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>
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@ -253,6 +253,27 @@ Small implementation commits may be used while the checkpoint is active, but
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each must build and preserve production startup. The final I commit closes the
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ledger only after the complete pipeline is live.
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### Current implementation progress — 2026-07-22
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- I.1–I.4 are committed: the executable pipeline/rollback oracle, platform
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acquisition, host input/camera, content/effects/audio, and settings/devtools
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phases are the production startup path.
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- I.5 is complete. `WorldRenderCompositionPhase` now owns the ordered Region,
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environment, mandatory bindless, terrain-atlas, shader, lighting, debug/HUD,
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terrain, WB, texture, and sampler foundation. `GameWindow` is a write-only
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publisher for this phase and no longer contains the Phase-4 construction
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body.
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- Every fallible GL constructor in the Phase-4 prefix now publishes each name
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into retryable construction ownership before later GL work. Failure testing
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covers every composition boundary, every disposable publication, partial HUD
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construction, reverse cleanup, retry, and no replay.
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- The I.5 tree is 3,522 raw `GameWindow.cs` lines. The App gate passes 3,373
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tests / 3 intentional skips; the complete Release suite passes 7,745 tests /
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5 intentional skips. Production App builds with zero warnings/errors; the
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solution retains only the 17 warnings tracked by #228.
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- I.6 (retained UI plus live-presentation composition) is next. Checkpoint I
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remains active until I.9 closes the complete nine-phase pipeline.
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## 6. Automated acceptance
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### Platform and pipeline
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