Commit graph

3 commits

Author SHA1 Message Date
Erik
1b59eae428 feat(render) Campaign FW3.2b-2 step 1: the production leaf adapter
Additive, nothing invokes it yet (the cutover flip is step 2):

- WalkProductionLeafRenderer + RetailPViewPassExecutor.WalkLeaf: the
  walk driver's leaf turns over the SAME executor renderers the packed
  path uses today - DrawWalkSky (the per-slice sky block looped under
  one driver turn), DrawWalkTerrainSlice (the terrain block of
  DrawLandscapeSlice), per-cell shells via EnvCellRenderer,
  DrawWalkPunchFan (PortalDepthMaskRenderer far-Z, +ShellDrawLiftZ
  matching today's DrawPortalDepthWrite until FW3.3 retires it), the
  alpha barrier via FlushLandscapeAlphaFartherThan, and caller-supplied
  clear/seal actions (the renderer owns the pass scope). The cutover
  changes ORDER, never leaf mechanics.
- Punch fans now carry the ACTIVE VIEW INDEX end to end (retail pins
  building_view = Render::portal_view_num @0x0059f3bf for the whole
  two-pass walk; the fan clips by that view's slice planes):
  PortalPassSink.ActiveViewIndex -> IWalkEventSink.OnPunchGeometry ->
  IWalkFrameLeafRenderer.DrawPunchFan.
- The FW3.2b-2 rooting design is recorded in the plan (dual-compute
  split, LookInObject route filtered to dynamics, consumer
  re-pointing, gate list).

Suites: full Release build 0 warnings; Walk lane green; hermetic green.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-30 14:40:24 +02:00
Erik
035d7b0148 fix(render) Campaign FW3.2b-1: interior draw order - landscape before cells
The oracle trace order DI|DC|LS is breakpoint-ENTRY order; retail's
actual DRAW order inside PView::DrawCells @0x005a4840 for an interior
root is LScape::draw FIRST (pc:432719, only when exit views survive),
then the depth clear (pc:432731-432732), the exit-portal seals
(pc:432785-432786), THEN the flood's own cells far-to-near. The
driver drew flood cells before the landscape - inverted.

RetailFrameWalk.DrawInside gains the additive
OnInteriorFloodDrawTurn(cells) hook firing after the conditional
landscape turn; the DC EVENT stays at its original point (conformance
untouched - 40/1 InstalledDat green). WalkFrameDriver records the
interior flood at the DC turn and draws it at the new turn:
flush -> ClearInteriorDepth -> flush -> DrawExitSeals -> per-cell
shell-then-contents. Building look-in floods still draw immediately at
their building turn (retail's reentrant DrawCells with no clear/seal).
Two new leaf members map to IWorldPassScope.ClearInteriorDepth and the
seal-fan machinery at FW3.2b-2. Reconciliation note recorded: the
driver clears unconditionally for interior roots while production
stages the clear on OutsideViewSlices>0 - observably equivalent at
ov=0, awaiting a firmer decomp read of the clear's gate.

Suites: full Release build 0 warnings; Walk lane 201/1 skip;
hermetic 6,753/0.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-30 14:34:45 +02:00
Erik
03f63686cc feat(render) Campaign FW3.2b-1: the walk frame driver
WalkFrameDriver executes one full static-content frame from the walk's
turns so GPU command-buffer order equals retail's walk order. One rule
does the interleaving: the accumulated OrderedDrawStream flushes
through SubmitOrderedStream immediately before EVERY non-stream draw
(sky, terrain slice, cell shell, punch fan, alpha barrier).

Turn script, all decomp-cited and two of them corrected in review:
- Interior flood: per cell IN FLOOD ORDER, shell first then contents
  (PView::DrawCells @0x005a4840: DrawEnvCell @0x005a4abe precedes
  DrawObjCellForDummies @0x005a4b0d).
- Landscape: sky once, terrain per active slice, then blocks
  far-to-near; per cell the building turn precedes the cell's outdoor
  statics (DrawSortCell @0x0059f140).
- Building (DrawBuilding @0x0059f2a0): the BLD probe event stays at
  entry, but the ENTIRE body - alpha barrier, portal passes, shell -
  sits inside retail's gfxobj[deg_level]!=0 gate @0x0059f2d3, and the
  order is FlushAlphaList @0x0059f30b -> the two-pass punch/look-in
  walk -> THEN the shell draw @0x0059f345. The driver review caught
  both the missing gate and a shell-before-punch inversion; fixed
  with the addresses cited.

Walk seam: three additive default-implemented IWalkEventSink hooks
(OnLandscapeCellTurn / OnBuildingTurn / OnBuildingShellTurn /
OnPunchGeometry) - every existing sink and all FW1 conformance
fixtures unchanged. WalkLandBlock gains LandblockId for the cell-id
encoding. Leaf draws go through IWalkFrameLeafRenderer so FW3.2b-2
wires the real renderers and the referee suite runs on fakes +
RecordingGpuDevice.

Flagged for FW3.2b-2/FW4 adjudication (documented in code):
FlushFartherThan(building distance) vs retail flush-all
FlushAlphaList(0f); terrain-before-statics within the landscape turn.

Suites: full Release build 0 warnings; Walk lane 200/1 skip;
InstalledDat Walk conformance 40/1 untouched; hermetic 6,752/0.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-30 14:23:17 +02:00