acdream/docs/plans/2026-07-27-vulkan-campaign.md
Erik eb2ba4e5f0 docs(render): the occlusion-query verdict on the V4c blank world, and the options
Runs the instrument section 5.5.2 asked for, on a V4c tree staged from
`git revert --no-commit 543bc79f` and never committed: GL_SAMPLES_PASSED around
the raw-GL terrain draw, the dispatcher's entity draws, and the retained-UI
flush, collected outside the frame that issued them, with the desktop witness as
the verdict. All probe code is stripped; what survives here is the two gate
scripts and section 5.5.3/5.5.4.

Building it found a fourth instrument fault. Reading a query result on the CPU
timeline - glGetQueryObject guarded by RESULT_AVAILABLE, one frame late -
deadlocks V4c at the first frame that draws the world: 4/4 runs, and five
dotnet-stack samples four seconds apart all show the render thread inside the
driver in that call. Not a probe defect - the same probe ran 4,420 clean frames
on the V4c parent, and instrumenting only the UI flush reproduces the wedge while
creating the query objects and never beginning one does not.

Routing the result into a persistently-mapped GL_QUERY_BUFFER instead - the
driver writes it on the GPU timeline, so no client wait is possible, and a
sentinel separates "reported zero" from "never reached" - does not wedge, and
gives the answer. On blank runs no query result is ever produced at any site for
the whole run, including the UI, in the same frames where the desktop grab plainly
shows the UI on screen. On the rendered run of the same binary, 1,068 frames, not
one missing result.

So the mission's fork resolves to "never completes", but not as a stall: frame
time holds at 5.5 ms for ~3,700 frames, the frame-flight fences keep retiring,
and present keeps working. Every channel that carries a result back from the GPU
is dead - pixel readback, CPU query read, GPU-timeline query write - and every
channel that carries none is fine. The transition is one sharp event at the first
world frame and never reverses, and that frame rasterizes correctly: 1,692,830
terrain and 317,561 entity samples, the same two numbers the parent reports for
its own first world frame.

Section 5.5.4 lays out the three options with their costs and recommends (C):
bring Vulkan up first and decide V4c afterwards, because running the identical
ported world path on the Vulkan backend on this GPU is both the cheapest test of
the driver-defect reading and work the campaign owes anyway. (B), accepting the
GL-side fork, is probably the right conclusion but should be adopted on a
measurement rather than an inference. No fix was attempted and V4c is not
re-landed.

Apparatus: run-repeat-connected-gate.ps1 and run-blank-world-ab-probe.ps1 now
assert on the desktop grab and record the client's own capture as a second
column, which is the re-arming section 5.5.2 required before re-land condition 2
can mean anything. Both verified end-to-end.

Gates: Release build clean; App tests 3,866 passed / 3 skipped; offline pixel
gate PASS at 3.37e-05 differing fraction (19 px of 563,200), inside the
documented 15-23 px band.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-28 01:44:34 +02:00

68 KiB
Raw Blame History

Campaign V — OpenGL → Vulkan rendering migration

Status: Active. V0 (pinned RHI contract) landed 2026-07-27. V1 (GL backend implementation, dark) landed 2026-07-27. V2 (shader dialect + texture-index migration on GL, three sub-commits) 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 (WbDrawDispatcherVk beside the GL one) would fork roughly 15,000 lines of CPU logic — bucketing, RetailAlphaQueue ordering, LRU eviction, arena management — that has nothing to do with the graphics API and everything to do with retail fidelity. WbDrawDispatcher is 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.Unassigned is a loud sentinel (uint.MaxValue), never a usable slot, and must never reach a shader. Renderers needing a fallback take IGpuDevice.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.
  • GpuRingAllocation is a ref struct so 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 08 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 uvec2 bindless handles) and is deleted with the GL backend.
  • set 1 — uniform buffers. SceneLighting keeps binding = 1. Today mesh_modern relies on GL keeping SSBO and UBO binding tables separate so the BatchBuffer SSBO and the SceneLighting UBO 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 GpuPushConstants block (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_LOCAL buffers mirroring GlobalMeshBuffer exactly: 384 MiB vertex, 128 MiB index (VK_INDEX_TYPE_UINT16; the existing cap is already expressed in sizeof(ushort)). Keep the reclaimable-range allocator, growth quanta, budgeted incremental grow-and-copy (now vkCmdCopyBuffer), retirement-ledger deletes, and the 896 MiB dual-generation ceiling.
  • Staging ring — one persistently mapped HOST_VISIBLE|COHERENT buffer (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 to HOST_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), matching GL exactly. There is no sRGB anywhere in the pipeline — not on upload, not in the shaders, not at the framebuffer (V3 audit, §4.10). 2D arrays are allocated full-size and filled incrementally, mirroring ManagedGLTextureArray.
  • Mip generation — DAT surfaces ship no mips. Uncompressed formats get a vkCmdBlitImage chain 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 for glGenerateMipmap on 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_SAMPLER binding, 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 entire MakeTextureHandleResident churn.
  • Set 1 — per-renderer, per-flight-slot storage buffers at the nine GpuBindingModel bindings 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 1114 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_DrawIDARBgl_DrawID; gl_BaseInstanceARB + gl_InstanceIDgl_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 46 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_UNORM — see §4.10, this was corrected at V3 and is the single highest-severity finding of the audit. 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 V3 audit findings (2026-07-27)

Slice V3 audited every projection producer, every depth-range assumption, the clip-plane derivation, the sRGB path, and MSAA control. The central claim held — but one plan assumption was wrong, and catching it is why V3 exists.

Confirmed. Every projection that reaches a shader is built by Matrix4x4.CreatePerspectiveFieldOfView (world, portal tunnel, paperdoll, appraisal cameras; terrain, mesh, particles, debug lines and sky all consume the same matrices). There are no orthographic projections in production code at all — the retained UI's ui_text.vert converts pixel coordinates straight to NDC with a constant z = 0, so V4a has no matrix to convert, only a Y-sign to check. So: no projection rework, exactly as designed.

SkyProjection.WithDepthRange is the only hand-written matrix edit, assigning M33/M43 directly. It re-derives the same D3D-convention near/far mapping (it even throws on an orthographic input) rather than a GL-style 2/(f-n) scale — correct, but the sharpest edge in the codebase and a required cross-check at V6.

Phase U.3's clip planes are derived and consumed entirely in clip space with plane.z always 0, so they are insensitive to both the depth convention and the viewport Y flip. No change needed.

Corrected — sRGB. The plan previously specified a B8G8R8A8_SRGB swapchain "matching the GL FramebufferSrgb contract." That contract does not exist. EnableCap.FramebufferSrgb is enabled only inside the throwaway 2×2 capability probe (GraphicalGlFunctionProbe.cs:419-429) and disabled immediately; it is never enabled on the real backbuffer. No texture is uploaded in an sRGB internal format (TextureFormatExtensions has none), and no shader performs any gamma conversion. The renderer is plain UNORM end to end. The correct Vulkan swapchain format is B8G8R8A8_UNORM; shipping _SRGB would have applied an unwanted encode to already-display-space values — a global brightening across every frame, and precisely the failure mode §6 lists as "cannot pass silently." It would have passed silently right up to V7.

Separately: the capability gate requires sRGB-framebuffer support that the renderer never uses. Harmless today, but the Vulkan gate must not carry the stale requirement forward.

MSAA. ACDREAM_MSAA_SAMPLES overrides the quality preset (QualityPreset.cs:43-59) and 0 forces MSAA off, but it is read at window creation and cannot change mid-session. The V7 differential script must therefore launch both backends with ACDREAM_MSAA_SAMPLES=0 rather than toggling a setting.

Two concrete acceptance items carried to V6/V7.

  1. Scissor Y convention. NdcScissorRect.ToPixels emits GL bottom-left-origin pixel rectangles. Vulkan's vkCmdSetScissor is always top-left-origin — the negative viewport height does not flip the scissor. The contract already says callers keep GL convention and the backend converts (IGpuPassEncoder.SetScissor), so the Vulkan encoder must do that flip. A scissored aperture — a doorway — is the right differential-gate target.
  2. FrustumCuller near plane extracts col4 + col3, the GL [-1,1] Gribb- Hartmann formula, against [0,1]-convention matrices; the correct extraction is col3 alone. Proven over-inclusive rather than over-culling, so it is not a visibility bug, and it is pure CPU math untouched by the backend swap. Filed as a tracked issue rather than fixed here — it is not Campaign V's scope.

4.11 Capability gate

Mirrors the GL three-layer shape exactly — passive record, active probes, an Evaluate that throws NotSupportedExceptionProgram.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).

5.1 The offline pixel gate

"Pixel gate" means tools/run-offline-pixel-gate.ps1: capture at the parent commit, capture at slice HEAD, compare with the compare-screenshots CLI at tolerance 2 / fraction 0.001.

The client is launched without ACDREAM_LIVE, so it renders the world straight from the DATs. No session is created and no ACE state can be disturbed, which means this gate runs unattended — it needs neither the live server nor the user. That matters: seven slices (V2, V4aV4g) are renderer ports whose whole acceptance criterion is "no pixel changed."

tools/run-offline-pixel-gate.ps1 -Out artifacts/gate-base            # at the parent commit
tools/run-offline-pixel-gate.ps1 -Out artifacts/gate-head -Baseline artifacts/gate-base

Determinism was measured, not assumed. Two captures at the same commit initially differed in 0.29% of pixels — far above the 0.001 threshold. The differences were confined to the top ~180 rows: the sky animates (clouds scroll, the sun moves) and the Dereth clock advances with wall time, so two launches can never agree there. Everything below the horizon was stable. With the top 280 rows masked, two independent same-commit pairs differ by 15 and 17 pixels out of 563,200 compared — a fraction of 0.000027, roughly a 33× margin under the threshold. The gate is a strict identity check on everything it covers, rather than a loose tolerance that would hide real regressions.

Noise band re-measured 2026-07-28, after the capture began resolving the multisampled default framebuffer instead of reading it through an unspecified operation (see §5.5). Two fresh same-commit control pairs — one at fed636b9, one at the resolve commit — differ by 17 and 23 pixels, fractions 3.02e-05 and 4.08e-05. The change itself measured 4.08e-05 against fed636b9, i.e. exactly its own same-commit control and therefore indistinguishable from ambient noise. The band is now 1523 differing pixels, fraction ≤ 4.1e-05, a ~24× margin under the 0.001 threshold. Two facts are worth keeping: the resolve moved essentially nothing in this scene, which says AMD's unspecified read was usually returning the resolved image already; and "usually" is exactly the property that makes an unspecified read useless as an instrument.

Coverage. Terrain and terrain blending, scenery, static world meshes, water, fog, and the entire retained UI (vitals, spell bar, toolbar, chat, radar).

Not covered — these still need a user visual gate: sky (masked), EnvCell interiors, particles, and the paperdoll/appraisal viewports, because the offline scene is a fixed outdoor view with no camera control.

Accumulated user-gate debt. Each of these landed with its automated gate green but part of its surface unproven. They should be checked together, in one connected session, rather than one at a time:

Slice What the offline gate could not prove
V2c Particle texture-index migration — no particles in the captured scene
V4c EnvCellRenderer — zero EnvCell activity in the capture. Dungeon interiors are half of that slice and are entirely unproven. Also the paperdoll/appraisal/portal-tunnel views, which is precisely what §5.4's BeginPass change protects
V4e Particles (again)
V4f Sky — deliberately masked for determinism
V4g Paperdoll and appraisal viewports, portal transit

The user confirmed on 2026-07-27 that the local ACE server is always available and they will verify visually on request. That converts this table from deferred debt into a real gate, and it should be used rather than banked: a slice whose uncovered surface is checked while the change is fresh costs minutes, whereas the same defect found at the V7 differential is a bisect across a dozen commits.

The checklist, in the order that exercises the most per minute:

Look at Proves
A dungeon interior — walk in, look along a corridor and through a doorway EnvCellRenderer, the per-cell clip gate, portal visibility. Half of V4c, currently unproven by anything.
A portal transit The portal tunnel presentation and the depth/stencil mask
The paperdoll, then examine an item The two offscreen viewports — and §5.4's BeginPass change exists precisely to keep these off the backbuffer
Cast a spell Particles, and the inverse-alpha blend added at V4c
Stand outside at dawn or dusk Sky, which the offline gate masks for determinism

Worth noting: no existing connected route visits a dungeon. Every stop in connected-r6-soak.route.txt and connected-world-lifecycle.route.txt is outdoor, which is why EnvCell coverage was missing from the automated gates too, not just the offline one. Adding an interior stop to those routes is the durable fix.

MSAA is left at the quality preset for GL-versus-GL self-differentials, where it is deterministic. The V7 GL-versus-Vulkan differential must force MSAA off, because sample positions are not specified across implementations.

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, timers, backbuffer capture. Constructed in composition (HostInputCameraCompositionPhase, right after the frame-flight controller); no consumers yet. build + tests + GL unit tests + pixel gate (trivially identical — a tripwire)
V2 Shader dialect + texture-index migration on GL: uvec2 textureHandleuint textureIndex, a binding-9 handle table, common.glsl preamble, CPU batch-struct change. Sub-commits: V2a mesh (d365476e), V2b terrain (1f1f6c08), V2c particles (a85743f7). Each renderer (WbDrawDispatcher, EnvCellRenderer, TerrainModernRenderer, ParticleRenderer) owns its own GlBindlessHandleTable rather than one shared TextureCache-owned instance — see the note below, which the per-slice commit messages elaborate on. pixel gate per sub-commit (V2a 2.84e-05, V2b 2.49e-05 differing-pixel fraction against parent, both well under the 0.001 threshold and within the documented ~33x same-commit noise margin). V2c has no automated pixel coverage (particles are outside the offline gate's fixed view) — flagged for a user visual check.
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, loose uniforms → push constants, timer scopes. RetailAlphaQueue and all bucketing untouched. Narrowed after the V4c scouting report — see §5.3. pixel gate at several checkpoints + connected lifecycle
V4t World texture stack (added 2026-07-27, see §5.3): TextureCache, CompositeTextureArrayCache, ManagedGLTextureArray, TerrainAtlas and ObjectMeshManager's material path onto IGpuTexture/IGpuSampler; retype GroupKey, CachedBatch and ObjectRenderBatch from ulong bindless handle to GpuTextureSlot; retire the interim per-renderer handle tables for V4c, V4d and V4e at once. pixel gate
V4d TerrainModernRenderer only — TerrainAtlas belongs to V4t with the rest of the texture stack. Two sub-commits: first the uView/uProjectionuViewProjection shader convergence on its own pixel gate (it moves a matrix product from per-vertex GPU to a CPU multiply, so its rounding effect must be attributable alone), then the plumbing. Terrain has no GPU timer to port — its diagnostics use a CPU Stopwatch. pixel gate per sub-commit
V4e ParticleRenderer (after V4c — shared alpha-queue contract). pixel gate (particle-heavy checkpoint)
V4f SkyRenderer + weather. pixel gate (dawn/dusk, day group pinned)
V4g PrivateEntityViewportRendererIGpuRenderTarget; PortalDepthMaskRenderer + PortalTunnelPresentation → stencil/depth-mask pipelines. pixel gate incl. paperdoll and portal transit
V4h Frame-spine formalization: pass executors emit real declared BeginPass/EndPass (clears and framebuffer management move out of the spine and into pass load/store ops), 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

5.2 Why V2's handle table is not the device's table

The obvious reading of V2 — "have the texture caches call IGpuDevice.RegisterTexture" — does not work at V2, and the reason is worth recording so nobody re-derives it later.

GlGpuDevice flushes its dirty texture table immediately before each draw it records. At V2 the draws still go through raw GL inside WbDrawDispatcher, which the device knows nothing about, so the device would never flush — the table would be stale on the GPU. Making it work would need a manual FlushTextureTable() escape hatch plus a way to bind the device's buffer from raw GL code, which leaks the backend straight back through the seam we are building.

So V2 keeps the indirection entirely inside the existing GL world: the texture caches own a small handle-table storage buffer at binding 9 and flush it on their existing schedule. V4c then deletes that interim table when WbDrawDispatcher moves onto the encoder and the device's table — with its retirement-gated slot recycling — becomes reachable. Two small, separately pixel-gated changes beat one entangled one; separating the data-model change from the RHI plumbing change is precisely what de-risks V4c, the largest slice in the campaign.

5.3 Why V4c was narrowed, and where V4t came from

A scouting pass over V4c (2026-07-27) stopped before writing code and reported two structural blockers. Both were verified against source; both were real.

The contract was missing a blend mode. WbDrawDispatcher.ApplyRetailBlend (WbDrawDispatcher.cs:3191) selects one of three blend functions from each DAT surface's TranslucencyKind: AlphaBlend(SrcAlpha, OneMinusSrcAlpha), Additive(SrcAlpha, One), and InvAlpha(OneMinusSrcAlpha, SrcAlpha). The V0 contract shipped GpuBlendMode with only the first two. Blend is baked into the pipeline and is not dynamic, so this could not be worked around at the encoder; mapping InvAlpha onto StraightAlpha would have silently changed how every inverse-alpha surface composites. ParticleRenderer hits the same wall twice, so V4e was blocked on it too. Fixed by adding GpuBlendMode.InverseAlpha to the contract with a test asserting all three retail kinds are representable. This is the correct outcome of a pinned contract meeting reality: the contract grew, in one reviewed commit, rather than a slice inventing a workaround.

Retiring the interim handle table is its own slice. §5.2 assumed V4c could switch to the device's texture table. It cannot: the renderers do not own the bindless handles, they only intern them. A raw ulong is produced by TextureCache, CompositeTextureArrayCache, ManagedGLTextureArray and TerrainAtlas, baked into ObjectRenderBatch, and carried by GroupKey — the bucketing key V4c is explicitly forbidden to change — and by CachedBatch, where it is compared for cache validity. Switching to GpuTextureSlot therefore means porting the whole texture stack and retyping three data-model records, which is most of V4d and V4e plus work no slice contained. That is now V4t, with its own pixel gate. Until it lands, V4c/V4d/V4e bind their existing interim tables through the encoder as ordinary storage buffers at binding 9 — no new escape hatch.

Also deferred to V4h: ClipFrame's region buffer (binding 2) is read by terrain as well, and the SceneLighting UBO (binding 1) by terrain and the four viewport and portal renderers. GL binding points are global, so the safe move while those consumers are still raw GL is to leave both bound as they are and convert them with the spine.

5.5 The V4c/V4d revert (2026-07-27) and the re-land conditions

V4c and V4d were reverted at 543bc79f/b537f3a9/ad61f250 after the first connected sessions showed a blank world — UI rendered, sounds played, the log was clean, world-reveal reported visible=True, and the user hit one AMD driver timeout. The offline gate had passed both slices at noise level.

What the debugging established, with the connected screenshot-probe apparatus: the defect is intermittent (~1 in 3 at the worst location, 0 of 7 at the V4c parent) and scene-dependent; after the first world frame the default framebuffer's colour reads return garbage (float depth bytes) and glClear stops having any effect, with glGetError clean throughout — a GPU-side fault, not an API error. Every added CPU↔GPU sync point monotonically suppresses it, which also made the mechanism unprovable in situ. Best-supported cause: the frame ring performs 1040 partial glBufferSubData updates per frame into a buffer object that already-submitted same-frame draws are still reading; the offline flat path issues 24 such updates, the connected PView path dozens — which is exactly the offline/connected axis. This likely also explains the TDR.

The contract amendments (111e7236 InverseAlpha, c7f5f251 integer vertex attributes + tiling binding) were kept — they are dark, test-covered, and correct.

Re-land conditions, binding:

  1. The GL ring's write path moves to glMapBufferRange(WRITE | UNSYNCHRONIZED | INVALIDATE_RANGE) — the canonical GL ring idiom, which states the non-overlap invariant to the driver instead of leaving glBufferSubData-into-an-in-use- buffer to driver heuristics.
  2. V4c and then V4d re-land as reverts-of-the-reverts plus the ring change, each gated by tools/run-repeat-connected-gate.ps1 at 10/10 rendered — a single connected run passes a broken binary ~70% of the time and gates nothing.
  3. The offline pixel gate still passes, and the gate location stays pinned (failure rate is location-sensitive; stray input moves the character).

5.5.1 What the connected investigation established (2026-07-27/28)

Condition 1 landed at 8dec163f and did not fix the defect. The ring's glBufferSubData hazard is therefore falsified as the cause; the map change is kept because it is the correct idiom regardless, but the paragraph above naming it "best-supported cause" is superseded by what follows.

The defect does follow the V4c binary. Blank rate drifts with machine state — the same binary measured 3/10 in one block and 5/5 in another — so consecutive blocks of A then B confound the change with the drift, and the first attributions were made that way. tools/run-blank-world-ab-probe.ps1 interleaves the two builds inside one block so the drift is shared: 4/5 blank in the V4c arm versus 0/5 in the parent arm, p ≈ 0.024. That is the attribution; everything below is about mechanism.

What a blank frame actually looks like, from outside the process. tools/run-blank-world-surface-probe.ps1 grabs the composited window off the desktop with CopyFromScreen — a witness that shares nothing with the renderer below the compositor. On a blank frame the desktop shows the atmosphere clear colour and the complete retained UI, with all 3-D absent — including the raw-GL terrain and sky that V4c does not touch. So the frame is drawn and presented; what is missing is every depth-tested draw, and only those.

Meanwhile ACDREAM_PROBE_FLAP reports, on those same blank frames, 3,331 statics dispatched, the correct PView branch, fbo=0, the full viewport, scissor off, and zero GL errors. The CPU decided to draw the world and the GL calls were accepted.

Falsified: the ring glBufferSubData hazard; a capture-FBO binding leak; reveal ordering; the AMD TDR; and CPU-side visibility. Observed and unexplained: glReadPixels probes heal the bug, while glGetIntegerv-shaped state queries do not — so any instrument that reads pixels changes the thing it measures.

The verdicts themselves were unsound until 2026-07-28. The window is created with the quality preset's MSAA sample count, so the default framebuffer is 4x multisampled, and glReadPixels against a multisampled read framebuffer is undefined per the GL spec. Every automated pixel gate and every blank/rendered verdict in this campaign came through that read. FrameScreenshotController now blit-resolves the default framebuffer into a single-sampled RGBA8 framebuffer and reads that; a single-sampled default framebuffer keeps the original direct read. GlGpuDevice.CaptureBackbuffer routes through the same path, so there is one backbuffer read in the process rather than two instruments to keep sound. The offline gate's re-measured noise band is in §5.1: the resolve moved 23 pixels out of 563,200, exactly its own same-commit control, which says AMD's unspecified read was usually already returning the resolved image — and "usually" is what made it worthless as an instrument.

5.5.2 The shared-3-D-state hypothesis is falsified (2026-07-28)

The natural reading of "all 3-D dies, depth-disabled UI survives, the atmosphere clear shows" is that something shared by every depth-tested draw — and by no UI draw — is poisoned. Four candidates were tested against a V4c build staged from git revert --no-commit 543bc79f (never committed) with log-only glGet* probes at the frame clear and at world-pass entry/exit. All four are dead.

Candidate How it was tested Result
Depth plane (mask latched off across the clear, poisoned glClearDepth/glDepthFunc/depth range) State sampled at pre-clear, post-clear, landscape-in, landscape-out Bit-identical on blank and rendered frames. DEPTH_TEST=on, DEPTH_WRITEMASK=on, DEPTH_FUNC=GL_LESS, DEPTH_CLEAR_VALUE=1.0, range [0,1], viewport 0,0,1280,720, colour mask 1111, scissor/stencil/blend/cull off, MSAA on, no clip distances enabled
Camera constants ViewProjection and eye logged at world-pass entry Sane and advancing on blank frames; determinant -1.688e-01, eye stable at the pinned cell
gl_ClipDistance (all MaxPlanes are enabled unconditionally around sky/terrain/entities, so an unwritten distance would clip everything 3-D and nothing 2-D) EnableClipDistances forced to a no-op Blank rate 3/5, i.e. unchanged
GPU context reset (the "GPU-side fault" reading) glGetGraphicsResetStatus in the same probe 1,814 samples across four blank runs: NO_ERROR every time

Two new facts were established, and they are sharper than anything before them.

1. Zero 3-D fragments are rasterized — the world is not drawn-then-hidden. Replacing only the frame clear colour with magenta (nothing else) makes a blank frame come back uniformly magenta with the complete retained UI on top. So the world is not being shaded to the fog colour, not being fogged out, and not being overdrawn: between the clear and the UI, not one 3-D fragment reaches the default framebuffer — while the CPU has dispatched the draws, GL accepted them, and every piece of state above is correct.

2. The in-process capture does not observe the presented surface at all. On a blank run the desktop grab shows the magenta clear plus the complete UI, and at that same moment the client's own capture of framebuffer 0 is RGBA(0,0,0,0) in every pixel — including the pixels where the UI is visibly on screen. This survives the §5.5.1 resolve fix, so it is a second, independent instrument fault: on a blank run, reading framebuffer 0 returns nothing even for content that demonstrably reached the display. Any verdict derived from screenshot bytes is therefore reporting the readback, not the renderer, and the MinRenderedBytes test in run-repeat-connected-gate.ps1 / run-blank-world-ab-probe.ps1 conflates the two. The desktop witness is currently the only trustworthy verdict and should be what those gates assert on.

The failure reproduces readily with a visible window (WasIconic=False throughout), so it is not a pixel-ownership artefact of the minimized gate window: 5/6, 4/5, 3/5 and 4/4 blank across four blocks at the pinned cell.

Where this leaves the mechanism. It is not renderer state and not a context reset; clears and UI draws reach the display while 3-D draws and pixel reads against the same framebuffer both come back empty. That combination points below the API — at how the default framebuffer's colour is being handled for this context — rather than at anything V4c writes. V4c has therefore not been re-landed, and no fix was attempted: the re-land conditions in §5.5 stand, but condition 2's gate must first be re-armed on the desktop witness, because the screenshot-byte verdict it uses is now known to be measuring the wrong thing. The next instrument should be an occlusion query (GL_SAMPLES_PASSED) around the world pass, read back a frame later so it adds no sync point — that separates "the draws never executed" from "they executed and their output was discarded", which is the remaining fork. That instrument was built and run — see §5.5.3, which supersedes this section's "shared 3-D state" framing.

5.5.3 The occlusion-query verdict (2026-07-28): the GPU stops reporting

The instrument §5.5.2 asked for was built and run on a V4c tree staged from git revert --no-commit 543bc79f (never committed), with GL_SAMPLES_PASSED bracketing three sites — the raw-GL terrain draw, the dispatcher's entity draws, and the retained-UI flush — and the counts collected later, never in the frame that issued them. The desktop witness was the verdict throughout. All probe code was stripped before this commit; the apparatus changes that survive are the two gate scripts, now asserting on the desktop grab.

Building it turned up a fourth instrument fault, and it is the sharpest one. The obvious readback — glGetQueryObject into client memory, guarded by GL_QUERY_RESULT_AVAILABLE and read a frame late — deadlocks the client on V4c. Four consecutive runs wedged at the first frame that draws the world, and five dotnet-stack samples taken four seconds apart all show the render thread inside the driver under GlDrawCounterProbe.Drain, i.e. blocked in glGetQueryObject. It is not a probe defect: the identical probe ran 4,420 frames on the V4c parent with normal counts and a normal 5 ms frame time, and the wedge does not need the world sites at all — instrumenting only the UI flush reproduces it, while creating the query objects and never beginning one does not. So on V4c, the mere existence of an outstanding occlusion query is enough to make a CPU-side result read never return.

The way past that is to never ask the driver for a result on the CPU timeline. The query result is instead written into a persistently-mapped, coherent GL_QUERY_BUFFER: glGetQueryObject with that buffer bound performs the write on the GPU timeline, so no client wait is possible by construction, and pre-filling each slot with a sentinel makes "the GPU reported zero samples" and "the GPU never reached this command" different observations. That instrument does not wedge, and it produced the table below.

Per-frame counters, blank versus rendered, four runs on one V4c binary — three blank and one rendered on the desktop witness, both instruments agreeing on the label in every run:

terrain entities UI frames logged
Rendered run (run 3) 1,718,771 ~312,600 541,445 1,068, zero no-result
Blank runs (1, 2, 4), steady state no result no result no result ~950 each, every query
Blank runs, frame 43 (the one early world frame) 1,692,830 317,561 no result
Parent build, same probe, frame 45 1,692,830 317,561 539,0xx 4,420, zero pending

Four things follow, and they are worth separating.

1. The mission's three-way fork resolves to the third branch — but not as "submission stalls". On a blank run no query result is ever produced, at any site, for the whole run. It is emphatically not "zero samples": the sentinel is untouched, so the GPU never executed the write. And yet the process is not stalled — frame time stays at a steady 5.5 ms for ~3,700 frames, the frame-flight fences keep retiring (GpuFrameFlightController.RetireFence spins on glClientWaitSync until the fence signals, so a stalled submission would freeze the client outright), and the compositor keeps showing the clear colour and the complete retained UI. The GPU is running the frame. What has stopped is everything the GPU is asked to report.

2. The failure is total, not 3-D-specific. The UI query dies on a blank run too — in the same frames where the desktop witness plainly shows the UI on screen. §5.5.2 read the symptom as "something shared by every depth-tested draw is poisoned"; that framing is now too narrow. Every GPU→CPU reporting channel tested is dead on a blank run — glReadPixels of framebuffer 0 returns RGBA(0,0,0,0) even over visible UI pixels, a CPU query read blocks forever, a GPU-timeline query write never lands — while the two channels that carry no result, fence signalling and present, keep working. The common factor is the direction: nothing comes back.

3. The transition is a single sharp event at the first world frame, and it is irreversible. In every blank run the UI query returns normal counts (539,010) for frames 142, the world draws for the first time at frame 43, and from that frame on nothing is ever reported again — 924 consecutive dead frames in run 1. The rendered run has no world draw at frame 43 (its first is frame 1,080) and never loses a single result. This is the same "after the first world frame" boundary §5.5 recorded from the colour reads, now measured on a second, independent channel.

4. That first world frame rasterizes correctly — identically on both builds. Frame 43 reports 1,692,830 terrain samples and 317,561 entity samples on V4c, and the parent's first world frame reports the same two numbers. The world is drawn, in full, exactly as the good build draws it. It is the last thing the GPU ever tells this process, and V4c is what decides whether that is the last thing.

Where this leaves the mechanism. Everything now points at the GPU→CPU reporting path for this context collapsing at the first world frame, with V4c's submission pattern as the trigger and nothing in V4c's own state as the cause — V4c does not touch the terrain draw, does not touch the UI flush, and §5.5.2 already showed its renderer state is bit-identical on blank and rendered frames. A clean context with glGetGraphicsResetStatus = NO_ERROR on 1,814 samples does not lose its readback, its query results, and its ability to answer a query without blocking, all at once, because of anything expressible in the API. No fix was attempted and V4c is still not re-landed.

5.5.4 Strategic options

Three ways forward, with the evidence for each.

(A) Keep hunting for a V4c-side trigger we can remove. The attribution is solid (§5.5.1: 4/5 versus 0/5 interleaved, p ≈ 0.024), so a trigger exists in the V4c diff and removing it would restore the no-fork plan. Against it: five mechanisms have now been falsified — the ring's glBufferSubData hazard, a capture-FBO leak, reveal ordering, shared 3-D state (depth plane, camera, clip distances, context reset), and CPU-side visibility — and the two facts that remain are not expressible in the API, which is exactly the shape of a hunt with no bottom. The remaining honest step would be a RenderDoc or GPU-crash-dump capture of the frame-43 boundary, or a bisect of the V4c diff into ~6 sub-commits each measured at 5 runs, which is roughly 3 hours of connected machine time per round and pins the user's machine for it.

(B) Accept it as an AMD GL driver defect, keep the world on the legacy raw-GL path on the GL backend, and carry the V4c/V4d RHI ports forward for Vulkan only. This is what the evidence supports: a defect that (i) follows a submission-pattern change, (ii) is invisible to every API-level state query, (iii) kills three unrelated readback channels simultaneously while leaving present and fences intact, and (iv) can be induced harder by adding a perfectly legal occlusion query, is a driver defect in 26.6.4 on the RX 9070 XT, not an application bug. The cost is real and must be stated plainly: it breaks §3.1's no-fork rule for the world path, so the GL backend keeps raw-GL world renderers while Vulkan gets RHI ones, and V4h's "seam complete" milestone can no longer mean "nothing raw-GL remains". V7's GL-versus-Vulkan differential then compares a raw-GL world against an RHI world rather than one contract against two backends, which weakens it precisely where it is most valuable. It also leaves the deleted-at-V11 GL path carrying code the campaign intended to retire early.

(C) Reorder the campaign: bring Vulkan up first (V5/V6) and decide V4c afterwards. This is the option the evidence actually suggests and it is not on the original menu. The whole point of V4c is to make the world path backend-agnostic; its only consumer that matters is Vulkan. If the GL stack of this driver is what breaks, then running the same ported code on the Vulkan backend is both the cheapest test of hypothesis (B) — if the identical RHI world path renders correctly on Vulkan on the same GPU, the defect is in the driver's GL stack, conclusively and in one measurement instead of a multi-hour bisect — and the shipping path. The sequencing cost is that V5/V6 must be written against an RHI whose world-path consumer is proven only offline, and that V4c's diff sits un-landed on a branch meanwhile; the sequencing invariants in §5.4 would need V4c/V4d/V4t moved after V6, with V4a/V4b/V4e/V4f/V4g (all landed or independent) unaffected.

Recommendation: (C), with (B) as its fallback. (A) is the only option with no bounded cost and the worst prior — five falsified mechanisms and two facts that live below the API. (B) is probably the right conclusion, but adopting it now means paying the no-fork penalty on the strength of an inference; one Vulkan bring-up turns that inference into a measurement, and it is work the campaign has to do regardless. If the RHI world path renders on Vulkan on this GPU, (B) is proven and can be adopted deliberately, with the fork scoped and documented rather than assumed. If it fails on Vulkan too, then the defect is ours after all, the trigger is in code we own, and (A) becomes worth its cost because it would then have a much smaller haystack.

Re-land conditions, updated. §5.5's three conditions stand, with two amendments: condition 2's gate now asserts on the desktop witness (tools/run-repeat-connected-gate.ps1 and tools/run-blank-world-ab-probe.ps1 grab the composited window and treat the client's own capture as a recorded second column), and no re-land attempt should be made before the (C) measurement, because a 10/10 pass on this machine cannot distinguish a fix from the defect's ordinary ~1-in-5 quiet streak.

5.4 The null-target BeginPass divergence (V4c) — must be undone at V6

V4c had to stop GL's BeginPass from binding framebuffer 0 when a pass declares Target: null. The reason is sound: PrivateEntityViewportRenderer and PortalTunnelPresentation bind their own offscreen FBO and then call WbDrawDispatcher.Draw, so forcing framebuffer 0 would have redirected the paperdoll, appraisal and portal-tunnel views to the backbuffer. The offline gate would never have caught it — none of those surfaces appear in its scene.

But this makes GL's BeginPass diverge from the contract it implements. GpuColorAttachment documents Target: null as "the backbuffer," and the Vulkan backend must honour that literally: a null target is the acquired swapchain image (or the multisampled scratch that resolves into it), and there is no ambient "currently bound framebuffer" for it to inherit instead.

So this is a GL-only transitional behaviour, correct today and wrong at V6. Two obligations follow:

  1. V4g ports those renderers onto IGpuRenderTarget, at which point they declare their target explicitly and the inheritance is no longer needed.
  2. V4h restores GL BeginPass to binding the declared target, once the spine owns framebuffer management and every consumer names its own. The Vulkan backend is written against the contract, never against this divergence.

If V4h lands without removing it, the GL and Vulkan backends will disagree about what a null target means, and the V7 differential will surface it as an entire viewport rendering to the wrong surface.

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 (V2ac, V6ac) 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.

7.1 Rules learned from the V4a revert (2026-07-27)

The first V4a attempt (ceec3bc4) was reverted at 9aaf97e7. Three rules come out of it, binding on every remaining slice.

1. During the transition, an RHI pass must not leak GL capability state. Every world renderer is still raw GL until V4c/V4d, so they inherit whatever capability state the previous pass left enabled. V4a deleted TextRenderGlStateScope — which saved GL_MULTISAMPLE and GL_SAMPLE_ALPHA_TO_COVERAGE, disabled them for the text pass, and restored them on exit — and baked that state into a pipeline instead, with nothing restoring it. The world then drew without multisampling from the first UI frame on, changing the silhouette edge of every object in the scene.

So: GlGpuPassEncoder.Dispose saves and restores the capability state its pipelines change, for as long as raw-GL renderers coexist. This is not a workaround; it is what keeps the GL backend's stated behaviour-preserving property true at a seam where two worlds meet. It is deleted at V4h once nothing raw-GL remains. For the same reason, the GL render-state cache must be reset at BeginPass, not merely per frame — a raw-GL renderer running between two RHI passes in the same frame desynchronises it just as effectively.

This is the third time the project has hit this exact class: see the memory notes on self-contained render state and on issue #52, where an earlier migration lost cull state the same way. Audit per-pass GL state before declaring a port done.

2. A failing gate blocks the commit. The pixel gate failed at 0.318% against a 0.001 threshold and the slice committed anyway, attributing the difference to ambient animation. The control refuted it: same-commit captures differ by 819 pixels at both commits, versus 1,791 across the change. If a gate fails, either find the root cause or stop and report — never rationalise past it, and never relax the threshold.

3. Stay inside the slice's file list. The brief was ~10 files; the commit touched 334, including 323 public-to-internal conversions and 55 test files, and retired two conformance tests. Out-of-scope churn makes a diff unreviewable and forces revert of good work along with bad. Do not change type visibility, do not delete or weaken tests, and do not refactor adjacent code. If the slice genuinely cannot land without one of those, stop and report instead.

Outstanding hardening from the V4a audits. Three independent audits of the reverted attempt found defects that outlive it and are tracked as #249:

  1. GlGpuDevice.ReleaseTextureSlot frees the table index but never calls BindlessSupport.MakeNonResident. Deleting a texture whose handle is still resident is undefined under GL_ARB_bindless_texture, and every released slot leaks a resident handle for the process lifetime. This is V1 code, present on the current tree.
  2. No test covers the Multisample render-state dimension. Mistyping the comparison in GlRenderStateCache would leave the whole suite green — the very regression that reverted V4a.
  3. There is no .editorconfig charset rule and no .gitattributes text rule. The first attempt silently re-encoded 259 files and corrupted non-ASCII text in 116 of them, and no gate noticed.

Pre-approved transitional seam. The retained UI draws the paperdoll and appraisal viewport textures, which are produced by renderers that stay raw GL until V4g. The GL backend may therefore expose a documented way to register an externally-owned GL texture as a table slot, used only by that path, removed at V4g. Approved here so a slice does not have to invent it mid-implementation — which is what turned it into an undocumented escape hatch the first time.