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
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:
@@ -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
|
||||
|
||||
|
||||
@@ -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
|
||||
|
||||
|
||||
Reference in New Issue
Block a user