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Andrey Filippov authored
Overlap-ring design ratified 07/17 (handoffs/2026-07-17_pose_d5_overlap_ring_design.md): - TpJna/GpuQuadJna/GpuQuad: bindings for the D5a image-set ring (selectImageSet/execConditioningAsync/imageSetReadyRecord) and the D5b launch/collect split (execPoseSceneDpLaunch/Collect); base/JCuda = unsupported (serial order + blocking entry retained). - CuasConditioning.conditionPreloadedSceneToGpuOverlap: same staged upload + same conditioning kernel into ring slot img_set on the copy stream (bytes identical by construction - the D5a slot-equivalence case); restores the previous set on any failure. - CuasPoseRT: dpSceneEntry takes an overlap Runnable - launch -> condition the NEXT scene -> collect (the ~5.6 ms/scene conditioning+H2D stage hides under the ~12.5 ms chain); the D4 oracle replay stays blocking; the loop builds the runnable (preloaded harness only, next non-null scene), skips the serial conditioning for a pre-conditioned scene, and disables the overlap for the rest of the run on any failure (fail-safe; the previous set is restored, records unaffected). - CuasRtParameters: saved checkbox pose_h2d_overlap (default ON, under pose_scene_dp) = the A/B knob. Gates: mvn clean package + mvn test PASS; Stage0 40/40 (no new kernels); native run_cases.sh ALL PASS (img_ring + scene_dp_split + all existing). REAL-SCENE GATE PENDING: routine saves-OFF run, 497 Done lines byte-identical to the 07/16 22:52 record, expect whole ~20.9 -> ~15.5 ms/scene, ~63-65 scenes/s (60 FPS PASS on the mean). Co-authored-by:
Claude Opus 4.8 <claude-opus-4-8@anthropic.com> Co-authored-by:
Claude Fable 5 <claude-fable-5@anthropic.com>
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