V4c verified independently: offline pixel gate passing at 26 differing pixels of 563,200 against a 17-pixel same-commit control, App suite 3,844/3, 8 files, contract untouched, no tests removed, encoding clean.
Two things the slice surfaced are now written down rather than left in a report. First, GL BeginPass had to stop binding framebuffer 0 for a null target, because the viewport and portal renderers bind their own FBO before calling the dispatcher - correct today, but it makes GL diverge from the contract, and Vulkan must honour a null target literally as the swapchain image. V4h has to restore it or the V7 differential will show an entire viewport rendering to the wrong surface. Second, the offline gate exercised the dispatcher hard and EnvCellRenderer not at all, so dungeon interiors are half of V4c and remain unproven; the accumulated user-gate debt across V2c, V4c and the upcoming V4e/V4f/V4g is now tabulated with the connected route that clears it.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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>
V4a landed on the second attempt at 096dd203, verified independently: offline pixel gate passing at 22 differing pixels against an 8-26 same-commit noise band, App suite at exactly the 3,843/3 baseline, 26 files touched, no encoding damage. Three audits of the reverted first attempt found defects that outlive it - resident bindless handles never released, no test coverage for the Multisample state dimension, and no encoding guard - now tracked as #249.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Three rules binding on every remaining slice: an RHI pass must restore GL capability state while raw-GL renderers coexist; a failing gate blocks the commit rather than being explained away; and slices stay inside their file list. Also pre-approves the external-texture bridge for the paperdoll viewport so a slice does not invent one mid-implementation.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
V3 exists to verify the assumptions the whole Vulkan design rests on, before
V6 builds on them. The central claim held. One plan assumption did not, and
catching it here is the slice paying for itself.
Confirmed: every projection reaching a shader is built by
Matrix4x4.CreatePerspectiveFieldOfView, so NDC z is already [0,1] - Vulkan's
own convention - and no projection rework is needed. There are no orthographic
projections in production at all; the retained UI converts pixel coordinates
straight to NDC with a constant z, so V4a has no matrix to convert. Phase U.3's
clip planes are derived and compared entirely in clip space with plane.z always
zero, making them insensitive to both the depth convention and the viewport Y
flip. SkyProjection.WithDepthRange is the only hand-written matrix edit and it
re-derives the same D3D-convention mapping rather than a GL-style depth scale.
Corrected: the plan specified a B8G8R8A8_SRGB swapchain "matching the GL
FramebufferSrgb contract." That contract does not exist. FramebufferSrgb is
enabled only inside the throwaway capability probe and disabled immediately,
never on the real backbuffer; no texture uses an sRGB internal format; no
shader converts gamma. The renderer is UNORM end to end, so the correct
swapchain format is B8G8R8A8_UNORM. Shipping _SRGB would have applied an encode
to already-display-space values - a global brightening on every frame that
nothing before V7 would have caught.
Two acceptance items carried forward to V6/V7: the Vulkan encoder must flip
scissor rectangles itself, because vkCmdSetScissor is top-left-origin and the
negative viewport height does not affect it; and the V7 differential must
launch both backends with ACDREAM_MSAA_SAMPLES=0, since MSAA is fixed at window
creation and cannot be toggled mid-session.
Filed #248 for FrustumCuller's near-plane extraction, which uses the GL
[-1,1] Gribb-Hartmann formula against [0,1] matrices. It is provably
over-inclusive rather than over-culling, and it is pure CPU math untouched by
the backend swap, so it is tracked rather than fixed inside this campaign.
No code changed, so the pixel gate is trivially satisfied.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Records V2's landing (V2a d365476e, V2b 1f1f6c08, V2c a85743f7) in the
campaign doc's status banner and slice table, alongside the actual
per-renderer table-ownership shape (each of WbDrawDispatcher, EnvCellRenderer,
TerrainModernRenderer, and ParticleRenderer owns its own GlBindlessHandleTable
rather than one shared TextureCache-owned instance) and the measured
pixel-gate differing-pixel fractions.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The device flushes its texture table before draws it records, but at V2 the draws still go through raw GL in WbDrawDispatcher, so the device would never flush and the table would be stale on the GPU. V2 therefore keeps the handle table inside the existing texture caches; V4c deletes it once the dispatcher moves onto the encoder and the device table becomes reachable.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Seven of the campaign slices (V2, V4a-V4g) are renderer ports whose entire
acceptance criterion is that no pixel changed, and the existing connected
lifecycle route needs both a live ACE server and the user watching. That would
have made the campaign advance only when someone is at the keyboard.
The client renders the world from the DATs without ACDREAM_LIVE, so the existing
UI automation probe can capture a settled frame with no session created and no
ACE state to disturb. The gate wraps that: capture at the parent commit, capture
at slice HEAD, compare through the existing compare-screenshots CLI at the
project's pinned tolerance 2 / 0.001.
Determinism was measured rather than assumed, and the first measurement failed:
two captures at the same commit differed in 0.29% of pixels. The differences
were confined to the top ~180 rows, which is correct behavior rather than a bug
- the sky animates and the Dereth clock advances with wall time, so two launches
cannot agree there. Below the horizon everything was stable. Masking the top 280
rows brings two independent same-commit pairs to 15 and 17 differing pixels out
of 563,200 compared, a ~33x margin under the threshold. Masking the animated
band keeps the rest a strict identity check; relaxing the tolerance instead
would have hidden real regressions everywhere else.
Covers terrain and blending, scenery, static meshes, water, fog, and the whole
retained UI. Does not cover sky (masked), EnvCell interiors, particles, or the
paperdoll viewports, since the offline scene is a fixed outdoor view - so V4e,
V4f and V4g keep a user visual gate on top of this one.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Implements GlGpuDevice and the rest of AcDream.App.Rendering.Gpu.Gl,
filling the V0-pinned IGpuDevice contract on OpenGL 4.3. This is the
first of the port slices described in
docs/plans/2026-07-27-vulkan-campaign.md: every later renderer port
(V2 onward) needs a real, driver-proven GL implementation of the RHI
to port onto, and the GL backend is deliberately built to be
behaviour-preserving rather than optimal, because that is what turns
each subsequent slice's pixel gate into a strict identity check
instead of a moving target. The Vulkan backend (V5+) is where the
actual efficiency gains land.
GlGpuDevice is a fresh root, not derived from Chorizite's
BaseGraphicsDevice/OpenGLGraphicsDevice - shedding that inheritance is
one of the things this campaign explicitly does. It owns its own
BindlessSupport instance rather than sharing the legacy WB render
path's, which is what lets it be constructed the moment a GL context
and a GpuFrameFlightController exist, with no dependency on when
WorldRenderCompositionPhase happens to detect bindless support later
in startup. The ring buffer keeps a managed staging array plus a real
GL buffer per flight slot and flushes with one BufferSubData
immediately before each Draw/DrawIndexed/MultiDrawIndexedIndirect
(never at bind time, since a renderer may still write after binding);
V1 throws on an over-capacity ring request rather than growing it,
since nothing consumes the device yet and a silent grow would hide a
future renderer's real working set. The texture table is a bump/free-
list allocator over a managed uvec2 handle array, gated through the
frame-flight retirement queue so a released slot cannot be reused
while a submitted frame might still read it. Push constants are
applied by uniform name on the currently-bound program, cached per
program, and explicitly re-applied whenever BindPipeline switches
programs - GL uniforms are per-program state, so the "survives
pipeline changes within a pass" guarantee the interface documents (a
freebie on Vulkan's shared pipeline layout) has to be emulated here.
BindlessSupport gained one additive method,
GetResidentHandle(texture, sampler), calling the same
ArbBindlessTexture.GetTextureSamplerHandle entry point
ManagedGLTextureArray already uses through a different path. The
existing GetResidentHandle(texture) cannot express
IGpuDevice.RegisterTexture's documented pair semantics ("the same
texture registered with two samplers occupies two slots"), so this
was the minimal change needed rather than a workaround.
The pure bookkeeping - ring watermark/alignment arithmetic, the
texture-slot allocator, render-state diffing, the push-constant field-
to-uniform-name table, and GL format mapping - lives in small GL-free
classes so it is unit-testable without a live context, following the
same seam pattern GpuFrameFlightController already uses for its fence
API. GlGpuTimerPool follows suit with an injectable timer-query API.
The device is constructed in HostInputCameraCompositionPhase
immediately after the frame-flight controller (the same phase that
already builds GpuFrameFlightController), rather than in
WorldRenderCompositionPhase as first considered: GlGpuDevice's self-
contained bindless detection means it has no ordering dependency on
the legacy WB path's BindlessSupport, so it can be proven against the
real driver as early as possible while keeping the composition change
to one phase. Composition, publication, and shutdown wiring follow
the existing acquire/publish/fault-injection pattern exactly, and GPU
device disposal is scheduled through the frame-flight retirement queue
before that queue itself is torn down. Nothing consumes the device
yet - that starts at V4a - so this slice's pixel gate is trivially a
tripwire.
App tests: 3834 passed / 3 skipped (V0 baseline 3785 + 49 new: ring,
texture-slot, render-state, push-constant, format-mapping, enum-
mapping, and timer-pool tests, plus one new fault-injection point in
the existing composition theory).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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>
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>
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>
Record J5.5 production SHA, complete Release baseline, exact-binary lifecycle/reconnect and nine-stop collision/movement evidence, and rollback. Synchronize architecture, roadmap, milestones, AGENTS/CLAUDE, and advance the active program to J5.6 projectile runtime.
Co-authored-by: Codex <noreply@openai.com>
Move the sole PhysicsEngine, production cache, collision admissions, canonical bodies and hosts, remote components, ordinary/remote worksets, simulation, cell commits, and shadow synchronization under RuntimeEntityObjectLifetime. Keep App as the prepared-asset, animation-input, and render-projection adapter while preserving the named-retail update and collision order.
Add exact-incarnation, object-clock, callback-reentrancy, GUID-reuse, two-runtime isolation, source ownership, collision publication, and graphical projection coverage. Release build and the complete 8,588-test solution pass.
Co-authored-by: Codex <noreply@openai.com>
Record the exact J5.4 automated, lifecycle/reconnect, and nine-stop movement evidence; advance the Modern Runtime program to J5.5; and synchronize architecture, roadmap, milestones, AGENTS/CLAUDE, rollback, and durable research pointers.
Co-authored-by: Codex <noreply@openai.com>
Move the canonical local movement controller, body/motion managers, object clock, movement wire data, and MTS/jump/AP sender into AcDream.Runtime. Replace process skill defaults with typed Runtime character options, make graphical and direct commands borrow one autorun owner, retain the construction-time PartArray seam, and include movement in terminal ownership convergence.
Preserve the accepted pre-inbound movement/jump and post-inbound autonomous-position order while moving the exact packet/cadence fixtures into Runtime tests. Add graphical/direct parity, two-instance isolation, teardown, allocation, architecture, and divergence-path coverage.
Co-authored-by: Codex <noreply@openai.com>
Record the exact J5.3 owner boundary, retail ordering, Release and connected evidence, rollback, and J5.4 handoff across architecture, roadmap, milestones, agent instructions, and durable memory.
Co-authored-by: Codex <noreply@openai.com>