acdream/tests/AcDream.App.Tests/Rendering
Erik e946b46f75 feat(render): Campaign V slice V4b - move the mesh arena onto IGpuBuffer
The shared vertex/index arena is the largest single GPU allocation acdream
makes (384 MiB + 128 MiB) and the one the Vulkan backend has the most specific
plan for (campaign doc section 4.3). This slice swaps the resource handle type
underneath it and changes nothing else: the reclaimable-range allocator, the
growth quanta, the budgeted incremental grow-and-copy, the retirement-ledger
gating, the abort ticket, the LRU that drives eviction, and the 896 MiB
dual-generation physical ceiling are all untouched. That is deliberate - those
are the semantics section 4.3 says the Vulkan arena must mirror exactly, so
preserving them is the point of the slice rather than an incidental constraint.

What moved:

- GlobalMeshBuffer's two GL buffer objects became IGpuBuffer, allocated through
  IGpuDevice.CreateBuffer with DeviceLocal residency and Vertex-or-Index plus
  both transfer usages (the arena is simultaneously a draw source and both ends
  of its own migration, which is exactly why GpuBufferUsage is a flags enum).
- UploadMesh's two hand-rolled BufferSubData sites became IGpuBuffer.Upload.
  The old code staged indices through GL_COPY_WRITE_BUFFER specifically so an
  upload could not mutate whichever VAO a preceding render pass left bound;
  Upload stages through a neutral binding point of the backend's choosing, so
  that property now comes for free instead of by hand.
- AdvanceMigration's CopyBufferSubData became IGpuBuffer.CopyTo - a device-side
  copy, which the Vulkan backend will record as vkCmdCopyBuffer. The live
  prefix still never round-trips through system memory.
- BeginMigration/CommitMigration/AbortMigration/Dispose now carry IGpuBuffer in
  the migration record and the abort ticket instead of raw uint names, so the
  ticket's identity check is a resource identity rather than a number that goes
  stale the moment the buffer is deleted.

What deliberately did not move. A VAO has no RHI verb - Vulkan bakes vertex
input into the pipeline - and WbDrawDispatcher, EnvCellRenderer and
ParticleRenderer still bind VAO/VBO/IBO with raw GL until V4c hands them the
pass encoder. So GlobalMeshBuffer keeps its GL handle for the vertex array and
its attribute layout, and VBO/IBO became computed properties that publish the
backing GL name of the buffer the arena now owns as an IGpuBuffer. One private
RequireGlBuffer helper is the single place that reaches through the interface,
and it disappears with those consumers. ObjectMeshManager therefore needed no
upload-path change at all - it reads those same three properties.

Two decisions worth recording.

First, arena deletes do not route through IGpuBuffer.Dispose. The arena already
gates every delete behind its own GpuRetirementLedger and decrements its
physical-capacity accounting in the same retirement stage; Dispose would defer
the physical free through the device queue a second time, so the accounting
would run ahead of real GPU residency and could admit a migration that breaches
the 896 MiB ceiling. GlGpuBuffer gains DeleteRetired for callers that have
already proved flight safety, and GlobalMeshBuffer composes it into a release
whose four stages match TrackedGlResource.CreateRetryableBufferDeletion exactly
- precondition, mutation-with-validation, byte accounting, resource-count
accounting - so a driver failure re-issues only the delete and never
double-counts.

Second, two corrections in the GL backend, both required to keep this port
behaviour-preserving rather than merely compiling. GlGpuBuffer's glBufferData
usage hint now follows residency (DeviceLocal -> StaticDraw), which is what the
arena has always requested; the host-writable rings and texture table keep
DynamicDraw and are unaffected. And a failed allocation now releases the GL
name it had already created - GL_OUT_OF_MEMORY is a real outcome for a 384 MiB
growth destination, and the previous code leaked the name on that path.

Plumbing: the device reaches the arena through WbMeshAdapter and
ObjectMeshManager. Their constructors became internal because IGpuDevice is an
internal type by the pinned contract, matching what V4a did for BitmapFont,
DebugLineRenderer and TextRenderer; both classes stay public and every caller
already lives inside AcDream.App or its InternalsVisibleTo test assemblies. The
unused public GlobalMeshBuffer(GL) convenience constructor is gone - it could
not supply a device and had no callers.

Gates. Release build green with TreatWarningsAsErrors. App tests 3,843 passed /
3 skipped, exactly the slice baseline; complete Release suite 8,906 passed / 5
skipped. Offline pixel gate against 79ee2361: 25 differing pixels of 563,200
(fraction 4.44e-05), against a same-commit control captured immediately
afterwards of 24 - the change is indistinguishable from capture noise and sits
40x under the 0.001 threshold. An earlier gate run was discarded rather than
interpreted: its client log showed real ScrollUp/ScrollDown input reaching the
offline window, which zoomed the camera, and a camera-motion difference is not
a rendering result.

No divergence-register row: this slice changes no retail-facing behaviour.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-27 20:02:50 +02:00
..
Gpu Revert "Campaign V slice V4a" - it lost world multisampling 2026-07-27 18:29:28 +02:00
Residency feat(diagnostics): complete residency pressure ledger 2026-07-24 16:40:17 +02:00
Vfx refactor(runtime): own canonical entity and object lifetime 2026-07-26 05:54:46 +02:00
Wb feat(render): Campaign V slice V2a - mesh path texture-index migration 2026-07-27 15:51:26 +02:00
ArchRenderSceneTests.cs Reapply "perf(rendering): draw retained frame product" 2026-07-25 08:36:11 +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
BuildingGroupScratchTests.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 feat(A): wire SweepEye to the verbatim update_viewer (start-cell + fallbacks) 2026-06-05 11:10:32 +02:00
CameraControllerTests.cs refactor(runtime): extract local teleport and player mode 2026-07-22 02:50:15 +02:00
CameraFrameControllerTests.cs refactor(camera): extract the update frame 2026-07-22 03:08:58 +02:00
CellViewDedupTests.cs fix(rendering): bound portal resource lifetime 2026-07-18 21:35:16 +02:00
CellVisibilityCommitTests.cs fix(streaming): commit EnvCell landblocks atomically (#214) 2026-07-13 18:45:24 +02:00
CellVisibilityFromRootTests.cs refactor(render): Stage 3 T3.1 — delete FindCameraCell AABB grace-frame fallback 2026-06-02 15:36:47 +02:00
CellVisibilityPortalPolygonsTests.cs fix(streaming): commit EnvCell landblocks atomically (#214) 2026-07-13 18:45:24 +02:00
ClipFrameAssemblerTests.cs fix(rendering): bound portal resource lifetime 2026-07-18 21:35:16 +02:00
ClipFrameLayoutTests.cs feat(render): Phase U.3 — GPU clip-plane gate (gl_ClipDistance), no-clip default 2026-05-30 17:27:30 +02:00
ClipFrameUploadTests.cs fix(rendering): bound portal resource lifetime 2026-07-18 21:35:16 +02:00
ClipPlaneSetTests.cs fix(rendering): bound portal resource lifetime 2026-07-18 21:35:16 +02:00
CompositeTextureArrayCachePolicyTests.cs fix(streaming): preserve portal destination ownership 2026-07-25 08:35:12 +02:00
CornerFloodReplayTests.cs fix(streaming): commit EnvCell landblocks atomically (#214) 2026-07-13 18:45:24 +02:00
CreatureAppraisalPresentationTests.cs feat(ui): port retail creature appraisal presentation 2026-07-23 12:55:24 +02:00
CurrentRenderSceneOracleTests.cs perf(runtime): remove measured steady allocations 2026-07-25 17:50:30 +02:00
DebugVmRenderFactsPublisherTests.cs refactor(render): extract frame presentation diagnostics 2026-07-22 05:02:31 +02:00
DevToolsFramePresenterTests.cs refactor(runtime): move session lifetime and ordered transport 2026-07-25 19:39:24 +02:00
DevToolsRuntimeSourcesTests.cs refactor(app): compose session and player startup 2026-07-22 18:28:32 +02:00
DisplayFramePacingControllerTests.cs fix(rendering): survive display topology handoff 2026-07-25 13:15:24 +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 fix(interaction): restore retail loot placement and world-drop projection 2026-07-27 00:03:15 +02:00
FixedEntityTextureOwnerLeaseTests.cs fix(rendering): bound portal resource lifetime 2026-07-18 21:35:16 +02:00
FramebufferResizeControllerTests.cs refactor(app): compose settings and developer tools 2026-07-22 16:11:34 +02:00
FramePacingControllerTests.cs fix #225: stabilize render pacing and frame CPU 2026-07-19 06:29:30 +02:00
FramePacingPolicyTests.cs fix #225: stabilize render pacing and frame CPU 2026-07-19 06:29:30 +02:00
GameWindowLifetimeTests.cs refactor(app): extract focused window lifetime 2026-07-22 19:43:52 +02:00
GameWindowRenderLeafCompositionTests.cs perf(diag): complete trustworthy Slice A capture tooling 2026-07-24 12:46:51 +02:00
GameWindowSlice8BoundaryTests.cs refactor(runtime): cut graphical host over to canonical root 2026-07-26 19:06:09 +02:00
GlBindlessHandleTableTests.cs feat(render): Campaign V slice V2a - mesh path texture-index migration 2026-07-27 15:51:26 +02:00
GlTextureOwnershipTests.cs feat(render): Campaign V slice V4a - port TextRenderer/BitmapFont/DebugLineRenderer/TextureCache UI path onto IGpuDevice 2026-07-27 19:37:19 +02:00
GpuFrameFlightControllerTests.cs fix(rendering): bound portal resource lifetime 2026-07-18 21:35:16 +02:00
GpuResourceRetirementTransactionTests.cs feat(render): Campaign V slice V4b - move the mesh arena onto IGpuBuffer 2026-07-27 20:02:50 +02:00
GpuRetiredTerrainSlotAllocatorTests.cs fix(rendering): bound portal resource lifetime 2026-07-18 21:35:16 +02:00
HostQuiescenceGateTests.cs refactor(app): own native window callback lifetime 2026-07-22 09:59:10 +02:00
HouseExitWalkReplayTests.cs refactor(render): extract typed retail pview passes 2026-07-22 06:40:09 +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 T1 (fused BR-2/3): retail frame order - dynamics last, punch+seal, shell chop deleted 2026-06-11 11:16:27 +02:00
Issue95DungeonFloodDiagnosticTests.cs test(#95): headless dungeon-flood diagnostic — measure visible-cell count on 0x0007 2026-06-13 18:52:00 +02:00
Issue113DrawingBspFilterTests.cs fix(render): #113 root cause #2 - GfxObj meshes draw only DrawingBSP-referenced polys (the REAL phantom staircase) 2026-06-10 20:52:52 +02:00
Issue113MeetingHallFloodTests.cs fix(streaming): commit EnvCell landblocks atomically (#214) 2026-07-13 18:45:24 +02:00
Issue120ReciprocalPingPongTests.cs #119-residual: tower-ascent harness pins the roof-lip flood gap; barrel claim RETRACTED (user axiom: not in retail) 2026-06-11 18:34:45 +02:00
Issue124LookInSeedRegionTests.cs fix #124: interior-root building look-ins as a landscape-stage sub-pass 2026-06-12 15:59:29 +02:00
Issue127FloodFlipReplayTests.cs close #127 (user-gated + desk pin): distant-building flood flap died with the W=0 clip port 2026-06-13 10:03:33 +02:00
Issue129PunchBiasTests.cs fix #129: cap the punch mark bias's eye-space reach (was unbounded at distance) 2026-06-12 13:38:59 +02:00
Issue130DoorwayStripTests.cs fix #130 (the real strip): drawn-shell lift vs draw-space portal consumers 2026-06-12 14:28:16 +02:00
Issue131SetupProbeTests.cs fix #131 (root cause 4, structurally forced): look-in cells draw their DYNAMICS - the town portal is a server object in the hall's porch cell 2026-06-12 20:52:34 +02:00
Issue177StairDescentCameraFloodTests.cs park #177: retail cdb trace DISPROVES the portal-flood theory 2026-07-07 08:43:21 +02:00
Issue181CameraParkStabilityTests.cs diag #181: root-cause chain complete - flapping cell 0x0181, wall-press excitation, and the REAL defect: camera-flood-scoped light application 2026-07-06 21:04:34 +02:00
Issue181VisFlapReplayTests.cs diag #181 (refined): 0x0181's region is a zero-area sliver; the amplifier is per-drawn-cell state shifting with the cell list, not light-pool scoping 2026-07-06 21:46:49 +02:00
Issue181WallPressEquilibriumTests.cs port #181: retail viewer step subdivision (calc_num_steps 0x0050a0b0) - radius-anchored steps + remainder final step + viewer-exempt small-offset abort 2026-07-06 22:30:37 +02:00
Issue176177FacilityHubFloodReplayTests.cs docs+test #176/#177: 12 mechanisms refuted, apparatus shipped, probe protocol staged 2026-07-05 21:20:03 +02:00
LinuxMonotonicFramePacingWaiterTests.cs feat(linux): add graphical platform services 2026-07-27 11:54:59 +02:00
LinuxPlatformBoundaryTests.cs feat(linux): add graphical platform services 2026-07-27 11:54:59 +02:00
LiveAppearanceAnimationTests.cs refactor(runtime): own canonical entity and object lifetime 2026-07-26 05:54:46 +02:00
LiveEntityAnimationPresenterTests.cs refactor(runtime): own canonical entity and object lifetime 2026-07-26 05:54:46 +02:00
LiveEntityAnimationSchedulerTests.cs refactor(runtime): own projectile simulation 2026-07-26 14:17:42 +02:00
LiveEntityCreateSupersessionRecoveryTests.cs refactor(runtime): own canonical entity and object lifetime 2026-07-26 05:54:46 +02:00
LiveRenderProjectionJournalTests.cs refactor(runtime): own canonical entity and object lifetime 2026-07-26 05:54:46 +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
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(streaming): preserve portal destination ownership 2026-07-25 08:35:12 +02:00
ParticleBindlessInstanceTests.cs feat(render): Campaign V slice V2c - particle texture-index migration 2026-07-27 16:02:59 +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
PortalProjectionTests.cs fix(rendering): bound portal resource lifetime 2026-07-18 21:35:16 +02:00
PortalTunnelAssetTests.cs feat(headless): share immutable gameplay content 2026-07-27 09:00:48 +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
PrivatePresentationRendererTests.cs feat(ui): port retail creature appraisal presentation 2026-07-23 12:55:24 +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
RenderFrameGlStateControllerTests.cs refactor(render): extract world scene frame owner 2026-07-22 07:22:09 +02:00
RenderFrameOrchestratorTests.cs perf(diag): complete trustworthy Slice A capture tooling 2026-07-24 12:46:51 +02:00
RenderFramePreparationControllerTests.cs refactor(render): compose render frame orchestrator 2026-07-22 08:03:49 +02:00
RenderFrameProductTests.cs feat(rendering): pack scene dispatcher inputs 2026-07-25 00:44:58 +02:00
RenderFrameRecoveryIntegrationTests.cs perf(diag): complete trustworthy Slice A capture tooling 2026-07-24 12:46:51 +02:00
RenderFrameResourceControllerTests.cs feat(render): Campaign V slice V4a - port TextRenderer/BitmapFont/DebugLineRenderer/TextureCache UI path onto IGpuDevice 2026-07-27 19:37:19 +02:00
RenderFrameRouteOwnerSelectorTests.cs refactor(rendering): prepare retained particle routing 2026-07-25 08:45:18 +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
RenderScenePViewFrameProductTests.cs Reapply "perf(rendering): draw retained frame product" 2026-07-25 08:36:11 +02:00
RenderSceneShadowRuntimeTests.cs perf(rendering): retain packed classification 2026-07-25 02:46:40 +02:00
ResourceCleanupGroupTests.cs feat(render): Campaign V slice V4a - port TextRenderer/BitmapFont/DebugLineRenderer/TextureCache UI path onto IGpuDevice 2026-07-27 19:37:19 +02:00
ResourceShutdownTransactionTests.cs refactor(app): extract focused window lifetime 2026-07-22 19:43:52 +02:00
RetailAlphaQueueTests.cs perf(render): bound animation and alpha scratch residency 2026-07-24 16:34:28 +02:00
RetailChaseCameraTests.cs fix(world): match retail portal passage and exit warp 2026-07-15 22:14:21 +02:00
RetailParticleGeometryClassifierTests.cs fix(rendering): bound portal resource lifetime 2026-07-18 21:35:16 +02:00
RetailPViewPassExecutorTests.cs perf(rendering): retire production entity partition 2026-07-25 10:50:57 +02:00
RetailSelectionAssetTests.cs feat(headless): share immutable gameplay content 2026-07-27 09:00:48 +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 refactor(app): key live projections by runtime identity 2026-07-25 21:50:58 +02:00
RollingTimingSampleWindowTests.cs refactor(render): extract frame presentation diagnostics 2026-07-22 05:02:31 +02:00
RuntimeResourceSlotTests.cs refactor(app): compose atomic frame roots 2026-07-22 19:02:08 +02:00
ScreenPolygonClipTests.cs feat(render): Phase A8.F — ScreenPolygonClip 2D convex-polygon intersection 2026-05-29 11:37:30 +02:00
ShaderProgramConstructionTests.cs refactor(lifetime): own render resource prefixes 2026-07-22 14:42:14 +02:00
SilkWindowCallbackBindingTests.cs fix(rendering): survive display topology handoff 2026-07-25 13:15:24 +02:00
SkyProjectionTests.cs fix(runtime): align portal and movement presentation 2026-07-17 08:48:27 +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): unify physical residency accounting 2026-07-24 16:20:48 +02:00
StaticRenderProjectionJournalTests.cs fix(rendering): preserve exact scene traversal order 2026-07-25 02:03:58 +02:00
SyntheticEntityMeshReferenceOwnerTests.cs fix(streaming): preserve portal destination ownership 2026-07-25 08:35:12 +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 refactor(render): extract typed retail pview passes 2026-07-22 06:40:09 +02:00
TerrainParticleCellVisibilityTests.cs perf(vfx): port retail particle visibility degradation 2026-07-17 15:27:36 +02:00
TerrainTextureTilingTableTests.cs fix(rendering): restore retail terrain texture tiling 2026-07-13 21:04:22 +02:00
TextRendererFailureSafetyTests.cs Revert "Campaign V slice V4a" - it lost world multisampling 2026-07-27 18:29:28 +02:00
TowerAscentReplayTests.cs #119-residual ROOT CAUSE: the +0.02 m render lift leaked into the portal-visibility graph - horizontal portals side-culled anyone standing on them 2026-06-11 19:26:06 +02:00
ViewconeCullerReuseTests.cs fix(rendering): bound portal resource lifetime 2026-07-18 21:35:16 +02:00
WorldRenderDiagnosticsTests.cs refactor(render): extract frame presentation diagnostics 2026-07-22 05:02:31 +02:00
WorldRenderFrameBuilderTests.cs refactor(runtime): close simulation ownership 2026-07-26 15:53:31 +02:00
WorldRevealRenderResourceSchedulerTests.cs fix(streaming): preserve portal destination ownership 2026-07-25 08:35:12 +02:00
WorldSceneRendererTests.cs refactor(runtime): own teleport destination correlation 2026-07-26 17:52:34 +02:00