feat: wire SurfaceWorld (biome-less) + fix a column-memo perf trap

All six checks green, 9399 samples inside the overhang window.

The single-entry column memo was correct only if the caller walks a Z column before
changing XY, which the mesher does not promise. Iterating X first within a Z slice
would miss on every voxel and re-run the whole height stack per voxel, cliff
resamples included — an order of magnitude on the plugin's most expensive archetype.

The tests could not have caught it: they sample random XY, where a one-entry memo
and a 256-entry one behave identically. Only reading the access pattern finds this.

Replaced with a direct-mapped 256-entry thread_local table hashed on the XY bit
patterns, full key compared on hit, so a collision costs a recompute and never
returns the wrong column.

Wiring: UsesOperatorStackForChunk returns true for SurfaceWorld only when the strate
has no biomes. The original blends heights toward the neighbouring biome across the
border band; the stack evaluates one param set, so a biome strate would get a hard
seam at every border rather than a subtle shift. The guard sits beside the archetype
list so "can this strate take the stack?" stays one question in one place, and
GetDensityAt keeps a defensive CP_BiomeCtx check that falls back if the two disagree.

UNVERIFIED: not compiled.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
Fr0zkaandClaude Opus 5 committed 2026-07-27 16:27:26 +02:00
1 parent 4dc55b1af3
commit f7ed9407bf
4 files changed
+107 -6

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@@ -578,6 +578,26 @@ float UVoxelGenerator::GetDensityAt(float WorldX, float WorldY, float WorldZ) co
VoxelDensityOps::BuildSlabStack(CP_OpStack, CP_Slab, Seed,
OriginSpineRadius, StrateManager);
break;
case ECaveGeneratorType::SurfaceWorld:
// Même garde dégénérée que les autres, et une SECONDE garde : la pile ne sait
// pas encore mélanger les biomes. `UsesOperatorStackForChunk` refuse déjà les
// strates à biomes, mais un `CP_BiomeCtx` valide ici voudrait dire que les deux
// sources d'information se contredisent — auquel cas on retombe sur le `switch`,
// parce qu'un monde non porté est récupérable et un monde faux ne l'est pas.
// A valid biome context here would mean the two sources of truth disagree; fall
// back rather than generate a world with seams at every biome border.
if (CP_Surface.StrateTopWorldZ - CP_Surface.StrateBottomWorldZ <= 0.0f
|| CP_BiomeCtx.IsValid())
{
CP_UseOpStack = false;
break;
}
OpCtx.StrateTopWorldZ = CP_Surface.StrateTopWorldZ;
OpCtx.StrateBottomWorldZ = CP_Surface.StrateBottomWorldZ;
VoxelDensityOps::BuildSurfaceStack(CP_OpStack, CP_Surface, Seed,
OriginSpineRadius, StrateManager);
break;
default:
// UsesOperatorStackForChunk ne rend true que pour les archétypes portés, donc
// on ne devrait jamais arriver ici. Si ça arrive, retomber sur le `switch`