today because mesh_atmospheric.vert reads that
binding solely for wind displacement, flagged as a footgun for a
future v1-reading addition to that shader; F6 notes in the plan
(rather than fixes) that EntityCacheEntry does not proactively
invalidate when FoliageWindExclusions changes on a pack switch —
harmless with the pack off, self-heals on the entry's next natural
eviction.
foliage_wind.glsl's F4 comment-only change updated the SPIR-V
manifest's source hashes for the five includers (mesh_atmospheric.vert
+ four directional_shadow_world_* casters); the compiled .spv bytes
are byte-identical since comments do not affect bytecode.
Verify: Release build 0 warnings/0 errors. App hermetic-lane filter
6,043/0 failed. Core.Tests 4,695/0 failed. RenderPackValidator 30/30.
Full hermetic-filtered solution: 15,271/0 failed across 15 projects.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
This commit is contained in:
parent
43e3abed4d
commit
a82959f1b7
10 changed files with 332 additions and 16 deletions
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@ -2,8 +2,10 @@
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#define ACDREAM_FOLIAGE_WIND_GLSL
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// Campaign VM VM6 (2026-08-22): weather-driven foliage sway for procedural
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// scenery (trees/bushes — see ProceduralSceneryIdAllocator, bit 31 of the
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// entity id). Shared verbatim between mesh_atmospheric.vert (the world
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// scenery (trees/bushes — see ProceduralSceneryIdAllocator.IsInNamespace,
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// the top nibble 0x8 of the entity id — NOT bit 31 alone, which also
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// matches LandblockStaticEntityIdAllocator's 0xC... namespace). Shared
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// verbatim between mesh_atmospheric.vert (the world
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// receiver) and the four directional_shadow_world_*.vert casters so a
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// displaced leaf's shadow moves with it by construction — the caster and
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// receiver read the identical uAtmosphereClockWind/uAtmosphereWindAmplitude
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@ -151,7 +151,7 @@
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"stages": [
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{
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"stage": "vert",
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"sourceSha256": "ae6026d4bc04bc07e5c67c1dca6c3dfd16ad377104153808a2e11b60bbe492f7",
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"sourceSha256": "a30acec1fd60fcbc8a0cfa377726a65077a82836cbcf730cbcc756ce1b9299c5",
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"compiled": true
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},
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{
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@ -167,7 +167,7 @@
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"stages": [
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{
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"stage": "vert",
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"sourceSha256": "c26158346a1db03e305192a23b595d288ed27a3622b8c2b49cc2fe6b27550946",
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"sourceSha256": "7651a9622227c0322f75c8e3af2685bceb9bc28b692b53df305ec73161e589ff",
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"compiled": true
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},
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{
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@ -183,7 +183,7 @@
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"stages": [
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{
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"stage": "vert",
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"sourceSha256": "c752d8f85e0aa4a5bd2b7cb8679276ba46850844362eef0efce885401021433b",
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"sourceSha256": "9513c5baa4f269a9ddc265e9fa49c71a2834a004aca36939b99f9b5067d25ed1",
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"compiled": true
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},
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{
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@ -199,7 +199,7 @@
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"stages": [
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{
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"stage": "vert",
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"sourceSha256": "e483aae19e35ad9bdd7226cb1604db33268f8ae4474d774dfa08d5ca681717ee",
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"sourceSha256": "edf89ab8a8c02bf8fc3099b091ca3508a5b9c18e2ebbfe5bb5a7d6c50a82c745",
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"compiled": true
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},
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{
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@ -215,7 +215,7 @@
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"stages": [
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{
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"stage": "vert",
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"sourceSha256": "949a50149a6dd7f8f2b44fa035ab80a4227a71a1cbd4ec812bf451d1c2971db3",
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"sourceSha256": "a00aa83a8bd8ab4791b60bfb967a80b43bafcb0bf758f5e2e056b4272f3c8b1b",
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"compiled": true
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},
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{
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@ -81,6 +81,33 @@ internal static class FoliageWindClassification
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return false;
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}
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/// <summary>
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/// Campaign VM VM6 review fix round 2 (F3): zero-alloc production
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/// overload of <see cref="ComputeEntityHasCutoutSubset{T}"/>. The
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/// single-generic overload above is exactly what a caller needs to
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/// predicate on an instance field (e.g. the mesh adapter) — but doing so
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/// with a lambda that closes over <c>this</c> allocates a fresh closure
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/// object AND a fresh delegate on every call, and this is called once
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/// per Setup entity per frame from the world receiver, the shadow
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/// caster, and the packed production classifier. Passing the would-be-
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/// captured value as an explicit <typeparamref name="TContext"/>
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/// argument to a <see langword="static"/> lambda (no captures at all)
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/// lets the C# compiler cache a single delegate instance for the
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/// method's lifetime instead of allocating one per call.
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/// </summary>
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internal static bool ComputeEntityHasCutoutSubset<T, TContext>(
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IReadOnlyList<T> setupParts,
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TContext context,
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Func<TContext, T, bool> hasCutoutSubset)
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{
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for (int i = 0; i < setupParts.Count; i++)
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{
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if (hasCutoutSubset(context, setupParts[i]))
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return true;
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}
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return false;
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}
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/// <summary>
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/// The full top-nibble <c>0x8...</c> test via
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/// <see cref="ProceduralSceneryIdAllocator.IsInNamespace"/> — NOT bit 31
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@ -108,7 +108,12 @@ public sealed partial class WbDrawDispatcher
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return PipelinesFor(encoder);
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}
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private static void BindDirectionalShadowReceiver(
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// Campaign VM VM6 review fix round 2 (A3 test gap): internal, not
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// private, so DirectionalShadowReceiverTests can drive it directly with
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// a bare RecordingGpuDevice pass encoder instead of standing up the
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// full WbDrawDispatcher/mesh-manager/world-pass-scope dependency chain
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// just to prove this one bind call is correct.
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internal static void BindDirectionalShadowReceiver(
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IGpuPassEncoder encoder,
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in DirectionalShadowFrameBinding binding)
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{
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@ -127,6 +132,20 @@ public sealed partial class WbDrawDispatcher
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// depending on that earlier bind surviving un-reset until this pass
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// runs. Unbound (the declared-pack / no-caster-this-frame case) is a
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// no-op here exactly like the caster side.
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//
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// Review fix round 2 (F5): the buffer bound here is the CASTER's own
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// independent allocation (AtmosphericPostProcessGraph
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// .BuildShadowAtmosphericFrameBinding), NOT the receiver's/post-
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// process's fuller frame block. Its seven ABI v1 members (sun
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// screen/color, viewport, weather, sun direction, policy, inverse-
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// view-projection) are ALL ZERO/Identity by construction — only the
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// two appended v2 members (clock/wind, wind amplitude) carry real
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// content. That is safe today because mesh_atmospheric.vert reads
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// this binding SOLELY for foliage_wind.glsl's wind displacement; if
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// a future change makes mesh_atmospheric.vert or .frag read any v1
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// member (sun/weather/policy/etc.) during this same world-mesh
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// pass, it will read zeros here and must get its own real binding
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// instead of assuming this one is fully populated.
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if (binding.AtmosphericFrame.IsBound)
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{
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encoder.BindUniformBuffer(
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// FoliageWindClassification.ComputeEntityHasCutoutSubset's
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// doc comment. Same shared helper the world-receiver
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// Setup-part loop uses, so the caster's trunk-part
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// classification agrees with the receiver's.
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// classification agrees with the receiver's. Review
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// fix round 2 (F3): the context-taking overload
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// passes _meshAdapter explicitly to a static lambda
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// instead of closing over it — zero allocation per
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// entity per frame.
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bool entityHasCutoutSubset = FoliageWindClassification
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.ComputeEntityHasCutoutSubset(
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renderData.SetupParts,
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part => _meshAdapter.TryGetRenderData(part.GfxObjId)
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_meshAdapter,
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static (adapter, part) => adapter.TryGetRenderData(part.GfxObjId)
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is { HasCutoutSubset: true });
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for (int setupPartIndex = 0;
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if (renderData.IsSetup
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&& renderData.SetupParts.Count > 0)
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{
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// Campaign VM VM6 review fix round 2 (F1): same entity-
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// scoped HasCutoutSubset OR the classic world-receiver loop
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// computes (WbDrawDispatcher.cs) and the caster loop
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// (DirectionalShadows.cs) — see
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// FoliageWindClassification.ComputeEntityHasCutoutSubset's
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// doc comment. A Setup composite's parts are separate
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// GfxObjs with independently-cached HasCutoutSubset; without
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// this bounded per-entity scan, the opaque trunk part of a
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// production-classified tree would never get the trunk
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// flag. The context-taking overload passes _meshAdapter
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// explicitly to a static lambda (F3) — zero allocation per
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// entity per frame.
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bool entityHasCutoutSubset = FoliageWindClassification
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.ComputeEntityHasCutoutSubset(
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renderData.SetupParts,
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_meshAdapter,
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static (adapter, part) => adapter.TryGetRenderData(part.GfxObjId)
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is { HasCutoutSubset: true });
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for (int setupPartIndex = 0;
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setupPartIndex < renderData.SetupParts.Count;
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setupPartIndex++)
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indoor,
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selectionLighting,
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opacity,
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cacheEntry))
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cacheEntry,
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entityHasCutoutSubset))
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{
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reusableAcrossFrames = false;
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}
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bool indoor,
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Vector2 selectionLighting,
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float opacity,
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PackedProjectionClassificationEntry? cacheEntry)
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PackedProjectionClassificationEntry? cacheEntry,
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// Campaign VM VM6 review fix round 2 (F1): mirrors the classic
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// dispatcher's ClassifyBatches override exactly. HasCutoutSubset is
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// a per-PART (per-GfxObj) fact; the caller passes the ENTITY/Setup-
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// scoped OR across every resolved part for a Setup composite. null
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// (the default) means "use renderData.HasCutoutSubset directly",
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// which is already correct for a non-Setup single-mesh entity.
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bool? entityHasCutoutSubsetOverride = null)
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{
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bool entityHasCutoutSubset =
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entityHasCutoutSubsetOverride ?? renderData.HasCutoutSubset;
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bool reusableAcrossFrames = true;
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for (int batchIndex = 0;
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batchIndex < renderData.Batches.Count;
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if (!texture.Slot.IsAssigned)
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continue;
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// Campaign VM VM6 review fix round 2 (F1 BLOCKER): the packed
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// production classifier never computed FoliageFlags, so the
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// production BatchData.flags word was always 0 for every
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// scenery entity — the world geometry never swayed even though
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// the independently-classified shadow caster did. Classify
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// BEFORE constructing the key, from the RAW (pre-#188-
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// promotion) batch.Translucency, exactly as the classic
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// ClassifyBatches does — see that method's own comment for why
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// raw translucency is used for classification but the (possibly
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// promoted) local `translucency` is still what the key/group
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// partitions draws by.
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uint foliageFlags = FoliageWindClassification.Classify(
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entity.LocalEntityId,
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FoliageWindExclusions.Contains(meshRef.GfxObjId),
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batch.Translucency,
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entityHasCutoutSubset);
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var key = new GroupKey(
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batch.FirstIndex,
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(int)batch.BaseVertex,
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texture.Slot,
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texture.Layer,
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translucency,
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batch.CullMode);
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batch.CullMode,
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foliageFlags);
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var classified = new PackedClassifiedBatch(
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key,
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restPose,
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TextureLayer = key.TextureLayer,
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Translucency = key.Translucency,
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CullMode = key.CullMode,
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// Campaign VM VM6 review fix round 2 (F1 BLOCKER): this was the
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// missing copy. GetOrCreateInstanceGroup (the classic route) has
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// set FoliageFlags from key.FoliageFlags since the round-1
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// fix; this packed-route sibling never did, so every packed
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// production InstanceGroup carried FoliageFlags == 0 regardless
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// of what ClassifyPackedBatches computed into the key —
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// BatchData.flags bits 1/2 were always 0 for production world
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// geometry even though the independently-classified shadow
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// caster set them correctly, so casters swayed while the
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// meshes they shadowed did not.
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FoliageFlags = key.FoliageFlags,
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Registration = _nextPackedGroupRegistration++,
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LastUsedFrame = _packedGroupFrame,
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};
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// each part's own. A part missing this frame contributes
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// nothing; the entity is already marked incomplete by the
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// loop below and reclassifies once every part has loaded.
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// Review fix round 2 (F3): the context-taking overload
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// passes _meshAdapter as an explicit argument to a static
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// lambda instead of closing over it, so this call allocates
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// nothing per entity per frame.
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bool entityHasCutoutSubset = FoliageWindClassification.ComputeEntityHasCutoutSubset(
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renderData.SetupParts,
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part => _meshAdapter.TryGetRenderData(part.GfxObjId) is { HasCutoutSubset: true });
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_meshAdapter,
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static (adapter, part) => adapter.TryGetRenderData(part.GfxObjId) is { HasCutoutSubset: true });
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// #188: setupPartIndex is the SAME index space
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// TransparentPartHook.PartIndex addresses — retail's CPartArray
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hash.Add(key.TextureLayer);
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hash.Add((int)key.Translucency);
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hash.Add((int)key.CullMode);
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// Review fix round 2 (F1): fold FoliageFlags into the G2/G3
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// classified-output digest so a scenery/non-scenery group-
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// partition divergence between the classic and packed
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// dispatchers is caught by content, not only by an incidental
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// group-count difference.
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hash.Add(key.FoliageFlags);
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hash.Add(entry.ViewerDistance);
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AddSubmissionInstance(
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ref hash,
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@ -2626,6 +2637,10 @@ public sealed partial class WbDrawDispatcher : IDisposable
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hash.Add(key.TextureLayer);
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hash.Add((int)key.Translucency);
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hash.Add((int)key.CullMode);
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// Review fix round 2 (F1): see the matching comment in
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// BuildTransparentSubmissionDigest — folds FoliageFlags into the
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// G2/G3 classified-output digest.
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hash.Add(key.FoliageFlags);
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hash.Add(group.Matrices.Count);
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ulong xorLow = 0;
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@ -2786,8 +2801,17 @@ public sealed partial class WbDrawDispatcher : IDisposable
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// DrawMesh invokes RenderMeshSubset with detail enabled for
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// every built-mesh material subset while curr_detail_surface
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// is installed. The per-instance category still rejects
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// ordinary objects in mesh_detail.
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Flags = 1,
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// ordinary objects in mesh_detail. Review fix round 2 (F2):
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// bit 0 (the #226 built-mesh marker) is unconditional here —
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// every delayed-alpha entry IS a built-mesh alpha submission
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// — but the previous hardcoded `1` silently dropped bits 1/2
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// (Campaign VM VM6 foliage classification). A trunk instance
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// promoted into the alpha-blend group mid-fade (translucency
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// < 1 forces AlphaBlend even for an otherwise-Opaque trunk —
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// see ClassifyBatches's #188 promotion) must keep swaying
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// through the deferred-alpha replay instead of going rigid
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// for the duration of its fade.
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Flags = 1u | key.FoliageFlags,
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};
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_indirectCommands[i] = new DrawElementsIndirectCommand
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{
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Loading…
Add table
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Reference in a new issue