Second attempt at V4a afterceec3bc4was reverted at9aaf97e7for losing world multisampling and a 334-file scope explosion. This lands the same functional slice with a much smaller footprint and the two structural fixes the revert postmortem (docs/plans/2026-07-27-vulkan-campaign.md SS7.1) called for. What moved onto the RHI: - TextRenderer: the ui_text shader now compiles through IGpuDevice.CreatePipeline (one IGpuPipeline, replacing the old hand-rolled Shader class); its three fence-buffered per-flight VBOs are gone in favour of a per-IGpuFrame ring allocation per draw bucket; its 1x1 white fill texture is created via IGpuDevice.CreateTexture and registered into the device's texture table. Flush keeps TextRenderGlStateScope and the manual GL disable block verbatim (TextRendererFailureSafetyTests pins their literal presence) alongside the new pipeline bind - both target the identical final GL state, so this is redundant, not contradictory. Sprite/font texture binding stays classic (glActiveTexture/glBindTexture) because DrawSprite receives arbitrary externally-owned GL texture names from dozens of UI call sites outside this slice's scope; IGpuPassEncoder has no verb for that, by design (every other RHI consumer samples through the bindless texture table). - BitmapFont: the stb-baked R8 atlas is created/uploaded through IGpuDevice.CreateTexture; TextureId stays a raw GL name extracted from the IGpuTexture, since its only consumer is TextRenderer's classic path above. - DebugLineRenderer: the debug_line shader compiles through IGpuDevice.CreatePipeline (LineList topology, depth disabled); Flush ring- allocates its vertex data and draws through IGpuPassEncoder. uView/uProjection don't fit the shared GpuPushConstants block (one combined VP matrix) so they are set directly on the pipeline's compiled program, mirroring TextRenderer. - TextureCache: GetOrUploadRenderSurface and the public UploadRgba8(byte[],...) wrapper now create IGpuTexture+GpuTextureSlot internally, extracting the raw GL name for their unchanged uint return type - DrawSprite's signature and its 16 call sites across the UI are untouched. The world-material path (GetOrUpload, the raw layer-array upload) is untouched. - UiViewport: TextureHandle (uint) -> TextureSlot (GpuTextureSlot), resolved back to a raw GL name via TextRenderer.ResolveExternalTextureSlot at draw time. Its texture is produced by PaperdollViewportRenderer/ PrivateEntityViewportRenderer, both still raw GL until V4g, so RetailPaperdollFrameView/RetailCreatureAppraisalFrameView register it through the pre-approved GlGpuDevice.RegisterExternalColorTexture transitional seam (campaign doc SS7.1's final paragraph) instead of inventing anything broader. The two revert-postmortem fixes, both in Gpu/Gl (never in the pinned Gpu/ contract): - GlGpuDevice.BeginPass now resets the render-state cache unconditionally on every pass, not only a clearing one. The first attempt's crash came from exactly this gap: a raw-GL renderer running between two RHI passes changes GL program/blend/depth/cull state the cache never observes, so a later BindPipeline skipped re-issuing glUseProgram and the following push-constant upload threw GL_INVALID_OPERATION. - GlGpuPassEncoder now captures ambient GL capability state (program, VAO, array buffer, texture0 binding, depth test/write/func, blend enable+func, cull enable+mode, front face, alpha-to-coverage, multisample) on construction and restores it on Dispose, generalizing what TextRenderGlStateScope already did for TextRenderer specifically to every RHI pass - this is what stops DebugLineRenderer's pipeline bind (which has no scope of its own) from leaking state into the next raw-GL renderer. Both are marked transitional, deleted at V4h once nothing raw-GL remains. Frame lifecycle (additive, per the task's own description of this piece): new GpuDeviceFrameLifetime wraps IGpuDevice.BeginFrame()/IGpuFrame.End() and exposes the open frame via ICurrentGpuFrameSource. RenderFrameOrchestrator's IRenderFrameLifetime now routes through this wrapper instead of calling GpuFrameFlightController directly - GlGpuDevice.BeginFrame already calls straight through to that same controller, so the fence/slot-rotation contract is unchanged; the wrapper only additionally yields the IGpuFrame ported renderers need. No clears moved, no framebuffer binding changed, frame-graph phase order is untouched. The two now-dead per-slot TextRenderer.BeginFrame(int) calls in RuntimeRenderFrameBeginResources are removed. The UI Studio (RenderBootstrap/StudioWindow) gets its own independent RHI device+lifetime, mirroring the production composition. Real bug found and fixed while exercising this for the first time: both BitmapFont and TextureCache's nearest-filter override called TexParameter AFTER RegisterTexture, which made the bindless handle resident - GL_ARB_ bindless_texture forbids modifying a texture's parameters once its handle is resident, so this threw GL_INVALID_OPERATION building the retained UI's own TextRenderer. Fixed by moving both TexParameter blocks before RegisterTexture. Scope note: touches 25 files (24 modified + this commit's one new file), not the ~10 the brief estimated, because the frame-lifecycle wiring and the viewport escape hatch (both explicitly asked for) ripple through five composition files and two frame presenters that thread IGpuDevice/ ICurrentGpuFrameSource to construction sites. No file outside that necessary set was touched: no visibility sweep beyond the specific constructors/ properties whose new parameter types are internal (TextRenderer/BitmapFont/ DebugLineRenderer/UiHost's constructors, TextureCache's otherwise-orphaned convenience overload, UiViewport.TextureSlot), no world-mesh/terrain/particle/ sky file touched, no test deleted or weakened - three source-text conformance tests (TextRendererPublishesEveryConstructorResourceBeforeLaterGlWork, GlTextureOwnershipTests' TextRenderer.cs check, and RenderFrameResourceControllerTests' frame-order check) were replaced with equivalent assertions against the new construction/wiring shape, since their pinned invariant was specifically the old raw-GL shape this slice legitimately replaces. Gates: - dotnet build -c Release: 0 warnings, 0 errors. - dotnet test tests/AcDream.App.Tests -c Release: 3,843 passed / 3 skipped - exactly the baseline. Complete solution: 8,906 passed / 5 skipped across all nine test projects. - Offline pixel gate (tools/run-offline-pixel-gate.ps1, parenta97e04aevs this commit): 26 differing pixels of 563,200 compared (fraction 4.62e-05), pass against the 0.001/563-pixel threshold. Verified against a same-commit control (two captures at this commit differ by 20 pixels) rather than accepted at face value - the two numbers are in the same band, confirming this is normal animated-content/frame-pacing noise and not the systematic silhouette-edge loss (1,791 pixels, 224x higher) the first attempt's revert diagnosed. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
393 lines
15 KiB
C#
393 lines
15 KiB
C#
using System.Runtime.CompilerServices;
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using AcDream.App.Combat;
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using AcDream.App.Composition;
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using AcDream.App.Diagnostics;
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using AcDream.App.Rendering;
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using AcDream.App.Spells;
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using AcDream.Content;
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using AcDream.App.UI;
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using AcDream.App.UI.Layout;
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using AcDream.App.World;
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using AcDream.Core.Combat;
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using AcDream.Core.Items;
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using AcDream.Core.Spells;
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using AcDream.Runtime;
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using AcDream.Runtime.Gameplay;
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namespace AcDream.App.Tests.Composition;
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public sealed class InteractionRetainedUiCompositionTests
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{
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private static readonly InteractionRetainedUiCompositionPoint[] UiPoints =
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[
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InteractionRetainedUiCompositionPoint.UiHostAcquired,
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InteractionRetainedUiCompositionPoint.InputCaptureBound,
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InteractionRetainedUiCompositionPoint.CursorAssetsCreated,
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InteractionRetainedUiCompositionPoint.CharacterSheetCreated,
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InteractionRetainedUiCompositionPoint.MouseInputWired,
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InteractionRetainedUiCompositionPoint.KeyboardInputWired,
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InteractionRetainedUiCompositionPoint.UiAssetsCreated,
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InteractionRetainedUiCompositionPoint.UiProbeCreated,
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InteractionRetainedUiCompositionPoint.UiRuntimeMounted,
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InteractionRetainedUiCompositionPoint.InventoryContainerBound,
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];
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[Fact]
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public void EnabledUiPublishesOneExactResultAfterFrozenConstructionOrder()
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{
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using var fixture = new Fixture(retailUi: true);
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InteractionRetainedUiResult result = fixture.Compose();
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Assert.Same(result, fixture.Publication.Result);
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Assert.Equal(
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[
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InteractionRetainedUiCompositionPoint.LateBindingsCreated,
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InteractionRetainedUiCompositionPoint.CombatTargetCreated,
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InteractionRetainedUiCompositionPoint.ExternalContainerLifecycleCreated,
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InteractionRetainedUiCompositionPoint.ItemInteractionCreated,
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InteractionRetainedUiCompositionPoint.MagicRuntimeCreated,
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.. UiPoints,
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InteractionRetainedUiCompositionPoint.ResultPublished,
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], fixture.Points);
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Assert.NotNull(result.RetainedUi);
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Assert.NotNull(result.Magic);
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Assert.Empty(fixture.Factory.Releases);
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}
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[Fact]
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public void DisabledUiAcquiresNoRetainedFrontendResource()
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{
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using var fixture = new Fixture(retailUi: false);
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InteractionRetainedUiResult result = fixture.Compose();
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Assert.Null(result.RetainedUi);
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Assert.NotNull(result.Magic);
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Assert.Equal(
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[
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InteractionRetainedUiCompositionPoint.LateBindingsCreated,
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InteractionRetainedUiCompositionPoint.CombatTargetCreated,
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InteractionRetainedUiCompositionPoint.ExternalContainerLifecycleCreated,
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InteractionRetainedUiCompositionPoint.ItemInteractionCreated,
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InteractionRetainedUiCompositionPoint.MagicRuntimeCreated,
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InteractionRetainedUiCompositionPoint.RetainedUiDisabled,
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InteractionRetainedUiCompositionPoint.ResultPublished,
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], fixture.Points);
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Assert.Equal(0, fixture.Factory.RetainedUiCalls);
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}
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[Theory]
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[MemberData(nameof(EnabledFailurePoints))]
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public void FaultAtEveryEnabledBoundaryStopsSuffixAndRollsBackUnpublishedPrefix(
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int pointValue)
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{
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var point = (InteractionRetainedUiCompositionPoint)pointValue;
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using var fixture = new Fixture(retailUi: true, failurePoint: point);
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Assert.Throws<InvalidOperationException>(fixture.Compose);
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Assert.Equal(point, fixture.Points[^1]);
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Assert.False(
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fixture.Dependencies.Runtime.CaptureOwnership().IsDisposeRequested);
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if (point == InteractionRetainedUiCompositionPoint.ResultPublished)
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{
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Assert.Empty(fixture.Factory.Releases);
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Assert.NotNull(fixture.Publication.Result);
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}
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else
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{
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Assert.Null(fixture.Publication.Result);
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Assert.Equal(ExpectedRollback(point), fixture.Factory.Releases);
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}
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}
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public static TheoryData<int> EnabledFailurePoints()
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{
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var data = new TheoryData<int>();
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foreach (InteractionRetainedUiCompositionPoint point in
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Enum.GetValues<InteractionRetainedUiCompositionPoint>())
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{
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if (point != InteractionRetainedUiCompositionPoint.RetainedUiDisabled)
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data.Add((int)point);
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}
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return data;
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}
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private static string[] ExpectedRollback(
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InteractionRetainedUiCompositionPoint point)
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{
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var acquired = new List<string> { "late bindings" };
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if (point >= InteractionRetainedUiCompositionPoint.ExternalContainerLifecycleCreated)
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acquired.Add("external container");
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if (point >= InteractionRetainedUiCompositionPoint.ItemInteractionCreated)
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acquired.Add("item interaction");
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if (point >= InteractionRetainedUiCompositionPoint.MagicRuntimeCreated)
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acquired.Add("magic runtime");
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if (point >= InteractionRetainedUiCompositionPoint.UiHostAcquired)
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acquired.Add("retained UI lease");
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acquired.Reverse();
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return acquired.ToArray();
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}
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[Fact]
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public void PublicationFailureRollsBackCompleteUnpublishedPrefix()
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{
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using var fixture = new Fixture(retailUi: true, publicationFailure: true);
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Assert.Throws<InvalidOperationException>(fixture.Compose);
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Assert.False(
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fixture.Dependencies.Runtime.CaptureOwnership().IsDisposeRequested);
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Assert.Equal(
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[
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"retained UI lease",
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"magic runtime",
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"item interaction",
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"external container",
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"late bindings",
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], fixture.Factory.Releases);
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}
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[Fact]
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public void GameWindowUsesPhaseAndContainsNoRetainedUiConstructionBody()
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{
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string source = File.ReadAllText(Path.Combine(
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FindRepoRoot(),
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"src",
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"AcDream.App",
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"Rendering",
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"GameWindow.cs"));
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Assert.Contains("new InteractionRetainedUiCompositionPhase(", source);
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Assert.DoesNotContain("new AcDream.App.UI.ItemInteractionController(", source);
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Assert.DoesNotContain("_retailUiLease.AcquireHost(", source);
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Assert.DoesNotContain("RetailUiRuntime.CreateUninitialized(", source);
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Assert.DoesNotContain("private void UseItemByGuid(", source);
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Assert.DoesNotContain("private uint? PickWorldGuidAtCursor(", source);
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}
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private sealed class Fixture : IDisposable
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{
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private readonly InteractionRetainedUiCompositionPoint? _failurePoint;
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public Fixture(
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bool retailUi,
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InteractionRetainedUiCompositionPoint? failurePoint = null,
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bool publicationFailure = false)
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{
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_failurePoint = failurePoint;
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Factory = new FakeFactory();
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Publication = new Publication(publicationFailure);
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RuntimeOptions options = RuntimeOptions.Parse("dat", static _ => null)
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with { RetailUi = retailUi };
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GameRuntime runtime = GameRuntimeTestFactory.Create(
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new NoopCombatOperations(),
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new NoopCombatTargetOperations(),
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new NoopCombatModeOperations(),
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new NoopSpellOperations());
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Dependencies = new InteractionRetainedUiDependencies(
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Options: options,
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Gl: null!,
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Window: null!,
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Input: null!,
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ShadersDirectory: "shaders",
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Dats: null!,
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DatLock: new object(),
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TextureCache: null!,
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DebugFont: null,
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HostQuiescence: null!,
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RetainedInputCapture: null!,
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InputDispatcher: null,
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Settings: null!,
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Runtime: runtime,
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CombatAttackOperations: new NoopCombatOperations(),
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CombatTargetOperations: new RuntimeCombatTargetOperationsSlot(),
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SpellCastOperations: new RuntimeSpellCastOperationsSlot(),
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MagicCatalog: null!,
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StackSplitQuantity: null!,
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UiRegistry: null,
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CombatModeCommands: null!,
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PlayerIdentity: null!,
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PlayerMode: null!,
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SelectionCameraFactory: static _ => Stub<SelectionCameraSource>(),
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FrameDiagnostics: new DeferredRenderFrameDiagnosticsSource(),
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ExistingVitals: null,
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Toast: null,
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ClientTime: static () => 0d,
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Log: static _ => { },
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GpuDevice: null!,
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GpuFrameSource: null!);
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}
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public InteractionRetainedUiDependencies Dependencies { get; }
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public FakeFactory Factory { get; }
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public Publication Publication { get; }
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public List<InteractionRetainedUiCompositionPoint> Points { get; } = [];
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public InteractionRetainedUiResult Compose() =>
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new InteractionRetainedUiCompositionPhase(
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Dependencies,
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new RetailUiRuntimeLease(),
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Publication,
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Factory,
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point =>
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{
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Points.Add(point);
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if (_failurePoint == point)
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throw new InvalidOperationException($"fault at {point}");
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}).Compose();
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public void Dispose() => Dependencies.Runtime.Dispose();
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}
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private sealed class FakeFactory : IInteractionRetainedUiCompositionFactory
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{
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private readonly Dictionary<object, string> _names =
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new(ReferenceEqualityComparer.Instance);
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public List<string> Releases { get; } = [];
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public int RetainedUiCalls { get; private set; }
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public IDisposable BindCombatTarget(
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InteractionRetainedUiDependencies dependencies,
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DeferredSelectionUiAuthority selection) =>
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new NoopDisposable();
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public ExternalContainerLifecycleController CreateExternalContainerLifecycle(
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InteractionRetainedUiDependencies dependencies,
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DeferredLiveSessionUiAuthority session) =>
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Resource<ExternalContainerLifecycleController>("external container");
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public ItemInteractionController CreateItemInteraction(
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InteractionRetainedUiDependencies dependencies,
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InteractionUiLateBindings lateBindings) =>
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Resource<ItemInteractionController>("item interaction");
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public MagicRuntime CreateMagicRuntime(
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InteractionRetainedUiDependencies dependencies,
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InteractionUiLateBindings lateBindings,
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ItemInteractionController itemInteraction) =>
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Resource<MagicRuntime>("magic runtime");
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public RetainedUiComposition CreateRetainedUi(
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InteractionRetainedUiDependencies dependencies,
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InteractionUiLateBindings lateBindings,
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RetailUiRuntimeLease lease,
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RuntimeCombatAttackState combatAttack,
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ItemInteractionController itemInteraction,
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MagicRuntime magic,
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Action<InteractionRetainedUiCompositionPoint> checkpoint)
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{
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RetainedUiCalls++;
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_names.Add(lease, "retained UI lease");
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foreach (InteractionRetainedUiCompositionPoint point in UiPoints)
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checkpoint(point);
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return new RetainedUiComposition(
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Stub<UiHost>(),
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Stub<RetailUiRuntime>(),
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Stub<AcDream.UI.Abstractions.Panels.Vitals.VitalsVM>(),
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Stub<AcDream.UI.Abstractions.Panels.Chat.ChatVM>(),
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Stub<CharacterSheetProvider>(),
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null);
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}
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public void Release(IDisposable resource)
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{
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string name = _names.TryGetValue(resource, out string? found)
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? found
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: resource switch
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{
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InteractionUiLateBindings => "late bindings",
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RetailUiRuntimeLease => "retained UI lease",
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_ => throw new InvalidOperationException(
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$"Unknown test resource {resource.GetType().Name}"),
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};
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Releases.Add(name);
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}
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private T Resource<T>(string name) where T : class
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{
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T value = Stub<T>();
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_names.Add(value, name);
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return value;
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}
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}
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private sealed class NoopCombatOperations
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: IRuntimeCombatAttackOperations
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{
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public bool CanStartAttack() => false;
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public void PrepareAttackRequest() { }
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public bool SendAttack(AttackHeight height, float power) => false;
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public void SendCancelAttack() { }
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public bool IsDualWield => false;
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public bool PlayerReadyForAttack => false;
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public bool AutoRepeatAttack => false;
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}
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private sealed class NoopDisposable : IDisposable
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{
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public void Dispose() { }
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}
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private sealed class NoopSpellOperations : IRuntimeSpellCastOperations
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{
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public uint LocalPlayerId => 0u;
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public bool CanSend => false;
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public bool HasRequiredComponents(uint spellId) => false;
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public bool IsTargetCompatible(
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uint targetId,
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SpellMetadata spell,
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bool showMessage) => false;
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public void StopCompletely() { }
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public void SendUntargeted(uint spellId) { }
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public void SendTargeted(uint targetId, uint spellId) { }
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public void DisplayMessage(string message) { }
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public void IncrementBusy() { }
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}
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private sealed class NoopCombatTargetOperations
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: IRuntimeCombatTargetOperations
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{
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public bool AutoTarget => false;
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public uint? SelectClosestTarget() => null;
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}
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private sealed class NoopCombatModeOperations
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: IRuntimeCombatModeOperations
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{
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public bool IsInWorld => false;
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public IReadOnlyList<ClientObject> GetOrderedEquipment() => [];
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public void NotifyExplicitCombatModeRequest() { }
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public void SendChangeCombatMode(CombatMode mode) { }
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}
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private sealed class Publication(bool fail)
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: IGameWindowInteractionRetainedUiPublication
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{
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public InteractionRetainedUiResult? Result { get; private set; }
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public void PublishInteractionRetainedUi(InteractionRetainedUiResult result)
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{
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if (fail)
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throw new InvalidOperationException("publication failed");
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Result = result;
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}
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}
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private static T Stub<T>() where T : class =>
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(T)RuntimeHelpers.GetUninitializedObject(typeof(T));
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private static string FindRepoRoot()
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{
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DirectoryInfo? directory = new(AppContext.BaseDirectory);
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while (directory is not null)
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{
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if (File.Exists(Path.Combine(directory.FullName, "AcDream.slnx")))
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return directory.FullName;
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directory = directory.Parent;
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}
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throw new DirectoryNotFoundException("Could not find AcDream.slnx.");
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}
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}
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