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