Files
Sylpheed/crates/sylpheed-formats/tests/ui_forced_backdrop_disc.rs
sylph-decoder cb084e0a39 re: the primitive colour census -- and it refutes 38 of my own 80 forced verdicts
A disc-wide census of the ARGB that keyless elements carry.

Every full-screen *eff00* PRIMITIVE is pure black at its various alphas
(ff000000, 7f000000, 40000000, b2000000, cc000000, d4000000, 00000000). Black at
alpha a over content is exactly an alpha-over dim or fade, and an additive black
quad would be a no-op nobody would author -- so this narrows the open blend
question a long way. The only non-black primitive on the disc is pbafc.prm, RGB
00e8e0 cyan at alphas up to ff, and it is 844x600, NOT full-screen, so it sits
outside forced_backdrop's geometry guard. It is now the sole additive candidate.

The census also refutes my own argument for nearly half its verdicts. Of the 80
forced-first instances only 42 are .prm; 38 are .tbm carrying fade ffffffff. A
SOLID white quad at alpha 255 painted first would make the screen white, and no
screen is white -- so a .tbm is a white modulation on a texture, and element
alpha does not establish its coverage.

That is the .t32 error one file extension further out. I guarded that with
el.sprite.is_some(), which fixed the symptom and not the cause: an element's
alpha is not its texture's opacity, and only an untextured primitive makes the
two the same fact.

So 42 verdicts stay decoded and 38 drop to inferred -- still almost certainly
right, since all are named *base*, all are full-screen, and pfbase.tbm's first
position is measured in the running game, but that is a name-and-role argument
which this page elsewhere calls the weaker kind.

The code is deliberately unchanged. Restricting forced_backdrop to .prm would
send eleven screens' backgrounds back to u32::MAX -- last -- which is the
blank-screen bug the rule was written to fix. Downgrading the status is honest;
reverting the position would be wrong. The 42/38 split is pinned by a test so
anyone tightening the rule sees what it costs.

Separately, on the port's black_hold_units ask: four more no-input boots yielded
one usable log, which armed late and missed the publisher splash, so the sample
is still two runs spanning 3 and 4 frames. Their 6.5-9.2 range stands. And a
reason it may not be resolvable this way: the draw log DROPS frame numbers -- in
the 3-frame run, frames 121 and 124 are absent entirely, so "frames with no
sprite" and "span of frame numbers" are different quantities.

Their statistical correction is taken: at n=3 the sample SD (3.893) is the
estimator, not the population SD (3.179), making my run 1.88 sigma from the
corpus mean rather than 2.31.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01QsEPXWVaEpyfudtR6re1Pd
2026-08-29 21:51:06 +00:00

198 lines
8.6 KiB
Rust

//! An opaque full-screen primitive cannot paint above what it would hide.
//!
//! A keyless primitive has no layer key, and `implied_layer_key` records the
//! handful whose position was measured in the running game. For one class the
//! file settles it without a measurement: an element covering the screen and
//! fully opaque at some instant cannot paint above anything visible then, or the
//! screen is blank. Where that set is *every* other element, the position is
//! forced to first.
//!
//! The port found this by contradiction on `build_12`/`build_15`, which its
//! renderer composited to solid black at every instant of their declared life.
//!
//! Argument, census and reach: `docs/re/structures/ui-forced-backdrop.md`.
use std::path::PathBuf;
use sylpheed_formats::{pak::PakArchive, ratc, ui_layout};
fn disc_root() -> Option<PathBuf> {
let p = PathBuf::from(std::env::var("SYLPHEED_DISC").ok()?);
p.join("dat").is_dir().then_some(p)
}
fn build(ar: &PakArchive, i: usize) -> (Vec<u8>, ui_layout::UiBuild) {
let by = ar.read(&ar.entries()[i]).expect("entry");
let b = ui_layout::parse_build(&by).expect("parse");
(by, b)
}
fn el<'a>(b: &'a ui_layout::UiBuild, name: &str) -> &'a ui_layout::Element {
b.elements.iter().find(|e| e.name == name).expect(name)
}
/// The two controls are measured orders from the running game. The rule has to
/// reproduce one and permit the other, or it is not measuring occlusion.
#[test]
fn the_rule_reproduces_both_measured_primitives() {
let Some(root) = disc_root() else {
eprintln!("SYLPHEED_DISC unset — skipping");
return;
};
let ar = PakArchive::open(root.join("dat/GP_TITLE.pak")).expect("GP_TITLE.pak");
// `palogo_eff0.prm` is MEASURED painting first. Named like an overlay, so a
// name-based rule gets it wrong; occlusion gets it right.
let (_, splash) = build(&ar, 11);
assert!(
ui_layout::forced_backdrop(&splash, el(&splash, "palogo_eff0.prm")),
"the developer splash's backdrop is measured FIRST and must come out forced"
);
// `pteff00.prm` is MEASURED painting last. It is opaque only at its screen's
// entry and exit, so the rule must NOT force it down.
for entry in [4usize, 5] {
let (_, b) = build(&ar, entry);
assert!(
!ui_layout::forced_backdrop(&b, el(&b, "pteff00.prm")),
"entry {entry}: pteff00.prm is measured painting LAST and must stay permitted on top"
);
}
}
/// The case that prompted it: the loading screens.
#[test]
fn the_loading_screens_backdrop_sorts_first() {
let Some(root) = disc_root() else {
eprintln!("SYLPHEED_DISC unset — skipping");
return;
};
let ar = PakArchive::open(root.join("dat/GP_TITLE.pak")).expect("GP_TITLE.pak");
for entry in [12usize, 15] {
let (by, b) = build(&ar, entry);
let prim = el(&b, "pgloading_eff00.prm");
assert!(ui_layout::forced_backdrop(&b, prim), "entry {entry}");
let order = ui_layout::derived_paint_order(&b, &by);
assert_eq!(
order.first().copied(),
Some(prim.index),
"entry {entry}: the backdrop must be painted first, not last"
);
}
}
/// 🔴 The rule quantifies over "every instant the primitive is opaque" and "every
/// element visible then", so both halves depend on where the timeline ends and on
/// what an element does after its own last keyframe. **The hold is not a
/// convenience: a measured order requires it.**
///
/// `palogo_eff0.prm` is a SINGLE keyframe at t=0. If an element counted as *gone*
/// after its last keyframe, the splash's backdrop would exist for one instant, no
/// other element would be up yet, and the rule would call it free — against the
/// order measured in the running game, which paints it first.
///
/// Disc-wide the choice decides **72 of 130** verdicts, so this is the load-bearing
/// half of the rule. (Using the header's declared `+0x08` as the span instead of
/// the elements' maximum changes **0**.)
#[test]
fn the_hold_after_a_final_keyframe_is_required_by_a_measured_order() {
let Some(root) = disc_root() else {
eprintln!("SYLPHEED_DISC unset — skipping");
return;
};
let ar = PakArchive::open(root.join("dat/GP_TITLE.pak")).expect("GP_TITLE.pak");
for entry in [10usize, 11] {
let (_, b) = build(&ar, entry);
let prim = el(&b, "palogo_eff0.prm");
assert_eq!(prim.keyframes.len(), 1, "entry {entry}: the case rests on it being static");
// With the hold — what `pose_at` does, and what the game does.
assert!(
ui_layout::forced_backdrop(&b, prim),
"entry {entry}: measured painting FIRST, so the rule must force it"
);
// Without it, spelled out here rather than imported, so the test states
// the counterfactual it is pinning.
let tmax = b.elements.iter()
.flat_map(|e| e.keyframes.iter().filter_map(|k| k.time)).max().unwrap_or(0);
let last = |e: &ui_layout::Element| e.keyframes.iter().filter_map(|k| k.time).max().unwrap_or(0);
let alpha_no_hold = |e: &ui_layout::Element, t: u32| -> u32 {
if t > last(e) { 0 } else { e.pose_at(t).map(|k| k.fade >> 24).unwrap_or(0) }
};
let opaque: Vec<u32> = (0..=tmax).filter(|&t| alpha_no_hold(prim, t) == 255).collect();
let others: Vec<_> = b.elements.iter().filter(|o| o.index != prim.index).collect();
let below = others.iter()
.filter(|o| opaque.iter().any(|&t| alpha_no_hold(o, t) > 0)).count();
assert_ne!(
below, others.len(),
"entry {entry}: without the hold this element would come out FREE — which is \
why the hold is load-bearing rather than incidental"
);
}
}
/// Disc-wide: the rule must fire on a real population and never on something it
/// cannot occlude.
#[test]
fn forced_backdrops_are_full_screen_and_plentiful() {
let Some(root) = disc_root() else {
eprintln!("SYLPHEED_DISC unset — skipping");
return;
};
let mut paks: Vec<PathBuf> = std::fs::read_dir(root.join("dat"))
.expect("dat/")
.flatten()
.map(|e| e.path())
.filter(|p| p.extension().and_then(|s| s.to_str()) == Some("pak"))
.collect();
paks.sort();
let (mut forced, mut prm, mut tbm) = (0usize, 0usize, 0usize);
for p in &paks {
let Ok(ar) = PakArchive::open(p) else { continue };
for e in ar.entries() {
let Ok(by) = ar.read(e) else { continue };
if !ratc::is_ratc(&by) {
continue;
}
let Some(b) = ui_layout::parse_build(&by) else { continue };
for element in &b.elements {
if !ui_layout::forced_backdrop(&b, element) {
continue;
}
forced += 1;
if element.name.ends_with(".prm") { prm += 1 }
else if element.name.ends_with(".tbm") { tbm += 1 }
// 🔴 Untextured only. This assertion caught the rule's real
// limit: applied to `.t32` sprites it claimed 22 of them must
// sort first, against their own layer keys — a sprite's element
// alpha says nothing about its texture's coverage.
assert!(
element.sprite.is_none(),
"{}: a textured sprite cannot be judged to occlude by element alpha",
element.name
);
assert!(
element.pivot_x * 2 >= b.design_w as u32
&& element.pivot_y * 2 >= b.design_h as u32,
"{}: a quad that does not cover the screen cannot occlude it",
element.name
);
}
}
}
assert!(forced > 50, "expected a real population, got {forced}");
eprintln!("{forced} keyless primitives have their position forced to first");
// 🔴 Pin the split, so anyone tightening this rule sees what it would cost.
// Only the `.prm` half is DECODED: a solid colour quad's fade IS its pixel, so
// opacity and coverage are the same fact. Every `.tbm` in the set carries fade
// `ffffffff` — a white SOLID quad painted first would make the screen white, so
// they are textured, and element alpha does not establish their coverage.
// Their verdicts are kept because restricting to `.prm` would send eleven
// screens' backgrounds back to last, which is the bug this rule fixed.
assert!(prm >= 40 && tbm >= 30,
"expected roughly 42 .prm / 38 .tbm forced instances, got {prm} / {tbm} — \
if this moved, re-read the self-refutation section of ui-forced-backdrop.md");
}