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

@ -200,39 +200,15 @@ public sealed class WbMeshAdapter
{
// Campaign V slice V6i-3: WHICH mesh-pipeline device is decided
// here, once, and it is the only place in the mesh pipeline that
// names a backend. The GL arm is unchanged — same construction,
// same queue-drain guarantee on rollback. A backend with no context
// gets the RHI arm, whose queue is empty by construction because
// Vulkan resource work is recorded or retirement-queued rather than
// deferred onto a context-owning thread.
if (gl is { } context)
{
var openGl = new OpenGLGraphicsDevice(
context,
logger,
new DebugRenderSettings(),
resourceRetirement);
graphicsDevice = openGl;
var graphicsDeviceRelease = new RetryableGpuResourceRelease(
openGl.Dispose,
() =>
{
openGl.ProcessGLQueue();
if (openGl.HasPendingGLWork)
{
throw new InvalidOperationException(
"WB graphics-device construction cleanup still has queued GL work.");
}
});
resources.Add("WB graphics device", graphicsDeviceRelease.Run);
}
else
{
var rhiDevice = new AcDream.App.Rendering.Gpu.Vk.VulkanMeshPipelineDevice(
resourceRetirement);
graphicsDevice = rhiDevice;
resources.Add("WB graphics device", rhiDevice.Dispose);
}
// names a backend. The raw-GL arm (OpenGLGraphicsDevice) was
// deleted at Campaign V slice V11; the RHI arm's queue is empty by
// construction because Vulkan resource work is recorded or
// retirement-queued rather than deferred onto a context-owning
// thread.
var rhiDevice = new AcDream.App.Rendering.Gpu.Vk.VulkanMeshPipelineDevice(
resourceRetirement);
graphicsDevice = rhiDevice;
resources.Add("WB graphics device", rhiDevice.Dispose);
if (resolvedPreparedAssets is null)
{
resolvedPreparedAssets = new DatPreparedAssetSource(
@ -267,19 +243,6 @@ public sealed class WbMeshAdapter
: null;
}
/// <summary>
/// Campaign V slice V4t: the GL device whose texture table every mesh
/// batch's <c>GpuTextureSlot</c> indexes. The world renderers this adapter
/// feeds flush and bind that table before their raw-GL draws, and taking it
/// from here rather than from a second composition wire is what makes "the
/// slot and the table came from the same device" true by construction.
/// </summary>
internal AcDream.App.Rendering.Gpu.Gl.GlGpuDevice WorldTextureTable =>
(_meshManager
?? throw new InvalidOperationException(
"An initialized mesh adapter is required for the world texture table."))
.WorldTextureTable;
internal void RegisterResidencySources(ResidencyManager manager)
{
ArgumentNullException.ThrowIfNull(manager);