Stabilize software SSGI and restore Windows and stacked CI qualification - #155
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proggeramlug wants to merge 11 commits into
Draft
Stabilize software SSGI and restore Windows and stacked CI qualification#155proggeramlug wants to merge 11 commits into
proggeramlug wants to merge 11 commits into
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September 10, 2026 19:51
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September 10, 2026 20:24
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Stationary software SSGI flickered because its converged phase history was repeatedly clamped to the current eight-ray neighborhood. Recognize repeated same-surface phase estimates, match their retained RGBA16F precision, and use the stationary integral while preserving responsive filtering when geometry or lighting changes. A new complete-cycle/light-switch regression rejects the previous shader and verifies recovery against fresh history.
Windows qualification also exposed silent GPU-test skips and incorrect resource accounting. Retain the raster device with fresh renderer state per case, honor required adapters/backends, use native texture counts, and explicitly report unimplemented Metal byte counters. Refresh mobile lockfiles, repair clean-checkout/package validation, extract focused renderer modules to satisfy existing size limits, and run CI on stacked PRs.
This draft is stacked on #154. No approved image, quality threshold, performance budget, or file-size limit is raised.
Validation on Radeon 760M / Windows Vulkan:
64d5eed, including macOS shared/golden tests, all mobile targets, native/web builds, browser startup, lint, and contracts. The two scheduled physical-hardware jobs are not PR checks.Open: HD TAA-jitter exceeds the same limit with both shaders, the two prior Windows portable-baseline discrepancies remain, combined-batch GPU timestamp totals need investigation, and RTX 4080-specific hardware qualification remains unavailable. Reports and the full remaining plan are in
docs/evidence/anddocs/windows-engine-plan.md.Published qualification evidence: archive SHA-256
de9c1beca73bfcf60bf79d3a612b72c072f726f6272576a7f0f60ffdbc7ce25d.