refactor(app): compose world rendering startup

Move Region/environment, mandatory modern rendering, terrain, WB, texture, and sampler construction behind the typed Phase-4 composition boundary. Give every fallible GL constructor prefix retryable ownership so partial startup failure cannot leak or replay resource deletion while preserving the accepted render path and DAT inputs.

Co-authored-by: Codex <codex@openai.com>
This commit is contained in:
Erik 2026-07-22 16:46:05 +02:00
parent cd7b519f78
commit 6a2fe98cc4
22 changed files with 1983 additions and 634 deletions

View file

@ -31,6 +31,7 @@ namespace AcDream.App.Rendering;
public sealed class SamplerCache : IDisposable
{
private readonly GL _gl;
private readonly ResourceCleanupGroup _resources;
/// <summary>Sampler with WrapS = WrapT = Repeat. The default for textures uploaded by <see cref="TextureCache"/>.</summary>
public uint Wrap { get; }
@ -41,23 +42,62 @@ public sealed class SamplerCache : IDisposable
public SamplerCache(GL gl)
{
_gl = gl ?? throw new ArgumentNullException(nameof(gl));
var resources = new ResourceCleanupGroup();
uint wrap = 0;
uint clamp = 0;
try
{
wrap = GlResourceCommand.CreateName(
_gl,
"repeat sampler",
_gl.GenSampler,
_gl.DeleteSampler);
uint ownedWrap = wrap;
resources.Add(
"repeat sampler",
() => GlResourceCommand.Execute(
_gl,
$"delete repeat sampler {ownedWrap}",
() => _gl.DeleteSampler(ownedWrap)));
Configure(wrap, TextureWrapMode.Repeat, "repeat sampler");
Wrap = _gl.GenSampler();
_gl.SamplerParameter(Wrap, SamplerParameterI.WrapS, (int)TextureWrapMode.Repeat);
_gl.SamplerParameter(Wrap, SamplerParameterI.WrapT, (int)TextureWrapMode.Repeat);
_gl.SamplerParameter(Wrap, SamplerParameterI.MinFilter, (int)TextureMinFilter.Linear);
_gl.SamplerParameter(Wrap, SamplerParameterI.MagFilter, (int)TextureMagFilter.Linear);
clamp = GlResourceCommand.CreateName(
_gl,
"clamp sampler",
_gl.GenSampler,
_gl.DeleteSampler);
uint ownedClamp = clamp;
resources.Add(
"clamp sampler",
() => GlResourceCommand.Execute(
_gl,
$"delete clamp sampler {ownedClamp}",
() => _gl.DeleteSampler(ownedClamp)));
Configure(clamp, TextureWrapMode.ClampToEdge, "clamp sampler");
}
catch (Exception constructionFailure)
{
resources.RollbackConstructionAndThrow(
"SamplerCache construction failed and its sampler prefix did not cleanly roll back.",
constructionFailure);
}
Clamp = _gl.GenSampler();
_gl.SamplerParameter(Clamp, SamplerParameterI.WrapS, (int)TextureWrapMode.ClampToEdge);
_gl.SamplerParameter(Clamp, SamplerParameterI.WrapT, (int)TextureWrapMode.ClampToEdge);
_gl.SamplerParameter(Clamp, SamplerParameterI.MinFilter, (int)TextureMinFilter.Linear);
_gl.SamplerParameter(Clamp, SamplerParameterI.MagFilter, (int)TextureMagFilter.Linear);
Wrap = wrap;
Clamp = clamp;
_resources = resources;
}
private void Configure(uint sampler, TextureWrapMode wrap, string name) =>
GlResourceCommand.Execute(_gl, $"configure {name}", () =>
{
_gl.SamplerParameter(sampler, SamplerParameterI.WrapS, (int)wrap);
_gl.SamplerParameter(sampler, SamplerParameterI.WrapT, (int)wrap);
_gl.SamplerParameter(sampler, SamplerParameterI.MinFilter, (int)TextureMinFilter.Linear);
_gl.SamplerParameter(sampler, SamplerParameterI.MagFilter, (int)TextureMagFilter.Linear);
});
public void Dispose()
{
if (Wrap != 0) _gl.DeleteSampler(Wrap);
if (Clamp != 0) _gl.DeleteSampler(Clamp);
_resources.RetryCleanup();
}
}