Chunk H of Campaign OVERHAUL v2's S3 walk-ownership program (docs/research/2026-09-01-overhaul/s3-walk-ownership-map.md §10.6), landing the three post-hoc three-lens findings on S3 chunk 4 round 2. Pure dead-state deletion, comment truth, one test deletion, one stronger pin — no admission, order, or behavior change; no new flag or probe; no register row (AD-17's correction is the lead's own, already on the campaign branch). H1 — ClipPlaneSet.cs: deleted ScissorNdcAabb (no production reader — only AppendOutsideSlice consumes ClipPlaneSet, and it reads only IsNothingVisible/Count/PlaneArray) and renamed UseScissorFallback -> IsPlaneOverflow with a doc stating the true consumer contract: Count==0 overflow means the region draws UNCLIPPED via the no-clip slot, never a scissor box. Rewrote the file header's convexity-rule and Count==0-states sections to the two states that exist (Empty / overflow) instead of three, and simplified the private Scissor(...) AABB-computing helpers into a parameterless Overflow() factory since nothing reads the AABB any more. ClipPlaneSetTests.cs: renamed every UseScissorFallback reference, deleted the AABB assertions (From_MultiplePolygons's four ScissorNdcAabb.X/Y/Z/W checks, Empty_StaticProperty_DrawsNothing's degenerate-box check, ScissorFallback_IsNotNothingVisible's bounds check) that pinned the deleted consumer contract. H2 — TerrainModernRenderer.cs: deleted Draw's clipPlanes/ndcClipAabb parameters (grep: TerrainModernRenderer.Draw has exactly one production caller, WorldScenePassExecutor.DrawFlatTerrain, and it never passed either), which made CollectVisibleCells's own clipPlanes/ndcClipAabb/ viewProjection parameters and the IsAabbVisibleThroughClipRegion + IsAabbOutsideHomogeneousPlane helper pair they fed entirely dead — deleted along with the stale "Retail publishes landcell in_view from the clipped landscape view" comment; CollectVisibleCells is frustum-only now, matching DrawLandCells's own "retail never view-clips terrain" doc. Deleted the terrainUploadCount computation at RetailPViewRenderer.cs (the DrawInside/DrawLandscapeDynamicsPhase caller) and PrepareClipFrame's GL-era reservation-count parameter end to end: IWorldPassSurface.PrepareClipFrame(int), RhiWorldPassSurface's matching body and its now-pointless "_ = terrainUploadCount" discard, RetailPViewPassExecutor.PrepareClipFrame's pass-through, and WorldScenePassExecutor.PrepareFlatWorldClip's hardcoded `1` argument — PrepareClipFrame() takes nothing on every arm. TerrainParticleCellVisibilityTests.cs: deleted the three tests that only existed to pin the removed clip-plane/scissor mechanism (RejectsCellsOutsideDoorwayClipPlanes, RejectsCellsOutsideDoorwayScissorAabb, UnionsCellsFromEveryLandscapeSlice) and updated the two surviving frustum tests to the new signature. H3 — deleted tests/AcDream.App.Tests/Rendering/Issue130DoorwayStripTests.cs outright. #130 was a background-color strip along a doorway's top edge from a since-fixed under-inclusion in the CPU clip pipeline; its scissor half was already retired at S3 chunk 4 fix round 2 (L7), and its surviving plane-gap half exercised only PortalVisibilityBuilder.Build and ClipFrameAssembler.Assemble, both confirmed zero-production-caller legacy paths (grep) — the one production stage it actually touched, ClipPlaneSet.From, is already pinned through the real producers (BeginWalkFrame/ReassembleOutsideViewFromWalk) by the K6/L4 punch-fan equivalence pin in ClipFrameLayoutTests, so nothing production-relevant lost coverage. H4 — comment truth pass: - ClipFrameAssembler.cs: rewrote the file-header "renderer uses scissor for passes that need that fallback" line and the TerrainClipMode summary's "that path never produces Scissor" clause. Deleted the TerrainClipMode enum's Scissor member — grepped every reader first (WorldRenderDiagnostics.cs, WorldSceneDiagnosticsController.cs, WorldSceneRendererTests.cs all only pass the value through to a string Append or a mock parameter; WorldSceneRenderer.cs, the only writer, sets only Planes (default) or Skip, never Scissor) — kept Planes/Skip for the flat path and corrected Skip's stale doc ("No outside_view slice is visible; skip landscape indoors", a leftover from the pre-round-2 walk meaning) to what the flat path's own writer actually means now ("the PView walk ran instead of the flat-world path this frame"). Corrected ClipViewSlice's doc: the AABB is retained for WorldRenderDiagnostics only, not for a scissor consumer. - WorldPassSurface.cs: "Four concerns... the clip-frame publication, the doorway scissor, gl_ClipDistance enablement, and retail's interior depth clear" -> three concerns (the doorway scissor was retired at L2), with a pointer to ClearInteriorDepth's own truthful doc. EnableClipDistances' "all three world vertex shaders already write 1.0" -> only portal_depth.vert writes gl_ClipDistance now (grep: sky.vert and terrain_modern.vert/terrain_atmospheric.vert no longer declare it at all — L3 deleted the block outright; portal_depth.vert still writes 1.0 past its active clip count). RhiWorldPassSurface's class doc dropped "the scissor is dynamic state on the borrowed encoder" (no producer left). - RetailPViewPassExecutorTests.cs: DrawLandscapeDynamicsPhase_CallsDraw WeatherOnceExactlyOnce's doc corrected "unconditionally" (false since K2) to "conditional on WalkFrameDriver.WeatherTurnFired, see the L1 pin". Added the switch-table scope note (matching L8's own note on DrawWalkSky_RenderSkyCallSiteHasNoEnclosingBackwardBranch) to the K1 pin's doc (DrawLandscapeDynamicsPhase_DrawWeatherOnceCallSiteHasNoEnclosing BackwardBranch). - RetailPViewRenderer.cs: the DrawWeatherOnce citation cited the callee address (GameSky::Draw(sky,1) @0x00506ff0) where §10.1 cites the call site (@0x00506396) — corrected to cite the call site with the callee address alongside it. H5 — MUTATION CHECK (mandatory, run against the production gate at RetailPViewRenderer.DrawLandscapeDynamicsPhase): Added DrawLandscapeDynamicsPhase_ExactlyOneBranchGuardsDrawWeatherOnce, which widens the L1 pin's window to start at the DrawUnattachedSceneParticles call (the last call before the whole gate) and asserts EXACTLY ONE branch total in that window — the L1 pin's own window (getter-call to draw-call) misses a conjoined gate's extra, earlier condition because that condition's own brfalse lands BEFORE the getter call's offset. - Mutation 1 (the conjoined gate this pin exists to reject): changed the gate to `if (clipAssembly.OutsideViewSlices.Length != 0 && walkDriver.WeatherTurnFired)`, built, ran the new pin — FAILED with: Assert.Single() Failure: The collection contained 2 matching items Expected: (predicate expression) Collection: [CompiledBranch { Offset = 7, OpCode = brfalse.s, TargetOffset = 17 }, CompiledBranch { Offset = 24, OpCode = brfalse.s, TargetOffset = 42 }, CompiledBranch { Offset = 33, OpCode = brfalse.s, TargetOffset = 42 }] Match indices: 1, 2 (offset 7 = the DrawUnattachedSceneParticles block's own guard, correctly excluded since it precedes that call's offset; offsets 24 and 33 are the conjoined gate's two brfalse's, both inside the widened window — exactly the failure this pin exists to catch). Restored the single-flag gate; rebuilt; the new pin and all 13 sibling tests in RetailPViewPassExecutorTests pass again (14/14). - Mutation M1 (the existing round-2 regression: restore the pre-fix gate `if (clipAssembly.OutsideViewSlices.Length != 0)`), built, ran the full suite — the L1 pin (DrawLandscapeDynamicsPhase_GatesDrawWeatherOnceOnWalkDriverWeatherTurnFired) still FAILS, as required, with: Assert.Equal() Failure: Values differ Expected: typeof(AcDream.App.Rendering.Walk.WalkFrameDriver) Actual: typeof(AcDream.App.Rendering.ClipFrameAssembly) (the new H5 pin does NOT fail under M1 — a single-flag gate still produces exactly one branch in the widened window, which is correct: catching "wrong condition source" is L1's job, catching "an extra conjoined condition" is H5's). Restored the correct gate; rebuilt; 14/14 green again. H6 grep sweep (extends §10.5's L6 sweep per the plan): grep -rnE "ScissorNdcAabb|UseScissorFallback|TerrainClipMode\.Scissor|ndcClipAabb|terrainUploadCount" --include=*.cs --include=*.vert --include=*.frag src tests -> empty (every mention, including in this commit's own explanatory comments, was rephrased to avoid the literal deleted identifiers). The base L6 sweep (SetTerrainClip|BeginDoorwayScissor|BindTerrainClip| TerrainBytes|active scissor|TerrainClipMode\.Scissor|NdcScissorRect) is also still empty. Gates: dotnet build tests/AcDream.App.Tests -c Release -> 0 warnings / 0 errors. Hermetic lane -> 6825/6825 passed, 0 failed. InstalledDat lane (ACDREAM_DAT_DIR set) -> 243 passed / 4 known failures (2x #383 layout tests, TowerAscentReplayTests's TowerAscent KnownFailure, WalkTraceConformanceTests.Oh_doorway_still_first_frame_diff #458 KnownFailure) / 1 skipped / 248 total — one fewer test than before H3, as expected from Issue130DoorwayStripTests's deletion. Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
58 lines
2.2 KiB
C#
58 lines
2.2 KiB
C#
using System.Numerics;
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using AcDream.App.Rendering;
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namespace AcDream.App.Tests.Rendering;
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/// <summary>
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/// S3 landing hygiene (H2): <see cref="TerrainModernRenderer.CollectVisibleCells"/>
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/// is frustum-only now — its clip-plane-list and NDC-AABB scissor
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/// parameters and the CPU/GPU clip-region equivalence check they fed had
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/// exactly one production caller (<see cref="TerrainModernRenderer.Draw"/>),
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/// and that caller never actually passed either (grep). The doorway-clip/scissor
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/// rejection cases this file used to pin (<c>RejectsCellsOutsideDoorwayClipPlanes</c>,
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/// <c>RejectsCellsOutsideDoorwayScissorAabb</c>, <c>UnionsCellsFromEveryLandscapeSlice</c>)
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/// pinned a mechanism nothing in production ever fed — deleted with the
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/// parameters. What remains still pins the one thing this method's callers
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/// actually rely on: it publishes the visible terrain cell set per landblock,
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/// respecting an explicit frustum when one is given.
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/// </summary>
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public sealed class TerrainParticleCellVisibilityTests
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{
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[Fact]
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public void CollectVisibleCells_PublishesLandscapeCellsWithoutEntitySurvivors()
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{
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var cells = new HashSet<uint>();
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TerrainModernRenderer.CollectVisibleCells(
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cells,
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0xA9B4FFFFu,
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Vector3.Zero,
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zMin: 0f,
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zMax: 20f,
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frustum: null);
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Assert.Equal(64, cells.Count);
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Assert.Contains(0xA9B40001u, cells);
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Assert.Contains(0xA9B40040u, cells);
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}
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[Fact]
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public void CollectVisibleCells_ForceDrawnParentStillUsesCellFrustum()
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{
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var cells = new HashSet<uint>();
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FrustumPlanes frustum = FrustumPlanes.FromViewProjection(Matrix4x4.Identity);
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// The parent landblock may have entered TerrainModernRenderer's draw
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// list through neverCullLandblockId. The cell collector deliberately
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// receives no such bypass and still rejects its off-frustum cells.
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TerrainModernRenderer.CollectVisibleCells(
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cells,
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0xA9B4FFFFu,
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new Vector3(100f, 100f, 100f),
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zMin: 100f,
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zMax: 120f,
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frustum);
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Assert.Empty(cells);
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}
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}
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