Final allowed fix round for S4-c2 on cc8e5677a. This lands every item in
the campaign packet section 12 without adding a flush site, shader, distance,
overflow recovery draw, or graphical-client run.
R2-1 particle row 5: ParticleRenderer now constructs and owns the actual
particle-mesh-opaque pipeline using the existing particle_mesh shaders and
layout, Blend=None, depth test/write enabled with WorldCompare, dynamic
per-batch cull, clockwise front face, and no alpha-to-coverage. The production
dispatch selects it for an opaque-classified mesh particle whose clamped
material alpha is 1.0. Nonopaque mesh pipelines remain depth-write-off. The
production route keeps cached reserve/immediate delegates and the warmed
append/immediate paths allocate 0 B.
R2-2 EnvCell exact per-subset routing: ObjectMeshManager carries Content's
TextureBatchData.RetailSurfaceMask onto ObjectRenderBatch at the real upload
boundary. EnvCellRenderer scans the active prepared cell snapshot and feeds
each real transparent batch's exact mask through RetailAlphaMeshRouter. Pure
0x08 Base1ClipMap reaches CLIP, 0x02 alpha-family reaches ALPHA, and table
Immediate subsets draw at the cell turn. Separate fixed-route draw sources
coalesce to at most one token per (cell,list) and filtered replay draws only
that list's subsets; a mixed cell contributes to both lists without duplicate
replay. Detail-on routes eligible subsets immediately with the detail pass.
The warmed dispatch/source allocation pins measure 0 B; the production scan/filter is covered behaviorally and uses only retained scratch/enumerators (static allocation audit).
R2-3 capacity cleanup: RetailAlphaQueue registers a source before the 3,000
entry capacity return. A source whose first append is rejected is therefore
reset by flush, EndFrame, or abort, but its rejected payload is never prepared
or drawn.
R2-4 production proof and prose: both actual Wb submit sites are exercised;
the particle tests call the production dispatcher and inspect the constructed
owner's production pipeline/selector; EnvCell tests upload real Content batch
masks through ObjectMeshManager and drain real filtered MDI calls. The A1
positive proof executes WorldSceneRenderer's real outdoor frame owner through
RetailPViewRenderer.DrawInside and RetailAlphaQueue.EndFrame and observes
[DrawBuilding x N, RenderNormalMode] with no LandscapeFlush. The packet and
register now state the varying retail first-for-list truth and the exact
per-subset EnvCell/AP-238, visible AP-239 compositing, and AP-240 feeder scope.
Physical active register counts remain AP=159 and AD=92.
Final clean-state gates (actual output):
- Release solution build: Build succeeded; 0 Warning(s); 0 Error(s).
- Hermetic solution filter: every project green, 16,728 passed / 0 failed /
0 skipped total; AcDream.App.Tests 6,875/6,875.
- InstalledDat: 255 passed / 10 failed / 1 skipped / 266 total, exactly the
allowed identities: TowerAscent_StaircaseStaysConeVisible_EveryStep;
MainGameUiAndChatInput_MediaBearingChildrenNowBuildAsRealWidgets (#383);
EveryAuthoredInvisibleWidget_StartsHiddenAcrossAllLayouts (#383);
Oh_doorway_still_first_frame_diff (#458); and the six
AlphaFlushCounts_{CathedralArrival,CathedralLeak,CathedralStairArch,
FoundryDeep,HoltburgDoorwayStill,TerraceEdge}_MatchesRetailFrame2. All six
AlphaFlushSites_* pass in the same lane.
- VulkanShaderDescriptorContractTests + VulkanShaderManifestTests +
RenderPackSpirvValidatorTests: 32 passed / 0 failed / 0 skipped.
- Corrected queue/router/walk/driver/particle/Wb/EnvCell/PView production
filter: 211 passed / 0 failed / 0 skipped.
- Explicit warmed production allocation pins: 2 passed; both measure 0 B.
- Register: physical AP-238/AP-239/AP-240/AD-120/~~AP-34~~ rows each count
exactly 1; active physical rows AP=159 and AD=92.
- git diff --check: PASS.
Production mutation checks (each applied, run to the named first failure, and
exactly reversed before the final gates):
1. Restoring the particle row-5 throw fails
OpaqueClassifiedMeshBatch_WithNoMaterialAlpha_DrawsImmediateOnOpaqueDepthState
first with InvalidOperationException: mutation: row 5 unreachable.
2. Deleting row 5's immediate callback fails that same production-dispatch
test's first collection assertion: expected [(Mesh, 11, True)], actual [].
3. Constructing the actual owner pipeline with depthWrite:false fails
ImmediateOpaqueMesh_UsesProductionParticleMeshOpaquePipelineDescription
first at Assert.True(description.Depth.Write): expected true, actual false.
4. Mapping the production selector back to _meshAlphaPipeline fails that same
test first at Assert.Same: expected particle-mesh-opaque, actual
particle-mesh-alpha.
5. Dropping RetailSurfaceMask at the real ObjectMeshManager upload boundary
fails the mixed-cell production scan first: expected Clip | Alpha, actual
Immediate.
6. Hardcoding the uploaded EnvCell scan to MaskAlphaFamily fails the mixed-cell
production scan first: expected Clip | Alpha, actual Alpha; the pure-mask
pin also reports expected Clip, actual Alpha.
7. Inverting the production detail predicate fails the detail-on production
pin first: expected Immediate, actual Clip.
8. Removing both EnvCell replay filters fails the mixed production drain's real
MDI assertions: each call expected DrawCount 1, actual DrawCount 2.
9. Moving RegisterSource below the full-capacity return fails every
RejectedFirstUseSource_IsCleanedWithoutPrepareOrDraw row (flush, EndFrame,
abort) at the first ResetCount assertion: expected 1, actual 0.
10. Hardcoding detailSurfaceActive=false at the real Wb dispatch fails both
production submit-site tests at their first queue-count assertion:
expected 0, actual 1.
11. Restoring RetailPViewRenderer's removed outdoor LandscapeFlush call fails
OutdoorProductionPView_DrainsBuildingThenRenderNormalModeWithoutLandscapeFlush
first at the real drain sequence: expected [DrawBuilding,
RenderNormalMode], actual [DrawBuilding, LandscapeFlush,
RenderNormalMode].
12. Deleting WorldSceneRenderer's final EndFrame owner drain fails that same
full-path A1 test first: expected [DrawBuilding, RenderNormalMode], actual
[DrawBuilding].
Not done/deferred: none. No retail conflict or infeasible contract item was
found. No graphical client was launched.
Co-Authored-By: Codex <noreply@openai.com>