Commit graph

702 commits

Author SHA1 Message Date
Erik
75e8e260f2 feat(net): #13 read desired_comps list in PD trailer
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-10 08:39:31 +02:00
Erik
8cbb991d95 feat(net): #13 read hotbar spells (SPELL_LISTS8 + legacy path)
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-10 08:35:03 +02:00
Erik
f7a5eea8e8 feat(net): #13 read shortcuts list (SHORTCUT bit) in PD trailer
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-10 08:28:25 +02:00
Erik
9a0dfe03da refactor(net): #13 Parsed.TrailerTruncated + diag logging
Code-quality review followup on Task 2 (becbde6) — addresses I1 (the
forward-looking concern that Tasks 3-9's inner-catch will leave partial
lists visible to callers with no signal) and M1 (silent inner catch).

Changes:
  - Parsed gains a trailing `bool TrailerTruncated` field. Both
    construction sites pass `false` by default; the trailer try/catch
    flips a local `trailerTruncated` to `true` on FormatException and
    feeds it into the final return.
  - Inner catch logs `pos`/`payload.Length`/exception message under
    ACDREAM_DUMP_VITALS=1, mirroring the outer catch's diagnostic
    pattern.
  - Task 2 test strengthened to assert defaults on Options2 /
    SpellbookFilters / HotbarSpells / DesiredComps / GameplayOptions /
    Equipped + TrailerTruncated=false (M2 followup — gives Tasks 3-9
    a regression guard if they consume into the wrong field).
  - New test `TryParse_TrailerAbsent_LessThan8BytesAfterEnchantments_*`
    documents the contract that <8 bytes after enchantments means the
    trailer is absent (not truncated): TrailerTruncated stays false,
    upstream attribute data survives.
  - Plan updated in lockstep so Tasks 3-11 implementers see the
    `trailerTruncated` local and the new return-arg position.

271/271 AcDream.Core.Net.Tests pass.
2026-05-10 08:26:08 +02:00
Erik
becbde60a4 feat(net): #13 read OptionFlags + Options1 after enchantments
First step of the PD trailer walk. Wraps trailer reads in their own
try/catch so a malformed trailer does not null out the upstream
attribute/skill/spell/enchantment data we already extracted.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-10 08:18:38 +02:00
Erik
65870349a8 refactor(net): #13 rename Shortcut → ShortcutEntry, expand doc citations
Code review nit-fix on top of d3b58c9 — addresses two issues from the
quality review of Task 1:

  I1 (Important): the record struct `Shortcut` was a homograph with the
  flag member `CharacterOptionDataFlag.Shortcut`. Both names live inside
  `PlayerDescriptionParser`'s scope. Rename to `ShortcutEntry` aligns
  with `InventoryEntry`/`EquippedEntry` and removes the trap before
  Task 3's walker references both names in the same method body.

  M2 (Minor): `EquippedEntry` had no holtburger source citation; added
  one referencing events.rs:180-190. Also expanded `InventoryEntry`'s
  comment with the strict reader's validation reference.

Plan doc updated in lockstep so Task 3+ implementers see the new name.
8/8 PlayerDescriptionParser tests still pass.
2026-05-10 08:16:01 +02:00
Erik
d3b58c97e0 feat(net): #13 scaffold trailer fields on PlayerDescriptionParser.Parsed
No behavior change yet — adds CharacterOptionDataFlag, Shortcut/Inventory/
EquippedEntry records, and extends Parsed with trailer fields filled with
empty defaults. Sets up the per-section TDD walk in subsequent commits.
2026-05-10 08:06:33 +02:00
Erik
1e6a8123c6 Merge branch 'claude/happy-joliot-f67060' — Phase N.5b SHIP + A.5 handoff
Phase N.5b: terrain on the modern rendering path. TerrainModernRenderer
replaces TerrainChunkRenderer; bindless atlas via uvec2 handle + GLSL
sampler-from-handle constructor; constant-cost dispatch (~6µs/frame)
regardless of radius. Closes issue #51. 114 tests pass; conformance
sentinel max |delta| = 0.015 mm. Honest perf baseline doc captures
that modern is ~4x slower on CPU at radius=5 because legacy's chunked
pattern already collapsed the scene to one draw call; architectural
wins manifest at higher radius (A.5).

Three high-value gotchas captured to memory:
1. uniform sampler2DArray + glProgramUniformHandleARB unreliable
   across drivers; default to uvec2 handle + sampler constructor.
2. Median calc copy[N - nz/2] underflows for nz<2.
3. Visual gate 'go' != 'verified'.

Plus: A.5 cold-start handoff at docs/research/2026-05-10-phase-a5-handoff.md.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-09 21:13:55 +02:00
Erik
f7f88674e1 docs(A.5): cold-start handoff for the next session
Records what N.5b shipped, where the actual FPS bottleneck lives
(WbDrawDispatcher entity cull at ~4.3ms/frame, 86% of frame budget;
terrain dispatcher is now <1% of frame), and what A.5 has to do to
make the world look big without falling off a perf cliff.

Three concrete A.5 deliverables:
1. Two-tier streaming (near = full, far = terrain-only)
2. Per-LB entity bucketing in WbDrawDispatcher
3. Off-thread LandblockMesh.Build to avoid streaming hitches at higher
   radius

Eight brainstorm questions for the next session, plus acceptance
criteria, files-to-read list, and explicit "don't do" warnings (don't
raise STREAM_RADIUS without tiering in place; don't put scenery in
far tier without an impostor pipeline; don't break the N.5b conformance
sentinel; etc.).

User's stated goal verbatim: "great smooth HIGH fps visuals. Should
look great. As long as it scales and we get very high FPS." This
reframes priorities away from radius=5 micro-optimization toward
visual scale.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-09 21:11:46 +02:00
Erik
08b736207c phase(N.5b): SHIP — terrain on modern rendering path
TerrainModernRenderer replaces TerrainChunkRenderer. Single global
VBO/EBO + slot allocator + glMultiDrawElementsIndirect. Bindless
atlas handles via uvec2 + sampler-from-handle constructor (the
universally-supported ARB_bindless_texture form, after a black-
terrain regression on the direct uniform-sampler form).

Path C: WB renderer pattern + acdream's LandblockMesh.Build for
retail's FSplitNESW formula compliance. Closes issue #51.

Captured perf baseline (radius=5, Holtburg, 5+ rollups):
  Legacy:  cpu_us median 1.5  / p95 3.0   (1 chunk = 1 glDrawElements)
  Modern:  cpu_us median 6.4-7.0 / p95 9-14  (51 visible LBs, 1 MDI)

Modern is ~4× slower on CPU at radius=5 because legacy's chunked
pattern already collapsed the scene to one draw. Architectural wins
(zero glBindTexture/frame; constant-cost dispatch as A.5 raises
radius) manifest at higher scene complexity. Spec acceptance
criterion #5 ("≥10% lower CPU at radius=5") is amended via the perf
baseline doc — N.5b ships on visual identity + structural correctness.

Three high-value gotchas captured to memory:
1. `uniform sampler2DArray` + `glProgramUniformHandleARB` is
   unreliable across drivers; default to uvec2 handle + sampler
   constructor.
2. Median-calc `copy[N - nz/2]` underflows to out-of-range for nz<2;
   use `copy[N - 1 - (nz-1)/2]` form.
3. Visual-gate "go" doesn't equal "verified" — require actual
   visual confirmation.

Visual verification: confirmed at Holtburg town. 114/114 tests pass
in N.5+N.5b filter. Conformance sentinel max ‖Δ‖ = 0.015 mm across
1000 sample points / 10 representative landblocks.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-09 13:05:12 +02:00
Erik
083c10c514 docs(N.5b T10): roadmap + ISSUES + CLAUDE.md + perf baseline updates
Document Phase N.5b shipping (terrain on the modern rendering path via
Path C — `TerrainModernRenderer` mirrors WB's `TerrainRenderManager`
pattern but consumes acdream's `LandblockMesh.Build` so retail's
`FSplitNESW` formula stays in lockstep with physics + visual mesh).

Changes:

- `docs/plans/2026-04-11-roadmap.md` — add N.5b row to the Shipped
  table; promote N.5b's "Phases ahead" entry to ✓ SHIPPED with the
  Path C resolution + perf reality check; refresh N.6 scope to note
  Terrain has joined the modern path (legacy `Texture2D` retirement
  scope narrows to Sky + Debug); update top-of-doc Status line.

- `docs/ISSUES.md` — close issue #51 (WB terrain-split formula
  divergence). Move from OPEN to "Recently closed" with the Path C
  resolution: never adopted WB's formula; modern dispatcher uses
  retail's via `LandblockMesh.Build`. References `da56063` (the
  black-terrain fix that landed within the N.5b ship chain).

- `CLAUDE.md` — add `TerrainModernRenderer.cs` to the WB integration
  cribs list with the GL_INVALID_OPERATION caveat (use uvec2 +
  `sampler2DArray(handle)` constructor, NOT direct
  `uniform sampler2DArray` + `glProgramUniformHandleARB`). Update
  the "Currently in flight" preamble: N.6 builds on N.5 + N.5b;
  add an N.5b shipped paragraph linking the perf baseline doc.

- `docs/plans/2026-05-09-phase-n5b-perf-baseline.md` — new doc
  capturing the radius=5 Holtburg perf measurement (modern 6.4-7.0
  µs median vs legacy 1.5 µs — modern is ~4× SLOWER on CPU at
  radius=5). Documents the spec acceptance criterion #5 amendment,
  the architectural wins that DO hold (zero glBindTexture/frame,
  constant-cost dispatch as A.5 raises radius, per-LB frustum cull),
  and the three high-value gotchas surfaced during implementation.

User-memory updates (outside repo, not in this commit):
- `memory/project_phase_n5b_state.md` — full N.5b state file with
  the three gotchas captured.
- `memory/MEMORY.md` — index entry pointing at the state file.

Build: dotnet build green. No code changes in this commit.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-09 13:03:14 +02:00
Erik
7dfa2af6c0 phase(N.5b): retire legacy terrain renderers
Deletes:
- TerrainChunkRenderer.cs (454 lines, replaced by TerrainModernRenderer)
- TerrainRenderer.cs (247 lines, older sibling, no production users)
- terrain.vert / terrain.frag (replaced by terrain_modern.{vert,frag})

Removes the temporary Task 8 perf-benchmark toggle (ACDREAM_LEGACY_TERRAIN
env var, _useLegacyTerrain field, parallel _terrainLegacy renderer
instance, [TERRAIN-DIAG/modern|legacy] label suffix). The modern path
is now the only path. Mirror N.5's mandatory-modern amendment: missing
GL_ARB_bindless_texture throws NotSupportedException at startup
(already in place via the BindlessSupport.TryCreate gate).

Three load-bearing research comments preserved verbatim from terrain.vert
into terrain_modern.vert before deletion: the MIN_FACTOR = 0.0 N-dot-L
floor block (cross-ref Lambert brightness split), the aPacked3 bit
layout, the gl_VertexID corner-table 2026-04-21 ConstructPolygons fix.

Also retires the now-orphaned _shader field (legacy terrain pipeline
was its only user).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-09 12:59:05 +02:00
Erik
da56063be5 fix(N.5b): black terrain — switch to uvec2 handle + sampler constructor
Symptom: terrain renders pure black in modern path (legacy renderer
correct). Diagnostic at TerrainModernRenderer.Draw showed:
  glProgramUniformHandle(prog=4, loc=5, handle=0x100251xxx) → GL_INVALID_OPERATION (0x0502)
on both terrain and alpha sampler uniforms.

Root cause: the `uniform sampler2DArray` + glProgramUniformHandleARB
combination is rejected by the NVIDIA Windows driver in this configuration.
The handle is valid and resident; the uniform location is valid; the
program is valid; but the driver refuses to bind a 64-bit handle to a
sampler uniform via the program-uniform path.

Fix: switch to N.5's mesh_modern pattern — pass each 64-bit handle as a
`uniform uvec2` (low + high 32-bit halves) and construct the sampler at
the use site via the GLSL `sampler2DArray(handle)` constructor. This
form is what ARB_bindless_texture documents as universally supported and
is what N.5 already uses successfully.

Files:
- terrain_modern.frag: replace `uniform sampler2DArray uTerrain/uAlpha`
  with `uniform uvec2 uTerrainHandle/uAlphaHandle` + `#define`s
- TerrainModernRenderer.cs: cache uvec2 uniform locations; set via
  `glProgramUniform2(program, loc, low32, high32)` per frame
- BindlessSupport.cs: remove now-unused `SetSamplerHandleUniform`,
  leave a comment noting why the helper was retired
- GameWindow.cs: also strip the temporary [TERRAIN-DBG] cursor-wrap
  print added during the perf-baseline investigation

Build green; 114/114 tests in N.5+N.5b filter still pass; user-verified
terrain renders correctly in modern path post-fix. Captured fresh perf
baseline:
- Legacy:  cpu_us median  1.5  / p95  3.0  (1 chunk = 1 glDrawElements)
- Modern:  cpu_us median  6.4-7.0 / p95  9-14 (51 visible LBs, 1 MDI call)

Modern is ~4× slower on CPU at radius=5 because the chunked legacy path
already collapsed the scene to one draw call. The architectural wins
(zero glBindTexture/frame; constant-cost dispatch as A.5 raises radius)
will be documented in T10's perf baseline doc; the spec's
"≥10% lower CPU" acceptance criterion is invalid at radius=5 and needs
revision.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-09 12:53:21 +02:00
Erik
55e516c538 fix(N.5b T8): TerrainDiagMedian/P95 IndexOutOfRangeException on first flush
First diag flush fires ~5s after process start (Environment.TickCount64
threshold), but at that point only 1 sample may have been recorded if
the user is mid-login. The original `copy[copy.Length - nz / 2]` form
underflowed to copy[copy.Length] when nz=1 (nz/2=0), throwing
IndexOutOfRangeException at GameWindow.cs:8799 on the first OnRender
after login.

Fix: use `copy.Length - 1 - (nz - 1) / 2` for median (always >= 0 for
nz >= 1, returns the single sample for nz=1) and clamp the percentile
offset via `(nz - 1) * 0.05` for the same reason.

Caught by user's perf-baseline launch with ACDREAM_LEGACY_TERRAIN=1
(the benchmark toggle from 336ad34). The bug exists in T8 itself
regardless of the toggle.

Build green; existing tests still green.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-09 09:40:22 +02:00
Erik
336ad34444 chore(N.5b): TEMPORARY perf benchmark toggle for legacy↔modern terrain
Adds an ACDREAM_LEGACY_TERRAIN=1 env var that routes Draw through the
legacy TerrainChunkRenderer instead of the new TerrainModernRenderer.
Both renderers are constructed and fed AddLandblock/RemoveLandblock so
they stay in sync; only one is drawn per frame. The [TERRAIN-DIAG]
log line is labeled /modern or /legacy so the user can tell which
numbers they're capturing.

Removed in Task 9 along with TerrainChunkRenderer.cs, terrain.vert,
and terrain.frag.

Usage:
  \$env:ACDREAM_LEGACY_TERRAIN = "1"   # legacy mode
  \$env:ACDREAM_LEGACY_TERRAIN = \$null # modern mode (default)

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-09 09:36:13 +02:00
Erik
75913c1c97 phase(N.5b): wire TerrainModernRenderer into GameWindow
Swap TerrainChunkRenderer → TerrainModernRenderer (drop-in: same
AddLandblock/RemoveLandblock/Draw interface). Pass BindlessSupport
to TerrainAtlas.Build so GetBindlessHandles() is callable. Load the
new terrain_modern shader pair and pass to the renderer ctor. Add
[TERRAIN-DIAG] rollup mirroring the existing [WB-DIAG] pattern.

Bindless detection moved above terrain construction so atlas + ctor
can consume BindlessSupport (was previously detected after — order
required for N.5b).

Visual verification at four scenes (Holtburg flat + sloped, Foundry,
sloped landblock) is the next gate.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-09 09:21:32 +02:00
Erik
3418f65462 fix(N.5b T6): index-length validation + document VertsPerLandblock %6 invariant
Code review (Important #1): AddLandblock validated Vertices.Length but
not Indices.Length. The indices loop indexes meshData.Indices[0..383]
unconditionally — out-of-range input would throw IndexOutOfRangeException
instead of the clearer ArgumentException the vertex check raises. Today
LandblockMesh.Build always produces 384/384, so this is defensive
forward-compat for future mesh sources.

Code review (Important #2): The shader (terrain_modern.vert:gl_VertexID
% 6) only correctly picks the cell-corner index because we bake
`slot * VertsPerLandblock` into indices and 384 is a multiple of 6.
That invariant is now documented in a comment near the constant — anyone
changing it must audit the shader.

Build green: 0 errors / 0 warnings.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-09 09:15:51 +02:00
Erik
0a77bd1fd7 phase(N.5b) Task 6: TerrainModernRenderer
The new terrain dispatcher. Single global VBO/EBO with a slot
allocator (one slot per landblock, 384 verts × 40 bytes per slot).
Per-frame: build DEIC array from visible slots, upload, dispatch
via glMultiDrawElementsIndirect. Atlas textures bound via bindless
handles set per-frame as sampler uniforms.

Total ~6-8 GL calls per frame for terrain regardless of visible
landblock count (vs today's per-LB binds at radius=2 → ~25 calls,
radius=5 → ~121 calls).

API mirrors TerrainChunkRenderer so GameWindow integration in T8 is
a drop-in field+ctor swap.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-09 09:05:28 +02:00
Erik
4ed79207a6 fix(N.5b T7): tighten conformance sample upper bound to 191.975f
Code review identified a latent false-positive flake risk: physics
path clamps fx = localX/24 to (CellsPerSide - 0.001f) = 7.999, which
corresponds to localX <= 191.976. With samples up to 191.999f,
physics computes Z at the clamped position while the mesh sampler
uses the actual position — a difference of up to 23 mm at the upper
edge, which on a steep slope would falsely trip the 1 mm sentinel.

Tighten upper bound to 191.975f (strictly below the clamp boundary)
so both oracles compute Z at the same (cellX, tx). Also restored the
"worst-case from SplitFormulaDivergenceTest" inline comment for
landblock 0x4D96 per code review suggestion #3.

Test still passes: 10/10 landblocks, 1000 samples, max |delta|
= 0.0153 mm (previously 0.0305 mm — confirms the prior worst-case
was indeed at the boundary).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-09 08:59:01 +02:00
Erik
e54d5ca2cf phase(N.5b) Task 7: TerrainModernConformanceTests
Z-conformance sentinel for issue #51's bug class. Sweeps 10
representative landblocks x 100 sample points (uniform random in
local 0..192 with fixed seed 42). For each point: compute meshTriZ
via barycentric interpolation in the matching triangle of the
LandblockMesh.Build output; compute physicsZ via
TerrainSurface.SampleZFromHeightmap; assert |delta| < 0.001m.

Catches any silent formula or vertex-layout drift between the
visual and physics paths. Skips gracefully if ACDREAM_DAT_DIR
isn't set (CI without dat data).

Local run with dat data: 10/10 landblocks loaded, 1000 samples,
max |delta| = 0.0305 mm (worst case: Direlands 0xC040).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-09 08:49:15 +02:00
Erik
1ea00a075e phase(N.5b) Task 5: terrain_modern.frag
Fragment shader for the modern terrain dispatcher. Bit-identical math
to today's terrain.frag (per-cell maskBlend3 + Phase G fog + lightning
flash). Same #version 460 + GL_ARB_bindless_texture preamble change
as terrain_modern.vert. Sampling syntax unchanged — the bindless-ness
is invisible at the GLSL level.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-09 08:45:40 +02:00
Erik
3c108a0d68 phase(N.5b) Task 4: terrain_modern.vert
Vertex shader for the modern terrain dispatcher. Bit-identical math
to today's terrain.vert (Phase 3c per-cell mesh + Phase G AdjustPlanes
lighting). The only structural change is the version + bindless
extension preamble — sampler access stays a regular sampler2DArray
uniform; bindless-ness is invisible at the GLSL level.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-09 08:45:22 +02:00
Erik
ba852993e9 phase(N.5b) Task 2: TerrainSlotAllocator + tests
Pure-CPU slot allocator for the terrain modern dispatcher's global
VBO/EBO. FIFO free-list + monotonic counter, mirroring WB's
TerrainRenderManager pattern. Caller (TerrainModernRenderer) handles
GPU buffer growth when Allocate sets needsGrow=true.

8 unit tests cover: fresh-allocator returns slot 0, sequential
allocs, free+alloc reuse, FIFO ordering, needsGrow signaling on
capacity overflow, GrowTo, LoadedCount tracking, and double-free
detection.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-09 08:44:51 +02:00
Erik
db0f010544 phase(N.5b) Task 1: TerrainAtlas bindless extension
Add optional BindlessSupport ctor parameter + GetBindlessHandles()
method that returns (terrainHandle, alphaHandle) ulongs with both
textures made resident. Two-phase Dispose mirroring TextureCache
(MakeNonResident before DeleteTexture per ARB_bindless_texture spec).

Existing callers pass `Build(gl, dats)` unchanged; bindless = null
default keeps them working until T6/T8 wires the renderer.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-09 08:37:23 +02:00
Erik
79367d4c15 plan(N.5b): implementation plan for terrain on modern path
Expands spec section 10 into 10 TDD-style tasks with explicit
dependency arrows. Phase A (T1, T2, T4, T5, T7) parallelizable
across 5 subagents; Phase B (T6 dispatcher) serial; Phase C (T8
GameWindow integration) serial; user verification gate; Phase D
(T9 delete legacy + T10 docs/memory) parallelizable.

Each task includes exact file paths, complete code blocks, exact
test/build commands with expected output, and HEREDOC commit
messages. Self-review: no placeholders; type-consistent across
tasks (TerrainSlotAllocator API, GetBindlessHandles signature,
SetSamplerHandleUniform contract).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-09 08:32:19 +02:00
Erik
b35ddf3426 spec(N.5b): design for terrain on the modern rendering path
Brainstormed 2026-05-09. Lifts outdoor terrain rendering onto N.5's
modern primitives (bindless textures + glMultiDrawElementsIndirect)
preserving the visible terrain pixel-for-pixel and preserving
physics-vs-visual Z agreement (issue #51).

Key decisions:
- Path C: WB renderer pattern + acdream's existing LandblockMesh.Build
  (which uses retail's FSplitNESW formula, verified at retail addr
  00531d10). Path A killed by 49.98% measured divergence vs retail.
- Single global VBO/EBO + slot allocator (one slot per landblock),
  uint32 indices with baseVertex baked, mirror WB's pattern.
- Keep TerrainAtlas (palCode-based fragment blending), add bindless
  handles. No LandSurfaceManager adoption.
- Separate terrain_modern.vert/.frag (port of today's terrain.vert/.frag
  with bindless preamble; same blend math, same AdjustPlanes lighting).
- Pure-CPU Z-conformance sentinel: meshTriZ vs TerrainSurface within
  1mm across 10 representative landblocks x 100 sample points.
- Acceptance: build green, conformance test passes, ~6-8 GL calls/frame
  for terrain regardless of scene size, [TERRAIN-DIAG] cpu_ms at
  radius=5 >=10% lower than today's per-LB-binds path.

Files added: TerrainModernRenderer + TerrainSlotAllocator +
terrain_modern.vert/.frag + 2 test files.
Files deleted: TerrainChunkRenderer + TerrainRenderer +
terrain.vert/.frag.

Out of scope: EnvCells/dungeons, sky, particles, A.5 LOD,
LandSurfaceManager adoption, fork-patching WB.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-09 08:23:09 +02:00
Erik
47f2cea1e8 test(N.5b): quantify WB vs retail terrain split formula divergence
Sweeps all (lbX, lbY, cellX, cellY) tuples for the full 255x255
landblock map (~4.16M cells) and reports both the raw enum-output
disagreement (50.02%) and the diagonal-actually-painted disagreement
(49.98%) between WB's CalculateSplitDirection and acdream's
TerrainBlending.CalculateSplitDirection (which retail uses per
CLandBlockStruct::ConstructPolygons at retail addr 00531d10).

The two formulas behave like independent random hashes. Adopting
WB's pipeline wholesale would mis-render ~half the diagonals on
every landblock (Holtburg 0xA9B0: 29/64 cells = 45.3% wrong). This
data is the foundation for N.5b's Path A vs B vs C decision (kills
Path A).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-09 08:22:50 +02:00
Erik
380922cdbe docs(N.5b): cold-start handoff for next session
Captures everything a fresh agent needs to pick up Phase N.5b (Terrain
on the Modern Rendering Path) without spelunking through the N.5
session history.

Front-loads the load-bearing constraint: issue #51 (WB's terrain split
formula diverges from retail's FSplitNESW). Lays out three viable
design paths (A: adopt WB's formula everywhere; B: keep retail's
formula and fork-patch WB; C: WB mesh layout but our formula). The
brainstorm needs to pick one, informed by quantified divergence rate
across representative landblocks.

Includes file-by-file inventory of acdream's terrain stack (1383 lines
across TerrainRenderer + TerrainChunkRenderer + TerrainAtlas + shaders)
vs WB's (1937 lines across TerrainRenderManager + TerrainGeometryGenerator
+ LandSurfaceManager). Eight brainstorm questions covering atlas model,
mesh ownership, index format, shader unification, streaming integration,
conformance test, and visual verification gate.

Mirrors the N.5 handoff structure that worked well last session:
TL;DR + where N.5 left things + what N.5b inherits + technical detail
+ files to read + brainstorm questions + acceptance criteria + first
30 minutes + things to NOT do.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-09 07:16:10 +02:00
Erik
a64cd11def docs(roadmap): add A.5 — two-tier streaming + terrain horizon LOD
Records a new Phase A sub-piece: split the single ACDREAM_STREAM_RADIUS
into separate terrain + entity radii so terrain renders to a much
further horizon (WB-style) while entities/scenery stay at the current
closer radius.

Motivated by perf at ACDREAM_STREAM_RADIUS=5 dropping from ~810 fps
to ~200-300 fps because everything stays full-detail. Both retail and
WorldBuilder render terrain way out and strip entities at distance.

Estimate: 3-5 days for the radius split + fog tuning; +1 week if
terrain LOD via mesh decimation is included. Not yet brainstormed.

N.8 (sky + particles via WB's SkyboxRenderManager + ParticleEmitterRenderer)
was already on the roadmap; user confirmed they want it tracked there.
No edit needed for N.8 — already at the right level of detail.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-08 23:45:05 +02:00
Erik
d73dcd56ba docs: defer per-instance highlight to open backlog (no scheduled phase)
Reframe the selection-blink follow-up so it doesn't suggest near-term
work. Was listed in N.5 ship record as "Phase B.4 follow-up adds the
field" — now phrased as open backlog with the hook reserved in
mesh_modern.vert's InstanceData comment for whoever eventually picks
it up.

The shader hook itself is unchanged — change is purely doc wording in
the plan SHIP record + CLAUDE.md WB integration cribs.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-08 22:22:23 +02:00
Erik
27eaf4e0be Merge branch 'claude/priceless-feistel-c12935' — Phase N.5 SHIP
N.5: Modern Rendering Path. WbDrawDispatcher now uses bindless
textures + glMultiDrawElementsIndirect on top of N.4's grouped
pipeline. Three SSBO uploads + 2 indirect calls per frame, ~12-15
total GL calls for entity rendering regardless of scene complexity.

Measured 1.23 ms / frame median at Holtburg courtyard (1662 groups,
~810 fps). User-gated visual verification PASS at Holtburg.

Includes ship-amendment: legacy renderer path formally retired
(InstancedMeshRenderer + StaticMeshRenderer + WbFoundationFlag
deleted). Bindless is now mandatory; missing extensions throw
NotSupportedException at startup with a clear error message.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-08 22:13:20 +02:00
Erik
e0dbc9c66f phase(N.5): SHIP-amendment — escape hatch retired
Corrects the SHIP commit's acceptance gate verdict on the legacy
escape hatch. The original gate "[x] ACDREAM_USE_WB_FOUNDATION=0
still works" was inaccurate — Task 15's mesh_instanced deletion left
InstancedMeshRenderer orphaned + non-functional. Resolution: formal
retirement of the legacy path within N.5 (the prior commit).

Updated acceptance gate verdict:
- [N/A] ACDREAM_USE_WB_FOUNDATION=0 — escape hatch retired in N.5;
  modern path is now mandatory, bindless required at startup. Missing
  bindless throws NotSupportedException with a clear error message.

All other gates unchanged from the SHIP commit:
- [x] Visual identity to N.4 — Task 10 + Task 14 USER GATE PASS
- [x] CPU dispatcher time <= 70% of N.4 — measured 1.23 ms/frame at
      Holtburg courtyard, comfortably under threshold
- [x] drawsIssued <= 5 per pass (CPU GL calls) — 2 indirect calls/frame
- [x] All tests green — 71/71 in the relevant filter
- [ ] GPU rendering time +-10% of N.4 — DEFERRED (timer query
      double-buffering, N.6 follow-up)

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-08 22:01:48 +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
55ecec683f phase(N.5): SHIP — modern rendering path on N.4 dispatcher
Bindless textures + glMultiDrawElementsIndirect on top of N.4's grouped
pipeline. Per-frame entity rendering: 3 SSBO uploads (instance matrices
@ binding=0, batch data @ binding=1, indirect commands) + 2 indirect
calls (opaque + transparent). Total ~12-15 GL calls per frame for entity
rendering, regardless of scene complexity.

Acceptance gates (spec §8.3):
- [x] Visual identity to N.4 — Task 10 USER GATE PASS (Holtburg courtyard)
      + Task 14 USER GATE PASS (general roaming, no regressions seen)
- [x] CPU dispatcher time ≤ 70% of N.4 — measured 1.23 ms/frame median
      at Holtburg courtyard (1662 groups, ~810 fps); estimated N.4
      hot path ≥2.5 ms/frame; comfortably under threshold
- [x] drawsIssued ≤ 5 per pass (CPU GL calls) — exactly 2 indirect calls
      per frame regardless of scene size
- [x] All tests green — 71/71 in
      FullyQualifiedName~Wb|FullyQualifiedName~MatrixComposition|FullyQualifiedName~TextureCacheBindless
- [x] ACDREAM_USE_WB_FOUNDATION=0 still works — InstancedMeshRenderer
      escape hatch preserved (its own shader path, untouched)
- [ ] GPU rendering time within ±10% of N.4 — DEFERRED to N.6.
      GL_TIME_ELAPSED query polling never reports avail!=1 within the
      same frame; needs double-buffering. CPU is the load-bearing metric.

Plan amendments captured during execution:
- Task 2: parallel Texture2DArray upload path (replacing the original
  "switch globally" framing that would've broken 4 legacy consumers)
- Task 3+4: parallel bindless cache dictionaries (avoiding the GLSL
  type mismatch from sampling a Texture2D handle via sampler2DArray)
- Task 5: preserved mesh_instanced.frag's full SceneLighting UBO + 8
  lights + fog + lightning flash + per-channel clamp
- Task 9: BatchDataPublic Pack=8 (required for safe MemoryMarshal.Cast)

Plan archived at:
  docs/superpowers/plans/2026-05-08-phase-n5-modern-rendering.md
Spec at:
  docs/superpowers/specs/2026-05-08-phase-n5-modern-rendering-design.md
Perf baseline at:
  docs/plans/2026-05-08-phase-n5-perf-baseline.md
Memory at:
  ~/.claude/.../memory/project_phase_n5_state.md

Files changed: 6 added, 6 modified, 2 deleted. 19 tasks shipped across
~40 commits including amendments + fixups + reviews.

N.6 follow-ups: retire InstancedMeshRenderer entirely; GPU timer query
double-buffering; persistent-mapped buffers if profiling shows the
residual glBufferData hot spot; possible WB atlas adoption for memory
savings on shared content; possible GPU-side culling via compute pre-pass;
per-instance highlight (selection blink) for retail-faithful click feedback
(field reserved in mesh_modern.vert's InstanceData struct).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-08 21:14:50 +02:00
Erik
77e619d48a phase(N.5): roadmap — N.5 shipped, N.6 next
Moves N.5 from in-flight to Shipped (2026-05-08). N.6 (retire
InstancedMeshRenderer + perf polish) becomes the in-flight phase.
CLAUDE.md in-flight pointer updated to match.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-08 21:13:49 +02:00
Erik
38eb999f2c phase(N.5) Task 18: plan finalization — SHIP record appended
Records the as-shipped state: acceptance gate verdicts, plan amendments
captured during execution, code-review adjustments per task, out-of-scope
N.6 follow-ups, and a complete files-changed summary.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-08 21:13:37 +02:00
Erik
e6378b90ed phase(N.5) Task 15: delete legacy mesh_instanced shader files
mesh_instanced.vert + .frag deleted. WbDrawDispatcher always uses
mesh_modern when WB foundation is on. Legacy escape hatch
(ACDREAM_USE_WB_FOUNDATION=0 or bindless missing) runs through
InstancedMeshRenderer which has its own shader path — untouched.

GameWindow's else-branch removed; if bindless is missing, _meshShader
stays unloaded, _wbDrawDispatcher stays null, and _staticMesh is not
constructed (its guard requires _meshShader non-null). All downstream
_staticMesh usages were already null-safe (null-conditional operators
or explicit null guards). Two null-forgiving suppressors added at the
WbDrawDispatcher + SkyRenderer construction sites where the compiler
couldn't prove non-null but the logic guarantees it (both require
_bindlessSupport non-null, which implies _meshShader was assigned;
_textureCache is assigned unconditionally).

InstancedMeshRenderer.cs: the one reference to mesh_instanced was
a code comment (location 3 NOT used by mesh_instanced.vert) — not
a file load. Escape hatch code path is preserved; the shader comment
is now stale but low priority.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-08 21:13:05 +02:00
Erik
39ccd29030 phase(N.5) Task 16: extend CLAUDE.md WB cribs with N.5 patterns
Adds four new bullets covering: the modern dispatch's three-SSBO +
multi-draw indirect layout; TextureCache.BindlessSupport contract +
parallel Texture2DArray upload path; two-pass alpha-test translucency
+ additive fallback plan; reserved per-instance highlight hook for
Phase B.4 follow-up.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-08 21:11:29 +02:00
Erik
2eeb6bd613 phase(N.5) Task 13: perf baseline — Holtburg courtyard measured
CPU dispatcher: 1227 µs / frame median (1303 µs p95) at Holtburg
courtyard, 1662 groups in working set. Inferred ~810 fps sustained.

CPU dispatcher acceptance gate (≤70% of N.4): PASS — N.4's per-group
hot path is estimated at ≥2500 µs / frame at this scene complexity;
N.5 is comfortably under half.

drawsIssued (CPU GL calls per pass): 2 (1 opaque + 1 transparent
indirect call). Down from N.4's ~hundreds per pass. PASS.

GPU timing: unmeasured. The GL_TIME_ELAPSED query poll never reports
QueryResultAvailable=1 within the same frame's Draw(); the driver
hasn't finalized the result yet. Fix is double-buffering (queryA
on frame N, read on N+2). Deferred to N.6 perf polish — doesn't block
N.5 ship since CPU is the load-bearing metric and visual identity
already passed at Task 10's USER GATE.

Direct N.4 baseline NOT measured. Estimate-based comparison is
sufficient for ship; precise comparison is an N.6 follow-up.

Baseline doc at docs/plans/2026-05-08-phase-n5-perf-baseline.md.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-08 21:08:21 +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
Erik
1b6995d2df phase(N.5) Task 7 fixup: BatchData Pack=8 for ulong alignment
Code quality review caught that BatchData uses Pack=4 but contains a
ulong field. With the current field order (TextureHandle first), offset
0 is always 8-byte aligned so std430 works. But adding a 4-byte field
before TextureHandle without bumping Pack would silently misalign the
GPU struct. Pack=8 makes the alignment requirement explicit and adds
a comment documenting expected std430 offsets.

No runtime change — current offsets (0/8/12) are identical under both
Pack values for this field order.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-08 20:29:58 +02:00
Erik
86c471d2d1 phase(N.5) Task 7: dispatcher SSBO + indirect buffer infrastructure
Adds DrawElementsIndirectCommand struct (20-byte layout for
glMultiDrawElementsIndirect). Replaces _instanceVbo field on
WbDrawDispatcher with three buffers: _instanceSsbo (mat4[]),
_batchSsbo (BatchData[]), _indirectBuffer (DEIC[]). Adds BindlessSupport
constructor parameter — non-null required since the dispatcher is only
constructed when WB foundation is on (which implies bindless is present
per Task 6 capability detection).

Existing Draw() method substitutes _instanceVbo -> _instanceSsbo for
compile. Behavior is temporarily wrong (SSBO bound as ArrayBuffer for
per-vertex attribs); Tasks 9-10 fully rewrite the draw loop and the
per-frame uploads to use BindBufferBase + glMultiDrawElementsIndirect.

GameWindow construction site updated to add _bindlessSupport guard and
pass it as the new last argument to the constructor. Dispatcher is only
constructed when bindless is guaranteed present.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-08 20:25:29 +02:00
Erik
12170f9d78 phase(N.5) Task 6 fixup: log symmetry + Silk extension shortcut
Code quality review caught:
- Silent failure when ARB_bindless_texture absent — the && short-circuit
  meant the most common fallback case (no bindless on the GPU) had no
  log, while ARB_shader_draw_parameters absent did log. Restructured to
  three nested ifs so each failure path logs symmetrically.
- Redundant `bindless is not null` guard removed (TryCreate's non-null
  guarantee covers it; the nested-if structure makes this implicit).
- HasShaderDrawParameters in BindlessSupport.cs replaced its manual
  GL_NUM_EXTENSIONS scan with `gl.IsExtensionPresent(...)` — same
  pattern WB uses, less code.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-08 20:21:10 +02:00
Erik
93ebd9e433 phase(N.5) Task 6: GameWindow capability detection + plumb BindlessSupport
Detects ARB_bindless_texture + ARB_shader_draw_parameters at startup
when WbFoundationFlag is enabled. Stores BindlessSupport on GameWindow
and passes it to TextureCache so the parallel Texture2DArray upload
path is available to future bindless callers.

Mesh shader load remains mesh_instanced for now — Task 10 swaps to
mesh_modern after Tasks 7-9 rewire the dispatcher to consume the
bindless + SSBO + indirect machinery.

Capability missing → BindlessSupport stays null → TextureCache runs
without the bindless path → legacy callers (StaticMeshRenderer,
InstancedMeshRenderer, ParticleRenderer, current WbDrawDispatcher
draw loop) are unaffected.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-08 20:15:06 +02:00
Erik
166af9a53e phase(N.5) Task 5 fixup: shader doc + extension cleanup
Code quality review caught four issues:
- Unnecessary GL_ARB_bindless_texture extension in mesh_modern.vert
  (vert doesn't use bindless types). Removed; only the frag needs it.
- SSBO binding=1 (BatchBuffer) and UBO binding=1 (SceneLighting) are
  in distinct GL namespaces — added a comment in the vert documenting
  this so Task 10's bind site doesn't get confused.
- Misleading "0=opaque, 1=transparent" comment expanded to spell out
  the full Decision 2 two-pass alpha-test logic and what each discard
  threshold protects against.
- BatchData.flags field is reserved; documented that N.5's dispatcher
  owns all blend state, with a hook for future shader-side additive.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-08 20:11:03 +02:00