Revert "Campaign V slice V4a" - it lost world multisampling
This reverts ceec3bc4. Two independent reasons, either sufficient.
The rendering regression. The slice deleted TextRenderGlStateScope, which
saved GL_MULTISAMPLE and GL_SAMPLE_ALPHA_TO_COVERAGE on entry, disabled them
for the text pass, and restored them on exit (TextRenderGlStateScope.cs:111-112
and 153-154 at the parent commit). Its replacement bakes that state into the
text pipeline but nothing restores it, and GlGpuPassEncoder.Dispose does not
either. Every world renderer is still raw GL at this point in the campaign, so
from the first UI frame onward the world drew with multisampling disabled.
The offline pixel gate caught it: 1,791 of 563,200 compared pixels differed,
0.318% against a 0.001 threshold. The commit message attributed this to
wall-clock-driven ambient animation shifting phase, and committed through the
failure. That explanation does not survive its own control: capturing twice at
the reverted-to commit differs by 19 pixels and twice at the slice's own commit
by 8, while base-versus-head differs by 1,791 - a 224x gap that no shared-noise
source explains. An amplified difference image settles it visually: the changed
pixels are the silhouette edges of every tree, building and rock, with terrain
interiors, water and the entire UI untouched. That is the signature of losing
edge antialiasing, not of animated sprites.
This is the exact failure mode two existing memory notes already warn about -
a mid-frame renderer must set every GL state it uses rather than inherit it,
and issue #52's lesson that a rendering migration must audit per-pass GL state
before declaring itself done.
The scope. The brief was three small leaf renderers plus additive frame-
lifecycle wiring, roughly ten files. The commit changed 334 files with 3,665
insertions and 3,845 deletions, including 323 public-to-internal visibility
conversions across the App assembly, 55 test files, two retired conformance
tests, and a self-described temporary escape hatch for bridging raw-GL viewport
textures. Even without the regression, that is not separable into the part
worth keeping and the part worth dropping.
Reverting rather than patching because the good work here - the RHI frame
lifecycle wiring and a genuine render-state-cache staleness fix - is small
enough to redo cleanly against a tightened spec, while untangling it from 300+
files of unrelated churn is not.
Post-revert: Release build clean, App suite back to 3,843 passed / 3 skipped,
offline pixel gate passing at 19 differing pixels.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
parent
ceec3bc440
commit
9aaf97e785
334 changed files with 3841 additions and 3661 deletions
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@ -1,36 +1,19 @@
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#version 430 core
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#extension GL_ARB_bindless_texture : require
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in vec2 vUv;
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in vec4 vColor;
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out vec4 FragColor;
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// Campaign V slice V4a: the bound sprite/glyph texture arrives as a
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// texture-table slot index (GpuTextureSlot.Index) via the shared
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// push-constant block, rather than a raw sampler2D bound to a fixed texture
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// unit. common.glsl's ACDREAM_TEXTURE_HANDLE macro (spliced in below this
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// shader's leading #version/#extension block) resolves the slot to the GL
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// bindless handle; the Vulkan backend will index its set-2 sampled-texture
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// descriptor array with the same integer.
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uniform uint uTextureIndexA;
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// uUseTexture reuses the shared block's uRenderPass scalar: the block has no
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// other spare per-draw int, and "shaders declare only the fields they read,
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// interpreted as they need" is the documented design
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// (docs/plans/2026-07-27-vulkan-campaign.md §3.4) — mesh_modern's
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// "0=opaque,1=translucent" meaning for this field does not apply here.
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uniform int uRenderPass;
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#define uUseTexture uRenderPass
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uniform sampler2D uTex;
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uniform int uUseTexture;
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void main() {
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if (uUseTexture == 1) {
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// Font atlas is a single-channel R8 texture; red = coverage alpha.
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sampler2D tex = sampler2D(ACDREAM_TEXTURE_HANDLE(uTextureIndexA));
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float coverage = texture(tex, vUv).r;
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float coverage = texture(uTex, vUv).r;
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FragColor = vec4(vColor.rgb, vColor.a * coverage);
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} else if (uUseTexture == 2) {
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// RGBA dat sprite (decoded to RGBA8); modulate by tint/alpha.
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sampler2D tex = sampler2D(ACDREAM_TEXTURE_HANDLE(uTextureIndexA));
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FragColor = texture(tex, vUv) * vColor;
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FragColor = texture(uTex, vUv) * vColor;
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} else {
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FragColor = vColor;
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}
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