diff --git a/PLAN.md b/PLAN.md index 221e55d..dbf6f28 100644 --- a/PLAN.md +++ b/PLAN.md @@ -224,7 +224,8 @@ raster на плотной контрольной сцене оказался м forward, явный tiled доступен для локализованных источников и выиграл в отдельном сценарии. [Исследование](docs/studies/23-p3-forward-plus-2026-09-24.md) и [протокол проверки](docs/validation/p3-lighting-2026-09-24/README.md) -отделяют этот Linux checkpoint от финальной Windows/temporal приёмки. +фиксируют Linux и Windows SwiftShader checkpoint; совмещённая с temporal +ревизия требует отдельной приёмки. 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. diff --git a/docs/IMPLEMENTATION.md b/docs/IMPLEMENTATION.md index 0442421..38b4fb3 100644 --- a/docs/IMPLEMENTATION.md +++ b/docs/IMPLEMENTATION.md @@ -543,5 +543,9 @@ slower; all 8160 tiles overflowed at 128. A separate localized-range scene was 0.103/0.214/0.440 ms faster at those counts, with no overflows. There is no robust scene/device runtime predictor yet, so `Auto` remains forward and `Tiled` is explicit. Linux Debug passed 62 CTests with one window skip; -pinned Linux SwiftShader passed all six P3 cases. Windows CI on this new -revision and P3 temporal reconstruction are separate acceptance work. +pinned Linux SwiftShader passed all six P3 cases. At `a0a4e29`, +[native/manual CI](https://github.com/emil28092005/Faset_Engine/actions/runs/35939232585) +and [Windows graphics/SwiftShader CI](https://github.com/emil28092005/Faset_Engine/actions/runs/35939232615) +passed. The Windows job completed all 64 CTests and ran two relocated Release +games for 120 frames each. P3 temporal reconstruction and the final combined +revision still require their own acceptance. diff --git a/docs/validation/p3-lighting-2026-09-24/README.md b/docs/validation/p3-lighting-2026-09-24/README.md index 29bc6e6..8731675 100644 --- a/docs/validation/p3-lighting-2026-09-24/README.md +++ b/docs/validation/p3-lighting-2026-09-24/README.md @@ -4,8 +4,9 @@ This record tracks P3 lighting separately from temporal reconstruction. The 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; Windows CI for -the new tiled revision is pending. Temporal reconstruction has its own acceptance. +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. ## Implemented at the checkpoint @@ -51,7 +52,7 @@ the new tiled revision is pending. Temporal reconstruction has its own acceptanc | 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` | New P3 revision has not yet completed Windows CI | +| 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 | 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 @@ -93,8 +94,13 @@ the apparent win in one paired run. At the earlier `b191ae0` checkpoint, [GitHub native/manual CI](https://github.com/emil28092005/Faset_Engine/actions/runs/35935899512) and [Windows graphics/SwiftShader CI](https://github.com/emil28092005/Faset_Engine/actions/runs/35935899505) -passed. These jobs did **not** include the new tile shader; Windows CI for -`a0a4e29` is still required. +passed. Those jobs did **not** include the new tile shader. At `a0a4e29`, +[native/manual CI](https://github.com/emil28092005/Faset_Engine/actions/runs/35939232585) +and [Windows graphics/SwiftShader CI](https://github.com/emil28092005/Faset_Engine/actions/runs/35939232615) +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. ```sh cmake --build --preset linux-debug --parallel 2