feat(render): Campaign V slice V4a - port TextRenderer/BitmapFont/DebugLineRenderer/TextureCache UI path onto IGpuDevice

Second attempt at V4a after ceec3bc4 was reverted at 9aaf97e7 for 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, parent a97e04ae vs 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:
Erik 2026-07-27 19:37:19 +02:00
parent a97e04ae3d
commit 096dd203fa
26 changed files with 954 additions and 467 deletions

View file

@ -2,6 +2,8 @@
using AcDream.Core.Textures;
using AcDream.Core.World;
using AcDream.Content;
using AcDream.App.Rendering.Gpu;
using AcDream.App.Rendering.Gpu.Gl;
using DatReaderWriter;
using DatReaderWriter.DBObjs;
using Silk.NET.OpenGL;
@ -17,6 +19,7 @@ public sealed unsafe class TextureCache
IDisposable
{
private readonly GL _gl;
private readonly IGpuDevice _device;
private readonly IDatReaderWriter _dats;
private readonly string _diagnosticsDirectory;
// Handle and decoded dimensions are one atomic cache entry. Keeping them
@ -28,17 +31,29 @@ public sealed unsafe class TextureCache
_decodedDimensionsByTexture = new();
private uint _magentaHandle;
/// <summary>
/// Campaign V slice V4a: one registered <see cref="IGpuTexture"/> plus its
/// device texture-table <see cref="GpuTextureSlot"/>, decoded pixel size,
/// and the raw GL name <see cref="TextRenderer.DrawSprite"/>'s classic
/// texture-unit binding path still needs (see that class's remarks).
/// </summary>
private readonly record struct GpuUiTextureEntry(
IGpuTexture Texture,
GpuTextureSlot Slot,
uint GlName,
int Width,
int Height);
// Direct-RenderSurface caches for UI sprites: 0x06xxxxxx RenderSurface ids
// decoded directly (Portal/HighRes → DecodeRenderSurface), bypassing the
// Surface→SurfaceTexture chain that GetOrUpload uses for world materials.
private readonly Dictionary<uint, uint> _handlesByRenderSurfaceId = new();
private readonly Dictionary<uint, (int w, int h)> _rsSizeById = new();
private readonly Dictionary<uint, GpuUiTextureEntry> _renderSurfaceGpuTextures = new();
// Ad-hoc handles produced by the public UploadRgba8(byte[],int,int,bool) wrapper
// Ad-hoc textures produced by the public UploadRgba8(byte[],int,int,bool) wrapper
// (used by IconComposer for composited item icons). These are NOT stored in any
// of the keyed caches above, so Dispose must sweep this list to avoid leaking
// GL texture objects until process exit.
private readonly List<uint> _adhocHandles = new();
// GPU texture objects/slots until process exit.
private readonly List<GpuUiTextureEntry> _adhocGpuTextures = new();
private readonly Wb.BindlessSupport? _bindless;
private readonly CompositeTextureArrayCache? _compositeTextures;
@ -86,9 +101,14 @@ public sealed unsafe class TextureCache
private int _dumpFrameCounter;
private bool _surfaceHistogramAlreadyDumped;
public TextureCache(GL gl, IDatReaderWriter dats, Wb.BindlessSupport? bindless = null)
// internal, not public: IGpuDevice is an internal type (the pinned RHI
// contract), and this convenience overload has no real caller today (both
// production construction sites already target the internal overload
// below) — kept internal rather than deleted to preserve its shape.
internal TextureCache(GL gl, IGpuDevice device, IDatReaderWriter dats, Wb.BindlessSupport? bindless = null)
: this(
gl,
device,
dats,
bindless,
ImmediateGpuResourceRetirementQueue.Instance,
@ -101,6 +121,7 @@ public sealed unsafe class TextureCache
internal TextureCache(
GL gl,
IGpuDevice device,
IDatReaderWriter dats,
Wb.BindlessSupport? bindless,
IGpuResourceRetirementQueue retirementQueue,
@ -109,6 +130,7 @@ public sealed unsafe class TextureCache
{
budgets ??= ResidencyBudgetOptions.Default;
_gl = gl;
_device = device ?? throw new ArgumentNullException(nameof(device));
_dats = dats;
_bindless = bindless;
ArgumentException.ThrowIfNullOrWhiteSpace(diagnosticsDirectory);
@ -231,11 +253,10 @@ public sealed unsafe class TextureCache
/// </summary>
public uint GetOrUploadRenderSurface(uint renderSurfaceId, out int width, out int height, bool nearest = false)
{
if (_handlesByRenderSurfaceId.TryGetValue(renderSurfaceId, out var existing)
&& _rsSizeById.TryGetValue(renderSurfaceId, out var sz))
if (_renderSurfaceGpuTextures.TryGetValue(renderSurfaceId, out GpuUiTextureEntry existing))
{
width = sz.w; height = sz.h;
return existing;
width = existing.Width; height = existing.Height;
return existing.GlName;
}
DecodedTexture decoded;
@ -256,11 +277,62 @@ public sealed unsafe class TextureCache
decoded = DecodedTexture.Magenta;
}
uint h = UploadRgba8(decoded, nearest);
_handlesByRenderSurfaceId[renderSurfaceId] = h;
_rsSizeById[renderSurfaceId] = (decoded.Width, decoded.Height);
GpuUiTextureEntry entry = UploadUiTexture(decoded, nearest, $"ui-rendersurface-0x{renderSurfaceId:X8}");
_renderSurfaceGpuTextures[renderSurfaceId] = entry;
width = decoded.Width; height = decoded.Height;
return h;
return entry.GlName;
}
/// <summary>
/// Campaign V slice V4a: creates an <see cref="IGpuTexture"/> for one
/// decoded UI sprite/atlas and registers it into the device's global
/// texture table. Every UI-path texture uses REPEAT addressing (existing
/// behaviour — panel fills and tiled chrome sample UVs greater than 1) and
/// a single mip level (UI sprites never mip). The classic texture-unit
/// binding path <see cref="TextRenderer.DrawSprite"/> uses for these
/// (see that class's remarks) samples the texture object directly rather
/// than through a bound sampler object, so filtering must live on the
/// texture itself — <c>GlGpuTexture</c>'s constructor always sets Linear,
/// which is wrong for <paramref name="nearest"/>-requested (pixel-exact)
/// sprites, so it is overridden here exactly as the old raw-GL path did.
/// </summary>
private GpuUiTextureEntry UploadUiTexture(DecodedTexture decoded, bool nearest, string debugName)
{
IGpuTexture texture = _device.CreateTexture(new GpuTextureDescription(
debugName,
GpuTextureKind.Texture2D,
GpuTextureFormat.Rgba8Unorm,
Width: decoded.Width,
Height: decoded.Height,
LayerCount: 1,
MipLevelCount: 1));
try
{
texture.Upload(0, 0, decoded.Rgba8);
uint glName = ((GlGpuTexture)texture).GlName;
TrackUploadedTexture(glName, decoded.Width, decoded.Height);
// MUST happen BEFORE RegisterTexture below: ARB_bindless_texture
// forbids glTexParameter on a texture once its bindless handle has
// been made resident (GL_INVALID_OPERATION). See BitmapFont's
// constructor for the same fix and full explanation.
if (nearest)
{
_gl.BindTexture(TextureTarget.Texture2D, glName);
_gl.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Nearest);
_gl.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Nearest);
_gl.BindTexture(TextureTarget.Texture2D, 0);
}
IGpuSampler sampler = _device.CreateSampler(GpuSamplerDescription.WorldRepeat);
GpuTextureSlot slot = _device.RegisterTexture(texture, sampler);
return new GpuUiTextureEntry(texture, slot, glName, decoded.Width, decoded.Height);
}
catch
{
texture.Dispose();
throw;
}
}
/// <summary>
@ -815,14 +887,15 @@ public sealed unsafe class TextureCache
/// <summary>Uploads a raw RGBA8 byte array as a Texture2D. Used by
/// <see cref="AcDream.App.UI.IconComposer"/> to upload CPU-composited icon layers.
/// The returned handle is tracked in <see cref="_adhocHandles"/> and deleted by
/// The returned handle is tracked in <see cref="_adhocGpuTextures"/> and deleted by
/// <see cref="Dispose"/>. Callers must NOT also store the handle in any of the
/// keyed caches — that would cause a double-delete on Dispose.</summary>
public uint UploadRgba8(byte[] rgba, int width, int height, bool nearest = false)
{
uint h = UploadRgba8(new DecodedTexture(rgba, width, height), nearest);
_adhocHandles.Add(h);
return h;
GpuUiTextureEntry entry = UploadUiTexture(
new DecodedTexture(rgba, width, height), nearest, "ui-adhoc-rgba8");
_adhocGpuTextures.Add(entry);
return entry.GlName;
}
private uint UploadRgba8(DecodedTexture decoded, bool nearest = false)
@ -932,7 +1005,18 @@ public sealed unsafe class TextureCache
{
_gl.DeleteTexture(name);
Wb.GLHelpers.ThrowOnResourceError(_gl, $"deleting uploaded texture {name}");
UntrackUploadedTexture(name);
}
/// <summary>
/// Memory-tracking bookkeeping only, without a raw GL delete — used for
/// the Campaign V slice V4a UI-path <see cref="IGpuTexture"/> entries,
/// whose GL name is released by <see cref="IGpuTexture.Dispose"/> through
/// the device's own retirement queue rather than by
/// <see cref="DeleteUploadedTexture"/>.
/// </summary>
private void UntrackUploadedTexture(uint name)
{
if (_uploadMetadata.Remove(name, out var metadata))
{
long bytes = checked((long)metadata.Width * metadata.Height * 4L);
@ -962,16 +1046,26 @@ public sealed unsafe class TextureCache
_magentaHandle = 0;
}
// RenderSurface (UI sprite) handles — pre-existing gap: this dict was populated
// by GetOrUploadRenderSurface but was not swept here before this fix.
foreach (var h in _handlesByRenderSurfaceId.Values)
DeleteUploadedTexture(h);
_handlesByRenderSurfaceId.Clear();
// RenderSurface (UI sprite) textures — Campaign V slice V4a: each
// entry's IGpuTexture.Dispose() releases the underlying GL name
// through the device's own retirement queue, so only the memory-
// tracking bookkeeping and the registered slot need releasing here.
foreach (GpuUiTextureEntry entry in _renderSurfaceGpuTextures.Values)
{
entry.Texture.Dispose();
_device.ReleaseTextureSlot(entry.Slot);
UntrackUploadedTexture(entry.GlName);
}
_renderSurfaceGpuTextures.Clear();
// Ad-hoc handles from the public UploadRgba8(byte[],int,int,bool) wrapper
// Ad-hoc textures from the public UploadRgba8(byte[],int,int,bool) wrapper
// (IconComposer composited icons). Not stored in any keyed cache.
foreach (var h in _adhocHandles)
DeleteUploadedTexture(h);
_adhocHandles.Clear();
foreach (GpuUiTextureEntry entry in _adhocGpuTextures)
{
entry.Texture.Dispose();
_device.ReleaseTextureSlot(entry.Slot);
UntrackUploadedTexture(entry.GlName);
}
_adhocGpuTextures.Clear();
}
}