Moves the mesh/EnvCell draw path's per-batch texture representation from a 64-bit ARB_bindless_texture handle to a small integer table index, entirely on the still-shipping GL backend, with zero pixel change. This is the CPU-side half of the eventual Vulkan descriptor-array indexing model: a table index is the backend-neutral form (Vulkan indexes a descriptor array with it directly), while a raw bindless handle is GL-only. Landing the data-model change now, on GL, under a strict self-differential pixel gate, keeps it separate from V4c's much larger RHI-plumbing change (see docs/plans/2026-07-27-vulkan-campaign.md section 5.2 for why the table cannot be device-owned yet). Mechanism: mesh_modern.vert's BatchData struct carries `textureIndex` (a slot) instead of `textureHandle` (uvec2); the vertex shader looks the slot up in a new binding=9 storage buffer (GpuBindingModel.StorageTextureTable) and passes the reconstructed uvec2 handle to the fragment shader exactly as before, so mesh_modern.frag needed no change at all beyond the UBO-set macro below. The 16-byte std430 stride is unchanged (GpuBindingModel.GpuBatchDataStrideBytes); textureLayer/flags keep their offsets, so every existing CPU writer's layout is untouched. The handle->slot table (GlBindlessHandleTable, new, pure C#) is owned separately by WbDrawDispatcher and EnvCellRenderer rather than shared through a single TextureCache-owned instance: EnvCellRenderer never had a TextureCache dependency, and nothing requires index agreement between renderers since each rebinds its own binding=9 buffer immediately before its own draw call. This avoided threading a new constructor parameter through EnvCellRenderer (and its six test call sites) for no behavioral benefit. TextureCache and CompositeTextureArrayCache turned out to need no changes at all: they only ever produce raw ulong handles, and that production path is unaffected - the new indirection is entirely a WbDrawDispatcher/EnvCellRenderer-side concern, added exactly where each already assembles its per-batch GPU struct (ToInput, the copy-back loop, PrepareDeferredAlphaDraws for the RetailAlphaQueue path, and EnvCellRenderer's ModernBatchData construction). The table itself is a single non-ring buffer (unlike the per-frame triple-buffered SSBOs) because a genuinely new handle is rare - new dat surfaces/composite overrides, not every frame - so it flushes only when GlBindlessHandleTable.Dirty is set, mirroring how the existing texture caches already upload infrequently. Shader-side, introduced Rendering/Shaders/common.glsl as the shared preamble GL has no #include for: Shader.cs gained an `includeCommonPreamble` overload that splices the file's text in after the leading #version/#extension block (GLSL requires #version first). It declares the binding=9 table plus the ACDREAM_TEXTURE_HANDLE(idx) lookup macro, and a scaffolding ACDREAM_UBO_SET macro (a no-op under GL today, redefined to `set = 1,` when the Vulkan toolchain compiles this same source at V6+, per the campaign doc's set-1 UBO note) applied to both SceneLighting UBO declarations now so no later slice needs to touch them again. Tests: WbDrawDispatcherIndirectBuilderTests updated for the renamed IndirectGroupInput/BatchDataPublic fields; new ModernBatchDataLayoutTests (mirrors ClipFrameLayoutTests' role, but for EnvCellRenderer's GPU struct) and GlBindlessHandleTableTests (pure-CPU allocator behavior, including the zero-handle case, which is registered like any other handle rather than special-cased, since that's what reproduces the pre-V2 sampling result bit-for-bit). Gate: dotnet build -c Release green, dotnet test tests/AcDream.App.Tests -c Release green (3843 passed / 3 skipped, +9 over the 3834/3 baseline), and tools/run-offline-pixel-gate.ps1 passed with a 2.84e-05 differing-pixel fraction against the parent commit - within the documented ~33x same-commit noise margin. No divergence-register row: this introduces no retail behavior deviation. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
58 lines
2.2 KiB
C#
58 lines
2.2 KiB
C#
using System.Runtime.CompilerServices;
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using System.Runtime.InteropServices;
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using AcDream.App.Rendering.Wb;
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using Xunit;
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namespace AcDream.App.Tests.Rendering.Wb;
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/// <summary>
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/// Campaign V slice V2 (2026-07-27): CPU-side proof that
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/// <see cref="ModernBatchData"/> — EnvCellRenderer's per-batch GPU struct,
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/// sharing mesh_modern.vert's BatchData shader-side layout with
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/// WbDrawDispatcher — packs at the exact std430 offsets the shader expects
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/// after TextureHandle (a raw 64-bit ARB_bindless_texture handle) became
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/// TextureTableIndex (a slot into the binding=9 handle table). Mirrors
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/// ClipFrameLayoutTests' role for ClipFrame and
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/// WbDrawDispatcherIndirectBuilderTests.BatchDataPublic_LayoutMatchesPrivateBatchData
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/// for WbDrawDispatcher's own BatchData — a silent layout drift here would
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/// desync EnvCellRenderer's uploaded bytes from what mesh_modern.vert reads,
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/// with no build error.
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///
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/// Layout under test (std430, 16 bytes total):
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/// offset 0 : uint TextureTableIndex
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/// offset 4 : uint Reserved (pad)
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/// offset 8 : uint TextureIndex (layer within the texture array)
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/// offset 12 : uint Flags
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/// </summary>
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public class ModernBatchDataLayoutTests
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{
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[Fact]
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public void Size_Is16Bytes_MatchingGpuBatchDataStride()
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{
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Assert.Equal(16, Unsafe.SizeOf<ModernBatchData>());
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}
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[Fact]
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public void FieldOffsets_MatchStd430Layout()
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{
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Assert.Equal(0, (int)Marshal.OffsetOf<ModernBatchData>(nameof(ModernBatchData.TextureTableIndex)));
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Assert.Equal(4, (int)Marshal.OffsetOf<ModernBatchData>(nameof(ModernBatchData.Reserved)));
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Assert.Equal(8, (int)Marshal.OffsetOf<ModernBatchData>(nameof(ModernBatchData.TextureIndex)));
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Assert.Equal(12, (int)Marshal.OffsetOf<ModernBatchData>(nameof(ModernBatchData.Flags)));
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}
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[Fact]
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public void FieldValues_RoundTripThroughTheStruct()
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{
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var data = new ModernBatchData
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{
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TextureTableIndex = 7u,
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TextureIndex = 3u,
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};
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Assert.Equal(7u, data.TextureTableIndex);
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Assert.Equal(0u, data.Reserved);
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Assert.Equal(3u, data.TextureIndex);
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Assert.Equal(0u, data.Flags);
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}
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}
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