Without this, ObjectMeshManager.StagedMeshData and OpenGLGraphicsDevice._glThreadQueue grow unbounded as background workers prep mesh data + queue GL actions. Visual stress test of flag-on at radius 7 showed real FPS drop and rising frame latency from this leak. Tick() drains both queues: 1. _graphicsDevice.ProcessGLQueue() applies pending GL state. 2. Loop _meshManager.StagedMeshData.TryDequeue -> UploadMeshData to materialize VAO/VBO/IBO for each prepared mesh. Wired into GameWindow's render loop before draw work begins. No-op when adapter is uninitialized or disposed. Pattern matches WB's reference ObjectRenderManagerBase.ProcessUploads without the prioritization heuristics (we're not yet drawing the results — Task 22's WbDrawDispatcher will add prioritization when visual budget matters). Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
65 lines
2 KiB
C#
65 lines
2 KiB
C#
using System;
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using AcDream.App.Rendering.Wb;
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using Microsoft.Extensions.Logging.Abstractions;
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using Silk.NET.OpenGL;
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namespace AcDream.Core.Tests.Rendering.Wb;
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public sealed class WbMeshAdapterTests
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{
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[Fact]
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public void Construct_WithNullGl_ThrowsArgumentNull()
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{
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// GL is the first guarded parameter; verifies the constructor validates inputs.
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// We can't pass a real GL (no context in tests), so we verify only the
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// null-GL guard. The real pipeline is tested via integration.
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Assert.Throws<ArgumentNullException>(() =>
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new WbMeshAdapter(gl: null!, datDir: "some/path", logger: NullLogger<WbMeshAdapter>.Instance));
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}
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[Fact]
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public void Dispose_OnUninitializedAdapter_DoesNotThrow()
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{
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var adapter = WbMeshAdapter.CreateUninitialized();
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adapter.Dispose(); // no-op when fields are null
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adapter.Dispose(); // idempotent
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}
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[Fact]
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public void IncrementRefCount_OnUninitializedAdapter_NoOps()
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{
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var adapter = WbMeshAdapter.CreateUninitialized();
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// Should not throw, even though there's no underlying mesh manager.
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adapter.IncrementRefCount(0x01000001ul);
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}
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[Fact]
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public void DecrementRefCount_OnUninitializedAdapter_NoOps()
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{
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var adapter = WbMeshAdapter.CreateUninitialized();
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adapter.DecrementRefCount(0x01000001ul);
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}
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[Fact]
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public void GetRenderData_OnUninitializedAdapter_ReturnsNull()
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{
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var adapter = WbMeshAdapter.CreateUninitialized();
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Assert.Null(adapter.GetRenderData(0x01000001ul));
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}
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[Fact]
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public void Tick_OnUninitializedAdapter_DoesNotThrow()
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{
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var adapter = WbMeshAdapter.CreateUninitialized();
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adapter.Tick(); // no-op, no throw
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adapter.Tick(); // idempotent
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}
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[Fact]
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public void Tick_AfterDispose_DoesNotThrow()
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{
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var adapter = WbMeshAdapter.CreateUninitialized();
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adapter.Dispose();
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adapter.Tick(); // no-op, no throw
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}
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}
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