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games/0400486024DEC000: update Ocarina of Time pso_manifest.tsv, shader_seen.tsv and notes - #1732
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A partial build on a wider route misses 2,614 keys, and this list covers all of themIndependent playtest data, in case it helps judge whether 25,261 is enough. Setup. Mac app built with Method. Two ordinary play sessions, about 11 and 29 minutes of play before a GPU address fault stopped the picture (the host kept presenting afterwards: issue 1326). I scanned both host logs for the lines the missing library produces: Result. 2,358 keys in the first log, 1,391 in the second, 2,614 unique keys together. Every one of them is a key of the v131072
Coverage against the two lists.
What the gap is made of. Not places, effect and enemy tables:
Why I think this supports the PR. The 7,278 list is the main route. A player who fights at night, crosses the lake in fog or walks the Zora waterfalls leaves it almost at once, and the picture loses those draws until someone rebuilds. This PR's list does not depend on a route at all: it is the keys One observation I can only report, not explain: of the 259 missing compute keys, A doc nit: the game note still reads I am not asking for changes to the list; I wanted to hand over a route that reaches past it, since 25,261 is a big number and this says where it stops being one. |
…er_seen.tsv and notes Expand dm/games/0400486024DEC000/pso_manifest.tsv (40,154 rows), update dm/games/0400486024DEC000/shader_seen.tsv (25,261 keys, including the playthrough's shader keys and all 520 mesh/task shaders with their pixel partners for --seen-shaders builds), and document the renderer findings verified across the playthrough through the Forest Temple in dm/games/0400486024DEC000/README.md.
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Thank you @ZhaowTao for the independent verification against your 2,614 missing shader keys! That is a great confirmation that deriving We also updated line 26 of |
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Base M1 data on the shader key list (MacBook Pro M1, 16 GB, macOS 26.6.2; OoT v131072; local branch, chain 90e8d82142f4). Measured: our shader map has 42,848 keys; the app library we built from a seen-list had 18,563 of them. One 25-minute session logged 592 |
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A data point on how far the list can go, from a base M1 (MacBook Pro, 16 GB, macOS 26.6.2), measured against this PR's head (
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… rows, joined with this fork's) and shader_seen.tsv (25,261 keys)
…the list keeps seedds#1663's rows it lacks, its native mesh (M) rows among them
# Conflicts: # dm/games/0400486024DEC000/pso_manifest.tsv
…fter the first frame, in the background, instead of in the prepare step (issue seedds#1747) The prepare step built every line of the prewarm lists before the game's first frame. A seed list recorded over a whole playthrough holds pipelines for scenes hours away: Ocarina of Time's 40,155-line list (PR seedds#1732) compiled 10,737 bases in 170 s on an M4 Pro before the title, against 880 bases in 48 s for main's 9,625 lines (title and Kokiri Forest). - nvn_mtl.m warm_parse: a list's #@after_first_frame line (WARM_LATER_MARK, matched without trailing blanks or CR) puts its later lines behind every list's lines before such a line, so this device's pso_user.tsv stays in the step. A line the first part already has stays there; a pair's later render rows join its task (warm_lines counts them) - warm_start: the first part is prepared and the prebuild makes the pulling bases, then warm_later builds the rest on half the performance cores at utility QoS (as pso_prebuild_bg), with warm_finish at its end. Draws whose pipeline is not built yet use their pair's pulling pipeline (hybrid). A pair that only the later lines name and no pair table lists has no pulling base and is built when first drawn - Not split (everything in the step, as before): without hybrid draws, and on a start that compacts the pipeline archive (a compaction recaptures every base the prewarm finds before it removes the old files; such starts find them all in the archive) - A list without the line prepares as before; the background prewarm (no prepare step) ignores it. No list on main has the line yet: it belongs after main's 9,625 rows in PR seedds#1732's list - t_warm_later: the two parts (order, the user list, a pair's later row, two marks, CRLF, stale keys) - docs: development.md (the prepare step), reference "A first start prepares a whole playthrough's pipelines before the title"
…_manifest.tsv, shader_seen.tsv and notes Upstream pull requests applied in this commit (their authors' work, brought onto this tree with a three-way merge; the description is in each PR): - seedds#1732 by ksolenk38ze (open): games/0400486024DEC000: update Ocarina of Time pso_manifest.tsv, shader_seen.tsv and notes
…r pipelines, 4 shaders, 3 compute) not in seedds#1732 Upstream pull requests applied in this commit (their authors' work, brought onto this tree with a three-way merge; the description is in each PR): - seedds#1732 by ksolenk38ze (open): games/0400486024DEC000: update Ocarina of Time pso_manifest.tsv, shader_seen.tsv and notes
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This PR conflicts with main in
The game ran with that list for several days on an M4 Max: no pipeline stalls I could see, in areas that stuttered before. |
What and why
Updates the The Legend of Zelda: Ocarina of Time (
0400486024DEC000) prewarm pipeline manifest (pso_manifest.tsv, 40,154 entries regenerated on currentmaincovering Kokiri Forest, the Great Deku Tree, Hyrule Field, Kakariko Village, Dodongo's Cavern, Zora's Domain, Jabu-Jabu's Belly, and the Forest Temple through Phantom Ganon), expandsshader_seen.tsv(7,278->25,261shader keys, covering all keys referenced bypso_manifest.tsvplus all 520 mesh/task shaders and their 1,000 paired pixel shaders fromshader_pairs.tsvso--seen-shaderspartial Mac builds cover the same route and mesh pairs), and updates the game notes (README.md).Related
0400486024DEC000pipeline prewarm coverage,--seen-shaderskey list, and game notes).Checked
python3 dm/tools/docs_symptoms.py,python3 -m unittest dm/tools/tests/test_game_profile.py dm/tools/tests/test_docs.py(18/18 OK)0400486024DEC000, v131072, SDK 22.2.8), verified prewarm archive generation and 60 fps gameplay on Mac.Docs
docs/reference/<subsystem>.mdentry, andpython3 dm/tools/docs_symptoms.pywas run (the symptom index)