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fix(vk): build every predicted pipeline before the game (the prediction found nothing on fresh builds; no 90 s budget; one progress bar) - #2032
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A first start's prediction found none of the programs its notes name: program_cache_load and program_cache_load_some take a key's records out of disk_records as they read the program in, the state list's programs are read in by the preparation just before the prediction, and program_cache_each listed disk_records alone. Every new build logged "predicted 0 pipelines from 1261 notes for 0 program variants", so the predicted pipelines were all built in play. The records taken out are kept (disk_taken) and program_cache_each lists both. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
…ogress bar The predicted pipelines stopped at a 90 s budget (RX_VK_PREDICT_S) and the rest were built in play, where each one stalls its first draw. They are now all built before the game: no budget by default (RX_VK_PREDICT_S=<s> still sets one), on every CPU at normal priority, and stopped by closing the window like the rest of the preparation. The start-up screen and the builder's --prepare-shaders bar now cover the programs, the predicted pipelines and the noted ones as one bar whose total has all three from the start (PrepareBar, guessed from the files on disk until each part counts itself), so it no longer sits full while thousands of pipelines are still built. The log says how long deciding the predictions took apart from building them. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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🤖 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 -> 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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…on or ends, and says why (NotRexed#2107) Builds on Radeon and GeForce RTX 40 cards stopped for good while preparing shaders, the Builder's details showing "vertex format NVN 0xe -> vk 17". The driver had faulted inside a pipeline compile; the fault guard caught it and left the driver holding a lock of its own, so every other worker waited on it for ever. - predict_run (new at build time since NotRexed#2032) builds its first pipeline alone, as precompile_run does for NVIDIA's fault at many first pipelines at once, and goes on without the pipelines the driver never finishes once nothing has finished for 30 s (RX_VK_PREDICT_STALL_S). Its count moves per pipeline. - The --prepare-shaders run has a watchdog for every part: after 30 s with no other line it logs what it is working on, or what it is waiting on (the GPU driver, or the disk) and since when, and any driver fault it caught. When nothing has moved for 5 minutes (RX_VK_PREPARE_STALL_S) it logs why, leaves hookshot_prepare_skipped so the game's starts don't stop in the same place, and ends with exit status 4 (TerminateProcess, not exit(), which would unload the stuck driver). The pipeline cache's save is reported, never stopped. - make_game.py says "the GPU driver stopped responding" for exit status 4. - tests/test_prepare_stall.py compiles predict_run and the watchdog from the source with a stand-in driver: a stuck pipeline, a slow one, a fault, the save. Assisted-by: Claude Opus 5.5 Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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…on or ends, and says why (NotRexed#2107) Builds on Radeon and GeForce RTX 40 cards stopped for good while preparing shaders, the Builder's details showing "vertex format NVN 0xe -> vk 17". The driver had faulted inside a pipeline compile; the fault guard caught it and left the driver holding a lock of its own, so every other worker waited on it for ever. - predict_run (new at build time since NotRexed#2032) builds its first pipeline alone, as precompile_run does for NVIDIA's fault at many first pipelines at once, and goes on without the pipelines the driver never finishes once nothing has finished for 30 s (RX_VK_PREDICT_STALL_S). Its count moves per pipeline. - The --prepare-shaders run has a watchdog for every part: after 30 s with no other line it logs what it is working on, or what it is waiting on (the GPU driver, or the disk) and since when, and any driver fault it caught. When nothing has moved for 5 minutes (RX_VK_PREPARE_STALL_S) it logs why, leaves hookshot_prepare_skipped so the game's starts don't stop in the same place, and ends with exit status 4 (TerminateProcess, not exit(), which would unload the stuck driver). The pipeline cache's save is reported, never stopped. - make_game.py says "the GPU driver stopped responding" for exit status 4. - tests/test_prepare_stall.py compiles predict_run and the watchdog from the source with a stand-in driver: a stuck pipeline, a slow one, a fault, the save. Assisted-by: Claude Opus 5.5 Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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…on or ends, and says why (#2107) (#2195) Since v2.1.0, some builds stop for good while preparing shaders (#2107). #2186 made the slow-but-working case visible: the pipeline steps now log their progress every 10 s. A run where the GPU driver itself stops answering still waits forever, though. This makes that run go on, or end with a reason, so the game's first start doesn't hang in the same place. This replaces #2123. It's the same work, rebased onto #2186, with hckrman101's review there addressed, and with the status lines #2186 now covers taken out. ### What happens One player's log (an RX 580) shows a likely cause: ``` vk: the driver faulted compiling a graphics pipeline (exception 0xc0000005): that one is left out vk: graphics pipeline for 6ee656c480d6beea recovered with optimization disabled ``` - `guarded_graphics` catches the driver's crash by jumping out of the compile, and that leaves the compile unfinished inside the driver. #1823's process dump of issue 996 shows what follows on AMD: later builds of that program wait inside the driver forever. - The step it stops in is `predict_run`, which runs at build time since #2032. Unlike `precompile_run`, it had no stall guard. - It also started all its workers' first pipelines at once. `precompile_run` already avoids that, because of a known NVIDIA fault (621.14, RTX 4070 Ti Super). - Most reports in #2107 were slow rather than stuck, which #2186 now shows. This PR changes nothing for those (no fault, still moving) beyond the lines below. ### Changes **`predict_run`** (`gpu/vk/vk_draw.cpp`) - Builds its first pipeline alone, as `precompile_run` does. - If no pipeline finishes for 30 s (`RX_VK_PREDICT_STALL_S`, 0 waits for all), it goes on and leaves the stuck workers in the driver. Their state lives on the heap, as in `precompile_run`. This happens: - **anywhere in the run**, only after a driver fault was caught in it (`driver_faults()`); - **otherwise only once every program has been handed out**, as `precompile_run`'s guard does. So only the last stragglers are given up, never the bulk. A slow driver that still works keeps its pipelines, at the game's own start too. A real hang before then is the watchdog's to end. - An abandoned worker builds no more of its program's list. - The count moves per pipeline, not per program, so a slow program doesn't look stuck. #2186's progress line reads the same count. - `predict_run` and `precompile_run` record when they leave workers in the driver (`prepare_left_workers()`). **A watchdog for the whole `--prepare-shaders` run** (`gpu/vk/vk_main.cpp`), covering every part on every GPU: - **What it's waiting on.** Every 30 s that nothing has moved, it logs the part, its count, and what it's waiting on: "the GPU driver or the disk", "the GPU driver, which faulted (above)", or "the GPU driver, which still has pipelines it did not finish". It logs this even while #2186's 10-second lines keep the log busy, because those repeat the same count during a hang. A driver fault it caught gets a line of its own as soon as it happens. - **The shader programs' count.** That step logs no count of its own, so the watchdog writes one after 30 s of a quiet log. It writes nothing of its own while the pipeline steps are moving, since #2186's lines cover them. - **Stops when nothing moves for 5 minutes** (`RX_VK_PREPARE_STALL_S`, 0 never stops). It then: - logs `STOPPED: ... the GPU driver stopped responding` - leaves `hookshot_prepare_skipped`, so the game's own starts don't hang in the same place (what wasn't prepared is built when first drawn) - ends with exit status 4 through `TerminateProcess`, not `exit()`, which would unload a driver that can still hold workers The 5-minute limit is long on purpose: reading the caches and deciding the predictions report no count for a while on a slow disk or CPU. - **The pipeline cache's save, the last step:** - **If workers were left in the driver, or a fault was caught:** the save is stopped the same way, since `vkGetPipelineCacheData` can wait on them. A run that gets through it ends at once with `TerminateProcess` (after `@@done shaders`). - **Otherwise:** the save is only reported, and its lines stop after 300 s, so make_game's `PREPARE_SILENCE` (15 minutes with no line) still ends a save that never finishes. - The part, its count and the time are read under one lock. **Elsewhere** - `make_game.py` maps exit status 4 to "Left to the game's first start: the GPU driver stopped responding". Before, players waited out `PREPARE_SILENCE`. #2155 then cleans up the leftover process, if any, before an update. - `driver_faults()`: the fault guards count what they catch. These are the same four guard blocks #1823 changes, so whichever lands second needs a mechanical rebase. After #1823, the count would follow its `kDriverFault` path. ### Tested - `tests/test_prepare_stall.py` (new) compiles `predict_run` and the watchdog from the source with a stand-in driver. All 14 cases pass: - **`predict_run`:** - every pipeline built, with the first one alone - the last pipelines never finish: the run goes on - a slow driver that still finishes pipelines, with each program longer than the limit: no stop - a fault, then nothing finishes early in the run: the run goes on - the same with no fault: waited for - **The watchdog:** - stuck, after a fault, and while the shader programs move - stuck and moving while other lines come every 200 ms, as #2186's do: it still says what it's waiting on and stops, and says nothing of its own while things move - a long clean save: reported, then silent, never stopped - a save with workers left in the driver: stopped - a run ending through `prepare_end` - in each case, the lines it logs, the exit status and the skip file - **`make_game.py`:** its message for exit status 4 - `vk_main.cpp` and `vk_draw.cpp` compile with the Windows toolchain's flags (llvm-mingw, `-fms-extensions`). - Updated fixtures for the new calls: `test_prepare_cache_save`, `test_precompile_compute_guard`, `test_linux_driver_fault_guard`. - `python -I -B tests/run_all.py` on Windows: 341 passed, 3 failed. `test_recorder_sync`, `test_fpx_sticky` and `test_precompile_compute_guard` fail the same way on an untouched copy of main on this PC (the last needs MSVC's libraries). The Linux-only checks, `test_linux_driver_fault_guard` among them, are left to CI. - **Not tested:** a real hang on one of the affected cards. I couldn't reproduce it here (RTX 5080). 🤖 Generated with [Claude Code](https://claude.com/claude-code) --------- Co-authored-by: breakthetargets <81792782+breakthetargets@users.noreply.github.com> Co-authored-by: Claude Opus 5.5 <noreply@anthropic.com>
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The pipelines the prediction makes are meant to be built before the game. On a fresh build, though, none were predicted at all. Where they were, a 90 s budget left most of them to be compiled in play, each one a stall on its first draw. This PR builds every predicted pipeline in the preparation, on a progress bar that counts them from the start.
What changes
program_cache_loadandprogram_cache_load_sometake a key's records out ofdisk_recordswhen they read a program in.state_list_prepare) just beforepredict_run.program_cache_eachlisteddisk_recordsalone, so no note found its program. Every new build loggedpredicted 0 pipelines from 1261 notes for 0 program variants.disk_taken, andprogram_cache_eachlists both.state_list_prepare(for example, a start after a driver update) predicted fine, which is why this went unnoticed.RX_VK_PREDICT_Sno longer defaults to 90 s; setting it still sets a budget.precompile_runalready does; nothing else runs before the game. They used half the CPUs below normal priority. (fix(vk): bound precompile thread concurrency via half_cpus (#1593) #1610's job limit would apply here the same way.)prepare_stopped(). What the driver has built is kept.--prepare-shadersbar now cover the programs, the predicted pipelines and the noted pipelines together (PrepareBar). The total holds all three from the start.prepare_guess: the seed's program count, the notes and the lists).Numbers
Setup: RTX 3090, Ryzen 9 7900X (24 threads), Linux, OoT 1.1.1, an empty NVIDIA shader cache, and the shipped 1,261-pipeline list.
RX_VK_PREDICT_S=90Tests
tests/test_predict_sees_loaded.py(new): checks that both take-out sites keep what they take, and thatprogram_cache_eachlists those records too.tests/test_startup_progress.pycoversPrepareBar:predict_runhas no default budget, and does not use half the CPUs or lower its priority.tests/test_prepare_cache_save.pyandtests/test_program_cache_cleanup.py: stubs updated.Not tested: the Windows start-up screen and Windows builder bar (the logic is shared and tested here), and AMD or Intel GPUs.