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https://github.com/iHaiDeeZ/SSBU.git
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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