acdream/src/AcDream.App/UI/MarkupDocument.cs
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

159 lines
6.5 KiB
C#

using System;
using System.Globalization;
using System.Numerics;
using System.Reflection;
using System.Xml.Linq;
namespace AcDream.App.UI;
/// <summary>
/// Parses our KSML-style panel markup (mirrors retail's ElementDesc fields)
/// into a live <see cref="UiElement"/> subtree. <c>{Binding}</c> attribute
/// values resolve against a supplied object by property name (reflection).
/// This is the format the future LayoutDesc importer will emit. See D.2b spec §7.
/// </summary>
public static class MarkupDocument
{
/// <param name="xml">Raw XML markup for a single panel.</param>
/// <param name="binding">Object whose public properties are bound to <c>{PropName}</c> attributes.</param>
/// <param name="resolve">Surface id → (GL handle, width, height) for chrome sprites.</param>
/// <param name="style">Optional controls.ini stylesheet for the title color.</param>
public static UiNineSlicePanel Build(
string xml, object binding, Func<uint, (uint, int, int)> resolve,
ControlsIni? style = null)
{
var root = XDocument.Parse(xml).Root ?? throw new FormatException("empty markup");
if (root.Name.LocalName != "panel")
throw new FormatException($"root must be <panel>, got <{root.Name.LocalName}>");
var panel = new UiNineSlicePanel(resolve)
{
Left = F(root, "x"),
Top = F(root, "y"),
Width = F(root, "w"),
Height = F(root, "h"),
};
// Optional per-window resize-axis lock: resize="x" | "y" | "both" | "none".
string? resize = (string?)root.Attribute("resize");
if (resize is not null)
{
panel.ResizeX = resize is "x" or "both";
panel.ResizeY = resize is "y" or "both";
}
string? title = (string?)root.Attribute("title");
if (!string.IsNullOrEmpty(title))
{
Vector4 tc = style is not null && style.TryColor("title", "color", out var c) ? c : Vector4.One;
panel.AddChild(new UiLabel { Text = title, Left = 8, Top = 4, TextColor = tc });
}
foreach (var el in root.Elements())
{
switch (el.Name.LocalName)
{
case "meter":
var cur = BindUint((string?)el.Attribute("cur"), binding);
var max = BindUint((string?)el.Attribute("max"), binding);
panel.AddChild(new UiMeter
{
Left = F(el, "x"),
Top = F(el, "y"),
Width = F(el, "w"),
Height = F(el, "h"),
BarColor = Color((string?)el.Attribute("color")),
Fill = BindFloat((string?)el.Attribute("fill"), binding),
Label = () => (cur(), max()) is (uint c, uint m) ? $"{c}/{m}" : null,
Anchors = Anchor((string?)el.Attribute("anchor")),
SpriteResolve = resolve,
BackLeft = Hex((string?)el.Attribute("backleft")),
BackTile = Hex((string?)el.Attribute("backtile")),
BackRight = Hex((string?)el.Attribute("backright")),
FrontLeft = Hex((string?)el.Attribute("frontleft")),
FrontTile = Hex((string?)el.Attribute("fronttile")),
FrontRight = Hex((string?)el.Attribute("frontright")),
});
break;
// future element kinds (label, button, image) added here
}
}
return panel;
}
private static float F(XElement e, string attr)
=> float.TryParse((string?)e.Attribute(attr), NumberStyles.Float,
CultureInfo.InvariantCulture, out var v) ? v : 0f;
/// <summary>
/// Parses <c>#AARRGGBB</c> → RGBA <see cref="Vector4"/> (alpha first, matching
/// controls.ini convention). Falls back to opaque white on bad input.
/// </summary>
private static Vector4 Color(string? hex)
{
if (hex is { Length: 9 } && hex[0] == '#'
&& uint.TryParse(hex.AsSpan(1), NumberStyles.HexNumber,
CultureInfo.InvariantCulture, out uint argb))
return new Vector4(
((argb >> 16) & 0xFF) / 255f,
((argb >> 8) & 0xFF) / 255f,
(argb & 0xFF) / 255f,
((argb >> 24) & 0xFF) / 255f);
return Vector4.One;
}
private static Func<float?> BindFloat(string? expr, object binding)
{
var pi = Prop(expr, binding);
if (pi is null) return () => 0f;
return () => pi.GetValue(binding) switch
{
float f => f,
null => (float?)null,
var v => Convert.ToSingle(v, CultureInfo.InvariantCulture),
};
}
private static Func<uint?> BindUint(string? expr, object binding)
{
var pi = Prop(expr, binding);
if (pi is null) return () => null;
return () => pi.GetValue(binding) switch
{
uint u => u,
null => (uint?)null,
var v => Convert.ToUInt32(v, CultureInfo.InvariantCulture),
};
}
private static PropertyInfo? Prop(string? expr, object binding)
{
if (expr is null || expr.Length < 3 || expr[0] != '{' || expr[^1] != '}') return null;
return binding.GetType().GetProperty(expr[1..^1]);
}
private static uint Hex(string? s)
{
if (string.IsNullOrWhiteSpace(s)) return 0;
var t = s.Trim();
if (t.StartsWith("0x", System.StringComparison.OrdinalIgnoreCase)) t = t[2..];
return uint.TryParse(t, System.Globalization.NumberStyles.HexNumber,
System.Globalization.CultureInfo.InvariantCulture, out var v) ? v : 0u;
}
private static AnchorEdges Anchor(string? csv)
{
if (string.IsNullOrWhiteSpace(csv)) return AnchorEdges.Left | AnchorEdges.Top;
var a = AnchorEdges.None;
foreach (var part in csv.Split(',', System.StringSplitOptions.TrimEntries | System.StringSplitOptions.RemoveEmptyEntries))
a |= part.ToLowerInvariant() switch
{
"left" => AnchorEdges.Left,
"top" => AnchorEdges.Top,
"right" => AnchorEdges.Right,
"bottom" => AnchorEdges.Bottom,
_ => AnchorEdges.None,
};
return a == AnchorEdges.None ? AnchorEdges.Left | AnchorEdges.Top : a;
}
}