docs: point canonical state at Campaign N; record Campaign V closed
CLAUDE.md''s read-first list and the roadmap header now carry Campaign N (retail reliable-transport port) as the active campaign and Campaign V as the closed record. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@ -14,31 +14,25 @@ correctly report that Mesa D3D12/llvmpipe lacks mandatory bindless textures.
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A supported physical Linux AMD/NVIDIA driver row remains the first gate when
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Slice L resumes; the physical gate and L2–L6 are deferred.
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**Campaign V — OpenGL → Vulkan (active, started 2026-07-27):** the renderer
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migrates to a single Vulkan 1.3 backend on Windows x64 and Linux x64, and the
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OpenGL backend is deleted at the end. The plan is
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[`2026-07-27-vulkan-campaign.md`](2026-07-27-vulkan-campaign.md). Motivation is
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compatibility and efficiency, not rescue: mandatory `GL_ARB_bindless_texture` is
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the exact floor that parked Slice L (Mesa D3D12/llvmpipe lack it), while Vulkan's
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descriptor indexing is core, and per-frame data can be written straight into
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mapped memory instead of copied through `BufferSubData`. Method follows the
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I5→I6→I7 precedent: a Vulkan-shaped RHI implemented **first on GL** so each of the
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twelve renderers ports one at a time under a strict pixel gate on the still-
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shipping backend, then a Vulkan implementation of the same contract, a
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GL-versus-Vulkan differential, a perf gate, cutover, and deletion. Slices V0–V11.
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V0 pinned the contract (`src/AcDream.App/Rendering/Gpu/`, `RecordingGpuDevice`,
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55 contract tests). The ImGui developer stack and UI Studio are **not** ported and
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are deleted at V11; re-homing the dev panels onto the retained UI is a tracked
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follow-up. Targets versus the GL baseline (520 FPS, CPU/GPU p50 1.869/1.096 ms,
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652 MiB working set): CPU p50 ≤ 1.60 ms, GPU p50 ≤ 1.00 ms, working set
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≤ 600 MiB, 0 B/frame managed allocation — with parity on all four as the cutover
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floor. Shipped so far: V0–V2, V4a, V4b, V5, V6a–V6f. V4c/V4d were reverted and
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their GL re-land is closed — an AMD GL driver defect, established by a
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cross-vendor 10/10 on NVIDIA — so their content returns as the Vulkan world path
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(plan §5.5.5–§5.5.6). V6f made every production shader Vulkan-expressible and
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then measured that world path: it is blocked behind a Vulkan composition host,
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three validation-layer defects, and V4t's texture stack, all recorded with
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evidence in plan §5.5.7.
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**Campaign V — OpenGL → Vulkan (CLOSED 2026-07-29):** the renderer now runs a
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single Vulkan 1.3 backend on Windows x64 and Linux x64; the OpenGL backend,
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ImGui developer stack, and UI Studio are deleted. The completed record —
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contract, V0–V11 slices, gates, the AMD GL driver defect saga, and the
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falsification ledger — is [`2026-07-27-vulkan-campaign.md`](2026-07-27-vulkan-campaign.md).
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The user signed the V10 cutover; V11 deleted GL (−27,670 lines) and all
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deferred reruns pass on the GL-free tree.
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**Campaign N — retail reliable network transport (ACTIVE, started
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2026-07-29):** the #260 live-server wedge root-caused to missing packet-loss
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recovery in both directions (no outbound retransmission; inbound ISAAC burned
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in arrival order) — acdream could not survive a single lost UDP packet, and
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loopback gates were structurally blind to it. The campaign ports retail's
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mechanism from the named decomp (SentPacketStore resend with reused ISAAC
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keys, the inbound pre-drawn-key NAK set, the 2.0 s cumulative-ack / 0.6 s NAK
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shared-gate sweep) under the ACE constraint table Coldeve enforces. Slices
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N0–N6 with a permanent loss-injection gate at N5 and a user Coldeve
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endurance session as final acceptance. The plan is
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[`2026-07-29-network-transport-campaign.md`](2026-07-29-network-transport-campaign.md).
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---
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