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>
88 lines
3.6 KiB
C#
88 lines
3.6 KiB
C#
using System;
|
|
using AcDream.App.Rendering.Gpu;
|
|
using AcDream.Core.Lighting;
|
|
|
|
namespace AcDream.App.Rendering;
|
|
|
|
/// <summary>
|
|
/// Publishes the SceneLighting UBO each frame so every shader sampling
|
|
/// <c>uLights[]</c> / <c>uFogColor</c> / etc reads consistent data without
|
|
/// per-shader re-upload.
|
|
///
|
|
/// <para>The raw-GL arm this used to have alongside it — a global uniform
|
|
/// binding point kept live by a per-flight-slot buffer pool — was deleted at
|
|
/// Campaign V slice V11. Vulkan has no such global binding point: a
|
|
/// descriptor set is bound per draw, so the upload is a frame ring slice
|
|
/// PUBLISHED on <see cref="WorldFrameSections.SceneLighting"/>, and each world
|
|
/// renderer binds it inside the pass after its own binds (plan §5.5.14 item
|
|
/// 2). Every allocation within a frame is already distinct memory that lives
|
|
/// until the frame retires, which is the property the deleted buffer pool
|
|
/// existed to provide when the world, portal-space and paperdoll draws each
|
|
/// upload different lighting.</para>
|
|
/// </summary>
|
|
public sealed unsafe class SceneLightingUboBinding : IDisposable
|
|
{
|
|
private readonly ICurrentGpuFrameSource _frames;
|
|
private readonly WorldFrameSections _sections;
|
|
private bool _frameStarted;
|
|
|
|
/// <summary>
|
|
/// The GL arm's per-flight-slot buffer pool this used to report on was
|
|
/// deleted at Campaign V slice V11: every allocation now comes from a ring
|
|
/// that lives until its frame retires, so there is no persistent
|
|
/// dynamic-buffer pool left to size.
|
|
/// </summary>
|
|
internal int DynamicBufferCount => 0;
|
|
|
|
internal SceneLightingUboBinding(
|
|
ICurrentGpuFrameSource frames,
|
|
WorldFrameSections sections)
|
|
{
|
|
_frames = frames ?? throw new ArgumentNullException(nameof(frames));
|
|
_sections = sections ?? throw new ArgumentNullException(nameof(sections));
|
|
}
|
|
|
|
/// <summary>
|
|
/// Resets the lighting-submission cursor for a GPU-fenced frame slot.
|
|
/// World, portal-space, and paperdoll draws can each upload different
|
|
/// lighting in one frame, so every upload receives distinct storage.
|
|
/// </summary>
|
|
public void BeginFrame(int frameSlot)
|
|
{
|
|
ArgumentOutOfRangeException.ThrowIfNegative(frameSlot);
|
|
_frameStarted = true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Push the current frame's UBO contents to the GPU. Cheap (576 bytes)
|
|
/// so fine to call unconditionally every frame.
|
|
/// </summary>
|
|
public void Upload(SceneLightingUbo data)
|
|
{
|
|
if (!_frameStarted)
|
|
throw new InvalidOperationException("BeginFrame must be called before uploading scene lighting.");
|
|
|
|
IGpuFrame frame = _frames.CurrentFrame
|
|
?? throw new InvalidOperationException(
|
|
"Scene lighting requires an open IGpuFrame (see GpuDeviceFrameLifetime).");
|
|
GpuRingAllocation allocation = frame.AllocateRing(
|
|
SceneLightingUbo.SizeInBytes,
|
|
GpuRingUsage.Uniform);
|
|
new ReadOnlySpan<byte>(&data, SceneLightingUbo.SizeInBytes)
|
|
.CopyTo(allocation.Data);
|
|
_sections.SceneLighting = new GpuBufferSection(
|
|
allocation.Buffer,
|
|
allocation.OffsetBytes,
|
|
(uint)SceneLightingUbo.SizeInBytes);
|
|
}
|
|
|
|
/// <summary>
|
|
/// No-op: this binding owns no GPU resource of its own on the RHI arm — the
|
|
/// deleted GL arm's per-flight buffer pool was the only thing to release.
|
|
/// Kept as a method so callers that hold this behind an <see cref="IDisposable"/>
|
|
/// reference (composition's acquisition scope) don't need a special case.
|
|
/// </summary>
|
|
public void Dispose()
|
|
{
|
|
}
|
|
}
|