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>
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121 changed files with 1243 additions and 19840 deletions
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@ -8,28 +8,22 @@ using Silk.NET.Input;
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namespace AcDream.App.Composition;
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/// <summary>
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/// Campaign V slice V6h: the Vulkan arm of the host phase.
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///
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/// <para>This is the whole of the backend fork at composition Phase 1. Only the
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/// four graphics members differ from
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/// <see cref="RetailHostInputCameraCompositionFactory"/>; input, camera and
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/// pointer construction are platform concerns, not graphics ones, so they
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/// delegate rather than duplicate. Adding a fifth backend would add one more
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/// class of this shape and touch nothing else in the composition pipeline —
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/// which is the property §5.5.9 asked this slice to establish.</para>
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/// Campaign V slice V6h: the Vulkan arm of the host phase — now the only arm,
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/// the raw-GL <c>RetailHostInputCameraCompositionFactory</c> it used to fork
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/// from having been deleted at slice V11. Input, camera and pointer
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/// construction are inlined directly rather than delegated, since there is no
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/// longer a second implementation to share them with.
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///
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/// <para><b>What is absent, and why.</b> There is no GL fence ring: the RHI
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/// device owns its own frames-in-flight through a timeline semaphore, so
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/// retirement and slot indexing come from the device instead. There is no
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/// <see cref="WorldRenderDiagnostics"/>: it is a raw-GL state tripwire, and
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/// <see cref="WorldRenderDiagnostics"/>: it was a raw-GL state tripwire, and
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/// Vulkan has no global state for it to watch. Both nulls are read by the
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/// phases that would otherwise consume them.</para>
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/// </summary>
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internal sealed class VulkanHostInputCameraCompositionFactory
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: IHostInputCameraCompositionFactory
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{
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private readonly RetailHostInputCameraCompositionFactory _platform = new();
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public IFramebufferViewportTarget CreateViewportTarget(
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GameWindowGraphics graphics) =>
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// The viewport is a pipeline dynamic state on Vulkan, set per pass by
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@ -64,29 +58,29 @@ internal sealed class VulkanHostInputCameraCompositionFactory
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public SilkKeyboardSource CreateKeyboardSource(
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IKeyboard keyboard,
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HostQuiescenceGate quiescence) =>
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_platform.CreateKeyboardSource(keyboard, quiescence);
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SilkKeyboardSource.CreateDetached(keyboard, quiescence);
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public SilkMouseSource CreateMouseSource(
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IMouse mouse,
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IInputCaptureSource capture,
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IKeyboardSource? keyboard,
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HostQuiescenceGate quiescence) =>
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_platform.CreateMouseSource(mouse, capture, keyboard, quiescence);
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SilkMouseSource.CreateDetached(mouse, capture, keyboard, quiescence);
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public IMouseLookCursor CreateMouseLookCursor(IMouse mouse) =>
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_platform.CreateMouseLookCursor(mouse);
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new SilkMouseLookCursor(mouse);
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public InputDispatcher CreateInputDispatcher(
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IKeyboardSource keyboard,
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IMouseSource mouse,
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KeyBindings bindings) =>
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_platform.CreateInputDispatcher(keyboard, mouse, bindings);
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InputDispatcher.CreateDetached(keyboard, mouse, bindings);
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public CameraController CreateCameraController() =>
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_platform.CreateCameraController();
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new(new OrbitCamera(), new FlyCamera());
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public IFramebufferCameraTarget CreateCameraTarget(CameraController camera) =>
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_platform.CreateCameraTarget(camera);
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new CameraFramebufferTarget(camera);
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public CameraPointerInputController CreateCameraPointerInput(
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IReadOnlyList<IMouse> mice,
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@ -97,7 +91,7 @@ internal sealed class VulkanHostInputCameraCompositionFactory
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ChaseCameraInputState chase,
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IMouseSource mouse,
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PointerPositionState pointer) =>
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_platform.CreateCameraPointerInput(
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CameraPointerInputController.Create(
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mice,
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quiescence,
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capture,
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@ -105,14 +99,15 @@ internal sealed class VulkanHostInputCameraCompositionFactory
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camera,
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chase,
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mouse,
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pointer);
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pointer,
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new EnvironmentInputMonotonicClock());
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private static VulkanGraphicsContext RequireContext(
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GameWindowGraphics graphics) =>
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graphics.Vulkan
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?? throw new InvalidOperationException(
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"The Vulkan host factory was composed against the " +
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$"{graphics.Backend} backend.");
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"The Vulkan host factory was composed against a backend with no " +
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"Vulkan context.");
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/// <summary>
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/// Vulkan sets the viewport per pass from the pass extent, so there is no
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