Adds the first-tick bootstrap diff: ToLoadNear for the (2*near+1)^2 inner
window, ToLoadFar for the outer annulus up to FarRadius. Uses Chebyshev
distance, matching existing Recenter convention.
Also renames the single-tier RecenterTo → RecenterToSingleTier to free
the canonical name for the upcoming two-tier overload (T5). Updates
StreamingRegionTests and StreamingController to call the renamed method.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Add NearRadius/FarRadius properties and a four-arg constructor
(centerX, centerY, nearRadius, farRadius). Radius is set to farRadius
so existing hysteresis math (unload threshold = Radius+2) uses the
outer ring as the bookkeeping boundary. Old three-arg constructor
becomes a thin wrapper: this(cx, cy, radius, radius) — no behaviour
change, 25 pre-existing streaming tests still pass.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Code review on commit 90a2027 flagged that HandleJob silently ignores
load.Kind. Add a TODO(A.5 T11/T16) comment at the case arm so the
unused field reads as a planned stub, not a bug.
No semantic change.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Adds TwoTierDiff — the five-list output of StreamingRegion.RecenterTo
(ToLoadFar/Near, ToPromote, ToDemote, ToUnload) per spec §4.2. Used by
T3–T6 (StreamingRegion) and T13 (StreamingController).
Extends LandblockStreamJob.Load with a LandblockStreamJobKind parameter
so the streaming worker can route far vs near vs promote jobs differently
(spec §4.3). Patches the one call site in LandblockStreamer.EnqueueLoad
with LoadNear as a placeholder that preserves today's full-load semantics
until T11 activates the worker thread and T16 routes by tier.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Deletes:
- TerrainChunkRenderer.cs (454 lines, replaced by TerrainModernRenderer)
- TerrainRenderer.cs (247 lines, older sibling, no production users)
- terrain.vert / terrain.frag (replaced by terrain_modern.{vert,frag})
Removes the temporary Task 8 perf-benchmark toggle (ACDREAM_LEGACY_TERRAIN
env var, _useLegacyTerrain field, parallel _terrainLegacy renderer
instance, [TERRAIN-DIAG/modern|legacy] label suffix). The modern path
is now the only path. Mirror N.5's mandatory-modern amendment: missing
GL_ARB_bindless_texture throws NotSupportedException at startup
(already in place via the BindlessSupport.TryCreate gate).
Three load-bearing research comments preserved verbatim from terrain.vert
into terrain_modern.vert before deletion: the MIN_FACTOR = 0.0 N-dot-L
floor block (cross-ref Lambert brightness split), the aPacked3 bit
layout, the gl_VertexID corner-table 2026-04-21 ConstructPolygons fix.
Also retires the now-orphaned _shader field (legacy terrain pipeline
was its only user).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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>
First diag flush fires ~5s after process start (Environment.TickCount64
threshold), but at that point only 1 sample may have been recorded if
the user is mid-login. The original `copy[copy.Length - nz / 2]` form
underflowed to copy[copy.Length] when nz=1 (nz/2=0), throwing
IndexOutOfRangeException at GameWindow.cs:8799 on the first OnRender
after login.
Fix: use `copy.Length - 1 - (nz - 1) / 2` for median (always >= 0 for
nz >= 1, returns the single sample for nz=1) and clamp the percentile
offset via `(nz - 1) * 0.05` for the same reason.
Caught by user's perf-baseline launch with ACDREAM_LEGACY_TERRAIN=1
(the benchmark toggle from 336ad34). The bug exists in T8 itself
regardless of the toggle.
Build green; existing tests still green.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Adds an ACDREAM_LEGACY_TERRAIN=1 env var that routes Draw through the
legacy TerrainChunkRenderer instead of the new TerrainModernRenderer.
Both renderers are constructed and fed AddLandblock/RemoveLandblock so
they stay in sync; only one is drawn per frame. The [TERRAIN-DIAG]
log line is labeled /modern or /legacy so the user can tell which
numbers they're capturing.
Removed in Task 9 along with TerrainChunkRenderer.cs, terrain.vert,
and terrain.frag.
Usage:
\$env:ACDREAM_LEGACY_TERRAIN = "1" # legacy mode
\$env:ACDREAM_LEGACY_TERRAIN = \$null # modern mode (default)
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Swap TerrainChunkRenderer → TerrainModernRenderer (drop-in: same
AddLandblock/RemoveLandblock/Draw interface). Pass BindlessSupport
to TerrainAtlas.Build so GetBindlessHandles() is callable. Load the
new terrain_modern shader pair and pass to the renderer ctor. Add
[TERRAIN-DIAG] rollup mirroring the existing [WB-DIAG] pattern.
Bindless detection moved above terrain construction so atlas + ctor
can consume BindlessSupport (was previously detected after — order
required for N.5b).
Visual verification at four scenes (Holtburg flat + sloped, Foundry,
sloped landblock) is the next gate.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Code review (Important #1): AddLandblock validated Vertices.Length but
not Indices.Length. The indices loop indexes meshData.Indices[0..383]
unconditionally — out-of-range input would throw IndexOutOfRangeException
instead of the clearer ArgumentException the vertex check raises. Today
LandblockMesh.Build always produces 384/384, so this is defensive
forward-compat for future mesh sources.
Code review (Important #2): The shader (terrain_modern.vert:gl_VertexID
% 6) only correctly picks the cell-corner index because we bake
`slot * VertsPerLandblock` into indices and 384 is a multiple of 6.
That invariant is now documented in a comment near the constant — anyone
changing it must audit the shader.
Build green: 0 errors / 0 warnings.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
The new terrain dispatcher. Single global VBO/EBO with a slot
allocator (one slot per landblock, 384 verts × 40 bytes per slot).
Per-frame: build DEIC array from visible slots, upload, dispatch
via glMultiDrawElementsIndirect. Atlas textures bound via bindless
handles set per-frame as sampler uniforms.
Total ~6-8 GL calls per frame for terrain regardless of visible
landblock count (vs today's per-LB binds at radius=2 → ~25 calls,
radius=5 → ~121 calls).
API mirrors TerrainChunkRenderer so GameWindow integration in T8 is
a drop-in field+ctor swap.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Fragment shader for the modern terrain dispatcher. Bit-identical math
to today's terrain.frag (per-cell maskBlend3 + Phase G fog + lightning
flash). Same #version 460 + GL_ARB_bindless_texture preamble change
as terrain_modern.vert. Sampling syntax unchanged — the bindless-ness
is invisible at the GLSL level.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Vertex shader for the modern terrain dispatcher. Bit-identical math
to today's terrain.vert (Phase 3c per-cell mesh + Phase G AdjustPlanes
lighting). The only structural change is the version + bindless
extension preamble — sampler access stays a regular sampler2DArray
uniform; bindless-ness is invisible at the GLSL level.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Add optional BindlessSupport ctor parameter + GetBindlessHandles()
method that returns (terrainHandle, alphaHandle) ulongs with both
textures made resident. Two-phase Dispose mirroring TextureCache
(MakeNonResident before DeleteTexture per ARB_bindless_texture spec).
Existing callers pass `Build(gl, dats)` unchanged; bindless = null
default keeps them working until T6/T8 wires the renderer.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Final cross-cutting review of N.5 found that Task 15's deletion of
mesh_instanced.vert/.frag left InstancedMeshRenderer orphaned —
ACDREAM_USE_WB_FOUNDATION=0 silently rendered terrain+sky only with
no entities. The SHIP commit's "[x] ACDREAM_USE_WB_FOUNDATION=0 still
works" claim was inaccurate.
Resolution: formal retirement of the legacy renderer path within N.5
instead of deferring to N.6.
Deleted:
- src/AcDream.App/Rendering/InstancedMeshRenderer.cs
- src/AcDream.App/Rendering/StaticMeshRenderer.cs
- src/AcDream.App/Rendering/Wb/WbFoundationFlag.cs
GameWindow simplified — capability detection is unconditional, missing
bindless throws NotSupportedException with a clear message at startup.
WbDrawDispatcher + mesh_modern shader load are mandatory after init.
No escape hatch.
GpuWorldState simplified — WbFoundationFlag.IsEnabled guards on
AddLandblock/RemoveLandblock removed; adapter calls are unconditional
when the adapter is non-null.
PendingSpawnIntegrationTests updated — WbFoundationFlag.ForTestsOnly_ForceEnable
static ctor removed (flag is gone; adapter calls are unconditional).
The ApplyLoadedTerrain physics-data loop was also simplified: the
EnsureUploaded sub-loop that fed InstancedMeshRenderer is gone;
_pendingCellMeshes is now explicitly cleared to prevent unbounded
accumulation (the worker thread still populates it, but WB handles
EnvCell geometry through its own pipeline).
Spec §2 Decision 5 + §10 Out-of-Scope updated. Plan ship-amendment
section added. Roadmap updated (N.5 ships with retirement; N.6 scope
narrowed to perf-only). CLAUDE.md "WB integration cribs" updated.
Perf baseline doc updated. WbDrawDispatcher class summary docstring
corrected to describe the as-shipped SSBO + multi-draw-indirect path.
ISSUES.md #51 updated (terrain not in N.5 scope; deferred to N.7).
Bindless support is now a hard requirement. Modern desktop GPUs
universally expose GL_ARB_bindless_texture + GL_ARB_shader_draw_parameters;
if a user hits the NotSupportedException, that's a real bug report
worth investigating, not a silent fallback.
Build: 0 errors, 0 warnings. Tests: 71/71 (Wb+MatrixComposition+TextureCacheBindless filter).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
mesh_instanced.vert + .frag deleted. WbDrawDispatcher always uses
mesh_modern when WB foundation is on. Legacy escape hatch
(ACDREAM_USE_WB_FOUNDATION=0 or bindless missing) runs through
InstancedMeshRenderer which has its own shader path — untouched.
GameWindow's else-branch removed; if bindless is missing, _meshShader
stays unloaded, _wbDrawDispatcher stays null, and _staticMesh is not
constructed (its guard requires _meshShader non-null). All downstream
_staticMesh usages were already null-safe (null-conditional operators
or explicit null guards). Two null-forgiving suppressors added at the
WbDrawDispatcher + SkyRenderer construction sites where the compiler
couldn't prove non-null but the logic guarantees it (both require
_bindlessSupport non-null, which implies _meshShader was assigned;
_textureCache is assigned unconditionally).
InstancedMeshRenderer.cs: the one reference to mesh_instanced was
a code comment (location 3 NOT used by mesh_instanced.vert) — not
a file load. Escape hatch code path is preserved; the shader comment
is now stale but low priority.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Adds median + 95th-percentile CPU + GPU dispatch time to the existing
5-second [WB-DIAG] rollup. CPU via Stopwatch (always running, cheap;
only logged under ACDREAM_WB_DIAG=1). GPU via two GL_TIME_ELAPSED
queries (opaque + transparent) wrapping each glMultiDrawElementsIndirect,
polled non-blocking via QueryResultAvailable on the next frame.
Sample window is 256 frames per signal; median + p95 reported.
Numbers populate the SHIP commit's perf table at Task 19.
Silk.NET naming note: GL_TIME_ELAPSED queries use QueryTarget.TimeElapsed
(confirmed present in Silk.NET.OpenGL 2.23.0 DLL). The 64-bit result is
read via GetQueryObject(..., out ulong) which dispatches to
glGetQueryObjectui64v; the int overload (glGetQueryObjectiv) is used for
the ResultAvailable poll, matching WorldBuilder's VisibilityManager pattern.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Locks in Decision 2 (Opaque + ClipMap → opaque indirect; AlphaBlend +
Additive + InvAlpha → transparent indirect). Catches future refactors
that drift the partition — silent visual regression otherwise (groups
rendered in the wrong pass with the wrong blend state).
Adds public static IsOpaquePublic shim on WbDrawDispatcher; the
underlying IsOpaque stays private.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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>
Code quality review caught:
- sizeofDEIC was a local; promoted to public const DrawCommandStride
so tests can reference it symbolically.
- BatchDataPublic layout invariant (size + field offsets) wasn't
asserted in tests. Added BatchDataPublic_LayoutMatchesPrivateBatchData
+ DrawCommandStride_MatchesStructSize tests to gate Task 10's
MemoryMarshal.Cast<BatchData, BatchDataPublic> safety.
- Plan doc updated: BatchDataPublic spec was Pack=4 (wrong — must
match private BatchData's Pack=8 for the cast to work). Implementation
was already correct; plan now matches.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Pure CPU helper that lays out a group list into a contiguous indirect
buffer (DrawElementsIndirectCommand[]) and parallel BatchData[] —
opaque section first, transparent section second. Returns counts +
byte offset for the transparent section.
Tests cover: spec §5 walk-through layout; empty group list edge case;
ClipMap classification (treated as opaque, not transparent).
Static + public so tests can exercise without a GL context. Task 10
wires it into the rewritten Draw() method.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Replaces uint TextureHandle (32-bit GL name) with ulong
BindlessTextureHandle (64-bit) in InstanceGroup + GroupKey + ResolveTexture
return type. Adds TextureLayer (always 0 for per-instance composites,
becomes meaningful when WB atlas is adopted in N.6).
ClassifyBatches now calls TextureCache.GetOrUpload*Bindless variants —
these return Texture2DArray-backed bindless handles (Task 3 work).
DrawGroup body throws NotImplementedException — Task 10 rewrites the
whole Draw() method to use glMultiDrawElementsIndirect, which makes
DrawGroup obsolete. CPU-only tests don't invoke DrawGroup so the build
+ test gates stay green; visual launch fails until Task 10 (intentional).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Code quality review caught that BatchData uses Pack=4 but contains a
ulong field. With the current field order (TextureHandle first), offset
0 is always 8-byte aligned so std430 works. But adding a 4-byte field
before TextureHandle without bumping Pack would silently misalign the
GPU struct. Pack=8 makes the alignment requirement explicit and adds
a comment documenting expected std430 offsets.
No runtime change — current offsets (0/8/12) are identical under both
Pack values for this field order.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Adds DrawElementsIndirectCommand struct (20-byte layout for
glMultiDrawElementsIndirect). Replaces _instanceVbo field on
WbDrawDispatcher with three buffers: _instanceSsbo (mat4[]),
_batchSsbo (BatchData[]), _indirectBuffer (DEIC[]). Adds BindlessSupport
constructor parameter — non-null required since the dispatcher is only
constructed when WB foundation is on (which implies bindless is present
per Task 6 capability detection).
Existing Draw() method substitutes _instanceVbo -> _instanceSsbo for
compile. Behavior is temporarily wrong (SSBO bound as ArrayBuffer for
per-vertex attribs); Tasks 9-10 fully rewrite the draw loop and the
per-frame uploads to use BindBufferBase + glMultiDrawElementsIndirect.
GameWindow construction site updated to add _bindlessSupport guard and
pass it as the new last argument to the constructor. Dispatcher is only
constructed when bindless is guaranteed present.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Code quality review caught:
- Silent failure when ARB_bindless_texture absent — the && short-circuit
meant the most common fallback case (no bindless on the GPU) had no
log, while ARB_shader_draw_parameters absent did log. Restructured to
three nested ifs so each failure path logs symmetrically.
- Redundant `bindless is not null` guard removed (TryCreate's non-null
guarantee covers it; the nested-if structure makes this implicit).
- HasShaderDrawParameters in BindlessSupport.cs replaced its manual
GL_NUM_EXTENSIONS scan with `gl.IsExtensionPresent(...)` — same
pattern WB uses, less code.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Detects ARB_bindless_texture + ARB_shader_draw_parameters at startup
when WbFoundationFlag is enabled. Stores BindlessSupport on GameWindow
and passes it to TextureCache so the parallel Texture2DArray upload
path is available to future bindless callers.
Mesh shader load remains mesh_instanced for now — Task 10 swaps to
mesh_modern after Tasks 7-9 rewire the dispatcher to consume the
bindless + SSBO + indirect machinery.
Capability missing → BindlessSupport stays null → TextureCache runs
without the bindless path → legacy callers (StaticMeshRenderer,
InstancedMeshRenderer, ParticleRenderer, current WbDrawDispatcher
draw loop) are unaffected.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Code quality review caught four issues:
- Unnecessary GL_ARB_bindless_texture extension in mesh_modern.vert
(vert doesn't use bindless types). Removed; only the frag needs it.
- SSBO binding=1 (BatchBuffer) and UBO binding=1 (SceneLighting) are
in distinct GL namespaces — added a comment in the vert documenting
this so Task 10's bind site doesn't get confused.
- Misleading "0=opaque, 1=transparent" comment expanded to spell out
the full Decision 2 two-pass alpha-test logic and what each discard
threshold protects against.
- BatchData.flags field is reserved; documented that N.5's dispatcher
owns all blend state, with a hook for future shader-side additive.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
New entity shaders for the WB modern rendering path. Modeled on WB's
StaticObjectModern.* but adapted to acdream's lighting model:
- Drops uActiveCells (we cull cells on CPU in WbDrawDispatcher)
- Drops uDrawIDOffset (full passes, no pagination)
- Drops uHighlightColor (deferred to Phase B.4 follow-up; field reserved
in InstanceData struct comment)
- Preserves mesh_instanced's SceneLighting UBO at binding=1 with 8 lights,
fog params, lightning flash, per-channel clamp — full visual identity
vert reads InstanceData[] @ binding=0 indexed by gl_BaseInstanceARB +
gl_InstanceID for the per-entity model matrix; reads BatchData[] @
binding=1 indexed by gl_DrawIDARB for the per-group bindless texture
handle + layer.
frag samples sampler2DArray reconstructed from a uvec2 bindless handle
+ uint layer. uRenderPass uniform picks two-pass alpha-test thresholds:
0 = opaque (discard alpha<0.95), 1 = transparent (discard alpha>=0.95
and alpha<0.05).
Not yet wired to the dispatcher — Task 6 sets up shader load + capability
detection in GameWindow; Task 7-10 rewrite the dispatcher to use SSBO +
glMultiDrawElementsIndirect.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Code quality review caught four issues:
- Critical: Dispose interleaved MakeNonResident + DeleteTexture per
entry, violating ARB_bindless_texture's "all handles non-resident
before any texture deletion" requirement. Reordered to two phases:
Phase 1 makes ALL bindless handles non-resident; Phase 2 deletes
ALL bindless textures; Phase 3 deletes legacy Texture2D textures.
- Important: per-call _bindless?.MakeNonResident replaced with a
single if (_bindless is not null) guard around the whole Phase 1
block — cleaner reasoning, one null check.
- Minor: test contract comment referenced wrong task number for
visual gate; corrected to match current plan.
- Minor: two abbreviated XML docs (GetOrUploadWithOrigTextureOverrideBindless,
GetOrUploadWithPaletteOverrideBindless) expanded to mention the
throw-on-null-bindless contract for IDE readers.
This fixup also completes Task 4's Dispose work — Task 4 will be
marked complete since this commit does its full job.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Adds three Bindless variants (GetOrUploadBindless,
GetOrUploadWithOrigTextureOverrideBindless,
GetOrUploadWithPaletteOverrideBindless) that decode + upload via
UploadRgba8AsLayer1Array (Texture2DArray) and cache in three new
dictionaries that mirror the legacy three-cache structure. Each entry
stores both the GL texture name (for Dispose cleanup in Task 4) and
the resident bindless handle.
Constructor gains optional BindlessSupport param; null keeps backward
compat. EnsureBindlessAvailable throws InvalidOperationException if
Bindless* methods are called without BindlessSupport (fail-fast vs
silent zero handle that would produce GPU faults).
Dispose extended to make handles non-resident before deleting the
underlying Texture2DArray names (bindless handles must be made
non-resident before the texture is deleted; skipping this causes
GPU faults on driver cleanup).
Marker test in TextureCacheBindlessTests documents the throw contract
for future engineers; real bindless integration is verified at
Task 14's visual gate.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Code quality review caught that the TexImage3D call dropped the
depth: and border: named arguments specified in the plan. The bare
positional `1, 0` is hard to disambiguate from the surrounding 10
parameters. Adds them back, no runtime change.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Adds UploadRgba8AsLayer1Array — uploads pixel data as a 1-layer
Texture2DArray. Existing UploadRgba8 (Texture2D) untouched, so legacy
callers (StaticMeshRenderer, InstancedMeshRenderer, ParticleRenderer,
WbDrawDispatcher's pre-rewrite path) keep working unchanged.
Required for Task 3's Bindless* methods which need the Texture2DArray
target so the WB modern shader can sample via sampler2DArray. Same
surface may be uploaded both ways during the N.5/N.6 transition;
doubling is bounded and acceptable. After N.6 retires legacy
renderers entirely, the legacy UploadRgba8 becomes unused and is
deleted.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Code quality review caught three related issues:
- _gl field stored but never used (TreatWarningsAsErrors=true would
catch this on a clean build, but better to fix it before it bites)
- GL constructor parameter became unused after dropping _gl
- IsAvailable => true is misleading: TryCreate's out parameter is
the canonical signal, the property carries no information
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Adds Silk.NET.OpenGL.Extensions.ARB 2.23.0 package and a thin
BindlessSupport wrapper exposing GetResidentHandle / MakeNonResident /
HasShaderDrawParameters. TryCreate returns false if the bindless
extension isn't present, letting WbFoundationFlag fall back to legacy.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Phase N.4 (Rendering Pipeline Foundation) ships. WbFoundationFlag
flips to default-on (== "1" → != "0"). WB's ObjectMeshManager is
now acdream's production mesh pipeline; WbDrawDispatcher is the
production draw path. Legacy InstancedMeshRenderer is retained as
ACDREAM_USE_WB_FOUNDATION=0 escape hatch until N.6 retires it.
Visual verification at Holtburg passed:
- Scenery (trees / rocks / fences / buildings) renders correctly
- Characters connected with full close-detail geometry (Issue #47
preserved — GfxObjDegradeResolver path intact)
- FPS substantially improved by grouped instanced draws + per-entity
AABB cull + opaque front-to-back sort + palette-hash memoization
Three high-value WB API gotchas surfaced during Task 26 visual
verification and are now documented in CLAUDE.md "WB integration
cribs" + plan Adjustments 7-9 + memory project_phase_n4_state.md:
1. ObjectMeshManager.IncrementRefCount only bumps a counter — does
NOT trigger mesh loading. Call PrepareMeshDataAsync explicitly.
2. ObjectRenderBatch.SurfaceId is unset — read batch.Key.SurfaceId.
3. Modern rendering (GL 4.3 + bindless = every modern GPU) packs
every mesh into ONE global VAO/VBO/IBO. Use
glDrawElementsInstancedBaseVertex(BaseInstance) with FirstIndex +
BaseVertex from the batch, not naive DrawElementsInstanced.
Plan doc flipped to Final state. Roadmap N.4 → Live ✓; N.5 rebranded
from "Terrain rendering" to "Modern rendering path" (bindless +
multi-draw indirect on top of N.4's foundation; terrain rendering
moves to N.5b). CLAUDE.md "Currently in flight" pointer updated to
N.5. New memory file project_phase_n4_state.md preserves the three
WB gotchas for cross-session continuity.
n4-verify*.log added to .gitignore.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Four small wins on top of the grouped-instanced refactor.
1. Drop unused animState lookup. Was a side-effect-free
_entitySpawnAdapter.GetState call per per-instance entity, made
redundant by the Issue #47 fix that trusts MeshRefs.
2. Front-to-back sort opaque groups. Squared distance from camera to
each group's first-instance translation; ascending sort. Lets the
GPU's depth test reject fragments behind closer geometry — real
win on dense scenes (Holtburg courtyard, Foundry interior).
3. Per-entity AABB frustum cull. 5m-radius AABB check per entity
before walking parts. Skips work for distant entities even when
their landblock is partially visible. Animated entities (other
characters, NPCs, monsters) bypass — they always need per-frame
work for animation regardless. Conservative radius covers typical
entity bounds; large outliers stay landblock-culled.
4. Memoize palette hash per entity. TextureCache.HashPaletteOverride
is now internal; new GetOrUploadWithPaletteOverride overload takes
a precomputed hash. The dispatcher computes it ONCE per entity and
reuses across every (part, batch) lookup, avoiding the per-batch
FNV-1a fold over SubPalettes. Trees / scenery without palette
overrides skip entirely (palHash stays 0).
Visual output unchanged; FPS up further, especially in dense scenes.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Three bugs surfaced and resolved during Task 26 visual verification.
1. **No-scenery + exploded characters**: WB's modern rendering path
(GL 4.3 + bindless) packs every mesh into a single global VAO/VBO/IBO
(GlobalMeshBuffer). Each batch references its slice via FirstIndex
(offset into IBO) + BaseVertex (offset into VBO). The dispatcher's
DrawElementsInstanced(indices=0) read offset 0 of the global IBO
for every entity — drawing the same first triangle from every
entity position. Switched to glDrawElementsInstancedBaseVertex(
BaseInstance) with the batch's offsets. Scenery + connected
characters now render correctly.
2. **Issue #47 character regression**: Adjustment 6 stored
AnimPartChanges on WorldEntity.PartOverrides using the raw
server-sent NewModelId (no degrade resolver applied). The
dispatcher's animState.ResolvePartGfxObj override path then
clobbered MeshRefs (which GameWindow's spawn code correctly
resolves to close-detail meshes via GfxObjDegradeResolver).
Result: humanoids drew low-detail (~14 verts/17 polys) base
meshes instead of close-detail (~32 verts/60 polys), losing
bicep / shoulder / back geometry. Fix: trust MeshRefs as the
source of truth and don't re-apply animState overrides at draw
time. AnimatedEntityState's overrides only matter for hot-swap
appearance updates (0xF625) which today rebuild MeshRefs anyway.
3. **Performance — sub-100 FPS on Holtburg**: per-entity
single-instance draws meant ~16K glDraw calls/frame plus a
64-byte glBufferSubData per call. Refactored to grouped
instanced rendering: bucket all (entity, batch) pairs by
GroupKey(Ibo, FirstIndex, BaseVertex, IndexCount, TextureHandle,
Translucency); upload all matrices in ONE BufferData call;
one glDrawElementsInstancedBaseVertexBaseInstance per group
with BaseInstance pointing at the group's slice in the shared
instance VBO. Down from ~16K to a few hundred draws/frame
(~30× fewer). Bind VAO once per frame (modern WB shares one
global VAO). Removed redundant per-draw VertexAttribPointer
(VAO captures that state).
Result: Holtburg renders correctly with characters showing full
detail; FPS climbed substantially. Two more bugs (mesh loading
+ batch.Key.SurfaceId) were fixed in the prior commit (943652d).
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Task 26 visual verification surfaced three bugs in the dispatcher.
Two are fixed here; the third is documented as a remaining issue.
1. WB's IncrementRefCount only bumps a usage counter — it does NOT
trigger mesh loading. Fixed in WbMeshAdapter.IncrementRefCount:
call PrepareMeshDataAsync(id, isSetup: false) on first registration.
Result auto-enqueues to _stagedMeshData (line 510 of WB's
ObjectMeshManager) which Tick() drains onto the GPU.
2. EntitySpawnAdapter never registered per-instance entity meshes
with WB. LandblockSpawnAdapter only registers atlas-tier
(ServerGuid == 0); per-instance entities fell through. Fixed by
adding optional IWbMeshAdapter constructor param + tracking unique
GfxObj ids per server-guid for IncrementRefCount on OnCreate /
DecrementRefCount on OnRemove.
3. WbDrawDispatcher.ResolveTexture used batch.SurfaceId which WB
never populates (line 1746 of ObjectMeshManager only sets
batch.Key — the TextureKey struct that has SurfaceId). Switched
to batch.Key.SurfaceId.
Plus diagnostic counters (ACDREAM_WB_DIAG=1) for entity-seen / drawn
/ mesh-missing / draws-issued counts.
Status: with these fixes the dispatcher now issues real draw calls
(~16K/frame, validated via diagnostic). However visual verification
shows characters appear "exploded" (parts spaced too far apart) and
scenery (trees/rocks/fences/buildings) does not appear. Root cause
analysis pending — Adjustment 7 in the plan documents the deferred
work. Flag stays default-off; legacy renderer remains the
production path.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
WbDrawDispatcher draws all entities through WB's ObjectRenderData
(VAO/VBO per GfxObj, per-batch IBO) using acdream's TextureCache for
texture resolution. Two-pass rendering (opaque+ClipMap, then
translucent) matching the existing InstancedMeshRenderer pattern.
Per-entity single-instance drawing for N.4 simplicity — true
instancing grouping deferred to N.6.
Atlas-tier entities: mesh from WB, texture from TextureCache via
batch SurfaceId. Per-instance-tier entities: AnimatedEntityState
drives part overrides + hidden-parts, palette/surface overrides
resolve through TextureCache's composite-key caches.
Side-table population (Task 23 folded in): WbMeshAdapter now takes
DatCollection and populates AcSurfaceMetadataTable on first
IncrementRefCount per GfxObj. The side-table provides TranslucencyKind
(critical for ClipMap alpha-test on vegetation) plus Luminosity,
Diffuse, SurfOpacity, NeedsUvRepeat, DisableFog for sky-pass and
lighting.
GameWindow wiring: when WbFoundationFlag is enabled, WbDrawDispatcher
draws everything and InstancedMeshRenderer is skipped. Flag-off path
is unchanged.
Matrix composition: restPose * animOverride * entityWorld, matching
the spec. Three MatrixCompositionTests verify the contract.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Resolves Adjustment 4 (Option A): WorldEntity now carries the server-
sent AnimPartChange data as PartOverrides and a HiddenPartsMask bitmask.
EntitySpawnAdapter.OnCreate populates AnimatedEntityState from these
fields at spawn time. GameWindow's CreateObject handler converts the
network-layer AnimPartChange records into lightweight PartOverride
structs.
This unblocks Task 22: the WbDrawDispatcher can now resolve per-part
GfxObj overrides and hidden-part suppression from entity state.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Routes server-spawned (CreateObject) entities through the per-instance
rendering path. Filter: ServerGuid != 0. Atlas-tier entities (procedural,
ServerGuid == 0) flow through LandblockSpawnAdapter (Task 11) instead.
For entities with PaletteOverride set, walks each MeshRef.SurfaceOverrides
map and calls TextureCache.GetOrUploadWithPaletteOverride to pre-warm the
palette-composed GL texture before the first draw. Surfaces not in the
SurfaceOverrides map (i.e. whose ids are only known after opening the GfxObj
dat) are decoded lazily by the draw dispatcher on first use, consistent with
StaticMeshRenderer.
Builds AnimatedEntityState per server-guid via injected sequencer factory
(Func<WorldEntity, AnimationSequencer>). The factory decouples the adapter
from DatCollection so tests pass a stub lambda without a GL context.
OnRemove releases per-entity state. Unknown guids no-op.
Introduces ITextureCachePerInstance: thin seam interface over the palette
decode path so EntitySpawnAdapter tests can use a CapturingTextureCache
mock without constructing a GL context. TextureCache implements it.
Adjustment 4 documented in source comments: WorldEntity does not currently
expose HiddenPartsMask or AnimPartChanges (they are consumed upstream in the
network layer before the WorldEntity is built). HideParts / SetPartOverride
calls are placeholder TODO'd for when those fields are promoted.
Wired into GpuWorldState.AppendLiveEntity (OnCreate) and
RemoveEntityByServerGuid (OnRemove). Constructed in GameWindow under the
ACDREAM_USE_WB_FOUNDATION flag alongside LandblockSpawnAdapter. Sequencer
factory captures _dats + _animLoader at construction time; falls back to an
empty Setup + MotionTable via NullAnimLoader when dats are unavailable.
10 new tests: server-spawn routing, atlas-tier skip, palette decode pre-warm
(with and without surface overrides), OnRemove lifecycle, unknown-guid noop,
multi-entity isolation. All pass; 8 pre-existing failures unchanged.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Per-entity render state for the per-instance rendering tier
(server-spawned characters / creatures / equipped items). Holds:
- partGfxObjOverrides: Dictionary<int, ulong> — AnimPartChange swaps
(e.g. wielding a weapon replaces a hand-part's GfxObj).
- hiddenMask: ulong — HiddenParts bitmask. Bit i set hides part i.
- AnimationSequencer reference — N.4 doesn't touch the sequencer;
this just exposes it for the draw dispatcher.
Public API: HideParts / IsPartHidden / SetPartOverride /
TryGetPartOverride / ResolvePartGfxObj. Bounds-checked
(partIdx < 0 or >= 64 → IsPartHidden returns false).
Twelve tests covering the type, the AnimPartChange resolution helper,
and the HiddenParts bitmask edge cases (theories for 0b0/0b1/MSB/all-ones,
plus negative-index + out-of-range guards).
Consumed by Task 17's EntitySpawnAdapter (creates one per CreateObject)
and Task 22's WbDrawDispatcher (reads via per-part draw loop).
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Without this, ObjectMeshManager.StagedMeshData and
OpenGLGraphicsDevice._glThreadQueue grow unbounded as background
workers prep mesh data + queue GL actions. Visual stress test of
flag-on at radius 7 showed real FPS drop and rising frame latency
from this leak.
Tick() drains both queues:
1. _graphicsDevice.ProcessGLQueue() applies pending GL state.
2. Loop _meshManager.StagedMeshData.TryDequeue -> UploadMeshData
to materialize VAO/VBO/IBO for each prepared mesh.
Wired into GameWindow's render loop before draw work begins.
No-op when adapter is uninitialized or disposed.
Pattern matches WB's reference ObjectRenderManagerBase.ProcessUploads
without the prioritization heuristics (we're not yet drawing the
results — Task 22's WbDrawDispatcher will add prioritization when
visual budget matters).
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Verifies Task 12's GpuWorldState wiring preserves the pending-spawn
list mechanism:
1. Live entity parked before its landblock loads — pending count = 1,
adapter not called yet.
2. Landblock arrives with its own atlas-tier entity AND drains the
pending live entity. Adapter sees ONLY the atlas-tier GfxObj
(server-spawned drained entity is filtered by ServerGuid != 0).
3. Live entity arriving AFTER landblock load goes straight to flat
view; adapter is not re-invoked.
4. Landblock unload decrements match load increments.
Three integration tests confirm the existing pending-spawn drain
semantics work correctly with the new adapter, and per-instance-tier
entities (server-spawned) never leak into WB's atlas pipeline.
To exercise the adapter code path (which GpuWorldState gates on
WbFoundationFlag.IsEnabled) without requiring the env var set before
process startup, WbFoundationFlag gains an internal
ForTestsOnly_ForceEnable() method and AcDream.App exposes internals
to AcDream.Core.Tests via InternalsVisibleTo.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
GpuWorldState's constructor accepts an optional LandblockSpawnAdapter.
AddLandblock calls OnLandblockLoaded with the post-merge loaded record;
RemoveLandblock calls OnLandblockUnloaded with the landblock id at the
top of the method (before state mutation).
Both calls are gated behind WbFoundationFlag.IsEnabled — no behavioral
change with flag off (existing tests pass without modification).
GameWindow constructs the adapter under the flag and threads it into
GpuWorldState. With flag on, atlas-tier scenery now drives WB ref
counts; per-instance entities (ServerGuid != 0) are filtered out by
the adapter and don't reach WB.
Foundation for Task 13 (memory budget verification under stress).
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Bridges LoadedLandblock load/unload events to IWbMeshAdapter ref counts.
Tier-aware by design: walks WorldEntity collection filtered by
ServerGuid == 0 (procedural / atlas-tier only). Server-spawned entities
are skipped — those will go through EntitySpawnAdapter (Task 17).
Per-landblock id-set snapshot ensures unload pairs 1:1 with load even
when underlying data is released. Duplicate-load idempotency for
defensive resilience to streaming-controller bugs.
Six tests: registers per unique id; dedups across entities; skips
server-spawned; unload matches load; unknown landblock no-ops;
duplicate load no-ops.
Wiring into GpuWorldState lands in Task 12.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Smoke test flag-on showed characters/NPCs disappearing along with
static scenery. Root cause: Task 9 routed all
InstancedMeshRenderer.EnsureUploaded calls through WB. But that
renderer is used for BOTH tiers in production — character per-part
spawn (line 2302, per-instance) AND streaming-loader spawns (lines
5137 + 5155, atlas).
The renderer is tier-blind by design. Tier-routing belongs at the
spawn-callback layer per the spec's data-flow section:
- LandblockSpawnAdapter (Task 11) calls IncrementRefCount per
unique GfxObj — atlas-tier only.
- EntitySpawnAdapter (Task 17) routes through per-instance path
via TextureCache.GetOrUploadWithPaletteOverride.
This commit removes the sentinel pattern + 4 sentinel-skip checks
from InstancedMeshRenderer. Kept the _wbMeshAdapter constructor
parameter (unused for now) so GameWindow's wire-up doesn't shift.
Kept all the real WB pipeline construction in WbMeshAdapter
(it's the substrate routing will use in Week 2).
Verified flag-on === flag-off post-revert.
Plan updated with Adjustment 2 explaining the discovery + correct
architectural placement for routing.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
WbMeshAdapter now actually constructs the WB pipeline:
- OpenGLGraphicsDevice(gl, logger, DebugRenderSettings)
- DefaultDatReaderWriter(datDir) — opens its own file handles for now
(memory cost ~50-100MB of duplicate index caches, acceptable for
foundation work per plan Adjustment 1)
- ObjectMeshManager(graphicsDevice, dats, NullLogger)
InstancedMeshRenderer.EnsureUploaded routes through the adapter when
ACDREAM_USE_WB_FOUNDATION=1 is set; uses a WbManagedSentinel entry
in the local cache to mark "this GfxObj lives in WB now". CollectGroups
skips sentinel entries; both Draw passes skip them; Dispose skips them
(no GL resources to free — ObjectMeshManager owns those). Task 22's
WbDrawDispatcher will eventually draw WB-managed objects. With flag
off, behavior is byte-identical to before.
WbMeshAdapter constructor signature changed from (GL, DatCollection,
Logger) to (GL, string datDir, Logger). Updated tests to use
CreateUninitialized() for behavior tests and single null-GL guard test
for constructor validation. GameWindow updated to pass _datDir and to
wire _wbMeshAdapter into InstancedMeshRenderer.
AcDream.App.csproj gets direct ProjectReferences to WorldBuilder.Shared
and Chorizite.OpenGLSDLBackend — project refs are not transitive in
.NET, so AcDream.App must list them explicitly even though AcDream.Core
already references them.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>