acdream/tests/AcDream.App.Tests/Rendering/TerrainParticleCellVisibilityTests.cs
Erik 99d9c6d564 chore(render): S3 landing hygiene — scissor-era dead state, stale comments, the #130 harness, a conjunction-proof weather-gate pin
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>
2026-09-03 18:24:37 +02:00

58 lines
2.2 KiB
C#

using System.Numerics;
using AcDream.App.Rendering;
namespace AcDream.App.Tests.Rendering;
/// <summary>
/// S3 landing hygiene (H2): <see cref="TerrainModernRenderer.CollectVisibleCells"/>
/// is frustum-only now — its clip-plane-list and NDC-AABB scissor
/// parameters and the CPU/GPU clip-region equivalence check they fed had
/// exactly one production caller (<see cref="TerrainModernRenderer.Draw"/>),
/// and that caller never actually passed either (grep). The doorway-clip/scissor
/// rejection cases this file used to pin (<c>RejectsCellsOutsideDoorwayClipPlanes</c>,
/// <c>RejectsCellsOutsideDoorwayScissorAabb</c>, <c>UnionsCellsFromEveryLandscapeSlice</c>)
/// pinned a mechanism nothing in production ever fed — deleted with the
/// parameters. What remains still pins the one thing this method's callers
/// actually rely on: it publishes the visible terrain cell set per landblock,
/// respecting an explicit frustum when one is given.
/// </summary>
public sealed class TerrainParticleCellVisibilityTests
{
[Fact]
public void CollectVisibleCells_PublishesLandscapeCellsWithoutEntitySurvivors()
{
var cells = new HashSet<uint>();
TerrainModernRenderer.CollectVisibleCells(
cells,
0xA9B4FFFFu,
Vector3.Zero,
zMin: 0f,
zMax: 20f,
frustum: null);
Assert.Equal(64, cells.Count);
Assert.Contains(0xA9B40001u, cells);
Assert.Contains(0xA9B40040u, cells);
}
[Fact]
public void CollectVisibleCells_ForceDrawnParentStillUsesCellFrustum()
{
var cells = new HashSet<uint>();
FrustumPlanes frustum = FrustumPlanes.FromViewProjection(Matrix4x4.Identity);
// The parent landblock may have entered TerrainModernRenderer's draw
// list through neverCullLandblockId. The cell collector deliberately
// receives no such bypass and still rejects its off-frustum cells.
TerrainModernRenderer.CollectVisibleCells(
cells,
0xA9B4FFFFu,
new Vector3(100f, 100f, 100f),
zMin: 100f,
zMax: 120f,
frustum);
Assert.Empty(cells);
}
}