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:
Erik 2026-08-23 02:28:17 +02:00
parent 43e3abed4d
commit a82959f1b7
10 changed files with 332 additions and 16 deletions

View file

@ -108,7 +108,12 @@ public sealed partial class WbDrawDispatcher
return PipelinesFor(encoder);
}
private static void BindDirectionalShadowReceiver(
// Campaign VM VM6 review fix round 2 (A3 test gap): internal, not
// private, so DirectionalShadowReceiverTests can drive it directly with
// a bare RecordingGpuDevice pass encoder instead of standing up the
// full WbDrawDispatcher/mesh-manager/world-pass-scope dependency chain
// just to prove this one bind call is correct.
internal static void BindDirectionalShadowReceiver(
IGpuPassEncoder encoder,
in DirectionalShadowFrameBinding binding)
{
@ -127,6 +132,20 @@ public sealed partial class WbDrawDispatcher
// depending on that earlier bind surviving un-reset until this pass
// runs. Unbound (the declared-pack / no-caster-this-frame case) is a
// no-op here exactly like the caster side.
//
// Review fix round 2 (F5): the buffer bound here is the CASTER's own
// independent allocation (AtmosphericPostProcessGraph
// .BuildShadowAtmosphericFrameBinding), NOT the receiver's/post-
// process's fuller frame block. Its seven ABI v1 members (sun
// screen/color, viewport, weather, sun direction, policy, inverse-
// view-projection) are ALL ZERO/Identity by construction — only the
// two appended v2 members (clock/wind, wind amplitude) carry real
// content. That is safe today because mesh_atmospheric.vert reads
// this binding SOLELY for foliage_wind.glsl's wind displacement; if
// a future change makes mesh_atmospheric.vert or .frag read any v1
// member (sun/weather/policy/etc.) during this same world-mesh
// pass, it will read zeros here and must get its own real binding
// instead of assuming this one is fully populated.
if (binding.AtmosphericFrame.IsBound)
{
encoder.BindUniformBuffer(