refactor(render): compose render frame orchestrator

Move the accepted draw transaction and failure recovery behind typed frame-phase owners so GameWindow only supplies immutable frame input. Preserve retail draw order, make ImGui/bootstrap shutdown ownership explicit, and restore exact text-render GL state on failures.\n\nCo-authored-by: Codex <codex@openai.com>
This commit is contained in:
Erik 2026-07-22 08:03:49 +02:00
parent 28e1cf8029
commit 9d7df1bfc5
25 changed files with 1675 additions and 279 deletions

View file

@ -24,6 +24,7 @@ public sealed unsafe class TextRenderer : IDisposable
private const int FloatsPerVertex = 8; // pos(2) + uv(2) + color(4)
private readonly GL _gl;
private readonly ITextRenderGlStateApi _glState;
private readonly Shader _shader;
private uint _vao;
private uint _vbo;
@ -53,6 +54,7 @@ public sealed unsafe class TextRenderer : IDisposable
// at its FIRST-insertion point, so later bar sprites covered glyphs emitted
// 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;
@ -77,6 +79,7 @@ public sealed unsafe class TextRenderer : IDisposable
public TextRenderer(GL gl, string shaderDir)
{
_gl = gl;
_glState = new SilkTextRenderGlStateApi(gl);
_shader = new Shader(gl,
Path.Combine(shaderDir, "ui_text.vert"),
Path.Combine(shaderDir, "ui_text.frag"));
@ -350,23 +353,24 @@ public sealed unsafe class TextRenderer : IDisposable
bool anyOverlay = _overlaySegUsed > 0 || _overlayTextVerts > 0 || _overlayRectVerts > 0;
if (!anyNormal && !anyOverlay) return;
// 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);
_shader.Use();
_shader.SetVec2("uScreenSize", _screenSize);
_gl.BindVertexArray(_vao);
_gl.BindBuffer(BufferTargetARB.ArrayBuffer, _vbo);
// Save GL state.
bool wasDepth = _gl.IsEnabled(EnableCap.DepthTest);
bool wasBlend = _gl.IsEnabled(EnableCap.Blend);
bool wasCull = _gl.IsEnabled(EnableCap.CullFace);
// 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).
bool wasA2C = _gl.IsEnabled(EnableCap.SampleAlphaToCoverage);
bool wasMsaa = _gl.IsEnabled(EnableCap.Multisample);
_gl.Disable(EnableCap.SampleAlphaToCoverage);
_gl.Disable(EnableCap.Multisample);
_gl.Disable(EnableCap.DepthTest);
@ -386,15 +390,6 @@ public sealed unsafe class TextRenderer : IDisposable
DrawLayer(_spriteSegs, _segUsed, _rectBuf, _rectVerts, _textBuf, _textVerts, font);
DrawLayer(_overlaySpriteSegs, _overlaySegUsed, _overlayRectBuf, _overlayRectVerts, _overlayTextBuf, _overlayTextVerts, font);
// Restore GL state.
_gl.DepthMask(true);
if (!wasBlend) _gl.Disable(EnableCap.Blend);
if (wasCull) _gl.Enable(EnableCap.CullFace);
if (wasDepth) _gl.Enable(EnableCap.DepthTest);
if (wasA2C) _gl.Enable(EnableCap.SampleAlphaToCoverage);
if (wasMsaa) _gl.Enable(EnableCap.Multisample);
_gl.BindVertexArray(0);
}
/// <summary>Draw one compositing layer: sprites (submission order, one call per