acdream/tests/AcDream.App.Tests/Rendering/ResourceCleanupGroupTests.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

135 lines
4.7 KiB
C#

using AcDream.App.Rendering;
namespace AcDream.App.Tests.Rendering;
public sealed class ResourceCleanupGroupTests
{
[Fact]
public void CleanupRunsInReverseOrderAndNeverReplaysSuccess()
{
var calls = new List<string>();
var resources = new ResourceCleanupGroup();
int middleFailures = 1;
resources.Add("first", () => calls.Add("first"));
resources.Add("middle", () =>
{
calls.Add("middle");
if (middleFailures-- > 0)
throw new InvalidOperationException("middle failed");
});
resources.Add("last", () => calls.Add("last"));
Assert.Throws<AggregateException>(resources.RetryCleanup);
Assert.Equal(["last", "middle", "first"], calls);
resources.RetryCleanup();
resources.RetryCleanup();
Assert.True(resources.IsCleanupComplete);
Assert.Equal(["last", "middle", "first", "middle"], calls);
}
[Fact]
public void TransferAllLeavesPublishedResourcesUntouched()
{
int releaseCalls = 0;
var resources = new ResourceCleanupGroup();
resources.Add("published", () => releaseCalls++);
resources.TransferAll();
resources.RetryCleanup();
Assert.True(resources.IsCleanupComplete);
Assert.Equal(0, releaseCalls);
Assert.Throws<InvalidOperationException>(() =>
resources.Add("late", () => { }));
}
[Fact]
public void FailedConstructionRollbackRetainsOnlyUnreleasedOwnership()
{
int releases = 0;
bool releaseFails = true;
var resources = new ResourceCleanupGroup();
resources.Add("retryable", () =>
{
releases++;
if (releaseFails)
throw new InvalidOperationException("release failed");
});
ResourceConstructionException failure =
Assert.Throws<ResourceConstructionException>(() =>
resources.RollbackConstructionAndThrow(
"construction failed",
new InvalidOperationException("original failure")));
Assert.False(failure.IsCleanupComplete);
Assert.Equal(1, releases);
releaseFails = false;
failure.RetryCleanup();
failure.RetryCleanup();
Assert.True(failure.IsCleanupComplete);
Assert.Equal(2, releases);
}
/// <summary>
/// Campaign V slice V4a moved TextRenderer's constructor off raw
/// VAO/VBO/texture GL names and onto two device-owned resources — a
/// pipeline and a 1x1 white fill texture — with a catch that disposed
/// whichever already existed when the other threw.
///
/// Slice V6d removed the white texture: the shader gained an untextured
/// branch that produces what white-times-colour produced, so the fill needs
/// no texture at all. That leaves exactly ONE owned resource, which is a
/// stronger property than correct rollback — with nothing to orphan there is
/// no partial-construction window to get wrong. This test pins that, so
/// re-growing a second resource without re-growing the rollback fails here.
/// </summary>
[Fact]
public void TextRendererConstructorOwnsExactlyOneDeviceResource()
{
string source = File.ReadAllText(Path.Combine(
FindRepoRoot(),
"src",
"AcDream.App",
"Rendering",
"TextRenderer.cs"));
Assert.Equal(1, CountOccurrences(source, "device.CreatePipeline("));
Assert.Equal(0, CountOccurrences(source, "device.CreateTexture("));
Assert.Equal(0, CountOccurrences(source, "device.CreateBuffer("));
Assert.Equal(0, CountOccurrences(source, "device.CreateSampler("));
Assert.Equal(0, CountOccurrences(source, "device.RegisterTexture("));
// And the one resource is released.
Assert.Contains("public void Dispose() => _pipeline.Dispose();", source, StringComparison.Ordinal);
}
private static int CountOccurrences(string source, string needle)
{
int count = 0;
for (int i = source.IndexOf(needle, StringComparison.Ordinal);
i >= 0;
i = source.IndexOf(needle, i + needle.Length, StringComparison.Ordinal))
{
count++;
}
return count;
}
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.");
}
}