5 commits
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9aaf97e785 |
Revert "Campaign V slice V4a" - it lost world multisampling
This reverts
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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
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d7002552bc |
fix(D.2b): behavioral widgets are leaf — ConsumesDatChildren (chat menu open)
The generalized channel menu wouldn't open: the factory recursed the Type-6 menu element's dat children, building its invisible Type-12 label child as a UiText. Hit-testing is children-first and UiText consumes MouseDown (selection), so the label child swallowed the menu button click and the dropdown never opened. The transcript similarly gained an invisible Ghosted-button child (a 16x16 selection dead-zone). The old hand-made build never had these — it skipped Type 12 and hand-placed the widgets with no children. Fix: behavioral widgets (Meter/Menu/Button/Scrollbar/Text/Field) draw their full appearance and reproduce their dat sub-elements procedurally, so they are LEAF — the importer must not build their dat children as separate (click-stealing) widgets. Add UiElement.ConsumesDatChildren (default false; the 6 behavioral widgets override true) and gate LayoutImporter recursion on it (replacing the UiMeter-only special case). Only generic containers (UiDatElement, panels) recurse. Visually confirmed in the live client (channel menu opens; General/Trade selected and sent). Vitals unchanged (UiMeter was already leaf). Full suite: 404 passed. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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67e5b8cff2 |
fix(D.2b): UiMenu — controller owns Selected (review fix for Task 4)
Review caught a behavior divergence: the generic UiMenu auto-set its own Selected on any enabled pick, while the controller's EnabledProvider keeps the null-payload specials (Squelch / Tell-to-Selected) enabled/white like retail. So a special-item click set Selected=null and shifted the highlight onto the deferred placeholders — and the menu tests masked it by using a different (specials-disabled) gate than the controller ships. Fix: clean MVC contract mirroring retail UIElement_Menu::NewSelection — the widget REPORTS the pick via OnSelect; the controller OWNS Selected (it sets it only for talk-channel payloads). A special-item click now fires OnSelect(null), the controller ignores it, and the active channel + highlight stay put — observably identical to the pre-generalization widget, and extensible for when Squelch lands. Tests realigned to the controller's gate (specials white) and to the controller-owns-Selected contract. Full suite: 403 passed, 2 skipped, 0 failed. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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955f7a69a8 |
feat(D.2b): UiMenu (Type 6) — generic dropdown; channel knowledge moves to controller (widget-generalization Task 4)
UiChannelMenu → UiMenu: removed ChatChannelKind, the 14-item array, the button-text map, and the availability default. Generic surface: MenuItem (label + object? Payload), Selected (object?), OnSelect, EnabledProvider, ButtonLabelProvider, RowsPerColumn/RowHeight/ColumnWidth (all settable). All draw/event mechanics unchanged — same popup geometry, same click coordinates, same 8-piece bevel, same 3-slice button face. ChatWindowController gains ChannelItems[], ChannelButtonLabel(), and ChannelAvailable() (verbatim from old widget), and populates the factory-built Type-6 UiMenu via find-by-id rather than constructing a replacement widget. The Menu property type is now UiMenu. OnChannelChanged wrap replaced with the generic OnSelect wrap for the ReflowInputRow hook. DatWidgetFactory registers Type 6 → new UiMenu(). Tests: UiChannelMenuTests → UiMenuTests (10 tests, all green); factory Type6 test added; ChatWindowControllerTests updated to use OnSelect. Divergence register: AP-42 added (flat item model vs retail nested-submenu MakePopup @0x46d310 — latent, unreachable through the chat menu). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
Renamed from src/AcDream.App/UI/UiChannelMenu.cs (Browse further)