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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