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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@ -105,9 +105,17 @@ for each replayed fragment:
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detail = sample(categoryTexture, baseUv * categoryTiling)
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diffuseAlpha = base_subset_diffuse_alpha // 1 for opaque; the
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// translucency-fade multiplier
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// for a fading subset
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// (tmpmaterial.Diffuse.a in
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// RenderMeshSubset)
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// for a fading subset.
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// tmpmaterial.Diffuse.a = 1f
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// (0x0059cb99) is the
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// burnedInStaticLights < 0 &&
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// *(render_device+0x7e4) == 0
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// branch in RenderMeshSubset;
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// the other branch leaves
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// diffuse FromVertex. Either
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// way the opaque->1 /
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// fading->opacity mapping
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// still holds.
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// D3DPolyRender::SetSurface (0x0059c4d0) texture-stage setup:
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// stage 0 colour = MODULATE(TEXTURE, DIFFUSE) = base.rgb * diffuse.rgb
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@ -176,6 +184,18 @@ change base coverage/blend/depth behavior; it avoids making the checkbox
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reorder the default transparent scene. The connected acceptance matrix must
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still exercise overlapping transparent building/EnvCell surfaces.
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Also unmodelled: retail's stage-1 OUTPUT alpha — `MODULATE(TEXTURE, CURRENT)`
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(`0x0059c549`) — which for a delayed-alpha subset becomes the framebuffer
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blend weight the alpha queue composites that subset with. acdream instead
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draws the base subset with its own alpha and a second, separately blended
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draw weighted by `detail.a * diffuseAlpha` (the pipeline in
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`VulkanViewportMapping.BlendFactorsOf(GpuBlendMode.RetailDetail)`). For
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opaque subsets this is identical (both reduce to the base's own alpha
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gating nothing else downstream); on translucent building/EnvCell subsets it
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is a bounded difference in how much the SUBSEQUENT alpha-queue compositing
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sees, already covered by the existing AP-34 shared-alpha-queue divergence
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row rather than a new one.
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## Darkening, not brightening
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The earlier version of this note read the two-pass fallback's `DEST_COLOR +
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@ -77,4 +77,33 @@ internal static class RetailDetailTextureContract
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/// </summary>
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internal static bool IsNeutral(Vector4 detail, float opacity) =>
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detail.W * opacity == 0f;
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/// <summary>
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/// Review fix (post-05970306): retail's D3D fog stage runs AFTER the
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/// texture-stage combine, applying to the FINAL pixel, not to
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/// <c>detail.rgb</c> in isolation. acdream draws the combine as two
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/// separate passes (mesh_modern's base draw, then mesh_detail's blended
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/// replay), so each draw fogs its OWN colour before the fixed-function
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/// blend recombines them — this is the CPU statement of that two-draw
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/// path: <c>lerp(mix(base,fog,f), mix(detail,fog,f), detail.a*opacity)</c>.
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/// It is algebraically identical to retail's single-draw
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/// fog-after-combine order, <c>mix(Expected(base,detail,opacity), fog,
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/// f)</c> — see <c>RetailDetailTextureContractTests</c> for the identity
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/// pinned numerically, and mesh_detail.frag's header comment for the
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/// derivation.
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/// </summary>
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internal static Vector3 ExpectedFogged(
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Vector3 baseColour,
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Vector4 detail,
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float opacity,
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Vector3 fog,
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float fogFactor)
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{
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Vector3 foggedBase = Vector3.Lerp(baseColour, fog, fogFactor);
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Vector3 foggedDetail = Vector3.Lerp(
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new Vector3(detail.X, detail.Y, detail.Z),
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fog,
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fogFactor);
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return Vector3.Lerp(foggedBase, foggedDetail, detail.W * opacity);
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}
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}
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@ -4,6 +4,7 @@
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in vec2 vBaseUv;
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in vec2 vDetailUv;
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in float vDetailOpacity;
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in vec3 vWorldPos;
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in flat uint vBaseTextureIndex;
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in flat uint vBaseTextureLayer;
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in flat uint vBatchFlags;
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@ -11,6 +12,42 @@ in flat uint vDetailCategory;
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uniform uint uTextureIndexA; // category detail texture, layer 0
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// SceneLighting UBO — IDENTICAL layout to mesh_modern.frag binding=1 (same
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// std140 block, same struct, same binding). Declared here ONLY for fog
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// (uFogParams/uFogColor/uCameraAndTime); mesh_detail never lights (no
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// uLights[]/uCellAmbient read), it only needs applyFog below to match
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// retail's fog placement exactly.
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struct Light {
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vec4 posAndKind;
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vec4 dirAndRange;
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vec4 colorAndIntensity;
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vec4 coneAngleEtc;
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};
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layout(std140, ACDREAM_UBO_SET binding = 1) uniform SceneLighting {
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Light uLights[8];
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vec4 uCellAmbient;
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vec4 uFogParams;
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vec4 uFogColor;
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vec4 uCameraAndTime;
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};
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// Copied verbatim from mesh_modern.frag — same math, not "improved". Retail's
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// D3D fixed-function fog stage runs AFTER the texture-stage pipeline
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// (RenderDeviceD3D's fog render state applies to the final pixel the
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// blender produced, not to an individual texture stage's output), so the
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// detail contribution must be fogged exactly like the base pass fogs its
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// own colour, with the identical fog curve.
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vec3 applyFog(vec3 lit, vec3 worldPos) {
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int mode = int(uFogParams.w);
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if (mode == 0) return lit;
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float d = length(worldPos - uCameraAndTime.xyz);
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float fogStart = uFogParams.x;
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float fogEnd = uFogParams.y;
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float span = max(1e-3, fogEnd - fogStart);
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float fog = clamp((d - fogStart) / span, 0.0, 1.0);
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return mix(lit, uFogColor.xyz, fog);
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}
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out vec4 FragColor;
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// VM2 (2026-08-22, live cdb read on the PDB-paired retail client, GUID
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@ -37,6 +74,20 @@ out vec4 FragColor;
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// that combined alpha and lets the fixed-function blend unit do the
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// base*(1-a) + detail*a lerp. See
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// docs/research/2026-08-22-vm2-retail-detail-path-cdb.md.
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//
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// Review fix (post-05970306): retail's texture-stage combine above happens
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// BEFORE the D3D fixed-function fog stage, not after — fog is the LAST thing
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// applied to the pixel, so it applies to the lerp's result, not to detail.rgb
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// alone. mesh_modern.frag already fogs the base colour before this replay
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// draws over it (applyFog(rgb, vWorldPos) there), so fogging detail.rgb here
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// too makes the two-draw blend collapse to retail's single-draw order:
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// (1-a)*mix(base,fog,f) + a*mix(detail,fog,f)
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// = (1-f)*[(1-a)*base + a*detail] + f*fog
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// = mix(lerp(base,detail,a), fog, f)
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// which is exactly retail's fog-after-combine pixel. Leaving detail.rgb
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// unfogged would draw detail at full saturation/brightness even at maximum
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// fog distance. RetailDetailTextureContractTests pins this identity
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// numerically (ExpectedFogged).
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void main() {
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// Object command replays may contain ordinary instances; only building
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@ -56,5 +107,5 @@ void main() {
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uTextureIndexA,
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vec3(vDetailUv, 0.0));
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FragColor = vec4(detail.rgb, detail.a * vDetailOpacity);
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FragColor = vec4(applyFog(detail.rgb, vWorldPos), detail.a * vDetailOpacity);
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}
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@ -70,6 +70,8 @@ uniform float uParamB; // 1 = require building instance, 0 = EnvCell category
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out vec2 vBaseUv;
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out vec2 vDetailUv;
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out float vDetailOpacity;
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out vec3 vWorldPos; // review fix: mesh_detail.frag needs this for applyFog,
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// exactly like mesh_modern.vert's vWorldPos.
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out flat uint vBaseTextureIndex;
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out flat uint vBaseTextureLayer;
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out flat uint vBatchFlags;
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@ -80,6 +82,7 @@ void main() {
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int instanceIndex = transformIndex - int(uTextureIndexB);
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vec4 worldPos = Instances[transformIndex].transform * vec4(aPosition, 1.0);
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gl_Position = uViewProjection * worldPos;
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vWorldPos = worldPos.xyz;
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uint slot = instanceClipSlot[instanceIndex];
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CellClip clip = clipRegions[slot];
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Binary file not shown.
Binary file not shown.
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@ -231,12 +231,12 @@
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"stages": [
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{
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"stage": "vert",
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"sourceSha256": "c955bdce56199ef2057dbaf0dc1d1f75ececac49047f57685b09b63117e921da",
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"sourceSha256": "3b03a153a439aa54fcd0bcb575274c8e1da888b8ae85ee15fae020ccb1d3bf49",
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"compiled": true
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},
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{
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"stage": "frag",
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"sourceSha256": "c02dd48647352a87c183fe925a9590b70731c677dd942bcea71ac6ad63ff486d",
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"sourceSha256": "e037fd28cf71453792c17522c97c4c7797193823ed78ca629a4331b632f177b1",
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"compiled": true
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}
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]
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@ -343,10 +343,12 @@ public sealed unsafe partial class EnvCellRenderer
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}
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// Retail DrawEnvCell category (2). Replay the already-filtered opaque
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// shell commands, including ClipMap built-mesh subsets, and apply the
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// 10-50 m positive-view-depth fade. The existing
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// "Building Detail Textures" option gates both this and buildings,
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// matching LScape::ChangeRegion.
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// shell commands, including ClipMap built-mesh subsets. No distance
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// fade (VM1/VM2): retail's noFadeDetail gates get_alpha_for_z to the
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// immediate-polygon path only, which built meshes never reach;
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// attenuation is the sampler's linear mip chain converging to the
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// texture mean. The existing "Building Detail Textures" option gates
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// both this and buildings, matching LScape::ChangeRegion.
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if (renderPass == WbRenderPass.Opaque
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&& detailEnabled)
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{
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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>
|
||||
/// Minimal synthetic <see cref="IDatReaderWriter"/> — same shape as the
|
||||
/// NoopDatReaderWriter pattern already used for hermetic tests
|
||||
/// (LiveEntityNetworkOnPositionCollapseMatrixTests), except <c>Get</c>
|
||||
/// resolves from an explicit id->object map instead of always missing.
|
||||
/// Every other member is unreachable by TryCreateDetailTexture and throws
|
||||
/// if that assumption ever changes.
|
||||
/// </summary>
|
||||
private sealed class FakeDetailTextureDats : IDatReaderWriter
|
||||
{
|
||||
private readonly Dictionary<uint, IDBObj> _objects = new();
|
||||
|
||||
public void Register<T>(T obj, uint id) where T : IDBObj => _objects[id] = obj;
|
||||
|
||||
public string SourceDirectory => string.Empty;
|
||||
public IDatDatabase Portal => throw new NotSupportedException();
|
||||
public IDatDatabase Cell => throw new NotSupportedException();
|
||||
public ReadOnlyDictionary<uint, IDatDatabase> CellRegions { get; } =
|
||||
new(new Dictionary<uint, IDatDatabase>());
|
||||
public IDatDatabase HighRes => throw new NotSupportedException();
|
||||
public IDatDatabase Language => throw new NotSupportedException();
|
||||
public IDatDatabase Local => throw new NotSupportedException();
|
||||
public ReadOnlyDictionary<uint, uint> RegionFileMap { get; } =
|
||||
new(new Dictionary<uint, uint>());
|
||||
public int PortalIteration => 0;
|
||||
public int CellIteration => 0;
|
||||
public int HighResIteration => 0;
|
||||
public int LanguageIteration => 0;
|
||||
|
||||
public bool TryGetFileBytes(
|
||||
uint regionId,
|
||||
uint fileId,
|
||||
ref byte[] bytes,
|
||||
out int bytesRead)
|
||||
{
|
||||
bytesRead = 0;
|
||||
return false;
|
||||
}
|
||||
|
||||
public IEnumerable<uint> GetAllIdsOfType<T>() where T : IDBObj =>
|
||||
Array.Empty<uint>();
|
||||
|
||||
public IEnumerable<IDatReaderWriter.IdResolution> ResolveId(uint id) =>
|
||||
Array.Empty<IDatReaderWriter.IdResolution>();
|
||||
|
||||
public bool TrySave<T>(T obj, int iteration = 0) where T : IDBObj =>
|
||||
throw new NotSupportedException();
|
||||
|
||||
public bool TrySave<T>(uint regionId, T obj, int iteration = 0) where T : IDBObj =>
|
||||
throw new NotSupportedException();
|
||||
|
||||
[return: MaybeNull]
|
||||
public T Get<T>(uint fileId) where T : IDBObj =>
|
||||
_objects.TryGetValue(fileId, out IDBObj? obj) && obj is T typed ? typed : default;
|
||||
|
||||
public bool TryGet<T>(uint fileId, [MaybeNullWhen(false)] out T value) where T : IDBObj
|
||||
{
|
||||
if (_objects.TryGetValue(fileId, out IDBObj? obj) && obj is T typed)
|
||||
{
|
||||
value = typed;
|
||||
return true;
|
||||
}
|
||||
value = default;
|
||||
return false;
|
||||
}
|
||||
|
||||
public void Dispose()
|
||||
{
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -116,8 +116,11 @@ public class EnvCellRendererTests
|
|||
/// pass, mesh_modern's shell pipeline and (when enabled) mesh_detail's
|
||||
/// replay alike.
|
||||
/// </summary>
|
||||
[Fact]
|
||||
public void SubmitRhi_BindsConstantOneInstanceAlphaBeforeAnyDrawInThePass()
|
||||
[Theory]
|
||||
[InlineData(WbRenderPass.Opaque)]
|
||||
[InlineData(WbRenderPass.Transparent)]
|
||||
public void SubmitRhi_BindsConstantOneInstanceAlphaBeforeAnyDrawInThePass(
|
||||
WbRenderPass renderPass)
|
||||
{
|
||||
const int instanceCount = 5;
|
||||
|
||||
|
|
@ -144,7 +147,13 @@ public class EnvCellRendererTests
|
|||
// Seed one real draw command, exactly what
|
||||
// RenderModernMDIInternal would have built from a live landblock,
|
||||
// so the test can assert an actual ordering against a real draw
|
||||
// rather than a vacuous "no draw happened" pass.
|
||||
// rather than a vacuous "no draw happened" pass. Same command for
|
||||
// both passes: with _buildingDetailEnabled left at its default
|
||||
// (false), the Transparent branch's own detail-interleave logic
|
||||
// (SubmitRhi's "detailEnabled" block) never fires, so it draws
|
||||
// through the identical MultiDrawIndexedIndirect call the Opaque
|
||||
// pass does — only the pipeline rebound inside the per-range loop
|
||||
// differs, which is not what this test is pinning.
|
||||
Type rendererType = typeof(EnvCellRenderer);
|
||||
FieldInfo commandsField = rendererType.GetField(
|
||||
"_commands", BindingFlags.NonPublic | BindingFlags.Instance)!;
|
||||
|
|
@ -184,7 +193,7 @@ public class EnvCellRendererTests
|
|||
"SubmitRhi", BindingFlags.NonPublic | BindingFlags.Instance)!;
|
||||
submitRhi.Invoke(
|
||||
renderer,
|
||||
new object[] { allInstances, WbRenderPass.Opaque, 1, instanceCount });
|
||||
new object[] { allInstances, renderPass, 1, instanceCount });
|
||||
|
||||
IReadOnlyList<GpuRecordedCall> calls = device.Calls;
|
||||
int alphaBindIndex = -1;
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue