Lands the working A8 indoor-rendering and streaming fixes accumulated this session. User has verified these visually to some degree (e.g. lifestone / translucent meshes confirmed fine under the FrontFace flip; bridge / wall / collision regressions confirmed fixed after travel); not every path has been exhaustively gated. The cellar-flap defect remains OPEN and will be solved the retail-faithful way via a dedicated brainstorm (see handoff docs). Rendering core (reviewed, high confidence): - EnvCellRenderer SSBO stride fix: upload packed Matrix4x4[] (64B) instead of the 80B CPU InstanceData struct the shader never expected — fixes the transform/texture "explosion" for any draw with >1 instance (cells that dedupe to a shared cellGeomId). Real root cause. - WB-style global FrontFace(CW) + per-batch CullMode carried through the MDI layout (GroupKey + BuildIndirectArrays + DrawIndirectRange split into same-cull runs with absolute uDrawIDOffset per run). - EntitySet partitioning (IndoorPass / OutdoorScenery / LiveDynamic) + WorldEntity.BuildingShellAnchorCellId so building shells scope to their dat-derived building cell instead of rendering everywhere. - RenderOutsideInAcdream (look into buildings from outside) + CollectVisiblePortalBuildings frustum cull of portal bounds. - Sky-when-inside-building + per-cell audit probe + GL-state probe. Streaming / perf (test-covered; not independently code-reviewed this session): - Near/far priority queues so near work wins over far; PromoteToNear carries full landblock + mesh data; LandblockEntriesWithoutAnimatedIndex avoids rebuilding the animated-lookup dict in the hot draw path. Fixes the bridge-not-appearing / missing-walls / broken-collision-after-travel regressions and improves post-transition FPS. Tooling + docs: - tools/A8CellAudit: offline dat cell/portal/building dumper (portals + buildings modes) — reproduces the cellar-flap investigation with no launch. - docs/research cellar-flap root-cause + option-2 handoff (the didInsideStencil double-duty finding + the WB-recursive design decision + brainstorm prompt), entity-taxonomy, replan, issue-78 visibility investigation. Diagnostics retained on purpose: ACDREAM_A8_DIAG_* gates, portal_stencil.vert provisional pos.w clamp, and the probe families are kept (env-var gated, zero cost when off) because the pending option-2 cellar-flap brainstorm needs them. Strip in the option-2 ship commit. Indoor branch stays behind ACDREAM_A8_INDOOR_BRANCH=1 (default off = pre-A8 visual). Build green; App tests + Core (streaming/dispatcher/loader) tests pass. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
120 lines
5.8 KiB
Markdown
120 lines
5.8 KiB
Markdown
# A8 cellar-flap — structured debugging root cause (2026-05-28 PM)
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## Method
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Systematic-debugging Phases 1-3, all evidence gathered **offline** via the
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`tools/A8CellAudit` tool (extended with a `portals` mode) — no live launches
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needed. Deterministic, instant, reproducible.
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## Phase 1 — evidence
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Scenario (from `launch-a8-probe-normal-20260528-194536.out.log`):
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- Camera in cell `0xA9B40171`, `inside=True really=True`.
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- `camBldgs=[0xA]`, `visN=7 [0x16F,0x170,0x171,0x172,0x173,0x174,0x175]`.
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- Portal stencil mask = 12 verts (not the old over-punch case).
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- Bisection (prior session): writer is **Step 4 content**; disabling Step-2
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punch does **not** fix it.
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Offline audit findings:
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**Building grouping** (`A8CellAudit buildings 0xA9B40000`):
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```
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buildingOrdinal=10 registryId=0xA model=0x01002232 portalCells=[0xA9B4016F,0xA9B40170]
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```
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Building `0xA`'s LandBlockInfo seed = `{0x16F, 0x170}`. `BuildingLoader` then
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BFS-expands through interior portals → all 7 cells (incl. the cellar). The
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BFS matches WB's `PortalService` (same algorithm), so the grouping is not the
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divergence.
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**Exit-portal ownership** (`A8CellAudit portals ...`):
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| Cell | exit portals (0xFFFF) | interior | role |
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|------|----|----|------|
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| `0x16F` | **1** | 1 | ground floor (window/door) |
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| `0x170` | **1** | 1 | ground floor (window/door) |
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| `0x171` (camera) | **0** | 3 | cellar |
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| `0x172`–`0x175` | **0** | 1–2 | cellar rooms |
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So the 12-vert mask = `0x16F` exit (6v) + `0x170` exit (6v). **The cellar
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camera (zero exit portals) is marking the two ground-floor windows.**
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**Topology**:
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```
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0x171.portal[0] -> 0x170 (stairwell/hatch, polyId 54)
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0x170.portal[1] -> 0x171 (polyId 5)
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0x170.portal[0] -> EXIT (window/door to outside, polyId 4)
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```
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Cellar connects directly up to ground floor `0x170`; `0x16F` is one further hop.
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**Occluder geometry** (`A8CellAudit 0xA9B40170` / `0xA9B40171`):
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- `0x170` floor poly `0x0002` (n.Z=+1) **emits** — the cellar's ceiling/occluder exists.
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- `0x171` has a ceiling `0x0003` (n.Z=-1, emits) AND three `NoPos` polys
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`0x0036/0x0037/0x0038` (surface `0x080000DF`) that do **not** emit —
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`0x0038` is a ceiling-plane poly = the **stairwell hole** up to the ground floor.
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## Phase 2 — pattern vs WB
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WB `RenderInsideOut` marks the building's exit portals (flat — same as us) and
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relies on **Step-3 cell depth** to occlude them: terrain only survives where the
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punched/cleared far-depth isn't overwritten by rendered cell geometry.
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Our code matches that structure. The difference that produces the visible flap:
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WB's outside view through a portal is the world geometrically behind that
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portal; from a cellar, the only un-occluded opening is the **stairwell hole**
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(`0x0038`, not rendered). Through that hole, stencil=1 (ground-floor window
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marked) and depth=far → **Step 4 draws the entire outdoor world (terrain +
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buildings) through the hole**, not a window-sized sliver. The two ground-floor
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windows are 1–2 BFS hops above the camera and should contribute essentially
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nothing from the cellar, but their full silhouettes are marked.
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"Disable Step-2 punch doesn't fix it" is explained: the leak pixels are the
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stairwell hole, which has **cleared (far) depth** regardless of the punch
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because no cell geometry covers it — terrain passes `DepthFunc.Less` either way.
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## Phase 3 — single hypothesis (root cause)
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**The inside-out exit-portal stencil mask is built by flat-marking the exit
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portals of every visibility-BFS-reached cell. From the cellar, the BFS reaches
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the ground-floor cells, whose windows get full-silhouette-marked. Where the
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cellar's stairwell hole leaves those silhouettes un-occluded, Step 4 paints the
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whole outdoor world through them. There is no constraint tying a deeper cell's
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exit portal to the portal chain (here: the narrow stairwell) through which its
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cell became visible.**
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This is a flat-vs-constrained masking gap. Not a depth bug (occluders emit and
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render), not the Step-2 punch, not the camera-side filter (the cellar camera is
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geometrically on the interior side of a ground-floor window's plane, so the
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per-portal filter passes it).
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## Phase 4 — fix options
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1. **Camera-cell-scoped mask (minimal, conservative).** Mark only the camera
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cell's own exit portals. Cellar (0 exit portals) → empty mask → no leak;
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windowed room → marks its own windows. **Risk:** loses daylight through an
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*adjacent* cell's window seen across a doorway in multi-cell ground-floor
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rooms (e.g. the inn) — a visible-but-minor regression, and the flat approach
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was wrong there anyway.
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2. **Vertical-portal-aware scoping (targeted).** Don't propagate exit-portal
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marking across a floor/ceiling (vertical-normal) portal. The cellar→ground
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stairwell is a horizontal-plane portal; suppressing inheritance across it
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stops the cellar from marking ground-floor windows while preserving
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same-level multi-cell rooms. Needs per-portal polygon-normal classification.
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3. **WB recursive/constrained portal masking (faithful, largest).** Constrain
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each deeper portal's stencil to the screen region of the portal chain leading
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to it. Correct for all cases (cellar + multi-cell rooms) but a substantial
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port of WB's recursive RenderInsideOut.
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**Recommendation:** option 2 is the best correctness/effort trade — it fixes the
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cellar without the inn regression risk of option 1, and is a principled scoping
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rule (don't inherit a different vertical level's exterior openings) rather than a
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band-aid. Option 3 remains the eventual faithful target if cross-level portal
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visibility ever needs to be exact.
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## Reproduction / verification assets
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- `tools/A8CellAudit` `portals` mode (added this session) dumps any cell's
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`CellPortals` offline. `A8CellAudit buildings <lb> <radius>` dumps
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building→cell grouping. These make the whole investigation re-runnable in
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seconds with zero launches.
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