acdream/src/AcDream.App/Rendering/Shaders/sky.frag
Erik 7a0227c12e feat(render): Vulkan campaign V11 step 3 — drop the GL packages and shaders
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>
2026-07-29 02:58:15 +02:00

75 lines
2.4 KiB
GLSL

#version 430 core
#extension GL_ARB_bindless_texture : require
in vec2 vTex;
in vec3 vTint;
in float vFogFactor; // 1 = no fog, 0 = full fog color
out vec4 fragColor;
// Campaign V slice V6e: the sky's texture is now read through the shared table
// (ACDREAM_SAMPLE_2D, injected by tools/ShaderCompiler/VulkanGlslPreamble.cs)
// rather than a `uniform sampler2D` bound to texture unit 0. Vulkan has no
// default uniform block to declare a loose sampler in, and set 2 is where
// every sampled texture lives.
//
// The wrap mode travels WITH the slot: SkyRenderer registers a distinct table
// entry per (texture, sampler) pair, so the per-submesh Repeat-vs-ClampToEdge
// choice that used to be a glBindSampler call is now which slot it asks for.
// That is the same shape the Vulkan table has, where a table entry is a
// combined image sampler.
uniform uint uTextureIndexA;
// The per-draw block sky.vert declares. A uniform block must be declared
// identically in every stage of a program that names it — the same rule the
// SceneLighting block below has always followed — so the whole thing appears
// here even though the fragment stage reads only the last three scalars.
layout(std140, ACDREAM_UBO_SET binding = 4) uniform SkyParams {
mat4 uModel;
mat4 uSkyView;
mat4 uSkyProjection;
vec3 uAmbientColor;
float uEmissive;
vec3 uSunColor;
float uDiffuseFactor;
vec3 uSunDir;
float uTransparency;
vec2 uUvScroll;
float uApplyFog;
float uSurfOpacity;
};
struct Light {
vec4 posAndKind;
vec4 dirAndRange;
vec4 colorAndIntensity;
vec4 coneAngleEtc;
};
layout(std140, ACDREAM_UBO_SET binding = 1) uniform SceneLighting {
Light uLights[8];
vec4 uCellAmbient;
vec4 uFogParams;
vec4 uFogColor;
vec4 uCameraAndTime;
};
void main() {
vec4 sampled = ACDREAM_SAMPLE_2D(uTextureIndexA, vTex);
vec3 rgb = sampled.rgb * vTint;
if (uApplyFog > 0.5) {
const float SKY_FOG_FLOOR = 0.2;
float skyFogFactor = max(vFogFactor, SKY_FOG_FLOOR);
rgb = mix(uFogColor.rgb, rgb, skyFogFactor);
}
float flash = uFogParams.z;
rgb += flash * vec3(1.5, 1.5, 1.8);
float cap = mix(1.0, 3.0, clamp(flash, 0.0, 1.0));
rgb = min(rgb, vec3(cap));
float a = sampled.a * (1.0 - uTransparency) * uSurfOpacity;
if (a < 0.01) discard;
fragColor = vec4(rgb, a);
}