acdream/tests/AcDream.App.Tests
Erik c090cd693d fix(diag): make the frame capture name the framebuffer it reads
FrameScreenshotController.ReadDefaultFramebuffer called glReadPixels
without binding a read framebuffer, so it captured whatever was bound to
GL_READ_FRAMEBUFFER at that moment rather than the default framebuffer
its name promises. The capture runs at the end of
PrivatePresentationRenderer.Render, after PrivateEntityViewportRenderer
has drawn the paperdoll and appraisal views into its own FBO — an FBO it
clears to exactly RGBA(0,0,0,0). A capture that inherits that binding
writes a fully transparent PNG, which the repeat-run connected gate
scores as BLANK even though the backbuffer on screen was correct.

This was latent for as long as something rebound framebuffer 0 often
enough to mask it. Before Campaign V slice V4c, GL BeginPass bound
framebuffer 0 on every pass with a null colour target; V4c deliberately
stopped doing that (plan §5.4) so the offscreen viewport renderers could
keep their own target across a dispatcher draw. Removing the wide path
exposed the narrow bug underneath it — the same latent-bug-masked-by-a-
fallback class the project recorded for #98.

The read now binds framebuffer 0 to GL_READ_FRAMEBUFFER, reads, and
restores the caller's binding, so a diagnostic capture states its own
source and cannot perturb the frame it observes. The GL calls move behind
IDefaultFramebufferSurface so the bind/read/restore order is assertable
without a GL context; two tests cover the ordering and the restore on a
throwing read.

Gates: Release build green; App tests 3,864 passed / 3 skipped (3,862
baseline plus the two new tests), no #250 flakes; offline pixel gate
against 8dec163f PASS at a differing fraction of 4.26e-05 against the
0.001 threshold, inside the documented same-commit noise band.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-27 23:14:51 +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 Revert "feat(render): Campaign V slice V4d-2 - move terrain onto the RHI" 2026-07-27 22:38:02 +02:00
Diagnostics fix(diag): make the frame capture name the framebuffer it reads 2026-07-27 23:14:51 +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 fix(render): map the GL frame ring instead of glBufferSubData 2026-07-27 23:00:28 +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