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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parent
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121 changed files with 1243 additions and 19840 deletions
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@ -18,7 +18,10 @@ public sealed class GameWindowSlice8BoundaryTests
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"RuntimeSettingsSnapshot startup = _runtimeSettings.Startup",
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"_displayFramePacing.InitializeStartup(startup.Display.VSync)",
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"VSync = startupPacing.UseVSync",
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"Samples = startup.Quality.MsaaSamples",
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// Campaign V slice V11: the raw-GL "Samples = ..." window option
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// is gone — Vulkan takes MSAA as an RHI attachment property, not
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// a window attribute. _startupQuality carries it forward instead.
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"_startupQuality = startup.Quality;",
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"Window.Create(options)",
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"_displayFramePacing.BindSurface(",
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"_windowCallbacks = SilkWindowCallbackBinding.Create(",
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@ -332,7 +335,13 @@ public sealed class GameWindowSlice8BoundaryTests
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run,
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"RuntimeSettingsSnapshot startup = _runtimeSettings.Startup",
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"_displayFramePacing.InitializeStartup(startup.Display.VSync)",
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"Samples = startup.Quality.MsaaSamples",
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// Campaign V slice V11: Vulkan needs a client-API-less window and
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// takes neither MSAA nor the stencil bit count as a window
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// attribute (both are RHI attachment properties instead), so the
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// raw-GL "Samples = ..." window option this used to assert is
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// gone. _startupQuality carries MsaaSamples forward instead, into
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// CreateGraphics' VulkanGraphicsContext.Acquire call.
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"_startupQuality = startup.Quality;",
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"Window.Create(options)");
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AssertAppearsInOrder(
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load,
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@ -372,9 +381,9 @@ public sealed class GameWindowSlice8BoundaryTests
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"WorldRenderComposition.cs"));
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AssertAppearsInOrder(
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worldPhase,
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"TerrainAtlas.Build(gl, dats, bindless)",
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"TerrainAtlas.BuildBackendNeutral(device, dats)",
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"settings.ResolvedQuality.AnisotropicLevel",
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"_factory.CreateTerrain(");
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"_factory.CreateBackendNeutralTerrain(");
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AssertAppearsInOrder(
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shutdown,
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"Soft(\"settings view model\", () => ingress.Settings.UnbindViewModel())",
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@ -471,7 +480,7 @@ public sealed class GameWindowSlice8BoundaryTests
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"new ResourceShutdownStage(\"frame flight owner\"",
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"new ResourceShutdownStage(\"content mappings\"",
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"new ResourceShutdownStage(\"input context\"",
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"new ResourceShutdownStage(\"OpenGL context\"",
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"new ResourceShutdownStage(\"graphics API context\"",
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];
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AssertAppearsInOrder(manifest, stages);
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Assert.Equal(stages.Length, CountOccurrences(manifest, "new ResourceShutdownStage("));
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@ -563,7 +572,6 @@ public sealed class GameWindowSlice8BoundaryTests
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livePhase,
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"d.PortalTunnelFallback.AcquirePrepared(",
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"static tunnel => tunnel.PrepareResources());",
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"d.RenderResourceLifetime.AcquireSkyShader(",
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"new SkyRenderer(");
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AssertAppearsInOrder(
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load,
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@ -584,13 +592,14 @@ public sealed class GameWindowSlice8BoundaryTests
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AssertAppearsInOrder(
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worldPhase,
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"lifetime.AcquireTerrainAtlas(",
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"TerrainAtlas.Build(gl, dats, bindless)",
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"TerrainModernRenderer CreateTerrain(",
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"TerrainAtlas.BuildBackendNeutral(device, dats)",
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"TerrainModernRenderer CreateBackendNeutralTerrain(",
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// Campaign V slice V6j: terrain is composed on both arms, so its
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// acquisition is unconditional. The boundary this test pins — that
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// the atlas is acquired, then the factory names the renderer, then
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// the renderer is acquired AND published in one step — is unchanged.
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"TerrainModernRenderer? terrain = AcquireAndPublish(");
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// The raw-GL arm (CreateTerrain) was deleted at slice V11.
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"TerrainModernRenderer terrain = AcquireAndPublish(");
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AssertAppearsInOrder(
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shutdown,
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"frame.FrameGraphPublication?.Dispose()",
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@ -600,7 +609,6 @@ public sealed class GameWindowSlice8BoundaryTests
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"render.PortalTunnelFallback.ReleaseFallback();",
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"render.Sky?.Dispose()",
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"render.Terrain?.Dispose()",
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"render.DedicatedResources.ReleaseSkyShader",
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"render.DedicatedResources.ReleaseTerrainAtlas",
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"render.ConstructionCleanup.Dispose",
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"platform.Graphics?.Dispose()");
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@ -620,11 +628,11 @@ public sealed class GameWindowSlice8BoundaryTests
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AssertAppearsInOrder(
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source,
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"_window.Run();",
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"_glConstructionCleanup.RetainFrom(failure);",
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"_constructionCleanup.RetainFrom(failure);",
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"private GameWindowShutdownRoots CaptureShutdownRoots()",
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"_glConstructionCleanup)");
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"_constructionCleanup)");
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Assert.Contains(
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"Hard(\"GL construction ledger\", render.ConstructionCleanup.Dispose)",
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"Hard(\"resource construction ledger\", render.ConstructionCleanup.Dispose)",
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shutdown,
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StringComparison.Ordinal);
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}
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