test(render): foliage-wind receiver fallback guard asserts branch shape; cascade-0 publish covered (Campaign VM VM6 review 5 nits)

Round-5 narrow re-review of 754d59d9: APPROVE (verified to the SPIR-V
disassembly; shadows-on path proven opcode-identical). Four
non-blocking nits.

N1 (test robustness): T3 (ReceiverVertexShadersFallBackToThePlainLightDirectionWhenTheShadowFlagIsClear)
was satisfied by comment prose -- round 5's own explanatory comments
quote the exact plain-pipeline direction substring
("-uLights[i].dirAndRange.xyz, ... matched bit-for-bit"), so the
substring-only assertion passed even with the code mutated. Fixed:
comment lines are now stripped (new StripLineComments helper) before
any assertion, and a new ordered regex per shader asserts the exact
branch SHAPE -- shadowGatedOff ? -uLights[...] : normalize(uShadow...)
-- not just substring presence. Mutation-tested locally against the
rewritten test: (1) swapping the ternary's true/false operands --
FAILED (previously passed); (2) deleting the fallback entirely,
collapsing to the pre-round-5 buggy expression -- FAILED (previously
passed). Original file restored and reverified passing after each
mutation.

N2 (doc accuracy): "numerically the plain pipeline" overstated the
round-5 fix in three places (plan doc, mesh_atmospheric.vert,
terrain_atmospheric.vert). The direction expression is bit-for-bit;
the SUM is not, because the atmospheric shaders' split ambient+point
vs directional accumulation (and terrain's two varyings vs the plain
pipeline's one) reassociates float summation order by ~1 ulp -- which
is exactly the measured mean |Delta| 0.007 the coordinator's own
pixel-proof evidence already recorded (well under the 65 px noise
floor). All three rewritten to say the receiver "matches the plain
pipeline to within float summation-order rounding (measured mean
|Delta| 0.007 on the offline scene)."

N3 (coverage): RenderPrepared's own cascadeCount == 0 exit (the F2
fix) had no direct test even though RenderPrepared already has 8
direct call sites in this file. Added one: ResidentMaximumReachMeters
at/below CameraNearMeters, passed straight to RenderPrepared with an
otherwise-fully-valid environment (so the fitter, not the environment
gate, is what returns zero cascades), asserting IsBindableFor true /
IsValidFor false.

N4 (latent): RenderPrepared's OWN "if (!environment.ShouldRender)"
exit is a fourth bufferless-disabled path -- unreachable via Render
(whose own gate already validates ShouldRender first) but the same
shape, and RenderPrepared is called directly by tests and any future
caller. Took the preferred fix: publishes the disabled binding there
too, via the same helper, so every exit on a frame that draws the
world publishes when the pack's AtmosphericFrame is bound. Also made
EvaluateGateAndPublishDisabledBinding self-contained: it now resets
_currentFrameBinding to Disabled on its own entry instead of relying
on Render having done so first (idempotent with Render's own reset).

Regenerated SPIR-V: mesh_atmospheric.vert and terrain_atmospheric.vert
are comment-only changes (N2), so only the manifest's source hashes
changed -- compiled .spv bytes are unchanged, consistent with round 3's
precedent for comment-only shader edits.

Verify: Release build 0 warnings/0 errors. App hermetic-lane filter
6,055/0 failed. Full hermetic-filtered solution: 15,283/0 failed
across 15 projects.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-08-23 04:19:05 +02:00
parent 9a49c66d47
commit 1f15124271
7 changed files with 154 additions and 25 deletions

View file

@ -721,7 +721,14 @@ plain-pipeline expression (`-uLights[i].dirAndRange.xyz` in
`terrain_modern.vert`) instead of the shadow block's direction. Corrected
statement: with the flag bit clear the receiver shaders take visibility
1.0 AND fall back to the authored `uLights` direction (round 5), so a
gated-off frame is numerically the plain pipeline. Wind is unaffected —
gated-off frame matches the plain pipeline to within float summation-
order rounding (review fix round 6, N2: "numerically the plain pipeline"
overstated it — the direction expression is bit-for-bit, but the SUM is
not, because the atmospheric fragment's split ambient+point vs
directional accumulation reassociates the terms relative to the plain
pipeline's single varying, and terrain's two separate varyings vs the
plain pipeline's one do the same; measured mean |Δ| 0.007 on the offline
scene, well under the apparatus's 65 px floor). Wind is unaffected —
`foliage_wind.glsl` reads only the AtmosphericFrame half of set 3, never
the shadow block.

View file

@ -329,7 +329,12 @@ internal sealed class DirectionalSunShadowRenderer : IDirectionalShadowReceiverS
/// <paramref name="environmentGateTicks"/> are the validated values
/// Render's remaining stages use). Behaviour-preserving: identical
/// order, identical PublishDisabledReceiverBinding calls, identical
/// Disabled(...) construction as before the extraction.
/// Disabled(...) construction as before the extraction. Round 6 (N4):
/// self-contained — resets <see cref="_currentFrameBinding"/> itself
/// on entry instead of relying on the caller to have done it first,
/// so a future direct caller of this method (not just Render) cannot
/// observe a stale binding from a previous frame. Idempotent with
/// Render's own reset immediately before calling this.
/// </summary>
internal DirectionalSunShadowDiagnostics? EvaluateGateAndPublishDisabledBinding(
IGpuFrame frame,
@ -337,6 +342,7 @@ internal sealed class DirectionalSunShadowRenderer : IDirectionalShadowReceiverS
out DirectionalShadowEnvironmentState environment,
out long environmentGateTicks)
{
_currentFrameBinding = DirectionalShadowFrameBinding.Disabled;
long cpuStageStarted = input.MeasureCpuStages ? Stopwatch.GetTimestamp() : 0L;
environment = DirectionalShadowEnvironmentGate.Evaluate(
input.Environment,
@ -636,7 +642,18 @@ internal sealed class DirectionalSunShadowRenderer : IDirectionalShadowReceiverS
ArgumentNullException.ThrowIfNull(worldDraws);
ArgumentNullException.ThrowIfNull(terrainDraws);
if (!environment.ShouldRender)
{
// Campaign VM VM6 review fix round 6 (N4): a fourth bufferless-
// disabled exit, same shape as Render's own two and the
// cascadeCount == 0 exit below (F2). Unreachable via Render
// itself (its own gate already validated ShouldRender before
// calling here), but RenderPrepared is also called directly
// (tests, and any future caller) — one rule covers every exit
// on a frame that draws the world: publish when the pack's
// AtmosphericFrame is bound.
PublishDisabledReceiverBinding(frame, atmosphericFrame);
return Disabled(in environment, cpuStages);
}
if (!worldDraws.Commands.IsEmpty && worldGeometry is null)
throw new ArgumentNullException(nameof(worldGeometry));
if (!terrainDraws.Commands.IsEmpty && terrainGeometry is null)

View file

@ -278,8 +278,13 @@ vec3 accumulateAmbientLocalLights(
// 0, indoors, portal cover) from straight overhead. Fall back
// to the EXACT plain mesh_modern.vert expression
// (-uLights[i].dirAndRange.xyz, unnormalized — matched
// bit-for-bit) so a gated-off frame is numerically the plain
// pipeline. Hoisted out of the loop: a uniform branch,
// bit-for-bit) so a gated-off frame matches the plain
// pipeline to within float summation-order rounding
// (review fix round 6, N2: the atmospheric fragment's split
// ambient+point vs directional accumulation reassociates the
// sum relative to the plain pipeline's single varying —
// measured mean |Δ| 0.007 on the offline scene, not bit-
// identical). Hoisted out of the loop: a uniform branch,
// evaluated once per vertex regardless of light count.
bool shadowGatedOff = (uShadowTextureAndFlags.w & 1u) == 0u;
int activeLights = int(uCellAmbient.w);

View file

@ -215,7 +215,7 @@
"stages": [
{
"stage": "vert",
"sourceSha256": "a6b7aa2b0c1c38f92e4b35e76a58acdf5adc916f6ed0cebf94c8bea3f8843666",
"sourceSha256": "c03ba560fbc2c7ce12e67326dcc79114f740999423fade53cd2d18804bf8f81a",
"compiled": true
},
{
@ -327,7 +327,7 @@
"stages": [
{
"stage": "vert",
"sourceSha256": "8cc199b3c6582831e5c9614e19afdff4f0f5fcdb8d96271c8cb3f427e29c68c9",
"sourceSha256": "882979f63c858760e977ecafb708416ab01f7adabe4bb38c0630020c087f1c28",
"compiled": true
},
{

View file

@ -165,8 +165,11 @@ void main() {
// carries only a (0,0,1) NaN guard, NOT a real light direction. Fall
// back to the EXACT plain terrain_modern.vert expression
// (-uLights[0].dirAndRange.xyz, unnormalized — matched bit-for-bit)
// so a gated-off frame is numerically the plain pipeline — see the
// matching comment in mesh_atmospheric.vert's accumulateLights.
// so a gated-off frame matches the plain pipeline to within float
// summation-order rounding (review fix round 6, N2: terrain's two
// separate varyings vs the plain pipeline's one reassociate the sum
// — measured mean |Δ| 0.007 on the offline scene, not bit-identical)
// — see the matching comment in mesh_atmospheric.vert's accumulateLights.
bool shadowGatedOff = (uShadowTextureAndFlags.w & 1u) == 0u;
vec3 surfaceToLight = shadowGatedOff
? -uLights[0].dirAndRange.xyz

View file

@ -756,6 +756,53 @@ public sealed class DirectionalShadowGpuTests
bindingValid));
}
[Fact]
public void RenderPrepared_CascadeFitterReturningZeroCascadesPublishesBindableNotValidBinding()
{
// Campaign VM VM6 review fix round 5 (F2), coverage added round 6
// (N3): RenderPrepared's OWN cascadeCount == 0 exit is reachable
// from a frame that already passed the environment gate
// (ShouldRender true) but whose cascade fitter still finds zero
// usable cascades — DirectionalShadowCascadeFitter.Fit returns 0
// whenever min(Quality.MaximumReachMeters,
// ResidentMaximumReachMeters) <= CameraNearMeters, the same
// effective constraint Render's own early-out checks, but
// reached HERE via the fitter's own arithmetic on a frame that
// got PAST that early-out (this test drives RenderPrepared
// directly, bypassing Render's gate entirely, to isolate the
// fitter's own zero-cascade path). Proves it publishes the same
// disabled receiver binding Render's two early-outs do.
using var device = new RecordingGpuDevice();
using var renderer = new DirectionalSunShadowRenderer(device, DirectionalShadowPreset.Low);
using IGpuBuffer atmosphericBuffer = Buffer(device, "cascade-zero-frame", GpuBufferUsage.Uniform);
var atmosphericFrame = new AtmosphericFrameBufferBinding(atmosphericBuffer, 0u, 192u);
device.Clear();
using IGpuFrame frame = device.BeginFrame();
WorldTransformFrameSlice transforms = PublishSharedTransforms(
frame,
ReadOnlySpan<Matrix4x4>.Empty);
DirectionalSunShadowDiagnostics diagnostics = renderer.RenderPrepared(
frame,
EnabledEnvironment(),
Matrix4x4.Identity,
Matrix4x4.CreatePerspectiveFieldOfView(1f, 1f, 0.1f, 500f),
0.1f,
48f,
new DirectionalShadowPreparedDraws(),
new DirectionalShadowTerrainPreparedDraws(),
null,
null,
transforms,
residentMaximumReachMeters: 0.05f, // <= cameraNearMeters (0.1f): the fitter returns 0
atmosphericFrame: atmosphericFrame);
Assert.Equal(DirectionalShadowGateReason.ResidentWindowUnavailable, diagnostics.GateReason);
Assert.True(renderer.TryGetCurrentFrameBinding(frame, out DirectionalShadowFrameBinding binding));
Assert.True(binding.IsBindableFor(frame));
Assert.False(binding.IsValidFor(frame));
}
[Fact]
public void BindDirectionalShadowReceiver_WithADisabledBindingEmitsBothShadowAndAtmosphericBinds()
{

View file

@ -1,6 +1,7 @@
using System.Globalization;
using System.Numerics;
using System.Runtime.InteropServices;
using System.Text.RegularExpressions;
using AcDream.App.Plugins;
using AcDream.App.Rendering;
using AcDream.App.Rendering.Gpu;
@ -1225,28 +1226,38 @@ public sealed class AtmosphericPostProcessGraphTests
[Fact]
public void ReceiverVertexShadersFallBackToThePlainLightDirectionWhenTheShadowFlagIsClear()
{
// Campaign VM VM6 review fix round 5 (F1 BLOCKER, test T3): pins
// the shader SOURCE TEXT so a future edit that removes the
// flag-gated fallback (reintroducing "a shadow-gated-off frame
// lights outdoor terrain/objects from the disabled block's
// (0,0,1) placeholder instead of the authored sun") fails this
// test instead of only showing up in a pixel capture. Both
// receiver vertex shaders must (1) test the SAME flags bit
// acdreamDirectionalShadowVisibility already tests, and (2)
// reference the SAME uLights-derived expression the corresponding
// plain (mesh_modern.vert / terrain_modern.vert) pipeline uses,
// proving the fallback branch is not some other, unverified
// direction.
// Campaign VM VM6 review fix round 5 (F1 BLOCKER, test T3), hardened
// round 6 (N1): the original version of this test asserted only
// that the plain-pipeline direction SUBSTRING appeared somewhere
// in the receiver file — but the round-5 fix's own explanatory
// comments ALSO quote that exact substring in prose ("(-uLights[i]
// .dirAndRange.xyz, ... matched bit-for-bit)"), so the check was
// satisfied by the COMMENT even with the CODE mutated. Mutation-
// tested locally against this rewritten test: (1) swapping the
// ternary's true/false operands — PASSED the old substring-only
// test, FAILS this one; (2) deleting the fallback entirely
// (always taking the shadow-block direction, i.e. collapsing the
// ternary to just its false arm) — PASSED the old test, FAILS
// this one. Comment lines are stripped before matching, and the
// assertion is the exact branch SHAPE — the gated-off condition,
// then the plain uLights expression on the TRUE arm, then
// uShadowLightDirectionAndSource on the FALSE arm — via an
// ordered regex, not a substring search that a comment can also
// satisfy.
string shaderRoot = Path.Combine(
RepositoryRoot(),
"src",
"AcDream.App",
"Rendering",
"Shaders");
string meshAtmospheric = File.ReadAllText(Path.Combine(shaderRoot, "mesh_atmospheric.vert"));
string meshModern = File.ReadAllText(Path.Combine(shaderRoot, "mesh_modern.vert"));
string terrainAtmospheric = File.ReadAllText(Path.Combine(shaderRoot, "terrain_atmospheric.vert"));
string terrainModern = File.ReadAllText(Path.Combine(shaderRoot, "terrain_modern.vert"));
string meshAtmospheric = StripLineComments(
File.ReadAllText(Path.Combine(shaderRoot, "mesh_atmospheric.vert")));
string meshModern = StripLineComments(
File.ReadAllText(Path.Combine(shaderRoot, "mesh_modern.vert")));
string terrainAtmospheric = StripLineComments(
File.ReadAllText(Path.Combine(shaderRoot, "terrain_atmospheric.vert")));
string terrainModern = StripLineComments(
File.ReadAllText(Path.Combine(shaderRoot, "terrain_modern.vert")));
const string flagTest = "(uShadowTextureAndFlags.w & 1u) == 0u";
Assert.Contains(flagTest, meshAtmospheric, StringComparison.Ordinal);
@ -1254,7 +1265,8 @@ public sealed class AtmosphericPostProcessGraphTests
// mesh: both files negate the per-light uniform inline (no
// intermediate variable), so the literal expression matches
// string-for-string.
// string-for-string once comments can no longer supply a false
// positive.
const string meshPlainDirection = "-uLights[i].dirAndRange.xyz";
Assert.Contains(meshPlainDirection, meshModern, StringComparison.Ordinal);
Assert.Contains(meshPlainDirection, meshAtmospheric, StringComparison.Ordinal);
@ -1269,8 +1281,46 @@ public sealed class AtmosphericPostProcessGraphTests
"-" + terrainLightUniform,
terrainAtmospheric,
StringComparison.Ordinal);
// Branch-shape guard (N1): fails on a swapped ternary or a
// deleted fallback even though the substrings above would still
// be present somewhere in the (comment-stripped) file.
var meshBranchShape = new Regex(
@"shadowGatedOff\s*\?\s*-uLights\[i\]\.dirAndRange\.xyz\s*:\s*normalize\(uShadowLightDirectionAndSource\.xyz\)",
RegexOptions.Singleline);
Assert.True(
meshBranchShape.IsMatch(meshAtmospheric),
"mesh_atmospheric.vert must branch exactly: "
+ "shadowGatedOff ? -uLights[i].dirAndRange.xyz : normalize(uShadowLightDirectionAndSource.xyz)");
var terrainBranchShape = new Regex(
@"shadowGatedOff\s*\?\s*-uLights\[0\]\.dirAndRange\.xyz\s*:\s*normalize\(uShadowLightDirectionAndSource\.xyz\)",
RegexOptions.Singleline);
Assert.True(
terrainBranchShape.IsMatch(terrainAtmospheric),
"terrain_atmospheric.vert must branch exactly: "
+ "shadowGatedOff ? -uLights[0].dirAndRange.xyz : normalize(uShadowLightDirectionAndSource.xyz)");
}
/// <summary>
/// Campaign VM VM6 review fix round 6 (N1): removes everything from
/// the first <c>//</c> on each line onward. GLSL has no string
/// literals in these files, so a per-line truncation is safe and
/// cannot itself corrupt real code — it exists specifically so a
/// shader-text assertion cannot be satisfied by a comment that quotes
/// the expected code as prose instead of by the code itself.
/// </summary>
private static string StripLineComments(string glsl)
{
string[] lines = glsl.Split('\n');
for (int i = 0; i < lines.Length; i++)
{
int index = lines[i].IndexOf("//", StringComparison.Ordinal);
if (index >= 0)
lines[i] = lines[i][..index];
}
return string.Join('\n', lines);
}
[Fact]
public void FirstAdvanceSnapsExactlyToTheWeatherTargetInsteadOfEasingFromZero()
{