diff --git a/docs/manual/editor/lighting.md b/docs/manual/editor/lighting.md index 29331c2..f961b31 100644 --- a/docs/manual/editor/lighting.md +++ b/docs/manual/editor/lighting.md @@ -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. diff --git a/docs/validation/p3-lighting-2026-09-24/README.md b/docs/validation/p3-lighting-2026-09-24/README.md index 26940ae..29bc6e6 100644 --- a/docs/validation/p3-lighting-2026-09-24/README.md +++ b/docs/validation/p3-lighting-2026-09-24/README.md @@ -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` |