3 Commits
Author SHA1 Message Date
seeddsandv0lumehi 92fc2f2711 Build and ship offline Metal pipeline archives (#226)
Compile eligible shader-pair bases on the Mac with metal-tt, package one
archive per selected iPhone GPU, and use a matching bundle before falling
back to on-device preparation. Carry the profile depth mode through packing
and include the pulling libraries required by the bundled bases.

Integrate PR #226 with four confirmed fixes: validate archive container
bounds before invoking Metal; require at least one actual successful bundle
probe; hash consumed library bytes into offline cache keys; and emit device
remainder lists for constant-only plans instead of aborting packaging.
Keep game measurements in the game note and document the general findings.

Validation on current main: 52 real Metal bundle checks, 57 archive checks,
79 prewarm checks on each pipeline path, 73 Python regressions covering
offline tools, packaging, documentation and chain checks, and compilation
of all 133 iOS source files. No new iPhone gameplay validation. The archive guard validates
container structure, not private Metal payloads.

Co-authored-by: v0lumehi <aljic.zijad@gmail.com>
2026-10-26 10:52:50 +08:00
seedds ec4ea16da0 Enable ASTRAL CHAIN 60 fps with corrected game timing 2026-10-25 20:59:04 +08:00
seedds 1159ccc675 Add ASTRAL CHAIN profile and fix PlatinumGames startup compatibility
Support PKZ v1 archives and advertise the translator's GPU-code range independently of SDK version. Register the 1.0.1 profile, shader tables, regression checks and Mac bring-up findings. Retain 30 fps; document the unshipped 60 fps experiment and outstanding iPhone validation.
2026-10-25 19:36:05 +08:00