acdream/src/AcDream.App/Rendering/SamplerCache.cs
Erik 6a2fe98cc4 refactor(app): compose world rendering startup
Move Region/environment, mandatory modern rendering, terrain, WB, texture, and sampler construction behind the typed Phase-4 composition boundary. Give every fallible GL constructor prefix retryable ownership so partial startup failure cannot leak or replay resource deletion while preserving the accepted render path and DAT inputs.

Co-authored-by: Codex <codex@openai.com>
2026-07-22 16:46:05 +02:00

103 lines
3.9 KiB
C#

using System;
using Silk.NET.OpenGL;
namespace AcDream.App.Rendering;
/// <summary>
/// Two persistent GL sampler objects (Repeat + ClampToEdge) created once
/// per GL context. Renderers <see cref="GL.BindSampler"/> the appropriate
/// one to a texture unit instead of mutating per-texture
/// <c>GL_TEXTURE_WRAP_S/T</c> state — sampler state overrides the
/// texture's own wrap parameters, so two renderers can share the same
/// texture handle but sample it with different wrap modes safely.
///
/// <para>
/// Ported from
/// <c>references/WorldBuilder/Chorizite.OpenGLSDLBackend/OpenGLGraphicsDevice.cs:115-132</c>.
/// Filter modes match <see cref="TextureCache"/>'s upload defaults
/// (Linear / Linear, no mipmaps) so binding either sampler doesn't
/// change the visual filtering behavior — only the wrap behavior at
/// UVs outside [0, 1].
/// </para>
///
/// <para>
/// Lifetime: created once at GL init, disposed with the GL context.
/// Anything that binds a sampler MUST unbind it (<c>BindSampler(unit, 0)</c>)
/// before yielding to a renderer that doesn't use samplers, otherwise
/// the bound sampler's wrap mode will silently override that renderer's
/// per-texture wrap state.
/// </para>
/// </summary>
public sealed class SamplerCache : IDisposable
{
private readonly GL _gl;
private readonly ResourceCleanupGroup _resources;
/// <summary>Sampler with WrapS = WrapT = Repeat. The default for textures uploaded by <see cref="TextureCache"/>.</summary>
public uint Wrap { get; }
/// <summary>Sampler with WrapS = WrapT = ClampToEdge. Used by sky meshes whose authored UVs are strictly in [0, 1] to avoid bilinear-filter bleed at seam edges.</summary>
public uint Clamp { get; }
public SamplerCache(GL gl)
{
_gl = gl ?? throw new ArgumentNullException(nameof(gl));
var resources = new ResourceCleanupGroup();
uint wrap = 0;
uint clamp = 0;
try
{
wrap = GlResourceCommand.CreateName(
_gl,
"repeat sampler",
_gl.GenSampler,
_gl.DeleteSampler);
uint ownedWrap = wrap;
resources.Add(
"repeat sampler",
() => GlResourceCommand.Execute(
_gl,
$"delete repeat sampler {ownedWrap}",
() => _gl.DeleteSampler(ownedWrap)));
Configure(wrap, TextureWrapMode.Repeat, "repeat sampler");
clamp = GlResourceCommand.CreateName(
_gl,
"clamp sampler",
_gl.GenSampler,
_gl.DeleteSampler);
uint ownedClamp = clamp;
resources.Add(
"clamp sampler",
() => GlResourceCommand.Execute(
_gl,
$"delete clamp sampler {ownedClamp}",
() => _gl.DeleteSampler(ownedClamp)));
Configure(clamp, TextureWrapMode.ClampToEdge, "clamp sampler");
}
catch (Exception constructionFailure)
{
resources.RollbackConstructionAndThrow(
"SamplerCache construction failed and its sampler prefix did not cleanly roll back.",
constructionFailure);
}
Wrap = wrap;
Clamp = clamp;
_resources = resources;
}
private void Configure(uint sampler, TextureWrapMode wrap, string name) =>
GlResourceCommand.Execute(_gl, $"configure {name}", () =>
{
_gl.SamplerParameter(sampler, SamplerParameterI.WrapS, (int)wrap);
_gl.SamplerParameter(sampler, SamplerParameterI.WrapT, (int)wrap);
_gl.SamplerParameter(sampler, SamplerParameterI.MinFilter, (int)TextureMinFilter.Linear);
_gl.SamplerParameter(sampler, SamplerParameterI.MagFilter, (int)TextureMagFilter.Linear);
});
public void Dispose()
{
_resources.RetryCleanup();
}
}