acdream/tests/AcDream.App.Tests/Composition/SettingsDevToolsCompositionTests.cs
Erik 4f94ad7ddd feat(render): Campaign V slice V1 - OpenGL RHI backend (dark)
Implements GlGpuDevice and the rest of AcDream.App.Rendering.Gpu.Gl,
filling the V0-pinned IGpuDevice contract on OpenGL 4.3. This is the
first of the port slices described in
docs/plans/2026-07-27-vulkan-campaign.md: every later renderer port
(V2 onward) needs a real, driver-proven GL implementation of the RHI
to port onto, and the GL backend is deliberately built to be
behaviour-preserving rather than optimal, because that is what turns
each subsequent slice's pixel gate into a strict identity check
instead of a moving target. The Vulkan backend (V5+) is where the
actual efficiency gains land.

GlGpuDevice is a fresh root, not derived from Chorizite's
BaseGraphicsDevice/OpenGLGraphicsDevice - shedding that inheritance is
one of the things this campaign explicitly does. It owns its own
BindlessSupport instance rather than sharing the legacy WB render
path's, which is what lets it be constructed the moment a GL context
and a GpuFrameFlightController exist, with no dependency on when
WorldRenderCompositionPhase happens to detect bindless support later
in startup. The ring buffer keeps a managed staging array plus a real
GL buffer per flight slot and flushes with one BufferSubData
immediately before each Draw/DrawIndexed/MultiDrawIndexedIndirect
(never at bind time, since a renderer may still write after binding);
V1 throws on an over-capacity ring request rather than growing it,
since nothing consumes the device yet and a silent grow would hide a
future renderer's real working set. The texture table is a bump/free-
list allocator over a managed uvec2 handle array, gated through the
frame-flight retirement queue so a released slot cannot be reused
while a submitted frame might still read it. Push constants are
applied by uniform name on the currently-bound program, cached per
program, and explicitly re-applied whenever BindPipeline switches
programs - GL uniforms are per-program state, so the "survives
pipeline changes within a pass" guarantee the interface documents (a
freebie on Vulkan's shared pipeline layout) has to be emulated here.

BindlessSupport gained one additive method,
GetResidentHandle(texture, sampler), calling the same
ArbBindlessTexture.GetTextureSamplerHandle entry point
ManagedGLTextureArray already uses through a different path. The
existing GetResidentHandle(texture) cannot express
IGpuDevice.RegisterTexture's documented pair semantics ("the same
texture registered with two samplers occupies two slots"), so this
was the minimal change needed rather than a workaround.

The pure bookkeeping - ring watermark/alignment arithmetic, the
texture-slot allocator, render-state diffing, the push-constant field-
to-uniform-name table, and GL format mapping - lives in small GL-free
classes so it is unit-testable without a live context, following the
same seam pattern GpuFrameFlightController already uses for its fence
API. GlGpuTimerPool follows suit with an injectable timer-query API.

The device is constructed in HostInputCameraCompositionPhase
immediately after the frame-flight controller (the same phase that
already builds GpuFrameFlightController), rather than in
WorldRenderCompositionPhase as first considered: GlGpuDevice's self-
contained bindless detection means it has no ordering dependency on
the legacy WB path's BindlessSupport, so it can be proven against the
real driver as early as possible while keeping the composition change
to one phase. Composition, publication, and shutdown wiring follow
the existing acquire/publish/fault-injection pattern exactly, and GPU
device disposal is scheduled through the frame-flight retirement queue
before that queue itself is torn down. Nothing consumes the device
yet - that starts at V4a - so this slice's pixel gate is trivially a
tripwire.

App tests: 3834 passed / 3 skipped (V0 baseline 3785 + 49 new: ring,
texture-slot, render-state, push-constant, format-mapping, enum-
mapping, and timer-pool tests, plus one new fault-injection point in
the existing composition theory).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-27 15:11:04 +02:00

523 lines
19 KiB
C#

using System.Numerics;
using System.Reflection;
using System.Runtime.CompilerServices;
using AcDream.App.Combat;
using AcDream.App.Composition;
using AcDream.App.Diagnostics;
using AcDream.App.Input;
using AcDream.App.Rendering;
using AcDream.App.Settings;
using AcDream.Core.Chat;
using AcDream.Core.Combat;
using AcDream.Runtime.Gameplay;
using AcDream.Core.Player;
using AcDream.Core.Spells;
using AcDream.UI.Abstractions.Input;
using AcDream.UI.Abstractions.Panels.Settings;
using AcDream.UI.Abstractions.Settings;
using AcDream.UI.ImGui;
using Silk.NET.Input;
using Silk.NET.Maths;
using Silk.NET.OpenGL;
using Silk.NET.Windowing;
namespace AcDream.App.Tests.Composition;
public sealed class SettingsDevToolsCompositionTests
{
[Fact]
public void DisabledFrontendAppliesSettingsAndAcquiresNothingOptional()
{
using var fixture = new Fixture(enabled: false);
SettingsDevToolsResult result = fixture.Compose();
Assert.Null(result.DevTools);
Assert.False(
fixture.Dependencies.Runtime.CaptureOwnership().IsDisposeRequested);
Assert.Equal(1, fixture.Startup.DisplayCalls);
Assert.Equal(1, fixture.Startup.AudioCalls);
Assert.Equal(0, fixture.Factory.Calls);
Assert.Equal(
[SettingsDevToolsCompositionPoint.SettingsApplied],
fixture.Points);
}
[Fact]
public void UnsupportedInputDisablesBeforeAcquiringFrontendResources()
{
using var fixture = new Fixture(inputSupported: false);
SettingsDevToolsResult result = fixture.Compose();
Assert.Null(result.DevTools);
Assert.Null(fixture.Factory.Input);
Assert.Null(fixture.Factory.Bootstrap);
Assert.Equal(1, fixture.Factory.Calls);
}
[Fact]
public void EnabledFrontendPublishesOneCompleteOwnerAfterEveryEdge()
{
using var fixture = new Fixture();
SettingsDevToolsResult result = fixture.Compose();
Assert.Same(fixture.Publication.Owner, result.DevTools);
Assert.Equal(
Enum.GetValues<SettingsDevToolsCompositionPoint>(),
fixture.Points);
Assert.True(fixture.Factory.Input!.Activated);
Assert.Equal(4, fixture.Factory.Backend!.LayoutCalls);
Assert.Equal(1, fixture.Publication.PublishCalls);
}
[Theory]
[MemberData(nameof(OptionalFailurePoints))]
public void OptionalPrefixFailureDisablesOnlyAfterCompleteReverseCleanup(
int pointValue)
{
var point = (SettingsDevToolsCompositionPoint)pointValue;
using var fixture = new Fixture(failurePoint: point);
SettingsDevToolsResult result = fixture.Compose();
Assert.Null(result.DevTools);
Assert.Null(fixture.Publication.Owner);
Assert.Equal(
Enum.GetValues<SettingsDevToolsCompositionPoint>()
.TakeWhile(candidate => candidate <= point),
fixture.Points);
if (fixture.Factory.Input is { } input)
Assert.True(input.IsDisposalComplete);
if (fixture.Factory.Bootstrap is { } bootstrap)
Assert.Equal(1, bootstrap.DisposeCalls);
if (fixture.Factory.Backend is { } backend)
Assert.Equal(1, backend.DisposeCalls);
}
public static TheoryData<int> OptionalFailurePoints()
{
var data = new TheoryData<int>();
foreach (SettingsDevToolsCompositionPoint point in
Enum.GetValues<SettingsDevToolsCompositionPoint>())
{
if (point is SettingsDevToolsCompositionPoint.SettingsApplied
or SettingsDevToolsCompositionPoint.DevToolsPublished)
{
continue;
}
data.Add((int)point);
}
return data;
}
[Fact]
public void FailureAfterPublicationPropagatesToLifetimeOwner()
{
using var fixture = new Fixture(
failurePoint: SettingsDevToolsCompositionPoint.DevToolsPublished);
Assert.Throws<InvalidOperationException>(fixture.Compose);
Assert.NotNull(fixture.Publication.Owner);
Assert.False(fixture.Publication.Owner!.IsDisposalComplete);
}
[Fact]
public void CleanupFailurePropagatesAndRetrySkipsCompletedOperations()
{
using var fixture = new Fixture(
failurePoint: SettingsDevToolsCompositionPoint.InitialLayoutApplied,
backendDisposeFailures: 1);
var failure = Assert.Throws<CompositionAcquisitionException>(fixture.Compose);
Assert.False(failure.IsCleanupComplete);
Assert.Equal(1, fixture.Factory.Backend!.DisposeCalls);
Assert.True(fixture.Factory.Input!.IsDisposalComplete);
failure.RetryCleanup();
Assert.True(failure.IsCleanupComplete);
Assert.Equal(2, fixture.Factory.Backend.DisposeCalls);
Assert.Equal(1, fixture.Factory.Input.DisposeCalls);
}
[Fact]
public void BootstrapConstructionWithoutCleanupOwnerAbortsHostStartup()
{
var bootstrapFailure = (ImGuiBootstrapperConstructionException)
Activator.CreateInstance(
typeof(ImGuiBootstrapperConstructionException),
BindingFlags.Instance | BindingFlags.NonPublic,
binder: null,
args: [new InvalidOperationException("partial Silk construction")],
culture: null)!;
using var fixture = new Fixture(bootstrapFailure: bootstrapFailure);
Assert.Throws<ImGuiBootstrapperConstructionException>(fixture.Compose);
Assert.True(fixture.Factory.Input!.IsDisposalComplete);
Assert.Null(fixture.Publication.Owner);
Assert.DoesNotContain(
fixture.Logs,
message => message.Contains("devtools disabled", StringComparison.Ordinal));
}
[Fact]
public void GameWindowUsesProductionPhaseAndDoesNotRetainHostClosures()
{
string source = File.ReadAllText(Path.Combine(
FindRepoRoot(),
"src",
"AcDream.App",
"Rendering",
"GameWindow.cs"));
Assert.Contains("new SettingsDevToolsCompositionPhase(", source,
StringComparison.Ordinal);
Assert.DoesNotContain("new AcDream.UI.ImGui.ImGuiBootstrapper(", source,
StringComparison.Ordinal);
Assert.DoesNotContain("getPlayerPosition: () => GetDebugPlayerPosition()", source,
StringComparison.Ordinal);
Assert.DoesNotContain("_runtimeSettings.ApplyStartup(", source,
StringComparison.Ordinal);
}
private sealed class Fixture : IDisposable
{
private readonly SettingsDevToolsCompositionPoint? _failurePoint;
private readonly InputDispatcher _dispatcher;
private readonly FrameProfiler _profiler = new();
public Fixture(
bool enabled = true,
SettingsDevToolsCompositionPoint? failurePoint = null,
int backendDisposeFailures = 0,
bool inputSupported = true,
Exception? bootstrapFailure = null)
{
_failurePoint = failurePoint;
Factory = new Factory(
backendDisposeFailures,
inputSupported,
bootstrapFailure);
Publication = new Publication();
Startup = new StartupTarget();
Settings = new RuntimeSettingsController(
new Storage(),
QualitySettings.From,
static _ => { });
_dispatcher = InputDispatcher.CreateDetached(
new KeyboardSource(),
new MouseSource(),
new KeyBindings());
_dispatcher.Attach();
var camera = new CameraController(new OrbitCamera(), new FlyCamera());
Host = new HostInputCameraResult(
null!,
null!,
null!,
null,
null,
null,
_dispatcher,
camera,
null);
Platform = new GameWindowPlatformResult<GL, IInputContext>(null!, null!);
Content = (ContentEffectsAudioResult)RuntimeHelpers.GetUninitializedObject(
typeof(ContentEffectsAudioResult));
Dependencies = new SettingsDevToolsDependencies(
DispatchProxy.Create<IView, ViewProxy>(),
Settings,
Startup,
new HostQuiescenceGate(),
GameRuntimeTestFactory.Create(),
enabled
? new SettingsDevToolsOptionalDependencies(
new Facts(),
new KeyBindingTarget(),
new DeferredCanonicalWorldEntityCountSource(),
new DeferredRenderFrameDiagnosticsSource(),
new DeferredDevToolsPlayerModeCommands())
: null,
new RuntimeDiagnosticCommandSlot(),
new CombatFeedbackSlot(),
new KeyBindings(),
_profiler,
new FramebufferResizeController(new ViewportAspectState()),
Logs.Add);
}
public List<SettingsDevToolsCompositionPoint> Points { get; } = [];
public List<string> Logs { get; } = [];
public Factory Factory { get; }
public Publication Publication { get; }
public StartupTarget Startup { get; }
public RuntimeSettingsController Settings { get; }
public SettingsDevToolsDependencies Dependencies { get; }
public HostInputCameraResult Host { get; }
public GameWindowPlatformResult<GL, IInputContext> Platform { get; }
public ContentEffectsAudioResult Content { get; }
public SettingsDevToolsResult Compose() =>
new SettingsDevToolsCompositionPhase(
Dependencies,
Publication,
Factory,
point =>
{
Points.Add(point);
if (point == _failurePoint)
throw new InvalidOperationException($"fault at {point}");
}).Compose(Platform, Host, Content);
public void Dispose()
{
Dependencies.Runtime.Dispose();
Publication.Owner?.Dispose();
_dispatcher.Dispose();
_profiler.Dispose();
}
}
private sealed class Publication : IGameWindowSettingsDevToolsPublication
{
public DevToolsCompositionOwner? Owner { get; private set; }
public int PublishCalls { get; private set; }
public void PublishDevTools(DevToolsCompositionOwner value)
{
if (Owner is not null)
throw new InvalidOperationException("duplicate publication");
Owner = value;
PublishCalls++;
}
}
private sealed class Factory(
int backendDisposeFailures,
bool inputSupported,
Exception? bootstrapFailure)
: ISettingsDevToolsCompositionFactory
{
public int Calls { get; private set; }
public InputContext? Input { get; private set; }
public Bootstrap? Bootstrap { get; private set; }
public Backend? Backend { get; private set; }
public bool IsSupported(IInputContext input)
{
Calls++;
return inputSupported;
}
public IDevToolsInputContext CreateInputContext(
IInputContext input,
HostQuiescenceGate quiescence)
{
Calls++;
return Input = new InputContext();
}
public IImGuiBootstrapper CreateBootstrap(
GL gl,
IView window,
IInputContext input)
{
Calls++;
if (bootstrapFailure is not null)
throw bootstrapFailure;
return Bootstrap = new Bootstrap();
}
public ImGuiPanelHost CreatePanelHost()
{
Calls++;
return new ImGuiPanelHost();
}
public IDevToolsFrameBackend CreateBackend(
IImGuiBootstrapper bootstrap,
ImGuiPanelHost panels)
{
Calls++;
return Backend = new Backend(
(Bootstrap)bootstrap,
backendDisposeFailures);
}
}
private sealed class InputContext : IDevToolsInputContext
{
public bool Activated { get; private set; }
public int DisposeCalls { get; private set; }
public bool IsDisposalComplete { get; private set; }
public nint Handle => 0;
public IReadOnlyList<IGamepad> Gamepads { get; } = [];
public IReadOnlyList<IJoystick> Joysticks { get; } = [];
public IReadOnlyList<IKeyboard> Keyboards { get; } = [];
public IReadOnlyList<IMouse> Mice { get; } = [];
public IReadOnlyList<IInputDevice> OtherDevices { get; } = [];
#pragma warning disable CS0067
public event Action<IInputDevice, bool>? ConnectionChanged;
#pragma warning restore CS0067
public void Activate() => Activated = true;
public void Deactivate() => Activated = false;
public void Dispose()
{
DisposeCalls++;
Activated = false;
IsDisposalComplete = true;
}
}
private sealed class Bootstrap : IImGuiBootstrapper
{
public int DisposeCalls { get; private set; }
public void BeginFrame(float deltaSeconds) { }
public void Render() { }
public void AbortFrame() { }
public void Dispose() => DisposeCalls++;
}
private sealed class Backend(
Bootstrap bootstrap,
int remainingDisposeFailures) : IDevToolsFrameBackend
{
private int _remainingDisposeFailures = remainingDisposeFailures;
public int DisposeCalls { get; private set; }
public int LayoutCalls { get; private set; }
public void BeginFrame(float deltaSeconds) { }
public void AbortFrame() { }
public bool BeginMainMenuBar() => false;
public void EndMainMenuBar() { }
public bool BeginMenu(string label) => false;
public void EndMenu() { }
public bool MenuItem(string label, string? shortcut = null, bool selected = false) => false;
public void Separator() { }
public void RenderPanels(AcDream.UI.Abstractions.PanelContext context) { }
public void RenderDrawData() { }
public void SetWindowLayout(
string title,
Vector2 position,
Vector2 size,
DevToolsPanelLayoutCondition condition) => LayoutCalls++;
public void Dispose()
{
DisposeCalls++;
if (_remainingDisposeFailures-- > 0)
throw new InvalidOperationException("backend cleanup failed");
bootstrap.Dispose();
}
}
private sealed class StartupTarget : IRuntimeSettingsStartupTarget
{
public int DisplayCalls { get; private set; }
public int AudioCalls { get; private set; }
public void ApplyDisplay(DisplaySettings display) => DisplayCalls++;
public void ApplyAudio(AudioSettings audio) => AudioCalls++;
}
private sealed class Storage : IRuntimeSettingsStorage
{
public SettingsStore? LayoutStore => null;
public string Location => "memory://settings";
public DisplaySettings LoadDisplay() => DisplaySettings.Default;
public AudioSettings LoadAudio() => AudioSettings.Default;
public GameplaySettings LoadGameplay() => GameplaySettings.Default;
public ChatSettings LoadChat() => ChatSettings.Default;
public CharacterSettings LoadCharacter(string toonKey) => CharacterSettings.Default;
public void SaveDisplay(DisplaySettings display) { }
public void SaveAudio(AudioSettings audio) { }
public void SaveGameplay(GameplaySettings gameplay) { }
public void SaveChat(ChatSettings chat) { }
public void SaveCharacter(string toonKey, CharacterSettings character) { }
}
private sealed class KeyBindingTarget : IRuntimeKeyBindingTarget
{
public void Apply(KeyBindings bindings) { }
}
private sealed class Facts : IDevToolsRuntimeFacts
{
public Vector3 PlayerPosition => default;
public float PlayerHeadingDegrees => 0;
public uint PlayerCellId => 0;
public bool PlayerOnGround => false;
public bool InPlayerMode => false;
public bool InFlyMode => false;
public float VerticalVelocity => 0;
public int EntityCount => 0;
public int AnimatedCount => 0;
public int VisibleLandblocks => 0;
public int TotalLandblocks => 0;
public int ShadowObjectCount => 0;
public float NearestObjectDistance => float.PositiveInfinity;
public string NearestObjectLabel => "-";
public bool Colliding => false;
public bool CollisionWireframesVisible => false;
public int StreamingRadius => 0;
public float MouseSensitivity => 1;
public float ChaseDistance => 0;
public bool RmbOrbitHeld => false;
public string HourName => "0";
public float DayFraction => 0;
public string Weather => "Clear";
public int ActiveLights => 0;
public int RegisteredLights => 0;
public int ParticleCount => 0;
public float Fps => 60;
public float FrameMilliseconds => 16.7f;
}
private sealed class KeyboardSource : IKeyboardSource
{
#pragma warning disable CS0067
public event Action<Key, ModifierMask>? KeyDown;
public event Action<Key, ModifierMask>? KeyUp;
#pragma warning restore CS0067
public bool IsHeld(Key key) => false;
public ModifierMask CurrentModifiers => ModifierMask.None;
}
private sealed class MouseSource : IMouseSource
{
#pragma warning disable CS0067
public event Action<MouseButton, ModifierMask>? MouseDown;
public event Action<MouseButton, ModifierMask>? MouseUp;
public event Action<float, float>? MouseMove;
public event Action<float>? Scroll;
#pragma warning restore CS0067
public bool IsHeld(MouseButton button) => false;
public bool WantCaptureMouse => false;
public bool WantCaptureKeyboard => false;
}
public class ViewProxy : DispatchProxy
{
protected override object? Invoke(MethodInfo? targetMethod, object?[]? args)
{
if (targetMethod?.Name == "get_Size")
return new Vector2D<int>(1280, 720);
Type type = targetMethod?.ReturnType ?? typeof(void);
if (type == typeof(void))
return null;
return type.IsValueType ? Activator.CreateInstance(type) : null;
}
}
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.");
}
}