The user's "thin strip of background color along the TOP outer edge of a
doorway, looking out from inside" is the landscape-slice scissor box, not
the W=0 clip port.
Mechanism (pinned headlessly, Issue130DoorwayStripTests, 147 eye/gaze
combos at the real Holtburg A9B4 0x0170 exit door):
- BeginDoorwayScissor converted the slice NDC AABB to pixels as
Floor(origin) + Ceiling(size). The far edge floor(min)+ceil(max-min)
lands up to ONE PIXEL SHORT of the true top/right edge at unlucky
fractional alignments (captured: top edge y=0.7938 @1080p -> row 968
cut; right edge column 1296 @1920 cut).
- The scissor brackets the ENTIRE landscape slice (sky, terrain, outdoor
statics, weather). The exit-portal SEAL stamps the full raw aperture at
true depth and the shell wall ends at the aperture edge, so the cut row
never receives any color write -> clear color, flickering with eye
movement as the fractional alignment shifts.
- This violated AD-17's own invariant (over-inclusion is safe,
UNDER-inclusion is the bug class). No register change: the fix restores
the row's documented doctrine.
Lead 1 (987313a W=0 clip port regression) REFUTED by the same harness:
the CPU polygon pipeline (ProjectToClip -> ClipToRegion merges ->
ClipPlaneSet planes) is sub-pixel exact against the raw aperture
projection (worst 0.54 px, 0.00 px aligned). For an all-in-front doorway
polygon the port is bit-identical to the old 1e-4 path by construction.
The EyeInsidePortalOpening rescue stays deleted.
Fix: conservative outer bound floor(min)/ceil(max) extracted to
NdcScissorRect.ToPixels (GL-free; containment property proven in the
header comment); BeginDoorwayScissor delegates.
Pins:
- NdcScissorRectTests: center-inside containment across 251 fractional
alignments x 2 framebuffer sizes + both captured regression cases.
- Issue130DoorwayStripTests: production flood + assembler at the real
exit door; asserts the scissor never cuts a plane-admitted fragment
(worstScissorGap 0.00 px post-fix, was 10.8 px capped) and the CPU
pipeline stays sub-pixel exact (canary 1.2 px).
Suites: App 252+1skip / Core 1439+2skip / UI 420 / Net 294 green.
Awaiting the user visual gate at a cottage doorway.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
330 lines
16 KiB
C#
330 lines
16 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Numerics;
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using AcDream.App.Rendering;
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using DatReaderWriter;
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using DatReaderWriter.Options;
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using Xunit;
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using Xunit.Abstractions;
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namespace AcDream.App.Tests.Rendering;
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/// <summary>
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/// #130 — background-color strip along the TOP outer edge of a doorway when
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/// looking out from inside. Mechanism model (2026-06-12 evidence sweep): for
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/// an interior root the SEAL stamps the FULL raw dat portal polygon at true
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/// depth (PortalDepthMaskRenderer, root-cell slice = full screen), while
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/// terrain/sky COLOR is gated per fragment by the OutsideView region — the
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/// same dat polygon run through ProjectToClip → ClipToRegion (1-px
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/// MergeSubPixelVertices) → ClipPlaneSet.From (0.5° collinear merge) → planes,
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/// with a Floor/Ceil pixel scissor (BeginDoorwayScissor) on the slice AABB on
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/// top. Every one of those passes can only SHRINK the gate, so any shave shows
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/// as a strip of clear color between the gate's top edge and the aperture's
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/// rasterized top edge (the shell wall starts above it; the seal z-kills
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/// everything beyond; nothing re-covers).
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///
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/// This harness measures that gap headlessly at the real Holtburg corner
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/// building exit door (A9B4 0x0170, the HouseExitWalkReplay door): project the
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/// aperture, run the production flood + assembler, then walk sample points
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/// just inside the aperture's top edge downward until the gate admits them.
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/// Plane-gap and scissor-gap are measured separately (mechanism attribution).
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///
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/// VERDICT (2026-06-12, 147 eye/gaze combos): the CPU polygon pipeline is
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/// sub-pixel exact (worst 0.54 px) — the W=0 clip port 987313a and both merge
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/// passes are EXONERATED. The strip was the scissor box: the old
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/// Floor(origin)+Ceiling(size) form cut up to 1 px off the TOP/RIGHT edges at
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/// unlucky fractional alignments (captured live by this harness: top edge
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/// y=0.7938 at 1080p → row 968 cut; right edge x=0.3503 at 1920 → column 1296
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/// cut). Fixed by the conservative NdcScissorRect bound; the assertions below
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/// pin both properties.
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/// </summary>
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public class Issue130DoorwayStripTests
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{
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private readonly ITestOutputHelper _out;
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public Issue130DoorwayStripTests(ITestOutputHelper output) => _out = output;
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private const uint ExitCellId = CornerFloodReplayTests.Landblock | 0x0170u;
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// Production projection convention (CornerFloodReplayTests.ViewProjFor):
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// FovY 1.2 rad, 1280x720 viewport, near 1, far 5000. The flood clip is
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// near-independent so near/far exactness is not load-bearing.
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private static Matrix4x4 ViewProjFor(Vector3 eye, Vector3 lookAt)
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{
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var view = Matrix4x4.CreateLookAt(eye, lookAt, Vector3.UnitZ);
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var proj = Matrix4x4.CreatePerspectiveFieldOfView(1.2f, 1280f / 720f, 1f, 5000f);
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return view * proj;
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}
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[Fact]
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public void Diagnostic_ExitDoorTopEdge_GateVsAperture()
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{
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var datDir = CornerFloodReplayTests.ResolveDatDir();
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if (datDir is null) { _out.WriteLine("SKIP: dats unavailable"); return; }
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using var dats = new DatCollection(datDir, DatAccessType.Read);
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var cells = CornerFloodReplayTests.LoadBuilding(dats);
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var root = cells[ExitCellId];
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LoadedCell? Lookup(uint id) => cells.TryGetValue(id, out var c) ? c : null;
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// Find the exit portal (OtherCellId == 0xFFFF) and its world polygon.
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int exitIdx = -1;
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for (int i = 0; i < root.Portals.Count; i++)
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{
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if (root.Portals[i].OtherCellId == 0xFFFF && i < root.PortalPolygons.Count
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&& root.PortalPolygons[i].Length >= 3)
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{ exitIdx = i; break; }
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}
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Assert.True(exitIdx >= 0, "0x0170 has no exit portal polygon");
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var localPoly = root.PortalPolygons[exitIdx];
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var worldPoly = new Vector3[localPoly.Length];
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for (int i = 0; i < localPoly.Length; i++)
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worldPoly[i] = Vector3.Transform(localPoly[i], root.WorldTransform);
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Vector3 centroid = Vector3.Zero;
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foreach (var w in worldPoly) centroid += w;
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centroid /= worldPoly.Length;
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// Inward direction: the portal plane normal signed toward the cell
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// interior (ClipPlanes carries InsideSide from the load).
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var plane = root.ClipPlanes[exitIdx];
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var worldNormal = Vector3.TransformNormal(plane.Normal, root.WorldTransform);
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var cellCenterWorld = Vector3.Transform(
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(root.LocalBoundsMin + root.LocalBoundsMax) * 0.5f, root.WorldTransform);
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if (Vector3.Dot(worldNormal, cellCenterWorld - centroid) < 0)
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worldNormal = -worldNormal;
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worldNormal = Vector3.Normalize(worldNormal);
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_out.WriteLine(FormattableString.Invariant(
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$"exit portal idx={exitIdx} verts={localPoly.Length} centroid=({centroid.X:F2},{centroid.Y:F2},{centroid.Z:F2}) inward=({worldNormal.X:F2},{worldNormal.Y:F2},{worldNormal.Z:F2})"));
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for (int i = 0; i < worldPoly.Length; i++)
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_out.WriteLine(FormattableString.Invariant(
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$" poly[{i}] world=({worldPoly[i].X:F3},{worldPoly[i].Y:F3},{worldPoly[i].Z:F3})"));
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float worstPlaneGapPx = 0f, worstScissorGapPx = 0f;
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string worstDesc = "(none)";
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// Eye sweep: back off the doorway along the inward normal at several
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// distances/heights/lateral offsets; gaze at the centroid plus raised /
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// lowered targets (NDC alignment of the top edge varies with gaze).
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var lateral = Vector3.Normalize(Vector3.Cross(worldNormal, Vector3.UnitZ));
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float[] dists = { 0.6f, 1.0f, 1.6f, 2.4f, 3.5f };
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float[] heights = { 0.9f, 1.4f, 1.7f };
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float[] laterals = { -0.8f, 0f, 0.8f };
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float[] gazeRaise = { -0.4f, 0f, 0.4f, 0.9f };
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int evaluated = 0;
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foreach (float d in dists)
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foreach (float h in heights)
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foreach (float lat in laterals)
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foreach (float gz in gazeRaise)
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{
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var eye = centroid + worldNormal * d + lateral * lat;
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eye.Z = centroid.Z - 1.0f + h; // door centroid sits mid-opening; bias to floor-ish
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var look = centroid + new Vector3(0, 0, gz);
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var viewProj = ViewProjFor(eye, look);
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// Aperture truth: the seal's footprint = the raw polygon's projection.
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var clip = new Vector4[worldPoly.Length];
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float minW = float.MaxValue;
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for (int i = 0; i < worldPoly.Length; i++)
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{
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clip[i] = Vector4.Transform(new Vector4(worldPoly[i], 1f), viewProj);
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minW = MathF.Min(minW, clip[i].W);
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}
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if (minW <= 0.05f) continue; // eye in/behind the door plane — out of #130's scenario
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var aperture = new Vector2[clip.Length];
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for (int i = 0; i < clip.Length; i++)
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aperture[i] = new Vector2(clip[i].X / clip[i].W, clip[i].Y / clip[i].W);
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var pv = PortalVisibilityBuilder.Build(root, eye, Lookup, viewProj);
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var asm = ClipFrameAssembler.Assemble(ClipFrame.NoClip(), pv);
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if (asm.OutsideViewSlices.Length == 0)
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{
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_out.WriteLine(FormattableString.Invariant(
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$"d={d} h={h} lat={lat} gz={gz}: NO outside slice (outPolys={pv.OutsideView.Polygons.Count})"));
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continue;
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}
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evaluated++;
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(float planeGapPx, float scissorGapPx, float atX) =
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MeasureTopEdgeGap(aperture, asm.OutsideViewSlices, 1920, 1080);
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if (planeGapPx > worstPlaneGapPx || scissorGapPx > worstScissorGapPx)
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{
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worstDesc = FormattableString.Invariant(
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$"d={d} h={h} lat={lat} gz={gz} minW={minW:F2} atX={atX:F3} slices={asm.OutsideViewSlices.Length} mode={asm.TerrainMode} outVerts={DescribePolys(pv.OutsideView)} apVerts={aperture.Length}");
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worstPlaneGapPx = MathF.Max(worstPlaneGapPx, planeGapPx);
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worstScissorGapPx = MathF.Max(worstScissorGapPx, scissorGapPx);
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}
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if (planeGapPx > 0.55f || scissorGapPx > 0.55f)
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{
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_out.WriteLine(FormattableString.Invariant(
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$"GAP d={d} h={h} lat={lat} gz={gz}: planeGap={planeGapPx:F2}px scissorGap={scissorGapPx:F2}px atX={atX:F3} mode={asm.TerrainMode} outVerts={DescribePolys(pv.OutsideView)}"));
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float apTop = TopBoundaryY(aperture, atX);
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foreach (var slice in asm.OutsideViewSlices)
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_out.WriteLine(FormattableString.Invariant(
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$" slice slot={slice.Slot} planes={slice.Planes.Length} aabb=({slice.NdcAabb.X:F4},{slice.NdcAabb.Y:F4},{slice.NdcAabb.Z:F4},{slice.NdcAabb.W:F4}) apTopAtX={apTop:F4}"));
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foreach (var poly in pv.OutsideView.Polygons)
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{
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var sb = new System.Text.StringBuilder(" outPoly:");
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foreach (var v in poly.Vertices)
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sb.Append(FormattableString.Invariant($" ({v.X:F4},{v.Y:F4})"));
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_out.WriteLine(sb.ToString());
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}
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}
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}
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_out.WriteLine(FormattableString.Invariant(
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$"evaluated={evaluated} worstPlaneGapPx={worstPlaneGapPx:F2} worstScissorGapPx={worstScissorGapPx:F2} @ {worstDesc}"));
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Assert.True(evaluated > 100, $"sweep degenerated: only {evaluated} eye/gaze combos evaluated");
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// PIN 1 (#130): the scissor box never cuts a fragment the plane gate
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// admits — conservative containment (AD-17's over-include doctrine).
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// One probe step is ~0.11 px; anything beyond it is a real cut row.
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Assert.True(worstScissorGapPx <= 0.15f, FormattableString.Invariant(
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$"scissor under-covers the plane-admitted region by {worstScissorGapPx:F2}px @ {worstDesc}"));
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// PIN 2 (canary): the CPU polygon pipeline (ProjectToClip → ClipToRegion
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// merges → ClipPlaneSet planes) stays sub-pixel exact against the raw
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// aperture projection. Observed 0.54 px worst (2026-06-12); the
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// production vertex-merge floor is ~1 px — beyond 1.2 px means a new
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// under-inclusion shaver entered the pipeline.
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Assert.True(worstPlaneGapPx <= 1.2f, FormattableString.Invariant(
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$"plane gate under-covers the aperture top edge by {worstPlaneGapPx:F2}px @ {worstDesc}"));
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}
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private static string DescribePolys(CellView view)
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{
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var parts = new List<string>();
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foreach (var p in view.Polygons) parts.Add(p.Vertices.Length.ToString());
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return $"[{string.Join(",", parts)}]";
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}
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/// <summary>
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/// For sample x positions across the aperture's projected top edge, find the
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/// aperture boundary's top y, then walk downward until the gate admits the
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/// point. Returns the worst gaps in 1080p pixels (plane gate and modeled
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/// scissor gate measured independently), and the x of the worst plane gap.
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/// </summary>
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private static (float planeGapPx, float scissorGapPx, float atX) MeasureTopEdgeGap(
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Vector2[] aperture, ClipViewSlice[] slices, int fbW, int fbH,
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ITestOutputHelper? debug = null)
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{
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const float Inset = 1e-4f; // dodge exact-boundary ambiguity
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const float StepY = 0.0002f; // ~0.1 px at 1080p
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const float CapY = 0.02f; // stop searching beyond ~10 px
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float minX = float.MaxValue, maxX = float.MinValue;
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foreach (var v in aperture) { minX = MathF.Min(minX, v.X); maxX = MathF.Max(maxX, v.X); }
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float span = maxX - minX;
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if (span <= 0.01f) return (0, 0, 0);
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float worstPlane = 0, worstScissor = 0, atX = 0;
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const int Samples = 160;
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for (int s = 0; s <= Samples; s++)
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{
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float x = minX + span * (0.01f + 0.98f * s / Samples);
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if (MathF.Abs(x) > 0.98f) continue; // off screen — no pixel exists there
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float topY = TopBoundaryY(aperture, x);
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if (float.IsNaN(topY) || MathF.Abs(topY) > 0.98f) continue; // off screen / no boundary
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var p = new Vector2(x, topY - Inset);
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float planeGap = GapBelow(p, q => AnySliceAdmitsPlanes(slices, q), StepY, CapY);
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// The scissor question is "does the box cut pixels the PLANES would
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// draw" — measure it from the planes-admitted top, not the aperture
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// top (at slanted corners the aperture top can sit legitimately
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// outside the gate polygon's column).
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var pPlanes = new Vector2(p.X, p.Y - planeGap - Inset);
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float scissorGap = GapBelow(pPlanes, q => AnySliceAdmitsScissor(slices, q, fbW, fbH), StepY, CapY);
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if (debug is not null && scissorGap > 0.005f)
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debug.WriteLine(FormattableString.Invariant(
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$" sample x={x:F4} apTop={topY:F4} planeGap={planeGap * fbH / 2f:F2}px pPlanes=({pPlanes.X:F4},{pPlanes.Y:F4}) scissorGap={scissorGap * fbH / 2f:F2}px"));
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if (planeGap > worstPlane) { worstPlane = planeGap; atX = x; }
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worstScissor = MathF.Max(worstScissor, scissorGap);
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}
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// NDC y → pixels at the given framebuffer height.
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return (worstPlane * fbH / 2f, worstScissor * fbH / 2f, atX);
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}
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private static float GapBelow(Vector2 start, Func<Vector2, bool> admitted, float step, float cap)
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{
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if (admitted(start)) return 0f;
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for (float dy = step; dy <= cap; dy += step)
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{
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if (admitted(new Vector2(start.X, start.Y - dy)))
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return dy;
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}
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return cap;
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}
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// Production semantics: each OutsideView polygon is one slice; the union of
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// slices is drawn. A slice with planes gates per fragment via
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// gl_ClipDistance (dot((nx,ny,0,d),(x,y,z,1)) >= 0 for an NDC point);
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// a planeless slice (scissor fallback) admits its whole NDC AABB.
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private static bool AnySliceAdmitsPlanes(ClipViewSlice[] slices, Vector2 p)
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{
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foreach (var slice in slices)
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{
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if (slice.Planes.Length == 0)
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{
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if (p.X >= slice.NdcAabb.X && p.Y >= slice.NdcAabb.Y
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&& p.X <= slice.NdcAabb.Z && p.Y <= slice.NdcAabb.W)
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return true;
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continue;
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}
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bool inside = true;
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foreach (var pl in slice.Planes)
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{
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if (pl.X * p.X + pl.Y * p.Y + pl.W < 0f) { inside = false; break; }
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}
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if (inside) return true;
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}
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return false;
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}
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// Production scissor (BeginDoorwayScissor → NdcScissorRect.ToPixels): a
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// point is admitted when its pixel falls inside some slice's scissor box.
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private static bool AnySliceAdmitsScissor(ClipViewSlice[] slices, Vector2 p, int fbW, int fbH)
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{
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int pixX = (int)MathF.Floor((p.X * 0.5f + 0.5f) * fbW);
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int pixY = (int)MathF.Floor((p.Y * 0.5f + 0.5f) * fbH);
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foreach (var slice in slices)
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{
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var box = NdcScissorRect.ToPixels(slice.NdcAabb, fbW, fbH);
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if (pixX >= box.X && pixX < box.X + box.Width
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&& pixY >= box.Y && pixY < box.Y + box.Height)
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return true;
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}
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return false;
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}
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/// <summary>Highest boundary y of the polygon at vertical line x (NaN when
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/// the line misses the polygon).</summary>
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private static float TopBoundaryY(Vector2[] poly, float x)
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{
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float best = float.NaN;
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for (int i = 0; i < poly.Length; i++)
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{
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var a = poly[i];
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var b = poly[(i + 1) % poly.Length];
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if (MathF.Abs(a.X - b.X) < 1e-9f)
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{
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if (MathF.Abs(a.X - x) < 1e-6f)
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{
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float hi = MathF.Max(a.Y, b.Y);
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if (float.IsNaN(best) || hi > best) best = hi;
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}
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continue;
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}
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float t = (x - a.X) / (b.X - a.X);
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if (t < 0f || t > 1f) continue;
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float y = a.Y + t * (b.Y - a.Y);
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if (float.IsNaN(best) || y > best) best = y;
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}
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return best;
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}
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}
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