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>
49 lines
1.4 KiB
C#
49 lines
1.4 KiB
C#
using AcDream.App.Rendering.Wb;
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using AcDream.App.UI;
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using AcDream.Core.Lighting;
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using AcDream.Core.World;
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namespace AcDream.App.Rendering;
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/// <summary>
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/// Paperdoll-specific facade over the shared private creature viewport. The
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/// fixed camera remains the verbatim retail <c>gmPaperDollUI</c> camera.
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/// </summary>
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public sealed class PaperdollViewportRenderer :
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IUiViewportRenderer,
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IPaperdollDollRenderer,
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IDisposable
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{
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private readonly PrivateEntityViewportRenderer _renderer;
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internal PaperdollViewportRenderer(
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IWorldPassScope scope,
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AcDream.App.Rendering.Gpu.IGpuDevice device,
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ICurrentGpuFrameSource frames,
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WbDrawDispatcher dispatcher,
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SceneLightingUboBinding lightUbo,
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IEntityTextureLifetime textureLifetime,
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IWbMeshAdapter meshAdapter)
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{
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_renderer = new PrivateEntityViewportRenderer(
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scope,
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device,
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frames,
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dispatcher,
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lightUbo,
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textureLifetime,
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meshAdapter,
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DollEntityBuilder.DollRenderId,
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new DollViewportCamera(),
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"paperdoll");
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}
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public bool TextureIsBottomUp => _renderer.TextureIsBottomUp;
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public void SetDoll(WorldEntity? doll) => _renderer.SetEntity(doll);
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public uint Render(int width, int height) =>
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_renderer.Render(width, height);
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public void Dispose() => _renderer.Dispose();
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}
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