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chore: trigger cpp validation#9

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alandtse merged 1 commit into
shader_validationfrom
shader_validation_PR2
Jun 15, 2025
Merged

chore: trigger cpp validation#9
alandtse merged 1 commit into
shader_validationfrom
shader_validation_PR2

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Copilot AI review requested due to automatic review settings June 15, 2025 23:49
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Pull Request Overview

This PR is a chore to trigger C++ validation by removing the entire XSEPlugin.cpp file.

  • Removed XSEPlugin.cpp, which contained plugin initialization and logging setup.
  • The change may require updates in build configurations or dependency references.
Comments suppressed due to low confidence (1)

src/XSEPlugin.cpp:1

  • Ensure that the removal of XSEPlugin.cpp is intentional and verify that any build or configuration references are updated accordingly.
Entire file removal

@alandtse alandtse merged commit dafb4b9 into shader_validation Jun 15, 2025
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✅ A pre-release build is available for this PR:
Download

alandtse added a commit that referenced this pull request May 23, 2026
Reintroduce Light Limit Fix contact shadows for clustered point lights,
reversing the maintainability-driven removal in 347cb55. That removal
cited no defect, and the shader call site was already commented out at
the time of deletion, so this is reviving a dormant feature rather than
introducing new behaviour.

Adapted from the original implementation:
- LightLimitFix::ContactShadows() raymarch helper restored verbatim
- EnableContactShadows toggle re-added to LightLimitFix Settings and
  the SharedData::LightLimitFixSettings cbuffer
- Shadows section restored in the LLF settings UI (session-only,
  matching the current LLF settings-persistence stance)
- Wired into Lighting.hlsl as a multiplier on pointLightShadow, which
  the upstream DirectContext/EvaluateLighting refactor funnels into
  both the PBR and legacy paths uniformly

VR jitter stabilization (concept from ParticleTroned's 8e615ea):
- Hoist the contact-shadow noise sample out of the per-light loop and
  compute it once per pixel from (uv * eye-buffer dim) in VR or raw
  pixel position in flat. Using raw pixel coords in VR makes each eye
  sample a different noise pattern at the same world position, which
  reads as flicker on contact-shadow recipients.
- New helpers LightLimitFix::GetContactShadowScreenDim() and
  GetContactShadowNoiseCoord() centralise the stereo-aware sampling.

Bumps Light Limit Fix feature version to 3-1-0 (minor: new persisted
cbuffer field, new user-facing toggle).

Original contact-shadow implementation by jiayev (merged via #9 prior
to the 347cb55 removal). VR jitter analysis and fix from
ParticleTroned's fork.

Co-Authored-By: jiayev <jiayev1@gmail.com>
Co-Authored-By: ParticleTroned <248299730+ParticleTroned@users.noreply.github.com>
alandtse added a commit that referenced this pull request May 24, 2026
Reintroduce Light Limit Fix contact shadows for clustered point lights,
reversing the maintainability-driven removal in 347cb55. That removal
cited no defect, and the shader call site was already commented out at
the time of deletion, so this is reviving a dormant feature rather than
introducing new behaviour.

Adapted from the original implementation:
- LightLimitFix::ContactShadows() raymarch helper restored verbatim
- EnableContactShadows toggle re-added to LightLimitFix Settings and
  the SharedData::LightLimitFixSettings cbuffer
- Shadows section restored in the LLF settings UI (session-only,
  matching the current LLF settings-persistence stance)
- Wired into Lighting.hlsl as a multiplier on pointLightShadow, which
  the upstream DirectContext/EvaluateLighting refactor funnels into
  both the PBR and legacy paths uniformly

VR jitter stabilization (concept from ParticleTroned's 8e615ea):
- Hoist the contact-shadow noise sample out of the per-light loop and
  compute it once per pixel from (uv * eye-buffer dim) in VR or raw
  pixel position in flat. Using raw pixel coords in VR makes each eye
  sample a different noise pattern at the same world position, which
  reads as flicker on contact-shadow recipients.
- New helpers LightLimitFix::GetContactShadowScreenDim() and
  GetContactShadowNoiseCoord() centralise the stereo-aware sampling.

Bumps Light Limit Fix feature version to 3-1-0 (minor: new persisted
cbuffer field, new user-facing toggle).

Original contact-shadow implementation by jiayev (merged via #9 prior
to the 347cb55 removal). VR jitter analysis and fix from
ParticleTroned's fork.

Co-Authored-By: jiayev <jiayev1@gmail.com>
Co-Authored-By: ParticleTroned <248299730+ParticleTroned@users.noreply.github.com>
alandtse added a commit that referenced this pull request May 24, 2026
Reintroduce Light Limit Fix contact shadows for clustered point lights,
reversing the maintainability-driven removal in 347cb55. That removal
cited no defect, and the shader call site was already commented out at
the time of deletion, so this is reviving a dormant feature rather than
introducing new behaviour.

Adapted from the original implementation:
- LightLimitFix::ContactShadows() raymarch helper restored verbatim
- EnableContactShadows toggle re-added to LightLimitFix Settings and
  the SharedData::LightLimitFixSettings cbuffer
- Shadows section restored in the LLF settings UI (session-only,
  matching the current LLF settings-persistence stance)
- Wired into Lighting.hlsl as a multiplier on pointLightShadow, which
  the upstream DirectContext/EvaluateLighting refactor funnels into
  both the PBR and legacy paths uniformly

VR jitter stabilization (concept from ParticleTroned's 8e615ea):
- Hoist the contact-shadow noise sample out of the per-light loop and
  compute it once per pixel from (uv * eye-buffer dim) in VR or raw
  pixel position in flat. Using raw pixel coords in VR makes each eye
  sample a different noise pattern at the same world position, which
  reads as flicker on contact-shadow recipients.
- New helpers LightLimitFix::GetContactShadowScreenDim() and
  GetContactShadowNoiseCoord() centralise the stereo-aware sampling.

Bumps Light Limit Fix feature version to 3-1-0 (minor: new persisted
cbuffer field, new user-facing toggle).

Original contact-shadow implementation by jiayev (merged via #9 prior
to the 347cb55 removal). VR jitter analysis and fix from
ParticleTroned's fork.

Co-Authored-By: jiayev <jiayev1@gmail.com>
Co-Authored-By: ParticleTroned <248299730+ParticleTroned@users.noreply.github.com>
alandtse added a commit that referenced this pull request May 24, 2026
Reintroduce Light Limit Fix contact shadows for clustered point lights,
reversing the maintainability-driven removal in 347cb55. That removal
cited no defect, and the shader call site was already commented out at
the time of deletion, so this is reviving a dormant feature rather than
introducing new behaviour.

Adapted from the original implementation:
- LightLimitFix::ContactShadows() raymarch helper restored verbatim
- EnableContactShadows toggle re-added to LightLimitFix Settings and
  the SharedData::LightLimitFixSettings cbuffer
- Shadows section restored in the LLF settings UI (session-only,
  matching the current LLF settings-persistence stance)
- Wired into Lighting.hlsl as a multiplier on pointLightShadow, which
  the upstream DirectContext/EvaluateLighting refactor funnels into
  both the PBR and legacy paths uniformly

VR jitter stabilization (concept from ParticleTroned's 8e615ea):
- Hoist the contact-shadow noise sample out of the per-light loop and
  compute it once per pixel from (uv * eye-buffer dim) in VR or raw
  pixel position in flat. Using raw pixel coords in VR makes each eye
  sample a different noise pattern at the same world position, which
  reads as flicker on contact-shadow recipients.
- New helpers LightLimitFix::GetContactShadowScreenDim() and
  GetContactShadowNoiseCoord() centralise the stereo-aware sampling.

Bumps Light Limit Fix feature version to 3-1-0 (minor: new persisted
cbuffer field, new user-facing toggle).

Original contact-shadow implementation by jiayev (merged via #9 prior
to the 347cb55 removal). VR jitter analysis and fix from
ParticleTroned's fork.

Co-Authored-By: jiayev <jiayev1@gmail.com>
Co-Authored-By: ParticleTroned <248299730+ParticleTroned@users.noreply.github.com>
alandtse added a commit that referenced this pull request May 24, 2026
Reintroduce Light Limit Fix contact shadows for clustered point lights,
reversing the maintainability-driven removal in 347cb55. That removal
cited no defect, and the shader call site was already commented out at
the time of deletion, so this is reviving a dormant feature rather than
introducing new behaviour.

Adapted from the original implementation:
- LightLimitFix::ContactShadows() raymarch helper restored verbatim
- EnableContactShadows toggle re-added to LightLimitFix Settings and
  the SharedData::LightLimitFixSettings cbuffer
- Shadows section restored in the LLF settings UI (session-only,
  matching the current LLF settings-persistence stance)
- Wired into Lighting.hlsl as a multiplier on pointLightShadow, which
  the upstream DirectContext/EvaluateLighting refactor funnels into
  both the PBR and legacy paths uniformly

VR jitter stabilization (concept from ParticleTroned's 8e615ea):
- Hoist the contact-shadow noise sample out of the per-light loop and
  compute it once per pixel from (uv * eye-buffer dim) in VR or raw
  pixel position in flat. Using raw pixel coords in VR makes each eye
  sample a different noise pattern at the same world position, which
  reads as flicker on contact-shadow recipients.
- New helpers LightLimitFix::GetContactShadowScreenDim() and
  GetContactShadowNoiseCoord() centralise the stereo-aware sampling.

Bumps Light Limit Fix feature version to 3-1-0 (minor: new persisted
cbuffer field, new user-facing toggle).

Original contact-shadow implementation by jiayev (merged via #9 prior
to the 347cb55 removal). VR jitter analysis and fix from
ParticleTroned's fork.

Co-Authored-By: jiayev <jiayev1@gmail.com>
Co-Authored-By: ParticleTroned <248299730+ParticleTroned@users.noreply.github.com>
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