docs(architecture): close GameWindow render slice
Record the clean Release, lifecycle, soak, and framebuffer gates for Slice 7, advance the structural program to Slice 8, and preserve the observed process-residency diagnostic gap as issue 232 rather than weakening its leak threshold.\n\nCo-authored-by: Codex <codex@openai.com>
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# acdream — code structure & extraction sequence
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**Status:** Living document. Created 2026-05-16; implementation reconciliation
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completed 2026-07-21; Slices 1–6 and the Slice 7 draw-frame cutover landed by
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2026-07-22. Slice 7 connected closeout is active before the final Slice 8
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composition/shutdown cleanup and new M4 subsystems enter the App layer.
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completed 2026-07-21; Slices 1–7 landed by 2026-07-22. The final Slice 8
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composition/shutdown cleanup is active before new M4 subsystems enter the App
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layer.
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**Purpose:** Describe the desired structural state of the App layer,
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explain the rules we've adopted, and lay out the safe extraction
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sequence from today's reality (one 15,723-line `GameWindow.cs` at the
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@ -644,11 +644,11 @@ counts, and a 0.8 ms update-frame p95 at the final Caul checkpoint.
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smaller than the campaign baseline. TS-50, TS-51, and TS-53 remain accurately
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registered; this behavior-preserving extraction introduced no new divergence.
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#### Slice 7 — extract `RenderFrameOrchestrator`
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#### Slice 7 — extract `RenderFrameOrchestrator` — COMPLETE 2026-07-22
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Detailed execution ledger:
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[`docs/plans/2026-07-22-gamewindow-slice-7-render-frame-orchestration.md`](../plans/2026-07-22-gamewindow-slice-7-render-frame-orchestration.md)
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(connected closeout active).
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(complete).
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Move the complete draw graph and its reusable frame-local scratch state into a
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GL-owning App collaborator. Preserve the exact modern pipeline order, clip
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@ -667,10 +667,14 @@ value-only handoff to `RenderFrameOrchestrator`; focused resource, world,
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private-presentation, and diagnostic owners contain the former frame body and
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failure recovery. The Release suite passes 7,341 tests with five intentional
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skips. `GameWindow` is 4,666 raw lines / 196 fields / 70 methods: 11,057 lines
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(70.3%) smaller than the campaign baseline. The connected lifecycle and
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resource-soak closeout remains before Slice 7 is final.
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(70.3%) smaller than the campaign baseline. The 315.6-second lifecycle and
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395.2-second synchronized nine-stop soak pass with code-zero graceful exits;
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the six stable framebuffer checkpoints preserve the Slice 6 presentation.
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Issue #232 records the coarse process-residency gate's run-to-run variance so
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future diagnostics can distinguish canonical owner growth from OS/driver/GC
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residency without weakening leak detection.
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#### Slice 8 — composition and shutdown cleanup
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#### Slice 8 — composition and shutdown cleanup — ACTIVE
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Keep GL/window construction in `GameWindow.OnLoad`, but group creation into
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small composition functions and delete feature state left behind by prior
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