End of Phase O extraction. Final cleanup: - Dropped <ProjectReference> entries to WorldBuilder.Shared and Chorizite.OpenGLSDLBackend from both AcDream.App.csproj and AcDream.Core.csproj. - Added Chorizite.Core NuGet PackageReference to AcDream.Core.csproj (needed by Core.Rendering.Wb.TextureHelpers for TextureFormat enum; previously transitive through the WB project ref). - Added BCnEncoder.Net.ImageSharp (1.1.2) + SixLabors.ImageSharp (3.1.12) as direct PackageReferences to AcDream.App.csproj — previously transitive via Chorizite.OpenGLSDLBackend project; used directly by ObjectMeshManager. Item A (BaseObjectRenderManager static fields): - Inlined CurrentAtlas/CurrentVAO/CurrentIBO into a new RenderStateCache.cs static class (AcDream.App.Rendering.Wb namespace) — the 4 consumers (ManagedGLIndexBuffer, ManagedGLTexture, ManagedGLTextureArray, ParticleBatcher) all reference RenderStateCache.* instead of BaseObjectRenderManager.*. - Dropped using Chorizite.OpenGLSDLBackend.Lib from all 4 consumers and from WbDrawDispatcher (which had it only as a dead import). Item B (ActiveParticleEmitter.ObjectLandblock): - ObjectLandblock? erased to object?; WorldBuilder.Shared.Models.ObjectId? erased to ulong? — both fields are stored but never read by any consumer in our codebase. - Dropped both WB using directives from ActiveParticleEmitter.cs. Item C (IDatReaderWriter / IDatDatabase): - Verbatim copy of both interfaces into IDatReaderWriter.cs in AcDream.App.Rendering.Wb namespace — DatCollectionAdapter and ObjectMeshManager already live in that namespace, so no using changes needed. - Dropped using WorldBuilder.Shared.Services from DatCollectionAdapter.cs and ObjectMeshManager.cs. Additional extractions required by the reference drop: - GeometryUtils.cs: verbatim copy of WorldBuilder.Shared.Lib.GeometryUtils (float-precision overloads only; Vector3d double-precision overloads omitted — ObjectMeshManager uses only the float versions). - Dropped using WorldBuilder.Shared.Lib from ObjectMeshManager.cs. WbMeshAdapter.cs cleanup (spec O-D12): - Deleted _wbDats (DefaultDatReaderWriter) field + ctor init + Dispose call. - Deleted the [indoor-upload] NULL_RESULT diagnostic block (lines ~205-262) — its Phase 2 cell-resolution investigation is complete; its _wbDats.ResolveId dependency goes with this commit. - Deleted _pendingEnvCellRequests field + isPendingEnvCell tracking in Tick(). - Simplified Tick() to a clean drain loop. Deleted SplitFormulaDivergenceTest.cs — one-time N.5b data-collection sweep; job done. Verified acceptance criteria: - Zero <ProjectReference> to WorldBuilder.* / Chorizite.OpenGLSDLBackend.* in any csproj. - Zero 'using WorldBuilder.*' / 'using Chorizite.OpenGLSDLBackend.*' in src/. - DefaultDatReaderWriter referenced in zero places in src/ (comments only). Build green (0 warnings, 0 errors). Tests: 1154 total (-1 from deleted SplitFormulaDivergenceTest), 1146 pass, 8 pre-existing failures (unchanged from baseline — physics/input tests unrelated to this change). Spec: docs/superpowers/specs/2026-05-21-phase-o-dat-path-unification-design.md Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
203 lines
7.9 KiB
C#
203 lines
7.9 KiB
C#
using Chorizite.Core.Render;
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using Chorizite.Core.Render.Enums;
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using Silk.NET.OpenGL;
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namespace AcDream.App.Rendering.Wb {
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public unsafe class ManagedGLTexture : ITexture {
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private uint _texture;
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private readonly OpenGLGraphicsDevice _device;
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private GL GL => (_device as OpenGLGraphicsDevice).GL;
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/// <inheritdoc/>
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public IntPtr NativePtr => (IntPtr)_texture;
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/// <inheritdoc/>
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public int Width { get; private set; }
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/// <inheritdoc/>
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public int Height { get; private set; }
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public TextureFormat Format => TextureFormat.RGBA8;
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public ulong BindlessHandle { get; private set; }
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public ulong BindlessWrapHandle { get; private set; }
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public ulong BindlessClampHandle { get; private set; }
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/// <inheritdoc/>
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public ManagedGLTexture(OpenGLGraphicsDevice device, byte[]? source, int width, int height, TextureParameters? texParams = null) {
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var p = texParams ?? TextureParameters.Default;
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_device = device;
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_texture = GL.GenTexture();
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GpuMemoryTracker.TrackResourceAllocation(GpuResourceType.Texture);
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Width = width;
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Height = height;
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GL.BindTexture(GLEnum.Texture2D, _texture);
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GLHelpers.CheckErrors(GL);
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int maxDimension = Math.Max(width, height);
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int mipLevels = (int)Math.Floor(Math.Log2(maxDimension)) + 1;
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if (_device.HasTextureStorage) {
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GL.TexStorage2D(GLEnum.Texture2D, (uint)mipLevels, GLEnum.Rgba8, (uint)width, (uint)height);
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GLHelpers.CheckErrors(GL);
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}
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else {
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GL.TexImage2D(GLEnum.Texture2D, 0, (int)InternalFormat.Rgba8, (uint)width, (uint)height, 0, PixelFormat.Rgba, (PixelType)0x1401, (void*)0);
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GLHelpers.CheckErrors(GL);
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}
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GL.TexParameter(GLEnum.Texture2D, TextureParameterName.TextureWrapS, (int)p.WrapS);
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GL.TexParameter(GLEnum.Texture2D, TextureParameterName.TextureWrapT, (int)p.WrapT);
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GL.TexParameter(GLEnum.Texture2D, TextureParameterName.TextureMinFilter, (int)p.MinFilter);
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GL.TexParameter(GLEnum.Texture2D, TextureParameterName.TextureMagFilter, (int)p.MagFilter);
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GLHelpers.CheckErrors(GL);
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if (p.EnableAnisotropicFiltering && _device.RenderSettings.EnableAnisotropicFiltering)
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{
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float maxAnisotropy = 0f;
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GL.GetFloat(GLEnum.MaxTextureMaxAnisotropy, out maxAnisotropy);
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if (maxAnisotropy > 0)
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{
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GL.TexParameter(GLEnum.Texture2D, GLEnum.TextureMaxAnisotropy, maxAnisotropy);
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}
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}
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if (p.EnableMipmaps) {
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GL.GenerateMipmap(GLEnum.Texture2D);
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}
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GLHelpers.CheckErrors(GL);
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GL.BindTexture(GLEnum.Texture2D, 0);
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GLHelpers.CheckErrors(GL);
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GpuMemoryTracker.TrackAllocation(CalculateSize(), GpuResourceType.Texture);
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if (_device.HasBindless && _device.BindlessExtension != null) {
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BindlessHandle = _device.BindlessExtension.GetTextureHandle(_texture);
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BindlessWrapHandle = _device.BindlessExtension.GetTextureSamplerHandle(_texture, _device.WrapSampler);
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BindlessClampHandle = _device.BindlessExtension.GetTextureSamplerHandle(_texture, _device.ClampSampler);
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_device.BindlessExtension.MakeTextureHandleResident(BindlessHandle);
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_device.BindlessExtension.MakeTextureHandleResident(BindlessWrapHandle);
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_device.BindlessExtension.MakeTextureHandleResident(BindlessClampHandle);
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}
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}
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private long CalculateSize() {
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int maxDimension = Math.Max(Width, Height);
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int mipLevels = (int)Math.Floor(Math.Log2(maxDimension)) + 1;
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long totalSize = 0;
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for (int i = 0; i < mipLevels; i++) {
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int w = Math.Max(1, Width >> i);
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int h = Math.Max(1, Height >> i);
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totalSize += (long)w * h * 4;
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}
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return totalSize;
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}
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/// <inheritdoc/>
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public ManagedGLTexture(OpenGLGraphicsDevice device, string file) {
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throw new NotImplementedException();
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}
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public void SetData(Rectangle rectangle, byte[] data) {
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if (_texture == 0) return;
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GLHelpers.CheckErrors(GL);
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GL.GetInteger(GLEnum.ActiveTexture, out int oldActiveTexture);
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RenderStateCache.CurrentAtlas = 0;
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GL.GetInteger(GLEnum.TextureBinding2D, out int oldBinding);
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GL.BindTexture(GLEnum.Texture2D, _texture);
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bool wasResident = false;
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if (BindlessHandle != 0 && _device.BindlessExtension != null && _device.BindlessExtension.IsTextureHandleResident(BindlessHandle)) {
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_device.BindlessExtension.MakeTextureHandleNonResident(BindlessHandle);
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wasResident = true;
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}
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fixed (byte* ptr = data) {
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GL.TexSubImage2D(
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GLEnum.Texture2D,
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0, // level
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rectangle.X,
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rectangle.Y,
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(uint)rectangle.Width,
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(uint)rectangle.Height,
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PixelFormat.Rgba,
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PixelType.UnsignedByte,
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ptr
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);
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}
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// Generate mipmaps if needed
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GL.GenerateMipmap(GLEnum.Texture2D);
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if (wasResident && BindlessHandle != 0 && _device.BindlessExtension != null) {
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_device.BindlessExtension.MakeTextureHandleResident(BindlessHandle);
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}
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GL.BindTexture(GLEnum.Texture2D, (uint)oldBinding);
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GL.ActiveTexture((GLEnum)oldActiveTexture);
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GLHelpers.CheckErrors(GL);
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}
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public void Bind(int slot = 0) {
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if (slot == 0) {
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RenderStateCache.CurrentAtlas = 0;
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}
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GL.GetInteger(GLEnum.ActiveTexture, out int oldActiveTexture);
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GLEnum targetTextureUnit = GLEnum.Texture0 + slot;
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bool changedUnit = (GLEnum)oldActiveTexture != targetTextureUnit;
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if (changedUnit) {
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GL.ActiveTexture(targetTextureUnit);
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}
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GL.BindSampler((uint)slot, 0);
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GL.BindTexture(GLEnum.Texture2D, (uint)NativePtr);
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if (changedUnit) {
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GL.ActiveTexture((GLEnum)oldActiveTexture);
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}
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GLHelpers.CheckErrors(GL);
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}
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public void Unbind() {
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GL.BindTexture(GLEnum.Texture2D, 0);
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GLHelpers.CheckErrors(GL);
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}
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protected void ReleaseTexture() {
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_device.QueueGLAction(GL => {
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if (_device.BindlessExtension != null) {
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if (BindlessHandle != 0) {
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_device.BindlessExtension.MakeTextureHandleNonResident(BindlessHandle);
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BindlessHandle = 0;
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}
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if (BindlessWrapHandle != 0) {
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_device.BindlessExtension.MakeTextureHandleNonResident(BindlessWrapHandle);
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BindlessWrapHandle = 0;
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}
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if (BindlessClampHandle != 0) {
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_device.BindlessExtension.MakeTextureHandleNonResident(BindlessClampHandle);
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BindlessClampHandle = 0;
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}
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}
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if (_texture != 0) {
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GL.DeleteTexture(_texture);
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GpuMemoryTracker.TrackResourceDeallocation(GpuResourceType.Texture);
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GpuMemoryTracker.TrackDeallocation(CalculateSize(), GpuResourceType.Texture);
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}
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GLHelpers.CheckErrors(GL);
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_texture = 0;
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});
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}
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public void Dispose() {
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ReleaseTexture();
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}
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}
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}
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