acdream/tests/AcDream.App.Tests/Rendering/Walk/WalkStaticStreamPopulatorTests.cs
Erik 89f1e2676f feat(render): S4 chunk 2 — retail's two-list alpha FIFO cutover
Replaces the single scope-global distance-sorted RetailAlphaQueue with
retail's own two independent FIFO lists (CLIP/ALPHA, capacity 3000 each,
D3DPolyRender::AddMeshToAlphaList's exact append-only/capacity-drop
behavior — Ghidra-verified 2026-09-04), routed by a new
RetailAlphaMeshRouter porting DrawMesh's five-row immediate/delayed
branch table and ConstructMesh's subset-mask formula as pure functions,
and drained at retail's four normal-world FlushAlphaList sites
(DrawBuilding/DrawBlock/PView::DrawCells/RenderNormalMode) under the
exact Ghidra-verified no-op predicate (both counts strictly below
threshold*3000). A new WalkFrameEventKind.SortCellExit /
IWalkEventSink.OnSortCellExit / IWalkFrameLeafRenderer.FlushSortCellExit
fires once per admitted land-block cell for DrawBlock's 0.75f valve,
pinned by a dedicated far/near ordering test in RetailFrameWalkTests.cs.

WbDrawDispatcher's two submit sites and ParticleRenderer's one route
through the router; since none of the three ever draws during the Sky
leaf, installs a detail surface, or sets MultiPassAlpha, rows 1/2/4/5
are provably unreachable there and the call sites assert loudly rather
than building unexercisable immediate-draw plumbing. FlushFartherThan,
RetailAlphaOrdering.ComputeViewerDistance, and every viewerDistance
argument on the submit path are deleted.

Scope note (packet s4-depth-alpha-packet.md §10): C4 (routing EnvCell's
transparent shell batches through the shared queue) was not attempted —
EnvCell draws one per-cell MultiDrawIndexedIndirect call with no
per-subset deferred-replay abstraction, and building one without visual
verification (no graphical client in this worktree) was judged out of
this bounded chunk's scope. AP-34 is therefore retired and replaced by
two narrower rows rather than deleted outright: AP-236 (the carried-
forward EnvCell-immediate residual) and AP-237 (a newly identified gap:
TranslucencyKind.AlphaBlend can arise from either retail's Alpha/
Translucent bits, mask 0x02/ALPHA, or the Translucent+ClipMap "cloud"
override, mask 0x08/CLIP — GroupKey doesn't retain the raw bit to tell
them apart, so the router always picks ALPHA; only known example is
cloud GfxObj 0x01004C35). Both are compositing-order-only divergences,
never blend/visual ones.

Mutation checks (each applied, confirmed failing, then reverted):
- FIFO drain order reversed -> 5 RetailAlphaQueueTests fail (order).
- FlushAlphaList `<` -> `<=` -> boundary/scratch tests fail (2250 case
  reads drained=0 instead of 2250).
- Capacity check loosened (3000 -> 6000) -> overflow-drop test fails
  (TryAppend returns true, PendingCount reads 3001).
- IsFirstForList forced true -> flag test fails once inspected on the
  pre-flush two-entry snapshot (the post-flush single-survivor version
  of this test was vacuous and rewritten).
- Router row 3 condition inverted -> both the hand-traced Theory (6
  cases) and the 160-cell independent-truth-table brute force fail (20
  mismatches).
- SortCellExit emitted before OnLandscapeCellTurn instead of after ->
  RetailFrameWalkTests ordering pin fails ("SCX must immediately follow
  its own cell's SC").
- Prepare-per-list instead of prepare-once-combined -> the CLIP/ALPHA
  boundary batching test throws (index out of range).

Gates: Release build 0 warnings/0 errors. Hermetic lane (Lane!=Installed
Dat&...&Status!=KnownFailure) 6855/6855 passed. InstalledDat lane 249
passed / 10 failed — exactly the 4 pre-existing failures (#383 x2
LayoutImporter, TowerAscent KnownFailure, #458 Oh_doorway_still
KnownFailure) plus 6 NEW KnownFailure Facts
(AlphaFlushTranscript_*_MatchesRetailFrame2, one per capture) extending
this gate from PM/PC to AM/FL: the flush SITE+THRESHOLD sequence matches
the capture exactly for all six poses (including zero SortCellExit
drains in every capture, confirming the 0.75 valve is inert at these
scene complexities in both retail and this replay); the drained-COUNT-
per-list dimension diverges because this hermetic harness (matching the
existing PM/PC gate's own EmptyAlphaDepthWorldData design) carries no
live GfxObj/particle content, so every observed count reads (0,0)
against retail's real per-frame volume — both sequences quoted in full
per pose in the packet's new §10. Shader classes (VulkanShaderDescriptor
ContractTests/VulkanShaderManifestTests/RenderPackSpirvValidatorTests)
32/32 passed.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-04 11:52:40 +02:00

884 lines
35 KiB
C#

using System.Collections.Concurrent;
using System.Collections.ObjectModel;
using System.Diagnostics.CodeAnalysis;
using System.Numerics;
using System.Reflection;
using AcDream.App.Rendering;
using AcDream.App.Rendering.Gpu;
using AcDream.App.Rendering.Gpu.Vk;
using AcDream.App.Rendering.Scene;
using AcDream.App.Rendering.Selection;
using AcDream.App.Rendering.Wb;
using AcDream.App.Rendering.Walk;
using AcDream.App.Tests.Rendering.Gpu;
using AcDream.Content;
using AcDream.Core.Meshing;
using AcDream.Core.World;
using DatReaderWriter;
using DatReaderWriter.DBObjs;
using DatReaderWriter.Enums;
using DatReaderWriter.Lib.IO;
using Microsoft.Extensions.Logging.Abstractions;
namespace AcDream.App.Tests.Rendering.Walk;
/// <summary>
/// Campaign FW stage FW3.2a: the walk→draw population layer's data-
/// equivalence referee. Covers <see cref="WbDrawDispatcher.ClassifyEntityForWalk"/>
/// (the shared per-entity classify seam), <see cref="WalkStaticStreamPopulator"/>
/// (opaque → <see cref="OrderedDrawStream"/>, translucent → the alpha queue,
/// selection publish), and the FW3.2a own-cull-scratch fix to the ordered
/// submitter (<c>PrepareOrderedStream</c>/<c>DrawOrderedRange</c> as of
/// Campaign FW stage FW3.4a).
/// </summary>
public sealed class WalkStaticStreamPopulatorTests
{
// ── Test doubles ────────────────────────────────────────────────────────
private sealed class RecordingSelectionSink : IRetailSelectionRenderSink
{
public readonly List<(uint ServerGuid, uint LocalEntityId, int PartIndex, uint GfxObjId, Matrix4x4 LocalToWorld)>
Calls = new();
public void AddVisiblePart(
uint serverGuid, uint localEntityId, int partIndex, uint gfxObjId, Matrix4x4 partWorld) =>
Calls.Add((serverGuid, localEntityId, partIndex, gfxObjId, partWorld));
}
private sealed class FixedWalkViews(params uint[] slots) : IWalkLookInViewSource
{
public IReadOnlyList<uint> LookInCellTurns { get; } = [0x8C040112u];
public bool SphereVisibleInLookInTurn(
int routeIndex,
in Vector3 center,
float radius,
bool testSphere = true) => slots.Length != 0;
}
// ── Synthetic RenderProjectionRecord construction ──────────────────────
private static RenderProjectionRecord MakeRecord(
uint localEntityId,
uint serverGuid,
Vector3 position,
IReadOnlyList<MeshRef> meshRefs,
bool isBuildingShell = false,
uint parentCellId = 0u,
RenderCasterIdentityKind casterIdentity =
RenderCasterIdentityKind.Unclassified) =>
new(
Id: RenderProjectionId.FromRaw(localEntityId),
ProjectionClass: RenderProjectionClass.OutdoorStatic,
OwnerIncarnation: RenderOwnerIncarnation.FromRaw(1),
Transform: new RenderTransform(Matrix4x4.CreateTranslation(position)),
PreviousTransform: default,
MeshSet: default,
Material: default,
Residency: default,
Bounds: default,
Flags: RenderProjectionFlags.Draw,
DegradeState: default,
SortKey: new RenderSortKey(0),
DirtyMask: default,
Source: new RenderSourceMetadata(
LocalEntityId: localEntityId,
ServerGuid: serverGuid,
SourceId: 0,
ParentCellId: parentCellId,
EffectCellId: 0,
BuildingShellAnchorCellId: 0,
TransformFingerprint: default,
GeometryFingerprint: default,
AppearanceFingerprint: default),
EntityPayload: new RenderEntityPayload(
MeshRefs: meshRefs,
PaletteOverride: null,
IsBuildingShell: isBuildingShell,
CasterIdentity: casterIdentity));
private static ObjectRenderBatch MakeBatch(
uint surfaceId,
TranslucencyKind translucency,
uint firstIndex,
int baseVertex,
int indexCount,
uint textureSlotIndex,
uint textureLayer = 0,
CullMode cullMode = CullMode.CounterClockwise) =>
new()
{
Key = new TextureKey { SurfaceId = surfaceId, IsSolid = false },
Translucency = translucency,
FirstIndex = firstIndex,
BaseVertex = (uint)baseVertex,
IndexCount = indexCount,
TextureSlot = new GpuTextureSlot(textureSlotIndex),
TextureIndex = (int)textureLayer,
};
private static ObjectRenderData MakeFlatMesh(params ObjectRenderBatch[] batches) =>
new() { Batches = new List<ObjectRenderBatch>(batches) };
// ── Reflection seam: ObjectMeshManager owns no test-injection API, and
// driving real GPU/GfxObj upload for a unit test is out of this stage's
// scope — ObjectRenderData/ObjectRenderBatch are plain settable classes,
// so this seeds the manager's private cache directly. ──────────────────
private static void InjectRenderData(ObjectMeshManager manager, ulong id, ObjectRenderData data)
{
FieldInfo field = typeof(ObjectMeshManager).GetField(
"_renderData", BindingFlags.NonPublic | BindingFlags.Instance)
?? throw new InvalidOperationException(
"ObjectMeshManager._renderData field not found — test relies on this exact name.");
var dict = (ConcurrentDictionary<ulong, ObjectRenderData>)field.GetValue(manager)!;
dict[id] = data;
}
// ── Deliverable 1: ClassifyEntityForWalk data equivalence ─────────────
[Fact]
public void ClassifyEntityForWalk_OneOpaqueAndOneTranslucentPart_YieldsBatchesInRecordOrderWithCorrectIsOpaque()
{
using var fx = new DispatcherFixture();
const ulong opaqueGfxObj = 0x0100_0001UL;
const ulong alphaGfxObj = 0x0100_0002UL;
InjectRenderData(fx.Manager, opaqueGfxObj, MakeFlatMesh(
MakeBatch(0x08000001u, TranslucencyKind.Opaque, firstIndex: 0, baseVertex: 0, indexCount: 3, textureSlotIndex: 1)));
InjectRenderData(fx.Manager, alphaGfxObj, MakeFlatMesh(
MakeBatch(0x08000002u, TranslucencyKind.AlphaBlend, firstIndex: 3, baseVertex: 4, indexCount: 6, textureSlotIndex: 2)));
var meshRefs = new[]
{
new MeshRef((uint)opaqueGfxObj, Matrix4x4.CreateTranslation(1, 0, 0)),
new MeshRef((uint)alphaGfxObj, Matrix4x4.CreateTranslation(0, 1, 0)),
};
RenderProjectionRecord record = MakeRecord(
localEntityId: 100, serverGuid: 0, position: new Vector3(5, 6, 7), meshRefs);
var batches = new List<WbDrawDispatcher.WalkClassifiedBatch>();
var selectionParts = new List<WbDrawDispatcher.WalkClassifiedSelectionPart>();
fx.Dispatcher.ClassifyEntityForWalk(in record, tupleLandblockId: 0x8C04u, batches, selectionParts);
Assert.Equal(2, batches.Count);
WbDrawDispatcher.WalkClassifiedBatch opaque = batches[0];
Assert.True(opaque.IsOpaque);
Assert.Equal(TranslucencyKind.Opaque, opaque.Key.Translucency);
Assert.Equal(0u, opaque.Key.FirstIndex);
Assert.Equal(3, opaque.Key.IndexCount);
Assert.Equal(1u, opaque.Key.TextureSlot.Index);
Assert.Equal(1f, opaque.Alpha);
Assert.Equal(meshRefs[0].PartTransform * record.Transform.LocalToWorld, opaque.Transform);
WbDrawDispatcher.WalkClassifiedBatch translucent = batches[1];
Assert.False(translucent.IsOpaque);
Assert.Equal(TranslucencyKind.AlphaBlend, translucent.Key.Translucency);
Assert.Equal(3u, translucent.Key.FirstIndex);
Assert.Equal(6, translucent.Key.IndexCount);
Assert.Equal(2u, translucent.Key.TextureSlot.Index);
Assert.Equal(meshRefs[1].PartTransform * record.Transform.LocalToWorld, translucent.Transform);
Assert.Equal(2, selectionParts.Count);
Assert.Equal(100u, selectionParts[0].LocalEntityId);
Assert.Equal(0, selectionParts[0].PartIndex);
Assert.Equal((uint)opaqueGfxObj, selectionParts[0].GfxObjId);
Assert.Equal(opaque.Transform, selectionParts[0].LocalToWorld);
Assert.Equal(1, selectionParts[1].PartIndex);
Assert.Equal((uint)alphaGfxObj, selectionParts[1].GfxObjId);
}
[Fact]
public void ClassifyEntityForWalk_NoDrawProjectileRecord_SubmitsNeitherMeshNorSelection()
{
using var fx = new DispatcherFixture();
const ulong projectileGfxObj = 0x0100_0003UL;
InjectRenderData(fx.Manager, projectileGfxObj, MakeFlatMesh(
MakeBatch(
0x08000003u,
TranslucencyKind.Opaque,
firstIndex: 0,
baseVertex: 0,
indexCount: 3,
textureSlotIndex: 1)));
RenderProjectionRecord projectile = MakeRecord(
localEntityId: 101,
serverGuid: 0x7000_0101u,
position: Vector3.Zero,
meshRefs: [new MeshRef((uint)projectileGfxObj, Matrix4x4.Identity)])
with
{
// ACE's projectile-impact SetState sets NoDraw immediately;
// the later DeleteObject intentionally arrives five seconds
// afterward. The journal projects that state as resident and
// hidden, with Draw cleared.
Flags = RenderProjectionFlags.SpatiallyResident
| RenderProjectionFlags.Selectable
| RenderProjectionFlags.Hidden,
};
var batches = new List<WbDrawDispatcher.WalkClassifiedBatch>();
var selectionParts =
new List<WbDrawDispatcher.WalkClassifiedSelectionPart>();
fx.Dispatcher.ClassifyEntityForWalk(
in projectile,
tupleLandblockId: 0x8C04u,
batches,
selectionParts,
liveDynamic: true);
Assert.Empty(batches);
Assert.Empty(selectionParts);
}
[Fact]
public void ClassifyEntityForWalk_SetupComposite_EncodesPartAndSetupPartIndexLikePackedRoute()
{
using var fx = new DispatcherFixture();
const ulong setupGfxObj = 0x1000_0010UL;
const ulong trunkGfxObj = 0x0100_0011UL;
const ulong leavesGfxObj = 0x0100_0012UL;
InjectRenderData(fx.Manager, trunkGfxObj, MakeFlatMesh(
MakeBatch(0x08000011u, TranslucencyKind.Opaque, 0, 0, 3, 1)));
InjectRenderData(fx.Manager, leavesGfxObj, MakeFlatMesh(
MakeBatch(0x08000012u, TranslucencyKind.ClipMap, 3, 4, 6, 2)));
InjectRenderData(fx.Manager, setupGfxObj, new ObjectRenderData
{
IsSetup = true,
SetupParts = new List<(ulong GfxObjId, Matrix4x4 Transform)>
{
(trunkGfxObj, Matrix4x4.CreateTranslation(0, 0, 1)),
(leavesGfxObj, Matrix4x4.CreateTranslation(0, 0, 2)),
},
});
var meshRefs = new[] { new MeshRef((uint)setupGfxObj, Matrix4x4.Identity) };
RenderProjectionRecord record = MakeRecord(200, 0, Vector3.Zero, meshRefs);
var batches = new List<WbDrawDispatcher.WalkClassifiedBatch>();
var selectionParts = new List<WbDrawDispatcher.WalkClassifiedSelectionPart>();
fx.Dispatcher.ClassifyEntityForWalk(in record, 0x8C04u, batches, selectionParts);
Assert.Equal(2, batches.Count);
Assert.Equal(2, selectionParts.Count);
// partIndex=0 (the entity's single top-level MeshRef) << 16 | setupPartIndex.
Assert.Equal(0, selectionParts[0].PartIndex);
Assert.Equal(1, selectionParts[1].PartIndex);
Assert.Equal((uint)trunkGfxObj, selectionParts[0].GfxObjId);
Assert.Equal((uint)leavesGfxObj, selectionParts[1].GfxObjId);
}
[Fact]
public void ClassifyEntityForWalk_FrameScopeStampsEachAdmittedSetupPartOncePerRetailPass()
{
using var fx = new DispatcherFixture();
const ulong setupGfxObj = 0x1000_0020UL;
const ulong headGfxObj = 0x0100_0021UL;
const ulong torsoGfxObj = 0x0100_0022UL;
InjectRenderData(fx.Manager, headGfxObj, MakeFlatMesh(
MakeBatch(0x08000021u, TranslucencyKind.Opaque, 0, 0, 3, 1)));
InjectRenderData(fx.Manager, torsoGfxObj, MakeFlatMesh(
MakeBatch(0x08000022u, TranslucencyKind.Opaque, 3, 4, 6, 2)));
InjectRenderData(fx.Manager, setupGfxObj, new ObjectRenderData
{
IsSetup = true,
SetupParts = new List<(ulong GfxObjId, Matrix4x4 Transform)>
{
(headGfxObj, Matrix4x4.CreateTranslation(0, 0, 2)),
(torsoGfxObj, Matrix4x4.CreateTranslation(0, 0, 1)),
},
});
RenderProjectionRecord record = MakeRecord(
220,
0,
Vector3.Zero,
[new MeshRef((uint)setupGfxObj, Matrix4x4.Identity)]);
var batches = new List<WbDrawDispatcher.WalkClassifiedBatch>();
var selectionParts = new List<WbDrawDispatcher.WalkClassifiedSelectionPart>();
fx.Dispatcher.BeginWalkPartFrame();
try
{
fx.Dispatcher.ClassifyEntityForWalk(
in record, 0x8C04u, batches, selectionParts);
Assert.Equal(2, batches.Count);
Assert.Equal(2, selectionParts.Count);
batches.Clear();
selectionParts.Clear();
fx.Dispatcher.ClassifyEntityForWalk(
in record, 0x8C04u, batches, selectionParts);
Assert.Empty(batches);
Assert.Empty(selectionParts);
// PView::DrawCells @0x005A4886 increments m_nFrameStamp after
// the landscape pass and before its interior-cell repaint. The
// same parts may therefore submit once again in the second pass.
fx.Dispatcher.AdvanceWalkPartPassStamp();
fx.Dispatcher.ClassifyEntityForWalk(
in record, 0x8C04u, batches, selectionParts);
Assert.Equal(2, batches.Count);
Assert.Equal(2, selectionParts.Count);
}
finally
{
fx.Dispatcher.EndWalkPartFrame();
}
// Direct classifier calls outside a production walk frame remain
// independent, as the conformance/referee tests require.
batches.Clear();
selectionParts.Clear();
fx.Dispatcher.ClassifyEntityForWalk(
in record, 0x8C04u, batches, selectionParts);
Assert.Equal(2, batches.Count);
Assert.Equal(2, selectionParts.Count);
}
[Fact]
public void ClassifyEntityForWalk_FrameScopeDoesNotStampPortalRejectedPart()
{
using var fx = new DispatcherFixture();
const ulong gfxObj = 0x0100_0023UL;
InjectRenderData(fx.Manager, gfxObj, MakeFlatMesh(
MakeBatch(0x08000023u, TranslucencyKind.Opaque, 0, 0, 3, 1)));
RenderProjectionRecord record = MakeRecord(
221,
0,
Vector3.Zero,
[new MeshRef((uint)gfxObj, Matrix4x4.Identity)]);
var batches = new List<WbDrawDispatcher.WalkClassifiedBatch>();
var selectionParts = new List<WbDrawDispatcher.WalkClassifiedSelectionPart>();
fx.Dispatcher.BeginWalkPartFrame();
try
{
fx.Dispatcher.ClassifyEntityForWalk(
in record,
0x8C04u,
batches,
selectionParts,
liveDynamic: true,
lookInViews: new FixedWalkViews(),
lookInRouteIndex: 0);
Assert.Empty(batches);
Assert.Empty(selectionParts);
fx.Dispatcher.ClassifyEntityForWalk(
in record,
0x8C04u,
batches,
selectionParts,
liveDynamic: true,
lookInViews: new FixedWalkViews(7u),
lookInRouteIndex: 1);
Assert.Single(batches);
Assert.Single(selectionParts);
}
finally
{
fx.Dispatcher.EndWalkPartFrame();
}
}
[Fact]
public void ClassifyEntityForWalk_LocalPlayerBypassesDrawnPartStampLikeRetail()
{
using var fx = new DispatcherFixture();
const ulong gfxObj = 0x0100_0024UL;
InjectRenderData(fx.Manager, gfxObj, MakeFlatMesh(
MakeBatch(0x08000024u, TranslucencyKind.Opaque, 0, 0, 3, 1)));
RenderProjectionRecord player = MakeRecord(
222,
0x5000_0001u,
Vector3.Zero,
[new MeshRef((uint)gfxObj, Matrix4x4.Identity)],
casterIdentity: RenderCasterIdentityKind.LocalPlayer);
var batches = new List<WbDrawDispatcher.WalkClassifiedBatch>();
var selectionParts = new List<WbDrawDispatcher.WalkClassifiedSelectionPart>();
fx.Dispatcher.BeginWalkPartFrame();
try
{
fx.Dispatcher.ClassifyEntityForWalk(
in player, 0xF418u, batches, selectionParts,
liveDynamic: true);
Assert.Single(batches);
Assert.Single(selectionParts);
batches.Clear();
selectionParts.Clear();
fx.Dispatcher.ClassifyEntityForWalk(
in player, 0xF418u, batches, selectionParts,
liveDynamic: true);
Assert.Single(batches);
Assert.Single(selectionParts);
}
finally
{
fx.Dispatcher.EndWalkPartFrame();
}
}
[Fact]
public void ClassifyEntityForWalk_PortalViewsAdmitOneCompleteUnclippedMesh()
{
using var fx = new DispatcherFixture();
const ulong gfxObj = 0x0100_0013UL;
InjectRenderData(fx.Manager, gfxObj, MakeFlatMesh(
MakeBatch(0x08000013u, TranslucencyKind.Opaque, 0, 0, 3, 1)));
RenderProjectionRecord record = MakeRecord(
201, 0, Vector3.Zero,
[new MeshRef((uint)gfxObj, Matrix4x4.Identity)],
parentCellId: 0x8C040112u);
var batches = new List<WbDrawDispatcher.WalkClassifiedBatch>();
var selectionParts = new List<WbDrawDispatcher.WalkClassifiedSelectionPart>();
var views = new FixedWalkViews(7u, 9u);
fx.Dispatcher.ClassifyEntityForWalk(
in record,
0x8C04u,
batches,
selectionParts,
liveDynamic: true,
views,
lookInRouteIndex: 0,
lookInCellId: 0x8C040112u);
WbDrawDispatcher.WalkClassifiedBatch batch = Assert.Single(batches);
Assert.Equal(0u, batch.ClipSlot);
Assert.Single(selectionParts);
}
// ── Deliverable 2: WalkStaticStreamPopulator routing ───────────────────
[Fact]
public void PopulateCell_OpaqueBatchAppendsOrderedDrawCommandInRecordOrderWithStageAndCellProvenance()
{
using var fx = new DispatcherFixture();
const ulong gfxObj = 0x0100_0003UL;
InjectRenderData(fx.Manager, gfxObj, MakeFlatMesh(
MakeBatch(0x08000003u, TranslucencyKind.Opaque, 10, 2, 12, 5)));
var record = MakeRecord(300, 0, new Vector3(1, 2, 3), new[] { new MeshRef((uint)gfxObj, Matrix4x4.Identity) });
var populator = new WalkStaticStreamPopulator(fx.Dispatcher);
var stream = new OrderedDrawStream();
populator.PopulateCell(
stream, WalkDrawStage.CellStatic, cellId: 0x8C040100u,
new[] { record }, tupleLandblockId: 0x8C04u,
cameraWorldPosition: Vector3.Zero, viewProjection: Matrix4x4.Identity);
Assert.Equal(1, stream.Count);
Assert.Equal(WalkDrawStage.CellStatic, stream.Stages[0]);
Assert.Equal(0x8C040100u, stream.CellIds[0]);
Assert.Equal(10u, stream.Keys[0].FirstIndex);
Assert.Equal(12, stream.Keys[0].IndexCount);
Assert.Equal(1f, stream.Alphas[0]);
Assert.Equal(record.Transform.LocalToWorld, stream.Transforms[0]);
}
[Fact]
public void PopulateOutdoorStatics_UsesTheOutdoorStaticStage()
{
using var fx = new DispatcherFixture();
const ulong gfxObj = 0x0100_0004UL;
InjectRenderData(fx.Manager, gfxObj, MakeFlatMesh(
MakeBatch(0x08000004u, TranslucencyKind.Opaque, 0, 0, 3, 1)));
var record = MakeRecord(400, 0, Vector3.Zero, new[] { new MeshRef((uint)gfxObj, Matrix4x4.Identity) });
var populator = new WalkStaticStreamPopulator(fx.Dispatcher);
var stream = new OrderedDrawStream();
populator.PopulateOutdoorStatics(
stream, cellId: 0x8C040000u, new[] { record }, tupleLandblockId: 0x8C04u,
cameraWorldPosition: Vector3.Zero, viewProjection: Matrix4x4.Identity);
Assert.Equal(1, stream.Count);
Assert.Equal(WalkDrawStage.OutdoorStatic, stream.Stages[0]);
}
[Fact]
public void PopulateCell_TranslucentBatchDoesNotAppendToTheStreamAndReachesTheAlphaQueue()
{
using var fx = new DispatcherFixture(withAlphaQueue: true);
const ulong gfxObj = 0x0100_0005UL;
InjectRenderData(fx.Manager, gfxObj, MakeFlatMesh(
MakeBatch(0x08000005u, TranslucencyKind.AlphaBlend, 0, 0, 3, 1)));
var record = MakeRecord(500, 0, new Vector3(0, 0, 10), new[] { new MeshRef((uint)gfxObj, Matrix4x4.Identity) });
var populator = new WalkStaticStreamPopulator(fx.Dispatcher);
var stream = new OrderedDrawStream();
fx.AlphaQueue!.BeginFrame();
populator.PopulateCell(
stream, WalkDrawStage.CellStatic, 0x8C040100u, new[] { record }, 0x8C04u,
cameraWorldPosition: Vector3.Zero, viewProjection: Matrix4x4.Identity);
Assert.Equal(0, stream.Count);
Assert.Equal(1, fx.AlphaQueue.PendingCount);
fx.AlphaQueue.AbortFrame();
}
[Fact]
public void PopulateCell_PublishesSelectionPartsForEveryClassifiedEntity()
{
var sink = new RecordingSelectionSink();
using var fx = new DispatcherFixture(selectionSink: sink);
const ulong gfxObj = 0x0100_0006UL;
InjectRenderData(fx.Manager, gfxObj, MakeFlatMesh(
MakeBatch(0x08000006u, TranslucencyKind.Opaque, 0, 0, 3, 1)));
var record = MakeRecord(600, serverGuid: 0x8000_0060u, new Vector3(1, 1, 1),
new[] { new MeshRef((uint)gfxObj, Matrix4x4.Identity) });
var populator = new WalkStaticStreamPopulator(fx.Dispatcher);
var stream = new OrderedDrawStream();
populator.PopulateCell(
stream, WalkDrawStage.CellStatic, 0x8C040100u, new[] { record }, 0x8C04u,
Vector3.Zero, Matrix4x4.Identity);
var call = Assert.Single(sink.Calls);
Assert.Equal(0x8000_0060u, call.ServerGuid);
Assert.Equal(600u, call.LocalEntityId);
Assert.Equal(0, call.PartIndex);
Assert.Equal((uint)gfxObj, call.GfxObjId);
Assert.Equal(record.Transform.LocalToWorld, call.LocalToWorld);
}
// ── SubmitWalkAlphaInstance: same viewer distance + per-instance data as
// DeferTransparentGroups, through the REAL RetailAlphaQueue. ───────────
/// <summary>S4-c2: retail's queues are FIFO, not distance-sorted — this
/// pins the routing decision instead (an AlphaBlend batch's constructed
/// mask is 0x02, which has no ClipMap bit, so
/// <see cref="RetailAlphaMeshRouter.Route"/> appends it to ALPHA, never
/// CLIP), plus the exact token. Mutation check: routing AlphaBlend to
/// CLIP instead makes <c>ClipCount</c> assert fail (1 instead of the
/// expected 0) and <c>AlphaCount</c> fail (0 instead of 1).</summary>
[Fact]
public void SubmitWalkAlphaInstance_RoutesAlphaBlendBatchIntoTheAlphaList()
{
using var fx = new DispatcherFixture(withAlphaQueue: true);
fx.AlphaQueue!.BeginFrame();
var key = new GroupKey(10, 2, 6, new GpuTextureSlot(3), 1, TranslucencyKind.AlphaBlend, FoliageFlags: 0);
Vector3 localSortCenter = new(1, 2, 3);
Matrix4x4 model = Matrix4x4.CreateTranslation(4, 5, 6);
var cameraWorldPosition = Vector3.Zero;
var batch = new WbDrawDispatcher.WalkClassifiedBatch(
key, model, ClipSlot: 7, WbDrawDispatcher.InstanceLightSet.Disabled, IndoorFlag: 1,
Alpha: 0.5f, SelectionLighting: new Vector2(0.25f, 0.75f), DetailCategory: 1,
IsOpaque: false, LocalSortCenter: localSortCenter);
fx.Dispatcher.SubmitWalkAlphaInstance(in batch, cameraWorldPosition, Matrix4x4.Identity);
Assert.Equal(1, fx.AlphaQueue.PendingCount);
Assert.Equal(1, fx.AlphaQueue.AlphaCount);
Assert.Equal(0, fx.AlphaQueue.ClipCount);
FieldInfo alphaListField = typeof(RetailAlphaQueue).GetField(
"_alpha", BindingFlags.NonPublic | BindingFlags.Instance)!;
var alphaList = (List<RetailAlphaEntry>)alphaListField.GetValue(fx.AlphaQueue)!;
RetailAlphaEntry entry = Assert.Single(alphaList);
Assert.Equal(0, entry.Token);
fx.AlphaQueue.AbortFrame();
}
[Fact]
public void SubmitWalkAlphaInstance_RejectsAMismatchedViewProjectionInTheSameScope()
{
using var fx = new DispatcherFixture(withAlphaQueue: true);
fx.AlphaQueue!.BeginFrame();
var key = new GroupKey(0, 0, 3, new GpuTextureSlot(1), 0, TranslucencyKind.AlphaBlend, FoliageFlags: 0);
var batch = new WbDrawDispatcher.WalkClassifiedBatch(
key, Matrix4x4.Identity, 0, WbDrawDispatcher.InstanceLightSet.Disabled, 0, 1f,
Vector2.Zero, 0, IsOpaque: false, LocalSortCenter: new Vector3(0, 0, 10));
fx.Dispatcher.SubmitWalkAlphaInstance(in batch, Vector3.Zero, Matrix4x4.Identity);
Assert.Throws<InvalidOperationException>(() =>
fx.Dispatcher.SubmitWalkAlphaInstance(
in batch, Vector3.Zero, Matrix4x4.CreateTranslation(1, 0, 0)));
fx.AlphaQueue.AbortFrame();
}
// ── Deliverable 3: the ordered submitter's own cull scratch ────────────
[Fact]
public void PrepareThenDrawOrderedStream_DoesNotReadOrCorruptTheSharedAlphaCullScratch()
{
using var fx = new DispatcherFixture();
using DrawScope draw = fx.BeginDraw();
// Poison the SHARED _drawCullModes scratch the alpha path owns — the
// exact array the ordered submitter used to write into before FW3.2a.
// Under the OLD shared-scratch behavior this test's second assertion
// fails: the ordered path's own command overwrites index 0 with
// its own cull mode (Clockwise), destroying the alpha path's poison.
FieldInfo field = typeof(WbDrawDispatcher).GetField(
"_drawCullModes", BindingFlags.NonPublic | BindingFlags.Instance)!;
var poisonModes = (CullMode[])field.GetValue(fx.Dispatcher)!;
poisonModes[0] = CullMode.None;
var stream = new OrderedDrawStream();
stream.Append(new OrderedDrawCommand(
new GroupKey(0, 0, 3, new GpuTextureSlot(1), 0, TranslucencyKind.Opaque, FoliageFlags: 0, CullMode: CullMode.Clockwise),
Matrix4x4.Identity, WalkDrawStage.Terrain, 0, 0,
WbDrawDispatcher.InstanceLightSet.Disabled, 0, 1f, Vector2.Zero, 0));
fx.Dispatcher.PrepareOrderedStream(draw.Frame, stream, Matrix4x4.Identity);
fx.Dispatcher.DrawOrderedRange(draw.Pass, 0, stream.Count);
// (1) The ordered submission's OWN recorded cull call reflects the
// STREAM's cull mode (Clockwise -> GpuCullMode.Front), not the
// poisoned shared array's (None).
List<GpuCullMode> cullCalls = [.. fx.Device.Calls.OfType<GpuRecordedCullMode>().Select(c => c.CullMode)];
Assert.Equal([GpuCullMode.Front], cullCalls);
// (2) The shared _drawCullModes scratch is UNTOUCHED — the ordered
// path never wrote through it.
var afterModes = (CullMode[])field.GetValue(fx.Dispatcher)!;
Assert.Equal(CullMode.None, afterModes[0]);
}
// ── Fixture ─────────────────────────────────────────────────────────────
private readonly struct DrawScope : IDisposable
{
private readonly IDisposable _publication;
private readonly IGpuPassEncoder _pass;
public DrawScope(IGpuFrame frame, IGpuPassEncoder pass, IDisposable publication)
{
Frame = frame;
_pass = pass;
_publication = publication;
}
public IGpuFrame Frame { get; }
public IGpuPassEncoder Pass => _pass;
public void Dispose()
{
_publication.Dispose();
_pass.Dispose();
}
}
private sealed class DispatcherFixture : IDisposable
{
private readonly WbMeshAdapter _meshAdapter;
private readonly TextureCache _textures;
public DispatcherFixture(
bool withAlphaQueue = false,
IRetailSelectionRenderSink? selectionSink = null)
{
Device = new RecordingGpuDevice();
FrameLifetime = new GpuDeviceFrameLifetime(Device);
Scope = new VulkanWorldPassScope(sampleCount: 1);
_textures = new TextureCache(Device, new NoopDatReaderWriter());
_meshAdapter = new WbMeshAdapter(
Device,
new NoopDatReaderWriter(),
new NullPreparedAssetSource(),
NullLogger<WbMeshAdapter>.Instance,
Device.Retirement);
var entitySpawnAdapter = new EntitySpawnAdapter(
_textures,
_ => throw new NotSupportedException("Not exercised by these tests."));
AlphaQueue = withAlphaQueue ? new RetailAlphaQueue() : null;
Dispatcher = new WbDrawDispatcher(
Device,
FrameLifetime,
Scope,
_textures,
_meshAdapter,
entitySpawnAdapter,
new EntityClassificationCache(),
new AcDream.Core.Rendering.TranslucencyFadeManager(),
selectionSink: selectionSink,
alphaQueue: AlphaQueue);
}
public RecordingGpuDevice Device { get; }
public GpuDeviceFrameLifetime FrameLifetime { get; }
public VulkanWorldPassScope Scope { get; }
public WbDrawDispatcher Dispatcher { get; }
public RetailAlphaQueue? AlphaQueue { get; }
public ObjectMeshManager Manager => _meshAdapter.MeshManager!;
public DrawScope BeginDraw()
{
FrameLifetime.BeginFrame();
IGpuFrame frame = FrameLifetime.CurrentFrame!;
IGpuPassEncoder pass = frame.BeginPass(
GpuPassDescription.BackbufferClear(
"fw3-2a-walk-populator-test", Vector4.Zero, sampleCount: 1));
IDisposable publication = Scope.Publish(pass);
Device.Clear();
return new DrawScope(frame, pass, publication);
}
public void Dispose()
{
Dispatcher.Dispose();
_meshAdapter.Dispose();
_textures.Dispose();
Device.Dispose();
}
}
private sealed class NullPreparedAssetSource : IPreparedAssetSource
{
public PreparedAssetSourceStats Stats => default;
public CacheStats DecodedTextureCacheStats => default;
public PreparedAssetPresence Probe(
AcDream.Content.Pak.PakAssetType type,
uint sourceFileId) =>
PreparedAssetPresence.Missing;
public PreparedAssetReadResult Read(
in PreparedAssetRequest request,
CancellationToken cancellationToken = default) =>
PreparedAssetReadResult.Missing;
public void Dispose()
{
}
}
private sealed class NoopDatReaderWriter : IDatReaderWriter
{
private readonly StubDatabase _portal = new();
private readonly StubDatabase _highRes = new();
private readonly StubDatabase _language = new();
private readonly StubDatabase _cell = new();
public string SourceDirectory => string.Empty;
public IDatDatabase Portal => _portal;
public IDatDatabase Cell => _cell;
public ReadOnlyDictionary<uint, IDatDatabase> CellRegions { get; } =
new(new Dictionary<uint, IDatDatabase>());
public IDatDatabase HighRes => _highRes;
public IDatDatabase Language => _language;
public IDatDatabase Local => _language;
public ReadOnlyDictionary<uint, uint> RegionFileMap { get; } =
new(new Dictionary<uint, uint>());
public int PortalIteration => 0;
public int CellIteration => 0;
public int HighResIteration => 0;
public int LanguageIteration => 0;
public bool TryGetFileBytes(
uint regionId,
uint fileId,
ref byte[] bytes,
out int bytesRead)
{
bytesRead = 0;
return false;
}
public IEnumerable<uint> GetAllIdsOfType<T>() where T : IDBObj =>
Array.Empty<uint>();
public IEnumerable<IDatReaderWriter.IdResolution> ResolveId(uint id) =>
Array.Empty<IDatReaderWriter.IdResolution>();
public bool TrySave<T>(T obj, int iteration = 0) where T : IDBObj =>
throw new NotSupportedException();
public bool TrySave<T>(
uint regionId,
T obj,
int iteration = 0) where T : IDBObj =>
throw new NotSupportedException();
[return: MaybeNull]
public T Get<T>(uint fileId) where T : IDBObj => default;
public bool TryGet<T>(
uint fileId,
[MaybeNullWhen(false)] out T value) where T : IDBObj
{
value = default;
return false;
}
public void Dispose()
{
}
private sealed class StubDatabase : IDatDatabase
{
public DatDatabase Db => throw new NotSupportedException();
public int Iteration => 0;
public IEnumerable<uint> GetAllIdsOfType<T>() where T : IDBObj =>
Array.Empty<uint>();
public bool TryGet<T>(
uint fileId,
[MaybeNullWhen(false)] out T value) where T : IDBObj
{
value = default;
return false;
}
public bool TryGetFileBytes(
uint fileId,
[MaybeNullWhen(false)] out byte[] value)
{
value = null;
return false;
}
public bool TryGetFileBytes(
uint fileId,
ref byte[] bytes,
out int bytesRead)
{
bytesRead = 0;
return false;
}
public bool TrySave<T>(T obj, int iteration = 0) where T : IDBObj =>
throw new NotSupportedException();
public void Dispose()
{
}
}
}
}