acdream/src/AcDream.App/Rendering
Erik 0930c35d1d feat(render): shader ABI v2 - AtmosphericFrame gains clock/wind blocks; caster pass binds it (Campaign VM VM6a)
AtmosphericFrame (set 3/binding 5) grows additively from 160 to 192 bytes:
two appended vec4 members, uAtmosphereClockWind and uAtmosphereWindAmplitude,
carry the foliage-wind clock/weather and amplitude inputs VM6b's shader
displacement will read. RenderPackShaderAbi renames the old constant to
AtmosphericFrameSizeBytesV1 (160), adds AtmosphericFrameSizeBytesV2 (192),
keeps AtmosphericFrameSizeBytes pointing at the current (v2) size, and adds
ShaderAbiVersion = 2. RenderPackSpirvValidator.ValidateAtmosphericFrame
accepts either the v1 (seven-member, 160-byte) or v2 (nine-member, 192-byte)
shape and rejects anything else naming both — this is why the frozen
external sample packs under samples/*/Shaders/*.spv, whose GLSL sources are
not in this tree, need no rebuild: a v1 shader bound to the 192-byte buffer
still reads correctly, since a bound range only needs to be >= the block's
own declared size.

DirectionalSunShadowRenderer's caster pass now binds AtmosphericFrame too
(both the multiview and per-cascade sites), through a new
AtmosphericFrameBufferBinding the graph owns and supplies via
DirectionalSunShadowRenderInput. AtmosphericPostProcessGraph.RenderDirectionalShadows
builds its own 192-byte ring allocation for this, separate from the world
receiver's frame block, because the caster pass runs before RenderPostProcess
constructs that block within the same frame. The four world caster pipeline
variants (opaque/cutout, base/multiview) are now allowed to declare binding
5 in the validator; terrain casters are untouched.

This commit is plumbing only: the two new members are always written but
never read by any shader yet (zero placeholders), so pack-on and pack-off
output are both pixel-identical to before. VM6b wires the real weather-driven
values and the shader-side displacement.

App hermetic filter: 5972/5974 (2 pre-existing failures unrelated to this
change, confirmed against the unmodified baseline). Core.Tests hermetic:
4697/4697. RenderPackValidator.Tests: 30/30. VulkanShaderManifestTests
(retail oracle set): 7/7, byte-identical.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-23 00:30:02 +02:00
..
Gpu 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
Packs feat(render): shader ABI v2 - AtmosphericFrame gains clock/wind blocks; caster pass binds it (Campaign VM VM6a) 2026-08-23 00:30:02 +02:00
Residency Revert "Campaign V slice V4a" - it lost world multisampling 2026-07-27 18:29:28 +02:00
Scene feat(render): implement Campaign AR and terrain fidelity 2026-08-22 13:13:29 +02:00
Selection feat(render): implement Campaign AR and terrain fidelity 2026-08-22 13:13:29 +02:00
Shaders feat(render): shader ABI v2 - AtmosphericFrame gains clock/wind blocks; caster pass binds it (Campaign VM VM6a) 2026-08-23 00:30:02 +02:00
Sky feat(render): Vulkan campaign V11 step 2 — delete the OpenGL backend 2026-07-29 02:19:53 +02:00
Vfx feat(audio): Ctrl+M instant mute + inn-chatter investigation closed as server content 2026-08-09 14:09:24 +02:00
Wb fix(render): detail overlay is fogged after the combine like retail; VM1 review fixes 2026-08-22 22:39:58 +02:00
AnimationPresentationDiagnostics.cs refactor(animation): extract live PartArray presenter 2026-07-21 09:37:02 +02:00
AttachmentUpdateOrder.cs refactor(app): key live projections by runtime identity 2026-07-25 21:50:58 +02:00
BackendNeutralWorldTextures.cs feat(render): Campaign V slice V6i-2 commit 2 — world texture creation crosses to IGpuTexture 2026-07-28 13:57:43 +02:00
BitmapFont.cs feat(render): put the retained UI and debug lines on both backends 2026-07-28 08:51:32 +02:00
BoundedUnownedResourceCache.cs fix(rendering): bound portal resource lifetime 2026-07-18 21:35:16 +02:00
CameraController.cs fix #414: cursor disappears at character select after the in-world logoff 2026-08-17 15:17:50 +02:00
CameraFrameController.cs refactor(camera): extract the update frame 2026-07-22 03:08:58 +02:00
CellVisibility.cs Revert "Campaign V slice V4a" - it lost world multisampling 2026-07-27 18:29:28 +02:00
ChargenPreviewAnimator.cs fix(chargen): Campaign CC CC6b-PRE review fix round — F1-F7 + F11 concession rewrite 2026-08-15 19:32:48 +02:00
ChargenPreviewCamera.cs feat(chargen): Campaign CC slice CC6b-MOUNT — Appearance page + preview mount 2026-08-15 21:00:10 +02:00
ChargenPreviewController.cs fix(chargen): Campaign CC gate round 1 closeout — Group 3: round review fixes (F4-F11, F14, F16) 2026-08-16 15:34:07 +02:00
ChargenPreviewEntityBuilder.cs fix(chargen): Campaign CC gate round 1 closeout — Group 3: round review fixes (F4-F11, F14, F16) 2026-08-16 15:34:07 +02:00
ChargenPreviewRenderer.cs fix(chargen): Campaign CC gate round 1 closeout — Group 3: round review fixes (F4-F11, F14, F16) 2026-08-16 15:34:07 +02:00
ChargenPreviewRotationController.cs fix(chargen): Campaign CC CC6b-MOUNT review fix round — F1-F13 2026-08-15 22:19:02 +02:00
ChargenPreviewZoomController.cs fix(chargen): Campaign CC CC6b-PRE review fix round — F1-F7 + F11 concession rewrite 2026-08-15 19:32:48 +02:00
ChaseCamera.cs fix #389: port retail's SmartboxFOV law; retire AD-89 (display slice 1) 2026-08-13 17:08:41 +02:00
ClipFrame.cs feat(render): Vulkan campaign V11 step 2 — delete the OpenGL backend 2026-07-29 02:19:53 +02:00
ClipFrameAssembler.cs Revert "Campaign V slice V4a" - it lost world multisampling 2026-07-27 18:29:28 +02:00
ClipPlaneSet.cs Revert "Campaign V slice V4a" - it lost world multisampling 2026-07-27 18:29:28 +02:00
CollisionMeshWireframe.cs probe(physics): ACDREAM_PROBE_SUPPORT + ACDREAM_WIRE_MESH — separate #337's three candidates 2026-08-06 19:49:59 +02:00
CompositeTextureArrayCache.cs feat(render): implement Campaign AR and terrain fidelity 2026-08-22 13:13:29 +02:00
CreatureAppraisalPresentation.cs feat(render): Vulkan campaign V11 step 2 — delete the OpenGL backend 2026-07-29 02:19:53 +02:00
DatLiveEntityProjectionMaterializer.cs fix(world): #344 — a mid-teleport world-frame disagreement defers the projection instead of crashing 2026-08-07 10:07:45 +02:00
DebugLineRenderer.cs feat(render): Campaign V slice V6l commit 1 - particles draw on Vulkan 2026-07-28 17:20:59 +02:00
DebugVmRenderFactsPublisher.cs refactor(render): extract frame presentation diagnostics 2026-07-22 05:02:31 +02:00
DevToolsRuntimeSources.cs refactor(runtime): close simulation ownership 2026-07-26 15:53:31 +02:00
DirectionalShadowCascadeFitter.cs feat(render): implement Campaign AR and terrain fidelity 2026-08-22 13:13:29 +02:00
DirectionalShadowQuality.cs feat(render): implement Campaign AR and terrain fidelity 2026-08-22 13:13:29 +02:00
DirectionalShadowReceiver.cs feat(render): implement Campaign AR and terrain fidelity 2026-08-22 13:13:29 +02:00
DirectionalShadowTransformBufferSet.cs feat(render): implement Campaign AR and terrain fidelity 2026-08-22 13:13:29 +02:00
DirectionalShadowUniforms.cs feat(render): implement Campaign AR and terrain fidelity 2026-08-22 13:13:29 +02:00
DirectionalSunShadowRenderer.cs feat(render): shader ABI v2 - AtmosphericFrame gains clock/wind blocks; caster pass binds it (Campaign VM VM6a) 2026-08-23 00:30:02 +02:00
DisplayFramePacingController.cs feat(linux): add graphical platform services 2026-07-27 11:54:59 +02:00
DisplayModeCatalog.cs fix: make locale-independence real, not assumed — parsing, casing, comparison 2026-08-19 20:11:32 +02:00
DollCamera.cs Revert "Campaign V slice V4a" - it lost world multisampling 2026-07-27 18:29:28 +02:00
DollEntityBuilder.cs Revert "Campaign V slice V4a" - it lost world multisampling 2026-07-27 18:29:28 +02:00
DynamicBufferCapacity.cs fix(rendering): bound portal resource lifetime 2026-07-18 21:35:16 +02:00
EquippedChildRenderController.cs fix(physics): bind a parented child to the parent's live incarnation (#319) 2026-08-05 11:56:31 +02:00
FixedEntityTextureOwnerLease.cs fix(rendering): bound portal resource lifetime 2026-07-18 21:35:16 +02:00
FlyCamera.cs fix #389: port retail's SmartboxFOV law; retire AD-89 (display slice 1) 2026-08-13 17:08:41 +02:00
FramebufferResizeController.cs test: replace campaign labels with behavior names 2026-08-18 12:25:00 +02:00
FramePacingController.cs feat(linux): add graphical platform services 2026-07-27 11:54:59 +02:00
FramePacingPolicy.cs fix(rendering): bound portal resource lifetime 2026-07-18 21:35:16 +02:00
FramePacingWaiterFactory.cs feat(linux): add graphical platform services 2026-07-27 11:54:59 +02:00
FrustumCuller.cs fix(render): the near plane is col3, not col4 + col3 (#248) 2026-07-29 03:33:20 +02:00
GameFrameGraphSlot.cs refactor(app): compose atomic frame roots 2026-07-22 19:02:08 +02:00
GameRenderResourceLifetime.cs feat(render): Vulkan campaign V11 step 2 — delete the OpenGL backend 2026-07-29 02:19:53 +02:00
GameWindow.cs feat(render): implement Campaign AR and terrain fidelity 2026-08-22 13:13:29 +02:00
GameWindowLifetime.cs feat(chargen): Campaign CC slice CC5 — Summary page, Finish flow, RandomizeCharacter port 2026-08-16 00:01:07 +02:00
GlfwCursorCache.cs fix(app): #348 — cursor switches ride a process-lifetime native cache; the per-flip Win32 handle leak is closed 2026-08-07 18:26:17 +02:00
GpuDeviceFrameLifetime.cs feat(render): Campaign V slice V4a - port TextRenderer/BitmapFont/DebugLineRenderer/TextureCache UI path onto IGpuDevice 2026-07-27 19:37:19 +02:00
GpuFrameFlightController.cs feat(render): Vulkan campaign V11 step 3 — drop the GL packages and shaders 2026-07-29 02:58:15 +02:00
GpuRetiredTerrainSlotAllocator.cs fix(rendering): bound portal resource lifetime 2026-07-18 21:35:16 +02:00
HostQuiescenceGate.cs refactor(app): own native window callback lifetime 2026-07-22 09:59:10 +02:00
IAnimationHookCaptureSink.cs refactor(runtime): extract the live object frame 2026-07-22 00:42:26 +02:00
ICamera.cs Revert "Campaign V slice V4a" - it lost world multisampling 2026-07-27 18:29:28 +02:00
ICameraCollisionProbe.cs Revert "Campaign V slice V4a" - it lost world multisampling 2026-07-27 18:29:28 +02:00
ILiveAnimationPresentationContext.cs refactor(animation): extract live PartArray presenter 2026-07-21 09:37:02 +02:00
ILiveStaticPartFrameSource.cs fix(animation): harden presentation phase handoffs 2026-07-21 10:01:25 +02:00
IndoorDrawPlan.cs Revert "Campaign V slice V4a" - it lost world multisampling 2026-07-27 18:29:28 +02:00
InteriorEntityPartition.cs Revert "Campaign V slice V4a" - it lost world multisampling 2026-07-27 18:29:28 +02:00
LinuxMonotonicFramePacingWaiter.cs feat(linux): add graphical platform services 2026-07-27 11:54:59 +02:00
LiveAnimationPresentationContext.cs fix(runtime): restore interaction completion ownership 2026-07-23 05:51:51 +02:00
LiveEntityAnimationPresenter.cs refactor(app): key live projections by runtime identity 2026-07-25 21:50:58 +02:00
LiveEntityAnimationScheduler.cs refactor(runtime): own projectile simulation 2026-07-26 14:17:42 +02:00
LiveEntityAnimationState.cs fix(animation): harden presentation phase handoffs 2026-07-21 10:01:25 +02:00
LiveEntityAppearanceBinding.cs refactor(physics): hoist the live-entity collision builder to Runtime (#330 groundwork) 2026-08-07 01:49:13 +02:00
LiveEntityCreateSupersessionRecovery.cs refactor(world): extract live entity hydration 2026-07-21 17:32:45 +02:00
LiveEntityPartArrayLifecycle.cs refactor(update): cut over the frame orchestrator 2026-07-22 03:31:38 +02:00
LiveStaticAnimationResidency.cs refactor(runtime): extract the live object frame 2026-07-22 00:42:26 +02:00
LoginPresentationFrameProbe.cs feat(ui): AD-109 — arm the login wormhole at the char-select Enter click 2026-08-17 13:42:30 +02:00
NdcScissorRect.cs Revert "Campaign V slice V4a" - it lost world multisampling 2026-07-27 18:29:28 +02:00
OrbitCamera.cs fix #389: port retail's SmartboxFOV law; retire AD-89 (display slice 1) 2026-08-13 17:08:41 +02:00
OrderedResourceTeardown.cs fix(rendering): bound portal resource lifetime 2026-07-18 21:35:16 +02:00
OutdoorCellNode.cs Revert "Campaign V slice V4a" - it lost world multisampling 2026-07-27 18:29:28 +02:00
OwnerScopedResourceRegistry.cs fix(rendering): bound portal resource lifetime 2026-07-18 21:35:16 +02:00
PaperdollFramePresenter.cs feat(chargen): Campaign CC slice CC6b-PRE — idle loop, rotation, zoom (mount-independent half) 2026-08-15 19:05:56 +02:00
PaperdollViewportRenderer.cs feat(render): Vulkan campaign V11 step 2 — delete the OpenGL backend 2026-07-29 02:19:53 +02:00
ParticleEmitterRetirementTracker.cs fix(rendering): bound portal resource lifetime 2026-07-18 21:35:16 +02:00
ParticleRenderer.cs feat(render): Vulkan campaign V11 step 3 — drop the GL packages and shaders 2026-07-29 02:58:15 +02:00
ParticleRenderer.Rhi.cs feat(render): Vulkan campaign V11 step 2 — delete the OpenGL backend 2026-07-29 02:19:53 +02:00
ParticleSubmissionOrdering.cs fix(rendering): bound portal resource lifetime 2026-07-18 21:35:16 +02:00
PhysicsCameraCollisionProbe.cs Revert "Campaign V slice V4a" - it lost world multisampling 2026-07-27 18:29:28 +02:00
PortalDepthMaskRenderer.cs feat(render): Vulkan campaign V11 step 2 — delete the OpenGL backend 2026-07-29 02:19:53 +02:00
PortalDepthMaskRenderer.Rhi.cs feat(render): Campaign V slice V6l commit 2 - the portal mask draws on Vulkan 2026-07-28 17:36:45 +02:00
PortalProjection.cs Revert "Campaign V slice V4a" - it lost world multisampling 2026-07-27 18:29:28 +02:00
PortalTunnelCamera.cs Revert "Campaign V slice V4a" - it lost world multisampling 2026-07-27 18:29:28 +02:00
PortalTunnelPresentation.cs fix(chat): Campaign CH user-gate round 2 -- portal notice rerouted to SpewBox, verbatim /help extraction, jump-in-air evidence 2026-08-10 08:40:24 +02:00
PortalView.cs Revert "Campaign V slice V4a" - it lost world multisampling 2026-07-27 18:29:28 +02:00
PortalVisibilityBuilder.cs Revert "Campaign V slice V4a" - it lost world multisampling 2026-07-27 18:29:28 +02:00
PrivateEntityViewportRenderer.cs fix(chargen): Campaign CC gate round 1 closeout — Group 3: round review fixes (F4-F11, F14, F16) 2026-08-16 15:34:07 +02:00
PrivatePresentationRenderer.cs feat(ui): port retail creature appraisal presentation 2026-07-23 12:55:24 +02:00
QuadClipper.cs fix(ui): render live component counts 2026-07-15 18:11:02 +02:00
RenderFrameDiagnosticsController.cs feat(render): implement Campaign AR and terrain fidelity 2026-08-22 13:13:29 +02:00
RenderFrameDiagnosticSources.cs refactor(runtime): own world environment state 2026-07-26 16:45:04 +02:00
RenderFrameOrchestrator.cs Revert "Campaign V slice V4a" - it lost world multisampling 2026-07-27 18:29:28 +02:00
RenderFramePreparationController.cs feat(render): Campaign V slice V11 commit 1 - delete ImGui, Studio, and the DevTools frontend 2026-07-28 23:56:04 +02:00
RenderFrameResourceController.cs feat(ui): AD-109 — arm the login wormhole at the char-select Enter click 2026-08-17 13:42:30 +02:00
ResourceCleanupGroup.cs feat(render): Vulkan campaign V11 step 2 — delete the OpenGL backend 2026-07-29 02:19:53 +02:00
ResourceShutdownTransaction.cs refactor(app): extract focused window lifetime 2026-07-22 19:43:52 +02:00
RestoredTextureBindingMutation.cs refactor(lifetime): own render resource prefixes 2026-07-22 14:42:14 +02:00
RetailAlphaQueue.cs perf(render): bound animation and alpha scratch residency 2026-07-24 16:34:28 +02:00
RetailChaseCamera.cs fix #389: port retail's SmartboxFOV law; retire AD-89 (display slice 1) 2026-08-13 17:08:41 +02:00
RetailCursorManager.cs fix(app): #348 — cursor switches ride a process-lifetime native cache; the per-flip Win32 handle leak is closed 2026-08-07 18:26:17 +02:00
RetailCursorResolver.cs fix(rendering): bound portal resource lifetime 2026-07-18 21:35:16 +02:00
RetailDetailTextureContract.cs fix(render): detail overlay is fogged after the combine like retail; VM1 review fixes 2026-08-22 22:39:58 +02:00
RetailFieldOfView.cs fix #389 review round: settings v3 FOV migration + live apply; AD-90 2026-08-13 17:27:15 +02:00
RetailHeldPose.cs feat(chargen): Campaign CC slice CC6b-PRE — idle loop, rotation, zoom (mount-independent half) 2026-08-15 19:05:56 +02:00
RetailParticleGeometryClassifier.cs Revert "Campaign V slice V4a" - it lost world multisampling 2026-07-27 18:29:28 +02:00
RetailPViewPassExecutor.cs feat(render): Vulkan campaign V11 step 2 — delete the OpenGL backend 2026-07-29 02:19:53 +02:00
RetailPViewRenderer.cs Revert "Campaign V slice V4a" - it lost world multisampling 2026-07-27 18:29:28 +02:00
RetailStaticAnimatingObjectScheduler.cs Fix ambient flyer cadence and rotating shadows 2026-08-22 17:39:38 +02:00
RollingTimingSampleWindow.cs refactor(render): extract frame presentation diagnostics 2026-07-22 05:02:31 +02:00
RuntimeResourceSlots.cs refactor(lifetime): own render resource prefixes 2026-07-22 14:42:14 +02:00
SceneLightingUboBinding.cs feat(render): Vulkan campaign V11 step 2 — delete the OpenGL backend 2026-07-29 02:19:53 +02:00
ScreenPolygonClip.cs Revert "Campaign V slice V4a" - it lost world multisampling 2026-07-27 18:29:28 +02:00
SilkWindowCallbackBinding.cs refactor(app): own native window callback lifetime 2026-07-22 09:59:10 +02:00
SkyPesFrameController.cs refactor(render): extract world frame preparation 2026-07-22 05:54:00 +02:00
SpawnMotionInitializer.cs refactor(world): extract live entity hydration 2026-07-21 17:32:45 +02:00
StandaloneBindlessTextureCache.cs feat(render): Campaign V slice V6l commit 1 - particles draw on Vulkan 2026-07-28 17:20:59 +02:00
StaticLiveRootCommitter.cs refactor(runtime): extract the live object frame 2026-07-22 00:42:26 +02:00
SyntheticEntityMeshReferenceOwner.cs fix(streaming): preserve portal destination ownership 2026-07-25 08:35:12 +02:00
TeleportViewPlaneController.cs Revert "Campaign V slice V4a" - it lost world multisampling 2026-07-27 18:29:28 +02:00
TerrainAtlas.cs docs(vm1): closeout - AP-232 for the translucent detail blend weight; sampler test pins the production constant 2026-08-22 22:50:06 +02:00
TerrainDrawDiagnosticsController.cs refactor(app): key live projections by runtime identity 2026-07-25 21:50:58 +02:00
TerrainModernRenderer.cs feat(render): implement Campaign AR and terrain fidelity 2026-08-22 13:13:29 +02:00
TerrainModernRenderer.DirectionalShadowReceivers.cs feat(render): implement Campaign AR and terrain fidelity 2026-08-22 13:13:29 +02:00
TerrainModernRenderer.DirectionalShadows.cs feat(render): implement Campaign AR and terrain fidelity 2026-08-22 13:13:29 +02:00
TerrainModernRenderer.Rhi.cs feat(render): implement Campaign AR and terrain fidelity 2026-08-22 13:13:29 +02:00
TerrainTextureTilingTable.cs feat(render): Campaign V slice V6f-2 - terrain's tiling table becomes a buffer 2026-07-28 10:11:00 +02:00
TextRenderer.cs fix(ui): Campaign LA gate round 2 — fixed-canvas stretch filters bilinearly like retail's presentation blit 2026-08-15 11:05:59 +02:00
TextureCache.cs fix(ui): Campaign LA gate round 2 — fixed-canvas stretch filters bilinearly like retail's presentation blit 2026-08-15 11:05:59 +02:00
UiTextureTableHandle.cs feat(render): put the retained UI and debug lines on both backends 2026-07-28 08:51:32 +02:00
ViewconeCuller.cs Revert "Campaign V slice V4a" - it lost world multisampling 2026-07-27 18:29:28 +02:00
VolumetricShaftQuality.cs fix(render): VM3 review fixes - pin the filmic decodes, re-derive vignette for linear, name the authored sun colour 2026-08-22 23:40:48 +02:00
WindowIconLoader.cs fix(app): apply the window icon from Load, not beside Window.Create 2026-08-20 15:13:29 +02:00
WindowsHighResolutionFramePacingWaiter.cs fix #225: stabilize render pacing and frame CPU 2026-07-19 06:29:30 +02:00
WorldPassScope.cs feat(render): Campaign V slice V6l commit 3 - the offscreen viewports draw on Vulkan 2026-07-28 18:05:24 +02:00
WorldPassSurface.cs feat(render): Vulkan campaign V11 step 2 — delete the OpenGL backend 2026-07-29 02:19:53 +02:00
WorldRenderDiagnostics.cs feat(render): Vulkan campaign V11 step 3 — drop the GL packages and shaders 2026-07-29 02:58:15 +02:00
WorldRenderFrameBuilder.cs fix(render): VM3 review fixes - pin the filmic decodes, re-derive vignette for linear, name the authored sun colour 2026-08-22 23:40:48 +02:00
WorldRevealRenderResourceScheduler.cs fix(streaming): preserve portal destination ownership 2026-07-25 08:35:12 +02:00
WorldSceneDiagnosticsController.cs probe(physics): ACDREAM_PROBE_SUPPORT + ACDREAM_WIRE_MESH — separate #337's three candidates 2026-08-06 19:49:59 +02:00
WorldScenePassExecutor.cs feat(render): Campaign V slice V6j commit 2 - Dereth draws on Vulkan 2026-07-28 15:46:54 +02:00
WorldSceneRenderer.cs feat(render): implement Campaign AR and terrain fidelity 2026-08-22 13:13:29 +02:00
WorldSceneRuntimeSources.cs feat(render): implement Campaign AR and terrain fidelity 2026-08-22 13:13:29 +02:00