acdream/tests/AcDream.Core.Tests/Rendering
Erik 0b125830fe feat(render): Phase U.2d — ACDREAM_PROBE_VIS visibility probe in RenderingDiagnostics
Add the durable per-frame visibility probe apparatus that #103 lacked, so
the Phase U portal-visibility builder can be validated on live frames before
any GL/visual work.

EmitVis(rootCellId, visibleCells, outsidePolyCount, outsidePlaneCount,
perCellPlaneCounts, scissorFallbacks) prints ONE concise [vis] line gated on
root-cell CHANGE (private _lastVisRootCellId tracker; no-op when the root is
unchanged or ProbeVisibilityEnabled is false — one bool compare per frame when
off). Line format:
  [vis] root=0x… cells=N ids=[…] outside(polys=…,planes=…) percell=[0x…:N,…] fallbacks=…

Reuses the existing Phase A8 ProbeVisibilityEnabled flag (env ACDREAM_PROBE_VIS,
already DebugPanel-mirrored via DebugVM.ProbeVisibility) rather than adding a
parallel owner — Code Structure Rule 5 (one diagnostic owner per subsystem).
Property doc repurposed from the abandoned A8 two-pipe stencil semantics to the
Phase U unified pipeline.

Decoupling note: RenderingDiagnostics lives in AcDream.Core, which must not
reference AcDream.App (Code Structure Rule 2). The plan's EmitVis signature took
an App-layer CellView; this lands the equivalent as pre-computed primitives
(outsidePolyCount + outsidePlaneCount) so the owner stays in Core. The U.4a call
site supplies OutsideView.Polygons.Count and the OutsideView ClipPlaneSet.Count.

TDD: 3 new tests in RenderingDiagnosticsVisibilityTests (no-op when disabled,
fires-once-per-new-root + suppressed-on-unchanged, env-default contract), each
self-contained via internal ResetVisibilityProbeForTests + Console.Out capture
to avoid the documented static-leak flakiness. Core suite +3 tests, no new
failures (flaky physics/input static-leak set unchanged at 16, untouched area).

Courtesy: removed the dangling RenderInsideOutAcdream comment reference (deleted
in U.1) + the AcDream.App.Rendering.Wb doc cref (a Core→App layer inversion).

The emit SITE wiring (per-frame call from the render loop) lands in U.4a; this
task lands only the owner members + formatter + test. GameWindow untouched.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-30 17:11:02 +02:00
..
Vfx feat(vfx #C.1.5b): activator handles dat-hydrated entities + per-part transforms 2026-05-12 00:02:16 +02:00
Wb refactor(render): Phase U.1 — delete two-pipe inside-out machinery 2026-05-30 16:05:19 +02:00
CameraDiagnosticsTests.cs fix(render): Phase A8.F — camera sweep uses retail moverFlags 0x5c (PathClipped hard-stop) 2026-05-29 19:11:53 +02:00
ChaseCameraTests.cs feat(app): Phase B.2 — ChaseCamera (third-person follow camera) 2026-04-12 14:26:20 +02:00
FrustumCullerTests.cs feat(app): Phase A.2 — FrustumCuller + FrustumPlanes (Gribb-Hartmann) 2026-04-12 08:49:17 +02:00
RenderingDiagnosticsTests.cs test(diagnostics): restore RenderingDiagnostics state in try/finally 2026-05-19 12:08:51 +02:00
RenderingDiagnosticsVisibilityTests.cs feat(render): Phase U.2d — ACDREAM_PROBE_VIS visibility probe in RenderingDiagnostics 2026-05-30 17:11:02 +02:00
TextureCacheBindlessTests.cs phase(N.5) Task 3: TextureCache bindless GetOrUpload + parallel cache 2026-05-08 19:53:10 +02:00