docs(render): close Campaign V slice V4a and file #249
V4a landed on the second attempt at 096dd203, verified independently: offline pixel gate passing at 22 differing pixels against an 8-26 same-commit noise band, App suite at exactly the 3,843/3 baseline, 26 files touched, no encoding damage. Three audits of the reverted first attempt found defects that outlive it - resident bindless handles never released, no test coverage for the Multisample state dimension, and no encoding guard - now tracked as #249.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@ -616,6 +616,21 @@ forces revert of good work along with bad. Do not change type visibility, do not
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delete or weaken tests, and do not refactor adjacent code. If the slice genuinely
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cannot land without one of those, stop and report instead.
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**Outstanding hardening from the V4a audits.** Three independent audits of the
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reverted attempt found defects that outlive it and are tracked as `#249`:
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1. `GlGpuDevice.ReleaseTextureSlot` frees the table index but never calls
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`BindlessSupport.MakeNonResident`. Deleting a texture whose handle is still
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resident is undefined under `GL_ARB_bindless_texture`, and every released slot
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leaks a resident handle for the process lifetime. This is V1 code, present on
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the current tree.
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2. No test covers the `Multisample` render-state dimension. Mistyping the
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comparison in `GlRenderStateCache` would leave the whole suite green — the
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very regression that reverted V4a.
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3. There is no `.editorconfig` `charset` rule and no `.gitattributes` text rule.
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The first attempt silently re-encoded 259 files and corrupted non-ASCII text in
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116 of them, and **no gate noticed**.
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**Pre-approved transitional seam.** The retained UI draws the paperdoll and
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appraisal viewport textures, which are produced by renderers that stay raw GL
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until V4g. The GL backend may therefore expose a documented way to register an
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