Symptom: terrain renders pure black in modern path (legacy renderer correct). Diagnostic at TerrainModernRenderer.Draw showed: glProgramUniformHandle(prog=4, loc=5, handle=0x100251xxx) → GL_INVALID_OPERATION (0x0502) on both terrain and alpha sampler uniforms. Root cause: the `uniform sampler2DArray` + glProgramUniformHandleARB combination is rejected by the NVIDIA Windows driver in this configuration. The handle is valid and resident; the uniform location is valid; the program is valid; but the driver refuses to bind a 64-bit handle to a sampler uniform via the program-uniform path. Fix: switch to N.5's mesh_modern pattern — pass each 64-bit handle as a `uniform uvec2` (low + high 32-bit halves) and construct the sampler at the use site via the GLSL `sampler2DArray(handle)` constructor. This form is what ARB_bindless_texture documents as universally supported and is what N.5 already uses successfully. Files: - terrain_modern.frag: replace `uniform sampler2DArray uTerrain/uAlpha` with `uniform uvec2 uTerrainHandle/uAlphaHandle` + `#define`s - TerrainModernRenderer.cs: cache uvec2 uniform locations; set via `glProgramUniform2(program, loc, low32, high32)` per frame - BindlessSupport.cs: remove now-unused `SetSamplerHandleUniform`, leave a comment noting why the helper was retired - GameWindow.cs: also strip the temporary [TERRAIN-DBG] cursor-wrap print added during the perf-baseline investigation Build green; 114/114 tests in N.5+N.5b filter still pass; user-verified terrain renders correctly in modern path post-fix. Captured fresh perf baseline: - Legacy: cpu_us median 1.5 / p95 3.0 (1 chunk = 1 glDrawElements) - Modern: cpu_us median 6.4-7.0 / p95 9-14 (51 visible LBs, 1 MDI call) Modern is ~4× slower on CPU at radius=5 because the chunked legacy path already collapsed the scene to one draw call. The architectural wins (zero glBindTexture/frame; constant-cost dispatch as A.5 raises radius) will be documented in T10's perf baseline doc; the spec's "≥10% lower CPU" acceptance criterion is invalid at radius=5 and needs revision. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
150 lines
4.7 KiB
GLSL
150 lines
4.7 KiB
GLSL
#version 460 core
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#extension GL_ARB_bindless_texture : require
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// Phase N.5b: terrain fragment shader on the modern bindless dispatcher.
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// Math identical to terrain.frag (Phase 3c per-cell maskBlend3 +
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// Phase G fog + lightning flash).
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//
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// Bindless texture handles are passed as uvec2 (low/high 32 bits) and
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// reconstructed into sampler2DArray at use sites via the GLSL
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// sampler-from-handle constructor. The alternative pattern —
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// `uniform sampler2DArray` set via glProgramUniformHandleARB — produces
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// GL_INVALID_OPERATION on at least one driver in practice (NVIDIA on
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// Windows). The uvec2 + constructor pattern is what N.5's mesh_modern
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// shader uses and is the documented "always works" form per the
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// ARB_bindless_texture spec.
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in vec2 vBaseUV;
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in vec3 vWorldNormal;
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in vec3 vWorldPos;
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in vec3 vLightingRGB;
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in vec4 vOverlay0;
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in vec4 vOverlay1;
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in vec4 vOverlay2;
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in vec4 vRoad0;
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in vec4 vRoad1;
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flat in float vBaseTexIdx;
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out vec4 fragColor;
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uniform uvec2 uTerrainHandle;
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uniform uvec2 uAlphaHandle;
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#define uTerrain sampler2DArray(uTerrainHandle)
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#define uAlpha sampler2DArray(uAlphaHandle)
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struct Light {
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vec4 posAndKind;
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vec4 dirAndRange;
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vec4 colorAndIntensity;
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vec4 coneAngleEtc;
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};
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layout(std140, binding = 1) uniform SceneLighting {
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Light uLights[8];
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vec4 uCellAmbient;
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vec4 uFogParams;
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vec4 uFogColor;
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vec4 uCameraAndTime;
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};
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const float TILE = 1.0;
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vec4 maskBlend3(vec4 t0, vec4 t1, vec4 t2, float h0, float h1, float h2) {
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float a0 = h0 == 0.0 ? 1.0 : t0.a;
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float a1 = h1 == 0.0 ? 1.0 : t1.a;
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float a2 = h2 == 0.0 ? 1.0 : t2.a;
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float aR = 1.0 - (a0 * a1 * a2);
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float aRsafe = max(aR, 1e-6);
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a0 = 1.0 - a0;
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a1 = 1.0 - a1;
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a2 = 1.0 - a2;
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vec3 r0 = (a0 * t0.rgb + (1.0 - a0) * a1 * t1.rgb + (1.0 - a1) * a2 * t2.rgb);
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return vec4(r0 / aRsafe, aR);
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}
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vec4 combineOverlays(vec2 baseUV, vec4 pOverlay0, vec4 pOverlay1, vec4 pOverlay2) {
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float h0 = pOverlay0.z < 0.0 ? 0.0 : 1.0;
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float h1 = pOverlay1.z < 0.0 ? 0.0 : 1.0;
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float h2 = pOverlay2.z < 0.0 ? 0.0 : 1.0;
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vec4 t0 = vec4(0.0), t1 = vec4(0.0), t2 = vec4(0.0);
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if (h0 > 0.0) {
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t0 = texture(uTerrain, vec3(baseUV * TILE, pOverlay0.z));
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if (pOverlay0.w >= 0.0) {
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vec4 a = texture(uAlpha, vec3(pOverlay0.xy, pOverlay0.w));
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t0.a = a.a;
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}
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}
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if (h1 > 0.0) {
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t1 = texture(uTerrain, vec3(baseUV * TILE, pOverlay1.z));
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if (pOverlay1.w >= 0.0) {
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vec4 a = texture(uAlpha, vec3(pOverlay1.xy, pOverlay1.w));
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t1.a = a.a;
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}
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}
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if (h2 > 0.0) {
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t2 = texture(uTerrain, vec3(baseUV * TILE, pOverlay2.z));
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if (pOverlay2.w >= 0.0) {
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vec4 a = texture(uAlpha, vec3(pOverlay2.xy, pOverlay2.w));
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t2.a = a.a;
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}
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}
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return maskBlend3(t0, t1, t2, h0, h1, h2);
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}
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vec4 combineRoad(vec2 baseUV, vec4 pRoad0, vec4 pRoad1) {
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float h0 = pRoad0.z < 0.0 ? 0.0 : 1.0;
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float h1 = pRoad1.z < 0.0 ? 0.0 : 1.0;
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vec4 result = vec4(0.0);
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if (h0 > 0.0) {
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result = texture(uTerrain, vec3(baseUV * TILE, pRoad0.z));
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if (pRoad0.w >= 0.0) {
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vec4 a0 = texture(uAlpha, vec3(pRoad0.xy, pRoad0.w));
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result.a = 1.0 - a0.a;
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if (h1 > 0.0 && pRoad1.w >= 0.0) {
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vec4 a1 = texture(uAlpha, vec3(pRoad1.xy, pRoad1.w));
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result.a = 1.0 - (a0.a * a1.a);
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}
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}
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}
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return result;
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}
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vec3 applyFog(vec3 lit, vec3 worldPos) {
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int mode = int(uFogParams.w);
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if (mode == 0) return lit;
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float d = length(worldPos - uCameraAndTime.xyz);
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float fogStart = uFogParams.x;
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float fogEnd = uFogParams.y;
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float span = max(1e-3, fogEnd - fogStart);
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float fog = clamp((d - fogStart) / span, 0.0, 1.0);
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return mix(lit, uFogColor.xyz, fog);
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}
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void main() {
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vec4 baseColor = vec4(0.0);
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if (vBaseTexIdx >= 0.0) {
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baseColor = texture(uTerrain, vec3(vBaseUV * TILE, vBaseTexIdx));
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}
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vec4 overlays = vec4(0.0);
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if (vOverlay0.z >= 0.0)
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overlays = combineOverlays(vBaseUV, vOverlay0, vOverlay1, vOverlay2);
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vec4 roads = vec4(0.0);
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if (vRoad0.z >= 0.0)
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roads = combineRoad(vBaseUV, vRoad0, vRoad1);
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vec3 baseMasked = baseColor.rgb * ((1.0 - overlays.a) * (1.0 - roads.a));
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vec3 ovlMasked = overlays.rgb * (overlays.a * (1.0 - roads.a));
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vec3 roadMasked = roads.rgb * roads.a;
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vec3 rgb = clamp(baseMasked + ovlMasked + roadMasked, 0.0, 1.0);
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vec3 lit = rgb * min(vLightingRGB, vec3(1.0));
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float flash = uFogParams.z;
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lit += flash * vec3(0.6, 0.6, 0.75);
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lit = applyFog(lit, vWorldPos);
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fragColor = vec4(lit, 1.0);
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}
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