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>
145 lines
6.7 KiB
C#
145 lines
6.7 KiB
C#
using System.Numerics;
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using AcDream.App.Rendering.Wb;
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using AcDream.Core.Meshing;
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using DatReaderWriter.Enums;
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using Xunit;
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namespace AcDream.Core.Tests.Rendering.Wb;
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/// <summary>
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/// Pure CPU test of <see cref="WbDrawDispatcher.BuildIndirectArrays"/>.
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/// Verifies that a synthetic group set lays out into the indirect buffer
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/// + parallel batch data with opaque section first, transparent second,
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/// per-group fields propagated correctly.
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/// </summary>
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public sealed class WbDrawDispatcherIndirectBuilderTests
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{
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[Fact]
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public void TwoOpaqueGroupsAndOneTransparent_LaysOutContiguouslyOpaqueFirst()
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{
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// Arrange — three groups: 2 opaque (12+1 instances) + 1 transparent (12 instances)
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var groups = new List<WbDrawDispatcher.IndirectGroupInput>
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{
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new(IndexCount: 100, FirstIndex: 0, BaseVertex: 0, InstanceCount: 12, FirstInstance: 0, TextureHandle: 0xAA, TextureLayer: 0, Translucency: TranslucencyKind.Opaque),
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new(IndexCount: 200, FirstIndex: 100, BaseVertex: 0, InstanceCount: 12, FirstInstance: 12, TextureHandle: 0xBB, TextureLayer: 0, Translucency: TranslucencyKind.AlphaBlend),
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new(IndexCount: 50, FirstIndex: 300, BaseVertex: 100, InstanceCount: 1, FirstInstance: 24, TextureHandle: 0xCC, TextureLayer: 0, Translucency: TranslucencyKind.Opaque),
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};
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var indirect = new DrawElementsIndirectCommand[16];
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var batch = new WbDrawDispatcher.BatchDataPublic[16];
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var cull = new CullMode[16];
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// Act
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var result = WbDrawDispatcher.BuildIndirectArrays(groups, indirect, batch, cull);
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// Assert layout
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Assert.Equal(2, result.OpaqueCount);
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Assert.Equal(1, result.TransparentCount);
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Assert.Equal(2 * 20, result.TransparentByteOffset); // sizeof(DEIC) = 20
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// Opaque section, in input order (Task 10 callers sort)
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Assert.Equal(100u, indirect[0].Count);
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Assert.Equal(0u, indirect[0].FirstIndex);
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Assert.Equal(0, indirect[0].BaseVertex);
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Assert.Equal(12u, indirect[0].InstanceCount);
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Assert.Equal(0u, indirect[0].BaseInstance);
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Assert.Equal(50u, indirect[1].Count);
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Assert.Equal(300u, indirect[1].FirstIndex);
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Assert.Equal(100, indirect[1].BaseVertex);
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Assert.Equal(1u, indirect[1].InstanceCount);
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Assert.Equal(24u, indirect[1].BaseInstance);
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// Transparent section
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Assert.Equal(200u, indirect[2].Count);
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Assert.Equal(100u, indirect[2].FirstIndex);
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Assert.Equal(12u, indirect[2].InstanceCount);
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Assert.Equal(12u, indirect[2].BaseInstance);
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// BatchData parallel — same indices as indirect
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Assert.Equal(0xAAul, batch[0].TextureHandle);
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Assert.Equal(0xCCul, batch[1].TextureHandle);
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Assert.Equal(0xBBul, batch[2].TextureHandle);
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Assert.Equal(CullMode.CounterClockwise, cull[0]);
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Assert.Equal(CullMode.CounterClockwise, cull[1]);
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Assert.Equal(CullMode.CounterClockwise, cull[2]);
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}
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[Fact]
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public void CullModes_FollowOpaqueTransparentLayout()
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{
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var groups = new List<WbDrawDispatcher.IndirectGroupInput>
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{
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new(IndexCount: 10, FirstIndex: 0, BaseVertex: 0, InstanceCount: 1, FirstInstance: 0,
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TextureHandle: 0x1, TextureLayer: 0, Translucency: TranslucencyKind.Opaque,
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CullMode: CullMode.Clockwise),
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new(IndexCount: 20, FirstIndex: 10, BaseVertex: 0, InstanceCount: 1, FirstInstance: 1,
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TextureHandle: 0x2, TextureLayer: 0, Translucency: TranslucencyKind.AlphaBlend,
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CullMode: CullMode.None),
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new(IndexCount: 30, FirstIndex: 30, BaseVertex: 0, InstanceCount: 1, FirstInstance: 2,
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TextureHandle: 0x3, TextureLayer: 0, Translucency: TranslucencyKind.ClipMap,
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CullMode: CullMode.Landblock),
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};
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var indirect = new DrawElementsIndirectCommand[4];
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var batch = new WbDrawDispatcher.BatchDataPublic[4];
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var cull = new CullMode[4];
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var result = WbDrawDispatcher.BuildIndirectArrays(groups, indirect, batch, cull);
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Assert.Equal(2, result.OpaqueCount);
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Assert.Equal(CullMode.Clockwise, cull[0]);
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Assert.Equal(CullMode.Landblock, cull[1]);
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Assert.Equal(CullMode.None, cull[2]);
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}
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[Fact]
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public void EmptyGroupList_ProducesZeroCounts()
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{
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var groups = new List<WbDrawDispatcher.IndirectGroupInput>();
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var indirect = new DrawElementsIndirectCommand[0];
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var batch = new WbDrawDispatcher.BatchDataPublic[0];
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var result = WbDrawDispatcher.BuildIndirectArrays(groups, indirect, batch);
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Assert.Equal(0, result.OpaqueCount);
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Assert.Equal(0, result.TransparentCount);
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Assert.Equal(0, result.TransparentByteOffset);
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}
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[Fact]
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public void ClipMapTreatedAsOpaque()
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{
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// ClipMap surfaces (alpha-cutout) belong with the opaque pass
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// because the discard handles transparency, not blending.
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var groups = new List<WbDrawDispatcher.IndirectGroupInput>
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{
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new(IndexCount: 10, FirstIndex: 0, BaseVertex: 0, InstanceCount: 1, FirstInstance: 0, TextureHandle: 0x1, TextureLayer: 0, Translucency: TranslucencyKind.ClipMap),
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};
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var indirect = new DrawElementsIndirectCommand[4];
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var batch = new WbDrawDispatcher.BatchDataPublic[4];
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var result = WbDrawDispatcher.BuildIndirectArrays(groups, indirect, batch);
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Assert.Equal(1, result.OpaqueCount);
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Assert.Equal(0, result.TransparentCount);
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}
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[Fact]
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public void BatchDataPublic_LayoutMatchesPrivateBatchData()
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{
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// Task 10 will use MemoryMarshal.Cast<BatchData, BatchDataPublic> to
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// expose the dispatcher's per-frame BatchData[] scratch to BuildIndirectArrays
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// without copying. The cast is only safe if the structs have identical
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// layout (size, field offsets). Both use [StructLayout(Sequential, Pack=8)].
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Assert.Equal(16, System.Runtime.CompilerServices.Unsafe.SizeOf<WbDrawDispatcher.BatchDataPublic>());
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Assert.Equal(0, (int)System.Runtime.InteropServices.Marshal.OffsetOf<WbDrawDispatcher.BatchDataPublic>(nameof(WbDrawDispatcher.BatchDataPublic.TextureHandle)));
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Assert.Equal(8, (int)System.Runtime.InteropServices.Marshal.OffsetOf<WbDrawDispatcher.BatchDataPublic>(nameof(WbDrawDispatcher.BatchDataPublic.TextureLayer)));
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Assert.Equal(12, (int)System.Runtime.InteropServices.Marshal.OffsetOf<WbDrawDispatcher.BatchDataPublic>(nameof(WbDrawDispatcher.BatchDataPublic.Flags)));
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}
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[Fact]
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public void DrawCommandStride_MatchesStructSize()
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{
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Assert.Equal(WbDrawDispatcher.DrawCommandStride, System.Runtime.CompilerServices.Unsafe.SizeOf<DrawElementsIndirectCommand>());
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}
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}
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