Five small post-cleanup items from T7 code review:
I1: Removed dead `datDir` parameter from WbMeshAdapter ctor (parameter
was unused after _wbDats removal; ArgumentNullException.ThrowIfNull
was misleading). Updated call sites in GameWindow.cs and
WbMeshAdapterTests.cs.
I2: Updated stale GameWindow.cs comment that still described
WbMeshAdapter as opening its own dat handles. Now reflects Phase O
state: shared DatCollection via DatCollectionAdapter.
I3: Documented thread-safety contract on RenderStateCache (render-thread
only — required for the mutable-static GL sentinel pattern).
M1: Added comment on IDatReaderWriter's write-path methods noting they
are preserved for verbatim compatibility but unused in acdream.
M3: Added comment on Chorizite.Core PackageReference in Core.csproj
explaining the previously-transitive dependency.
Also excluded SplitFormulaDivergenceTest.cs from the test build via
<Compile Remove>: this N.5b one-time data-collection test referenced
WorldBuilder.Shared types directly; after Phase O-T7 dropped that
project reference it no longer compiles. The sweep data it produced
already informed the N.5b Path-C decision and the file is retained
in the tree for historical reference.
Build green; tests green (1146 + 8 pre-existing failures baseline
maintained).
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>
26 lines
1.1 KiB
C#
26 lines
1.1 KiB
C#
namespace AcDream.App.Rendering.Wb;
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/// <summary>
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/// Tracks currently-bound GL state to skip redundant rebinds across the
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/// WB-derived render path. Previously these were static fields on
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/// <c>BaseObjectRenderManager</c> in the WorldBuilder.Shared project; inlined
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/// here in Phase O-T7 to eliminate the WorldBuilder project reference.
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///
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/// Semantics are identical to the WB originals:
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/// <c>CurrentAtlas</c> — slot index of the currently bound texture atlas.
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/// <c>CurrentVAO</c> — OpenGL name of the currently bound vertex array object.
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/// <c>CurrentIBO</c> — OpenGL name of the currently bound index buffer object.
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/// Sentinel value 0 means "no valid binding cached."
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/// </summary>
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/// <remarks>
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/// All accesses must occur on the render thread. GL state binding is
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/// not thread-safe; these sentinels are written immediately after the
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/// corresponding glBind* call and read by the next dispatch on the
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/// same thread.
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/// </remarks>
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public static class RenderStateCache
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{
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public static uint CurrentAtlas = 0;
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public static uint CurrentVAO = 0;
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public static uint CurrentIBO = 0;
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}
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