Decision records¶
A decision record, or ADR, explains one design choice: the problem, the choice, and what it costs. Each one opens with a short "In plain words" section, then the details. For example, ADR-0004 explains why emulated RAM is the one true copy of all data.
| ADR | Decision |
|---|---|
| 0001 | Every shader finds its data in one fixed table of numbered slots |
| 0002 | Game memory reaches a shader through one window buffer |
| 0003 | Threads that take different branches run in turns |
| 0004 | Emulated RAM is the one true copy; host copies check a write counter |
| 0005 | Matrix sums copy the chip exactly, written as small loops |
| 0006 | GPU commands run one after another, each draw with frozen settings |
| 0007 | Use the desktop instruction table for the T239 target |
| 0008 | Real chips are the reference, known differences are listed per device |
Each record follows the MADR template and names its component in the front matter.