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>
92 lines
3.3 KiB
C#
92 lines
3.3 KiB
C#
// Phase A8 RR5 — verify WbDrawDispatcher.WalkEntitiesForTestByCellIds,
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// the pure-data companion to the new Draw(cellIds:) production overload.
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//
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// Semantics: indoor entities (ParentCellId.HasValue) are gated by explicit
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// membership in cellIds. Building shells (IsBuildingShell) pass only when their
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// BuildingShellAnchorCellId belongs to the same cell set.
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// Outdoor scenery (no ParentCellId, not a shell) is excluded by EntitySet.IndoorPass.
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using System.Collections.Generic;
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using System.Numerics;
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using AcDream.App.Rendering.Wb;
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using AcDream.Core.World;
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using Xunit;
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namespace AcDream.Core.Tests.Rendering.Wb;
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public class WbDrawDispatcherCellIdsOverloadTests
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{
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private static WorldEntity CellEnt(uint id, uint cellId) => new()
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{
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Id = id,
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SourceGfxObjOrSetupId = 0x01000001u,
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ParentCellId = cellId,
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MeshRefs = new List<MeshRef> { new(0x01000001u, Matrix4x4.Identity) },
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Position = Vector3.Zero,
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Rotation = Quaternion.Identity,
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};
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private static WorldEntity OutdoorScenery(uint id) => new()
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{
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Id = id,
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SourceGfxObjOrSetupId = 0x01000001u,
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ParentCellId = null,
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IsBuildingShell = false,
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MeshRefs = new List<MeshRef> { new(0x01000001u, Matrix4x4.Identity) },
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Position = Vector3.Zero,
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Rotation = Quaternion.Identity,
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};
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private static WorldEntity BuildingShell(uint id, uint? anchorCellId) => new()
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{
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Id = id,
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SourceGfxObjOrSetupId = 0x02000001u,
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ParentCellId = null,
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IsBuildingShell = true,
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BuildingShellAnchorCellId = anchorCellId,
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MeshRefs = new List<MeshRef> { new(0x01000001u, Matrix4x4.Identity) },
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Position = Vector3.Zero,
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Rotation = Quaternion.Identity,
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};
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[Fact]
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public void WalkEntitiesByCellIds_IncludesOnlyEntitiesInListedCells()
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{
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var entities = new List<WorldEntity>
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{
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CellEnt(0x40000001u, 0xA9B40150u), // in listed cells
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CellEnt(0x40000002u, 0xA9B40151u), // in listed cells
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CellEnt(0x40000003u, 0xA9B40999u), // OUT — not in list
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BuildingShell(0xC0000001u, 0xA9B40150u), // in listed building cells
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BuildingShell(0xC0000003u, 0xA9B40999u), // OUT — another building shell
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OutdoorScenery(0xC0000002u), // OUT — not a shell, not in cell list
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};
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var cellIds = new HashSet<uint> { 0xA9B40150u, 0xA9B40151u };
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var result = WbDrawDispatcher.WalkEntitiesForTestByCellIds(
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entities, cellIds, set: WbDrawDispatcher.EntitySet.IndoorPass);
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Assert.Equal(3, result.Count);
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Assert.Contains(0x40000001u, result);
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Assert.Contains(0x40000002u, result);
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Assert.Contains(0xC0000001u, result);
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Assert.DoesNotContain(0x40000003u, result);
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Assert.DoesNotContain(0xC0000003u, result);
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Assert.DoesNotContain(0xC0000002u, result);
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}
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[Fact]
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public void WalkEntitiesByCellIds_EmptyCellList_ExcludesBuildingShells()
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{
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var entities = new List<WorldEntity>
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{
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CellEnt(0x40000001u, 0xA9B40150u),
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BuildingShell(0xC0000001u, 0xA9B40150u),
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};
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var result = WbDrawDispatcher.WalkEntitiesForTestByCellIds(
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entities, new HashSet<uint>(), set: WbDrawDispatcher.EntitySet.IndoorPass);
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Assert.Empty(result);
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}
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}
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