Expose P2 GPU visibility modes in standalone Player

This commit is contained in:
Emil
2026-09-23 23:08:58 +03:00
parent fc36312808
commit bb46e0091e
5 changed files with 84 additions and 7 deletions
+20
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@@ -66,3 +66,23 @@ waits for every frame even without this overlay. Read
[profiling and measurements](profiling.md) and the
[P2 acceptance study](https://github.com/emil28092005/Faset_Engine/blob/main/docs/studies/19-p2-gpu-visibility-acceptance.md)
for the measured scope and limitations.
## Select a mode in the Player
The exported Player uses Direct by default. Choose a GPU mode for one run with
`--visibility`; the same option works for a development Player and a relocated
standalone game:
```sh
./faset_player --visibility gpu-frustum
./faset_player --visibility gpu-occlusion --headless --frames 120 \
--profile visibility-profile.json
```
Accepted values are `direct`, `gpu-frustum`, and `gpu-occlusion`. The profile
records the requested `visibility_mode` and each frame's
`gpu_visibility_active` status. If the device lacks the GPU path, the Player
reports a Direct fallback; selecting a mode alone does not prove that it ran.
The Editor's Diagnostics selector changes only its viewport and does not save a
Player setting. An exported game contains the P2 shader bundle and does not need
the Slang compiler at runtime.