diff --git a/docs/plans/2026-08-22-visualmaster-campaign.md b/docs/plans/2026-08-22-visualmaster-campaign.md index ce2fc78a..ce968150 100644 --- a/docs/plans/2026-08-22-visualmaster-campaign.md +++ b/docs/plans/2026-08-22-visualmaster-campaign.md @@ -76,7 +76,7 @@ single-pass path darkens by ~10 %. Neither explains a scene-wide level. | Slice | Closes | Gate | |---|---|---| -| VM0 | F1 — default-path invariance | automated + Fable report | +| VM0 | F1 — default-path invariance | **CLOSED 2026-08-22 — PASS**; [report](../research/2026-08-22-vm0-default-path-invariance.md) | | VM1 | F2 — invented detail fade | automated | | VM2 | F3 — which retail detail path ran | **CLOSED 2026-08-22** — single-pass; see [cdb note](../research/2026-08-22-vm2-retail-detail-path-cdb.md) | | VM3 | F4 — linear-light post stack | automated + **owner visual** | @@ -85,7 +85,7 @@ single-pass path darkens by ~10 %. Neither explains a scene-wide level. | VM6 | Foliage wind | automated + **owner visual** | | VM7 | Closeout: full gates, register, roadmap, merge | **owner** | -Order is VM2 (done) → VM0 → VM1 → VM4 → VM5 → VM3 → VM6 → VM7. VM0 goes first because everything after it is measured +Order is VM2 (done) → VM0 (done) → VM1 → VM4 → VM5 → VM3 → VM6 → VM7. VM0 goes first because everything after it is measured against the baseline it establishes. --- @@ -126,6 +126,8 @@ performance against `6c79d35c`. 6. Add the masked comparison as a repeatable tool mode (`-Baseline … -TerrainMask`) so VM3/VM6 can re-run it. +**OUTCOME (2026-08-22): PASS.** Connected, visible-window, isolated-config captures: base+normals vs HEAD-off has zero strong static differences outside the animated lifestone at Holtburg and the open field; production CPU is 13% cheaper and allocation 25x lower on HEAD's pack-off path (no observer, uncapped Release). Three config traps (isolated FOV, the real Roaming settings still selecting the pack, minimized-window throttling) are recorded in the report. Replaced the planned terrain mask with a base+normals baseline (no mask needed). + **Acceptance:** the two pixel assertions in step 4 hold; the perf A/B shows no default-path regression; the Fable report records the exact commands, commits and artifact paths. If a regression is found, it is fixed here and diff --git a/docs/research/2026-08-22-vm0-default-path-invariance.md b/docs/research/2026-08-22-vm0-default-path-invariance.md new file mode 100644 index 00000000..eca62302 --- /dev/null +++ b/docs/research/2026-08-22-vm0-default-path-invariance.md @@ -0,0 +1,119 @@ +# VM0 — is Campaign AR's pack-off path the pre-campaign renderer? + +**Date:** 2026-08-22 · **Campaign:** VM slice VM0 · **Status:** CLOSED — PASS +**Question:** with no render pack selected, does `c51b07ef` (Campaign AR) draw +the same pixels and cost the same as `6c79d35c` (pre-campaign main), outside +the two intended parity changes (A2 terrain normals, #226 building detail)? +**Answer:** yes, to the measured noise floor — and the pack-off path is +faster and allocates less. + +## Binaries + +| Name | Source | Notes | +|---|---|---| +| `base` | `6c79d35c` | + `evidence/vm0/baseline-configdir.patch` (HEAD's 13-line `ACDREAM_CONFIG_DIR/DATA_DIR/CACHE_DIR` hunk in `ApplicationPathSet`, path resolution only) so it can run from an isolated config | +| `base+normals` | `6c79d35c` + `evidence/vm0/baseline-normals.patch` (only `LandblockMesh.cs` + `TerrainVertex.cs` from the campaign) + the config-dir hunk | isolates A2 so the key comparison needs no terrain mask | +| `HEAD` | `c51b07ef` | `BuildingDetailTextures` off and on | + +All Release. Worktrees `.claude/worktrees/vm0-base` and `vm0-base-normals` +were throwaway; the two patches reproduce them. + +## Method that finally worked (and the three that did not) + +Every run: connected to the local ACE as `+Acdream` (name-selected via +`--session-config`; ACE reorders the roster by last login, so an index is not +stable), **visible normal window** (the product condition), one **isolated +config clone** per variant under `artifacts/vm0/cfg-*` with +`renderPack = retail/off`, pinned `ACDREAM_DAY_GROUP=0`, +`ACDREAM_WORLD_TIME=0.5`, `ACDREAM_SKY_PHASE_SECONDS=0`, `ACDREAM_MSAA_SAMPLES=0`, +1280×720, 12 s settle, one screenshot. Helper: +`tools/vm0/capture-visible.ps1` (the `6c79d35c` pixel-gate script with `-Exe`, +`-Live`, `-ConfigDir`, `-CharacterName`, `-PreCaptureCommand`). + +Three earlier attempts produced 88–91 % pixel differences that were **all +configuration, none renderer** — recorded so nobody repeats them: + +1. **Hidden-window captures vs old-tool captures differed by a 0.952 zoom.** + HEAD's gate writes an isolated `settings.json` with no `fieldOfView`, so + HEAD rendered at the default 90° gameFOV while the old binary read the real + file's `86.33°`. Not a renderer change. Consequence: captures from the new + `run-offline-pixel-gate.ps1` and from the pre-campaign tool are **not + comparable** to each other; each tool is self-consistent. +2. **Connected HEAD frames were brighter with tree shadows.** The real Roaming + `settings.json` still held `renderPack = acdream.atmospheric/low` from the + owner's live gate — the pack was ON. (The reviewer had been reading and + editing a stale `%LOCALAPPDATA%\acdream\settings.json`; the client's + Windows config root is `%APPDATA%\acdream`.) Every HEAD run must pin the + selection explicitly. +3. **A minimized HEAD window rendered brighter than hidden/visible.** Windows + throttles an iconified GLFW surface; the 12 s settle had not completed. + Minimized is not a product condition and is not used. + +## Pixel results + +Exact per-pixel comparison (`max |ΔRGB|`), no tolerance. + +**Open field (logout spot, 60.7S 89.1W, few dynamics):** + +| Pair | px differing | notes | +|---|---|---| +| base vs base+normals (A2 only) | 12.7 %, mean Δ 1.5 | terrain shading, low amplitude | +| **base+normals vs HEAD-off (KEY)** | **4.3 %, mean Δ 9** | all of it: idle-pose outline, regenerating mana digits, one ambient flyer crossing the camera — ground, trees and UI clean (`diff-I: HEAD-off vs base+normals (KEY).png`) | +| HEAD-off vs HEAD-on (detail) | 3.3 % | no buildings in view; same noise class | + +**Holtburg (`/telepoi Holtburg`, buildings, NPCs, animated lifestone):** +the same binary twice differs in 25–35 % of pixels by ±1–7 (sun/time +sub-steps), so a raw count is meaningless. Pixels with |Δ| ≥ 8 between two +logins of the *same* binary define the dynamic mask (lifestone, NPCs, particle +emitter, radar blips, digits; 9.8 % of the frame after a 6 px dilation). In +the remaining 90.2 %: + +| Pair | |Δ| ≥ 8 px in static region | max | +|---|---|---| +| base+normals self (two logins) | **0** | 7 | +| HEAD-off self (two logins) | **0** | 7 | +| **base+normals vs HEAD-off (KEY, run 1)** | **841 (0.10 %)** | 128 | +| **base+normals vs HEAD-off (KEY, run 2)** | **729 (0.09 %)** | 128 | +| base vs base+normals (A2 only) | 7,884 (0.95 %) | 212 | +| HEAD-off vs HEAD-on (detail) | 513 (0.06 %) | 255 | + +The 841/729 KEY pixels are streaks inside the animated lifestone crystal that +escaped the mask dilation (`evidence/vm0/holtburg-KEY-static-strong-diff.png`); +buildings, roofs, ground, trees, sky and every UI element are clean. The A2 +row is the expected shading change on terrain. The detail row is below the +threshold on building shells because the fallback blend's mean factor is +1.033 (+3 %); VM1's single-pass re-port (−10 %) will make it measurable. + +Evidence: `docs/research/evidence/vm0/*.png`, full captures under +`artifacts/vm0/` (not committed). + +## Production performance (no observer) + +`tools/vm0/perf-run.sh`: connected, **uncapped Release**, no +`ACDREAM_AUTOMATION_ARTIFACT_DIR` (so no render-scene observer), +`ACDREAM_FRAME_PROF=1`, same isolated config, 75 s at each spot; last six +5-second `[frame-prof]` windows (`evidence/vm0/perf-frame-prof.txt`): + +| Spot | Binary | CPU p50 / p95 / p99 | GPU p50 / p95 | alloc KB/frame | Gen0 per 5 s | +|---|---|---|---|---|---| +| Holtburg | base | 4.7 / 5.1 / 5.5 ms | 0.4 / 0.5 | 574 | 12–13 | +| Holtburg | **HEAD off** | **4.1 / 4.4 / 4.8 ms** | 0.4 / 0.5 | **21** | 0–1 | +| Arwic (dense) | base | 6.0 / 6.5 / 7.0 ms | 0.7 / 0.8 | 582 | 10 | +| Arwic (dense) | **HEAD off** | **5.2 / 5.6 / 6.1 ms** | 0.7 / 0.9 | **29** | 0–1 | + +No regression. The pack-off path is ~13 % cheaper on CPU with ~25× less +managed allocation per frame; GPU unchanged. This also settles review F5b: +the "27.8 ms retail-path CPU" in the Stage-2 connected report was the +automation observer, not the product. + +## Verdict + +VM0 PASSES. Campaign AR's default path is the pre-campaign renderer plus the +two declared parity changes. The F1 blocker is cleared. + +## Carried forward + +- The new pixel gate's isolated settings should carry `fieldOfView` (and + `gamma`) so its captures mean the same as the product's — filed for VM7's + tool tidy; not a renderer issue. +- `run-offline-pixel-gate.ps1` gained `-BuildingDetailTextures` (VM0). diff --git a/docs/research/evidence/vm0/baseline-configdir.patch b/docs/research/evidence/vm0/baseline-configdir.patch new file mode 100644 index 00000000..70a7ffdd --- /dev/null +++ b/docs/research/evidence/vm0/baseline-configdir.patch @@ -0,0 +1,31 @@ +diff --git a/src/AcDream.Platform/ApplicationPathSet.cs b/src/AcDream.Platform/ApplicationPathSet.cs +index a6743ad1..76e3a1f5 100644 +--- a/src/AcDream.Platform/ApplicationPathSet.cs ++++ b/src/AcDream.Platform/ApplicationPathSet.cs +@@ -72,6 +72,16 @@ public sealed record ApplicationPathSet( + { + platform ??= ApplicationPathEnvironment.Instance; + ++ // Explicit method/CLI arguments remain authoritative. The environment ++ // seam lets graphical automation and portable installations isolate ++ // all mutable user state without rewriting the real user's settings. ++ configDirectory ??= NonEmpty( ++ platform.GetEnvironmentVariable("ACDREAM_CONFIG_DIR")); ++ dataDirectory ??= NonEmpty( ++ platform.GetEnvironmentVariable("ACDREAM_DATA_DIR")); ++ cacheDirectory ??= NonEmpty( ++ platform.GetEnvironmentVariable("ACDREAM_CACHE_DIR")); ++ + string config; + string data; + string cache; +@@ -140,6 +150,9 @@ public sealed record ApplicationPathSet( + return Path.Combine(root, leaf); + } + ++ private static string? NonEmpty(string? value) => ++ string.IsNullOrWhiteSpace(value) ? null : value; ++ + private static string RequireFolder( + IApplicationPathEnvironment platform, + Environment.SpecialFolder folder) diff --git a/docs/research/evidence/vm0/baseline-normals.patch b/docs/research/evidence/vm0/baseline-normals.patch new file mode 100644 index 00000000..deb9b8d2 --- /dev/null +++ b/docs/research/evidence/vm0/baseline-normals.patch @@ -0,0 +1,149 @@ +diff --git a/src/AcDream.Core/Terrain/LandblockMesh.cs b/src/AcDream.Core/Terrain/LandblockMesh.cs +index 81e67249..e3a09fca 100644 +--- a/src/AcDream.Core/Terrain/LandblockMesh.cs ++++ b/src/AcDream.Core/Terrain/LandblockMesh.cs +@@ -56,27 +56,21 @@ public static class LandblockMesh + throw new ArgumentException("heightTable must have 256 entries", nameof(heightTable)); + + // Pre-sample all 81 heights into a 2D array (x-major indexing). This +- // doubles as the source for per-vertex normals via central differences +- // (Phase 3b lighting, preserved through the per-cell refactor). ++ // is also the source for retail's topology-aware vertex normals. + var heights = new float[HeightmapSide, HeightmapSide]; + for (int x = 0; x < HeightmapSide; x++) + for (int y = 0; y < HeightmapSide; y++) + heights[x, y] = heightTable[block.Height[x * HeightmapSide + y]]; + +- // Pre-compute all 81 vertex normals so the inner cell loop is a pure +- // lookup. Central differences on the heightmap → smooth normal field. +- var normals = new Vector3[HeightmapSide, HeightmapSide]; +- for (int x = 0; x < HeightmapSide; x++) +- for (int y = 0; y < HeightmapSide; y++) +- { +- int xL = Math.Max(x - 1, 0); +- int xR = Math.Min(x + 1, HeightmapSide - 1); +- int yD = Math.Max(y - 1, 0); +- int yU = Math.Min(y + 1, HeightmapSide - 1); +- float dx = (heights[xR, y] - heights[xL, y]) / ((xR - xL) * CellSize); +- float dy = (heights[x, yU] - heights[x, yD]) / ((yU - yD) * CellSize); +- normals[x, y] = Vector3.Normalize(new Vector3(-dx, -dy, 1f)); +- } ++ // Retail CLandBlockStruct::calc_lighting accumulates the normalized ++ // plane normal of every incident terrain polygon at each of the 81 ++ // shared height-sample vertices, then normalizes the sum. Use the same ++ // split hash and triangle topology as the emitted mesh; this changes ++ // lighting only, never positions, indices, or the collision surface. ++ var normals = BuildRetailVertexNormals( ++ heights, ++ landblockX, ++ landblockY); + + var vertices = new TerrainVertex[VerticesPerLandblock]; + var indices = new uint[VerticesPerLandblock]; // 1 index per vertex (no deduplication) +@@ -173,6 +167,85 @@ public static class LandblockMesh + return new LandblockMeshData(vertices, indices); + } + ++ private static Vector3[,] BuildRetailVertexNormals( ++ float[,] heights, ++ uint landblockX, ++ uint landblockY) ++ { ++ var normalSums = new Vector3[HeightmapSide, HeightmapSide]; ++ ++ for (int cy = 0; cy < CellsPerSide; cy++) ++ { ++ for (int cx = 0; cx < CellsPerSide; cx++) ++ { ++ var posBL = new Vector3( cx * CellSize, cy * CellSize, heights[cx, cy ]); ++ var posBR = new Vector3((cx + 1) * CellSize, cy * CellSize, heights[cx + 1, cy ]); ++ var posTR = new Vector3((cx + 1) * CellSize, (cy + 1) * CellSize, heights[cx + 1, cy + 1]); ++ var posTL = new Vector3( cx * CellSize, (cy + 1) * CellSize, heights[cx, cy + 1]); ++ ++ var split = TerrainBlending.CalculateSplitDirection( ++ landblockX, (uint)cx, landblockY, (uint)cy); ++ ++ if (split == CellSplitDirection.SWtoNE) ++ { ++ AccumulateFaceNormal( ++ normalSums, ++ posBL, cx, cy, ++ posBR, cx + 1, cy, ++ posTR, cx + 1, cy + 1); ++ AccumulateFaceNormal( ++ normalSums, ++ posBL, cx, cy, ++ posTR, cx + 1, cy + 1, ++ posTL, cx, cy + 1); ++ } ++ else ++ { ++ AccumulateFaceNormal( ++ normalSums, ++ posBL, cx, cy, ++ posBR, cx + 1, cy, ++ posTL, cx, cy + 1); ++ AccumulateFaceNormal( ++ normalSums, ++ posBR, cx + 1, cy, ++ posTR, cx + 1, cy + 1, ++ posTL, cx, cy + 1); ++ } ++ } ++ } ++ ++ var normals = new Vector3[HeightmapSide, HeightmapSide]; ++ for (int x = 0; x < HeightmapSide; x++) ++ { ++ for (int y = 0; y < HeightmapSide; y++) ++ { ++ Vector3 sum = normalSums[x, y]; ++ normals[x, y] = sum.LengthSquared() > 0f ++ ? Vector3.Normalize(sum) ++ : Vector3.UnitZ; ++ } ++ } ++ ++ return normals; ++ } ++ ++ private static void AccumulateFaceNormal( ++ Vector3[,] normalSums, ++ Vector3 p0, int x0, int y0, ++ Vector3 p1, int x1, int y1, ++ Vector3 p2, int x2, int y2) ++ { ++ Vector3 cross = Vector3.Cross(p1 - p0, p2 - p0); ++ if (cross.LengthSquared() <= 0f) ++ return; ++ ++ Vector3 faceNormal = Vector3.Normalize(cross); ++ normalSums[x0, y0] += faceNormal; ++ normalSums[x1, y1] += faceNormal; ++ normalSums[x2, y2] += faceNormal; ++ } ++ + private static void WriteCell( + TerrainVertex[] verts, ref int vi, + uint d0, uint d1, uint d2, uint d3, +diff --git a/src/AcDream.Core/Terrain/TerrainVertex.cs b/src/AcDream.Core/Terrain/TerrainVertex.cs +index a031e837..69775c23 100644 +--- a/src/AcDream.Core/Terrain/TerrainVertex.cs ++++ b/src/AcDream.Core/Terrain/TerrainVertex.cs +@@ -11,11 +11,11 @@ namespace AcDream.Core.Terrain; + /// which of the 4 cell corners a given vertex represents from + /// gl_VertexID % 6 plus the split direction bit. + /// +-/// Normal is stored per vertex via Phase 3b's central-difference scheme on +-/// the 9×9 heightmap — this lets the fragment shader interpolate a smooth +-/// normal across triangles (softer than WorldBuilder's dFdx/dFdy +-/// flat-shaded approach). UVs are derived from the corner index in the +-/// vertex shader — not stored here. ++/// Normal is stored per vertex using retail's terrain-lighting rule: each ++/// shared height-sample vertex receives the normalized plane normals of its ++/// incident, split-aware terrain triangles and normalizes their sum. The ++/// fragment shader interpolates that smooth result across triangles. UVs are ++/// derived from the corner index in the vertex shader — not stored here. + /// + /// Size: 12 (position) + 12 (normal) + 4*4 (Data0..3) = 40 bytes. + /// diff --git a/docs/research/evidence/vm0/compare-offline.py b/docs/research/evidence/vm0/compare-offline.py new file mode 100644 index 00000000..2c043b40 --- /dev/null +++ b/docs/research/evidence/vm0/compare-offline.py @@ -0,0 +1,31 @@ +import sys, numpy as np +from PIL import Image +root = r"artifacts/vm0" +def load(n): return np.asarray(Image.open(f"{root}/{n}/screenshots/world-offline.png").convert("RGB")).astype(np.int16) +def cmp(a, b, name, maskTop=0): + A, B = load(a), load(b) + assert A.shape == B.shape, (A.shape, B.shape) + d = np.abs(A - B).max(axis=2) + H, W = d.shape + region = d[maskTop:, :] + diff = region > 0 + n = int(diff.sum()); tot = region.size + rows = np.where(diff.any(axis=1))[0] + print(f"{name}: {n} / {tot} px differ ({100.0*n/tot:.5f}%)" + + (f" rows {rows.min()+maskTop}-{rows.max()+maskTop}, max|d|={int(region.max())}, mean|d| over differing={region[diff].mean():.2f}" if n else " IDENTICAL")) + if n: + hist = np.bincount(region[diff].astype(np.int64), minlength=8) + print(f" |d| histogram 1..7+: {hist[1:8].tolist()} ...>=8: {int((region[diff]>=8).sum())}") + vis = np.zeros((H, W, 3), np.uint8) + vis[..., 0] = np.clip(d * 16, 0, 255).astype(np.uint8) # red = difference amplified x16 + base = (A.astype(np.float32) * 0.25).astype(np.uint8) + vis = np.maximum(vis, base) + Image.fromarray(vis).save(f"{root}/diff-{name}.png") + return n +print("== whole frame, exact ==") +cmp("base", "base-normals", "A2-normals-only") +cmp("base-normals", "head-off", "HEAD-off_vs_base+normals") +cmp("head-off", "head-on", "detail-on_vs_off") +cmp("base", "head-off", "HEAD-off_vs_base") +print("== top-280 sky band masked (the tool's documented self-noise band) ==") +cmp("base-normals", "head-off", "HEAD-off_vs_base+normals_masked", 280) diff --git a/docs/research/evidence/vm0/field-base+normals_head-off_head-on.png b/docs/research/evidence/vm0/field-base+normals_head-off_head-on.png new file mode 100644 index 00000000..0af4f081 Binary files /dev/null and b/docs/research/evidence/vm0/field-base+normals_head-off_head-on.png differ diff --git a/docs/research/evidence/vm0/holtburg-KEY-static-strong-diff.png b/docs/research/evidence/vm0/holtburg-KEY-static-strong-diff.png new file mode 100644 index 00000000..a4236451 Binary files /dev/null and b/docs/research/evidence/vm0/holtburg-KEY-static-strong-diff.png differ diff --git a/docs/research/evidence/vm0/holtburg-base+normals_head-off_head-on.png b/docs/research/evidence/vm0/holtburg-base+normals_head-off_head-on.png new file mode 100644 index 00000000..a6f04ee9 Binary files /dev/null and b/docs/research/evidence/vm0/holtburg-base+normals_head-off_head-on.png differ diff --git a/docs/research/evidence/vm0/perf-frame-prof.txt b/docs/research/evidence/vm0/perf-frame-prof.txt new file mode 100644 index 00000000..b81679c0 --- /dev/null +++ b/docs/research/evidence/vm0/perf-frame-prof.txt @@ -0,0 +1,4 @@ +holtburg-base: p50=4.7 p95=5.1 p99=5.8 max=8.8 | gpu_ms p50=0.4 p95=0.5 | alloc_kb p50=574.4 max=600.3 gc=12/3/0;p50=4.7 p95=5.0 p99=5.3 max=6.1 | gpu_ms p50=0.4 p95=0.5 | alloc_kb p50=574.4 max=689.8 gc=13/4/0;p50=4.7 p95=5.0 p99=5.5 max=7.7 | gpu_ms p50=0.4 p95=0.5 | alloc_kb p50=574.4 max=689.8 gc=12/4/0;p50=4.7 p95=5.0 p99=5.3 max=6.2 | gpu_ms p50=0.4 p95=0.5 | alloc_kb p50=574.4 max=689.8 gc=12/3/0;p50=4.7 p95=5.1 p99=5.4 max=6.4 | gpu_ms p50=0.4 p95=0.5 | alloc_kb p50=574.4 max=623.1 gc=13/4/0;p50=4.7 p95=5.1 p99=5.8 max=10.1 | gpu_ms p50=0.4 p95=0.5 | alloc_kb p50=574.4 max=692.6 gc=12/3/0; +holtburg-head: p50=4.1 p95=4.4 p99=4.7 max=6.5 | gpu_ms p50=0.4 p95=0.5 | alloc_kb p50=20.9 max=47.2 gc=1/0/0;p50=4.1 p95=4.4 p99=4.7 max=5.5 | gpu_ms p50=0.4 p95=0.5 | alloc_kb p50=20.9 max=139.2 gc=1/0/0;p50=4.2 p95=4.4 p99=4.6 max=5.7 | gpu_ms p50=0.4 p95=0.5 | alloc_kb p50=20.9 max=156.5 gc=0/0/0;p50=4.1 p95=4.4 p99=4.7 max=5.3 | gpu_ms p50=0.4 p95=0.5 | alloc_kb p50=20.9 max=220.9 gc=1/0/0;p50=4.1 p95=4.4 p99=5.5 max=9.0 | gpu_ms p50=0.4 p95=0.5 | alloc_kb p50=20.9 max=67.0 gc=0/0/0;p50=4.2 p95=4.4 p99=4.6 max=5.4 | gpu_ms p50=0.4 p95=0.5 | alloc_kb p50=20.9 max=136.3 gc=1/0/0; +arwic-base: p50=6.0 p95=6.5 p99=7.0 max=8.9 | gpu_ms p50=0.7 p95=0.8 | alloc_kb p50=582.5 max=646.5 gc=10/3/0;p50=6.0 p95=6.4 p99=6.8 max=7.5 | gpu_ms p50=0.7 p95=0.8 | alloc_kb p50=582.5 max=697.7 gc=9/3/0;p50=6.0 p95=6.5 p99=7.0 max=7.6 | gpu_ms p50=0.7 p95=0.8 | alloc_kb p50=582.5 max=700.7 gc=10/3/0;p50=5.9 p95=6.4 p99=7.0 max=11.5 | gpu_ms p50=0.7 p95=0.8 | alloc_kb p50=582.5 max=700.9 gc=10/4/0;p50=6.0 p95=6.4 p99=7.0 max=11.7 | gpu_ms p50=0.7 p95=0.8 | alloc_kb p50=582.5 max=620.8 gc=10/3/0;p50=6.0 p95=6.5 p99=7.1 max=7.9 | gpu_ms p50=0.7 p95=0.8 | alloc_kb p50=582.5 max=732.5 gc=10/3/0; +arwic-head: p50=5.1 p95=5.5 p99=5.9 max=6.5 | gpu_ms p50=0.7 p95=0.9 | alloc_kb p50=28.9 max=68.1 gc=1/0/0;p50=5.2 p95=5.6 p99=6.3 max=8.4 | gpu_ms p50=0.7 p95=0.9 | alloc_kb p50=28.8 max=143.9 gc=1/0/0;p50=5.1 p95=5.5 p99=6.1 max=9.6 | gpu_ms p50=0.7 p95=0.9 | alloc_kb p50=28.9 max=143.9 gc=0/0/0;p50=5.1 p95=5.5 p99=5.9 max=6.3 | gpu_ms p50=0.7 p95=0.9 | alloc_kb p50=28.9 max=144.1 gc=1/0/0;p50=5.2 p95=5.6 p99=6.6 max=12.4 | gpu_ms p50=0.7 p95=0.9 | alloc_kb p50=28.8 max=68.2 gc=1/0/0;p50=5.2 p95=5.5 p99=5.9 max=6.6 | gpu_ms p50=0.7 p95=0.9 | alloc_kb p50=28.8 max=144.1 gc=0/0/0; diff --git a/tools/run-offline-pixel-gate.ps1 b/tools/run-offline-pixel-gate.ps1 index 100e89c4..63e8daba 100644 --- a/tools/run-offline-pixel-gate.ps1 +++ b/tools/run-offline-pixel-gate.ps1 @@ -113,6 +113,11 @@ acdream's normal default. A shallow positive angle can put a low sun in frame for ray and volumetric-shaft captures. +.PARAMETER BuildingDetailTextures + Retail Building Detail Textures preference written into the isolated + settings (#226). Default $true (the product default). $false captures the + pack-off frame without the building/EnvCell detail replay, which is how + Campaign VM slice VM0 isolates that parity change from the rest. .PARAMETER Uncapped Disable both VSync and the normal refresh-rate software limiter. Omit for the capped product cadence. This is a diagnostic measurement mode only. @@ -155,6 +160,10 @@ param( [int]$RenderPackSampleTimeoutMs = 300000, [switch]$AllowSafeRenderPackFallback, [switch]$Uncapped, + # Campaign VM slice VM0: pin the retail Building Detail Textures preference + # (#226). Default keeps the product default (on). Pass $false to capture the + # pack-off frame without the building/EnvCell detail replay. + [bool]$BuildingDetailTextures = $true, [switch]$SkipBuild ) @@ -202,6 +211,7 @@ $settings = [ordered]@{ resolution = $Resolution fullscreen = $false vsync = $false + buildingDetailTextures = $BuildingDetailTextures renderPack = [ordered]@{ packId = $packId packVersion = $packVersion diff --git a/tools/vm0/capture-visible.ps1 b/tools/vm0/capture-visible.ps1 new file mode 100644 index 00000000..310a6e0e --- /dev/null +++ b/tools/vm0/capture-visible.ps1 @@ -0,0 +1,352 @@ +# Campaign VM slice VM0 capture helper. The pre-campaign pixel gate (6c79d35c) +# with three changes: an explicit -Exe so one script drives every binary under +# test, a VISIBLE normal window (the real product condition - a minimized GLFW +# surface is throttled by Windows and HEAD's hidden borderless mode changes the +# framing, see docs/research/2026-08-22-vm0-default-path-invariance.md), and an +# optional -ConfigDir for binaries that honour ACDREAM_CONFIG_DIR. +<# +.SYNOPSIS + Campaign V self-differential pixel gate. Captures deterministic offline + screenshots and optionally compares them against a baseline capture. + +.DESCRIPTION + Every Campaign V renderer-port slice must prove it changed no pixels. The + connected lifecycle gate needs a live ACE server and the user's attention; + this gate needs neither. The client is launched WITHOUT ACDREAM_LIVE, so it + renders the world straight from the DATs, no session is created, and no ACE + state can be disturbed. + + Coverage: terrain, terrain blending, scenery, static world meshes, sky and + fog, and the full retained UI (vitals, spell bar, toolbar, chat, radar). + It does NOT cover EnvCell interiors, particles, or the paperdoll viewport — + those still need the connected route, so slices touching them (V4e, V4g) + must additionally be gated by the user. + + Determinism levers, all three forced here rather than left to the ambient + environment, because a capture that inherits any of them is not comparable + against one that did not: + + * ACDREAM_DAY_GROUP -- the sky day group, so weather and the keyframe + do not drift between runs. + * ACDREAM_WORLD_TIME -- the Dereth day fraction. This moves the SUN, so + it moves every lit surface, not just the sky. Slice V7 measured 22.3% of + the frame differing between two captures 45 s apart at one stop on one + backend with this unpinned. + * ACDREAM_SKY_PHASE_SECONDS -- the cloud sheet's UV scroll, which runs on + wall time and is independent of the world clock by design. + + ACDREAM_MSAA_SAMPLES is forced to 0 because multisample resolve positions + are explicitly unspecified across implementations, and at 4x they swamp + the threshold ninety-fold with two drivers' sample patterns. See plan + section 5.5.16. + + A fixed warm-up lets streaming settle before the frame is captured. + +.PARAMETER Out + Directory to write this capture into. Created if absent, emptied if present. + +.PARAMETER Baseline + Optional. A directory from a previous capture. When supplied, every PNG is + compared against its namesake and the script fails on any mismatch. + +.PARAMETER WarmupMs + Milliseconds to let the world stream and settle before capturing. Default + 12000, which reliably reaches a fully populated view on the reference machine. + +.PARAMETER DayGroup + Sky day-group index to pin. Default 0. + +.PARAMETER Tolerance + Per-channel absolute difference allowed. Default 2, matching the project's + pinned screenshot rule. + +.PARAMETER MaxDifferentFraction + Fraction of differing pixels allowed. Default 0.001, likewise pinned. + +.PARAMETER WorldDayFraction + Dereth day fraction pinned on the launch, in [0, 1). Default 0.5 -- noon, the + brightest and flattest lighting the day has. + +.PARAMETER SkyPhaseSeconds + Elapsed-seconds value the sky's UV scroll is pinned to. Default 0, the cloud + sheet's authored origin. + +.PARAMETER MsaaSamples + MSAA sample count forced on the launch. Default 0 -- off, which is what plan + section 2's pixel-acceptance contract specifies. Pass -1 to leave the quality + preset alone. + +.PARAMETER MaskTopPixels + Height in pixels of the sky and treeline band excluded from comparison. + Default 280. + + This is not a fudge factor, and slice V10 re-measured it rather than assuming + the V7 clock pins had retired it. Two captures at the SAME commit once + differed in 0.29% of pixels, essentially all of it in the top rows, because + the sky legitimately animates: clouds scroll on wall time and the Dereth + clock moves the sun, and therefore every lit surface. Pinning both clocks -- + which this script now does -- shrinks that but does NOT remove it. Measured + at V10, two launches of the same binary with all four levers pinned: + + whole frame, GL vs GL 1,011 px of 921,600 (1.10e-03) + whole frame, VK vs VK 482 px of 921,600 (5.23e-04) + top 280 masked, GL vs GL 10 px of 563,200 (1.78e-05) + top 280 masked, VK vs VK 8 px of 563,200 (1.42e-05) + + So the band still moves between launches on both backends -- enough that an + unmasked self-differential on GL fails the 0.001 threshold on noise alone -- + and everything below it is bit-stable to about ten pixels. Masking the band + is what makes the rest a strict identity check instead of forcing a loose + tolerance that would hide real regressions everywhere else. + + Consequence, unchanged: this gate does NOT cover sky rendering. + + Do NOT reach for a LARGER value to make a failing gate pass: plan section 7.1 + rule 2. Its legitimate use is diagnostic -- reporting a masked/unmasked split + so a known, registered band (for instance AD-46's treeline) can be quantified + separately from the rest of the frame. + +.PARAMETER SkipBuild + Skip the Release build (use when the caller already built). + +.EXAMPLE + # Capture a baseline at the parent commit, then gate the slice: + git stash + tools/run-offline-pixel-gate.ps1 -Out artifacts/gate-base + git stash pop + tools/run-offline-pixel-gate.ps1 -Out artifacts/gate-head -Baseline artifacts/gate-base +#> +[CmdletBinding()] +param( + [Parameter(Mandatory = $true)][string]$Out, + [string]$Baseline, + [int]$WarmupMs = 12000, + [int]$DayGroup = 0, + [double]$WorldDayFraction = 0.5, + [double]$SkyPhaseSeconds = 0, + [int]$MsaaSamples = 0, + [int]$Tolerance = 2, + [double]$MaxDifferentFraction = 0.001, + [int]$MaskTopPixels = 280, + [switch]$SkipBuild, + [Parameter(Mandatory = $true)][string]$Exe, + [string]$ConfigDir, + # Connect to the local ACE (ACDREAM_TEST_HOST/PORT/USER/PASS must already be in the + # environment - never written into this script). Uses the retail chase camera. + [switch]$Live, + # Character NAME to log in as. ACE orders the roster by last login, so an index is + # not stable across consecutive runs; a name is. + [string]$CharacterName = '+Acdream', + # Optional slash command run after entering the world (e.g. '/telepoi Holtburg'), + # followed by a materialization wait, before the warmup and capture. + [string]$PreCaptureCommand +) + +$ErrorActionPreference = 'Stop' +$repo = Split-Path -Parent $PSScriptRoot +$exe = $Exe +$cli = Join-Path $repo 'src\AcDream.Cli\bin\Release\net10.0\AcDream.Cli.dll' + +function Write-Step($message) { Write-Host "[pixel-gate] $message" } + +# --- 1. Build ----------------------------------------------------------------- +if (-not $SkipBuild) { + Write-Step 'building Release' + & dotnet build (Join-Path $repo 'AcDream.slnx') -c Release --nologo -v q | Out-Null + if ($LASTEXITCODE -ne 0) { throw "Release build failed with exit code $LASTEXITCODE." } +} +if (-not (Test-Path $exe)) { throw "Client not found at $exe. Build Release first." } + +# --- 2. Prepare the capture directory and probe script ------------------------ +if (Test-Path $Out) { Remove-Item -Recurse -Force $Out } +New-Item -ItemType Directory -Force -Path $Out | Out-Null + +$probe = Join-Path $Out 'offline.probe.txt' +# The script runner reads one command per line. A single settled capture is the +# whole gate: a second stop would need camera movement, which offline has no +# deterministic way to drive. +if ($Live) { +$tele = if ($PreCaptureCommand) { "command $PreCaptureCommand`nwait materialized 1 60000`n" } else { '' } +Set-Content -Encoding utf8 -Path $probe -Value @" +wait world-ready 90000 +wait world-visible 30000 +${tele}sleep $WarmupMs +screenshot world-offline 30000 +sleep 500 +"@ +} else { +Set-Content -Encoding utf8 -Path $probe -Value @" +sleep $WarmupMs +screenshot world-offline 30000 +sleep 500 +"@ +} + +$log = Join-Path $Out 'client.log' + +# --- 3. Launch offline -------------------------------------------------------- +$previousLive = $env:ACDREAM_LIVE +if ($Live) { $env:ACDREAM_LIVE = '1' } else { Remove-Item Env:\ACDREAM_LIVE -ErrorAction SilentlyContinue } +$env:ACDREAM_DAT_DIR = Join-Path $env:USERPROFILE "Documents\Asheron's Call" +$env:ACDREAM_NO_AUDIO = '1' +if ($ConfigDir) { $env:ACDREAM_CONFIG_DIR = $ConfigDir; $env:ACDREAM_DATA_DIR = (Join-Path $Out 'isolated-data'); $env:ACDREAM_CACHE_DIR = (Join-Path $Out 'isolated-cache') } +else { Remove-Item Env:\ACDREAM_CONFIG_DIR,Env:\ACDREAM_DATA_DIR,Env:\ACDREAM_CACHE_DIR -ErrorAction SilentlyContinue } +$env:ACDREAM_RETAIL_UI = '1' +$env:ACDREAM_DAY_GROUP = "$DayGroup" +$env:ACDREAM_UI_PROBE_SCRIPT = $probe +$env:ACDREAM_AUTOMATION_ARTIFACT_DIR = $Out + +# The determinism pins, forced rather than inherited. See .DESCRIPTION. +$invariant = [System.Globalization.CultureInfo]::InvariantCulture +$env:ACDREAM_WORLD_TIME = $WorldDayFraction.ToString($invariant) +$env:ACDREAM_SKY_PHASE_SECONDS = $SkyPhaseSeconds.ToString($invariant) +if ($MsaaSamples -ge 0) { $env:ACDREAM_MSAA_SAMPLES = "$MsaaSamples" } +else { Remove-Item Env:\ACDREAM_MSAA_SAMPLES -ErrorAction SilentlyContinue } + +Write-Step "launching offline client (warmup ${WarmupMs}ms, day group $DayGroup, day fraction $WorldDayFraction, sky phase $SkyPhaseSeconds, MSAA $MsaaSamples)" +$launchArgs = @() +if ($Live) { + $sessionConfigPath = Join-Path $Out 'graphical-session.json' + [ordered]@{ + version = 1 + sessions = @([ordered]@{ + id = 'vm0-capture' + endpoint = [ordered]@{ host = $env:ACDREAM_TEST_HOST; port = [int]$env:ACDREAM_TEST_PORT } + account = $env:ACDREAM_TEST_USER + character = [ordered]@{ name = $CharacterName } + credential = [ordered]@{ provider = 'Environment'; reference = 'ACDREAM_TEST_PASS' } + }) + } | ConvertTo-Json -Depth 8 | Set-Content -LiteralPath $sessionConfigPath -Encoding utf8 + $launchArgs = @('--session-config', ('"' + $sessionConfigPath + '"')) +} +$proc = Start-Process -FilePath $exe -ArgumentList $launchArgs -RedirectStandardOutput $log ` + -RedirectStandardError "$log.err" -PassThru -WindowStyle Normal + +try { + $shots = Join-Path $Out 'screenshots' + $deadline = (Get-Date).AddMilliseconds($WarmupMs + 60000 + $(if ($Live) { 120000 } else { 0 })) + $captured = $false + while ((Get-Date) -lt $deadline) { + if ((Test-Path $shots) -and (Get-ChildItem $shots -Filter *.png -ErrorAction SilentlyContinue)) { + $captured = $true + break + } + if ($proc.HasExited) { break } + Start-Sleep -Milliseconds 1000 + } + + if (-not $captured) { + Write-Host (Get-Content $log -Tail 30 -ErrorAction SilentlyContinue) + throw 'No screenshot was captured before the deadline.' + } + # Let the probe script finish its trailing sleep so the PNG is fully flushed. + Start-Sleep -Milliseconds 1500 +} +finally { + # Graceful close: WM_CLOSE runs the shutdown path, so the ownership ledger + # converges the way the lifecycle tests expect. No ACE session exists here, + # but keeping the habit means this script is safe to point at a live run too. + $app = Get-Process -Name AcDream.App -ErrorAction SilentlyContinue + if ($app) { + $app.CloseMainWindow() | Out-Null + if (-not $app.WaitForExit(10000)) { + Write-Step 'WM_CLOSE timed out; forcing' + $app | Stop-Process -Force + } + } + Remove-Item Env:\ACDREAM_MSAA_SAMPLES -ErrorAction SilentlyContinue + Remove-Item Env:\ACDREAM_WORLD_TIME -ErrorAction SilentlyContinue + Remove-Item Env:\ACDREAM_SKY_PHASE_SECONDS -ErrorAction SilentlyContinue + if ($previousLive) { $env:ACDREAM_LIVE = $previousLive } +} + +$captures = Get-ChildItem (Join-Path $Out 'screenshots') -Filter *.png +Write-Step "captured $($captures.Count) screenshot(s) into $Out" + +# The offline window is minimised but still focusable, so a stray scroll or key +# press from whoever is at the keyboard can move the camera mid-capture. That +# produces two screenshots of the same scene from different camera positions — +# a huge, entirely spurious pixel difference. This actually happened during +# slice V4b. Detect it and fail loudly rather than let a comparison be +# interpreted as a rendering regression. +$cameraInput = Select-String -Path $log -Pattern 'ScrollUp|ScrollDown|ZoomIn|ZoomOut|CameraZoom' ` + -CaseSensitive -ErrorAction SilentlyContinue +if ($cameraInput) { + Write-Host '' + Write-Host '[pixel-gate] ABORTED: camera-affecting input reached the capture window.' -ForegroundColor Red + Write-Host ' The capture is not comparable. Re-run without touching the machine.' -ForegroundColor Red + $cameraInput | Select-Object -First 5 | ForEach-Object { Write-Host " $($_.Line)" -ForegroundColor Red } + exit 2 +} + +# --- 4. Compare against the baseline ----------------------------------------- +if (-not $Baseline) { + Write-Step 'no baseline supplied; capture only' + exit 0 +} + +if (-not (Test-Path $cli)) { throw "AcDream.Cli not found at $cli." } + +# Build the sky mask. The comparer skips any pixel whose mask alpha is non-zero, +# so the band we exclude is opaque and everything compared is transparent. +$maskPath = $null +if ($MaskTopPixels -gt 0) { + Add-Type -AssemblyName System.Drawing + $probeImage = [System.Drawing.Bitmap]::FromFile($captures[0].FullName) + $width = $probeImage.Width + $height = $probeImage.Height + $probeImage.Dispose() + + $mask = New-Object System.Drawing.Bitmap($width, $height, [System.Drawing.Imaging.PixelFormat]::Format32bppArgb) + $graphics = [System.Drawing.Graphics]::FromImage($mask) + $graphics.Clear([System.Drawing.Color]::FromArgb(0, 0, 0, 0)) + $opaque = New-Object System.Drawing.SolidBrush ([System.Drawing.Color]::FromArgb(255, 255, 0, 255)) + $graphics.FillRectangle($opaque, 0, 0, $width, [Math]::Min($MaskTopPixels, $height)) + $graphics.Dispose() + $opaque.Dispose() + + $maskPath = Join-Path $Out 'sky-mask.png' + $mask.Save($maskPath, [System.Drawing.Imaging.ImageFormat]::Png) + $mask.Dispose() + Write-Step "masking the top $MaskTopPixels rows (animated sky and treeline)" +} + +$failed = @() +foreach ($shot in $captures) { + $expected = Join-Path $Baseline "screenshots\$($shot.Name)" + if (-not (Test-Path $expected)) { + $failed += "$($shot.Name): no baseline counterpart" + continue + } + + $report = Join-Path $Out "compare-$($shot.BaseName).json" + if ($maskPath) { + & dotnet $cli compare-screenshots $expected $shot.FullName $report $Tolerance $MaxDifferentFraction $maskPath | Out-Null + } + else { + & dotnet $cli compare-screenshots $expected $shot.FullName $report $Tolerance $MaxDifferentFraction | Out-Null + } + $verdict = Get-Content $report -Raw | ConvertFrom-Json + + $fraction = $verdict.differentPixelFraction + if ($null -eq $fraction) { $fraction = $verdict.DifferentPixelFraction } + $passed = $verdict.passed + if ($null -eq $passed) { $passed = $verdict.Passed } + + if ($passed) { + Write-Step "PASS $($shot.Name) (differing fraction $fraction)" + } + else { + $failed += "$($shot.Name): differing fraction $fraction exceeds $MaxDifferentFraction (report: $report)" + } +} + +if ($failed.Count -gt 0) { + Write-Host '' + Write-Host '[pixel-gate] FAILED:' -ForegroundColor Red + $failed | ForEach-Object { Write-Host " - $_" -ForegroundColor Red } + exit 1 +} + +Write-Step 'all screenshots match the baseline' +exit 0 diff --git a/tools/vm0/perf-run.sh b/tools/vm0/perf-run.sh new file mode 100644 index 00000000..3c6e2ee2 --- /dev/null +++ b/tools/vm0/perf-run.sh @@ -0,0 +1,21 @@ +#!/usr/bin/env bash +# Campaign VM slice VM0 production perf probe: connected, uncapped Release, NO automation +# artifact dir (so no render-scene observer), reads the client's own [frame-prof] lines. +# usage: perf-run.sh [slash-command] +set -u +name=$1; exe=$2; cfg=$3; out=$4; cmd=${5:-} +mkdir -p "$out/$name"; log="$out/$name/client.log"; probe="$out/$name/probe.txt" +sc="$out/$name/session.json" +cat > "$sc" < "$probe" +ACDREAM_DAT_DIR="$USERPROFILE/Documents/Asheron's Call" ACDREAM_CONFIG_DIR="$cfg" ACDREAM_DATA_DIR="$out/$name/data" ACDREAM_CACHE_DIR="$out/$name/cache" \ +ACDREAM_NO_AUDIO=1 ACDREAM_DAY_GROUP=0 ACDREAM_WORLD_TIME=0.5 ACDREAM_SKY_PHASE_SECONDS=0 ACDREAM_MSAA_SAMPLES=0 ACDREAM_UNCAPPED_RENDER=1 ACDREAM_FRAME_PROF=1 \ +ACDREAM_UI_PROBE_SCRIPT="$probe" "$exe" --session-config "$sc" > "$log" 2>&1 & +pid=$! +# wait for the probe to finish (75 s after arrival), then graceful close +for i in $(seq 1 200); do grep -q "UI probe script complete" "$log" 2>/dev/null && break; sleep 1; done +pwsh -NoProfile -Command '$p=Get-Process -Name AcDream.App -ErrorAction SilentlyContinue; if($p){$p.CloseMainWindow()|Out-Null; if(-not $p.WaitForExit(10000)){$p|Stop-Process -Force}}' >/dev/null +wait $pid 2>/dev/null +echo "== $name"; tr -d '\r' < "$log" | grep "frame-prof" | tail -8 | sed 's/^.*\[frame-prof\]/ /' | cut -c1-150