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:
Erik 2026-07-27 18:27:52 +02:00
parent ceec3bc440
commit 9aaf97e785
334 changed files with 3841 additions and 3661 deletions

View file

@ -1,4 +1,4 @@
using System.Numerics;
using System.Numerics;
using AcDream.App.Rendering.Gpu;
using AcDream.App.Rendering.Wb;
using AcDream.Core.Terrain;
@ -8,7 +8,7 @@ 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
/// 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.
@ -16,9 +16,9 @@ namespace AcDream.App.Rendering;
/// Total ~6-8 GL calls per frame for terrain regardless of visible
/// landblock count.
/// </summary>
internal sealed unsafe class TerrainModernRenderer : IDisposable
public sealed unsafe class TerrainModernRenderer : IDisposable
{
// VertsPerLandblock MUST stay divisible by 6 — terrain_modern.vert uses
// VertsPerLandblock MUST stay divisible by 6 terrain_modern.vert uses
// `gl_VertexID % 6` to pick the cell-corner index (BL/BR/TR/TL), and
// because we bake `slot * VertsPerLandblock` into indices CPU-side and
// pass BaseVertex=0 to MultiDrawElementsIndirect, gl_VertexID becomes
@ -83,7 +83,7 @@ internal sealed unsafe class TerrainModernRenderer : IDisposable
private uint _fallbackClipUbo;
// Campaign V slice V2b (2026-07-27): uTerrainHandle/uAlphaHandle (uvec2)
// became uTextureIndexA/uTextureIndexB (uint table slots) — cached
// became uTextureIndexA/uTextureIndexB (uint table slots) cached
// uniform locations (matrix uniforms are set by name via Shader.SetMatrix4).
private int _uTextureIndexALoc;
private int _uTextureIndexBLoc;
@ -91,8 +91,8 @@ internal sealed unsafe class TerrainModernRenderer : IDisposable
private bool _textureTilingUploaded;
// 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
// (binding=9, GpuBindingModel.StorageTextureTable). Owns its own table
// see GlBindlessHandleTable's doc comment and the campaign doc's §5.2 for
// why terrain doesn't share WbDrawDispatcher's/EnvCellRenderer's tables.
private readonly GlBindlessHandleTable _textureTable = new();
private uint _textureTableSsbo;
@ -495,7 +495,7 @@ internal sealed unsafe class TerrainModernRenderer : IDisposable
// 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. Both uView and uProjection derive
// from the ICamera passed into this method — the same camera used for all other
// 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.
@ -508,7 +508,7 @@ internal sealed unsafe class TerrainModernRenderer : IDisposable
// Campaign V slice V2b: pass each handle'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.
// site see terrain_modern.frag.
uint terrainSlot = _textureTable.GetOrAdd(terrainHandle);
uint alphaSlot = _textureTable.GetOrAdd(alphaHandle);
FlushAndBindTextureTable();
@ -519,7 +519,7 @@ internal sealed unsafe class TerrainModernRenderer : IDisposable
// when wired, else the no-clip fallback (count 0 = ungated terrain).
BindClipUboBinding2();
// #108-residual: retail terrain is SINGLE-SIDED — ACRender::landPolysDraw
// #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
@ -527,13 +527,13 @@ internal sealed unsafe class TerrainModernRenderer : IDisposable
// 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) —
// 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
// 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.
// 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);