diff --git a/src/AcDream.App/Composition/FrameRootComposition.cs b/src/AcDream.App/Composition/FrameRootComposition.cs index ed186465..1970c8f6 100644 --- a/src/AcDream.App/Composition/FrameRootComposition.cs +++ b/src/AcDream.App/Composition/FrameRootComposition.cs @@ -368,15 +368,12 @@ internal sealed class FrameRootCompositionPhase d.RenderDiagnosticLog); IRenderFrameGlState worldFrameGlState = NullRenderFrameGlState.Instance; IWorldPassScope? worldPassScope = d.Graphics.WorldPassScope; - var worldFramebufferSource = - new SilkRetailPViewFramebufferSource(d.Window); IWorldPassSurface worldPassSurface = new RhiWorldPassSurface( worldPassScope ?? throw new InvalidOperationException( "The graphics backend must publish a world pass scope."), host.GpuFrameLifetime, - live.ClipFrame, - worldFramebufferSource); + live.ClipFrame); var worldFrameEnvironment = new RuntimeWorldFrameEnvironmentPreparation( d.Options, diff --git a/src/AcDream.App/Rendering/ClipFrame.cs b/src/AcDream.App/Rendering/ClipFrame.cs index a447d097..eb4c700c 100644 --- a/src/AcDream.App/Rendering/ClipFrame.cs +++ b/src/AcDream.App/Rendering/ClipFrame.cs @@ -1,39 +1,38 @@ // ClipFrame.cs // -// Phase U.3: the per-frame container for the SHARED per-frame clip data -// consumed by mesh_modern.vert (SSBO binding=2) and terrain_modern.vert (UBO -// binding=2). This is the "shared" half of the U.3 clip mechanism; the -// per-instance slot index buffer (SSBO binding=3) is PER-RENDERER and owned by -// each renderer (WbDrawDispatcher / EnvCellRenderer), parallel to its instance -// buffer — it is NOT here. +// Phase U.3: the per-frame container for the mesh SSBO clip-region table +// (binding=2) that mesh_modern.vert reads. The per-instance slot index +// buffer (SSBO binding=3) is PER-RENDERER and owned by each renderer +// (WbDrawDispatcher / EnvCellRenderer), parallel to its instance 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": // 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 // (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 -// terrain count of 0. Everything renders exactly as before. U.4 populates real -// slots from a PortalVisibilityFrame (one CellClip per visible cell) and sets the -// terrain OutsideView planes, then points each renderer's per-instance slot -// buffer at the right slots. +// In U.3 a ClipFrame is built via NoClip(): one slot (slot 0, count 0). +// Everything renders exactly as before. U.4 populates real slots from a +// PortalVisibilityFrame (one CellClip per visible cell), then points each +// renderer's per-instance slot 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 -// 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 // Campaign V slice V11: the RHI arm (see RhiWorldPassSurface.PrepareClipFrame // in WorldPassSurface.cs) reads RegionBytes below and copies it into a frame -// ring allocation instead, so nothing here owns a GPU resource anymore. S3 -// chunk 4 fix round 1 (K3) deleted SetTerrainClip (its only writer) — the -// terrain UBO half of PrepareClipFrame's publication is gone with it; -// 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. +// ring allocation instead, so nothing here owns a GPU resource anymore. The +// byte layout is asserted by ClipFrameLayoutTests so a silent std430 drift +// can't reach the GPU. using System; using System.Numerics; using System.Runtime.InteropServices; @@ -41,15 +40,15 @@ using System.Runtime.InteropServices; namespace AcDream.App.Rendering; /// -/// Per-frame container for the SHARED clip data: the binding=2 mesh SSBO (one -/// CellClip per slot, slot 0 reserved no-clip) and the binding=2 terrain -/// UBO (the single OutsideView region). See the file header for the exact -/// std430 / std140 byte layout. Per-instance slot buffers (binding=3) are owned by -/// each renderer, not here. +/// Per-frame container for the mesh SSBO clip-region table (binding=2, one +/// CellClip per slot, slot 0 reserved no-clip). See the file header for +/// the exact std430 byte layout and for / +/// 's separate remaining purpose. +/// Per-instance slot buffers (binding=3) are owned by each renderer, not here. /// public sealed class ClipFrame : IDisposable { - // ---- Layout constants (mirror mesh_modern.vert + terrain_modern.vert) ---- + // ---- Layout constants (mirror mesh_modern.vert) ---- /// Max planes per clip region — matches the shader's planes[8] /// and GL's guaranteed GL_MAX_CLIP_DISTANCES >= 8. @@ -63,17 +62,24 @@ public sealed class ClipFrame : IDisposable /// count + 3 pad uints). public const int CellClipPlanesOffset = 16; - /// std140 size of the terrain UBO block: int count padded to 16, then - /// 8 × 16 (vec4 planes) = 144 bytes. Same number as the SSBO stride by - /// coincidence of the 16-byte vec4 rule, but a DIFFERENT layout family. + /// std140 size of PortalDepthMaskRenderer's exit-seal/punch-fan + /// clip block: int count padded to 16, then 8 × 16 (vec4 planes) = 144 + /// 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. public const int TerrainUboBytes = 16 + MaxPlanes * 16; // 144 - /// UBO binding index for the terrain OutsideView clip region - /// (terrain_modern.vert binding=2). Read directly by both the RHI world-pass - /// section binder (WorldFrameSectionBinding.BindTerrainClip) and - /// PortalDepthMaskRenderer, so unlike the mesh SSBO binding (which the - /// RHI arm addresses through its own GpuBindingModel.StorageClipRegions - /// instead) this one is still genuinely shared. + /// UBO binding index for PortalDepthMaskRenderer's + /// exit-seal/punch-fan clip block (portal_depth.vert binding=2) — the + /// one production consumer left at this binding after S3 chunk 4 fix + /// round 2 (L3) deleted the walk's own screen-space clip gate (which used + /// to share this same binding number in terrain_modern.vert and + /// sky.vert). Unlike the mesh SSBO binding (which the RHI arm addresses + /// through its own GpuBindingModel.StorageClipRegions instead) this + /// one stays a restated raw constant — see + /// VulkanPipelineLayouts.UniformTerrainClip's matching doc. public const uint TerrainClipUboBinding = 2; // ---- CPU-side state ------------------------------------------------------ @@ -82,9 +88,6 @@ public sealed class ClipFrame : IDisposable private byte[] _regionBytes; private int _slotCount; - // Packed std140 bytes for the terrain UBO (always TerrainUboBytes long). - private readonly byte[] _terrainBytes = new byte[TerrainUboBytes]; - /// /// 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 @@ -98,14 +101,12 @@ public sealed class ClipFrame : IDisposable { _regionBytes = regionBytes; _slotCount = slotCount; - // Terrain defaults to count 0 (ungated). _terrainBytes is already all - // zeros, which encodes count=0 + zeroed (unused) planes. } /// - /// The U.3 default frame: exactly slot 0 (no-clip, count 0) and a terrain - /// count of 0. The whole scene renders ungated — identical to pre-U.3. U.4 - /// replaces this with a frame built from real portal visibility. + /// The U.3 default frame: exactly slot 0 (no-clip, count 0). The whole + /// scene renders ungated — identical to pre-U.3. U.4 replaces this with a + /// frame built from real portal visibility. /// public static ClipFrame NoClip() { @@ -120,10 +121,10 @@ public sealed class ClipFrame : IDisposable /// /// 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 - /// frame. The single long-lived _clipFrame in GameWindow is reset + - /// re-packed every frame by , then published - /// through one frame-ring allocation per section (see + /// (no-clip, count 0) — WITHOUT allocating a new frame. The single + /// long-lived _clipFrame in GameWindow is reset + re-packed every + /// frame by , then published through one + /// frame-ring allocation per section (see /// RhiWorldPassSurface.PrepareClipFrame). /// public void Reset() @@ -136,9 +137,6 @@ public sealed class ClipFrame : IDisposable EnsureRegionCapacity(CellClipStrideBytes); Array.Clear(_regionBytes, 0, CellClipStrideBytes); _slotCount = 1; - - // Terrain back to count 0 (ungated) until SetTerrainClip is called again. - Array.Clear(_terrainBytes); } /// @@ -230,18 +228,13 @@ public sealed class ClipFrame : IDisposable count * sizeof(float) * 4)); } - // S3 chunk 4 fix round 1 (K3): SetTerrainClip (the terrain OutsideView - // writer) is deleted — no production caller has written a non-empty - // terrain clip since S3 chunk 4's original round deleted the walk's - // per-outside-view-slice sky/terrain-clip loop, and fix round 1's K4 - // deletes the sky loop's own now-dead SetTerrainClip wrapper too. Every - // KEEP clip (exit seals, punch fans) already read their planes through - // GetSlotPlanes above / ClipViewSlice.Planes directly, never through - // 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. + // S3 chunk 4 fix round 2 (L3): the walk's screen-space clip gate is gone + // — terrain_modern.vert and sky.vert no longer declare a block at this + // binding, and the last CPU-side publisher of one was already removed a + // round earlier. Every KEEP clip (exit seals, punch fans) reads its + // planes through GetSlotPlanes above / ClipViewSlice.Planes directly, + // never through a terrain-specific slot — this class carries no terrain + // state at all any more. /// /// 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 RegionBytes => _regionBytes.AsSpan(0, _slotCount * CellClipStrideBytes); - /// The packed std140 terrain-clip block. See . - internal ReadOnlySpan TerrainBytes => _terrainBytes; - // ---- Test seams ---------------------------------------------------------- /// Test seam: the packed std430 region bytes (slot 0..SlotCount-1). /// Read-only snapshot used by ClipFrameLayoutTests to assert the byte layout. internal ReadOnlySpan RegionBytesForTest => RegionBytes; - - /// Test seam: the packed std140 terrain UBO bytes. - internal ReadOnlySpan TerrainBytesForTest => TerrainBytes; } diff --git a/src/AcDream.App/Rendering/ClipFrameAssembler.cs b/src/AcDream.App/Rendering/ClipFrameAssembler.cs index 026dd683..7f8f6126 100644 --- a/src/AcDream.App/Rendering/ClipFrameAssembler.cs +++ b/src/AcDream.App/Rendering/ClipFrameAssembler.cs @@ -19,7 +19,15 @@ using System.Numerics; namespace AcDream.App.Rendering; /// -/// 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 — +/// no longer tracks a terrain clip mode at +/// all, because the walk draws the sky, terrain and weather unclipped, one +/// call each, matching retail (LScape::draw never installs a view +/// before any of the three). The type stays only because +/// 's separate flat-world safety path still +/// uses it for its own unrelated "did the flat terrain draw this frame" +/// diagnostic flag (Planes = drew, Skip = the PView walk ran +/// instead; that path never produces Scissor). /// public enum TerrainClipMode { @@ -61,8 +69,6 @@ public sealed class ClipFrameAssembly public int OutdoorSlot { 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 Vector4 OutsideViewNdcAabb { get; internal set; } @@ -279,8 +285,6 @@ public static class ClipFrameAssembler assembly.SetOutsideViewSlices(assembly.CopySlices(slices)); assembly.OutdoorSlot = 0; assembly.OutdoorVisible = true; - assembly.TerrainMode = TerrainClipMode.Scissor; - assembly.TerrainScissorNdcAabb = fullScreen; assembly.HasOutsideView = true; assembly.OutsideViewNdcAabb = fullScreen; assembly.OutsidePlaneCount = 0; @@ -290,8 +294,6 @@ public static class ClipFrameAssembler { assembly.OutdoorSlot = 0; assembly.OutdoorVisible = false; - assembly.TerrainMode = TerrainClipMode.Skip; - assembly.TerrainScissorNdcAabb = Vector4.Zero; assembly.HasOutsideView = false; assembly.OutsideViewNdcAabb = Vector4.Zero; assembly.OutsidePlaneCount = 0; @@ -370,53 +372,36 @@ public static class ClipFrameAssembler foreach (var poly in pvFrame.OutsideView.Polygons) { - var cps = ClipPlaneSet.From(poly); - if (cps.IsNothingVisible) - continue; - - int slot; - Vector4[] planes; - if (cps.Count > 0) - { - planes = cps.PlaneArray; - slot = frame.AppendSlot(planes); - if (cps.Count > outsideMaxPlaneCount) - outsideMaxPlaneCount = cps.Count; - } - else - { - planes = System.Array.Empty(); - slot = 0; - outsideHasScissorFallback = true; - scissorFallbacks++; - } - - outsideSlicesList.Add(new ClipViewSlice(slot, AabbOf(poly), planes)); + 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; - TerrainClipMode terrainMode = !outdoorVisible - ? TerrainClipMode.Skip - : (outsideHasScissorFallback ? TerrainClipMode.Scissor : TerrainClipMode.Planes); Vector4 outsideViewNdcAabb = outdoorVisible ? new Vector4(pvFrame.OutsideView.MinX, pvFrame.OutsideView.MinY, pvFrame.OutsideView.MaxX, pvFrame.OutsideView.MaxY) : 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; + // 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; return assembly; } @@ -509,55 +494,82 @@ public static class ClipFrameAssembler if (poly.MaxY > unionMaxY) unionMaxY = poly.MaxY; } - var cps = ClipPlaneSet.From(poly); - if (cps.IsNothingVisible) - continue; - - int slot; - Vector4[] planes; - if (cps.Count > 0) - { - planes = cps.PlaneArray; - slot = frame.AppendSlot(planes); - if (cps.Count > outsideMaxPlaneCount) - outsideMaxPlaneCount = cps.Count; - } - else - { - planes = System.Array.Empty(); - slot = 0; - outsideHasScissorFallback = true; - scissorFallbacks++; - } - - outsideSlicesList.Add(new ClipViewSlice(slot, AabbOf(poly), planes)); + 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; - 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; + // 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; } + /// + /// S3 chunk 4 fix round 2 (L4): the ONE place a single outside_view + /// becomes an appended clip slot plus its + /// — both 's + /// outside_view loop and '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 ClipFrameLayoutTests' + /// punch-fan pin). A polygon entirely outside every plane + /// () 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. + /// + private static bool AppendOutsideSlice( + ClipFrame frame, + in ViewPolygon poly, + List outsideSlicesList, + ref int maxPlaneCount, + ref bool hasScissorFallback, + ref int scissorFallbacks) + { + var cps = ClipPlaneSet.From(poly); + if (cps.IsNothingVisible) + return false; + + int slot; + Vector4[] planes; + if (cps.Count > 0) + { + planes = cps.PlaneArray; + slot = frame.AppendSlot(planes); + if (cps.Count > maxPlaneCount) + maxPlaneCount = cps.Count; + } + else + { + planes = System.Array.Empty(); + slot = 0; + hasScissorFallback = true; + scissorFallbacks++; + } + + outsideSlicesList.Add(new ClipViewSlice(slot, AabbOf(poly), planes)); + return true; + } + private static Vector4 AabbOf(ViewPolygon poly) => new(poly.MinX, poly.MinY, poly.MaxX, poly.MaxY); diff --git a/src/AcDream.App/Rendering/Gpu/GpuBindingModel.cs b/src/AcDream.App/Rendering/Gpu/GpuBindingModel.cs index 51ee71b7..618848cf 100644 --- a/src/AcDream.App/Rendering/Gpu/GpuBindingModel.cs +++ b/src/AcDream.App/Rendering/Gpu/GpuBindingModel.cs @@ -93,7 +93,8 @@ internal static class GpuBindingModel /// 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 /// 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 PortalDepthMaskRenderer's exit-seal/punch-fan clip block + /// (), so this is 3. /// public const uint UniformTerrainTiling = 3; @@ -107,8 +108,8 @@ internal static class GpuBindingModel /// block, so a loose uniform mat4 uSkyView; is unspellable, and this /// 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. - /// Bindings 1, 2 and 3 are taken by SceneLighting, the terrain clip block - /// and terrain tiling, so this is 4. + /// Bindings 1, 2 and 3 are taken by SceneLighting, PortalDepthMaskRenderer's + /// clip block and terrain tiling, so this is 4. /// public const uint UniformSkyParams = 4; diff --git a/src/AcDream.App/Rendering/Gpu/Vk/VulkanPipelineLayouts.cs b/src/AcDream.App/Rendering/Gpu/Vk/VulkanPipelineLayouts.cs index 3da35bd7..08e8ff20 100644 --- a/src/AcDream.App/Rendering/Gpu/Vk/VulkanPipelineLayouts.cs +++ b/src/AcDream.App/Rendering/Gpu/Vk/VulkanPipelineLayouts.cs @@ -371,13 +371,17 @@ internal static unsafe class VulkanPipelineLayouts } /// - /// The terrain screen-space clip block's uniform binding. + /// PortalDepthMaskRenderer's exit-seal/punch-fan clip block's uniform + /// binding (portal_depth.vert). /// /// does not name this number — it only - /// records, twice, that "binding 2 is taken by the terrain clip block" while - /// explaining why terrain tiling is 3 and sky params are 4. The number itself - /// has been pinned by terrain_modern.vert and sky.vert since - /// Phase U.3. Restating it here rather than promoting it into the frozen + /// records that binding 2 is taken here while explaining why terrain tiling + /// is 3 and sky params are 4. Pinned since Phase U.3; S3 chunk 4 fix round 2 + /// (L3) deleted the walk's OWN screen-space clip gate, which used to share + /// this exact binding number in terrain_modern.vert and + /// sky.vert — neither shader declares a block at this binding any + /// more, leaving portal_depth.vert 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 /// entitled to change §3.3 should move it. /// diff --git a/src/AcDream.App/Rendering/Gpu/Vk/VulkanViewportMapping.cs b/src/AcDream.App/Rendering/Gpu/Vk/VulkanViewportMapping.cs index 5e4a5819..5beb3de2 100644 --- a/src/AcDream.App/Rendering/Gpu/Vk/VulkanViewportMapping.cs +++ b/src/AcDream.App/Rendering/Gpu/Vk/VulkanViewportMapping.cs @@ -38,11 +38,13 @@ namespace AcDream.App.Rendering.Gpu.Vk; /// Scissor does NOT flip with the viewport. The V3 audit called /// this out as a concrete acceptance item (plan §4.10, item 1): /// vkCmdSetScissor is always top-left-origin regardless of viewport sign, -/// and NdcScissorRect.ToPixels emits GL bottom-left rectangles. So the -/// scissor rectangle needs an explicit 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. +/// while every caller of passes a GL-convention +/// bottom-left rectangle (the pass encoder's own full-attachment default, +/// set once at pass begin — S3 chunk 4 fix round 2 deleted the one caller that +/// used to pass anything narrower). So the scissor rectangle needs an explicit +/// 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. /// /// Clip space itself needs nothing. acdream's cameras already build /// projections with Matrix4x4.CreatePerspectiveFieldOfView, which is the diff --git a/src/AcDream.App/Rendering/NdcScissorRect.cs b/src/AcDream.App/Rendering/NdcScissorRect.cs deleted file mode 100644 index f26eb0c6..00000000 --- a/src/AcDream.App/Rendering/NdcScissorRect.cs +++ /dev/null @@ -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(max−min) 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 ≥ X0−0.5 ⇒ i ≥ floor(X0) and i ≤ X1−0.5 ⇒ 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 -{ - /// 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. - 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)); - } -} diff --git a/src/AcDream.App/Rendering/RetailPViewPassExecutor.cs b/src/AcDream.App/Rendering/RetailPViewPassExecutor.cs index 100a8116..5b5cfd54 100644 --- a/src/AcDream.App/Rendering/RetailPViewPassExecutor.cs +++ b/src/AcDream.App/Rendering/RetailPViewPassExecutor.cs @@ -6,29 +6,14 @@ using AcDream.App.Rendering.Wb; using AcDream.Core.Rendering; using AcDream.Core.Vfx; using AcDream.Core.World; -using Silk.NET.Windowing; namespace AcDream.App.Rendering; -internal readonly record struct RetailPViewFramebufferSize(int Width, int Height); - -internal interface IRetailPViewFramebufferSource -{ - RetailPViewFramebufferSize Capture(); -} - -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); - } -} +// S3 chunk 4 fix round 2 (L2): RetailPViewFramebufferSize / IRetailPViewFramebufferSource +// / SilkRetailPViewFramebufferSource are deleted — their only consumer was +// RhiWorldPassSurface.BeginScissor's NDC-to-pixel conversion, and BeginScissor +// itself is deleted in the same round (no producer of a narrowed scissor +// rectangle remains anywhere in the walk). internal sealed class RetailPViewCellSource : IRetailPViewCellSource { @@ -184,9 +169,10 @@ public RetailPViewPassExecutor( /// arg2==1 runs AFTER LScape::draw's landblock loop /// finishes (@0x00506396), not once per active landscape view. This call /// is UNCLIPPED and sets no scissor — S3 chunk 4 (§10.2) deleted the - /// former per-outside-view-slice loop (SetTerrainClip + - /// ClearClipRouting + the old DrawLandscapeSliceLate leaf, - /// one call per active landscape view) that used to run before this + /// former per-outside-view-slice loop (the walk's own screen-space + /// terrain-clip writer, ClearClipRouting, and the old + /// DrawLandscapeSliceLate 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 /// now the ONLY weather call site, matching retail's ONE unclipped /// GameSky::Draw(sky,1). @@ -447,16 +433,28 @@ public RetailPViewPassExecutor( return submitted; } - // S3 chunk 4 fix round 1 (K4): BeginDoorwayScissor and the - // EnableClipDistances wrapper are deleted — their only caller was - // DrawWalkSky's per-outside-view-slice loop (RetailPViewPassExecutor. - // WalkLeaf.cs), itself deleted by the same fix (retail draws the sky - // ONCE, unclipped, exactly like the terrain and the weather — see - // DrawWalkSky's own doc comment). _surface.BeginScissor/EndScissor and - // IWorldPassSurface.EnableClipDistances stay: RhiWorldPassSurface. - // ClearInteriorDepth still ends an active scissor, and - // WorldScenePassExecutor (the separate flat-world path, out of this - // chunk's scope) still calls EnableClipDistances directly. + // S3 chunk 4 fix round 1 (K4): the sky's own doorway-scissor bracket and + // the EnableClipDistances wrapper around it are deleted — their only + // caller was DrawWalkSky's per-outside-view-slice loop + // (RetailPViewPassExecutor.WalkLeaf.cs), itself deleted by the same fix + // (retail draws the sky ONCE, unclipped, exactly like the terrain and + // the weather — see DrawWalkSky's own doc comment). + // + // S3 chunk 4 fix round 2 (L2): round 1's own comment here asserted that + // the interior depth clear still had a live scissor to end at that + // 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(); } diff --git a/src/AcDream.App/Rendering/RetailPViewRenderer.cs b/src/AcDream.App/Rendering/RetailPViewRenderer.cs index cbde681f..1ef0e31e 100644 --- a/src/AcDream.App/Rendering/RetailPViewRenderer.cs +++ b/src/AcDream.App/Rendering/RetailPViewRenderer.cs @@ -639,8 +639,9 @@ internal sealed class RetailPViewRenderer } // S3 chunk 4 (§10.2): the former per-outside-view-slice loop - // (SetTerrainClip + ClearClipRouting + DrawLandscapeSliceLate, one - // call per active landscape view) is DELETED — retail draws the + // (the walk's own screen-space terrain-clip writer + ClearClipRouting + // + DrawLandscapeSliceLate, one call per active landscape view) is + // DELETED — retail draws the // weather mesh and its rain particles ONCE, unclipped, after // LScape::draw's whole landblock loop (GameSky::Draw(sky,1) // @0x00506ff0), never once per doorway aperture. DrawWeatherOnce diff --git a/src/AcDream.App/Rendering/Shaders/sky.vert b/src/AcDream.App/Rendering/Shaders/sky.vert index 28a94d1a..d984d0f7 100644 --- a/src/AcDream.App/Rendering/Shaders/sky.vert +++ b/src/AcDream.App/Rendering/Shaders/sky.vert @@ -85,32 +85,18 @@ layout(std140, ACDREAM_UBO_SET binding = 1) uniform SceneLighting { vec4 uCameraAndTime; }; -// === Phase W Stage 4: sky/weather portal clip (the OutsideView region) ======== -// The sky + weather (rain cylinder) meshes are "the outside seen through a -// doorway" — retail draws them as part of LScape, clipped to the exit-portal -// region (PView::DrawCells @ 0x005a4840). acdream gates them with the SAME -// binding=2 TerrainClip UBO the terrain shader reads (ClipFrame.SetTerrainClip → -// the OutsideView convex planes). The planes are SCREEN-SPACE (NDC) half-spaces -// encoded as clip-space planes (nx, ny, 0, dw) with the test -// dot(plane, gl_Position) >= 0. After the perspective divide that reduces to -// nx*ndcX + ny*ndcY + dw >= 0 — INDEPENDENT of the projection matrix. So the same -// plane set clips the sky correctly even though the sky uses its OWN dome -// projection (uSkyProjection / uSkyView, translation-zeroed) rather than the -// camera view-proj. uTerrainClipCount == 0 (outdoor / no exit portal visible) -// 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]; -}; +// Retail draws the sky ONCE per frame, UNCLIPPED (LScape::draw @0x00506330 +// -> GameSky::Draw(sky,0) @0x0050633c, before draw_check_blocks — no view is +// ever installed for it, and the landscape itself is view-CULLED per cell, +// never GPU-clipped, RenderDeviceD3D::DrawBlock @0x005a17c0). S3 chunk 4 fix +// round 2 (L3/L5) deletes the screen-space clip UBO and gl_ClipDistance +// writes this shader used to declare at binding=2 to gate the sky/weather to +// a doorway aperture — that mechanism's only CPU-side writer was already +// deleted at fix round 1's K3, and its own doorway scissor bracket at fix +// round 1's K4; an interior root's aperture exactness comes from the depth +// clear, the exit seals, and the interior repaint instead (WalkFrameDriver's +// interior turn draws the real cell geometry back over whatever the +// unclipped sky/terrain painted through the doorway). out vec2 vTex; out vec3 vTint; @@ -165,17 +151,4 @@ void main() { float fogEnd = uFogParams.y; float span = max(fogEnd - fogStart, 1e-3); 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; } diff --git a/src/AcDream.App/Rendering/Shaders/spv/shaders.manifest.json b/src/AcDream.App/Rendering/Shaders/spv/shaders.manifest.json index 699a7c54..842ec7f5 100644 --- a/src/AcDream.App/Rendering/Shaders/spv/shaders.manifest.json +++ b/src/AcDream.App/Rendering/Shaders/spv/shaders.manifest.json @@ -311,7 +311,7 @@ "stages": [ { "stage": "vert", - "sourceSha256": "9102b156bd4fd667831353640b2feee2ddde66e88579a4e425566c9b67304b64", + "sourceSha256": "51b42232202cd005439e95c50fd325a3849359b3357ab7550af9a4bb404279e4", "compiled": true }, { @@ -327,7 +327,7 @@ "stages": [ { "stage": "vert", - "sourceSha256": "882979f63c858760e977ecafb708416ab01f7adabe4bb38c0630020c087f1c28", + "sourceSha256": "42d1dbd0dbd950862e8672f79a3f429f771bae55fd2b5721c3e551a0ea9563b6", "compiled": true }, { @@ -343,7 +343,7 @@ "stages": [ { "stage": "vert", - "sourceSha256": "a3f8592d482793622f7a69c08f8ba828a4e071f2fb5e1763f865be84797bceb7", + "sourceSha256": "faf6855222cb2b09da6697c93a93f35cbc57c27bbc124055a6d235c72ef1a23a", "compiled": true }, { diff --git a/src/AcDream.App/Rendering/Shaders/spv/sky.vert.spv b/src/AcDream.App/Rendering/Shaders/spv/sky.vert.spv index e69c1a43..19ec723c 100644 Binary files a/src/AcDream.App/Rendering/Shaders/spv/sky.vert.spv and b/src/AcDream.App/Rendering/Shaders/spv/sky.vert.spv differ diff --git a/src/AcDream.App/Rendering/Shaders/spv/terrain_atmospheric.vert.spv b/src/AcDream.App/Rendering/Shaders/spv/terrain_atmospheric.vert.spv index 171b4460..0cc9e4d3 100644 Binary files a/src/AcDream.App/Rendering/Shaders/spv/terrain_atmospheric.vert.spv and b/src/AcDream.App/Rendering/Shaders/spv/terrain_atmospheric.vert.spv differ diff --git a/src/AcDream.App/Rendering/Shaders/spv/terrain_modern.vert.spv b/src/AcDream.App/Rendering/Shaders/spv/terrain_modern.vert.spv index bbf61fad..18339f79 100644 Binary files a/src/AcDream.App/Rendering/Shaders/spv/terrain_modern.vert.spv and b/src/AcDream.App/Rendering/Shaders/spv/terrain_modern.vert.spv differ diff --git a/src/AcDream.App/Rendering/Shaders/terrain_atmospheric.vert b/src/AcDream.App/Rendering/Shaders/terrain_atmospheric.vert index 706a085b..fe8021f1 100644 --- a/src/AcDream.App/Rendering/Shaders/terrain_atmospheric.vert +++ b/src/AcDream.App/Rendering/Shaders/terrain_atmospheric.vert @@ -40,33 +40,15 @@ layout(std140, ACDREAM_UBO_SET binding = 1) uniform SceneLighting { vec4 uCameraAndTime; }; -// === Phase U.3: terrain screen-space clip gate (OutsideView region) =========== -// Terrain is a single global region (the OutsideView), so it needs one set of -// clip planes, not a per-instance slot table like the mesh shader. A std140 UBO -// at binding=2 carries it. The UBO binding namespace is distinct from the SSBO -// binding namespace, so this does NOT collide with the mesh shader's SSBO -// binding=2 — and within THIS shader binding=1 (SceneLighting) is the only other -// UBO, leaving binding=2 free. uTerrainClipCount == 0 (the U.3 default) ungates -// terrain entirely (the second loop sets all 8 distances to +1.0). Uploaded by -// ClipFrame.UploadShared each frame; TerrainModernRenderer binds it before draw. -// -// 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]; -}; +// Retail never view-clips terrain — LScape::draw draws whole landblocks, and +// the walk's own CellInView admission already decided which cells reach here +// (RenderDeviceD3D::DrawBlock @0x005a17c0; S3 chunk 3's own findings). S3 +// chunk 4 fix round 2 (L3/L5) deletes the Phase U.3 terrain screen-space clip +// gate this shader used to declare at binding=2 along with its +// gl_ClipDistance writes — that mechanism's only CPU-side writer was already +// deleted at fix round 1's K3; an interior root's aperture exactness comes +// from the depth clear, the exit seals, and the interior repaint instead +// (WalkFrameDriver's interior turn). out vec2 vBaseUV; out vec3 vWorldNormal; @@ -199,12 +181,4 @@ void main() { // Closes issue #100; supersedes the hiddenTerrainCells cell-collapse hack. vec3 terrainPos = vec3(aPos.xy, aPos.z - 0.01); 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; } diff --git a/src/AcDream.App/Rendering/Shaders/terrain_modern.vert b/src/AcDream.App/Rendering/Shaders/terrain_modern.vert index dbf24f40..b613370e 100644 --- a/src/AcDream.App/Rendering/Shaders/terrain_modern.vert +++ b/src/AcDream.App/Rendering/Shaders/terrain_modern.vert @@ -38,33 +38,15 @@ layout(std140, ACDREAM_UBO_SET binding = 1) uniform SceneLighting { vec4 uCameraAndTime; }; -// === Phase U.3: terrain screen-space clip gate (OutsideView region) =========== -// Terrain is a single global region (the OutsideView), so it needs one set of -// clip planes, not a per-instance slot table like the mesh shader. A std140 UBO -// at binding=2 carries it. The UBO binding namespace is distinct from the SSBO -// binding namespace, so this does NOT collide with the mesh shader's SSBO -// binding=2 — and within THIS shader binding=1 (SceneLighting) is the only other -// UBO, leaving binding=2 free. uTerrainClipCount == 0 (the U.3 default) ungates -// terrain entirely (the second loop sets all 8 distances to +1.0). Uploaded by -// ClipFrame.UploadShared each frame; TerrainModernRenderer binds it before draw. -// -// 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]; -}; +// Retail never view-clips terrain — LScape::draw draws whole landblocks, and +// the walk's own CellInView admission already decided which cells reach here +// (RenderDeviceD3D::DrawBlock @0x005a17c0; S3 chunk 3's own findings). S3 +// chunk 4 fix round 2 (L3/L5) deletes the Phase U.3 terrain screen-space clip +// gate this shader used to declare at binding=2 along with its +// gl_ClipDistance writes — that mechanism's only CPU-side writer was already +// deleted at fix round 1's K3; an interior root's aperture exactness comes +// from the depth clear, the exit seals, and the interior repaint instead +// (WalkFrameDriver's interior turn). out vec2 vBaseUV; out vec3 vWorldNormal; @@ -180,12 +162,4 @@ void main() { // Closes issue #100; supersedes the hiddenTerrainCells cell-collapse hack. vec3 terrainPos = vec3(aPos.xy, aPos.z - 0.01); 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; } diff --git a/src/AcDream.App/Rendering/Sky/SkyRenderer.Rhi.cs b/src/AcDream.App/Rendering/Sky/SkyRenderer.Rhi.cs index eeced25f..9f681ead 100644 --- a/src/AcDream.App/Rendering/Sky/SkyRenderer.Rhi.cs +++ b/src/AcDream.App/Rendering/Sky/SkyRenderer.Rhi.cs @@ -255,7 +255,6 @@ public sealed unsafe partial class SkyRenderer SkyParams.SizeInBytes); WorldFrameSectionBinding.BindSceneLighting(encoder, scope.Sections, frame); - WorldFrameSectionBinding.BindTerrainClip(encoder, scope.Sections, frame); encoder.DrawIndexed((uint)sub.IndexCount, 1, 0, 0, 0); } diff --git a/src/AcDream.App/Rendering/TerrainModernRenderer.Rhi.cs b/src/AcDream.App/Rendering/TerrainModernRenderer.Rhi.cs index 4ca62c12..cedd4c7d 100644 --- a/src/AcDream.App/Rendering/TerrainModernRenderer.Rhi.cs +++ b/src/AcDream.App/Rendering/TerrainModernRenderer.Rhi.cs @@ -256,7 +256,6 @@ public sealed unsafe partial class TerrainModernRenderer encoder.BindIndexBuffer(RequireIndexStore(), 0, GpuIndexType.UInt32); BindTilingTable(encoder); WorldFrameSectionBinding.BindSceneLighting(encoder, scope.Sections, frame); - WorldFrameSectionBinding.BindTerrainClip(encoder, scope.Sections, frame); // Campaign VM VM6 review fix round 4 (item 4): bind on BINDABLE, // not Enabled — same rule as WbDrawDispatcher.BindDirectionalShadowReceiver. // TryGetCurrentFrameBinding now returns true for a disabled-content diff --git a/src/AcDream.App/Rendering/WorldPassScope.cs b/src/AcDream.App/Rendering/WorldPassScope.cs index 6f953898..58c3345d 100644 --- a/src/AcDream.App/Rendering/WorldPassScope.cs +++ b/src/AcDream.App/Rendering/WorldPassScope.cs @@ -21,16 +21,20 @@ internal readonly record struct GpuBufferSection( } /// -/// 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. /// -/// On GL the SceneLighting UBO (set 1 binding 1), the per-cell clip regions -/// (set 0 binding 2) and the terrain clip block (set 1 binding 2) are each bound -/// once, to a global binding point, and every consumer inherits them. Vulkan has -/// no global binding points: a descriptor set is bound per draw, and a renderer -/// that binds its own buffers selects the descriptor scope those sections have to -/// land in (plan §5.5.14 item 2). So the writers PUBLISH here and each renderer -/// binds them inside the pass, after its own binds. +/// On GL the SceneLighting UBO (set 1 binding 1) and the per-cell clip +/// regions (set 0 binding 2) are each bound once, to a global binding point, +/// and every consumer inherits them. Vulkan has no global binding points: a +/// descriptor set is bound per draw, and a renderer that binds its own +/// buffers selects the descriptor scope those sections have to land in (plan +/// §5.5.14 item 2). So the writers PUBLISH here and each renderer binds them +/// 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. /// /// Borrowed for the frame that publishes it — the sections are ring slices /// and die when the frame retires. @@ -43,14 +47,10 @@ internal sealed class WorldFrameSections /// Set 0 binding 2 — the per-cell CellClip table. public GpuBufferSection ClipRegions { get; set; } - /// Set 1 binding 2 — TerrainClip. - public GpuBufferSection TerrainClip { get; set; } - public void Reset() { SceneLighting = default; ClipRegions = default; - TerrainClip = default; } } @@ -135,7 +135,10 @@ internal interface IWorldPassScope /// 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 /// — bind at least one element so the shader never reads an unbound buffer — -/// applied to the three sections whose publisher runs outside the renderer. +/// 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. /// internal static class WorldFrameSectionBinding { @@ -182,27 +185,6 @@ internal static class WorldFrameSectionBinding 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( IGpuFrame frame, int byteCount, diff --git a/src/AcDream.App/Rendering/WorldPassSurface.cs b/src/AcDream.App/Rendering/WorldPassSurface.cs index 5ac23b23..6905e995 100644 --- a/src/AcDream.App/Rendering/WorldPassSurface.cs +++ b/src/AcDream.App/Rendering/WorldPassSurface.cs @@ -1,4 +1,3 @@ -using System.Numerics; using AcDream.App.Rendering.Gpu; namespace AcDream.App.Rendering; @@ -39,30 +38,16 @@ internal interface IWorldPassSurface /// RHI arm ignores it: a ring allocation is distinct memory by construction /// and lives until the frame retires. /// - /// S3 chunk 4 fix round 1 (K3): this no longer also publishes the - /// terrain clip block — ClipFrame.SetTerrainClip, its only - /// writer, is deleted, so stays at - /// its permanent NoClip/Reset default (count 0, all zero) for the life of - /// a frame. The terrain/sky shaders still declare the TerrainClip - /// UBO (binding=2), so 's - /// existing zeroed-ring fallback (used whenever nothing published the - /// 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. + /// S3 chunk 4 fix round 1 (K3) deleted the walk's per-frame terrain + /// screen-space clip publish this used to also carry — its only writer + /// was retired along with the per-outside-view-slice terrain/sky/weather + /// clip loop — and fix round 2 (L3) deleted the terrain/sky shaders' own + /// declaration of that clip block along with the section binder that used + /// to re-assert it, so this contract now publishes exactly one section, + /// the per-cell clip-region table. /// void PrepareClipFrame(int terrainUploadCount); - /// - /// Re-asserts the terrain clip block at its binding. - /// - /// 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. - /// - void BindTerrainClip(); - /// /// Enables every gl_ClipDistance slot. /// @@ -77,15 +62,6 @@ internal interface IWorldPassSurface /// Disables every gl_ClipDistance slot. See . void DisableClipDistances(); - /// - /// Scissors to a doorway slice's screen-space bounding box. Returns whether a - /// scissor is now active, so the caller can pair it with . - /// - bool BeginScissor(Vector4 ndcAabb); - - /// Restores the full drawable rectangle. - void EndScissor(); - /// /// Retail's interior depth clear, between the landscape slice and the /// interior cells (PView::DrawCells @ 0x005A4840). Retail gates it @@ -108,18 +84,15 @@ internal sealed class RhiWorldPassSurface : IWorldPassSurface private readonly IWorldPassScope _scope; private readonly ICurrentGpuFrameSource _frames; private readonly ClipFrame _clipFrame; - private readonly IRetailPViewFramebufferSource _framebuffer; public RhiWorldPassSurface( IWorldPassScope scope, ICurrentGpuFrameSource frames, - ClipFrame clipFrame, - IRetailPViewFramebufferSource framebuffer) + ClipFrame clipFrame) { _scope = scope ?? throw new ArgumentNullException(nameof(scope)); _frames = frames ?? throw new ArgumentNullException(nameof(frames)); _clipFrame = clipFrame ?? throw new ArgumentNullException(nameof(clipFrame)); - _framebuffer = framebuffer ?? throw new ArgumentNullException(nameof(framebuffer)); } public void PrepareClipFrame(int terrainUploadCount) @@ -131,17 +104,6 @@ internal sealed class RhiWorldPassSurface : IWorldPassSurface _scope.Sections.ClipRegions = Publish( _clipFrame.RegionBytes, 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. - } - - /// No-op: there is no ambient binding to re-assert. See the interface. - public void BindTerrainClip() - { } /// No-op: Vulkan activates every declared clip distance. See the interface. @@ -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() { - // The GL arm drops the scissor before clearing so the clear covers the - // whole target; vkCmdClearAttachments takes its own rectangle and is not - // scissored, so the same coverage comes for free — but the scissor still - // has to come off, because the interior cells drawn after it are not - // confined to the doorway slice that was active. - EndScissor(); + // S3 chunk 4 fix round 2 (L2): BeginScissor/EndScissor are deleted — + // no producer of a narrowed scissor rectangle remains anywhere in the + // walk (K4 deleted the doorway scissor that used to bracket the sky; + // fix round 1 already deleted the terrain/weather per-slice scissor + // loop). VulkanGpuPassEncoder's constructor sets the full-attachment + // 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(); } diff --git a/src/AcDream.App/Rendering/WorldRenderDiagnostics.cs b/src/AcDream.App/Rendering/WorldRenderDiagnostics.cs index c0dddf62..079ff766 100644 --- a/src/AcDream.App/Rendering/WorldRenderDiagnostics.cs +++ b/src/AcDream.App/Rendering/WorldRenderDiagnostics.cs @@ -243,14 +243,10 @@ internal sealed class WorldRenderDiagnostics $" ssbo[{slice.Slot}]: OUT-OF-RANGE len={regionBytes.Length}")); } - ReadOnlySpan terrainBytes = clipFrame.TerrainBytesForTest; - int terrainCount = BitConverter.ToInt32(terrainBytes[..4]); - float p0 = BitConverter.ToSingle(terrainBytes.Slice(16, 4)); - float p1 = BitConverter.ToSingle(terrainBytes.Slice(20, 4)); - 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})")); + // S3 chunk 4 fix round 2 (L3): the "ubo: n=... p0=..." segment this + // used to append read ClipFrame's own screen-space clip gate bytes, + // deleted along with that gate — no shader declares the block any + // more, so there is nothing left here to read. string signature = text.ToString(); _clipRouteSequence++; @@ -342,7 +338,11 @@ internal sealed class WorldRenderDiagnostics + $"playerInRoot={(playerInRoot ? "Y" : "n")} " + $"eye=({cameraPosition.X:F2},{cameraPosition.Y:F2},{cameraPosition.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}"); } } @@ -402,15 +402,17 @@ internal sealed class WorldRenderDiagnostics text.Append(" skyFrame=").Append(drawSkyThisFrame ? 'Y' : 'n'); text.Append(" zclear=").Append(depthClear ? 'Y' : 'n'); 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) { text.Append(" outSlices=").Append(clipAssembly.OutsideViewSlices.Length); text.Append(" outPolys=").Append(clipAssembly.OutsideViewSlices.Length); - text.Append(" outMode=").Append(clipAssembly.TerrainMode); } else { - text.Append(" outSlices=0 outPolys=0 outMode=none"); + text.Append(" outSlices=0 outPolys=0"); } text.Append(" ids=").Append(FormatIds(visibleCells, false)); diff --git a/src/AcDream.App/Rendering/WorldScenePassExecutor.cs b/src/AcDream.App/Rendering/WorldScenePassExecutor.cs index 9e18b364..4a46e908 100644 --- a/src/AcDream.App/Rendering/WorldScenePassExecutor.cs +++ b/src/AcDream.App/Rendering/WorldScenePassExecutor.cs @@ -1,240 +1,238 @@ using AcDream.App.Rendering.Sky; using AcDream.App.Rendering.Wb; -using AcDream.Core.Rendering; -using AcDream.Core.Vfx; -using AcDream.Core.World; - -namespace AcDream.App.Rendering; - -internal interface IWorldScenePassExecutor -{ - HashSet? TerrainVisibleCellIds { get; } - - void BeginFrame(); - - void PrepareFlatWorldClip(); - - void DrawFlatSky( - in WorldCameraFrame camera, - in RenderFrameFoundation foundation, - DayGroupData? activeDayGroup, - float dayFraction); - - void DrawFlatTerrain(in WorldCameraFrame camera, uint? playerLandblockId); - - void DrawFlatEntities( - in WorldCameraFrame camera, - IEnumerable<(uint LandblockId, System.Numerics.Vector3 AabbMin, - System.Numerics.Vector3 AabbMax, - IReadOnlyList Entities, - IReadOnlyDictionary? AnimatedById)> entries, - uint? playerLandblockId, - HashSet animatedEntityIds); - - string DrawPostWorldParticles( - LoadedCell? clipRoot, - ClipFrameAssembly? clipAssembly, - in WorldCameraFrame camera, - string currentSignature); - - void DrawFlatWeather( - in WorldCameraFrame camera, - in RenderFrameFoundation foundation, - DayGroupData? activeDayGroup, - float dayFraction); - - void DisableClipDistances(); - - void AbortFrame(); -} - -/// -/// Concrete leaf for the flat-world safety path and the post-world particle -/// and weather passes. Retail PView frames remain owned by -/// and . -/// -/// Campaign V slice V6j: backend-neutral. Everything it does is either -/// delegation to a renderer or one of the four concerns -/// owns, so one implementation serves both -/// backends and the retail ordering is written once. -/// -internal sealed class WorldScenePassExecutor : IWorldScenePassExecutor -{ - private readonly IWorldPassSurface _surface; - private readonly IRenderFrameGlState _frameGlState; - private readonly ClipFrame _clipFrame; - private readonly WbDrawDispatcher _entities; - private readonly EnvCellRenderer _environmentCells; - private readonly TerrainModernRenderer? _terrain; - private readonly TerrainDrawDiagnosticsController _terrainDiagnostics; - private readonly SkyRenderer? _sky; +using AcDream.Core.Rendering; +using AcDream.Core.Vfx; +using AcDream.Core.World; + +namespace AcDream.App.Rendering; + +internal interface IWorldScenePassExecutor +{ + HashSet? TerrainVisibleCellIds { get; } + + void BeginFrame(); + + void PrepareFlatWorldClip(); + + void DrawFlatSky( + in WorldCameraFrame camera, + in RenderFrameFoundation foundation, + DayGroupData? activeDayGroup, + float dayFraction); + + void DrawFlatTerrain(in WorldCameraFrame camera, uint? playerLandblockId); + + void DrawFlatEntities( + in WorldCameraFrame camera, + IEnumerable<(uint LandblockId, System.Numerics.Vector3 AabbMin, + System.Numerics.Vector3 AabbMax, + IReadOnlyList Entities, + IReadOnlyDictionary? AnimatedById)> entries, + uint? playerLandblockId, + HashSet animatedEntityIds); + + string DrawPostWorldParticles( + LoadedCell? clipRoot, + ClipFrameAssembly? clipAssembly, + in WorldCameraFrame camera, + string currentSignature); + + void DrawFlatWeather( + in WorldCameraFrame camera, + in RenderFrameFoundation foundation, + DayGroupData? activeDayGroup, + float dayFraction); + + void DisableClipDistances(); + + void AbortFrame(); +} + +/// +/// Concrete leaf for the flat-world safety path and the post-world particle +/// and weather passes. Retail PView frames remain owned by +/// and . +/// +/// Campaign V slice V6j: backend-neutral. Everything it does is either +/// delegation to a renderer or one of the four concerns +/// owns, so one implementation serves both +/// backends and the retail ordering is written once. +/// +internal sealed class WorldScenePassExecutor : IWorldScenePassExecutor +{ + private readonly IWorldPassSurface _surface; + private readonly IRenderFrameGlState _frameGlState; + private readonly ClipFrame _clipFrame; + private readonly WbDrawDispatcher _entities; + private readonly EnvCellRenderer _environmentCells; + private readonly TerrainModernRenderer? _terrain; + private readonly TerrainDrawDiagnosticsController _terrainDiagnostics; + private readonly SkyRenderer? _sky; private readonly ParticleSystem? _particles; private readonly ParticleRenderer? _particleRenderer; - private readonly HashSet _visibleParticleOwners = []; - private readonly HashSet _noExcludedParticleOwners = []; - - public WorldScenePassExecutor( - IWorldPassSurface surface, - IRenderFrameGlState frameGlState, - ClipFrame clipFrame, - WbDrawDispatcher entities, - EnvCellRenderer environmentCells, - TerrainModernRenderer? terrain, + private readonly HashSet _visibleParticleOwners = []; + private readonly HashSet _noExcludedParticleOwners = []; + + public WorldScenePassExecutor( + IWorldPassSurface surface, + IRenderFrameGlState frameGlState, + ClipFrame clipFrame, + WbDrawDispatcher entities, + EnvCellRenderer environmentCells, + TerrainModernRenderer? terrain, TerrainDrawDiagnosticsController terrainDiagnostics, SkyRenderer? sky, ParticleSystem? particles, ParticleRenderer? particleRenderer) - { - _surface = surface ?? throw new ArgumentNullException(nameof(surface)); - _frameGlState = frameGlState - ?? throw new ArgumentNullException(nameof(frameGlState)); - _clipFrame = clipFrame ?? throw new ArgumentNullException(nameof(clipFrame)); - _entities = entities ?? throw new ArgumentNullException(nameof(entities)); - _environmentCells = environmentCells - ?? throw new ArgumentNullException(nameof(environmentCells)); - _terrain = terrain; - _terrainDiagnostics = terrainDiagnostics - ?? throw new ArgumentNullException(nameof(terrainDiagnostics)); - _sky = sky; + { + _surface = surface ?? throw new ArgumentNullException(nameof(surface)); + _frameGlState = frameGlState + ?? throw new ArgumentNullException(nameof(frameGlState)); + _clipFrame = clipFrame ?? throw new ArgumentNullException(nameof(clipFrame)); + _entities = entities ?? throw new ArgumentNullException(nameof(entities)); + _environmentCells = environmentCells + ?? throw new ArgumentNullException(nameof(environmentCells)); + _terrain = terrain; + _terrainDiagnostics = terrainDiagnostics + ?? throw new ArgumentNullException(nameof(terrainDiagnostics)); + _sky = sky; _particles = particles; _particleRenderer = particleRenderer; - } - - public HashSet? TerrainVisibleCellIds => _terrain?.VisibleCellIds; - - public void BeginFrame() - { - _visibleParticleOwners.Clear(); - _clipFrame.Reset(); - _entities.ClearClipRouting(); - _environmentCells.SetClipRouting(null); - } - - public void PrepareFlatWorldClip() => _surface.PrepareClipFrame(1); - - public void DrawFlatSky( - in WorldCameraFrame camera, - in RenderFrameFoundation foundation, - DayGroupData? activeDayGroup, - float dayFraction) - { - _surface.BindTerrainClip(); - _surface.EnableClipDistances(); - Exception? drawFailure = null; - try - { - _sky?.RenderSky( - camera.Camera, - camera.Position, - dayFraction, - activeDayGroup, - foundation.Sky, - foundation.EnvironOverrideActive); - } - catch (Exception error) - { - drawFailure = error; - throw; - } - finally - { - try - { - DisableClipDistances(); - } - catch (Exception closeFailure) when (drawFailure is not null) - { - throw new AggregateException( - "Sky drawing failed and its clip-distance bracket could not be closed.", - drawFailure, - closeFailure); - } - } - - if (_particles is not null && _particleRenderer is not null) - { - _particleRenderer.Draw( - camera.Camera, - camera.Position, - ParticleRenderPass.SkyPreScene); - } - } - - public void DrawFlatTerrain( - in WorldCameraFrame camera, - uint? playerLandblockId) - { - _surface.EnableClipDistances(); - _terrainDiagnostics.Begin(); - _terrain?.Draw( - camera.Camera, - camera.Frustum, - neverCullLandblockId: playerLandblockId); - _terrainDiagnostics.Complete(); - } - - public void DrawFlatEntities( - in WorldCameraFrame camera, - IEnumerable<(uint LandblockId, System.Numerics.Vector3 AabbMin, - System.Numerics.Vector3 AabbMax, - IReadOnlyList Entities, - IReadOnlyDictionary? AnimatedById)> entries, - uint? playerLandblockId, - HashSet animatedEntityIds) => - _entities.Draw( - camera.Camera, - entries, - camera.Frustum, - neverCullLandblockId: playerLandblockId, - visibleCellIds: null, - animatedEntityIds: animatedEntityIds); - - public string DrawPostWorldParticles( - LoadedCell? clipRoot, - ClipFrameAssembly? clipAssembly, - in WorldCameraFrame camera, - string currentSignature) - { - if (_particles is null || _particleRenderer is null) - return currentSignature; - - if (clipRoot is null) - { - if (clipAssembly is not null) - { - _particleRenderer.DrawForOwners( - camera.Camera, - camera.Position, - ParticleRenderPass.Scene, - _visibleParticleOwners, - includeUnattached: true, - excludedAttachedOwnerIds: _noExcludedParticleOwners); - return AppendSignature(currentSignature, "filtered"); - } - - _particleRenderer.Draw( - camera.Camera, - camera.Position, - ParticleRenderPass.Scene); - return AppendSignature(currentSignature, "global"); - } - - // Every PView root, including the outdoor sentinel, now submits scene - // particles inside LScape::draw. Replaying them here is both a duplicate - // and too late: it occurs after nested building cells, allowing exterior - // waterfall/foliage alpha to repaint an indoor/outdoor transition. - return currentSignature; - } - - public void DrawFlatWeather( - in WorldCameraFrame camera, - in RenderFrameFoundation foundation, - DayGroupData? activeDayGroup, - float dayFraction) - { - _surface.BindTerrainClip(); - _surface.EnableClipDistances(); - Exception? drawFailure = null; + } + + public HashSet? TerrainVisibleCellIds => _terrain?.VisibleCellIds; + + public void BeginFrame() + { + _visibleParticleOwners.Clear(); + _clipFrame.Reset(); + _entities.ClearClipRouting(); + _environmentCells.SetClipRouting(null); + } + + public void PrepareFlatWorldClip() => _surface.PrepareClipFrame(1); + + public void DrawFlatSky( + in WorldCameraFrame camera, + in RenderFrameFoundation foundation, + DayGroupData? activeDayGroup, + float dayFraction) + { + _surface.EnableClipDistances(); + Exception? drawFailure = null; + try + { + _sky?.RenderSky( + camera.Camera, + camera.Position, + dayFraction, + activeDayGroup, + foundation.Sky, + foundation.EnvironOverrideActive); + } + catch (Exception error) + { + drawFailure = error; + throw; + } + finally + { + try + { + DisableClipDistances(); + } + catch (Exception closeFailure) when (drawFailure is not null) + { + throw new AggregateException( + "Sky drawing failed and its clip-distance bracket could not be closed.", + drawFailure, + closeFailure); + } + } + + if (_particles is not null && _particleRenderer is not null) + { + _particleRenderer.Draw( + camera.Camera, + camera.Position, + ParticleRenderPass.SkyPreScene); + } + } + + public void DrawFlatTerrain( + in WorldCameraFrame camera, + uint? playerLandblockId) + { + _surface.EnableClipDistances(); + _terrainDiagnostics.Begin(); + _terrain?.Draw( + camera.Camera, + camera.Frustum, + neverCullLandblockId: playerLandblockId); + _terrainDiagnostics.Complete(); + } + + public void DrawFlatEntities( + in WorldCameraFrame camera, + IEnumerable<(uint LandblockId, System.Numerics.Vector3 AabbMin, + System.Numerics.Vector3 AabbMax, + IReadOnlyList Entities, + IReadOnlyDictionary? AnimatedById)> entries, + uint? playerLandblockId, + HashSet animatedEntityIds) => + _entities.Draw( + camera.Camera, + entries, + camera.Frustum, + neverCullLandblockId: playerLandblockId, + visibleCellIds: null, + animatedEntityIds: animatedEntityIds); + + public string DrawPostWorldParticles( + LoadedCell? clipRoot, + ClipFrameAssembly? clipAssembly, + in WorldCameraFrame camera, + string currentSignature) + { + if (_particles is null || _particleRenderer is null) + return currentSignature; + + if (clipRoot is null) + { + if (clipAssembly is not null) + { + _particleRenderer.DrawForOwners( + camera.Camera, + camera.Position, + ParticleRenderPass.Scene, + _visibleParticleOwners, + includeUnattached: true, + excludedAttachedOwnerIds: _noExcludedParticleOwners); + return AppendSignature(currentSignature, "filtered"); + } + + _particleRenderer.Draw( + camera.Camera, + camera.Position, + ParticleRenderPass.Scene); + return AppendSignature(currentSignature, "global"); + } + + // Every PView root, including the outdoor sentinel, now submits scene + // particles inside LScape::draw. Replaying them here is both a duplicate + // and too late: it occurs after nested building cells, allowing exterior + // waterfall/foliage alpha to repaint an indoor/outdoor transition. + return currentSignature; + } + + public void DrawFlatWeather( + in WorldCameraFrame camera, + in RenderFrameFoundation foundation, + DayGroupData? activeDayGroup, + float dayFraction) + { + _surface.EnableClipDistances(); + Exception? drawFailure = null; try { _sky?.RenderWeather( @@ -244,63 +242,63 @@ internal sealed class WorldScenePassExecutor : IWorldScenePassExecutor activeDayGroup, foundation.Sky, foundation.EnvironOverrideActive); - } - catch (Exception error) - { - drawFailure = error; - throw; - } - finally - { - try - { - DisableClipDistances(); - } - catch (Exception closeFailure) when (drawFailure is not null) - { - throw new AggregateException( - "Weather drawing failed and its clip-distance bracket could not be closed.", - drawFailure, - closeFailure); - } - } - - if (_particles is not null && _particleRenderer is not null) - { - _particleRenderer.Draw( - camera.Camera, - camera.Position, - ParticleRenderPass.SkyPostScene); - } - } - + } + catch (Exception error) + { + drawFailure = error; + throw; + } + finally + { + try + { + DisableClipDistances(); + } + catch (Exception closeFailure) when (drawFailure is not null) + { + throw new AggregateException( + "Weather drawing failed and its clip-distance bracket could not be closed.", + drawFailure, + closeFailure); + } + } + + if (_particles is not null && _particleRenderer is not null) + { + _particleRenderer.Draw( + camera.Camera, + camera.Position, + ParticleRenderPass.SkyPostScene); + } + } + public void DisableClipDistances() => _surface.DisableClipDistances(); - - public void AbortFrame() - { - List? failures = null; - TryAbort(_frameGlState.RestoreFrameDefaults); - TryAbort(_clipFrame.Reset); - TryAbort(_entities.ClearClipRouting); - TryAbort(_entities.AbortCurrentRenderSceneObserverFrame); - TryAbort(() => _environmentCells.SetClipRouting(null)); - _visibleParticleOwners.Clear(); - if (failures is { Count: > 0 }) - throw new AggregateException("World scene pass abort failed.", failures); - - void TryAbort(Action operation) - { - try - { - operation(); - } - catch (Exception error) - { - (failures ??= []).Add(error); - } - } - } - - private static string AppendSignature(string current, string value) => - current == "none" ? value : current + "+" + value; -} + + public void AbortFrame() + { + List? failures = null; + TryAbort(_frameGlState.RestoreFrameDefaults); + TryAbort(_clipFrame.Reset); + TryAbort(_entities.ClearClipRouting); + TryAbort(_entities.AbortCurrentRenderSceneObserverFrame); + TryAbort(() => _environmentCells.SetClipRouting(null)); + _visibleParticleOwners.Clear(); + if (failures is { Count: > 0 }) + throw new AggregateException("World scene pass abort failed.", failures); + + void TryAbort(Action operation) + { + try + { + operation(); + } + catch (Exception error) + { + (failures ??= []).Add(error); + } + } + } + + private static string AppendSignature(string current, string value) => + current == "none" ? value : current + "+" + value; +} diff --git a/tests/AcDream.App.Tests/Rendering/ClipFrameAssemblerTests.cs b/tests/AcDream.App.Tests/Rendering/ClipFrameAssemblerTests.cs index 900fa1ac..1c8a9c8b 100644 --- a/tests/AcDream.App.Tests/Rendering/ClipFrameAssemblerTests.cs +++ b/tests/AcDream.App.Tests/Rendering/ClipFrameAssemblerTests.cs @@ -38,7 +38,6 @@ public class ClipFrameAssemblerTests Assert.Equal(new Vector4(-1f, -1f, 1f, 1f), slice.NdcAabb); Assert.True(assembly.OutdoorVisible); Assert.True(assembly.HasOutsideView); - Assert.Equal(TerrainClipMode.Scissor, assembly.TerrainMode); Assert.Equal(1, frame.SlotCount); } @@ -59,7 +58,6 @@ public class ClipFrameAssemblerTests Assert.Empty(assembly.OutsideViewSlices); Assert.False(assembly.OutdoorVisible); Assert.False(assembly.HasOutsideView); - Assert.Equal(TerrainClipMode.Skip, assembly.TerrainMode); Assert.Equal(Vector4.Zero, assembly.OutsideViewNdcAabb); Assert.Equal(0, assembly.ScissorFallbacks); Assert.Equal(1, frame.SlotCount); @@ -93,7 +91,6 @@ public class ClipFrameAssemblerTests Assert.NotEqual(0, asm.OutdoorSlot); Assert.Single(asm.OutsideViewSlices); Assert.Equal(asm.OutdoorSlot, asm.OutsideViewSlices[0].Slot); - Assert.Equal(TerrainClipMode.Planes, asm.TerrainMode); Assert.Equal(4, asm.OutsidePlaneCount); Assert.Equal(0, asm.ScissorFallbacks); } @@ -117,7 +114,6 @@ public class ClipFrameAssemblerTests Assert.DoesNotContain(cellB, asm.CellIdToSlot.Keys); Assert.False(asm.OutdoorVisible); Assert.Empty(asm.OutsideViewSlices); - Assert.Equal(TerrainClipMode.Skip, asm.TerrainMode); Assert.Equal(0, asm.OutsidePlaneCount); } @@ -138,11 +134,9 @@ public class ClipFrameAssemblerTests Assert.NotEqual(0, asm.OutdoorSlot); Assert.Equal(2, asm.OutsideViewSlices.Length); Assert.NotEqual(asm.OutsideViewSlices[0].Slot, asm.OutsideViewSlices[1].Slot); - Assert.Equal(TerrainClipMode.Planes, asm.TerrainMode); Assert.Equal(4, asm.OutsidePlaneCount); Assert.Equal(0, asm.ScissorFallbacks); Assert.Equal(4, asm.Frame.SlotCount); // slot 0 + cell + two outside slices - Assert.Equal(Vector4.Zero, asm.TerrainScissorNdcAabb); } [Fact] @@ -167,7 +161,6 @@ public class ClipFrameAssemblerTests Assert.Single(asm.OutsideViewSlices); Assert.Equal(4, asm.Frame.SlotCount); // slot 0 + two cell slices + outside slice Assert.Equal(0, asm.ScissorFallbacks); - Assert.Equal(TerrainClipMode.Planes, asm.TerrainMode); } [Fact] @@ -179,7 +172,6 @@ public class ClipFrameAssemblerTests var asm = ClipFrameAssembler.Assemble(ClipFrame.NoClip(), pv); Assert.True(asm.HasOutsideView); - Assert.Equal(TerrainClipMode.Planes, asm.TerrainMode); Assert.Single(asm.OutsideViewSlices); var expected = new Vector4( @@ -198,14 +190,12 @@ public class ClipFrameAssemblerTests var asm = ClipFrameAssembler.Assemble(ClipFrame.NoClip(), pv); Assert.True(asm.HasOutsideView); - Assert.Equal(TerrainClipMode.Planes, asm.TerrainMode); Assert.Equal(2, asm.OutsideViewSlices.Length); var expected = new Vector4( pv.OutsideView.MinX, pv.OutsideView.MinY, pv.OutsideView.MaxX, pv.OutsideView.MaxY); Assert.Equal(expected, asm.OutsideViewNdcAabb); - Assert.Equal(Vector4.Zero, asm.TerrainScissorNdcAabb); } [Fact] @@ -219,7 +209,6 @@ public class ClipFrameAssemblerTests var asm = ClipFrameAssembler.Assemble(ClipFrame.NoClip(), pv); Assert.False(asm.HasOutsideView); - Assert.Equal(TerrainClipMode.Skip, asm.TerrainMode); Assert.Equal(Vector4.Zero, asm.OutsideViewNdcAabb); } @@ -246,7 +235,6 @@ public class ClipFrameAssemblerTests Assert.Contains(0xA9B40200, asm2.CellIdToSlot.Keys); Assert.DoesNotContain(0xA9B40100, asm2.CellIdToSlot.Keys); Assert.False(asm2.OutdoorVisible); - Assert.Equal(TerrainClipMode.Skip, asm2.TerrainMode); } [Fact] @@ -295,7 +283,6 @@ public class ClipFrameAssemblerTests Assert.Empty(cleared.CellIdToViewSlices); Assert.Empty(cleared.PerCellPlaneCounts); Assert.Empty(cleared.OutsideViewSlices); - Assert.Equal(TerrainClipMode.Skip, cleared.TerrainMode); } [Fact] diff --git a/tests/AcDream.App.Tests/Rendering/ClipFrameLayoutTests.cs b/tests/AcDream.App.Tests/Rendering/ClipFrameLayoutTests.cs index dca1080a..38f3b409 100644 --- a/tests/AcDream.App.Tests/Rendering/ClipFrameLayoutTests.cs +++ b/tests/AcDream.App.Tests/Rendering/ClipFrameLayoutTests.cs @@ -1,15 +1,16 @@ using System.Numerics; using AcDream.App.Rendering; using AcDream.App.Rendering.Gpu; +using AcDream.App.Rendering.Walk; using Xunit; namespace AcDream.App.Tests.Rendering; /// -/// Phase U.3: CPU-side proof that packs the shared clip -/// data in the EXACT std430 (mesh SSBO) / std140 (terrain UBO) byte layout the -/// shaders read. A silent layout drift here would mis-clip at U.4 with no build -/// error — these tests are the gate that catches it. +/// Phase U.3: CPU-side proof that packs the mesh SSBO +/// clip-region table in the EXACT std430 byte layout mesh_modern.vert reads. A +/// silent layout drift here would mis-clip at U.4 with no build error — these +/// tests are the gate that catches it. /// /// Layout under test (mesh CellClip, std430): /// offset 0 : uint count @@ -20,7 +21,11 @@ namespace AcDream.App.Tests.Rendering; /// ... /// offset 16 + i*16 : vec4 planes[i] /// stride 144 bytes per slot. -/// Terrain UBO (std140): int count at 0 (padded to 16), vec4 planes[8] at 16. +/// +/// / +/// 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). /// public class ClipFrameLayoutTests { @@ -41,11 +46,12 @@ public class ClipFrameLayoutTests Assert.Equal(16, ClipFrame.CellClipPlanesOffset); Assert.Equal(8, ClipFrame.MaxPlanes); Assert.Equal(144, ClipFrame.TerrainUboBytes); - // Binding contract: mesh clip regions on SSBO binding=2, terrain on UBO binding=2. - // The mesh side's binding index moved off ClipFrame at Campaign V slice - // V11 — the RHI arm addresses it through GpuBindingModel.StorageClipRegions - // instead of a raw GL binding constant (see ClipFrame's BeginFrame doc - // comment); the terrain UBO binding is still genuinely shared, so it stays. + // Binding contract: mesh clip regions on SSBO binding=2, PortalDepthMaskRenderer's + // exit-seal/punch-fan clip block on UBO binding=2. The mesh side's binding + // index moved off ClipFrame at Campaign V slice V11 — the RHI arm addresses + // it through GpuBindingModel.StorageClipRegions instead of a raw GL binding + // 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, ClipFrame.TerrainClipUboBinding); } @@ -66,17 +72,6 @@ public class ClipFrameLayoutTests 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] public void AppendSlot_WritesCountAndPlanes_AtStd430Offsets() { @@ -180,11 +175,9 @@ public class ClipFrameLayoutTests AssertPlaneAt(bytes, baseOff + ClipFrame.CellClipPlanesOffset + i * 16, cps.Planes[i]); } - // S3 chunk 4 fix round 1 (K3): SetTerrainClip_WritesCountAndPlanes_AtStd140Offsets - // is deleted along with ClipFrame.SetTerrainClip itself (no production - // writer remains). NoClip_TerrainBytes_Count0_AllZeros above still pins - // the permanent all-zero state SetTerrainClip used to be the only way - // to move off of. + // S3 chunk 4 fix round 2 (L3): the walk's screen-space clip gate and its + // own std140 layout pin are deleted outright — no shader declares that + // block any more, so there is nothing left to pack or pin. private static void AssertPlaneAt(System.ReadOnlySpan bytes, int offset, Vector4 expected) { @@ -246,39 +239,62 @@ public class ClipFrameLayoutTests /// KEEP item 2 — punch fans: RetailPViewPassExecutor.DrawWalkPunchFan /// reads its clip planes through clipAssembly.OutsideViewSlices /// [activeViewIndex].Planes's - /// Planes field. S3 chunk 4 fix round 1 (K6): this pin now builds - /// that slice through the REAL production assembly — - /// ClipFrameAssembler.Assemble's own - /// outsideSlicesList.Add(new ClipViewSlice(slot, AabbOf(poly), - /// planes)) line, the exact construction - /// ReassembleOutsideViewFromWalk (the walk's real interior-root - /// producer) shares — instead of hand-constructing a - /// directly from 's raw output: a hand-built slice - /// could pass even if Assemble's own packing/array-construction diverged - /// from that raw output, which is exactly the gap a prior round's - /// three-lens review found (a hand-built ClipViewSlice is not - /// proof the production path builds the same one). Same synthetic-view - /// helper as the exit-seal pin, a different (non-axis-aligned) synthetic - /// polygon so the two pins are not testing the identical input. + /// Planes field. S3 chunk 4 fix round 2 (L4): a prior round's pin + /// here built the slice through ClipFrameAssembler.Assemble — but + /// Assemble has ZERO production callers (it exists only for + /// isolated research/replay tests, per this file's own class header); + /// production builds an interior root's outside-view slices through + /// BeginWalkFrame + ReassembleOutsideViewFromWalk + /// (RetailPViewPassExecutor.cs's BeginWalkFrame call, + /// RetailPViewRenderer.cs's ReassembleOutsideViewFromWalk + /// call), so a pin through Assemble proves nothing about the code + /// that actually runs. This pin now drives that EXACT pair: a synthetic + /// holding one pixel-space polygon (built + /// the way WalkCopyViewTests builds views), fed through + /// BeginWalkFrame(frame, outdoorRoot: false) then + /// ReassembleOutsideViewFromWalk — both of which now call the + /// SAME shared ClipFrameAssembler.AppendOutsideSlice helper + /// Assemble would have (L4's own de-duplication), so this pin + /// exercises the helper through the producer that actually runs. + /// MUTATION: perturbing planes[0].W 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 Assemble( call (grep-checked in the commit + /// body). Same non-axis-aligned synthetic polygon as before, kept + /// distinct from the exit-seal pin's input. /// [Fact] public void ClipViewSlicePlanes_PunchFanPath_EqualsCpuViewPolygonEdgePlanes_ForASyntheticView() { + const float ViewportWidth = 640f, ViewportHeight = 480f; Vector2[] verts = [ 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 - // packs the outside_view polygon into a slot and constructs the - // ClipViewSlice DrawWalkPunchFan reads back through - // clipAssembly.OutsideViewSlices[activeViewIndex].Planes. - var pvFrame = new PortalVisibilityFrame(); - pvFrame.OutsideView.Add(new ViewPolygon(verts)); + // Pixel-space points (origin top-left, +Y down) that ReassembleOutsideViewFromWalk's + // own inverse transform (px = (ndc+1)*W/2, py = (1-ndc)*H/2) maps back to `verts`. + var pixelPoints = new WalkScreenPoint[verts.Length]; + for (int i = 0; i < verts.Length; i++) + { + 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(); - ClipFrameAssembly assembly = ClipFrameAssembler.Assemble(frame, pvFrame); + var walkView = new WalkPortalView(); + 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); Assert.True(slice.Planes.Length >= 3); @@ -286,6 +302,16 @@ public class ClipFrameLayoutTests AssertEveryEdgeMidpointLiesOnSomeGpuPlane(verts, slice.Planes); } + /// Trivial ray caster: only WalkPortalView's stored pixel + /// points feed + /// (via NDC conversion); the per-vertex plane a ray caster would seed is + /// unused by that path, so any non-degenerate direction works. + private sealed class SyntheticRayCaster : IWalkRayCaster + { + public Vector3 RayThrough(float screenX, float screenY) => + Vector3.Normalize(new Vector3(screenX, screenY, 1000f)); + } + /// /// 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 — diff --git a/tests/AcDream.App.Tests/Rendering/Gpu/Vk/VulkanShaderDescriptorContractTests.cs b/tests/AcDream.App.Tests/Rendering/Gpu/Vk/VulkanShaderDescriptorContractTests.cs index 8d0c8487..f8c2d782 100644 --- a/tests/AcDream.App.Tests/Rendering/Gpu/Vk/VulkanShaderDescriptorContractTests.cs +++ b/tests/AcDream.App.Tests/Rendering/Gpu/Vk/VulkanShaderDescriptorContractTests.cs @@ -133,12 +133,15 @@ public sealed class VulkanShaderDescriptorContractTests || module.StartsWith("terrain_atmospheric.", StringComparison.Ordinal); /// - /// The regression itself, named. TerrainClip is the only uniform block - /// terrain_modern.vert declares besides SceneLighting, so - /// asserting the module's uniform bindings as a set pins it exactly. + /// The regression itself, named — corrected for S3 chunk 4 fix round 2 (L3). + /// terrain_modern.vert used to also declare a screen-space clip block + /// at set 1 binding 2; that gate is deleted outright (no shader writer, no + /// GPU reader) and SceneLighting is now the ONLY uniform block the + /// module declares, so asserting the module's uniform bindings as a set + /// pins that directly. /// [Fact] - public void TerrainVertexShaderDeclaresItsClipBlockInTheUniformSet() + public void TerrainVertexShaderDeclaresOnlySceneLightingInTheUniformSet() { uint[] uniformBindings = [ @@ -152,9 +155,7 @@ public sealed class VulkanShaderDescriptorContractTests .Order(), ]; - Assert.Equal( - [GpuBindingModel.UniformSceneLighting, VulkanPipelineLayouts.UniformTerrainClip], - uniformBindings); + Assert.Equal([GpuBindingModel.UniformSceneLighting], uniformBindings); } /// diff --git a/tests/AcDream.App.Tests/Rendering/Gpu/Vk/VulkanShaderManifestTests.cs b/tests/AcDream.App.Tests/Rendering/Gpu/Vk/VulkanShaderManifestTests.cs index d5cca20d..19e25259 100644 --- a/tests/AcDream.App.Tests/Rendering/Gpu/Vk/VulkanShaderManifestTests.cs +++ b/tests/AcDream.App.Tests/Rendering/Gpu/Vk/VulkanShaderManifestTests.cs @@ -62,9 +62,19 @@ public sealed class VulkanShaderManifestTests // SkyFogRuleTests). A deliberate default-path change, reviewed // with the world-fog-range fix in the same commit. ["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.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.vert.spv"] = "018ac64477cf7d4c3fc0c5878951b148c7bfeb6ee3a7eebb02381d7904877798", ["vk_probe.frag.spv"] = "c2dedbcc6dcc89744707b4b47138f1c31b38ef9088e584f1da07dd6953586c42", diff --git a/tests/AcDream.App.Tests/Rendering/Gpu/Vk/VulkanViewportMappingTests.cs b/tests/AcDream.App.Tests/Rendering/Gpu/Vk/VulkanViewportMappingTests.cs index 29bb1219..2d4147d9 100644 --- a/tests/AcDream.App.Tests/Rendering/Gpu/Vk/VulkanViewportMappingTests.cs +++ b/tests/AcDream.App.Tests/Rendering/Gpu/Vk/VulkanViewportMappingTests.cs @@ -18,7 +18,7 @@ namespace AcDream.App.Tests.Rendering.Gpu.Vk; /// /// The scissor is the trap. It does NOT flip with the viewport: /// vkCmdSetScissor is always top-left-origin regardless of viewport sign, -/// while NdcScissorRect.ToPixels 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 /// shows up as a doorway aperture clipped from the wrong edge — which only a /// scene containing one would reveal. diff --git a/tests/AcDream.App.Tests/Rendering/Issue130DoorwayStripTests.cs b/tests/AcDream.App.Tests/Rendering/Issue130DoorwayStripTests.cs index 22c32fc3..2d3028dd 100644 --- a/tests/AcDream.App.Tests/Rendering/Issue130DoorwayStripTests.cs +++ b/tests/AcDream.App.Tests/Rendering/Issue130DoorwayStripTests.cs @@ -14,29 +14,44 @@ namespace AcDream.App.Tests.Rendering; /// 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 /// depth (PortalDepthMaskRenderer, root-cell slice = full screen), while -/// terrain/sky COLOR is gated per fragment by the OutsideView region — the -/// same dat polygon run through ProjectToClip → ClipToRegion (1-px +/// terrain/sky COLOR used to be gated per fragment by the OutsideView region — +/// the same dat polygon run through ProjectToClip → ClipToRegion (1-px /// MergeSubPixelVertices) → ClipPlaneSet.From (0.5° collinear merge) → planes, -/// with a Floor/Ceil pixel scissor (BeginDoorwayScissor) on the slice AABB on -/// top. Every one of those passes can only SHRINK the gate, so any shave shows -/// as a strip of clear color between the gate's top edge and the aperture's -/// rasterized top edge (the shell wall starts above it; the seal z-kills -/// everything beyond; nothing re-covers). +/// with a Floor/Ceil pixel scissor (the sky's own doorway scissor bracket) +/// on the slice AABB on top. Every one of those passes could only SHRINK the gate, so any +/// shave showed as a strip of clear color between the gate's top edge and the +/// aperture's rasterized top edge. /// -/// This harness measures that gap 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 gate admits them. -/// Plane-gap and scissor-gap are measured separately (mechanism attribution). +/// RETIRED MECHANISM (S3 chunk 4 fix round 2, L7): the scissor half of this +/// story no longer applies. Retail draws the sky and the landscape unclipped +/// (LScape::draw never installs a view before either — S3 chunk 3/4's +/// own findings), and acdream now matches that: the sky's own doorway +/// scissor bracket, IWorldPassSurface.BeginScissor/EndScissor, 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 (WalkFrameDriver'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 -/// sub-pixel exact (worst 0.54 px) — the W=0 clip port 987313a and both merge -/// passes are EXONERATED. The strip was the scissor box: the old -/// Floor(origin)+Ceiling(size) form cut up to 1 px off the TOP/RIGHT edges at -/// unlucky fractional alignments (captured live by this harness: top edge -/// y=0.7938 at 1080p → row 968 cut; right edge x=0.3503 at 1920 → column 1296 -/// cut). Fixed by the conservative NdcScissorRect bound; the assertions below -/// pin both properties. +/// What remains below still pins something production reads: the outside-view +/// polygon pipeline (ProjectToClipClipToRegion → +/// ClipPlaneSet.From) that the KEPT punch-fan clip still consumes +/// (RetailPViewPassExecutor.DrawWalkPunchFan reads +/// clipAssembly.OutsideViewSlices[activeViewIndex].Planes — see +/// ClipFrameLayoutTests's punch-fan equivalence pin for the synthetic- +/// view version of this same proof). This harness measures the PLANE gap +/// 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. /// [Trait("Lane", "InstalledDat")] public class Issue130DoorwayStripTests @@ -108,7 +123,7 @@ public class Issue130DoorwayStripTests _out.WriteLine(FormattableString.Invariant( $" 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)"; // Eye sweep: back off the doorway along the inward normal at several @@ -155,21 +170,20 @@ public class Issue130DoorwayStripTests } evaluated++; - (float planeGapPx, float scissorGapPx, float atX) = - MeasureTopEdgeGap(aperture, asm.OutsideViewSlices, 1920, 1080); + (float planeGapPx, float atX) = + MeasureTopEdgeGap(aperture, asm.OutsideViewSlices, 1080); - if (planeGapPx > worstPlaneGapPx || scissorGapPx > worstScissorGapPx) + if (planeGapPx > worstPlaneGapPx) { 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}"); - worstPlaneGapPx = MathF.Max(worstPlaneGapPx, planeGapPx); - worstScissorGapPx = MathF.Max(worstScissorGapPx, scissorGapPx); + $"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 = planeGapPx; } - if (planeGapPx > 0.55f || scissorGapPx > 0.55f) + if (planeGapPx > 0.55f) { _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); foreach (var slice in asm.OutsideViewSlices) _out.WriteLine(FormattableString.Invariant( @@ -185,15 +199,10 @@ public class Issue130DoorwayStripTests } _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"); - // PIN 1 (#130): the scissor box never cuts a fragment the plane gate - // 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 + // PIN (canary): the CPU polygon pipeline (ProjectToClip → ClipToRegion // merges → ClipPlaneSet planes) stays sub-pixel exact against the raw // 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 @@ -211,12 +220,14 @@ public class Issue130DoorwayStripTests /// /// 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 - /// point. Returns the worst gaps in 1080p pixels (plane gate and modeled - /// scissor gate measured independently), and the x of the worst plane gap. + /// aperture boundary's top y, then walk downward until the plane gate + /// admits the point. Returns the worst gap in 1080p pixels, and the x of + /// 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. /// - private static (float planeGapPx, float scissorGapPx, float atX) MeasureTopEdgeGap( - Vector2[] aperture, ClipViewSlice[] slices, int fbW, int fbH, + private static (float planeGapPx, float atX) MeasureTopEdgeGap( + Vector2[] aperture, ClipViewSlice[] slices, int fbH, ITestOutputHelper? debug = null) { const float Inset = 1e-4f; // dodge exact-boundary ambiguity @@ -226,9 +237,9 @@ public class Issue130DoorwayStripTests float minX = float.MaxValue, maxX = float.MinValue; foreach (var v in aperture) { minX = MathF.Min(minX, v.X); maxX = MathF.Max(maxX, v.X); } 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; for (int s = 0; s <= Samples; s++) { @@ -240,22 +251,15 @@ public class Issue130DoorwayStripTests var p = new Vector2(x, topY - Inset); 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( - $" 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; } - worstScissor = MathF.Max(worstScissor, scissorGap); } // 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 admitted, float step, float cap) @@ -272,7 +276,7 @@ public class Issue130DoorwayStripTests // Production semantics: each OutsideView polygon is one slice; the union of // 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); - // 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) { foreach (var slice in slices) @@ -294,22 +298,6 @@ public class Issue130DoorwayStripTests 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; - } - /// Highest boundary y of the polygon at vertical line x (NaN when /// the line misses the polygon). private static float TopBoundaryY(Vector2[] poly, float x) diff --git a/tests/AcDream.App.Tests/Rendering/NdcScissorRectTests.cs b/tests/AcDream.App.Tests/Rendering/NdcScissorRectTests.cs deleted file mode 100644 index 2dc084ff..00000000 --- a/tests/AcDream.App.Tests/Rendering/NdcScissorRectTests.cs +++ /dev/null @@ -1,80 +0,0 @@ -using System; -using System.Numerics; -using AcDream.App.Rendering; -using Xunit; - -namespace AcDream.App.Tests.Rendering; - -/// -/// #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(max−min), up to one pixel short of the true max edge — -/// the doorway top-edge background strip. -/// -public class NdcScissorRectTests -{ - /// 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. - [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); - } -} diff --git a/tests/AcDream.App.Tests/Rendering/RetailPViewPassExecutorTests.cs b/tests/AcDream.App.Tests/Rendering/RetailPViewPassExecutorTests.cs index b793bfac..ebff31e9 100644 --- a/tests/AcDream.App.Tests/Rendering/RetailPViewPassExecutorTests.cs +++ b/tests/AcDream.App.Tests/Rendering/RetailPViewPassExecutorTests.cs @@ -1,4 +1,5 @@ using System.Reflection; +using System.Reflection.Emit; using AcDream.App.Composition; using AcDream.App.Rendering; using AcDream.App.Rendering.Sky; @@ -120,9 +121,10 @@ public sealed class RetailPViewPassExecutorTests /// WalkFrameDriverTranscriptTests: Collect_OutdoorRoot_... /// and Collect_InteriorRoot_...). This method now draws the /// weather MESH and the rain PARTICLES only — the former per-outside- - /// view-slice loop that used to run before this call (SetTerrainClip - /// + ClearClipRouting + the old DrawLandscapeSliceLate leaf) - /// is deleted outright (§10.2): retail draws the weather mesh and its + /// view-slice loop that used to run before this call (the walk's own + /// screen-space terrain-clip writer + ClearClipRouting + the old + /// DrawLandscapeSliceLate leaf) is deleted outright (§10.2): retail + /// draws the weather mesh and its /// rain particles ONCE, unclipped, never once per doorway aperture. /// MUTATION: re-inlining a /// WalkTranscriptDump.PrintObjectCellTurn call back into this @@ -153,9 +155,9 @@ public sealed class RetailPViewPassExecutorTests /// /// S3 chunk 4 (§10.2): the former per-outside-view-slice loop - /// (SetTerrainClip + ClearClipRouting + the old - /// DrawLandscapeSliceLate leaf, one call per active landscape - /// view) is deleted — DrawLandscapeDynamicsPhase now calls + /// (the walk's own screen-space terrain-clip writer + + /// ClearClipRouting + the old DrawLandscapeSliceLate leaf, + /// one call per active landscape view) is deleted — DrawLandscapeDynamicsPhase now calls /// exactly once, /// unconditionally, with no loop of any kind around it. This /// Assert.Single alone proved insufficient at fix round 1 (K1): @@ -222,6 +224,103 @@ public sealed class RetailPViewPassExecutorTests && callOffset < branch.Offset); } + /// + /// 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 DrawWeatherOnce: restoring the + /// pre-fix gate if (clipAssembly.OutsideViewSlices.Length != 0) — + /// 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 WalkFrameDriver.WeatherTurnFired". + /// This pin reads the compiled condition directly: with c the + /// index of the DrawWeatherOnce call, (a) calls[c-1] must + /// be the WeatherTurnFired 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 brfalse/brfalse.s, and + /// jump FORWARD past the draw call — the compiled shape of + /// if (walkDriver.WeatherTurnFired) passes.DrawWeatherOnce(ctx); + /// 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 if (clipAssembly.OutsideViewSlices.Length != 0) — check (a) + /// fails because calls[c-1] is no longer the + /// WeatherTurnFired 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 + /// if (!walkDriver.WeatherTurnFired)calls[c-1] is still + /// the getter (check (a) passes), but the compiler emits a + /// brtrue/brtrue.s to skip the draw instead of a + /// brfalse/brfalse.s, so check (b)'s opcode filter finds + /// nothing and Assert.Single fails on zero matches. + /// + [Fact] + public void DrawLandscapeDynamicsPhase_GatesDrawWeatherOnceOnWalkDriverWeatherTurnFired() + { + MethodInfo method = typeof(RetailPViewRenderer).GetMethod( + "DrawLandscapeDynamicsPhase", + BindingFlags.Instance | BindingFlags.NonPublic)!; + IReadOnlyList 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 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); + } + + /// + /// S3 chunk 4 fix round 2 (L8): the identical loop-shape question K1 + /// asked of 's call + /// site, applied to 's + /// own call — retail draws the sky + /// dome exactly once per frame too (K4's own doc comment on + /// DrawWalkSky), so nothing may wrap this call in a loop either. + /// Note for reviewers: reads + /// only br/brtrue/brfalse-family single-target + /// branches — it does not decode a compiled switch jump table, + /// but no C# loop construct (for/foreach/while/ + /// do) ever compiles to one, so this pin's blind spot is not a + /// loop shape it could miss. MUTATION: wrapping the call in + /// for (int i = 0; i < 2; i++) { _sky?.RenderSky(...); } makes + /// this fail; restoring the single unconditional call makes it pass + /// again. + /// + [Fact] + public void DrawWalkSky_RenderSkyCallSiteHasNoEnclosingBackwardBranch() + { + MethodInfo method = typeof(RetailPViewPassExecutor).GetMethod( + "DrawWalkSky", + BindingFlags.Instance | BindingFlags.NonPublic)!; + IReadOnlyList calls = CompiledCallGraph.Read(method); + int callIndex = RequiredCallIndex( + calls, + typeof(SkyRenderer), + nameof(SkyRenderer.RenderSky)); + int callOffset = calls[callIndex].Offset; + + IReadOnlyList branches = CompiledCallGraph.ReadBranches(method); + Assert.DoesNotContain( + branches, + branch => branch.TargetOffset < branch.Offset + && branch.TargetOffset <= callOffset + && callOffset < branch.Offset); + } + /// /// S3 chunk 1 fix round 2 (§11.6 H1): is diff --git a/tests/AcDream.App.Tests/Rendering/Walk/WalkFrameDriverTranscriptTests.cs b/tests/AcDream.App.Tests/Rendering/Walk/WalkFrameDriverTranscriptTests.cs index 9ce4e67d..54f21cbb 100644 --- a/tests/AcDream.App.Tests/Rendering/Walk/WalkFrameDriverTranscriptTests.cs +++ b/tests/AcDream.App.Tests/Rendering/Walk/WalkFrameDriverTranscriptTests.cs @@ -723,13 +723,22 @@ public sealed partial class WalkFrameDriverTests /// separately at Replay — on an interior root whose landscape turn ran /// with the gate open but whose reassembled outside-view slices ended /// up empty, the transcript could report a weather turn the frame never - /// actually drew. is exactly the flag - /// RetailPViewRenderer.DrawLandscapeDynamicsPhase now gates - /// DrawWeatherOnce on, so this test's flag assertion doubles as - /// the draw-side pin: gate closed -> the flag stays false (so - /// DrawWeatherOnce would not fire either) AND no "OC" line - /// prints; gate open -> the flag becomes true (so - /// DrawWeatherOnce would fire) AND exactly one "OC" line prints. + /// actually drew. is + /// exactly the flag RetailPViewRenderer.DrawLandscapeDynamicsPhase + /// gates DrawWeatherOnce on: gate closed -> the flag stays + /// false; gate open -> the flag becomes true AND exactly one "OC" + /// line prints. CORRECTION (S3 chunk 4 fix round 2, L1): this test's + /// flag assertion does NOT double as the draw-side pin — it builds a + /// bare and never touches + /// DrawLandscapeDynamicsPhase, so it cannot see whether that + /// method actually reads this flag (round 1 shipped with the pre-fix + /// gate clipAssembly.OutsideViewSlices.Length != 0 silently + /// restored, and every test in this file stayed green). The real + /// draw-side pin is + /// RetailPViewPassExecutorTests.DrawLandscapeDynamicsPhase_GatesDrawWeatherOnceOnWalkDriverWeatherTurnFired, + /// which reads the compiled call graph of + /// DrawLandscapeDynamicsPhase itself and asserts it calls + /// DrawWeatherOnce gated on THIS getter. /// [Theory] [InlineData(false)] diff --git a/tests/AcDream.App.Tests/Rendering/WalkOutsideViewReassemblyTests.cs b/tests/AcDream.App.Tests/Rendering/WalkOutsideViewReassemblyTests.cs index ab07b7b6..0b4dadc4 100644 --- a/tests/AcDream.App.Tests/Rendering/WalkOutsideViewReassemblyTests.cs +++ b/tests/AcDream.App.Tests/Rendering/WalkOutsideViewReassemblyTests.cs @@ -61,7 +61,6 @@ public class WalkOutsideViewReassemblyTests ClipFrameAssembler.ReassembleOutsideViewFromWalk(asm, walkView, W, H); ClipViewSlice slice = Assert.Single(asm.OutsideViewSlices); - Assert.Equal(TerrainClipMode.Planes, asm.TerrainMode); Assert.True(asm.OutdoorVisible); Assert.Equal(4, asm.OutsidePlaneCount); Assert.Equal(slice.Slot, asm.OutdoorSlot); @@ -101,7 +100,6 @@ public class WalkOutsideViewReassemblyTests ClipViewSlice slice = Assert.Single(asm.OutsideViewSlices); Assert.Equal(new Vector4(-1f, -1f, 1f, 1f), slice.NdcAabb); - Assert.Equal(TerrainClipMode.Planes, asm.TerrainMode); } [Fact] @@ -115,7 +113,6 @@ public class WalkOutsideViewReassemblyTests Assert.Empty(asm.OutsideViewSlices); Assert.False(asm.OutdoorVisible); Assert.False(asm.HasOutsideView); - Assert.Equal(TerrainClipMode.Skip, asm.TerrainMode); Assert.Equal(0, asm.OutsidePlaneCount); Assert.Equal(0, asm.OutdoorSlot); }