Add file cache and timer fix to release notes and DLL_README
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@@ -58,9 +58,26 @@ Track notable changes here between releases. Clear this file when cutting a new
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for ClipPolygonToSinglePlane (4x), BuildTrianglePlanes (10x), rotateMatrixByAxisAngle
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(4.3x), RayTriangleIntersection (1.3x), multiplyMatrix4x4 (4.3x).
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- **VanillaFixes Math Polyfill** (WIP) - incorporating x87 FPU replacements from UnitXP
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and libSiliconPatch into our SSE pipeline. Replaces ~20 game math functions (matrix
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multiply, vector ops, collision geometry, animation interpolation) with SSE or modern
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scalar equivalents. Compiled ReleaseFast as a separate compilation unit (math_sse.zig).
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Not yet wired into hooks -- will be its own module with independent mutex.
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- **Glyph Shadow Cache** - direct-mapped O(1) bypass for the game's 4-bucket hash table
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in GetOrCreateCharacterGlyph. Reduces glyph lookup from ~3.65% frame time.
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- **MPQ File Cache (filecache)** - 2-way set-associative cache for File_FindInArchive
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(0x6549a0). Skips the MPQ chain walk and per-archive hash table probe on repeat file
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opens. Cache hits cost ~1000 cycles vs ~30000 cycles for full search. 60-90% hit rate
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during gameplay, saving 6-160ms per 15s reporting period depending on scene load.
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Validated via game's own FindAndIncrementResourceReference to handle archive lifecycle.
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- **Timer Fix (VanillaFixes port)** - TSC calibration, OS timer resolution (0.5ms via
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NtSetTimerResolution), and Windows 11 power throttling disable. Ported from
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hannesmann/vanillafixes. Primarily benefits native Windows; no measurable impact on
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Wine/Linux but applied unconditionally.
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- **MPQ File Cache** - hooks File_FindInArchive (0x6549a0) to cache archive lookup
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results. First open does full MPQ chain walk (~60K cycles), subsequent opens hit
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direct-mapped cache with filename verification (~300 cycles). 80% hit rate in testing.
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