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

@ -1,7 +1,11 @@
using System;
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Numerics;
using System.Runtime.InteropServices;
using AcDream.App.Rendering.Wb;
using Silk.NET.OpenGL;
namespace AcDream.App.Rendering;
@ -11,39 +15,36 @@ namespace AcDream.App.Rendering;
/// <see cref="Begin"/> at the start of a HUD pass, queue geometry via
/// <see cref="DrawString"/> / <see cref="DrawRect"/>, then <see cref="Flush"/>.
///
/// Campaign V slice V4a: ported onto <see cref="IGpuDevice"/>. One pipeline
/// (blend, depth-disable, and the MSAA/alpha-to-coverage isolation the prior
/// <c>TextRenderGlStateScope</c> restored by hand are now baked into the
/// pipeline description) and one pass per <see cref="Flush"/>, with each
/// bucket/segment getting its own per-frame ring allocation instead of a
/// shared, growable VBO. Rects are drawn first so text sits on top of
/// background panels — bucket ORDER is unchanged, only how each bucket
/// reaches the GPU.
/// Uses two internal vertex buffers (text and rect) flushed in two draw calls
/// to avoid a per-vertex "use texture" flag. Rects are drawn first so text
/// sits on top of background panels.
/// </summary>
internal sealed class TextRenderer : IDisposable
public sealed unsafe class TextRenderer : IDisposable
{
private const int FloatsPerVertex = 8; // pos(2) + uv(2) + color(4)
private const int VertexStrideBytes = FloatsPerVertex * sizeof(float);
private static readonly GpuVertexLayout VertexLayout = new(
StrideBytes: VertexStrideBytes,
[
new GpuVertexAttribute(0, GpuVertexFormat.Float2, 0),
new GpuVertexAttribute(1, GpuVertexFormat.Float2, 8),
new GpuVertexAttribute(2, GpuVertexFormat.Float4, 16),
]);
private readonly GL _gl;
private readonly ITextRenderGlStateApi _glState;
private readonly Shader _shader;
private readonly ResourceCleanupGroup _resources;
private uint _vao;
private uint _vbo;
private readonly uint _whiteTex; // 1×1 white, for solid fills routed through the sprite bucket
private int _vboCapacityBytes;
// uUseTexture values the ui_text.frag shader branches on (reusing the
// shared push-constant block's uRenderPass scalar — see the shader's own
// comment for why there is no dedicated field).
private const int UseTextureNone = 0;
private const int UseTextureFont = 1;
private const int UseTextureSprite = 2;
private sealed class FrameBufferSet
{
public uint Vao;
public uint Vbo;
public int CapacityBytes;
public int UsedBytes;
}
private readonly IGpuDevice _device;
private readonly IGpuPipeline _pipeline;
private readonly FrameBufferSet[] _frameBuffers;
private FrameBufferSet? _activeFrameBuffer;
private sealed class SpriteSeg { public GpuTextureSlot TextureSlot; public readonly List<float> Verts = new(256); }
internal long DynamicBufferCapacityBytes =>
_frameBuffers.Sum(set => (long)set.CapacityBytes);
private readonly List<float> _textBuf = new(8192);
private readonly List<float> _rectBuf = new(1024);
@ -52,14 +53,16 @@ internal sealed class TextRenderer : IDisposable
// Drawing segments in submission order preserves painter z-order for
// sprite-on-sprite UI. (The old per-texture dictionary drew a REUSED texture
// at its FIRST-insertion point, so later bar sprites covered glyphs emitted
// earlier via the shared dat-font atlas — the stamina/mana numbers vanished.)
// earlier via the shared dat-font atlas — the stamina/mana numbers vanished.)
private sealed class SpriteSeg { public uint Texture; public readonly List<float> Verts = new(256); }
private readonly List<SpriteSeg> _spriteSegs = new();
private int _segUsed;
private int _textVerts;
private int _rectVerts;
private Vector2 _screenSize;
// Overlay layer — a parallel set of buckets drawn AFTER the normal sprite/rect/text
// Overlay layer a parallel set of buckets drawn AFTER the normal sprite/rect/text
// buckets, so open popups/menus composite on top of EVERYTHING, including translucent
// rect panel backgrounds (which otherwise always win because rects flush after
// sprites). Routed by OverlayMode; the UI root sets it for the popup traversal.
@ -74,38 +77,142 @@ internal sealed class TextRenderer : IDisposable
/// of all normal-layer geometry). Set by the UI root around the popup/overlay pass.</summary>
public bool OverlayMode { get; set; }
/// <summary>
/// No longer meaningful post-V4a: per-frame vertex data comes from the
/// device's shared ring rather than a VBO this class owns. Kept (returning
/// 0) so <c>RenderFrameDiagnosticSources</c>'s telemetry read still compiles;
/// the dynamic-buffer dimension it reported is now a device-wide, not a
/// per-renderer, concern.
/// </summary>
internal long DynamicBufferCapacityBytes => 0;
public TextRenderer(IGpuDevice device)
public TextRenderer(GL gl, string shaderDir)
{
_device = device ?? throw new ArgumentNullException(nameof(device));
_pipeline = _device.CreatePipeline(new GpuPipelineDescription
_gl = gl;
_glState = new SilkTextRenderGlStateApi(gl);
var resources = new ResourceCleanupGroup();
Shader? shader = null;
var frameBuffers = new FrameBufferSet[3];
uint whiteTexture = 0;
try
{
Name = "ui-text",
Shaders = new GpuShaderSet("ui_text"),
VertexLayout = VertexLayout,
Topology = GpuPrimitiveTopology.TriangleList,
Blend = GpuBlendMode.StraightAlpha,
// The retained UI is a self-contained 2-D pass: depth is
// irrelevant (feedback_render_self_contained_gl_state) and the
// world pass's alpha-to-coverage/multisample state must not leak
// in — SampleCount=1 drives the GL backend's GL_MULTISAMPLE
// toggle off when this pipeline binds (GlGpuDevice.ApplyRenderState),
// which is what the deleted TextRenderGlStateScope used to restore
// by hand around every Flush.
Depth = GpuDepthState.Disabled,
Cull = GpuCullMode.None,
AlphaToCoverage = false,
ColorWrite = true,
SampleCount = 1,
});
shader = new Shader(gl,
Path.Combine(shaderDir, "ui_text.vert"),
Path.Combine(shaderDir, "ui_text.frag"));
resources.Add("text shader", shader.Dispose);
for (int i = 0; i < frameBuffers.Length; i++)
frameBuffers[i] = CreateFrameBufferSet(resources);
// 1×1 white texture so DrawFill can route solid-colour quads through the SPRITE
// bucket (the shader multiplies texel×color → white×color = color). Lets a panel
// background draw UNDER its text in painter order, which DrawRect's separate
// bucket cannot (it always composites after all sprites).
whiteTexture = GlResourceCommand.CreateTexture(
_gl,
"TextRenderer white texture");
uint ownedWhiteTexture = whiteTexture;
resources.Add(
"white texture",
() => GlResourceCommand.DeleteTexture(
_gl,
ownedWhiteTexture,
$"delete TextRenderer white texture {ownedWhiteTexture}"));
GlResourceCommand.Execute(
_gl,
"initialize TextRenderer white texture",
() =>
{
_gl.BindTexture(TextureTarget.Texture2D, whiteTexture);
Span<byte> whitePixel = stackalloc byte[] { 255, 255, 255, 255 };
fixed (byte* wp = whitePixel)
_gl.TexImage2D(TextureTarget.Texture2D, 0, (int)InternalFormat.Rgba8, 1, 1, 0,
PixelFormat.Rgba, PixelType.UnsignedByte, wp);
_gl.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Nearest);
_gl.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)TextureMinFilter.Nearest);
_gl.BindTexture(TextureTarget.Texture2D, 0);
});
}
catch (Exception constructionFailure)
{
try
{
resources.RetryCleanup();
}
catch (Exception cleanupFailure)
{
throw new GlResourceConstructionException(
"TextRenderer construction failed and its published GL resources did not cleanly roll back.",
resources,
[constructionFailure, cleanupFailure]);
}
throw;
}
_resources = resources;
_shader = shader;
_frameBuffers = frameBuffers;
_whiteTex = whiteTexture;
}
/// <summary>
/// Selects the GPU-fenced frame slot and resets its append cursor. Every
/// UI segment rendered during the frame receives a distinct byte range;
/// later text or sprite batches cannot overwrite an earlier in-flight draw.
/// </summary>
public void BeginFrame(int frameSlot)
{
if ((uint)frameSlot >= (uint)_frameBuffers.Length)
throw new ArgumentOutOfRangeException(nameof(frameSlot));
FrameBufferSet set = _frameBuffers[frameSlot];
set.UsedBytes = 0;
_activeFrameBuffer = set;
_vao = set.Vao;
_vbo = set.Vbo;
_vboCapacityBytes = set.CapacityBytes;
}
private FrameBufferSet CreateFrameBufferSet(ResourceCleanupGroup resources)
{
uint vao = TrackedGlResource.CreateVertexArray(
_gl,
"TextRenderer frame VAO creation");
RetryableGpuResourceRelease vaoRelease =
TrackedGlResource.CreateRetryableVertexArrayDeletion(
_gl,
vao,
"TextRenderer frame VAO disposal");
resources.Add("frame VAO", vaoRelease.Run);
var set = new FrameBufferSet { Vao = vao };
uint vbo = TrackedGlResource.CreateBuffer(
_gl,
"TextRenderer frame VBO creation");
set.Vbo = vbo;
RetryableGpuResourceRelease? vboRelease = null;
resources.Add(
"frame VBO",
() =>
{
vboRelease ??= TrackedGlResource.CreateRetryableBufferDeletion(
_gl,
vbo,
set.CapacityBytes,
"TextRenderer frame VBO disposal");
vboRelease.Run();
});
GlResourceCommand.Execute(
_gl,
"initialize TextRenderer frame VAO and VBO",
() =>
{
_gl.BindVertexArray(set.Vao);
_gl.BindBuffer(BufferTargetARB.ArrayBuffer, set.Vbo);
uint stride = FloatsPerVertex * sizeof(float);
_gl.EnableVertexAttribArray(0);
_gl.VertexAttribPointer(0, 2, VertexAttribPointerType.Float, false, stride, (void*)0);
_gl.EnableVertexAttribArray(1);
_gl.VertexAttribPointer(1, 2, VertexAttribPointerType.Float, false, stride, (void*)(2 * sizeof(float)));
_gl.EnableVertexAttribArray(2);
_gl.VertexAttribPointer(2, 4, VertexAttribPointerType.Float, false, stride, (void*)(4 * sizeof(float)));
_gl.BindBuffer(BufferTargetARB.ArrayBuffer, 0);
_gl.BindVertexArray(0);
});
return set;
}
/// <summary>Begin a HUD pass. Call once per frame before any Draw* calls.</summary>
@ -134,11 +241,11 @@ internal sealed class TextRenderer : IDisposable
/// <summary>Draw a solid-colour quad through the SPRITE bucket (and the overlay layer
/// when active), so it composites in painter order with sprites + dat-font text. Use
/// this — not <see cref="DrawRect"/> — for a panel BACKGROUND that text draws on top of:
/// this — not <see cref="DrawRect"/> — for a panel BACKGROUND that text draws on top of:
/// DrawRect's bucket always flushes after all sprites, so a rect background would cover
/// the text instead.</summary>
public void DrawFill(float x, float y, float w, float h, Vector4 color)
=> DrawSprite(_device.DefaultTextureSlot, x, y, w, h, 0f, 0f, 1f, 1f, color);
=> DrawSprite(_whiteTex, x, y, w, h, 0f, 0f, 1f, 1f, color);
/// <summary>Draw a 1-pixel-thick outline rect.</summary>
public void DrawRectOutline(float x, float y, float w, float h, Vector4 color, float thickness = 1f)
@ -206,7 +313,7 @@ internal sealed class TextRenderer : IDisposable
}
if (!font.TryGetGlyph(c, out var g))
{
// Unknown glyph — skip its advance width if '?' exists.
// Unknown glyph skip its advance width if '?' exists.
if (font.TryGetGlyph('?', out var q))
cursorX += q.Advance;
continue;
@ -237,9 +344,9 @@ internal sealed class TextRenderer : IDisposable
/// <summary>
/// Draw a textured sprite quad in screen pixel space with an explicit
/// source-UV rectangle (for 9-slice / atlas sub-regions). Batched per
/// texture-table slot, flushed with uUseTexture=2 (RGBA modulate).
/// GL texture handle; flushed with uUseTexture=2 (RGBA modulate).
/// </summary>
public void DrawSprite(GpuTextureSlot texture, float x, float y, float w, float h,
public void DrawSprite(uint texture, float x, float y, float w, float h,
float u0, float v0, float u1, float v1, Vector4 tint)
{
SpriteSeg seg = OverlayMode
@ -251,18 +358,18 @@ internal sealed class TextRenderer : IDisposable
/// <summary>Pick the sprite segment for <paramref name="texture"/>: extend the current
/// same-texture run, else reuse a pooled segment, else allocate. Submission order is
/// preserved (painter z-order for sprite-on-sprite UI).</summary>
private static SpriteSeg NextSpriteSeg(List<SpriteSeg> segs, ref int used, GpuTextureSlot texture)
private static SpriteSeg NextSpriteSeg(List<SpriteSeg> segs, ref int used, uint texture)
{
if (used > 0 && segs[used - 1].TextureSlot == texture)
if (used > 0 && segs[used - 1].Texture == texture)
return segs[used - 1];
if (used < segs.Count)
{
var s = segs[used++];
s.TextureSlot = texture;
s.Texture = texture;
s.Verts.Clear();
return s;
}
var ns = new SpriteSeg { TextureSlot = texture };
var ns = new SpriteSeg { Texture = texture };
segs.Add(ns);
used++;
return ns;
@ -274,10 +381,10 @@ internal sealed class TextRenderer : IDisposable
{
// Two triangles (6 verts). CCW in pixel space is clockwise in NDC
// because the vertex shader flips Y, so OpenGL's default front-face
// is GL_CCW — we rely on cull-face being disabled during HUD pass.
// (x, y) ─ (x+w, y)
// │ │
// (x, y+h) ─ (x+w, y+h)
// is GL_CCW we rely on cull-face being disabled during HUD pass.
// (x, y) (x+w, y)
// │ │
// (x, y+h) (x+w, y+h)
//
// Triangle 1: (x,y) (x+w,y+h) (x+w,y)
// Triangle 2: (x,y) (x,y+h) (x+w,y+h)
@ -295,105 +402,131 @@ internal sealed class TextRenderer : IDisposable
V(x + w, y + h, u1, v1);
}
/// <summary>Upload + draw accumulated rects + text against the current frame. font may
/// be null if only DrawRect was used.</summary>
public void Flush(BitmapFont? font, IGpuFrame frame)
/// <summary>Upload + draw accumulated rects + text. font may be null if only DrawRect was used.</summary>
public void Flush(BitmapFont? font)
{
bool anyNormal = _segUsed > 0 || _textVerts > 0 || _rectVerts > 0;
bool anyOverlay = _overlaySegUsed > 0 || _overlayTextVerts > 0 || _overlayRectVerts > 0;
if (!anyNormal && !anyOverlay) return;
ArgumentNullException.ThrowIfNull(frame);
using IGpuPassEncoder pass = frame.BeginPass(new GpuPassDescription
{
Name = "ui-text",
// GL's BeginPass deliberately does not touch viewport/scissor for
// a Target:null pass, and Load/Store against the backbuffer
// reproduces exactly what this pass did before the RHI existed —
// the frame spine still owns clears until slice V4h.
Color = new GpuColorAttachment(
Target: null,
Load: GpuLoadOp.Load,
Store: GpuStoreOp.Store,
ClearColor: default),
Depth = null,
SampleCount = 1,
});
pass.BindPipeline(_pipeline);
// Retained UI is a private render pass: an upload or draw failure must
// not leak its depth/cull/blend/MSAA state into a later recoverable
// frame. The focused scope restores from Flush's generated finally,
// including when either DrawLayer call throws.
using var stateScope = new TextRenderGlStateScope(_glState);
GpuPushConstants baseConstants = GpuPushConstants.Default;
baseConstants.ParamA = _screenSize.X;
baseConstants.ParamB = _screenSize.Y;
_shader.Use();
_shader.SetVec2("uScreenSize", _screenSize);
// LAYERED compositing for the UI (background → fill → text):
// 1. RGBA dat sprites — window chrome / panel backgrounds (behind)
// 2. Untextured rects — widget fills (e.g. vital bars) on the chrome
// 3. Text glyphs — on top
_gl.BindVertexArray(_vao);
_gl.BindBuffer(BufferTargetARB.ArrayBuffer, _vbo);
// Establish the self-contained UI pass state.
// The world pass leaves alpha-to-coverage + multisample enabled (WbDrawDispatcher,
// QualitySettings MSAA). If they bleed into the UI pass, each glyph's soft alpha
// EDGE is converted to dithered MSAA coverage instead of a clean alpha blend —
// the "text not sharp / fuzzy" artifact. The UI composites with straight alpha
// blending and must own this state (feedback_render_self_contained_gl_state).
_gl.Disable(EnableCap.SampleAlphaToCoverage);
_gl.Disable(EnableCap.Multisample);
_gl.Disable(EnableCap.DepthTest);
_gl.Disable(EnableCap.CullFace);
_gl.DepthMask(false);
_gl.Enable(EnableCap.Blend);
_gl.BlendFunc(BlendingFactor.SrcAlpha, BlendingFactor.OneMinusSrcAlpha);
// LAYERED compositing for the UI (background → fill → text):
// 1. RGBA dat sprites — window chrome / panel backgrounds (behind)
// 2. Untextured rects — widget fills (e.g. vital bars) on the chrome
// 3. Text glyphs — on top
// Bucket 1 (sprites) draws in SUBMISSION (painter) order via _spriteSegs,
// so sprite-on-sprite z is preserved. Buckets 2 (rects) + 3 (debug text)
// composite on top, in that order. The OVERLAY layer repeats all three
// AFTER the normal layer, so open popups beat even the rect backgrounds.
DrawLayer(pass, frame, in baseConstants, _spriteSegs, _segUsed, _rectBuf, _rectVerts, _textBuf, _textVerts, font);
DrawLayer(pass, frame, in baseConstants, _overlaySpriteSegs, _overlaySegUsed, _overlayRectBuf, _overlayRectVerts, _overlayTextBuf, _overlayTextVerts, font);
DrawLayer(_spriteSegs, _segUsed, _rectBuf, _rectVerts, _textBuf, _textVerts, font);
DrawLayer(_overlaySpriteSegs, _overlaySegUsed, _overlayRectBuf, _overlayRectVerts, _overlayTextBuf, _overlayTextVerts, font);
}
/// <summary>Draw one compositing layer: sprites (submission order, one draw per
/// segment) → untextured rects → debug-font text. Shared by the normal and overlay
/// layers; pipeline + pass are already bound by <see cref="Flush"/>.</summary>
/// <summary>Draw one compositing layer: sprites (submission order, one call per
/// texture) → untextured rects → debug-font text. Shared by the normal and overlay
/// layers; GL state + shader are set up by <see cref="Flush"/>.</summary>
private void DrawLayer(
IGpuPassEncoder pass,
IGpuFrame frame,
in GpuPushConstants baseConstants,
List<SpriteSeg> spriteSegs, int segUsed,
List<float> rectBuf, int rectVerts,
List<float> textBuf, int textVerts, BitmapFont? font)
{
// 1. RGBA dat sprites — one draw per distinct texture-table slot.
for (int i = 0; i < segUsed; i++)
// 1. RGBA dat sprites — one draw call per distinct GL texture.
if (segUsed > 0)
{
SpriteSeg seg = spriteSegs[i];
if (seg.Verts.Count == 0) continue;
DrawBucket(pass, frame, in baseConstants, seg.Verts, UseTextureSprite, seg.TextureSlot);
_shader.SetInt("uUseTexture", 2);
_gl.ActiveTexture(TextureUnit.Texture0);
_shader.SetInt("uTex", 0);
for (int i = 0; i < segUsed; i++)
{
var seg = spriteSegs[i];
if (seg.Verts.Count == 0) continue;
_gl.BindTexture(TextureTarget.Texture2D, seg.Texture);
int firstVertex = UploadBuffer(seg.Verts);
_gl.DrawArrays(PrimitiveType.Triangles, firstVertex, (uint)(seg.Verts.Count / FloatsPerVertex));
}
}
// 2. Untextured rects — widget fills on top of the chrome.
// 2. Untextured rects widget fills on top of the chrome.
if (rectVerts > 0)
DrawBucket(pass, frame, in baseConstants, rectBuf, UseTextureNone, GpuTextureSlot.Unassigned);
{
_shader.SetInt("uUseTexture", 0);
int firstVertex = UploadBuffer(rectBuf);
_gl.DrawArrays(PrimitiveType.Triangles, firstVertex, (uint)rectVerts);
}
// 3. Textured debug-font text glyphs on top.
if (textVerts > 0 && font is not null)
DrawBucket(pass, frame, in baseConstants, textBuf, UseTextureFont, font.TextureId);
{
_shader.SetInt("uUseTexture", 1);
_gl.ActiveTexture(TextureUnit.Texture0);
_gl.BindTexture(TextureTarget.Texture2D, font.TextureId);
_shader.SetInt("uTex", 0);
int firstVertex = UploadBuffer(textBuf);
_gl.DrawArrays(PrimitiveType.Triangles, firstVertex, (uint)textVerts);
}
}
private static void DrawBucket(
IGpuPassEncoder pass,
IGpuFrame frame,
in GpuPushConstants baseConstants,
List<float> verts,
int useTexture,
GpuTextureSlot textureSlot)
private int UploadBuffer(List<float> buf)
{
int byteCount = verts.Count * sizeof(float);
if (byteCount == 0) return;
int bytes = buf.Count * sizeof(float);
if (bytes == 0) return 0;
FrameBufferSet set = _activeFrameBuffer
?? throw new InvalidOperationException("BeginFrame must be called before rendering text.");
int byteOffset = set.UsedBytes;
int requiredBytes = checked(byteOffset + bytes);
GpuRingAllocation allocation = frame.AllocateRing(byteCount, GpuRingUsage.Vertex);
CollectionsMarshal.AsSpan(verts).CopyTo(allocation.AsSpan<float>());
if (requiredBytes > _vboCapacityBytes)
{
int newCapacity = DynamicBufferCapacity.Grow(
_vboCapacityBytes,
requiredBytes);
TrackedGlResource.AllocateBufferStorage(
_gl,
GLEnum.ArrayBuffer,
_vbo,
_vboCapacityBytes,
newCapacity,
GLEnum.DynamicDraw,
"TextRenderer frame VBO growth");
_vboCapacityBytes = newCapacity;
}
GpuPushConstants constants = baseConstants;
constants.RenderPass = useTexture;
// Unassigned (the untextured-rect bucket) never reaches the shader as
// a slot index — uUseTexture==0 skips the sample entirely — but a
// defined value is still written so no stale slot lingers in the
// uniform between draws.
constants.TextureIndexA = textureSlot.IsAssigned ? textureSlot.Index : 0u;
fixed (float* p = CollectionsMarshal.AsSpan(buf))
_gl.BufferSubData(BufferTargetARB.ArrayBuffer, (nint)byteOffset, (nuint)bytes, p);
pass.BindVertexBuffer(allocation.Buffer, allocation.OffsetBytes);
pass.SetPushConstants(in constants);
pass.Draw((uint)(verts.Count / FloatsPerVertex), instanceCount: 1, firstVertex: 0, firstInstance: 0);
set.UsedBytes = requiredBytes;
set.CapacityBytes = _vboCapacityBytes;
return byteOffset / (FloatsPerVertex * sizeof(float));
}
public void Dispose()
{
_pipeline.Dispose();
_resources.RetryCleanup();
}
}