acdream/tests/AcDream.App.Tests/Composition/HostInputCameraCompositionTests.cs
Erik 8a7a0837e1 feat(render): Vulkan campaign V11 step 2 — delete the OpenGL backend
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>
2026-07-29 02:19:53 +02:00

462 lines
17 KiB
C#

using System.Numerics;
using System.Reflection;
using AcDream.App.Composition;
using AcDream.App.Input;
using AcDream.App.Rendering;
using AcDream.App.Rendering.Gpu;
using AcDream.App.Tests.Rendering.Gpu;
using AcDream.UI.Abstractions.Input;
using Silk.NET.Input;
using Silk.NET.Maths;
namespace AcDream.App.Tests.Composition;
public sealed class HostInputCameraCompositionTests
{
[Fact]
public void ProductionPhasePreservesTheCompleteHostInputCameraOrder()
{
using var fixture = new Fixture();
HostInputCameraResult result = fixture.Phase().Compose(fixture.Platform);
Assert.Equal(
Enum.GetValues<HostInputCameraCompositionPoint>(),
fixture.Points);
Assert.Same(fixture.Publication.GpuFrames, result.GpuFrameFlights);
Assert.Same(fixture.Publication.GpuDevice, result.GpuDevice);
Assert.Same(fixture.Publication.Keyboard, result.KeyboardSource);
Assert.Same(fixture.Publication.Mouse, result.MouseSource);
Assert.Same(fixture.Publication.Dispatcher, result.InputDispatcher);
Assert.Same(fixture.Publication.Camera, result.CameraController);
Assert.Same(fixture.Publication.Pointer, result.CameraPointerInput);
Assert.Equal(1280f / 720f, fixture.ViewportAspect.Aspect, precision: 5);
Assert.Equal((1280, 720), fixture.Factory.Viewport.Size);
}
[Theory]
[MemberData(nameof(FaultPointValues))]
public void FailureAtEveryProductionBoundaryStopsTheExactSuffix(
int faultPointValue)
{
var faultPoint = (HostInputCameraCompositionPoint)faultPointValue;
using var fixture = new Fixture(faultPoint);
Assert.Throws<InvalidOperationException>(() =>
fixture.Phase().Compose(fixture.Platform));
HostInputCameraCompositionPoint[] expected =
Enum.GetValues<HostInputCameraCompositionPoint>()
.TakeWhile(point => point <= faultPoint)
.ToArray();
Assert.Equal(expected, fixture.Points);
fixture.Publication.AssertPublishedThrough(faultPoint);
}
public static TheoryData<int> FaultPointValues()
{
var data = new TheoryData<int>();
foreach (HostInputCameraCompositionPoint point in
Enum.GetValues<HostInputCameraCompositionPoint>())
{
data.Add((int)point);
}
return data;
}
[Fact]
public void GameWindowUsesTheExactPlatformPreludeAndPhaseOneType()
{
string source = File.ReadAllText(Path.Combine(
FindRepoRoot(),
"src",
"AcDream.App",
"Rendering",
"GameWindow.cs"));
Assert.Contains("GameWindowPlatformAcquisition.Acquire(", source,
StringComparison.Ordinal);
Assert.Contains("new HostInputCameraCompositionPhase(", source,
StringComparison.Ordinal);
Assert.DoesNotContain("_gl = GL.GetApi(_window!)", source,
StringComparison.Ordinal);
Assert.DoesNotContain("_input = _window!.CreateInput()", source,
StringComparison.Ordinal);
}
private sealed class Fixture : IDisposable
{
private readonly HostInputCameraCompositionPoint? _failure;
public Fixture(HostInputCameraCompositionPoint? failure = null)
{
_failure = failure;
IKeyboard keyboard = DispatchProxy.Create<IKeyboard, NullDeviceProxy>();
IMouse mouse = DispatchProxy.Create<IMouse, NullDeviceProxy>();
Input = new InputContext(keyboard, mouse);
Platform = new GameWindowPlatformResult<GameWindowGraphics, IInputContext>(TestGameWindowGraphics.Instance, Input);
ViewportAspect = new ViewportAspectState();
Framebuffer = new FramebufferResizeController(ViewportAspect);
Capture = new CaptureSource();
MovementState = new RuntimeLocalPlayerMovementState();
Movement = new DispatcherMovementInputSource(MovementState, Capture);
CameraInput = new DispatcherCameraInputSource();
PlayerMode = new LocalPlayerModeState();
Chase = new ChaseCameraInputState();
Pointer = new PointerPositionState();
Factory = new Factory();
Publication = new Publication();
}
public List<HostInputCameraCompositionPoint> Points { get; } = [];
public InputContext Input { get; }
public GameWindowPlatformResult<GameWindowGraphics, IInputContext> Platform { get; }
public ViewportAspectState ViewportAspect { get; }
public FramebufferResizeController Framebuffer { get; }
public CaptureSource Capture { get; }
public RuntimeLocalPlayerMovementState MovementState { get; }
public DispatcherMovementInputSource Movement { get; }
public DispatcherCameraInputSource CameraInput { get; }
public LocalPlayerModeState PlayerMode { get; }
public ChaseCameraInputState Chase { get; }
public PointerPositionState Pointer { get; }
public Factory Factory { get; }
public Publication Publication { get; }
public HostInputCameraCompositionPhase Phase() => new(
new HostInputCameraDependencies(
Framebuffer,
new Vector2D<int>(1280, 720),
new HostQuiescenceGate(),
Capture,
KeyBindings.RetailDefaults(),
Movement,
CameraInput,
PlayerMode,
Chase,
Pointer,
new DiagnosticLog()),
Publication,
Factory,
point =>
{
Points.Add(point);
if (_failure == point)
throw new InvalidOperationException($"fault at {point}");
});
public void Dispose()
{
Publication.Dispose();
MovementState.Dispose();
}
}
private sealed class Publication :
IGameWindowHostInputCameraPublication,
IDisposable
{
public GpuFrameFlightController? GpuFrames { get; private set; }
public IGpuDevice? GpuDevice { get; private set; }
public GpuDeviceFrameLifetime? GpuFrameLifetime { get; private set; }
public SilkKeyboardSource? Keyboard { get; private set; }
public SilkMouseSource? Mouse { get; private set; }
public IMouseLookCursor? Cursor { get; private set; }
public InputDispatcher? Dispatcher { get; private set; }
public CameraController? Camera { get; private set; }
public CameraPointerInputController? Pointer { get; private set; }
public void PublishGpuFrameFlights(GpuFrameFlightController value) =>
GpuFrames = PublishOnce(GpuFrames, value);
public void PublishGpuDevice(IGpuDevice value) =>
GpuDevice = PublishOnce(GpuDevice, value);
public void PublishGpuFrameLifetime(GpuDeviceFrameLifetime value) =>
GpuFrameLifetime = PublishOnce(GpuFrameLifetime, value);
public void PublishKeyboardSource(SilkKeyboardSource value) =>
Keyboard = PublishOnce(Keyboard, value);
public void PublishMouseSource(SilkMouseSource value) =>
Mouse = PublishOnce(Mouse, value);
public void PublishMouseLookCursor(IMouseLookCursor value) =>
Cursor = PublishOnce(Cursor, value);
public void PublishInputDispatcher(InputDispatcher value) =>
Dispatcher = PublishOnce(Dispatcher, value);
public void PublishCameraController(CameraController value) =>
Camera = PublishOnce(Camera, value);
public void PublishCameraPointerInput(CameraPointerInputController value) =>
Pointer = PublishOnce(Pointer, value);
public void AssertPublishedThrough(HostInputCameraCompositionPoint point)
{
Assert.Equal(
point >= HostInputCameraCompositionPoint.GpuFrameFlightsPublished,
GpuFrames is not null);
Assert.Equal(
point >= HostInputCameraCompositionPoint.GpuDevicePublished,
GpuDevice is not null);
Assert.Equal(
point >= HostInputCameraCompositionPoint.KeyboardPublished,
Keyboard is not null);
Assert.Equal(
point >= HostInputCameraCompositionPoint.MousePublished,
Mouse is not null);
Assert.Equal(
point >= HostInputCameraCompositionPoint.MouseLookCursorPublished,
Cursor is not null);
Assert.Equal(
point >= HostInputCameraCompositionPoint.DispatcherPublished,
Dispatcher is not null);
Assert.Equal(
point >= HostInputCameraCompositionPoint.CameraPublished,
Camera is not null);
Assert.Equal(
point >= HostInputCameraCompositionPoint.CameraPointerPublished,
Pointer is not null);
}
public void Dispose()
{
Pointer?.Dispose();
Pointer = null;
Dispatcher?.Dispose();
Dispatcher = null;
Mouse?.Dispose();
Mouse = null;
Keyboard?.Dispose();
Keyboard = null;
GpuDevice?.Dispose();
GpuDevice = null;
GpuFrames?.Dispose();
GpuFrames = null;
}
private static T PublishOnce<T>(T? current, T value)
where T : class
{
if (current is not null)
throw new InvalidOperationException("duplicate publication");
return value;
}
}
private sealed class Factory : IHostInputCameraCompositionFactory
{
public ViewportTarget Viewport { get; } = new();
private readonly KeyboardSurface _keyboard = new();
private readonly MouseSurface _mouse = new();
private readonly RawPointerSurface _rawPointer = new();
public IFramebufferViewportTarget CreateViewportTarget(
GameWindowGraphics graphics) => Viewport;
public GpuFrameFlightController? CreateGpuFrameFlights(
GameWindowGraphics graphics) =>
new(new FenceApi());
public IGpuDevice CreateGpuDevice(
GameWindowGraphics graphics,
GpuFrameFlightController? frameFlights) =>
new RecordingGpuDevice();
public IGpuResourceRetirementQueue CreateRetirement(
GameWindowGraphics graphics,
GpuFrameFlightController? frameFlights,
IGpuDevice device) => frameFlights!;
public IRenderFrameSlotSource CreateFrameSlots(
GameWindowGraphics graphics,
GpuFrameFlightController? frameFlights,
IGpuDevice device) => frameFlights!;
public WorldRenderDiagnostics? CreateWorldRenderDiagnostics(
GameWindowGraphics graphics,
IRenderFrameDiagnosticLog log) =>
new(new GlStateReader(), log);
public SilkKeyboardSource CreateKeyboardSource(
IKeyboard keyboard,
HostQuiescenceGate quiescence) =>
SilkKeyboardSource.CreateDetached(_keyboard, quiescence);
public SilkMouseSource CreateMouseSource(
IMouse mouse,
IInputCaptureSource capture,
IKeyboardSource? keyboard,
HostQuiescenceGate quiescence) =>
SilkMouseSource.CreateDetached(_mouse, capture, keyboard, quiescence);
public IMouseLookCursor CreateMouseLookCursor(IMouse mouse) => new Cursor();
public InputDispatcher CreateInputDispatcher(
IKeyboardSource keyboard,
IMouseSource mouse,
KeyBindings bindings) =>
InputDispatcher.CreateDetached(keyboard, mouse, bindings);
public CameraController CreateCameraController() =>
new(new OrbitCamera(), new FlyCamera());
public IFramebufferCameraTarget CreateCameraTarget(CameraController camera) =>
new CameraTarget(camera);
public CameraPointerInputController CreateCameraPointerInput(
IReadOnlyList<IMouse> mice,
HostQuiescenceGate quiescence,
IInputCaptureSource capture,
LocalPlayerModeState playerMode,
CameraController camera,
ChaseCameraInputState chase,
IMouseSource mouse,
PointerPositionState pointer) =>
new(
[_rawPointer],
new CursorModeTarget(),
quiescence,
capture,
playerMode,
camera,
chase,
mouse,
pointer,
new Clock());
}
private sealed class InputContext(IKeyboard keyboard, IMouse mouse)
: IInputContext
{
public nint Handle => 1;
public IReadOnlyList<IGamepad> Gamepads { get; } = [];
public IReadOnlyList<IJoystick> Joysticks { get; } = [];
public IReadOnlyList<IKeyboard> Keyboards { get; } = [keyboard];
public IReadOnlyList<IMouse> Mice { get; } = [mouse];
public IReadOnlyList<IInputDevice> OtherDevices { get; } = [];
public event Action<IInputDevice, bool>? ConnectionChanged
{
add { }
remove { }
}
public void Dispose() { }
}
public class NullDeviceProxy : DispatchProxy
{
protected override object? Invoke(
MethodInfo? targetMethod,
object?[]? args)
{
Type returnType = targetMethod?.ReturnType ?? typeof(void);
if (returnType == typeof(void))
return null;
if (returnType == typeof(string))
return string.Empty;
return returnType.IsValueType
? Activator.CreateInstance(returnType)
: null;
}
}
private sealed class KeyboardSurface : IKeyboardEventSurface
{
public void AddKeyDown(Action<Key> callback) { }
public void RemoveKeyDown(Action<Key> callback) { }
public void AddKeyUp(Action<Key> callback) { }
public void RemoveKeyUp(Action<Key> callback) { }
public bool IsKeyPressed(Key key) => false;
}
private sealed class MouseSurface : IMouseEventSurface
{
public void AddMouseDown(Action<MouseButton> callback) { }
public void RemoveMouseDown(Action<MouseButton> callback) { }
public void AddMouseUp(Action<MouseButton> callback) { }
public void RemoveMouseUp(Action<MouseButton> callback) { }
public void AddMouseMove(Action<Vector2> callback) { }
public void RemoveMouseMove(Action<Vector2> callback) { }
public void AddScroll(Action<float> callback) { }
public void RemoveScroll(Action<float> callback) { }
public bool IsButtonPressed(MouseButton button) => false;
}
private sealed class RawPointerSurface : IRawPointerSurface
{
public void AddMouseMove(Action<Vector2> callback) { }
public void RemoveMouseMove(Action<Vector2> callback) { }
}
private sealed class CursorModeTarget : IPointerCursorModeTarget
{
public CursorMode CursorMode { get; set; }
}
private sealed class Cursor : IMouseLookCursor
{
public bool HasSavedMode { get; private set; }
public void Hide() => HasSavedMode = true;
public void Restore() => HasSavedMode = false;
}
private sealed class Clock : IInputMonotonicClock
{
public float NowSeconds => 0;
}
private sealed class CaptureSource : IInputCaptureSource
{
public bool WantCaptureMouse => false;
public bool WantCaptureKeyboard => false;
public bool DevToolsWantCaptureKeyboard => false;
}
private sealed class ViewportTarget : IFramebufferViewportTarget
{
public (int Width, int Height) Size { get; private set; }
public void ResizeViewport(int width, int height) => Size = (width, height);
}
private sealed class CameraTarget(CameraController camera)
: IFramebufferCameraTarget
{
public void SetAspect(float aspect) => camera.SetAspect(aspect);
}
private sealed class FenceApi : IGpuFenceApi
{
public nint Insert() => 1;
public GpuFenceWaitResult Wait(
nint fence,
bool flushCommands,
ulong timeoutNanoseconds) => GpuFenceWaitResult.Signaled;
public void Delete(nint fence) { }
}
private sealed class GlStateReader : IRenderGlStateReader
{
public RenderGlStateSnapshot CaptureState() => default;
public RenderGlScissorSnapshot CaptureScissor() => default;
}
private sealed class DiagnosticLog : IRenderFrameDiagnosticLog
{
public void WriteLine(string message) { }
}
private static string FindRepoRoot()
{
DirectoryInfo? directory = new(AppContext.BaseDirectory);
while (directory is not null)
{
if (File.Exists(Path.Combine(directory.FullName, "AcDream.slnx")))
return directory.FullName;
directory = directory.Parent;
}
throw new DirectoryNotFoundException("Could not find AcDream.slnx.");
}
}