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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@ -475,75 +475,6 @@ public sealed class RuntimeOptionsTests
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Assert.Throws<ArgumentNullException>(() => RuntimeOptions.Parse(AnyDatDir, null!));
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}
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/// <summary>
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/// Campaign V slice V10 flipped the default: Vulkan is the shipping backend
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/// and an unset variable must select it. Awaiting the user's cutover
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/// sign-off; the one-line rollback restores GL here and in
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/// <c>RuntimeOptions.ParseRenderBackend</c> together.
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/// </summary>
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[Fact]
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public void RenderBackend_DefaultsToVulkan()
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{
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Assert.Equal(
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RenderBackendKind.Vulkan,
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RuntimeOptions.Parse(AnyDatDir, EmptyEnv()).RenderBackend);
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}
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[Theory]
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[InlineData("vulkan")]
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[InlineData("Vulkan")]
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[InlineData("VULKAN")]
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public void RenderBackend_SelectsVulkanCaseInsensitively(string value)
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{
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Assert.Equal(
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RenderBackendKind.Vulkan,
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RuntimeOptions.Parse(
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AnyDatDir,
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Env(new() { ["ACDREAM_RENDER_BACKEND"] = value })).RenderBackend);
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}
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/// <summary>
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/// The V10 escape hatch, and the whole of it. Both spellings are honoured
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/// because a near-miss here strands the operator on the backend they asked
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/// to leave.
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/// </summary>
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[Theory]
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[InlineData("gl")]
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[InlineData("GL")]
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[InlineData("Gl")]
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[InlineData("opengl")]
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[InlineData("OpenGL")]
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public void RenderBackend_SelectsGlOnlyForTheEscapeHatchTokens(string value)
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{
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Assert.Equal(
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RenderBackendKind.Gl,
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RuntimeOptions.Parse(
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AnyDatDir,
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Env(new() { ["ACDREAM_RENDER_BACKEND"] = value })).RenderBackend);
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}
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/// <summary>
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/// The mirror image of the pre-V10 rule. A typo used to have to land on GL
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/// because Vulkan was dark; it now has to land on Vulkan because GL is the
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/// backend slice V11 deletes, and a misspelled fallback that silently works
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/// is how a process ends up pinned to it.
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/// </summary>
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[Theory]
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[InlineData("")]
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[InlineData("vulcan")]
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[InlineData("vk")]
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[InlineData(" vulkan")]
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[InlineData(" gl")]
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[InlineData("ogl")]
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public void RenderBackend_AnythingElseStaysOnVulkan(string value)
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{
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Assert.Equal(
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RenderBackendKind.Vulkan,
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RuntimeOptions.Parse(
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AnyDatDir,
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Env(new() { ["ACDREAM_RENDER_BACKEND"] = value })).RenderBackend);
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}
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[Fact]
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public void VulkanDeviceOverride_IsNullWhenUnsetOrEmpty()
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{
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