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>
60 lines
3 KiB
C#
60 lines
3 KiB
C#
using AcDream.App.Rendering;
|
|
|
|
namespace AcDream.App.Rendering.Wb;
|
|
|
|
/// <summary>
|
|
/// Campaign V slice V6i-2: everything the mesh pipeline actually needs from a
|
|
/// graphics device.
|
|
///
|
|
/// <para>Plan §5.5.10 recorded the blocker plainly: "<c>WbMeshAdapter</c> owns an
|
|
/// <c>OpenGLGraphicsDevice</c>, so it is not constructible on Vulkan" — which is
|
|
/// why a null mesh adapter had to exist at all. §5.5.12 item 6 then MEASURED how
|
|
/// wide that dependency really is, and the answer at the time was seven members:
|
|
/// a GL context, the retirement queue, the shared instance VBO, and two
|
|
/// capability flags (the two process/queue members below).</para>
|
|
///
|
|
/// <para>So the coupling was expressed as an interface at exactly that surface,
|
|
/// and <c>OpenGLGraphicsDevice</c> declared it — every member already existed,
|
|
/// so the GL arm executed not one changed statement. What this bought was that
|
|
/// <c>ObjectMeshManager</c> and <c>WbMeshAdapter</c> no longer NAME a backend,
|
|
/// which is the prerequisite for the slice that gives them a second
|
|
/// implementation.</para>
|
|
///
|
|
/// <para><b>What slice V6i-3 then moved.</b> V6i-2 left the upload bodies raw —
|
|
/// <c>GlobalMeshBuffer</c>'s vertex array, the arena's publication step, and the
|
|
/// per-mesh VAO/VBO/IBO construction — so the pipeline could be CONSTRUCTED off
|
|
/// GL but not RUN. The arena now builds its stores through
|
|
/// <c>IGpuDevice.CreateBuffer</c> and publishes them as
|
|
/// <c>GlobalMeshBuffer.VertexStore</c>/<c>IndexStore</c>, which a pass encoder
|
|
/// binds; the vertex array is built only where one exists.
|
|
/// <see cref="AcDream.App.Rendering.Gpu.Vk.VulkanMeshPipelineDevice"/> is the
|
|
/// second implementation this interface was cut for.</para>
|
|
///
|
|
/// <para><b>Campaign V slice V11</b> deleted <c>OpenGLGraphicsDevice</c> along
|
|
/// with the rest of the raw-GL arm it fronted (and the legacy per-mesh upload
|
|
/// bodies the modern path had already made unreachable), so
|
|
/// <see cref="AcDream.App.Rendering.Gpu.Vk.VulkanMeshPipelineDevice"/> is now
|
|
/// the interface's only implementation and its own package/shader cleanup slice
|
|
/// removed the <c>Gl</c> member this interface used to carry — nothing read it
|
|
/// any more once those bodies were gone.</para>
|
|
/// </summary>
|
|
internal interface IMeshPipelineDevice : IDisposable
|
|
{
|
|
/// <summary>Frame-flight-gated release for everything the pipeline allocates.</summary>
|
|
IGpuResourceRetirementQueue ResourceRetirement { get; }
|
|
|
|
/// <summary>The shared per-instance attribute buffer the legacy draw path binds.</summary>
|
|
uint InstanceVBO { get; }
|
|
|
|
/// <summary><c>GL_ARB_bindless_texture</c>. Half of the modern-path gate.</summary>
|
|
bool HasBindless { get; }
|
|
|
|
/// <summary>GL 4.3 or better. The other half of the modern-path gate.</summary>
|
|
bool HasOpenGL43 { get; }
|
|
|
|
/// <summary>True while deferred device work is still queued.</summary>
|
|
bool HasPendingWork { get; }
|
|
|
|
/// <summary>Runs deferred device work. Called once per frame from the render thread.</summary>
|
|
void ProcessQueue();
|
|
}
|