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