acdream/tests/AcDream.App.Tests/Composition/WorldRenderCompositionTests.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

410 lines
15 KiB
C#

using System.Collections.Concurrent;
using System.Runtime.CompilerServices;
using AcDream.App.Composition;
using AcDream.App.Rendering;
using AcDream.App.Rendering.Gpu;
using AcDream.App.Rendering.Wb;
using AcDream.App.Rendering.Residency;
using AcDream.App.World;
using AcDream.App.Tests.Rendering.Gpu;
using AcDream.Content;
using AcDream.Core.Physics;
using AcDream.Core.Terrain;
using AcDream.UI.Abstractions.Settings;
using DatReaderWriter.DBObjs;
using Silk.NET.Input;
using Silk.NET.OpenGL;
using Shader = AcDream.App.Rendering.Shader;
namespace AcDream.App.Tests.Composition;
public sealed class WorldRenderCompositionTests
{
[Fact]
public void SuccessPublishesExactModernFoundationInFrozenOrder()
{
ResidencyBudgetOptions budgets =
ResidencyBudgetOptions.Default with
{
ObjectMeshGpuBytes = 321,
CompositePhysicalBytes = 654,
};
var fixture = new Fixture(budgets: budgets);
WorldRenderResult result = fixture.Compose();
Assert.Equal(Enum.GetValues<WorldRenderCompositionPoint>(), fixture.Points);
Assert.Same(fixture.Publication.Terrain, result.Foundation.Terrain);
Assert.Same(fixture.Publication.MeshAdapter, result.Foundation.MeshAdapter);
Assert.Same(fixture.Publication.TextureCache, result.Foundation.TextureCache);
Assert.Same(fixture.Lifetime.Atlas, result.Foundation.TerrainAtlas);
Assert.Equal(QualitySettings.From(QualityPreset.High).AnisotropicLevel,
fixture.Factory.AnisotropicLevel);
Assert.Same(budgets, result.Foundation.Residency.Budgets);
Assert.Same(budgets, fixture.Factory.MeshBudgets);
Assert.Same(budgets, fixture.Factory.TextureBudgets);
Assert.Same(result.Foundation.Residency, fixture.Factory.RegisteredResidency);
Assert.Equal(1, fixture.Lifetime.AcquireCalls);
Assert.Empty(fixture.Factory.Releases);
}
[Fact]
public void MissingDebugFontSkipsOnlyTheOptionalHudPrefix()
{
var fixture = new Fixture(hasFont: false);
WorldRenderResult result = fixture.Compose();
Assert.Null(result.Foundation.DebugFont);
Assert.Null(result.Foundation.TextRenderer);
Assert.DoesNotContain(WorldRenderCompositionPoint.DebugFontCreated, fixture.Points);
Assert.DoesNotContain(WorldRenderCompositionPoint.TextRendererCreated, fixture.Points);
Assert.DoesNotContain(WorldRenderCompositionPoint.HudResourcesPublished, fixture.Points);
Assert.Contains(WorldRenderCompositionPoint.HudResourcesCompleted, fixture.Points);
}
[Theory]
[MemberData(nameof(FailurePoints))]
public void FaultAfterEachBoundaryStopsTheExactSuffix(int pointValue)
{
var point = (WorldRenderCompositionPoint)pointValue;
var fixture = new Fixture(failurePoint: point);
Assert.Throws<InvalidOperationException>(fixture.Compose);
Assert.Equal(
Enum.GetValues<WorldRenderCompositionPoint>()
.TakeWhile(candidate => candidate <= point),
fixture.Points);
}
public static TheoryData<int> FailurePoints()
{
var data = new TheoryData<int>();
foreach (WorldRenderCompositionPoint point in
Enum.GetValues<WorldRenderCompositionPoint>())
{
data.Add((int)point);
}
return data;
}
[Theory]
[InlineData("terrain shader", "terrain shader")]
[InlineData("scene lighting", "scene lighting")]
[InlineData("debug lines", "debug lines")]
[InlineData("HUD", "text renderer|debug font")]
[InlineData("terrain", "terrain")]
[InlineData("mesh shader", "mesh shader")]
[InlineData("WB mesh adapter", "WB mesh adapter")]
[InlineData("texture cache", "texture cache")]
[InlineData("sampler cache", "sampler cache")]
public void FailedPublicationRollsBackOnlyItsUnpublishedResourcePrefix(
string publication,
string expectedReleaseOrder)
{
var fixture = new Fixture(publicationFailure: publication);
Assert.Throws<InvalidOperationException>(fixture.Compose);
Assert.Equal(
expectedReleaseOrder.Split('|'),
fixture.Factory.Releases);
}
[Fact]
public void PartialHudConstructionRollsBackFontWhenTextCreationFails()
{
var fixture = new Fixture(
failurePoint: WorldRenderCompositionPoint.DebugFontCreated);
Assert.Throws<InvalidOperationException>(fixture.Compose);
Assert.Equal(["debug font"], fixture.Factory.Releases);
}
[Fact]
public void GameWindowUsesPhaseAndNoLongerBuildsWorldFoundationInline()
{
string source = File.ReadAllText(Path.Combine(
FindRepoRoot(),
"src",
"AcDream.App",
"Rendering",
"GameWindow.cs"));
Assert.Contains("new WorldRenderCompositionPhase(", source,
StringComparison.Ordinal);
Assert.DoesNotContain("BindlessSupport.TryCreate(_gl", source,
StringComparison.Ordinal);
Assert.DoesNotContain("_terrainModernShader = new Shader", source,
StringComparison.Ordinal);
Assert.DoesNotContain("_wbMeshAdapter = new", source,
StringComparison.Ordinal);
Assert.DoesNotContain("_textureCache = new TextureCache", source,
StringComparison.Ordinal);
}
private sealed class Fixture
{
private readonly WorldRenderCompositionPoint? _failurePoint;
private readonly ResidencyBudgetOptions _budgets;
private readonly IGpuDevice _gpuDevice = new RecordingGpuDevice();
public Fixture(
bool hasFont = true,
WorldRenderCompositionPoint? failurePoint = null,
string? publicationFailure = null,
ResidencyBudgetOptions? budgets = null)
{
_failurePoint = failurePoint;
_budgets = budgets ?? ResidencyBudgetOptions.Default;
Factory = new Factory(hasFont);
Publication = new Publication(publicationFailure);
Lifetime = new RenderLifetime(Factory.Atlas);
var content = (ContentEffectsAudioResult)
RuntimeHelpers.GetUninitializedObject(typeof(ContentEffectsAudioResult));
Content = content;
}
public Factory Factory { get; }
public Publication Publication { get; }
public RenderLifetime Lifetime { get; }
public List<WorldRenderCompositionPoint> Points { get; } = [];
public ContentEffectsAudioResult Content { get; }
public WorldRenderResult Compose() =>
new WorldRenderCompositionPhase(
new WorldRenderDependencies(
new WorldEnvironmentController(),
Lifetime,
ImmediateGpuResourceRetirementQueue.Instance,
_budgets,
0xA9B4FFFFu,
Path.Combine(Path.GetTempPath(), "acdream-tests"),
_ => { },
_gpuDevice,
new GpuDeviceFrameLifetime(_gpuDevice)),
Publication,
Factory,
point =>
{
Points.Add(point);
if (point == _failurePoint)
throw new InvalidOperationException($"fault at {point}");
}).Compose(
new GameWindowPlatformResult<GL, IInputContext>(null!, null!),
Content,
new SettingsDevToolsResult(
QualitySettings.From(QualityPreset.High),
null));
}
private sealed class RenderLifetime(TerrainAtlas atlas)
: IGameRenderResourceLifetime
{
public TerrainAtlas Atlas { get; } = atlas;
public int AcquireCalls { get; private set; }
public TerrainAtlas AcquireTerrainAtlas(Func<TerrainAtlas> factory)
{
AcquireCalls++;
return Atlas;
}
}
private sealed class Factory(bool hasFont) : IWorldRenderCompositionFactory
{
private readonly Dictionary<IDisposable, string> _names =
new(ReferenceEqualityComparer.Instance);
public TerrainAtlas Atlas { get; } = Stub<TerrainAtlas>();
public int AnisotropicLevel { get; private set; }
public List<string> Releases { get; } = [];
public ResidencyBudgetOptions? MeshBudgets { get; private set; }
public ResidencyBudgetOptions? TextureBudgets { get; private set; }
public ResidencyManager? RegisteredResidency { get; private set; }
public void InitializeGlState(GL gl) { }
public WorldRegionData LoadRegion(IDatReaderWriter dats) =>
new(Stub<Region>(), new float[256]);
public void InitializeEnvironment(
WorldEnvironmentController environment,
Region region) { }
public BindlessSupport RequireBindless(GL gl, Action<string> log) =>
Stub<BindlessSupport>();
public TerrainAtlas AcquireTerrainAtlas(
IGameRenderResourceLifetime lifetime,
GL gl,
IDatReaderWriter dats,
BindlessSupport bindless) =>
lifetime.AcquireTerrainAtlas(() => Atlas);
public void SetTerrainAnisotropic(TerrainAtlas atlas, int level) =>
AnisotropicLevel = level;
public Shader CreateTerrainShader(GL gl, string shadersDirectory) =>
Resource<Shader>("terrain shader");
public SceneLightingUboBinding CreateSceneLighting(GL gl) =>
Resource<SceneLightingUboBinding>("scene lighting");
public DebugLineRenderer CreateDebugLines(
IGpuDevice device, ICurrentGpuFrameSource frameSource, string shadersDirectory) =>
Resource<DebugLineRenderer>("debug lines");
public byte[]? TryLoadDebugFont() => hasFont ? [1] : null;
public BitmapFont CreateDebugFont(IGpuDevice device, byte[] bytes) =>
Resource<BitmapFont>("debug font");
public TextRenderer CreateTextRenderer(
IGpuDevice device, ICurrentGpuFrameSource frameSource, string shadersDirectory) =>
Resource<TextRenderer>("text renderer");
public TerrainModernRenderer CreateTerrain(
GL gl,
BindlessSupport bindless,
Shader shader,
TerrainAtlas atlas,
IGpuResourceRetirementQueue retirement) =>
Resource<TerrainModernRenderer>("terrain");
public WorldTerrainBuildContext CreateTerrainBuildContext(
uint initialCenterLandblockId,
float[] heightTable,
TerrainAtlas atlas) =>
new(
initialCenterLandblockId,
0xA9,
0xB4,
heightTable,
Stub<TerrainBlendingContext>(),
new ConcurrentDictionary<uint, SurfaceInfo>());
public Shader CreateMeshShader(GL gl, string shadersDirectory) =>
Resource<Shader>("mesh shader");
public WbMeshAdapter CreateMeshAdapter(
GL gl,
IDatReaderWriter dats,
IPreparedAssetSource preparedAssets,
IGpuResourceRetirementQueue retirement,
ResidencyBudgetOptions budgets)
{
MeshBudgets = budgets;
return Resource<WbMeshAdapter>("WB mesh adapter");
}
public TextureCache CreateTextureCache(
GL gl,
IGpuDevice device,
IDatReaderWriter dats,
BindlessSupport bindless,
IGpuResourceRetirementQueue retirement,
string diagnosticsDirectory,
ResidencyBudgetOptions budgets)
{
TextureBudgets = budgets;
return Resource<TextureCache>("texture cache");
}
public void RegisterResidencySources(
ResidencyManager manager,
WbMeshAdapter meshes,
TextureCache textures,
IPreparedAssetSource preparedAssets,
IAnimationLoader animations,
AcDream.Core.Audio.DatSoundCache? audio)
{
RegisteredResidency = manager;
}
public SamplerCache CreateSamplerCache(GL gl) =>
Resource<SamplerCache>("sampler cache");
public void Release(IDisposable resource)
{
Releases.Add(_names[resource]);
}
private T Resource<T>(string name)
where T : class, IDisposable
{
T value = Stub<T>();
_names.Add(value, name);
return value;
}
}
private sealed class Publication(string? failure) : IGameWindowWorldRenderPublication
{
public TerrainModernRenderer? Terrain { get; private set; }
public WbMeshAdapter? MeshAdapter { get; private set; }
public TextureCache? TextureCache { get; private set; }
public void PublishBindlessSupport(BindlessSupport value) =>
Fail("bindless");
public void PublishTerrainShader(Shader value) =>
Fail("terrain shader");
public void PublishSceneLighting(SceneLightingUboBinding value) =>
Fail("scene lighting");
public void PublishDebugLines(DebugLineRenderer value) =>
Fail("debug lines");
public void PublishHudResources(BitmapFont font, TextRenderer text) =>
Fail("HUD");
public void PublishTerrain(TerrainModernRenderer value)
{
Fail("terrain");
Terrain = value;
}
public void PublishTerrainBuildState(
float[] heightTable,
TerrainBlendingContext blending,
ConcurrentDictionary<uint, SurfaceInfo> surfaceCache) =>
Fail("terrain build state");
public void PublishMeshShader(Shader value) => Fail("mesh shader");
public void PublishWbMeshAdapter(WbMeshAdapter value)
{
Fail("WB mesh adapter");
MeshAdapter = value;
}
public void PublishTextureCache(TextureCache value)
{
Fail("texture cache");
TextureCache = value;
}
public void PublishSamplerCache(SamplerCache value) =>
Fail("sampler cache");
private void Fail(string point)
{
if (string.Equals(failure, point, StringComparison.Ordinal))
throw new InvalidOperationException($"publication failed at {point}");
}
}
private static T Stub<T>() where T : class =>
(T)RuntimeHelpers.GetUninitializedObject(typeof(T));
private static string FindRepoRoot()
{
DirectoryInfo? directory = new(AppContext.BaseDirectory);
while (directory is not null)
{
if (File.Exists(Path.Combine(directory.FullName, "AcDream.slnx")))
return directory.FullName;
directory = directory.Parent;
}
throw new DirectoryNotFoundException("Could not find AcDream.slnx.");
}
}