acdream/src/AcDream.App/Rendering/Wb/GLSLShader.cs
Erik 4cc38805b5 feat(O-T3): extract GL infrastructure to AcDream.App
Phase O Task 3 — verbatim-copy GL infra from Chorizite.OpenGLSDLBackend
into src/AcDream.App/Rendering/Wb/ (namespace AcDream.App.Rendering.Wb).

18 files extracted (all namespace-changed; no algorithm changes):
  OpenGLGraphicsDevice, ManagedGLTexture, ManagedGLTextureArray,
  ManagedGLVertexBuffer, ManagedGLIndexBuffer, ManagedGLVertexArray,
  ManagedGLFrameBuffer, ManagedGLUniformBuffer, GLSLShader, GLHelpers,
  GLStateScope, GpuMemoryTracker, SceneData, DebugRenderSettings,
  TextureParameters, TextureFormatExtensions, BufferUsageExtensions,
  EmbeddedResourceReader.

3 internals promoted to public (O-D9):
  EmbeddedResourceReader, TextureFormatExtensions, BufferUsageExtensions.

SixLabors.ImageSharp not reachable: TextureHelpers was placed in
AcDream.Core (no GL/ImageSharp dep); only the GL types went to App.

TextureHelpers.GetCompressedLayerSize added to AcDream.Core.Rendering.Wb
(was in Chorizite.OpenGLSDLBackend.Lib.TextureHelpers; uses
Chorizite.Core.Render.Enums.TextureFormat which Core gets transitively
via the still-present WB project refs).

T3/T4 boundary interims:
  - WbMeshAdapter._graphicsDevice stays Chorizite.OpenGLSDLBackend.OpenGLGraphicsDevice
    (T4 will swap it when ObjectMeshManager is extracted).
  - OpenGLGraphicsDevice.ParticleBatcher deferred to null! (T4 extracts
    ParticleBatcher alongside ObjectMeshManager; can't pass `this` of our
    new type to the WB-original ctor before T4).
  - ManagedGLTextureArray uses our TextureHelpers via explicit alias.
  - IUniformBuffer is in Chorizite.Core.dll under Chorizite.OpenGLSDLBackend
    namespace (unusual packaging); resolved via type alias.
  - AcDream.App.csproj gets explicit Chorizite.Core 0.0.18 PackageReference
    (IUniformBuffer + other Chorizite.Core types now used directly in App).

Build green. Test baseline 1147+8 maintained (1902 passing, 8 pre-existing
MotionInterpreterTests failures unrelated to T3).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-21 16:00:31 +02:00

271 lines
9.2 KiB
C#

using Chorizite.Core.Render;
using Microsoft.Extensions.Logging;
using Silk.NET.OpenGL;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Numerics;
using System.Reflection;
using System.Runtime.InteropServices;
using System.Text;
using System.Threading.Tasks;
using System.Xml.Linq;
namespace AcDream.App.Rendering.Wb {
public unsafe class GLSLShader : BaseShader, IDisposable {
private OpenGLGraphicsDevice _device;
private Dictionary<string, int> _uniformLocations = [];
private Dictionary<int, object> _uniformValues = [];
private readonly object _lock = new();
private GL GL => _device.GL;
public uint Program { get; protected set; }
public bool HasUniform(string name) {
lock (_lock) {
return GetUniformLocation(Program, name) != -1;
}
}
public GLSLShader(OpenGLGraphicsDevice device, string name, string vertSource, string fragSource, ILogger log) : base(name, vertSource, fragSource, log) {
_device = device;
Load(vertSource, fragSource);
}
public GLSLShader(OpenGLGraphicsDevice device, string name, string shaderDirectory, ILogger log) : base(name, shaderDirectory, log) {
_device = device;
Load();
}
public override void Dispose() {
Unload();
base.Dispose();
}
private int GetUniformLocation(uint program, string name) {
lock (_lock) {
if (!_uniformLocations.ContainsKey(name)) {
_uniformLocations.Add(name, GL.GetUniformLocation(program, name));
}
return _uniformLocations[name];
}
}
public override void SetUniform(string location, Matrix4x4 m) {
lock (_lock) {
int loc = GetUniformLocation(Program, location);
if (loc == -1) return;
if (_uniformValues.TryGetValue(loc, out var val) && val is Matrix4x4 mCached && mCached == m) {
return;
}
_uniformValues[loc] = m;
GL.UniformMatrix4(loc, 1, false, (float*)&m);
}
}
public override void SetUniform(string location, int v) {
lock (_lock) {
int loc = GetUniformLocation((uint)Program, location);
if (loc == -1) return;
if (_uniformValues.TryGetValue(loc, out var val) && val is int vCached && vCached == v) {
return;
}
_uniformValues[loc] = v;
GL.Uniform1(loc, v);
}
}
public override void SetUniform(string location, Vector2 vec) {
lock (_lock) {
int loc = GetUniformLocation((uint)Program, location);
if (loc == -1) return;
if (_uniformValues.TryGetValue(loc, out var val) && val is Vector2 vCached && vCached == vec) {
return;
}
_uniformValues[loc] = vec;
GL.Uniform2(loc, vec);
}
}
public override void SetUniform(string location, Vector3 vec) {
lock (_lock) {
int loc = GetUniformLocation((uint)Program, location);
if (loc == -1) return;
if (_uniformValues.TryGetValue(loc, out var val) && val is Vector3 vCached && vCached == vec) {
return;
}
_uniformValues[loc] = vec;
GL.Uniform3(loc, vec);
}
}
public override void SetUniform(string location, Vector3[] vecs) {
lock (_lock) {
int loc = GetUniformLocation((uint)Program, location);
if (loc == -1) return;
fixed (float* v = &vecs[0].X) {
GL.Uniform3(loc, (uint)vecs.Length, v);
}
}
}
public override void SetUniform(string location, Vector4 vec) {
lock (_lock) {
int loc = GetUniformLocation((uint)Program, location);
if (loc == -1) return;
if (_uniformValues.TryGetValue(loc, out var val) && val is Vector4 vCached && vCached == vec) {
return;
}
_uniformValues[loc] = vec;
GL.Uniform4(loc, vec);
}
}
public override void SetUniform(string location, float v) {
lock (_lock) {
int loc = GetUniformLocation((uint)Program, location);
if (loc == -1) return;
if (_uniformValues.TryGetValue(loc, out var val) && val is float vCached && vCached == v) {
return;
}
_uniformValues[loc] = v;
GL.Uniform1(loc, v);
}
}
public override void SetUniform(string location, float[] vs) {
lock (_lock) {
fixed (float* v = &vs[0]) {
GL.Uniform1(GetUniformLocation((uint)Program, location), (uint)vs.Length, v);
}
}
}
public override void Load(string vertShaderSource, string fragShaderSource) {
if (string.IsNullOrWhiteSpace(vertShaderSource) || string.IsNullOrWhiteSpace(fragShaderSource)) {
_log.LogError($"Shader {Name} has no source code!");
return;
}
if (_device.HasOpenGL43 && _device.HasBindless) {
string replacement = "#version 430 core\n#extension GL_ARB_bindless_texture : require";
vertShaderSource = vertShaderSource.Replace("#version 330 core", replacement);
fragShaderSource = fragShaderSource.Replace("#version 330 core", replacement);
}
uint vertexShader = CompileShader(ShaderType.VertexShader, Name, vertShaderSource);
uint fragmentShader = CompileShader(ShaderType.FragmentShader, Name, fragShaderSource);
var prog = GL.CreateProgram();
GLHelpers.CheckErrors(GL, true);
GL.AttachShader(prog, vertexShader);
GLHelpers.CheckErrors(GL, true);
GL.AttachShader(prog, fragmentShader);
GLHelpers.CheckErrors(GL, true);
GL.LinkProgram(prog);
GLHelpers.CheckErrors(GL, true);
GL.GetProgram(prog, GLEnum.LinkStatus, out int success);
GLHelpers.CheckErrors(GL);
if (success != 1) {
var infoLog = GL.GetProgramInfoLog(prog);
_log.LogError($"Error: shader {Name} link failed: {infoLog}");
GL.DeleteProgram(prog);
return;
}
else {
_log.LogTrace($"{(Program != 0 ? "Reloaded" : "Loaded")} shader: {Name}");
}
// Bind SceneData uniform block to point 0 if it exists
var sceneDataIndex = GL.GetUniformBlockIndex(prog, "SceneData");
if (sceneDataIndex != uint.MaxValue) {
GL.UniformBlockBinding(prog, sceneDataIndex, 0);
GLHelpers.CheckErrors(GL);
}
GL.DeleteShader(vertexShader);
GLHelpers.CheckErrors(GL);
GL.DeleteShader(fragmentShader);
GLHelpers.CheckErrors(GL);
if (Program != 0) {
Unload();
}
_uniformLocations.Clear();
_uniformValues.Clear();
GpuMemoryTracker.TrackResourceAllocation(GpuResourceType.Shader);
Program = prog;
ProgramId = prog;
NeedsLoad = false;
GLHelpers.CheckErrors(GL);
}
private uint CompileShader(ShaderType shaderType, string name, string shaderSource) {
uint shader = GL.CreateShader(shaderType);
GLHelpers.CheckErrors(GL);
GL.ShaderSource(shader, shaderSource);
GLHelpers.CheckErrors(GL);
GL.CompileShader(shader);
GLHelpers.CheckErrors(GL);
GL.GetShader(shader, ShaderParameterName.CompileStatus, out int success);
GLHelpers.CheckErrors(GL);
if (success != 1) {
var infoLog = GL.GetShaderInfoLog(shader);
_log.LogError($"Error: {name}:{shaderType} compilation failed: {infoLog}");
}
return shader;
}
public override void Bind() {
lock (_lock) {
SetActive();
if (Program != 0) {
GL.UseProgram((uint)Program);
}
}
}
public override void Unbind() {
lock (_lock) {
GL.UseProgram(0);
GLHelpers.CheckErrors(GL);
}
}
protected override void Unload() {
lock (_lock) {
if (Program != 0) {
var prog = Program;
Program = 0;
ProgramId = 0;
_device.QueueGLAction(gl => {
gl.DeleteProgram(prog);
GpuMemoryTracker.TrackResourceDeallocation(GpuResourceType.Shader);
});
}
}
}
}
}