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>
141 lines
5.3 KiB
C#
141 lines
5.3 KiB
C#
using AcDream.App.Input;
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using AcDream.App.Rendering;
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using AcDream.App.Rendering.Gpu;
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using AcDream.App.Rendering.Gpu.Vk;
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using AcDream.UI.Abstractions.Input;
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using Silk.NET.Input;
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namespace AcDream.App.Composition;
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/// <summary>
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/// Campaign V slice V6h: the Vulkan arm of the host phase — now the only arm,
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/// the raw-GL <c>RetailHostInputCameraCompositionFactory</c> it used to fork
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/// from having been deleted at slice V11. Input, camera and pointer
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/// construction are inlined directly rather than delegated, since there is no
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/// longer a second implementation to share them with.
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///
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/// <para><b>What is absent, and why.</b> There is no GL fence ring: the RHI
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/// device owns its own frames-in-flight through a timeline semaphore, so
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/// retirement and slot indexing come from the device instead. There is no
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/// <see cref="WorldRenderDiagnostics"/>: it was a raw-GL state tripwire, and
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/// Vulkan has no global state for it to watch. Both nulls are read by the
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/// phases that would otherwise consume them.</para>
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/// </summary>
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internal sealed class VulkanHostInputCameraCompositionFactory
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: IHostInputCameraCompositionFactory
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{
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public IFramebufferViewportTarget CreateViewportTarget(
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GameWindowGraphics graphics) =>
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// The viewport is a pipeline dynamic state on Vulkan, set per pass by
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// the encoder from the pass extent, so there is no persistent viewport
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// to bind here. The framebuffer-resize controller still drives the
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// camera aspect through its own target.
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NullFramebufferViewportTarget.Instance;
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public GpuFrameFlightController? CreateGpuFrameFlights(
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GameWindowGraphics graphics) => null;
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public IGpuDevice CreateGpuDevice(
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GameWindowGraphics graphics,
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GpuFrameFlightController? frameFlights) =>
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RequireContext(graphics).Device;
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public IGpuResourceRetirementQueue CreateRetirement(
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GameWindowGraphics graphics,
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GpuFrameFlightController? frameFlights,
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IGpuDevice device) => device.Retirement;
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public IRenderFrameSlotSource CreateFrameSlots(
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GameWindowGraphics graphics,
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GpuFrameFlightController? frameFlights,
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IGpuDevice device) =>
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new VulkanRenderFrameSlotSource(RequireContext(graphics).Device);
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public WorldRenderDiagnostics? CreateWorldRenderDiagnostics(
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GameWindowGraphics graphics,
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IRenderFrameDiagnosticLog log) => null;
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public SilkKeyboardSource CreateKeyboardSource(
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IKeyboard keyboard,
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HostQuiescenceGate quiescence) =>
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SilkKeyboardSource.CreateDetached(keyboard, quiescence);
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public SilkMouseSource CreateMouseSource(
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IMouse mouse,
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IInputCaptureSource capture,
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IKeyboardSource? keyboard,
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HostQuiescenceGate quiescence) =>
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SilkMouseSource.CreateDetached(mouse, capture, keyboard, quiescence);
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public IMouseLookCursor CreateMouseLookCursor(IMouse mouse) =>
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new SilkMouseLookCursor(mouse);
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public InputDispatcher CreateInputDispatcher(
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IKeyboardSource keyboard,
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IMouseSource mouse,
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KeyBindings bindings) =>
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InputDispatcher.CreateDetached(keyboard, mouse, bindings);
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public CameraController CreateCameraController() =>
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new(new OrbitCamera(), new FlyCamera());
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public IFramebufferCameraTarget CreateCameraTarget(CameraController camera) =>
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new CameraFramebufferTarget(camera);
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public CameraPointerInputController CreateCameraPointerInput(
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IReadOnlyList<IMouse> mice,
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HostQuiescenceGate quiescence,
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IInputCaptureSource capture,
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LocalPlayerModeState playerMode,
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CameraController camera,
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ChaseCameraInputState chase,
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IMouseSource mouse,
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PointerPositionState pointer) =>
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CameraPointerInputController.Create(
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mice,
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quiescence,
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capture,
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playerMode,
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camera,
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chase,
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mouse,
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pointer,
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new EnvironmentInputMonotonicClock());
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private static VulkanGraphicsContext RequireContext(
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GameWindowGraphics graphics) =>
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graphics.Vulkan
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?? throw new InvalidOperationException(
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"The Vulkan host factory was composed against a backend with no " +
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"Vulkan context.");
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/// <summary>
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/// Vulkan sets the viewport per pass from the pass extent, so there is no
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/// persistent viewport binding for the resize controller to update. Size is
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/// still recorded, because the swapchain recreation the host performs is
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/// what actually resizes the surface.
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/// </summary>
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private sealed class NullFramebufferViewportTarget : IFramebufferViewportTarget
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{
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public static NullFramebufferViewportTarget Instance { get; } = new();
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private NullFramebufferViewportTarget()
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{
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}
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public void ResizeViewport(int width, int height)
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{
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}
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}
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/// <summary>
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/// The flight slot per-frame buffers index by. Identical in role to the GL
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/// ring's <see cref="GpuFrameFlightController.CurrentSlot"/>; the count comes
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/// from the device's timeline flight controller rather than a fence array.
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/// </summary>
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private sealed class VulkanRenderFrameSlotSource(VulkanGpuDevice device)
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: IRenderFrameSlotSource
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{
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public int CurrentSlot => device.Flights.CurrentSlot;
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}
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}
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