acdream/src/AcDream.App/Rendering/TextRenderer.cs
Erik b1ad1d481b feat(render): Campaign V slice V6l commit 1 - particles draw on Vulkan
Contract amendment 1 of three, and V4e's content behind it. Plan section 5.5.16
recorded that both particle pipelines draw with per-instance VERTEX attributes
and that the pinned contract could express instanced DRAWING but not instanced
vertex INPUT: one stride, no divisor, one buffer at VertexInputRate.VERTEX. That
is what stopped V4e. This takes the reviewed option (i) - a second vertex
binding with a per-instance rate.

The amendment. GpuVertexLayout grows a per-binding notion (binding index,
stride, input rate) and GpuVertexAttribute names the binding it is fed from,
defaulting to 0; IGpuPassEncoder.BindVertexBuffer takes a binding index. Every
layout written before this slice keeps its exact meaning through
GpuVertexLayout.Interleaved, which is one vertex-rate binding 0 - and
GpuContractTests asserts that as a requirement rather than trusting it. Both
backends carry the rate natively and at no cost: VK_VERTEX_INPUT_RATE_INSTANCE
on the pipeline, glVertexAttribDivisor recorded once into the pipeline's VAO
where it survives every later attribute rebind.

GpuVertexFormat.UInt1 comes with it, and is necessary to it: particle.vert
declares `layout(location = 6) in uint aTextureIndex` and the amendment's whole
premise is that no shader is edited. Same kind-distinction UByte4UInt was added
for at V4d - GL needs glVertexAttribIPointer, Vulkan needs R32_UINT, and the
float path would reinterpret the value's bits rather than approximate them.

Options (ii) and (iii) were rejected on the record: all ten storage bindings are
spoken for and reusing binding 0 would have the GL particle draw clobber
WbDrawDispatcher's instance array mid-frame (section 5.5.8's hazard in its GL
form); CPU-expanding instances is 5x billboard bandwidth and does not scale to
mesh particles at all.

The arm. ParticleRenderer.Rhi.cs is a SECOND arm per section 5.5.6, not a
replacement - every GL statement in the sibling file is the one it always
issued. Five pipelines replace the imperative glBlendFunc switch (two billboard
blends, three mesh blends) because core Vulkan 1.3 does not make blend dynamic.
The per-flight VAO/VBO pool disappears because every ring allocation inside a
frame is already distinct memory that lives until the frame retires. The
binding-9 table is not bound at all - the device owns the table and the encoder
binds set 2. The pass is BORROWED from IWorldPassScope. Depth tests but does not
write, compare is Less and alpha-to-coverage is off, which is the ambient GL
state particles have always drawn under rather than a choice. Everything above
the submission seam - emitter iteration, retail distance ordering, the
deferred-alpha handoff, billboard axis construction, blend resolution - is the
same CPU code on both arms.

The first Vulkan particle frame threw rather than drew, which is the second
defect of the compiles-clean class this slice found by running:
TextureCache.AcquireParticleTexture is bindless-only, so the standalone particle
texture cache did not exist on a backend without GL. It exists on both arms now.
Everything about it that matters - sharing equivalent surfaces between emitter
owners, the bounded unowned LRU, retirement behind the frame-flight fence - is
already backend-neutral; only how one entry is created and destroyed differs,
which is what IStandaloneBindlessTextureBackend is for. The RHI arm creates the
image through IGpuDevice.CreateTexture with a real sampler and releases the
table slot before the image, which is the GL arm's order and for the same
reason. The composite cache stays GL-only: it serves entity appearance, not
particles.

The durability fix V6k earned. That slice found the sky declaring a 32-byte
stride against a 36-byte AcDream.Core.Terrain.Vertex - the record carries a
TerrainLayer no sky attribute names - and noted that every .Rhi.cs arm restates
a CPU record's footprint from memory while only sky had a test.
RhiVertexLayoutStrideTests is that test for the rest: world mesh, terrain, sky,
retained-UI sprite, debug line, and both particle bindings, each asserted
against the record or the producer's own float count, plus two sweeps over all
seven for attributes that reach past their stride or name an undeclared binding.
Four private layouts became internal to be assertable; nothing else about them
moved.

Gates. Release build green. App tests 4,121/3 skips (4,109 baseline plus three
contract tests and nine layout tests); complete Release suite 9,184/5. Strict GL
offline pixel gate against 08ffe141: 3.20e-05, 18 differing pixels of 563,200,
inside the documented 9-31 band. GL connected -Runs 3: 3/3 RENDERED on the
desktop witness and 3/3 on the client capture. One offline Vulkan run with
VK_LAYER_KHRONOS_validation proven inserted by the loader: zero validation
errors, zero warnings, a captured world frame that still draws terrain,
blending, roads, water, statics, scenery, sky and the complete retained UI.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-28 17:20:59 +02:00

471 lines
22 KiB
C#
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using System;
using System.Collections.Generic;
using System.Numerics;
using System.Runtime.InteropServices;
using AcDream.App.Rendering.Gpu;
namespace AcDream.App.Rendering;
/// <summary>
/// 2D batched quad renderer for text + solid rectangles. Coordinates are in
/// screen pixels with origin top-left, +X right, +Y down. Call
/// <see cref="Begin"/> at the start of a HUD pass, queue geometry via
/// <see cref="DrawString"/> / <see cref="DrawRect"/>, then <see cref="Flush"/>.
///
/// Campaign V slice V4a: the <c>ui_text</c> shader compiles through
/// <see cref="IGpuDevice.CreatePipeline"/> (one <see cref="IGpuPipeline"/>,
/// replacing the old hand-rolled <c>Shader</c> class) and its three
/// fence-buffered per-flight VBOs are gone in favour of a per-<see cref="IGpuFrame"/>
/// ring allocation per draw bucket.
///
/// <para>Campaign V slice V6d finished the job: this class no longer touches
/// GL at all, and is the first production renderer that draws on either
/// backend. Three things had to change for that.</para>
///
/// <para><b>Textures.</b> V4a kept a classic <c>glActiveTexture</c>/<c>glBindTexture</c>
/// path because <see cref="DrawSprite"/> receives an arbitrary texture from
/// dozens of widget call sites. Those textures are all registered into the
/// device's global table by <c>TextureCache</c> already — the classic path was
/// only ever consuming the raw GL name that registration also produced. They
/// now travel as <see cref="UiTextureTableHandle"/> values instead, and the
/// shader samples the table.</para>
///
/// <para><b>Loose uniforms.</b> <c>uScreenSize</c> and <c>uUseTexture</c> moved
/// into the pinned <see cref="GpuPushConstants"/> block. Screen size is the
/// block's two spare scalars; the sampling mode is derived from which of the
/// two texture-table slots is assigned, so no new field was needed. See
/// <c>ui_text.frag</c> for the three cases.</para>
///
/// <para><b>GL capability state.</b> The pass no longer disables multisampling
/// by hand — <c>GlGpuPassEncoder</c> derives that from the pass's SampleCount
/// and restores it on close, which is where pass state belongs and which the
/// Vulkan backend gets from the pass description for free.</para>
///
/// Uses per-bucket ring allocations flushed in up to three draw calls per
/// layer, to avoid a per-vertex "use texture" flag. Rects are drawn first so
/// text sits on top of background panels.
/// </summary>
public sealed class TextRenderer : IDisposable
{
// internal: slice V6l's stride-equals-the-uploaded-record gate asserts the
// layout against the producer's own float count rather than a literal.
internal const int FloatsPerVertex = 8; // pos(2) + uv(2) + color(4)
private const int VertexStrideBytes = FloatsPerVertex * sizeof(float);
internal static readonly GpuVertexLayout SpriteVertexLayout = GpuVertexLayout.Interleaved(
strideBytes: VertexStrideBytes,
[
new GpuVertexAttribute(0, GpuVertexFormat.Float2, 0),
new GpuVertexAttribute(1, GpuVertexFormat.Float2, 8),
new GpuVertexAttribute(2, GpuVertexFormat.Float4, 16),
]);
private readonly ICurrentGpuFrameSource _frameSource;
private readonly IGpuPipeline _pipeline;
private sealed class SpriteSeg { public uint Texture; public readonly List<float> Verts = new(256); }
// Submission-ordered sprite segments: consecutive DrawSprite calls with the
// SAME texture batch into one segment; a texture change starts a new segment.
// Drawing segments in submission order preserves painter z-order for
// sprite-on-sprite UI. (The old per-texture dictionary drew a REUSED texture
// at its FIRST-insertion point, so later bar sprites covered glyphs emitted
// earlier via the shared dat-font atlas — the stamina/mana numbers vanished.)
private readonly List<float> _textBuf = new(8192);
private readonly List<float> _rectBuf = new(1024);
private readonly List<SpriteSeg> _spriteSegs = new();
private int _segUsed;
private int _textVerts;
private int _rectVerts;
private Vector2 _screenSize;
/// <summary>
/// No longer meaningful post-V4a: per-frame vertex data comes from the
/// device's shared per-flight ring rather than a VBO this class owns. Kept
/// (returning 0) so <see cref="RenderFrameDiagnosticSources"/>'s telemetry
/// read still compiles; the dynamic-buffer dimension it reported is now a
/// device-wide, not a per-renderer, concern.
/// </summary>
internal long DynamicBufferCapacityBytes => 0;
// Overlay layer — a parallel set of buckets drawn AFTER the normal sprite/rect/text
// buckets, so open popups/menus composite on top of EVERYTHING, including translucent
// rect panel backgrounds (which otherwise always win because rects flush after
// sprites). Routed by OverlayMode; the UI root sets it for the popup traversal.
private readonly List<float> _overlayTextBuf = new(1024);
private readonly List<float> _overlayRectBuf = new(256);
private readonly List<SpriteSeg> _overlaySpriteSegs = new();
private int _overlaySegUsed;
private int _overlayTextVerts;
private int _overlayRectVerts;
/// <summary>When true, Draw* calls route to the overlay layer (flushed last, on top
/// of all normal-layer geometry). Set by the UI root around the popup/overlay pass.</summary>
public bool OverlayMode { get; set; }
// internal, not public: IGpuDevice/ICurrentGpuFrameSource are internal
// types (the pinned RHI contract). The TextRenderer TYPE stays public —
// only construction is restricted — so existing public members that hold
// or return a TextRenderer (e.g. UiHost.TextRenderer) need no visibility
// change of their own.
internal TextRenderer(IGpuDevice device, ICurrentGpuFrameSource frameSource, string shaderDir)
{
ArgumentNullException.ThrowIfNull(device);
_frameSource = frameSource ?? throw new ArgumentNullException(nameof(frameSource));
ArgumentException.ThrowIfNullOrWhiteSpace(shaderDir);
_pipeline = device.CreatePipeline(new GpuPipelineDescription
{
Name = "ui-text",
Shaders = new GpuShaderSet("ui_text"),
VertexLayout = SpriteVertexLayout,
Topology = GpuPrimitiveTopology.TriangleList,
Blend = GpuBlendMode.StraightAlpha,
// The retained UI is a self-contained 2-D pass — depth is
// irrelevant and the world pass's alpha-to-coverage state must not
// leak in (feedback_render_self_contained_gl_state). Multisampling
// is the pass's business rather than the pipeline's and comes from
// the SampleCount below; see GlGpuPassEncoder's constructor.
Depth = GpuDepthState.Disabled,
Cull = GpuCullMode.None,
AlphaToCoverage = false,
ColorWrite = true,
SampleCount = 1,
});
}
/// <summary>Begin a HUD pass. Call once per frame before any Draw* calls.</summary>
public void Begin(Vector2 screenSize)
{
_screenSize = screenSize;
_textBuf.Clear();
_rectBuf.Clear();
_segUsed = 0; // pool the SpriteSeg objects across frames
_textVerts = 0;
_rectVerts = 0;
_overlayTextBuf.Clear();
_overlayRectBuf.Clear();
_overlaySegUsed = 0;
_overlayTextVerts = 0;
_overlayRectVerts = 0;
OverlayMode = false;
}
/// <summary>Draw a filled rectangle in screen pixel space.</summary>
public void DrawRect(float x, float y, float w, float h, Vector4 color)
{
if (OverlayMode) { AppendQuad(_overlayRectBuf, x, y, w, h, 0, 0, 0, 0, color); _overlayRectVerts += 6; }
else { AppendQuad(_rectBuf, x, y, w, h, 0, 0, 0, 0, color); _rectVerts += 6; }
}
/// <summary>Draw a solid-colour quad through the SPRITE bucket (and the overlay layer
/// when active), so it composites in painter order with sprites + dat-font text. Use
/// this — not <see cref="DrawRect"/> — for a panel BACKGROUND that text draws on top of:
/// DrawRect's bucket always flushes after all sprites, so a rect background would cover
/// the text instead.
///
/// <para>Slice V6d: this used to route through a 1×1 white texture, relying on
/// white × colour = colour. The shader now has an untextured branch that produces
/// the same value directly (multiplying by exactly 1.0 changes no bits), so the
/// white texture is gone and the fill is a sprite segment with no texture.</para>
/// </summary>
public void DrawFill(float x, float y, float w, float h, Vector4 color)
=> DrawSprite(UiTextureTableHandle.None, x, y, w, h, 0f, 0f, 1f, 1f, color);
/// <summary>Draw a 1-pixel-thick outline rect.</summary>
public void DrawRectOutline(float x, float y, float w, float h, Vector4 color, float thickness = 1f)
{
// top, bottom, left, right
DrawRect(x, y, w, thickness, color);
DrawRect(x, y + h - thickness, w, thickness, color);
DrawRect(x, y, thickness, h, color);
DrawRect(x + w - thickness, y, thickness, h, color);
}
/// <summary>
/// Draw a single line of text at (x,y) where (x,y) is the top-left of the
/// typographic block. Handles '\n' as a line break.
/// </summary>
public void DrawString(BitmapFont font, string text, float x, float y, Vector4 color)
=> DrawStringCore(
font, text, x, y, color,
clip: false, 0f, 0f, 0f, 0f);
/// <summary>
/// Draw a bitmap-font string clipped to an absolute screen-space rectangle.
/// The retained UI uses this overload when a text element intersects its authored
/// surface edge. Retail <c>UIElement_Text::DrawSelf @ 0x00467AA0</c> clips the
/// individual glyph blits instead of discarding the whole line.
/// </summary>
internal void DrawStringClipped(
BitmapFont font,
string text,
float x,
float y,
Vector4 color,
float clipLeft,
float clipTop,
float clipRight,
float clipBottom)
=> DrawStringCore(
font, text, x, y, color,
clip: true, clipLeft, clipTop, clipRight, clipBottom);
private void DrawStringCore(
BitmapFont font,
string text,
float x,
float y,
Vector4 color,
bool clip,
float clipLeft,
float clipTop,
float clipRight,
float clipBottom)
{
float cursorX = x;
// The caller provides top-y; shift to baseline for glyph offset math.
float baseline = y + font.Ascent;
for (int i = 0; i < text.Length; i++)
{
char c = text[i];
if (c == '\n')
{
cursorX = x;
baseline += font.LineHeight;
continue;
}
if (!font.TryGetGlyph(c, out var g))
{
// Unknown glyph — skip its advance width if '?' exists.
if (font.TryGetGlyph('?', out var q))
cursorX += q.Advance;
continue;
}
float gx = cursorX + g.OffsetX;
float gy = baseline + g.OffsetY;
float gw = g.Width;
float gh = g.Height;
float u0 = g.UvMinX;
float v0 = g.UvMinY;
float u1 = g.UvMaxX;
float v1 = g.UvMaxY;
if (gw > 0 && gh > 0
&& (!clip || QuadClipper.TryClip(
clipLeft, clipTop, clipRight, clipBottom,
ref gx, ref gy, ref gw, ref gh,
ref u0, ref v0, ref u1, ref v1)))
{
if (OverlayMode) { AppendQuad(_overlayTextBuf, gx, gy, gw, gh, u0, v0, u1, v1, color); _overlayTextVerts += 6; }
else { AppendQuad(_textBuf, gx, gy, gw, gh, u0, v0, u1, v1, color); _textVerts += 6; }
}
cursorX += g.Advance;
}
}
/// <summary>
/// Draw a textured sprite quad in screen pixel space with an explicit
/// source-UV rectangle (for 9-slice / atlas sub-regions).
///
/// <paramref name="texture"/> is a <see cref="UiTextureTableHandle"/> — a
/// one-based index into the device's global texture table, which is what
/// <c>TextureCache</c> now hands out in place of the raw GL name it used to.
/// Segments batch per handle and draw in submission order.
/// <see cref="UiTextureTableHandle.None"/> draws the tint alone; every
/// widget guards against passing it, and <see cref="DrawFill"/> uses it
/// deliberately.
/// </summary>
public void DrawSprite(uint texture, float x, float y, float w, float h,
float u0, float v0, float u1, float v1, Vector4 tint)
{
SpriteSeg seg = OverlayMode
? NextSpriteSeg(_overlaySpriteSegs, ref _overlaySegUsed, texture)
: NextSpriteSeg(_spriteSegs, ref _segUsed, texture);
AppendQuad(seg.Verts, x, y, w, h, u0, v0, u1, v1, tint);
}
/// <summary>
/// Encodes a <see cref="GpuTextureSlot"/> produced by the paperdoll/appraisal
/// viewport transitional seam (<c>GlGpuDevice.RegisterExternalColorTexture</c>,
/// campaign doc §7.1) as the handle <see cref="DrawSprite"/> takes. Returns
/// <see cref="UiTextureTableHandle.None"/> for an unassigned slot.
///
/// <para>Slice V6d: this used to resolve the slot back to a raw GL texture
/// name for the classic binding path. Now that the UI samples the table, the
/// externally-owned texture needs no special treatment at draw time at all —
/// registration already put it in the table, and this is a plain encode.</para>
/// </summary>
internal static uint ResolveExternalTextureSlot(GpuTextureSlot slot) =>
UiTextureTableHandle.FromSlot(slot);
/// <summary>Pick the sprite segment for <paramref name="texture"/>: extend the current
/// same-texture run, else reuse a pooled segment, else allocate. Submission order is
/// preserved (painter z-order for sprite-on-sprite UI).</summary>
private static SpriteSeg NextSpriteSeg(List<SpriteSeg> segs, ref int used, uint texture)
{
if (used > 0 && segs[used - 1].Texture == texture)
return segs[used - 1];
if (used < segs.Count)
{
var s = segs[used++];
s.Texture = texture;
s.Verts.Clear();
return s;
}
var ns = new SpriteSeg { Texture = texture };
segs.Add(ns);
used++;
return ns;
}
private static void AppendQuad(List<float> buf,
float x, float y, float w, float h,
float u0, float v0, float u1, float v1, Vector4 color)
{
// Two triangles (6 verts). CCW in pixel space is clockwise in NDC
// because the vertex shader flips Y, so OpenGL's default front-face
// is GL_CCW — we rely on cull-face being disabled during HUD pass.
// (x, y) ─ (x+w, y)
// │ │
// (x, y+h) ─ (x+w, y+h)
//
// Triangle 1: (x,y) (x+w,y+h) (x+w,y)
// Triangle 2: (x,y) (x,y+h) (x+w,y+h)
void V(float px, float py, float pu, float pv)
{
buf.Add(px); buf.Add(py);
buf.Add(pu); buf.Add(pv);
buf.Add(color.X); buf.Add(color.Y); buf.Add(color.Z); buf.Add(color.W);
}
V(x, y, u0, v0);
V(x + w, y + h, u1, v1);
V(x + w, y, u1, v0);
V(x, y, u0, v0);
V(x, y + h, u0, v1);
V(x + w, y + h, u1, v1);
}
/// <summary>Upload + draw accumulated rects + text. font may be null if only DrawRect was used.</summary>
public void Flush(BitmapFont? font)
{
bool anyNormal = _segUsed > 0 || _textVerts > 0 || _rectVerts > 0;
bool anyOverlay = _overlaySegUsed > 0 || _overlayTextVerts > 0 || _overlayRectVerts > 0;
if (!anyNormal && !anyOverlay) return;
IGpuFrame frame = _frameSource.CurrentFrame
?? throw new InvalidOperationException(
"TextRenderer.Flush requires an open IGpuFrame (see GpuDeviceFrameLifetime) — " +
"the host must drive IGpuDevice.BeginFrame() before rendering the retained UI.");
// Retained UI is a private render pass: an upload or draw failure must
// not leak its depth/cull/blend/MSAA state into a later recoverable
// frame. Slice V6d: the encoder's own `using` is that guarantee — the
// GL backend captures every ambient capability a pipeline bind can
// change when the pass opens and restores it on close, including when
// either DrawLayer call throws. That replaced this renderer's private
// GL state scope, which restored a strict subset of the same values.
using IGpuPassEncoder encoder = frame.BeginPass(new GpuPassDescription
{
Name = "ui-text",
// GL has no framebuffer-implicit "pass" of its own; this slice's
// transitional shape (campaign doc §4's GpuPassDescription remarks)
// opens a Load/Store pass against the backbuffer so clears and
// framebuffer management stay owned by the frame spine, exactly as
// today, while this renderer records through the encoder.
Color = new GpuColorAttachment(
Target: null,
Load: GpuLoadOp.Load,
Store: GpuStoreOp.Store,
ClearColor: default),
Depth = null,
SampleCount = 1,
});
encoder.BindPipeline(_pipeline);
// LAYERED compositing for the UI (background → fill → text):
// 1. RGBA dat sprites — window chrome / panel backgrounds (behind)
// 2. Untextured rects — widget fills (e.g. vital bars) on the chrome
// 3. Text glyphs — on top
// Bucket 1 (sprites) draws in SUBMISSION (painter) order via _spriteSegs,
// so sprite-on-sprite z is preserved. Buckets 2 (rects) + 3 (debug text)
// composite on top, in that order. The OVERLAY layer repeats all three
// AFTER the normal layer, so open popups beat even the rect backgrounds.
DrawLayer(_spriteSegs, _segUsed, _rectBuf, _rectVerts, _textBuf, _textVerts, font, frame, encoder);
DrawLayer(_overlaySpriteSegs, _overlaySegUsed, _overlayRectBuf, _overlayRectVerts, _overlayTextBuf, _overlayTextVerts, font, frame, encoder);
}
/// <summary>Draw one compositing layer: sprites (submission order, one call per
/// texture) → untextured rects → debug-font text. Shared by the normal and overlay
/// layers; GL state + shader are set up by <see cref="Flush"/>.</summary>
private void DrawLayer(
List<SpriteSeg> spriteSegs, int segUsed,
List<float> rectBuf, int rectVerts,
List<float> textBuf, int textVerts, BitmapFont? font,
IGpuFrame frame, IGpuPassEncoder encoder)
{
// 1. RGBA dat sprites — one draw call per distinct texture-table slot.
if (segUsed > 0)
{
for (int i = 0; i < segUsed; i++)
{
var seg = spriteSegs[i];
if (seg.Verts.Count == 0) continue;
SetTextures(encoder, colorHandle: seg.Texture, coverageHandle: UiTextureTableHandle.None);
DrawRing(frame, encoder, seg.Verts);
}
}
// 2. Untextured rects — widget fills on top of the chrome.
if (rectVerts > 0)
{
SetTextures(encoder, UiTextureTableHandle.None, UiTextureTableHandle.None);
DrawRing(frame, encoder, rectBuf);
}
// 3. Textured debug-font text glyphs on top. The atlas is single-channel
// coverage, which is the coverage slot rather than the colour one.
if (textVerts > 0 && font is not null)
{
SetTextures(encoder, UiTextureTableHandle.None, coverageHandle: font.TextureId);
DrawRing(frame, encoder, textBuf);
}
}
/// <summary>
/// Writes the shared push-constant block for one draw bucket: the screen
/// size the vertex stage maps pixels to NDC with, and the two texture-table
/// slots whose assignment selects the fragment stage's sampling mode.
/// At most one of the two handles is ever a real texture.
/// </summary>
private void SetTextures(IGpuPassEncoder encoder, uint colorHandle, uint coverageHandle)
{
GpuPushConstants constants = GpuPushConstants.Default;
constants.ParamA = _screenSize.X;
constants.ParamB = _screenSize.Y;
constants.TextureIndexA = UiTextureTableHandle.ToSlot(colorHandle).Index;
constants.TextureIndexB = UiTextureTableHandle.ToSlot(coverageHandle).Index;
encoder.SetPushConstants(constants);
}
/// <summary>
/// Allocates a ring range from the current frame, copies <paramref name="buf"/>
/// into it, and issues one non-indexed draw. Replaces the old growable
/// per-flight VBO + <c>BufferSubData</c> pattern: every UI vertex upload is
/// now the frame's shared ring, reset once per frame by
/// <see cref="AcDream.App.Rendering.Gpu.Gl.GlGpuDevice.BeginFrame"/>.
/// </summary>
private static void DrawRing(IGpuFrame frame, IGpuPassEncoder encoder, List<float> buf)
{
if (buf.Count == 0)
return;
GpuRingAllocation allocation = frame.AllocateRing(buf.Count * sizeof(float), GpuRingUsage.Vertex);
CollectionsMarshal.AsSpan(buf).CopyTo(allocation.AsSpan<float>());
encoder.BindVertexBuffer(0, allocation.Buffer, allocation.OffsetBytes);
encoder.Draw((uint)(buf.Count / FloatsPerVertex), 1, 0, 0);
}
public void Dispose() => _pipeline.Dispose();
}