2 Commits
Author SHA1 Message Date
seeddsandv0lumehi 6f58a7d4f6 Add cross-game regression harness and prevent false passes (#328)
Compare revision shader builds and pipeline interfaces across local games,
and run available smoke routes with crash, hang, timing and image checks.
Add the developer loop and share the measuring lock with bench.py.

Keep all local games in static checks and honor --no-smoke. Include shader
bytes and fallback pairs in cache keys, recheck interfaces on reuse, and
reuse smoke baselines only for matching inputs and run settings. Detect
failed prebuilds, missing or intermittently bad screenshots, and Vulkan
build failures even when no MSL was emitted. Keep game-derived files and
writable profile copies inside each game's NSP work folder.

Validation: tool tests and the lint ratchet pass. Full shader rebuilds and
gameplay comparisons remain unverified; the 26 discovered Mac builds have
no smoke routes in this checkout.

Co-authored-by: v0lumehi <aljic.zijad@gmail.com>
2026-10-27 07:18:30 +08:00
seeddsandv0lumehi 3f22526e87 Add repeatable Mac benchmarks and harden report generation (#191)
Run profile-defined routes from independent copies of one save and report frame-time, presentation and GPU percentiles across repeated variants. Preserve the display-link behavior for targets at or below 60 fps.

Resolve relative paths before launching in the run folder, preserve the archive-disable sentinel, aggregate optional metrics from the runs that supplied them, and release the measurement lock when launch fails. Regression tests exercise an actual synthetic child host and leave the source save intact.

Validated with benchmark regressions, the CI-style Python test suite, and documentation checks. The three new benchmark regression cases reject the original PR code.

Co-authored-by: v0lumehi <aljic.zijad@gmail.com>
2026-10-26 12:09:07 +08:00