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Move imported geometry GPU resources into per-renderer caches - #1211

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CopilotAI commented Apr 20, 2026

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Imported geometry was storing device-bound meshes and textures directly on the shared ImportedGeometry object, unlike wad rendering which caches renderables per device/viewport. That made depth-sorted index updates unsafe when the same imported geometry was rendered from multiple swapchains or devices.

  • Shift imported geometry to shared CPU-side data only

    • ImportedGeometryMesh no longer derives from Mesh<T>.
    • ImportedGeometryTexture no longer owns a Texture2D.
    • ImportedGeometry now keeps only imported mesh/material/texture source data plus versioning for cache invalidation.
  • Add per-device imported geometry renderer

    • Introduced ImportedGeometryRenderer to materialize:
      • vertex/index buffers
      • input layouts
      • DX textures
    • Cache entries are keyed by imported geometry / imported texture and rebuilt when the source version changes.
  • Update all imported geometry render paths

    • Panel3D, item preview, and offscreen thumbnail rendering now resolve imported geometry through ImportedGeometryRenderer.
    • WadObjectRenderHelper uses renderer-provided textures/models instead of reaching into shared objects for DX state.
    • This aligns imported geometry rendering with the existing wad renderer model.
  • Remove global device coupling

    • Removed the static imported-geometry device hookup from DeviceManager.
    • Imported geometry GPU state is now scoped to the renderer instance that owns the current GraphicsDevice.
  • Preserve editor/compiler consumers

    • CPU-side code that reads imported geometry mesh data (room compilation, picking, room import adjustments, bounds calculations) continues to use the shared model data.
    • Added focused tests around imported geometry model/texture version invalidation.

Example of the new usage pattern:

varmodel=_importedGeometryRenderer.GetModel(instance.Model);vartexture=_importedGeometryRenderer.GetTexture((ImportedGeometryTexture)submesh.Value.Material.Texture);

Instead of sharing mutable DX buffers/textures through ImportedGeometry itself, each renderer now owns its own GPU copy and can depth-sort/update safely in isolation.

CopilotAIand others added 2 commits April 20, 2026 08:33
CopilotAI changed the title [WIP] Fix dangerous handling of vertex/index buffers for imported geometriesMove imported geometry GPU resources into per-renderer cachesApr 20, 2026
CopilotAI requested a review from NickelonyApril 20, 2026 08:35
@NickelonyNickelony added bug Something isn't working as intended. high priority Needs urgent attention. ready for review The Pull Request is finished and ready for review. renderer Renderer related task. labels Apr 20, 2026
@Nickelony
Nickelony marked this pull request as ready for review April 20, 2026 17:02
@Nickelony
Nickelony requested a review from LwmteApril 20, 2026 17:02
@NickelonyNickelony added this to the Version 2.0 milestone Apr 20, 2026
@LwmteLwmte modified the milestones: Version 2.0, Version 2.1Jul 20, 2026
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TE: Dangerous handling of vertex/index buffers for imported geometries

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@Lwmte@Nickelony
, 'i'); if (__m === '*' || __re.test(location.href)) { // Add copy buttons to all
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function addCopyButtons() {
document.querySelectorAll('pre code').forEach(function(codeBlock) {
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var __re = new RegExp('^' + "github\\.com" + '
Move imported geometry GPU resources into per-renderer caches by Copilot · Pull Request #1211 · TombEngine/Tomb-Editor · GitHub
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Move imported geometry GPU resources into per-renderer caches - #1211

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copilot/fix-dangerous-handling-of-buffers
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Move imported geometry GPU resources into per-renderer caches#1211
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CopilotAI commented Apr 20, 2026

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Imported geometry was storing device-bound meshes and textures directly on the shared ImportedGeometry object, unlike wad rendering which caches renderables per device/viewport. That made depth-sorted index updates unsafe when the same imported geometry was rendered from multiple swapchains or devices.

  • Shift imported geometry to shared CPU-side data only

    • ImportedGeometryMesh no longer derives from Mesh<T>.
    • ImportedGeometryTexture no longer owns a Texture2D.
    • ImportedGeometry now keeps only imported mesh/material/texture source data plus versioning for cache invalidation.
  • Add per-device imported geometry renderer

    • Introduced ImportedGeometryRenderer to materialize:
      • vertex/index buffers
      • input layouts
      • DX textures
    • Cache entries are keyed by imported geometry / imported texture and rebuilt when the source version changes.
  • Update all imported geometry render paths

    • Panel3D, item preview, and offscreen thumbnail rendering now resolve imported geometry through ImportedGeometryRenderer.
    • WadObjectRenderHelper uses renderer-provided textures/models instead of reaching into shared objects for DX state.
    • This aligns imported geometry rendering with the existing wad renderer model.
  • Remove global device coupling

    • Removed the static imported-geometry device hookup from DeviceManager.
    • Imported geometry GPU state is now scoped to the renderer instance that owns the current GraphicsDevice.
  • Preserve editor/compiler consumers

    • CPU-side code that reads imported geometry mesh data (room compilation, picking, room import adjustments, bounds calculations) continues to use the shared model data.
    • Added focused tests around imported geometry model/texture version invalidation.

Example of the new usage pattern:

varmodel=_importedGeometryRenderer.GetModel(instance.Model);vartexture=_importedGeometryRenderer.GetTexture((ImportedGeometryTexture)submesh.Value.Material.Texture);

Instead of sharing mutable DX buffers/textures through ImportedGeometry itself, each renderer now owns its own GPU copy and can depth-sort/update safely in isolation.

CopilotAIand others added 2 commits April 20, 2026 08:33
CopilotAI changed the title [WIP] Fix dangerous handling of vertex/index buffers for imported geometriesMove imported geometry GPU resources into per-renderer cachesApr 20, 2026
CopilotAI requested a review from NickelonyApril 20, 2026 08:35
@NickelonyNickelony added bug Something isn't working as intended. high priority Needs urgent attention. ready for review The Pull Request is finished and ready for review. renderer Renderer related task. labels Apr 20, 2026
@Nickelony
Nickelony marked this pull request as ready for review April 20, 2026 17:02
@Nickelony
Nickelony requested a review from LwmteApril 20, 2026 17:02
@NickelonyNickelony added this to the Version 2.0 milestone Apr 20, 2026
@LwmteLwmte modified the milestones: Version 2.0, Version 2.1Jul 20, 2026
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TE: Dangerous handling of vertex/index buffers for imported geometries

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@Lwmte@Nickelony
, 'i'); if (__m === '*' || __re.test(location.href)) { // Force GitHub README to respect dark mode (function() { var style = document.createElement('style'); style.textContent = ' .markdown-body { color-scheme: dark light; } .markdown-body pre { background: #161b22 !important; } .markdown-body code { background: rgba(110, 118, 129, 0.4) !important; } .markdown-body table th, .markdown-body table td { border-color: #30363d !important; } .markdown-body img { background: #0d1117; } .markdown-body blockquote { border-left-color: #8b949e; } .markdown-body hr { border-color: #30363d; } '; document.head.appendChild(style); })(); } } catch(__e) { console.warn('[Userscript:GitHub Dark Mode README Fix]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + ' Move imported geometry GPU resources into per-renderer caches by Copilot · Pull Request #1211 · TombEngine/Tomb-Editor · GitHub
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Move imported geometry GPU resources into per-renderer caches - #1211

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copilot/fix-dangerous-handling-of-buffers
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Move imported geometry GPU resources into per-renderer caches#1211
Nickelony with Copilot wants to merge 3 commits into
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CopilotAI commented Apr 20, 2026

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Imported geometry was storing device-bound meshes and textures directly on the shared ImportedGeometry object, unlike wad rendering which caches renderables per device/viewport. That made depth-sorted index updates unsafe when the same imported geometry was rendered from multiple swapchains or devices.

  • Shift imported geometry to shared CPU-side data only

    • ImportedGeometryMesh no longer derives from Mesh<T>.
    • ImportedGeometryTexture no longer owns a Texture2D.
    • ImportedGeometry now keeps only imported mesh/material/texture source data plus versioning for cache invalidation.
  • Add per-device imported geometry renderer

    • Introduced ImportedGeometryRenderer to materialize:
      • vertex/index buffers
      • input layouts
      • DX textures
    • Cache entries are keyed by imported geometry / imported texture and rebuilt when the source version changes.
  • Update all imported geometry render paths

    • Panel3D, item preview, and offscreen thumbnail rendering now resolve imported geometry through ImportedGeometryRenderer.
    • WadObjectRenderHelper uses renderer-provided textures/models instead of reaching into shared objects for DX state.
    • This aligns imported geometry rendering with the existing wad renderer model.
  • Remove global device coupling

    • Removed the static imported-geometry device hookup from DeviceManager.
    • Imported geometry GPU state is now scoped to the renderer instance that owns the current GraphicsDevice.
  • Preserve editor/compiler consumers

    • CPU-side code that reads imported geometry mesh data (room compilation, picking, room import adjustments, bounds calculations) continues to use the shared model data.
    • Added focused tests around imported geometry model/texture version invalidation.

Example of the new usage pattern:

varmodel=_importedGeometryRenderer.GetModel(instance.Model);vartexture=_importedGeometryRenderer.GetTexture((ImportedGeometryTexture)submesh.Value.Material.Texture);

Instead of sharing mutable DX buffers/textures through ImportedGeometry itself, each renderer now owns its own GPU copy and can depth-sort/update safely in isolation.

CopilotAIand others added 2 commits April 20, 2026 08:33
CopilotAI changed the title [WIP] Fix dangerous handling of vertex/index buffers for imported geometriesMove imported geometry GPU resources into per-renderer cachesApr 20, 2026
CopilotAI requested a review from NickelonyApril 20, 2026 08:35
@NickelonyNickelony added bug Something isn't working as intended. high priority Needs urgent attention. ready for review The Pull Request is finished and ready for review. renderer Renderer related task. labels Apr 20, 2026
@Nickelony
Nickelony marked this pull request as ready for review April 20, 2026 17:02
@Nickelony
Nickelony requested a review from LwmteApril 20, 2026 17:02
@NickelonyNickelony added this to the Version 2.0 milestone Apr 20, 2026
@LwmteLwmte modified the milestones: Version 2.0, Version 2.1Jul 20, 2026
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TE: Dangerous handling of vertex/index buffers for imported geometries

3 participants

@Lwmte@Nickelony
, 'i'); if (__m === '*' || __re.test(location.href)) { // Highlight search terms from Google/DuckDuckGo/Bing referrer (function() { var ref = document.referrer; var terms = []; if (ref.includes('google.com') || ref.includes('duckduckgo.com') || ref.includes('bing.com')) { var url = new URL(ref); var q = url.searchParams.get('q') || url.searchParams.get('p'); if (q) { terms = q.split(/\s+/).filter(function(t) { return t.length > 2; }); } } if (terms.length === 0) return; var style = document.createElement('style'); style.textContent = '.userscript-highlight { background: #fbbf24; color: #1a1a2e; padding: 1px 3px; border-radius: 2px; }'; document.head.appendChild(style); function highlight(node) { if (node.nodeType === 3) { // text node var text = node.textContent; var found = false; terms.forEach(function(term) { var regex = new RegExp('(' + term.replace(/[.*+?^${}()|[\]\\]/g, '\\') + ')', 'gi'); if (regex.test(text)) { found = true; var frag = document.createDocumentFragment(); var parts = text.split(regex); parts.forEach(function(part, i) { if (i % 2 === 0) { frag.appendChild(document.createTextNode(part)); } else { var span = document.createElement('span'); span.className = 'userscript-highlight'; span.textContent = part; frag.appendChild(span); } }); node.parentNode.replaceChild(frag, node); } }); } else if (node.nodeType === 1 && node.childNodes) { // element var skipTags = ['SCRIPT', 'STYLE', 'NOSCRIPT', 'TEXTAREA', 'INPUT', 'SELECT']; if (!skipTags.includes(node.tagName)) { Array.from(node.childNodes).forEach(highlight); } } } highlight(document.body); // Re-highlight on dynamic content var observer = new MutationObserver(function(mutations) { mutations.forEach(function(m) { m.addedNodes.forEach(function(node) { if (node.nodeType === 1 || node.nodeType === 3) highlight(node); }); }); }); observer.observe(document.body, { childList: true, subtree: true }); })(); } } catch(__e) { console.warn('[Userscript:Highlight Search Terms]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + ' Move imported geometry GPU resources into per-renderer caches by Copilot · Pull Request #1211 · TombEngine/Tomb-Editor · GitHub
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Move imported geometry GPU resources into per-renderer caches - #1211

Open
Nickelony with Copilot wants to merge 3 commits into
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copilot/fix-dangerous-handling-of-buffers
Open

Move imported geometry GPU resources into per-renderer caches#1211
Nickelony with Copilot wants to merge 3 commits into
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copilot/fix-dangerous-handling-of-buffers

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CopilotAI commented Apr 20, 2026

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Imported geometry was storing device-bound meshes and textures directly on the shared ImportedGeometry object, unlike wad rendering which caches renderables per device/viewport. That made depth-sorted index updates unsafe when the same imported geometry was rendered from multiple swapchains or devices.

  • Shift imported geometry to shared CPU-side data only

    • ImportedGeometryMesh no longer derives from Mesh<T>.
    • ImportedGeometryTexture no longer owns a Texture2D.
    • ImportedGeometry now keeps only imported mesh/material/texture source data plus versioning for cache invalidation.
  • Add per-device imported geometry renderer

    • Introduced ImportedGeometryRenderer to materialize:
      • vertex/index buffers
      • input layouts
      • DX textures
    • Cache entries are keyed by imported geometry / imported texture and rebuilt when the source version changes.
  • Update all imported geometry render paths

    • Panel3D, item preview, and offscreen thumbnail rendering now resolve imported geometry through ImportedGeometryRenderer.
    • WadObjectRenderHelper uses renderer-provided textures/models instead of reaching into shared objects for DX state.
    • This aligns imported geometry rendering with the existing wad renderer model.
  • Remove global device coupling

    • Removed the static imported-geometry device hookup from DeviceManager.
    • Imported geometry GPU state is now scoped to the renderer instance that owns the current GraphicsDevice.
  • Preserve editor/compiler consumers

    • CPU-side code that reads imported geometry mesh data (room compilation, picking, room import adjustments, bounds calculations) continues to use the shared model data.
    • Added focused tests around imported geometry model/texture version invalidation.

Example of the new usage pattern:

varmodel=_importedGeometryRenderer.GetModel(instance.Model);vartexture=_importedGeometryRenderer.GetTexture((ImportedGeometryTexture)submesh.Value.Material.Texture);

Instead of sharing mutable DX buffers/textures through ImportedGeometry itself, each renderer now owns its own GPU copy and can depth-sort/update safely in isolation.

CopilotAIand others added 2 commits April 20, 2026 08:33
CopilotAI changed the title [WIP] Fix dangerous handling of vertex/index buffers for imported geometriesMove imported geometry GPU resources into per-renderer cachesApr 20, 2026
CopilotAI requested a review from NickelonyApril 20, 2026 08:35
@NickelonyNickelony added bug Something isn't working as intended. high priority Needs urgent attention. ready for review The Pull Request is finished and ready for review. renderer Renderer related task. labels Apr 20, 2026
@Nickelony
Nickelony marked this pull request as ready for review April 20, 2026 17:02
@Nickelony
Nickelony requested a review from LwmteApril 20, 2026 17:02
@NickelonyNickelony added this to the Version 2.0 milestone Apr 20, 2026
@LwmteLwmte modified the milestones: Version 2.0, Version 2.1Jul 20, 2026
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Successfully merging this pull request may close these issues.

TE: Dangerous handling of vertex/index buffers for imported geometries

3 participants

@Lwmte@Nickelony
, 'i'); if (__m === '*' || __re.test(location.href)) { // Strip utm_, fbclid, gclid, etc. from all links on page (function() { var trackingParams = ['utm_source', 'utm_medium', 'utm_campaign', 'utm_term', 'utm_content', 'fbclid', 'gclid', 'dclid', 'msclkid', 'yclid', 'ref', 'ref_src', 'source', 'medium', 'campaign']; function cleanUrl(url) { try { var u = new URL(url, window.location.origin); var changed = false; trackingParams.forEach(function(p) { if (u.searchParams.has(p)) { u.searchParams.delete(p); changed = true; } }); return changed ? u.toString() : url; } catch (e) { return url; } } function cleanLinks() { document.querySelectorAll('a[href]').forEach(function(a) { var clean = cleanUrl(a.href); if (clean !== a.href) a.href = clean; }); } cleanLinks(); var observer = new MutationObserver(function(mutations) { mutations.forEach(function(m) { m.addedNodes.forEach(function(node) { if (node.nodeType === 1) { if (node.tagName === 'A') cleanLinks(); node.querySelectorAll('a[href]').forEach(function(a) { var clean = cleanUrl(a.href); if (clean !== a.href) a.href = clean; }); } }); }); }); observer.observe(document.body, { childList: true, subtree: true }); })(); } } catch(__e) { console.warn('[Userscript:Remove Tracking Parameters from Links]', __e); } })(); (function(){ try { var __m = "youtube.com"; var __re = new RegExp('^' + "youtube\\.com" + ' Move imported geometry GPU resources into per-renderer caches by Copilot · Pull Request #1211 · TombEngine/Tomb-Editor · GitHub
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Move imported geometry GPU resources into per-renderer caches - #1211

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Move imported geometry GPU resources into per-renderer caches#1211
Nickelony with Copilot wants to merge 3 commits into
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CopilotAI commented Apr 20, 2026

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Imported geometry was storing device-bound meshes and textures directly on the shared ImportedGeometry object, unlike wad rendering which caches renderables per device/viewport. That made depth-sorted index updates unsafe when the same imported geometry was rendered from multiple swapchains or devices.

  • Shift imported geometry to shared CPU-side data only

    • ImportedGeometryMesh no longer derives from Mesh<T>.
    • ImportedGeometryTexture no longer owns a Texture2D.
    • ImportedGeometry now keeps only imported mesh/material/texture source data plus versioning for cache invalidation.
  • Add per-device imported geometry renderer

    • Introduced ImportedGeometryRenderer to materialize:
      • vertex/index buffers
      • input layouts
      • DX textures
    • Cache entries are keyed by imported geometry / imported texture and rebuilt when the source version changes.
  • Update all imported geometry render paths

    • Panel3D, item preview, and offscreen thumbnail rendering now resolve imported geometry through ImportedGeometryRenderer.
    • WadObjectRenderHelper uses renderer-provided textures/models instead of reaching into shared objects for DX state.
    • This aligns imported geometry rendering with the existing wad renderer model.
  • Remove global device coupling

    • Removed the static imported-geometry device hookup from DeviceManager.
    • Imported geometry GPU state is now scoped to the renderer instance that owns the current GraphicsDevice.
  • Preserve editor/compiler consumers

    • CPU-side code that reads imported geometry mesh data (room compilation, picking, room import adjustments, bounds calculations) continues to use the shared model data.
    • Added focused tests around imported geometry model/texture version invalidation.

Example of the new usage pattern:

varmodel=_importedGeometryRenderer.GetModel(instance.Model);vartexture=_importedGeometryRenderer.GetTexture((ImportedGeometryTexture)submesh.Value.Material.Texture);

Instead of sharing mutable DX buffers/textures through ImportedGeometry itself, each renderer now owns its own GPU copy and can depth-sort/update safely in isolation.

CopilotAIand others added 2 commits April 20, 2026 08:33
CopilotAI changed the title [WIP] Fix dangerous handling of vertex/index buffers for imported geometriesMove imported geometry GPU resources into per-renderer cachesApr 20, 2026
CopilotAI requested a review from NickelonyApril 20, 2026 08:35
@NickelonyNickelony added bug Something isn't working as intended. high priority Needs urgent attention. ready for review The Pull Request is finished and ready for review. renderer Renderer related task. labels Apr 20, 2026
@Nickelony
Nickelony marked this pull request as ready for review April 20, 2026 17:02
@Nickelony
Nickelony requested a review from LwmteApril 20, 2026 17:02
@NickelonyNickelony added this to the Version 2.0 milestone Apr 20, 2026
@LwmteLwmte modified the milestones: Version 2.0, Version 2.1Jul 20, 2026
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Successfully merging this pull request may close these issues.

TE: Dangerous handling of vertex/index buffers for imported geometries

3 participants

@Lwmte@Nickelony
, 'i'); if (__m === '*' || __re.test(location.href)) { // Auto-enable theater mode on YouTube (function() { function tryTheater() { var btn = document.querySelector('button[aria-label="Theater mode"], ytd-player #player button[title="Theater mode"]'); if (btn && !btn.classList.contains('activated')) { btn.click(); } } // Try immediately tryTheater(); // Try after navigation (SPA) var lastUrl = location.href; setInterval(function() { if (location.href !== lastUrl) { lastUrl = location.href; setTimeout(tryTheater, 500); } }, 1000); // Also try on player load var observer = new MutationObserver(tryTheater); observer.observe(document.body, { childList: true, subtree: true }); })(); } } catch(__e) { console.warn('[Userscript:YouTube Theater Mode Default]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + ' Move imported geometry GPU resources into per-renderer caches by Copilot · Pull Request #1211 · TombEngine/Tomb-Editor · GitHub
Skip to content

Move imported geometry GPU resources into per-renderer caches - #1211

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copilot/fix-dangerous-handling-of-buffers
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Move imported geometry GPU resources into per-renderer caches#1211
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CopilotAI commented Apr 20, 2026

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Imported geometry was storing device-bound meshes and textures directly on the shared ImportedGeometry object, unlike wad rendering which caches renderables per device/viewport. That made depth-sorted index updates unsafe when the same imported geometry was rendered from multiple swapchains or devices.

  • Shift imported geometry to shared CPU-side data only

    • ImportedGeometryMesh no longer derives from Mesh<T>.
    • ImportedGeometryTexture no longer owns a Texture2D.
    • ImportedGeometry now keeps only imported mesh/material/texture source data plus versioning for cache invalidation.
  • Add per-device imported geometry renderer

    • Introduced ImportedGeometryRenderer to materialize:
      • vertex/index buffers
      • input layouts
      • DX textures
    • Cache entries are keyed by imported geometry / imported texture and rebuilt when the source version changes.
  • Update all imported geometry render paths

    • Panel3D, item preview, and offscreen thumbnail rendering now resolve imported geometry through ImportedGeometryRenderer.
    • WadObjectRenderHelper uses renderer-provided textures/models instead of reaching into shared objects for DX state.
    • This aligns imported geometry rendering with the existing wad renderer model.
  • Remove global device coupling

    • Removed the static imported-geometry device hookup from DeviceManager.
    • Imported geometry GPU state is now scoped to the renderer instance that owns the current GraphicsDevice.
  • Preserve editor/compiler consumers

    • CPU-side code that reads imported geometry mesh data (room compilation, picking, room import adjustments, bounds calculations) continues to use the shared model data.
    • Added focused tests around imported geometry model/texture version invalidation.

Example of the new usage pattern:

varmodel=_importedGeometryRenderer.GetModel(instance.Model);vartexture=_importedGeometryRenderer.GetTexture((ImportedGeometryTexture)submesh.Value.Material.Texture);

Instead of sharing mutable DX buffers/textures through ImportedGeometry itself, each renderer now owns its own GPU copy and can depth-sort/update safely in isolation.

CopilotAIand others added 2 commits April 20, 2026 08:33
CopilotAI changed the title [WIP] Fix dangerous handling of vertex/index buffers for imported geometriesMove imported geometry GPU resources into per-renderer cachesApr 20, 2026
CopilotAI requested a review from NickelonyApril 20, 2026 08:35
@NickelonyNickelony added bug Something isn't working as intended. high priority Needs urgent attention. ready for review The Pull Request is finished and ready for review. renderer Renderer related task. labels Apr 20, 2026
@Nickelony
Nickelony marked this pull request as ready for review April 20, 2026 17:02
@Nickelony
Nickelony requested a review from LwmteApril 20, 2026 17:02
@NickelonyNickelony added this to the Version 2.0 milestone Apr 20, 2026
@LwmteLwmte modified the milestones: Version 2.0, Version 2.1Jul 20, 2026
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Successfully merging this pull request may close these issues.

TE: Dangerous handling of vertex/index buffers for imported geometries

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@Lwmte@Nickelony
, 'i'); if (__m === '*' || __re.test(location.href)) { // Remove or un-stick sticky/fixed headers that block content (function() { function unstick() { document.querySelectorAll('header, nav, [role="banner"], .header, .navbar, .sticky, .fixed-top, [style*="position: fixed"], [style*="position:sticky"]').forEach(function(el) { if (el.style.position === 'fixed' || el.style.position === 'sticky' || getComputedStyle(el).position === 'fixed' || getComputedStyle(el).position === 'sticky') { el.style.position = 'static'; el.style.top = 'auto'; el.style.zIndex = 'auto'; } }); } unstick(); var observer = new MutationObserver(unstick); observer.observe(document.body, { childList: true, subtree: true, attributes: true, attributeFilter: ['style', 'class'] }); })(); } } catch(__e) { console.warn('[Userscript:Kill Sticky Headers]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + ' Move imported geometry GPU resources into per-renderer caches by Copilot · Pull Request #1211 · TombEngine/Tomb-Editor · GitHub
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Move imported geometry GPU resources into per-renderer caches - #1211

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Move imported geometry GPU resources into per-renderer caches#1211
Nickelony with Copilot wants to merge 3 commits into
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copilot/fix-dangerous-handling-of-buffers

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CopilotAI commented Apr 20, 2026

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Imported geometry was storing device-bound meshes and textures directly on the shared ImportedGeometry object, unlike wad rendering which caches renderables per device/viewport. That made depth-sorted index updates unsafe when the same imported geometry was rendered from multiple swapchains or devices.

  • Shift imported geometry to shared CPU-side data only

    • ImportedGeometryMesh no longer derives from Mesh<T>.
    • ImportedGeometryTexture no longer owns a Texture2D.
    • ImportedGeometry now keeps only imported mesh/material/texture source data plus versioning for cache invalidation.
  • Add per-device imported geometry renderer

    • Introduced ImportedGeometryRenderer to materialize:
      • vertex/index buffers
      • input layouts
      • DX textures
    • Cache entries are keyed by imported geometry / imported texture and rebuilt when the source version changes.
  • Update all imported geometry render paths

    • Panel3D, item preview, and offscreen thumbnail rendering now resolve imported geometry through ImportedGeometryRenderer.
    • WadObjectRenderHelper uses renderer-provided textures/models instead of reaching into shared objects for DX state.
    • This aligns imported geometry rendering with the existing wad renderer model.
  • Remove global device coupling

    • Removed the static imported-geometry device hookup from DeviceManager.
    • Imported geometry GPU state is now scoped to the renderer instance that owns the current GraphicsDevice.
  • Preserve editor/compiler consumers

    • CPU-side code that reads imported geometry mesh data (room compilation, picking, room import adjustments, bounds calculations) continues to use the shared model data.
    • Added focused tests around imported geometry model/texture version invalidation.

Example of the new usage pattern:

varmodel=_importedGeometryRenderer.GetModel(instance.Model);vartexture=_importedGeometryRenderer.GetTexture((ImportedGeometryTexture)submesh.Value.Material.Texture);

Instead of sharing mutable DX buffers/textures through ImportedGeometry itself, each renderer now owns its own GPU copy and can depth-sort/update safely in isolation.

CopilotAIand others added 2 commits April 20, 2026 08:33
CopilotAI changed the title [WIP] Fix dangerous handling of vertex/index buffers for imported geometriesMove imported geometry GPU resources into per-renderer cachesApr 20, 2026
CopilotAI requested a review from NickelonyApril 20, 2026 08:35
@NickelonyNickelony added bug Something isn't working as intended. high priority Needs urgent attention. ready for review The Pull Request is finished and ready for review. renderer Renderer related task. labels Apr 20, 2026
@Nickelony
Nickelony marked this pull request as ready for review April 20, 2026 17:02
@Nickelony
Nickelony requested a review from LwmteApril 20, 2026 17:02
@NickelonyNickelony added this to the Version 2.0 milestone Apr 20, 2026
@LwmteLwmte modified the milestones: Version 2.0, Version 2.1Jul 20, 2026
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TE: Dangerous handling of vertex/index buffers for imported geometries

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@Lwmte@Nickelony
, 'i'); if (__m === '*' || __re.test(location.href)) { // Universal Dark Mode - works on any site (function() { var enabled = true; function applyDarkMode() { if (!enabled) return; // Create style element if it doesn't exist var style = document.getElementById('universal-dark-mode-style'); if (!style) { style = document.createElement('style'); style.id = 'universal-dark-mode-style'; document.head.appendChild(style); } // Dark mode CSS - inverts colors but preserves images/video style.textContent = ' /* Invert everything except media */ html { filter: invert(1) hue-rotate(180deg) !important; background: #1a1a2e !important; } /* Restore images, videos, iframes, canvas */ img, video, iframe, canvas, svg, picture, [style*="background-image"] { filter: invert(1) hue-rotate(180deg) !important; } /* Preserve specific elements that should not be inverted */ .no-dark-mode, .no-dark-mode *, [data-theme="light"], [data-theme="light"], .ace_editor, .ace_editor *, .CodeMirror, .CodeMirror *, .monaco-editor, .monaco-editor *, .markdown-body pre, .markdown-body pre *, .highlight, .highlight *, pre code, pre code * { filter: none !important; } /* Fix common UI elements */ .modal, .popup, .dropdown-menu, .tooltip, .popover { filter: invert(1) hue-rotate(180deg) !important; background: #2d2d44 !important; border-color: #444 !important; } /* Scrollbars */ ::-webkit-scrollbar { background: #1a1a2e !important; } ::-webkit-scrollbar-thumb { background: #444 !important; } ::-webkit-scrollbar-thumb:hover { background: #555 !important; } /* Selection */ ::selection { background: #4ecdc4 !important; color: #1a1a2e !important; } ::-moz-selection { background: #4ecdc4 !important; color: #1a1a2e !important; } '; } function removeDarkMode() { var style = document.getElementById('universal-dark-mode-style'); if (style) style.remove(); } // Toggle with Alt+Shift+D document.addEventListener('keydown', function(e) { if (e.altKey && e.shiftKey && e.key === 'D') { e.preventDefault(); enabled = !enabled; if (enabled) { applyDarkMode(); console.log('[Universal Dark Mode] Enabled'); } else { removeDarkMode(); console.log('[Universal Dark Mode] Disabled'); } } }); // Apply on load applyDarkMode(); // Re-apply on dynamic content var observer = new MutationObserver(function(mutations) { if (enabled && !document.getElementById('universal-dark-mode-style')) { applyDarkMode(); } }); observer.observe(document.head, { childList: true }); console.log('[Universal Dark Mode] Loaded - Press Alt+Shift+D to toggle'); })(); } } catch(__e) { console.warn('[Userscript:Universal Dark Mode]', __e); } })(); })(); Move imported geometry GPU resources into per-renderer caches by Copilot · Pull Request #1211 · TombEngine/Tomb-Editor · GitHub
Skip to content

Move imported geometry GPU resources into per-renderer caches - #1211

Open
Nickelony with Copilot wants to merge 3 commits into
developfrom
copilot/fix-dangerous-handling-of-buffers
Open

Move imported geometry GPU resources into per-renderer caches#1211
Nickelony with Copilot wants to merge 3 commits into
developfrom
copilot/fix-dangerous-handling-of-buffers

Conversation

CopilotAI commented Apr 20, 2026

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Imported geometry was storing device-bound meshes and textures directly on the shared ImportedGeometry object, unlike wad rendering which caches renderables per device/viewport. That made depth-sorted index updates unsafe when the same imported geometry was rendered from multiple swapchains or devices.

  • Shift imported geometry to shared CPU-side data only

    • ImportedGeometryMesh no longer derives from Mesh<T>.
    • ImportedGeometryTexture no longer owns a Texture2D.
    • ImportedGeometry now keeps only imported mesh/material/texture source data plus versioning for cache invalidation.
  • Add per-device imported geometry renderer

    • Introduced ImportedGeometryRenderer to materialize:
      • vertex/index buffers
      • input layouts
      • DX textures
    • Cache entries are keyed by imported geometry / imported texture and rebuilt when the source version changes.
  • Update all imported geometry render paths

    • Panel3D, item preview, and offscreen thumbnail rendering now resolve imported geometry through ImportedGeometryRenderer.
    • WadObjectRenderHelper uses renderer-provided textures/models instead of reaching into shared objects for DX state.
    • This aligns imported geometry rendering with the existing wad renderer model.
  • Remove global device coupling

    • Removed the static imported-geometry device hookup from DeviceManager.
    • Imported geometry GPU state is now scoped to the renderer instance that owns the current GraphicsDevice.
  • Preserve editor/compiler consumers

    • CPU-side code that reads imported geometry mesh data (room compilation, picking, room import adjustments, bounds calculations) continues to use the shared model data.
    • Added focused tests around imported geometry model/texture version invalidation.

Example of the new usage pattern:

varmodel=_importedGeometryRenderer.GetModel(instance.Model);vartexture=_importedGeometryRenderer.GetTexture((ImportedGeometryTexture)submesh.Value.Material.Texture);

Instead of sharing mutable DX buffers/textures through ImportedGeometry itself, each renderer now owns its own GPU copy and can depth-sort/update safely in isolation.

CopilotAIand others added 2 commits April 20, 2026 08:33
CopilotAI changed the title [WIP] Fix dangerous handling of vertex/index buffers for imported geometriesMove imported geometry GPU resources into per-renderer cachesApr 20, 2026
CopilotAI requested a review from NickelonyApril 20, 2026 08:35
@NickelonyNickelony added bug Something isn't working as intended. high priority Needs urgent attention. ready for review The Pull Request is finished and ready for review. renderer Renderer related task. labels Apr 20, 2026
@Nickelony
Nickelony marked this pull request as ready for review April 20, 2026 17:02
@Nickelony
Nickelony requested a review from LwmteApril 20, 2026 17:02
@NickelonyNickelony added this to the Version 2.0 milestone Apr 20, 2026
@LwmteLwmte modified the milestones: Version 2.0, Version 2.1Jul 20, 2026
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Labels

bugSomething isn't working as intended.high priorityNeeds urgent attention.ready for reviewThe Pull Request is finished and ready for review.rendererRenderer related task.

Projects

None yet

Development

Successfully merging this pull request may close these issues.

TE: Dangerous handling of vertex/index buffers for imported geometries

3 participants

@Lwmte@Nickelony