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Manage game-owned shader material lifetimes and remove built-in PixelWater - #882
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…lt-in Add catalog-aware shader creation and updates with transactional replacement, per-binding pending pins, scene/world teardown, and context-loss recovery. Strip authored runtime handles and remove specialized water authoring and simulation. Add executed lifecycle regressions and document observed Windows baseline failures.
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📝 WalkthroughWalkthroughThe change replaces built-in PixelWater support with game-owned shader materials. It adds shader-material contracts, renderer and asset lifecycle handling, scene-authoring restrictions, cleanup paths, build steps, documentation, and regression tests. ChangesShader Material Migration
Priority: ➖ Normal Estimated code review effort: 4 (Complex) | ~60 minutes Change: Feature Sequence Diagram(s)sequenceDiagram
participant SceneWriter
participant Game
participant ShaderMaterialMixin
participant AssetCatalog
participant Renderer
SceneWriter->>Game: add authored Sprite
Game->>ShaderMaterialMixin: createShaderMaterial(entity, descriptor)
ShaderMaterialMixin->>AssetCatalog: resolve catalog textures
AssetCatalog-->>ShaderMaterialMixin: texture readiness or asset reference
ShaderMaterialMixin->>Renderer: create or update material
Renderer-->>ShaderMaterialMixin: material handle or error
ShaderMaterialMixin-->>Game: store, clear, or retain material state
Merge Risk: 🟡 Moderate · up to Unsupported renderer configurations may fail to compile, and shader lifecycle operations can violate documented handle behavior or erase existing visual settings. These issues should be corrected before merge. 🚥 Pre-merge checks | ✅ 5✅ Passed checks (5 passed)
✨ Finishing Touches🧪 Generate unit tests (beta)
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| self.assertEntityAlive(entity, "setMaterial"); | ||
| const sprite = self.ecs_backend.getComponent(entity, Sprite) orelse return; | ||
| if (std.meta.eql(sprite.material, material)) return; | ||
| if (sprite.material.shader != material.shader) self.clearShaderMaterial(entity); |
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Release pending pins when clearing materials
When createShaderMaterial returns TextureNotReady, the sprite still has .shader = .none while shader_pending owns a catalog pin. A subsequent clearMaterial(entity) either returns as an equal-material no-op or reaches this condition with the same shader ID, so clearShaderMaterial is never called; the pending pin and request then survive indefinitely because the reaper only checks that the sprite still exists. Clearing or replacing a material needs to cancel pending shader ownership even when the visible shader ID has not changed.
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In `@src/game/lifecycle_mixin.zig`:
- Line 423: Correct the surfaceLost lifecycle contract around
clearAllShaderMaterials: either update the event documentation to explicitly
exclude shader-material handles, or move event emission before shader-material
cleanup so listeners receive live handles. Keep the chosen behavior consistent
with the surfaceLost documentation and clearAllShaderMaterials ordering.
In `@src/game/shader_material_mixin.zig`:
- Line 128: Update the shader assignment in setMaterial to modify only
sprite.material.shader, preserving the existing Material effect and uniforms; do
not replace the complete material value after shader creation succeeds.
- Line 72: In the shader-material mixin, replace the early unsupported guard
with compile-time branching that encloses the complete bodies of
createShaderMaterial, setShaderParameter, setShaderTexture, and
reapShaderMaterials in if (comptime supported). Add else branches returning
error.Unsupported for the error-returning methods, while keeping
reapShaderMaterials a no-op when unsupported.
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📒 Files selected for processing (23)
SHADER-MATERIALS.mdSHADER-VALIDATION.mdbuild.zigscene/src/entity_writer.zigsrc/game.zigsrc/game/entity_mixin.zigsrc/game/game_init.zigsrc/game/lifecycle_mixin.zigsrc/game/loop_mixin.zigsrc/game/pixel_water_mixin.zigsrc/game/shader_material_mixin.zigsrc/game/visuals.zigsrc/game/world_mixin.zigsrc/jsonc/component_apply.zigsrc/jsonc/deserializer.zigsrc/jsonc/scene_loader/prefab_refresh.zigsrc/pixel_water.zigsrc/pixel_water_tick.zigsrc/root.zigsrc/shader_material.zigtest/jsonc/deserializer_test.zigtest/pixel_water_test.zigtest/shader_material_test.zig
💤 Files with no reviewable changes (7)
- src/pixel_water_tick.zig
- src/game/game_init.zig
- src/pixel_water.zig
- test/pixel_water_test.zig
- src/jsonc/component_apply.zig
- src/game/pixel_water_mixin.zig
- src/jsonc/scene_loader/prefab_refresh.zig
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Review fixes on #882. 1. `createShaderMaterial` overwrote the WHOLE `Material` with `.{ .shader = id }`, silently dropping an authored curated effect/uniforms. `Material.shader` takes precedence over `effect` while it is live, but the effect must survive: `clearShaderMaterial` only resets `.shader`, so the curated state could never come back. Now only the shader slot is written. 2. `setShaderParameter` / `setShaderTexture` returned `InvalidHandle` while the GPU surface was lost, because `surfaceLost` had already cleared every runtime id. SHADER-MATERIALS.md specifies `GpuSurfaceUnavailable` for calls made while the GPU is unavailable; both setters now check `assets.gpu_alive` after the comptime support gate. Two regression tests, both proven to go red without the fixes (13 -> 15 tests in `test-shader-material`). Full suite: 258/258 steps, 1398/1398 tests, exit 0 on macOS/Zig 0.16.0. Co-authored-by: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01XBGRLojiysEr5zy1U5mbP6
Review + fix pass (macOS, Zig 0.16.0, core PR #79 as the sibling path dep)Verified on a fresh worktree of Fixed (pushed as
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| # | Verdict |
|---|---|
| 1. Asset leak (acquire without release) | Clean. Balanced on every path: destroyEntity/destroyEntityOnly (entity_mixin), removeSprite + setMaterial/clearMaterial (visuals), resetEcsBackend and destroyWorld and the unnamed-world destroy in setActiveWorld (world_mixin), surfaceLost, and Game.deinit. Raw ecs_backend.removeComponent/destroyEntity are caught by reapShaderMaterials in the tick. The deinit ordering that panicked before is correct here: clearAllShaderMaterials() runs in lifecycle_mixin.deinit before self.assets.deinit(), and before both the shelved-world loop and active_world.deinit(), so the releases land while the catalog is still alive — this design releases rather than free-without-release, which is the safer shape. World.deinit now asserts both tables are empty, and every call site drains first. Refcount balance is asserted directly in five tests against the real async catalog. |
| 2. Cross-world aliasing | Clean. Both shader_pending and shader_materials live on World, following the direct_textures precedent, and releaseRecord/clearWorldShaderMaterials use world.renderer, not self.renderer, so a shelved world's records are destroyed against the renderer that issued them. Test "shader ownership stays with named worlds…" asserts two worlds minting the same entity id keep separate records and separate destroy counts. |
| 3. Stage before commit | Clean. createShaderMaterial validates the descriptor, resolves and pins every texture, and creates the backend material before fetchRemoveing and releasing the old record, writing the sprite, or clearing pending. A rejected update leaves both the component and the renderer on the previous value — asserted (fail_create → same id, destroys == 0). setShaderTexture acquires the new pin and commits to the backend before releasing the old one; fail_update leaves the refcount untouched. |
| 4. Loader crash on a wild float in an integer field | Survived intact. valueToInt's .float branch still rejects non-finite, then bound-checks the truncated value against -2^63 (<, legal) and 2^63 (>=, rejected) before @intFromFloat. Only the comments changed in this PR. test/jsonc/deserializer_test.zig still covers 2.9 → 2, -2.9 → -2, -2^63 legal, 2^63 rejected, and [1e100, 18] failing the array rather than trapping. |
#881 (registry dispatch silently drops built-ins)
Not widened; moot for shader materials. Shader materials are game-owned, created at runtime, and never authored, so there is nothing for the .zon writer or prefab refresh to dispatch — and the PR correctly bars authoring one (coerce/deserialize force Id.none, plus addAuthoredSprite strips a Sprite.material.shader at all three writer call sites; both guards are tested). Removing the PixelWater branch narrows the built-in surface rather than widening the gap.
#881 itself remains open and unchanged: addComponents/addMergedComponents still end with else if (comptime Components.has(field.name)) and no else, so any remaining built-in authored in .zon still falls off the chain silently. I did not add a compile-error else here — it would reject scenes that author other built-ins today and is out of this PR's scope.
Reviewed and found clean
- Descriptor validation delegates to core's
validateDescriptor: ASCII-only names with an alphabetic/_first char,≤ 63bytes, uniqueness across both parameters and textures, the reserveds_tex/u_material_rect(+ the bgfx built-in uniforms) rejected, exact typed default lengths, all defaults finite, and the register budget with one register reserved foru_material_rect. The engine converts itsShaderTextureBindings to contract bindings for validation before resolving any texture, so a bad name is rejected before a single pin is taken. Per-update shape/finiteness is enforced on the gfx side (retained_engine.setShaderParametervalidates against the copied declared shapes), so the engine forwarding raw values is correct, not a gap. - Catalog pinning: one pending pin per (entity, binding) held across retries, superseding one binding does not cancel another (tested with two bindings), a successful create transfers ownership to committed pins,
AssetLoadFailed/AssetDecodeNotQueued/AssetNotRegistered/InvalidTextureare terminal rather than indefinite waits, and a directTextureIdis borrowed with no pin. - Stale handles: a backend
InvalidHandlefrom either setter clears the entity binding and resetssprite.material.shaderto.none, so the sprite falls back to the plain draw path instead of submitting a dead shader; the game can recreate immediately (tested).surfaceLostclears every world while the old context is live, ahead ofassets.invalidateGpuResources(). errdeferordering increateShaderMaterial/setShaderTexture/resolveTexture/requestPending— partial-failure paths free the duped name/key, release the acquired pin, and keep pending only onTextureNotReady.
Left alone (with reasons)
requestPendingcan leave an emptyshader_pendingmap entry if it fails aftergetOrPuton a fresh key viasetShaderTexture(thecreateShaderMaterialerrdefer already sweeps it). No memory is leaked andclearPending/clearWorldShaderMaterialsdrain it, so theWorld.deinitassertion cannot trip; only ashader_pending.count()observation would notice. Not worth churn in this PR.game.removeComponent(entity, Sprite)does not clear the material synchronously; it is reaped on the next tick, matching the pre-existing behaviour of that path for renderer untracking.reapShaderMaterialsis unconditional in the tick (the olddrive_pixel_waterflag is gone) and isO(n)in live materials,O(n²)in the reap loops. Negligible at contract capacities, but it is no longer byte-identical for a game with no materials.SHADER-VALIDATION.mddocuments a Windows run that is explicitly not a certified-green suite, with 47GetSockNameFailedpreview failures and severaltimespec-on-Windows compile failures. All of those are environmental and none reproduce here — see the totals below. The file is honest about its own limits; I have not rewritten it, but it will read as alarming to anyone who does not get to the caveats.
Verification (macOS, Zig 0.16.0, exit codes checked separately)
zig build -> exit 0
zig build test --summary all -> exit 0
Build Summary: 258/258 steps succeeded; 1398/1398 tests passed
zig build test-shader-material --summary all -> exit 0 3/3 steps, 15/15 tests
zig build test-shader-regressions -> exit 0 15/15 steps, 80/80 tests
zig fmt --check <17 touched files> -> exit 0
Baseline on main today was 258/258 steps, 1423/1423 tests; the 1398 here is 1423 minus the retired pixel_water_test.zig plus shader_material_test.zig (13 + my 2).
Merge order: labelle-core#79 must land first — this branch does not build against core main (core.shader_material does not exist there), and the .path = "../labelle-core" dep means CI picks up whatever core main is at the time.
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| .textures = bindings[0..desc.textures.len], | ||
| .blend = desc.blend, | ||
| }); | ||
| if (self.active_world.shader_materials.fetchRemove(entity)) |old| releaseRecord(self, self.active_world, old.value); |
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Defer destruction until cached draws are resynced
When a shader is replaced during the normal scene update, tick has already called renderer.sync at src/game/loop_mixin.zig:138 and does not invoke active_scene_update_fn until lines 306–309. This immediately destroys the old backend material while the draw data for the imminent render() still contains its ID; the new ID and dirty mark are not incorporated until the next tick, producing a frame through the invalid/plain-material path. The same release path is reached by runtime clears and setMaterial, so the retired handle needs to remain alive through the next sync or the renderer must be resynced before destruction.
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Acknowledged and deliberately not changed in this PR. The finding is a renderer-sync-vs-material-lifetime ordering question (the tick calls renderer.sync before active_scene_update_fn, so a material replaced or cleared during the update is destroyed while the imminent render() still carries its id), and it applies to the pre-existing setMaterial path as much as to the new shader path — a retire-list or a resync-before-destroy is a design change that should not ride a merge-gated PR. Tracked as labelle-engine#883.
| // Drop pins no longer mentioned by a re-authored descriptor. | ||
| if (self.active_world.shader_pending.getPtr(entity)) |pending| { |
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Preserve pending pins until replacement commits
When an entity already has a cold pending texture update, attempting a different descriptor releases pending bindings not present in that descriptor before texture resolution and backend creation succeed. If the new descriptor later returns TextureNotReady, AssetNotRegistered, or a backend creation error, the old material remains installed but its prior pending request has already been canceled; the entity-wide errdefer at line 77 also clears any retained pending bindings for non-readiness failures. This contradicts the documented atomic replacement and “failure preserves the previous material and pins” contract, so pending cleanup should be staged and applied only after the new material successfully commits.
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Agreed and fixed in c4b3f24 — and it was the same breach in three places, not one:
- the pre-create "drop pins no longer mentioned" block (your line 83) is removed. On a successful commit every pending request is swept regardless, so that block only ever executed on the failure path, where it was wrong;
- the failure-time
errdefer clearPendingincreateShaderMaterialis removed. A hard failure afterrequestPendingcannot occur (the first cold binding returnsTextureNotReadyimmediately), andrequestPendingundoes its own acquire; requestPendingnow secures the replacement request (copies,acquire, decode-queued check) before retiring the same-name request it supersedes, andsetShaderTextureno longer cancels the held request up front or on failure — only after the backend accepted the texture.
Net rule, now in the docstring and SHADER-MATERIALS.md: nothing an entity already holds — the committed record or any pending request, mentioned by the new descriptor or not — is released until the replacement has fully committed. A retained request also keeps the asset streamed across failures, so the eventual commit does not re-upload.
Mechanism test "failed re-authoring keeps the previous material and every pending pin": with a committed material and a cold pending binding, a resolution failure (AssetNotRegistered on a descriptor that does not mention the pending binding), a backend creation failure (InvalidShader after every texture resolved), and a failed same-binding texture update each leave refs("cold") == 1, refs("ready") == 2, the same live id on both the facade and the sprite, and destroys == 0; the retained request then commits once ready with uploads == 2 (not 3) and the pending map empty. Force-failed against the previous mixin: red at the refcount assertions (expected 1, found 0), restored.
…r destroy, on surface loss Second review pass on #882. 1. Pending pins now follow the stage-before-commit rule the stack is held to everywhere else (codex P2 on line 83). Nothing an entity already holds — the committed record or ANY pending request, mentioned by the new descriptor or not — is released until the replacement has fully succeeded: - the pre-create "drop pins no longer mentioned" block is gone (on commit every pending request is swept anyway, so it only ever ran on the failure path, where it was wrong); - the failure-time `errdefer clearPending` in `createShaderMaterial` is gone (a hard failure after `requestPending` cannot happen, and `requestPending` already undoes itself); - `requestPending` secures the replacement request (copies, acquire, decode-queued check) BEFORE retiring the same-name request it supersedes; `setShaderTexture` no longer cancels the held request up front or on failure — only after the backend accepted the texture. A retained request keeps the asset streamed across failures, so the eventual commit does not re-upload (asserted: uploads == 2, not 3). An entity with no live request now owns no `shader_pending` entry (`pruneEmptyPending`), so `count()` — what `World.deinit` asserts on — means "nothing pending". The remove/prune split keeps `requestPending`'s `getOrPut` pointer valid. 2. labelle-gfx#361 hand-off (c894239): `surfaceLost` now invalidates the catalog FIRST (drops every `.ready` image to `.registered` without freeing, so a material pin release can no longer reach `loader.free` on the dead context — the previous order did exactly that when a material was the last holder), then FORGETS every world's materials through the renderer's `invalidateShaderMaterials` — no backend destroy ever runs against the lost context, and a texture-less material (invisible to gfx's per-texture invalidation) is retired here. Bound sprites fall back to the plain draw path, ids resolve to nothing, setters report `InvalidHandle`, and the engine logs a warning with the count so the fallback is never silent. The engine retains no descriptors, so recreation stays game-owned. A renderer that predates the seam falls back to `clearShaderMaterials` (comptime-gated, no worse than before). `Retire` enum keeps the live destroy path byte-for-byte. Tests: two new mechanism tests + two retargeted assertions, all four proven red against the previous mixin/lifecycle (13/17, 4 failed) and restored. Full suite 258/258 steps, 1400/1400 tests, exit 0; fmt clean. Co-authored-by: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01XBGRLojiysEr5zy1U5mbP6
Second pass —
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| else if (comptime @hasDecl(Renderer, "clearShaderMaterials")) | ||
| world.renderer.clearShaderMaterials(), |
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Avoid destructive fallback after surface loss
When a renderer supports shader materials and clearShaderMaterials but has not yet implemented invalidateShaderMaterials, surfaceLost() reaches this fallback after the GPU context is already gone. The surrounding contract identifies clearShaderMaterials as the destroying operation, so this can destroy stale handles against a lost context—the exact undefined behavior the .invalidate path is intended to prevent. This compatibility path should only forget engine ownership, or shader support should require the non-destructive invalidation seam.
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| if (self.active_world.shader_pending.getPtr(entity)) |pending| { | ||
| for (pending.items) |held| if (std.mem.eql(u8, held.name, name) and std.mem.eql(u8, held.key, key)) return; | ||
| } |
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Requeue retained pins after resetting a failed asset
When a cold binding's decode fails, its pending pin remains held; if the caller then uses AssetCatalog.resetFailed, the entry becomes .registered while its refcount is still nonzero. Retrying material creation hits this identical-pair return without enqueueing work, and even another acquire would not enqueue because the catalog only does so on a 0→1 transition, so every retry returns TextureNotReady forever despite the documented reset operation. The retained request needs to be explicitly requeued, or released and reacquired, when its failed asset is reset.
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…nderer Until now this branch pinned a gfx without the shader-material seam and compiled with the game-owned material path `@hasDecl`-gated OFF — green, but exercising the degrade branch. v2.0.0 is the release that carries the retained-engine registry and `invalidateShaderMaterials()`, so the "forget, never destroy, on surface loss" guarantee this branch relies on is now the pinned renderer, not the fallback. labelle-core comes in through the sibling path dep and is v2.0.0. Co-authored-by: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01XBGRLojiysEr5zy1U5mbP6
…n PixelWater retired Second MAJOR. Removed: the built-in `PixelWater` component and its settings type (root exports included), `src/game/pixel_water_mixin.zig`, and the `setWaterSettings` / `setWaterLevel` / `addWaterRipple` helpers — all shipped in v2.22.0 yesterday. Under the MAJOR-only compatibility gate the number is what makes every 2.x pin move deliberately. * #882 — game-owned shader material lifetimes (`src/game/shader_material_mixin.zig`): `createShaderMaterial` / `setShaderParameter` / `setShaderTexture` / `clearShaderMaterial` on the game, catalog pinning for texture bindings, world-scoped tables (the `direct_textures` precedent), and simulation-time-driven updates. A material `Id` is runtime state and can never be authored: the JSONC and `.zon` paths force `Id.none`. Review fixes on top of the original (each with a mechanism test proven by force-failing against a reverted fix): - `createShaderMaterial` wrote the whole `Material` and silently DESTROYED any authored flash/outline/dissolve/palette_swap — now slot-scoped, so the curated effect survives (core documents `shader` as taking precedence, not replacing); - setters returned `InvalidHandle` during surface loss instead of the documented `GpuSurfaceUnavailable`, indistinguishable from "never had a material"; - pending pins were dropped BEFORE the replacement committed, breaching the stated "failure preserves the previous material and pins" — now staged, so a failed create after a cold asset streamed in retries WITHOUT re-uploading; - `surfaceLost` destroyed materials on the dead context and, worse, ran before `invalidateGpuResources()`, so a material holding the last ref to a ready image freed it on the lost context. Now: catalog invalidated first, then materials FORGOTTEN (gfx v2.0.0's `invalidateShaderMaterials()`), never destroyed. Also fixed, beyond materials: the JSONC deserializer's `@intFromFloat` trap on wild floats is preserved and re-verified at the boundaries. Requires labelle-gfx >= v2.0.0 (the pinned renderer) and labelle-core >= v2.0.0 (sibling path dep). Co-authored-by: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01XBGRLojiysEr5zy1U5mbP6
Let ordinary game components create and update shader materials on sprite entities. The engine manages asynchronous catalog texture pins, transactional replacement, scene/entity cleanup and GPU-surface recovery. Authored prefabs cannot inject live runtime handles. Remove built-in PixelWater authoring and simulation.
Validation: 78 focused shader regressions passed, including 13 shader lifecycle tests. Integrated condenser: 20 tests, 16 shader compilations and 16 Vulkan scenarios passed.
The broad Windows engine suite is not green: 47 preview/network failures reproduce on the original baseline, alongside documented platform compilation issues. See SHADER-VALIDATION.md for exact evidence and remaining uncertainty.
Requires coordinated core/gfx/backend changes. Draft pending dependency releases and CI.
Coordinated PRs
Merge/release order: core, then gfx/BGFX, then engine, followed by assembler/CLI and the example's released dependency pins. Assembler is stacked on condenser #730.