This reverts ceec3bc4. Two independent reasons, either sufficient.
The rendering regression. The slice deleted TextRenderGlStateScope, which
saved GL_MULTISAMPLE and GL_SAMPLE_ALPHA_TO_COVERAGE on entry, disabled them
for the text pass, and restored them on exit (TextRenderGlStateScope.cs:111-112
and 153-154 at the parent commit). Its replacement bakes that state into the
text pipeline but nothing restores it, and GlGpuPassEncoder.Dispose does not
either. Every world renderer is still raw GL at this point in the campaign, so
from the first UI frame onward the world drew with multisampling disabled.
The offline pixel gate caught it: 1,791 of 563,200 compared pixels differed,
0.318% against a 0.001 threshold. The commit message attributed this to
wall-clock-driven ambient animation shifting phase, and committed through the
failure. That explanation does not survive its own control: capturing twice at
the reverted-to commit differs by 19 pixels and twice at the slice's own commit
by 8, while base-versus-head differs by 1,791 - a 224x gap that no shared-noise
source explains. An amplified difference image settles it visually: the changed
pixels are the silhouette edges of every tree, building and rock, with terrain
interiors, water and the entire UI untouched. That is the signature of losing
edge antialiasing, not of animated sprites.
This is the exact failure mode two existing memory notes already warn about -
a mid-frame renderer must set every GL state it uses rather than inherit it,
and issue #52's lesson that a rendering migration must audit per-pass GL state
before declaring itself done.
The scope. The brief was three small leaf renderers plus additive frame-
lifecycle wiring, roughly ten files. The commit changed 334 files with 3,665
insertions and 3,845 deletions, including 323 public-to-internal visibility
conversions across the App assembly, 55 test files, two retired conformance
tests, and a self-described temporary escape hatch for bridging raw-GL viewport
textures. Even without the regression, that is not separable into the part
worth keeping and the part worth dropping.
Reverting rather than patching because the good work here - the RHI frame
lifecycle wiring and a genuine render-state-cache staleness fix - is small
enough to redo cleanly against a tightened spec, while untangling it from 300+
files of unrelated churn is not.
Post-revert: Release build clean, App suite back to 3,843 passed / 3 skipped,
offline pixel gate passing at 19 differing pixels.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
117 lines
4.5 KiB
C#
117 lines
4.5 KiB
C#
using System.Collections.Generic;
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using AcDream.Core.Terrain;
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using AcDream.Core.World;
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namespace AcDream.App.Streaming;
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/// <summary>
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/// A job posted to <see cref="LandblockStreamer"/>'s inbox. Either a load
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/// (fetch this landblock from the dats and build its CPU-side mesh data)
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/// or an unload (release any state tied to this landblock on the render
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/// thread's next Tick drain).
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/// </summary>
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public abstract record LandblockStreamJob(uint LandblockId)
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{
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public sealed record Load(
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uint LandblockId,
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LandblockStreamJobKind Kind,
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ulong Generation = 0,
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LandblockBuildOrigin Origin = default) : LandblockStreamJob(LandblockId)
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{
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public LandblockBuildRequest Request =>
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new(LandblockId, Kind, Generation, Origin);
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}
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public sealed record Unload(
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uint LandblockId,
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ulong Generation = 0) : LandblockStreamJob(LandblockId);
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/// <summary>
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/// Control job: drop every queued (not-yet-started) Load from the worker's
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/// priority queues, keeping Unloads. Posted by
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/// <see cref="LandblockStreamer.ClearPendingLoads"/> when the player enters a
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/// dungeon and the in-flight outdoor/neighbor window load must be cancelled
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/// (#133 FPS — dungeons have no adjacent landblocks). LandblockId is 0 by
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/// convention; readers pattern-match on the type.
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/// </summary>
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public sealed record ClearLoads() : LandblockStreamJob(0);
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}
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/// <summary>
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/// Outbox record the render thread drains. Either a successful load, a
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/// failed load (logged and ignored until region recenters off/back), or
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/// an unload notification (tells the render thread to release GPU state
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/// for this landblock id).
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/// </summary>
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public abstract record LandblockStreamResult(uint LandblockId, ulong Generation)
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{
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/// <summary>
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/// A landblock load completed. <see cref="Tier"/> distinguishes Far
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/// (terrain only) from Near (terrain + entities). <see cref="MeshData"/>
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/// is built off the render thread on the streaming worker.
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/// </summary>
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public sealed record Loaded(
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uint LandblockId,
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LandblockStreamTier Tier,
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LandblockBuild Build,
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LandblockMeshData MeshData,
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ulong Generation = 0
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) : LandblockStreamResult(LandblockId, Generation)
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{
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public Loaded(
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uint landblockId,
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LandblockStreamTier tier,
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LoadedLandblock landblock,
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LandblockMeshData meshData,
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ulong generation = 0)
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: this(landblockId, tier, new LandblockBuild(landblock), meshData, generation)
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{
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}
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public LoadedLandblock Landblock => Build.Landblock;
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}
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/// <summary>
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/// A previously-Far-resident landblock was promoted to Near. The result
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/// carries the full near landblock plus mesh data so the render thread can
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/// run the same near-tier side effects as a fresh LoadNear: cell visibility,
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/// building registries, EnvCell finalization, lighting, and static collision.
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/// GpuWorldState still merges only the entity layer so live entities already
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/// attached to the landblock are preserved.
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/// </summary>
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public sealed record Promoted(
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uint LandblockId,
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LandblockBuild Build,
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LandblockMeshData MeshData,
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ulong Generation = 0
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) : LandblockStreamResult(LandblockId, Generation)
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{
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public Promoted(
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uint landblockId,
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LoadedLandblock landblock,
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LandblockMeshData meshData,
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ulong generation = 0)
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: this(landblockId, new LandblockBuild(landblock), meshData, generation)
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{
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}
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public LoadedLandblock Landblock => Build.Landblock;
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public IReadOnlyList<WorldEntity> Entities => Landblock.Entities;
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}
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public sealed record Failed(
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uint LandblockId,
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string Error,
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ulong Generation = 0) : LandblockStreamResult(LandblockId, Generation);
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public sealed record Unloaded(
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uint LandblockId,
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ulong Generation = 0) : LandblockStreamResult(LandblockId, Generation);
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/// <summary>
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/// The worker loop itself crashed with an unhandled exception. Not tied
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/// to a specific landblock — distinguished from <see cref="Failed"/>
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/// because consumers typically route this to a fatal-log path rather
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/// than retrying a single landblock later. LandblockId is 0 by
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/// convention; readers should pattern-match on the type, not the id.
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/// </summary>
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public sealed record WorkerCrashed(string Error) : LandblockStreamResult(0, 0);
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}
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