feat(render): Campaign V slice V2a - mesh path texture-index migration
Moves the mesh/EnvCell draw path's per-batch texture representation from a 64-bit ARB_bindless_texture handle to a small integer table index, entirely on the still-shipping GL backend, with zero pixel change. This is the CPU-side half of the eventual Vulkan descriptor-array indexing model: a table index is the backend-neutral form (Vulkan indexes a descriptor array with it directly), while a raw bindless handle is GL-only. Landing the data-model change now, on GL, under a strict self-differential pixel gate, keeps it separate from V4c's much larger RHI-plumbing change (see docs/plans/2026-07-27-vulkan-campaign.md section 5.2 for why the table cannot be device-owned yet). Mechanism: mesh_modern.vert's BatchData struct carries `textureIndex` (a slot) instead of `textureHandle` (uvec2); the vertex shader looks the slot up in a new binding=9 storage buffer (GpuBindingModel.StorageTextureTable) and passes the reconstructed uvec2 handle to the fragment shader exactly as before, so mesh_modern.frag needed no change at all beyond the UBO-set macro below. The 16-byte std430 stride is unchanged (GpuBindingModel.GpuBatchDataStrideBytes); textureLayer/flags keep their offsets, so every existing CPU writer's layout is untouched. The handle->slot table (GlBindlessHandleTable, new, pure C#) is owned separately by WbDrawDispatcher and EnvCellRenderer rather than shared through a single TextureCache-owned instance: EnvCellRenderer never had a TextureCache dependency, and nothing requires index agreement between renderers since each rebinds its own binding=9 buffer immediately before its own draw call. This avoided threading a new constructor parameter through EnvCellRenderer (and its six test call sites) for no behavioral benefit. TextureCache and CompositeTextureArrayCache turned out to need no changes at all: they only ever produce raw ulong handles, and that production path is unaffected - the new indirection is entirely a WbDrawDispatcher/EnvCellRenderer-side concern, added exactly where each already assembles its per-batch GPU struct (ToInput, the copy-back loop, PrepareDeferredAlphaDraws for the RetailAlphaQueue path, and EnvCellRenderer's ModernBatchData construction). The table itself is a single non-ring buffer (unlike the per-frame triple-buffered SSBOs) because a genuinely new handle is rare - new dat surfaces/composite overrides, not every frame - so it flushes only when GlBindlessHandleTable.Dirty is set, mirroring how the existing texture caches already upload infrequently. Shader-side, introduced Rendering/Shaders/common.glsl as the shared preamble GL has no #include for: Shader.cs gained an `includeCommonPreamble` overload that splices the file's text in after the leading #version/#extension block (GLSL requires #version first). It declares the binding=9 table plus the ACDREAM_TEXTURE_HANDLE(idx) lookup macro, and a scaffolding ACDREAM_UBO_SET macro (a no-op under GL today, redefined to `set = 1,` when the Vulkan toolchain compiles this same source at V6+, per the campaign doc's set-1 UBO note) applied to both SceneLighting UBO declarations now so no later slice needs to touch them again. Tests: WbDrawDispatcherIndirectBuilderTests updated for the renamed IndirectGroupInput/BatchDataPublic fields; new ModernBatchDataLayoutTests (mirrors ClipFrameLayoutTests' role, but for EnvCellRenderer's GPU struct) and GlBindlessHandleTableTests (pure-CPU allocator behavior, including the zero-handle case, which is registered like any other handle rather than special-cased, since that's what reproduces the pre-V2 sampling result bit-for-bit). Gate: dotnet build -c Release green, dotnet test tests/AcDream.App.Tests -c Release green (3843 passed / 3 skipped, +9 over the 3834/3 baseline), and tools/run-offline-pixel-gate.ps1 passed with a 2.84e-05 differing-pixel fraction against the parent commit - within the documented ~33x same-commit noise margin. No divergence-register row: this introduces no retail behavior deviation. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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12 changed files with 550 additions and 49 deletions
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src/AcDream.App/Rendering/Shaders/common.glsl
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src/AcDream.App/Rendering/Shaders/common.glsl
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@ -0,0 +1,41 @@
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// Campaign V slice V2 shared preamble (docs/plans/2026-07-27-vulkan-campaign.md
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// §3.4, §5.2). GL has no #include, so AcDream.App.Rendering.Shader
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// concatenates this file's text into every shader source that opts in
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// (Shader(gl, vertPath, fragPath, includeCommonPreamble: true)), inserted
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// right after the leading #version / #extension block so it can declare new
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// layout bindings and macros before the rest of the shader body runs.
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//
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// --- set 1 (uniform buffers) ------------------------------------------------
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// GL keeps the SSBO and UBO binding-number namespaces separate, so today's
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// SceneLighting UBO (binding=1) never collides with BatchBuffer's SSBO
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// (also binding=1). Vulkan has ONE binding namespace per set, so the Vulkan
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// backend (from V6 on) moves every uniform buffer to its own set (1) to keep
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// both binding numbers. ACDREAM_UBO_SET is a no-op under GL today and is
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// redefined to `set = 1,` when the same source is compiled for Vulkan, so
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// applying it to every UBO layout now costs nothing and needs no source edit
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// at the call sites later.
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#define ACDREAM_UBO_SET
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// --- set 0 binding 9 / set 2 (the global texture table) --------------------
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// GL emulates Vulkan's set 2 variable-count sampled-texture descriptor array
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// (GpuBindingModel.TextureTableSet) with a plain storage buffer of packed
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// GL_ARB_bindless_texture handles at set 0 binding 9
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// (GpuBindingModel.StorageTextureTable). A batch/pass no longer carries a
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// 64-bit bindless handle directly into its GPU-visible struct; it carries a
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// small integer slot index into this table instead, which is what makes the
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// CPU-side data model backend-neutral (Campaign V slice V2). The table itself
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// — and every per-renderer GL-side handle-slot allocator that fills it
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// (WbDrawDispatcher, EnvCellRenderer, TerrainModernRenderer, ParticleRenderer)
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// — is deleted once each renderer moves onto IGpuDevice's own retirement-gated
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// table at V4c/V4d/V4e; see the campaign doc's §5.2 for why V2 cannot reach
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// that table yet.
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layout(std430, binding = 9) readonly buffer TextureTableBuf {
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uvec2 gTextureTable[];
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};
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// Looks up the packed bindless handle for table slot `idx`. Callers still
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// wrap the result in `sampler2DArray(...)` themselves at the use site (kept
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// explicit rather than folded into one sampler-returning macro) because every
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// existing call site already follows that exact pattern and a function cannot
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// return an opaque sampler type built from a runtime value in GLSL.
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#define ACDREAM_TEXTURE_HANDLE(idx) gTextureTable[idx]
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@ -27,7 +27,7 @@ struct Light {
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vec4 colorAndIntensity;
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vec4 coneAngleEtc;
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};
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layout(std140, binding = 1) uniform SceneLighting {
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layout(std140, ACDREAM_UBO_SET binding = 1) uniform SceneLighting {
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Light uLights[8];
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vec4 uCellAmbient;
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vec4 uFogParams;
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@ -9,8 +9,18 @@ struct InstanceData {
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mat4 transform;
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};
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// Campaign V slice V2 (2026-07-27): textureHandle (uvec2, a 64-bit
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// GL_ARB_bindless_texture handle) became textureIndex (uint) plus an explicit
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// pad word. textureIndex is a slot into the binding=9 handle table
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// (ACDREAM_TEXTURE_HANDLE, common.glsl) that main() below looks up once per
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// vertex to reconstruct the exact same uvec2 handle main() used to receive
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// directly — one indirection, identical value. The pad word keeps
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// textureLayer/flags at their original std430 offsets (8/12), so the struct
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// is still 16 bytes and every existing CPU writer's layout is unchanged
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// (GpuBindingModel.GpuBatchDataStrideBytes).
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struct BatchData {
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uvec2 textureHandle; // bindless handle for sampler2DArray
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uint textureIndex; // slot into the binding=9 handle table
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uint _pad; // keeps textureLayer/flags at offsets 8/12
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uint textureLayer; // layer in the shared WB or pooled composite array
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uint flags; // reserved — N.5 dispatcher owns all blend state
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// (glBlendFunc per pass). If a future phase wants
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@ -168,7 +178,7 @@ struct Light {
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vec4 colorAndIntensity;
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vec4 coneAngleEtc;
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};
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layout(std140, binding = 1) uniform SceneLighting {
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layout(std140, ACDREAM_UBO_SET binding = 1) uniform SceneLighting {
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Light uLights[8];
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vec4 uCellAmbient;
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vec4 uFogParams;
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@ -313,6 +323,9 @@ void main() {
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vTexCoord = aTexCoord;
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BatchData b = Batches[uDrawIDOffset + gl_DrawIDARB];
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vTextureHandle = b.textureHandle;
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// Campaign V slice V2: reconstruct the SAME uvec2 handle the shader used
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// to receive directly from BatchData, now via one binding=9 table lookup.
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// vTextureHandle's type and every downstream frag-shader use are unchanged.
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vTextureHandle = ACDREAM_TEXTURE_HANDLE(b.textureIndex);
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vTextureLayer = b.textureLayer;
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}
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