Round-1 three-lens FAIL at d60ca4ea0 found: the K2 fix was right in
production but nothing pinned the draw side (restoring the pre-fix gate
left every lane green); a stale "still ends an active scissor" comment
asserted a mechanism the same round had already deleted; the sky.vert
comment claimed retail clips the sky when it draws unclipped; the K6
pin ran through ClipFrameAssembler.Assemble, which has zero production
callers, so it proved nothing about the producer that actually runs.
This round closes L1-L9.
L1 (BLOCKING) — draw-side weather-gate pin. Added
RetailPViewPassExecutorTests.DrawLandscapeDynamicsPhase_GatesDrawWeatherOnceOnWalkDriverWeatherTurnFired:
reads DrawLandscapeDynamicsPhase's compiled call graph and asserts (a)
the call immediately before DrawWeatherOnce is
WalkFrameDriver.get_WeatherTurnFired and (b) exactly one
brfalse/brfalse.s branch sits between that call and the draw, jumping
forward past it. Three mutations, each shown failing:
M1 (restore `if (clipAssembly.OutsideViewSlices.Length != 0)`):
Assert.Equal() Failure: Values differ
Expected: typeof(AcDream.App.Rendering.Walk.WalkFrameDriver)
Actual: typeof(AcDream.App.Rendering.ClipFrameAssembly)
M2 (drop the gate, unconditional call):
Assert.Equal() Failure: Values differ
Expected: typeof(AcDream.App.Rendering.Walk.WalkFrameDriver)
Actual: typeof(AcDream.App.Rendering.RetailPViewPassExecutor)
M3 (invert to `if (!walkDriver.WeatherTurnFired)`):
Assert.Single() Failure: The collection did not contain any matching items
Expected: (predicate expression)
Collection: [CompiledBranch { Offset = 7, OpCode = brfalse.s, TargetOffset = 17 }, CompiledBranch { Offset = 24, OpCode = brtrue.s, TargetOffset = 33 }]
Corrected WalkFrameDriverTranscriptTests.cs's doc comment (the
Collect_WeatherTurnFiredMatchesThePrintedOcLineExactly block): it pins
the print half and the flag only, and now names the real draw-side pin
instead of falsely claiming to double as one.
L2 (MAJOR) — scissor stack deleted, K4 comment corrected. Deleted
IWorldPassSurface.BeginScissor/EndScissor and their RhiWorldPassSurface
bodies, the scissor call inside ClearInteriorDepth, NdcScissorRect.cs +
NdcScissorRectTests.cs (BeginScissor had zero remaining callers, and
RhiWorldPassSurface.BeginScissor was NdcScissorRect.ToPixels' only
production caller). This left RhiWorldPassSurface's 4th constructor
parameter (IRetailPViewFramebufferSource) and RetailPViewPassExecutor.cs's
RetailPViewFramebufferSize/IRetailPViewFramebufferSource/
SilkRetailPViewFramebufferSource types entirely dead (framebuffer size
was needed only for the scissor's NDC-to-pixel conversion) — removed
them and their one call site in FrameRootComposition.cs. Rewrote
RetailPViewPassExecutor.cs's K4 comment: it no longer asserts a live
scissor mechanism; it states that VulkanGpuPassEncoder's constructor
sets the full-attachment scissor once, at pass begin
(VulkanGpuPassEncoder.cs:87), and nothing narrows it after that. KEPT
per the round-1 verdict: ScissorFallbacks, OutsidePlaneCount,
OutsideViewNdcAabb, HasOutsideView, OutdoorVisible, OutdoorSlot,
ClipViewSlice.NdcAabb (the >8-edge zero-plane slice case the punch fans
still consume) and the VulkanViewportMapping.ScissorToVulkan pass-begin
path (IGpuPassEncoder.SetScissor stays). Also deleted
ClipFrameAssembly.TerrainMode/TerrainScissorNdcAabb and their writers
in ClipFrameAssembler.cs (both Assemble and ReassembleOutsideViewFromWalk);
OutsidePlaneCount's formula reduces to `outsideHasScissorFallback ? 0 :
outsideMaxPlaneCount` without needing the deleted TerrainClipMode
comparison (a scissor-fallback slice can only exist when outdoorVisible
is already true, so the three original cases collapse identically).
Deleted the two "terrain=" / "outMode=" diagnostic reads in
WorldRenderDiagnostics.cs (:345, :409) and the now-vestigial
EmitClipRouteProbe "ubo: n=..." segment that read ClipFrame's deleted
terrain bytes.
DEVIATION from L2's literal text: kept the TerrainClipMode enum type
itself — WorldSceneRenderer.cs's flat-world safety path (explicitly
"out of this chunk's scope" per K4's own round-1 comment) still uses it
for an unrelated "did the flat terrain draw" diagnostic flag, with its
own WorldSceneDiagnosticsController/WorldRenderDiagnostics/test
consumers. Deleting the type would require rewriting files outside
every round's declared file list. Reworded its doc comment to state
this plainly.
L3 (MAJOR, completes K3) — dead TerrainClip UBO deleted from the sky
and terrain shaders. Deleted the block, both gl_ClipDistance loops, and
the gl_PerVertex redeclaration (nothing else needs it) from sky.vert,
terrain_modern.vert, terrain_atmospheric.vert. Recompiled via
tools/compile-shaders.ps1 (glslc via the Vulkan SDK, managed shaderc
fallback also runs) — 24/24 pairs compiled; only sky.vert.spv,
terrain_atmospheric.vert.spv and terrain_modern.vert.spv changed.
Re-pinned VulkanShaderManifestTests.cs's frozen retail-oracle hashes
for sky.vert.spv (7d67a9e3624d198b370d402b5c12e4ce925bf9b8e646ef5123636a86d5985ab5)
and terrain_modern.vert.spv (8a73d89ef0e51e550327b9ff8c24857e309103b1d491030cf0d4d8594b45068c)
with dated comments, matching the existing re-pin convention.
Deleted WorldFrameSectionBinding.BindTerrainClip and
WorldFrameSections.TerrainClip (+ its Reset) with its two callers
(SkyRenderer.Rhi.cs:258, TerrainModernRenderer.Rhi.cs:259). DEVIATION
from L3's literal text: kept the shared Zeroed(...) helper in
WorldPassScope.cs — it is also called by BindSceneLighting and
BindClipRegions, both of which stay; deleting it would have broken
those two live bindings. Deleted IWorldPassSurface.BindTerrainClip
(no-op interface method + RhiWorldPassSurface body) and
WorldScenePassExecutor.cs's two calls to it (:121, :235).
Deleted ClipFrame's _terrainBytes field, TerrainBytes/TerrainBytesForTest
properties, Reset's Array.Clear(_terrainBytes), and the stale
header/K3 comment paragraphs. DEVIATION from L3's literal text: kept
ClipFrame.TerrainUboBytes and ClipFrame.TerrainClipUboBinding —
PortalDepthMaskRenderer.Rhi.cs (:140, :187) is a live production
consumer of both constants for the KEPT exit-seal/punch-fan clip block,
which was never in scope for deletion (portal_depth.vert's own
TerrainClip UBO declaration is the KEEP block, untouched). Reworded
both constants' doc comments (ClipFrame.cs, VulkanPipelineLayouts.cs's
UniformTerrainClip) to say only the portal-depth clip block uses
binding 2 now, and corrected the two GpuBindingModel.cs comments that
explained why terrain-tiling/sky-params bindings are 3/4 by naming "the
terrain clip block". Updated VulkanShaderDescriptorContractTests.cs's
TerrainVertexShaderDeclaresItsClipBlockInTheUniformSet (renamed
TerrainVertexShaderDeclaresOnlySceneLightingInTheUniformSet):
terrain_modern.vert's uniform set is now {SceneLighting} only. Deleted
ClipFrameLayoutTests.NoClip_TerrainBytes_Count0_AllZeros and its K3
comment; corrected the class doc comment and LayoutConstants_MatchShaderStruct's
"terrain UBO"/binding-contract comments to describe the portal-depth
consumer instead.
REQUIRED L3 fact (declared-but-never-bound dynamic uniform binding):
VulkanFrameBindings's constructor seeds EVERY declared uniform binding
(0..UniformBindingCount-1, including binding 2) with the shared dummy
buffer's range before any renderer runs (VulkanFrameBindings.cs:128-130,
`_arena.SeedUniform(binding, dummy.Handle.Handle, dummyUniformRange)`
in a loop over every binding) — "Every binding is always bound, whether
a renderer uses it or not... unused ones point at a shared dummy range"
(VulkanFrameBindings.cs:27-31). So after this round, when the sky or
terrain pipeline draws, set 1's shared descriptor layout still declares
binding 2 (portal_depth.vert's own declaration keeps
IsDeclaredUniformBinding(2) true), and its descriptor still points at a
valid (dummy) range from that seed — vkCmdBindDescriptorSets stays
legal even though neither shader statically uses binding 2 any more.
No SPIR-V-side change was needed to keep this legal.
L4 (MAJOR) — one outside-view slice constructor. Extracted
ClipFrameAssembler.AppendOutsideSlice (frame, ViewPolygon,
outsideSlicesList, ref maxPlaneCount, ref hasScissorFallback, ref
scissorFallbacks) — the exact ClipPlaneSet.From/AppendSlot/
ClipViewSlice-construction body — and call it from both Assemble's
outside_view loop and ReassembleOutsideViewFromWalk's outside_view
loop. Rewrote ClipFrameLayoutTests's K6 pin
(ClipViewSlicePlanes_PunchFanPath_EqualsCpuViewPolygonEdgePlanes_ForASyntheticView):
builds a synthetic WalkPortalView from pixel-space points (the
WalkCopyViewTests pattern) via a trivial IWalkRayCaster, runs
BeginWalkFrame(frame, outdoorRoot: false) then
ReassembleOutsideViewFromWalk(assembly, walkView, 640, 480), and reads
assembly.OutsideViewSlices[0].Planes — the exact production pair
RetailPViewPassExecutor.cs's BeginWalkFrame call and
RetailPViewRenderer.cs's ReassembleOutsideViewFromWalk call make.
Mutation (perturbed planes[0].W inside the shared helper, right after
`planes = cps.PlaneArray;`):
edge 0 midpoint (-0.3,0.10000001) should lie ~on its OWN GPU plane; the closest plane was only 0.5251073 away
The pin's own source contains no `Assemble(` call — grep-checked by
extracting the method body and searching it for the literal text; no
match.
L5 — shader comments corrected. sky.vert/terrain_modern.vert/
terrain_atmospheric.vert now state retail draws the sky once
(LScape::draw @0x00506330 -> GameSky::Draw(sky,0) @0x0050633c, before
draw_check_blocks) and the landscape is view-culled per cell, never
GPU-clipped (RenderDeviceD3D::DrawBlock @0x005a17c0). The "Phase W
Stage 4"/"U.3 default" clip narratives are deleted along with the
blocks they described.
L6 — grep sweep. `grep -rn "<token>" src tests docs/architecture`
returns nothing for SetTerrainClip, BeginDoorwayScissor,
BindTerrainClip, TerrainBytes, "active scissor", and NdcScissorRect —
confirmed after this commit (docs/plans and docs/research keep the
historical record, untouched). TerrainClipMode is the one deliberate
exception (see the L2 deviation note above); every one of its 9
remaining hits is a live, non-stale reference (the enum declaration,
WorldSceneRenderer's flat-path local, or their diagnostic/test
plumbing), not a stale mention of a deleted mechanism.
L7 — Issue130DoorwayStripTests. Deleted AnySliceAdmitsScissor,
worstScissorGapPx and its PIN 1 assertion, the header's scissor
sentences, and the scissorGap half of MeasureTopEdgeGap (dropped the
fbW parameter it alone needed). Rewrote the header: the scissor
mechanism is retired (the sky and landscape draw unclipped; aperture
exactness comes from the depth clear, the exit seals and the interior
repaint). The remaining plane-gap half (the canary PIN,
`worstPlaneGapPx <= 1.2f`) still pins something production reads:
AnySliceAdmitsPlanes walks slice.Planes from the SAME ProjectToClip ->
ClipToRegion -> ClipPlaneSet.From pipeline
RetailPViewPassExecutor.DrawWalkPunchFan reads through
clipAssembly.OutsideViewSlices[activeViewIndex].Planes — so the test
was kept, not deleted.
L8 — DrawWalkSky loop-shape pin. Added
DrawWalkSky_RenderSkyCallSiteHasNoEnclosingBackwardBranch (same
backward-branch-span shape as K1's DrawWeatherOnce pin), plus a note in
both pins that CompiledCallGraph.ReadBranches does not decode a
compiled switch jump table, but no C# loop construct compiles to one.
Mutation (wrapped the RenderSky call in `for (int i = 0; i < 2; i++)`):
Assert.DoesNotContain() Failure: Filter matched in collection
Collection: [..., CompiledBranch { Offset = 20, OpCode = brtrue.s, TargetOffset = 25 }, CompiledBranch { Offset = 23, OpCode = br.s, TargetOffset = 66 }, CompiledBranch { Offset = 72, OpCode = blt.s, TargetOffset = 13 }, CompiledBranch { Offset = 80, OpCode = brfalse.s, TargetOffset = 116 }, CompiledBranch { Offset = 88, OpCode = brfalse.s, TargetOffset = 116 }]
(the Offset=72 -> TargetOffset=13 entry is the injected loop's backward
branch spanning the call).
L9 — this message.
Gates: dotnet build 0 warnings / 0 errors. Hermetic filter
(Lane!=InstalledDat&...&Status!=KnownFailure): 6827 passed, 0 failed.
InstalledDat lane against a real DAT directory: 244 passed, 4 failed —
exactly the four known failures (LayoutImporterMediaBearingChildSweepTests
+ LayoutImporterInvisibleSweepTests, both #383; TowerAscentReplayTests,
KnownFailure; WalkTraceConformanceTests.Oh_doorway_still_first_frame_diff,
#458 KnownFailure). No register row added (every deletion here removes
an acdream-only rule; the KEEP items already had their equivalence
pins from round 1). No new flag/probe.
OWED: the lead's ACDREAM_DEVTOOLS=1 four-pose visual self-gate against
the running client is not run by this agent — CLAUDE.md and this
task's own instructions forbid launching the graphical client from
here; that visual/validation-layer pass remains the user's to run
before this round is accepted.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
326 lines
15 KiB
C#
326 lines
15 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 used to be gated per fragment by the OutsideView region —
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/// the 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 (the sky's own doorway scissor bracket)
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/// on the slice AABB on top. Every one of those passes could only SHRINK the gate, so any
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/// shave showed as a strip of clear color between the gate's top edge and the
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/// aperture's rasterized top edge.
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///
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/// RETIRED MECHANISM (S3 chunk 4 fix round 2, L7): the scissor half of this
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/// story no longer applies. Retail draws the sky and the landscape unclipped
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/// (<c>LScape::draw</c> never installs a view before either — S3 chunk 3/4's
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/// own findings), and acdream now matches that: the sky's own doorway
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/// scissor bracket, <c>IWorldPassSurface.BeginScissor/EndScissor</c>, and
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/// every per-slice terrain/sky/weather clip they used to bracket are deleted
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/// outright. An
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/// interior root's aperture exactness comes instead from the depth clear, the
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/// exit seals, and the interior repaint (<c>WalkFrameDriver</c>'s interior
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/// turn draws the real cell geometry back over whatever the unclipped
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/// landscape painted through the doorway) — see the S3 chunk 4 plan section
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/// for the retail citations.
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///
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/// What remains below still pins something production reads: the outside-view
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/// polygon pipeline (<c>ProjectToClip</c> → <c>ClipToRegion</c> →
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/// <c>ClipPlaneSet.From</c>) that the KEPT punch-fan clip still consumes
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/// (<c>RetailPViewPassExecutor.DrawWalkPunchFan</c> reads
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/// <c>clipAssembly.OutsideViewSlices[activeViewIndex].Planes</c> — see
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/// <c>ClipFrameLayoutTests</c>'s punch-fan equivalence pin for the synthetic-
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/// view version of this same proof). This harness measures the PLANE gap
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/// headlessly at the real Holtburg corner building exit door (A9B4 0x0170,
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/// the HouseExitWalkReplay door): project the aperture, run the production
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/// flood + assembler, then walk sample points just inside the aperture's top
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/// edge downward until the plane gate admits them.
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///
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/// VERDICT (2026-06-12, 147 eye/gaze combos, plane half only — the original
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/// sweep also measured a scissor gap, since retired): the CPU polygon
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/// pipeline is sub-pixel exact (worst 0.54 px) — the W=0 clip port 987313a
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/// and both merge passes are EXONERATED. PIN 2 below still asserts that
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/// bound.
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/// </summary>
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[Trait("Lane", "InstalledDat")]
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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 ExitDoorTopEdge_GateCoversTheDrawnApertureWithinPixelTolerance()
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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"); Assert.Fail("Lane=InstalledDat requires an installed retail DAT directory; see docs/release-gate.md."); }
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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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// Campaign FW3.3: ShellDrawLiftZ is retired — shells, seal fans, and
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// the gate all live in the ONE dat space, so the drawn aperture IS
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// the physics polygon. This test survives as the coverage proof
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// (gate covers the drawn hole within tolerance across the sweep);
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// the historical lifted-vs-unlifted strip test's premise (two
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// spaces) no longer exists and that test is deleted.
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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;
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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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buildingMembership: null);
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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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$"d={d} h={h} lat={lat} gz={gz}: NO outside slice (outPolys={pv.OutsideView.Polygons.Count})"));
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continue;
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}
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evaluated++;
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(float planeGapPx, float atX) =
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MeasureTopEdgeGap(aperture, asm.OutsideViewSlices, 1080);
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if (planeGapPx > worstPlaneGapPx)
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{
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worstDesc = FormattableString.Invariant(
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$"d={d} h={h} lat={lat} gz={gz} minW={minW:F2} atX={atX:F3} slices={asm.OutsideViewSlices.Length} outVerts={DescribePolys(pv.OutsideView)} apVerts={aperture.Length}");
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worstPlaneGapPx = planeGapPx;
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}
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if (planeGapPx > 0.55f)
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{
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_out.WriteLine(FormattableString.Invariant(
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$"GAP d={d} h={h} lat={lat} gz={gz}: planeGap={planeGapPx:F2}px atX={atX:F3} outVerts={DescribePolys(pv.OutsideView)}"));
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float apTop = TopBoundaryY(aperture, atX);
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foreach (var slice in asm.OutsideViewSlices)
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_out.WriteLine(FormattableString.Invariant(
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$" 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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{
|
|
var sb = new System.Text.StringBuilder(" outPoly:");
|
|
foreach (var v in poly.Vertices)
|
|
sb.Append(FormattableString.Invariant($" ({v.X:F4},{v.Y:F4})"));
|
|
_out.WriteLine(sb.ToString());
|
|
}
|
|
}
|
|
}
|
|
|
|
_out.WriteLine(FormattableString.Invariant(
|
|
$"evaluated={evaluated} worstPlaneGapPx={worstPlaneGapPx:F2} @ {worstDesc}"));
|
|
|
|
Assert.True(evaluated > 100, $"sweep degenerated: only {evaluated} eye/gaze combos evaluated");
|
|
// PIN (canary): the CPU polygon pipeline (ProjectToClip → ClipToRegion
|
|
// merges → ClipPlaneSet planes) stays sub-pixel exact against the raw
|
|
// aperture projection. Observed 0.54 px worst (2026-06-12); the
|
|
// production vertex-merge floor is ~1 px — beyond 1.2 px means a new
|
|
// under-inclusion shaver entered the pipeline.
|
|
Assert.True(worstPlaneGapPx <= 1.2f, FormattableString.Invariant(
|
|
$"plane gate under-covers the aperture top edge by {worstPlaneGapPx:F2}px @ {worstDesc}"));
|
|
}
|
|
|
|
private static string DescribePolys(CellView view)
|
|
{
|
|
var parts = new List<string>();
|
|
foreach (var p in view.Polygons) parts.Add(p.Vertices.Length.ToString());
|
|
return $"[{string.Join(",", parts)}]";
|
|
}
|
|
|
|
/// <summary>
|
|
/// For sample x positions across the aperture's projected top edge, find the
|
|
/// aperture boundary's top y, then walk downward until the plane gate
|
|
/// admits the point. Returns the worst gap in 1080p pixels, and the x of
|
|
/// the worst gap. S3 chunk 4 fix round 2 (L7): the scissor-gap half this
|
|
/// used to measure alongside the plane gap is deleted — the scissor
|
|
/// mechanism it modeled no longer exists in production.
|
|
/// </summary>
|
|
private static (float planeGapPx, float atX) MeasureTopEdgeGap(
|
|
Vector2[] aperture, ClipViewSlice[] slices, int fbH,
|
|
ITestOutputHelper? debug = null)
|
|
{
|
|
const float Inset = 1e-4f; // dodge exact-boundary ambiguity
|
|
const float StepY = 0.0002f; // ~0.1 px at 1080p
|
|
const float CapY = 0.02f; // stop searching beyond ~10 px
|
|
|
|
float minX = float.MaxValue, maxX = float.MinValue;
|
|
foreach (var v in aperture) { minX = MathF.Min(minX, v.X); maxX = MathF.Max(maxX, v.X); }
|
|
float span = maxX - minX;
|
|
if (span <= 0.01f) return (0, 0);
|
|
|
|
float worstPlane = 0, atX = 0;
|
|
const int Samples = 160;
|
|
for (int s = 0; s <= Samples; s++)
|
|
{
|
|
float x = minX + span * (0.01f + 0.98f * s / Samples);
|
|
if (MathF.Abs(x) > 0.98f) continue; // off screen — no pixel exists there
|
|
float topY = TopBoundaryY(aperture, x);
|
|
if (float.IsNaN(topY) || MathF.Abs(topY) > 0.98f) continue; // off screen / no boundary
|
|
|
|
var p = new Vector2(x, topY - Inset);
|
|
|
|
float planeGap = GapBelow(p, q => AnySliceAdmitsPlanes(slices, q), StepY, CapY);
|
|
|
|
if (debug is not null && planeGap > 0.005f)
|
|
debug.WriteLine(FormattableString.Invariant(
|
|
$" sample x={x:F4} apTop={topY:F4} planeGap={planeGap * fbH / 2f:F2}px"));
|
|
|
|
if (planeGap > worstPlane) { worstPlane = planeGap; atX = x; }
|
|
}
|
|
// NDC y → pixels at the given framebuffer height.
|
|
return (worstPlane * fbH / 2f, atX);
|
|
}
|
|
|
|
private static float GapBelow(Vector2 start, Func<Vector2, bool> admitted, float step, float cap)
|
|
{
|
|
if (admitted(start)) return 0f;
|
|
for (float dy = step; dy <= cap; dy += step)
|
|
{
|
|
if (admitted(new Vector2(start.X, start.Y - dy)))
|
|
return dy;
|
|
}
|
|
return cap;
|
|
}
|
|
|
|
// Production semantics: each OutsideView polygon is one slice; the union of
|
|
// slices is drawn. A slice with planes gates per fragment via
|
|
// gl_ClipDistance (dot((nx,ny,0,d),(x,y,z,1)) >= 0 for an NDC point);
|
|
// a planeless slice (>8-edge zero-plane fallback, ClipFrameAssembler.cs) admits its whole NDC AABB.
|
|
private static bool AnySliceAdmitsPlanes(ClipViewSlice[] slices, Vector2 p)
|
|
{
|
|
foreach (var slice in slices)
|
|
{
|
|
if (slice.Planes.Length == 0)
|
|
{
|
|
if (p.X >= slice.NdcAabb.X && p.Y >= slice.NdcAabb.Y
|
|
&& p.X <= slice.NdcAabb.Z && p.Y <= slice.NdcAabb.W)
|
|
return true;
|
|
continue;
|
|
}
|
|
bool inside = true;
|
|
foreach (var pl in slice.Planes)
|
|
{
|
|
if (pl.X * p.X + pl.Y * p.Y + pl.W < 0f) { inside = false; break; }
|
|
}
|
|
if (inside) return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
/// <summary>Highest boundary y of the polygon at vertical line x (NaN when
|
|
/// the line misses the polygon).</summary>
|
|
private static float TopBoundaryY(Vector2[] poly, float x)
|
|
{
|
|
float best = float.NaN;
|
|
for (int i = 0; i < poly.Length; i++)
|
|
{
|
|
var a = poly[i];
|
|
var b = poly[(i + 1) % poly.Length];
|
|
if (MathF.Abs(a.X - b.X) < 1e-9f)
|
|
{
|
|
if (MathF.Abs(a.X - x) < 1e-6f)
|
|
{
|
|
float hi = MathF.Max(a.Y, b.Y);
|
|
if (float.IsNaN(best) || hi > best) best = hi;
|
|
}
|
|
continue;
|
|
}
|
|
float t = (x - a.X) / (b.X - a.X);
|
|
if (t < 0f || t > 1f) continue;
|
|
float y = a.Y + t * (b.Y - a.Y);
|
|
if (float.IsNaN(best) || y > best) best = y;
|
|
}
|
|
return best;
|
|
}
|
|
}
|