Commit graph

35 commits

Author SHA1 Message Date
Erik
c673f767e9 feat(rendering): port retail building degrade walk
Add exact retail building degrade selection, shared FPS/degrade ownership, complete-body gating, selected-shell submission, ordinary ladder mesh residency, frame-scoped retry rearm, Config controls, installed-DAT census, and lifecycle/allocation proofs.

Reviews: OpenAI retail pass 3 PASS; OpenAI production pass 5 PASS. Gates: Release 0W/0E; focused 285/285; hermetic 16811/16811; InstalledDat 469 pass, 10 documented fail, 1 documented skip; both manifests 30/30.
2026-09-04 22:29:18 +02:00
Erik
b6b0156045 fix(render): retain surfaceless particle metadata
Preserve a successfully decoded GfxObj ParticleGfxInfo when SurfaceId is zero and condition only texture acquisition. Missing/no-Gfx descriptors retain Default behavior; material, additive, routing, and untextured drawing remain unchanged.

Add a production-path GfxObj-backed synthetic no-surface pin with distinct authored/AABB centers, non-unit size, nonidentity orientation, object/particle merge order, visual center, and unassigned texture-slot assertions. Correct the synthetic-DAT evidence wording and advance only the S4-c3a ledger row.

Final F2 source audit found no defect: preparation holds reconstruction inputs only; Append reserves once; false and exception roll back the exact tail once; first-use rejection remains registered; accepted tokens stay stable; independent 3000-entry caps preserve row-2 immediate duplicates; flush/end/abort/next-preparation cleanup converges; retained capacity/bytes remain bounded; warmed production paths remain 0 B.

Gates: no-surface target 1/1; unchanged section 19 baseline 95/95; AP boundary/count 1/1; real allocations 2/2 at 0 B; shader/manifest 32/32; Release solution 0 warnings/0 errors; diff-check pass. No graphical client.

Mutation: restoring eea5793d2's SurfaceId-zero-to-Default ternary first failed CellTurn_GfxObjBillboardWithoutSurfaceRetainsAuthoredSortCenterAndUntexturedFallback at the authored-distance assertion, expected 40 actual 100.

Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
2026-09-04 14:37:31 +02:00
Erik
01674bcc78 fix(render): repair particle CYpt preparation
Retain the GfxObj-authored SortCenter independently from the rendered AABB center and use its scaled, oriented world point for billboard/mode-2-5 CYpt. Keep the visual center unchanged.

Reserve prepared source payload only at Append, roll back the exact tail once on false or exception, cap retained preparation at 3000 CLIP plus 3000 ALPHA, preserve immediate duplicates, account the bounded scratch, and correct the static-record ordering comment. The lead-authorized plan edit records candidate 44e2bc227b's retail FAIL and this section 19 result.

Gates: Release solution build 0 warnings/0 errors; focused particle/driver/queue/order/bounds 95/95; register boundary/count 1/1; real allocations 2/2 at 0 B; shader/manifest 32/32; one-shot hermetic 16751/16751; InstalledDat 385 pass/10 documented fail/1 skip; diff-check pass. No graphical client.

Mutations: rendered pos first failed distance expected 40 actual 116; AABB center expected 40 actual 116; dropped size expected 40 actual 65; dropped orientation expected 40 actual 160; eager reservation first failed Assert.Empty with one payload; omitted false rollback first failed Assert.Single with two payloads; omitted exception rollback first failed Assert.Empty with one payload; removed caps first failed prepared count expected 6000 actual 6002.

Evidence note: the first ordinary InstalledDat filter produced 385 pass/2 expected fail/1 skip but excluded the eight required KnownFailure rows; the separate inclusive no-retry artifact produced the exact documented 10-failure set. Initial test fixture compilation/analyzer setup failures are recorded in packet section 19.5.

Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
2026-09-04 14:37:23 +02:00
Erik
a86ec73ece fix(render): restore retail per-cell alpha order
Reconstruct one combined static/dynamic object-part stream for each ordinary outdoor or interior cell, compute authored SortCenter CYpt keys, and stable-sort far to near before projecting opaque and delayed subsets. Prepare real cell-particle records at the leaf, preserve every S4-c2 router outcome, and merge object and particle delayed records by retained key before either source appends to the unchanged CLIP/ALPHA FIFO lists. Cell turns remain cell-major; equal cross-source ties are deterministically object-first.

File AP-241 and AP-242 for the remaining separate opaque/row-5 channels and unrepresented equal-key common ordinal. File AP-243 for the paired-binary correction: retail shares the cell CYpt/heading beyond 50 m while this bounded port always uses the more exact authored per-part center. Pin 162 active AP rows and correct world-alpha and AlphaFlushCounts prose.

Lead-approved scope clarification: RetailPViewPassExecutor.WalkLeaf.cs and RetailPViewPassExecutor.cs are the minimum existing production leaf adapter and thin particle-prepare forwarder omitted by the literal Walk/Wb file list. They contain no router, queue, mask, state, depth, or flush behavior; relocating them would create an artificial seam.

Gates: Release solution build 0W/0E; shader/manifest 32/32; focused production 210/210; real allocation 3/3 at 0 B; one-shot hermetic 16743/0/0 across 14 assemblies; InstalledDat 385 pass/10 documented fail/1 skip with all six AlphaFlushSites passing; git diff --check PASS. Initial no-restore solution build failed NETSDK1004 for 42 missing scratch assets; one solution restore preceded the official build.

Mutation proof, each restored before final gates:

1. Reverse comparator: authored-center order expected [202,101], actual [101,202].

2. Move ties left: multipart/subset order expected [11,12,21,22], actual [22,21,12,11].

3. Restore static/dynamic blocks: expected [2,3,1], actual [3,1,2].

4. Use entity origin: authored-center order expected [202,101], actual [101,202].

5. Restore particle tail: expected [Wb,Particle,Wb,Particle], actual [Wb,Wb,Particle,Particle].

6. Scope-global sort: first cell model X expected 5, actual 50.

7. Restore dead camera parameter: SubmitWalkAlphaInstance parameter count expected 2, actual 3.

8. Restore stale global-queue prose: exact Assert.DoesNotContain failure on distance-sorts one shared queue.

9. Remove AP-241 identity: Assert.Single found no matching row.

10. Allocate in real merge: expected 0 B, actual 3072 B.

Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
2026-09-04 14:36:48 +02:00
Erik
9ccb61a8ec fix(render): S4 chunk 2 round 1 - particle throw, detail-off immediate draws, EnvCell FIFO, gate honesty
Fix round 1 of the two the plan allows for S4-c2 (048d5b12f), addressing
every item M1-M8/A1-A8 from the campaign branch's packet section 11.

M1 (BLOCKING): ParticleRenderer.DeferToRetailAlphaQueue threw whenever a
mesh-particle batch's TranslucencyKind.Opaque classification (mask 0x00)
reached a non-Append DrawMesh row - a real, reachable outcome since
TryAppendMeshDraws applies no IsOpaque-style pre-filter unlike
WbDrawDispatcher's path. Deleted both throws (ParticleRenderer.cs,
WbDrawDispatcher.cs SubmitToAlphaQueue), extracted the router-input
derivation into internal static ParticleRenderer.RouteParticleSubmission
(directly testable), and implemented rows 1/5's immediate draw by reusing
the existing per-instance billboard/mesh draw code (new
DrawImmediateParticleSubmissionRhi, no new renderer, no sort per A8).
materialHasAlpha (row 4) is derived from CMaterial::CheckAlphaValues
@0x005396a0 (Ghidra-verified 2026-09-04): has_alpha=0 only when
Ambient.a==Diffuse.a==Specular.a==Emissive.a==1.0f, else 1 - and
CMaterial::SetTranslucencySimple @0x005396f0 (reached from
CPhysicsPart::SetTranslucency <- Particle::Update @0x0051c290's per-frame
alpha-fade) sets all four channels to (1f - translucency) uniformly, so
has_alpha == "this particle's current alpha isn't 1.0" - already carried in
ColorArgb's top byte (Lerp(StartAlpha,EndAlpha,tLife), ParticleSystem.cs
1039-1041/1453).

M3: SubmitToAlphaQueue now takes isBuildingShell + viewProjection and feeds
Row 1's detailSurfaceActive gate for translucent building-shell instances
(retail DrawBuilding @0x0059f2a0 installs building detail before its own
shell subsets reach DrawMesh). Row 1 (detail on) draws the instance
immediately at its own walk-stream AlphaSubmitMark via new
DrawImmediateAlphaInstance/DrawImmediateAlphaInstanceRhi (reusing
WriteDeferredAlphaEntrySlot + the drain's pipeline/detail code for slot 0);
never touches _deferredAlpha/the queue for pure-Immediate submissions (fixes
a latent leak: previously reserving a _deferredAlpha slot for every
candidate meant a frame with ALL-immediate content never registered a
source, so ResetAlphaSubmissions never ran). M3c: DrawPreparedAlphaBatchRhi's
own per-command hasDetail/DrawBuildingDetailRangeRhi branch is deleted -
detail-eligible content no longer reaches the drain (spec: delayed replay
is always detailEnabled=0). New AD-120 register row for the "in place -> at
the entity's own stream mark" granularity adaptation this introduces.

M6: RetailPViewPassExecutor.SubmitOrDrawTransparentCellShell routes an
EnvCell's transparent shell through the SAME RetailAlphaMeshRouter table
(mask 0x02, detailSurfaceActive = EnvCellRenderer.TransparentDetailEnabled)
instead of a hand-coded branch. Detail on: unchanged immediate draw. Detail
off: appends ONE token per CELL via new EnvCellAlphaDrawSource (internal,
delegate-based so it's unit-testable without a GPU harness), replayed
through EnvCellRenderer.RenderTransparentOrdered at the next flush -
RenderTransparentOrdered already replayed a cell's batch on demand, so no
new deferred-replay abstraction was needed (the original landing's claim
that one was required is corrected in the packet).

M4: RetailAlphaEntry.IsFirstForList deleted. Retail's per-DrawMesh-
invocation "first for this list" flag is trivially true for every subset
retail ever appends (DrawMesh @0x0059d4a0 sets both flags true at entry,
0059d4cc/0059d4d0, clearing each independently after ITS OWN first append
within that call, 0059d5ef) - the captures confirm it (new=1 on 9,685/10,556
AM lines, impossible under "first since last drain"). acdream's deleted
isFirstForList = target.Count == 0 computed the wrong quantifier. One
acdream append already IS one DrawMesh call, so the field carried no
information and its own pin was vacuous (feedback_every_new_pin_must_be_
shown_to_fail) - deleted rather than kept as an always-true no-op.

M5: split all six AlphaFlushTranscript_* KnownFailure Facts into live
AlphaFlushSites_* (site+threshold sequence only, content-independent,
unconditional pass) and AlphaFlushCounts_* (KnownFailure, full tuple incl.
drained counts) sharing one RunAlphaFlushTranscriptReplay helper. Rewrote
the KnownFailure reason honestly: THREE independent causes, not "harness
content only" - (1) zero live mesh content, (2) acdream appends one entry
per INSTANCE vs retail's one per SUBSET per DrawMesh call, (3) acdream's
CLIP list is structurally empty for ordinary content (M2). Added ONE live
valve pin (WalkFrameDriverTests.SortCellExit_ValveDrainsThroughReplayAtThe
ExactBoundary, a Theory over 2250/2249) that goes through WalkFrameDriver.
Replay's own SortCellExit arm, not RetailAlphaQueue.Flush called directly.

M2/A2/M8c (register): ~~AP-34~~ restored as struck-through RETIRED (it had
been deleted outright, not struck, breaking the register's own convention)
citing residuals AP-238/AP-239/AP-240. The chunk-2 commit's "AP-236"/
"AP-237" collided with an id ALREADY filed-and-retired on main by an
unrelated #132 fix (docs/ISSUES.md:19976) - ids are never reused, so both
are renumbered: AP-236->AP-238 (EnvCell; rewritten per M6 - granularity-only
residual now, "never through the shared queue" is retired), AP-237->AP-239
(mask-reconstruction gap; the dangling "AP-236b" citation in
RetailAlphaMeshRouter.cs never matched either filed id and is corrected to
AP-239). New AP-240 filed for M2: WbDrawDispatcher.IsOpaque filters
ClipMap out upstream, so ordinary clip-mapped content never reaches
retail's CLIP FIFO (draws immediately on the pre-existing
OpaqueAlphaToCoverage pipeline instead) - no pipeline change this round,
per the contract. AP section header recounted honestly: 159 active (was
stale at 161); AD section 92 (was 91, +AD-120).

M7: AP-239's only cited example (cloud GfxObj 0x01004C35, surface
0x08000023) is DISPROVEN - decoded Type=0x10114 has alpha-family bits
that win in BOTH retail's real priority and acdream's reconstruction, so it
never actually diverges. A 2026-09-04 scan of all 6,152 Portal-dat Surfaces
found 27 real Translucent+Base1ClipMap-no-alpha-family instances
(Type=0x14); cross-referencing GfxObjs found surface 0x08000015 on GfxObj
0x010001EC - cited in place of the disproven cloud example.

M8: (a) RenderDeviceD3D::DrawBlock is @0x005a17c0 per symbols.json, not
@0x005a18d0 (that is its per-land-cell loop head) - fixed across
RetailAlphaQueue.cs, RetailPViewPassExecutor.cs, WalkEvents.cs,
WalkFrameDriver.cs (x3), RetailFrameWalk.cs. (b) RetailAlphaQueue.cs's four
FlushAlphaList addresses were labelled "return site" but are the CALL
instruction's own address (x86 CALL rel32 is 5 bytes) - relabelled "call at
X (returns to X+5)". (d) worldbuilder-inventory.md:420's AP-34 citation
updated.

A1: RetailPViewRenderer.cs's outdoor-root passes.FlushLandscapeAlpha() call
(labelled LandscapeFlush) is deleted - retail's real LandscapeFlush
(PView::DrawCells @0x005a4840's own FlushAlphaList(0f) @0x005a4872) sits
strictly inside if (outside_view.view_count > 0) on the INTERIOR PView; an
outdoor root never reaches it (terrace-edge capture: zero 005a4877 FL
lines). Verified no opaque draw intervenes between this deletion point and
RetailAlphaQueue.EndFrame()'s own RenderNormalMode pass-end flush
(WorldSceneRenderer.cs: DrawPostWorldParticles's PView branch is an
explicit no-op; only diagnostic wireframes follow) - #132's "drain after
the finished opaque world" invariant is kept by that flush alone.

A4: RetailAlphaQueue's ApplyScratchRetention call sites passed the ENTRY
count as the SOURCE-count argument too (observedClip + observedAlpha
twice), so _sources/_sourceDrawOffsets never shrank toward the real source
count. Fixed to capture _sources.Count before Clear().

A5/A6/A7: WalkStaticStreamPopulatorTests.cs's stale "same viewer distance"
banner corrected; two off-by-one entry counts in the packet's section 10
sequences corrected (foundry-deep x10->x11, holtburg-doorway-still x5->x6);
WalkAlphaDepthTrace.cs's "new=" comment explains why IsNew is retained but
never compared (M4's finding makes a per-subset comparison meaningless at
acdream's per-instance granularity); RetailAlphaMeshRouterTests.cs's
IndependentReferenceRoute (never actually independently-shaped) renamed to
RestatedBranchTableRoute with an honest doc comment, and the unverified
"flipped in turn and failed every time" claim deleted.

A3 was resolved as a side effect of M1's SubmitToAlphaQueue doc-comment
rewrite (the wrong "0x02/0x03, 0x04/0x05, 0x08/0x09" enumeration no longer
exists); RetailAlphaMeshRouter.cs's own MaskFromTranslucencyKind comment
updated in the same spirit (M1's particle-site Opaque-reachability finding).

Mutation checks (each applied to a scratch-restored copy, confirmed
failing, then byte-exact reverted - diffed against a /tmp backup after
restore):

- A1 (RetailPViewRendererTests.DrawInside_NeverCallsFlushLandscapeAlphaDirectly):
  restoring the deleted "if (ctx.RootCell.IsOutdoorNode)
  passes.FlushLandscapeAlpha();" line reintroduces a direct
  RetailPViewPassExecutor.FlushLandscapeAlpha call in DrawInside's compiled
  body. Actual failure: "Assert.DoesNotContain() Failure: Filter matched in
  collection ... CompiledCall { ... Target = Void FlushLandscapeAlpha() }".

- A4 (RetailAlphaQueueTests.RetainedSourceCapacity_ConvergesToTheReal
  SourceCountNotTheEntryCount): reverting both ApplyScratchRetention calls
  to (observedClip + observedAlpha, observedClip + observedAlpha) - with
  100 distinct sources in the spike frame (so _sources.Capacity grows to
  128, past its initial 4) followed by three low-demand frames of 10
  entries via ONE repeated source - makes sourceTarget compute from 10
  (Math.Max(4,10*2)=20) instead of 1 (Math.Max(4,1*2)=4). Actual failure:
  "Expected the retained source-array capacity to converge toward the real
  source count (1), but it stayed at 20". (A single-source-only spike does
  NOT discriminate this bug - Math.Min(sourceTarget, _sources.Capacity)
  clamps both formulas to the same unchanged initial 4 - hence the
  100-source setup.)

- M5 valve (WalkFrameDriverTests.SortCellExit_ValveDrainsThroughReplayAt
  TheExactBoundary, 2250 case): flipping RetailAlphaQueue.Flush's no-op
  comparison from "<" to "<=" (S4-c1/c2's own boundary mutation) makes the
  2250-entries case a no-op instead of draining. Actual failure:
  "Assert.Equal() Failure: Values differ Expected: 0 Actual: 2250".

- M6 (EnvCellAlphaDrawSourceTests, both Facts): adding an immediate
  renderTransparentOrdered(new[]{cellId}) call inside
  EnvCellAlphaDrawSource.AddPendingCellId (simulating the M1/M3 "drew
  immediately instead of deferring" bug class) makes
  PendingCellToken_IsDrainedAtTheFlushAndNeverBeforeIt fail with
  "Assert.Empty() Failure: Collection was not empty Collection: [[4660]]"
  and ParticleAppendedBetweenTwoCellTokens_KeepsItsPositionInTheCombined
  Drain fail with 'Expected: string[] ["cell:256", "particle:7",
  "cell:512"] Actual: List<string> ["cell:256", "cell:512", "cell:256",
  "particle:7", "cell:512"]'.

- M1 (ParticleRendererRouteTests.OpaqueClassifiedMeshBatch_WithMaterialAlpha
  _RoutesToAlphaAppend): hardcoding materialHasAlpha to false inside
  RouteParticleSubmission makes the Opaque-mask+has-alpha case route
  Immediate instead of Append. Actual failure: "Assert.Equal() Failure:
  Values differ Expected: Append Actual: Immediate".

Gates (real output lines):

- dotnet build AcDream.slnx -c Release -> "Build succeeded. 0 Warning(s)
  0 Error(s)".
- Hermetic lane (--filter "Lane!=InstalledDat&Lane!=PreparedPackage&
  Lane!=Live&Lane!=Manual&Lane!=Timing&Lane!=Windows&Lane!=Linux&
  Lane!=SystemFont&Purpose!=Diagnostic&Status!=KnownFailure") ->
  "Passed! - Failed: 0, Passed: 6864, Skipped: 0, Total: 6864".
- InstalledDat lane (ACDREAM_RUN_INSTALLED_DAT_TESTS=1,
  ACDREAM_DAT_DIR="C:/Users/erikn/Documents/Asheron's Call",
  --filter "Lane=InstalledDat") -> "Failed: 10, Passed: 255, Skipped: 1,
  Total: 266" - the exact 4 pre-existing failures
  (TowerAscent_StaircaseStaysConeVisible_EveryStep,
  LayoutImporterMediaBearingChildSweepTests, LayoutImporterInvisibleSweep
  Tests, Oh_doorway_still_first_frame_diff) plus the six
  AlphaFlushCounts_* KnownFailure Facts, nothing else; all six
  AlphaFlushSites_* Facts pass inside this same lane (the whole
  WalkTraceConformanceTests partial class carries Lane=InstalledDat, so
  they cannot run hermetically).
- Shader classes (VulkanShaderDescriptorContractTests,
  VulkanShaderManifestTests, RenderPackSpirvValidatorTests) -> "Passed! -
  Failed: 0, Passed: 32, Skipped: 0, Total: 32".
- RetailAlphaQueueTests, RetailAlphaMeshRouterTests, RetailFrameWalkTests,
  WalkFrameDriverTests, ParticleRenderer*Tests, EnvCellRenderer*Tests
  (combined filter) -> "Passed! - Failed: 0, Passed: 120, Skipped: 0,
  Total: 120".
- Register collision grep: AP-238/AP-239/AP-240/AD-120 each count exactly
  1; ~~AP-34~~ count exactly 1; live totals AP=159, AD=92.

Not done / deferred: none - all M1-M8/A1-A8 items landed; A8 was a
no-action note.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-04 11:53:03 +02:00
Erik
89f1e2676f feat(render): S4 chunk 2 — retail's two-list alpha FIFO cutover
Replaces the single scope-global distance-sorted RetailAlphaQueue with
retail's own two independent FIFO lists (CLIP/ALPHA, capacity 3000 each,
D3DPolyRender::AddMeshToAlphaList's exact append-only/capacity-drop
behavior — Ghidra-verified 2026-09-04), routed by a new
RetailAlphaMeshRouter porting DrawMesh's five-row immediate/delayed
branch table and ConstructMesh's subset-mask formula as pure functions,
and drained at retail's four normal-world FlushAlphaList sites
(DrawBuilding/DrawBlock/PView::DrawCells/RenderNormalMode) under the
exact Ghidra-verified no-op predicate (both counts strictly below
threshold*3000). A new WalkFrameEventKind.SortCellExit /
IWalkEventSink.OnSortCellExit / IWalkFrameLeafRenderer.FlushSortCellExit
fires once per admitted land-block cell for DrawBlock's 0.75f valve,
pinned by a dedicated far/near ordering test in RetailFrameWalkTests.cs.

WbDrawDispatcher's two submit sites and ParticleRenderer's one route
through the router; since none of the three ever draws during the Sky
leaf, installs a detail surface, or sets MultiPassAlpha, rows 1/2/4/5
are provably unreachable there and the call sites assert loudly rather
than building unexercisable immediate-draw plumbing. FlushFartherThan,
RetailAlphaOrdering.ComputeViewerDistance, and every viewerDistance
argument on the submit path are deleted.

Scope note (packet s4-depth-alpha-packet.md §10): C4 (routing EnvCell's
transparent shell batches through the shared queue) was not attempted —
EnvCell draws one per-cell MultiDrawIndexedIndirect call with no
per-subset deferred-replay abstraction, and building one without visual
verification (no graphical client in this worktree) was judged out of
this bounded chunk's scope. AP-34 is therefore retired and replaced by
two narrower rows rather than deleted outright: AP-236 (the carried-
forward EnvCell-immediate residual) and AP-237 (a newly identified gap:
TranslucencyKind.AlphaBlend can arise from either retail's Alpha/
Translucent bits, mask 0x02/ALPHA, or the Translucent+ClipMap "cloud"
override, mask 0x08/CLIP — GroupKey doesn't retain the raw bit to tell
them apart, so the router always picks ALPHA; only known example is
cloud GfxObj 0x01004C35). Both are compositing-order-only divergences,
never blend/visual ones.

Mutation checks (each applied, confirmed failing, then reverted):
- FIFO drain order reversed -> 5 RetailAlphaQueueTests fail (order).
- FlushAlphaList `<` -> `<=` -> boundary/scratch tests fail (2250 case
  reads drained=0 instead of 2250).
- Capacity check loosened (3000 -> 6000) -> overflow-drop test fails
  (TryAppend returns true, PendingCount reads 3001).
- IsFirstForList forced true -> flag test fails once inspected on the
  pre-flush two-entry snapshot (the post-flush single-survivor version
  of this test was vacuous and rewritten).
- Router row 3 condition inverted -> both the hand-traced Theory (6
  cases) and the 160-cell independent-truth-table brute force fail (20
  mismatches).
- SortCellExit emitted before OnLandscapeCellTurn instead of after ->
  RetailFrameWalkTests ordering pin fails ("SCX must immediately follow
  its own cell's SC").
- Prepare-per-list instead of prepare-once-combined -> the CLIP/ALPHA
  boundary batching test throws (index out of range).

Gates: Release build 0 warnings/0 errors. Hermetic lane (Lane!=Installed
Dat&...&Status!=KnownFailure) 6855/6855 passed. InstalledDat lane 249
passed / 10 failed — exactly the 4 pre-existing failures (#383 x2
LayoutImporter, TowerAscent KnownFailure, #458 Oh_doorway_still
KnownFailure) plus 6 NEW KnownFailure Facts
(AlphaFlushTranscript_*_MatchesRetailFrame2, one per capture) extending
this gate from PM/PC to AM/FL: the flush SITE+THRESHOLD sequence matches
the capture exactly for all six poses (including zero SortCellExit
drains in every capture, confirming the 0.75 valve is inert at these
scene complexities in both retail and this replay); the drained-COUNT-
per-list dimension diverges because this hermetic harness (matching the
existing PM/PC gate's own EmptyAlphaDepthWorldData design) carries no
live GfxObj/particle content, so every observed count reads (0,0)
against retail's real per-frame volume — both sequences quoted in full
per pose in the packet's new §10. Shader classes (VulkanShaderDescriptor
ContractTests/VulkanShaderManifestTests/RenderPackSpirvValidatorTests)
32/32 passed.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-04 11:52:40 +02:00
Erik
323f5a334d fix(render): S4 chunk 1 round 2 (LAST) - honest PM/PC gate, seeded portalsDrawnCount, the SOME-vs-SAME-plane pin, sixth pose, comment truth
Round 1 (2bd353234) was three-lens reviewed: retail-faithful PASS,
production PASS, gate-honesty FAIL. Every finding landed on the
terrace-edge KnownFailure row plus one pin gap. This is the last round.

R2-1 - gate honesty. WalkTraceConformanceTests.AlphaDepthTranscript.cs's
own KnownFailure doc comment claimed "the PC sequence matches exactly";
it never did - Assert.Equal(expected.PmEvents, actualPm) threw first, so
the PC Assert.Equal line never ran. RunAlphaDepthTranscriptGate now
computes BOTH diffs (SequenceEqual, not Assert.Equal) before asserting
either, and Assert.Fail's message prints both sequences together
whenever either diverges - a written claim about one sequence is now
only ever one this method actually evaluated. Re-running the OLD
(unseeded, cold PortalsDrawnCount=0) code path through this new combined
assertion shows terrace-edge's real divergence was WORSE than round 1
believed: both PM and PC diverged (PC expected counter=2, actual
counter=0) - round 1's "PC matches" claim was not just untested, it was
false.

R2-2 - the harness fix. Retail's portalsDrawnCount (wo(008719b4)) is a
PERSISTENT session global; each capture's own FIRST PM or PC line
(cathedral-arrival 0, cathedral-leak 0, foundry-deep 1,
holtburg-doorway-still 2, terrace-edge 2, cathedral-stair-arch 8) already
carries the pre-capture value - terrace-edge's own sample sits in the
"F 1" preamble text a cdb session prints before the first parsed frame
marker (line 1209, ahead of "F 1" at line 1298), so no amount of
replaying the CAPTURED frames from a cold start can ever reach it (this
fixture's own turns never touch the counter - every PC line reads
ov=0). New WalkAlphaDepthTrace.LoadInitialCounter(root, fixtureName)
scans a fixture's raw lines, ignoring frame boundaries, for the first
PM/PC match and returns its counter. RunAlphaDepthTranscriptGate seeds
WalkFrameDriver.PortalsDrawnCount (already an internal, test-assembly-
settable field) from this value, runs ONE Collect+Replay pass, and
deletes the two-pass "priming" replay outright. Result: terrace-edge
turns GREEN with no KnownFailure tag; every other pose stays exact
(a fixture with real steady-state seal activity computes the identical
value a priming pass used to converge to, since a steady state is by
definition unchanged by one more pass). No pose diverges after seeding,
so the packet's "write the divergence into section 9" fallback never
triggers - nothing needed there this round.

R2-3 - the SOME-vs-SAME-plane discriminator. T2's existing five cases
never separated retail's real quantifier ("every vertex lies on the SAME
one of the four +/-12 planes") from a weaker "every vertex lies on SOME
plane" (per-vertex OR across the four planes, ANDed across vertices) -
the existing split-plane case's third vertex sits on NO plane at all, so
both readings admit it for the same reason. New case in
WalkVisibilityMathTests.cs
(Boundary_guard_admits_a_polygon_whose_every_vertex_is_on_SOME_plane_but_not_the_SAME_one)
and a fourth sink.OnPunchGeometry call in WalkFrameDriverTests.cs's
OnPunchGeometry_RejectsOnlyWhenEveryVertexSharesOnePlane_ButPunchesAnyOtherShape
pin close the gap: [(12,0,3),(0,12,3),(12,5,3)] - every vertex touches
SOME plane (vertex1/3 on x=+12, vertex2 on y=+12) but no SINGLE plane
holds all three (x=+12 cleared by vertex2's x=0, y=+12 cleared by
vertex1's y=0) - retail's real four-accumulator guard admits it; the
weaker per-vertex-OR form rejects it.

R2-4 - the sixth pose. Cherry-picked 4f12cd06b (walk+alphadepth capture)
and 3a6aa7eef (pmverts capture) from claude/campaign-w-retail-frame-walk
onto 2bd353234 - both applied clean, no conflicts (README.md merged
without a manual row). New
AlphaDepthTranscript_CathedralStairArch_MatchesRetailFrame2 Fact: root
0xF4180114, seven outside views, sixteen mode=1 building punches (all
counterBefore=0008 - far-Z punches never touch the counter) of which
twelve are guard-rejected on local y=12.000, then eight mode=0 exit
seals with counterBefore running 0..7 against the root's own ov=7
read-then-zero, settling this fixture's own steady-state counter at 8 -
exactly the value LoadInitialCounter reads back out of its own preamble.
PASS.

R2-5 - comment truth. (a) RetailPViewPassExecutor.cs:
DrawPortalDepthWrite's and DrawExitPortalMask's summaries corrected -
neither the retired ">=3 vertices" pre-filter nor "always matches what
reached the GPU" describe F2's actual count-before-clip behavior any
more. (b) The F2 pin's doc comment
(RetailPViewPassExecutorTests.DrawExitPortalMask_CountsAnUnclippableTwoVertexPolygon_ButDrawsNothing)
named TWO alternative mutations as if both failed; verified only one
does (see mutations below) - the doc comment now says so explicitly and
keeps only the pre-filter mutation. (c) WalkVisibilityMath.cs's doc
comment stated DAT-scan figures as bare facts; independently re-verified
this round with a freshly-written scan (own code, walking the same
production EnvCell.CellPortals/CellStruct.Polygons shape
WalkCellFactory itself uses, over the full 0x0000-0xFFFF landblock-prefix
range) - every cited figure reproduced bit-exact (3,405 landblocks with
cells; 1,854,237 portal polygons; 2,889 any-vertex; 2,163 all-on-plane,
all exit, 0 interior; 16,939 exit portals total, 1,837,298 interior) -
so the doc comment now states the counting rule (id range, what's
counted, how unresolvable polygons/cells are skipped) alongside every
figure instead of leaving them unqualified; landblocksWithCells=3,405
also independently matches CellStructSurfaceConstructionInstalledDatTests'
own OH2 walk of the identical range (that test's own golden-count
comment). The scratch scan itself is not part of this diff (deleted
after use, same as F1's own datScan). (d) This commit body does not
cite "register tests" as evidence - no test reads the register.
Register truth is the human read: no row changes, AD-119 (the C2
blend-vs-write-mask row) unchanged.

Mutations run this round (all verified against production code, then
reverted):
  - R2-1/R2-2 (disable seeding, driver.PortalsDrawnCount = 0 instead of
    initialCounter): AlphaDepthTranscript_TerraceEdge_MatchesRetailFrame2
    fails - "terrace-edge.alphadepth: PM DIVERGES - expected
    [(mode=1,counterBefore=2), (mode=1,counterBefore=2)], actual
    [(mode=1,counterBefore=0), (mode=1,counterBefore=0)]; PC DIVERGES -
    expected [(ov=0,counter=2,fc=0), (ov=0,counter=2,fc=0)], actual
    [(ov=0,counter=0,fc=0), (ov=0,counter=0,fc=0)]" - proving both the
    seeding fix (R2-2) and the honest dual-sequence message (R2-1) at
    once.
  - R2-3 (replace the four per-plane accumulators with a single
    per-vertex "on ANY plane" test ANDed across vertices):
    Boundary_guard_admits_a_polygon_whose_every_vertex_is_on_SOME_plane_but_not_the_SAME_one
    fails, Assert.False() Expected:False Actual:True;
    OnPunchGeometry_RejectsOnlyWhenEveryVertexSharesOnePlane_ButPunchesAnyOtherShape
    fails, Assert.Equal() Expected:3 Actual:2.
  - R2-5b, mutation ONE (restore the old `localVertices.Length < 3`
    pre-filter ahead of the guard):
    DrawExitPortalMask_CountsAnUnclippableTwoVertexPolygon_ButDrawsNothing
    fails, Assert.Equal() Expected:1 Actual:0 - kept as the pin's cited
    mutation.
  - R2-5b, mutation TWO (move `submitted++` to AFTER
    `_portalDepthMask.DrawDepthFan(...)` instead of before): same test
    STILL PASSES - DrawDepthFan has no effect on the local `submitted`
    counter, so the final returned value is identical regardless of
    which side of that call the increment sits on. Confirmed unobservable
    exactly as R2-5b required; the doc comment no longer names this as a
    failing mutation.

Gates: dotnet build tests/AcDream.App.Tests -c Release -> 0 warnings/0
errors. dotnet build src/AcDream.App -c Release -> 0 warnings/0 errors.
Hermetic lane (Lane!=InstalledDat&Lane!=PreparedPackage&Lane!=Live&
Lane!=Manual&Lane!=Timing&Lane!=Windows&Lane!=Linux&Lane!=SystemFont&
Purpose!=Diagnostic&Status!=KnownFailure): 6830/6830 passed (+1 over
round 1's 6829, the new T2 case). InstalledDat lane
(ACDREAM_RUN_INSTALLED_DAT_TESTS=1, --filter Lane=InstalledDat): 254
total (+1 over round 1's 253, the new sixth Fact), 249 passed, 4 failed -
exactly the pre-existing four (LayoutImporterMediaBearingChildSweepTests
and LayoutImporterInvisibleSweepTests, both #383;
TowerAscentReplayTests' KnownFailure; Oh_doorway_still_first_frame_diff,
#458) plus the pre-existing WalkLookInGateSweepTests skip - terrace-edge
no longer fails, no new divergence anywhere else. All six
AlphaDepthTranscript_*_MatchesRetailFrame2 Facts: 6/6 passed standalone.
Shader classes (VulkanShaderDescriptorContractTests +
VulkanShaderManifestTests + RenderPackSpirvValidatorTests +
SkyVertexLayoutTests): 35/35. RetailPViewPassExecutorTests +
WalkFrameDriverTests (full classes, regression check on the R2-3/R2-5b
edits): 57/57.

Commits: two cherry-picks (4f12cd06b, 3a6aa7eef) from
claude/campaign-w-retail-frame-walk, both clean, plus this one fix
commit on top of 2bd353234.

Register: no new AD row; AD-119 unchanged (human read, not a test -
see R2-5d above).

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-03 23:38:52 +02:00
Erik
5de42a12f3 fix(render): S4 chunk 1 round 1 — the ±12 guard with retail's quantifier, seal count order, the PM/PC depth-event transcript gate
Three-lens review of c7ab5b6d8 found the round-0 port of
DrawPortalPolyInternal's degenerate-input guard inverted retail's
quantifier: it rejected a polygon when ANY vertex sat on ANY of the
four +/-12 planes. The PDB-paired bytes (VA 0x59BCD6-0x59BD66: four
per-plane fld/fcomp 12.0/fnstsw/test ah,0x44/jnp sequences, each
accumulating a "every vertex on this plane" boolean, cleared by the
first vertex NOT on it) and the named decomp's own nested-if reading
of the post-loop branch (0x59bd42-0x59bd6c) agree: retail rejects only
when EVERY local vertex lies on the SAME one of the four planes — a
polygon degenerate onto a plane, not one that merely touches a plane
at one vertex.

F1 — the quantifier. WalkVisibilityMath.IsRejectedByPortalPolygonBoundaryGuard
now tracks four booleans (everyVertexOnPlusX/MinusX/PlusY/MinusY), each
starting true and cleared by the first vertex that fails its own plane
test; the guard rejects iff any of the four survives the whole vertex
loop. T2 (WalkVisibilityMathTests.cs) is rewritten to the five §7
cases: every vertex on x=+12 -> rejected; every vertex on y=-12 ->
rejected; one vertex on x=+12, rest inside -> KEPT; every vertex at
11.999 -> kept; vertices split across x=+12 and y=+12 (no common
plane) -> kept. WalkFrameDriverTests' punch-side pin
(OnPunchGeometry_RejectsOnlyWhenEveryVertexSharesOnePlane_ButPunchesAnyOtherShape)
carries the same correction — its old "one vertex on the plane"
polygon was wrongly rejected under round 0; it punches now, and a new
all-on-plane polygon is added as the actual rejected case. The doc
comment's "essentially never" sentence is deleted and replaced with a
fresh DAT-scan citation (see datScan below).
MUTATION (verified): restore the any-vertex form -> the one-vertex and
split-plane admit cases fail (Assert.False Expected:False Actual:True,
x2; the WalkFrameDriverTests punch pin's Assert.Equal Expected:2
Actual:1). Delete the guard (always return false) -> the all-on-plane
reject cases fail (Assert.True Expected:True Actual:False, x3 —
plusX-plane, minusY-plane, and the vacuous-empty-polygon pin; the
punch pin's Assert.Equal Expected:2 Actual:3).

datScan (DAT counts backing F1's doc comment): a throwaway xunit test
(deleted after this commit — not part of the diff) walked the full
0x0000-0xFFFF landblock-prefix space (LandBlockInfo/EnvCell carry no
usable DatCollection.GetAllIdsOfType range — both are landblock-
relative — matching the method CellStructSurfaceConstructionInstalledDatTests
already established), resolved each EnvCell's Environment/CellStruct,
and for every CellPortal's polygon tested each vertex's local x/y
against +/-12. Against the installed client_cell_1.dat: 3,405
landblocks with cells, 1,854,237 total portal polygons. 2,889 polygons
have at least one vertex on a +/-12 plane; 2,163 have EVERY vertex on
the SAME plane — all 2,163 are EXIT portals (OtherCellId==0xFFFF, out
of 16,939 exit portals total); 0 interior (non-exit) portals ever
qualify (interior: 1,837,298 total, 340 any-vertex, 0 all-on-plane).
Duration ~15s. This exactly reproduces the review's cited numbers.

F2 — seal-path count order. RetailPViewPassExecutor's exit-seal loop
dropped the `localVertices.Length < 3` pre-filter that ran BEFORE both
the boundary guard and the `submitted` increment (round 0's order:
length check -> guard -> transform -> draw -> count). Retail's real
order is guard -> transform -> clip -> count, with the counter
incremented BEFORE polyClipFinish runs (0x59BD70-0x59BD74 precedes
0x59BDB0) — the counter records accepted ATTEMPTS, not successful GPU
fans. `submitted++` now runs immediately after the guard-gated
transform+EmitSeamMask, before DrawDepthFan (whose own `< 3` guard is
this port's stand-in for retail's post-clip `var_4 >= 3` check). A new
pin (RetailPViewPassExecutorTests.DrawExitPortalMask_CountsAnUnclippableTwoVertexPolygon_ButDrawsNothing)
constructs a real PortalDepthMaskRenderer (RecordingGpuDevice-backed)
and a constructor-bypassed executor (RuntimeHelpers.GetUninitializedObject,
the same pattern WalkOutsideViewReassemblyTests already uses) with a
2-vertex ordinary-coordinate portal polygon: DrawExitPortalMask returns
submitted=1 while zero draw calls reach the device.
MUTATION (verified): restore the `< 3` pre-filter ahead of the guard
-> the pin's Assert.Equal fails, Expected:1 Actual:0.

F3 — the depth-event transcript gate, automated. New
WalkAlphaDepthTrace.cs (beside WalkOracleTrace.cs) parses the four
`PM poly=<ptr> mode=<0|1> counterBefore=<hex>` / `PC ov=<n>
counter=<hex> fc=<0|1>` lines per oh-capture/*.alphadepth.log frame,
using the same F-marker frame delimiting as WalkOracleTrace. New
WalkTraceConformanceTests.AlphaDepthTranscript.cs (beside
WalkTraceConformanceTests.cs, which is now `partial`) replays each
pose's frame 2 through the real WalkFrameDriver/RetailFrameWalk over
WalkLandscapeDatBuilder-built installed-DAT world data, with:
  - AlphaDepthCollectSink: an IWalkEventSink decorator forwarding every
    hook to the real driver unchanged, while recording mode=1 punch
    events (OnPunchGeometry, counterBefore = driver.PortalsDrawnCount
    at COLLECT time — Collect finishes entirely before Replay starts,
    so reading the counter at Replay time would already see the SAME
    turn's post-reset value; holtburg-doorway-still's own capture
    proves this: its punches show counterBefore=2 immediately followed
    by its seals' counterBefore=0/1 in the identical turn) and every
    PC tuple (Emit, WalkEventKind.DrawCells — fires for the root's own
    turn AND every building look-in's re-entrant call, matching
    retail's breakpoint not distinguishing them).
  - AlphaDepthLeaf: an IWalkFrameLeafRenderer whose DrawExitSeals
    reproduces DrawPortalDepthWrite's real per-portal loop (F1's guard,
    F2's count-before-clip order) directly over
    driver.InteriorFloodCells / WalkCell.Portals / .PortalPolygons —
    the identical data the render-side production path reads — since
    the interface gives DrawExitSeals no cell/portal parameter at all.
  - Two Collect+Replay passes per pose (a fresh driver reaches the SAME
    steady-state a running session already carries by the time
    retail's capture began — holtburg-doorway-still and foundry-deep
    both show a stable per-frame accepted-seal count that regenerates
    identically every captured frame): the first pass's own output is
    discarded, only the second is compared.
Five Facts (one per pose — the spec's "four" undercounts the five
*.alphadepth.log files actually present in oh-capture/):
  AlphaDepthTranscript_CathedralArrival_MatchesRetailFrame2 — PASS
  AlphaDepthTranscript_CathedralLeak_MatchesRetailFrame2 — PASS
  AlphaDepthTranscript_FoundryDeep_MatchesRetailFrame2 — PASS
  AlphaDepthTranscript_HoltburgDoorwayStill_MatchesRetailFrame2 — PASS
    (proves the incrementing 0/1/2 accepted-seal sequence AND the
    pre-reset counterBefore=2 punches, end to end, against real DAT
    portal data)
  AlphaDepthTranscript_TerraceEdge_MatchesRetailFrame2 — KnownFailure
    (tagged [Trait("Status","KnownFailure")]): terrace-edge never runs
    a qualifying interior turn in its own capture (every PC line reads
    ov=0) — its punches' counterBefore=2 is a session value carried
    over from BEFORE the capture even started (the file's own pre-"F 1"
    content already reads 2; nothing inside the captured frames ever
    touches the counter). A fresh two-pass replay from
    PortalsDrawnCount=0 has no mechanism to derive that leftover value.
    Printed divergence: expected [(mode=1,counterBefore=2) x2], actual
    [(mode=1,counterBefore=0) x2]; the PC sequence (ov=0 both times)
    matches exactly. An initial-condition gap in the fixture, not a
    guard/count defect — the identical harness reproduces holtburg-
    doorway-still's and foundry-deep's own steady states exactly from
    cold starts.
MUTATION (verified): swap AlphaDepthLeaf's recorded seal mode from 0
to 1 -> AlphaDepthTranscript_HoltburgDoorwayStill_MatchesRetailFrame2
fails (Assert.Equal Collections differ at pos 5: expected
(0,0),(0,1)... actual (1,0),(1,1)...).
DispatcherFixture and DrawScope (WalkFrameDriverTests.cs) are widened
from private to internal so the new gate can drive a real
WbDrawDispatcher without duplicating that fixture.

F4 — manifest comment truth. VulkanShaderManifestTests.cs's
portal_depth.vert.spv re-pin comment had the ULP direction backward
(claimed the OLD 0x3F7FFFFE literal was NEARER the camera than
retail's real 0x3F7FFFEF constant; portal_depth.vert's own shader-
source comment already had this correct — FARTHER, larger z/w) and
cited T1 as living in WalkVisibilityMathTests when
PortalDepthVert_FarPunchConstant_MatchesRetailExactBits is in this
same file. Both corrected.

Gates: dotnet build tests/AcDream.App.Tests -c Release -> 0 warnings/0
errors. Hermetic lane (Lane!=InstalledDat&...&Status!=KnownFailure):
6829/6829 passed. InstalledDat lane (real client_cell_1.dat): 253
total, 247 passed, 5 failed — exactly the two #383 layout tests
(LayoutImporterMediaBearingChildSweepTests/LayoutImporterInvisibleSweepTests),
TowerAscentReplayTests' KnownFailure, Oh_doorway_still_first_frame_diff
(#458), and this round's own AlphaDepthTranscript_TerraceEdge
KnownFailure — no other divergence. Shader tests (VulkanShaderDescriptorContractTests
+ VulkanShaderManifestTests + RenderPackSpirvValidatorTests +
SkyVertexLayoutTests): 35/35. Register/divergence tests: 52/52.
dotnet build src/AcDream.App -c Release: 0 warnings/0 errors.

Register: no new AD row. F1/F2 are straight bug fixes toward retail
fidelity (not deviations); AD-119 (the C2 blend-vs-write-mask row)
does not describe the count order, so its neighbour needed no
correction per F2's own instruction.

Deviation from the fix-round spec's literal text: §7 F1 said "swap the
any-vertex hits instead of the four per-plane accumulators" as the
split-plane case's mutation — the code actually ported uses per-vertex
`if (x != 12f) flag = false;` clears, not a per-vertex OR; the mutation
verified above (restore the any-vertex FORM entirely) exercises the
same defect class and is the mutation actually run. §7 also names
"four" alphadepth.log fixtures where five exist on disk
(cathedral-arrival, cathedral-leak, foundry-deep,
holtburg-doorway-still, terrace-edge); all five are gated rather than
four, with cathedral-leak an unremarked addition alongside the four
the spec names.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-03 23:38:52 +02:00
Erik
d1e3e64f61 feat(render): S4 chunk 1 — retail far-punch bits, the ±12 local-input reject, the depth truth table and cross-frame latch pins
S4-c1 per docs/research/2026-09-01-overhaul/s4-depth-alpha-packet.md §6.
S3 chunk 2 already landed the persistent portalsDrawnCount latch, the
gated clear, the exit-seal counting, and the look-in isolation — this
chunk covers only what §1/§2 of the packet name as still owed: C0-C3.

C0 — far-punch depth constant (R1: DrawPortalPolyInternal @0x0059bc90's
tail). portal_depth.vert's punch branch carried the decimal 0.99999988,
which reinterprets as bits 0x3F7FFFFE — fifteen ULPs FARTHER from the
camera than retail's real constant, bits 0x3F7FFFEF. Now writes
`uintBitsToFloat(0x3F7FFFEFu)` so the exact bits survive the GLSL/SPIR-V
compiler instead of trusting a decimal literal to round-trip unchanged.
Recompiled via tools/compile-shaders.ps1 (glslc 1.4.350.0 backend
recorded, managed shaderc path used); portal_depth.vert.spv's SHA-256
re-pinned in VulkanShaderManifestTests
(51c60d0924d62c61548efcf5f9e7672a121b1b68ca0a06755e32f1a4d73a8acf,
was 4ac1c452e7ac0d08a32f67fb03f21229af2d1605baa81f407240a3626251dfd7).

T1 (new Fact PortalDepthVert_FarPunchConstant_MatchesRetailExactBits in
VulkanShaderManifestTests.cs): a SOURCE pin — reads portal_depth.vert's
punch line and reinterprets whatever literal it carries (uintBitsToFloat
hex or a plain decimal) as raw bits, asserts == 0x3F7FFFEF. Verified
against the PRE-CHANGE source by hand-reverting the line to
`clipPos.z = clipPos.w * 0.99999988;` and re-running just this test:

    Assert.Equal() Failure: Values differ
    Expected: 1065353199
    Actual:   1065353214

(1065353199 = 0x3F7FFFEF, 1065353214 = 0x3F7FFFFE). Line restored and
the test re-confirmed green afterward. MUTATION: any other literal fails
the same way.

C1 — the ±12 local-input reject (R2: 0x59BCD6-0x59BD28 then
0x59BD40-0x59BD66). The Ghidra arbitration table in
oh1-depth-lifecycle.md governs over the pseudo-C's own nested-if reading
of the four x87 FCOM results (BinaryNinja's `test ah, 0x44` condition
synthesis is FPU-flag-ambiguous and reads backward at face value — see
feedback_bn_decomp_field_names.md on decompiler flag mush as an artifact
class, not semantics): the table's row says "whole poly on any
local-input x/y == +/-12 boundary is rejected before count/clip" — taken
as written, not re-derived from the pseudo-C's literal branch nesting.

Ported as one shared predicate,
WalkVisibilityMath.IsRejectedByPortalPolygonBoundaryGuard(ReadOnlySpan
<Vector3>): true iff any vertex's X or Y is exactly +12f/-12f (retail
tests LOCAL x/y before xformStart, the world transform). Wired at BOTH
producers that own the LOCAL polygon before it leaves cell/building
space:
  - WalkFrameDriver.OnPunchGeometry (the walk's punch-event producer,
    IWalkEventSink.OnPunchGeometry) — checked on the building-local
    WalkPolygon.Vertices before TransformToWorld; a hit returns before
    MarkIfGrown/any event append (retail's reject -> transform -> clip
    -> count order).
  - RetailPViewPassExecutor.DrawPortalDepthWrite (the exit-seal
    enumeration behind DrawExitPortalMask, the sole caller) — checked on
    cell.PortalPolygons[index]'s local vertices before the
    Vector3.Transform loop; a hit `continue`s with no `submitted++`.

T2 (three layers):
  1. WalkVisibilityMathTests.cs — direct unit tests of the predicate:
     Boundary_guard_rejects_a_polygon_with_one_vertex_exactly_on_plus_minus_12
     (Theory, x/y == +-12 each), Boundary_guard_admits_a_polygon_whose_
     nearest_vertex_is_just_inside_12 (Theory, x/y == +-11.999),
     Boundary_guard_rejects_the_whole_polygon_even_when_only_one_of_
     several_vertices_hits_it, Boundary_guard_ignores_the_vertical_z_
     component, Boundary_guard_admits_the_empty_polygon.
  2. WalkFrameDriverTests.OnPunchGeometry_RejectsWholePolygonOnExact
     PlusMinus12LocalVertex_ButPunchesJustInside — functional: feeds
     OnPunchGeometry a polygon with a vertex at x=12 (no PunchFan/no
     "PUNCH:" log line) then one at x=11.999 (punches normally,
     leaf.Punches has exactly one entry, log has exactly one "PUNCH:3@v0").
  3. RetailPViewPassExecutorTests.DrawPortalDepthWrite_RejectsDegenerate
     LocalPolygons_BeforeTransformOrSubmission — a real functional test of
     DrawPortalDepthWrite needs a live PortalDepthMaskRenderer the suite
     has no fake for, so this is a compiled-call-graph pin (this file's
     established pattern for exactly this situation): the guard call
     precedes both the Vector3.Transform loop and
     PortalDepthMaskRenderer.DrawDepthFan by IL offset, gated by a
     conditional branch immediately after it.

MUTATION texts, all verified live during this session then reverted:
  - OnPunchGeometry_RejectsWholePolygon... with the C1 guard deleted from
    OnPunchGeometry:
      Assert.Single() Failure: The collection contained 2 items
      Collection: [WalkPolygon { Plane = WalkPlane { Normal = <0, 0, 1>, D = -3 }, Vertices = [<0, 0, 3>, <12, 0, 3>, <5, 5, 3>] }, WalkPolygon { Plane = WalkPlane { Normal = <0, 0, 1>, D = -3 }, Vertices = [<0, 0, 3>, <11.999, 0, 3>, <5, 5, 3>] }]
  - DrawPortalDepthWrite_RejectsDegenerateLocalPolygons... with the C1
    guard deleted from DrawPortalDepthWrite:
      Expected call to WalkVisibilityMath.IsRejectedByPortalPolygonBoundaryGuard.
  - Boundary_guard_admits_a_polygon_whose_nearest_vertex_is_just_inside_12
    with the predicate widened to `MathF.Abs(x) >= 11.99f ||
    MathF.Abs(y) >= 11.99f` (all four rows):
      Assert.False() Failure
      Expected: False
      Actual:   True
  - Boundary_guard_rejects_a_polygon_with_one_vertex_exactly_on_plus_
    minus_12 with the predicate narrowed to strict `x > 12f || x < -12f
    || y > 12f || y < -12f` (all four rows):
      Assert.True() Failure
      Expected: True
      Actual:   False
  - Boundary_guard_rejects_the_whole_polygon_even_when_only_one_of_
    several_vertices_hits_it with the guard checking only
    localVertices[0] instead of looping every vertex:
      Assert.True() Failure
      Expected: True
      Actual:   False

C2 — no pipeline change for R3 (depth ALWAYS/write/no-cull, color writes
ENABLED with a zero-alpha SRCALPHA/INVSRCALPHA blend). acdream's
PortalDepthMaskRenderer.Rhi.cs:92,100 sets ColorWrite=false alongside
Blend=None; portal_depth.frag writes no color output at all. Provably
pixel-identical (retail's blend collapses to dst'=dst when srcAlpha is
fixed at 0, for any RGB) and the write mask is the SAFER mechanism going
forward (structurally blocks any future accidental color write,
independent of an authored zero-alpha invariant). Added register row
AD-119 to docs/architecture/retail-divergence-register.md (the next free
id after AD-118), citing DrawPortalPolyInternal @0x0059bc90 and
PortalDepthMaskRenderer.Rhi.cs; section 2's active-row count and running
header note updated (90 -> 91).

C3 — the truth table + cross-frame latch tests. The (root kind,
draw_landscape, outside-view count, previous count) table's cells are
mostly already covered by S3 chunk 2's own tests — this chunk adds only
the genuinely missing rows/cases, and leaves every existing test
untouched:

  Pre-existing coverage (named, not reproduced):
    - interior, ov==0, prior==0 ->
      RunFrame_InteriorFloodWithNoExitView_SkipsLandscapeAndNeverFlushesClearsOrSeals
    - interior, ov>0, prior==0 ->
      RunFrame_InteriorFloodWithExitView_FreshDriverSkipsTheGatedClearThenDrawsSealsAndFloodCells
      and OnInteriorFloodDrawTurn_FirstOvFrameSkipsClear_SecondFrameArmedByFirstsSealsClears
      (its own frame 1)
    - interior, ov>0, prior>0 (T4's "frame 1 seals N>0 -> frame 2
      clears" half) ->
      OnInteriorFloodDrawTurn_FirstOvFrameSkipsClear_SecondFrameArmedByFirstsSealsClears
      (its own frame 2)
    - T4's "frame 1 seals 0 -> frame 2 does not clear" half (repeated
      across three consecutive ov>0 frames, subsuming the two-frame
      case) -> OnInteriorFloodDrawTurn_FloodWithNoExitPortal_NeverClearsAcrossFrames
    - one look-in isolated from the root latch ->
      LookInDrawCells_NeitherArmsNorConsumesThePortalsDrawnCounter
  No further T4 test was added — the two existing facts above already
  prove both halves of the two-consecutive-frames latch case exactly.

  New rows added this chunk:
    - WalkFrame_OutdoorRoot_NeverFiresTheInteriorClearSealMachinery: root
      kind == OUTDOOR. RetailFrameWalk.WalkFrame's outdoor branch
      ((cameraCellId & 0xFFFF) < 0x100) calls DrawLandscape directly and
      never calls DrawInside/OnInteriorFloodDrawTurn at all, so the whole
      LFLUSH/stamp/CLEAR/SEALS mechanism structurally cannot fire —
      driven end-to-end through RunFrame with an outdoor cameraCellId,
      asserting SKY present, LFLUSH/CLEAR/SEALS absent, counter stays 0.
      MUTATION (verified, then reverted): added a stray
      `sink.OnInteriorFloodDrawTurn([], 1);` call to WalkFrame's outdoor
      branch:
        Assert.DoesNotContain() Failure: Item found in collection
                         ↓ (pos 1)
        Collection: ["SKY", "LFLUSH", "SEALS"]
        Found:      "LFLUSH"
    - OnInteriorFloodDrawTurn_OvZeroAfterAPriorArmedCounter_LeavesTheLatch
      CompletelyUntouched: interior, ov==0 immediately after an EARLIER
      ov>0 frame armed the counter — proves the counter is left EXACTLY
      as an earlier frame left it (not merely "not cleared this frame"),
      since S3 §8.1 R3 gates the ENTIRE outside_view.view_count>0 block,
      including the read-then-zero decision itself, on ov>0.
      MUTATION (verified, then reverted): moved
      `int armed = PortalsDrawnCount; PortalsDrawnCount = 0;` out of the
      `if (outsideViewCount > 0)` gate in
      WalkFrameDriver.OnInteriorFloodDrawTurn (unconditional
      read-then-zero every call):
        Assert.Equal() Failure: Values differ
        Expected: 1
        Actual:   0
      (every OTHER WalkFrameDriverTests fact stayed green under this same
      mutation — this new test is the only one that catches it).
    - MultipleLookIns_WithinOneFrameAndAcrossFrames_NeverTouchTheRootLatch
      (T5): extends the single-look-in fact to TWO look-ins in one frame
      then a THIRD in a later frame. MUTATION (verified, then reverted):
      a `_mutationLookInCalls` counter in HandleDrawCellsTurn's
      LookInStatic branch that resets PortalsDrawnCount on the SECOND
      look-in call:
        Assert.Equal() Failure: Values differ
        Expected: 1
        Actual:   0
      — while LookInDrawCells_NeitherArmsNorConsumesThePortalsDrawnCounter
      (one look-in only) stayed green under the identical mutation,
      confirming this test's incremental value over the existing single-
      look-in fact.

Gates: dotnet build (App.Tests and App) 0 warnings/0 errors; hermetic
lane 6832/6832 passed; InstalledDat lane against
C:/Users/erikn/Documents/Asheron's Call — exactly the four known
failures (TowerAscentReplayTests.TowerAscent_StaircaseStaysConeVisible_
EveryStep, LayoutImporterMediaBearingChildSweepTests.
MainGameUiAndChatInput_MediaBearingChildrenNowBuildAsRealWidgets and
LayoutImporterInvisibleSweepTests.EveryAuthoredInvisibleWidget_
StartsHiddenAcrossAllLayouts — both #383 — and
WalkTraceConformanceTests.Oh_doorway_still_first_frame_diff #458),
243 passed / 1 skipped / 4 failed / 248 total, no new failures; shader
tests (VulkanShaderDescriptorContractTests/VulkanShaderManifestTests/
RenderPackSpirvValidatorTests/SkyVertexLayoutTests) 35/35; register
tests (Divergence|Register filter) 52/52.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-03 23:38:52 +02:00
Erik
ff607a1e04 fix(render): S3 chunk 4 round 1 — loop-shape weather pin, one weather gate, dead terrain-clip stack deleted, sky drawn once
Campaign OVERHAUL S3 chunk 4 fix round 1 (docs/research/2026-09-01-overhaul/s3-walk-ownership-map.md
§10.4), on top of 6ba4b0b87. K1, K2, K3, K4, K6, K7, K8 (K5 was the lead's own plan-doc note, already
done).

K1 (blocking) — the Assert.Single pin over DrawLandscapeDynamicsPhase's DrawWeatherOnce call site
stayed green even wrapped in a foreach (it counts distinct call-site offsets, not loop shape). Added
a real LOOP-SHAPE pin reusing CompiledCallGraph.ReadBranches: asserts no backward branch (target
offset < its own offset) spans the DrawWeatherOnce call's IL offset — the shape every C#
for/foreach/while loop compiles to.

K2 (minor) — the Collect-time "OC" print fired on ctx.WeatherGateOpen alone while the Replay-time
draw independently re-derived clipAssembly.OutsideViewSlices.Length > 0, which could diverge on an
interior root whose landscape turn ran but whose reassembled outside-view slices ended up empty.
WalkFrameDriver now owns one WeatherTurnFired flag, set unconditionally inside OnWeatherTurn (so it
tracks "did the print's own gate hold" regardless of the transcript flag) and reset every
BeginFrame/AbortFrame; RetailPViewRenderer.DrawLandscapeDynamicsPhase gates DrawWeatherOnce on it
instead of re-deriving its own condition.

K3 (minor) — ClipFrame.SetTerrainClip (the terrain OutsideView writer) had no remaining caller after
chunk 4's original round and K4 below; deleted along with IWorldPassSurface.SetTerrainClip,
RhiWorldPassSurface.SetTerrainClip, the now-orphaned PublishTerrainClip helper, and PrepareClipFrame's
terrain-clip publish call. The terrain/sky shaders still declare the TerrainClip UBO (verified:
terrain_modern.vert, terrain_atmospheric.vert, sky.vert all read uTerrainClipCount/uTerrainClipPlanes),
so the section binding itself (WorldFrameSectionBinding.BindTerrainClip) stays — its existing
zeroed-ring fallback (for when nothing published the section) now binds that same all-zero disabled
block on every frame, identical bytes to the old permanent NoClip/Reset default.

K4 (major) — DrawWalkSky still looped the OUTDOOR case once per active landscape view under a doorway
scissor + BindTerrainClip + EnableClipDistances (the INTERIOR case already drew once unclipped, FW4
slice 6). Retail draws GameSky::Draw(sky,0) ONCE, unconditionally, before LScape::draw's block loop,
for both root kinds. Collapsed DrawWalkSky to one unconditional, unclipped draw; deleted
BeginDoorwayScissor and the RetailPViewPassExecutor.EnableClipDistances wrapper (both lost their only
caller). _surface.BeginScissor/EndScissor and IWorldPassSurface.EnableClipDistances stay:
RhiWorldPassSurface.ClearInteriorDepth still ends an active scissor, and WorldScenePassExecutor (the
separate flat-world path) still calls EnableClipDistances directly.

K6 (minor) — the punch-fan CPU/GPU equivalence pin hand-built a ClipViewSlice from ClipPlaneSet.From's
raw output, which could pass even if ClipFrameAssembler.Assemble's own packing/array-construction
diverged from that output. Rewrote it to build a real PortalVisibilityFrame and run it through
ClipFrameAssembler.Assemble, reading the planes back through assembly.OutsideViewSlices[0].Planes —
the exact outsideSlicesList.Add(new ClipViewSlice(slot, AabbOf(poly), planes)) path
ReassembleOutsideViewFromWalk (the walk's real interior-root producer) shares.

K7 (note) — restored the "a real look-in slice never reuses the reserved no-clip slot 0" assertion
the deleted VisibleClipSlotsInLookInTurn used to prove, via a new internal test-only accessor
(WalkFrameDriver.LookInSliceClipSlotAt) reading the same _lookInSlices storage
InteriorFloodViewClipPlanesAt resolves through _clipFrame.GetSlotPlanes(slice.ClipSlot).

K8 (note) — documented in DrawWeatherOnce's own comment that the weather mesh drawing before the rain
particles is this method's own call-order choice; retail's single GameSky::Draw(sky,1) imposes no
order between acdream's two substitutes.

Every new/changed pin's mutation was hand-verified this session (temporarily applied, ran the
specific test, confirmed the exact failing assertion, then reverted — see the parent task's structured
report for the four failing-assertion texts).

No register row added or removed — every change here deletes an acdream-only rule or repairs a pin;
none introduces a new deviation.

Full solution build: 0 warnings/0 errors. App hermetic (Lane!=InstalledDat/PreparedPackage/Live/
Manual/Timing/Windows/Linux/SystemFont & Purpose!=Diagnostic & Status!=KnownFailure): 6831/6831.
InstalledDat: 244 pass/1 skip/4 known — identical to 6ba4b0b87's own baseline (2x #383 layout tests,
TowerAscent, and the pre-existing #458 WalkLandscape.CheckBlocks block-visibility divergence,
unrelated to and untouched by this round).

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-03 16:18:27 +02:00
Erik
62c2231d0a refactor(render): S3 chunk 4 — delete the clip rules retail does not have and the cathedral discriminators
Campaign OVERHAUL S3 chunk 4 (docs/research/2026-09-01-overhaul/s3-walk-ownership-map.md §10). Retail
polygon-clips exactly three things on the CPU — portal polygons (PView::GetClip), punch fans
(DrawPortalPolyInternal against building_view), and exit seals (setup_view + polyClipFinish);
ordinary meshes, cell shells, terrain, particles and the weather are never view-clipped. Every
acdream-only clip rule beyond those three is deleted; the two that remain get a new CPU/GPU
equivalence pin.

DELETED (no retail counterpart):
- RetailPViewRenderer.DrawLandscapeDynamicsPhase's per-outside-view-slice weather loop
  (SetTerrainClip + ClearClipRouting + the old DrawLandscapeSliceLate leaf, one call per active
  landscape view) — retail's GameSky::Draw(sky,1) @0x00506ff0 runs ONCE, unclipped, after
  LScape::draw's whole block loop. RetailPViewPassExecutor.DrawWeatherOnce stays the one call site;
  it now also submits the rain particles (ParticleRenderPass.SkyPostScene) as ONE unclipped
  submission, folded in from the deleted loop's per-slice clipSlot draw.
- RetailPViewPassExecutor.DrawLandscapeSliceLate, RetailPViewLandscapeLateSliceContext,
  SetTerrainClip (the walk-level wrapper — its only caller was the deleted loop),
  ClearClipRouting (same), SetCellShellClipRouting (already had no caller), and
  UseIndoorMembershipOnlyRouting (4 call sites in RetailPViewRenderer.cs) — all "first view clips
  the shell" residue: SetCellShellClipRouting was the ONLY place EnvCellRenderer.SetClipRouting
  ever received a non-null value anywhere in the app, so once it's gone,
  UseIndoorMembershipOnlyRouting's own clear calls are provably permanent no-ops. AbortFrame's
  matching TryAbort(SetClipRouting(null))/TryAbort(ClearClipRouting) lines are dropped for the
  same reason. KEPT: BeginDoorwayScissor, _surface.BindTerrainClip(), EnableClipDistances/
  DisableClipDistances, and IWorldPassSurface.SetTerrainClip/ClipFrame.SetTerrainClip/
  PrepareClipFrame's terrain-clip publish — all still have real consumers (DrawWalkSky's per-slice
  outdoor sky mesh draw; the always-bound TerrainClip UBO section) or are shared classic (non-walk)
  infrastructure out of this chunk's ownership (WorldScenePassExecutor, PortalTunnelPresentation).
- WbDrawDispatcher.WalkClassify.ResolvePartClipSlots (renamed ResolvePartVisible, returns bool) and
  RetailWholeMeshSlot: the per-view clip-slot LIST always collapsed to either nothing or one
  element (RenderDeviceD3D::DrawMesh @0x005A0860 submits the whole mesh once any view admits it) —
  never anything but a Boolean wearing a list-shaped costume. IWalkLookInViewSource.
  VisibleClipSlotsInLookInTurn is deleted outright (no consumer besides that collapse);
  SphereVisibleInLookInTurn gained VisibleClipSlotsInLookInTurn's own testSphere parameter so the
  no-authored-sphere case ("any admitted view, geometry ignored") still has a home.
  EmitClassifiedBatches now emits exactly one batch per surviving TryClassifyBatch using the
  entity's own classic slot (always 0 while _clipRoutingActive is never armed by the walk path).
- The six ProbeCathedralSkip*/ProbeCathedralShellOrderEnabled discriminators (RenderingDiagnostics,
  their six docs/launch-options.md rows, every read site in WalkFrameDriver/
  RetailPViewPassExecutor.WalkLeaf/RetailPViewRenderer, and the WalkFrameDriver.
  TraceCathedralShellOrder method + RetailPViewRenderer._probeCathedralShellOrderFrame it served) —
  the investigation is closed: the cathedral leak is retail behavior, not an acdream defect to
  discriminate.

O1-O4 (the ledger's carried chunk-1 items, closed here because this chunk owns the weather path):
IWalkEventSink gains OnWeatherTurn(viewerCellId), fired by RetailFrameWalk.DrawLandscape
UNCONDITIONALLY at retail's own call-site shape (GameSky::Draw(sky,1) is itself unconditional from
LScape::draw; the is_player_outside gate lives inside it) but gated by the walk context's own new
WeatherGateOpen/ViewerCellId members (default false/0, so every other IRetailFrameWalkContext
implementer — test fixtures, the FW1 conformance replay context — is unaffected).
WalkProductionFrameContext wires RetailPViewFrameInput.ViewerCellId and
RetailPViewPassExecutor.ShouldDrawWeatherOnce(RenderSky, RenderWeather, PlayerCellId) into those two
members. WalkFrameDriver.OnWeatherTurn prints the "OC" transcript line at COLLECT time; the print is
removed from DrawWeatherOnce (the DRAW stays there, at Replay). Because DrawLandscape's new call sits
at the very end of the method, an outdoor root's transcript naturally ends with the line and an
interior root's lands strictly between "LS" and the flood's first "EC" — exactly retail's position —
with no extra plumbing.

Kept items each get a synthetic-view CPU/GPU equivalence pin (ClipFrameLayoutTests): exit seals via
the real ClipFrame.AppendSlot/GetSlotPlanes round trip, punch fans via the direct
ClipViewSlice.Planes = cps.PlaneArray assignment ClipFrameAssembler.Assemble uses — both assert every
polygon edge midpoint has ~0 signed distance under the GPU-read-back planes and non-negative distance
under every plane.

Every new pin's mutation was hand-verified this session (temporarily reintroduced, confirmed the
exact failing assertion, then reverted): a duplicated OnWeatherTurn call fails Assert.Single with
"2 matching items" on both the outdoor and interior position tests; suppressing the Collect-time
call fails the same assertions with "did not contain any matching items"; perturbing one GPU plane's
offset by 0.05 fails the exit-seal equivalence pin with "the closest plane was only 0.050000012
away". WalkProductionFrameContextTests pins that the ViewerCellId/WeatherGateOpen storage seam
itself never drops or swaps its own two constructor/Reset arguments.

No register row added or removed — every change here deletes an acdream-only rule; none introduces
a new deviation. Full solution build: 0 warnings/0 errors. App hermetic 6,829/6,829 (was 6,828 base
+ 1 new pin). InstalledDat 244 pass/1 skip/4 known (2x #383, TowerAscent, and the pre-existing #458
WalkLandscape.CheckBlocks block-visibility divergence — unrelated to this chunk, untouched by it).
Core.Tests Rendering 216/216.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-03 13:32:36 +02:00
Erik
02a8288172 feat(render): S3 chunk 1 — print-only walk transcript, OH fixtures, offline signature diff
Campaign OVERHAUL S3 chunk 1 (docs/research/2026-09-01-overhaul/s3-walk-ownership-map.md
§11): the transcript-kinds/fixtures/print-only-emitter half of the walk work,
built AFTER chunk 3 landed LC/SC (the per-land-cell interleave).

B1 — the emitter (print-only, never gates admission/depth/order):
- ACDREAM_DUMP_WALK_TRANSCRIPT=1 is read once into RuntimeOptions.DumpWalkTranscript
  (rule 4) and handed to RenderingDiagnostics.DumpWalkTranscriptEnabled (rule 5,
  a settable static, not a second env read) once at GameWindow construction — the
  deep walk call sites have no reachable RuntimeOptions reference.
- WalkTranscriptDump (new) prints the OH line kinds — F/P/LS/LC/SC/BLD/DI/DC/EC/OC —
  to Console at the exact points retail's cdb breakpoints sit
  (tools/walk-oracle/oh/oh-capture-walk.cdb.template), gated internally so every
  method bails out before any string work when the flag is off.
- Every call site lives in WalkFrameDriver.cs, at the point the driver already
  processes that turn: Collect (F/P, after BeginFrame), Emit's DI/LS/DC/BLD cases,
  OnLandCellTurn/OnLandscapeCellTurn (LC/SC, at LOD resolution via the new
  WalkTranscriptDump.LodCellId helper, before the 8x8-bucket expansion), and the
  EmitFloodTurns/EmitCellContentsTurn loops (EC/OC — both UNCONDITIONAL per flood
  visit, matching the OH captures' always-equal EC/OC counts; retail's own
  DrawEnvCell stamp dedupe sits past the breakpoint, inside the function).
- DC's "pv=" field encodes interior(0)/outdoor(1) as an 8-hex-digit 0/1 so it
  satisfies the same pv=[0-9a-f]{8} regex real captures use; derived from
  _currentDcStage at the DC event (CellStatic = interior pview, else outdoor).
- The frame-root pose (origin, quaternion) is a reasonable orthonormal basis built
  from the walk's own CyPlane.Normal forward vector and WalkLandscape's own
  ViewerWorldOriginX/Y block origin — self-consistent for the round-trip parser,
  not a byte-exact reproduction of retail's Frame (B4's diff never compares P).

B2 — WalkOracleTrace learns EC/OC event kinds (LC/SC already existed from chunk 3).
New WalkOraclePartsTrace.cs holds two small read-only parsers for the parts log
(PD/DM) and the alpha-depth log (AM/FL/PM/PC) — records only, no validator, no
canonical JSONL, no new tool.

B3 — fixtures: the five OH walk captures join WalkOracleTraceTests.AllFixtures
(now (root, name) pairs — FW0's own root plus the OH capture directory) for
parse + complete-frame pins. The four kit poses join WalkTraceConformanceTests'
still-fixture coverage as NEW rows (the OH cathedral-arrival root is f4180108,
not FW0's f4180106): terrace-edge/cathedral-arrival extend the existing theory
(now (root, fixture) parameterized); holtburg-doorway-still and foundry-deep get
dedicated tests mirroring their FW0 siblings' own structure. Finding: the OH
foundry-deep capture's own retail transcript draws 12 real town buildings through
its exit chain (unlike the FW0 capture, which apparently reached none at that
pose) — the FW0 test's stub 1x1 landscape undershoots it (first divergence:
nothing after "LS" vs retail's real BLD content); fixed by building the full
landscape/building world via WalkLandscapeDatBuilder.Build, matching the shared
theory's own approach, not by skipping or weakening the row.
WalkTraceReplayContext.Signature(WalkOracleFrame) now filters to the DI/DC/BLD/LS
kinds (LC/SC/EC/OC never had a WalkEvent analogue in RetailFrameWalk's own
four-kind vocabulary) instead of mapping them to a "?" placeholder, so the still-
fixture comparison stays apples-to-apples on both sides.

B4 — WalkTranscriptSignatureDiff (test-side only, no runner/tool): diffs two
transcripts (raw lines or parsed frames) at the full DI/DC/BLD/LS/LC/SC/EC/OC
level, reporting the first divergent event and position per frame. Proven over a
synthetic self-vs-self-minus-one-event pair (SignatureDiff_ReportsTheExactRemovedEvent).

Tests: T1 (flag off) is split into a unit-level zero-allocation/zero-output check
on WalkTranscriptDump itself (the walk's pre-existing allocation, e.g.
RetailFrameWalk.EmitDrawCells's per-call array, is untouched by this chunk and not
independently zero-alloc) and an integration-level Collect() check; both assert via
WalkOracleTrace.Parse returning zero frames rather than raw string equality, which
is robust to unrelated Console.WriteLine noise from other test classes running in
parallel (a real, observed hazard — WalkFrameDriverTests joins
CameraDiagnosticsCollection for the same reason CornerFloodReplayTests/
Issue181WallPressEquilibriumTests already do, issue #251). T2 proves the
emitter/parser round trip on a synthetic interior frame. T3's InstalledDat rows all
pass. T4: LaunchOptionsDocumentationTests green with the ACDREAM_DUMP_WALK_TRANSCRIPT
row (both directions).

Gates: hermetic lane 6,814/0 (was 6,795 baseline + new tests), three consecutive
clean runs; InstalledDat lane 245/3 known-failures (the two pre-existing #383
layout tests + TowerAscent) unchanged from baseline.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-03 11:49:42 +02:00
Erik
74ac7aa227 fix(render): S3 chunk 3 round 2 follow-up — the StreamMark pin now fires real StreamMarks
The re-expressed F4(c) pin installed an empty landscape view, so nothing
classified visible, the ordered stream never grew, and no StreamMark
fired: the one behavior round 2 changes was unpinned (review finding).
The test now installs a real full-viewport view and records the trace,
asserting two FLUSH lines ahead of the merged three-cell terrain batch.
The LandCell doc no longer claims an identical submission order; the
resolved image is identical (opaque-vs-opaque order is depth-resolved,
every observable order still flushes first).

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-03 10:44:55 +02:00
Erik
896c63fe9a fix(render): S3 chunk 3 round 2 — opaque stream marks no longer split terrain batches
Measured (§9.7): the connected R6 soak at e10765aa showed the round-1
batching fix (§9.6 F2) was inert in practice — CPU p50 flat at 31.2 ms
and FPS flat at 32 across every outdoor destination (baseline 2.0-15.5 ms
/ 51-452 FPS), GPU p50 2-4x baseline. Root cause: nearly every admitted
land cell carries scenery statics, so a StreamMark (recorded whenever the
walk's ordered stream grows) follows almost every LandCell event and was
itself treated as a flush point, splitting the pending terrain batch back
down to ~500 submissions/frame — each paying TerrainModernRenderer's full
bind sequence plus a ring allocation and an MDI.

F10: a StreamMark no longer flushes the pending terrain batch. Citation —
the walk's ordered stream holds ONLY opaque batches
(WalkStaticStreamPopulator.cs:179, `if (batch.IsOpaque)` routes translucent
batches to the alpha list instead of the stream) drawn through the
Opaque/OpaqueAlphaToCoverage pipelines, both created with depth test AND
write ON and GpuBlendMode.None (WbDrawDispatcher.Rhi.cs:240-248,343:
`Depth = new GpuDepthState(Test: true, Write: depthWrite, depthCompare)`
with depthWrite: true); DrawOrderedRange resolves every walk-stream
command's bucket to PipelineBucket.Opaque because every command it holds
is opaque (WbDrawDispatcher.OrderedStream.cs:569-571). Opaque terrain and
opaque statics are therefore depth-resolved identically in either
submission order, so deferring the terrain batch across a StreamMark is
pixel-identical (except exact z-ties, which retail itself leaves
order-independent).

Flush points that REMAIN, because their GPU order against terrain IS
observable: PunchFan (DEPTHTEST_ALWAYS + write — the far-Z stamp this
chunk's interleave exists to order correctly), AlphaBarrier and
LandscapeFlush (translucent drains), ClearInteriorDepth, ExitSeals, Sky,
CellShell, a particle turn whose cell has a renderable emitter, and the
end of Replay. AlphaSubmitMark stays a non-flush point (unchanged — it
only enqueues into the CPU alpha list). No ordered-stream stage found
that blends or disables depth write, so no amendment to the contract was
needed; the Replay doc comment records the citation so a future stage
that does must become a flush point again.

F11: no per-batch bind latch added (tens of batches/frame is acceptable).

F12: the F4(c) driver pin is re-expressed to prove a StreamMark from a
cell with real content (not just an empty particle turn) no longer
splits, while PunchFan/AlphaBarrier/a has-emitter particle turn still do;
a new punch-order pin (LandCell(far), building turn with a PunchFan,
LandCell(near)) proves the far terrain flushes before the punch and the
near terrain starts a fresh batch after it. Hermetic App lane: 6,796
passed (6,795 base + 1 new fact), 0 failed.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-03 10:43:01 +02:00
Erik
e10765aaa0 fix(render): S3 chunk 3 re-review follow-ups
- the LandCell event doc states the deferred cross-block batch rule (the
  same-landblock lookahead text was stale);
- the AlphaSubmitMark arm's comment gives the true reason it is not a
  flush point (it only enqueues into the CPU alpha list; the drain leaves
  flush first);
- the pending terrain batch is cleared with the other transient frame
  lists in AbortFrame/BeginFrame;
- CompleteWalkTerrainFrame runs in a finally so a throwing Replay cannot
  leak its accumulated ticks into the next frame's sample;
- CopyRenderableEmittersInCell keeps its own doc comment;
- the outdoor-root LandCell pin now observes one real cell turn after its
  terrain;
- the oh1 landscape contract's stale "whole pre-stage" prose is resolved.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-03 10:00:28 +02:00
Erik
651badc2b9 fix(render): S3 chunk 3 round 1 - slot key, deferred cross-block terrain batches, per-frame terrain diagnostic
Fixes the three-lens review blockers against 671eb3ad4 (S3 section 9.6 F1-F6).

F1 - slot key (blocking, retail). TerrainModernRenderer.DrawLandCells
normalizes every incoming landblockId to (id & 0xFFFF0000u) | 0xFFFFu
before the _idToSlot lookup: the walk hands 0xXXYY0000
(WalkLandBlock.LandblockId) but AddLandblock stores under the DAT id
0xXXYYFFFF (LandblockRenderPublisher.LandblockId) - every walk lookup
was missing and the walk path drew NO terrain. Unit-tested end-to-end
through a real RecordingGpuDevice-backed TerrainModernRenderer
(TerrainWalkSlotKeyNormalizationTests): AddLandblock(0xA9B4FFFF, ...)
is found by a 0xA9B40000 lookup, an unknown landblock is a silent
per-entry no-op, and a batch mixing a known and unknown entry submits
only the known one.

F2 - deferred cross-block batching (blocking, driver). Retail's
DrawSortCell always follows DrawLandCell (LC/SC strictly alternate,
never two LC in a row - S3 section 9 R1), so chunk 3's "merge
consecutive same-landblock LandCell events" rule never actually
merged anything; the driver review flagged batching as inert.
WalkFrameDriver.Replay now keeps ONE pending terrain batch across
landblocks ((landblockId, side, cellIndex) entries, cleared at
Replay's own start); a LandCell event only appends; every OTHER event
kind that will itself submit GPU work (StreamMark, Sky, CellShell,
PunchFan, AlphaBarrier, LandscapeFlush, ClearInteriorDepth,
ExitSeals) flushes the pending batch first; a StaticParticles/
CellParticles turn asks the new ParticleSystem.
HasRenderableEmittersInCell (an allocation-free sibling of
CopyRenderableEmittersInCell) and, when the cell has no renderable
emitter, submits nothing and does NOT flush either - the whole point
of the deferred rule. The end of Replay flushes the remainder. This
is order-preserving by construction: a flush always lands at the
exact point the unbatched draw would have, so GPU submission order -
and therefore pixels - is identical to the unbatched baseline; only
the number of small terrain draw calls shrinks.
TerrainModernRenderer.DrawLandCellRuns becomes DrawLandCells(
viewProjection, IReadOnlyList<(uint LandblockId, int SideCellCount,
int CellIndex)>) - one MultiDrawIndexedIndirect over every entry's
runs, unknown slots skipped per-entry. IWalkFrameLeafRenderer.
DrawLandCellBatch drops its separate landblockId parameter to match
(a batch can span several landblocks now) and gains
HasRenderableEmittersInCell.

Batch-count demonstration: driven through a real WalkFrameDriver
Replay (OnLandCellTurn_MergesAcrossLandblocksOverAnEmptyParticleTurn_
RealSubmissionsSplit), 4 LandCell turns across 3 distinct landblocks,
separated only by an empty particle turn, a real StreamMark, and a
building's alpha barrier, submit as exactly 3 DrawLandCellBatch calls
(2+1+1) instead of 4 - the empty particle turn's non-flush merges two
otherwise-separate cross-landblock entries. At production scale the
same mechanism is expected to cut the terrace-edge frame's ~578
individual DrawLandCell events (S3 section 9's captured transcript
count) to "tens" of submitted batches, per the contract's own
expectation: most terrain cells have no particle owner nearby, so the
strict LC/[empty-SC]/LC/[empty-SC]/... run collapses into one batch
per region bounded by real content (a building, a StreamMark-worthy
cell, or a genuine emitter) rather than per cell.

F3 - per-frame terrain diagnostic (blocking, build/test). The walk
leaf no longer brackets each batch with TerrainDrawDiagnosticsController
.Begin()/Complete() (a per-batch Stopwatch Restart/Stop pair that was
pushing one timing SAMPLE per batch, not per frame).
RetailPViewPassExecutor.DrawWalkLandCellBatch instead times its own
call with a raw Stopwatch.GetTimestamp() delta (no allocation) and
hands the ticks to the controller's new AccumulateWalkBatch;
RetailPViewRenderer.DrawWalkDrivenStatics calls the new
CompleteWalkTerrainFrame() exactly once, immediately after
driver.Replay finishes - "the end of the walk replay", where the
deleted whole-stage terrain leaf's own Begin()/Complete() bracket
used to close - which pushes ONE elapsed-time sample (even a
zero-batch frame pushes a zero sample: one sample per frame, not per
landscape turn) and publishes on the existing 5-second cadence.
TerrainRenderDiagnosticFacts gains a Draws field alongside
VisibleSlots (both were the same field before); TerrainModernRenderer
tracks its own per-frame WalkVisibleSlotCount/WalkDrawCount (a
HashSet<int>/int cleared in BeginFrame, populated by DrawLandCells),
and the diagnostics source reports those whenever the walk drew at
least one batch this frame, falling back to the non-walk Draw()
path's VisibleSlots otherwise (the two paths never both run in the
same frame). The [TERRAIN-DIAG] line's meaning (cpu_us per frame) is
unchanged, so the S3 section 9.5 before/after compare stays valid.

F4 - driver pins for the LandCell position (major). Three RunFrame-
level pins replace the deleted TERRAIN:0 pins: an outdoor-root
sequence (SKY, then one LANDCELL, driving RetailFrameWalk.
DrawLandscape directly with a one-view/zero-vertex WalkPortalView so
WalkLandscape.CheckBlocks' admission stays the same deterministic
"CY-only" test RetailFrameWalkTests already relies on, while still
satisfying WalkFrameDriver's real >=1-active-view fail-loud guard);
an interior-root test with one real exit view and one populated
block (SKY, LANDCELL, LFLUSH, SEALS, SHELL...) built on the existing
RunFrame_InteriorFloodWithExitView_... fixture; and the T4 batching
pin re-expressed for the F2 rule (OnLandCellTurn_
MergesAcrossLandblocksOverAnEmptyParticleTurn_RealSubmissionsSplit,
described above). The fake leaf's DrawLandCellBatch now logs
LANDCELL:<lb>:<side>:<idx>[,...] per batch and gains
HasRenderableEmittersInCell backed by an opt-out CellsWithoutEmitters
set (default true - has-emitters - so every pre-existing pin in the
file keeps its old unconditional-submission behavior unchanged).

F5 - no code change: the walk's in-view gate is unchanged; no
whole-block terrain re-added.

F6 - minor/notes: DrawLandCells' own comment now states the walk's
CheckBlocks/landcell_check admission is the sole terrain culling
authority (retail has no separate terrain frustum test); the
HandleLandscapeTurn comment's inverted claim is corrected (a FARTHER
building's punch survived because NEARER terrain was drawn BEFORE
it, not after - the interleave now draws it after, matching retail);
the "flat/directional-shadow paths" claim is corrected to the one
actual caller, WorldScenePassExecutor.DrawFlatTerrain (a directional-
shadow receiver selects its pipeline inside the SAME DrawRhi call,
not through a second caller); the cathedral order-trace token gains
the LOD side/index (":LC<lb>/<side>:<idx>"); T2's vacuous "no
TERRAIN event" assertion in RetailFrameWalkTests is replaced by a
comment pointing at the F4 driver-level pins; and the stale
"Confirmed OH5 defect" row in oh1-construction-landscape-contract.md
is retired with "FIXED by S3 chunk 3 (commit 671eb3ad4 + fix round
1)".

App hermetic lane: 6,795/6,795 (up from 671eb3ad4's 6,786 baseline -
net +9 tests: 3 F1 slot-key tests, 2 F4a/b driver RunFrame pins, 3
TerrainDrawDiagnosticsController walk-frame tests, plus the T4->F4c
rewrite and the RetailPViewPassExecutorTests split are net neutral).
InstalledDat lane: 241 passed, the same 3 accepted failures (2
pre-existing #383 layout fixture-drift tests, 1 TowerAscent
Status=KnownFailure) - unchanged from baseline. Core Vfx tests:
109/109 (108 baseline + 1 new HasRenderableEmittersInCell lifecycle
pin mirroring CopyRenderableEmittersInCell's own add/move/remove
test).

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-03 09:57:34 +02:00
Erik
4ee2866a7b feat(render): S3 chunk 3 — draw terrain per land cell in retail's interleave
Ports RenderDeviceD3D::DrawBlock @0x005a17c0's real per-cell order:
loop 1 (@0x005a1876) prepares shadow lists; loop 2 (@0x005a197d)
DrawLandCell(cell) @0x005a19c0 fires ONLY when the cell is in view,
STRICTLY BEFORE DrawSortCell(cell) @0x005a19e6, which fires whenever
alwaysDrawObjects (retail default 1 @0x00820ed4) or the cell is in
view. RetailFrameWalk.DrawLandscape now emits sink.OnLandCellTurn(
landblockId, side, cellIndex) at that exact point, per admitted cell,
before the existing DrawBuilding + OnLandscapeCellTurn (the
DrawSortCell half). WalkFrameDriver records one LandCell frame event
per turn and deletes the whole-stage TerrainSlice(0) emission and the
DrawTerrainSlice leaf outright — drawing all terrain before every
building let a nearer building's far-Z punch survive under farther
terrain drawn afterward, the doorway-behind-a-hill fragment bug from
the owner's G2 Holtburg screenshot; this chunk removes it by ORDER
alone, with no depth-compare change (S4's punch z-func question is
untouched, per the contract).

Index-run arithmetic (S3 §9.1 R3): the terrain mesh is cell-major
(LandblockMesh.Build: cy outer, cx inner, 6 indices/cell, 384/land-
block). A retail LOD cell (side n, LOD coords X,Y) covers cx in
[X*8/n,(X+1)*8/n), cy in [Y*8/n,(Y+1)*8/n) — one contiguous run per
covered cy row: side 8 -> one run of 6, side 4 -> two runs of 12,
side 2 -> four runs of 24; side 1's single coarse cell covers every
row contiguously so its 8 per-row runs collapse into ONE run of all
384 indices. TerrainModernRenderer.AppendCellIndexRuns (pure, no GPU,
no baked table) and DrawLandCellRuns (resolves the landblock's slot,
builds one DrawElementsIndirectCommand per run, reuses the existing
DrawRhi bind-and-submit path) implement this; TerrainModernRenderer
.Draw(...) is untouched and keeps serving non-walk callers (directional-
shadow receivers, the flat terrain path).

Order-preserving batching (S3 §9.2 B2): WalkFrameDriver.Replay merges
consecutive same-landblock LandCell events with no intervening event
into ONE DrawLandCellBatch leaf call; any other event splits the
batch. In production this rarely fires because retail's own
DrawSortCell (AlwaysDrawObjects=true) always interposes an object-
list turn between one cell's LandCell event and the next's — see
perfNote in the task report for the resulting command-count increase.

Deleted as dead: the _walkTerrainInViewLandcells field and
SetWalkTerrainInViewLandcells setter on RetailPViewPassExecutor (fed
only DrawWalkTerrainSlice's inViewLandcells filter, which no longer
exists — the walk's own per-cell CellInView admission is now the
sole terrain-visibility authority) and its two call sites in
RetailPViewRenderer.DrawWalkDrivenStatics.

Weather placement (S3 §9.1 R5): confirmed unchanged. GameSky's
weather pass (RenderWeather, gated on is_player_outside) already
runs after every LandCell event for both root kinds — for an
outdoor root, DrawLandscapeDynamicsPhase is called directly after
driver.Replay() completes (which processes the whole per-cell
_events list first); for an interior root with ov>0, it fires via
the LandscapeFlush leaf (RetailPViewRenderer.FlushWalkLandscape ->
_walkPreClearDynamics), and OnInteriorFloodDrawTurn only emits
LandscapeFlush AFTER DrawLandscape's per-cell loop has fully run
and recorded every LandCell event ahead of it in the same _events
list Replay walks in order. No code change needed; verified by
reading the call sites.

Tests: WalkEvents/RetailFrameWalk/WalkFrameDriver's existing pins
updated (every "TERRAIN:0" expectation deleted, matching the deleted
event); new coverage for T1 (WalkLandCellOrderTests — LandWalkOrder +
WalkLandscape.CalcDrawOrder + WalkLandscapeAssembler
.SideCellCountForRing reproduce both cathedral captures' frame-2
LC/SC sequences byte-for-byte, 533/698 arrival and 531/757 leak, cross-
verified against the retail ring-to-LOD table), T2 (a synthetic two-
block landscape with a real WalkVisibilityMath-driven out-of-view
column, proving LC-before-building/statics, far-to-near, no-LC-but-
keeps-SC for the excluded cells, and no TerrainSlice event of any
kind), T3 (TerrainLandCellIndexRunsTests — the index-run arithmetic
for every side/cell, disjoint and exhaustive over the 384-index
landblock), T4 (batching merge/split), and the RetailPViewPassExecutor
CompiledCallGraph pin retargeted at DrawWalkLandCellBatch /
DrawLandCellRuns. WalkOracleTrace gains LC/SC event kinds and a
Load(root, name) overload for the OH capture directory — the one
parser change this chunk needs, no validator, no other infrastructure.

App hermetic lane: 6,786/6,786 (6,765 baseline + 21 new). InstalledDat
lane: 241 passed, 3 accepted failures (2 pre-existing #383 layout
fixture-drift tests, 1 TowerAscent Status=KnownFailure) — unchanged
from baseline. Core terrain tests: 116/116 (Core untouched by this
chunk).

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-03 09:57:34 +02:00
Erik
be9b4c1f29 feat(render): S3 chunk 2 — gate the interior turn on the real outside-view count
RetailFrameWalk.DrawInside now passes _interiorPView.OutsideView.ViewCount
into IWalkEventSink.OnInteriorFloodDrawTurn. WalkFrameDriver's own
implementation reproduces PView::DrawCells @0x005a4840's exact gating
(0x005a4852-0x005a49eb, all inside `if (outside_view.view_count > 0)`):
the landscape flush (retail FlushAlphaList(0f) @0x005a4872 plus the
pre-clear dynamics hook), the device-stamp advance @0x005a4886, a GATED
depth clear (pc:432731-432732), and the exit-portal seals
(pc:432785-432786) — all four skipped entirely when outsideViewCount == 0.

The depth clear is gated on a new driver field, PortalsDrawnCount, which
models retail's D3DPolyRender::portalsDrawnCount (uint16 @0x008719b4):
read-then-zeroed at the interior root's own flood turn
(@0x005a489c-0x005a489e), and re-armed at Replay by the count
IWalkFrameLeafRenderer.DrawExitSeals now returns (the SAME portal
enumeration RetailPViewPassExecutor.DrawPortalDepthWrite already performs
— OtherCellId==0xFFFF, >=3 vertices). The field persists across frames
(never cleared by BeginFrame/AbortFrame/EndFrame/Replay), reproducing
retail's documented quirk: a fresh driver's first ov>0 frame never clears;
every later ov>0 frame clears because the previous frame's own seals armed
the counter.

_skyDrawnThisFrame — the proxy for outside_view.view_count != 0 that used
to gate the stamp re-arm — is deleted; its "second Landscape turn in one
frame" fail-loud guard moves to a frame-scoped counter
(_landscapeTurnsThisFrame). RetailPViewRenderer.ClearWalkInteriorDepth
splits into FlushWalkLandscape (pre-clear dynamics + FlushLandscapeAlpha)
and ClearWalkInteriorDepth (the Z clear only), both wired through the new
IWalkFrameLeafRenderer.FlushLandscape leaf and the WalkLeaf production
adapter.

Tests: flipped the ov==0 pin to expect no landscape-flush/clear/seals at
all (T1); added the two-frame first-frame-no-clear / armed-clear pin plus
a no-exit-portal-never-clears pin (T2); added a look-in-neither-arms-
nor-consumes-the-counter pin (T3); added RetailFrameWalk's two-PView
draw_landscape wiring pin and a WalkPView.ConstructView reset pin (T4);
updated every direct OnInteriorFloodDrawTurn caller to pass the
outsideViewCount it models (T5). The four per-category leaf-contract pins
(whole-once shell, Boolean sphere admission, portal-polygon-only clip,
local-player repeated submission) already existed and needed no additions
(B4).

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-03 07:46:11 +02:00
Erik
f6b4584bf3 feat(render): S2 chunk 6 — particle emitters draw by their own cell (add_particle_shadow_to_cell)
Owner G2 finding: the purple cloud around an arriving character no longer
drew. The server keeps the player Hidden until acdream sends LoginComplete at
reveal completion (retail-correct); the Hidden-state script's emitters spawn
in the arrival cell and are view-eligible when the world appears, but the
walk drew an owner's emitters only through the owner's registry rows, and a
hidden owner's shadow is suspended. Retail's
CPhysicsObj::add_particle_shadow_to_cell (0x00514a70) gives an emitter one
shadow in its OWN current cell, drawn at that cell's turn regardless of the
parent's hidden state (add_shadows_to_cells 0x00514aed skips the flood for
state & 0x1000).

Port: ParticleSystem keeps a per-pass cell -> renderable-handles index
(maintained at every renderable/OwnerCellId change) and
CopyRenderableEmittersInCell; ParticleRenderer.DrawForCell; the walk draws
particles BY CELL at the existing turns (interior CellParticles, landscape
LandscapeCellParticles), the events fire for every visited cell, and every
owner-union particle path is deleted (UnionOwners/UnionNewOwners for
particles, the outdoor drawn-owner dedupe, the executor's owner
classification sets, the context ParticleOwnerIds members). The post-replay
per-cell pass double-submitted the root flood's emitters and is deleted: an
emitter draws once, at its cell's replay turn. AD-117 item 4 becomes a port
note (the index lives in the particle system; an emitter is not a physics
object in acdream). The temporary [pes-spawn]/[pes-vis] traces are removed
and the ACDREAM_DUMP_PLAYSCRIPT row restored.

Verified: timed arrival route logs/selfgate-20260903-062522-haze-chunk6,
frame h02-arrive-400ms shows the cloud at the character in Facility Hub.
Gates (Release): Core 4,987/4,987; Content 214/214; Runtime 1,884/1,884; App
hermetic lane 6,760/6,760; App InstalledDat 217 pass / 2 pre-existing #383.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-03 06:28:09 +02:00
Erik
b3b7d922f1 checkpoint(render): preserve pre-overhaul investigation state 2026-09-01 18:04:24 +02:00
Erik
e880860291 fix(render): restore landscape objects and walk alpha order 2026-08-31 10:49:33 +02:00
Erik
b8befded8b checkpoint: preserve user-gated FW closeout fixes 2026-08-31 08:27:37 +02:00
Erik
11e68aad82 fix(render): clip walk content to authored portal views 2026-08-31 06:15:12 +02:00
Erik
a40a57b9b3 refactor(render): flush alpha at retail walk barriers 2026-08-31 04:25:34 +02:00
Erik
2127c955f6 refactor(render): move outdoor dynamics onto landscape turns 2026-08-31 03:57:45 +02:00
Erik
474b05e7dc refactor(render): move root-cell dynamics onto walk turns 2026-08-31 03:44:32 +02:00
Erik
f9a80fbc44 refactor(render): move look-in dynamics onto walk turns 2026-08-31 03:39:03 +02:00
Erik
966836895f fix(render): draw look-in dynamics only at retail walk turns 2026-08-31 03:22:01 +02:00
Erik
572de1ec30 checkpoint: preserve cathedral look-in investigation state 2026-08-30 23:29:28 +02:00
Erik
280c054943 fix(render): FW4 - static-owner particles submit at their walk turns
Ports the user-verified #132 invariant (e102fb36 on the old pipeline)
walk-natively, on the owner''s direction: retail''s falls containment
is POSITIONAL - an outdoor emitter''s polys join the ONE alpha list
during its owner cell''s DrawObjCell in the far-to-near landscape walk
(DrawSortCell @0x005a17c0), so every nearer building''s pre-punch
barrier (DrawBuilding @0x0059f2a0''s FlushAlphaList @0x0059f30b)
drains the already-queued FARTHER content against still-true depth
BEFORE its punch stamps far-Z into the aperture. The walk path had
kept the per-building AlphaBarrier events but batched ALL landscape
static-owner submission into one lump at the pre-clear closure - after
every punch had run: the barriers fired over an empty queue and the
falls drained against punched-far aperture pixels (phase=pre in every
probe line, which is why six rounds of phase-staging repairs could
never see it - the phase was right, the position within the phase was
wrong).

New WalkFrameEventKind.StaticParticles: each landscape cell''s and
each building shell''s emitter owners now submit AT THAT TURN during
Replay (marked so the owner''s meshes flush first - retail''s
per-object order); the batched SubmitWalkLandscapeStaticParticles and
its closure/post-replay call sites are deleted for both root kinds.
Two driver sequence pins adjudicated to the new turn order.

Hermetic 6,762/0; InstalledDat walk conformance 40/1.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-30 21:26:40 +02:00
Erik
37febd1fe6 fix(render): FW4 slice 1 - interior outside-view slices come from the walk
The FW3 visual gate's stairwell/grass transition flash (grass briefly
covering floor openings at doorway crossings - the #119 family) was the
FW3 dual path leaking: the walk decided WHETHER terrain draws while the
old PortalVisibilityBuilder assembly decided WHERE (slice planes, count,
scissor), and punch fans indexed the old slice array with walk view
indices. The new ACDREAM_PROBE_WALK_ROOT apparatus pinned the boundary
frames: fat/degenerate old-apparatus exit views splash terrain over
interior pixels, the interior depth-clear preserves color, and cells
absent from the walk's flood never repaint. Retail has ONE visibility
structure and cannot produce this.

ClipFrameAssembler.ReassembleOutsideViewFromWalk now materializes the
walk's own outside_view (pixel screen points -> standard NDC -> the
existing ClipPlaneSet machinery) into the assembly's outside-view block
after Collect, ahead of the single PrepareClipFrame publication (moved
below the walk block). The Landscape event carries the walk's active
view count on the record's existing OutsideViewCount field (trace
mapping compares kind only - zero oracle-fixture churn) and the driver
fans exactly that many terrain slices; activeTerrainSliceCount is
deleted end to end. Outdoor roots keep the assembler's single
full-screen slice, asserted ==1.

Hermetic 6,762/0 (4 new materializer tests pin the y-flip and
plane-sign conventions), Walk lane 209/1, InstalledDat walk conformance
40/1. Seals/cell slices/look-in seeding stay on the old per-cell views
for the rest of FW4 (identical dat polygons; only the visible set can
differ).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-30 18:21:08 +02:00
Erik
212f5a12e5 perf(render) Campaign FW3.4a: one walk pass; prepare-once/draw-ranges; arena records
The FW3.4 dense-Arwic pair triggered the +/-20% stop rule (+33.5% CPU
p50, 14x frame allocation). This slice removes the three measured
costs without changing GPU command order (the referee suites assert
identical recorded call sequences):

- WalkFrameDriver: Collect (ONE walk per frame - no GPU work; leaf
  calls and flush points become a recorded event list; the driver
  absorbed the renderer collection pass and exposes the visited sets)
  + Replay (prepare the whole stream once, then replay events,
  interleaving DrawOrderedRange with leaf calls in the exact recorded
  order). RunFrame = Collect+Replay for existing callers.
- WbDrawDispatcher: SubmitOrderedStream split into PrepareOrderedStream
  (all sections + commands + merge runs uploaded once per frame) and
  DrawOrderedRange (bind-once latch; per-run pipeline + DrawIdOffset +
  DrawIndirectRangeRhi). Load-bearing correctness catch from the
  implementation round: merge runs take FORCED BREAKS at the recorded
  event marks - whole-stream merging must not fuse two segments that
  retail separates with a leaf GPU call (shell, punch); the straddle
  assert stays as a dead-code safety net.
- WalkProductionWorldData: WalkFrameStaticRecords carries an
  ArraySegment into a per-frame grow-only arena; the per-cell
  fresh-array copies (the 1.9 MB/frame alloc p50) are gone - zero
  steady-state allocation after warmup.

Suites (lead-verified): full Release build 0 warnings; hermetic
6,758/0; Walk lane 209/1; InstalledDat Walk conformance 40/1
untouched. Next: the dense-Arwic re-measure against the same-session
baseline.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-30 17:01:26 +02:00
Erik
1b59eae428 feat(render) Campaign FW3.2b-2 step 1: the production leaf adapter
Additive, nothing invokes it yet (the cutover flip is step 2):

- WalkProductionLeafRenderer + RetailPViewPassExecutor.WalkLeaf: the
  walk driver's leaf turns over the SAME executor renderers the packed
  path uses today - DrawWalkSky (the per-slice sky block looped under
  one driver turn), DrawWalkTerrainSlice (the terrain block of
  DrawLandscapeSlice), per-cell shells via EnvCellRenderer,
  DrawWalkPunchFan (PortalDepthMaskRenderer far-Z, +ShellDrawLiftZ
  matching today's DrawPortalDepthWrite until FW3.3 retires it), the
  alpha barrier via FlushLandscapeAlphaFartherThan, and caller-supplied
  clear/seal actions (the renderer owns the pass scope). The cutover
  changes ORDER, never leaf mechanics.
- Punch fans now carry the ACTIVE VIEW INDEX end to end (retail pins
  building_view = Render::portal_view_num @0x0059f3bf for the whole
  two-pass walk; the fan clips by that view's slice planes):
  PortalPassSink.ActiveViewIndex -> IWalkEventSink.OnPunchGeometry ->
  IWalkFrameLeafRenderer.DrawPunchFan.
- The FW3.2b-2 rooting design is recorded in the plan (dual-compute
  split, LookInObject route filtered to dynamics, consumer
  re-pointing, gate list).

Suites: full Release build 0 warnings; Walk lane green; hermetic green.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-30 14:40:24 +02:00
Erik
035d7b0148 fix(render) Campaign FW3.2b-1: interior draw order - landscape before cells
The oracle trace order DI|DC|LS is breakpoint-ENTRY order; retail's
actual DRAW order inside PView::DrawCells @0x005a4840 for an interior
root is LScape::draw FIRST (pc:432719, only when exit views survive),
then the depth clear (pc:432731-432732), the exit-portal seals
(pc:432785-432786), THEN the flood's own cells far-to-near. The
driver drew flood cells before the landscape - inverted.

RetailFrameWalk.DrawInside gains the additive
OnInteriorFloodDrawTurn(cells) hook firing after the conditional
landscape turn; the DC EVENT stays at its original point (conformance
untouched - 40/1 InstalledDat green). WalkFrameDriver records the
interior flood at the DC turn and draws it at the new turn:
flush -> ClearInteriorDepth -> flush -> DrawExitSeals -> per-cell
shell-then-contents. Building look-in floods still draw immediately at
their building turn (retail's reentrant DrawCells with no clear/seal).
Two new leaf members map to IWorldPassScope.ClearInteriorDepth and the
seal-fan machinery at FW3.2b-2. Reconciliation note recorded: the
driver clears unconditionally for interior roots while production
stages the clear on OutsideViewSlices>0 - observably equivalent at
ov=0, awaiting a firmer decomp read of the clear's gate.

Suites: full Release build 0 warnings; Walk lane 201/1 skip;
hermetic 6,753/0.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-30 14:34:45 +02:00
Erik
03f63686cc feat(render) Campaign FW3.2b-1: the walk frame driver
WalkFrameDriver executes one full static-content frame from the walk's
turns so GPU command-buffer order equals retail's walk order. One rule
does the interleaving: the accumulated OrderedDrawStream flushes
through SubmitOrderedStream immediately before EVERY non-stream draw
(sky, terrain slice, cell shell, punch fan, alpha barrier).

Turn script, all decomp-cited and two of them corrected in review:
- Interior flood: per cell IN FLOOD ORDER, shell first then contents
  (PView::DrawCells @0x005a4840: DrawEnvCell @0x005a4abe precedes
  DrawObjCellForDummies @0x005a4b0d).
- Landscape: sky once, terrain per active slice, then blocks
  far-to-near; per cell the building turn precedes the cell's outdoor
  statics (DrawSortCell @0x0059f140).
- Building (DrawBuilding @0x0059f2a0): the BLD probe event stays at
  entry, but the ENTIRE body - alpha barrier, portal passes, shell -
  sits inside retail's gfxobj[deg_level]!=0 gate @0x0059f2d3, and the
  order is FlushAlphaList @0x0059f30b -> the two-pass punch/look-in
  walk -> THEN the shell draw @0x0059f345. The driver review caught
  both the missing gate and a shell-before-punch inversion; fixed
  with the addresses cited.

Walk seam: three additive default-implemented IWalkEventSink hooks
(OnLandscapeCellTurn / OnBuildingTurn / OnBuildingShellTurn /
OnPunchGeometry) - every existing sink and all FW1 conformance
fixtures unchanged. WalkLandBlock gains LandblockId for the cell-id
encoding. Leaf draws go through IWalkFrameLeafRenderer so FW3.2b-2
wires the real renderers and the referee suite runs on fakes +
RecordingGpuDevice.

Flagged for FW3.2b-2/FW4 adjudication (documented in code):
FlushFartherThan(building distance) vs retail flush-all
FlushAlphaList(0f); terrain-before-statics within the landscape turn.

Suites: full Release build 0 warnings; Walk lane 200/1 skip;
InstalledDat Walk conformance 40/1 untouched; hermetic 6,752/0.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-30 14:23:17 +02:00