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f6bd56f5cc42b8d6e91cb6f69fbd3ace6796fc1d
nxnative-easy
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docs
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v0lumehi
f6bd56f5cc
The pipeline prebuild runs in the prepare step: with a window (and on the iPhone) the bases of every shader pair are made right after the prewarm, before the game's first frame, behind the progress screen ("Preparing pipelines"), once per chain version, depth mode and pair list (prebuilt.tsv). Built in the background while playing, they took an iPhone 17 Pro Max's GPU from about 13 to 15-18 ms a frame in Breath of the Wild (the compiler's load on the shared power budget: 43-95 dropped frames per 300 against 0-25 without it); without a prepare step the background prebuild stays. Tests: t_nvn 128, t_pso_archive 57, t_pull 346, iOS compile check
2026-10-26 01:43:20 +01:00
..
agents
Fix service-event and vsync worker lifetimes (
#202
)
2026-10-26 08:35:19 +08:00
images
Port NieR Automata with 60 fps and geometry fixes
2026-10-26 07:13:22 +08:00
reference
Pulling vertex shader variants in the translation chain (<key>_bp, dmsh_pull.py with its decoder dmsh_pull.metal)
2026-10-26 01:43:14 +01:00
development.md
The pipeline prebuild runs in the prepare step: with a window (and on the iPhone) the bases of every shader pair are made right after the prewarm, before the game's first frame, behind the progress screen ("Preparing pipelines"), once per chain version, depth mode and pair list (prebuilt.tsv). Built in the background while playing, they took an iPhone 17 Pro Max's GPU from about 13 to 15-18 ms a frame in Breath of the Wild (the compiler's load on the shared power budget: 43-95 dropped frames per 300 against 0-25 without it); without a prepare step the background prebuild stays. Tests: t_nvn 128, t_pso_archive 57, t_pull 346, iOS compile check
2026-10-26 01:43:20 +01:00
geometry-metal-research.md
Add compute-backed geometry shader replay
2026-10-23 16:29:24 +08:00
image-atomic-binding-contract.md
Guard Metal image atomics and reject unsupported bindings
2026-10-25 23:37:28 +08:00