feat(render): Campaign V slice V6l commit 1 - particles draw on Vulkan

Contract amendment 1 of three, and V4e's content behind it. Plan section 5.5.16
recorded that both particle pipelines draw with per-instance VERTEX attributes
and that the pinned contract could express instanced DRAWING but not instanced
vertex INPUT: one stride, no divisor, one buffer at VertexInputRate.VERTEX. That
is what stopped V4e. This takes the reviewed option (i) - a second vertex
binding with a per-instance rate.

The amendment. GpuVertexLayout grows a per-binding notion (binding index,
stride, input rate) and GpuVertexAttribute names the binding it is fed from,
defaulting to 0; IGpuPassEncoder.BindVertexBuffer takes a binding index. Every
layout written before this slice keeps its exact meaning through
GpuVertexLayout.Interleaved, which is one vertex-rate binding 0 - and
GpuContractTests asserts that as a requirement rather than trusting it. Both
backends carry the rate natively and at no cost: VK_VERTEX_INPUT_RATE_INSTANCE
on the pipeline, glVertexAttribDivisor recorded once into the pipeline's VAO
where it survives every later attribute rebind.

GpuVertexFormat.UInt1 comes with it, and is necessary to it: particle.vert
declares `layout(location = 6) in uint aTextureIndex` and the amendment's whole
premise is that no shader is edited. Same kind-distinction UByte4UInt was added
for at V4d - GL needs glVertexAttribIPointer, Vulkan needs R32_UINT, and the
float path would reinterpret the value's bits rather than approximate them.

Options (ii) and (iii) were rejected on the record: all ten storage bindings are
spoken for and reusing binding 0 would have the GL particle draw clobber
WbDrawDispatcher's instance array mid-frame (section 5.5.8's hazard in its GL
form); CPU-expanding instances is 5x billboard bandwidth and does not scale to
mesh particles at all.

The arm. ParticleRenderer.Rhi.cs is a SECOND arm per section 5.5.6, not a
replacement - every GL statement in the sibling file is the one it always
issued. Five pipelines replace the imperative glBlendFunc switch (two billboard
blends, three mesh blends) because core Vulkan 1.3 does not make blend dynamic.
The per-flight VAO/VBO pool disappears because every ring allocation inside a
frame is already distinct memory that lives until the frame retires. The
binding-9 table is not bound at all - the device owns the table and the encoder
binds set 2. The pass is BORROWED from IWorldPassScope. Depth tests but does not
write, compare is Less and alpha-to-coverage is off, which is the ambient GL
state particles have always drawn under rather than a choice. Everything above
the submission seam - emitter iteration, retail distance ordering, the
deferred-alpha handoff, billboard axis construction, blend resolution - is the
same CPU code on both arms.

The first Vulkan particle frame threw rather than drew, which is the second
defect of the compiles-clean class this slice found by running:
TextureCache.AcquireParticleTexture is bindless-only, so the standalone particle
texture cache did not exist on a backend without GL. It exists on both arms now.
Everything about it that matters - sharing equivalent surfaces between emitter
owners, the bounded unowned LRU, retirement behind the frame-flight fence - is
already backend-neutral; only how one entry is created and destroyed differs,
which is what IStandaloneBindlessTextureBackend is for. The RHI arm creates the
image through IGpuDevice.CreateTexture with a real sampler and releases the
table slot before the image, which is the GL arm's order and for the same
reason. The composite cache stays GL-only: it serves entity appearance, not
particles.

The durability fix V6k earned. That slice found the sky declaring a 32-byte
stride against a 36-byte AcDream.Core.Terrain.Vertex - the record carries a
TerrainLayer no sky attribute names - and noted that every .Rhi.cs arm restates
a CPU record's footprint from memory while only sky had a test.
RhiVertexLayoutStrideTests is that test for the rest: world mesh, terrain, sky,
retained-UI sprite, debug line, and both particle bindings, each asserted
against the record or the producer's own float count, plus two sweeps over all
seven for attributes that reach past their stride or name an undeclared binding.
Four private layouts became internal to be assertable; nothing else about them
moved.

Gates. Release build green. App tests 4,121/3 skips (4,109 baseline plus three
contract tests and nine layout tests); complete Release suite 9,184/5. Strict GL
offline pixel gate against 08ffe141: 3.20e-05, 18 differing pixels of 563,200,
inside the documented 9-31 band. GL connected -Runs 3: 3/3 RENDERED on the
desktop witness and 3/3 on the client capture. One offline Vulkan run with
VK_LAYER_KHRONOS_validation proven inserted by the loader: zero validation
errors, zero warnings, a captured world frame that still draws terrain,
blending, roads, water, statics, scenery, sky and the complete retained UI.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-07-28 17:20:59 +02:00
parent 08ffe141a0
commit b1ad1d481b
23 changed files with 1360 additions and 64 deletions

View file

@ -22,7 +22,7 @@ namespace AcDream.App.Rendering;
/// compositing order is shared with ordinary translucent GfxObj parts. Sky and
/// sealed off-screen passes retain their independent immediate path.
/// </summary>
public sealed unsafe class ParticleRenderer : IDisposable
public sealed unsafe partial class ParticleRenderer : IDisposable
{
// The texture is per instance through GL_ARB_bindless_texture. Only blend
// state remains a draw-call boundary, so stable retail distance order no
@ -97,9 +97,22 @@ public sealed unsafe class ParticleRenderer : IDisposable
}
}
private readonly GL _gl;
private readonly Shader _shader;
/// <summary>
/// The GL arm's context, or null on a backend that has none.
///
/// <para>Campaign V slice V6l: particles draw on both arms, so the context
/// became optional. <see cref="_gl"/> below is what every GL-arm statement
/// still reads, unchanged — reaching it without a context is a composition
/// error and says so rather than dereferencing null.</para>
/// </summary>
private readonly GL? _glContext;
private readonly Shader? _shader;
private readonly Shader? _meshShader;
private GL _gl => _glContext
?? throw new InvalidOperationException(
"ParticleRenderer's GL arm was reached on a backend with no GL context "
+ "(campaign plan §5.5.16; the RHI arm lives in ParticleRenderer.Rhi.cs).");
private readonly TextureCache? _textures;
private readonly IDatReaderWriter? _dats;
private readonly WbMeshAdapter? _meshAdapter;
@ -234,7 +247,7 @@ public sealed unsafe class ParticleRenderer : IDisposable
RetailAlphaQueue? alphaQueue = null,
long? alphaScratchBudgetBytes = null)
{
_gl = gl ?? throw new ArgumentNullException(nameof(gl));
_glContext = gl ?? throw new ArgumentNullException(nameof(gl));
_textures = textures;
_dats = dats;
_meshAdapter = meshAdapter;
@ -485,6 +498,12 @@ public sealed unsafe class ParticleRenderer : IDisposable
private void DrawOrdered(ICamera camera)
{
if (_glContext is null)
{
DrawOrderedRhi(camera);
return;
}
ParticleSubmissionOrdering.Sort(_submissionScratch);
GlobalMeshBuffer? global = _meshAdapter?.MeshManager?.GlobalBuffer;
Matrix4x4 viewProjection = camera.View * camera.Projection;
@ -585,6 +604,12 @@ public sealed unsafe class ParticleRenderer : IDisposable
if (tokens.Length == 0)
return;
if (_glContext is null)
{
PrepareDeferredAlphaDrawsRhi(tokens);
return;
}
ActivateNextDynamicBufferSet();
int count = tokens.Length;
@ -653,6 +678,12 @@ public sealed unsafe class ParticleRenderer : IDisposable
|| firstPreparedDraw > _preparedAlphaCount - drawCount)
throw new ArgumentOutOfRangeException(nameof(firstPreparedDraw));
if (_glContext is null)
{
DrawPreparedAlphaBatchRhi(firstPreparedDraw, drawCount);
return;
}
GlobalMeshBuffer? global = _meshAdapter?.MeshManager?.GlobalBuffer;
_gl.Enable(EnableCap.DepthTest);
_gl.Enable(EnableCap.Blend);
@ -805,7 +836,7 @@ public sealed unsafe class ParticleRenderer : IDisposable
private void PrepareBillboardPipeline(Matrix4x4 viewProjection)
{
_shader.Use();
_shader!.Use();
_shader.SetMatrix4("uViewProjection", viewProjection);
_gl.Disable(EnableCap.CullFace);
_gl.BindVertexArray(_quadVao);
@ -967,7 +998,7 @@ public sealed unsafe class ParticleRenderer : IDisposable
Vector3 cameraWorldPosition,
ref int sequence)
{
if (_meshAdapter is null || _meshShader is null)
if (_meshAdapter is null || !MeshParticlesAvailable)
return true;
_meshReferences!.Register(emitter.Handle, gfxObjId);
@ -1621,6 +1652,15 @@ public sealed unsafe class ParticleRenderer : IDisposable
if (_meshReferences is not null)
releases.Add(("mesh-references", _meshReferences.Dispose));
// Campaign V slice V6l: the RHI arm owns pipelines and two static quad
// buffers and no GL names at all, so it releases through the same
// retryable ledger and then there is nothing else to do.
if (_glContext is null)
{
releases.Add(("rhi-resources", DisposeRhiResources));
return;
}
AddTrackedBufferRelease(
releases,
_quadVbo,
@ -1640,7 +1680,8 @@ public sealed unsafe class ParticleRenderer : IDisposable
AddDynamicBufferSetReleases(releases, frameSets[index], frame, index);
}
releases.Add(("billboard-shader", _shader.Dispose));
if (_shader is not null)
releases.Add(("billboard-shader", _shader.Dispose));
if (_meshShader is not null)
releases.Add(("mesh-shader", _meshShader.Dispose));
}