fix(render): detail overlay is fogged after the combine like retail; VM1 review fixes
Opus dual-lens review of05970306+388457a7(APPROVE WITH FIXES). Four items, all landed: 1. FOG (behavioural). Retail's D3D fixed-function fog stage runs AFTER the texture-stage pipeline, so the detail contribution must be fogged, not just the base. mesh_modern.frag already fogs the base colour (applyFog(rgb, vWorldPos)) before mesh_detail's replay draws over it; mesh_detail.frag previously emitted raw detail.rgb, understating fog by f*a*(fog-detail). Fix: mesh_detail.vert now outputs vWorldPos (mirroring mesh_modern.vert); mesh_detail.frag declares the identical SceneLighting UBO and applyFog function (copied verbatim, same binding/std140/math) and fogs detail.rgb before emitting it. This collapses algebraically to retail's fog-after-combine order: (1-a)*mix(base,fog,f) + a*mix(detail,fog,f) = mix(lerp(base,detail,a),fog,f) RetailDetailTextureContract gains ExpectedFogged(base,detail,opacity,fog, fogFactor); RetailDetailTextureContractTests pins the identity across 200 random samples within 1e-6. 2. EnvCellRenderer.Rhi.cs's DrawEnvCell-category comment still said "apply the 10-50 m positive-view-depth fade" — a stale claim from before VM1 removed the fade. Replaced with the mip-chain attenuation statement that mesh_detail.vert's header comment already carries. 3. Added the test the VM1 contract required but never had: TerrainAtlas .TryCreateDetailTexture uploads a full mip chain (MipLevelCount == RhiWorldTextureArray.MipLevelsFor(w,h), GenerateMipChain called) and registers with the repeat/linear world sampler, not single-level or clamped. Drives the private method directly (reflection) against a synthetic PFID_A8R8G8B8 RenderSurface through a minimal in-memory IDatReaderWriter fake, so the lane stays hermetic (no installed DAT). 4. #226 pseudocode note: noted that retail's stage-1 OUTPUT alpha (MODULATE(TEXTURE, CURRENT), 0x0059c549) — the framebuffer blend weight a delayed-alpha subset composites with — is not modelled; acdream instead draws a second pass weighted by detail.a*diffuseAlpha. Identical for opaque subsets, a bounded difference on translucent building/EnvCell subsets already covered by the existing AP-34 shared-alpha-queue divergence row. Also qualified the tmpmaterial.Diffuse.a = 1f (0x0059cb99) citation to name its exact branch (burnedInStaticLights < 0 && *(render_device+0x7e4) == 0); the other branch leaves diffuse FromVertex, but the opaque->1 / fading->opacity mapping still holds either way. Nit also folded in: EnvCellRendererTests' new SubmitRhi instance-alpha test is now a [Theory] over WbRenderPass.Opaque and .Transparent, pinning the bind-before-first-draw invariant on both passes. Regenerated mesh_detail's committed SPIR-V and the shader manifest (tools/compile-shaders.ps1); no other shader pair changed. Verified: dotnet build AcDream.slnx -c Release (0 warnings, 0 errors); dotnet test on AcDream.App.Tests (Release, hermetic lanes) green, including the shader manifest tests explicitly; AcDream.Core.Tests unaffected/green. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
This commit is contained in:
parent
388457a735
commit
ae6513126e
11 changed files with 343 additions and 14 deletions
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@ -103,4 +103,46 @@ public sealed class RetailDetailTextureContractTests
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Assert.True(MathF.Abs(result.Y - detail.Y) < 1e-6f);
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Assert.True(MathF.Abs(result.Z - detail.Z) < 1e-6f);
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}
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[Fact]
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public void FogAppliedPerDrawMatchesRetailsFogAfterCombineOrder()
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{
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// Review fix (post-05970306): retail fogs the pixel AFTER the
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// texture-stage combine (mix(lerp(base,detail,a), fog, f)), but
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// acdream draws the combine as two separate passes, each fogging its
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// own colour before the fixed-function blend recombines them
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// (lerp(mix(base,fog,f), mix(detail,fog,f), a)). This pins that the
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// two orders are the same pixel for arbitrary inputs — see
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// ExpectedFogged's doc comment and mesh_detail.frag's header comment
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// for the algebra.
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var random = new Random(0x226226);
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for (int i = 0; i < 200; i++)
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{
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var baseColour = NextColour(random);
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var detail = new Vector4(NextColour(random), random.NextSingle());
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float opacity = random.NextSingle();
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var fog = NextColour(random);
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float fogFactor = random.NextSingle();
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Vector3 twoDrawOrder = RetailDetailTextureContract.ExpectedFogged(
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baseColour, detail, opacity, fog, fogFactor);
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Vector3 retailOrder = Vector3.Lerp(
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RetailDetailTextureContract.Expected(baseColour, detail, opacity),
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fog,
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fogFactor);
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Assert.True(
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MathF.Abs(twoDrawOrder.X - retailOrder.X) < 1e-6f,
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$"R: two-draw {twoDrawOrder.X} vs retail {retailOrder.X} (sample {i})");
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Assert.True(
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MathF.Abs(twoDrawOrder.Y - retailOrder.Y) < 1e-6f,
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$"G: two-draw {twoDrawOrder.Y} vs retail {retailOrder.Y} (sample {i})");
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Assert.True(
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MathF.Abs(twoDrawOrder.Z - retailOrder.Z) < 1e-6f,
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$"B: two-draw {twoDrawOrder.Z} vs retail {retailOrder.Z} (sample {i})");
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}
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}
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private static Vector3 NextColour(Random random) =>
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new(random.NextSingle(), random.NextSingle(), random.NextSingle());
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}
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@ -0,0 +1,173 @@
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using System.Collections.Generic;
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using System.Collections.ObjectModel;
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using System.Diagnostics.CodeAnalysis;
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using System.Linq;
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using System.Reflection;
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using AcDream.App.Rendering;
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using AcDream.App.Rendering.Gpu;
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using AcDream.App.Rendering.Wb;
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using AcDream.App.Tests.Rendering.Gpu;
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using AcDream.Content;
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using DatReaderWriter;
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using DatReaderWriter.DBObjs;
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using DatReaderWriter.Enums;
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using DatReaderWriter.Lib.IO;
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using DatReaderWriter.Types;
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using Xunit;
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namespace AcDream.App.Tests.Rendering;
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/// <summary>
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/// Campaign VM VM1 review fix: pins the two facts the #226 note relies on
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/// for retail's mip-driven attenuation to actually be true — <c>TerrainAtlas
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/// .TryCreateDetailTexture</c> (~TerrainAtlas.cs:488-556) must upload a FULL
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/// mip chain, and it must be sampled with the repeat/linear world sampler,
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/// or the "attenuation is the sampler's linear mip chain" claim in
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/// mesh_detail.vert's header comment and the VM1 commit is unverified.
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/// Drives the private method directly (reflection, same pattern as
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/// EnvCellRendererTests' private-method tests) against a synthetic
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/// PFID_A8R8G8B8 RenderSurface, so no installed DAT is required — this lane
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/// stays hermetic.
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/// </summary>
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public sealed class TerrainAtlasDetailTextureTests
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{
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private const uint SurfaceTextureId = 0x05001787u;
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private const uint RenderSurfaceId = 0x06006D58u;
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[Fact]
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public void DetailTexture_UploadsFullMipChainAndUsesRepeatLinearSampler()
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{
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const int width = 4;
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const int height = 4;
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using var device = new RecordingGpuDevice();
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device.Clear();
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var dats = new FakeDetailTextureDats();
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dats.Register(new SurfaceTexture
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{
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Textures = new List<QualifiedDataId<RenderSurface>> { RenderSurfaceId },
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}, SurfaceTextureId);
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dats.Register(new RenderSurface
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{
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Width = width,
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Height = height,
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Format = PixelFormat.PFID_A8R8G8B8,
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SourceData = new byte[width * height * 4],
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}, RenderSurfaceId);
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var terrain = new TMTerrainDesc
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{
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TerrainTex = new TerrainTex
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{
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DetailTextureId = SurfaceTextureId,
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DetailTexTiling = 4u,
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},
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};
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IGpuSampler sampler = device.CreateSampler(GpuSamplerDescription.WorldRepeat);
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MethodInfo method = typeof(TerrainAtlas).GetMethod(
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"TryCreateDetailTexture",
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BindingFlags.NonPublic | BindingFlags.Static)!;
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object? result = method.Invoke(
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null,
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new object[] { device, dats, sampler, terrain, "building" });
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Assert.NotNull(result);
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// Full mip chain: TerrainAtlas.cs sizes MipLevelCount from
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// RhiWorldTextureArray.MipLevelsFor(decoded.Width, decoded.Height) and
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// then calls GenerateMipChain() — not a single-level upload.
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RecordingGpuTexture texture = Assert.Single(device.CreatedTextures);
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Assert.Equal(width, texture.Width);
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Assert.Equal(height, texture.Height);
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int expectedMipLevels = RhiWorldTextureArray.MipLevelsFor(width, height);
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Assert.True(expectedMipLevels > 1, "the test fixture must exercise a real mip chain, not a 1x1 edge case");
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Assert.Equal(expectedMipLevels, texture.MipLevelCount);
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Assert.True(texture.MipChainGenerated);
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// Repeat/linear sampler: the exact sampler GpuBindingModel world
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// draws use, not WorldClamp (the alpha atlas' sampler) or any
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// point-filtered UI sampler.
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GpuRecordedTextureRegistration registration = Assert.Single(
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device.Calls.OfType<GpuRecordedTextureRegistration>());
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Assert.Equal(GpuSamplerDescription.WorldRepeat, registration.Sampler);
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Assert.Equal(GpuFilter.Linear, registration.Sampler.MinFilter);
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Assert.Equal(GpuFilter.Linear, registration.Sampler.MagFilter);
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Assert.Equal(GpuMipFilter.Linear, registration.Sampler.MipFilter);
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Assert.Equal(GpuAddressMode.Repeat, registration.Sampler.AddressU);
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Assert.Equal(GpuAddressMode.Repeat, registration.Sampler.AddressV);
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}
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/// <summary>
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/// Minimal synthetic <see cref="IDatReaderWriter"/> — same shape as the
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/// NoopDatReaderWriter pattern already used for hermetic tests
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/// (LiveEntityNetworkOnPositionCollapseMatrixTests), except <c>Get</c>
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/// resolves from an explicit id->object map instead of always missing.
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/// Every other member is unreachable by TryCreateDetailTexture and throws
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/// if that assumption ever changes.
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/// </summary>
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private sealed class FakeDetailTextureDats : IDatReaderWriter
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{
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private readonly Dictionary<uint, IDBObj> _objects = new();
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public void Register<T>(T obj, uint id) where T : IDBObj => _objects[id] = obj;
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public string SourceDirectory => string.Empty;
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public IDatDatabase Portal => throw new NotSupportedException();
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public IDatDatabase Cell => throw new NotSupportedException();
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public ReadOnlyDictionary<uint, IDatDatabase> CellRegions { get; } =
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new(new Dictionary<uint, IDatDatabase>());
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public IDatDatabase HighRes => throw new NotSupportedException();
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public IDatDatabase Language => throw new NotSupportedException();
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public IDatDatabase Local => throw new NotSupportedException();
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public ReadOnlyDictionary<uint, uint> RegionFileMap { get; } =
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new(new Dictionary<uint, uint>());
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public int PortalIteration => 0;
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public int CellIteration => 0;
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public int HighResIteration => 0;
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public int LanguageIteration => 0;
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public bool TryGetFileBytes(
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uint regionId,
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uint fileId,
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ref byte[] bytes,
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out int bytesRead)
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{
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bytesRead = 0;
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return false;
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}
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public IEnumerable<uint> GetAllIdsOfType<T>() where T : IDBObj =>
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Array.Empty<uint>();
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public IEnumerable<IDatReaderWriter.IdResolution> ResolveId(uint id) =>
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Array.Empty<IDatReaderWriter.IdResolution>();
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public bool TrySave<T>(T obj, int iteration = 0) where T : IDBObj =>
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throw new NotSupportedException();
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public bool TrySave<T>(uint regionId, T obj, int iteration = 0) where T : IDBObj =>
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throw new NotSupportedException();
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[return: MaybeNull]
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public T Get<T>(uint fileId) where T : IDBObj =>
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_objects.TryGetValue(fileId, out IDBObj? obj) && obj is T typed ? typed : default;
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public bool TryGet<T>(uint fileId, [MaybeNullWhen(false)] out T value) where T : IDBObj
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{
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if (_objects.TryGetValue(fileId, out IDBObj? obj) && obj is T typed)
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{
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value = typed;
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return true;
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}
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value = default;
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return false;
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}
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public void Dispose()
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{
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}
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}
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}
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@ -116,8 +116,11 @@ public class EnvCellRendererTests
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/// pass, mesh_modern's shell pipeline and (when enabled) mesh_detail's
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/// replay alike.
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/// </summary>
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[Fact]
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public void SubmitRhi_BindsConstantOneInstanceAlphaBeforeAnyDrawInThePass()
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[Theory]
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[InlineData(WbRenderPass.Opaque)]
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[InlineData(WbRenderPass.Transparent)]
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public void SubmitRhi_BindsConstantOneInstanceAlphaBeforeAnyDrawInThePass(
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WbRenderPass renderPass)
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{
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const int instanceCount = 5;
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@ -144,7 +147,13 @@ public class EnvCellRendererTests
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// Seed one real draw command, exactly what
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// RenderModernMDIInternal would have built from a live landblock,
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// so the test can assert an actual ordering against a real draw
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// rather than a vacuous "no draw happened" pass.
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// rather than a vacuous "no draw happened" pass. Same command for
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// both passes: with _buildingDetailEnabled left at its default
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// (false), the Transparent branch's own detail-interleave logic
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// (SubmitRhi's "detailEnabled" block) never fires, so it draws
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// through the identical MultiDrawIndexedIndirect call the Opaque
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// pass does — only the pipeline rebound inside the per-range loop
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// differs, which is not what this test is pinning.
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Type rendererType = typeof(EnvCellRenderer);
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FieldInfo commandsField = rendererType.GetField(
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"_commands", BindingFlags.NonPublic | BindingFlags.Instance)!;
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@ -184,7 +193,7 @@ public class EnvCellRendererTests
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"SubmitRhi", BindingFlags.NonPublic | BindingFlags.Instance)!;
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submitRhi.Invoke(
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renderer,
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new object[] { allInstances, WbRenderPass.Opaque, 1, instanceCount });
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new object[] { allInstances, renderPass, 1, instanceCount });
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IReadOnlyList<GpuRecordedCall> calls = device.Calls;
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int alphaBindIndex = -1;
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