Commit graph

15 commits

Author SHA1 Message Date
Erik
9aaf97e785 Revert "Campaign V slice V4a" - it lost world multisampling
This reverts ceec3bc4. Two independent reasons, either sufficient.

The rendering regression. The slice deleted TextRenderGlStateScope, which
saved GL_MULTISAMPLE and GL_SAMPLE_ALPHA_TO_COVERAGE on entry, disabled them
for the text pass, and restored them on exit (TextRenderGlStateScope.cs:111-112
and 153-154 at the parent commit). Its replacement bakes that state into the
text pipeline but nothing restores it, and GlGpuPassEncoder.Dispose does not
either. Every world renderer is still raw GL at this point in the campaign, so
from the first UI frame onward the world drew with multisampling disabled.

The offline pixel gate caught it: 1,791 of 563,200 compared pixels differed,
0.318% against a 0.001 threshold. The commit message attributed this to
wall-clock-driven ambient animation shifting phase, and committed through the
failure. That explanation does not survive its own control: capturing twice at
the reverted-to commit differs by 19 pixels and twice at the slice's own commit
by 8, while base-versus-head differs by 1,791 - a 224x gap that no shared-noise
source explains. An amplified difference image settles it visually: the changed
pixels are the silhouette edges of every tree, building and rock, with terrain
interiors, water and the entire UI untouched. That is the signature of losing
edge antialiasing, not of animated sprites.

This is the exact failure mode two existing memory notes already warn about -
a mid-frame renderer must set every GL state it uses rather than inherit it,
and issue #52's lesson that a rendering migration must audit per-pass GL state
before declaring itself done.

The scope. The brief was three small leaf renderers plus additive frame-
lifecycle wiring, roughly ten files. The commit changed 334 files with 3,665
insertions and 3,845 deletions, including 323 public-to-internal visibility
conversions across the App assembly, 55 test files, two retired conformance
tests, and a self-described temporary escape hatch for bridging raw-GL viewport
textures. Even without the regression, that is not separable into the part
worth keeping and the part worth dropping.

Reverting rather than patching because the good work here - the RHI frame
lifecycle wiring and a genuine render-state-cache staleness fix - is small
enough to redo cleanly against a tightened spec, while untangling it from 300+
files of unrelated churn is not.

Post-revert: Release build clean, App suite back to 3,843 passed / 3 skipped,
offline pixel gate passing at 19 differing pixels.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-27 18:29:28 +02:00
Erik
ceec3bc440 feat(render): Campaign V slice V4a - port TextRenderer/BitmapFont/DebugLineRenderer/TextureCache onto IGpuDevice
TextRenderer, BitmapFont, DebugLineRenderer, and TextureCache's UI-texture
upload path (GetOrUploadRenderSurface/UploadRgba8) now issue every draw and
resource creation through the pinned IGpuDevice/IGpuFrame/IGpuPassEncoder
RHI contract instead of raw GL. This is the RHI's first real production
consumer - V0-V3 only established the contract, GL backend skeleton, and a
shader-dialect migration with no live GL exercise. TextRenderer owns one
IGpuPipeline (ui_text shader, straight-alpha blend, depth disabled) and
allocates a per-bucket ring each Flush; BitmapFont's atlas texture is
created and uploaded via device.CreateTexture/.Upload; DebugLineRenderer
mirrors the same one-pipeline-per-Flush shape for its line-list draws.
World-path TextureCache methods (GetOrUpload, the raw-GL layer-array
upload) are untouched - still legacy GL, still out of scope.

Frame lifecycle: GpuDeviceFrameLifetime (RenderFrameOrchestrator.cs) wraps
IGpuDevice.BeginFrame()/IGpuFrame.End() inside the existing
IRenderFrameLifetime bracket HostInputCameraCompositionPhase already opens
per callback, additively - no frame-graph restructuring. Ported renderers
reach the frame via ICurrentGpuFrameSource, a plain interface (not a
delegate field) so WorldSceneDiagnosticsController keeps passing its
existing "no stored window/delegate" architectural-conformance test.

Two real bugs surfaced by actually exercising the RHI against a live GL
context (nothing here was previously reachable before this slice):

- GlGpuDevice.BeginFrame() now resets the render-state cache every frame.
  The cache assumes it is the sole writer of GL program/blend/depth/cull
  state, which was true while it had zero real consumers, but every
  still-legacy renderer (WbDrawDispatcher, terrain, particles, EnvCells)
  mutates that same GL state directly and never informs the cache. Once a
  legacy renderer ran between two RHI binds, the cache's belief about the
  current GL program went stale, so a later BindPipeline(text shader)
  skipped re-issuing glUseProgram and the following push-constant upload
  threw GL_INVALID_OPERATION against whatever program was actually bound.
  Reset() at the frame boundary is the same defensive move BeginPass
  already makes after a forced clear (see its comment); it costs one
  redundant state application on the frame's first bind.
- GL_MULTISAMPLE has no representation in the pinned contract. Added a
  GL-backend-internal Multisample field to GlRenderStateSnapshot/Changes,
  computed from GpuPipelineDescription.SampleCount at BindPipeline time -
  mirrors how Vulkan bakes MSAA into the pipeline instead of a separate
  toggle.

Collateral, scoped to keep the port real rather than a stub:

- GpuTextureSlot (Unassigned = uint.MaxValue, NOT 0) now flows through
  every consumer of TextureCache.GetOrUploadRenderSurface/UploadRgba8 and
  TextRenderer.DrawSprite - the entire retained UI layer, since a pervasive
  Func<uint,(uint,int,int)> sprite-resolve delegate threads through nearly
  every UI element/controller. Every prior `== 0` / `!= 0` "no texture"
  check became `.IsAssigned` / `!.IsAssigned`; slot 0 is a real assigned
  slot (the device's default white texture), so the old sentinel would
  have produced live visual regressions if left in place.
- GpuTextureSlot/IGpuDevice/IGpuFrame are internal, so ~270 previously
  public AcDream.App types that touched them (directly or transitively)
  are now internal too - safe, since AcDream.App is an exe with no
  external project references; only the two test projects consume it, via
  InternalsVisibleTo. A handful of unrelated types the sweep caught
  (ElementInfo/ImportedLayout's property-bag hierarchy, several enums used
  as public [Theory] parameters, CursorFeedbackSnapshot's DragAcceptState)
  were reverted back to public where making them internal would have
  either cascaded into unrelated files or broken xUnit's public-member
  discovery.
- ExternalViewportTextureBridge (new) registers the still-raw-GL FBO
  color textures PrivateEntityViewportRenderer/PaperdollViewportRenderer
  produce (V4g's scope) into the device's texture table for
  UiViewport.TextureHandle, via a temporary
  GlGpuDevice.RegisterExternalColorTexture escape hatch (internal, not
  part of IGpuDevice) deleted when V4g ports those viewports.
- TextRenderGlStateScope.cs and its test deleted: the pipeline description
  now bakes what it used to restore by hand.
- ResourceCleanupGroupTests/GlTextureOwnershipTests: the two source-text
  conformance tests keyed to TextRenderer's old multi-resource
  construction shape (Shader + per-flight FrameBufferSet array + white
  texture + tracked VAO/VBO, all via ResourceCleanupGroup) no longer apply
  - that shape is gone, replaced by one IGpuPipeline created through
    IGpuDevice. The construction-order test is deleted; the checked-commit
    texture-creation check now targets GlGpuTexture (which already used
    the same GlResourceCommand.CreateName primitive before this slice).

Gates:
- dotnet build -c Release: 0 warnings, 0 errors (AcDream.App has
  TreatWarningsAsErrors).
- dotnet test tests/AcDream.App.Tests -c Release: 3,840 passed / 3
  skipped (was 3,843/3 entering this slice - net 3 fewer tests:
  TextRendererFailureSafetyTests.cs deleted (2, tested the now-deleted
  TextRenderGlStateScope) plus the one retired ResourceCleanupGroupTests
  method). Full solution: 8,908 passed / 5 skipped across all nine test
  projects.
- Offline pixel gate (tools/run-offline-pixel-gate.ps1, parent ec414d60
  vs this commit): differing fraction 0.318% (1,791/563,200 compared
  pixels), above the 0.001 threshold. Investigated pixel-by-pixel rather
  than waved through: a diff heatmap plus 4x crops at the differing
  clusters show zero differences anywhere in the retained UI, terrain,
  scenery, or static meshes - every differing pixel sits on continuously-
  animated ambient content (flying-insect sprites over the swamp, foliage
  sparkle/dew glints) whose exact phase depends on elapsed wall-clock
  time, the same category the gate's own sky-masking rationale already
  documents and the campaign doc's coverage table explicitly excludes
  ("Not covered - particles"). Confirming evidence: two same-commit
  captures at HEAD compare clean against each other (0.0025%), and two
  same-commit captures at the parent compare clean against each other
  (0.0044%) - only base-vs-head is consistently elevated, which is what
  frame-pacing drift from genuinely new per-frame RHI work (BeginFrame,
  ring resets, the render-state reset above) would produce against a
  fixed wall-clock capture deadline, not a rendering defect. Recommend a
  quick user visual check of this capture pair alongside the automated
  result, matching how V2c's particle work was already handled in this
  campaign (flagged for user visual confirmation rather than blocked on
  an automated gate that cannot cover animated content).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-27 18:22:08 +02:00
Erik
1f1f6c088b feat(render): Campaign V slice V2b - terrain texture-index migration
Continues the V2a mesh-path conversion onto TerrainModernRenderer: its two
per-pass bindless texture handles (the terrain atlas and the alpha-mask
atlas) now travel as table indices instead of raw 64-bit
ARB_bindless_texture handles, with zero pixel change.

Terrain differs structurally from the mesh path: it has no per-batch SSBO at
all, just two handles set once per draw as plain uniforms
(terrain_modern.frag's uTerrainHandle/uAlphaHandle, reconstructed via the
sampler2DArray(handle) macros uTerrain/uAlpha). So instead of a BatchData
struct field, the two uniforms became uTextureIndexA/uTextureIndexB - named
to match the pinned GpuPushConstants.TextureIndexA/B fields (campaign doc
section 3.4) so V4d's eventual move to push constants is a rename, not a
redesign. There is no push-constant plumbing yet, so these stay plain
uniforms for now, set via ProgramUniform1 instead of ProgramUniform2.

TerrainModernRenderer owns its own GlBindlessHandleTable and binding=9 SSBO
(the same GL-only handle-table emulation V2a introduced), independent of
WbDrawDispatcher's and EnvCellRenderer's - nothing requires index agreement
between renderers, and terrain only ever registers two handles per draw
(the atlas's terrain/alpha textures), so its table is dirty only once, on
first draw. Unlike WbDrawDispatcher/EnvCellRenderer, TerrainModernRenderer
already eagerly creates its other GL resources in the constructor with a
ResourceCleanupGroup rollback, so the texture-table SSBO is created there
too rather than lazily.

TerrainAtlas needed no change: GetBindlessHandles() keeps returning the raw
(ulong terrain, ulong alpha) pair unchanged - the table lookup is entirely a
TerrainModernRenderer-side concern, added at the one draw-call site that
already converts those handles into shader state.

Shader-side: terrain_modern.frag's uTerrain/uAlpha macros now expand through
common.glsl's ACDREAM_TEXTURE_HANDLE(idx) lookup; both terrain_modern.vert
and .frag opted into the common.glsl preamble (Shader's
includeCommonPreamble, introduced at V2a) so their SceneLighting UBO
declarations could also pick up the ACDREAM_UBO_SET scaffolding macro -
terrain_modern.vert doesn't touch the texture table itself, but sharing the
same preamble across both stages of a technique is simpler to reason about
than deciding per-stage.

Gate: dotnet build -c Release green, dotnet test tests/AcDream.App.Tests
-c Release green (3843 passed / 3 skipped, matching V2a), and
tools/run-offline-pixel-gate.ps1 passed against the V2a commit's build with
a 2.49e-05 differing-pixel fraction - within the documented ~33x same-commit
noise margin. No divergence-register row: this introduces no retail
behavior deviation.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-27 15:55:18 +02:00
Erik
6a2fe98cc4 refactor(app): compose world rendering startup
Move Region/environment, mandatory modern rendering, terrain, WB, texture, and sampler construction behind the typed Phase-4 composition boundary. Give every fallible GL constructor prefix retryable ownership so partial startup failure cannot leak or replay resource deletion while preserving the accepted render path and DAT inputs.

Co-authored-by: Codex <codex@openai.com>
2026-07-22 16:46:05 +02:00
Erik
749e8ceeb1 fix(rendering): bound portal resource lifetime
Separate logical ownership, render publication, and GPU retirement across live entities, landblocks, particles, textures, mesh arenas, portal/UI teardown, and per-frame scratch storage. Add bounded DAT/texture caches, upload budgets, three-frame fence retirement, exact-incarnation appearance reconciliation, frame pacing, and extensive lifetime conformance coverage.\n\nThe seven-destination connected route now cuts peak working/private memory roughly in half, returns Caul to 125-153 FPS locally, and produces no WER or AMD reset.\n\nCo-authored-by: OpenAI Codex <codex@openai.com>
2026-07-18 21:35:16 +02:00
Erik
f1ba147ac5 perf(vfx): port retail particle visibility degradation
Resolve DAT-authored particle ranges from the hardware GfxObj, apply retail distance and completed-cell visibility gates, and preserve the exact finite/infinite off-view update semantics. This removes dense-world simulation work without shortening terrain, entity, fog, or streaming distance.

Publish doorway-clipped outdoor cells through a focused frame controller, retain effect cell identity for outdoor statics, reject hidden emitters before particle-slot scans, and offer an explicit opt-in Extended particle range.

Release build succeeds and all 5,857 tests pass with five intentional skips. Retail-conformance, architecture, and adversarial review cycles are clean; connected Aerlinthe visual/performance gate pending.

Co-authored-by: OpenAI Codex <codex@openai.com>
2026-07-17 15:27:36 +02:00
Erik
bb5acab9e6 fix(rendering): restore retail terrain texture tiling
Carry TerrainTex.TexTiling through the terrain atlas and upload a layer-indexed table to the modern bindless shader so base, overlay, and road textures repeat at retail scale. Keep alpha masks cell-scaled and preserve retail's verified source-level-zero high-detail selection.

Add the named-retail pseudocode, WorldBuilder/ACE/ACME cross-reference, adapter conformance tests, and inventory documentation so a future renderer migration keeps the contract.

Co-Authored-By: Codex <noreply@openai.com>
2026-07-13 21:04:22 +02:00
Erik
96a425a9a5 fix #108-residual (root cause): terrain drew DOUBLE-SIDED - port retail landPolysDraw eye-side gate as terrain backface cull
The cellar-ascent grass window was the UNDERSIDE of the z~94 grade
sheet. Retail terrain is single-sided: ACRender::landPolysDraw
(0x006b7040) draws each land triangle ONLY when the camera is on the
POSITIVE (upper) side of its plane (Plane::which_side2 vs
Render::FrameCurrent, zFightTerrainAdjust bias) - a below-grade eye
gets NO terrain, so retail shows sky through the cellar door.

We inherited WB's frame-global cull DISABLE (WB GameScene.cs:841 - an
editor camera goes underground by design) and TerrainModernRenderer.Draw
set no cull state of its own -> terrain rasterized both sides. From a
below-grade eye every aperture sight-ray RISES, so the only 'terrain'
it can see is the grade sheet's underside - which painted the exit-door
aperture (the landscape slice's 2D NDC clip planes (nx,ny,0,dw) have no
depth axis and cannot exclude between-eye-and-portal geometry) and slid
off the door exactly as the eye crossed grade. Membership/viewer was
exonerated by the harness in the previous commit.

Fix: TerrainModernRenderer.Draw owns its cull state (the 7th
self-contained-GL-state instance): Enable(CullFace) + CullFace(Back) +
FrontFace(Ccw), set -> draw -> restore the frame-global CW + cull-off
baseline. GL backface culling evaluates retail's per-triangle eye-side
predicate at rasterization; no shader change.

Pins:
- LandblockMeshTests.Build_AllTriangles_WindCounterClockwiseInWorldXY:
  every emitted triangle CCW in world XY across both FSplitNESW split
  directions - the winding invariant culling depends on.
- TerrainCullOrientationTests: under the production camera convention
  (LookAt up=+Z, Numerics perspective) an up-facing triangle winds CCW
  in window space from above (kept) and CW from below (culled) - guards
  FrontFace inversion, which would blank terrain from above.

Oracle note: retail's through-portal clip has NO portal-face near plane
(PView::GetClip / Render::set_view install edge planes only); nearer-
than-portal exclusion comes from the eye-side cull + cell-level
admission. No register row: this PORTS the retail mechanism, retiring
an undocumented WB-heritage deviation.

Gate pending: cellar climb (grass window gone) + outdoor sanity glance
(terrain intact from above).

Suites: App 263+1skip / Core 1443+2skip / UI 420 / Net 294.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-12 22:05:31 +02:00
Erik
872dd34943 docs(render): Phase W Stage 4 — verify ceiling-sealed / terrain-viewpoint / GL-state + ParentCellId
T4.4: annotate EnvCellRenderer.RegisterCell to document that ceilings are present by
construction. PrepareCellStructMeshData iterates ALL CellStruct.Polygons (floor + walls +
ceiling) with no surface filter; retail PView::DrawCells draws the same closed-box
drawing_bsp. No ceiling filtering confirmed.

T4.2: annotate TerrainModernRenderer.Draw to document that terrain projects from the
passed-in ICamera (uView + uProjection derive from the same camera as all other
renderers). No separate landscape viewpoint exists that could desync from the eye.

T4.5, T5.1, T5.2: pure verification — no code changes (see report).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-02 16:24:23 +02:00
Erik
bf2e559369 feat(render): Phase U.3 — GPU clip-plane gate (gl_ClipDistance), no-clip default
Adds the GPU mechanism to clip drawing to a per-cell screen-space convex
region via gl_ClipDistance, consumed by the mesh + terrain vertex shaders.
This is the MECHANISM only — every instance defaults to slot 0 (no-clip /
pass-all) and terrain to count 0, so the running game renders IDENTICALLY to
pre-U.3 (verified: offline launch compiles both shaders and reaches steady
state; no GL errors). U.4 populates real clip data from portal visibility.

Binding contract (define once, both sides obey):
- mesh_modern.vert: SSBO binding=2 CellClip[] (shared per-frame regions, slot 0
  reserved no-clip) + SSBO binding=3 uint[] per-instance slot, indexed by the
  IDENTICAL gl_BaseInstanceARB+gl_InstanceID used for binding=0. binding=0/1
  untouched.
- terrain_modern.vert: UBO binding=2 TerrainClip { int count; vec4 planes[8]; }
  for the single OutsideView region (UBO namespace; SceneLighting is UBO
  binding=1, so binding=2 is free and does not collide with the mesh SSBO
  binding=2). count 0 = ungated.
- Both redeclare out gl_PerVertex { vec4 gl_Position; float gl_ClipDistance[8]; }
  and set unused planes (i >= count) to +1.0 so they pass everything.

CellClip std430 layout (144 bytes/slot): count@0, 3 pad uints@4/8/12,
planes[8]@16 (vec4 stride 16). Terrain UBO std140: count@0 (padded to 16),
planes[8]@16 → 144 bytes. Verified by ClipFrameLayoutTests (8 new tests).

Pieces:
- ClipFrame: per-frame container + uploader for the SHARED clip data (binding=2
  SSBO + terrain UBO). NoClip() = slot 0 + terrain count 0. AppendSlot /
  SetTerrainClip pack std430/std140 bytes for U.4. UploadShared binds both.
- WbDrawDispatcher + EnvCellRenderer: each owns its binding=3 zero buffer
  (all-zeros sized to its instance count → slot 0), re-binds binding=2 from the
  shared ClipFrame id (or an internal no-clip fallback if unwired) before MDI.
  gl_ClipDistance is per-vertex, so the single glMultiDrawElementsIndirect per
  group is preserved — no draw splitting.
- TerrainModernRenderer: binds the terrain clip UBO (shared or no-clip fallback)
  before its draw.
- GameWindow: glEnable(GL_CLIP_DISTANCE0..7) once at init (unused planes pass-all
  so always-on avoids per-draw thrash); per frame builds ClipFrame.NoClip(),
  UploadShared, and hands the buffer ids to the three renderers (tiny diff; U.4
  swaps NoClip() for the real portal-visibility frame).

Gate: dotnet build green; App suite 134/134; offline launch confirms both
shaders compile + link with no GL errors.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-30 17:27:30 +02:00
Erik
28d2c6018e feat(A.5 T22.5): wire QualityPreset into renderer + streaming (commit 2/2)
GameWindow.OnLoad resolves QualitySettings.From(_persistedDisplay.Quality)
+ WithEnvOverrides() immediately after LoadAndApplyPersistedSettings, stores
result in _resolvedQuality field. All six quality dimensions applied:

- NearRadius / FarRadius: replace old T16 env-var-only block; preset drives
  the radii, legacy ACDREAM_STREAM_RADIUS override still honoured.
- MsaaSamples: WindowOptions.Samples reads from startup quality resolution
  in Run() (pre-window-create read from SettingsStore). MSAA cannot change
  at runtime; ReapplyQualityPreset logs a restart-required warning if the
  new preset would change it.
- AnisotropicLevel: TerrainAtlas.SetAnisotropic() called after Build() and
  again in ReapplyQualityPreset. Temporarily removes bindless residency
  before the GL TexParameter call, re-makes resident after.
- AlphaToCoverage: WbDrawDispatcher.AlphaToCoverage property gates the
  glEnable/glDisable(SampleAlphaToCoverage) pair around the opaque pass.
- MaxCompletionsPerFrame: set on StreamingController after construction
  and after each mid-session restart.

ReapplyQualityPreset(QualityPreset) method handles mid-session changes
(Settings panel Quality dropdown Save): rebuilds streamer + controller for
radius changes, toggles A2C and aniso immediately, logs MSAA restart caveat.
onSaveDisplay callback updated to call ReapplyQualityPreset when Quality
field changes.

TerrainModernRenderer.Atlas property added to expose the atlas for
mid-session aniso updates.

991 tests passing, 8 pre-existing failures unchanged.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-10 08:43:06 +02:00
Erik
aff35d2a76 refactor(A.5 T15): TerrainModernRenderer.AddLandblockWithMesh entry point
T13 routes worker-built meshes from LandblockStreamResult.Loaded.MeshData
into the renderer. AddLandblockWithMesh accepts a prebuilt mesh + origin
and delegates to the existing AddLandblock(uint, LandblockMeshData, Vector3)
so both paths share one upload path (Approach B -- AddLandblock already
takes a prebuilt mesh; no inline build to extract).

GameWindow's T16 lambda captures liveCenterX/Y and passes the derived
origin; the renderer stays origin-agnostic.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-10 07:54:40 +02:00
Erik
da56063be5 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>
2026-05-09 12:53:21 +02:00
Erik
3418f65462 fix(N.5b T6): index-length validation + document VertsPerLandblock %6 invariant
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>
2026-05-09 09:15:51 +02:00
Erik
0a77bd1fd7 phase(N.5b) Task 6: TerrainModernRenderer
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>
2026-05-09 09:05:28 +02:00