phase(N.5) Task 10: glMultiDrawElementsIndirect dispatch — visual verified

Replaces WbDrawDispatcher's per-group glDrawElementsInstancedBaseVertexBaseInstance
loop with two glMultiDrawElementsIndirect calls (opaque + transparent).
Per-frame uploads three SSBOs:
- _instanceSsbo @ binding=0 (mat4 per instance, indexed by gl_BaseInstanceARB + gl_InstanceID)
- _batchSsbo @ binding=1 (BatchData per group, indexed by gl_DrawIDARB)
- _indirectBuffer (DrawElementsIndirectCommand[] — opaque first, transparent second)

GameWindow swaps the shader load to mesh_modern when _bindlessSupport
is non-null. Capability detection + shader load now run in the right
order (capability before TextureCache + before Shader).

Deletes the obsolete DrawGroup stub, EnsureInstanceAttribs, _instanceBuffer,
_patchedVaos. ClassifyBatches + ResolveTexture already migrated in
Task 8 to use ulong bindless handles.

BuildIndirectArrays (Task 9) wired in: _opaqueDraws + _translucentDraws
are flattened into IndirectGroupInput[], laid out via the helper into
contiguous indirect commands + parallel BatchData[]. opaqueByteOffset=0,
transparentByteOffset = opaqueCount × DrawCommandStride.

Visual verification (USER GATE) PASS: Holtburg courtyard renders
identical to N.4 — terrain, scenery, characters, NPCs all visible
without artifacts. [N.5] modern path capabilities present + mesh_modern
shader loaded log lines confirm the boot path. [WB-DIAG] hot-path
counters show healthy entity/draw activity.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
Erik 2026-05-08 20:51:49 +02:00
parent b163c53622
commit f533414edf
2 changed files with 123 additions and 95 deletions

View file

@ -970,9 +970,9 @@ public sealed class GameWindow : IDisposable
Path.Combine(shadersDir, "terrain.vert"),
Path.Combine(shadersDir, "terrain.frag"));
_meshShader = new Shader(_gl,
Path.Combine(shadersDir, "mesh_instanced.vert"),
Path.Combine(shadersDir, "mesh_instanced.frag"));
// mesh_instanced is the default; Task 10 (N.5) moves the final shader
// selection to after capability detection so mesh_modern can be chosen
// when bindless + ARB_shader_draw_parameters are available. See below.
// Phase G.1/G.2: shared scene-lighting UBO. Stays bound at
// binding=1 for the lifetime of the process — every shader that
@ -1447,6 +1447,23 @@ public sealed class GameWindow : IDisposable
}
}
// N.5 Task 10: load mesh_modern when both extensions are present;
// fall back to mesh_instanced otherwise. Must be after capability
// detection so _bindlessSupport is known.
if (_bindlessSupport is not null)
{
_meshShader = new Shader(_gl,
Path.Combine(shadersDir, "mesh_modern.vert"),
Path.Combine(shadersDir, "mesh_modern.frag"));
Console.WriteLine("[N.5] mesh_modern shader loaded");
}
else
{
_meshShader = new Shader(_gl,
Path.Combine(shadersDir, "mesh_instanced.vert"),
Path.Combine(shadersDir, "mesh_instanced.frag"));
}
_textureCache = new TextureCache(_gl, _dats, _bindlessSupport);
// Two persistent GL sampler objects (Repeat + ClampToEdge) so
// the sky pass can pick wrap mode per submesh without mutating