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>
56 lines
2.2 KiB
C#
56 lines
2.2 KiB
C#
using AcDream.App.Rendering.Gpu.Vk;
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namespace AcDream.App.Composition;
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/// <summary>
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/// The graphics ownership that platform acquisition publishes.
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///
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/// <para>Vulkan is the only backend as of Campaign V slice V11: the raw-GL
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/// implementation (<c>OpenGlGameWindowGraphics</c>) and the members that only
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/// existed to branch on it (<c>Backend</c>, <c>Gl</c>, <c>RequireGl</c>) were
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/// deleted along with it. This class stays as the seam
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/// <see cref="GameWindowPlatformAcquisition"/> and the composition phases are
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/// already written against, so a future second backend would still add one
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/// class of this shape rather than reopening every call site.</para>
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/// </summary>
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internal abstract class GameWindowGraphics : IDisposable
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{
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/// <summary>The live Vulkan context.</summary>
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public virtual VulkanGraphicsContext? Vulkan => null;
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/// <summary>
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/// The backend's world-pass seam. Every remaining renderer records into the
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/// pass this publishes rather than opening its own.
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/// </summary>
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public virtual AcDream.App.Rendering.IWorldPassScope? WorldPassScope => null;
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public abstract void Dispose();
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}
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/// <summary>
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/// Vulkan ownership: the instance, surface, device, swapchain and RHI device
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/// that <see cref="VulkanGraphicsContext"/> acquired and gated.
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/// </summary>
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internal sealed class VulkanGameWindowGraphics : GameWindowGraphics
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{
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public VulkanGameWindowGraphics(VulkanGraphicsContext context)
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{
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Context = context ?? throw new ArgumentNullException(nameof(context));
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// The sample count is fixed at device creation, and every world pipeline
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// must be created against it, so the scope is built here rather than at
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// the first frame.
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WorldPassScopeCore = new VulkanWorldPassScope(context.SampleCount);
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}
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public VulkanGraphicsContext Context { get; }
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public override VulkanGraphicsContext? Vulkan => Context;
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/// <summary>The concrete scope, for the phase that publishes the encoder on it.</summary>
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public VulkanWorldPassScope WorldPassScopeCore { get; }
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public override AcDream.App.Rendering.IWorldPassScope? WorldPassScope =>
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WorldPassScopeCore;
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public override void Dispose() => Context.Dispose();
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}
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