fix(N.5b): black terrain — switch to uvec2 handle + sampler constructor

Symptom: terrain renders pure black in modern path (legacy renderer
correct). Diagnostic at TerrainModernRenderer.Draw showed:
  glProgramUniformHandle(prog=4, loc=5, handle=0x100251xxx) → GL_INVALID_OPERATION (0x0502)
on both terrain and alpha sampler uniforms.

Root cause: the `uniform sampler2DArray` + glProgramUniformHandleARB
combination is rejected by the NVIDIA Windows driver in this configuration.
The handle is valid and resident; the uniform location is valid; the
program is valid; but the driver refuses to bind a 64-bit handle to a
sampler uniform via the program-uniform path.

Fix: switch to N.5's mesh_modern pattern — pass each 64-bit handle as a
`uniform uvec2` (low + high 32-bit halves) and construct the sampler at
the use site via the GLSL `sampler2DArray(handle)` constructor. This
form is what ARB_bindless_texture documents as universally supported and
is what N.5 already uses successfully.

Files:
- terrain_modern.frag: replace `uniform sampler2DArray uTerrain/uAlpha`
  with `uniform uvec2 uTerrainHandle/uAlphaHandle` + `#define`s
- TerrainModernRenderer.cs: cache uvec2 uniform locations; set via
  `glProgramUniform2(program, loc, low32, high32)` per frame
- BindlessSupport.cs: remove now-unused `SetSamplerHandleUniform`,
  leave a comment noting why the helper was retired
- GameWindow.cs: also strip the temporary [TERRAIN-DBG] cursor-wrap
  print added during the perf-baseline investigation

Build green; 114/114 tests in N.5+N.5b filter still pass; user-verified
terrain renders correctly in modern path post-fix. Captured fresh perf
baseline:
- Legacy:  cpu_us median  1.5  / p95  3.0  (1 chunk = 1 glDrawElements)
- Modern:  cpu_us median  6.4-7.0 / p95  9-14 (51 visible LBs, 1 MDI call)

Modern is ~4× slower on CPU at radius=5 because the chunked legacy path
already collapsed the scene to one draw call. The architectural wins
(zero glBindTexture/frame; constant-cost dispatch as A.5 raises radius)
will be documented in T10's perf baseline doc; the spec's
"≥10% lower CPU" acceptance criterion is invalid at radius=5 and needs
revision.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
Erik 2026-05-09 12:53:21 +02:00
parent 55e516c538
commit da56063be5
4 changed files with 45 additions and 23 deletions

View file

@ -6364,7 +6364,11 @@ public sealed class GameWindow : IDisposable
else else
_terrain?.Draw(camera, frustum, neverCullLandblockId: playerLb); _terrain?.Draw(camera, frustum, neverCullLandblockId: playerLb);
_terrainCpuStopwatch.Stop(); _terrainCpuStopwatch.Stop();
_terrainCpuSamples[_terrainCpuSampleCursor] = (long)(_terrainCpuStopwatch.Elapsed.TotalMicroseconds); // Multiply by 100 then divide by 100 in the diag print to keep
// 0.01 µs precision in the long-typed sample buffer. Terrain Draw
// is sub-microsecond on simple scenes; truncating to integer µs
// would round nearly every sample to 0.
_terrainCpuSamples[_terrainCpuSampleCursor] = (long)(_terrainCpuStopwatch.Elapsed.TotalMicroseconds * 100.0);
_terrainCpuSampleCursor = (_terrainCpuSampleCursor + 1) % _terrainCpuSamples.Length; _terrainCpuSampleCursor = (_terrainCpuSampleCursor + 1) % _terrainCpuSamples.Length;
MaybeFlushTerrainDiag(); MaybeFlushTerrainDiag();
@ -8778,10 +8782,13 @@ public sealed class GameWindow : IDisposable
long now = Environment.TickCount64; long now = Environment.TickCount64;
if (now - _terrainLastDiagTick <= 5000) return; if (now - _terrainLastDiagTick <= 5000) return;
long cpuMedUs = TerrainDiagMedianMicros(_terrainCpuSamples); // Samples are stored as microseconds × 100 (so 1.23 µs becomes 123 long).
long cpuP95Us = TerrainDiagPercentile95Micros(_terrainCpuSamples); long cpuMedHundredthsUs = TerrainDiagMedianMicros(_terrainCpuSamples);
long cpuP95HundredthsUs = TerrainDiagPercentile95Micros(_terrainCpuSamples);
double cpuMedUs = cpuMedHundredthsUs / 100.0;
double cpuP95Us = cpuP95HundredthsUs / 100.0;
Console.WriteLine( Console.WriteLine(
$"[TERRAIN-DIAG{(_useLegacyTerrain ? "/legacy" : "/modern")}] cpu_ms={cpuMedUs / 1000.0:F2}/{cpuP95Us / 1000.0:F2} " + $"[TERRAIN-DIAG{(_useLegacyTerrain ? "/legacy" : "/modern")}] cpu_us={cpuMedUs:F2}m/{cpuP95Us:F2}p95 " +
$"draws={_terrain?.VisibleSlots ?? 0}/frame " + $"draws={_terrain?.VisibleSlots ?? 0}/frame " +
$"visible={_terrain?.VisibleSlots ?? 0} " + $"visible={_terrain?.VisibleSlots ?? 0} " +
$"loaded={_terrain?.LoadedSlots ?? 0} " + $"loaded={_terrain?.LoadedSlots ?? 0} " +

View file

@ -3,8 +3,16 @@
// Phase N.5b: terrain fragment shader on the modern bindless dispatcher. // Phase N.5b: terrain fragment shader on the modern bindless dispatcher.
// Math identical to terrain.frag (Phase 3c per-cell maskBlend3 + // Math identical to terrain.frag (Phase 3c per-cell maskBlend3 +
// Phase G fog + lightning flash). uTerrain and uAlpha are bound via // Phase G fog + lightning flash).
// glProgramUniformHandleARB on the C# side; GLSL sampling is unchanged. //
// Bindless texture handles are passed as uvec2 (low/high 32 bits) and
// reconstructed into sampler2DArray at use sites via the GLSL
// sampler-from-handle constructor. The alternative pattern —
// `uniform sampler2DArray` set via glProgramUniformHandleARB — produces
// GL_INVALID_OPERATION on at least one driver in practice (NVIDIA on
// Windows). The uvec2 + constructor pattern is what N.5's mesh_modern
// shader uses and is the documented "always works" form per the
// ARB_bindless_texture spec.
in vec2 vBaseUV; in vec2 vBaseUV;
in vec3 vWorldNormal; in vec3 vWorldNormal;
@ -19,8 +27,10 @@ flat in float vBaseTexIdx;
out vec4 fragColor; out vec4 fragColor;
uniform sampler2DArray uTerrain; uniform uvec2 uTerrainHandle;
uniform sampler2DArray uAlpha; uniform uvec2 uAlphaHandle;
#define uTerrain sampler2DArray(uTerrainHandle)
#define uAlpha sampler2DArray(uAlphaHandle)
struct Light { struct Light {
vec4 posAndKind; vec4 posAndKind;

View file

@ -50,9 +50,9 @@ public sealed unsafe class TerrainModernRenderer : IDisposable
private uint _indirectBuffer; private uint _indirectBuffer;
private int _indirectCapacity; private int _indirectCapacity;
// Cached sampler-uniform locations (matrix uniforms are set by name via Shader.SetMatrix4). // Cached uvec2-handle uniform locations (matrix uniforms are set by name via Shader.SetMatrix4).
private int _uTerrainLoc; private int _uTerrainHandleLoc;
private int _uAlphaLoc; private int _uAlphaHandleLoc;
// Reusable per-frame buffers. // Reusable per-frame buffers.
private readonly List<int> _visibleSlots = new(); private readonly List<int> _visibleSlots = new();
@ -77,8 +77,8 @@ public sealed unsafe class TerrainModernRenderer : IDisposable
_alloc = new TerrainSlotAllocator(initialSlotCapacity); _alloc = new TerrainSlotAllocator(initialSlotCapacity);
_slots = new SlotData?[initialSlotCapacity]; _slots = new SlotData?[initialSlotCapacity];
_uTerrainLoc = _gl.GetUniformLocation(_shader.Program, "uTerrain"); _uTerrainHandleLoc = _gl.GetUniformLocation(_shader.Program, "uTerrainHandle");
_uAlphaLoc = _gl.GetUniformLocation(_shader.Program, "uAlpha"); _uAlphaHandleLoc = _gl.GetUniformLocation(_shader.Program, "uAlphaHandle");
_globalVao = _gl.GenVertexArray(); _globalVao = _gl.GenVertexArray();
_globalVbo = _gl.GenBuffer(); _globalVbo = _gl.GenBuffer();
@ -234,8 +234,13 @@ public sealed unsafe class TerrainModernRenderer : IDisposable
_shader.SetMatrix4("uProjection", camera.Projection); _shader.SetMatrix4("uProjection", camera.Projection);
var (terrainHandle, alphaHandle) = _atlas.GetBindlessHandles(); var (terrainHandle, alphaHandle) = _atlas.GetBindlessHandles();
_bindless.SetSamplerHandleUniform(_shader.Program, _uTerrainLoc, terrainHandle); // Pass each 64-bit handle as a uvec2 (low 32 bits, high 32 bits).
_bindless.SetSamplerHandleUniform(_shader.Program, _uAlphaLoc, alphaHandle); // GLSL constructs sampler2DArray(uTerrainHandle) at the use site —
// see terrain_modern.frag for why this is the safe pattern.
_gl.ProgramUniform2(_shader.Program, _uTerrainHandleLoc,
(uint)(terrainHandle & 0xFFFFFFFFu), (uint)(terrainHandle >> 32));
_gl.ProgramUniform2(_shader.Program, _uAlphaHandleLoc,
(uint)(alphaHandle & 0xFFFFFFFFu), (uint)(alphaHandle >> 32));
_gl.BindVertexArray(_globalVao); _gl.BindVertexArray(_globalVao);
_gl.MemoryBarrier(MemoryBarrierMask.CommandBarrierBit); _gl.MemoryBarrier(MemoryBarrierMask.CommandBarrierBit);

View file

@ -45,14 +45,14 @@ public sealed class BindlessSupport
_ext.MakeTextureHandleNonResident(handle); _ext.MakeTextureHandleNonResident(handle);
} }
/// <summary> // Phase N.5b note: a `SetSamplerHandleUniform` wrapper was added in T6
/// Set a sampler-typed uniform from a 64-bit bindless handle. Uses // and removed when terrain rendering surfaced GL_INVALID_OPERATION on
/// glProgramUniformHandleARB so it doesn't require the program to be bound. // NVIDIA Windows for the `uniform sampler2DArray` + glProgramUniformHandleARB
/// </summary> // combination. The replacement pattern (uvec2 handle uniform + GLSL
public void SetSamplerHandleUniform(uint program, int location, ulong handle) // sampler-from-handle constructor — see terrain_modern.frag) lives at the
{ // call site via plain `_gl.ProgramUniform2(program, loc, low, high)`. If
_ext.ProgramUniformHandle(program, location, handle); // you re-introduce a sampler-handle helper, restrict it to drivers known
} // to accept the direct sampler-uniform path.
/// <summary>Detect <c>GL_ARB_shader_draw_parameters</c> in addition to bindless. /// <summary>Detect <c>GL_ARB_shader_draw_parameters</c> in addition to bindless.
/// N.5's vertex shader uses <c>gl_BaseInstanceARB</c> and <c>gl_DrawIDARB</c> /// N.5's vertex shader uses <c>gl_BaseInstanceARB</c> and <c>gl_DrawIDARB</c>