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authorValentin Popov <valentin@popov.link>2026-07-18 17:04:05 +0300
committerValentin Popov <valentin@popov.link>2026-07-18 17:04:05 +0300
commit9820b71ff7e8fc27fc89a44373feb0909c362605 (patch)
tree1890a3097a19f64f23b5b93d42210dc09ae615ad /docs/baseline
parent3f2f56892ff561ca56938a0e9c6aeb1f22a29a18 (diff)
downloadfparkan-9820b71ff7e8fc27fc89a44373feb0909c362605.tar.xz
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docs: synchronize local documentation authority
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@@ -34,3 +34,35 @@ Scope labels:
- Stage 0 codebase gates: locally evidenced.
- Stage 0 Windows native runtime: locally evidenced.
- Linux/macOS runtime and cross-platform hosted CI: out of scope.
+
+## Current architecture contract
+
+The standalone engine keeps binary formats, the resource graph, simulation,
+animation math and backend-neutral render commands independent from the GPU
+adapter. Windows presentation uses `winit`, `raw-window-handle`, `ash-window`
+and `ash`; only the Vulkan/FFI adapters may contain narrowly documented
+`unsafe` code. Raw Vulkan handles do not cross that boundary.
+
+The baseline is Vulkan 1.1 with surface, Win32-surface and swapchain support,
+binary semaphores/fences and a classic render-pass path. Device capability is
+queried at runtime; dynamic rendering, descriptor indexing, synchronization2,
+timeline semaphores and extended dynamic state are optional capability-gated
+enhancements, not requirements. The canonical initial texture upload is RGBA8
+UNORM. Headless builds remain independent of `winit`, Vulkan and a window
+system.
+
+## Current stage model
+
+The active implementation plan has five dependency-ordered stages:
+
+1. reproducible Windows/Vulkan foundation;
+2. paths, VFS and lossless archives;
+3. prototype graph and prepared CPU assets;
+4. static Vulkan model/terrain viewer;
+5. animation/FX runtime and transactional map/mission/world vertical slice.
+
+Contract tests and failure tests precede implementation. Synthetic checks never
+read licensed roots; licensed corpus checks use absolute paths from the local
+manifest. Backend-neutral command capture precedes pixel comparison, and GPU
+addresses, allocator addresses and driver timing are excluded from deterministic
+state hashes.