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