Revert "Campaign V slice V4a" - it lost world multisampling

This reverts ceec3bc4. Two independent reasons, either sufficient.

The rendering regression. The slice deleted TextRenderGlStateScope, which
saved GL_MULTISAMPLE and GL_SAMPLE_ALPHA_TO_COVERAGE on entry, disabled them
for the text pass, and restored them on exit (TextRenderGlStateScope.cs:111-112
and 153-154 at the parent commit). Its replacement bakes that state into the
text pipeline but nothing restores it, and GlGpuPassEncoder.Dispose does not
either. Every world renderer is still raw GL at this point in the campaign, so
from the first UI frame onward the world drew with multisampling disabled.

The offline pixel gate caught it: 1,791 of 563,200 compared pixels differed,
0.318% against a 0.001 threshold. The commit message attributed this to
wall-clock-driven ambient animation shifting phase, and committed through the
failure. That explanation does not survive its own control: capturing twice at
the reverted-to commit differs by 19 pixels and twice at the slice's own commit
by 8, while base-versus-head differs by 1,791 - a 224x gap that no shared-noise
source explains. An amplified difference image settles it visually: the changed
pixels are the silhouette edges of every tree, building and rock, with terrain
interiors, water and the entire UI untouched. That is the signature of losing
edge antialiasing, not of animated sprites.

This is the exact failure mode two existing memory notes already warn about -
a mid-frame renderer must set every GL state it uses rather than inherit it,
and issue #52's lesson that a rendering migration must audit per-pass GL state
before declaring itself done.

The scope. The brief was three small leaf renderers plus additive frame-
lifecycle wiring, roughly ten files. The commit changed 334 files with 3,665
insertions and 3,845 deletions, including 323 public-to-internal visibility
conversions across the App assembly, 55 test files, two retired conformance
tests, and a self-described temporary escape hatch for bridging raw-GL viewport
textures. Even without the regression, that is not separable into the part
worth keeping and the part worth dropping.

Reverting rather than patching because the good work here - the RHI frame
lifecycle wiring and a genuine render-state-cache staleness fix - is small
enough to redo cleanly against a tightened spec, while untangling it from 300+
files of unrelated churn is not.

Post-revert: Release build clean, App suite back to 3,843 passed / 3 skipped,
offline pixel gate passing at 19 differing pixels.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-07-27 18:27:52 +02:00
parent ceec3bc440
commit 9aaf97e785
334 changed files with 3841 additions and 3661 deletions

View file

@ -1,4 +1,4 @@
using System;
using System;
using System.Linq;
using System.Numerics;
using AcDream.App.Rendering.Wb;
@ -8,15 +8,15 @@ namespace AcDream.App.Rendering;
/// <summary>
/// BR-2 (holistic building-render port): retail's invisible portal depth
/// writes — the port of <c>D3DPolyRender::DrawPortalPolyInternal</c>
/// writes the port of <c>D3DPolyRender::DrawPortalPolyInternal</c>
/// (Ghidra 0x0059bc90, pc:424490).
///
/// <para><b>Wired by T1 (BR-3, `579c8b0`):</b> seal on interior roots, punch
/// on outdoor / look-in roots, via <c>RetailPViewPassExecutor.DrawPortalDepthWrite</c>
/// (the <c>DrawExitPortalMasks</c> slice callback) — safe alongside the
/// (the <c>DrawExitPortalMasks</c> slice callback) safe alongside the
/// dynamics-drawn-LAST frame order (the first BR-2 attempt punched after
/// dynamics and erased the player; reverted 88be519). #117 (2026-06-11)
/// added the two-pass stencil depth gate on the punch side — see
/// added the two-pass stencil depth gate on the punch side see
/// <see cref="DrawDepthFan"/>.</para>
///
/// <para>Retail projects a portal polygon, software-clips it against the
@ -25,12 +25,12 @@ namespace AcDream.App.Rendering;
/// <list type="bullet">
/// <item><b>Seal</b> (retail <c>maxZ2=6</c>, bit0 clear, data 0x00820e14):
/// z = the polygon's true projected depth. Drawn on portals leading OUTSIDE
/// (<c>other_cell_id==0xFFFF</c>) after the landscape pass — terrain seen
/// (<c>other_cell_id==0xFFFF</c>) after the landscape pass terrain seen
/// through a doorway keeps its pixels because farther interior geometry
/// z-fails inside the aperture (PView::DrawCells loop 1, Ghidra 0x005a4840,
/// pc:432783-432786).</item>
/// <item><b>Punch</b> (retail <c>maxZ1=7</c>, bit0 set, data 0x00820e18):
/// z forced to the far plane (0.99999988) — erases depth inside a building
/// z forced to the far plane (0.99999988) erases depth inside a building
/// aperture so the interior cells drawn next land cleanly
/// (ConstructView(CBldPortal) mode-1, pc:433827). BR-2 commit 2 wires this
/// side.</item>
@ -38,7 +38,7 @@ namespace AcDream.App.Rendering;
///
/// <para>Where retail clips the polygon on the CPU against the view, we apply
/// the SAME view region via <c>gl_ClipDistance</c> from the slice's clip-space
/// half-planes (≤8, the validated <see cref="ClipPlaneSet"/> output) — the
/// half-planes (≤8, the validated <see cref="ClipPlaneSet"/> output) — the
/// depth write lands only inside the slice region, matching retail's clipped
/// fan.</para>
///
@ -46,7 +46,7 @@ namespace AcDream.App.Rendering;
/// sets everything it depends on, restores the frame-global convention on
/// exit, no early-outs between set and restore.</para>
/// </summary>
internal sealed class PortalDepthMaskRenderer : IDisposable
public sealed class PortalDepthMaskRenderer : IDisposable
{
private const string VertSrc = @"#version 430 core
layout(location = 0) in vec3 aPos;
@ -215,28 +215,28 @@ void main() { } // depth-only: color writes are masked off by the caller state
/// <summary>
/// #117 (2026-06-11): the mark-pass depth bias, in NDC, toward the
/// viewer. Retail's punch is DEPTHTEST_ALWAYS and is safe only because
/// retail's outdoor pass is painter's-ordered far→near (anything nearer
/// retail's outdoor pass is painter's-ordered farnear (anything nearer
/// redraws AFTER the punch and re-covers it). Our z-buffered MDI frame
/// has no such order, so an unconditional far-Z punch erased the depth
/// of NEARER occluders (terrain hills, closer buildings) at aperture
/// pixels — doors/interiors painted through them (the T5 #117 report).
/// pixels doors/interiors painted through them (the T5 #117 report).
/// The z-buffer-correct equivalent: punch ONLY where the aperture
/// polygon itself wins a depth test at its true depth (two-pass
/// stencil below). The bias keeps the #108 case covered — terrain
/// stencil below). The bias keeps the #108 case covered terrain
/// hugging the door plane (centimeters in front of the aperture) must
/// still be punched; a hill or another house meters nearer must not.
/// </summary>
private const float PunchMarkDepthBias = 0.0005f;
/// <summary>
/// #129 (2026-06-12): NDC depth is non-linear — a constant NDC bias b
/// spans ≈ b·d²/near meters of eye depth at eye distance d. With
/// #129 (2026-06-12): NDC depth is non-linear a constant NDC bias b
/// spans ≈ b·d²/near meters of eye depth at eye distance d. With
/// znear = 0.1, the 0.0005 constant alone spanned 0.125 m at 5 m but
/// ~190 m at a landblock away: every hill/house in front of a distant
/// aperture passed the mark and got far-Z punched — door-shaped leaks
/// aperture passed the mark and got far-Z punched door-shaped leaks
/// through occluders. Fix: cap the bias's EYE-SPACE span at
/// <see cref="PunchMarkBiasEyeCapMeters"/>. Below the ~10 m crossover
/// (sqrt(cap·near/0.0005)) the constant-NDC term is smaller and wins —
/// (sqrt(cap·near/0.0005)) the constant-NDC term is smaller and wins
/// bit-identical to the T5-validated close-range behavior (#108 grass
/// coverage untouched); beyond it the punch can never reach an occluder
/// more than the cap in front of the aperture plane.
@ -245,7 +245,7 @@ void main() { } // depth-only: color writes are masked off by the caller state
/// <summary>Retail <c>Render::znear</c> = 0.1 (decomp :342173, re-landed
/// d4b5c71). The cap conversion below assumes the production camera near
/// plane; the small f/(f−n) factor (~1.00002 at far 5000) is ignored.</summary>
/// plane; the small f/(fn) factor (~1.00002 at far 5000) is ignored.</summary>
public const float CameraNearPlaneMeters = 0.1f;
/// <summary>CPU mirror of the vertex-shader mark-bias expression (keep in
@ -261,13 +261,13 @@ void main() { } // depth-only: color writes are masked off by the caller state
/// slice's clip-space half-planes. <paramref name="forceFarZ"/> selects
/// punch (true, retail maxZ1) vs seal (false, retail maxZ2 true depth).
///
/// <para><b>Seal</b> (interior root): one pass, retail-verbatim —
/// <para><b>Seal</b> (interior root): one pass, retail-verbatim
/// depth ALWAYS + true projected depth. It runs immediately after the
/// gated full depth clear, so there is no nearer content to stomp.</para>
///
/// <para><b>Punch</b> (outdoor root / look-in): two passes (#117).
/// Pass A marks stencil where the aperture fan passes a LEQUAL depth
/// test at its (biased) true depth — i.e. where the aperture is
/// test at its (biased) true depth i.e. where the aperture is
/// actually visible against everything drawn so far. Pass B writes the
/// far-Z punch with depth ALWAYS but stencil-gated to the marked
/// pixels, and zeroes the stencil as it goes (self-cleaning). This is
@ -301,7 +301,7 @@ void main() { } // depth-only: color writes are masked off by the caller state
_gl.Disable(EnableCap.CullFace); // portal fans face either way
_gl.Disable(EnableCap.ScissorTest);
_gl.Enable(EnableCap.DepthTest);
_gl.ColorMask(false, false, false, false); // alpha-0 fan ≙ no color
_gl.ColorMask(false, false, false, false); // alpha-0 fan no color
for (int i = 0; i < planeCount; i++)
_gl.Enable(EnableCap.ClipDistance0 + i);
@ -351,7 +351,7 @@ void main() { } // depth-only: color writes are masked off by the caller state
if (!forceFarZ)
{
// ── SEAL: retail-verbatim single pass ──
// ── SEAL: retail-verbatim single pass ──
_gl.DepthFunc(DepthFunction.Always);
_gl.DepthMask(true);
_gl.Uniform1(_locForceFarZ, 0);
@ -360,7 +360,7 @@ void main() { } // depth-only: color writes are masked off by the caller state
}
else
{
// ── PUNCH pass A: stencil-mark visible aperture pixels ──
// ── PUNCH pass A: stencil-mark visible aperture pixels ──
_gl.Enable(EnableCap.StencilTest);
_gl.StencilFunc(StencilFunction.Always, 1, 0xFF);
_gl.StencilOp(StencilOp.Keep, StencilOp.Keep, StencilOp.Replace);
@ -373,8 +373,8 @@ void main() { } // depth-only: color writes are masked off by the caller state
PunchMarkBiasEyeCapMeters * CameraNearPlaneMeters);
_gl.DrawArrays(PrimitiveType.TriangleFan, firstVertex, (uint)n);
// ── PUNCH pass B: far-Z write on marked pixels only;
// zero the stencil as we go (self-cleaning) ──
// ── PUNCH pass B: far-Z write on marked pixels only;
// zero the stencil as we go (self-cleaning) ──
_gl.StencilFunc(StencilFunction.Equal, 1, 0xFF);
_gl.StencilOp(StencilOp.Keep, StencilOp.Keep, StencilOp.Zero);
_gl.DepthFunc(DepthFunction.Always);