acdream/tests/AcDream.App.Tests/Rendering/Wb/EnvCellRendererTests.cs
Erik 5dc4140c11 feat(render): Phase A8 — indoor visibility + streaming fixes batch
Lands the working A8 indoor-rendering and streaming fixes accumulated this
session. User has verified these visually to some degree (e.g. lifestone /
translucent meshes confirmed fine under the FrontFace flip; bridge / wall /
collision regressions confirmed fixed after travel); not every path has been
exhaustively gated. The cellar-flap defect remains OPEN and will be solved
the retail-faithful way via a dedicated brainstorm (see handoff docs).

Rendering core (reviewed, high confidence):
- EnvCellRenderer SSBO stride fix: upload packed Matrix4x4[] (64B) instead of
  the 80B CPU InstanceData struct the shader never expected — fixes the
  transform/texture "explosion" for any draw with >1 instance (cells that
  dedupe to a shared cellGeomId). Real root cause.
- WB-style global FrontFace(CW) + per-batch CullMode carried through the MDI
  layout (GroupKey + BuildIndirectArrays + DrawIndirectRange split into
  same-cull runs with absolute uDrawIDOffset per run).
- EntitySet partitioning (IndoorPass / OutdoorScenery / LiveDynamic) +
  WorldEntity.BuildingShellAnchorCellId so building shells scope to their
  dat-derived building cell instead of rendering everywhere.
- RenderOutsideInAcdream (look into buildings from outside) +
  CollectVisiblePortalBuildings frustum cull of portal bounds.
- Sky-when-inside-building + per-cell audit probe + GL-state probe.

Streaming / perf (test-covered; not independently code-reviewed this session):
- Near/far priority queues so near work wins over far; PromoteToNear carries
  full landblock + mesh data; LandblockEntriesWithoutAnimatedIndex avoids
  rebuilding the animated-lookup dict in the hot draw path. Fixes the
  bridge-not-appearing / missing-walls / broken-collision-after-travel
  regressions and improves post-transition FPS.

Tooling + docs:
- tools/A8CellAudit: offline dat cell/portal/building dumper (portals +
  buildings modes) — reproduces the cellar-flap investigation with no launch.
- docs/research cellar-flap root-cause + option-2 handoff (the didInsideStencil
  double-duty finding + the WB-recursive design decision + brainstorm prompt),
  entity-taxonomy, replan, issue-78 visibility investigation.

Diagnostics retained on purpose: ACDREAM_A8_DIAG_* gates, portal_stencil.vert
provisional pos.w clamp, and the probe families are kept (env-var gated, zero
cost when off) because the pending option-2 cellar-flap brainstorm needs them.
Strip in the option-2 ship commit.

Indoor branch stays behind ACDREAM_A8_INDOOR_BRANCH=1 (default off = pre-A8
visual). Build green; App tests + Core (streaming/dispatcher/loader) tests pass.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-29 10:14:50 +02:00

222 lines
9 KiB
C#

// Tests for EnvCellRenderer (Phase A8, 2026-05-28).
// These cover the pure data-handling portions of EnvCellRenderer.
// The GL-dependent Render() and RenderModernMDIInternal() paths require a
// GL context and are visual-verified at the render frame (Task 10).
using System.Collections.Generic;
using System.Numerics;
using System.Runtime.InteropServices;
using AcDream.App.Rendering.Wb;
using Xunit;
namespace AcDream.App.Tests.Rendering.Wb;
public class EnvCellRendererTests
{
// -----------------------------------------------------------------------
// GetEnvCellGeomId — verbatim port of WB EnvCellRenderManager.cs:94-103
// -----------------------------------------------------------------------
[Fact]
public void GetEnvCellGeomId_DedupBitSet()
{
var id = EnvCellRenderer.GetEnvCellGeomId(0x42, 7, new List<ushort> { 1, 2, 3 });
// Bit 33 (0x2_0000_0000) must be set — distinguishes dedup geom from per-cell ids.
Assert.NotEqual(0UL, id & 0x2_0000_0000UL);
}
[Fact]
public void GetEnvCellGeomId_Deterministic()
{
var s = new List<ushort> { 1, 2, 3 };
var a = EnvCellRenderer.GetEnvCellGeomId(0x42, 7, s);
var b = EnvCellRenderer.GetEnvCellGeomId(0x42, 7, s);
Assert.Equal(a, b);
}
[Fact]
public void GetEnvCellGeomId_DiffersByEnvironmentId()
{
var a = EnvCellRenderer.GetEnvCellGeomId(0x42, 7, new List<ushort> { 1 });
var b = EnvCellRenderer.GetEnvCellGeomId(0x43, 7, new List<ushort> { 1 });
Assert.NotEqual(a, b);
}
[Fact]
public void GetEnvCellGeomId_DiffersByCellStructure()
{
var a = EnvCellRenderer.GetEnvCellGeomId(0x42, 7, new List<ushort> { 1 });
var b = EnvCellRenderer.GetEnvCellGeomId(0x42, 8, new List<ushort> { 1 });
Assert.NotEqual(a, b);
}
[Fact]
public void GetEnvCellGeomId_DiffersBySurfaces()
{
var a = EnvCellRenderer.GetEnvCellGeomId(0x42, 7, new List<ushort> { 1 });
var b = EnvCellRenderer.GetEnvCellGeomId(0x42, 7, new List<ushort> { 2 });
Assert.NotEqual(a, b);
}
// -----------------------------------------------------------------------
// Constructor — pure data, no GL
// -----------------------------------------------------------------------
[Fact]
public void NewRenderer_NeedsPrepareIsTrue()
{
// GL and meshManager are null — only valid for pure-data tests (no
// Initialize() is called, so no GL calls are made).
var r = new EnvCellRenderer(gl: null!, meshManager: null!, frustum: new WbFrustum());
Assert.True(r.NeedsPrepare);
}
[Fact]
public void NewRenderer_NotDisposed()
{
var r = new EnvCellRenderer(gl: null!, meshManager: null!, frustum: new WbFrustum());
Assert.False(r.IsDisposed);
}
// -----------------------------------------------------------------------
// RemoveLandblock — pure data path
// -----------------------------------------------------------------------
[Fact]
public void RemoveLandblock_NonExistent_DoesNotThrow()
{
var r = new EnvCellRenderer(gl: null!, meshManager: null!, frustum: new WbFrustum());
// Should silently no-op.
r.RemoveLandblock(0xA9B40000u);
Assert.True(r.NeedsPrepare);
}
// -----------------------------------------------------------------------
// GetEnvCellGeomId — additional edge cases
// -----------------------------------------------------------------------
[Fact]
public void GetEnvCellGeomId_EmptySurfaces_Deterministic()
{
var a = EnvCellRenderer.GetEnvCellGeomId(1, 0, new List<ushort>());
var b = EnvCellRenderer.GetEnvCellGeomId(1, 0, new List<ushort>());
Assert.Equal(a, b);
Assert.NotEqual(0UL, a & 0x2_0000_0000UL);
}
[Fact]
public void GetEnvCellGeomId_SurfaceOrderMatters()
{
var a = EnvCellRenderer.GetEnvCellGeomId(1, 1, new List<ushort> { 10, 20 });
var b = EnvCellRenderer.GetEnvCellGeomId(1, 1, new List<ushort> { 20, 10 });
// The hash is order-sensitive (matches WB's foreach loop), so
// swapped order should produce a different id.
Assert.NotEqual(a, b);
}
// (Render() requires a GL context — visual-verified in Task 10.)
[Fact]
public void GpuInstanceUpload_UsesMeshModernMat4Stride()
{
// mesh_modern.vert declares SSBO InstanceData as exactly one mat4,
// so the GPU array stride is 64 bytes. EnvCellRenderer's CPU
// InstanceData also carries CellId/Flags for culling/filtering and
// is 80 bytes; uploading that struct corrupts every instance after 0.
Assert.Equal(64, Marshal.SizeOf<Matrix4x4>());
Assert.Equal(80, Marshal.SizeOf<InstanceData>());
var field = typeof(EnvCellRenderer).GetField("_gpuInstanceTransforms",
System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance);
Assert.NotNull(field);
Assert.Equal(typeof(Matrix4x4[]), field!.FieldType);
}
// -----------------------------------------------------------------------
// Pool-aliasing regression tests (2026-05-28 audit findings).
//
// Two interconnected bugs caused the post-Wave-5 visual chaos:
// 1. GetPooledList didn't clear reused lists, causing AddRange to grow
// pool entries unbounded across frames.
// 2. Render's pool cursor reset used `BatchedByCell.Count` (cell count,
// a small int with no relation to the pool) instead of WB's
// `PostPreparePoolIndex` (the pool high-water mark after Prepare),
// pointing Render's GetPooledList back into snapshot-owned lists.
//
// These tests use reflection to verify the fixes without widening
// EnvCellRenderer's public API. If either fix regresses, the
// corresponding test fails fast.
// -----------------------------------------------------------------------
[Fact]
public void Snapshot_PostPreparePoolIndex_IsInitSettable()
{
// Compile-time guarantee: the field exists and is init-only.
// If a future refactor renames or removes it, this test won't compile.
var s = new EnvCellVisibilitySnapshot { PostPreparePoolIndex = 42 };
Assert.Equal(42, s.PostPreparePoolIndex);
}
[Fact]
public void Snapshot_PostPreparePoolIndex_DefaultsToZero()
{
var s = new EnvCellVisibilitySnapshot();
Assert.Equal(0, s.PostPreparePoolIndex);
}
[Fact]
public void GetPooledList_ReusedList_IsClearedBeforeReturn()
{
// The bug: WB's GetPooledList clears the list before returning so
// the merge phase pattern `gfxDict[k] = list; list.AddRange(...)`
// populates fresh data. The original port omitted Clear() — each
// frame's lists grew unbounded with stale data layered on top.
//
// Reflection-based test that drives the private GetPooledList +
// _poolIndex/_listPool fields. If a future refactor removes the
// Clear() call, this test fails.
var r = new EnvCellRenderer(gl: null!, meshManager: null!, frustum: new WbFrustum());
var type = typeof(EnvCellRenderer);
var getPooledListMethod = type.GetMethod("GetPooledList",
System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance);
Assert.NotNull(getPooledListMethod);
var poolIndexField = type.GetField("_poolIndex",
System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance);
Assert.NotNull(poolIndexField);
// First call — creates _listPool[0], _poolIndex 0 → 1.
var first = (List<InstanceData>)getPooledListMethod!.Invoke(r, null)!;
first.Add(new InstanceData());
first.Add(new InstanceData());
Assert.Equal(2, first.Count);
// Reset cursor to 0 — simulates the start of the next prepare cycle.
poolIndexField!.SetValue(r, 0);
// Second call — returns _listPool[0] (same as first). With the fix
// it should be cleared. Without the fix the list still has 2 items.
var second = (List<InstanceData>)getPooledListMethod.Invoke(r, null)!;
Assert.Same(first, second); // reuses the same instance
Assert.Empty(second); // and the data is gone
}
[Fact]
public void GetPooledList_FreshList_IsAlwaysEmpty()
{
// Sanity check for the fresh-list branch. _poolIndex past _listPool.Count
// should produce a brand-new empty list and grow the pool.
var r = new EnvCellRenderer(gl: null!, meshManager: null!, frustum: new WbFrustum());
var type = typeof(EnvCellRenderer);
var getPooledListMethod = type.GetMethod("GetPooledList",
System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance);
var a = (List<InstanceData>)getPooledListMethod!.Invoke(r, null)!;
var b = (List<InstanceData>)getPooledListMethod.Invoke(r, null)!;
Assert.NotSame(a, b);
Assert.Empty(a);
Assert.Empty(b);
}
}