feat(O-T3): extract GL infrastructure to AcDream.App
Phase O Task 3 — verbatim-copy GL infra from Chorizite.OpenGLSDLBackend
into src/AcDream.App/Rendering/Wb/ (namespace AcDream.App.Rendering.Wb).
18 files extracted (all namespace-changed; no algorithm changes):
OpenGLGraphicsDevice, ManagedGLTexture, ManagedGLTextureArray,
ManagedGLVertexBuffer, ManagedGLIndexBuffer, ManagedGLVertexArray,
ManagedGLFrameBuffer, ManagedGLUniformBuffer, GLSLShader, GLHelpers,
GLStateScope, GpuMemoryTracker, SceneData, DebugRenderSettings,
TextureParameters, TextureFormatExtensions, BufferUsageExtensions,
EmbeddedResourceReader.
3 internals promoted to public (O-D9):
EmbeddedResourceReader, TextureFormatExtensions, BufferUsageExtensions.
SixLabors.ImageSharp not reachable: TextureHelpers was placed in
AcDream.Core (no GL/ImageSharp dep); only the GL types went to App.
TextureHelpers.GetCompressedLayerSize added to AcDream.Core.Rendering.Wb
(was in Chorizite.OpenGLSDLBackend.Lib.TextureHelpers; uses
Chorizite.Core.Render.Enums.TextureFormat which Core gets transitively
via the still-present WB project refs).
T3/T4 boundary interims:
- WbMeshAdapter._graphicsDevice stays Chorizite.OpenGLSDLBackend.OpenGLGraphicsDevice
(T4 will swap it when ObjectMeshManager is extracted).
- OpenGLGraphicsDevice.ParticleBatcher deferred to null! (T4 extracts
ParticleBatcher alongside ObjectMeshManager; can't pass `this` of our
new type to the WB-original ctor before T4).
- ManagedGLTextureArray uses our TextureHelpers via explicit alias.
- IUniformBuffer is in Chorizite.Core.dll under Chorizite.OpenGLSDLBackend
namespace (unusual packaging); resolved via type alias.
- AcDream.App.csproj gets explicit Chorizite.Core 0.0.18 PackageReference
(IUniformBuffer + other Chorizite.Core types now used directly in App).
Build green. Test baseline 1147+8 maintained (1902 passing, 8 pre-existing
MotionInterpreterTests failures unrelated to T3).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
parent
16bc10c99d
commit
4cc38805b5
21 changed files with 3018 additions and 4 deletions
143
src/AcDream.App/Rendering/Wb/ManagedGLUniformBuffer.cs
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143
src/AcDream.App/Rendering/Wb/ManagedGLUniformBuffer.cs
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using Chorizite.Core.Render;
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using Chorizite.Core.Render.Enums;
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using Silk.NET.OpenGL;
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using System.Runtime.InteropServices;
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using BufferUsage = Chorizite.Core.Render.Enums.BufferUsage;
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// IUniformBuffer is in Chorizite.Core.dll but under the Chorizite.OpenGLSDLBackend namespace
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using IUniformBuffer = Chorizite.OpenGLSDLBackend.IUniformBuffer;
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namespace AcDream.App.Rendering.Wb {
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/// <summary>
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/// OpenGL uniform buffer
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/// </summary>
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public unsafe class ManagedGLUniformBuffer : IUniformBuffer {
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private uint bufferId;
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private readonly OpenGLGraphicsDevice _device;
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private GL GL => _device.GL;
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/// <inheritdoc />
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public int Size { get; private set; }
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/// <inheritdoc />
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public BufferUsage Usage { get; private set; }
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/// <summary>
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/// Initializes a new instance of the <see cref="ManagedGLUniformBuffer"/> class.
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/// </summary>
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/// <param name="device">Graphics device</param>
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/// <param name="usage">Buffer usage</param>
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/// <param name="size">The size of the buffer, in bytes</param>
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public unsafe ManagedGLUniformBuffer(OpenGLGraphicsDevice device, BufferUsage usage, int size) {
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_device = device;
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Size = size;
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Usage = usage;
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// Generate the buffer
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bufferId = GL.GenBuffer();
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if (bufferId == 0) {
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throw new Exception("Failed to generate uniform buffer.");
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}
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GpuMemoryTracker.TrackResourceAllocation(GpuResourceType.Buffer);
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GLHelpers.CheckErrors(GL);
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// Allocate the buffer with the specified size
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GL.BindBuffer(GLEnum.UniformBuffer, bufferId);
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GLHelpers.CheckErrors(GL);
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GL.BufferData(
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GLEnum.UniformBuffer,
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(uint)Size,
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(void*)0, // No initial data
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GLEnum.DynamicDraw);
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GLHelpers.CheckErrors(GL);
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GpuMemoryTracker.TrackAllocation(Size, GpuResourceType.Buffer);
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}
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/// <inheritdoc />
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public unsafe void SetData<T>(T[] data) where T : unmanaged {
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SetData(data.AsSpan());
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}
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/// <inheritdoc />
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public unsafe void SetData<T>(Span<T> data) where T : unmanaged {
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uint dataSize = (uint)data.Length * (uint)Marshal.SizeOf<T>();
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// Ensure the buffer size is sufficient
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if (dataSize > Size) {
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throw new ArgumentException($"Data size ({dataSize} bytes) exceeds buffer size ({Size} bytes).");
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}
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GL.BindBuffer(GLEnum.UniformBuffer, bufferId);
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fixed (T* ptr = data) {
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GL.BufferSubData(GLEnum.UniformBuffer, 0, (nuint)dataSize, ptr);
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}
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}
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/// <inheritdoc />
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public unsafe void SetSubData<T>(T[] data, int destinationOffsetBytes, int sourceOffsetElements = 0, int lengthElements = 0) where T : unmanaged {
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SetSubData(data.AsSpan(), destinationOffsetBytes, sourceOffsetElements, lengthElements);
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}
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/// <inheritdoc />
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public unsafe void SetSubData<T>(Span<T> data, int destinationOffsetBytes, int sourceOffsetElements = 0, int lengthElements = 0) where T : unmanaged {
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if (lengthElements <= 0) {
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lengthElements = data.Length - sourceOffsetElements;
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}
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uint dataSizeBytes = (uint)lengthElements * (uint)Marshal.SizeOf<T>();
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// Validate buffer bounds
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if (destinationOffsetBytes + dataSizeBytes > Size) {
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throw new ArgumentException($"Update would exceed buffer size. Buffer size: {Size}, Update range: {destinationOffsetBytes} to {destinationOffsetBytes + dataSizeBytes}");
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}
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GL.BindBuffer(GLEnum.UniformBuffer, bufferId);
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fixed (T* ptr = data.Slice(sourceOffsetElements, lengthElements)) {
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GL.BufferSubData(GLEnum.UniformBuffer, (nint)destinationOffsetBytes, (nuint)dataSizeBytes, ptr);
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}
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}
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/// <summary>
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/// Sets a single piece of data in the buffer.
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/// </summary>
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public unsafe void SetData<T>(ref T data) where T : unmanaged {
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fixed (T* pData = &data) {
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SetData(new Span<T>(pData, 1));
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}
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}
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/// <summary>
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/// Binds the buffer to the specified binding point.
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/// </summary>
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/// <param name="bindingPoint">The binding point to bind to</param>
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public void Bind(uint bindingPoint) {
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GL.BindBufferBase(GLEnum.UniformBuffer, bindingPoint, bufferId);
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GLHelpers.CheckErrors(GL);
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}
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/// <inheritdoc />
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public void Bind() {
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GL.BindBuffer(GLEnum.UniformBuffer, bufferId);
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GLHelpers.CheckErrors(GL);
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}
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/// <inheritdoc />
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public void Unbind() {
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GL.BindBuffer(GLEnum.UniformBuffer, 0);
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GLHelpers.CheckErrors(GL);
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}
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public void Dispose() {
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_device.QueueGLAction(GL => {
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if (bufferId != 0) {
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GL.DeleteBuffer(bufferId);
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GpuMemoryTracker.TrackResourceDeallocation(GpuResourceType.Buffer);
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GLHelpers.CheckErrors(GL);
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GpuMemoryTracker.TrackDeallocation(Size, GpuResourceType.Buffer);
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bufferId = 0;
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}
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});
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}
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}
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}
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