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