Opus narrow re-review of ae651312: APPROVE. Closes its three residuals:
- AP-232 filed: retail's single-pass stage-1 OUTPUT alpha
(MODULATE(TEXTURE, CURRENT) @0x0059c549) is the blend weight for a
translucent subset; acdream's two-draw model is exact for opaque
subsets (fog identity pinned) and a bounded weight difference on
translucent ones. Distinct from AP-34 (queue order). Owed since
05970306.
- TerrainAtlas.DetailSamplerDescription names the production sampler
(WRAP/LINEAR x3 per ACRender::SetDetailSurfaceInternal @0x006b6280);
the test now asserts that constant's properties instead of a
test-local copy.
- Plan VM1 section: fragment now described as fogged; VM1 marked CLOSED
with the Holtburg measurement (+2.17/+0.57/+0.16 vs predicted
+2.2/+0.66/+0.16) and the detail-on cost (+0.3-0.5 ms CPU at Arwic).
Co-Authored-By: Claude Fable 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>