Commit Graph

158 Commits

Author SHA1 Message Date
gamer147
34cdfeda0e docs(re): interpolation RE pass stalled — anim-interp is ping-pong on frame clock; 0x202 consumer unlocated
Confirms both slice-A deferrals (smooth color-anim interp + additive). Ghidra
gfx_object_anim_interpolate annotated+saved.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-08 18:48:50 -04:00
gamer147
fe61f7287c docs(plan): blend & transparency slice A implementation plan + colorkey RE
TDD plan (BlendMath -> RenderObject resolution -> host colorkey/alpha/tint blit
-> surfaceless fade fill -> docs). Records the reversed colorkey format and the
0x202/0x203 color workers in engine-re.md (Ghidra annotated+saved).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-08 18:10:32 -04:00
gamer147
d5ea8aa84e docs(spec): blend & transparency slice A design (colorkey + alpha/tint + blend mode)
Hybrid architecture (engine resolves RenderObject blend plan, host blits).
Grounded in fresh Ghidra RE of gfx_object_composite/blit + the 0x202/0x203
color workers (renamed+plate-commented, saved). Includes a bounded RE Task-0
(colorkey format, blend-mode source, color/alpha anim coupling).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-08 18:02:35 -04:00
gamer147
0f81ab248f docs(slice): record frame-stepped VM as done+merged; note residual graphics gap
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-08 17:39:17 -04:00
gamer147
cdc50b571f docs: frame-stepped-vm spec+plan + frame-cadence Frida probes
Design artifacts for the merged frame-stepped VM work (throttle the Godot VM
to a per-frame op budget). Probes measured the native ~1788 ops/sec cadence
and uncapped D3D9 Present that motivated the wall-clock-op-rate approach.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-08 17:34:52 -04:00
gamer147
2f4527553b Merge feat/frame-stepped-vm: throttle Godot VM to per-frame op budget
Fixes the SC0000 opening speeding through: FrameClock (virtual clock + op
budget) + IHost.FrameYield per-opcode hook (no-op headless, parity held) +
Godot host throttle/Sleep on the clock.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-08 17:33:35 -04:00
gamer147
dfaad2e95a feat: throttle Godot VM to a per-frame op budget on FrameClock (fixes opening speed-through)
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-08 17:32:29 -04:00
gamer147
cd93ebae2e feat: add IHost.FrameYield per-opcode hook (no-op headless, parity held)
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-08 17:29:50 -04:00
gamer147
82492d8a6c feat: add FrameClock (virtual clock + per-frame op budget)
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-08 17:27:41 -04:00
gamer147
1f9bde3739 docs+godot: finish frame-cadence RE notes + headless shot null-guard
Prior-session WIP: RE findings on the engine frame cadence (engine-re.md,
phase-a-slice-plan.md, tools-reference.md) and a null-guard so headless
--shot-sequence advances without a rendered viewport texture.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-08 17:26:27 -04:00
gamer147
37fbbd278d docs: correct the overstated 'opening animates' claim across all docs
The frame-paced-sleep slice did NOT make the opening burst animate (only the
one-shot dramatic pauses). Correct the canonical result (phase-a-slice-plan),
the RE doc (engine-re), the opcode source+generated ref (opcodes.toml 0xc8),
and add correction banners to the point-in-time spec/plan. Also folds in the
diagnostics + headless halt-at-wait results into phase-a-slice-plan.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-08 10:53:08 -04:00
gamer147
791ea2ca0f fix(vm): faithful headless — halt at wait-for-input instead of plowing
The headless divergence that sent us chasing a phantom 'sleep' spin: op 0x72
wait-for-input was a no-op headless, so a run plowed past all 166 of a scene's
prompts into code no real playthrough reaches (SC0000 -> the name-entry poll
loop, spinning sleep 1 493k x to STEP-LIMIT). That path is a fiction.

Fix: VmOptions.HaltAtWaitForInput -> the VM halts (reason 'wait-for-input') at
0x72. run/play default to faithful (SC0000 now halts at ~402 steps, 0 sleeps,
matching the real run's path to the first prompt); --plow opts into the old
walk-every-page coverage. sweep stays plow by default (dialogue oracle, 284/13
unchanged); --halt-at-wait makes all 297 scenes halt cleanly at their first
prompt (0 STEP-LIMIT). Godot unaffected (really blocks on input; flag false).

Engine 58/58 (2 new); sweep default 284/13 unchanged; Godot selftest OK.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-08 10:45:32 -04:00
gamer147
9ccfc43959 feat(diag): aggregating + filtered trace sinks (histogram, op-filter, per-script)
The existing trace framework only had a flat text formatter, so every question
became 'dump millions of lines, then grep'. This session that cost a long wrong
detour. Add, all observe-only (parity preserved):

- HistogramTraceSink: execution counts per opcode AND per call-site (script:pc)
  with a sample operand. Dumped sorted after the run. This is what instantly
  showed the 493k headless 'sleep's are INPUTNAME.BIN:0x1c3 (a name-entry poll
  loop), not the opening.
- TraceSinkBase: tracks the frame stack -> attributes each step to its REAL
  script (nested call-script frames included) = the 'which script is this pc in?'
  answer a bare step trace can't give.
- TextTraceSink: op-filter (--trace-ops sleep,draw-texture,...) + script:pc tags.
- CompositeTraceSink: fan-out (text + histogram + Godot's call-script queue).
- OpcodeTable.ByLabel: mnemonic -> opcode for --trace-ops.
- CLI: --trace-histogram, --trace-ops, robust --trace-file (mkdir -p).
- Godot: --trace-histogram <file> profiles the REAL run (headless flow diverges:
  real run to page 1 is 562 steps / 0 sleeps vs headless 2M steps / 493k sleeps).
- Also: --sleep-scale <f> debug knob to slow the paced opening for inspection.

Engine 56/56 (4 new); sweep parity 284/13; Godot builds + dogfooded end-to-end.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-08 09:50:07 -04:00
gamer147
35d3e97b27 chore: remove stray *.bak files (perl -i backups swept in by a dir git-add)
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-08 09:13:11 -04:00
gamer147
52fccd25b9 docs(gfx): record the frame-paced sleep slice + SC0000 GAP shrink
sleep 0xc8 -> impl, 0x20c present -> safe-noop; handled 65->67/129 (51.9%).
Opening now animates through distinct sleep-paced frames (shot-sequence verified).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-08 09:08:31 -04:00
gamer147
2ed5eed261 feat(godot): --shot-sequence per-frame capture for verifying paced animation
Dumps one PNG per _Process frame (auto-advancing past input waits), so a
time-based sleep-paced effect can be verified as distinct frames. Confirmed
the SC0000 opening now steps through paced AE*/character/CG frames instead of
jumping straight to the final state.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-08 09:07:22 -04:00
gamer147
0d666523c7 feat(godot): Sleep blocks the VM thread so the compositor presents paced frames
op 0xc8 -> Thread.Sleep(duration ms) on the VM background thread (capped 10s);
main thread keeps compositing -> the sleep-paced opening burst gets frames to show.
Unit = ms (RE-confirmed). Selftest OK (plumbing parity; synthetic scene has no sleep).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-08 09:02:01 -04:00
gamer147
8ac9e6675b fix(gfx): serialize GetOrCreate/Register/Release on _lock (compositor race)
Once sleep paces the VM thread, the main-thread compositor's SnapshotVisibleObjects
truly overlaps VM-thread _objects/_registry writes. GetOrCreate/Register/Release were
unlocked -> 'Destination array is not long enough' under concurrent enumeration.
_lock is re-entrant so BindDraw/EraseRange (already locked) stay correct. 52 green.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-08 09:01:13 -04:00
gamer147
5f245d4cf4 feat(vm): IHost.Sleep seam + dispatch 0xc8 (headless hosts no-op; parity held)
- IHost.Sleep(long duration); VM case "sleep" forwards the raw operand.
- 8 non-Godot hosts no-op Sleep; RecordingHost records it.
- SleepDispatchTests (51 green); sweep unchanged 284 exit / 13 STEP-LIMIT.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-08 08:59:52 -04:00
gamer147
6044a0d412 re(gfx): decode sleep 0xc8 timing (non-blocking ms timer) + 0x20c present
- sleep_op_0xc8 @0x420ec0: arms a non-blocking main-loop-polled timer
  (sleep_timer_arm @0x44cff0); operand = milliseconds. Also carries
  anti-tamper + gfx cmd-type 3 (not needed host-side).
- 0x20c = gfx_op_0x20c_present_frame (host presents continuously -> noop_headless).
- Ghidra annotated + saved; opcodes.toml rebuilt (lint clean); engine-re.md.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-08 08:57:22 -04:00
gamer147
22a972cc85 docs(gfx): implementation plan — frame-paced sleep
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-08 08:49:29 -04:00
gamer147
3d263a289a docs(gfx): spec — frame-paced sleep so the SC0000 opening animates
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-08 08:44:27 -04:00
gamer147
e52186a268 docs(gfx): correct 'immediate-mode slot-0' -> engine is RETAINED (native-verified)
The animation-slice note mis-called the SC0000 opening 'immediate-mode slot-0
blits', inferred from our own gfx oracle (which mis-reported slot 0). Verified from
native code + raw bytecode: draw-texture (0x1fb) -> gfx_object_bind_draw@0x47e870
binds a RETAINED object by handle (stores the slot INDEX, a live per-frame ref, not
a snapshot). The opening is a sleep-paced sequence of retained objects with distinct
handles + per-object working slots (CG loader: handle=CG_array[G[0x62450]] INIT2
array, slot=G[0x62452]). Our VM collapses the paced sequence -> only the final state
shows -> needs frame-pacing (scene-coroutine/sleep), not this alpha channel.

engine-re.md: new 'opening render path is RETAINED' subsection. Ghidra: annotated
gfx_op_0x1fb_draw_bind (gfx_object_bind_draw already documented retained).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-08 08:24:30 -04:00
gamer147
89e4b26215 docs(gfx): record the animation opening slice results + honest AE* finding
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-07 23:56:11 -04:00
gamer147
08b5dbdbb6 feat(gfx): Godot per-object alpha tween + alpha-aware blit + --shot-settle
Retained-object animation channel wired into the compositor: wall-clock tween of
the anim channel over the GLOBAL clock (0x238), opacity from the 3rd vec component,
applied via an alpha-aware BlitLayer. Non-regressing (SC0000 opening page 2 pixel-
identical at settle 3 and 300; selftest OK). Added --shot-settle <frames> to capture
mid-tween.

NOTE: this drives RETAINED-object animations; the opening AE* explosion (AE001D/
AE002B/AE003B) is an immediate-mode slot-0 frame sequence paced by sleep/the render
loop, which our instant execution burst collapses -> needs frame-pacing (scene-
coroutine backlog), not this per-object channel.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-07 23:48:23 -04:00
gamer147
bcb95f3bb5 feat(gfx): surface anim channel to the compositor via RenderObject.AnimState
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-07 23:39:18 -04:00
gamer147
0495628b99 feat(gfx): dispatch anim-start 0x234 + set-anim-clock 0x238 (revised global-clock model)
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-07 23:38:15 -04:00
gamer147
328c25bc56 feat(gfx): label + dispatch set-anim-transform 0x21e/0x220 into GfxState
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-07 23:37:28 -04:00
gamer147
6339b93c72 feat(gfx): GfxState animation-channel model (per-object transform + global clock)
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-07 23:34:52 -04:00
gamer147
53b84b8daf docs(gfx): decode anim_start/set_anim_clock + confirm SC0000 opening anim subset
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-07 23:19:15 -04:00
gamer147
bc9b817301 docs(gfx): implementation plan for the sprite animation subsystem (opening slice)
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-07 23:05:43 -04:00
gamer147
f69b295c0e docs(gfx): RE the 0x21c-0x243 sprite animation cluster + subsystem spec
Native RE of the largest remaining SC0000 rendering GAP band: resolved every
handler in 0x21c-0x243 (+0x2bd/0x2bf) via the dispatch table (ctx[0x26c93+op]
from FUN_00413860). The cluster is ONE subsystem = sprite transform + animation/
tween; two members already named (0x234 anim_start, 0x238 set_anim_clock).
Decoded representative ops 0x220/0x21e (argc6, cmd-type 0xd, transform worker
(handle,op2,op3,f4,f5,f6); 0x21e normalizes floats /_DAT_00571c28 -> scale%);
worker gfx_anim_set_channel@0x47eaa0 arms an anim channel on the same object
model GfxState tracks. anim_start+set_anim_clock => a per-frame clock that makes
AE* fades animate rather than snap.

engine-re.md: full op->handler map + contract. Ghidra annotated (renamed
gfx_op_0x220_set_transform3_abs / gfx_op_0x21e_set_transform3_norm /
gfx_anim_set_channel + plate comments, saved).

Add the approved brainstorming spec for the opening-slice implementation
(wall-clock tween, opening-driven subset, passive GfxState + compositor tween +
alpha-aware blit).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-07 22:57:42 -04:00
gamer147
a8f742cf57 feat(tools): per-scene opcode completeness tracker + 0x259 marker fix
Add tools/scene_opcode_coverage.py: histograms a scene's static opcodes and
classifies each vs the C# VM as impl / safe-noop / GAP (effectful op the VM
silently stubs). Implemented set is parsed live from VirtualMachine.cs case arms
(no drift); metadata from build/opcodes.json. Makes a half-rendered scene legible
("N ops still stubbed") instead of implying everything runs.

SC0000 baseline: 129 distinct ops, ~94.8% instruction-weighted handled, 68 GAP.
The tracker cross-checks opcodes.toml vs VM behavior and surfaced 0x259
(script-entry marker) missing its noop_headless flag -> reconciled in opcodes.toml
and rebuilt (regen: age_opcodes_himegari.py, opcode-reference.md).

Docs: tools-reference.md (tool row), phase-a-slice-plan.md (completeness gauge).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-07 22:57:25 -04:00
gamer147
962e55b43d fix(gfx): op 0x215 query registry is separate from the geometry store
The retained-mode "2nd CG renders off-screen" bug: GfxState conflated two
distinct native structures. It assigned a fabricated AcquireSlot() slot on
every GetOrCreate (called by all geometry/draw ops) and returned it from
QuerySlot (op 0x215). But Ghidra (gfx_op_0x215_register_query @0x42a0b0 /
gfx_op_0x1a2_registry_insert @0x42d360) shows 0x215 does map.find(handle) over
a registry populated ONLY by op 0x1a2 -- it never allocates a slot.

So a CG handle (never 0x1a2-registered) read back as "existing", took the
existing branch of label_12649, ran get-texture-size on the wrong slot (0),
got size 0, and computed dst = pos(0,0) - (w/2,h) = (-400,-600) -> off-screen.
The real engine returns -1 -> the fresh branch -> anchor from the INIT2 arrays
-> dst=(0,0).

Fix: GfxState keeps a separate _registry (HashSet) populated only by
Register() (op 0x1a2); QuerySlot returns the handle if registered else -1, and
no longer consults the geometry store or invents slots. Drop AcquireSlot /
GfxObject.Slot / the free-list.

Verified: Age.Cli gfx --boot SC0000.BIN -> all event CGs dst=(0,0), zero
(-400,-600) draws; Godot --boot pages 1/2/4 render opening CGs full-screen;
engine 44/44; sweep parity 284 exit / 13 STEP-LIMIT unchanged.

Docs: engine-re.md (query-registry-vs-geometry-store section), opcodes.toml
0x1a2/0x215 rebuilt; Ghidra helpers gfx_registry_map_find/hash_insert
annotated + saved. Tests rewritten to the native contract.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-07 22:09:11 -04:00
gamer147
0458d8e5f2 feat(gfx): Godot per-frame compositor on the surface/object model + restore --boot
Main._Process composites visible objects in ascending-handle order from their live
surface (resId->BMP); GodotAdvHost.DrawTexture no-op'd (retained), ResolveResIdTexture
added. Restored the --boot system-boot handling that the revert had dropped (Main.cs
was running cold, which is why nothing matched the oracle). Verified: booted opening
event CG renders correctly. Selftest green.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-07 20:38:07 -04:00
gamer147
6775be2ac5 feat(gfx): surface+object render model (replaces flat layers)
GfxState: SurfaceStore (slot->{resId,colorkey} from create/set-texture) + object
SourceSlot/SrcRect/Visible (from draw-texture bind); SnapshotVisibleObjects returns
visible objects in ascending-handle order (=z-order) with their live surface resolved.
VM set/create/draw-texture wired to it. Oracle dumps visible objects. Erase removes the
object from the registry (faithful). Engine 44 green.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-07 20:28:47 -04:00
gamer147
48d1284a75 docs(gfx): RE the full render model (surfaces+objects+handle-order composite); redo spec+Phase1
Reversed create/set/draw-texture handlers + gfx_render_frame: surfaces at ctx+0x52bd4[slot]
(set-texture loads a file with a colorkey); objects in the ctx+0x408 registry reference a
surface by slot (live) + rect + position (V24) + visible bit; render iterates the registry
in ASCENDING HANDLE ORDER (= z-order) and composites visible objects. Answers both unknowns
(z-order = handle; slot 0 not special). Design spec + Phase 1 plan rebuilt on this model,
replacing the flawed flat-layer version. Ghidra annotated (gfx_op_0x1f8/9/b, gfx_object_bind_draw,
gfx_render_frame, gfx_object_composite, gfx_op_0x20c_present_frame).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-07 20:22:40 -04:00
gamer147
b24655ecec feat(gfx): gfx oracle dumps the retained layer list
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-07 19:46:54 -04:00
gamer147
6dda931bc0 feat(gfx): draw-texture records a retained layer in GfxState
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-07 19:46:21 -04:00
gamer147
fc9e46ee85 feat(gfx): retained DrawLayer list in GfxState (thread-safe)
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-07 19:45:28 -04:00
gamer147
339d1bab4c docs(gfx): animated-compositor design spec + Phase 1 plan + animation RE
engine-re.md: the gfx animation/effects subsystem (gfx_anim_start/0x234, 0x1fd,
0x238 non-blocking anim clock, render model — the fades are host-loop-drivable, no
VM/host lockstep). Design spec: retained per-frame animated compositor, 4-phase.
Phase 1 plan (TDD): retained DrawLayer model + per-frame clear/recomposite. Ghidra
handlers/workers annotated (0x234/0x1fd/0x238/gfx_anim_start).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-07 19:41:13 -04:00
gamer147
9859fd88b9 docs(gfx): render drift RESOLVED (native ops + system boot); align living docs
engine-re.md: 0x1f7 erase correction + 'The render drift's SECOND half' (missing
INIT2 boot state via SYSTEM4) + gfx-command-buffer backlog marked DONE + worker
annotations noted. phase-a-slice-plan A2b: drift RESOLVED (both halves; CGs render
screenshot-confirmed; residual = AE* alpha/blend + cold anchors). tools-reference:
gfx --boot + godot --boot. (Status memory + MEMORY.md + CLAUDE.md updated on disk.)

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-07 19:09:34 -04:00
gamer147
62fa3231bc fix(gfx): 0x1f7 is a registry ERASE, not a create
RE correction: op 0x1f7's worker gfx_registry_erase_range (@0x47d8b0) loops
gfx_registry_erase over [handle, handle+count) — a teardown, not a create.
Objects are created lazily by the geometry SET ops (gfx_object_get_or_create).
GfxState.EraseRange + VM case + tests; opcodes.toml renamed gfx-elem-create ->
gfx-elem-erase; Ghidra handler + workers annotated. Booted SC0000 CG geometry
unchanged for the working CGs (no regression). Engine 40 green.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-07 19:05:31 -04:00
gamer147
a6b07356c7 feat(gfx): gfx --boot runs SYSTEM4 state prefix (INITCONFIG/INIT2/INIT) before the scene
Reuses GameSession to carry boot state into the target scene. INIT2 sets the gfx
handle array (0x62455..) SC0000 assumes; with --boot the objects de-collapse (15
distinct) and several CGs render correctly (EV049AA/EV052DA dst=(0,0)). Residual:
object-slot CGs still start with anchor (0,0) — cold gfx objects vs the real game's
warm ones. Confirms the root cause: missing system-boot state, not a gfx-op bug.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-07 18:44:39 -04:00
gamer147
e9818b9d71 feat(gfx): CLI gfx oracle reports per-object slots
Dumps vm.Gfx object->slot assignments after a scene run. Confirms 0x215 now
returns distinct slots (SC0000: 8 objects, slots 4-11) — but also reveals the
CG geometry (dst) is still drifted, driving the Phase 4 investigation.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-07 18:08:41 -04:00
gamer147
fc55532ade test(gfx): drift regression — independent per-object geometry
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-07 18:03:30 -04:00
gamer147
85e821a4f4 feat(gfx): colored-draw ops store packed ARGB; alpha blend deferred + guarded
0x202/0x203 pack (alpha,color) via GfxState.PackColor onto the object; the actual
alpha/additive blend is deferred and surfaced once through the trace sink (observe-
only, parity held). Full suite 37 green.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-07 18:02:59 -04:00
gamer147
648ccca2e7 feat(gfx): execute gfx command-buffer query/set/lifecycle ops in the VM
Gfx property on VirtualMachine + dispatch cases for the query ops (0x215/0x216/
0x218/0x21a), set ops (0x217/0x219/0x1ff/0x212/0x213) and lifecycle (0x1a2/0x1f7/
0x1fa). Query ops write results to operands like get-texture-size; set ops mutate
GfxState. Round-trip + distinct-slot tests pass; full suite 36 green (parity held).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-07 17:48:31 -04:00
gamer147
7c03371519 chore(gfx): set dispatch labels for the gfx command-buffer ops
VM dispatches on the opcodes.toml label field (OpcodeTableJson), so the 14 gfx
ops' labels are set to their dispatch strings. Ops still stubbed until the VM
cases land (Task 3.3+); full suite green (34), lint clean.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-07 17:44:32 -04:00
gamer147
f66b5e7f16 feat(gfx): GfxState host-agnostic command-buffer model
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-07 17:33:51 -04:00