Revert "feat(render): Campaign V slice V4d-2 - move terrain onto the RHI"
This reverts commit b064668b63.
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b064668b63
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ad61f250fb
7 changed files with 553 additions and 496 deletions
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@ -30,26 +30,15 @@ out vec4 fragColor;
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// Campaign V slice V2b (2026-07-27): uTerrainHandle/uAlphaHandle (uvec2, raw
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// ARB_bindless_texture handles) became uTextureIndexA/uTextureIndexB (slots
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// into the binding=9 handle table, ACDREAM_TEXTURE_HANDLE in common.glsl).
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// Named to match the pinned GpuPushConstants.TextureIndexA/B fields, so slice
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// V4d's move onto push constants was a rename rather than a redesign. The GL
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// backend maps each push-constant field to the correspondingly named uniform,
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// which is why these stay declared exactly as they are.
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// Named to match the pinned GpuPushConstants.TextureIndexA/B fields so V4d's
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// move to push constants is a rename, not a redesign — there is no
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// push-constant plumbing yet, so these stay plain uniforms for now.
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uniform uint uTextureIndexA;
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uniform uint uTextureIndexB;
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uniform float uTexTiling[36];
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#define uTerrain sampler2DArray(ACDREAM_TEXTURE_HANDLE(uTextureIndexA))
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#define uAlpha sampler2DArray(ACDREAM_TEXTURE_HANDLE(uTextureIndexB))
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// Campaign V slice V4d: the per-layer tiling table moved out of a loose
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// `uniform float uTexTiling[36]` and into a uniform block at
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// GpuBindingModel.UniformTerrainTiling. At 144 bytes of payload it cannot ride
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// in the 96-byte GpuPushConstants block (nor Vulkan's guaranteed 128-byte
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// ceiling), and there is no RHI verb for setting a uniform array. std140 pads
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// each array element to 16 bytes, so the block is 576 bytes; the element type
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// is unchanged so uTexTiling[i] reads exactly as it did before.
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layout(std140, ACDREAM_UBO_SET binding = 3) uniform TerrainTiling {
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float uTexTiling[36];
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};
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struct Light {
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vec4 posAndKind;
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vec4 dirAndRange;
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