acdream/tests/AcDream.App.Tests/Composition/WorldRenderCompositionTests.cs
Erik 9aaf97e785 Revert "Campaign V slice V4a" - it lost world multisampling
This reverts ceec3bc4. Two independent reasons, either sufficient.

The rendering regression. The slice deleted TextRenderGlStateScope, which
saved GL_MULTISAMPLE and GL_SAMPLE_ALPHA_TO_COVERAGE on entry, disabled them
for the text pass, and restored them on exit (TextRenderGlStateScope.cs:111-112
and 153-154 at the parent commit). Its replacement bakes that state into the
text pipeline but nothing restores it, and GlGpuPassEncoder.Dispose does not
either. Every world renderer is still raw GL at this point in the campaign, so
from the first UI frame onward the world drew with multisampling disabled.

The offline pixel gate caught it: 1,791 of 563,200 compared pixels differed,
0.318% against a 0.001 threshold. The commit message attributed this to
wall-clock-driven ambient animation shifting phase, and committed through the
failure. That explanation does not survive its own control: capturing twice at
the reverted-to commit differs by 19 pixels and twice at the slice's own commit
by 8, while base-versus-head differs by 1,791 - a 224x gap that no shared-noise
source explains. An amplified difference image settles it visually: the changed
pixels are the silhouette edges of every tree, building and rock, with terrain
interiors, water and the entire UI untouched. That is the signature of losing
edge antialiasing, not of animated sprites.

This is the exact failure mode two existing memory notes already warn about -
a mid-frame renderer must set every GL state it uses rather than inherit it,
and issue #52's lesson that a rendering migration must audit per-pass GL state
before declaring itself done.

The scope. The brief was three small leaf renderers plus additive frame-
lifecycle wiring, roughly ten files. The commit changed 334 files with 3,665
insertions and 3,845 deletions, including 323 public-to-internal visibility
conversions across the App assembly, 55 test files, two retired conformance
tests, and a self-described temporary escape hatch for bridging raw-GL viewport
textures. Even without the regression, that is not separable into the part
worth keeping and the part worth dropping.

Reverting rather than patching because the good work here - the RHI frame
lifecycle wiring and a genuine render-state-cache staleness fix - is small
enough to redo cleanly against a tightened spec, while untangling it from 300+
files of unrelated churn is not.

Post-revert: Release build clean, App suite back to 3,843 passed / 3 skipped,
offline pixel gate passing at 19 differing pixels.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-27 18:29:28 +02:00

402 lines
14 KiB
C#

using System.Collections.Concurrent;
using System.Runtime.CompilerServices;
using AcDream.App.Composition;
using AcDream.App.Rendering;
using AcDream.App.Rendering.Wb;
using AcDream.App.Rendering.Residency;
using AcDream.App.World;
using AcDream.Content;
using AcDream.Core.Physics;
using AcDream.Core.Terrain;
using AcDream.UI.Abstractions.Settings;
using DatReaderWriter.DBObjs;
using Silk.NET.Input;
using Silk.NET.OpenGL;
using Shader = AcDream.App.Rendering.Shader;
namespace AcDream.App.Tests.Composition;
public sealed class WorldRenderCompositionTests
{
[Fact]
public void SuccessPublishesExactModernFoundationInFrozenOrder()
{
ResidencyBudgetOptions budgets =
ResidencyBudgetOptions.Default with
{
ObjectMeshGpuBytes = 321,
CompositePhysicalBytes = 654,
};
var fixture = new Fixture(budgets: budgets);
WorldRenderResult result = fixture.Compose();
Assert.Equal(Enum.GetValues<WorldRenderCompositionPoint>(), fixture.Points);
Assert.Same(fixture.Publication.Terrain, result.Foundation.Terrain);
Assert.Same(fixture.Publication.MeshAdapter, result.Foundation.MeshAdapter);
Assert.Same(fixture.Publication.TextureCache, result.Foundation.TextureCache);
Assert.Same(fixture.Lifetime.Atlas, result.Foundation.TerrainAtlas);
Assert.Equal(QualitySettings.From(QualityPreset.High).AnisotropicLevel,
fixture.Factory.AnisotropicLevel);
Assert.Same(budgets, result.Foundation.Residency.Budgets);
Assert.Same(budgets, fixture.Factory.MeshBudgets);
Assert.Same(budgets, fixture.Factory.TextureBudgets);
Assert.Same(result.Foundation.Residency, fixture.Factory.RegisteredResidency);
Assert.Equal(1, fixture.Lifetime.AcquireCalls);
Assert.Empty(fixture.Factory.Releases);
}
[Fact]
public void MissingDebugFontSkipsOnlyTheOptionalHudPrefix()
{
var fixture = new Fixture(hasFont: false);
WorldRenderResult result = fixture.Compose();
Assert.Null(result.Foundation.DebugFont);
Assert.Null(result.Foundation.TextRenderer);
Assert.DoesNotContain(WorldRenderCompositionPoint.DebugFontCreated, fixture.Points);
Assert.DoesNotContain(WorldRenderCompositionPoint.TextRendererCreated, fixture.Points);
Assert.DoesNotContain(WorldRenderCompositionPoint.HudResourcesPublished, fixture.Points);
Assert.Contains(WorldRenderCompositionPoint.HudResourcesCompleted, fixture.Points);
}
[Theory]
[MemberData(nameof(FailurePoints))]
public void FaultAfterEachBoundaryStopsTheExactSuffix(int pointValue)
{
var point = (WorldRenderCompositionPoint)pointValue;
var fixture = new Fixture(failurePoint: point);
Assert.Throws<InvalidOperationException>(fixture.Compose);
Assert.Equal(
Enum.GetValues<WorldRenderCompositionPoint>()
.TakeWhile(candidate => candidate <= point),
fixture.Points);
}
public static TheoryData<int> FailurePoints()
{
var data = new TheoryData<int>();
foreach (WorldRenderCompositionPoint point in
Enum.GetValues<WorldRenderCompositionPoint>())
{
data.Add((int)point);
}
return data;
}
[Theory]
[InlineData("terrain shader", "terrain shader")]
[InlineData("scene lighting", "scene lighting")]
[InlineData("debug lines", "debug lines")]
[InlineData("HUD", "text renderer|debug font")]
[InlineData("terrain", "terrain")]
[InlineData("mesh shader", "mesh shader")]
[InlineData("WB mesh adapter", "WB mesh adapter")]
[InlineData("texture cache", "texture cache")]
[InlineData("sampler cache", "sampler cache")]
public void FailedPublicationRollsBackOnlyItsUnpublishedResourcePrefix(
string publication,
string expectedReleaseOrder)
{
var fixture = new Fixture(publicationFailure: publication);
Assert.Throws<InvalidOperationException>(fixture.Compose);
Assert.Equal(
expectedReleaseOrder.Split('|'),
fixture.Factory.Releases);
}
[Fact]
public void PartialHudConstructionRollsBackFontWhenTextCreationFails()
{
var fixture = new Fixture(
failurePoint: WorldRenderCompositionPoint.DebugFontCreated);
Assert.Throws<InvalidOperationException>(fixture.Compose);
Assert.Equal(["debug font"], fixture.Factory.Releases);
}
[Fact]
public void GameWindowUsesPhaseAndNoLongerBuildsWorldFoundationInline()
{
string source = File.ReadAllText(Path.Combine(
FindRepoRoot(),
"src",
"AcDream.App",
"Rendering",
"GameWindow.cs"));
Assert.Contains("new WorldRenderCompositionPhase(", source,
StringComparison.Ordinal);
Assert.DoesNotContain("BindlessSupport.TryCreate(_gl", source,
StringComparison.Ordinal);
Assert.DoesNotContain("_terrainModernShader = new Shader", source,
StringComparison.Ordinal);
Assert.DoesNotContain("_wbMeshAdapter = new", source,
StringComparison.Ordinal);
Assert.DoesNotContain("_textureCache = new TextureCache", source,
StringComparison.Ordinal);
}
private sealed class Fixture
{
private readonly WorldRenderCompositionPoint? _failurePoint;
private readonly ResidencyBudgetOptions _budgets;
public Fixture(
bool hasFont = true,
WorldRenderCompositionPoint? failurePoint = null,
string? publicationFailure = null,
ResidencyBudgetOptions? budgets = null)
{
_failurePoint = failurePoint;
_budgets = budgets ?? ResidencyBudgetOptions.Default;
Factory = new Factory(hasFont);
Publication = new Publication(publicationFailure);
Lifetime = new RenderLifetime(Factory.Atlas);
var content = (ContentEffectsAudioResult)
RuntimeHelpers.GetUninitializedObject(typeof(ContentEffectsAudioResult));
Content = content;
}
public Factory Factory { get; }
public Publication Publication { get; }
public RenderLifetime Lifetime { get; }
public List<WorldRenderCompositionPoint> Points { get; } = [];
public ContentEffectsAudioResult Content { get; }
public WorldRenderResult Compose() =>
new WorldRenderCompositionPhase(
new WorldRenderDependencies(
new WorldEnvironmentController(),
Lifetime,
ImmediateGpuResourceRetirementQueue.Instance,
_budgets,
0xA9B4FFFFu,
Path.Combine(Path.GetTempPath(), "acdream-tests"),
_ => { }),
Publication,
Factory,
point =>
{
Points.Add(point);
if (point == _failurePoint)
throw new InvalidOperationException($"fault at {point}");
}).Compose(
new GameWindowPlatformResult<GL, IInputContext>(null!, null!),
Content,
new SettingsDevToolsResult(
QualitySettings.From(QualityPreset.High),
null));
}
private sealed class RenderLifetime(TerrainAtlas atlas)
: IGameRenderResourceLifetime
{
public TerrainAtlas Atlas { get; } = atlas;
public int AcquireCalls { get; private set; }
public TerrainAtlas AcquireTerrainAtlas(Func<TerrainAtlas> factory)
{
AcquireCalls++;
return Atlas;
}
}
private sealed class Factory(bool hasFont) : IWorldRenderCompositionFactory
{
private readonly Dictionary<IDisposable, string> _names =
new(ReferenceEqualityComparer.Instance);
public TerrainAtlas Atlas { get; } = Stub<TerrainAtlas>();
public int AnisotropicLevel { get; private set; }
public List<string> Releases { get; } = [];
public ResidencyBudgetOptions? MeshBudgets { get; private set; }
public ResidencyBudgetOptions? TextureBudgets { get; private set; }
public ResidencyManager? RegisteredResidency { get; private set; }
public void InitializeGlState(GL gl) { }
public WorldRegionData LoadRegion(IDatReaderWriter dats) =>
new(Stub<Region>(), new float[256]);
public void InitializeEnvironment(
WorldEnvironmentController environment,
Region region) { }
public BindlessSupport RequireBindless(GL gl, Action<string> log) =>
Stub<BindlessSupport>();
public TerrainAtlas AcquireTerrainAtlas(
IGameRenderResourceLifetime lifetime,
GL gl,
IDatReaderWriter dats,
BindlessSupport bindless) =>
lifetime.AcquireTerrainAtlas(() => Atlas);
public void SetTerrainAnisotropic(TerrainAtlas atlas, int level) =>
AnisotropicLevel = level;
public Shader CreateTerrainShader(GL gl, string shadersDirectory) =>
Resource<Shader>("terrain shader");
public SceneLightingUboBinding CreateSceneLighting(GL gl) =>
Resource<SceneLightingUboBinding>("scene lighting");
public DebugLineRenderer CreateDebugLines(GL gl, string shadersDirectory) =>
Resource<DebugLineRenderer>("debug lines");
public byte[]? TryLoadDebugFont() => hasFont ? [1] : null;
public BitmapFont CreateDebugFont(GL gl, byte[] bytes) =>
Resource<BitmapFont>("debug font");
public TextRenderer CreateTextRenderer(GL gl, string shadersDirectory) =>
Resource<TextRenderer>("text renderer");
public TerrainModernRenderer CreateTerrain(
GL gl,
BindlessSupport bindless,
Shader shader,
TerrainAtlas atlas,
IGpuResourceRetirementQueue retirement) =>
Resource<TerrainModernRenderer>("terrain");
public WorldTerrainBuildContext CreateTerrainBuildContext(
uint initialCenterLandblockId,
float[] heightTable,
TerrainAtlas atlas) =>
new(
initialCenterLandblockId,
0xA9,
0xB4,
heightTable,
Stub<TerrainBlendingContext>(),
new ConcurrentDictionary<uint, SurfaceInfo>());
public Shader CreateMeshShader(GL gl, string shadersDirectory) =>
Resource<Shader>("mesh shader");
public WbMeshAdapter CreateMeshAdapter(
GL gl,
IDatReaderWriter dats,
IPreparedAssetSource preparedAssets,
IGpuResourceRetirementQueue retirement,
ResidencyBudgetOptions budgets)
{
MeshBudgets = budgets;
return Resource<WbMeshAdapter>("WB mesh adapter");
}
public TextureCache CreateTextureCache(
GL gl,
IDatReaderWriter dats,
BindlessSupport bindless,
IGpuResourceRetirementQueue retirement,
string diagnosticsDirectory,
ResidencyBudgetOptions budgets)
{
TextureBudgets = budgets;
return Resource<TextureCache>("texture cache");
}
public void RegisterResidencySources(
ResidencyManager manager,
WbMeshAdapter meshes,
TextureCache textures,
IPreparedAssetSource preparedAssets,
IAnimationLoader animations,
AcDream.Core.Audio.DatSoundCache? audio)
{
RegisteredResidency = manager;
}
public SamplerCache CreateSamplerCache(GL gl) =>
Resource<SamplerCache>("sampler cache");
public void Release(IDisposable resource)
{
Releases.Add(_names[resource]);
}
private T Resource<T>(string name)
where T : class, IDisposable
{
T value = Stub<T>();
_names.Add(value, name);
return value;
}
}
private sealed class Publication(string? failure) : IGameWindowWorldRenderPublication
{
public TerrainModernRenderer? Terrain { get; private set; }
public WbMeshAdapter? MeshAdapter { get; private set; }
public TextureCache? TextureCache { get; private set; }
public void PublishBindlessSupport(BindlessSupport value) =>
Fail("bindless");
public void PublishTerrainShader(Shader value) =>
Fail("terrain shader");
public void PublishSceneLighting(SceneLightingUboBinding value) =>
Fail("scene lighting");
public void PublishDebugLines(DebugLineRenderer value) =>
Fail("debug lines");
public void PublishHudResources(BitmapFont font, TextRenderer text) =>
Fail("HUD");
public void PublishTerrain(TerrainModernRenderer value)
{
Fail("terrain");
Terrain = value;
}
public void PublishTerrainBuildState(
float[] heightTable,
TerrainBlendingContext blending,
ConcurrentDictionary<uint, SurfaceInfo> surfaceCache) =>
Fail("terrain build state");
public void PublishMeshShader(Shader value) => Fail("mesh shader");
public void PublishWbMeshAdapter(WbMeshAdapter value)
{
Fail("WB mesh adapter");
MeshAdapter = value;
}
public void PublishTextureCache(TextureCache value)
{
Fail("texture cache");
TextureCache = value;
}
public void PublishSamplerCache(SamplerCache value) =>
Fail("sampler cache");
private void Fail(string point)
{
if (string.Equals(failure, point, StringComparison.Ordinal))
throw new InvalidOperationException($"publication failed at {point}");
}
}
private static T Stub<T>() where T : class =>
(T)RuntimeHelpers.GetUninitializedObject(typeof(T));
private static string FindRepoRoot()
{
DirectoryInfo? directory = new(AppContext.BaseDirectory);
while (directory is not null)
{
if (File.Exists(Path.Combine(directory.FullName, "AcDream.slnx")))
return directory.FullName;
directory = directory.Parent;
}
throw new DirectoryNotFoundException("Could not find AcDream.slnx.");
}
}