using System;
using System.Collections.Generic;
using System.Numerics;
using System.Runtime.InteropServices;
using AcDream.Core.Lighting;
using AcDream.Core.Meshing;
using AcDream.Core.Rendering;
using AcDream.Core.Terrain;
using AcDream.Core.World;
using AcDream.App.Rendering.Selection;
using DatReaderWriter.Enums;
using Silk.NET.OpenGL;
namespace AcDream.App.Rendering.Wb;
///
/// Draws entities using WB's (a single global
/// VAO/VBO/IBO under modern rendering) with acdream's
/// for bindless texture resolution and for
/// translucency classification.
///
///
/// Atlas-tier entities (ServerGuid == 0): mesh data comes from WB's
/// via .
/// Shared textures reuse each batch's WB atlas handle and layer, returning
/// 64-bit resident handles stored in the per-group SSBO.
///
///
///
/// Per-instance-tier entities (ServerGuid != 0): mesh data also from
/// WB. Native surfaces still reuse the WB atlas; only actual indexed-palette
/// and original-texture replacements resolve through owner-scoped
/// composites. is currently
/// unused at draw time — GameWindow's spawn path already bakes AnimPartChanges +
/// GfxObjDegradeResolver (Issue #47 close-detail mesh) into MeshRefs.
///
///
///
/// GL strategy (N.5 — mandatory): glMultiDrawElementsIndirect with SSBOs
/// and GL_ARB_bindless_texture + GL_ARB_shader_draw_parameters.
/// All visible (entity, batch) pairs are bucketed by ;
/// each group becomes one DrawElementsIndirectCommand. Three GPU buffers
/// are uploaded per frame: instance matrices (SSBO binding 0), per-group batch
/// metadata/texture handles (SSBO binding 1), and the indirect draw commands.
/// Opaque world groups remain MDI-batched. Transparent world instances enter
/// so ordinary GfxObj parts and particles share
/// retail's stable far-to-near stream; sealed off-screen consumers retain the
/// immediate transparent MDI path.
///
///
///
/// Shader: mesh_modern (bindless + gl_DrawIDARB /
/// gl_BaseInstanceARB). Missing bindless/draw-parameters throws
/// at startup — there is no legacy fallback.
///
///
///
/// Modern rendering assumption: WB's _useModernRendering path (GL
/// 4.3 + bindless) puts every mesh in a single shared VAO/VBO/IBO and uses
/// FirstIndex + BaseVertex per batch. The dispatcher honors those
/// offsets inside each DrawElementsIndirectCommand via
/// glMultiDrawElementsIndirect.
///
///
public sealed unsafe class WbDrawDispatcher : IDisposable
{
///
/// Which subset of entities to walk in a single Draw call.
///
/// Phase U.1 (2026-05-30): the indoor/outdoor two-pipe split (IndoorPass /
/// OutdoorScenery / BuildingShells / LiveDynamic) was deleted along with the
/// inside-out render machinery. is the sole remaining
/// member; the unified retail-faithful pass (Phase U) draws every entity in
/// one path. The set: parameter is retained on the Draw overloads so
/// the unified pass can re-introduce partitioning later without re-threading
/// the call sites.
///
public enum EntitySet
{
/// Every entity walked, gated only by the existing
/// ParentCellId ∈ visibleCellIds filter.
All,
}
private readonly GL _gl;
private readonly Shader _shader;
private readonly TextureCache _textures;
private readonly WbMeshAdapter _meshAdapter;
private readonly EntitySpawnAdapter _entitySpawnAdapter;
private readonly IRetailSelectionRenderSink? _selectionSink;
private readonly IRetailSelectionLightingSource? _selectionLighting;
private readonly RetailAlphaQueue? _alphaQueue;
private readonly AlphaDrawSource _alphaSource;
private readonly BindlessSupport _bindless;
public readonly record struct DrawStats(
EntitySet Set,
int EntitiesWalked,
int MeshRefs,
int Instances,
int Draws,
int CullRuns,
int OpaqueDraws,
int TransparentDraws,
long Triangles);
public DrawStats LastDrawStats { get; private set; }
public bool CompositeTexturesReady { get; private set; } = true;
internal int LastCompositeWarmupPendingCount { get; private set; }
internal const int MaximumCompositeWarmupEntitiesPerFrame = 128;
private readonly Queue _compositeWarmupQueue = new();
private IReadOnlyList? _compositeWarmupSource;
private ulong _compositeWarmupSourceGeneration;
private uint _compositeWarmupDestinationCell;
private int _compositeWarmupRadius;
private int _compositeWarmupScanIndex;
private bool _compositeWarmupScanComplete = true;
private enum CompositeWarmupResult : byte
{
Complete,
Pending,
UploadBudgetBlocked,
}
public void InvalidateCompositeWarmupReadiness()
{
CompositeTexturesReady = false;
LastCompositeWarmupPendingCount = 1;
_compositeWarmupQueue.Clear();
_compositeWarmupSource = null;
_compositeWarmupSourceGeneration = 0;
_compositeWarmupDestinationCell = 0;
_compositeWarmupRadius = 0;
_compositeWarmupScanIndex = 0;
_compositeWarmupScanComplete = true;
}
///
/// Resolves live-object palette/original-texture composites before the
/// world viewport becomes visible. The texture cache enforces the upload
/// budget, so repeated calls advance readiness over multiple portal-space
/// frames without one large first-world-frame upload burst.
///
public void PrepareCompositeTextures(
IReadOnlyList entities,
ulong entityGeneration,
uint destinationCell,
int radius)
{
ArgumentNullException.ThrowIfNull(entities);
ArgumentOutOfRangeException.ThrowIfNegative(radius);
if (RequiresCompositeWarmupRebuild(
_compositeWarmupSource,
_compositeWarmupDestinationCell,
_compositeWarmupRadius,
_compositeWarmupSourceGeneration,
entities,
entityGeneration,
destinationCell,
radius))
{
RebuildCompositeWarmupQueue(
entities,
entityGeneration,
destinationCell,
radius);
}
if (CompositeTexturesReady)
return;
int scanEnd = Math.Min(
entities.Count,
_compositeWarmupScanIndex + MaximumCompositeWarmupEntitiesPerFrame);
for (; _compositeWarmupScanIndex < scanEnd; _compositeWarmupScanIndex++)
{
WorldEntity entity = entities[_compositeWarmupScanIndex];
if (IsCompositeWarmupCandidate(entity, destinationCell, radius))
_compositeWarmupQueue.Enqueue(entity);
}
_compositeWarmupScanComplete = _compositeWarmupScanIndex == entities.Count;
int candidatesThisPass = Math.Min(
_compositeWarmupQueue.Count,
MaximumCompositeWarmupEntitiesPerFrame);
for (int i = 0; i < candidatesThisPass; i++)
{
WorldEntity entity = _compositeWarmupQueue.Dequeue();
CompositeWarmupResult result = PrepareCompositeEntity(entity);
if (result != CompositeWarmupResult.Complete)
_compositeWarmupQueue.Enqueue(entity);
if (result == CompositeWarmupResult.UploadBudgetBlocked)
break;
}
LastCompositeWarmupPendingCount = _compositeWarmupQueue.Count
+ (_compositeWarmupScanComplete ? 0 : entities.Count - _compositeWarmupScanIndex);
CompositeTexturesReady = _compositeWarmupScanComplete
&& _compositeWarmupQueue.Count == 0;
}
internal static bool RequiresCompositeWarmupRebuild(
IReadOnlyList? currentSource,
uint currentDestinationCell,
int currentRadius,
ulong currentGeneration,
IReadOnlyList nextSource,
ulong nextGeneration,
uint nextDestinationCell,
int nextRadius) =>
!ReferenceEquals(currentSource, nextSource)
|| currentGeneration != nextGeneration
|| currentDestinationCell != nextDestinationCell
|| currentRadius != nextRadius;
private void RebuildCompositeWarmupQueue(
IReadOnlyList entities,
ulong entityGeneration,
uint destinationCell,
int radius)
{
_compositeWarmupQueue.Clear();
_compositeWarmupSource = entities;
_compositeWarmupSourceGeneration = entityGeneration;
_compositeWarmupDestinationCell = destinationCell;
_compositeWarmupRadius = radius;
_compositeWarmupScanIndex = 0;
_compositeWarmupScanComplete = entities.Count == 0;
LastCompositeWarmupPendingCount = entities.Count;
CompositeTexturesReady = _compositeWarmupScanComplete;
}
internal static bool IsCompositeWarmupCandidate(
WorldEntity entity,
uint destinationCell,
int radius)
{
ArgumentNullException.ThrowIfNull(entity);
ArgumentOutOfRangeException.ThrowIfNegative(radius);
if (destinationCell != 0)
{
// A cell-less live object is either outside the published
// destination or still transitioning. It must not load meshes
// or hold this destination's portal readiness.
if (!TryGetEntityCell(entity, out uint entityCell)
|| !IsWithinLandblockRadius(entityCell, destinationCell, radius))
{
return false;
}
}
if (entity.PaletteOverride is not null)
return true;
for (int meshIndex = 0; meshIndex < entity.MeshRefs.Count; meshIndex++)
{
if (entity.MeshRefs[meshIndex].SurfaceOverrides is { Count: > 0 })
return true;
}
return false;
}
private CompositeWarmupResult PrepareCompositeEntity(WorldEntity entity)
{
bool pending = false;
PaletteCompositeIdentity paletteIdentity = entity.PaletteOverride is not null
? TextureCache.GetPaletteIdentity(entity.PaletteOverride)
: default;
for (int meshIndex = 0; meshIndex < entity.MeshRefs.Count; meshIndex++)
{
MeshRef meshRef = entity.MeshRefs[meshIndex];
ObjectRenderData? renderData = _meshAdapter.TryGetRenderData(meshRef.GfxObjId);
if (renderData is null)
{
_meshAdapter.EnsureLoaded(meshRef.GfxObjId);
pending = true;
continue;
}
if (renderData.IsSetup && renderData.SetupParts.Count > 0)
{
for (int partIndex = 0; partIndex < renderData.SetupParts.Count; partIndex++)
{
ulong partId = renderData.SetupParts[partIndex].GfxObjId;
ObjectRenderData? partData = _meshAdapter.TryGetRenderData(partId);
if (partData is null)
{
_meshAdapter.EnsureLoaded(partId);
pending = true;
continue;
}
if (!PrepareCompositeBatches(entity, meshRef, partData, paletteIdentity))
pending = true;
if (!_textures.CanStartCompositeUpload && pending)
return CompositeWarmupResult.UploadBudgetBlocked;
}
}
else
{
if (!PrepareCompositeBatches(entity, meshRef, renderData, paletteIdentity))
pending = true;
if (!_textures.CanStartCompositeUpload && pending)
return CompositeWarmupResult.UploadBudgetBlocked;
}
}
return pending ? CompositeWarmupResult.Pending : CompositeWarmupResult.Complete;
}
private bool PrepareCompositeBatches(
WorldEntity entity,
MeshRef meshRef,
ObjectRenderData renderData,
PaletteCompositeIdentity paletteIdentity)
{
bool complete = true;
for (int batchIndex = 0; batchIndex < renderData.Batches.Count; batchIndex++)
{
_ = ResolveTexture(
entity,
meshRef,
renderData.Batches[batchIndex],
paletteIdentity,
out bool compositePending);
if (compositePending)
complete = false;
if (compositePending && !_textures.CanStartCompositeUpload)
break;
}
return complete;
}
private static bool TryGetEntityCell(WorldEntity entity, out uint cell)
{
if (entity.ParentCellId is uint parent)
{
cell = parent;
return true;
}
if (entity.EffectCellId is uint effect)
{
cell = effect;
return true;
}
cell = 0;
return false;
}
private static bool IsWithinLandblockRadius(uint cell, uint center, int radius)
{
int x = (int)(cell >> 24);
int y = (int)((cell >> 16) & 0xFFu);
int centerX = (int)(center >> 24);
int centerY = (int)((center >> 16) & 0xFFu);
return Math.Abs(x - centerX) <= radius && Math.Abs(y - centerY) <= radius;
}
// Tier 1 cache (#53): per-entity classification results for static
// entities (those NOT in GameWindow._animatedEntities). Wired here in
// Task 7 for plumbing only — Tasks 9-10 wire the per-entity
// miss-populate / hit-fast-path through the loop.
private readonly EntityClassificationCache _cache;
// #188 — per-(entity, Setup-part) translucency ramp state (fading doors /
// secret-passage walls). ClassifyBatches reads this per part to compute
// the instance's opacity multiplier; never mutated here.
private readonly AcDream.Core.Rendering.TranslucencyFadeManager _translucencyFades;
// ACDREAM_DISABLE_TIER1_CACHE=1 A/B diagnostic — forces every static
// entity through the slow path. Read once in ctor.
private readonly bool _tier1CacheDisabled =
string.Equals(Environment.GetEnvironmentVariable("ACDREAM_DISABLE_TIER1_CACHE"), "1", StringComparison.Ordinal);
///
/// A.5 T22.5: gate for GL_SAMPLE_ALPHA_TO_COVERAGE around the opaque pass.
/// Default true matches T20 behavior. Set false for Low/Medium presets that
/// have MsaaSamples=0 (A2C is a no-op without MSAA, but turning it off
/// avoids the unnecessary GL state thrash and is cleaner diagnostics).
/// Can be toggled mid-session via
/// .
///
public bool AlphaToCoverage { get; set; } = true;
// SSBO buffer ids
private uint _instanceSsbo;
private uint _batchSsbo;
private uint _indirectBuffer;
private int _instanceSsboCapacityBytes;
private int _batchSsboCapacityBytes;
private int _indirectBufferCapacityBytes;
// Phase U.3: per-instance clip-slot SSBO (binding=3), parallel to
// _instanceSsbo. One uint per instance selecting its CellClip slot. In U.3
// this is ALL ZEROS (every instance → slot 0 → no-clip), so the render is
// identical to pre-U.3. U.4 populates real slot indices.
private uint _clipSlotSsbo;
private int _clipSlotSsboCapacityBytes;
private uint[] _clipSlotData = new uint[256];
// Fix B (A7 #3): per-OBJECT light selection (minimize_object_lighting). Two
// SSBOs replace the single global nearest-8-to-CAMERA UBO set for point/spot
// lights — see mesh_modern.vert binding=4/5. _globalLightsSsbo (binding=4)
// holds the per-frame point-light snapshot (LightManager.PointSnapshot);
// _instLightSetSsbo (binding=5) holds MaxLightsPerObject int indices per
// instance INTO it (-1 = unused), laid out parallel to _instanceSsbo.
private uint _globalLightsSsbo;
private uint _instLightSetSsbo;
private int _globalLightsSsboCapacityBytes;
private int _instLightSetSsboCapacityBytes;
private int[] _lightSetData = new int[256 * LightManager.MaxLightsPerObject];
private float[] _globalLightData = new float[GlobalLightPacker.FloatsPerLight * 16]; // 16 floats (4 vec4) per GlobalLight
// #142: per-instance "indoor" flag (binding=6), one uint per instance, parallel
// to _instanceSsbo. 1 = object parented to an EnvCell (skip the sun in the
// shader's uLightingMode==0 branch); 0 = outdoor object (gets the sun).
// Mechanically a clone of _clipSlotData / _clipSlotSsbo.
private uint _instIndoorSsbo;
private int _instIndoorSsboCapacityBytes;
private uint[] _indoorData = new uint[256];
// #188: per-instance opacity multiplier (binding=7), one float per
// instance, parallel to _instanceSsbo. 1.0 = unmodified (the dat's own
// material/texture alpha, untouched); < 1.0 multiplies the shader's
// sampled alpha for an entity mid-TransparentPartHook fade. Mechanically
// a clone of _indoorData / _instIndoorSsbo, one binding higher.
private uint _instAlphaSsbo;
private int _instAlphaSsboCapacityBytes;
private float[] _alphaData = new float[256];
// Retail SmartBox click confirmation: per-instance CMaterial luminosity /
// diffuse replacement (binding=8), parallel to the transform buffer.
private uint _instSelectionLightingSsbo;
private int _instSelectionLightingSsboCapacityBytes;
private sealed class DynamicBufferSet
{
public uint InstanceSsbo;
public uint BatchSsbo;
public uint IndirectBuffer;
public uint ClipSlotSsbo;
public uint GlobalLightsSsbo;
public uint InstanceLightSetSsbo;
public uint InstanceIndoorSsbo;
public uint InstanceAlphaSsbo;
public uint InstanceSelectionLightingSsbo;
public int InstanceCapacityBytes;
public int BatchCapacityBytes;
public int IndirectCapacityBytes;
public int ClipSlotCapacityBytes;
public int GlobalLightsCapacityBytes;
public int InstanceLightSetCapacityBytes;
public int InstanceIndoorCapacityBytes;
public int InstanceAlphaCapacityBytes;
public int InstanceSelectionLightingCapacityBytes;
}
private readonly List[] _dynamicBufferSetsByFrame =
[[], [], []];
private int _dynamicFrameSlot;
private int _dynamicBufferSetCursor;
private bool _dynamicFrameStarted;
private DynamicBufferSet? _activeDynamicBufferSet;
internal int DynamicBufferSetCount =>
_dynamicBufferSetsByFrame.Sum(frameSets => frameSets.Count);
private Vector2[] _selectionLightingData = new Vector2[256];
// This frame's point-light snapshot, handed in by GameWindow before Draw via
// SetSceneLights. Null/empty ⇒ only ambient + sun render (all instance sets -1).
private IReadOnlyList? _pointSnapshot;
// This entity's selected point/spot light set — computed ONCE per entity at
// the isNewEntity site (constant across the entity's parts/tuples), exactly
// like _currentEntitySlot. -1 = unused slot.
private readonly int[] _currentEntityLightSetScratch = new int[LightManager.MaxLightsPerObject];
private InstanceLightSet _currentEntityLightSet = InstanceLightSet.Disabled;
// #142: per-entity "indoor" flag — set once per entity in ComputeEntityLightSet,
// parallel to _currentEntityLightSet. True when IndoorObjectReceivesTorches fires
// (ParentCellId is an EnvCell). Appended to InstanceGroup.IndoorFlags in
// AppendCurrentLightSet; uploaded as binding=6 instanceIndoor[].
private bool _currentEntityIndoor;
private Vector2 _currentEntitySelectionLighting = new(0f, 1f);
// Phase U.3: the SHARED per-cell clip-region SSBO (binding=2), owned by the
// GameWindow-level ClipFrame and handed to us via SetClipRegionSsbo. When 0
// (not yet wired), we bind our OWN fallback no-clip region buffer below so the
// shader never reads an unbound SSBO. The fallback holds exactly slot 0
// (count 0 = pass-all), matching ClipFrame.NoClip's slot 0.
private uint _sharedClipRegionSsbo;
private uint _fallbackClipRegionSsbo;
// Phase U.4: per-frame clip-slot routing handed in via SetClipRouting before
// each Draw. When _clipRoutingActive is false (the U.3 path / outdoor root /
// no portal frame), every instance maps to slot 0 (no-clip) and no instance is
// culled — identical to U.3. When active, each instance's slot is resolved by
// ResolveEntitySlot per the U.4 policy (cell-owned entities to their cell slot;
// outdoor-owned entities to OutsideView; non-visible/unresolved indoors culled).
private bool _clipRoutingActive;
private IReadOnlyDictionary? _cellIdToSlot;
private int _outdoorSlot;
private bool _outdoorVisible;
// Phase U.4: the clip slot of the entity currently being classified in Draw's
// per-entity loop. Set once per entity (before ClassifyBatches / ApplyCacheHit),
// read by the two matrix-append sites (AppendInstanceToGroup + ClassifyBatches)
// so every group's Slots[] stays in lockstep with its Matrices[]. Defaults to 0
// (no-clip) on the U.3 / outdoor path.
private uint _currentEntitySlot;
// Phase U.4: true when the current entity resolved to the CULL sentinel
// (cell not visible, or outdoor stab while no outdoors is visible). Persisted
// across the entity's tuples; the per-tuple body skips all instance emission.
private bool _currentEntityCulled;
// Per-frame scratch arrays — Tasks 9-10 fully wire these.
private float[] _instanceData = new float[256 * 16]; // mat4 floats per instance
private BatchData[] _batchData = new BatchData[256];
private DrawElementsIndirectCommand[] _indirectCommands = new DrawElementsIndirectCommand[256];
private CullMode[] _drawCullModes = new CullMode[256];
private BatchDataPublic[] _batchPublicScratch = new BatchDataPublic[256];
private readonly List _groupInputScratch = new(256);
private readonly List _retiredGroupKeys = new();
private long _nextGroupRegistration = 1;
private long _groupFrame;
private int _opaqueDrawCount;
private int _transparentDrawCount;
private int _transparentByteOffset;
// std430 layout: ulong TextureHandle (uvec2) at offset 0, uint TextureLayer
// at offset 8, uint Flags at offset 12. Total 16 bytes.
// Pack=8 (not 4) because std430's uvec2 requires 8-byte alignment — Pack=4
// works today by accident (TextureHandle is the first field, so offset 0 is
// always 8-byte aligned), but adding a 4-byte field before TextureHandle
// without bumping Pack would silently misalign the GPU struct.
[StructLayout(LayoutKind.Sequential, Pack = 8)]
private struct BatchData
{
public ulong TextureHandle; // bindless handle (uvec2 in GLSL)
public uint TextureLayer;
public uint Flags;
}
private readonly record struct DeferredAlphaInstance(
GroupKey Key,
Matrix4x4 Model,
uint ClipSlot,
InstanceLightSet Lights,
uint Indoor,
float Opacity,
Vector2 SelectionLighting);
internal readonly record struct InstanceLightSet(
int L0, int L1, int L2, int L3,
int L4, int L5, int L6, int L7)
{
public static InstanceLightSet Disabled { get; } = new(
-1, -1, -1, -1, -1, -1, -1, -1);
public static InstanceLightSet From(ReadOnlySpan source)
{
if (source.Length < LightManager.MaxLightsPerObject)
throw new ArgumentException("A retail object-light set requires eight entries.", nameof(source));
return new InstanceLightSet(
source[0], source[1], source[2], source[3],
source[4], source[5], source[6], source[7]);
}
public void CopyTo(int[] destination, int offset)
{
destination[offset + 0] = L0;
destination[offset + 1] = L1;
destination[offset + 2] = L2;
destination[offset + 3] = L3;
destination[offset + 4] = L4;
destination[offset + 5] = L5;
destination[offset + 6] = L6;
destination[offset + 7] = L7;
}
public int this[int index] => index switch
{
0 => L0, 1 => L1, 2 => L2, 3 => L3,
4 => L4, 5 => L5, 6 => L6, 7 => L7,
_ => throw new ArgumentOutOfRangeException(nameof(index)),
};
}
private sealed class AlphaDrawSource(WbDrawDispatcher owner) : IRetailAlphaDrawSource
{
public void PrepareAlphaDraws(ReadOnlySpan tokens)
=> owner.PrepareDeferredAlphaDraws(tokens);
public void DrawPreparedAlphaBatch(int firstPreparedDraw, int drawCount)
=> owner.DrawPreparedAlphaBatch(firstPreparedDraw, drawCount);
public void ResetAlphaSubmissions()
=> owner._deferredAlpha.Clear();
}
// Per-frame scratch — reused across frames to avoid per-frame allocation.
private readonly Dictionary _groups = new();
private readonly List _opaqueDraws = new();
private readonly List _translucentDraws = new();
private readonly List _deferredAlpha = new(128);
private TranslucencyKind[] _deferredAlphaKinds = new TranslucencyKind[128];
private Matrix4x4 _deferredAlphaViewProjection;
// A.5 T26 follow-up (Bug B): WalkEntities populates this scratch list
// instead of allocating a fresh List<(WorldEntity, int)> per frame. At
// ~10K entities × ~3 mesh refs = ~30K tuples × 16 bytes = ~480 KB / frame
// of GC pressure on the render thread under the original T17 shape.
private readonly List<(WorldEntity Entity, int MeshRefIndex, uint LandblockId)> _walkScratch = new();
// Tier 1 cache (#53) — per-entity classification collector. Reused across
// frames; cleared at flush time when the per-entity loop crosses an entity
// boundary in _walkScratch (and once more at end-of-loop for the last
// entity). _walkScratch is in entity-order, so all MeshRefs of one entity
// are contiguous — accumulate them all before flushing one Populate call.
// Animated entities skip this scratch entirely (collector = null).
private readonly List _populateScratch = new();
private readonly List _populateSelectionScratch = new();
// Per-entity-cull AABB radius. Conservative — covers most entities; large
// outliers (long banners, tall columns) are still landblock-culled.
private const float PerEntityCullRadius = 5.0f;
private RetryableResourceReleaseLedger? _disposeResources;
private bool _disposing;
private bool _disposed;
///
/// Per-cell-entity last-log frame number for rate-limiting the
/// [indoor-walk] / [indoor-lookup] / [indoor-xform] / [indoor-cull]
/// probes. Defaults to 30 frames at 30Hz = 1 sec.
///
private readonly Dictionary _lastIndoorProbeFrame = new();
private int _indoorProbeFrameCounter;
private const int IndoorProbeRateLimitFrames = 30;
///
/// Returns true at most once per
/// frames per cellId. Caller must already have checked that an indoor
/// probe flag is enabled.
///
private bool ShouldEmitIndoorProbe(ulong cellId)
{
if (!_lastIndoorProbeFrame.TryGetValue(cellId, out int last)
|| _indoorProbeFrameCounter - last >= IndoorProbeRateLimitFrames)
{
_lastIndoorProbeFrame[cellId] = _indoorProbeFrameCounter;
return true;
}
return false;
}
// Diagnostic counters logged once per ~5s under ACDREAM_WB_DIAG=1.
private int _entitiesSeen;
private int _entitiesDrawn;
private int _meshesMissing;
private int _drawsIssued;
private int _instancesIssued;
private long _lastLogTick;
// #128 self-heal: per-Draw dedup of point-of-use load re-requests
// (PrepareMeshDataAsync is idempotent while pending — the dedup just
// avoids redundant dictionary probes within one pass) + the once-per-id
// [mesh-miss] diagnostic set (never cleared; diag-gated emission).
private readonly HashSet _missRequested = new();
private readonly HashSet _missLogged = new();
// #119 decisive probe (2026-06-11): ACDREAM_DUMP_ENTITY one-shot entity
// dump. Keyed by entity Id; the stored signature re-emits the header line
// whenever (MeshRefs count, cache batch count, zero-translation count,
// culled) changes — e.g. the Tier-1 populate landing one frame after the
// first slow-path draw. The full per-part listing prints only on first
// sight. Inert (one Count==0 check per new entity) when the env var is
// unset. Render-thread only.
private readonly Dictionary _entityDumpSig = new();
// Rate limiter for [dump-entity] WALK-REJECT lines: a rejected entity
// re-tests every frame; emit the first rejection per entity then every
// 300th (~5 s at 60 fps). Static because WalkEntitiesInto is static;
// render-thread only like the walk itself.
private static readonly Dictionary _walkRejectCounts = new();
// CPU + GPU timing for [WB-DIAG] under ACDREAM_WB_DIAG=1.
private readonly System.Diagnostics.Stopwatch _cpuStopwatch = new();
private readonly long[] _cpuSamples = new long[256]; // microseconds
private int _cpuSampleCursor;
// GPU timing uses a ring of 3 query-pair slots so the read of frame N-3's
// result lands when the GPU has finished (~50ms after issue on a typical
// 60fps frame). Ring of 3 is the vendor-neutral choice: NVIDIA drivers with
// triple-buffering+vsync can queue ~3 frames ahead, AMD typically 1-2,
// Intel iGPUs vary. ResultAvailable is the safety guard if the GPU is
// still working when we try to read.
private const int GpuQueryRingDepth = 3;
private readonly uint[] _gpuQueryOpaque = new uint[GpuQueryRingDepth];
private readonly uint[] _gpuQueryTransparent = new uint[GpuQueryRingDepth];
// #125: a glGenQueries name does not become a QUERY OBJECT until its first
// glBeginQuery — GetQueryObject on a never-begun name is GL_INVALID_OPERATION.
// The N.6 ring assumed ONE Draw per frame with both passes always non-empty;
// the pview pipeline issues MANY small Draws per frame (landscape slices,
// per-cell buckets, dynamics), where zero-draw passes routinely skip
// BeginQuery. Under ACDREAM_WB_DIAG=1 the slot read then queued an
// InvalidOperation EVERY frame — silently, until WB's diligent texture-path
// glGetError checks ate the stale errors and treated their own successful
// uploads as failures ([wb-error] + sticky drop) and ProcessDirtyUpdates'
// check threw (process death; tower-wbdiag3.log). Track which slots were
// actually begun and only read those.
private readonly bool[] _gpuQueryOpaqueBegun = new bool[GpuQueryRingDepth];
private readonly bool[] _gpuQueryTransparentBegun = new bool[GpuQueryRingDepth];
private int _gpuQueryFrameIndex;
private readonly long[] _gpuSamples = new long[256]; // microseconds
private int _gpuSampleCursor;
private bool _gpuQueriesInitialized;
// Constructor accessibility is internal because EntityClassificationCache
// is internal — a public ctor with an internal-typed parameter would be
// an inconsistent-accessibility error. The dispatcher is constructed
// exclusively from GameWindow (same assembly), so internal is fine.
internal WbDrawDispatcher(
GL gl,
Shader shader,
TextureCache textures,
WbMeshAdapter meshAdapter,
EntitySpawnAdapter entitySpawnAdapter,
BindlessSupport bindless,
EntityClassificationCache classificationCache,
AcDream.Core.Rendering.TranslucencyFadeManager translucencyFades,
IRetailSelectionRenderSink? selectionSink = null,
RetailAlphaQueue? alphaQueue = null)
{
ArgumentNullException.ThrowIfNull(gl);
ArgumentNullException.ThrowIfNull(shader);
ArgumentNullException.ThrowIfNull(textures);
ArgumentNullException.ThrowIfNull(meshAdapter);
ArgumentNullException.ThrowIfNull(entitySpawnAdapter);
ArgumentNullException.ThrowIfNull(classificationCache);
ArgumentNullException.ThrowIfNull(translucencyFades);
_gl = gl;
_shader = shader;
_textures = textures;
_meshAdapter = meshAdapter;
_entitySpawnAdapter = entitySpawnAdapter;
_cache = classificationCache;
_translucencyFades = translucencyFades;
_selectionSink = selectionSink;
_selectionLighting = selectionSink as IRetailSelectionLightingSource;
_alphaQueue = alphaQueue;
_alphaSource = new AlphaDrawSource(this);
_bindless = bindless ?? throw new ArgumentNullException(nameof(bindless));
}
///
/// Selects the fence-protected frame slot and resets its draw-call cursor.
/// Every Draw/alpha preparation in one frame receives a distinct buffer
/// set, so later per-cell submissions cannot overwrite an earlier draw's
/// still-pending SSBO and indirect-command data.
///
public void BeginFrame(int frameSlot)
{
if ((uint)frameSlot >= (uint)_dynamicBufferSetsByFrame.Length)
throw new ArgumentOutOfRangeException(nameof(frameSlot));
if (_groupFrame == long.MaxValue)
throw new InvalidOperationException("Instance-group frame identity was exhausted.");
_groupFrame++;
PruneInstanceGroupsUnusedBeforeFrame(
_groups,
_retiredGroupKeys,
_groupFrame - 1);
_dynamicFrameSlot = frameSlot;
_dynamicBufferSetCursor = 0;
_dynamicFrameStarted = true;
_activeDynamicBufferSet = null;
}
///
/// Fix B (A7 #3): hand the dispatcher this frame's GLOBAL point-light snapshot
/// (). Call once per frame BEFORE
/// . The dispatcher uploads it to binding=4 and selects each
/// object's up-to-8 lights from it ()
/// by the object's bounding sphere — camera-independent. Pass null/empty to
/// disable per-object point lights (only ambient + sun render).
///
public void SetSceneLights(IReadOnlyList? pointSnapshot)
=> _pointSnapshot = pointSnapshot;
///
/// Phase U.3: hand the dispatcher the SHARED per-cell clip-region SSBO
/// (binding=2) that created. The
/// dispatcher re-binds it to binding=2 immediately before each MDI so a
/// consumer that touched binding=2 in between can't leave it pointing
/// elsewhere. Pass 0 to fall back to the internal no-clip region buffer.
///
public void SetClipRegionSsbo(uint sharedClipRegionSsbo)
=> _sharedClipRegionSsbo = sharedClipRegionSsbo;
///
/// Phase U.4: install the per-frame clip-slot routing for an INDOOR root.
/// Call once per frame BEFORE when the camera's root cell is
/// non-null; the next resolves each instance's binding=3
/// clip slot via the U.4 policy (cell-owned entities to their cell slot,
/// outdoor-owned entities to OutsideView, non-visible/unresolved indoors culled).
/// Pair with on outdoor-root frames so the
/// dispatcher reverts to the U.3 no-clip-everything behavior.
///
/// cellId → CellClip slot. A cell absent from the map
/// is NOT visible → its cell-static instances are culled.
/// Slot for outdoor scenery / building shells while
/// indoors (the OutsideView slot, or 0 for no-clip over-include).
/// False ⇒ cull outdoor scenery / shells this frame
/// (the OutsideView is empty).
public void SetClipRouting(IReadOnlyDictionary cellIdToSlot, int outdoorSlot, bool outdoorVisible)
{
ArgumentNullException.ThrowIfNull(cellIdToSlot);
_clipRoutingActive = true;
_cellIdToSlot = cellIdToSlot;
_outdoorSlot = outdoorSlot;
_outdoorVisible = outdoorVisible;
}
///
/// Phase U.4: revert to U.3 behavior — every instance maps to slot 0 (no-clip),
/// nothing is culled by clip routing. Call on outdoor-root frames (camera
/// outdoors) and any frame without a portal-visibility result.
///
public void ClearClipRouting()
{
_clipRoutingActive = false;
_cellIdToSlot = null;
_outdoorSlot = 0;
_outdoorVisible = false;
}
// §4 flap [clip-route-disp] probe state (2026-06-10, throwaway): print-on-change
// signature + monotonic sequence + reusable histogram. See RenderingDiagnostics
// .ProbeClipRouteEnabled for the full probe contract.
private string? _lastClipRouteDispSig;
private long _clipRouteDispSeq;
private readonly SortedDictionary _clipRouteHist = new();
// §4 flap apparatus (2026-06-10): per-slot instance histogram as staged for binding=3.
// grp.Slots is laid out 1:1 with grp.Matrices (binding=0), so this IS the slot content
// the GPU reads per instance — if outdoor instances land on the wrong slot (or vanish
// into cullEnt) when the building flood merges, this line shows it directly.
private void EmitClipRouteDispatchProbe(int culledEntities)
{
_clipRouteHist.Clear();
int total = 0;
foreach (var grp in _groups.Values)
{
var slots = grp.Slots;
for (int i = 0; i < slots.Count; i++)
{
_clipRouteHist.TryGetValue(slots[i], out int c);
_clipRouteHist[slots[i]] = c + 1;
total++;
}
}
var sb = new System.Text.StringBuilder(128);
sb.Append(System.FormattableString.Invariant(
$"outdoorSlot={_outdoorSlot} outdoorVis={(_outdoorVisible ? 'Y' : 'n')} inst={total} cullEnt={culledEntities} slots={{"));
bool first = true;
foreach (var kv in _clipRouteHist)
{
if (!first) sb.Append(',');
first = false;
sb.Append(System.FormattableString.Invariant($"{kv.Key}:{kv.Value}"));
}
sb.Append('}');
string sig = sb.ToString();
_clipRouteDispSeq++;
if (sig == _lastClipRouteDispSig)
return;
_lastClipRouteDispSig = sig;
Console.WriteLine($"[clip-route-disp] n={_clipRouteDispSeq} {sig}");
}
// Phase U.4 CULL sentinel returned by ResolveEntitySlot: the entity's instances
// are dropped entirely (not emitted into the binding=0 instance buffer NOR the
// binding=3 slot buffer), matching the existing frustum / visible-cell cull.
// Internal (not private) so the clip-slot unit tests can assert against it
// directly — see WbDrawDispatcherClipSlotTests.
internal const int ClipSlotCull = -1;
///
/// Phase U.4: resolve the clip slot for one entity per the slot/gate policy.
/// Returns to drop the entity's instances entirely.
///
/// - Indoor ParentCellId: the cell's slot, or CULL when hidden.
/// - Outdoor ParentCellId or ParentCellId == null static scenery: the OutsideView slot
/// when , else CULL.
/// - ServerGuid != 0 with ParentCellId == null: CULL while routing is active.
///
/// Only called when _clipRoutingActive (indoor root). On the U.3 / outdoor
/// path every instance is slot 0 and nothing is culled — see
/// , which gates on that flag.
///
/// INVARIANT: and the keys of
/// MUST live in the same FULL cell-id space
/// (lbMask | OtherCellId, e.g. 0xA9B40164). A bare-low-byte
/// ParentCellId (e.g. 0x64) would never match a full-id key and would
/// silently CULL every indoor stab — cf. the L.2e bare-low-byte finding in
/// CLAUDE.md where player CellId was tracked without its landblock prefix.
///
///
/// internal static + pure (reads no instance state) so the clip-slot
/// unit tests exercise every branch without a GL context. The caller hands in
/// the routing fields it would otherwise read from _cellIdToSlot etc.
///
///
internal static int ResolveEntitySlot(
uint serverGuid,
uint? parentCellId,
IReadOnlyDictionary cellIdToSlot,
int outdoorSlot,
bool outdoorVisible)
{
// Live-dynamic entities are not a global indoor overlay. When they
// have current cell ownership, route them through the same visible
// cell/OutsideView graph as every other object. Parentless live objects
// are unresolved indoors, so cull them while clip routing is active.
if (parentCellId is uint parentCell)
{
if (IsIndoorCellId(parentCell))
{
if (!cellIdToSlot.ContainsKey(parentCell))
return ClipSlotCull;
return cellIdToSlot[parentCell];
}
return outdoorVisible ? outdoorSlot : ClipSlotCull;
}
if (serverGuid != 0)
return ClipSlotCull;
// Outdoor scenery / building shell (no ParentCellId). Indoor root: gate to
// the OutsideView slot, or cull when nothing outdoors is visible.
return outdoorVisible ? outdoorSlot : ClipSlotCull;
}
private static bool IsIndoorCellId(uint cellId)
{
uint low = cellId & 0xFFFFu;
return low >= 0x0100u && low != 0xFFFFu;
}
///
/// Phase U.4: the call-site clip-slot decision for one entity, returning the
/// (Slot, Culled) pair the per-entity loop body consumes. Wraps
/// with the
/// gate: when routing is INACTIVE (outdoor root / no portal frame), every entity
/// is slot 0 and nothing is clip-culled — the bit-identical-to-U.3 property, so
/// the resolver (and ) is bypassed entirely.
/// When active, a CULL sentinel maps to (0, culled=true) — the slot value
/// is never emitted for a culled entity.
/// internal static + pure so the whole policy (including the routing-
/// inactive branch) is unit-testable — see WbDrawDispatcherClipSlotTests.
///
internal static (uint Slot, bool Culled) ResolveSlotForFrame(
bool clipRoutingActive,
uint serverGuid,
uint? parentCellId,
IReadOnlyDictionary? cellIdToSlot,
int outdoorSlot,
bool outdoorVisible)
{
if (!clipRoutingActive)
return (0u, false);
int resolved = ResolveEntitySlot(serverGuid, parentCellId, cellIdToSlot!, outdoorSlot, outdoorVisible);
bool culled = resolved == ClipSlotCull;
return (culled ? 0u : (uint)resolved, culled);
}
public static Matrix4x4 ComposePartWorldMatrix(
Matrix4x4 entityWorld,
Matrix4x4 animOverride,
Matrix4x4 restPose)
=> restPose * animOverride * entityWorld;
///
/// Entry for per-landblock iteration.
/// Mirrors the shape yielded by GpuWorldState.LandblockEntries.
///
public readonly record struct LandblockEntry(
uint LandblockId,
Vector3 AabbMin,
Vector3 AabbMax,
IReadOnlyList Entities,
IReadOnlyDictionary? AnimatedById);
///
/// Result of — the list of (entity, meshRef index)
/// pairs that passed all visibility filters, plus a diagnostic walk count.
///
public struct WalkResult
{
public int EntitiesWalked;
public int BuildingShellAnchorPass;
public int BuildingShellAnchorReject;
public List<(WorldEntity Entity, int MeshRefIndex, uint LandblockId)> ToDraw;
}
///
/// Pure-CPU visibility filter over .
/// Separated from so tests can exercise it without GL state.
///
///
/// A.5 T17 Change #1: when an LB is frustum-culled AND
/// is non-empty, the OLD path walked
/// every entity in the LB just to find the few animated ones. This helper
/// fixes that: if the LB is invisible, we iterate
/// directly and look each up in
/// entry.AnimatedById (typically <50 animated, up to ~10K total).
///
///
///
/// A.5 T18 Change #2: per-entity AABB cull reads from the cached
/// /
/// (refreshed lazily if ), instead of
/// recomputing Position±5 each frame.
///
///
///
/// Test-friendly overload that allocates a fresh ToDraw list per call.
/// Production code () uses the no-alloc overload below
/// with a caller-provided scratch list.
///
internal static WalkResult WalkEntities(
IEnumerable landblockEntries,
FrustumPlanes? frustum,
uint? neverCullLandblockId,
HashSet? visibleCellIds,
HashSet? animatedEntityIds)
{
var scratch = new List<(WorldEntity Entity, int MeshRefIndex, uint LandblockId)>();
var result = new WalkResult { ToDraw = scratch };
WalkEntitiesInto(
landblockEntries, frustum, neverCullLandblockId,
visibleCellIds, animatedEntityIds, scratch, ref result);
return result;
}
///
/// No-alloc overload: clears + populates the caller-provided
/// list. reuses a per-dispatcher scratch field across frames to
/// avoid the 480+ KB / frame GC pressure that the test-friendly overload incurs.
/// Returns walk count via 's EntitiesWalked field.
///
///
/// When is non-null the method emits
/// [indoor-cull] lines for cell entities rejected by the
/// visibleCellIds or frustum filters, and [indoor-walk] lines for
/// cell entities that pass all filters. Rate-limited by
/// . Pass (the default)
/// to disable all probe emission — used by the test-friendly
/// overload.
///
///
internal static void WalkEntitiesInto(
IEnumerable landblockEntries,
FrustumPlanes? frustum,
uint? neverCullLandblockId,
HashSet? visibleCellIds,
HashSet? animatedEntityIds,
List<(WorldEntity Entity, int MeshRefIndex, uint LandblockId)> scratch,
ref WalkResult result,
IndoorProbeState? indoorProbeState = null,
EntitySet set = EntitySet.All)
{
scratch.Clear();
result.EntitiesWalked = 0;
result.ToDraw = scratch;
foreach (var entry in landblockEntries)
{
bool landblockVisible = frustum is null
|| entry.LandblockId == neverCullLandblockId
|| FrustumCuller.IsAabbVisible(frustum.Value, entry.AabbMin, entry.AabbMax);
if (!landblockVisible)
{
// A.5 T17 Change #1: walk only animated entities, not all entities.
// Avoids O(N_entities) scan when only O(N_animated) work is needed.
if (animatedEntityIds is null || animatedEntityIds.Count == 0) continue;
if (entry.AnimatedById is null) continue;
foreach (var animatedId in animatedEntityIds)
{
if (!entry.AnimatedById.TryGetValue(animatedId, out var entity)) continue;
if (!entity.IsDrawVisible || !entity.IsAncestorDrawVisible) continue;
// Phase A8: EntitySet partition for indoor/outdoor split passes.
if (!EntityMatchesSet(entity, set)) continue;
if (entity.MeshRefs.Count == 0) continue;
bool shellScoped = IsShellScopedSet(set)
&& entity.IsBuildingShell
&& visibleCellIds is not null;
if (!EntityPassesVisibleCellGate(entity, visibleCellIds, set))
{
if (shellScoped) result.BuildingShellAnchorReject++;
continue;
}
if (shellScoped) result.BuildingShellAnchorPass++;
result.EntitiesWalked++;
for (int i = 0; i < entity.MeshRefs.Count; i++)
scratch.Add((entity, i, entry.LandblockId));
}
continue;
}
foreach (var entity in entry.Entities)
{
if (!entity.IsDrawVisible || !entity.IsAncestorDrawVisible) continue;
// Phase A8: EntitySet partition for indoor/outdoor split passes.
if (!EntityMatchesSet(entity, set)) continue;
if (entity.MeshRefs.Count == 0) continue;
// Detect cell entity for indoor probes — first MeshRef.GfxObjId
// is an EnvCell id (low 16 bits ≥ 0x0100). Cheap to compute;
// result reused for all probe checks below.
ulong cellProbeId = (ulong)entity.MeshRefs[0].GfxObjId;
bool isCellEntity = indoorProbeState is not null
&& RenderingDiagnostics.IsEnvCellId(cellProbeId);
bool shellScoped = IsShellScopedSet(set)
&& entity.IsBuildingShell
&& visibleCellIds is not null;
bool cellInVis = EntityPassesVisibleCellGate(entity, visibleCellIds, set);
if (!cellInVis)
{
if (shellScoped) result.BuildingShellAnchorReject++;
MaybeEmitWalkRejectDump(entity, "visibleCellIds-miss");
if (isCellEntity && RenderingDiagnostics.ProbeIndoorCullEnabled
&& indoorProbeState!.ShouldEmit(cellProbeId))
{
Console.WriteLine(
$"[indoor-cull] cellEnt=0x{entity.Id:X8} " +
$"reason=visibleCellIds-miss " +
$"parentCell=0x{entity.ParentCellId!.Value:X8}");
}
continue;
}
if (shellScoped) result.BuildingShellAnchorPass++;
// Per-entity AABB frustum cull (perf #3). Animated entities bypass —
// they're tracked at landblock level + need per-frame work regardless.
// A.5 T18 Change #2: read cached AABB, refresh lazily on AabbDirty.
bool isAnimated = animatedEntityIds?.Contains(entity.Id) == true;
bool aabbVisible = true;
if (frustum is not null && !isAnimated && entry.LandblockId != neverCullLandblockId)
{
if (entity.AabbDirty) entity.RefreshAabb();
aabbVisible = FrustumCuller.IsAabbVisible(frustum.Value, entity.AabbMin, entity.AabbMax);
}
if (!aabbVisible)
{
MaybeEmitWalkRejectDump(entity, "frustum");
if (isCellEntity && RenderingDiagnostics.ProbeIndoorCullEnabled
&& indoorProbeState!.ShouldEmit(cellProbeId))
{
Console.WriteLine(
$"[indoor-cull] cellEnt=0x{entity.Id:X8} " +
$"reason=frustum " +
$"aabbMin=({entity.AabbMin.X:F1},{entity.AabbMin.Y:F1},{entity.AabbMin.Z:F1}) " +
$"aabbMax=({entity.AabbMax.X:F1},{entity.AabbMax.Y:F1},{entity.AabbMax.Z:F1})");
}
continue;
}
// Passed all filters — emit walk probe.
if (isCellEntity && RenderingDiagnostics.ProbeIndoorWalkEnabled
&& indoorProbeState!.ShouldEmit(cellProbeId))
{
Console.WriteLine(
$"[indoor-walk] cellEnt=0x{entity.Id:X8} " +
$"pos=({entity.Position.X:F1},{entity.Position.Y:F1},{entity.Position.Z:F1}) " +
$"parentCell=0x{(entity.ParentCellId ?? 0u):X8} " +
$"meshRef0=0x{cellProbeId:X8} " +
$"meshRefCount={entity.MeshRefs.Count} " +
$"landblockVisible=true aabbVisible=true cellInVis=true");
}
result.EntitiesWalked++;
for (int i = 0; i < entity.MeshRefs.Count; i++)
scratch.Add((entity, i, entry.LandblockId));
}
}
}
///
/// #119 ROOT-CAUSE FIX (2026-06-11): the Tier-1 cache hint must identify the
/// entity's OWNING landblock, not the Draw call's tuple landblock.
/// RetailPViewRenderer.DrawEntityBucket fabricates its tuple with the
/// PLAYER's landblock id, so every bucket entity that frame shared one hint —
/// and colliding entity ids from different landblocks (the pre-fix
/// 0x40YYFF00 interior namespace discarded the landblock X byte) mapped
/// to the SAME cache key and served each other's batches: the AAB3 tower's
/// 43-part staircase drew a 1-part entity's 3 zero-RestPose batches
/// (captured live, tower-dump-launch1.log) — the session-sticky "broken
/// stairs + water barrel". Interior statics carry their owning cell; derive
/// the hint from it, canonicalized to the same 0xXXYYFFFF key format
/// the streaming entries and
/// use — which also makes owner-unload invalidation actually hit these
/// entries (bucket-hinted entries were previously orphaned forever).
/// Entities without a ParentCellId (outdoor stabs / scenery / building
/// shells via GpuWorldState entries) keep the tuple id, which IS their
/// owner on those paths.
///
internal static uint ResolveCacheLandblockHint(WorldEntity entity, uint tupleLandblockId)
=> entity.ParentCellId is uint pc ? ((pc & 0xFFFF0000u) | 0xFFFFu) : tupleLandblockId;
///
/// #119 decisive probe: rate-limited [dump-entity] WALK-REJECT line
/// for an ACDREAM_DUMP_ENTITY-targeted entity that the walk filtered
/// out (visibleCellIds gate / per-entity frustum). Absence of any DRAW dump
/// plus presence of these lines attributes "entity exists but never reaches
/// the draw loop" to the specific gate. Inert when the target set is empty.
///
private static void MaybeEmitWalkRejectDump(WorldEntity entity, string reason)
{
var targets = RenderingDiagnostics.DumpEntitySourceIds;
if (targets.Count == 0 || !targets.Contains(entity.SourceGfxObjOrSetupId)) return;
_walkRejectCounts.TryGetValue(entity.Id, out int n);
_walkRejectCounts[entity.Id] = n + 1;
if (n % 300 != 0) return;
Console.WriteLine(
$"[dump-entity] WALK-REJECT id=0x{entity.Id:X8} src=0x{entity.SourceGfxObjOrSetupId:X8} " +
$"reason={reason} parentCell=0x{(entity.ParentCellId ?? 0u):X8} " +
$"pos=({entity.Position.X:F2},{entity.Position.Y:F2},{entity.Position.Z:F2}) n={n + 1}");
}
///
/// #119 decisive probe: per-entity state dump at draw time for
/// ACDREAM_DUMP_ENTITY-targeted entities. First sight prints a
/// header + every MeshRef's GfxObj id, part-transform translation, and
/// loaded flag; afterwards a compact header re-emits only when the
/// (meshRefs, cacheBatches, zeroTranslations, culled) signature changes.
/// Discriminates H-A (hydration-time MeshRef corruption: translations
/// collapsed to ~zero / missing parts) from H-B (Tier-1 cache holding a
/// partial or stale batch set) from H-C (both healthy ⇒ draw-side compose).
///
private void MaybeEmitEntityDump(WorldEntity entity, uint landblockId, bool culled)
{
var targets = RenderingDiagnostics.DumpEntitySourceIds;
if (targets.Count == 0 || !targets.Contains(entity.SourceGfxObjOrSetupId)) return;
var refs = entity.MeshRefs;
int zeroT = 0;
float tzMin = float.MaxValue, tzMax = float.MinValue;
for (int i = 0; i < refs.Count; i++)
{
var t = refs[i].PartTransform.Translation;
if (t.LengthSquared() < 1e-9f) zeroT++;
if (t.Z < tzMin) tzMin = t.Z;
if (t.Z > tzMax) tzMax = t.Z;
}
int cacheBatches = -1;
int restZero = 0;
float rzMin = float.MaxValue, rzMax = float.MinValue;
if (_cache.TryGet(entity.Id, landblockId, out var cacheEntry))
{
cacheBatches = cacheEntry!.Batches.Length;
foreach (var b in cacheEntry.Batches)
{
var t = b.RestPose.Translation;
if (t.LengthSquared() < 1e-9f) restZero++;
if (t.Z < rzMin) rzMin = t.Z;
if (t.Z > rzMax) rzMax = t.Z;
}
}
var sig = (refs.Count, cacheBatches, zeroT, culled);
bool first = !_entityDumpSig.TryGetValue(entity.Id, out var prev);
if (!first && prev == sig) return;
_entityDumpSig[entity.Id] = sig;
string cacheStr = cacheBatches < 0
? (_tier1CacheDisabled ? "disabled" : "miss")
: $"hit:{cacheBatches} restZero={restZero} restZ=[{rzMin:F2}..{rzMax:F2}]";
Console.WriteLine(
$"[dump-entity] DRAW{(first ? "" : "-CHANGED")} id=0x{entity.Id:X8} src=0x{entity.SourceGfxObjOrSetupId:X8} " +
$"lb=0x{landblockId:X8} cell=0x{(entity.ParentCellId ?? 0u):X8} " +
$"pos=({entity.Position.X:F2},{entity.Position.Y:F2},{entity.Position.Z:F2}) scale={entity.Scale:F2} " +
$"meshRefs={refs.Count} tZero={zeroT} tZ=[{tzMin:F2}..{tzMax:F2}] cache={cacheStr} culled={culled}");
if (first)
{
for (int i = 0; i < refs.Count; i++)
{
var mr = refs[i];
var t = mr.PartTransform.Translation;
bool loaded = _meshAdapter.TryGetRenderData(mr.GfxObjId) is not null;
Console.WriteLine(
$"[dump-entity] part[{i:D2}] gfx=0x{mr.GfxObjId:X8} t=({t.X:F3},{t.Y:F3},{t.Z:F3}) loaded={loaded}");
}
}
}
public void Draw(
ICamera camera,
IEnumerable<(uint LandblockId, Vector3 AabbMin, Vector3 AabbMax,
IReadOnlyList Entities,
IReadOnlyDictionary? AnimatedById)> landblockEntries,
FrustumPlanes? frustum = null,
uint? neverCullLandblockId = null,
HashSet? visibleCellIds = null,
HashSet? animatedEntityIds = null,
EntitySet set = EntitySet.All)
{
_shader.Use();
_selectionLighting?.TickLighting();
_indoorProbeFrameCounter++;
var vp = camera.View * camera.Projection;
_shader.SetMatrix4("uViewProjection", vp);
// A7 Fix D D-3/D-4: object path — plain Lambert points + sun. MUST set
// explicitly (shared GL uniform; EnvCellRenderer sets it to 1).
_shader.SetInt("uLightingMode", 0);
// #176 stripe-hunt isolation (ACDREAM_LIGHT_DEBUG) — throwaway diagnostic.
_shader.SetInt("uLightDebug", AcDream.Core.Rendering.RenderingDiagnostics.LightDebugMode);
// #128 self-heal: fresh re-request dedup per Draw pass.
_missRequested.Clear();
bool diag = string.Equals(Environment.GetEnvironmentVariable("ACDREAM_WB_DIAG"), "1", StringComparison.Ordinal);
if (diag && !_gpuQueriesInitialized)
{
for (int i = 0; i < GpuQueryRingDepth; i++)
{
_gpuQueryOpaque[i] = _gl.GenQuery();
_gpuQueryTransparent[i] = _gl.GenQuery();
}
_gpuQueriesInitialized = true;
}
// Always run the CPU stopwatch — cheap; only logged under diag.
_cpuStopwatch.Restart();
// Camera world-space position for front-to-back sort (perf #2). The view
// matrix is the inverse of the camera's world transform, so the world
// translation lives in the inverse's translation row.
Vector3 camPos = Vector3.Zero;
if (Matrix4x4.Invert(camera.View, out var invView))
camPos = invView.Translation;
// ── Phase 1: clear groups, walk entities, build groups ──────────────
// Draw is invoked several times per frame (landscape slices, late
// dynamics, paperdoll). Per-dispatch payloads reset here, while group
// retirement happens once in BeginFrame from whole-frame liveness.
foreach (InstanceGroup group in _groups.Values)
group.ClearPerInstanceData();
var metaTable = _meshAdapter.MetadataTable;
uint anyVao = 0;
// Project the 5-tuple enumerable into LandblockEntry records for WalkEntities.
static IEnumerable ToEntries(
IEnumerable<(uint LandblockId, Vector3 AabbMin, Vector3 AabbMax,
IReadOnlyList Entities,
IReadOnlyDictionary? AnimatedById)> src)
{
foreach (var e in src)
yield return new LandblockEntry(e.LandblockId, e.AabbMin, e.AabbMax, e.Entities, e.AnimatedById);
}
// A.5 T26 follow-up (Bug B): use the no-alloc WalkEntitiesInto overload
// that populates _walkScratch (a per-dispatcher field reused across frames)
// instead of allocating a fresh List<(WorldEntity, int)> per frame.
//
// Pass an IndoorProbeState when any indoor probe is active so the static
// WalkEntitiesInto can emit rate-limited [indoor-cull] / [indoor-walk]
// lines without needing access to instance fields. Null = probes off.
IndoorProbeState? probeState = null;
if (RenderingDiagnostics.ProbeIndoorCullEnabled || RenderingDiagnostics.ProbeIndoorWalkEnabled)
{
// _currentFrame is snapped at construction time. Construct
// once per Draw() call only — a second construction within
// the same frame would stamp the dictionary with the
// (already-advanced) counter value, suppressing the second
// pass's emissions for IndoorProbeRateLimitFrames frames.
// Today Draw() is called exactly once per frame; if a
// future refactor adds a shadow / reflection / second pass,
// this assumption needs revisiting.
probeState = new IndoorProbeState(_lastIndoorProbeFrame, _indoorProbeFrameCounter);
}
var walkResult = default(WalkResult);
WalkEntitiesInto(
ToEntries(landblockEntries),
frustum,
neverCullLandblockId,
visibleCellIds,
animatedEntityIds,
_walkScratch,
ref walkResult,
probeState,
set);
// Tier 1 cache (#53) flush-tracking locals. _walkScratch holds one tuple
// per (entity, MeshRefIndex) and is in entity-order, so all MeshRefs of
// a given entity are contiguous. We accumulate ALL of an entity's
// batches into _populateScratch, then flush exactly once per entity:
// either when the iteration crosses to a different entity, or at the
// end of the loop for the last entity. Flushing per-tuple would
// overwrite earlier MeshRefs (the cache is keyed by entity.Id), so
// multi-part Setup-backed entities would only retain their LAST
// MeshRef's batches — bug fixed in commit after 2f489a8.
uint? populateEntityId = null;
uint populateLandblockId = 0;
// §4 flap [clip-route-disp] probe (2026-06-10, throwaway): entities dropped by
// ResolveSlotForFrame's CULL sentinel this Draw. One increment per culled entity —
// cheap enough to count unconditionally; emission below is probe-gated.
int probeCulledEntities = 0;
// Tier 1 cache (#53) — fast-path one-shot tracker. The cache stores a
// FLAT list of batches across all MeshRefs of an entity, so a single
// ApplyCacheHit call already drew every batch. _walkScratch yields
// one tuple per (entity, MeshRefIndex), so without this guard a
// 3-MeshRef static entity on a frame-2 cache hit would call
// ApplyCacheHit 3 times — appending all 6 batches × 3 = 18 instances
// to _groups instead of 6. Result: severe Z-fighting + 3× perf hit
// on every multi-part static entity (buildings, statues, multi-MeshRef
// NPCs). The fast path must fire only on the FIRST tuple of each
// entity; subsequent tuples skip via this tracker.
uint? lastHitEntityId = null;
// Tier 1 cache (#53) — incomplete-entity guard. When any MeshRef of
// the current entity has _meshAdapter.TryGetRenderData return null
// (mesh still async-decoding via ObjectMeshManager.PrepareMeshDataAsync),
// we mark the entity incomplete and DROP the accumulated populate
// scratch at entity boundary instead of writing it to the cache.
// Otherwise the cache would hold a partial classification (some parts
// missing), and frame-2 cache hits would persist that partial render
// even after the missing mesh loads — every subsequent frame sees the
// cache hit and skips re-classification, so the missing parts never
// recover. User-visible symptom: the drudge statue on top of the
// Foundry (multi-part Setup entity with AnimPartChange) renders with
// some parts missing permanently. Reset on entity change.
bool currentEntityIncomplete = false;
// Per-tuple entity tracker used purely for entity-change detection.
// Updated UNCONDITIONALLY at end of every tuple (including tuples that
// skip via null renderData), so the flag-reset block below correctly
// distinguishes "new entity" from "same entity, different tuple."
// populateEntityId can't be used for this because it's only set after
// a successful slow-path classification.
uint? prevTupleEntityId = null;
foreach (var (entity, partIdx, landblockId) in _walkScratch)
{
if (diag) _entitiesSeen++;
// Skip subsequent tuples of an entity that already cache-hit on
// its first tuple. ApplyCacheHit drew the full flat batch list;
// re-firing here would N-multiply the instance count. Diag
// _entitiesDrawn is bumped here to preserve per-tuple parity with
// the previous counting semantics.
if (lastHitEntityId == entity.Id)
{
if (diag) _entitiesDrawn++;
continue;
}
// Reset the hit tracker on entity change so the next entity's
// first tuple re-checks the cache. (When this iteration is the
// FIRST tuple of a new entity after a cache-hit entity, we must
// not retain the previous entity's id.)
if (lastHitEntityId.HasValue && lastHitEntityId.Value != entity.Id)
{
lastHitEntityId = null;
}
// Tier 1 cache (#53) — drop the previous entity's accumulated
// populate scratch BEFORE MaybeFlushOnEntityChange runs. If the
// previous entity ended incomplete (≥1 null renderData), we MUST
// NOT cache its partial classification: clear scratch and null
// the tracker so MaybeFlushOnEntityChange sees the cleaned state
// and no-ops for this entity. Reset the incomplete flag for the
// new entity so each one gets a fresh measurement.
//
// CRITICAL: the flag reset must fire ONLY on entity change, not
// every tuple. Resetting per-tuple within the same entity would
// undo a null-renderData flag set by a previous tuple of the same
// entity → if the missing MeshRef sits in the MIDDLE of the
// entity's MeshRefs list, a later valid tuple's reset would
// re-mark the entity "complete" and let partial data populate
// the cache. Trees with [trunk valid, branches null, leaves
// valid] hit this exactly — branches never recover.
// #119 root-cause fix: cache operations key on the entity's OWNING
// landblock, never the Draw call's tuple landblock (which is the
// PLAYER's landblock on the bucket path). See ResolveCacheLandblockHint.
uint cacheLb = ResolveCacheLandblockHint(entity, landblockId);
bool isNewEntity = !prevTupleEntityId.HasValue || prevTupleEntityId.Value != entity.Id;
if (isNewEntity)
{
if (populateEntityId.HasValue && currentEntityIncomplete)
{
_populateScratch.Clear();
_populateSelectionScratch.Clear();
populateEntityId = null;
}
currentEntityIncomplete = false;
// Phase U.4: resolve this entity's clip slot ONCE per entity
// (constant across its tuples). On the U.3 / outdoor path
// (_clipRoutingActive false) every entity is slot 0, never culled.
// The whole decision (including the routing-active gate) lives in
// the pure ResolveSlotForFrame helper so it's unit-testable.
(_currentEntitySlot, _currentEntityCulled) = ResolveSlotForFrame(
_clipRoutingActive, entity.ServerGuid, entity.ParentCellId,
_cellIdToSlot, _outdoorSlot, _outdoorVisible);
if (_currentEntityCulled)
probeCulledEntities++;
// Fix B: select this entity's up-to-8 point/spot lights ONCE (the set
// is constant across the entity's parts/tuples), by the entity's
// bounding sphere — camera-INDEPENDENT (minimize_object_lighting).
ComputeEntityLightSet(entity);
_currentEntitySelectionLighting =
_selectionLighting?.TryGetLighting(
entity.ServerGuid,
entity.Id,
out var lighting) == true
? new Vector2(lighting.Luminosity, lighting.Diffuse)
: new Vector2(0f, 1f);
// #119 decisive probe: one-shot dump (+ change re-emission) for
// ACDREAM_DUMP_ENTITY-targeted entities. Before the culled-continue
// so a routed-out entity still reports its state.
MaybeEmitEntityDump(entity, cacheLb, _currentEntityCulled);
// #176 seam-draw probe: any entity parented to a target cell reports
// its position + light set (a floor-coincident static/plate would be
// the z-fight's second draw; the player entity is the positive
// control). Before the culled-continue, like the dump above.
if (AcDream.Core.Rendering.RenderingDiagnostics.ProbeSeamDrawEnabled
&& entity.ParentCellId is { } seamPc
&& AcDream.Core.Rendering.RenderingDiagnostics.SeamDrawTargetCells.Contains(seamPc))
MaybeEmitSeamEnt(entity);
}
prevTupleEntityId = entity.Id;
// Flush-on-entity-change: if the previous entity accumulated any
// batches AND this iteration is for a different entity, populate
// its cache entry now and reset the scratch buffer. Runs for ALL
// entities (including this-entity-culled) so the PREVIOUS entity's
// cache always flushes at the boundary.
(populateEntityId, populateLandblockId) = MaybeFlushOnEntityChange(
populateEntityId, populateLandblockId, entity.Id, _cache,
_populateScratch, _populateSelectionScratch);
// Phase U.4: a culled entity (cell not visible, or no outdoors visible
// for an outdoor stab) contributes NO instances. Skip after the
// boundary flush above so the previous entity still committed; the
// next entity's isNewEntity logic is unaffected (prevTupleEntityId is
// already updated). Matches the existing visible-cell / frustum cull:
// nothing enters _groups, so neither binding=0 nor binding=3 sees it.
if (_currentEntityCulled)
continue;
var entityWorld =
Matrix4x4.CreateFromQuaternion(entity.Rotation) *
Matrix4x4.CreateTranslation(entity.Position);
bool isAnimated = animatedEntityIds?.Contains(entity.Id) == true;
// Cache-hit fast path (Task 10): static entity with a populated
// cache entry skips classification entirely. Walk the cached
// (GroupKey, RestPose) flat list and append cached.RestPose *
// entityWorld to each matching group's matrices. Animated entities
// bypass the cache (collector is set null below; their entries are
// never populated in the first place).
//
// Placed AFTER the entity-change flush above so that, on a
// hit, this iteration also finishes flushing any pending
// populate state from a previous entity. Animated entities never
// enter this branch — the !isAnimated guard makes that explicit.
//
// Fires ONCE per entity: the first tuple reaches here, runs
// ApplyCacheHit, sets lastHitEntityId, and continues. Subsequent
// tuples of the same entity short-circuit at the top of the loop
// body via the lastHitEntityId == entity.Id check above.
if (!isAnimated && !_tier1CacheDisabled && _cache.TryGet(entity.Id, cacheLb, out var cachedEntry))
{
ApplyCacheHitDirect(cachedEntry!, entityWorld);
// The cache is populated only after every MeshRef rendered
// successfully. Publish the same parts for retail picking now;
// CPhysicsPart::Draw only participates after the visible draw
// path has accepted a real part.
if (_selectionSink is not null)
PublishCachedSelectionParts(cachedEntry!, entity, entityWorld);
// anyVao recovery: when the first visible entity in the frame
// takes the fast path, no slow-path lookup has populated
// anyVao yet. Look up THIS entity's first MeshRef once via
// the mesh adapter — cheap dict lookup, not a re-classify.
if (anyVao == 0)
{
var firstMeshRef = entity.MeshRefs[partIdx];
var firstRenderData = _meshAdapter.TryGetRenderData(firstMeshRef.GfxObjId);
if (firstRenderData is not null) anyVao = firstRenderData.VAO;
}
if (diag) _entitiesDrawn++;
lastHitEntityId = entity.Id;
#if DEBUG
// Cross-check guard: assert the membership predicate held at hit time.
// The full re-classification cross-check (spec section 6.5) is a stretch
// goal; this simpler assert catches the prior Tier 1 bug class — a
// static entity that turns out to actually be animated would fire here.
//
// Structurally redundant with the `if (!isAnimated && ...)` branch
// condition, but serves as a TRIPWIRE: a future refactor that
// incorrectly relaxes the branch condition (e.g., removes
// `!isAnimated` from the guard) would silently allow animated
// entities into the fast path; the assert catches that immediately.
System.Diagnostics.Debug.Assert(
!isAnimated,
$"EntityClassificationCache hit on animated entity {entity.Id} — invariant violated");
#endif
continue;
}
// Compute structural palette identity once per entity. Its hash
// accelerates lookup; equality still compares every range.
PaletteCompositeIdentity paletteIdentity = default;
if (entity.PaletteOverride is not null)
paletteIdentity = TextureCache.GetPaletteIdentity(entity.PaletteOverride);
// Note: GameWindow's spawn path already applies
// AnimPartChanges + GfxObjDegradeResolver (Issue #47 fix —
// close-detail mesh swap for humanoids) to MeshRefs. We
// trust MeshRefs as the source of truth here. AnimatedEntityState's
// overrides become relevant only for hot-swap (0xF625
// ObjDescEvent) which today rebuilds MeshRefs anyway.
var meshRef = entity.MeshRefs[partIdx];
ulong gfxObjId = meshRef.GfxObjId;
var renderData = _meshAdapter.TryGetRenderData(gfxObjId);
// [indoor-lookup] probe — emit once per cell entity per sec.
// Fires BEFORE the null-renderData early-continue so a miss still
// emits hit=false, distinguishing H2 (empty batches) from H6
// (dispatcher fails to traverse Setup).
ulong lookupCellId = (ulong)gfxObjId;
if (RenderingDiagnostics.IsEnvCellId(lookupCellId)
&& RenderingDiagnostics.ProbeIndoorLookupEnabled
// Rate-limit in a separate namespace from [indoor-walk]/[indoor-cull]
// (which key on the same gfxObjId). Without this, IndoorAll=1 would
// silence the lookup probe whenever the walk probe fired first.
&& ShouldEmitIndoorProbe(lookupCellId | 0x8000_0000_0000_0000UL))
{
bool hit = renderData is not null;
bool isSetup = hit && renderData!.IsSetup;
int partCount = isSetup ? renderData!.SetupParts.Count : 0;
int partsHit = 0, partsMiss = 0;
if (isSetup)
{
foreach (var (partId, _) in renderData!.SetupParts)
{
if (_meshAdapter.TryGetRenderData(partId) is not null) partsHit++;
else partsMiss++;
}
}
bool hasEnvCellGeom = isSetup
&& renderData!.SetupParts.Exists(t => (t.GfxObjId & 0x1_0000_0000UL) != 0);
Console.WriteLine(
$"[indoor-lookup] cellId=0x{lookupCellId:X8} " +
$"hit={hit} isSetup={isSetup} partCount={partCount} " +
$"hasEnvCellGeom={hasEnvCellGeom} partsHit={partsHit} partsMiss={partsMiss}");
}
if (renderData is null)
{
// Tier 1 cache (#53): mesh data is still async-decoding via
// WB's ObjectMeshManager.PrepareMeshDataAsync. Flag the entity
// as incomplete so the entity-boundary check (or end-of-loop
// check) drops the accumulated populate scratch instead of
// caching a partial classification. The slow path retries on
// the next frame; once all this entity's meshes have loaded,
// the populate fires with the complete batch set.
currentEntityIncomplete = true;
if (diag) _meshesMissing++;
// #128 self-heal: a missing-but-referenced mesh re-requests
// its load HERE — the one site that touches it every frame —
// so a preparation lost to landblock churn (cancelled after
// the last registration event) can never stay lost. Deduped
// per Draw; PrepareMeshDataAsync is idempotent while pending.
if (_missRequested.Add(gfxObjId))
{
_meshAdapter.EnsureLoaded(gfxObjId);
if (diag && _missLogged.Add(gfxObjId))
Console.WriteLine($"[mesh-miss] 0x{gfxObjId:X10} re-requested at point of use");
}
continue;
}
if (anyVao == 0) anyVao = renderData.VAO;
// Cache-miss path (animated entities skip cache entirely).
// Static entities accumulate into _populateScratch across ALL
// their MeshRefs; the flush at next-entity-boundary (or
// end-of-loop) commits them as a single Populate call.
var collector = isAnimated ? null : _populateScratch;
var selectionCollector = isAnimated ? null : _populateSelectionScratch;
bool drewAny = false;
if (renderData.IsSetup && renderData.SetupParts.Count > 0)
{
// #188: setupPartIndex is the SAME index space
// TransparentPartHook.PartIndex addresses — retail's CPartArray
// numbers parts by their ordinal position in the Setup's own
// part list (SetupPartTransforms.Compute is the other verified
// consumer of this exact indexing: one rigid pose per
// Setup.Parts[i]). NOT the outer per-MeshRef loop index — a
// MeshRef is acdream's own decomposition of top-level
// attachments (weapon/shield/etc), a different concept.
for (int setupPartIndex = 0; setupPartIndex < renderData.SetupParts.Count; setupPartIndex++)
{
var (partGfxObjId, partTransform) = renderData.SetupParts[setupPartIndex];
var partData = _meshAdapter.TryGetRenderData(partGfxObjId);
if (partData is null)
{
// #128 self-heal + #53: a missing Setup PART must mark
// the entity incomplete (else a partial batch set
// caches permanently — the same bug class one level
// deeper) and re-request its load like the MeshRef
// path above.
currentEntityIncomplete = true;
if (diag) _meshesMissing++;
if (_missRequested.Add(partGfxObjId))
{
_meshAdapter.EnsureLoaded(partGfxObjId);
if (diag && _missLogged.Add(partGfxObjId))
Console.WriteLine($"[mesh-miss] 0x{partGfxObjId:X10} (setup part) re-requested at point of use");
}
continue;
}
var model = ComposePartWorldMatrix(
entityWorld, meshRef.PartTransform, partTransform);
// [indoor-xform] probe — only for the cell's synthetic
// geometry part (bit 32 set, per WB's PrepareEnvCellMeshData
// cellGeomId convention). One line per part per sec.
// Disambiguates hypothesis H5 (transform double-apply —
// composedT lands at 2 × cellOrigin).
if ((partGfxObjId & 0x1_0000_0000UL) != 0
&& RenderingDiagnostics.ProbeIndoorXformEnabled
&& ShouldEmitIndoorProbe(partGfxObjId))
{
Console.WriteLine(
$"[indoor-xform] cellGeomId=0x{partGfxObjId:X16} " +
$"entityWorldT=({entityWorld.Translation.X:F2},{entityWorld.Translation.Y:F2},{entityWorld.Translation.Z:F2}) " +
$"meshRefT=({meshRef.PartTransform.Translation.X:F2},{meshRef.PartTransform.Translation.Y:F2},{meshRef.PartTransform.Translation.Z:F2}) " +
$"partT=({partTransform.Translation.X:F2},{partTransform.Translation.Y:F2},{partTransform.Translation.Z:F2}) " +
$"composedT=({model.Translation.X:F2},{model.Translation.Y:F2},{model.Translation.Z:F2})");
}
var restPose = partTransform * meshRef.PartTransform;
// #188 retail CPhysicsPart::Draw (0x0050d7a0) early-out: once a
// part's translucency hits EXACTLY 1.0 (fully invisible), retail
// sets draw_state|=1 and skips the whole part outright — not a
// blend to nothing. TranslucencyFadeManager.AdvanceAll guarantees
// t=1 commits the bitwise-exact value so this check is safe.
float opacityMultiplier = 1.0f;
if (_translucencyFades.TryGetCurrentValue(entity.Id, (uint)setupPartIndex, out float translucencyValue))
{
if (translucencyValue >= 1.0f) continue; // skip this part's draw entirely
opacityMultiplier = 1f - translucencyValue; // CMaterial::SetTranslucencySimple 0x005396f0
}
if (!ClassifyBatches(partData, partGfxObjId, model, entity, meshRef, paletteIdentity, metaTable, restPose, opacityMultiplier, collector))
currentEntityIncomplete = true;
_selectionSink?.AddVisiblePart(
entity,
unchecked((partIdx << 16) | (setupPartIndex & 0xFFFF)),
(uint)partGfxObjId,
model);
selectionCollector?.Add(new CachedSelectionPart(
unchecked((partIdx << 16) | (setupPartIndex & 0xFFFF)),
(uint)partGfxObjId,
restPose));
drewAny = true;
}
}
else
{
// #188: a bare (non-Setup) GfxObj entity has exactly one part —
// retail's CPartArray for such an object is a single-entry array,
// so TransparentPartHook.PartIndex for it is always 0.
float opacityMultiplier = 1.0f;
bool fullyInvisible = false;
if (_translucencyFades.TryGetCurrentValue(entity.Id, 0u, out float translucencyValue))
{
if (translucencyValue >= 1.0f) fullyInvisible = true;
else opacityMultiplier = 1f - translucencyValue;
}
if (!fullyInvisible)
{
var model = meshRef.PartTransform * entityWorld;
if (!ClassifyBatches(renderData, gfxObjId, model, entity, meshRef, paletteIdentity, metaTable, restPose: meshRef.PartTransform, opacityMultiplier: opacityMultiplier, collector: collector))
currentEntityIncomplete = true;
_selectionSink?.AddVisiblePart(
entity,
partIdx,
(uint)gfxObjId,
model);
selectionCollector?.Add(new CachedSelectionPart(
partIdx,
(uint)gfxObjId,
meshRef.PartTransform));
drewAny = true;
}
}
// Track THIS entity for the next iteration's flush check. Only
// when collector is non-null (entity is static); animated entities
// leave the tracker null so we don't try to flush them.
// #119: the populate commits under the OWNER-derived hint so the
// entry is found by the same key on the next frame's TryGet and
// swept by InvalidateLandblock when the OWNING landblock unloads.
if (collector is not null)
{
populateEntityId = entity.Id;
populateLandblockId = cacheLb;
}
if (diag && drewAny) _entitiesDrawn++;
}
// Tier 1 cache (#53) — drop the accumulated populate scratch if the
// LAST entity in the loop ended incomplete (had ≥1 null renderData).
// Same reason as the entity-boundary handling above: avoid caching a
// partial classification. The slow path will retry on the next frame
// and populate correctly once all meshes have loaded.
if (currentEntityIncomplete)
{
_populateScratch.Clear();
_populateSelectionScratch.Clear();
populateEntityId = null;
}
// Final flush: the last entity in _walkScratch has no "next iteration"
// to trigger the entity-change flush, so commit its accumulated batches
// here. No-op when the last entity was animated (populateEntityId stays
// null) or when no entities walked at all.
FinalFlushPopulate(
populateEntityId, populateLandblockId, _cache,
_populateScratch, _populateSelectionScratch);
// §4 flap [clip-route-disp] probe (2026-06-10, throwaway): the per-slot instance
// histogram exactly as it will be uploaded to binding=3 (grp.Slots) plus the
// culled-entity count. Routed draws only (the landscape pass under DrawInside) so the
// unrouted per-cell bucket draws don't oscillate the print-on-change signature.
// Emitted BEFORE the anyVao / totalInstances early-outs so an all-culled frame still
// reports (inst=0).
if (RenderingDiagnostics.ProbeClipRouteEnabled && _clipRoutingActive)
EmitClipRouteDispatchProbe(probeCulledEntities);
// Nothing visible — skip the GL pass entirely.
if (anyVao == 0)
{
LastDrawStats = new DrawStats(set, walkResult.EntitiesWalked, _walkScratch.Count, 0, 0, 0, 0, 0, 0);
_cpuStopwatch.Stop();
if (diag) MaybeFlushDiag();
return;
}
// ── Phase 3: assign FirstInstance per group, lay matrices contiguously, sort opaque ──
bool deferTransparent = _alphaQueue?.IsCollecting == true;
var instanceCounts = PartitionInstanceGroups(
_groups.Values,
deferTransparent,
camPos,
_opaqueDraws,
_translucentDraws);
int totalInstances = instanceCounts.VisibleInstances;
int immediateInstances = instanceCounts.ImmediateInstances;
if (totalInstances == 0)
{
LastDrawStats = new DrawStats(set, walkResult.EntitiesWalked, _walkScratch.Count, 0, 0, 0, 0, 0, 0);
_cpuStopwatch.Stop();
if (diag) MaybeFlushDiag();
return;
}
_opaqueDraws.Sort(CompareOpaqueSubmissionOrder);
if (deferTransparent)
DeferTransparentGroups(camPos, vp);
else
_translucentDraws.Sort(CompareTransparentSubmissionOrder);
int needed = immediateInstances * 16;
if (_instanceData.Length < needed)
_instanceData = new float[needed + 256 * 16];
// Phase U.4: size the per-instance clip-slot buffer to match the instance
// count and lay it out in the SAME group order / cursor as _instanceData,
// so instanceClipSlot[i] (binding=3) tracks Instances[i] (binding=0). On
// the U.3 / outdoor path every Slots entry is 0 ⇒ identical to U.3.
if (_clipSlotData.Length < immediateInstances)
_clipSlotData = new uint[immediateInstances + 256];
// Fix B: per-instance light-set buffer, MaxLightsPerObject ints per
// instance, laid out in the SAME group order / cursor as _instanceData
// so instanceLightIdx[instanceIndex*8 + k] (binding=5) tracks
// Instances[instanceIndex] (binding=0).
if (_lightSetData.Length < immediateInstances * LightManager.MaxLightsPerObject)
_lightSetData = new int[(immediateInstances + 256) * LightManager.MaxLightsPerObject];
// #142: per-instance indoor flag buffer, one uint per instance, parallel to
// _clipSlotData / _instanceData. Grown on demand like the others.
if (_indoorData.Length < immediateInstances)
_indoorData = new uint[immediateInstances + 256];
// #188: per-instance opacity buffer, one float per instance, parallel to
// _clipSlotData / _instanceData. Grown on demand like the others.
if (_alphaData.Length < immediateInstances)
_alphaData = new float[immediateInstances + 256];
if (_selectionLightingData.Length < immediateInstances)
_selectionLightingData = new Vector2[immediateInstances + 256];
int cursor = 0;
foreach (InstanceGroup grp in _opaqueDraws)
StageImmediateGroup(grp, ref cursor);
if (!deferTransparent)
{
foreach (InstanceGroup grp in _translucentDraws)
StageImmediateGroup(grp, ref cursor);
}
System.Diagnostics.Debug.Assert(cursor == immediateInstances);
// Front-to-back sort within each cull mode. DrawIndirectRange must
// split MDI calls whenever CullMode changes because GL state is not
// part of an indirect command. Sorting by distance alone can turn a
// stable 1k-draw live scene into hundreds of tiny MDI runs after a
// landblock transition, which shows up as a GPU-command bottleneck
// without a triangle-count spike.
// Retail particles and ordinary object parts share CPartCell's
// CShadowPart list before delayed alpha is flushed. During the world
// alpha frame, preserve each transparent instance as an independent
// submission so the shared queue can interleave it with particles.
// Immediate mode remains for sealed off-screen consumers such as the
// paperdoll and UI Studio render stack.
// ── Phase 4: build IndirectGroupInput list (opaque sorted, then translucent),
// fill via BuildIndirectArrays ──────────────────────────────────
int immediateTransparentCount = deferTransparent ? 0 : _translucentDraws.Count;
int totalDraws = _opaqueDraws.Count + immediateTransparentCount;
if (_batchData.Length < totalDraws)
_batchData = new BatchData[totalDraws + 64];
if (_indirectCommands.Length < totalDraws)
_indirectCommands = new DrawElementsIndirectCommand[totalDraws + 64];
if (_drawCullModes.Length < totalDraws)
_drawCullModes = new CullMode[totalDraws + 64];
if (_batchPublicScratch.Length < totalDraws)
_batchPublicScratch = new BatchDataPublic[totalDraws + 64];
_groupInputScratch.Clear();
foreach (var g in _opaqueDraws) _groupInputScratch.Add(ToInput(g));
if (!deferTransparent)
foreach (var g in _translucentDraws) _groupInputScratch.Add(ToInput(g));
// Cast _batchData (private BatchData) to public-mirror BatchDataPublic for BuildIndirectArrays.
// Layout is asserted at test time (BatchDataPublic_LayoutMatchesPrivateBatchData test).
var layout = BuildIndirectArrays(
_groupInputScratch,
_indirectCommands,
_batchPublicScratch,
_drawCullModes);
long totalTriangles = 0;
foreach (var input in _groupInputScratch)
totalTriangles += (long)(input.IndexCount / 3) * input.InstanceCount;
int cullRuns =
CountCullRuns(_drawCullModes, 0, layout.OpaqueCount) +
CountCullRuns(_drawCullModes, layout.OpaqueCount, layout.TransparentCount);
// Copy back into _batchData
for (int i = 0; i < totalDraws; i++)
{
_batchData[i] = new BatchData
{
TextureHandle = _batchPublicScratch[i].TextureHandle,
TextureLayer = _batchPublicScratch[i].TextureLayer,
Flags = _batchPublicScratch[i].Flags,
};
}
_opaqueDrawCount = layout.OpaqueCount;
_transparentDrawCount = layout.TransparentCount;
_transparentByteOffset = layout.TransparentByteOffset;
LastDrawStats = new DrawStats(
set,
walkResult.EntitiesWalked,
_walkScratch.Count,
totalInstances,
totalDraws,
cullRuns,
_opaqueDrawCount,
_transparentDrawCount,
totalTriangles);
// ── Phase 5: upload four buffers ────────────────────────────────────
ActivateNextDynamicBufferSet();
fixed (float* ip = _instanceData)
UploadSsbo(_instanceSsbo, 0, ref _instanceSsboCapacityBytes,
ip, immediateInstances * 16 * sizeof(float));
fixed (BatchData* bp = _batchData)
UploadSsbo(_batchSsbo, 1, ref _batchSsboCapacityBytes,
bp, totalDraws * sizeof(BatchData));
// Phase U.4: per-instance clip-slot buffer (binding=3), one uint per
// instance, laid out parallel to _instanceData in Phase 3's group loop so
// instanceClipSlot[instanceIndex] tracks Instances[instanceIndex]. On the
// U.3 / outdoor path every entry is 0 ⇒ slot 0 ⇒ no-clip (identical to
// U.3); under indoor routing it holds the per-instance slot from
// ResolveEntitySlot. No clear here — Phase 3 wrote exactly immediateInstances
// entries; only [0..immediateInstances) is uploaded, so any stale tail is
// never read by the shader.
fixed (uint* sp = _clipSlotData)
UploadSsbo(_clipSlotSsbo, 3, ref _clipSlotSsboCapacityBytes,
sp, immediateInstances * sizeof(uint));
// #142: per-instance indoor flag buffer (binding=6), one uint per instance,
// laid out parallel to _instanceData in Phase 3. Only [0..immediateInstances)
// is uploaded — stale tail never read (same guarantee as clip-slot above).
fixed (uint* dp = _indoorData)
UploadSsbo(_instIndoorSsbo, 6, ref _instIndoorSsboCapacityBytes,
dp, immediateInstances * sizeof(uint));
// #188: per-instance opacity buffer (binding=7), one float per instance,
// laid out parallel to _instanceData in Phase 3. Only [0..immediateInstances)
// is uploaded — stale tail never read (same guarantee as clip-slot above).
fixed (float* ap = _alphaData)
UploadSsbo(_instAlphaSsbo, 7, ref _instAlphaSsboCapacityBytes,
ap, immediateInstances * sizeof(float));
// SmartBox click lighting: x=luminosity, y=diffuse. mesh_modern.vert
// reads this only for the object path (uLightingMode=0), so EnvCell's
// independent mode-1 renderer does not consume this binding.
fixed (Vector2* hp = _selectionLightingData)
UploadSsbo(_instSelectionLightingSsbo, 8, ref _instSelectionLightingSsboCapacityBytes,
hp, immediateInstances * sizeof(float) * 2);
// Fix B: global point-light buffer (binding=4) + per-instance light-set
// buffer (binding=5). The global buffer is this frame's PointSnapshot; the
// per-instance buffer holds 8 int indices into it per instance, laid out
// parallel to _instanceData in Phase 3. Both bound with ≥1 element so the
// shader never reads an unbound SSBO on a no-lights frame.
UploadGlobalLights();
fixed (int* lp = _lightSetData)
UploadSsbo(_instLightSetSsbo, 5, ref _instLightSetSsboCapacityBytes,
lp, immediateInstances * LightManager.MaxLightsPerObject * sizeof(int));
fixed (DrawElementsIndirectCommand* cp = _indirectCommands)
{
UploadDynamicBuffer(
BufferTargetARB.DrawIndirectBuffer,
_indirectBuffer,
ref _indirectBufferCapacityBytes,
cp,
totalDraws * sizeof(DrawElementsIndirectCommand));
}
PersistActiveDynamicBufferCapacities();
// Phase U.3: bind the SHARED per-cell clip-region SSBO (binding=2). The
// GameWindow-level ClipFrame already uploaded + bound it this frame; we
// re-bind defensively in case another consumer touched binding=2 since.
// When no shared id is set (0), bind our own no-clip fallback so the
// shader never reads an unbound SSBO at binding=2.
BindClipRegionBinding2();
// ── Phase 6: bind global VAO once ───────────────────────────────────
_gl.BindVertexArray(anyVao);
if (string.Equals(Environment.GetEnvironmentVariable("ACDREAM_NO_CULL"), "1", StringComparison.Ordinal))
_gl.Disable(EnableCap.CullFace);
// GPU timing: compute this frame's ring slot. We read frame N-3's
// result (the oldest data in the ring) before overwriting it with
// frame N's queries. Hoisted to function scope so both the opaque
// and transparent passes below can reference gpuQuerySlot. See spec
// §3 Q1/Q2 + §4 in
// docs/superpowers/specs/2026-05-11-phase-n6-slice1-design.md.
int gpuQuerySlot = _gpuQueryFrameIndex % GpuQueryRingDepth;
// diag is part of the gate so the read/issue/increment trio stays
// symmetric — without it, toggling ACDREAM_WB_DIAG mid-session would
// freeze the frame counter (gated by diag below) while the read kept
// re-reading the same slot, producing duplicate stale samples.
if (diag && _gpuQueriesInitialized && _gpuQueryFrameIndex >= GpuQueryRingDepth)
{
// #125: only read slots whose query objects were actually BEGUN (a
// zero-draw pass skips BeginQuery; reading a never-begun name is
// GL_INVALID_OPERATION). A pass that never ran contributes 0 ns.
ulong opaqueNs = 0, transNs = 0;
bool anyRead = false, allAvailable = true;
if (_gpuQueryOpaqueBegun[gpuQuerySlot])
{
_gl.GetQueryObject(_gpuQueryOpaque[gpuQuerySlot], QueryObjectParameterName.ResultAvailable, out int availO);
if (availO != 0)
{
_gl.GetQueryObject(_gpuQueryOpaque[gpuQuerySlot], QueryObjectParameterName.Result, out opaqueNs);
anyRead = true;
}
else allAvailable = false;
}
if (_gpuQueryTransparentBegun[gpuQuerySlot])
{
_gl.GetQueryObject(_gpuQueryTransparent[gpuQuerySlot], QueryObjectParameterName.ResultAvailable, out int availT);
if (availT != 0)
{
_gl.GetQueryObject(_gpuQueryTransparent[gpuQuerySlot], QueryObjectParameterName.Result, out transNs);
anyRead = true;
}
else allAvailable = false;
}
// If a begun query isn't available yet the sample is dropped
// silently. MedianMicros computes over the non-zero subset, so
// dropped samples don't poison the median.
if (anyRead && allAvailable)
{
long gpuUs = (long)((opaqueNs + transNs) / 1000UL);
_gpuSamples[_gpuSampleCursor] = gpuUs;
_gpuSampleCursor = (_gpuSampleCursor + 1) % _gpuSamples.Length;
}
}
// ── Phase 7: opaque pass ─────────────────────────────────────────────
if (_opaqueDrawCount > 0)
{
_gl.Disable(EnableCap.Blend);
_gl.DepthMask(true);
// A.5 T20: enable A2C for ClipMap foliage — GPU derives sample mask
// from the alpha written by mesh_modern.frag so foliage edges are
// smooth under MSAA 4x. A no-op for fully-opaque (α=1) batches.
// A.5 T22.5: gated by AlphaToCoverage property so Low/Medium presets
// (no MSAA) skip the unnecessary GL state change.
if (AlphaToCoverage) _gl.Enable(EnableCap.SampleAlphaToCoverage);
_shader.SetInt("uRenderPass", 0);
// Phase Post-A.5 (ISSUE #52, 2026-05-10): opaque section of
// Batches[] starts at index 0. See uDrawIDOffset comment in
// mesh_modern.vert for why this is needed.
_shader.SetInt("uDrawIDOffset", 0);
_gl.BindBuffer(BufferTargetARB.DrawIndirectBuffer, _indirectBuffer);
if (diag && _gpuQueriesInitialized)
{
_gl.BeginQuery(QueryTarget.TimeElapsed, _gpuQueryOpaque[gpuQuerySlot]);
_gpuQueryOpaqueBegun[gpuQuerySlot] = true; // #125
}
DrawIndirectRange(0, _opaqueDrawCount);
if (diag && _gpuQueriesInitialized) _gl.EndQuery(QueryTarget.TimeElapsed);
if (AlphaToCoverage) _gl.Disable(EnableCap.SampleAlphaToCoverage);
}
// ── Phase 8: transparent pass ────────────────────────────────────────
if (_transparentDrawCount > 0)
{
_gl.Enable(EnableCap.Blend);
_gl.BlendFunc(BlendingFactor.SrcAlpha, BlendingFactor.OneMinusSrcAlpha);
_gl.DepthMask(false);
// Phase Post-A.5 (ISSUE #52, 2026-05-10): transparent section of
// Batches[] starts at index _opaqueDrawCount. Without this offset,
// each transparent draw reads BatchData[0..transparentCount) — the
// OPAQUE section — and the lifestone crystal's apparent texture
// flickers to whatever opaque batch sorted first that frame. See
// uDrawIDOffset comment in mesh_modern.vert.
_shader.SetInt("uDrawIDOffset", _opaqueDrawCount);
// Closed-shell translucent meshes still need culling, but the
// cull side must come from each dat batch just like the opaque
// section. BuildIndirectArrays preserves CullMode in _drawCullModes.
_gl.FrontFace(FrontFaceDirection.CW);
_shader.SetInt("uRenderPass", 1);
if (diag && _gpuQueriesInitialized)
{
_gl.BeginQuery(QueryTarget.TimeElapsed, _gpuQueryTransparent[gpuQuerySlot]);
_gpuQueryTransparentBegun[gpuQuerySlot] = true; // #125
}
DrawIndirectRange(_opaqueDrawCount, _transparentDrawCount);
if (diag && _gpuQueriesInitialized) _gl.EndQuery(QueryTarget.TimeElapsed);
_gl.DepthMask(true);
_gl.Disable(EnableCap.Blend);
}
_gl.Disable(EnableCap.CullFace);
_gl.BindVertexArray(0);
_cpuStopwatch.Stop();
if (diag)
{
long cpuUs = _cpuStopwatch.ElapsedTicks * 1_000_000L / System.Diagnostics.Stopwatch.Frequency;
_cpuSamples[_cpuSampleCursor] = cpuUs;
_cpuSampleCursor = (_cpuSampleCursor + 1) % _cpuSamples.Length;
// GPU sample read happens BEFORE issuing the next frame's queries
// (see step 1.3 above). Increment the frame counter here so the
// next call computes a fresh slot.
if (_gpuQueriesInitialized) _gpuQueryFrameIndex++;
_drawsIssued += _opaqueDrawCount + _transparentDrawCount;
_instancesIssued += totalInstances;
MaybeFlushDiag();
}
}
///
/// Phase A8 RR5 (2026-05-26): per-building draw overload. Walks only
/// entities whose ParentCellId is in , plus
/// outdoor-style entities matching the EntitySet partition. Used by
/// the indoor render branch to scope rendering to the camera-buildings'
/// cells.
///
/// Mirrors the existing visibleCellIds-based Draw but with an
/// explicit cell list (not the BFS-derived visibility set). The semantic
/// difference is at the caller: cellIds = the camera-buildings' EnvCellIds,
/// not the portal BFS result. The dispatcher's internal logic is identical
/// — it filters indoor entities by membership in the provided set.
///
public void Draw(
ICamera camera,
IEnumerable<(uint LandblockId, Vector3 AabbMin, Vector3 AabbMax,
IReadOnlyList Entities,
IReadOnlyDictionary? AnimatedById)> landblockEntries,
IReadOnlyCollection cellIds,
FrustumPlanes? frustum = null,
uint? neverCullLandblockId = null,
HashSet? animatedEntityIds = null,
EntitySet set = EntitySet.All)
{
// Adapt IReadOnlyCollection → HashSet for the existing path.
// If the caller already passed a HashSet, avoid re-wrapping.
HashSet cellIdSet = cellIds is HashSet hs ? hs : new HashSet(cellIds);
Draw(camera, landblockEntries,
frustum: frustum,
neverCullLandblockId: neverCullLandblockId,
visibleCellIds: cellIdSet,
animatedEntityIds: animatedEntityIds,
set: set);
}
private void PublishCachedSelectionParts(
EntityCacheEntry cachedEntry,
WorldEntity entity,
Matrix4x4 entityWorld)
{
foreach (CachedSelectionPart part in cachedEntry.SelectionParts)
{
_selectionSink!.AddVisiblePart(
entity,
part.PartIndex,
part.GfxObjId,
part.RestPose * entityWorld);
}
}
private static IndirectGroupInput ToInput(InstanceGroup g) => new(
IndexCount: g.IndexCount,
FirstIndex: g.FirstIndex,
BaseVertex: g.BaseVertex,
InstanceCount: g.InstanceCount,
FirstInstance: g.FirstInstance,
TextureHandle: g.BindlessTextureHandle,
TextureLayer: g.TextureLayer,
Translucency: g.Translucency,
CullMode: g.CullMode);
internal readonly record struct InstanceLayoutCounts(
int VisibleInstances,
int ImmediateInstances);
internal static InstanceLayoutCounts PartitionInstanceGroups(
IEnumerable groups,
bool deferTransparent,
Vector3 cameraWorldPosition,
List opaque,
List transparent)
{
opaque.Clear();
transparent.Clear();
int visibleInstances = 0;
int immediateInstances = 0;
foreach (InstanceGroup group in groups)
{
int count = group.Matrices.Count;
if (count == 0)
continue;
group.InstanceCount = count;
Matrix4x4 first = group.Matrices[0];
var groupPosition = new Vector3(first.M41, first.M42, first.M43);
group.SortDistance = Vector3.DistanceSquared(cameraWorldPosition, groupPosition);
visibleInstances += count;
if (IsOpaque(group.Translucency))
{
opaque.Add(group);
immediateInstances += count;
}
else
{
transparent.Add(group);
if (!deferTransparent)
immediateInstances += count;
}
}
return new InstanceLayoutCounts(visibleInstances, immediateInstances);
}
private void StageImmediateGroup(InstanceGroup group, ref int cursor)
{
group.FirstInstance = cursor;
for (int i = 0; i < group.Matrices.Count; i++)
{
WriteMatrix(_instanceData, cursor * 16, group.Matrices[i]);
_clipSlotData[cursor] = group.Slots[i];
group.LightSets[i].CopyTo(
_lightSetData,
cursor * LightManager.MaxLightsPerObject);
_indoorData[cursor] = group.IndoorFlags[i];
_alphaData[cursor] = group.Opacities[i];
_selectionLightingData[cursor] = group.SelectionLighting[i];
cursor++;
}
}
private static GroupKey ToKey(InstanceGroup g) => new(
g.FirstIndex,
g.BaseVertex,
g.IndexCount,
g.BindlessTextureHandle,
g.TextureLayer,
g.Translucency,
g.CullMode);
private void DeferTransparentGroups(Vector3 cameraWorldPosition, Matrix4x4 viewProjection)
{
RetailAlphaQueue queue = _alphaQueue!;
if (_deferredAlpha.Count == 0)
_deferredAlphaViewProjection = viewProjection;
else if (_deferredAlphaViewProjection != viewProjection)
throw new InvalidOperationException(
"One retail alpha scope cannot combine different view-projection matrices.");
foreach (InstanceGroup group in _translucentDraws)
{
GroupKey key = ToKey(group);
for (int i = 0; i < group.Matrices.Count; i++)
{
Matrix4x4 model = group.Matrices[i];
Vector3 localSortCenter = group.LocalSortCenters[i];
float viewerDistance = RetailAlphaOrdering.ComputeViewerDistance(
localSortCenter,
model,
cameraWorldPosition);
InstanceLightSet lights = group.LightSets[i];
int token = _deferredAlpha.Count;
_deferredAlpha.Add(new DeferredAlphaInstance(
key,
model,
group.Slots[i],
lights,
group.IndoorFlags[i],
group.Opacities[i],
group.SelectionLighting[i]));
queue.Submit(_alphaSource, token, viewerDistance);
}
}
}
private void PrepareDeferredAlphaDraws(ReadOnlySpan tokens)
{
if (tokens.Length == 0)
return;
GlobalMeshBuffer? global = _meshAdapter.MeshManager?.GlobalBuffer;
if (global is null || global.VAO == 0)
return;
int count = tokens.Length;
EnsureDeferredAlphaCapacity(count);
for (int i = 0; i < count; i++)
{
DeferredAlphaInstance entry = _deferredAlpha[tokens[i]];
WriteMatrix(_instanceData, i * 16, entry.Model);
_clipSlotData[i] = entry.ClipSlot;
_indoorData[i] = entry.Indoor;
_alphaData[i] = entry.Opacity;
_selectionLightingData[i] = entry.SelectionLighting;
int lightOffset = i * LightManager.MaxLightsPerObject;
entry.Lights.CopyTo(_lightSetData, lightOffset);
GroupKey key = entry.Key;
_batchData[i] = new BatchData
{
TextureHandle = key.BindlessTextureHandle,
TextureLayer = key.TextureLayer,
Flags = 0,
};
_indirectCommands[i] = new DrawElementsIndirectCommand
{
Count = (uint)key.IndexCount,
InstanceCount = 1,
FirstIndex = key.FirstIndex,
BaseVertex = key.BaseVertex,
BaseInstance = (uint)i,
};
_drawCullModes[i] = key.CullMode;
_deferredAlphaKinds[i] = key.Translucency;
}
// One upload per source per sorted alpha scope. RetailAlphaQueue later
// draws contiguous ranges from this immutable prepared payload; it must
// never overwrite these buffers for every short mesh/particle run.
ActivateNextDynamicBufferSet();
UploadDeferredAlphaBuffers(count);
PersistActiveDynamicBufferCapacities();
}
private void DrawPreparedAlphaBatch(int firstPreparedDraw, int drawCount)
{
if (drawCount <= 0)
return;
if (firstPreparedDraw < 0
|| firstPreparedDraw > _deferredAlpha.Count - drawCount)
throw new ArgumentOutOfRangeException(nameof(firstPreparedDraw));
GlobalMeshBuffer? global = _meshAdapter.MeshManager?.GlobalBuffer;
if (global is null || global.VAO == 0)
return;
_shader.Use();
_shader.SetMatrix4("uViewProjection", _deferredAlphaViewProjection);
_shader.SetInt("uLightingMode", 0);
_shader.SetInt("uLightDebug", AcDream.Core.Rendering.RenderingDiagnostics.LightDebugMode);
_shader.SetInt("uRenderPass", 1);
_gl.BindBufferBase(BufferTargetARB.ShaderStorageBuffer, 0, _instanceSsbo);
_gl.BindBufferBase(BufferTargetARB.ShaderStorageBuffer, 1, _batchSsbo);
_gl.BindBufferBase(BufferTargetARB.ShaderStorageBuffer, 3, _clipSlotSsbo);
_gl.BindBufferBase(BufferTargetARB.ShaderStorageBuffer, 4, _globalLightsSsbo);
_gl.BindBufferBase(BufferTargetARB.ShaderStorageBuffer, 5, _instLightSetSsbo);
_gl.BindBufferBase(BufferTargetARB.ShaderStorageBuffer, 6, _instIndoorSsbo);
_gl.BindBufferBase(BufferTargetARB.ShaderStorageBuffer, 7, _instAlphaSsbo);
_gl.BindBufferBase(BufferTargetARB.ShaderStorageBuffer, 8, _instSelectionLightingSsbo);
BindClipRegionBinding2();
_gl.BindVertexArray(global.VAO);
_gl.BindBuffer(BufferTargetARB.DrawIndirectBuffer, _indirectBuffer);
_gl.Enable(EnableCap.DepthTest);
_gl.Enable(EnableCap.Blend);
_gl.DepthMask(false);
_gl.FrontFace(FrontFaceDirection.CW);
int runStart = firstPreparedDraw;
int preparedEnd = firstPreparedDraw + drawCount;
while (runStart < preparedEnd)
{
TranslucencyKind blend = _deferredAlphaKinds[runStart];
int runEnd = runStart + 1;
while (runEnd < preparedEnd && _deferredAlphaKinds[runEnd] == blend)
runEnd++;
ApplyRetailBlend(blend);
DrawIndirectRange(runStart, runEnd - runStart);
runStart = runEnd;
}
_gl.DepthMask(true);
_gl.Disable(EnableCap.Blend);
_gl.Disable(EnableCap.CullFace);
_gl.BindVertexArray(0);
}
private void EnsureDeferredAlphaCapacity(int count)
{
int neededMatrixFloats = count * 16;
if (_instanceData.Length < neededMatrixFloats)
_instanceData = new float[neededMatrixFloats + 256 * 16];
if (_clipSlotData.Length < count)
_clipSlotData = new uint[count + 256];
if (_indoorData.Length < count)
_indoorData = new uint[count + 256];
if (_alphaData.Length < count)
_alphaData = new float[count + 256];
if (_selectionLightingData.Length < count)
_selectionLightingData = new Vector2[count + 256];
if (_lightSetData.Length < count * LightManager.MaxLightsPerObject)
_lightSetData = new int[(count + 256) * LightManager.MaxLightsPerObject];
if (_batchData.Length < count)
_batchData = new BatchData[count + 64];
if (_indirectCommands.Length < count)
_indirectCommands = new DrawElementsIndirectCommand[count + 64];
if (_drawCullModes.Length < count)
_drawCullModes = new CullMode[count + 64];
if (_deferredAlphaKinds.Length < count)
_deferredAlphaKinds = new TranslucencyKind[count + 64];
}
private void UploadDeferredAlphaBuffers(int count)
{
fixed (float* p = _instanceData)
UploadSsbo(_instanceSsbo, 0, ref _instanceSsboCapacityBytes,
p, count * 16 * sizeof(float));
fixed (BatchData* p = _batchData)
UploadSsbo(_batchSsbo, 1, ref _batchSsboCapacityBytes,
p, count * sizeof(BatchData));
fixed (uint* p = _clipSlotData)
UploadSsbo(_clipSlotSsbo, 3, ref _clipSlotSsboCapacityBytes,
p, count * sizeof(uint));
fixed (int* p = _lightSetData)
UploadSsbo(_instLightSetSsbo, 5, ref _instLightSetSsboCapacityBytes,
p, count * LightManager.MaxLightsPerObject * sizeof(int));
fixed (uint* p = _indoorData)
UploadSsbo(_instIndoorSsbo, 6, ref _instIndoorSsboCapacityBytes,
p, count * sizeof(uint));
fixed (float* p = _alphaData)
UploadSsbo(_instAlphaSsbo, 7, ref _instAlphaSsboCapacityBytes,
p, count * sizeof(float));
fixed (Vector2* p = _selectionLightingData)
UploadSsbo(_instSelectionLightingSsbo, 8, ref _instSelectionLightingSsboCapacityBytes,
p, count * sizeof(float) * 2);
UploadGlobalLights();
fixed (DrawElementsIndirectCommand* p = _indirectCommands)
{
UploadDynamicBuffer(
BufferTargetARB.DrawIndirectBuffer,
_indirectBuffer,
ref _indirectBufferCapacityBytes,
p,
count * sizeof(DrawElementsIndirectCommand));
}
}
private void ApplyRetailBlend(TranslucencyKind blend)
{
_gl.BlendFunc(
blend == TranslucencyKind.InvAlpha
? BlendingFactor.OneMinusSrcAlpha
: BlendingFactor.SrcAlpha,
blend switch
{
TranslucencyKind.Additive => BlendingFactor.One,
TranslucencyKind.InvAlpha => BlendingFactor.SrcAlpha,
_ => BlendingFactor.OneMinusSrcAlpha,
});
}
private static int CompareOpaqueSubmissionOrder(InstanceGroup a, InstanceGroup b)
{
int cull = ((int)a.CullMode).CompareTo((int)b.CullMode);
return cull != 0 ? cull : a.SortDistance.CompareTo(b.SortDistance);
}
private static int CompareTransparentSubmissionOrder(InstanceGroup a, InstanceGroup b)
{
int cull = ((int)a.CullMode).CompareTo((int)b.CullMode);
return cull != 0 ? cull : b.SortDistance.CompareTo(a.SortDistance);
}
private static int CountCullRuns(CullMode[] modes, int startCommand, int commandCount)
{
if (commandCount <= 0) return 0;
int end = startCommand + commandCount;
int runs = 1;
var previous = modes[startCommand];
for (int i = startCommand + 1; i < end; i++)
{
var current = modes[i];
if (current == previous) continue;
runs++;
previous = current;
}
return runs;
}
private unsafe void DrawIndirectRange(int startCommand, int commandCount)
{
int end = startCommand + commandCount;
int command = startCommand;
while (command < end)
{
var cullMode = _drawCullModes[command];
ApplyCullMode(cullMode);
int runCount = 1;
while (command + runCount < end && _drawCullModes[command + runCount] == cullMode)
runCount++;
// Each glMultiDrawElementsIndirect call restarts gl_DrawID at 0.
// Because this method splits one logical opaque/transparent pass
// into CullMode runs, the shader must receive the absolute command
// index for this run or it will read BatchData[0] again and bind
// the wrong texture for later runs.
_shader.SetInt("uDrawIDOffset", command);
_gl.MultiDrawElementsIndirect(
PrimitiveType.Triangles,
DrawElementsType.UnsignedShort,
(void*)(command * DrawCommandStride),
(uint)runCount,
(uint)DrawCommandStride);
command += runCount;
}
}
private void ApplyCullMode(CullMode mode)
{
// WB BaseObjectRenderManager.cs:850-866 applies CullMode per MDI group.
// WB GameScene.cs:843 sets FrontFace(CW) globally; SetCullMode then
// only chooses front/back culling. Keep the same convention here so
// splitting MDI commands by CullMode cannot resurrect stale CCW state.
_gl.FrontFace(FrontFaceDirection.CW);
switch (mode)
{
case CullMode.None:
_gl.Disable(EnableCap.CullFace);
break;
case CullMode.Clockwise:
_gl.Enable(EnableCap.CullFace);
_gl.CullFace(TriangleFace.Front);
break;
case CullMode.CounterClockwise:
case CullMode.Landblock:
_gl.Enable(EnableCap.CullFace);
_gl.CullFace(TriangleFace.Back);
break;
}
}
private void ActivateNextDynamicBufferSet()
{
if (!_dynamicFrameStarted)
throw new InvalidOperationException("BeginFrame must be called before drawing world entities.");
List slotSets = _dynamicBufferSetsByFrame[_dynamicFrameSlot];
if (_dynamicBufferSetCursor == slotSets.Count)
slotSets.Add(CreateDynamicBufferSet());
DynamicBufferSet set = slotSets[_dynamicBufferSetCursor++];
_activeDynamicBufferSet = set;
_instanceSsbo = set.InstanceSsbo;
_batchSsbo = set.BatchSsbo;
_indirectBuffer = set.IndirectBuffer;
_clipSlotSsbo = set.ClipSlotSsbo;
_globalLightsSsbo = set.GlobalLightsSsbo;
_instLightSetSsbo = set.InstanceLightSetSsbo;
_instIndoorSsbo = set.InstanceIndoorSsbo;
_instAlphaSsbo = set.InstanceAlphaSsbo;
_instSelectionLightingSsbo = set.InstanceSelectionLightingSsbo;
_instanceSsboCapacityBytes = set.InstanceCapacityBytes;
_batchSsboCapacityBytes = set.BatchCapacityBytes;
_indirectBufferCapacityBytes = set.IndirectCapacityBytes;
_clipSlotSsboCapacityBytes = set.ClipSlotCapacityBytes;
_globalLightsSsboCapacityBytes = set.GlobalLightsCapacityBytes;
_instLightSetSsboCapacityBytes = set.InstanceLightSetCapacityBytes;
_instIndoorSsboCapacityBytes = set.InstanceIndoorCapacityBytes;
_instAlphaSsboCapacityBytes = set.InstanceAlphaCapacityBytes;
_instSelectionLightingSsboCapacityBytes = set.InstanceSelectionLightingCapacityBytes;
}
private DynamicBufferSet CreateDynamicBufferSet()
{
var set = new DynamicBufferSet();
try
{
set.InstanceSsbo = TrackedGlResource.CreateBuffer(_gl, "creating entity instance SSBO");
set.BatchSsbo = TrackedGlResource.CreateBuffer(_gl, "creating entity batch SSBO");
set.IndirectBuffer = TrackedGlResource.CreateBuffer(_gl, "creating entity indirect buffer");
set.ClipSlotSsbo = TrackedGlResource.CreateBuffer(_gl, "creating entity clip-slot SSBO");
set.GlobalLightsSsbo = TrackedGlResource.CreateBuffer(_gl, "creating entity global-light SSBO");
set.InstanceLightSetSsbo = TrackedGlResource.CreateBuffer(_gl, "creating entity light-set SSBO");
set.InstanceIndoorSsbo = TrackedGlResource.CreateBuffer(_gl, "creating entity indoor SSBO");
set.InstanceAlphaSsbo = TrackedGlResource.CreateBuffer(_gl, "creating entity alpha SSBO");
set.InstanceSelectionLightingSsbo = TrackedGlResource.CreateBuffer(
_gl,
"creating entity selection-lighting SSBO");
return set;
}
catch (Exception creationFailure)
{
try { DeleteDynamicBufferSet(set); }
catch (Exception cleanupFailure)
{
throw new AggregateException(
"Entity dynamic-buffer creation and rollback failed.",
creationFailure,
cleanupFailure);
}
throw;
}
}
private void DeleteDynamicBufferSet(DynamicBufferSet set)
{
List? failures = null;
void Attempt(uint buffer, int bytes, string name)
{
try { TrackedGlResource.DeleteBuffer(_gl, buffer, bytes, $"deleting {name}"); }
catch (Exception ex) { (failures ??= []).Add(ex); }
}
Attempt(set.InstanceSsbo, set.InstanceCapacityBytes, "entity instance SSBO");
Attempt(set.BatchSsbo, set.BatchCapacityBytes, "entity batch SSBO");
Attempt(set.IndirectBuffer, set.IndirectCapacityBytes, "entity indirect buffer");
Attempt(set.ClipSlotSsbo, set.ClipSlotCapacityBytes, "entity clip-slot SSBO");
Attempt(set.GlobalLightsSsbo, set.GlobalLightsCapacityBytes, "entity global-light SSBO");
Attempt(set.InstanceLightSetSsbo, set.InstanceLightSetCapacityBytes, "entity light-set SSBO");
Attempt(set.InstanceIndoorSsbo, set.InstanceIndoorCapacityBytes, "entity indoor SSBO");
Attempt(set.InstanceAlphaSsbo, set.InstanceAlphaCapacityBytes, "entity alpha SSBO");
Attempt(
set.InstanceSelectionLightingSsbo,
set.InstanceSelectionLightingCapacityBytes,
"entity selection-lighting SSBO");
if (failures is not null)
throw new AggregateException("One or more entity dynamic buffers failed to delete.", failures);
}
private void PersistActiveDynamicBufferCapacities()
{
DynamicBufferSet set = _activeDynamicBufferSet
?? throw new InvalidOperationException("No dynamic entity buffer set is active.");
set.InstanceCapacityBytes = _instanceSsboCapacityBytes;
set.BatchCapacityBytes = _batchSsboCapacityBytes;
set.IndirectCapacityBytes = _indirectBufferCapacityBytes;
set.ClipSlotCapacityBytes = _clipSlotSsboCapacityBytes;
set.GlobalLightsCapacityBytes = _globalLightsSsboCapacityBytes;
set.InstanceLightSetCapacityBytes = _instLightSetSsboCapacityBytes;
set.InstanceIndoorCapacityBytes = _instIndoorSsboCapacityBytes;
set.InstanceAlphaCapacityBytes = _instAlphaSsboCapacityBytes;
set.InstanceSelectionLightingCapacityBytes = _instSelectionLightingSsboCapacityBytes;
}
private unsafe void UploadSsbo(
uint ssbo,
uint binding,
ref int capacityBytes,
void* data,
int byteCount)
{
UploadDynamicBuffer(
BufferTargetARB.ShaderStorageBuffer,
ssbo,
ref capacityBytes,
data,
byteCount);
_gl.BindBufferBase(BufferTargetARB.ShaderStorageBuffer, binding, ssbo);
}
private unsafe void UploadDynamicBuffer(
BufferTargetARB target,
uint buffer,
ref int capacityBytes,
void* data,
int byteCount)
{
if (byteCount < 0)
throw new ArgumentOutOfRangeException(nameof(byteCount));
_gl.BindBuffer(target, buffer);
// A render bucket can legitimately contain zero batches (for example the outdoor dynamic
// bucket immediately after auto-entry). Keep the buffer bound for the corresponding SSBO
// binding, but there is no active prefix to allocate or upload and no draw can read it.
if (byteCount == 0)
return;
if (capacityBytes < byteCount)
{
int grownCapacity = DynamicBufferCapacity.Grow(capacityBytes, byteCount);
TrackedGlResource.AllocateBufferStorage(
_gl,
(GLEnum)target,
buffer,
capacityBytes,
grownCapacity,
GLEnum.DynamicDraw,
$"growing entity dynamic buffer {buffer} to {grownCapacity} bytes");
capacityBytes = grownCapacity;
}
_gl.BufferSubData(target, 0, (nuint)byteCount, data);
}
///
/// Fix B: pack into the binding=4 global light
/// buffer (one GlobalLight = 4 vec4 = 16 floats, std430 stride 64 bytes,
/// matching mesh_modern.vert's GlobalLight). Always uploads ≥1 element
/// so the shader never reads an unbound SSBO — on a no-lights frame index 0 is
/// a zeroed dummy that no instance set references (all sets are -1).
///
private unsafe void UploadGlobalLights()
{
int n = GlobalLightPacker.Pack(_pointSnapshot, ref _globalLightData);
int count = n > 0 ? n : 1; // never zero-size
// Pack guarantees _globalLightData holds at least max(n,1) * FloatsPerLight floats.
fixed (float* gp = _globalLightData)
UploadSsbo(_globalLightsSsbo, 4, ref _globalLightsSsboCapacityBytes, gp,
count * GlobalLightPacker.FloatsPerLight * sizeof(float));
}
///
/// Phase U.3: bind the per-cell clip-region SSBO to binding=2. Prefers the
/// shared buffer (set via );
/// otherwise lazily creates + binds a one-slot no-clip fallback so the shader
/// never reads an unbound SSBO. The fallback's single slot has count 0
/// (pass-all), matching 's slot 0.
///
private unsafe void BindClipRegionBinding2()
{
if (_sharedClipRegionSsbo != 0)
{
_gl.BindBufferBase(BufferTargetARB.ShaderStorageBuffer,
ClipFrame.MeshClipSsboBinding, _sharedClipRegionSsbo);
return;
}
if (_fallbackClipRegionSsbo == 0)
{
_fallbackClipRegionSsbo = _gl.GenBuffer();
// One CellClip slot, all zeros: count 0 ⇒ shader passes every plane.
var zero = stackalloc byte[ClipFrame.CellClipStrideBytes];
for (int i = 0; i < ClipFrame.CellClipStrideBytes; i++) zero[i] = 0;
_gl.BindBuffer(BufferTargetARB.ShaderStorageBuffer, _fallbackClipRegionSsbo);
_gl.BufferData(BufferTargetARB.ShaderStorageBuffer,
(nuint)ClipFrame.CellClipStrideBytes, zero, BufferUsageARB.DynamicDraw);
}
_gl.BindBufferBase(BufferTargetARB.ShaderStorageBuffer,
ClipFrame.MeshClipSsboBinding, _fallbackClipRegionSsbo);
}
private void MaybeFlushDiag()
{
long now = Environment.TickCount64;
if (now - _lastLogTick > 5000)
{
long cpuMed = MedianMicros(_cpuSamples);
long cpuP95 = Percentile95Micros(_cpuSamples);
long gpuMed = MedianMicros(_gpuSamples);
long gpuP95 = Percentile95Micros(_gpuSamples);
// A.5 T23: flag when entity dispatcher median exceeds 2.0ms budget
// (Phase A.5 spec §2 acceptance criterion 6). Grep-friendly prefix.
const long BudgetUs = 2000;
string budgetFlag = cpuMed > BudgetUs ? " BUDGET_OVER" : "";
Console.WriteLine(
$"[WB-DIAG]{budgetFlag} entSeen={_entitiesSeen} entDrawn={_entitiesDrawn} meshMissing={_meshesMissing} drawsIssued={_drawsIssued} instances={_instancesIssued} groups={_groups.Count} " +
$"cpu_us={cpuMed}m/{cpuP95}p95 gpu_us={gpuMed}m/{gpuP95}p95");
_entitiesSeen = _entitiesDrawn = _meshesMissing = _drawsIssued = _instancesIssued = 0;
_lastLogTick = now;
// Don't reset the sample buffers — they're a moving window of the
// last 256 frames; clearing per 5s flush would lose recent history.
}
}
private static long MedianMicros(long[] samples)
{
var copy = (long[])samples.Clone();
Array.Sort(copy);
int nz = 0;
foreach (var v in copy) if (v > 0) nz++;
if (nz == 0) return 0;
// Sorted ascending: zero-padding front, samples at the back. (nz - 1) / 2
// from the end keeps the offset >= 0 for all nz >= 1 — the original
// nz / 2 form indexed copy[copy.Length] (crash) on the first diag flush
// when exactly 1 sample was recorded. Same fix as GameWindow's
// TerrainDiagMedianMicros twin.
return copy[copy.Length - 1 - (nz - 1) / 2];
}
private static long Percentile95Micros(long[] samples)
{
var copy = (long[])samples.Clone();
Array.Sort(copy);
int nz = 0;
foreach (var v in copy) if (v > 0) nz++;
if (nz == 0) return 0;
int idx = copy.Length - 1 - (int)(nz * 0.05);
return copy[idx];
}
// ── Tier 1 cache (#53) helpers extracted for testability ─────────────────
//
// Three pure-CPU static helpers carved out of Draw's per-entity loop so
// unit tests can exercise the populate/flush algorithm + cache-hit fast
// path without needing a real GL context. Production code (Draw) calls
// these helpers; the dispatcher integration tests in
// WbDrawDispatcherBucketingTests use them to drive the same algorithm
// through deterministic inputs.
///
/// Apply a cache hit's batches into the per-frame group dictionary by
/// composing cached.RestPose * entityWorld per batch and routing
/// the result through . The delegate
/// abstracts over so this helper stays
/// GL-free and unit-testable.
///
///
/// Matrix multiplication is non-commutative: it MUST be
/// RestPose * entityWorld, not the reverse. See
/// for the full part-world product.
///
internal static void ApplyCacheHit(
EntityCacheEntry entry,
Matrix4x4 entityWorld,
Action appendInstance)
{
foreach (var cached in entry.Batches)
{
appendInstance(cached.Key, cached.RestPose * entityWorld, cached.LocalSortCenter);
}
}
internal static bool TryResolveCachedGroup(
CachedBatch cached,
out InstanceGroup? group)
{
group = cached.Group;
return group is not null
&& cached.GroupRegistration != 0
&& cached.GroupRegistration == group.Registration;
}
private void ApplyCacheHitDirect(EntityCacheEntry entry, Matrix4x4 entityWorld)
{
for (int i = 0; i < entry.Batches.Length; i++)
{
CachedBatch cached = entry.Batches[i];
Matrix4x4 model = cached.RestPose * entityWorld;
if (!TryResolveCachedGroup(cached, out InstanceGroup? group))
{
group = GetOrCreateInstanceGroup(cached.Key);
entry.Batches[i] = cached with
{
Group = group,
GroupRegistration = group.Registration,
};
}
AppendInstanceToGroup(group!, model, cached.LocalSortCenter);
}
}
///
/// Retires groups that were absent for the entire preceding frame.
/// Retiring sets the registration to zero before the dictionary reference
/// is removed, invalidating every cached direct handle to that exact group
/// without invalidating unrelated live groups. The retired list storage is
/// released because stale classification entries may retain the small group
/// object until their next cache hit.
///
internal static int PruneInstanceGroupsUnusedBeforeFrame(
Dictionary groups,
List retiredKeys,
long oldestLiveFrame)
{
retiredKeys.Clear();
foreach ((GroupKey key, InstanceGroup group) in groups)
{
if (group.LastUsedFrame < oldestLiveFrame)
{
group.Registration = 0;
group.ReleasePerInstanceStorage();
retiredKeys.Add(key);
}
}
foreach (GroupKey key in retiredKeys)
groups.Remove(key);
int retiredCount = retiredKeys.Count;
retiredKeys.Clear();
return retiredCount;
}
///
/// Per-tuple flush check. If is set
/// AND differs from , the previous
/// entity's accumulated batches are committed to
/// and is cleared. Returns the
/// updated tracker tuple — pass these back into the field locals in the
/// caller's loop.
///
///
/// This is the bug-fix structure from commit 00fa8ae (per-MeshRef
/// Populate would overwrite earlier MeshRefs because the cache is
/// keyed by entity.Id; flushing only on entity boundary preserves all
/// MeshRefs' batches). _walkScratch is in entity-order so all MeshRefs
/// of one entity arrive contiguously.
///
internal static (uint? PopulateEntityId, uint PopulateLandblockId)
MaybeFlushOnEntityChange(
uint? populateEntityId,
uint populateLandblockId,
uint currentEntityId,
EntityClassificationCache cache,
List populateScratch,
List? selectionScratch = null)
{
if (populateEntityId.HasValue && populateEntityId.Value != currentEntityId)
{
if (populateScratch.Count > 0)
{
cache.Populate(
populateEntityId.Value,
populateLandblockId,
populateScratch.ToArray(),
selectionScratch?.ToArray());
}
populateScratch.Clear();
selectionScratch?.Clear();
return (null, 0u);
}
return (populateEntityId, populateLandblockId);
}
///
/// End-of-loop final flush. The last entity in _walkScratch has
/// no next-iteration to trigger ,
/// so commit its accumulated batches here. No-op when no populate is
/// pending (the last entity was animated, or the scratch is empty).
///
/// End-of-loop only — does NOT reset the caller's tracker locals
/// (intentional, since they go out of scope immediately after).
///
///
internal static void FinalFlushPopulate(
uint? populateEntityId,
uint populateLandblockId,
EntityClassificationCache cache,
List populateScratch,
List? selectionScratch = null)
{
if (populateEntityId.HasValue && populateScratch.Count > 0)
{
cache.Populate(
populateEntityId.Value,
populateLandblockId,
populateScratch.ToArray(),
selectionScratch?.ToArray());
populateScratch.Clear();
}
selectionScratch?.Clear();
}
///
/// Instance-side helper used by . Looks up or
/// creates an for the given key in
/// _groups and appends the per-instance world matrix.
///
private void AppendInstanceToGroup(GroupKey key, Matrix4x4 model, Vector3 localSortCenter)
{
InstanceGroup grp = GetOrCreateInstanceGroup(key);
AppendInstanceToGroup(grp, model, localSortCenter);
}
private InstanceGroup GetOrCreateInstanceGroup(GroupKey key)
{
if (_groups.TryGetValue(key, out InstanceGroup? group))
{
group.LastUsedFrame = _groupFrame;
return group;
}
if (_nextGroupRegistration == long.MaxValue)
{
throw new InvalidOperationException(
"Instance-group registration space was exhausted before a safe identity could be assigned.");
}
group = new InstanceGroup
{
FirstIndex = key.FirstIndex,
BaseVertex = key.BaseVertex,
IndexCount = key.IndexCount,
BindlessTextureHandle = key.BindlessTextureHandle,
TextureLayer = key.TextureLayer,
Translucency = key.Translucency,
CullMode = key.CullMode,
Registration = _nextGroupRegistration++,
LastUsedFrame = _groupFrame,
};
_groups.Add(key, group);
return group;
}
private void AppendInstanceToGroup(
InstanceGroup grp,
Matrix4x4 model,
Vector3 localSortCenter)
{
grp.LastUsedFrame = _groupFrame;
grp.Matrices.Add(model);
grp.LocalSortCenters.Add(localSortCenter);
grp.Slots.Add(_currentEntitySlot); // Phase U.4 — parallel to Matrices
AppendCurrentLightSet(grp); // Fix B — 8 ints per instance, parallel to Matrices
// #188: cache-hit entities are always non-animated (the Tier-1 cache
// gates on !isAnimated), and TranslucencyFadeManager only ever holds
// state for entities whose animation hooks fired — so a cached
// instance can never be mid-fade. Always unmodified opacity.
grp.Opacities.Add(1.0f);
grp.SelectionLighting.Add(_currentEntitySelectionLighting);
}
///
/// Fix B: choose the up-to-8 point/spot lights for THIS entity (the result
/// reused by every part/instance of it), by the entity's world bounding
/// sphere. Camera-independent (), so
/// a static building's torches stay constant as the viewer moves. Fills
/// ; unused slots are -1. On the no-lights
/// path (no snapshot handed in) every slot is -1 ⇒ shader adds no point light.
///
///
/// A7 Fix D round 2 (2026-06-19): retail lights OUTDOOR objects with the SUN +
/// ambient ONLY — never the static wall torches. The per-object torch step
/// (minimize_object_lighting, 0x0054d480) runs ONLY in the indoor stage:
/// RenderDeviceD3D::DrawMeshInternal (0x0059f398) calls it under
/// if (Render::useSunlight == 0), and the outdoor landscape stage runs
/// Render::useSunlightSet(1) (PView::DrawCells 0x005a485a, right
/// before LScape::draw which draws buildings/scenery). So a building
/// EXTERIOR shell (,
/// = null) and all outdoor scenery /
/// creatures get the sun, not torches. We mirror that: only objects parented to
/// an EnvCell (indoor) select torches; outdoor objects keep the all-(-1) set so
/// the sun path alone lights them. This is what made the Holtburg meeting-hall
/// facade wash out warm — the dat's intensity-100 wall torches (range
/// Falloff×1.3) were flooding the exterior shell that retail never torch-lights.
/// The indoor "no sun" half is already handled by the global sun kill when the
/// player is inside a cell (UpdateSunFromSky). See the divergence register
/// (AP-43) and docs/research/2026-06-19-lighting-a7-fixD-round2-*.
///
///
// #176 seam-draw probe (ACDREAM_PROBE_SEAMDRAW) — throwaway apparatus. One
// [seam-ent] line per target-cell entity, re-emitted on state change: world
// position (F3 z — entities do NOT get the +0.02 shell lift), cull/slot,
// and the SelectForObject light set resolved to identities (owner-cell
// low16 + intensity). Sig dict is bounded by the handful of entities that
// ever live in the target cells.
private readonly Dictionary _seamEntSigs = new();
private void MaybeEmitSeamEnt(WorldEntity entity)
{
var ci = System.Globalization.CultureInfo.InvariantCulture;
var snap = _pointSnapshot;
var sb = new System.Text.StringBuilder(200);
sb.AppendFormat(ci,
"guid=0x{0:X8} cell=0x{1:X8} pos=({2:F2},{3:F2},{4:F3}) culled={5} slot={6} indoor={7} L=[",
entity.ServerGuid, entity.ParentCellId ?? 0u,
entity.Position.X, entity.Position.Y, entity.Position.Z,
_currentEntityCulled ? 1 : 0, _currentEntitySlot, _currentEntityIndoor ? 1 : 0);
bool any = false;
for (int k = 0; k < LightManager.MaxLightsPerObject; k++)
{
int idx = _currentEntityLightSet[k];
if (idx < 0) continue;
if (any) sb.Append(',');
if (snap is not null && idx < snap.Count)
sb.AppendFormat(ci, "{0:X4}:I{1:F0}", snap[idx].CellId & 0xFFFFu, snap[idx].Intensity);
else
sb.Append('?').Append(idx);
any = true;
}
sb.Append(']');
string sig = sb.ToString();
if (_seamEntSigs.TryGetValue(entity.Id, out var prev) && prev == sig) return;
_seamEntSigs[entity.Id] = sig;
Console.WriteLine($"[seam-ent] t={Environment.TickCount64} {sig}");
}
private void ComputeEntityLightSet(WorldEntity entity)
{
// #142: set the indoor flag first so it's available even when the early-return
// fires below. Both the torch selection and the sun gate use the same predicate,
// so they can't disagree — one call, one truth.
_currentEntityIndoor = IndoorObjectReceivesTorches(entity.ParentCellId);
_currentEntityLightSet = InstanceLightSet.Disabled;
var snap = _pointSnapshot;
if (snap is null || snap.Count == 0) return;
// Retail useSunlight gate: outdoor objects receive no per-object torches.
if (!_currentEntityIndoor) return; // #142: reuse the cached flag (was: IndoorObjectReceivesTorches(...))
if (entity.AabbDirty) entity.RefreshAabb();
Vector3 center = (entity.AabbMin + entity.AabbMax) * 0.5f;
float radius = (entity.AabbMax - entity.AabbMin).Length() * 0.5f;
Array.Fill(_currentEntityLightSetScratch, -1);
LightManager.SelectForObject(snap, center, radius, _currentEntityLightSetScratch);
_currentEntityLightSet = InstanceLightSet.From(_currentEntityLightSetScratch);
}
///
/// Retail's useSunlight gate for per-object torch lighting, as a pure
/// predicate. An object receives the static wall torches (the indoor
/// minimize_object_lighting pass) ONLY when it is parented to an EnvCell
/// — an interior cell, by the AC convention (cellId & 0xFFFF) >= 0x0100.
/// Outdoor objects (building shells with null ,
/// outdoor scenery in a land sub-cell 0x0001..0x00FF, outdoor creatures)
/// are sun-lit only and return false. Mirrors
/// RenderDeviceD3D::DrawMeshInternal (0x0059f398): torches enabled iff
/// Render::useSunlight == 0, which is true only in the indoor draw stage.
///
internal static bool IndoorObjectReceivesTorches(uint? parentCellId)
=> parentCellId.HasValue
&& (parentCellId.Value & 0xFFFFu) >= 0x0100u
&& (parentCellId.Value & 0xFFFFu) != 0xFFFFu; // 0xFFFF = landblock marker, not an EnvCell → outdoor
///
/// Fix B: append the current entity's 8-slot light set to a group's
/// , parallel to its Matrices (one
/// 8-int block per instance), mirroring grp.Slots.Add.
///
private void AppendCurrentLightSet(InstanceGroup grp)
{
grp.LightSets.Add(_currentEntityLightSet);
grp.IndoorFlags.Add(_currentEntityIndoor ? 1u : 0u); // #142, parallel to the light block
}
private bool ClassifyBatches(
ObjectRenderData renderData,
ulong gfxObjId,
Matrix4x4 model,
WorldEntity entity,
MeshRef meshRef,
PaletteCompositeIdentity paletteIdentity,
AcSurfaceMetadataTable metaTable,
Matrix4x4 restPose,
float opacityMultiplier = 1.0f,
List? collector = null)
{
bool allTexturesReady = true;
for (int batchIdx = 0; batchIdx < renderData.Batches.Count; batchIdx++)
{
var batch = renderData.Batches[batchIdx];
TranslucencyKind translucency;
if (metaTable.TryLookup(gfxObjId, batchIdx, out var meta))
{
translucency = meta.Translucency;
}
else
{
translucency = batch.IsAdditive ? TranslucencyKind.Additive
: batch.IsTransparent ? TranslucencyKind.AlphaBlend
: TranslucencyKind.Opaque;
}
// #188: a mid-fade instance whose surface is otherwise Opaque/ClipMap
// must route through the alpha-blend pass so mesh_modern.frag's
// (blend-enabled) shader actually composites the reduced alpha —
// the no-blend opaque pass would ignore it.
if (opacityMultiplier < 1.0f && IsOpaque(translucency))
translucency = TranslucencyKind.AlphaBlend;
ResolvedTexture texture = ResolveTexture(
entity,
meshRef,
batch,
paletteIdentity,
out bool compositePending);
if (compositePending)
allTexturesReady = false;
if (texture.Handle == 0) continue;
ulong texHandle = texture.Handle;
uint texLayer = texture.Layer;
var key = new GroupKey(
batch.FirstIndex, (int)batch.BaseVertex,
batch.IndexCount, texHandle, texLayer, translucency, batch.CullMode);
InstanceGroup grp = GetOrCreateInstanceGroup(key);
grp.Matrices.Add(model);
grp.LocalSortCenters.Add(renderData.SortCenter);
grp.Slots.Add(_currentEntitySlot); // Phase U.4 — parallel to Matrices
AppendCurrentLightSet(grp); // Fix B — 8 ints per instance, parallel to Matrices
grp.Opacities.Add(opacityMultiplier); // #188 — parallel to Matrices
grp.SelectionLighting.Add(_currentEntitySelectionLighting);
collector?.Add(new CachedBatch(
key,
texHandle,
restPose,
renderData.SortCenter,
grp,
grp.Registration));
}
return allTexturesReady;
}
private readonly record struct ResolvedTexture(ulong Handle, uint Layer);
private ResolvedTexture ResolveTexture(
WorldEntity entity,
MeshRef meshRef,
ObjectRenderBatch batch,
PaletteCompositeIdentity paletteIdentity,
out bool compositePending)
{
compositePending = false;
uint surfaceId = batch.Key.SurfaceId;
if (surfaceId == 0 || surfaceId == 0xFFFFFFFF)
return default;
uint overrideOrigTex = 0;
bool hasOrigTexOverride = meshRef.SurfaceOverrides is not null
&& meshRef.SurfaceOverrides.TryGetValue(surfaceId, out overrideOrigTex)
&& overrideOrigTex != 0;
uint? origTexOverride = hasOrigTexOverride ? overrideOrigTex : (uint?)null;
bool sourceIsPaletteIndexed = entity.PaletteOverride is not null
&& _textures.IsPaletteIndexed(surfaceId, origTexOverride);
WbTextureResolutionKind resolution = WbTextureResolutionPolicy.Select(
hasOrigTexOverride,
entity.PaletteOverride is not null,
sourceIsPaletteIndexed);
switch (resolution)
{
case WbTextureResolutionKind.PaletteComposite:
{
BindlessTextureLocation texture =
_textures.GetOrUploadWithPaletteOverrideBindless(
entity.Id,
surfaceId,
origTexOverride,
entity.PaletteOverride!,
paletteIdentity);
compositePending = texture.Handle == 0;
return new ResolvedTexture(texture.Handle, texture.Layer);
}
case WbTextureResolutionKind.OriginalTextureOverride:
{
BindlessTextureLocation texture =
_textures.GetOrUploadWithOrigTextureOverrideBindless(
entity.Id,
surfaceId,
overrideOrigTex);
compositePending = texture.Handle == 0;
return new ResolvedTexture(texture.Handle, texture.Layer);
}
case WbTextureResolutionKind.SharedAtlas:
return new ResolvedTexture(
batch.BindlessTextureHandle,
checked((uint)batch.TextureIndex));
default:
throw new ArgumentOutOfRangeException(nameof(resolution));
}
}
private static void WriteMatrix(float[] buf, int offset, in Matrix4x4 m)
{
buf[offset + 0] = m.M11; buf[offset + 1] = m.M12; buf[offset + 2] = m.M13; buf[offset + 3] = m.M14;
buf[offset + 4] = m.M21; buf[offset + 5] = m.M22; buf[offset + 6] = m.M23; buf[offset + 7] = m.M24;
buf[offset + 8] = m.M31; buf[offset + 9] = m.M32; buf[offset + 10] = m.M33; buf[offset + 11] = m.M34;
buf[offset + 12] = m.M41; buf[offset + 13] = m.M42; buf[offset + 14] = m.M43; buf[offset + 15] = m.M44;
}
///
/// Entity-set membership test. Phase U.1 (2026-05-30): with the
/// two-pipe partition deleted, the sole
/// member matches every entity. Retained as a seam for the unified
/// pass to re-introduce partitioning.
///
private static bool EntityMatchesSet(WorldEntity entity, EntitySet set) => true;
internal static bool EntityPassesVisibleCellGate(
WorldEntity entity,
HashSet? visibleCellIds,
EntitySet set)
{
// No cell filter (outdoor root, or a bucket drawn unfiltered like live-dynamics / outdoor
// scenery) ⇒ every entity passes; clip-slot routing (ResolveEntitySlot) does the gating.
if (visibleCellIds is null)
return true;
// A cell-membership filter is active. An interior static passes iff its cell is visible.
if (entity.ParentCellId.HasValue)
return visibleCellIds.Contains(entity.ParentCellId.Value);
// ParentCellId == null (outdoor scenery / building shell): NOT a member of any interior cell,
// so it does NOT pass a cell-membership filter (R1: the bleed fix — was an unconditional
// `return true`). When such entities must draw (through the doorway), the caller passes
// visibleCellIds: null and relies on ResolveEntitySlot's OutsideView routing instead.
return false;
}
// Phase U.1 (2026-05-30): the shell-scoped sets (IndoorPass / BuildingShells)
// were deleted with the two-pipe machinery. EntitySet.All is never shell-scoped.
private static bool IsShellScopedSet(EntitySet set) => false;
public void Dispose()
{
if (_disposed || _disposing) return;
_disposing = true;
try
{
if (_disposeResources is null)
{
var releases = new List<(string Name, Action Release)>();
BuildDisposeReleases(releases);
_disposeResources = new RetryableResourceReleaseLedger(releases);
}
ResourceReleaseAttempt attempt = _disposeResources.Advance();
if (!_disposeResources.IsComplete)
{
throw attempt.ToException(
"One or more entity renderer resources could not be released.");
}
CompleteDispose();
_disposeResources = null;
_disposed = true;
if (attempt.HasFailures)
{
throw attempt.ToException(
"Entity renderer resources released with exceptional committed outcomes.");
}
}
finally
{
_disposing = false;
}
}
private void BuildDisposeReleases(List<(string Name, Action Release)> releases)
{
for (int frame = 0; frame < _dynamicBufferSetsByFrame.Length; frame++)
{
List frameSets = _dynamicBufferSetsByFrame[frame];
for (int index = 0; index < frameSets.Count; index++)
AddDynamicBufferSetReleases(releases, frameSets[index], frame, index);
}
AddRawGlRelease(
releases,
_fallbackClipRegionSsbo,
"fallback-clip-region",
"deleting entity fallback clip SSBO",
_gl.DeleteBuffer);
if (!_gpuQueriesInitialized)
return;
for (int i = 0; i < GpuQueryRingDepth; i++)
{
AddRawGlRelease(
releases,
_gpuQueryOpaque[i],
$"opaque-query-{i}",
"deleting entity opaque timing query",
_gl.DeleteQuery);
AddRawGlRelease(
releases,
_gpuQueryTransparent[i],
$"transparent-query-{i}",
"deleting entity transparent timing query",
_gl.DeleteQuery);
}
}
private void AddDynamicBufferSetReleases(
List<(string Name, Action Release)> releases,
DynamicBufferSet set,
int frame,
int index)
{
AddTrackedBufferRelease(releases, set.InstanceSsbo, set.InstanceCapacityBytes,
$"dynamic-{frame}-{index}-instances", "deleting entity instance SSBO");
AddTrackedBufferRelease(releases, set.BatchSsbo, set.BatchCapacityBytes,
$"dynamic-{frame}-{index}-batches", "deleting entity batch SSBO");
AddTrackedBufferRelease(releases, set.IndirectBuffer, set.IndirectCapacityBytes,
$"dynamic-{frame}-{index}-indirect", "deleting entity indirect buffer");
AddTrackedBufferRelease(releases, set.ClipSlotSsbo, set.ClipSlotCapacityBytes,
$"dynamic-{frame}-{index}-clip-slots", "deleting entity clip-slot SSBO");
AddTrackedBufferRelease(releases, set.GlobalLightsSsbo, set.GlobalLightsCapacityBytes,
$"dynamic-{frame}-{index}-global-lights", "deleting entity global-light SSBO");
AddTrackedBufferRelease(releases, set.InstanceLightSetSsbo, set.InstanceLightSetCapacityBytes,
$"dynamic-{frame}-{index}-light-sets", "deleting entity light-set SSBO");
AddTrackedBufferRelease(releases, set.InstanceIndoorSsbo, set.InstanceIndoorCapacityBytes,
$"dynamic-{frame}-{index}-indoor", "deleting entity indoor SSBO");
AddTrackedBufferRelease(releases, set.InstanceAlphaSsbo, set.InstanceAlphaCapacityBytes,
$"dynamic-{frame}-{index}-alpha", "deleting entity alpha SSBO");
AddTrackedBufferRelease(
releases,
set.InstanceSelectionLightingSsbo,
set.InstanceSelectionLightingCapacityBytes,
$"dynamic-{frame}-{index}-selection-lighting",
"deleting entity selection-lighting SSBO");
}
private void AddTrackedBufferRelease(
List<(string Name, Action Release)> releases,
uint buffer,
long capacityBytes,
string name,
string context)
{
if (buffer == 0)
return;
RetryableGpuResourceRelease release =
TrackedGlResource.CreateRetryableBufferDeletion(
_gl,
buffer,
capacityBytes,
context);
releases.Add((name, release.Run));
}
private void AddRawGlRelease(
List<(string Name, Action Release)> releases,
uint resource,
string name,
string context,
Action delete)
{
if (resource == 0)
return;
var release = new RetryableGpuResourceRelease(
() => GLHelpers.ThrowOnResourceError(_gl, $"{context} (precondition)"),
() =>
{
delete(resource);
GLHelpers.ThrowOnResourceError(_gl, context);
});
releases.Add((name, release.Run));
}
private void CompleteDispose()
{
foreach (List frameSets in _dynamicBufferSetsByFrame)
frameSets.Clear();
_activeDynamicBufferSet = null;
_dynamicFrameStarted = false;
_instanceSsbo = 0;
_batchSsbo = 0;
_indirectBuffer = 0;
_clipSlotSsbo = 0;
_globalLightsSsbo = 0;
_instLightSetSsbo = 0;
_instIndoorSsbo = 0;
_instAlphaSsbo = 0;
_instSelectionLightingSsbo = 0;
_fallbackClipRegionSsbo = 0;
Array.Clear(_gpuQueryOpaque);
Array.Clear(_gpuQueryTransparent);
_gpuQueriesInitialized = false;
}
// ── Public types + helpers for BuildIndirectArrays (Task 9) ─────────────
//
// These are public so the pure-CPU unit tests in AcDream.Core.Tests can
// exercise BuildIndirectArrays without needing a GL context.
///
/// Stride in bytes of DrawElementsIndirectCommand in the indirect buffer.
/// 5 × uint = 20 bytes. Tests and callers reference this symbolically
/// rather than hard-coding 20 so a layout change produces a compile error.
///
public const int DrawCommandStride = 20; // sizeof(DrawElementsIndirectCommand): 5 × uint
///
/// Public view of the per-group inputs to — used in tests.
///
public readonly record struct IndirectGroupInput(
int IndexCount,
uint FirstIndex,
int BaseVertex,
int InstanceCount,
int FirstInstance,
ulong TextureHandle,
uint TextureLayer,
TranslucencyKind Translucency,
CullMode CullMode = CullMode.CounterClockwise);
///
/// Public mirror of the per-group uploaded to the SSBO.
/// Tests verify the layout. Same field shape as the private BatchData.
///
[StructLayout(LayoutKind.Sequential, Pack = 8)]
public struct BatchDataPublic
{
public ulong TextureHandle;
public uint TextureLayer;
public uint Flags;
}
/// Result of .
public readonly record struct IndirectLayoutResult(
int OpaqueCount,
int TransparentCount,
int TransparentByteOffset);
///
/// Lays out the indirect commands + parallel BatchData array contiguously:
/// opaque section first (caller sorts before calling), transparent section second.
/// Pure CPU, no GL state. Caller passes pre-sized scratch arrays.
///
///
/// Classification: Opaque + ClipMap → opaque pass (ClipMap uses discard, not
/// blending). Everything else (AlphaBlend, Additive, InvAlpha) → transparent pass.
///
public static IndirectLayoutResult BuildIndirectArrays(
IReadOnlyList groups,
DrawElementsIndirectCommand[] indirectScratch,
BatchDataPublic[] batchScratch,
CullMode[]? cullScratch = null)
{
int opaqueCount = 0;
int transparentCount = 0;
foreach (var g in groups)
{
if (IsOpaque(g.Translucency)) opaqueCount++;
else transparentCount++;
}
int oi = 0; // opaque write cursor (fills [0..opaqueCount))
int ti = opaqueCount; // transparent write cursor (fills [opaqueCount..end))
foreach (var g in groups)
{
var dec = new DrawElementsIndirectCommand
{
Count = (uint)g.IndexCount,
InstanceCount = (uint)g.InstanceCount,
FirstIndex = g.FirstIndex,
BaseVertex = g.BaseVertex,
BaseInstance = (uint)g.FirstInstance,
};
var bd = new BatchDataPublic
{
TextureHandle = g.TextureHandle,
TextureLayer = g.TextureLayer,
Flags = 0,
};
if (IsOpaque(g.Translucency))
{
indirectScratch[oi] = dec;
batchScratch[oi] = bd;
if (cullScratch is not null) cullScratch[oi] = g.CullMode;
oi++;
}
else
{
indirectScratch[ti] = dec;
batchScratch[ti] = bd;
if (cullScratch is not null) cullScratch[ti] = g.CullMode;
ti++;
}
}
return new IndirectLayoutResult(opaqueCount, transparentCount, opaqueCount * DrawCommandStride);
}
///
/// Public test shim for . Locks in the N.5 Decision 2
/// translucency partition: Opaque + ClipMap → opaque indirect; AlphaBlend +
/// Additive + InvAlpha → transparent indirect.
///
public static bool IsOpaquePublic(TranslucencyKind t) => IsOpaque(t);
private static bool IsOpaque(TranslucencyKind t)
=> t == TranslucencyKind.Opaque || t == TranslucencyKind.ClipMap;
// ────────────────────────────────────────────────────────────────────────
///
/// Thin wrapper around an instance's rate-limit dictionary + frame
/// counter, passed into the static
/// overload so it can emit rate-limited probe lines without access
/// to instance fields. Null = probes disabled (test-friendly overload).
///
internal sealed class IndoorProbeState
{
private readonly Dictionary _lastFrame;
private readonly int _currentFrame;
private const int RateLimit = IndoorProbeRateLimitFrames;
internal IndoorProbeState(Dictionary lastFrame, int currentFrame)
{
_lastFrame = lastFrame;
_currentFrame = currentFrame;
}
///
/// Returns true at most once per
/// frames per . Side-effect: stamps the frame
/// number into the dictionary on success.
///
internal bool ShouldEmit(ulong cellId)
{
if (!_lastFrame.TryGetValue(cellId, out int last)
|| _currentFrame - last >= RateLimit)
{
_lastFrame[cellId] = _currentFrame;
return true;
}
return false;
}
}
internal sealed class InstanceGroup
{
// Nonzero only while this exact object is registered in _groups.
// CachedBatch stores the value alongside the reference; retirement
// zeros it before removal so stale handles cannot append off-table.
public long Registration;
public long LastUsedFrame;
public uint FirstIndex;
public int BaseVertex;
public int IndexCount;
public ulong BindlessTextureHandle; // 64-bit (was uint TextureHandle in N.4)
public uint TextureLayer; // Layer in either the pooled composite array or WB shared atlas.
public TranslucencyKind Translucency;
public CullMode CullMode;
public int FirstInstance; // offset into the shared instance VBO (in instances, not bytes)
public int InstanceCount;
public float SortDistance; // squared distance from camera to first instance, for opaque sort
public readonly List Matrices = new();
// Retail CPhysicsPart::CYpt uses the transformed GfxObj sort center,
// not the entity origin. Parallel to Matrices so delayed-alpha
// submissions retain the exact per-part key after material grouping.
public readonly List LocalSortCenters = new();
// Phase U.4: per-instance clip-slot index, parallel to Matrices (Slots[i]
// is the binding=2 CellClip slot for the instance whose matrix is
// Matrices[i]). At layout time the dispatcher writes Slots[i] into
// _clipSlotData at the same cursor it writes Matrices[i] into _instanceData,
// so the binding=3 instanceClipSlot[] tracks the binding=0 instance.
public readonly List Slots = new();
// Fix B (A7 #3): one packed eight-index light set per instance, parallel
// to Matrices (LightSets[i] belongs to Matrices[i]). At
// layout time the dispatcher copies each block into _lightSetData at the
// same cursor, so the binding=5 instanceLightIdx[] tracks the binding=0
// instance. -1 = unused slot.
public readonly List LightSets = new();
// #142: per-instance "indoor" flag, parallel to Matrices. IndoorFlags[i] is
// 1 when the instance's entity is parented to an EnvCell (skip the sun); 0
// for outdoor objects (gets the sun). Written into _indoorData at the same
// cursor as Matrices, so binding=6 instanceIndoor[] tracks binding=0.
public readonly List IndoorFlags = new();
// #188: per-instance opacity multiplier, parallel to Matrices.
// Opacities[i] is 1.0=unmodified, or <1.0 while a TransparentPartHook
// fade is in flight for the instance whose matrix is Matrices[i]. At
// layout time the dispatcher writes Opacities[i] into _alphaData at
// the same cursor, so the binding=7 instanceAlpha[] tracks binding=0.
public readonly List Opacities = new();
// Retail SmartBox click lighting, parallel to Matrices. Each vec2 is
// (luminosity, diffuse) and is uploaded to binding=8.
public readonly List SelectionLighting = new();
///
/// Resets every per-instance parallel list for a new frame. These lists are
/// appended in lockstep (one entry per drawn instance) during group build, so
/// they MUST all be cleared together each frame. Keeping the reset in one
/// method stops a newly-added parallel list from silently drifting out of the
/// frame lifecycle — which is exactly the #193 OOM: #188 added
/// alongside the others but left it out of the old
/// inline clear loop, so it grew one float per instance per frame forever and
/// leaked ~1 GB/min of LOH float[] as its backing array doubled.
///
public void ClearPerInstanceData()
{
Matrices.Clear();
LocalSortCenters.Clear();
Slots.Clear();
LightSets.Clear();
IndoorFlags.Clear();
Opacities.Clear();
SelectionLighting.Clear();
}
public void ReleasePerInstanceStorage()
{
ClearPerInstanceData();
Matrices.TrimExcess();
LocalSortCenters.TrimExcess();
Slots.TrimExcess();
LightSets.TrimExcess();
IndoorFlags.TrimExcess();
Opacities.TrimExcess();
SelectionLighting.TrimExcess();
}
}
}