acdream/tests/AcDream.App.Tests/Rendering/Walk/OrderedDrawStreamTests.cs
Erik e65644cb33 feat(render) Campaign FW2: OrderedDrawStream + walk-order submitter
The walk-order submission layer over the existing RHI (plan section FW2):

- OrderedDrawStream: append-only walk-ordered draw commands
  (GroupKey + transform + per-instance data + WalkDrawStage + cell
  provenance), struct-of-arrays with one lockstep Reset (#193 shape).
  The PortalPunch stage exists but has no FW2 submission path - the
  submitter throws on it; punch emission lands with FW3 wiring.
- WbDrawDispatcher.OrderedStream partial: per-instance-first emission
  (the deferred-alpha shape - command i owns instance i, walk order
  survives into the indirect array), each SSBO section written once,
  then one DrawIndirectRangeRhi call per maximal merge run. Runs are
  built by pure-CPU BuildOrderedMergeRuns and may never span a stage,
  pipeline-bucket, or cull boundary; ValidateMergeRun re-checks every
  emitted run and throws (the campaign fail-loud rule). Nothing is
  sorted, reordered, or dropped: N commands in, N indirect commands
  out, covered exactly once.
- WorldDepthContract: retail world depth verified verbatim from the
  decomp - Render::zfuncVal @0x00820e1c = 0x2, SetDepthBufferMode
  @0x005a2d10 writes the enum directly as D3DRS_ZFUNC so the value IS
  D3DCMP_LESS, applied by the surface-state applier @0x0059c80a with
  Z-write toggled by blend; the LESSEQUAL sites are GameSky::Draw-local.
  Seven world pipeline sites now cite the named constant (no value
  changes).
- Plan updated: FW1 status block + gate amendment (the ten pose-stamped
  retail traces supersede re-expressing the old-builder replay
  fixtures; those retire with the old builder at FW4 and their
  scenario classes re-verify at the FW3/FW4 connected gates).

Known FW2 scope notes recorded in the code: the building-detail
overlay replay is production wiring (FW3); the _drawCullModes scratch
may not interleave with a mid-flight RetailAlphaQueue scope (FW3
sequencing constraint). The pixel A/B equivalence proof rides FW3's
cutover toggle where a walk-driven scene first exists.

Suites: full Release build 0 warnings; Walk lane 154/1 skip;
hermetic 6,714/0 (+27 new).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-30 12:31:31 +02:00

169 lines
6 KiB
C#

using System.Numerics;
using AcDream.App.Rendering.Gpu;
using AcDream.App.Rendering.Wb;
using AcDream.App.Rendering.Walk;
using AcDream.Core.Meshing;
using DatReaderWriter.Enums;
namespace AcDream.App.Tests.Rendering.Walk;
/// <summary>
/// Campaign FW stage FW2: pure data-structure tests for
/// <see cref="OrderedDrawStream"/>. No GPU device, no dispatcher — this is the
/// append-only struct-of-arrays storage on its own.
/// </summary>
public sealed class OrderedDrawStreamTests
{
private static OrderedDrawCommand MakeCommand(
int index,
WalkDrawStage stage = WalkDrawStage.Terrain,
TranslucencyKind translucency = TranslucencyKind.Opaque,
CullMode cullMode = CullMode.CounterClockwise,
uint detailCategory = 0) =>
new(
Key: new GroupKey(
FirstIndex: (uint)index * 3,
BaseVertex: index * 4,
IndexCount: 3,
TextureSlot: new GpuTextureSlot((uint)index),
TextureLayer: 0,
Translucency: translucency,
FoliageFlags: 0,
CullMode: cullMode),
Transform: Matrix4x4.CreateTranslation(index, index * 2, index * 3),
Stage: stage,
CellId: 0x8C040100u + (uint)index,
ClipSlot: (uint)index + 1,
Lights: WbDrawDispatcher.InstanceLightSet.Disabled,
IndoorFlag: (uint)(index % 2),
Alpha: 1f - index * 0.01f,
SelectionLighting: new Vector2(index, index + 1),
DetailCategory: detailCategory);
[Fact]
public void EmptyStream_HasZeroCount()
{
var stream = new OrderedDrawStream();
Assert.Equal(0, stream.Count);
Assert.Empty(stream.Keys);
Assert.Empty(stream.Transforms);
Assert.Empty(stream.Stages);
Assert.Empty(stream.CellIds);
Assert.Empty(stream.ClipSlots);
Assert.Empty(stream.Lights);
Assert.Empty(stream.IndoorFlags);
Assert.Empty(stream.Alphas);
Assert.Empty(stream.SelectionLighting);
Assert.Empty(stream.DetailCategories);
}
[Fact]
public void Append_GrowsCountAndEveryParallelListInLockstep()
{
var stream = new OrderedDrawStream();
for (int i = 0; i < 5; i++)
stream.Append(MakeCommand(i));
Assert.Equal(5, stream.Count);
Assert.Equal(5, stream.Keys.Count);
Assert.Equal(5, stream.Transforms.Count);
Assert.Equal(5, stream.Stages.Count);
Assert.Equal(5, stream.CellIds.Count);
Assert.Equal(5, stream.ClipSlots.Count);
Assert.Equal(5, stream.Lights.Count);
Assert.Equal(5, stream.IndoorFlags.Count);
Assert.Equal(5, stream.Alphas.Count);
Assert.Equal(5, stream.SelectionLighting.Count);
Assert.Equal(5, stream.DetailCategories.Count);
}
[Fact]
public void Append_PreservesEveryFieldAtItsIndex()
{
var stream = new OrderedDrawStream();
OrderedDrawCommand[] commands =
[
MakeCommand(0, WalkDrawStage.Terrain),
MakeCommand(1, WalkDrawStage.CellStatic),
MakeCommand(2, WalkDrawStage.BuildingShell),
];
foreach (OrderedDrawCommand command in commands)
stream.Append(command);
for (int i = 0; i < commands.Length; i++)
{
Assert.Equal(commands[i].Key, stream.Keys[i]);
Assert.Equal(commands[i].Transform, stream.Transforms[i]);
Assert.Equal(commands[i].Stage, stream.Stages[i]);
Assert.Equal(commands[i].CellId, stream.CellIds[i]);
Assert.Equal(commands[i].ClipSlot, stream.ClipSlots[i]);
Assert.Equal(commands[i].Lights, stream.Lights[i]);
Assert.Equal(commands[i].IndoorFlag, stream.IndoorFlags[i]);
Assert.Equal(commands[i].Alpha, stream.Alphas[i]);
Assert.Equal(commands[i].SelectionLighting, stream.SelectionLighting[i]);
Assert.Equal(commands[i].DetailCategory, stream.DetailCategories[i]);
}
}
[Theory]
[InlineData(WalkDrawStage.Terrain)]
[InlineData(WalkDrawStage.CellStatic)]
[InlineData(WalkDrawStage.BuildingShell)]
[InlineData(WalkDrawStage.PortalPunch)]
[InlineData(WalkDrawStage.LookInStatic)]
[InlineData(WalkDrawStage.Dynamic)]
internal void Append_AcceptsEveryStageIncludingPortalPunch(WalkDrawStage stage)
{
// The stream itself is a dumb data structure — it accepts every stage
// unconditionally. Only the SUBMITTER rejects PortalPunch (see
// OrderPreservingSubmitterTests), so stage-separation gates can
// exercise the boundary at the stream level too.
var stream = new OrderedDrawStream();
stream.Append(MakeCommand(0, stage));
Assert.Equal(1, stream.Count);
Assert.Equal(stage, stream.Stages[0]);
}
[Fact]
public void Reset_ClearsEveryParallelListToZeroCount()
{
var stream = new OrderedDrawStream();
for (int i = 0; i < 7; i++)
stream.Append(MakeCommand(i));
Assert.Equal(7, stream.Count);
stream.Reset();
Assert.Equal(0, stream.Count);
Assert.Empty(stream.Keys);
Assert.Empty(stream.Transforms);
Assert.Empty(stream.Stages);
Assert.Empty(stream.CellIds);
Assert.Empty(stream.ClipSlots);
Assert.Empty(stream.Lights);
Assert.Empty(stream.IndoorFlags);
Assert.Empty(stream.Alphas);
Assert.Empty(stream.SelectionLighting);
Assert.Empty(stream.DetailCategories);
}
[Fact]
public void Reset_ThenAppend_StartsAFreshInOrderSequence()
{
var stream = new OrderedDrawStream();
stream.Append(MakeCommand(0, WalkDrawStage.Terrain));
stream.Append(MakeCommand(1, WalkDrawStage.Terrain));
stream.Reset();
stream.Append(MakeCommand(9, WalkDrawStage.Dynamic));
Assert.Equal(1, stream.Count);
Assert.Equal(WalkDrawStage.Dynamic, stream.Stages[0]);
Assert.Equal(0x8C040100u + 9u, stream.CellIds[0]);
}
}