Read both shader pair tables, including the generated BAHS fallback, for
padding, build order and shader cache dependencies. Include the optional
profile table in the input stamp and the generated table in step reuse;
regenerate a missing fallback before reusing the shader split.
Add native Metal and cache/order regressions, update the shared chain,
and document full validation on TotK and Odyssey. All 301 affected pairs
compile for g13s and g16s, both full Mac shader/host builds pass, all
57,039 pair interfaces match, and TotK's 24,153-base archive succeeds.
The separate Odyssey Max Unstruct ID compiler limit remains open.
Fixes#283
Refs #276, #298
Co-authored-by: marco <6410852+marcolaux@users.noreply.github.com>
Add 1,537 shader, 2,512 render-pipeline and 43 compute-pipeline rows from
the update 1.4.3 capture, preserving first-use order. Document the
author-reported route and results, and limit the coverage claim to
that route.
This profile-only capture is separate from the shared CPU and loader
optimizations. Validation checks the row counts, uniqueness and exact
data/order preservation; no new cold-start or gameplay run here.
Co-authored-by: draco-cong <71372970+draco-cong@users.noreply.github.com>
Co-authored-by: laobeibei <laobeibei@users.noreply.github.com>
A wake's handoff waited until every runnable higher-priority thread pinned to the caller's core was blocked, not only the ones the wake made runnable. The host runs a lower-priority thread beside such threads at all other times, and a core's busy loaders, workers and pollers are seldom all blocked at once, so the wait had no bound. Tears of the Kingdom 1.4.3 (issue #247) stayed on an empty scene after the boot logos: on 82ab25b, 84 functions / 771 NVN calls a frame, no packaged texture uploaded, 250,008 ms of handoff waits in a 180 s run; a temporary log showed BootupBackgroundWorkThread (priority 58) waiting 200-290 ms at a time for ARes Loading 1, Presentation Thread and BaseProcExecutor. Donkey Kong Country: Tropical Freeze's priority-58 job thread waited the same way for pollers (issue #259, section 6).
A wake now records the woken thread in the waker's current handoff and in those the waker belongs to (note_runnable, at most four), so Metroid Dread's main thread still waits for its movie dispatcher and for the worker the dispatcher wakes. Blocking, a sleep, YieldToAnyThread (SleepThread -2, which on Horizon takes the thread off its core so that lower-priority threads run there), exit, suspension and host GPU work end a thread's hold; a handoff ends when its caller's thread SVC returns (hand_epoch). There is still no timeout, and core_preempt keeps checking every runnable peer.
Checked on the Mac, without shader libraries for chain 8393d85a4eae (draws skipped): TotK on the issue #70 route for 180 s, 1,221 ms of handoff waits and the same per-frame NVN call counts and texture first uploads as 9feac2f (before the unbounded handoff). Dread, fresh saves, DM_KEYS=4:A*20/0.7, 60 s: a control host with the handoff off crashed in 1 of 3 runs at sdk+0x347eb4 from main+0x225338; the limited handoff passed 12 of 12 runs, each through three decoders and two teardowns with about 12,400 handoffs. t_preempt adds three handoff-scope cases: a busy peer nobody woke (main's code never returns), a worker woken by the woken dispatcher (fails without the recorded chain), a woken thread yielding to any thread (never returns without that rule). Host tests, docs tests and an iOS syntax check of hle_thread.c pass. Gameplay with shaders, iOS and DKC itself are not checked here.
Co-authored-by: HougeLangley <1161594+HougeLangley@users.noreply.github.com>
Co-authored-by: aurlight <120410928+aurlight@users.noreply.github.com>
Keep the proven frame cost and GPU reference for each cap, and probe the
shorter hold when a movie or thermal cap ends. Otherwise a GPU-bound game
can fall straight back to 30 fps without a usable recovery reference.
Save an uninterrupted sustained run when a cap begins, even if no earlier
hitch populated cref. Keep the earlier reference through short runs and
update it after another sustained run. Count cap-release probes and give
them all 30 grace frames: the completed frame at the old cap consumes none.
Add movie and thermal recovery regressions, including first movies,
repeated caps, full grace and failed-probe backoff. Document the mechanism
and link it from both Zelda game notes.
Validated: 64/64 frame-step checks, including ASan/UBSan; six checks fail
against the original PR. Production thermal tests and ThreadSanitizer,
docs tests and diff checks pass; the BotW Mac host builds. Device clock
recovery remains modelled, without a new gameplay observation.
Co-authored-by: RAHUL REX <75500427+RahulRex0@users.noreply.github.com>
Decode packaged byte 0 as separate block-height and block-depth nibbles,
including explicit zero dimensions, and size linear compressed textures
by pixel rows. Port the driver-derived rules from PR #201 and preserve
its attribution to digitalhivehub's PR #11 measurements.
Integrate the layout test with current main, correct its BC4 label, add
independently addressed CPU markers and packaged GPU mip coverage, and
record the mechanisms in the reference docs and symptom index.
Validation: 9 driver shapes, 189 CPU texture checks (also ASan/UBSan),
17 GPU deswizzle cases, 154 NVN checks, documentation checks, Mac host
build, and iOS compilation of 133 sources pass. No new gameplay or
iPhone runtime validation.
Co-authored-by: Aleksandr Svidchenkov <a.svidchenkov@gmail.com>
Apple GPUs truncate Depth16Unorm load-clears while rounding fragment depth,
so clearing to 0.5 stores 32767 instead of the fragment's 32768 and fails
an EQUAL comparison. Apply the format-specific correction to both
attachment and whole-texture clears, preserving other depth formats.
Exercise both production command paths against independent GPU fragment
writes for 1,042 float depths, including half-bin boundaries and adjacent
floats. Removing either correction produces 518 mismatches on M4 Pro;
with both corrections enabled, neither path differs. Record the mechanism
and the pending TOTK highlight and iPhone validation in the documentation.
Validated on M4 Pro with Metal validation: t_depth16_clear, t_clear_ds
(43 checks), t_clear_tex (49 checks), and the documentation tests pass.
Co-authored-by: Aleksandr Svidchenkov <a.svidchenkov@gmail.com>
Take upload stamps before protection, initialize cached checks from those
stamps, and wait out pages another thread is unprotecting before retrying.
Publish page generations before advancing the clock again in both the fault
handler and batched host pre-write path. A shared stamp_page helper closes
the remaining batched publication race in the original PR.
Add deterministic publication regressions for both paths and document the
mechanism and the limits of the game-level evidence. The regressions fail
on main, and the batched case also fails with the original PR applied.
Validation: full graphics suite, Wonder Mac host build, all 133 iOS source
compile checks, and documentation tests pass. No fresh gameplay or iPhone
runtime validation.
Co-authored-by: Aleksandr Svidchenkov <a.svidchenkov@gmail.com>
Drop unused normal-pass colour-target blend and mask state from pipeline keys.
Normalize historical prewarm rows and deduplicate their parsed keys before
compilation, preserving merged passes' logical target state.
Include production-path GPU regression coverage and the reference/game notes.
Validated on the latest main: Wonder host build, key serialization tests,
48 pending-pipeline checks, 48 archive checks, 158 prewarm GPU checks across
MTLDevice and Metal 4, and documentation checks. The regression fails on the
original base and detects wrong pixels if the merged-pass guard is removed.
Co-authored-by: Aleksandr Svidchenkov <a.svidchenkov@gmail.com>
Exercise historical manifest rows through the production warmer, shader loader,
pipeline builders and draw-time cache. Check normal and merged passes on both
MTLDevice and Metal 4, with GPU pixels compared against the original descriptors.
The regression fails on the PR base and when the merged-pass guard is removed.
Document the shared normalization rule and keep game measurements in their notes.
Co-authored-by: Aleksandr Svidchenkov <a.svidchenkov@gmail.com>
Keep the latest upload-staging and compact-binding fixes from main. Add a real-Metal readback lifetime regression and reference documentation for all three general fixes.
Validation: nine Metal test runs pass, including direct and deferred upload-budget tests; Wonder host build, 133-file iOS compile check, and documentation checks pass.
Co-authored-by: Aleksandr Svidchenkov <a.svidchenkov@gmail.com>
Split GPU upload batches at 128 MiB and retire overflow and CPU staging when the upload completes, rather than retaining it until the main rendering fence. Scope weak-reference diagnostics to avoid temporary staging retention.
Add a real-Metal regression covering memory bounds, upload pixels and an open render pass in direct and deferred encoding modes. Both modes pass 261 checks; documentation checks and the TotK host build pass.
Refs #147. Reporter-device validation and the full-device reboot investigation remain open.