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