Commit graph

770 commits

Author SHA1 Message Date
Erik
31d312add3 fix(A.5 T16): debug overlay shows _nearRadius instead of legacy _streamingRadius
Cosmetic follow-up flagged by spec compliance review on T13-T16 bundle
(commits fb10c3f / aff35d2 / b8d80fe / c4fd373). The debug overlay's
getStreamingRadius callback was reading _streamingRadius — the legacy
single-tier field that's only updated by ACDREAM_STREAM_RADIUS. Operators
using the new ACDREAM_NEAR_RADIUS / ACDREAM_FAR_RADIUS env vars would
see the overlay frozen at the default 2.

Switch to _nearRadius. The overlay still shows a single number (matching
its label "Streaming radius"); operators who want both tier numbers can
read the launch log.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-10 08:01:30 +02:00
Erik
c4fd37384a feat(A.5 T16): wire two-tier streaming into GameWindow
GameWindow now constructs StreamingController with nearRadius / farRadius
defaults of 4 / 12 (per spec acceptance criterion). Env vars:
- ACDREAM_NEAR_RADIUS (default 4)
- ACDREAM_FAR_RADIUS  (default 12)
- ACDREAM_STREAM_RADIUS (legacy; if set, treats as nearRadius and
  bumps farRadius to max(stream, default))

Fields _nearRadius / _farRadius added alongside legacy _streamingRadius
(kept so the debug overlay's getStreamingRadius callback stays valid).

ApplyLoadedTerrainLocked routes to TerrainModernRenderer.AddLandblockWithMesh
(T15) instead of AddLandblock directly, making the two-tier entry point
the canonical call path.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-10 07:58:12 +02:00
Erik
b8d80fe282 feat(A.5 T13): StreamingController two-tier Tick
Replaces the single-radius Tick with a two-tier model that consumes
StreamingRegion's TwoTierDiff (5-list) and routes to the appropriate
JobKind:

- ToLoadFar    -> _enqueueLoad(id, LoadFar)
- ToLoadNear   -> _enqueueLoad(id, LoadNear)
- ToPromote    -> _enqueueLoad(id, PromoteToNear)
- ToDemote     -> _state.RemoveEntitiesFromLandblock(id) on render thread
- ToUnload     -> _enqueueUnload(id)

Drain switch handles Loaded (terrain + entity layer), Promoted (entity
layer only -- terrain already loaded), Unloaded, Failed, WorkerCrashed.

Constructor signature: nearRadius/farRadius separate ints. Old single-
radius ctor removed; existing single-radius tests updated to pass
nearRadius=farRadius for backward-compat coverage.

GameWindow's enqueueLoad lambda updated from (id =>...) to (id, kind) =>
to match new Action<uint, LandblockStreamJobKind> signature; radius: arg
renamed to nearRadius:/farRadius: (both set to _streamingRadius until T16
wires the full two-tier env-var parsing).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-10 07:56:57 +02:00
Erik
aff35d2a76 refactor(A.5 T15): TerrainModernRenderer.AddLandblockWithMesh entry point
T13 routes worker-built meshes from LandblockStreamResult.Loaded.MeshData
into the renderer. AddLandblockWithMesh accepts a prebuilt mesh + origin
and delegates to the existing AddLandblock(uint, LandblockMeshData, Vector3)
so both paths share one upload path (Approach B -- AddLandblock already
takes a prebuilt mesh; no inline build to extract).

GameWindow's T16 lambda captures liveCenterX/Y and passes the derived
origin; the renderer stays origin-agnostic.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-10 07:54:40 +02:00
Erik
fb10c3fa8c feat(A.5 T14): GpuWorldState RemoveEntitiesFromLandblock + AddEntitiesToExisting
Two new methods on GpuWorldState, used by two-tier streaming (T13):

- RemoveEntitiesFromLandblock(id): drop all entities from an LB while
  keeping the terrain. Used for Near->Far demote (player walks past the
  inner ring; LB stays loaded but entities leave).
- AddEntitiesToExistingLandblock(id, entities): merge new entities into
  an already-loaded LB record. Used for Far->Near promote (terrain is
  already on the GPU; just streaming the entity layer in).

Falls back to the pending bucket if the LB hasn't loaded yet.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-10 07:53:34 +02:00
Erik
774a7070a8 fix(A.5 T10-T12): Start() race + null mesh test + real mesh stub
Code review on T10-T12 bundle (commits 0cf86bb/00bb030/0405947 + audit
fix 76e1a64) found 3 Important issues:

1. LandblockStreamer.Start() had an idempotency race — the XML doc
   claimed thread-safety but the implementation checked _worker != null
   before assigning, allowing two callers to both pass the check and
   spawn duplicate worker threads. Fixed via Interlocked.CompareExchange.

2. No test verified the worker emits Failed when buildMeshOrNull returns
   null. Added Load_WhenBuildMeshReturnsNull_ReportsFailed.

3. StreamingControllerTests.cs:81 used MeshData: default! when
   constructing a Loaded result. If a future test flows MeshData
   through the apply callback, the null reference would NRE rather
   than producing a meaningful assertion failure. Replaced with a real
   empty LandblockMeshData instance.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-10 07:49:14 +02:00
Erik
76e1a64d78 fix(A.5 T10): lock 2 missed _dats.Get<Setup> sites
Spec compliance review on T10-T12 bundle (commits 0cf86bb/00bb030/0405947)
caught 2 unprotected dat reads that the original T10 audit missed:

- GameWindow.UpdatePlayerAnimation (line ~7546): reads Setup when the
  player entity is missing from _animatedEntities (post-respawn pattern).
- GameWindow.EnterPlayerModeNow (line ~8567): reads Setup when entering
  player mode to derive StepUpHeight / StepDownHeight from the dat.

Both run on the render thread post-_streamer.Start(), so they can race
with the worker thread's BuildLandblockForStreamingLocked. DatBinReader's
shared buffer position would corrupt — same class of "ball with spikes"
bug the original Phase A.1 hotfix addressed.

Wrap both reads in lock (_datLock).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-10 07:41:36 +02:00
Erik
0405947bac feat(A.5 T12): inject mesh-build dependency into LandblockStreamer
Replaces the T7-temporary default! MeshData placeholder. Streamer
now takes Func<uint, LoadedLandblock?, LandblockMeshData?> at
construction; the worker calls it after _loadLandblock succeeds and
passes the pre-built mesh into LandblockStreamResult.Loaded.

GameWindow's buildMeshOrNull factory takes the already-loaded
LoadedLandblock (lb.Heightmap is the LandBlock dat object), so no
additional dat read is needed — _heightTable and _blendCtx are
read-only after init, _surfaceCache is ConcurrentDictionary (T9).
Zero dat lock needed inside the mesh-build closure.

StreamingController._applyTerrain delegate signature widened to
Action<LoadedLandblock, LandblockMeshData> so the pre-built mesh
flows render-thread-side via the Loaded result. ApplyLoadedTerrainLocked
now accepts meshData and calls _terrain.AddLandblock directly, skipping
the per-frame LandblockMesh.Build that previously ran on the render
thread (~5ms per LB at radius=12 first traversal).

StreamingControllerTests updated: all four applyTerrain lambdas
adapted to the two-arg Action signature.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-10 07:35:45 +02:00
Erik
00bb030c9f feat(A.5 T11): activate LandblockStreamer worker thread
Phase A.1 reverted to synchronous mode due to DatCollection thread-
safety; T10 documented the lock that makes concurrent reads safe. T11
activates the dedicated worker thread and switches enqueue methods
to non-blocking Channel.Writer.TryWrite.

EnqueueLoad now takes LandblockStreamJobKind (default: LoadNear from
all callers, matching previous full-load semantics). T13/T16 will
route by kind per TwoTierDiff.

Constructor gains optional buildMeshOrNull param (defaults to null-
returning stub); T12 wires the real LandblockMesh.Build factory.

GameWindow construction site updated: Action<uint> enqueueLoad
delegate now wraps a lambda (method group won't bind to Action<uint>
when the method has an optional second param).

LandblockStreamerTests updated: the synchronous-thread-pinning test
replaced by Load_ExecutesLoaderOnWorkerThread which asserts the
loader runs on a different thread; Load_FollowedByDrain now supplies
a stubMesh so the worker can produce Loaded (not Failed) results.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-10 07:32:35 +02:00
Erik
0cf86bb126 fix(A.5 T10): serialize DatCollection access via _datLock
Phase A.5 T11 activates the LandblockStreamer worker thread, making
concurrent dat reads possible. DatReaderWriter's DatBinReader uses a
shared buffer position internally — concurrent _dats.Get<T> calls from
worker + render thread corrupt that state and produce half-populated
LandBlock.Height[] arrays (renders as wildly distorted terrain).

The _datLock field already existed from the Phase A.1 hotfix, and the
high-traffic worker-facing paths (BuildLandblockForStreaming,
ApplyLoadedTerrain, OnLiveEntitySpawned) already hold it. This commit
updates the field comment to precisely document the T10 contract:
all worker-thread dat reads enter via factory closures that acquire
_datLock; render-thread paths are already covered by their outer
lock wrappers.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-10 07:32:23 +02:00
Erik
c5f98b276e fix(A.5 T7-T9): migrate entity.Position= → SetPosition; add Promoted arm
Code review on commits 295bce9/a0741bd/4be392b flagged 1 Important + 3
Minor issues. Apply the actionable two:

Important: 6 sites in GameWindow.cs (lines 3900, 4017-4024, 4138, 4270,
4315) wrote entity.Position = X directly, bypassing T8's SetPosition
mutator and therefore never marking AabbDirty. When T18 lands the
dispatcher's "if AabbDirty refresh" cull gate, these direct writes
would silently leave AABB stale (frustum culls dynamic entities at
their previous positions). Migrated all 6 sites to SetPosition().

Minor: Added a silent case LandblockStreamResult.Promoted arm in
StreamingController.Tick with a TODO(A.5 T13) marker. Today the
streamer never produces Promoted, so the arm is unreachable; the
explicit case prevents a future reader from wondering why the case
is missing.

Deferred Minor: surfaceCache thread-safety XML doc comment + style
consistency on System.Collections.Generic using directive — non-
load-bearing cosmetic.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-10 07:25:07 +02:00
Erik
4be392b361 refactor(A.5 T9): _surfaceCache -> ConcurrentDictionary for off-thread mesh build
Widens LandblockMesh.Build's surfaceCache parameter from Dictionary to
IDictionary so any IDictionary implementation compiles at call sites.
Switches GameWindow._surfaceCache from Dictionary to ConcurrentDictionary
so T11's streaming worker can call Build off the render thread without
a lock.

The TryGetValue+assign lookup inside Build is not atomic, but BuildSurface
is deterministic (same palCode -> same SurfaceInfo), making last-write-wins
under concurrent access benign. Comment added at the pattern site.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-09 22:55:53 +02:00
Erik
a0741bd13a feat(A.5 T8): WorldEntity AABB cache + dirty flag
Adds AabbMin/AabbMax (per-entity world-space bounding box) and AabbDirty
flag to WorldEntity. RefreshAabb() recomputes the box from Position ±5 m
(DefaultAabbRadius). SetPosition() writes Position and marks the cache
dirty so the dispatcher calls RefreshAabb on first read rather than
carrying stale bounds.

AabbDirty defaults to true on construction — freshly-built entities have
zero AabbMin/AabbMax until RefreshAabb is called. Two new conformance tests
verify the ±5 m geometry and the dirty/clean state machine.

Per Phase A.5 spec §4.6 Change #2.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-09 22:54:25 +02:00
Erik
295bce9bb2 feat(A.5 T7): LandblockStreamResult.Loaded.Tier+MeshData; Promoted variant
Extends the Loaded result record with a LandblockStreamTier discriminator
and a LandblockMeshData payload (default! stub — T13 wires the real
off-thread mesh build). Adds the Promoted variant for Far→Near upgrades
that only need the entity layer, not a mesh rebuild.

LandblockStreamer.HandleJob passes Tier.Near + default! MeshData at the
existing synchronous load site; StreamingControllerTests updated to
match the new positional signature.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-09 22:53:07 +02:00
Erik
1658882439 fix(A.5 T4-T6): bootstrap guard + dead enum + test cleanups
Code review on commits 7bcabab/fb6b61e/326b698 flagged 2 Important +
4 Minor issues. Apply all fixes:

Important:
- Two-tier RecenterTo + MarkResidentFromBootstrap now throw
  InvalidOperationException on misuse — calling RecenterTo before the
  bootstrap silently emitted the entire window as fresh loads (no
  demotes/unloads since _tierResidence was empty), a correctness hazard
  that produced no exception. Calling MarkResidentFromBootstrap twice
  silently dropped accumulated tier state. Both now crash loudly via
  a _bootstrapped flag.
- Dropped TierResidence.None from the enum — never assigned, never
  checked; absence from the dictionary already encodes "not resident."

Minor:
- Renamed test: RecenterTo_FirstTick_* → ComputeFirstTickDiff_FirstTick_*
  (the test calls ComputeFirstTickDiff, not RecenterTo).
- Strengthened RecenterTo_PlayerWalks_NullToFar_* with assertions for
  ToPromote.Count==3 (the x=102 column promoting Far→Near) and
  ToUnload.Empty (everything within hysteresis).
- Replaced System.Math.Abs with Math.Abs in new code to match the
  file's existing `using System;` convention.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-09 22:49:35 +02:00
Erik
326b698161 test(A.5 T6): StreamingRegion transitions + hysteresis + oscillation coverage
Adds 5 tests to StreamingRegionTwoTierTests covering all tier-transition paths:
- FarToNear promote (walk 2 east from initial center)
- NullToNear teleport (loads 9 near + 40 far for a fully fresh region)
- NearToFar demote only after NearRadius+2 hysteresis threshold
- FarToNull unload only after FarRadius+2 hysteresis threshold
- oscillation no-thrash: bouncing 1 LB across a near boundary fires 0 demotes
  and at most 5 promotes total (one initial settle of the x=100 near-column)

Oscillation test fix: initialise the region at the oscillation midpoint
(103,100) rather than at a distant starting center (100,100) so the
initial move into the oscillation range doesn't itself trigger legitimate
demotes, isolating the no-thrash invariant.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-09 22:39:16 +02:00
Erik
fb6b61e8ef feat(A.5 T5): StreamingRegion two-tier RecenterTo + TierResidence tracking
Adds TierResidence enum (None/Far/Near), _tierResidence dictionary seeded
by MarkResidentFromBootstrap, and the canonical two-tier RecenterTo overload
returning TwoTierDiff. Pass 1 walks the new far window and emits ToLoadFar /
ToLoadNear / ToPromote; Pass 2 walks prior residents and emits ToDemote /
ToUnload using Chebyshev hysteresis thresholds (NearRadius+2 / FarRadius+2).
EncodeLandblockIdForTest exposes the encoding rule to test assemblies.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-09 22:36:20 +02:00
Erik
7bcababf82 feat(A.5 T4): StreamingRegion ComputeFirstTickDiff
Adds the first-tick bootstrap diff: ToLoadNear for the (2*near+1)^2 inner
window, ToLoadFar for the outer annulus up to FarRadius. Uses Chebyshev
distance, matching existing Recenter convention.

Also renames the single-tier RecenterTo → RecenterToSingleTier to free
the canonical name for the upcoming two-tier overload (T5). Updates
StreamingRegionTests and StreamingController to call the renamed method.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-09 22:34:55 +02:00
Erik
378f32ac7a fix(A.5 T3): pin Radius==FarRadius invariant in two-tier ctor test
Code review on commit 7fd9c82 flagged that the test asserted NearRadius,
FarRadius, CenterX, CenterY but not the load-bearing alias
Radius == FarRadius. That alias is what makes the existing hysteresis
math (Radius+2 unload threshold) correctly target the far-tier boundary.
Future typos would silently break far-tier hysteresis.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-09 22:30:30 +02:00
Erik
7fd9c82954 test(A.5 T3): StreamingRegion two-radius constructor
Add NearRadius/FarRadius properties and a four-arg constructor
(centerX, centerY, nearRadius, farRadius). Radius is set to farRadius
so existing hysteresis math (unload threshold = Radius+2) uses the
outer ring as the bookkeeping boundary. Old three-arg constructor
becomes a thin wrapper: this(cx, cy, radius, radius) — no behaviour
change, 25 pre-existing streaming tests still pass.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-09 22:27:50 +02:00
Erik
21550ecff2 fix(A.5 T2): document Kind placeholder in HandleJob
Code review on commit 90a2027 flagged that HandleJob silently ignores
load.Kind. Add a TODO(A.5 T11/T16) comment at the case arm so the
unused field reads as a planned stub, not a bug.

No semantic change.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-09 22:25:26 +02:00
Erik
90a2027d14 feat(A.5 T2): TwoTierDiff record + LandblockStreamJob.Load.Kind
Adds TwoTierDiff — the five-list output of StreamingRegion.RecenterTo
(ToLoadFar/Near, ToPromote, ToDemote, ToUnload) per spec §4.2. Used by
T3–T6 (StreamingRegion) and T13 (StreamingController).

Extends LandblockStreamJob.Load with a LandblockStreamJobKind parameter
so the streaming worker can route far vs near vs promote jobs differently
(spec §4.3). Patches the one call site in LandblockStreamer.EnqueueLoad
with LoadNear as a placeholder that preserves today's full-load semantics
until T11 activates the worker thread and T16 routes by tier.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-09 22:20:48 +02:00
Erik
d67d16fcfc feat(A.5 T1): LandblockStreamTier + LandblockStreamJobKind enums
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-09 22:15:57 +02:00
Erik
b373523f98 docs(A.5): two-tier streaming + horizon LOD implementation plan
28-task TDD-first implementation plan for Phase A.5. Maps each spec
section to concrete bite-sized tasks with failing-test → minimal-impl
→ commit cycles. Self-review at plan footer cross-checks coverage,
type consistency, placeholders.

Plan structure:
- T1-T6: StreamingRegion two-tier + 5-list TwoTierDiff with hysteresis
- T7: LandblockStreamResult.Loaded.Tier + MeshData; Promoted variant
- T8: WorldEntity AABB cache + dirty flag
- T9-T12: off-thread mesh build (ConcurrentDictionary + DatLock + worker activation + DI)
- T13-T16: StreamingController two-tier + GpuWorldState two-tier ops + GameWindow wiring
- T17-T18: WbDrawDispatcher bucketing tightening (Change #1 + Change #2)
- T19-T21: visual quality (mipmaps + A2C + depth-write lock-in)
- T22: fog params from N₁/N₂ + env-var multipliers
- T23: BUDGET_OVER flag in DIAG output
- T24-T26: perf baseline (before/after) + visual user gate
- T27-T28: roadmap/ISSUES/CLAUDE.md updates + memory + SHIP commit

Plan at docs/superpowers/plans/2026-05-09-phase-a5-two-tier-streaming.md.
Spec at docs/superpowers/specs/2026-05-09-phase-a5-two-tier-streaming-design.md (fcaff71).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-09 22:10:38 +02:00
Erik
fcaff71352 docs(A.5): two-tier streaming + horizon LOD design spec
Brainstorm output for Phase A.5. Locks key decisions:
- Hardware target: 240 Hz / 1440p, 4.166ms vsync budget
- Tier radii: N₁=4 (full detail, 81 LBs), N₂=12 (terrain only, 544 LBs)
- Far-tier strategy: terrain-only + fog blend at N₁ (zero engineering cost)
- Bucketing: tighten existing per-LB walk (Q5 Option A); persistent
  groups deferred to a later phase
- Worker thread: single-thread mesh build off render path (Q6 Option A)
- Hysteresis: existing radius+2 convention applied to both tiers
- Visual ride-alongs: mipmaps + anisotropic + A2C/MSAA + depth-write audit
- Acceptance: 240Hz standstill / 144 FPS walking (Q9 Option B)

Spec at docs/superpowers/specs/2026-05-09-phase-a5-two-tier-streaming-design.md.
Awaiting user review before transitioning to writing-plans.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-09 21:52:00 +02:00
Erik
1e6a8123c6 Merge branch 'claude/happy-joliot-f67060' — Phase N.5b SHIP + A.5 handoff
Phase N.5b: terrain on the modern rendering path. TerrainModernRenderer
replaces TerrainChunkRenderer; bindless atlas via uvec2 handle + GLSL
sampler-from-handle constructor; constant-cost dispatch (~6µs/frame)
regardless of radius. Closes issue #51. 114 tests pass; conformance
sentinel max |delta| = 0.015 mm. Honest perf baseline doc captures
that modern is ~4x slower on CPU at radius=5 because legacy's chunked
pattern already collapsed the scene to one draw call; architectural
wins manifest at higher radius (A.5).

Three high-value gotchas captured to memory:
1. uniform sampler2DArray + glProgramUniformHandleARB unreliable
   across drivers; default to uvec2 handle + sampler constructor.
2. Median calc copy[N - nz/2] underflows for nz<2.
3. Visual gate 'go' != 'verified'.

Plus: A.5 cold-start handoff at docs/research/2026-05-10-phase-a5-handoff.md.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-09 21:13:55 +02:00
Erik
f7f88674e1 docs(A.5): cold-start handoff for the next session
Records what N.5b shipped, where the actual FPS bottleneck lives
(WbDrawDispatcher entity cull at ~4.3ms/frame, 86% of frame budget;
terrain dispatcher is now <1% of frame), and what A.5 has to do to
make the world look big without falling off a perf cliff.

Three concrete A.5 deliverables:
1. Two-tier streaming (near = full, far = terrain-only)
2. Per-LB entity bucketing in WbDrawDispatcher
3. Off-thread LandblockMesh.Build to avoid streaming hitches at higher
   radius

Eight brainstorm questions for the next session, plus acceptance
criteria, files-to-read list, and explicit "don't do" warnings (don't
raise STREAM_RADIUS without tiering in place; don't put scenery in
far tier without an impostor pipeline; don't break the N.5b conformance
sentinel; etc.).

User's stated goal verbatim: "great smooth HIGH fps visuals. Should
look great. As long as it scales and we get very high FPS." This
reframes priorities away from radius=5 micro-optimization toward
visual scale.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-09 21:11:46 +02:00
Erik
08b736207c phase(N.5b): SHIP — terrain on modern rendering path
TerrainModernRenderer replaces TerrainChunkRenderer. Single global
VBO/EBO + slot allocator + glMultiDrawElementsIndirect. Bindless
atlas handles via uvec2 + sampler-from-handle constructor (the
universally-supported ARB_bindless_texture form, after a black-
terrain regression on the direct uniform-sampler form).

Path C: WB renderer pattern + acdream's LandblockMesh.Build for
retail's FSplitNESW formula compliance. Closes issue #51.

Captured perf baseline (radius=5, Holtburg, 5+ rollups):
  Legacy:  cpu_us median 1.5  / p95 3.0   (1 chunk = 1 glDrawElements)
  Modern:  cpu_us median 6.4-7.0 / p95 9-14  (51 visible LBs, 1 MDI)

Modern is ~4× slower on CPU at radius=5 because legacy's chunked
pattern already collapsed the scene to one draw. Architectural wins
(zero glBindTexture/frame; constant-cost dispatch as A.5 raises
radius) manifest at higher scene complexity. Spec acceptance
criterion #5 ("≥10% lower CPU at radius=5") is amended via the perf
baseline doc — N.5b ships on visual identity + structural correctness.

Three high-value gotchas captured to memory:
1. `uniform sampler2DArray` + `glProgramUniformHandleARB` is
   unreliable across drivers; default to uvec2 handle + sampler
   constructor.
2. Median-calc `copy[N - nz/2]` underflows to out-of-range for nz<2;
   use `copy[N - 1 - (nz-1)/2]` form.
3. Visual-gate "go" doesn't equal "verified" — require actual
   visual confirmation.

Visual verification: confirmed at Holtburg town. 114/114 tests pass
in N.5+N.5b filter. Conformance sentinel max ‖Δ‖ = 0.015 mm across
1000 sample points / 10 representative landblocks.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-09 13:05:12 +02:00
Erik
083c10c514 docs(N.5b T10): roadmap + ISSUES + CLAUDE.md + perf baseline updates
Document Phase N.5b shipping (terrain on the modern rendering path via
Path C — `TerrainModernRenderer` mirrors WB's `TerrainRenderManager`
pattern but consumes acdream's `LandblockMesh.Build` so retail's
`FSplitNESW` formula stays in lockstep with physics + visual mesh).

Changes:

- `docs/plans/2026-04-11-roadmap.md` — add N.5b row to the Shipped
  table; promote N.5b's "Phases ahead" entry to ✓ SHIPPED with the
  Path C resolution + perf reality check; refresh N.6 scope to note
  Terrain has joined the modern path (legacy `Texture2D` retirement
  scope narrows to Sky + Debug); update top-of-doc Status line.

- `docs/ISSUES.md` — close issue #51 (WB terrain-split formula
  divergence). Move from OPEN to "Recently closed" with the Path C
  resolution: never adopted WB's formula; modern dispatcher uses
  retail's via `LandblockMesh.Build`. References `da56063` (the
  black-terrain fix that landed within the N.5b ship chain).

- `CLAUDE.md` — add `TerrainModernRenderer.cs` to the WB integration
  cribs list with the GL_INVALID_OPERATION caveat (use uvec2 +
  `sampler2DArray(handle)` constructor, NOT direct
  `uniform sampler2DArray` + `glProgramUniformHandleARB`). Update
  the "Currently in flight" preamble: N.6 builds on N.5 + N.5b;
  add an N.5b shipped paragraph linking the perf baseline doc.

- `docs/plans/2026-05-09-phase-n5b-perf-baseline.md` — new doc
  capturing the radius=5 Holtburg perf measurement (modern 6.4-7.0
  µs median vs legacy 1.5 µs — modern is ~4× SLOWER on CPU at
  radius=5). Documents the spec acceptance criterion #5 amendment,
  the architectural wins that DO hold (zero glBindTexture/frame,
  constant-cost dispatch as A.5 raises radius, per-LB frustum cull),
  and the three high-value gotchas surfaced during implementation.

User-memory updates (outside repo, not in this commit):
- `memory/project_phase_n5b_state.md` — full N.5b state file with
  the three gotchas captured.
- `memory/MEMORY.md` — index entry pointing at the state file.

Build: dotnet build green. No code changes in this commit.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-09 13:03:14 +02:00
Erik
7dfa2af6c0 phase(N.5b): retire legacy terrain renderers
Deletes:
- TerrainChunkRenderer.cs (454 lines, replaced by TerrainModernRenderer)
- TerrainRenderer.cs (247 lines, older sibling, no production users)
- terrain.vert / terrain.frag (replaced by terrain_modern.{vert,frag})

Removes the temporary Task 8 perf-benchmark toggle (ACDREAM_LEGACY_TERRAIN
env var, _useLegacyTerrain field, parallel _terrainLegacy renderer
instance, [TERRAIN-DIAG/modern|legacy] label suffix). The modern path
is now the only path. Mirror N.5's mandatory-modern amendment: missing
GL_ARB_bindless_texture throws NotSupportedException at startup
(already in place via the BindlessSupport.TryCreate gate).

Three load-bearing research comments preserved verbatim from terrain.vert
into terrain_modern.vert before deletion: the MIN_FACTOR = 0.0 N-dot-L
floor block (cross-ref Lambert brightness split), the aPacked3 bit
layout, the gl_VertexID corner-table 2026-04-21 ConstructPolygons fix.

Also retires the now-orphaned _shader field (legacy terrain pipeline
was its only user).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-09 12:59:05 +02:00
Erik
da56063be5 fix(N.5b): black terrain — switch to uvec2 handle + sampler constructor
Symptom: terrain renders pure black in modern path (legacy renderer
correct). Diagnostic at TerrainModernRenderer.Draw showed:
  glProgramUniformHandle(prog=4, loc=5, handle=0x100251xxx) → GL_INVALID_OPERATION (0x0502)
on both terrain and alpha sampler uniforms.

Root cause: the `uniform sampler2DArray` + glProgramUniformHandleARB
combination is rejected by the NVIDIA Windows driver in this configuration.
The handle is valid and resident; the uniform location is valid; the
program is valid; but the driver refuses to bind a 64-bit handle to a
sampler uniform via the program-uniform path.

Fix: switch to N.5's mesh_modern pattern — pass each 64-bit handle as a
`uniform uvec2` (low + high 32-bit halves) and construct the sampler at
the use site via the GLSL `sampler2DArray(handle)` constructor. This
form is what ARB_bindless_texture documents as universally supported and
is what N.5 already uses successfully.

Files:
- terrain_modern.frag: replace `uniform sampler2DArray uTerrain/uAlpha`
  with `uniform uvec2 uTerrainHandle/uAlphaHandle` + `#define`s
- TerrainModernRenderer.cs: cache uvec2 uniform locations; set via
  `glProgramUniform2(program, loc, low32, high32)` per frame
- BindlessSupport.cs: remove now-unused `SetSamplerHandleUniform`,
  leave a comment noting why the helper was retired
- GameWindow.cs: also strip the temporary [TERRAIN-DBG] cursor-wrap
  print added during the perf-baseline investigation

Build green; 114/114 tests in N.5+N.5b filter still pass; user-verified
terrain renders correctly in modern path post-fix. Captured fresh perf
baseline:
- Legacy:  cpu_us median  1.5  / p95  3.0  (1 chunk = 1 glDrawElements)
- Modern:  cpu_us median  6.4-7.0 / p95  9-14 (51 visible LBs, 1 MDI call)

Modern is ~4× slower on CPU at radius=5 because the chunked legacy path
already collapsed the scene to one draw call. The architectural wins
(zero glBindTexture/frame; constant-cost dispatch as A.5 raises radius)
will be documented in T10's perf baseline doc; the spec's
"≥10% lower CPU" acceptance criterion is invalid at radius=5 and needs
revision.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-09 12:53:21 +02:00
Erik
55e516c538 fix(N.5b T8): TerrainDiagMedian/P95 IndexOutOfRangeException on first flush
First diag flush fires ~5s after process start (Environment.TickCount64
threshold), but at that point only 1 sample may have been recorded if
the user is mid-login. The original `copy[copy.Length - nz / 2]` form
underflowed to copy[copy.Length] when nz=1 (nz/2=0), throwing
IndexOutOfRangeException at GameWindow.cs:8799 on the first OnRender
after login.

Fix: use `copy.Length - 1 - (nz - 1) / 2` for median (always >= 0 for
nz >= 1, returns the single sample for nz=1) and clamp the percentile
offset via `(nz - 1) * 0.05` for the same reason.

Caught by user's perf-baseline launch with ACDREAM_LEGACY_TERRAIN=1
(the benchmark toggle from 336ad34). The bug exists in T8 itself
regardless of the toggle.

Build green; existing tests still green.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-09 09:40:22 +02:00
Erik
336ad34444 chore(N.5b): TEMPORARY perf benchmark toggle for legacy↔modern terrain
Adds an ACDREAM_LEGACY_TERRAIN=1 env var that routes Draw through the
legacy TerrainChunkRenderer instead of the new TerrainModernRenderer.
Both renderers are constructed and fed AddLandblock/RemoveLandblock so
they stay in sync; only one is drawn per frame. The [TERRAIN-DIAG]
log line is labeled /modern or /legacy so the user can tell which
numbers they're capturing.

Removed in Task 9 along with TerrainChunkRenderer.cs, terrain.vert,
and terrain.frag.

Usage:
  \$env:ACDREAM_LEGACY_TERRAIN = "1"   # legacy mode
  \$env:ACDREAM_LEGACY_TERRAIN = \$null # modern mode (default)

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-09 09:36:13 +02:00
Erik
75913c1c97 phase(N.5b): wire TerrainModernRenderer into GameWindow
Swap TerrainChunkRenderer → TerrainModernRenderer (drop-in: same
AddLandblock/RemoveLandblock/Draw interface). Pass BindlessSupport
to TerrainAtlas.Build so GetBindlessHandles() is callable. Load the
new terrain_modern shader pair and pass to the renderer ctor. Add
[TERRAIN-DIAG] rollup mirroring the existing [WB-DIAG] pattern.

Bindless detection moved above terrain construction so atlas + ctor
can consume BindlessSupport (was previously detected after — order
required for N.5b).

Visual verification at four scenes (Holtburg flat + sloped, Foundry,
sloped landblock) is the next gate.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-09 09:21:32 +02:00
Erik
3418f65462 fix(N.5b T6): index-length validation + document VertsPerLandblock %6 invariant
Code review (Important #1): AddLandblock validated Vertices.Length but
not Indices.Length. The indices loop indexes meshData.Indices[0..383]
unconditionally — out-of-range input would throw IndexOutOfRangeException
instead of the clearer ArgumentException the vertex check raises. Today
LandblockMesh.Build always produces 384/384, so this is defensive
forward-compat for future mesh sources.

Code review (Important #2): The shader (terrain_modern.vert:gl_VertexID
% 6) only correctly picks the cell-corner index because we bake
`slot * VertsPerLandblock` into indices and 384 is a multiple of 6.
That invariant is now documented in a comment near the constant — anyone
changing it must audit the shader.

Build green: 0 errors / 0 warnings.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-09 09:15:51 +02:00
Erik
0a77bd1fd7 phase(N.5b) Task 6: TerrainModernRenderer
The new terrain dispatcher. Single global VBO/EBO with a slot
allocator (one slot per landblock, 384 verts × 40 bytes per slot).
Per-frame: build DEIC array from visible slots, upload, dispatch
via glMultiDrawElementsIndirect. Atlas textures bound via bindless
handles set per-frame as sampler uniforms.

Total ~6-8 GL calls per frame for terrain regardless of visible
landblock count (vs today's per-LB binds at radius=2 → ~25 calls,
radius=5 → ~121 calls).

API mirrors TerrainChunkRenderer so GameWindow integration in T8 is
a drop-in field+ctor swap.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-09 09:05:28 +02:00
Erik
4ed79207a6 fix(N.5b T7): tighten conformance sample upper bound to 191.975f
Code review identified a latent false-positive flake risk: physics
path clamps fx = localX/24 to (CellsPerSide - 0.001f) = 7.999, which
corresponds to localX <= 191.976. With samples up to 191.999f,
physics computes Z at the clamped position while the mesh sampler
uses the actual position — a difference of up to 23 mm at the upper
edge, which on a steep slope would falsely trip the 1 mm sentinel.

Tighten upper bound to 191.975f (strictly below the clamp boundary)
so both oracles compute Z at the same (cellX, tx). Also restored the
"worst-case from SplitFormulaDivergenceTest" inline comment for
landblock 0x4D96 per code review suggestion #3.

Test still passes: 10/10 landblocks, 1000 samples, max |delta|
= 0.0153 mm (previously 0.0305 mm — confirms the prior worst-case
was indeed at the boundary).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-09 08:59:01 +02:00
Erik
e54d5ca2cf phase(N.5b) Task 7: TerrainModernConformanceTests
Z-conformance sentinel for issue #51's bug class. Sweeps 10
representative landblocks x 100 sample points (uniform random in
local 0..192 with fixed seed 42). For each point: compute meshTriZ
via barycentric interpolation in the matching triangle of the
LandblockMesh.Build output; compute physicsZ via
TerrainSurface.SampleZFromHeightmap; assert |delta| < 0.001m.

Catches any silent formula or vertex-layout drift between the
visual and physics paths. Skips gracefully if ACDREAM_DAT_DIR
isn't set (CI without dat data).

Local run with dat data: 10/10 landblocks loaded, 1000 samples,
max |delta| = 0.0305 mm (worst case: Direlands 0xC040).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-09 08:49:15 +02:00
Erik
1ea00a075e phase(N.5b) Task 5: terrain_modern.frag
Fragment shader for the modern terrain dispatcher. Bit-identical math
to today's terrain.frag (per-cell maskBlend3 + Phase G fog + lightning
flash). Same #version 460 + GL_ARB_bindless_texture preamble change
as terrain_modern.vert. Sampling syntax unchanged — the bindless-ness
is invisible at the GLSL level.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-09 08:45:40 +02:00
Erik
3c108a0d68 phase(N.5b) Task 4: terrain_modern.vert
Vertex shader for the modern terrain dispatcher. Bit-identical math
to today's terrain.vert (Phase 3c per-cell mesh + Phase G AdjustPlanes
lighting). The only structural change is the version + bindless
extension preamble — sampler access stays a regular sampler2DArray
uniform; bindless-ness is invisible at the GLSL level.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-09 08:45:22 +02:00
Erik
ba852993e9 phase(N.5b) Task 2: TerrainSlotAllocator + tests
Pure-CPU slot allocator for the terrain modern dispatcher's global
VBO/EBO. FIFO free-list + monotonic counter, mirroring WB's
TerrainRenderManager pattern. Caller (TerrainModernRenderer) handles
GPU buffer growth when Allocate sets needsGrow=true.

8 unit tests cover: fresh-allocator returns slot 0, sequential
allocs, free+alloc reuse, FIFO ordering, needsGrow signaling on
capacity overflow, GrowTo, LoadedCount tracking, and double-free
detection.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-09 08:44:51 +02:00
Erik
db0f010544 phase(N.5b) Task 1: TerrainAtlas bindless extension
Add optional BindlessSupport ctor parameter + GetBindlessHandles()
method that returns (terrainHandle, alphaHandle) ulongs with both
textures made resident. Two-phase Dispose mirroring TextureCache
(MakeNonResident before DeleteTexture per ARB_bindless_texture spec).

Existing callers pass `Build(gl, dats)` unchanged; bindless = null
default keeps them working until T6/T8 wires the renderer.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-09 08:37:23 +02:00
Erik
79367d4c15 plan(N.5b): implementation plan for terrain on modern path
Expands spec section 10 into 10 TDD-style tasks with explicit
dependency arrows. Phase A (T1, T2, T4, T5, T7) parallelizable
across 5 subagents; Phase B (T6 dispatcher) serial; Phase C (T8
GameWindow integration) serial; user verification gate; Phase D
(T9 delete legacy + T10 docs/memory) parallelizable.

Each task includes exact file paths, complete code blocks, exact
test/build commands with expected output, and HEREDOC commit
messages. Self-review: no placeholders; type-consistent across
tasks (TerrainSlotAllocator API, GetBindlessHandles signature,
SetSamplerHandleUniform contract).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-09 08:32:19 +02:00
Erik
b35ddf3426 spec(N.5b): design for terrain on the modern rendering path
Brainstormed 2026-05-09. Lifts outdoor terrain rendering onto N.5's
modern primitives (bindless textures + glMultiDrawElementsIndirect)
preserving the visible terrain pixel-for-pixel and preserving
physics-vs-visual Z agreement (issue #51).

Key decisions:
- Path C: WB renderer pattern + acdream's existing LandblockMesh.Build
  (which uses retail's FSplitNESW formula, verified at retail addr
  00531d10). Path A killed by 49.98% measured divergence vs retail.
- Single global VBO/EBO + slot allocator (one slot per landblock),
  uint32 indices with baseVertex baked, mirror WB's pattern.
- Keep TerrainAtlas (palCode-based fragment blending), add bindless
  handles. No LandSurfaceManager adoption.
- Separate terrain_modern.vert/.frag (port of today's terrain.vert/.frag
  with bindless preamble; same blend math, same AdjustPlanes lighting).
- Pure-CPU Z-conformance sentinel: meshTriZ vs TerrainSurface within
  1mm across 10 representative landblocks x 100 sample points.
- Acceptance: build green, conformance test passes, ~6-8 GL calls/frame
  for terrain regardless of scene size, [TERRAIN-DIAG] cpu_ms at
  radius=5 >=10% lower than today's per-LB-binds path.

Files added: TerrainModernRenderer + TerrainSlotAllocator +
terrain_modern.vert/.frag + 2 test files.
Files deleted: TerrainChunkRenderer + TerrainRenderer +
terrain.vert/.frag.

Out of scope: EnvCells/dungeons, sky, particles, A.5 LOD,
LandSurfaceManager adoption, fork-patching WB.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-09 08:23:09 +02:00
Erik
47f2cea1e8 test(N.5b): quantify WB vs retail terrain split formula divergence
Sweeps all (lbX, lbY, cellX, cellY) tuples for the full 255x255
landblock map (~4.16M cells) and reports both the raw enum-output
disagreement (50.02%) and the diagonal-actually-painted disagreement
(49.98%) between WB's CalculateSplitDirection and acdream's
TerrainBlending.CalculateSplitDirection (which retail uses per
CLandBlockStruct::ConstructPolygons at retail addr 00531d10).

The two formulas behave like independent random hashes. Adopting
WB's pipeline wholesale would mis-render ~half the diagonals on
every landblock (Holtburg 0xA9B0: 29/64 cells = 45.3% wrong). This
data is the foundation for N.5b's Path A vs B vs C decision (kills
Path A).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-09 08:22:50 +02:00
Erik
380922cdbe docs(N.5b): cold-start handoff for next session
Captures everything a fresh agent needs to pick up Phase N.5b (Terrain
on the Modern Rendering Path) without spelunking through the N.5
session history.

Front-loads the load-bearing constraint: issue #51 (WB's terrain split
formula diverges from retail's FSplitNESW). Lays out three viable
design paths (A: adopt WB's formula everywhere; B: keep retail's
formula and fork-patch WB; C: WB mesh layout but our formula). The
brainstorm needs to pick one, informed by quantified divergence rate
across representative landblocks.

Includes file-by-file inventory of acdream's terrain stack (1383 lines
across TerrainRenderer + TerrainChunkRenderer + TerrainAtlas + shaders)
vs WB's (1937 lines across TerrainRenderManager + TerrainGeometryGenerator
+ LandSurfaceManager). Eight brainstorm questions covering atlas model,
mesh ownership, index format, shader unification, streaming integration,
conformance test, and visual verification gate.

Mirrors the N.5 handoff structure that worked well last session:
TL;DR + where N.5 left things + what N.5b inherits + technical detail
+ files to read + brainstorm questions + acceptance criteria + first
30 minutes + things to NOT do.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-09 07:16:10 +02:00
Erik
a64cd11def docs(roadmap): add A.5 — two-tier streaming + terrain horizon LOD
Records a new Phase A sub-piece: split the single ACDREAM_STREAM_RADIUS
into separate terrain + entity radii so terrain renders to a much
further horizon (WB-style) while entities/scenery stay at the current
closer radius.

Motivated by perf at ACDREAM_STREAM_RADIUS=5 dropping from ~810 fps
to ~200-300 fps because everything stays full-detail. Both retail and
WorldBuilder render terrain way out and strip entities at distance.

Estimate: 3-5 days for the radius split + fog tuning; +1 week if
terrain LOD via mesh decimation is included. Not yet brainstormed.

N.8 (sky + particles via WB's SkyboxRenderManager + ParticleEmitterRenderer)
was already on the roadmap; user confirmed they want it tracked there.
No edit needed for N.8 — already at the right level of detail.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-08 23:45:05 +02:00
Erik
d73dcd56ba docs: defer per-instance highlight to open backlog (no scheduled phase)
Reframe the selection-blink follow-up so it doesn't suggest near-term
work. Was listed in N.5 ship record as "Phase B.4 follow-up adds the
field" — now phrased as open backlog with the hook reserved in
mesh_modern.vert's InstanceData comment for whoever eventually picks
it up.

The shader hook itself is unchanged — change is purely doc wording in
the plan SHIP record + CLAUDE.md WB integration cribs.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-08 22:22:23 +02:00
Erik
27eaf4e0be Merge branch 'claude/priceless-feistel-c12935' — Phase N.5 SHIP
N.5: Modern Rendering Path. WbDrawDispatcher now uses bindless
textures + glMultiDrawElementsIndirect on top of N.4's grouped
pipeline. Three SSBO uploads + 2 indirect calls per frame, ~12-15
total GL calls for entity rendering regardless of scene complexity.

Measured 1.23 ms / frame median at Holtburg courtyard (1662 groups,
~810 fps). User-gated visual verification PASS at Holtburg.

Includes ship-amendment: legacy renderer path formally retired
(InstancedMeshRenderer + StaticMeshRenderer + WbFoundationFlag
deleted). Bindless is now mandatory; missing extensions throw
NotSupportedException at startup with a clear error message.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-08 22:13:20 +02:00
Erik
e0dbc9c66f phase(N.5): SHIP-amendment — escape hatch retired
Corrects the SHIP commit's acceptance gate verdict on the legacy
escape hatch. The original gate "[x] ACDREAM_USE_WB_FOUNDATION=0
still works" was inaccurate — Task 15's mesh_instanced deletion left
InstancedMeshRenderer orphaned + non-functional. Resolution: formal
retirement of the legacy path within N.5 (the prior commit).

Updated acceptance gate verdict:
- [N/A] ACDREAM_USE_WB_FOUNDATION=0 — escape hatch retired in N.5;
  modern path is now mandatory, bindless required at startup. Missing
  bindless throws NotSupportedException with a clear error message.

All other gates unchanged from the SHIP commit:
- [x] Visual identity to N.4 — Task 10 + Task 14 USER GATE PASS
- [x] CPU dispatcher time <= 70% of N.4 — measured 1.23 ms/frame at
      Holtburg courtyard, comfortably under threshold
- [x] drawsIssued <= 5 per pass (CPU GL calls) — 2 indirect calls/frame
- [x] All tests green — 71/71 in the relevant filter
- [ ] GPU rendering time +-10% of N.4 — DEFERRED (timer query
      double-buffering, N.6 follow-up)

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-08 22:01:48 +02:00