feat(render): Vulkan campaign V11 step 2 — delete the OpenGL backend

Vulkan is the sole, user-signed-off backend (V10 landed) and step 1
already removed ImGui/Studio/DevTools. This step deletes the GL
rendering backend itself: every Gpu/Gl/** implementation, the Wb
ManagedGL*/GLHelpers/GLSLShader/GLStateScope/RenderStateCache/
BindlessSupport family, Shader/ShaderProgramConstruction/SamplerCache,
RenderBootstrap, and RenderFrameGlStateController.

GameWindow.cs's Run()/CreateGraphics()/CreateBackbufferReader()/
OnLoad() collapse to their Vulkan-only arm; GameWindowGraphics loses
its OpenGlGameWindowGraphics subclass. RuntimeOptions.RenderBackend and
RenderBackendKind (incl. the Gl member of GpuBackendKind) are gone —
there is nothing left to select between. The five world-draw dual-arm
renderers (WbDrawDispatcher, EnvCellRenderer, TerrainModernRenderer,
ParticleRenderer, SkyRenderer) and the composition roots
(WorldRenderComposition, HostInputCameraComposition,
LivePresentationComposition, FrameRootComposition) collapse to their
RHI-only arm. GL-only diagnostic properties with a live external reader
(DynamicBufferCount and friends) simplify to a documented `=> 0`/no-op
rather than disappearing, since the reader is out of this commit's
scope.

A few GL-flavored mechanisms turned out to be backend-neutral once
isolated: GlConstructionCleanupLedger is renamed
ResourceConstructionCleanupLedger (exception-chain walking has nothing
to do with GL), and GlfwNativePlatformProbe moved out of the otherwise
GL-only GraphicalCapabilityRecord.cs into
GraphicalWindowBackendSelection.cs before the rest of that file was
deleted.

Test files with no surviving subject are deleted outright
(GraphicalCapabilityRequirementsTests, ShaderProgramConstructionTests,
PortalDepthShaderParityTests, TextureCacheBindlessTests,
TextRendererFailureSafetyTests, ClipFrameUploadTests, every
Gpu/Gl/*Tests, GlTextureOwnershipTests, RenderFrameGlStateControllerTests);
others get their dead GL-only members trimmed while their live
assertions stay (ClipFrameLayoutTests' MeshClipSsboBinding check now
reads GpuBindingModel.StorageClipRegions, the same binding index under
its new backend-neutral name; GpuResourceRetirementTransactionTests
drops its OpenGLGraphicsDevice-subclassing test double and the two GL
queue tests it existed for). EnvCellRendererTests' construction helper
now builds a real ObjectMeshManager via VulkanMeshPipelineDevice
instead of passing null through a null-forgiving operator, since the
RHI constructor never tolerated a null mesh manager and the old GL
constructor (which did) is gone.

Deferred to the next two steps, deliberately not touched here: the
Silk.NET.OpenGL/.Extensions.ARB package references, IMeshPipelineDevice.Gl
(WbMeshAdapter's GL? threading stays in place), Chorizite.Core's stale
csproj comment (the package itself is still load-bearing —
TextureFormat and friends are used well beyond the deleted
ManagedGLUniformBuffer), and the CI/gate scripts.

Build: `dotnet build AcDream.slnx -c Release` — 0 warnings, 0 errors.
Tests: full-solution `dotnet test` green across every project
(App.Tests 3937/3940 + 3 skips, Core.Tests 3296/3298 + 2 skips, all
others 100%); the 2 App.Tests names that flake under full-suite
parallel execution (#250-family, documented pre-existing) pass in
isolation.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-07-29 02:19:53 +02:00
parent b70b9832ff
commit 8a7a0837e1
121 changed files with 1243 additions and 19840 deletions

View file

@ -1,23 +1,23 @@
using System.Numerics;
using AcDream.App.Rendering.Gpu;
using AcDream.App.Rendering.Gpu.Gl;
using AcDream.App.Rendering.Wb;
using AcDream.Core.Terrain;
using Silk.NET.OpenGL;
namespace AcDream.App.Rendering;
/// <summary>
/// Phase N.5b modern terrain dispatcher. Single global VBO/EBO with a slot
/// allocator (one slot per landblock, 384 verts × 40 bytes = 15,360 bytes
/// per slot). Per-frame: build a DrawElementsIndirectCommand array from
/// visible slots, upload, dispatch via glMultiDrawElementsIndirect. Atlas
/// textures bound via bindless handles set per-frame as sampler uniforms.
/// Phase N.5b modern terrain dispatcher. Single global vertex/index arena with
/// a slot allocator (one slot per landblock, 384 verts × 40 bytes = 15,360
/// bytes per slot). Per-frame: build a DrawElementsIndirectCommand array from
/// visible slots and dispatch via one multi-draw-indirect call. Atlas
/// textures bound via the device's global texture table.
///
/// Total ~6-8 GL calls per frame for terrain regardless of visible
/// landblock count.
/// <para>Campaign V slice V11 deleted the raw-GL submission arm
/// (<c>TerrainModernRenderer.cs</c>'s former GL fields/constructor/Draw/Dispose
/// bodies); the RHI arm this file now exclusively hosts the shared allocator
/// and visibility logic for is defined in <c>TerrainModernRenderer.Rhi.cs</c>.</para>
/// </summary>
public sealed unsafe partial class TerrainModernRenderer : IDisposable
public sealed partial class TerrainModernRenderer : IDisposable
{
// VertsPerLandblock MUST stay divisible by 6 — terrain_modern.vert uses
// `gl_VertexID % 6` to pick the cell-corner index (BL/BR/TR/TL), and
@ -32,12 +32,6 @@ public sealed unsafe partial class TerrainModernRenderer : IDisposable
private const int IndexSize = sizeof(uint);
private const float LandblockSize = LandblockMesh.LandblockSize; // 192
// Campaign V slice V6j: null on the RHI arm, where every statement below that
// reaches one of these is forked into TerrainModernRenderer.Rhi.cs. The GL arm
// executes exactly what it did before.
private readonly GL? _gl;
private readonly BindlessSupport? _bindless;
private readonly Shader? _shader;
private readonly TerrainAtlas _atlas;
/// <summary>A.5 T22.5: exposes the terrain atlas so callers can update
@ -46,7 +40,6 @@ public sealed unsafe partial class TerrainModernRenderer : IDisposable
private readonly GpuRetiredTerrainSlotAllocator _alloc;
private readonly GpuRetirementLedger _retirementLedger;
private RetryableResourceReleaseLedger? _disposeResources;
private bool _disposed;
// Per-slot live data (index by slot integer; null entries are unused slots).
@ -55,58 +48,22 @@ public sealed unsafe partial class TerrainModernRenderer : IDisposable
// Reverse map: landblockId -> slot, for RemoveLandblock and replacement.
private readonly Dictionary<uint, int> _idToSlot = new();
// GPU buffers.
private uint _globalVao;
private uint _globalVbo;
private uint _globalEbo;
// Backing-store capacity bookkeeping, shared with the RHI arm's arena.
private long _globalVboCapacityBytes;
private long _globalEboCapacityBytes;
private uint _indirectBuffer;
private int _indirectCapacity;
private sealed class DynamicIndirectBuffer
{
public uint Buffer;
public int Capacity;
}
private readonly List<DynamicIndirectBuffer>[] _indirectBuffersByFrame =
[[], [], []];
// Per-GPU-fenced-frame-slot draw bookkeeping, shared with the RHI arm.
private int _dynamicFrameSlot;
private int _dynamicBufferCursor;
private bool _dynamicFrameStarted;
internal int DynamicIndirectBufferCount =>
_indirectBuffersByFrame.Sum(frameBuffers => frameBuffers.Count);
// Phase U.3: terrain clip UBO (binding=2, terrain_modern.vert TerrainClip).
// The shared one is created + uploaded by the GameWindow-level ClipFrame and
// handed in via SetClipUbo. When 0, we bind a lazily-created no-clip fallback
// (count 0 = ungated) so the shader never reads an unbound UBO at binding=2.
private TerrainClipBufferBinding _sharedClipBinding;
private uint _fallbackClipUbo;
// Campaign V slice V2b (2026-07-27): uTerrainHandle/uAlphaHandle (uvec2)
// became uTextureIndexA/uTextureIndexB (uint table slots) — cached
// uniform locations (matrix uniforms are set by name via Shader.SetMatrix4).
private int _uTextureIndexALoc;
private int _uTextureIndexBLoc;
private bool _textureTilingUploaded;
// Campaign V slice V6f-2: the 36 per-layer tiling factors used to be a loose
// `uniform float uTexTiling[36]`, which Vulkan GLSL cannot declare at all.
// They now live in the uniform buffer GpuBindingModel reserved
// UniformTerrainTiling (binding 3) for — see terrain_modern.frag for the
// std140 packing and why it is vec4[9] rather than float[36].
private uint _tilingUbo;
// Campaign V slice V4t: the interim per-renderer GlBindlessHandleTable is
// retired. TerrainAtlas hands out GpuTextureSlots from the device's one
// table and this renderer flushes and binds that table at
// GpuBindingModel.StorageTextureTable itself, because it still submits
// through raw GL and so never reaches GlGpuDevice.FlushBeforeDraw. Null on
// a backend with no GL device, where this renderer is never constructed.
private readonly GlGpuDevice? _gpuDevice;
/// <summary>
/// The dynamic per-frame-slot indirect-command buffer pool this used to
/// report was raw-GL-only bookkeeping, deleted with that arm at Campaign V
/// slice V11. The RHI arm allocates its indirect-command storage from the
/// GPU frame's own upload ring instead, so there is no separate pool to
/// count.
/// </summary>
internal int DynamicIndirectBufferCount => 0;
// Reusable per-frame buffers.
private readonly List<int> _visibleSlots = new();
@ -126,183 +83,18 @@ public sealed unsafe partial class TerrainModernRenderer : IDisposable
public void BeginVisibilityFrame() => _visibleCellIds.Clear();
internal TerrainModernRenderer(
GL gl,
BindlessSupport bindless,
Shader shader,
TerrainAtlas atlas,
GlGpuDevice? gpuDevice,
int initialSlotCapacity = 64)
: this(
gl,
bindless,
shader,
atlas,
gpuDevice,
ImmediateGpuResourceRetirementQueue.Instance,
initialSlotCapacity)
{
}
internal TerrainModernRenderer(
GL gl,
BindlessSupport bindless,
Shader shader,
TerrainAtlas atlas,
GlGpuDevice? gpuDevice,
IGpuResourceRetirementQueue resourceRetirement,
int initialSlotCapacity = 64)
{
_gl = gl;
_bindless = bindless;
_shader = shader;
_atlas = atlas;
_gpuDevice = gpuDevice;
ArgumentNullException.ThrowIfNull(resourceRetirement);
_retirementLedger = new GpuRetirementLedger(resourceRetirement);
_alloc = new GpuRetiredTerrainSlotAllocator(initialSlotCapacity, resourceRetirement);
_slots = new SlotData?[initialSlotCapacity];
_uTextureIndexALoc = _gl.GetUniformLocation(_shader.Program, "uTextureIndexA");
_uTextureIndexBLoc = _gl.GetUniformLocation(_shader.Program, "uTextureIndexB");
var constructionResources = new ResourceCleanupGroup();
try
{
// Campaign V slice V6f-2: the tiling UBO. Fixed size — the table is
// 36 immutable floats packed four to a vec4 — so it is allocated
// once here and written once on the first bound draw, which is the
// same cadence the glUniform1fv it replaces already had.
_tilingUbo = TrackedGlResource.CreateBuffer(
_gl,
"creating terrain tiling UBO");
RetryableGpuResourceRelease tilingUboRelease =
TrackedGlResource.CreateRetryableBufferDeletion(
_gl,
_tilingUbo,
TerrainTextureTilingTable.UniformBufferBytes,
"rolling back terrain tiling UBO");
constructionResources.Add("terrain tiling UBO", tilingUboRelease.Run);
TrackedGlResource.AllocateBufferStorage(
_gl,
BufferTargetARB.UniformBuffer,
_tilingUbo,
0,
TerrainTextureTilingTable.UniformBufferBytes,
BufferUsageARB.StaticDraw,
"allocating terrain tiling UBO");
_globalVao = TrackedGlResource.CreateVertexArray(
_gl,
"creating terrain global VAO");
RetryableGpuResourceRelease globalVaoRelease =
TrackedGlResource.CreateRetryableVertexArrayDeletion(
_gl,
_globalVao,
"rolling back terrain global VAO");
constructionResources.Add(
"terrain global VAO",
globalVaoRelease.Run);
_globalVbo = TrackedGlResource.CreateBuffer(
_gl,
"creating terrain global vertex buffer");
RetryableGpuResourceRelease globalVboRelease =
TrackedGlResource.CreateRetryableBufferDeletion(
_gl,
_globalVbo,
() => _globalVboCapacityBytes,
"rolling back terrain global vertex buffer");
constructionResources.Add(
"terrain global vertex buffer",
globalVboRelease.Run);
_globalEbo = TrackedGlResource.CreateBuffer(
_gl,
"creating terrain global index buffer");
RetryableGpuResourceRelease globalEboRelease =
TrackedGlResource.CreateRetryableBufferDeletion(
_gl,
_globalEbo,
() => _globalEboCapacityBytes,
"rolling back terrain global index buffer");
constructionResources.Add(
"terrain global index buffer",
globalEboRelease.Run);
AllocateGpuBuffers(initialSlotCapacity);
GlResourceCommand.Execute(
_gl,
"configure terrain global vertex array",
() => ConfigureVao(_globalVao, _globalVbo, _globalEbo));
constructionResources.TransferAll();
}
catch (Exception constructionFailure)
{
constructionResources.RollbackConstructionAndThrow(
"TerrainModernRenderer construction failed and its GL prefix did not cleanly roll back.",
constructionFailure);
}
}
/// <summary>
/// Resets the indirect-command submission cursor for a GPU-fenced frame
/// slot. A retail outside view may draw terrain more than once in a frame;
/// each draw receives storage that cannot overwrite an earlier command.
/// Resets the per-GPU-fenced-frame-slot draw state. A retail outside view
/// may draw terrain more than once in a frame.
/// </summary>
public void BeginFrame(int frameSlot)
{
if ((uint)frameSlot >= (uint)_indirectBuffersByFrame.Length)
throw new ArgumentOutOfRangeException(nameof(frameSlot));
ArgumentOutOfRangeException.ThrowIfNegative(frameSlot);
_retirementLedger.RetryPendingPublications();
_dynamicFrameSlot = frameSlot;
_dynamicBufferCursor = 0;
_dynamicFrameStarted = true;
}
private void ActivateNextIndirectBuffer()
{
if (!_dynamicFrameStarted)
throw new InvalidOperationException("BeginFrame must be called before drawing terrain.");
List<DynamicIndirectBuffer> frameBuffers = _indirectBuffersByFrame[_dynamicFrameSlot];
if (_dynamicBufferCursor == frameBuffers.Count)
{
uint buffer = TrackedGlResource.CreateBuffer(
_gl!,
$"creating terrain indirect buffer for frame slot {_dynamicFrameSlot}");
try
{
frameBuffers.Add(new DynamicIndirectBuffer { Buffer = buffer });
}
catch
{
TrackedGlResource.DeleteBuffer(
_gl!,
buffer,
0,
"rolling back terrain indirect buffer");
throw;
}
}
DynamicIndirectBuffer active = frameBuffers[_dynamicBufferCursor++];
_indirectBuffer = active.Buffer;
_indirectCapacity = active.Capacity;
}
private void PersistIndirectCapacity()
{
_indirectBuffersByFrame[_dynamicFrameSlot][_dynamicBufferCursor - 1].Capacity =
_indirectCapacity;
}
/// <summary>
/// Hand the renderer the current aligned terrain-clip range (binding=2).
/// Each outside-view slice occupies a distinct range in the current
/// GPU-fenced frame's UBO arena.
/// </summary>
public void SetClipUbo(TerrainClipBufferBinding sharedClipBinding) =>
_sharedClipBinding = sharedClipBinding;
/// <summary>
/// Two-tier streaming entry point. Accepts a prebuilt mesh from
/// <see cref="LandblockStreamResult.Loaded.MeshData"/> built on the worker
@ -343,59 +135,26 @@ public sealed unsafe partial class TerrainModernRenderer : IDisposable
EnsureCapacity(newCap);
}
// Bake worldOrigin into vertex positions; capture min/max Z for AABB.
var bakedVerts = new TerrainVertex[VertsPerLandblock];
float zMin = float.MaxValue, zMax = float.MinValue;
for (int i = 0; i < VertsPerLandblock; i++)
{
var v = meshData.Vertices[i];
var worldPos = v.Position + worldOrigin;
bakedVerts[i] = new TerrainVertex(worldPos, v.Normal, v.Data0, v.Data1, v.Data2, v.Data3);
if (worldPos.Z < zMin) zMin = worldPos.Z;
if (worldPos.Z > zMax) zMax = worldPos.Z;
}
if (zMin == float.MaxValue) { zMin = 0f; zMax = 0f; }
// Bake baseVertex into indices on the CPU side (driver-portable pattern).
uint baseVertex = (uint)(slot * VertsPerLandblock);
var bakedIndices = new uint[IndicesPerLandblock];
for (int i = 0; i < IndicesPerLandblock; i++)
bakedIndices[i] = meshData.Indices[i] + baseVertex;
// glBufferSubData into the slot's VBO + EBO regions.
nint vboByteOffset = (nint)(slot * VertsPerLandblock * VertexSize);
nint eboByteOffset = (nint)(slot * IndicesPerLandblock * IndexSize);
if (_gl is null)
// Bake worldOrigin into vertex positions; capture min/max Z for AABB.
var bakedVerts = new TerrainVertex[VertsPerLandblock];
float zMin = float.MaxValue, zMax = float.MinValue;
for (int i = 0; i < VertsPerLandblock; i++)
{
UploadRhiLandblock(slot, bakedVerts, bakedIndices);
}
else
{
fixed (TerrainVertex* p = bakedVerts)
{
TrackedGlResource.UpdateBufferSubData(
_gl,
BufferTargetARB.ArrayBuffer,
_globalVbo,
vboByteOffset,
VertsPerLandblock * VertexSize,
p,
$"uploading terrain vertices for 0x{landblockId:X8}");
var v = meshData.Vertices[i];
var worldPos = v.Position + worldOrigin;
bakedVerts[i] = new TerrainVertex(worldPos, v.Normal, v.Data0, v.Data1, v.Data2, v.Data3);
if (worldPos.Z < zMin) zMin = worldPos.Z;
if (worldPos.Z > zMax) zMax = worldPos.Z;
}
if (zMin == float.MaxValue) { zMin = 0f; zMax = 0f; }
fixed (uint* p = bakedIndices)
{
TrackedGlResource.UpdateBufferSubData(
_gl,
BufferTargetARB.ElementArrayBuffer,
_globalEbo,
eboByteOffset,
IndicesPerLandblock * IndexSize,
p,
$"uploading terrain indices for 0x{landblockId:X8}");
}
}
// Bake baseVertex into indices on the CPU side (driver-portable pattern).
uint baseVertex = (uint)(slot * VertsPerLandblock);
var bakedIndices = new uint[IndicesPerLandblock];
for (int i = 0; i < IndicesPerLandblock; i++)
bakedIndices[i] = meshData.Indices[i] + baseVertex;
UploadRhiLandblock(slot, bakedVerts, bakedIndices);
_slots[slot] = new SlotData
{
@ -472,128 +231,15 @@ public sealed unsafe partial class TerrainModernRenderer : IDisposable
}
if (_visibleSlots.Count == 0) return;
// Campaign V slice V6j: the command array is built the same way on both
// arms; only where it lands differs. The RHI arm writes it into a frame
// ring slice, which retires the per-frame-slot indirect buffer pool
// structurally — every allocation within a frame is already distinct
// memory that outlives the draw recorded against it.
BuildIndirectCommands();
if (_gl is null)
{
if (!_dynamicFrameStarted)
throw new InvalidOperationException("BeginFrame must be called before drawing terrain.");
DrawRhi(viewProjection, _visibleSlots.Count);
return;
}
ActivateNextIndirectBuffer();
// Grow indirect buffer if needed.
if (_visibleSlots.Count > _indirectCapacity)
{
int grownCapacity = Math.Max(64, _visibleSlots.Count * 2);
TrackedGlResource.AllocateBufferStorage(
_gl,
GLEnum.DrawIndirectBuffer,
_indirectBuffer,
checked((long)_indirectCapacity * sizeof(DrawElementsIndirectCommand)),
checked((long)grownCapacity * sizeof(DrawElementsIndirectCommand)),
GLEnum.DynamicDraw,
"growing terrain indirect command buffer");
_indirectCapacity = grownCapacity;
}
// Upload DEIC array.
fixed (DrawElementsIndirectCommand* p = _deicScratch)
{
TrackedGlResource.UpdateBufferSubData(
_gl,
GLEnum.DrawIndirectBuffer,
_indirectBuffer,
0,
checked((long)_visibleSlots.Count * sizeof(DrawElementsIndirectCommand)),
p,
"uploading terrain indirect commands");
}
PersistIndirectCapacity();
// Bind shader + uniforms + atlas handles.
// Verified Phase W Stage 4 (T4.2): terrain projects from the camera view-proj;
// no separate landscape viewpoint to sync. uViewProjection derives from
// the ICamera passed into this method — the same camera used for all other
// renderers in the unified pipeline. Retail's LScape::update_viewpoint
// pre-positions terrain to the outdoor landcell, but acdream uses the
// unified camera matrix everywhere, so no separate viewpoint divergence can occur.
_shader!.Use();
UploadTextureTilingOnce();
// Campaign V slice V6f-2: bind the tiling UBO every draw, not once. GL's
// uniform-buffer binding points are global and shared with the sky's
// params block and the SceneLighting block, so a renderer that runs
// between two terrain draws can take binding 3 out from under us.
// Self-contained state, per feedback_render_self_contained_gl_state.
_gl.BindBufferBase(
BufferTargetARB.UniformBuffer,
Gpu.GpuBindingModel.UniformTerrainTiling,
_tilingUbo);
// Campaign V slice V6f-1: one uViewProjection, matching the field
// GpuPushConstants already carries, instead of the separate uView and
// uProjection the shader used to combine per vertex. viewProjection is
// the same product the visibility pass above already computed.
_shader.SetMatrix4("uViewProjection", viewProjection);
// Campaign V slice V2b: pass each texture's binding=9 table slot
// instead of the raw uvec2 handle. GLSL reconstructs
// sampler2DArray(ACDREAM_TEXTURE_HANDLE(uTextureIndexA)) at the use
// site — see terrain_modern.frag. Slice V4t: the slots come from the
// device's one table rather than a table private to this renderer.
(GpuTextureSlot terrainSlot, GpuTextureSlot alphaSlot) =
_atlas.GetTextureSlots(GpuDevice);
FlushAndBindTextureTable();
_gl.ProgramUniform1(_shader.Program, _uTextureIndexALoc, terrainSlot.Index);
_gl.ProgramUniform1(_shader.Program, _uTextureIndexBLoc, alphaSlot.Index);
// Phase U.3: bind the terrain clip UBO (binding=2). Shared ClipFrame UBO
// when wired, else the no-clip fallback (count 0 = ungated terrain).
BindClipUboBinding2();
// #108-residual: retail terrain is SINGLE-SIDED — ACRender::landPolysDraw
// (0x006b7040) draws each land triangle ONLY when the camera is on the
// POSITIVE (upper) side of its plane (Plane::which_side2 vs
// Render::FrameCurrent, zFightTerrainAdjust bias). GL backface culling
// evaluates the same per-triangle eye-side predicate at rasterization.
// LandblockMesh emits every triangle CCW in world XY seen from above
// (LandblockMeshTests winding pin), which the unified camera chain
// (CreateLookAt up=+Z + Numerics perspective) maps to CCW window
// winding from above / CW from below (TerrainCullOrientationTests) —
// so FrontFace(Ccw)+Cull(Back) keeps the top side and culls the
// underside. WB drew the whole world with culling DISABLED
// frame-globally (WB GameScene.cs:841 — an editor camera goes
// underground); inheriting that drew terrain DOUBLE-SIDED, and a
// below-grade eye (cellar ascent) saw the UNDERSIDE of the grade
// sheet through the exit-door aperture — the #108 grass window.
// Self-contained state per feedback_render_self_contained_gl_state;
// the frame-global CW + cull-off baseline is restored after the draw.
_gl.Enable(EnableCap.CullFace);
_gl.CullFace(TriangleFace.Back);
_gl.FrontFace(FrontFaceDirection.Ccw);
_gl.BindVertexArray(_globalVao);
_gl.MemoryBarrier(MemoryBarrierMask.CommandBarrierBit);
_gl.MultiDrawElementsIndirect(
PrimitiveType.Triangles, DrawElementsType.UnsignedInt,
(void*)0,
(uint)_visibleSlots.Count,
(uint)sizeof(DrawElementsIndirectCommand));
_gl.BindVertexArray(0);
_gl.BindBuffer(GLEnum.DrawIndirectBuffer, 0);
_gl.FrontFace(FrontFaceDirection.CW);
_gl.Disable(EnableCap.CullFace);
if (!_dynamicFrameStarted)
throw new InvalidOperationException("BeginFrame must be called before drawing terrain.");
DrawRhi(viewProjection, _visibleSlots.Count);
}
/// <summary>
/// Builds this frame's <c>DrawElementsIndirectCommand</c> array from the
/// visible slot list. Pure CPU, identical on both arms.
/// visible slot list. Pure CPU.
/// </summary>
private void BuildIndirectCommands()
{
@ -618,298 +264,13 @@ public sealed unsafe partial class TerrainModernRenderer : IDisposable
if (_disposed)
return;
_retirementLedger.RetryPendingPublications();
if (_gl is null)
{
DisposeRhi();
return;
}
if (_disposeResources is null)
{
var releases = new List<(string Name, Action Release)>();
if (_globalVao != 0)
{
RetryableGpuResourceRelease release =
TrackedGlResource.CreateRetryableVertexArrayDeletion(
_gl,
_globalVao,
"deleting terrain global VAO");
releases.Add(("global-vao", release.Run));
}
if (_globalVbo != 0)
{
RetryableGpuResourceRelease release =
TrackedGlResource.CreateRetryableBufferDeletion(
_gl,
_globalVbo,
_globalVboCapacityBytes,
"deleting terrain global vertex buffer");
releases.Add(("global-vbo", release.Run));
}
if (_globalEbo != 0)
{
RetryableGpuResourceRelease release =
TrackedGlResource.CreateRetryableBufferDeletion(
_gl,
_globalEbo,
_globalEboCapacityBytes,
"deleting terrain global index buffer");
releases.Add(("global-ebo", release.Run));
}
for (int frame = 0; frame < _indirectBuffersByFrame.Length; frame++)
{
List<DynamicIndirectBuffer> frameBuffers = _indirectBuffersByFrame[frame];
for (int index = 0; index < frameBuffers.Count; index++)
{
DynamicIndirectBuffer buffer = frameBuffers[index];
RetryableGpuResourceRelease release =
TrackedGlResource.CreateRetryableBufferDeletion(
_gl,
buffer.Buffer,
checked((long)buffer.Capacity * sizeof(DrawElementsIndirectCommand)),
"deleting terrain indirect command buffer");
releases.Add(($"indirect-{frame}-{index}", release.Run));
}
}
if (_fallbackClipUbo != 0)
{
RetryableGpuResourceRelease release =
TrackedGlResource.CreateRetryableBufferDeletion(
_gl,
_fallbackClipUbo,
ClipFrame.TerrainUboBytes,
"deleting terrain fallback clip UBO");
releases.Add(("fallback-clip-ubo", release.Run));
}
if (_tilingUbo != 0)
{
RetryableGpuResourceRelease release =
TrackedGlResource.CreateRetryableBufferDeletion(
_gl,
_tilingUbo,
TerrainTextureTilingTable.UniformBufferBytes,
"deleting terrain tiling UBO");
releases.Add(("tiling-ubo", release.Run));
}
_disposeResources = new RetryableResourceReleaseLedger(releases);
}
ResourceReleaseAttempt attempt = _disposeResources.Advance();
if (!_disposeResources.IsComplete)
{
throw attempt.ToException(
"One or more terrain GPU resources could not be released.");
}
_globalVao = 0;
_globalVbo = 0;
_globalEbo = 0;
_globalVboCapacityBytes = 0;
_globalEboCapacityBytes = 0;
foreach (List<DynamicIndirectBuffer> frameBuffers in _indirectBuffersByFrame)
frameBuffers.Clear();
_indirectBuffer = 0;
_indirectCapacity = 0;
_dynamicFrameStarted = false;
_fallbackClipUbo = 0;
_disposeResources = null;
_disposed = true;
if (attempt.HasFailures)
{
throw attempt.ToException(
"Terrain GPU resources released with exceptional committed outcomes.");
}
DisposeRhi();
}
// ----------------------------------------------------------------
// Private helpers
// ----------------------------------------------------------------
/// <summary>
/// Upload the texture-array adapter for retail's per-surface repeat count.
/// Retail passes <c>TerrainTex::tex_tiling</c> directly to
/// <c>ImgTex::TileCSI</c> / <c>ImgTex::MergeTexture</c>
/// (`TexMerge::CopyAndTile` 0x00503580, `TexMerge::Merge` 0x005038C0).
/// Uniform values persist for the lifetime of this linked shader program,
/// so the immutable atlas table is uploaded on its first bound draw.
/// </summary>
private void UploadTextureTilingOnce()
{
if (_textureTilingUploaded)
return;
if (_atlas.TilingByLayer.Count != TerrainTextureTilingTable.LayerCapacity)
{
throw new InvalidOperationException(
$"Terrain tiling table has {_atlas.TilingByLayer.Count} entries; " +
$"expected {TerrainTextureTilingTable.LayerCapacity}.");
}
// Campaign V slice V6f-2: one whole-buffer write into the binding=3
// uniform buffer, replacing the glUniform1fv into the loose array. The
// block is std140, so each value sits at a 16-byte stride with three
// dead words after it; the span is cleared first so those words are
// zero rather than whatever the stack held.
Span<byte> block = stackalloc byte[TerrainTextureTilingTable.UniformBufferBytes];
block.Clear();
for (int i = 0; i < TerrainTextureTilingTable.LayerCapacity; i++)
{
BitConverter.TryWriteBytes(
block[(i * TerrainTextureTilingTable.UniformElementStrideBytes)..],
_atlas.TilingByLayer[i]);
}
fixed (byte* p = block)
{
TrackedGlResource.UpdateBufferSubData(
_gl!,
BufferTargetARB.UniformBuffer,
_tilingUbo,
0,
TerrainTextureTilingTable.UniformBufferBytes,
p,
"uploading terrain tiling UBO");
}
_textureTilingUploaded = true;
}
/// <summary>
/// The GL device whose texture table this renderer samples through.
/// Campaign V slice V4t: a terrain renderer without one could not resolve a
/// single texture, so the failure names the composition that built it rather
/// than dereferencing null mid-draw.
/// </summary>
private GlGpuDevice GpuDevice => _gpuDevice ?? throw new InvalidOperationException(
"TerrainModernRenderer was constructed without a GL GPU device: its texture " +
"slots come from that device's table (Campaign V slice V4t).");
/// <summary>
/// Campaign V slice V4t: drains the device texture table's dirty runs and
/// (re)binds it at <see cref="GpuBindingModel.StorageTextureTable"/>.
/// Terrain registers at most two slots (the terrain and alpha atlases), so
/// the table is dirty only on the atlas's first draw — but the bind is
/// unconditional, because GL storage-buffer binding points are global and
/// another renderer's binding 9 sits there between two terrain draws.
/// Deleted with the raw-GL world path when the Vulkan world arm lands and
/// this renderer's draws go through the encoder, which binds the same table
/// on every pipeline bind.
/// </summary>
private void FlushAndBindTextureTable()
{
GlGpuDevice device = GpuDevice;
device.FlushTextureTable();
_gl!.BindBufferBase(
GLEnum.ShaderStorageBuffer,
GpuBindingModel.StorageTextureTable,
device.TextureTableGlName);
}
/// <summary>
/// Phase U.3: bind the terrain clip UBO to binding=2. Prefers the shared
/// <see cref="ClipFrame"/> UBO range (<see cref="SetClipUbo"/>); otherwise lazily
/// creates + binds a no-clip fallback (count 0 = ungated) so the shader never
/// reads an unbound UBO. The fallback is std140-sized to
/// <see cref="ClipFrame.TerrainUboBytes"/> and zero-filled (count 0).
/// </summary>
private void BindClipUboBinding2()
{
if (_sharedClipBinding.IsValid)
{
_sharedClipBinding.Bind(_gl!);
return;
}
if (_fallbackClipUbo == 0)
{
var zero = stackalloc byte[ClipFrame.TerrainUboBytes];
for (int i = 0; i < ClipFrame.TerrainUboBytes; i++) zero[i] = 0;
uint fallback = TrackedGlResource.CreateBuffer(
_gl!,
"creating terrain fallback clip UBO");
try
{
TrackedGlResource.AllocateBufferStorage(
_gl!,
BufferTargetARB.UniformBuffer,
fallback,
0,
ClipFrame.TerrainUboBytes,
BufferUsageARB.DynamicDraw,
zero,
"allocating terrain fallback clip UBO");
_fallbackClipUbo = fallback;
}
catch
{
TrackedGlResource.DeleteBuffer(
_gl!,
fallback,
0,
"rolling back terrain fallback clip UBO");
throw;
}
}
_gl!.BindBufferBase(BufferTargetARB.UniformBuffer,
ClipFrame.TerrainClipUboBinding, _fallbackClipUbo);
}
private void AllocateGpuBuffers(int capacitySlots)
{
long vboBytes = checked((long)capacitySlots * VertsPerLandblock * VertexSize);
long eboBytes = checked((long)capacitySlots * IndicesPerLandblock * IndexSize);
TrackedGlResource.AllocateBufferStorage(
_gl!,
BufferTargetARB.ArrayBuffer,
_globalVbo,
_globalVboCapacityBytes,
vboBytes,
BufferUsageARB.DynamicDraw,
"allocating terrain global vertex storage");
_globalVboCapacityBytes = vboBytes;
TrackedGlResource.AllocateBufferStorage(
_gl!,
BufferTargetARB.ElementArrayBuffer,
_globalEbo,
_globalEboCapacityBytes,
eboBytes,
BufferUsageARB.DynamicDraw,
"allocating terrain global index storage");
_globalEboCapacityBytes = eboBytes;
}
private void ConfigureVao(uint vao, uint vbo, uint ebo)
{
_gl!.BindVertexArray(vao);
_gl.BindBuffer(BufferTargetARB.ArrayBuffer, vbo);
_gl.BindBuffer(BufferTargetARB.ElementArrayBuffer, ebo);
uint stride = (uint)VertexSize;
// location 0: Position
_gl.EnableVertexAttribArray(0);
_gl.VertexAttribPointer(0, 3, VertexAttribPointerType.Float, false, stride, (void*)0);
// location 1: Normal
_gl.EnableVertexAttribArray(1);
_gl.VertexAttribPointer(1, 3, VertexAttribPointerType.Float, false, stride, (void*)(3 * sizeof(float)));
// locations 2-5: Data0..Data3 (uvec4 byte attributes)
nint dataOffset = 6 * sizeof(float);
_gl.EnableVertexAttribArray(2);
_gl.VertexAttribIPointer(2, 4, VertexAttribIType.UnsignedByte, stride, (void*)dataOffset);
_gl.EnableVertexAttribArray(3);
_gl.VertexAttribIPointer(3, 4, VertexAttribIType.UnsignedByte, stride, (void*)(dataOffset + 4));
_gl.EnableVertexAttribArray(4);
_gl.VertexAttribIPointer(4, 4, VertexAttribIType.UnsignedByte, stride, (void*)(dataOffset + 8));
_gl.EnableVertexAttribArray(5);
_gl.VertexAttribIPointer(5, 4, VertexAttribIType.UnsignedByte, stride, (void*)(dataOffset + 12));
_gl.BindVertexArray(0);
GLHelpers.ThrowOnResourceError(_gl, "configuring terrain VAO");
}
internal static void CollectVisibleCells(
HashSet<uint> destination,
uint landblockId,
@ -1038,132 +399,7 @@ public sealed unsafe partial class TerrainModernRenderer : IDisposable
{
if (newCapacity <= _alloc.Capacity)
return;
if (_gl is null)
{
EnsureRhiCapacity(newCapacity);
return;
}
var grownSlots = new SlotData?[newCapacity];
Array.Copy(_slots, grownSlots, _slots.Length);
long newVboBytes = checked((long)newCapacity * VertsPerLandblock * VertexSize);
long newEboBytes = checked((long)newCapacity * IndicesPerLandblock * IndexSize);
uint newVbo = 0;
uint newEbo = 0;
uint newVao = 0;
long allocatedNewVboBytes = 0;
long allocatedNewEboBytes = 0;
bool published = false;
try
{
newVbo = TrackedGlResource.CreateBuffer(
_gl,
"creating grown terrain vertex buffer");
TrackedGlResource.AllocateBufferStorage(
_gl,
BufferTargetARB.ArrayBuffer,
newVbo,
0,
newVboBytes,
BufferUsageARB.DynamicDraw,
"allocating grown terrain vertex buffer");
allocatedNewVboBytes = newVboBytes;
newEbo = TrackedGlResource.CreateBuffer(
_gl,
"creating grown terrain index buffer");
TrackedGlResource.AllocateBufferStorage(
_gl,
BufferTargetARB.ElementArrayBuffer,
newEbo,
0,
newEboBytes,
BufferUsageARB.DynamicDraw,
"allocating grown terrain index buffer");
allocatedNewEboBytes = newEboBytes;
GLHelpers.ThrowOnResourceError(_gl, "copying terrain buffers (precondition)");
_gl.BindBuffer(BufferTargetARB.CopyReadBuffer, _globalVbo);
_gl.BindBuffer(BufferTargetARB.CopyWriteBuffer, newVbo);
_gl.CopyBufferSubData(
CopyBufferSubDataTarget.CopyReadBuffer,
CopyBufferSubDataTarget.CopyWriteBuffer,
0,
0,
checked((nuint)_globalVboCapacityBytes));
_gl.BindBuffer(BufferTargetARB.CopyReadBuffer, _globalEbo);
_gl.BindBuffer(BufferTargetARB.CopyWriteBuffer, newEbo);
_gl.CopyBufferSubData(
CopyBufferSubDataTarget.CopyReadBuffer,
CopyBufferSubDataTarget.CopyWriteBuffer,
0,
0,
checked((nuint)_globalEboCapacityBytes));
GLHelpers.ThrowOnResourceError(_gl, "copying terrain buffers");
newVao = TrackedGlResource.CreateVertexArray(
_gl,
"creating grown terrain VAO");
ConfigureVao(newVao, newVbo, newEbo);
uint oldVao = _globalVao;
uint oldVbo = _globalVbo;
uint oldEbo = _globalEbo;
long oldVboBytes = _globalVboCapacityBytes;
long oldEboBytes = _globalEboCapacityBytes;
_globalVao = newVao;
_globalVbo = newVbo;
_globalEbo = newEbo;
_globalVboCapacityBytes = newVboBytes;
_globalEboCapacityBytes = newEboBytes;
_slots = grownSlots;
_alloc.GrowTo(newCapacity);
published = true;
// Older submitted draws captured the former VAO/buffer bindings.
// Retire the complete old set only after the replacement is valid.
RetryableGpuResourceRelease oldVaoRelease =
TrackedGlResource.CreateRetryableVertexArrayDeletion(
_gl,
oldVao,
"retiring terrain VAO after growth");
RetryableGpuResourceRelease oldVboRelease =
TrackedGlResource.CreateRetryableBufferDeletion(
_gl,
oldVbo,
oldVboBytes,
"retiring terrain vertex buffer after growth");
RetryableGpuResourceRelease oldEboRelease =
TrackedGlResource.CreateRetryableBufferDeletion(
_gl,
oldEbo,
oldEboBytes,
"retiring terrain index buffer after growth");
_retirementLedger.RetireMany(
[oldVaoRelease, oldVboRelease, oldEboRelease]);
}
finally
{
if (!published)
{
TrackedGlResource.DeleteVertexArray(
_gl,
newVao,
"rolling back grown terrain VAO");
TrackedGlResource.DeleteBuffer(
_gl,
newVbo,
allocatedNewVboBytes,
"rolling back grown terrain vertex buffer");
TrackedGlResource.DeleteBuffer(
_gl,
newEbo,
allocatedNewEboBytes,
"rolling back grown terrain index buffer");
}
}
EnsureRhiCapacity(newCapacity);
}
private sealed class SlotData