github OpenPort-Labs/Galaxy-Android v0.0.4-gamma
GalaxyAndroid v0.0.4-gamma (Tester Build)

2 hours ago

GalaxyAndroid v0.0.4-gamma — Community Beta Tester Build

Beta tester release delivering verified Vulkan shader inventory & graphics pipeline prewarming architecture, canonical PipelineKey unification, multi-stage startup compilation, durable cache serialization with corruption recovery, and texture staging safety.

Mandatory Requirement for Testers: Discord Membership

Testers are required to join our official Discord server to report bugs, submit cutscene/GPU crash logs, and receive test updates:

Notice: Bug reports and support requests must go through Discord or GitHub Issues. Emails are not monitored for technical support.


What is new in v0.0.4-gamma:

  • Shader Precompilation & Pipeline Prewarm: Eliminated runtime shader hitches with a verified two-stage startup architecture (Stage A: parallel SPIR-V compilation with bounded hardware concurrency; Stage B: active Vulkan device pipeline prewarming).
  • Canonical PipelineKey Unification: Replaced ad-hoc bit shifting with canonical DecodedPipelineKey encoding. Fixed topology vs. culling face mask bit collisions so prewarmed pipelines match runtime draw lookups bit-for-bit with 0 redundant re-creations.
  • Measurable Startup Readiness: verifyStartupReadiness() audits essential pipeline stubs and title screen variants, strictly rejecting placeholder stubs from counting as successful prewarms.
  • Offline Asset Material Cooker: Introduced tools/cook/generate_shader_manifest.py to parse GameCube/Wii J3D MAT3 chunks from models (.bmd, .bdl) into binary manifests, reporting explicit unparsed gaps rather than false full-game coverage.
  • Durable Binary Cache & Corruption Recovery: Implemented robust field-by-field binary serialization with FNV1a-32 checksums, strict 512-byte string bounds checks (curing reader desynchronization), and atomic replacement.
  • Texture Upload & Mip-Chain Safety: Added extent validation and GPU fence synchronization (waitInFlightSubmissions) for staging buffers, preventing crashes and artifacting during texture streaming.

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