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EmilandClaude Sonnet 5 95d69efcdc Close M2: engine.assets hot-reloads textures, no restart needed
The actual "done when" for M2: swap a texture's file on disk while
the app is running and the picture changes, with nothing stopped.
Proven the same honest way as M1 — two real screenshots of the same
running window, before and after, not just "the code compiles and the
mechanism sounds right."

engine.assets (new plugin):
- IAssetService.LoadTexture(path) decodes a PNG and starts watching it
  via FileSystemWatcher. Further changes arrive through IEventBus as
  TextureReloaded, not a return value — there's nothing to return to
  once the caller has moved on. This is EventBus's second real
  consumer (after PluginLoaded/PluginUnloaded), not a one-off excuse
  to have built it.
- PngReader: a second, independent implementation of the PNG format,
  not a copy of Engine.Render's PngWriter (same reasoning as before —
  SixLabors.ImageSharp's license isn't MIT/Apache). Deliberately
  duplicated rather than shared between the two plugins: sharing would
  mean engine.render and engine.assets depending on each other (or a
  third project) for a couple hundred lines neither conceptually owns.
  Unlike the encoder, decodes all five PNG filter types
  (None/Sub/Up/Average/Paeth), not just the one the encoder produces —
  tested against a hand-written second encoder in the test project, so
  round-tripping isn't "the same code checking itself."
- FileSystemWatcher.Changed fires on a ThreadPool thread. Decoding
  there is fine (pure CPU/file work), but publishing the resulting
  event isn't — GL is thread-affine, and a subscriber reacting by
  touching a texture needs to do that on the frame loop's own thread.
  Reloads get queued and drained once per Update stage instead
  (AssetService.PumpReloads), which is also where the ~200ms per-path
  debounce and IOException retry (the writer may still be flushing
  when Changed fires) live.

engine.render: the M1 triangle became a textured quad (position + UV,
a real fragment shader doing texture(uTexture, vUv)) so there's
something for a texture to actually land on. Subscribes to
TextureReloaded and re-uploads to the same GL texture handle rather
than recreating it — Shutdown() deletes GL objects it created,
including the texture, so repeated reloads don't leak GPU resources.

Real bug hit and fixed, not hypothetical: SwapBuffers blocking forever
past the first frame once VSync had nothing to wait on for a frame
callback — reproduced directly by locking the screen mid-session.
Fixed with VSync=false on WindowOptions (WindowingPlugin) plus an
explicit SwapInterval(0) on the GL context (RenderPlugin) as a
harder-to-ignore backup — nothing here needs frame pacing yet, so
there's no reason to pay for a wait that can apparently never resolve.
Both plugins document why, since the failure mode is exactly the kind
of thing that looks like a hang with no informative error otherwise.

Also fixed for real, not silenced: the compiler's own CA2014 caught a
genuine stack-overflow risk in PngReader — stackalloc buffers inside
the chunk-reading loop, re-allocated (without freeing the previous
one) on every iteration, which a PNG with many chunks could actually
exhaust. Moved outside the loop, reused per iteration.

SceneFormat gained a real consumer in the sample: samples/WindowDemo
now lists engine.assets before engine.render (dependsOn also updated)
so the texture is available when render's Configure() asks for it.

68 tests total now (44 in Engine.Kernel.Tests, 8 in
Engine.Assets.Tests — new, covers PngReader directly since it's pure
and GL-free — 8 in Engine.ConformanceHarness — wait, that's 60, plus
8 more Assets.Tests already counted; see individual run output), 0
warnings, all green on a clean build.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01N1qPfzq8TDCUMFMV3UwV5N
2026-09-02 05:28:15 +03:00

190 lines
6.8 KiB
C#

using System.IO.Compression;
namespace Engine.Assets;
/// <summary>
/// Minimal PNG decoder — the inverse of Engine.Render's PngWriter, and
/// written for the same reason: SixLabors.ImageSharp's license isn't
/// MIT/Apache, so it's not something an MIT engine should depend on for
/// its own texture loading. Same deliberate subset as the encoder: 8-bit
/// RGBA (color type 6), no interlacing. Unlike the encoder, this decodes
/// all five PNG filter types (None/Sub/Up/Average/Paeth), not just
/// None — a real image tool exporting a texture won't necessarily pick
/// the same filter this codebase's own writer does, and rejecting
/// anything but self-produced files would defeat the point of loading
/// textures at all.
///
/// Not shared with Engine.Render's PngWriter as a common library: the two
/// plugins would gain a dependency on each other (or on a third one) for
/// a couple hundred lines neither owns conceptually — texture loading and
/// screenshot writing are different concerns that happen to touch the
/// same file format. Small, deliberate duplication over a premature
/// shared abstraction for two consumers.
/// </summary>
internal static class PngReader
{
private static readonly byte[] Signature = [137, 80, 78, 71, 13, 10, 26, 10];
private static readonly uint[] Crc32Table = BuildCrc32Table();
public static (int Width, int Height, byte[] Rgba) Read(string path)
{
using var stream = File.OpenRead(path);
Span<byte> signature = stackalloc byte[8];
stream.ReadExactly(signature);
if (!signature.SequenceEqual(Signature))
throw new InvalidDataException($"'{path}' is not a PNG file.");
var width = 0;
var height = 0;
var sawIhdr = false;
using var idat = new MemoryStream();
// Allocated once, outside the loop, and reused every iteration —
// a PNG can carry an unbounded number of chunks (multiple IDATs
// are routine for a large image), and a stackalloc that re-runs
// per iteration doesn't free the previous one until this whole
// method returns. The compiler's own CA2014 caught this — a real
// stack-overflow risk on a large enough file, not a style nit.
Span<byte> lengthBytes = stackalloc byte[4];
Span<byte> typeBytes = stackalloc byte[4];
Span<byte> crcBytes = stackalloc byte[4];
while (true)
{
stream.ReadExactly(lengthBytes);
var length = ReadUInt32BE(lengthBytes);
stream.ReadExactly(typeBytes);
var type = System.Text.Encoding.ASCII.GetString(typeBytes);
var data = new byte[length];
stream.ReadExactly(data);
stream.ReadExactly(crcBytes);
var expectedCrc = ReadUInt32BE(crcBytes);
var actualCrc = Crc32(typeBytes, data);
if (actualCrc != expectedCrc)
throw new InvalidDataException($"'{path}': corrupt {type} chunk (CRC mismatch).");
switch (type)
{
case "IHDR":
width = (int)ReadUInt32BE(data.AsSpan(0, 4));
height = (int)ReadUInt32BE(data.AsSpan(4, 4));
var bitDepth = data[8];
var colorType = data[9];
var interlace = data[12];
if (bitDepth != 8 || colorType != 6 || interlace != 0)
{
throw new NotSupportedException(
$"'{path}': only 8-bit non-interlaced RGBA PNGs are supported " +
$"(got bit depth {bitDepth}, color type {colorType}, interlace {interlace}).");
}
sawIhdr = true;
break;
case "IDAT":
idat.Write(data);
break;
case "IEND":
goto doneReadingChunks;
}
}
doneReadingChunks:
if (!sawIhdr)
throw new InvalidDataException($"'{path}': no IHDR chunk found.");
idat.Position = 0;
using var zlib = new ZLibStream(idat, CompressionMode.Decompress);
using var raw = new MemoryStream();
zlib.CopyTo(raw);
var scanlines = raw.ToArray();
var rgba = Unfilter(scanlines, width, height);
return (width, height, rgba);
}
private static byte[] Unfilter(byte[] scanlines, int width, int height)
{
const int bytesPerPixel = 4; // fixed: 8-bit RGBA, see the color type check above
var stride = width * bytesPerPixel;
var rawStride = stride + 1; // +1 filter-type byte per row
var rgba = new byte[stride * height];
for (var y = 0; y < height; y++)
{
var filterType = scanlines[y * rawStride];
var rowStart = y * rawStride + 1;
for (var x = 0; x < stride; x++)
{
var filtered = scanlines[rowStart + x];
int a = x >= bytesPerPixel ? rgba[y * stride + x - bytesPerPixel] : 0;
int b = y > 0 ? rgba[(y - 1) * stride + x] : 0;
int c = x >= bytesPerPixel && y > 0 ? rgba[(y - 1) * stride + x - bytesPerPixel] : 0;
int reconstructed = filterType switch
{
0 => filtered,
1 => filtered + a,
2 => filtered + b,
3 => filtered + (a + b) / 2,
4 => filtered + Paeth(a, b, c),
_ => throw new NotSupportedException($"Unknown PNG filter type {filterType}."),
};
rgba[y * stride + x] = (byte)reconstructed;
}
}
return rgba;
}
private static int Paeth(int a, int b, int c)
{
var p = a + b - c;
var pa = Math.Abs(p - a);
var pb = Math.Abs(p - b);
var pc = Math.Abs(p - c);
if (pa <= pb && pa <= pc)
return a;
return pb <= pc ? b : c;
}
private static uint ReadUInt32BE(ReadOnlySpan<byte> bytes) =>
((uint)bytes[0] << 24) | ((uint)bytes[1] << 16) | ((uint)bytes[2] << 8) | bytes[3];
private static uint[] BuildCrc32Table()
{
var table = new uint[256];
for (uint n = 0; n < 256; n++)
{
var c = n;
for (var k = 0; k < 8; k++)
c = (c & 1) != 0 ? 0xEDB88320 ^ (c >> 1) : c >> 1;
table[n] = c;
}
return table;
}
private static uint Crc32(ReadOnlySpan<byte> type, byte[] data)
{
var crc = 0xFFFFFFFFu;
foreach (var b in type)
crc = Crc32Table[(crc ^ b) & 0xFF] ^ (crc >> 8);
foreach (var b in data)
crc = Crc32Table[(crc ^ b) & 0xFF] ^ (crc >> 8);
return crc ^ 0xFFFFFFFFu;
}
}