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PR review kit
Rules and background for a tester or reviewer who takes community PRs into dev. One goal: no PR breaks the
game's behaviour or costs frames on weak hardware.
The short version
- A PR description and "works for me" prove nothing. Read the diff yourself and check it against
refs/, the Vulkan spec and upstream issues. - Almost every change needs a test: a repro before and after, a probe, a differential test, or whole runs with the switch off and on.
- The developer's machine is fast; players run weak machines. "Neutral here" says nothing about them, in either direction.
- A player without the problem sees no change: the new path sits behind a switch and the old path stays as it was.
- Nothing goes into
mainwithout the project owner's explicit yes. Accepted work lives indevfirst.
Files
| File | Covers |
|---|---|
| 01-rules.md | triage order, what a PR needs, reasons to reject, merging and commits |
| 02-performance.md | target hardware, gain ceiling, how to measure, what the hot path must not do |
| 03-correctness.md | lifter, tests and probes, GPU portability, Maxwell behaviour, timers, threads, game content |
| 04-knowledge.md | invariants of recent changes, fixed bug classes, open risks, past PR decisions, our mistakes |
| 05-checklist.md | the per-PR checklist |
The public docs this kit builds on: docs/architecture.md,
docs/building.md ("Checks"), docs/maxwell.md,
docs/settings.md, docs/tester-guide.md, AGENTS.md.
Working with a coding agent: give it this folder and AGENTS.md before the first review.
State as of 2026-11-06. The code and docs/ win over this text where they differ.