acdream/src/AcDream.App/Rendering/Wb/ManagedGLFrameBuffer.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

104 lines
4.2 KiB
C#

using Chorizite.Core.Render;
using Silk.NET.OpenGL;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace AcDream.App.Rendering.Wb {
/// <summary>
/// Implementation of a framebuffer for OpenGL ES 3.0 using Silk.NET.
/// </summary>
public class ManagedGLFramebuffer : IFramebuffer {
private readonly OpenGLGraphicsDevice _device;
private GL _gl => _device.GL;
private readonly uint _fboId;
private readonly uint _depthStencilRenderbuffer; // 0 if not used
private readonly ITexture _texture;
private readonly int _width;
private readonly int _height;
public ITexture Texture => _texture;
public IntPtr NativeHandle => new IntPtr(_fboId);
public ManagedGLFramebuffer(OpenGLGraphicsDevice device, ITexture texture, int width, int height, bool hasDepthStencil) {
_device = device;
_texture = texture;
_width = width;
_height = height;
// Generate and bind the framebuffer
_fboId = _gl.GenFramebuffer();
GpuMemoryTracker.TrackResourceAllocation(GpuResourceType.FBO);
_gl.BindFramebuffer(FramebufferTarget.Framebuffer, _fboId);
// Attach the texture as the color attachment
_gl.FramebufferTexture2D(
FramebufferTarget.Framebuffer,
FramebufferAttachment.ColorAttachment0,
TextureTarget.Texture2D,
(uint)texture.NativePtr.ToInt32(),
0
);
// Create and attach a depth-stencil renderbuffer if requested
if (true || hasDepthStencil) {
_depthStencilRenderbuffer = _gl.GenRenderbuffer();
GpuMemoryTracker.TrackResourceAllocation(GpuResourceType.RBO);
_gl.BindRenderbuffer(RenderbufferTarget.Renderbuffer, _depthStencilRenderbuffer);
_gl.RenderbufferStorage(
RenderbufferTarget.Renderbuffer,
InternalFormat.Depth24Stencil8,
(uint)width,
(uint)height
);
_gl.FramebufferRenderbuffer(
FramebufferTarget.Framebuffer,
FramebufferAttachment.DepthStencilAttachment,
RenderbufferTarget.Renderbuffer,
_depthStencilRenderbuffer
);
GpuMemoryTracker.TrackAllocation(_width * _height * 4, GpuResourceType.RBO); // Depth24Stencil8 is 4 bytes per pixel
}
// Check framebuffer completeness
var status = _gl.CheckFramebufferStatus(FramebufferTarget.Framebuffer);
if (status != GLEnum.FramebufferComplete) {
_gl.BindFramebuffer(FramebufferTarget.Framebuffer, 0);
_gl.DeleteFramebuffer(_fboId);
if (_depthStencilRenderbuffer != 0) {
_gl.DeleteRenderbuffer(_depthStencilRenderbuffer);
}
throw new InvalidOperationException($"Framebuffer creation failed: {status}");
}
var error = _gl.GetError();
if (error != GLEnum.NoError) {
throw new InvalidOperationException($"OpenGL error during framebuffer setup: {error}");
}
// Unbind the framebuffer
_gl.BindFramebuffer(FramebufferTarget.Framebuffer, 0);
}
public void Dispose() {
var fboId = _fboId;
var depthStencilRenderbuffer = _depthStencilRenderbuffer;
var width = _width;
var height = _height;
_device.QueueGLAction(gl => {
if (fboId != 0) {
gl.DeleteFramebuffer(fboId);
GpuMemoryTracker.TrackResourceDeallocation(GpuResourceType.FBO);
}
if (depthStencilRenderbuffer != 0) {
gl.DeleteRenderbuffer(depthStencilRenderbuffer);
GpuMemoryTracker.TrackResourceDeallocation(GpuResourceType.RBO);
GpuMemoryTracker.TrackDeallocation(width * height * 4, GpuResourceType.RBO);
}
});
}
}
}