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Bring the stutter map's ini text, the checks in docs/building.md and the released-textures bound line in step with the code.
- nx2navi.ini.example said the stutter map is written every 10 minutes and at exit; since7b0dbeb1it is every 5 minutes of play (stutter_map.c SM_REPORT_NS), at a focus loss in play and at exit, and since2f640fb8a run of consecutive long frames counts as one hitch with their summed time. The paragraph now says both. - docs/building.md had no paragraph for tests/freeze_hold_check.py (0e0cfe08), while each other header-alone check has one: it now says what a change to runtime/freeze_hold.h or vk_memory.c freeze_pass must pass and what it checks. - vk_texture.c released_cap_bytes named "a thirty-second of the installed memory" as the source of the bound even when plat_mem_info gave no size and the bound fell back to 1024 MiB; that case now reads "the default without the installed memory's size". Text only. check_content passes; freeze_hold_check passes; vk_texture.c compiles with the dev flags and with -Wall -Wextra with the one warning it had before. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -1039,9 +1039,10 @@
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# flight_flash_diff = 24
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# flight_flash_cells = 3
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# Stutter map: the log gets a line for each hitch (a frame over 2.5 times the frames before it and at least 12 ms, or
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# over 25 ms) with the area, what the frame waited for and the pipelines and shaders its draws met missing, and every 10
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# minutes and at exit a map of the areas by their hitches and of the pipelines that cost the most. tools/stutter_map.py
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# reads it. 0: off. Read at start.
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# over 25 ms) with the area, what the frame waited for and the pipelines and shaders its draws met missing; a run of
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# consecutive long frames counts as one hitch with their summed time. Every 5 minutes of play, when the window loses
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# the focus in play and at exit, a map of the areas by their hitches and of the pipelines that cost the most.
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# tools/stutter_map.py reads it. 0: off. Read at start.
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# stutter_map = 0
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# GPU pass marks: after a GPU crash (device lost) the log names the render pass or dispatch the GPU had started and the
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# last one it finished. Unset: on AMD GPUs (VK_AMD_buffer_marker). 1: also on NVIDIA GPUs
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