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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@ -14,11 +14,11 @@ namespace AcDream.App.Rendering.Wb;
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/// retirement queue, the shared instance VBO, and two capability flags. Seven
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/// members out of a 760-line class.</para>
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///
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/// <para>So the coupling is expressed as an interface at exactly that surface
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/// and <see cref="OpenGLGraphicsDevice"/> declares it — every member already
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/// existed, so the GL arm executes not one changed statement. What this buys is
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/// that <c>ObjectMeshManager</c> and <c>WbMeshAdapter</c> no longer NAME a
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/// backend, which is the prerequisite for the slice that gives them a second
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/// <para>So the coupling is expressed as an interface at exactly that surface,
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/// and <c>OpenGLGraphicsDevice</c> declared it — every member already existed,
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/// so the GL arm executed not one changed statement. What this buys is that
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/// <c>ObjectMeshManager</c> and <c>WbMeshAdapter</c> no longer NAME a backend,
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/// which is the prerequisite for the slice that gives them a second
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/// implementation.</para>
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///
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/// <para><b>What slice V6i-3 then moved.</b> V6i-2 left the upload bodies raw —
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@ -27,10 +27,16 @@ namespace AcDream.App.Rendering.Wb;
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/// GL but not RUN. The arena now builds its stores through
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/// <c>IGpuDevice.CreateBuffer</c> and publishes them as
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/// <c>GlobalMeshBuffer.VertexStore</c>/<c>IndexStore</c>, which a pass encoder
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/// binds; the vertex array is built only where one exists. What still reads
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/// <see cref="Gl"/> is the LEGACY per-mesh upload the N.5 ship amendment made
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/// unreachable, and <c>AcDream.App.Rendering.Gpu.Vk.VulkanMeshPipelineDevice</c>
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/// is the second implementation this interface was cut for.</para>
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/// binds; the vertex array is built only where one exists.
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/// <see cref="AcDream.App.Rendering.Gpu.Vk.VulkanMeshPipelineDevice"/> is the
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/// second implementation this interface was cut for.</para>
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///
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/// <para><b>Campaign V slice V11</b> deleted <c>OpenGLGraphicsDevice</c> along
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/// with the rest of the raw-GL arm it fronted, so
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/// <see cref="AcDream.App.Rendering.Gpu.Vk.VulkanMeshPipelineDevice"/> is now
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/// the interface's only implementation. <see cref="Gl"/> always answers null
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/// there; removing it (and the legacy per-mesh upload bodies it alone still
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/// gated) is Campaign V's package/shader cleanup slice, not this one.</para>
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/// </summary>
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internal interface IMeshPipelineDevice : IDisposable
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{
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