GameWindowSlice8BoundaryTests.FramebufferResize_IsOneTypedOwnerHandoff
correctly rejected the log line added to GameWindow.OnFramebufferResize
— the window callback is contractually a one-line handoff. The line now
lives in FramebufferResizeController.Resize after its zero-size gate,
which is also the better home (one owner, all callers covered). Full
Debug App suite 4,941/3 skips.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
User report: resolution picks (and window drags) stretched the image
instead of changing the pixel count. Root cause: Campaign V slice V11
deleted the GL viewport target and left a null target, assuming the
driver's OUT_OF_DATE/SUBOPTIMAL acquire/present results would drive
swapchain recreation on resize. That is driver-dependent and
spec-insufficient — this machine's Windows AMD driver keeps presenting
the stale-extent swapchain scaled to the new window indefinitely, so
OnFramebufferResize only ever updated the camera aspect while every
pass (UI included) kept rendering at the old extent.
Fix: SwapchainRecreateViewportTarget implements the existing
IFramebufferViewportTarget seam for Vulkan and arms
VulkanGraphicsContext.RequestRecreate() on every resize event; the next
PrepareFrame rebuilds the swapchain at the live FramebufferSize (bursts
collapse to one recreation, stale events cannot install a stale extent,
minimised sizes stay gated by FramebufferResizeController).
Tests: SwapchainRecreateViewportTargetTests (target contract, size-
agnostic arming, null hook, controller-to-target end-to-end with the
minimised gate). Full Debug App suite 4,941/3 skips.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Commit 2 deleted the GL rendering backend's implementations; this step
removes the package references and shader vocabulary they leave behind,
so nothing in the App project still spells Silk.NET.OpenGL.
Silk.NET.OpenGL and Silk.NET.OpenGL.Extensions.ARB are dropped from
AcDream.App.csproj. Chorizite.Core stays — the audit is NOT clean: its
Render.Enums (TextureFormat, BufferUsage) and Lib.BoundingBox types are
used directly and extensively across the Wb texture/mesh pipeline,
independent of the deleted GL IUniformBuffer implementers the package
comment used to cite. The stale comment is corrected in place.
IMeshPipelineDevice.Gl is removed along with the GL? gl parameter
threaded through WbMeshAdapter's four constructors, WorldRenderComposition's
CreateMeshAdapter, and VulkanMeshPipelineDevice's Gl => null
implementation — nothing read any of them once the legacy per-mesh
upload bodies were gone (confirmed by grep: the sole non-doc-comment hit
was a test assertion). While in WbMeshAdapter.Dispose(), found and fixed
a real bug along the way: its teardown still pattern-matched the deleted
GL GpuFrameFlightController to decide whether to wait for submitted work,
which VulkanFrameFlightController replaced at slice V6a without this site
being updated — so the wait had been silently dead on every Vulkan run
since then. Retargeted to VulkanFrameFlightController, which carries the
same WaitForSubmittedWork().
The GL pixel-format vocabulary (Silk.NET.OpenGL.PixelFormat/PixelType) that
WorldTextureArray/TextureFormatExtensions/TextureAtlasManager used for
upload validation is replaced by AcDream.Content's existing Silk.NET-free
UploadPixelFormat/UploadPixelType enums (added at MP1a to keep the bake
tool GL-free); two new members (Rgb, Red, Float) extend that enum with
their GL ABI constants to cover the full vocabulary WorldTextureArray
needs, since MP1a's original set only covered what the extractor itself
emits. ObjectMeshManager's App-boundary cast
`(Silk.NET.OpenGL.PixelFormat?)batch.UploadPixelFormat` becomes a direct
pass-through now that both sides share the type.
GpuBindingModel.StorageTextureTable (the GL-only binding=9 emulation of
the Vulkan texture table) is deleted and StorageBindingCount drops from
10 to 9; the descriptor-set-layout code that builds from that count
(VulkanPipelineLayouts, VulkanFrameBindings) is untouched and just
allocates one fewer always-dummy-seeded, always-unused binding.
Several fully dead GL-only classes came along for the ride, confirmed by
zero construction sites: SilkFramebufferViewportTarget
(NullFramebufferViewportTarget is the sole production
IFramebufferViewportTarget), SilkRenderGlStateReader
(NullRenderGlStateReader.Instance is the sole IRenderGlStateReader),
RuntimeRenderFrameClearPhase (VulkanRenderFrameClearPhase is the sole
IRenderFrameClearPhase, expressing the same atmosphere-clear logic as a
pass load-op instead), and GpuFrameTimer plus FrameProfiler's
GL-owning FrameBoundary(GL) overload and BeginGpuFrame/EndGpuFrame
bracket (RecordGpuSample is the only GPU-timing path any backend uses
now — the ACDREAM_WB_DIAG nested-query exclusion these existed for no
longer applies, since WbDrawDispatcher's own diagnostic GPU sampling
already moved to the device's Vulkan timer pool). GpuFrameFlightController
itself stays (never constructed with a real fence API in production, but
its retirement-ledger/serial-ring logic is backend-neutral and still
covered by its own unit tests) — only its GL-specific parts (the public
GL constructor overload, SilkGpuFenceApi) are deleted, since removing the
whole class would mean restructuring the frozen Slice-8 composition
shape's GpuFrameFlightController? threading, which is out of this
commit's scope. TextureParameters.cs and BufferUsageExtensions.cs
(zero callers each) are deleted outright.
common.glsl is deleted: nothing in the actual Vulkan .spv build reads
it. tools/ShaderCompiler/Program.cs compiles each .vert/.frag pair
directly and tools/ShaderCompiler/VulkanGlslPreamble.cs injects its own
complete self-contained preamble per file; common.glsl's textual
concatenation was exclusively Shader.cs's GL-only mechanism, deleted at
Commit 2. The five shader files that named it in comments
(mesh_modern.vert, particle.vert, particle.frag, sky.frag,
terrain_modern.frag) are corrected to point at VulkanGlslPreamble.cs
instead. mesh.vert/mesh.frag — the pre-N.5 legacy shader pair the
mandatory modern path already made unreachable, with zero C# consumers
and no compiled .spv — are deleted too. Regenerated via
tools/compile-shaders.ps1: 9/9 remaining shader pairs compile
(previously 9/10, with mesh the sole failure — the VulkanShaderManifestTests
doc comment's "nine of ten are not Vulkan-expressible" was already
stale before this commit).
Test fallout: dead-subject test methods/files are deleted rather than
patched (TextRendererFailureSafetyTests.cs, ClipFrameUploadTests.cs,
GpuResourceRetirementTransactionTests.cs's GL queue tests, one
WorldRenderDiagnosticsTests source-order test, one
RenderFrameResourceControllerTests clear-phase-order test); tests whose
subject moved or was renamed are updated in place rather than deleted
(GpuContractTests, VulkanCapabilityGateTests, MeshPipelineDeviceSeamTests'
pinned seven-member surface now reads six, ParticleBindlessInstanceTests'
cross-dialect check now covers the one surviving dialect,
WbMeshAdapterTests' misleadingly-named null-gl test — gpuDevice was
always the parameter that actually threw).
Build: `dotnet build AcDream.slnx -c Release` — 0 warnings, 0 errors,
with the Silk.NET.OpenGL/.Extensions.ARB package references physically
removed from the csproj (not just unreferenced in code).
Tests: full-solution `dotnet test` green across every project.
Zero remaining `using Silk.NET.OpenGL` anywhere in src/ or tests/.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The ImGui developer-tools stack (AcDream.UI.ImGui), UI Studio
(src/AcDream.App/Studio), and the DevToolsFramePresenter/
SettingsDevToolsCompositionPhase ImGui composition machinery are removed.
Vulkan never composed a DevTools frontend (DevToolsEnabled already forced
false whenever the backend was Vulkan); this commit makes that permanent by
deleting the only implementation rather than leaving a dead branch behind.
What moved: Studio/SampleData.cs is a live production dependency
(InteractionRetainedUiComposition's character-sheet fallback, plus three
UI.Layout test files) - git mv'd to src/AcDream.App/UI/Layout/SampleData.cs,
namespace AcDream.App.UI.Layout, and trimmed to the SampleCharacter API that
is actually still called (BuildObjectTable/AddItem/AddEquipped/the item-guid
and icon constants had zero callers left once the Studio fixture provider
that used them was deleted).
What survives as backend-neutral seams, per the tests that still exercise
them: IDevToolsFrameLifecycle (moved into RenderFramePreparationController.cs,
now always bound to null), IFramebufferDevToolsTarget/FramebufferDevToolsBinding
in FramebufferResizeController.cs (its concrete DevToolsFramebufferTarget
adapter is deleted), and IDevToolsGameplayCommands in
GameplayInputCommandController.cs (DevToolsGameplayCommands becomes a
documented no-op instead of forwarding to the deleted presenter). A follow-up
re-homes Settings/Debug onto the retained UI through IPanelRenderer; until
then keybind remapping falls back to editing keybinds.json.
DevToolsEnabled is now `private const bool DevToolsEnabled = false`.
RuntimeOptions.DevTools is unchanged and still reaches VulkanGraphicsContext
for the optional debug-utils extensions; Program.cs now logs one line when
ACDREAM_DEVTOOLS=1 explaining that the ImGui UI is gone and the flag is
Vulkan-only now.
Removed: AcDream.UI.ImGui (project + ImGui.NET/Silk.NET.OpenGL.Extensions.ImGui
package refs), src/AcDream.App/Studio (minus SampleData.cs),
DevToolsFramePresenter.cs and everything only it constructed
(ISettingsDevToolsCompositionFactory, RetailSettingsDevToolsCompositionFactory,
DevToolsCompositionOwner, IGameWindowSettingsDevToolsPublication,
SettingsDevToolsOptionalDependencies, the "developer tools" shutdown-ledger
stage and its DevTools-typed fields on IngressShutdownRoots/
RenderShutdownRoots), the ui-studio Program.cs verb, and the cimgui native
manifest entries in GraphicalHostPlatformServices. GameWindow.cs's DevTools
composition branch, its _vitalsVm/_debugVm/_devToolsComposition/
_devToolsFramePresenter/_devToolsCommandBus fields, and every settingsDevTools
.DevTools?.* access across FrameRootComposition.cs/SessionPlayerComposition.cs
are gone with it.
Build green; complete Release solution suite 8,830 / 5 skips (App Tests
4,097/3 skips run standalone - one #250-family zero-allocation test flakes
under the full parallel `dotnet test AcDream.slnx` run, a pre-existing,
documented class unrelated to this change).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Move camera pointer, framebuffer resize, and retained/devtools input edges behind focused reversible owners. Preserve input priority while making shutdown deactivate callbacks before live-session retirement and retry physical detach without stranding transport teardown.