fix(render): S3 chunk 4 round 2 — draw-gate condition pinned, scissor and terrain-clip stacks deleted, one outside-view slice constructor

Round-1 three-lens FAIL at d60ca4ea0 found: the K2 fix was right in
production but nothing pinned the draw side (restoring the pre-fix gate
left every lane green); a stale "still ends an active scissor" comment
asserted a mechanism the same round had already deleted; the sky.vert
comment claimed retail clips the sky when it draws unclipped; the K6
pin ran through ClipFrameAssembler.Assemble, which has zero production
callers, so it proved nothing about the producer that actually runs.
This round closes L1-L9.

L1 (BLOCKING) — draw-side weather-gate pin. Added
RetailPViewPassExecutorTests.DrawLandscapeDynamicsPhase_GatesDrawWeatherOnceOnWalkDriverWeatherTurnFired:
reads DrawLandscapeDynamicsPhase's compiled call graph and asserts (a)
the call immediately before DrawWeatherOnce is
WalkFrameDriver.get_WeatherTurnFired and (b) exactly one
brfalse/brfalse.s branch sits between that call and the draw, jumping
forward past it. Three mutations, each shown failing:

  M1 (restore `if (clipAssembly.OutsideViewSlices.Length != 0)`):
    Assert.Equal() Failure: Values differ
    Expected: typeof(AcDream.App.Rendering.Walk.WalkFrameDriver)
    Actual:   typeof(AcDream.App.Rendering.ClipFrameAssembly)

  M2 (drop the gate, unconditional call):
    Assert.Equal() Failure: Values differ
    Expected: typeof(AcDream.App.Rendering.Walk.WalkFrameDriver)
    Actual:   typeof(AcDream.App.Rendering.RetailPViewPassExecutor)

  M3 (invert to `if (!walkDriver.WeatherTurnFired)`):
    Assert.Single() Failure: The collection did not contain any matching items
    Expected:   (predicate expression)
    Collection: [CompiledBranch { Offset = 7, OpCode = brfalse.s, TargetOffset = 17 }, CompiledBranch { Offset = 24, OpCode = brtrue.s, TargetOffset = 33 }]

Corrected WalkFrameDriverTranscriptTests.cs's doc comment (the
Collect_WeatherTurnFiredMatchesThePrintedOcLineExactly block): it pins
the print half and the flag only, and now names the real draw-side pin
instead of falsely claiming to double as one.

L2 (MAJOR) — scissor stack deleted, K4 comment corrected. Deleted
IWorldPassSurface.BeginScissor/EndScissor and their RhiWorldPassSurface
bodies, the scissor call inside ClearInteriorDepth, NdcScissorRect.cs +
NdcScissorRectTests.cs (BeginScissor had zero remaining callers, and
RhiWorldPassSurface.BeginScissor was NdcScissorRect.ToPixels' only
production caller). This left RhiWorldPassSurface's 4th constructor
parameter (IRetailPViewFramebufferSource) and RetailPViewPassExecutor.cs's
RetailPViewFramebufferSize/IRetailPViewFramebufferSource/
SilkRetailPViewFramebufferSource types entirely dead (framebuffer size
was needed only for the scissor's NDC-to-pixel conversion) — removed
them and their one call site in FrameRootComposition.cs. Rewrote
RetailPViewPassExecutor.cs's K4 comment: it no longer asserts a live
scissor mechanism; it states that VulkanGpuPassEncoder's constructor
sets the full-attachment scissor once, at pass begin
(VulkanGpuPassEncoder.cs:87), and nothing narrows it after that. KEPT
per the round-1 verdict: ScissorFallbacks, OutsidePlaneCount,
OutsideViewNdcAabb, HasOutsideView, OutdoorVisible, OutdoorSlot,
ClipViewSlice.NdcAabb (the >8-edge zero-plane slice case the punch fans
still consume) and the VulkanViewportMapping.ScissorToVulkan pass-begin
path (IGpuPassEncoder.SetScissor stays). Also deleted
ClipFrameAssembly.TerrainMode/TerrainScissorNdcAabb and their writers
in ClipFrameAssembler.cs (both Assemble and ReassembleOutsideViewFromWalk);
OutsidePlaneCount's formula reduces to `outsideHasScissorFallback ? 0 :
outsideMaxPlaneCount` without needing the deleted TerrainClipMode
comparison (a scissor-fallback slice can only exist when outdoorVisible
is already true, so the three original cases collapse identically).
Deleted the two "terrain=" / "outMode=" diagnostic reads in
WorldRenderDiagnostics.cs (:345, :409) and the now-vestigial
EmitClipRouteProbe "ubo: n=..." segment that read ClipFrame's deleted
terrain bytes.

DEVIATION from L2's literal text: kept the TerrainClipMode enum type
itself — WorldSceneRenderer.cs's flat-world safety path (explicitly
"out of this chunk's scope" per K4's own round-1 comment) still uses it
for an unrelated "did the flat terrain draw" diagnostic flag, with its
own WorldSceneDiagnosticsController/WorldRenderDiagnostics/test
consumers. Deleting the type would require rewriting files outside
every round's declared file list. Reworded its doc comment to state
this plainly.

L3 (MAJOR, completes K3) — dead TerrainClip UBO deleted from the sky
and terrain shaders. Deleted the block, both gl_ClipDistance loops, and
the gl_PerVertex redeclaration (nothing else needs it) from sky.vert,
terrain_modern.vert, terrain_atmospheric.vert. Recompiled via
tools/compile-shaders.ps1 (glslc via the Vulkan SDK, managed shaderc
fallback also runs) — 24/24 pairs compiled; only sky.vert.spv,
terrain_atmospheric.vert.spv and terrain_modern.vert.spv changed.
Re-pinned VulkanShaderManifestTests.cs's frozen retail-oracle hashes
for sky.vert.spv (7d67a9e3624d198b370d402b5c12e4ce925bf9b8e646ef5123636a86d5985ab5)
and terrain_modern.vert.spv (8a73d89ef0e51e550327b9ff8c24857e309103b1d491030cf0d4d8594b45068c)
with dated comments, matching the existing re-pin convention.

Deleted WorldFrameSectionBinding.BindTerrainClip and
WorldFrameSections.TerrainClip (+ its Reset) with its two callers
(SkyRenderer.Rhi.cs:258, TerrainModernRenderer.Rhi.cs:259). DEVIATION
from L3's literal text: kept the shared Zeroed(...) helper in
WorldPassScope.cs — it is also called by BindSceneLighting and
BindClipRegions, both of which stay; deleting it would have broken
those two live bindings. Deleted IWorldPassSurface.BindTerrainClip
(no-op interface method + RhiWorldPassSurface body) and
WorldScenePassExecutor.cs's two calls to it (:121, :235).

Deleted ClipFrame's _terrainBytes field, TerrainBytes/TerrainBytesForTest
properties, Reset's Array.Clear(_terrainBytes), and the stale
header/K3 comment paragraphs. DEVIATION from L3's literal text: kept
ClipFrame.TerrainUboBytes and ClipFrame.TerrainClipUboBinding —
PortalDepthMaskRenderer.Rhi.cs (:140, :187) is a live production
consumer of both constants for the KEPT exit-seal/punch-fan clip block,
which was never in scope for deletion (portal_depth.vert's own
TerrainClip UBO declaration is the KEEP block, untouched). Reworded
both constants' doc comments (ClipFrame.cs, VulkanPipelineLayouts.cs's
UniformTerrainClip) to say only the portal-depth clip block uses
binding 2 now, and corrected the two GpuBindingModel.cs comments that
explained why terrain-tiling/sky-params bindings are 3/4 by naming "the
terrain clip block". Updated VulkanShaderDescriptorContractTests.cs's
TerrainVertexShaderDeclaresItsClipBlockInTheUniformSet (renamed
TerrainVertexShaderDeclaresOnlySceneLightingInTheUniformSet):
terrain_modern.vert's uniform set is now {SceneLighting} only. Deleted
ClipFrameLayoutTests.NoClip_TerrainBytes_Count0_AllZeros and its K3
comment; corrected the class doc comment and LayoutConstants_MatchShaderStruct's
"terrain UBO"/binding-contract comments to describe the portal-depth
consumer instead.

REQUIRED L3 fact (declared-but-never-bound dynamic uniform binding):
VulkanFrameBindings's constructor seeds EVERY declared uniform binding
(0..UniformBindingCount-1, including binding 2) with the shared dummy
buffer's range before any renderer runs (VulkanFrameBindings.cs:128-130,
`_arena.SeedUniform(binding, dummy.Handle.Handle, dummyUniformRange)`
in a loop over every binding) — "Every binding is always bound, whether
a renderer uses it or not... unused ones point at a shared dummy range"
(VulkanFrameBindings.cs:27-31). So after this round, when the sky or
terrain pipeline draws, set 1's shared descriptor layout still declares
binding 2 (portal_depth.vert's own declaration keeps
IsDeclaredUniformBinding(2) true), and its descriptor still points at a
valid (dummy) range from that seed — vkCmdBindDescriptorSets stays
legal even though neither shader statically uses binding 2 any more.
No SPIR-V-side change was needed to keep this legal.

L4 (MAJOR) — one outside-view slice constructor. Extracted
ClipFrameAssembler.AppendOutsideSlice (frame, ViewPolygon,
outsideSlicesList, ref maxPlaneCount, ref hasScissorFallback, ref
scissorFallbacks) — the exact ClipPlaneSet.From/AppendSlot/
ClipViewSlice-construction body — and call it from both Assemble's
outside_view loop and ReassembleOutsideViewFromWalk's outside_view
loop. Rewrote ClipFrameLayoutTests's K6 pin
(ClipViewSlicePlanes_PunchFanPath_EqualsCpuViewPolygonEdgePlanes_ForASyntheticView):
builds a synthetic WalkPortalView from pixel-space points (the
WalkCopyViewTests pattern) via a trivial IWalkRayCaster, runs
BeginWalkFrame(frame, outdoorRoot: false) then
ReassembleOutsideViewFromWalk(assembly, walkView, 640, 480), and reads
assembly.OutsideViewSlices[0].Planes — the exact production pair
RetailPViewPassExecutor.cs's BeginWalkFrame call and
RetailPViewRenderer.cs's ReassembleOutsideViewFromWalk call make.
Mutation (perturbed planes[0].W inside the shared helper, right after
`planes = cps.PlaneArray;`):

  edge 0 midpoint (-0.3,0.10000001) should lie ~on its OWN GPU plane; the closest plane was only 0.5251073 away

The pin's own source contains no `Assemble(` call — grep-checked by
extracting the method body and searching it for the literal text; no
match.

L5 — shader comments corrected. sky.vert/terrain_modern.vert/
terrain_atmospheric.vert now state retail draws the sky once
(LScape::draw @0x00506330 -> GameSky::Draw(sky,0) @0x0050633c, before
draw_check_blocks) and the landscape is view-culled per cell, never
GPU-clipped (RenderDeviceD3D::DrawBlock @0x005a17c0). The "Phase W
Stage 4"/"U.3 default" clip narratives are deleted along with the
blocks they described.

L6 — grep sweep. `grep -rn "<token>" src tests docs/architecture`
returns nothing for SetTerrainClip, BeginDoorwayScissor,
BindTerrainClip, TerrainBytes, "active scissor", and NdcScissorRect —
confirmed after this commit (docs/plans and docs/research keep the
historical record, untouched). TerrainClipMode is the one deliberate
exception (see the L2 deviation note above); every one of its 9
remaining hits is a live, non-stale reference (the enum declaration,
WorldSceneRenderer's flat-path local, or their diagnostic/test
plumbing), not a stale mention of a deleted mechanism.

L7 — Issue130DoorwayStripTests. Deleted AnySliceAdmitsScissor,
worstScissorGapPx and its PIN 1 assertion, the header's scissor
sentences, and the scissorGap half of MeasureTopEdgeGap (dropped the
fbW parameter it alone needed). Rewrote the header: the scissor
mechanism is retired (the sky and landscape draw unclipped; aperture
exactness comes from the depth clear, the exit seals and the interior
repaint). The remaining plane-gap half (the canary PIN,
`worstPlaneGapPx <= 1.2f`) still pins something production reads:
AnySliceAdmitsPlanes walks slice.Planes from the SAME ProjectToClip ->
ClipToRegion -> ClipPlaneSet.From pipeline
RetailPViewPassExecutor.DrawWalkPunchFan reads through
clipAssembly.OutsideViewSlices[activeViewIndex].Planes — so the test
was kept, not deleted.

L8 — DrawWalkSky loop-shape pin. Added
DrawWalkSky_RenderSkyCallSiteHasNoEnclosingBackwardBranch (same
backward-branch-span shape as K1's DrawWeatherOnce pin), plus a note in
both pins that CompiledCallGraph.ReadBranches does not decode a
compiled switch jump table, but no C# loop construct compiles to one.
Mutation (wrapped the RenderSky call in `for (int i = 0; i < 2; i++)`):

  Assert.DoesNotContain() Failure: Filter matched in collection
  Collection: [..., CompiledBranch { Offset = 20, OpCode = brtrue.s, TargetOffset = 25 }, CompiledBranch { Offset = 23, OpCode = br.s, TargetOffset = 66 }, CompiledBranch { Offset = 72, OpCode = blt.s, TargetOffset = 13 }, CompiledBranch { Offset = 80, OpCode = brfalse.s, TargetOffset = 116 }, CompiledBranch { Offset = 88, OpCode = brfalse.s, TargetOffset = 116 }]

(the Offset=72 -> TargetOffset=13 entry is the injected loop's backward
branch spanning the call).

L9 — this message.

Gates: dotnet build 0 warnings / 0 errors. Hermetic filter
(Lane!=InstalledDat&...&Status!=KnownFailure): 6827 passed, 0 failed.
InstalledDat lane against a real DAT directory: 244 passed, 4 failed —
exactly the four known failures (LayoutImporterMediaBearingChildSweepTests
+ LayoutImporterInvisibleSweepTests, both #383; TowerAscentReplayTests,
KnownFailure; WalkTraceConformanceTests.Oh_doorway_still_first_frame_diff,
#458 KnownFailure). No register row added (every deletion here removes
an acdream-only rule; the KEEP items already had their equivalence
pins from round 1). No new flag/probe.

OWED: the lead's ACDREAM_DEVTOOLS=1 four-pose visual self-gate against
the running client is not run by this agent — CLAUDE.md and this
task's own instructions forbid launching the graphical client from
here; that visual/validation-layer pass remains the user's to run
before this round is accepted.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-09-03 15:11:21 +02:00
parent ff607a1e04
commit 7df0b94c9f
32 changed files with 832 additions and 991 deletions

View file

@ -368,15 +368,12 @@ internal sealed class FrameRootCompositionPhase
d.RenderDiagnosticLog); d.RenderDiagnosticLog);
IRenderFrameGlState worldFrameGlState = NullRenderFrameGlState.Instance; IRenderFrameGlState worldFrameGlState = NullRenderFrameGlState.Instance;
IWorldPassScope? worldPassScope = d.Graphics.WorldPassScope; IWorldPassScope? worldPassScope = d.Graphics.WorldPassScope;
var worldFramebufferSource =
new SilkRetailPViewFramebufferSource(d.Window);
IWorldPassSurface worldPassSurface = new RhiWorldPassSurface( IWorldPassSurface worldPassSurface = new RhiWorldPassSurface(
worldPassScope worldPassScope
?? throw new InvalidOperationException( ?? throw new InvalidOperationException(
"The graphics backend must publish a world pass scope."), "The graphics backend must publish a world pass scope."),
host.GpuFrameLifetime, host.GpuFrameLifetime,
live.ClipFrame, live.ClipFrame);
worldFramebufferSource);
var worldFrameEnvironment = var worldFrameEnvironment =
new RuntimeWorldFrameEnvironmentPreparation( new RuntimeWorldFrameEnvironmentPreparation(
d.Options, d.Options,

View file

@ -1,39 +1,38 @@
// ClipFrame.cs // ClipFrame.cs
// //
// Phase U.3: the per-frame container for the SHARED per-frame clip data // Phase U.3: the per-frame container for the mesh SSBO clip-region table
// consumed by mesh_modern.vert (SSBO binding=2) and terrain_modern.vert (UBO // (binding=2) that mesh_modern.vert reads. The per-instance slot index
// binding=2). This is the "shared" half of the U.3 clip mechanism; the // buffer (SSBO binding=3) is PER-RENDERER and owned by each renderer
// per-instance slot index buffer (SSBO binding=3) is PER-RENDERER and owned by // (WbDrawDispatcher / EnvCellRenderer), parallel to its instance buffer —
// each renderer (WbDrawDispatcher / EnvCellRenderer), parallel to its instance // it is NOT here.
// buffer — it is NOT here.
// //
// === The contract (both shader sides obey) =================================== // === The contract (the shader side obeys) =====================================
// binding=2 mesh SSBO holds an array of CellClip, one per "slot": // binding=2 mesh SSBO holds an array of CellClip, one per "slot":
// struct CellClip { uint count; uint _p0; uint _p1; uint _p2; vec4 planes[8]; }; // struct CellClip { uint count; uint _p0; uint _p1; uint _p2; vec4 planes[8]; };
// std430 layout: count at byte 0, three pad uints at 4/8/12, planes[8] at 16 // std430 layout: count at byte 0, three pad uints at 4/8/12, planes[8] at 16
// (vec4 stride 16) → 144 bytes per slot. Slot 0 is RESERVED = no-clip (count 0). // (vec4 stride 16) → 144 bytes per slot. Slot 0 is RESERVED = no-clip (count 0).
// binding=2 terrain UBO holds the single OutsideView region:
// layout(std140) { int uTerrainClipCount; vec4 uTerrainClipPlanes[8]; };
// std140 layout: count at byte 0 (padded to 16), planes[8] at 16 → 144 bytes.
// //
// In U.3 a ClipFrame is built via NoClip(): one slot (slot 0, count 0) and a // In U.3 a ClipFrame is built via NoClip(): one slot (slot 0, count 0).
// terrain count of 0. Everything renders exactly as before. U.4 populates real // Everything renders exactly as before. U.4 populates real slots from a
// slots from a PortalVisibilityFrame (one CellClip per visible cell) and sets the // PortalVisibilityFrame (one CellClip per visible cell), then points each
// terrain OutsideView planes, then points each renderer's per-instance slot // renderer's per-instance slot buffer at the right slots.
// buffer at the right slots. //
// The one CONSUMER outside the mesh path that still reads a slot's packed
// bytes directly is PortalDepthMaskRenderer's exit-seal/punch-fan draw
// (S3 §8/§10 KEEP): it shares the SAME std140 144-byte layout
// (TerrainUboBytes) and binding (TerrainClipUboBinding = 2) the walk's own
// screen-space clip gate used to occupy before S3 chunk 4 fix round 2 (L3)
// deleted that gate outright — the terrain and sky shaders no longer declare
// any block at that binding.
// //
// Pure CPU byte-packing. The GL upload machinery this file used to carry // Pure CPU byte-packing. The GL upload machinery this file used to carry
// alongside the packing (a per-flight-slot region SSBO + terrain UBO arena, // alongside the packing (a per-flight-slot region SSBO arena,
// reservation/upload-once bookkeeping, and their disposal) was deleted at // reservation/upload-once bookkeeping, and their disposal) was deleted at
// Campaign V slice V11: the RHI arm (see RhiWorldPassSurface.PrepareClipFrame // Campaign V slice V11: the RHI arm (see RhiWorldPassSurface.PrepareClipFrame
// in WorldPassSurface.cs) reads RegionBytes below and copies it into a frame // in WorldPassSurface.cs) reads RegionBytes below and copies it into a frame
// ring allocation instead, so nothing here owns a GPU resource anymore. S3 // ring allocation instead, so nothing here owns a GPU resource anymore. The
// chunk 4 fix round 1 (K3) deleted SetTerrainClip (its only writer) — the // byte layout is asserted by ClipFrameLayoutTests so a silent std430 drift
// terrain UBO half of PrepareClipFrame's publication is gone with it; // can't reach the GPU.
// WorldFrameSectionBinding.BindTerrainClip's existing zeroed-ring fallback
// binds TerrainBytes's permanent all-zero state instead. The byte layout is
// asserted by ClipFrameLayoutTests so a silent std430/std140 drift can't
// reach the GPU.
using System; using System;
using System.Numerics; using System.Numerics;
using System.Runtime.InteropServices; using System.Runtime.InteropServices;
@ -41,15 +40,15 @@ using System.Runtime.InteropServices;
namespace AcDream.App.Rendering; namespace AcDream.App.Rendering;
/// <summary> /// <summary>
/// Per-frame container for the SHARED clip data: the binding=2 mesh SSBO (one /// Per-frame container for the mesh SSBO clip-region table (binding=2, one
/// <c>CellClip</c> per slot, slot 0 reserved no-clip) and the binding=2 terrain /// <c>CellClip</c> per slot, slot 0 reserved no-clip). See the file header for
/// UBO (the single OutsideView region). See the file header for the exact /// the exact std430 byte layout and for <see cref="TerrainUboBytes"/>/
/// std430 / std140 byte layout. Per-instance slot buffers (binding=3) are owned by /// <see cref="TerrainClipUboBinding"/>'s separate remaining purpose.
/// each renderer, not here. /// Per-instance slot buffers (binding=3) are owned by each renderer, not here.
/// </summary> /// </summary>
public sealed class ClipFrame : IDisposable public sealed class ClipFrame : IDisposable
{ {
// ---- Layout constants (mirror mesh_modern.vert + terrain_modern.vert) ---- // ---- Layout constants (mirror mesh_modern.vert) ----
/// <summary>Max planes per clip region — matches the shader's <c>planes[8]</c> /// <summary>Max planes per clip region — matches the shader's <c>planes[8]</c>
/// and GL's guaranteed <c>GL_MAX_CLIP_DISTANCES &gt;= 8</c>.</summary> /// and GL's guaranteed <c>GL_MAX_CLIP_DISTANCES &gt;= 8</c>.</summary>
@ -63,17 +62,24 @@ public sealed class ClipFrame : IDisposable
/// count + 3 pad uints).</summary> /// count + 3 pad uints).</summary>
public const int CellClipPlanesOffset = 16; public const int CellClipPlanesOffset = 16;
/// <summary>std140 size of the terrain UBO block: int count padded to 16, then /// <summary>std140 size of <c>PortalDepthMaskRenderer</c>'s exit-seal/punch-fan
/// 8 × 16 (vec4 planes) = 144 bytes. Same number as the SSBO stride by /// clip block: int count padded to 16, then 8 × 16 (vec4 planes) = 144
/// coincidence of the 16-byte vec4 rule, but a DIFFERENT layout family.</summary> /// bytes. Same number as the mesh SSBO stride by coincidence of the
/// 16-byte vec4 rule, but a DIFFERENT layout family. S3 chunk 4 fix round 2
/// (L3) retired this constant's other former use — the walk's own
/// screen-space clip gate, which terrain_modern.vert and sky.vert used to
/// declare at the same binding before the gate itself was deleted.</summary>
public const int TerrainUboBytes = 16 + MaxPlanes * 16; // 144 public const int TerrainUboBytes = 16 + MaxPlanes * 16; // 144
/// <summary>UBO binding index for the terrain OutsideView clip region /// <summary>UBO binding index for <c>PortalDepthMaskRenderer</c>'s
/// (terrain_modern.vert binding=2). Read directly by both the RHI world-pass /// exit-seal/punch-fan clip block (<c>portal_depth.vert</c> binding=2) — the
/// section binder (<c>WorldFrameSectionBinding.BindTerrainClip</c>) and /// one production consumer left at this binding after S3 chunk 4 fix
/// <c>PortalDepthMaskRenderer</c>, so unlike the mesh SSBO binding (which the /// round 2 (L3) deleted the walk's own screen-space clip gate (which used
/// RHI arm addresses through its own <c>GpuBindingModel.StorageClipRegions</c> /// to share this same binding number in terrain_modern.vert and
/// instead) this one is still genuinely shared.</summary> /// sky.vert). Unlike the mesh SSBO binding (which the RHI arm addresses
/// through its own <c>GpuBindingModel.StorageClipRegions</c> instead) this
/// one stays a restated raw constant — see
/// <c>VulkanPipelineLayouts.UniformTerrainClip</c>'s matching doc.</summary>
public const uint TerrainClipUboBinding = 2; public const uint TerrainClipUboBinding = 2;
// ---- CPU-side state ------------------------------------------------------ // ---- CPU-side state ------------------------------------------------------
@ -82,9 +88,6 @@ public sealed class ClipFrame : IDisposable
private byte[] _regionBytes; private byte[] _regionBytes;
private int _slotCount; private int _slotCount;
// Packed std140 bytes for the terrain UBO (always TerrainUboBytes long).
private readonly byte[] _terrainBytes = new byte[TerrainUboBytes];
/// <summary> /// <summary>
/// The GL arm's per-flight-slot region/terrain buffer rings this used to /// The GL arm's per-flight-slot region/terrain buffer rings this used to
/// report on were deleted at Campaign V slice V11: every publication now /// report on were deleted at Campaign V slice V11: every publication now
@ -98,14 +101,12 @@ public sealed class ClipFrame : IDisposable
{ {
_regionBytes = regionBytes; _regionBytes = regionBytes;
_slotCount = slotCount; _slotCount = slotCount;
// Terrain defaults to count 0 (ungated). _terrainBytes is already all
// zeros, which encodes count=0 + zeroed (unused) planes.
} }
/// <summary> /// <summary>
/// The U.3 default frame: exactly slot 0 (no-clip, count 0) and a terrain /// The U.3 default frame: exactly slot 0 (no-clip, count 0). The whole
/// count of 0. The whole scene renders ungated — identical to pre-U.3. U.4 /// scene renders ungated — identical to pre-U.3. U.4 replaces this with a
/// replaces this with a frame built from real portal visibility. /// frame built from real portal visibility.
/// </summary> /// </summary>
public static ClipFrame NoClip() public static ClipFrame NoClip()
{ {
@ -120,10 +121,10 @@ public sealed class ClipFrame : IDisposable
/// <summary> /// <summary>
/// Phase U.4: reset this frame back to the NoClip state — exactly slot 0 /// Phase U.4: reset this frame back to the NoClip state — exactly slot 0
/// (no-clip, count 0) and a terrain count of 0 — WITHOUT allocating a new /// (no-clip, count 0) — WITHOUT allocating a new frame. The single
/// frame. The single long-lived <c>_clipFrame</c> in GameWindow is reset + /// long-lived <c>_clipFrame</c> in GameWindow is reset + re-packed every
/// re-packed every frame by <see cref="ClipFrameAssembler"/>, then published /// frame by <see cref="ClipFrameAssembler"/>, then published through one
/// through one frame-ring allocation per section (see /// frame-ring allocation per section (see
/// <c>RhiWorldPassSurface.PrepareClipFrame</c>). /// <c>RhiWorldPassSurface.PrepareClipFrame</c>).
/// </summary> /// </summary>
public void Reset() public void Reset()
@ -136,9 +137,6 @@ public sealed class ClipFrame : IDisposable
EnsureRegionCapacity(CellClipStrideBytes); EnsureRegionCapacity(CellClipStrideBytes);
Array.Clear(_regionBytes, 0, CellClipStrideBytes); Array.Clear(_regionBytes, 0, CellClipStrideBytes);
_slotCount = 1; _slotCount = 1;
// Terrain back to count 0 (ungated) until SetTerrainClip is called again.
Array.Clear(_terrainBytes);
} }
/// <summary> /// <summary>
@ -230,18 +228,13 @@ public sealed class ClipFrame : IDisposable
count * sizeof(float) * 4)); count * sizeof(float) * 4));
} }
// S3 chunk 4 fix round 1 (K3): SetTerrainClip (the terrain OutsideView // S3 chunk 4 fix round 2 (L3): the walk's screen-space clip gate is gone
// writer) is deleted — no production caller has written a non-empty // — terrain_modern.vert and sky.vert no longer declare a block at this
// terrain clip since S3 chunk 4's original round deleted the walk's // binding, and the last CPU-side publisher of one was already removed a
// per-outside-view-slice sky/terrain-clip loop, and fix round 1's K4 // round earlier. Every KEEP clip (exit seals, punch fans) reads its
// deletes the sky loop's own now-dead SetTerrainClip wrapper too. Every // planes through GetSlotPlanes above / ClipViewSlice.Planes directly,
// KEEP clip (exit seals, punch fans) already read their planes through // never through a terrain-specific slot — this class carries no terrain
// GetSlotPlanes above / ClipViewSlice.Planes directly, never through // state at all any more.
// this terrain-specific slot. _terrainBytes therefore stays at its
// NoClip/Reset default (count 0, all zero) for the life of a frame —
// see WorldPassSurface.cs's PrepareClipFrame for how the TerrainClip
// UBO section still gets bound as that all-zero disabled block even
// with nothing left to publish it.
/// <summary> /// <summary>
/// No-op: this container owns no GPU resource of its own on the RHI arm — /// No-op: this container owns no GPU resource of its own on the RHI arm —
@ -308,15 +301,9 @@ public sealed class ClipFrame : IDisposable
internal ReadOnlySpan<byte> RegionBytes => internal ReadOnlySpan<byte> RegionBytes =>
_regionBytes.AsSpan(0, _slotCount * CellClipStrideBytes); _regionBytes.AsSpan(0, _slotCount * CellClipStrideBytes);
/// <summary>The packed std140 terrain-clip block. See <see cref="RegionBytes"/>.</summary>
internal ReadOnlySpan<byte> TerrainBytes => _terrainBytes;
// ---- Test seams ---------------------------------------------------------- // ---- Test seams ----------------------------------------------------------
/// <summary>Test seam: the packed std430 region bytes (slot 0..SlotCount-1). /// <summary>Test seam: the packed std430 region bytes (slot 0..SlotCount-1).
/// Read-only snapshot used by ClipFrameLayoutTests to assert the byte layout.</summary> /// Read-only snapshot used by ClipFrameLayoutTests to assert the byte layout.</summary>
internal ReadOnlySpan<byte> RegionBytesForTest => RegionBytes; internal ReadOnlySpan<byte> RegionBytesForTest => RegionBytes;
/// <summary>Test seam: the packed std140 terrain UBO bytes.</summary>
internal ReadOnlySpan<byte> TerrainBytesForTest => TerrainBytes;
} }

View file

@ -19,7 +19,15 @@ using System.Numerics;
namespace AcDream.App.Rendering; namespace AcDream.App.Rendering;
/// <summary> /// <summary>
/// How the landscape-through-outside_view pass should be interpreted. /// S3 chunk 4 fix round 2 (L2): retired from the walk's own clip assembly —
/// <see cref="ClipFrameAssembly"/> no longer tracks a terrain clip mode at
/// all, because the walk draws the sky, terrain and weather unclipped, one
/// call each, matching retail (<c>LScape::draw</c> never installs a view
/// before any of the three). The type stays only because
/// <see cref="WorldSceneRenderer"/>'s separate flat-world safety path still
/// uses it for its own unrelated "did the flat terrain draw this frame"
/// diagnostic flag (<c>Planes</c> = drew, <c>Skip</c> = the PView walk ran
/// instead; that path never produces <c>Scissor</c>).
/// </summary> /// </summary>
public enum TerrainClipMode public enum TerrainClipMode
{ {
@ -61,8 +69,6 @@ public sealed class ClipFrameAssembly
public int OutdoorSlot { get; internal set; } public int OutdoorSlot { get; internal set; }
public bool OutdoorVisible { get; internal set; } public bool OutdoorVisible { get; internal set; }
public TerrainClipMode TerrainMode { get; internal set; }
public Vector4 TerrainScissorNdcAabb { get; internal set; }
public bool HasOutsideView { get; internal set; } public bool HasOutsideView { get; internal set; }
public Vector4 OutsideViewNdcAabb { get; internal set; } public Vector4 OutsideViewNdcAabb { get; internal set; }
@ -279,8 +285,6 @@ public static class ClipFrameAssembler
assembly.SetOutsideViewSlices(assembly.CopySlices(slices)); assembly.SetOutsideViewSlices(assembly.CopySlices(slices));
assembly.OutdoorSlot = 0; assembly.OutdoorSlot = 0;
assembly.OutdoorVisible = true; assembly.OutdoorVisible = true;
assembly.TerrainMode = TerrainClipMode.Scissor;
assembly.TerrainScissorNdcAabb = fullScreen;
assembly.HasOutsideView = true; assembly.HasOutsideView = true;
assembly.OutsideViewNdcAabb = fullScreen; assembly.OutsideViewNdcAabb = fullScreen;
assembly.OutsidePlaneCount = 0; assembly.OutsidePlaneCount = 0;
@ -290,8 +294,6 @@ public static class ClipFrameAssembler
{ {
assembly.OutdoorSlot = 0; assembly.OutdoorSlot = 0;
assembly.OutdoorVisible = false; assembly.OutdoorVisible = false;
assembly.TerrainMode = TerrainClipMode.Skip;
assembly.TerrainScissorNdcAabb = Vector4.Zero;
assembly.HasOutsideView = false; assembly.HasOutsideView = false;
assembly.OutsideViewNdcAabb = Vector4.Zero; assembly.OutsideViewNdcAabb = Vector4.Zero;
assembly.OutsidePlaneCount = 0; assembly.OutsidePlaneCount = 0;
@ -370,53 +372,36 @@ public static class ClipFrameAssembler
foreach (var poly in pvFrame.OutsideView.Polygons) foreach (var poly in pvFrame.OutsideView.Polygons)
{ {
var cps = ClipPlaneSet.From(poly); AppendOutsideSlice(
if (cps.IsNothingVisible) frame,
continue; poly,
outsideSlicesList,
int slot; ref outsideMaxPlaneCount,
Vector4[] planes; ref outsideHasScissorFallback,
if (cps.Count > 0) ref scissorFallbacks);
{
planes = cps.PlaneArray;
slot = frame.AppendSlot(planes);
if (cps.Count > outsideMaxPlaneCount)
outsideMaxPlaneCount = cps.Count;
}
else
{
planes = System.Array.Empty<Vector4>();
slot = 0;
outsideHasScissorFallback = true;
scissorFallbacks++;
}
outsideSlicesList.Add(new ClipViewSlice(slot, AabbOf(poly), planes));
} }
ClipViewSlice[] outsideViewSlices = assembly.CopySlices(outsideSlicesList); ClipViewSlice[] outsideViewSlices = assembly.CopySlices(outsideSlicesList);
bool outdoorVisible = outsideViewSlices.Length > 0; bool outdoorVisible = outsideViewSlices.Length > 0;
int outdoorSlot = outdoorVisible ? outsideViewSlices[0].Slot : 0; int outdoorSlot = outdoorVisible ? outsideViewSlices[0].Slot : 0;
TerrainClipMode terrainMode = !outdoorVisible
? TerrainClipMode.Skip
: (outsideHasScissorFallback ? TerrainClipMode.Scissor : TerrainClipMode.Planes);
Vector4 outsideViewNdcAabb = outdoorVisible Vector4 outsideViewNdcAabb = outdoorVisible
? new Vector4(pvFrame.OutsideView.MinX, pvFrame.OutsideView.MinY, ? new Vector4(pvFrame.OutsideView.MinX, pvFrame.OutsideView.MinY,
pvFrame.OutsideView.MaxX, pvFrame.OutsideView.MaxY) pvFrame.OutsideView.MaxX, pvFrame.OutsideView.MaxY)
: Vector4.Zero; : Vector4.Zero;
Vector4 terrainScissor = terrainMode == TerrainClipMode.Scissor
? outsideViewNdcAabb
: Vector4.Zero;
assembly.SetOutsideViewSlices(outsideViewSlices); assembly.SetOutsideViewSlices(outsideViewSlices);
assembly.OutdoorSlot = outdoorSlot; assembly.OutdoorSlot = outdoorSlot;
assembly.OutdoorVisible = outdoorVisible; assembly.OutdoorVisible = outdoorVisible;
assembly.TerrainMode = terrainMode;
assembly.TerrainScissorNdcAabb = terrainScissor;
assembly.HasOutsideView = outdoorVisible; assembly.HasOutsideView = outdoorVisible;
assembly.OutsideViewNdcAabb = outsideViewNdcAabb; assembly.OutsideViewNdcAabb = outsideViewNdcAabb;
assembly.OutsidePlaneCount = terrainMode == TerrainClipMode.Planes ? outsideMaxPlaneCount : 0; // S3 chunk 4 fix round 2 (L2): equivalent to the deleted
// terrainMode == TerrainClipMode.Planes gate without needing
// TerrainClipMode at all — a scissor-fallback slice can only exist
// when outdoorVisible is already true (both branches above append a
// slice), so this reduces to the same three cases (no slices -> 0;
// any scissor fallback -> 0; all-planes -> outsideMaxPlaneCount).
assembly.OutsidePlaneCount = outsideHasScissorFallback ? 0 : outsideMaxPlaneCount;
assembly.ScissorFallbacks = scissorFallbacks; assembly.ScissorFallbacks = scissorFallbacks;
return assembly; return assembly;
} }
@ -509,9 +494,60 @@ public static class ClipFrameAssembler
if (poly.MaxY > unionMaxY) unionMaxY = poly.MaxY; if (poly.MaxY > unionMaxY) unionMaxY = poly.MaxY;
} }
AppendOutsideSlice(
frame,
poly,
outsideSlicesList,
ref outsideMaxPlaneCount,
ref outsideHasScissorFallback,
ref scissorFallbacks);
}
ClipViewSlice[] outsideViewSlices = assembly.CopySlices(outsideSlicesList);
bool outdoorVisible = outsideViewSlices.Length > 0;
int outdoorSlot = outdoorVisible ? outsideViewSlices[0].Slot : 0;
Vector4 outsideViewNdcAabb = outdoorVisible
? new Vector4(unionMinX, unionMinY, unionMaxX, unionMaxY)
: Vector4.Zero;
assembly.SetOutsideViewSlices(outsideViewSlices);
assembly.OutdoorSlot = outdoorSlot;
assembly.OutdoorVisible = outdoorVisible;
assembly.HasOutsideView = outdoorVisible;
assembly.OutsideViewNdcAabb = outsideViewNdcAabb;
// S3 chunk 4 fix round 2 (L2): see Assemble's matching comment — the
// same reduction applies here.
assembly.OutsidePlaneCount = outsideHasScissorFallback ? 0 : outsideMaxPlaneCount;
assembly.ScissorFallbacks = scissorFallbacks;
}
/// <summary>
/// S3 chunk 4 fix round 2 (L4): the ONE place a single outside_view
/// <see cref="ViewPolygon"/> becomes an appended clip slot plus its
/// <see cref="ClipViewSlice"/> — both <see cref="Assemble"/>'s
/// outside_view loop and <see cref="ReassembleOutsideViewFromWalk"/>'s
/// outside_view loop call this instead of each carrying its own copy of
/// the plane/scissor-fallback bookkeeping (a prior round's three-lens
/// review found the duplication let a CPU/GPU equivalence pin exercise
/// one copy while production ran the other — see <c>ClipFrameLayoutTests</c>'
/// punch-fan pin). A polygon entirely outside every plane
/// (<see cref="ClipPlaneSet.IsNothingVisible"/>) appends nothing and
/// returns false; the caller's own loop simply moves to the next
/// polygon either way, so the return value only matters to a caller that
/// needs to know.
/// </summary>
private static bool AppendOutsideSlice(
ClipFrame frame,
in ViewPolygon poly,
List<ClipViewSlice> outsideSlicesList,
ref int maxPlaneCount,
ref bool hasScissorFallback,
ref int scissorFallbacks)
{
var cps = ClipPlaneSet.From(poly); var cps = ClipPlaneSet.From(poly);
if (cps.IsNothingVisible) if (cps.IsNothingVisible)
continue; return false;
int slot; int slot;
Vector4[] planes; Vector4[] planes;
@ -519,43 +555,19 @@ public static class ClipFrameAssembler
{ {
planes = cps.PlaneArray; planes = cps.PlaneArray;
slot = frame.AppendSlot(planes); slot = frame.AppendSlot(planes);
if (cps.Count > outsideMaxPlaneCount) if (cps.Count > maxPlaneCount)
outsideMaxPlaneCount = cps.Count; maxPlaneCount = cps.Count;
} }
else else
{ {
planes = System.Array.Empty<Vector4>(); planes = System.Array.Empty<Vector4>();
slot = 0; slot = 0;
outsideHasScissorFallback = true; hasScissorFallback = true;
scissorFallbacks++; scissorFallbacks++;
} }
outsideSlicesList.Add(new ClipViewSlice(slot, AabbOf(poly), planes)); outsideSlicesList.Add(new ClipViewSlice(slot, AabbOf(poly), planes));
} return true;
ClipViewSlice[] outsideViewSlices = assembly.CopySlices(outsideSlicesList);
bool outdoorVisible = outsideViewSlices.Length > 0;
int outdoorSlot = outdoorVisible ? outsideViewSlices[0].Slot : 0;
TerrainClipMode terrainMode = !outdoorVisible
? TerrainClipMode.Skip
: (outsideHasScissorFallback ? TerrainClipMode.Scissor : TerrainClipMode.Planes);
Vector4 outsideViewNdcAabb = outdoorVisible
? new Vector4(unionMinX, unionMinY, unionMaxX, unionMaxY)
: Vector4.Zero;
Vector4 terrainScissor = terrainMode == TerrainClipMode.Scissor
? outsideViewNdcAabb
: Vector4.Zero;
assembly.SetOutsideViewSlices(outsideViewSlices);
assembly.OutdoorSlot = outdoorSlot;
assembly.OutdoorVisible = outdoorVisible;
assembly.TerrainMode = terrainMode;
assembly.TerrainScissorNdcAabb = terrainScissor;
assembly.HasOutsideView = outdoorVisible;
assembly.OutsideViewNdcAabb = outsideViewNdcAabb;
assembly.OutsidePlaneCount = terrainMode == TerrainClipMode.Planes ? outsideMaxPlaneCount : 0;
assembly.ScissorFallbacks = scissorFallbacks;
} }
private static Vector4 AabbOf(ViewPolygon poly) => private static Vector4 AabbOf(ViewPolygon poly) =>

View file

@ -93,7 +93,8 @@ internal static class GpuBindingModel
/// is 144 bytes: too large for the 96-byte push-constant block (and for /// is 144 bytes: too large for the 96-byte push-constant block (and for
/// Vulkan's guaranteed 128-byte ceiling), and there is no RHI verb for setting /// Vulkan's guaranteed 128-byte ceiling), and there is no RHI verb for setting
/// a uniform array. A small uniform buffer is the Vulkan-legal home. Binding 2 /// a uniform array. A small uniform buffer is the Vulkan-legal home. Binding 2
/// is taken by the terrain clip block, so this is 3. /// is taken by <c>PortalDepthMaskRenderer</c>'s exit-seal/punch-fan clip block
/// (<see cref="VulkanPipelineLayouts.UniformTerrainClip"/>), so this is 3.
/// </summary> /// </summary>
public const uint UniformTerrainTiling = 3; public const uint UniformTerrainTiling = 3;
@ -107,8 +108,8 @@ internal static class GpuBindingModel
/// block, so a loose <c>uniform mat4 uSkyView;</c> is unspellable, and this /// block, so a loose <c>uniform mat4 uSkyView;</c> is unspellable, and this
/// set is 256 bytes in std140 — three matrices alone are twice the entire /// set is 256 bytes in std140 — three matrices alone are twice the entire
/// 96-byte push-constant block. A uniform buffer is the only legal home. /// 96-byte push-constant block. A uniform buffer is the only legal home.
/// Bindings 1, 2 and 3 are taken by SceneLighting, the terrain clip block /// Bindings 1, 2 and 3 are taken by SceneLighting, PortalDepthMaskRenderer's
/// and terrain tiling, so this is 4. /// clip block and terrain tiling, so this is 4.
/// </summary> /// </summary>
public const uint UniformSkyParams = 4; public const uint UniformSkyParams = 4;

View file

@ -371,13 +371,17 @@ internal static unsafe class VulkanPipelineLayouts
} }
/// <summary> /// <summary>
/// The terrain screen-space clip block's uniform binding. /// <c>PortalDepthMaskRenderer</c>'s exit-seal/punch-fan clip block's uniform
/// binding (<c>portal_depth.vert</c>).
/// ///
/// <para><see cref="GpuBindingModel"/> does not name this number — it only /// <para><see cref="GpuBindingModel"/> does not name this number — it only
/// records, twice, that "binding 2 is taken by the terrain clip block" while /// records that binding 2 is taken here while explaining why terrain tiling
/// explaining why terrain tiling is 3 and sky params are 4. The number itself /// is 3 and sky params are 4. Pinned since Phase U.3; S3 chunk 4 fix round 2
/// has been pinned by <c>terrain_modern.vert</c> and <c>sky.vert</c> since /// (L3) deleted the walk's OWN screen-space clip gate, which used to share
/// Phase U.3. Restating it here rather than promoting it into the frozen /// this exact binding number in <c>terrain_modern.vert</c> and
/// <c>sky.vert</c> — neither shader declares a block at this binding any
/// more, leaving <c>portal_depth.vert</c> the one production consumer.
/// Restating the number here rather than promoting it into the frozen
/// binding model keeps slice V6i-2 out of the pinned contract; a later slice /// binding model keeps slice V6i-2 out of the pinned contract; a later slice
/// entitled to change §3.3 should move it.</para> /// entitled to change §3.3 should move it.</para>
/// </summary> /// </summary>

View file

@ -38,11 +38,13 @@ namespace AcDream.App.Rendering.Gpu.Vk;
/// <para><b>Scissor does NOT flip with the viewport.</b> The V3 audit called /// <para><b>Scissor does NOT flip with the viewport.</b> The V3 audit called
/// this out as a concrete acceptance item (plan §4.10, item 1): /// this out as a concrete acceptance item (plan §4.10, item 1):
/// <c>vkCmdSetScissor</c> is always top-left-origin regardless of viewport sign, /// <c>vkCmdSetScissor</c> is always top-left-origin regardless of viewport sign,
/// and <c>NdcScissorRect.ToPixels</c> emits GL bottom-left rectangles. So the /// while every caller of <see cref="ScissorToVulkan"/> passes a GL-convention
/// scissor rectangle needs an explicit Y flip against the attachment height, /// bottom-left rectangle (the pass encoder's own full-attachment default,
/// while the viewport needs none. Getting this wrong shows up as a doorway /// set once at pass begin — S3 chunk 4 fix round 2 deleted the one caller that
/// aperture clipped from the wrong edge — visible, but only in a scene that has /// used to pass anything narrower). So the scissor rectangle needs an explicit
/// one.</para> /// Y flip against the attachment height, while the viewport needs none.
/// Getting this wrong shows up as a doorway aperture clipped from the wrong
/// edge — visible, but only in a scene that has one.</para>
/// ///
/// <para>Clip space itself needs nothing. acdream's cameras already build /// <para>Clip space itself needs nothing. acdream's cameras already build
/// projections with <c>Matrix4x4.CreatePerspectiveFieldOfView</c>, which is the /// projections with <c>Matrix4x4.CreatePerspectiveFieldOfView</c>, which is the

View file

@ -1,45 +0,0 @@
// NdcScissorRect.cs
//
// NDC AABB → framebuffer-pixel scissor box, CONSERVATIVE (outer bound).
// The scissor that brackets a landscape/doorway slice is a fallback BOUND on
// the slice's view region (AD-17 in the divergence register): it must CONTAIN
// every fragment the per-fragment plane clip would keep. Under-inclusion is
// the bug class — the #130 doorway top-edge background strip was this box
// computed as Floor(origin) + Ceiling(size), whose far edge
// floor(min)+ceil(maxmin) lands up to one pixel SHORT of the true max edge
// at unlucky fractional alignments, scissoring away the aperture's top/right
// pixel row for the whole slice (sky, terrain, statics, weather) while the
// seal still stamps it — a strip of clear color no later pass can fill.
//
// Correct outer bound: floor both mins, ceil both maxes, width = difference.
// A fragment at pixel (i,j) rasterizes iff its CENTER (i+0.5, j+0.5) lies in
// the region ⊆ the NDC box [X0,X1]×[Y0,Y1] (pixel units). Center-inside ⇒
// i ≥ X00.5 ⇒ i ≥ floor(X0) and i ≤ X10.5 ⇒ i < ceil(X1). So
// [floor(X0), ceil(X1)) admits every center-inside pixel, over-including by
// at most one pixel per edge — safe per AD-17's doctrine (the wall shell /
// plane clip repaints or kills the surplus).
using System;
using System.Numerics;
namespace AcDream.App.Rendering;
public static class NdcScissorRect
{
/// <summary>Convert an NDC AABB (minX, minY, maxX, maxY in [-1,1]) to a
/// framebuffer-pixel scissor box that CONTAINS it. Inputs are clamped to
/// the screen so a region extending past an edge still yields a valid box.
/// Width/height are at least 1.</summary>
public static (int X, int Y, int Width, int Height) ToPixels(
Vector4 ndcAabb, int fbWidth, int fbHeight)
{
float nx0 = Math.Clamp(ndcAabb.X, -1f, 1f);
float ny0 = Math.Clamp(ndcAabb.Y, -1f, 1f);
float nx1 = Math.Clamp(ndcAabb.Z, -1f, 1f);
float ny1 = Math.Clamp(ndcAabb.W, -1f, 1f);
int px0 = (int)MathF.Floor((nx0 * 0.5f + 0.5f) * fbWidth);
int py0 = (int)MathF.Floor((ny0 * 0.5f + 0.5f) * fbHeight);
int px1 = (int)MathF.Ceiling((nx1 * 0.5f + 0.5f) * fbWidth);
int py1 = (int)MathF.Ceiling((ny1 * 0.5f + 0.5f) * fbHeight);
return (px0, py0, Math.Max(1, px1 - px0), Math.Max(1, py1 - py0));
}
}

View file

@ -6,29 +6,14 @@ using AcDream.App.Rendering.Wb;
using AcDream.Core.Rendering; using AcDream.Core.Rendering;
using AcDream.Core.Vfx; using AcDream.Core.Vfx;
using AcDream.Core.World; using AcDream.Core.World;
using Silk.NET.Windowing;
namespace AcDream.App.Rendering; namespace AcDream.App.Rendering;
internal readonly record struct RetailPViewFramebufferSize(int Width, int Height); // S3 chunk 4 fix round 2 (L2): RetailPViewFramebufferSize / IRetailPViewFramebufferSource
// / SilkRetailPViewFramebufferSource are deleted — their only consumer was
internal interface IRetailPViewFramebufferSource // RhiWorldPassSurface.BeginScissor's NDC-to-pixel conversion, and BeginScissor
{ // itself is deleted in the same round (no producer of a narrowed scissor
RetailPViewFramebufferSize Capture(); // rectangle remains anywhere in the walk).
}
internal sealed class SilkRetailPViewFramebufferSource(IWindow window) :
IRetailPViewFramebufferSource
{
private readonly IWindow _window = window
?? throw new ArgumentNullException(nameof(window));
public RetailPViewFramebufferSize Capture()
{
var size = _window.FramebufferSize;
return new RetailPViewFramebufferSize(size.X, size.Y);
}
}
internal sealed class RetailPViewCellSource : IRetailPViewCellSource internal sealed class RetailPViewCellSource : IRetailPViewCellSource
{ {
@ -184,9 +169,10 @@ public RetailPViewPassExecutor(
/// <c>arg2==1</c> runs AFTER <c>LScape::draw</c>'s landblock loop /// <c>arg2==1</c> runs AFTER <c>LScape::draw</c>'s landblock loop
/// finishes (@0x00506396), not once per active landscape view. This call /// finishes (@0x00506396), not once per active landscape view. This call
/// is UNCLIPPED and sets no scissor — S3 chunk 4 (§10.2) deleted the /// is UNCLIPPED and sets no scissor — S3 chunk 4 (§10.2) deleted the
/// former per-outside-view-slice loop (<c>SetTerrainClip</c> + /// former per-outside-view-slice loop (the walk's own screen-space
/// <c>ClearClipRouting</c> + the old <c>DrawLandscapeSliceLate</c> leaf, /// terrain-clip writer, <c>ClearClipRouting</c>, and the old
/// one call per active landscape view) that used to run before this /// <c>DrawLandscapeSliceLate</c> leaf, one call per active landscape
/// view) that used to run before this
/// call and re-submit the rain mesh once per doorway aperture; this is /// call and re-submit the rain mesh once per doorway aperture; this is
/// now the ONLY weather call site, matching retail's ONE unclipped /// now the ONLY weather call site, matching retail's ONE unclipped
/// <c>GameSky::Draw(sky,1)</c>. /// <c>GameSky::Draw(sky,1)</c>.
@ -447,16 +433,28 @@ public RetailPViewPassExecutor(
return submitted; return submitted;
} }
// S3 chunk 4 fix round 1 (K4): BeginDoorwayScissor and the // S3 chunk 4 fix round 1 (K4): the sky's own doorway-scissor bracket and
// EnableClipDistances wrapper are deleted — their only caller was // the EnableClipDistances wrapper around it are deleted — their only
// DrawWalkSky's per-outside-view-slice loop (RetailPViewPassExecutor. // caller was DrawWalkSky's per-outside-view-slice loop
// WalkLeaf.cs), itself deleted by the same fix (retail draws the sky // (RetailPViewPassExecutor.WalkLeaf.cs), itself deleted by the same fix
// ONCE, unclipped, exactly like the terrain and the weather — see // (retail draws the sky ONCE, unclipped, exactly like the terrain and
// DrawWalkSky's own doc comment). _surface.BeginScissor/EndScissor and // the weather — see DrawWalkSky's own doc comment).
// IWorldPassSurface.EnableClipDistances stay: RhiWorldPassSurface. //
// ClearInteriorDepth still ends an active scissor, and // S3 chunk 4 fix round 2 (L2): round 1's own comment here asserted that
// WorldScenePassExecutor (the separate flat-world path, out of this // the interior depth clear still had a live scissor to end at that
// chunk's scope) still calls EnableClipDistances directly. // point — a mechanism that no longer existed ANYWHERE by then (K4 had
// already deleted the sky's own scissor bracket, the last production
// producer of a narrowed rectangle). IWorldPassSurface.BeginScissor/
// EndScissor and their RhiWorldPassSurface bodies are deleted outright
// in this round; the interior depth clear no longer ends anything
// because nothing narrows a rectangle any more — the pass encoder sets
// the full-attachment scissor once, at pass begin
// (VulkanGpuPassEncoder.cs:87), and it stays that way for the life of
// the pass. IWorldPassSurface.EnableClipDistances/DisableClipDistances
// stay: WorldScenePassExecutor (the separate flat-world path, out of
// this chunk's scope) still calls EnableClipDistances directly, and the
// KEEP clips (exit seals, punch fans) bracket their own draws with
// Enable/DisableClipDistances below.
private void DisableClipDistances() => _surface.DisableClipDistances(); private void DisableClipDistances() => _surface.DisableClipDistances();
} }

View file

@ -639,8 +639,9 @@ internal sealed class RetailPViewRenderer
} }
// S3 chunk 4 (§10.2): the former per-outside-view-slice loop // S3 chunk 4 (§10.2): the former per-outside-view-slice loop
// (SetTerrainClip + ClearClipRouting + DrawLandscapeSliceLate, one // (the walk's own screen-space terrain-clip writer + ClearClipRouting
// call per active landscape view) is DELETED — retail draws the // + DrawLandscapeSliceLate, one call per active landscape view) is
// DELETED — retail draws the
// weather mesh and its rain particles ONCE, unclipped, after // weather mesh and its rain particles ONCE, unclipped, after
// LScape::draw's whole landblock loop (GameSky::Draw(sky,1) // LScape::draw's whole landblock loop (GameSky::Draw(sky,1)
// @0x00506ff0), never once per doorway aperture. DrawWeatherOnce // @0x00506ff0), never once per doorway aperture. DrawWeatherOnce

View file

@ -85,32 +85,18 @@ layout(std140, ACDREAM_UBO_SET binding = 1) uniform SceneLighting {
vec4 uCameraAndTime; vec4 uCameraAndTime;
}; };
// === Phase W Stage 4: sky/weather portal clip (the OutsideView region) ======== // Retail draws the sky ONCE per frame, UNCLIPPED (LScape::draw @0x00506330
// The sky + weather (rain cylinder) meshes are "the outside seen through a // -> GameSky::Draw(sky,0) @0x0050633c, before draw_check_blocks — no view is
// doorway" — retail draws them as part of LScape, clipped to the exit-portal // ever installed for it, and the landscape itself is view-CULLED per cell,
// region (PView::DrawCells @ 0x005a4840). acdream gates them with the SAME // never GPU-clipped, RenderDeviceD3D::DrawBlock @0x005a17c0). S3 chunk 4 fix
// binding=2 TerrainClip UBO the terrain shader reads (ClipFrame.SetTerrainClip → // round 2 (L3/L5) deletes the screen-space clip UBO and gl_ClipDistance
// the OutsideView convex planes). The planes are SCREEN-SPACE (NDC) half-spaces // writes this shader used to declare at binding=2 to gate the sky/weather to
// encoded as clip-space planes (nx, ny, 0, dw) with the test // a doorway aperture — that mechanism's only CPU-side writer was already
// dot(plane, gl_Position) >= 0. After the perspective divide that reduces to // deleted at fix round 1's K3, and its own doorway scissor bracket at fix
// nx*ndcX + ny*ndcY + dw >= 0 — INDEPENDENT of the projection matrix. So the same // round 1's K4; an interior root's aperture exactness comes from the depth
// plane set clips the sky correctly even though the sky uses its OWN dome // clear, the exit seals, and the interior repaint instead (WalkFrameDriver's
// projection (uSkyProjection / uSkyView, translation-zeroed) rather than the // interior turn draws the real cell geometry back over whatever the
// camera view-proj. uTerrainClipCount == 0 (outdoor / no exit portal visible) // unclipped sky/terrain painted through the doorway).
// ungates the sky entirely (the second loop sets all 8 distances to +1.0 ⇒
// full-screen sky, bit-identical to pre-Stage-4). Host enables GL_CLIP_DISTANCE0..7
// only around the sky/weather draws.
layout(std140, ACDREAM_UBO_SET binding = 2) uniform TerrainClip {
int uTerrainClipCount;
vec4 uTerrainClipPlanes[8];
};
// Core profile: redeclare gl_PerVertex so writing gl_ClipDistance[] is legal
// (mirrors terrain_modern.vert). Sized 8 to match GL_MAX_CLIP_DISTANCES >= 8.
out gl_PerVertex {
vec4 gl_Position;
float gl_ClipDistance[8];
};
out vec2 vTex; out vec2 vTex;
out vec3 vTint; out vec3 vTint;
@ -165,17 +151,4 @@ void main() {
float fogEnd = uFogParams.y; float fogEnd = uFogParams.y;
float span = max(fogEnd - fogStart, 1e-3); float span = max(fogEnd - fogStart, 1e-3);
vFogFactor = clamp((fogEnd - dist) / span, 0.0, 1.0); vFogFactor = clamp((fogEnd - dist) / span, 0.0, 1.0);
// Phase W Stage 4: clip the sky/weather to the OutsideView (doorway) region.
// With uTerrainClipCount == 0 (outdoor / no exit portal in view) the first loop
// is skipped and the second sets all 8 distances to +1.0 ⇒ no clipping ⇒
// full-screen sky. Indoors with an exit portal visible, the OutsideView planes
// confine the sky to the doorway opening — exactly, per-fragment, matching the
// terrain (no scissor approximation). plane.z is 0 (a screen-space slab), so the
// sky's depth / dome radius is irrelevant. gl_Position here is the sky's own
// dome-projected clip position; the NDC-plane test is projection-independent.
for (int i = 0; i < uTerrainClipCount; ++i)
gl_ClipDistance[i] = dot(uTerrainClipPlanes[i], gl_Position);
for (int i = uTerrainClipCount; i < 8; ++i)
gl_ClipDistance[i] = 1.0;
} }

View file

@ -311,7 +311,7 @@
"stages": [ "stages": [
{ {
"stage": "vert", "stage": "vert",
"sourceSha256": "9102b156bd4fd667831353640b2feee2ddde66e88579a4e425566c9b67304b64", "sourceSha256": "51b42232202cd005439e95c50fd325a3849359b3357ab7550af9a4bb404279e4",
"compiled": true "compiled": true
}, },
{ {
@ -327,7 +327,7 @@
"stages": [ "stages": [
{ {
"stage": "vert", "stage": "vert",
"sourceSha256": "882979f63c858760e977ecafb708416ab01f7adabe4bb38c0630020c087f1c28", "sourceSha256": "42d1dbd0dbd950862e8672f79a3f429f771bae55fd2b5721c3e551a0ea9563b6",
"compiled": true "compiled": true
}, },
{ {
@ -343,7 +343,7 @@
"stages": [ "stages": [
{ {
"stage": "vert", "stage": "vert",
"sourceSha256": "a3f8592d482793622f7a69c08f8ba828a4e071f2fb5e1763f865be84797bceb7", "sourceSha256": "faf6855222cb2b09da6697c93a93f35cbc57c27bbc124055a6d235c72ef1a23a",
"compiled": true "compiled": true
}, },
{ {

View file

@ -40,33 +40,15 @@ layout(std140, ACDREAM_UBO_SET binding = 1) uniform SceneLighting {
vec4 uCameraAndTime; vec4 uCameraAndTime;
}; };
// === Phase U.3: terrain screen-space clip gate (OutsideView region) =========== // Retail never view-clips terrain — LScape::draw draws whole landblocks, and
// Terrain is a single global region (the OutsideView), so it needs one set of // the walk's own CellInView admission already decided which cells reach here
// clip planes, not a per-instance slot table like the mesh shader. A std140 UBO // (RenderDeviceD3D::DrawBlock @0x005a17c0; S3 chunk 3's own findings). S3
// at binding=2 carries it. The UBO binding namespace is distinct from the SSBO // chunk 4 fix round 2 (L3/L5) deletes the Phase U.3 terrain screen-space clip
// binding namespace, so this does NOT collide with the mesh shader's SSBO // gate this shader used to declare at binding=2 along with its
// binding=2 — and within THIS shader binding=1 (SceneLighting) is the only other // gl_ClipDistance writes — that mechanism's only CPU-side writer was already
// UBO, leaving binding=2 free. uTerrainClipCount == 0 (the U.3 default) ungates // deleted at fix round 1's K3; an interior root's aperture exactness comes
// terrain entirely (the second loop sets all 8 distances to +1.0). Uploaded by // from the depth clear, the exit seals, and the interior repaint instead
// ClipFrame.UploadShared each frame; TerrainModernRenderer binds it before draw. // (WalkFrameDriver's interior turn).
//
// Campaign V slice V6i-2: ACDREAM_UBO_SET is what puts this in set 1 under the
// Vulkan dialect and expands to nothing under GL. Omitting it left the block at
// set 0 binding 2, which the storage layout declares as a STORAGE buffer — see
// plan §5.5.12 finding 2, measured on the committed SPIR-V rather than inferred.
// sky.vert declares the SAME block correctly and is the precedent.
layout(std140, ACDREAM_UBO_SET binding = 2) uniform TerrainClip {
int uTerrainClipCount;
vec4 uTerrainClipPlanes[8];
};
// Core profile: redeclare gl_PerVertex so writing gl_ClipDistance[] is legal.
// Sized 8 to match GL_MAX_CLIP_DISTANCES >= 8. Host enables GL_CLIP_DISTANCE0..7
// once at startup; unused planes are set to +1.0 below so they pass everything.
out gl_PerVertex {
vec4 gl_Position;
float gl_ClipDistance[8];
};
out vec2 vBaseUV; out vec2 vBaseUV;
out vec3 vWorldNormal; out vec3 vWorldNormal;
@ -199,12 +181,4 @@ void main() {
// Closes issue #100; supersedes the hiddenTerrainCells cell-collapse hack. // Closes issue #100; supersedes the hiddenTerrainCells cell-collapse hack.
vec3 terrainPos = vec3(aPos.xy, aPos.z - 0.01); vec3 terrainPos = vec3(aPos.xy, aPos.z - 0.01);
gl_Position = uViewProjection * vec4(terrainPos, 1.0); gl_Position = uViewProjection * vec4(terrainPos, 1.0);
// Phase U.3: terrain clip gate against the single OutsideView region. With
// uTerrainClipCount == 0 (U.3 default) the first loop is skipped and the
// second sets all 8 distances to +1.0 ⇒ no clipping ⇒ identical terrain.
for (int i = 0; i < uTerrainClipCount; ++i)
gl_ClipDistance[i] = dot(uTerrainClipPlanes[i], gl_Position);
for (int i = uTerrainClipCount; i < 8; ++i)
gl_ClipDistance[i] = 1.0;
} }

View file

@ -38,33 +38,15 @@ layout(std140, ACDREAM_UBO_SET binding = 1) uniform SceneLighting {
vec4 uCameraAndTime; vec4 uCameraAndTime;
}; };
// === Phase U.3: terrain screen-space clip gate (OutsideView region) =========== // Retail never view-clips terrain — LScape::draw draws whole landblocks, and
// Terrain is a single global region (the OutsideView), so it needs one set of // the walk's own CellInView admission already decided which cells reach here
// clip planes, not a per-instance slot table like the mesh shader. A std140 UBO // (RenderDeviceD3D::DrawBlock @0x005a17c0; S3 chunk 3's own findings). S3
// at binding=2 carries it. The UBO binding namespace is distinct from the SSBO // chunk 4 fix round 2 (L3/L5) deletes the Phase U.3 terrain screen-space clip
// binding namespace, so this does NOT collide with the mesh shader's SSBO // gate this shader used to declare at binding=2 along with its
// binding=2 — and within THIS shader binding=1 (SceneLighting) is the only other // gl_ClipDistance writes — that mechanism's only CPU-side writer was already
// UBO, leaving binding=2 free. uTerrainClipCount == 0 (the U.3 default) ungates // deleted at fix round 1's K3; an interior root's aperture exactness comes
// terrain entirely (the second loop sets all 8 distances to +1.0). Uploaded by // from the depth clear, the exit seals, and the interior repaint instead
// ClipFrame.UploadShared each frame; TerrainModernRenderer binds it before draw. // (WalkFrameDriver's interior turn).
//
// Campaign V slice V6i-2: ACDREAM_UBO_SET is what puts this in set 1 under the
// Vulkan dialect and expands to nothing under GL. Omitting it left the block at
// set 0 binding 2, which the storage layout declares as a STORAGE buffer — see
// plan §5.5.12 finding 2, measured on the committed SPIR-V rather than inferred.
// sky.vert declares the SAME block correctly and is the precedent.
layout(std140, ACDREAM_UBO_SET binding = 2) uniform TerrainClip {
int uTerrainClipCount;
vec4 uTerrainClipPlanes[8];
};
// Core profile: redeclare gl_PerVertex so writing gl_ClipDistance[] is legal.
// Sized 8 to match GL_MAX_CLIP_DISTANCES >= 8. Host enables GL_CLIP_DISTANCE0..7
// once at startup; unused planes are set to +1.0 below so they pass everything.
out gl_PerVertex {
vec4 gl_Position;
float gl_ClipDistance[8];
};
out vec2 vBaseUV; out vec2 vBaseUV;
out vec3 vWorldNormal; out vec3 vWorldNormal;
@ -180,12 +162,4 @@ void main() {
// Closes issue #100; supersedes the hiddenTerrainCells cell-collapse hack. // Closes issue #100; supersedes the hiddenTerrainCells cell-collapse hack.
vec3 terrainPos = vec3(aPos.xy, aPos.z - 0.01); vec3 terrainPos = vec3(aPos.xy, aPos.z - 0.01);
gl_Position = uViewProjection * vec4(terrainPos, 1.0); gl_Position = uViewProjection * vec4(terrainPos, 1.0);
// Phase U.3: terrain clip gate against the single OutsideView region. With
// uTerrainClipCount == 0 (U.3 default) the first loop is skipped and the
// second sets all 8 distances to +1.0 ⇒ no clipping ⇒ identical terrain.
for (int i = 0; i < uTerrainClipCount; ++i)
gl_ClipDistance[i] = dot(uTerrainClipPlanes[i], gl_Position);
for (int i = uTerrainClipCount; i < 8; ++i)
gl_ClipDistance[i] = 1.0;
} }

View file

@ -255,7 +255,6 @@ public sealed unsafe partial class SkyRenderer
SkyParams.SizeInBytes); SkyParams.SizeInBytes);
WorldFrameSectionBinding.BindSceneLighting(encoder, scope.Sections, frame); WorldFrameSectionBinding.BindSceneLighting(encoder, scope.Sections, frame);
WorldFrameSectionBinding.BindTerrainClip(encoder, scope.Sections, frame);
encoder.DrawIndexed((uint)sub.IndexCount, 1, 0, 0, 0); encoder.DrawIndexed((uint)sub.IndexCount, 1, 0, 0, 0);
} }

View file

@ -256,7 +256,6 @@ public sealed unsafe partial class TerrainModernRenderer
encoder.BindIndexBuffer(RequireIndexStore(), 0, GpuIndexType.UInt32); encoder.BindIndexBuffer(RequireIndexStore(), 0, GpuIndexType.UInt32);
BindTilingTable(encoder); BindTilingTable(encoder);
WorldFrameSectionBinding.BindSceneLighting(encoder, scope.Sections, frame); WorldFrameSectionBinding.BindSceneLighting(encoder, scope.Sections, frame);
WorldFrameSectionBinding.BindTerrainClip(encoder, scope.Sections, frame);
// Campaign VM VM6 review fix round 4 (item 4): bind on BINDABLE, // Campaign VM VM6 review fix round 4 (item 4): bind on BINDABLE,
// not Enabled — same rule as WbDrawDispatcher.BindDirectionalShadowReceiver. // not Enabled — same rule as WbDrawDispatcher.BindDirectionalShadowReceiver.
// TryGetCurrentFrameBinding now returns true for a disabled-content // TryGetCurrentFrameBinding now returns true for a disabled-content

View file

@ -21,16 +21,20 @@ internal readonly record struct GpuBufferSection(
} }
/// <summary> /// <summary>
/// Campaign V slice V6j: the three sections GL binds frame-globally and Vulkan /// Campaign V slice V6j: the sections GL binds frame-globally and Vulkan
/// cannot. /// cannot.
/// ///
/// <para>On GL the SceneLighting UBO (set 1 binding 1), the per-cell clip regions /// <para>On GL the SceneLighting UBO (set 1 binding 1) and the per-cell clip
/// (set 0 binding 2) and the terrain clip block (set 1 binding 2) are each bound /// regions (set 0 binding 2) are each bound once, to a global binding point,
/// once, to a global binding point, and every consumer inherits them. Vulkan has /// and every consumer inherits them. Vulkan has no global binding points: a
/// no global binding points: a descriptor set is bound per draw, and a renderer /// descriptor set is bound per draw, and a renderer that binds its own
/// that binds its own buffers selects the descriptor scope those sections have to /// buffers selects the descriptor scope those sections have to land in (plan
/// land in (plan §5.5.14 item 2). So the writers PUBLISH here and each renderer /// §5.5.14 item 2). So the writers PUBLISH here and each renderer binds them
/// binds them inside the pass, after its own binds.</para> /// inside the pass, after its own binds. S3 chunk 4 fix round 2 (L3) deleted
/// the third section this class used to carry (the terrain screen-space clip
/// block, set 1 binding 2) — no shader declares it any more, and the
/// unrelated KEEP clip block that still uses binding 2 (the exit-seal/punch
/// fan clip) is fed directly by its own renderer, not through here.</para>
/// ///
/// <para>Borrowed for the frame that publishes it — the sections are ring slices /// <para>Borrowed for the frame that publishes it — the sections are ring slices
/// and die when the frame retires.</para> /// and die when the frame retires.</para>
@ -43,14 +47,10 @@ internal sealed class WorldFrameSections
/// <summary>Set 0 binding 2 — the per-cell <c>CellClip</c> table.</summary> /// <summary>Set 0 binding 2 — the per-cell <c>CellClip</c> table.</summary>
public GpuBufferSection ClipRegions { get; set; } public GpuBufferSection ClipRegions { get; set; }
/// <summary>Set 1 binding 2 — <c>TerrainClip</c>.</summary>
public GpuBufferSection TerrainClip { get; set; }
public void Reset() public void Reset()
{ {
SceneLighting = default; SceneLighting = default;
ClipRegions = default; ClipRegions = default;
TerrainClip = default;
} }
} }
@ -135,7 +135,10 @@ internal interface IWorldPassScope
/// <para>Each helper falls back to a zeroed ring slice when nothing published the /// <para>Each helper falls back to a zeroed ring slice when nothing published the
/// section. That is the same rule the GL arm already states for its own bindings /// section. That is the same rule the GL arm already states for its own bindings
/// — bind at least one element so the shader never reads an unbound buffer — /// — bind at least one element so the shader never reads an unbound buffer —
/// applied to the three sections whose publisher runs outside the renderer.</para> /// applied to the two sections whose publisher runs outside the renderer. S3
/// chunk 4 fix round 2 (L3) deleted the third helper this used to carry —
/// the terrain screen-space clip block's binder — with its last two callers;
/// no shader declares that block any more.</para>
/// </summary> /// </summary>
internal static class WorldFrameSectionBinding internal static class WorldFrameSectionBinding
{ {
@ -182,27 +185,6 @@ internal static class WorldFrameSectionBinding
section.SizeBytes); section.SizeBytes);
} }
internal static void BindTerrainClip(
IGpuPassEncoder encoder,
WorldFrameSections sections,
IGpuFrame frame)
{
GpuBufferSection section = sections.TerrainClip;
if (!section.IsValid)
{
section = Zeroed(
frame,
ClipFrame.TerrainUboBytes,
GpuRingUsage.Uniform);
}
encoder.BindUniformBuffer(
ClipFrame.TerrainClipUboBinding,
section.Buffer!,
section.OffsetBytes,
section.SizeBytes);
}
private static GpuBufferSection Zeroed( private static GpuBufferSection Zeroed(
IGpuFrame frame, IGpuFrame frame,
int byteCount, int byteCount,

View file

@ -1,4 +1,3 @@
using System.Numerics;
using AcDream.App.Rendering.Gpu; using AcDream.App.Rendering.Gpu;
namespace AcDream.App.Rendering; namespace AcDream.App.Rendering;
@ -39,30 +38,16 @@ internal interface IWorldPassSurface
/// RHI arm ignores it: a ring allocation is distinct memory by construction /// RHI arm ignores it: a ring allocation is distinct memory by construction
/// and lives until the frame retires.</para> /// and lives until the frame retires.</para>
/// ///
/// <para>S3 chunk 4 fix round 1 (K3): this no longer also publishes the /// <para>S3 chunk 4 fix round 1 (K3) deleted the walk's per-frame terrain
/// terrain clip block — <c>ClipFrame.SetTerrainClip</c>, its only /// screen-space clip publish this used to also carry — its only writer
/// writer, is deleted, so <see cref="ClipFrame.TerrainBytes"/> stays at /// was retired along with the per-outside-view-slice terrain/sky/weather
/// its permanent NoClip/Reset default (count 0, all zero) for the life of /// clip loop — and fix round 2 (L3) deleted the terrain/sky shaders' own
/// a frame. The terrain/sky shaders still declare the <c>TerrainClip</c> /// declaration of that clip block along with the section binder that used
/// UBO (binding=2), so <see cref="WorldFrameSectionBinding.BindTerrainClip"/>'s /// to re-assert it, so this contract now publishes exactly one section,
/// existing zeroed-ring fallback (used whenever nothing published the /// the per-cell clip-region table.</para>
/// section) now binds that all-zero disabled block on every frame instead
/// of only when something raced the publish — the observable result is
/// identical either way, since a zeroed publish and a zeroed fallback are
/// the same bytes.</para>
/// </summary> /// </summary>
void PrepareClipFrame(int terrainUploadCount); void PrepareClipFrame(int terrainUploadCount);
/// <summary>
/// Re-asserts the terrain clip block at its binding.
///
/// <para>GL needs this because binding points are global and the sky and mesh
/// shaders read the same uniform binding between two terrain slices. On the
/// RHI arm every consumer binds the published section inside the pass, so
/// there is no ambient binding to re-assert and this is a no-op.</para>
/// </summary>
void BindTerrainClip();
/// <summary> /// <summary>
/// Enables every <c>gl_ClipDistance</c> slot. /// Enables every <c>gl_ClipDistance</c> slot.
/// ///
@ -77,15 +62,6 @@ internal interface IWorldPassSurface
/// <summary>Disables every <c>gl_ClipDistance</c> slot. See <see cref="EnableClipDistances"/>.</summary> /// <summary>Disables every <c>gl_ClipDistance</c> slot. See <see cref="EnableClipDistances"/>.</summary>
void DisableClipDistances(); void DisableClipDistances();
/// <summary>
/// Scissors to a doorway slice's screen-space bounding box. Returns whether a
/// scissor is now active, so the caller can pair it with <see cref="EndScissor"/>.
/// </summary>
bool BeginScissor(Vector4 ndcAabb);
/// <summary>Restores the full drawable rectangle.</summary>
void EndScissor();
/// <summary> /// <summary>
/// Retail's interior depth clear, between the landscape slice and the /// Retail's interior depth clear, between the landscape slice and the
/// interior cells (<c>PView::DrawCells @ 0x005A4840</c>). Retail gates it /// interior cells (<c>PView::DrawCells @ 0x005A4840</c>). Retail gates it
@ -108,18 +84,15 @@ internal sealed class RhiWorldPassSurface : IWorldPassSurface
private readonly IWorldPassScope _scope; private readonly IWorldPassScope _scope;
private readonly ICurrentGpuFrameSource _frames; private readonly ICurrentGpuFrameSource _frames;
private readonly ClipFrame _clipFrame; private readonly ClipFrame _clipFrame;
private readonly IRetailPViewFramebufferSource _framebuffer;
public RhiWorldPassSurface( public RhiWorldPassSurface(
IWorldPassScope scope, IWorldPassScope scope,
ICurrentGpuFrameSource frames, ICurrentGpuFrameSource frames,
ClipFrame clipFrame, ClipFrame clipFrame)
IRetailPViewFramebufferSource framebuffer)
{ {
_scope = scope ?? throw new ArgumentNullException(nameof(scope)); _scope = scope ?? throw new ArgumentNullException(nameof(scope));
_frames = frames ?? throw new ArgumentNullException(nameof(frames)); _frames = frames ?? throw new ArgumentNullException(nameof(frames));
_clipFrame = clipFrame ?? throw new ArgumentNullException(nameof(clipFrame)); _clipFrame = clipFrame ?? throw new ArgumentNullException(nameof(clipFrame));
_framebuffer = framebuffer ?? throw new ArgumentNullException(nameof(framebuffer));
} }
public void PrepareClipFrame(int terrainUploadCount) public void PrepareClipFrame(int terrainUploadCount)
@ -131,17 +104,6 @@ internal sealed class RhiWorldPassSurface : IWorldPassSurface
_scope.Sections.ClipRegions = Publish( _scope.Sections.ClipRegions = Publish(
_clipFrame.RegionBytes, _clipFrame.RegionBytes,
GpuRingUsage.Storage); GpuRingUsage.Storage);
// S3 chunk 4 fix round 1 (K3): the terrain-clip publish half is
// deleted — SetTerrainClip (its only writer) is gone, so publishing
// ClipFrame.TerrainBytes here would only ever republish permanent
// zero bytes. WorldFrameSectionBinding.BindTerrainClip's existing
// zeroed-ring fallback (for when nothing published the section)
// binds that same all-zero disabled block instead.
}
/// <summary>No-op: there is no ambient binding to re-assert. See the interface.</summary>
public void BindTerrainClip()
{
} }
/// <summary>No-op: Vulkan activates every declared clip distance. See the interface.</summary> /// <summary>No-op: Vulkan activates every declared clip distance. See the interface.</summary>
@ -154,33 +116,17 @@ internal sealed class RhiWorldPassSurface : IWorldPassSurface
{ {
} }
public bool BeginScissor(Vector4 ndcAabb)
{
RetailPViewFramebufferSize framebuffer = _framebuffer.Capture();
var box = NdcScissorRect.ToPixels(
ndcAabb,
framebuffer.Width,
framebuffer.Height);
// GL convention on the way in; the backend performs its own Y flip.
_scope.RequireEncoder().SetScissor(box.X, box.Y, box.Width, box.Height);
return true;
}
public void EndScissor() =>
_scope.RequireEncoder().SetScissor(
0,
0,
_scope.AttachmentWidth,
_scope.AttachmentHeight);
public void ClearInteriorDepth() public void ClearInteriorDepth()
{ {
// The GL arm drops the scissor before clearing so the clear covers the // S3 chunk 4 fix round 2 (L2): BeginScissor/EndScissor are deleted —
// whole target; vkCmdClearAttachments takes its own rectangle and is not // no producer of a narrowed scissor rectangle remains anywhere in the
// scissored, so the same coverage comes for free — but the scissor still // walk (K4 deleted the doorway scissor that used to bracket the sky;
// has to come off, because the interior cells drawn after it are not // fix round 1 already deleted the terrain/weather per-slice scissor
// confined to the doorway slice that was active. // loop). VulkanGpuPassEncoder's constructor sets the full-attachment
EndScissor(); // scissor exactly once, at pass begin (VulkanGpuPassEncoder.cs:87),
// and nothing narrows it after that any more, so
// vkCmdClearAttachments's own unscissored clear and every draw after
// it already cover the whole target with no bracket needed here.
_scope.ClearInteriorDepth(); _scope.ClearInteriorDepth();
} }

View file

@ -243,14 +243,10 @@ internal sealed class WorldRenderDiagnostics
$" ssbo[{slice.Slot}]: OUT-OF-RANGE len={regionBytes.Length}")); $" ssbo[{slice.Slot}]: OUT-OF-RANGE len={regionBytes.Length}"));
} }
ReadOnlySpan<byte> terrainBytes = clipFrame.TerrainBytesForTest; // S3 chunk 4 fix round 2 (L3): the "ubo: n=... p0=..." segment this
int terrainCount = BitConverter.ToInt32(terrainBytes[..4]); // used to append read ClipFrame's own screen-space clip gate bytes,
float p0 = BitConverter.ToSingle(terrainBytes.Slice(16, 4)); // deleted along with that gate — no shader declares the block any
float p1 = BitConverter.ToSingle(terrainBytes.Slice(20, 4)); // more, so there is nothing left here to read.
float p2 = BitConverter.ToSingle(terrainBytes.Slice(24, 4));
float p3 = BitConverter.ToSingle(terrainBytes.Slice(28, 4));
text.Append(FormattableString.Invariant(
$" ubo: n={terrainCount} p0=({p0:F3},{p1:F3},{p2:F3},{p3:F3})"));
string signature = text.ToString(); string signature = text.ToString();
_clipRouteSequence++; _clipRouteSequence++;
@ -342,7 +338,11 @@ internal sealed class WorldRenderDiagnostics
+ $"playerInRoot={(playerInRoot ? "Y" : "n")} " + $"playerInRoot={(playerInRoot ? "Y" : "n")} "
+ $"eye=({cameraPosition.X:F2},{cameraPosition.Y:F2},{cameraPosition.Z:F2}) " + $"eye=({cameraPosition.X:F2},{cameraPosition.Y:F2},{cameraPosition.Z:F2}) "
+ $"player=({playerPosition.X:F2},{playerPosition.Y:F2},{playerPosition.Z:F2}) " + $"player=({playerPosition.X:F2},{playerPosition.Y:F2},{playerPosition.Z:F2}) "
+ $"terrain={result.ClipAssembly.TerrainMode} " // S3 chunk 4 fix round 2 (L2): the "terrain=" field read
// ClipFrameAssembly.TerrainMode, deleted along with the
// walk's own terrain-clip-mode tracking (the walk draws
// terrain unclipped, one call, matching retail — there is no
// longer a mode to report here).
+ $"outVisible={result.ClipAssembly.OutdoorVisible}"); + $"outVisible={result.ClipAssembly.OutdoorVisible}");
} }
} }
@ -402,15 +402,17 @@ internal sealed class WorldRenderDiagnostics
text.Append(" skyFrame=").Append(drawSkyThisFrame ? 'Y' : 'n'); text.Append(" skyFrame=").Append(drawSkyThisFrame ? 'Y' : 'n');
text.Append(" zclear=").Append(depthClear ? 'Y' : 'n'); text.Append(" zclear=").Append(depthClear ? 'Y' : 'n');
text.Append(" sceneParticles=").Append(sceneParticles); text.Append(" sceneParticles=").Append(sceneParticles);
// S3 chunk 4 fix round 2 (L2): "outMode=" read
// ClipFrameAssembly.TerrainMode, deleted with the walk's own
// terrain-clip-mode tracking.
if (clipAssembly is not null) if (clipAssembly is not null)
{ {
text.Append(" outSlices=").Append(clipAssembly.OutsideViewSlices.Length); text.Append(" outSlices=").Append(clipAssembly.OutsideViewSlices.Length);
text.Append(" outPolys=").Append(clipAssembly.OutsideViewSlices.Length); text.Append(" outPolys=").Append(clipAssembly.OutsideViewSlices.Length);
text.Append(" outMode=").Append(clipAssembly.TerrainMode);
} }
else else
{ {
text.Append(" outSlices=0 outPolys=0 outMode=none"); text.Append(" outSlices=0 outPolys=0");
} }
text.Append(" ids=").Append(FormatIds(visibleCells, false)); text.Append(" ids=").Append(FormatIds(visibleCells, false));

View file

@ -118,7 +118,6 @@ internal sealed class WorldScenePassExecutor : IWorldScenePassExecutor
DayGroupData? activeDayGroup, DayGroupData? activeDayGroup,
float dayFraction) float dayFraction)
{ {
_surface.BindTerrainClip();
_surface.EnableClipDistances(); _surface.EnableClipDistances();
Exception? drawFailure = null; Exception? drawFailure = null;
try try
@ -232,7 +231,6 @@ internal sealed class WorldScenePassExecutor : IWorldScenePassExecutor
DayGroupData? activeDayGroup, DayGroupData? activeDayGroup,
float dayFraction) float dayFraction)
{ {
_surface.BindTerrainClip();
_surface.EnableClipDistances(); _surface.EnableClipDistances();
Exception? drawFailure = null; Exception? drawFailure = null;
try try

View file

@ -38,7 +38,6 @@ public class ClipFrameAssemblerTests
Assert.Equal(new Vector4(-1f, -1f, 1f, 1f), slice.NdcAabb); Assert.Equal(new Vector4(-1f, -1f, 1f, 1f), slice.NdcAabb);
Assert.True(assembly.OutdoorVisible); Assert.True(assembly.OutdoorVisible);
Assert.True(assembly.HasOutsideView); Assert.True(assembly.HasOutsideView);
Assert.Equal(TerrainClipMode.Scissor, assembly.TerrainMode);
Assert.Equal(1, frame.SlotCount); Assert.Equal(1, frame.SlotCount);
} }
@ -59,7 +58,6 @@ public class ClipFrameAssemblerTests
Assert.Empty(assembly.OutsideViewSlices); Assert.Empty(assembly.OutsideViewSlices);
Assert.False(assembly.OutdoorVisible); Assert.False(assembly.OutdoorVisible);
Assert.False(assembly.HasOutsideView); Assert.False(assembly.HasOutsideView);
Assert.Equal(TerrainClipMode.Skip, assembly.TerrainMode);
Assert.Equal(Vector4.Zero, assembly.OutsideViewNdcAabb); Assert.Equal(Vector4.Zero, assembly.OutsideViewNdcAabb);
Assert.Equal(0, assembly.ScissorFallbacks); Assert.Equal(0, assembly.ScissorFallbacks);
Assert.Equal(1, frame.SlotCount); Assert.Equal(1, frame.SlotCount);
@ -93,7 +91,6 @@ public class ClipFrameAssemblerTests
Assert.NotEqual(0, asm.OutdoorSlot); Assert.NotEqual(0, asm.OutdoorSlot);
Assert.Single(asm.OutsideViewSlices); Assert.Single(asm.OutsideViewSlices);
Assert.Equal(asm.OutdoorSlot, asm.OutsideViewSlices[0].Slot); Assert.Equal(asm.OutdoorSlot, asm.OutsideViewSlices[0].Slot);
Assert.Equal(TerrainClipMode.Planes, asm.TerrainMode);
Assert.Equal(4, asm.OutsidePlaneCount); Assert.Equal(4, asm.OutsidePlaneCount);
Assert.Equal(0, asm.ScissorFallbacks); Assert.Equal(0, asm.ScissorFallbacks);
} }
@ -117,7 +114,6 @@ public class ClipFrameAssemblerTests
Assert.DoesNotContain(cellB, asm.CellIdToSlot.Keys); Assert.DoesNotContain(cellB, asm.CellIdToSlot.Keys);
Assert.False(asm.OutdoorVisible); Assert.False(asm.OutdoorVisible);
Assert.Empty(asm.OutsideViewSlices); Assert.Empty(asm.OutsideViewSlices);
Assert.Equal(TerrainClipMode.Skip, asm.TerrainMode);
Assert.Equal(0, asm.OutsidePlaneCount); Assert.Equal(0, asm.OutsidePlaneCount);
} }
@ -138,11 +134,9 @@ public class ClipFrameAssemblerTests
Assert.NotEqual(0, asm.OutdoorSlot); Assert.NotEqual(0, asm.OutdoorSlot);
Assert.Equal(2, asm.OutsideViewSlices.Length); Assert.Equal(2, asm.OutsideViewSlices.Length);
Assert.NotEqual(asm.OutsideViewSlices[0].Slot, asm.OutsideViewSlices[1].Slot); Assert.NotEqual(asm.OutsideViewSlices[0].Slot, asm.OutsideViewSlices[1].Slot);
Assert.Equal(TerrainClipMode.Planes, asm.TerrainMode);
Assert.Equal(4, asm.OutsidePlaneCount); Assert.Equal(4, asm.OutsidePlaneCount);
Assert.Equal(0, asm.ScissorFallbacks); Assert.Equal(0, asm.ScissorFallbacks);
Assert.Equal(4, asm.Frame.SlotCount); // slot 0 + cell + two outside slices Assert.Equal(4, asm.Frame.SlotCount); // slot 0 + cell + two outside slices
Assert.Equal(Vector4.Zero, asm.TerrainScissorNdcAabb);
} }
[Fact] [Fact]
@ -167,7 +161,6 @@ public class ClipFrameAssemblerTests
Assert.Single(asm.OutsideViewSlices); Assert.Single(asm.OutsideViewSlices);
Assert.Equal(4, asm.Frame.SlotCount); // slot 0 + two cell slices + outside slice Assert.Equal(4, asm.Frame.SlotCount); // slot 0 + two cell slices + outside slice
Assert.Equal(0, asm.ScissorFallbacks); Assert.Equal(0, asm.ScissorFallbacks);
Assert.Equal(TerrainClipMode.Planes, asm.TerrainMode);
} }
[Fact] [Fact]
@ -179,7 +172,6 @@ public class ClipFrameAssemblerTests
var asm = ClipFrameAssembler.Assemble(ClipFrame.NoClip(), pv); var asm = ClipFrameAssembler.Assemble(ClipFrame.NoClip(), pv);
Assert.True(asm.HasOutsideView); Assert.True(asm.HasOutsideView);
Assert.Equal(TerrainClipMode.Planes, asm.TerrainMode);
Assert.Single(asm.OutsideViewSlices); Assert.Single(asm.OutsideViewSlices);
var expected = new Vector4( var expected = new Vector4(
@ -198,14 +190,12 @@ public class ClipFrameAssemblerTests
var asm = ClipFrameAssembler.Assemble(ClipFrame.NoClip(), pv); var asm = ClipFrameAssembler.Assemble(ClipFrame.NoClip(), pv);
Assert.True(asm.HasOutsideView); Assert.True(asm.HasOutsideView);
Assert.Equal(TerrainClipMode.Planes, asm.TerrainMode);
Assert.Equal(2, asm.OutsideViewSlices.Length); Assert.Equal(2, asm.OutsideViewSlices.Length);
var expected = new Vector4( var expected = new Vector4(
pv.OutsideView.MinX, pv.OutsideView.MinY, pv.OutsideView.MinX, pv.OutsideView.MinY,
pv.OutsideView.MaxX, pv.OutsideView.MaxY); pv.OutsideView.MaxX, pv.OutsideView.MaxY);
Assert.Equal(expected, asm.OutsideViewNdcAabb); Assert.Equal(expected, asm.OutsideViewNdcAabb);
Assert.Equal(Vector4.Zero, asm.TerrainScissorNdcAabb);
} }
[Fact] [Fact]
@ -219,7 +209,6 @@ public class ClipFrameAssemblerTests
var asm = ClipFrameAssembler.Assemble(ClipFrame.NoClip(), pv); var asm = ClipFrameAssembler.Assemble(ClipFrame.NoClip(), pv);
Assert.False(asm.HasOutsideView); Assert.False(asm.HasOutsideView);
Assert.Equal(TerrainClipMode.Skip, asm.TerrainMode);
Assert.Equal(Vector4.Zero, asm.OutsideViewNdcAabb); Assert.Equal(Vector4.Zero, asm.OutsideViewNdcAabb);
} }
@ -246,7 +235,6 @@ public class ClipFrameAssemblerTests
Assert.Contains(0xA9B40200, asm2.CellIdToSlot.Keys); Assert.Contains(0xA9B40200, asm2.CellIdToSlot.Keys);
Assert.DoesNotContain(0xA9B40100, asm2.CellIdToSlot.Keys); Assert.DoesNotContain(0xA9B40100, asm2.CellIdToSlot.Keys);
Assert.False(asm2.OutdoorVisible); Assert.False(asm2.OutdoorVisible);
Assert.Equal(TerrainClipMode.Skip, asm2.TerrainMode);
} }
[Fact] [Fact]
@ -295,7 +283,6 @@ public class ClipFrameAssemblerTests
Assert.Empty(cleared.CellIdToViewSlices); Assert.Empty(cleared.CellIdToViewSlices);
Assert.Empty(cleared.PerCellPlaneCounts); Assert.Empty(cleared.PerCellPlaneCounts);
Assert.Empty(cleared.OutsideViewSlices); Assert.Empty(cleared.OutsideViewSlices);
Assert.Equal(TerrainClipMode.Skip, cleared.TerrainMode);
} }
[Fact] [Fact]

View file

@ -1,15 +1,16 @@
using System.Numerics; using System.Numerics;
using AcDream.App.Rendering; using AcDream.App.Rendering;
using AcDream.App.Rendering.Gpu; using AcDream.App.Rendering.Gpu;
using AcDream.App.Rendering.Walk;
using Xunit; using Xunit;
namespace AcDream.App.Tests.Rendering; namespace AcDream.App.Tests.Rendering;
/// <summary> /// <summary>
/// Phase U.3: CPU-side proof that <see cref="ClipFrame"/> packs the shared clip /// Phase U.3: CPU-side proof that <see cref="ClipFrame"/> packs the mesh SSBO
/// data in the EXACT std430 (mesh SSBO) / std140 (terrain UBO) byte layout the /// clip-region table in the EXACT std430 byte layout mesh_modern.vert reads. A
/// shaders read. A silent layout drift here would mis-clip at U.4 with no build /// silent layout drift here would mis-clip at U.4 with no build error — these
/// error — these tests are the gate that catches it. /// tests are the gate that catches it.
/// ///
/// Layout under test (mesh CellClip, std430): /// Layout under test (mesh CellClip, std430):
/// offset 0 : uint count /// offset 0 : uint count
@ -20,7 +21,11 @@ namespace AcDream.App.Tests.Rendering;
/// ... /// ...
/// offset 16 + i*16 : vec4 planes[i] /// offset 16 + i*16 : vec4 planes[i]
/// stride 144 bytes per slot. /// stride 144 bytes per slot.
/// Terrain UBO (std140): int count at 0 (padded to 16), vec4 planes[8] at 16. ///
/// <see cref="ClipFrame.TerrainUboBytes"/>/<see cref="ClipFrame.TerrainClipUboBinding"/>
/// share this file only because they happen to reuse the identical std140
/// 144-byte shape for a DIFFERENT, still-live consumer — see their own doc
/// comments (S3 chunk 4 fix round 2, L3).
/// </summary> /// </summary>
public class ClipFrameLayoutTests public class ClipFrameLayoutTests
{ {
@ -41,11 +46,12 @@ public class ClipFrameLayoutTests
Assert.Equal(16, ClipFrame.CellClipPlanesOffset); Assert.Equal(16, ClipFrame.CellClipPlanesOffset);
Assert.Equal(8, ClipFrame.MaxPlanes); Assert.Equal(8, ClipFrame.MaxPlanes);
Assert.Equal(144, ClipFrame.TerrainUboBytes); Assert.Equal(144, ClipFrame.TerrainUboBytes);
// Binding contract: mesh clip regions on SSBO binding=2, terrain on UBO binding=2. // Binding contract: mesh clip regions on SSBO binding=2, PortalDepthMaskRenderer's
// The mesh side's binding index moved off ClipFrame at Campaign V slice // exit-seal/punch-fan clip block on UBO binding=2. The mesh side's binding
// V11 — the RHI arm addresses it through GpuBindingModel.StorageClipRegions // index moved off ClipFrame at Campaign V slice V11 — the RHI arm addresses
// instead of a raw GL binding constant (see ClipFrame's BeginFrame doc // it through GpuBindingModel.StorageClipRegions instead of a raw GL binding
// comment); the terrain UBO binding is still genuinely shared, so it stays. // constant (see ClipFrame's BeginFrame doc comment); the portal-depth UBO
// binding is still genuinely shared, so it stays.
Assert.Equal(2u, GpuBindingModel.StorageClipRegions); Assert.Equal(2u, GpuBindingModel.StorageClipRegions);
Assert.Equal(2u, ClipFrame.TerrainClipUboBinding); Assert.Equal(2u, ClipFrame.TerrainClipUboBinding);
} }
@ -66,17 +72,6 @@ public class ClipFrameLayoutTests
Assert.Equal(0, b); Assert.Equal(0, b);
} }
[Fact]
public void NoClip_TerrainBytes_Count0_AllZeros()
{
var frame = ClipFrame.NoClip();
var t = frame.TerrainBytesForTest;
Assert.Equal(ClipFrame.TerrainUboBytes, t.Length);
Assert.Equal(0, ReadInt(t, 0)); // count 0 ⇒ terrain ungated
foreach (var b in t)
Assert.Equal(0, b);
}
[Fact] [Fact]
public void AppendSlot_WritesCountAndPlanes_AtStd430Offsets() public void AppendSlot_WritesCountAndPlanes_AtStd430Offsets()
{ {
@ -180,11 +175,9 @@ public class ClipFrameLayoutTests
AssertPlaneAt(bytes, baseOff + ClipFrame.CellClipPlanesOffset + i * 16, cps.Planes[i]); AssertPlaneAt(bytes, baseOff + ClipFrame.CellClipPlanesOffset + i * 16, cps.Planes[i]);
} }
// S3 chunk 4 fix round 1 (K3): SetTerrainClip_WritesCountAndPlanes_AtStd140Offsets // S3 chunk 4 fix round 2 (L3): the walk's screen-space clip gate and its
// is deleted along with ClipFrame.SetTerrainClip itself (no production // own std140 layout pin are deleted outright — no shader declares that
// writer remains). NoClip_TerrainBytes_Count0_AllZeros above still pins // block any more, so there is nothing left to pack or pin.
// the permanent all-zero state SetTerrainClip used to be the only way
// to move off of.
private static void AssertPlaneAt(System.ReadOnlySpan<byte> bytes, int offset, Vector4 expected) private static void AssertPlaneAt(System.ReadOnlySpan<byte> bytes, int offset, Vector4 expected)
{ {
@ -246,39 +239,62 @@ public class ClipFrameLayoutTests
/// KEEP item 2 — punch fans: <c>RetailPViewPassExecutor.DrawWalkPunchFan</c> /// KEEP item 2 — punch fans: <c>RetailPViewPassExecutor.DrawWalkPunchFan</c>
/// reads its clip planes through <c>clipAssembly.OutsideViewSlices /// reads its clip planes through <c>clipAssembly.OutsideViewSlices
/// [activeViewIndex].Planes</c> — <see cref="ClipViewSlice"/>'s /// [activeViewIndex].Planes</c> — <see cref="ClipViewSlice"/>'s
/// <c>Planes</c> field. S3 chunk 4 fix round 1 (K6): this pin now builds /// <c>Planes</c> field. S3 chunk 4 fix round 2 (L4): a prior round's pin
/// that slice through the REAL production assembly — /// here built the slice through <c>ClipFrameAssembler.Assemble</c> — but
/// <c>ClipFrameAssembler.Assemble</c>'s own /// <c>Assemble</c> has ZERO production callers (it exists only for
/// <c>outsideSlicesList.Add(new ClipViewSlice(slot, AabbOf(poly), /// isolated research/replay tests, per this file's own class header);
/// planes))</c> line, the exact construction /// production builds an interior root's outside-view slices through
/// <c>ReassembleOutsideViewFromWalk</c> (the walk's real interior-root /// <c>BeginWalkFrame</c> + <c>ReassembleOutsideViewFromWalk</c>
/// producer) shares — instead of hand-constructing a /// (<c>RetailPViewPassExecutor.cs</c>'s <c>BeginWalkFrame</c> call,
/// <see cref="ClipViewSlice"/> directly from <see /// <c>RetailPViewRenderer.cs</c>'s <c>ReassembleOutsideViewFromWalk</c>
/// cref="ClipPlaneSet.From(CellView)"/>'s raw output: a hand-built slice /// call), so a pin through <c>Assemble</c> proves nothing about the code
/// could pass even if Assemble's own packing/array-construction diverged /// that actually runs. This pin now drives that EXACT pair: a synthetic
/// from that raw output, which is exactly the gap a prior round's /// <see cref="WalkPortalView"/> holding one pixel-space polygon (built
/// three-lens review found (a hand-built <c>ClipViewSlice</c> is not /// the way <c>WalkCopyViewTests</c> builds views), fed through
/// proof the production path builds the same one). Same synthetic-view /// <c>BeginWalkFrame(frame, outdoorRoot: false)</c> then
/// helper as the exit-seal pin, a different (non-axis-aligned) synthetic /// <c>ReassembleOutsideViewFromWalk</c> — both of which now call the
/// polygon so the two pins are not testing the identical input. /// SAME shared <c>ClipFrameAssembler.AppendOutsideSlice</c> helper
/// <c>Assemble</c> would have (L4's own de-duplication), so this pin
/// exercises the helper through the producer that actually runs.
/// MUTATION: perturbing <c>planes[0].W</c> INSIDE that shared helper (the
/// one place both producers pack a plane) breaks this pin — see the
/// commit body for the recorded failing assertion text. The pin's own
/// source contains no <c>Assemble(</c> call (grep-checked in the commit
/// body). Same non-axis-aligned synthetic polygon as before, kept
/// distinct from the exit-seal pin's input.
/// </summary> /// </summary>
[Fact] [Fact]
public void ClipViewSlicePlanes_PunchFanPath_EqualsCpuViewPolygonEdgePlanes_ForASyntheticView() public void ClipViewSlicePlanes_PunchFanPath_EqualsCpuViewPolygonEdgePlanes_ForASyntheticView()
{ {
const float ViewportWidth = 640f, ViewportHeight = 480f;
Vector2[] verts = Vector2[] verts =
[ [
new(0f, 0.6f), new(-0.6f, -0.4f), new(0.5f, -0.5f), new(0.7f, 0.2f), new(0f, 0.6f), new(-0.6f, -0.4f), new(0.5f, -0.5f), new(0.7f, 0.2f),
]; ];
// The EXACT production assembly path: ClipFrameAssembler.Assemble // Pixel-space points (origin top-left, +Y down) that ReassembleOutsideViewFromWalk's
// packs the outside_view polygon into a slot and constructs the // own inverse transform (px = (ndc+1)*W/2, py = (1-ndc)*H/2) maps back to `verts`.
// ClipViewSlice DrawWalkPunchFan reads back through var pixelPoints = new WalkScreenPoint[verts.Length];
// clipAssembly.OutsideViewSlices[activeViewIndex].Planes. for (int i = 0; i < verts.Length; i++)
var pvFrame = new PortalVisibilityFrame(); {
pvFrame.OutsideView.Add(new ViewPolygon(verts)); float px = (verts[i].X + 1f) * ViewportWidth / 2f;
float py = (1f - verts[i].Y) * ViewportHeight / 2f;
pixelPoints[i] = new WalkScreenPoint(px, py, 0f, 1f);
}
var frame = ClipFrame.NoClip(); var walkView = new WalkPortalView();
ClipFrameAssembly assembly = ClipFrameAssembler.Assemble(frame, pvFrame); Assert.True(WalkCopyView.Append(
walkView, pixelPoints, new SyntheticRayCaster(), Vector3.Zero));
// The EXACT production pair: BeginWalkFrame seeds an interior root's
// empty outside-view assembly; ReassembleOutsideViewFromWalk (the
// walk's real producer) fills it from the walk's own pixel-space
// view — the same two calls RetailPViewPassExecutor.cs and
// RetailPViewRenderer.cs make.
ClipFrameAssembly assembly = ClipFrameAssembler.BeginWalkFrame(
ClipFrame.NoClip(), outdoorRoot: false);
ClipFrameAssembler.ReassembleOutsideViewFromWalk(
assembly, walkView, ViewportWidth, ViewportHeight);
ClipViewSlice slice = Assert.Single(assembly.OutsideViewSlices); ClipViewSlice slice = Assert.Single(assembly.OutsideViewSlices);
Assert.True(slice.Planes.Length >= 3); Assert.True(slice.Planes.Length >= 3);
@ -286,6 +302,16 @@ public class ClipFrameLayoutTests
AssertEveryEdgeMidpointLiesOnSomeGpuPlane(verts, slice.Planes); AssertEveryEdgeMidpointLiesOnSomeGpuPlane(verts, slice.Planes);
} }
/// <summary>Trivial ray caster: only <c>WalkPortalView</c>'s stored pixel
/// points feed <see cref="ClipFrameAssembler.ReassembleOutsideViewFromWalk"/>
/// (via NDC conversion); the per-vertex plane a ray caster would seed is
/// unused by that path, so any non-degenerate direction works.</summary>
private sealed class SyntheticRayCaster : IWalkRayCaster
{
public Vector3 RayThrough(float screenX, float screenY) =>
Vector3.Normalize(new Vector3(screenX, screenY, 1000f));
}
/// <summary> /// <summary>
/// CPU/GPU equivalence: a point on a convex polygon's edge must sit /// CPU/GPU equivalence: a point on a convex polygon's edge must sit
/// (a) non-negative under EVERY plane (still inside-or-on the region — /// (a) non-negative under EVERY plane (still inside-or-on the region —

View file

@ -133,12 +133,15 @@ public sealed class VulkanShaderDescriptorContractTests
|| module.StartsWith("terrain_atmospheric.", StringComparison.Ordinal); || module.StartsWith("terrain_atmospheric.", StringComparison.Ordinal);
/// <summary> /// <summary>
/// The regression itself, named. <c>TerrainClip</c> is the only uniform block /// The regression itself, named — corrected for S3 chunk 4 fix round 2 (L3).
/// <c>terrain_modern.vert</c> declares besides <c>SceneLighting</c>, so /// <c>terrain_modern.vert</c> used to also declare a screen-space clip block
/// asserting the module's uniform bindings as a set pins it exactly. /// at set 1 binding 2; that gate is deleted outright (no shader writer, no
/// GPU reader) and <c>SceneLighting</c> is now the ONLY uniform block the
/// module declares, so asserting the module's uniform bindings as a set
/// pins that directly.
/// </summary> /// </summary>
[Fact] [Fact]
public void TerrainVertexShaderDeclaresItsClipBlockInTheUniformSet() public void TerrainVertexShaderDeclaresOnlySceneLightingInTheUniformSet()
{ {
uint[] uniformBindings = uint[] uniformBindings =
[ [
@ -152,9 +155,7 @@ public sealed class VulkanShaderDescriptorContractTests
.Order(), .Order(),
]; ];
Assert.Equal( Assert.Equal([GpuBindingModel.UniformSceneLighting], uniformBindings);
[GpuBindingModel.UniformSceneLighting, VulkanPipelineLayouts.UniformTerrainClip],
uniformBindings);
} }
/// <summary> /// <summary>

View file

@ -62,9 +62,19 @@ public sealed class VulkanShaderManifestTests
// SkyFogRuleTests). A deliberate default-path change, reviewed // SkyFogRuleTests). A deliberate default-path change, reviewed
// with the world-fog-range fix in the same commit. // with the world-fog-range fix in the same commit.
["sky.frag.spv"] = "1c4ae77056837cbdc188f8cfcc4b0e8851647cdfaf398f25d8c8ff489ef84d57", ["sky.frag.spv"] = "1c4ae77056837cbdc188f8cfcc4b0e8851647cdfaf398f25d8c8ff489ef84d57",
["sky.vert.spv"] = "3b51945fa4ff1be1604144df92866bdd47aade22f9dd90267591ef36adb28cde", // sky.vert re-pinned 2026-09-03 (Campaign OVERHAUL S3 chunk 4 fix
// round 2, L3): the screen-space TerrainClip UBO (binding=2) and
// its gl_ClipDistance writes are deleted outright — retail draws
// the sky ONCE, unclipped (GameSky::Draw(sky,0) @0x0050633c), and
// that mechanism's only CPU-side writer was already retired at
// fix round 1's K3, leaving the shader-side declaration dead.
["sky.vert.spv"] = "7d67a9e3624d198b370d402b5c12e4ce925bf9b8e646ef5123636a86d5985ab5",
["terrain_modern.frag.spv"] = "7b3cdb01b837ed77ee20559a81c1ce5c9d5395300efcc072560ab0be3c5a1af9", ["terrain_modern.frag.spv"] = "7b3cdb01b837ed77ee20559a81c1ce5c9d5395300efcc072560ab0be3c5a1af9",
["terrain_modern.vert.spv"] = "9f4cb221ea6aed94a8d23af6cb8e3f3ed96c3cce6e50d135a72d3b55667b1557", // terrain_modern.vert re-pinned 2026-09-03 (Campaign OVERHAUL S3
// chunk 4 fix round 2, L3): same deletion as sky.vert above —
// retail never view-clips terrain (LScape::draw draws whole
// landblocks; RenderDeviceD3D::DrawBlock @0x005a17c0).
["terrain_modern.vert.spv"] = "8a73d89ef0e51e550327b9ff8c24857e309103b1d491030cf0d4d8594b45068c",
["ui_text.frag.spv"] = "37a281bf80441cb425eaa3ad8e0b3a43cfa21b74b60973ed4201718b9dc102df", ["ui_text.frag.spv"] = "37a281bf80441cb425eaa3ad8e0b3a43cfa21b74b60973ed4201718b9dc102df",
["ui_text.vert.spv"] = "018ac64477cf7d4c3fc0c5878951b148c7bfeb6ee3a7eebb02381d7904877798", ["ui_text.vert.spv"] = "018ac64477cf7d4c3fc0c5878951b148c7bfeb6ee3a7eebb02381d7904877798",
["vk_probe.frag.spv"] = "c2dedbcc6dcc89744707b4b47138f1c31b38ef9088e584f1da07dd6953586c42", ["vk_probe.frag.spv"] = "c2dedbcc6dcc89744707b4b47138f1c31b38ef9088e584f1da07dd6953586c42",

View file

@ -18,7 +18,7 @@ namespace AcDream.App.Tests.Rendering.Gpu.Vk;
/// ///
/// <para>The scissor is the trap. It does NOT flip with the viewport: /// <para>The scissor is the trap. It does NOT flip with the viewport:
/// <c>vkCmdSetScissor</c> is always top-left-origin regardless of viewport sign, /// <c>vkCmdSetScissor</c> is always top-left-origin regardless of viewport sign,
/// while <c>NdcScissorRect.ToPixels</c> emits GL bottom-left rectangles. The V3 /// while every caller passes a GL-convention bottom-left rectangle. The V3
/// audit flagged this explicitly as a V6 acceptance item, and getting it wrong /// audit flagged this explicitly as a V6 acceptance item, and getting it wrong
/// shows up as a doorway aperture clipped from the wrong edge — which only a /// shows up as a doorway aperture clipped from the wrong edge — which only a
/// scene containing one would reveal.</para> /// scene containing one would reveal.</para>

View file

@ -14,29 +14,44 @@ namespace AcDream.App.Tests.Rendering;
/// looking out from inside. Mechanism model (2026-06-12 evidence sweep): for /// looking out from inside. Mechanism model (2026-06-12 evidence sweep): for
/// an interior root the SEAL stamps the FULL raw dat portal polygon at true /// an interior root the SEAL stamps the FULL raw dat portal polygon at true
/// depth (PortalDepthMaskRenderer, root-cell slice = full screen), while /// depth (PortalDepthMaskRenderer, root-cell slice = full screen), while
/// terrain/sky COLOR is gated per fragment by the OutsideView region — the /// terrain/sky COLOR used to be gated per fragment by the OutsideView region —
/// same dat polygon run through ProjectToClip → ClipToRegion (1-px /// the same dat polygon run through ProjectToClip → ClipToRegion (1-px
/// MergeSubPixelVertices) → ClipPlaneSet.From (0.5° collinear merge) → planes, /// MergeSubPixelVertices) → ClipPlaneSet.From (0.5° collinear merge) → planes,
/// with a Floor/Ceil pixel scissor (BeginDoorwayScissor) on the slice AABB on /// with a Floor/Ceil pixel scissor (the sky's own doorway scissor bracket)
/// top. Every one of those passes can only SHRINK the gate, so any shave shows /// on the slice AABB on top. Every one of those passes could only SHRINK the gate, so any
/// as a strip of clear color between the gate's top edge and the aperture's /// shave showed as a strip of clear color between the gate's top edge and the
/// rasterized top edge (the shell wall starts above it; the seal z-kills /// aperture's rasterized top edge.
/// everything beyond; nothing re-covers).
/// ///
/// This harness measures that gap headlessly at the real Holtburg corner /// RETIRED MECHANISM (S3 chunk 4 fix round 2, L7): the scissor half of this
/// building exit door (A9B4 0x0170, the HouseExitWalkReplay door): project the /// story no longer applies. Retail draws the sky and the landscape unclipped
/// aperture, run the production flood + assembler, then walk sample points /// (<c>LScape::draw</c> never installs a view before either — S3 chunk 3/4's
/// just inside the aperture's top edge downward until the gate admits them. /// own findings), and acdream now matches that: the sky's own doorway
/// Plane-gap and scissor-gap are measured separately (mechanism attribution). /// scissor bracket, <c>IWorldPassSurface.BeginScissor/EndScissor</c>, and
/// every per-slice terrain/sky/weather clip they used to bracket are deleted
/// outright. An
/// interior root's aperture exactness comes instead from the depth clear, the
/// exit seals, and the interior repaint (<c>WalkFrameDriver</c>'s interior
/// turn draws the real cell geometry back over whatever the unclipped
/// landscape painted through the doorway) — see the S3 chunk 4 plan section
/// for the retail citations.
/// ///
/// VERDICT (2026-06-12, 147 eye/gaze combos): the CPU polygon pipeline is /// What remains below still pins something production reads: the outside-view
/// sub-pixel exact (worst 0.54 px) — the W=0 clip port 987313a and both merge /// polygon pipeline (<c>ProjectToClip</c> → <c>ClipToRegion</c> →
/// passes are EXONERATED. The strip was the scissor box: the old /// <c>ClipPlaneSet.From</c>) that the KEPT punch-fan clip still consumes
/// Floor(origin)+Ceiling(size) form cut up to 1 px off the TOP/RIGHT edges at /// (<c>RetailPViewPassExecutor.DrawWalkPunchFan</c> reads
/// unlucky fractional alignments (captured live by this harness: top edge /// <c>clipAssembly.OutsideViewSlices[activeViewIndex].Planes</c> — see
/// y=0.7938 at 1080p → row 968 cut; right edge x=0.3503 at 1920 → column 1296 /// <c>ClipFrameLayoutTests</c>'s punch-fan equivalence pin for the synthetic-
/// cut). Fixed by the conservative NdcScissorRect bound; the assertions below /// view version of this same proof). This harness measures the PLANE gap
/// pin both properties. /// headlessly at the real Holtburg corner building exit door (A9B4 0x0170,
/// the HouseExitWalkReplay door): project the aperture, run the production
/// flood + assembler, then walk sample points just inside the aperture's top
/// edge downward until the plane gate admits them.
///
/// VERDICT (2026-06-12, 147 eye/gaze combos, plane half only — the original
/// sweep also measured a scissor gap, since retired): the CPU polygon
/// pipeline is sub-pixel exact (worst 0.54 px) — the W=0 clip port 987313a
/// and both merge passes are EXONERATED. PIN 2 below still asserts that
/// bound.
/// </summary> /// </summary>
[Trait("Lane", "InstalledDat")] [Trait("Lane", "InstalledDat")]
public class Issue130DoorwayStripTests public class Issue130DoorwayStripTests
@ -108,7 +123,7 @@ public class Issue130DoorwayStripTests
_out.WriteLine(FormattableString.Invariant( _out.WriteLine(FormattableString.Invariant(
$" poly[{i}] world=({worldPoly[i].X:F3},{worldPoly[i].Y:F3},{worldPoly[i].Z:F3})")); $" poly[{i}] world=({worldPoly[i].X:F3},{worldPoly[i].Y:F3},{worldPoly[i].Z:F3})"));
float worstPlaneGapPx = 0f, worstScissorGapPx = 0f; float worstPlaneGapPx = 0f;
string worstDesc = "(none)"; string worstDesc = "(none)";
// Eye sweep: back off the doorway along the inward normal at several // Eye sweep: back off the doorway along the inward normal at several
@ -155,21 +170,20 @@ public class Issue130DoorwayStripTests
} }
evaluated++; evaluated++;
(float planeGapPx, float scissorGapPx, float atX) = (float planeGapPx, float atX) =
MeasureTopEdgeGap(aperture, asm.OutsideViewSlices, 1920, 1080); MeasureTopEdgeGap(aperture, asm.OutsideViewSlices, 1080);
if (planeGapPx > worstPlaneGapPx || scissorGapPx > worstScissorGapPx) if (planeGapPx > worstPlaneGapPx)
{ {
worstDesc = FormattableString.Invariant( worstDesc = FormattableString.Invariant(
$"d={d} h={h} lat={lat} gz={gz} minW={minW:F2} atX={atX:F3} slices={asm.OutsideViewSlices.Length} mode={asm.TerrainMode} outVerts={DescribePolys(pv.OutsideView)} apVerts={aperture.Length}"); $"d={d} h={h} lat={lat} gz={gz} minW={minW:F2} atX={atX:F3} slices={asm.OutsideViewSlices.Length} outVerts={DescribePolys(pv.OutsideView)} apVerts={aperture.Length}");
worstPlaneGapPx = MathF.Max(worstPlaneGapPx, planeGapPx); worstPlaneGapPx = planeGapPx;
worstScissorGapPx = MathF.Max(worstScissorGapPx, scissorGapPx);
} }
if (planeGapPx > 0.55f || scissorGapPx > 0.55f) if (planeGapPx > 0.55f)
{ {
_out.WriteLine(FormattableString.Invariant( _out.WriteLine(FormattableString.Invariant(
$"GAP d={d} h={h} lat={lat} gz={gz}: planeGap={planeGapPx:F2}px scissorGap={scissorGapPx:F2}px atX={atX:F3} mode={asm.TerrainMode} outVerts={DescribePolys(pv.OutsideView)}")); $"GAP d={d} h={h} lat={lat} gz={gz}: planeGap={planeGapPx:F2}px atX={atX:F3} outVerts={DescribePolys(pv.OutsideView)}"));
float apTop = TopBoundaryY(aperture, atX); float apTop = TopBoundaryY(aperture, atX);
foreach (var slice in asm.OutsideViewSlices) foreach (var slice in asm.OutsideViewSlices)
_out.WriteLine(FormattableString.Invariant( _out.WriteLine(FormattableString.Invariant(
@ -185,15 +199,10 @@ public class Issue130DoorwayStripTests
} }
_out.WriteLine(FormattableString.Invariant( _out.WriteLine(FormattableString.Invariant(
$"evaluated={evaluated} worstPlaneGapPx={worstPlaneGapPx:F2} worstScissorGapPx={worstScissorGapPx:F2} @ {worstDesc}")); $"evaluated={evaluated} worstPlaneGapPx={worstPlaneGapPx:F2} @ {worstDesc}"));
Assert.True(evaluated > 100, $"sweep degenerated: only {evaluated} eye/gaze combos evaluated"); Assert.True(evaluated > 100, $"sweep degenerated: only {evaluated} eye/gaze combos evaluated");
// PIN 1 (#130): the scissor box never cuts a fragment the plane gate // PIN (canary): the CPU polygon pipeline (ProjectToClip → ClipToRegion
// admits — conservative containment (AD-17's over-include doctrine).
// One probe step is ~0.11 px; anything beyond it is a real cut row.
Assert.True(worstScissorGapPx <= 0.15f, FormattableString.Invariant(
$"scissor under-covers the plane-admitted region by {worstScissorGapPx:F2}px @ {worstDesc}"));
// PIN 2 (canary): the CPU polygon pipeline (ProjectToClip → ClipToRegion
// merges → ClipPlaneSet planes) stays sub-pixel exact against the raw // merges → ClipPlaneSet planes) stays sub-pixel exact against the raw
// aperture projection. Observed 0.54 px worst (2026-06-12); the // aperture projection. Observed 0.54 px worst (2026-06-12); the
// production vertex-merge floor is ~1 px — beyond 1.2 px means a new // production vertex-merge floor is ~1 px — beyond 1.2 px means a new
@ -211,12 +220,14 @@ public class Issue130DoorwayStripTests
/// <summary> /// <summary>
/// For sample x positions across the aperture's projected top edge, find the /// For sample x positions across the aperture's projected top edge, find the
/// aperture boundary's top y, then walk downward until the gate admits the /// aperture boundary's top y, then walk downward until the plane gate
/// point. Returns the worst gaps in 1080p pixels (plane gate and modeled /// admits the point. Returns the worst gap in 1080p pixels, and the x of
/// scissor gate measured independently), and the x of the worst plane gap. /// the worst gap. S3 chunk 4 fix round 2 (L7): the scissor-gap half this
/// used to measure alongside the plane gap is deleted — the scissor
/// mechanism it modeled no longer exists in production.
/// </summary> /// </summary>
private static (float planeGapPx, float scissorGapPx, float atX) MeasureTopEdgeGap( private static (float planeGapPx, float atX) MeasureTopEdgeGap(
Vector2[] aperture, ClipViewSlice[] slices, int fbW, int fbH, Vector2[] aperture, ClipViewSlice[] slices, int fbH,
ITestOutputHelper? debug = null) ITestOutputHelper? debug = null)
{ {
const float Inset = 1e-4f; // dodge exact-boundary ambiguity const float Inset = 1e-4f; // dodge exact-boundary ambiguity
@ -226,9 +237,9 @@ public class Issue130DoorwayStripTests
float minX = float.MaxValue, maxX = float.MinValue; float minX = float.MaxValue, maxX = float.MinValue;
foreach (var v in aperture) { minX = MathF.Min(minX, v.X); maxX = MathF.Max(maxX, v.X); } foreach (var v in aperture) { minX = MathF.Min(minX, v.X); maxX = MathF.Max(maxX, v.X); }
float span = maxX - minX; float span = maxX - minX;
if (span <= 0.01f) return (0, 0, 0); if (span <= 0.01f) return (0, 0);
float worstPlane = 0, worstScissor = 0, atX = 0; float worstPlane = 0, atX = 0;
const int Samples = 160; const int Samples = 160;
for (int s = 0; s <= Samples; s++) for (int s = 0; s <= Samples; s++)
{ {
@ -240,22 +251,15 @@ public class Issue130DoorwayStripTests
var p = new Vector2(x, topY - Inset); var p = new Vector2(x, topY - Inset);
float planeGap = GapBelow(p, q => AnySliceAdmitsPlanes(slices, q), StepY, CapY); float planeGap = GapBelow(p, q => AnySliceAdmitsPlanes(slices, q), StepY, CapY);
// The scissor question is "does the box cut pixels the PLANES would
// draw" — measure it from the planes-admitted top, not the aperture
// top (at slanted corners the aperture top can sit legitimately
// outside the gate polygon's column).
var pPlanes = new Vector2(p.X, p.Y - planeGap - Inset);
float scissorGap = GapBelow(pPlanes, q => AnySliceAdmitsScissor(slices, q, fbW, fbH), StepY, CapY);
if (debug is not null && scissorGap > 0.005f) if (debug is not null && planeGap > 0.005f)
debug.WriteLine(FormattableString.Invariant( debug.WriteLine(FormattableString.Invariant(
$" sample x={x:F4} apTop={topY:F4} planeGap={planeGap * fbH / 2f:F2}px pPlanes=({pPlanes.X:F4},{pPlanes.Y:F4}) scissorGap={scissorGap * fbH / 2f:F2}px")); $" sample x={x:F4} apTop={topY:F4} planeGap={planeGap * fbH / 2f:F2}px"));
if (planeGap > worstPlane) { worstPlane = planeGap; atX = x; } if (planeGap > worstPlane) { worstPlane = planeGap; atX = x; }
worstScissor = MathF.Max(worstScissor, scissorGap);
} }
// NDC y → pixels at the given framebuffer height. // NDC y → pixels at the given framebuffer height.
return (worstPlane * fbH / 2f, worstScissor * fbH / 2f, atX); return (worstPlane * fbH / 2f, atX);
} }
private static float GapBelow(Vector2 start, Func<Vector2, bool> admitted, float step, float cap) private static float GapBelow(Vector2 start, Func<Vector2, bool> admitted, float step, float cap)
@ -272,7 +276,7 @@ public class Issue130DoorwayStripTests
// Production semantics: each OutsideView polygon is one slice; the union of // Production semantics: each OutsideView polygon is one slice; the union of
// slices is drawn. A slice with planes gates per fragment via // slices is drawn. A slice with planes gates per fragment via
// gl_ClipDistance (dot((nx,ny,0,d),(x,y,z,1)) >= 0 for an NDC point); // gl_ClipDistance (dot((nx,ny,0,d),(x,y,z,1)) >= 0 for an NDC point);
// a planeless slice (scissor fallback) admits its whole NDC AABB. // a planeless slice (>8-edge zero-plane fallback, ClipFrameAssembler.cs) admits its whole NDC AABB.
private static bool AnySliceAdmitsPlanes(ClipViewSlice[] slices, Vector2 p) private static bool AnySliceAdmitsPlanes(ClipViewSlice[] slices, Vector2 p)
{ {
foreach (var slice in slices) foreach (var slice in slices)
@ -294,22 +298,6 @@ public class Issue130DoorwayStripTests
return false; return false;
} }
// Production scissor (BeginDoorwayScissor → NdcScissorRect.ToPixels): a
// point is admitted when its pixel falls inside some slice's scissor box.
private static bool AnySliceAdmitsScissor(ClipViewSlice[] slices, Vector2 p, int fbW, int fbH)
{
int pixX = (int)MathF.Floor((p.X * 0.5f + 0.5f) * fbW);
int pixY = (int)MathF.Floor((p.Y * 0.5f + 0.5f) * fbH);
foreach (var slice in slices)
{
var box = NdcScissorRect.ToPixels(slice.NdcAabb, fbW, fbH);
if (pixX >= box.X && pixX < box.X + box.Width
&& pixY >= box.Y && pixY < box.Y + box.Height)
return true;
}
return false;
}
/// <summary>Highest boundary y of the polygon at vertical line x (NaN when /// <summary>Highest boundary y of the polygon at vertical line x (NaN when
/// the line misses the polygon).</summary> /// the line misses the polygon).</summary>
private static float TopBoundaryY(Vector2[] poly, float x) private static float TopBoundaryY(Vector2[] poly, float x)

View file

@ -1,80 +0,0 @@
using System;
using System.Numerics;
using AcDream.App.Rendering;
using Xunit;
namespace AcDream.App.Tests.Rendering;
/// <summary>
/// #130: the doorway-slice scissor must be a CONSERVATIVE outer bound of its
/// NDC AABB (AD-17: over-inclusion safe, under-inclusion is the bug class).
/// The old Floor(origin)+Ceiling(size) form put the far edge at
/// floor(min)+ceil(maxmin), up to one pixel short of the true max edge —
/// the doorway top-edge background strip.
/// </summary>
public class NdcScissorRectTests
{
/// <summary>Containment property: every pixel whose CENTER lies inside the
/// NDC box is inside the scissor box, across a dense grid of fractional
/// alignments at two framebuffer sizes.</summary>
[Theory]
[InlineData(1920, 1080)]
[InlineData(2560, 1440)]
public void EveryCenterInsidePixel_IsInsideTheBox(int fbW, int fbH)
{
for (int i = 0; i < 251; i++)
{
// Sweep fractional alignments of all four edges.
float f = i / 251f;
float minX = -0.83f + f * 0.0031f;
float minY = -0.71f + f * 0.0047f;
float maxX = 0.339f + f * 0.0043f;
float maxY = 0.7938f + f * 0.0029f;
var box = NdcScissorRect.ToPixels(new Vector4(minX, minY, maxX, maxY), fbW, fbH);
// Pixel-space extremes of center-inside pixels.
float x0 = (minX * 0.5f + 0.5f) * fbW, x1 = (maxX * 0.5f + 0.5f) * fbW;
float y0 = (minY * 0.5f + 0.5f) * fbH, y1 = (maxY * 0.5f + 0.5f) * fbH;
int loX = (int)MathF.Ceiling(x0 - 0.5f), hiX = (int)MathF.Floor(x1 - 0.5f);
int loY = (int)MathF.Ceiling(y0 - 0.5f), hiY = (int)MathF.Floor(y1 - 0.5f);
Assert.True(box.X <= loX, $"left cut: box.X={box.X} > loX={loX} (minX={minX})");
Assert.True(box.Y <= loY, $"bottom cut: box.Y={box.Y} > loY={loY} (minY={minY})");
Assert.True(box.X + box.Width > hiX, $"right cut: box ends {box.X + box.Width} <= hiX={hiX} (maxX={maxX})");
Assert.True(box.Y + box.Height > hiY, $"top cut: box ends {box.Y + box.Height} <= hiY={hiY} (maxY={maxY})");
// Over-inclusion stays bounded (≤1 px per edge).
Assert.True(box.X >= loX - 1 && box.Y >= loY - 1);
Assert.True(box.X + box.Width <= hiX + 2 && box.Y + box.Height <= hiY + 2);
}
}
[Fact]
public void CapturedRegression_TopEdgeRow968_At1080p()
{
// Issue130DoorwayStripTests live capture: aperture top y=0.7938 →
// pixel row 968 (center 968.5 < 968.65). The old formula ended the box
// at row 967 — the visible strip.
var box = NdcScissorRect.ToPixels(new Vector4(-0.339f, -0.743f, 0.339f, 0.7938f), 1920, 1080);
Assert.True(box.Y + box.Height > 968, $"top row 968 cut: box ends at {box.Y + box.Height}");
}
[Fact]
public void CapturedRegression_RightColumn1296_At1920()
{
// Issue130DoorwayStripTests live capture: gate right edge x=0.3507 →
// pixel column 1296 admitted by the plane gate; the old formula ended
// the box at column 1295.
var box = NdcScissorRect.ToPixels(new Vector4(-0.2845f, -1.0f, 0.3507f, 0.2630f), 1920, 1080);
Assert.True(box.X + box.Width > 1296, $"right column 1296 cut: box ends at {box.X + box.Width}");
}
[Fact]
public void DegenerateAndOffscreenBoxes_StayValid()
{
// Past-the-edge regions clamp to the screen and keep min 1 px size.
var box = NdcScissorRect.ToPixels(new Vector4(0.999f, 0.999f, 1.5f, 1.5f), 1920, 1080);
Assert.True(box.Width >= 1 && box.Height >= 1);
var inverted = NdcScissorRect.ToPixels(new Vector4(1f, 1f, -1f, -1f), 1920, 1080);
Assert.True(inverted.Width >= 1 && inverted.Height >= 1);
}
}

View file

@ -1,4 +1,5 @@
using System.Reflection; using System.Reflection;
using System.Reflection.Emit;
using AcDream.App.Composition; using AcDream.App.Composition;
using AcDream.App.Rendering; using AcDream.App.Rendering;
using AcDream.App.Rendering.Sky; using AcDream.App.Rendering.Sky;
@ -120,9 +121,10 @@ public sealed class RetailPViewPassExecutorTests
/// <c>WalkFrameDriverTranscriptTests</c>: <c>Collect_OutdoorRoot_...</c> /// <c>WalkFrameDriverTranscriptTests</c>: <c>Collect_OutdoorRoot_...</c>
/// and <c>Collect_InteriorRoot_...</c>). This method now draws the /// and <c>Collect_InteriorRoot_...</c>). This method now draws the
/// weather MESH and the rain PARTICLES only — the former per-outside- /// weather MESH and the rain PARTICLES only — the former per-outside-
/// view-slice loop that used to run before this call (<c>SetTerrainClip</c> /// view-slice loop that used to run before this call (the walk's own
/// + <c>ClearClipRouting</c> + the old <c>DrawLandscapeSliceLate</c> leaf) /// screen-space terrain-clip writer + <c>ClearClipRouting</c> + the old
/// is deleted outright (§10.2): retail draws the weather mesh and its /// <c>DrawLandscapeSliceLate</c> leaf) is deleted outright (§10.2): retail
/// draws the weather mesh and its
/// rain particles ONCE, unclipped, never once per doorway aperture. /// rain particles ONCE, unclipped, never once per doorway aperture.
/// MUTATION: re-inlining a /// MUTATION: re-inlining a
/// <c>WalkTranscriptDump.PrintObjectCellTurn</c> call back into this /// <c>WalkTranscriptDump.PrintObjectCellTurn</c> call back into this
@ -153,9 +155,9 @@ public sealed class RetailPViewPassExecutorTests
/// <summary> /// <summary>
/// S3 chunk 4 (§10.2): the former per-outside-view-slice loop /// S3 chunk 4 (§10.2): the former per-outside-view-slice loop
/// (<c>SetTerrainClip</c> + <c>ClearClipRouting</c> + the old /// (the walk's own screen-space terrain-clip writer +
/// <c>DrawLandscapeSliceLate</c> leaf, one call per active landscape /// <c>ClearClipRouting</c> + the old <c>DrawLandscapeSliceLate</c> leaf,
/// view) is deleted — <c>DrawLandscapeDynamicsPhase</c> now calls /// one call per active landscape view) is deleted — <c>DrawLandscapeDynamicsPhase</c> now calls
/// <see cref="RetailPViewPassExecutor.DrawWeatherOnce"/> exactly once, /// <see cref="RetailPViewPassExecutor.DrawWeatherOnce"/> exactly once,
/// unconditionally, with no loop of any kind around it. This /// unconditionally, with no loop of any kind around it. This
/// <c>Assert.Single</c> alone proved insufficient at fix round 1 (K1): /// <c>Assert.Single</c> alone proved insufficient at fix round 1 (K1):
@ -222,6 +224,103 @@ public sealed class RetailPViewPassExecutorTests
&& callOffset < branch.Offset); && callOffset < branch.Offset);
} }
/// <summary>
/// S3 chunk 4 fix round 2 (L1, BLOCKING). Round 1's three-lens review
/// found that neither existing pin above actually looks at the
/// production CONDITION gating <c>DrawWeatherOnce</c>: restoring the
/// pre-fix gate <c>if (clipAssembly.OutsideViewSlices.Length != 0)</c> —
/// the exact regression K2 was supposed to close — leaves both green,
/// because both only ask "is the call site shaped correctly", never
/// "does the call site read <c>WalkFrameDriver.WeatherTurnFired</c>".
/// This pin reads the compiled condition directly: with <c>c</c> the
/// index of the <c>DrawWeatherOnce</c> call, (a) <c>calls[c-1]</c> must
/// be the <c>WeatherTurnFired</c> getter — the LAST call before the draw
/// — and (b) exactly one branch must sit strictly between that getter
/// call and the draw call, be a <c>brfalse</c>/<c>brfalse.s</c>, and
/// jump FORWARD past the draw call — the compiled shape of
/// <c>if (walkDriver.WeatherTurnFired) passes.DrawWeatherOnce(ctx);</c>
/// and nothing else (an inverted test, an unconditional call, or a
/// different condition entirely all fail one of the two checks).
/// MUTATION M1 (restores the pre-fix regression): change the gate back
/// to <c>if (clipAssembly.OutsideViewSlices.Length != 0)</c> — check (a)
/// fails because <c>calls[c-1]</c> is no longer the
/// <c>WeatherTurnFired</c> getter. MUTATION M2 (drops the gate
/// entirely): make the call unconditional — check (b) fails because no
/// branch sits between the getter call and the draw call (in fact the
/// getter call itself disappears with the gate, so check (a) fails
/// first). MUTATION M3 (inverts the condition): change the gate to
/// <c>if (!walkDriver.WeatherTurnFired)</c> — <c>calls[c-1]</c> is still
/// the getter (check (a) passes), but the compiler emits a
/// <c>brtrue</c>/<c>brtrue.s</c> to skip the draw instead of a
/// <c>brfalse</c>/<c>brfalse.s</c>, so check (b)'s opcode filter finds
/// nothing and <c>Assert.Single</c> fails on zero matches.
/// </summary>
[Fact]
public void DrawLandscapeDynamicsPhase_GatesDrawWeatherOnceOnWalkDriverWeatherTurnFired()
{
MethodInfo method = typeof(RetailPViewRenderer).GetMethod(
"DrawLandscapeDynamicsPhase",
BindingFlags.Instance | BindingFlags.NonPublic)!;
IReadOnlyList<CompiledCall> calls = CompiledCallGraph.Read(method);
int callIndex = RequiredCallIndex(
calls,
typeof(RetailPViewPassExecutor),
nameof(RetailPViewPassExecutor.DrawWeatherOnce));
Assert.True(callIndex > 0, "Expected a call before DrawWeatherOnce — the gate condition.");
CompiledCall condition = calls[callIndex - 1];
Assert.Equal(typeof(AcDream.App.Rendering.Walk.WalkFrameDriver), condition.Target.DeclaringType);
Assert.Equal("get_WeatherTurnFired", condition.Target.Name);
int conditionOffset = condition.Offset;
int drawOffset = calls[callIndex].Offset;
IReadOnlyList<CompiledBranch> branches = CompiledCallGraph.ReadBranches(method);
Assert.Single(
branches,
branch => branch.Offset > conditionOffset
&& branch.Offset < drawOffset
&& (branch.OpCode == OpCodes.Brfalse || branch.OpCode == OpCodes.Brfalse_S)
&& branch.TargetOffset > drawOffset);
}
/// <summary>
/// S3 chunk 4 fix round 2 (L8): the identical loop-shape question K1
/// asked of <see cref="RetailPViewPassExecutor.DrawWeatherOnce"/>'s call
/// site, applied to <see cref="RetailPViewPassExecutor.DrawWalkSky"/>'s
/// own <see cref="SkyRenderer.RenderSky"/> call — retail draws the sky
/// dome exactly once per frame too (K4's own doc comment on
/// <c>DrawWalkSky</c>), so nothing may wrap this call in a loop either.
/// Note for reviewers: <see cref="CompiledCallGraph.ReadBranches"/> reads
/// only <c>br</c>/<c>brtrue</c>/<c>brfalse</c>-family single-target
/// branches — it does not decode a compiled <c>switch</c> jump table,
/// but no C# loop construct (<c>for</c>/<c>foreach</c>/<c>while</c>/
/// <c>do</c>) ever compiles to one, so this pin's blind spot is not a
/// loop shape it could miss. MUTATION: wrapping the call in
/// <c>for (int i = 0; i &lt; 2; i++) { _sky?.RenderSky(...); }</c> makes
/// this fail; restoring the single unconditional call makes it pass
/// again.
/// </summary>
[Fact]
public void DrawWalkSky_RenderSkyCallSiteHasNoEnclosingBackwardBranch()
{
MethodInfo method = typeof(RetailPViewPassExecutor).GetMethod(
"DrawWalkSky",
BindingFlags.Instance | BindingFlags.NonPublic)!;
IReadOnlyList<CompiledCall> calls = CompiledCallGraph.Read(method);
int callIndex = RequiredCallIndex(
calls,
typeof(SkyRenderer),
nameof(SkyRenderer.RenderSky));
int callOffset = calls[callIndex].Offset;
IReadOnlyList<CompiledBranch> branches = CompiledCallGraph.ReadBranches(method);
Assert.DoesNotContain(
branches,
branch => branch.TargetOffset < branch.Offset
&& branch.TargetOffset <= callOffset
&& callOffset < branch.Offset);
}
/// <summary> /// <summary>
/// S3 chunk 1 fix round 2 (§11.6 H1): <see /// S3 chunk 1 fix round 2 (§11.6 H1): <see
/// cref="RetailPViewPassExecutor.ShouldDrawWeatherOnce"/> is /// cref="RetailPViewPassExecutor.ShouldDrawWeatherOnce"/> is

View file

@ -723,13 +723,22 @@ public sealed partial class WalkFrameDriverTests
/// separately at Replay — on an interior root whose landscape turn ran /// separately at Replay — on an interior root whose landscape turn ran
/// with the gate open but whose reassembled outside-view slices ended /// with the gate open but whose reassembled outside-view slices ended
/// up empty, the transcript could report a weather turn the frame never /// up empty, the transcript could report a weather turn the frame never
/// actually drew. <see cref="WalkFrameDriver.WeatherTurnFired"/> is exactly the flag /// actually drew. <see cref="WalkFrameDriver.WeatherTurnFired"/> is
/// <c>RetailPViewRenderer.DrawLandscapeDynamicsPhase</c> now gates /// exactly the flag <c>RetailPViewRenderer.DrawLandscapeDynamicsPhase</c>
/// <c>DrawWeatherOnce</c> on, so this test's flag assertion doubles as /// gates <c>DrawWeatherOnce</c> on: gate closed -&gt; the flag stays
/// the draw-side pin: gate closed -&gt; the flag stays false (so /// false; gate open -&gt; the flag becomes true AND exactly one "OC"
/// <c>DrawWeatherOnce</c> would not fire either) AND no "OC" line /// line prints. CORRECTION (S3 chunk 4 fix round 2, L1): this test's
/// prints; gate open -&gt; the flag becomes true (so /// flag assertion does NOT double as the draw-side pin — it builds a
/// <c>DrawWeatherOnce</c> would fire) AND exactly one "OC" line prints. /// bare <see cref="WalkFrameDriver"/> and never touches
/// <c>DrawLandscapeDynamicsPhase</c>, so it cannot see whether that
/// method actually reads this flag (round 1 shipped with the pre-fix
/// gate <c>clipAssembly.OutsideViewSlices.Length != 0</c> silently
/// restored, and every test in this file stayed green). The real
/// draw-side pin is
/// <c>RetailPViewPassExecutorTests.DrawLandscapeDynamicsPhase_GatesDrawWeatherOnceOnWalkDriverWeatherTurnFired</c>,
/// which reads the compiled call graph of
/// <c>DrawLandscapeDynamicsPhase</c> itself and asserts it calls
/// <c>DrawWeatherOnce</c> gated on THIS getter.
/// </summary> /// </summary>
[Theory] [Theory]
[InlineData(false)] [InlineData(false)]

View file

@ -61,7 +61,6 @@ public class WalkOutsideViewReassemblyTests
ClipFrameAssembler.ReassembleOutsideViewFromWalk(asm, walkView, W, H); ClipFrameAssembler.ReassembleOutsideViewFromWalk(asm, walkView, W, H);
ClipViewSlice slice = Assert.Single(asm.OutsideViewSlices); ClipViewSlice slice = Assert.Single(asm.OutsideViewSlices);
Assert.Equal(TerrainClipMode.Planes, asm.TerrainMode);
Assert.True(asm.OutdoorVisible); Assert.True(asm.OutdoorVisible);
Assert.Equal(4, asm.OutsidePlaneCount); Assert.Equal(4, asm.OutsidePlaneCount);
Assert.Equal(slice.Slot, asm.OutdoorSlot); Assert.Equal(slice.Slot, asm.OutdoorSlot);
@ -101,7 +100,6 @@ public class WalkOutsideViewReassemblyTests
ClipViewSlice slice = Assert.Single(asm.OutsideViewSlices); ClipViewSlice slice = Assert.Single(asm.OutsideViewSlices);
Assert.Equal(new Vector4(-1f, -1f, 1f, 1f), slice.NdcAabb); Assert.Equal(new Vector4(-1f, -1f, 1f, 1f), slice.NdcAabb);
Assert.Equal(TerrainClipMode.Planes, asm.TerrainMode);
} }
[Fact] [Fact]
@ -115,7 +113,6 @@ public class WalkOutsideViewReassemblyTests
Assert.Empty(asm.OutsideViewSlices); Assert.Empty(asm.OutsideViewSlices);
Assert.False(asm.OutdoorVisible); Assert.False(asm.OutdoorVisible);
Assert.False(asm.HasOutsideView); Assert.False(asm.HasOutsideView);
Assert.Equal(TerrainClipMode.Skip, asm.TerrainMode);
Assert.Equal(0, asm.OutsidePlaneCount); Assert.Equal(0, asm.OutsidePlaneCount);
Assert.Equal(0, asm.OutdoorSlot); Assert.Equal(0, asm.OutdoorSlot);
} }