build(release): a fuller shipped pipeline list, 4276 pipelines (follow-up to #1918) #1935

Merged
Joey-Magnus merged 1 commit from ship-pipeline-list-more into main 2026-11-10 21:07:56 +00:00
Joey-Magnus commented 2026-11-10 21:06:58 +00:00 (Migrated from github.com)

A follow-up to #1918, @hckrman101. You wrote that the shipped list "will be replaced by a fuller one later". This is a fuller one: your list merged with my own play's lists. The PR changes data only, no code.

What changes:

  • assets/pipeline_states.bin.xz is re-made with the tool from #1918:
    python -I nx2/pipeline_states.py --out assets/pipeline_states.bin.xz assets/pipeline_states.bin.xz <my lists>
    
    The current 1,261 come first, then mine, each pipeline kept once.
  • docs/development.md: the size line is updated.
Pipelines Programs
Shipped now 1,261 (1,186 graphics, 75 mesh) 977
Mine 3,796 (3,614 graphics, 182 mesh) 2,087
In both 781
Merged 4,276 (4,069 graphics, 207 mesh) 2,238

The file is 56,304 bytes compressed, up from 23,840.

Where mine comes from: play on Linux (RTX 4070 Ti, DLSS), with the HD texture pack (Lite) installed. Like the current list, it holds only hashes, formats and draw state, no game code. Some records may be texture variants made for the pack's formats, which players without mods never ask for. For them, those records only cost a little extra preparation at the first start.

Why it helps: on a fresh build of current main, the first launch skipped up to ~930 draws a frame in Hyrule Field while pipelines compiled, and Link and the HUD icons were invisible. With my list as hookshot_pipeline_states_shipped.bin, ./hookshot --prepare-shaders built 1,093 graphics pipelines before the game instead of 0.

Checked:

  • nx2/pipeline_states.py --check assets/pipeline_states.bin.xz passes.
  • tests/test_pipeline_states.py and tests/test_ship_state_list.py pass.
  • The PR merges cleanly into current main.

🤖 Generated with Claude Code

A follow-up to #1918, @hckrman101. You wrote that the shipped list "will be replaced by a fuller one later". This is a fuller one: your list merged with my own play's lists. The PR changes data only, no code. **What changes:** - `assets/pipeline_states.bin.xz` is re-made with the tool from #1918: ``` python -I nx2/pipeline_states.py --out assets/pipeline_states.bin.xz assets/pipeline_states.bin.xz <my lists> ``` The current 1,261 come first, then mine, each pipeline kept once. - `docs/development.md`: the size line is updated. | | Pipelines | Programs | |---|---|---| | Shipped now | 1,261 (1,186 graphics, 75 mesh) | 977 | | Mine | 3,796 (3,614 graphics, 182 mesh) | 2,087 | | In both | 781 | | | **Merged** | **4,276** (4,069 graphics, 207 mesh) | **2,238** | The file is 56,304 bytes compressed, up from 23,840. **Where mine comes from:** play on Linux (RTX 4070 Ti, DLSS), with the HD texture pack (Lite) installed. Like the current list, it holds only hashes, formats and draw state, no game code. Some records may be texture variants made for the pack's formats, which players without mods never ask for. For them, those records only cost a little extra preparation at the first start. **Why it helps:** on a fresh build of current main, the first launch skipped up to ~930 draws a frame in Hyrule Field while pipelines compiled, and Link and the HUD icons were invisible. With my list as `hookshot_pipeline_states_shipped.bin`, `./hookshot --prepare-shaders` built 1,093 graphics pipelines before the game instead of 0. **Checked:** - `nx2/pipeline_states.py --check assets/pipeline_states.bin.xz` passes. - `tests/test_pipeline_states.py` and `tests/test_ship_state_list.py` pass. - The PR merges cleanly into current main. 🤖 Generated with [Claude Code](https://claude.com/claude-code)
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