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;
using System;
using System.Collections.Generic;
namespace AcDream.App.UI.Layout;
@ -17,9 +17,9 @@ namespace AcDream.App.UI.Layout;
/// <c>UpdateAugmentations</c> (0x004b9000), and
/// <c>UpdateLoad</c> (0x004b8a20).</para>
/// </summary>
public sealed class CharacterSheet
internal sealed class CharacterSheet
{
// ── Identity ──────────────────────────────────────────────────────────────
// ── Identity ──────────────────────────────────────────────────────────────
/// <summary>Character name (first line of the report).</summary>
public string Name { get; init; } = string.Empty;
@ -39,8 +39,8 @@ public sealed class CharacterSheet
/// <summary>Title string, e.g. "the Adventurer". Null = omit.</summary>
public string? Title { get; init; }
// ── Experience / PK (gmStatManagementUI::UpdateExperience 0x004f0a70,
// UpdatePKStatus 0x004f00a0) — the Attributes-tab header strip ──────────
// ── Experience / PK (gmStatManagementUI::UpdateExperience 0x004f0a70,
// UpdatePKStatus 0x004f00a0) — the Attributes-tab header strip ──────────
/// <summary>Total accrued experience (retail PropertyInt64 1). Header value
/// element 0x10000235 (m_pTotalXPText).</summary>
@ -50,7 +50,7 @@ public sealed class CharacterSheet
/// 0x10000238 (m_pXPToLevelText).</summary>
public long XpToNextLevel { get; init; }
/// <summary>XP-to-next-level meter fill, 0..1 (retail (curbase)/(capbase)).
/// <summary>XP-to-next-level meter fill, 0..1 (retail (curâˆbase)/(capâˆbase)).
/// Drives the header meter 0x10000236 (m_pXPToLevelMeter).</summary>
public float XpFraction { get; init; }
@ -58,13 +58,13 @@ public sealed class CharacterSheet
/// 0x10000233 (m_pPKStatusText). Null = omit.</summary>
public string? PkStatus { get; init; }
// ── Birth / age / deaths (UpdatePlayerBirthAgeDeaths 0x004b8cb0) ─────────
// ── Birth / age / deaths (UpdatePlayerBirthAgeDeaths 0x004b8cb0) ─────────
/// <summary>Formatted birth date string (retail InqInt(0x62) strftime).
/// <summary>Formatted birth date string (retail InqInt(0x62) → strftime).
/// Null = omit the birth line.</summary>
public string? BirthDate { get; init; }
/// <summary>Formatted play-time duration (retail InqInt(0x7d) QueryDuration).
/// <summary>Formatted play-time duration (retail InqInt(0x7d) → QueryDuration).
/// Null = omit the age line.</summary>
public string? PlayTime { get; init; }
@ -77,7 +77,7 @@ public sealed class CharacterSheet
/// <summary>Raw retail PropertyInt 0x7D seconds. Null means the quality was absent.</summary>
public int? TotalPlayTimeSeconds { get; init; }
// ── Vitals (UpdateEnduranceInfo 0x004b8eb0) ─────────────────────────────
// ── Vitals (UpdateEnduranceInfo 0x004b8eb0) ─────────────────────────────
public int HealthCurrent { get; init; }
public int HealthMax { get; init; }
@ -86,7 +86,7 @@ public sealed class CharacterSheet
public int ManaCurrent { get; init; }
public int ManaMax { get; init; }
// ── Innate attributes (UpdateInnateAttributeInfo 0x004b87e0) ────────────
// ── Innate attributes (UpdateInnateAttributeInfo 0x004b87e0) ────────────
// InqAttribute order: 1,2,4,3,5,6 = Strength, Endurance, Quickness, Coordination, Focus, Self.
public int Strength { get; init; }
@ -96,9 +96,9 @@ public sealed class CharacterSheet
public int Focus { get; init; }
public int Self { get; init; }
// ── Skills (UpdateFakeSkills 0x004b8930) ────────────────────────────────
// ── Skills (UpdateFakeSkills 0x004b8930) ────────────────────────────────
// Character Information uses 0xB5/0xC0 for Chess/Fishing; skill credits use 0x18.
// InqInt(0x18) = available skill credits footer 0x10000245 in the Attributes tab.
// InqInt(0x18) = available skill credits — footer 0x10000245 in the Attributes tab.
public int UnspentSkillCredits { get; init; }
public int SpecializedSkillCredits { get; init; }
@ -111,21 +111,21 @@ public sealed class CharacterSheet
/// <summary>
/// Available (unspent) skill credits shown in the Attributes tab footer State-A.
/// Retail InqInt(0x18) gmStatManagementUI::DisplayDefaultFooter (0x0049cde0).
/// Retail InqInt(0x18) — gmStatManagementUI::DisplayDefaultFooter (0x0049cde0).
/// Element 0x10000243 (footer line-1 value in the studio's 3-line layout).
/// </summary>
public int SkillCredits { get; init; }
/// <summary>
/// Unassigned (banked) experience points.
/// Retail InqInt64(2) shown in footer line-2 in State-A display.
/// Retail InqInt64(2) — shown in footer line-2 in State-A display.
/// Element 0x10000245 (footer line-2 value).
/// </summary>
public long UnassignedXp { get; init; }
// ── Attribute raise costs (ExperienceToAttributeLevel, gmAttributeUI::PostInit) ──
// Retail formula for x1: ExperienceToAttributeLevel(value + 1) xpSpent.
// Retail formula for x10: ExperienceToAttributeLevel(value + min(10, remaining)) xpSpent.
// ── Attribute raise costs (ExperienceToAttributeLevel, gmAttributeUI::PostInit) ──
// Retail formula for x1: ExperienceToAttributeLevel(value + 1) − xpSpent.
// Retail formula for x10: ExperienceToAttributeLevel(value + min(10, remaining)) − xpSpent.
// Cost 0 means the attribute is at max or not trainable. Ordered to match AttrRows:
// Strength, Endurance, Coordination, Quickness, Focus, Self, Health, Stamina, Mana.
// Source: gmAttributeUI::GetCostToRaise/GetCostToRaise10 (0x0049cb80/0x0049cc70).
@ -150,7 +150,7 @@ public sealed class CharacterSheet
/// </summary>
public IReadOnlyList<CharacterSkill> Skills { get; init; } = Array.Empty<CharacterSkill>();
// ── Augmentations (UpdateAugmentations 0x004b9000) ─────────────────────
// ── Augmentations (UpdateAugmentations 0x004b9000) ─────────────────────
// Retail InqInt(0x162) = AugmentationStat; string-switch 1..0xb.
/// <summary>Augmentation name from the switch in UpdateAugmentations (0x004b9000),
@ -165,7 +165,7 @@ public sealed class CharacterSheet
public IReadOnlyDictionary<uint, int> CharacterInfoProperties { get; init; }
= new Dictionary<uint, int>();
// ── Burden / load (UpdateLoad 0x004b8a20) ───────────────────────────────
// ── Burden / load (UpdateLoad 0x004b8a20) ───────────────────────────────
// Retail InqLoad + EncumbranceCapacity(Strength, AugEncumbrance).
public int BurdenCurrent { get; init; }
@ -173,7 +173,7 @@ public sealed class CharacterSheet
public int EncumbranceAugmentations { get; init; }
}
public enum CharacterSkillAdvancementClass
internal enum CharacterSkillAdvancementClass
{
Inactive = 0,
Untrained = 1,
@ -181,7 +181,7 @@ public enum CharacterSkillAdvancementClass
Specialized = 3,
}
public sealed record CharacterSkill(
internal sealed record CharacterSkill(
uint Id,
string Name,
uint IconDid,