feat(render) Campaign FW2: OrderedDrawStream + walk-order submitter
The walk-order submission layer over the existing RHI (plan section FW2): - OrderedDrawStream: append-only walk-ordered draw commands (GroupKey + transform + per-instance data + WalkDrawStage + cell provenance), struct-of-arrays with one lockstep Reset (#193 shape). The PortalPunch stage exists but has no FW2 submission path - the submitter throws on it; punch emission lands with FW3 wiring. - WbDrawDispatcher.OrderedStream partial: per-instance-first emission (the deferred-alpha shape - command i owns instance i, walk order survives into the indirect array), each SSBO section written once, then one DrawIndirectRangeRhi call per maximal merge run. Runs are built by pure-CPU BuildOrderedMergeRuns and may never span a stage, pipeline-bucket, or cull boundary; ValidateMergeRun re-checks every emitted run and throws (the campaign fail-loud rule). Nothing is sorted, reordered, or dropped: N commands in, N indirect commands out, covered exactly once. - WorldDepthContract: retail world depth verified verbatim from the decomp - Render::zfuncVal @0x00820e1c = 0x2, SetDepthBufferMode @0x005a2d10 writes the enum directly as D3DRS_ZFUNC so the value IS D3DCMP_LESS, applied by the surface-state applier @0x0059c80a with Z-write toggled by blend; the LESSEQUAL sites are GameSky::Draw-local. Seven world pipeline sites now cite the named constant (no value changes). - Plan updated: FW1 status block + gate amendment (the ten pose-stamped retail traces supersede re-expressing the old-builder replay fixtures; those retire with the old builder at FW4 and their scenario classes re-verify at the FW3/FW4 connected gates). Known FW2 scope notes recorded in the code: the building-detail overlay replay is production wiring (FW3); the _drawCullModes scratch may not interleave with a mid-flight RetailAlphaQueue scope (FW3 sequencing constraint). The pixel A/B equivalence proof rides FW3's cutover toggle where a walk-driven scene first exists. Suites: full Release build 0 warnings; Walk lane 154/1 skip; hermetic 6,714/0 (+27 new). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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12 changed files with 1461 additions and 31 deletions
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@ -1073,6 +1073,12 @@ internal sealed class DirectionalSunShadowRenderer : IDirectionalShadowReceiverS
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});
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}
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/// <summary>
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/// The caster's own depth-only pipeline. Depth compare is
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/// <see cref="WorldDepthContract.WorldCompare"/> — see that type for the
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/// world-space <c>GL_LESS</c> citation this shares with every other world
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/// pipeline.
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/// </summary>
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private static IGpuPipeline CreatePipeline(
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IGpuDevice device,
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string name,
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@ -1087,7 +1093,7 @@ internal sealed class DirectionalSunShadowRenderer : IDirectionalShadowReceiverS
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VertexLayout = layout,
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Topology = GpuPrimitiveTopology.TriangleList,
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Blend = GpuBlendMode.None,
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Depth = new GpuDepthState(true, true, GpuCompareOp.Less),
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Depth = new GpuDepthState(true, true, WorldDepthContract.WorldCompare),
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Cull = GpuCullMode.Back,
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FrontFace = frontFace,
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AlphaToCoverage = false,
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@ -232,12 +232,14 @@ public sealed unsafe partial class ParticleRenderer
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/// which is the GL arm's bracket verbatim
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/// (<c>Enable(DepthTest)</c>/<c>DepthMask(false)</c>/<c>Disable(CullFace)</c>).
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///
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/// <para>Depth compare is <c>Less</c>, not the contract's <c>LessOrEqual</c>
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/// default: the world frame runs under <c>GL_LESS</c> and this renderer never
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/// called <c>glDepthFunc</c>, so it inherited it. Alpha-to-coverage is off
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/// for the same kind of reason and the opposite way round — the frame-global
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/// state controller disables it and only <c>WbDrawDispatcher</c>'s opaque
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/// bracket turns it on, so particles have never drawn with it.</para>
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/// <para>Depth compare is <see cref="AcDream.App.Rendering.WorldDepthContract.WorldCompare"/>
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/// (<c>Less</c>), not the contract's <c>LessOrEqual</c> default — see that
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/// type for the full citation. The world frame runs under <c>GL_LESS</c>
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/// and this renderer never called <c>glDepthFunc</c>, so it inherited it.
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/// Alpha-to-coverage is off for the same kind of reason and the opposite
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/// way round — the frame-global state controller disables it and only
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/// <c>WbDrawDispatcher</c>'s opaque bracket turns it on, so particles have
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/// never drawn with it.</para>
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/// </summary>
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private static IGpuPipeline CreateBillboardPipeline(
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IGpuDevice device,
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@ -251,7 +253,7 @@ public sealed unsafe partial class ParticleRenderer
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VertexLayout = BillboardVertexLayout,
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Topology = GpuPrimitiveTopology.TriangleList,
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Blend = blend,
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Depth = new GpuDepthState(Test: true, Write: false, GpuCompareOp.Less),
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Depth = new GpuDepthState(Test: true, Write: false, WorldDepthContract.WorldCompare),
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Cull = GpuCullMode.None,
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FrontFace = GpuFrontFace.CounterClockwise,
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AlphaToCoverage = false,
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@ -260,10 +262,12 @@ public sealed unsafe partial class ParticleRenderer
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});
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/// <summary>
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/// One mesh-particle pipeline. Same depth bracket as the billboards; the
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/// winding is CW because <c>PrepareMeshPipeline</c> sets
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/// <c>glFrontFace(GL_CW)</c>, and the cull mode stays DYNAMIC because it is
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/// resolved per sub-batch from the DAT's own <c>CullMode</c>.
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/// One mesh-particle pipeline. Same depth bracket as the billboards (see
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/// <see cref="AcDream.App.Rendering.WorldDepthContract"/> for the world
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/// <c>GL_LESS</c> citation); the winding is CW because
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/// <c>PrepareMeshPipeline</c> sets <c>glFrontFace(GL_CW)</c>, and the cull
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/// mode stays DYNAMIC because it is resolved per sub-batch from the DAT's
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/// own <c>CullMode</c>.
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/// </summary>
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private static IGpuPipeline CreateMeshParticlePipeline(
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IGpuDevice device,
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@ -277,7 +281,7 @@ public sealed unsafe partial class ParticleRenderer
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VertexLayout = MeshVertexLayout,
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Topology = GpuPrimitiveTopology.TriangleList,
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Blend = blend,
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Depth = new GpuDepthState(Test: true, Write: false, GpuCompareOp.Less),
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Depth = new GpuDepthState(Test: true, Write: false, WorldDepthContract.WorldCompare),
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Cull = GpuCullMode.None,
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FrontFace = GpuFrontFace.Clockwise,
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AlphaToCoverage = false,
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@ -41,7 +41,10 @@ public sealed partial class TerrainModernRenderer
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VertexLayout = TerrainVertexLayout,
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Topology = GpuPrimitiveTopology.TriangleList,
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Blend = GpuBlendMode.None,
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Depth = new GpuDepthState(true, true, GpuCompareOp.Less),
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// WorldDepthContract.WorldCompare — see that type for the
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// world-space GL_LESS citation this receiver pipeline shares
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// with terrain's own base pass.
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Depth = new GpuDepthState(true, true, WorldDepthContract.WorldCompare),
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Cull = GpuCullMode.Back,
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FrontFace = GpuFrontFace.CounterClockwise,
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AlphaToCoverage = false,
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@ -85,12 +85,14 @@ public sealed unsafe partial class TerrainModernRenderer
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VertexLayout = TerrainVertexLayout,
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Topology = GpuPrimitiveTopology.TriangleList,
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Blend = GpuBlendMode.None,
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// GL_LESS, not the contract's LessOrEqual default: the world frame
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// runs under GL_LESS and terrain never called glDepthFunc, so it
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// inherited it. LessOrEqual would change which of two coplanar retail
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// surfaces wins — visible exactly where terrain meets roads and
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// building footings, which is what zFightTerrainAdjust is about.
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Depth = new GpuDepthState(Test: true, Write: true, GpuCompareOp.Less),
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// WorldDepthContract.WorldCompare (GL_LESS), not the contract's
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// LessOrEqual default: the world frame runs under GL_LESS and
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// terrain never called glDepthFunc, so it inherited it. LessOrEqual
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// would change which of two coplanar retail surfaces wins — visible
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// exactly where terrain meets roads and building footings, which is
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// what zFightTerrainAdjust is about. See WorldDepthContract for the
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// full citation.
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Depth = new GpuDepthState(Test: true, Write: true, WorldDepthContract.WorldCompare),
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// #108-residual: retail terrain is SINGLE-SIDED. See the GL arm's
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// Draw for the full reasoning; this bakes the same triple.
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Cull = GpuCullMode.Back,
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166
src/AcDream.App/Rendering/Walk/OrderedDrawStream.cs
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166
src/AcDream.App/Rendering/Walk/OrderedDrawStream.cs
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@ -0,0 +1,166 @@
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using System.Numerics;
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using AcDream.App.Rendering.Wb;
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namespace AcDream.App.Rendering.Walk;
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/// <summary>
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/// Campaign FW stage FW2 — retail's frame phases, in the order the walk
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/// visits them. <c>RetailPViewPassExecutor</c>'s packed route contract
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/// (<c>RenderFrameCandidateRoute</c>: LandscapeOutdoorStatic →
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/// LandscapeBuildingShell → LookInObject → LandscapeOutsideDynamic →
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/// CellStatic → DynamicLast — <c>WbDrawDispatcher.PackedOracle.cs:108/171</c>
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/// enforces in-order consumption today) is the closest existing analogue;
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/// this enum is the walk submitter's OWN phase vocabulary, and a merge run
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/// built by <see cref="WbDrawDispatcher.BuildOrderedMergeRuns"/> may never
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/// span two different stages — the submitter treats a stage boundary exactly
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/// like a material-state boundary (see
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/// docs/plans/2026-08-30-campaign-fw-frame-walk.md §FW2).
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/// </summary>
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internal enum WalkDrawStage : byte
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{
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/// <summary><c>LScape::draw</c> @0x00506330 /
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/// <c>LScape::grab_visible_cells</c> @0x00504EC0 — outdoor terrain.</summary>
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Terrain,
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/// <summary>An indoor <c>PView::DrawCells</c> @0x005A4840 flood's static
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/// geometry: EnvCell shells plus the static meshes they contain.</summary>
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CellStatic,
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/// <summary><c>DrawBuilding</c>'s (<c>RenderDeviceD3D::DrawBuilding</c>
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/// @0x0059f2a0) exterior shell pass.</summary>
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BuildingShell,
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/// <summary>
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/// <c>DrawPortalPolyInternal</c>'s depth-only invisible portal-polygon
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/// panel — punch far-Z / seal own-depth. FW0 confirmed retail actually
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/// draws these every frame (not an acdream invention); the AD-117 stamps
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/// re-invented the mechanism at the wrong site.
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///
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/// <para><b>No FW2 submission path exists yet.</b>
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/// <see cref="WbDrawDispatcher.SubmitOrderedStream"/> throws
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/// <see cref="System.NotSupportedException"/> if a command carries this
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/// stage — punch geometry emission lands in FW3 with the world wiring.
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/// The stage exists now purely so stage-separation gates can exercise the
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/// boundary before the real emission path is built.</para>
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/// </summary>
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PortalPunch,
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/// <summary><c>ConstructView(CBldPortal)</c> look-in static geometry —
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/// what an exterior building's window or doorway reveals of its own
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/// interior.</summary>
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LookInStatic,
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/// <summary>Every non-static draw the walk visits last: entities,
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/// monsters, items, and the meshes particles ride.</summary>
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Dynamic,
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}
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/// <summary>
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/// One walk-ordered draw command. The nine fields after <see cref="Key"/> and
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/// <see cref="Transform"/> are exactly the per-instance data
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/// <c>WbDrawDispatcher.PrepareDeferredAlphaDraws</c>'s
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/// <c>DeferredAlphaInstance</c> carries — that method is the per-instance-first
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/// SSBO-layout template FW2's submitter follows — plus the walk provenance
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/// (<see cref="Stage"/>, <see cref="CellId"/>) the submitter needs to know
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/// where a merge run may and may not cross a boundary.
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/// </summary>
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/// <param name="Key">Mesh-subset and material identity: index range, texture
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/// slot/layer, translucency, foliage flags, cull mode. The same
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/// <see cref="GroupKey"/> the classic material-bucketed path groups instances
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/// by — FW2 does not bucket by it, only reads its fields per instance.</param>
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/// <param name="Transform">World transform. Storage binding 0
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/// (<c>StorageInstances</c>).</param>
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/// <param name="Stage">The retail frame phase this command belongs to. A
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/// merge run may never span two different stages.</param>
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/// <param name="CellId">Walk-order provenance: which cell's traversal emitted
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/// this command. Not bound to any GPU storage section today — carried for
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/// FW3's portal-punch wiring and for diagnostics.</param>
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/// <param name="ClipSlot">Storage binding 3 (<c>StorageClipSlots</c>).</param>
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/// <param name="Lights">Storage binding 5 (<c>StorageInstanceLightSets</c>).</param>
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/// <param name="IndoorFlag">Storage binding 6 (<c>StorageInstanceIndoor</c>).</param>
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/// <param name="Alpha">Storage binding 7 (<c>StorageInstanceAlpha</c>).</param>
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/// <param name="SelectionLighting">Storage binding 8
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/// (<c>StorageInstanceSelectionLighting</c>).</param>
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/// <param name="DetailCategory">Storage binding 9
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/// (<c>StorageInstanceDetailCategory</c>). A nonzero value forces this
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/// command into a solo merge run — mirrors the deferred-alpha detail break in
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/// <c>WbDrawDispatcher.DrawPreparedAlphaBatchRhi</c>.</param>
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internal readonly record struct OrderedDrawCommand(
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GroupKey Key,
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Matrix4x4 Transform,
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WalkDrawStage Stage,
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uint CellId,
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uint ClipSlot,
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WbDrawDispatcher.InstanceLightSet Lights,
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uint IndoorFlag,
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float Alpha,
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Vector2 SelectionLighting,
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uint DetailCategory);
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/// <summary>
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/// Append-only, walk-ordered draw-command stream. Struct-of-arrays storage —
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/// one parallel list per <see cref="OrderedDrawCommand"/> field, the same
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/// shape as <see cref="WbDrawDispatcher.InstanceGroup"/>'s per-instance lists
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/// — so <see cref="WbDrawDispatcher.SubmitOrderedStream"/> can walk the stream
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/// by index instead of allocating one boxed command per instance.
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///
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/// <para>The stream carries no ordering logic of its own: reading it back is
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/// exactly the sequence <see cref="Append"/> was called in, unconditionally.
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/// That is the campaign invariant this type exists to make impossible to
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/// silently regress — see
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/// docs/plans/2026-08-30-campaign-fw-frame-walk.md §FW2's "a merge across a
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/// state or stage boundary is forbidden by construction (assert it)" rule.</para>
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/// </summary>
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internal sealed class OrderedDrawStream
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{
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public readonly List<GroupKey> Keys = new();
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public readonly List<Matrix4x4> Transforms = new();
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public readonly List<WalkDrawStage> Stages = new();
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public readonly List<uint> CellIds = new();
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public readonly List<uint> ClipSlots = new();
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public readonly List<WbDrawDispatcher.InstanceLightSet> Lights = new();
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public readonly List<uint> IndoorFlags = new();
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public readonly List<float> Alphas = new();
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public readonly List<Vector2> SelectionLighting = new();
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public readonly List<uint> DetailCategories = new();
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/// <summary>Number of commands appended since the last <see cref="Reset"/>.</summary>
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public int Count => Keys.Count;
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public void Append(in OrderedDrawCommand command)
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{
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Keys.Add(command.Key);
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Transforms.Add(command.Transform);
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Stages.Add(command.Stage);
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CellIds.Add(command.CellId);
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ClipSlots.Add(command.ClipSlot);
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Lights.Add(command.Lights);
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IndoorFlags.Add(command.IndoorFlag);
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Alphas.Add(command.Alpha);
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SelectionLighting.Add(command.SelectionLighting);
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DetailCategories.Add(command.DetailCategory);
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}
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/// <summary>
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/// Clears every parallel list together, in one method. The established
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/// #193 lesson (<c>WbDrawDispatcher.InstanceGroup.ClearPerInstanceData</c>
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/// carries the same remark): a stream with N parallel lists that resets
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/// them independently can leave one list stale relative to the others
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/// after a future field is added and its clear call forgotten — and a
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/// stale list that only ever grows leaks unboundedly. Ten lists, one
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/// reset call, so a new eleventh list has nowhere to hide from it.
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/// </summary>
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public void Reset()
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{
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Keys.Clear();
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Transforms.Clear();
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Stages.Clear();
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CellIds.Clear();
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ClipSlots.Clear();
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Lights.Clear();
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IndoorFlags.Clear();
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Alphas.Clear();
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SelectionLighting.Clear();
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DetailCategories.Clear();
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}
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}
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/// shared: <c>mesh_modern</c>, the 32-byte world-mesh vertex, triangle lists,
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/// back-face culling with clockwise front faces.
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///
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/// <para>Depth compare is <c>Less</c>, not the contract's <c>LessOrEqual</c>
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/// default. The world frame runs under <c>GL_LESS</c> and this renderer never
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/// called <c>glDepthFunc</c>, so it inherited it; baking <c>LessOrEqual</c>
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/// would change which of two coplanar retail surfaces wins.</para>
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/// <para>Depth compare is <see cref="AcDream.App.Rendering.WorldDepthContract.WorldCompare"/>
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/// (<c>Less</c>), not the contract's <c>LessOrEqual</c> default — see that
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/// type for the full citation. The world frame runs under <c>GL_LESS</c>
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/// and this renderer never called <c>glDepthFunc</c>, so it inherited it;
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/// baking <c>LessOrEqual</c> would change which of two coplanar retail
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/// surfaces wins.</para>
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/// </summary>
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private static IGpuPipeline CreateShellPipeline(
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IGpuDevice device,
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bool depthWrite,
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int sampleCount,
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string shaderName = "mesh_modern",
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GpuCompareOp depthCompare = GpuCompareOp.Less) =>
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GpuCompareOp depthCompare = AcDream.App.Rendering.WorldDepthContract.WorldCompare) =>
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device.CreatePipeline(new GpuPipelineDescription
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{
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Name = name,
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371
src/AcDream.App/Rendering/Wb/WbDrawDispatcher.OrderedStream.cs
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371
src/AcDream.App/Rendering/Wb/WbDrawDispatcher.OrderedStream.cs
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using System.Numerics;
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using AcDream.App.Rendering.Gpu;
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using AcDream.App.Rendering.Walk;
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using AcDream.Core.Lighting;
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using AcDream.Core.Meshing;
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using AcDream.Core.Rendering;
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using DatReaderWriter.Enums;
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namespace AcDream.App.Rendering.Wb;
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/// <summary>
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/// Campaign FW stage FW2: <see cref="OrderedDrawStream"/>'s submitter.
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///
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/// <para>Walk-order submission through the SAME RHI machinery
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/// <c>WbDrawDispatcher.Rhi.cs</c> already owns — the ring-section writers,
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/// <see cref="MeshPipelineSet"/>, and <see cref="DrawIndirectRangeRhi"/> — is
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/// why this is a partial of <see cref="WbDrawDispatcher"/> rather than a
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/// standalone class. Two shapes are reused directly:
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/// <see cref="PrepareDeferredAlphaDraws"/>'s per-instance-first emission
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/// (command <c>i</c> owns exactly one instance, <c>BaseInstance = i</c>, so
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/// walk order — never material bucketing — survives into the indirect array)
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/// and <see cref="PrepareRhiAlphaSections"/>'s "write every section once"
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/// shape (locals here, not the persisted <c>_alpha*</c> fields: those belong
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/// to <see cref="RetailAlphaQueue"/>, which can still be mid-flight in the
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/// same frame, and overwriting them would corrupt that replay).</para>
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///
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/// <para>Scope: this stage proves walk-order submission through the existing
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/// RHI on static content (plan §FW2). It does NOT wire the retail
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/// building-detail overlay replay (<c>DrawBuildingDetailRangeRhi</c>'s second
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/// pass through <c>RetailDetail</c>/<c>RetailDetailTransparent</c>) — a
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/// detail-category command still forces a solo merge run (mirroring the
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/// deferred-alpha detail break), but <see cref="SubmitOrderedStream"/> issues
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/// only the base-pipeline draw for it. The overlay replay is production
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/// wiring, deferred to whichever stage cuts the walk over for real content.</para>
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/// </summary>
|
||||
public sealed unsafe partial class WbDrawDispatcher
|
||||
{
|
||||
/// <summary>
|
||||
/// One walk-order merge run: a maximal, in-order span of commands that
|
||||
/// share a <see cref="WalkDrawStage"/>, a resolved pipeline, and a cull
|
||||
/// mode, built by <see cref="BuildOrderedMergeRuns"/>.
|
||||
/// </summary>
|
||||
internal readonly record struct OrderedMergeRun(int FirstCommand, int CommandCount);
|
||||
|
||||
/// <summary>
|
||||
/// The four pipeline buckets a translucency kind resolves to, independent
|
||||
/// of any live <see cref="MeshPipelineSet"/> instance. <see cref="AlphaToCoverage"/>
|
||||
/// selects between <c>Opaque</c> and <c>OpaqueAlphaToCoverage</c> uniformly
|
||||
/// for the whole submission — it never varies per command — so merge-run
|
||||
/// legality only needs to know WHICH bucket a command falls in, not which
|
||||
/// concrete <see cref="IGpuPipeline"/> that resolves to. That is what lets
|
||||
/// <see cref="BuildOrderedMergeRuns"/> stay pure CPU logic, testable
|
||||
/// without a live GPU device — the same separation
|
||||
/// <see cref="BuildIndirectArrays"/> already draws between layout and RHI
|
||||
/// glue.
|
||||
/// </summary>
|
||||
private enum PipelineBucket
|
||||
{
|
||||
Opaque,
|
||||
AlphaBlend,
|
||||
AlphaAdditive,
|
||||
AlphaInverse,
|
||||
}
|
||||
|
||||
private static PipelineBucket BucketFor(TranslucencyKind kind)
|
||||
{
|
||||
if (IsOpaque(kind))
|
||||
return PipelineBucket.Opaque;
|
||||
|
||||
return kind switch
|
||||
{
|
||||
TranslucencyKind.Additive => PipelineBucket.AlphaAdditive,
|
||||
TranslucencyKind.InvAlpha => PipelineBucket.AlphaInverse,
|
||||
_ => PipelineBucket.AlphaBlend,
|
||||
};
|
||||
}
|
||||
|
||||
private IGpuPipeline PipelineForBucket(MeshPipelineSet pipelines, PipelineBucket bucket) =>
|
||||
bucket switch
|
||||
{
|
||||
PipelineBucket.Opaque => AlphaToCoverage ? pipelines.OpaqueAlphaToCoverage : pipelines.Opaque,
|
||||
PipelineBucket.AlphaAdditive => pipelines.AlphaAdditive,
|
||||
PipelineBucket.AlphaInverse => pipelines.AlphaInverse,
|
||||
_ => pipelines.AlphaBlend,
|
||||
};
|
||||
|
||||
/// <summary>
|
||||
/// Builds the maximal in-order merge runs for <paramref name="stream"/>.
|
||||
/// Pure CPU: no GPU device, no live pipeline, no encoder — every legality
|
||||
/// decision is a comparison over the stream's own parallel arrays, which
|
||||
/// is what lets this be unit-tested directly.
|
||||
///
|
||||
/// <para>A run extends from command <c>i</c> to <c>j</c> while every
|
||||
/// command in <c>[i, j)</c> shares the same <see cref="WalkDrawStage"/>,
|
||||
/// the same <see cref="PipelineBucket"/>, the same <see cref="CullMode"/>,
|
||||
/// and none carries a nonzero <c>DetailCategory</c> — a detail-category
|
||||
/// command always emits alone, mirroring
|
||||
/// <c>DrawPreparedAlphaBatchRhi</c>'s <c>hasDetail</c> break. Never
|
||||
/// reorders or drops anything: every command in <paramref name="stream"/>
|
||||
/// belongs to exactly one returned run, in stream order.</para>
|
||||
///
|
||||
/// <para>Fails loud before building any run: <see cref="WalkDrawStage.PortalPunch"/>
|
||||
/// has no FW2 submission path (see that value's own documentation), so a
|
||||
/// stream carrying one throws immediately rather than silently degrading
|
||||
/// to some other stage's handling.</para>
|
||||
/// </summary>
|
||||
internal static List<OrderedMergeRun> BuildOrderedMergeRuns(OrderedDrawStream stream)
|
||||
{
|
||||
ArgumentNullException.ThrowIfNull(stream);
|
||||
int count = stream.Count;
|
||||
|
||||
for (int i = 0; i < count; i++)
|
||||
{
|
||||
if (stream.Stages[i] == WalkDrawStage.PortalPunch)
|
||||
{
|
||||
throw new NotSupportedException(
|
||||
$"OrderedDrawStream command {i} carries WalkDrawStage.PortalPunch, "
|
||||
+ "which has no FW2 submission path — punch geometry emission lands "
|
||||
+ "in FW3 with the world wiring "
|
||||
+ "(docs/plans/2026-08-30-campaign-fw-frame-walk.md §FW2/§FW3). The "
|
||||
+ "stage exists now purely so stage-separation gates can exercise the "
|
||||
+ "boundary before the real emission path exists.");
|
||||
}
|
||||
}
|
||||
|
||||
var runs = new List<OrderedMergeRun>();
|
||||
int cursor = 0;
|
||||
while (cursor < count)
|
||||
{
|
||||
WalkDrawStage stage = stream.Stages[cursor];
|
||||
PipelineBucket bucket = BucketFor(stream.Keys[cursor].Translucency);
|
||||
CullMode cull = stream.Keys[cursor].CullMode;
|
||||
bool detail = stream.DetailCategories[cursor] != 0;
|
||||
|
||||
int end = cursor + 1;
|
||||
if (!detail)
|
||||
{
|
||||
while (end < count
|
||||
&& stream.Stages[end] == stage
|
||||
&& stream.DetailCategories[end] == 0
|
||||
&& BucketFor(stream.Keys[end].Translucency) == bucket
|
||||
&& stream.Keys[end].CullMode == cull)
|
||||
{
|
||||
end++;
|
||||
}
|
||||
}
|
||||
|
||||
runs.Add(new OrderedMergeRun(cursor, end - cursor));
|
||||
cursor = end;
|
||||
}
|
||||
|
||||
return runs;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The campaign's "assert it" rule (plan §FW2: "a merge across a state or
|
||||
/// stage boundary is forbidden by construction"). <see cref="BuildOrderedMergeRuns"/>
|
||||
/// only ever EXTENDS a run while stage/bucket/cull/detail all match, so
|
||||
/// this should never fire — it exists so a future edit to that method's
|
||||
/// loop condition fails a test immediately instead of silently drawing
|
||||
/// the wrong material state for part of a run.
|
||||
/// </summary>
|
||||
private static void ValidateMergeRun(OrderedDrawStream stream, OrderedMergeRun run)
|
||||
{
|
||||
int firstCommand = run.FirstCommand;
|
||||
WalkDrawStage stage = stream.Stages[firstCommand];
|
||||
PipelineBucket bucket = BucketFor(stream.Keys[firstCommand].Translucency);
|
||||
CullMode cull = stream.Keys[firstCommand].CullMode;
|
||||
bool detail = stream.DetailCategories[firstCommand] != 0;
|
||||
int end = firstCommand + run.CommandCount;
|
||||
|
||||
if (detail && run.CommandCount != 1)
|
||||
{
|
||||
throw new InvalidOperationException(
|
||||
$"Merge run [{firstCommand}, {end}) carries a nonzero DetailCategory but "
|
||||
+ $"contains {run.CommandCount} commands — a detail-category command must "
|
||||
+ "emit alone.");
|
||||
}
|
||||
|
||||
for (int i = firstCommand + 1; i < end; i++)
|
||||
{
|
||||
if (stream.Stages[i] != stage)
|
||||
{
|
||||
throw new InvalidOperationException(
|
||||
$"Merge run [{firstCommand}, {end}) crosses a WalkDrawStage boundary "
|
||||
+ $"at command {i} ({stream.Stages[i]} != {stage}) — a merge across a "
|
||||
+ "stage boundary is forbidden by construction (Campaign FW §FW2).");
|
||||
}
|
||||
if (BucketFor(stream.Keys[i].Translucency) != bucket)
|
||||
{
|
||||
throw new InvalidOperationException(
|
||||
$"Merge run [{firstCommand}, {end}) crosses a pipeline boundary at "
|
||||
+ $"command {i} — a merge across a material-state boundary is "
|
||||
+ "forbidden by construction (Campaign FW §FW2).");
|
||||
}
|
||||
if (stream.Keys[i].CullMode != cull)
|
||||
{
|
||||
throw new InvalidOperationException(
|
||||
$"Merge run [{firstCommand}, {end}) crosses a cull-mode boundary at "
|
||||
+ $"command {i} — a merge across a material-state boundary is "
|
||||
+ "forbidden by construction (Campaign FW §FW2).");
|
||||
}
|
||||
if (stream.DetailCategories[i] != 0)
|
||||
{
|
||||
throw new InvalidOperationException(
|
||||
$"Merge run [{firstCommand}, {end}) contains a detail-category "
|
||||
+ $"command at {i} outside a solo run — a detail-category command "
|
||||
+ "must emit alone (Campaign FW §FW2).");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Submits <paramref name="stream"/> in walk order through the existing
|
||||
/// RHI: per-instance-first emission (see the type doc comment), one
|
||||
/// section write per per-instance array, then one
|
||||
/// <see cref="DrawIndirectRangeRhi"/> call per maximal merge run from
|
||||
/// <see cref="BuildOrderedMergeRuns"/>. N commands in yield indirect
|
||||
/// commands <c>[0, N)</c> in stream order, each covered by exactly one
|
||||
/// emitted run — nothing is reordered, sorted, or dropped.
|
||||
///
|
||||
/// <para><paramref name="frame"/> and <paramref name="encoder"/> are
|
||||
/// caller-supplied rather than pulled from <c>_frames</c>/<c>_scope</c>
|
||||
/// (contrast <see cref="SubmitRhi"/>'s <c>RequireRhiFrame</c>/
|
||||
/// <c>scope.RequireEncoder()</c>): the walk submitter draws into whatever
|
||||
/// pass its caller has open, including an offscreen diagnostic target
|
||||
/// that never touches the dispatcher's own world-pass scope. The frame's
|
||||
/// shared clip-region/scene-lighting sections still come from
|
||||
/// <c>_scope.Sections</c> — those are canonical per-frame published
|
||||
/// state, not something this submitter owns.</para>
|
||||
/// </summary>
|
||||
internal void SubmitOrderedStream(
|
||||
IGpuFrame frame,
|
||||
IGpuPassEncoder encoder,
|
||||
OrderedDrawStream stream,
|
||||
in Matrix4x4 viewProjection)
|
||||
{
|
||||
ArgumentNullException.ThrowIfNull(frame);
|
||||
ArgumentNullException.ThrowIfNull(encoder);
|
||||
ArgumentNullException.ThrowIfNull(stream);
|
||||
|
||||
int count = stream.Count;
|
||||
if (count == 0)
|
||||
return;
|
||||
|
||||
// Fail loud before any GPU work: a PortalPunch command has no FW2
|
||||
// submission path.
|
||||
List<OrderedMergeRun> runs = BuildOrderedMergeRuns(stream);
|
||||
|
||||
GlobalMeshBuffer? global = _meshAdapter.MeshManager?.GlobalBuffer;
|
||||
if (global is null || !MeshSourceReady())
|
||||
return;
|
||||
|
||||
// Per-instance-first emission — the PrepareDeferredAlphaDraws shape,
|
||||
// into the SAME per-frame scratch arrays PrepareDeferredAlphaDraws/
|
||||
// SubmitRhi write. Most are consumed immediately by the ring uploads
|
||||
// below, but _drawCullModes is NOT write-then-consume: the deferred-
|
||||
// alpha path reads it at FLUSH time (DrawIndirectRangeRhi's internal
|
||||
// cull split), so an ordered submission may never interleave between
|
||||
// RetailAlphaQueue prepare and flush. FW2 has no production caller;
|
||||
// the FW3 wiring must either sequence around the alpha scope or give
|
||||
// this path its own cull scratch.
|
||||
EnsureDeferredAlphaCapacity(count);
|
||||
for (int i = 0; i < count; i++)
|
||||
{
|
||||
GroupKey key = stream.Keys[i];
|
||||
WriteMatrix(_instanceData, i * 16, stream.Transforms[i]);
|
||||
_clipSlotData[i] = stream.ClipSlots[i];
|
||||
_indoorData[i] = stream.IndoorFlags[i];
|
||||
_detailCategoryData[i] = stream.DetailCategories[i];
|
||||
_alphaData[i] = stream.Alphas[i];
|
||||
_selectionLightingData[i] = stream.SelectionLighting[i];
|
||||
stream.Lights[i].CopyTo(_lightSetData, i * LightManager.MaxLightsPerObject);
|
||||
|
||||
_batchData[i] = new BatchData
|
||||
{
|
||||
TextureIndex = key.TextureSlot.Index,
|
||||
TextureLayer = key.TextureLayer,
|
||||
Flags = 1u | key.FoliageFlags,
|
||||
};
|
||||
_indirectCommands[i] = new DrawElementsIndirectCommand
|
||||
{
|
||||
Count = (uint)key.IndexCount,
|
||||
InstanceCount = 1,
|
||||
FirstIndex = key.FirstIndex,
|
||||
BaseVertex = key.BaseVertex,
|
||||
BaseInstance = (uint)i,
|
||||
};
|
||||
_drawCullModes[i] = key.CullMode;
|
||||
}
|
||||
|
||||
// Write every section ONCE — the PrepareRhiAlphaSections shape, but
|
||||
// into locals rather than the persisted _alpha* fields (see the type
|
||||
// doc comment for why those must stay untouched here).
|
||||
RhiSection instances = WriteWorldTransformSection(
|
||||
frame, _instanceData.AsSpan(0, count * 16), out uint transformBaseInstance);
|
||||
RhiSection batches = WriteRingSection<BatchData>(frame, _batchData.AsSpan(0, count));
|
||||
RhiSection clipSlots = WriteRingSection<uint>(frame, _clipSlotData.AsSpan(0, count));
|
||||
int lightCount = GlobalLightPacker.Pack(_pointSnapshot, ref _globalLightData);
|
||||
int uploadCount = lightCount > 0 ? lightCount : 1;
|
||||
RhiSection globalLights = WriteRingSection<float>(
|
||||
frame,
|
||||
_globalLightData.AsSpan(0, uploadCount * GlobalLightPacker.FloatsPerLight));
|
||||
RhiSection lightSets = WriteRingSection<int>(
|
||||
frame, _lightSetData.AsSpan(0, count * LightManager.MaxLightsPerObject));
|
||||
RhiSection indoor = WriteRingSection<uint>(frame, _indoorData.AsSpan(0, count));
|
||||
RhiSection alpha = WriteRingSection<float>(frame, _alphaData.AsSpan(0, count));
|
||||
RhiSection selectionLighting = WriteRingSection<Vector2>(
|
||||
frame, _selectionLightingData.AsSpan(0, count));
|
||||
RhiSection detailCategory = WriteRingSection<uint>(frame, _detailCategoryData.AsSpan(0, count));
|
||||
GpuRingAllocation commandsAllocation = WriteIndirectCommands(
|
||||
frame, _indirectCommands.AsSpan(0, count), transformBaseInstance);
|
||||
IGpuBuffer commandBuffer = commandsAllocation.Buffer;
|
||||
uint commandBase = commandsAllocation.OffsetBytes;
|
||||
|
||||
MeshPipelineSet pipelines = PipelinesFor(encoder);
|
||||
|
||||
var pushConstants = new GpuPushConstants
|
||||
{
|
||||
ViewProjection = viewProjection,
|
||||
DrawIdOffset = 0,
|
||||
LightingMode = 0,
|
||||
RenderPass = 0,
|
||||
LightDebug = RenderingDiagnostics.LightDebugMode,
|
||||
TextureIndexA = 0,
|
||||
TextureIndexB = transformBaseInstance,
|
||||
ParamA = 0f,
|
||||
ParamB = 0f,
|
||||
};
|
||||
|
||||
// Bind the opaque variant first so the storage/uniform binds below
|
||||
// land on a live program (SubmitRhi's own rationale) — every mesh
|
||||
// pipeline shares one layout, so these bindings survive the per-run
|
||||
// pipeline switches in the loop below.
|
||||
BindPipelineWithMesh(encoder, pipelines.Opaque, global);
|
||||
encoder.SetPushConstants(in pushConstants);
|
||||
BindSection(encoder, GpuBindingModel.StorageInstances, instances);
|
||||
BindSection(encoder, GpuBindingModel.StorageBatches, batches);
|
||||
BindSection(encoder, GpuBindingModel.StorageClipSlots, clipSlots);
|
||||
BindSection(encoder, GpuBindingModel.StorageGlobalLights, globalLights);
|
||||
BindSection(encoder, GpuBindingModel.StorageInstanceLightSets, lightSets);
|
||||
BindSection(encoder, GpuBindingModel.StorageInstanceIndoor, indoor);
|
||||
BindSection(encoder, GpuBindingModel.StorageInstanceAlpha, alpha);
|
||||
BindSection(encoder, GpuBindingModel.StorageInstanceSelectionLighting, selectionLighting);
|
||||
BindSection(encoder, GpuBindingModel.StorageInstanceDetailCategory, detailCategory);
|
||||
AcDream.App.Rendering.WorldFrameSectionBinding.BindClipRegions(
|
||||
encoder, _scope!.Sections, frame);
|
||||
AcDream.App.Rendering.WorldFrameSectionBinding.BindSceneLighting(
|
||||
encoder, _scope!.Sections, frame);
|
||||
|
||||
// One in-order pass over the pre-built merge runs: bind the run's
|
||||
// pipeline, set RenderPass, draw. DrawIndirectRangeRhi still splits
|
||||
// internally on _drawCullModes (issue #52's absolute DrawIdOffset per
|
||||
// sub-call) — every run here already shares one cull mode by
|
||||
// construction, so that inner split is a no-op here, never a second
|
||||
// boundary this loop failed to expect.
|
||||
foreach (OrderedMergeRun run in runs)
|
||||
{
|
||||
ValidateMergeRun(stream, run);
|
||||
|
||||
PipelineBucket bucket = BucketFor(stream.Keys[run.FirstCommand].Translucency);
|
||||
IGpuPipeline pipeline = PipelineForBucket(pipelines, bucket);
|
||||
pushConstants.RenderPass = bucket == PipelineBucket.Opaque ? 0 : 1;
|
||||
|
||||
BindPipelineWithMesh(encoder, pipeline, global);
|
||||
DrawIndirectRangeRhi(
|
||||
encoder, ref pushConstants, commandBuffer, commandBase,
|
||||
run.FirstCommand, run.CommandCount);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -315,11 +315,12 @@ public sealed unsafe partial class WbDrawDispatcher
|
|||
/// where <c>ApplyCullMode</c> sets them, because core Vulkan 1.3 makes those
|
||||
/// dynamic and blend and alpha-to-coverage not.
|
||||
///
|
||||
/// <para>Depth compare is <c>Less</c>, not the contract's
|
||||
/// <c>LessOrEqual</c> default: the world frame runs under <c>GL_LESS</c> and
|
||||
/// this renderer never called <c>glDepthFunc</c>, so it inherited it. Baking
|
||||
/// <c>LessOrEqual</c> would change which of two coplanar retail surfaces
|
||||
/// wins.</para>
|
||||
/// <para>Depth compare is <see cref="AcDream.App.Rendering.WorldDepthContract.WorldCompare"/>
|
||||
/// (<c>Less</c>), not the contract's <c>LessOrEqual</c> default — see that
|
||||
/// type for the full citation. The short version: the world frame runs
|
||||
/// under <c>GL_LESS</c> and this renderer never called <c>glDepthFunc</c>,
|
||||
/// so it inherited it. Baking <c>LessOrEqual</c> would change which of two
|
||||
/// coplanar retail surfaces wins.</para>
|
||||
/// </summary>
|
||||
private static IGpuPipeline CreateMeshPipeline(
|
||||
IGpuDevice device,
|
||||
|
|
@ -330,7 +331,7 @@ public sealed unsafe partial class WbDrawDispatcher
|
|||
int sampleCount,
|
||||
string shaderName = "mesh_modern",
|
||||
GpuShaderSet? shaders = null,
|
||||
GpuCompareOp depthCompare = GpuCompareOp.Less,
|
||||
GpuCompareOp depthCompare = AcDream.App.Rendering.WorldDepthContract.WorldCompare,
|
||||
bool usesRenderPackShaderAbi = false) =>
|
||||
device.CreatePipeline(new GpuPipelineDescription
|
||||
{
|
||||
|
|
|
|||
47
src/AcDream.App/Rendering/WorldDepthContract.cs
Normal file
47
src/AcDream.App/Rendering/WorldDepthContract.cs
Normal file
|
|
@ -0,0 +1,47 @@
|
|||
using AcDream.App.Rendering.Gpu;
|
||||
|
||||
namespace AcDream.App.Rendering;
|
||||
|
||||
/// <summary>
|
||||
/// Campaign FW stage FW2: the one depth-compare operator every world-space
|
||||
/// pipeline uses, named instead of repeated as a literal at each of the
|
||||
/// world's own pipeline-creation sites.
|
||||
///
|
||||
/// <para><b>Why <see cref="GpuCompareOp.Less"/>, not
|
||||
/// <see cref="GpuPipelineDescription"/>'s/<c>GpuDepthState</c>'s own
|
||||
/// <c>LessOrEqual</c> convention default:</b> the GL-era world frame ran under
|
||||
/// <c>GL_LESS</c> and never called <c>glDepthFunc</c> to change it, so every
|
||||
/// world-space renderer inherited <c>GL_LESS</c> by omission rather than by
|
||||
/// design. <c>LessOrEqual</c> would flip which of two exactly-coplanar retail
|
||||
/// surfaces wins the depth test — visible wherever terrain meets a road or a
|
||||
/// building footing, or wherever two retail-authored polygons share a plane.
|
||||
/// FW2's decomp verification (plan §FW2, read 2026-08-30) confirms retail's
|
||||
/// own world raster state is <c>D3DCMP_LESS</c>: the .data default
|
||||
/// <c>Render::zfuncVal</c> @0x00820e1c is <c>0x2</c>, and
|
||||
/// <c>RenderDeviceD3D::SetDepthBufferMode</c> @0x005a2d10 writes that enum
|
||||
/// value DIRECTLY as <c>D3DRS_ZFUNC</c> (render state 0x17) — the enum IS
|
||||
/// <c>D3DCMPFUNC</c>, so <c>0x2 = D3DCMP_LESS</c>. The surface-state applier
|
||||
/// @0x0059c80a–0x0059c866 applies it to all world geometry with Z-write
|
||||
/// toggled by blend state (on for opaque, off for blended), exactly this
|
||||
/// pipeline set's per-variant <c>depthWrite</c>. The <c>DEPTHTEST_LESSEQUAL</c>
|
||||
/// sites in the decomp are SKY-local (<c>GameSky::Draw</c> @0x00506ff0, drawn
|
||||
/// at 4× zfar) — never world state. So <c>Less</c> is not merely "what the
|
||||
/// port happened to inherit" — it is retail's actual world depth-compare
|
||||
/// operator, now named as a citable contract instead of a bare literal
|
||||
/// repeated at each call site.</para>
|
||||
///
|
||||
/// <para>Scope: WORLD-SPACE geometry only (terrain, EnvCell shells, entity
|
||||
/// meshes, particles, portal punches, the directional shadow caster/receiver
|
||||
/// pair). The two <c>RetailDetail</c> pipelines
|
||||
/// (<see cref="RetailDetailTextureContract"/>'s <c>Equal</c>/<c>LessOrEqual</c>
|
||||
/// pair, used by the building-detail overlay replay) are a documented
|
||||
/// exception with their own citation and are untouched by this contract.</para>
|
||||
/// </summary>
|
||||
internal static class WorldDepthContract
|
||||
{
|
||||
/// <summary>Retail's world-space depth-compare operator. See the type
|
||||
/// doc comment for the full citation; every world pipeline site should
|
||||
/// reference this constant rather than spelling <c>GpuCompareOp.Less</c>
|
||||
/// again.</summary>
|
||||
public const GpuCompareOp WorldCompare = GpuCompareOp.Less;
|
||||
}
|
||||
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