7.1 KiB
CLOSED — §4 outdoor FULL-WORLD flap: EnvCellRenderer DepthMask(false) leak no-oped the frame depth clear
Date: 2026-06-10. Branch: claude/thirsty-goldberg-51bb9b.
Commits: 682cba3 ([clip-route] probe apparatus), c4df241 (the fix).
Status: FIXED — user visual gate passed + probe-verified (0 leaked frames in the
38k-line verification capture). Closes the investigation opened by
2026-06-09-flap-outdoor-fullworld-building-flood-merge-handoff.md.
1. Root cause
EnvCellRenderer.RenderModernMDIInternal established the Transparent pass state —
Enable(GL_BLEND) + glDepthMask(false) — before the batch pass-filter loop. A
flooded cell whose batches are all opaque (a plain cottage interior: walls only, no
transparent surfaces) produced totalDraws == 0 in the Transparent pass and hit the
early return without ever reaching the end-of-pass restore. The frame ended with
dmask=0 blend=1.
The kill is one GL semantic away: glClear(GL_DEPTH_BUFFER_BIT) honors
glDepthMask. With the mask left false, the next frame's depth clear silently no-oped.
The depth buffer kept the previous frame's values, and every world fragment — terrain,
entities, the player, the sky — z-tested GL_LESS against its own previous-frame
ghost at virtually identical depths → never strictly closer → rejected. The screen
showed only the color clear, which is set to the fog color. Hence: whole world replaced
by fog-tinted clear.
A second early-out of the same shape (globalVao == 0, after the SSBO uploads) could
leak identically; it was fixed in the same commit.
This is the 4th instance of the feedback_render_self_contained_gl_state bug class —
in the same function that carried the 1st (the U.4 blend/depth-mask establish was
itself the fix for instance #3; its early-out paths were the gap).
2. Why the symptoms looked the way they did
| Symptom | Mechanism |
|---|---|
| Onset frame-exact at the building-flood merge | The merge is the first frame the flooded building shell draws → first run of the empty Transparent pass → leak arms. |
| Strobes at onset | The flood flickers in/out at the boundary while the eye settles → alternating no-op / working depth clears. |
| HOLDS (one capture: 145,238 consecutive frames) | The leak re-arms every merged frame; the depth buffer stays stale indefinitely. |
| Camera rotation recovers instantly | The doorway clips out of view → cell drops from the flood → the leaking pass stops running → frame ends dmask=1 → next clear works. |
| Whole world INCLUDING sky | Sky also depth-tests; old-sky pixels hold depth 1.0 and 1.0 < 1.0 fails GL_LESS. Everything dies uniformly. |
| "Parts of the screen flash while running past cottages" / cottage enter–exit artifacts | Same family: every brief merge = a 1-frame no-op depth clear. |
The 9×21 px doorway scissor box in [gl-state] |
Fingerprint only — DrawRetailPViewCellParticles' BeginDoorwayScissor leftover (test off, harmless). It marked "cell passes ran this frame", never the kill. |
3. The evidence chain (one probe run decided it)
The [clip-route] apparatus (682cba3, gate ACDREAM_PROBE_CLIPROUTE=1) instrumented
all three surviving suspects from the 2026-06-09 handoff in one repro run
(flap-cliproute-capture.log, user walk-through at the Holtburg south-slope anchor):
[clip-route]— outside slice slot + NDC AABB + planes, CellIdToSlot, region-SSBO bytes decoded at the routed slot, terrain-UBO head as uploaded: full-screen planes on both sides of every merge transition (slot repacks 2↔3 with correct content). Suspect (b) UBO content — exonerated.[clip-route-disp]— per-slot instance histogram as staged for binding=3: all 41,373 instances tracked the repacked outdoor slot exactly,cullEnt=0throughout. Suspect (a) clip-slot routing — exonerated.[clip-route-scis]— actual GL scissor box for the landscape pass: full-screen the entire run (printed once). Scissor — exonerated.[gl-state]— the answer: frames entered withdmask=0 blend=1for exactly the merged stretches (armed at frame 239 ≈ the cottage shell finishing its streaming after spawn-in, stable 145,238 frames through the held window, flipping in lockstep with each end-of-run strobe/recover cycle).
Draw inputs provably correct + fragments not landing ⇒ the GPU rejected them at the
depth test ⇒ the only anomaly (dmask=0 entering frames) was the cause. Code reading
then pinned the exact early-out: RenderModernMDIInternal's totalDraws == 0 return
between the state-set and the restore.
4. The fix (c4df241) — all paths root-cause
- EnvCellRenderer: the pass-state establish moved below the
totalDraws == 0early-out; theglobalVao == 0check hoisted above the state-set. Mutated GL state is now established only on a path that always reaches the end-of-pass restore — set→restore is return-free. - GameWindow frame clear: asserts
glDepthMask(true)immediately before theglClear— the clear depends on the depth write mask, so per the project's self-contained-GL-state rule it sets the state it consumes rather than inheriting it. The[gl-state]tripwire still detects any future leak (blend etc.).
5. Verification
- Build green; 218 app-layer tests green (294+218+420 suite baseline unchanged).
- Probe gate:
flap-fix-gate-capture.log(38,116 lines, same spawn-by-the-cottage conditions): zerodmask=0[gl-state]frames — vs the broken run where the leak armed by frame 239. Frames staydmask=1 blend=0with the cottage shell drawing. - Visual gate (user, 2026-06-10): forward walk through the trigger zone + running past cottages — no strobe, no fog hold; "seems to work."
6. What remains in §4 + apparatus inventory
- (2a) edge-on doorway grey and (2b) corner camera-seal remain open as the §4 siblings — re-validate both against this fixed baseline first: the no-op depth clear may have inflated their apparent severity (any 1-frame merge during those repros produced full-frame artifacts unrelated to their own mechanisms).
- Probes kept in-tree (env-gated, zero cost when off):
ACDREAM_PROBE_CLIPROUTE→[clip-route]/[clip-route-disp]/[clip-route-scis];ACDREAM_PROBE_GLSTATE→[gl-state]tripwire;ACDREAM_PROBE_PVINPUT→[pv-input]. Strip once §4 (2a)/(2b) are resolved. - Captures (worktree root, untracked):
flap-cliproute-capture.log(the deciding run),flap-fix-gate-capture.log(the verification run).
7. Durable lessons (memory updated)
feedback_render_self_contained_gl_state— instance #4 recorded, with two new corollaries: (a) GL-state ownership includes exit paths — establish mutated state as late as possible, after every early-out; (b)glClearis a state consumer — depth clears are gated byglDepthMask, so clear sites must assert the masks they depend on.- New symptom→cause mapping: whole world drops to the clear color at an event boundary,
holds, recovers when the event stops → leaked
DepthMask(false)no-oping the frame depth clear.