forked from Ports/goldeneye-pc-port
fix(D233): fast3d trivial-reject drops visible triangles with a behind-camera vertex (#63)
gfx_sp_tri1's CPU-side trivial-reject AND-test trusted per-vertex outcodes (x<-w / x>w / y<-w / y>w / z>w) that are only valid half-space tests when w>0. A vertex that has crossed behind the camera plane (w<0 -- common when the camera is close to a large room-structure polygon, e.g. walls/ceiling trusses near a doorway) flips the comparison sense, so its outcode can come out wrong. When that spurious bit happens to match the other two genuinely correct vertices' bits, the AND-reduction fired and dropped the whole triangle before it ever reached OpenGL -- even though GL's own homogeneous clipper (which handles w<0 correctly) would have rendered the visible part of it. This reads exactly like D233 (indoor geometry intermittently vanishing near doors while props/furniture keep drawing): large near-camera polygons are far more likely to have a vertex cross behind the eye than small self-contained prop meshes, and the backface-cull code six lines below already special-cases this same w-sign hazard for its own cross-product sign -- the trivial-reject block above it never got the same treatment. Fix: skip the trivial-reject AND-test whenever any of the triangle's three vertices has w<0, deferring to GL's clipper instead. This can only ever send MORE triangles to the GPU than before, never fewer, so it cannot make anything newly invisible. Also investigated D234 (Dam guard towers, only the first renders) under the same M-106 hypothesis that it shares a root cause with D233/D222 -- did not find fast3d-side evidence for it; left open in findings.md with the ruled-out mechanisms and a next-step recommendation. D222 (FovScale breaks culling) is a separate, already-characterised game-logic bug in src/game/fr.c/bondview2.c, out of this fast3d-only fix's scope. Build verified green (MSYS2 mingw64 cmake+ninja, full link succeeds). Could not visually verify -- this worktree has no ROM/data and no interactive display; see docs/dev/findings.md D233 entry for the exact human verification steps (GE_PCDUMP on a doorway-heavy interior). docs/dev/findings.md: D233 (FIXED, high confidence on mechanism/unverified visually) + D234 (OPEN, not root-caused) entries added. docs/porting-notes.md: generalised the w<0 trivial-reject hazard as a recurring class for any future CPU-side "skip this triangle" heuristic. docs/dev/findings-index.csv regenerated. Claude-Session: https://claude.ai/code/session_016TaKy6AAsVUTfjkhrX6CjG
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@@ -592,6 +592,24 @@ through a converter or a runtime bswap fixup reads scrambled.
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- Portal near-plane: z==0 clip points project to ±1e20; x86-64 float
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garbage can come back `min>max` / non-finite and slip past a
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degenerate-box check that clamps to full-screen on N64 (D106).
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- fast3d CPU-side "trivial reject" (`v1->clip_rej & v2->clip_rej &
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v3->clip_rej` in `gfx_sp_tri1`) trusts per-vertex outcodes (`x<-w`,
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`x>w`, etc.) that are only valid half-space tests when `w>0`. A vertex
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behind the camera (`w<0`) flips the comparison sense, so its outcode can
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be wrong; if that spurious bit happens to match the other two (correct)
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vertices', the AND-reduction drops a triangle GL's own clipper would
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have rendered correctly. Bites large near-camera polygons (room
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walls/ceilings close to a doorway) far more than small prop models —
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reads as "background geometry flickers away, props keep drawing" (D233).
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The backface-cull code right below already special-cases this same
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w-sign hazard for its cross-product sign; the trivial-reject block
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didn't. Fix pattern: skip the AND-test (don't trivially reject) whenever
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any vertex has `w<0` — safe, since it only ever adds triangles, never
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drops more. General lesson: any CPU-side "skip this triangle" heuristic
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in fast3d needs the same w<0-behind-camera exemption the existing
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backface culling already has, or it'll silently eat near-camera geometry
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exactly where a port is most likely to get scrutinized (doorways,
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tight corridors).
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- **D74 wrap-block is DEAD CODE** (`gfx_pc.cpp:1546/1551`): guard is
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`cms & G_TX_WRAP` but `G_TX_WRAP == 0`, so always false (line 1887 does
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it right with `cms == G_TX_WRAP`). And if it did run it indexes
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