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