Read both shader pair tables, including the generated BAHS fallback, for padding, build order and shader cache dependencies. Include the optional profile table in the input stamp and the generated table in step reuse; regenerate a missing fallback before reusing the shader split. Add native Metal and cache/order regressions, update the shared chain, and document full validation on TotK and Odyssey. All 301 affected pairs compile for g13s and g16s, both full Mac shader/host builds pass, all 57,039 pair interfaces match, and TotK's 24,153-base archive succeeds. The separate Odyssey Max Unstruct ID compiler limit remains open. Fixes #283 Refs #276, #298 Co-authored-by: marco <6410852+marcolaux@users.noreply.github.com>
4 lines
344 B
C
4 lines
344 B
C
// Generated file (dm/gfx/tools/dmsh_chain.py --header): the B shader library translation chain version this source tree expects (default options), one for every game;
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// the host loads only <library dir>/b-<V>/. Run dmsh_chain.py --header after changing the chain's tools and commit this file with the change
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#define DMSH_CHAIN "7776d7a9719d"
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