Link final P1 and P3 records from the Manual
Native and manual checks / native (ubuntu-24.04) (push) Failing after 37s
Native and manual checks / manual (push) Successful in 33s
Windows editor and software Vulkan / windows-graphics (push) Canceled after 0s
Native and manual checks / native (windows-2025) (push) Canceled after 0s

This commit is contained in:
Emil
2026-09-24 05:24:53 +03:00
parent bf2ab0be5a
commit 518b3d0ce0
4 changed files with 25 additions and 11 deletions
+6 -1
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@@ -72,6 +72,10 @@ a 1×1 sampled D32 fallback image can, affected lights remain unshadowed and
report unavailable shadow views. A device without sampled D32 support cannot
start this renderer. Scheduled atlas tiles are cleared and redrawn each frame;
there is no persistent shadow cache yet.
Both 2048² atlases are currently allocated when the renderer starts; together
they account for 32 MiB of explicit Vulkan allocation even if a scene does not
render a shadow face. The [clean Release reference](https://github.com/emil28092005/Faset_Engine/blob/main/docs/validation/p1-iteration-2026-09-24/final-release/README.md)
records the resulting memory budget miss in both small example games.
Sprite-only scenes, a missing sun, and a sun with `casts_shadow: false` skip sun
shadow raster work.
@@ -92,7 +96,8 @@ fixed dense benchmark was slower after including tile construction, so there
is no automatic scene-dependent switch yet. The Player profile reports
`effective_lighting_path`, tile GPU time and grid size; optional Editor
diagnostics also report stored candidates and overflowing tiles. See
[Profiling](profiling.md) and the [measured Forward+ study](https://github.com/emil28092005/Faset_Engine/blob/main/docs/studies/23-p3-forward-plus-2026-09-24.md).
[Profiling](profiling.md), the [original Forward+ study](https://github.com/emil28092005/Faset_Engine/blob/main/docs/studies/23-p3-forward-plus-2026-09-24.md),
and the [combined-code repeat](https://github.com/emil28092005/Faset_Engine/blob/main/docs/studies/24-p3-integrated-forward-plus-2026-09-24.md).
## Add a point light through MCP
+5 -1
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@@ -236,7 +236,11 @@ separately labelled workload. Compare `gpu_build_plus_raster_ms`, which includes
frame with `--tile-diagnostics on` reports candidate and overflow counts but
adds a GPU readback, so do not mix it into the timed runs. The
[Forward+ measurement](https://github.com/emil28092005/Faset_Engine/blob/main/docs/studies/23-p3-forward-plus-2026-09-24.md) retains
raw frames, shader hashes, and the decision.
raw frames, shader hashes, and the initial decision. The
[combined P1+P3 repeat](https://github.com/emil28092005/Faset_Engine/blob/main/docs/studies/24-p3-integrated-forward-plus-2026-09-24.md)
retains 7,560 further frame rows under both shadow settings. Timed tile-count
fields are unavailable when diagnostic readback is off; do not interpret their
placeholder zero as proof that no tile overflowed.
## Current performance scope
@@ -115,16 +115,18 @@ evidence. The parallel [native/manual CI](https://github.com/emil28092005/Faset_
passed on Linux and Windows. This is **software** Vulkan; Windows did not have an
active Khronos validation layer (`validation_enabled: false`), and no physical
Windows GPU/driver performance claim follows. The later [combined P1/P3 Windows
graphics CI](https://github.com/emil28092005/Faset_Engine/actions/runs/35942307579)
at `87230f3` passed 74/74 CTests, including real diagnostic navigation, real
Release export integration and all three relocated games. The physical-GPU
Linux reference above had active validation.
graphics CI](https://github.com/emil28092005/Faset_Engine/actions/runs/35944875002)
at clean `4a3453e` passed 74/74 CTests, including real diagnostic navigation,
real Release export integration and all three relocated games for 120 frames.
The [parallel native/manual CI](https://github.com/emil28092005/Faset_Engine/actions/runs/35944874993)
passed on Linux and Windows. The physical-GPU Linux reference above had active
validation; Windows graphics used pinned SwiftShader.
## P1 acceptance record
| Area | Evidence and current limit |
| --- | --- |
| Lua | Linux native and Release [relocated Lua result](../lua-release-2026-09-24/README.md), repeated in the [clean combined three-game Release reference](final-release/README.md); Windows CPU/SwiftShader [combined 74-test suite](https://github.com/emil28092005/Faset_Engine/actions/runs/35942307579) and [relocated Lua-only Release report](windows-4ac02ee/playable-report.json), 120 completed frames. |
| Lua | Linux native and Release [relocated Lua result](../lua-release-2026-09-24/README.md), repeated in the [clean combined three-game Release reference](final-release/README.md); Windows CPU/SwiftShader [combined 74-test suite](https://github.com/emil28092005/Faset_Engine/actions/runs/35944875002) and [relocated Lua-only Release report](windows-4ac02ee/playable-report.json), 120 completed frames. |
| Cache and rollback | [Five verified hits](report.json), `build_cache` and `build_schema_publication` contracts for headers, toolchain, schema/shader corruption and source races; the raw failed/recovered build retains the previous pointer. |
| Diagnostics | `build_diagnostics` fixtures cover Clang, clang-cl, Lua, Unicode and unparseable output. The raw real failure above found a staged-source mapping gap; [the replay](diagnostic-replay.json), parser case, warning-flood case and real BuildService integration assertion cover the correction. |
| Starters/navigation | [Four runnable C++/Lua × 2D/3D starters](../p1-starters-linux-2026-09-24.md) plus launcher/CLI and source-open tests. |
@@ -54,7 +54,7 @@ and temporal image/cost evidence has a [separate record](../p3-temporal-2026-09-
| 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 |
| Windows native build, pinned SwiftShader GPU tests, relocated Release 2D/3D Players | `windows-graphics.yml`, `ci.yml` | At `4a3453e`, native/manual passed, Windows graphics passed 74/74 CTests and three relocated 120-frame Release games including Lua; software Vulkan only |
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
@@ -71,7 +71,9 @@ 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
passed all 74 registered CTests on pinned SwiftShader, the real export
integration, and all three source-hidden relocated Release games for 120 frames
each. It is the integrated software-Vulkan 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
@@ -132,8 +134,9 @@ 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 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.
24 and the P1 record. Final Release full CTest remains separate from the
earlier source checkpoints. The integrated Windows graphics run above passed;
it is not a physical Windows GPU test.
## Limits carried forward