The transitional path for slices V4a-V4g needs no special API after all.
On GL, BeginPass binds the target framebuffer and applies load ops but
deliberately leaves viewport and scissor to the encoder, so a renderer
being ported mid-campaign opens a Load/Store pass against the backbuffer
and gets exactly today's behavior while the frame spine still owns clears.
One less contract concept, and one less thing for V4h to unwind.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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>
Pin the tested Windows/Linux portability boundary, exact rollback, dependency audit, and synchronized architecture and roadmap state before starting the production single-session host.
Co-authored-by: Codex <noreply@openai.com>
Add the presentation-free acdream-headless executable, strict no-connect configuration validation, dependency and assembly guards, and a Windows/Ubuntu CI lane that builds and tests only the portable runtime closure.
Co-authored-by: Codex <noreply@openai.com>
Record the shared graphical/no-window reset architecture, deterministic lifecycle evidence, exact rollback point, and synchronized project guidance before beginning the Linux headless host.
Co-authored-by: Codex <noreply@openai.com>
Move canonical per-session teardown into one retryable Runtime transaction, reduce App reset to projection acknowledgements, and prove the same GameRuntime graph through deterministic no-window lifecycle, gameplay, portal, fault, reconnect, and isolation gates.\n\nCo-authored-by: Codex <noreply@openai.com>
Pin the mandatory-driver matrix, portable platform services, Linux packaging and connected gates, and the evidence threshold for any GPU migration.
Co-authored-by: OpenAI Codex <codex@openai.com>
Pin the single-root fixture host, full deterministic lifecycle, fault and isolation matrix, and J7 visual entry gate before implementation begins.
Co-authored-by: OpenAI Codex <codex@openai.com>
Capture the exact production rollback, complete automated evidence, connected route results, and the still-active physical-display acceptance without declaring J7 closed early.
Co-authored-by: OpenAI Codex <codex@openai.com>
Make every App composition phase borrow one GameRuntime, retire the duplicate view/event adapters, and dispose the root only after its graphical borrowers release. This preserves synchronous UI commands while giving shutdown one exact ownership ledger.
Co-authored-by: OpenAI Codex <codex@openai.com>