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

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