acdream/tests/AcDream.App.Tests/Rendering/Wb
Erik 75664805f8 feat(rendering): port retail one-pass detail material
Replace the building and EnvCell detail replay with retail's exact single-pass stage result, including authored surface opacity, squared detail alpha, final-alpha clipping, and the original subset pipeline/order. Arm the ordered walk command in place to close #471, delete the replay pipelines/shaders, and advance prepared content to recipe 9.

Mutation witnesses (each restored before commit):
- X=a*qA: RetailDetailTextureContractTests.BothShaderFamiliesUseTheSharedOnePassSourceAndDebugPrecedesDetailSample line 174, missing materialAlpha * detail.a * detail.a.
- X*=base alpha: same test line 175, forbidden baseTexel.a found.
- CLIP against base alpha: EnvCellAlphaDrawSourceTests.ClipShaders_UseGreaterEqualForThePerRangeReference line 260, final-X conditional missing.
- second detail draw: EnvCellAlphaDrawSourceTests.DetailOn_EveryEnvCellFamilyDrawsOnceInPlaceWithAuthoredOpacity line 105, Assert.Single saw 2 MDI calls.
- straight-alpha substitution: WalkStaticStreamPopulatorTests.ImmediateBuildingDetail_RetainsOriginalFramebufferFamily line 1244, Additive first failed (only wb-mesh-alpha-1x recorded; InvAlpha also failed).
- omit ordered arm: OrderPreservingSubmitterTests.PrepareThenDraw_OrdinaryBuildingClipBuildingOrdinary_ArmsOnePassInPlace line 305, expected (77,3.5), got (0,0).
- omit atmospheric combine: RetailDetailTextureContractTests.BothShaderFamiliesUseTheSharedOnePassSourceAndDebugPrecedesDetailSample line 173, atmospheric shared include missing.
- drop serialized opacity: ObjectMeshDataSerializerTests.SurfaceOpacity_RoundTripsBitExactlyAndDeterministically line 288, first reported 0.5 bits 1056964608 vs 1065353216.
- stale detail arm: ordered adjacency test line 307, expected following ordinary (0,0), got (77,3.5).
- per-frame surface map: EnvCellAlphaDrawSourceTests.ProductionWholeLeaf_WarmedScanSubmitRhiAndFilteredReplayDoNotAllocate line 178, expected 0 B, got 147456 B.

Verification before commit: shader compiler 23/23; focused App 213/213; Content 75/75; Core Wb 10/10; launcher migration 6/6; Release solution build 0 warnings / 0 errors; git diff --check clean.
2026-09-05 02:03:13 +02:00
..
BuildingLoaderTests.cs perf(streaming): cursor publication across frame budgets 2026-07-24 19:10:18 +02:00
BuildingRegistryTests.cs feat(render): Phase A8 RR3 — Building + BuildingRegistry + BuildingLoader 2026-05-27 11:08:43 +02:00
BuildingTests.cs feat(render): Phase A8 RR3 — Building + BuildingRegistry + BuildingLoader 2026-05-27 11:08:43 +02:00
CompositeWarmupEntitySourceTests.cs perf(streaming): scope reveal warmup spatially 2026-07-25 04:39:48 +02:00
ContiguousRangeAllocatorTests.cs fix(rendering): bound portal resource lifetime 2026-07-18 21:35:16 +02:00
DirectionalShadowPreparedDrawTests.cs feat(overhaul): select pack shadows from retail visibility 2026-09-04 18:20:31 +02:00
DirectionalShadowTerrainPreparedDrawTests.cs feat(overhaul): select pack shadows from retail visibility 2026-09-04 18:20:31 +02:00
EntitySpawnAdapterLifetimeTests.cs refactor(app): key live projections by runtime identity 2026-07-25 21:50:58 +02:00
EnvCellLandblockBuildTests.cs feat(rendering): port retail building degrade walk 2026-09-04 22:29:18 +02:00
EnvCellRendererTests.cs feat(rendering): port retail one-pass detail material 2026-09-05 02:03:13 +02:00
EnvCellSceneryInstanceTests.cs fix(streaming): commit EnvCell landblocks atomically (#214) 2026-07-13 18:45:24 +02:00
FoliageWindClassificationTests.cs refactor(render): one group-creation seam, required foliage key field, first-frame wind snap (Campaign VM VM6 review 3) 2026-08-23 03:03:56 +02:00
GpuRetiredRangeAllocatorTests.cs fix(rendering): bound portal resource lifetime 2026-07-18 21:35:16 +02:00
InstanceGroupClearTests.cs refactor(render): delete superseded alpha sidecars 2026-09-04 15:16:03 +02:00
LandblockSpawnAdapterReadinessTests.cs feat(rendering): port retail building degrade walk 2026-09-04 22:29:18 +02:00
MeshPipelineDeviceSeamTests.cs test(render): pin cell-shell batch-to-index-segment pairing under reorder 2026-09-02 21:10:16 +02:00
MeshUploadCachesTests.cs fix(streaming): prepare quiesced destination entities 2026-07-24 20:21:57 +02:00
ModernBatchDataLayoutTests.cs feat(rendering): port retail one-pass detail material 2026-09-05 02:03:13 +02:00
ObjectMeshUploadBudgetTests.cs fix(rendering): bound portal resource lifetime 2026-07-18 21:35:16 +02:00
ObjectMeshWorkerLifecycleTests.cs fix #225: stabilize render pacing and frame CPU 2026-07-19 06:29:30 +02:00
RetryableResourceReleaseLedgerTests.cs fix(rendering): bound portal resource lifetime 2026-07-18 21:35:16 +02:00
RhiWorldTextureArrayTests.cs fix(render): Campaign V slice V7 commit 1 - world anisotropy, and the sky's second clock 2026-07-28 19:14:08 +02:00
TextureAtlasCapacityTests.cs feat(render): Vulkan campaign V11 step 3 — drop the GL packages and shaders 2026-07-29 02:58:15 +02:00
TextureAtlasSlotAllocatorTests.cs fix(rendering): bound portal resource lifetime 2026-07-18 21:35:16 +02:00
WbDrawDispatcherClipSlotTests.cs fix(render): S3 review round 1 — punch fans clipped by their own view, seal pin through the producer, dead per-cell clip machinery deleted, EC/OC transcript exact 2026-09-03 20:15:29 +02:00
WbDrawDispatcherCompositeWarmupTests.cs fix(rendering): decouple portal warmup discovery 2026-07-25 04:27:17 +02:00
WbDrawDispatcherIndoorFlagTests.cs fix(lighting): #142 — per-instance sun gate for windowed-building interiors 2026-06-20 12:55:56 +02:00
WbDrawDispatcherLookInConeTests.cs refactor(render): S3 chunk 4 — delete the clip rules retail does not have and the cathedral discriminators 2026-09-03 13:32:36 +02:00
WbDrawDispatcherTorchGateTests.cs fix(lighting): A7 Fix D round 2 — outdoor objects get NO torches (retail useSunlight gate) (#140) 2026-06-19 23:56:49 +02:00
WbFrustumTests.cs feat(render): Phase A8 Wave 1 — WB scaffolding extraction + stencil low-level method 2026-05-27 14:46:07 +02:00
WbTextureResolutionPolicyTests.cs perf(content): remove exception-driven setup probes 2026-07-24 15:12:21 +02:00
WorldTransformFrameArenaTests.cs feat(render): implement Campaign AR and terrain fidelity 2026-08-22 13:13:29 +02:00