acdream/src/AcDream.App/Rendering/Wb
Erik 3e6f6ec858 chore(O-T7): code-review housekeeping after WB extraction
Five small post-cleanup items from T7 code review:

I1: Removed dead `datDir` parameter from WbMeshAdapter ctor (parameter
    was unused after _wbDats removal; ArgumentNullException.ThrowIfNull
    was misleading). Updated call sites in GameWindow.cs and
    WbMeshAdapterTests.cs.

I2: Updated stale GameWindow.cs comment that still described
    WbMeshAdapter as opening its own dat handles. Now reflects Phase O
    state: shared DatCollection via DatCollectionAdapter.

I3: Documented thread-safety contract on RenderStateCache (render-thread
    only — required for the mutable-static GL sentinel pattern).

M1: Added comment on IDatReaderWriter's write-path methods noting they
    are preserved for verbatim compatibility but unused in acdream.

M3: Added comment on Chorizite.Core PackageReference in Core.csproj
    explaining the previously-transitive dependency.

Also excluded SplitFormulaDivergenceTest.cs from the test build via
<Compile Remove>: this N.5b one-time data-collection test referenced
WorldBuilder.Shared types directly; after Phase O-T7 dropped that
project reference it no longer compiles. The sweep data it produced
already informed the N.5b Path-C decision and the file is retained
in the tree for historical reference.

Build green; tests green (1146 + 8 pre-existing failures baseline
maintained).

Spec: docs/superpowers/specs/2026-05-21-phase-o-dat-path-unification-design.md

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-21 17:29:06 +02:00
..
AcSurfaceMetadata.cs phase(N.4): AcSurfaceMetadata side-table for WB-pristine surface props 2026-05-08 13:08:56 +02:00
AcSurfaceMetadataTable.cs phase(N.4): AcSurfaceMetadata side-table for WB-pristine surface props 2026-05-08 13:08:56 +02:00
ActiveParticleEmitter.cs feat(O-T7): drop WB project references; complete extraction 2026-05-21 17:17:33 +02:00
AnimatedEntityState.cs phase(N.4) Tasks 16+18+19: AnimatedEntityState + AnimPartChange + HiddenParts 2026-05-08 14:37:09 +02:00
BindlessSupport.cs fix(N.5b): black terrain — switch to uvec2 handle + sampler constructor 2026-05-09 12:53:21 +02:00
BufferUsageExtensions.cs feat(O-T3): extract GL infrastructure to AcDream.App 2026-05-21 16:00:31 +02:00
CachedBatch.cs feat(render #53): EntityClassificationCache skeleton + first test 2026-05-10 17:23:37 +02:00
DatCollectionAdapter.cs feat(O-T7): drop WB project references; complete extraction 2026-05-21 17:17:33 +02:00
DebugRenderSettings.cs feat(O-T3): extract GL infrastructure to AcDream.App 2026-05-21 16:00:31 +02:00
DrawElementsIndirectCommand.cs phase(N.5) Task 7: dispatcher SSBO + indirect buffer infrastructure 2026-05-08 20:25:29 +02:00
EdgeLineBuilder.cs feat(O-T4): extract ObjectMeshManager + mesh pipeline closure into AcDream.App.Rendering.Wb 2026-05-21 16:37:55 +02:00
EmbeddedResourceReader.cs fix(O-T4): address spec-review findings — InstanceData + using cleanups 2026-05-21 16:50:05 +02:00
EntityClassificationCache.cs fix(render #53): key cache by (entityId, landblockHint) to defeat ID collision 2026-05-10 23:02:14 +02:00
EntitySpawnAdapter.cs feat(A.5 T18): use cached WorldEntity AABB in dispatcher; populate at register 2026-05-10 08:20:20 +02:00
GeometryUtils.cs feat(O-T7): drop WB project references; complete extraction 2026-05-21 17:17:33 +02:00
GLHelpers.cs feat(O-T3): extract GL infrastructure to AcDream.App 2026-05-21 16:00:31 +02:00
GlobalMeshBuffer.cs feat(O-T4): extract ObjectMeshManager + mesh pipeline closure into AcDream.App.Rendering.Wb 2026-05-21 16:37:55 +02:00
GLSLShader.cs feat(O-T3): extract GL infrastructure to AcDream.App 2026-05-21 16:00:31 +02:00
GLStateScope.cs feat(O-T3): extract GL infrastructure to AcDream.App 2026-05-21 16:00:31 +02:00
GpuMemoryTracker.cs feat(O-T3): extract GL infrastructure to AcDream.App 2026-05-21 16:00:31 +02:00
GroupKey.cs refactor(render): extract WbDrawDispatcher.GroupKey to internal type at namespace scope 2026-05-10 17:13:44 +02:00
IDatReaderWriter.cs chore(O-T7): code-review housekeeping after WB extraction 2026-05-21 17:29:06 +02:00
InstanceData.cs fix(O-T4): address spec-review findings — InstanceData + using cleanups 2026-05-21 16:50:05 +02:00
ITextureCachePerInstance.cs phase(N.4) Task 17: EntitySpawnAdapter for server-spawned per-instance content 2026-05-08 14:46:34 +02:00
IWbMeshAdapter.cs phase(N.4): WbMeshAdapter stub + IWbMeshAdapter interface 2026-05-08 13:18:50 +02:00
LandblockSpawnAdapter.cs phase(N.4) Task 11: LandblockSpawnAdapter (atlas-tier ref-count bridge) 2026-05-08 13:53:38 +02:00
ManagedGLFrameBuffer.cs feat(O-T3): extract GL infrastructure to AcDream.App 2026-05-21 16:00:31 +02:00
ManagedGLIndexBuffer.cs feat(O-T7): drop WB project references; complete extraction 2026-05-21 17:17:33 +02:00
ManagedGLTexture.cs feat(O-T7): drop WB project references; complete extraction 2026-05-21 17:17:33 +02:00
ManagedGLTextureArray.cs feat(O-T7): drop WB project references; complete extraction 2026-05-21 17:17:33 +02:00
ManagedGLUniformBuffer.cs feat(O-T3): extract GL infrastructure to AcDream.App 2026-05-21 16:00:31 +02:00
ManagedGLVertexArray.cs feat(O-T3): extract GL infrastructure to AcDream.App 2026-05-21 16:00:31 +02:00
ManagedGLVertexBuffer.cs feat(O-T3): extract GL infrastructure to AcDream.App 2026-05-21 16:00:31 +02:00
ModernRenderData.cs feat(O-T4): extract ObjectMeshManager + mesh pipeline closure into AcDream.App.Rendering.Wb 2026-05-21 16:37:55 +02:00
ObjectMeshManager.cs feat(O-T7): drop WB project references; complete extraction 2026-05-21 17:17:33 +02:00
OpenGLGraphicsDevice.cs fix(O-T4): address spec-review findings — InstanceData + using cleanups 2026-05-21 16:50:05 +02:00
ParticleBatcher.cs feat(O-T7): drop WB project references; complete extraction 2026-05-21 17:17:33 +02:00
ParticleEmitterRenderer.cs feat(O-T4): extract ObjectMeshManager + mesh pipeline closure into AcDream.App.Rendering.Wb 2026-05-21 16:37:55 +02:00
RenderStateCache.cs chore(O-T7): code-review housekeeping after WB extraction 2026-05-21 17:29:06 +02:00
SceneData.cs feat(O-T3): extract GL infrastructure to AcDream.App 2026-05-21 16:00:31 +02:00
TextureAtlasManager.cs feat(O-T4): extract ObjectMeshManager + mesh pipeline closure into AcDream.App.Rendering.Wb 2026-05-21 16:37:55 +02:00
TextureFormatExtensions.cs feat(O-T3): extract GL infrastructure to AcDream.App 2026-05-21 16:00:31 +02:00
TextureParameters.cs feat(O-T3): extract GL infrastructure to AcDream.App 2026-05-21 16:00:31 +02:00
WbDrawDispatcher.cs feat(O-T7): drop WB project references; complete extraction 2026-05-21 17:17:33 +02:00
WbMeshAdapter.cs chore(O-T7): code-review housekeeping after WB extraction 2026-05-21 17:29:06 +02:00