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

@ -1,61 +1,30 @@
using AcDream.App;
using AcDream.App.Composition;
using Silk.NET.Core.Contexts;
using Silk.NET.OpenGL;
using AcDream.App.Rendering;
using AcDream.App.Rendering.Gpu.Vk;
namespace AcDream.App.Tests.Composition;
/// <summary>
/// Campaign V slice V6h: the graphics handle composition tests hand to a phase.
/// The graphics handle composition tests hand to a phase.
///
/// <para>The phases now select their backend arm from
/// <see cref="GameWindowGraphics"/> rather than from a bare <c>GL</c> reference,
/// so a test that means "compose the OpenGL arm" has to say so. The GL instance
/// is never called: every composition test supplies a stub factory that ignores
/// its context argument, and the loader below would fault if anything did — which
/// is the point. It is a token identifying the arm, not a driver.</para>
/// <para>Campaign V slice V11 deleted the raw-GL arm — <c>GameWindowGraphics</c>
/// no longer has a <c>Backend</c> or <c>Gl</c> member to select between, so this
/// is now a single Vulkan-shaped token: a real <see cref="VulkanWorldPassScope"/>
/// (composition phases require one, and it needs no live surface — just a
/// sample count), no live <see cref="VulkanGraphicsContext"/> because tests never
/// dereference it.</para>
/// </summary>
internal sealed class TestGameWindowGraphics : GameWindowGraphics
{
private readonly GL? _gl;
public static TestGameWindowGraphics Instance { get; } = new();
private TestGameWindowGraphics(RenderBackendKind backend, GL? gl)
private TestGameWindowGraphics()
{
Backend = backend;
_gl = gl;
}
/// <summary>Selects the OpenGL arm, with a context token no test dereferences.</summary>
public static TestGameWindowGraphics OpenGl { get; } =
new(RenderBackendKind.Gl, new GL(new UnusableNativeContext()));
/// <summary>Selects the Vulkan arm: no GL context exists.</summary>
public static TestGameWindowGraphics Vulkan { get; } =
new(RenderBackendKind.Vulkan, null);
public override RenderBackendKind Backend { get; }
public override GL? Gl => _gl;
public override IWorldPassScope? WorldPassScope { get; } = new VulkanWorldPassScope(sampleCount: 1);
public override void Dispose()
{
}
private sealed class UnusableNativeContext : INativeContext
{
public nint GetProcAddress(string proc, int? slot = null) =>
throw new InvalidOperationException(
$"A composition test called GL entry point '{proc}'. " +
"Test graphics are a backend token, not a driver.");
public bool TryGetProcAddress(string proc, out nint addr, int? slot = null)
{
addr = 0;
return false;
}
public void Dispose()
{
}
}
}