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>
30 KiB
Campaign V — OpenGL → Vulkan rendering migration
Status: Active. V0 (pinned RHI contract) landed 2026-07-27. Scope: Windows x64 + Linux x64. No macOS. End state: one Vulkan 1.3 backend; the OpenGL backend is deleted.
1. Why
acdream's mandatory modern GL path (GL 4.3 core + ARB_bindless_texture +
ARB_shader_draw_parameters + MDI + SSBOs, with no fallback) is built on an API
that is no longer evolving, and its hardware floor is narrow: bindless textures
are absent on Intel integrated GPUs and on every Mesa software / D3D12 stack.
That floor is exactly what parked Slice L at its L1 checkpoint — WSLg correctly
rejects our renderer because Mesa's D3D12 and llvmpipe drivers do not advertise
GL_ARB_bindless_texture.
Vulkan 1.3 makes the same rendering strategy portable: descriptor indexing (the
bindless replacement) is a core feature, not a vendor extension, and it works on
RADV, NVIDIA, Intel, and lavapipe. Two secondary wins follow: explicit present
control (a direct lead on issue #235's capped/RDP cadence alias) and lower CPU
cost per frame, because per-frame data can be written straight into mapped
memory instead of copied through BufferSubData.
This is a compatibility and efficiency campaign, not a rescue. The GL path works and is fast. Nothing here changes what the game looks like.
2. Goal and acceptance
Replace the OpenGL renderer with a single Vulkan 1.3 backend, preserving retail pixels exactly and improving cost.
| Dimension | GL baseline | Campaign target | Cutover floor |
|---|---|---|---|
| CPU frame p50 | 1.869 ms | ≤ 1.60 ms | ≤ 1.869 ms |
| GPU frame p50 | 1.096 ms | ≤ 1.00 ms | ≤ 1.096 ms |
| Working set | 652 MiB | ≤ 600 MiB | ≤ 652 MiB |
| Private set | 928 MiB | ≤ 860 MiB | ≤ 928 MiB |
| Managed alloc / frame | ~0 B | 0 B | 0 B |
| CPU/GPU p99 | measured at V8 | ≤ GL p99 | ≤ GL p99 |
Pixel acceptance: dotnet AcDream.Cli.dll compare-screenshots expected.png actual.png out.json at channel tolerance 2 and maximum differing fraction
0.001, MSAA off, ACDREAM_DAY_GROUP pinned, at every deterministic checkpoint
of the connected lifecycle route.
Out of scope (user decision, 2026-07-27): the ImGui developer stack
(AcDream.UI.ImGui, ImGuiBootstrapper, the DevTools menu bar) is not ported,
and UI Studio (StudioWindow, PanelFbo) is parked. Both are deleted at V11
and remain recoverable from git. A follow-up issue tracks re-homing the
Settings and Debug panels onto the retained UI through a new IPanelRenderer
implementation — the panels themselves need no rewrite because they already
target only AcDream.UI.Abstractions. Until that lands, keybind remapping falls
back to editing keybinds.json.
3. Architecture: a Vulkan-shaped RHI, implemented by GL first
3.1 The decision
The renderers port one at a time onto a minimal Vulkan-shaped RHI while GL is still the shipping backend. Each port slice is pixel-gated against its parent commit on the same backend, so a divergence is attributed to one slice rather than discovered at a big-bang integration. Only then does the Vulkan backend implement the same interfaces, gated by a GL-versus-Vulkan differential.
The alternatives were rejected for concrete reasons:
- Per-renderer duplication (
WbDrawDispatcherVkbeside the GL one) would fork roughly 15,000 lines of CPU logic — bucketing,RetailAlphaQueueordering, LRU eviction, arena management — that has nothing to do with the graphics API and everything to do with retail fidelity.WbDrawDispatcheris 4,449 + 809 lines but holds only ~62 GL call sites, clustered in the per-frame uploads, the two multi-draw brackets, and teardown. The API surface is small; the fidelity logic is large. Forking the wrong one of those is how subtle regressions enter. - A serialized command IR adds a third representation and a per-frame translation cost, against the efficiency goal, for generality nothing asked for. The RHI is the prepared-frame-data seam, expressed as typed calls.
GL 4.3 implements every Vulkan-shaped concept cheaply: pipelines become a
program bind plus a cached state apply; ring allocations sit on the existing
fence-bounded dynamic buffers; a descriptor-table index becomes an indirection
through a storage buffer of bindless handles; passes are a no-op bracket. The
GL backend is deliberately behaviour-preserving and never improved — it keeps
BufferSubData — which is precisely what makes each port slice's pixel gate a
strict identity check. The efficiency wins land in the Vulkan backend only.
3.2 Location and isolation
Namespaces inside AcDream.App, not a new project:
AcDream.App.Rendering.Gpu— the contract (landed at V0)AcDream.App.Rendering.Gpu.Gl— GL backend (deleted at V11)AcDream.App.Rendering.Gpu.Vk— Vulkan backend
A separate project would force a public surface or InternalsVisibleTo churn
for twelve internal renderers, and its only benefit — compile-time proof that
renderers cannot reach GL — arrives anyway at V11 when the Silk.NET.OpenGL
package reference is dropped. Until then the guarantee comes from an
architecture test added at V4h that asserts no type outside Gpu.Gl and a small
allowlist references Silk.NET.OpenGL. Deletion at cutover is one directory and
one PackageReference.
3.3 The contract (pinned at V0)
src/AcDream.App/Rendering/Gpu/:
| Type | Responsibility |
|---|---|
IGpuDevice |
Resource creation, the global texture table, frame lifecycle, the deferred device-action queue (replaces QueueGLAction), backbuffer capture, retirement queue. |
IGpuFrame |
One frame: ring allocations, BeginPass, submit/present on End. |
IGpuPassEncoder |
Records one pass: bind pipeline/buffers, push constants, dynamic cull/front-face/depth-write, viewport/scissor, Draw, DrawIndexed, MultiDrawIndexedIndirect, timer scopes. |
GpuRingAllocation |
A ref struct slice of the frame's upload ring: buffer, aligned offset, CPU-writable span. Replaces every per-frame BufferSubData. |
IGpuBuffer / IGpuTexture / IGpuSampler |
Resources. Disposal routes through the retirement queue, never freeing under a live frame. |
IGpuPipeline + GpuPipelineDescription |
Shader pair plus all state Vulkan bakes: blend, depth, cull default, front face, alpha-to-coverage, topology, sample count. |
GpuPassDescription |
Attachments with load/store ops, clear values, sample count, resolve. |
IGpuRenderTarget |
Offscreen colour(+depth) whose colour is sampleable after the pass. |
IGpuTimerPool |
GPU timings from retired frames. |
GpuCapabilityRecord |
Backend-neutral capability view; computes SupportFailures, feeding the existing exit-code-4 contract. |
GpuTextureSlot |
Index into the global texture table — the backend-neutral replacement for a bindless handle. |
RecordingGpuDevice (in the test project) |
In-memory double: records calls in order and backs ring allocations with real memory, so renderer tests run with no GPU. |
Design notes worth keeping in mind while implementing:
GpuTextureSlot.Unassignedis a loud sentinel (uint.MaxValue), never a usable slot, and must never reach a shader. Renderers needing a fallback takeIGpuDevice.DefaultTextureSlot, a really registered 1×1 white texture. This is deliberate: silently resolving an unset index to slot 0 is the failure mode that produced the magenta 1×1 UI placeholder bug.GpuRingAllocationis aref structso the compiler forbids storing it past the frame that owns the memory.- Renderers always speak GL conventions for winding and viewport origin. The Vulkan backend renders with a negative viewport height and inverts front-face in exactly one mapping function. No renderer performs that flip itself.
3.4 The binding model (GpuBindingModel)
Dual-legal for GL GLSL and Vulkan GLSL, exploiting GL_KHR_vulkan_glsl's rule
that an omitted set qualifier means set 0.
- set 0 — storage buffers, bindings 0–8 exactly as the shaders declare them
today (instances, batches, clip regions, clip slots, global lights, instance
light sets, instance indoor, instance alpha, selection lighting), plus
binding 9 = texture table, which is the GL-only emulation (a buffer of
uvec2bindless handles) and is deleted with the GL backend. - set 1 — uniform buffers.
SceneLightingkeepsbinding = 1. Todaymesh_modernrelies on GL keeping SSBO and UBO binding tables separate so theBatchBufferSSBO and theSceneLightingUBO can both be binding 1. Vulkan has one binding namespace per set, so moving UBOs to their own set preserves both numbers and removes the collision. - set 2 — the global sampled-texture descriptor array: variable count, partially bound, update-after-bind, capacity 16384.
- Push constants — one shared 96-byte
GpuPushConstantsblock (of the 128 Vulkan guarantees):ViewProjection,DrawIdOffset,LightingMode,RenderPass,LightDebug,TextureIndexA/B, two spare scalars. One shared block means one pipeline layout, so switching pipelines mid-pass does not invalidate bound descriptors. The GL backend maps each field to the correspondingly named uniform and skips those a program does not declare.
BatchData's uvec2 textureHandle becomes uint textureIndex plus a pad word
at V2. The 16-byte std430 stride is unchanged, so every existing CPU writer
keeps its offsets. That single change is what makes the CPU-side data model
backend-neutral, and it lands on GL, pixel-gated, long before Vulkan exists.
4. Vulkan technical decisions
4.1 Floor
Vulkan 1.3 core plus VK_KHR_swapchain (and the platform surface extensions).
Optional and never required: VK_EXT_memory_budget (telemetry),
VK_EXT_debug_utils (object naming in dev builds), VK_KHR_present_wait (an
issue #235 experiment).
Required device features, each with a reason:
| Feature | Why |
|---|---|
multiDrawIndirect |
The three MDI dispatch sites are the entire draw architecture. |
drawIndirectFirstInstance |
Indirect commands carry a non-zero firstInstance as the per-group instance base. |
shaderDrawParameters |
gl_DrawID. Resets per vkCmdDrawIndexedIndirect exactly as GL's does, so the issue #52 uDrawIDOffset pattern carries over unchanged. |
shaderClipDistance (≥ 8) |
Phase U.3's per-cell screen-space clip gate. |
textureCompressionBC |
DXT1/3/5 DAT surfaces upload as BC1/2/3 with no transcode. |
samplerAnisotropy |
Sampler-quality parity. |
timelineSemaphore |
One monotonic serial replaces the GL fence array; the existing retirement ledger keeps its serial keys. |
hostQueryReset |
Reset timestamp pools from the CPU instead of burning command-buffer calls. |
descriptor-indexing set (runtimeDescriptorArray, descriptorBindingPartiallyBound, …SampledImageUpdateAfterBind, …UpdateUnusedWhilePending, …VariableDescriptorCount) |
The global texture table replacing bindless handles. |
dynamicRendering, synchronization2, maintenance4 |
No render-pass/framebuffer objects; barrier2; relaxed shader interface rules. |
Explicitly not required: bufferDeviceAddress (every buffer is descriptor
bound; it would buy nothing and costs capture-tool compatibility), any
compute/geometry/tessellation feature (acdream has no such shaders),
fillModeNonSolid (debug lines use LINE_LIST topology).
Limits to assert in the probe: maxPushConstantsSize ≥ 128,
timestampComputeAndGraphics, maxDescriptorSetUpdateAfterBindSampledImages ≥ 16384, maxPerStageDescriptorUpdateAfterBindSampledImages ≥ 16384.
4.2 Bindings layer
Silk.NET.Vulkan + Silk.NET.Vulkan.Extensions.KHR at 2.23.0, matching the
pinned Silk family. It is blittable-struct and function-pointer based, so with
stackalloc/fixed for the small arrays passed to submits and barriers it
allocates nothing per frame — which the 0 B/frame target requires.
No VMA dependency. Silk does not ship it, third-party .NET bindings are a
native-binary and maintenance liability across win-x64/linux-x64/CI-lavapipe,
and acdream's allocation profile is tame: two mesh arena buffers, one staging
ring, a handful of per-frame buffers, ~4 render targets, and a texture pool. A
custom allocator (~400 lines, first-fit free list over 128 MiB device-local
blocks per memory type, dedicated allocations at ≥ 32 MiB) keeps
vkAllocateMemory counts two orders of magnitude below the limit and plugs
straight into GpuMemoryTracker for exact accounting, which VMA would obscure.
4.3 Memory
- Mesh arena — two
DEVICE_LOCALbuffers mirroringGlobalMeshBufferexactly: 384 MiB vertex, 128 MiB index (VK_INDEX_TYPE_UINT16; the existing cap is already expressed insizeof(ushort)). Keep the reclaimable-range allocator, growth quanta, budgeted incremental grow-and-copy (nowvkCmdCopyBuffer), retirement-ledger deletes, and the 896 MiB dual-generation ceiling. - Staging ring — one persistently mapped
HOST_VISIBLE|COHERENTbuffer (48 MiB), watermarked per flight slot, recycled when the slot retires. Oversized uploads take a temporary dedicated buffer retired through the ledger. - Per-frame data — the CPU win. Each MDI renderer gets, per flight slot, one
persistently mapped buffer holding its instance/batch/clip/light/indoor/alpha/
selection sections at fixed aligned offsets, plus indirect commands and the
SceneLighting block. Prefer
DEVICE_LOCAL|HOST_VISIBLE(ReBAR — present on the RX 9070 XT, RADV, and modern NVIDIA), fall back toHOST_VISIBLE|COHERENT. The bucketing code writes structs directly into mapped memory; today's write-to-array-then-BufferSubData(driver validation, copy, rename tracking) simply stops existing. - Textures — device-local pool. Formats stay UNORM (
BC1/2/3_UNORM,R8G8B8A8_UNORM,R8_UNORM); sRGB correctness lives at the framebuffer, as it does on GL today. 2D arrays are allocated full-size and filled incrementally, mirroringManagedGLTextureArray. - Mip generation — DAT surfaces ship no mips. Uncompressed formats get a
vkCmdBlitImagechain at upload. BC formats cannot be blit targets, so their chains are built on the CPU at decode time (box filter + a small managed BC encoder, deterministic and unit-testable) — which also replaces today's driver-defined behaviour forglGenerateMipmapon compressed arrays. Escape hatch if encoder quality ever trips the pixel gate: store the affected textures as RGBA8 and blit their mips.
4.4 Descriptors
Two persistent sets, one shared pipeline layout, zero descriptor writes per frame.
- Set 0 — one
COMBINED_IMAGE_SAMPLERbinding, 16384 variable count,PARTIALLY_BOUND | UPDATE_AFTER_BIND | UPDATE_UNUSED_WHILE_PENDING, fragment stage. A slot is a (view, sampler) pair — exact parity with bindless handles, which are also per texture+sampler. Registration appends one descriptor write; eviction returns the slot to a free list gated on frame retirement, and the slot is defensively overwritten with a dummy before reuse. This removes the entireMakeTextureHandleResidentchurn. - Set 1 — per-renderer, per-flight-slot storage buffers at the nine
GpuBindingModelbindings plus the SceneLighting UBO, all pointing into that renderer's mapped per-slot buffer at fixed offsets. Written once at startup; rewritten only when a buffer grows, gated on that slot's retirement. Bindings a given renderer does not use still bind a shared dummy range so there is one layout and no permutations.
4.5 Pipelines
Core 1.3 dynamic state covers viewport, scissor, cull mode, front face, depth test/write/compare, stencil test/ops, and topology class — which folds the GL pass matrix's cull/depth-mask/stencil toggles into command-time calls. Blend and alpha-to-coverage are not dynamic, so they define the pipeline list: mesh opaque / alpha / additive, terrain, sky, particle alpha / additive, particle-mesh alpha / additive, debug line, UI text, plus offscreen variants only where the target's format or sample count differs. Expect 11–14 pipelines.
All are known statically and built at startup against a VkPipelineCache
persisted to ApplicationPathSet.CacheDirectory (validated by header UUID).
First launch pays a few hundred milliseconds once; later launches are
milliseconds, and no frame ever compiles — which also removes GL's hidden
first-draw driver-recompile hitches.
Depth/stencil: prefer D32_SFLOAT_S8_UINT, fall back D24_UNORM_S8_UINT. The
stencil aspect is required by #117's portal punch.
4.6 Shaders
The eight GLSL pairs stay the single source of truth. Vulkan-dialect changes:
set/binding qualifiers per §3.4; texture(uTextures[nonuniformEXT(idx)], …)
replacing the bindless sampler2DArray(handle) reconstruction; gl_DrawIDARB →
gl_DrawID; gl_BaseInstanceARB + gl_InstanceID → gl_InstanceIndex (Vulkan's
already includes firstInstance); the loose uniforms move into the push-constant
block. std430 SSBO layouts, the std140 SceneLighting block, and
gl_ClipDistance[8] port byte-identically.
nonuniformEXT is required, not optional: within one MDI dispatch different
draws read different Batches[] entries, and "dynamically uniform" is defined
over the whole dispatch on some implementations. The qualifier costs nothing
measurable on RDNA or NVIDIA and removes a class of silent corruption.
Compilation: committed .spv artifacts produced by
tools/compile-shaders.ps1 (glslang/glslc), plus a test that hashes the GLSL
sources into a committed manifest and fails when they drift. CI runners have no
Vulkan SDK, and runtime shaderc would add a native dependency and startup cost
for shaders that never change at runtime.
4.7 Clip space — no projection change needed
Verified: acdream's cameras already build projections with
Matrix4x4.CreatePerspectiveFieldOfView, which is D3D convention with NDC z in
[0, 1] — documented at src/AcDream.App/Rendering/PortalProjection.cs:12-13,
where the GL-convention near test was previously a real bug. Vulkan's clip
convention is [0, 1], so the matrices are consumed as-is. The GL path has been
compressing [0, 1] clip z into the upper half of the depth buffer, so Vulkan
doubles effective depth precision for free.
Consequence to expect at V7: window-space depth values shift, so z-fight patterns on near-coplanar retail geometry may differ. This is the one pre-approved divergence class; each instance gets a compare mask or a per-stop relaxation plus a divergence-register row.
Y-flip is handled by a negative viewport height (core since 1.1), which keeps winding and cull semantics identical to GL. Reversed-Z remains an easy future option and is explicitly not required for parity.
4.8 Sync and the frame
Two frames in flight; one primary command buffer per frame from a per-slot
vkResetCommandPool; no secondary buffers (single render thread); one
graphics+present queue with transfers riding it (an async transfer queue is a
deferred option, not a need — uploads are already budget-throttled). Per-slot
binary acquire semaphores, per-image binary render-done semaphores, and one
timeline semaphore whose value is the frame serial — so GpuFrameFlightController
ports almost mechanically, its SortedDictionary<long, List<Action>> retirement
ledger keeping its keys.
Frame skeleton (synchronization2 throughout): wait timeline ≥ serial − 2 → run
retirements → reset pool → write per-frame data into mapped slot buffers →
acquire → record [uploads: copies, one batched image barrier to
TRANSFER_DST, copies/blits, one batched barrier to SHADER_READ_ONLY plus a
buffer barrier to vertex/indirect stages] → [offscreen passes] → [main pass:
MSAA colour CLEAR/DONT_CARE resolving to the swapchain, transient depth
CLEAR/DONT_CARE, sky → terrain → entities → envcells → particles → weather →
UI] → [optional screenshot copy] → barrier to PRESENT_SRC → submit → present.
Budget: roughly 4–6 batched vkCmdPipelineBarrier2 calls per frame.
4.9 Swapchain, present, pacing
Surface through Silk windowing (GraphicsAPI.DefaultVulkan, IWindow.VkSurface)
so the existing GLFW platform selection, ACDREAM_DISPLAY_PROTOCOL, and window
lifecycle are unchanged. Format B8G8R8A8_SRGB preferred (matching the GL
FramebufferSrgb contract: shaders write linear, the attachment encodes);
screenshots swizzle BGRA→RGBA on the CPU to preserve
FrameScreenshotController's RGBA byte contract. Present modes: FIFO when
VSync is on; IMMEDIATE preferred then MAILBOX when off, with
FramePacingController and its platform waiters continuing to drive the software
cap. OUT_OF_DATE recreates immediately, SUBOPTIMAL at the next frame
boundary, both through FramebufferResizeController.
4.10 Capability gate
Mirrors the GL three-layer shape exactly — passive record, active probes, an
Evaluate that throws NotSupportedException → Program.cs exit code 4 → an
atomic graphical-capabilities.json. The Vulkan active probe is stronger than
the GL one: it creates the real device with the production feature chain, builds
the real descriptor layouts and one real pipeline from the committed .spv, and
renders a 64×64 offscreen triangle sampling a table slot, then reads the pixels
back. Device selection: discrete > integrated > virtual > CPU, tie-broken by
largest device-local heap, with an ACDREAM_VULKAN_DEVICE override recorded in
the report.
5. Slice sequence
Every slice ends with dotnet build and the App test suite green, its gate
passed, and one commit. GL remains the default backend through V9; all Vulkan
work is dark behind ACDREAM_RENDER_BACKEND (default gl).
Run the suite in Release: dotnet test … -c Release. Some tests assert
Release-only behaviour and legitimately fail in Debug —
LandblockBuildOriginTests.FarLoad_StripsEnvCellsAndPhysicsEvenWhenEntityListIsAlreadyEmpty
covers the far-tier strip that LandblockStreamer.cs:505 deliberately turns into
a loud Debug.Assert in Debug builds. A Debug run therefore shows one failure
that is neither a regression nor yours. The V0 baseline is 3,785 passed /
3 skipped in Release (3,763 pre-campaign plus 22 contract tests).
"Pixel gate" means: capture the deterministic checkpoints from the parent
commit's build, capture again at slice HEAD, compare with the
compare-screenshots CLI at tolerance 2 / fraction 0.001, MSAA off,
ACDREAM_DAY_GROUP pinned.
| Slice | Scope | Gate |
|---|---|---|
| V0 ✅ | Pinned RHI contract, RecordingGpuDevice, contract tests, this document, roadmap entry. |
build + tests + contract tests |
| V1 | GL backend: GlGpuDevice (no Chorizite inheritance), buffers (BufferSubData, behaviour-preserving), ring over the existing fence-bounded pattern, textures + the binding-9 handle table, samplers, pipelines, the ambient-encoder relaxation, timers, IGpuFenceApi re-home, backbuffer capture. Constructed in composition; no consumers yet. |
build + tests + GL unit tests + pixel gate (trivially identical — a tripwire) |
| V2 | Shader dialect + texture-index migration on GL: uvec2 textureHandle → uint textureIndex, binding-9 table, common.glsl preamble, CPU batch-struct change, caches registering into the device table. Sub-commits: V2a mesh, V2b terrain, V2c particles. |
pixel gate per sub-commit |
| V3 | Clip-space and sRGB audit: verify every projection producer is [0,1] convention, confirm clip-plane derivation, record the sRGB swapchain decision and the depth-precision divergence class here. | pixel gate + connected lifecycle |
| V4a | TextRenderer (three fence-buffered VBO sets → ring allocations), BitmapFont, DebugLineRenderer, the UI RenderSurface upload path, UiViewport's texture handoff. |
pixel gate (UI-heavy checkpoints) |
| V4b | GlobalMeshBuffer + ObjectMeshManager onto IGpuBuffer; arena, LRU and ledger logic untouched. |
pixel gate |
| V4c | The large one. WbDrawDispatcher + EnvCellRenderer: per-frame uploads → rings, MDI brackets → pipelines + MultiDrawIndexedIndirect, ClipFrame, SceneLightingUboBinding, timer scopes. RetailAlphaQueue untouched. |
pixel gate at several checkpoints + connected lifecycle |
| V4d | TerrainModernRenderer + TerrainAtlas. |
pixel gate |
| V4e | ParticleRenderer (after V4c — shared alpha-queue contract). |
pixel gate (particle-heavy checkpoint) |
| V4f | SkyRenderer + weather. |
pixel gate (dawn/dusk, day group pinned) |
| V4g | PrivateEntityViewportRenderer → IGpuRenderTarget; PortalDepthMaskRenderer + PortalTunnelPresentation → stencil/depth-mask pipelines. |
pixel gate incl. paperdoll and portal transit |
| V4h | Frame-spine formalization: pass executors emit BeginPass/EndPass, the ambient relaxation is removed, flight/screenshot/resize/profiler move onto the RHI, OpenGLGraphicsDevice's live role retires, Chorizite consumers are audited, and the architecture test lands. Milestone: seam complete. |
pixel + connected lifecycle + R6 soak + complete Release suite + interim perf (RHI-on-GL CPU p50 ≤ 1.95 ms) |
| V5 | Vulkan bring-up, dark: ACDREAM_RENDER_BACKEND, surface/instance/device/queues/swapchain, the capability record/probe/guard with the exit-4 contract, a clear-colour loop with screenshot and clean shutdown. |
VK boots to clear on the RX 9070 XT; forced-unsupported knob → exit 4 |
| V6 | Vulkan RHI backend, dark, three sequential commits: a allocator/buffers/staging/rings/timeline; b textures/BC mips/samplers/descriptor table/render targets/MSAA resolve; c .spv toolchain, pipelines, pipeline cache, negative viewport, push constants, timestamps, readback, debug names. Milestone: full game frame on Vulkan. |
per-commit build + tests; VK renders world, UI, paperdoll, portals |
| V7 | GL-versus-Vulkan differential: tools/run-backend-differential-gate.ps1, strict paired-PNG compare, divergences fixed in the Vulkan backend only, then lifecycle + R6 soak natively on Vulkan, one validation-layer-clean run, one RenderDoc capture. Milestone: parity. |
every differential checkpoint passes; both connected routes green on VK |
| V8 | Perf gate on the RX 9070 XT, uncapped, both backends, same route. | §2 acceptance table; parity is the floor |
| V9 | Linux + CI: X11/Wayland surfaces; a linux-vulkan job on lavapipe (probe accepts on a real 1.3 software device, a short real render under xvfb, forced-unsupported → exit 4, .spv freshness). Physical Linux GPU row deferred post-cutover, as for Slice L. |
CI green including the new job |
| V10 | Cutover: Vulkan default, GL reachable by env var for one slice, gate scripts default to VK. | complete Release suite + retail expected PNGs on VK (baselines not regenerated) + both connected routes + user visual sign-off |
| V11 | GL deletion and closeout: delete Gpu/Gl, OpenGLGraphicsDevice, ManagedGL*, GLSLShader, GLHelpers, GLStateScope, RenderStateCache, BindlessSupport, GraphicalGlFunctionProbe, the GL branch in GameWindow, the ImGui project and Studio; drop the GL and (if the audit is clean) Chorizite packages; file the retained-UI dev-panels follow-up; swap CI assertions to VK; update the divergence register, architecture doc, code-structure doc, and rendering memory crib; re-measure memory. |
complete Release suite + both connected routes + working-set re-measure |
Sequencing invariants. The app ships on GL until V10. V0→V1→V2→V3→V4a…V4h
are strictly sequential. The only permitted parallelism is V5 alongside V4d
and/or V4f (fully disjoint files), and optionally V9's .github/tools-only
work alongside V8. While V4c runs, nothing else touches Rendering/Wb.
6. Risk register
| Risk | Mitigation |
|---|---|
| Y-flip and winding | Negative viewport height; the front-face inversion lives in one backend mapping function; the differential catches any residue. |
| Depth-precision shift (z-fight patterns) | The only pre-approved divergence class; each instance gets a mask or per-stop relaxation plus a divergence-register row. |
| sRGB mismatch (global gamma shift) | Decided at V3 from the actual GL state; a mismatch fails every pixel at V7, so it cannot pass silently. |
| MSAA sample positions differ across backends | Strict gates run MSAA off; MSAA on gets a relaxed (0.01) visual smoke; a register row lands at V11. |
| ~15,000 lines of renderer churn destabilizing retail fidelity | CPU logic never forks; each port is self-differential on the still-shipping backend; V0 pins the contract so subagents never negotiate APIs; the architecture test prevents seam erosion. |
| Driver matrix — only one physical GPU (RX 9070 XT) | Conservative universal feature floor; lavapipe in CI as a second real implementation; one validation-layer-clean run at V7; the physical Linux row is deferred exactly as Slice L deferred it. |
| Swapchain lifecycle (resize, minimize, RDP) | Owned explicitly at V5 and exercised by the connected lifecycle gate. |
| App tests breaking as renderers change signatures | RecordingGpuDevice ships at V0; each slice updates its renderers' test constructions in the same commit. |
| Hidden Chorizite consumers | V1 builds the device root without Chorizite inheritance; V4h audits the remainder; the package drops at V11 only if that audit is clean. |
.spv staleness |
Single GLSL source, committed .spv, regeneration script, and a CI hash-freshness check. |
7. Execution rules for slice subagents
- Sonnet implementers by default. V0, V4c, V4h, and V6 are load-bearing — their diffs are reviewed in the parent session before commit.
- One agent per slice, always. Coupled sub-slices (V2a–c, V6a–c) are sequential commits by the same agent. Never fan out across files two slices share.
- Every subagent prompt carries: this document's section numbers for the pinned contract, the slice's file list, the gate definition, "build and tests green, one commit," and the divergence-register same-commit rule.
- No slice regenerates expected retail baselines. They are immutable for the duration of the campaign.
- Connected gates need the live ACE server and the user's machine. The visual sign-off at V10 is a required user stop; there are no others besides gate failures.