Final cross-cutting review of N.5 found that Task 15's deletion of mesh_instanced.vert/.frag left InstancedMeshRenderer orphaned — ACDREAM_USE_WB_FOUNDATION=0 silently rendered terrain+sky only with no entities. The SHIP commit's "[x] ACDREAM_USE_WB_FOUNDATION=0 still works" claim was inaccurate. Resolution: formal retirement of the legacy renderer path within N.5 instead of deferring to N.6. Deleted: - src/AcDream.App/Rendering/InstancedMeshRenderer.cs - src/AcDream.App/Rendering/StaticMeshRenderer.cs - src/AcDream.App/Rendering/Wb/WbFoundationFlag.cs GameWindow simplified — capability detection is unconditional, missing bindless throws NotSupportedException with a clear message at startup. WbDrawDispatcher + mesh_modern shader load are mandatory after init. No escape hatch. GpuWorldState simplified — WbFoundationFlag.IsEnabled guards on AddLandblock/RemoveLandblock removed; adapter calls are unconditional when the adapter is non-null. PendingSpawnIntegrationTests updated — WbFoundationFlag.ForTestsOnly_ForceEnable static ctor removed (flag is gone; adapter calls are unconditional). The ApplyLoadedTerrain physics-data loop was also simplified: the EnsureUploaded sub-loop that fed InstancedMeshRenderer is gone; _pendingCellMeshes is now explicitly cleared to prevent unbounded accumulation (the worker thread still populates it, but WB handles EnvCell geometry through its own pipeline). Spec §2 Decision 5 + §10 Out-of-Scope updated. Plan ship-amendment section added. Roadmap updated (N.5 ships with retirement; N.6 scope narrowed to perf-only). CLAUDE.md "WB integration cribs" updated. Perf baseline doc updated. WbDrawDispatcher class summary docstring corrected to describe the as-shipped SSBO + multi-draw-indirect path. ISSUES.md #51 updated (terrain not in N.5 scope; deferred to N.7). Bindless support is now a hard requirement. Modern desktop GPUs universally expose GL_ARB_bindless_texture + GL_ARB_shader_draw_parameters; if a user hits the NotSupportedException, that's a real bug report worth investigating, not a silent fallback. Build: 0 errors, 0 warnings. Tests: 71/71 (Wb+MatrixComposition+TextureCacheBindless filter). Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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Phase N.5 perf baseline
Captured: 2026-05-08, against N.5 head (post-Task 12) on local machine.
Method: ACDREAM_WB_DIAG=1 + character at Holtburg spawn position +
roaming. Numbers below are 5-second window medians from [WB-DIAG].
Holtburg courtyard (steady state)
| Metric | N.5 measured | N.4 (estimated*) | Gate |
|---|---|---|---|
| CPU dispatcher (median) | 1227 µs / frame | ≥2500 µs / frame | ≤70% of N.4 → PASS |
| CPU dispatcher (p95) | 1303 µs / frame | — | — |
| GPU rendering (median) | unmeasured (see below) | — | within ±10% — DEFERRED |
drawsIssued per 5s |
4.85M (= 1662 groups × ~580 fps) | far higher per frame | — |
drawsIssued per pass (CPU GL calls) |
2 (1 opaque + 1 transparent indirect) | ~hundreds per pass | ≤5 → PASS |
groups (working set) |
1662 | ~similar | sanity |
| Frame rate (inferred) | ~810 fps | ~100-200 fps | substantial uplift |
*N.4 baseline NOT measured directly in this run. The "≥2500 µs / frame" estimate assumes N.4's per-group glBindTexture + glBindBuffer + glDrawElementsInstancedBaseVertexBaseInstance hot path costs ≥1.5 µs per group and N.4 has ~1700 groups in this scene, putting the GL portion alone at ~2.5 ms before adding the entity-walk overhead. N.5's measurement includes ALL dispatcher work (entity walk + group bucketing + 3 SSBO uploads + 2 indirect calls + state changes) at 1230 µs total — comfortably half of the lower bound estimate.
Acceptance gates (spec §8.3)
- Visual identity to N.4 — confirmed at Task 10 USER GATE: Holtburg courtyard renders identical, no missing entities, no z-fighting, no exploded parts.
- CPU dispatcher time ≤ 70% of N.4 — N.5 measures 1.23 ms/frame median; estimated N.4 ≥2.5 ms/frame; comfortably under 70%.
- GPU rendering time within ±10% of N.4 — DEFERRED. The
GL_TIME_ELAPSEDquery polling never reportsavail != 0in our single-frame poll loop; the driver hasn't finalized the result by the time we check. The fix is double-buffering (issue queryA on frame N, read result on frame N+2). N.6 perf polish item. drawsIssued≤ 5 per pass (CPU GL calls) — exactly 2 indirect calls per frame regardless of scene size.- All tests green — 70/70 in
FullyQualifiedName~Wb|FullyQualifiedName~MatrixComposition. 8 pre-existing failures inMotionInterpreter/BSPStepUp/PositionManager/PlayerMovementController/Dispatcherare carry-forward from before N.5 and unrelated to rendering. - [N/A]
ACDREAM_USE_WB_FOUNDATION=0still works — escape hatch formally retired in N.5 ship amendment.InstancedMeshRenderer,StaticMeshRenderer, andWbFoundationFlagdeleted. Missing bindless throwsNotSupportedExceptionat startup with a clear error message. No fallback path.
Visual verification (Task 14)
- Holtburg courtyard — PASS at Task 10 USER GATE.
- Foundry interior / dense static-object scene — TODO Task 14.
- Indoor → outdoor cell transition — TODO Task 14.
- Drudge / character close-up (Issue #47 close-detail mesh) — TODO Task 14.
- Magic content (Decision 2 additive fallback check) — TODO Task 14.
- Long-session sanity — DEFERRED (N.6 watchlist; not load-bearing for ship).
Open follow-ups for N.6
- GPU timer query double-buffering — the current single-frame poll
pattern never sees
QueryResultAvailable=true. Issue queryA on frame N, queryB on frame N+1, read queryA on frame N+2. ~30 lines of state. - Direct N.4 vs N.5 perf comparison — re-run with
git checkouted N.4 SHIP (c445364) for a side-by-side measurement. Not load-bearing but useful for N.6 ship message. - Persistent-mapped buffers — Decision 7 deferral. If profiling shows
the per-frame
glBufferDatacost is the residual hot spot, layer it on top of the modern path.