Scene Implementation Notes
Concise implementor documentation for active scene internals. These notes describe the current
src/scene vertical slice and should not override public API or DRP2 protocol specs.
Keep implementation notes concrete and short: current boundary, constraints, internal data flow, failure/lifetime/performance cases, validation, and known gaps. Link to semantic specs for public behavior instead of restating it here.
Files
- VISUAL_SHADER_REFACTOR.md: shader ABI, visual-family and shader-variant extension steps, descriptor checklist, and validation checklist.
- TEXT_SHAPING_ATLAS.md: implementation-facing text shaping, layout, atlas, cache, and DRP2 emission contract.
- TEXT_BLOCK_BACKENDS.md: implementation-facing CPU-raster text-block backend contract for rich paragraphs, formatted annotations, and bitmap math.
- GRAPH_TECHNIQUES.md: implementation-facing graph technique, resource, pass, material capability, and runtime guardrail contract.
- OCCLUSION_EFFECTS.md: implementation-facing SSAO, scene occlusion, volume occlusion, shader feature, and validation contract.
- TRANSPARENCY_MSAA.md: implementation-facing WBOIT, depth peeling, MSAA, alpha-to-coverage, and validation contract.
- COLOR_MANAGEMENT_IMPLEMENTATION_PLAN.md: landed implementation checklist for explicit texture roles, linear rendering, one final sRGB encode, and remaining export/readback audit points.
- FRAME_ARTIFACT_REFACTOR_PLAN.md: active plan to make
DvzSceneFrameArtifactthe single scene emission product while preserving DRP2 streams as the artifact-owned execution IR. - PANEL_VIEW_ARCHITECTURE_PLAN.md: active plan for panel 2D view ownership, release-candidate API naming, and resolver-derived fitted domains.
- PLOT_VIEWPORT_DRAW_CONTRACT_PLAN.md: implemented native contract for separating per-draw viewport and scissor selection, viewport uniforms, and CPU pixel-basis rules for plot-clipped draws.
- SCENE_CODE_SPLIT_ROADMAP.md: retired pointer for the completed
broad scene source split; durable visual-boundary rules live in
../visuals/BOUNDARY_CONTRACT.md. - SCENE_ARCHITECTURE_COMPLETION_PLAN.md: retired pointer for the completed architecture queue.
Current priorities
- Keep
just shader-abi-checkgreen when moving shader files or bind layouts. - Advance WGSL parity one visual family at a time; see
VISUAL_SHADER_REFACTOR.md. - Keep runtime emission descriptor-driven rather than adding visual-family policy there.
- Keep current execution order in
agents/now/STATUS.md; durable text resource contracts live here or in../semantics/TEXT.md. - Keep graph-backed effects and transparency implementation rules in
GRAPH_TECHNIQUES.md. - Keep SSAO and occlusion implementation rules in
OCCLUSION_EFFECTS.md. - Keep transparency, depth-peeling, and MSAA implementation rules in
TRANSPARENCY_MSAA.md. - Use
COLOR_MANAGEMENT_IMPLEMENTATION_PLAN.mdas the color-management audit checklist before changing sampled-field texture roles, shader color linearization, render-target color formats, or screenshot/readback color encoding. - Use
FRAME_ARTIFACT_REFACTOR_PLAN.mdbefore changing scene emission ownership, WASM packet payloads, JSON emission, app/runtime handoff, ordvz_figure_emit_frame()semantics. - Use
../visuals/BOUNDARY_CONTRACT.mdbefore adding new root-level visual switches, family-private includes from generic code, or family-specific fields to generic retained visual state. - Use
PANEL_VIEW_ARCHITECTURE_PLAN.mdbefore changing panel 2D view API names, panel view code, or equal-aspect resolver ownership. - Use
PLOT_VIEWPORT_DRAW_CONTRACT_PLAN.mdbefore changing runtime viewport/scissor emission, plot-clipped draw routing, viewport uniforms, or CPU-expanded pixel geometry for axis grids. - Treat
SCENE_CODE_SPLIT_ROADMAP.mdandSCENE_ARCHITECTURE_COMPLETION_PLAN.mdas retired compatibility links, not active queues.