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[HUMANMADE] texture_cache: keep the Switch 1 GOB order when requested - #865
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LukeWarnut wants to merge 11 commits into
Open
LukeWarnut wants to merge 11 commits into
LukeWarnut wants to merge 11 commits into
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…kw-pipeline-cache-dir video_core: Fix shader cache folder creation for MKW
…d-vk-hardening vulkan: skip pipelines the driver refuses, harden texture cache and query copies
…he and query copies"
…evert-720-upstream/amd-vk-hardening Revert "vulkan: skip pipelines the driver refuses, harden texture cache and query copies"
…evert-812-video_core/mkw-pipeline-cache-dir Revert "video_core: Fix shader cache folder creation for MKW"
…abel it with its branch Scheduled runs use the default branch's workflow files, so the daily build of nx2-experimental was built with nx2's build-linux.yml. daily.yml now dispatches ci.yml on the daily branch instead, so it builds with that branch's own files. Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
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hi could you rebase onto |
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Summary
The Switch 2 versions of Super Mario Odyssey and ARMS have their textures stored pre-tiled in the Switch 1 GOB layout. Their texture headers set word 2 bit 24 (
load_store_hintinTICEntry), while native titles such as OoT leave it clear. The rest of the header matches. This bit is used as an indication to use the Switch 1 layout.Type of change
Testing
Games tested:
ARMS (Switch 2) (5.5.1)
Super Mario Odyssey (Switch 2) (1.4.1)
Checklist
Screenshots / logs
Summary by CodeRabbit