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Build E: newest Lichii (with Ocarina DLSS) + build C's shader cache change - #5

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Ihitko merged 1 commit into
oot-dlssfrom
oot-shader
Nov 7, 2026
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Ihitko merged 1 commit into
oot-dlssfrom
oot-shader

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@Ihitko

@Ihitko Ihitko commented Nov 7, 2026

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Build E for Ocarina of Time testing: Lichii's newest nx2 (b7ff181, which includes upstream PR 606, NVIDIA DLSS for Ocarina of Time) plus build C's shader cache change (a49a1a3: keep used pipelines below 8,000 and import the cache version 53 records).

🤖 Generated with Claude Code

https://claude.ai/code/session_01Fp7Vt3eYkQsGicwZZK3hFa

…records

- EvictUnusedPipelines only evicts while more than 8,000 graphics pipelines are
  cached, and then the longest unused ones a draw has used, down to 7/8 of the
  limit (EDEN_NX2_PIPELINE_EVICT_ABOVE; 0 restores the old behavior). Prebuilt
  pipelines no draw has used keep zortos293#550's budget. Ocarina of Time evicted 6,182
  pipelines in a 37 min session (~1,000-2,400 cached at a time) and draws
  waited 230 s in all for pipelines being built again.
- The first boot copies the cache version 53 records beside this version's
  (vulkan_import, loaded after it) and merges the v53 used-pipeline list, so
  pipelines a v53 build used are built at boot again. The records are the same
  format: zortos293#432 bumped the version only for the SPIR-V it emits, and every record
  is translated again when it loads. The v53 files are left as they are.

Skipping draws on unbuilt pipelines is left to zortos293#465's native_async_draws setting.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01LTxNSeWfimx1VbMuL9DgoN
@Ihitko
Ihitko merged commit 75c7571 into oot-dlss Nov 7, 2026
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