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