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Renderer validation

Evidence for Tier B (automated + GAME_BASE) and Tier C (manual GPU / validation layers). These tiers do not change gameplay; they exercise load paths, shaders, and parity checks.

Quick start

Goal What to do
Tier B locally GAME_BASE=/abs/path/to/base ./scripts/renderer_regression_check.sh then same with renderer_regression_maps.sh. Optional: RELEASE_DIR if binaries are not under release/.
Tier B on GitHub Self-hosted runner with labels self-hosted + idtech3-tierb; set IDTECH3_GAME_BASE_PATH as a variable or secret (see SELF_HOSTED_TIER_B.md). Workflow: .github/workflows/renderer-tier-b.yml (push to main or Run workflow).
Tier C (GPU notes) Follow the proof loop in docs/RENDERER_CONFIDENCE.md; copy TEMPLATE_TIER_C.md or append a row to FINDINGS.md.
Gap report ./scripts/evidence_status.sh and optionally GAME_BASE=... ./scripts/evidence_status.sh
Document Purpose
SELF_HOSTED_TIER_B.md Enable Tier B on every main push via GitHub Actions + self-hosted runner
TEMPLATE_TIER_C.md Copy per session; record date, commit, maps, Vulkan vs OpenGL, validation-layer result
FINDINGS.md Rolling log: Tier C GPU sessions + optional Tier A automated baseline rows

Related: docs/RENDERER_CONFIDENCE.md, docs/PRODUCTION_CERTIFICATION.md.