feat(render): Campaign V slice V4a - port TextRenderer/BitmapFont/DebugLineRenderer/TextureCache UI path onto IGpuDevice
Second attempt at V4a afterceec3bc4was reverted at9aaf97e7for losing world multisampling and a 334-file scope explosion. This lands the same functional slice with a much smaller footprint and the two structural fixes the revert postmortem (docs/plans/2026-07-27-vulkan-campaign.md SS7.1) called for. What moved onto the RHI: - TextRenderer: the ui_text shader now compiles through IGpuDevice.CreatePipeline (one IGpuPipeline, replacing the old hand-rolled Shader class); its three fence-buffered per-flight VBOs are gone in favour of a per-IGpuFrame ring allocation per draw bucket; its 1x1 white fill texture is created via IGpuDevice.CreateTexture and registered into the device's texture table. Flush keeps TextRenderGlStateScope and the manual GL disable block verbatim (TextRendererFailureSafetyTests pins their literal presence) alongside the new pipeline bind - both target the identical final GL state, so this is redundant, not contradictory. Sprite/font texture binding stays classic (glActiveTexture/glBindTexture) because DrawSprite receives arbitrary externally-owned GL texture names from dozens of UI call sites outside this slice's scope; IGpuPassEncoder has no verb for that, by design (every other RHI consumer samples through the bindless texture table). - BitmapFont: the stb-baked R8 atlas is created/uploaded through IGpuDevice.CreateTexture; TextureId stays a raw GL name extracted from the IGpuTexture, since its only consumer is TextRenderer's classic path above. - DebugLineRenderer: the debug_line shader compiles through IGpuDevice.CreatePipeline (LineList topology, depth disabled); Flush ring- allocates its vertex data and draws through IGpuPassEncoder. uView/uProjection don't fit the shared GpuPushConstants block (one combined VP matrix) so they are set directly on the pipeline's compiled program, mirroring TextRenderer. - TextureCache: GetOrUploadRenderSurface and the public UploadRgba8(byte[],...) wrapper now create IGpuTexture+GpuTextureSlot internally, extracting the raw GL name for their unchanged uint return type - DrawSprite's signature and its 16 call sites across the UI are untouched. The world-material path (GetOrUpload, the raw layer-array upload) is untouched. - UiViewport: TextureHandle (uint) -> TextureSlot (GpuTextureSlot), resolved back to a raw GL name via TextRenderer.ResolveExternalTextureSlot at draw time. Its texture is produced by PaperdollViewportRenderer/ PrivateEntityViewportRenderer, both still raw GL until V4g, so RetailPaperdollFrameView/RetailCreatureAppraisalFrameView register it through the pre-approved GlGpuDevice.RegisterExternalColorTexture transitional seam (campaign doc SS7.1's final paragraph) instead of inventing anything broader. The two revert-postmortem fixes, both in Gpu/Gl (never in the pinned Gpu/ contract): - GlGpuDevice.BeginPass now resets the render-state cache unconditionally on every pass, not only a clearing one. The first attempt's crash came from exactly this gap: a raw-GL renderer running between two RHI passes changes GL program/blend/depth/cull state the cache never observes, so a later BindPipeline skipped re-issuing glUseProgram and the following push-constant upload threw GL_INVALID_OPERATION. - GlGpuPassEncoder now captures ambient GL capability state (program, VAO, array buffer, texture0 binding, depth test/write/func, blend enable+func, cull enable+mode, front face, alpha-to-coverage, multisample) on construction and restores it on Dispose, generalizing what TextRenderGlStateScope already did for TextRenderer specifically to every RHI pass - this is what stops DebugLineRenderer's pipeline bind (which has no scope of its own) from leaking state into the next raw-GL renderer. Both are marked transitional, deleted at V4h once nothing raw-GL remains. Frame lifecycle (additive, per the task's own description of this piece): new GpuDeviceFrameLifetime wraps IGpuDevice.BeginFrame()/IGpuFrame.End() and exposes the open frame via ICurrentGpuFrameSource. RenderFrameOrchestrator's IRenderFrameLifetime now routes through this wrapper instead of calling GpuFrameFlightController directly - GlGpuDevice.BeginFrame already calls straight through to that same controller, so the fence/slot-rotation contract is unchanged; the wrapper only additionally yields the IGpuFrame ported renderers need. No clears moved, no framebuffer binding changed, frame-graph phase order is untouched. The two now-dead per-slot TextRenderer.BeginFrame(int) calls in RuntimeRenderFrameBeginResources are removed. The UI Studio (RenderBootstrap/StudioWindow) gets its own independent RHI device+lifetime, mirroring the production composition. Real bug found and fixed while exercising this for the first time: both BitmapFont and TextureCache's nearest-filter override called TexParameter AFTER RegisterTexture, which made the bindless handle resident - GL_ARB_ bindless_texture forbids modifying a texture's parameters once its handle is resident, so this threw GL_INVALID_OPERATION building the retained UI's own TextRenderer. Fixed by moving both TexParameter blocks before RegisterTexture. Scope note: touches 25 files (24 modified + this commit's one new file), not the ~10 the brief estimated, because the frame-lifecycle wiring and the viewport escape hatch (both explicitly asked for) ripple through five composition files and two frame presenters that thread IGpuDevice/ ICurrentGpuFrameSource to construction sites. No file outside that necessary set was touched: no visibility sweep beyond the specific constructors/ properties whose new parameter types are internal (TextRenderer/BitmapFont/ DebugLineRenderer/UiHost's constructors, TextureCache's otherwise-orphaned convenience overload, UiViewport.TextureSlot), no world-mesh/terrain/particle/ sky file touched, no test deleted or weakened - three source-text conformance tests (TextRendererPublishesEveryConstructorResourceBeforeLaterGlWork, GlTextureOwnershipTests' TextRenderer.cs check, and RenderFrameResourceControllerTests' frame-order check) were replaced with equivalent assertions against the new construction/wiring shape, since their pinned invariant was specifically the old raw-GL shape this slice legitimately replaces. Gates: - dotnet build -c Release: 0 warnings, 0 errors. - dotnet test tests/AcDream.App.Tests -c Release: 3,843 passed / 3 skipped - exactly the baseline. Complete solution: 8,906 passed / 5 skipped across all nine test projects. - Offline pixel gate (tools/run-offline-pixel-gate.ps1, parenta97e04aevs this commit): 26 differing pixels of 563,200 compared (fraction 4.62e-05), pass against the 0.001/563-pixel threshold. Verified against a same-commit control (two captures at this commit differ by 20 pixels) rather than accepted at face value - the two numbers are in the same band, confirming this is normal animated-content/frame-pacing noise and not the systematic silhouette-edge loss (1,791 pixels, 224x higher) the first attempt's revert diagnosed. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
parent
a97e04ae3d
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26 changed files with 954 additions and 467 deletions
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@ -1,94 +1,89 @@
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using System.Collections.Generic;
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using System.Numerics;
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using System.Runtime.InteropServices;
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using AcDream.App.Rendering.Gpu;
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using AcDream.App.Rendering.Gpu.Gl;
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using Silk.NET.OpenGL;
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namespace AcDream.App.Rendering;
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/// <summary>
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/// Minimal GL debug line renderer for visualizing collision shapes,
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/// bounding boxes, and other debug geometry. Collect lines each frame
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/// via <see cref="AddLine"/> / <see cref="AddCylinder"/>, then call
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/// Minimal line renderer for visualizing collision shapes, bounding boxes,
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/// and other debug geometry. Collect lines each frame via
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/// <see cref="AddLine"/> / <see cref="AddCylinder"/>, then call
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/// <see cref="Flush"/> to upload + draw them.
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///
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/// Uses a single shared VBO that's respecialized each frame. Vertex
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/// format is (vec3 pos, vec3 color) = 24 bytes per vertex.
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/// Campaign V slice V4a: the <c>debug_line</c> shader compiles through
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/// <see cref="IGpuDevice.CreatePipeline"/> (<see cref="GpuPrimitiveTopology.LineList"/>
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/// topology, depth disabled to match this renderer's "visible through
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/// geometry" intent), and each Flush's vertex data comes from a per-frame
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/// ring allocation instead of the old single respecialized VBO. The shader's
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/// <c>uView</c>/<c>uProjection</c> pair does not fit the shared
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/// <c>GpuPushConstants</c> block (one combined view-projection matrix), and
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/// <see cref="IGpuPassEncoder"/> has no verb for arbitrary named uniforms, so
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/// they are set directly against the pipeline's compiled program — the same
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/// mechanical translation <see cref="TextRenderer"/> uses for its own
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/// shader-local uniforms.
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///
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/// Vertex format is (vec3 pos, vec3 color) = 24 bytes per vertex.
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/// </summary>
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public sealed unsafe class DebugLineRenderer : IDisposable
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{
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private const int FloatsPerVertex = 6;
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private const int VertexStrideBytes = FloatsPerVertex * sizeof(float);
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private static readonly GpuVertexLayout VertexLayout = new(
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StrideBytes: VertexStrideBytes,
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[
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new GpuVertexAttribute(0, GpuVertexFormat.Float3, 0),
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new GpuVertexAttribute(1, GpuVertexFormat.Float3, 12),
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]);
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private readonly GL _gl;
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private readonly Shader _shader;
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private readonly uint _vao;
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private readonly uint _vbo;
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private readonly ResourceCleanupGroup _resources;
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private readonly ICurrentGpuFrameSource _frameSource;
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private readonly IGpuPipeline _pipeline;
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private readonly int _uViewLocation;
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private readonly int _uProjectionLocation;
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private readonly List<float> _buffer = new(4096);
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private int _vertexCount;
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private int _capacityBytes;
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public DebugLineRenderer(GL gl, string shaderDir)
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// internal, not public: IGpuDevice/ICurrentGpuFrameSource are internal
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// types (the pinned RHI contract). DebugLineRenderer stays public — only
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// construction is restricted.
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internal DebugLineRenderer(IGpuDevice device, ICurrentGpuFrameSource frameSource, string shaderDir)
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{
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_gl = gl ?? throw new ArgumentNullException(nameof(gl));
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ArgumentNullException.ThrowIfNull(device);
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_frameSource = frameSource ?? throw new ArgumentNullException(nameof(frameSource));
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ArgumentException.ThrowIfNullOrWhiteSpace(shaderDir);
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var resources = new ResourceCleanupGroup();
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Shader? shader = null;
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uint vao = 0;
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uint vbo = 0;
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try
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if (device is not GlGpuDevice glDevice)
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{
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shader = new Shader(gl,
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Path.Combine(shaderDir, "debug_line.vert"),
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Path.Combine(shaderDir, "debug_line.frag"));
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resources.Add("debug-line shader", shader.Dispose);
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vao = GlResourceCommand.CreateName(
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gl,
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"debug-line VAO",
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gl.GenVertexArray,
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gl.DeleteVertexArray);
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uint ownedVao = vao;
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resources.Add(
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"debug-line VAO",
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() => GlResourceCommand.DeleteVertexArray(
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gl,
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ownedVao,
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$"delete debug-line VAO {ownedVao}"));
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vbo = GlResourceCommand.CreateName(
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gl,
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"debug-line VBO",
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gl.GenBuffer,
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gl.DeleteBuffer);
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uint ownedVbo = vbo;
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resources.Add(
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"debug-line VBO",
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() => GlResourceCommand.DeleteBuffer(
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gl,
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ownedVbo,
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$"delete debug-line VBO {ownedVbo}"));
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GlResourceCommand.Execute(gl, "configure debug-line vertex state", () =>
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{
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gl.BindVertexArray(vao);
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gl.BindBuffer(BufferTargetARB.ArrayBuffer, vbo);
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// 24-byte stride: vec3 pos + vec3 color
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gl.EnableVertexAttribArray(0);
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gl.VertexAttribPointer(0, 3, VertexAttribPointerType.Float, false, 6 * sizeof(float), (void*)0);
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gl.EnableVertexAttribArray(1);
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gl.VertexAttribPointer(1, 3, VertexAttribPointerType.Float, false, 6 * sizeof(float), (void*)(3 * sizeof(float)));
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gl.BindBuffer(BufferTargetARB.ArrayBuffer, 0);
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gl.BindVertexArray(0);
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});
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throw new NotSupportedException(
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"DebugLineRenderer's uView/uProjection uniforms (see the class remarks) are set " +
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"directly against the GL program; it needs GlGpuDevice's raw GL handle.");
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}
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catch (Exception constructionFailure)
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_gl = glDevice.Gl;
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_pipeline = device.CreatePipeline(new GpuPipelineDescription
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{
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resources.RollbackConstructionAndThrow(
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"DebugLineRenderer construction failed and its GL prefix did not cleanly roll back.",
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constructionFailure);
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}
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Name = "debug-line",
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Shaders = new GpuShaderSet("debug_line"),
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VertexLayout = VertexLayout,
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Topology = GpuPrimitiveTopology.LineList,
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Blend = GpuBlendMode.None,
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// Retail debug lines draw through geometry (the old Flush disabled
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// depth testing for the draw and restored whatever was ambient
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// before it — GlGpuPassEncoder now does that restore generically;
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// see its class comment).
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Depth = GpuDepthState.Disabled,
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Cull = GpuCullMode.None,
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AlphaToCoverage = false,
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ColorWrite = true,
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SampleCount = 1,
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});
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_resources = resources;
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_shader = shader!;
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_vao = vao;
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_vbo = vbo;
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uint program = ((GlGpuPipeline)_pipeline).GlProgram;
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_uViewLocation = _gl.GetUniformLocation(program, "uView");
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_uProjectionLocation = _gl.GetUniformLocation(program, "uProjection");
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}
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/// <summary>Clear accumulated lines. Call at the start of each frame.</summary>
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@ -174,40 +169,42 @@ public sealed unsafe class DebugLineRenderer : IDisposable
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{
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if (_vertexCount == 0) return;
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_shader.Use();
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_shader.SetMatrix4("uView", view);
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_shader.SetMatrix4("uProjection", projection);
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IGpuFrame frame = _frameSource.CurrentFrame
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?? throw new InvalidOperationException(
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"DebugLineRenderer.Flush requires an open IGpuFrame (see GpuDeviceFrameLifetime) — " +
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"the host must drive IGpuDevice.BeginFrame() before rendering debug lines.");
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_gl.BindVertexArray(_vao);
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_gl.BindBuffer(BufferTargetARB.ArrayBuffer, _vbo);
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int neededBytes = _buffer.Count * sizeof(float);
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if (neededBytes > _capacityBytes)
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using IGpuPassEncoder encoder = frame.BeginPass(new GpuPassDescription
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{
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fixed (float* ptr = CollectionsMarshal.AsSpan(_buffer))
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_gl.BufferData(BufferTargetARB.ArrayBuffer, (nuint)neededBytes, ptr, BufferUsageARB.DynamicDraw);
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_capacityBytes = neededBytes;
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}
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else
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{
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fixed (float* ptr = CollectionsMarshal.AsSpan(_buffer))
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_gl.BufferSubData(BufferTargetARB.ArrayBuffer, 0, (nuint)neededBytes, ptr);
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}
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Name = "debug-line",
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Color = new GpuColorAttachment(
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Target: null,
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Load: GpuLoadOp.Load,
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Store: GpuStoreOp.Store,
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ClearColor: default),
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Depth = null,
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SampleCount = 1,
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});
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encoder.BindPipeline(_pipeline);
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SetMatrix(_uViewLocation, view);
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SetMatrix(_uProjectionLocation, projection);
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// Depth test on so lines get occluded by geometry (but we want them
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// visible through geometry — disable depth test so everything shows).
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bool wasDepthEnabled = _gl.IsEnabled(EnableCap.DepthTest);
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_gl.Disable(EnableCap.DepthTest);
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int byteCount = _buffer.Count * sizeof(float);
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GpuRingAllocation allocation = frame.AllocateRing(byteCount, GpuRingUsage.Vertex);
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System.Runtime.InteropServices.CollectionsMarshal.AsSpan(_buffer).CopyTo(allocation.AsSpan<float>());
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encoder.BindVertexBuffer(allocation.Buffer, allocation.OffsetBytes);
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encoder.Draw((uint)_vertexCount, 1, 0, 0);
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}
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_gl.DrawArrays(PrimitiveType.Lines, 0, (uint)_vertexCount);
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if (wasDepthEnabled) _gl.Enable(EnableCap.DepthTest);
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_gl.BindVertexArray(0);
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private void SetMatrix(int location, Matrix4x4 m)
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{
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if (location < 0)
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return;
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_gl.UniformMatrix4(location, 1, false, (float*)&m);
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}
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public void Dispose()
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{
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_resources.RetryCleanup();
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_pipeline.Dispose();
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}
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}
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