From c50710a56566efccc03549ac57a3bb629b4e202e Mon Sep 17 00:00:00 2001 From: Emil <65846814+emil28092005@users.noreply.github.com> Date: Thu, 24 Sep 2026 05:38:29 +0300 Subject: [PATCH] Record combined P1 and P3 checkpoint --- docs/IMPLEMENTATION.md | 42 +++++++++++++++++++++++++++++++++++++----- 1 file changed, 37 insertions(+), 5 deletions(-) diff --git a/docs/IMPLEMENTATION.md b/docs/IMPLEMENTATION.md index df662f9..0e11ece 100644 --- a/docs/IMPLEMENTATION.md +++ b/docs/IMPLEMENTATION.md @@ -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.