Commit graph

56 commits

Author SHA1 Message Date
Erik
3cf6bcc219 #119 decisive probe: ACDREAM_DUMP_ENTITY one-shot entity dump (H-A/H-B/H-C discriminator)
The broken-state log (user-session-capture2.log) shows meshMissing=0 /
entSeen==entDrawn WHILE broken stairs are on screen - the staircase is
DRAWN WRONG, not missing. This probe discriminates the three live
hypotheses in ONE launch (handoff 2026-06-11 s4):

- HYDRATE dump (GameWindow.BuildInteriorEntitiesForStreaming): per-part
  placement-frame translations + dropped-part accounting at the MOMENT
  MeshRefs are constructed. H-A (SetupMesh.Flatten identity fallback /
  silent gfx-null part drops under degraded dat reads) shows here as
  zero translations or built<43.
- DRAW dump (WbDrawDispatcher, first tuple per entity): live MeshRefs
  translation summary + per-part loaded flags + Tier-1 classification
  cache state (batch count + RestPose translation summary), re-emitted
  compactly on signature change. H-B (partial/stale cached batch set)
  shows as correct translations + odd batch count.
- WALK-REJECT lines (rate-limited): attributes 'entity never reaches
  the draw loop' to the specific gate (visibleCellIds/frustum).
- Correct everything -> H-C (draw-side compose), instrument next.

Targets: ACDREAM_DUMP_ENTITY=0x020003F2,0x020005D8 (the 43-part spiral
staircase Setup + the wall barrels; H-A predicts the user's 'barrel' IS
the collapsed staircase). Probe is inert when the env var is unset.
Parser in RenderingDiagnostics (diagnostic-owner pattern) + 5 unit tests.

Suites: App 242+1skip / Core 1427+2skip / UI 420 / Net 294.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-11 21:01:08 +02:00
Erik
7bbb169c6c #128 STRUCTURAL: missing meshes re-request their load at the POINT OF USE - permanent invisibility becomes impossible
The registration-time re-arm was insufficient and the user proved it
(ran back from the lifestone -> broken stairs + exposed barrel again):
a preparation cancelled by landblock churn AFTER the last registration
event has no later event to re-fire it - crossing blocks loads/unloads
them repeatedly behind the player, so the cancel-after-last-register
window is routinely hit on any cross-country run.

The structural fix: the draw dispatcher touches every
missing-but-referenced mesh every frame (the meshMissing slow path) -
THAT is the one site a retry can never be missed from. Both miss paths
(per-MeshRef and per-Setup-part) now call WbMeshAdapter.EnsureLoaded
(idempotent passthrough to PrepareMeshDataAsync, which early-outs on
existing data and dedups pending tasks), deduped per Draw pass.
Retail-equivalence: retail loads synchronously - geometry is never
permanently absent; this converges the async pipeline to the same
guarantee regardless of cancellation/eviction timing.

Also fixes the #53-one-level-deeper hole found en route: a missing
SETUP PART did not mark the entity incomplete, so a partial batch set
could cache permanently for Setup-shaped render data.

New apparatus: [mesh-miss] once-per-id line under ACDREAM_WB_DIAG=1 -
any future missing mesh names itself instead of needing a live repro.

Suites: App 242+1skip, Core 1422+2skip, UI 420, Net 294.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-11 20:30:56 +02:00
Erik
fcade06c46 #125: gpu_us query ring reads never-begun query objects - root cause of the WB_DIAG GL error cascade; fixed + live-verified
Root cause (by read, verified live): a glGenQueries name does not become
a QUERY OBJECT until its first glBeginQuery - GetQueryObject on a
never-begun name is GL_INVALID_OPERATION. The N.6 gpu_us ring assumed
ONE dispatcher Draw per frame with both passes always non-empty; the
pview pipeline issues MANY small Draws per frame (landscape slices,
per-cell static buckets, dynamics), where zero-draw passes routinely
skip BeginQuery. Under ACDREAM_WB_DIAG=1 the slot read queued an
InvalidOperation EVERY frame - silently, until WB's diligent
texture-path glGetError checks ate the stale errors and treated their
own successful uploads as failures ([wb-error] + the sticky drop) and
ProcessDirtyUpdates' check threw (process death, tower-wbdiag3.log).
The GL-error-attribution trap, textbook form.

Fix: begun-flags per ring slot per target; the read path only queries
slots that were actually begun (a skipped pass contributes 0 ns).
Live verification (tower-wbdiag4.log, in-tower spawn): zero [wb-error]
(was 7), no crash, gpu_us reads real values (9-11 us) for the first
time under the pview pipeline, meshMissing=0 / entSeen==entDrawn.

Consequences: (1) the #119 missing-stairs mechanism theory via sticky
GL upload failures is RETIRED for normal runs (WB_DIAG off = no query
calls = no errors; clean runs confirmed zero wb-error) - and the
in-tower screenshot on the current build shows the spiral staircase
RENDERING, so the stairs were most plausibly a #120 flood-corruption
casualty (the tower threshold cells portal back to 0x0107 exactly in
the ping-pong window); user verdict pending. (2) The sticky-drop
defect (upload failure never retried) stays filed under #125 as
defense-in-depth debt - the trigger is gone but the design flaw isn't.

Suites: App 236, Core 1419+2skip, UI 420, Net 294.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-11 18:19:55 +02:00
Erik
63d14c3d6b #125 filed + WB-DIAG median crash fixed - the #119 stairs mechanism is a sticky GL upload failure
The in-tower ACDREAM_WB_DIAG launch (the saved character spawns inside
the #119 tower - a free deterministic repro lever) produced the
mechanism evidence in one run (tower-wbdiag3.log):

1. [wb-error] upload of 0x0100321D died on a GL InvalidOperation in
   ManagedGLTextureArray..ctor (new TextureAtlasManager) - caught,
   returns null, and the drop is STICKY: _preparationTasks.TryRemove
   runs BEFORE the upload, so a failed upload is never re-prepared.
   Permanently invisible mesh, one log line. This failure class is the
   likely #119 missing-stairs mechanism (dat + extraction +
   registration + dispatcher all exonerated by read/test this session).
2. The SAME GL error then fired UNCAUGHT in Tick -> GenerateMipmaps ->
   ProcessDirtyUpdatesInternal and killed the process. Both render-
   thread - not thread affinity. Filed as #125 (HIGH) with the open
   question of GL error attribution (a stale error queued by an earlier
   unchecked call lands on WB's diligent glGetError checks).

Also fixed here: WbDrawDispatcher.MedianMicros crashed with
IndexOutOfRange on the first diag flush when exactly 1 sample was
recorded (copy[copy.Length - nz/2] with nz==1) - the same off-by-one
GameWindow's TerrainDiagMedianMicros twin fixed; same fix applied.
ACDREAM_WB_DIAG=1 is usable again.

Suites: App 236, Core 1419+2skip, UI 420, Net 294.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-11 18:08:46 +02:00
Erik
682cba36f1 diag(render): §4 flap [clip-route] probe — slot routing + clip-buffer content + landscape scissor
The decisive probe between the two surviving suspects from the 2026-06-09
building-flood-merge handoff (docs/research/2026-06-09-flap-outdoor-fullworld-
building-flood-merge-handoff.md section 1), gated by ACDREAM_PROBE_CLIPROUTE=1,
all print-on-change:

- [clip-route] (RetailPViewRenderer.DrawLandscapeThroughOutsideView): the
  outside slice slot + NDC AABB + planes, the CellIdToSlot routing table, the
  region-SSBO bytes DECODED at the routed slot, and the terrain-UBO head —
  captured after SetTerrainClip + UploadClipFrame + SetClipRouting, i.e.
  exactly what the landscape draws consume. Pins/refutes suspect (b) and the
  slot-repack half of suspect (a).
- [clip-route-disp] (WbDrawDispatcher.Draw, routed draws only): per-slot
  instance histogram exactly as staged for binding=3 plus the count of
  entities dropped by ResolveSlotForFrame CULL. Pins/refutes the
  instance-routing half of suspect (a).
- [clip-route-scis] (GameWindow.DrawRetailPViewLandscapeSlice): the ACTUAL GL
  scissor enable + box read back right after BeginDoorwayScissor — the whole
  landscape pass (sky + terrain + outdoor entities + player) draws inside this
  box, so a doorway-sized box here IS the full-world kill by construction.

Code-reading findings recorded while building the probe: the landscape pass is
scissored to slice.NdcAabb end-to-end (GameWindow.cs DrawRetailPViewLandscapeSlice),
and ResolveEntitySlot CULLs server entities with null ParentCellId while routing
is active — both now directly observable under the probe.

Throwaway apparatus — strip once §4 ships.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-10 08:37:09 +02:00
Erik
1405dd8e90 feat(render): indoor render WORKS — terminating portal flood + every-cell seal + look-in FPS
Checkpoint of the unified retail-faithful indoor render. The two-week HANG/grey is fixed and the
interior seals (live-verified by the user). Commits the session render-rewrite foundation together
with the fixes that made it functional.

- HANG fix: PortalVisibilityBuilder.Build portal flood did not terminate (the faithful ProjectToClip
  near-side clip drifts per round, defeating the CellView dedup; the BFS had no bound after U.2a removed
  MaxReprocessPerCell). Fix = drift-tolerant snapped/canonical CellView.Add dedup (PortalView.cs) plus
  restored MaxReprocessPerCell=16 bounded re-enqueue (PortalVisibilityBuilder.cs). Re-enqueue is kept
  (load-bearing for late-slice propagation, Build_ViewGrowthAfterDoneCell_PropagatesNewSlicesToExit);
  only its count is capped. CellViewDedupTests added.
- Seal (DrawCells Task 2): RetailPViewRenderer.DrawEnvCellShells draws EVERY visible cell via
  IndoorDrawPlan.ShellPass (was gated on the ClipFrameAssembler slot filter, leaving slot-less cells grey).
- Look-in FPS: GameWindow exterior look-in candidates limited to the player landblock +-1 (was all ~81
  loaded LBs iterated every outdoor frame). No behaviour change (far cells were >48m, already culled).

Remaining dominant issue = the FLAP at transitions: viewer-cell metastability (render roots at the
camera-eye cell, which oscillates outdoor-indoor as the 3rd-person boom drifts across the doorway,
confirmed in render-sig). SEPARATE fix, NOT the DrawCells port. Full handoff + flap fix plan + tracked
follow-ups (#78 terrain, look-in-from-inside, look-in FPS, L-spotlight):
docs/research/2026-06-07-indoor-render-session-handoff.md.

Baselines: build 0 err; App.Tests 210/210; Core.Tests 1331 pass / 4 fail (pre-existing) / 1 skip.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-07 10:14:43 +02:00
Erik
58822fed96 fix(render): R1 — repurpose the ParentCellId==null cell-gate bypass (#78)
EntityPassesVisibleCellGate no longer returns true unconditionally for outdoor
scenery under a cell filter (was the headline #78 bleed). Outdoor scenery now
draws only via the unfiltered bucket (visibleCellIds: null) + ResolveEntitySlot's
OutsideView routing. The outdoor-root global Draw passes visibleCellIds: null
(no portal-cell scoping outdoors; retires VisibleCellIds as a render gate — peering
into buildings is R5). Updated the EntityClipTests case that pinned the old bypass
(Included -> Excluded). 174/174 App tests green.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-02 20:10:26 +02:00
Erik
a8b831c23b test(render): Phase W Stage 4/5 — assembler OutsideView AABB + PView BFS + entity-clip tests
ClipFrameAssemblerTests (3 new):
- Assemble_OutsideViewWithExitPortal_HasOutsideViewTrue_AabbMatchesBounds
- Assemble_OutsideViewMultiPolygon_ScissorMode_HasOutsideViewTrue_AabbValid
- Assemble_EmptyOutsideView_HasOutsideViewFalse_AabbZero

PortalVisibilityBuilderTests (3 new):
- Build_ExitPortalVisible_OutsideViewNonEmpty
- Build_NoExitPortal_OutsideViewEmpty
- Build_RootCellAlwaysFirstInOrderedVisibleCells

EntityClipTests (new file, 5 tests):
- EntityClip_ParentInVisibleSet_Included
- EntityClip_ParentNotInVisibleSet_Excluded
- EntityClip_NullVisibleSet_IncludesAll
- EntityClip_NullParentCell_NullVisibleSet_Included
- EntityClip_NullParentCell_NonNullVisibleSet_Included

WbDrawDispatcher.EntityPassesVisibleCellGate changed private → internal static
(AcDream.App already has InternalsVisibleTo AcDream.App.Tests; no new seam needed).

160 → 171 tests, all green.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-02 16:21:08 +02:00
Erik
354ca746ad test(render): Phase U.4 — cover ResolveEntitySlot clip-slot resolution
Code review flagged the gate-critical per-instance slot resolution as untested.
Add RED→GREEN cases (live=unclipped slot 0, cell-static→cell slot, non-visible→cull,
outdoor-stab→OutsideView/cull, routing-inactive→all slot 0). Note the full-cell-id-space
invariant at ResolveEntitySlot; fix a stale RenderInsideOut comment in EnvCellRenderer.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-30 18:16:21 +02:00
Erik
7993e064a0 feat(render): Phase U.4 — unified gated draw pass (indoor root)
Wire the portal-visibility result through the clip pipeline: build a per-frame
ClipFrame (slot 0 no-clip, slot 1 OutsideView, slot 2..N per visible cell) +
cellIdToSlot from PortalVisibilityBuilder; call the (previously dormant)
EnvCellRenderer.Render for cell shells inside the clip bracket; assign per-instance
clip slots in WbDrawDispatcher (live-dynamic unclipped per retail, cell statics to
their cell slot, outdoor scenery to OutsideView, non-visible culled); gate/scissor/
skip terrain per OutsideView (empty ⇒ no terrain — the bleed fix). Emit ACDREAM_PROBE_VIS.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-30 17:59:21 +02:00
Erik
bf2e559369 feat(render): Phase U.3 — GPU clip-plane gate (gl_ClipDistance), no-clip default
Adds the GPU mechanism to clip drawing to a per-cell screen-space convex
region via gl_ClipDistance, consumed by the mesh + terrain vertex shaders.
This is the MECHANISM only — every instance defaults to slot 0 (no-clip /
pass-all) and terrain to count 0, so the running game renders IDENTICALLY to
pre-U.3 (verified: offline launch compiles both shaders and reaches steady
state; no GL errors). U.4 populates real clip data from portal visibility.

Binding contract (define once, both sides obey):
- mesh_modern.vert: SSBO binding=2 CellClip[] (shared per-frame regions, slot 0
  reserved no-clip) + SSBO binding=3 uint[] per-instance slot, indexed by the
  IDENTICAL gl_BaseInstanceARB+gl_InstanceID used for binding=0. binding=0/1
  untouched.
- terrain_modern.vert: UBO binding=2 TerrainClip { int count; vec4 planes[8]; }
  for the single OutsideView region (UBO namespace; SceneLighting is UBO
  binding=1, so binding=2 is free and does not collide with the mesh SSBO
  binding=2). count 0 = ungated.
- Both redeclare out gl_PerVertex { vec4 gl_Position; float gl_ClipDistance[8]; }
  and set unused planes (i >= count) to +1.0 so they pass everything.

CellClip std430 layout (144 bytes/slot): count@0, 3 pad uints@4/8/12,
planes[8]@16 (vec4 stride 16). Terrain UBO std140: count@0 (padded to 16),
planes[8]@16 → 144 bytes. Verified by ClipFrameLayoutTests (8 new tests).

Pieces:
- ClipFrame: per-frame container + uploader for the SHARED clip data (binding=2
  SSBO + terrain UBO). NoClip() = slot 0 + terrain count 0. AppendSlot /
  SetTerrainClip pack std430/std140 bytes for U.4. UploadShared binds both.
- WbDrawDispatcher + EnvCellRenderer: each owns its binding=3 zero buffer
  (all-zeros sized to its instance count → slot 0), re-binds binding=2 from the
  shared ClipFrame id (or an internal no-clip fallback if unwired) before MDI.
  gl_ClipDistance is per-vertex, so the single glMultiDrawElementsIndirect per
  group is preserved — no draw splitting.
- TerrainModernRenderer: binds the terrain clip UBO (shared or no-clip fallback)
  before its draw.
- GameWindow: glEnable(GL_CLIP_DISTANCE0..7) once at init (unused planes pass-all
  so always-on avoids per-draw thrash); per frame builds ClipFrame.NoClip(),
  UploadShared, and hands the buffer ids to the three renderers (tiny diff; U.4
  swaps NoClip() for the real portal-visibility frame).

Gate: dotnet build green; App suite 134/134; offline launch confirms both
shaders compile + link with no GL errors.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-30 17:27:30 +02:00
Erik
3fc77be5de refactor(render): Phase U.1 — delete two-pipe inside-out machinery
Remove IndoorCellStencilPipeline + portal_stencil shaders, RenderInsideOutAcdream,
RenderOutsideInAcdream, the A8-perf instrumentation, the cameraInsideBuilding /
ACDREAM_A8_INDOOR_BRANCH branch, and the dead EntitySet partition values. Collapse
the render branch to the default Draw(All) path (U.4a replaces it with the gated
unified pass). Keep all audited EnvCellRenderer / BuildingLoader / CellVisibility /
camera-collision fixes.

Also deleted with the partition: the two test-only walk helpers
(WbDrawDispatcher.WalkEntitiesForTest / WalkEntitiesForTestByCellIds) and their
test files (WbDrawDispatcherEntitySetTests, WbDrawDispatcherCellIdsOverloadTests),
which existed solely to exercise the removed IndoorPass/OutdoorScenery/
BuildingShells/LiveDynamic partition. EntityMatchesSet / IsShellScopedSet collapse
to the All-path constants; the set: parameter is retained as a seam for the
unified pass.

Note: the depth-clear-if-inside default-path workaround was removed per the
U.1 task list — any current indoor-wall degradation persists until a later
Phase U task lands the unified pass (expected, not a regression introduced here).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-30 16:05:19 +02:00
Erik
5dc4140c11 feat(render): Phase A8 — indoor visibility + streaming fixes batch
Lands the working A8 indoor-rendering and streaming fixes accumulated this
session. User has verified these visually to some degree (e.g. lifestone /
translucent meshes confirmed fine under the FrontFace flip; bridge / wall /
collision regressions confirmed fixed after travel); not every path has been
exhaustively gated. The cellar-flap defect remains OPEN and will be solved
the retail-faithful way via a dedicated brainstorm (see handoff docs).

Rendering core (reviewed, high confidence):
- EnvCellRenderer SSBO stride fix: upload packed Matrix4x4[] (64B) instead of
  the 80B CPU InstanceData struct the shader never expected — fixes the
  transform/texture "explosion" for any draw with >1 instance (cells that
  dedupe to a shared cellGeomId). Real root cause.
- WB-style global FrontFace(CW) + per-batch CullMode carried through the MDI
  layout (GroupKey + BuildIndirectArrays + DrawIndirectRange split into
  same-cull runs with absolute uDrawIDOffset per run).
- EntitySet partitioning (IndoorPass / OutdoorScenery / LiveDynamic) +
  WorldEntity.BuildingShellAnchorCellId so building shells scope to their
  dat-derived building cell instead of rendering everywhere.
- RenderOutsideInAcdream (look into buildings from outside) +
  CollectVisiblePortalBuildings frustum cull of portal bounds.
- Sky-when-inside-building + per-cell audit probe + GL-state probe.

Streaming / perf (test-covered; not independently code-reviewed this session):
- Near/far priority queues so near work wins over far; PromoteToNear carries
  full landblock + mesh data; LandblockEntriesWithoutAnimatedIndex avoids
  rebuilding the animated-lookup dict in the hot draw path. Fixes the
  bridge-not-appearing / missing-walls / broken-collision-after-travel
  regressions and improves post-transition FPS.

Tooling + docs:
- tools/A8CellAudit: offline dat cell/portal/building dumper (portals +
  buildings modes) — reproduces the cellar-flap investigation with no launch.
- docs/research cellar-flap root-cause + option-2 handoff (the didInsideStencil
  double-duty finding + the WB-recursive design decision + brainstorm prompt),
  entity-taxonomy, replan, issue-78 visibility investigation.

Diagnostics retained on purpose: ACDREAM_A8_DIAG_* gates, portal_stencil.vert
provisional pos.w clamp, and the probe families are kept (env-var gated, zero
cost when off) because the pending option-2 cellar-flap brainstorm needs them.
Strip in the option-2 ship commit.

Indoor branch stays behind ACDREAM_A8_INDOOR_BRANCH=1 (default off = pre-A8
visual). Build green; App tests + Core (streaming/dispatcher/loader) tests pass.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-29 10:14:50 +02:00
Erik
3361933ce6 feat(render): Phase A8 RR5 — WbDrawDispatcher Draw(cellIds:) overload
Adds a new public overload accepting an explicit IReadOnlyCollection<uint>
cellIds (the camera-buildings' EnvCellIds) instead of a BFS-derived
visibility set. Used by RR7's IndoorPass to scope indoor rendering to the
camera-buildings' cells, not the full portal BFS (which causes Issues A+C).

Pure-data test helper WalkEntitiesForTestByCellIds added alongside the
production overload, mirroring the WalkEntitiesForTest pattern.

The overload internally delegates to the existing visibleCellIds path —
the dispatcher's semantic stays the same; only the caller's intent differs
(explicit cell list vs visibility-derived).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-27 11:18:21 +02:00
Erik
55f26f2a9c feat(render): Phase A8 R2 — WbDrawDispatcher.EntitySet taxonomy partition
Reshapes the dormant EntitySet enum from binary IndoorOnly/OutdoorOnly to
a three-way taxonomy-aware partition:

  IndoorPass     — cell mesh + cell statics + building shells
                   (ParentCellId.HasValue OR IsBuildingShell), live-dynamic
                   excluded
  OutdoorScenery — outdoor scenery only (ParentCellId == null AND
                   !IsBuildingShell), live-dynamic excluded
  LiveDynamic    — ServerGuid != 0 (player, NPCs, dropped items)

Centralizes the membership predicate in EntityMatchesSet to keep the three
call sites (two in WalkEntitiesInto, one in WalkEntitiesForTest) DRY.

R1's IsBuildingShell flag is now consumed at render time. Integration into
the render frame ships in R3.

Tests rebuilt from scratch — 7 cases cover the new partition truth table.
Existing dispatcher tests (Tier 1 cache, etc.) continue to pass under the
default EntitySet.All.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-26 11:42:09 +02:00
Erik
96f8bd2bd7 Revert "fix(render): Phase A8 — animated entities exempt from stencil-gated outdoor pass"
This reverts commit a2ad5c1ac4.
2026-05-26 09:38:37 +02:00
Erik
a2ad5c1ac4 fix(render): Phase A8 — animated entities exempt from stencil-gated outdoor pass
Visual verification of A8 (commit 41c2e67) surfaced a showstopper:
player + NPCs disappeared when the camera entered a building. Root
cause: live server-spawned entities (animated player/NPCs/monsters)
have ParentCellId == null. The EntitySet partition classified them
as "outdoor" and stencil-gated them in the OutdoorOnly pass — so
they only rendered where stencil bit 1 was set (portal silhouettes),
producing partial-body and head-backwards artifacts at doorway
transits and full invisibility everywhere else inside.

Fix: animatedEntityIds overrides the ParentCellId-based partition.
Animated entities always belong in the IndoorOnly pass (stencil OFF),
never in OutdoorOnly. Three changes:
- WalkEntitiesInto full-walk path: compute isAnimated up front, use
  it in both partition checks
- WalkEntitiesInto animated-only path: skip the entire path on
  OutdoorOnly (every iterated entity is animated by definition)
- WalkEntitiesForTest: add optional animatedEntityIds parameter,
  mirror the new partition logic

Two new tests cover:
- EntitySet_IndoorOnly_IncludesAnimatedEntitiesEvenWithNullParentCellId
- EntitySet_OutdoorOnly_ExcludesAnimatedEntities

Known remaining limitation: dropped items / static-but-live objects
have ParentCellId == null AND are NOT in animatedEntityIds, so they
still classify as outdoor scenery and stencil-gate. Addressing this
requires a "live entity" flag on WorldEntity — deferred.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-26 08:55:45 +02:00
Erik
dcf69a1feb feat(render): Phase A8 — WbDrawDispatcher.EntitySet partition
Adds EntitySet { All, IndoorOnly, OutdoorOnly } and a Draw parameter to
partition the per-entity walk by ParentCellId presence. EntitySet.All
preserves pre-A8 behavior; IndoorOnly drops null-ParentCellId entities;
OutdoorOnly drops ParentCellId.HasValue entities. The visibleCellIds
filter is still applied on top.

Used by Task 7 to split the render frame's single Draw call into two
(indoor stencil-OFF, outdoor stencil-gated).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-26 08:20:45 +02:00
Erik
dc722e70bd feat(O-T7): drop WB project references; complete extraction
End of Phase O extraction. Final cleanup:

- Dropped <ProjectReference> entries to WorldBuilder.Shared and
  Chorizite.OpenGLSDLBackend from both AcDream.App.csproj and
  AcDream.Core.csproj.
- Added Chorizite.Core NuGet PackageReference to AcDream.Core.csproj
  (needed by Core.Rendering.Wb.TextureHelpers for TextureFormat enum;
  previously transitive through the WB project ref).
- Added BCnEncoder.Net.ImageSharp (1.1.2) + SixLabors.ImageSharp (3.1.12)
  as direct PackageReferences to AcDream.App.csproj — previously transitive
  via Chorizite.OpenGLSDLBackend project; used directly by ObjectMeshManager.

Item A (BaseObjectRenderManager static fields):
- Inlined CurrentAtlas/CurrentVAO/CurrentIBO into a new RenderStateCache.cs
  static class (AcDream.App.Rendering.Wb namespace) — the 4 consumers
  (ManagedGLIndexBuffer, ManagedGLTexture, ManagedGLTextureArray, ParticleBatcher)
  all reference RenderStateCache.* instead of BaseObjectRenderManager.*.
- Dropped using Chorizite.OpenGLSDLBackend.Lib from all 4 consumers and from
  WbDrawDispatcher (which had it only as a dead import).

Item B (ActiveParticleEmitter.ObjectLandblock):
- ObjectLandblock? erased to object?; WorldBuilder.Shared.Models.ObjectId? erased
  to ulong? — both fields are stored but never read by any consumer in our codebase.
- Dropped both WB using directives from ActiveParticleEmitter.cs.

Item C (IDatReaderWriter / IDatDatabase):
- Verbatim copy of both interfaces into IDatReaderWriter.cs in
  AcDream.App.Rendering.Wb namespace — DatCollectionAdapter and ObjectMeshManager
  already live in that namespace, so no using changes needed.
- Dropped using WorldBuilder.Shared.Services from DatCollectionAdapter.cs and
  ObjectMeshManager.cs.

Additional extractions required by the reference drop:
- GeometryUtils.cs: verbatim copy of WorldBuilder.Shared.Lib.GeometryUtils
  (float-precision overloads only; Vector3d double-precision overloads omitted —
  ObjectMeshManager uses only the float versions).
- Dropped using WorldBuilder.Shared.Lib from ObjectMeshManager.cs.

WbMeshAdapter.cs cleanup (spec O-D12):
- Deleted _wbDats (DefaultDatReaderWriter) field + ctor init + Dispose call.
- Deleted the [indoor-upload] NULL_RESULT diagnostic block (lines ~205-262) —
  its Phase 2 cell-resolution investigation is complete; its _wbDats.ResolveId
  dependency goes with this commit.
- Deleted _pendingEnvCellRequests field + isPendingEnvCell tracking in Tick().
- Simplified Tick() to a clean drain loop.

Deleted SplitFormulaDivergenceTest.cs — one-time N.5b data-collection sweep;
job done.

Verified acceptance criteria:
- Zero <ProjectReference> to WorldBuilder.* / Chorizite.OpenGLSDLBackend.* in any csproj.
- Zero 'using WorldBuilder.*' / 'using Chorizite.OpenGLSDLBackend.*' in src/.
- DefaultDatReaderWriter referenced in zero places in src/ (comments only).

Build green (0 warnings, 0 errors).
Tests: 1154 total (-1 from deleted SplitFormulaDivergenceTest), 1146 pass,
8 pre-existing failures (unchanged from baseline — physics/input tests
unrelated to this change).

Spec: docs/superpowers/specs/2026-05-21-phase-o-dat-path-unification-design.md

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-21 17:17:33 +02:00
Erik
9b948b6ad5 feat(dispatcher): [indoor-lookup] + [indoor-xform] probes
Instruments the per-MeshRef draw loop in WbDrawDispatcher:

- [indoor-lookup]: per cell entity, dumps render-data hit/miss,
  IsSetup, parts count, and a partsHit/partsMiss tally over the
  SetupParts. Disambiguates hypothesis H2 (WB produces empty
  ObjectRenderData with zero parts) and H6 (dispatcher fails to
  traverse Setup).

- [indoor-xform]: only fires for the cell's synthetic geometry part
  (the SetupPart whose GfxObjId has bit 32 set, per WB's
  PrepareEnvCellMeshData cellGeomId convention). Logs the three
  composed transform translations: entityWorld, meshRef.PartTransform,
  partTransform, and the final composed matrix translation. Disambiguates
  hypothesis H5 (transform double-apply — composedT lands at 2 ×
  cellOrigin).

Rate-limited via the ShouldEmitIndoorProbe instance helper added in
Task 6 (now consumed — no longer dead code).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-19 11:54:45 +02:00
Erik
36a29ceff5 feat(dispatcher): [indoor-walk] + [indoor-cull] probes
Instruments WalkVisibleEntities to identify whether cell entities (first
MeshRef.GfxObjId low-16-bits >= 0x0100) pass all visibility filters or
get culled. Three emission paths:

- [indoor-cull] reason=visibleCellIds-miss -- when the ParentCellId
  filter rejects the entity.
- [indoor-cull] reason=frustum -- when AABB frustum cull rejects.
- [indoor-walk] -- when the entity passes all filters and reaches the
  draw list.

Rate-limited to once per cellId per ~1 sec (30 frames at 30 Hz) via
IndoorProbeState, a nested class wrapping _lastIndoorProbeFrame dictionary
and _indoorProbeFrameCounter (bumped at top of Draw()). WalkEntitiesInto
accepts a new optional IndoorProbeState? parameter (null = probes off,
default) so the test-friendly WalkEntities overload is unaffected. The
ShouldEmitIndoorProbe instance helper is also retained for Task 7 use.

Disambiguates hypothesis H3 (cull bug -- cell entity dropped before draw).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-19 11:48:27 +02:00
Erik
25cb147d97 fix(perf #N6.1): gate gpu_us read on diag for symmetric toggle behavior
Code-quality review on Task 1 (commit a7c9800) flagged an asymmetric
diag gate: the read-before-overwrite block at the top of the dispatcher
was not gated on diag, but the frame-counter increment and BeginQuery
calls were. If a maintainer toggled ACDREAM_WB_DIAG from "1" to "" mid-
session, _gpuQueryFrameIndex would freeze (gated inside if(diag)) while
the read kept firing every frame at the same slot — producing duplicate
stale samples.

Add diag to the read block's outer condition so the read/issue/increment
trio is symmetric. One-line change; behavior under the normal usage
pattern (env var set at launch, never toggled) is unchanged.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-11 11:28:22 +02:00
Erik
a7c98004bb feat(perf): Phase N.6 slice 1 — fix gpu_us double-buffering in WbDrawDispatcher
The dispatcher's GPU TimeElapsed queries were polled in the same frame
as the indirect draw, so glGetQueryObject(ResultAvailable) always
returned 0 and gpu_us in [WB-DIAG] was stuck at 0m/0p95.

Replace the 2 single-handle queries with ring-of-3 arrays and move the
result read to BEFORE issuing the next frame's queries into the same
slot — at frame N we read slot N%3 which holds frame N-3's queries
(oldest in the ring, ~50ms old at 60fps and definitely done across all
desktop GL drivers). Vendor-neutral: AMD/NVIDIA/Intel desktop GL all
work without driver-specific code.

The gpuQuerySlot variable is hoisted to function scope (just before
Phase 7 opaque pass) so both the opaque and transparent passes
reference the same slot — the plan placed it inside the opaque-pass
if-block, which would have been out of scope for the transparent
BeginQuery; corrected in the implementation.

No new tests — the change is purely a diagnostic readout fix, no
observable behavior in the rendering path. Build green; tests at
baseline (1711 passing, 8 pre-existing physics/MotionInterpreter
failures unchanged). Manual gpu_us verification still pending in-world.

Spec: docs/superpowers/specs/2026-05-11-phase-n6-slice1-design.md (§4).
Plan: docs/superpowers/plans/2026-05-11-phase-n6-slice1.md (Task 1).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-11 11:24:26 +02:00
Erik
f928e66119 fix(render #53): incomplete-entity flag must persist across same-entity tuples
User reported (cache enabled, post-c55acdc): drudge statue renders fully
but many trees are missing branches. Cache-disabled A/B run rendered trees
correctly. So the bug is in the cache wiring.

Root cause: c55acdc's `currentEntityIncomplete = false;` reset fired
UNCONDITIONALLY at the top of every iteration. For a tree with MeshRefs
[trunk valid, branches null, leaves valid], the tuple sequence is:

  - tuple 0 (trunk): no flag set
  - tuple 1 (branches): TryGetRenderData null → set flag, continue
  - tuple 2 (leaves): unconditional reset → flag = false (WRONG)
  - end-of-entity: flag is false, scratch has trunk+leaves batches but NOT
    branches → MaybeFlushOnEntityChange populates a PARTIAL cache entry
  - cache hits forever serve trunk+leaves with no branches

Drudge happened to render correctly because its missing MeshRef was at the
END of its MeshRefs list — no later tuple reset the flag.

Adds a per-tuple `prevTupleEntityId` tracker for entity-change detection,
updated UNCONDITIONALLY at end of each tuple (including tuples that skip
via null renderData). The flag-reset block now fires ONLY on actual entity
change. Within the same entity, the flag accumulates across tuples.

Also includes ACDREAM_DISABLE_TIER1_CACHE=1 diagnostic env-var added
inline (was stashed previously) for future A/B testing.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-10 23:56:58 +02:00
Erik
c55acdc3d5 fix(render #53): skip cache populate when classification is incomplete
User reported: the drudge statue on top of the Foundry (a multi-part
live-spawned entity with AnimPartChange + texChanges) renders only
PARTIALLY — some parts visible, some missing.

Root cause: the dispatcher's slow path skips a MeshRef when
_meshAdapter.TryGetRenderData returns null (mesh still async-decoding
via ObjectMeshManager.PrepareMeshDataAsync). The classified-batches
collector accumulates only the MeshRefs that DID resolve. At entity
boundary, the cache populates with the PARTIAL set. Frame-2 cache hits
serve that partial entry forever — even after the missing mesh loads,
the cache continues to skip those parts because classification never
reruns for cached entities.

Fix: track currentEntityIncomplete during the foreach. Set it true on
any null renderData. At entity boundary (and at end-of-loop), if the
flag is set, DROP the accumulated populate scratch instead of writing
it to the cache. The slow path retries on the next frame; once all
meshes have loaded, the populate fires correctly with the complete
classification.

Adds a regression test pinning the contract — incomplete entities
produce zero cache entries.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-10 23:42:46 +02:00
Erik
95ebbf3004 fix(render #53): key cache by (entityId, landblockHint) to defeat ID collision
User confirmed via A/B test (ACDREAM_DISABLE_TIER1_CACHE=1) that the
visual bug — buildings rendering up in the air outside Holtburg — is in
the cache wiring, not elsewhere. The matrix math (restPose * entityWorld
== model) was provably correct, so the bug had to be cache key collision.

Stabs were namespaced in commit 71d0edc, but scenery (0x80LLBB00 +
localIndex) and interior (0x40LLBB00 + localCounter) still have the
same 256-overflow risk. Dense LBs outside Holtburg (forest, urban) push
localIndex past 255, wrapping into the lbY byte and creating cross-LB
collisions.

Fix: change the cache key from uint entityId to (uint, uint) tuple of
(EntityId, LandblockHint). The cache is now correct-by-construction
regardless of any hydration path's Id-generation strategy. Defensive
against future regressions in any ID namespace.

InvalidateEntity becomes a sweep (was O(1)), but it's called rarely
(only on live-entity despawn). InvalidateLandblock was already a sweep.

Updated 14 existing cache tests + 1 dispatcher integration test to thread
landblockHint through TryGet / DebugCrossCheck calls.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-10 23:02:14 +02:00
Erik
f16604b60b feat(render #53): DEBUG cross-check guards against the prior Tier 1 bug class
Adds EntityClassificationCache.DebugCrossCheck(entityId, liveBatches) that
asserts cached state matches a live re-classification. Wires a simpler
predicate assert into WbDrawDispatcher's cache-hit branch (asserts
isAnimated == false on cache hit). Tests #13a and #13b cover the
batch-count mismatch and clean-match cases via a custom TraceListener
that captures Debug.Assert calls.

Zero cost in Release. In DEBUG, the assert fires immediately if a future
regression mutates static-entity state outside the audit's known write
sites — the same failure mode that bit the prior Tier 1 attempt.

Phase 4 complete. Cache + invalidation + safety net all in place.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-10 19:43:24 +02:00
Erik
f7e38c214d fix(render #53): cache-hit fast path must fire per-entity, not per-tuple
Task 10 (commit 0cbef3c) called ApplyCacheHit inside the per-(entity, partIdx)
foreach loop, but cachedEntry.Batches is flat across all MeshRefs of the
entity. For a 3-MeshRef static building on frame 2: 3 tuples times 6 cached
batches per call = 18 instances drawn instead of 6. Severe Z-fighting and
3x perf hit on every multi-part static entity (buildings, statues, multi-
MeshRef NPCs).

This is the symmetric mirror of the Task 9 bug fixed at 00fa8ae. Both
spec section 5.2 and the plan describe the foreach as per-entity, but
_walkScratch has been per-tuple since Task 6. The implementation
faithfully ported the buggy spec.

Fix: track lastHitEntityId; the cache-hit fast path fires only on the
first tuple of each entity, and subsequent tuples skip the iteration
body via continue. Adds a regression test pinning the per-entity
amplification invariant.

Caught by code review (subagent-driven-development) before Phase 3
dispatched. The bug was invisible in the no-multi-frame-test 1702/8
baseline; would have manifested as visible Z-fighting on every multi-
part building on second-and-subsequent frames once Task 13 perf gate
captured live runs.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-10 19:15:20 +02:00
Erik
0cbef3c8b3 feat(render #53): cache-hit fast path + dispatcher integration tests
WbDrawDispatcher.Draw now branches on cache hit before running classification:
on hit, walks the cached flat batch list and appends RestPose times entityWorld
to the matching groups; on miss, runs today's classification and populates
the cache (Task 9). Animated entities skip the cache entirely.

Adds dispatcher integration tests #11 (static entity populates + reuses)
and #12 (animated bypasses) per spec test plan section 7.2, plus the
multi-MeshRef regression test that would have caught the bug fixed in
commit 00fa8ae (cache populate must flush at entity boundary, not per-tuple).

Phase 2 (dispatcher integration) complete. End-to-end caching now live.
Invalidation hooks (Phase 3) ensure correctness across despawns + LB demotes.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-10 18:56:33 +02:00
Erik
00fa8ae839 fix(render #53): cache Populate must flush at entity boundary, not per-MeshRef tuple
Task 9 (commit 2f489a8) called _cache.Populate inside the per-tuple
foreach loop, but _walkScratch contains one tuple per (entity, MeshRefIndex)
and the cache is keyed by entity.Id. For multi-MeshRef entities (multi-part
Setup buildings, statues, multi-MeshRef NPCs), each iteration's Populate
OVERWROTE the previous one — only the last MeshRef's batches survived.

The bug was invisible at commit time because Task 10 had not landed
(cache populates but isn't read). It would have manifested the moment
Task 10 wired the cache-hit fast path: every multi-part static building
in Holtburg would render as N stacked copies of its last part.

Fix: restructure the per-entity loop with a flush-on-entity-change pattern.
Track the previous entity's Id; when the iteration moves to a different
entity, flush the previous entity's accumulated _populateScratch via one
Populate call. After the loop, flush the final entity. _populateScratch
is now cleared at flush time, not per-iteration.

Caught by code review (subagent-driven-development) before Task 10 dispatched.
Verified: 1699/8 baseline preserved, sentinel 105/105 unchanged.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-10 18:36:57 +02:00
Erik
2f489a83a7 feat(render #53): cache-miss populate on first frame for static entities
Restructures Draw's per-entity loop: animated entities still skip the
cache entirely, but static entities now collect their classification into
_populateScratch and call cache.Populate at the end of the iteration.

Cache fast-path (skip slow classification on cache hit) lands in Task 10.
This intermediate state is verifiable: behavior unchanged, but the cache
is being populated as entities render. Diagnostic-friendly split.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-10 18:24:26 +02:00
Erik
28513eae88 feat(render #53): add optional CachedBatch collector to ClassifyBatches
ClassifyBatches now accepts a restPose parameter (the model-matrix
component without entityWorld baked in) and an optional collector. When
collector is non-null, each classified batch is appended as a CachedBatch
record. Defaults preserve today's behavior. Used in Task 9 to populate
the cache on a static-entity miss.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-10 18:14:35 +02:00
Erik
a65a241981 feat(render #53): inject EntityClassificationCache into WbDrawDispatcher
Adds the cache as a constructor parameter on WbDrawDispatcher and a
private field on GameWindow. The cache is passed through but not yet
consumed by Draw — that wires up in Task 9 (cache miss / populate) and
Task 10 (cache hit / fast path).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-10 18:05:03 +02:00
Erik
60fbfce8bc refactor(render #53): plumb landblockId through WbDrawDispatcher walkScratch
Extends the walk scratch tuple from (entity, meshRefIndex) to
(entity, meshRefIndex, landblockId). The dispatcher's per-entity loop now
has the landblock id available for EntityClassificationCache.Populate's
landblockHint argument (consumed in Task 9). No behavior change.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-10 17:55:51 +02:00
Erik
c02405cbb7 refactor(render): extract WbDrawDispatcher.GroupKey to internal type at namespace scope
Mechanical refactor: GroupKey was a private nested record struct on
WbDrawDispatcher. The upcoming EntityClassificationCache (ISSUE #53) needs
to store GroupKey inside CachedBatch records, so it must be visible to
both the dispatcher and the cache. Promoting to internal at file scope is
the smallest change that achieves this.

No behavior change. 1688 tests pass; 8 pre-existing failures unchanged.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-10 17:13:44 +02:00
Erik
e40159f4d6 fix(render): close #52 — lifestone visible (alpha-test + cull + uDrawIDOffset)
Three root causes regressed the Holtburg lifestone since the WB rendering
migration (Phase N.5 retirement amendment, commit dcae2b6, 2026-05-08).
All confirmed via temporary [LIFESTONE-DIAG] instrumentation and visually
verified by the user through the +Acdream test character.

1. **Alpha-test discard** in mesh_modern.frag transparent pass killed
   high-α pixels of dat-flagged transparent surfaces. Native AC
   transparent surfaces routinely include effectively-opaque pixels —
   e.g. the lifestone crystal core (surface 0x080011DE) — that compose
   correctly under (SrcAlpha, 1-SrcAlpha) blending. The original N.5
   §2 rationale ("high-α belongs in opaque pass") doesn't hold for
   surfaces flagged transparent at the dat level: those pixels can't
   reach the opaque pass at all. Fix: remove `α >= 0.95 discard` from
   the transparent pass, keep `α < 0.05 discard` as a fragment-cost
   optimization (skip totally-empty pixels).

2. **Cull state** for the transparent pass was unset by
   WbDrawDispatcher after the N.5 retirement amendment deleted
   StaticMeshRenderer.cs (which had the Phase 9.2 setup at commit
   6f1971a, 2026-04-11). Closed-shell translucents — lifestone crystal,
   glow gems — need GL_CULL_FACE + GL_BACK + GL_CCW in the transparent
   pass; otherwise back faces composite over front faces in iteration
   order under DepthMask(false). Fix: re-establish Phase 9.2's exact
   GL state setup at the top of Phase 8.

3. **uDrawIDOffset uniform** was missing from mesh_modern.vert.
   gl_DrawIDARB resets to 0 at the start of each
   glMultiDrawElementsIndirect call, so the transparent pass — which
   begins later in the indirect buffer — was fetching
   Batches[0..transparentCount) instead of its actual section at
   Batches[opaqueCount..end). The lifestone crystal ended up reading
   the FIRST OPAQUE batch's TextureHandle every frame; as the camera
   moved and the front-to-back opaque sort reordered which group
   landed at BatchData[0], the crystal's apparent texture flickered to
   whatever sat first — typically the player character's body parts.
   Fix: add `uniform int uDrawIDOffset` to the vertex shader, change
   Batches[gl_DrawIDARB] → Batches[uDrawIDOffset + gl_DrawIDARB], and
   set the uniform per-pass in WbDrawDispatcher (0 for opaque,
   _opaqueDrawCount for transparent). Mirrors WorldBuilder's
   BaseObjectRenderManager.cs line 845.

Tests: 1688/1696 passing (8 pre-existing physics/input failures
unchanged). N.5b conformance sentinel 94/94 clean.

Visual: Holtburg lifestone now renders with the spinning blue crystal
correctly composed over the pedestal. Other transparent content (glass,
particle effects, NPC clothing) is unaffected — the same uniform fix
applies globally and is correct for all transparent draws.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-10 15:49:05 +02:00
Erik
9b49009dd5 Revert "feat(perf): Tier 1 entity classification cache"
This reverts commit 3639a6f4ac.
2026-05-10 09:53:26 +02:00
Erik
3639a6f4ac feat(perf): Tier 1 entity classification cache
Per docs/plans/2026-05-10-perf-tiers-2-3-roadmap.md Tier 1: cache the
per-(entity, meshRef, batch) classification (TextureCache lookup,
GroupKey hash, _groups dict insert) so the per-frame Draw inner loop
becomes "look up cache → walk assignments → append matrix to group's
Matrices list."

For static entities (~95% of world: trees, rocks, buildings, scenery),
the answer never changes between frames. Cache once at first visit;
reuse permanently. Per-frame work for static drops from 4 expensive
operations per (meshRef, batch) to 1 list-append.

Estimated entity dispatcher: 3.5ms → ~1-1.5ms median at radius=12.
Should land inside the 2.0ms spec budget.

Implementation:
- New EntityClassificationCache class (per-meshRef list of cached
  (group ref, baked-PartTransform) tuples) keyed by entity.Id.
- ClassifyEntity does the one-time work; result populates _groups and
  the cache.
- Draw inner loop: cache lookup → for each assignment, model =
  PartTransform × entityWorld; group.Matrices.Add(model).
- Cache miss when ClassifyEntity finds NO mesh loaded yet (Vao == 0)
  → don't store; retry next frame. Avoids cache thrash during the
  streaming-in window.
- Public InvalidateEntity(uint id) + ClearEntityCache() for explicit
  invalidation hooks. Wiring (palette swap on ObjDescEvent, MeshRefs
  hot-swap) is post-A.5 follow-up — for now, cache-stale entities
  show their pre-swap appearance until next respawn.

Tier 2 (static/dynamic split with persistent groups) and Tier 3 (GPU
compute culling) tracked in the roadmap doc.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-10 09:45:18 +02:00
Erik
0ad8c99c37 fix(A.5): WalkEntities scratch-list pattern (Bug B — T17 GC pressure)
T17's WalkEntities helper allocated a fresh List<(WorldEntity, int)>
per frame to hold the (entity, meshRefIndex) pairs that pass visibility
filters. At ~10K entities × ~3 mesh refs = ~30K tuples × 16 bytes =
~480 KB / frame of GC pressure on the render thread. The implementer's
self-review flagged this as a future N.6 optimization; the post-T26
diagnostic showed it materially contributing to the perf regression
(though Bug A — far-tier entity load — was the dominant factor).

Refactor: split WalkEntities into two overloads.
- WalkEntities(...) — test-friendly, allocates a fresh ToDraw list per
  call. Tests keep using this signature unchanged.
- WalkEntitiesInto(..., scratch, ref result) — no-alloc, clears + populates
  a caller-provided scratch list. Draw uses this with a per-dispatcher
  _walkScratch field reused across frames.

Test count unchanged (40 streaming + 8 bucketing tests still pass).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-10 09:13:20 +02:00
Erik
28d2c6018e feat(A.5 T22.5): wire QualityPreset into renderer + streaming (commit 2/2)
GameWindow.OnLoad resolves QualitySettings.From(_persistedDisplay.Quality)
+ WithEnvOverrides() immediately after LoadAndApplyPersistedSettings, stores
result in _resolvedQuality field. All six quality dimensions applied:

- NearRadius / FarRadius: replace old T16 env-var-only block; preset drives
  the radii, legacy ACDREAM_STREAM_RADIUS override still honoured.
- MsaaSamples: WindowOptions.Samples reads from startup quality resolution
  in Run() (pre-window-create read from SettingsStore). MSAA cannot change
  at runtime; ReapplyQualityPreset logs a restart-required warning if the
  new preset would change it.
- AnisotropicLevel: TerrainAtlas.SetAnisotropic() called after Build() and
  again in ReapplyQualityPreset. Temporarily removes bindless residency
  before the GL TexParameter call, re-makes resident after.
- AlphaToCoverage: WbDrawDispatcher.AlphaToCoverage property gates the
  glEnable/glDisable(SampleAlphaToCoverage) pair around the opaque pass.
- MaxCompletionsPerFrame: set on StreamingController after construction
  and after each mid-session restart.

ReapplyQualityPreset(QualityPreset) method handles mid-session changes
(Settings panel Quality dropdown Save): rebuilds streamer + controller for
radius changes, toggles A2C and aniso immediately, logs MSAA restart caveat.
onSaveDisplay callback updated to call ReapplyQualityPreset when Quality
field changes.

TerrainModernRenderer.Atlas property added to expose the atlas for
mid-session aniso updates.

991 tests passing, 8 pre-existing failures unchanged.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-10 08:43:06 +02:00
Erik
c473feedb3 feat(A.5 T23): BUDGET_OVER flag in [WB-DIAG] / [TERRAIN-DIAG]
Per Phase A.5 spec §2 acceptance criterion 6: entity dispatcher median
≤ 2.0ms; terrain dispatcher median ≤ 1.0ms at standstill. When the
median exceeds the budget, prefix the DIAG line with " BUDGET_OVER" so
the regression is grep-friendly during perf testing.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-10 08:28:45 +02:00
Erik
26b2871b10 feat(A.5 T20): MSAA 4x + alpha-to-coverage on foliage
Per Phase A.5 spec §4.9.2: ClipMap foliage uses binary alpha-cutoff.
At N₂=12 horizon distance the pixel-stepped silhouettes are visible.
A2C with MSAA 4x produces smooth retail-faithful tree edges.

GL context now requests Samples=4. WbDrawDispatcher's opaque pass
toggles GL_SAMPLE_ALPHA_TO_COVERAGE on/off around the multi-draw
indirect call. mesh_modern.frag's opaque pass now discards only
truly-empty (α<0.05) so the GPU derives sample mask from coverage;
transparent pass boundary logic is unchanged.

MSAA audit: no custom FBOs found — all rendering uses default
framebuffer. Sky/particles/ImGui are all MSAA-compatible.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-10 08:25:59 +02:00
Erik
003443cd1a feat(A.5 T17): WbDrawDispatcher Change #1 — animated-walk fix + WalkEntities helper
Per Phase A.5 spec §4.6 Change #1: when an LB is invisible AND
animatedEntityIds is non-empty, the inner loop walked every entity
in the LB just to find the few animated ones. At ~10.7K entities
(N1=4) that is wasted iteration cost per frame.

Extracted a pure-CPU internal static WalkEntities helper. When LB
is invisible: iterate animatedEntityIds directly and look each up
in a per-LB AnimatedById dictionary (typically <50 animated vs
~10K total). When LB is visible: walk all entities as before.

GpuWorldState.LandblockEntries now yields an AnimatedById map as a
5th tuple field alongside the AABB tuple. Dictionary is built on
each yield (cheap — ~132 entities/LB max). A caching layer is out
of A.5 scope.

WbDrawDispatcher.Draw signature updated to consume the 5-tuple.
GameWindow.cs call site passes _worldState.LandblockEntries which
now yields the 5-tuple — no change needed there.

8 new tests in WbDrawDispatcherBucketingTests cover T17 Change #1
(invisible LB / animated set / neverCull / null frustum) and
T18 Change #2 guard tests (cached AABB / dirty flag / animated bypass).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-10 08:18:02 +02:00
Erik
dcae2b6b94 phase(N.5): retirement amendment — InstancedMeshRenderer + StaticMeshRenderer + WbFoundationFlag deleted
Final cross-cutting review of N.5 found that Task 15's deletion of
mesh_instanced.vert/.frag left InstancedMeshRenderer orphaned —
ACDREAM_USE_WB_FOUNDATION=0 silently rendered terrain+sky only with
no entities. The SHIP commit's "[x] ACDREAM_USE_WB_FOUNDATION=0 still
works" claim was inaccurate.

Resolution: formal retirement of the legacy renderer path within N.5
instead of deferring to N.6.

Deleted:
- src/AcDream.App/Rendering/InstancedMeshRenderer.cs
- src/AcDream.App/Rendering/StaticMeshRenderer.cs
- src/AcDream.App/Rendering/Wb/WbFoundationFlag.cs

GameWindow simplified — capability detection is unconditional, missing
bindless throws NotSupportedException with a clear message at startup.
WbDrawDispatcher + mesh_modern shader load are mandatory after init.
No escape hatch.

GpuWorldState simplified — WbFoundationFlag.IsEnabled guards on
AddLandblock/RemoveLandblock removed; adapter calls are unconditional
when the adapter is non-null.

PendingSpawnIntegrationTests updated — WbFoundationFlag.ForTestsOnly_ForceEnable
static ctor removed (flag is gone; adapter calls are unconditional).

The ApplyLoadedTerrain physics-data loop was also simplified: the
EnsureUploaded sub-loop that fed InstancedMeshRenderer is gone;
_pendingCellMeshes is now explicitly cleared to prevent unbounded
accumulation (the worker thread still populates it, but WB handles
EnvCell geometry through its own pipeline).

Spec §2 Decision 5 + §10 Out-of-Scope updated. Plan ship-amendment
section added. Roadmap updated (N.5 ships with retirement; N.6 scope
narrowed to perf-only). CLAUDE.md "WB integration cribs" updated.
Perf baseline doc updated. WbDrawDispatcher class summary docstring
corrected to describe the as-shipped SSBO + multi-draw-indirect path.
ISSUES.md #51 updated (terrain not in N.5 scope; deferred to N.7).

Bindless support is now a hard requirement. Modern desktop GPUs
universally expose GL_ARB_bindless_texture + GL_ARB_shader_draw_parameters;
if a user hits the NotSupportedException, that's a real bug report
worth investigating, not a silent fallback.

Build: 0 errors, 0 warnings. Tests: 71/71 (Wb+MatrixComposition+TextureCacheBindless filter).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-08 22:01:36 +02:00
Erik
d114dca1e8 phase(N.5) Task 12: CPU stopwatch + GL_TIME_ELAPSED queries in [WB-DIAG]
Adds median + 95th-percentile CPU + GPU dispatch time to the existing
5-second [WB-DIAG] rollup. CPU via Stopwatch (always running, cheap;
only logged under ACDREAM_WB_DIAG=1). GPU via two GL_TIME_ELAPSED
queries (opaque + transparent) wrapping each glMultiDrawElementsIndirect,
polled non-blocking via QueryResultAvailable on the next frame.

Sample window is 256 frames per signal; median + p95 reported.
Numbers populate the SHIP commit's perf table at Task 19.

Silk.NET naming note: GL_TIME_ELAPSED queries use QueryTarget.TimeElapsed
(confirmed present in Silk.NET.OpenGL 2.23.0 DLL). The 64-bit result is
read via GetQueryObject(..., out ulong) which dispatches to
glGetQueryObjectui64v; the int overload (glGetQueryObjectiv) is used for
the ResultAvailable poll, matching WorldBuilder's VisibilityManager pattern.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-08 20:57:26 +02:00
Erik
cfe1ca3151 phase(N.5) Task 11: translucency partition contract test
Locks in Decision 2 (Opaque + ClipMap → opaque indirect; AlphaBlend +
Additive + InvAlpha → transparent indirect). Catches future refactors
that drift the partition — silent visual regression otherwise (groups
rendered in the wrong pass with the wrong blend state).

Adds public static IsOpaquePublic shim on WbDrawDispatcher; the
underlying IsOpaque stays private.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-08 20:53:36 +02:00
Erik
f533414edf phase(N.5) Task 10: glMultiDrawElementsIndirect dispatch — visual verified
Replaces WbDrawDispatcher's per-group glDrawElementsInstancedBaseVertexBaseInstance
loop with two glMultiDrawElementsIndirect calls (opaque + transparent).
Per-frame uploads three SSBOs:
- _instanceSsbo @ binding=0 (mat4 per instance, indexed by gl_BaseInstanceARB + gl_InstanceID)
- _batchSsbo @ binding=1 (BatchData per group, indexed by gl_DrawIDARB)
- _indirectBuffer (DrawElementsIndirectCommand[] — opaque first, transparent second)

GameWindow swaps the shader load to mesh_modern when _bindlessSupport
is non-null. Capability detection + shader load now run in the right
order (capability before TextureCache + before Shader).

Deletes the obsolete DrawGroup stub, EnsureInstanceAttribs, _instanceBuffer,
_patchedVaos. ClassifyBatches + ResolveTexture already migrated in
Task 8 to use ulong bindless handles.

BuildIndirectArrays (Task 9) wired in: _opaqueDraws + _translucentDraws
are flattened into IndirectGroupInput[], laid out via the helper into
contiguous indirect commands + parallel BatchData[]. opaqueByteOffset=0,
transparentByteOffset = opaqueCount × DrawCommandStride.

Visual verification (USER GATE) PASS: Holtburg courtyard renders
identical to N.4 — terrain, scenery, characters, NPCs all visible
without artifacts. [N.5] modern path capabilities present + mesh_modern
shader loaded log lines confirm the boot path. [WB-DIAG] hot-path
counters show healthy entity/draw activity.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-08 20:51:49 +02:00
Erik
b163c53622 phase(N.5) Task 9 fixup: layout assertion + DrawCommandStride const
Code quality review caught:
- sizeofDEIC was a local; promoted to public const DrawCommandStride
  so tests can reference it symbolically.
- BatchDataPublic layout invariant (size + field offsets) wasn't
  asserted in tests. Added BatchDataPublic_LayoutMatchesPrivateBatchData
  + DrawCommandStride_MatchesStructSize tests to gate Task 10's
  MemoryMarshal.Cast<BatchData, BatchDataPublic> safety.
- Plan doc updated: BatchDataPublic spec was Pack=4 (wrong — must
  match private BatchData's Pack=8 for the cast to work). Implementation
  was already correct; plan now matches.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-08 20:42:49 +02:00
Erik
9a7a250b62 phase(N.5) Task 9: BuildIndirectArrays — CPU layout for indirect dispatch
Pure CPU helper that lays out a group list into a contiguous indirect
buffer (DrawElementsIndirectCommand[]) and parallel BatchData[] —
opaque section first, transparent section second. Returns counts +
byte offset for the transparent section.

Tests cover: spec §5 walk-through layout; empty group list edge case;
ClipMap classification (treated as opaque, not transparent).

Static + public so tests can exercise without a GL context. Task 10
wires it into the rewritten Draw() method.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-08 20:38:22 +02:00
Erik
424d7b9015 phase(N.5) Task 8: InstanceGroup + GroupKey carry bindless handle + layer
Replaces uint TextureHandle (32-bit GL name) with ulong
BindlessTextureHandle (64-bit) in InstanceGroup + GroupKey + ResolveTexture
return type. Adds TextureLayer (always 0 for per-instance composites,
becomes meaningful when WB atlas is adopted in N.6).

ClassifyBatches now calls TextureCache.GetOrUpload*Bindless variants —
these return Texture2DArray-backed bindless handles (Task 3 work).

DrawGroup body throws NotImplementedException — Task 10 rewrites the
whole Draw() method to use glMultiDrawElementsIndirect, which makes
DrawGroup obsolete. CPU-only tests don't invoke DrawGroup so the build
+ test gates stay green; visual launch fails until Task 10 (intentional).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-08 20:32:38 +02:00