revert(render): BR-2 depth discipline - the gate proved #108 is MEMBERSHIP, not depth

Visual gate (2026-06-11) on the seal+punch build, then on the punch-reverted
build, isolated the truth:
- With the punch wired: #108 (cellar grass-sweep) gone BUT the player/NPCs
  go transparent by exactly their overlap with any doorway viewed from
  outside (the far-Z punch erases the depth of dynamic objects standing in
  the aperture, so the interior paints over them).
- With ONLY the punch reverted (seal+full-clear kept): characters render
  correctly AND #108 is BACK.

The punch is wired for OUTDOOR roots + the look-in path ONLY; it never runs
on a clean interior (cellar) frame. For it to have suppressed #108, the
cellar-transition frames must render through the OUTDOOR root -> the player
is being classified OUTDOOR mid-cellar (the known #112/#106 cellar
membership ping-pong). So:
- #108 is a MEMBERSHIP bug (render is downstream of membership); the punch
  was MASKING it, harmfully. Re-attributed to the membership track.
- The interior-root SEAL addresses a case that is NOT #108 (confirmed: #108
  isn't an interior-root frame), so it has no verified visible effect yet.

Per no-workarounds + verify-before-layering: reverted ALL of BR-2's depth
machinery (seal, punch, the per-slice->full-clear swap) to the pre-BR-2
baseline (restored from 6cba950). The phantom-site probe (6cba950) is kept.
PortalDepthMaskRenderer.cs is KEPT as a RESERVED, unwired primitive (it is
verified-correct; the depth discipline will be rebuilt during BR-3 with
dynamics-after-interior ordering, where it can be verified against the
shell-chop deletion).

What survives from this session's execution: BR-1 (already-equivalent,
695eca2) stands. #108 moves to membership. BR-2 to be re-approached under
BR-3 with correct ordering. No net production behavior change vs 6cba950.

Suites: build green, App 226 green.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-06-11 10:35:57 +02:00
parent 4ac547f6eb
commit 88be519ec0
3 changed files with 29 additions and 96 deletions

View file

@ -171,7 +171,6 @@ public sealed class GameWindow : IDisposable
// each frame on an indoor root (null on the outdoor root). // each frame on an indoor root (null on the outdoor root).
private AcDream.App.Rendering.InteriorRenderer? _interiorRenderer; private AcDream.App.Rendering.InteriorRenderer? _interiorRenderer;
private AcDream.App.Rendering.RetailPViewRenderer? _retailPViewRenderer; private AcDream.App.Rendering.RetailPViewRenderer? _retailPViewRenderer;
private AcDream.App.Rendering.PortalDepthMaskRenderer? _portalDepthMask;
private AcDream.App.Rendering.InteriorEntityPartition.Result? _interiorPartition; private AcDream.App.Rendering.InteriorEntityPartition.Result? _interiorPartition;
// Phase U.3: the shared per-frame clip data (binding=2 mesh SSBO + terrain // Phase U.3: the shared per-frame clip data (binding=2 mesh SSBO + terrain
@ -1846,10 +1845,6 @@ public sealed class GameWindow : IDisposable
_clipFrame ??= ClipFrame.NoClip(); _clipFrame ??= ClipFrame.NoClip();
_retailPViewRenderer = new AcDream.App.Rendering.RetailPViewRenderer( _retailPViewRenderer = new AcDream.App.Rendering.RetailPViewRenderer(
_gl, _clipFrame, _envCellRenderer!, _wbDrawDispatcher!); _gl, _clipFrame, _envCellRenderer!, _wbDrawDispatcher!);
// BR-2: invisible portal depth writes (seal/punch) — retail
// DrawPortalPolyInternal (Ghidra 0x0059bc90).
_portalDepthMask = new AcDream.App.Rendering.PortalDepthMaskRenderer(_gl);
} }
// Phase G.1 sky renderer — its own shader (sky.vert / sky.frag) // Phase G.1 sky renderer — its own shader (sky.vert / sky.frag)
@ -7637,31 +7632,24 @@ public sealed class GameWindow : IDisposable
renderSky, renderSky,
kf, kf,
environOverrideActive), environOverrideActive),
// BR-2: retail's depth discipline between the outside stage and the // The depth clear is a doorway "look-in" trick: clear depth inside a door/window
// interior stage (PView::DrawCells, Ghidra 0x005a4840): one FULL depth // region so the cell seen THROUGH it draws over the terrain drawn through that
// clear (no scissor — the old per-slice AABB clear was the wrong shape), // region (the indoor root looking out). For the OUTDOOR-node root the only
// then DrawExitPortalMasks re-stamps every outside-leading portal's TRUE // OutsideView slice is the FULL-SCREEN base terrain, so clearing its depth wipes the
// depth so terrain seen through a doorway keeps its pixels (#108). // entire depth buffer AFTER terrain/exteriors/player drew — the flooded building
// For the OUTDOOR-node root the only OutsideView slice is the FULL-SCREEN // interiors (cellars) would then paint over everything (cellar in front of the
// base terrain, so a clear would wipe the entire depth buffer AFTER // player; building interiors through the ground). Outdoors the interiors must
// terrain/exteriors/player drew — the flooded building interiors would // depth-test against terrain+exteriors and appear only through real door openings,
// paint over everything. Outdoors the interiors must depth-test against // so issue NO depth clear. Interior roots keep the doorway clear (unchanged).
// terrain+exteriors and appear only through real apertures (the BR-2 ClearDepthSlice = clipRoot.IsOutdoorNode
// commit-2 far-Z punch), so: NO clear, NO seals.
ClearDepthForInterior = clipRoot.IsOutdoorNode
? null ? null
: () => : slice =>
{ {
_gl.Disable(EnableCap.ScissorTest); bool zc = BeginDoorwayScissor(true, slice.NdcAabb);
_gl.DepthMask(true); // depth clears honor glDepthMask (c4df241 lesson)
_gl.Clear(ClearBufferMask.DepthBufferBit); _gl.Clear(ClearBufferMask.DepthBufferBit);
if (zc)
_gl.Disable(EnableCap.ScissorTest);
}, },
// BR-2: interior roots SEAL exit doors at true depth (#108);
// outdoor roots PUNCH building entry apertures to far-Z so
// flooded interiors show through doorways from outside.
DrawExitPortalMasks = sliceCtx =>
DrawRetailPViewPortalDepthWrite(sliceCtx, envCellViewProj,
forceFarZ: clipRoot.IsOutdoorNode),
DrawCellParticles = sliceCtx => DrawCellParticles = sliceCtx =>
DrawRetailPViewCellParticles(sliceCtx, camera, camPos), DrawRetailPViewCellParticles(sliceCtx, camera, camPos),
EmitDiagnostics = result => EmitDiagnostics = result =>
@ -7807,11 +7795,6 @@ public sealed class GameWindow : IDisposable
MaxSeedDistance = 48f, MaxSeedDistance = 48f,
LandblockEntries = _worldState.LandblockEntries, LandblockEntries = _worldState.LandblockEntries,
SetTerrainClipUbo = uboId => _terrain?.SetClipUbo(uboId), SetTerrainClipUbo = uboId => _terrain?.SetClipUbo(uboId),
// BR-2: outside-looking-in — PUNCH building entry apertures
// to far-Z so the flooded interior shows through the doorway.
DrawExitPortalMasks = sliceCtx =>
DrawRetailPViewPortalDepthWrite(sliceCtx, envCellViewProj,
forceFarZ: true),
}); });
if (portalResult is not null) if (portalResult is not null)
@ -9567,54 +9550,6 @@ public sealed class GameWindow : IDisposable
DisableClipDistances(); DisableClipDistances();
} }
// BR-2: retail's invisible portal depth writes on every outside-leading
// portal (other_cell_id==0xFFFF) of this cell, clipped to the slice's view
// region — D3DPolyRender::DrawPortalPolyInternal (Ghidra 0x0059bc90),
// dispatched by PView::DrawCells (Ghidra 0x005a4840). The forceFarZ flag is
// retail's maxZ1(true)/maxZ2(false) selector:
//
// • INTERIOR root (forceFarZ=false → SEAL, true depth): after the full
// depth clear, stamp the door plane so interior geometry beyond the door
// z-fails inside the aperture and the terrain drawn through the outside
// view keeps its pixels (#108).
// • OUTDOOR root / look-in (forceFarZ=true → PUNCH, far depth): after the
// landscape + shell drew, erase the terrain depth inside the building's
// entry aperture so the flooded interior shows THROUGH the doorway
// against the nearer front-ground. Our pipeline draws the shell FIRST
// (as an outdoor entity in the landscape pass), so — unlike retail's
// shell-LAST order — we get the outside-the-aperture wall occlusion for
// free and need only the punch for in-aperture visibility (no reorder).
//
// Wiring only — the draw lives in PortalDepthMaskRenderer.
private void DrawRetailPViewPortalDepthWrite(
AcDream.App.Rendering.RetailPViewCellSliceContext sliceCtx,
System.Numerics.Matrix4x4 viewProjection,
bool forceFarZ)
{
if (_portalDepthMask is null)
return;
if (!_cellVisibility.TryGetCell(sliceCtx.CellId, out var cell) || cell is null)
return;
Span<System.Numerics.Vector3> world = stackalloc System.Numerics.Vector3[32];
for (int i = 0; i < cell.Portals.Count; i++)
{
if (cell.Portals[i].OtherCellId != 0xFFFF)
continue; // depth writes apply to portals leading OUTSIDE only
if (i >= cell.PortalPolygons.Count)
break;
var localVerts = cell.PortalPolygons[i];
if (localVerts.Length < 3)
continue;
int n = System.Math.Min(localVerts.Length, world.Length);
for (int v = 0; v < n; v++)
world[v] = System.Numerics.Vector3.Transform(localVerts[v], cell.WorldTransform);
_portalDepthMask.DrawDepthFan(world[..n], viewProjection, sliceCtx.Slice.Planes, forceFarZ);
}
}
private void DrawRetailPViewCellParticles( private void DrawRetailPViewCellParticles(
AcDream.App.Rendering.RetailPViewCellSliceContext sliceCtx, AcDream.App.Rendering.RetailPViewCellSliceContext sliceCtx,
ICamera camera, ICamera camera,
@ -11838,7 +11773,6 @@ public sealed class GameWindow : IDisposable
_audioEngine?.Dispose(); // Phase E.2: stop all voices, close AL context _audioEngine?.Dispose(); // Phase E.2: stop all voices, close AL context
_wbDrawDispatcher?.Dispose(); _wbDrawDispatcher?.Dispose();
_envCellRenderer?.Dispose(); // Phase A8 _envCellRenderer?.Dispose(); // Phase A8
_portalDepthMask?.Dispose(); // BR-2
_clipFrame?.Dispose(); // Phase U.3 _clipFrame?.Dispose(); // Phase U.3
_skyRenderer?.Dispose(); // depends on sampler cache; dispose first _skyRenderer?.Dispose(); // depends on sampler cache; dispose first
_samplerCache?.Dispose(); _samplerCache?.Dispose();

View file

@ -9,6 +9,18 @@ namespace AcDream.App.Rendering;
/// writes — the port of <c>D3DPolyRender::DrawPortalPolyInternal</c> /// writes — the port of <c>D3DPolyRender::DrawPortalPolyInternal</c>
/// (Ghidra 0x0059bc90, pc:424490). /// (Ghidra 0x0059bc90, pc:424490).
/// ///
/// <para><b>⚠ RESERVED — NOT wired into the frame as of 2026-06-11.</b> The
/// first BR-2 attempt wired this as a seal (interior root) + punch (outdoor /
/// look-in) and was reverted at the visual gate: the outdoor far-Z punch
/// erased the depth of DYNAMIC objects (player / NPCs) standing in a door
/// aperture, so the interior painted over them. The gate also proved #108
/// (cellar grass-sweep) is a MEMBERSHIP bug, not a depth bug — the punch was
/// only masking it on outdoor-classified cellar frames. The correct depth
/// discipline (punch → interior → dynamics-last ordering) will be rebuilt
/// during BR-3 when it can be verified against the shell-chop deletion. This
/// class is the verified-correct depth-write primitive kept for that work; it
/// has no callers today.</para>
///
/// <para>Retail projects a portal polygon, software-clips it against the /// <para>Retail projects a portal polygon, software-clips it against the
/// installed portal view (<c>polyClipFinish</c>), and draws the survivor as a /// installed portal view (<c>polyClipFinish</c>), and draws the survivor as a
/// COLOR-INVISIBLE triangle fan with depth-test ALWAYS + depth-write ON:</para> /// COLOR-INVISIBLE triangle fan with depth-test ALWAYS + depth-write ON:</para>

View file

@ -231,16 +231,8 @@ public sealed class RetailPViewRenderer
ctx.DrawLandscapeSlice(new RetailPViewLandscapeSliceContext(slice, partition.Outdoor)); ctx.DrawLandscapeSlice(new RetailPViewLandscapeSliceContext(slice, partition.Outdoor));
} }
// BR-2: retail clears the FULL depth buffer ONCE between the outside foreach (var slice in clipAssembly.OutsideViewSlices)
// stage and the interior stage (PView::DrawCells, Ghidra 0x005a4840 — ctx.ClearDepthSlice?.Invoke(slice);
// Clear gated on portalsDrawnCount; the exact gate semantics is a plan
// open question, staged here as "any outside slice drawn"), then
// re-stamps every outside-leading portal's TRUE depth (the seals,
// DrawExitPortalMasks below). The old per-slice scissored AABB clear
// was the wrong shape (AABB ⊇ aperture polygon) and had no seal after
// it — the #108 mechanism.
if (clipAssembly.OutsideViewSlices.Length > 0)
ctx.ClearDepthForInterior?.Invoke();
UseIndoorMembershipOnlyRouting(); UseIndoorMembershipOnlyRouting();
} }
@ -583,12 +575,7 @@ public sealed class RetailPViewDrawContext : IRetailPViewCellDrawContext
IReadOnlyDictionary<uint, WorldEntity>? AnimatedById)> LandblockEntries { get; init; } IReadOnlyDictionary<uint, WorldEntity>? AnimatedById)> LandblockEntries { get; init; }
public required Action<uint> SetTerrainClipUbo { get; init; } public required Action<uint> SetTerrainClipUbo { get; init; }
public required Action<RetailPViewLandscapeSliceContext> DrawLandscapeSlice { get; init; } public required Action<RetailPViewLandscapeSliceContext> DrawLandscapeSlice { get; init; }
public Action<ClipViewSlice>? ClearDepthSlice { get; init; }
/// <summary>BR-2: one full-buffer depth clear between the outside stage and the
/// interior stage (retail PView::DrawCells, Ghidra 0x005a4840). Null for outdoor
/// roots — outdoors the interiors must depth-test against terrain + exteriors and
/// appear only through real apertures (the BR-2 commit-2 punch).</summary>
public Action? ClearDepthForInterior { get; init; }
public Action<RetailPViewCellSliceContext>? DrawExitPortalMasks { get; init; } public Action<RetailPViewCellSliceContext>? DrawExitPortalMasks { get; init; }
public Action<RetailPViewCellSliceContext>? DrawCellParticles { get; init; } public Action<RetailPViewCellSliceContext>? DrawCellParticles { get; init; }
public Action<RetailPViewFrameResult>? EmitDiagnostics { get; init; } public Action<RetailPViewFrameResult>? EmitDiagnostics { get; init; }