Merge commit '0c96ce5cdfde8503e1ffc3fd65fdc9d7f3793d35' into feat/p1-p3-integration

# Conflicts:
#	PLAN.md
#	docs/IMPLEMENTATION.md
#	docs/manual/editor/diagnostics.md
#	docs/manual/editor/lighting.md
#	docs/manual/editor/profiling.md
#	docs/validation/README.md
#	docs/validation/p3-lighting-2026-09-24/README.md
This commit is contained in:
Emil
2026-09-24 04:08:01 +03:00
43 changed files with 3963 additions and 139 deletions
+34 -6
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@@ -147,6 +147,32 @@ and reads back the full image, so `cpu_ms` is wall time including waits, not CPU
utilization. An open scene can run slower with HZB; visibility correctness and
full-frame speed are separate findings.
## Compare temporal modes
Use one scene, output resolution, camera sequence, visibility path, binary and GPU
for Off, TAA and Upscale. Run enough frames to include both the first-frame reset
and steady-state accumulation. Keep the raw captures as well as timing samples:
```sh
./faset_player --headless --frames 240 --profile off.json --temporal off
./faset_player --headless --frames 240 --profile taa.json --temporal taa
./faset_player --headless --frames 240 --profile upscale.json \
--temporal upscale --render-scale 0.67
```
The profile records requested and effective temporal modes, fallback and history
reset reason, internal/output extent, jitter, and valid previous-transform count
per completed frame. `gpu_temporal_resolve_ms`, `gpu_temporal_composite_ms`, and
`gpu_ui_ms` are separate submitted GPU pass times when timestamp queries work;
otherwise they are `null`. `gpu_allocated_bytes` includes live temporal targets
and histories, subject to the allocation limits described above. Compare full
frame GPU and renderer wall time too: scene raster savings can be offset by
resolve, memory and synchronous readback. A valid frame-level history flag says
the previous frame may be sampled, not that every pixel accepted it. For image
quality, inspect a still thin edge, a slow pan and a newly uncovered surface, and
compare the same frame against Off. See [Temporal rendering](temporal.md) for
mode controls and native C++ configuration.
## Measure P3 lighting and shadows
A Player `--profile` sample includes `effective_lighting_path`, local lights
@@ -216,9 +242,11 @@ raw frames, shader hashes, and the decision.
The accepted MVP path uses direct draws and CPU culling; P2 adds optional GPU
visibility for opaque static meshes, with prepared LODs supplied by the project.
Both paths currently use one graphics queue and synchronous full-image
capture/readback. Use measurements to find the next bottleneck before introducing
parallel jobs or expanding GPU-driven rendering. Neither an offscreen capture
benchmark nor a tiny demo is a promise of a production frame budget. Observed
measurements and follow-up targets belong in the implementation acceptance report
with their source revision and method.
P3 adds local lights and bounded sun/local shadow atlases. The benchmark's
`lighting_path` and a Player profile's `effective_lighting_path` identify the
algorithm actually used. Both paths currently use one graphics queue and
synchronous full-image capture/readback. Use measurements to find the next
bottleneck before introducing parallel jobs or expanding GPU-driven rendering.
Neither an offscreen capture benchmark nor a tiny demo is a promise of a
production frame budget. Observed measurements and follow-up targets belong in
the implementation acceptance report with their source revision and method.