fix(rendering): preserve opaque building coverage under detail MSAA (#473)
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7 changed files with 387 additions and 46 deletions
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@ -278,6 +278,7 @@ builder, reducing the current active total to **160**.
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| # | Divergence | Where (file:line) | Why it is safe / justified | Risk if assumption breaks | Retail oracle |
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| ~~AP-245~~ | **FILED AND CODE-RETIRED 2026-09-05 by #473 / Campaign OVERHAUL §42.** S5-c4's shared detail-active Wb selector reused the quality-selected opaque pipeline for `RetailSetSurfaceBlend.Opaque`. With 4x MSAA and A2C enabled, the shader's retail final detail alpha `X = a*qA*qA` therefore became sample coverage even though retail's ordinary opaque SetSurface state is ONE/ZERO without alpha test. The selector now uses the non-A2C `pipelines.Opaque` for every detail-bearing opaque command; pure Clip retains AP-240's `opaquePipeline`. A classic command may contain both ordinary and building-detail instances because detail category is per instance rather than part of `GroupKey`; such a command is correctly non-A2C as a whole while its shader still filters detail per instance. | `src/AcDream.App/Rendering/Wb/WbDrawDispatcher.Rhi.cs` (`PipelineForMaterial`); `tests/AcDream.App.Tests/Rendering/Walk/OrderPreservingSubmitterTests.cs` | The correction is one shared material-selection arm reached by the actual ordered and classic grouped submitters. Recording tests cover ordinary/atmospheric 1x/4x descriptors, draw order/count, depth and detail pushes; detail unavailable/disabled and quality A2C=false stay unchanged. | None for the retired code divergence. The owner exterior gate remains FAIL until the repaired exact binary passes the required real re-gate; this row does not claim GPU or owner acceptance. | `D3DPolyRender::SetSurface @0x0059C4D0` opaque ONE/ZERO arm; Campaign OVERHAUL §42 |
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| AP-244 | **Filed 2026-09-05 at Campaign OVERHAUL S5-c4 fix round 1.** The new exact resolved SetSurface state is deliberately selected only when a Wb/EnvCell command has active building detail, preserving §23's bounded detail-off behavior. With detail off, Wb still collapses raw Additive and InvAlpha+Additive through `TranslucencyKind.Additive` to `SRCALPHA,ONE`; EnvCell additionally selects raw `IsAdditive` before the late `Translucent\|ClipMap` override and has no detail-off inverse pipeline. Both shader families retain the existing non-detail 0.05 discard rather than every combined ClipMap's palette/DDS reference, and fixed-function fog remains enabled for raw-Additive detail-off rows. AP-240 separately covers Wb pure-Clip placement/A2C. | `src/AcDream.App/Rendering/Wb/WbDrawDispatcher.Rhi.cs` (`PipelineForBlend`, detail gates); `src/AcDream.App/Rendering/Wb/EnvCellRenderer.cs` (`ResolveBatchGroupIndex`); `src/AcDream.App/Rendering/Wb/EnvCellRenderer.Rhi.cs` (detail-active exact selection versus retained range buckets); `src/AcDream.App/Rendering/Shaders/mesh_modern.frag`; `src/AcDream.App/Rendering/Shaders/mesh_atmospheric.frag` | Fix round 1 was expressly bounded to detail-active one-pass material truth. The immutable state is already present end-to-end, so a later dedicated detail-off correction can select it without DAT lookup or new ownership, but must re-gate FIFO/routing/order and visual behavior together. | Detail-off raw Additive/inverse-additive brightness, inverse EnvCell compositing, combined ClipMap cutout threshold, late Translucent override, and raw-Additive fog can differ from retail. | `D3DPolyRender::SetSurface @0x0059C4D0` lines 425083–425303; Campaign OVERHAUL S5-c4 §23.2 |
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| AP-235 | **Filed 2026-08-25 at the Campaign CT4 fix round.** Retail resolves gender display text via `AppraisalSystem::InqGenderDisplayName @0x005b47c0` and heritage via `InqHeritageGroupDisplayName @0x005b4710`, both through the static `EnumMapper::GetString(uint32_t enumValue, uint32_t queryId, PStringBase<char>*) @0x0041ac40` overload — `DBObj::GetDIDByEnum(&did, enumValue, 1)` (master map `0x25000000` → category-1 sub-map `0x25000001` → `ClientEnumToID[0x10000001]`/`[0x10000002]` → EnumMapper DIDs `0x2200000A`/`0x2200000B`) — reading each id's `IdToStringMap` entry live, with heritage ids 2/5/0xd hardcoded to `"Gharu'ndim"`/`"Umbraen"`/`"Olthoi"` in place of the raw internal names `"Gharundim"`/`"Shadowbound"`/`"OlthoiAcid"`. `CharacterIdentityText.GenderDisplayName`/`HeritageGroupDisplayName` are hardcoded C# `switch` tables instead — a mechanism divergence (compile-time constant vs. live DAT read), not a content one: `CharacterPanelLiveDatTests.GenderHeritageDisplayNameTables_MatchTheRetailEnumMapperChain` (filed the same round) walks the live EnumMapper chain and asserts every table entry byte-exact, including the two entries (10 "Penumbraen", 12 "Olthoi") the CT4 review had flagged as unverified guesses — both are correct. | `src/AcDream.App/UI/Layout/CharacterIdentityText.cs` (`GenderDisplayName`, `HeritageGroupDisplayName`); `src/AcDream.App/UI/Layout/RetailAppraisalNameResolver.cs` (`ResolveHeritage` — CT5 fix round 2026-08-25 deleted its independent re-implementation of the same 2/5/13 overrides; it now delegates straight to `CharacterIdentityText.HeritageGroupDisplayName`, so this row's divergence has exactly ONE owner, not two) | `RetailDataIdResolver.Resolve` (`src/AcDream.Content/RetailDataIdResolver.cs`) already ports the generic two-level `GetDIDByEnum` chain (used today for layout/material DIDs); unifying gender/heritage onto it needs only `Resolve(dats, enumValue: 0x10000001u/0x10000002u, enumCategory: 1u)` plus an `EnumMapper.IdToStringMap` read — a live-DAT-only path with no bespoke traversal code to write, which is why the tables stayed hardcoded this round rather than porting live-read on the spot; CT5 is the natural landing slot since it already owns this same DAT-lookup family for the Titles page | A future DAT/game update that renames or reorders a heritage/gender enum entry would silently desync acdream's hardcoded tables from retail's live text with no build-time or runtime signal — the CT5 fix round retired the second-copy drift risk (`ResolveHeritage` now reads the same single table), but the core hardcoded-vs-live-DAT divergence itself remains open | `AppraisalSystem::InqGenderDisplayName @ 0x005B47C0`; `InqHeritageGroupDisplayName @ 0x005B4710`; `EnumMapper::GetString @ 0x0041AC40`; `DBObj::GetDIDByEnum @ 0x004153A0` |
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| AP-233 | **Filed 2026-08-23 at the Holtburg windmill fix (row owed since the R1-P5 sequencer cutover).** `AnimationSequencer.BuildBlendedFrame` blends each part between `floor(FrameNumber)` and the next frame in the playback direction using the retail slerp (`SlerpRetailClient`). Retail never blends animation frames: `CPartArray::UpdateParts` applies `CSequence::get_curr_animframe` = `get_part_frame(floor(frame_number))`, holding every authored 30 fps frame for its whole interval. Since 2026-08-23 the blend holds the boundary frame at BOTH ends of a node's window — including the cyclic seam — so a cycle's last→first transition is retail's hard cut, not a blend. | `src/AcDream.Core/Physics/AnimationSequencer.cs` (`BuildBlendedFrame`); tests `AnimationSequencerTests.Advance_LinkTailDoesNotBlendIntoLinkFrame0` (#61), `Advance_CyclicSeamHoldsLastFrameInsteadOfBlendingIntoFrame0` (windmill) | The blend only smooths between authored interior frames of one node; at every seam the pose is exactly retail's held frame. Authored cycles that loop by symmetry (the Holtburg windmill's 60-frame quarter turn, `0x0300061B`) or by design read identically at the seam; link tails hold their end pose (#61). The owner chose this over dropping the blend (retail's 30 fps stepping) on 2026-08-23. | Any two adjacent authored frames that are NOT meant to be traversed smoothly (a deliberate authored pop inside a node) would be smoothed where retail pops; none known. A per-frame hitch of one held 33 ms interval at each cycle seam is the price of the cut (1.5° on the windmill). | `CPartArray::UpdateParts @0x005190F0`; `CSequence::get_curr_animframe @0x00524970`; `CSequence::get_curr_frame_number @0x005249D0` |
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