State sampled D32 requirement in lighting docs

This commit is contained in:
Emil
2026-09-24 03:56:59 +03:00
parent 6cc4b3ff7f
commit f384af705d
2 changed files with 9 additions and 6 deletions
+8 -5
View File
@@ -64,11 +64,14 @@ tiles or draw budget still illuminates, **without a shadow**. Disabling
The renderer reports requested faces, rendered faces, tiles, and drops by cause
in [Diagnostics](diagnostics.md) and the [Player profile](profiling.md).
Faset uses separate sampled D32 sun and local atlases, normally 2048×2048 pixels
each. If a device cannot use that size, the renderer tries 1024×1024; if a
sampled depth atlas cannot be created, the affected lights fall back to unshadowed
illumination and report unavailable shadow views. Scheduled atlas tiles are
cleared and redrawn each frame; there is no persistent shadow cache yet.
Faset requires sampled D32 depth images for the renderer itself. On a supported
device, it uses separate sun and local atlases, normally 2048×2048 pixels each.
If an optional atlas cannot use that size, the renderer tries 1024×1024. When
the local atlas cannot be allocated, or the sun atlas cannot be allocated but
a 1×1 sampled D32 fallback image can, affected lights remain unshadowed and
report unavailable shadow views. A device without sampled D32 support cannot
start this renderer. Scheduled atlas tiles are cleared and redrawn each frame;
there is no persistent shadow cache yet.
Sprite-only scenes, a missing sun, and a sun with `casts_shadow: false` skip sun
shadow raster work.
@@ -45,7 +45,7 @@ the new tiled revision is pending. Temporal reconstruction has its own acceptanc
| Empty, disabled, local-only, multiple sun; schema bounds | `scene_view`, `render_lighting_policy`, `render_offscreen` | Linux Debug green at `a0a4e29`; integrated revision pending |
| Four cascades, split bounds, subtexel stabilization, offscreen/source-LOD0 caster | `render_lighting_policy`, `render_lighting_sun` | Linux GPU and pinned SwiftShader P3 green at `a0a4e29` |
| Spot cone, six point faces and seam, dropped whole point shadow | `render_lighting_local`, `render_lighting_policy` | Linux GPU and pinned SwiftShader P3 green at `a0a4e29` |
| 128-light/16-face/4096-draw limits, unsupported-atlas fallback | `render_lighting_policy`, `render_offscreen`, `render_lighting_local` | CPU and supported-atlas GPU paths covered; actual unsupported Vulkan device not tested |
| 128-light/16-face/4096-draw limits, optional-atlas fallback | `render_lighting_policy`, `render_offscreen`, `render_lighting_local` | CPU and supported-atlas GPU paths covered; allocation fallback not exercised on an actual constrained device; sampled D32 is a renderer requirement |
| Direct/GPU frustum/GPU occlusion image parity, P2 reload and 2D/UI independence | `render_lighting_sun`, `render_lighting_local`, `render_shader_reload`, `render_offscreen` | Linux Debug green at `a0a4e29`; integrated revision pending |
| Forward+/forward parity, near plane, resize, overflow, and shader reload | `render_lighting_tiled`, `render_shader_reload`, `render_shader_reflection`, `build_schema_publication` | Linux Debug and pinned SwiftShader P3 green at `a0a4e29`; 128-light localized Release captures match exactly |
| Driver, profile, real 64×64 benchmark smoke | `render_lighting_benchmark_schema`, `render_lighting_benchmark_smoke`, `player_shutdown_diagnostics` | Full Linux Debug green at `a0a4e29` |