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authorValentin Popov <valentin@popov.link>2026-09-06 04:22:12 +0300
committerValentin Popov <valentin@popov.link>2026-09-06 04:22:12 +0300
commitaa51f3574d3d4d4e0fa59653eedd718fceb5d1bd (patch)
tree9a43f6a3f3c86767e4e2b7316051562d96789f06 /adr/ADR-0007-safe-sdl-opengl.md
parentda03e77f53bb33b2fe203ac45578289953a1b524 (diff)
downloadfparkan-aa51f3574d3d4d4e0fa59653eedd718fceb5d1bd.tar.xz
fparkan-aa51f3574d3d4d4e0fa59653eedd718fceb5d1bd.zip
chore: simplify project to engine docs and tests
Remove planning and acceptance scaffolding while retaining the native Vulkan mission preview, format readers, runtime algorithms, and ordinary Rust tests. Keep the book aligned with the runnable project and validate checked-in shaders without generated tool metadata.
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-# ADR-0007: Safe SDL/OpenGL Boundary
-
-Status: provisional
-
-Workspace-owned code forbids `unsafe`. SDL/OpenGL adapters must use maintained
-external crates behind a safe project API; local Objective-C/CGL/SDL/OpenGL FFI
-inside FParkan is not an acceptable implementation strategy.
-
-The current adapter crates are safe boundary stubs. They compile the intended
-ports and deterministic command contracts, but they do not create SDL windows,
-GL contexts, GPU resources, shaders, draw calls, swapchains, or presents. They
-must not be treated as backend readiness evidence.
-
-To close the macOS backend requirement, choose and vendor/lock a maintained
-safe facade stack, then implement:
-
-- SDL event source, window creation, GL context lifecycle, drawable size and
- present;
-- GL shader compile/link, buffer/texture upload, render state, draw calls and
- diagnostics;
-- game/viewer composition roots using those adapters;
-- hidden-window/offscreen macOS smoke tests and licensed local model/terrain
- frame captures.
-
-Until those are implemented, Desktop GL evidence may document external probes
-only; it does not satisfy the permanent adapter requirement.