13 Commits
Author SHA1 Message Date
ShiroKlein 86d9a0fe9b upload-to-console.sh: old full packages removed too
The clean-up pattern missed SSBU-vXX.YY-full.pkg, so a 24 GB package stayed in /data/pkg.
2026-10-23 09:56:55 +03:00
ShiroKlein 53b6a34ea4 v00.25: saves kept when the game's data is in the package
The runtime's save path (dump/modules/../../save) failed on consoles without /data/SSBU/dump/modules, so nothing was saved (patches/windowsmash-ps4.patch). build-ssbu.sh: the package name's -full test no longer stops a build without the data under set -e.
2026-10-23 09:16:12 +03:00
ShiroKlein d8181655c5 v00.24: one package with the game's data, DXVK pipelines off the CS thread
build-ssbu.sh SSBU_WITH_DATA=1 stages dump/ (romfs.cfg naming /app0/data), the NROs as built and the shader packs into the package (SSBU-vXX.YY-full.pkg, ~24 GB); ssbu_port.cpp copies the DXVK and Mesa packs out to their cache folders once.
2026-10-22 09:03:46 +03:00
ShiroKlein 222d9ace5c v00.18: FRSQRTE estimate from a table (the architecture's loop took half of a match's main thread), inline fmaf common case without FMA, DXVK shader cache read through a file window at a pinned cache version, console-compiled shaders logged and kept in shadercache-new 2026-10-21 23:31:48 +03:00
ShiroKlein 73d34e1e5c v00.16: the shader pack - every shader of the game compiled on the PC by a copy of the console's RADV, read on the console instead of compiled
v00.15's match: 940 ms of compiling a shader, up to 370 waiting, their draws skipped (the stage
half drawn, the sky black then white), three cores busy compiling (frame times 15-100 ms).

- scripts/build-mesa-host.sh: RADV for the PC with the console's identity (Mesa's
  ac_ps4_info.h, AC_PS4_HOST_IDENTITY: the GPU the queries describe, DRM 3.61, address32_hi
  0x44, conditional rendering off), same build id and btver2 target (no FMA): the same cache
  folder and pipeline keys as the console's (checked against the console's cache)
- scripts/build-dxvk-host.sh: DXVK for the PC as the PS4 build is (native_ps4)
- tools/shaderpack + scripts/build-shaderpack.sh: the game's 45,653 DXBC shaders made through
  them (8.5 min on 20 threads): RADV's cache (ssbu_pack.foz, 331 MB) and DXVK's IR cache
- scripts/pack-shadercache.py: the DXBC cache folder as one file (dump/shadercache.pak), read
  by the runtime instead of 45,000 files (the renderer waited in stat 30% of its time)
- the port reads ssbu_pack as a read-only Mesa cache (MESA_DISK_CACHE_READ_ONLY_FOZ_DBS)
- the PS4 DXVK rebuilt from the committed tree: its cache version matches the PC's
2026-10-21 19:38:57 +03:00
ShiroKlein 289602d8dd v00.14: RADV's shader cache on (own Mesa build, scripts/build-mesa.sh + patches/mesa-ssbu.patch), threads on the 7th core, the driver's time a shader logged, profiler callers for every sample 2026-10-21 08:14:04 +03:00
ShiroKlein 377a4b92a4 v00.12: profiler records three eboot callers of system-library samples and counts restarted waits as waiting; hot system code dumped 2026-10-21 01:13:59 +03:00
ShiroKlein dd84ccd612 v00.09: sampling profiler (profiles/, scripts/profile.py), PS4 thread priorities, DXVK fast-linked pipelines only and shader libraries compiled off the render thread, renderer stats in the log 2026-10-20 22:20:22 +03:00
ShiroKlein 355f404e97 v00.04: eboot 238 MB (main/sdk/subsdk0 + runtime), the 98 NROs as libraries in dump/nro loaded on demand 2026-10-20 19:08:37 +03:00
ShiroKlein d03e10089c Game build path: build-ssbu.sh, ps4/ eboot project, stage-data.sh, prepare-game.py, windowsmash-ps4.patch 2026-10-20 17:21:54 +03:00
ShiroKlein ed3c83e1c6 DXVK 3.1.1 for PS4: scripts/build-dxvk.sh and patches/dxvk-ps4.patch (static archives, PS4 WSI) 2026-10-20 14:17:43 +03:00
ShiroKlein e7338d03c7 DXVK 3.1.1 for PS4: scripts/build-dxvk.sh and patches/dxvk-ps4.patch (static archives, PS4 WSI) 2026-10-20 14:08:28 +03:00
ShiroKlein a8c19789b3 SSBU: PS4 port skeleton from TOTK/SMW (toolchain, packaging, PS4 runtime layer, plan) 2026-10-20 13:59:20 +03:00