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NX2navi/tools
chrg6 1a206434e0 Build the mesh pipelines' stage libraries ahead of their draws, at the preparation and at boot.
The preparation and the boot build the stage libraries of single shaders. A mesh pipeline's pre-rasterization
library needs its mesh stage and its task stage together, and its fragment shader library depends on what that mesh
stage leaves unwritten, so only a pipeline record names what they are made of.

Every listed mesh pipeline the preparation builds and every recorded one the boot queues now notes its two shader
libraries, each key once. The preparation builds them on every core after the listed pipelines and before the
pipeline cache is saved, inside the marker that covers a driver dying on a listed pipeline. The boot builds them on
one thread at idle priority beside the game, behind the memory gate, with the rest of the library prebuild
(lib_prebuild = 0 leaves it out). Each is destroyed once built, which leaves it in the pipeline caches and the
driver's own, as for the single shaders' libraries.

A mesh pipeline of known stages that a draw meets with other targets, another blend state or sample count then finds
its libraries in the caches and is linked, where it was compiled whole. The recorded and listed mesh pipelines are
still built whole ahead of play, also on a machine that leaves the rest of the shared list to its first draw.

Co-Authored-By: Claude Fable 5.2 <noreply@anthropic.com>
2026-11-12 22:31:13 -05:00
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2026-11-07 05:04:38 -05:00