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

@ -1,13 +1,13 @@
using System;
using System;
using System.Collections.Generic;
using System.Numerics;
namespace AcDream.App.UI;
/// <summary>Which parent edges a child keeps a fixed margin to on resize.
/// Left+Right ⇒ width stretches; Top+Bottom ⇒ height stretches.</summary>
/// Left+Right ⇒ width stretches; Top+Bottom ⇒ height stretches.</summary>
[System.Flags]
public enum AnchorEdges { None = 0, Left = 1, Top = 2, Right = 4, Bottom = 8 }
internal enum AnchorEdges { None = 0, Left = 1, Top = 2, Right = 4, Bottom = 8 }
/// <summary>Retail dat cursor media attached to a UI state.</summary>
public readonly record struct UiCursorMedia(uint File, int HotspotX, int HotspotY)
@ -21,7 +21,7 @@ public readonly record struct UiCursorMedia(uint File, int HotspotX, int Hotspot
/// Design notes:
/// - Retail AC delegates widget semantics to the external
/// <c>keystone.dll</c> library (see
/// <c>docs/research/retail-ui/02-class-hierarchy.md</c> there is no
/// <c>docs/research/retail-ui/02-class-hierarchy.md</c> — there is no
/// widget hierarchy inside <c>acclient.exe</c> itself). We implement
/// our own retained-mode toolkit here, matching the <i>behavior</i>
/// described in the decompile without trying to byte-match Keystone's
@ -35,13 +35,13 @@ public readonly record struct UiCursorMedia(uint File, int HotspotX, int Hotspot
/// - Coordinates are in <b>screen pixels</b>, origin top-left.
/// <see cref="Bounds"/> is in the parent's local coordinate space.
/// </summary>
public abstract class UiElement
internal abstract class UiElement
{
// ── Identity ─────────────────────────────────────────────────────────
// ── Identity ─────────────────────────────────────────────────────────
/// <summary>
/// Unique 32-bit event ID. Retail uses the range <c>0x10000000+</c>
/// for custom app events (see
/// <c>docs/research/retail-ui/04-input-events.md §3</c>). Assigned
/// <c>docs/research/retail-ui/04-input-events.md §3</c>). Assigned
/// by <see cref="UiRoot"/> when the element is added to the tree.
/// </summary>
public uint EventId { get; internal set; }
@ -96,7 +96,7 @@ public abstract class UiElement
return default;
}
// ── Geometry ────────────────────────────────────────────────────────
// ── Geometry ────────────────────────────────────────────────────────
/// <summary>X in the parent's local pixel space.</summary>
public float Left { get; set; }
public float Top { get; set; }
@ -119,7 +119,7 @@ public abstract class UiElement
}
}
// ── State flags ─────────────────────────────────────────────────────
// ── State flags ─────────────────────────────────────────────────────
private bool _visible = true;
public bool Visible
{
@ -152,7 +152,7 @@ public abstract class UiElement
}
/// <summary>
/// If true, <see cref="HitTest"/> skips this element the event
/// If true, <see cref="HitTest"/> skips this element — the event
/// passes through to whatever is behind. Used by decoration widgets
/// (portrait frames, ornamental dividers).
/// </summary>
@ -212,13 +212,13 @@ public abstract class UiElement
/// <summary>If true, a left-drag starting on this element is delivered to the
/// element (e.g. text selection) instead of moving/resizing an ancestor window.
/// Edge resize on a resizable ancestor still wins only the interior move /
/// Edge resize on a resizable ancestor still wins — only the interior move /
/// drag-drop candidacy is suppressed in favour of the element's own handling.</summary>
public bool CapturesPointerDrag { get; set; }
/// <summary>If true, a left-press-and-move on this element starts a DRAG-DROP
/// (<see cref="UiRoot"/> promotes to BeginDrag) rather than moving a Draggable
/// ancestor window so an item cell inside the toolbar frame drags the item, not
/// ancestor window — so an item cell inside the toolbar frame drags the item, not
/// the window. Distinct from <see cref="CapturesPointerDrag"/> (a self-driven
/// interior drag like text selection, which does NOT promote to BeginDrag). Default
/// false; overridden by drag sources (e.g. an occupied <see cref="UiItemSlot"/>).</summary>
@ -227,7 +227,7 @@ public abstract class UiElement
/// <summary>If true, a left-press on this element is handled BY the element (it receives the Click
/// on release) instead of being captured as a whole-window move on a Draggable ancestor. Set by
/// interactive leaf widgets (e.g. <see cref="UiButton"/>) so they stay clickable inside a
/// whole-window-Draggable frame like the inventory window where, without this, the IA-12
/// whole-window-Draggable frame like the inventory window — where, without this, the IA-12
/// whole-window-drag swallows the press and the Click is never emitted. Distinct from
/// <see cref="IsDragSource"/> (starts a drag-drop) and <see cref="CapturesPointerDrag"/> (a
/// self-driven interior drag such as text selection). Default false.</summary>
@ -260,7 +260,7 @@ public abstract class UiElement
ResizeEdges.Left | ResizeEdges.Right | ResizeEdges.Top | ResizeEdges.Bottom;
/// <summary>Edges this element anchors to in its parent. Default Left|Top
/// (pinned top-left, fixed size no reflow). Left|Right stretches width.</summary>
/// (pinned top-left, fixed size — no reflow). Left|Right stretches width.</summary>
private AnchorEdges _anchors = AnchorEdges.Left | AnchorEdges.Top;
/// <summary>Edges this programmatic element anchors to in its parent. Assigning
@ -284,7 +284,7 @@ public abstract class UiElement
/// </summary>
public UiLayoutPolicy? LayoutPolicy { get; set; }
// ── Tree structure ──────────────────────────────────────────────────
// ── Tree structure ──────────────────────────────────────────────────
public UiElement? Parent { get; private set; }
private readonly List<UiElement> _children = new();
@ -355,7 +355,7 @@ public abstract class UiElement
/// <summary>
/// True if this widget draws its full appearance itself and REPRODUCES its dat
/// sub-elements procedurally (3-slice caps, button labels, scroll arrows, popup
/// rows…) — so the <see cref="AcDream.App.UI.Layout.LayoutImporter"/> must NOT build
/// rows…) — so the <see cref="AcDream.App.UI.Layout.LayoutImporter"/> must NOT build
/// those dat child elements as separate widgets (they would double-draw and, worse,
/// steal pointer/focus from the behavioral widget). All registered behavioral widgets
/// (Meter/Menu/Button/Scrollbar/Text/Field) return <c>true</c>; the generic container
@ -365,7 +365,7 @@ public abstract class UiElement
/// </summary>
public virtual bool ConsumesDatChildren => false;
// ── Virtual overrides ───────────────────────────────────────────────
// ── Virtual overrides ───────────────────────────────────────────────
/// <summary>
/// Draw THIS element (not its children). Children are composited by
@ -384,7 +384,7 @@ public abstract class UiElement
/// <summary>
/// Draw content that must sit ON TOP of the ENTIRE UI, regardless of this
/// element's position in the tree open menus, dropdowns, tooltips. Called in
/// element's position in the tree — open menus, dropdowns, tooltips. Called in
/// a SECOND traversal after the whole tree's <see cref="OnDraw"/> pass, with the
/// same accumulated transform/alpha this element had during its normal draw.
/// Retail spawns popups as ROOT elements (UIElement_Menu::MakePopup) for exactly
@ -425,9 +425,9 @@ public abstract class UiElement
public virtual object? GetDragPayload() => null;
/// <summary>The texture <see cref="UiRoot"/> paints at the cursor while this element
/// is the drag source: (GL handle, width, height). Null = no ghost. Keeps
/// is the drag source: (texture-table slot, width, height). Null = no ghost. Keeps
/// <see cref="UiRoot"/> item-agnostic. Retail analog: m_dragIcon (decomp 229738).</summary>
public virtual (uint tex, int w, int h)? GetDragGhost() => null;
public virtual (GpuTextureSlot tex, int w, int h)? GetDragGhost() => null;
/// <summary>
/// Notifies the source widget when the root starts or finishes carrying its drag payload.
@ -444,7 +444,7 @@ public abstract class UiElement
/// </summary>
public virtual string? GetTooltipText() => null;
// ── Framework entry points (internal, called by UiRoot) ─────────────
// ── Framework entry points (internal, called by UiRoot) ─────────────
internal void DrawSelfAndChildren(UiRenderContext ctx)
{
@ -551,7 +551,7 @@ public abstract class UiElement
return null;
// Children first, in reverse Z-order (topmost first). ClickThrough means
// THIS element is transparent to the pointer but its children are NOT.
// THIS element is transparent to the pointer — but its children are NOT.
// A ClickThrough container (e.g. a UiDatElement panel that hosts the chat
// input / transcript) must still let the pointer reach its behavioral
// children, so the ClickThrough check happens AFTER the child walk, gating
@ -571,7 +571,7 @@ public abstract class UiElement
return OnHitTest(localX, localY) ? this : null;
}
// ── Anchor layout ────────────────────────────────────────────────────
// ── Anchor layout ────────────────────────────────────────────────────
private bool _anchorCaptured;
private float _amL, _amT, _amR, _amB, _aw0, _ah0;
@ -659,7 +659,7 @@ public abstract class UiElement
}
/// <summary>Walk up to the owning <see cref="UiRoot"/> (the top of the tree), or null
/// if this element is not attached. Lets a widget reach focus/capture services e.g.
/// if this element is not attached. Lets a widget reach focus/capture services — e.g.
/// a chat input blurring itself (exiting write mode) after submit.</summary>
internal UiRoot? FindRoot()
{
@ -668,8 +668,8 @@ public abstract class UiElement
return e as UiRoot;
}
/// <summary>Compute an anchored child rect. Left&amp;Right stretch width
/// (keep both margins); Right only pin to right at fixed width; otherwise
/// <summary>Compute an anchored child rect. Left&amp;Right ⇒ stretch width
/// (keep both margins); Right only ⇒ pin to right at fixed width; otherwise
/// pin left at fixed width. Same logic vertically.</summary>
public static (float x, float y, float w, float h) ComputeAnchoredRect(
AnchorEdges a, float mL, float mT, float mR, float mB,