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>
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4 changed files with 45 additions and 23 deletions
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@ -6364,7 +6364,11 @@ public sealed class GameWindow : IDisposable
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else
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_terrain?.Draw(camera, frustum, neverCullLandblockId: playerLb);
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_terrainCpuStopwatch.Stop();
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_terrainCpuSamples[_terrainCpuSampleCursor] = (long)(_terrainCpuStopwatch.Elapsed.TotalMicroseconds);
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// Multiply by 100 then divide by 100 in the diag print to keep
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// 0.01 µs precision in the long-typed sample buffer. Terrain Draw
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// is sub-microsecond on simple scenes; truncating to integer µs
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// would round nearly every sample to 0.
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_terrainCpuSamples[_terrainCpuSampleCursor] = (long)(_terrainCpuStopwatch.Elapsed.TotalMicroseconds * 100.0);
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_terrainCpuSampleCursor = (_terrainCpuSampleCursor + 1) % _terrainCpuSamples.Length;
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MaybeFlushTerrainDiag();
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@ -8778,10 +8782,13 @@ public sealed class GameWindow : IDisposable
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long now = Environment.TickCount64;
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if (now - _terrainLastDiagTick <= 5000) return;
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long cpuMedUs = TerrainDiagMedianMicros(_terrainCpuSamples);
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long cpuP95Us = TerrainDiagPercentile95Micros(_terrainCpuSamples);
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// Samples are stored as microseconds × 100 (so 1.23 µs becomes 123 long).
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long cpuMedHundredthsUs = TerrainDiagMedianMicros(_terrainCpuSamples);
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long cpuP95HundredthsUs = TerrainDiagPercentile95Micros(_terrainCpuSamples);
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double cpuMedUs = cpuMedHundredthsUs / 100.0;
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double cpuP95Us = cpuP95HundredthsUs / 100.0;
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Console.WriteLine(
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$"[TERRAIN-DIAG{(_useLegacyTerrain ? "/legacy" : "/modern")}] cpu_ms={cpuMedUs / 1000.0:F2}/{cpuP95Us / 1000.0:F2} " +
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$"[TERRAIN-DIAG{(_useLegacyTerrain ? "/legacy" : "/modern")}] cpu_us={cpuMedUs:F2}m/{cpuP95Us:F2}p95 " +
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$"draws={_terrain?.VisibleSlots ?? 0}/frame " +
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$"visible={_terrain?.VisibleSlots ?? 0} " +
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$"loaded={_terrain?.LoadedSlots ?? 0} " +
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