Visual verification caught it: a no-mana scroll's icon edges are BLACK in retail
but rendered WHITE in acdream. Cause = the effects!=0 gate (registered AP-44) that
skipped retail's effects==0 recolor. Retail's effect tile is non-null even for
effects==0 (the 0x21 SOLID-BLACK fallback 0x060011C5), so RenderIcons recolors
pure-white pixels to black on mundane items and to the effect hue on magical ones.
Remove the gate (always recolor); retire AP-44 (now faithful). TryGetEffectColor
made internal + a golden test pins effects==0 -> ~black.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Widen the cache key to (typeUnderlay, icon, underlay, overlay, effects).
GetIcon is now a 2-stage composite mirroring retail IconData::RenderIcons
(0x0058d180): Stage 1 builds the drag composite (base + overlay) and,
when effects != 0, ReplaceColorWhite tints it with the effect tile's
mean-opaque color (DR-1: tint SOURCE, not blit; DR-3: zero-effects
black path skipped). Stage 2 blits typeUnderlay + custom underlay +
drag into the final cached GL texture.
Both callers updated: ToolbarController Func arity widened to 6-arg
(passes item.Effects); GameWindow closure and OnLiveEntitySpawned
EnrichItem call pass spawn.UiEffects. Tree builds with 0 warnings.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
ReplaceColorWhite (retail SurfaceWindow::ReplaceColor 0x00441530):
replaces only pure-white-opaque (RGBA 255,255,255,255) pixels in place.
TryGetEffectColor: resolves the effect tile DID via ResolveEffectDid,
decodes the RenderSurface, and returns the mean-opaque RGB as the tint
color (divergence DR-2: exact retail color byte is decompiler-ambiguous).
TryDecode: shared RenderSurface decode helper for the effect path.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Add effect-overlay submap resolve: EnsureEffectSubMap walks the portal
MasterMap (0x25000000) → EnumIDMap 0x10000005 → submap 0x25000009;
ResolveEffectDid(effects) maps LowestSetBit(effects)+1 → RenderSurface
DID with fallback to index 0x21. Golden test validates all 6 cases
(Magical/Poisoned/BoostHealth/BoostStamina/Nether/zero) against the
live dat. Retail ref: IconData::RenderIcons 0x0058d180.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Retail IconData::RenderIcons (decomp 407524) builds the icon layer stack bottom→top:
type-default underlay (OPAQUE, Blit_Normal) first, then custom underlay, base icon,
custom overlay. acdream's IconComposer omitted the type-default underlay, leaving
filled toolbar slots with a transparent background.
Resolution via the two-level EnumIDMap chain that retail uses (DBCache::GetDIDFromEnum
0x413940): Portal.Header.MasterMapId (0x25000000) → master[0x10000004] → submap DID
(0x25000008) → submap[LSB(itemType)+1] → 0x06 RenderSurface underlay DID. Golden
values confirmed against the live dats: MeleeWeapon→0x060011CB, Armor→0x060011CF,
Clothing→0x060011F3, Jewelry→0x060011D5, None(fallback 0x21)→0x060011D4.
Changes:
- IconComposer: add ResolveUnderlayDid(ItemType)/EnsureUnderlaySubMap (memoised);
widen cache key from (uint,uint,uint)→(uint,uint,uint,uint); GetIcon gains ItemType
param and prepends the opaque underlay as layer 0 (Compose sizes to it → fully opaque)
- ToolbarController: widen _iconIds Func from 3-arg to 4-arg; Populate passes item.Type
- GameWindow: update toolbar mount lambda to 4-arg form
- Tests: update ToolbarController test stubs to (_,_,_,_); add
Compose_opaqueUnderlayFirst_resultIsFullyOpaque (dat-free) and
ResolveUnderlayDid_goldenValues_matchDat (dat-gated, skip when dats absent)
No divergence-register row existed for this omission; none added (fully ported now).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Adds IconComposer (AcDream.App.UI) which mirrors retail IconData::RenderIcons
(decomp 407524): decodes each RenderSurface layer directly via SurfaceDecoder,
composites them bottom-to-top with Porter-Duff alpha-over, and uploads the
result to a GL texture via TextureCache. Composited handles are keyed by the
(iconId, underlayId, overlayId) tuple so each unique combo is uploaded once.
Adds a public TextureCache.UploadRgba8(byte[], int, int, bool) wrapper — a
thin shell around the existing private overload — so IconComposer can upload
its CPU-side composite without duplicating any GL state logic.
Pure Compose() path is covered by 2 unit tests (opaque top wins; transparent
top preserves bottom). Dat-decode + GL-upload exercised by the visual gate.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>