Two April stand-ins, neither registered, met at the horizon from altitude as
a hard line between the dome's rim and the fog-coloured clear:
1. sky.frag fogged every non-additive sky layer with a 0.2 floor. Retail's
GameSky::Draw @0x00506FF0 disables fixed-function fog around the whole
sky draw unless an AdminEnvirons fog override is active (SetFFFogEnable(
LScape::m_override_enabled ? 1 : 0)); additive layers stay unfogged via
SetFFFogAlphaDisabled(1) at D3DPolyRender::SetSurface 0x59c882. The sky
pass now sets ApplyFog only for (override active && !additive), with no
floor.
2. WorldRenderFrameBuilder overwrote the authored fog range with one derived
from the streaming window (538..2189 m always). Retail sets FOGSTART/
FOGEND straight from the keyframe's MinWorldFog/MaxWorldFog
(SkyDesc::GetWorldFog @0x00500CE0 -> SetFFFogProperties @0x005A2F70) with
no draw-distance scaling; zfar is a constant 4000 m. The builder now
leaves SceneLightingUbo.Build's values alone; ACDREAM_FOG_START_MULT /
_END_MULT are deleted from RuntimeOptions.
Guards: SkyFogRuleTests (source-level, the sky renderer has no hermetic
harness); sky.frag.spv re-pinned in VulkanShaderManifestTests with the
reason. Research note 2026-04-23-sky-fog.md carries a correction banner.
App hermetic 6,070/0, Core 4,707/0 (Release). Owner look gate owed: night
and rain fog are now retail's shorter authored ranges.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Round-5 narrow re-review of 754d59d9: APPROVE (verified to the SPIR-V
disassembly; shadows-on path proven opcode-identical). Four
non-blocking nits.
N1 (test robustness): T3 (ReceiverVertexShadersFallBackToThePlainLightDirectionWhenTheShadowFlagIsClear)
was satisfied by comment prose -- round 5's own explanatory comments
quote the exact plain-pipeline direction substring
("-uLights[i].dirAndRange.xyz, ... matched bit-for-bit"), so the
substring-only assertion passed even with the code mutated. Fixed:
comment lines are now stripped (new StripLineComments helper) before
any assertion, and a new ordered regex per shader asserts the exact
branch SHAPE -- shadowGatedOff ? -uLights[...] : normalize(uShadow...)
-- not just substring presence. Mutation-tested locally against the
rewritten test: (1) swapping the ternary's true/false operands --
FAILED (previously passed); (2) deleting the fallback entirely,
collapsing to the pre-round-5 buggy expression -- FAILED (previously
passed). Original file restored and reverified passing after each
mutation.
N2 (doc accuracy): "numerically the plain pipeline" overstated the
round-5 fix in three places (plan doc, mesh_atmospheric.vert,
terrain_atmospheric.vert). The direction expression is bit-for-bit;
the SUM is not, because the atmospheric shaders' split ambient+point
vs directional accumulation (and terrain's two varyings vs the plain
pipeline's one) reassociates float summation order by ~1 ulp -- which
is exactly the measured mean |Delta| 0.007 the coordinator's own
pixel-proof evidence already recorded (well under the 65 px noise
floor). All three rewritten to say the receiver "matches the plain
pipeline to within float summation-order rounding (measured mean
|Delta| 0.007 on the offline scene)."
N3 (coverage): RenderPrepared's own cascadeCount == 0 exit (the F2
fix) had no direct test even though RenderPrepared already has 8
direct call sites in this file. Added one: ResidentMaximumReachMeters
at/below CameraNearMeters, passed straight to RenderPrepared with an
otherwise-fully-valid environment (so the fitter, not the environment
gate, is what returns zero cascades), asserting IsBindableFor true /
IsValidFor false.
N4 (latent): RenderPrepared's OWN "if (!environment.ShouldRender)"
exit is a fourth bufferless-disabled path -- unreachable via Render
(whose own gate already validates ShouldRender first) but the same
shape, and RenderPrepared is called directly by tests and any future
caller. Took the preferred fix: publishes the disabled binding there
too, via the same helper, so every exit on a frame that draws the
world publishes when the pack's AtmosphericFrame is bound. Also made
EvaluateGateAndPublishDisabledBinding self-contained: it now resets
_currentFrameBinding to Disabled on its own entry instead of relying
on Render having done so first (idempotent with Render's own reset).
Regenerated SPIR-V: mesh_atmospheric.vert and terrain_atmospheric.vert
are comment-only changes (N2), so only the manifest's source hashes
changed -- compiled .spv bytes are unchanged, consistent with round 3's
precedent for comment-only shader edits.
Verify: Release build 0 warnings/0 errors. App hermetic-lane filter
6,055/0 failed. Full hermetic-filtered solution: 15,283/0 failed
across 15 projects.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Round 4 (eec95535) fixed wind but introduced a new lighting bug: the
receiver VERTEX shaders source the sun direction from the shadow block,
not only the shadow visibility term. mesh_atmospheric.vert's
accumulateLights read uShadowLightDirectionAndSource unconditionally for
every directional light; terrain_atmospheric.vert did the same for its
single sun term. Round 4's PublishDisabledReceiverBinding writes
direction (0,0,1) into that block on every shadow-gated-off frame (user
sun-shadow-strength 0 in daylight, indoor/portal cover, night), so every
such frame was lighting outdoor terrain and objects from straight
overhead instead of the authored sun. Publishing the environment's real
direction would not have restored parity either -- the celestial shadow
source direction (sun/moon disc) is not the authored light direction.
F1 (BLOCKER): fixed in the shaders themselves, exact parity with the
plain pipeline. Both receiver verts now branch on the same flag bit
acdreamDirectionalShadowVisibility already reads
((uShadowTextureAndFlags.w & 1u) == 0u) and, when clear, use the EXACT
plain-pipeline expression instead of the shadow block's direction:
-uLights[i].dirAndRange.xyz in mesh_atmospheric.vert (matching
mesh_modern.vert, hoisted out of the light loop as a uniform branch);
-uLights[0].dirAndRange.xyz in terrain_atmospheric.vert (matching
terrain_modern.vert's sunDir/-sunDir form). The (0,0,1) word in the
disabled block stays as the documented normalize()-cannot-NaN guard; its
comment now says so explicitly since it is no longer read as a light
direction when the flag is clear.
F2: RenderPrepared's cascadeCount == 0 return is a third bufferless-
disabled path reachable from a frame that already passed Render's own
two gates (the cascade fitter can still find zero usable cascades) --
publishes the same disabled binding now, via the same
PublishDisabledReceiverBinding helper (re-signatured to take a bare
AtmosphericFrameBufferBinding so all three call sites -- Render's two
early-outs plus this one -- share it).
F3: removed a stray duplicated " -- Closeout and merge" fragment under
the plan's VM7 heading.
F4: corrected the false "the flag bit makes it numerically the plain
lighting sum" claim in the plan's round-4 paragraph and in
WbDrawDispatcher.DirectionalShadowReceivers.cs -- the flag bit alone
only fixed the shadow VISIBILITY term (already correct before round 4);
it took both that AND round 5's light-DIRECTION fallback to actually
match the plain pipeline.
T1: extracted Render's gate prologue (environment evaluate -> two
early-outs -> PublishDisabledReceiverBinding) into internal
EvaluateGateAndPublishDisabledBinding(frame, in input, out environment,
out environmentGateTicks), behaviour-preserving, called by Render before
it touches world/terrain -- the ArgumentNullException.ThrowIfNull(world)/
ThrowIfNull(terrain) calls keep their exact position relative to the
gate. No test in this suite constructs a real WbDrawDispatcher +
TerrainModernRenderer pair (still true), so this extraction is what
makes the gate itself testable; two new tests drive it directly with
PlayerInsideCell: true and with ResidentMaximumReachMeters <=
CameraNearMeters, asserting TryGetCurrentFrameBinding true / IsValidFor
false for both.
T2: proves the actual composition WbDrawDispatcher.PipelinesFor and
TerrainModernRenderer both use -- TryGetCurrentFrameBinding feeding
ShouldSelectReceiverPipeline -- selects the receiver pipeline for the
atmospheric world pass once a disabled binding is published, and still
refuses a non-atmospheric pass name.
T3: shader-source guard (same style as AtmosphericPostProcessGraphTests'
existing shader-text tests) pinning that both receiver verts contain the
flag-gated fallback and reference the same uLights expression the plain
verts use, so a future edit that drops the fallback fails this test
instead of only showing up in a pixel capture.
T4: the (0,0,1) test's doc comment and an inline assertion comment now
say the value is a NaN guard, not a light direction.
Regenerated SPIR-V: mesh_atmospheric.vert and terrain_atmospheric.vert
recompiled to different bytes this time (a real code change, not a
comment); manifest updated to match.
Verify: Release build 0 warnings/0 errors. App hermetic-lane filter
6,054/0 failed. Core.Tests 4,695/0 failed. RenderPackValidator 30/30.
Full hermetic-filtered solution: 15,282/0 failed across 15 projects.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Narrow re-review of 43e3abed found every A1-A5/A7/A8 item resolved but
one new blocker in the production packed classifier.
F1 (BLOCKER): RetailPViewPassExecutor.DrawPackedProductionRoute — the
route production world geometry actually draws from — never computed
FoliageFlags at all. WbDrawDispatcher.PackedOracle.cs's
ClassifyPackedBatches built its GroupKey with the field defaulting to
0u, and GetOrCreatePackedGroup never copied it onto the created
InstanceGroup, so production BatchData.flags bits 1/2 were always zero
for every scenery entity: the world geometry never swayed even though
the independently-classified shadow caster did, so shadows visibly
swayed under rigid trees. Both classifier call sites now compute
FoliageFlags via the identical FoliageWindClassification.Classify call
and entity-scoped HasCutoutSubset OR the classic (non-packed) path
uses, and GetOrCreatePackedGroup copies it exactly like
GetOrCreateInstanceGroup always has. The G2/G3 classified-output
digest (AddOpaqueSubmissionGroup/BuildTransparentSubmissionDigest) now
also folds GroupKey.FoliageFlags into its hash — present in the key
since round 1 but never actually read by either digest function, so a
content-level (not just group-count-level) classic-vs-packed
divergence is now caught.
F2 (medium): the delayed-alpha replay path (PrepareDeferredAlphaDraws)
hardcoded Flags = 1, dropping bits 1/2 for any group replayed through
it — a trunk instance promoted into the alpha-blend group mid-fade
(the #188 translucency-promotion case) would stop swaying for the
duration of its fade. Now 1u | key.FoliageFlags.
F3 (nit): ComputeEntityHasCutoutSubset's three call sites (classic,
caster, and the newly-fixed packed classifier) each allocated a
closure over _meshAdapter per Setup entity per frame. A new
context-taking overload passes the mesh adapter as an explicit
argument to a static lambda instead, letting the compiler cache one
delegate for the method's lifetime rather than allocating fresh ones.
A3 test gap: WbDrawDispatcher.BindDirectionalShadowReceiver is now
internal so DirectionalShadowGpuTests can drive it directly with a
bare RecordingGpuDevice pass encoder, proving it emits
UniformAtmosphericFrame with the exact buffer/offset/size a
DirectionalShadowFrameBinding carries — paired with the existing test
proving that binding carries the caster's real bind forward untouched.
F1's missing test: PackedDispatcherOracleTests chains
FoliageWindClassification.Classify (called with the packed
classifier's exact argument shape) for a real 0x8... scenery entity id
through BuildIndirectArrays — the same shared, already-tested
production step both classic and packed group lists feed into BatchData —
proving the resulting flags word carries bit 0x2. Driving
ClassifyPackedBatches/GetOrCreatePackedGroup directly was not a "cheap
test": both are private instance methods reachable only through the
full RetailPViewPassExecutor route, which needs a real IGpuDevice,
world-pass scope, mesh manager, and compiled pipelines to construct —
no test anywhere in the App test project stands one up.
Nits: F4 corrects foliage_wind.glsl's header comment from "bit 31" to
the top-nibble test; F5 documents at the receiver bind site that the
caster's own AtmosphericFrameBufferBinding has its seven ABI v1
members zero/Identity by construction (only the two v2 wind members
are valid) — safe today because mesh_atmospheric.vert reads that
binding solely for wind displacement, flagged as a footgun for a
future v1-reading addition to that shader; F6 notes in the plan
(rather than fixes) that EntityCacheEntry does not proactively
invalidate when FoliageWindExclusions changes on a pack switch —
harmless with the pack off, self-heals on the entry's next natural
eviction.
foliage_wind.glsl's F4 comment-only change updated the SPIR-V
manifest's source hashes for the five includers (mesh_atmospheric.vert
+ four directional_shadow_world_* casters); the compiled .spv bytes
are byte-identical since comments do not affect bytecode.
Verify: Release build 0 warnings/0 errors. App hermetic-lane filter
6,043/0 failed. Core.Tests 4,695/0 failed. RenderPackValidator 30/30.
Full hermetic-filtered solution: 15,271/0 failed across 15 projects.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Opus dual-lens review of the three VM6 commits (0930c35d, 39e8408c,
6cc5e183) found two blockers and two should-fix issues; all landed here
along with the review's nits and documentation corrections.
Blockers:
- A1: the procedural-scenery classifier tested bit 31 alone instead of
the full top nibble (0xF000_0000 == 0x8000_0000), so it also matched
LandblockStaticEntityIdAllocator's 0xC... namespace (fences/gates/
building shells with a cutout subset), the 0xDA11_D0xx paperdoll id,
and the 0xFFFF_FF01 portal-tunnel id as procedural scenery — all
three would have swayed. ProceduralSceneryIdAllocator.IsInNamespace
now does the exact top-nibble test; FoliageWindClassification
delegates to it.
- A2: GroupKey (the receiver's instance-batching key) did not carry
FoliageFlags while the caster's dedup key already did, so a scenery
instance and a non-scenery instance sharing a mesh subset coalesced
into one receiver InstanceGroup whose flags were last-writer-wins —
disagreeing with the correctly-keyed caster. GroupKey now carries
FoliageFlags, computed before key construction and set exactly once
at group creation; the imperative re-stamp is gone, and CachedBatch's
now-redundant FoliageFlags field is removed.
Should-fix:
- A3: the world receiver pass bound UniformAtmosphericFrame only by
accident (leftover from the caster pass, which runs first each
frame, since Vulkan binding state isn't reset between passes).
DirectionalShadowFrameBinding now carries the caster's exact
AtmosphericFrameBufferBinding and BindDirectionalShadowReceiver binds
it explicitly.
- A4: a Setup-composed tree's opaque trunk part never got the trunk
flag because HasCutoutSubset is cached per GfxObj part, not per
entity. FoliageWindClassification.ComputeEntityHasCutoutSubset now
ORs HasCutoutSubset across an entity's resolved sibling parts once
per entity, threaded into ClassifyBatches/AddDirectionalShadowBatches
via a new optional override parameter.
Nits: A5 hashes the per-vertex flutter seed relative to the instance
origin instead of absolute world XY (fp32 sin() precision loss at far
landblock corners), mirrored in both foliage_wind.glsl and
FoliageWindModel; A7 documents the max(maxHeight, 0.5) divide-guard as
a deliberate pseudocode divergence; A8 switches FoliageWindExclusions'
construction to ToFrozenSet() and softens the "never stale" doc
comment to "no slower than one frame behind."
Tests added: top-nibble classification (0xFFFFFFFFu now correctly
false), GroupKey inequality across entity-driven scenery/landblock-
static classification, a caster-batch test proving the same pairing
never coalesces, ComputeEntityHasCutoutSubset unit + end-to-end
two-part-Setup tests, the caster→receiver AtmosphericFrame binding
carry-through, flutter-hash translation invariance relative to
instance origin, and a Storm-wind mid-height displacement floor
guarding against a "no motion" regression.
Docs: plan VM6 body corrected to the five-row WeatherKind table, "bits
1 and 2", "all four" caster shaders, and top-nibble wording throughout;
the owner gate checklist's Rain/Storm step; the stale v1-only shader-
interface compatibility entry; semantic-bindings-v1.md's v2 members
folded into the main 192-byte block; the IA-25 register row's top-
nibble wording; AtmosphericFrameInputs.cs's ABI size reference.
foliage_wind.glsl's A5 change recompiled exactly the five shaders that
include it (mesh_atmospheric.vert, the four directional_shadow_world_*
casters) plus the manifest; no other .spv changed.
Verify: Release build 0 warnings/0 errors. App hermetic-lane filter
6,041/0 failed (no environment-specific failures this run).
RenderPackValidator 30/30. Full hermetic-filtered solution: 15,269/0
failed across 15 projects.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Procedural-scenery foliage (trees/bushes — entity ids in the
ProceduralSceneryIdAllocator's 0x8XXYYIII namespace) sways with weather in
mesh_atmospheric.vert and all four directional_shadow_world_* caster vertex
shaders, both calling the identical new foliage_wind.glsl include so the
shadow moves with the leaf by construction.
Classification (FoliageWindClassification, AcDream.App.Rendering.Wb): two
new BatchData.flags bits, computed once per (entity, subset) from four
inputs — entity id (bit 31 for procedural scenery), the pack's declared
FoliageExclusions membership, the subset's TranslucencyKind, and
ObjectRenderData.HasCutoutSubset (computed once per mesh at build time, not
per frame). Bit 1 marks an alpha-cutout leaf subset; bit 2 marks an opaque
trunk subset (only when its own mesh also owns a cutout subset, so rocks
stay still). WbDrawDispatcher.ClassifyBatches (world receiver) and
AddDirectionalShadowBatches (caster) call this with the same four inputs, so
casters and receivers classify identically without needing to share state.
Retail's mesh_modern/terrain_modern/mesh_detail pipelines never read these
bits, so pack-off output is unaffected.
Motion model (foliage_wind.glsl, mirrored bit-for-bit in the new
FoliageWindModel for hermetic CPU tests): height-squared-scaled slow lean
for every foliage subset, plus branch swing and per-vertex-hash-decorrelated
flutter for cutout subsets only. AtmosphericPostProcessGraph.ResolveFoliageWind
resolves the wind block once per frame.Serial — advanced by whichever of
RenderDirectionalShadows (which runs first) or RenderPostProcess is called
first that frame, with the second reading the already-advanced state, which
is what keeps the caster and receiver reading byte-identical clock/strength
values. The per-day-group mean/gust target (AtmospherePolicyDeclaration.
FoliageWindByDayGroup, keyed by the same day-group index convention
ActiveDayGroupMultipliers already established: Clear/Cloudy/Overcast/Rainy)
eases toward its target over WeatherSystem.TransitionSeconds (10s) so a
weather change never snaps; wind-enabled off or indoor instead gates the
OUTPUT to an exact zero (not an asymptotic approach) so a settings toggle or
cell transition is immediate. The wind clock is a Stopwatch started at graph
construction (monotonic, session-relative magnitude for GPU sin() accuracy),
overridable by the same ACDREAM_SKY_PHASE_SECONDS pin SkyRenderer already
uses, for deterministic offline gates.
New settings: wind-enabled, wind-strength, wind-direction-degrees (225°
default — no authored retail wind direction exists to read),
wind-lean-metres, wind-branch-metres, wind-flutter-metres (0 on Low),
wind-canopy-height-metres.
Register row IA-25 files this as an intentional, strictly opt-in divergence:
retail applies no per-vertex wind displacement to any geometry. Known,
accepted limitation: classification is per mesh-subset (one BatchData.flags
word per indirect-draw batch), not per entity instance, so the rare case of
one mesh subset being reachable from both a procedural-scenery and a
non-scenery placement would classify all of that subset's instances alike.
Tests: FoliageWindClassificationTests (the full classification matrix),
FoliageWindModelTests (identity on non-foliage/calm-wind/base-vertex,
canopy-top displacement bound, z-never-increases, trunk has no flutter
term), RenderPackAtmospherePolicyEvaluationTests (exact day-group lookup,
no interpolation across day-group ids, easing convergence without overshoot
or discontinuity), AtmosphericShaderAbiTests (each of the five shaders calls
acdreamFoliageDisplace exactly once; mesh_modern/terrain/mesh_detail call it
never), and four AtmosphericPostProcessGraphTests additions (indoor/disabled
exact-zero gating, settings-to-UBO wiring, same-frame-Serial idempotency —
the last proxies the caster/receiver agreement invariant without needing
this hermetic harness's WbDrawDispatcher/TerrainModernRenderer dependency
chain to exercise RenderDirectionalShadows directly).
App hermetic filter: 6015/6017 (the same 2 pre-existing failures as VM6a,
confirmed unrelated). Core.Tests hermetic: 4697/4697. RenderPackValidator.Tests:
30/30. Full solution Debug and Release builds green. Shader recompile
touched exactly the 5 edited files' .spv (plus manifest); the retail oracle
set and every other pack shader are byte-identical.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
AtmosphericFrame (set 3/binding 5) grows additively from 160 to 192 bytes:
two appended vec4 members, uAtmosphereClockWind and uAtmosphereWindAmplitude,
carry the foliage-wind clock/weather and amplitude inputs VM6b's shader
displacement will read. RenderPackShaderAbi renames the old constant to
AtmosphericFrameSizeBytesV1 (160), adds AtmosphericFrameSizeBytesV2 (192),
keeps AtmosphericFrameSizeBytes pointing at the current (v2) size, and adds
ShaderAbiVersion = 2. RenderPackSpirvValidator.ValidateAtmosphericFrame
accepts either the v1 (seven-member, 160-byte) or v2 (nine-member, 192-byte)
shape and rejects anything else naming both — this is why the frozen
external sample packs under samples/*/Shaders/*.spv, whose GLSL sources are
not in this tree, need no rebuild: a v1 shader bound to the 192-byte buffer
still reads correctly, since a bound range only needs to be >= the block's
own declared size.
DirectionalSunShadowRenderer's caster pass now binds AtmosphericFrame too
(both the multiview and per-cascade sites), through a new
AtmosphericFrameBufferBinding the graph owns and supplies via
DirectionalSunShadowRenderInput. AtmosphericPostProcessGraph.RenderDirectionalShadows
builds its own 192-byte ring allocation for this, separate from the world
receiver's frame block, because the caster pass runs before RenderPostProcess
constructs that block within the same frame. The four world caster pipeline
variants (opaque/cutout, base/multiview) are now allowed to declare binding
5 in the validator; terrain casters are untouched.
This commit is plumbing only: the two new members are always written but
never read by any shader yet (zero placeholders), so pack-on and pack-off
output are both pixel-identical to before. VM6b wires the real weather-driven
values and the shader-side displacement.
App hermetic filter: 5972/5974 (2 pre-existing failures unrelated to this
change, confirmed against the unmodified baseline). Core.Tests hermetic:
4697/4697. RenderPackValidator.Tests: 30/30. VulkanShaderManifestTests
(retail oracle set): 7/7, byte-identical.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Fix round from Opus review of 87677f9c (APPROVE WITH FIXES):
1. (A1/A3) Hardened the atmospheric_filmic.frag / atmospheric_bloom_
downsample.frag shader-source pinning test: asserts the exact decode
call count (6 - three in lowFusedScene, three in main's non-fused
branch), that the 2.2 display-gamma exponent and 1/2.2 inverse in
atmospheric_common.glsl are formatted FROM AtmosphericColorPipeline
.DisplayGamma (so shader literal and CPU-tested value cannot drift),
that the 0.18 contrast pivot in atmospheric_filmic.frag is formatted
from AtmosphericColorPipeline.LinearMidGrey, and pins
AtmosphericPostProcessGraph.BloomKneeLinear/BloomThresholdLinear as
exact literals (0.73f / 1f). Also removed a stray trailing "()" from
an existing comment in atmospheric_filmic.frag that was inflating the
decode-call count to 7.
2. (B1) Re-derived the "vignette-strength" default for the linear-light
post stack. The vignette multiply now happens on linear colour before
the final encode, so a corner factor of (1 - strength) displays as
(1 - strength)^(1/2.2), not (1 - strength) directly. The accepted
look was strength 0.12 under the OLD gamma-space pipeline: a 12%
on-screen corner darkening. Under strength 0.12 in the new linear
pipeline that same 0.88 corner multiplier would only display as
0.88^(1/2.2) ~= 0.9435 (5.6% darkening - visibly weaker). Solving
(1 - strength)^(1/2.2) = 0.88 gives strength = 1 - 0.88^2.2 ~= 0.245,
which reproduces the accepted 12% corner darkening. Since
RenderPackSettingValueCodec requires every declared default to be
step-aligned from the minimum and 0.245 is not a multiple of the old
0.01 step, the step also moves to 0.005 (a finer slider, not
coarser) so the exact derived default is a valid grid point -
verified by running the ExternalTierTwoPackCanRenameEveryOwnedId
AndShaderAsset validation test, which failed with "invalid default
value" before this correction. Also updated the matching fallback in
AtmosphericPostProcessGraph.FromDescriptor (0.12f -> 0.245f) for
consistency, and added
AtmosphericColorPipelineTests.VignetteDefaultReproducesTheAccepted
TwelvePercentCornerDarkening pinning encode(1-0.245) ~= 0.88.
3. (A4) Renamed VolumetricShaftFrameParameters.LinearSunColor ->
AuthoredSunColor in VolumetricShaftQuality.cs (internal, 2 references,
both in that file - safe). Left LightSource.ColorLinear unrenamed:
grep shows 13 files depend on it (GlobalLightPacker, SceneLightingUbo,
LightBake, LightManager, EnvCellRenderer, RenderingDiagnostics, and
several Core tests) across the shared retail default-path lighting
UBO pipeline - renaming it is out of VM3's pack-only scope and would
touch the mandatory-unchanged default path. Added a pointer comment
on the field in LightSource.cs (and a one-line note at its
WorldRenderFrameBuilder.cs call site) documenting the same
display-space-not-linear fact and explaining why the rename is
deferred to its own default-path colour-space pass.
4. (B4) Added a citation beside acesFitted in both atmospheric_filmic
.frag and its C# mirror (AtmosphericColorPipeline.AcesFitted):
Krzysztof Narkowicz, "ACES Filmic Tone Mapping Curve" (2016). The fit
takes linear scene light in and returns linear display light in
[0,1] - it does not itself gamma-encode. Evidence: acesFitted(0.80 *
decode(0.46)) = 0.2064 un-encoded versus the accepted 0.51 on screen.
5. (B2) Rewrote the VM3 section of docs/plans/2026-08-22-visualmaster-
campaign.md with the shipped truth in place of the pre-implementation
guess: exposure stays 0.80 (at exposure 1.0 the linear pipeline maps
gamma-0.5 to 0.6017, essentially the same 0.6163 the owner called too
bright), bloom threshold stays 1.0 (a fixed point of both exponents),
knee moves 0.45 -> 0.73, vignette-strength moves 0.12 -> 0.245. Added
the old-vs-new curve table at exposure 0.80 across ten gamma inputs.
Replaced the acceptance criteria's "new automated test on the
recording RHI" with the CPU mirror + shader-source pins actually
used, and recorded that the real-frame masked capture WAS run
(retail vs High-with-every-effect-neutral, artifacts/vm3):
independently re-verified by re-running the pixel diff against the
checked-in screenshots - 110,561 px at |delta|=1 and exactly 95
pixels at |delta|>=5, confined to foliage-canopy silhouette edges
against sky with nothing on any ground/building/water surface. Noted
the Stage-1 luminance table re-capture is still owed at the owner
gate.
6. (B3) Corrected docs/plans/2026-08-21-atmospheric-rendering.md's VM3
summary sentence: the bloom intermediate is already linear after
extraction (no separate "bloom read" decode), and the neutral-preset
claim is now phrased as a measured numerical identity (<=1 LSB on a
real frame) rather than an unqualified "is" statement.
7. (A5) Corrected toolchain attribution: tools/compile-shaders.ps1 used
the managed Silk.NET.Shaderc path (shaderc_shared.dll) to compile in
both this round and the original VM3 commit - a Vulkan SDK glslc was
detected and its path recorded, but the managed compiler is what
actually ran. Regenerating this round only changed the atmospheric_
filmic frag stage's manifest hash (comment-only edits); the compiled
.spv bytes are unchanged, and every retail-oracle shader
(mesh_modern, terrain_modern, mesh_detail, etc.) remains untouched.
8. Replaced an invented motive in the atmospheric_filmic.frag contrast-
pivot comment ("rounded up for a stronger gamma-space contrast
feel") with the actual reason: the previous 0.5 was simply the [0,1]
midpoint of the standard contrast formula, not a deliberately chosen
value; in linear the perceptual mid-grey is 0.18.
Verify: Release build 0 warnings / 0 errors. App hermetic-filter tests:
5970 passed / 0 failed / 0 skipped. VulkanShaderManifestTests: 7/7 pass
(retail-oracle SPIR-V byte-identical; only the atmospheric_filmic frag
manifest hash changed, no .spv bytes changed).
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Closes review finding F4 (docs/research/2026-08-22-campaign-ar-review.md):
retail's main-world colour, sun rays and volumetric shafts are all
gamma-encoded display-space values (the 2013 client has no linear
lighting pipeline), but bloom thresholding, ACES (Narkowicz fit),
Rec.709 luma saturation, the contrast pivot and the vignette were all
operating directly on those gamma values, then writing the result to
the UNORM swapchain without re-encoding.
- atmospheric_common.glsl gains acdreamDecodeDisplay/acdreamEncodeDisplay
(pow(c, 2.2) / pow(c, 1/2.2)). 2.2 is the retail-era CRT/early-LCD
display-gamma assumption, deliberately not the sRGB piecewise curve,
which would claim a precision retail's authoring pipeline never had.
uAtmosphereSunColor's comment is corrected from "authored linear rgb"
to "authored display-space rgb (retail has no linear pipeline)".
- atmospheric_bloom_downsample.frag, atmospheric_filmic.frag (both the
fused-Low and non-fused paths) decode every world/ray/volumetric read
before summing/thresholding; atmospheric_bloom_blur.frag is unchanged
(it already reads the now-linear bloom buffer); atmospheric_sun_rays.frag
and atmospheric_volumetric.frag are documented as writing display-space
colour that the consumers decode.
- The contrast pivot moves from 0.5 (a gamma-space midpoint) to 0.18
(linear mid-grey, the standard 18%-grey-card exposure convention).
The final filmic output is clamped in linear, then re-encoded before
the UNORM write.
- Bloom threshold/knee are re-derived for linear light: the pre-VM3
gamma-space pair was threshold 1.0 / knee 0.45, i.e. a soft range of
[0.55, 1.0] in gamma. Decoding both ends with the same 2.2 assumption
gives decode(1.0) = 1.0 (threshold unchanged) and
decode(0.55) = 0.55^2.2 ~= 0.27, so linear knee = 1.0 - 0.27 ~= 0.73.
Replaced the inline 0.45f literals with named constants
BloomThresholdLinear = 1f / BloomKneeLinear = 0.73f on
AtmosphericPostProcessGraph. bloom-strength's 0.65 default is
untouched.
- Exposure stays at its accepted 0.80 default: in linear,
encode(acesFitted(0.80 * decode(0.46))) ~= 0.50, reproducing the same
accepted midtone the old gamma-space pipeline produced as 0.51 for the
same 0.46 input (0.46 * 0.80 fed straight into acesFitted, no
decode/encode). Highlights now retain more (gamma 0.9 input moves from
~0.74 to ~0.85 through the full pipeline) and blacks deepen slightly
(gamma 0.1 moves from ~0.09 to ~0.05) — the owner's visual gate judges.
- Added AtmosphericColorPipeline, a CPU mirror of the GLSL decode/encode/
ACES/grade/filmic math (line-for-line, with a header comment requiring
it stay mirrored), and AtmosphericColorPipelineTests: neutral-preset
identity within half an 8-bit step for a 0..255 grey sweep (proving the
neutral preset is numerically the pack-off image), decode/encode
round-trip within 1e-6, monotonic-in-exposure, the pinned midtone/
highlight/shadow numbers above, and the bloom-knee derivation.
- Added a shader-source pinning test so a future edit cannot silently
drop the colour-space conversions: atmospheric_filmic.frag must
contain exactly one acdreamEncodeDisplay( call in main()'s output,
atmospheric_bloom_downsample.frag must contain at least three
acdreamDecodeDisplay( calls.
- Regenerated SPIR-V (tools/compile-shaders.ps1, glslc from the
installed Vulkan SDK). Only atmospheric_bloom_downsample.frag.spv and
atmospheric_filmic.frag.spv changed in bytes; every other pack shader
that includes atmospheric_common.glsl recompiled to a byte-identical
binary (the new decode/encode helpers are unreferenced dead code for
them). VulkanShaderManifestTests' retail-oracle SHA-256 set
(mesh_modern, terrain_modern, mesh_detail, etc.) is untouched and
still passes — the retail default path did not change.
- Docs: noted the linear-light move in the AR plan's Slice 1 section,
and added a "Colour space" section to the render-pack ABI doc
(docs/render-packs/semantic-bindings-v1.md) naming which inputs are
display-space and pointing at atmospheric_common.glsl as the
reference implementation. No ABI version bump — the binding layout
is unchanged.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Fixed step-count volumetric ray marches (Low/Medium presets, e.g. 40 steps)
sample the same t values at every pixel, so a shadow-cascade edge crossing
lands at the same march step across a whole neighbourhood of pixels and
reads as visible concentric banding around light shafts. Offset each
pixel's march phase with interleaved gradient noise (Jimenez 2014,
fract(52.9829189 * fract(dot(gl_FragCoord.xy, vec2(0.06711056,
0.00583715))))) instead of the fixed 0.5 sub-step center: t = (step + ign)
/ steps. This decorrelates the step boundaries across pixels, turning the
banding into fine per-pixel noise that the existing quarter/half-res
upsample already averages away. Pack-on only — atmospheric_volumetric is
never used on the retail default path; extinction, colour, and early-outs
are unchanged.
Regenerated SPIR-V via tools/compile-shaders.ps1: only
atmospheric_volumetric.frag.spv and shaders.manifest.json's source hash
for that stage changed.
Also files #421 (docs/ISSUES.md) for Campaign AR review finding F7: the
directional-shadow pass's DirectionalShadowTransformBufferSet duplicates
the main pass's N.5 instance SSBO instead of binding it, to be resolved
once the planned GPU-culling step for shadow cascades lands. Updates the
VM5 ledger row and outcome note in
docs/plans/2026-08-22-visualmaster-campaign.md.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Opus dual-lens review of 05970306 + 388457a7 (APPROVE WITH FIXES). Four
items, all landed:
1. FOG (behavioural). Retail's D3D fixed-function fog stage runs AFTER the
texture-stage pipeline, so the detail contribution must be fogged, not
just the base. mesh_modern.frag already fogs the base colour
(applyFog(rgb, vWorldPos)) before mesh_detail's replay draws over it;
mesh_detail.frag previously emitted raw detail.rgb, understating fog by
f*a*(fog-detail). Fix: mesh_detail.vert now outputs vWorldPos (mirroring
mesh_modern.vert); mesh_detail.frag declares the identical SceneLighting
UBO and applyFog function (copied verbatim, same binding/std140/math) and
fogs detail.rgb before emitting it. This collapses algebraically to
retail's fog-after-combine order:
(1-a)*mix(base,fog,f) + a*mix(detail,fog,f) = mix(lerp(base,detail,a),fog,f)
RetailDetailTextureContract gains ExpectedFogged(base,detail,opacity,fog,
fogFactor); RetailDetailTextureContractTests pins the identity across 200
random samples within 1e-6.
2. EnvCellRenderer.Rhi.cs's DrawEnvCell-category comment still said "apply
the 10-50 m positive-view-depth fade" — a stale claim from before VM1
removed the fade. Replaced with the mip-chain attenuation statement that
mesh_detail.vert's header comment already carries.
3. Added the test the VM1 contract required but never had: TerrainAtlas
.TryCreateDetailTexture uploads a full mip chain (MipLevelCount ==
RhiWorldTextureArray.MipLevelsFor(w,h), GenerateMipChain called) and
registers with the repeat/linear world sampler, not single-level or
clamped. Drives the private method directly (reflection) against a
synthetic PFID_A8R8G8B8 RenderSurface through a minimal in-memory
IDatReaderWriter fake, so the lane stays hermetic (no installed DAT).
4. #226 pseudocode note: noted that retail's stage-1 OUTPUT alpha
(MODULATE(TEXTURE, CURRENT), 0x0059c549) — the framebuffer blend weight a
delayed-alpha subset composites with — is not modelled; acdream instead
draws a second pass weighted by detail.a*diffuseAlpha. Identical for
opaque subsets, a bounded difference on translucent building/EnvCell
subsets already covered by the existing AP-34 shared-alpha-queue
divergence row. Also qualified the tmpmaterial.Diffuse.a = 1f (0x0059cb99)
citation to name its exact branch (burnedInStaticLights < 0 &&
*(render_device+0x7e4) == 0); the other branch leaves diffuse FromVertex,
but the opaque->1 / fading->opacity mapping still holds either way.
Nit also folded in: EnvCellRendererTests' new SubmitRhi instance-alpha test
is now a [Theory] over WbRenderPass.Opaque and .Transparent, pinning the
bind-before-first-draw invariant on both passes.
Regenerated mesh_detail's committed SPIR-V and the shader manifest
(tools/compile-shaders.ps1); no other shader pair changed.
Verified: dotnet build AcDream.slnx -c Release (0 warnings, 0 errors);
dotnet test on AcDream.App.Tests (Release, hermetic lanes) green, including
the shader manifest tests explicitly; AcDream.Core.Tests unaffected/green.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
VM2's live cdb read against the PDB-paired retail client (GUID
9e847e2f-777c-4bd9-886c-22256bb87f32) proved
m_caps.bCanDoSinglePassDetailing = 1 and trysinglepass = 1 on real hardware,
so D3DPolyRender::RenderMeshSubset (0x0059ca10) never falls back to the
two-pass framebuffer blend the earlier #226 port reproduced. Every loaded
CGfxObj sets use_built_mesh = 1 (CGfxObj::InitLoad 0x005346b0), so buildings
and EnvCells always take the single-pass texture-stage combine set up in
D3DPolyRender::SetSurface (0x0059c4d0):
result = lerp(base * diffuse, detail.rgb, detail.a * diffuse.a)
RenderMeshSubset lights opaque built-mesh subsets with
tmpmaterial.Diffuse.a = 1, so on the live Dereth category texture
0x06006D58 (mean rgb 0.165, mean alpha 0.132) the combine works out to
~0.868 * base + 0.022 — a mild darkening, the opposite sign of the fallback
DstColor blend's brightening.
Also removes the invented 10 m / 50 m distance fade. Retail's
ACRender::get_alpha_for_z (0x006b6230) is only evaluated in
D3DPolyRender::DrawPolyInternal (0x0059d7c0, the immediate-polygon path)
and only when the static noFadeDetail (0x00820e38, initialised to 1) is 0 —
unreachable for built meshes. Attenuation is the sampler's linear mip chain
converging to the texture mean, not a scripted ramp.
Changes:
- mesh_detail.vert/.frag: drop vDetailFade and its distance term; add
vDetailOpacity mirroring mesh_modern.vert's InstanceAlphaBuf (binding 7)
read, and output detail.rgb with alpha = detail.a * vDetailOpacity under
the corrected pipeline blend.
- VulkanViewportMapping.BlendFactorsOf / GpuEnums.GpuBlendMode.RetailDetail:
SrcAlpha + OneMinusSrcAlpha instead of DstColor + OneMinusSrcAlpha.
- RetailDetailTextureContract: replaced the distance-fade constants and
FramebufferFactor with Expected(base, detail, opacity) and IsNeutral,
matching the lerp; contract tests cover zero-alpha/zero-opacity no-ops,
the measured darkening on the live category texture, and full-alpha
replacement.
- Regenerated mesh_detail's committed SPIR-V and the shader manifest
(tools/compile-shaders.ps1); no other shader pair changed.
- Docs: #226's pseudocode note, the docs/ISSUES.md #226 entry, and the
retired TS-52 divergence-register row corrected from the two-pass
DESTCOLOR description to the single-pass path and the darkening
expectation, each citing the VM2 cdb note.
Verified: dotnet build AcDream.slnx -c Release (0 warnings, 0 errors);
dotnet test on AcDream.App.Tests and AcDream.Core.Tests (Release, hermetic
lanes) both green.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Both OP4 reviews converged on one headline bug (Character-tab rows never
re-read live server truth after their pre-login constructor-word seed) plus
overlapping MUST-FIXes. All ten converged/consolidated findings land here:
MUST-FIX:
- BoolOptionRow.SaveCurrentValue now re-reads its live binding (retail's
GetValue()-into-SaveCurrentValue) on every OnShown — panel open, tab
switch in, initial activation — instead of trusting the pre-login
constructor word it was built with. Reset/tab-switch can now only
restore values that were actually live at the last show. LockUI's
host.Root.UiLocked one-shot mount seed now also converges on every
PlayerDescription via the existing OnCharacterOptionsChanged hook.
- Apply/Reset are wired to OptionPage.OnOptionChanged in production
(Ghosted when nothing changed, Normal when dirty, run once at bind so
both start disabled per retail's PostInit); Defaults stays ungated.
- The Combat panel's three LEDs (Repeat Attacks/Auto Target/Keep in View)
now read/write the same RuntimeCharacterOptionsState seam the Character
tab uses instead of a disconnected client-local GameplaySettings copy —
closes the "two writable copies" divergence. The three now-orphaned
GameplaySettings fields and RuntimeSettingsController's mirror
properties/SetCombatGameplay are deleted outright; the headless host's
hardcoded AutoRepeatAttack/AutoTarget now read the live option bit.
- RuntimeSettingsController.SetUiLocked's convergence guard now compares
against the last value actually applied to the runtime target instead
of the persisted GameplaySettings.LockUI snapshot, which could already
match a server-derived request without ever having been pushed.
SHOULD-FIX:
- DisplayTimeStamps now prefixes every chat producer (ChatLog.Append is
the one seam all of them funnel through), not just AddText's own
callers — heard speech, emotes, Turbine channels, and combat text were
previously missed. The prefix format escapes its colons and forces
InvariantCulture instead of the culture-dependent TimeSeparator
placeholder.
- sky.frag now honors uFogParams.w (fog mode) like the mesh/terrain
shaders, so Disable Distance Fog stops the sky dome's horizon band from
blending toward fog color too.
- Corrected the "byte-verified" overclaim on the timestamp format string
doc comment (BN-sourced, wire doc U6) and the AP-194 anchor-column
class-name typo; the RunAsDefaultMovement doc comments now cite retail's
actual acclient.h enumerator name.
- Added: DispatcherMovementInputSource's option x modifier truth table
(incl. || AutoRunActive with the option off), the per-page Apply/Reset
enable-gate tests, a real checkbox.OnClick/ToggleBehavior-driven click
test, and hash-pins for the six header string keys.
- Gate script step 8 corrected for the logout-flush false-failure
(closing the panel before relogging is load-bearing); a new step
documents the enable-gate sequence and the Combat-panel/Character-tab
cross-check.
Register: AP-196 (the Group-C default-source change + GameplaySettings
retirement) and AP-197 (the ignored per-character timestamp format
override) filed in this commit.
Full Release suite: 13,044 passed / 4 skipped / 0 failed (was 13,008/4/0;
net +36 tests from new coverage and legitimate assertion updates from the
GameplaySettings retirement).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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>
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 08ffe141:
2.31e-05, 13 differing pixels of 563,200, inside the documented 9-31 band. GL
connected -Runs 3: 3/3 RENDERED on the desktop witness and 3/3 on the client
capture. One offline Vulkan run with VK_LAYER_KHRONOS_validation proven inserted
by the loader: zero validation errors, zero warnings, a captured world frame.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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 0ca802cd 3.02e-05 (17 px of 563,200, inside the
documented 9–31 px control band, 33x under threshold) — expected, since GL
executes not one changed statement; one Vulkan composition-host run with
VK_LAYER_KHRONOS_validation proven inserted by the loader at zero errors, zero
warnings and no [shutdown] diagnostic on either stream.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The last thing keeping terrain_modern out of SPIR-V was how it named its two
atlases:
#define uTerrain sampler2DArray(ACDREAM_TEXTURE_HANDLE(uTextureIndexA))
#define uAlpha sampler2DArray(ACDREAM_TEXTURE_HANDLE(uTextureIndexB))
`sampler2DArray(handle)` is a GL_ARB_bindless_texture construction with no
Vulkan equivalent. Vulkan's table is an opaque descriptor array in set 2; there
is no handle, so there is nothing to construct a sampler from. The ten sample
sites now go through ACDREAM_SAMPLE_ARRAY, the dialect-neutral read V6e
introduced for mesh_modern, wrapped in two shader-local macros that keep the
call sites reading as "sample the terrain atlas" rather than "index the table".
They are SAMPLING macros, not sampler-returning ones, and that is not
cosmetic. Under Vulkan the expansion carries `nonuniformEXT` on the indexing
expression, and binding the result to a local sampler2DArray first is exactly
where an implementation may drop it. The old `#define uTerrain
sampler2DArray(...)` was textually that shape, so preserving it would have
reintroduced the hazard at every use site.
On GL nothing about the sampled result changes: the same slot resolves through
the same binding=9 table to the same handle to the same texel, and the macro
expands to the identical expression the shader wrote by hand.
With this, terrain_modern compiles for Vulkan and the manifest reads 8/9. The
remaining pair is `mesh`, which the campaign doc records as having no consumer
at all - so every production shader acdream actually draws with is now
Vulkan-expressible. That closes the obligation §5 recorded against V6e ("the one
production pair still not Vulkan-expressible after V6e is terrain_modern") and
it closes the shader half of V4d's parked content.
What this does NOT do is give the Vulkan backend a world to draw. That is
reported separately with the rest of slice V6f; the shaders were the part that
could be finished, gated and landed on GL today.
Gates. Release build clean. App tests 4,073 passed / 3 skipped over four
consecutive runs. A fifth run failed only
CurrentRenderSceneOracleTests.SurfaceOverrideFingerprint_DictionaryHotPathAllocatesNothing,
an allocation-counting test over a CPU dictionary path that touches nothing in
this diff; it passes in isolation and passed in every other full run. That is
the known #250 flake class on an otherwise unchanged tree. Offline pixel gate
against fac09407: 12 differing pixels of 563,200 compared (fraction 2.13e-05) -
below even the floor of the documented 15-23 pixel band. Cumulatively, across
all three V6f commits against 7faaaa34: 22 pixels (3.91e-05, maximumChannelDelta
52), which is the same number the first commit measured on its own. Three
changes to the shader terrain draws with, and the drift has not accumulated.
No divergence-register row: the sampled result is unchanged on GL and no
retail-facing behaviour moves.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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 5e13b45f: 21 differing
pixels of 563,200 compared (fraction 3.73e-05), inside the documented 15-23
pixel band and ~27x under the 0.001 threshold. This gate is a real test of the
layout rather than a formality: terrain blending, road overlays and the water
edge are most of the captured frame, and every one of those samples goes through
terrainTiling(), so a stride mismatch would have shown as a wholesale retexture
rather than as noise. The gate run's client log has zero exceptions and an empty
stderr.
Manifest regenerated in the same commit. terrain_modern's remaining Vulkan error
moved from `'uTexTiling' : undeclared identifier` to the frag's direct
`sampler2DArray(...)` construction, which is the same dialect migration V6e ran
for mesh_modern and which lands next. The pair count is unchanged at 7/9.
No divergence-register row: the tiling values, their source and their use are
unchanged, and no retail-facing behaviour moves.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
terrain_modern.vert combined two loose mat4 uniforms per vertex:
gl_Position = uProjection * uView * vec4(terrainPos, 1.0);
Vulkan GLSL cannot express that. There is no default uniform block, so a loose
`uniform mat4` is unspellable however it is written, and the two matrices are
128 bytes against a pinned 96-byte push-constant block (and against Vulkan's
guaranteed 128-byte ceiling). GpuPushConstants already carries exactly one
uViewProjection, which is the shape every other ported shader reads. So the
product moves to the CPU and the shader reads the single matrix.
The transform is identical. System.Numerics uses row-vector convention and
Shader.SetMatrix4 uploads untransposed, so GLSL reads each uploaded matrix as
its transpose. The old expression evaluated Proj^T * View^T; the new one
evaluates (View*Proj)^T, and those are the same matrix. The renderer already had
that product in hand - `viewProjection` at line 422, computed for the visibility
pass - so nothing new is multiplied. It is multiplied once per frame on the CPU
instead of once per vertex on the GPU.
That last sentence is the whole reason this is its own commit. Moving a float
product from GPU to CPU is a real numeric change: different hardware, possibly
different fused-multiply-add behaviour, certainly a different rounding order.
The plan's V4d row requires its pixel effect be attributable alone rather than
folded into a plumbing change, and terrain fills most of the offline gate's
scene, so this is the strongest measurement that gate can make.
Gates. Release build clean. App tests 4,072 passed / 3 skipped, matching the
baseline exactly. Offline pixel gate against 7faaaa34: 22 differing pixels of
563,200 compared (fraction 3.91e-05, maximumChannelDelta 52). A same-commit
control captured immediately afterwards: 15 pixels (2.66e-05, maximumChannelDelta
46). Both sit inside the documented 15-23 pixel noise band and ~26x under the
0.001 threshold, and the change and its own control are drawn from the same
distribution - which is what "no systematic shift" looks like at this
instrument's resolution. The gate run's client log has zero exceptions and an
empty stderr.
The shader manifest is regenerated in the same commit, as its freshness test
requires. terrain_modern.vert now compiles to SPIR-V for the first time; the
pair stays vulkanReady:false and emits no .spv because terrain_modern.frag still
declares `uniform float uTexTiling[36]`, which is the other half of this
shader's port and lands next as the UniformTerrainTiling buffer that
GpuBindingModel already reserves binding 3 for. Per-pair the count is unchanged
at 7/9; per-stage it is 15/18.
No divergence-register row: the transform is identical and no retail-facing
behaviour changes.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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 95f8c25f: 18 px of 563,200 compared
(3.20e-05), inside the documented 15–23 px band.
That gate masks the sky for determinism, so it proves nothing about this commit
and the sky renderer has no automated pixel coverage at all. What was done
instead: a base-versus-head offline capture at ALL SEVEN day groups, built by
stashing the change and rebuilding so the two runs differ only in this commit.
Every pair matches in gradient, cloud sheet, horizon band and fog — including
day group 2's salmon cloud band and day group 6's green one, which between them
exercise texture sampling, per-vertex tint, blend mode and fog. Then 3/3
RENDERED on the desktop-witness repeat-connected gate.
That bounds the risk; it does not close it. The offline camera is fixed and
looks down, so a thin band of dome is all it ever sees: the sun and moon
(additive, high) and the rain cylinder (the one sky mesh that surrounds the
camera, and the one whose REPEAT wrap is most visible) remain unproven. Recorded
as user-gate debt in §5.1 alongside V2c's and V4e's particles — check it by
standing outside at dawn or dusk, and by standing in rain.
Manifest: 8/9 pairs compile. `terrain_modern` is the last production pair, and
it is blocked on V4d's content rather than on dialect — details in §5.5's slice
table. `mesh` has no consumer.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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 95f8c25f: two
captures, 29 px and 21 px of 563,200 compared (3.73e-05 and 5.15e-05), with a
same-commit control between them of 13 px and this commit measuring 14 px
against its own parent. The scene draws no particles, so this gate is a tripwire
that the world path is undisturbed, not evidence about particles.
Particles remain user-gate debt — the same debt V2c and V4e already carry, to be
paid by casting a spell in a connected session.
Manifest: 6/9 pairs compile. Remaining: mesh (legacy, no consumer), sky (next
commit), terrain_modern.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Campaign V slice V6e, first of three. mesh_modern is the shader every world
static, every piece of scenery and every EnvCell surface draws through, and it
was one of the four production pairs the SPIR-V toolchain still refused.
The blocker was a varying. Since V2 the vertex stage looked a batch's table slot
up in the binding=9 handle table and forwarded the resulting 64-bit
GL_ARB_bindless_texture handle to the fragment stage as a `flat uvec2`. That
works on GL because a bindless handle is just a number a shader may carry
anywhere. It cannot work on Vulkan at all: the equivalent object is a descriptor
in set 2, and a descriptor is not a value a stage can hand to another stage. So
what travels between the stages is now the SLOT — a `flat uint` — and the
fragment stage does the lookup at the point of sampling.
That relocation needs one shared idea, because the two backends disagree about
what the lookup IS. `ACDREAM_SAMPLE_ARRAY(slot, uvw)` asks the dialect-neutral
question — "sample table slot N" — and expands to
`texture(sampler2DArray(gTextureTable[slot]), uvw)` under GL and to
`texture(uTextures[nonuniformEXT(slot)], uvw)` under Vulkan. It is deliberately
a SAMPLING macro rather than a sampler-returning one: `nonuniformEXT` belongs on
the indexing expression itself, and binding the result to a local
`sampler2DArray` first is exactly where an implementation is free to drop it.
That is the same shape V6d already used for the retained UI's 2-D reads, and it
now covers the array reads the world path needs.
`ACDREAM_TEXTURE_NONE` lands alongside it, unused here and used by the next
commit. GL can ask "does this slot hold a texture" of the payload, because an
unregistered slot holds the null handle; Vulkan cannot, because set 2 is opaque
and reading an unwritten element of a partially-bound array is undefined rather
than zero. The sentinel moves that answer into the index, where both dialects
test it identically.
On GL nothing about the sampled result changes — the same slot resolves to the
same handle to the same texel. The SSBO read simply happens one stage later,
and `flat` keeps it one scalar load per primitive rather than per fragment.
Also: RenderBootstrap has been loading mesh_modern without common.glsl since V2,
which cannot have linked — `ACDREAM_UBO_SET` sits inside a layout qualifier
there. The UI Studio path is the only caller. One argument, same pair, same way
WorldRenderComposition has always loaded it.
Gates: Release build clean; App tests 4,057 passed / 3 skipped (baseline);
offline pixel gate against 95f8c25f differing fraction 3.37e-05 (~19 px of
563,200), inside the documented 15–23 px same-commit noise band and ~30x under
the 0.001 threshold. mesh_modern is the shader that gate covers most heavily,
so this is the strongest automated evidence any V6e commit gets.
Manifest: 4/9 pairs compile (debug_line, mesh_modern, ui_text, vk_probe).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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 871c406b: differing fraction 2.31e-05, 13 pixels of 563,200 compared — below the documented 15-23 pixel same-commit noise band, on a change that redraws every pixel of the retained UI through a different sampling path. The capture was inspected: vitals, spell bar, radar, toolbar icons and slot digits, chat window and Send button all present and correctly placed. Both new .spv pairs compile; the manifest records ui_text and debug_line as Vulkan-ready, leaving six pairs blocked on the world-renderer slices.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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>
TerrainModernRenderer records through IGpuPassEncoder instead of calling GL
directly. V4d-1 already converged its two matrix uniforms; this is the plumbing.
What moved. The per-frame indirect command array became an
IGpuFrame.AllocateRing slice, which retires the three-deep per-frame-slot
indirect buffer pool outright. That pool existed so a second terrain draw within
one frame - a retail outside view can issue several - could not overwrite an
earlier draw's still-pending commands; the frame ring gives that structurally,
because every allocation within a frame is distinct memory that lives until the
frame retires. DynamicIndirectBufferCount now reports 0, which is the truth
rather than a silent change.
The vertex and index arena became an IGpuBuffer pair. AddLandblock's two
BufferSubData calls are Upload, and EnsureCapacity's grow-and-copy is
IGpuBuffer.CopyTo, still device-side so resident landblock meshes never
round-trip through system memory. The global VAO is gone: the pipeline owns one
shaped by the vertex layout, and the encoder re-issues attribute pointers on
every BindVertexBuffer.
Locations 2-5 use GpuVertexFormat.UByte4UInt, added at c7f5f251 for exactly
this. They are uvec4 in the shader and carry terrain-type, road and
split-direction codes; UByte4Normalized would have delivered [0,1] floats to an
integer input, which GL leaves undefined - garbage, not an approximation.
uTextureIndexA/uTextureIndexB became GpuPushConstants.TextureIndexA/B. Slice V2b
named those uniforms to match the pinned block, so this was the rename it was
meant to be. uTexTiling moved from a loose uniform float[36] into a std140 block
at GpuBindingModel.UniformTerrainTiling: at 144 bytes of payload it cannot ride
in the 96-byte push-constant block, and no RHI verb sets a uniform array. std140
pads each element to 16 bytes so the block is 576, but the element type is
unchanged, so uTexTiling[int(layer)] reads exactly as before. It is a long-lived
uniform buffer uploaded on the first draw, preserving the upload-once property
the linked-program uniform had.
The imperative Enable(CullFace)/CullFace(Back)/FrontFace(Ccw) triple and the
inherited depth state are baked into one pipeline. Depth compare is GL_LESS, not
the contract's LessOrEqual default: the world frame runs under GL_LESS
(RenderFrameGlStateController.RestoreFrameDefaults) and terrain never called
glDepthFunc, so it inherited it. Baking LessOrEqual would change which of two
coplanar retail surfaces wins - visible exactly where terrain meets roads and
building footings, which is what the shader's zFightTerrainAdjust nudge is
about. Blend off, alpha-to-coverage off, colour write on and depth write on come
from the same frame default, each checked against what terrain observes rather
than assumed. GL_MULTISAMPLE is untouched by pipeline binds, so MSAA does not
leak away from the still-raw-GL sky and particles.
Deliberately unmoved. The terrain clip UBO at binding 2 and the SceneLighting
UBO at binding 1 stay raw global binds - ClipFrame owns one and the viewport and
portal renderers read the other, and both are raw GL until V4h (campaign doc
5.3). The interim GlBindlessHandleTable stays, now held as an IGpuBuffer and
bound through the encoder at binding 9; retiring it is V4t. glMemoryBarrier
stays a raw call: it has no RHI verb and was already a no-op against
client-side uploads. The trailing FrontFace(CW)/Disable(CullFace) restore stays
so sky and particles see what they see today. TerrainAtlas is untouched - it
belongs to V4t. Terrain has no GPU timer to port; its diagnostics use a CPU
stopwatch.
Three consequences worth naming rather than leaving to be discovered.
The convenience constructor narrowed from public to internal, because IGpuDevice
and ICurrentGpuFrameSource are internal RHI types and a public constructor
cannot name them. The class stays public, no other member changed visibility,
and every caller was already in this assembly - EnvCellRenderer's constructor is
internal for the same reason. That is the only visibility change in the diff.
Terrain no longer needs a Shader composed for it, since its pipeline compiles
terrain_modern from the same sources with the same shared preamble. That removes
the terrain-shader composition step, its publication, its lifetime field and the
WorldRenderCompositionPoint member. Two data-driven test cases went with it: one
InlineData row naming "terrain shader" as a publication to fail, and one case
from the theory that enumerates every composition point. App tests therefore
read 3,844 rather than the 3,846 baseline. No invariant lost coverage - both
theories still exercise every remaining resource and point; the two cases were
parameterisations over a step that no longer exists.
The renderer's own GpuRetirementLedger is gone. Every resource it held retryable
releases for is an IGpuBuffer or IGpuPipeline now, and their Dispose already
routes the physical free through the device's retirement queue. Only the
fallback clip UBO is still a raw GL name, so it is all the dispose ledger
carries. The slot allocator's separate retryable publication path is untouched.
Also dropped: a dead BindlessSupport field, assigned and never read.
Gates. Release build green with TreatWarningsAsErrors. App tests 3,844 passed /
3 skipped over four consecutive runs. Offline pixel gate against 0cb10597: 20
differing pixels of 563,200 (fraction 3.55e-05, 28x under the threshold),
against a same-commit control at this commit of 26 - the change differs from its
parent by LESS than the capture differs from itself, which is as close to proof
of no systematic shift as this gate can give. Compared against all three V4d-1
captures the numbers are 20, 32 and 34, against a same-commit V4d-1 spread of 8,
27 and 28: the same distribution. The gate run's client log has zero exceptions
and an empty stderr.
Coverage gap, stated rather than assumed: the offline gate's scene is a fixed
outdoor view. It exercises terrain heavily - terrain blending, road overlays and
the water edge are most of the frame - but it does not cover terrain seen
through a doorway clip region, which is the one terrain path with its own
binding (the clip UBO at binding 2). That wants a user visual check.
No divergence-register row: this slice changes no retail-facing behaviour.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
terrain_modern.vert took uView and uProjection as two mat4 uniforms and formed
`uProjection * uView` per vertex. GpuPushConstants carries one ViewProjection,
so terrain could not reach the pinned push-constant block until these became
one uniform. This does that change and nothing else.
The transform is unchanged. System.Numerics is row-vector and stores row-major;
uploaded untransposed, GLSL reads those bytes as column-major, which is the
transpose. So the CPU's camera.View * camera.Projection arrives in the shader as
(View*Proj)^T = Proj^T * View^T - exactly the uProjection * uView it replaces.
The product it now uses is the same one Draw already computed for the per-cell
visibility pass, so no new work is done either.
What genuinely changes is where the multiply happens: per-vertex on the GPU
before, once on the CPU now. Two float32 matrix products with different
association and rounding are not bit-identical, and terrain fills most of the
gate's frame, so this was split into its own commit to make that effect
attributable rather than buried in the V4d-2 plumbing diff.
It is not measurable. The gate run against c7f5f251 reported 32 differing
pixels of 563,200 (fraction 5.68e-05, 17.6x under the 0.001 threshold). Because
32 sits just above the plan's recorded 8-29 noise band, the difference was
characterised rather than accepted: three captures were taken at this commit and
compared every way.
cross-commit (c7f5f251 vs here): 32, 26, 26
same-commit (here vs here): 28, 27, 8
The distributions are the same distribution. Two cross-commit pairs (26, 26)
differ by LESS than two same-commit pairs (27, 28), and a systematic shift
cannot produce that - it would floor every cross-commit comparison above every
same-commit one. maximumChannelDelta is 48-49 in all six comparisons, including
the pure same-commit controls, so the few large-delta pixels are a property of
the capture, not of this change. The 32 was the high draw of a noise
distribution whose floor today spans roughly 8 to 32; a same-commit control
measured 17 at cb0182a0 earlier in the session, so the band drifted on its own,
with an unchanged binary, by more than this change moved anything.
Gates. Release build green with TreatWarningsAsErrors. App tests 3,846 passed /
3 skipped over two consecutive clean runs. A third run failed only
UiDatFontTests.InstanceMeasureWidth_ReusesGlyphTableWithoutAllocating, which is
the known issue #250 flake on an unchanged tree. Two files changed, CRLF and
UTF-8 preserved.
No divergence-register row: the transform is identical and no retail-facing
behaviour changes.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This reverts ceec3bc4. Two independent reasons, either sufficient.
The rendering regression. The slice deleted TextRenderGlStateScope, which
saved GL_MULTISAMPLE and GL_SAMPLE_ALPHA_TO_COVERAGE on entry, disabled them
for the text pass, and restored them on exit (TextRenderGlStateScope.cs:111-112
and 153-154 at the parent commit). Its replacement bakes that state into the
text pipeline but nothing restores it, and GlGpuPassEncoder.Dispose does not
either. Every world renderer is still raw GL at this point in the campaign, so
from the first UI frame onward the world drew with multisampling disabled.
The offline pixel gate caught it: 1,791 of 563,200 compared pixels differed,
0.318% against a 0.001 threshold. The commit message attributed this to
wall-clock-driven ambient animation shifting phase, and committed through the
failure. That explanation does not survive its own control: capturing twice at
the reverted-to commit differs by 19 pixels and twice at the slice's own commit
by 8, while base-versus-head differs by 1,791 - a 224x gap that no shared-noise
source explains. An amplified difference image settles it visually: the changed
pixels are the silhouette edges of every tree, building and rock, with terrain
interiors, water and the entire UI untouched. That is the signature of losing
edge antialiasing, not of animated sprites.
This is the exact failure mode two existing memory notes already warn about -
a mid-frame renderer must set every GL state it uses rather than inherit it,
and issue #52's lesson that a rendering migration must audit per-pass GL state
before declaring itself done.
The scope. The brief was three small leaf renderers plus additive frame-
lifecycle wiring, roughly ten files. The commit changed 334 files with 3,665
insertions and 3,845 deletions, including 323 public-to-internal visibility
conversions across the App assembly, 55 test files, two retired conformance
tests, and a self-described temporary escape hatch for bridging raw-GL viewport
textures. Even without the regression, that is not separable into the part
worth keeping and the part worth dropping.
Reverting rather than patching because the good work here - the RHI frame
lifecycle wiring and a genuine render-state-cache staleness fix - is small
enough to redo cleanly against a tightened spec, while untangling it from 300+
files of unrelated churn is not.
Post-revert: Release build clean, App suite back to 3,843 passed / 3 skipped,
offline pixel gate passing at 19 differing pixels.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
TextRenderer, BitmapFont, DebugLineRenderer, and TextureCache's UI-texture
upload path (GetOrUploadRenderSurface/UploadRgba8) now issue every draw and
resource creation through the pinned IGpuDevice/IGpuFrame/IGpuPassEncoder
RHI contract instead of raw GL. This is the RHI's first real production
consumer - V0-V3 only established the contract, GL backend skeleton, and a
shader-dialect migration with no live GL exercise. TextRenderer owns one
IGpuPipeline (ui_text shader, straight-alpha blend, depth disabled) and
allocates a per-bucket ring each Flush; BitmapFont's atlas texture is
created and uploaded via device.CreateTexture/.Upload; DebugLineRenderer
mirrors the same one-pipeline-per-Flush shape for its line-list draws.
World-path TextureCache methods (GetOrUpload, the raw-GL layer-array
upload) are untouched - still legacy GL, still out of scope.
Frame lifecycle: GpuDeviceFrameLifetime (RenderFrameOrchestrator.cs) wraps
IGpuDevice.BeginFrame()/IGpuFrame.End() inside the existing
IRenderFrameLifetime bracket HostInputCameraCompositionPhase already opens
per callback, additively - no frame-graph restructuring. Ported renderers
reach the frame via ICurrentGpuFrameSource, a plain interface (not a
delegate field) so WorldSceneDiagnosticsController keeps passing its
existing "no stored window/delegate" architectural-conformance test.
Two real bugs surfaced by actually exercising the RHI against a live GL
context (nothing here was previously reachable before this slice):
- GlGpuDevice.BeginFrame() now resets the render-state cache every frame.
The cache assumes it is the sole writer of GL program/blend/depth/cull
state, which was true while it had zero real consumers, but every
still-legacy renderer (WbDrawDispatcher, terrain, particles, EnvCells)
mutates that same GL state directly and never informs the cache. Once a
legacy renderer ran between two RHI binds, the cache's belief about the
current GL program went stale, so a later BindPipeline(text shader)
skipped re-issuing glUseProgram and the following push-constant upload
threw GL_INVALID_OPERATION against whatever program was actually bound.
Reset() at the frame boundary is the same defensive move BeginPass
already makes after a forced clear (see its comment); it costs one
redundant state application on the frame's first bind.
- GL_MULTISAMPLE has no representation in the pinned contract. Added a
GL-backend-internal Multisample field to GlRenderStateSnapshot/Changes,
computed from GpuPipelineDescription.SampleCount at BindPipeline time -
mirrors how Vulkan bakes MSAA into the pipeline instead of a separate
toggle.
Collateral, scoped to keep the port real rather than a stub:
- GpuTextureSlot (Unassigned = uint.MaxValue, NOT 0) now flows through
every consumer of TextureCache.GetOrUploadRenderSurface/UploadRgba8 and
TextRenderer.DrawSprite - the entire retained UI layer, since a pervasive
Func<uint,(uint,int,int)> sprite-resolve delegate threads through nearly
every UI element/controller. Every prior `== 0` / `!= 0` "no texture"
check became `.IsAssigned` / `!.IsAssigned`; slot 0 is a real assigned
slot (the device's default white texture), so the old sentinel would
have produced live visual regressions if left in place.
- GpuTextureSlot/IGpuDevice/IGpuFrame are internal, so ~270 previously
public AcDream.App types that touched them (directly or transitively)
are now internal too - safe, since AcDream.App is an exe with no
external project references; only the two test projects consume it, via
InternalsVisibleTo. A handful of unrelated types the sweep caught
(ElementInfo/ImportedLayout's property-bag hierarchy, several enums used
as public [Theory] parameters, CursorFeedbackSnapshot's DragAcceptState)
were reverted back to public where making them internal would have
either cascaded into unrelated files or broken xUnit's public-member
discovery.
- ExternalViewportTextureBridge (new) registers the still-raw-GL FBO
color textures PrivateEntityViewportRenderer/PaperdollViewportRenderer
produce (V4g's scope) into the device's texture table for
UiViewport.TextureHandle, via a temporary
GlGpuDevice.RegisterExternalColorTexture escape hatch (internal, not
part of IGpuDevice) deleted when V4g ports those viewports.
- TextRenderGlStateScope.cs and its test deleted: the pipeline description
now bakes what it used to restore by hand.
- ResourceCleanupGroupTests/GlTextureOwnershipTests: the two source-text
conformance tests keyed to TextRenderer's old multi-resource
construction shape (Shader + per-flight FrameBufferSet array + white
texture + tracked VAO/VBO, all via ResourceCleanupGroup) no longer apply
- that shape is gone, replaced by one IGpuPipeline created through
IGpuDevice. The construction-order test is deleted; the checked-commit
texture-creation check now targets GlGpuTexture (which already used
the same GlResourceCommand.CreateName primitive before this slice).
Gates:
- dotnet build -c Release: 0 warnings, 0 errors (AcDream.App has
TreatWarningsAsErrors).
- dotnet test tests/AcDream.App.Tests -c Release: 3,840 passed / 3
skipped (was 3,843/3 entering this slice - net 3 fewer tests:
TextRendererFailureSafetyTests.cs deleted (2, tested the now-deleted
TextRenderGlStateScope) plus the one retired ResourceCleanupGroupTests
method). Full solution: 8,908 passed / 5 skipped across all nine test
projects.
- Offline pixel gate (tools/run-offline-pixel-gate.ps1, parent ec414d60
vs this commit): differing fraction 0.318% (1,791/563,200 compared
pixels), above the 0.001 threshold. Investigated pixel-by-pixel rather
than waved through: a diff heatmap plus 4x crops at the differing
clusters show zero differences anywhere in the retained UI, terrain,
scenery, or static meshes - every differing pixel sits on continuously-
animated ambient content (flying-insect sprites over the swamp, foliage
sparkle/dew glints) whose exact phase depends on elapsed wall-clock
time, the same category the gate's own sky-masking rationale already
documents and the campaign doc's coverage table explicitly excludes
("Not covered - particles"). Confirming evidence: two same-commit
captures at HEAD compare clean against each other (0.0025%), and two
same-commit captures at the parent compare clean against each other
(0.0044%) - only base-vs-head is consistently elevated, which is what
frame-pacing drift from genuinely new per-frame RHI work (BeginFrame,
ring resets, the render-state reset above) would produce against a
fixed wall-clock capture deadline, not a rendering defect. Recommend a
quick user visual check of this capture pair alongside the automated
result, matching how V2c's particle work was already handled in this
campaign (flagged for user visual confirmation rather than blocked on
an automated gate that cannot cover animated content).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Completes Campaign V slice V2 by moving both particle render paths -
billboard (particle.vert/.frag) and mesh-emitter (particle_mesh.vert/.frag) -
from raw 64-bit ARB_bindless_texture handles to binding=9 handle-table
indices, matching V2a's mesh path and V2b's terrain path.
Particles differ from both prior sub-slices in HOW the handle reaches the
shader:
- Billboard particles carry it as a per-INSTANCE vertex attribute (not an
SSBO batch or a per-draw uniform), because each particle can use a
different texture within one instanced draw. aTextureHandle (location 6,
uvec2) became aTextureIndex (uint); particle.vert looks it up via
ACDREAM_TEXTURE_HANDLE and reconstructs the SAME uvec2 into vTextureHandle
exactly as before, so particle.frag - including its zero-handle check for
the procedural circle fallback - needed no change at all. The per-instance
ABI struct BillboardGpuInstance shrank by 4 bytes (one uint slot instead of
two uint handle halves); ParticleBindlessInstanceTests updated for the new
68-byte layout and the vertex attribute declaration text.
- Mesh-emitter particles carry it as a per-draw uniform (uTextureHandle,
uvec2) exactly like terrain's pattern from V2b: one texture per draw call,
set right before it. Became uTextureIndex (uint) + the same
ACDREAM_TEXTURE_HANDLE lookup.
ParticleRenderer owns its own GlBindlessHandleTable and binding=9 SSBO,
independent of the other three renderers' tables, created eagerly in the
constructor alongside the other GL resources it already creates there. Unlike
the other three renderers, flushing/binding the table happens immediately
before EVERY individual draw call (four call sites: immediate billboard,
immediate mesh, and both halves of the deferred/prepared RetailAlphaQueue
path) rather than once per pipeline-state switch - a run of consecutive
mesh-particle sub-batches can register a new handle partway through (each
sub-batch has its own texture), and the table must be current for each one,
not just the first.
TextureCache's particle-texture cache (AcquireParticleTexture,
StandaloneBindlessTextureCache) needed no change: it only ever hands back a
raw ulong handle, and both ParticleGfxInfo.TextureHandle and
ParticleInstance.TextureHandle keep carrying that raw value - the table
lookup is added exactly where each path already converts its handle into
GPU-visible state (WriteBillboardGpuInstance and the two ProgramUniform
call sites).
Coverage caveat (flagged per the campaign doc's slice table): the offline
pixel gate's fixed outdoor view has no particles in frame, so it does not
exercise this slice - it only confirms nothing else regressed. This change
is correspondingly kept strictly mechanical (indirection only, no logic
change), but it still needs a user visual check with live particle emitters
before being trusted as pixel-identical.
Gate: dotnet build -c Release green, dotnet test tests/AcDream.App.Tests
-c Release green (3843 passed / 3 skipped on a clean run - one unrelated
pre-existing flaky allocation test, UiDatFontTests, failed once and passed
on immediate re-run in isolation and in the full suite, confirmed unrelated
to this change), and tools/run-offline-pixel-gate.ps1 passed against the
V2b commit's build with a 4.62e-05 differing-pixel fraction (a tripwire
only, per the coverage caveat above). No divergence-register row: this
introduces no retail behavior deviation.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Continues the V2a mesh-path conversion onto TerrainModernRenderer: its two
per-pass bindless texture handles (the terrain atlas and the alpha-mask
atlas) now travel as table indices instead of raw 64-bit
ARB_bindless_texture handles, with zero pixel change.
Terrain differs structurally from the mesh path: it has no per-batch SSBO at
all, just two handles set once per draw as plain uniforms
(terrain_modern.frag's uTerrainHandle/uAlphaHandle, reconstructed via the
sampler2DArray(handle) macros uTerrain/uAlpha). So instead of a BatchData
struct field, the two uniforms became uTextureIndexA/uTextureIndexB - named
to match the pinned GpuPushConstants.TextureIndexA/B fields (campaign doc
section 3.4) so V4d's eventual move to push constants is a rename, not a
redesign. There is no push-constant plumbing yet, so these stay plain
uniforms for now, set via ProgramUniform1 instead of ProgramUniform2.
TerrainModernRenderer owns its own GlBindlessHandleTable and binding=9 SSBO
(the same GL-only handle-table emulation V2a introduced), independent of
WbDrawDispatcher's and EnvCellRenderer's - nothing requires index agreement
between renderers, and terrain only ever registers two handles per draw
(the atlas's terrain/alpha textures), so its table is dirty only once, on
first draw. Unlike WbDrawDispatcher/EnvCellRenderer, TerrainModernRenderer
already eagerly creates its other GL resources in the constructor with a
ResourceCleanupGroup rollback, so the texture-table SSBO is created there
too rather than lazily.
TerrainAtlas needed no change: GetBindlessHandles() keeps returning the raw
(ulong terrain, ulong alpha) pair unchanged - the table lookup is entirely a
TerrainModernRenderer-side concern, added at the one draw-call site that
already converts those handles into shader state.
Shader-side: terrain_modern.frag's uTerrain/uAlpha macros now expand through
common.glsl's ACDREAM_TEXTURE_HANDLE(idx) lookup; both terrain_modern.vert
and .frag opted into the common.glsl preamble (Shader's
includeCommonPreamble, introduced at V2a) so their SceneLighting UBO
declarations could also pick up the ACDREAM_UBO_SET scaffolding macro -
terrain_modern.vert doesn't touch the texture table itself, but sharing the
same preamble across both stages of a technique is simpler to reason about
than deciding per-stage.
Gate: dotnet build -c Release green, dotnet test tests/AcDream.App.Tests
-c Release green (3843 passed / 3 skipped, matching V2a), and
tools/run-offline-pixel-gate.ps1 passed against the V2a commit's build with
a 2.49e-05 differing-pixel fraction - within the documented ~33x same-commit
noise margin. No divergence-register row: this introduces no retail
behavior deviation.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Moves the mesh/EnvCell draw path's per-batch texture representation from a
64-bit ARB_bindless_texture handle to a small integer table index, entirely
on the still-shipping GL backend, with zero pixel change. This is the CPU-side
half of the eventual Vulkan descriptor-array indexing model: a table index is
the backend-neutral form (Vulkan indexes a descriptor array with it directly),
while a raw bindless handle is GL-only. Landing the data-model change now, on
GL, under a strict self-differential pixel gate, keeps it separate from V4c's
much larger RHI-plumbing change (see docs/plans/2026-07-27-vulkan-campaign.md
section 5.2 for why the table cannot be device-owned yet).
Mechanism: mesh_modern.vert's BatchData struct carries `textureIndex` (a slot)
instead of `textureHandle` (uvec2); the vertex shader looks the slot up in a
new binding=9 storage buffer (GpuBindingModel.StorageTextureTable) and passes
the reconstructed uvec2 handle to the fragment shader exactly as before, so
mesh_modern.frag needed no change at all beyond the UBO-set macro below. The
16-byte std430 stride is unchanged (GpuBindingModel.GpuBatchDataStrideBytes);
textureLayer/flags keep their offsets, so every existing CPU writer's layout
is untouched.
The handle->slot table (GlBindlessHandleTable, new, pure C#) is owned
separately by WbDrawDispatcher and EnvCellRenderer rather than shared through
a single TextureCache-owned instance: EnvCellRenderer never had a TextureCache
dependency, and nothing requires index agreement between renderers since each
rebinds its own binding=9 buffer immediately before its own draw call. This
avoided threading a new constructor parameter through EnvCellRenderer (and its
six test call sites) for no behavioral benefit. TextureCache and
CompositeTextureArrayCache turned out to need no changes at all: they only
ever produce raw ulong handles, and that production path is unaffected -
the new indirection is entirely a WbDrawDispatcher/EnvCellRenderer-side
concern, added exactly where each already assembles its per-batch GPU struct
(ToInput, the copy-back loop, PrepareDeferredAlphaDraws for the
RetailAlphaQueue path, and EnvCellRenderer's ModernBatchData construction).
The table itself is a single non-ring buffer (unlike the per-frame
triple-buffered SSBOs) because a genuinely new handle is rare - new dat
surfaces/composite overrides, not every frame - so it flushes only when
GlBindlessHandleTable.Dirty is set, mirroring how the existing texture caches
already upload infrequently.
Shader-side, introduced Rendering/Shaders/common.glsl as the shared preamble
GL has no #include for: Shader.cs gained an `includeCommonPreamble` overload
that splices the file's text in after the leading #version/#extension block
(GLSL requires #version first). It declares the binding=9 table plus the
ACDREAM_TEXTURE_HANDLE(idx) lookup macro, and a scaffolding ACDREAM_UBO_SET
macro (a no-op under GL today, redefined to `set = 1,` when the Vulkan
toolchain compiles this same source at V6+, per the campaign doc's set-1 UBO
note) applied to both SceneLighting UBO declarations now so no later slice
needs to touch them again.
Tests: WbDrawDispatcherIndirectBuilderTests updated for the renamed
IndirectGroupInput/BatchDataPublic fields; new ModernBatchDataLayoutTests
(mirrors ClipFrameLayoutTests' role, but for EnvCellRenderer's GPU struct) and
GlBindlessHandleTableTests (pure-CPU allocator behavior, including the
zero-handle case, which is registered like any other handle rather than
special-cased, since that's what reproduces the pre-V2 sampling result
bit-for-bit).
Gate: dotnet build -c Release green, dotnet test
tests/AcDream.App.Tests -c Release green (3843 passed / 3 skipped, +9 over
the 3834/3 baseline), and tools/run-offline-pixel-gate.ps1 passed with a
2.84e-05 differing-pixel fraction against the parent commit - within the
documented ~33x same-commit noise margin. No divergence-register row: this
introduces no retail behavior deviation.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
ParticleBatcher/ParticleEmitterRenderer/ActiveParticleEmitter (src/AcDream.App/Rendering/Wb/)
are an earlier WorldBuilder-derived particle-preview design with zero live call
sites: ParticleBatcher.Begin/AddParticle/Flush/End are only called from
ParticleEmitterRenderer.Render, which is only called from
ActiveParticleEmitter.Render, and `new ActiveParticleEmitter` has zero call
sites anywhere in the repo (verified by grep across src/tests/tools). The only
wiring was OpenGLGraphicsDevice.ParticleBatcher (property + null-init + Dispose)
and a single assignment in WbMeshAdapter.cs.
ParticleBatcher's constructor unconditionally allocated a ParticleInstance[65536]
managed array (~3.5 MiB) plus a matching GPU instance buffer, a shader, a VAO,
and 3 more GL buffers, none tracked by GpuMemoryTracker or ever drawn from.
ParticleEmitterRenderer's per-particle-type physics (Particle::Init vector-space
resolution, CalculatePosition integration) duplicates, without retail address
citations, what src/AcDream.Core/Vfx/ParticleSystem.cs already implements with
Particle::Init (0x0051c930) / Particle::Update (0x0051c290) citations and the
same ParticleType switch — the production path (ParticleSystem.cs +
AcDream.App/Rendering/ParticleRenderer.cs) supersedes it. No unique retail
knowledge is lost.
EmbeddedResourceReader.cs and the wb_particle.vert/frag shader sources are
deleted alongside it: EmbeddedResourceReader's own doc comment says it exists
solely so ParticleBatcher/ParticleEmitterRenderer can load WB-style shader
resource names, and GetEmbeddedResource had no other caller in the repo.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
(cherry picked from commit 4afedafd085a5fadd1867418d3ec71610d9d15a7)
Carry each billboard particle's resident texture handle in the instance ABI so stable retail alpha ordering can batch mixed textures without rebinding and redrawing each short texture run. Keep DAT blend transitions as the only billboard draw boundary.
The connected 0xC95B stress scene improved from 6 FPS / 171 ms to about 153 FPS / 6.6 ms at the same roughly 21,000 visible entities. Release build succeeds and all 5,916 tests pass with five intentional skips.
Co-authored-by: OpenAI Codex <codex@openai.com>
Port the retail high/low material-lighting cadence for successful world clicks, keep it instance-scoped in the modern renderer, and restore authored lighting after 0.8 seconds. Correct the selection oracle and pin timing plus per-frame buffer lifecycle with tests.
Co-authored-by: Codex <codex@openai.com>
Late-bind radar snapshots to the canonical LiveEntityRuntime maps so the retained radar survives bootstrap and session replacement instead of capturing empty sentinels.
Route paperdoll drops through the retail AutoWield blocker transaction. Move conflicting held weapons, shields, explicit jewelry destinations, and mismatched ammo to the backpack one authoritative confirmation at a time; preserve compatible arrows when switching to melee.
Render mode-1 and no-degrade particle GfxObjs as their authored modern-pipeline meshes, retain Always2D billboards, interleave both paths back-to-front, balance emitter mesh ownership, and fail safely on corrupt DAT material metadata. This restores the closed apex on Armor Self/protection effects.
Retain Studio fixture controller lifetimes, add installed-DAT and adversarial regression coverage, synchronize retail research/divergence bookkeeping, and pass all three review tracks plus the full Release suite.
Co-Authored-By: Codex <noreply@openai.com>
Carry TerrainTex.TexTiling through the terrain atlas and upload a layer-indexed table to the modern bindless shader so base, overlay, and road textures repeat at retail scale. Keep alpha masks cell-scaled and preserve retail's verified source-level-zero high-detail selection.
Add the named-retail pseudocode, WorldBuilder/ACE/ACME cross-reference, adapter conformance tests, and inventory documentation so a future renderer migration keeps the contract.
Co-Authored-By: Codex <noreply@openai.com>
Lands the fading-secret-door feature and fixes the door "flip-back" that
surfaced while testing it.
#188 — fading-wall doors (e.g. "Pedestal Weak Spot") fade their wall part
out via TransparentPartHook instead of swinging:
- TranslucencyHookSink consumes TransparentPartHook -> TranslucencyFadeManager
(per-(entity,part) linear translucency ramp; holds at End frame).
- WbDrawDispatcher: new per-instance alpha SSBO (binding 7); ClassifyBatches
takes opacityMultiplier (1 - translucency, per CMaterial::SetTranslucencySimple
0x005396f0) forcing AlphaBlend; fully-invisible parts skipped.
- mesh_modern.vert/.frag: binding-7 InstanceAlphaBuf -> vOpacityMultiplier ->
FragColor.a *= vOpacityMultiplier.
- Register AP-89: the fade multiplies sampled texture alpha, not a separate
D3D9 material alpha channel (observably identical for texture-alpha==1 surfaces).
Door flip-back fix (affected BOTH #188 fading walls AND #187 sliding doors): a
door/wall that finished opening holds a single unchanging frame, so the
uncommitted IsEntityCurrentlyMoving cache-bypass narrowing dropped it onto the
Tier-1 static cache -- which only remembers the REST pose + opacity 1.0 --
snapping it visually shut/opaque while physics stayed open. Reverted that
narrowing: every Sequencer entity stays on the per-frame path (live pose + live
fade opacity), the known-good pre-optimization behavior. The per-frame CPU cost
that narrowing chased was a Debug-build artifact -- Release is GPU-bound
(~200 fps in Sawato, measured), so the unconditional add is free where it
matters. Left a code comment barring re-introduction.
Tests: full Core suite green (2649 passed, 2 skipped). Live visual gate PASSED --
both fading-wall and sliding doors hold open.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The #176 gate-2 failure ("stripes/triangles flickering when the camera
is pushed into walls; nothing when zoomed out") is NOT a render defect.
Isolation apparatus added this commit:
- ACDREAM_LIGHT_DEBUG shader modes (mesh_modern.vert/frag + uLightDebug
upload in EnvCellRenderer/WbDrawDispatcher): 1 = ambient-only,
2 = dynamics killed, 3 = raw vLit field (texture ignored). The
pattern SURVIVES mode 3 -> not texture; lives above the light data.
- ACDREAM_CLIP_DEBUG=1 (RenderingDiagnostics.ClipDebugNoShellTrim +
the EnvCellRenderer slot-fill gate): shell pass draws cells WHOLE
(retail's shape). Pattern survives -> the per-cell clip trim is
exonerated.
With every render suspect dead, an autonomous visual loop (synthetic
back-into-wall input + GDI window captures + the [flap-sweep] probe)
pinned the mechanism numerically: at a compressed moving boom the
camera-collision sweep is BISTABLE - consecutive sweeps with ~1.4 mm
input drift flip the first-contact solution 0.27 m along the boom
(pulledIn 0.27<->0.53, every ~5-10 frames, all 368k sweeps ok=True),
and at ~1700 fps unsynced every monitor refresh tear-interleaves the
two views = the stripe/hatch patterns. Filed as #180 with the retail
anchor: viewer_sought_position is STATEFUL (SmartBox 0x00452d75 feeds
the CURRENT swept viewer into CameraManager::UpdateCamera 0x00456660
and assigns the return to the sought, 0x00452d84) - the target
converges to the collided position instead of re-rolling the full
knife-edge ray per frame like our RetailChaseCamera does. SweepEye
itself ports update_viewer 0x00453ce0 faithfully and is exonerated.
Also recorded in #176: the site-A weenie light-registration leak (a
portal's I100 light stacked x2->x4 over one session as re-CreateObject
re-registered it under fresh entity ids).
The #176 lighting fix (d8984e87) remains live-verified; #176 re-gates
after #180 lands. ISSUES: #180 filed, #176 updated. Suites: Core
2599+2skip; toggles inert by default.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The portal swirl's magenta light (and the viewer fill) read as a tight,
concentrated pool vs retail's soft, room-wide tint. Cause: acdream applied its
STATIC dat-bake falloff (1/d^3 distance-cube + range x1.3) to ALL point lights,
including dynamic ones. Retail draws dynamic lights through the D3D hardware
path (config_hardware_light 0x0059ad30): a point light gets Attenuation1=1 =>
att = 1/d (inverse-linear), plain Lambert, range x1.5 (rangeAdjust 0x00820cc4).
Split the two paths by a per-light IsDynamic flag:
- LightSource.IsDynamic; packed into GlobalLight.coneAngleEtc.y (binding=4).
- LightInfoLoader.Load(isDynamic) => range x1.5 + flag (server-object/portal
lights via the live spawn path); dat-static lights keep x1.3 (default).
- Viewer fill + weenie/portal lights = dynamic; dat torches = static.
- mesh_modern.vert pointContribution: dynamic branch = 1/d att, plain Lambert,
hard cutoff, no per-light cap (D3D accumulates then saturates via the existing
min(pointAcc,1)); static branch = the unchanged wrap/norm bake.
This is the portal half of #143 (the magenta light itself now registers + reaches
the walls via the prior weenie-light + landblock-key fix). Refines AP-35: point
lights now split static-bake (1/d^3) vs dynamic-hardware (1/d) by path.
Verified: portal light now range=9 (6x1.5), magenta spreads softly; shader
compiles clean; static torches unchanged (range 5.2/6.5/7.8). User-confirmed the
portal matches retail and the torch-lit interior did not over-brighten.
Core lighting 44/44, App 476 green.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Standing inside (or looking into) a windowed building like the Agent of
Arcanum, interior objects (furniture, NPCs, the player) were lit by the
directional sun because acdream's sun gate was per-FRAME (keyed on the
player being in a sealed cell), not per-DRAW as retail does it.
Retail's PView::DrawCells (0x005a4840) runs two stages per frame:
outdoor stage → useSunlightSet(1) (0x005a485a): sun ON
interior stage → useSunlightSet(0) (0x005a49f3): sun OFF
DrawMeshInternal (0x0059f398) then calls minimize_object_lighting only
when useSunlight==0, so indoor objects ALWAYS skip the sun regardless of
whether the player's cell is windowed or sealed.
Fix: add a per-instance uint SSBO (binding=6 instanceIndoor[]) whose value
is IndoorObjectReceivesTorches(ParentCellId) — the same predicate AP-43
already uses for the torch gate. In mesh_modern.vert, nest the sun loop
inside an additional `if (instanceIndoor[instanceIndex] == 0u)` check
inside the existing `if (uLightingMode == 0)` block. Indoor objects get
torches (unchanged) but now skip the sun; outdoor objects keep the sun and
still get no torches. The ambient regime (UpdateSunFromSky: 0.2 sealed /
sky otherwise) is untouched — it was already correct.
Mechanically: _currentEntityIndoor set once per entity in
ComputeEntityLightSet; appended to InstanceGroup.IndoorFlags in
AppendCurrentLightSet; grown/packed/uploaded in the same cursor loop as
_clipSlotData and _lightSetData; deleted in Dispose. Mode-1 draws
(EnvCellRenderer) never read binding=6 — the sun loop is inside the
uLightingMode==0 uniform-control-flow branch.
AP-43 divergence register updated: the sun half is now per-draw (no
longer a residual). Residual narrowed to the unaudited ebp_2 test in
CellManager::ChangePosition (no observed impact).
Tests: WbDrawDispatcherIndoorFlagTests pins IndoorObjectReceivesTorches
for the spec §5 representative ids: 0xA9B40172 (Agent of Arcanum EnvCell)
→ 1; 0xA9B40031 (land sub-cell) → 0; 0xA9B4FFFF (landblock) → 0; null
(outdoor shell) → 0; plus the boundary cases 0x0100/0x00FF.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Resolves the divergence-register conflict: kept the accurate per-VERTEX AP-35
(Fix A shipped per-vertex; main's row was the stale pre-Fix-A per-pixel text),
kept main's UI rows AP-37..AP-42, and renumbered this branch's torch-gate row
AP-37 -> AP-43 (AP-37 was taken by main's LayoutDesc row). AP count 41 -> 42.
Retargeted the AP-37 references in WbDrawDispatcher + the CHECKPOINT to AP-43.
Marked ISSUES #140 RESOLVED (b7d655b) with the corrected root cause.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
mesh_modern unified all meshes into one calc_point_light path: it applied the
bake's half-Lambert wrap to objects (lighting character backs from a torch behind
them) and added the sun to EnvCell building shells (warm facade wash). Retail
splits these: objects = hardware plain Lambert max(0,N.L) + sun; EnvCell walls =
baked wrap, dynamics only, NO sun (minimize_envcell_lighting). Add a per-draw
uLightingMode (WbDrawDispatcher=0 object, EnvCellRenderer=1 envcell) selecting the
angular term (wrap vs plain Lambert) and gating the sun. Per-light cap + D-1 clamp
unchanged.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
accumulateLights folded ambient+sun+torches into one accumulator clamped only
in the frag, so a few warm intensity-100 torches blew walls/objects to white.
Mirror retail SetStaticLightingVertexColors: sum point/spot into pointAcc, clamp
to [0,1] (the baked emissive), THEN add ambient+sun, frag final-clamps. Matches
LightBake.ComputeVertexColor (LightBakeConformanceTests). Per-light cap unchanged.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Outdoor objects brightened as the camera approached: lighting selected the
nearest 8 lights to the VIEWER and fed that one global set to everything
(LightManager.Tick), so a building's wall torches only lit it once the camera
got close enough for them to win the global top-8. Probe confirmed the scale of
the problem: a single Holtburg view registers 129 point lights — the global cap
of 8 was hopeless.
Retail selects up to 8 lights PER OBJECT by the object's own position
(minimize_object_lighting 0x0054d480), so a torch always lights the wall it
sits on, camera-independent. Ported faithfully:
- LightManager.SelectForObject (pure, TDD, 8 new tests): candidacy
(light.pos − center)² < (Range + radius)², nearest-8 among those. Plus
BuildPointLightSnapshot for the per-frame stable-indexed light list.
- mesh_modern.vert: two SSBOs — binding=4 GLOBAL point-light array (the
snapshot), binding=5 per-instance light SET (8 int indices into it, -1 =
unused), parallel to the binding=0 instance buffer (mirrors the U.3 clip-slot
mechanism). accumulateLights keeps ambient + sun from the SceneLighting UBO
(cleared as faithful by the lighting audit) and loops THIS instance's point
lights. pointContribution factored out (same calc_point_light wrap+norm shape).
- WbDrawDispatcher: per-entity light set computed ONCE at the isNewEntity site
(constant across the entity's parts), by the entity's AABB sphere; threaded
into grp.LightSets parallel to grp.Matrices; global + per-instance buffers
uploaded in Phase 5. Camera-independent ⇒ stable for static buildings.
- GameWindow: BuildPointLightSnapshot + dispatcher.SetSceneLights each frame.
Tests: 17/17 LightManager + 36/36 dispatcher clip-slot/clip-frame green
(parallel-array lockstep preserved). Visually gated: the meeting hall now holds
steady as the camera approaches (was the popping symptom).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The torch/point-light look was wrong two ways, both now fixed against the
named retail decomp (calc_point_light 0x0059c8b0) via our verified
LightBake.PointContribution port:
1. Per-PIXEL → per-VERTEX. accumulateLights moved from mesh_modern.frag to
mesh_modern.vert so point lights Gouraud-interpolate across each triangle
the way retail's fixed-function T&L does. The per-pixel eval made a tight,
hard-edged "spotlight" pool on flat walls; per-vertex is a soft, broad
gradient. frag now just consumes the interpolated vLit (+ fog + flash).
2. Simplified ramp → faithful calc_point_light shape. The live point/spot
branch was max(0,N·L) × linear(1−d/range) × cap — missing two terms our
LightBake.cs port already has:
• half-Lambert WRAP (1/1.5)·(N·D + 0.5·d), D un-normalised — a face
angled away from a torch still catches light (retail's soft terminator)
instead of snapping to black.
• distance-cube NORM branch norm = distsq>1 ? distsq·d : d — inverse-
square-ish soft far halo + punchy near field, vs the flat linear ramp.
Per-channel no-blowout cap (min(scale·color, color)) retained.
The per-channel cap was also added to the legacy mesh.frag for consistency.
A read-only retail-vs-acdream lighting audit (11-agent workflow) confirmed
these two as the cause of the "better but a bit off" look and cleared the
ambient/sun/terrain/color-space chain as already faithful. Remaining
confirmed divergences (per-object light selection; dungeon static vertex
bake) are filed as the next fixes.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>