Chunk H of Campaign OVERHAUL v2's S3 walk-ownership program (docs/research/2026-09-01-overhaul/s3-walk-ownership-map.md §10.6), landing the three post-hoc three-lens findings on S3 chunk 4 round 2. Pure dead-state deletion, comment truth, one test deletion, one stronger pin — no admission, order, or behavior change; no new flag or probe; no register row (AD-17's correction is the lead's own, already on the campaign branch). H1 — ClipPlaneSet.cs: deleted ScissorNdcAabb (no production reader — only AppendOutsideSlice consumes ClipPlaneSet, and it reads only IsNothingVisible/Count/PlaneArray) and renamed UseScissorFallback -> IsPlaneOverflow with a doc stating the true consumer contract: Count==0 overflow means the region draws UNCLIPPED via the no-clip slot, never a scissor box. Rewrote the file header's convexity-rule and Count==0-states sections to the two states that exist (Empty / overflow) instead of three, and simplified the private Scissor(...) AABB-computing helpers into a parameterless Overflow() factory since nothing reads the AABB any more. ClipPlaneSetTests.cs: renamed every UseScissorFallback reference, deleted the AABB assertions (From_MultiplePolygons's four ScissorNdcAabb.X/Y/Z/W checks, Empty_StaticProperty_DrawsNothing's degenerate-box check, ScissorFallback_IsNotNothingVisible's bounds check) that pinned the deleted consumer contract. H2 — TerrainModernRenderer.cs: deleted Draw's clipPlanes/ndcClipAabb parameters (grep: TerrainModernRenderer.Draw has exactly one production caller, WorldScenePassExecutor.DrawFlatTerrain, and it never passed either), which made CollectVisibleCells's own clipPlanes/ndcClipAabb/ viewProjection parameters and the IsAabbVisibleThroughClipRegion + IsAabbOutsideHomogeneousPlane helper pair they fed entirely dead — deleted along with the stale "Retail publishes landcell in_view from the clipped landscape view" comment; CollectVisibleCells is frustum-only now, matching DrawLandCells's own "retail never view-clips terrain" doc. Deleted the terrainUploadCount computation at RetailPViewRenderer.cs (the DrawInside/DrawLandscapeDynamicsPhase caller) and PrepareClipFrame's GL-era reservation-count parameter end to end: IWorldPassSurface.PrepareClipFrame(int), RhiWorldPassSurface's matching body and its now-pointless "_ = terrainUploadCount" discard, RetailPViewPassExecutor.PrepareClipFrame's pass-through, and WorldScenePassExecutor.PrepareFlatWorldClip's hardcoded `1` argument — PrepareClipFrame() takes nothing on every arm. TerrainParticleCellVisibilityTests.cs: deleted the three tests that only existed to pin the removed clip-plane/scissor mechanism (RejectsCellsOutsideDoorwayClipPlanes, RejectsCellsOutsideDoorwayScissorAabb, UnionsCellsFromEveryLandscapeSlice) and updated the two surviving frustum tests to the new signature. H3 — deleted tests/AcDream.App.Tests/Rendering/Issue130DoorwayStripTests.cs outright. #130 was a background-color strip along a doorway's top edge from a since-fixed under-inclusion in the CPU clip pipeline; its scissor half was already retired at S3 chunk 4 fix round 2 (L7), and its surviving plane-gap half exercised only PortalVisibilityBuilder.Build and ClipFrameAssembler.Assemble, both confirmed zero-production-caller legacy paths (grep) — the one production stage it actually touched, ClipPlaneSet.From, is already pinned through the real producers (BeginWalkFrame/ReassembleOutsideViewFromWalk) by the K6/L4 punch-fan equivalence pin in ClipFrameLayoutTests, so nothing production-relevant lost coverage. H4 — comment truth pass: - ClipFrameAssembler.cs: rewrote the file-header "renderer uses scissor for passes that need that fallback" line and the TerrainClipMode summary's "that path never produces Scissor" clause. Deleted the TerrainClipMode enum's Scissor member — grepped every reader first (WorldRenderDiagnostics.cs, WorldSceneDiagnosticsController.cs, WorldSceneRendererTests.cs all only pass the value through to a string Append or a mock parameter; WorldSceneRenderer.cs, the only writer, sets only Planes (default) or Skip, never Scissor) — kept Planes/Skip for the flat path and corrected Skip's stale doc ("No outside_view slice is visible; skip landscape indoors", a leftover from the pre-round-2 walk meaning) to what the flat path's own writer actually means now ("the PView walk ran instead of the flat-world path this frame"). Corrected ClipViewSlice's doc: the AABB is retained for WorldRenderDiagnostics only, not for a scissor consumer. - WorldPassSurface.cs: "Four concerns... the clip-frame publication, the doorway scissor, gl_ClipDistance enablement, and retail's interior depth clear" -> three concerns (the doorway scissor was retired at L2), with a pointer to ClearInteriorDepth's own truthful doc. EnableClipDistances' "all three world vertex shaders already write 1.0" -> only portal_depth.vert writes gl_ClipDistance now (grep: sky.vert and terrain_modern.vert/terrain_atmospheric.vert no longer declare it at all — L3 deleted the block outright; portal_depth.vert still writes 1.0 past its active clip count). RhiWorldPassSurface's class doc dropped "the scissor is dynamic state on the borrowed encoder" (no producer left). - RetailPViewPassExecutorTests.cs: DrawLandscapeDynamicsPhase_CallsDraw WeatherOnceExactlyOnce's doc corrected "unconditionally" (false since K2) to "conditional on WalkFrameDriver.WeatherTurnFired, see the L1 pin". Added the switch-table scope note (matching L8's own note on DrawWalkSky_RenderSkyCallSiteHasNoEnclosingBackwardBranch) to the K1 pin's doc (DrawLandscapeDynamicsPhase_DrawWeatherOnceCallSiteHasNoEnclosing BackwardBranch). - RetailPViewRenderer.cs: the DrawWeatherOnce citation cited the callee address (GameSky::Draw(sky,1) @0x00506ff0) where §10.1 cites the call site (@0x00506396) — corrected to cite the call site with the callee address alongside it. H5 — MUTATION CHECK (mandatory, run against the production gate at RetailPViewRenderer.DrawLandscapeDynamicsPhase): Added DrawLandscapeDynamicsPhase_ExactlyOneBranchGuardsDrawWeatherOnce, which widens the L1 pin's window to start at the DrawUnattachedSceneParticles call (the last call before the whole gate) and asserts EXACTLY ONE branch total in that window — the L1 pin's own window (getter-call to draw-call) misses a conjoined gate's extra, earlier condition because that condition's own brfalse lands BEFORE the getter call's offset. - Mutation 1 (the conjoined gate this pin exists to reject): changed the gate to `if (clipAssembly.OutsideViewSlices.Length != 0 && walkDriver.WeatherTurnFired)`, built, ran the new pin — FAILED with: Assert.Single() Failure: The collection contained 2 matching items Expected: (predicate expression) Collection: [CompiledBranch { Offset = 7, OpCode = brfalse.s, TargetOffset = 17 }, CompiledBranch { Offset = 24, OpCode = brfalse.s, TargetOffset = 42 }, CompiledBranch { Offset = 33, OpCode = brfalse.s, TargetOffset = 42 }] Match indices: 1, 2 (offset 7 = the DrawUnattachedSceneParticles block's own guard, correctly excluded since it precedes that call's offset; offsets 24 and 33 are the conjoined gate's two brfalse's, both inside the widened window — exactly the failure this pin exists to catch). Restored the single-flag gate; rebuilt; the new pin and all 13 sibling tests in RetailPViewPassExecutorTests pass again (14/14). - Mutation M1 (the existing round-2 regression: restore the pre-fix gate `if (clipAssembly.OutsideViewSlices.Length != 0)`), built, ran the full suite — the L1 pin (DrawLandscapeDynamicsPhase_GatesDrawWeatherOnceOnWalkDriverWeatherTurnFired) still FAILS, as required, with: Assert.Equal() Failure: Values differ Expected: typeof(AcDream.App.Rendering.Walk.WalkFrameDriver) Actual: typeof(AcDream.App.Rendering.ClipFrameAssembly) (the new H5 pin does NOT fail under M1 — a single-flag gate still produces exactly one branch in the widened window, which is correct: catching "wrong condition source" is L1's job, catching "an extra conjoined condition" is H5's). Restored the correct gate; rebuilt; 14/14 green again. H6 grep sweep (extends §10.5's L6 sweep per the plan): grep -rnE "ScissorNdcAabb|UseScissorFallback|TerrainClipMode\.Scissor|ndcClipAabb|terrainUploadCount" --include=*.cs --include=*.vert --include=*.frag src tests -> empty (every mention, including in this commit's own explanatory comments, was rephrased to avoid the literal deleted identifiers). The base L6 sweep (SetTerrainClip|BeginDoorwayScissor|BindTerrainClip| TerrainBytes|active scissor|TerrainClipMode\.Scissor|NdcScissorRect) is also still empty. Gates: dotnet build tests/AcDream.App.Tests -c Release -> 0 warnings / 0 errors. Hermetic lane -> 6825/6825 passed, 0 failed. InstalledDat lane (ACDREAM_DAT_DIR set) -> 243 passed / 4 known failures (2x #383 layout tests, TowerAscentReplayTests's TowerAscent KnownFailure, WalkTraceConformanceTests.Oh_doorway_still_first_frame_diff #458 KnownFailure) / 1 skipped / 248 total — one fewer test than before H3, as expected from Issue130DoorwayStripTests's deletion. Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
546 lines
24 KiB
C#
546 lines
24 KiB
C#
using System.Numerics;
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using AcDream.App.Rendering.Gpu;
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using AcDream.App.Rendering.Wb;
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using AcDream.Core.Terrain;
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namespace AcDream.App.Rendering;
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/// <summary>
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/// Phase N.5b modern terrain dispatcher. Single global vertex/index arena with
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/// a slot allocator (one slot per landblock, 384 verts × 40 bytes = 15,360
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/// bytes per slot). Per-frame: build a DrawElementsIndirectCommand array from
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/// visible slots and dispatch via one multi-draw-indirect call. Atlas
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/// textures bound via the device's global texture table.
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///
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/// <para>Campaign V slice V11 deleted the raw-GL submission arm
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/// (<c>TerrainModernRenderer.cs</c>'s former GL fields/constructor/Draw/Dispose
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/// bodies); the RHI arm this file now exclusively hosts the shared allocator
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/// and visibility logic for is defined in <c>TerrainModernRenderer.Rhi.cs</c>.</para>
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/// </summary>
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public sealed partial class TerrainModernRenderer : IDisposable
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{
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// VertsPerLandblock MUST stay divisible by 6 — terrain_modern.vert uses
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// `gl_VertexID % 6` to pick the cell-corner index (BL/BR/TR/TL), and
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// because we bake `slot * VertsPerLandblock` into indices CPU-side and
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// pass BaseVertex=0 to MultiDrawElementsIndirect, gl_VertexID becomes
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// `slot * VertsPerLandblock + local_index`. The shader's modulo-6 only
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// reduces to `local_index % 6` because 384 is a multiple of 6. Changing
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// either constant without auditing the shader will silently mis-render.
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private const int VertsPerLandblock = LandblockMesh.VerticesPerLandblock; // 384 (= 64 cells * 6 verts)
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private const int IndicesPerLandblock = VertsPerLandblock;
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private const int VertexSize = 40; // sizeof(TerrainVertex)
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private const int IndexSize = sizeof(uint);
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private const float LandblockSize = LandblockMesh.LandblockSize; // 192
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private readonly TerrainAtlas _atlas;
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/// <summary>A.5 T22.5: exposes the terrain atlas so callers can update
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/// anisotropic level mid-session via <see cref="TerrainAtlas.SetAnisotropic"/>.</summary>
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public TerrainAtlas Atlas => _atlas;
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private readonly GpuRetiredTerrainSlotAllocator _alloc;
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private readonly GpuRetirementLedger _retirementLedger;
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private bool _disposed;
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// Per-slot live data (index by slot integer; null entries are unused slots).
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private SlotData?[] _slots;
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// Reverse map: landblockId -> slot, for RemoveLandblock and replacement.
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private readonly Dictionary<uint, int> _idToSlot = new();
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// Backing-store capacity bookkeeping, shared with the RHI arm's arena.
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private long _globalVboCapacityBytes;
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private long _globalEboCapacityBytes;
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// Per-GPU-fenced-frame-slot draw bookkeeping, shared with the RHI arm.
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private int _dynamicFrameSlot;
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private bool _dynamicFrameStarted;
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/// <summary>
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/// The dynamic per-frame-slot indirect-command buffer pool this used to
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/// report was raw-GL-only bookkeeping, deleted with that arm at Campaign V
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/// slice V11. The RHI arm allocates its indirect-command storage from the
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/// GPU frame's own upload ring instead, so there is no separate pool to
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/// count.
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/// </summary>
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internal int DynamicIndirectBufferCount => 0;
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// Reusable per-frame buffers.
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private readonly List<int> _visibleSlots = new();
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private readonly HashSet<uint> _visibleCellIds = new();
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private readonly HashSet<uint> _walkVisibleLandblocks = new();
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private DrawElementsIndirectCommand[] _deicScratch = Array.Empty<DrawElementsIndirectCommand>();
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// S3 chunk 3 (§9.2 B1): DrawLandCells' reusable per-entry index-run
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// scratch — repopulated per cell by AppendCellIndexRuns, one
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// (Start, Count) pair per contiguous run relative to THAT entry's own
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// slot (side 8: one run/cell; side 1: one run total). Converted to
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// absolute (FirstIndex, Count) pairs in _batchRunScratch below because a
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// fix-round-1 batch (F2) can span several landblocks/slots.
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private readonly List<(int Start, int Count)> _cellRunScratch = new();
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// S3 chunk 3 fix round 1 (F2): DrawLandCells' reusable ABSOLUTE run
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// scratch — one (FirstIndex, Count) pair per contiguous index run across
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// every entry of one batch, in entry order, cleared per call.
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private readonly List<(uint FirstIndex, int Count)> _batchRunScratch = new();
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// S3 chunk 3 fix round 1 (F3): the walk path's own per-FRAME submission
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// stats — cleared in BeginFrame, populated by DrawLandCells. Distinct
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// from _visibleSlots (Draw()'s own per-call list, the non-walk fallback
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// path) because the walk submits many small batches across a frame
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// rather than one Draw() call; TerrainDrawDiagnosticsController reports
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// whichever path actually ran this publication window.
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private readonly HashSet<int> _walkSlotsThisFrame = new();
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private int _walkDrawsThisFrame;
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// Diag.
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public int LoadedSlots => _alloc.LoadedCount;
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public int VisibleSlots => _visibleSlots.Count;
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public int CapacitySlots => _alloc.Capacity;
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/// <summary>S3 chunk 3 fix round 1 (F3): distinct slots <see
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/// cref="DrawLandCells"/> actually submitted THIS FRAME (cleared at
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/// <see cref="BeginFrame"/>) — the walk path's own per-frame
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/// "VisibleSlots" answer, since the walk never calls <see cref="Draw"/>.</summary>
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internal int WalkVisibleSlotCount => _walkSlotsThisFrame.Count;
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/// <summary>S3 chunk 3 fix round 1 (F3): the number of <see
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/// cref="DrawLandCells"/> batches (indirect draws) submitted THIS FRAME.</summary>
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internal int WalkDrawCount => _walkDrawsThisFrame;
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/// <summary>
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/// Outdoor landcells admitted by the current landscape view. The set is
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/// accumulated across doorway landscape slices and consumed after the
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/// completed render frame by particle visibility.
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/// </summary>
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internal HashSet<uint> VisibleCellIds => _visibleCellIds;
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public void BeginVisibilityFrame() => _visibleCellIds.Clear();
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/// <summary>
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/// Resets the per-GPU-fenced-frame-slot draw state. A retail outside view
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/// may draw terrain more than once in a frame.
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/// </summary>
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public void BeginFrame(int frameSlot)
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{
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ArgumentOutOfRangeException.ThrowIfNegative(frameSlot);
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if (_directionalShadowFrameSequence == long.MaxValue)
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throw new InvalidOperationException(
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"Directional-shadow terrain frame identity was exhausted.");
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_directionalShadowFrameSequence++;
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_retirementLedger.RetryPendingPublications();
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_dynamicFrameSlot = frameSlot;
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_dynamicFrameStarted = true;
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// S3 chunk 3 fix round 1 (F3): reset the walk path's per-frame
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// submission stats — one presented frame, one answer.
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_walkSlotsThisFrame.Clear();
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_walkDrawsThisFrame = 0;
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}
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/// <summary>
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/// Two-tier streaming entry point. Accepts a prebuilt mesh from
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/// <see cref="LandblockStreamResult.Loaded.MeshData"/> built on the worker
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/// thread, together with the world-space origin computed by the caller
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/// (render-thread GameWindow derives it from landblockId + liveCenterX/Y).
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///
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/// Delegates to <see cref="AddLandblock(uint,LandblockMeshData,Vector3)"/>
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/// so both paths share one upload path. Per Phase A.5 spec T15.
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/// </summary>
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public void AddLandblockWithMesh(uint landblockId, LandblockMeshData meshData, Vector3 worldOrigin)
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=> AddLandblock(landblockId, meshData, worldOrigin);
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public void AddLandblock(uint landblockId, LandblockMeshData meshData, Vector3 worldOrigin)
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{
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ArgumentNullException.ThrowIfNull(meshData);
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if (meshData.Vertices.Length != VertsPerLandblock)
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throw new ArgumentException(
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$"Expected {VertsPerLandblock} vertices, got {meshData.Vertices.Length}",
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nameof(meshData));
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if (meshData.Indices.Length != IndicesPerLandblock)
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throw new ArgumentException(
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$"Expected {IndicesPerLandblock} indices, got {meshData.Indices.Length}",
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nameof(meshData));
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// A prior replacement may have committed the logical slot switch
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// before queue publication failed. Retry those retained physical-slot
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// transactions before allocating more terrain storage.
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_alloc.RetryPendingPublications();
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bool replacing = _idToSlot.TryGetValue(landblockId, out int replacedSlot);
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int slot = _alloc.Allocate(out var needsGrow);
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bool published = false;
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try
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{
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if (needsGrow)
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{
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int newCap = Math.Max(_alloc.Capacity * 2, slot + 1);
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EnsureCapacity(newCap);
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}
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// Bake worldOrigin into vertex positions; capture min/max Z for AABB.
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var bakedVerts = new TerrainVertex[VertsPerLandblock];
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float zMin = float.MaxValue, zMax = float.MinValue;
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for (int i = 0; i < VertsPerLandblock; i++)
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{
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var v = meshData.Vertices[i];
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var worldPos = v.Position + worldOrigin;
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bakedVerts[i] = new TerrainVertex(worldPos, v.Normal, v.Data0, v.Data1, v.Data2, v.Data3);
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if (worldPos.Z < zMin) zMin = worldPos.Z;
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if (worldPos.Z > zMax) zMax = worldPos.Z;
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}
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if (zMin == float.MaxValue) { zMin = 0f; zMax = 0f; }
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// Bake baseVertex into indices on the CPU side (driver-portable pattern).
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uint baseVertex = (uint)(slot * VertsPerLandblock);
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var bakedIndices = new uint[IndicesPerLandblock];
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for (int i = 0; i < IndicesPerLandblock; i++)
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bakedIndices[i] = meshData.Indices[i] + baseVertex;
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UploadRhiLandblock(slot, bakedVerts, bakedIndices);
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_slots[slot] = new SlotData
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{
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LandblockId = landblockId,
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WorldOrigin = worldOrigin,
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FirstIndex = (uint)(slot * IndicesPerLandblock),
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IndexCount = IndicesPerLandblock,
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AabbMin = new Vector3(worldOrigin.X, worldOrigin.Y, zMin),
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AabbMax = new Vector3(worldOrigin.X + LandblockSize, worldOrigin.Y + LandblockSize, zMax),
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};
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_idToSlot[landblockId] = slot;
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published = true;
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if (replacing)
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{
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_slots[replacedSlot] = null;
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_alloc.FreeAfterGpuUse(replacedSlot);
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}
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}
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finally
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{
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if (!published)
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_alloc.ReleaseUnsubmitted(slot);
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}
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}
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public void RemoveLandblock(uint landblockId)
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{
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// Removal clears the logical lookup before retirement publication. A
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// retry therefore has to advance retained publications even when the
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// landblock is no longer present in the map.
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_alloc.RetryPendingPublications();
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if (!_idToSlot.TryGetValue(landblockId, out var slot))
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return;
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_idToSlot.Remove(landblockId);
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_slots[slot] = null;
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_alloc.FreeAfterGpuUse(slot);
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// No GPU clear: the per-frame DEIC array won't reference this slot.
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}
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public void Draw(
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ICamera camera,
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FrustumPlanes? frustum = null,
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uint? neverCullLandblockId = null,
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IReadOnlySet<uint>? inViewLandcells = null)
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{
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if (_alloc.LoadedCount == 0) return;
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Matrix4x4 viewProjection = camera.View * camera.Projection;
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// Campaign FW4: RetailFrameWalk is the sole visibility authority.
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// Terrain remains one full-landblock MDI draw, but only landblocks
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// containing a walk-admitted landcell participate, and the published
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// landcell set is the walk's exact in_view set rather than a second
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// frustum-derived approximation.
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_walkVisibleLandblocks.Clear();
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if (inViewLandcells is not null)
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{
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foreach (uint cellId in inViewLandcells)
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{
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_walkVisibleLandblocks.Add(cellId & 0xFFFF0000u);
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_visibleCellIds.Add(cellId);
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}
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}
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// Build visible slot list with per-slot frustum cull.
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_visibleSlots.Clear();
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for (int slot = 0; slot < _slots.Length; slot++)
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{
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var data = _slots[slot];
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if (data is null) continue;
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if (inViewLandcells is not null
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&& !_walkVisibleLandblocks.Contains(data.LandblockId & 0xFFFF0000u))
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{
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continue;
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}
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if (frustum is not null && data.LandblockId != neverCullLandblockId)
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{
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if (!FrustumCuller.IsAabbVisible(frustum.Value, data.AabbMin, data.AabbMax))
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continue;
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}
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_visibleSlots.Add(slot);
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if (inViewLandcells is null)
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{
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CollectVisibleCells(
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_visibleCellIds,
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data.LandblockId,
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data.WorldOrigin,
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data.AabbMin.Z,
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data.AabbMax.Z,
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frustum);
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}
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}
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if (_visibleSlots.Count == 0) return;
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BuildIndirectCommands();
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if (!_dynamicFrameStarted)
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throw new InvalidOperationException("BeginFrame must be called before drawing terrain.");
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DrawRhi(viewProjection, _visibleSlots.Count);
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}
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/// <summary>
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/// Builds this frame's <c>DrawElementsIndirectCommand</c> array from the
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/// visible slot list. Pure CPU.
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/// </summary>
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private void BuildIndirectCommands()
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{
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if (_deicScratch.Length < _visibleSlots.Count)
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_deicScratch = new DrawElementsIndirectCommand[Math.Max(_visibleSlots.Count, 64)];
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for (int i = 0; i < _visibleSlots.Count; i++)
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{
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var data = _slots[_visibleSlots[i]]!;
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_deicScratch[i] = new DrawElementsIndirectCommand
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{
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Count = (uint)data.IndexCount,
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InstanceCount = 1u,
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FirstIndex = data.FirstIndex,
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BaseVertex = 0, // baked into indices on upload
|
||
BaseInstance = 0,
|
||
};
|
||
}
|
||
}
|
||
|
||
/// <summary>
|
||
/// S3 chunk 3 (§9.2 B1/B2), fix round 1 (F1/F2): the walk's per-land-cell
|
||
/// terrain draw — retail <c>RenderDeviceD3D::DrawLandCell</c>
|
||
/// @0x0059f120, batched. Submits <see cref="AppendCellIndexRuns"/>'s
|
||
/// index runs for every entry of <paramref name="cells"/> as ONE
|
||
/// indirect draw spanning however many DISTINCT landblocks the batch
|
||
/// covers (fix round 1's F2: the terrain index buffer is one buffer with
|
||
/// a per-slot <c>FirstIndex</c> offset, so a batch is never required to
|
||
/// stay within one landblock — <see cref="Walk.WalkFrameDriver.Replay"/>
|
||
/// only splits it at a genuine intervening GPU submission), UNCLIPPED:
|
||
/// retail never view-clips terrain — the walk's own per-cell
|
||
/// <c>CellInView</c> admission (<c>RetailFrameWalk.DrawLandscape</c>'s
|
||
/// <c>DrawLandCell</c> gate) already decided which cells reach here, so
|
||
/// there is no frustum test and no <c>inViewLandcells</c> filter here.
|
||
/// Fix round 1 F6: this is not a missing culling step — retail has no
|
||
/// separate terrain frustum test beyond <c>LScape::draw_check_blocks</c>/
|
||
/// <c>landcell_check</c> (ported as <c>WalkLandscape.CheckBlocks</c>),
|
||
/// so the walk's own admission IS the sole culling authority for
|
||
/// terrain, matching retail exactly. Unlike the non-walk <see cref="Draw"/> entry point this supersedes
|
||
/// for the walk path only (<see cref="Draw"/> keeps serving its one
|
||
/// remaining non-walk caller — fix round 1 F6 corrects the prior "flat/
|
||
/// directional-shadow paths" wording: the only caller left is the flat-
|
||
/// terrain fallback, <c>WorldScenePassExecutor.DrawFlatTerrain</c>; a
|
||
/// directional-shadow-receiving surface selects its receiver pipeline
|
||
/// inside the SAME <c>DrawRhi</c> call this makes, not through a second
|
||
/// caller).
|
||
///
|
||
/// <para><b>F1 — the slot key.</b> <paramref name="cells"/> carries each
|
||
/// entry's landblock id in the WALK's own <c>bx<<24 | by<<16</c>
|
||
/// encoding (<c>WalkLandBlock.LandblockId</c>, low word 0x0000), while
|
||
/// <see cref="_idToSlot"/> is keyed by the DAT landblock id
|
||
/// (<c>LandblockRenderPublisher.LandblockId</c>, low word 0xFFFF — the
|
||
/// same convention <see cref="AddLandblock"/>/<see cref="RemoveLandblock"/>
|
||
/// already use and must keep using, since those callers already pass the
|
||
/// DAT id). Normalized HERE, at this one walk entry point, rather than at
|
||
/// every walk call site.</para>
|
||
///
|
||
/// <para>An entry whose normalized id has no uploaded slot (a
|
||
/// streaming-timing race between the walk's own block graph and this
|
||
/// renderer's landblock upload, OR a genuinely unknown block) is a
|
||
/// silent per-entry no-op — the walk's visited-cell bookkeeping is the
|
||
/// timing authority, not this call; the other entries in the same batch
|
||
/// still submit.</para>
|
||
/// </summary>
|
||
public void DrawLandCells(
|
||
Matrix4x4 viewProjection,
|
||
IReadOnlyList<(uint LandblockId, int SideCellCount, int CellIndex)> cells)
|
||
{
|
||
ArgumentNullException.ThrowIfNull(cells);
|
||
if (cells.Count == 0) return;
|
||
if (!_dynamicFrameStarted)
|
||
throw new InvalidOperationException("BeginFrame must be called before drawing terrain.");
|
||
|
||
_batchRunScratch.Clear();
|
||
for (int i = 0; i < cells.Count; i++)
|
||
{
|
||
(uint landblockId, int sideCellCount, int cellIndex) = cells[i];
|
||
// F1: the walk hands 0xXXYY0000 (WalkLandBlock.LandblockId);
|
||
// AddLandblock stores under the DAT id 0xXXYYFFFF
|
||
// (LandblockRenderPublisher.LandblockId). Normalize the lookup,
|
||
// not the storage — every non-walk caller still stores/removes
|
||
// under the DAT id unchanged.
|
||
uint slotKey = (landblockId & 0xFFFF0000u) | 0xFFFFu;
|
||
if (!_idToSlot.TryGetValue(slotKey, out int slot))
|
||
continue;
|
||
uint baseFirstIndex = (uint)(slot * IndicesPerLandblock);
|
||
|
||
_cellRunScratch.Clear();
|
||
AppendCellIndexRuns(sideCellCount, cellIndex, _cellRunScratch);
|
||
for (int r = 0; r < _cellRunScratch.Count; r++)
|
||
{
|
||
(int start, int count) = _cellRunScratch[r];
|
||
_batchRunScratch.Add((baseFirstIndex + (uint)start, count));
|
||
}
|
||
_walkSlotsThisFrame.Add(slot);
|
||
}
|
||
|
||
int commandCount = _batchRunScratch.Count;
|
||
if (commandCount == 0) return;
|
||
|
||
if (_deicScratch.Length < commandCount)
|
||
_deicScratch = new DrawElementsIndirectCommand[Math.Max(commandCount, 64)];
|
||
for (int i = 0; i < commandCount; i++)
|
||
{
|
||
(uint firstIndex, int count) = _batchRunScratch[i];
|
||
_deicScratch[i] = new DrawElementsIndirectCommand
|
||
{
|
||
Count = (uint)count,
|
||
InstanceCount = 1u,
|
||
FirstIndex = firstIndex,
|
||
BaseVertex = 0, // baked into indices on upload
|
||
BaseInstance = 0,
|
||
};
|
||
}
|
||
_walkDrawsThisFrame++;
|
||
DrawRhi(viewProjection, commandCount);
|
||
}
|
||
|
||
/// <summary>
|
||
/// S3 chunk 3 (§9.1 R3): retail LOD cell (side <paramref
|
||
/// name="sideCellCount"/>, LOD coords <c>(X, Y) = (cellIndex / side,
|
||
/// cellIndex % side)</c>) covers <c>cx ∈ [X·8/n, (X+1)·8/n)</c>,
|
||
/// <c>cy ∈ [Y·8/n, (Y+1)·8/n)</c> of the 8×8 cell-major mesh index
|
||
/// buffer (<c>LandblockMesh.Build</c>: <c>cy</c> outer, <c>cx</c>
|
||
/// inner, 6 indices per cell, <c>indices[i] = i</c>). Appends one
|
||
/// contiguous run per covered <c>cy</c> row — side 8 emits one run of
|
||
/// 6 indices per cell, side 4 two runs of 12, side 2 four runs of 24;
|
||
/// side 1's single coarse cell covers EVERY row contiguously (the
|
||
/// mesh's rows sit back-to-back with no gap), so its 8 per-row runs
|
||
/// concatenate into ONE run of all 384 indices. Pure arithmetic — no
|
||
/// baked range table, no per-frame rebuild.
|
||
/// </summary>
|
||
internal static void AppendCellIndexRuns(
|
||
int sideCellCount, int cellIndex, List<(int Start, int Count)> runs)
|
||
{
|
||
ArgumentNullException.ThrowIfNull(runs);
|
||
if (sideCellCount is not (1 or 2 or 4 or 8))
|
||
{
|
||
throw new ArgumentOutOfRangeException(
|
||
nameof(sideCellCount),
|
||
sideCellCount,
|
||
"A landscape LOD grid must be 1, 2, 4, or 8 cells per side.");
|
||
}
|
||
if ((uint)cellIndex >= (uint)(sideCellCount * sideCellCount))
|
||
throw new ArgumentOutOfRangeException(nameof(cellIndex));
|
||
|
||
int span = LandblockMesh.CellsPerSide / sideCellCount;
|
||
int coarseX = cellIndex / sideCellCount;
|
||
int coarseY = cellIndex % sideCellCount;
|
||
int firstCx = coarseX * span;
|
||
int firstCy = coarseY * span;
|
||
if (span == LandblockMesh.CellsPerSide)
|
||
{
|
||
// The block's only coarse cell (side 1) covers cx AND cy 0..7 —
|
||
// every row's run then abuts the next (row cy's run ends at
|
||
// (cy*8+8)*6 = (cy+1)*8*6, exactly row cy+1's start), so the 8
|
||
// per-row runs are one contiguous 384-index range.
|
||
runs.Add((0, VertsPerLandblock));
|
||
return;
|
||
}
|
||
int runLength = span * LandblockMesh.VerticesPerCell;
|
||
for (int cy = firstCy; cy < firstCy + span; cy++)
|
||
{
|
||
int start = (cy * LandblockMesh.CellsPerSide + firstCx) * LandblockMesh.VerticesPerCell;
|
||
runs.Add((start, runLength));
|
||
}
|
||
}
|
||
|
||
public void Dispose()
|
||
{
|
||
if (_disposed)
|
||
return;
|
||
_retirementLedger.RetryPendingPublications();
|
||
DisposeRhi();
|
||
}
|
||
|
||
// ----------------------------------------------------------------
|
||
// Private helpers
|
||
// ----------------------------------------------------------------
|
||
|
||
/// <summary>
|
||
/// S3 landing hygiene (H2): frustum-only now. Retail never view-clips
|
||
/// terrain (see <see cref="DrawLandCells"/>'s doc); the CPU/GPU
|
||
/// clip-region equivalence check this used to also run (a doorway
|
||
/// slice's clip-space planes plus its NDC-AABB scissor fallback) had
|
||
/// exactly one caller — <see cref="Draw"/> — and that caller's own two
|
||
/// clip-region parameters were themselves dead (grep: no production
|
||
/// caller ever passed either), so the equivalence helper and its
|
||
/// homogeneous-plane subroutine are deleted along with them.
|
||
/// </summary>
|
||
internal static void CollectVisibleCells(
|
||
HashSet<uint> destination,
|
||
uint landblockId,
|
||
Vector3 worldOrigin,
|
||
float zMin,
|
||
float zMax,
|
||
FrustumPlanes? frustum)
|
||
{
|
||
ArgumentNullException.ThrowIfNull(destination);
|
||
const float cellSize = AcDream.Core.Physics.TerrainSurface.CellSize;
|
||
const int cellsPerSide = AcDream.Core.Physics.TerrainSurface.CellsPerSide;
|
||
uint prefix = landblockId & 0xFFFF0000u;
|
||
|
||
for (int cellX = 0; cellX < cellsPerSide; cellX++)
|
||
{
|
||
float minX = worldOrigin.X + cellX * cellSize;
|
||
float maxX = minX + cellSize;
|
||
for (int cellY = 0; cellY < cellsPerSide; cellY++)
|
||
{
|
||
float minY = worldOrigin.Y + cellY * cellSize;
|
||
float maxY = minY + cellSize;
|
||
var cellMin = new Vector3(minX, minY, zMin);
|
||
var cellMax = new Vector3(maxX, maxY, zMax);
|
||
if (frustum is not null
|
||
&& !FrustumCuller.IsAabbVisible(frustum.Value, cellMin, cellMax))
|
||
{
|
||
continue;
|
||
}
|
||
|
||
uint low = AcDream.Core.Physics.TerrainSurface.ComputeOutdoorCellLowId(
|
||
cellX * cellSize,
|
||
cellY * cellSize);
|
||
destination.Add(prefix | low);
|
||
}
|
||
}
|
||
}
|
||
|
||
private void EnsureCapacity(int newCapacity)
|
||
{
|
||
if (newCapacity <= _alloc.Capacity)
|
||
return;
|
||
EnsureRhiCapacity(newCapacity);
|
||
}
|
||
|
||
private sealed class SlotData
|
||
{
|
||
public uint LandblockId;
|
||
public Vector3 WorldOrigin;
|
||
public uint FirstIndex;
|
||
public int IndexCount;
|
||
public Vector3 AabbMin;
|
||
public Vector3 AabbMax;
|
||
}
|
||
}
|