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Merge pull request #7945 from veosett/codex/windows-cache-housekeeping-safety
fix(shader): avoid unsafe Windows cache directory traversal
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@@ -25,6 +25,8 @@
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### Functional
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- [Windows cache housekeeping](../../../core/shader/recompiler/ShaderDiskCache.cpp): eviction of old versions and temporary files is skipped for `\\?\` and `\\.\` cache roots because the supported WinLibs directory iterator can enumerate the process working directory for long prefixed paths. The active version's `last-used` stamp update still runs; it fails for long `\\.\` aliases with the supported toolchain. Ordinary Windows directory enumeration remains subject to MAX_PATH.
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- [f64 compares](../../../core/shader/recompiler/Translation/src/CompareInstructions.cpp) flush denormal inputs to signed zero when bit 0 of the `FLOAT_MODE` f16/f64 denormal field is clear (modes 0 and 2); modes 1 and 3 and an unknown mode keep them. This follows the RDNA2 ISA section 6.4 and LLVM's sign-preserving AMDGPU denormal modes. The gfx1036 audit in [#981](https://github.com/boykopovar/AnyPS5/issues/981#issuecomment-6070046381) reports mode-sensitive `VopcCompareF64` results. Class compares still inspect the original bits. The full four-mode matrix has not been newly measured on AMD hardware or the PS5's gfx1013.
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- [Unlinked calls](../../../core/shader/recompiler/ControlFlow/src/GraphBuilder.cpp) - the `s_swappc_b64` a table call's compare chain falls back to, when its target matches no linked copy, records the `UnlinkedCall` fault with the target and the program counter and stops the invocation, or continues after the call in programs whose faults do not stop invocations (see `bdaStopsInvocations`). The driver lists those calls in the request (`linkedCallFallbacks`), and it reports the fault like a BDA fault, naming the target: a dispatch that checks its faults when it completes throws, one whose check runs in a deferred write-back logs it and continues. The hardware would jump to the target, which is not modelled. Any other `s_swappc_b64` whose target is not resolved still throws when the shader is compiled.
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