acdream/tests/AcDream.App.Tests
Erik 059703066f fix(render): #226 detail overlay uses retail's single-pass combine; drop the dead distance fade (Campaign VM VM1)
VM2's live cdb read against the PDB-paired retail client (GUID
9e847e2f-777c-4bd9-886c-22256bb87f32) proved
m_caps.bCanDoSinglePassDetailing = 1 and trysinglepass = 1 on real hardware,
so D3DPolyRender::RenderMeshSubset (0x0059ca10) never falls back to the
two-pass framebuffer blend the earlier #226 port reproduced. Every loaded
CGfxObj sets use_built_mesh = 1 (CGfxObj::InitLoad 0x005346b0), so buildings
and EnvCells always take the single-pass texture-stage combine set up in
D3DPolyRender::SetSurface (0x0059c4d0):

    result = lerp(base * diffuse, detail.rgb, detail.a * diffuse.a)

RenderMeshSubset lights opaque built-mesh subsets with
tmpmaterial.Diffuse.a = 1, so on the live Dereth category texture
0x06006D58 (mean rgb 0.165, mean alpha 0.132) the combine works out to
~0.868 * base + 0.022 — a mild darkening, the opposite sign of the fallback
DstColor blend's brightening.

Also removes the invented 10 m / 50 m distance fade. Retail's
ACRender::get_alpha_for_z (0x006b6230) is only evaluated in
D3DPolyRender::DrawPolyInternal (0x0059d7c0, the immediate-polygon path)
and only when the static noFadeDetail (0x00820e38, initialised to 1) is 0 —
unreachable for built meshes. Attenuation is the sampler's linear mip chain
converging to the texture mean, not a scripted ramp.

Changes:
- mesh_detail.vert/.frag: drop vDetailFade and its distance term; add
  vDetailOpacity mirroring mesh_modern.vert's InstanceAlphaBuf (binding 7)
  read, and output detail.rgb with alpha = detail.a * vDetailOpacity under
  the corrected pipeline blend.
- VulkanViewportMapping.BlendFactorsOf / GpuEnums.GpuBlendMode.RetailDetail:
  SrcAlpha + OneMinusSrcAlpha instead of DstColor + OneMinusSrcAlpha.
- RetailDetailTextureContract: replaced the distance-fade constants and
  FramebufferFactor with Expected(base, detail, opacity) and IsNeutral,
  matching the lerp; contract tests cover zero-alpha/zero-opacity no-ops,
  the measured darkening on the live category texture, and full-alpha
  replacement.
- Regenerated mesh_detail's committed SPIR-V and the shader manifest
  (tools/compile-shaders.ps1); no other shader pair changed.
- Docs: #226's pseudocode note, the docs/ISSUES.md #226 entry, and the
  retired TS-52 divergence-register row corrected from the two-pass
  DESTCOLOR description to the single-pass path and the darkening
  expectation, each citing the VM2 cdb note.

Verified: dotnet build AcDream.slnx -c Release (0 warnings, 0 errors);
dotnet test on AcDream.App.Tests and AcDream.Core.Tests (Release, hermetic
lanes) both green.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-22 21:58:48 +02:00
..
Architecture test: replace gameplay owner source freezes 2026-08-18 16:49:38 +02:00
Audio feat(audio): Campaign A slice A2 — retail's 2D pan+gain mixer replaces AL 3D 2026-08-08 21:58:50 +02:00
Combat fix(ui,runtime): OP4 review fixes — live re-seed, enable-gating, Combat panel re-point, universal timestamps 2026-08-11 05:30:26 +02:00
Composition feat(render): implement Campaign AR and terrain fidelity 2026-08-22 13:13:29 +02:00
Configuration fix(app): Campaign LA gate round 2 — session-config launches force the retail UI on 2026-08-15 08:42:33 +02:00
Credentials test: make prerequisite lanes fail honestly 2026-08-18 12:09:41 +02:00
Diagnostics test(gates): sequence the two-client remote-shadow gate with harness signals 2026-08-22 17:44:13 +02:00
Input fix(input): free-fly is unreachable, and Escape no longer answers to it 2026-08-21 09:55:16 +02:00
Interaction fix: social panel completion batch (user gate 2026-08-13, "fix all") 2026-08-13 19:30:51 +02:00
Net feat(chat): CT-B4 — @log, and the research block that was a wrong question 2026-08-21 11:28:20 +02:00
Physics test: replace input and physics source freezes 2026-08-18 15:31:57 +02:00
Platform feat(platform): Campaign LA LA0 — extract ApplicationPathSet to AcDream.Platform 2026-08-14 15:19:02 +02:00
Plugins feat(render): implement Campaign AR and terrain fidelity 2026-08-22 13:13:29 +02:00
Rendering fix(render): #226 detail overlay uses retail's single-pass combine; drop the dead distance fade (Campaign VM VM1) 2026-08-22 21:58:48 +02:00
Runtime test: replace gameplay owner source freezes 2026-08-18 16:49:38 +02:00
Settings feat(render): implement Campaign AR and terrain fidelity 2026-08-22 13:13:29 +02:00
Spells feat(headless): share immutable gameplay content 2026-07-27 09:00:48 +02:00
Streaming feat(render): implement Campaign AR and terrain fidelity 2026-08-22 13:13:29 +02:00
UI test(gates): sequence the two-client remote-shadow gate with harness signals 2026-08-22 17:44:13 +02:00
World test: replace create authority source pin 2026-08-18 16:52:22 +02:00
AcDream.App.Tests.csproj feat(render): implement Campaign AR and terrain fidelity 2026-08-22 13:13:29 +02:00
BoundedTestDatCollection.cs perf(content): remove exception-driven setup probes 2026-07-24 15:12:21 +02:00
FramePhaseTestDoubles.cs refactor(runtime): move session lifetime and ordered transport 2026-07-25 19:39:24 +02:00
FrameProfilerReportTests.cs perf(diag): complete trustworthy Slice A capture tooling 2026-07-24 12:46:51 +02:00
FrameStatsBufferTests.cs fix(pipeline): MP0 - profiler toggle-path hygiene + Max() seed (review follow-up) 2026-07-05 19:26:28 +02:00
GameRuntimeTestFactory.cs refactor(runtime): cut graphical host over to canonical root 2026-07-26 19:06:09 +02:00
GlobalUsings.cs feat(runtime): share chat commands and run login sequence 2026-08-14 20:27:45 +02:00
LiveEntityRuntimeFixture.cs test(runtime): restore the world-frame precondition across first-entry fixtures 2026-08-03 13:32:28 +02:00
LiveEntitySpawnFixture.cs feat(runtime): C3c - production placement cutover: both hosts on the residence conductors (routes 1+8) 2026-08-02 18:10:33 +02:00
packages.neutral.lock.json build: make release restore reproducible 2026-08-18 10:29:00 +02:00
RuntimeDatAccessArchitectureTests.cs feat(headless): share immutable process content 2026-07-27 08:37:24 +02:00
RuntimeDatCollectionFactoryTests.cs feat(headless): share immutable process content 2026-07-27 08:37:24 +02:00
RuntimeOptionsRetailUiTests.cs test(runtime): add deterministic world gate artifacts 2026-07-20 22:37:16 +02:00
RuntimeOptionsTests.cs feat(render): implement Campaign AR and terrain fidelity 2026-08-22 13:13:29 +02:00
RuntimeWorldTransitTestDriver.cs refactor(runtime): own teleport destination correlation 2026-07-26 17:52:34 +02:00
ZeroAllocationProbe.cs test(app): measure the warmed path, not the path being warmed (#250) 2026-07-29 03:42:08 +02:00
ZeroAllocationProbeTests.cs test(app): measure the warmed path, not the path being warmed (#250) 2026-07-29 03:42:08 +02:00