acdream/tests/AcDream.App.Tests/Rendering
Erik b1ad1d481b feat(render): Campaign V slice V6l commit 1 - particles draw on Vulkan
Contract amendment 1 of three, and V4e's content behind it. Plan section 5.5.16
recorded that both particle pipelines draw with per-instance VERTEX attributes
and that the pinned contract could express instanced DRAWING but not instanced
vertex INPUT: one stride, no divisor, one buffer at VertexInputRate.VERTEX. That
is what stopped V4e. This takes the reviewed option (i) - a second vertex
binding with a per-instance rate.

The amendment. GpuVertexLayout grows a per-binding notion (binding index,
stride, input rate) and GpuVertexAttribute names the binding it is fed from,
defaulting to 0; IGpuPassEncoder.BindVertexBuffer takes a binding index. Every
layout written before this slice keeps its exact meaning through
GpuVertexLayout.Interleaved, which is one vertex-rate binding 0 - and
GpuContractTests asserts that as a requirement rather than trusting it. Both
backends carry the rate natively and at no cost: VK_VERTEX_INPUT_RATE_INSTANCE
on the pipeline, glVertexAttribDivisor recorded once into the pipeline's VAO
where it survives every later attribute rebind.

GpuVertexFormat.UInt1 comes with it, and is necessary to it: particle.vert
declares `layout(location = 6) in uint aTextureIndex` and the amendment's whole
premise is that no shader is edited. Same kind-distinction UByte4UInt was added
for at V4d - GL needs glVertexAttribIPointer, Vulkan needs R32_UINT, and the
float path would reinterpret the value's bits rather than approximate them.

Options (ii) and (iii) were rejected on the record: all ten storage bindings are
spoken for and reusing binding 0 would have the GL particle draw clobber
WbDrawDispatcher's instance array mid-frame (section 5.5.8's hazard in its GL
form); CPU-expanding instances is 5x billboard bandwidth and does not scale to
mesh particles at all.

The arm. ParticleRenderer.Rhi.cs is a SECOND arm per section 5.5.6, not a
replacement - every GL statement in the sibling file is the one it always
issued. Five pipelines replace the imperative glBlendFunc switch (two billboard
blends, three mesh blends) because core Vulkan 1.3 does not make blend dynamic.
The per-flight VAO/VBO pool disappears because every ring allocation inside a
frame is already distinct memory that lives until the frame retires. The
binding-9 table is not bound at all - the device owns the table and the encoder
binds set 2. The pass is BORROWED from IWorldPassScope. Depth tests but does not
write, compare is Less and alpha-to-coverage is off, which is the ambient GL
state particles have always drawn under rather than a choice. Everything above
the submission seam - emitter iteration, retail distance ordering, the
deferred-alpha handoff, billboard axis construction, blend resolution - is the
same CPU code on both arms.

The first Vulkan particle frame threw rather than drew, which is the second
defect of the compiles-clean class this slice found by running:
TextureCache.AcquireParticleTexture is bindless-only, so the standalone particle
texture cache did not exist on a backend without GL. It exists on both arms now.
Everything about it that matters - sharing equivalent surfaces between emitter
owners, the bounded unowned LRU, retirement behind the frame-flight fence - is
already backend-neutral; only how one entry is created and destroyed differs,
which is what IStandaloneBindlessTextureBackend is for. The RHI arm creates the
image through IGpuDevice.CreateTexture with a real sampler and releases the
table slot before the image, which is the GL arm's order and for the same
reason. The composite cache stays GL-only: it serves entity appearance, not
particles.

The durability fix V6k earned. That slice found the sky declaring a 32-byte
stride against a 36-byte AcDream.Core.Terrain.Vertex - the record carries a
TerrainLayer no sky attribute names - and noted that every .Rhi.cs arm restates
a CPU record's footprint from memory while only sky had a test.
RhiVertexLayoutStrideTests is that test for the rest: world mesh, terrain, sky,
retained-UI sprite, debug line, and both particle bindings, each asserted
against the record or the producer's own float count, plus two sweeps over all
seven for attributes that reach past their stride or name an undeclared binding.
Four private layouts became internal to be assertable; nothing else about them
moved.

Gates. Release build green. App tests 4,121/3 skips (4,109 baseline plus three
contract tests and nine layout tests); complete Release suite 9,184/5. Strict GL
offline pixel gate against 08ffe141: 3.20e-05, 18 differing pixels of 563,200,
inside the documented 9-31 band. GL connected -Runs 3: 3/3 RENDERED on the
desktop witness and 3/3 on the client capture. One offline Vulkan run with
VK_LAYER_KHRONOS_validation proven inserted by the loader: zero validation
errors, zero warnings, a captured world frame that still draws terrain,
blending, roads, water, statics, scenery, sky and the complete retained UI.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-28 17:20:59 +02:00
..
Gpu feat(render): Campaign V slice V6l commit 1 - particles draw on Vulkan 2026-07-28 17:20:59 +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 V6i-3 commit 1 — the mesh pipeline's upload bodies cross the seam 2026-07-28 14:31:20 +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 feat(render): Campaign V slice V4t-2 — the world texture stack crosses to GpuTextureSlot 2026-07-28 12:43:50 +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 feat(render): Campaign V slice V6j commit 2 - Dereth draws on Vulkan 2026-07-28 15:46:54 +02:00
GlTextureOwnershipTests.cs feat(render): put the retained UI and debug lines on both backends 2026-07-28 08:51:32 +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): V6e — both particle shaders cross the dialect 2026-07-28 09:26:13 +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): put the retained UI and debug lines on both backends 2026-07-28 08:51:32 +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
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 feat(render): Campaign V slice V6l commit 1 - particles draw on Vulkan 2026-07-28 17:20:59 +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
SkyParamsLayoutTests.cs feat(render): V6e — the sky's uniforms become a buffer and its texture a table slot 2026-07-28 09:54:13 +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
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 feat(render): Campaign V slice V6f-2 - terrain's tiling table becomes a buffer 2026-07-28 10:11:00 +02:00
TextRendererFailureSafetyTests.cs feat(render): put the retained UI and debug lines on both backends 2026-07-28 08:51:32 +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