acdream/src/AcDream.App/Rendering/WorldPassScope.cs
Erik 7df0b94c9f fix(render): S3 chunk 4 round 2 — draw-gate condition pinned, scissor and terrain-clip stacks deleted, one outside-view slice constructor
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>
2026-09-03 16:18:27 +02:00

200 lines
8.2 KiB
C#

using AcDream.App.Rendering.Gpu;
using AcDream.Core.Lighting;
namespace AcDream.App.Rendering;
/// <summary>
/// A buffer range reduced to the three values a bind needs.
///
/// <para><see cref="GpuRingAllocation"/> is a <c>ref struct</c> — deliberately,
/// so nothing can outlive the frame's memory — but the buffer reference plus its
/// offset and size are ordinary values and stay valid for as long as that memory
/// does. That is what lets one writer publish a section and several renderers
/// bind it later in the same frame without recopying.</para>
/// </summary>
internal readonly record struct GpuBufferSection(
IGpuBuffer? Buffer,
uint OffsetBytes,
uint SizeBytes)
{
public bool IsValid => Buffer is not null && SizeBytes > 0;
}
/// <summary>
/// Campaign V slice V6j: the sections GL binds frame-globally and Vulkan
/// cannot.
///
/// <para>On GL the SceneLighting UBO (set 1 binding 1) and the per-cell clip
/// regions (set 0 binding 2) are each bound once, to a global binding point,
/// and every consumer inherits them. Vulkan has no global binding points: a
/// descriptor set is bound per draw, and a renderer that binds its own
/// buffers selects the descriptor scope those sections have to land in (plan
/// §5.5.14 item 2). So the writers PUBLISH here and each renderer binds them
/// inside the pass, after its own binds. S3 chunk 4 fix round 2 (L3) deleted
/// the third section this class used to carry (the terrain screen-space clip
/// block, set 1 binding 2) — no shader declares it any more, and the
/// unrelated KEEP clip block that still uses binding 2 (the exit-seal/punch
/// fan clip) is fed directly by its own renderer, not through here.</para>
///
/// <para>Borrowed for the frame that publishes it — the sections are ring slices
/// and die when the frame retires.</para>
/// </summary>
internal sealed class WorldFrameSections
{
/// <summary>Set 1 binding 1 — <c>SceneLighting</c>.</summary>
public GpuBufferSection SceneLighting { get; set; }
/// <summary>Set 0 binding 2 — the per-cell <c>CellClip</c> table.</summary>
public GpuBufferSection ClipRegions { get; set; }
public void Reset()
{
SceneLighting = default;
ClipRegions = default;
}
}
/// <summary>
/// Campaign V slice V6j: the one render pass every world renderer records into,
/// borrowed rather than opened.
///
/// <para><b>Why they cannot each open one.</b> Under MSAA the frame's backbuffer
/// pass renders into a multisampled scratch image and RESOLVES it into the
/// swapchain image, storing <c>DONT_CARE</c> into the scratch — so a second pass
/// declaring <c>Load</c> would load undefined contents and lose everything the
/// first drew. The Vulkan backend also permits only one open pass per frame.
/// V4c's shape, where <c>WbDrawDispatcher</c> and <c>EnvCellRenderer</c> each
/// bracketed their own <c>Load</c>/<c>Store</c> pass, is therefore not available
/// on this backend (plan §5.5.12 item 5, §5.5.14 item 1).</para>
///
/// <para>So the world-scene phase opens the pass, publishes the encoder here for
/// the duration of <c>WorldSceneRenderer</c>, and every renderer borrows it.</para>
/// </summary>
internal interface IWorldPassScope
{
/// <summary>
/// Sample count of the pass, and therefore of every pipeline recorded into
/// it. Vulkan requires a pipeline's <c>rasterizationSamples</c> to match the
/// pass, and alpha-to-coverage does nothing at one sample — which is why
/// V4c's blanket <c>SampleCount = 1</c> is not portable (plan §5.5.14 item 6).
/// </summary>
int SampleCount { get; }
/// <summary>The open encoder, or null outside the world phase.</summary>
IGpuPassEncoder? CurrentEncoder { get; }
/// <summary>The open encoder, or a composition error if the phase is not bracketing.</summary>
IGpuPassEncoder RequireEncoder();
/// <summary>Colour-attachment width in pixels, for scissor and clear rectangles.</summary>
int AttachmentWidth { get; }
/// <summary>Colour-attachment height in pixels.</summary>
int AttachmentHeight { get; }
/// <summary>
/// Retail's interior depth clear, scoped to the live pass.
///
/// <para><c>RetailPViewPassExecutor</c> issues <c>glClear(GL_DEPTH_BUFFER_BIT)</c>
/// between the landscape slice and the interior cells, only when the walk
/// driver's retail gate fires (<c>outside_view.view_count &gt; 0</c> and a
/// nonzero <c>portalsDrawnCount</c> — S3 chunk 2). Splitting the pass to
/// get a depth load-op is exactly what the resolve forbids, so the backend
/// records <c>vkCmdClearAttachments</c> instead — reached through here, so the
/// pinned contract stays frozen and the backend-only verb stays inside the
/// backend (plan §5.5.14 item 3).</para>
/// </summary>
void ClearInteriorDepth();
/// <summary>The frame-global sections every renderer in this pass rebinds.</summary>
WorldFrameSections Sections { get; }
/// <summary>
/// Publishes <paramref name="encoder"/> as the pass every world renderer
/// borrows, for the duration of the returned scope.
///
/// <para>Campaign V slice V6l lifted this onto the interface for the
/// offscreen viewports. The world-scene phase is still the only publisher of
/// the frame's backbuffer pass, but the paperdoll and creature-appraisal
/// views open a pass of their OWN — a real render target, after the world
/// pass has closed — and then ask <c>WbDrawDispatcher</c> to draw one entity
/// into it. The dispatcher borrows its pass from here, so the viewport has to
/// be able to say which pass "here" means.</para>
///
/// <para>Publications do not nest: the backend permits one open pass at a
/// time, so a nested publication could only mean two owners believe they hold
/// the frame.</para>
/// </summary>
IDisposable Publish(IGpuPassEncoder encoder);
}
/// <summary>
/// Campaign V slice V6j: binds the frame-global sections inside a renderer's own
/// draw, which is the only place they can go on Vulkan.
///
/// <para>Each helper falls back to a zeroed ring slice when nothing published the
/// section. That is the same rule the GL arm already states for its own bindings
/// — bind at least one element so the shader never reads an unbound buffer —
/// applied to the two sections whose publisher runs outside the renderer. S3
/// chunk 4 fix round 2 (L3) deleted the third helper this used to carry —
/// the terrain screen-space clip block's binder — with its last two callers;
/// no shader declares that block any more.</para>
/// </summary>
internal static class WorldFrameSectionBinding
{
internal static void BindSceneLighting(
IGpuPassEncoder encoder,
WorldFrameSections sections,
IGpuFrame frame)
{
GpuBufferSection section = sections.SceneLighting;
if (!section.IsValid)
{
section = Zeroed(
frame,
SceneLightingUbo.SizeInBytes,
GpuRingUsage.Uniform);
}
encoder.BindUniformBuffer(
(uint)SceneLightingUbo.BindingPoint,
section.Buffer!,
section.OffsetBytes,
section.SizeBytes);
}
internal static void BindClipRegions(
IGpuPassEncoder encoder,
WorldFrameSections sections,
IGpuFrame frame)
{
GpuBufferSection section = sections.ClipRegions;
if (!section.IsValid)
{
// Slot 0 zeroed is retail's "no clip": count 0 means ungated.
section = Zeroed(
frame,
ClipFrame.CellClipStrideBytes,
GpuRingUsage.Storage);
}
encoder.BindStorageBuffer(
GpuBindingModel.StorageClipRegions,
section.Buffer!,
section.OffsetBytes,
section.SizeBytes);
}
private static GpuBufferSection Zeroed(
IGpuFrame frame,
int byteCount,
GpuRingUsage usage)
{
GpuRingAllocation allocation = frame.AllocateRing(byteCount, usage);
allocation.Data.Clear();
return new GpuBufferSection(
allocation.Buffer,
allocation.OffsetBytes,
(uint)byteCount);
}
}