Quest Fixed Vulkan pipeline cache management and storage mechanisms

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iChris4 committed 2026-09-18 23:38:55 +02:00
1 parent bf3b53555b
commit d4a3f0b350
10 files changed
+176 -19

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@@ -539,7 +539,10 @@ function Invoke-QuestGameBuild {
}
$allObjects = @($sources.Keys | ForEach-Object { $objectsOf[$_] } | ForEach-Object { & $escape $_.Substring($build.Length + 1) })
$rspInputs = ($linkInputs | ForEach-Object { ConvertTo-QuotedArgument $_ }) -join ' '
[void]$ninjaText.AppendLine("build libmain.so: link $($allObjects -join ' ')`n flags = $(& $escape "$build/link.rsp")`n inputs = $($rspInputs.Replace('$', '$$'))")
# The kit's objects and archives keep their names from one kit export to the next, so they are
# implicit inputs of the link: a game built against an earlier kit is relinked, not reused.
$kitInputs = @($linkInputs | Where-Object { $_.StartsWith($kit) } | ForEach-Object { & $escape $_ })
[void]$ninjaText.AppendLine("build libmain.so: link $($allObjects -join ' ') | $($kitInputs -join ' ')`n flags = $(& $escape "$build/link.rsp")`n inputs = $($rspInputs.Replace('$', '$$'))")
[IO.File]::WriteAllText("$build/build.ninja", $ninjaText.ToString(), (New-Object Text.UTF8Encoding $false))
# Ninja's progress goes to the console, not into this function's return value; its [n/N]