292 commits
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d13d63d0a5 |
fix #389 review round: settings v3 FOV migration + live apply; AD-90
Dual-lens Opus review of
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13d388e5a9 |
fix #391: curated modern-only resolution list from the monitor's modes
User-directed (2026-08-13): "we should only support modern resolutions. Not any old format." New DisplayModeCatalog enumerates the window's monitor (Silk IMonitor.GetAllVideoModes) once at GameWindow load and curates via a pure, tested rule: modern widescreen families only (16:9/16:10/21:9/32:9 within 2.5%), at least 1280 wide, must fit the desktop (an impossible windowed pick is not offered - the measured 3840x2160-on-2560x1440 silent clamp class), desktop mode always included, refresh-rate duplicates collapsed, ascending order. The Config Resolution row consumes the catalog through two new optional Bind parameters; its Defaults value becomes the desktop's own mode. Fixture/headless callers keep the static preset ladder, which now drops 800x600 and is pinned by test to pass the same curation rule (the OP6 S4 "default must be re-selectable" invariant holds on both paths). Deliberate retail deviation, register row IA-22: retail listed the adapter's complete enumeration including 4:3 legacy modes and authored 800x600 as the Config default (gmConfigUI::InitOptions SetDefaultValue(0x03200258); gmClient::Init @0x004047af). The catalog is also the designated fullscreen mode-switch validation source for #376/#388 - an offered mode is supported by construction. Tests: DisplayModeCatalogTests (8 - filter/clamp/dedupe/sort/ultrawide/ desktop-inclusion/fallback-consistency); ConfigOptionsPageControllerTests row-12 default updated. App suite 4,961/3 skips; UI.Abstractions 916. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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7e0c130344 |
fix #389: port retail's SmartboxFOV law; retire AD-89 (display slice 1)
Retail's world-camera FOV is not a constant: the applied vertical FOV is m_fGameFOV / (viewportAspect - 0.1), recomputed on every aspect or game-FOV change (CreatureMode smartbox sites 0x00452b2f/0x00453b14), gated by Render::SetFOVRad's open (0, pi) acceptance (0x0054b2d0 - rejected results keep the previous FOV). m_fGameFOV defaults to pi/2 = 90 degrees (0x00454649) and is what the Field of View option sets in degrees (0x00451e6a; registered range [10,160] default 90 - gmClient::InitUIPreferences @0x004035b0). Net effect: the horizontal view stays ~85-90 degrees across aspect ratios; wide screens trim the vertical slice instead of ballooning the sides. acdream hardcoded FovY = pi/3 = 60 degrees on all four world cameras, aspect-independent, and the Config slider wrote raw vertical-FOV degrees. New: RetailFieldOfView (the law + gate, decomp-cited), CameraController.GameFovRadians + SetGameFov + one ApplyProjection chokepoint recomputing every camera on SetAspect/SetGameFov/ EnterChaseMode/RestoreState; ApplyFieldOfView now feeds the law; DisplaySettings.Default.FieldOfView 60 -> 90 (the retail registered default; the stored number changed MEANING with this commit). The same seam closes a second latent bug the 2026-08-13 "squished" gate report exposed: SetAspect only ever updated Orbit/Fly - the CHASE cameras (the ones the player looks through) kept their creation-time aspect across every mid-session resize, drawing the world at the old shape stretched onto the new viewport. The paperdoll camera stays outside the law by design (retail portrait mode is UseSharpMode, not smartbox - DollCamera's own doc). Tests: RetailFieldOfViewTests (golden law values at 4:3/16:9/21:9, the constant-horizontal property, the rejection gate, controller propagation incl. chase attach/restore + rejected-law aspect-still-propagates); DisplaySettingsTests + RuntimeSettingsControllerTests updated to the new semantics. App suite 4,953/3 skips; UI.Abstractions 916/0. AD-89 retired in this commit; user settings.json migrated 60->90 by hand (stale pre-port default). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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371197a345 |
refactor(settings): OP9 — retire the dead F11 settings surface + fully-superseded GameplaySettings
Campaign OP slice OP9 code retirement (docs/plans/2026-08-10-options-panel-campaign.md
§OP9). The retail four-tab Options panel (OP1-OP8) is now acdream's one
in-client settings surface (D1) — this commit deletes the pre-retail-UI
surfaces it fully superseded. Pure retirement: no behavior change to
anything live, verified by dispositioning every one of the 15 src files
and 8 test files that referenced the deleted types before touching any
of them.
1. SettingsVM + SettingsPanel (the old F11 IPanel surface, unrendered
since Campaign V slice V11's ImGui deletion) deleted outright, plus
their two dedicated test files. IPanel/IPanelRenderer stay — ChatPanel/
DebugPanel/VitalsPanel still implement IPanel, so the contract does NOT
become unreferenced.
2. RuntimeSettingsController's SettingsVM binding seam deleted:
CreateViewModel, CreateViewModelBinding, RuntimeSettingsViewModelBinding,
the _viewModel field, UnbindViewModel, and every _viewModel? notification
call (ToggleFrameRate, LoadCharacterContext, RestoreDefaultCharacterContext,
SyncChatFromServerOptions). CreateViewModelBinding had zero production
callers (test-only). HasDraftPreview/DisplayPreview/AudioPreview stay on
IRuntimeSettingsPreviewSource (WorldRenderFrameBuilder and
SettingsParticleRangeSource still consume it) but now trivially mirror
the committed Display/Audio snapshot — HasDraftPreview was already
always false in production. GameWindowLifetime's matching
"settings view model" shutdown stage is deleted.
3. IDevToolsGameplayCommands + DevToolsGameplayCommands deleted from
GameplayInputCommandController.cs. All three members were dead:
ToggleSettingsPanel() had ZERO dispatch sites (ToggleOptionsPanel always
routed to _retained, never to _devTools); ToggleDebugPanel()/
FocusChatInput() had dispatch sites (F1/Ctrl+F1, Tab) but empty no-op
bodies (their ImGui DebugPanel/ChatPanel targets were already gone).
The two live dispatch sites are kept as inert `return true;` cases
(still consuming the key, matching the prior no-op's "handled"
contract) instead of falling through to a lower-priority scope.
SessionPlayerComposition.cs's `new DevToolsGameplayCommands()`
construction is removed. No `ToggleSettingsPanel` InputAction exists
(only `ToggleOptionsPanel`, rebound at OP3) — nothing to remove there
or from KeyBindings.RetailDefaults()/keymap fixtures.
4. GameplaySettings deleted entirely (the type, SettingsStore's
LoadGameplay/SaveGameplay/BuildGameplayObject, RuntimeSettingsController's
Gameplay property/SetAcceptLootPermits). Verified all 13 remaining
members (ToggleRun, AdvancedCombatUI, ShowTooltips,
VividTargetingIndicator, SideBySideVitals, CoordinatesOnRadar,
SpellDuration, AllowGive, ShowHelm, ShowCloak, LockUI, UseMouseTurning,
AcceptLootPermits — the three combat ones already died at OP4/AP-196)
were ALREADY bound through CharacterOptionTable/
CharacterOptionsPageController's server-bit seam at OP4 before deleting
the client-local mirror — no (c)-case genuinely-client-local member
was found; disposition (b) covers 100% of the surface. SetUiLocked
rewritten to compare only against the last value actually pushed to
_runtimeTargets (MUST-FIX 4's guard), with no second store left to
read or write. LiveSessionRuntimeFactory's SetAcceptLootPermits binding
now sends the wire option only (the GameplaySettings write-behind call
removed as dead output). CharacterSettings/DisplaySettings/
AudioSettings/ChatSettings and their SettingsStore Load/Save surfaces
are UNTOUCHED per the campaign contract.
Per-file disposition (15 src + 8 test files that referenced
GameplaySettings before this commit):
- GameplaySettings.cs, SettingsVM.cs, SettingsPanel.cs: the types
themselves — deleted.
- SettingsStore.cs, RuntimeSettingsController.cs,
LiveSessionRuntimeFactory.cs: real usage — API deleted/rewritten.
- RetailUiRuntime.cs, InteractionRetainedUiComposition.cs,
SessionPlayerComposition.cs, CombatUiController.cs,
LiveCombatAttackOperations.cs, LivePresentationComposition.cs,
FrameRootComposition.cs, RuntimeCharacterState.cs,
CombatCameraTargetSource.cs: doc-comment-only or interface-name
substring matches (ICombatGameplaySettingsSource) — left as accurate
historical record, no forward reference to the deleted type.
- Tests: RuntimeSettingsControllerTests.cs and SettingsStoreTests.cs
rewritten (Gameplay-specific tests deleted; SaveDisplay/SaveAudio/
SaveChat tests re-targeted off the now-public methods instead of the
retired SettingsVM draft/Save() indirection); GameplaySettingsTests.cs/
SettingsVMTests.cs/SettingsPanelTests.cs deleted; the remaining three
(CharacterOptionCombatSettingsSourceTests.cs,
CombatCameraTargetSourceTests.cs, LiveCombatAttackOperationsTests.cs)
were comment/interface-name-only, untouched.
5. Register: AP-196 (OP4's partial GameplaySettings retirement, which left
five fields as write-behind mirrors) is fully retired now that the
record is gone outright — marked ~~AP-196~~ RETIRED with its retirement
note, active-row count 143 -> 142. No other row cited the deleted types
directly (AP-194/AP-193 cite CharacterOptionTable.cs, not
GameplaySettings.cs).
6. Settings.json migration honesty: SettingsStore no longer reads or
writes the "gameplay" top-level key, so an existing file carrying one
from a pre-OP9 build is neither parsed nor dropped — the existing
SaveSection raw-JSON-text preservation mechanism (unknown top-level
keys survive every subsequent save) carries it forward untouched.
Two new targeted tests
(LeftoverGameplaySection_FromAnOlderSettingsJson_DoesNotBreakOtherLoads,
LeftoverGameplaySection_SurvivesAnUnrelatedSave) pin this.
InputAction.ToggleOptionsPanel's stale doc comment (still describing the
retired ImGui SettingsPanel) and a handful of other dangling doc
references (DisplaySettings.cs, ChatOpacityLink.cs,
SettingsDevToolsComposition.cs, InputDispatcherCaptureTests.cs) are
reworded to point at the current retail Options panel / OP8
KeyboardConfigController.
Build: dotnet build -c Release green, 0 errors. Tests: dotnet test -c
Release --no-build — 13,075 passed / 4 skipped / 0 failed (13,079 total),
down from the stated baseline of 13,155 passed / 4 skipped / 0 failed
(13,159 total) — the -80 delta is exactly the deleted SettingsVM/
SettingsPanel/GameplaySettings test surface (three whole files plus the
Gameplay-specific cases trimmed from RuntimeSettingsControllerTests.cs/
SettingsStoreTests.cs), with zero regressions elsewhere.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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8bc458fb88 |
feat(audio): Campaign A slice A3 — the server sound channel (0xF750)
acdream never parsed retail's Sound event, so every server-driven cue was silent: melee hits and wounds, wield/unwield, pickup/drop, lockpicking, lifestone bind, spell resist, trap triggers, item mana depletion. SoundEvent parses the 16-byte message (guid, SoundType, f32 volume) whose layout three oracles agree on: retail CM_Physics::DispatchSB_SoundEvent @0x006AC760 reading buf+4/+8/+0xC, ACE's GameMessageSound at declared length 16, and holtburger's PlaySoundData. Playback reuses EntityEffectController's existing per-guid queue rather than adding a second one, because retail routes sounds through the SAME CObjectMaint blob queue as F754/F755: an event for a guid the client does not know yet is parked and drained by HandleCreateObject, so a creature that spawns and immediately grunts still grunts. Dropping it — the obvious alternative — would silently lose the cue. Sound joins Direct and Typed as a third PendingEffect kind so one readiness edge releases the whole mixed stream in order. AudioHookSink.PlayServerSound reproduces two decoded asymmetries with the animation-hook path: the sound plays at the WIRE volume and the SoundTable entry's volume is ignored (the hook path does the opposite), while the entry's probability still gates it and its priority still drives eviction. An object with no SoundTable plays nothing, matching CPhysicsObj::play_sound @0x0050F460's early return. The no-window host parses and discards, exactly as it does for F754/F755 — sound is presentation. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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6c6664a685 |
fix(app): #343 — a wounded render loop defers the native release instead of throwing over the real failure
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Root cause pinned by IL-decompiling Silk.NET.Windowing.Common: ViewImplementationBase._inRenderLoop is set at DoRender/DoUpdate entry and cleared ONLY on normal return, so a throwing frame callback leaves it armed forever and any later Dispose -> Reset throws "You cannot call Reset inside of the render loop", exit 82, replacing the original wounding exception in the report. The fix mirrors Silk's own bracket exactly: GameWindow._renderLoopArmed set at OnUpdate/OnRender entry, cleared only on their normal return — deliberately NOT in a finally, so it tracks the wound the same way Silk's private field does. ReleaseNativeWindow checks it before disposing: armed -> best-effort Close() (swallowed so it can never become the reported failure), no Dispose, and a new terminal status CompleteWithDeferredNativeRelease with Error kept null — the original exception stays the primary report. Healthy paths (OnClosing's in-loop completion, Run()'s tail release) are byte-unchanged, and the new PublishNativeWindow parameters default to null so every existing caller and test behaves identically. Sabotage: disabling the armed-check flipped the deferral test to Expected CompleteWithDeferredNativeRelease / Actual Complete — the guard is what the test exercises. Clean-room suite 11,262 / 6 / 1, the 1 being #340's documented load flake (passed standalone; second recorded firing noted in its entry). Queue: #344 done, #343 done; next #345's instrumented mechanism session, then #341's boundary hunt. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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55b07f6a62 |
refactor(physics): hoist the live-entity collision builder to Runtime (#330 groundwork)
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LiveEntityCollisionBuilder and LiveEntityDefaultPoseResolver move from AcDream.App.Physics to AcDream.Runtime.Physics with no behaviour change — diff-verified byte-identical shape math by both review lenses. The Build signature's App-record parameter is replaced by presentation-free primitives with identical guard semantics, INCLUDING the FinalPhysicsState read the contract had missed and the implementer surfaced rather than dropped. Visibility stays internal: Runtime's existing InternalsVisibleTo grants already cover every consumer, so the implementation's public widening is reverted per the architecture review's finding 11. The registration WIRING is deliberately WITHHELD. Both Opus lenses failed it, converging: a shadow registered at spawn freezes there (RuntimeRemotePhysicsUpdater is Runtime-homed but App-driven — nothing headless ticks it), so a walking NPC becomes a phantom obstacle at its spawn point while the real NPC still passes through the bot; three of five shadow-lifetime edges leaked (pickup leaves a permanent invisible collider, supersession orphans a duplicate, generation reset never unregisters and the K-ledger convergence oracle only checks retained shadows AFTER disposal clears them); and headless cannot resolve BSP collision assets at all, so doors and chests would still be walk-through. The frozen-shadow root was the SESSION LEAD's contract error (fact 3), not the implementer's. #330 stays OPEN, rewritten as the seven-point scope map the reviews produced — the honest overnight deliverable is that map, not a half-mechanism carrying new divergences. Suite 11,235 passed / 4 skipped / 0 failed (the withheld seam's two tests account for the delta from the implementation run's 11,237). Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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e6457cc849 |
fix(physics): close the AP-156 fix review — real containment oracle, type-level invariant, AP-158
Both review lenses PASSED; this is the cleanup, not a rescue. Evidence:
docs/research/2026-08-06-ap156-review-closure.md (the review itself is
committed alongside it as the received artifact).
R1 — the load-bearing containment test could not fail. Its truth and flood
values were two hand-copies of the same expression over the same part set,
so the shortfall was algebraically identically zero for any DAT input. The
oracle is now PHYSICS-POLYGON VERTICES — a different DAT field from the
bounding sphere the builder emits, so the two sides can genuinely disagree.
Sabotage-verified three ways after full cleans: dropping the bounds centre
in production reddens it (428 Setups, worst 35.869 m on 0x0200129A, matching
an independent out-of-repo sweep exactly); dropping only the scale on the
centre reddens it (326); and corrupting the TEST's own bounds oracle reddens
it (467) where under the shipped oracle that same corruption was invisible
by algebra. Renamed accordingly. A6's stale "cap control" comment corrected:
that loop is the test's own uncapped re-implementation and cannot observe a
cap regression — the cap is covered in Core.
R2 — the population was understated. 172 is AP-152's DISPATCH population;
AP-156's is 530 BSP-bearing Setups, of which 525 have a flood sphere move
and 428 fail vertex containment before the fix (412 at a 1 cm tolerance —
the review's figure; the gap is 16 Setups between 1.4 mm and 10 mm, real
geometry). 0 fail after, at any tolerance down to zero. Corrected in the
AP-156 row, the section-3 header, the C5c handoff and two test docstrings.
Dated review artifacts are left as written — "170 of 172" was correct for
what they measured, and rewriting evidence to match a later measurement
loses provenance.
A1 — BoundsCenter = default reopened at the type what the commit closed at
the seam. Dropping the default alone would NOT have closed the review's own
scenario (a copied Cylinder call site would write Vector3.Zero explicitly
and stay green), so ShadowShape's constructor is now private and BSP shapes
are built only through ShadowShape.Bsp(..., FlatCollisionSphere localBounds),
which takes radius and centre as ONE value and scales them together. There
is no expression a caller can write that carries one and drops the other.
22 construction sites converted; the same sabotage now reddens 5 Core tests
where the review's sabotage A reached 4, because both BSP producers share
one scaling path.
A2 — #333 is real and bigger than filed, and its retail question is
answered. I disassembled CObjCell::find_obj_collisions @0x0052b750 from the
PDB-paired binary myself (check_exe_pdb.py MATCH) rather than inheriting the
claim: its only early-out is sphere_path.insert_type == INITIAL_PLACEMENT_
INSERT, then it calls FindObjCollisions on every unparented non-self shadow
object UNCONDITIONALLY. Retail has NO distance pre-filter, so acdream's
"+ movement + 2f" reach filter is an invention with no register row — filed
as AP-158, carrying the disassembly, the F_EPSILON = 0.0002 m contrast, and
the measured blast radius (118 of 477 unique installed physics-BSP GfxObjs
exceed its ~2.5 m budget, 46 exceed 5 m). Active AP rows 109 -> 110.
Recorded prominently in three places a reader will hit: TALL PROPS MAY SHOW
NO VISIBLE CHANGE UNTIL #333 LANDS, and a null result at the connected gate
is EXPECTED, not evidence against AP-156.
LOW items. R3: the comment claiming the cited evidence justified the whole
cap line is corrected, but int.MaxValue on the sorting-sphere branch stays —
capping at 1 would take Spheres[0], and retail's one sphere is
CSetup::sorting_sphere, a different DAT field; capping keeps the wrong field
AND flips the substitution under-inclusive (#98/#168 direction). AP-157
already owns it. R4: acdream scales the flood sphere where retail's
find_transit_cells never reads gfxobj_scale — added as a second residual on
AP-156. R5: retail's slack constant carried into AP-158 and #333. A3: the
per-call delegate allocation is back to a cached field, still derived from
the single bounds resolver. A5: noted; b52967de's message cannot be amended.
Gates: all 44 bin/obj deleted before every verdict-deciding build, each test
run gated on a verified "Build succeeded" in the same invocation. Release
build 0 errors / 21 pre-existing warnings. Complete suite 11,208 passed /
4 skipped / 0 failed — reconciles exactly with the
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b52967def3 |
fix(physics): AP-156 — flood the BSP sphere where the geometry is, not at the part origin
The AP-152 retail review (docs/research/2026-08-06-ap152-review-retail.md) FAILED ` |
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6921a02744 |
refactor(physics): delete legacy PhysicsEngine.Resolve/ResolvePlacement/HasCellSurface (C5a, AP-1/AD-1)
Member-wise deletion of the three legacy resolver members named in docs/research/2026-08-05-c5a-contract.md: PhysicsEngine.Resolve, PhysicsEngine.HasCellSurface, and PhysicsEngine.ResolvePlacement. An exhaustive receiver census over src/ found zero production callers of any of the three — every production placement writer already reaches the canonical PhysicsEngine.SetPosition transaction exclusively through RuntimeSetPositionState (three call sites total). The deletion is purely member-wise: IsSpawnCellReady and AdjustPosition, which shared the same source region as the deleted members, are preserved byte-identical — every remaining production caller of either (including PhysicsCameraCollisionProbe, AdjustPosition's sole surviving production caller) is unaffected. Companion changes: - PlayerMovementController's 3-argument SetPosition test overload is renamed to SeedPlacementForTest (internal) and CommitPreparedPosition is deleted; 83 call sites across 19 test files were mechanically renamed to match. - Seven pinned test dispositions from the contract are executed: 3.1 (PhysicsEngineTests.cs: 11 legacy-resolver tests deleted, 6 ResolveWithTransition tests kept), 3.2/3.3/3.4 (re-point to canonical SetPosition, with TransitionScratchDifferentialTests.cs additionally gaining positive IsCommitted assertions after each bitwise comparison so the differential proves a placement actually committed, not just that two possibly-uncommitted results match), 3.5 (Runtime rename), and 3.6 (PlayerMovementPlacementTransactionTests.cs rewritten — its xmldoc now states plainly that the render-root publish moved to RuntimeSetPositionState.cs, but the sticky-release relocation claim was false and is retracted; this disposition's coverage loss is the sticky release path, not silently absorbed elsewhere). - Stale `PhysicsEngine.Resolve`/`Resolve` doc citations in CellTransit.cs, PlayerMovementController.cs, and HeadlessSessionWorldProjection.cs are corrected to name the surviving canonical entry points by symbol (SetPosition, AdjustSetPosition/AdjustPosition, ResolveWithTransition) rather than fragile line numbers. Retires AP-1 and AD-1 in docs/architecture/retail-divergence-register.md: both rows described production zero-delta placement routing remaining on the legacy resolver pending the Slice 4B2/4B route cutover; that resolver no longer exists, so the condition each row tracked is now structurally false rather than merely narrowed. AP-145 (routed through the prior commit) and this commit's AP-1/AD-1 together bring the section counts to 101 AP / 47 AD active rows. Builds on the AP-145 fix (previous commit) — this commit's staged tree was independently rebuilt and its four suites independently rerun on top of that commit before this commit was created, in addition to the combined rebuild/rerun below. Full-solution build: 0 errors (21 pre-existing warnings, all unrelated). Suite results (combined tree): Core 4270/4271 passed (1 skip; the single DatSoundCacheTests concurrent-decode-dedup failure is a known load-sensitive race, confirmed passing standalone and unrelated to this change), Runtime 1176/1176, Headless 86/86, App 4132/4135 (3 skips). Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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392c1e22c1 |
fix(physics): bind a parented child to the parent's live incarnation (#319)
A player-parented child never received a canonical cell. Its FullCellId stayed 0 for its whole attached lifetime, so it could not follow the player across a boundary. Scope was wider than the local player: every REMOTE player's equipment too. ROOT CAUSE. EquippedChildRenderController hardcoded ParentInstanceSequence: 0 for a parented CreateObject. Correct for creatures and statics, which really are sequence 0; wrong for players, whose ObjectInstance is Character.TotalLogins (ACE Player_Networking.cs:37). The relation filed under (playerGuid, 0) while the record carried TotalLogins, so both route-7 write sites — D1's attach re-cell and D2's propagation lookup — keyed on an incarnation that never matched. TryCommitParent did not validate the sequence, so the attach succeeded and printed normally. Silent. A ROUTE 7 REGRESSION ( |
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cd3129e9d6 |
fix(physics): C4 route 7 — child cell propagation moves from a render tick into Runtime
Retail re-cells children when their parent crosses a cell, recursively, to unbounded depth. acdream did it from a RENDER tick, so headless parented children were cell-less forever and the canonical cell had two writers. This slice makes Runtime the sole authority and demotes App's tick to presentation-only. Contract: docs/research/2026-08-04-c4-route-7-contract.md; the research that unblocked it is docs/research/2026-08-04-retail-parent-cell-propagation.md ( |
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3c36b4cc21 |
fix(vfx): resolve an entity's cell through one owner so effects follow it
Fixes #282 (plan S2). Adds register row AP-133. Retail gives a CPhysicsObj exactly ONE cell: ShouldDrawParticles @0x0050fe60 reads this->cell and calls IsInView on it, and set_cell_id @0x0050f4f0 / change_cell @0x00513390 are the only things that move it. acdream splits that into ParentCellId (render parent, deliberately null for outdoor dat stabs) and EffectCellId (the authored landcell those parentless stabs still need) - an adaptation, now recorded as AP-133. WorldEntity.EffectCellId documents itself as the stab field, with live and interior entities using ParentCellId. |
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98e9f9e8c6 |
test(vfx): model the post-f24532ad effect cell and canonical body frame
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f24532adf3 |
fix(vfx): bind effects after canonical placement
C3c created graphical effect, projectile, and static-animation sidecars before Runtime finished the entity's first SetPosition. One-shot F754/F755 packets could be discarded, projectiles could adopt a cell-less body, and animated statics could compete for body ownership. Keep effects behind an exact-incarnation presentation barrier, retry projectile/static binding on the committed visibility edge, and keep effect cells synchronized with canonical rebuckets. User verified spell, recall, arrow, projectile, portal, and static presentation; 90 focused App tests and the Release build pass. |
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529e0e9d88 |
feat(runtime): C3c - production placement cutover: both hosts on the residence conductors (routes 1+8)
Campaign P remaining-physics-divergence, placement cutover slice C3c
(docs/plans/2026-08-02-placement-cutover.md). Both production hosts now
register every initial Create through the residence + continuation-
executor + first-entry-conductor machinery (C0-C3b):
- Graphical (route 1): RegisterEntityWithInitialResidence at Create; the
shared RuntimeFirstEntryDriveController pumps both conductors from the
placement-receipt flow; MaterializeProjection and RebucketLiveEntity
are presentation-only while a residence is ACTIVE (ExecutorCompleted is
the presentation-binding receipt); post-residence entities take the
full legacy path including the prepare_to_enter_world clock edges.
PlayerModeController attaches presentation to the Runtime-published
controller; its legacy resolve/step-heights/host-construction path is
deleted; presentation-only rollback (retail has no entry-flow rollback).
- Headless (route 8): OnSpawned registers with residence when a drive
exists; content-less sessions keep the pre-flip direct registration;
SynchronizeLocalPlayer/CreateController/ApplySetupStepHeights deleted;
prepared-collision read failure is a typed AwaitingCollisionSource
retry; far remotes outside the service window complete celless.
- RuntimeLocalPlayerMovementState.Controller setter sealed internal; all
controller mutation flows through the publication lifecycle.
Fix slices landed within this cutover, each dual-gated:
- F1: live movement-stat/server-physics application routed through the
Runtime ownership seam (post-logout ingest crash on the retired
controller eliminated; RuntimeMovementSkillProjection deleted).
- F2: login activation wedge - collision-admission prefix gate factored
out of the seal (reentrant-commit RejectedAuthority), rearm generation
identity corrected, PlayerModeAutoEntry requires the Runtime-published
controller (world reveal can no longer seal unmaterialized).
- F3: landblock-prefix 0-sentinel replaced by explicit absent-id guards;
map-corner landblocks (grid row/col 0) fully legal through admission,
park/rearm/retire, quiescence, and outdoor shadow seeds.
- F5: local-player first-entry ground contact seeded by the shared
SpawnPlacementSettler (moved App->Core) at FinalizeActivation - the
retail first-gravity-frame touch (enter_world 0x00516170 carries no
seed); the legacy unconditional force-seed is overwritten by a real
floor-found contact; airborne spawns stay airborne; outbound contact
bit verified end-to-end. Fixes the standing-cast 'You can't do that
while in the air!' rejections.
- R1 (dual-review round): login constraint leash armed at the committed
placement (HandleReceivedPosition 0x00453FD0 analog); register rows
AD-61 (settle-timing compression now covering the local player) and
AD-42 (repointed off the deleted resolve split) in this commit;
residence-conversion owner API; wire-landblock guards; drive-pending
ledger in IsConverged; route attach/detach latch; executor-drain drift
model documented + source-pinned.
Gates: Runtime 1,003, App 4,039/3 skips, Headless 79, complete solution
10,816/0 failed/4 skips (Release, -m:1); connected lifecycle/reconnect
gate PASS (logs/connected-world-gate-20260802-175401; graceful exits,
world-visible, zero airborne rejections). The nine-stop soak remains red
for the pre-existing
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f05ed5c3cd | feat(app): observe canonical placement receipts | ||
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3e0f3b6206 | fix(physics): validate retail cell containment roots | ||
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c0afcacbb2 |
fix(physics): movement-parity fixes - adjusted catch-up cap, autorun retail semantics, AP-30 retired
Ports CMotionInterp::get_adjusted_max_speed (0x00527D00, byte-decoded: bare rate unless RunForward; forward_speed x 4.0 when running; current_speed_factor proven a ctor-constant 1.0 at 0x00528C34) and swaps all five interpolation catch-up call sites to it - retail's fUseAdjustedSpeed_ static (.data 0x0081F418 = 1) makes this the live branch, so standing/walking remotes now catch up at ~2x runRate instead of 4x too fast (the #41/#165 presentation family). Autorun now hard- forces Run for its duration and cancels on every fresh forward press (CommandInterpreter::HandleNewForwardMovement 0x006b3d60 is literally SetAutoRun(0,1)); the old test pin codified the divergence. AP-30 retired: retail Frame::is_equal genuinely uses the 0.0002 epsilon - the row recorded a non-divergence. Three catch-up test pins re-baselined to retail semantics with citations. Full Release suite 9,983/0. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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dae5b1ea68 |
fix(physics): TS-46 - seed the sweep from the Setup's own sphere list
Campaign P Slice P3 item 1. Retail CPhysicsObj::transition (0x00512dc0) seeds the collision sweep from CPartArray::GetSphere (the Setup's own <=2-sphere list, each origin+radius scaled by m_scale) via SPHEREPATH::init_sphere (0x0050c670) -- not from a symmetric two-scalar (radius, height) capsule reconstruction. The human Setup 0x02000001's authored spheres are (0,0,0.475) r=.48 and (0,0,1.350) r=.48; the old reconstruction from (0.48, 1.835) produced (0,0,0.48) + (0,0,1.355), a 5 mm head-center offset the TS-46 register row documented as a residual. Port: - SpherePath.InitPath gains a sphere-list overload (ImmutableArray< FlatCollisionSphere>, scale) sharing a new InitPathCore with the existing (radius, height) overload, which is now the degenerate 2-scalar case of the same code -- byte-for-byte unchanged, so every captured-fixture replay (CellarUpTrajectoryReplayTests, DoorBugTrajectoryReplayTests, CellarLipWedgeTests) keeps passing unmodified. - PhysicsEngine.ResolveWithTransition gains optional sphereList/ sphereScale parameters; empty/default preserves the legacy scalar path for every pre-existing caller. - LiveEntityMotionRuntimeController.GetSetupMoverShape is a new sibling of GetSetupCylinder (left untouched) that resolves the Setup's own sphere list plus Setup-derived step-up/step-down (CPartArray::GetStepUpHeight/GetStepDownHeight, 0x005180d0/0x005180f0, x ObjScale, 0.4 m fallback matching the pre-existing literal). - Threaded through PlayerMovementController (both resolve call sites, new SphereList property set by PlayerModeController.ApplyStepHeights and the Headless world projection), RuntimeRemotePhysicsUpdater (Tick + TickHidden), and RuntimeOrdinaryPhysicsUpdater.TryBegin. Remote/ordinary step heights are now Setup-derived instead of a hardcoded 0.4f literal. Projectile and camera-probe sweeps are untouched (already single-sphere-exact). - PlayerModeController.ApplyStepHeights also now applies the x ObjScale multiply to the player's own step heights (previously only the remote/ordinary paths did), closing an adjacent gap the P3 research flagged. Ts46SphereListConformanceTests proves the sphere-list overload sees the exact dat spheres (not the reconstruction), that the scalar overload is unchanged, and that ResolveWithTransition's sphereList parameter actually drives the sweep (a decoy-scalar control pair using a head-height obstacle sphere). Register: TS-46 retired (both residuals it named are closed); header count corrected to 40 active TS rows. dotnet build + dotnet test (Core.Tests 3991/2 skip, Runtime.Tests 425/0, App.Tests 3968/3 skip, complete solution build) all green. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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200f19ce47 |
test(app): put every strict-zero site on the probe (#250)
The first commit converted the four members the issue named and left the other sites alone, reasoning that none had been observed failing. A 20-run complete-solution baseline disproved that within minutes: run 2 LiveEntityRuntimeTests.AnimationView_HotSpatialTraversal… run 14 StaticRenderProjectionJournalTests.ActiveAnimatedSynchronization… run 18 StaticRenderProjectionJournalTests.ActiveAnimatedSynchronization… run 19 CurrentRenderSceneOracleTests.SurfaceOverrideFingerprint… Both new names are the same shape as the four — one warm call, then a thousand-iteration loop inside the measured window — and neither had been recorded anywhere. "Not observed failing" only ever meant "not yet observed", and leaving known-shape sites in place would have guaranteed the acceptance gate failed. Run 19 is the sharper lesson: the issue named `SurfaceOverrideFingerprint_DictionaryHotPathAllocatesNothing`, and the first commit converted a *different* test in that same file, so the actually-named member was still on the old shape. Matching by file was not matching by test. Every strict-zero site in the assembly is now on the probe — ten tests. Two came out stricter rather than merely steadier: `StaticRenderProjectionJournalTests` was measuring a synchronise whose journal does **not** coalesce. Repeating it grew the journal by 1,000 entries per call — 192,000 by the end of a probe run — so the steady state the test claimed to measure did not exist and the single-call window had been hiding it. Its step is now the whole frame cycle, synchronise *and* drain, which puts `DrainTo` inside the measured window for the first time and asserts the journal ends empty. `RetailInboundEventDispatcherTests` asserted a hard-coded 1,001 callbacks. It now counts its own dispatches and pins the callback count against that, so the assertion still proves the fast path ran the callback every time without being coupled to a loop bound that no longer exists. Left alone deliberately: the four sites asserting a tolerance rather than zero — `CellViewDedupTests` and `PortalProjectionTests`. Their ceilings already absorb this noise and none has flaked; changing a bound in either direction is a separate decision from fixing a measurement. Worth noting that `PortalProjectionTests`' ceiling exists explicitly to tolerate "a tiered-JIT/ArrayPool bookkeeping transition ... to the first measured batch", which is exactly what the probe removes, so it could probably be tightened to zero now — recorded in the issue rather than done here. Solution build 0 warnings / 0 errors; App suite 3,941 passed / 3 skipped. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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1d73ce524c |
test(app): measure the warmed path, not the path being warmed (#250)
The zero-allocation family failed about one full-suite run in three, on unchanged trees, and had been dismissed as inherent noise in `GC.GetAllocatedBytesForCurrentThread` three separate times. It is not noise. Reading the four members side by side, they share one root: **the measured window was never the warmed path.** UiDatFontTests 1 warm call, then a 10,000-iteration loop inline RenderFrameProductTests 8 warm calls, then a 1,000-iteration loop inline OracleTests 1 warm call, 1 measured call ArchRenderSceneTests warms Apply(registrations), measures Apply(updates) Two mechanisms come out of that table. A test method is JIT-compiled at tier 0 like anything else, and a long-running loop in tier-0 code gets replaced mid-flight by on-stack replacement — which compiles on the thread running the loop, so its bookkeeping is charged to the window being measured. That is the first two. And `ArchRenderSceneTests` warmed one arm of a switch and measured the other, so the measured call was the first ever into `ApplyUpdate` and paid that arm's JIT, type loads and static initialisation inside the window; `RenderFrameProductTests` warmed 8 times, below the tier-0 call-counting threshold of 30, so promotion was still pending when measurement began. That also explains the signature nobody could account for. Alone, the process is quiet and the runtime has finished before the assertion arrives. Alongside eight other test assemblies, tier-0 compilation never stops, the call-counting delay is re-armed continually, and the work slides into the window. Clean in isolation, failing under load, on a tree that changed nothing. `ZeroAllocationProbe` invokes the step many times before measuring anything, then measures windows that run the same already-warmed loop over the same already-taken path. Each window is a batch of 32 invocations and it reports the minimum across 4 of them. Both halves are load-bearing: the minimum is what excludes a one-time cost, and the batch is what keeps the assertion as strong as the loops it replaces — minimising over *single* invocations would report zero for a path that allocates every tenth call, which is a real regression made invisible. I had written it that way first and the apparatus test caught it. **The bound is untouched: exactly zero, no tolerance, no retry, no assertion relaxed.** `ZeroAllocationProbeTests` proves the apparatus can still fail — a step allocating every call reads above zero and does throw, a first-invocation cost reads as zero, a cost every tenth call is caught, and the one stated limit (the batch must cover the period) is pinned as a test rather than left as prose. Without those, a later edit could quietly make the whole family unfailable. Twelve further sites in this assembly still use the hand-rolled shape. None has been observed failing, and each needs its own repeatability analysis — several mutate state or consume monotonic sequences — so they are listed in the issue for adoption when next touched rather than converted blind at scale. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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7a0227c12e |
feat(render): Vulkan campaign V11 step 3 — drop the GL packages and shaders
Commit 2 deleted the GL rendering backend's implementations; this step removes the package references and shader vocabulary they leave behind, so nothing in the App project still spells Silk.NET.OpenGL. Silk.NET.OpenGL and Silk.NET.OpenGL.Extensions.ARB are dropped from AcDream.App.csproj. Chorizite.Core stays — the audit is NOT clean: its Render.Enums (TextureFormat, BufferUsage) and Lib.BoundingBox types are used directly and extensively across the Wb texture/mesh pipeline, independent of the deleted GL IUniformBuffer implementers the package comment used to cite. The stale comment is corrected in place. IMeshPipelineDevice.Gl is removed along with the GL? gl parameter threaded through WbMeshAdapter's four constructors, WorldRenderComposition's CreateMeshAdapter, and VulkanMeshPipelineDevice's Gl => null implementation — nothing read any of them once the legacy per-mesh upload bodies were gone (confirmed by grep: the sole non-doc-comment hit was a test assertion). While in WbMeshAdapter.Dispose(), found and fixed a real bug along the way: its teardown still pattern-matched the deleted GL GpuFrameFlightController to decide whether to wait for submitted work, which VulkanFrameFlightController replaced at slice V6a without this site being updated — so the wait had been silently dead on every Vulkan run since then. Retargeted to VulkanFrameFlightController, which carries the same WaitForSubmittedWork(). The GL pixel-format vocabulary (Silk.NET.OpenGL.PixelFormat/PixelType) that WorldTextureArray/TextureFormatExtensions/TextureAtlasManager used for upload validation is replaced by AcDream.Content's existing Silk.NET-free UploadPixelFormat/UploadPixelType enums (added at MP1a to keep the bake tool GL-free); two new members (Rgb, Red, Float) extend that enum with their GL ABI constants to cover the full vocabulary WorldTextureArray needs, since MP1a's original set only covered what the extractor itself emits. ObjectMeshManager's App-boundary cast `(Silk.NET.OpenGL.PixelFormat?)batch.UploadPixelFormat` becomes a direct pass-through now that both sides share the type. GpuBindingModel.StorageTextureTable (the GL-only binding=9 emulation of the Vulkan texture table) is deleted and StorageBindingCount drops from 10 to 9; the descriptor-set-layout code that builds from that count (VulkanPipelineLayouts, VulkanFrameBindings) is untouched and just allocates one fewer always-dummy-seeded, always-unused binding. Several fully dead GL-only classes came along for the ride, confirmed by zero construction sites: SilkFramebufferViewportTarget (NullFramebufferViewportTarget is the sole production IFramebufferViewportTarget), SilkRenderGlStateReader (NullRenderGlStateReader.Instance is the sole IRenderGlStateReader), RuntimeRenderFrameClearPhase (VulkanRenderFrameClearPhase is the sole IRenderFrameClearPhase, expressing the same atmosphere-clear logic as a pass load-op instead), and GpuFrameTimer plus FrameProfiler's GL-owning FrameBoundary(GL) overload and BeginGpuFrame/EndGpuFrame bracket (RecordGpuSample is the only GPU-timing path any backend uses now — the ACDREAM_WB_DIAG nested-query exclusion these existed for no longer applies, since WbDrawDispatcher's own diagnostic GPU sampling already moved to the device's Vulkan timer pool). GpuFrameFlightController itself stays (never constructed with a real fence API in production, but its retirement-ledger/serial-ring logic is backend-neutral and still covered by its own unit tests) — only its GL-specific parts (the public GL constructor overload, SilkGpuFenceApi) are deleted, since removing the whole class would mean restructuring the frozen Slice-8 composition shape's GpuFrameFlightController? threading, which is out of this commit's scope. TextureParameters.cs and BufferUsageExtensions.cs (zero callers each) are deleted outright. common.glsl is deleted: nothing in the actual Vulkan .spv build reads it. tools/ShaderCompiler/Program.cs compiles each .vert/.frag pair directly and tools/ShaderCompiler/VulkanGlslPreamble.cs injects its own complete self-contained preamble per file; common.glsl's textual concatenation was exclusively Shader.cs's GL-only mechanism, deleted at Commit 2. The five shader files that named it in comments (mesh_modern.vert, particle.vert, particle.frag, sky.frag, terrain_modern.frag) are corrected to point at VulkanGlslPreamble.cs instead. mesh.vert/mesh.frag — the pre-N.5 legacy shader pair the mandatory modern path already made unreachable, with zero C# consumers and no compiled .spv — are deleted too. Regenerated via tools/compile-shaders.ps1: 9/9 remaining shader pairs compile (previously 9/10, with mesh the sole failure — the VulkanShaderManifestTests doc comment's "nine of ten are not Vulkan-expressible" was already stale before this commit). Test fallout: dead-subject test methods/files are deleted rather than patched (TextRendererFailureSafetyTests.cs, ClipFrameUploadTests.cs, GpuResourceRetirementTransactionTests.cs's GL queue tests, one WorldRenderDiagnosticsTests source-order test, one RenderFrameResourceControllerTests clear-phase-order test); tests whose subject moved or was renamed are updated in place rather than deleted (GpuContractTests, VulkanCapabilityGateTests, MeshPipelineDeviceSeamTests' pinned seven-member surface now reads six, ParticleBindlessInstanceTests' cross-dialect check now covers the one surviving dialect, WbMeshAdapterTests' misleadingly-named null-gl test — gpuDevice was always the parameter that actually threw). Build: `dotnet build AcDream.slnx -c Release` — 0 warnings, 0 errors, with the Silk.NET.OpenGL/.Extensions.ARB package references physically removed from the csproj (not just unreferenced in code). Tests: full-solution `dotnet test` green across every project. Zero remaining `using Silk.NET.OpenGL` anywhere in src/ or tests/. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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8a7a0837e1 |
feat(render): Vulkan campaign V11 step 2 — delete the OpenGL backend
Vulkan is the sole, user-signed-off backend (V10 landed) and step 1 already removed ImGui/Studio/DevTools. This step deletes the GL rendering backend itself: every Gpu/Gl/** implementation, the Wb ManagedGL*/GLHelpers/GLSLShader/GLStateScope/RenderStateCache/ BindlessSupport family, Shader/ShaderProgramConstruction/SamplerCache, RenderBootstrap, and RenderFrameGlStateController. GameWindow.cs's Run()/CreateGraphics()/CreateBackbufferReader()/ OnLoad() collapse to their Vulkan-only arm; GameWindowGraphics loses its OpenGlGameWindowGraphics subclass. RuntimeOptions.RenderBackend and RenderBackendKind (incl. the Gl member of GpuBackendKind) are gone — there is nothing left to select between. The five world-draw dual-arm renderers (WbDrawDispatcher, EnvCellRenderer, TerrainModernRenderer, ParticleRenderer, SkyRenderer) and the composition roots (WorldRenderComposition, HostInputCameraComposition, LivePresentationComposition, FrameRootComposition) collapse to their RHI-only arm. GL-only diagnostic properties with a live external reader (DynamicBufferCount and friends) simplify to a documented `=> 0`/no-op rather than disappearing, since the reader is out of this commit's scope. A few GL-flavored mechanisms turned out to be backend-neutral once isolated: GlConstructionCleanupLedger is renamed ResourceConstructionCleanupLedger (exception-chain walking has nothing to do with GL), and GlfwNativePlatformProbe moved out of the otherwise GL-only GraphicalCapabilityRecord.cs into GraphicalWindowBackendSelection.cs before the rest of that file was deleted. Test files with no surviving subject are deleted outright (GraphicalCapabilityRequirementsTests, ShaderProgramConstructionTests, PortalDepthShaderParityTests, TextureCacheBindlessTests, TextRendererFailureSafetyTests, ClipFrameUploadTests, every Gpu/Gl/*Tests, GlTextureOwnershipTests, RenderFrameGlStateControllerTests); others get their dead GL-only members trimmed while their live assertions stay (ClipFrameLayoutTests' MeshClipSsboBinding check now reads GpuBindingModel.StorageClipRegions, the same binding index under its new backend-neutral name; GpuResourceRetirementTransactionTests drops its OpenGLGraphicsDevice-subclassing test double and the two GL queue tests it existed for). EnvCellRendererTests' construction helper now builds a real ObjectMeshManager via VulkanMeshPipelineDevice instead of passing null through a null-forgiving operator, since the RHI constructor never tolerated a null mesh manager and the old GL constructor (which did) is gone. Deferred to the next two steps, deliberately not touched here: the Silk.NET.OpenGL/.Extensions.ARB package references, IMeshPipelineDevice.Gl (WbMeshAdapter's GL? threading stays in place), Chorizite.Core's stale csproj comment (the package itself is still load-bearing — TextureFormat and friends are used well beyond the deleted ManagedGLUniformBuffer), and the CI/gate scripts. Build: `dotnet build AcDream.slnx -c Release` — 0 warnings, 0 errors. Tests: full-solution `dotnet test` green across every project (App.Tests 3937/3940 + 3 skips, Core.Tests 3296/3298 + 2 skips, all others 100%); the 2 App.Tests names that flake under full-suite parallel execution (#250-family, documented pre-existing) pass in isolation. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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844cf092a1 |
feat(render): Campaign V slice V11 commit 1 - delete ImGui, Studio, and the DevTools frontend
The ImGui developer-tools stack (AcDream.UI.ImGui), UI Studio (src/AcDream.App/Studio), and the DevToolsFramePresenter/ SettingsDevToolsCompositionPhase ImGui composition machinery are removed. Vulkan never composed a DevTools frontend (DevToolsEnabled already forced false whenever the backend was Vulkan); this commit makes that permanent by deleting the only implementation rather than leaving a dead branch behind. What moved: Studio/SampleData.cs is a live production dependency (InteractionRetainedUiComposition's character-sheet fallback, plus three UI.Layout test files) - git mv'd to src/AcDream.App/UI/Layout/SampleData.cs, namespace AcDream.App.UI.Layout, and trimmed to the SampleCharacter API that is actually still called (BuildObjectTable/AddItem/AddEquipped/the item-guid and icon constants had zero callers left once the Studio fixture provider that used them was deleted). What survives as backend-neutral seams, per the tests that still exercise them: IDevToolsFrameLifecycle (moved into RenderFramePreparationController.cs, now always bound to null), IFramebufferDevToolsTarget/FramebufferDevToolsBinding in FramebufferResizeController.cs (its concrete DevToolsFramebufferTarget adapter is deleted), and IDevToolsGameplayCommands in GameplayInputCommandController.cs (DevToolsGameplayCommands becomes a documented no-op instead of forwarding to the deleted presenter). A follow-up re-homes Settings/Debug onto the retained UI through IPanelRenderer; until then keybind remapping falls back to editing keybinds.json. DevToolsEnabled is now `private const bool DevToolsEnabled = false`. RuntimeOptions.DevTools is unchanged and still reaches VulkanGraphicsContext for the optional debug-utils extensions; Program.cs now logs one line when ACDREAM_DEVTOOLS=1 explaining that the ImGui UI is gone and the flag is Vulkan-only now. Removed: AcDream.UI.ImGui (project + ImGui.NET/Silk.NET.OpenGL.Extensions.ImGui package refs), src/AcDream.App/Studio (minus SampleData.cs), DevToolsFramePresenter.cs and everything only it constructed (ISettingsDevToolsCompositionFactory, RetailSettingsDevToolsCompositionFactory, DevToolsCompositionOwner, IGameWindowSettingsDevToolsPublication, SettingsDevToolsOptionalDependencies, the "developer tools" shutdown-ledger stage and its DevTools-typed fields on IngressShutdownRoots/ RenderShutdownRoots), the ui-studio Program.cs verb, and the cimgui native manifest entries in GraphicalHostPlatformServices. GameWindow.cs's DevTools composition branch, its _vitalsVm/_debugVm/_devToolsComposition/ _devToolsFramePresenter/_devToolsCommandBus fields, and every settingsDevTools .DevTools?.* access across FrameRootComposition.cs/SessionPlayerComposition.cs are gone with it. Build green; complete Release solution suite 8,830 / 5 skips (App Tests 4,097/3 skips run standalone - one #250-family zero-allocation test flakes under the full parallel `dotnet test AcDream.slnx` run, a pre-existing, documented class unrelated to this change). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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a13cff884f |
ci(render): Campaign V slice V9 - the Vulkan gate runs on lavapipe
The first CI job in this project's history that renders a frame.
The whole row rests on a decision V6g already made and paid for. When
section 5.5.8 cut set 0 from ten dynamic storage descriptors to four, four
was not merely under the RX 9070 XT's eight - it is Vulkan's guaranteed
minimum, so no conformant device can fail the layout. That is what makes a
software-device row possible at all. Every other requirement was then
checked against Mesa's lvp_device.c rather than assumed, and all seventeen
features the gate demands are true on lavapipe - including
samplerAnisotropy, which V7 made load-bearing eight commits ago and which a
software rasterizer would have been entirely within its rights to decline.
Three things had to exist before the job could:
1. The harness could not stop. VulkanBringUpHost presents until its window
closes, which is right at a desk and impossible in CI, where nothing ever
closes a window. ACDREAM_VULKAN_PROBE_FRAMES gives it a budget; unset or
malformed is zero, which keeps the interactive behaviour, so no existing
invocation changes. The budget never cuts the capture short - the loop
stays open until the screenshot has been attempted - because a run whose
entire product is a PNG must not be able to exit green with an empty
artifact directory. The decision is a pure static method, tested without
a window or a driver.
2. tools/compile-shaders.ps1 was Windows-only and nobody had noticed,
because nothing had ever run it anywhere else. It built its paths from
embedded 'src\AcDream.App\...' literals; a backslash is a separator on
Windows and an ordinary filename character everywhere else, so on Linux
that is one long nonexistent file name.
3. The report's jq paths were invisible to the compiler. Renaming a record
property or swapping the enum converter would have left every test green
and turned CI red on someone else's branch days later, with a failure
that reads like a driver problem. VulkanCapabilityReportContractTests
pins the exact strings the job greps and pins its packed-version
arithmetic against VulkanApiVersion's own unpacking.
The job, eleven steps: install lavapipe and Xvfb; record vulkaninfo as
evidence; publish linux-x64; run the Gpu.Vk tests on a second operating
system; probe the gate under a 24-bit Xvfb screen (the default is 8-bit,
which leaves the X11 WSI without a usable visual) and assert an accepting
verdict on a Cpu device at API >= 1.3 with a clean active probe; assert the
captured PNG is a real frame by IHDR dimensions and byte count; re-run with
ACDREAM_VULKAN_FORCE_UNSUPPORTED=timelineSemaphore and assert exit 4 with an
actionable refusal; recompile the shaders and compare. Artifacts upload on
always(), so a red run ships its own diagnosis.
The .spv step is what ties the committed binaries to their sources. The
existing App test hashes GLSL against the manifest, which catches "edited a
shader, forgot to recompile"; nothing caught a stale or hand-edited .spv.
Verified on Windows before shipping: 19/19 artifacts byte-identical to a
fresh compile, zero drift.
No GL-versus-Vulkan pixel compare, for two independent reasons recorded in
section 5.5.20: linux-graphical asserts exit 4, so there is no left-hand
side, and the probe renders synthetic scenes rather than the DAT world CI
cannot have. The two jobs now say something sharper than a pixel diff would
have - on the same software Mesa stack, GL is refused and Vulkan is accepted
and draws. Physical Linux GPU and Wayland rows stay deferred on the Slice L
precedent; no hosted runner offers either.
Gates: Release build green, zero errors. App tests 4,152 / 3 skipped against
a 4,134 / 3 baseline at this branch's base (
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ad5f8b68dc |
fix(render): Campaign V slice V7 commit 1 - world anisotropy, and the sky's second clock
Two changes, one measurement. The V6m smoke pair put GL versus Vulkan at Holtburg at 18.52% of the frame differing at tolerance 2 with MSAA off. The same stop on the same instrument now measures 9.05%, and the two populations these address are gone from the difference map rather than merely smaller. 1. THE WORLD ATLASES WERE SAMPLED WITHOUT ANISOTROPY ON VULKAN, AND WITH THE DEVICE MAXIMUM ON GL. RhiWorldTextureArray -- the backend-neutral shared object/material atlas, and the only IWorldTextureArray the Vulkan arm ever constructs -- registered its clamp and repeat slots with GpuSamplerDescription.WorldClamp/WorldRepeat as written, which carry MaxAnisotropy 1. The GL arm asks for the driver's own GL_MAX_TEXTURE_MAX_ANISOTROPY twice over: ManagedGLTextureArray sets GL_TEXTURE_MAX_ANISOTROPY on the image, and the two sampler objects its resident bindless handles are built from (OpenGLGraphicsDevice.WrapSampler/ClampSampler) set it again, which is the one that actually wins. V6i-2 knew it was asking for 1 and said so in a comment -- "the world arm that draws through these arrays is the next slice, and it is the one that can gate a filtering change visually." That slice was V6j, the gate is V7, and this is it. Retail settles the question rather than the GL arm settling it. RenderDeviceD3D::SetDefaultD3DStates (0x005a3800) loops all sixteen sampler stages and issues SetSamplerState(stage, 0xA, this->m_D3DCaps.MaxAnisotropy) at 0x005a4230. 0xA is D3DSAMP_MAXANISOTROPY and the argument is the device's reported cap, not a setting -- so "as much anisotropy as this device has" is retail's own rule, the GL arm is faithful to it, and asking for 1 diverged from retail as well as from the shipping backend. No divergence-register row is owed in either direction: this retires a Vulkan-only gap and lands on retail's value. The fix asks for a ceiling rather than reading a limit back, because the pinned RHI contract (plan section 3.3) carries no anisotropy field and is frozen. It does not need one: VulkanGpuSampler already clamps MaxAnisotropy to VkPhysicalDeviceLimits.maxSamplerAnisotropy, Vulkan guarantees that limit is at least 16 wherever the samplerAnisotropy feature is supported -- which this backend requires -- and 16 is where every desktop driver caps. The request and the GL arm's read therefore land on the same number. What it was worth, from the difference map at the same stop: the roof shingles of both Holtburg cottages, which had been dense hatching across the whole surface, and the stone courses of the near building are now black. Measured as high-frequency energy (mean absolute neighbour difference, GL versus Vulkan) the right-hand roof went from visibly blurred to a ratio of 0.999 and the wall to 1.023; every other textured region in the frame is between 0.99 and 1.02. Grazing-angle surfaces are where anisotropy is the whole difference, which is why a roof was the loudest thing in the frame. 2. THE SKY HAS TWO CLOCKS AND ONLY ONE OF THEM WAS PINNABLE. ACDREAM_DAY_GROUP and the route's AcdreamCycleTimeOfDay presses pin the Dereth date, which chooses the day group, the keyframe and the sun angle. The cloud sheet does not read that clock: SkyRenderer accumulates TexVelocityX/Y against DateTime.UtcNow minus its own construction time, by design, because retail's clouds drift with real time regardless of the date. Two launches minutes apart therefore cannot agree about where the clouds are no matter what the route does, and the V6m smoke measured the cost -- 89% of its 18.52% sat in the top 240 rows. ACDREAM_SKY_PHASE_SECONDS (RuntimeOptions.SkyAnimationPhaseSeconds -> SkyRenderer.AnimationPhaseSecondsOverride) replaces that elapsed-seconds value with a fixed one. Unset -- the default, and every ordinary run -- keeps the wall clock, so nothing a user or the offline gate sees changes. The differential gate forces it on both launches alongside MSAA and the day group; the offline gate keeps its top-280 mask, because a same-commit GL pair still has the sun to disagree about. This is instrument determinism on the same footing as ACDREAM_DAY_GROUP, not a workaround: it is one input to a UV offset, it is off by default, and no shipping path reads it. The alternative on the table was -MaskTopPixels, which would have permanently blinded the campaign's strictest instrument to the entire sky -- one of the five surfaces the offline gate already cannot see. Rows 0-32 of the Holtburg pair went from 23,090 differing pixels to 1,211, and what remains up there is roof and portal rather than cloud. WHAT THE SAME PAIR STILL SHOWS, unattributed and carried to the next commit: the distant treeline, the player and the NPCs, and the animated portal. The portal is phase and expected. The treeline is not filtering -- sharpness now matches within 5% and a shift search finds no sub-pixel offset -- and the two runs entered the world at different last-logout positions (0xC95B0001 versus 0x09040008), so the far-tier streaming history differed. That is the next thing to prove or refute. Gates. Release build green. App tests 4,133 passed / 3 skipped against the 4,132/3 baseline (one new: the sky-phase parse). GL offline pixel gate against the pre-change tree: 2.31e-05, 13 pixels of 563,200, inside the documented 9-31 band -- GL did not move. One offline Vulkan run with VK_LAYER_KHRONOS_validation proven inserted by the loader: zero validation errors, zero warnings. Full three-stop differential recorded at artifacts/v7-diff-c1. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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a7529a975a |
test(app): serialize the classes sharing camera/render process globals (#252)
A full Release App run failed once at Issue181WallPressEquilibriumTests
.Diagnostic_WallPressedCamera_EyeWanderAndViewerCellStability. It passed in
isolation and did not recur across five further whole-suite runs, and the diff
under test touched only the world texture-creation stack -- nothing in camera,
visibility or physics. A cross-class parallelism race was the only plausible
mechanism, not a regression.
Ten App test classes share three process-global mutable statics, and xUnit runs
distinct test classes in parallel by default:
- CameraDiagnostics: AlignToSlope, CollideCamera, TranslationStiffness,
RotationStiffness, UseRetailChaseCamera. These are not merely written, they
are written AWAY from their defaults -- RetailChaseCameraTests sets
AlignToSlope and CollideCamera to false, and three classes set
UseRetailChaseCamera to false -- while RetailChaseCamera.Update,
CameraController.Active, CameraFrameController, WorldRenderFrameBuilder and
MouseLookController read them.
- RenderingDiagnostics.ProbeFlapEnabled, written by CornerFloodReplayTests
and Issue181WallPressEquilibriumTests.
- System.Console.Out, redirected by those same two classes to capture probe
output.
Every one of these classes already saved and restored in try/finally. That is
correct within a class and remains necessary, but it was never sufficient. A
finally bounds a mutation in TIME along its own thread; it cannot stop another
class from reading the static inside that window. Worse, two overlapping
save/restore pairs can interleave so the second restore writes back the FIRST
one's temporary value, leaving the global permanently wrong for the rest of the
run. The Console.Out case is the sharpest instance: an interleaved restore can
install a DISPOSED StringWriter as the process-wide Console.Out, which then
throws in unrelated tests. Serializing the sharers is what makes each class's
existing finally sufficient.
The fix is a marker CollectionDefinition applied to the ten sharing classes,
following the WorldEnvironmentControllerCollection precedent. No collection
fixture: several members are [Theory] cases that need different knob values per
case, so a fixture cannot own the save/restore without rewriting every member's
internals, and it would not help the read side at all. Because every member
references the same compile-time const for the collection name, the grouping
cannot silently drift via a typo.
Membership is deliberately narrow. It covers the eight writers plus two classes
that drive production code which READS a knob another member moves off its
default (HouseExitWalkReplayTests and CameraFrameControllerTests both run
RetailChaseCamera.Update and assert on the resulting eye). Classes that merely
construct a CameraController without a retail chase camera are NOT members --
their reads fall through the null branch and are insensitive.
No production code changed; no assertion was weakened, and no retry, sleep or
tolerance was added.
Verification. Base commit
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59c6b2ae94 |
feat(render): Campaign V slice V6m commit 1 - portal space draws on Vulkan
PortalTunnelPresentation was the last raw-GL world-adjacent renderer. It now
draws on both arms, and the composition that used to hand the Vulkan arm a
portal-less teleport presentation is gone with it.
Nothing about the scene changed. Same synthetic DAT Setup resolved through the
same client-enum mapping, same 40 fps CSequence, same retail rotation cadence,
same distant light, drawn through the same already-dual-arm WbDrawDispatcher.
What forked is only where the draw is recorded:
* GL keeps its GLStateScope, its viewport/scissor/depth/cull/blend statements
and its depth-only glClear, untouched.
* The RHI arm opens a backbuffer pass of its own and publishes it on
IWorldPassScope for the span of the draw - the shape V6l gave the two
offscreen viewports, and required for the same reason: the dispatcher's RHI
arm borrows its pass rather than opening one. Publication comes after
BeginPass and before UploadRetailLight, because publishing resets the
frame-global sections and this scene wants its own light, not the world's.
The one substantive decision is the pass's COLOUR load op, and it is a Clear
rather than a Load. Retail preserves the colour target and only clears depth
(UIViewportObject::DrawContent @ 0x006950A5 -> Clear(4) = D3DCLEAR_ZBUFFER), and
so does the GL arm. A Vulkan pass cannot inherit an image the way a bound
framebuffer can: under MSAA the frame's world pass RESOLVES into the swapchain
image and stores DontCare into the multisampled scratch, so a second
multisampled pass declaring Load would load undefined contents - plan section
5.5.12 item 5, the same hazard that merged the clear into the world pass.
Re-clearing is exact rather than approximate because of an invariant the frame
graph already enforces. RenderFrameFoundation.PortalViewportVisible and this
scene's IsVisible are the same value, read once at the top of the frame, and
WorldSceneRenderer returns without drawing when it is set. So whenever portal
space draws, the backbuffer holds exactly the opaque black
SceneTool::BeginScene @ 0x0043DAD0 establishes and nothing else, and clearing to
that same black changes no pixel. The alternative - a single-sampled Load pass
over the resolved image - would have been both a silent MSAA divergence and
invalid, since the backbuffer's depth attachment is multisampled.
The pass takes IWorldPassScope.SampleCount, so WbDrawDispatcher's sample-count
pipeline variants (V6l) select the backbuffer set, and depth matches the
attachment.
CreateRequired becomes internal: its two new seams are internal RHI contracts
and composition is its only caller. The TYPE keeps its visibility - plan section
7.1 rule 3.
Gates. Release build green. App tests 4,132 / 3 skips against the 4,129
baseline (three new: the retail black constant, the RHI arm's composition
precondition, and the both-arms composition assertion). Complete Release suite
9,195 / 5; one AcDream.Content failure in the solution-wide run that passes
124/124 rerun alone - the documented rerun-singly flake class, not carried
forward as a claim. Strict GL offline pixel gate against
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eced67d038 |
feat(render): Campaign V slice V6l commit 2 - the portal mask draws on Vulkan
Contract amendment 2 of three, and V4g's remaining half behind it. Plan section
5.5.16 defect 2: PortalDepthMaskRenderer's two-pass punch (#117) is built on
glStencilFunc/glStencilOp/glStencilMask, GpuPipelineDescription carried no
stencil state at all, and nothing else can express it - so the renderer stayed
raw GL, invisible to the Vulkan arm, and V4g's "stencil/depth-mask pipelines"
row could not be written.
The amendment splits the way core Vulkan 1.3 splits. The ENABLE and the
attachment intent are baked: GpuPipelineDescription.StencilTest, false by
default so no pipeline in the tree changed. The per-draw compare, three outcome
ops, reference and both masks are a GpuStencilState that the pipeline carries as
a DEFAULT and IGpuPassEncoder.SetStencil overrides - exactly the split cull
mode, front face and depth write already have, and exactly what
VK_DYNAMIC_STATE_STENCIL_OP/_COMPARE_MASK/_WRITE_MASK/_REFERENCE make dynamic.
The four stencil dynamic states are declared ONLY by a pipeline that tests
stencil: declaring a dynamic state obliges every draw with the pipeline to have
set it, so adding them unconditionally would make every existing pipeline depend
on a call none of them make. GpuStencilOp carries three values because the punch
uses three - Replace marks, Equal gates, Zero self-cleans - and a fourth would
be a facility with no consumer.
The arm. Three pipelines, not one, because depth COMPARE is not dynamic in the
contract and the punch's two passes differ in it: mark tests LEQUAL and writes
no depth, punch tests ALWAYS and writes, seal is ALWAYS + write with no stencil.
All three write no colour, which is what retail's "COLOR-INVISIBLE triangle fan"
means. The fan is expanded to a triangle LIST on the CPU - the contract has no
fan topology and Vulkan's is not portable - which is exact: triangle i is
(v0, v[i+1], v[i+2]), the same triangles in the same order.
portal_depth.{vert,frag} is a new committed shader pair, and this is the ONE
renderer in the campaign whose two arms do not share a source. Its clip planes
have to travel in the TerrainClip uniform block at binding 2, which is already
precisely this shape and already read by terrain_modern.vert and sky.vert - but
on GL that binding is held globally by ClipFrame for terrain, so a portal draw
that rebound it would leave every later terrain draw in the frame reading the
wrong region. The GL arm therefore keeps its inline program.
PortalDepthShaderParityTests is the tripwire: retail's far-Z constant
(0.99999988, from DrawPortalPolyInternal 0x0059bc90), #129's capped mark-bias
expression and the eight-half-plane loop are asserted to appear in both. Both
are deleted at V11. 9/10 shader pairs now compile to SPIR-V.
Two GL-side gaps closed while the state was being extended, both of section 7.1
rule 1's class rather than new work. GlAmbientCapabilityState now saves and
restores the stencil test, function, ops and both masks - the portal punch draws
mid-frame among renderers that are still raw GL and assume the test is off - and
the COLOUR MASK, which had no consumer until a colour-invisible pipeline existed
and whose absence would have blacked out every raw-GL renderer after such a
pass.
PortalTunnelPresentation was re-read and confirmed as V6k left it: it clears
depth and draws into the active viewport, binds no framebuffer of its own, and
needs no port for section 5.4's sake. It remains unported on the Vulkan arm -
the composition uses NullLocalPlayerTeleportPresentation there - which is an
absence on the V7 list, not a defect.
Gates. Release build green. App tests 4,129/3 skips; complete Release suite
9,192/5 (one solution-wide run reported a single App failure that did not
reproduce in two subsequent runs, solution-wide or alone - the documented
rerun-singly flake class). Strict GL offline pixel gate against
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b1ad1d481b |
feat(render): Campaign V slice V6l commit 1 - particles draw on Vulkan
Contract amendment 1 of three, and V4e's content behind it. Plan section 5.5.16
recorded that both particle pipelines draw with per-instance VERTEX attributes
and that the pinned contract could express instanced DRAWING but not instanced
vertex INPUT: one stride, no divisor, one buffer at VertexInputRate.VERTEX. That
is what stopped V4e. This takes the reviewed option (i) - a second vertex
binding with a per-instance rate.
The amendment. GpuVertexLayout grows a per-binding notion (binding index,
stride, input rate) and GpuVertexAttribute names the binding it is fed from,
defaulting to 0; IGpuPassEncoder.BindVertexBuffer takes a binding index. Every
layout written before this slice keeps its exact meaning through
GpuVertexLayout.Interleaved, which is one vertex-rate binding 0 - and
GpuContractTests asserts that as a requirement rather than trusting it. Both
backends carry the rate natively and at no cost: VK_VERTEX_INPUT_RATE_INSTANCE
on the pipeline, glVertexAttribDivisor recorded once into the pipeline's VAO
where it survives every later attribute rebind.
GpuVertexFormat.UInt1 comes with it, and is necessary to it: particle.vert
declares `layout(location = 6) in uint aTextureIndex` and the amendment's whole
premise is that no shader is edited. Same kind-distinction UByte4UInt was added
for at V4d - GL needs glVertexAttribIPointer, Vulkan needs R32_UINT, and the
float path would reinterpret the value's bits rather than approximate them.
Options (ii) and (iii) were rejected on the record: all ten storage bindings are
spoken for and reusing binding 0 would have the GL particle draw clobber
WbDrawDispatcher's instance array mid-frame (section 5.5.8's hazard in its GL
form); CPU-expanding instances is 5x billboard bandwidth and does not scale to
mesh particles at all.
The arm. ParticleRenderer.Rhi.cs is a SECOND arm per section 5.5.6, not a
replacement - every GL statement in the sibling file is the one it always
issued. Five pipelines replace the imperative glBlendFunc switch (two billboard
blends, three mesh blends) because core Vulkan 1.3 does not make blend dynamic.
The per-flight VAO/VBO pool disappears because every ring allocation inside a
frame is already distinct memory that lives until the frame retires. The
binding-9 table is not bound at all - the device owns the table and the encoder
binds set 2. The pass is BORROWED from IWorldPassScope. Depth tests but does not
write, compare is Less and alpha-to-coverage is off, which is the ambient GL
state particles have always drawn under rather than a choice. Everything above
the submission seam - emitter iteration, retail distance ordering, the
deferred-alpha handoff, billboard axis construction, blend resolution - is the
same CPU code on both arms.
The first Vulkan particle frame threw rather than drew, which is the second
defect of the compiles-clean class this slice found by running:
TextureCache.AcquireParticleTexture is bindless-only, so the standalone particle
texture cache did not exist on a backend without GL. It exists on both arms now.
Everything about it that matters - sharing equivalent surfaces between emitter
owners, the bounded unowned LRU, retirement behind the frame-flight fence - is
already backend-neutral; only how one entry is created and destroyed differs,
which is what IStandaloneBindlessTextureBackend is for. The RHI arm creates the
image through IGpuDevice.CreateTexture with a real sampler and releases the
table slot before the image, which is the GL arm's order and for the same
reason. The composite cache stays GL-only: it serves entity appearance, not
particles.
The durability fix V6k earned. That slice found the sky declaring a 32-byte
stride against a 36-byte AcDream.Core.Terrain.Vertex - the record carries a
TerrainLayer no sky attribute names - and noted that every .Rhi.cs arm restates
a CPU record's footprint from memory while only sky had a test.
RhiVertexLayoutStrideTests is that test for the rest: world mesh, terrain, sky,
retained-UI sprite, debug line, and both particle bindings, each asserted
against the record or the producer's own float count, plus two sweeps over all
seven for attributes that reach past their stride or name an undeclared binding.
Four private layouts became internal to be assertable; nothing else about them
moved.
Gates. Release build green. App tests 4,121/3 skips (4,109 baseline plus three
contract tests and nine layout tests); complete Release suite 9,184/5. Strict GL
offline pixel gate against
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22aa2edc65 |
feat(render): Campaign V slice V6k commit 1 - the sky draws on Vulkan
V4f's content, landed as a SECOND arm per section 5.5.6: GL keeps its raw world
path through to V10 and the RHI world path ships on Vulkan. Every GL statement in
SkyRenderer is the one it always issued; the encoder arm lives in SkyRenderer.Rhi.cs
and runs only when there is no GL context.
What it produces. ACDREAM_RENDER_BACKEND=vulkan renders the sky: the dome
quadrants, the horizon band, the cloud sheet and the fog gradient, in the same
place and the same colours as the GL capture of the same scene (within a few
units on the channels sampled, which is the day-fraction drift between two
launches). Section 5.5.15's first V7 defect - "the sky is flat fog" - is closed.
Three things differ from the GL arm, each because Vulkan bakes what GL sets. The
per-submesh blend function becomes two PIPELINES, additive for sun/moon/stars and
straight alpha for everything else, because core Vulkan 1.3 does not make blend
dynamic. The SkyParams block becomes a ring slice taken per draw rather than one
buffer rewritten per draw, because a descriptor's contents are read at execution
time, not record time. And the pass is borrowed from IWorldPassScope, because the
frame's one backbuffer pass resolves and a second pass could not load what it
left.
The sky is the first Vulkan consumer of set 1 binding 4. Section 5.5.8 recorded
that UniformSkyParams was missing from the uniform set layout and V6i-2 added it;
until now nothing had ever bound it.
The stride bug, which is the fourth of its class this campaign. The first Vulkan
sky frame drew the dome as a field of blue-white noise. The RHI vertex layout
declared a 32-byte stride - position, normal, texcoord, exactly what sky.vert
reads - while AcDream.Core.Terrain.Vertex is 36 bytes: it carries a fourth
member, TerrainLayer, that no sky attribute names and that the GL arm never
described to a glVertexAttribPointer but did count, because it says
sizeof(Vertex). Nothing else in the frame looked wrong, no validation rule was
violated, and the offline pixel gate masks the sky band, so only a side-by-side
capture found it. SkyVertexLayoutTests now asserts the REQUIREMENT - the stride
is the uploaded record's footprint - rather than today's number.
The last interim handle table is gone. V4t retired the private
GlBindlessHandleTable in WbDrawDispatcher, EnvCellRenderer, TerrainModernRenderer
and ParticleRenderer and deliberately left the sky's, because the sky is the one
world path that mints its own resident handles from TextureCache's raw GL texture
names rather than interning someone else's. It now registers those handles
through V4t's RegisterWorldTextureHandle seam instead, which is the same
mechanical change the other four took, and the class and its tests are deleted
because nothing else ever used them.
TextureCache gains RegisterWorldSurface(surfaceId, repeat), the sky's RHI texture
source: the same DecodeFromDats the GL path uses, created through
IGpuDevice.CreateTexture and paired with a real sampler object rather than baked
into a bindless handle. Keyed by (surface, wrap) for the same reason the GL arm
keys its handles that way - a table entry is a combined image sampler, so the
dome sampled CLAMP_TO_EDGE and a scrolling cloud sheet sampled REPEAT are two
entries over one decoded texture.
Gates. Release build green. App tests 4,109 passed / 3 skipped - the 4,112
baseline less the six GlBindlessHandleTable tests that went with the class, plus
three vertex-layout tests. Strict GL offline pixel gate against
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f84eef3256 |
feat(render): Campaign V slice V6j commit 2 - Dereth draws on Vulkan
The three world renderers' submission arms, both pass executors, and the
composition that reaches them. This is the unit three predecessors stopped at.
What it produces. ACDREAM_RENDER_BACKEND=vulkan on the offline scene renders
terrain with blended textures and road overlays, the water edge, static world
meshes, procedural scenery, and the complete retained UI - the same frame the GL
pixel gate captures, from the same camera, minus the sky. artifacts/v6j-vk2.
The shape, and why it is not V4c's. Section 5.5.6 chose option (B) after NVIDIA
rendered the V4c binary 10/10 where AMD's GL stack did not: GL keeps its raw
world path through to V10 as a documented fork confined to the submission seam,
and the RHI world path ships on Vulkan. So V4c's and V4d-2's content returns as a
SECOND arm rather than a replacement. The GL arm issues the same GL statements in
the same order against the same objects; the encoder arm lives in three .Rhi.cs
partials and is entered by one branch per submission site.
Three differences from V4c, each because the tree moved under it. There is no
binding-9 texture table - V4t put the slot on the device and Vulkan binds set 2,
so the arm that used to intern bindless handles simply has nothing to do. The
pipelines carry the device's sample count rather than 1, because Vulkan requires
rasterizationSamples to match the pass and alpha-to-coverage is a no-op at one
sample. And no renderer opens a pass.
That last one is structural, not tidiness. Under MSAA the frame's one backbuffer
pass resolves into the swapchain image and stores DONT_CARE into the multisampled
scratch, so a second pass declaring Load would load undefined contents; the
backend also permits one open pass per frame. VulkanWorldScenePhase therefore
opens the pass, publishes the encoder on VulkanWorldPassScope for exactly the
span of the inner WorldSceneRenderer, and every renderer borrows it.
Three sections are frame-global on GL and cannot be on Vulkan: the SceneLighting
UBO, the per-cell clip regions, and the terrain clip block. GL binds each to a
global binding point and every consumer inherits it. Vulkan binds a descriptor
set per draw, and a renderer's own binds are what select the scope those sections
must land in - so their writers PUBLISH into WorldFrameSections and each renderer
binds them inside the pass, after its own binds. SceneLightingUboBinding's
per-flight-slot buffer pool disappears with it: a ring allocation is already
distinct memory that lives until the frame retires, which is the property the
pool existed to provide.
Both pass executors became backend-neutral rather than gaining twins. Everything
they do is delegation to a renderer except four concerns - the clip-frame
publication, the doorway scissor, gl_ClipDistance enablement, and retail's
interior depth clear - so those four move behind IWorldPassSurface and retail's
ordering, which is what these classes are actually for, is written once. The GL
implementation issues the statements the executors used to issue inline.
Clip distances are no-ops on the Vulkan arm, and that is safe rather than a
divergence: Vulkan activates every element the shader declares, and all three
world vertex shaders already write 1.0 into every slot past the active count.
The interior depth clear becomes vkCmdClearAttachments, reached through the scope
so the pinned contract stays frozen and the backend-only verb stays in the
backend. The hook for it was already committed at V6i-3 with a cref to a type
that did not exist yet; it exists now.
The collision-wireframe DebugLineRenderer is composed as null on the Vulkan arm.
DrawAndPublish flushes it INSIDE the world phase and it opens its own pass, which
the one-pass rule forbids. The toggle is DevTools-only and DevTools is not
composed there, so nothing is lost - composing it would throw on the first
wireframe frame rather than silently misdraw.
Two seams widened rather than invented. GameWindowGraphics answers whether the
backend has a world-pass seam, because the three composition phases that need it
already borrow that handle and "does this backend work that way" is what the type
exists to answer. And MeshSourceReady replaces the anyVao != 0 gate with the same
question in backend-neutral form - V6i-3 published HasStores for exactly this -
so the predicate evaluates identically on GL.
What is NOT here, and is expected. Sky and weather are still raw GL (V4f), so the
Vulkan frame's sky is the atmosphere fog clear. Particles (V4e), the paperdoll and
appraisal viewports and the portal depth mask (V4g) likewise. The executors
already accepted all of them as absent.
Gates. Release build green. App tests 4,112 passed / 3 skipped, the unchanged
baseline; complete Release suite 9,175 / 5. Strict GL offline pixel gate against
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81fe5e1b63 |
fix(render): Campaign V slice V6j commit 1 - the Vulkan winding needs no inversion
VulkanViewportMapping has inverted the front face since V6c, on the standard argument that rendering with a negative viewport height mirrors framebuffer space and therefore reverses triangle orientation. The world arm is the first consumer that culls anything, and it falsified the inversion twice over on one frame. Nothing exercised it before now. Every Vulkan consumer through V6i - TextRenderer, DebugLineRenderer and the bring-up scene - declares Cull = GpuCullMode.None, so the mapping had never decided a single fragment. That is why a wrong answer survived four slices and a validation-clean run: an unexercised path. What the world arm measured, on the same offline scene the GL pixel gate captures. Terrain is the one single-sided surface acdream draws - FrontFace(Ccw) plus Cull(Back), matching ACRender::landPolysDraw's per-triangle eye-side predicate - and under the inversion it vanished completely, 190 multi-draw commands issuing against 625 loaded landblocks with nothing on screen. Every closed building shell rendered inside-out in the same frame: the front wall culled and the interior beams visible through the gap, which is what a back-face-front cull looks like on geometry that is only nearly convex. Declaring the GL winding verbatim restores both at once - terrain draws single-sided from above, and the shells close. Two independent surfaces, one change, and the correction is the identity mapping. Recorded here rather than worked around in the renderers, because a renderer that compensates for its backend is exactly the shape this file exists to prevent: the contract says renderers speak GL and the backend translates, and the backend was translating wrongly. The viewport flip itself is untouched and still correct - it is what puts GL-authored geometry the right way up with no shader or matrix change. What goes is the claim that a winding inversion has to travel with it. The scissor's explicit flip is a separate correction with a separate justification and is likewise untouched. The test suite says so now rather than describing the old behaviour: the pass-through is asserted directly, and the exact-inverses test becomes a travels-alone test, so a later change that reintroduces the inversion fails here first and on any single-sided surface second. Gates. Release build green. App tests 4,112 passed / 3 skipped, the unchanged baseline. GL offline pixel gate unaffected by construction - this file has no GL arm - and measured with the world arm in commit 2. No divergence-register row: this corrects a backend translation error rather than introducing a deviation from retail. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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fe8abacfc6 |
feat(render): Campaign V slice V6i-3 commit 1 — the mesh pipeline's upload bodies cross the seam
V6i-2 cut IMeshPipelineDevice at the measured surface and proved the mesh
pipeline could be CONSTRUCTED without naming a backend. It said plainly what it
did not claim: "the mesh pipeline does not RUN on Vulkan. Its upload bodies are
still raw GL — GlobalMeshBuffer, the VAO/IBO construction, the layer transfers."
This moves them, and gives the interface its second implementation.
GlobalMeshBuffer takes GL?. The two backing stores were already IGpuBuffer
(V4b); what still needed a context was the vertex array and the attribute
pointers, which have no RHI verb because Vulkan bakes vertex input into the
pipeline. So a backend with none builds the stores and nothing else, publishes
0 for VAO/VBO/IBO, and publishes VertexStore/IndexStore — the same buffers,
named the way a pass encoder binds them. HasStores is the backend-neutral form
of the VAO != 0 readiness test the raw-GL draw paths make. Two bodies fork on
the context and nothing else does: InitBuffers skips the vertex array, and
CommitMigration skips the rebind — on the encoder arm the field swap IS the
atomic publication, because the next pass reads whatever the field then holds.
The store deletion likewise splits: GL keeps its immediate DeleteRetired,
because the arena's own flight gate has already proven no submitted frame can
reference the store, while the other arm has no second deferral to skip and
Dispose is its retirement-queued release.
ObjectMeshManager's RequireGl narrowed to the LEGACY per-mesh upload. Its three
call sites were one modern-path constructor argument and two bodies whose every
GL statement sits inside `if (!_useModernRendering)`. The constructor now hands
the arena the nullable context; the two bodies resolve one lazily inside the
legacy branch. That branch is unreachable in every shipping configuration —
missing bindless or draw-parameters throws at startup under the N.5 ship
amendment — so the accessor survives as the guard on dead code rather than as a
blocker, and it is deleted with that code.
VulkanMeshPipelineDevice is the second implementation, and it is four
properties and two no-ops. Two things about it are worth stating rather than
leaving to be inferred. HasBindless and HasOpenGL43 answer TRUE: their names are
GL-shaped because the seam was cut from a GL device, but what they gate is the
MODERN path — one shared arena, table texture indexing, multi-draw indirect —
which Vulkan supplies unconditionally and the capability gate rejects a device
for lacking, so answering false would disable the only path that exists.
HasPendingWork answers false because the GL device's queue exists to defer work
onto the thread holding the context, and Vulkan resource work is recorded into
the frame's command buffer or routed through the retirement queue.
WbMeshAdapter selects between them once, in the one place the mesh pipeline
still names a backend. The GL arm is unchanged, including the queue-drain
guarantee its construction rollback asserts.
So composition builds the mesh pipeline on BOTH arms, and NullWbMeshAdapter is
deleted — it existed for exactly the gap this closes, and the landblock spawn
ledger now registers against the real adapter. Streaming's publication into GPU
state stops being a no-op there: the Vulkan run below builds real render data,
including the [up-null] zero-vertex caching path.
Gates. Release build green. App tests 4,112 passed / 3 skipped, against a 4,109
baseline plus the three added here. Strict GL offline pixel gate against
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5b3d72a90c |
refactor(render): Campaign V slice V6i-2 commit 3 — the mesh pipeline stops naming a backend
Plan §5.5.10 recorded the blocker as a fact about types: "WbMeshAdapter owns an
OpenGLGraphicsDevice, so it is not constructible on Vulkan until slice V4t" —
which is the entire reason NullWbMeshAdapter exists. §5.5.12 item 6 then measured
how wide that dependency really is, and the answer is seven members out of a
760-line class: a GL context, the retirement queue, the shared instance VBO, and
two capability flags.
IMeshPipelineDevice is exactly that surface. OpenGLGraphicsDevice declares it and
every member already existed under a GL-specific name, so the shipping backend
executes not one changed statement — these are aliases, not behaviour.
Two casts moved, and they are what actually blocked construction:
- ObjectMeshManager downcast IGpuDevice to GlGpuDevice in its CONSTRUCTOR, so a
Vulkan-composed pipeline threw before running a statement. V4t put it there
because the class registered bindless handles itself; commit 2 moved that into
the array, leaving the field a pass-through for the raw-GL renderers' handle
table. The cast now lives on that one property and names the backend it was
composed against instead of reporting a failed cast.
- The atlas array factory is selected by IWorldTextureArrayFactory.For, which is
the one place the texture stack branches on a backend.
MeshPipelineDeviceSeamTests proves the decoupling rather than describing it: it
builds ObjectMeshManager against a device whose Gl is null, asserts it constructs,
asserts construction built no GL object, asserts the handle table refuses by name,
and asserts the factory picks the RHI arm. A reflection test pins the seam's
member set so a later slice cannot quietly widen it back out — the whole value
here is that it is narrow.
What this does NOT claim: the mesh pipeline does not RUN on Vulkan. Its upload
bodies are still raw GL — GlobalMeshBuffer, the VAO/IBO construction, the layer
transfers — and they now fail through one RequireGl() accessor that names the
slice that owns porting them, instead of failing at construction. WbMeshAdapter
still creates an OpenGLGraphicsDevice in its GL constructor, because there is no
second implementation to create yet. Those bodies are items 3–5 of §5.5.12's
remainder list, along with RetailPViewPassExecutor and the three world renderers'
submission arms.
§5.5.13 reports the whole of V6i-2 and the slice table gains its V6i row.
Gates: Release build; App tests 4,109 / 3 skips (the 4,086 baseline plus 23 across
the three commits); complete Release suite 9,172 / 5; strict GL offline pixel gate
vs
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c8d0f70bbe |
feat(render): Campaign V slice V6i-2 commit 2 — world texture creation crosses to IGpuTexture
Plan §5.5.11 recorded what V4t deliberately left behind: it moved the table
ENTRY of every world texture to the device and kept CREATION with the caches,
because "creating world textures through IGpuTexture is real remaining work and
it belongs with the Vulkan world arm, which is the first thing that cannot use a
GL handle at all." §5.5.12 item 1 handed it forward and named the missing piece
exactly — "an ITextureArray implementation over IGpuTexture, not a codec",
because V6b's BlockCompressionCodec and BlockCompressionMipChain already supply
the BC chains. This is that work.
IWorldTextureArray is the seam, and the slot is what crosses it. Before this
commit ObjectMeshManager read BindlessWrapHandle/BindlessClampHandle off the
concrete GL array and interned them into the device table itself. A 64-bit
ARB_bindless_texture handle has no Vulkan spelling, so the array now answers the
question the caller was really asking — ResolveSlot(wrapping) — and each arm gets
there its own way: ManagedGLTextureArray makes the same idempotent interning call
one level down, and RhiWorldTextureArray returns a pair it registered at
construction. ReleaseTextureSlots replaces the snapshot dictionary the manager
kept for the same reason, and still runs only once physical retirement completes.
Which implementation exists is decided ONCE, by the IWorldTextureArrayFactory
composition builds — plan §3.1's no-runtime-fork rule. Everything above the seam
(capacity policy, slot allocation, ref counting, layer retirement, empty-atlas
eviction, and the whole of ObjectMeshManager's atlas policy) is written once and
branches on nothing.
Three things the RHI array does differently, each because the backends genuinely
differ rather than by choice: BC mip chains are CPU-built through
BlockCompressionMipChain, since Vulkan cannot blit into a compressed image, while
RGBA8 uses the device's blit; filtering lives in an immutable sampler rather than
a texture parameter, so both address modes are registered up front exactly as the
GL array holds two resident handles; and RGB8/A8/Rgba32f are refused at creation
with the reason named. A8 is the interesting refusal — the GL array serves it by
swizzling R into A, and a Vulkan swizzle lives in the image VIEW, which the pinned
GpuTextureDescription does not describe. A silent substitution would render wrong
and look like a shader bug.
TerrainAtlas gains the second construction path V6i drafted and reverted. The
decode is factored out and shared, so both arms read the same DATs, in the same
order, with the same resize-to-max policy; only the upload forks.
ICompositeTextureArrayBackend gains its RHI arm, which is four small methods
because that seam was already a seam.
The Vulkan arm is EXERCISED, not merely present. That is the whole reason the
V6i draft was reverted rather than landed — "built then reverted because nothing
exercised it" — and it is the same failure §5.5.12 measured twice in the
descriptor layouts. So the composition host now builds the real terrain atlas
through IGpuDevice.CreateTexture on the arm with no GL context, and creates and
releases one shared array of each format family plus one composite array at
startup. Creation only; nothing draws them. Releasing them in the same statement
covers one thing a retained bundle would not — that both slot pairs come back and
the images route through the retirement queue.
Gates: Release build; App tests 4,104 / 3 skips; strict GL offline pixel gate vs
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f7344758f8 |
fix(render): Campaign V slice V6i-2 commit 1 — the terrain clip block reaches set 1
Plan §5.5.12 finding 2, measured on the committed SPIR-V rather than inferred:
terrain_modern.vert declared
layout(std140, binding = 2) uniform TerrainClip { ... }
with no ACDREAM_UBO_SET, so under the Vulkan dialect the block landed in set 0
binding 2 — which set 0's layout declares as a STORAGE buffer. Any terrain
pipeline built against the shared pipeline layout was therefore malformed.
Nothing had caught it: GL expands the macro to nothing and keeps its UBO and
SSBO namespaces separate, the shader compiled cleanly for both backends, and no
terrain pipeline has ever been created on Vulkan. sky.vert declares the SAME
block correctly and is the precedent, so this is a one-word omission, not a
numbering question.
spirv-dis on spv/terrain_modern.vert.spv, before and after:
before %372 = OpVariable %_ptr_Uniform__struct_370 Uniform
OpDecorate %372 DescriptorSet 0 / Binding 2
after OpDecorate %372 DescriptorSet 1 / Binding 2
with %_struct_370 = OpTypeStruct %int %_arr_v4float_uint_8 — TerrainClip's
{ int uTerrainClipCount; vec4 uTerrainClipPlanes[8]; } — in both.
The same commit closes §5.5.8's second recorded gap. Set 1's layout declared
only bindings 1 and 3, so it was missing BOTH the terrain clip block and
UniformSkyParams at binding 4, which sky.vert and sky.frag have compiled to
SPIR-V since V6e. Both are now declared, all four dynamic, which is half
Vulkan's guaranteed maxDescriptorSetUniformBuffersDynamic of 8 and is asserted
by the capability gate as before.
Membership and ORDER now come from one predicate — IsDeclaredUniformBinding —
that the layout, the descriptor writes and vkCmdBindDescriptorSets's
dynamic-offset array are all built from, the same shape V6g gave set 0. The
three had been restated separately, which is exactly how a fifth binding would
have gone wrong the same way.
Both gaps were found by hand, months apart, and neither could fail on the
shipping backend. VulkanShaderDescriptorContractTests reads the committed .spv
and asserts the partition instead: every uniform block at a declared set-1
binding, every storage block inside set 0's declared range, every sampled
resource in the one texture table. Checked out against the pre-fix .spv, two of
its four tests fail.
Gates: Release build; App tests 4,090 / 3 skips (4,086 baseline plus four);
strict GL offline pixel gate vs
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df6e2a7918 |
feat(render): Campaign V slice V6i-1 - one descriptor set per renderer scope
Plan section 5.5.8 recorded, and deliberately did not fix, that pointing one
binding at a second buffer within a frame silently corrupts the draws already
recorded against it: the backend rewrote the descriptor in place, and a
descriptor set's contents are read when the command buffer EXECUTES, not when it
was recorded. Nothing fired it while the Vulkan frame held only the retained UI.
Section 5.5.11 handed it forward as the first thing the world arm would hit,
because WbDrawDispatcher, EnvCellRenderer and TerrainModernRenderer each own
their own instance, batch and indirect buffers and all three bind set 0 in one
frame.
It is closed here, as its own commit and BEFORE the world arm, so that a blank or
corrupt first Vulkan world frame cannot be this defect wearing another face. That
sequencing is the point: sections 5.5.1 to 5.5.3 cost this campaign three days
because an instrument that was "usually right" sat underneath the thing being
measured.
What changed. There is no longer one (set 0, set 1) pair per flight slot; there
is an arena of them. VulkanBindingScopeArena - pure bookkeeping, no Vulkan
handles, nine unit tests - answers two questions per bind: which pair, and do its
descriptors need writing. VulkanFrameBindings keeps the Vulkan half: allocating
pairs from a growable pool list and writing the twelve descriptors when told to.
The scope key is the descriptor state itself - the ten storage buffer identities
and ranges, the plain bindings' offsets, and the two uniform buffer identities
and ranges. Deriving it is a decision, not an economy. The pinned contract has
nowhere to name a scope: BindStorageBuffer takes a buffer, an offset and a size,
and section 3.3 is frozen. Deriving also gives two properties a declared scope
would not: a renderer cannot forget to declare one, and two renderers that
genuinely share every buffer correctly share one pair rather than being told to
differ. A renderer's buffers are stable for its lifetime, so "distinct descriptor
state" is exactly "renderer scope".
Dynamic offsets stay free. A ring allocation moving between draws rides
vkCmdBindDescriptorSets's dynamic-offset array, so it costs neither a new pair
nor a descriptor write - section 4.4's "zero descriptor writes per frame"
property survives a frame having more than one binding state in it. Entries are
not invalidated at BeginFrame either, because the slot's previous submission has
retired and its descriptors still say what this frame is about to say; a steady
frame therefore rewrites nothing at all. An entry matched from the previous frame
is swapped below the live cursor so the rest of the frame cannot take it for a
different state - the ordering property the sixth test pins, where two renderers
swap submission order between frames.
What this does NOT do is draw a world. The captured Vulkan frame is still V6h's
retained UI over the fog clear, so the arena's multi-scope path is exercised by
its tests and not yet by a frame. That is recorded in the plan rather than
implied.
The plan's section 5.5.12 also records two blockers measured while scoping the
world arm and not fixed here: terrain_modern.vert declares TerrainClip without
ACDREAM_UBO_SET, so under the Vulkan dialect it lands at set 0 binding 2 where
the layout declares a storage buffer - the same class of gap 5.5.8 recorded for
UniformSkyParams, invisible until a terrain pipeline is created; and the offline
gate's scene takes the retail PView path rather than the flat safety path,
because ClipRoot falls back to Buildings.OutdoorNode, which puts
RetailPViewPassExecutor on the critical path to the first Vulkan Dereth frame and
makes the "terrain only" intermediate no cheaper than the whole arm.
Gates. Strict GL offline pixel gate against
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565c351f93 |
feat(render): Campaign V slice V4t-2 — the world texture stack crosses to GpuTextureSlot
The rest of V4t. The composite, particle and shared-atlas texture paths now
hand out the device's GpuTextureSlot instead of a raw 64-bit
ARB_bindless_texture handle, and GroupKey, CachedBatch and ObjectRenderBatch
carry that slot. WbDrawDispatcher, EnvCellRenderer and ParticleRenderer retire
their interim GlBindlessHandleTable instances and share the device's one
table, exactly as V4t-1 did for terrain. Nothing about world submission
changes otherwise: these three renderers are still raw GL, still bind binding
9 themselves, and still draw the same geometry in the same order.
**What produces a slot now.** CompositeTextureArrayCache's GL backend interns
each array's handle when it makes it resident and retires the entry when it
makes it non-resident, so the pair is created and destroyed together and the
cache above it never learns a device exists — the fake backend its tests use
mints a stand-in slot. TextureCache.AcquireParticleTexture does the same for
the one-layer particle arrays it owns, including on its rollback path.
ObjectMeshManager registers each shared atlas's wrap/clamp handles at batch
upload; registration is idempotent by handle, so the many batches sharing an
atlas share its entry.
**Slot release is stricter than what it replaces, not looser.** The interim
tables never released anything — the class comment said so — and they grew
without bound. The device's table has a fixed 16,384-slot capacity, so an
unreleased entry is now a leak with an end. Every producer therefore retires
its entry: the composite backend at MakeNonResident, the particle backend at
MakeNonResident, and ObjectMeshManager when a retiring atlas's PHYSICAL
retirement completes — the point at which its handles are already non-resident
and its texture already deleted. That last one needs the handles snapshotted
at eviction, because ManagedGLTextureArray.Dispose zeroes its own copies as
its first act. Teardown deliberately does not release: the device is being torn
down alongside its callers, so there is nothing left to recycle a slot into,
and deferring work through a possibly-disposed retirement queue would turn a
clean shutdown into a throw.
**The default value became load-bearing, and that is the one real hazard here.**
BindlessTextureLocation could say "not resolved" with handle 0, because no
texture has handle 0. A slot index has no spare value — default(GpuTextureSlot)
is real slot 0 — so a positional record would have turned every
budget-rejected or still-uploading composite into a silent read of whichever
texture registered first. That is the magenta-placeholder failure shape one
layer down. The type is now a struct storing the slot one-based, so default IS
Unresolved, with a test pinning both halves: default is unresolved, and a
location naming slot 0 is resolved and distinguishable from it. Elsewhere the
sentinel is already exact — GpuTextureSlot.Unassigned is 0xFFFFFFFF, which is
common.glsl's ACDREAM_TEXTURE_NONE — so the classify path's "no texture yet"
test and the particle billboard's untextured branch are unchanged in meaning.
**GroupKey ordering is preserved because the key never ordered anything.**
Handle→slot is a bijection (the device interns one slot per resident handle),
so the same (entity, batch) pairs bucket together as before. The key reaches
equality, hashing and the scene-digest fingerprints — never a comparator:
opaque and translucent groups sort by cull mode then camera distance, the
delayed-alpha path by viewer distance then submission ordinal, and group
enumeration follows the persistent dictionary's insertion order, which a
changed hash does not disturb. The digests hash the slot index where they
hashed the handle; both sides of the render-shadow comparison compute them the
same way, so the value changing is invisible to it. Read
CompareOpaqueSubmissionOrder, CompareTransparentSubmissionOrder and
AlphaFingerprintComparer before doubting this — sort-order drift is a
pixel-visible regression class this project has hit, and it is why the check
was made before the retype rather than after.
**One visibility change, forced rather than chosen.** BindlessTextureLocation
was public and now holds an internal contract type, so it is internal;
ObjectRenderBatch.TextureSlot is internal on an otherwise public class for the
same reason. Nothing outside this assembly and its InternalsVisibleTo test
assemblies named either.
**SkyRenderer keeps its interim table**, and the report should say why: the
sky's textures are minted by SkyRenderer itself from TextureCache's raw GL
texture names, which this slice does not retype, so it would be the one
consumer registering handles it produced — a different shape from the world
stack. The offline gate also masks the sky band, so the one automated
instrument here cannot see a sky regression. V4f owns that renderer.
**Gates.** GL offline pixel gate vs
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b16f820643 |
feat(render): Campaign V slice V6h — the Vulkan composition host
ACDREAM_RENDER_BACKEND=vulkan now runs the real GameWindow composition rather
than a second main(). All nine phases execute: DAT load, streaming, camera,
entity table, session, and the real retained UiHost drawing through the RHI.
No world renderers — they are raw GL until V4t and the world arm behind it.
The offline log is the client's own (acdream.pak opened, 6266 spells, Region
0x13000000, "loading world view centered on 0xA9B4FFFF", fourteen retail
LayoutDesc lines, streaming radii), and the captured frame is the retail
retained UI: vitals, combat/spell bar with DAT scarab icons, the nine-slot
toolbar, chat with tabs and Send, radar/compass with dat-font glyphs. Sampled
against the GL capture the widgets agree — chat interior RGBA (25,24,27,158)
vs (22,21,23,158), vitals bar (117,1,0) and toolbar slot (0,11,17) identical.
Three seams, as §5.5.9 specified:
1. Platform acquisition — already generic — publishes GameWindowGraphics
instead of a bare GL. Phases that still speak raw GL read Graphics.Gl and
take their Vulkan arm when it is null; each branch names the slice that
removes it.
2. VulkanHostInputCameraCompositionFactory is a new file and the whole of the
Phase-1 fork: four graphics members differ, input/camera/pointer delegate.
The default factory is chosen inside the phase from the platform result.
HostInputCameraResult gained backend-neutral Retirement and FrameSlots.
3. The frame root forks on one condition. The GL world-scene assembly is
unchanged, wrapped in `if (gl is not null)`; the Vulkan arm's graph is one
backbuffer clear pass computing the same RenderFrameFoundation from the same
clock and weather owners, then private presentation over it.
§5.5.9's three TextureCache couplings are unpicked: the constructor takes GL?
and rejects bindless without one, world entry points route through a Gl
property that throws naming V4t, and the (GlGpuTexture) VRAM-accounting cast
became a backend test. That cast's stated reason — DrawSprite's texture-unit
binding — was already stale, deleted at V6d.
VulkanBringUpHost is reduced to the capability-probe harness it is named for:
the instance/surface/device/swapchain sequence moved into VulkanGraphicsContext,
which the composition host and the harness now share. It is reached only with
ACDREAM_VULKAN_PROBE=1.
One latent Vulkan defect surfaced and is fixed here. The first composition-host
frame died with ErrorDeviceLost; validation named VUID-vkCmdDraw-None-08600 —
descriptor set 2 never bound. VulkanGpuPassEncoder bound sets 0/1/2 only as a
side effect of BindStorageBuffer/BindUniformBuffer, so a pass sampling the
texture table while binding no buffer — every retained-UI and debug-line pass —
drew with the table unbound. It survived V6c-V6g because the bring-up host
always drew VulkanRhiScene first and the UI pass inherited its binds; the
composition host has no 3-D scene. The fix is one line in the encoder's
constructor beside the viewport and scissor defaults, which exist for exactly
the same reason: a pass opens with complete binding state rather than depending
on what preceded it.
Gates: strict GL offline pixel gate against
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24834a6478 |
fix(render): Campaign V slice V6g — the Vulkan frame stops lying to the driver
V6f ran the bring-up host once under VK_LAYER_KHRONOS_validation and found
seven VUIDs, every one of them on the path any world frame takes (plan
§5.5.7). This closes all of them, plus a fourth defect in the same log that
§5.5.7 did not call out. The host now runs validation-clean: zero errors and
zero warnings over 39,855 frames.
Nothing outside Gpu/Vk/ is touched, so the GL backend executes not one changed
statement. The offline pixel gate says so too — 4.08e-05 differing fraction
against
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fac0940711 |
feat(render): Campaign V slice V6f-2 - terrain's tiling table becomes a buffer
terrain_modern.frag declared `uniform float uTexTiling[36]` - the per-layer
tiling factors retail passes to TexMerge::CopyAndTile / TexMerge::Merge, one per
terrain atlas layer. Vulkan GLSL has no default uniform block, so a loose array
is unspellable there, and 144 bytes of payload cannot ride the pinned 96-byte
push-constant block. GpuBindingModel reserved UniformTerrainTiling (binding 3)
for exactly this at slice V4d. The array now lives in that block.
The ELEMENT TYPE is deliberately unchanged. std140 pads every array element out
to 16 bytes, so the block is 576 bytes rather than 144, and packing four values
per vec4 would be tighter - but it would also rewrite the accessor and every use
site, and this commit's whole value is that its pixel gate measures the move to
a uniform buffer and nothing else. `uTexTiling[int(layer)]` reads exactly as it
did.
That padding is the hazard the change introduces, so it is pinned twice. The CPU
writer walks TerrainTextureTilingTable.UniformElementStrideBytes and zero-fills
the dead words rather than blitting 36 packed floats, and a new test asserts the
stride is 16, the block is 576, and the two are consistent with LayerCapacity. A
tightly-packed writer would not crash or even look obviously wrong: the shader
would read layer 0's factor for layers 0-3, layer 4's for 4-7, and in a scene
where most layers tile at 1 the error stays invisible until a layer that does
not appears. Nothing else in the suite could see that.
The buffer is allocated once in the constructor, through the same
TrackedGlResource + ResourceCleanupGroup rollback path every other terrain
buffer uses, written on the first bound draw - preserving the upload-once
property the linked program's uniform had for free - and released through the
dispose ledger. It is REBOUND every draw rather than once: GL's uniform-buffer
binding points are global and shared with SceneLighting at 1 and the sky's
params at 4, so a renderer running between two terrain draws can take binding 3
out from under us. Self-contained render state, per the standing rule.
Gates. Release build clean. App tests 4,073 passed / 3 skipped - the baseline
4,072 plus the new layout test. Offline pixel gate against
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7faaaa347b |
feat(render): V6e — the sky's uniforms become a buffer and its texture a table slot
Campaign V slice V6e, last of three. Sky was the hardest of the four pairs
because it was the only one that still worked the way a 2004 shader works: a
dozen loose uniforms pushed one glUniform call at a time, and a texture bound to
unit 0 with a sampler object chosen per submesh. Vulkan GLSL has neither a
default uniform block nor a way to declare a bare sampler, so both had to move —
and the second one had a sting in it.
The uniforms go into a `SkyParams` std140 block at uniform binding 4, the new
pre-authorized constant in GpuBindingModel (1, 2 and 3 are SceneLighting, the
terrain clip block and terrain tiling; the contract test now proves the three
constants and that literal 2 do not collide). Three matrices are 192 bytes on
their own, so the 96-byte push-constant block was never in the running. The
block's member order IS its layout: std140 aligns a vec3 to 16 bytes while using
12, so each of the three lighting vectors is followed by the float that rides in
its pad word, which is why colours and per-surface scalars interleave rather
than grouping by meaning. SkyParamsLayoutTests asserts all twelve offsets and
the 256-byte size, because getting one member wrong would read the sun direction
as a colour with no compile error, no link error and no GL error to say so.
The texture is the interesting half. sky.frag now reads through the shared table
(ACDREAM_SAMPLE_2D), and a bindless handle BAKES its sampler — so the
per-submesh Repeat-versus-ClampToEdge choice, which used to be a glBindSampler
on unit 0, becomes which slot the submesh asks for. SkyRenderer interns one
handle per (texture, wrap) pair, exactly as ManagedGLTextureArray has done since
the world path went bindless, and exactly the shape Vulkan's table has, where an
entry is a combined image sampler. Same two SamplerCache objects, same wrap
behaviour, consulted once at interning instead of once per draw. A pleasant
consequence: the sky no longer touches texture unit 0, so the load-bearing
`BindSampler(0, 0)` restore at the end of the pass — there because the binding
was global state that would otherwise force ClampToEdge on the next renderer —
has nothing left to undo and is gone.
Gates. Release build clean; App tests 4,072 passed / 3 skipped (4,057 baseline,
plus the sentinel guard from the previous commit and fourteen sky-layout
assertions). Offline pixel gate against
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602bc9dddb |
feat(render): V6e — both particle shaders cross the dialect
Campaign V slice V6e, second of three. Billboard particles and mesh particles
are the last two pairs blocked on the texture-table shape; sky follows.
particle takes the same treatment mesh_modern took: the `flat uvec2` handle
varying becomes a `flat uint` slot and the fragment stage samples through
ACDREAM_SAMPLE_ARRAY. What is different here is the untextured particle. The
shader used to ask "is the handle I was given zero", which GL can answer because
its emulated table stores handles; Vulkan cannot, because set 2 is an opaque
descriptor array and reading an element nobody wrote is undefined rather than
zero. So the question moves to the index: the CPU writes ACDREAM_TEXTURE_NONE
for a particle with no texture instead of interning the null handle as a table
slot, and both dialects test the same value. GL renders identically — the same
particles take the same branch to the same procedural blob — and the handle
table simply stops carrying an entry that never named a texture. A test pins the
sentinel across all three declarations of it, because a silent disagreement here
would sample slot 0xFFFFFFFF instead of drawing the blob.
particle_mesh needed no restructuring, only names. Vulkan GLSL has no default
uniform block, so `uniform uint uTextureIndex;` is not unsupported but
unspellable, and the two values are per-pass — one texture and one layer for a
whole sub-batch — which is exactly what the shared push-constant block is for.
uTextureIndex becomes uTextureIndexA; uTextureLayer becomes uParamA, which was
the spare scalar and is a natural fit because the shader converted the layer to
float anyway. The widening moved from the shader to the CPU; layers are small
integers, so the sampled value is bit-identical.
Gates: Release build clean; App tests 4,058 passed / 3 skipped (baseline 4,057
plus the sentinel drift guard). Offline pixel gate against
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f6f58a12db |
feat(render): put the retained UI and debug lines on both backends
Campaign V slice V6d, commit 2 of 3. TextRenderer and DebugLineRenderer were the only two renderers speaking the RHI, and both refused any device that was not a GlGpuDevice. They now refuse nothing: this is the first production rendering acdream can do on Vulkan.
Three things had to go.
The loose uniforms. debug_line declared uView and uProjection separately and DebugLineRenderer set them straight against the compiled GL program, because the pinned push-constant block carries one combined matrix and IGpuPassEncoder has no verb for arbitrary named uniforms. That was never portable — Vulkan has no default uniform block at all — so the shader converged on uViewProjection and Flush multiplies on the CPU. System.Numerics is row-vector convention while GLSL reads the floats column-major, which transposes, so the CPU equivalent of the old per-vertex uProjection * uView is view * projection. The product now rounds once per frame rather than once per vertex; these lines only draw when collision wireframes are switched on, so the offline gate sees nothing of it. ui_text's uScreenSize became the block's two spare scalars, uParamA and uParamB, with the same two divisions and the same NDC mapping around them.
The sampling mode. uUseTexture selected between font coverage, RGBA modulate and flat colour, and no field of the 96-byte block means that. It did not need one: which of the two texture-table slots is assigned IS the mode. uTextureIndexB assigned means a single-channel coverage source, uTextureIndexA assigned means an RGBA colour source, neither assigned means the vertex colour alone. GpuTextureSlot.Unassigned is already a loud sentinel for exactly this kind of question, and both branches guard so it never reaches a sampler. That also retired the 1x1 white fill texture: DrawFill routed solid quads through the sprite bucket relying on white times colour, and the untextured branch produces the same value with no texture at all. Multiplying by 1.0 changes no bits, and the gate agrees.
The texture binding. The classic glActiveTexture/glBindTexture path survived V4a because DrawSprite takes an arbitrary texture from sixty-odd widget call sites. But TextureCache had already registered every one of those into the device's table — the classic path was consuming the raw GL name that registration also produced. The UI's currency is now UiTextureTableHandle, a one-based table index whose zero is the same "no texture" every widget already guards on; a raw slot index would have turned all of those guards into silent false negatives, since slot 0 is perfectly valid. One-based rather than the slot itself because GpuTextureSlot is internal to the pinned contract while UiRenderContext.DrawSprite, TextureCache.GetOrUploadRenderSurface and a dozen widget properties are public, and neither publishing a contract type nor converting the retained UI to internal belongs in this slice.
Two consequences worth stating. The two backends disagree about what a 2-D table entry is — GL reconstructs a sampler2D from the bindless handle, Vulkan reads layer 0 of its sampler2DArray descriptor array — and ACDREAM_SAMPLE_2D is the one place that lives. Keeping GL on sampler2D is what leaves the UI's textures exactly as they are, including the paperdoll/appraisal FBO colour texture, which is an externally-owned GL_TEXTURE_2D from the §7.1 transitional seam and cannot become an array before V4g. On the Vulkan side, sampled views are now always layered, which also removes a latent invalid usage V6c shipped: it registered a Type2D offscreen view into a descriptor array whose element type is sampler2DArray.
And one real fix. Sampling through the table means a bound sampler object overrides the texture's own parameters. Nearest-requested UI art used to get its point filtering from a glTexParameter applied before the bindless handle went resident, so registering it with the stock WorldRepeat sampler would have made every retail icon and dat-font glyph silently bilinear. Those now register with a nearest-and-repeat sampler.
Supporting moves: GlGpuDevice.CreatePipeline splices common.glsl the same way Shader does, since an RHI shader that reads the table needs the table declared; GlGpuPassEncoder binds the device's table with the pipeline, which is the GL analogue of Vulkan binding descriptor set 2 per draw, and has to be per-bind because every raw-GL world renderer puts its own privately-numbered table at that binding; and the encoder derives GL_MULTISAMPLE from the pass's SampleCount, which is where the retained UI's hand-rolled glDisable belonged all along. TextRenderGlStateScope is deleted — the encoder's ambient capture restored a strict superset of it — and its failure-safety test follows the guarantee to GlAmbientCapabilityState, which gains a fakeable seam and, with it, the multisample-dimension coverage #249 recorded as missing.
App tests 4,057 passed / 3 skipped, unchanged from commit 1. Offline pixel gate against
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871c406b99 |
feat(render): let a pipeline name the colour format it renders into
Campaign V slice V6d, commit 1 of 3. The third contract amendment of the campaign, in the same shape as GpuBlendMode.InverseAlpha (V4c) and GpuVertexFormat.UByte4UInt (V4d): a slice met a wall the pinned contract could not express, and the fix is a reviewed field rather than a backend working around it.
Vulkan's dynamic rendering bakes the colour-attachment format into the pipeline. VkPipelineRenderingCreateInfo has to name it at creation, and a pipeline whose declared format disagrees with the attachment it is used with is undefined. GpuPipelineDescription named SampleCount and nothing else about the target, so slice V6c had no way to ask the question and hard-coded VulkanTextureFormatMapping.CanonicalColorAttachmentFormat for every pipeline it built. It recorded that as a real expressiveness gap rather than hiding it, and named this commit as the honest fix.
GpuPipelineDescription.ColorFormat defaults to Rgba8UnormRenderTarget, which the Vulkan backend already maps to the swapchain's B8G8R8A8_UNORM, so every pipeline written before the field existed keeps exactly the format it was getting. GL ignores the field entirely: a GL framebuffer carries its own attachment formats and a program binds to whatever is attached, so there is nothing for the GL backend to declare. The substitution that makes an offscreen Rgba8UnormRenderTarget resolve to the swapchain's byte order stays — it is what lets a backbuffer pipeline and an offscreen pipeline share one description, and it is invisible above the API because an image is sampled through its format's component mapping.
The contract test asserts both halves that matter: the default is the render-target format (so nothing moves), and the field is really settable (so naming it is not decoration).
App tests 4,057 passed / 3 skipped, up one from the 4,056 baseline. Offline pixel gate against
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234fe91d3b |
feat(render): Campaign V slice V6c - SPIR-V, pipelines, passes, and a Vulkan frame that draws
The last of V6's three commits, and the one that makes the backend render. Plan sections: 4.5 (pipelines and the persisted cache), 4.6 (shaders and the committed .spv), 4.7 and 3.3 (clip space, the Y flip and winding), 4.9 and 4.10 (swapchain format and the scissor convention), 4.11 (the probe shader V5 deferred), 5.4 (Target: null means the swapchain image, literally). WHAT RUNS. ACDREAM_RENDER_BACKEND=vulkan now renders a real scene through the whole RHI on the RX 9070 XT: 60,000-plus frames per twelve-second run, 4x MSAA resolving into a B8G8R8A8_UNORM swapchain, GPU timer scopes resolving, a screenshot taken through IGpuDevice.CaptureBackbuffer, and a clean CloseMainWindow exit with the allocator reporting three device-memory objects. WHAT IT DRAWS, AND WHY IT IS NOT THE GAME. V6's milestone is "a full game frame on Vulkan" and on this branch that cannot be the game's own frame. V4c and V4d are parked by 5.5.5 so the world renderers are still raw GL; and the two renderers that DO speak the RHI - TextRenderer and DebugLineRenderer, ported at V4a - both throw for any device that is not a GlGpuDevice, because their loose uniforms and their classic texture-unit sprite binding have no home in the pinned contract yet. Converting them is a V4-class change with its own GL pixel gate, outside this slice's file list. So the backend is exercised through the contract by a scene of our own, and it is not a toy. It uses a device-local mesh arena filled through the staging ring, instance and batch data written straight into mapped ring memory, an offscreen render target whose colour is registered into the global texture table and sampled by a later pass, a BC1 texture with a CPU-built mip chain beside an uncompressed one with a vkCmdBlitImage chain, one multi-draw-indirect covering five quads with gl_DrawID selecting per-draw batch data, a second pipeline with line-list topology bound mid-pass, dynamic cull/front-face/depth-write, push constants, timer scopes, and an MSAA colour attachment resolving into the swapchain image. ORIENTATION, BY INSPECTION. Slice V5's screenshot was a uniform clear and its orientation was right "by construction" - which a uniform clear cannot show. The scene is therefore deliberately asymmetric in both axes: a quadrant card that is red top-left, green top-right, blue bottom-left and white bottom-right, four differently tinted markers at four different corners, and an open L of lines whose short stub rises at its right end. The captured PNG reads correctly in every one of those, including a miniature of the same card in the bottom-right whose own quadrants are also the right way up. The negative viewport height, the front-face inversion and the capture path agree. THE SHADER TOOLCHAIN, AND WHAT IT FOUND. tools/compile-shaders.ps1 drives tools/ShaderCompiler, a small out-of-solution .NET tool over Silk.NET.Shaderc - the same shaderc glslc is built on, through the already-pinned Silk 2.23.0 family. glslc is preferred when a Vulkan SDK is present and reported when it is; neither this machine nor CI has one, and requiring a 500 MB manual install between a contributor and a working checkout is not a reasonable price for a build step. The GLSL sources stay the single source of truth: the Vulkan dialect arrives as a preamble injected after the #version line - ACDREAM_UBO_SET becomes "set = 1,", the texture table becomes a set-2 descriptor array with a required nonuniformEXT accessor, and the shared 96-byte push block is declared with each loose uniform name defined onto its member. The only edits to a shader BODY are mechanical and dialect-level: dropping default-block uniform declarations, which Vulkan GLSL has no such thing as, and assigning explicit varying locations BY NAME across a pair, because ordinal assignment would look identical today and silently swap varyings the first time an author reordered a line. Run over the eight production pairs, exactly one thing happened: none of them compiled, and every failure is a specific source-level fact belonging to a renderer-port slice that has not landed. debug_line needs uView/uProjection converged into one uViewProjection - two matrices are 128 bytes and the shared block is 96. mesh_modern and particle still pass a uvec2 bindless handle as a varying, which is V4t's GpuTextureSlot retype. sky has ten loose uniforms and wants a UBO. ui_text needs uScreenSize/uUseTexture/uTex. particle_mesh needs uTextureIndex to become uTextureIndexA. terrain_modern needs V4d-1's matrix convergence. mesh is the legacy pair with no RHI consumer at all. That inventory is committed as shaders.manifest.json, with each source's SHA-256 and the compiler's own message, and a test re-hashes it so an edited shader that never got recompiled fails a build rather than shipping a stale binary. vk_probe is the pair that does compile, and it is the shader 4.11 already asked for: V5 recorded "build one real pipeline from the committed .spv" as its single deliberate deviation because no toolchain existed. It is Vulkan-dialect only and no GL renderer draws with it, so it forks nothing; it retires when the ported world renderers become the backend's own proof. DESCRIPTORS. Sets 0 and 1 are DYNAMIC buffer descriptors bound per flight slot, so a per-draw range change costs a dynamic offset in vkCmdBindDescriptorSets rather than a vkUpdateDescriptorSets in the hot path - which is what keeps 4.4's zero-writes-per-frame property true for buffers as well as for textures. Ten dynamic storage descriptors is above Vulkan's guaranteed minimum of four, so it is a real requirement rather than a free choice, it fails loudly at layout creation on a device that cannot serve it, and V9's lavapipe row must confirm it. Unused bindings point at a shared dummy range so there is ONE set layout and one pipeline layout; that is why binding a second pipeline mid-pass costs nothing and disturbs neither the descriptors nor the push constants. THE ONE MAPPING FUNCTION. VulkanViewportMapping holds the whole coordinate reconciliation: negative viewport height, the front-face inversion that pairs with it, and - separately - the scissor flip, which the viewport sign does NOT perform. The V3 audit flagged that as a concrete V6 acceptance item and it is the subtle one: vkCmdSetScissor is always top-left-origin, NdcScissorRect emits GL bottom-left rectangles, and getting it wrong clips a doorway aperture from the wrong edge in a scene that has one. Clip space needs nothing, as 4.7 concluded: the cameras already build [0,1]-convention projections. CONTRACT GAP, RECORDED NOT PAPERED OVER. GpuPipelineDescription cannot name its colour-attachment format, and Vulkan bakes that into a pipeline. Offscreen targets therefore adopt the swapchain's B8G8R8A8_UNORM rather than a literal RGBA order - invisible above the API, because an image is sampled through its format's component mapping and the one CPU readback swizzles explicitly. The honest fix is a colour-format field added in a reviewed contract commit, exactly as GpuBlendMode.InverseAlpha and GpuVertexFormat.UByte4UInt were added when V4c and V4d met the same wall. It is documented at VulkanTextureFormatMapping.CanonicalColorAttachmentFormat. The pipeline cache is persisted to the cache directory and validated by its 32-byte header against this device's vendor, device and cache UUID before use. Drivers are required to ignore incompatible blobs, but "required to" is a poor foundation for something that runs before anything else in the process, and the check costs 32 bytes of comparison. Two consecutive launches report "cold" then "reused". Gates: Release build clean; App suite 4056 passed / 3 skipped (4037 at V6b plus 19 new); offline pixel gate PASS at a differing fraction of 5.15e-05 with a same-commit control immediately after it at 2.84e-05 - 29 and 16 pixels of 563,200, the same class of ambient variation the campaign's 15-23 band records, and roughly 19x under the 0.001 threshold on a commit that changes no GL code path. Validation layers could not be run: this machine has no Vulkan SDK, no HKLM\SOFTWARE\Khronos\Vulkan\ExplicitLayers key, no VK_LAYER_PATH and no VkLayer_khronos_validation.json anywhere on disk. Plan 7 already requires one validation-clean run at V7; it needs the SDK installed first and is reported rather than assumed here. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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9eae496301 |
feat(render): Campaign V slice V6b - Vulkan textures, mips, samplers and the descriptor table
The second of V6's three commits: everything the fragment stage samples. Plan sections 4.3 (textures and mip generation) and 4.4 (descriptors). The descriptor table is the piece that retires GL_ARB_bindless_texture. One update-after-bind, partially-bound, variable-count combined-image-sampler array of 16384; registration appends exactly one vkUpdateDescriptorSets and nothing is written at draw time, so steady state is zero descriptor writes per frame. A slot is a (view, sampler) pair, exactly like a bindless handle, which is why the CPU data model needs no change at all - GpuTextureSlot already carries the index and V2 already moved every batch onto it. Eviction is retirement-gated and the slot is scrubbed on the way out. Returning a slot the moment a texture is deleted would let the LRU alias a live draw onto a new texture, so the release is filed through the ledger; and when it runs the slot is first overwritten with the default 1x1 white. A stale view descriptor sitting in a partially-bound array is legal right up until something reads it, at which point it is a use-after-free with no error attached. Writing the dummy makes that impossible rather than unlikely. The CPU block-compression codec is the slice's other substantial piece, and it exists because Vulkan cannot blit into a compressed image. DAT surfaces arrive as DXT1/3/5 with no mips, so the chain has to be decoded, box filtered and re-encoded here. That is not merely a substitute for the missing blit: the GL path calls glGenerateMipmap on compressed array textures, whose result is explicitly implementation-defined, so this is the first time that part of the pipeline has had a defined answer. Two properties matter more than quality, and both are tested. It is deterministic - integer arithmetic end to end, endpoints from the block's bounding box, nearest-palette selection, no dithering and no iterative fit - because the offline pixel gate compares captures from separate processes and a chain that varied run to run would make every textured surface look like a regression. And it preserves BC1's one-bit cut-out: a block containing any texel below the alpha threshold is encoded in three-colour mode, because retail's foliage and grates ARE that mode and quantising those texels to an opaque colour would fill in every leaf. Plan 4.3's escape hatch stands if quality ever trips a gate: store the affected textures as RGBA8 and blit their mips. Uncompressed images do take the blit chain, added to the upload queue. Each source level moves to TRANSFER_SRC for its blit and back to TRANSFER_DST afterwards; leaving the chain in mixed layouts would be one barrier cheaper and would then force the batch's final shader-read transition to name a different old layout per level, so ending every level the same way is what keeps that transition one barrier per image. The upload queue now records the layout each image is in on ENTRY to a batch rather than always naming UNDEFINED. UNDEFINED lets the driver discard existing contents, which is right for a fresh image and wrong for the incremental array-layer fills that mirror ManagedGLTextureArray - discarding there would erase every layer uploaded earlier. Render targets are single-sampled per the contract and carry SAMPLED usage alongside COLOR_ATTACHMENT, so a paperdoll or appraisal view can be registered into the table and drawn by the retained UI the moment its pass ends. VulkanBackbufferAttachments owns the two attachments the swapchain does not: the multisampled colour scratch that resolves into the swapchain image, and the transient depth/stencil. Both are TRANSIENT_ATTACHMENT because nothing reads either after the frame. Stencil is not optional - issue #117's portal punch needs the aspect, which is why the V5 gate prefers D32_SFLOAT_S8_UINT over a depth-only format. Every format stays UNORM, and that is the V3 audit's finding rather than a default. The plan previously specified an sRGB swapchain "matching the GL FramebufferSrgb contract"; that contract does not exist, the renderer is plain UNORM end to end, and shipping _SRGB would have brightened every frame and passed silently until V7. VulkanPipelineLayouts is extracted from V5's capability probe rather than written beside it, and the probe now calls it. The probe's whole value is proving the layouts the live backend builds can be built on this device; two similar-looking definitions would have quietly ended that the first time one of them changed. Gates: Release build clean, App suite 4037 passed / 3 skipped (4014 at V6a plus 23 new), offline pixel gate PASS against the parent baseline at a differing fraction of 4.26e-05 - 24 pixels of 563,200, one above the campaign's recorded 15-23 same-commit noise band and about 23x under the 0.001 threshold, on a commit that changes no GL code path. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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fb9c6693dc |
feat(render): Campaign V slice V6a - Vulkan memory, buffers, rings and the frame timeline
The first of V6's three commits, and the half of the Vulkan backend that has nothing to do with drawing: where memory comes from, how per-frame data reaches the GPU, and what makes it safe to reuse either. Plan sections: 4.2 (bindings layer and the no-VMA decision), 4.3 (memory: arena, staging ring, per-frame data), 4.8 (sync and the frame). The allocator is hand-rolled, roughly as 4.2 sizes it. Silk ships no VMA, and a third-party binding would be a native binary to carry across win-x64, linux-x64 and CI lavapipe for an allocation profile that is genuinely tame: two mesh arena buffers, one staging ring, a per-flight ring buffer each, a few render targets and a texture pool. What a custom allocator buys instead is exact accounting - every byte is attributable to a memory type and a block - which is what GpuMemoryTracker will want and what VMA would obscure. Placement, block policy and heap choice are pure types with no Vulkan handle in sight: VulkanMemoryBlockFreeList is first-fit with coalescing on release, VulkanMemoryTypePool decides when a request is large enough to warrant a block of its own, and VulkanMemoryTypeSelection maps each GpuMemoryResidency onto a preference order of property masks. VulkanDeviceMemoryAllocator turns their answers into vkAllocateMemory and one persistent vkMapMemory per host-visible block. That split is deliberate: an allocator's real failure modes are arithmetic - a mis-coalesced neighbour, an alignment that eats a block's tail, a double release that quietly corrupts the used-byte count - and arithmetic does not need a GPU to be wrong. Twenty-two tests cover exactly those. The HostWritable row of the selection table is the campaign's CPU win stated as data. It prefers a memory type that is both DEVICE_LOCAL and HOST_VISIBLE - resizable BAR, present on the RX 9070 XT - so per-frame data is written once, straight into memory the GPU reads, and falls back to ordinary host-visible coherent memory when no such type exists. GpuCapabilityRecord's SupportsPersistentlyMappedRings is the first capability that is true on this backend and false on GL. Mapping is per block, never per allocation, because Vulkan permits a memory object to be mapped once - mapping per buffer would need one VkDeviceMemory per buffer, which is precisely the allocation-count explosion the design exists to avoid. VulkanRingBufferState is markedly simpler than its GL sibling, and the difference IS the point. GlRingBufferState has to track a dirty watermark and prove its upload never overlaps an in-flight read, because a ring allocation there writes into a managed array that is later copied into a GL buffer. Here the allocation hands back memory the GPU reads directly: there is no upload step to track. What is left is a cursor. VulkanUploadQueue accumulates transfers rather than issuing them, for two reasons that both come from Vulkan rather than from taste: copies must be recorded into a command buffer, and they must be recorded outside a dynamic-rendering block. So requests queue and drain at the one moment both hold - immediately before a pass begins - which is the direct analogue of the GL backend's flush-before-every-draw discipline at the granularity Vulkan needs. The drain emits one batched buffer barrier for the whole batch, one of the four to six 4.8 budgets per frame. Staging exhaustion falls back to a temporary dedicated buffer retired through the ledger. Section 4.3 already specifies that for oversized uploads; extending it to "the ring is full of unretired frames" is the same shape and is a policy rather than a workaround - the transfer stays correct and ordered, it just costs one allocation. VulkanFrameFlightController is the mechanical port 4.8 promised. GL's array of fences becomes one timeline semaphore whose value is the frame serial, "has this slot retired?" becomes "is the counter at least serial minus two?", and the SortedDictionary retirement ledger keeps its keys because those keys were already frame serials. One subtlety is worth stating: a release is filed against the frame currently being RECORDED, not the last one completed, because commands already recorded into the open frame may still read the resource. A test pins that, since getting it wrong frees memory a pending command buffer reads and the symptom would appear somewhere else entirely. Frame acquire ordering is the other subtlety. TryBeginFrame waits on the flight slot BEFORE acquiring its swapchain image, so the slot's acquire semaphore is provably idle - signalling a semaphore a pending submit still waits on is the classic Vulkan deadlock. When the acquire fails the serial is still signalled through an empty submit, because a serial that never completes makes every later frame wait forever. The device is a partial class split along the V6 commit boundary: everything here is memory and frames, while textures and the descriptor table (V6b) and pipelines, passes and readback (V6c) throw with the slice named rather than returning something that fails later and further away. Nothing constructs this device yet - VulkanBringUpHost still presents its clear colour - so the GL path executes not one new statement. VK_EXT_debug_utils naming arrives with the allocator rather than at V6c, because every resource wants a name from birth and the campaign has already spent days on defects only visible from outside the API. It stays optional: absent extension means every call is a no-op and no call site checks. Gates: Release build clean, App suite 4014 passed / 3 skipped (3981 baseline plus 33 new). One Issue181WallPressEquilibriumTests failure in the full run is the known #250 zero-allocation flake and passes on a single run. Offline pixel gate against the parent is a tripwire here - the backend is dark and no GL code path changed - and is reported with the slice. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |