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>
This commit is contained in:
Erik 2026-08-30 12:31:31 +02:00
parent 77f5342b62
commit e65644cb33
12 changed files with 1461 additions and 31 deletions

View file

@ -0,0 +1,166 @@
using System.Numerics;
using AcDream.App.Rendering.Wb;
namespace AcDream.App.Rendering.Walk;
/// <summary>
/// Campaign FW stage FW2 — retail's frame phases, in the order the walk
/// visits them. <c>RetailPViewPassExecutor</c>'s packed route contract
/// (<c>RenderFrameCandidateRoute</c>: LandscapeOutdoorStatic →
/// LandscapeBuildingShell → LookInObject → LandscapeOutsideDynamic →
/// CellStatic → DynamicLast — <c>WbDrawDispatcher.PackedOracle.cs:108/171</c>
/// enforces in-order consumption today) is the closest existing analogue;
/// this enum is the walk submitter's OWN phase vocabulary, and a merge run
/// built by <see cref="WbDrawDispatcher.BuildOrderedMergeRuns"/> may never
/// span two different stages — the submitter treats a stage boundary exactly
/// like a material-state boundary (see
/// docs/plans/2026-08-30-campaign-fw-frame-walk.md §FW2).
/// </summary>
internal enum WalkDrawStage : byte
{
/// <summary><c>LScape::draw</c> @0x00506330 /
/// <c>LScape::grab_visible_cells</c> @0x00504EC0 — outdoor terrain.</summary>
Terrain,
/// <summary>An indoor <c>PView::DrawCells</c> @0x005A4840 flood's static
/// geometry: EnvCell shells plus the static meshes they contain.</summary>
CellStatic,
/// <summary><c>DrawBuilding</c>'s (<c>RenderDeviceD3D::DrawBuilding</c>
/// @0x0059f2a0) exterior shell pass.</summary>
BuildingShell,
/// <summary>
/// <c>DrawPortalPolyInternal</c>'s depth-only invisible portal-polygon
/// panel — punch far-Z / seal own-depth. FW0 confirmed retail actually
/// draws these every frame (not an acdream invention); the AD-117 stamps
/// re-invented the mechanism at the wrong site.
///
/// <para><b>No FW2 submission path exists yet.</b>
/// <see cref="WbDrawDispatcher.SubmitOrderedStream"/> throws
/// <see cref="System.NotSupportedException"/> if a command carries this
/// stage — punch geometry emission lands in FW3 with the world wiring.
/// The stage exists now purely so stage-separation gates can exercise the
/// boundary before the real emission path is built.</para>
/// </summary>
PortalPunch,
/// <summary><c>ConstructView(CBldPortal)</c> look-in static geometry —
/// what an exterior building's window or doorway reveals of its own
/// interior.</summary>
LookInStatic,
/// <summary>Every non-static draw the walk visits last: entities,
/// monsters, items, and the meshes particles ride.</summary>
Dynamic,
}
/// <summary>
/// One walk-ordered draw command. The nine fields after <see cref="Key"/> and
/// <see cref="Transform"/> are exactly the per-instance data
/// <c>WbDrawDispatcher.PrepareDeferredAlphaDraws</c>'s
/// <c>DeferredAlphaInstance</c> carries — that method is the per-instance-first
/// SSBO-layout template FW2's submitter follows — plus the walk provenance
/// (<see cref="Stage"/>, <see cref="CellId"/>) the submitter needs to know
/// where a merge run may and may not cross a boundary.
/// </summary>
/// <param name="Key">Mesh-subset and material identity: index range, texture
/// slot/layer, translucency, foliage flags, cull mode. The same
/// <see cref="GroupKey"/> the classic material-bucketed path groups instances
/// by — FW2 does not bucket by it, only reads its fields per instance.</param>
/// <param name="Transform">World transform. Storage binding 0
/// (<c>StorageInstances</c>).</param>
/// <param name="Stage">The retail frame phase this command belongs to. A
/// merge run may never span two different stages.</param>
/// <param name="CellId">Walk-order provenance: which cell's traversal emitted
/// this command. Not bound to any GPU storage section today — carried for
/// FW3's portal-punch wiring and for diagnostics.</param>
/// <param name="ClipSlot">Storage binding 3 (<c>StorageClipSlots</c>).</param>
/// <param name="Lights">Storage binding 5 (<c>StorageInstanceLightSets</c>).</param>
/// <param name="IndoorFlag">Storage binding 6 (<c>StorageInstanceIndoor</c>).</param>
/// <param name="Alpha">Storage binding 7 (<c>StorageInstanceAlpha</c>).</param>
/// <param name="SelectionLighting">Storage binding 8
/// (<c>StorageInstanceSelectionLighting</c>).</param>
/// <param name="DetailCategory">Storage binding 9
/// (<c>StorageInstanceDetailCategory</c>). A nonzero value forces this
/// command into a solo merge run — mirrors the deferred-alpha detail break in
/// <c>WbDrawDispatcher.DrawPreparedAlphaBatchRhi</c>.</param>
internal readonly record struct OrderedDrawCommand(
GroupKey Key,
Matrix4x4 Transform,
WalkDrawStage Stage,
uint CellId,
uint ClipSlot,
WbDrawDispatcher.InstanceLightSet Lights,
uint IndoorFlag,
float Alpha,
Vector2 SelectionLighting,
uint DetailCategory);
/// <summary>
/// Append-only, walk-ordered draw-command stream. Struct-of-arrays storage —
/// one parallel list per <see cref="OrderedDrawCommand"/> field, the same
/// shape as <see cref="WbDrawDispatcher.InstanceGroup"/>'s per-instance lists
/// — so <see cref="WbDrawDispatcher.SubmitOrderedStream"/> can walk the stream
/// by index instead of allocating one boxed command per instance.
///
/// <para>The stream carries no ordering logic of its own: reading it back is
/// exactly the sequence <see cref="Append"/> was called in, unconditionally.
/// That is the campaign invariant this type exists to make impossible to
/// silently regress — see
/// docs/plans/2026-08-30-campaign-fw-frame-walk.md §FW2's "a merge across a
/// state or stage boundary is forbidden by construction (assert it)" rule.</para>
/// </summary>
internal sealed class OrderedDrawStream
{
public readonly List<GroupKey> Keys = new();
public readonly List<Matrix4x4> Transforms = new();
public readonly List<WalkDrawStage> Stages = new();
public readonly List<uint> CellIds = new();
public readonly List<uint> ClipSlots = new();
public readonly List<WbDrawDispatcher.InstanceLightSet> Lights = new();
public readonly List<uint> IndoorFlags = new();
public readonly List<float> Alphas = new();
public readonly List<Vector2> SelectionLighting = new();
public readonly List<uint> DetailCategories = new();
/// <summary>Number of commands appended since the last <see cref="Reset"/>.</summary>
public int Count => Keys.Count;
public void Append(in OrderedDrawCommand command)
{
Keys.Add(command.Key);
Transforms.Add(command.Transform);
Stages.Add(command.Stage);
CellIds.Add(command.CellId);
ClipSlots.Add(command.ClipSlot);
Lights.Add(command.Lights);
IndoorFlags.Add(command.IndoorFlag);
Alphas.Add(command.Alpha);
SelectionLighting.Add(command.SelectionLighting);
DetailCategories.Add(command.DetailCategory);
}
/// <summary>
/// Clears every parallel list together, in one method. The established
/// #193 lesson (<c>WbDrawDispatcher.InstanceGroup.ClearPerInstanceData</c>
/// carries the same remark): a stream with N parallel lists that resets
/// them independently can leave one list stale relative to the others
/// after a future field is added and its clear call forgotten — and a
/// stale list that only ever grows leaks unboundedly. Ten lists, one
/// reset call, so a new eleventh list has nowhere to hide from it.
/// </summary>
public void Reset()
{
Keys.Clear();
Transforms.Clear();
Stages.Clear();
CellIds.Clear();
ClipSlots.Clear();
Lights.Clear();
IndoorFlags.Clear();
Alphas.Clear();
SelectionLighting.Clear();
DetailCategories.Clear();
}
}