fix(rendering): make save preview screenshots actually capture the game - #5373
fix(rendering): make save preview screenshots actually capture the game#5373soloturn wants to merge 1 commit into
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No actionable comments were generated in the recent review. 🎉 ℹ️ Recent review info⚙️ Run configurationConfiguration used: Organization UI Review profile: CHILL Plan: Pro Plus Run ID: 📒 Files selected for processing (1)
Included review availability: Your plan provides up to 8 included reviews per hour; 6 remain after this review. 📝 WalkthroughSummary by CodeRabbit
WalkthroughThe renderer now publishes ChangesSave preview capture
Estimated code review effort: 3 (Moderate) | ~15–30 minutes Merge Risk: ⚪ Minimal · up to The change restores save-preview capture and refreshes the rendered buffer before saving, addressing the reported black-image behavior. No actionable merge-blocking risk remains beyond normal checks and review. Sequence Diagram(s)sequenceDiagram
participant StateIngame
participant WorldRenderer
participant StorageManager
StateIngame->>WorldRenderer: render final MONO frame
StateIngame->>StorageManager: start save operation
Suggested reviewers: Poem
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✅ Passed checks (4 passed)
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Inline comments:
In `@engine/src/main/java/org/terasology/engine/core/modes/StateIngame.java`:
- Around line 133-142: Move the worldRenderer.render(RenderingStage.MONO)
preview call in StateIngame.dispose(boolean) to before ChunkProvider and
module-asset disposal begins, ensuring WorldRendererImpl.render() cannot access
disposed resources while preserving the final-frame screenshot behavior.
Apply the same fix in
`@engine/src/main/java/org/terasology/engine/rendering/world/WorldRendererImpl.java`
around lines 151 - 154.
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engine/src/main/java/org/terasology/engine/core/modes/StateIngame.javaengine/src/main/java/org/terasology/engine/rendering/world/WorldRendererImpl.java
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Addressed. Moved the worldRenderer.render(RenderingStage.MONO) call to before chunkProvider.dispose() and module-asset disposal, exactly as suggested - it was rendering after both, i.e. against already-disposed chunk/asset data, which would have undermined the whole point of this PR. The WorldRendererImpl.java part of the finding doesn't apply though - lines 151-154 there are the (unrelated, already-correct) ScreenGrabber-registration fix from the same PR, not another disposal-ordering issue. |
Fixes #5321 - save game preview images are always black, from two independent causes.
Cause 1: ScreenGrabber invisible from CoreRegistry, again
This was already fixed once, then reverted on the theory that
ScreenGrabber"should already be resolvable fromCoreRegistry" sinceLwjglRenderingSubsystemFactoryregisters it in aServiceRegistry. Traced why that theory doesn't hold:ContextImpl.get()walks child-to-parent only:The
ServiceRegistryin question isWorldRendererImpl's own child context's - built in its constructor over the outer context passed in (this.context = new ContextImpl(context, serviceRegistry)) - not the outer/parent contextCoreRegistryis bound to. A parent has no path to a child's exclusive registrations, only the reverse. SoCoreRegistry.get(ScreenGrabber.class)was, and after the revert is again,nullat save time, andReadWriteStorageManager.saveGamePreviewImage()resolves it that way.Restored the propagation in
WorldRendererImpl.init(), with a comment laying out the actual mechanism this time, so the next well-intentioned removal has the concrete fact in front of it instead of re-deriving it (or not).Cause 2: the FBO being read predates the last render
storageManager.startSaving()(called fromStateIngame.dispose()) callssaveGamePreviewImage()synchronously, which reads whatever the post-processing chain last wrote into the final buffer FBO. By the timedispose()runs, at least one frame has passed since the main loop's lastrender()call - normal gameplay keeps that FBO current every frame, but nothing does once the loop stops, so the screenshot captures stale leftover content.worldRendereris still live indispose()at this point - it isn't disposed until later in the same method - so triggering one moreworldRenderer.render(RenderingStage.MONO)immediately before the save call populates the FBO with real content right beforeScreenGrabberreads it. This is the exact callStateIngame.render()makes every normal frame;render()is self-contained (its ownpreRenderUpdate()re-queues visible chunks and updates the scene), so nothing else needs duplicating here.Verification
:engine:compileJavaand:engine-tests:compileTestJavaboth clean.GamePreviewImageProviderTest(path-naming logic only, unrelated to pixel content) still passes, 5/5.No test exercises the actual pixel-capture path - it needs a live GLFW/GL context through a full save/load round trip, not something headless-testable. This is root-caused and fixed by reading the context hierarchy and the save call sequence, not by reproducing a black screenshot and confirming it's no longer black.