From 565c351f93b25dbe2ed7d2579d624e8f3b854bfa Mon Sep 17 00:00:00 2001 From: Erik Date: Tue, 28 Jul 2026 12:43:50 +0200 Subject: [PATCH] =?UTF-8?q?feat(render):=20Campaign=20V=20slice=20V4t-2=20?= =?UTF-8?q?=E2=80=94=20the=20world=20texture=20stack=20crosses=20to=20GpuT?= =?UTF-8?q?extureSlot?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit The rest of V4t. The composite, particle and shared-atlas texture paths now hand out the device's GpuTextureSlot instead of a raw 64-bit ARB_bindless_texture handle, and GroupKey, CachedBatch and ObjectRenderBatch carry that slot. WbDrawDispatcher, EnvCellRenderer and ParticleRenderer retire their interim GlBindlessHandleTable instances and share the device's one table, exactly as V4t-1 did for terrain. Nothing about world submission changes otherwise: these three renderers are still raw GL, still bind binding 9 themselves, and still draw the same geometry in the same order. **What produces a slot now.** CompositeTextureArrayCache's GL backend interns each array's handle when it makes it resident and retires the entry when it makes it non-resident, so the pair is created and destroyed together and the cache above it never learns a device exists — the fake backend its tests use mints a stand-in slot. TextureCache.AcquireParticleTexture does the same for the one-layer particle arrays it owns, including on its rollback path. ObjectMeshManager registers each shared atlas's wrap/clamp handles at batch upload; registration is idempotent by handle, so the many batches sharing an atlas share its entry. **Slot release is stricter than what it replaces, not looser.** The interim tables never released anything — the class comment said so — and they grew without bound. The device's table has a fixed 16,384-slot capacity, so an unreleased entry is now a leak with an end. Every producer therefore retires its entry: the composite backend at MakeNonResident, the particle backend at MakeNonResident, and ObjectMeshManager when a retiring atlas's PHYSICAL retirement completes — the point at which its handles are already non-resident and its texture already deleted. That last one needs the handles snapshotted at eviction, because ManagedGLTextureArray.Dispose zeroes its own copies as its first act. Teardown deliberately does not release: the device is being torn down alongside its callers, so there is nothing left to recycle a slot into, and deferring work through a possibly-disposed retirement queue would turn a clean shutdown into a throw. **The default value became load-bearing, and that is the one real hazard here.** BindlessTextureLocation could say "not resolved" with handle 0, because no texture has handle 0. A slot index has no spare value — default(GpuTextureSlot) is real slot 0 — so a positional record would have turned every budget-rejected or still-uploading composite into a silent read of whichever texture registered first. That is the magenta-placeholder failure shape one layer down. The type is now a struct storing the slot one-based, so default IS Unresolved, with a test pinning both halves: default is unresolved, and a location naming slot 0 is resolved and distinguishable from it. Elsewhere the sentinel is already exact — GpuTextureSlot.Unassigned is 0xFFFFFFFF, which is common.glsl's ACDREAM_TEXTURE_NONE — so the classify path's "no texture yet" test and the particle billboard's untextured branch are unchanged in meaning. **GroupKey ordering is preserved because the key never ordered anything.** Handle→slot is a bijection (the device interns one slot per resident handle), so the same (entity, batch) pairs bucket together as before. The key reaches equality, hashing and the scene-digest fingerprints — never a comparator: opaque and translucent groups sort by cull mode then camera distance, the delayed-alpha path by viewer distance then submission ordinal, and group enumeration follows the persistent dictionary's insertion order, which a changed hash does not disturb. The digests hash the slot index where they hashed the handle; both sides of the render-shadow comparison compute them the same way, so the value changing is invisible to it. Read CompareOpaqueSubmissionOrder, CompareTransparentSubmissionOrder and AlphaFingerprintComparer before doubting this — sort-order drift is a pixel-visible regression class this project has hit, and it is why the check was made before the retype rather than after. **One visibility change, forced rather than chosen.** BindlessTextureLocation was public and now holds an internal contract type, so it is internal; ObjectRenderBatch.TextureSlot is internal on an otherwise public class for the same reason. Nothing outside this assembly and its InternalsVisibleTo test assemblies named either. **SkyRenderer keeps its interim table**, and the report should say why: the sky's textures are minted by SkyRenderer itself from TextureCache's raw GL texture names, which this slice does not retype, so it would be the one consumer registering handles it produced — a different shape from the world stack. The offline gate also masks the sky band, so the one automated instrument here cannot see a sky regression. V4f owns that renderer. **Gates.** GL offline pixel gate vs cb2a70b8, measured twice: 31 and 22 differing pixels of 563,200 (5.50e-05, 3.91e-05). The first is above the plan's documented 15-23 px band, so a control was measured rather than assumed: two same-commit captures at this tree differ by 19 px, and — the decisive number — a capture at V4t-1 and a capture at this commit differ by 9 px, fewer than the same-commit control. Maximum channel delta is 41-52 in every pair including the controls, i.e. the differing pixels are drawn from one flickering population, not from moved geometry. tools/run-repeat-connected-gate.ps1 -Runs 3: 3/3 RENDERED on both the desktop witness and the client capture. One Vulkan composition-host run with VK_LAYER_KHRONOS_validation proven inserted by the loader: zero errors, zero warnings, converged ownership ledger. App tests 4,077 / 3 skips and the complete Release suite 9,140 / 5 — both the 4,075 and 9,138 baselines plus the two tests added here. Co-Authored-By: Claude Fable 5 --- .../Rendering/CompositeTextureArrayCache.cs | 95 ++++++++++-- src/AcDream.App/Rendering/ParticleRenderer.cs | 135 +++++++----------- .../StandaloneBindlessTextureCache.cs | 7 + src/AcDream.App/Rendering/TextureCache.cs | 35 ++++- src/AcDream.App/Rendering/Wb/CachedBatch.cs | 3 +- .../Rendering/Wb/EntityClassificationCache.cs | 6 +- .../Rendering/Wb/EnvCellRenderer.cs | 85 ++++------- src/AcDream.App/Rendering/Wb/GroupKey.cs | 14 +- .../Rendering/Wb/ObjectMeshManager.cs | 82 ++++++++++- .../Wb/WbDrawDispatcher.PackedOracle.cs | 6 +- .../Rendering/Wb/WbDrawDispatcher.cs | 130 ++++++++--------- src/AcDream.App/Rendering/Wb/WbMeshAdapter.cs | 13 ++ .../CompositeTextureArrayCachePolicyTests.cs | 58 +++++++- .../StandaloneBindlessTextureCacheTests.cs | 1 + .../Rendering/Wb/InstanceGroupClearTests.cs | 24 ++-- .../Wb/EntityClassificationCacheTests.cs | 20 +-- .../Wb/WbDrawDispatcherBucketingTests.cs | 30 ++-- 17 files changed, 463 insertions(+), 281 deletions(-) diff --git a/src/AcDream.App/Rendering/CompositeTextureArrayCache.cs b/src/AcDream.App/Rendering/CompositeTextureArrayCache.cs index cb9899a8..cb328e20 100644 --- a/src/AcDream.App/Rendering/CompositeTextureArrayCache.cs +++ b/src/AcDream.App/Rendering/CompositeTextureArrayCache.cs @@ -1,3 +1,5 @@ +using AcDream.App.Rendering.Gpu; +using AcDream.App.Rendering.Gpu.Gl; using AcDream.Core.Textures; using AcDream.Core.World; using Silk.NET.OpenGL; @@ -5,10 +7,63 @@ using Silk.NET.OpenGL; namespace AcDream.App.Rendering; /// -/// Location of one decoded entity-material composite in a resident bindless -/// texture array. The modern mesh shader consumes this exact pair. +/// Location of one decoded entity-material composite: the device texture-table +/// slot of the array holding it, plus the layer within that array. The modern +/// mesh shader consumes this exact pair. +/// +/// Campaign V slice V4t replaced the raw 64-bit +/// ARB_bindless_texture handle with , and +/// that makes the DEFAULT value load-bearing. The old type could say "not +/// resolved" with handle 0, because no texture ever has handle 0. A slot index +/// has no such spare value — default(GpuTextureSlot) is real slot 0 — so +/// a positional record would have turned every budget-rejected or +/// still-uploading return into a silent read of whichever texture registered +/// first. The slot is therefore stored one-based, which makes default +/// exactly . Same discipline, same reason, as +/// UiTextureTableHandle on the UI path. +/// +/// Internal rather than public because is +/// part of the internal RHI contract. Nothing outside this assembly and its +/// InternalsVisibleTo test assemblies ever named this type. /// -public readonly record struct BindlessTextureLocation(ulong Handle, uint Layer); +internal readonly struct BindlessTextureLocation : IEquatable +{ + private readonly uint _slotPlusOne; + + public BindlessTextureLocation(GpuTextureSlot slot, uint layer) + { + _slotPlusOne = slot.IsAssigned ? slot.Index + 1 : 0; + Layer = layer; + } + + /// The "no composite yet" value. Identical to default. + public static BindlessTextureLocation Unresolved => default; + + /// Layer within the array. Meaningless unless . + public uint Layer { get; } + + public bool IsResolved => _slotPlusOne != 0; + + public GpuTextureSlot Slot => + _slotPlusOne == 0 ? GpuTextureSlot.Unassigned : new GpuTextureSlot(_slotPlusOne - 1); + + public bool Equals(BindlessTextureLocation other) => + _slotPlusOne == other._slotPlusOne && Layer == other.Layer; + + public override bool Equals(object? obj) => + obj is BindlessTextureLocation other && Equals(other); + + public override int GetHashCode() => HashCode.Combine(_slotPlusOne, Layer); + + public static bool operator ==(BindlessTextureLocation left, BindlessTextureLocation right) => + left.Equals(right); + + public static bool operator !=(BindlessTextureLocation left, BindlessTextureLocation right) => + !left.Equals(right); + + public override string ToString() => + IsResolved ? $"{Slot}/layer{Layer}" : "unresolved"; +} internal enum CompositeTextureKind : byte { @@ -74,6 +129,14 @@ internal sealed class CompositeTextureArrayResource { public required uint Name { get; init; } public required ulong Handle { get; init; } + + /// + /// Campaign V slice V4t: this array's entry in the device texture table. + /// The backend that made resident also interned it, so + /// the pair is created and retired together and the cache above never has + /// to know a backend exists. + /// + public required GpuTextureSlot Slot { get; init; } public required int Width { get; init; } public required int Height { get; init; } public required int Capacity { get; init; } @@ -98,11 +161,13 @@ internal sealed unsafe class GlCompositeTextureArrayBackend : ICompositeTextureA { private readonly GL _gl; private readonly Wb.BindlessSupport _bindless; + private readonly GlGpuDevice _device; - public GlCompositeTextureArrayBackend(GL gl, Wb.BindlessSupport bindless) + public GlCompositeTextureArrayBackend(GL gl, Wb.BindlessSupport bindless, GlGpuDevice device) { _gl = gl ?? throw new ArgumentNullException(nameof(gl)); _bindless = bindless ?? throw new ArgumentNullException(nameof(bindless)); + _device = device ?? throw new ArgumentNullException(nameof(device)); _gl.GetInteger(GetPName.MaxArrayTextureLayers, out int maximumLayers); MaximumArrayLayers = Math.Max(1, maximumLayers); } @@ -149,10 +214,15 @@ internal sealed unsafe class GlCompositeTextureArrayBackend : ICompositeTextureA Wb.GpuMemoryTracker.TrackResourceAllocation(Wb.GpuResourceType.Texture); Wb.GpuMemoryTracker.TrackAllocation(bytes, Wb.GpuResourceType.Texture); tracked = true; + // Campaign V slice V4t: intern the resident handle into the device's + // one texture table. A table-exhaustion throw here is caught by the + // same rollback below, and nothing was added to the table if it did. + GpuTextureSlot slot = _device.RegisterWorldTextureHandle(handle); return new CompositeTextureArrayResource { Name = name, Handle = handle, + Slot = slot, Width = width, Height = height, Capacity = capacity, @@ -248,6 +318,10 @@ internal sealed unsafe class GlCompositeTextureArrayBackend : ICompositeTextureA Wb.GLHelpers.ThrowOnResourceError( _gl, $"releasing composite texture handle {resource.Handle} (precondition)"); + // Campaign V slice V4t: retire the table entry before the handle it + // names stops being resident. Idempotent, so this stays correct when + // the retryable release ledger re-runs the operation. + _device.ReleaseWorldTextureHandle(resource.Handle); _bindless.MakeNonResident(resource.Handle); Wb.GLHelpers.ThrowOnResourceError(_gl, $"releasing composite texture handle {resource.Handle}"); } @@ -341,13 +415,14 @@ internal sealed class CompositeTextureArrayCache : IDisposable public CompositeTextureArrayCache( GL gl, Wb.BindlessSupport bindless, + GlGpuDevice device, IGpuResourceRetirementQueue retirementQueue, long unownedBudgetBytes = DefaultUnownedBudgetBytes, long physicalBudgetBytes = DefaultPhysicalBudgetBytes, int maximumUploadsPerFrame = DefaultMaximumUploadsPerFrame, long maximumUploadBytesPerFrame = DefaultMaximumUploadBytesPerFrame) : this( - new GlCompositeTextureArrayBackend(gl, bindless), + new GlCompositeTextureArrayBackend(gl, bindless, device), retirementQueue, unownedBudgetBytes, physicalBudgetBytes, @@ -508,7 +583,7 @@ internal sealed class CompositeTextureArrayCache : IDisposable ThrowIfUnavailable(); if (!_entries.TryGetValue(key, out Entry? entry)) { - location = default; + location = BindlessTextureLocation.Unresolved; return false; } @@ -516,7 +591,7 @@ internal sealed class CompositeTextureArrayCache : IDisposable _unowned.MarkOwned(key); entry.Atlas.LastUseSequence = ++_useSequence; location = new BindlessTextureLocation( - entry.Atlas.Resource.Handle, + entry.Atlas.Resource.Slot, checked((uint)entry.Layer)); return true; } @@ -542,7 +617,7 @@ internal sealed class CompositeTextureArrayCache : IDisposable // does not fit, stop all later decodes this frame rather than // repeatedly allocating RGBA buffers that cannot be uploaded. _uploadBudgetBlocked = true; - location = default; + location = BindlessTextureLocation.Unresolved; return false; } @@ -552,7 +627,7 @@ internal sealed class CompositeTextureArrayCache : IDisposable // this frame. Tick advances compatible reclamation before the next // frame retries the same logical composite. _uploadBudgetBlocked = true; - location = default; + location = BindlessTextureLocation.Unresolved; return false; } @@ -585,7 +660,7 @@ internal sealed class CompositeTextureArrayCache : IDisposable _owners.Acquire(ownerLocalId, key); _frameUploadCount++; _frameUploadBytes = checked(_frameUploadBytes + bytes); - location = new BindlessTextureLocation(atlas.Resource.Handle, checked((uint)layer)); + location = new BindlessTextureLocation(atlas.Resource.Slot, checked((uint)layer)); return true; } diff --git a/src/AcDream.App/Rendering/ParticleRenderer.cs b/src/AcDream.App/Rendering/ParticleRenderer.cs index b00d3d91..e3e6a366 100644 --- a/src/AcDream.App/Rendering/ParticleRenderer.cs +++ b/src/AcDream.App/Rendering/ParticleRenderer.cs @@ -46,7 +46,7 @@ public sealed unsafe class ParticleRenderer : IDisposable public readonly Vector3 AxisX; public readonly Vector3 AxisY; public readonly uint ColorArgb; - public readonly ulong TextureHandle; + public readonly AcDream.App.Rendering.Gpu.GpuTextureSlot TextureSlot; public readonly float DistanceSq; public ParticleInstance( @@ -54,14 +54,14 @@ public sealed unsafe class ParticleRenderer : IDisposable Vector3 axisX, Vector3 axisY, uint colorArgb, - ulong textureHandle, + AcDream.App.Rendering.Gpu.GpuTextureSlot textureSlot, float distanceSq) { Position = position; AxisX = axisX; AxisY = axisY; ColorArgb = colorArgb; - TextureHandle = textureHandle; + TextureSlot = textureSlot; DistanceSq = distanceSq; } } @@ -124,17 +124,20 @@ public sealed unsafe class ParticleRenderer : IDisposable private readonly int _meshTextureIndexLoc = -1; private readonly int _meshTextureLayerLoc = -1; - // Campaign V slice V2c (2026-07-27): GL-only emulation of the eventual - // Vulkan global texture descriptor array (binding=9, - // GpuBindingModel.StorageTextureTable). Owns its own table — see - // GlBindlessHandleTable's doc comment and the campaign doc's §5.2 for why - // particles don't share WbDrawDispatcher's/EnvCellRenderer's/ - // TerrainModernRenderer's tables. There is no automated pixel-gate - // coverage for particles (the offline gate's fixed outdoor view has none - // in frame), so this indirection is kept strictly mechanical. - private readonly GlBindlessHandleTable _textureTable = new(); - private uint _textureTableSsbo; - private int _textureTableSsboCapacityBytes; + // Campaign V slice V4t (2026-07-28): the interim per-renderer + // GlBindlessHandleTable is retired. Both particle texture sources now hand + // out the device's own GpuTextureSlot — TextureCache.AcquireParticleTexture + // for billboards, ObjectRenderBatch.TextureSlot for mesh particles — so all + // that is left here is flushing and binding that one table before each + // raw-GL draw. There is still no automated pixel-gate coverage for + // particles (the offline gate's fixed outdoor view has none in frame), so + // this change is kept strictly mechanical, exactly as V2c's was. + private AcDream.App.Rendering.Gpu.Gl.GlGpuDevice WorldTextureTable => + (_meshAdapter + ?? throw new InvalidOperationException( + "ParticleRenderer was constructed without a mesh adapter: its texture " + + "slots come from that adapter's GL device table (Campaign V slice V4t).")) + .WorldTextureTable; private uint _quadVao; private readonly uint _quadVbo; @@ -275,21 +278,6 @@ public sealed unsafe class ParticleRenderer : IDisposable _meshTextureLayerLoc = _gl.GetUniformLocation(_meshShader.Program, "uParamA"); } - // Campaign V slice V2c: binding=9 texture-table SSBO (GL-only - // emulation of the eventual Vulkan descriptor array). - _textureTableSsbo = TrackedGlResource.CreateBuffer( - _gl, - "creating particle texture-table SSBO"); - RetryableGpuResourceRelease textureTableRelease = - TrackedGlResource.CreateRetryableBufferDeletion( - _gl, - _textureTableSsbo, - () => _textureTableSsboCapacityBytes, - "rolling back particle texture-table SSBO"); - constructionResources.Add( - "particle texture-table SSBO", - textureTableRelease.Run); - float[] quadVerts = { -0.5f, -0.5f, 0f, 0f, @@ -568,7 +556,7 @@ public sealed unsafe class ParticleRenderer : IDisposable _gl.ProgramUniform1( _meshShader.Program, _meshTextureIndexLoc, - _textureTable.GetOrAdd(batch.BindlessTextureHandle)); + batch.TextureSlot.Index); // Slice V6e: uParamA is a float, so the layer is widened here rather // than in the shader's float(uTextureLayer). Layers are small // integers; the sampled value is bit-identical. @@ -763,7 +751,7 @@ public sealed unsafe class ParticleRenderer : IDisposable _gl.ProgramUniform1( _meshShader.Program, _meshTextureIndexLoc, - _textureTable.GetOrAdd(batch.BindlessTextureHandle)); + batch.TextureSlot.Index); // Slice V6e: uParamA is a float, so the layer is widened here rather // than in the shader's float(uTextureLayer). Layers are small // integers; the sampled value is bit-identical. @@ -962,7 +950,7 @@ public sealed unsafe class ParticleRenderer : IDisposable axisX, axisY, p.ColorArgb, - gfxInfo.TextureHandle, + gfxInfo.TextureSlot, distSq))); _submissionScratch.Add(new ParticleSubmission( ParticleSubmissionKind.Billboard, @@ -1005,7 +993,7 @@ public sealed unsafe class ParticleRenderer : IDisposable for (int batchIndex = 0; batchIndex < renderData.Batches.Count; batchIndex++) { ObjectRenderBatch batch = renderData.Batches[batchIndex]; - if (batch.IndexCount <= 0 || batch.BindlessTextureHandle == 0) + if (batch.IndexCount <= 0 || !batch.TextureSlot.IsAssigned) continue; int drawIndex = _meshDrawListScratch.Count; @@ -1084,9 +1072,12 @@ public sealed unsafe class ParticleRenderer : IDisposable /// private const uint NoTextureSlot = 0xFFFFFFFFu; - // Campaign V slice V2c: instance method (not static) because it converts - // the particle's raw bindless handle to a _textureTable slot. - private void WriteBillboardGpuInstance( + // Campaign V slice V4t: static again — the particle already carries the + // device's table slot, so there is no per-renderer interning left to do. + // GpuTextureSlot.Unassigned and NoTextureSlot are the same 0xFFFFFFFF by + // construction (the contract's sentinel IS ACDREAM_TEXTURE_NONE), so the + // untextured branch collapses into the assignment rather than disappearing. + private static void WriteBillboardGpuInstance( ref BillboardGpuInstance destination, ParticleInstance particle) { @@ -1100,9 +1091,9 @@ public sealed unsafe class ParticleRenderer : IDisposable ((particle.ColorArgb >> 8) & 0xFF) / 255f, (particle.ColorArgb & 0xFF) / 255f, ((particle.ColorArgb >> 24) & 0xFF) / 255f), - TextureIndex = particle.TextureHandle == 0UL - ? NoTextureSlot - : _textureTable.GetOrAdd(particle.TextureHandle), + TextureIndex = particle.TextureSlot.IsAssigned + ? particle.TextureSlot.Index + : NoTextureSlot, }; } @@ -1282,45 +1273,22 @@ public sealed unsafe class ParticleRenderer : IDisposable } /// - /// Campaign V slice V2c: uploads 's handles to - /// when a new one was registered since the - /// last flush (by or either mesh - /// draw site's _textureTable.GetOrAdd), then (re)binds it at + /// Campaign V slice V4t: drains the device texture table's dirty runs and + /// (re)binds it at /// . - /// Called immediately before every draw call rather than once per pipeline - /// switch: a run of consecutive mesh-particle sub-batches can register a - /// new handle partway through, and the table must be current for each one. + /// Still called immediately before every draw call rather than once per + /// pipeline switch, for the reason V2c gave: a run of consecutive + /// mesh-particle sub-batches can pull in a texture whose slot was registered + /// this frame, and the table must be current for each one. /// private void FlushAndBindTextureTable() { - if (_textureTable.Dirty) - { - ReadOnlySpan handles = _textureTable.Handles; - int byteCount = handles.Length * sizeof(ulong); - fixed (ulong* p = handles) - { - _gl.BindBuffer(BufferTargetARB.ShaderStorageBuffer, _textureTableSsbo); - if (_textureTableSsboCapacityBytes < byteCount) - { - int grown = DynamicBufferCapacity.Grow(_textureTableSsboCapacityBytes, byteCount); - TrackedGlResource.AllocateBufferStorage( - _gl, - GLEnum.ShaderStorageBuffer, - _textureTableSsbo, - _textureTableSsboCapacityBytes, - grown, - GLEnum.DynamicDraw, - "growing particle texture-table SSBO"); - _textureTableSsboCapacityBytes = grown; - } - _gl.BufferSubData(BufferTargetARB.ShaderStorageBuffer, 0, (nuint)byteCount, p); - } - _textureTable.MarkFlushed(); - } + AcDream.App.Rendering.Gpu.Gl.GlGpuDevice device = WorldTextureTable; + device.FlushTextureTable(); _gl.BindBufferBase( BufferTargetARB.ShaderStorageBuffer, AcDream.App.Rendering.Gpu.GpuBindingModel.StorageTextureTable, - _textureTableSsbo); + device.TextureTableGlName); } private void ApplyMeshCullMode(CullMode mode) @@ -1431,7 +1399,7 @@ public sealed unsafe class ParticleRenderer : IDisposable ? ParticleGfxInfo.Default : info with { - TextureHandle = _textures.AcquireParticleTexture( + TextureSlot = _textures.AcquireParticleTexture( emitter.Handle, info.SurfaceId), }; @@ -1456,7 +1424,9 @@ public sealed unsafe class ParticleRenderer : IDisposable } return AuthoredParticleGfxInfo( gfx, - texture: 0, + // Shape only: the caller re-resolves the slot per emitter, so + // this record is cached with no texture rather than slot 0. + texture: AcDream.App.Rendering.Gpu.GpuTextureSlot.Unassigned, additive, hasMaterial: surfaceId != 0, surfaceId: surfaceId); @@ -1469,7 +1439,7 @@ public sealed unsafe class ParticleRenderer : IDisposable private ParticleGfxInfo AuthoredParticleGfxInfo( GfxObj gfx, - ulong texture, + AcDream.App.Rendering.Gpu.GpuTextureSlot texture, bool additive, bool hasMaterial, uint surfaceId) @@ -1663,13 +1633,6 @@ public sealed unsafe class ParticleRenderer : IDisposable 6L * sizeof(uint), "quad-ebo", "deleting particle quad EBO"); - AddTrackedBufferRelease( - releases, - _textureTableSsbo, - _textureTableSsboCapacityBytes, - "texture-table", - "deleting particle texture-table SSBO"); - for (int frame = 0; frame < _dynamicBufferSetsByFrame.Length; frame++) { List frameSets = _dynamicBufferSetsByFrame[frame]; @@ -1766,8 +1729,6 @@ public sealed unsafe class ParticleRenderer : IDisposable _meshInstanceVbo = 0; _instanceVboCapacityBytes = 0; _meshInstanceVboCapacityBytes = 0; - _textureTableSsbo = 0; - _textureTableSsboCapacityBytes = 0; _particleGfxInfoByEmitter.Clear(); _particleGfxInfoByGfxObj.Clear(); _geometryKindByGfxObj.Clear(); @@ -1776,7 +1737,7 @@ public sealed unsafe class ParticleRenderer : IDisposable } private readonly record struct ParticleGfxInfo( - ulong TextureHandle, + AcDream.App.Rendering.Gpu.GpuTextureSlot TextureSlot, Vector2 Size, Vector3 AxisX, Vector3 AxisY, @@ -1788,7 +1749,7 @@ public sealed unsafe class ParticleRenderer : IDisposable { public static ParticleGfxInfo Default { get; } = Billboard( - 0ul, + AcDream.App.Rendering.Gpu.GpuTextureSlot.Unassigned, Vector2.One, Vector3.Zero, additive: false, @@ -1796,14 +1757,14 @@ public sealed unsafe class ParticleRenderer : IDisposable surfaceId: 0); public static ParticleGfxInfo Billboard( - ulong textureHandle, + AcDream.App.Rendering.Gpu.GpuTextureSlot textureSlot, Vector2 size, Vector3 centerOffset, bool additive, bool hasMaterial, uint surfaceId) => new( - textureHandle, + textureSlot, size, Vector3.UnitX, Vector3.UnitY, diff --git a/src/AcDream.App/Rendering/StandaloneBindlessTextureCache.cs b/src/AcDream.App/Rendering/StandaloneBindlessTextureCache.cs index 5952f590..d021478e 100644 --- a/src/AcDream.App/Rendering/StandaloneBindlessTextureCache.cs +++ b/src/AcDream.App/Rendering/StandaloneBindlessTextureCache.cs @@ -9,6 +9,13 @@ internal sealed class StandaloneBindlessTextureResource public required uint SurfaceId { get; init; } public required uint Name { get; init; } public required ulong Handle { get; init; } + + /// + /// Campaign V slice V4t: this texture's entry in the device texture table. + /// Created with 's residency and retired with it, so a + /// particle batch carries a backend-neutral slot rather than a GL handle. + /// + public required Gpu.GpuTextureSlot Slot { get; init; } public required long Bytes { get; init; } } diff --git a/src/AcDream.App/Rendering/TextureCache.cs b/src/AcDream.App/Rendering/TextureCache.cs index d90085c4..844c00ac 100644 --- a/src/AcDream.App/Rendering/TextureCache.cs +++ b/src/AcDream.App/Rendering/TextureCache.cs @@ -164,6 +164,7 @@ public sealed unsafe class TextureCache composite = new CompositeTextureArrayCache( gl!, bindless, + WorldDevice, retirementQueue, budgets.CompositeUnownedBytes, budgets.CompositePhysicalBytes); @@ -199,6 +200,20 @@ public sealed unsafe class TextureCache "(Texture2D upload, particle arrays, composite/bindless caches) are " + "unavailable until Campaign V slice V4t ports them onto the RHI."); + /// + /// The GL backend's device, for the world texture paths' table + /// registrations (Campaign V slice V4t). Those paths already require a GL + /// context — see — so the same construction that makes + /// non-null makes this cast sound; a Vulkan-composed + /// cache serves only the UI path through and never + /// reaches here. + /// + private GlGpuDevice WorldDevice => _device as GlGpuDevice + ?? throw new InvalidOperationException( + "This TextureCache's device is not the GL backend's: the world " + + "texture paths intern their bindless handles into GlGpuDevice's " + + "texture table (Campaign V slice V4t)."); + internal void RegisterResidencySources(ResidencyManager manager) { ArgumentNullException.ThrowIfNull(manager); @@ -435,8 +450,13 @@ public sealed unsafe class TextureCache /// Acquires the exact DAT-decoded one-layer texture array for a live /// particle emitter. Equivalent surfaces are shared; the cache ownership /// ends with . + /// + /// Campaign V slice V4t: returns the device texture-table + /// rather than the raw bindless handle. The + /// handle is still created, made resident and destroyed here — only the + /// table entry belongs to the device. /// - internal ulong AcquireParticleTexture(int emitterHandle, uint surfaceId) + internal GpuTextureSlot AcquireParticleTexture(int emitterHandle, uint surfaceId) { ArgumentOutOfRangeException.ThrowIfNegativeOrZero(emitterHandle); ArgumentOutOfRangeException.ThrowIfZero(surfaceId); @@ -447,7 +467,7 @@ public sealed unsafe class TextureCache surfaceId, out StandaloneBindlessTextureResource? existing)) { - return existing.Handle; + return existing.Slot; } DecodedTexture decoded = DecodeFromDats( @@ -462,15 +482,17 @@ public sealed unsafe class TextureCache Wb.GLHelpers.ThrowOnResourceError( Gl, $"making particle surface 0x{surfaceId:X8} resident"); + GpuTextureSlot slot = WorldDevice.RegisterWorldTextureHandle(handle); var resource = new StandaloneBindlessTextureResource { SurfaceId = surfaceId, Name = name, Handle = handle, + Slot = slot, Bytes = checked((long)decoded.Width * decoded.Height * 4L), }; textures.AddAndAcquire(ownerId, resource); - return handle; + return slot; } catch (Exception residencyFailure) { @@ -486,6 +508,10 @@ public sealed unsafe class TextureCache { Attempt(() => { + // Slice V4t: the table entry may or may not have been made + // before the failure. Releasing an unregistered handle is a + // no-op, so this covers both without asking which. + WorldDevice.ReleaseWorldTextureHandle(handle); _bindless!.MakeNonResident(handle); Wb.GLHelpers.ThrowOnResourceError( Gl, @@ -681,6 +707,9 @@ public sealed unsafe class TextureCache { public void MakeNonResident(StandaloneBindlessTextureResource resource) { + // Slice V4t: retire the table entry before its handle stops being + // resident. Idempotent, so a retried release stays correct. + owner.WorldDevice.ReleaseWorldTextureHandle(resource.Handle); owner._bindless!.MakeNonResident(resource.Handle); Wb.GLHelpers.ThrowOnResourceError( owner.Gl, diff --git a/src/AcDream.App/Rendering/Wb/CachedBatch.cs b/src/AcDream.App/Rendering/Wb/CachedBatch.cs index 6816d380..3cadb4b1 100644 --- a/src/AcDream.App/Rendering/Wb/CachedBatch.cs +++ b/src/AcDream.App/Rendering/Wb/CachedBatch.cs @@ -1,4 +1,5 @@ using System.Numerics; +using AcDream.App.Rendering.Gpu; namespace AcDream.App.Rendering.Wb; @@ -22,7 +23,7 @@ namespace AcDream.App.Rendering.Wb; /// internal readonly record struct CachedBatch( GroupKey Key, - ulong BindlessTextureHandle, + GpuTextureSlot TextureSlot, Matrix4x4 RestPose, Vector3 LocalSortCenter = default, WbDrawDispatcher.InstanceGroup? Group = null, diff --git a/src/AcDream.App/Rendering/Wb/EntityClassificationCache.cs b/src/AcDream.App/Rendering/Wb/EntityClassificationCache.cs index a37b289f..a0dcc187 100644 --- a/src/AcDream.App/Rendering/Wb/EntityClassificationCache.cs +++ b/src/AcDream.App/Rendering/Wb/EntityClassificationCache.cs @@ -151,7 +151,7 @@ internal sealed class EntityClassificationCache /// field has drifted from live state. /// /// - /// Caller passes per-batch live state (Key, BindlessTextureHandle, RestPose) + /// Caller passes per-batch live state (Key, TextureSlot, RestPose) /// reconstructed from the same path the populate ran. The cache iterates /// its stored entries in parallel and asserts equality. /// @@ -181,8 +181,8 @@ internal sealed class EntityClassificationCache cached.Key.Equals(live.Key), $"EntityClassificationCache: GroupKey drift for entity {entityId} batch {i}"); System.Diagnostics.Debug.Assert( - cached.BindlessTextureHandle == live.BindlessTextureHandle, - $"EntityClassificationCache: texture handle drift for entity {entityId} batch {i}"); + cached.TextureSlot == live.TextureSlot, + $"EntityClassificationCache: texture slot drift for entity {entityId} batch {i}"); System.Diagnostics.Debug.Assert( MatrixApproxEqual(cached.RestPose, live.RestPose, epsilon: 1e-5f), $"EntityClassificationCache: RestPose drift for entity {entityId} batch {i}"); diff --git a/src/AcDream.App/Rendering/Wb/EnvCellRenderer.cs b/src/AcDream.App/Rendering/Wb/EnvCellRenderer.cs index 4c4054a1..91a341a7 100644 --- a/src/AcDream.App/Rendering/Wb/EnvCellRenderer.cs +++ b/src/AcDream.App/Rendering/Wb/EnvCellRenderer.cs @@ -153,18 +153,19 @@ public sealed unsafe class EnvCellRenderer : private uint _sharedClipRegionSsbo; private uint _fallbackClipRegionSsbo; - // Campaign V slice V2 (2026-07-27): GL-only emulation of the eventual - // Vulkan global texture descriptor array (binding=9, - // GpuBindingModel.StorageTextureTable). Owns its own table rather than - // sharing WbDrawDispatcher's — EnvCellRenderer never had a TextureCache - // dependency and nothing requires index agreement between renderers (each - // rebinds its own buffer to binding=9 immediately before its own draw - // call). See GlBindlessHandleTable's doc comment and the campaign doc's - // §5.2. Lazily created; grown/uploaded only when a genuinely new handle - // appears (rare — see FlushAndBindTextureTable). - private readonly GlBindlessHandleTable _textureTable = new(); - private uint _textureTableSsbo; - private int _textureTableSsboCapacityBytes; + // Campaign V slice V4t (2026-07-28): the interim per-renderer + // GlBindlessHandleTable is retired. ObjectRenderBatch already carries the + // device's own GpuTextureSlot, so this renderer shares WbDrawDispatcher's + // table — the device's — and only has to flush and bind it before its own + // raw-GL draws. That also removes the V2 caveat that two renderers could + // legitimately number the same texture differently: there is now one + // numbering, and it is the one the mesh manager assigned at upload. + private AcDream.App.Rendering.Gpu.Gl.GlGpuDevice WorldTextureTable => + (_meshManager + ?? throw new InvalidOperationException( + "EnvCellRenderer was constructed without a mesh manager: its texture " + + "slots come from that manager's GL device table (Campaign V slice V4t).")) + .WorldTextureTable; // Reusable scratch arrays — avoid per-frame allocation. // WB BaseObjectRenderManager.cs:58-59: private DrawElementsIndirectCommand[] _commands = Array.Empty<...>() @@ -283,7 +284,7 @@ public sealed unsafe class EnvCellRenderer : cullModes.Add(b.CullMode); if (b.IsTransparent) translucent++; if (b.IsAdditive) additive++; - if (b.BindlessTextureHandle == 0) zeroHandle++; + if (!b.TextureSlot.IsAssigned) zeroHandle++; } var cullList = string.Join(",", cullModes); lines.Add( @@ -1201,7 +1202,7 @@ public sealed unsafe class EnvCellRenderer : var rd = _meshManager.TryGetRenderData(gfxObjId); if (rd != null) foreach (var b in rd.Batches) - { batch++; idx += b.IndexCount; if (b.IsTransparent) tr++; if (b.BindlessTextureHandle == 0) zh++; } + { batch++; idx += b.IndexCount; if (b.IsTransparent) tr++; if (!b.TextureSlot.IsAssigned) zh++; } } sb.Append(" [0x").Append(cellId.ToString("X8")) .Append(":gfx=").Append(gfxN).Append(" tf=").Append(tf) @@ -1625,9 +1626,9 @@ public sealed unsafe class EnvCellRenderer : _modernBatches[cmdIndex] = new ModernBatchData { // Campaign V slice V2: table slot, not the raw handle. - // See _textureTable's doc comment for why EnvCellRenderer - // owns its own table rather than sharing WbDrawDispatcher's. - TextureTableIndex = _textureTable.GetOrAdd(item.batch.BindlessTextureHandle), + // Slice V4t: the slot is the device's, assigned by the + // mesh manager at upload rather than interned here. + TextureTableIndex = item.batch.TextureSlot.Index, TextureIndex = (uint)item.batch.TextureIndex, }; @@ -1992,46 +1993,22 @@ public sealed unsafe class EnvCellRenderer : // --------------------------------------------------------------------------- /// - /// Uploads 's handles to - /// when a new one was registered since the last flush, then (re)binds it at + /// Campaign V slice V4t: drains the device texture table's dirty runs and + /// (re)binds it at /// . - /// A genuinely new handle is rare — new dat surfaces/atlases, not every - /// frame — so this is not part of the ring-buffered per-frame SSBO set; - /// see GlBindlessHandleTable's doc comment. + /// A genuinely new slot is rare — new dat surfaces/atlases, not every frame + /// — but the bind is unconditional, because GL's storage-buffer binding + /// points are global and another raw-GL renderer's binding 9 sits there + /// between two of these draws. /// private void FlushAndBindTextureTable() { - if (_textureTableSsbo == 0) - _textureTableSsbo = TrackedGlResource.CreateBuffer(_gl, "creating EnvCell texture-table SSBO"); - - if (_textureTable.Dirty) - { - ReadOnlySpan handles = _textureTable.Handles; - int byteCount = handles.Length * sizeof(ulong); - fixed (ulong* p = handles) - { - if (_textureTableSsboCapacityBytes < byteCount) - { - int grown = DynamicBufferCapacity.Grow(_textureTableSsboCapacityBytes, byteCount); - TrackedGlResource.AllocateBufferStorage( - _gl, - GLEnum.ShaderStorageBuffer, - _textureTableSsbo, - _textureTableSsboCapacityBytes, - grown, - GLEnum.DynamicDraw, - "growing EnvCell texture-table SSBO"); - _textureTableSsboCapacityBytes = grown; - } - _gl.BindBuffer(GLEnum.ShaderStorageBuffer, _textureTableSsbo); - _gl.BufferSubData(GLEnum.ShaderStorageBuffer, 0, (nuint)byteCount, p); - } - _textureTable.MarkFlushed(); - } + AcDream.App.Rendering.Gpu.Gl.GlGpuDevice device = WorldTextureTable; + device.FlushTextureTable(); _gl.BindBufferBase( GLEnum.ShaderStorageBuffer, AcDream.App.Rendering.Gpu.GpuBindingModel.StorageTextureTable, - _textureTableSsbo); + device.TextureTableGlName); } // --------------------------------------------------------------------------- @@ -2202,12 +2179,6 @@ public sealed unsafe class EnvCellRenderer : AcDream.App.Rendering.ClipFrame.CellClipStrideBytes, "fallback-clip-region", "deleting EnvCell fallback clip SSBO"); - AddTrackedBufferRelease( - releases, - _textureTableSsbo, - _textureTableSsboCapacityBytes, - "texture-table", - "deleting EnvCell texture-table SSBO"); _disposeResources = new RetryableResourceReleaseLedger(releases); } @@ -2229,8 +2200,6 @@ public sealed unsafe class EnvCellRenderer : _globalLightsSsbo = 0; _instLightSetSsbo = 0; _fallbackClipRegionSsbo = 0; - _textureTableSsbo = 0; - _textureTableSsboCapacityBytes = 0; _disposeResources = null; IsDisposed = true; diff --git a/src/AcDream.App/Rendering/Wb/GroupKey.cs b/src/AcDream.App/Rendering/Wb/GroupKey.cs index cda45879..3a79567f 100644 --- a/src/AcDream.App/Rendering/Wb/GroupKey.cs +++ b/src/AcDream.App/Rendering/Wb/GroupKey.cs @@ -1,3 +1,4 @@ +using AcDream.App.Rendering.Gpu; using AcDream.Core.Meshing; using DatReaderWriter.Enums; @@ -10,12 +11,23 @@ namespace AcDream.App.Rendering.Wb; /// internal at file scope (was a private nested type) so /// can store it inside /// without depending on dispatcher internals. +/// +/// Campaign V slice V4t replaced the raw 64-bit +/// ARB_bindless_texture handle with . The +/// substitution is a bijection — the device interns one slot per resident +/// handle — so exactly the same (entity, batch) pairs bucket together as +/// before, which is the property that keeps submission order identical. This +/// key's VALUE never orders anything: groups are enumerated in the dictionary's +/// insertion order and sorted by cull mode then camera distance +/// (CompareOpaqueSubmissionOrder / CompareTransparentSubmissionOrder), +/// and the delayed-alpha path sorts by viewer distance then submission ordinal. +/// The key reaches only equality, hashing, and the scene-digest fingerprints. /// internal readonly record struct GroupKey( uint FirstIndex, int BaseVertex, int IndexCount, - ulong BindlessTextureHandle, + GpuTextureSlot TextureSlot, uint TextureLayer, TranslucencyKind Translucency, CullMode CullMode = CullMode.CounterClockwise); diff --git a/src/AcDream.App/Rendering/Wb/ObjectMeshManager.cs b/src/AcDream.App/Rendering/Wb/ObjectMeshManager.cs index ae3a42b4..e3dd2b17 100644 --- a/src/AcDream.App/Rendering/Wb/ObjectMeshManager.cs +++ b/src/AcDream.App/Rendering/Wb/ObjectMeshManager.cs @@ -93,7 +93,20 @@ namespace AcDream.App.Rendering.Wb // Modern rendering path fields public uint FirstIndex { get; set; } public uint BaseVertex { get; set; } - public ulong BindlessTextureHandle { get; set; } + + /// + /// Campaign V slice V4t: the shared atlas's entry in the device texture + /// table, replacing the raw 64-bit ARB_bindless_texture handle + /// this used to carry. Wrap and clamp addressing are two different + /// entries because a bindless handle bakes its sampler — see + /// , which selects between them. + /// + /// internal on an otherwise public type because + /// GpuTextureSlot belongs to the internal RHI contract. Every + /// reader is a renderer inside this assembly. + /// + internal AcDream.App.Rendering.Gpu.GpuTextureSlot TextureSlot { get; set; } + = AcDream.App.Rendering.Gpu.GpuTextureSlot.Unassigned; } /// @@ -107,6 +120,19 @@ namespace AcDream.App.Rendering.Wb private readonly IPreparedAssetSource _preparedAssets; private readonly ILogger _logger; + /// + /// Campaign V slice V4t: the GL backend's device, whose texture table + /// every shared atlas's bindless handle is interned into. Also the + /// device the two world renderers this class feeds + /// (WbDrawDispatcher, EnvCellRenderer) flush and bind + /// through — they take it from here rather than from a second + /// composition wire, because a batch's slot and the table that resolves + /// it must come from the same device by construction. + /// + private readonly AcDream.App.Rendering.Gpu.Gl.GlGpuDevice _worldTextureTable; + + internal AcDream.App.Rendering.Gpu.Gl.GlGpuDevice WorldTextureTable => _worldTextureTable; + /// /// The immutable prepared-payload source is injected by composition. /// Production uses the validated pak; UI Studio explicitly supplies the @@ -164,6 +190,14 @@ namespace AcDream.App.Rendering.Wb // the owners here makes that overlap both retryable and observable. private readonly List _retiringAtlases = []; + // Campaign V slice V4t: the two bindless handles a retiring atlas had + // when it left the live set. ManagedGLTextureArray.Dispose zeroes its + // own copies as its first act, so the values must be snapshotted at the + // moment of eviction to be releasable from the device's texture table + // once physical retirement completes. + private readonly Dictionary + _retiringAtlasTextureHandles = []; + // CPU-side cache for prepared mesh data (to avoid re-reading/decoding from DAT) private readonly CpuMeshUploadCache _cpuMeshCache; @@ -421,6 +455,10 @@ namespace AcDream.App.Rendering.Wb _graphicsDevice = graphicsDevice ?? throw new ArgumentNullException(nameof(graphicsDevice)); ArgumentNullException.ThrowIfNull(gpuDevice); + // Slice V4t: this class only ever exists on GL — it takes an + // OpenGLGraphicsDevice — so the backend cast states that fact rather + // than narrowing anything. + _worldTextureTable = (AcDream.App.Rendering.Gpu.Gl.GlGpuDevice)gpuDevice; _preparedAssets = preparedAssets ?? throw new ArgumentNullException(nameof(preparedAssets)); _logger = logger @@ -544,6 +582,9 @@ namespace AcDream.App.Rendering.Wb } _dirtyAtlases.Remove(victim); _retiringAtlases.Add(victim); + _retiringAtlasTextureHandles[victim] = ( + victim.TextureArray.BindlessWrapHandle, + victim.TextureArray.BindlessClampHandle); victim.Dispose(); RemoveCompletedAtlasRetirements(); return true; @@ -560,11 +601,29 @@ namespace AcDream.App.Rendering.Wb { for (int i = _retiringAtlases.Count - 1; i >= 0; i--) { - if (_retiringAtlases[i].IsPhysicalRetirementComplete) - _retiringAtlases.RemoveAt(i); + if (!_retiringAtlases[i].IsPhysicalRetirementComplete) + continue; + // Campaign V slice V4t: the array's handles are non-resident and + // its texture deleted by the time physical retirement reports + // complete, so this is the point at which its two table entries + // stop naming anything. Without it, a session that churns atlases + // would accumulate entries against the table's fixed capacity — + // the interim per-renderer tables grew without bound instead, so + // this is stricter than what it replaces, not looser. The + // device defers the index itself behind its retirement queue. + ReleaseAtlasTextureSlots(_retiringAtlases[i]); + _retiringAtlases.RemoveAt(i); } } + private void ReleaseAtlasTextureSlots(TextureAtlasManager atlas) + { + if (!_retiringAtlasTextureHandles.Remove(atlas, out (ulong Wrap, ulong Clamp) handles)) + return; + _worldTextureTable.ReleaseWorldTextureHandle(handles.Wrap); + _worldTextureTable.ReleaseWorldTextureHandle(handles.Clamp); + } + private void OnAtlasGpuSafeEmpty(TextureAtlasManager atlas) { if (IsDisposed || !atlas.IsGpuSafeEmpty || _safeEmptyAtlases.Contains(atlas)) @@ -2036,9 +2095,18 @@ namespace AcDream.App.Rendering.Wb legacyIndexBuffers.Add((ibo, indexArray.Length * sizeof(ushort))); } + // Campaign V slice V4t: intern the atlas's resident + // handle into the device's one texture table and carry + // the slot. Registration is idempotent by handle, so the + // many batches sharing an atlas share its entry; + // ManagedGLTextureArray still owns the residency and the + // GL texture, and the entry is retired when the array's + // physical retirement completes. ulong bindlessHandle = batch.HasWrappingUVs ? atlasManager.TextureArray.BindlessWrapHandle : atlasManager.TextureArray.BindlessClampHandle; + AcDream.App.Rendering.Gpu.GpuTextureSlot textureSlot = + _worldTextureTable.RegisterWorldTextureHandle(bindlessHandle); renderBatches.Add(new ObjectRenderBatch { @@ -2056,7 +2124,7 @@ namespace AcDream.App.Rendering.Wb CullMode = batch.CullMode, FirstIndex = firstIndex, BaseVertex = (uint)batchBaseVertex, - BindlessTextureHandle = bindlessHandle, + TextureSlot = textureSlot, }); } } @@ -2737,6 +2805,12 @@ namespace AcDream.App.Rendering.Wb _uploadRollbackQueue.Clear(); _globalAtlases.Clear(); _retiringAtlases.Clear(); + // Slice V4t: teardown drops the snapshots without releasing their + // table entries. The device is torn down alongside this manager, so + // there is nothing left to recycle a slot into — and asking a + // possibly-already-disposed device to defer work through its + // retirement queue would turn a clean shutdown into a throw. + _retiringAtlasTextureHandles.Clear(); _dirtyAtlases.Clear(); _safeEmptyAtlases.Clear(); _currentNonArenaGpuMemory = 0; diff --git a/src/AcDream.App/Rendering/Wb/WbDrawDispatcher.PackedOracle.cs b/src/AcDream.App/Rendering/Wb/WbDrawDispatcher.PackedOracle.cs index b04df854..985a8183 100644 --- a/src/AcDream.App/Rendering/Wb/WbDrawDispatcher.PackedOracle.cs +++ b/src/AcDream.App/Rendering/Wb/WbDrawDispatcher.PackedOracle.cs @@ -607,14 +607,14 @@ public sealed unsafe partial class WbDrawDispatcher out bool compositePending); if (compositePending) reusableAcrossFrames = false; - if (texture.Handle == 0) + if (!texture.Slot.IsAssigned) continue; var key = new GroupKey( batch.FirstIndex, (int)batch.BaseVertex, batch.IndexCount, - texture.Handle, + texture.Slot, texture.Layer, translucency, batch.CullMode); @@ -714,7 +714,7 @@ public sealed unsafe partial class WbDrawDispatcher FirstIndex = key.FirstIndex, BaseVertex = key.BaseVertex, IndexCount = key.IndexCount, - BindlessTextureHandle = key.BindlessTextureHandle, + TextureSlot = key.TextureSlot, TextureLayer = key.TextureLayer, Translucency = key.Translucency, CullMode = key.CullMode, diff --git a/src/AcDream.App/Rendering/Wb/WbDrawDispatcher.cs b/src/AcDream.App/Rendering/Wb/WbDrawDispatcher.cs index bb82c7e1..5ed6ec0a 100644 --- a/src/AcDream.App/Rendering/Wb/WbDrawDispatcher.cs +++ b/src/AcDream.App/Rendering/Wb/WbDrawDispatcher.cs @@ -3,6 +3,7 @@ using System.Collections.Generic; using System.Numerics; using System.Runtime.CompilerServices; using System.Runtime.InteropServices; +using AcDream.App.Rendering.Gpu; using AcDream.App.Rendering.Residency; using AcDream.App.Rendering.Scene; using AcDream.Core.Lighting; @@ -493,16 +494,17 @@ public sealed unsafe partial class WbDrawDispatcher : IDisposable private uint _instSelectionLightingSsbo; private int _instSelectionLightingSsboCapacityBytes; - // Campaign V slice V2 (2026-07-27): GL-only emulation of the eventual - // Vulkan global texture descriptor array (binding=9, - // GpuBindingModel.StorageTextureTable). A genuinely new handle is rare — - // new dat surfaces/atlases, not every frame — so this single buffer is - // NOT part of the ring-buffered DynamicBufferSet below; see - // GlBindlessHandleTable's doc comment and the campaign doc's §5.2 for why - // this table is owned here rather than by GlGpuDevice. Lazily created. - private readonly GlBindlessHandleTable _textureTable = new(); - private uint _textureTableSsbo; - private int _textureTableSsboCapacityBytes; + // Campaign V slice V4t (2026-07-28): the interim per-renderer + // GlBindlessHandleTable is retired. Batch data now carries the device's own + // GpuTextureSlot, produced by the texture stack at upload time, so this + // renderer only has to flush and bind that one table at + // GpuBindingModel.StorageTextureTable before each of its raw-GL draws — it + // does not submit through the encoder, so it never reaches + // GlGpuDevice.FlushBeforeDraw. Taken from the mesh adapter rather than + // wired separately: a batch's slot and the table that resolves it must come + // from the same device by construction. + private AcDream.App.Rendering.Gpu.Gl.GlGpuDevice WorldTextureTable => + _meshAdapter.WorldTextureTable; private sealed class DynamicBufferSet { @@ -2521,15 +2523,15 @@ public sealed unsafe partial class WbDrawDispatcher : IDisposable } } - // Campaign V slice V2: instance method (not static) because it converts - // the group's raw bindless handle to a _textureTable slot. - private IndirectGroupInput ToInput(InstanceGroup g) => new( + // Campaign V slice V4t: static again — the group already carries the + // device's table slot, so there is no per-renderer interning left to do. + private static IndirectGroupInput ToInput(InstanceGroup g) => new( IndexCount: g.IndexCount, FirstIndex: g.FirstIndex, BaseVertex: g.BaseVertex, InstanceCount: g.InstanceCount, FirstInstance: g.FirstInstance, - TextureIndex: _textureTable.GetOrAdd(g.BindlessTextureHandle), + TextureIndex: g.TextureSlot.Index, TextureLayer: g.TextureLayer, Translucency: g.Translucency, CullMode: g.CullMode); @@ -2599,7 +2601,7 @@ public sealed unsafe partial class WbDrawDispatcher : IDisposable g.FirstIndex, g.BaseVertex, g.IndexCount, - g.BindlessTextureHandle, + g.TextureSlot, g.TextureLayer, g.Translucency, g.CullMode); @@ -2777,7 +2779,7 @@ public sealed unsafe partial class WbDrawDispatcher : IDisposable hash.Add(key.FirstIndex); hash.Add(key.BaseVertex); hash.Add(key.IndexCount); - hash.Add(key.BindlessTextureHandle); + hash.Add(key.TextureSlot.Index); hash.Add(key.TextureLayer); hash.Add((int)key.Translucency); hash.Add((int)key.CullMode); @@ -2827,7 +2829,7 @@ public sealed unsafe partial class WbDrawDispatcher : IDisposable hash.Add(key.FirstIndex); hash.Add(key.BaseVertex); hash.Add(key.IndexCount); - hash.Add(key.BindlessTextureHandle); + hash.Add(key.TextureSlot.Index); hash.Add(key.TextureLayer); hash.Add((int)key.Translucency); hash.Add((int)key.CullMode); @@ -2983,7 +2985,7 @@ public sealed unsafe partial class WbDrawDispatcher : IDisposable _batchData[i] = new BatchData { // Campaign V slice V2: table slot, not the raw handle. - TextureIndex = _textureTable.GetOrAdd(key.BindlessTextureHandle), + TextureIndex = key.TextureSlot.Index, TextureLayer = key.TextureLayer, Flags = 0, }; @@ -3032,12 +3034,12 @@ public sealed unsafe partial class WbDrawDispatcher : IDisposable _gl.BindBufferBase(BufferTargetARB.ShaderStorageBuffer, 6, _instIndoorSsbo); _gl.BindBufferBase(BufferTargetARB.ShaderStorageBuffer, 7, _instAlphaSsbo); _gl.BindBufferBase(BufferTargetARB.ShaderStorageBuffer, 8, _instSelectionLightingSsbo); - // Campaign V slice V2: already flushed/uploaded in UploadDeferredAlphaBuffers - // (this is the same non-ring buffer as the main draw path); just rebind. + // Campaign V slice V2: already flushed in UploadDeferredAlphaBuffers + // (this is the same device table as the main draw path); just rebind. _gl.BindBufferBase( BufferTargetARB.ShaderStorageBuffer, AcDream.App.Rendering.Gpu.GpuBindingModel.StorageTextureTable, - _textureTableSsbo); + WorldTextureTable.TextureTableGlName); BindClipRegionBinding2(); _gl.BindVertexArray(global.VAO); _gl.BindBuffer(BufferTargetARB.DrawIndirectBuffer, _indirectBuffer); @@ -3173,8 +3175,9 @@ public sealed unsafe partial class WbDrawDispatcher : IDisposable UploadSsbo(_instSelectionLightingSsbo, 8, ref _instSelectionLightingSsboCapacityBytes, p, count * sizeof(float) * 2); UploadGlobalLights(); - // Campaign V slice V2 (binding=9): PrepareDeferredAlphaDraws registers - // handles into _textureTable above; flush/rebind before DrawPreparedAlphaBatch. + // Campaign V slice V2 (binding=9): flush/rebind the device texture table + // before DrawPreparedAlphaBatch, which submits without going through + // here again. FlushAndBindTextureTable(); fixed (DrawElementsIndirectCommand* p = _indirectCommands) @@ -3457,39 +3460,24 @@ public sealed unsafe partial class WbDrawDispatcher : IDisposable } /// - /// Campaign V slice V2: uploads 's handles to - /// when a new one was registered since the - /// last flush (by or ), - /// then (re)binds it at . - /// A genuinely new handle is rare — new dat surfaces/composite overrides, - /// not every frame — so unlike the SSBOs above this is not part of the - /// ring-buffered ; see - /// 's doc comment. + /// Campaign V slice V4t: drains the device texture table's dirty runs and + /// (re)binds it at + /// . + /// The drain is normally a no-op — a genuinely new slot means a new dat + /// surface or composite override, not a new frame — but the bind is + /// unconditional, because GL storage-buffer binding points are global and + /// another raw-GL renderer's binding 9 sits there between two of these + /// draws. Deleted with the raw-GL world path once these draws go through the + /// encoder, which binds the same table on every pipeline bind. /// - private unsafe void FlushAndBindTextureTable() + private void FlushAndBindTextureTable() { - if (_textureTableSsbo == 0) - _textureTableSsbo = TrackedGlResource.CreateBuffer(_gl, "creating WB texture-table SSBO"); - - if (_textureTable.Dirty) - { - ReadOnlySpan handles = _textureTable.Handles; - int byteCount = handles.Length * sizeof(ulong); - fixed (ulong* p = handles) - { - UploadDynamicBuffer( - BufferTargetARB.ShaderStorageBuffer, - _textureTableSsbo, - ref _textureTableSsboCapacityBytes, - p, - byteCount); - } - _textureTable.MarkFlushed(); - } + AcDream.App.Rendering.Gpu.Gl.GlGpuDevice device = WorldTextureTable; + device.FlushTextureTable(); _gl.BindBufferBase( BufferTargetARB.ShaderStorageBuffer, AcDream.App.Rendering.Gpu.GpuBindingModel.StorageTextureTable, - _textureTableSsbo); + device.TextureTableGlName); } /// @@ -3764,7 +3752,7 @@ public sealed unsafe partial class WbDrawDispatcher : IDisposable FirstIndex = key.FirstIndex, BaseVertex = key.BaseVertex, IndexCount = key.IndexCount, - BindlessTextureHandle = key.BindlessTextureHandle, + TextureSlot = key.TextureSlot, TextureLayer = key.TextureLayer, Translucency = key.Translucency, CullMode = key.CullMode, @@ -3944,13 +3932,17 @@ public sealed unsafe partial class WbDrawDispatcher : IDisposable out bool compositePending); if (compositePending) allTexturesReady = false; - if (texture.Handle == 0) continue; - ulong texHandle = texture.Handle; + // Campaign V slice V4t: an unassigned slot is the "no texture yet" + // case a zero handle used to signal. It is a real sentinel + // (GpuTextureSlot.Unassigned == ACDREAM_TEXTURE_NONE), not the + // default value, so nothing here can silently resolve to slot 0. + if (!texture.Slot.IsAssigned) continue; + GpuTextureSlot texSlot = texture.Slot; uint texLayer = texture.Layer; var key = new GroupKey( batch.FirstIndex, (int)batch.BaseVertex, - batch.IndexCount, texHandle, texLayer, translucency, batch.CullMode); + batch.IndexCount, texSlot, texLayer, translucency, batch.CullMode); InstanceGroup grp = GetOrCreateInstanceGroup(key); grp.Matrices.Add(model); @@ -3962,7 +3954,7 @@ public sealed unsafe partial class WbDrawDispatcher : IDisposable grp.SelectionLighting.Add(_currentEntitySelectionLighting); collector?.Add(new CachedBatch( key, - texHandle, + texSlot, restPose, renderData.SortCenter, grp, @@ -3971,7 +3963,7 @@ public sealed unsafe partial class WbDrawDispatcher : IDisposable return allTexturesReady; } - private readonly record struct ResolvedTexture(ulong Handle, uint Layer); + private readonly record struct ResolvedTexture(GpuTextureSlot Slot, uint Layer); private ResolvedTexture ResolveTexture( in RenderInstanceCandidate entity, @@ -4038,8 +4030,8 @@ public sealed unsafe partial class WbDrawDispatcher : IDisposable origTexOverride, paletteOverride!, paletteIdentity); - compositePending = texture.Handle == 0; - return new ResolvedTexture(texture.Handle, texture.Layer); + compositePending = !texture.IsResolved; + return new ResolvedTexture(texture.Slot, texture.Layer); } case WbTextureResolutionKind.OriginalTextureOverride: @@ -4049,13 +4041,13 @@ public sealed unsafe partial class WbDrawDispatcher : IDisposable localEntityId, surfaceId, overrideOrigTex); - compositePending = texture.Handle == 0; - return new ResolvedTexture(texture.Handle, texture.Layer); + compositePending = !texture.IsResolved; + return new ResolvedTexture(texture.Slot, texture.Layer); } case WbTextureResolutionKind.SharedAtlas: return new ResolvedTexture( - batch.BindlessTextureHandle, + batch.TextureSlot, checked((uint)batch.TextureIndex)); default: @@ -4156,13 +4148,6 @@ public sealed unsafe partial class WbDrawDispatcher : IDisposable "deleting entity fallback clip SSBO", _gl.DeleteBuffer); - AddTrackedBufferRelease( - releases, - _textureTableSsbo, - _textureTableSsboCapacityBytes, - "texture-table", - "deleting entity texture-table SSBO"); - if (!_gpuQueriesInitialized) return; for (int i = 0; i < GpuQueryRingDepth; i++) @@ -4265,8 +4250,6 @@ public sealed unsafe partial class WbDrawDispatcher : IDisposable _instAlphaSsbo = 0; _instSelectionLightingSsbo = 0; _fallbackClipRegionSsbo = 0; - _textureTableSsbo = 0; - _textureTableSsboCapacityBytes = 0; Array.Clear(_gpuQueryOpaque); Array.Clear(_gpuQueryTransparent); _gpuQueriesInitialized = false; @@ -4440,7 +4423,10 @@ public sealed unsafe partial class WbDrawDispatcher : IDisposable public uint FirstIndex; public int BaseVertex; public int IndexCount; - public ulong BindlessTextureHandle; // 64-bit (was uint TextureHandle in N.4) + // Campaign V slice V4t: the device texture-table slot (was a raw 64-bit + // ARB_bindless_texture handle, and a uint TextureHandle in N.4). + public AcDream.App.Rendering.Gpu.GpuTextureSlot TextureSlot = + AcDream.App.Rendering.Gpu.GpuTextureSlot.Unassigned; public uint TextureLayer; // Layer in either the pooled composite array or WB shared atlas. public TranslucencyKind Translucency; public CullMode CullMode; diff --git a/src/AcDream.App/Rendering/Wb/WbMeshAdapter.cs b/src/AcDream.App/Rendering/Wb/WbMeshAdapter.cs index d55e2165..7cddfa07 100644 --- a/src/AcDream.App/Rendering/Wb/WbMeshAdapter.cs +++ b/src/AcDream.App/Rendering/Wb/WbMeshAdapter.cs @@ -251,6 +251,19 @@ public sealed class WbMeshAdapter : null; } + /// + /// Campaign V slice V4t: the GL device whose texture table every mesh + /// batch's GpuTextureSlot indexes. The world renderers this adapter + /// feeds flush and bind that table before their raw-GL draws, and taking it + /// from here rather than from a second composition wire is what makes "the + /// slot and the table came from the same device" true by construction. + /// + internal AcDream.App.Rendering.Gpu.Gl.GlGpuDevice WorldTextureTable => + (_meshManager + ?? throw new InvalidOperationException( + "An initialized mesh adapter is required for the world texture table.")) + .WorldTextureTable; + internal void RegisterResidencySources(ResidencyManager manager) { ArgumentNullException.ThrowIfNull(manager); diff --git a/tests/AcDream.App.Tests/Rendering/CompositeTextureArrayCachePolicyTests.cs b/tests/AcDream.App.Tests/Rendering/CompositeTextureArrayCachePolicyTests.cs index bf134599..539332e2 100644 --- a/tests/AcDream.App.Tests/Rendering/CompositeTextureArrayCachePolicyTests.cs +++ b/tests/AcDream.App.Tests/Rendering/CompositeTextureArrayCachePolicyTests.cs @@ -6,6 +6,54 @@ namespace AcDream.App.Tests.Rendering; public sealed class CompositeTextureArrayCachePolicyTests { + /// + /// Campaign V slice V4t: the retype from a 64-bit bindless handle to + /// removed the spare + /// value that used to mean "not resolved" — no texture has handle 0, but + /// slot 0 is a perfectly good slot. This pins the replacement invariant: + /// the DEFAULT location is unresolved, and it is distinguishable from a + /// location that genuinely names slot 0. Getting this wrong would not throw; + /// it would draw the first-registered texture on every unresolved + /// composite, which is the magenta-placeholder failure shape one layer down. + /// + [Fact] + public void DefaultLocationIsUnresolvedAndDistinctFromSlotZero() + { + Assert.False(default(BindlessTextureLocation).IsResolved); + Assert.Equal(BindlessTextureLocation.Unresolved, default(BindlessTextureLocation)); + Assert.False(BindlessTextureLocation.Unresolved.Slot.IsAssigned); + + var slotZero = new BindlessTextureLocation( + new AcDream.App.Rendering.Gpu.GpuTextureSlot(0), layer: 3); + Assert.True(slotZero.IsResolved); + Assert.Equal(0u, slotZero.Slot.Index); + Assert.Equal(3u, slotZero.Layer); + Assert.NotEqual(BindlessTextureLocation.Unresolved, slotZero); + } + + [Fact] + public void BudgetRejectionReturnsAnUnresolvedLocation() + { + // One layer per atlas and room for exactly one atlas, so the second + // composite is refused by the physical budget rather than uploaded. + var backend = new FakeBackend(maximumLayers: 1); + var retirements = new DeferredRetirementQueue(); + using var cache = CreateCache( + backend, + retirements, + physicalBudgetBytes: 64); + cache.BeginFrame(); + Assert.True(cache.TryAddAndAcquire(1, Key(1), Texture(4, 4), out _)); + + Assert.False(cache.TryAddAndAcquire( + 2, + Key(2), + Texture(4, 4), + out BindlessTextureLocation rejected)); + Assert.False(rejected.IsResolved); + Assert.False(rejected.Slot.IsAssigned); + } + [Fact] public void ResidencySnapshotSeparatesResidentRequestedAndRetiringStorage() { @@ -77,7 +125,7 @@ public sealed class CompositeTextureArrayCachePolicyTests Assert.True(cache.TryAddAndAcquire(1, Key(2), Texture(4, 4), out BindlessTextureLocation second)); Assert.Equal(first, shared); - Assert.Equal(first.Handle, second.Handle); + Assert.Equal(first.Slot, second.Slot); Assert.NotEqual(first.Layer, second.Layer); Assert.Single(backend.Created); Assert.Equal(2, backend.Uploads.Count); @@ -124,7 +172,7 @@ public sealed class CompositeTextureArrayCachePolicyTests Assert.Equal(1, retirements.Count); cache.BeginFrame(); Assert.True(cache.TryAddAndAcquire(2, Key(1), Texture(4, 4), out BindlessTextureLocation replacement)); - Assert.NotEqual(old.Handle, replacement.Handle); + Assert.NotEqual(old.Slot, replacement.Slot); Assert.Equal(2, backend.Created.Count); retirements.DrainAll(); @@ -369,7 +417,7 @@ public sealed class CompositeTextureArrayCachePolicyTests cache.BeginFrame(); cache.Tick(); Assert.True(cache.TryAddAndAcquire(2, Key(2), Texture(4, 4), out BindlessTextureLocation reused)); - Assert.Equal(first.Handle, reused.Handle); + Assert.Equal(first.Slot, reused.Slot); Assert.Single(backend.Created); Assert.Equal(64, cache.AllocatedBytes); } @@ -606,6 +654,10 @@ public sealed class CompositeTextureArrayCachePolicyTests { Name = name, Handle = 1000UL + name, + // Slice V4t: the GL backend interns each resident handle into + // GlGpuDevice's table; the fake mints a deterministic stand-in + // so slot identity is still comparable across entries. + Slot = new AcDream.App.Rendering.Gpu.GpuTextureSlot(name), Width = width, Height = height, Capacity = capacity, diff --git a/tests/AcDream.App.Tests/Rendering/StandaloneBindlessTextureCacheTests.cs b/tests/AcDream.App.Tests/Rendering/StandaloneBindlessTextureCacheTests.cs index 08033fd7..e144ece6 100644 --- a/tests/AcDream.App.Tests/Rendering/StandaloneBindlessTextureCacheTests.cs +++ b/tests/AcDream.App.Tests/Rendering/StandaloneBindlessTextureCacheTests.cs @@ -300,6 +300,7 @@ public sealed class StandaloneBindlessTextureCacheTests SurfaceId = surfaceId, Name = surfaceId, Handle = surfaceId + 1_000UL, + Slot = new AcDream.App.Rendering.Gpu.GpuTextureSlot(surfaceId), Bytes = bytes, }; diff --git a/tests/AcDream.App.Tests/Rendering/Wb/InstanceGroupClearTests.cs b/tests/AcDream.App.Tests/Rendering/Wb/InstanceGroupClearTests.cs index 4a8852fa..ae606e47 100644 --- a/tests/AcDream.App.Tests/Rendering/Wb/InstanceGroupClearTests.cs +++ b/tests/AcDream.App.Tests/Rendering/Wb/InstanceGroupClearTests.cs @@ -24,7 +24,7 @@ public class InstanceGroupClearTests cache.Populate( entityId: 100, landblockHint: 0xA9B40000u, - batches: [new CachedBatch(key, 0xAA, Matrix4x4.Identity)], + batches: [new CachedBatch(key, Slot(0xAA), Matrix4x4.Identity)], selectionParts: parts); Assert.True(cache.TryGet(100, 0xA9B40000u, out EntityCacheEntry? entry)); @@ -91,10 +91,10 @@ public class InstanceGroupClearTests public void DispatcherFingerprint_EqualDistanceAlphaUsesOriginalSubmissionOrder() { WbDrawDispatcher.InstanceGroup first = MakeCompleteGroup( - textureHandle: 0xAA, + textureSlot: 0xAA, submissionOrder: 0); WbDrawDispatcher.InstanceGroup second = MakeCompleteGroup( - textureHandle: 0xBB, + textureSlot: 0xBB, submissionOrder: 1); var scratch = new List(); @@ -143,7 +143,7 @@ public class InstanceGroupClearTests public void DispatcherFingerprint_ZeroVisibleInstancesIgnoresStaleGroupStorage() { WbDrawDispatcher.InstanceGroup stale = MakeCompleteGroup( - textureHandle: 0xAA, + textureSlot: 0xAA, submissionOrder: 0); var scratch = new List(); @@ -177,12 +177,12 @@ public class InstanceGroupClearTests FirstIndex: 0, BaseVertex: 0, IndexCount: 6, - BindlessTextureHandle: 0xAA, + TextureSlot: Slot(0xAA), TextureLayer: 0, Translucency: TranslucencyKind.Opaque); var cached = new CachedBatch( key, - 0xAA, + Slot(0xAA), Matrix4x4.Identity, Group: group, GroupRegistration: 17); @@ -221,7 +221,7 @@ public class InstanceGroupClearTests var retiredKeys = new List(); var staleCache = new CachedBatch( retiredKey, - retiredKey.BindlessTextureHandle, + retiredKey.TextureSlot, Matrix4x4.Identity, Group: retired, GroupRegistration: retired.Registration); @@ -274,11 +274,13 @@ public class InstanceGroupClearTests Assert.Equal(22, paperdoll.Registration); } - private static GroupKey MakeKey(ulong textureHandle) => new( + private static AcDream.App.Rendering.Gpu.GpuTextureSlot Slot(uint index) => new(index); + + private static GroupKey MakeKey(uint textureSlot) => new( FirstIndex: 0, BaseVertex: 0, IndexCount: 6, - BindlessTextureHandle: textureHandle, + TextureSlot: Slot(textureSlot), TextureLayer: 0, Translucency: TranslucencyKind.Opaque); @@ -294,7 +296,7 @@ public class InstanceGroupClearTests } private static WbDrawDispatcher.InstanceGroup MakeCompleteGroup( - ulong textureHandle, + uint textureSlot, int submissionOrder) { var group = new WbDrawDispatcher.InstanceGroup @@ -302,7 +304,7 @@ public class InstanceGroupClearTests FirstIndex = 0, BaseVertex = 0, IndexCount = 6, - BindlessTextureHandle = textureHandle, + TextureSlot = Slot(textureSlot), TextureLayer = 0, Translucency = TranslucencyKind.AlphaBlend, }; diff --git a/tests/AcDream.Core.Tests/Rendering/Wb/EntityClassificationCacheTests.cs b/tests/AcDream.Core.Tests/Rendering/Wb/EntityClassificationCacheTests.cs index fe57939e..5f86aee9 100644 --- a/tests/AcDream.Core.Tests/Rendering/Wb/EntityClassificationCacheTests.cs +++ b/tests/AcDream.Core.Tests/Rendering/Wb/EntityClassificationCacheTests.cs @@ -23,8 +23,8 @@ public class EntityClassificationCacheTests var cache = new EntityClassificationCache(); var batches = new[] { - MakeCachedBatch(ibo: 1, firstIndex: 0, indexCount: 6, texHandle: 0xAA), - MakeCachedBatch(ibo: 1, firstIndex: 6, indexCount: 6, texHandle: 0xBB), + MakeCachedBatch(ibo: 1, firstIndex: 0, indexCount: 6, texSlot: 0xAA), + MakeCachedBatch(ibo: 1, firstIndex: 6, indexCount: 6, texSlot: 0xBB), }; cache.Populate(entityId: 100, landblockHint: 0xA9B40000u, batches); @@ -46,7 +46,7 @@ public class EntityClassificationCacheTests Assert.True(cache.TryGet(100, 0u, out var entry)); Assert.NotNull(entry); Assert.Single(entry!.Batches); - Assert.Equal(0xCCu, entry.Batches[0].BindlessTextureHandle); + Assert.Equal(0xCCu, entry.Batches[0].TextureSlot.Index); } // ── #119 root-cause regression (2026-06-11): colliding entity ids across @@ -152,15 +152,15 @@ public class EntityClassificationCacheTests ibo: (uint)(subPart + 1), firstIndex: (uint)(b * 6), indexCount: 6, - texHandle: (ulong)(0x100 + subPart * 2 + b)); + texSlot: (uint)(0x100 + subPart * 2 + b)); } cache.Populate(99, 0u, batches); Assert.True(cache.TryGet(99, 0u, out var entry)); Assert.NotNull(entry); Assert.Equal(6, entry!.Batches.Length); - Assert.Equal(0x100u, entry.Batches[0].BindlessTextureHandle); - Assert.Equal(0x105u, entry.Batches[5].BindlessTextureHandle); + Assert.Equal(0x100u, entry.Batches[0].TextureSlot.Index); + Assert.Equal(0x105u, entry.Batches[5].TextureSlot.Index); } [Fact] @@ -248,7 +248,7 @@ public class EntityClassificationCacheTests Assert.True(cache.TryGet(100, 0xA9B40000u, out var entry)); Assert.NotNull(entry); Assert.Equal(batchesV2, entry!.Batches); - Assert.Equal(0xCCu, entry.Batches[0].BindlessTextureHandle); + Assert.Equal(0xCCu, entry.Batches[0].TextureSlot.Index); } #if DEBUG @@ -328,15 +328,15 @@ public class EntityClassificationCacheTests #endif private static CachedBatch MakeCachedBatch( - uint ibo, uint firstIndex, int indexCount, ulong texHandle) + uint ibo, uint firstIndex, int indexCount, uint texSlot) { var key = new GroupKey( FirstIndex: firstIndex, BaseVertex: 0, IndexCount: indexCount, - BindlessTextureHandle: texHandle, + TextureSlot: new AcDream.App.Rendering.Gpu.GpuTextureSlot(texSlot), TextureLayer: 0, Translucency: TranslucencyKind.Opaque); - return new CachedBatch(key, texHandle, Matrix4x4.Identity); + return new CachedBatch(key, new AcDream.App.Rendering.Gpu.GpuTextureSlot(texSlot), Matrix4x4.Identity); } } diff --git a/tests/AcDream.Core.Tests/Rendering/Wb/WbDrawDispatcherBucketingTests.cs b/tests/AcDream.Core.Tests/Rendering/Wb/WbDrawDispatcherBucketingTests.cs index 73707dc7..f0740973 100644 --- a/tests/AcDream.Core.Tests/Rendering/Wb/WbDrawDispatcherBucketingTests.cs +++ b/tests/AcDream.Core.Tests/Rendering/Wb/WbDrawDispatcherBucketingTests.cs @@ -416,7 +416,7 @@ public sealed class WbDrawDispatcherBucketingTests uint ibo, uint firstIndex, int indexCount, - ulong texHandle, + uint texSlot, Matrix4x4? restPose = null, Vector3? localSortCenter = null) { @@ -424,12 +424,12 @@ public sealed class WbDrawDispatcherBucketingTests FirstIndex: firstIndex, BaseVertex: 0, IndexCount: indexCount, - BindlessTextureHandle: texHandle, + TextureSlot: new AcDream.App.Rendering.Gpu.GpuTextureSlot(texSlot), TextureLayer: 0, Translucency: TranslucencyKind.Opaque); return new CachedBatch( key, - texHandle, + new AcDream.App.Rendering.Gpu.GpuTextureSlot(texSlot), restPose ?? Matrix4x4.Identity, localSortCenter ?? Vector3.Zero); } @@ -459,8 +459,8 @@ public sealed class WbDrawDispatcherBucketingTests const uint LandblockId = 0xA9B40000u; // First MeshRef contributes 2 batches (mimics ClassifyBatches output). - scratch.Add(MakeCachedBatch(ibo: 1, firstIndex: 0, indexCount: 6, texHandle: 0xAA)); - scratch.Add(MakeCachedBatch(ibo: 1, firstIndex: 6, indexCount: 6, texHandle: 0xBB)); + scratch.Add(MakeCachedBatch(ibo: 1, firstIndex: 0, indexCount: 6, texSlot: 0xAA)); + scratch.Add(MakeCachedBatch(ibo: 1, firstIndex: 6, indexCount: 6, texSlot: 0xBB)); uint? populateEntityId = null; uint populateLandblockId = 0u; @@ -479,8 +479,8 @@ public sealed class WbDrawDispatcherBucketingTests Assert.True(cache.TryGet(EntityId, LandblockId, out var entry)); Assert.NotNull(entry); Assert.Equal(2, entry!.Batches.Length); - Assert.Equal(0xAAul, entry.Batches[0].BindlessTextureHandle); - Assert.Equal(0xBBul, entry.Batches[1].BindlessTextureHandle); + Assert.Equal(0xAAu, entry.Batches[0].TextureSlot.Index); + Assert.Equal(0xBBu, entry.Batches[1].TextureSlot.Index); // Frame 2: cache hit. ApplyCacheHit walks the cached batches and // appends RestPose * entityWorld to a per-frame group dict. @@ -535,7 +535,7 @@ public sealed class WbDrawDispatcherBucketingTests ibo: 1, firstIndex: 0, indexCount: 6, - texHandle: 0xAA, + texSlot: 0xAA, localSortCenter: authoredCenter), ], }; @@ -638,16 +638,16 @@ public sealed class WbDrawDispatcherBucketingTests populateEntityId, populateLandblockId, EntityId, cache, scratch); // Mimic ClassifyBatches' collector output for THIS MeshRef: - // 2 batches with distinct (ibo, firstIndex, texHandle) so the + // 2 batches with distinct (ibo, firstIndex, texSlot) so the // ordering can be verified post-hoc. for (int b = 0; b < BatchesPerMeshRef; b++) { - ulong texHandle = (ulong)(0x100 + meshRefIdx * BatchesPerMeshRef + b); + uint texSlot = (uint)(0x100 + meshRefIdx * BatchesPerMeshRef + b); scratch.Add(MakeCachedBatch( ibo: (uint)(meshRefIdx + 1), firstIndex: (uint)(b * 6), indexCount: 6, - texHandle: texHandle)); + texSlot: texSlot)); } // After ClassifyBatches, Draw sets the tracker (matching the @@ -676,7 +676,7 @@ public sealed class WbDrawDispatcherBucketingTests // Per-batch ordering check: batches arrived in MeshRef order, so // texture handles run 0x100..0x105 in the order they were appended. for (int i = 0; i < ExpectedTotalBatches; i++) - Assert.Equal((ulong)(0x100 + i), entry.Batches[i].BindlessTextureHandle); + Assert.Equal((uint)(0x100 + i), entry.Batches[i].TextureSlot.Index); // After flush, scratch is cleared so the next entity starts fresh. Assert.Empty(scratch); @@ -717,12 +717,12 @@ public sealed class WbDrawDispatcherBucketingTests currentEntityIncomplete = true; // Tuple 1 (MeshRef[1]): renderData valid -> classify, accumulate. - scratch.Add(MakeCachedBatch(ibo: 1, firstIndex: 0, indexCount: 6, texHandle: 0xAAul)); + scratch.Add(MakeCachedBatch(ibo: 1, firstIndex: 0, indexCount: 6, texSlot: 0xAA)); populateEntityId = EntityId; populateLandblockId = LandblockId; // Tuple 2 (MeshRef[2]): renderData valid -> classify, accumulate. - scratch.Add(MakeCachedBatch(ibo: 2, firstIndex: 0, indexCount: 6, texHandle: 0xBBul)); + scratch.Add(MakeCachedBatch(ibo: 2, firstIndex: 0, indexCount: 6, texSlot: 0xBB)); populateEntityId = EntityId; populateLandblockId = LandblockId; @@ -774,7 +774,7 @@ public sealed class WbDrawDispatcherBucketingTests for (int i = 0; i < CachedBatchCount; i++) { batches[i] = MakeCachedBatch( - ibo: 1u, firstIndex: (uint)i, indexCount: 6, texHandle: (ulong)(0x100 + i)); + ibo: 1u, firstIndex: (uint)i, indexCount: 6, texSlot: (uint)(0x100 + i)); } cache.Populate(entityId: 100, landblockHint: 0xA9B40000u, batches);