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fix(vk): preserve CPU write watches during pool imports - #1434

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klimovich008:codex/preserve-import-write-watches
Nov 10, 2026
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NotRexed merged 1 commit into
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klimovich008:codex/preserve-import-write-watches

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What this fixes

CPU write diagnostics can miss a write immediately after a GPU memory pool is imported when a built-in watch mode is enabled. This hides the write being investigated until the watcher rearms.

Why merge

  • Uses the existing query walk for the four current watch switches, preserving watched pages.
  • Default imports keep the fast single commit and its existing failure fallback.
  • Chunk spans, GPU bindings, writeback and the host/renderer API stay unchanged. No new setting.

Change

  • gpu/vk/vk_memory.cpp: select the existing query walk when CPU write watching is requested.
  • tests/test_import_write_watch.py: check real Windows page protection and write exceptions on synthetic pages.
  • tests/run_all.py: register the check.

Tested

  • python -I -B tests/test_import_write_watch.py --cxx clang++ covers all four watch modes, ordinary commits and forced commit failure.
  • Fails on the old code, passes now. Each watch receives one real write fault; ordinary commits use zero queries; commit failure reaches the fallback.
  • Windows/RX 9070 XT PC: six CPU cases pass. Existing import-span/import-window tests and the full vk_memory.cpp syntax check pass.

Not covered

  • Native Windows VM checks only; the new test explicitly skips other platforms.
  • No full-game or GPU run of this patch.

Use the existing reservation query walk when one of the four built-in CPU
write-watch modes is requested. Keep the default single-call commit and its
failure fallback unchanged.

Test: real Windows pages and write exception handler; four watch modes,
normal commit and forced commit failure. Old code loses all four write
faults; the fix preserves them. Existing import tests and full C++ syntax
check pass.

Assisted-by: OpenAI Codex
Co-Authored-By: Codex <noreply@openai.com>
@NotRexed
NotRexed merged commit 74dcb75 into NotRexed:main Nov 10, 2026
10 checks passed
NotRexed pushed a commit that referenced this pull request Nov 11, 2026
🤖 I have created a release *beep* *boop*
---


##
[2.1.0-rc.1](v2.0.14...v2.1.0-rc.1)
(2026-11-11)


### Features

* Add a control to disable camera centering
([2dcf210](2dcf210))
* Add an option to disable automatic camera centering
([657da4f](657da4f))
* Audio tab in the Insert menu with Volume and Mute in background
([52ca067](52ca067))
* Audio tab in the Insert menu with Volume and Mute in background
([df2d84c](df2d84c))
* **builder:** let the player choose how much memory a build may take
([90055d0](90055d0))
* **builder:** the Linux builder looks like the Windows one
([8c1b5e9](8c1b5e9))
* **builder:** the Linux builder looks like the Windows one
([8f2e1a1](8f2e1a1))
* **builder:** use the saved build memory choice for updates
([86ff22c](86ff22c))
* **builder:** warn before building on a hard drive
([b526a84](b526a84))
* **builder:** warn before building on a hard drive
([c769305](c769305))
* **build:** Probe for system Vulkan packages, add proper requirements
([3b84291](3b84291))
* **build:** Probe for system Vulkan packages, add proper
requirements.txt
([155bfa2](155bfa2))
* **linux:** opt-in NVIDIA DLSS in Linux Builder and AppImage
([484cfd1](484cfd1))
* **linux:** opt-in NVIDIA DLSS in Linux Builder and AppImage
([66b86fb](66b86fb))
* **menu:** a DualShock 4 or DualSense touchpad click opens the menu as
F1
([8790b8f](8790b8f))
* **menu:** a Mesh shaders row (Automatic, Native, Compute)
([#1971](#1971))
([c8022e7](c8022e7))
* **menu:** a Text size row for dialogue, Navi and signs
([4d0645f](4d0645f))
* **menu:** a Text size row for dialogue, Navi and signs
([4bae30c](4bae30c))
* **menu:** add 5120x2880 (5K) to Output resolution
([ce175ac](ce175ac))
* **menu:** centre the menu in a 16:9 column on ultrawide
([70e2209](70e2209))
* **menu:** DLAA as DLSS's Native render resolution, and Render
resolution as a slider in real sizes
([#2000](#2000))
([e187859](e187859))
* **menu:** Esc can open the Insert menu (Menu shortcut "Insert, F1 or
Esc") ([#1998](#1998))
([d926317](d926317))
* **menu:** let players choose the keyboard shortcut
([#1609](#1609))
([191cfdc](191cfdc))
* **menu:** put the debug tools on the Debug tab
([e256616](e256616))
* **menu:** redesign the Debug tab, Inventory and Teleport pages
([c805d9b](c805d9b))
* **menu:** save Output resolution as a size, and take any size from the
config
([a78ee4d](a78ee4d))
* **menu:** the debug tools' Teleport row opens the map list
([a4c3a8d](a4c3a8d))
* RecompLauncher support (recomplauncher.json, make_game
--game/--prepare)
([ab5a1f6](ab5a1f6))
* **startup:** lower the start-up screen, smaller text, fade to black at
the end
([8649805](8649805))
* **startup:** lower the start-up screen, smaller text, fade to black at
the end
([fb60134](fb60134))
* **vk:** add AMD Anti-Lag 2 (VK_AMD_anti_lag)
([8ea4e7f](8ea4e7f))
* **vk:** add opt-in VRAM compaction and hold the driver's count below
its limit
([3932421](3932421))
* **vk:** AMD Anti-Lag 2 through VK_AMD_anti_lag
([b9e7559](b9e7559))
* **vk:** Anisotropic filtering option, 16x by default, and the
upscalers' texture LOD bias
([0af7629](0af7629))
* **vk:** Anisotropic filtering row, 16x by default
([d9b0ce2](d9b0ce2))
* **vk:** draw the menu, FPS counter and start-up screen with Dear ImGui
([509579b](509579b))
* **vk:** opt-in VRAM compaction (RX_VK_COMPACT=1): the textures' free
space goes back to the driver
([d218438](d218438))
* **vk:** trace effective presentation geometry on changes
([#1457](#1457))
([a350759](a350759))
* **vk:** upscalers' texture LOD bias below the game's 3/4 render
([3b9ffcd](3b9ffcd))
* **vk:** warm the stage libraries from the program cache into the
pipeline cache
([24ebac7](24ebac7))


### Bug Fixes

* a game folder whose deepest file passes 260 characters builds and
plays ([#1468](#1468))
([d231d17](d231d17))
* a game folder whose deepest file passes 260 characters builds and
plays ([#1468](#1468))
([45c7418](45c7418))
* Address camera centering review feedback
([103e2cd](103e2cd))
* **appimage:** copy sysroot library aliases by value for updates
([#1536](#1536))
([ed66422](ed66422))
* **audio:** keep 512-frame power-of-two default on SDL2 fallback
([#1550](#1550))
([fa85175](fa85175))
* **build:** a game built from extracted folders refuses links in them
([233e072](233e072))
* **builder:** --cli says make_game's own error, on stdout too
([a3859f1](a3859f1))
* **builder:** bound writes from compressed NUP members
([#1596](#1596))
([56e31e7](56e31e7))
* **builder:** constrain the Show details hit area
([d45e262](d45e262))
* **builder:** constrain the Show details hit area
([080bf91](080bf91)),
closes [#1842](#1842)
* **builder:** give the prepare shaders tick its own row
([1ace933](1ace933))
* **builder:** honor DLSS opt-in when updating a game
([#1643](#1643))
([c3aa9c0](c3aa9c0))
* **builder:** report bytes during NUP extraction
([#1671](#1671))
([c4a9085](c4a9085))
* **builder:** select the saved build memory in BeginUpdate
([d08aaed](d08aaed))
* **builder:** the Linux builder's details box is read-only
([b2ac2bf](b2ac2bf))
* **builder:** the Linux builder's details box is read-only
([d7cc1d4](d7cc1d4))
* **build:** escape the build folder in glob patterns (a work folder
with [ ] found no lifted code)
([#1722](#1722))
([caaee0b](caaee0b))
* **build:** invalidate DLSS objects when SDK headers change
([#1648](#1648))
([c716137](c716137))
* **build:** package scripts/ in the Linux AppImage, so NVIDIA DLSS can
be fetched
([b0aa6f6](b0aa6f6))
* **build:** package scripts/ in the Linux AppImage, so NVIDIA DLSS can
be fetched
([af9e98c](af9e98c))
* **build:** stop sampling memory for exited compiler roots
([#1562](#1562))
([4a7ae1b](4a7ae1b))
* **build:** the logo and fonts are made only where the Vulkan back end
is compiled (an AppImage build stopped at LibertinusSans-Regular.ttf)
([#1567](#1567))
([6add2f1](6add2f1))
* Discord status starts on Windows (it was only started in the Linux
build's main)
([#1539](#1539))
([7d1562d](7d1562d))
* **display:** address pointer sampling review feedback
([acf9dae](acf9dae))
* **display:** do not toggle fullscreen on F11 when modifier keys are
held ([#1309](#1309))
([#1608](#1608))
([635ba1a](635ba1a))
* **display:** integrate coherent game-menu pointer samples
([09685de](09685de))
* **display:** integrate main and declare pointer fixture requirements
([8a6f1e5](8a6f1e5))
* **display:** open the window on COSMIC's Wayland with SDL2
([#992](#992))
([e937168](e937168))
* **display:** publish coherent pointer and drawable samples
([fd93173](fd93173))
* **display:** publish coherent pointer and drawable samples
([ee53072](ee53072))
* **env:** hookshot_env.txt sets no test switch that names a file or
presses buttons
([74cee1e](74cee1e))
* **framegen:** 2x made by the renderer's own blend again; AMD FSR 3.1's
interpolation opt-in (RX_VK_FSR_FG=1)
([eb5b9a0](eb5b9a0))
* **framegen:** 2x uses the renderer's own blend again; FSR 3.1
interpolation opt-in
([#1635](#1635))
([3b76e95](3b76e95))
* hardening part 3, updates, shared files, guest buffers and texture
sizes
([d5feb7b](d5feb7b))
* **hid:** deduplicate gamepad polling when SDL controllers are active
([#1480](#1480),
[#1583](#1583))
([2b0f762](2b0f762))
* **hid:** deduplicate gamepad polling when SDL controllers are active
([#1480](#1480),
[#1583](#1583))
([731898a](731898a))
* **hos:** host copies, file reads and writes, and the NV12 reader stay
in guest memory
([6f8f243](6f8f243))
* **host:** room in the drivers' shader caches for the prepared
pipelines (Linux)
([#2033](#2033))
([c9ec3bb](c9ec3bb))
* **host:** the cache cores only where the L3s are shared alike and the
largest has 8 cores (review of
[#1638](#1638))
([428633a](428633a))
* **input:** a stick axis steers once it has been seen at rest (camera
spinning on its own,
[#1673](#1673),
[#1661](#1661))
([#1677](#1677))
([d8f0513](d8f0513))
* **linux:** safely rebase legacy sysroot links
([#1553](#1553))
([ca3a252](ca3a252))
* **loader:** add the addend to GLOB_DAT and JUMP_SLOT relocations
([1372edb](1372edb))
* **loader:** add the addend to GLOB_DAT and JUMP_SLOT relocations
([95a9a07](95a9a07))
* **make_game:** --prepare says errors and --check on stdout, and
refuses a missing --game
([2d27d08](2d27d08))
* **menu:** A and B confirm and go back on a controller, as in the game
([02b0903](02b0903))
* **menu:** a save keeps the options file's lines the menu does not
write ([#1493](#1493))
([a2e6505](a2e6505))
* **menu:** a size from the config shows as its size alone, no label
([bc9406c](bc9406c))
* **menu:** clarify frame-generation preset help
([#1554](#1554))
([77685a5](77685a5))
* **menu:** distinguish game and generated frame rates
([#1659](#1659))
([b2bb214](b2bb214))
* **menu:** F1 always opens the menu (Menu shortcut: Insert or F1, or F1
only) ([#1632](#1632))
([d448ccc](d448ccc))
* **menu:** Frame generation is the player's choice; Quality presets
leave it alone
([2ef499d](2ef499d))
* **menu:** hide rows for features this PC lacks, and keep mouse clicks
on the row meant
([51de681](51de681))
* **menu:** hide rows for features this PC lacks, and keep mouse clicks
on the row meant
([849b63e](849b63e))
* **menu:** keep the FPS counter off the banner on a window just wider
than 16:9 ([#1545](#1545))
([50d71bd](50d71bd))
* **menu:** keep the help box and rows above the prompt strip
([bd1616f](bd1616f))
* **menu:** Menu size is Medium on every input, and the version shrinks
to fit
([73feec0](73feec0))
* **menu:** Quality presets leave Frame generation alone, so it stays
off by default
([a72690c](a72690c))
* **menu:** run the upscalers' one-time probes during the start-up
screen, not at the menu's first open
([#1886](#1886))
([#1916](#1916))
([74075de](74075de))
* **menu:** the FPS counter looks as it did (green outlined text in the
corner, no plate)
([#1957](#1957))
([92907f7](92907f7))
* **menu:** the mouse wheel scrolls, it never changes a value
([#1557](#1557))
([be541fa](be541fa))
* **nup:** name the member and the drive when extraction runs out of
space ([#1595](#1595))
([218d8de](218d8de))
* **packaging:** include the prompt encoder's runtime dependency
([#1598](#1598))
([53a5fd5](53a5fd5))
* preserve UTF-8 and extraction guards in long-path support
([#1592](#1592))
([38a5794](38a5794))
* **render:** publish coherent shared temporal jitter samples
([a38a07d](a38a07d))
* **render:** publish coherent temporal jitter samples
([0291727](0291727))
* **render:** reset temporal history when reprojection is invalid
([0cf9936](0cf9936))
* **render:** reset temporal history when reprojection is invalid
([19b81b7](19b81b7))
* **rt:** mark an exclusive store's page after the store, not before
([7cb4028](7cb4028))
* **rt:** mark an exclusive store's page after the store, not before
([db6324f](db6324f))
* **scripts:** the profile readers name and count Linux samples
([#1746](#1746))
([6269088](6269088))
* **security:** a font's cmap offset, a microphone's name, and the
game's library loads stay in bounds
([9323390](9323390))
* **security:** verify Windows updater asset digests
([6d5f277](6d5f277))
* **security:** verify Windows updater asset digests
([50b6866](50b6866)),
closes [#1679](#1679)
* **setup:** explain how to restore missing Windows tar
([1c1995e](1c1995e))
* **setup:** explain recovery when Windows tar is missing
([fbaf722](fbaf722))
* **shaders:** a loop that leaves by predicated EXITs ends at its
closing self-branch (the last program that did not lower)
([a8e7ee5](a8e7ee5))
* **shaders:** a program ends at its closing self-branch after an
unconditional jump back
([7e1db37](7e1db37))
* **shaders:** an immediate's low byte is not a scratch register
([d0f3511](d0f3511))
* **shaders:** ISBERD.O, a task or mesh program reading back its output
region
([67c048e](67c048e))
* **shaders:** ISBERD.O, a task program reading back its payload (12
failing pipelines)
([0904155](0904155))
* **shaders:** LDG [URn+imm] with both ordering bits 77-78 lowers
([692a1c0](692a1c0))
* **shaders:** LDG/STG [URn+imm] with ordering bit 78 lower (2 compute
programs)
([5ec9668](5ec9668))
* **shaders:** lower TLD.MS (multisampled texel fetch) to Maxwell TLDS
2D.LZ.MS
([6860451](6860451))
* **shaders:** lower TLD.MS, a multisampled texture's texel, to Maxwell
TLDS 2D.LZ.MS
([20dd78b](20dd78b))
* **shaders:** R2UR's source is one register, not a pair
([597edcb](597edcb))
* **shaders:** R2UR's source is one register, not a pair (a vertex
program refused)
([9edb3a5](9edb3a5))
* **shaders:** STG [URn+imm] with ordering bit 78 lowers too
([923a334](923a334))
* **shaders:** two large compute programs lower (an immediate is not
R254) and get their local memory
([10cfd70](10cfd70))
* the display stays on while playing with a controller
([#1532](#1532))
([#1538](#1538))
([c38df20](c38df20))
* **update:** Linux downloads are GETs again; a part's links stay in the
install; the requested tag is installed
([df9a52e](df9a52e))
* **vi:** a cutscene's cues stay with its movie above a 60 cap
([a7cc747](a7cc747))
* **vi:** a cutscene's cues stay with its movie above a 60 cap
([#1742](#1742))
([6c596af](6c596af))
* **vi:** keep the game at real speed under a Frame rate cap above 60
([#1612](#1612))
([1a429f6](1a429f6))
* **vk:** a masked clear that backed off is tried again now and then
([#1787](#1787))
([fa04b6f](fa04b6f))
* **vk:** a masked clear whose pipeline the driver did not make is tried
again, not cached as null
([#1787](#1787))
([9d94f4c](9d94f4c))
* **vk:** a masked clear whose pipeline the driver did not make is tried
again, not cached as null
([#1787](#1787))
([f002c90](f002c90))
* **vk:** a shadow is made only where the textures' own lines are not
passed (review of
[#1637](#1637))
([ecb6e9a](ecb6e9a))
* **vk:** a switch for an engine that cannot run leaves a saved FSR 3.1
([#1773](#1773) review)
([a9ea73a](a9ea73a))
* **vk:** a texture's storage size is computed in 64 bits, and one past
the GPU's limits is not made
([81a6da5](81a6da5))
* **vk:** add VMA image allocation retry without WITHIN_BUDGET
([39d978b](39d978b))
* **vk:** add VMA image allocation retry without WITHIN_BUDGET
([560cc5a](560cc5a))
* **vk:** admit only successful samplers across cache layers
([52ac35c](52ac35c))
* **vk:** admit only successful samplers across cache layers
([3379314](3379314))
* **vk:** ask for task and mesh shader counts only where the driver
offers them
([ba86aee](ba86aee))
* **vk:** ask for task and mesh shader counts only where the driver
offers them
([a3d88ea](a3d88ea))
* **vk:** ask the pipeline cache for a compute pipeline before queueing
its build
([0db1e74](0db1e74))
* **vk:** avoid aligned uniform-word cache collisions
([1b25b22](1b25b22))
* **vk:** build every predicted pipeline before the game (the prediction
found nothing on fresh builds; no 90 s budget; one progress bar)
([#2032](#2032))
([ff85d7d](ff85d7d))
* **vk:** build the precompile's first graphics pipeline alone
([41b3438](41b3438))
* **vk:** capture jitter cache frame under its lock
([1f32a16](1f32a16))
* **vk:** check cached descriptor counts and the formats of noted
pipelines
([59f9284](59f9284))
* **vk:** coloured specks on fallback foliage (AMD): the generated
vertex stage's outputs start at (0,0,0,1)
([16631b6](16631b6))
* **vk:** commit bank cache generations after successful stream upload
([60ea984](60ea984))
* **vk:** compute programs get their local memory size (control section
+0x68)
([a083825](a083825))
* **vk:** dark lighting and glowing bloom on AMD: 64-lane graphics warps
and Lichii [#273](#273
fragment shuffle fallback
([030e605](030e605))
* **vk:** decode Deck gameplay upscale as RGB9E5
([903bc4a](903bc4a))
* **vk:** decode gameplay RGB9E5 upscale fallback
([6c936d4](6c936d4))
* **vk:** dense grass cut off and far trees flickering without mesh
shaders: fallback records from an allocator, 65535 slots
([7047756](7047756))
* **vk:** disable failed frame log sinks and unwind startup
([#1531](#1531))
([5fde3cf](5fde3cf))
* **vk:** establish capture copy visibility for host reads
([7ef03d4](7ef03d4))
* **vk:** expose the retirement helper across renderer units
([d5b7437](d5b7437))
* **vk:** flush custom UI texture staging before GPU use
([#1559](#1559))
([188baa6](188baa6))
* **vk:** invalidate capture readbacks before CPU reads
([0c6c047](0c6c047))
* **vk:** keep adjacent uniform words in separate cache slots
([7b81752](7b81752))
* **vk:** keep Windows prepare times in FILETIME ticks
([#1517](#1517))
([edeaa9d](edeaa9d))
* **vk:** let a draw run its own queued shader translation
([#1714](#1714))
([8bac8aa](8bac8aa))
* **vk:** log a driver fault caught by the Windows pipeline guards
([ac7d4a7](ac7d4a7))
* **vk:** make capture readbacks visible before CPU reads
([6e06af5](6e06af5))
* **vk:** make frame dump copies visible to host reads
([#1621](#1621))
([c1a4fde](c1a4fde))
* **vk:** mark a clear's targets in the parallel replay's dry pass (the
one-frame black scenes)
([adb7a5d](adb7a5d))
* **vk:** missing floor grass without mesh shaders: indirect task draws
ran no mesh workgroups
([ccf7f41](ccf7f41))
* **vk:** own native FSR constants for each recording
([2982420](2982420))
* **vk:** own native FSR constants for each recording
([895d673](895d673))
* **vk:** parallel replay: a clear's targets are marked in the dry pass
(the one-frame black scenes)
([168e4d1](168e4d1))
* **vk:** present ahead's vk_replay.cpp half, lost in
[#1720](#1720 merge
([be8b512](be8b512))
* **vk:** present ahead's vk_replay.cpp half, lost in
[#1720](#1720 merge (main
doesn't link)
([1392ea3](1392ea3))
* **vk:** preserve brightness in flash sampling across capture sizes
([#1537](#1537))
([6f5ecab](6f5ecab))
* **vk:** preserve contiguous words in the mixed uniform cache
([70ffaf2](70ffaf2))
* **vk:** preserve CPU write watches during pool imports
([#1434](#1434))
([74dcb75](74dcb75))
* **vk:** prevent aligned uniform words from thrashing the cache
([78e1112](78e1112))
* **vk:** publish complete PNG captures and report failures
([#1604](#1604))
([ba40a1a](ba40a1a))
* **vk:** publish complete screenshot resource sets
([#1472](#1472))
([ff69134](ff69134))
* **vk:** publish recording stream writes before GPU submission
([d71739d](d71739d))
* **vk:** publish recording stream writes before GPU submission
([0e843bd](0e843bd))
* **vk:** publish texture staging slices before GPU reads
([#1672](#1672))
([a6e2e14](a6e2e14))
* **vk:** Read texture handles from stage constant banks
([31933e4](31933e4))
* **vk:** Read texture handles from stage constant banks
([4654870](4654870))
* **vk:** recover recording stream and descriptor allocation failures
([fad4d16](fad4d16))
* **vk:** recover recording stream and descriptor allocation failures
([6e93f80](6e93f80))
* **vk:** reject failed descriptor-pool creation results
([6a51fc2](6a51fc2))
* **vk:** reject failed samplers before descriptor publication
([2914a73](2914a73))
* **vk:** reject missing RGB9E5 fallback views
([6f5f769](6f5f769))
* **vk:** reject unbound imported buffers and roll back ownership
([325583b](325583b))
* **vk:** reject unbound imported buffers and roll back ownership
([af8f012](af8f012))
* **vk:** replace menu upload buffers only after successful growth
([#1453](#1453))
([60b0c9b](60b0c9b))
* **vk:** report device loss throughout native presentation
([5997b2d](5997b2d))
* **vk:** report device loss throughout native presentation
([8e1abe3](8e1abe3))
* **vk:** reset swap_spare with the swapchain; leave a skipped present
out of the counts
([08f3fe4](08f3fe4))
* **vk:** retire native FSR images after GPU completion
([8fc2587](8fc2587))
* **vk:** retire native FSR images after GPU completion
([4aaf336](4aaf336))
* **vk:** retry transient texture image view failures
([8686552](8686552))
* **vk:** retry transient texture image view failures
([394b797](394b797))
* **vk:** RX_VK_FSR4 and RX_VK_DLSS go over a saved FSR 3.1
([#1008](#1008) follow-up)
([4cde5c6](4cde5c6))
* **vk:** RX_VK_FSR4 and RX_VK_DLSS go over a saved FSR 3.1
([#1008](#1008) review)
([6229c02](6229c02))
* **vk:** RX_VK_VRAM_MB and the integrated-GPU cap win over a preset's
texture budget
([#1376](#1376))
([e27740a](e27740a))
* **vk:** share validated source crops across presentation paths
([187e70b](187e70b))
* **vk:** share validated source crops across presentation paths
([d4c0429](d4c0429))
* **vk:** shared_pipeline_cache outside the unnamed namespace
(vk_fsr3.cpp could not link to it)
([9d44621](9d44621))
* **vk:** slow resume and black HUD hearts on 4 GB cards: the texture
squeeze waits while VMA's blocks have room
([189287f](189287f))
* **vk:** snapshot pending shots before reusing their readback slot
([#1519](#1519))
([aaf6ac1](aaf6ac1))
* **vk:** submit a 2x set's copies together so its presents keep their
times
([64cfe26](64cfe26))
* **vk:** submit a 2x set's copies together so its presents keep their
times
([79e42ac](79e42ac))
* **vk:** the upscale stand-in and the texture clear call
texture_written as before
([73c6dd3](73c6dd3))
* **vk:** tie texel buffer views to their imported backing
([692e87d](692e87d))
* **vk:** tie texel buffer views to their imported backing
([a23587f](a23587f))
* **vk:** Timestamp frame captures with the host clock
([3563479](3563479))
* **vk:** Use host timestamps in frame captures
([b2ed731](b2ed731))
* **vk:** validate capture dimensions before allocating readbacks
([#1551](#1551))
([17e8cd8](17e8cd8))
* **vk:** validate HDR crops through the shared source rectangle
([f20afae](f20afae))
* **vulkan:** avoid the AMD cloth pipeline optimizer hang
([bebe51e](bebe51e))
* **vulkan:** finish the RX 6700 XT merge resolution
([5ffdaeb](5ffdaeb))
* **vulkan:** refresh direct-write tracking on current main
([a4c8f85](a4c8f85))
* **vulkan:** stop distant trees flickering in the mesh fallback
([7fc0a61](7fc0a61))
* **vulkan:** track writes from direct buffer bindings
([be1aabc](be1aabc))
* write-back stale-shadow edgecase
([c5aa906](c5aa906))


### Performance Improvements

* **host:** keep the game's threads on the 3D V-Cache cores of two-CCD
X3D CPUs
([1360a44](1360a44))
* **host:** on X3D CPUs with two CCDs the game's threads stay on the
cores that share the 3D V-Cache
([b3c0982](b3c0982))
* **host:** write the log in batches, a few writes a second instead of
one per line
([c7e41fd](c7e41fd))
* **host:** write the log in batches, a few writes a second instead of
one per line
([7f12643](7f12643))
* **vk:** a captured page's words read from the capture, not a 4 KB copy
kept a thread
([0b951ec](0b951ec))
* **vk:** copy captured pages with non-temporal stores
([d8ce191](d8ce191))
* **vk:** copy captured pages with non-temporal stores
([146fe38](146fe38))
* **vk:** Descriptor reuse on by default (options_version 4)
([f758d9f](f758d9f))
* **vk:** Descriptor reuse on by default (options_version 4)
([f214c0c](f214c0c))
* **vk:** DLSS keeps its feature through loading screens while it is the
Upscaler (a 44-78 ms stutter at each area entry)
([#1520](#1520))
([549a43b](549a43b))
* **vk:** flush only each FSR uniform slice
([c7c88fa](c7c88fa))
* **vk:** FSR 3.1's passes go through the pipeline cache kept across
runs
([e805e02](e805e02))
* **vk:** FSR 3.1's passes go through the pipeline cache kept across
runs (a 1.7 s longer first frame of play)
([b27d9b6](b27d9b6))
* **vk:** FSR 3.1's pipelines through the play caches too
(shared_compute_pipeline)
([46efc77](46efc77))
* **vk:** in play an ask without compiling goes through the play caches
too ([#1765](#1765
dispatch, the stage libraries)
([6593de7](6593de7))
* **vk:** keep 32 submitted pages a thread, not one
([338837d](338837d))
* **vk:** keep four pages for the replay's reads as submitted, not one
([3bae557](3bae557))
* **vk:** keep four pages for the replay's reads as submitted, not one
(Kokiri village view 50 -&gt; 57 fps)
([72133cb](72133cb))
* **vk:** keep the write-back shadows while VRAM is full of free space
inside VMA's blocks
([6a4f3ea](6a4f3ea))
* **vk:** less copying of captured memory on the game and replay threads
([e63d30d](e63d30d))
* **vk:** RX_VK_SUBMITTED_PAGES=1 keeps one submitted page, as before
[#1762](#1762); tests follow
[#1762](#1762) and
[#1619](#1619)
([cfefd0e](cfefd0e))
* **vk:** skip write-backs of large GPU-written bindings
([2ea6386](2ea6386))
* **vk:** skip write-backs of large GPU-written bindings
([30911ca](30911ca))
* **vk:** the capture's copies split by one function; a caller runs its
own parts no helper has taken
([c747a2c](c747a2c))
* **vk:** the capture's streaming-store copy is opt-in
(RX_VK_CAPTURE_NT=1): more stutters, no lower capture time here
([#1841](#1841))
([f4e6fdd](f4e6fdd))
* **vk:** the texture shadow's pages kept in place and copied by the
capture helpers
([a4ccf07](a4ccf07))
* **vk:** the write-back shadows stay while VRAM is full of free space
inside VMA's blocks
([23738b6](23738b6))
* **vk:** what play makes goes into a pipeline cache of its own, one
file per save (no 0.5-1.2 GB rewrite in play)
([74c15be](74c15be))
* **vk:** what play makes goes into a pipeline cache of its own, one per
save, not the whole cache again
([1b0ea22](1b0ea22))
* **vk:** write the pipeline cache only when its data changed (no 1.1 GB
rewrite at every start)
([bd5086a](bd5086a))
* **vk:** write the pipeline cache only when its data changed since it
was read or last written
([5a3fd42](5a3fd42))
* **vk:** write the pipeline cache only when its data changed since it
was read or last written
([9f4fb8e](9f4fb8e))

---
This PR was generated with [Release
Please](https://github.com/googleapis/release-please). See
[documentation](https://github.com/googleapis/release-please#release-please).

Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
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