feat(render): Vulkan campaign V11 step 2 — delete the OpenGL backend

Vulkan is the sole, user-signed-off backend (V10 landed) and step 1
already removed ImGui/Studio/DevTools. This step deletes the GL
rendering backend itself: every Gpu/Gl/** implementation, the Wb
ManagedGL*/GLHelpers/GLSLShader/GLStateScope/RenderStateCache/
BindlessSupport family, Shader/ShaderProgramConstruction/SamplerCache,
RenderBootstrap, and RenderFrameGlStateController.

GameWindow.cs's Run()/CreateGraphics()/CreateBackbufferReader()/
OnLoad() collapse to their Vulkan-only arm; GameWindowGraphics loses
its OpenGlGameWindowGraphics subclass. RuntimeOptions.RenderBackend and
RenderBackendKind (incl. the Gl member of GpuBackendKind) are gone —
there is nothing left to select between. The five world-draw dual-arm
renderers (WbDrawDispatcher, EnvCellRenderer, TerrainModernRenderer,
ParticleRenderer, SkyRenderer) and the composition roots
(WorldRenderComposition, HostInputCameraComposition,
LivePresentationComposition, FrameRootComposition) collapse to their
RHI-only arm. GL-only diagnostic properties with a live external reader
(DynamicBufferCount and friends) simplify to a documented `=> 0`/no-op
rather than disappearing, since the reader is out of this commit's
scope.

A few GL-flavored mechanisms turned out to be backend-neutral once
isolated: GlConstructionCleanupLedger is renamed
ResourceConstructionCleanupLedger (exception-chain walking has nothing
to do with GL), and GlfwNativePlatformProbe moved out of the otherwise
GL-only GraphicalCapabilityRecord.cs into
GraphicalWindowBackendSelection.cs before the rest of that file was
deleted.

Test files with no surviving subject are deleted outright
(GraphicalCapabilityRequirementsTests, ShaderProgramConstructionTests,
PortalDepthShaderParityTests, TextureCacheBindlessTests,
TextRendererFailureSafetyTests, ClipFrameUploadTests, every
Gpu/Gl/*Tests, GlTextureOwnershipTests, RenderFrameGlStateControllerTests);
others get their dead GL-only members trimmed while their live
assertions stay (ClipFrameLayoutTests' MeshClipSsboBinding check now
reads GpuBindingModel.StorageClipRegions, the same binding index under
its new backend-neutral name; GpuResourceRetirementTransactionTests
drops its OpenGLGraphicsDevice-subclassing test double and the two GL
queue tests it existed for). EnvCellRendererTests' construction helper
now builds a real ObjectMeshManager via VulkanMeshPipelineDevice
instead of passing null through a null-forgiving operator, since the
RHI constructor never tolerated a null mesh manager and the old GL
constructor (which did) is gone.

Deferred to the next two steps, deliberately not touched here: the
Silk.NET.OpenGL/.Extensions.ARB package references, IMeshPipelineDevice.Gl
(WbMeshAdapter's GL? threading stays in place), Chorizite.Core's stale
csproj comment (the package itself is still load-bearing —
TextureFormat and friends are used well beyond the deleted
ManagedGLUniformBuffer), and the CI/gate scripts.

Build: `dotnet build AcDream.slnx -c Release` — 0 warnings, 0 errors.
Tests: full-solution `dotnet test` green across every project
(App.Tests 3937/3940 + 3 skips, Core.Tests 3296/3298 + 2 skips, all
others 100%); the 2 App.Tests names that flake under full-suite
parallel execution (#250-family, documented pre-existing) pass in
isolation.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-07-29 02:19:53 +02:00
parent b70b9832ff
commit 8a7a0837e1
121 changed files with 1243 additions and 19840 deletions

View file

@ -4,7 +4,6 @@ using AcDream.App.Rendering.Gpu;
using AcDream.UI.Abstractions.Input;
using Silk.NET.Input;
using Silk.NET.Maths;
using Silk.NET.OpenGL;
namespace AcDream.App.Composition;
@ -115,91 +114,6 @@ internal interface IHostInputCameraCompositionFactory
PointerPositionState pointer);
}
internal sealed class RetailHostInputCameraCompositionFactory
: IHostInputCameraCompositionFactory
{
public IFramebufferViewportTarget CreateViewportTarget(GameWindowGraphics graphics) =>
new SilkFramebufferViewportTarget(graphics.RequireGl("viewport target"));
public GpuFrameFlightController? CreateGpuFrameFlights(GameWindowGraphics graphics) =>
new(graphics.RequireGl("GPU frame flights"));
public IGpuDevice CreateGpuDevice(
GameWindowGraphics graphics,
GpuFrameFlightController? frameFlights) =>
new AcDream.App.Rendering.Gpu.Gl.GlGpuDevice(
graphics.RequireGl("GPU device (RHI)"),
frameFlights ?? throw new ArgumentNullException(nameof(frameFlights)),
Path.Combine(AppContext.BaseDirectory, "Rendering", "Shaders"));
public IGpuResourceRetirementQueue CreateRetirement(
GameWindowGraphics graphics,
GpuFrameFlightController? frameFlights,
IGpuDevice device) =>
frameFlights ?? throw new ArgumentNullException(nameof(frameFlights));
public IRenderFrameSlotSource CreateFrameSlots(
GameWindowGraphics graphics,
GpuFrameFlightController? frameFlights,
IGpuDevice device) =>
frameFlights ?? throw new ArgumentNullException(nameof(frameFlights));
public WorldRenderDiagnostics? CreateWorldRenderDiagnostics(
GameWindowGraphics graphics,
IRenderFrameDiagnosticLog log) =>
new(
new SilkRenderGlStateReader(
graphics.RequireGl("world render diagnostics")),
log);
public SilkKeyboardSource CreateKeyboardSource(
IKeyboard keyboard,
HostQuiescenceGate quiescence) =>
SilkKeyboardSource.CreateDetached(keyboard, quiescence);
public SilkMouseSource CreateMouseSource(
IMouse mouse,
IInputCaptureSource capture,
IKeyboardSource? keyboard,
HostQuiescenceGate quiescence) =>
SilkMouseSource.CreateDetached(mouse, capture, keyboard, quiescence);
public IMouseLookCursor CreateMouseLookCursor(IMouse mouse) =>
new SilkMouseLookCursor(mouse);
public InputDispatcher CreateInputDispatcher(
IKeyboardSource keyboard,
IMouseSource mouse,
KeyBindings bindings) =>
InputDispatcher.CreateDetached(keyboard, mouse, bindings);
public CameraController CreateCameraController() =>
new(new OrbitCamera(), new FlyCamera());
public IFramebufferCameraTarget CreateCameraTarget(CameraController camera) =>
new CameraFramebufferTarget(camera);
public CameraPointerInputController CreateCameraPointerInput(
IReadOnlyList<IMouse> mice,
HostQuiescenceGate quiescence,
IInputCaptureSource capture,
LocalPlayerModeState playerMode,
CameraController camera,
ChaseCameraInputState chase,
IMouseSource mouse,
PointerPositionState pointer) =>
CameraPointerInputController.Create(
mice,
quiescence,
capture,
playerMode,
camera,
chase,
mouse,
pointer,
new EnvironmentInputMonotonicClock());
}
internal enum HostInputCameraCompositionPoint
{
ViewportBound,
@ -236,7 +150,7 @@ internal sealed class HostInputCameraCompositionPhase :
private readonly IHostInputCameraCompositionFactory? _injectedFactory;
private readonly Action<HostInputCameraCompositionPoint>? _faultInjection;
private IHostInputCameraCompositionFactory _factory =
new RetailHostInputCameraCompositionFactory();
new VulkanHostInputCameraCompositionFactory();
public HostInputCameraCompositionPhase(
HostInputCameraDependencies dependencies,
@ -253,17 +167,13 @@ internal sealed class HostInputCameraCompositionPhase :
}
/// <summary>
/// Campaign V slice V6h: the default factory is chosen from the platform
/// result, not from the host. The backend is a property of the graphics
/// ownership that acquisition published, so the phase reads it rather than
/// making every call site branch — and an injected factory (composition
/// The Vulkan factory is the only one left since the raw-GL arm was
/// deleted at Campaign V slice V11; an injected factory (composition
/// tests) still wins.
/// </summary>
private static IHostInputCameraCompositionFactory DefaultFactoryFor(
GameWindowGraphics graphics) =>
graphics.Backend == RenderBackendKind.Vulkan
? new VulkanHostInputCameraCompositionFactory()
: new RetailHostInputCameraCompositionFactory();
new VulkanHostInputCameraCompositionFactory();
public HostInputCameraResult Compose(
GameWindowPlatformResult<GameWindowGraphics, IInputContext> platform)