acdream/tests/AcDream.App.Tests
Erik c7f5f251f8 feat(render): add integer vertex attributes and the terrain tiling binding
A scouting pass over V4d stopped before writing code and reported three gaps between terrain and the pinned contract. All three verified against source.

The load-bearing one: terrain_modern.vert declares locations 2-5 as uvec4 and TerrainModernRenderer feeds them with glVertexAttribIPointer, but GpuVertexFormat had no integer format and the encoder only issued glVertexAttribPointer. GL leaves an integer shader input undefined if it arrives through the float path, and Vulkan needs the format named as R8G8B8A8_UINT rather than _UNORM, so UByte4Normalized cannot stand in for it. Those packed bytes carry terrain-type, road and split-direction codes that drive every blend decision, so normalising them would have produced garbage rather than an approximation. Adds GpuVertexFormat.UByte4UInt and an integer branch in the encoder.

Also adds a uniform binding for terrain's 36-float per-layer tiling array, which at 144 bytes cannot ride in the 96-byte push-constant block or Vulkan's guaranteed 128-byte ceiling, and has no uniform-array verb to reach it otherwise.

Corrects two V4d plan rows: TerrainAtlas belongs to V4t with the rest of the texture stack, and terrain has no GPU timer to port since its diagnostics use a CPU stopwatch. The uView/uProjection convergence gets its own pixel-gated sub-commit because it moves a matrix product from per-vertex GPU evaluation to a CPU multiply, and that rounding effect should be attributable on its own.

Files #250: two zero-allocation tests fail about one run in three on an unchanged tree, independent of this campaign. That noise trains everyone to re-run until green, which is how a real regression gets waved through.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-27 21:11:48 +02:00
..
Audio fix(audio): keep unavailable world slots quiescent 2026-07-24 19:49:25 +02:00
Combat refactor(runtime): close simulation ownership 2026-07-26 15:53:31 +02:00
Composition feat(render): Campaign V slice V4b - move the mesh arena onto IGpuBuffer 2026-07-27 20:02:50 +02:00
Diagnostics refactor(runtime): acknowledge exact world host projections 2026-07-26 18:27:41 +02:00
Input feat(headless): complete deterministic bot command parity 2026-07-27 08:23:36 +02:00
Interaction fix(interaction): restore retail loot placement and world-drop projection 2026-07-27 00:03:15 +02:00
Net refactor(runtime): unify generation reset for direct hosts 2026-07-27 00:43:26 +02:00
Physics fix(interaction): restore retail loot placement and world-drop projection 2026-07-27 00:03:15 +02:00
Platform feat(linux): gate graphical backends and capabilities 2026-07-27 12:26:58 +02:00
Plugins feat(D.2b): IUiRegistry plugin UI surface + buffered drain into UiHost 2026-06-14 17:46:37 +02:00
Rendering feat(render): add integer vertex attributes and the terrain tiling binding 2026-07-27 21:11:48 +02:00
Runtime feat(headless): complete deterministic bot command parity 2026-07-27 08:23:36 +02:00
Settings fix(rendering): survive display topology handoff 2026-07-25 13:15:24 +02:00
Spells feat(headless): share immutable gameplay content 2026-07-27 09:00:48 +02:00
Streaming refactor(runtime): unify generation reset for direct hosts 2026-07-27 00:43:26 +02:00
Studio Revert "Campaign V slice V4a" - it lost world multisampling 2026-07-27 18:29:28 +02:00
UI Revert "Campaign V slice V4a" - it lost world multisampling 2026-07-27 18:29:28 +02:00
World fix(interaction): restore retail loot placement and world-drop projection 2026-07-27 00:03:15 +02:00
AcDream.App.Tests.csproj refactor(runtime): own canonical action state 2026-07-26 10:44:09 +02:00
BoundedTestDatCollection.cs perf(content): remove exception-driven setup probes 2026-07-24 15:12:21 +02:00
FramePhaseTestDoubles.cs refactor(runtime): move session lifetime and ordered transport 2026-07-25 19:39:24 +02:00
FrameProfilerReportTests.cs perf(diag): complete trustworthy Slice A capture tooling 2026-07-24 12:46:51 +02:00
FrameStatsBufferTests.cs fix(pipeline): MP0 - profiler toggle-path hygiene + Max() seed (review follow-up) 2026-07-05 19:26:28 +02:00
GameRuntimeTestFactory.cs refactor(runtime): cut graphical host over to canonical root 2026-07-26 19:06:09 +02:00
GlobalUsings.cs Revert "Campaign V slice V4a" - it lost world multisampling 2026-07-27 18:29:28 +02:00
LiveEntityRuntimeFixture.cs refactor(runtime): own projectile simulation 2026-07-26 14:17:42 +02:00
RuntimeDatAccessArchitectureTests.cs feat(headless): share immutable process content 2026-07-27 08:37:24 +02:00
RuntimeDatCollectionFactoryTests.cs feat(headless): share immutable process content 2026-07-27 08:37:24 +02:00
RuntimeOptionsRetailUiTests.cs test(runtime): add deterministic world gate artifacts 2026-07-20 22:37:16 +02:00
RuntimeOptionsTests.cs refactor(runtime): own world environment state 2026-07-26 16:45:04 +02:00
RuntimeWorldTransitTestDriver.cs refactor(runtime): own teleport destination correlation 2026-07-26 17:52:34 +02:00