implements PLN-0094
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{"type":"meta","next_id":{"DSC":42,"AGD":42,"DEC":32,"PLN":98,"LSN":48,"CLSN":1}}
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{"type":"meta","next_id":{"DSC":42,"AGD":42,"DEC":32,"PLN":98,"LSN":48,"CLSN":1}}
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{"type":"discussion","id":"DSC-0039","status":"abandoned","ticket":"render-pipeline-family-and-future-3d","title":"Render Pipeline Family and Future 3D","created_at":"2026-06-04","updated_at":"2026-06-04","tags":["gfx","renderer","runtime","architecture","pipeline"],"agendas":[{"id":"AGD-0039","file":"AGD-0039-render-pipeline-family-and-future-3d.md","status":"abandoned","created_at":"2026-06-04","updated_at":"2026-06-04","_override_reason":"User explicitly chose to close this agenda without a new decision because DSC-0038 already established enough architecture for future extension, and 3D is intentionally deferred."}],"decisions":[],"plans":[],"lessons":[],"_override_reason":"User explicitly chose to close this agenda without a new decision because DSC-0038 already established enough architecture for future extension, and 3D is intentionally deferred."}
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{"type":"discussion","id":"DSC-0039","status":"abandoned","ticket":"render-pipeline-family-and-future-3d","title":"Render Pipeline Family and Future 3D","created_at":"2026-06-04","updated_at":"2026-06-04","tags":["gfx","renderer","runtime","architecture","pipeline"],"agendas":[{"id":"AGD-0039","file":"AGD-0039-render-pipeline-family-and-future-3d.md","status":"abandoned","created_at":"2026-06-04","updated_at":"2026-06-04","_override_reason":"User explicitly chose to close this agenda without a new decision because DSC-0038 already established enough architecture for future extension, and 3D is intentionally deferred."}],"decisions":[],"plans":[],"lessons":[],"_override_reason":"User explicitly chose to close this agenda without a new decision because DSC-0038 already established enough architecture for future extension, and 3D is intentionally deferred."}
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{"type":"discussion","id":"DSC-0040","status":"in_progress","ticket":"vm-render-parallel-execution-boundary","title":"VM and Render Parallel Execution Boundary","created_at":"2026-06-04","updated_at":"2026-06-05","tags":["runtime","renderer","vm","concurrency","architecture","perf"],"agendas":[{"id":"AGD-0040","file":"AGD-0040-vm-and-render-parallel-execution-boundary.md","status":"accepted","created_at":"2026-06-04","updated_at":"2026-06-05"}],"decisions":[{"id":"DEC-0031","file":"DEC-0031-vm-and-render-parallel-execution-boundary.md","status":"accepted","created_at":"2026-06-05","updated_at":"2026-06-05","ref_agenda":"AGD-0040"}],"plans":[{"id":"PLN-0087","file":"PLN-0087-fix-game2d-packet-overlay-composition.md","status":"done","created_at":"2026-06-05","updated_at":"2026-06-05","ref_decisions":["DEC-0031"]},{"id":"PLN-0088","file":"PLN-0088-define-read-only-render-resource-boundary.md","status":"done","created_at":"2026-06-05","updated_at":"2026-06-05","ref_decisions":["DEC-0031"]},{"id":"PLN-0089","file":"PLN-0089-introduce-render-handoff-abstraction.md","status":"done","created_at":"2026-06-05","updated_at":"2026-06-05","ref_decisions":["DEC-0031"]},{"id":"PLN-0090","file":"PLN-0090-add-render-frame-pacing-contract.md","status":"done","created_at":"2026-06-05","updated_at":"2026-06-05","ref_decisions":["DEC-0031"]},{"id":"PLN-0091","file":"PLN-0091-implement-appmode-render-policy-matrix.md","status":"done","created_at":"2026-06-05","updated_at":"2026-06-05","ref_decisions":["DEC-0031"]},{"id":"PLN-0092","file":"PLN-0092-add-render-epoch-ownership-transitions.md","status":"done","created_at":"2026-06-05","updated_at":"2026-06-05","ref_decisions":["DEC-0031"]},{"id":"PLN-0093","file":"PLN-0093-add-render-telemetry-counters-and-events.md","status":"done","created_at":"2026-06-05","updated_at":"2026-06-05","ref_decisions":["DEC-0031"]},{"id":"PLN-0094","file":"PLN-0094-specify-async-render-boundary.md","status":"open","created_at":"2026-06-05","updated_at":"2026-06-05","ref_decisions":["DEC-0031"]},{"id":"PLN-0095","file":"PLN-0095-prototype-local-render-worker-capability.md","status":"open","created_at":"2026-06-05","updated_at":"2026-06-05","ref_decisions":["DEC-0031"]},{"id":"PLN-0096","file":"PLN-0096-define-render-shutdown-and-failure-handling.md","status":"open","created_at":"2026-06-05","updated_at":"2026-06-05","ref_decisions":["DEC-0031"]},{"id":"PLN-0097","file":"PLN-0097-add-async-render-integration-test-matrix.md","status":"open","created_at":"2026-06-05","updated_at":"2026-06-05","ref_decisions":["DEC-0031"]}],"lessons":[]}
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{"type":"discussion","id":"DSC-0040","status":"in_progress","ticket":"vm-render-parallel-execution-boundary","title":"VM and Render Parallel Execution Boundary","created_at":"2026-06-04","updated_at":"2026-06-05","tags":["runtime","renderer","vm","concurrency","architecture","perf"],"agendas":[{"id":"AGD-0040","file":"AGD-0040-vm-and-render-parallel-execution-boundary.md","status":"accepted","created_at":"2026-06-04","updated_at":"2026-06-05"}],"decisions":[{"id":"DEC-0031","file":"DEC-0031-vm-and-render-parallel-execution-boundary.md","status":"accepted","created_at":"2026-06-05","updated_at":"2026-06-05","ref_agenda":"AGD-0040"}],"plans":[{"id":"PLN-0087","file":"PLN-0087-fix-game2d-packet-overlay-composition.md","status":"done","created_at":"2026-06-05","updated_at":"2026-06-05","ref_decisions":["DEC-0031"]},{"id":"PLN-0088","file":"PLN-0088-define-read-only-render-resource-boundary.md","status":"done","created_at":"2026-06-05","updated_at":"2026-06-05","ref_decisions":["DEC-0031"]},{"id":"PLN-0089","file":"PLN-0089-introduce-render-handoff-abstraction.md","status":"done","created_at":"2026-06-05","updated_at":"2026-06-05","ref_decisions":["DEC-0031"]},{"id":"PLN-0090","file":"PLN-0090-add-render-frame-pacing-contract.md","status":"done","created_at":"2026-06-05","updated_at":"2026-06-05","ref_decisions":["DEC-0031"]},{"id":"PLN-0091","file":"PLN-0091-implement-appmode-render-policy-matrix.md","status":"done","created_at":"2026-06-05","updated_at":"2026-06-05","ref_decisions":["DEC-0031"]},{"id":"PLN-0092","file":"PLN-0092-add-render-epoch-ownership-transitions.md","status":"done","created_at":"2026-06-05","updated_at":"2026-06-05","ref_decisions":["DEC-0031"]},{"id":"PLN-0093","file":"PLN-0093-add-render-telemetry-counters-and-events.md","status":"done","created_at":"2026-06-05","updated_at":"2026-06-05","ref_decisions":["DEC-0031"]},{"id":"PLN-0094","file":"PLN-0094-specify-async-render-boundary.md","status":"done","created_at":"2026-06-05","updated_at":"2026-06-05","ref_decisions":["DEC-0031"]},{"id":"PLN-0095","file":"PLN-0095-prototype-local-render-worker-capability.md","status":"open","created_at":"2026-06-05","updated_at":"2026-06-05","ref_decisions":["DEC-0031"]},{"id":"PLN-0096","file":"PLN-0096-define-render-shutdown-and-failure-handling.md","status":"open","created_at":"2026-06-05","updated_at":"2026-06-05","ref_decisions":["DEC-0031"]},{"id":"PLN-0097","file":"PLN-0097-add-async-render-integration-test-matrix.md","status":"open","created_at":"2026-06-05","updated_at":"2026-06-05","ref_decisions":["DEC-0031"]}],"lessons":[]}
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{"type":"discussion","id":"DSC-0041","status":"open","ticket":"foreground-stack-game-pause-shell-vm-backed","title":"Foreground Stack, Game Pause, and VM-Backed Shell Coexistence","created_at":"2026-06-05","updated_at":"2026-06-05","tags":["runtime","os","lifecycle","shell","game","vm","foreground","architecture"],"agendas":[{"id":"AGD-0041","file":"AGD-0041-foreground-stack-game-pause-shell-vm-backed.md","status":"open","created_at":"2026-06-05","updated_at":"2026-06-05"}],"decisions":[],"plans":[],"lessons":[]}
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{"type":"discussion","id":"DSC-0041","status":"open","ticket":"foreground-stack-game-pause-shell-vm-backed","title":"Foreground Stack, Game Pause, and VM-Backed Shell Coexistence","created_at":"2026-06-05","updated_at":"2026-06-05","tags":["runtime","os","lifecycle","shell","game","vm","foreground","architecture"],"agendas":[{"id":"AGD-0041","file":"AGD-0041-foreground-stack-game-pause-shell-vm-backed.md","status":"open","created_at":"2026-06-05","updated_at":"2026-06-05"}],"decisions":[],"plans":[],"lessons":[]}
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{"type":"discussion","id":"DSC-0038","status":"done","ticket":"render-frame-packet-boundary","title":"Logical Render Pipelines and Command Packets","created_at":"2026-05-25","updated_at":"2026-06-04","tags":["gfx","renderer","runtime","frame-composer","architecture","ui","pipeline"],"agendas":[],"decisions":[],"plans":[],"lessons":[{"id":"LSN-0047","file":"discussion/lessons/DSC-0038-render-frame-packet-boundary/LSN-0047-typed-render-submissions-preserve-domain-boundaries.md","status":"done","created_at":"2026-06-04","updated_at":"2026-06-04"}]}
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{"type":"discussion","id":"DSC-0038","status":"done","ticket":"render-frame-packet-boundary","title":"Logical Render Pipelines and Command Packets","created_at":"2026-05-25","updated_at":"2026-06-04","tags":["gfx","renderer","runtime","frame-composer","architecture","ui","pipeline"],"agendas":[],"decisions":[],"plans":[],"lessons":[{"id":"LSN-0047","file":"discussion/lessons/DSC-0038-render-frame-packet-boundary/LSN-0047-typed-render-submissions-preserve-domain-boundaries.md","status":"done","created_at":"2026-06-04","updated_at":"2026-06-04"}]}
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{"type":"discussion","id":"DSC-0035","status":"done","ticket":"task-owned-shell-windows","title":"Agenda - Task-Owned Shell Windows","created_at":"2026-05-15","updated_at":"2026-05-15","tags":["runtime","os","task","window-manager","shell","lifecycle"],"agendas":[],"decisions":[],"plans":[],"lessons":[{"id":"LSN-0044","file":"discussion/lessons/DSC-0035-task-owned-shell-windows/LSN-0044-task-window-liveness-belongs-to-the-task.md","status":"done","created_at":"2026-05-15","updated_at":"2026-05-15"}]}
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{"type":"discussion","id":"DSC-0035","status":"done","ticket":"task-owned-shell-windows","title":"Agenda - Task-Owned Shell Windows","created_at":"2026-05-15","updated_at":"2026-05-15","tags":["runtime","os","task","window-manager","shell","lifecycle"],"agendas":[],"decisions":[],"plans":[],"lessons":[{"id":"LSN-0044","file":"discussion/lessons/DSC-0035-task-owned-shell-windows/LSN-0044-task-window-liveness-belongs-to-the-task.md","status":"done","created_at":"2026-05-15","updated_at":"2026-05-15"}]}
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@ -2,7 +2,7 @@
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id: PLN-0094
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id: PLN-0094
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ticket: vm-render-parallel-execution-boundary
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ticket: vm-render-parallel-execution-boundary
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title: Specify Async Render Boundary
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title: Specify Async Render Boundary
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status: open
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status: done
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created: 2026-06-05
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created: 2026-06-05
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ref_decisions: [DEC-0031]
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ref_decisions: [DEC-0031]
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tags: [spec, runtime, renderer, architecture]
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tags: [spec, runtime, renderer, architecture]
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@ -92,7 +92,137 @@ This guarantees:
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---
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---
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## 4. PROMETEU Graphical Structure
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## 4. Asynchronous Render Boundary
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`DEC-0031` defines the asynchronous render boundary. The contract applies even
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when the current implementation consumes submissions synchronously.
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### 4.1 Complete packet contract
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`RenderSubmissionPacket::Game2D` MUST be a complete frame description for the
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Game 2D render consumer. The consumer MUST NOT bypass the packet by consulting
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live VM state, live `FrameComposer` state, or mutable runtime state.
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For Game 2D, the required composition order is:
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```text
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composer scene/layers/sprites/HUD
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-> buffered gfx2d primitives
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-> publication/present
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```
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`gfx2d.*` primitives are therefore a final Game 2D overlay. This is true for
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both active-scene frames and no-scene frames.
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### 4.2 Resource boundary
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Submissions MUST remain small and owned. Heavy resident resources such as glyph
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banks, scene banks, asset payloads, and viewport cache materializations MUST
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NOT be copied into each submission.
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Submissions SHALL carry stable resource IDs or handles. The render consumer may
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resolve those IDs through read-only resource APIs. Resource installation,
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resolver updates, viewport cache refreshes, and bank residency changes belong
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to the logical/runtime side before handoff, or to an owning service. They MUST
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NOT require the render consumer to hold mutable VM, `Hardware`, `Gfx`, or
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`FrameComposer` references.
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The runtime does not guarantee visual integrity if a developer or framework
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replaces resources behind an in-flight submission in a way that violates asset
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discipline.
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### 4.3 Handoff
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The first asynchronous Game render model uses a single pending slot with
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latest-wins semantics:
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- publishing a new submission replaces the previous pending submission;
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- replacement before consumption is counted as a render drop;
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- the render consumer takes ownership of the pending submission;
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- the VM/producer MUST NOT block on render consumption, raster completion, or
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present completion.
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The consumer status is telemetry. It is not a semantic ACK to the VM.
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### 4.4 Frame pacing
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Game logical frames are paced by the runtime frame scheduler, not by render
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worker ACK. The intended cadence is one Game logical frame per frame tick and
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at most one pending submission ahead of the consumer.
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`FRAME_SYNC` remains the canonical end of a VM logical frame. Cycle/time budget
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is evidence for certification, watchdog, diagnostics, and overrun reporting; it
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MUST NOT be used as the normal mechanism for cutting a logical frame short.
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If a Game logical frame overruns the display cadence, logical frames remain
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sequential. The render consumer may repeat the last valid frame, and telemetry
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records the overrun/repeat. The VM MUST NOT produce catch-up frames to skip
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from frame `N` to frame `N+k`.
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### 4.5 AppMode policy
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Render execution policy is explicit by pipeline/AppMode:
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- `AppMode::Game` is frame-paced and may use a render worker when the
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host/runtime supports it, with local synchronous fallback.
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- `AppMode::Shell` is lifecycle-driven and local/synchronous by default.
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- Shell VM-backed apps follow Shell lifecycle; they do not declare an
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independent frame-paced game workload under this contract.
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- Splash, crash, and hub/system screens follow Shell/local policy unless a
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later decision defines a more specific policy.
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### 4.6 Ownership and epoch
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Every submission that may cross an asynchronous boundary MUST carry render
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ownership metadata: at minimum frame identity, app mode, app identity where
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available, and render epoch/generation.
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Foreground visual-owner transitions MUST advance the active render epoch or
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equivalent generation through a central runtime render manager. The render
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consumer MUST check ownership before present and MUST discard stale submissions
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whose ownership no longer matches the active owner.
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Transitions that invalidate stale render work include:
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- Game to Shell/Hub;
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- Shell/Hub to Game;
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- crash screen takeover;
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- splash or system screen takeover;
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- cartridge or app swap, even if `AppMode` remains unchanged;
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- shutdown/stop.
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The same physical surface may be reused by multiple visual owners, but logical
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ownership MUST remain explicit.
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Game pause/resume, foreground stack behavior, and coexistence of a paused Game
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with VM-backed Shell apps are outside this contract and are tracked by the
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foreground/lifecycle discussion.
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### 4.7 Render telemetry
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Asynchronous render is best-effort observable, not a VM-visible handshake.
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Render drops, stale epoch discards, repeated presents, render errors, and
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present errors MUST be recorded for host diagnostics, debugging, profiling, and
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certification evidence. VM program semantics MUST NOT depend on whether a
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submission was consumed or presented.
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Minimum render telemetry includes:
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- produced submissions;
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- replaced-before-consume submissions;
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- consumed submissions;
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- presented frames;
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- repeated presents;
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- render errors;
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- present errors;
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- stale epoch discards;
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- shutdown discards;
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- last produced, consumed, presented, dropped, and error frame IDs;
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- active render epoch.
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---
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## 5. PROMETEU Graphical Structure
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The graphical world is composed of:
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The graphical world is composed of:
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- **1 HUD Layer** (fixed, always on top)
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- **1 HUD Layer** (fixed, always on top)
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- Sprites with priority between layers
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- Sprites with priority between layers
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### 4.1 Tile Banks
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### 5.1 Tile Banks
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- There are up to **16 banks**
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- There are up to **16 banks**
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- Each bank has a fixed tile size:
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- Each bank has a fixed tile size:
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- serialized pixels are `4bpp` packed in payload order
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- serialized pixels are `4bpp` packed in payload order
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- runtime memory may expand pixels to one `u8` palette index per pixel after decode
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- runtime memory may expand pixels to one `u8` palette index per pixel after decode
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### 4.2 Layers
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### 5.2 Layers
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- There are:
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- There are:
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- 4 Tile Layers
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- 4 Tile Layers
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---
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## 5. Internal Model of a Tile Layer
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## 6. Internal Model of a Tile Layer
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A Tile Layer **is not a bitmap of pixels**.
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A Tile Layer **is not a bitmap of pixels**.
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It is composed of:
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It is composed of:
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---
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## 6. Logical Tilemap
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## 7. Logical Tilemap
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The tilemap represents the world:
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The tilemap represents the world:
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---
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## 7. Border Cache (Tile Cache)
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## 8. Border Cache (Tile Cache)
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The cache is a window of tiles around the camera.
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The cache is a window of tiles around the camera.
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---
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## 8. Cache Update
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## 9. Cache Update
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Every frame:
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Every frame:
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@ -201,7 +331,7 @@ Only **one row and/or column** is updated per frame.
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---
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## 9. Cache as Ring Buffer
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## 10. Cache as Ring Buffer
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The cache is circular:
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The cache is circular:
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---
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---
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## 10. Canonical Game Projection
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## 11. Canonical Game Projection
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Game mode uses a typed Game 2D submission. `composer.*` owns high-level Game 2D
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Game mode uses a typed Game 2D submission. `composer.*` owns high-level Game 2D
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frame composition: scene binding, camera, sprites, HUD, and frame orchestration.
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frame composition: scene binding, camera, sprites, HUD, and frame orchestration.
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||||||
@ -243,7 +373,7 @@ uses `gfxui.*` and `ShellUiFramePacket`; it is never part of Game HUD or
|
|||||||
|
|
||||||
---
|
---
|
||||||
|
|
||||||
## 11. Drawing Order and Priority
|
## 12. Drawing Order and Priority
|
||||||
|
|
||||||
- There is no Z-buffer
|
- There is no Z-buffer
|
||||||
- There is no automatic sorting
|
- There is no automatic sorting
|
||||||
@ -269,7 +399,7 @@ Normative boundary:
|
|||||||
|
|
||||||
---
|
---
|
||||||
|
|
||||||
## 12. Transparency
|
## 13. Transparency
|
||||||
|
|
||||||
Transparency is represented by the alpha channel of the resolved RGBA8888
|
Transparency is represented by the alpha channel of the resolved RGBA8888
|
||||||
color.
|
color.
|
||||||
@ -289,7 +419,7 @@ else:
|
|||||||
|
|
||||||
---
|
---
|
||||||
|
|
||||||
## 13. Color Math (Discrete Blending)
|
## 14. Color Math (Discrete Blending)
|
||||||
|
|
||||||
Inspired by the SNES.
|
Inspired by the SNES.
|
||||||
|
|
||||||
@ -313,7 +443,7 @@ Everything is:
|
|||||||
|
|
||||||
---
|
---
|
||||||
|
|
||||||
## 14. Where Blend is Applied
|
## 15. Where Blend is Applied
|
||||||
|
|
||||||
- Blending occurs during drawing
|
- Blending occurs during drawing
|
||||||
- For canonical game composition, the result goes to the back buffer during composition
|
- For canonical game composition, the result goes to the back buffer during composition
|
||||||
@ -323,7 +453,7 @@ Everything is:
|
|||||||
|
|
||||||
---
|
---
|
||||||
|
|
||||||
## 15. What the GFX DOES NOT support
|
## 16. What the GFX DOES NOT support
|
||||||
|
|
||||||
By design:
|
By design:
|
||||||
|
|
||||||
@ -338,7 +468,7 @@ By design:
|
|||||||
|
|
||||||
---
|
---
|
||||||
|
|
||||||
## 16. Performance Rule
|
## 17. Performance Rule
|
||||||
|
|
||||||
- Layers:
|
- Layers:
|
||||||
- only update the border when crossing a tile
|
- only update the border when crossing a tile
|
||||||
@ -350,7 +480,7 @@ By design:
|
|||||||
|
|
||||||
---
|
---
|
||||||
|
|
||||||
## 17. Transitions and Removed Fade Contract
|
## 18. Transitions and Removed Fade Contract
|
||||||
|
|
||||||
The previous special fade model is not part of the canonical render contract.
|
The previous special fade model is not part of the canonical render contract.
|
||||||
Current render packets, syscalls, and ABI domains MUST NOT expose scene fade,
|
Current render packets, syscalls, and ABI domains MUST NOT expose scene fade,
|
||||||
@ -371,9 +501,9 @@ Rules:
|
|||||||
|
|
||||||
---
|
---
|
||||||
|
|
||||||
## 18. Palette System
|
## 19. Palette System
|
||||||
|
|
||||||
### 18.1. Overview
|
### 19.1. Overview
|
||||||
|
|
||||||
PROMETEU uses **exclusively** palette-indexed graphics.
|
PROMETEU uses **exclusively** palette-indexed graphics.
|
||||||
|
|
||||||
@ -382,7 +512,7 @@ Every graphical pixel is an **index** pointing to a real color in a palette.
|
|||||||
|
|
||||||
---
|
---
|
||||||
|
|
||||||
### 18.2. Pixel Format
|
### 19.2. Pixel Format
|
||||||
|
|
||||||
Each pixel of a tile or sprite is:
|
Each pixel of a tile or sprite is:
|
||||||
|
|
||||||
@ -396,7 +526,7 @@ Fixed rule:
|
|||||||
|
|
||||||
---
|
---
|
||||||
|
|
||||||
### 18.3. Palette Structure
|
### 19.3. Palette Structure
|
||||||
|
|
||||||
Each **Tile Bank** contains:
|
Each **Tile Bank** contains:
|
||||||
|
|
||||||
@ -413,7 +543,7 @@ Size:
|
|||||||
|
|
||||||
---
|
---
|
||||||
|
|
||||||
### 18.4. Palette Association
|
### 19.4. Palette Association
|
||||||
|
|
||||||
#### Fundamental Rule
|
#### Fundamental Rule
|
||||||
|
|
||||||
@ -425,7 +555,7 @@ There is no palette swap within the same tile or sprite.
|
|||||||
|
|
||||||
---
|
---
|
||||||
|
|
||||||
### 18.5. Where the Palette is Defined
|
### 19.5. Where the Palette is Defined
|
||||||
|
|
||||||
#### Tilemap
|
#### Tilemap
|
||||||
|
|
||||||
@ -457,7 +587,7 @@ Runtime-facing validity rule for v1:
|
|||||||
|
|
||||||
---
|
---
|
||||||
|
|
||||||
### 18.6. Color Resolution
|
### 19.6. Color Resolution
|
||||||
|
|
||||||
The pipeline works like this:
|
The pipeline works like this:
|
||||||
|
|
||||||
@ -482,7 +612,7 @@ else:
|
|||||||
|
|
||||||
---
|
---
|
||||||
|
|
||||||
### 18.7. Organization of Tile Banks
|
### 19.7. Organization of Tile Banks
|
||||||
|
|
||||||
Tile Banks are "strong assets":
|
Tile Banks are "strong assets":
|
||||||
|
|
||||||
@ -507,7 +637,7 @@ Runtime-facing v1 baseline:
|
|||||||
|
|
||||||
---
|
---
|
||||||
|
|
||||||
### 18.8. Metrics for Certification (CAP)
|
### 19.8. Metrics for Certification (CAP)
|
||||||
|
|
||||||
The system can measure:
|
The system can measure:
|
||||||
|
|
||||||
@ -518,7 +648,7 @@ The system can measure:
|
|||||||
|
|
||||||
---
|
---
|
||||||
|
|
||||||
## 19. Syscall Return and Fault Policy
|
## 20. Syscall Return and Fault Policy
|
||||||
|
|
||||||
Graphics-related public ABI in v1 is split between:
|
Graphics-related public ABI in v1 is split between:
|
||||||
|
|
||||||
@ -538,7 +668,7 @@ Fault boundary:
|
|||||||
- `status`: operational failure;
|
- `status`: operational failure;
|
||||||
- `Panic`: internal runtime invariant break only.
|
- `Panic`: internal runtime invariant break only.
|
||||||
|
|
||||||
### 19.1 Return-shape matrix in v1
|
### 20.1 Return-shape matrix in v1
|
||||||
|
|
||||||
| Syscall | Return | Policy basis |
|
| Syscall | Return | Policy basis |
|
||||||
| ----------------------- | ------------- | --------------------------------------------------- |
|
| ----------------------- | ------------- | --------------------------------------------------- |
|
||||||
@ -555,7 +685,7 @@ Fault boundary:
|
|||||||
| `composer.set_camera` | `void` | no real operational failure path in v1 |
|
| `composer.set_camera` | `void` | no real operational failure path in v1 |
|
||||||
| `composer.emit_sprite` | `status:int` | explicit orchestration-domain operational rejection |
|
| `composer.emit_sprite` | `status:int` | explicit orchestration-domain operational rejection |
|
||||||
|
|
||||||
### 19.1.a Primitive domain semantics
|
### 20.1.a Primitive domain semantics
|
||||||
|
|
||||||
The primitive domains have stable operational meaning:
|
The primitive domains have stable operational meaning:
|
||||||
|
|
||||||
@ -569,7 +699,7 @@ Callers MUST NOT rely on stable immediate writes to the working back buffer as
|
|||||||
the public contract for primitive drawing. Primitive calls mutate domain command
|
the public contract for primitive drawing. Primitive calls mutate domain command
|
||||||
buffers that close into the active typed submission.
|
buffers that close into the active typed submission.
|
||||||
|
|
||||||
### 19.1.b Scene dependency fatal boundary
|
### 20.1.b Scene dependency fatal boundary
|
||||||
|
|
||||||
`composer.bind_scene` remains a status-returning syscall in the public ABI, but scene glyph dependency absence is outside the accepted passive operational-error model.
|
`composer.bind_scene` remains a status-returning syscall in the public ABI, but scene glyph dependency absence is outside the accepted passive operational-error model.
|
||||||
|
|
||||||
@ -581,7 +711,7 @@ Rules:
|
|||||||
- if scene composition later discovers that a layer dependency can no longer be resolved, the machine MUST fail fatally and emit a clear log;
|
- if scene composition later discovers that a layer dependency can no longer be resolved, the machine MUST fail fatally and emit a clear log;
|
||||||
- runtime MUST NOT continue canonical scene composition after such a dependency failure.
|
- runtime MUST NOT continue canonical scene composition after such a dependency failure.
|
||||||
|
|
||||||
### 19.2 `composer.emit_sprite`
|
### 20.2 `composer.emit_sprite`
|
||||||
|
|
||||||
`composer.emit_sprite` returns `status:int`.
|
`composer.emit_sprite` returns `status:int`.
|
||||||
|
|
||||||
|
|||||||
Loading…
x
Reference in New Issue
Block a user