This was already slated to be removed; the old PassManager was a failed
attempt to centralize and pipeline all graphics logic for a frame. Let's
remove it as a step towards simplifying some of this code.
I've come to the conclusion that some aspects of RHI are overengineered
to suit a future where we would theoretically support Vulkan with
minimal implementation effort. In an effort of architectural astronaut
engineering this has had the consequence of making much of the code
interacting with RHI significantly more complex.
The GraphicsContext was originally an opaque object to wrap and
contextualize operations that would eventually be inserted into a Vulkan
CommandBuffer for dispatch. In practice, for the GL backend, this does
nothing but introduce another pointer to pass around across all RHI
code, when it had already been previously accepted that the idea of
recording multiple GraphicsContexts at the same time was infeasible.
Thus, I'm choosing to excise GraphicsContext entirely. This doesn't do
much except remove passing around the context object. This is one of
many changes I would like to make that would simplify RHI-related code
and defer the complexity to the hypothetical future. Vulkan can come at
a later date, and we can solve the problems of Vulkan then. Right now, I
am actually more concerned for supporting a d3d9 renderer to shore up
that Intel 945GM laptop GPU support gap we currently have.
OpenGL does not have renderbuffers until OpenGL 3.0 (contrast to
GLES which has them starting with 2.0). In order to allow people
with older GPUs to play the game for now (until ANGLE+GLES), I am
removing the use of renderbuffers in the game code. They aren't
needed because nothing actually needs a depth or stencil test yet.
Once HWR2 gets rolling, I'll add these back.
FixesKartKrew/RingRacers#1