# Phase N.5 — Modern Rendering Path — Design Spec **Status:** Draft (brainstormed 2026-05-08, not yet implemented). **Author:** acdream lead engineer + Claude. **Builds on:** Phase N.4 (`WbDrawDispatcher`, shipped 2026-05-08). **Predecessor docs:** - `docs/research/2026-05-08-phase-n5-handoff.md` (cold-start briefing). - `docs/superpowers/plans/2026-05-08-phase-n4-rendering-foundation.md` (N.4 plan; Adjustments 7-10 are required reading). - `docs/superpowers/specs/2026-05-08-phase-n4-rendering-foundation-design.md` (N.4 spec). --- ## 1. Problem statement N.4 collapsed entity rendering from O(entities × batches) per-draw GL calls to O(unique GfxObj × surface × translucency) grouped instanced draws. The remaining hot path still does, per group: ``` glActiveTexture(0) glBindTexture(2D, texHandle) glBindBuffer(EBO, batchIbo) glDrawElementsInstancedBaseVertexBaseInstance(...) ``` Across a typical Holtburg-courtyard scene that's still ~100-300 GL calls per frame for entities. Modern GPUs and our drivers (GL 4.3 + bindless, gated by WB's `_useModernRendering`) support patterns that eliminate ALL of those per-group calls: - **Bindless textures** (`GL_ARB_bindless_texture`) — texture handles are 64-bit tokens that don't require `glBindTexture` to use; the shader samples from a handle read out of buffer data. - **Multi-draw indirect** (`glMultiDrawElementsIndirect`) — one GL call dispatches N draws from a `DrawElementsIndirectCommand` buffer; the driver issues all of them with no CPU-side per-draw work. N.5 lifts `WbDrawDispatcher` onto these primitives. Target: ≥30% reduction in CPU dispatcher time, draw call count down to ~5/frame, no visual regression vs N.4. --- ## 2. Decisions log This section records the brainstorm outcomes that the rest of the doc relies on. | # | Decision | Choice | Reason | |---|---|---|---| | 1 | Texture sampler model | **`sampler2DArray`** for ALL textures (1-layer wrapping for per-instance composites) | Matches WB's modern shader exactly; future-proofs for atlas adoption in N.6+; avoids two shader files. ~50 lines of TextureCache change. | | 2 | Translucent rendering | **WB's two-pass alpha-test** (opaque pass discards `α<0.95`, transparent pass discards `α≥0.95`) | Single blend mode per pass enables one indirect call per pass. Loses native `Additive` blend on GfxObj surfaces; sky + particles have own renderers and aren't affected. Falsifiable at visual verification — if we see a regression, add an additive sub-pass (~30-min fix). | | 3 | Per-instance + per-draw data delivery | **All-SSBO**: `Instances[]` at binding=0 (mat4 per instance), `Batches[]` at binding=1 (texture handle + layer + flags per group) | Matches WB's modern shader. SSBOs avoid the 16-attrib stride limit, scale to large instance counts, give clean per-draw indexing via `gl_DrawIDARB`. | | 4 | Bindless handle residency | **Resident on upload, never release** | acdream's content set is bounded (~1-5K unique textures per session). Handles persist for process lifetime; no eviction code in N.5. Diagnostic logging of handle count under `ACDREAM_WB_DIAG=1` to spot growth. | | 5 | Escape hatch | **Modern path mandatory (N.5 ship amendment)**. `WbFoundationFlag` and `ACDREAM_USE_WB_FOUNDATION` env var have been deleted. Missing `GL_ARB_bindless_texture` or `GL_ARB_shader_draw_parameters` throws `NotSupportedException` at startup with a clear error message. No fallback. | Escape hatch was never exercised after N.4 ship. Legacy `InstancedMeshRenderer` + `StaticMeshRenderer` deleted in the N.5 retirement commit. N.6 scope narrowed accordingly. | | 6 | Perf measurement | **CPU stopwatch + GL timer queries** logged via `[WB-DIAG]` | Captures both CPU dispatcher time and GPU rendering time. Acceptance gate compares before/after numbers in fixed Holtburg/Foundry scenes. | | 7 | Persistent-mapped buffers | **Defer to N.6** | Bindless+indirect win is 70-80% of achievable savings. Persistent-mapped + ring + sync is the last 5-10% with non-trivial sync-fence complexity; not worth the risk in N.5's 2-3 week budget. Add post-N.5 if profiling shows residual `glBufferData` cost. | | 8 | Per-instance highlight (selection blink) | **Defer to a Phase B.4 follow-up** | Retail pulses click targets as visual confirmation; the right mechanism is per-instance highlight color (NOT WB's global `uHighlightColor` which would tint everything in our single-indirect-call design). Field is reserved in design (extend `InstanceData` to include `vec4 highlightColor`); N.5 ships without the field, future phase plumbs it without shader rewrite. | --- ## 3. Architecture overview ### What changes `WbDrawDispatcher.Draw` swaps its inner loop. Phases 1-3 (entity walk, group bucketing, matrix layout) stay intact. Phases 5-6 (per-group GL calls) are replaced by a single `glMultiDrawElementsIndirect` per pass, fed by SSBO-resident per-instance and per-draw data. ### What's preserved from N.4 - Group bucketing pipeline (entity AABB cull, palette hash memo, group key dictionary). - `AcSurfaceMetadataTable` for translucency classification. - `EntitySpawnAdapter` / `LandblockSpawnAdapter` (mesh lifecycle bridge). - `WbMeshAdapter` (the seam over WB's `ObjectMeshManager`). - Front-to-back sort of opaque groups (depth-test reject of overdrawn fragments). - Per-entity 5m AABB frustum cull. ### What's new - `TextureCache` uploads as 1-layer `Texture2DArray` instead of `Texture2D`. Generates 64-bit bindless handles at upload, makes them resident. - New shader pair `mesh_modern.vert/.frag` modeled on WB's `StaticObjectModern` but adapted (see §6). - Three new GPU buffers in the dispatcher: - `_instanceSsbo` — `std430` layout, `mat4[]`, all visible matrices. - `_batchSsbo` — `std430` layout, `BatchData[]`, one entry per group. - `_indirectBuffer` — `DrawElementsIndirectCommand[]`, one per group. - Two diagnostic measurements in `[WB-DIAG]`: CPU stopwatch span around `Draw()`; GPU `GL_TIME_ELAPSED` query around the indirect dispatch. ### What gets deleted - `WbDrawDispatcher.DrawGroup` (replaced by indirect). - `WbDrawDispatcher.EnsureInstanceAttribs` (no more vertex attribs at locations 3-6). - Per-blend-mode `glBlendFunc` switch in the translucent loop. - `mesh_instanced.vert/.frag` (replaced by `mesh_modern.*`). ### What stays under the escape hatch `InstancedMeshRenderer` is untouched. `ACDREAM_USE_WB_FOUNDATION=0` still routes there. N.6 retires it. --- ## 4. Component changes ### 4.1 `TextureCache` Texture upload path becomes Texture2DArray with depth=1: ```csharp private uint UploadRgba8AsLayer1Array(DecodedTexture decoded) { uint tex = _gl.GenTexture(); _gl.BindTexture(TextureTarget.Texture2DArray, tex); fixed (byte* p = decoded.Rgba8) _gl.TexImage3D( TextureTarget.Texture2DArray, 0, InternalFormat.Rgba8, (uint)decoded.Width, (uint)decoded.Height, depth: 1, border: 0, PixelFormat.Rgba, PixelType.UnsignedByte, p); _gl.TexParameter(TextureTarget.Texture2DArray, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Linear); _gl.TexParameter(TextureTarget.Texture2DArray, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Linear); _gl.TexParameter(TextureTarget.Texture2DArray, TextureParameterName.TextureWrapS, (int)TextureWrapMode.Repeat); _gl.TexParameter(TextureTarget.Texture2DArray, TextureParameterName.TextureWrapT, (int)TextureWrapMode.Repeat); _gl.BindTexture(TextureTarget.Texture2DArray, 0); return tex; } ``` Bindless handle generation, eager + resident-on-upload, parallel cache: ```csharp private readonly Dictionary _bindlessHandlesByGlName = new(); private ulong MakeResidentHandle(uint glTextureName) { if (_bindlessHandlesByGlName.TryGetValue(glTextureName, out var h)) return h; h = _bindless.GetTextureHandleARB(glTextureName); _bindless.MakeTextureHandleResidentARB(h); _bindlessHandlesByGlName[glTextureName] = h; return h; } ``` Three new methods returning `ulong` bindless handles, paralleling the existing `uint` GL-name methods: ```csharp public ulong GetOrUploadBindless(uint surfaceId); public ulong GetOrUploadWithOrigTextureOverrideBindless(uint surfaceId, uint overrideOrigTextureId); public ulong GetOrUploadWithPaletteOverrideBindless(uint surfaceId, uint? overrideOrigTextureId, PaletteOverride paletteOverride, ulong precomputedPaletteHash); ``` Each delegates to its existing `uint` sibling to populate the underlying GL texture, then calls `MakeResidentHandle` and returns the 64-bit handle. The `uint`-returning methods stay (used by `SkyRenderer`, `TerrainAtlas`, anything outside the WB modern path). `Dispose` releases bindless handles BEFORE deleting their textures: iterate `_bindlessHandlesByGlName.Values`, call `glMakeTextureHandleNonResidentARB(handle)`, then `glDeleteTextures` proceeds as today. ### 4.2 `WbDrawDispatcher` Three new GPU buffers (replacing `_instanceVbo`): ```csharp private uint _instanceSsbo; // binding=0, std430, mat4[] private uint _batchSsbo; // binding=1, std430, BatchData[] private uint _indirectBuffer; // GL_DRAW_INDIRECT_BUFFER, DEIC[] ``` `InstanceGroup` becomes: ```csharp private sealed class InstanceGroup { public uint Ibo; public uint FirstIndex; public int BaseVertex; public int IndexCount; public ulong BindlessTextureHandle; // 64-bit (was uint TextureHandle in N.4) public uint TextureLayer; // always 0 in N.5 (per-instance composites are 1-layer arrays) public TranslucencyKind Translucency; public int FirstInstance; public int InstanceCount; public float SortDistance; public readonly List Matrices = new(); } ``` `GroupKey` adds the layer: ```csharp private readonly record struct GroupKey( uint Ibo, uint FirstIndex, int BaseVertex, int IndexCount, ulong BindlessTextureHandle, uint TextureLayer, TranslucencyKind Translucency); ``` Per-frame draw flow: 1. **Walk entities → build `_groups` dict** (unchanged from N.4). 2. **Lay matrices contiguously, split opaque/transparent, sort opaque** (unchanged). 3. **Build per-group BatchData and DEIC arrays.** One `BatchData` per group `(handle, layer, flags=0)`. One DEIC per group `(count = IndexCount, instanceCount = InstanceCount, firstIndex = FirstIndex, baseVertex = BaseVertex, baseInstance = FirstInstance)`. Indirect commands are laid out contiguously: opaque section first (sorted front-to-back), transparent section second. `_opaqueDrawCount` and `_transparentDrawCount` track section sizes; `_transparentByteOffset = _opaqueDrawCount * sizeof(DEIC)`. 4. **Three `glBufferData` uploads** to `_instanceSsbo`, `_batchSsbo`, `_indirectBuffer` (single buffer, both sections). 5. **Bind global VAO once** (preserved from N.4 — modern rendering shares one VAO). 6. **Bind SSBOs once** via `glBindBufferBase(SHADER_STORAGE_BUFFER, 0, _instanceSsbo)` and `... 1, _batchSsbo`. 7. **Opaque pass.** Set `uRenderPass = 0`. `glBindBuffer(DRAW_INDIRECT_BUFFER, _indirectBuffer)`. `glMultiDrawElementsIndirect(Triangles, UnsignedShort, indirect=(void*)0, drawcount=_opaqueDrawCount, stride=sizeof(DEIC))`. 8. **Transparent pass.** Set `uRenderPass = 1`. `glEnable(BLEND)` + `glBlendFunc(SrcAlpha, OneMinusSrcAlpha)` + `glDepthMask(false)`. `glMultiDrawElementsIndirect(Triangles, UnsignedShort, indirect=(void*)_transparentByteOffset, drawcount=_transparentDrawCount, stride=sizeof(DEIC))`. 9. **Restore state.** `glDepthMask(true)` + `glDisable(BLEND)` + `glBindVertexArray(0)`. Diagnostic timing (under `ACDREAM_WB_DIAG=1`): - CPU: `Stopwatch` started at the top of `Draw()`, stopped at the bottom. Median + 95th-percentile flushed in the 5-second `[WB-DIAG]` rollup. - GPU: `glGenQueries` two query objects (one for opaque, one for transparent). `glBeginQuery(TIME_ELAPSED) / glEndQuery` around each `glMultiDrawElementsIndirect`. Result polled with `GL_QUERY_RESULT_NO_WAIT` on the next frame's start; if not ready, drop the sample and try again. ### 4.3 New shader files `src/AcDream.App/Shaders/mesh_modern.vert`: ```glsl #version 430 core #extension GL_ARB_bindless_texture : require #extension GL_ARB_shader_draw_parameters : require layout(location = 0) in vec3 aPosition; layout(location = 1) in vec3 aNormal; layout(location = 2) in vec2 aTexCoord; struct InstanceData { mat4 transform; // Reserved for Phase B.4 follow-up (selection-blink retail-faithful highlight): // vec4 highlightColor; // RGBA — when non-zero alpha, fragment shader mixes into output. // Add field here, increase stride to 80 bytes, and read at fragment via flat varying. }; struct BatchData { uvec2 textureHandle; // bindless handle for sampler2DArray uint textureLayer; // layer index (always 0 for per-instance composites) uint flags; // reserved for future use }; layout(std430, binding = 0) readonly buffer InstanceBuffer { InstanceData Instances[]; }; layout(std430, binding = 1) readonly buffer BatchBuffer { BatchData Batches[]; }; layout(std140, binding = 1) uniform LightingUbo { vec4 uAmbient; vec4 uSunDir; vec4 uSunColor; // matches existing acdream lighting UBO; do not change layout }; uniform mat4 uViewProjection; uniform int uRenderPass; // 0=opaque, 1=transparent (consumed in fragment shader) out vec3 vNormal; out vec2 vTexCoord; out flat uvec2 vTextureHandle; out flat uint vTextureLayer; void main() { int instanceIndex = gl_BaseInstanceARB + gl_InstanceID; mat4 model = Instances[instanceIndex].transform; vec4 worldPos = model * vec4(aPosition, 1.0); gl_Position = uViewProjection * worldPos; vNormal = normalize(mat3(model) * aNormal); vTexCoord = aTexCoord; BatchData b = Batches[gl_DrawIDARB]; vTextureHandle = b.textureHandle; vTextureLayer = b.textureLayer; } ``` `src/AcDream.App/Shaders/mesh_modern.frag`: ```glsl #version 430 core #extension GL_ARB_bindless_texture : require in vec3 vNormal; in vec2 vTexCoord; in flat uvec2 vTextureHandle; in flat uint vTextureLayer; layout(std140, binding = 1) uniform LightingUbo { vec4 uAmbient; vec4 uSunDir; vec4 uSunColor; }; uniform int uRenderPass; out vec4 FragColor; void main() { sampler2DArray tex = sampler2DArray(vTextureHandle); vec4 color = texture(tex, vec3(vTexCoord, float(vTextureLayer))); if (uRenderPass == 0) { // Opaque pass: discard soft pixels (alpha cutout), write to depth if (color.a < 0.95) discard; } else { // Transparent pass: discard hard pixels (already drawn opaque), no depth write if (color.a >= 0.95) discard; if (color.a < 0.05) discard; // skip totally-empty fragments — perf for large transparent overdraw } // Diffuse lighting (preserved from acdream's existing lighting model) vec3 N = normalize(vNormal); vec3 L = normalize(uSunDir.xyz); float diff = max(dot(N, L), 0.0); vec3 lit = uAmbient.rgb + uSunColor.rgb * diff; color.rgb *= clamp(lit, 0.0, 1.0); FragColor = color; } ``` Differences from WB's `StaticObjectModern.*`: - Drops `uActiveCells[]` cell-filtering (acdream culls cells on CPU). - Drops `uDrawIDOffset` (acdream issues full passes, no pagination). - Drops `uHighlightColor` (deferred to Phase B.4 follow-up; reserved as per-instance `highlightColor` field, not a global uniform). - Adapts the lighting model to acdream's existing UBO at binding=1 instead of WB's `SceneData` UBO. - Uses 1-layer `sampler2DArray` for ALL textures (WB uses multi-layer atlases — same shader works for both shapes). --- ## 5. Per-frame data flow walk-through A concrete trace. Visible work for frame N: | Group | GfxObj | Surface | Translucency | Instances | |---|---|---|---|---| | 0 | oak tree | bark | Opaque | 12 | | 1 | oak tree | leaves | AlphaBlend | 12 | | 2 | drudge | skin (palette override) | Opaque | 1 | | 3 | drudge | eyes | Opaque | 1 | **Instance SSBO** (binding=0), 26 entries (each batch contributes its own copy of the entity matrix): ``` [0..11] = oak instance matrices (group 0 — bark) [12..23] = oak instance matrices (group 1 — leaves) [24] = drudge instance matrix (group 2 — skin) [25] = drudge instance matrix (group 3 — eyes) ``` **Batch SSBO** (binding=1), 4 entries indexed by `gl_DrawIDARB`: ``` Batches[0] = (oak_bark_handle, layer=0, flags=0) Batches[1] = (oak_leaves_handle, layer=0, flags=0) Batches[2] = (drudge_skin_handle_with_palette, layer=0, flags=0) Batches[3] = (drudge_eyes_handle, layer=0, flags=0) ``` **Indirect buffer** (single buffer, two sections): ``` _indirectBuffer[0..2] = opaque section (3 entries, sorted front-to-back) [0] = (count=oakBarkIdx, instanceCount=12, firstIndex=oakBarkFI, baseVertex=oakBV, baseInstance=0) [1] = (count=drudgeSkinIdx, instanceCount=1, firstIndex=drudgeSkinFI, baseVertex=drudgeBV, baseInstance=24) [2] = (count=drudgeEyesIdx, instanceCount=1, firstIndex=drudgeEyesFI, baseVertex=drudgeBV, baseInstance=25) _indirectBuffer[3] = transparent section (1 entry) [3] = (count=oakLeavesIdx, instanceCount=12, firstIndex=oakLeavesFI, baseVertex=oakBV, baseInstance=12) _opaqueDrawCount = 3; _transparentDrawCount = 1; _transparentByteOffset = 3 * sizeof(DEIC) = 60. ``` **Shader access pattern** (per vertex): ```glsl int instanceIndex = gl_BaseInstanceARB + gl_InstanceID; // unique per (group, instance) pair mat4 model = Instances[instanceIndex].transform; BatchData b = Batches[gl_DrawIDARB]; // shared across all verts in this draw sampler2DArray tex = sampler2DArray(b.textureHandle); vec4 color = texture(tex, vec3(aTexCoord, float(b.textureLayer))); ``` **Per-frame CPU GL calls** (entity rendering, total): - 3× `glBufferData` (instance SSBO, batch SSBO, indirect buffer). - 1× `glBindVertexArray(globalVAO)`. - 2× `glBindBufferBase` (SSBOs at bindings 0 + 1). - 1× `glBindBuffer(DRAW_INDIRECT_BUFFER, _indirectBuffer)`. - 2× `glMultiDrawElementsIndirect` (one opaque, one transparent). - ~5 state changes (blend, depth mask, render pass uniform). Total: ~15-20 GL calls per frame for entity rendering, regardless of group count. N.4 baseline is "few hundred." --- ## 6. Translucent rendering detail Per Decision 2: WB's two-pass alpha-test pattern. **Group classification.** `ClassifyBatches` puts groups into one of two arrays: - **Opaque indirect:** `TranslucencyKind.Opaque` and `TranslucencyKind.ClipMap`. - **Transparent indirect:** `TranslucencyKind.AlphaBlend`, `Additive`, `InvAlpha` all merged. Per Decision 2, additive renders as alpha-blend; falsifiable at visual verification. Opaque groups stay sorted front-to-back by `SortDistance` (preserved from N.4 — depth-test reject of overdrawn fragments is a meaningful win on dense scenes). **Pass GL state:** ```csharp // Opaque pass _gl.Disable(EnableCap.Blend); _gl.DepthMask(true); _gl.Enable(EnableCap.CullFace); _gl.CullFace(TriangleFace.Back); _gl.FrontFace(FrontFaceDirection.Ccw); _shader.SetInt("uRenderPass", 0); _gl.BindBuffer(BufferTargetARB.DrawIndirectBuffer, _indirectBuffer); _gl.MultiDrawElementsIndirect(PrimitiveType.Triangles, DrawElementsType.UnsignedShort, indirect: (void*)0, drawcount: _opaqueDrawCount, stride: (uint)sizeof(DEIC)); // Transparent pass _gl.Enable(EnableCap.Blend); _gl.BlendFunc(BlendingFactor.SrcAlpha, BlendingFactor.OneMinusSrcAlpha); _gl.DepthMask(false); _shader.SetInt("uRenderPass", 1); _gl.MultiDrawElementsIndirect(PrimitiveType.Triangles, DrawElementsType.UnsignedShort, indirect: (void*)_transparentByteOffset, drawcount: _transparentDrawCount, stride: (uint)sizeof(DEIC)); // Cleanup _gl.DepthMask(true); _gl.Disable(EnableCap.Blend); _gl.BindVertexArray(0); ``` **Visual verification gate (additive fallback plan).** During Week 2-3 visual verification, look at: - Holtburg courtyard, dungeon entrance — confirm scenery + characters identical. - Foundry interior — magic-themed content with potentially additive-flagged surfaces. - Any glowing weapon decals, magical aura effects, or self-luminous textures observed. If a visible regression appears (faded glow, missing additive bloom): amend spec to add a third indirect call within the transparent pass with `glBlendFunc(SrcAlpha, One)`. Group classification splits Additive into its own bucket. ~30-min change. --- ## 7. Error handling and fallback ### 7.1 GPU capability detection WB's `OpenGLGraphicsDevice` already detects: - `HasOpenGL43` (required for SSBOs, multi-draw indirect, `gl_BaseInstanceARB`). - `HasBindless` (required for bindless texture handles). `WbDrawDispatcher` is only constructed when `WbFoundationFlag.Enabled` is true, which gates on `_useModernRendering = HasOpenGL43 && HasBindless`. We inherit WB's gating. **Additional check:** `GL_ARB_shader_draw_parameters` (for `gl_BaseInstanceARB`, `gl_DrawIDARB`). Standard on GL 4.6, available as extension on 4.3+. Add to N.5's capability check; if missing, `WbDrawDispatcher` constructor logs a one-time warning and the foundation flag flips off (falls back to `InstancedMeshRenderer`). ### 7.2 Shader compile failure If `mesh_modern.vert/.frag` fails to compile (driver bug, GLSL version mismatch, extension issue): catch the compile exception in `WbDrawDispatcher` constructor, log the GLSL info log + GPU vendor/renderer string ONCE, flip `WbFoundationFlag.Enabled = false` for the session, fall back to `InstancedMeshRenderer`. Do not crash. ### 7.3 Non-resident handle (the bindless foot-gun) Sampling a non-resident handle causes undefined behavior (driver-dependent: black texture, GPU fault, device-lost). Mitigation in code: `TextureCache.MakeResidentHandle` is the only API that produces a handle, and it makes the handle resident in the same call. There is no API surface that produces a non-resident handle. Defense-in-depth: dispatcher asserts `BindlessTextureHandle != 0` before queuing a draw (zero handles get filtered out, same as zero `surfaceId` does today). ### 7.4 Indirect command corruption `count`, `firstIndex`, `baseVertex` come from WB's `ObjectRenderBatch` (never user input; WB-internal correctness). `instanceCount` is `grp.Matrices.Count` (we control). `baseInstance` is `grp.FirstInstance` (we control, computed cumulatively). Bug-class is "WB-internal corruption + our cumulative-offset bug" — same surface area as N.4's `BaseInstance` already trusts. Add a debug-build assertion: cumulative `baseInstance` values must be strictly increasing. ### 7.5 Disposal order `WbDrawDispatcher.Dispose` releases bindless handles before deleting underlying textures (driver UB otherwise). `TextureCache.Dispose` does this: 1. Iterate `_bindlessHandlesByGlName.Values`, call `glMakeTextureHandleNonResidentARB(handle)`. 2. Call `_glExtensions.MakeAllNonResidentARB` if available (some drivers prefer batch). 3. Then `glDeleteTextures` proceeds as today. Dispatcher's own buffer cleanup (`_instanceSsbo`, `_batchSsbo`, `_indirectBuffer`) via `glDeleteBuffers`. ### 7.6 Persistent first-failure diagnostic If shader compile fails OR an extension check fails OR `glMultiDrawElementsIndirect` returns `GL_INVALID_OPERATION` on first frame: log ONCE with GPU vendor/renderer string + GLSL info log. Don't spam. User pastes the line into a bug report; we know exactly where to look. --- ## 8. Testing and acceptance ### 8.1 Unit / conformance tests - **`TextureCacheBindlessTests`** — for each `Bindless`-suffixed `GetOrUpload*`: returns non-zero `ulong`, returns same handle for same key (cache hit), distinct keys yield distinct handles, returned handle is resident per GL state query. - **`WbDrawDispatcherIndirectBuilderTests`** — pure CPU test: given a fixture of `(entity, mesh, batch)` tuples, verify the indirect buffer layout: `count` / `firstIndex` / `baseVertex` / `baseInstance` per group, opaque section sorted front-to-back, transparent section in classification order (no sort — back-to-front sort can be added in a follow-up if measured useful). - **`WbDrawDispatcherTranslucencyTests`** — verify groups land in correct indirect buffer (opaque vs transparent) per `TranslucencyKind`. `Additive`/`InvAlpha` go to transparent. `ClipMap` goes to opaque. Empty groups skipped. - **Existing N.4 tests stay green.** All 60 tests captured by `FullyQualifiedName~Wb|MatrixComposition` filter remain at 60/0. ### 8.2 Visual verification Same gate as N.4 used. Live ACE + retail dat, in-world testing. - **Holtburg courtyard** — characters + scenery + buildings render identically to N.4. No missing entities, no z-fighting, no exploded parts. - **Foundry interior** — dense static-object scene, stress-tests indirect call count and translucency classification. - **Indoor → outdoor cell transition** — confirms cell visibility filtering still works (we cull on CPU; dispatcher should never see invisible-cell entities). - **Drudge / character close-up** — confirms Issue #47 close-detail mesh preservation. - **Magic content (additive fallback check)** — Foundry runes, glowing weapons if observable, boss models with luminous decals. Trigger spec amendment if regression spotted. User-confirms each. These are visual identity checks against the running N.4 behavior (use `git stash` of N.5 changes + relaunch as the comparison baseline). ### 8.3 Perf measurement (the win gate) `[WB-DIAG]` augmented: ``` [WB-DIAG] entSeen=N entDrawn=M ... drawsIssued=K groups=G (existing) [WB-DIAG] cpu_us=Xmedian/Y95p gpu_us=Zmedian/W95p (new) ``` Capture before/after numbers in fixed scenes/cameras: | Scene | Camera position | Metric | |---|---|---| | Holtburg courtyard | 30m elevated, looking SW | `cpu`, `gpu`, `drawsIssued` | | Foundry interior | character spawn, default heading | `cpu`, `gpu`, `drawsIssued` | | Open landscape | terrain wander, no entities | `cpu`, `gpu`, `drawsIssued` (sanity) | **Acceptance gates** (paste into SHIP commit message): - Visual identity to N.4 — confirmed via §8.2. - CPU dispatcher time ≤ 70% of N.4 in Holtburg courtyard (target: ≥30% reduction). - GPU rendering time within ±10% of N.4 (sanity: no regression). - `drawsIssued ≤ 5 per pass` (down from "few hundred per pass"). - All tests green — 60+ Wb tests + new bindless/indirect tests. - `ACDREAM_USE_WB_FOUNDATION=0` still works — `InstancedMeshRenderer` fallback runs and renders correctly. ### 8.4 Long-session sanity check Hour-long session with `ACDREAM_WB_DIAG=1`. Watch resident-handle count grow. Expected: bounded plateau under 5K once content set is fully traversed. If unbounded growth, residency policy revisit required in N.6. --- ## 9. Risks | Risk | Likelihood | Impact | Mitigation | |---|---|---|---| | Driver bug in bindless residency | Low (mature in 2025+ drivers) | Crash / black textures | One-time logging on first failure; legacy fallback under flag-off | | Driver bug in `glMultiDrawElementsIndirect` | Low | GL_INVALID_OPERATION | Capability check + first-failure logging + fallback | | Resident handle count exceeds driver limit in long session | Low (acdream content is bounded) | Cumulative GPU memory pressure → eventual eviction surprises | `[WB-DIAG]` resident-count log; revisit eviction in N.6 if it grows unbounded | | Shader compile fails on weird GPU | Medium-low | First-launch failure | Compile-error catch + fallback to `InstancedMeshRenderer` | | Additive fidelity regression on rare GfxObj surfaces | Medium | Subtle visual difference | Visual verification at magic-themed content; spec amendment for additive sub-pass if found | | `gl_BaseInstanceARB` fields not advancing per-instance attribs we still use | Low (we drop attribs entirely) | Wrong matrices | All instance data via SSBO; no vertex attrib at locations 3-6 to misalign | | SSBO indexing GPU cost worse than uniform-array | Low (well-optimized in modern drivers) | Possible GPU time regression | GL timer queries detect; if observed, fall back to uniform array of bounded size | | Persistent-mapped buffer foot-guns (chosen NOT to use in N.5) | n/a | n/a | Decision 7 defers to N.6 | | Per-instance highlight (selection blink) feature creep | Low | Scope grows | Decision 8 defers; field reserved in design doc | --- ## 10. Out of scope (explicitly) The following are NOT N.5 work. They become possible follow-ons. - **WB's `TextureAtlasManager` adoption for atlas tier.** N.5 keeps acdream's `TextureCache` as the texture owner for everything. Atlas adoption is N.6+ if memory pressure shows up. - **Persistent-mapped buffer ring with sync fences.** Decision 7. N.6 candidate if profiling shows residual `glBufferData` cost. - **GPU-side culling (compute pre-pass).** Future phase. - **Texture array repacking for multi-layer per-instance composites.** Future, if many palette-overrides actually share dimensions and could be packed. - **Selection-blink highlight color.** Decision 8. Phase B.4 follow-up. Field reserved in `InstanceData` design (extend stride to 80 bytes when implementing). - ~~**Deletion of legacy `InstancedMeshRenderer`.** N.6.~~ **Done in N.5 ship amendment** — `InstancedMeshRenderer`, `StaticMeshRenderer`, and `WbFoundationFlag` were deleted in the retirement commit. - **Terrain wiring through WB.** Future. --- ## 11. Open questions None outstanding. All 8 brainstorm questions resolved + 1 clarification on highlight semantics. Ready for plan. --- *End of design.*