• v0.1.0-perf20260907-sampled f9656602ee

    archiver-bot released this 2026-09-07 20:16:07 -05:00 | 756 commits to main since this release

    Experimental 1080p60 SDK

    A frozen, sample-validated OpenGL 3.3 Core / GLSL 3.30 SDK for native PS5
    homebrew development. This is an experimental prerelease, not Khronos certification
    or a stock-console installation method. Repository visibility is unchanged.

    Included

    • Prebuilt SDK headers, static archives, project-generated import stubs and
      Make/pkg-config/CMake integration.
    • Triangle, ImGui, NanoVG, Sokol and cube benchmark source examples, plus the
      project/dependency source archives, notices and licenses.
    • The 204-result sampled validation report, provenance and SHA-256 checksums.
    • Source improvements to batching, mixed clears, CPU surface copies and checked
      shutdown. The 128-cube 1080p benchmark measured 59.94 FPS for both ordinary
      and instanced draws, with pixel and retirement checks.

    No firmware modules, toolchain binaries, raw device logs or ready-to-launch
    native app are included. The .so files are generated linker stubs.

    Verification and scope

    204/204 sampled CTS executions passed: 51 cases on each of four framebuffer
    layouts, with clean lifecycle/health checks on one recorded firmware-6.02 console.
    The full matrix remains explicitly incomplete for this optimized candidate.
    The historical 39,544-accounted campaign (37,404 Pass and 2,140 reviewed
    NotSupported) belongs to a different SDK and is not inherited coverage.

    All 113 checksummed bundle files verify after extraction. Fresh Make/pkg-config/
    CMake consumers link using the extracted SDK, with all 344 Core exports and no
    operational dependency on the original runtime checkout. Native Sokol and bounded
    EGL recreation checks also passed before packaging.

    The binary profile is 1080p60. Separate 120 Hz/higher-resolution measurements
    are not claims for this archive. Offscreen CPU copies remain a bottleneck;
    the measured 1080p render-to-texture workload is about 15 FPS. Full-game performance,
    SDL/GLFW integration, exhaustive recovery/stress and broader hardware validation
    remain future work. Example applications are supplied as source.

    Frozen identity

    • Runtime source: cef6c1b869ba3f0c8acaab5b171bbb33eca07f03
    • Bundle source snapshot: a9e9d600f40e66e41f66f927e351efbcb18ec8e0
    • Archive size: 238,624,158 bytes
    • Archive SHA-256: 1e7d9cd3c4355e8d43c3f1697867e95c04cb7f641fa61cfd4e371857a0b2b6a8

    The archive retains its verified preparation-time README/provenance and disclosed
    build/debug path strings. Publication does not rebuild, strip or rewrite the SDK.
    See the repository's bundle guide
    for prerequisites, verification and native-folder integration.

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