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12 commits

Author SHA1 Message Date
Erik
ad61f250fb Revert "feat(render): Campaign V slice V4d-2 - move terrain onto the RHI"
This reverts commit b064668b63.
2026-07-27 22:38:02 +02:00
Erik
b064668b63 feat(render): Campaign V slice V4d-2 - move terrain onto the RHI
TerrainModernRenderer records through IGpuPassEncoder instead of calling GL
directly. V4d-1 already converged its two matrix uniforms; this is the plumbing.

What moved. The per-frame indirect command array became an
IGpuFrame.AllocateRing slice, which retires the three-deep per-frame-slot
indirect buffer pool outright. That pool existed so a second terrain draw within
one frame - a retail outside view can issue several - could not overwrite an
earlier draw's still-pending commands; the frame ring gives that structurally,
because every allocation within a frame is distinct memory that lives until the
frame retires. DynamicIndirectBufferCount now reports 0, which is the truth
rather than a silent change.

The vertex and index arena became an IGpuBuffer pair. AddLandblock's two
BufferSubData calls are Upload, and EnsureCapacity's grow-and-copy is
IGpuBuffer.CopyTo, still device-side so resident landblock meshes never
round-trip through system memory. The global VAO is gone: the pipeline owns one
shaped by the vertex layout, and the encoder re-issues attribute pointers on
every BindVertexBuffer.

Locations 2-5 use GpuVertexFormat.UByte4UInt, added at c7f5f251 for exactly
this. They are uvec4 in the shader and carry terrain-type, road and
split-direction codes; UByte4Normalized would have delivered [0,1] floats to an
integer input, which GL leaves undefined - garbage, not an approximation.

uTextureIndexA/uTextureIndexB became GpuPushConstants.TextureIndexA/B. Slice V2b
named those uniforms to match the pinned block, so this was the rename it was
meant to be. uTexTiling moved from a loose uniform float[36] into a std140 block
at GpuBindingModel.UniformTerrainTiling: at 144 bytes of payload it cannot ride
in the 96-byte push-constant block, and no RHI verb sets a uniform array. std140
pads each element to 16 bytes so the block is 576, but the element type is
unchanged, so uTexTiling[int(layer)] reads exactly as before. It is a long-lived
uniform buffer uploaded on the first draw, preserving the upload-once property
the linked-program uniform had.

The imperative Enable(CullFace)/CullFace(Back)/FrontFace(Ccw) triple and the
inherited depth state are baked into one pipeline. Depth compare is GL_LESS, not
the contract's LessOrEqual default: the world frame runs under GL_LESS
(RenderFrameGlStateController.RestoreFrameDefaults) and terrain never called
glDepthFunc, so it inherited it. Baking LessOrEqual would change which of two
coplanar retail surfaces wins - visible exactly where terrain meets roads and
building footings, which is what the shader's zFightTerrainAdjust nudge is
about. Blend off, alpha-to-coverage off, colour write on and depth write on come
from the same frame default, each checked against what terrain observes rather
than assumed. GL_MULTISAMPLE is untouched by pipeline binds, so MSAA does not
leak away from the still-raw-GL sky and particles.

Deliberately unmoved. The terrain clip UBO at binding 2 and the SceneLighting
UBO at binding 1 stay raw global binds - ClipFrame owns one and the viewport and
portal renderers read the other, and both are raw GL until V4h (campaign doc
5.3). The interim GlBindlessHandleTable stays, now held as an IGpuBuffer and
bound through the encoder at binding 9; retiring it is V4t. glMemoryBarrier
stays a raw call: it has no RHI verb and was already a no-op against
client-side uploads. The trailing FrontFace(CW)/Disable(CullFace) restore stays
so sky and particles see what they see today. TerrainAtlas is untouched - it
belongs to V4t. Terrain has no GPU timer to port; its diagnostics use a CPU
stopwatch.

Three consequences worth naming rather than leaving to be discovered.

The convenience constructor narrowed from public to internal, because IGpuDevice
and ICurrentGpuFrameSource are internal RHI types and a public constructor
cannot name them. The class stays public, no other member changed visibility,
and every caller was already in this assembly - EnvCellRenderer's constructor is
internal for the same reason. That is the only visibility change in the diff.

Terrain no longer needs a Shader composed for it, since its pipeline compiles
terrain_modern from the same sources with the same shared preamble. That removes
the terrain-shader composition step, its publication, its lifetime field and the
WorldRenderCompositionPoint member. Two data-driven test cases went with it: one
InlineData row naming "terrain shader" as a publication to fail, and one case
from the theory that enumerates every composition point. App tests therefore
read 3,844 rather than the 3,846 baseline. No invariant lost coverage - both
theories still exercise every remaining resource and point; the two cases were
parameterisations over a step that no longer exists.

The renderer's own GpuRetirementLedger is gone. Every resource it held retryable
releases for is an IGpuBuffer or IGpuPipeline now, and their Dispose already
routes the physical free through the device's retirement queue. Only the
fallback clip UBO is still a raw GL name, so it is all the dispose ledger
carries. The slot allocator's separate retryable publication path is untouched.
Also dropped: a dead BindlessSupport field, assigned and never read.

Gates. Release build green with TreatWarningsAsErrors. App tests 3,844 passed /
3 skipped over four consecutive runs. Offline pixel gate against 0cb10597: 20
differing pixels of 563,200 (fraction 3.55e-05, 28x under the threshold),
against a same-commit control at this commit of 26 - the change differs from its
parent by LESS than the capture differs from itself, which is as close to proof
of no systematic shift as this gate can give. Compared against all three V4d-1
captures the numbers are 20, 32 and 34, against a same-commit V4d-1 spread of 8,
27 and 28: the same distribution. The gate run's client log has zero exceptions
and an empty stderr.

Coverage gap, stated rather than assumed: the offline gate's scene is a fixed
outdoor view. It exercises terrain heavily - terrain blending, road overlays and
the water edge are most of the frame - but it does not cover terrain seen
through a doorway clip region, which is the one terrain path with its own
binding (the clip UBO at binding 2). That wants a user visual check.

No divergence-register row: this slice changes no retail-facing behaviour.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-27 21:31:53 +02:00
Erik
e946b46f75 feat(render): Campaign V slice V4b - move the mesh arena onto IGpuBuffer
The shared vertex/index arena is the largest single GPU allocation acdream
makes (384 MiB + 128 MiB) and the one the Vulkan backend has the most specific
plan for (campaign doc section 4.3). This slice swaps the resource handle type
underneath it and changes nothing else: the reclaimable-range allocator, the
growth quanta, the budgeted incremental grow-and-copy, the retirement-ledger
gating, the abort ticket, the LRU that drives eviction, and the 896 MiB
dual-generation physical ceiling are all untouched. That is deliberate - those
are the semantics section 4.3 says the Vulkan arena must mirror exactly, so
preserving them is the point of the slice rather than an incidental constraint.

What moved:

- GlobalMeshBuffer's two GL buffer objects became IGpuBuffer, allocated through
  IGpuDevice.CreateBuffer with DeviceLocal residency and Vertex-or-Index plus
  both transfer usages (the arena is simultaneously a draw source and both ends
  of its own migration, which is exactly why GpuBufferUsage is a flags enum).
- UploadMesh's two hand-rolled BufferSubData sites became IGpuBuffer.Upload.
  The old code staged indices through GL_COPY_WRITE_BUFFER specifically so an
  upload could not mutate whichever VAO a preceding render pass left bound;
  Upload stages through a neutral binding point of the backend's choosing, so
  that property now comes for free instead of by hand.
- AdvanceMigration's CopyBufferSubData became IGpuBuffer.CopyTo - a device-side
  copy, which the Vulkan backend will record as vkCmdCopyBuffer. The live
  prefix still never round-trips through system memory.
- BeginMigration/CommitMigration/AbortMigration/Dispose now carry IGpuBuffer in
  the migration record and the abort ticket instead of raw uint names, so the
  ticket's identity check is a resource identity rather than a number that goes
  stale the moment the buffer is deleted.

What deliberately did not move. A VAO has no RHI verb - Vulkan bakes vertex
input into the pipeline - and WbDrawDispatcher, EnvCellRenderer and
ParticleRenderer still bind VAO/VBO/IBO with raw GL until V4c hands them the
pass encoder. So GlobalMeshBuffer keeps its GL handle for the vertex array and
its attribute layout, and VBO/IBO became computed properties that publish the
backing GL name of the buffer the arena now owns as an IGpuBuffer. One private
RequireGlBuffer helper is the single place that reaches through the interface,
and it disappears with those consumers. ObjectMeshManager therefore needed no
upload-path change at all - it reads those same three properties.

Two decisions worth recording.

First, arena deletes do not route through IGpuBuffer.Dispose. The arena already
gates every delete behind its own GpuRetirementLedger and decrements its
physical-capacity accounting in the same retirement stage; Dispose would defer
the physical free through the device queue a second time, so the accounting
would run ahead of real GPU residency and could admit a migration that breaches
the 896 MiB ceiling. GlGpuBuffer gains DeleteRetired for callers that have
already proved flight safety, and GlobalMeshBuffer composes it into a release
whose four stages match TrackedGlResource.CreateRetryableBufferDeletion exactly
- precondition, mutation-with-validation, byte accounting, resource-count
accounting - so a driver failure re-issues only the delete and never
double-counts.

Second, two corrections in the GL backend, both required to keep this port
behaviour-preserving rather than merely compiling. GlGpuBuffer's glBufferData
usage hint now follows residency (DeviceLocal -> StaticDraw), which is what the
arena has always requested; the host-writable rings and texture table keep
DynamicDraw and are unaffected. And a failed allocation now releases the GL
name it had already created - GL_OUT_OF_MEMORY is a real outcome for a 384 MiB
growth destination, and the previous code leaked the name on that path.

Plumbing: the device reaches the arena through WbMeshAdapter and
ObjectMeshManager. Their constructors became internal because IGpuDevice is an
internal type by the pinned contract, matching what V4a did for BitmapFont,
DebugLineRenderer and TextRenderer; both classes stay public and every caller
already lives inside AcDream.App or its InternalsVisibleTo test assemblies. The
unused public GlobalMeshBuffer(GL) convenience constructor is gone - it could
not supply a device and had no callers.

Gates. Release build green with TreatWarningsAsErrors. App tests 3,843 passed /
3 skipped, exactly the slice baseline; complete Release suite 8,906 passed / 5
skipped. Offline pixel gate against 79ee2361: 25 differing pixels of 563,200
(fraction 4.44e-05), against a same-commit control captured immediately
afterwards of 24 - the change is indistinguishable from capture noise and sits
40x under the 0.001 threshold. An earlier gate run was discarded rather than
interpreted: its client log showed real ScrollUp/ScrollDown input reaching the
offline window, which zoomed the camera, and a camera-motion difference is not
a rendering result.

No divergence-register row: this slice changes no retail-facing behaviour.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-27 20:02:50 +02:00
Erik
096dd203fa feat(render): Campaign V slice V4a - port TextRenderer/BitmapFont/DebugLineRenderer/TextureCache UI path onto IGpuDevice
Second attempt at V4a after ceec3bc4 was reverted at 9aaf97e7 for losing world
multisampling and a 334-file scope explosion. This lands the same functional
slice with a much smaller footprint and the two structural fixes the revert
postmortem (docs/plans/2026-07-27-vulkan-campaign.md SS7.1) called for.

What moved onto the RHI:
- TextRenderer: the ui_text shader now compiles through IGpuDevice.CreatePipeline
  (one IGpuPipeline, replacing the old hand-rolled Shader class); its three
  fence-buffered per-flight VBOs are gone in favour of a per-IGpuFrame ring
  allocation per draw bucket; its 1x1 white fill texture is created via
  IGpuDevice.CreateTexture and registered into the device's texture table.
  Flush keeps TextRenderGlStateScope and the manual GL disable block verbatim
  (TextRendererFailureSafetyTests pins their literal presence) alongside the
  new pipeline bind - both target the identical final GL state, so this is
  redundant, not contradictory. Sprite/font texture binding stays classic
  (glActiveTexture/glBindTexture) because DrawSprite receives arbitrary
  externally-owned GL texture names from dozens of UI call sites outside this
  slice's scope; IGpuPassEncoder has no verb for that, by design (every other
  RHI consumer samples through the bindless texture table).
- BitmapFont: the stb-baked R8 atlas is created/uploaded through
  IGpuDevice.CreateTexture; TextureId stays a raw GL name extracted from the
  IGpuTexture, since its only consumer is TextRenderer's classic path above.
- DebugLineRenderer: the debug_line shader compiles through
  IGpuDevice.CreatePipeline (LineList topology, depth disabled); Flush ring-
  allocates its vertex data and draws through IGpuPassEncoder. uView/uProjection
  don't fit the shared GpuPushConstants block (one combined VP matrix) so they
  are set directly on the pipeline's compiled program, mirroring TextRenderer.
- TextureCache: GetOrUploadRenderSurface and the public UploadRgba8(byte[],...)
  wrapper now create IGpuTexture+GpuTextureSlot internally, extracting the raw
  GL name for their unchanged uint return type - DrawSprite's signature and its
  16 call sites across the UI are untouched. The world-material path
  (GetOrUpload, the raw layer-array upload) is untouched.
- UiViewport: TextureHandle (uint) -> TextureSlot (GpuTextureSlot), resolved
  back to a raw GL name via TextRenderer.ResolveExternalTextureSlot at draw
  time. Its texture is produced by PaperdollViewportRenderer/
  PrivateEntityViewportRenderer, both still raw GL until V4g, so
  RetailPaperdollFrameView/RetailCreatureAppraisalFrameView register it through
  the pre-approved GlGpuDevice.RegisterExternalColorTexture transitional seam
  (campaign doc SS7.1's final paragraph) instead of inventing anything broader.

The two revert-postmortem fixes, both in Gpu/Gl (never in the pinned Gpu/
contract):
- GlGpuDevice.BeginPass now resets the render-state cache unconditionally on
  every pass, not only a clearing one. The first attempt's crash came from
  exactly this gap: a raw-GL renderer running between two RHI passes changes
  GL program/blend/depth/cull state the cache never observes, so a later
  BindPipeline skipped re-issuing glUseProgram and the following push-constant
  upload threw GL_INVALID_OPERATION.
- GlGpuPassEncoder now captures ambient GL capability state (program, VAO,
  array buffer, texture0 binding, depth test/write/func, blend enable+func,
  cull enable+mode, front face, alpha-to-coverage, multisample) on construction
  and restores it on Dispose, generalizing what TextRenderGlStateScope already
  did for TextRenderer specifically to every RHI pass - this is what stops
  DebugLineRenderer's pipeline bind (which has no scope of its own) from
  leaking state into the next raw-GL renderer. Both are marked transitional,
  deleted at V4h once nothing raw-GL remains.

Frame lifecycle (additive, per the task's own description of this piece):
new GpuDeviceFrameLifetime wraps IGpuDevice.BeginFrame()/IGpuFrame.End() and
exposes the open frame via ICurrentGpuFrameSource. RenderFrameOrchestrator's
IRenderFrameLifetime now routes through this wrapper instead of calling
GpuFrameFlightController directly - GlGpuDevice.BeginFrame already calls
straight through to that same controller, so the fence/slot-rotation contract
is unchanged; the wrapper only additionally yields the IGpuFrame ported
renderers need. No clears moved, no framebuffer binding changed, frame-graph
phase order is untouched. The two now-dead per-slot TextRenderer.BeginFrame(int)
calls in RuntimeRenderFrameBeginResources are removed. The UI Studio
(RenderBootstrap/StudioWindow) gets its own independent RHI device+lifetime,
mirroring the production composition.

Real bug found and fixed while exercising this for the first time: both
BitmapFont and TextureCache's nearest-filter override called TexParameter
AFTER RegisterTexture, which made the bindless handle resident - GL_ARB_
bindless_texture forbids modifying a texture's parameters once its handle is
resident, so this threw GL_INVALID_OPERATION building the retained UI's own
TextRenderer. Fixed by moving both TexParameter blocks before RegisterTexture.

Scope note: touches 25 files (24 modified + this commit's one new file), not
the ~10 the brief estimated, because the frame-lifecycle wiring and the
viewport escape hatch (both explicitly asked for) ripple through five
composition files and two frame presenters that thread IGpuDevice/
ICurrentGpuFrameSource to construction sites. No file outside that necessary
set was touched: no visibility sweep beyond the specific constructors/
properties whose new parameter types are internal (TextRenderer/BitmapFont/
DebugLineRenderer/UiHost's constructors, TextureCache's otherwise-orphaned
convenience overload, UiViewport.TextureSlot), no world-mesh/terrain/particle/
sky file touched, no test deleted or weakened - three source-text conformance
tests (TextRendererPublishesEveryConstructorResourceBeforeLaterGlWork,
GlTextureOwnershipTests' TextRenderer.cs check, and
RenderFrameResourceControllerTests' frame-order check) were replaced with
equivalent assertions against the new construction/wiring shape, since their
pinned invariant was specifically the old raw-GL shape this slice legitimately
replaces.

Gates:
- dotnet build -c Release: 0 warnings, 0 errors.
- dotnet test tests/AcDream.App.Tests -c Release: 3,843 passed / 3 skipped -
  exactly the baseline. Complete solution: 8,906 passed / 5 skipped across all
  nine test projects.
- Offline pixel gate (tools/run-offline-pixel-gate.ps1, parent a97e04ae vs this
  commit): 26 differing pixels of 563,200 compared (fraction 4.62e-05), pass
  against the 0.001/563-pixel threshold. Verified against a same-commit control
  (two captures at this commit differ by 20 pixels) rather than accepted at
  face value - the two numbers are in the same band, confirming this is normal
  animated-content/frame-pacing noise and not the systematic silhouette-edge
  loss (1,791 pixels, 224x higher) the first attempt's revert diagnosed.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-27 19:37:19 +02:00
Erik
9aaf97e785 Revert "Campaign V slice V4a" - it lost world multisampling
This reverts ceec3bc4. Two independent reasons, either sufficient.

The rendering regression. The slice deleted TextRenderGlStateScope, which
saved GL_MULTISAMPLE and GL_SAMPLE_ALPHA_TO_COVERAGE on entry, disabled them
for the text pass, and restored them on exit (TextRenderGlStateScope.cs:111-112
and 153-154 at the parent commit). Its replacement bakes that state into the
text pipeline but nothing restores it, and GlGpuPassEncoder.Dispose does not
either. Every world renderer is still raw GL at this point in the campaign, so
from the first UI frame onward the world drew with multisampling disabled.

The offline pixel gate caught it: 1,791 of 563,200 compared pixels differed,
0.318% against a 0.001 threshold. The commit message attributed this to
wall-clock-driven ambient animation shifting phase, and committed through the
failure. That explanation does not survive its own control: capturing twice at
the reverted-to commit differs by 19 pixels and twice at the slice's own commit
by 8, while base-versus-head differs by 1,791 - a 224x gap that no shared-noise
source explains. An amplified difference image settles it visually: the changed
pixels are the silhouette edges of every tree, building and rock, with terrain
interiors, water and the entire UI untouched. That is the signature of losing
edge antialiasing, not of animated sprites.

This is the exact failure mode two existing memory notes already warn about -
a mid-frame renderer must set every GL state it uses rather than inherit it,
and issue #52's lesson that a rendering migration must audit per-pass GL state
before declaring itself done.

The scope. The brief was three small leaf renderers plus additive frame-
lifecycle wiring, roughly ten files. The commit changed 334 files with 3,665
insertions and 3,845 deletions, including 323 public-to-internal visibility
conversions across the App assembly, 55 test files, two retired conformance
tests, and a self-described temporary escape hatch for bridging raw-GL viewport
textures. Even without the regression, that is not separable into the part
worth keeping and the part worth dropping.

Reverting rather than patching because the good work here - the RHI frame
lifecycle wiring and a genuine render-state-cache staleness fix - is small
enough to redo cleanly against a tightened spec, while untangling it from 300+
files of unrelated churn is not.

Post-revert: Release build clean, App suite back to 3,843 passed / 3 skipped,
offline pixel gate passing at 19 differing pixels.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-27 18:29:28 +02:00
Erik
ceec3bc440 feat(render): Campaign V slice V4a - port TextRenderer/BitmapFont/DebugLineRenderer/TextureCache onto IGpuDevice
TextRenderer, BitmapFont, DebugLineRenderer, and TextureCache's UI-texture
upload path (GetOrUploadRenderSurface/UploadRgba8) now issue every draw and
resource creation through the pinned IGpuDevice/IGpuFrame/IGpuPassEncoder
RHI contract instead of raw GL. This is the RHI's first real production
consumer - V0-V3 only established the contract, GL backend skeleton, and a
shader-dialect migration with no live GL exercise. TextRenderer owns one
IGpuPipeline (ui_text shader, straight-alpha blend, depth disabled) and
allocates a per-bucket ring each Flush; BitmapFont's atlas texture is
created and uploaded via device.CreateTexture/.Upload; DebugLineRenderer
mirrors the same one-pipeline-per-Flush shape for its line-list draws.
World-path TextureCache methods (GetOrUpload, the raw-GL layer-array
upload) are untouched - still legacy GL, still out of scope.

Frame lifecycle: GpuDeviceFrameLifetime (RenderFrameOrchestrator.cs) wraps
IGpuDevice.BeginFrame()/IGpuFrame.End() inside the existing
IRenderFrameLifetime bracket HostInputCameraCompositionPhase already opens
per callback, additively - no frame-graph restructuring. Ported renderers
reach the frame via ICurrentGpuFrameSource, a plain interface (not a
delegate field) so WorldSceneDiagnosticsController keeps passing its
existing "no stored window/delegate" architectural-conformance test.

Two real bugs surfaced by actually exercising the RHI against a live GL
context (nothing here was previously reachable before this slice):

- GlGpuDevice.BeginFrame() now resets the render-state cache every frame.
  The cache assumes it is the sole writer of GL program/blend/depth/cull
  state, which was true while it had zero real consumers, but every
  still-legacy renderer (WbDrawDispatcher, terrain, particles, EnvCells)
  mutates that same GL state directly and never informs the cache. Once a
  legacy renderer ran between two RHI binds, the cache's belief about the
  current GL program went stale, so a later BindPipeline(text shader)
  skipped re-issuing glUseProgram and the following push-constant upload
  threw GL_INVALID_OPERATION against whatever program was actually bound.
  Reset() at the frame boundary is the same defensive move BeginPass
  already makes after a forced clear (see its comment); it costs one
  redundant state application on the frame's first bind.
- GL_MULTISAMPLE has no representation in the pinned contract. Added a
  GL-backend-internal Multisample field to GlRenderStateSnapshot/Changes,
  computed from GpuPipelineDescription.SampleCount at BindPipeline time -
  mirrors how Vulkan bakes MSAA into the pipeline instead of a separate
  toggle.

Collateral, scoped to keep the port real rather than a stub:

- GpuTextureSlot (Unassigned = uint.MaxValue, NOT 0) now flows through
  every consumer of TextureCache.GetOrUploadRenderSurface/UploadRgba8 and
  TextRenderer.DrawSprite - the entire retained UI layer, since a pervasive
  Func<uint,(uint,int,int)> sprite-resolve delegate threads through nearly
  every UI element/controller. Every prior `== 0` / `!= 0` "no texture"
  check became `.IsAssigned` / `!.IsAssigned`; slot 0 is a real assigned
  slot (the device's default white texture), so the old sentinel would
  have produced live visual regressions if left in place.
- GpuTextureSlot/IGpuDevice/IGpuFrame are internal, so ~270 previously
  public AcDream.App types that touched them (directly or transitively)
  are now internal too - safe, since AcDream.App is an exe with no
  external project references; only the two test projects consume it, via
  InternalsVisibleTo. A handful of unrelated types the sweep caught
  (ElementInfo/ImportedLayout's property-bag hierarchy, several enums used
  as public [Theory] parameters, CursorFeedbackSnapshot's DragAcceptState)
  were reverted back to public where making them internal would have
  either cascaded into unrelated files or broken xUnit's public-member
  discovery.
- ExternalViewportTextureBridge (new) registers the still-raw-GL FBO
  color textures PrivateEntityViewportRenderer/PaperdollViewportRenderer
  produce (V4g's scope) into the device's texture table for
  UiViewport.TextureHandle, via a temporary
  GlGpuDevice.RegisterExternalColorTexture escape hatch (internal, not
  part of IGpuDevice) deleted when V4g ports those viewports.
- TextRenderGlStateScope.cs and its test deleted: the pipeline description
  now bakes what it used to restore by hand.
- ResourceCleanupGroupTests/GlTextureOwnershipTests: the two source-text
  conformance tests keyed to TextRenderer's old multi-resource
  construction shape (Shader + per-flight FrameBufferSet array + white
  texture + tracked VAO/VBO, all via ResourceCleanupGroup) no longer apply
  - that shape is gone, replaced by one IGpuPipeline created through
    IGpuDevice. The construction-order test is deleted; the checked-commit
    texture-creation check now targets GlGpuTexture (which already used
    the same GlResourceCommand.CreateName primitive before this slice).

Gates:
- dotnet build -c Release: 0 warnings, 0 errors (AcDream.App has
  TreatWarningsAsErrors).
- dotnet test tests/AcDream.App.Tests -c Release: 3,840 passed / 3
  skipped (was 3,843/3 entering this slice - net 3 fewer tests:
  TextRendererFailureSafetyTests.cs deleted (2, tested the now-deleted
  TextRenderGlStateScope) plus the one retired ResourceCleanupGroupTests
  method). Full solution: 8,908 passed / 5 skipped across all nine test
  projects.
- Offline pixel gate (tools/run-offline-pixel-gate.ps1, parent ec414d60
  vs this commit): differing fraction 0.318% (1,791/563,200 compared
  pixels), above the 0.001 threshold. Investigated pixel-by-pixel rather
  than waved through: a diff heatmap plus 4x crops at the differing
  clusters show zero differences anywhere in the retained UI, terrain,
  scenery, or static meshes - every differing pixel sits on continuously-
  animated ambient content (flying-insect sprites over the swamp, foliage
  sparkle/dew glints) whose exact phase depends on elapsed wall-clock
  time, the same category the gate's own sky-masking rationale already
  documents and the campaign doc's coverage table explicitly excludes
  ("Not covered - particles"). Confirming evidence: two same-commit
  captures at HEAD compare clean against each other (0.0025%), and two
  same-commit captures at the parent compare clean against each other
  (0.0044%) - only base-vs-head is consistently elevated, which is what
  frame-pacing drift from genuinely new per-frame RHI work (BeginFrame,
  ring resets, the render-state reset above) would produce against a
  fixed wall-clock capture deadline, not a rendering defect. Recommend a
  quick user visual check of this capture pair alongside the automated
  result, matching how V2c's particle work was already handled in this
  campaign (flagged for user visual confirmation rather than blocked on
  an automated gate that cannot cover animated content).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-27 18:22:08 +02:00
Erik
66f114b258 feat(linux): add graphical platform services 2026-07-27 11:54:59 +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
f2644d42c2 perf(render): bound animation and alpha scratch residency
Complete Slice D3 by replacing the unbounded animation dictionary with a concurrent byte/count LRU and by putting the three retail alpha scratch owners behind one typed aggregate budget. Preserve immediate growth and draw order while reclaiming one-frame density spikes after sustained under-use. Close stale bounds-cache issue evidence without inventing a cache.
2026-07-24 16:34:28 +02:00
Erik
3e18fc2730 feat(render): unify physical residency accounting 2026-07-24 16:20:48 +02:00
Erik
f05afc07c1 perf(render): consume prepared mesh package at runtime 2026-07-24 15:07:25 +02:00
Erik
6a2fe98cc4 refactor(app): compose world rendering startup
Move Region/environment, mandatory modern rendering, terrain, WB, texture, and sampler construction behind the typed Phase-4 composition boundary. Give every fallible GL constructor prefix retryable ownership so partial startup failure cannot leak or replay resource deletion while preserving the accepted render path and DAT inputs.

Co-authored-by: Codex <codex@openai.com>
2026-07-22 16:46:05 +02:00