Record combined P1 and P3 checkpoint

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Emil
2026-09-24 05:38:29 +03:00
parent 219e796378
commit c50710a565
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@@ -527,7 +527,9 @@ passed all 61 CTests and the real export integration. Two C++ and one Lua-only
Release package validated and rendered 120 frames each after relocation with
source paths unavailable; the [raw Windows report](validation/p1-iteration-2026-09-24/windows-4ac02ee/playable-report.json)
records hashes and software Vulkan device identity. The later `d7a7a7c`
real-diagnostic-navigation assertion still awaits its Windows CI result.
real-diagnostic-navigation assertion is covered by the clean combined
[`4a3453e` Windows graphics run](https://github.com/emil28092005/Faset_Engine/actions/runs/35944875002):
74/74 CTests, real export integration and three relocated games passed.
Windows had no active Khronos validation layer, and no physical Windows GPU
performance result is claimed.
@@ -571,8 +573,8 @@ lights, Direct/GPU frustum/GPU occlusion, shadows on/off, three independent
repeats, ten warm-up and thirty measured frames per configuration. It reached
the agreed Forward+ gate: main-raster overhead at 32 lights was about 0.50 ms
relative to the matching zero-light case, roughly 30% of that GPU frame;
64 and 128 lights added about 1.02 and 2.03 ms. Its raw CSV/report are being
published separately with the exact benchmark revision and driver.
64 and 128 lights added about 1.02 and 2.03 ms. Its exact-revision raw CSV and
report are retained in [study 22](studies/22-p3-lighting-benchmark-2026-09-24.md).
Revision `a0a4e29` adds an explicit depth-free 16×16 tiled Forward+ path. One
compute invocation tests every submitted point/spot range sphere against a
@@ -595,5 +597,35 @@ 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.
games for 120 frames each. The later combined and temporal acceptance follows
below; this paragraph describes only the original lighting checkpoint.
## P1+P3 combined renderer checkpoint
At clean source `4a3453e`, the integrated P1 cache, P3 lighting/Forward+ and
first-generation temporal renderer built on Linux and passed 72 of 73 Debug
CTests with one compositor-dependent native window skip and no failures. The
[native/manual CI](https://github.com/emil28092005/Faset_Engine/actions/runs/35944874993)
passed on Linux and Windows; the
[Windows graphics CI](https://github.com/emil28092005/Faset_Engine/actions/runs/35944875002)
passed 74/74 CTests on pinned SwiftShader, the real Release export integration,
and three relocated 120-frame C++ 2D, C++ 3D and Lua-only games. The matching
Linux physical-GPU export check rendered the same three source-hidden packages
for 120 frames with active Khronos validation and no reported errors; the P1
[final Release dossier](validation/p1-iteration-2026-09-24/final-release/README.md)
also profiles the exact C++ demo scenes for 240 frames. Their time budgets
passed, but the old ≤20 MiB explicit-allocation target missed at 43.02/43.12
MiB due to two eager 16 MiB shadow atlases.
The [integrated P3 lighting repeat](studies/24-p3-integrated-forward-plus-2026-09-24.md)
retains 7,560 per-frame raw rows at 1920×1080, both shadow states, three
visibility paths and a separately labelled localized-light workload. On the
dense fixture, tile build plus raster was 11–13% slower at 32–128 lights;
localized light ranges made it 43–54% faster. `Auto` therefore remains forward
and `Tiled` explicit. This is pass-local cost on a single GPU, not a full-game
speedup or a physical Windows performance claim. The
[temporal dossier](validation/p3-temporal-2026-09-24/README.md) records Off,
TAA and 0.67 Upscale raw image sequences and bounded 720p cost on the physical
Linux GPU, with its own exact shader-source revision. TAA/Upscale remain opt-in
because scene quality and whole-frame
timing require game-specific comparison.