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>
57 lines
2.6 KiB
C#
57 lines
2.6 KiB
C#
using AcDream.App.Diagnostics;
|
|
|
|
namespace AcDream.App.Rendering.Gpu.Vk;
|
|
|
|
/// <summary>
|
|
/// Campaign V slice V8: the Vulkan arm's render-transaction measurement.
|
|
///
|
|
/// <para>V6h left the Vulkan arm on <c>NullRenderFrameGpuMeasurement</c>,
|
|
/// which meant <see cref="FrameProfiler.FrameBoundary()"/> was never called at
|
|
/// all — so a Vulkan run produced no <c>[frame-prof]</c> line, no frame-history
|
|
/// CSV and no allocation-per-frame column. That is not a missing nicety: the R6
|
|
/// soak waits on <c>[frame-prof]</c> boundaries to time its samples, so the
|
|
/// campaign's performance vehicle could not be pointed at the backend it was
|
|
/// meant to judge. V8 cannot measure what it cannot instrument, so the
|
|
/// instrument lands first.</para>
|
|
///
|
|
/// <para>The bracket was deliberately the SAME one GL used. On GL,
|
|
/// <c>FrameProfilerGpuMeasurement</c> (deleted at Campaign V slice V11) began a
|
|
/// <c>TimeElapsed</c> query at <see cref="BeginFrame"/> and ended it at
|
|
/// <see cref="EndFrame"/>, spanning resource preparation, the world scene and
|
|
/// private presentation but not the swapchain present. This adapter opens and
|
|
/// closes a Vulkan timestamp scope at exactly those two points, so
|
|
/// <c>gpu_ms</c> means the same thing in both columns of the V8 table.
|
|
/// Comparing two differently-bracketed numbers would have been worse than
|
|
/// reporting none.</para>
|
|
///
|
|
/// <para>Timestamps resolve two or three frames late, which is why the sample
|
|
/// carries the profiler frame index that ISSUED it
|
|
/// (<see cref="VulkanGpuDevice.TryTakeFrameGpuSample"/>) rather than being
|
|
/// credited to the frame that happened to read it — the same pairing the
|
|
/// deleted <c>GpuFrameTimer</c> used to perform internally on the GL arm.</para>
|
|
/// </summary>
|
|
internal sealed class VulkanFrameGpuMeasurement : IRenderFrameGpuMeasurement
|
|
{
|
|
private readonly FrameProfiler _profiler;
|
|
private readonly VulkanGpuDevice _device;
|
|
|
|
internal VulkanFrameGpuMeasurement(FrameProfiler profiler, VulkanGpuDevice device)
|
|
{
|
|
_profiler = profiler ?? throw new ArgumentNullException(nameof(profiler));
|
|
_device = device ?? throw new ArgumentNullException(nameof(device));
|
|
}
|
|
|
|
public void BeginFrame()
|
|
{
|
|
_profiler.FrameBoundary();
|
|
|
|
// Drain first: these are measurements of frames that have already
|
|
// retired, and the queue is bounded by the flight count.
|
|
while (_device.TryTakeFrameGpuSample(out int frameIndex, out long elapsedUs))
|
|
_profiler.RecordGpuSample(frameIndex, elapsedUs);
|
|
|
|
_device.BeginFrameTimerScope(_profiler.CurrentFrameIndex);
|
|
}
|
|
|
|
public void EndFrame() => _device.EndFrameTimerScope();
|
|
}
|