acdream/tests/AcDream.App.Tests/Rendering
Erik 651badc2b9 fix(render): S3 chunk 3 round 1 - slot key, deferred cross-block terrain batches, per-frame terrain diagnostic
Fixes the three-lens review blockers against 671eb3ad4 (S3 section 9.6 F1-F6).

F1 - slot key (blocking, retail). TerrainModernRenderer.DrawLandCells
normalizes every incoming landblockId to (id & 0xFFFF0000u) | 0xFFFFu
before the _idToSlot lookup: the walk hands 0xXXYY0000
(WalkLandBlock.LandblockId) but AddLandblock stores under the DAT id
0xXXYYFFFF (LandblockRenderPublisher.LandblockId) - every walk lookup
was missing and the walk path drew NO terrain. Unit-tested end-to-end
through a real RecordingGpuDevice-backed TerrainModernRenderer
(TerrainWalkSlotKeyNormalizationTests): AddLandblock(0xA9B4FFFF, ...)
is found by a 0xA9B40000 lookup, an unknown landblock is a silent
per-entry no-op, and a batch mixing a known and unknown entry submits
only the known one.

F2 - deferred cross-block batching (blocking, driver). Retail's
DrawSortCell always follows DrawLandCell (LC/SC strictly alternate,
never two LC in a row - S3 section 9 R1), so chunk 3's "merge
consecutive same-landblock LandCell events" rule never actually
merged anything; the driver review flagged batching as inert.
WalkFrameDriver.Replay now keeps ONE pending terrain batch across
landblocks ((landblockId, side, cellIndex) entries, cleared at
Replay's own start); a LandCell event only appends; every OTHER event
kind that will itself submit GPU work (StreamMark, Sky, CellShell,
PunchFan, AlphaBarrier, LandscapeFlush, ClearInteriorDepth,
ExitSeals) flushes the pending batch first; a StaticParticles/
CellParticles turn asks the new ParticleSystem.
HasRenderableEmittersInCell (an allocation-free sibling of
CopyRenderableEmittersInCell) and, when the cell has no renderable
emitter, submits nothing and does NOT flush either - the whole point
of the deferred rule. The end of Replay flushes the remainder. This
is order-preserving by construction: a flush always lands at the
exact point the unbatched draw would have, so GPU submission order -
and therefore pixels - is identical to the unbatched baseline; only
the number of small terrain draw calls shrinks.
TerrainModernRenderer.DrawLandCellRuns becomes DrawLandCells(
viewProjection, IReadOnlyList<(uint LandblockId, int SideCellCount,
int CellIndex)>) - one MultiDrawIndexedIndirect over every entry's
runs, unknown slots skipped per-entry. IWalkFrameLeafRenderer.
DrawLandCellBatch drops its separate landblockId parameter to match
(a batch can span several landblocks now) and gains
HasRenderableEmittersInCell.

Batch-count demonstration: driven through a real WalkFrameDriver
Replay (OnLandCellTurn_MergesAcrossLandblocksOverAnEmptyParticleTurn_
RealSubmissionsSplit), 4 LandCell turns across 3 distinct landblocks,
separated only by an empty particle turn, a real StreamMark, and a
building's alpha barrier, submit as exactly 3 DrawLandCellBatch calls
(2+1+1) instead of 4 - the empty particle turn's non-flush merges two
otherwise-separate cross-landblock entries. At production scale the
same mechanism is expected to cut the terrace-edge frame's ~578
individual DrawLandCell events (S3 section 9's captured transcript
count) to "tens" of submitted batches, per the contract's own
expectation: most terrain cells have no particle owner nearby, so the
strict LC/[empty-SC]/LC/[empty-SC]/... run collapses into one batch
per region bounded by real content (a building, a StreamMark-worthy
cell, or a genuine emitter) rather than per cell.

F3 - per-frame terrain diagnostic (blocking, build/test). The walk
leaf no longer brackets each batch with TerrainDrawDiagnosticsController
.Begin()/Complete() (a per-batch Stopwatch Restart/Stop pair that was
pushing one timing SAMPLE per batch, not per frame).
RetailPViewPassExecutor.DrawWalkLandCellBatch instead times its own
call with a raw Stopwatch.GetTimestamp() delta (no allocation) and
hands the ticks to the controller's new AccumulateWalkBatch;
RetailPViewRenderer.DrawWalkDrivenStatics calls the new
CompleteWalkTerrainFrame() exactly once, immediately after
driver.Replay finishes - "the end of the walk replay", where the
deleted whole-stage terrain leaf's own Begin()/Complete() bracket
used to close - which pushes ONE elapsed-time sample (even a
zero-batch frame pushes a zero sample: one sample per frame, not per
landscape turn) and publishes on the existing 5-second cadence.
TerrainRenderDiagnosticFacts gains a Draws field alongside
VisibleSlots (both were the same field before); TerrainModernRenderer
tracks its own per-frame WalkVisibleSlotCount/WalkDrawCount (a
HashSet<int>/int cleared in BeginFrame, populated by DrawLandCells),
and the diagnostics source reports those whenever the walk drew at
least one batch this frame, falling back to the non-walk Draw()
path's VisibleSlots otherwise (the two paths never both run in the
same frame). The [TERRAIN-DIAG] line's meaning (cpu_us per frame) is
unchanged, so the S3 section 9.5 before/after compare stays valid.

F4 - driver pins for the LandCell position (major). Three RunFrame-
level pins replace the deleted TERRAIN:0 pins: an outdoor-root
sequence (SKY, then one LANDCELL, driving RetailFrameWalk.
DrawLandscape directly with a one-view/zero-vertex WalkPortalView so
WalkLandscape.CheckBlocks' admission stays the same deterministic
"CY-only" test RetailFrameWalkTests already relies on, while still
satisfying WalkFrameDriver's real >=1-active-view fail-loud guard);
an interior-root test with one real exit view and one populated
block (SKY, LANDCELL, LFLUSH, SEALS, SHELL...) built on the existing
RunFrame_InteriorFloodWithExitView_... fixture; and the T4 batching
pin re-expressed for the F2 rule (OnLandCellTurn_
MergesAcrossLandblocksOverAnEmptyParticleTurn_RealSubmissionsSplit,
described above). The fake leaf's DrawLandCellBatch now logs
LANDCELL:<lb>:<side>:<idx>[,...] per batch and gains
HasRenderableEmittersInCell backed by an opt-out CellsWithoutEmitters
set (default true - has-emitters - so every pre-existing pin in the
file keeps its old unconditional-submission behavior unchanged).

F5 - no code change: the walk's in-view gate is unchanged; no
whole-block terrain re-added.

F6 - minor/notes: DrawLandCells' own comment now states the walk's
CheckBlocks/landcell_check admission is the sole terrain culling
authority (retail has no separate terrain frustum test); the
HandleLandscapeTurn comment's inverted claim is corrected (a FARTHER
building's punch survived because NEARER terrain was drawn BEFORE
it, not after - the interleave now draws it after, matching retail);
the "flat/directional-shadow paths" claim is corrected to the one
actual caller, WorldScenePassExecutor.DrawFlatTerrain (a directional-
shadow receiver selects its pipeline inside the SAME DrawRhi call,
not through a second caller); the cathedral order-trace token gains
the LOD side/index (":LC<lb>/<side>:<idx>"); T2's vacuous "no
TERRAIN event" assertion in RetailFrameWalkTests is replaced by a
comment pointing at the F4 driver-level pins; and the stale
"Confirmed OH5 defect" row in oh1-construction-landscape-contract.md
is retired with "FIXED by S3 chunk 3 (commit 671eb3ad4 + fix round
1)".

App hermetic lane: 6,795/6,795 (up from 671eb3ad4's 6,786 baseline -
net +9 tests: 3 F1 slot-key tests, 2 F4a/b driver RunFrame pins, 3
TerrainDrawDiagnosticsController walk-frame tests, plus the T4->F4c
rewrite and the RetailPViewPassExecutorTests split are net neutral).
InstalledDat lane: 241 passed, the same 3 accepted failures (2
pre-existing #383 layout fixture-drift tests, 1 TowerAscent
Status=KnownFailure) - unchanged from baseline. Core Vfx tests:
109/109 (108 baseline + 1 new HasRenderableEmittersInCell lifecycle
pin mirroring CopyRenderableEmittersInCell's own add/move/remove
test).

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-03 09:57:34 +02:00
..
Gpu docs(render): document the checkpoint's probe flags and re-pin portal_depth 2026-09-02 19:14:57 +02:00
Packs test(ci): harden scheduling and allocation gates 2026-08-27 19:28:10 +02:00
Residency feat(diagnostics): complete residency pressure ledger 2026-07-24 16:40:17 +02:00
Sky fix: complete retail parity stability pass 2026-08-28 20:01:39 +02:00
Vfx feat(audio): Campaign A slice A3 — the server sound channel (0xF750) 2026-08-08 22:07:23 +02:00
Walk fix(render): S3 chunk 3 round 1 - slot key, deferred cross-block terrain batches, per-frame terrain diagnostic 2026-09-03 09:57:34 +02:00
Wb test(render): pin cell-shell batch-to-index-segment pairing under reorder 2026-09-02 21:10:16 +02:00
ArchRenderSceneTests.cs feat(render): Campaign OVERHAUL S2 chunk 5 + closeout — registry is the only render membership owner 2026-09-03 01:01:47 +02:00
AttachmentUpdateOrderTests.cs refactor(app): key live projections by runtime identity 2026-07-25 21:50:58 +02:00
BoundedUnownedResourceCacheTests.cs fix(rendering): bound portal resource lifetime 2026-07-18 21:35:16 +02:00
CameraCollisionIndoorTests.cs T6 (BR-7) C3: per-cell shadow architecture - flood registration, building channel, per-cell query; b3ce505 stopgap DELETED (closes #99) 2026-06-11 14:37:50 +02:00
CameraCollisionUpdateViewerTests.cs fix(physics): validate retail cell containment roots 2026-07-31 14:48:26 +02:00
CameraControllerTests.cs fix #414: cursor disappears at character select after the in-world logoff 2026-08-17 15:17:50 +02:00
CameraDiagnosticsCollection.cs test(app): serialize the classes sharing camera/render process globals (#252) 2026-07-28 18:46:43 +02:00
CameraFrameControllerTests.cs refactor(physics): delete legacy PhysicsEngine.Resolve/ResolvePlacement/HasCellSurface (C5a, AP-1/AD-1) 2026-08-05 14:11:31 +02:00
CellViewDedupTests.cs test(ci): harden scheduling and allocation gates 2026-08-27 19:28:10 +02:00
CellVisibilityCommitTests.cs fix(streaming): commit EnvCell landblocks atomically (#214) 2026-07-13 18:45:24 +02:00
CellVisibilityPortalPolygonsTests.cs fix(streaming): commit EnvCell landblocks atomically (#214) 2026-07-13 18:45:24 +02:00
ChargenPreviewAnimatorTests.cs feat(chargen): Campaign CC slice CC6b-PRE — idle loop, rotation, zoom (mount-independent half) 2026-08-15 19:05:56 +02:00
ChargenPreviewCameraTests.cs feat(chargen): Campaign CC slice CC6a — index→ObjDesc factory + preview renderer foundation 2026-08-15 17:22:06 +02:00
ChargenPreviewControllerTests.cs test: make prerequisite lanes fail honestly 2026-08-18 12:09:41 +02:00
ChargenPreviewEntityBuilderTests.cs test: make prerequisite lanes fail honestly 2026-08-18 12:09:41 +02:00
ChargenPreviewRotationControllerTests.cs feat(chargen): Campaign CC slice CC6b-MOUNT — Appearance page + preview mount 2026-08-15 21:00:10 +02:00
ChargenPreviewZoomControllerTests.cs fix(chargen): Campaign CC CC6b-PRE review fix round — F1-F7 + F11 concession rewrite 2026-08-15 19:32:48 +02:00
ClipFrameAssemblerTests.cs refactor(render): remove the production portal frame carrier 2026-08-31 05:34:46 +02:00
ClipFrameLayoutTests.cs checkpoint(render): preserve pre-overhaul investigation state 2026-09-01 18:04:24 +02:00
ClipPlaneSetTests.cs fix(rendering): bound portal resource lifetime 2026-07-18 21:35:16 +02:00
CompositeTextureArrayCachePolicyTests.cs feat(render): Campaign V slice V4t-2 — the world texture stack crosses to GpuTextureSlot 2026-07-28 12:43:50 +02:00
CornerFloodReplayTests.cs test: finish diagnostic classification 2026-08-18 13:41:17 +02:00
CreatureAppraisalPresentationTests.cs feat(ui): port retail creature appraisal presentation 2026-07-23 12:55:24 +02:00
CurrentRenderSceneOracleTests.cs test(app): put every strict-zero site on the probe (#250) 2026-07-29 03:49:13 +02:00
DebugVmRenderFactsPublisherTests.cs refactor(render): extract frame presentation diagnostics 2026-07-22 05:02:31 +02:00
DevToolsRuntimeSourcesTests.cs refactor(app): compose session and player startup 2026-07-22 18:28:32 +02:00
DirectionalShadowCascadeFitterTests.cs test(ci): harden scheduling and allocation gates 2026-08-27 19:28:10 +02:00
DirectionalShadowCasterFrameTests.cs feat(render): Campaign OVERHAUL S2 chunk 5 + closeout — registry is the only render membership owner 2026-09-03 01:01:47 +02:00
DirectionalShadowEnvironmentGateTests.cs feat(render): implement Campaign AR and terrain fidelity 2026-08-22 13:13:29 +02:00
DirectionalShadowGpuTests.cs test(render): foliage-wind receiver fallback guard asserts branch shape; cascade-0 publish covered (Campaign VM VM6 review 5 nits) 2026-08-23 04:19:05 +02:00
DirectionalShadowQualityTests.cs feat(render): implement Campaign AR and terrain fidelity 2026-08-22 13:13:29 +02:00
DirectionalShadowReceiverTests.cs feat(render): implement Campaign AR and terrain fidelity 2026-08-22 13:13:29 +02:00
DirectionalShadowTransformBufferSetTests.cs test(ci): harden scheduling and allocation gates 2026-08-27 19:28:10 +02:00
DisplayFramePacingControllerTests.cs fix(rendering): survive display topology handoff 2026-07-25 13:15:24 +02:00
DisplayModeCatalogTests.cs fix #407: windowed resolution offering decoupled from the video-mode list 2026-08-16 09:03:36 +02:00
DollCameraTests.cs fix(D.2b): Slice 2 — retail-exact doll pose, camera + heading (visual gate) 2026-06-25 13:16:27 +02:00
DollEntityBuilderTests.cs feat(D.2b): Slice 2 — DollEntityBuilder (player Setup+ObjDesc -> doll WorldEntity) 2026-06-23 09:07:02 +02:00
DynamicBufferCapacityTests.cs fix(rendering): bound portal resource lifetime 2026-07-18 21:35:16 +02:00
EntityClipTests.cs fix(render): R1 — repurpose the ParentCellId==null cell-gate bypass (#78) 2026-06-02 20:10:26 +02:00
EntityPhysicsHostTests.cs refactor(world): canonicalize live physics host ownership 2026-07-21 14:05:34 +02:00
EquippedChildProjectionWithdrawalTests.cs feat(physics): S2 chunk 4 - movement publishes from the transition's cells; children inherit at registration 2026-09-02 23:37:34 +02:00
FixedEntityTextureOwnerLeaseTests.cs fix(rendering): bound portal resource lifetime 2026-07-18 21:35:16 +02:00
FramebufferResizeControllerTests.cs fix: retail text and golden-string tests must not follow the machine's locale 2026-08-19 19:56:09 +02:00
FramePacingControllerTests.cs test: make prerequisite lanes fail honestly 2026-08-18 12:09:41 +02:00
FramePacingPolicyTests.cs fix #225: stabilize render pacing and frame CPU 2026-07-19 06:29:30 +02:00
GameWindowCrashStatusTests.cs test: replace runtime root source freezes 2026-08-18 16:02:15 +02:00
GameWindowHostBoundaryTests.cs test: replace graphical host source freezes 2026-08-18 16:30:25 +02:00
GameWindowLifetimeTests.cs fix(app): #343 — a wounded render loop defers the native release instead of throwing over the real failure 2026-08-07 10:28:29 +02:00
GameWindowRenderLeafCompositionTests.cs test: replace render leaf source freezes 2026-08-18 16:12:50 +02:00
GameWindowStartupOptionsTests.cs feat(render): implement Campaign AR and terrain fidelity 2026-08-22 13:13:29 +02:00
GpuFrameFlightControllerTests.cs fix(rendering): bound portal resource lifetime 2026-07-18 21:35:16 +02:00
GpuResourceRetirementTransactionTests.cs feat(render): Vulkan campaign V11 step 2 — delete the OpenGL backend 2026-07-29 02:19:53 +02:00
GpuRetiredTerrainSlotAllocatorTests.cs fix(rendering): bound portal resource lifetime 2026-07-18 21:35:16 +02:00
HostQuiescenceGateTests.cs test(ci): harden scheduling and allocation gates 2026-08-27 19:28:10 +02:00
IndoorDrawPlanTests.cs feat(render): IndoorDrawPlan.ShellPass — every visible cell, no drawable filter (R1) 2026-06-06 21:59:26 +02:00
InteriorEntityPartitionTests.cs fix: complete retail parity stability pass 2026-08-28 20:01:39 +02:00
Issue95DungeonFloodDiagnosticTests.cs test: finish diagnostic classification 2026-08-18 13:41:17 +02:00
Issue113DrawingBspFilterTests.cs test: make prerequisite lanes fail honestly 2026-08-18 12:09:41 +02:00
Issue113MeetingHallFloodTests.cs test: make prerequisite lanes fail honestly 2026-08-18 12:09:41 +02:00
Issue120ReciprocalPingPongTests.cs test: make prerequisite lanes fail honestly 2026-08-18 12:09:41 +02:00
Issue124LookInSeedRegionTests.cs test: make prerequisite lanes fail honestly 2026-08-18 12:09:41 +02:00
Issue127FloodFlipReplayTests.cs ci: tag DAT-dependent tests into the InstalledDat lane; drop invariant workaround 2026-08-19 11:19:14 +02:00
Issue130DoorwayStripTests.cs feat(render) Campaign FW3.3: ShellDrawLiftZ is RETIRED - cells draw at the dat origin 2026-08-30 16:08:52 +02:00
Issue131SetupProbeTests.cs feat(render) Campaign FW3.3: ShellDrawLiftZ is RETIRED - cells draw at the dat origin 2026-08-30 16:08:52 +02:00
Issue177StairDescentCameraFloodTests.cs feat(render): Campaign OVERHAUL S2 chunk 5 + closeout — registry is the only render membership owner 2026-09-03 01:01:47 +02:00
Issue181CameraParkStabilityTests.cs test(app): serialize the classes sharing camera/render process globals (#252) 2026-07-28 18:46:43 +02:00
Issue181VisFlapReplayTests.cs feat(render) Campaign FW3.3: ShellDrawLiftZ is RETIRED - cells draw at the dat origin 2026-08-30 16:08:52 +02:00
Issue181WallPressEquilibriumTests.cs test: make prerequisite lanes fail honestly 2026-08-18 12:09:41 +02:00
Issue176177FacilityHubFloodReplayTests.cs feat(render) Campaign FW3.3: ShellDrawLiftZ is RETIRED - cells draw at the dat origin 2026-08-30 16:08:52 +02:00
LinuxMonotonicFramePacingWaiterTests.cs test: make prerequisite lanes fail honestly 2026-08-18 12:09:41 +02:00
LinuxPlatformBoundaryTests.cs feat(mosstank): add VTank-style automation PoC 2026-08-27 18:57:21 +02:00
LiveAppearanceAnimationTests.cs refactor(physics): hoist the live-entity collision builder to Runtime (#330 groundwork) 2026-08-07 01:49:13 +02:00
LiveEntityAnimationPresenterTests.cs fix: complete retail parity stability pass 2026-08-28 20:01:39 +02:00
LiveEntityAnimationSchedulerTests.cs test(vfx): model the post-f24532ad effect cell and canonical body frame 2026-08-03 13:32:46 +02:00
LiveEntityCreateSupersessionRecoveryTests.cs test: replace create authority source pin 2026-08-18 16:52:22 +02:00
LiveRenderProjectionJournalTests.cs feat(render): implement Campaign AR and terrain fidelity 2026-08-22 13:13:29 +02:00
NdcScissorRectTests.cs fix #130: doorway-slice scissor cut the aperture's top/right pixel row 2026-06-12 13:31:43 +02:00
OracleObservedPartitionAllocationTests.cs fix #432: allocation-free oracle fingerprint sort — the ~6 MB/frame diagnostics tax 2026-08-24 10:10:46 +02:00
OrderedResourceTeardownTests.cs fix(rendering): bound portal resource lifetime 2026-07-18 21:35:16 +02:00
OutdoorCellNodeTests.cs feat(render): R-A2 — per-building floods (the flap fix) 2026-06-08 18:44:43 +02:00
OwnerScopedResourceRegistryTests.cs fix(rendering): bound portal resource lifetime 2026-07-18 21:35:16 +02:00
PaperdollFramePresenterTests.cs fix(render) #443: private viewports take the ring transform path 2026-08-29 16:51:32 +02:00
ParticleBindlessInstanceTests.cs fix #451: stabilize portal seam rendering 2026-08-27 14:30:21 +02:00
ParticleEmitterRetirementTrackerTests.cs fix(rendering): bound portal resource lifetime 2026-07-18 21:35:16 +02:00
PhysicsCameraCollisionProbeTests.cs feat(A): wire SweepEye to the verbatim update_viewer (start-cell + fallbacks) 2026-06-05 11:10:32 +02:00
PortalDepthMaskRetailStateTests.cs checkpoint(render): preserve pre-overhaul investigation state 2026-09-01 18:04:24 +02:00
PortalProjectionTests.cs test: stabilize load-sensitive release contracts 2026-08-18 11:50:23 +02:00
PortalTunnelAssetTests.cs fix(render): harden portal exit handoff 2026-08-25 17:39:44 +02:00
PortalViewTests.cs feat(render): Phase A8.F — ViewPolygon + CellView clip-region data model 2026-05-29 11:30:28 +02:00
PortalVisibilityBuilderTests.cs fix(rendering): bound portal resource lifetime 2026-07-18 21:35:16 +02:00
PortalVisibilityRobustnessTests.cs feat(render): R-A2 — per-building floods (the flap fix) 2026-06-08 18:44:43 +02:00
PrivateEntityViewportRendererDrawOrderTests.cs fix(chargen): Campaign CC gate round 1 Batch D — gmCG3DView environment backdrop 2026-08-16 13:05:23 +02:00
PrivateEntityViewportRendererResidencyTests.cs fix(ui): wait for private viewport mesh residency 2026-08-25 19:16:53 +02:00
PrivatePresentationRendererTests.cs feat(render): Campaign V slice V11 commit 1 - delete ImGui, Studio, and the DevTools frontend 2026-07-28 23:56:04 +02:00
PrivateViewportFlightTargetsTests.cs fix(render) #443: private viewports take the ring transform path 2026-08-29 16:51:32 +02:00
RendererResourceDisposalLedgerTests.cs fix(rendering): bound portal resource lifetime 2026-07-18 21:35:16 +02:00
RenderFrameDiagnosticsControllerTests.cs perf(diagnostics): expose prepared asset source counters 2026-07-24 15:16:32 +02:00
RenderFrameOrchestratorTests.cs fix #424: a zero-area viewport skips the frame before any GPU work (alt-tab out of exclusive fullscreen crashed the pack-on client) 2026-08-23 09:49:56 +02:00
RenderFramePreparationControllerTests.cs refactor(render): compose render frame orchestrator 2026-07-22 08:03:49 +02:00
RenderFrameProductTests.cs test(app): measure the warmed path, not the path being warmed (#250) 2026-07-29 03:42:08 +02:00
RenderFrameRecoveryIntegrationTests.cs perf(diag): complete trustworthy Slice A capture tooling 2026-07-24 12:46:51 +02:00
RenderFrameResourceControllerTests.cs test: replace frame orchestration source freezes 2026-08-18 16:40:56 +02:00
RenderFrameRouteOwnerSelectorTests.cs test(app): put every strict-zero site on the probe (#250) 2026-07-29 03:49:13 +02:00
RenderInstanceCandidateTests.cs refactor(rendering): isolate dispatcher candidate values 2026-07-25 01:06:57 +02:00
RenderSceneArchitectureTests.cs feat(rendering): contain incremental render scene 2026-07-24 21:42:42 +02:00
RenderSceneShadowRuntimeTests.cs perf(rendering): retain packed classification 2026-07-25 02:46:40 +02:00
ResourceCleanupGroupTests.cs test: replace render source freezes 2026-08-18 14:58:25 +02:00
ResourceShutdownTransactionTests.cs refactor(app): extract focused window lifetime 2026-07-22 19:43:52 +02:00
RetailAlphaQueueTests.cs fix(render): particles draw unclipped, once, in their retail stage 2026-08-29 12:35:30 +02:00
RetailChaseCameraTests.cs fix(camera): complete retail in-head adjustment behavior 2026-08-31 06:18:37 +02:00
RetailDetailTextureContractTests.cs fix(render): detail overlay is fogged after the combine like retail; VM1 review fixes 2026-08-22 22:39:58 +02:00
RetailFieldOfViewTests.cs fix #389 review round: settings v3 FOV migration + live apply; AD-90 2026-08-13 17:27:15 +02:00
RetailParticleGeometryClassifierTests.cs test: make prerequisite lanes fail honestly 2026-08-18 12:09:41 +02:00
RetailPViewPassExecutorTests.cs fix(render): S3 chunk 3 round 1 - slot key, deferred cross-block terrain batches, per-frame terrain diagnostic 2026-09-03 09:57:34 +02:00
RetailSelectionAssetTests.cs test: make prerequisite lanes fail honestly 2026-08-18 12:09:41 +02:00
RetailSelectionLightingPulseTests.cs fix(interaction): bind selection to live incarnations 2026-07-21 07:07:58 +02:00
RetailSelectionSceneTests.cs fix(rendering): isolate world selection transactions 2026-07-24 22:31:15 +02:00
RetailStaticAnimatingObjectSchedulerTests.cs Fix ambient flyer cadence and rotating shadows 2026-08-22 17:39:38 +02:00
RhiCompositeTextureArrayBackendTests.cs feat(render): Campaign V slice V6i-2 commit 2 — world texture creation crosses to IGpuTexture 2026-07-28 13:57:43 +02:00
RhiVertexLayoutStrideTests.cs fix #451: stabilize portal seam rendering 2026-08-27 14:30:21 +02:00
RollingTimingSampleWindowTests.cs refactor(render): extract frame presentation diagnostics 2026-07-22 05:02:31 +02:00
RuntimeResourceSlotTests.cs fix: retail text and golden-string tests must not follow the machine's locale 2026-08-19 19:56:09 +02:00
ScreenPolygonClipTests.cs feat(render): Phase A8.F — ScreenPolygonClip 2D convex-polygon intersection 2026-05-29 11:37:30 +02:00
SilkWindowCallbackBindingTests.cs test: observe monitor waits without delays 2026-08-18 12:56:25 +02:00
SkyParamsLayoutTests.cs Revert "feat(sky): the night sky wheels with the Dereth clock; uniform time fade with a scoped twilight band" 2026-08-23 18:26:16 +02:00
SkyPesFrameControllerTests.cs fix: complete retail parity stability pass 2026-08-28 20:01:39 +02:00
SkyProjectionTests.cs fix(runtime): align portal and movement presentation 2026-07-17 08:48:27 +02:00
SkyVertexLayoutTests.cs feat(render): Campaign V slice V6k commit 1 - the sky draws on Vulkan 2026-07-28 16:31:37 +02:00
SpawnMotionInitializerTests.cs fix(animation): preserve wire motion on every spawn path 2026-07-12 14:27:44 +02:00
StandaloneBindlessTextureCacheTests.cs feat(render): Campaign V slice V4t-2 — the world texture stack crosses to GpuTextureSlot 2026-07-28 12:43:50 +02:00
StaticAnimatingOmegaHookTests.cs fix(world): honour SetOmega — the birds and butterflies fly again 2026-08-21 05:42:59 +02:00
StaticRenderProjectionJournalTests.cs feat(render): implement Campaign AR and terrain fidelity 2026-08-22 13:13:29 +02:00
SyntheticEntityMeshReferenceOwnerTests.cs fix(streaming): preserve portal destination ownership 2026-07-25 08:35:12 +02:00
TerrainAtlasDetailTextureTests.cs docs(vm1): closeout - AP-232 for the translucent detail blend weight; sampler test pins the production constant 2026-08-22 22:50:06 +02:00
TerrainCullOrientationTests.cs fix #108-residual (root cause): terrain drew DOUBLE-SIDED - port retail landPolysDraw eye-side gate as terrain backface cull 2026-06-12 22:05:31 +02:00
TerrainDrawDiagnosticsControllerTests.cs fix(render): S3 chunk 3 round 1 - slot key, deferred cross-block terrain batches, per-frame terrain diagnostic 2026-09-03 09:57:34 +02:00
TerrainLandCellIndexRunsTests.cs feat(render): S3 chunk 3 — draw terrain per land cell in retail's interleave 2026-09-03 09:57:34 +02:00
TerrainParticleCellVisibilityTests.cs perf(vfx): port retail particle visibility degradation 2026-07-17 15:27:36 +02:00
TerrainTextureTilingTableTests.cs feat(render): Campaign V slice V6f-2 - terrain's tiling table becomes a buffer 2026-07-28 10:11:00 +02:00
TerrainWalkSlotKeyNormalizationTests.cs fix(render): S3 chunk 3 round 1 - slot key, deferred cross-block terrain batches, per-frame terrain diagnostic 2026-09-03 09:57:34 +02:00
TextRendererLinearTwinTests.cs fix(ui): Campaign LA gate round 2 — fixed-canvas stretch filters bilinearly like retail's presentation blit 2026-08-15 11:05:59 +02:00
TextureCacheLinearTwinTests.cs fix(ui): Campaign LA gate round 2 — fixed-canvas stretch filters bilinearly like retail's presentation blit 2026-08-15 11:05:59 +02:00
TowerAscentReplayTests.cs test: separate non-hermetic release lanes 2026-08-18 10:49:22 +02:00
ViewconeCullerReuseTests.cs fix(rendering): bound portal resource lifetime 2026-07-18 21:35:16 +02:00
VolumetricShaftQualityTests.cs feat(render): implement Campaign AR and terrain fidelity 2026-08-22 13:13:29 +02:00
WalkOutsideViewReassemblyTests.cs fix(render): FW4 slice 1 - interior outside-view slices come from the walk 2026-08-30 18:21:08 +02:00
WindowIconLoaderTests.cs fix(app): apply the window icon from Load, not beside Window.Create 2026-08-20 15:13:29 +02:00
WorldRenderDiagnosticsTests.cs fix(render): S3 chunk 3 round 1 - slot key, deferred cross-block terrain batches, per-frame terrain diagnostic 2026-09-03 09:57:34 +02:00
WorldRenderFrameBuilderTests.cs checkpoint(render): preserve pre-overhaul investigation state 2026-09-01 18:04:24 +02:00
WorldRevealRenderResourceSchedulerTests.cs fix(streaming): preserve portal destination ownership 2026-07-25 08:35:12 +02:00
WorldSceneRendererTests.cs fix(render): S2 chunk 6 review round — one particle turn per cell per stamp, cheap empty cells, dead owner-set stub deleted 2026-09-03 06:52:28 +02:00