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.review-gates/lenses/repo-facts.md
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## This repository: Crafter.Graphics
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- A claim that a tree passes the test suite, builds for a target, links
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`Win32Link`, builds an example or passes `node --check` traces to the
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Gate 0 log among the evidence paths INPUTS names: each command with its
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exit code and the sha it ran at. A test the log shows as skipped, by
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exit 77 or a missing tool, is not a pass. A claim of a run anywhere else
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(the aarch64 phone target, the Win32 tests under Wine, a named GPU or
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driver version, a browser, Deno's WebGPU, an example run by hand, a
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frame judged by eye) traces to a capture of that run that names the
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commit, or is unverifiable.
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- A validation claim ("clean under the validation layer", "no validation
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errors") holds only for a run in which the layer loaded. Read
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`Device::Initialize` at HEAD for what a run with
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`CRAFTER_GRAPHICS_VALIDATION` set does when `VK_LAYER_KHRONOS_validation`
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is not installed: where it creates the instance without the layer and
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says nothing, every validation check passes with nothing seen, and since
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crafter-build prints only the name and time of a passing test, the Gate
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0 log alone does not show that the layer ran.
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- A test a message names exists as a `LibraryTest("<Name>")` in
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`project.cpp` and a `tests/<Name>/main.cpp` whose checks pin what the
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message says.
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- `AGENTS.md` is generated from `AGENTS.template.md` and the dependencies'
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`AGENTS.consumer.md` and is not in the tree: a claim about it is checked
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against those sources. `AGENTS.consumer.md` reaches consumers' agents on
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their next build: every sentence in it is a claim about the code at the
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commit that writes it.
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- A statement of where a driver stands (the NVIDIA notes in `README.md`,
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`examples/VulkanTriangle/README.md`, `examples/Sponza/README.md` and the
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guide's gotchas) names the driver version and traces to a run of the
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probe on it (`HeapASRead --no-workaround`, `HeapDynamicIndexHit`), or is
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unverifiable.
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- A size or layout claim about a struct the GPU reads is checked against
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the `static_assert` beside the C++ struct, the `std430` block in
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`shaders/ui-shared.glsl` and the WGSL in `additional/dom-webgpu.js`.
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