Bridge camera observations through field evidence

This commit is contained in:
Meta Vens 2026-05-27 12:44:01 +01:00
commit ddad34f69b
8 changed files with 190 additions and 99 deletions

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@ -326,11 +326,19 @@ shader lowering. Mimir-declared rendering buffers are Fensalir GPU resources in
the same runtime; native/shared handle metadata is an import edge, not a
separate authority regime. Rendering-relevant buffers move to GPU residency as
early as possible and stay there; CPU readback/tessellation is diagnostic only.
Camera descriptors now enter this bridge too: latest video buffers lower into
FieldEvidence camera observations, GPU/native handles declare shared
`Texture2D` resources, and metadata-only cadence frames do not create camera
surface intents or fake payload requests. The old direct `AquariumGpuSensorFrame`
bridge proof has been removed from Mimir's active proof path. Camera image
claims currently defer until Fensalir owns a selected visual-fusion lowering for
camera textures.
The current smokes prove planning, not visible packet rendering:
`--fensalir-field-evidence-smoke` now produces one planned resource-backed
`TubeField` packet from Mimir's spectrum intent, and
`--fensalir-field-dsl-resource-smoke` proves the Fensalir DSL can bind the same
kind of declared resource directly. Fensalir now has the first D3D12 resolver
kind of declared resource directly. `--fensalir-camera-observation-smoke`
proves the camera observation/resource split. Fensalir now has the first D3D12 resolver
cut for structured/curve buffers: it imports shared GPU buffers by handle and
allocates engine-owned GPU slots only for Fensalir-produced resources. The DSL
can describe a 2D rolling float buffer as Catmull-Rom XY tubes with modulo
@ -341,8 +349,9 @@ textures allocate shader-readable GPU textures, and mesh packages own
`Mesh.Vertices`/`Mesh.Indices` GPU buffer shape under one resource key. The DSL
can plan generic resource-backed claims over those declarations. The next
blocker is no longer resolver ownership; it is selected render lowerings that
consume mesh/page/volume resources as geometry, height/SDF/material pages, or
density/extinction/SDF3D domains. Mesh layout authority is split by source:
consume camera/feature textures, mesh/page/volume resources as geometry,
height/SDF/material pages, or density/extinction/SDF3D domains. Mesh layout
authority is split by source:
imported/user meshes use the standard `PositionNormalUvColor` layout, and
generated meshes can be `PipelinePrivate` so each lowering owns the bytes it
emits and consumes. TubeField is the first concrete generated-mesh consumer: