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:
parent
ec414d60cd
commit
ceec3bc440
334 changed files with 3660 additions and 3840 deletions
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@ -1,4 +1,4 @@
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using System;
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using System;
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using System.Collections.Generic;
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using System.Numerics;
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using AcDream.App.Rendering;
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@ -17,7 +17,7 @@ namespace AcDream.App.UI;
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/// as two textured quads exactly the way the retail client does.
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///
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/// <para>
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/// Retail render model — <c>SurfaceWindow::DrawCharacter</c>
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/// Retail render model — <c>SurfaceWindow::DrawCharacter</c>
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/// (acclient 0x00442bd0, Font::GetCharDesc + the two SurfaceWindow blits): for
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/// each glyph it copies the BACKGROUND atlas sub-rect first, tinted with the
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/// outline color (black), then the FOREGROUND atlas sub-rect, tinted with the
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@ -30,27 +30,27 @@ namespace AcDream.App.UI;
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///
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/// <para>
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/// Atlas format: the foreground atlas (0x06005EE5 for Font 0x40000000) is
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/// PFID_A8 — alpha-only. Our <c>SurfaceDecoder</c> expands A8 to RGBA as
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/// PFID_A8 — alpha-only. Our <c>SurfaceDecoder</c> expands A8 to RGBA as
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/// (255,255,255, alpha). The UI sprite shader path (ui_text.frag,
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/// <c>uUseTexture==2</c>) MULTIPLIES the sampled texel by the per-vertex tint
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/// (<c>texture(uTex,vUv) * vColor</c>), so tinting a white+alpha glyph by a
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/// color gives that color with the glyph's alpha — black for the outline pass,
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/// color gives that color with the glyph's alpha — black for the outline pass,
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/// text color for the fill pass. No shader change was needed.
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/// </para>
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/// </summary>
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public sealed class UiDatFont
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internal sealed class UiDatFont
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{
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/// <summary>Retail UI font id (Latin-1, 16x16 max, with outline atlas).</summary>
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public const uint DefaultFontId = 0x40000000u;
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/// <summary>Foreground (glyph pixels) GL texture handle + atlas pixel size.</summary>
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public uint ForegroundTexture { get; }
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/// <summary>Foreground (glyph pixels) texture-table slot + atlas pixel size.</summary>
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public GpuTextureSlot ForegroundTexture { get; }
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public int ForegroundWidth { get; }
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public int ForegroundHeight { get; }
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/// <summary>Background (outline/shadow) GL texture handle + atlas pixel size.
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/// 0 when the font has no background atlas (then the outline pass is skipped).</summary>
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public uint BackgroundTexture { get; }
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/// <summary>Background (outline/shadow) texture-table slot + atlas pixel size.
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/// Unassigned when the font has no background atlas (then the outline pass is skipped).</summary>
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public GpuTextureSlot BackgroundTexture { get; }
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public int BackgroundWidth { get; }
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public int BackgroundHeight { get; }
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private readonly Dictionary<char, FontCharDesc> _glyphs;
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internal UiDatFont(
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uint fgTex, int fgW, int fgH,
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uint bgTex, int bgW, int bgH,
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GpuTextureSlot fgTex, int fgW, int fgH,
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GpuTextureSlot bgTex, int bgW, int bgH,
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float lineHeight, float baselineOffset,
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Dictionary<char, FontCharDesc> glyphs)
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{
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/// <summary>True if this font carries a separate outline/shadow atlas
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/// (retail's <c>m_pBackgroundSurface</c>). When false the outline pass is
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/// skipped and only the foreground (fill) glyphs are drawn.</summary>
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public bool HasBackground => BackgroundTexture != 0;
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public bool HasBackground => BackgroundTexture.IsAssigned;
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/// <summary>Look up a glyph descriptor for a character. Returns false for
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/// characters not present in the font's table (callers skip them).</summary>
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@ -88,7 +88,7 @@ public sealed class UiDatFont
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/// Load Font <paramref name="fontId"/> from the dat collection and upload
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/// both atlases through the texture cache (the same direct-RenderSurface
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/// path the D.2b chrome sprites use). Returns null if the Font DBObj is
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/// missing — callers fall back to the debug bitmap font.
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/// missing — callers fall back to the debug bitmap font.
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/// </summary>
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public static UiDatFont? Load(IDatReaderWriter dats, TextureCache cache, uint fontId = DefaultFontId)
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{
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// Point-sample the glyph atlases (nearest) so small UI text stays pixel-crisp;
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// bilinear softens the dat font noticeably (the chat menu/button text "blur").
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uint fgTex = cache.GetOrUploadRenderSurface(font.ForegroundSurfaceDataId, out int fgW, out int fgH, nearest: true);
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GpuTextureSlot fgTex = cache.GetOrUploadRenderSurface(font.ForegroundSurfaceDataId, out int fgW, out int fgH, nearest: true);
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uint bgTex = 0; int bgW = 0, bgH = 0;
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GpuTextureSlot bgTex = GpuTextureSlot.Unassigned; int bgW = 0, bgH = 0;
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if (font.BackgroundSurfaceDataId != 0)
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bgTex = cache.GetOrUploadRenderSurface(font.BackgroundSurfaceDataId, out bgW, out bgH, nearest: true);
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/// <summary>
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/// Pure pen-advance summation seam: total width of <paramref name="text"/>
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/// given a <paramref name="lookup"/> that maps each char to its descriptor
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/// (null = not in the font → contributes nothing). Lets the advance math be
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/// (null = not in the font → contributes nothing). Lets the advance math be
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/// unit-tested with synthetic glyphs, with no GL or dat dependency.
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/// </summary>
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public static float MeasureWidth(string? text, Func<char, FontCharDesc?> lookup)
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