Document integrated P1 budgets and P3 lighting acceptance
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This commit is contained in:
Emil
2026-09-24 05:17:26 +03:00
parent d0262be607
commit 1d7a1e5cdd
4 changed files with 215 additions and 18 deletions
@@ -5,8 +5,10 @@ implementation and measured Forward+ checkpoint is source revision
`a0a4e29d480ed3344f19bd3565d48668ca913fed` on `feat/p3-lighting`.
The earlier shadow/benchmark integration checkpoint was `b191ae0`. The
lighting slice has Linux functional and reference-GPU evidence plus Windows
SwiftShader CI at the tiled revision. Temporal reconstruction and the final
combined revision have their own acceptance.
SwiftShader CI at the tiled revision. The combined P1+P3 renderer checkpoint
`4a3453e` was tested separately, including the temporal renderer. Its lighting
A/B raw data are in [study 24](../../studies/24-p3-integrated-forward-plus-2026-09-24.md),
and temporal image/cost evidence has a [separate record](../p3-temporal-2026-09-24/README.md).
## Implemented at the checkpoint
@@ -43,16 +45,16 @@ combined revision have their own acceptance.
| Case | Automated evidence | Current status |
| --- | --- | --- |
| Empty, disabled, local-only, multiple sun; schema bounds | `scene_view`, `render_lighting_policy`, `render_offscreen` | Linux Debug green at `a0a4e29`; integrated revision pending |
| Four cascades, split bounds, subtexel stabilization, offscreen/source-LOD0 caster | `render_lighting_policy`, `render_lighting_sun` | Linux GPU and pinned SwiftShader P3 green at `a0a4e29` |
| Spot cone, six point faces and seam, dropped whole point shadow | `render_lighting_local`, `render_lighting_policy` | Linux GPU and pinned SwiftShader P3 green at `a0a4e29` |
| Empty, disabled, local-only, multiple sun; schema bounds | `scene_view`, `render_lighting_policy`, `render_offscreen` | Linux Debug green at `4a3453e` |
| Four cascades, split bounds, subtexel stabilization, offscreen/source-LOD0 caster | `render_lighting_policy`, `render_lighting_sun` | Linux GPU green at `4a3453e`; pinned SwiftShader P3 green at `a0a4e29` |
| Spot cone, six point faces and seam, dropped whole point shadow | `render_lighting_local`, `render_lighting_policy` | Linux GPU green at `4a3453e`; pinned SwiftShader P3 green at `a0a4e29` |
| 128-light/16-face/4096-draw limits, optional-atlas fallback | `render_lighting_policy`, `render_offscreen`, `render_lighting_local` | CPU and supported-atlas GPU paths covered; allocation fallback not exercised on an actual constrained device; sampled D32 is a renderer requirement |
| Direct/GPU frustum/GPU occlusion image parity, P2 reload and 2D/UI independence | `render_lighting_sun`, `render_lighting_local`, `render_shader_reload`, `render_offscreen` | Linux Debug green at `a0a4e29`; integrated revision pending |
| Forward+/forward parity, near plane, resize, overflow, and shader reload | `render_lighting_tiled`, `render_shader_reload`, `render_shader_reflection`, `build_schema_publication` | Linux Debug and pinned SwiftShader P3 green at `a0a4e29`; 128-light localized Release captures match exactly |
| Driver, profile, real 64×64 benchmark smoke | `render_lighting_benchmark_schema`, `render_lighting_benchmark_smoke`, `player_shutdown_diagnostics` | Full Linux Debug green at `a0a4e29` |
| 1920×1080 0/4/16/32/64/128 Release sweep, three repeats, both shadow states | `tools/benchmark_p3_lighting.py --sweep` | Forward baseline measured; its separate raw study is being integrated |
| 1920×1080 paired paths, 32/64/128 dense and localized lights | `faset_p3_lighting_benchmark --lighting forward|tiled` | Raw 1080 frames and six diagnostic samples retained in study 23; dense slower, localized faster by build+raster |
| Windows native build, pinned SwiftShader GPU tests, relocated Release 2D/3D Players | `windows-graphics.yml`, `ci.yml` | Native/manual and Windows graphics passed at `a0a4e29`; 64/64 Windows CTests and two relocated 120-frame Release games; combined revision pending |
| Direct/GPU frustum/GPU occlusion image parity, P2 reload and 2D/UI independence | `render_lighting_sun`, `render_lighting_local`, `render_shader_reload`, `render_offscreen` | Linux Debug green at `4a3453e` |
| Forward+/forward parity, near plane, resize, overflow, and shader reload | `render_lighting_tiled`, `render_shader_reload`, `render_shader_reflection`, `build_schema_publication` | Linux Debug green at `4a3453e`; pinned SwiftShader P3 green at `a0a4e29`; 128-light localized Release captures matched at `a0a4e29` |
| Driver, profile, real 64×64 benchmark smoke | `render_lighting_benchmark_schema`, `render_lighting_benchmark_smoke`, `player_shutdown_diagnostics` | Full Linux Debug green at `4a3453e` |
| 1920×1080 0/4/16/32/64/128 Release sweep, three repeats, both shadow states | `tools/benchmark_p3_lighting.py --sweep` | Forward and tiled repeated at clean `4a3453e`: 6,480 raw frames across three visibility modes; study 24 |
| 1920×1080 paired paths, 32/64/128 dense and localized lights | `faset_p3_lighting_benchmark --lighting forward|tiled` | Dense tiled 11–13% slower; localized tiled 43–54% faster in build+raster on the reference GPU; study 24 retains another 1,080 localized frames |
| Windows native build, pinned SwiftShader GPU tests, relocated Release 2D/3D Players | `windows-graphics.yml`, `ci.yml` | Native/manual passed at `4a3453e`; Windows graphics at that revision is tracked below; `a0a4e29` passed 64 Windows CTests and two relocated 120-frame Release games |
The supported-atlas GPU tests create a renderer with validation requested and
assert zero reported Vulkan errors; a test result is a validation-layer pass only
@@ -61,6 +63,20 @@ Linux compositor declines programmatic restore. The Windows workflow uses pinned
SwiftShader, not a physical Windows GPU, and may lack the Khronos layer. Linux
reference-GPU results cannot establish physical Windows performance.
At clean combined source `4a3453e`, the [local Linux Debug run](linux-debug-integrated-4a3453e-ctest.txt)
registered 73 CTests: 72 passed, no failures and one compositor-dependent window
lifecycle skip. Both real Release C++ games and the Lua-only game were relocated with
their source projects hidden and rendered 120/120 frames each on the physical
RTX 2080 Ti with active Khronos validation and zero reported errors. The
[native/manual CI run](https://github.com/emil28092005/Faset_Engine/actions/runs/35944874993)
passed on Linux and Windows; the corresponding
[Windows graphics run](https://github.com/emil28092005/Faset_Engine/actions/runs/35944875002)
is the integrated SwiftShader acceptance run. The P3 paired sweep was repeated
on this exact clean revision with identical binary and shader hashes across
forward and tiled paths. The timed CSVs omit tile-occupancy readback: their
zero-valued overflow field is **not** evidence of no overflow. Study 24 retains
all frame rows, hashes and bounded interpretation.
## Reproduction and retained evidence
The P3 CTest registrations are `render_lighting_policy` and
@@ -100,7 +116,7 @@ and [Windows graphics/SwiftShader CI](https://github.com/emil28092005/Faset_Engi
also passed. The Windows graphics job ran all 64 CTests, including the tiled
image case, and exported and relocated both checked-in Release games for 120
frames. This is software Vulkan on Windows; physical Windows GPU performance
and the later combined P1+P3 revision remain unverified here.
remains unverified here. The combined P1+P3 CI links above are separate.
```sh
cmake --build --preset linux-debug --parallel 2
@@ -114,9 +130,10 @@ The benchmark wrapper retains one raw CSV per run, a merged CSV, and a summary.
It rejects visibility fallback, missing GPU timestamps, missing lights, duplicate
frames, and validation errors. An offscreen capture's `cpu_ms` includes GPU wait
and readback; it is not thread CPU time. The exact Release benchmark revision,
driver and paired path data are retained in study 23. Release full CTest,
final integrated Windows Actions and relocated Player checks still need to be
added before this is a complete P3 lighting acceptance record.
driver and original paired path data are retained in study 23. The combined
clean-revision repeat and three relocated physical-GPU games are now in study
24 and the P1 record. Final Release full CTest and integrated Windows graphics
results are tracked separately from the earlier source checkpoints.
## Limits carried forward