acdream/src/AcDream.App/Rendering/Wb
Erik 859cf5ec02 refactor(pipeline): MP1b review - unify DatCollectionAdapter + TOC/log test gaps
Adversarially-verified review findings 7 and 8:

(7) The DatCollection->IDatReaderWriter adapter existed as THREE
near-identical copies (App-internal original, Bake's copy, Content.
Tests' copy) — a structure where adapter drift is exactly what the
live-vs-pak equivalence suite cannot detect (both sides would only
drift together if they shared one implementation). Now ONE public
AcDream.Content.DatCollectionAdapter next to IDatReaderWriter (GL-free
home established in MP1a), carrying App's FULL behavior including the
[dat-miss] TryGet tripwire log (which now also covers the bake tool
and the equivalence suite) and the caching/locking. All three copies
deleted; WbMeshAdapter (App), BakeRunner (Bake), and
PakEquivalenceTests (Content.Tests) resolve the shared class.
Iteration properties return the REAL dat iterations — the App copy's
hardcoded 0 was a stub nothing read; the unification intentionally
keeps truth (noted in the doc comment). Verified post-move: no
Silk.NET anywhere in Content / Bake / Content.Tests / Bake.Tests
resolved dependency graphs.

(8) Two test gaps closed in PakRoundTripTests: (a) direct on-disk TOC
sortedness — blobs added in DESCENDING key order, then the raw file
bytes parsed (not through the reader) and every TOC entry asserted
strictly ascending; (b) corrupt-blob logging — five repeated reads
through both public paths (TryReadObjectMeshData + ContainsKey) with
stderr captured, asserting exactly ONE [pak-corrupt] line for the
victim key.

Full suite: 4120 tests, 0 failures (Content.Tests 56, Bake.Tests 1,
plus the pre-existing 4 skips).
2026-07-05 22:18:30 +02:00
..
AcSurfaceMetadata.cs phase(N.4): AcSurfaceMetadata side-table for WB-pristine surface props 2026-05-08 13:08:56 +02:00
AcSurfaceMetadataTable.cs phase(N.4): AcSurfaceMetadata side-table for WB-pristine surface props 2026-05-08 13:08:56 +02:00
ActiveParticleEmitter.cs feat(O-T7): drop WB project references; complete extraction 2026-05-21 17:17:33 +02:00
AnimatedEntityState.cs phase(N.4) Tasks 16+18+19: AnimatedEntityState + AnimPartChange + HiddenParts 2026-05-08 14:37:09 +02:00
BindlessSupport.cs fix(N.5b): black terrain — switch to uvec2 handle + sampler constructor 2026-05-09 12:53:21 +02:00
BufferUsageExtensions.cs feat(O-T3): extract GL infrastructure to AcDream.App 2026-05-21 16:00:31 +02:00
Building.cs feat(render): Phase A8 — indoor visibility + streaming fixes batch 2026-05-29 10:14:50 +02:00
BuildingLoader.cs feat(render): Phase A8 — indoor visibility + streaming fixes batch 2026-05-29 10:14:50 +02:00
BuildingRegistry.cs feat(render): Phase A8 RR3 — Building + BuildingRegistry + BuildingLoader 2026-05-27 11:08:43 +02:00
CachedBatch.cs feat(render #53): EntityClassificationCache skeleton + first test 2026-05-10 17:23:37 +02:00
DebugRenderSettings.cs feat(O-T3): extract GL infrastructure to AcDream.App 2026-05-21 16:00:31 +02:00
DrawElementsIndirectCommand.cs phase(N.5) Task 7: dispatcher SSBO + indirect buffer infrastructure 2026-05-08 20:25:29 +02:00
EmbeddedResourceReader.cs fix(O-T4): address spec-review findings — InstanceData + using cleanups 2026-05-21 16:50:05 +02:00
EntityClassificationCache.cs #119 ROOT CAUSE: interior-id X-byte collision + player-landblock cache hints = cross-entity batch serving 2026-06-11 21:43:45 +02:00
EntitySpawnAdapter.cs feat(A.5 T18): use cached WorldEntity AABB in dispatcher; populate at register 2026-05-10 08:20:20 +02:00
EnvCellRenderer.cs chore: strip throwaway dense-town FPS profiling apparatus (plan Task 5) 2026-06-24 00:10:00 +02:00
EnvCellSceneryInstance.cs feat(render): Phase A8 Wave 1 — WB scaffolding extraction + stencil low-level method 2026-05-27 14:46:07 +02:00
EnvCellVisibilitySnapshot.cs fix(render): Phase A8 — pool aliasing in EnvCellRenderer (visual chaos root cause) 2026-05-27 19:08:49 +02:00
GeometryUtils.cs feat(O-T7): drop WB project references; complete extraction 2026-05-21 17:17:33 +02:00
GLHelpers.cs feat(O-T3): extract GL infrastructure to AcDream.App 2026-05-21 16:00:31 +02:00
GlobalMeshBuffer.cs refactor(pipeline): MP1a - ObjectMeshData family moved to AcDream.Content 2026-07-05 20:07:31 +02:00
GLSLShader.cs feat(O-T3): extract GL infrastructure to AcDream.App 2026-05-21 16:00:31 +02:00
GLStateScope.cs feat(O-T3): extract GL infrastructure to AcDream.App 2026-05-21 16:00:31 +02:00
GpuMemoryTracker.cs feat(O-T3): extract GL infrastructure to AcDream.App 2026-05-21 16:00:31 +02:00
GroupKey.cs feat(render): Phase A8 — indoor visibility + streaming fixes batch 2026-05-29 10:14:50 +02:00
InstanceData.cs fix(O-T4): address spec-review findings — InstanceData + using cleanups 2026-05-21 16:50:05 +02:00
ITextureCachePerInstance.cs phase(N.4) Task 17: EntitySpawnAdapter for server-spawned per-instance content 2026-05-08 14:46:34 +02:00
IWbMeshAdapter.cs phase(N.4): WbMeshAdapter stub + IWbMeshAdapter interface 2026-05-08 13:18:50 +02:00
LandblockSpawnAdapter.cs feat(render): Phase A8 — indoor visibility + streaming fixes batch 2026-05-29 10:14:50 +02:00
ManagedGLFrameBuffer.cs feat(O-T3): extract GL infrastructure to AcDream.App 2026-05-21 16:00:31 +02:00
ManagedGLIndexBuffer.cs feat(O-T7): drop WB project references; complete extraction 2026-05-21 17:17:33 +02:00
ManagedGLTexture.cs feat(O-T7): drop WB project references; complete extraction 2026-05-21 17:17:33 +02:00
ManagedGLTextureArray.cs fix(render): #105 white indoor walls — restore WB's per-frame staged-texture flush dropped in the N.4/O-T4 extraction 2026-06-10 12:10:00 +02:00
ManagedGLUniformBuffer.cs feat(O-T3): extract GL infrastructure to AcDream.App 2026-05-21 16:00:31 +02:00
ManagedGLVertexArray.cs feat(O-T3): extract GL infrastructure to AcDream.App 2026-05-21 16:00:31 +02:00
ManagedGLVertexBuffer.cs feat(O-T3): extract GL infrastructure to AcDream.App 2026-05-21 16:00:31 +02:00
ModernRenderData.cs feat(O-T4): extract ObjectMeshManager + mesh pipeline closure into AcDream.App.Rendering.Wb 2026-05-21 16:37:55 +02:00
ObjectMeshManager.cs refactor(pipeline): MP1a cleanup - narrow public surface, csproj parity, move residue 2026-07-05 20:52:01 +02:00
OpenGLGraphicsDevice.cs fix(O-T4): address spec-review findings — InstanceData + using cleanups 2026-05-21 16:50:05 +02:00
ParticleBatcher.cs feat(O-T7): drop WB project references; complete extraction 2026-05-21 17:17:33 +02:00
ParticleEmitterRenderer.cs feat(O-T4): extract ObjectMeshManager + mesh pipeline closure into AcDream.App.Rendering.Wb 2026-05-21 16:37:55 +02:00
RenderStateCache.cs chore(O-T7): code-review housekeeping after WB extraction 2026-05-21 17:29:06 +02:00
SceneData.cs feat(O-T3): extract GL infrastructure to AcDream.App 2026-05-21 16:00:31 +02:00
TextureAtlasManager.cs refactor(pipeline): MP1a - lift TextureKey out of the GL atlas class 2026-07-05 20:01:56 +02:00
TextureFormatExtensions.cs feat(O-T3): extract GL infrastructure to AcDream.App 2026-05-21 16:00:31 +02:00
TextureParameters.cs feat(O-T3): extract GL infrastructure to AcDream.App 2026-05-21 16:00:31 +02:00
WbDrawDispatcher.cs fix(lighting): indoor interiors now lit — landblock-key bug + viewer light + weenie fixtures 2026-06-20 15:51:55 +02:00
WbFrustum.cs feat(render): Phase A8 Wave 1 — WB scaffolding extraction + stencil low-level method 2026-05-27 14:46:07 +02:00
WbMeshAdapter.cs refactor(pipeline): MP1a - ObjectMeshData family moved to AcDream.Content 2026-07-05 20:07:31 +02:00
WbRenderPass.cs feat(render): Phase A8 Wave 1 — WB scaffolding extraction + stencil low-level method 2026-05-27 14:46:07 +02:00