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build(ps5): qualify R403 native first-use draw preservation with clean provenance [full-build] [test-all-on]
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@@ -2845,4 +2845,3 @@ R349 original EOL audit: 69 normalized CRLF files of 77017 paths; 45849-byte ori
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- Native PS5 now passes the non-null pending graphics pipeline to `GraphicsPipeline::ConfigureDraw`, which already queues an ordered *scheduler worker* wait; R378's worker SCOPE_EXIT signals `is_built=true` and `build_condvar.notify_all()` on success and both exception paths. Failed pipelines retain the existing `IsBuilt() && !pipeline` rejection. Desktop/Android skip behavior remains unchanged. No busy spin, GPU cache lock or JIT policy touched.
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- The pinned generator `tools/prepare-vulkan-port.py` and tracked `vendor/encore-active/eden-vulkan/vk_pipeline_cache_cost.cpp` are both changed and source equivalence is CI-enforced; new `tools/check-ps5-first-use-draw-preservation.py` compiles the **actual extracted C++ policy** with ASan/UBSan for native PS5 and desktop cases, reproducing the prior lost-draw behavior.
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- **Potential tradeoff:** cold first-use shader pipeline may defer rendering until compiled, which could cause a visible one-time hitch in exchange for preventing lost geometry. No FC27 hardware or HUD pixel outcome claimed until a native PS5 device actually executes it. This patch does **not** address persistent buffer/texture cache contention, 30-FPS pacing or final game hang.
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