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