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>
361 lines
15 KiB
C#
361 lines
15 KiB
C#
using AcDream.App.Input;
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using AcDream.App.Rendering;
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using AcDream.App.Rendering.Gpu;
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using AcDream.UI.Abstractions.Input;
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using Silk.NET.Input;
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using Silk.NET.Maths;
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namespace AcDream.App.Composition;
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internal interface IGameWindowHostInputCameraPublication
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{
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void PublishGpuFrameFlights(GpuFrameFlightController? value);
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void PublishGpuDevice(IGpuDevice value);
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void PublishGpuFrameLifetime(GpuDeviceFrameLifetime value);
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void PublishKeyboardSource(SilkKeyboardSource value);
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void PublishMouseSource(SilkMouseSource value);
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void PublishMouseLookCursor(IMouseLookCursor value);
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void PublishInputDispatcher(InputDispatcher value);
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void PublishCameraController(CameraController value);
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void PublishCameraPointerInput(CameraPointerInputController value);
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}
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/// <param name="GpuFrameFlights">
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/// The GL fence/slot ring, or null on a backend whose RHI device owns its own
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/// flight control. Campaign V slice V6h: <see cref="Retirement"/> and
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/// <see cref="FrameSlots"/> are the backend-neutral views every consumer should
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/// take; this field exists because GL's teardown ledger still names the
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/// controller itself.
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/// </param>
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internal sealed record HostInputCameraResult(
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GpuFrameFlightController? GpuFrameFlights,
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IGpuResourceRetirementQueue Retirement,
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IRenderFrameSlotSource FrameSlots,
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IGpuDevice GpuDevice,
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GpuDeviceFrameLifetime GpuFrameLifetime,
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WorldRenderDiagnostics? WorldRenderDiagnostics,
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SilkKeyboardSource? KeyboardSource,
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SilkMouseSource? MouseSource,
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IMouseLookCursor? MouseLookCursor,
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InputDispatcher? InputDispatcher,
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CameraController CameraController,
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CameraPointerInputController? CameraPointerInput);
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internal sealed record HostInputCameraDependencies(
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FramebufferResizeController FramebufferResize,
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Vector2D<int> InitialFramebufferSize,
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HostQuiescenceGate HostQuiescence,
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IInputCaptureSource InputCapture,
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KeyBindings KeyBindings,
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DispatcherMovementInputSource MovementInput,
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DispatcherCameraInputSource CameraInput,
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LocalPlayerModeState LocalPlayerMode,
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ChaseCameraInputState ChaseCameraInput,
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PointerPositionState PointerPosition,
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IRenderFrameDiagnosticLog RenderDiagnosticLog);
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/// <summary>
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/// The construction seam every backend differs at. Campaign V slice V6h widened
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/// the first four members from <c>GL</c> to <see cref="GameWindowGraphics"/> —
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/// they are the whole of what a backend has to supply before the composition
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/// pipeline is identical again.
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/// </summary>
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internal interface IHostInputCameraCompositionFactory
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{
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IFramebufferViewportTarget CreateViewportTarget(GameWindowGraphics graphics);
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/// <summary>The GL fence ring, or null when the backend's RHI device owns its flights.</summary>
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GpuFrameFlightController? CreateGpuFrameFlights(GameWindowGraphics graphics);
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IGpuDevice CreateGpuDevice(
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GameWindowGraphics graphics,
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GpuFrameFlightController? frameFlights);
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/// <summary>Where per-frame resource release is queued. GL's ring, or the RHI device's own.</summary>
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IGpuResourceRetirementQueue CreateRetirement(
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GameWindowGraphics graphics,
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GpuFrameFlightController? frameFlights,
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IGpuDevice device);
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/// <summary>The ring slot renderers index their per-flight buffers by.</summary>
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IRenderFrameSlotSource CreateFrameSlots(
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GameWindowGraphics graphics,
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GpuFrameFlightController? frameFlights,
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IGpuDevice device);
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/// <summary>The raw-GL state tripwire, or null on a backend that has no GL state.</summary>
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WorldRenderDiagnostics? CreateWorldRenderDiagnostics(
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GameWindowGraphics graphics,
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IRenderFrameDiagnosticLog log);
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SilkKeyboardSource CreateKeyboardSource(
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IKeyboard keyboard,
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HostQuiescenceGate quiescence);
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SilkMouseSource CreateMouseSource(
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IMouse mouse,
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IInputCaptureSource capture,
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IKeyboardSource? keyboard,
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HostQuiescenceGate quiescence);
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IMouseLookCursor CreateMouseLookCursor(IMouse mouse);
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InputDispatcher CreateInputDispatcher(
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IKeyboardSource keyboard,
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IMouseSource mouse,
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KeyBindings bindings);
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CameraController CreateCameraController();
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IFramebufferCameraTarget CreateCameraTarget(CameraController camera);
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CameraPointerInputController CreateCameraPointerInput(
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IReadOnlyList<IMouse> mice,
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HostQuiescenceGate quiescence,
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IInputCaptureSource capture,
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LocalPlayerModeState playerMode,
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CameraController camera,
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ChaseCameraInputState chase,
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IMouseSource mouse,
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PointerPositionState pointer);
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}
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internal enum HostInputCameraCompositionPoint
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{
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ViewportBound,
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GpuFrameFlightsPublished,
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GpuDevicePublished,
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KeyboardPublished,
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KeyboardAttached,
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MousePublished,
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MouseAttached,
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MouseLookCursorPublished,
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DispatcherPublished,
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DispatcherAttached,
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MovementInputBound,
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CameraInputBound,
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CameraPublished,
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CameraTargetBound,
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InitialFramebufferApplied,
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CameraPointerPublished,
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CameraPointerAttached,
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}
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/// <summary>
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/// Production Phase 1. Callback-bearing owners publish to the lifetime shell
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/// before attachment, so a side-effecting event accessor cannot leave an
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/// unreachable subscription after partial startup failure.
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/// </summary>
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internal sealed class HostInputCameraCompositionPhase :
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IHostInputCameraCompositionPhase<
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GameWindowPlatformResult<GameWindowGraphics, IInputContext>,
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HostInputCameraResult>
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{
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private readonly HostInputCameraDependencies _dependencies;
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private readonly IGameWindowHostInputCameraPublication _publication;
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private readonly IHostInputCameraCompositionFactory? _injectedFactory;
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private readonly Action<HostInputCameraCompositionPoint>? _faultInjection;
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private IHostInputCameraCompositionFactory _factory =
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new VulkanHostInputCameraCompositionFactory();
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public HostInputCameraCompositionPhase(
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HostInputCameraDependencies dependencies,
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IGameWindowHostInputCameraPublication publication,
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IHostInputCameraCompositionFactory? factory = null,
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Action<HostInputCameraCompositionPoint>? faultInjection = null)
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{
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_dependencies = dependencies
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?? throw new ArgumentNullException(nameof(dependencies));
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_publication = publication
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?? throw new ArgumentNullException(nameof(publication));
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_injectedFactory = factory;
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_faultInjection = faultInjection;
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}
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/// <summary>
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/// The Vulkan factory is the only one left since the raw-GL arm was
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/// deleted at Campaign V slice V11; an injected factory (composition
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/// tests) still wins.
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/// </summary>
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private static IHostInputCameraCompositionFactory DefaultFactoryFor(
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GameWindowGraphics graphics) =>
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new VulkanHostInputCameraCompositionFactory();
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public HostInputCameraResult Compose(
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GameWindowPlatformResult<GameWindowGraphics, IInputContext> platform)
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{
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ArgumentNullException.ThrowIfNull(platform);
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var scope = new CompositionAcquisitionScope();
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try
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{
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HostInputCameraResult result = ComposeCore(platform, scope);
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scope.Complete();
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return result;
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}
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catch (Exception failure)
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{
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scope.RollbackAndThrow(failure);
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throw new System.Diagnostics.UnreachableException();
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}
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}
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private HostInputCameraResult ComposeCore(
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GameWindowPlatformResult<GameWindowGraphics, IInputContext> platform,
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CompositionAcquisitionScope scope)
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{
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GameWindowGraphics graphics = platform.Graphics;
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IInputContext input = platform.Input;
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_factory = _injectedFactory ?? DefaultFactoryFor(graphics);
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_dependencies.FramebufferResize.BindViewport(
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_factory.CreateViewportTarget(graphics));
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Fault(HostInputCameraCompositionPoint.ViewportBound);
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// Null on a backend whose RHI device owns its own frame flights
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// (Vulkan's timeline semaphore). The publication still runs so the
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// teardown ledger records the same slot either way.
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GpuFrameFlightController? gpuFrames = scope.AcquireOptional(
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"GPU frame flights",
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() => _factory.CreateGpuFrameFlights(graphics),
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static value => value.Dispose()).Publish(
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_publication.PublishGpuFrameFlights);
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Fault(HostInputCameraCompositionPoint.GpuFrameFlightsPublished);
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// Constructed the moment a GL context and the frame flight controller
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// exist — it owns its own BindlessSupport detection (see
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// GlGpuDevice's class comment), so unlike the legacy WB render path it
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// has no dependency on WorldRenderCompositionPhase running first.
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// Nothing consumes this device yet (Campaign V slice V1); it is
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// proven against the real driver here and torn down with the render
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// stack so later slices (starting at V4a) have somewhere to plug in.
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IGpuDevice gpuDevice = scope.Acquire(
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"GPU device (RHI)",
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() => _factory.CreateGpuDevice(graphics, gpuFrames),
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static value => value.Dispose()).Publish(
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_publication.PublishGpuDevice);
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Fault(HostInputCameraCompositionPoint.GpuDevicePublished);
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IGpuResourceRetirementQueue retirement =
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_factory.CreateRetirement(graphics, gpuFrames, gpuDevice);
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IRenderFrameSlotSource frameSlots =
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_factory.CreateFrameSlots(graphics, gpuFrames, gpuDevice);
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// Campaign V slice V4a: drives IGpuDevice.BeginFrame()/IGpuFrame.End()
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// once per rendered frame, additively over the existing
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// GpuFrameFlightController-driven fence/slot bracket (see the class
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// comment) — RenderFrameOrchestrator's IRenderFrameLifetime is wired
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// to THIS wrapper instead of gpuFrames directly at FrameRootComposition,
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// and the IGpuFrame it exposes is what TextRenderer/DebugLineRenderer
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// reach through ICurrentGpuFrameSource. Owns no disposable resource of
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// its own — gpuDevice's own scope.Acquire entry above disposes it.
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var gpuFrameLifetime = new GpuDeviceFrameLifetime(gpuDevice);
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_publication.PublishGpuFrameLifetime(gpuFrameLifetime);
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WorldRenderDiagnostics? diagnostics =
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_factory.CreateWorldRenderDiagnostics(
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graphics,
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_dependencies.RenderDiagnosticLog);
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IKeyboard? firstKeyboard = input.Keyboards.FirstOrDefault();
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IMouse? firstMouse = input.Mice.FirstOrDefault();
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SilkKeyboardSource? keyboard = null;
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SilkMouseSource? mouse = null;
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IMouseLookCursor? cursor = null;
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InputDispatcher? dispatcher = null;
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CameraPointerInputController? pointer = null;
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if (firstKeyboard is not null)
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{
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keyboard = scope.Acquire(
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"keyboard source",
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() => _factory.CreateKeyboardSource(
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firstKeyboard,
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_dependencies.HostQuiescence),
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static value => value.Dispose()).Publish(
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_publication.PublishKeyboardSource);
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Fault(HostInputCameraCompositionPoint.KeyboardPublished);
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keyboard.Attach();
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Fault(HostInputCameraCompositionPoint.KeyboardAttached);
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}
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if (firstMouse is not null)
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{
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mouse = scope.Acquire(
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"mouse source",
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() => _factory.CreateMouseSource(
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firstMouse,
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_dependencies.InputCapture,
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keyboard,
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_dependencies.HostQuiescence),
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static value => value.Dispose()).Publish(
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_publication.PublishMouseSource);
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Fault(HostInputCameraCompositionPoint.MousePublished);
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mouse.Attach();
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Fault(HostInputCameraCompositionPoint.MouseAttached);
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cursor = _factory.CreateMouseLookCursor(firstMouse);
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_publication.PublishMouseLookCursor(cursor);
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Fault(HostInputCameraCompositionPoint.MouseLookCursorPublished);
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}
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if (keyboard is not null && mouse is not null)
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{
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dispatcher = scope.Acquire(
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"input dispatcher",
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() => _factory.CreateInputDispatcher(
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keyboard,
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mouse,
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_dependencies.KeyBindings),
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static value => value.Dispose()).Publish(
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_publication.PublishInputDispatcher);
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Fault(HostInputCameraCompositionPoint.DispatcherPublished);
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dispatcher.Attach();
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Fault(HostInputCameraCompositionPoint.DispatcherAttached);
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_dependencies.MovementInput.Bind(dispatcher);
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Fault(HostInputCameraCompositionPoint.MovementInputBound);
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_dependencies.CameraInput.Bind(dispatcher);
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Fault(HostInputCameraCompositionPoint.CameraInputBound);
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}
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CameraController camera = _factory.CreateCameraController();
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_publication.PublishCameraController(camera);
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Fault(HostInputCameraCompositionPoint.CameraPublished);
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_dependencies.FramebufferResize.BindCamera(
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_factory.CreateCameraTarget(camera));
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Fault(HostInputCameraCompositionPoint.CameraTargetBound);
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_dependencies.FramebufferResize.Resize(
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_dependencies.InitialFramebufferSize);
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Fault(HostInputCameraCompositionPoint.InitialFramebufferApplied);
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if (mouse is not null && firstMouse is not null)
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{
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pointer = scope.Acquire(
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"camera pointer input",
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() => _factory.CreateCameraPointerInput(
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input.Mice,
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_dependencies.HostQuiescence,
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_dependencies.InputCapture,
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_dependencies.LocalPlayerMode,
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camera,
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_dependencies.ChaseCameraInput,
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mouse,
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_dependencies.PointerPosition),
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static value => value.Dispose()).Publish(
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_publication.PublishCameraPointerInput);
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Fault(HostInputCameraCompositionPoint.CameraPointerPublished);
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pointer.AttachRaw();
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Fault(HostInputCameraCompositionPoint.CameraPointerAttached);
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}
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return new HostInputCameraResult(
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gpuFrames,
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retirement,
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frameSlots,
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gpuDevice,
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gpuFrameLifetime,
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diagnostics,
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keyboard,
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mouse,
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cursor,
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dispatcher,
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camera,
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pointer);
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}
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private void Fault(HostInputCameraCompositionPoint point) =>
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_faultInjection?.Invoke(point);
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}
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