Record Windows SwiftShader lighting acceptance
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@@ -224,7 +224,8 @@ raster на плотной контрольной сцене оказался м
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forward, явный tiled доступен для локализованных источников и выиграл в
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отдельном сценарии. [Исследование](docs/studies/23-p3-forward-plus-2026-09-24.md)
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и [протокол проверки](docs/validation/p3-lighting-2026-09-24/README.md)
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отделяют этот Linux checkpoint от финальной Windows/temporal приёмки.
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фиксируют Linux и Windows SwiftShader checkpoint; совмещённая с temporal
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ревизия требует отдельной приёмки.
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Затем: previous transforms, motion vectors, jitter, history rejection и TAA; temporal upscaling — после устойчивого TAA. Проверять тонкую геометрию, движение, disocclusion, camera cut и смену разрешения, сравнивать с режимом без temporal. У cache/pass видны затраты и причины обновления.
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@@ -543,5 +543,9 @@ slower; all 8160 tiles overflowed at 128. A separate localized-range scene
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was 0.103/0.214/0.440 ms faster at those counts, with no overflows. There is
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no robust scene/device runtime predictor yet, so `Auto` remains forward and
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`Tiled` is explicit. Linux Debug passed 62 CTests with one window skip;
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pinned Linux SwiftShader passed all six P3 cases. Windows CI on this new
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revision and P3 temporal reconstruction are separate acceptance work.
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pinned Linux SwiftShader passed all six P3 cases. At `a0a4e29`,
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[native/manual CI](https://github.com/emil28092005/Faset_Engine/actions/runs/35939232585)
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and [Windows graphics/SwiftShader CI](https://github.com/emil28092005/Faset_Engine/actions/runs/35939232615)
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passed. The Windows job completed all 64 CTests and ran two relocated Release
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games for 120 frames each. P3 temporal reconstruction and the final combined
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revision still require their own acceptance.
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@@ -4,8 +4,9 @@ This record tracks P3 lighting separately from temporal reconstruction. The
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implementation and measured Forward+ checkpoint is source revision
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`a0a4e29d480ed3344f19bd3565d48668ca913fed` on `feat/p3-lighting`.
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The earlier shadow/benchmark integration checkpoint was `b191ae0`. The
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lighting slice has Linux functional and reference-GPU evidence; Windows CI for
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the new tiled revision is pending. Temporal reconstruction has its own acceptance.
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lighting slice has Linux functional and reference-GPU evidence plus Windows
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SwiftShader CI at the tiled revision. Temporal reconstruction and the final
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combined revision have their own acceptance.
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## Implemented at the checkpoint
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@@ -51,7 +52,7 @@ the new tiled revision is pending. Temporal reconstruction has its own acceptanc
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| Driver, profile, real 64×64 benchmark smoke | `render_lighting_benchmark_schema`, `render_lighting_benchmark_smoke`, `player_shutdown_diagnostics` | Full Linux Debug green at `a0a4e29` |
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| 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 |
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| 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 |
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| Windows native build, pinned SwiftShader GPU tests, relocated Release 2D/3D Players | `windows-graphics.yml`, `ci.yml` | New P3 revision has not yet completed Windows CI |
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| 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 |
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The supported-atlas GPU tests create a renderer with validation requested and
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assert zero reported Vulkan errors; a test result is a validation-layer pass only
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@@ -93,8 +94,13 @@ the apparent win in one paired run.
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At the earlier `b191ae0` checkpoint, [GitHub native/manual CI](https://github.com/emil28092005/Faset_Engine/actions/runs/35935899512)
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and [Windows graphics/SwiftShader CI](https://github.com/emil28092005/Faset_Engine/actions/runs/35935899505)
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passed. These jobs did **not** include the new tile shader; Windows CI for
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`a0a4e29` is still required.
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passed. Those jobs did **not** include the new tile shader. At `a0a4e29`,
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[native/manual CI](https://github.com/emil28092005/Faset_Engine/actions/runs/35939232585)
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and [Windows graphics/SwiftShader CI](https://github.com/emil28092005/Faset_Engine/actions/runs/35939232615)
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also passed. The Windows graphics job ran all 64 CTests, including the tiled
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image case, and exported and relocated both checked-in Release games for 120
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frames. This is software Vulkan on Windows; physical Windows GPU performance
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and the later combined P1+P3 revision remain unverified here.
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```sh
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cmake --build --preset linux-debug --parallel 2
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