refactor(render): one group-creation seam, required foliage key field, first-frame wind snap (Campaign VM VM6 review 3)

Narrow re-review of a82959f1: APPROVE, with follow-ups. All items landed.

N2 (structural): (a) extracted the ONE shared InstanceGroup-from-key
construction seam, WbDrawDispatcher.CreateGroupFromKey(key, registration,
frame) — before this there were two near-identical `new InstanceGroup
{ ... }` initializers (GetOrCreateInstanceGroup and GetOrCreatePackedGroup)
that had already drifted once (the round-2 F1 bug). Both routes call it now;
CreateGroupFromKey's own `new()` is the only production InstanceGroup
construction site repo-wide, same precedent as AppendPackedInstance. (b)
GroupKey.FoliageFlags lost its `= 0u` default and moved before CullMode in
the declaration (CullMode keeps its default, C# requires optional params to
trail required ones), so a `new GroupKey(...)` that omits it is a compile
error. Fixed every real construction site the reorder/requirement touched:
the 2 production sites, ToKey (a reconstruction from InstanceGroup the
review didn't count but the reorder broke), and 5 test sites (one more than
the review's "4" — InstanceGroupClearTests had a second, implicit
target-typed `MakeKey` factory the original count missed). Verified by a
full solution build.

N1: added CreateGroupFromKey_CopiesFoliageFlagsFromTheKey
(InstanceGroupClearTests) — a key carrying FoliageFlags 0x2 in, the created
group's FoliageFlags 0x2 out. That test plus N2b's required field are what
actually guard the round-2 F1 blocker; reworded PackedDispatcherOracleTests'
existing test comment to say what IT proves (the classification-to-
BuildIndirectArrays-to-BatchData.flags path), not that it guards the
classifier.

N3: corrected the plan's round-2 paragraph — folding FoliageFlags into the
G2/G3 digest is correct and symmetric, but CompareClassifiedOutput only
runs from RenderScenePViewFrameProductController.BuildAndCompare, which has
no production caller anywhere in src/AcDream.App/, and both of
RenderScenePViewFrameProductTests's own callers construct the controller
without the optional dispatcher argument — so the fold catches nothing
until that oracle is wired to an actual caller.

N4: the plan's F6 note now names both classification caches — the classic
route's EntityClassificationCache.EntityCacheEntry (self-heals per entity
on its own next eviction) and the packed route's
PackedProjectionClassificationEntry/PackedClassifiedBatch.Key
(PackedProjectionClassificationCache.BeginFrame clears its entire cache in
one shot on a RenderSceneGeneration change) — and notes neither mechanism
is keyed to a pack switch specifically.

N5: deleted the now-unused single-generic ComputeEntityHasCutoutSubset<T>
overload; its 4 test call sites now use the two-generic, zero-alloc
overload with an unused int context and a static (_, value) => value
lambda, so there is exactly one ComputeEntityHasCutoutSubset to keep
correct.

A6 (reviewer-filed): ResolveFoliageWind's _windMean/_windGust started at 0
and always eased toward the weather target by clock delta, with no
distinction for a graph's first-ever advance. A pinned clock
(ACDREAM_SKY_PHASE_SECONDS, the offline pixel gate's determinism pin) never
advances between calls, so the wind reached only whatever fraction the
first (1-second-clamped) step produced and sat there forever; live, the
first 10 s after a graph is constructed (pack selection / login) spun up
from dead calm even though the weather already IS what it is. Fixed at the
root: the first advance (_windFrameSerial == -1, the constructor sentinel)
now snaps _windMean/_windGust straight to the target; every later advance
eases over WeatherSystem.TransitionSeconds exactly as before. Added a
SetWindClockSecondsOverrideForTesting seam (_windClockSecondsOverride is no
longer readonly) so a hermetic test can advance the pinned clock by an
exact amount between two resolves without a real-time Thread.Sleep; two new
tests prove the first-advance snap is exact and a second advance still
eases at the normal rate. The three existing indoor/wind-disabled/amplitude
gate tests pass unchanged.

Verify: Release build 0 warnings/0 errors. App hermetic-lane filter
6,046/0 failed. Core.Tests 4,695/0 failed. Full hermetic-filtered solution:
15,274/0 failed across 15 projects.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-08-23 03:03:56 +02:00
parent a82959f1b7
commit fccba8390d
12 changed files with 347 additions and 141 deletions

View file

@ -1222,6 +1222,67 @@ public sealed class AtmosphericPostProcessGraphTests
// ── Campaign VM VM6: foliage wind ────────────────────────────────────
[Fact]
public void FirstAdvanceSnapsExactlyToTheWeatherTargetInsteadOfEasingFromZero()
{
// Campaign VM VM6 review fix round 3 (A6): before this fix, the
// very first advance treated the constructor-default _windMean/
// _windGust (0) as the "previous" strength and eased toward the
// target by a deltaSeconds-based step clamped to 1 second. Under a
// pinned clock (ACDREAM_SKY_PHASE_SECONDS, the determinism pin the
// offline pixel gate uses) that first step is the ONLY one that
// ever happens — deltaSeconds is 0 on every later call because the
// pinned clock never advances — so the wind would sit at whatever
// fraction that one step reached (at most 10% of the target, at
// the 10 s TransitionSeconds rate) forever. The fix snaps exactly
// to the target on the very first advance instead.
var device = new RecordingGpuDevice();
using var graph = Graph(device, "medium", windClockSecondsOverride: 12f);
graph.PrepareWorldTarget(640, 480, 1);
AtmosphericFrameInputs outdoors = Inputs(640, 480) with { Weather = WeatherKind.Storm };
AtmosphericFrameUniforms atmospheric = RenderAndReadFrameBlock(device, graph, outdoors);
// Storm: mean 1.00, gust 0.75 (FoliageWindByWeather's built-in
// row), times the declared default wind-strength (1.0x) — exact,
// not a fraction of the way there.
Assert.Equal(1.00f, atmospheric.ClockWind.Y, 5);
Assert.Equal(0.75f, atmospheric.ClockWind.Z, 5);
}
[Fact]
public void SecondAdvanceStillEasesTowardTheNewTargetFromTheFirstAdvancesSnappedValue()
{
// Campaign VM VM6 review fix round 3 (A6): the snap-on-first-
// advance fix must not turn EVERY advance into a snap — only the
// very first one. Resolve once at Clear (snaps exactly to Clear's
// target), advance the pinned clock by exactly 1 real second
// (SetWindClockSecondsOverrideForTesting gives deterministic
// control no Thread.Sleep could), then resolve again at Storm on a
// fresh frame.Serial: this is the graph's SECOND advance, so it
// eases at rate = deltaSeconds / TransitionSeconds = 1 / 10 = 10%
// of the way from Clear's snapped value toward Storm's target,
// exactly like every advance did before this fix.
var device = new RecordingGpuDevice();
using var graph = Graph(device, "medium", windClockSecondsOverride: 0f);
graph.PrepareWorldTarget(640, 480, 1);
AtmosphericFrameInputs clearInputs = Inputs(640, 480) with { Weather = WeatherKind.Clear };
AtmosphericFrameUniforms first = RenderAndReadFrameBlock(device, graph, clearInputs);
Assert.Equal(0.25f, first.ClockWind.Y, 5); // Clear mean, snapped exactly
Assert.Equal(0.15f, first.ClockWind.Z, 5); // Clear gust, snapped exactly
graph.SetWindClockSecondsOverrideForTesting(1f);
AtmosphericFrameInputs stormInputs = Inputs(640, 480) with { Weather = WeatherKind.Storm };
AtmosphericFrameUniforms second = RenderAndReadFrameBlock(device, graph, stormInputs);
const float rate = 1f / 10f; // deltaSeconds(1) / TransitionSeconds(10)
float expectedMean = 0.25f + ((1.00f - 0.25f) * rate);
float expectedGust = 0.15f + ((0.75f - 0.15f) * rate);
Assert.Equal(expectedMean, second.ClockWind.Y, 5);
Assert.Equal(expectedGust, second.ClockWind.Z, 5);
}
[Fact]
public void IndoorGatesWindOutputToExactZeroRegardlessOfSmoothedState()
{