phase(N.5): retirement amendment — InstancedMeshRenderer + StaticMeshRenderer + WbFoundationFlag deleted
Final cross-cutting review of N.5 found that Task 15's deletion of mesh_instanced.vert/.frag left InstancedMeshRenderer orphaned — ACDREAM_USE_WB_FOUNDATION=0 silently rendered terrain+sky only with no entities. The SHIP commit's "[x] ACDREAM_USE_WB_FOUNDATION=0 still works" claim was inaccurate. Resolution: formal retirement of the legacy renderer path within N.5 instead of deferring to N.6. Deleted: - src/AcDream.App/Rendering/InstancedMeshRenderer.cs - src/AcDream.App/Rendering/StaticMeshRenderer.cs - src/AcDream.App/Rendering/Wb/WbFoundationFlag.cs GameWindow simplified — capability detection is unconditional, missing bindless throws NotSupportedException with a clear message at startup. WbDrawDispatcher + mesh_modern shader load are mandatory after init. No escape hatch. GpuWorldState simplified — WbFoundationFlag.IsEnabled guards on AddLandblock/RemoveLandblock removed; adapter calls are unconditional when the adapter is non-null. PendingSpawnIntegrationTests updated — WbFoundationFlag.ForTestsOnly_ForceEnable static ctor removed (flag is gone; adapter calls are unconditional). The ApplyLoadedTerrain physics-data loop was also simplified: the EnsureUploaded sub-loop that fed InstancedMeshRenderer is gone; _pendingCellMeshes is now explicitly cleared to prevent unbounded accumulation (the worker thread still populates it, but WB handles EnvCell geometry through its own pipeline). Spec §2 Decision 5 + §10 Out-of-Scope updated. Plan ship-amendment section added. Roadmap updated (N.5 ships with retirement; N.6 scope narrowed to perf-only). CLAUDE.md "WB integration cribs" updated. Perf baseline doc updated. WbDrawDispatcher class summary docstring corrected to describe the as-shipped SSBO + multi-draw-indirect path. ISSUES.md #51 updated (terrain not in N.5 scope; deferred to N.7). Bindless support is now a hard requirement. Modern desktop GPUs universally expose GL_ARB_bindless_texture + GL_ARB_shader_draw_parameters; if a user hits the NotSupportedException, that's a real bug report worth investigating, not a silent fallback. Build: 0 errors, 0 warnings. Tests: 71/71 (Wb+MatrixComposition+TextureCacheBindless filter). Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
parent
55ecec683f
commit
dcae2b6b94
13 changed files with 211 additions and 1140 deletions
|
|
@ -44,8 +44,11 @@ half of the lower bound estimate.
|
|||
8 pre-existing failures in `MotionInterpreter` / `BSPStepUp` /
|
||||
`PositionManager` / `PlayerMovementController` / `Dispatcher` are
|
||||
carry-forward from before N.5 and unrelated to rendering.
|
||||
- [ ] **`ACDREAM_USE_WB_FOUNDATION=0` still works** — to be verified at
|
||||
Task 14 (legacy escape hatch check).
|
||||
- [N/A] **`ACDREAM_USE_WB_FOUNDATION=0` still works** — escape hatch
|
||||
formally retired in N.5 ship amendment. `InstancedMeshRenderer`,
|
||||
`StaticMeshRenderer`, and `WbFoundationFlag` deleted. Missing
|
||||
bindless throws `NotSupportedException` at startup with a clear
|
||||
error message. No fallback path.
|
||||
|
||||
## Visual verification (Task 14)
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue