phase(N.5) Task 7: dispatcher SSBO + indirect buffer infrastructure
Adds DrawElementsIndirectCommand struct (20-byte layout for glMultiDrawElementsIndirect). Replaces _instanceVbo field on WbDrawDispatcher with three buffers: _instanceSsbo (mat4[]), _batchSsbo (BatchData[]), _indirectBuffer (DEIC[]). Adds BindlessSupport constructor parameter — non-null required since the dispatcher is only constructed when WB foundation is on (which implies bindless is present per Task 6 capability detection). Existing Draw() method substitutes _instanceVbo -> _instanceSsbo for compile. Behavior is temporarily wrong (SSBO bound as ArrayBuffer for per-vertex attribs); Tasks 9-10 fully rewrite the draw loop and the per-frame uploads to use BindBufferBase + glMultiDrawElementsIndirect. GameWindow construction site updated to add _bindlessSupport guard and pass it as the new last argument to the constructor. Dispatcher is only constructed when bindless is guaranteed present. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
parent
12170f9d78
commit
86c471d2d1
3 changed files with 63 additions and 8 deletions
|
|
@ -1524,10 +1524,11 @@ public sealed class GameWindow : IDisposable
|
|||
_staticMesh = new InstancedMeshRenderer(_gl, _meshShader, _textureCache, _wbMeshAdapter);
|
||||
|
||||
if (AcDream.App.Rendering.Wb.WbFoundationFlag.IsEnabled
|
||||
&& _wbMeshAdapter is not null && _wbEntitySpawnAdapter is not null)
|
||||
&& _wbMeshAdapter is not null && _wbEntitySpawnAdapter is not null
|
||||
&& _bindlessSupport is not null)
|
||||
{
|
||||
_wbDrawDispatcher = new AcDream.App.Rendering.Wb.WbDrawDispatcher(
|
||||
_gl, _meshShader, _textureCache, _wbMeshAdapter, _wbEntitySpawnAdapter);
|
||||
_gl, _meshShader, _textureCache, _wbMeshAdapter, _wbEntitySpawnAdapter, _bindlessSupport);
|
||||
}
|
||||
|
||||
// Phase G.1 sky renderer — its own shader (sky.vert / sky.frag)
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue