using System.Numerics;
using AcDream.App.Rendering.Gpu;
using AcDream.App.Rendering.Walk;
using AcDream.Core.Lighting;
using AcDream.Core.Meshing;
using AcDream.Core.Rendering;
using DatReaderWriter.Enums;
namespace AcDream.App.Rendering.Wb;
///
/// Campaign FW stage FW2: 's submitter.
///
/// Walk-order submission through the SAME RHI machinery
/// WbDrawDispatcher.Rhi.cs already owns — the ring-section writers,
/// , and — is
/// why this is a partial of rather than a
/// standalone class. Two shapes are reused directly:
/// 's per-instance-first emission
/// (command i owns exactly one instance, BaseInstance = i, so
/// walk order — never material bucketing — survives into the indirect array)
/// and 's "write every section once"
/// shape (_ordered* fields here, not the persisted _alpha*
/// fields: those belong to , which can still be
/// mid-flight in the same frame, and overwriting them would corrupt that
/// replay).
///
/// Campaign FW stage FW3.4a (2026-08-30): the FW2 submitter was ONE
/// method, SubmitOrderedStream, that wrote every per-instance section
/// AND drew every merge run in one call — fine for FW2/FW3.2's proof, but the
/// FW3.4 perf checkpoint measured ~40 of these per frame at a town (one per
/// walk segment — every cell shell, every building's alpha barrier, every
/// punch fan flushes the accumulated stream so far), each one re-writing all
/// nine per-instance ring sections and rebinding everything, for that
/// segment's handful of instances. +
/// replace it: the WHOLE frame's stream is
/// written and bound ONCE, and each walk segment becomes a cheap
/// call over the ALREADY-uploaded payload —
/// the same split /
/// already prove for the alpha path.
/// SubmitOrderedStream itself is deleted; every FW2 caller/test now
/// calls the pair (prepare once, draw the whole stream as one range, or as
/// several — see OrderPreservingSubmitterTests).
///
/// Scope: this stage proves walk-order submission through the existing
/// RHI on static content (plan §FW2). It does NOT wire the retail
/// building-detail overlay replay (DrawBuildingDetailRangeRhi's second
/// pass through RetailDetail/RetailDetailTransparent) — a
/// detail-category command still forces a solo merge run (mirroring the
/// deferred-alpha detail break), but this submitter issues only the
/// base-pipeline draw for it. The overlay replay is production wiring,
/// deferred to whichever stage cuts the walk over for real content.
///
public sealed unsafe partial class WbDrawDispatcher
{
///
/// One walk-order merge run: a maximal, in-order span of commands that
/// share a , a resolved pipeline, and a cull
/// mode, built by .
///
internal readonly record struct OrderedMergeRun(int FirstCommand, int CommandCount);
///
/// The four pipeline buckets a translucency kind resolves to, independent
/// of any live instance.
/// selects between Opaque and OpaqueAlphaToCoverage uniformly
/// for the whole submission — it never varies per command — so merge-run
/// legality only needs to know WHICH bucket a command falls in, not which
/// concrete that resolves to. That is what lets
/// stay pure CPU logic, testable
/// without a live GPU device — the same separation
/// already draws between layout and RHI
/// glue.
///
private enum PipelineBucket
{
Opaque,
AlphaBlend,
AlphaAdditive,
AlphaInverse,
}
private static PipelineBucket BucketFor(TranslucencyKind kind)
{
if (IsOpaque(kind))
return PipelineBucket.Opaque;
return kind switch
{
TranslucencyKind.Additive => PipelineBucket.AlphaAdditive,
TranslucencyKind.InvAlpha => PipelineBucket.AlphaInverse,
_ => PipelineBucket.AlphaBlend,
};
}
private IGpuPipeline PipelineForBucket(MeshPipelineSet pipelines, PipelineBucket bucket) =>
bucket switch
{
PipelineBucket.Opaque => AlphaToCoverage ? pipelines.OpaqueAlphaToCoverage : pipelines.Opaque,
PipelineBucket.AlphaAdditive => pipelines.AlphaAdditive,
PipelineBucket.AlphaInverse => pipelines.AlphaInverse,
_ => pipelines.AlphaBlend,
};
///
/// Builds the maximal in-order merge runs for .
/// Pure CPU: no GPU device, no live pipeline, no encoder — every legality
/// decision is a comparison over the stream's own parallel arrays, which
/// is what lets this be unit-tested directly.
///
/// A run extends from command i to j while every
/// command in [i, j) shares the same ,
/// the same , the same ,
/// and none carries a nonzero DetailCategory — a detail-category
/// command always emits alone, mirroring
/// DrawPreparedAlphaBatchRhi's hasDetail break. Never
/// reorders or drops anything: every command in
/// belongs to exactly one returned run, in stream order.
///
/// (FW3.4a addition,
/// default none): extra command indices, sorted ascending, at which a run
/// must end even when the state comparison above would otherwise extend
/// it. 's Replay phase draws the frame's ONE
/// prepared stream as several calls — one
/// per walk segment, each separated by a leaf GPU call (a cell shell, a
/// punch fan, an alpha barrier) that MUST execute between them — and nothing
/// about /bucket/cull/detail forbids two
/// DIFFERENT segments from sharing all four (two consecutive indoor cells
/// drawn Opaque/CounterClockwise, the overwhelmingly common case). Without
/// this parameter, a whole-stream merge pass would happily fuse such
/// segments into one run spanning the leaf call that must run BETWEEN
/// them, silently reordering GPU commands relative to retail's walk — the
/// one invariant this campaign may never trade away. Passing each
/// segment's start index here makes 's
/// "a range boundary always coincides with a run boundary" assumption
/// true BY CONSTRUCTION instead of by hope; that method's own assert
/// stays as insurance against a future bug in how boundaries are
/// supplied. Every FW2 call site keeps passing none, so existing
/// single-segment behavior (and its tests) is unchanged.
///
/// Fails loud before building any run:
/// has no submission path (see that value's own documentation), so a
/// stream carrying one throws immediately rather than silently degrading
/// to some other stage's handling.
///
internal static List BuildOrderedMergeRuns(
OrderedDrawStream stream, IReadOnlyList? forcedBreaksAscending = null)
{
ArgumentNullException.ThrowIfNull(stream);
int count = stream.Count;
for (int i = 0; i < count; i++)
{
if (stream.Stages[i] == WalkDrawStage.PortalPunch)
{
throw new NotSupportedException(
$"OrderedDrawStream command {i} carries WalkDrawStage.PortalPunch, "
+ "which has no FW2 submission path — punch geometry emission lands "
+ "in FW3 with the world wiring "
+ "(docs/plans/2026-08-30-campaign-fw-frame-walk.md §FW2/§FW3). The "
+ "stage exists now purely so stage-separation gates can exercise the "
+ "boundary before the real emission path exists.");
}
}
IReadOnlyList breaks = forcedBreaksAscending ?? Array.Empty();
int breakCursor = 0;
var runs = new List();
int cursor = 0;
while (cursor < count)
{
// A break AT OR BEFORE cursor already ended the previous run (or
// predates the stream entirely) — only a break STRICTLY AFTER
// cursor can stop the one starting here.
while (breakCursor < breaks.Count && breaks[breakCursor] <= cursor)
breakCursor++;
WalkDrawStage stage = stream.Stages[cursor];
PipelineBucket bucket = BucketFor(stream.Keys[cursor].Translucency);
CullMode cull = stream.Keys[cursor].CullMode;
bool detail = stream.DetailCategories[cursor] != 0;
int end = cursor + 1;
if (!detail)
{
while (end < count
&& !(breakCursor < breaks.Count && breaks[breakCursor] == end)
&& stream.Stages[end] == stage
&& stream.DetailCategories[end] == 0
&& BucketFor(stream.Keys[end].Translucency) == bucket
&& stream.Keys[end].CullMode == cull)
{
end++;
}
}
runs.Add(new OrderedMergeRun(cursor, end - cursor));
cursor = end;
}
return runs;
}
///
/// The campaign's "assert it" rule (plan §FW2: "a merge across a state or
/// stage boundary is forbidden by construction").
/// only ever EXTENDS a run while stage/bucket/cull/detail all match, so
/// this should never fire — it exists so a future edit to that method's
/// loop condition fails a test immediately instead of silently drawing
/// the wrong material state for part of a run.
///
private static void ValidateMergeRun(OrderedDrawStream stream, OrderedMergeRun run)
{
int firstCommand = run.FirstCommand;
WalkDrawStage stage = stream.Stages[firstCommand];
PipelineBucket bucket = BucketFor(stream.Keys[firstCommand].Translucency);
CullMode cull = stream.Keys[firstCommand].CullMode;
bool detail = stream.DetailCategories[firstCommand] != 0;
int end = firstCommand + run.CommandCount;
if (detail && run.CommandCount != 1)
{
throw new InvalidOperationException(
$"Merge run [{firstCommand}, {end}) carries a nonzero DetailCategory but "
+ $"contains {run.CommandCount} commands — a detail-category command must "
+ "emit alone.");
}
for (int i = firstCommand + 1; i < end; i++)
{
if (stream.Stages[i] != stage)
{
throw new InvalidOperationException(
$"Merge run [{firstCommand}, {end}) crosses a WalkDrawStage boundary "
+ $"at command {i} ({stream.Stages[i]} != {stage}) — a merge across a "
+ "stage boundary is forbidden by construction (Campaign FW §FW2).");
}
if (BucketFor(stream.Keys[i].Translucency) != bucket)
{
throw new InvalidOperationException(
$"Merge run [{firstCommand}, {end}) crosses a pipeline boundary at "
+ $"command {i} — a merge across a material-state boundary is "
+ "forbidden by construction (Campaign FW §FW2).");
}
if (stream.Keys[i].CullMode != cull)
{
throw new InvalidOperationException(
$"Merge run [{firstCommand}, {end}) crosses a cull-mode boundary at "
+ $"command {i} — a merge across a material-state boundary is "
+ "forbidden by construction (Campaign FW §FW2).");
}
if (stream.DetailCategories[i] != 0)
{
throw new InvalidOperationException(
$"Merge run [{firstCommand}, {end}) contains a detail-category "
+ $"command at {i} outside a solo run — a detail-category command "
+ "must emit alone (Campaign FW §FW2).");
}
}
}
///
/// Campaign FW3.2b-2: the production frame/encoder pair for
/// 's own
/// calls (contrast this stage's diagnostic-target callers, which supply
/// their own frame/encoder). Reads the SAME world-pass scope
/// already requires ( /
/// _scope.RequireEncoder()) — fails loud rather than handing the
/// driver a null pair when the world phase is not bracketing.
///
internal (IGpuFrame Frame, IGpuPassEncoder Encoder) RequireWalkSubmission() =>
(RequireRhiFrame(), _scope!.RequireEncoder());
///
/// Campaign FW3.2b-2: the live colour-attachment size, for
/// 's viewport (the walk's ray
/// caster needs the REAL viewport, not the FW0/FW1 capture-client
/// fixture constants — see that class's own doc comment). Null outside
/// the world phase (no scope published yet); the caller falls back to
/// the fixture constants with a comment in that case rather than
/// failing loud, since a missing scope here is a startup-ordering
/// timing question, not a misconfiguration.
///
internal (int Width, int Height)? WalkAttachmentExtent =>
_scope is null ? null : (_scope.AttachmentWidth, _scope.AttachmentHeight);
// ── Campaign FW3.4a: the prepared-once, drawn-in-ranges pair ───────────
//
// Persisted state a PrepareOrderedStream call fills and every later
// DrawOrderedRange call in the SAME frame reads. Deliberately its own set
// — never _alpha* — for the same reason SubmitOrderedStream's per-frame
// locals were never _alpha* (see this file's type doc comment):
// RetailAlphaQueue can still be mid-flight when a walk segment flushes,
// and sharing storage would corrupt whichever path writes second.
private OrderedDrawStream? _orderedStream;
private List _orderedRuns = new();
private int _orderedPreparedCount;
// Caller-supplied, exactly like SubmitOrderedStream's own frame/encoder
// parameters were (see this file's type doc comment: the walk submitter
// draws into whatever pass its caller has open, never pulled from
// _frames/_scope) — DrawOrderedRange's bind-once step needs the SAME
// frame Prepare wrote sections into, for WorldFrameSectionBinding's
// clip-region/scene-lighting binds; RequireRhiFrame() is the wrong tool
// here since it demands the dispatcher's OWN BeginFrame/_dynamicFrameStarted
// bookkeeping, which the walk path never participates in.
private IGpuFrame? _orderedFrame;
private Matrix4x4 _orderedViewProjection;
private uint _orderedTransformBaseInstance;
private RhiSection _orderedInstances;
private RhiSection _orderedBatches;
private RhiSection _orderedClipSlots;
private RhiSection _orderedGlobalLights;
private RhiSection _orderedLightSets;
private RhiSection _orderedIndoor;
private RhiSection _orderedAlpha;
private RhiSection _orderedSelectionLighting;
private RhiSection _orderedDetailCategory;
private RhiSection _orderedCommands;
///
/// Writes 's ENTIRE walk-order payload into the
/// frame ring exactly ONCE — the per-instance-first emission
/// ('s shape) followed by one
/// section write per per-instance array ('s
/// shape, into the _ordered* fields above). No draw happens here;
/// issues the actual
/// calls against this prepared payload,
/// as many times as the caller needs ( calls
/// it once per walk segment, interleaved with the leaf GPU calls that
/// must run between segments).
///
/// forwards to
/// — see that parameter's own doc
/// comment. Pass the walk segment boundaries here so a later
/// call's range always aligns with a merge
/// run by construction.
///
/// A no-op (leaves at 0) when
/// the stream is empty or the mesh source is not yet ready — mirrors
/// 's own early-outs. Fails loud
/// BEFORE any GPU work if the stream carries an unsupported stage (see
/// ).
///
internal void PrepareOrderedStream(
IGpuFrame frame,
OrderedDrawStream stream,
in Matrix4x4 viewProjection,
IReadOnlyList? forcedBreaksAscending = null)
{
ArgumentNullException.ThrowIfNull(frame);
ArgumentNullException.ThrowIfNull(stream);
_orderedStream = stream;
_orderedFrame = frame;
_orderedPreparedCount = 0;
// Fail loud before any GPU work: a PortalPunch command has no
// submission path.
_orderedRuns = BuildOrderedMergeRuns(stream, forcedBreaksAscending);
int count = stream.Count;
if (count == 0)
return;
GlobalMeshBuffer? global = _meshAdapter.MeshManager?.GlobalBuffer;
if (global is null || !MeshSourceReady())
return;
// Per-instance-first emission — see PrepareDeferredAlphaDraws, into
// the SAME shared per-instance scratch arrays that method writes
// (safe: this is a single-threaded render frame, and the writer here
// runs to completion — including the section uploads below — before
// any other per-instance producer touches the scratch again). Cull
// modes are the one exception: this stage keeps its own
// _orderedDrawCullModes scratch (see DrawIndirectRangeRhi's doc
// comment) precisely so a walk-ordered draw can freely interleave
// with a mid-flight RetailAlphaQueue scope without corrupting — or
// being corrupted by — the alpha path's _drawCullModes.
EnsureDeferredAlphaCapacity(count);
EnsureOrderedCullModeCapacity(count);
for (int i = 0; i < count; i++)
{
GroupKey key = stream.Keys[i];
WriteMatrix(_instanceData, i * 16, stream.Transforms[i]);
_clipSlotData[i] = stream.ClipSlots[i];
_indoorData[i] = stream.IndoorFlags[i];
_detailCategoryData[i] = stream.DetailCategories[i];
_alphaData[i] = stream.Alphas[i];
_selectionLightingData[i] = stream.SelectionLighting[i];
stream.Lights[i].CopyTo(_lightSetData, i * LightManager.MaxLightsPerObject);
_batchData[i] = new BatchData
{
TextureIndex = key.TextureSlot.Index,
TextureLayer = key.TextureLayer,
Flags = 1u | key.FoliageFlags,
};
_indirectCommands[i] = new DrawElementsIndirectCommand
{
Count = (uint)key.IndexCount,
InstanceCount = 1,
FirstIndex = key.FirstIndex,
BaseVertex = key.BaseVertex,
BaseInstance = (uint)i,
};
_orderedDrawCullModes[i] = key.CullMode;
}
// Write every section ONCE — the PrepareRhiAlphaSections shape, into
// _ordered* rather than _alpha* (see this file's type doc comment).
_orderedViewProjection = viewProjection;
_orderedInstances = WriteWorldTransformSection(
frame, _instanceData.AsSpan(0, count * 16), out uint transformBaseInstance);
_orderedTransformBaseInstance = transformBaseInstance;
_orderedBatches = WriteRingSection(frame, _batchData.AsSpan(0, count));
_orderedClipSlots = WriteRingSection(frame, _clipSlotData.AsSpan(0, count));
int lightCount = GlobalLightPacker.Pack(_pointSnapshot, ref _globalLightData);
int uploadCount = lightCount > 0 ? lightCount : 1;
_orderedGlobalLights = WriteRingSection(
frame,
_globalLightData.AsSpan(0, uploadCount * GlobalLightPacker.FloatsPerLight));
_orderedLightSets = WriteRingSection(
frame, _lightSetData.AsSpan(0, count * LightManager.MaxLightsPerObject));
_orderedIndoor = WriteRingSection(frame, _indoorData.AsSpan(0, count));
_orderedAlpha = WriteRingSection(frame, _alphaData.AsSpan(0, count));
_orderedSelectionLighting = WriteRingSection(
frame, _selectionLightingData.AsSpan(0, count));
_orderedDetailCategory = WriteRingSection(frame, _detailCategoryData.AsSpan(0, count));
GpuRingAllocation commandsAllocation = WriteIndirectCommands(
frame, _indirectCommands.AsSpan(0, count), transformBaseInstance);
_orderedCommands = new RhiSection(
commandsAllocation.Buffer,
commandsAllocation.OffsetBytes,
checked((uint)(count * DrawCommandStride)));
_orderedPreparedCount = count;
}
///
/// Draws commands [firstCommand, firstCommand + commandCount) of
/// the payload the most recent call
/// uploaded. Every call re-binds the pipeline, push constants, and the
/// per-instance sections — leaf draws and alpha flushes between ranges
/// rebind the same set-0 slots to THEIR buffers, so a latched skip draws
/// against foreign sections (the dense-Arwic device-lost). The FW3.4a
/// win is the once-per-frame ring WRITES in
/// (what used to be ~40 full SubmitOrderedStream uploads per
/// frame at a town becomes one bind plus ~40 cheap
/// calls). Section binds survive
/// pipeline switches (every mesh pipeline shares one layout — the same
/// reasoning SubmitRhi/the old SubmitOrderedStream already
/// relied on), so binding once per frame rather than once per pipeline
/// switch is safe.
///
/// Fail-loud range check mirrors 's:
/// a range outside [0, _orderedPreparedCount] throws
/// rather than silently
/// clamping or drawing garbage — including when nothing was ever
/// prepared this frame (a caller drawing without preparing is a real
/// bug, not a valid empty draw). A zero-length range is a legal no-op
/// (mirrors an empty walk segment).
///
/// Walks the runs built that
/// intersect this range. By construction (the boundaries the caller fed
/// as forcedBreaksAscending) a
/// run never starts before the range and never ends after it — this is
/// asserted, not assumed: a run that straddles the range edge throws
/// rather than being silently sliced, per plan §FW3.4a.
///
internal void DrawOrderedRange(IGpuPassEncoder encoder, int firstCommand, int commandCount)
{
ArgumentNullException.ThrowIfNull(encoder);
if (firstCommand < 0
|| commandCount < 0
|| firstCommand > _orderedPreparedCount - commandCount)
{
throw new ArgumentOutOfRangeException(
nameof(firstCommand),
"The ordered draw range exceeds the payload the most recent "
+ "PrepareOrderedStream call uploaded.");
}
if (commandCount == 0)
return;
if (_orderedCommands.Buffer is null || _orderedStream is null)
return;
GlobalMeshBuffer? global = _meshAdapter.MeshManager?.GlobalBuffer;
if (global is null)
return;
MeshPipelineSet pipelines = PipelinesFor(encoder);
var pushConstants = new GpuPushConstants
{
ViewProjection = _orderedViewProjection,
DrawIdOffset = 0,
LightingMode = 0,
RenderPass = 0,
LightDebug = RenderingDiagnostics.LightDebugMode,
TextureIndexA = 0,
TextureIndexB = _orderedTransformBaseInstance,
ParamA = 0f,
ParamB = 0f,
};
{
IGpuFrame frame = _orderedFrame
?? throw new InvalidOperationException(
"DrawOrderedRange has no frame to bind clip-region/"
+ "scene-lighting sections against — PrepareOrderedStream must run first.");
// Bind the SECTIONS on EVERY range call — never latch them
// across calls. Between ordered ranges the walk's leaf draws run
// (terrain, cell shells, sky, punch fans) and RetailAlphaQueue
// flushes rebind the SAME set-0 storage bindings to THEIR
// sections; a latched skip here draws the next range against the
// alpha path's buffers — out-of-bounds instance reads and a
// VK_ERROR_DEVICE_LOST at dense Arwic (the FW3.4a re-measure
// crash). The expensive part — the ring WRITES — already happens
// once per frame in PrepareOrderedStream; these are descriptor
// binds only, the same per-batch rebinding the proven
// DrawPreparedAlphaBatchRhi does for the same reason.
BindPipelineWithMesh(encoder, pipelines.Opaque, global);
encoder.SetPushConstants(in pushConstants);
BindSection(encoder, GpuBindingModel.StorageInstances, _orderedInstances);
BindSection(encoder, GpuBindingModel.StorageBatches, _orderedBatches);
BindSection(encoder, GpuBindingModel.StorageClipSlots, _orderedClipSlots);
BindSection(encoder, GpuBindingModel.StorageGlobalLights, _orderedGlobalLights);
BindSection(encoder, GpuBindingModel.StorageInstanceLightSets, _orderedLightSets);
BindSection(encoder, GpuBindingModel.StorageInstanceIndoor, _orderedIndoor);
BindSection(encoder, GpuBindingModel.StorageInstanceAlpha, _orderedAlpha);
BindSection(
encoder, GpuBindingModel.StorageInstanceSelectionLighting, _orderedSelectionLighting);
BindSection(
encoder, GpuBindingModel.StorageInstanceDetailCategory, _orderedDetailCategory);
AcDream.App.Rendering.WorldFrameSectionBinding.BindClipRegions(
encoder, _scope!.Sections, frame);
AcDream.App.Rendering.WorldFrameSectionBinding.BindSceneLighting(
encoder, _scope!.Sections, frame);
}
IGpuBuffer commandBuffer = _orderedCommands.Buffer!;
uint commandBase = _orderedCommands.OffsetBytes;
int rangeEnd = firstCommand + commandCount;
foreach (OrderedMergeRun run in _orderedRuns)
{
int runEnd = run.FirstCommand + run.CommandCount;
if (runEnd <= firstCommand)
continue;
if (run.FirstCommand >= rangeEnd)
break;
if (run.FirstCommand < firstCommand || runEnd > rangeEnd)
{
throw new InvalidOperationException(
$"DrawOrderedRange [{firstCommand}, {rangeEnd}) straddles merge run "
+ $"[{run.FirstCommand}, {runEnd}) — a range boundary must coincide with "
+ "a run boundary by construction (PrepareOrderedStream's "
+ "forcedBreaksAscending should have forced a break here; Campaign FW "
+ "§FW3.4a).");
}
ValidateMergeRun(_orderedStream, run);
PipelineBucket bucket = BucketFor(_orderedStream.Keys[run.FirstCommand].Translucency);
IGpuPipeline pipeline = PipelineForBucket(pipelines, bucket);
pushConstants.RenderPass = bucket == PipelineBucket.Opaque ? 0 : 1;
BindPipelineWithMesh(encoder, pipeline, global);
DrawIndirectRangeRhi(
encoder, ref pushConstants, commandBuffer, commandBase,
run.FirstCommand, run.CommandCount, _orderedDrawCullModes);
}
}
///
/// Grows to at least
/// — the same growth shape
/// EnsureDeferredAlphaCapacity uses for ,
/// kept as its own method because this scratch array is not part of that
/// method's shared per-instance group (see this file's type doc comment).
///
private void EnsureOrderedCullModeCapacity(int count)
{
if (_orderedDrawCullModes.Length < count)
_orderedDrawCullModes = new CullMode[count + 64];
}
}