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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>
3.8 KiB
3.8 KiB