refactor(app): compose world rendering startup
Move Region/environment, mandatory modern rendering, terrain, WB, texture, and sampler construction behind the typed Phase-4 composition boundary. Give every fallible GL constructor prefix retryable ownership so partial startup failure cannot leak or replay resource deletion while preserving the accepted render path and DAT inputs. Co-authored-by: Codex <codex@openai.com>
This commit is contained in:
parent
cd7b519f78
commit
6a2fe98cc4
22 changed files with 1983 additions and 634 deletions
|
|
@ -721,10 +721,17 @@ atomic update/render frame-root slot, and a prepare-aware portal fallback and
|
|||
transfer slot. GL construction and state mutations now use checked commit
|
||||
boundaries with exact retry ownership for failed names, bindless residency,
|
||||
and texture-binding restoration. `GameWindow` is 3,689 raw lines / 162 fields /
|
||||
37 methods. Checkpoints I–L remain active, with ordered production composition
|
||||
next. The Checkpoint H production App build is warning-free, its 61 focused
|
||||
ownership tests pass, the complete Release suite passes 7,606 tests / 5 skips,
|
||||
and all three final corrected-diff reviews are clean.
|
||||
37 methods at H. Checkpoint I.1–I.5 now provide the executable nine-phase
|
||||
oracle, platform/host/content/settings phases, and the production world/render
|
||||
phase. `WorldRenderCompositionPhase` owns Region/environment, the mandatory
|
||||
modern-renderer foundation, immutable terrain-worker inputs, and WB/texture/
|
||||
sampler construction; every Phase-4 GL constructor has retryable prefix
|
||||
ownership. `GameWindow` is 3,522 raw lines after I.5. Checkpoints I.6–L remain
|
||||
active, with retained UI and live presentation composition next. The current
|
||||
production App build is warning-free; the App gate passes 3,373 tests / 3
|
||||
intentional skips and the complete Release suite passes 7,745 tests / 5
|
||||
intentional skips. I.5's corrected-diff behavior, architecture, and
|
||||
adversarial reviews are clean.
|
||||
|
||||
### 4.4 Exit criteria
|
||||
|
||||
|
|
|
|||
|
|
@ -253,6 +253,27 @@ Small implementation commits may be used while the checkpoint is active, but
|
|||
each must build and preserve production startup. The final I commit closes the
|
||||
ledger only after the complete pipeline is live.
|
||||
|
||||
### Current implementation progress — 2026-07-22
|
||||
|
||||
- I.1–I.4 are committed: the executable pipeline/rollback oracle, platform
|
||||
acquisition, host input/camera, content/effects/audio, and settings/devtools
|
||||
phases are the production startup path.
|
||||
- I.5 is complete. `WorldRenderCompositionPhase` now owns the ordered Region,
|
||||
environment, mandatory bindless, terrain-atlas, shader, lighting, debug/HUD,
|
||||
terrain, WB, texture, and sampler foundation. `GameWindow` is a write-only
|
||||
publisher for this phase and no longer contains the Phase-4 construction
|
||||
body.
|
||||
- Every fallible GL constructor in the Phase-4 prefix now publishes each name
|
||||
into retryable construction ownership before later GL work. Failure testing
|
||||
covers every composition boundary, every disposable publication, partial HUD
|
||||
construction, reverse cleanup, retry, and no replay.
|
||||
- The I.5 tree is 3,522 raw `GameWindow.cs` lines. The App gate passes 3,373
|
||||
tests / 3 intentional skips; the complete Release suite passes 7,745 tests /
|
||||
5 intentional skips. Production App builds with zero warnings/errors; the
|
||||
solution retains only the 17 warnings tracked by #228.
|
||||
- I.6 (retained UI plus live-presentation composition) is next. Checkpoint I
|
||||
remains active until I.9 closes the complete nine-phase pipeline.
|
||||
|
||||
## 6. Automated acceptance
|
||||
|
||||
### Platform and pipeline
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue