- Shaders: 257 GLSLC outputs in its technique files (resources_nx/.../shader/*.tec); shader_split.py reads GLSLC outputs in any loose file no other reader takes (no other profile's tables change) - Boot hang in 4 of 6 runs: two job-pool workers share one auto-clear event and a wake reached the wrong one; a cut on this build makes the woken worker pass the wake on (patch_nso.py) - UI textures written by the CPU into uncached pools: tex_flush_upload + tex_dirty_upload - Translucent UI yellow: an image the shader reads as uint / int gets a view of that class (img_fit; the texture is upgraded to format views before the next pass) - Dialog boxes with holes: a game barrier with ORDER_FRAGMENTS ends a draw pass that has shader writes (Metal orders nothing between draws of one pass); reflection marks written images rw - New NVN entry points: CommandBufferBindTextures, SamplerPoolRegisterSamplerBuilder, TextureWriteTexelsStrided, device item 0x67; a clear mask covering all of a format's channels is whole - NSP script: the title ID comes from the ticket first (this base NSP's file name is tagged ...0001); thread dumps print each condition waiter's arrival order
110 B
110 B
| 1 | # kind: evidence control-section key conflict rulings: empty | ||||
|---|---|---|---|---|---|
| 2 | dm_ctl_sha16 | chosen_pc | class | candidates | records |