acdream/tests/AcDream.App.Tests/Rendering/Wb/ModernBatchDataLayoutTests.cs
Erik d365476ebb feat(render): Campaign V slice V2a - mesh path texture-index migration
Moves the mesh/EnvCell draw path's per-batch texture representation from a
64-bit ARB_bindless_texture handle to a small integer table index, entirely
on the still-shipping GL backend, with zero pixel change. This is the CPU-side
half of the eventual Vulkan descriptor-array indexing model: a table index is
the backend-neutral form (Vulkan indexes a descriptor array with it directly),
while a raw bindless handle is GL-only. Landing the data-model change now, on
GL, under a strict self-differential pixel gate, keeps it separate from V4c's
much larger RHI-plumbing change (see docs/plans/2026-07-27-vulkan-campaign.md
section 5.2 for why the table cannot be device-owned yet).

Mechanism: mesh_modern.vert's BatchData struct carries `textureIndex` (a slot)
instead of `textureHandle` (uvec2); the vertex shader looks the slot up in a
new binding=9 storage buffer (GpuBindingModel.StorageTextureTable) and passes
the reconstructed uvec2 handle to the fragment shader exactly as before, so
mesh_modern.frag needed no change at all beyond the UBO-set macro below. The
16-byte std430 stride is unchanged (GpuBindingModel.GpuBatchDataStrideBytes);
textureLayer/flags keep their offsets, so every existing CPU writer's layout
is untouched.

The handle->slot table (GlBindlessHandleTable, new, pure C#) is owned
separately by WbDrawDispatcher and EnvCellRenderer rather than shared through
a single TextureCache-owned instance: EnvCellRenderer never had a TextureCache
dependency, and nothing requires index agreement between renderers since each
rebinds its own binding=9 buffer immediately before its own draw call. This
avoided threading a new constructor parameter through EnvCellRenderer (and its
six test call sites) for no behavioral benefit. TextureCache and
CompositeTextureArrayCache turned out to need no changes at all: they only
ever produce raw ulong handles, and that production path is unaffected -
the new indirection is entirely a WbDrawDispatcher/EnvCellRenderer-side
concern, added exactly where each already assembles its per-batch GPU struct
(ToInput, the copy-back loop, PrepareDeferredAlphaDraws for the
RetailAlphaQueue path, and EnvCellRenderer's ModernBatchData construction).
The table itself is a single non-ring buffer (unlike the per-frame
triple-buffered SSBOs) because a genuinely new handle is rare - new dat
surfaces/composite overrides, not every frame - so it flushes only when
GlBindlessHandleTable.Dirty is set, mirroring how the existing texture caches
already upload infrequently.

Shader-side, introduced Rendering/Shaders/common.glsl as the shared preamble
GL has no #include for: Shader.cs gained an `includeCommonPreamble` overload
that splices the file's text in after the leading #version/#extension block
(GLSL requires #version first). It declares the binding=9 table plus the
ACDREAM_TEXTURE_HANDLE(idx) lookup macro, and a scaffolding ACDREAM_UBO_SET
macro (a no-op under GL today, redefined to `set = 1,` when the Vulkan
toolchain compiles this same source at V6+, per the campaign doc's set-1 UBO
note) applied to both SceneLighting UBO declarations now so no later slice
needs to touch them again.

Tests: WbDrawDispatcherIndirectBuilderTests updated for the renamed
IndirectGroupInput/BatchDataPublic fields; new ModernBatchDataLayoutTests
(mirrors ClipFrameLayoutTests' role, but for EnvCellRenderer's GPU struct) and
GlBindlessHandleTableTests (pure-CPU allocator behavior, including the
zero-handle case, which is registered like any other handle rather than
special-cased, since that's what reproduces the pre-V2 sampling result
bit-for-bit).

Gate: dotnet build -c Release green, dotnet test
tests/AcDream.App.Tests -c Release green (3843 passed / 3 skipped, +9 over
the 3834/3 baseline), and tools/run-offline-pixel-gate.ps1 passed with a
2.84e-05 differing-pixel fraction against the parent commit - within the
documented ~33x same-commit noise margin. No divergence-register row: this
introduces no retail behavior deviation.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-27 15:51:26 +02:00

58 lines
2.2 KiB
C#

using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using AcDream.App.Rendering.Wb;
using Xunit;
namespace AcDream.App.Tests.Rendering.Wb;
/// <summary>
/// Campaign V slice V2 (2026-07-27): CPU-side proof that
/// <see cref="ModernBatchData"/> — EnvCellRenderer's per-batch GPU struct,
/// sharing mesh_modern.vert's BatchData shader-side layout with
/// WbDrawDispatcher — packs at the exact std430 offsets the shader expects
/// after TextureHandle (a raw 64-bit ARB_bindless_texture handle) became
/// TextureTableIndex (a slot into the binding=9 handle table). Mirrors
/// ClipFrameLayoutTests' role for ClipFrame and
/// WbDrawDispatcherIndirectBuilderTests.BatchDataPublic_LayoutMatchesPrivateBatchData
/// for WbDrawDispatcher's own BatchData — a silent layout drift here would
/// desync EnvCellRenderer's uploaded bytes from what mesh_modern.vert reads,
/// with no build error.
///
/// Layout under test (std430, 16 bytes total):
/// offset 0 : uint TextureTableIndex
/// offset 4 : uint Reserved (pad)
/// offset 8 : uint TextureIndex (layer within the texture array)
/// offset 12 : uint Flags
/// </summary>
public class ModernBatchDataLayoutTests
{
[Fact]
public void Size_Is16Bytes_MatchingGpuBatchDataStride()
{
Assert.Equal(16, Unsafe.SizeOf<ModernBatchData>());
}
[Fact]
public void FieldOffsets_MatchStd430Layout()
{
Assert.Equal(0, (int)Marshal.OffsetOf<ModernBatchData>(nameof(ModernBatchData.TextureTableIndex)));
Assert.Equal(4, (int)Marshal.OffsetOf<ModernBatchData>(nameof(ModernBatchData.Reserved)));
Assert.Equal(8, (int)Marshal.OffsetOf<ModernBatchData>(nameof(ModernBatchData.TextureIndex)));
Assert.Equal(12, (int)Marshal.OffsetOf<ModernBatchData>(nameof(ModernBatchData.Flags)));
}
[Fact]
public void FieldValues_RoundTripThroughTheStruct()
{
var data = new ModernBatchData
{
TextureTableIndex = 7u,
TextureIndex = 3u,
};
Assert.Equal(7u, data.TextureTableIndex);
Assert.Equal(0u, data.Reserved);
Assert.Equal(3u, data.TextureIndex);
Assert.Equal(0u, data.Flags);
}
}