V4t moves the world texture stack off the raw 64-bit ARB_bindless_texture handle and onto GpuTextureSlot. This first commit does terrain only, because terrain is the one branch of that stack whose producer and consumer are a single pair — TerrainAtlas and TerrainModernRenderer — so it can carry the new device seam on its own pixel gate before the mesh/composite/particle retype lands on top of it. Why the device's table can now be reached, when §5.2 said it could not. That paragraph's reason was the flush: GlGpuDevice drains its dirty table runs inside FlushBeforeDraw, which only an encoder-recorded draw reaches, so a raw-GL renderer would sample a stale table. §5.5.6 then closed the GL re-land of V4c/V4d, which means the world renderers stay raw GL through to V10 — so "wait for the encoder" stopped being a plan and became an indefinite block on V4t, which the Vulkan world arm cannot be written without. The resolution is the smallest one that keeps the seam honest: the drain is factored out as GlGpuDevice.FlushTextureTable, and a raw-GL renderer calls it and binds TextureTableGlName at binding 9 itself, immediately before its own draw — the same shape its retired private GlBindlessHandleTable had, against a table that is now the device's. Nothing else of the backend is exposed, and both members are deleted with the raw-GL world path. Residency ownership deliberately does NOT move. RegisterWorldTextureHandle interns an already-resident handle and owns only the table entry; the atlas still creates, makes resident and destroys its own textures. That is what separates it from RegisterTexture, which owns the residency it creates, and it is why this slice can retype the data model without also porting GL texture creation onto IGpuTexture. TerrainAtlas.GetBindlessHandles becomes GetTextureSlots(GlGpuDevice). Registration is idempotent by handle, so the per-draw call is two dictionary lookups — the cadence GetOrAdd already had. It is conditional on the handle having changed because SetAnisotropic makes both textures non-resident and re-acquires them: without that check a quality-preset change would strand a slot holding a non-resident handle, so the superseded entry is retired in the same step through the device's retirement queue. Ordering is unaffected. Terrain's two slots travel as loose uniforms (uTextureIndexA/B) and enter no sort and no bucket key, so a different slot NUMBER changes nothing about what is drawn or in what order — only which table index resolves to the same handle. Gates. GL offline pixel gate vscb2a70b8: 3.02e-05 (17 of 563,200 pixels), exactly a same-commit control value and inside the documented 15-23 px / <=4.1e-05 band. tools/run-repeat-connected-gate.ps1 -Runs 3: 3/3 RENDERED on both the desktop witness and the client capture. One Vulkan composition-host run with VK_LAYER_KHRONOS_validation proven inserted by the loader: zero errors, zero warnings, empty validation log, converged ownership ledger. App tests 4,075 / 3 skips (#250's zero-allocation test reran green singly). One connected run of an earlier 3-run attempt died in the render loop with "OpenGL returned unexpected fence wait status NoError (0x0)" from GpuFrameFlightController.RetireFence. It did not reproduce in the following three runs at this tree nor in three interleaved runs atcb2a70b8, and this diff creates, deletes and waits on no fence. Filed as #251 rather than attributed. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
1137 lines
46 KiB
C#
1137 lines
46 KiB
C#
using System.Numerics;
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using AcDream.App.Rendering.Gpu;
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using AcDream.App.Rendering.Gpu.Gl;
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using AcDream.App.Rendering.Wb;
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using AcDream.Core.Terrain;
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using Silk.NET.OpenGL;
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namespace AcDream.App.Rendering;
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/// <summary>
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/// Phase N.5b modern terrain dispatcher. Single global VBO/EBO with a slot
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/// allocator (one slot per landblock, 384 verts × 40 bytes = 15,360 bytes
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/// per slot). Per-frame: build a DrawElementsIndirectCommand array from
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/// visible slots, upload, dispatch via glMultiDrawElementsIndirect. Atlas
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/// textures bound via bindless handles set per-frame as sampler uniforms.
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///
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/// Total ~6-8 GL calls per frame for terrain regardless of visible
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/// landblock count.
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/// </summary>
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public sealed unsafe class TerrainModernRenderer : IDisposable
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{
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// VertsPerLandblock MUST stay divisible by 6 — terrain_modern.vert uses
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// `gl_VertexID % 6` to pick the cell-corner index (BL/BR/TR/TL), and
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// because we bake `slot * VertsPerLandblock` into indices CPU-side and
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// pass BaseVertex=0 to MultiDrawElementsIndirect, gl_VertexID becomes
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// `slot * VertsPerLandblock + local_index`. The shader's modulo-6 only
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// reduces to `local_index % 6` because 384 is a multiple of 6. Changing
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// either constant without auditing the shader will silently mis-render.
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private const int VertsPerLandblock = LandblockMesh.VerticesPerLandblock; // 384 (= 64 cells * 6 verts)
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private const int IndicesPerLandblock = VertsPerLandblock;
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private const int VertexSize = 40; // sizeof(TerrainVertex)
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private const int IndexSize = sizeof(uint);
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private const float LandblockSize = LandblockMesh.LandblockSize; // 192
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private readonly GL _gl;
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private readonly BindlessSupport _bindless;
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private readonly Shader _shader;
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private readonly TerrainAtlas _atlas;
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/// <summary>A.5 T22.5: exposes the terrain atlas so callers can update
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/// anisotropic level mid-session via <see cref="TerrainAtlas.SetAnisotropic"/>.</summary>
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public TerrainAtlas Atlas => _atlas;
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private readonly GpuRetiredTerrainSlotAllocator _alloc;
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private readonly GpuRetirementLedger _retirementLedger;
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private RetryableResourceReleaseLedger? _disposeResources;
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private bool _disposed;
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// Per-slot live data (index by slot integer; null entries are unused slots).
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private SlotData?[] _slots;
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// Reverse map: landblockId -> slot, for RemoveLandblock and replacement.
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private readonly Dictionary<uint, int> _idToSlot = new();
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// GPU buffers.
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private uint _globalVao;
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private uint _globalVbo;
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private uint _globalEbo;
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private long _globalVboCapacityBytes;
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private long _globalEboCapacityBytes;
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private uint _indirectBuffer;
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private int _indirectCapacity;
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private sealed class DynamicIndirectBuffer
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{
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public uint Buffer;
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public int Capacity;
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}
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private readonly List<DynamicIndirectBuffer>[] _indirectBuffersByFrame =
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[[], [], []];
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private int _dynamicFrameSlot;
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private int _dynamicBufferCursor;
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private bool _dynamicFrameStarted;
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internal int DynamicIndirectBufferCount =>
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_indirectBuffersByFrame.Sum(frameBuffers => frameBuffers.Count);
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// Phase U.3: terrain clip UBO (binding=2, terrain_modern.vert TerrainClip).
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// The shared one is created + uploaded by the GameWindow-level ClipFrame and
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// handed in via SetClipUbo. When 0, we bind a lazily-created no-clip fallback
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// (count 0 = ungated) so the shader never reads an unbound UBO at binding=2.
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private TerrainClipBufferBinding _sharedClipBinding;
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private uint _fallbackClipUbo;
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// Campaign V slice V2b (2026-07-27): uTerrainHandle/uAlphaHandle (uvec2)
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// became uTextureIndexA/uTextureIndexB (uint table slots) — cached
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// uniform locations (matrix uniforms are set by name via Shader.SetMatrix4).
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private int _uTextureIndexALoc;
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private int _uTextureIndexBLoc;
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private bool _textureTilingUploaded;
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// Campaign V slice V6f-2: the 36 per-layer tiling factors used to be a loose
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// `uniform float uTexTiling[36]`, which Vulkan GLSL cannot declare at all.
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// They now live in the uniform buffer GpuBindingModel reserved
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// UniformTerrainTiling (binding 3) for — see terrain_modern.frag for the
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// std140 packing and why it is vec4[9] rather than float[36].
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private uint _tilingUbo;
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// Campaign V slice V4t: the interim per-renderer GlBindlessHandleTable is
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// retired. TerrainAtlas hands out GpuTextureSlots from the device's one
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// table and this renderer flushes and binds that table at
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// GpuBindingModel.StorageTextureTable itself, because it still submits
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// through raw GL and so never reaches GlGpuDevice.FlushBeforeDraw. Null on
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// a backend with no GL device, where this renderer is never constructed.
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private readonly GlGpuDevice? _gpuDevice;
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// Reusable per-frame buffers.
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private readonly List<int> _visibleSlots = new();
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private readonly HashSet<uint> _visibleCellIds = new();
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private DrawElementsIndirectCommand[] _deicScratch = Array.Empty<DrawElementsIndirectCommand>();
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// Diag.
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public int LoadedSlots => _alloc.LoadedCount;
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public int VisibleSlots => _visibleSlots.Count;
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public int CapacitySlots => _alloc.Capacity;
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/// <summary>
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/// Outdoor landcells admitted by the current landscape view. The set is
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/// accumulated across doorway landscape slices and consumed after the
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/// completed render frame by particle visibility.
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/// </summary>
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internal HashSet<uint> VisibleCellIds => _visibleCellIds;
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public void BeginVisibilityFrame() => _visibleCellIds.Clear();
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internal TerrainModernRenderer(
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GL gl,
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BindlessSupport bindless,
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Shader shader,
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TerrainAtlas atlas,
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GlGpuDevice? gpuDevice,
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int initialSlotCapacity = 64)
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: this(
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gl,
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bindless,
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shader,
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atlas,
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gpuDevice,
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ImmediateGpuResourceRetirementQueue.Instance,
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initialSlotCapacity)
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{
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}
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internal TerrainModernRenderer(
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GL gl,
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BindlessSupport bindless,
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Shader shader,
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TerrainAtlas atlas,
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GlGpuDevice? gpuDevice,
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IGpuResourceRetirementQueue resourceRetirement,
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int initialSlotCapacity = 64)
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{
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_gl = gl;
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_bindless = bindless;
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_shader = shader;
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_atlas = atlas;
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_gpuDevice = gpuDevice;
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ArgumentNullException.ThrowIfNull(resourceRetirement);
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_retirementLedger = new GpuRetirementLedger(resourceRetirement);
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_alloc = new GpuRetiredTerrainSlotAllocator(initialSlotCapacity, resourceRetirement);
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_slots = new SlotData?[initialSlotCapacity];
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_uTextureIndexALoc = _gl.GetUniformLocation(_shader.Program, "uTextureIndexA");
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_uTextureIndexBLoc = _gl.GetUniformLocation(_shader.Program, "uTextureIndexB");
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var constructionResources = new ResourceCleanupGroup();
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try
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{
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// Campaign V slice V6f-2: the tiling UBO. Fixed size — the table is
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// 36 immutable floats packed four to a vec4 — so it is allocated
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// once here and written once on the first bound draw, which is the
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// same cadence the glUniform1fv it replaces already had.
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_tilingUbo = TrackedGlResource.CreateBuffer(
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_gl,
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"creating terrain tiling UBO");
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RetryableGpuResourceRelease tilingUboRelease =
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TrackedGlResource.CreateRetryableBufferDeletion(
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_gl,
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_tilingUbo,
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TerrainTextureTilingTable.UniformBufferBytes,
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"rolling back terrain tiling UBO");
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constructionResources.Add("terrain tiling UBO", tilingUboRelease.Run);
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TrackedGlResource.AllocateBufferStorage(
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_gl,
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BufferTargetARB.UniformBuffer,
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_tilingUbo,
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0,
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TerrainTextureTilingTable.UniformBufferBytes,
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BufferUsageARB.StaticDraw,
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"allocating terrain tiling UBO");
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_globalVao = TrackedGlResource.CreateVertexArray(
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_gl,
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"creating terrain global VAO");
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RetryableGpuResourceRelease globalVaoRelease =
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TrackedGlResource.CreateRetryableVertexArrayDeletion(
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_gl,
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_globalVao,
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"rolling back terrain global VAO");
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constructionResources.Add(
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"terrain global VAO",
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globalVaoRelease.Run);
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_globalVbo = TrackedGlResource.CreateBuffer(
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_gl,
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"creating terrain global vertex buffer");
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RetryableGpuResourceRelease globalVboRelease =
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TrackedGlResource.CreateRetryableBufferDeletion(
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_gl,
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_globalVbo,
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() => _globalVboCapacityBytes,
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"rolling back terrain global vertex buffer");
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constructionResources.Add(
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"terrain global vertex buffer",
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globalVboRelease.Run);
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_globalEbo = TrackedGlResource.CreateBuffer(
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_gl,
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"creating terrain global index buffer");
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RetryableGpuResourceRelease globalEboRelease =
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TrackedGlResource.CreateRetryableBufferDeletion(
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_gl,
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_globalEbo,
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() => _globalEboCapacityBytes,
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"rolling back terrain global index buffer");
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constructionResources.Add(
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"terrain global index buffer",
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globalEboRelease.Run);
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AllocateGpuBuffers(initialSlotCapacity);
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GlResourceCommand.Execute(
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_gl,
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"configure terrain global vertex array",
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() => ConfigureVao(_globalVao, _globalVbo, _globalEbo));
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constructionResources.TransferAll();
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}
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catch (Exception constructionFailure)
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{
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constructionResources.RollbackConstructionAndThrow(
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"TerrainModernRenderer construction failed and its GL prefix did not cleanly roll back.",
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constructionFailure);
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}
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}
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/// <summary>
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/// Resets the indirect-command submission cursor for a GPU-fenced frame
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/// slot. A retail outside view may draw terrain more than once in a frame;
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/// each draw receives storage that cannot overwrite an earlier command.
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/// </summary>
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public void BeginFrame(int frameSlot)
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{
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if ((uint)frameSlot >= (uint)_indirectBuffersByFrame.Length)
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throw new ArgumentOutOfRangeException(nameof(frameSlot));
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_retirementLedger.RetryPendingPublications();
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_dynamicFrameSlot = frameSlot;
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_dynamicBufferCursor = 0;
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_dynamicFrameStarted = true;
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}
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private void ActivateNextIndirectBuffer()
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{
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if (!_dynamicFrameStarted)
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throw new InvalidOperationException("BeginFrame must be called before drawing terrain.");
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List<DynamicIndirectBuffer> frameBuffers = _indirectBuffersByFrame[_dynamicFrameSlot];
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if (_dynamicBufferCursor == frameBuffers.Count)
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{
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uint buffer = TrackedGlResource.CreateBuffer(
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_gl,
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$"creating terrain indirect buffer for frame slot {_dynamicFrameSlot}");
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try
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{
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frameBuffers.Add(new DynamicIndirectBuffer { Buffer = buffer });
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}
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catch
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{
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TrackedGlResource.DeleteBuffer(
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_gl,
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buffer,
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0,
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"rolling back terrain indirect buffer");
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throw;
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}
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}
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DynamicIndirectBuffer active = frameBuffers[_dynamicBufferCursor++];
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_indirectBuffer = active.Buffer;
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_indirectCapacity = active.Capacity;
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}
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private void PersistIndirectCapacity()
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{
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_indirectBuffersByFrame[_dynamicFrameSlot][_dynamicBufferCursor - 1].Capacity =
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_indirectCapacity;
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}
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/// <summary>
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/// Hand the renderer the current aligned terrain-clip range (binding=2).
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/// Each outside-view slice occupies a distinct range in the current
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/// GPU-fenced frame's UBO arena.
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/// </summary>
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public void SetClipUbo(TerrainClipBufferBinding sharedClipBinding) =>
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_sharedClipBinding = sharedClipBinding;
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/// <summary>
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/// Two-tier streaming entry point. Accepts a prebuilt mesh from
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/// <see cref="LandblockStreamResult.Loaded.MeshData"/> built on the worker
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/// thread, together with the world-space origin computed by the caller
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/// (render-thread GameWindow derives it from landblockId + liveCenterX/Y).
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///
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/// Delegates to <see cref="AddLandblock(uint,LandblockMeshData,Vector3)"/>
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/// so both paths share one upload path. Per Phase A.5 spec T15.
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/// </summary>
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public void AddLandblockWithMesh(uint landblockId, LandblockMeshData meshData, Vector3 worldOrigin)
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=> AddLandblock(landblockId, meshData, worldOrigin);
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public void AddLandblock(uint landblockId, LandblockMeshData meshData, Vector3 worldOrigin)
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{
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ArgumentNullException.ThrowIfNull(meshData);
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if (meshData.Vertices.Length != VertsPerLandblock)
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throw new ArgumentException(
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$"Expected {VertsPerLandblock} vertices, got {meshData.Vertices.Length}",
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nameof(meshData));
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if (meshData.Indices.Length != IndicesPerLandblock)
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throw new ArgumentException(
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$"Expected {IndicesPerLandblock} indices, got {meshData.Indices.Length}",
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nameof(meshData));
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// A prior replacement may have committed the logical slot switch
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// before queue publication failed. Retry those retained physical-slot
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// transactions before allocating more terrain storage.
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_alloc.RetryPendingPublications();
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bool replacing = _idToSlot.TryGetValue(landblockId, out int replacedSlot);
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int slot = _alloc.Allocate(out var needsGrow);
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bool published = false;
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try
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{
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if (needsGrow)
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{
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int newCap = Math.Max(_alloc.Capacity * 2, slot + 1);
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EnsureCapacity(newCap);
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}
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// Bake worldOrigin into vertex positions; capture min/max Z for AABB.
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var bakedVerts = new TerrainVertex[VertsPerLandblock];
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float zMin = float.MaxValue, zMax = float.MinValue;
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for (int i = 0; i < VertsPerLandblock; i++)
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{
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var v = meshData.Vertices[i];
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var worldPos = v.Position + worldOrigin;
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bakedVerts[i] = new TerrainVertex(worldPos, v.Normal, v.Data0, v.Data1, v.Data2, v.Data3);
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if (worldPos.Z < zMin) zMin = worldPos.Z;
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if (worldPos.Z > zMax) zMax = worldPos.Z;
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}
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if (zMin == float.MaxValue) { zMin = 0f; zMax = 0f; }
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// Bake baseVertex into indices on the CPU side (driver-portable pattern).
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uint baseVertex = (uint)(slot * VertsPerLandblock);
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var bakedIndices = new uint[IndicesPerLandblock];
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for (int i = 0; i < IndicesPerLandblock; i++)
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bakedIndices[i] = meshData.Indices[i] + baseVertex;
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// glBufferSubData into the slot's VBO + EBO regions.
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nint vboByteOffset = (nint)(slot * VertsPerLandblock * VertexSize);
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nint eboByteOffset = (nint)(slot * IndicesPerLandblock * IndexSize);
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fixed (TerrainVertex* p = bakedVerts)
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{
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TrackedGlResource.UpdateBufferSubData(
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_gl,
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BufferTargetARB.ArrayBuffer,
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_globalVbo,
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vboByteOffset,
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VertsPerLandblock * VertexSize,
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p,
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$"uploading terrain vertices for 0x{landblockId:X8}");
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}
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fixed (uint* p = bakedIndices)
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{
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TrackedGlResource.UpdateBufferSubData(
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_gl,
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BufferTargetARB.ElementArrayBuffer,
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_globalEbo,
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eboByteOffset,
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IndicesPerLandblock * IndexSize,
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p,
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$"uploading terrain indices for 0x{landblockId:X8}");
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}
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_slots[slot] = new SlotData
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{
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LandblockId = landblockId,
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WorldOrigin = worldOrigin,
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FirstIndex = (uint)(slot * IndicesPerLandblock),
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IndexCount = IndicesPerLandblock,
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AabbMin = new Vector3(worldOrigin.X, worldOrigin.Y, zMin),
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AabbMax = new Vector3(worldOrigin.X + LandblockSize, worldOrigin.Y + LandblockSize, zMax),
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};
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_idToSlot[landblockId] = slot;
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published = true;
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|
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if (replacing)
|
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{
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_slots[replacedSlot] = null;
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_alloc.FreeAfterGpuUse(replacedSlot);
|
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}
|
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}
|
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finally
|
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{
|
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if (!published)
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_alloc.ReleaseUnsubmitted(slot);
|
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}
|
||
}
|
||
|
||
public void RemoveLandblock(uint landblockId)
|
||
{
|
||
// Removal clears the logical lookup before retirement publication. A
|
||
// retry therefore has to advance retained publications even when the
|
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// landblock is no longer present in the map.
|
||
_alloc.RetryPendingPublications();
|
||
if (!_idToSlot.TryGetValue(landblockId, out var slot))
|
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return;
|
||
_idToSlot.Remove(landblockId);
|
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_slots[slot] = null;
|
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_alloc.FreeAfterGpuUse(slot);
|
||
// No GPU clear: the per-frame DEIC array won't reference this slot.
|
||
}
|
||
|
||
public void Draw(
|
||
ICamera camera,
|
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FrustumPlanes? frustum = null,
|
||
uint? neverCullLandblockId = null,
|
||
ReadOnlySpan<Vector4> clipPlanes = default,
|
||
Vector4? ndcClipAabb = null)
|
||
{
|
||
if (_alloc.LoadedCount == 0) return;
|
||
|
||
Matrix4x4 viewProjection = camera.View * camera.Projection;
|
||
|
||
// Build visible slot list with per-slot frustum cull.
|
||
_visibleSlots.Clear();
|
||
for (int slot = 0; slot < _slots.Length; slot++)
|
||
{
|
||
var data = _slots[slot];
|
||
if (data is null) continue;
|
||
if (frustum is not null && data.LandblockId != neverCullLandblockId)
|
||
{
|
||
if (!FrustumCuller.IsAabbVisible(frustum.Value, data.AabbMin, data.AabbMax))
|
||
continue;
|
||
}
|
||
_visibleSlots.Add(slot);
|
||
CollectVisibleCells(
|
||
_visibleCellIds,
|
||
data.LandblockId,
|
||
data.WorldOrigin,
|
||
data.AabbMin.Z,
|
||
data.AabbMax.Z,
|
||
frustum,
|
||
viewProjection,
|
||
clipPlanes,
|
||
ndcClipAabb);
|
||
}
|
||
if (_visibleSlots.Count == 0) return;
|
||
ActivateNextIndirectBuffer();
|
||
|
||
// Build DEIC array.
|
||
if (_deicScratch.Length < _visibleSlots.Count)
|
||
_deicScratch = new DrawElementsIndirectCommand[Math.Max(_visibleSlots.Count, 64)];
|
||
for (int i = 0; i < _visibleSlots.Count; i++)
|
||
{
|
||
var data = _slots[_visibleSlots[i]]!;
|
||
_deicScratch[i] = new DrawElementsIndirectCommand
|
||
{
|
||
Count = (uint)data.IndexCount,
|
||
InstanceCount = 1u,
|
||
FirstIndex = data.FirstIndex,
|
||
BaseVertex = 0, // baked into indices on upload
|
||
BaseInstance = 0,
|
||
};
|
||
}
|
||
|
||
// Grow indirect buffer if needed.
|
||
if (_visibleSlots.Count > _indirectCapacity)
|
||
{
|
||
int grownCapacity = Math.Max(64, _visibleSlots.Count * 2);
|
||
TrackedGlResource.AllocateBufferStorage(
|
||
_gl,
|
||
GLEnum.DrawIndirectBuffer,
|
||
_indirectBuffer,
|
||
checked((long)_indirectCapacity * sizeof(DrawElementsIndirectCommand)),
|
||
checked((long)grownCapacity * sizeof(DrawElementsIndirectCommand)),
|
||
GLEnum.DynamicDraw,
|
||
"growing terrain indirect command buffer");
|
||
_indirectCapacity = grownCapacity;
|
||
}
|
||
|
||
// Upload DEIC array.
|
||
fixed (DrawElementsIndirectCommand* p = _deicScratch)
|
||
{
|
||
TrackedGlResource.UpdateBufferSubData(
|
||
_gl,
|
||
GLEnum.DrawIndirectBuffer,
|
||
_indirectBuffer,
|
||
0,
|
||
checked((long)_visibleSlots.Count * sizeof(DrawElementsIndirectCommand)),
|
||
p,
|
||
"uploading terrain indirect commands");
|
||
}
|
||
PersistIndirectCapacity();
|
||
|
||
// Bind shader + uniforms + atlas handles.
|
||
// Verified Phase W Stage 4 (T4.2): terrain projects from the camera view-proj;
|
||
// no separate landscape viewpoint to sync. uViewProjection derives from
|
||
// the ICamera passed into this method — the same camera used for all other
|
||
// renderers in the unified pipeline. Retail's LScape::update_viewpoint
|
||
// pre-positions terrain to the outdoor landcell, but acdream uses the
|
||
// unified camera matrix everywhere, so no separate viewpoint divergence can occur.
|
||
_shader.Use();
|
||
UploadTextureTilingOnce();
|
||
// Campaign V slice V6f-2: bind the tiling UBO every draw, not once. GL's
|
||
// uniform-buffer binding points are global and shared with the sky's
|
||
// params block and the SceneLighting block, so a renderer that runs
|
||
// between two terrain draws can take binding 3 out from under us.
|
||
// Self-contained state, per feedback_render_self_contained_gl_state.
|
||
_gl.BindBufferBase(
|
||
BufferTargetARB.UniformBuffer,
|
||
Gpu.GpuBindingModel.UniformTerrainTiling,
|
||
_tilingUbo);
|
||
// Campaign V slice V6f-1: one uViewProjection, matching the field
|
||
// GpuPushConstants already carries, instead of the separate uView and
|
||
// uProjection the shader used to combine per vertex. viewProjection is
|
||
// the same product the visibility pass above already computed.
|
||
_shader.SetMatrix4("uViewProjection", viewProjection);
|
||
|
||
// Campaign V slice V2b: pass each texture's binding=9 table slot
|
||
// instead of the raw uvec2 handle. GLSL reconstructs
|
||
// sampler2DArray(ACDREAM_TEXTURE_HANDLE(uTextureIndexA)) at the use
|
||
// site — see terrain_modern.frag. Slice V4t: the slots come from the
|
||
// device's one table rather than a table private to this renderer.
|
||
(GpuTextureSlot terrainSlot, GpuTextureSlot alphaSlot) =
|
||
_atlas.GetTextureSlots(GpuDevice);
|
||
FlushAndBindTextureTable();
|
||
_gl.ProgramUniform1(_shader.Program, _uTextureIndexALoc, terrainSlot.Index);
|
||
_gl.ProgramUniform1(_shader.Program, _uTextureIndexBLoc, alphaSlot.Index);
|
||
|
||
// Phase U.3: bind the terrain clip UBO (binding=2). Shared ClipFrame UBO
|
||
// when wired, else the no-clip fallback (count 0 = ungated terrain).
|
||
BindClipUboBinding2();
|
||
|
||
// #108-residual: retail terrain is SINGLE-SIDED — ACRender::landPolysDraw
|
||
// (0x006b7040) draws each land triangle ONLY when the camera is on the
|
||
// POSITIVE (upper) side of its plane (Plane::which_side2 vs
|
||
// Render::FrameCurrent, zFightTerrainAdjust bias). GL backface culling
|
||
// evaluates the same per-triangle eye-side predicate at rasterization.
|
||
// LandblockMesh emits every triangle CCW in world XY seen from above
|
||
// (LandblockMeshTests winding pin), which the unified camera chain
|
||
// (CreateLookAt up=+Z + Numerics perspective) maps to CCW window
|
||
// winding from above / CW from below (TerrainCullOrientationTests) —
|
||
// so FrontFace(Ccw)+Cull(Back) keeps the top side and culls the
|
||
// underside. WB drew the whole world with culling DISABLED
|
||
// frame-globally (WB GameScene.cs:841 — an editor camera goes
|
||
// underground); inheriting that drew terrain DOUBLE-SIDED, and a
|
||
// below-grade eye (cellar ascent) saw the UNDERSIDE of the grade
|
||
// sheet through the exit-door aperture — the #108 grass window.
|
||
// Self-contained state per feedback_render_self_contained_gl_state;
|
||
// the frame-global CW + cull-off baseline is restored after the draw.
|
||
_gl.Enable(EnableCap.CullFace);
|
||
_gl.CullFace(TriangleFace.Back);
|
||
_gl.FrontFace(FrontFaceDirection.Ccw);
|
||
|
||
_gl.BindVertexArray(_globalVao);
|
||
_gl.MemoryBarrier(MemoryBarrierMask.CommandBarrierBit);
|
||
_gl.MultiDrawElementsIndirect(
|
||
PrimitiveType.Triangles, DrawElementsType.UnsignedInt,
|
||
(void*)0,
|
||
(uint)_visibleSlots.Count,
|
||
(uint)sizeof(DrawElementsIndirectCommand));
|
||
_gl.BindVertexArray(0);
|
||
_gl.BindBuffer(GLEnum.DrawIndirectBuffer, 0);
|
||
|
||
_gl.FrontFace(FrontFaceDirection.CW);
|
||
_gl.Disable(EnableCap.CullFace);
|
||
}
|
||
|
||
public void Dispose()
|
||
{
|
||
if (_disposed)
|
||
return;
|
||
_retirementLedger.RetryPendingPublications();
|
||
|
||
if (_disposeResources is null)
|
||
{
|
||
var releases = new List<(string Name, Action Release)>();
|
||
if (_globalVao != 0)
|
||
{
|
||
RetryableGpuResourceRelease release =
|
||
TrackedGlResource.CreateRetryableVertexArrayDeletion(
|
||
_gl,
|
||
_globalVao,
|
||
"deleting terrain global VAO");
|
||
releases.Add(("global-vao", release.Run));
|
||
}
|
||
if (_globalVbo != 0)
|
||
{
|
||
RetryableGpuResourceRelease release =
|
||
TrackedGlResource.CreateRetryableBufferDeletion(
|
||
_gl,
|
||
_globalVbo,
|
||
_globalVboCapacityBytes,
|
||
"deleting terrain global vertex buffer");
|
||
releases.Add(("global-vbo", release.Run));
|
||
}
|
||
if (_globalEbo != 0)
|
||
{
|
||
RetryableGpuResourceRelease release =
|
||
TrackedGlResource.CreateRetryableBufferDeletion(
|
||
_gl,
|
||
_globalEbo,
|
||
_globalEboCapacityBytes,
|
||
"deleting terrain global index buffer");
|
||
releases.Add(("global-ebo", release.Run));
|
||
}
|
||
for (int frame = 0; frame < _indirectBuffersByFrame.Length; frame++)
|
||
{
|
||
List<DynamicIndirectBuffer> frameBuffers = _indirectBuffersByFrame[frame];
|
||
for (int index = 0; index < frameBuffers.Count; index++)
|
||
{
|
||
DynamicIndirectBuffer buffer = frameBuffers[index];
|
||
RetryableGpuResourceRelease release =
|
||
TrackedGlResource.CreateRetryableBufferDeletion(
|
||
_gl,
|
||
buffer.Buffer,
|
||
checked((long)buffer.Capacity * sizeof(DrawElementsIndirectCommand)),
|
||
"deleting terrain indirect command buffer");
|
||
releases.Add(($"indirect-{frame}-{index}", release.Run));
|
||
}
|
||
}
|
||
if (_fallbackClipUbo != 0)
|
||
{
|
||
RetryableGpuResourceRelease release =
|
||
TrackedGlResource.CreateRetryableBufferDeletion(
|
||
_gl,
|
||
_fallbackClipUbo,
|
||
ClipFrame.TerrainUboBytes,
|
||
"deleting terrain fallback clip UBO");
|
||
releases.Add(("fallback-clip-ubo", release.Run));
|
||
}
|
||
if (_tilingUbo != 0)
|
||
{
|
||
RetryableGpuResourceRelease release =
|
||
TrackedGlResource.CreateRetryableBufferDeletion(
|
||
_gl,
|
||
_tilingUbo,
|
||
TerrainTextureTilingTable.UniformBufferBytes,
|
||
"deleting terrain tiling UBO");
|
||
releases.Add(("tiling-ubo", release.Run));
|
||
}
|
||
_disposeResources = new RetryableResourceReleaseLedger(releases);
|
||
}
|
||
|
||
ResourceReleaseAttempt attempt = _disposeResources.Advance();
|
||
if (!_disposeResources.IsComplete)
|
||
{
|
||
throw attempt.ToException(
|
||
"One or more terrain GPU resources could not be released.");
|
||
}
|
||
|
||
_globalVao = 0;
|
||
_globalVbo = 0;
|
||
_globalEbo = 0;
|
||
_globalVboCapacityBytes = 0;
|
||
_globalEboCapacityBytes = 0;
|
||
foreach (List<DynamicIndirectBuffer> frameBuffers in _indirectBuffersByFrame)
|
||
frameBuffers.Clear();
|
||
_indirectBuffer = 0;
|
||
_indirectCapacity = 0;
|
||
_dynamicFrameStarted = false;
|
||
_fallbackClipUbo = 0;
|
||
_disposeResources = null;
|
||
_disposed = true;
|
||
|
||
if (attempt.HasFailures)
|
||
{
|
||
throw attempt.ToException(
|
||
"Terrain GPU resources released with exceptional committed outcomes.");
|
||
}
|
||
}
|
||
|
||
// ----------------------------------------------------------------
|
||
// Private helpers
|
||
// ----------------------------------------------------------------
|
||
|
||
/// <summary>
|
||
/// Upload the texture-array adapter for retail's per-surface repeat count.
|
||
/// Retail passes <c>TerrainTex::tex_tiling</c> directly to
|
||
/// <c>ImgTex::TileCSI</c> / <c>ImgTex::MergeTexture</c>
|
||
/// (`TexMerge::CopyAndTile` 0x00503580, `TexMerge::Merge` 0x005038C0).
|
||
/// Uniform values persist for the lifetime of this linked shader program,
|
||
/// so the immutable atlas table is uploaded on its first bound draw.
|
||
/// </summary>
|
||
private void UploadTextureTilingOnce()
|
||
{
|
||
if (_textureTilingUploaded)
|
||
return;
|
||
|
||
if (_atlas.TilingByLayer.Count != TerrainTextureTilingTable.LayerCapacity)
|
||
{
|
||
throw new InvalidOperationException(
|
||
$"Terrain tiling table has {_atlas.TilingByLayer.Count} entries; " +
|
||
$"expected {TerrainTextureTilingTable.LayerCapacity}.");
|
||
}
|
||
|
||
// Campaign V slice V6f-2: one whole-buffer write into the binding=3
|
||
// uniform buffer, replacing the glUniform1fv into the loose array. The
|
||
// block is std140, so each value sits at a 16-byte stride with three
|
||
// dead words after it; the span is cleared first so those words are
|
||
// zero rather than whatever the stack held.
|
||
Span<byte> block = stackalloc byte[TerrainTextureTilingTable.UniformBufferBytes];
|
||
block.Clear();
|
||
for (int i = 0; i < TerrainTextureTilingTable.LayerCapacity; i++)
|
||
{
|
||
BitConverter.TryWriteBytes(
|
||
block[(i * TerrainTextureTilingTable.UniformElementStrideBytes)..],
|
||
_atlas.TilingByLayer[i]);
|
||
}
|
||
|
||
fixed (byte* p = block)
|
||
{
|
||
TrackedGlResource.UpdateBufferSubData(
|
||
_gl,
|
||
BufferTargetARB.UniformBuffer,
|
||
_tilingUbo,
|
||
0,
|
||
TerrainTextureTilingTable.UniformBufferBytes,
|
||
p,
|
||
"uploading terrain tiling UBO");
|
||
}
|
||
|
||
_textureTilingUploaded = true;
|
||
}
|
||
|
||
/// <summary>
|
||
/// The GL device whose texture table this renderer samples through.
|
||
/// Campaign V slice V4t: a terrain renderer without one could not resolve a
|
||
/// single texture, so the failure names the composition that built it rather
|
||
/// than dereferencing null mid-draw.
|
||
/// </summary>
|
||
private GlGpuDevice GpuDevice => _gpuDevice ?? throw new InvalidOperationException(
|
||
"TerrainModernRenderer was constructed without a GL GPU device: its texture " +
|
||
"slots come from that device's table (Campaign V slice V4t).");
|
||
|
||
/// <summary>
|
||
/// Campaign V slice V4t: drains the device texture table's dirty runs and
|
||
/// (re)binds it at <see cref="GpuBindingModel.StorageTextureTable"/>.
|
||
/// Terrain registers at most two slots (the terrain and alpha atlases), so
|
||
/// the table is dirty only on the atlas's first draw — but the bind is
|
||
/// unconditional, because GL storage-buffer binding points are global and
|
||
/// another renderer's binding 9 sits there between two terrain draws.
|
||
/// Deleted with the raw-GL world path when the Vulkan world arm lands and
|
||
/// this renderer's draws go through the encoder, which binds the same table
|
||
/// on every pipeline bind.
|
||
/// </summary>
|
||
private void FlushAndBindTextureTable()
|
||
{
|
||
GlGpuDevice device = GpuDevice;
|
||
device.FlushTextureTable();
|
||
_gl.BindBufferBase(
|
||
GLEnum.ShaderStorageBuffer,
|
||
GpuBindingModel.StorageTextureTable,
|
||
device.TextureTableGlName);
|
||
}
|
||
|
||
/// <summary>
|
||
/// Phase U.3: bind the terrain clip UBO to binding=2. Prefers the shared
|
||
/// <see cref="ClipFrame"/> UBO range (<see cref="SetClipUbo"/>); otherwise lazily
|
||
/// creates + binds a no-clip fallback (count 0 = ungated) so the shader never
|
||
/// reads an unbound UBO. The fallback is std140-sized to
|
||
/// <see cref="ClipFrame.TerrainUboBytes"/> and zero-filled (count 0).
|
||
/// </summary>
|
||
private void BindClipUboBinding2()
|
||
{
|
||
if (_sharedClipBinding.IsValid)
|
||
{
|
||
_sharedClipBinding.Bind(_gl);
|
||
return;
|
||
}
|
||
|
||
if (_fallbackClipUbo == 0)
|
||
{
|
||
var zero = stackalloc byte[ClipFrame.TerrainUboBytes];
|
||
for (int i = 0; i < ClipFrame.TerrainUboBytes; i++) zero[i] = 0;
|
||
uint fallback = TrackedGlResource.CreateBuffer(
|
||
_gl,
|
||
"creating terrain fallback clip UBO");
|
||
try
|
||
{
|
||
TrackedGlResource.AllocateBufferStorage(
|
||
_gl,
|
||
BufferTargetARB.UniformBuffer,
|
||
fallback,
|
||
0,
|
||
ClipFrame.TerrainUboBytes,
|
||
BufferUsageARB.DynamicDraw,
|
||
zero,
|
||
"allocating terrain fallback clip UBO");
|
||
_fallbackClipUbo = fallback;
|
||
}
|
||
catch
|
||
{
|
||
TrackedGlResource.DeleteBuffer(
|
||
_gl,
|
||
fallback,
|
||
0,
|
||
"rolling back terrain fallback clip UBO");
|
||
throw;
|
||
}
|
||
}
|
||
_gl.BindBufferBase(BufferTargetARB.UniformBuffer,
|
||
ClipFrame.TerrainClipUboBinding, _fallbackClipUbo);
|
||
}
|
||
|
||
private void AllocateGpuBuffers(int capacitySlots)
|
||
{
|
||
long vboBytes = checked((long)capacitySlots * VertsPerLandblock * VertexSize);
|
||
long eboBytes = checked((long)capacitySlots * IndicesPerLandblock * IndexSize);
|
||
|
||
TrackedGlResource.AllocateBufferStorage(
|
||
_gl,
|
||
BufferTargetARB.ArrayBuffer,
|
||
_globalVbo,
|
||
_globalVboCapacityBytes,
|
||
vboBytes,
|
||
BufferUsageARB.DynamicDraw,
|
||
"allocating terrain global vertex storage");
|
||
_globalVboCapacityBytes = vboBytes;
|
||
|
||
TrackedGlResource.AllocateBufferStorage(
|
||
_gl,
|
||
BufferTargetARB.ElementArrayBuffer,
|
||
_globalEbo,
|
||
_globalEboCapacityBytes,
|
||
eboBytes,
|
||
BufferUsageARB.DynamicDraw,
|
||
"allocating terrain global index storage");
|
||
_globalEboCapacityBytes = eboBytes;
|
||
}
|
||
|
||
private void ConfigureVao(uint vao, uint vbo, uint ebo)
|
||
{
|
||
_gl.BindVertexArray(vao);
|
||
_gl.BindBuffer(BufferTargetARB.ArrayBuffer, vbo);
|
||
_gl.BindBuffer(BufferTargetARB.ElementArrayBuffer, ebo);
|
||
|
||
uint stride = (uint)VertexSize;
|
||
|
||
// location 0: Position
|
||
_gl.EnableVertexAttribArray(0);
|
||
_gl.VertexAttribPointer(0, 3, VertexAttribPointerType.Float, false, stride, (void*)0);
|
||
// location 1: Normal
|
||
_gl.EnableVertexAttribArray(1);
|
||
_gl.VertexAttribPointer(1, 3, VertexAttribPointerType.Float, false, stride, (void*)(3 * sizeof(float)));
|
||
// locations 2-5: Data0..Data3 (uvec4 byte attributes)
|
||
nint dataOffset = 6 * sizeof(float);
|
||
_gl.EnableVertexAttribArray(2);
|
||
_gl.VertexAttribIPointer(2, 4, VertexAttribIType.UnsignedByte, stride, (void*)dataOffset);
|
||
_gl.EnableVertexAttribArray(3);
|
||
_gl.VertexAttribIPointer(3, 4, VertexAttribIType.UnsignedByte, stride, (void*)(dataOffset + 4));
|
||
_gl.EnableVertexAttribArray(4);
|
||
_gl.VertexAttribIPointer(4, 4, VertexAttribIType.UnsignedByte, stride, (void*)(dataOffset + 8));
|
||
_gl.EnableVertexAttribArray(5);
|
||
_gl.VertexAttribIPointer(5, 4, VertexAttribIType.UnsignedByte, stride, (void*)(dataOffset + 12));
|
||
|
||
_gl.BindVertexArray(0);
|
||
GLHelpers.ThrowOnResourceError(_gl, "configuring terrain VAO");
|
||
}
|
||
|
||
internal static void CollectVisibleCells(
|
||
HashSet<uint> destination,
|
||
uint landblockId,
|
||
Vector3 worldOrigin,
|
||
float zMin,
|
||
float zMax,
|
||
FrustumPlanes? frustum,
|
||
Matrix4x4 viewProjection,
|
||
ReadOnlySpan<Vector4> clipPlanes,
|
||
Vector4? ndcClipAabb = null)
|
||
{
|
||
ArgumentNullException.ThrowIfNull(destination);
|
||
const float cellSize = AcDream.Core.Physics.TerrainSurface.CellSize;
|
||
const int cellsPerSide = AcDream.Core.Physics.TerrainSurface.CellsPerSide;
|
||
uint prefix = landblockId & 0xFFFF0000u;
|
||
|
||
for (int cellX = 0; cellX < cellsPerSide; cellX++)
|
||
{
|
||
float minX = worldOrigin.X + cellX * cellSize;
|
||
float maxX = minX + cellSize;
|
||
for (int cellY = 0; cellY < cellsPerSide; cellY++)
|
||
{
|
||
float minY = worldOrigin.Y + cellY * cellSize;
|
||
float maxY = minY + cellSize;
|
||
var cellMin = new Vector3(minX, minY, zMin);
|
||
var cellMax = new Vector3(maxX, maxY, zMax);
|
||
if (frustum is not null
|
||
&& !FrustumCuller.IsAabbVisible(frustum.Value, cellMin, cellMax))
|
||
{
|
||
continue;
|
||
}
|
||
|
||
// Retail publishes landcell in_view from the clipped landscape
|
||
// view, not merely from the camera frustum. The modern renderer
|
||
// expresses each doorway slice as homogeneous clip-space planes
|
||
// plus its scissor AABB; use both products here so particle
|
||
// simulation follows the same visible terrain slice as the GPU.
|
||
if (!IsAabbVisibleThroughClipRegion(
|
||
cellMin,
|
||
cellMax,
|
||
viewProjection,
|
||
clipPlanes,
|
||
ndcClipAabb))
|
||
{
|
||
continue;
|
||
}
|
||
|
||
uint low = AcDream.Core.Physics.TerrainSurface.ComputeOutdoorCellLowId(
|
||
cellX * cellSize,
|
||
cellY * cellSize);
|
||
destination.Add(prefix | low);
|
||
}
|
||
}
|
||
}
|
||
|
||
private static bool IsAabbVisibleThroughClipRegion(
|
||
Vector3 min,
|
||
Vector3 max,
|
||
Matrix4x4 viewProjection,
|
||
ReadOnlySpan<Vector4> clipPlanes,
|
||
Vector4? ndcClipAabb)
|
||
{
|
||
Vector4 aabb = ndcClipAabb.GetValueOrDefault();
|
||
bool hasScissorConstraint = ndcClipAabb.HasValue
|
||
&& (aabb.X > -1f || aabb.Y > -1f || aabb.Z < 1f || aabb.W < 1f);
|
||
if (clipPlanes.IsEmpty && !hasScissorConstraint)
|
||
return true;
|
||
|
||
Span<Vector4> clipCorners = stackalloc Vector4[8];
|
||
for (int corner = 0; corner < clipCorners.Length; corner++)
|
||
{
|
||
var world = new Vector4(
|
||
(corner & 1) == 0 ? min.X : max.X,
|
||
(corner & 2) == 0 ? min.Y : max.Y,
|
||
(corner & 4) == 0 ? min.Z : max.Z,
|
||
1f);
|
||
clipCorners[corner] = Vector4.Transform(world, viewProjection);
|
||
}
|
||
|
||
for (int planeIndex = 0; planeIndex < clipPlanes.Length; planeIndex++)
|
||
{
|
||
if (IsAabbOutsideHomogeneousPlane(clipCorners, clipPlanes[planeIndex]))
|
||
{
|
||
return false;
|
||
}
|
||
}
|
||
|
||
if (!hasScissorConstraint)
|
||
return true;
|
||
|
||
Span<Vector4> scissorPlanes = stackalloc Vector4[4]
|
||
{
|
||
new( 1f, 0f, 0f, -aabb.X),
|
||
new(-1f, 0f, 0f, aabb.Z),
|
||
new( 0f, 1f, 0f, -aabb.Y),
|
||
new( 0f, -1f, 0f, aabb.W),
|
||
};
|
||
for (int planeIndex = 0; planeIndex < scissorPlanes.Length; planeIndex++)
|
||
{
|
||
if (IsAabbOutsideHomogeneousPlane(clipCorners, scissorPlanes[planeIndex]))
|
||
{
|
||
return false;
|
||
}
|
||
}
|
||
|
||
return true;
|
||
}
|
||
|
||
private static bool IsAabbOutsideHomogeneousPlane(
|
||
ReadOnlySpan<Vector4> clipCorners,
|
||
Vector4 plane)
|
||
{
|
||
// A linear half-space reaches its maximum over the transformed AABB at
|
||
// one of the eight corners. If every corner is negative, no point in
|
||
// the cell box can survive this GPU clip plane.
|
||
for (int corner = 0; corner < clipCorners.Length; corner++)
|
||
{
|
||
if (Vector4.Dot(plane, clipCorners[corner]) >= 0f)
|
||
return false;
|
||
}
|
||
|
||
return true;
|
||
}
|
||
|
||
private void EnsureCapacity(int newCapacity)
|
||
{
|
||
if (newCapacity <= _alloc.Capacity)
|
||
return;
|
||
|
||
var grownSlots = new SlotData?[newCapacity];
|
||
Array.Copy(_slots, grownSlots, _slots.Length);
|
||
|
||
long newVboBytes = checked((long)newCapacity * VertsPerLandblock * VertexSize);
|
||
long newEboBytes = checked((long)newCapacity * IndicesPerLandblock * IndexSize);
|
||
uint newVbo = 0;
|
||
uint newEbo = 0;
|
||
uint newVao = 0;
|
||
long allocatedNewVboBytes = 0;
|
||
long allocatedNewEboBytes = 0;
|
||
bool published = false;
|
||
try
|
||
{
|
||
newVbo = TrackedGlResource.CreateBuffer(
|
||
_gl,
|
||
"creating grown terrain vertex buffer");
|
||
TrackedGlResource.AllocateBufferStorage(
|
||
_gl,
|
||
BufferTargetARB.ArrayBuffer,
|
||
newVbo,
|
||
0,
|
||
newVboBytes,
|
||
BufferUsageARB.DynamicDraw,
|
||
"allocating grown terrain vertex buffer");
|
||
allocatedNewVboBytes = newVboBytes;
|
||
|
||
newEbo = TrackedGlResource.CreateBuffer(
|
||
_gl,
|
||
"creating grown terrain index buffer");
|
||
TrackedGlResource.AllocateBufferStorage(
|
||
_gl,
|
||
BufferTargetARB.ElementArrayBuffer,
|
||
newEbo,
|
||
0,
|
||
newEboBytes,
|
||
BufferUsageARB.DynamicDraw,
|
||
"allocating grown terrain index buffer");
|
||
allocatedNewEboBytes = newEboBytes;
|
||
|
||
GLHelpers.ThrowOnResourceError(_gl, "copying terrain buffers (precondition)");
|
||
_gl.BindBuffer(BufferTargetARB.CopyReadBuffer, _globalVbo);
|
||
_gl.BindBuffer(BufferTargetARB.CopyWriteBuffer, newVbo);
|
||
_gl.CopyBufferSubData(
|
||
CopyBufferSubDataTarget.CopyReadBuffer,
|
||
CopyBufferSubDataTarget.CopyWriteBuffer,
|
||
0,
|
||
0,
|
||
checked((nuint)_globalVboCapacityBytes));
|
||
_gl.BindBuffer(BufferTargetARB.CopyReadBuffer, _globalEbo);
|
||
_gl.BindBuffer(BufferTargetARB.CopyWriteBuffer, newEbo);
|
||
_gl.CopyBufferSubData(
|
||
CopyBufferSubDataTarget.CopyReadBuffer,
|
||
CopyBufferSubDataTarget.CopyWriteBuffer,
|
||
0,
|
||
0,
|
||
checked((nuint)_globalEboCapacityBytes));
|
||
GLHelpers.ThrowOnResourceError(_gl, "copying terrain buffers");
|
||
|
||
newVao = TrackedGlResource.CreateVertexArray(
|
||
_gl,
|
||
"creating grown terrain VAO");
|
||
ConfigureVao(newVao, newVbo, newEbo);
|
||
|
||
uint oldVao = _globalVao;
|
||
uint oldVbo = _globalVbo;
|
||
uint oldEbo = _globalEbo;
|
||
long oldVboBytes = _globalVboCapacityBytes;
|
||
long oldEboBytes = _globalEboCapacityBytes;
|
||
|
||
_globalVao = newVao;
|
||
_globalVbo = newVbo;
|
||
_globalEbo = newEbo;
|
||
_globalVboCapacityBytes = newVboBytes;
|
||
_globalEboCapacityBytes = newEboBytes;
|
||
_slots = grownSlots;
|
||
_alloc.GrowTo(newCapacity);
|
||
published = true;
|
||
|
||
// Older submitted draws captured the former VAO/buffer bindings.
|
||
// Retire the complete old set only after the replacement is valid.
|
||
RetryableGpuResourceRelease oldVaoRelease =
|
||
TrackedGlResource.CreateRetryableVertexArrayDeletion(
|
||
_gl,
|
||
oldVao,
|
||
"retiring terrain VAO after growth");
|
||
RetryableGpuResourceRelease oldVboRelease =
|
||
TrackedGlResource.CreateRetryableBufferDeletion(
|
||
_gl,
|
||
oldVbo,
|
||
oldVboBytes,
|
||
"retiring terrain vertex buffer after growth");
|
||
RetryableGpuResourceRelease oldEboRelease =
|
||
TrackedGlResource.CreateRetryableBufferDeletion(
|
||
_gl,
|
||
oldEbo,
|
||
oldEboBytes,
|
||
"retiring terrain index buffer after growth");
|
||
_retirementLedger.RetireMany(
|
||
[oldVaoRelease, oldVboRelease, oldEboRelease]);
|
||
}
|
||
finally
|
||
{
|
||
if (!published)
|
||
{
|
||
TrackedGlResource.DeleteVertexArray(
|
||
_gl,
|
||
newVao,
|
||
"rolling back grown terrain VAO");
|
||
TrackedGlResource.DeleteBuffer(
|
||
_gl,
|
||
newVbo,
|
||
allocatedNewVboBytes,
|
||
"rolling back grown terrain vertex buffer");
|
||
TrackedGlResource.DeleteBuffer(
|
||
_gl,
|
||
newEbo,
|
||
allocatedNewEboBytes,
|
||
"rolling back grown terrain index buffer");
|
||
}
|
||
}
|
||
}
|
||
|
||
private sealed class SlotData
|
||
{
|
||
public uint LandblockId;
|
||
public Vector3 WorldOrigin;
|
||
public uint FirstIndex;
|
||
public int IndexCount;
|
||
public Vector3 AabbMin;
|
||
public Vector3 AabbMax;
|
||
}
|
||
}
|