acdream/src/AcDream.App/Rendering/Wb/TextureAtlasManager.cs
Erik 7a0227c12e feat(render): Vulkan campaign V11 step 3 — drop the GL packages and shaders
Commit 2 deleted the GL rendering backend's implementations; this step
removes the package references and shader vocabulary they leave behind,
so nothing in the App project still spells Silk.NET.OpenGL.

Silk.NET.OpenGL and Silk.NET.OpenGL.Extensions.ARB are dropped from
AcDream.App.csproj. Chorizite.Core stays — the audit is NOT clean: its
Render.Enums (TextureFormat, BufferUsage) and Lib.BoundingBox types are
used directly and extensively across the Wb texture/mesh pipeline,
independent of the deleted GL IUniformBuffer implementers the package
comment used to cite. The stale comment is corrected in place.

IMeshPipelineDevice.Gl is removed along with the GL? gl parameter
threaded through WbMeshAdapter's four constructors, WorldRenderComposition's
CreateMeshAdapter, and VulkanMeshPipelineDevice's Gl => null
implementation — nothing read any of them once the legacy per-mesh
upload bodies were gone (confirmed by grep: the sole non-doc-comment hit
was a test assertion). While in WbMeshAdapter.Dispose(), found and fixed
a real bug along the way: its teardown still pattern-matched the deleted
GL GpuFrameFlightController to decide whether to wait for submitted work,
which VulkanFrameFlightController replaced at slice V6a without this site
being updated — so the wait had been silently dead on every Vulkan run
since then. Retargeted to VulkanFrameFlightController, which carries the
same WaitForSubmittedWork().

The GL pixel-format vocabulary (Silk.NET.OpenGL.PixelFormat/PixelType) that
WorldTextureArray/TextureFormatExtensions/TextureAtlasManager used for
upload validation is replaced by AcDream.Content's existing Silk.NET-free
UploadPixelFormat/UploadPixelType enums (added at MP1a to keep the bake
tool GL-free); two new members (Rgb, Red, Float) extend that enum with
their GL ABI constants to cover the full vocabulary WorldTextureArray
needs, since MP1a's original set only covered what the extractor itself
emits. ObjectMeshManager's App-boundary cast
`(Silk.NET.OpenGL.PixelFormat?)batch.UploadPixelFormat` becomes a direct
pass-through now that both sides share the type.

GpuBindingModel.StorageTextureTable (the GL-only binding=9 emulation of
the Vulkan texture table) is deleted and StorageBindingCount drops from
10 to 9; the descriptor-set-layout code that builds from that count
(VulkanPipelineLayouts, VulkanFrameBindings) is untouched and just
allocates one fewer always-dummy-seeded, always-unused binding.

Several fully dead GL-only classes came along for the ride, confirmed by
zero construction sites: SilkFramebufferViewportTarget
(NullFramebufferViewportTarget is the sole production
IFramebufferViewportTarget), SilkRenderGlStateReader
(NullRenderGlStateReader.Instance is the sole IRenderGlStateReader),
RuntimeRenderFrameClearPhase (VulkanRenderFrameClearPhase is the sole
IRenderFrameClearPhase, expressing the same atmosphere-clear logic as a
pass load-op instead), and GpuFrameTimer plus FrameProfiler's
GL-owning FrameBoundary(GL) overload and BeginGpuFrame/EndGpuFrame
bracket (RecordGpuSample is the only GPU-timing path any backend uses
now — the ACDREAM_WB_DIAG nested-query exclusion these existed for no
longer applies, since WbDrawDispatcher's own diagnostic GPU sampling
already moved to the device's Vulkan timer pool). GpuFrameFlightController
itself stays (never constructed with a real fence API in production, but
its retirement-ledger/serial-ring logic is backend-neutral and still
covered by its own unit tests) — only its GL-specific parts (the public
GL constructor overload, SilkGpuFenceApi) are deleted, since removing the
whole class would mean restructuring the frozen Slice-8 composition
shape's GpuFrameFlightController? threading, which is out of this
commit's scope. TextureParameters.cs and BufferUsageExtensions.cs
(zero callers each) are deleted outright.

common.glsl is deleted: nothing in the actual Vulkan .spv build reads
it. tools/ShaderCompiler/Program.cs compiles each .vert/.frag pair
directly and tools/ShaderCompiler/VulkanGlslPreamble.cs injects its own
complete self-contained preamble per file; common.glsl's textual
concatenation was exclusively Shader.cs's GL-only mechanism, deleted at
Commit 2. The five shader files that named it in comments
(mesh_modern.vert, particle.vert, particle.frag, sky.frag,
terrain_modern.frag) are corrected to point at VulkanGlslPreamble.cs
instead. mesh.vert/mesh.frag — the pre-N.5 legacy shader pair the
mandatory modern path already made unreachable, with zero C# consumers
and no compiled .spv — are deleted too. Regenerated via
tools/compile-shaders.ps1: 9/9 remaining shader pairs compile
(previously 9/10, with mesh the sole failure — the VulkanShaderManifestTests
doc comment's "nine of ten are not Vulkan-expressible" was already
stale before this commit).

Test fallout: dead-subject test methods/files are deleted rather than
patched (TextRendererFailureSafetyTests.cs, ClipFrameUploadTests.cs,
GpuResourceRetirementTransactionTests.cs's GL queue tests, one
WorldRenderDiagnosticsTests source-order test, one
RenderFrameResourceControllerTests clear-phase-order test); tests whose
subject moved or was renamed are updated in place rather than deleted
(GpuContractTests, VulkanCapabilityGateTests, MeshPipelineDeviceSeamTests'
pinned seven-member surface now reads six, ParticleBindlessInstanceTests'
cross-dialect check now covers the one surviving dialect,
WbMeshAdapterTests' misleadingly-named null-gl test — gpuDevice was
always the parameter that actually threw).

Build: `dotnet build AcDream.slnx -c Release` — 0 warnings, 0 errors,
with the Silk.NET.OpenGL/.Extensions.ARB package references physically
removed from the csproj (not just unreferenced in code).
Tests: full-solution `dotnet test` green across every project.
Zero remaining `using Silk.NET.OpenGL` anywhere in src/ or tests/.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-29 02:58:15 +02:00

249 lines
11 KiB
C#

using AcDream.Content;
using Chorizite.Core.Render;
using Chorizite.Core.Render.Enums;
using DatReaderWriter.Enums;
using System;
using System.Collections.Generic;
using AcDream.App.Rendering;
namespace AcDream.App.Rendering.Wb {
internal sealed class TextureAtlasDisposeTransaction {
private bool _running;
public bool IsComplete { get; private set; }
public bool IsRunning => _running;
public void Advance(
Action retryLayerRetirements,
Action disposeTextureArray,
Action commitLogicalDisposal) {
ArgumentNullException.ThrowIfNull(retryLayerRetirements);
ArgumentNullException.ThrowIfNull(disposeTextureArray);
ArgumentNullException.ThrowIfNull(commitLogicalDisposal);
if (IsComplete || _running)
return;
_running = true;
try {
retryLayerRetirements();
disposeTextureArray();
commitLogicalDisposal();
IsComplete = true;
}
finally {
_running = false;
}
}
}
/// <summary>
/// Manages texture arrays grouped by (Width, Height, Format).
/// Deduplicates textures by a TextureKey and supports reference counting.
/// </summary>
public class TextureAtlasManager : IDisposable {
private static uint _nextSlot = 1;
private readonly int _textureWidth;
private readonly int _textureHeight;
private readonly TextureFormat _format;
private readonly Dictionary<TextureKey, int> _textureIndices = new();
private readonly Dictionary<int, int> _refCounts = new();
private readonly TextureAtlasSlotAllocator _slots;
private readonly TextureAtlasLayerRetirement _layerRetirement;
private readonly TextureAtlasDisposeTransaction _disposeTransaction = new();
private readonly Action<TextureAtlasManager>? _onGpuSafeEmpty;
private bool _disposed;
internal const long TargetArrayBytes = 8L * 1024 * 1024;
internal const int MaximumArrayLayers = 32;
public uint Slot { get; }
/// <summary>
/// Campaign V slice V6i-2: the physical array, no longer typed to a
/// backend. Which implementation this is was decided once, at
/// composition, by the <see cref="IWorldTextureArrayFactory"/> handed to
/// the constructor — nothing in this class or in
/// <c>ObjectMeshManager</c>'s atlas policy branches on it.
/// </summary>
internal IWorldTextureArray TextureArray { get; private set; } = null!;
public int UsedSlots => _textureIndices.Count;
public int TotalSlots => TextureArray?.Size ?? 0;
public int AvailableSlots => _slots.AvailableCount;
internal bool IsGpuSafeEmpty => UsedSlots == 0 && AvailableSlots == TotalSlots;
internal long AllocatedBytes {
get {
return TextureArray.TotalSizeInBytes;
}
}
internal bool IsPhysicalRetirementComplete =>
TextureArray.IsPhysicalRetirementComplete;
internal long LastUseSequence { get; set; }
internal int Width => _textureWidth;
internal int Height => _textureHeight;
internal TextureFormat Format => _format;
internal TextureAtlasManager(
IWorldTextureArrayFactory arrays,
int width,
int height,
TextureFormat format = TextureFormat.RGBA8,
Action<TextureAtlasManager>? onGpuSafeEmpty = null) {
ArgumentNullException.ThrowIfNull(arrays);
Slot = _nextSlot++;
_textureWidth = width;
_textureHeight = height;
_format = format;
_onGpuSafeEmpty = onGpuSafeEmpty;
_layerRetirement = new TextureAtlasLayerRetirement(arrays.Retirement);
int capacity = CalculateInitialCapacity(width, height, format);
TextureArray = arrays.CreateClampedArray(format, width, height, capacity);
_slots = new TextureAtlasSlotAllocator(TextureArray.Size);
}
/// <summary>
/// Keeps each physical array near an eight-MiB target instead of
/// reserving 32 layers for every size class. The old fixed capacity
/// made a single 1024x1024 RGBA texture allocate roughly 171 MiB once
/// its mip chain was included, and made glGenerateMipmap process all
/// 32 layers during destination streaming.
/// </summary>
internal static int CalculateInitialCapacity(int width, int height, TextureFormat format) {
ArgumentOutOfRangeException.ThrowIfLessThan(width, 1);
ArgumentOutOfRangeException.ThrowIfLessThan(height, 1);
long bytesPerLayer = CalculateMipChainBytes(width, height, format);
long targetLayers = Math.Max(1L, TargetArrayBytes / bytesPerLayer);
return checked((int)Math.Min(targetLayers, MaximumArrayLayers));
}
internal static long CalculateMipChainBytes(int width, int height, TextureFormat format) {
long total = 0;
int w = width;
int h = height;
while (true) {
total = checked(total + CalculateLevelBytes(w, h, format));
if (w == 1 && h == 1) return total;
w = Math.Max(1, w >> 1);
h = Math.Max(1, h >> 1);
}
}
internal static long CalculateArrayBytes(int width, int height, TextureFormat format) =>
checked(CalculateMipChainBytes(width, height, format)
* CalculateInitialCapacity(width, height, format));
internal static long CalculateLevelBytes(int width, int height, TextureFormat format) => format switch {
TextureFormat.RGBA8 => checked((long)width * height * 4L),
TextureFormat.RGB8 => checked((long)width * height * 3L),
TextureFormat.A8 => checked((long)width * height),
TextureFormat.Rgba32f => checked((long)width * height * 16L),
TextureFormat.DXT1 => checked((long)Math.Max(1, (width + 3) / 4) * Math.Max(1, (height + 3) / 4) * 8L),
TextureFormat.DXT3 or TextureFormat.DXT5 => checked((long)Math.Max(1, (width + 3) / 4) * Math.Max(1, (height + 3) / 4) * 16L),
_ => throw new NotSupportedException($"Unsupported texture-atlas format {format}.")
};
public int AddTexture(TextureKey key, byte[] data, UploadPixelFormat? uploadPixelFormat = null, UploadPixelType? uploadPixelType = null) {
ObjectDisposedException.ThrowIf(_disposed || _disposeTransaction.IsRunning, this);
_layerRetirement.RetryPendingPublications();
if (_textureIndices.TryGetValue(key, out var existingIndex)) {
_refCounts[existingIndex]++;
return existingIndex;
}
int index = _slots.Rent();
try {
TextureArray.UpdateLayer(index, data, uploadPixelFormat, uploadPixelType);
_textureIndices[key] = index;
_refCounts[index] = 1;
return index;
}
catch (Exception) {
if (!_textureIndices.ContainsKey(key))
_slots.Return(index);
throw;
}
}
public void ReleaseTexture(TextureKey key) {
ObjectDisposedException.ThrowIf(_disposed || _disposeTransaction.IsRunning, this);
_layerRetirement.RetryPendingPublications();
if (!_textureIndices.TryGetValue(key, out var index)) return;
if (!_refCounts.ContainsKey(index)) return;
_refCounts[index]--;
if (_refCounts[index] <= 0) {
_textureIndices.Remove(key);
_refCounts.Remove(index);
// The CPU no longer references this layer, but previously
// submitted draws may still sample it. Recycle the slot only
// after their GPU fence has signaled; no clear or whole-array
// mip regeneration is needed for an unreferenced layer.
_layerRetirement.Retire(
() => {
if (!_disposed)
_slots.Return(index);
},
() => {
if (!_disposed && IsGpuSafeEmpty)
_onGpuSafeEmpty?.Invoke(this);
});
}
}
internal void RetryPendingRetirements() =>
_layerRetirement.RetryPendingPublications();
public bool HasTexture(TextureKey key) => _textureIndices.ContainsKey(key);
public int GetTextureIndex(TextureKey key) =>
_textureIndices.TryGetValue(key, out var index) ? index : -1;
public void Dispose() {
if (_disposed) return;
_disposeTransaction.Advance(
_layerRetirement.RetryPendingPublications,
() => {
TextureArray?.Dispose();
if (TextureArray is not null && !TextureArray.HasDurableDisposeOwnership)
throw new InvalidOperationException(
"Texture-array disposal returned without retaining or publishing its physical release.");
},
() => {
_textureIndices.Clear();
_refCounts.Clear();
_disposed = true;
});
}
}
/// <summary>
/// Owns the publication and callback cursor for returned atlas layers.
/// Removing the logical texture key commits immediately; this owner keeps
/// the physical layer reachable until the frame queue accepts it and keeps
/// the empty-atlas observer separate from the slot return so it cannot make
/// a callback retry return the same slot twice.
/// </summary>
internal sealed class TextureAtlasLayerRetirement
{
private readonly GpuRetirementLedger _ledger;
public TextureAtlasLayerRetirement(IGpuResourceRetirementQueue queue) =>
_ledger = new GpuRetirementLedger(queue);
internal int AwaitingPublicationCount => _ledger.AwaitingPublicationCount;
public void Retire(Action returnLayer, Action notifyGpuSafeEmpty)
{
ArgumentNullException.ThrowIfNull(returnLayer);
ArgumentNullException.ThrowIfNull(notifyGpuSafeEmpty);
_ledger.Retire(new RetryableGpuResourceRelease(
returnLayer,
notifyGpuSafeEmpty));
}
public void RetryPendingPublications() =>
_ledger.RetryPendingPublications();
}
}