acdream/src/AcDream.App/UI/UiHost.cs
Erik 096dd203fa feat(render): Campaign V slice V4a - port TextRenderer/BitmapFont/DebugLineRenderer/TextureCache UI path onto IGpuDevice
Second attempt at V4a after ceec3bc4 was reverted at 9aaf97e7 for losing world
multisampling and a 334-file scope explosion. This lands the same functional
slice with a much smaller footprint and the two structural fixes the revert
postmortem (docs/plans/2026-07-27-vulkan-campaign.md SS7.1) called for.

What moved onto the RHI:
- TextRenderer: the ui_text shader now compiles through IGpuDevice.CreatePipeline
  (one IGpuPipeline, replacing the old hand-rolled Shader class); its three
  fence-buffered per-flight VBOs are gone in favour of a per-IGpuFrame ring
  allocation per draw bucket; its 1x1 white fill texture is created via
  IGpuDevice.CreateTexture and registered into the device's texture table.
  Flush keeps TextRenderGlStateScope and the manual GL disable block verbatim
  (TextRendererFailureSafetyTests pins their literal presence) alongside the
  new pipeline bind - both target the identical final GL state, so this is
  redundant, not contradictory. Sprite/font texture binding stays classic
  (glActiveTexture/glBindTexture) because DrawSprite receives arbitrary
  externally-owned GL texture names from dozens of UI call sites outside this
  slice's scope; IGpuPassEncoder has no verb for that, by design (every other
  RHI consumer samples through the bindless texture table).
- BitmapFont: the stb-baked R8 atlas is created/uploaded through
  IGpuDevice.CreateTexture; TextureId stays a raw GL name extracted from the
  IGpuTexture, since its only consumer is TextRenderer's classic path above.
- DebugLineRenderer: the debug_line shader compiles through
  IGpuDevice.CreatePipeline (LineList topology, depth disabled); Flush ring-
  allocates its vertex data and draws through IGpuPassEncoder. uView/uProjection
  don't fit the shared GpuPushConstants block (one combined VP matrix) so they
  are set directly on the pipeline's compiled program, mirroring TextRenderer.
- TextureCache: GetOrUploadRenderSurface and the public UploadRgba8(byte[],...)
  wrapper now create IGpuTexture+GpuTextureSlot internally, extracting the raw
  GL name for their unchanged uint return type - DrawSprite's signature and its
  16 call sites across the UI are untouched. The world-material path
  (GetOrUpload, the raw layer-array upload) is untouched.
- UiViewport: TextureHandle (uint) -> TextureSlot (GpuTextureSlot), resolved
  back to a raw GL name via TextRenderer.ResolveExternalTextureSlot at draw
  time. Its texture is produced by PaperdollViewportRenderer/
  PrivateEntityViewportRenderer, both still raw GL until V4g, so
  RetailPaperdollFrameView/RetailCreatureAppraisalFrameView register it through
  the pre-approved GlGpuDevice.RegisterExternalColorTexture transitional seam
  (campaign doc SS7.1's final paragraph) instead of inventing anything broader.

The two revert-postmortem fixes, both in Gpu/Gl (never in the pinned Gpu/
contract):
- GlGpuDevice.BeginPass now resets the render-state cache unconditionally on
  every pass, not only a clearing one. The first attempt's crash came from
  exactly this gap: a raw-GL renderer running between two RHI passes changes
  GL program/blend/depth/cull state the cache never observes, so a later
  BindPipeline skipped re-issuing glUseProgram and the following push-constant
  upload threw GL_INVALID_OPERATION.
- GlGpuPassEncoder now captures ambient GL capability state (program, VAO,
  array buffer, texture0 binding, depth test/write/func, blend enable+func,
  cull enable+mode, front face, alpha-to-coverage, multisample) on construction
  and restores it on Dispose, generalizing what TextRenderGlStateScope already
  did for TextRenderer specifically to every RHI pass - this is what stops
  DebugLineRenderer's pipeline bind (which has no scope of its own) from
  leaking state into the next raw-GL renderer. Both are marked transitional,
  deleted at V4h once nothing raw-GL remains.

Frame lifecycle (additive, per the task's own description of this piece):
new GpuDeviceFrameLifetime wraps IGpuDevice.BeginFrame()/IGpuFrame.End() and
exposes the open frame via ICurrentGpuFrameSource. RenderFrameOrchestrator's
IRenderFrameLifetime now routes through this wrapper instead of calling
GpuFrameFlightController directly - GlGpuDevice.BeginFrame already calls
straight through to that same controller, so the fence/slot-rotation contract
is unchanged; the wrapper only additionally yields the IGpuFrame ported
renderers need. No clears moved, no framebuffer binding changed, frame-graph
phase order is untouched. The two now-dead per-slot TextRenderer.BeginFrame(int)
calls in RuntimeRenderFrameBeginResources are removed. The UI Studio
(RenderBootstrap/StudioWindow) gets its own independent RHI device+lifetime,
mirroring the production composition.

Real bug found and fixed while exercising this for the first time: both
BitmapFont and TextureCache's nearest-filter override called TexParameter
AFTER RegisterTexture, which made the bindless handle resident - GL_ARB_
bindless_texture forbids modifying a texture's parameters once its handle is
resident, so this threw GL_INVALID_OPERATION building the retained UI's own
TextRenderer. Fixed by moving both TexParameter blocks before RegisterTexture.

Scope note: touches 25 files (24 modified + this commit's one new file), not
the ~10 the brief estimated, because the frame-lifecycle wiring and the
viewport escape hatch (both explicitly asked for) ripple through five
composition files and two frame presenters that thread IGpuDevice/
ICurrentGpuFrameSource to construction sites. No file outside that necessary
set was touched: no visibility sweep beyond the specific constructors/
properties whose new parameter types are internal (TextRenderer/BitmapFont/
DebugLineRenderer/UiHost's constructors, TextureCache's otherwise-orphaned
convenience overload, UiViewport.TextureSlot), no world-mesh/terrain/particle/
sky file touched, no test deleted or weakened - three source-text conformance
tests (TextRendererPublishesEveryConstructorResourceBeforeLaterGlWork,
GlTextureOwnershipTests' TextRenderer.cs check, and
RenderFrameResourceControllerTests' frame-order check) were replaced with
equivalent assertions against the new construction/wiring shape, since their
pinned invariant was specifically the old raw-GL shape this slice legitimately
replaces.

Gates:
- dotnet build -c Release: 0 warnings, 0 errors.
- dotnet test tests/AcDream.App.Tests -c Release: 3,843 passed / 3 skipped -
  exactly the baseline. Complete solution: 8,906 passed / 5 skipped across all
  nine test projects.
- Offline pixel gate (tools/run-offline-pixel-gate.ps1, parent a97e04ae vs this
  commit): 26 differing pixels of 563,200 compared (fraction 4.62e-05), pass
  against the 0.001/563-pixel threshold. Verified against a same-commit control
  (two captures at this commit differ by 20 pixels) rather than accepted at
  face value - the two numbers are in the same band, confirming this is normal
  animated-content/frame-pacing noise and not the systematic silhouette-edge
  loss (1,791 pixels, 224x higher) the first attempt's revert diagnosed.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-27 19:37:19 +02:00

278 lines
10 KiB
C#

using System.Collections.Generic;
using System.Numerics;
using AcDream.App.Rendering;
using AcDream.App.Rendering.Gpu;
using Silk.NET.Input;
using Silk.NET.OpenGL;
namespace AcDream.App.UI;
/// <summary>
/// Packages the <see cref="UiRoot"/>, the 2D sprite batcher
/// (<see cref="Rendering.TextRenderer"/>), and a default font so
/// <c>GameWindow</c> can wire the retail-style UI in with one
/// construction and a handful of input callbacks.
///
/// Usage (from <c>GameWindow.OnLoad</c>):
/// <code>
/// _uiHost = new UiHost(_gl, shadersDir, _debugFont);
/// _uiHost.Root.WorldMouseFallThrough += (btn, x, y, f) => HandleWorldClick(btn, x, y);
/// _uiHost.Root.WorldKeyFallThrough += (vk, lp) => HandleHotkey(vk);
///
/// foreach (var mouse in _input.Mice)
/// _uiHost.WireMouse(mouse);
/// foreach (var kb in _input.Keyboards)
/// _uiHost.WireKeyboard(kb);
/// </code>
///
/// And per frame (from <c>GameWindow.OnRender</c>):
/// <code>
/// _uiHost.Tick(deltaSeconds);
/// _uiHost.Draw(new Vector2(_window!.Size.X, _window.Size.Y));
/// </code>
///
/// Retail analog: the trio of <c>DAT_00870340</c> (Core, owns fonts/atlases),
/// <c>DAT_00837ff4</c> (Device, owns input state), <c>DAT_00870c2c</c>
/// (Keystone root, widget tree). We fuse them into a single host class
/// because we're not linking to Keystone.
/// </summary>
public sealed class UiHost : System.IDisposable
{
public UiRoot Root { get; } = new();
public RetailWindowManager WindowManager => Root.WindowManager;
public TextRenderer TextRenderer { get; }
public BitmapFont? DefaultFont { get; set; }
/// <summary>The last wired keyboard. Exposed so widgets that need clipboard
/// access (<see cref="IKeyboard.ClipboardText"/>) or modifier-key state
/// (<see cref="IKeyboard.IsKeyPressed"/>) — e.g. <see cref="UiText"/>'s
/// Ctrl+C copy — can reach the device. One-keyboard desktop: last wins.</summary>
public IKeyboard? Keyboard { get; private set; }
private long _startTicks = System.Environment.TickCount64;
private readonly HostQuiescenceGate _quiescence;
private readonly List<IRetainedUiInputBinding> _inputBindings = new();
private ResourceShutdownTransaction? _inputShutdown;
private ResourceShutdownTransaction? _shutdown;
private bool _disposeRequested;
private bool _disposed;
internal bool IsDisposalComplete => _disposed;
// internal, not public: IGpuDevice/ICurrentGpuFrameSource are internal
// types (the pinned RHI contract). UiHost stays public — only
// construction is restricted.
internal UiHost(
IGpuDevice device,
ICurrentGpuFrameSource frameSource,
string shaderDir,
BitmapFont? defaultFont = null)
: this(device, frameSource, shaderDir, defaultFont, new HostQuiescenceGate())
{
}
internal UiHost(
IGpuDevice device,
ICurrentGpuFrameSource frameSource,
string shaderDir,
BitmapFont? defaultFont,
HostQuiescenceGate quiescence)
{
_quiescence = quiescence ?? throw new ArgumentNullException(nameof(quiescence));
TextRenderer = new TextRenderer(device, frameSource, shaderDir);
DefaultFont = defaultFont;
}
// ── Per-frame ──────────────────────────────────────────────────────
public void Tick(double deltaSeconds)
{
long now = System.Environment.TickCount64 - _startTicks;
Root.Tick(deltaSeconds, now);
}
public void Draw(Vector2 screenSize)
{
// Set UiRoot bounds to full screen so HitTestTopDown works.
Root.Width = screenSize.X;
Root.Height = screenSize.Y;
var ctx = new UiRenderContext(TextRenderer, screenSize, DefaultFont);
TextRenderer.Begin(screenSize);
Root.Draw(ctx);
TextRenderer.Flush(DefaultFont);
}
// ── Input wiring helpers ───────────────────────────────────────────
public void WireMouse(IMouse mouse)
{
System.ObjectDisposedException.ThrowIf(_disposeRequested || _disposed, this);
System.ArgumentNullException.ThrowIfNull(mouse);
var binding = new RetainedMouseInputBinding(
new SilkRetainedMouseSurface(mouse),
Root,
_quiescence);
_inputBindings.Add(binding);
try
{
binding.Attach();
}
catch
{
if (binding.IsDisposalComplete)
_inputBindings.Remove(binding);
throw;
}
}
public void WireKeyboard(IKeyboard kb)
{
System.ObjectDisposedException.ThrowIf(_disposeRequested || _disposed, this);
System.ArgumentNullException.ThrowIfNull(kb);
Keyboard = kb; // last wired keyboard wins (one-keyboard desktop)
var binding = new RetainedKeyboardInputBinding(
new SilkRetainedKeyboardSurface(kb),
Root,
_quiescence);
_inputBindings.Add(binding);
try
{
binding.Attach();
}
catch
{
if (binding.IsDisposalComplete)
_inputBindings.Remove(binding);
throw;
}
}
/// <summary>
/// Stops retained-device delivery without retiring the window tree or GL
/// renderer. Safe to call before a potentially long live-session close.
/// </summary>
public void QuiesceInput()
{
_disposeRequested = true;
foreach (IRetainedUiInputBinding binding in _inputBindings)
binding.Deactivate();
Keyboard = null;
}
/// <summary>Physically removes every retained input edge after quiescence.</summary>
public void DeactivateInput() => CompleteInputShutdown(reportFailures: true);
private void CompleteInputShutdown(bool reportFailures)
{
QuiesceInput();
_inputShutdown ??= new ResourceShutdownTransaction(
new ResourceShutdownStage(
"retained UI input subscriptions",
_inputBindings
.AsEnumerable()
.Reverse()
.Select((binding, index) => new ResourceShutdownOperation(
$"input binding {index}",
binding.Dispose,
ResourceShutdownOperationPolicy.ReportAndContinue))
.ToArray()));
_inputShutdown.CompleteOrThrow();
if (_inputShutdown.IsComplete && _inputShutdown.CleanupFailures.Count == 0)
_inputBindings.Clear();
if (reportFailures && _inputShutdown.CleanupFailures.Count != 0)
{
throw new AggregateException(
"Retained UI input callback cleanup completed with failures.",
_inputShutdown.CleanupFailures.Select(static failure =>
new InvalidOperationException(
$"Retained UI operation '{failure.Operation}' failed in stage '{failure.Stage}'.",
failure.Error)));
}
}
// ── Window manager forwarders (delegate to UiRoot) ─────────────────
/// <summary>Register a top-level window for Show/Hide/Toggle. See <see cref="UiRoot.RegisterWindow"/>.</summary>
public RetailWindowHandle RegisterWindow(
string name,
UiElement window,
UiElement? contentRoot = null,
IRetainedPanelController? controller = null,
IRetainedWindowStateController? stateController = null,
int authoredGeometryRevision = 0)
=> Root.RegisterWindow(
name,
window,
contentRoot,
controller,
stateController,
authoredGeometryRevision);
public bool UnregisterWindow(string name) => Root.UnregisterWindow(name);
/// <summary>Show a registered window; returns false if the name is unknown.</summary>
public bool ShowWindow(string name) => Root.ShowWindow(name);
/// <summary>Hide a registered window; returns false if the name is unknown.</summary>
public bool HideWindow(string name) => Root.HideWindow(name);
public bool CloseWindow(string name) => Root.CloseWindow(name);
/// <summary>Return the current visibility of a registered window.</summary>
public bool IsWindowVisible(string name) => Root.IsWindowVisible(name);
/// <summary>Toggle a registered window's visibility; returns the new IsVisible.</summary>
public bool ToggleWindow(string name) => Root.ToggleWindow(name);
public void Dispose()
{
if (_disposed)
return;
_disposeRequested = true;
_shutdown ??= CreateShutdownTransaction(
[() => CompleteInputShutdown(reportFailures: false)],
() => { },
WindowManager.Dispose,
TextRenderer.Dispose);
_shutdown.CompleteOrThrow();
_disposed = _shutdown.IsComplete;
}
internal static ResourceShutdownTransaction CreateShutdownTransaction(
IReadOnlyList<Action> inputUnsubscribers,
Action releaseInputState,
Action disposeWindowManager,
Action disposeTextRenderer)
{
ArgumentNullException.ThrowIfNull(inputUnsubscribers);
ArgumentNullException.ThrowIfNull(releaseInputState);
ArgumentNullException.ThrowIfNull(disposeWindowManager);
ArgumentNullException.ThrowIfNull(disposeTextRenderer);
return new ResourceShutdownTransaction(
new ResourceShutdownStage(
"retained UI input subscriptions",
inputUnsubscribers
.Select((unsubscribe, index) => new ResourceShutdownOperation(
$"input subscription {index}",
unsubscribe ?? throw new ArgumentException(
"Input unsubscriber entries cannot be null.",
nameof(inputUnsubscribers))))
.ToArray()),
new ResourceShutdownStage("retained UI input state",
[
new("input state", releaseInputState),
]),
new ResourceShutdownStage("retained UI windows",
[
new("window manager", disposeWindowManager),
]),
new ResourceShutdownStage("retained UI renderer",
[
new("text renderer", disposeTextRenderer),
]));
}
}