Document P1 and P3 integrated acceptance
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# P1 and P3 integrated acceptance — 2026-09-24
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The final code revision is `ed523c61c106b8e19614e4d56f0b5d39b8392478`.
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The [Release export report](report.json) records a clean source checkout and the
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exact Editor SHA-256. The Editor exported `collect-2d`, `collect-3d` with its
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Blender exit arch, and the Lua-only example. Each package was relocated to a
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Unicode-named path outside its disposable source project; those source paths
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were hidden while the Player validated and rendered from an unrelated working
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directory. All three packages passed **120/120** offscreen frames on a physical
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NVIDIA GeForce RTX 2080 Ti with active Vulkan validation and zero errors. The
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[file checksums](SHA256SUMS.txt), package manifests for
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[2D](evidence/collect-2d-manifest.json),
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[3D](evidence/collect-3d-manifest.json) and
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[Lua](evidence/lua-manifest.json), and raw [2D](evidence/collect-2d-profile.json),
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[3D](evidence/collect-3d-profile.json), and [Lua](evidence/lua-profile.json)
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profiles preserve the result without duplicating native build directories.
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| Final-code check | Result |
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| --- | --- |
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| Linux Debug full CTest | 76 passed, 1 compositor-dependent native window skip, 0 failed (77 registered) |
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| Linux Release P1/P3-focused CTest | 24 passed, 0 failed |
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| Relocated Release games on physical Linux GPU | C++ 2D, C++ 3D, Lua-only: 120 frames each; validation active, 0 errors |
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| [Native/manual CI](https://github.com/emil28092005/Faset_Engine/actions/runs/35949830254) | Linux and Windows native checks plus strict MkDocs passed |
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| [Windows software-Vulkan CI](https://github.com/emil28092005/Faset_Engine/actions/runs/35949830251) | Final revision run; see linked job result |
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The P1 queued-edit regression verifies that an asynchronous Build or Export
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reports the gameplay-source hash captured by its worker, not the hash from when
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the command entered the queue. The P3 shader-reload regression first reproduced
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a null-pipeline crash during Direct-to-GPU switching with TAA active; the
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failed transition now preserves the old pipelines and history and can be
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retried after restoring the shader package. Both regressions are in the full
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Linux suite and Windows native/graphics checks.
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The [final P3 temporal matrix](../p3-temporal-2026-09-24/matrix/integrated-ed523c6/README.md)
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records 1,386 lossless frames across Direct, GPU frustum and GPU occlusion,
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plus an independent 90-frame 720p profile. All captures used active Vulkan
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validation with zero errors; its 1,388 PNG files are byte-identical to the
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earlier branch matrix. The [integrated lighting study](../../studies/24-p3-integrated-forward-plus-2026-09-24.md)
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contains 7,560 frame rows from the earlier clean `4a3453e` revision, on the
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same physical GPU and shader path. Its dense tile build+raster case was slower
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than forward; the localized-light case was faster, so `Auto` remains forward.
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The P1 [240-frame Release reference](../p1-iteration-2026-09-24/final-release/README.md)
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passed the original small-demo timing budgets but missed the old 20 MiB
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explicit-allocation target at 43.02/43.12 MiB because both shadow atlases are
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allocated eagerly. The final revision does not change that allocation policy.
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TAA and 0.67 Upscale remain opt-in. The 2× spatial reference was more accurate
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on the fixed thin-wire fixture, and Upscale did not reduce whole-frame GPU time
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in the sparse 720p test. These checks cover one physical Linux GPU and Windows
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SwiftShader functionality; a physical Windows GPU and broader driver families
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still need separate testing.
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Reproduce the relocated Release check from a clean source checkout with the
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documented dependencies:
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```sh
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cmake --preset linux-release
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cmake --build --preset linux-release --target faset_editor --parallel 2
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python3 tools/verify_playable_exports.py \
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--editor build/linux-release/faset_editor \
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--output /tmp/faset-p1-p3-export-new \
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--standalone-root /tmp/faset-p1-p3-games-new \
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--include-lua
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```
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Use fresh output paths. The verifier retains the full packages and captures
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outside the repository, while this dossier commits the report, selected
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manifests, per-frame profiles, and run records.
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