The post-Wave-5 indoor branch chaos (flickering, missing walls, GPU 100%, ~10 FPS) is caused by two interconnected pool-management bugs in EnvCellRenderer that line-by-line WB comparison surfaced in 30 minutes. Neither was found by the five post-Wave-5 speculative fixes because none of them inspected the pool path. Bug #1 — GetPooledList missing list.Clear(): The reuse branch returned pool lists with prior-frame data still inside. PrepareRenderBatches' merge phase pattern `gfxDict[k] = list; list.AddRange(...)` assumes empty lists. Without Clear(), lists grow unbounded each frame, GPU draws cumulative instance counts, and per-instance transforms become a stew of past + present data. Mirrors WB ObjectRenderManagerBase.cs:1221-1233. Bug #2 — Render uses snapshot.BatchedByCell.Count instead of PostPreparePoolIndex: The snapshot author dropped WB's PostPreparePoolIndex field calling it "scenery-only," then "compensated" in Render by setting _poolIndex to the cell count. The cell count has no relation to the pool — Prepare may have used 50+ pool lists for an 18-cell scene. Render's filter-path GetPooledList then returns lists that ARE in snapshot.BatchedByCell, corrupting the snapshot mid-Render. Restoring PostPreparePoolIndex (WB VisibilitySnapshot.cs:31) correctly places Render's pool cursor past the snapshot's owned region. Bug #3 (minor) — PopulateRecursive hardcoded isSetup:false for nested parts: Setup IDs use high-byte 0x02 (per retail). WB ObjectRenderManagerBase.cs:813 checks `(partId >> 24) == 0x02` to detect nested Setups. Our port always passed isSetup:false, silently dropping any nested Setup (its TryGetRenderData returns IsSetup=true, Render's `!IsSetup` guard skips the draw). Probably rare in EnvCells but fixed for completeness. Regression coverage: - GetPooledList_ReusedList_IsClearedBeforeReturn — would have failed pre-fix - GetPooledList_FreshList_IsAlwaysEmpty — sanity check - Snapshot_PostPreparePoolIndex_IsInitSettable — compile-time guarantee - Snapshot_PostPreparePoolIndex_DefaultsToZero — defensive default 86/86 App tests pass. Build green. The fix is the audit's primary deliverable; the GL state probe option-1 apparatus follows in a separate commit as defense-in-depth for any unidentified residual issue. Full audit + WB cross-reference in docs/research/2026-05-28-a8-env-cell-renderer-audit-findings.md. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
260 lines
9.9 KiB
Markdown
260 lines
9.9 KiB
Markdown
# Phase A8 — EnvCellRenderer line-by-line audit findings (2026-05-28 PM)
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## TL;DR
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The post-Wave-5 visual chaos (flickering colors, missing walls, GPU 100%, ~10 FPS)
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is caused by **two interconnected pool-management bugs** in
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`src/AcDream.App/Rendering/Wb/EnvCellRenderer.cs`. Both were introduced by the
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WB port author's "simplification" — dropping `PostPreparePoolIndex` from the
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snapshot (calling it scenery-only) and dropping `list.Clear()` from
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`GetPooledList`. Either bug alone is enough to corrupt rendering; together they
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explain every reported symptom precisely.
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Neither bug was found by the five post-Wave-5 speculative fixes because none
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of them inspected the pool-management code path. The bug is in code the
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subagent wrote that nobody had read line-by-line against WB. The audit pattern
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in the handoff doc (Process retrospective §3 "Trust-but-verify on subagent
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work") found it in under 30 minutes once actually applied.
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A third minor bug in `PopulateRecursive` is also documented for completeness.
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## Bug #1 — `GetPooledList` is missing `list.Clear()`
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### Code as shipped
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`src/AcDream.App/Rendering/Wb/EnvCellRenderer.cs:959-969`:
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```csharp
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private List<InstanceData> GetPooledList()
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{
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lock (_listPool)
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{
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if (_poolIndex < _listPool.Count) return _listPool[_poolIndex++]; // ← MISSING Clear()
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var fresh = new List<InstanceData>();
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_listPool.Add(fresh);
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_poolIndex++;
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return fresh;
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}
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}
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```
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### WB canonical implementation
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`references/WorldBuilder/Chorizite.OpenGLSDLBackend/Lib/ObjectRenderManagerBase.cs:1221-1233`:
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```csharp
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protected List<InstanceData> GetPooledList() {
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lock (_listPool) {
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if (_poolIndex < _listPool.Count) {
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var list = _listPool[_poolIndex++];
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list.Clear(); // ← CRITICAL: clears stale data from prior frames
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return list;
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}
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var newList = new List<InstanceData>();
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_listPool.Add(newList);
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_poolIndex++;
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return newList;
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}
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}
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```
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### Effect of the bug
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`PrepareRenderBatches`'s merge phase pattern (`EnvCellRenderer.cs:494-501`) is:
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```csharp
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if (!gfxDict.TryGetValue(gfxKvp.Key, out var list))
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{
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list = GetPooledList();
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gfxDict[gfxKvp.Key] = list;
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}
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list.AddRange(gfxKvp.Value); // ← appends to whatever was in list
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```
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Each frame, when `GetPooledList` returns a previously-used pool list:
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- That list STILL contains prior frames' instance data
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- `list.AddRange(gfxKvp.Value)` appends the new frame's data on top
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- Lists grow unbounded across frames
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- The GPU receives buffers with N frames' worth of instance data
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After ~50 frames at 60Hz, every batch's instance count is ~50× what it should
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be. The GPU processes 50× more vertices per draw. Hence GPU 100% + low FPS.
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Worse: the per-instance transforms in the appended data are STALE — they
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represent where instances were in prior frames, not now. Hence "flickering
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colors" (transforms appear/disappear randomly) and "missing walls" (instances
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whose latest data has been buried under stale entries).
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## Bug #2 — `_poolIndex = snapshot.BatchedByCell.Count` instead of `snapshot.PostPreparePoolIndex`
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### Code as shipped
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`src/AcDream.App/Rendering/Wb/EnvCellRenderer.cs:614`:
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```csharp
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lock (_renderLock)
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{
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var snapshot = _activeSnapshot;
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_shader.Use();
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_poolIndex = snapshot.BatchedByCell.Count; // reset point (mirrors WB line 405) ← WRONG
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```
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And `EnvCellVisibilitySnapshot.cs:11-13` (the snapshot definition):
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```csharp
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/// The scenery-side VisibleGroups / VisibleGfxObjIds / IntersectingLandblocks
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/// / PostPreparePoolIndex are dropped — we render scenery through
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/// WbDrawDispatcher, not through this snapshot.
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```
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### WB canonical implementation
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`references/WorldBuilder/Chorizite.OpenGLSDLBackend/Lib/EnvCellRenderManager.cs:405`:
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```csharp
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_poolIndex = snapshot.PostPreparePoolIndex;
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```
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And `references/WorldBuilder/Chorizite.OpenGLSDLBackend/Lib/VisibilitySnapshot.cs:31`:
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```csharp
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public int PostPreparePoolIndex { get; init; }
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```
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Stored at `EnvCellRenderManager.cs:367` during the Prepare→snapshot swap:
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```csharp
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_activeSnapshot = new VisibilitySnapshot {
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BatchedByCell = newBatchedByCell,
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...
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PostPreparePoolIndex = _poolIndex // ← captured before _poolIndex reset
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};
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```
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### Effect of the bug
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The snapshot author's reasoning ("PostPreparePoolIndex is scenery-side, we
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don't need it") is **wrong**. PostPreparePoolIndex has nothing to do with
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scenery — it's the pool-index high-water mark from Prepare's merge phase,
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which tells Render's filter-path where the pool's safe region begins.
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Specifically:
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- After Prepare, `_listPool[0..K-1]` hold the data referenced by
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`snapshot.BatchedByCell`. K = `_poolIndex` after merge.
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- For Render to call `GetPooledList` safely (without trampling
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snapshot data), `_poolIndex` must be set to K, so new pool calls return
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`_listPool[K..]` — past the snapshot's region.
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Our broken code sets `_poolIndex = BatchedByCell.Count`, which has NO RELATION
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to the pool's high-water mark. For a typical indoor scene at Holtburg with
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~5-20 cells visible, `BatchedByCell.Count` ≈ 18, but Prepare may have used
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50-100 pool lists (lists per unique (cellId, gfxObjId) combo).
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When Render's filter-path (`EnvCellRenderer.cs:684`) calls `GetPooledList`,
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it returns a list at index 18 — which IS inside `snapshot.BatchedByCell`. With
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Bug #1 fixed (Clear added), `Clear()` wipes that snapshot list. With Bug #1
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unfixed, `AddRange` corrupts it. Either way: snapshot data destroyed mid-Render.
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## Combined effect — why both bugs together explain the symptoms
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| Symptom | Bug #1 alone | Bug #2 alone | Both together |
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|---|---|---|---|
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| GPU 100%, ~10 FPS | YES (lists grow per frame) | partial | YES (compounding) |
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| Flickering colors | YES (stale + new transforms mixed) | YES (snapshot lists overwritten mid-render) | YES (both effects) |
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| Missing walls | YES (new instances buried under stale) | YES (snapshot data wiped before draw) | YES (both effects) |
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| Black diagonal sliver (final report) | YES (lists hit memory pressure / driver limits) | YES (snapshot corruption produces degenerate transforms) | YES |
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The "ColorMask alpha-bit off" / "cull-cache stale" / "double terrain" / "missing
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IndoorPass" fixes from the five post-Wave-5 attempts may all be real (some are
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real bugs, just not THE bug). They didn't help visually because the pool
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aliasing was always the dominant cause.
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## Bug #3 (minor) — `PopulateRecursive` always passes `isSetup: false`
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### Code as shipped
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`src/AcDream.App/Rendering/Wb/EnvCellRenderer.cs:358`:
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```csharp
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foreach (var (partId, partTransform) in rd.SetupParts)
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{
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var combined = partTransform * transform;
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PopulateRecursive(group, partId, isSetup: false, combined, cellId); // ← always false
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}
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```
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### WB canonical implementation
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`references/WorldBuilder/Chorizite.OpenGLSDLBackend/Lib/ObjectRenderManagerBase.cs:813`:
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```csharp
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foreach (var (partId, partTransform) in renderData.SetupParts) {
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PopulateRecursive(groups, partId, (partId >> 24) == 0x02, partTransform * transform, cellId, flags);
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}
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```
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WB detects nested Setups by checking `(partId >> 24) == 0x02` (Setup IDs use
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the 0x02 high byte in retail). Our code always treats child parts as plain
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GfxObjs.
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### Effect
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For most cells in Holtburg, this doesn't matter — typical cells reference
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simple GfxObj parts (high byte 0x01). But if any Setup contains a nested
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Setup, our code adds a stub InstanceData with the nested Setup's ID into the
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group dict, then `TryGetRenderData(nestedSetupId)` returns a Setup record,
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and Render's `if (renderData != null && !renderData.IsSetup)` check fails →
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instance silently dropped. Some renderings missing in specific cases but not
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the catastrophic chaos.
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Fixed as a defense-in-depth measure to match WB exactly.
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## Fix plan
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### Required (closes Bugs #1 + #2):
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1. **`EnvCellRenderer.cs:959-969`** — Add `list.Clear()` before return in
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`GetPooledList` reuse branch.
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2. **`EnvCellVisibilitySnapshot.cs`** — Add `public int PostPreparePoolIndex { get; init; }`.
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3. **`EnvCellRenderer.cs:523-534`** — Capture `_poolIndex` into snapshot's
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`PostPreparePoolIndex` field during the atomic swap.
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4. **`EnvCellRenderer.cs:614`** — Read `snapshot.PostPreparePoolIndex`
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instead of `snapshot.BatchedByCell.Count`.
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### Recommended (closes Bug #3):
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5. **`EnvCellRenderer.cs:358`** — `isSetup: (partId >> 24) == 0x02` to
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correctly detect nested Setups.
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### Apparatus (safety net for any unidentified bug):
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6. **GL state assertion probe extension** — extend `EmitDrawOrderProbe` to
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log full GL state at each step boundary and compare against WB-expected
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state. Lifts cost of finding the NEXT bug (if any) from a multi-hour
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speculation cycle to a one-launch evidence cycle.
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## Regression coverage
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The pool aliasing bug is hard to unit-test without a GL context (Render is the
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mutation site, and Render requires a shader and global mesh buffer). A targeted
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test for the simpler invariant — `GetPooledList` returns a cleared list — is
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sufficient: it directly verifies Bug #1's fix and provides a guard against
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future regressions. Bug #2 is verified by the visual gate.
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## Process retrospective
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The "trust-but-verify subagent work" item in the handoff doc's Process
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retrospective §3 names exactly this failure mode: the subagent wrote
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`EnvCellRenderer.cs` (Wave 2, ~1013 LOC), build-test-green checks passed, but
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the audit never happened. The five post-Wave-5 speculative fixes were chasing
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symptoms because the audit step was skipped.
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The cost of the missed audit: ~1 hour of speculation across five fix attempts,
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plus the user's five failed visual gates.
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The cost of the audit, when actually performed: ~30 minutes to find both root
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cause bugs via line-by-line comparison.
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**Rule for subagent-written code touching production paths:** always read the
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diff line-by-line against the cited WB / retail source before merging. Bugs
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in subagent code that "build clean and pass tests" can still be 100%-wrong on
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the algorithm — the test coverage was not designed to catch them.
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