acdream/src/AcDream.App/Rendering/Wb/TrackedGlResource.cs
Erik 6a2fe98cc4 refactor(app): compose world rendering startup
Move Region/environment, mandatory modern rendering, terrain, WB, texture, and sampler construction behind the typed Phase-4 composition boundary. Give every fallible GL constructor prefix retryable ownership so partial startup failure cannot leak or replay resource deletion while preserving the accepted render path and DAT inputs.

Co-authored-by: Codex <codex@openai.com>
2026-07-22 16:46:05 +02:00

283 lines
9 KiB
C#

using Silk.NET.OpenGL;
using AcDream.App.Rendering;
using System.Runtime.ExceptionServices;
namespace AcDream.App.Rendering.Wb;
/// <summary>
/// Always-on transaction boundary and accounting for raw dynamic GL objects.
/// Growth keeps the published CPU capacity unchanged until BufferData succeeds;
/// OpenGL leaves the previous data store intact when allocation reports an
/// error, so the caller can continue using the old capacity or unwind.
/// </summary>
internal static unsafe class TrackedGlResource
{
public static RetryableGpuResourceRelease CreateRetryableBufferDeletion(
GL gl,
uint buffer,
long capacityBytes,
string context) =>
CreateRetryableBufferDeletion(
gl,
buffer,
() => capacityBytes,
context);
public static RetryableGpuResourceRelease CreateRetryableBufferDeletion(
GL gl,
uint buffer,
Func<long> capacityBytes,
string context)
{
if (buffer == 0)
throw new ArgumentOutOfRangeException(nameof(buffer));
ArgumentNullException.ThrowIfNull(capacityBytes);
return new RetryableGpuResourceRelease(
() => GLHelpers.ThrowOnResourceError(gl, $"{context} (precondition)"),
() =>
{
gl.DeleteBuffer(buffer);
// Per the GL error contract, a command which generates an
// error does not change object state. Keep mutation and its
// validation in one retryable stage so that failed deletion
// is issued again, while later accounting remains untouched.
GLHelpers.ThrowOnResourceError(gl, context);
},
() =>
{
long bytes = capacityBytes();
ArgumentOutOfRangeException.ThrowIfNegative(bytes);
if (bytes != 0)
GpuMemoryTracker.TrackDeallocation(bytes, GpuResourceType.Buffer);
},
() => GpuMemoryTracker.TrackResourceDeallocation(GpuResourceType.Buffer));
}
public static RetryableGpuResourceRelease CreateRetryableVertexArrayDeletion(
GL gl,
uint vertexArray,
string context,
Action? trackDeallocation = null)
{
if (vertexArray == 0)
throw new ArgumentOutOfRangeException(nameof(vertexArray));
return new RetryableGpuResourceRelease(
() => GLHelpers.ThrowOnResourceError(gl, $"{context} (precondition)"),
() =>
{
gl.DeleteVertexArray(vertexArray);
GLHelpers.ThrowOnResourceError(gl, context);
},
trackDeallocation
?? (() => GpuMemoryTracker.TrackResourceDeallocation(GpuResourceType.VAO)));
}
public static void AllocateBufferStorage(
GL gl,
BufferTargetARB target,
uint buffer,
long previousBytes,
long newBytes,
BufferUsageARB usage,
string context)
=> AllocateBufferStorage(
gl,
(GLEnum)target,
buffer,
previousBytes,
newBytes,
(GLEnum)usage,
context);
public static void AllocateBufferStorage(
GL gl,
BufferTargetARB target,
uint buffer,
long previousBytes,
long newBytes,
BufferUsageARB usage,
void* data,
string context)
=> AllocateBufferStorage(
gl,
(GLEnum)target,
buffer,
previousBytes,
newBytes,
(GLEnum)usage,
data,
context);
public static uint CreateBuffer(GL gl, string context)
{
return CreateTrackedName(
gl,
"buffer",
context,
gl.GenBuffer,
name => GlResourceCommand.DeleteBuffer(
gl,
name,
$"rollback buffer {name} after failed {context}"),
() => GpuMemoryTracker.TrackResourceAllocation(GpuResourceType.Buffer));
}
public static uint CreateVertexArray(GL gl, string context)
{
return CreateTrackedName(
gl,
"vertex-array",
context,
gl.GenVertexArray,
name => GlResourceCommand.DeleteVertexArray(
gl,
name,
$"rollback vertex array {name} after failed {context}"),
() => GpuMemoryTracker.TrackResourceAllocation(GpuResourceType.VAO));
}
private static uint CreateTrackedName(
GL gl,
string resourceName,
string context,
Func<uint> create,
Action<uint> rollback,
Action publishAccounting)
{
uint name = GlResourceCommand.CreateName(
gl,
$"{resourceName} for {context}",
create,
rollback);
var cleanup = new ResourceCleanupGroup();
cleanup.Add($"{resourceName} name {name}", () => rollback(name));
try
{
publishAccounting();
return name;
}
catch (Exception publicationFailure)
{
try
{
cleanup.RetryCleanup();
}
catch (Exception cleanupFailure)
{
throw new GlResourceConstructionException(
$"Publishing {resourceName} accounting failed and GL name {name} could not be released.",
cleanup,
[publicationFailure, cleanupFailure]);
}
ExceptionDispatchInfo.Capture(publicationFailure).Throw();
throw new InvalidOperationException("Unreachable resource-publication path.");
}
}
public static void AllocateBufferStorage(
GL gl,
GLEnum target,
uint buffer,
long previousBytes,
long newBytes,
GLEnum usage,
string context)
=> AllocateBufferStorage(
gl,
target,
buffer,
previousBytes,
newBytes,
usage,
null,
context);
public static void AllocateBufferStorage(
GL gl,
GLEnum target,
uint buffer,
long previousBytes,
long newBytes,
GLEnum usage,
void* data,
string context)
{
ArgumentOutOfRangeException.ThrowIfNegative(previousBytes);
ArgumentOutOfRangeException.ThrowIfLessThan(newBytes, 1);
if (buffer == 0)
throw new ArgumentOutOfRangeException(nameof(buffer));
GLHelpers.ThrowOnResourceError(gl, $"{context} (precondition)");
gl.BindBuffer(target, buffer);
gl.BufferData(target, checked((nuint)newBytes), data, usage);
GLHelpers.ThrowOnResourceError(gl, context);
long delta = checked(newBytes - previousBytes);
if (delta > 0)
GpuMemoryTracker.TrackAllocation(delta, GpuResourceType.Buffer);
else if (delta < 0)
GpuMemoryTracker.TrackDeallocation(-delta, GpuResourceType.Buffer);
}
public static void UpdateBufferSubData(
GL gl,
BufferTargetARB target,
uint buffer,
nint byteOffset,
long byteCount,
void* data,
string context)
=> UpdateBufferSubData(
gl,
(GLEnum)target,
buffer,
byteOffset,
byteCount,
data,
context);
public static void UpdateBufferSubData(
GL gl,
GLEnum target,
uint buffer,
nint byteOffset,
long byteCount,
void* data,
string context)
{
ArgumentOutOfRangeException.ThrowIfNegative(byteOffset);
ArgumentOutOfRangeException.ThrowIfLessThan(byteCount, 1);
if (buffer == 0)
throw new ArgumentOutOfRangeException(nameof(buffer));
ArgumentNullException.ThrowIfNull(data);
GLHelpers.ThrowOnResourceError(gl, $"{context} (precondition)");
gl.BindBuffer(target, buffer);
gl.BufferSubData(target, byteOffset, checked((nuint)byteCount), data);
GLHelpers.ThrowOnResourceError(gl, context);
}
public static void DeleteBuffer(GL gl, uint buffer, long capacityBytes, string context)
{
if (buffer == 0)
return;
ArgumentOutOfRangeException.ThrowIfNegative(capacityBytes);
GLHelpers.ThrowOnResourceError(gl, $"{context} (precondition)");
gl.DeleteBuffer(buffer);
GLHelpers.ThrowOnResourceError(gl, context);
if (capacityBytes != 0)
GpuMemoryTracker.TrackDeallocation(capacityBytes, GpuResourceType.Buffer);
GpuMemoryTracker.TrackResourceDeallocation(GpuResourceType.Buffer);
}
public static void DeleteVertexArray(GL gl, uint vertexArray, string context)
{
if (vertexArray == 0)
return;
GLHelpers.ThrowOnResourceError(gl, $"{context} (precondition)");
gl.DeleteVertexArray(vertexArray);
GLHelpers.ThrowOnResourceError(gl, context);
GpuMemoryTracker.TrackResourceDeallocation(GpuResourceType.VAO);
}
}