Add paired depth-write variants for all five blended SetSurface families in ordinary and atmospheric Wb pipeline sets at both sample counts and in EnvCell. Select them only from the carried AlphaTestEnabled state, retain pure-Clip and Translucent override behavior, and cover disposal plus partial-construction rollback.
Correct the three stale depth oracles and the AP register count/temporary AP-232 overclaim.
Required restored mutations and first discriminating failures:
1. Wb StraightAlpha+Clip collapsed to depth-off: WalkStaticStreamPopulatorTests.ImmediateBuildingDetail_UsesExactResolvedSetSurfaceState failed at line 1278; expected wb-mesh-alpha-depth-write-1x, binds were wb-mesh-alpha-1x.
2. EnvCell raw Additive+Clip collapsed to depth-off: EnvCellAlphaDrawSourceTests.DetailOn_EveryEnvCellFamilyDrawsOnceInPlaceWithAuthoredOpacity failed at line 132; expected envcell-raw-additive-depth-write, actual envcell-raw-additive.
3. EnvCell non-Clip raw Additive forced depth-on: the same production transcript failed at line 132; first row expected envcell-raw-additive, actual envcell-raw-additive-depth-write.
4. Late Translucent|Clip override forced alpha-test/depth-on: the same production transcript failed at line 132; expected envcell-alpha, actual envcell-alpha-depth-write.
Resolve exact SetSurface blend, alpha-test, and fog state once during extraction and preserve it through recipe-10 prepared payloads, Wb/EnvCell command data, Vulkan pipelines, push constants, and both ordinary/atmospheric one-pass shaders. Preserve AP-240 Wb pure-Clip immediate opaque/A2C while EnvCell uses retail premultiplied Clip; detail-off routing remains unchanged. Correct AP-232 and register the remaining detail-off state divergence.
Mutation first failures (all restored):
- raw Add->SRCALPHA/ONE: WalkStaticStreamPopulatorTests.ImmediateBuildingDetail_UsesExactResolvedSetSurfaceState line 1278, expected wb-mesh-raw-additive-1x.
- inverse-add->alpha-add: same test line 1278, expected wb-mesh-inverse-additive-1x.
- remove Env inverse: EnvCellAlphaDrawSourceTests.DetailOn_EveryEnvCellFamilyDrawsOnceInPlaceWithAuthoredOpacity line 132, expected envcell-inverse.
- raw IsAdditive precedence: same test line 132, Translucent|Clip|Additive expected envcell-alpha.
- Wb paletted ParamB=0: OrderPreservingSubmitterTests line 333, expected 0.392156869.
- Wb DDS ParamB=0.05: same test line 333, expected 0.784313738.
- disable Alpha+Clip test: WalkStaticStreamPopulatorTests line 1286, expected 0.784313738.
- always fog raw Add: same test line 1287, expected no-fog true.
- disable fog non-Add: same test line 1287, expected no-fog false.
- X=a*qA: RetailDetailTextureContractTests line 261, shared squared-alpha substring absent.
- X includes base alpha: same test line 262, forbidden baseTexel.a present.
- CLIP uses 0.05: EnvCellAlphaDrawSourceTests.ClipShaders_UseGreaterEqualForThePerRangeReference line 367.
- second detail draw: EnvCell detail-on line 131, collection contained 2 draws.
- straight-alpha substitute: Wb immediate line 1278, expected wb-mesh-additive-1x.
- omit ordered detail arm: OrderPreservingSubmitterTests line 318, expected (77,3.5), got (0,0).
- omit atmospheric combine: RetailDetailTextureContractTests line 260, shared include absent.
- drop serialized opacity: ObjectMeshDataSerializerTests line 292, expected opacity bits, got 1.0.
- stale detail arm: atmospheric adjacency line 402, expected slot 0, got 77.
- per-frame surface map: EnvCell warmed allocation line 285, expected 0 B, got 204800 B.
Replace the building and EnvCell detail replay with retail's exact single-pass stage result, including authored surface opacity, squared detail alpha, final-alpha clipping, and the original subset pipeline/order. Arm the ordered walk command in place to close#471, delete the replay pipelines/shaders, and advance prepared content to recipe 9.
Mutation witnesses (each restored before commit):
- X=a*qA: RetailDetailTextureContractTests.BothShaderFamiliesUseTheSharedOnePassSourceAndDebugPrecedesDetailSample line 174, missing materialAlpha * detail.a * detail.a.
- X*=base alpha: same test line 175, forbidden baseTexel.a found.
- CLIP against base alpha: EnvCellAlphaDrawSourceTests.ClipShaders_UseGreaterEqualForThePerRangeReference line 260, final-X conditional missing.
- second detail draw: EnvCellAlphaDrawSourceTests.DetailOn_EveryEnvCellFamilyDrawsOnceInPlaceWithAuthoredOpacity line 105, Assert.Single saw 2 MDI calls.
- straight-alpha substitution: WalkStaticStreamPopulatorTests.ImmediateBuildingDetail_RetainsOriginalFramebufferFamily line 1244, Additive first failed (only wb-mesh-alpha-1x recorded; InvAlpha also failed).
- omit ordered arm: OrderPreservingSubmitterTests.PrepareThenDraw_OrdinaryBuildingClipBuildingOrdinary_ArmsOnePassInPlace line 305, expected (77,3.5), got (0,0).
- omit atmospheric combine: RetailDetailTextureContractTests.BothShaderFamiliesUseTheSharedOnePassSourceAndDebugPrecedesDetailSample line 173, atmospheric shared include missing.
- drop serialized opacity: ObjectMeshDataSerializerTests.SurfaceOpacity_RoundTripsBitExactlyAndDeterministically line 288, first reported 0.5 bits 1056964608 vs 1065353216.
- stale detail arm: ordered adjacency test line 307, expected following ordinary (0,0), got (77,3.5).
- per-frame surface map: EnvCellAlphaDrawSourceTests.ProductionWholeLeaf_WarmedScanSubmitRhiAndFilteredReplayDoNotAllocate line 178, expected 0 B, got 147456 B.
Verification before commit: shader compiler 23/23; focused App 213/213; Content 75/75; Core Wb 10/10; launcher migration 6/6; Release solution build 0 warnings / 0 errors; git diff --check clean.
Fix round 1 of the two the plan allows for S4-c2 (048d5b12f), addressing
every item M1-M8/A1-A8 from the campaign branch's packet section 11.
M1 (BLOCKING): ParticleRenderer.DeferToRetailAlphaQueue threw whenever a
mesh-particle batch's TranslucencyKind.Opaque classification (mask 0x00)
reached a non-Append DrawMesh row - a real, reachable outcome since
TryAppendMeshDraws applies no IsOpaque-style pre-filter unlike
WbDrawDispatcher's path. Deleted both throws (ParticleRenderer.cs,
WbDrawDispatcher.cs SubmitToAlphaQueue), extracted the router-input
derivation into internal static ParticleRenderer.RouteParticleSubmission
(directly testable), and implemented rows 1/5's immediate draw by reusing
the existing per-instance billboard/mesh draw code (new
DrawImmediateParticleSubmissionRhi, no new renderer, no sort per A8).
materialHasAlpha (row 4) is derived from CMaterial::CheckAlphaValues
@0x005396a0 (Ghidra-verified 2026-09-04): has_alpha=0 only when
Ambient.a==Diffuse.a==Specular.a==Emissive.a==1.0f, else 1 - and
CMaterial::SetTranslucencySimple @0x005396f0 (reached from
CPhysicsPart::SetTranslucency <- Particle::Update @0x0051c290's per-frame
alpha-fade) sets all four channels to (1f - translucency) uniformly, so
has_alpha == "this particle's current alpha isn't 1.0" - already carried in
ColorArgb's top byte (Lerp(StartAlpha,EndAlpha,tLife), ParticleSystem.cs
1039-1041/1453).
M3: SubmitToAlphaQueue now takes isBuildingShell + viewProjection and feeds
Row 1's detailSurfaceActive gate for translucent building-shell instances
(retail DrawBuilding @0x0059f2a0 installs building detail before its own
shell subsets reach DrawMesh). Row 1 (detail on) draws the instance
immediately at its own walk-stream AlphaSubmitMark via new
DrawImmediateAlphaInstance/DrawImmediateAlphaInstanceRhi (reusing
WriteDeferredAlphaEntrySlot + the drain's pipeline/detail code for slot 0);
never touches _deferredAlpha/the queue for pure-Immediate submissions (fixes
a latent leak: previously reserving a _deferredAlpha slot for every
candidate meant a frame with ALL-immediate content never registered a
source, so ResetAlphaSubmissions never ran). M3c: DrawPreparedAlphaBatchRhi's
own per-command hasDetail/DrawBuildingDetailRangeRhi branch is deleted -
detail-eligible content no longer reaches the drain (spec: delayed replay
is always detailEnabled=0). New AD-120 register row for the "in place -> at
the entity's own stream mark" granularity adaptation this introduces.
M6: RetailPViewPassExecutor.SubmitOrDrawTransparentCellShell routes an
EnvCell's transparent shell through the SAME RetailAlphaMeshRouter table
(mask 0x02, detailSurfaceActive = EnvCellRenderer.TransparentDetailEnabled)
instead of a hand-coded branch. Detail on: unchanged immediate draw. Detail
off: appends ONE token per CELL via new EnvCellAlphaDrawSource (internal,
delegate-based so it's unit-testable without a GPU harness), replayed
through EnvCellRenderer.RenderTransparentOrdered at the next flush -
RenderTransparentOrdered already replayed a cell's batch on demand, so no
new deferred-replay abstraction was needed (the original landing's claim
that one was required is corrected in the packet).
M4: RetailAlphaEntry.IsFirstForList deleted. Retail's per-DrawMesh-
invocation "first for this list" flag is trivially true for every subset
retail ever appends (DrawMesh @0x0059d4a0 sets both flags true at entry,
0059d4cc/0059d4d0, clearing each independently after ITS OWN first append
within that call, 0059d5ef) - the captures confirm it (new=1 on 9,685/10,556
AM lines, impossible under "first since last drain"). acdream's deleted
isFirstForList = target.Count == 0 computed the wrong quantifier. One
acdream append already IS one DrawMesh call, so the field carried no
information and its own pin was vacuous (feedback_every_new_pin_must_be_
shown_to_fail) - deleted rather than kept as an always-true no-op.
M5: split all six AlphaFlushTranscript_* KnownFailure Facts into live
AlphaFlushSites_* (site+threshold sequence only, content-independent,
unconditional pass) and AlphaFlushCounts_* (KnownFailure, full tuple incl.
drained counts) sharing one RunAlphaFlushTranscriptReplay helper. Rewrote
the KnownFailure reason honestly: THREE independent causes, not "harness
content only" - (1) zero live mesh content, (2) acdream appends one entry
per INSTANCE vs retail's one per SUBSET per DrawMesh call, (3) acdream's
CLIP list is structurally empty for ordinary content (M2). Added ONE live
valve pin (WalkFrameDriverTests.SortCellExit_ValveDrainsThroughReplayAtThe
ExactBoundary, a Theory over 2250/2249) that goes through WalkFrameDriver.
Replay's own SortCellExit arm, not RetailAlphaQueue.Flush called directly.
M2/A2/M8c (register): ~~AP-34~~ restored as struck-through RETIRED (it had
been deleted outright, not struck, breaking the register's own convention)
citing residuals AP-238/AP-239/AP-240. The chunk-2 commit's "AP-236"/
"AP-237" collided with an id ALREADY filed-and-retired on main by an
unrelated #132 fix (docs/ISSUES.md:19976) - ids are never reused, so both
are renumbered: AP-236->AP-238 (EnvCell; rewritten per M6 - granularity-only
residual now, "never through the shared queue" is retired), AP-237->AP-239
(mask-reconstruction gap; the dangling "AP-236b" citation in
RetailAlphaMeshRouter.cs never matched either filed id and is corrected to
AP-239). New AP-240 filed for M2: WbDrawDispatcher.IsOpaque filters
ClipMap out upstream, so ordinary clip-mapped content never reaches
retail's CLIP FIFO (draws immediately on the pre-existing
OpaqueAlphaToCoverage pipeline instead) - no pipeline change this round,
per the contract. AP section header recounted honestly: 159 active (was
stale at 161); AD section 92 (was 91, +AD-120).
M7: AP-239's only cited example (cloud GfxObj 0x01004C35, surface
0x08000023) is DISPROVEN - decoded Type=0x10114 has alpha-family bits
that win in BOTH retail's real priority and acdream's reconstruction, so it
never actually diverges. A 2026-09-04 scan of all 6,152 Portal-dat Surfaces
found 27 real Translucent+Base1ClipMap-no-alpha-family instances
(Type=0x14); cross-referencing GfxObjs found surface 0x08000015 on GfxObj
0x010001EC - cited in place of the disproven cloud example.
M8: (a) RenderDeviceD3D::DrawBlock is @0x005a17c0 per symbols.json, not
@0x005a18d0 (that is its per-land-cell loop head) - fixed across
RetailAlphaQueue.cs, RetailPViewPassExecutor.cs, WalkEvents.cs,
WalkFrameDriver.cs (x3), RetailFrameWalk.cs. (b) RetailAlphaQueue.cs's four
FlushAlphaList addresses were labelled "return site" but are the CALL
instruction's own address (x86 CALL rel32 is 5 bytes) - relabelled "call at
X (returns to X+5)". (d) worldbuilder-inventory.md:420's AP-34 citation
updated.
A1: RetailPViewRenderer.cs's outdoor-root passes.FlushLandscapeAlpha() call
(labelled LandscapeFlush) is deleted - retail's real LandscapeFlush
(PView::DrawCells @0x005a4840's own FlushAlphaList(0f) @0x005a4872) sits
strictly inside if (outside_view.view_count > 0) on the INTERIOR PView; an
outdoor root never reaches it (terrace-edge capture: zero 005a4877 FL
lines). Verified no opaque draw intervenes between this deletion point and
RetailAlphaQueue.EndFrame()'s own RenderNormalMode pass-end flush
(WorldSceneRenderer.cs: DrawPostWorldParticles's PView branch is an
explicit no-op; only diagnostic wireframes follow) - #132's "drain after
the finished opaque world" invariant is kept by that flush alone.
A4: RetailAlphaQueue's ApplyScratchRetention call sites passed the ENTRY
count as the SOURCE-count argument too (observedClip + observedAlpha
twice), so _sources/_sourceDrawOffsets never shrank toward the real source
count. Fixed to capture _sources.Count before Clear().
A5/A6/A7: WalkStaticStreamPopulatorTests.cs's stale "same viewer distance"
banner corrected; two off-by-one entry counts in the packet's section 10
sequences corrected (foundry-deep x10->x11, holtburg-doorway-still x5->x6);
WalkAlphaDepthTrace.cs's "new=" comment explains why IsNew is retained but
never compared (M4's finding makes a per-subset comparison meaningless at
acdream's per-instance granularity); RetailAlphaMeshRouterTests.cs's
IndependentReferenceRoute (never actually independently-shaped) renamed to
RestatedBranchTableRoute with an honest doc comment, and the unverified
"flipped in turn and failed every time" claim deleted.
A3 was resolved as a side effect of M1's SubmitToAlphaQueue doc-comment
rewrite (the wrong "0x02/0x03, 0x04/0x05, 0x08/0x09" enumeration no longer
exists); RetailAlphaMeshRouter.cs's own MaskFromTranslucencyKind comment
updated in the same spirit (M1's particle-site Opaque-reachability finding).
Mutation checks (each applied to a scratch-restored copy, confirmed
failing, then byte-exact reverted - diffed against a /tmp backup after
restore):
- A1 (RetailPViewRendererTests.DrawInside_NeverCallsFlushLandscapeAlphaDirectly):
restoring the deleted "if (ctx.RootCell.IsOutdoorNode)
passes.FlushLandscapeAlpha();" line reintroduces a direct
RetailPViewPassExecutor.FlushLandscapeAlpha call in DrawInside's compiled
body. Actual failure: "Assert.DoesNotContain() Failure: Filter matched in
collection ... CompiledCall { ... Target = Void FlushLandscapeAlpha() }".
- A4 (RetailAlphaQueueTests.RetainedSourceCapacity_ConvergesToTheReal
SourceCountNotTheEntryCount): reverting both ApplyScratchRetention calls
to (observedClip + observedAlpha, observedClip + observedAlpha) - with
100 distinct sources in the spike frame (so _sources.Capacity grows to
128, past its initial 4) followed by three low-demand frames of 10
entries via ONE repeated source - makes sourceTarget compute from 10
(Math.Max(4,10*2)=20) instead of 1 (Math.Max(4,1*2)=4). Actual failure:
"Expected the retained source-array capacity to converge toward the real
source count (1), but it stayed at 20". (A single-source-only spike does
NOT discriminate this bug - Math.Min(sourceTarget, _sources.Capacity)
clamps both formulas to the same unchanged initial 4 - hence the
100-source setup.)
- M5 valve (WalkFrameDriverTests.SortCellExit_ValveDrainsThroughReplayAt
TheExactBoundary, 2250 case): flipping RetailAlphaQueue.Flush's no-op
comparison from "<" to "<=" (S4-c1/c2's own boundary mutation) makes the
2250-entries case a no-op instead of draining. Actual failure:
"Assert.Equal() Failure: Values differ Expected: 0 Actual: 2250".
- M6 (EnvCellAlphaDrawSourceTests, both Facts): adding an immediate
renderTransparentOrdered(new[]{cellId}) call inside
EnvCellAlphaDrawSource.AddPendingCellId (simulating the M1/M3 "drew
immediately instead of deferring" bug class) makes
PendingCellToken_IsDrainedAtTheFlushAndNeverBeforeIt fail with
"Assert.Empty() Failure: Collection was not empty Collection: [[4660]]"
and ParticleAppendedBetweenTwoCellTokens_KeepsItsPositionInTheCombined
Drain fail with 'Expected: string[] ["cell:256", "particle:7",
"cell:512"] Actual: List<string> ["cell:256", "cell:512", "cell:256",
"particle:7", "cell:512"]'.
- M1 (ParticleRendererRouteTests.OpaqueClassifiedMeshBatch_WithMaterialAlpha
_RoutesToAlphaAppend): hardcoding materialHasAlpha to false inside
RouteParticleSubmission makes the Opaque-mask+has-alpha case route
Immediate instead of Append. Actual failure: "Assert.Equal() Failure:
Values differ Expected: Append Actual: Immediate".
Gates (real output lines):
- dotnet build AcDream.slnx -c Release -> "Build succeeded. 0 Warning(s)
0 Error(s)".
- Hermetic lane (--filter "Lane!=InstalledDat&Lane!=PreparedPackage&
Lane!=Live&Lane!=Manual&Lane!=Timing&Lane!=Windows&Lane!=Linux&
Lane!=SystemFont&Purpose!=Diagnostic&Status!=KnownFailure") ->
"Passed! - Failed: 0, Passed: 6864, Skipped: 0, Total: 6864".
- InstalledDat lane (ACDREAM_RUN_INSTALLED_DAT_TESTS=1,
ACDREAM_DAT_DIR="C:/Users/erikn/Documents/Asheron's Call",
--filter "Lane=InstalledDat") -> "Failed: 10, Passed: 255, Skipped: 1,
Total: 266" - the exact 4 pre-existing failures
(TowerAscent_StaircaseStaysConeVisible_EveryStep,
LayoutImporterMediaBearingChildSweepTests, LayoutImporterInvisibleSweep
Tests, Oh_doorway_still_first_frame_diff) plus the six
AlphaFlushCounts_* KnownFailure Facts, nothing else; all six
AlphaFlushSites_* Facts pass inside this same lane (the whole
WalkTraceConformanceTests partial class carries Lane=InstalledDat, so
they cannot run hermetically).
- Shader classes (VulkanShaderDescriptorContractTests,
VulkanShaderManifestTests, RenderPackSpirvValidatorTests) -> "Passed! -
Failed: 0, Passed: 32, Skipped: 0, Total: 32".
- RetailAlphaQueueTests, RetailAlphaMeshRouterTests, RetailFrameWalkTests,
WalkFrameDriverTests, ParticleRenderer*Tests, EnvCellRenderer*Tests
(combined filter) -> "Passed! - Failed: 0, Passed: 120, Skipped: 0,
Total: 120".
- Register collision grep: AP-238/AP-239/AP-240/AD-120 each count exactly
1; ~~AP-34~~ count exactly 1; live totals AP=159, AD=92.
Not done / deferred: none - all M1-M8/A1-A8 items landed; A8 was a
no-action note.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
The piece that turns walk-visited static content into draws, with no
production frame wiring (FW3.2b roots the frame):
- TryClassifyBatch: ONE shared per-batch classify core (the #426
untextured gate, #188 opacity promotion, texture resolve, foliage
classification, in the exact original order) extracted from
ClassifyBatches; the classic and packed classifiers now call it -
behavior-identical, proven by the full hermetic + InstalledDat +
Core Wb suites.
- ClassifyEntityForWalk / WalkClassifiedBatch: the per-entity seam
yielding per-batch keys + instance data WITHOUT InstanceGroup
bucketing, plus the per-part selection data (picking stays alive on
the walk path - the survey's unlisted-consumer fix).
- WalkStaticStreamPopulator: per-entity walk-ordered opaque appends
(under depth Less, opaque order is pixel-relevant only for coplanar
surfaces, which retail resolves first-drawn-wins in ITS order -
never material-grouped), translucent instances to the SAME
RetailAlphaQueue via SubmitWalkAlphaInstance (identical viewer
distances; walk-order submission improves retail's tie fidelity),
selection parts published per entity.
- SubmitOrderedStream now owns _orderedDrawCullModes, retiring the
FW2-recorded alpha-scope interleaving constraint;
DrawIndirectRangeRhi takes an optional cull array (all existing
call sites unchanged). The referee test was verified to FAIL
against the old shared-scratch behavior.
- WalkDrawStage.OutdoorStatic added for the landscape turn.
Suites: full Release build 0 warnings; Walk lane 195/1 skip;
hermetic 6,747/0 (the two failures the implementation round reported
were transient - both pass in isolation and in the full run).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The walk-order submission layer over the existing RHI (plan section FW2):
- OrderedDrawStream: append-only walk-ordered draw commands
(GroupKey + transform + per-instance data + WalkDrawStage + cell
provenance), struct-of-arrays with one lockstep Reset (#193 shape).
The PortalPunch stage exists but has no FW2 submission path - the
submitter throws on it; punch emission lands with FW3 wiring.
- WbDrawDispatcher.OrderedStream partial: per-instance-first emission
(the deferred-alpha shape - command i owns instance i, walk order
survives into the indirect array), each SSBO section written once,
then one DrawIndirectRangeRhi call per maximal merge run. Runs are
built by pure-CPU BuildOrderedMergeRuns and may never span a stage,
pipeline-bucket, or cull boundary; ValidateMergeRun re-checks every
emitted run and throws (the campaign fail-loud rule). Nothing is
sorted, reordered, or dropped: N commands in, N indirect commands
out, covered exactly once.
- WorldDepthContract: retail world depth verified verbatim from the
decomp - Render::zfuncVal @0x00820e1c = 0x2, SetDepthBufferMode
@0x005a2d10 writes the enum directly as D3DRS_ZFUNC so the value IS
D3DCMP_LESS, applied by the surface-state applier @0x0059c80a with
Z-write toggled by blend; the LESSEQUAL sites are GameSky::Draw-local.
Seven world pipeline sites now cite the named constant (no value
changes).
- Plan updated: FW1 status block + gate amendment (the ten pose-stamped
retail traces supersede re-expressing the old-builder replay
fixtures; those retire with the old builder at FW4 and their
scenario classes re-verify at the FW3/FW4 connected gates).
Known FW2 scope notes recorded in the code: the building-detail
overlay replay is production wiring (FW3); the _drawCullModes scratch
may not interleave with a mid-flight RetailAlphaQueue scope (FW3
sequencing constraint). The pixel A/B equivalence proof rides FW3's
cutover toggle where a walk-driven scene first exists.
Suites: full Release build 0 warnings; Walk lane 154/1 skip;
hermetic 6,714/0 (+27 new).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The paperdoll was visible only in portal space. Root cause: the classic
WbDrawDispatcher.Draw path appended its transforms into the SHARED world
transform frame (WorldTransformFrameArena.Append) with a non-zero base
instance, but the default mesh shaders index every parallel per-instance
array - clip slots, light sets, indoor, OPACITY, selection lighting,
detail category - zero-based; only the packed world submission's shader
convention subtracts the shared-arena prefix. With a world frame active
the doll drew all instances at per-instance opacity 0 into a cleared
target: counted draws, blank pixels, deterministic. Portal space worked
because no world transform frame is active there, so the same code took
the ring path with base 0. The private viewports are the only production
consumers of the classic path, hiding the defect everywhere else.
Fix: WbDrawDispatcher.NextClassicDrawIsPrivatePass - the private
viewport renderer marks its draw and WriteWorldTransformSection routes
private passes onto the plain ring path unconditionally (self-contained
render state: the private pass owns its own camera, lighting, and
target, and must not depend on the world frame's pose address space).
Also landed, each independently justified:
- Per-GPU-flight-slot private targets (PrivateViewportFlightTargets),
restoring the pre-f6fe0f2a design: that revert's claim that frame
submission order protects the single target's write->sample transition
is not guaranteed across Vulkan command buffers. Per-slot completed
scenes fix the cleared-sibling-after-reveal wart the old attempt had.
- Paperdoll resource preparation moved to the frame resource phase
(IPrivateEntityViewportResourcePreparation) before world draws consume
the bounded composite-upload budget.
- The presenter redresses on every dirty edge (an appearance-equal clone
can pin retired readiness across generations; the renderer's two-phase
promote keeps the last completed image visible during replacement),
publishes only non-zero handles, and clears the viewport exactly once
at the explicit character-session boundary.
Verified live on the clean build: doll visible in the NORMAL world,
visible through portal space, and still visible after arrival - the
exact reported repro cycle. 26 paperdoll/private-viewport/preparation
tests plus 60 renderer-suite tests pass; owner visual gate pending.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Harden keyboard and camera routing, inventory and vendor interactions, chat/emotes, relog portal flow, and paperdoll rendering. Add retail research, connected gate coverage, and release-gate validation.
Amendment 3 of three: the paperdoll and creature-appraisal views render on the
Vulkan arm. Plan section 5.5.16 defect 3 named two backend fixes as the
precondition; both are here, and running it found two more the note could not
have known about.
Fix 1: a layered sampled view per render target. An ATTACHMENT view must be
VK_IMAGE_VIEW_TYPE_2D and the global texture table's descriptor array is
sampler2DArray, so the attachment view cannot legally be registered into it -
section 5.5.7 recorded that as invalid usage rather than a mismatch that samples
oddly, and V6k made RegisterTexture refuse it loudly and name this fix.
VulkanGpuTexture now creates a SECOND, layered view over the same image for a
colour render target: one image, one allocation, two ways of looking at it,
legal without any creation flag. SampledView is what the table registers for
every texture, so the question disappears rather than being answered.
Fix 2: sample-count pipeline variants for WbDrawDispatcher. Vulkan requires a
pipeline's rasterizationSamples to equal the pass it draws in, and this
dispatcher draws in two passes with different counts - the multisampled
backbuffer world pass and the single-sampled offscreen target, which the
contract fixes at one sample. Its five pipelines became a MeshPipelineSet with
two instances, selected at bind time from the live pass rather than from the
scope, which is the same shape section 5.5.8 gave the depth-format problem. When
the backbuffer is single-sampled the two sets are one object, so nothing is
built twice and nothing is freed twice. The offscreen target's DEPTH attachment
also had to take the device's own combined depth/stencil format rather than the
contract enum's literal D24_UNORM_S8_UINT: a pipeline bakes one depth/stencil
format under dynamic rendering and the same pipelines draw in both passes, so a
second format would make one of the two undefined.
Fix 3, which running it found: entity APPEARANCE composites were still
bindless-only, so no entity with a palette override could be drawn on the Vulkan
arm at all - the doll being one, and every creature and player besides. The
backend that serves it has existed since V6i-2 and had no production consumer;
it has one now. TextureCache builds the composite cache on both arms, and
EnsureCompositeTexturesAvailable stops asking about bindless. Nothing about the
cache itself changed: the sharing, the bounded unowned LRU, the metered upload
budget and the retirement fence were already backend-neutral.
Fix 4, which the first successful capture found: the doll rendered upside down.
UiViewport has flipped V since V4a because a GL framebuffer's origin is
bottom-left, so its colour texture samples bottom-up. A Vulkan image's origin is
top-left and the backend's negative viewport height stores the rendered image
that way round, so the same flip stands the doll on its head. That is a property
of the backend that made the texture, not of the widget that draws it, so
IUiViewportRenderer answers TextureIsBottomUp and UiViewport asks. The line this
replaces had predicted exactly this failure since it was written.
The seam. WbDrawDispatcher's RHI arm borrows its pass from IWorldPassScope
rather than opening one, so a viewport that opens a pass of its own has to
publish it there for the span of the draw. Publish is on the interface now for
that. It does not nest: the world phase has closed its own pass by the time
private presentation runs, which is where these viewports have always drawn.
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 the App suite alone or in a second solution-wide run - the
documented rerun-singly flake class; the failing test name was not surfaced by
the runner and is not carried forward as a claim). Strict GL offline pixel gate
against 08ffe141: 3.55e-05, 20 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.
And the two captures the offline gate cannot reach, both connected and both
inspected. The Vulkan paperdoll (artifacts/v6l-vk-paperdoll3) renders the doll
upright, in armour, at the right scale, over a transparent background, and is
indistinguishable from the same capture on GL taken minutes later
(artifacts/v6l-gl-paperdoll) - which is also the no-regression check for the V
change. Particles (artifacts/v6l-vk-poi versus artifacts/v6l-gl-poi, cropped
4x at artifacts/crop-vk-glow.png and crop-gl-glow.png): Holtburg's forge plume
and its field of glint sprites draw in the same places with the same alpha
compositing on both backends, the puffs differing only in phase because two
launches cannot agree on an emitter's age.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Contract amendment 1 of three, and V4e's content behind it. Plan section 5.5.16
recorded that both particle pipelines draw with per-instance VERTEX attributes
and that the pinned contract could express instanced DRAWING but not instanced
vertex INPUT: one stride, no divisor, one buffer at VertexInputRate.VERTEX. That
is what stopped V4e. This takes the reviewed option (i) - a second vertex
binding with a per-instance rate.
The amendment. GpuVertexLayout grows a per-binding notion (binding index,
stride, input rate) and GpuVertexAttribute names the binding it is fed from,
defaulting to 0; IGpuPassEncoder.BindVertexBuffer takes a binding index. Every
layout written before this slice keeps its exact meaning through
GpuVertexLayout.Interleaved, which is one vertex-rate binding 0 - and
GpuContractTests asserts that as a requirement rather than trusting it. Both
backends carry the rate natively and at no cost: VK_VERTEX_INPUT_RATE_INSTANCE
on the pipeline, glVertexAttribDivisor recorded once into the pipeline's VAO
where it survives every later attribute rebind.
GpuVertexFormat.UInt1 comes with it, and is necessary to it: particle.vert
declares `layout(location = 6) in uint aTextureIndex` and the amendment's whole
premise is that no shader is edited. Same kind-distinction UByte4UInt was added
for at V4d - GL needs glVertexAttribIPointer, Vulkan needs R32_UINT, and the
float path would reinterpret the value's bits rather than approximate them.
Options (ii) and (iii) were rejected on the record: all ten storage bindings are
spoken for and reusing binding 0 would have the GL particle draw clobber
WbDrawDispatcher's instance array mid-frame (section 5.5.8's hazard in its GL
form); CPU-expanding instances is 5x billboard bandwidth and does not scale to
mesh particles at all.
The arm. ParticleRenderer.Rhi.cs is a SECOND arm per section 5.5.6, not a
replacement - every GL statement in the sibling file is the one it always
issued. Five pipelines replace the imperative glBlendFunc switch (two billboard
blends, three mesh blends) because core Vulkan 1.3 does not make blend dynamic.
The per-flight VAO/VBO pool disappears because every ring allocation inside a
frame is already distinct memory that lives until the frame retires. The
binding-9 table is not bound at all - the device owns the table and the encoder
binds set 2. The pass is BORROWED from IWorldPassScope. Depth tests but does not
write, compare is Less and alpha-to-coverage is off, which is the ambient GL
state particles have always drawn under rather than a choice. Everything above
the submission seam - emitter iteration, retail distance ordering, the
deferred-alpha handoff, billboard axis construction, blend resolution - is the
same CPU code on both arms.
The first Vulkan particle frame threw rather than drew, which is the second
defect of the compiles-clean class this slice found by running:
TextureCache.AcquireParticleTexture is bindless-only, so the standalone particle
texture cache did not exist on a backend without GL. It exists on both arms now.
Everything about it that matters - sharing equivalent surfaces between emitter
owners, the bounded unowned LRU, retirement behind the frame-flight fence - is
already backend-neutral; only how one entry is created and destroyed differs,
which is what IStandaloneBindlessTextureBackend is for. The RHI arm creates the
image through IGpuDevice.CreateTexture with a real sampler and releases the
table slot before the image, which is the GL arm's order and for the same
reason. The composite cache stays GL-only: it serves entity appearance, not
particles.
The durability fix V6k earned. That slice found the sky declaring a 32-byte
stride against a 36-byte AcDream.Core.Terrain.Vertex - the record carries a
TerrainLayer no sky attribute names - and noted that every .Rhi.cs arm restates
a CPU record's footprint from memory while only sky had a test.
RhiVertexLayoutStrideTests is that test for the rest: world mesh, terrain, sky,
retained-UI sprite, debug line, and both particle bindings, each asserted
against the record or the producer's own float count, plus two sweeps over all
seven for attributes that reach past their stride or name an undeclared binding.
Four private layouts became internal to be assertable; nothing else about them
moved.
Gates. Release build green. App tests 4,121/3 skips (4,109 baseline plus three
contract tests and nine layout tests); complete Release suite 9,184/5. Strict GL
offline pixel gate against 08ffe141: 3.20e-05, 18 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 that still draws terrain,
blending, roads, water, statics, scenery, sky and the complete retained UI.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The three world renderers' submission arms, both pass executors, and the
composition that reaches them. This is the unit three predecessors stopped at.
What it produces. ACDREAM_RENDER_BACKEND=vulkan on the offline scene renders
terrain with blended textures and road overlays, the water edge, static world
meshes, procedural scenery, and the complete retained UI - the same frame the GL
pixel gate captures, from the same camera, minus the sky. artifacts/v6j-vk2.
The shape, and why it is not V4c's. Section 5.5.6 chose option (B) after NVIDIA
rendered the V4c binary 10/10 where AMD's GL stack did not: GL keeps its raw
world path through to V10 as a documented fork confined to the submission seam,
and the RHI world path ships on Vulkan. So V4c's and V4d-2's content returns as a
SECOND arm rather than a replacement. The GL arm issues the same GL statements in
the same order against the same objects; the encoder arm lives in three .Rhi.cs
partials and is entered by one branch per submission site.
Three differences from V4c, each because the tree moved under it. There is no
binding-9 texture table - V4t put the slot on the device and Vulkan binds set 2,
so the arm that used to intern bindless handles simply has nothing to do. The
pipelines carry the device's sample count rather than 1, because Vulkan requires
rasterizationSamples to match the pass and alpha-to-coverage is a no-op at one
sample. And no renderer opens a pass.
That last one is structural, not tidiness. Under MSAA the frame's one backbuffer
pass resolves into the swapchain image and stores DONT_CARE into the multisampled
scratch, so a second pass declaring Load would load undefined contents; the
backend also permits one open pass per frame. VulkanWorldScenePhase therefore
opens the pass, publishes the encoder on VulkanWorldPassScope for exactly the
span of the inner WorldSceneRenderer, and every renderer borrows it.
Three sections are frame-global on GL and cannot be on Vulkan: the SceneLighting
UBO, the per-cell clip regions, and the terrain clip block. GL binds each to a
global binding point and every consumer inherits it. Vulkan binds a descriptor
set per draw, and a renderer's own binds are what select the scope those sections
must land in - so their writers PUBLISH into WorldFrameSections and each renderer
binds them inside the pass, after its own binds. SceneLightingUboBinding's
per-flight-slot buffer pool disappears with it: a ring allocation is already
distinct memory that lives until the frame retires, which is the property the
pool existed to provide.
Both pass executors became backend-neutral rather than gaining twins. Everything
they do is delegation to a renderer except four concerns - the clip-frame
publication, the doorway scissor, gl_ClipDistance enablement, and retail's
interior depth clear - so those four move behind IWorldPassSurface and retail's
ordering, which is what these classes are actually for, is written once. The GL
implementation issues the statements the executors used to issue inline.
Clip distances are no-ops on the Vulkan arm, and that is safe rather than a
divergence: Vulkan activates every element the shader declares, and all three
world vertex shaders already write 1.0 into every slot past the active count.
The interior depth clear becomes vkCmdClearAttachments, reached through the scope
so the pinned contract stays frozen and the backend-only verb stays in the
backend. The hook for it was already committed at V6i-3 with a cref to a type
that did not exist yet; it exists now.
The collision-wireframe DebugLineRenderer is composed as null on the Vulkan arm.
DrawAndPublish flushes it INSIDE the world phase and it opens its own pass, which
the one-pass rule forbids. The toggle is DevTools-only and DevTools is not
composed there, so nothing is lost - composing it would throw on the first
wireframe frame rather than silently misdraw.
Two seams widened rather than invented. GameWindowGraphics answers whether the
backend has a world-pass seam, because the three composition phases that need it
already borrow that handle and "does this backend work that way" is what the type
exists to answer. And MeshSourceReady replaces the anyVao != 0 gate with the same
question in backend-neutral form - V6i-3 published HasStores for exactly this -
so the predicate evaluates identically on GL.
What is NOT here, and is expected. Sky and weather are still raw GL (V4f), so the
Vulkan frame's sky is the atmosphere fog clear. Particles (V4e), the paperdoll and
appraisal viewports and the portal depth mask (V4g) likewise. The executors
already accepted all of them as absent.
Gates. Release build green. App tests 4,112 passed / 3 skipped, the unchanged
baseline; complete Release suite 9,175 / 5. Strict GL offline pixel gate against
847f14ae: 5.50e-05, 31 differing pixels of 563,200, inside the documented 9-31
band and 18x under the threshold. Characterised rather than accepted, because 31
is the band's top: cross-commit pairs measured 21, 29 and 31 while same-commit
controls measured 12 and 20, and maximumChannelDelta is 46-52 in every comparison
INCLUDING the pure controls - so the few large-delta pixels are a property of the
capture, and a cross-commit pair at 21 against a same-commit pair at 20 is not
what a systematic shift looks like. GL connected repeat gate at 3 runs: 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, and a graceful close.
Coverage gap, stated rather than assumed. The offline scene is a fixed outdoor
view, so EnvCellRenderer's Vulkan arm draws nothing in it - dungeon interiors are
half of this slice and are unproven by anything automated, exactly as they were
for V4c. The deferred-alpha path and the doorway scissor are likewise untouched
by this scene. They join the accumulated user-gate debt in plan section 5.1.
No divergence-register row: no retail-facing behaviour changes.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>