Revert "feat(render): Campaign V slice V4d-2 - move terrain onto the RHI"

This reverts commit b064668b63.
This commit is contained in:
Erik 2026-07-27 22:38:02 +02:00
parent b064668b63
commit ad61f250fb
7 changed files with 553 additions and 496 deletions

View file

@ -32,6 +32,7 @@ internal sealed record WorldRenderFoundation(
string ShadersDirectory,
BindlessSupport Bindless,
TerrainAtlas TerrainAtlas,
Shader TerrainShader,
SceneLightingUboBinding SceneLighting,
DebugLineRenderer DebugLines,
BitmapFont? DebugFont,
@ -61,6 +62,7 @@ internal sealed record WorldRenderDependencies(
internal interface IGameWindowWorldRenderPublication
{
void PublishBindlessSupport(BindlessSupport value);
void PublishTerrainShader(Shader value);
void PublishSceneLighting(SceneLightingUboBinding value);
void PublishDebugLines(DebugLineRenderer value);
void PublishHudResources(BitmapFont font, TextRenderer text);
@ -87,6 +89,7 @@ internal interface IWorldRenderCompositionFactory
IDatReaderWriter dats,
BindlessSupport bindless);
void SetTerrainAnisotropic(TerrainAtlas atlas, int level);
Shader CreateTerrainShader(GL gl, string shadersDirectory);
SceneLightingUboBinding CreateSceneLighting(GL gl);
DebugLineRenderer CreateDebugLines(
AcDream.App.Rendering.Gpu.IGpuDevice device,
@ -100,8 +103,8 @@ internal interface IWorldRenderCompositionFactory
string shadersDirectory);
TerrainModernRenderer CreateTerrain(
GL gl,
AcDream.App.Rendering.Gpu.IGpuDevice device,
ICurrentGpuFrameSource frameSource,
BindlessSupport bindless,
Shader shader,
TerrainAtlas atlas,
IGpuResourceRetirementQueue retirement);
WorldTerrainBuildContext CreateTerrainBuildContext(
@ -212,6 +215,13 @@ internal sealed class RetailWorldRenderCompositionFactory
public void SetTerrainAnisotropic(TerrainAtlas atlas, int level) =>
atlas.SetAnisotropic(level);
public Shader CreateTerrainShader(GL gl, string shadersDirectory) =>
new(
gl,
Path.Combine(shadersDirectory, "terrain_modern.vert"),
Path.Combine(shadersDirectory, "terrain_modern.frag"),
includeCommonPreamble: true);
public SceneLightingUboBinding CreateSceneLighting(GL gl) => new(gl);
public DebugLineRenderer CreateDebugLines(
@ -234,11 +244,11 @@ internal sealed class RetailWorldRenderCompositionFactory
public TerrainModernRenderer CreateTerrain(
GL gl,
AcDream.App.Rendering.Gpu.IGpuDevice device,
ICurrentGpuFrameSource frameSource,
BindlessSupport bindless,
Shader shader,
TerrainAtlas atlas,
IGpuResourceRetirementQueue retirement) =>
new(gl, device, frameSource, atlas, retirement);
new(gl, bindless, shader, atlas, retirement);
public WorldTerrainBuildContext CreateTerrainBuildContext(
uint initialCenterLandblockId,
@ -386,6 +396,7 @@ internal enum WorldRenderCompositionPoint
EnvironmentInitialized,
BindlessPublished,
TerrainAtlasAcquired,
TerrainShaderPublished,
SceneLightingPublished,
DebugLinesPublished,
DebugFontCreated,
@ -472,9 +483,12 @@ internal sealed class WorldRenderCompositionPhase
AppContext.BaseDirectory,
"Rendering",
"Shaders");
// Campaign V slice V4d: terrain no longer needs a Shader composed
// for it — its IGpuPipeline compiles terrain_modern itself, from
// the same sources with the same shared preamble.
Shader terrainShader = AcquireAndPublish(
scope,
"terrain shader",
() => _factory.CreateTerrainShader(gl, shadersDirectory),
_publication.PublishTerrainShader,
WorldRenderCompositionPoint.TerrainShaderPublished);
SceneLightingUboBinding sceneLighting = AcquireAndPublish(
scope,
"scene lighting",
@ -499,8 +513,8 @@ internal sealed class WorldRenderCompositionPhase
"terrain renderer",
() => _factory.CreateTerrain(
gl,
_dependencies.GpuDevice,
_dependencies.GpuFrameSource,
bindless,
terrainShader,
terrainAtlas,
_dependencies.ResourceRetirement),
_publication.PublishTerrain,
@ -573,6 +587,7 @@ internal sealed class WorldRenderCompositionPhase
shadersDirectory,
bindless,
terrainAtlas,
terrainShader,
sceneLighting,
debugLines,
debugFont,

View file

@ -48,6 +48,9 @@ public sealed class GameWindow :
private GL? _gl;
private IInputContext? _input;
private TerrainModernRenderer? _terrain;
/// <summary>Phase N.5b: terrain_modern.vert/.frag program. Owned by
/// <see cref="_terrain"/> at draw time but allocated + disposed here.</summary>
private Shader? _terrainModernShader;
private CameraController? _cameraController;
private IDatReaderWriter? _dats;
private IPreparedAssetSource? _preparedAssets;
@ -894,6 +897,12 @@ public sealed class GameWindow :
value,
"bindless support");
void IGameWindowWorldRenderPublication.PublishTerrainShader(Shader value) =>
PublishCompositionOwner(
ref _terrainModernShader,
value,
"terrain shader");
void IGameWindowWorldRenderPublication.PublishSceneLighting(
SceneLightingUboBinding value) =>
PublishCompositionOwner(
@ -1672,6 +1681,7 @@ public sealed class GameWindow :
_wbMeshAdapter,
_meshShader,
_terrain,
_terrainModernShader,
_sceneLightingUbo,
_debugLines,
_textRenderer,

View file

@ -118,6 +118,7 @@ internal sealed record RenderShutdownRoots(
WbMeshAdapter? MeshAdapter,
Shader? MeshShader,
TerrainModernRenderer? Terrain,
Shader? TerrainShader,
SceneLightingUboBinding? SceneLighting,
DebugLineRenderer? DebugLines,
TextRenderer? TextRenderer,
@ -454,6 +455,7 @@ internal static class GameWindowShutdownManifest
[
Hard("mesh shader", () => render.MeshShader?.Dispose()),
Hard("terrain", () => render.Terrain?.Dispose()),
Hard("terrain shader", () => render.TerrainShader?.Dispose()),
Hard("scene lighting", () => render.SceneLighting?.Dispose()),
Hard("debug lines", () => render.DebugLines?.Dispose()),
Hard("text renderer", () => render.TextRenderer?.Dispose()),

View file

@ -30,26 +30,15 @@ out vec4 fragColor;
// Campaign V slice V2b (2026-07-27): uTerrainHandle/uAlphaHandle (uvec2, raw
// ARB_bindless_texture handles) became uTextureIndexA/uTextureIndexB (slots
// into the binding=9 handle table, ACDREAM_TEXTURE_HANDLE in common.glsl).
// Named to match the pinned GpuPushConstants.TextureIndexA/B fields, so slice
// V4d's move onto push constants was a rename rather than a redesign. The GL
// backend maps each push-constant field to the correspondingly named uniform,
// which is why these stay declared exactly as they are.
// Named to match the pinned GpuPushConstants.TextureIndexA/B fields so V4d's
// move to push constants is a rename, not a redesign — there is no
// push-constant plumbing yet, so these stay plain uniforms for now.
uniform uint uTextureIndexA;
uniform uint uTextureIndexB;
uniform float uTexTiling[36];
#define uTerrain sampler2DArray(ACDREAM_TEXTURE_HANDLE(uTextureIndexA))
#define uAlpha sampler2DArray(ACDREAM_TEXTURE_HANDLE(uTextureIndexB))
// Campaign V slice V4d: the per-layer tiling table moved out of a loose
// `uniform float uTexTiling[36]` and into a uniform block at
// GpuBindingModel.UniformTerrainTiling. At 144 bytes of payload it cannot ride
// in the 96-byte GpuPushConstants block (nor Vulkan's guaranteed 128-byte
// ceiling), and there is no RHI verb for setting a uniform array. std140 pads
// each array element to 16 bytes, so the block is 576 bytes; the element type
// is unchanged so uTexTiling[i] reads exactly as it did before.
layout(std140, ACDREAM_UBO_SET binding = 3) uniform TerrainTiling {
float uTexTiling[36];
};
struct Light {
vec4 posAndKind;
vec4 dirAndRange;

File diff suppressed because it is too large Load diff

View file

@ -90,11 +90,7 @@ public sealed class WorldRenderCompositionTests
}
[Theory]
// The "terrain shader" row went with Campaign V slice V4d: terrain's
// IGpuPipeline compiles terrain_modern itself, so there is no longer a
// terrain-shader publication step for a failure to be injected into. The
// invariant this theory pins is unchanged and still covered by every row
// below.
[InlineData("terrain shader", "terrain shader")]
[InlineData("scene lighting", "scene lighting")]
[InlineData("debug lines", "debug lines")]
[InlineData("HUD", "text renderer|debug font")]
@ -251,6 +247,9 @@ public sealed class WorldRenderCompositionTests
public void SetTerrainAnisotropic(TerrainAtlas atlas, int level) =>
AnisotropicLevel = level;
public Shader CreateTerrainShader(GL gl, string shadersDirectory) =>
Resource<Shader>("terrain shader");
public SceneLightingUboBinding CreateSceneLighting(GL gl) =>
Resource<SceneLightingUboBinding>("scene lighting");
@ -269,8 +268,8 @@ public sealed class WorldRenderCompositionTests
public TerrainModernRenderer CreateTerrain(
GL gl,
IGpuDevice device,
ICurrentGpuFrameSource frameSource,
BindlessSupport bindless,
Shader shader,
TerrainAtlas atlas,
IGpuResourceRetirementQueue retirement) =>
Resource<TerrainModernRenderer>("terrain");
@ -351,6 +350,8 @@ public sealed class WorldRenderCompositionTests
public void PublishBindlessSupport(BindlessSupport value) =>
Fail("bindless");
public void PublishTerrainShader(Shader value) =>
Fail("terrain shader");
public void PublishSceneLighting(SceneLightingUboBinding value) =>
Fail("scene lighting");
public void PublishDebugLines(DebugLineRenderer value) =>

View file

@ -55,14 +55,7 @@ public sealed class TerrainTextureTilingTableTests
"terrain_modern.frag");
string shader = File.ReadAllText(shaderPath);
// Campaign V slice V4d moved the table out of a loose
// `uniform float uTexTiling[36]` and into a std140 block at
// GpuBindingModel.UniformTerrainTiling. The element type and count are
// what every sample site below depends on, so both are still pinned —
// and the binding number is now pinned too, because the shader and
// GpuBindingModel have to agree.
Assert.Contains("binding = 3) uniform TerrainTiling {", shader);
Assert.Contains("float uTexTiling[36];", shader);
Assert.Contains("uniform float uTexTiling[36];", shader);
Assert.Contains("baseUV * terrainTiling(pOverlay0.z)", shader);
Assert.Contains("baseUV * terrainTiling(pOverlay1.z)", shader);
Assert.Contains("baseUV * terrainTiling(pOverlay2.z)", shader);