TerrainModernRenderer records through IGpuPassEncoder instead of calling GL directly. V4d-1 already converged its two matrix uniforms; this is the plumbing. What moved. The per-frame indirect command array became an IGpuFrame.AllocateRing slice, which retires the three-deep per-frame-slot indirect buffer pool outright. That pool existed so a second terrain draw within one frame - a retail outside view can issue several - could not overwrite an earlier draw's still-pending commands; the frame ring gives that structurally, because every allocation within a frame is distinct memory that lives until the frame retires. DynamicIndirectBufferCount now reports 0, which is the truth rather than a silent change. The vertex and index arena became an IGpuBuffer pair. AddLandblock's two BufferSubData calls are Upload, and EnsureCapacity's grow-and-copy is IGpuBuffer.CopyTo, still device-side so resident landblock meshes never round-trip through system memory. The global VAO is gone: the pipeline owns one shaped by the vertex layout, and the encoder re-issues attribute pointers on every BindVertexBuffer. Locations 2-5 use GpuVertexFormat.UByte4UInt, added atc7f5f251for exactly this. They are uvec4 in the shader and carry terrain-type, road and split-direction codes; UByte4Normalized would have delivered [0,1] floats to an integer input, which GL leaves undefined - garbage, not an approximation. uTextureIndexA/uTextureIndexB became GpuPushConstants.TextureIndexA/B. Slice V2b named those uniforms to match the pinned block, so this was the rename it was meant to be. uTexTiling moved from a loose uniform float[36] into a std140 block at GpuBindingModel.UniformTerrainTiling: at 144 bytes of payload it cannot ride in the 96-byte push-constant block, and no RHI verb sets a uniform array. std140 pads each element to 16 bytes so the block is 576, but the element type is unchanged, so uTexTiling[int(layer)] reads exactly as before. It is a long-lived uniform buffer uploaded on the first draw, preserving the upload-once property the linked-program uniform had. The imperative Enable(CullFace)/CullFace(Back)/FrontFace(Ccw) triple and the inherited depth state are baked into one pipeline. Depth compare is GL_LESS, not the contract's LessOrEqual default: the world frame runs under GL_LESS (RenderFrameGlStateController.RestoreFrameDefaults) and terrain never called glDepthFunc, so it inherited it. Baking LessOrEqual would change which of two coplanar retail surfaces wins - visible exactly where terrain meets roads and building footings, which is what the shader's zFightTerrainAdjust nudge is about. Blend off, alpha-to-coverage off, colour write on and depth write on come from the same frame default, each checked against what terrain observes rather than assumed. GL_MULTISAMPLE is untouched by pipeline binds, so MSAA does not leak away from the still-raw-GL sky and particles. Deliberately unmoved. The terrain clip UBO at binding 2 and the SceneLighting UBO at binding 1 stay raw global binds - ClipFrame owns one and the viewport and portal renderers read the other, and both are raw GL until V4h (campaign doc 5.3). The interim GlBindlessHandleTable stays, now held as an IGpuBuffer and bound through the encoder at binding 9; retiring it is V4t. glMemoryBarrier stays a raw call: it has no RHI verb and was already a no-op against client-side uploads. The trailing FrontFace(CW)/Disable(CullFace) restore stays so sky and particles see what they see today. TerrainAtlas is untouched - it belongs to V4t. Terrain has no GPU timer to port; its diagnostics use a CPU stopwatch. Three consequences worth naming rather than leaving to be discovered. The convenience constructor narrowed from public to internal, because IGpuDevice and ICurrentGpuFrameSource are internal RHI types and a public constructor cannot name them. The class stays public, no other member changed visibility, and every caller was already in this assembly - EnvCellRenderer's constructor is internal for the same reason. That is the only visibility change in the diff. Terrain no longer needs a Shader composed for it, since its pipeline compiles terrain_modern from the same sources with the same shared preamble. That removes the terrain-shader composition step, its publication, its lifetime field and the WorldRenderCompositionPoint member. Two data-driven test cases went with it: one InlineData row naming "terrain shader" as a publication to fail, and one case from the theory that enumerates every composition point. App tests therefore read 3,844 rather than the 3,846 baseline. No invariant lost coverage - both theories still exercise every remaining resource and point; the two cases were parameterisations over a step that no longer exists. The renderer's own GpuRetirementLedger is gone. Every resource it held retryable releases for is an IGpuBuffer or IGpuPipeline now, and their Dispose already routes the physical free through the device's retirement queue. Only the fallback clip UBO is still a raw GL name, so it is all the dispose ledger carries. The slot allocator's separate retryable publication path is untouched. Also dropped: a dead BindlessSupport field, assigned and never read. Gates. Release build green with TreatWarningsAsErrors. App tests 3,844 passed / 3 skipped over four consecutive runs. Offline pixel gate against0cb10597: 20 differing pixels of 563,200 (fraction 3.55e-05, 28x under the threshold), against a same-commit control at this commit of 26 - the change differs from its parent by LESS than the capture differs from itself, which is as close to proof of no systematic shift as this gate can give. Compared against all three V4d-1 captures the numbers are 20, 32 and 34, against a same-commit V4d-1 spread of 8, 27 and 28: the same distribution. The gate run's client log has zero exceptions and an empty stderr. Coverage gap, stated rather than assumed: the offline gate's scene is a fixed outdoor view. It exercises terrain heavily - terrain blending, road overlays and the water edge are most of the frame - but it does not cover terrain seen through a doorway clip region, which is the one terrain path with its own binding (the clip UBO at binding 2). That wants a user visual check. No divergence-register row: this slice changes no retail-facing behaviour. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
73 lines
2.5 KiB
C#
73 lines
2.5 KiB
C#
using AcDream.App.Rendering;
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namespace AcDream.App.Tests.Rendering;
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public sealed class TerrainTextureTilingTableTests
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{
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[Fact]
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public void Build_MapsDatRepeatCountsToAtlasLayers()
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{
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var table = TerrainTextureTilingTable.Build(
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[
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(Layer: 0u, RepeatCount: 4u),
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(Layer: 7u, RepeatCount: 2u),
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(Layer: 32u, RepeatCount: 8u),
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]);
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Assert.Equal(TerrainTextureTilingTable.LayerCapacity, table.Length);
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Assert.Equal(4f, table[0]);
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Assert.Equal(2f, table[7]);
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Assert.Equal(8f, table[32]);
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}
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[Fact]
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public void Build_DefaultsOnlyUnusedLayersToOne()
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{
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var table = TerrainTextureTilingTable.Build(
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[
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(Layer: 3u, RepeatCount: 0u),
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]);
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Assert.Equal(1f, table[2]);
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Assert.Equal(0f, table[3]);
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Assert.Equal(1f, table[4]);
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}
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[Fact]
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public void Build_RejectsLayersTheShaderCannotAddress()
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{
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var ex = Assert.Throws<InvalidOperationException>(() =>
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TerrainTextureTilingTable.Build(
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[
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(Layer: (uint)TerrainTextureTilingTable.LayerCapacity, RepeatCount: 1u),
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]));
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Assert.Contains("exceeds the shader capacity", ex.Message);
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}
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[Fact]
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public void ModernShader_AppliesTheOwningLayersRepeatCountToEveryTerrainSample()
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{
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string shaderPath = Path.Combine(
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AppContext.BaseDirectory,
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"Rendering",
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"Shaders",
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"terrain_modern.frag");
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string shader = File.ReadAllText(shaderPath);
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// Campaign V slice V4d moved the table out of a loose
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// `uniform float uTexTiling[36]` and into a std140 block at
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// GpuBindingModel.UniformTerrainTiling. The element type and count are
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// what every sample site below depends on, so both are still pinned —
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// and the binding number is now pinned too, because the shader and
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// GpuBindingModel have to agree.
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Assert.Contains("binding = 3) uniform TerrainTiling {", shader);
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Assert.Contains("float uTexTiling[36];", shader);
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Assert.Contains("baseUV * terrainTiling(pOverlay0.z)", shader);
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Assert.Contains("baseUV * terrainTiling(pOverlay1.z)", shader);
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Assert.Contains("baseUV * terrainTiling(pOverlay2.z)", shader);
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Assert.Contains("baseUV * terrainTiling(pRoad0.z)", shader);
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Assert.Contains("vBaseUV * terrainTiling(vBaseTexIdx)", shader);
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Assert.DoesNotContain("const float TILE", shader);
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}
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}
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