All three plugins M1 called for now exist over Silk.NET, and the milestone's actual claim is proven against a live GL context, not just argued: edit a plugin's code, rebuild just it, reload it while a real window stays open, see the change with no app restart. Verified directly this time — two PNGs of the same running window, before and after a live reload (orange triangle -> green, same process, same window, same GL context throughout) — not by analogy to the earlier clear-color version. engine.render, upgraded from clear-color to real geometry: - Vertex/fragment shaders compiled and linked at Configure() time, with real error checking (GetShader/GetProgram *Status + InfoLog on failure) rather than trusting hand-typed GLSL to just work. - VAO/VBO for a hardcoded triangle; Shutdown() deletes all three GL objects rather than leaking them across reloads. - unsafe confined to Configure() (VertexAttribPointer takes a raw offset pointer) via a narrow, documented override of Directory.Build.props' default — native graphics interop, not the kernel data structures docs/kernel-contract.md §7 was written against. engine.input: publishes IEngineInput (keyboard state) via Silk.NET.Input. Reuses Silk.NET's own Key enum rather than inventing one, same call as IEngineWindow.Native. Loads and constructs cleanly against a real window; nothing reacts to it yet since there's no gameplay code to. IScreenCapture (new, engine.render): reads the frame back via ReadPixels and writes a PNG. No SixLabors.ImageSharp — checked its license first and it isn't MIT/Apache (revenue-gated), which would have been a real surprise for downstream users of an MIT engine. PngWriter is a from-scratch encoder instead: ZLibStream (BCL, .NET 6+) for the one genuinely hard part, a correctly zlib-wrapped DEFLATE stream; chunk framing and CRC32 are small enough to get right and to verify by actually decoding files this wrote (done repeatedly, by hand, across this session). Engine.Host: "screenshot <path>" joins "r <plugin-id>" as a live stdin command, plus a non-interactive --screenshot/--screenshot-after- frames pair that captures once and exits — for scripts and agents that can't easily hold a pipe open into a long-running process. Real bug found and fixed in PluginHost, not specific to any one environment: loading a Contracts assembly into the Default ALC never set up resolution for ITS OWN dependencies. engine.windowing's and engine.render's Contracts both need Silk.NET packages and loaded fine anyway, by accident — Engine.Host references those two Contracts projects directly (to drive the windowed loop and screenshot capture), so their dependencies were already sitting in Engine.Host's own output directory. engine.input's Contracts has no such lucky coincidence and failed with a real FileNotFoundException. Fixed by hooking AssemblyLoadContext.Default.Resolving with an AssemblyDependencyResolver per loaded Contracts path — mirroring what PluginLoadContext already does for collectible ALCs, applied to the one path that never had it. Hooked once per process via a static list/flag, not per PluginHost instance, specifically to avoid a PluginHost instance becoming unreclaimable through its own event subscription. Not covered by automated tests, deliberately, same reasoning as the windowing/render pass: opening a real window and reading back a real framebuffer both need a real display. Verified by hand instead, documented above and in commit history rather than asserted. README status: M1 done, not "in progress." Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01N1qPfzq8TDCUMFMV3UwV5N
120 lines
4.1 KiB
C#
120 lines
4.1 KiB
C#
using System.IO.Compression;
|
|
using System.Text;
|
|
|
|
namespace Engine.Render;
|
|
|
|
/// <summary>
|
|
/// Minimal PNG encoder: 8-bit RGBA, uncompressed-filter scanlines (filter
|
|
/// type 0, "None"), one IDAT chunk. No external dependency —
|
|
/// SixLabors.ImageSharp was considered and rejected: its license isn't
|
|
/// MIT or Apache (it's revenue-gated), and pulling that into an MIT
|
|
/// engine's own screenshot tooling would be exactly the kind of surprise
|
|
/// a downstream user shouldn't have to discover later. <see
|
|
/// cref="ZLibStream"/> (BCL, since .NET 6) does the one genuinely hard
|
|
/// part — a correctly zlib-wrapped DEFLATE stream — so what's left here
|
|
/// (chunk framing, CRC32) is small enough to get right and to verify by
|
|
/// actually opening a file this writes.
|
|
/// </summary>
|
|
internal static class PngWriter
|
|
{
|
|
private static readonly byte[] Signature = [137, 80, 78, 71, 13, 10, 26, 10];
|
|
private static readonly uint[] Crc32Table = BuildCrc32Table();
|
|
|
|
/// <summary>
|
|
/// <paramref name="topDownRgba"/> is <paramref name="width"/> *
|
|
/// <paramref name="height"/> * 4 bytes, row 0 first (top of the
|
|
/// image). OpenGL's ReadPixels returns rows bottom-first — flip
|
|
/// before calling this, not after; this writer has no opinion about
|
|
/// where the bytes came from.
|
|
/// </summary>
|
|
public static void Write(string path, int width, int height, ReadOnlySpan<byte> topDownRgba)
|
|
{
|
|
using var file = File.Create(path);
|
|
file.Write(Signature);
|
|
WriteChunk(file, "IHDR", BuildIhdr(width, height));
|
|
WriteChunk(file, "IDAT", BuildIdat(width, height, topDownRgba));
|
|
WriteChunk(file, "IEND", []);
|
|
}
|
|
|
|
private static byte[] BuildIhdr(int width, int height)
|
|
{
|
|
var ihdr = new byte[13];
|
|
WriteUInt32BE(ihdr, 0, (uint)width);
|
|
WriteUInt32BE(ihdr, 4, (uint)height);
|
|
ihdr[8] = 8; // bit depth
|
|
ihdr[9] = 6; // color type: RGBA
|
|
ihdr[10] = 0; // compression method: deflate (the only one PNG defines)
|
|
ihdr[11] = 0; // filter method: adaptive (per-scanline filter byte)
|
|
ihdr[12] = 0; // interlace method: none
|
|
return ihdr;
|
|
}
|
|
|
|
private static byte[] BuildIdat(int width, int height, ReadOnlySpan<byte> rgba)
|
|
{
|
|
var stride = width * 4;
|
|
using var compressed = new MemoryStream();
|
|
|
|
using (var zlib = new ZLibStream(compressed, CompressionLevel.Optimal, leaveOpen: true))
|
|
{
|
|
var filterByte = new byte[1]; // 0 = "None" — every scanline, unfiltered
|
|
for (var y = 0; y < height; y++)
|
|
{
|
|
zlib.Write(filterByte);
|
|
zlib.Write(rgba.Slice(y * stride, stride));
|
|
}
|
|
}
|
|
|
|
return compressed.ToArray();
|
|
}
|
|
|
|
private static void WriteChunk(Stream stream, string type, byte[] data)
|
|
{
|
|
var typeBytes = Encoding.ASCII.GetBytes(type);
|
|
|
|
Span<byte> length = stackalloc byte[4];
|
|
WriteUInt32BE(length, 0, (uint)data.Length);
|
|
stream.Write(length);
|
|
|
|
stream.Write(typeBytes);
|
|
stream.Write(data);
|
|
|
|
Span<byte> crc = stackalloc byte[4];
|
|
WriteUInt32BE(crc, 0, Crc32(typeBytes, data));
|
|
stream.Write(crc);
|
|
}
|
|
|
|
private static void WriteUInt32BE(Span<byte> buffer, int offset, uint value)
|
|
{
|
|
buffer[offset] = (byte)(value >> 24);
|
|
buffer[offset + 1] = (byte)(value >> 16);
|
|
buffer[offset + 2] = (byte)(value >> 8);
|
|
buffer[offset + 3] = (byte)value;
|
|
}
|
|
|
|
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(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;
|
|
}
|
|
}
|