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Faset_Engine/docs/validation/p3-lighting-2026-09-24

P3 lighting and shadows — acceptance record

This record tracks P3 lighting separately from temporal reconstruction. The implementation and measured Forward+ checkpoint is source revision a0a4e29d480ed3344f19bd3565d48668ca913fed on feat/p3-lighting. The earlier shadow/benchmark integration checkpoint was b191ae0. The lighting slice has Linux functional and reference-GPU evidence; Windows CI for the new tiled revision is pending. Temporal reconstruction has its own acceptance.

Implemented at the checkpoint

  • Authored directional, point, and spot lights are extracted from the same versioned Light schema used by the Inspector and MCP. No authored Light component retains the legacy sun; any authored Light, including disabled or local-only, suppresses that fallback.
  • Direct, GPU frustum, and GPU occlusion graphics paths use the same typed lighting data. Material descriptors remain set 0, lighting set 1, and GPU graphics scene data set 2. Sun and local light contributions accumulate before tone mapping. Sprites and UI remain unlit.
  • Four texel-snapped sun cascades cover up to 80 world units for an explicit camera frustum. A low-level Snapshot without one keeps a single sun view. Shadow caster selection uses each light view and source LOD 0, independent of camera visibility and prepared camera LOD. Missing/disabled sun and sprite-only scenes skip sun shadow raster.
  • The separate D32 local atlas admits 16 faces, one per spot or six atomically per point. Both shadow systems share a 4096-caster-draw frame budget. Up to 128 local lights are submitted by priority, projected influence, then stable ID. Overflow or unsupported-atlas lights remain unshadowed when submitted; omitted lights beyond 128 do not illuminate. Both atlases try 2048², then 1024².
  • The editor overlay and Player profile expose actual submitted/omitted lights, requested/effective views, drop reasons, atlas bytes, caster draws, GPU shadow durations, and the effective lighting path. Shadow tiles are redrawn every frame; no persistent depth cache is claimed.
  • An explicit 16×16 depth-free tiled Forward+ path uses at most 64 light indices per tile and evaluates the complete submitted list on overflow. The compute entry has checked reflection and is included in game builds. Auto uses forward: three-run Release measurements found tile build + raster slower on the dense fixed scene. The paired study retains a separate localized-light win and exact binary/shader provenance.

Acceptance matrix

Case Automated evidence Current status
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, 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
1920×1080 0/4/16/32/64/128 Release sweep, three repeats, both shadow states tools/benchmark_p3_lighting.py --sweep Forward baseline measured; its separate raw study is being integrated
1920×1080 paired paths, 32/64/128 dense and localized lights `faset_p3_lighting_benchmark --lighting forward tiled`
Windows native build, pinned SwiftShader GPU tests, relocated Release 2D/3D Players windows-graphics.yml, ci.yml New P3 revision has not yet completed Windows CI

The supported-atlas GPU tests create a renderer with validation requested and assert zero reported Vulkan errors; a test result is a validation-layer pass only when the layer was actually active. render_window_lifecycle can skip if the Linux compositor declines programmatic restore. The Windows workflow uses pinned SwiftShader, not a physical Windows GPU, and may lack the Khronos layer. Linux reference-GPU results cannot establish physical Windows performance.

Reproduction and retained evidence

The P3 CTest registrations are render_lighting_policy and render_lighting_benchmark_schema (CPU), plus render_lighting_sun, render_lighting_local, render_lighting_tiled, and render_lighting_benchmark_smoke (labelled gpu;p3). Use ctest --test-dir build/linux-debug -N -L p3 to confirm those six cases exist before running them; an empty test selection is not a pass. The Windows full graphics job runs all registered tests, while the native Windows CPU job uses -LE gpu and therefore excludes the four Vulkan cases.

On the Linux host at b191ae0, the CTest inventory listed all five cases. The CPU-only P3 run passed render_lighting_policy and render_lighting_benchmark_schema 2/2 with zero failures. The strict MkDocs build passed for these Manual changes. This run deliberately excluded Vulkan tests while the 1920×1080 physical-GPU baseline was being measured, so it is not a final GPU acceptance result. The local host was Linux x86_64, kernel 7.0.0-31-generic; the source checkout had documentation changes only during these checks.

At a0a4e29, the full Linux Debug run had 63 registered cases: 62 passed, no failures, and the compositor-dependent window lifecycle case skipped. The pinned Linux SwiftShader P3 run passed all six P3 cases without a skip. The Vulkan image cases requested validation and asserted zero reported errors. The RTX 2080 Ti A/B used NVIDIA driver 595.84.0.0; study 23 records the executable and shader bundle hashes, all raw per-frame timings, tile overflow counts, and exact image equality for the localized 128-light capture. Its first dense 32-light forward run was an outlier, so the decision uses the median of three process medians rather than the apparent win in one paired run.

At the earlier b191ae0 checkpoint, GitHub native/manual CI and Windows graphics/SwiftShader CI passed. These jobs did not include the new tile shader; Windows CI for a0a4e29 is still required.

cmake --build --preset linux-debug --parallel 2
ctest --test-dir build/linux-debug -L p3 --no-tests=error --output-on-failure
ctest --test-dir build/linux-debug --output-on-failure
cmake --build --preset linux-release --parallel 2
ctest --test-dir build/linux-release --output-on-failure

The benchmark wrapper retains one raw CSV per run, a merged CSV, and a summary. It rejects visibility fallback, missing GPU timestamps, missing lights, duplicate frames, and validation errors. An offscreen capture's cpu_ms includes GPU wait and readback; it is not thread CPU time. The exact Release benchmark revision, driver and paired path data are retained in study 23. Release full CTest, final integrated Windows Actions and relocated Player checks still need to be added before this is a complete P3 lighting acceptance record.

Limits carried forward

The default path scans all submitted lights in each mesh fragment; the measured Forward+ threshold prompted a bounded tiled implementation. Auto still uses forward because this dense fixed workload was slower after tile construction. Transparent/game UI and sprites keep their existing ordering and unlit behavior. The atlas caps are fixed budgets, not adaptive quality settings, and shadow depth is redrawn each frame. The renderer still performs synchronous framebuffer readback. No broad scene/driver matrix or physical Windows GPU performance claim follows from these fixtures.