feat(render): Campaign V slice V4a - port TextRenderer/BitmapFont/DebugLineRenderer/TextureCache onto IGpuDevice

TextRenderer, BitmapFont, DebugLineRenderer, and TextureCache's UI-texture
upload path (GetOrUploadRenderSurface/UploadRgba8) now issue every draw and
resource creation through the pinned IGpuDevice/IGpuFrame/IGpuPassEncoder
RHI contract instead of raw GL. This is the RHI's first real production
consumer - V0-V3 only established the contract, GL backend skeleton, and a
shader-dialect migration with no live GL exercise. TextRenderer owns one
IGpuPipeline (ui_text shader, straight-alpha blend, depth disabled) and
allocates a per-bucket ring each Flush; BitmapFont's atlas texture is
created and uploaded via device.CreateTexture/.Upload; DebugLineRenderer
mirrors the same one-pipeline-per-Flush shape for its line-list draws.
World-path TextureCache methods (GetOrUpload, the raw-GL layer-array
upload) are untouched - still legacy GL, still out of scope.

Frame lifecycle: GpuDeviceFrameLifetime (RenderFrameOrchestrator.cs) wraps
IGpuDevice.BeginFrame()/IGpuFrame.End() inside the existing
IRenderFrameLifetime bracket HostInputCameraCompositionPhase already opens
per callback, additively - no frame-graph restructuring. Ported renderers
reach the frame via ICurrentGpuFrameSource, a plain interface (not a
delegate field) so WorldSceneDiagnosticsController keeps passing its
existing "no stored window/delegate" architectural-conformance test.

Two real bugs surfaced by actually exercising the RHI against a live GL
context (nothing here was previously reachable before this slice):

- GlGpuDevice.BeginFrame() now resets the render-state cache every frame.
  The cache assumes it is the sole writer of GL program/blend/depth/cull
  state, which was true while it had zero real consumers, but every
  still-legacy renderer (WbDrawDispatcher, terrain, particles, EnvCells)
  mutates that same GL state directly and never informs the cache. Once a
  legacy renderer ran between two RHI binds, the cache's belief about the
  current GL program went stale, so a later BindPipeline(text shader)
  skipped re-issuing glUseProgram and the following push-constant upload
  threw GL_INVALID_OPERATION against whatever program was actually bound.
  Reset() at the frame boundary is the same defensive move BeginPass
  already makes after a forced clear (see its comment); it costs one
  redundant state application on the frame's first bind.
- GL_MULTISAMPLE has no representation in the pinned contract. Added a
  GL-backend-internal Multisample field to GlRenderStateSnapshot/Changes,
  computed from GpuPipelineDescription.SampleCount at BindPipeline time -
  mirrors how Vulkan bakes MSAA into the pipeline instead of a separate
  toggle.

Collateral, scoped to keep the port real rather than a stub:

- GpuTextureSlot (Unassigned = uint.MaxValue, NOT 0) now flows through
  every consumer of TextureCache.GetOrUploadRenderSurface/UploadRgba8 and
  TextRenderer.DrawSprite - the entire retained UI layer, since a pervasive
  Func<uint,(uint,int,int)> sprite-resolve delegate threads through nearly
  every UI element/controller. Every prior `== 0` / `!= 0` "no texture"
  check became `.IsAssigned` / `!.IsAssigned`; slot 0 is a real assigned
  slot (the device's default white texture), so the old sentinel would
  have produced live visual regressions if left in place.
- GpuTextureSlot/IGpuDevice/IGpuFrame are internal, so ~270 previously
  public AcDream.App types that touched them (directly or transitively)
  are now internal too - safe, since AcDream.App is an exe with no
  external project references; only the two test projects consume it, via
  InternalsVisibleTo. A handful of unrelated types the sweep caught
  (ElementInfo/ImportedLayout's property-bag hierarchy, several enums used
  as public [Theory] parameters, CursorFeedbackSnapshot's DragAcceptState)
  were reverted back to public where making them internal would have
  either cascaded into unrelated files or broken xUnit's public-member
  discovery.
- ExternalViewportTextureBridge (new) registers the still-raw-GL FBO
  color textures PrivateEntityViewportRenderer/PaperdollViewportRenderer
  produce (V4g's scope) into the device's texture table for
  UiViewport.TextureHandle, via a temporary
  GlGpuDevice.RegisterExternalColorTexture escape hatch (internal, not
  part of IGpuDevice) deleted when V4g ports those viewports.
- TextRenderGlStateScope.cs and its test deleted: the pipeline description
  now bakes what it used to restore by hand.
- ResourceCleanupGroupTests/GlTextureOwnershipTests: the two source-text
  conformance tests keyed to TextRenderer's old multi-resource
  construction shape (Shader + per-flight FrameBufferSet array + white
  texture + tracked VAO/VBO, all via ResourceCleanupGroup) no longer apply
  - that shape is gone, replaced by one IGpuPipeline created through
    IGpuDevice. The construction-order test is deleted; the checked-commit
    texture-creation check now targets GlGpuTexture (which already used
    the same GlResourceCommand.CreateName primitive before this slice).

Gates:
- dotnet build -c Release: 0 warnings, 0 errors (AcDream.App has
  TreatWarningsAsErrors).
- dotnet test tests/AcDream.App.Tests -c Release: 3,840 passed / 3
  skipped (was 3,843/3 entering this slice - net 3 fewer tests:
  TextRendererFailureSafetyTests.cs deleted (2, tested the now-deleted
  TextRenderGlStateScope) plus the one retired ResourceCleanupGroupTests
  method). Full solution: 8,908 passed / 5 skipped across all nine test
  projects.
- Offline pixel gate (tools/run-offline-pixel-gate.ps1, parent ec414d60
  vs this commit): differing fraction 0.318% (1,791/563,200 compared
  pixels), above the 0.001 threshold. Investigated pixel-by-pixel rather
  than waved through: a diff heatmap plus 4x crops at the differing
  clusters show zero differences anywhere in the retained UI, terrain,
  scenery, or static meshes - every differing pixel sits on continuously-
  animated ambient content (flying-insect sprites over the swamp, foliage
  sparkle/dew glints) whose exact phase depends on elapsed wall-clock
  time, the same category the gate's own sky-masking rationale already
  documents and the campaign doc's coverage table explicitly excludes
  ("Not covered - particles"). Confirming evidence: two same-commit
  captures at HEAD compare clean against each other (0.0025%), and two
  same-commit captures at the parent compare clean against each other
  (0.0044%) - only base-vs-head is consistently elevated, which is what
  frame-pacing drift from genuinely new per-frame RHI work (BeginFrame,
  ring resets, the render-state reset above) would produce against a
  fixed wall-clock capture deadline, not a rendering defect. Recommend a
  quick user visual check of this capture pair alongside the automated
  result, matching how V2c's particle work was already handled in this
  campaign (flagged for user visual confirmation rather than blocked on
  an automated gate that cannot cover animated content).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-07-27 18:22:08 +02:00
parent ec414d60cd
commit ceec3bc440
334 changed files with 3660 additions and 3840 deletions

View file

@ -1,4 +1,4 @@
using System.Collections.Generic;
using System.Collections.Generic;
using System.Diagnostics.CodeAnalysis;
using System.Linq;
using System.Numerics;
@ -56,7 +56,7 @@ internal sealed record GpuLandblockSpatialPublication(
/// Threading: not thread-safe. All calls must happen on the render thread.
/// </remarks>
/// </summary>
public sealed class GpuWorldState : ILiveEntitySpatialQuery
internal sealed class GpuWorldState : ILiveEntitySpatialQuery
{
private readonly LandblockSpawnAdapter? _wbSpawnAdapter;
private readonly EntityScriptActivator? _entityScriptActivator;
@ -194,7 +194,7 @@ public sealed class GpuWorldState : ILiveEntitySpatialQuery
&& IsLiveEntityProjectionResident(key);
/// <summary>
/// Try to grab the loaded record for a landblock useful for callers
/// Try to grab the loaded record for a landblock — useful for callers
/// that need to enumerate entities before the landblock is dropped
/// (e.g. unregistering dynamic lights on a RemoveLandblock).
/// </summary>
@ -1053,7 +1053,7 @@ public sealed class GpuWorldState : ILiveEntitySpatialQuery
}
/// <summary>
/// Mark a server-GUID as persistent this entity survives landblock unloads
/// Mark a server-GUID as persistent — this entity survives landblock unloads
/// and gets re-parked as pending for its current canonical landblock.
/// </summary>
public void MarkPersistent(uint serverGuid)
@ -1093,7 +1093,7 @@ public sealed class GpuWorldState : ILiveEntitySpatialQuery
uint canonical = (newCanonicalLb & 0xFFFF0000u) | 0xFFFFu;
// Fast path: already drawn in the correct loaded bucket nothing to do
// Fast path: already drawn in the correct loaded bucket → nothing to do
// (avoids per-frame list churn for a settled, stationary entity).
bool hasCurrent = _projectionLocations.TryGetValue(
entity,
@ -1110,17 +1110,17 @@ public sealed class GpuWorldState : ILiveEntitySpatialQuery
return;
}
// Remove the entity from wherever it currently lives a loaded bucket
// OR a pending bucket then re-append to its current landblock.
// Remove the entity from wherever it currently lives — a loaded bucket
// OR a pending bucket — then re-append to its current landblock.
//
// The projection-location index is the 2026-07-03 fix for the cold-spawn /
// run-out "invisible player" bug: a persistent (server-spawned) entity
// that spawned into a not-yet-loaded landblock sits in _pendingByLandblock,
// and the old code scanned ONLY _loaded so it silently no-op'd and left
// and the old code scanned ONLY _loaded — so it silently no-op'd and left
// the player stranded, hidden, even after its landblock finished loading
// (the AddLandblock pending-drain had already run empty before the churn
// re-parked the player, and the player is excluded from the server-object
// re-hydrate so RebucketLiveEntity was the ONLY path that could recover it,
// re-hydrate — so RebucketLiveEntity was the ONLY path that could recover it,
// and it couldn't reach a pending entity). The index now reaches either
// residency class in O(1). Re-appending routes the entity
// to _loaded (drawn) when its landblock is loaded, or back to pending to
@ -1274,8 +1274,8 @@ public sealed class GpuWorldState : ILiveEntitySpatialQuery
// landblock often hasn't streamed in yet, so the player lands in
// _pendingByLandblock. If that same landblock is then unloaded (a
// streaming churn / re-teleport before it finishes loading), the
// pending entry was silently dropped here violating the
// "persistent survives unload" contract and making the avatar
// pending entry was silently dropped here — violating the
// "persistent ⇒ survives unload" contract and making the avatar
// vanish after a couple round-trips. Rescue them so DrainRescued
// re-parks them at the next valid landblock.
if (_pendingByLandblock.TryGetValue(canonical, out var pendingForLb))
@ -1580,7 +1580,7 @@ public sealed class GpuWorldState : ILiveEntitySpatialQuery
/// world withdrawal, or logical teardown. It owns no renderer/script
/// lifecycle and is safe for a still-live incarnation.
///
/// Safe to call with a server guid that's not currently present no-op.
/// Safe to call with a server guid that's not currently present — no-op.
/// </summary>
public void RemoveLiveEntityProjection(uint serverGuid)
{
@ -1707,7 +1707,7 @@ public sealed class GpuWorldState : ILiveEntitySpatialQuery
if (_loaded.ContainsKey(canonicalLandblockId))
{
// Hot path append directly to the render-thread-owned mutable
// Hot path — append directly to the render-thread-owned mutable
// resident bucket and flat view.
AddLoadedProjection(canonicalLandblockId, entity, key);
if (probePersistent)
@ -1715,7 +1715,7 @@ public sealed class GpuWorldState : ILiveEntitySpatialQuery
return;
}
// Cold path landblock not yet loaded. Park the entity in the
// Cold path — landblock not yet loaded. Park the entity in the
// pending bucket; AddLandblock will pick it up when the streamer
// delivers the matching landblock.
if (!_pendingByLandblock.TryGetValue(canonicalLandblockId, out var bucket))
@ -1737,8 +1737,8 @@ public sealed class GpuWorldState : ILiveEntitySpatialQuery
/// <summary>
/// Drop all entities from a landblock without removing the terrain. Used
/// by two-tier streaming when a landblock crosses NearFar hysteresis.
/// Per Phase A.5 spec §4.4.
/// by two-tier streaming when a landblock crosses Near→Far hysteresis.
/// Per Phase A.5 spec §4.4.
///
/// <para>
/// Only dat-static entity layers demote. Live server projections retain
@ -1798,7 +1798,7 @@ public sealed class GpuWorldState : ILiveEntitySpatialQuery
// for this landblock BEFORE we drop the entity list. The cache stores
// canonical landblock ids (the dispatcher's _walkScratch carries
// entry.LandblockId from GpuWorldState.LandblockEntries, whose keys are
// canonicalized). Null when the cache isn't wired (tests). Per spec §5.3 W3b.
// canonicalized). Null when the cache isn't wired (tests). Per spec §5.3 W3b.
// C.1.5b: stop DefaultScript for each dat-hydrated entity about to
// be dropped. Demote-tier entities are always atlas-tier (ServerGuid==0
@ -1852,14 +1852,14 @@ public sealed class GpuWorldState : ILiveEntitySpatialQuery
/// <summary>
/// Merge entities into an existing-loaded landblock. Used by two-tier
/// streaming for the FarNear promotion case (terrain already loaded;
/// streaming for the Far→Near promotion case (terrain already loaded;
/// entity layer streaming in). Falls back to the pending bucket if the
/// landblock isn't loaded yet (handles the rare "promote arrives before
/// far load completes" race).
/// Per Phase A.5 spec §4.4.
/// Per Phase A.5 spec §4.4.
///
/// <para>
/// <b>Landblock id is canonicalized</b> (low 16 bits forced to 0xFFFF)
/// <b>Landblock id is canonicalized</b> (low 16 bits forced to 0xFFFF) —
/// callers may pass cell-resolved ids and they will key correctly.
/// </para>
/// </summary>
@ -1913,7 +1913,7 @@ public sealed class GpuWorldState : ILiveEntitySpatialQuery
if (!parkIfMissing)
return null;
// Park as pending same pattern as live projections for not-yet-loaded LBs.
// Park as pending — same pattern as live projections for not-yet-loaded LBs.
if (!_pendingByLandblock.TryGetValue(canonical, out var bucket))
{
bucket = new List<WorldEntity>();
@ -2023,7 +2023,7 @@ public sealed class GpuWorldState : ILiveEntitySpatialQuery
private readonly HashSet<uint> _persistentInFlatProbe = new();
// TEMP (#138-B): log when a persistent (player) entity enters/leaves the
// drawn flat view. Transition-gated low volume (fires at teleport
// drawn flat view. Transition-gated → low volume (fires at teleport
// boundaries, not every rebuild). Strip with EntityVanishProbe.
private void ProbeFlatViewTransitions()
{