Integrate Forward+ lighting with temporal rendering
Native and manual checks / native (ubuntu-24.04) (push) Failing after 34s
Native and manual checks / manual (push) Successful in 28s
Windows editor and software Vulkan / windows-graphics (push) Canceled after 0s
Native and manual checks / native (windows-2025) (push) Canceled after 0s
Native and manual checks / native (ubuntu-24.04) (push) Failing after 34s
Native and manual checks / manual (push) Successful in 28s
Windows editor and software Vulkan / windows-graphics (push) Canceled after 0s
Native and manual checks / native (windows-2025) (push) Canceled after 0s
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@@ -137,6 +137,7 @@ struct Snapshot {
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std::optional<CameraFrustum> camera_frustum{};
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};
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enum class VisibilityMode { Direct, GpuFrustum, GpuOcclusion };
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enum class LightingMode { Auto, Forward, Tiled };
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// CPU-only validation used before publishing a game or creating Vulkan pipelines.
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void validate_shader_bundle(const std::filesystem::path& directory);
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void validate_gpu_shader_bundle(const std::filesystem::path& directory);
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@@ -149,6 +150,9 @@ struct RendererConfig {
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VisibilityMode visibility_mode{VisibilityMode::Direct};
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TemporalMode temporal_mode{TemporalMode::Off};
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float render_scale{1.f};
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// Auto uses measured Forward on the reference workload. Tiled can be forced
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// for comparison and falls back to Forward if its device path is unavailable.
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LightingMode lighting_mode{LightingMode::Auto};
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// GPU counter readback is diagnostic-only; normal visibility uses no CPU feedback.
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bool visibility_diagnostics{false};
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// Optional isolated shader bundle, useful for editor preview and shader reload tests.
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@@ -217,6 +221,11 @@ struct FrameStats {
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std::array<float, 2> temporal_jitter{};
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double gpu_temporal_resolve_ms{}, gpu_temporal_composite_ms{}, gpu_ui_ms{};
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std::vector<std::string> graph_passes;
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double gpu_light_tiles_ms{};
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std::uint32_t light_tile_count{};
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// Optional tile-list readback, valid only when visibility diagnostics are on.
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bool light_tile_counts_valid{};
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std::uint32_t light_tile_candidate_count{}, light_tile_overflow_count{};
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std::string effective_lighting_path{"forward"};
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std::string device;
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};
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