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MobileGL/docs/archive/notes/p5e/TASK-tx2.md
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Package tx2 — textures and samplers by handle and window (P5e wave 2)

Read in this order, all of it: PACKAGE-PREAMBLE-P5E.md, INTEGRATOR-DECISIONS-P5E.md (ID-86, ID-93, ID-95 are yours), BRIEF-P5E.md (§0, §1, §2 "tx2", §5, §6 rulings 6, 14, 19), CONTRACT-P5E.md §5.2 and §5.3, your scout report scout-S2.md (all of it), and the texture / sampler rows of kimi-audit.md (rows 35-67) — report per row: retired / left barriered / not found. Notes: //wsl.localhost/Arch/home/swung/w7/notes/p5e/.

Your slug is tx2; your tree is ~/w7/p5e-tx2 (branch p5e/tx2, based on the landed id head, built). id landed ResolveTextureTwin(MGPipeHandle); c0e declared SyncTextureToBackendByHandle and SyncMipmapsToBackendByHandle with asserting bodies — you write them, and fb calls them.

What "done" means for this family

Your scout's headline: the SAMPLER half is already run-ahead clean on its record arm (BindCurrentUnitSamplers + ResolveSamplerCsoTwin) — that is the shape you bring to the TEXTURE half. After this package: the per-draw unit work list is built from st.BoundSamplerViews[] (handles), not from borrowed pointers into the frontend texture units; PairingsIntact and IsDrawSyncClean(frontend) are replaced by IsDrawSyncCleanByRecord(handle, record) reading the twin's own serials; every HandleOf(frontendTexture) re-entry is ResolveTextureTwin(handle); GetTarget / IsTextureView / the texbuffer backing all come from the descriptor; GenerateMipmap resolves VerbMipRes and can drop its wait (ruling 14 — flip the row's WaitClass to kWaitNone only if your arm is complete, else leave it and list it as trailing); the identity sampler family (the apply-thread mint for a unit not covered by bind_sampler_states) is deleted and becomes a named refusal.

Scope

DirectGLES.cpp: SyncTextureToBackendByHandle (new), the unit epoch/capture pair (monolith-only; the decline arm becomes a refusal), UnitTextureSyncEntry's re-shape (push-only) and the unit half of SyncNeccessaryTextures, ResolveAndBindUnitTextures, BindCurrentUnitSamplers, BindCurrentTextures' memo key (ruling 6: SamplerViewsSerial AND pg's program key — pg states its half in its report), the sampler pass (the mint deleted), GenerateMipmap by VerbMipRes, the mip-shape HandleOf sites; trailing and NOT yours now: the CopyTex endpoint and GetTexImage (barriered, P8/P9). Managers.cpp: RequireImageBindableStorage's entry refusal, SyncMipmapsToBackend(handle, record), the texture registry re-entries, the sampler identity family under transport, ResolveSamplerCsoTwin (your model). Managers.h: IsDrawSyncCleanByRecord and the twin's serial members. MG_Backend/DirectGLES/MipmapStorage.cpp: the guard accessor list widened. MG_Remote/Server/PipeApplier.cpp: ONE function CheckUnitWindows(st) called from OnDrawVbo and OnLaunchGrid (ruling 19 / ID-95). Tests: MG_Test/Wire/RemoteClientTest.cpp, MG_Test/SanityTest.cpp (+ an ABA sibling), keep SampledSetStalenessScenario and TextureParamsWithoutASamplerViewScenario.

Rulings that bind you

  • ID-95 / ruling 19 (A8, blocking for your family): the set_sampler_views window MUST cover [0, MaxTouchedTextureUnit]; the sink checks it at every draw/dispatch; narrower is Fatal{ProtocolCorruption, "SetSamplerViews.Count"}. The emitter already emits Start=0/Count=maxTouched+1 — your job is to make the contract's promise checkable and checked.
  • ID-86 / ruling 6: the memo key is both halves.
  • Behaviour narrowing you must NAME in the report (G1 §): driving the work list off BoundSamplerViews syncs only the program-resolved texture per unit, where today the walk syncs every slot of every touched unit. Say what stops being synced and why that is correct (or refuse).
  • Your scout's R4: the new clean gate reads both the wire's resync bits and the twin's own force flags — make "neither side clears the other's" explicit in code and in the report.
  • Your scout's R5 (S1 boundary): the buffer-texture arm still hands a frontend BufferObject to EnsureBufferResourceForHandle for the emulated-persistent-map question — resolve it with Desc.BufferForTexBuffer or state precisely why it must stay.

Red-once (execute, revert, quote)

  1. Revert any handle arm → the widened MipmapStorage / buffer-arm guard aborts by accessor name.
  2. Revert the window arm of ResolveAndBindUnitTextures → strict names Fatal{UnmigratedPipeInput, "GetTextureUnitObject@DrawVbo"}.
  3. ABA: recycle a slot to {s, g+1} while the old entry is in the work list → the twin re-mints; skip the Gen reset → red.
  4. Narrow the emitter's Count by one → Fatal{ProtocolCorruption, "SetSamplerViews.Count"}.
  5. GenerateMipmap with the row unwaited and the unit walk restored → Fatal{UnmigratedPipeInput, "GetActiveTextureUnit@..."} (F1WireScenario.GenerateMipmap*Pixels).

Gate

build, unit, isplit, gens; strict (record the markers that disappeared); one on the texture/sampler scenarios you touch. If PipeSlotPeek (or an equivalent) can assert zero registry-scope entries per frame for this family, add that assertion.