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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@ -59,7 +59,6 @@ public sealed record RuntimeOptions(
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float FogEndMultiplier,
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ResidencyBudgetOptions ResidencyBudgets,
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StreamingWorkBudgetOptions StreamingWorkBudgets,
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RenderBackendKind RenderBackend,
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string? VulkanDeviceOverride,
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string? VulkanForcedUnsupportedFeature,
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bool VulkanCapabilityProbe,
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@ -147,10 +146,6 @@ public sealed record RuntimeOptions(
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FogEndMultiplier: TryParseFloat(env("ACDREAM_FOG_END_MULT")) ?? 0.95f,
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ResidencyBudgets: ResidencyBudgetOptions.Parse(env),
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StreamingWorkBudgets: StreamingWorkBudgetOptions.Parse(env),
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// Campaign V slice V10 flipped this. Unset, empty, or any
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// unrecognised value now means Vulkan: it is the shipping backend,
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// and a typo must never silently start the backend V11 deletes.
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RenderBackend: ParseRenderBackend(env("ACDREAM_RENDER_BACKEND")),
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// Physical-device override, matched as a decimal index first and then
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// as a case-insensitive device-name substring. Recorded verbatim in
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// graphical-capabilities-vulkan.json whether or not it matched.
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@ -178,29 +173,6 @@ public sealed record RuntimeOptions(
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TryParseNonNegativeInt(env("ACDREAM_VULKAN_PROBE_FRAMES")) ?? 0);
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}
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/// <summary>
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/// Startup backend request. Campaign V slice V10 inverted this: Vulkan is
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/// the default, and only the explicit escape-hatch tokens <c>gl</c> and
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/// <c>opengl</c> select OpenGL. Everything else — unset, <c>vulkan</c>, or a
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/// typo — is Vulkan.
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/// </summary>
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/// <remarks>
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/// The polarity of the typo case is deliberate and it flipped with the
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/// default. Before V10 an unrecognised token had to land on GL, because
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/// Vulkan was dark and a typo must never silently start a backend that
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/// cannot draw. After V10 an unrecognised token must land on Vulkan for the
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/// same reason read the other way: GL is the retiring backend that slice V11
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/// deletes, so a typo must never silently pin a process to it. <c>opengl</c>
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/// is honoured alongside <c>gl</c> because the escape hatch exists to be
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/// found, and the failure mode of a near-miss spelling here is a process
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/// that quietly is not on the backend the operator asked to fall back to.
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/// </remarks>
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private static RenderBackendKind ParseRenderBackend(string? value)
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=> string.Equals(value, "gl", StringComparison.OrdinalIgnoreCase)
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|| string.Equals(value, "opengl", StringComparison.OrdinalIgnoreCase)
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? RenderBackendKind.Gl
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: RenderBackendKind.Vulkan;
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/// <summary>True iff live-mode credentials are present and valid for connecting.</summary>
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public bool HasLiveCredentials =>
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LiveMode && !string.IsNullOrEmpty(LiveUser) && !string.IsNullOrEmpty(LivePass);
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