This pull request fixed lighting that added up frame after frame under shadow storage on Linux: a GPU write
noted while a part was recorded kept that part's CPU inputs (the game's resets of its lighting accumulators)
out of the shadow. Its fix marked noted ranges as submitted in vk_memory.c; the base copies that came with
the black-world fix already move every CPU-changed byte in before the part runs, so that part is not taken
and no SHADOW_PENDING_INPUTS setting is added. Taken from it:
- tex_probe.c (--probe-vkmem): a range noted as a future GPU write still gets the CPU's bytes before the
GPU reads it. The pull request's other check, that a CPU write made after a GPU result loses to it until
the write-back, is left out: with base copies the later CPU write wins, as it does on the console.
- vk_dump.c: NX2NAVI_DUMP_SHADERS=<hash>,... copies images only for passes that use those shaders, and
NX2NAVI_DUMP_RAW=1 also saves each copied image's texel bytes.
- tools/fix_linux_ambient_power.py, as it is: patches one translated shader of a player's own cache so a
zero exponent no longer gives NaN. It holds two hashes and no shader data.
Pull request #264 by intellq. The Windows files compile; the probe was not run, and nothing was run on
Linux here.
Co-Authored-By: Claude Fable 5.2 <noreply@anthropic.com>