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17 commits

Author SHA1 Message Date
Erik
e6362da5c2 fix(diag): resolve the multisampled backbuffer before reading it
Every automated pixel gate and every blank-world verdict in Campaign V is
produced by FrameScreenshotController reading the default framebuffer with
glReadPixels. The window is created with the quality preset's MSAA sample
count, so that framebuffer is normally 4x multisampled -- and glReadPixels
against a multisampled read framebuffer is undefined per the GL spec. The
instrument the campaign has been using to decide "did the world render?"
rested on an operation with no specified result.

That is not a theoretical complaint. The blank-world investigation spent
several rounds unable to tell "the renderer drew nothing" apart from "the
readback did not return what the renderer drew", and it took an out-of-process
desktop grab to separate them. A gate cannot arbitrate a rendering defect
while its own read is unspecified.

So the capture resolves first: when the default framebuffer is multisampled
it blits the whole colour buffer into a single-sampled RGBA8 framebuffer with
identical rectangles and GL_NEAREST -- the defined resolve -- and reads that.
A single-sampled default framebuffer keeps the original direct read, so
non-MSAA captures stay byte-for-byte what they were. The blit disables and
restores the scissor test, because a blit is subject to it and a frame that
left a rectangle armed would otherwise resolve only part of the image; that
is the same self-contained-GL-state rule the render passes follow. The
resolve target is created and destroyed per capture -- captures are rare, and
a cache would have to track resize and context teardown for no gain.

GlGpuDevice.CaptureBackbuffer had the identical undefined read. It now routes
through the same path rather than being a second instrument to keep sound.

The IDefaultFramebufferSurface seam grows the draw binding, the sample count,
and the resolve operations, so the bind/query/blit/read/restore order stays
assertable without a GL context; two new tests pin the resolve order and the
resolve target's release on a failing read.

Gates: Release build green. App tests 3,866 passed / 3 skipped. Offline pixel
gate against fed636b9 passes at a differing fraction of 4.08e-05 against the
0.001 threshold -- which is exactly the same-commit control pair measured at
this commit, i.e. indistinguishable from ambient noise. Same-commit controls
re-measured at 17 px (fed636b9) and 23 px (here) out of 563,200; the recorded
band in plan section 5.1 widens to 15-23 px, fraction <= 4.1e-05.

Plan section 5.5.1 records what the connected investigation established: the
interleaved A/B attribution (4/5 vs 0/5, p ~ 0.024), the desktop witness
showing every depth-tested draw missing while the atmosphere clear and the
complete retained UI present, the probe evidence that the CPU dispatched
3,331 statics with no GL error, and the falsification list -- including the
ring glBufferSubData hazard, which condition 1 shipped against and did not
fix.

Section 5.5.2 records this session's second investigation, run against a
staged (never committed) V4c with log-only glGet* probes, and it closes the
shared-3-D-state hypothesis. The depth plane is bit-identical on blank and
rendered frames -- test on, write mask on, GL_LESS, clear value 1.0, range
[0,1], full viewport, full colour mask, no clip distances. The camera
constants are sane and advancing. Forcing gl_ClipDistance off left the blank
rate unchanged at 3/5. glGetGraphicsResetStatus returned NO_ERROR in all
1,814 samples across four blank runs, which also retires the "GPU-side fault"
reading in its context-reset form.

Two sharper facts replace it. Replacing only the frame clear colour with
magenta makes a blank frame come back uniformly magenta under the complete
retained UI, so no 3-D fragment is rasterized at all -- the world is not
drawn-then-hidden, fogged, or overdrawn. And on a blank run the client's own
capture of framebuffer 0 is RGBA(0,0,0,0) in every pixel, including pixels
where the UI is visibly on screen at that moment. That survives this commit's
resolve fix, so it is a second, independent instrument fault: the screenshot-
byte verdict used by the repeat and A/B gates measures the readback, not the
renderer, and those gates need to assert on the desktop witness instead.

V4c is NOT re-landed. No fix was attempted, because the mechanism is not
renderer state and does not sit in V4c's surface as this hypothesis predicted.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-28 00:54:59 +02:00
Erik
c090cd693d fix(diag): make the frame capture name the framebuffer it reads
FrameScreenshotController.ReadDefaultFramebuffer called glReadPixels
without binding a read framebuffer, so it captured whatever was bound to
GL_READ_FRAMEBUFFER at that moment rather than the default framebuffer
its name promises. The capture runs at the end of
PrivatePresentationRenderer.Render, after PrivateEntityViewportRenderer
has drawn the paperdoll and appraisal views into its own FBO — an FBO it
clears to exactly RGBA(0,0,0,0). A capture that inherits that binding
writes a fully transparent PNG, which the repeat-run connected gate
scores as BLANK even though the backbuffer on screen was correct.

This was latent for as long as something rebound framebuffer 0 often
enough to mask it. Before Campaign V slice V4c, GL BeginPass bound
framebuffer 0 on every pass with a null colour target; V4c deliberately
stopped doing that (plan §5.4) so the offscreen viewport renderers could
keep their own target across a dispatcher draw. Removing the wide path
exposed the narrow bug underneath it — the same latent-bug-masked-by-a-
fallback class the project recorded for #98.

The read now binds framebuffer 0 to GL_READ_FRAMEBUFFER, reads, and
restores the caller's binding, so a diagnostic capture states its own
source and cannot perturb the frame it observes. The GL calls move behind
IDefaultFramebufferSurface so the bind/read/restore order is assertable
without a GL context; two tests cover the ordering and the restore on a
throwing read.

Gates: Release build green; App tests 3,864 passed / 3 skipped (3,862
baseline plus the two new tests), no #250 flakes; offline pixel gate
against 8dec163f PASS at a differing fraction of 4.26e-05 against the
0.001 threshold, inside the documented same-commit noise band.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-27 23:14:51 +02:00
Erik
18d17d8bb1 refactor(runtime): acknowledge exact world host projections 2026-07-26 18:27:41 +02:00
Erik
a6860d5563 refactor(runtime): own world reveal generation 2026-07-26 17:09:54 +02:00
Erik
d9446030e6 feat(streaming): shadow-publish flat collision assets
Carry one immutable prepared collision closure with each accepted near-tier generation and install graph plus flat views through the same retained publication receipt. Apply the same strict package-only rule to live entities, add exact sampled graph-authoritative comparison artifacts and lifecycle counters, and prove cancellation, demotion, rehydrate, revisit, teardown, reconnect, and the nine-stop route with 14,064 zero-mismatch samples.

Co-authored-by: OpenAI Codex <codex@openai.com>
2026-07-25 16:38:54 +02:00
Erik
e346f8bbaf feat(rendering): compare scene-built PView candidates
Build a same-frame candidate product from incremental render-scene indices and compare its exact PView routes against the accepted current path without changing the production draw source.
2026-07-25 00:12:53 +02:00
Erik
0eb6648589 feat(rendering): compare the incremental shadow scene
Construct Slice F's non-drawing scene only for lifecycle automation, drain accepted static and live deltas at the final update boundary, and compare exact current-path fingerprints at cadence and checkpoints. Publish bounded mismatch, journal, index, digest, and memory evidence without changing normal launches or draw submission.

Release: 8,211 passed, 5 skipped.
2026-07-24 22:24:30 +02:00
Erik
f9b68f8f2a feat(rendering): complete current-path render referee
Extend the non-drawing oracle through ordered PView routes, dispatcher visibility and final instance payloads, and accepted retail selection parts. Lifecycle artifacts can now referee the later shadow scene without influencing production visibility or draw decisions.
2026-07-24 21:28:12 +02:00
Erik
b2b67341ac feat(rendering): establish current-path scene referee
Capture deterministic, landblock-aware fingerprints from the accepted partition only during lifecycle automation. This gives the F/G shadow scene an independent oracle without changing normal draw decisions or adding disabled-path per-entity cost.
2026-07-24 21:13:11 +02:00
Erik
ac45cb1bd7 feat(streaming): establish cost budget ledger
Add the validated frame-work profile, deterministic completion charges, and shadow admission meter before enforcing the scheduler in Slice E2. Lifecycle artifacts now expose elapsed work, would-yield limits, backlog bytes/age, and pending owner ledgers without changing accepted execution.

Tests: dotnet build AcDream.slnx -c Release --no-restore; dotnet test AcDream.slnx -c Release --no-build --no-restore (8124 passed, 5 skipped)
2026-07-24 17:26:34 +02:00
Erik
1853a57c12 feat(diagnostics): complete residency pressure ledger
Complete Slice D4 by adding aggregate lifecycle occupancy and traffic facts, validating physical source reports, and including decoded audio under the typed startup budget. Exercise every domain under forced pressure and retain the real cache/fence convergence gates.
2026-07-24 16:40:17 +02:00
Erik
3e18fc2730 feat(render): unify physical residency accounting 2026-07-24 16:20:48 +02:00
Erik
7b456b49d6 perf(diag): per-frame history export + checkpoint LOH/cache counters + soak capped mode (2026-07-24 audit review)
An adversarial performance review found our own instruments cannot
measure the project's own performance gates:

- FrameProfiler aggregated CPU/GPU/alloc/stage samples into ~5-second
  windows and reset the ring buffers after each report, so route-wide
  p50/p95/p99 distributions across a whole soak could not be
  reconstructed after the fact. ACDREAM_FRAME_HISTORY=<path> now opts
  into a separate per-frame history (one record per frame, ~72
  bytes/record, accumulated in memory with zero frame-thread I/O) that
  a shutdown-only Dispose() writes as CSV. The aggregated [frame-prof]
  report format and its existing metrics are unchanged.

- The canonical checkpoint JSON tracked cache residency (entry/byte
  counts) but never LOH size/fragmentation, process-wide allocated
  bytes, or cache hit/miss/eviction traffic — a committed audit JSON
  showed 65% LOH fragmentation that no tracked instrument recorded,
  and "does a revisit portal hit or miss the caches" was unanswerable
  from an artifact alone. WorldLifecycleResourceSnapshot now carries
  loh_size_bytes/loh_fragmentation_bytes (GCMemoryInfo.GenerationInfo
  index 3), process_total_allocated_bytes (GC.GetTotalAllocatedBytes),
  and Interlocked hit/miss/eviction counters for the CPU mesh cache,
  decoded-texture cache, and the four bounded DAT-object caches
  (portal/cell/highRes/language, aggregated).

- run-connected-r6-soak.ps1 unconditionally forced
  ACDREAM_UNCAPPED_RENDER=1 with no capped mode, while its sibling
  lifecycle-gate script correctly gated it behind a switch. Added
  -Uncapped (default capped, matching the sibling script's pattern),
  fixed the stationary dwell (12s -> 26s, past the 25s
  LiveEntityLivenessController deadline the adjacent comment already
  cited), and now write an env-disclosure.json into the automation
  artifact directory before every launch listing every ACDREAM_* var
  the script sets plus -Uncapped, since the prior audit could only see
  ACDREAM_DUMP_MOVE_TRUTH and nothing else was ever recorded anywhere.

Cache counters are wired via the existing composition path
(ObjectMeshManager already owns the CPU mesh cache and the mesh
extractor directly; content.Dats is threaded into
WorldLifecycleResourceSnapshotSource the same way every other
composition consumer receives it). The DAT-object cache lives behind
IDatReaderWriter, a third-party interface from the DatReaderWriter
package that cannot be extended; RuntimeDatCollection (the one
production implementation) exposes the aggregate stats directly and a
pattern match reads them, degrading to zero for any test double —
no new static registry was introduced (GpuMemoryTracker remains the
one precedented process-wide static).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
(cherry picked from commit 1da2c33c875b41fa383dd79694ee2765f0e21896)
2026-07-24 12:00:30 +02:00
Erik
bca4148739 test(app): add canonical connected soak snapshots
Make scripted lifecycle checkpoints acknowledged post-diagnostics render barriers, capture the exact frame outcome beside canonical resource ownership, and harden the nine-stop route with ordered same-location cache and lifetime gates without weakening process residency thresholds.

Co-authored-by: Codex <codex@openai.com>
2026-07-22 20:01:06 +02:00
Erik
9d7df1bfc5 refactor(render): compose render frame orchestrator
Move the accepted draw transaction and failure recovery behind typed frame-phase owners so GameWindow only supplies immutable frame input. Preserve retail draw order, make ImGui/bootstrap shutdown ownership explicit, and restore exact text-render GL state on failures.\n\nCo-authored-by: Codex <codex@openai.com>
2026-07-22 08:03:49 +02:00
Erik
733126a272 refactor(render): extract frame presentation diagnostics 2026-07-22 05:02:31 +02:00
Erik
354c2adc2e test(runtime): add deterministic world gate artifacts 2026-07-20 22:37:16 +02:00