273 lines
19 KiB
YAML
273 lines
19 KiB
YAML
project:
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name: Fensalir
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root: E:\Projects\Fensalir
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upstream: https://github.com/GameCult/Fensalir.git
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purpose: >
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Native C# runtime and renderer dependency for Aquarium-style clients. The
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engine owns Win32 hosting, D3D12 rendering, input, hot reload, debug UI,
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audio output, client contracts, fractal/field machinery, and engine demos.
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current_model:
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solution: Fensalir.sln
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host:
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implementation: src/Aquarium.Engine
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contracts: src/Aquarium.Engine.Contracts
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renderer: src/Aquarium.Engine/Render
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shaders: src/Aquarium.Engine/Render/Shaders
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assets: src/Aquarium.Engine/Assets
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built_in_field_resources: src/Aquarium.Engine.Contracts/Render/AquariumBuiltInFieldResources.cs
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scripts: scripts
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fractal:
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implementation: src/Aquarium.Engine.Fractal
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tests: tests/Aquarium.Engine.Fractal.Tests
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receipt_tool: tools/Aquarium.Fractal.Receipt
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demos:
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fensalir_splash: src/Aquarium.Fensalir
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minimal: src/Aquarium.Sample.Minimal
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zyphos: src/Aquarium.Zyphos
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external_clients:
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epiphany_aquarium: E:\Projects\Aquarium-Engine
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mimir: owns the sensor-fusion app/adapter surface formerly prototyped here
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dependencies:
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cult_math: E:\Projects\CultMath
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cult_lib: E:\Projects\CultLib
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aqua_synth_faust: repo-local NuGet package feed under packages
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invariants:
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- Fensalir owns reusable host, renderer, audio, reload, contracts, and engine mechanisms.
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- Fensalir is not a traditional rendering pipeline. It is a field/evidence
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machine: contributors emit bounded Form, Appearance, and Transport claims
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with identity, travel/depth, metadata, control, and reservoir-guide lanes.
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Treating a pass as "just drawing pixels" violates the engine invariant
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unless it is explicitly marked as a fallback/debug draw with no authority.
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- Client repos own policy, role names, narrative semantics, app state, and client shaders.
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- Fensalir may own reusable built-in field resources, such as the blackbody
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ramp, when the resource is generic engine utility. Clients should reference
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those through contracts instead of hardcoded project-local asset paths.
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- Epiphany Aquarium depends on Fensalir; Fensalir must not depend on Epiphany.
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- Demo projects inside this repo are allowed to exercise engine features but must not become hidden engine policy.
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- Public `Aquarium.*` assembly names remain for continuity until a deliberate namespace/package migration.
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- Spline/tube visibility is owned by shader SDF evaluation. CPU geometry may
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place conservative sampling envelopes and endpoint/neighbor packets, but
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quad-local strip UVs must not decide visible line coverage.
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- Reservoir splat rendering must not impose large minimum billboard radii on
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transparent buffer-field/tube samples. Sample envelopes should stay tied to
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authored field radius so clients can reduce reservoir sample count without
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turning sparse probes into visible plates.
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- Reservoir contents are not forced to be pixel-sized. Pixel-level resolve
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samples bounded claims; it does not define their native support. Broad,
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smooth surfaces may be represented by few large surface claims. Heightfield
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terrain should be a quadtree of brush-painted surface tiles, subdivided by
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projected footprint, curvature, brush/material detail, silhouettes, and
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temporal uncertainty before SDF probes emit detail-adaptive surface splats.
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- The shared reservoir is a fractal domain reservoir, not a texel cache.
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Pixel rows are the current D3D12 execution projection of selected domain
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evidence. Area-domain contributors must carry selected subpixel or local
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domain coordinates, support/filter footprint, proposal policy, and legal
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shift/reconnection metadata before temporal or spatial reuse can claim
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authority. Sampling budget may scale with target frame time and resolution,
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but identity, support, contribution mass, and visibility authority remain
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domain-native.
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- Rendering backends are lowerings, not truth owners. Heightfields, splines,
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direct SDF proxies, meshes, volumes, fractal probes, and Mimir sensor
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observations must publish bounded Form/Appearance/Transport field claims
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before they can participate in reusable field evidence.
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- Final composition reads the resolved HDR field texture produced by the
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shared reservoir history update pass. TubeField render lowerings inject
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visibility proposals into the shared field reservoir; they must not regain
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private final-visibility authority through blend order, proxy depth, a
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presentation-shader history writer, a TubeField-local K-buffer, or a
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priority-sorted visibility list.
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- Field packet payload handles are not authority. Resource-backed claims and
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packets must reference declared AquariumFieldResourceDeclaration rows with
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kind, GPU residency, shader access, format, shape, validity, version, and
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native handle metadata. Missing, CPU-only, or backend-incompatible resources
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defer lowering instead of becoming visible evidence.
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- Rendering-relevant field buffers move to GPU residency as early as possible
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and stay there. Fensalir must pass GPU resource handles/SRVs/UAVs between
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compute and render lowerings; CPU readback or CPU tessellation is a
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diagnostic-only escape hatch, not the live TubeField path.
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- Audio control frames are contracts, not sample movement. Client runtimes
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may publish DSP targets through `AquariumAudioDocument`, and the engine
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audio host may retain the latest frame, but Faust/native streaming DSP must
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own the hot fractional-delay/resampling path before any aligned-audio claim
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is true.
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- Streaming Faust DSP is now an engine audio mechanism. Clients declare a
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profile-keyed `AquariumStreamingDspProgram`; Fensalir compiles it through
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AquaSynth.Faust, keeps a persistent DSP instance, applies matching audio
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control frames, and processes profile-keyed `AquariumStreamingAudioBlock`
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input lanes into named `AquariumAudioStemFrame` output lanes. The engine
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owns an `IAquariumAudioStemBus` service for published processed stems,
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optional monitor playback is explicit, and OBS-facing publication remains
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a later host cut.
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- The named D3D12 program-output texture is an external publication surface.
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After copying the completed backbuffer into it, the renderer must leave the
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resource in `Common` so OBS/EVE/native consumers can transition it for
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GPU-side reads without inheriting Fensalir's internal copy-destination
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state.
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- Planetary ocean/atmosphere flow is an engine field organ when reduced to
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reusable stochastic advection machinery. Fensalir owns cube-sphere flow
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addressing, dataset provenance, model contracts, stochastic advection
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parameter schema, selected-cut streaming, and renderer/simulation lowerings.
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Client repos may choose planet meaning and consume flow, but must not own a
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private planetary flow truth path. Lat/lon datasets are offline evidence;
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runtime flow authority is cube-sphere native.
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next_actions:
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- Keep origin pointed at https://github.com/GameCult/Fensalir.git.
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- Keep `dotnet build Fensalir.sln` green after the split.
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- Cut the rendering rebuild through explicit field-domain/field-claim
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contracts before adding another backend-specific visual path.
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- Before more occlusion-threshold tuning, update the live GPU reservoir ABI or
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packing plan so TubeField and SDF proposals include selected
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domain/sample-coordinate and support data. Then debug temporal/spatial reuse
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in terms of support overlap and legal shifts, not nearest previous texels.
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- Build the planetary flow organ in staged cuts: provenance manifest, static
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relief and reanalysis cube-sphere bake pipeline, stochastic advection
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contracts, synthetic runtime slice, ERA5/OSCAR baseline learning, then
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PlasticAdrift transition validation and hierarchical arbitrary-LOD
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streaming.
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- Extend the D3D12 field packet/resource resolver beyond its first
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structured/curve-buffer cut. Current contracts, DSL, and renderer registry
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can validate and plan resource-backed TubeField packets, import shared GPU
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structured buffers by handle, and allocate Fensalir-owned GPU-resident
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slots only when Fensalir is the producer. The TubeField DSL can now express
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a 2D rolling float buffer as Catmull-Rom XY tubes with modulo column
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addressing, amplitude power/normalization, radius, ramp texture path, and
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emission scale. D3D12 now has a TubeField compute/render lowering:
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compute binds the rolling sample buffer as read-only GPU memory, emits
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fixed-budget vertex/index buffers with endpoint-clamped Catmull-Rom tube
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envelopes, honors declared sample stride with byte-address loads, and
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records one draw batch per lowering so the TubeField pixel shader can bind
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the right source row/column and resample material per pixel with the cheap
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5-tap approximation. Texture2D resources are now declared as first-class
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field resources. Local assets carry source URI metadata, DSL aliases, lazy
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D3D12 upload, SRV binding, and TubeField ramp lookup by resource key;
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shared GPU Texture2D declarations with native D3D12 handles resolve through
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the same field resource registry, using Mimir video format names such as
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Bgra8, Gray8, Rg8, Nv12, and LeapStereoIr as DXGI format input. The direct
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Mimir MF shape is now proven at resolver level: a D3D11 NT shared
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keyed-mutex BGRA texture can be opened by Fensalir's D3D12 registry as a
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shader-readable Texture2D. Shared Texture2D version is content freshness,
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not import identity; the registry reuses an opened shared texture when
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handle, handle kind, dimensions, and format are unchanged. Imported field
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resources may now carry an external producer fence handle/value; the D3D12
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renderer opens and waits that fence before resource resolution and shader
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sampling, giving Mimir's D3D11 MF producer a direct synchronized path.
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Fensalir
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also exposes the first engine-owned texture lease broker through
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`AquariumRuntimeServices`: client runtimes can request keyed D3D12
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Texture2D leases, receive shared texture and producer-fence handles, then
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commit producer fence values so the renderer waits before shader sampling.
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Raw CPU-origin single-plane frames can use the explicit broker upload lane,
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which copies rows into the leased texture on the D3D12 queue and leaves copy
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accounting to the client producer. Multi-plane NV12 CPU upload is rejected
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until a real planar copy path exists; GPU producers can still write NV12
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leases directly. This makes imported handles an edge case, not the primary
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live camera authority. Missing or unresolved TubeField ramps bind a Fensalir-owned linear fallback ramp.
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Camera texture claims can therefore resolve resources, but their first
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visual use stays debug-view-only for now; production visual-fusion and
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feature-extraction lowerings are deferred until the renderer and audio work
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are fixed. TubeField compute now
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emits one GPU-resident D3D12 DrawIndexed indirect argument packet per
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material/resource batch, and render binds the batch source/ramp state then
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executes the packet with ExecuteIndirect. The first material is opaque field
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geometry with squared normalized emission, fake Fresnel center-bright/
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edge-dark shaping, and requested/dispatched/truncated/indirect-draw segment
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reporting. The debug field-evidence summary exposes TubeField requested,
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dispatched, truncated, upload, skipped-upload, and unplanned-lowering
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counts so client-side subdivision budgets can be tuned from the live
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renderer result instead of guessed. SurfacePage resources now have a first
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resolver: contracts and DSL can declare GPU-resident 2D pages with width,
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height, format, version,
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and optional local source, and the D3D12 registry allocates/imports them as
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shader-readable page textures. VolumeTexture resources now have the same
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first resolver shape: contracts and DSL can declare GPU-resident 3D
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textures with dimensions, depth, format, and version, and the D3D12 registry
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allocates them as shader-readable volume textures. Mesh resources are now
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first-class packages with `Mesh.Vertices` and `Mesh.Indices` buffer members,
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topology, index format, bounds, submesh count, and version. The DSL can
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declare a GPU-resident mesh package, and the D3D12 registry allocates and
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reuses matching vertex/index GPU buffers under the mesh resource key. The
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evidence DSL also has a generic resource-backed `claim` command, so Mesh,
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Height/SurfacePage, and Density/VolumeTexture resources can be planned into
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backend packets without pretending a render path exists. Remaining cuts are
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render lowerings that consume those packets. Mesh layout authority is now
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split intentionally: imported/user-facing meshes use the standard
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`PositionNormalUvColor` layout, while generated meshes may declare
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`PipelinePrivate` so the selected lowering owns the minimal bytes it emits
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and consumes. Mesh rendering is now blocked on choosing the first selected
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render lowering/material path, not on a generic imported-mesh ABI. The
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first generated-mesh render cut is TubeField itself: compute emits
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pipeline-private vertex/index/indirect buffers, render binds them through a
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named `D3D12PipelinePrivateGeneratedMesh`, and TubeField material state
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supplies the shader-specific source/ramp/constants. The DrawIndexed indirect
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command signature is now owned by the generated-mesh lane rather than
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TubeField, so future generated page/volume/surface lowerings can share that
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draw ABI while owning their own producer buffers and materials. TubeField
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dispatch now obeys selected packet authority: only lowerings whose claim has
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a planned TubeField backend packet are expanded, and unplanned lowerings are
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counted instead of rendered. Validation also rejects TubeSpline lowering
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metadata whose claim is not Tube-encoded or whose resource does not match
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the claim payload, so split authority is caught before render dispatch.
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Field evidence now carries explicit Float32 resource uploads separate from
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resource declarations. D3D12 uploads those frame samples into resolved
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structured buffers before TubeField compute reads them, so a Fensalir-owned
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GPU resource can be live data rather than paperwork. Resource uploads carry
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an explicit element offset, validation rejects out-of-range writes, and
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D3D12 copies partial uploads into the declared buffer offset. Fensalir now
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tracks uploaded structured-buffer columns beside the resolved resource and
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clamps TubeField dispatch to the contiguous valid logical history range, so
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stale or never-uploaded rolling slots cannot reach the TubeField shader as
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geometry after allocation, reset, or partial update. Structured buffer
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declaration version is content freshness, not buffer-shape authority:
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D3D12FieldResourceRegistry now reuses an existing structured buffer when
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element count, stride, and access are unchanged, updating the recorded
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version without reallocating GPU memory every frame. TubeField metadata now
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carries a stable field id derived from the planned claim key instead of one
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flat family constant, so temporal/reprojection/reservoir consumers can
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distinguish source-lane claims while preserving the TubeField family range.
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D3D12 now has the first real shared field-reservoir spine. The HLSL
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reservoir ABI is a seven-lane `FieldReservoirSample`
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colorTravel/metadata/control/guide/motion/proposal/stats record. Proposal
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stores target, sourcePdf, representedCandidateCount, and proposalKind;
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stats stores selectedTarget, weightSum, candidateCount, and contribution
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weight. The four rows per pixel are no longer a private top-four visible
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list: row 0 is current-frame initial RIS, row 1 is temporal reuse, row 2 is
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spatial/domain reuse, and row 3 is the final resolved reservoir consumed by
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bloom/presentation. Direct scene/SDF contributors are normalized into the
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same deterministic structural one-sample proposal shape as TubeField before
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RIS merge inside `D3D12ReservoirHistoryUpdateCS`, so the SDF/scene path and
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TubeField path share target/sourcePdf and history semantics. The fullscreen
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field resolve pass is explicitly demoted to raw scene/SDF MRT carry-forward;
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it does not call current-frame reservoir merge and cannot import TubeField
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proposals before the compute pass. TubeField candidate discovery is still the
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fixed-function raster path: compute emits conservative GPU-resident segment
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proxy geometry and indirect draw packets, the proxy raster only schedules
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covered pixels, and the proxy pixel shader analytically intersects the
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camera ray with the generated tube frustum/cap neighborhood in world space.
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TubeField now writes a one-sample reservoir proposal into row 0 with target
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derived from projected coverage, guide confidence, and luminance relevance;
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sourcePdf is 1.0 for deterministic structural proposals. The old
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nearest-travel-minus-coverage priority authority is cut from both TubeField
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injection and final resolve. Shared temporal reuse validates only the
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previous frame's row-3 final reservoir by field id, travel, normal, domain
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validity, motion/previous UV, and guide confidence before RIS merge; rejected
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history cannot become visible fallback by itself. Spatial reuse validates
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neighboring current reservoirs by field id, travel, normal, support, and
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domain before merge. Current-frame structural proposal assembly has a
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visibility gate before RIS: if two valid proposals at the same pixel differ
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materially in travel, the farther proposal is treated as occluded and cannot
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compete by target/luminance. Near-equal-depth proposals still merge through
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RIS. TubeField also separates conservative proxy discovery from reservoir
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support; row-0 target/control/guide use narrow tube-core support rather than
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the broad proxy envelope. Reservoir debug modes 13-15 inspect the compute-owned
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final/reuse layer: rejection state, selectedTarget, weightSum,
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candidateCount, proposal target/sourcePdf, and contribution weight. The
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deleted TubeField-local compute
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ReSTIR/tile-bin path is not a live authority, fallback, or hidden mode. Any
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future temporal/spatial reuse for tubes must extend the shared reservoir
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organ rather than resurrecting a payload-local reservoir renderer.
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- Move any remaining client-only Epiphany state found here back to `E:\Projects\Aquarium-Engine`.
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- Keep Mimir app/adapters out of this repo; Fensalir may expose generic sensor-fusion contracts only.
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- Package contracts/host deliberately before replacing sibling source references in client repos.
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