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;
using System;
using System.Collections.Generic;
using System.Numerics;
@ -13,10 +13,10 @@ namespace AcDream.App.UI;
/// knowledge are populated by the controller, not baked into this widget. Built
/// by <see cref="AcDream.App.UI.Layout.DatWidgetFactory"/> for Type-6 elements.
/// </summary>
internal sealed class UiMenu : UiElement
public sealed class UiMenu : UiElement
{
/// <summary>One menu row: its label + an opaque payload the controller maps back.</summary>
internal readonly record struct MenuItem(string Label, object? Payload);
public readonly record struct MenuItem(string Label, object? Payload);
/// <summary>The rows, populated by the controller. Laid out column-major:
/// rows 0..RowsPerColumn-1 in column 0, then the next group in column 1, etc.</summary>
@ -28,10 +28,10 @@ internal sealed class UiMenu : UiElement
/// <summary>Fired with the picked item's payload when a row is chosen.</summary>
public Action<object?>? OnSelect { get; set; }
/// <summary>Per-payload enabled gate (disabled rows render greyed + are inert). Null ⇒ all enabled.</summary>
/// <summary>Per-payload enabled gate (disabled rows render greyed + are inert). Null all enabled.</summary>
public Func<object?, bool>? EnabledProvider { get; set; }
/// <summary>Button-face caption (the active target). Null ⇒ blank face.</summary>
/// <summary>Button-face caption (the active target). Null blank face.</summary>
public Func<string>? ButtonLabelProvider { get; set; }
public int RowsPerColumn { get; set; } = 7; // items per column (dat item template)
@ -43,29 +43,29 @@ internal sealed class UiMenu : UiElement
// square; the label starts just past it (box width + small gap) so text aligns with
// the box instead of overlapping it.
private const float TextIndent = 19f;
// The button face sprite (0x06004D65/66) bakes a status LED (red→green) into its
// left socket (~x4–20 of the 46px button); the caption starts past it so it doesn't
// The button face sprite (0x06004D65/66) bakes a status LED (redgreen) into its
// left socket (~x420 of the 46px button); the caption starts past it so it doesn't
// render over the LED.
private const float ButtonTextIndent = 20f;
public UiDatFont? DatFont { get; set; }
public AcDream.App.Rendering.BitmapFont? Font { get; set; }
public Func<uint, (GpuTextureSlot tex, int w, int h)>? SpriteResolve { get; set; }
public Func<uint, (uint tex, int w, int h)>? SpriteResolve { get; set; }
// Button face sprites (dat menu element 0x10000014).
public uint NormalSprite { get; set; }
public uint PressedSprite { get; set; }
// Popup chrome sprites (dat menu popup template, layout 0x21000006).
public uint PopupBgSprite { get; set; } // 0x0600124C — panel fill (191×2 tiles)
public uint ItemNormalSprite { get; set; } // 0x0600124E — a row background (191×17)
public uint ItemHighlightSprite { get; set; } // 0x0600124D — the active channel's row
public uint PopupBgSprite { get; set; } // 0x0600124C — panel fill (191×2 tiles)
public uint ItemNormalSprite { get; set; } // 0x0600124E — a row background (191×17)
public uint ItemHighlightSprite { get; set; } // 0x0600124D the active channel's row
public Vector4 TextColor { get; set; } = new(1f, 0.92f, 0.72f, 1f);
/// <summary>Available item text — retail white #FFFFFF (gmMainChatUI talk-focus
/// <summary>Available item text retail white #FFFFFF (gmMainChatUI talk-focus
/// enabled state). Confirmed via decomp: enabled items render white.</summary>
public Vector4 TextColorAvailable { get; set; } = new(1f, 1f, 1f, 1f);
/// <summary>Disabled/unavailable item text — retail GREYS these (UIElement state 0xd
/// disabled StateDesc colour). NOT the salmon colorPink (0x81c528) we had before — that
/// <summary>Disabled/unavailable item text retail GREYS these (UIElement state 0xd
/// disabled StateDesc colour). NOT the salmon colorPink (0x81c528) we had before that
/// belongs to the chat-MESSAGE palette and was misapplied. Exact float lives in the dat
/// StateDesc (not a code symbol); ~0.5 neutral grey here pending a live cdb dump.</summary>
public Vector4 TextColorGhosted { get; set; } = new(0.5f, 0.5f, 0.5f, 1f);
@ -92,7 +92,7 @@ internal sealed class UiMenu : UiElement
if (resolve is not null)
{
var (tex, tw, _) = resolve(_open ? PressedSprite : NormalSprite);
if (tex.IsAssigned && tw > 0) DrawButtonFace(ctx, tex, tw);
if (tex != 0 && tw > 0) DrawButtonFace(ctx, tex, tw);
}
DrawLabel(ctx, ButtonLabelProvider?.Invoke() ?? "", ButtonTextIndent, (Height - LineH()) * 0.5f, TextColor);
}
@ -102,7 +102,7 @@ internal sealed class UiMenu : UiElement
// point. Slicing keeps the LED + arrow undistorted when the button widens to its label.
private const float FaceCapL = 20f, FaceCapR = 12f;
private void DrawButtonFace(UiRenderContext ctx, GpuTextureSlot tex, float tw)
private void DrawButtonFace(UiRenderContext ctx, uint tex, float tw)
{
float uL = FaceCapL / tw, uR = (tw - FaceCapR) / tw;
float midDest = Width - FaceCapL - FaceCapR;
@ -112,7 +112,7 @@ internal sealed class UiMenu : UiElement
ctx.DrawSprite(tex, Width - FaceCapR, 0f, FaceCapR, Height, uR, 0f, 1f, 1f, Vector4.One); // arrow cap
}
/// <summary>The button width that fits "LED cap + channel label + arrow cap" — retail
/// <summary>The button width that fits "LED cap + channel label + arrow cap" retail
/// sizes the talk-focus button to its selected label. The controller widens the button
/// to this and reflows the input field to start after it.</summary>
public float NaturalButtonWidth()
@ -123,7 +123,7 @@ internal sealed class UiMenu : UiElement
}
/// <summary>The open popup draws in the OVERLAY pass so it sits on top of the whole
/// UI — otherwise the translucent chat panel (drawn after this element in the main
/// UI otherwise the translucent chat panel (drawn after this element in the main
/// pass) greys out the part of the popup that overlaps it.</summary>
protected override void OnDrawOverlay(UiRenderContext ctx)
{
@ -133,7 +133,7 @@ internal sealed class UiMenu : UiElement
// Column-major popup opening UPWARD from the button, wrapped in the universal
// 8-piece window bevel (retail UIElement_Menu::MakePopup spawns the popup as a
// bevelled floating window). Force OPAQUE (a menu reads solid even though the
// chat window is translucent). Draw bevel → panel fill → row sprites → labels,
// chat window is translucent). Draw bevel → panel fill → row sprites → labels,
// all through the sprite bucket in submission order so labels land on top.
ctx.PushAlphaAbsolute(1f);
try
@ -170,7 +170,7 @@ internal sealed class UiMenu : UiElement
/// <paramref name="w"/>,<paramref name="h"/>). Reuses the same geometry +
/// <see cref="RetailChromeSprites"/> ids as <see cref="UiNineSlicePanel"/>; no resize
/// grips (a menu popup is not resizable).</summary>
private void DrawBevel(UiRenderContext ctx, Func<uint, (GpuTextureSlot tex, int w, int h)> resolve,
private void DrawBevel(UiRenderContext ctx, Func<uint, (uint tex, int w, int h)> resolve,
float x, float y, float w, float h)
{
var r = UiNineSlicePanel.ComputeFrameRects(w, h, Border);
@ -188,13 +188,13 @@ internal sealed class UiMenu : UiElement
private float LineH() => DatFont?.LineHeight ?? Font?.LineHeight ?? 14f;
private void DrawSprite(UiRenderContext ctx, Func<uint, (GpuTextureSlot tex, int w, int h)> resolve,
private void DrawSprite(UiRenderContext ctx, Func<uint, (uint tex, int w, int h)> resolve,
uint id, float x, float y, float w, float h)
{
if (id == 0) return;
var (tex, tw, th) = resolve(id);
if (!tex.IsAssigned || tw == 0 || th == 0) return;
// Tile at native size (the panel fill is 191×2; rows are 191×17 = 1:1).
if (tex == 0 || tw == 0 || th == 0) return;
// Tile at native size (the panel fill is 191×2; rows are 191×17 = 1:1).
ctx.DrawSprite(tex, x, y, w, h, 0f, 0f, w / tw, h / th, Vector4.One);
}
@ -230,7 +230,7 @@ internal sealed class UiMenu : UiElement
// The widget REPORTS the pick; the controller owns Selected (it sets
// Selected only for payloads it acts on). This mirrors retail
// UIElement_Menu::NewSelection delegating to the owner rather than
// self-selecting — so a deferred/no-op item (e.g. the Squelch /
// self-selecting so a deferred/no-op item (e.g. the Squelch /
// Tell-to-Selected specials, null payload) leaves the current
// selection + highlight unchanged when the controller ignores it.
OnSelect?.Invoke(Items[idx].Payload);