20acf576781e10dedde2a462e50b1bfe73d1e2ba
Luna: shape_compile profiled (8 workers, detail band ~323 ms of ~545 ms over 9.39M
candidates; roughness dominates). Exact vertical roughness endpoint reuse in
ShapeWorldInternal.h, hashes unchanged: ~548-577 -> ~535-548 ms. Overlapping
pipeline/pool with shape or streaming made things slower, so it stays serial (pool
precompile now 4-20 ms). Export starts before the first CPU frame. Marker-miss stall
reproduced and gated differently; the forced-cold survival audit now hits
DXGI 0x887A0005 (device removed) on a timestamp query and is NOT passing. Auto
survival passes (6.16 GB). The vertex count at InitialClipmapReady counts CPU
batches only (GPU-resident tiles excluded) -- confirmed counting, not missing geometry.
My runs outside the sandbox (Step25.exe, marker removed first, interleaved, -Timeline):
CPU 1.329 / 1.295 / 1.318 s
GPU cached 1.152 / 1.170 / 1.137 s, all 1,434 GPU tiles (timestamps 292 / 260 / 356 ms,
max dispatch 19.0 / 15.9 / 75.2 ms)
GPU marker miss 2.015 s -- REGRESSION vs step 24's 1.336 s. CPU had all 2,226 tiles by
~1.3 s, but near_all_tiles_ready waited for the post-view shader warmup
(queue 1,025 ms, finished 1,955 ms; handoff cpu_started=1434 takeover=0).
Audits: hashes w1/w8, walk 5,642/5,642, near 960 / far 1,114 0 diffs vs CPU and
WARP, thin 353, ten captures 2+2 edge pixels as before.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
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