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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@ -1,10 +1,20 @@
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using System.Numerics;
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using AcDream.App.Rendering.Gpu;
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using AcDream.App.Rendering.Wb;
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using Silk.NET.OpenGL;
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namespace AcDream.App.Rendering;
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/// <summary>
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/// Restores the frame-global rendering convention shared by frame clear and
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/// exceptional world-pass rollback. The raw-GL implementation this contract
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/// used to have alongside it (<c>RenderFrameGlStateController</c>) was deleted
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/// at Campaign V slice V11; <see cref="NullRenderFrameGlState"/> is the only
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/// implementation left.
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/// </summary>
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internal interface IRenderFrameGlState
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{
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void RestoreFrameDefaults();
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}
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/// <summary>
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/// Campaign V slice V6j: the small graphics surface the two world pass executors
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/// touch directly, expressed once so their ordering logic — which is retail's,
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@ -75,97 +85,11 @@ internal interface IWorldPassSurface
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}
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/// <summary>
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/// The GL arm. Every statement below is the one the executor used to issue
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/// inline, in the same order, against the same objects.
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/// </summary>
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internal sealed class GlWorldPassSurface : IWorldPassSurface
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{
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private readonly GL _gl;
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private readonly ClipFrame _clipFrame;
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private readonly IRetailPViewFramebufferSource _framebuffer;
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private readonly WbDrawDispatcher _entities;
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private readonly EnvCellRenderer _envCells;
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private readonly TerrainModernRenderer? _terrain;
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public GlWorldPassSurface(
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GL gl,
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ClipFrame clipFrame,
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IRetailPViewFramebufferSource framebuffer,
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WbDrawDispatcher entities,
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EnvCellRenderer envCells,
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TerrainModernRenderer? terrain)
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{
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_gl = gl ?? throw new ArgumentNullException(nameof(gl));
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_clipFrame = clipFrame ?? throw new ArgumentNullException(nameof(clipFrame));
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_framebuffer = framebuffer ?? throw new ArgumentNullException(nameof(framebuffer));
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_entities = entities ?? throw new ArgumentNullException(nameof(entities));
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_envCells = envCells ?? throw new ArgumentNullException(nameof(envCells));
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_terrain = terrain;
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}
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public void PrepareClipFrame(int terrainUploadCount)
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{
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// Allocate every terrain record before issuing the first draw. BufferData
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// must not replace the arena while an earlier slice can reference it.
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_clipFrame.ReserveTerrainUploads(_gl, terrainUploadCount);
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_clipFrame.UploadRegions(_gl);
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_entities.SetClipRegionSsbo(_clipFrame.RegionSsbo);
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_envCells.SetClipRegionSsbo(_clipFrame.RegionSsbo);
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UploadTerrainClip();
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}
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public void SetTerrainClip(ReadOnlySpan<Vector4> planes)
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{
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_clipFrame.SetTerrainClip(planes);
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UploadTerrainClip();
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}
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public void BindTerrainClip() => _clipFrame.BindTerrainClip(_gl);
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public void EnableClipDistances()
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{
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for (int index = 0; index < ClipFrame.MaxPlanes; index++)
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_gl.Enable(EnableCap.ClipDistance0 + index);
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}
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public void DisableClipDistances()
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{
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for (int index = 0; index < ClipFrame.MaxPlanes; index++)
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_gl.Disable(EnableCap.ClipDistance0 + index);
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}
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public bool BeginScissor(Vector4 ndcAabb)
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{
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RetailPViewFramebufferSize framebuffer = _framebuffer.Capture();
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var box = NdcScissorRect.ToPixels(
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ndcAabb,
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framebuffer.Width,
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framebuffer.Height);
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_gl.Enable(EnableCap.ScissorTest);
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_gl.Scissor(box.X, box.Y, (uint)box.Width, (uint)box.Height);
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return true;
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}
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public void EndScissor() => _gl.Disable(EnableCap.ScissorTest);
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public void ClearInteriorDepth()
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{
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_gl.Disable(EnableCap.ScissorTest);
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_gl.DepthMask(true);
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_gl.Clear(ClearBufferMask.DepthBufferBit);
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}
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private void UploadTerrainClip()
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{
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TerrainClipBufferBinding binding = _clipFrame.UploadTerrainClip(_gl);
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_terrain?.SetClipUbo(binding);
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}
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}
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/// <summary>
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/// The RHI arm. The clip tables become ring sections published on the world pass
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/// scope, the scissor becomes dynamic state on the borrowed encoder, and the
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/// depth clear becomes a scoped <c>vkCmdClearAttachments</c>.
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/// The clip tables are ring sections published on the world pass scope, the
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/// scissor is dynamic state on the borrowed encoder, and the depth clear is a
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/// scoped <c>vkCmdClearAttachments</c>. The raw-GL implementation this used to
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/// sit alongside (<c>GlWorldPassSurface</c>) was deleted at Campaign V slice
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/// V11.
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/// </summary>
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internal sealed class RhiWorldPassSurface : IWorldPassSurface
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{
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