Document Forward+ measurements and Linux lighting evidence
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@@ -508,6 +508,24 @@ repeats, ten warm-up and thirty measured frames per configuration. It reached
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the agreed Forward+ gate: main-raster overhead at 32 lights was about 0.50 ms
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relative to the matching zero-light case, roughly 30% of that GPU frame;
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64 and 128 lights added about 1.02 and 2.03 ms. Its raw CSV/report are being
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published separately with the exact benchmark revision and driver. A 16×16
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tiled Forward+ path, image parity and before/after build+raster measurement are
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therefore pending. Temporal reconstruction is developed and accepted separately.
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published separately with the exact benchmark revision and driver.
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Revision `a0a4e29` adds an explicit depth-free 16×16 tiled Forward+ path. One
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compute invocation tests every submitted point/spot range sphere against a
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tile's four screen-space planes and writes at most 64 stable-order indices.
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An overflowing tile scans the entire submitted list in the fragment shader;
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there is no dropped light. The tile shader has exact reflection validation,
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package/build integration, GPU timing, optional occupancy readback, and
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reload rollback. Direct, GPU frustum and GPU occlusion image tests cover a
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cropped viewport, resize, near-plane light/shadow, and overflow. A 128-light
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localized 1920×1080 forward/tiled capture matched byte for byte.
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The [paired Release study](studies/23-p3-forward-plus-2026-09-24.md) measured
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tile build **plus** raster on the same RTX 2080 Ti source revision and shader
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bundle. At 32/64/128 broad overlapping lights it was 0.064/0.122/0.222 ms
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slower; all 8160 tiles overflowed at 128. A separate localized-range scene
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was 0.103/0.214/0.440 ms faster at those counts, with no overflows. There is
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no robust scene/device runtime predictor yet, so `Auto` remains forward and
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`Tiled` is explicit. Linux Debug passed 62 CTests with one window skip;
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pinned Linux SwiftShader passed all six P3 cases. Windows CI on this new
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revision and P3 temporal reconstruction are separate acceptance work.
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