Repository navigation
Conversation
pattex67
pushed a commit
to pattex67/Aubepine
that referenced
this pull request
Nov 9, 2026
…glantine-Community#812) The builder only read *.bfsha.zs and *.sarc.zs archives (plus effect bundles), so loose .bnsh, uncompressed .bfsha, .cgsb, .shn and .sharcb files never reached WalkArchive, which reads all of them. Discovery now accepts each of those extensions, raw or .zs, in ClassifyGameFile, which the new unit test covers.
12 of 21 tasks
failaip12
force-pushed
the
video_core/mkw-pipeline-cache-dir
branch
from
November 10, 2026 00:10
5a23e81 to
56414b3
Compare
Mario Kart World keeps its pipeline cache in <shader>/<title id>/mkw_zero_depth_v1. CreateDir is not recursive, so on a fresh cache the title directory did not exist, LoadDiskResources logged "Failed to create pipeline cache directories" and returned, and vulkan.bin was never written. Use CreateDirs for the whole path. CreateDirs already logs the path and the error on failure. Replace the old log line with one that says the pipeline cache is disabled for the session, since that cost is what went unnoticed. Assisted-by: Claude Opus 5.5 (investigation and implementation) Signed-off-by: failaip12 <86018517+failaip12@users.noreply.github.com>
Move the per-title cache directory setup out of LoadDiskResources into CreatePipelineCacheDir in pipeline_cache_dir.h/.cpp, so it can be tested without a Vulkan device or all of vk_pipeline_cache.h. It takes the shader directory as a parameter, so the tests do not change the global ShaderDir. The tests check that a plain title gets <shader>/<title id>, that Mario Kart World gets <shader>/0400c3f00006e000/mkw_zero_depth_v1, and that an empty path is returned when a file is in the way. Use Settings::MarioKartWorldProgramId instead of the raw title id. Assisted-by: Claude Opus 5.5 (investigation and implementation) Signed-off-by: failaip12 <86018517+failaip12@users.noreply.github.com>
failaip12
force-pushed
the
video_core/mkw-pipeline-cache-dir
branch
from
November 10, 2026 00:34
56414b3 to
7e6aa11
Compare
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.This suggestion is invalid because no changes were made to the code.Suggestions cannot be applied while the pull request is closed.Suggestions cannot be applied while viewing a subset of changes.Only one suggestion per line can be applied in a batch.Add this suggestion to a batch that can be applied as a single commit.Applying suggestions on deleted lines is not supported.You must change the existing code in this line in order to create a valid suggestion.Outdated suggestions cannot be applied.This suggestion has been applied or marked resolved.Suggestions cannot be applied from pending reviews.Suggestions cannot be applied on multi-line comments.Suggestions cannot be applied while the pull request is queued to merge.Suggestion cannot be applied right now. Please check back later.
Summary
While testing some shader precompilation ideas i noticed that the game ran much worse than normal even with restarts. Turns out new installs don't create the vulkan shader cache folder for MKW, also using the "Remove All Shader Caches" option also triggers this bug. This PR fixes it.
Regressed in #737
Type of change
Related issues
None yet.
Testing
Games tested:
Mario Kart World 1.8.0, tested a full race with restart. Shaders survived.
Checklist
Assisted-by: Opus 5.5 (investigation, regression test and fix).