Commit graph

8 commits

Author SHA1 Message Date
Erik
7a0227c12e feat(render): Vulkan campaign V11 step 3 — drop the GL packages and shaders
Commit 2 deleted the GL rendering backend's implementations; this step
removes the package references and shader vocabulary they leave behind,
so nothing in the App project still spells Silk.NET.OpenGL.

Silk.NET.OpenGL and Silk.NET.OpenGL.Extensions.ARB are dropped from
AcDream.App.csproj. Chorizite.Core stays — the audit is NOT clean: its
Render.Enums (TextureFormat, BufferUsage) and Lib.BoundingBox types are
used directly and extensively across the Wb texture/mesh pipeline,
independent of the deleted GL IUniformBuffer implementers the package
comment used to cite. The stale comment is corrected in place.

IMeshPipelineDevice.Gl is removed along with the GL? gl parameter
threaded through WbMeshAdapter's four constructors, WorldRenderComposition's
CreateMeshAdapter, and VulkanMeshPipelineDevice's Gl => null
implementation — nothing read any of them once the legacy per-mesh
upload bodies were gone (confirmed by grep: the sole non-doc-comment hit
was a test assertion). While in WbMeshAdapter.Dispose(), found and fixed
a real bug along the way: its teardown still pattern-matched the deleted
GL GpuFrameFlightController to decide whether to wait for submitted work,
which VulkanFrameFlightController replaced at slice V6a without this site
being updated — so the wait had been silently dead on every Vulkan run
since then. Retargeted to VulkanFrameFlightController, which carries the
same WaitForSubmittedWork().

The GL pixel-format vocabulary (Silk.NET.OpenGL.PixelFormat/PixelType) that
WorldTextureArray/TextureFormatExtensions/TextureAtlasManager used for
upload validation is replaced by AcDream.Content's existing Silk.NET-free
UploadPixelFormat/UploadPixelType enums (added at MP1a to keep the bake
tool GL-free); two new members (Rgb, Red, Float) extend that enum with
their GL ABI constants to cover the full vocabulary WorldTextureArray
needs, since MP1a's original set only covered what the extractor itself
emits. ObjectMeshManager's App-boundary cast
`(Silk.NET.OpenGL.PixelFormat?)batch.UploadPixelFormat` becomes a direct
pass-through now that both sides share the type.

GpuBindingModel.StorageTextureTable (the GL-only binding=9 emulation of
the Vulkan texture table) is deleted and StorageBindingCount drops from
10 to 9; the descriptor-set-layout code that builds from that count
(VulkanPipelineLayouts, VulkanFrameBindings) is untouched and just
allocates one fewer always-dummy-seeded, always-unused binding.

Several fully dead GL-only classes came along for the ride, confirmed by
zero construction sites: SilkFramebufferViewportTarget
(NullFramebufferViewportTarget is the sole production
IFramebufferViewportTarget), SilkRenderGlStateReader
(NullRenderGlStateReader.Instance is the sole IRenderGlStateReader),
RuntimeRenderFrameClearPhase (VulkanRenderFrameClearPhase is the sole
IRenderFrameClearPhase, expressing the same atmosphere-clear logic as a
pass load-op instead), and GpuFrameTimer plus FrameProfiler's
GL-owning FrameBoundary(GL) overload and BeginGpuFrame/EndGpuFrame
bracket (RecordGpuSample is the only GPU-timing path any backend uses
now — the ACDREAM_WB_DIAG nested-query exclusion these existed for no
longer applies, since WbDrawDispatcher's own diagnostic GPU sampling
already moved to the device's Vulkan timer pool). GpuFrameFlightController
itself stays (never constructed with a real fence API in production, but
its retirement-ledger/serial-ring logic is backend-neutral and still
covered by its own unit tests) — only its GL-specific parts (the public
GL constructor overload, SilkGpuFenceApi) are deleted, since removing the
whole class would mean restructuring the frozen Slice-8 composition
shape's GpuFrameFlightController? threading, which is out of this
commit's scope. TextureParameters.cs and BufferUsageExtensions.cs
(zero callers each) are deleted outright.

common.glsl is deleted: nothing in the actual Vulkan .spv build reads
it. tools/ShaderCompiler/Program.cs compiles each .vert/.frag pair
directly and tools/ShaderCompiler/VulkanGlslPreamble.cs injects its own
complete self-contained preamble per file; common.glsl's textual
concatenation was exclusively Shader.cs's GL-only mechanism, deleted at
Commit 2. The five shader files that named it in comments
(mesh_modern.vert, particle.vert, particle.frag, sky.frag,
terrain_modern.frag) are corrected to point at VulkanGlslPreamble.cs
instead. mesh.vert/mesh.frag — the pre-N.5 legacy shader pair the
mandatory modern path already made unreachable, with zero C# consumers
and no compiled .spv — are deleted too. Regenerated via
tools/compile-shaders.ps1: 9/9 remaining shader pairs compile
(previously 9/10, with mesh the sole failure — the VulkanShaderManifestTests
doc comment's "nine of ten are not Vulkan-expressible" was already
stale before this commit).

Test fallout: dead-subject test methods/files are deleted rather than
patched (TextRendererFailureSafetyTests.cs, ClipFrameUploadTests.cs,
GpuResourceRetirementTransactionTests.cs's GL queue tests, one
WorldRenderDiagnosticsTests source-order test, one
RenderFrameResourceControllerTests clear-phase-order test); tests whose
subject moved or was renamed are updated in place rather than deleted
(GpuContractTests, VulkanCapabilityGateTests, MeshPipelineDeviceSeamTests'
pinned seven-member surface now reads six, ParticleBindlessInstanceTests'
cross-dialect check now covers the one surviving dialect,
WbMeshAdapterTests' misleadingly-named null-gl test — gpuDevice was
always the parameter that actually threw).

Build: `dotnet build AcDream.slnx -c Release` — 0 warnings, 0 errors,
with the Silk.NET.OpenGL/.Extensions.ARB package references physically
removed from the csproj (not just unreferenced in code).
Tests: full-solution `dotnet test` green across every project.
Zero remaining `using Silk.NET.OpenGL` anywhere in src/ or tests/.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-29 02:58:15 +02:00
Erik
eced67d038 feat(render): Campaign V slice V6l commit 2 - the portal mask draws on Vulkan
Contract amendment 2 of three, and V4g's remaining half behind it. Plan section
5.5.16 defect 2: PortalDepthMaskRenderer's two-pass punch (#117) is built on
glStencilFunc/glStencilOp/glStencilMask, GpuPipelineDescription carried no
stencil state at all, and nothing else can express it - so the renderer stayed
raw GL, invisible to the Vulkan arm, and V4g's "stencil/depth-mask pipelines"
row could not be written.

The amendment splits the way core Vulkan 1.3 splits. The ENABLE and the
attachment intent are baked: GpuPipelineDescription.StencilTest, false by
default so no pipeline in the tree changed. The per-draw compare, three outcome
ops, reference and both masks are a GpuStencilState that the pipeline carries as
a DEFAULT and IGpuPassEncoder.SetStencil overrides - exactly the split cull
mode, front face and depth write already have, and exactly what
VK_DYNAMIC_STATE_STENCIL_OP/_COMPARE_MASK/_WRITE_MASK/_REFERENCE make dynamic.
The four stencil dynamic states are declared ONLY by a pipeline that tests
stencil: declaring a dynamic state obliges every draw with the pipeline to have
set it, so adding them unconditionally would make every existing pipeline depend
on a call none of them make. GpuStencilOp carries three values because the punch
uses three - Replace marks, Equal gates, Zero self-cleans - and a fourth would
be a facility with no consumer.

The arm. Three pipelines, not one, because depth COMPARE is not dynamic in the
contract and the punch's two passes differ in it: mark tests LEQUAL and writes
no depth, punch tests ALWAYS and writes, seal is ALWAYS + write with no stencil.
All three write no colour, which is what retail's "COLOR-INVISIBLE triangle fan"
means. The fan is expanded to a triangle LIST on the CPU - the contract has no
fan topology and Vulkan's is not portable - which is exact: triangle i is
(v0, v[i+1], v[i+2]), the same triangles in the same order.

portal_depth.{vert,frag} is a new committed shader pair, and this is the ONE
renderer in the campaign whose two arms do not share a source. Its clip planes
have to travel in the TerrainClip uniform block at binding 2, which is already
precisely this shape and already read by terrain_modern.vert and sky.vert - but
on GL that binding is held globally by ClipFrame for terrain, so a portal draw
that rebound it would leave every later terrain draw in the frame reading the
wrong region. The GL arm therefore keeps its inline program.
PortalDepthShaderParityTests is the tripwire: retail's far-Z constant
(0.99999988, from DrawPortalPolyInternal 0x0059bc90), #129's capped mark-bias
expression and the eight-half-plane loop are asserted to appear in both. Both
are deleted at V11. 9/10 shader pairs now compile to SPIR-V.

Two GL-side gaps closed while the state was being extended, both of section 7.1
rule 1's class rather than new work. GlAmbientCapabilityState now saves and
restores the stencil test, function, ops and both masks - the portal punch draws
mid-frame among renderers that are still raw GL and assume the test is off - and
the COLOUR MASK, which had no consumer until a colour-invisible pipeline existed
and whose absence would have blacked out every raw-GL renderer after such a
pass.

PortalTunnelPresentation was re-read and confirmed as V6k left it: it clears
depth and draws into the active viewport, binds no framebuffer of its own, and
needs no port for section 5.4's sake. It remains unported on the Vulkan arm -
the composition uses NullLocalPlayerTeleportPresentation there - which is an
absence on the V7 list, not a defect.

Gates. Release build green. App tests 4,129/3 skips; complete Release suite
9,192/5 (one solution-wide run reported a single App failure that did not
reproduce in two subsequent runs, solution-wide or alone - the documented
rerun-singly flake class). Strict GL offline pixel gate against 08ffe141:
2.31e-05, 13 differing pixels of 563,200, inside the documented 9-31 band. GL
connected -Runs 3: 3/3 RENDERED on the desktop witness and 3/3 on the client
capture. One offline Vulkan run with VK_LAYER_KHRONOS_validation proven inserted
by the loader: zero validation errors, zero warnings, a captured world frame.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-28 17:36:45 +02:00
Erik
b1ad1d481b feat(render): Campaign V slice V6l commit 1 - particles draw on Vulkan
Contract amendment 1 of three, and V4e's content behind it. Plan section 5.5.16
recorded that both particle pipelines draw with per-instance VERTEX attributes
and that the pinned contract could express instanced DRAWING but not instanced
vertex INPUT: one stride, no divisor, one buffer at VertexInputRate.VERTEX. That
is what stopped V4e. This takes the reviewed option (i) - a second vertex
binding with a per-instance rate.

The amendment. GpuVertexLayout grows a per-binding notion (binding index,
stride, input rate) and GpuVertexAttribute names the binding it is fed from,
defaulting to 0; IGpuPassEncoder.BindVertexBuffer takes a binding index. Every
layout written before this slice keeps its exact meaning through
GpuVertexLayout.Interleaved, which is one vertex-rate binding 0 - and
GpuContractTests asserts that as a requirement rather than trusting it. Both
backends carry the rate natively and at no cost: VK_VERTEX_INPUT_RATE_INSTANCE
on the pipeline, glVertexAttribDivisor recorded once into the pipeline's VAO
where it survives every later attribute rebind.

GpuVertexFormat.UInt1 comes with it, and is necessary to it: particle.vert
declares `layout(location = 6) in uint aTextureIndex` and the amendment's whole
premise is that no shader is edited. Same kind-distinction UByte4UInt was added
for at V4d - GL needs glVertexAttribIPointer, Vulkan needs R32_UINT, and the
float path would reinterpret the value's bits rather than approximate them.

Options (ii) and (iii) were rejected on the record: all ten storage bindings are
spoken for and reusing binding 0 would have the GL particle draw clobber
WbDrawDispatcher's instance array mid-frame (section 5.5.8's hazard in its GL
form); CPU-expanding instances is 5x billboard bandwidth and does not scale to
mesh particles at all.

The arm. ParticleRenderer.Rhi.cs is a SECOND arm per section 5.5.6, not a
replacement - every GL statement in the sibling file is the one it always
issued. Five pipelines replace the imperative glBlendFunc switch (two billboard
blends, three mesh blends) because core Vulkan 1.3 does not make blend dynamic.
The per-flight VAO/VBO pool disappears because every ring allocation inside a
frame is already distinct memory that lives until the frame retires. The
binding-9 table is not bound at all - the device owns the table and the encoder
binds set 2. The pass is BORROWED from IWorldPassScope. Depth tests but does not
write, compare is Less and alpha-to-coverage is off, which is the ambient GL
state particles have always drawn under rather than a choice. Everything above
the submission seam - emitter iteration, retail distance ordering, the
deferred-alpha handoff, billboard axis construction, blend resolution - is the
same CPU code on both arms.

The first Vulkan particle frame threw rather than drew, which is the second
defect of the compiles-clean class this slice found by running:
TextureCache.AcquireParticleTexture is bindless-only, so the standalone particle
texture cache did not exist on a backend without GL. It exists on both arms now.
Everything about it that matters - sharing equivalent surfaces between emitter
owners, the bounded unowned LRU, retirement behind the frame-flight fence - is
already backend-neutral; only how one entry is created and destroyed differs,
which is what IStandaloneBindlessTextureBackend is for. The RHI arm creates the
image through IGpuDevice.CreateTexture with a real sampler and releases the
table slot before the image, which is the GL arm's order and for the same
reason. The composite cache stays GL-only: it serves entity appearance, not
particles.

The durability fix V6k earned. That slice found the sky declaring a 32-byte
stride against a 36-byte AcDream.Core.Terrain.Vertex - the record carries a
TerrainLayer no sky attribute names - and noted that every .Rhi.cs arm restates
a CPU record's footprint from memory while only sky had a test.
RhiVertexLayoutStrideTests is that test for the rest: world mesh, terrain, sky,
retained-UI sprite, debug line, and both particle bindings, each asserted
against the record or the producer's own float count, plus two sweeps over all
seven for attributes that reach past their stride or name an undeclared binding.
Four private layouts became internal to be assertable; nothing else about them
moved.

Gates. Release build green. App tests 4,121/3 skips (4,109 baseline plus three
contract tests and nine layout tests); complete Release suite 9,184/5. Strict GL
offline pixel gate against 08ffe141: 3.20e-05, 18 differing pixels of 563,200,
inside the documented 9-31 band. GL connected -Runs 3: 3/3 RENDERED on the
desktop witness and 3/3 on the client capture. One offline Vulkan run with
VK_LAYER_KHRONOS_validation proven inserted by the loader: zero validation
errors, zero warnings, a captured world frame that still draws terrain,
blending, roads, water, statics, scenery, sky and the complete retained UI.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-28 17:20:59 +02:00
Erik
7faaaa347b feat(render): V6e — the sky's uniforms become a buffer and its texture a table slot
Campaign V slice V6e, last of three. Sky was the hardest of the four pairs
because it was the only one that still worked the way a 2004 shader works: a
dozen loose uniforms pushed one glUniform call at a time, and a texture bound to
unit 0 with a sampler object chosen per submesh. Vulkan GLSL has neither a
default uniform block nor a way to declare a bare sampler, so both had to move —
and the second one had a sting in it.

The uniforms go into a `SkyParams` std140 block at uniform binding 4, the new
pre-authorized constant in GpuBindingModel (1, 2 and 3 are SceneLighting, the
terrain clip block and terrain tiling; the contract test now proves the three
constants and that literal 2 do not collide). Three matrices are 192 bytes on
their own, so the 96-byte push-constant block was never in the running. The
block's member order IS its layout: std140 aligns a vec3 to 16 bytes while using
12, so each of the three lighting vectors is followed by the float that rides in
its pad word, which is why colours and per-surface scalars interleave rather
than grouping by meaning. SkyParamsLayoutTests asserts all twelve offsets and
the 256-byte size, because getting one member wrong would read the sun direction
as a colour with no compile error, no link error and no GL error to say so.

The texture is the interesting half. sky.frag now reads through the shared table
(ACDREAM_SAMPLE_2D), and a bindless handle BAKES its sampler — so the
per-submesh Repeat-versus-ClampToEdge choice, which used to be a glBindSampler
on unit 0, becomes which slot the submesh asks for. SkyRenderer interns one
handle per (texture, wrap) pair, exactly as ManagedGLTextureArray has done since
the world path went bindless, and exactly the shape Vulkan's table has, where an
entry is a combined image sampler. Same two SamplerCache objects, same wrap
behaviour, consulted once at interning instead of once per draw. A pleasant
consequence: the sky no longer touches texture unit 0, so the load-bearing
`BindSampler(0, 0)` restore at the end of the pass — there because the binding
was global state that would otherwise force ClampToEdge on the next renderer —
has nothing left to undo and is gone.

Gates. Release build clean; App tests 4,072 passed / 3 skipped (4,057 baseline,
plus the sentinel guard from the previous commit and fourteen sky-layout
assertions). Offline pixel gate against 95f8c25f: 18 px of 563,200 compared
(3.20e-05), inside the documented 15–23 px band.

That gate masks the sky for determinism, so it proves nothing about this commit
and the sky renderer has no automated pixel coverage at all. What was done
instead: a base-versus-head offline capture at ALL SEVEN day groups, built by
stashing the change and rebuilding so the two runs differ only in this commit.
Every pair matches in gradient, cloud sheet, horizon band and fog — including
day group 2's salmon cloud band and day group 6's green one, which between them
exercise texture sampling, per-vertex tint, blend mode and fog. Then 3/3
RENDERED on the desktop-witness repeat-connected gate.

That bounds the risk; it does not close it. The offline camera is fixed and
looks down, so a thin band of dome is all it ever sees: the sun and moon
(additive, high) and the rain cylinder (the one sky mesh that surrounds the
camera, and the one whose REPEAT wrap is most visible) remain unproven. Recorded
as user-gate debt in §5.1 alongside V2c's and V4e's particles — check it by
standing outside at dawn or dusk, and by standing in rain.

Manifest: 8/9 pairs compile. `terrain_modern` is the last production pair, and
it is blocked on V4d's content rather than on dialect — details in §5.5's slice
table. `mesh` has no consumer.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-28 09:54:13 +02:00
Erik
871c406b99 feat(render): let a pipeline name the colour format it renders into
Campaign V slice V6d, commit 1 of 3. The third contract amendment of the campaign, in the same shape as GpuBlendMode.InverseAlpha (V4c) and GpuVertexFormat.UByte4UInt (V4d): a slice met a wall the pinned contract could not express, and the fix is a reviewed field rather than a backend working around it.

Vulkan's dynamic rendering bakes the colour-attachment format into the pipeline. VkPipelineRenderingCreateInfo has to name it at creation, and a pipeline whose declared format disagrees with the attachment it is used with is undefined. GpuPipelineDescription named SampleCount and nothing else about the target, so slice V6c had no way to ask the question and hard-coded VulkanTextureFormatMapping.CanonicalColorAttachmentFormat for every pipeline it built. It recorded that as a real expressiveness gap rather than hiding it, and named this commit as the honest fix.

GpuPipelineDescription.ColorFormat defaults to Rgba8UnormRenderTarget, which the Vulkan backend already maps to the swapchain's B8G8R8A8_UNORM, so every pipeline written before the field existed keeps exactly the format it was getting. GL ignores the field entirely: a GL framebuffer carries its own attachment formats and a program binds to whatever is attached, so there is nothing for the GL backend to declare. The substitution that makes an offscreen Rgba8UnormRenderTarget resolve to the swapchain's byte order stays — it is what lets a backbuffer pipeline and an offscreen pipeline share one description, and it is invisible above the API because an image is sampled through its format's component mapping.

The contract test asserts both halves that matter: the default is the render-target format (so nothing moves), and the field is really settable (so naming it is not decoration).

App tests 4,057 passed / 3 skipped, up one from the 4,056 baseline. Offline pixel gate against 234fe91d: differing fraction 2.84e-05, 16 pixels of 563,200 compared, inside the documented 15-23 pixel same-commit noise band and about 35x under the 0.001 threshold.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-28 08:36:06 +02:00
Erik
c7f5f251f8 feat(render): add integer vertex attributes and the terrain tiling binding
A scouting pass over V4d stopped before writing code and reported three gaps between terrain and the pinned contract. All three verified against source.

The load-bearing one: terrain_modern.vert declares locations 2-5 as uvec4 and TerrainModernRenderer feeds them with glVertexAttribIPointer, but GpuVertexFormat had no integer format and the encoder only issued glVertexAttribPointer. GL leaves an integer shader input undefined if it arrives through the float path, and Vulkan needs the format named as R8G8B8A8_UINT rather than _UNORM, so UByte4Normalized cannot stand in for it. Those packed bytes carry terrain-type, road and split-direction codes that drive every blend decision, so normalising them would have produced garbage rather than an approximation. Adds GpuVertexFormat.UByte4UInt and an integer branch in the encoder.

Also adds a uniform binding for terrain's 36-float per-layer tiling array, which at 144 bytes cannot ride in the 96-byte push-constant block or Vulkan's guaranteed 128-byte ceiling, and has no uniform-array verb to reach it otherwise.

Corrects two V4d plan rows: TerrainAtlas belongs to V4t with the rest of the texture stack, and terrain has no GPU timer to port since its diagnostics use a CPU stopwatch. The uView/uProjection convergence gets its own pixel-gated sub-commit because it moves a matrix product from per-vertex GPU evaluation to a CPU multiply, and that rounding effect should be attributable on its own.

Files #250: two zero-allocation tests fail about one run in three on an unchanged tree, independent of this campaign. That noise trains everyone to re-run until green, which is how a real regression gets waved through.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-27 21:11:48 +02:00
Erik
111e72362f feat(render): add GpuBlendMode.InverseAlpha and re-scope Campaign V4c
A scouting pass over V4c stopped before writing code and reported two structural blockers. Both verified against source.

The pinned V0 contract was missing a blend mode. WbDrawDispatcher.ApplyRetailBlend selects three blend functions from each DAT surface's TranslucencyKind, and InvAlpha - OneMinusSrcAlpha over SrcAlpha - had no representation. Blend is baked into the pipeline and is not dynamic, so it could not be handled at the encoder, and folding it onto StraightAlpha would have silently changed how every inverse-alpha surface composites. ParticleRenderer needs it too. The contract grows here, in one reviewed commit, rather than a slice inventing a workaround for it.

Retiring V2's interim handle table turns out to be its own slice. The renderers only intern bindless handles; the raw ulong is produced by the texture caches, baked into ObjectRenderBatch, and carried by GroupKey - the bucketing key V4c is forbidden to change - and by CachedBatch, where it gates cache validity. That is now V4t, with its own pixel gate. Until it lands, the world renderers bind their existing interim tables through the encoder as ordinary storage buffers.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-27 20:20:33 +02:00
Erik
621b16364b feat(render): Campaign V slice V0 — pin the Vulkan-shaped RHI contract
Campaign V migrates the renderer from OpenGL 4.3+extensions to a single
Vulkan 1.3 backend on Windows x64 and Linux x64, then deletes the GL path.
Motivation is compatibility and efficiency, not rescue: mandatory
GL_ARB_bindless_texture is the exact floor that parked Slice L (Mesa
D3D12/llvmpipe lack it) while Vulkan descriptor indexing is core, and
per-frame data can be written straight into mapped memory rather than
copied through BufferSubData.

V0 pins the contract every later slice codes against. Nothing consumes it
yet, so this commit changes no runtime behavior.

The seam is a minimal Vulkan-shaped RHI implemented FIRST on GL. That
ordering is the point: the twelve renderers then port one at a time under a
strict pixel gate on the still-shipping backend, so a divergence is
attributed to one slice instead of surfacing at a big-bang integration.
Duplicating renderers per backend was rejected because WbDrawDispatcher is
4,449 lines holding only ~62 GL call sites — the API surface is small and
the retail-fidelity CPU logic is large, and forking the latter is how subtle
regressions enter.

Contract highlights:
  - GpuBindingModel pins set/binding numbers dual-legal for GL and Vulkan
    GLSL. Storage bindings 0-8 keep today's shader numbering; UBOs move to
    their own set, which resolves the binding=1 collision GL only tolerates
    because it keeps SSBO and UBO tables separate.
  - GpuRingAllocation is a ref struct replacing every per-frame
    BufferSubData; the compiler forbids outliving the owning frame.
  - GpuTextureSlot replaces bindless handles. Unassigned is a loud
    uint.MaxValue sentinel rather than a silent resolve to slot 0 — the
    failure mode behind the magenta 1x1 UI placeholder bug. Renderers
    needing a fallback take the device's really-registered default slot.
  - Renderers always speak GL winding/viewport conventions; the Vulkan
    backend compensates with a negative viewport height in exactly one
    mapping function.

Verified while writing the plan: acdream's cameras already build
[0,1]-NDC projections (PortalProjection.cs:12-13), which is Vulkan's
convention. No projection rework is needed and depth precision improves,
at the cost of shifted z-fight patterns — the one pre-approved divergence
class, registered per instance at V7.

Gate: Release build green; App suite 3,785 passed / 3 skipped (3,763
baseline plus 22 new contract tests). Note for later slices, recorded in
the plan: run the suite in Release. LandblockBuildOriginTests'
far-strip test asserts behavior that LandblockStreamer.cs:505 deliberately
turns into a loud Debug.Assert in Debug builds, so a Debug run shows one
pre-existing failure that is not a regression.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-27 14:26:26 +02:00