Reuse prepared shaders across irrelevant integer-bit changes #906
No reviewers
Labels
No labels
accessibility
autorelease: pending
autorelease: tagged
bug
dependencies
documentation
duplicate
enhancement
github_actions
good first issue
help wanted
invalid
question
testing wanted
wontfix
No milestone
No assignees
1 participant
Due date
No due date set.
Dependencies
No dependencies set
Reference
MagicBeanDev/Hookshot!906
Loading…
Reference in a new issue
No description provided.
Delete branch "codex/keep-prepared-answer-types"
Deleting a branch is permanent. Although the deleted branch may continue to exist for a short time before it actually gets removed, it CANNOT be undone in most cases. Continue?
What this fixes
After shader preparation, first use of some depth-comparison and unsigned-storage shaders still triggers recompilation. Their prepared variants are rejected for a texture-format difference that cannot change those shader types.
Why merge
Change
gpu/vk/vk_shader.cpp: use the same type normalization when recording and comparing answers, before computing new variant hashes.tests/test_program_answer_domains.py: exercise actual structures and matcher functions, required misses, tracking entries and diagnostic modes.tests/run_all.py: register the existing compiler and Vulkan-header bindings.Tested
python -I -B tests/run_all.py --jobs 1 --strict program_answer_domains; checks matching, recorded hashes and preserved resource tracking.Not covered
No game data is included.