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Precompile RT64 Metal shaders when the Metal toolchain runs - #86
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Fall back to embedded MSL source only on Command Line Tools-only hosts. Fix leftover Xcode prereq text in Build-macOS.sh and host-tools comments.
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What
Follow-up to #83.
RasterShaderbuilds its library from the embedded MSL blobs for every combiner/other-mode combo (rt64_raster_shader.cpp:166-167), so with source blobs I think we were paying a fullnewLibraryWithSourcecompile per specialized shader, not just once at setup.Now RT64 checks
xcrun -sdk macosx metal -vat configure. If it runs (full Xcode, CI, release builds) we precompile metallibs like before. CLT-only still embeds source, so the no-Xcode build from #83 keeps working.-DDKR_RT64_PRECOMPILE_MSL=ON/OFFoverrides it. plume already handles both blob types after #83, no change there.Also fixed the leftover
Prerequisites: Xcode and Homebrew.inBuild-macOS.sh, reworded the host-tools python comment, and added a note toBUILDING.md.Pattern checklist
runtime-recomp/,modding/orscripts/(no newpatches/<name>/)*.patchfiles registered inpatches/manifest.json(amendsrt64/0021+ sha256)guest-hooks/hooks.toml; symbols only viasymbols/*.toml(n/a)netplay/legacy_identity.hppupdated (reviewed by both owners) if simulation, wire or owned-service behaviour changed (n/a, renderer build only)python scripts/check.py --suite allpasses locally=OFFgive source. Haven't done a full game build with it yet.Risk
Pretty low. Machines with the Metal toolchain go back to the pre-#83 path. The probe gets cached, so installing Xcode later needs a fresh configure (or
=ON). Revert to roll back.