Commit Graph
408 Commits
Author SHA1 Message Date
seedds 02e40ba753 Record threading audit and retain verified game workarounds 2026-10-26 08:22:50 +08:00
seedds c188131824 Honor same-core priority handoff when starting threads 2026-10-26 08:22:50 +08:00
seeddsandAleksandr Svidchenkov 4896c78d8a Fix packaged texture dimensions and linear storage sizing (#201)
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>
2026-10-26 08:19:08 +08:00
seeddsandAleksandr Svidchenkov c1b7eff61f Fix Metal buffer alias visibility and sparse copy ordering (#200)
Carry ResourceAlias visibility on copy encoders containing buffer copies,
inline updates or fills, using the contribution from PR #200. Operations
through sparse virtual mappings also need ordering against surrounding
operations: disjoint guest addresses can name the same physical bytes,
so guest-range dependency detection alone misses their hazards.

Add a regression using distinct no-copy Metal buffers and real sparse
mappings. The original host failed 37 of 101 checks on an M4 Pro and
PR #200 alone left 24 failures; the complete fix passes all 101 checks
with both direct and deferred encoding under Metal validation. Ordinary
independent buffer operations retain range-based batching.

Validation: t_nvn passes 154 checks; the Mac host builds; all 133 iOS
source compile checks and the documentation checks pass. Monster Hunter
Rise gameplay, iPhone execution and sparse-barrier performance were not
retested.

Co-authored-by: Aleksandr Svidchenkov <a.svidchenkov@gmail.com>
2026-10-26 07:28:09 +08:00
seedds 31b5944eb4 Port NieR Automata with 60 fps and geometry fixes 2026-10-26 07:13:22 +08:00
seeddsandAleksandr Svidchenkov a5513d4ae0 Fix Depth16 load-clears to match fragment depth writes (#199)
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>
2026-10-26 07:06:32 +08:00
seedds 9a56ecf0c1 Order same-core wake handoffs and remove Dread movie gates
Use guest runnable state after a higher-priority same-core wake instead of Mach dispatch state or a 5 ms cutoff. Honour wake handoffs for every game and remove Metroid Dread request-ring gates and its core_preempt setting.

Validate event, mutex and condition-variable handoffs with delayed host dispatch; 13 valid Dread movie-transition runs passed. Host tests, docs and shader-chain checks passed, along with an iOS syntax check. Record Wonder boot comparison and pending iOS runtime validation.
2026-10-26 02:27:03 +08:00
seeddsandAleksandr Svidchenkov 9feac2f1e7 Rescue stalled display links with bounded retries (#198)
Switch active-app presents to drawable acquisition after 500 ms of display-link
silence, then retry with exponential backoff capped at 60 seconds. Preserve the
requested pacing mode, synchronize rescue state, and prevent focus timestamp
underflow from bypassing the foreground grace period.

Add CPU regression coverage in CI, a real Metal layer ownership check, and the
mechanism reference with upstream provenance and validation limits.

Validated: 43 CPU rescue checks; 47 checks with real Metal drawable acquisition;
34 present/crop and 10 pacing checks; Wonder Mac host build; all 133 iOS source
compile checks; documentation tests. Windowed gameplay recovery and iPhone
validation remain outstanding.

Co-authored-by: Aleksandr Svidchenkov <a.svidchenkov@gmail.com>
2026-10-26 02:25:06 +08:00
seeddsandAleksandr Svidchenkov 5b0c11a4f3 Fix NVN dirty-page upload races (#197)
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>
2026-10-26 02:06:27 +08:00
seeddsandAleksandr Svidchenkov 1fa521958a Merge PR #196: deduplicate normalized NVN pipeline keys
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>
2026-10-26 01:54:19 +08:00
seeddsandAleksandr Svidchenkov 796d592aa8 Test and document NVN prewarm key normalization
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>
2026-10-26 01:52:46 +08:00
seedds 6b947d9504 Fix Xcode workflow mock for the rewrite profile return
Return the fixture profile from the rewrite mock so the preparation pipeline keeps a valid game profile after the Portal change.

Validation: all three tests in dm/ios/tests/test_xcode_workflow.py pass; git diff --check passes.
2026-10-26 01:46:07 +08:00
seedds a8e76bf601 Port Portal: Source engine NROs on NVN, shaders from game.zip
- profile 01007BB017812000 (1.0.3, SDK 13.3.0): plays on the Mac at 60 fps
- provisional profiles add the subsdks the NROs import (profile_guess nro_modules)
- an NRO importing nvnBootstrapLoader makes an NVN game; NROs calling glslcCompile get the run-time GLSLC capture
- shader_split reads zip archive members (Portal's nxcontent/nvsb GLSLC outputs)
- ro::LookupModuleSymbol for a name a loaded module lacks is not red (Horizon fails it too)
- AGENTS.md: a Mac gameplay test is enough to count a game as playable (65)
2026-10-26 01:28:35 +08:00
seeddsandAleksandr Svidchenkov 6d4202b562 Merge PR #195: fix NVN autorelease ownership and registry contention
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>
2026-10-26 01:27:04 +08:00
seedds 2d344f050c Test NVN readback lifetime and document general Metal fixes 2026-10-26 01:25:40 +08:00
seedds caee62a853 Compact NVN buffer bindings and remove Wonder heap workaround 2026-10-26 01:21:10 +08:00
seedds 7dc250e2f1 Bound NVN upload staging and retire it on upload completion
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.
2026-10-26 01:05:44 +08:00
Aleksandr Svidchenkov 2ef0a17e15 Pipeline keys: the write mask and blend bit of colour targets a normal pass lacks leave the key too, and prewarm rows are normalized when read (general, from MacNativeGames)
pso_key_norm (66abbc3) drops the blend factors of targets that do not blend. It now also clears, outside a merged pass, the write mask and blend-enable bit of a colour target the pass has no format for: pso_desc reads them only for targets with a format, and they keep whatever earlier draws left. A merged pass keeps them, as its blend / mask index logical targets through lmap. MacNativeGames f3e2f66 found 35% of a Tears of the Kingdom prewarm list's render pipelines (8,479 of 24,146) differing only in such state, each compiled again.

pso_key_norm moves to nvn_pso_skey.h with the merged flag, and pso_skey_parse normalizes, so a prewarm list recorded before gives one key per pipeline; the prewarm takes each parsed key once (the line check alone let such rows through as different lines). t_pso_skey: keys round-trip normalized, two keys differing only in unused blend / mask state parse equal, a merged pass keeps the mask and blend bits. t_pso_archive gives every target a format, so its normalization checks still test the blend rule alone.
2026-10-25 20:18:40 +04:00
Aleksandr Svidchenkov 5a81e13f24 NVN on Metal: no autorelease in ReadTexels and arena_alloc, and a registry lock that lends priority (general, from MacNativeGames)
- mtl_read_texels runs on the game's own thread outside a submission, where no pool drains what Metal autoreleases (the command buffer, the blit encoder, the read-back buffer), and that thread lives for good: every GPU read-back stayed alive. It runs under an @autoreleasepool now. MacNativeGames 635fb31 measured Breath of the Wild's ~130 read-backs a second holding 3.7 GB of GPU memory after 30 minutes.
- arena_alloc's buffer out-parameter is __strong: an unqualified id * is __autoreleasing under ARC, which put the arena buffer in the autorelease pool at every call (a few per draw). The arena also keeps its length, so an allocation, arena_new and the idle trim send no message. MacNativeGames 0531f28: autorelease 2.63% -> 1.73% of replay time.
- The texture / sampler registry lock g_rmu is an os_unfair_lock, which lends a waiter's priority to its owner. Game threads (priority 46) take it to register textures and samplers, the submit thread (97) for every argument encode; preempted while holding the mutex, they kept the submit thread waiting 1.8 ms a frame in a Tears of the Kingdom shrine (MacNativeGames 5f5de5e: 155 -> ~0 ms/s of waiting, frame time unchanged there). t_stencil_view, t_view_levels and t_view_swizzle take the lock the same way.
2026-10-25 20:18:26 +04:00
seedds be5b197640 Port Persona 5 Royal with Needle shaders and NVN texture fixes 2026-10-25 23:49:24 +08:00
seeddsandb4f8abbb24dbf56a7d0280f296e16eeb c3a0880304 Guard Metal image atomics and reject unsupported bindings
Apply the generalized image-atomic bounds and backing checks from PR #178.
Also reject unsupported descriptor formats before integer fallback and fail
unresolved bindless atomics instead of silently deleting them. Rebuild the
translator and record chain 467efdfd0b62, with regression tests and findings.

Validation: compiler/helper and sanitizer tests, 96 Metal compile/link checks,
ten GPU probes, all 28,603 Z-A shaders for Mac and iPhone, and a 240-second
Mac station-area run reaching 6,987 frames without a freeze or GPU fault.
Reported iPhone cases and the station-to-world transition remain unverified.

Co-authored-by: b4f8abbb24dbf56a7d0280f296e16eeb <51352400+b4f8abbb24dbf56a7d0280f296e16eeb@users.noreply.github.com>
2026-10-25 23:37:28 +08:00
seeddsandXc1Ym 4f29560fac Merge PR #166: match verified game patches across updates
Integrate the Wonder 1.0.1 resource-heap fix and shared opt-in function matching for compatible game updates.

Validated with 95 tool tests and byte-identical Wonder 1.2.1 rewrite outputs for registered and synthetic unregistered build IDs.

Co-authored-by: Xc1Ym <29765332+Xc1Ym@users.noreply.github.com>
2026-10-25 23:26:44 +08:00
seedds be30c4aa55 Merge original PR 166 history into the generalized patch update 2026-10-25 23:21:58 +08:00
seedds b5c78fbddb Match verified game patches across compatible updates 2026-10-25 23:21:17 +08:00
seedds ec4ea16da0 Enable ASTRAL CHAIN 60 fps with corrected game timing 2026-10-25 20:59:04 +08:00
seedds 7a3b95873b Fix Mac app missing-module checks and quoted alerts 2026-10-25 19:49:34 +08:00
StanandClaude Opus 5.5 4213e5ea79 EoW A-2: docs for the Mac app (--platform mac-app)
docs/development.md: a new section "A Mac app" after "A Mac-only build for development": what --platform mac-app builds and where the app goes (-o), the bundle's layout, APFS clones or copies, where the save, pso_user.tsv, temporary files, env.txt and the log go, signal forwarding and the alert, why the launcher runs the host as a child process (macOS privacy checks on removable volumes: a launcher that exec'ed dmhost got EPERM on every open on the external drive, signed or not), and signing (ad-hoc or --mac-sign, never the hardened runtime, so no notarization). "A Mac-only build for development" no longer says there is no Mac app. The script's examples get one for --platform mac-app --mac-sign, and a line lists the three --platform values. README.md "Pack an IPA": one line pointing at the Mac app.

Docs only; no test ran for this commit.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-25 19:49:21 +08:00
StanandClaude Opus 5.5 ffcd910986 EoW A-1: a self-contained Mac app of a game (--platform mac-app)
The NSP script's --platform mac-app (Spyder: PLATFORM = 'mac-app') does everything --platform mac builds (the Mac shaders, the Mac host for the profile, the button-icon font), then packs <NSP folder>/<game name>.app (-o / OUT_IPA names another path; ':' and '/' in the game name become ' - '), which boots the game when opened from Finder, from any folder, without the build folder. New dm/mac/pack_app.py packs it: the launcher dm/mac/launcher.c (compiled for arm64 at the host's deployment target) as CFBundleExecutable, the host beside it in Contents/MacOS, and in Contents/Resources what the IPA carries (build_ipa.sh's choice): romfs/, msl/<b-chain | vk | gl>/ (the Mac libraries only, not the cas/ compile cache, which the host never reads), aoc/<index>/, and dm/ with the rewritten modules and the rewriter tables the host reads (*.patched.bin, fixups, gates, cuts, obs, nro.tsv; not sites.tsv), the profile's shader_map.tsv, pso_manifest.tsv, c1_full.tsv and cb_extent.tsv when present, font/ and the --env-file as env.txt; AppIcon.icns from the game icon (sips, iconutil); Info.plist with the NACP name and display version, the IPA's bundle ID and the profile's app_category, plus DMTitleID, DMRomfsMarker and DMLanguage for the launcher. The large folders are APFS clones (cp -c) when a clonefile into the app works (the same APFS volume), plain copies otherwise after a free space check. The app is written as <app>.partial and swapped in whole.

The launcher sets the host's environment from the bundle (as the iOS app's main.m does) and runs the host as a child with posix_spawn, never exec: macOS privacy (TCC) attributes a child's file access to the app, while a launcher that hands its process over (a shell script exec'ing dmhost) got EPERM on every open on the external drive, silently, signed or not (found on Echoes of Wisdom's hand-made wrapper). Save and temporary files go to ~/Library/Application Support/nxnative/<title ID>/ (save/, temp/; pso_user.tsv lands beside save/, which is also DM_ROOT and the working folder), the host's output to ~/Library/Logs/nxnative/<title ID>.log (the previous one kept as .prev.log). Environment switches: <Application Support folder>/env.txt, then the bundle's dm/env.txt; neither replaces a variable already set. It forwards SIGTERM, SIGINT and SIGHUP to the host, returns its exit code (128 + the signal when it was killed), and shows an alert (osascript) when the bundle's game data is missing.

Signing: the inner host first, then the bundle, codesign --force --sign <identity>, ad-hoc by default, --mac-sign / MAC_SIGN names an identity; never with the hardened runtime (it refuses the executable memory the host maps for the game's code), so the app cannot be notarized. Finder information on copied files, which codesign refuses, is removed and the signing tried again.

In the script, mac_run is split: mac_host builds the host and the font (the stage "Mac host", for both platforms), mac_run makes the command of --platform mac as before, and mac_app runs pack_app.py (the stage "Mac app", its steps from pack_app.py's step lines); --platform mac-app plans the same number of stages as an IPA build.

New test dm/tools/tests/test_nsp_mac_app.py (written first; on main it fails: no dm/mac/pack_app.py, no --platform mac-app): packs an app from stand-ins with a stand-in host compiled there, and checks the layout, Info.plist, the ad-hoc signature without the runtime flag, the launcher's environment, working folder and log rotation, both env files, the exit code, SIGTERM forwarding, the alert (a stand-in osascript), plain copies, and the script's options and pack_app.py command line for an NVN and a Vulkan game. Checked: every test of dm/tools/tests, dm/ios/tests and dm/gfx/tests, make -C dm/host/tests GAME=010015100B514000 run and dm/ios/tools/compile_check.py pass. Not checked here: an app of a real game (next), a GL game, an app moved to another Mac.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-25 19:49:21 +08:00
seedds ab45d05f3f Keep game gallery captions to noteworthy details 2026-10-25 19:48:24 +08:00
seedds da9d3b3ef6 Include Mac-tested games in README gallery
Replace the separate ASTRAL CHAIN bring-up notice with a gameplay screenshot and notes. Record that passing Mac gameplay testing is sufficient for gallery inclusion, with validation scope kept in each game note.
2026-10-25 19:43:14 +08:00
seedds 38006ef601 Remove descriptions from launcher haptics settings 2026-10-25 19:41:20 +08:00
seedds 1159ccc675 Add ASTRAL CHAIN profile and fix PlatinumGames startup compatibility
Support PKZ v1 archives and advertise the translator's GPU-code range independently of SDK version. Register the 1.0.1 profile, shader tables, regression checks and Mac bring-up findings. Retain 30 fps; document the unshipped 60 fps experiment and outstanding iPhone validation.
2026-10-25 19:36:05 +08:00
seedds 8ca9e9af93 Widen iOS launcher settings and remove list heading 2026-10-25 19:34:06 +08:00
seedds 9116109c9f Expand CI with texture, sanitizer and unsigned iOS build checks 2026-10-25 19:08:45 +08:00
seedds d62ddbbd25 Use native navigation list for iOS launcher settings 2026-10-25 18:59:47 +08:00
seedds 641799d51b Fix isolated SVC test linking after Unreal heap support
The dispatcher gained a dm_ue_heap_owns dependency in 16f4889. Supply the no-Unreal-allocator stub in both isolated test fixtures, alongside their existing host dependency stubs.

Validated the full host unit suite with the CI game profile and all nine CI CPU-only graphics tests.
2026-10-25 18:45:56 +08:00
seeddsandv0lumehi a1886130a6 Add opt-in frame buffering with safe snapshot pacing and suspend
Integrate the present snapshots and frame-step work from #87 together with
the encode-thread support and wait ledger from #157. Keep snapshots off
by default on both platforms pending wider device validation.

Offer Frame buffering in the iOS launcher for NVN builds. The existing
launcher remembers the choice and preserves env.txt overrides. Pass the
packer's detected graphics API to the settings generator.

Wait for snapshot capacity at acquire; a present reaching a busy slot
falls back to its original texture ticket. Drain snapshot commits and GPU
completion during suspend even when display tickets were discarded.
Regression tests cover both waits, fallback tickets and copied pixels.

Validated on M4 Pro: full gfx run list, 38 snapshot lifecycle checks,
219 checks with encoding and snapshots enabled, Mac host build, 133-file
iOS compile check, and eight launcher/docs/packing tests. The host unit
suite cannot link t_heap_size because dm_ue_heap_owns is missing, reproduced
on unchanged main cbbb600. No iPhone runtime performance claim.

Co-authored-by: v0lumehi <aljic.zijad@gmail.com>
2026-10-25 18:39:57 +08:00
seedds cbbb600866 OCTOPATH TRAVELER II: the IPA with the geometry split (geo_split, three-dispatch index compaction) and the Unreal-heap thread stacks (16f4889) plays on the iPhone (user); the game note says so and drops the open item 2026-10-25 17:46:41 +08:00
seedds 7d368c4249 Ghost Trick: Phantom Detective (010029B018432000, base game 1.0.0 = v0, Capcom's RE Engine on SDK 13.3.0, with the Bonus Content add-on): game profile, and finalized pool buffers no longer kept by a guest thread's autorelease pool (every game). Plays on the iPhone (IPA 3.0 GB, user)
The profile is the NSP script's provisional one with tex_flush_upload and tex_dirty_upload: RE Engine writes its UI textures (ASTC) into CPU-visible pools in place, as Monster Hunter Rise does, and without both keys the language screen's background and buttons were magenta (with tex_flush_upload alone they still were). 7,744 shaders from the PAK's SDF definitions and main; 7,739 build. The other 5 are compute shaders with atomics on a 3D image, which SPIRV-Cross indexes with an int3, as Octopath Traveler 0's 16; none was requested on the routes below. PR #138 (Nishikori-Yui) built them by flattening the coordinate in dmsh_build.py, a chain change that would rebuild every game's libraries, so it is left out until a run requests one (the game note). PR #138's profile is the same as this one (the same keys and shader tables).

Host fix: the memory line's "freed but alive" count only grew in most games (Animal Crossing: New Horizons 3,113 after 27,900 frames, Pokémon Sword 2,050, Super Smash Bros. Ultimate 1,279; Ghost Trick 125 to 146 buffers, 6.6 to 8.7 GB of zero-copy buffers, so GPU allocated read 9.9 to 11.7 GB against 2.2 GB resident). A temporary census of every host table that can hold a texture over a pool buffer found no holder: mtl_pool_del runs on the guest thread that finalizes the pool, whose implicit autorelease pool never drains, and adding the buffer to the weak table g_dead_pools left it autoreleased there. containsObject: / removeObject: on a weak NSHashTable do the same (a standalone test), and res_add / res_remove call them on guest threads too. mtl_pool_del, res_add_at and res_remove now have their own @autoreleasepool. Ghost Trick: 0 freed but alive, GPU allocated 1.7 GB instead of 8.3 GB 300 frames into the boot and 2.9 GB in Chapter 1, resident memory, frame times and pictures unchanged; Pokémon Sword: 8 to 0 at the title after 90 s, the same frame pacing.

On the Mac: the opening movies, the language screen, the first-boot notices, save creation, the Bonus Content notices and Chapter 1's opening in the junkyard (the Ghost World, the first trick), and a second boot that loads the save, at 60 fps (frame interval p99 about 17 to 19 ms), about 2.3 GB resident, no red line; the Wwise sound plays (a muted run with DM_AUDIO_DUMP). Checked: the tool tests (57, the docs check among them), t_nvn (124 checks), a boot of the rebased host. README (games gallery, a Mac picture of the junkyard), AGENTS.md's count (sixty-two: the gallery's cells), the game note, the games table, docs/reference/nvn-objects.md and the symptom index say so
2026-10-25 17:44:41 +08:00
seedds 16f4889192 OCTOPATH TRAVELER II (0100A3501946E000, update 1.1.1 = v131072, Unreal Engine 4.27 on SDK 12.3.2): game profile, inline Unreal shaders in version 11 paks, and five general host fixes. Plays on the iPhone (IPA 5.9 GB, user; that IPA predates the geometry and allocator changes below). On the Mac: the boot, the title, a new game, the traveler selection, Hikari's opening into his first battle (won) and the scene after it, and Castti's opening (the flashback, the ship, free play on the deck), at 60 fps (frame time p50 16.7 ms, p95 about 17 ms) with CRIWARE sound, about 2.8 GB resident. Shaders: the project ships no shader code archives (bShareMaterialShaderCode off), so each material's shaders are inline in its .uexp and the global ones in Engine/GlobalShaderCache-SF_GLSL_SWITCH.bin, each an entry of FShaderMapResourceCode (an LZ4 block, its raw size, its frequency): uepak.py inline_shaders sends a version 11 pak with cooked packages and no .ushaderbytecode to shader_split.py's inline reader (ue_legacy_jobs; Zlib and LZ4 pak blocks decoded in Python, Pak.read), ue_inline_shaders finds each LZ4 block by its first literals (LSLG), and profile_guess.py / the NSP script tell the two kinds apart; 13,980 shaders in 13 s. Profile: Unreal's FMallocBinned3 cut with an OBS_UE_MALLOC gate as DRAGON QUEST VII Reimagined's (GCreateMalloc main+0xbecbf0, a 20-slot vtable, hle_uemalloc.c), a 2 GB engine region (game_args) with the node-area cut on this SDK 12.3.2 build (sdk_patches.py, sdk+0x346190 / +0x34622c), fps_target 60 through t.MaxFPS / rhi.SyncInterval (hle_fpslock.c; the same route at 30 and 60 fps reaches the same scenes at the same times), pad_layout full (the battle menu picks weapons with the D-pad), a prewarm list of 843 lines. General fixes: (1) a shader may bind 96 resources instead of 64 (NVN_REFL_MAXB: the traveler selection's 3D map shader binds 66, and the map was black); (2) the parallel precompile look-ahead (pso_predict_rest) restores the scissor, which state_op keeps in R, not S: with pipelines built on demand the picture went bright green and white from Castti's flashback and Hikari's battlefield on (bisected with simultaneous runs; DM_NVN_PREDICT=0 turns the look-ahead off); (3) a geometry draw above the 256 MiB capture scratch bound is drawn in runs instead of skipped (nvn_geometry.inc geo_split: one instance at a time, then runs of at most 4,096 list primitives whose index range fits 64 MB, one read of the indices, one GPU wait), the index compaction after the geometry kernel runs as count / offset / write dispatches instead of one thread (each frame drawing Unreal's 129,032-triangle point light shadow took about 300 ms with it), and scratch arenas above 32 MB are released after 600 idle submissions (arena_new takes the smallest that fits); (4) MapMemory takes a thread stack from the host's Unreal heap (dm_ue_heap_owns: a range outside the guest block the host maps read-write, vm_region_64): with cae5ec2's stricter source check every Unreal game on the host heap aborted in MapAliasStack at nnMain (checked: this game and Pikmin 4 boot); (5) the host Makefile rebuilds on a change to dm/gfx/nvn/*.inc. Scripted input takes partly tilted sticks (L<x>/<y>): the traveler selection opens a card only while its quill cursor rests on a traveler, and full-tilt presses swept past them. Open: 2 of 87 Mac boots crashed at the title in the game's CRI cue sheet loader (main+0x1d8054, a record copied while one of its TArrays held count 1 and no data); the writer is not found yet (the game note). Checked: 57 tool tests, the gfx run list (t_geometry 95 checks) and the docs check pass; the NSP script packs the IPA from the NSPs (Mac and iOS). README (games gallery, a Mac picture of Hikari's first battle), the game note, the games table, docs/reference shaders / memory, docs/agents/04 and the symptom index say so 2026-10-25 15:43:48 +08:00
seedds 18414bb5ff Fix resource heap slack for Super Mario Bros. Wonder 1.0.1 2026-10-25 15:33:15 +08:00
seedds 93578abad6 13 Sentinels: Aegis Rim, Asian release (01008D7016438000, base game 1.00 = v0, Japanese / Korean / Chinese): game profile, no host change (PR #161 by lx7720)
The Asian release has its own title ID. Its subsdk0 and sdk are the western builds, but its main (31194702…) is not the western 1.10's (4b632573…), so the NSP script's lookup by main build does not find the western profile, and its RomFS marker is ROBO_CN.CPK. The profile is the NSP script's provisional one with the western profile's alloc_big_align (the engine's ring heaps are cut from a pool at 64 KB alignment) and the same 4 GB layout. Its shader tables have the same keys as the western ones (all 751 shader_map rows; shader_pairs, shader_facts and bf_want identical), at other offsets in main.

Ported onto main with its game note (dm/games/01008D7016438000/README.md), its row in the games table and a line in the western note pointing to it. The game.tsv header is in English (the PR had the Japanese and Korean titles as characters). README's gallery and AGENTS.md's count are unchanged: it is the same game and is not tested on the iPhone.

Checked (PR #161): on the Mac the NSP script packs it from the base NSP alone and it plays at 60 fps with sound, saving and loading. Here: the tool tests in dm/tools/tests pass, test_docs among them (61 profiles), and game.py lists the profile and writes its header. Not checked: iOS (no Asian NSP here).
2026-10-25 13:59:43 +08:00
seedds cdd5619226 Docs check: new dm/tools/tests/test_docs.py, which the CI job runs with the other tool tests. It fails when a relative link or #anchor in the repository's own Markdown does not resolve (GitHub's heading anchors, repeated headings numbered; files from git ls-files, third_party and node_modules left out), when a profile with a game.tsv has no README.md or no row in the games table of dm/games/README.md (or the table lists a folder with no profile), when docs/agents/symptoms.md is not what dm/tools/docs_symptoms.py writes from docs/reference, or when AGENTS.md passes 1,500 words or a numbered guide in docs/agents 6,000. AGENTS.md says so. Checked: the test passes (88 Markdown files, 2,293 links, 60 profiles), and fails as it should with a link to a missing file, a link to a missing heading, a Symptom bullet changed without regenerating the index, and AGENTS.md 400 words longer 2026-10-25 13:07:24 +08:00
seedds 0df4dbe280 A short AGENTS.md: what the repository is (the native-execution model, the host and its three graphics layers, sixty games, each with its note in dm/games/<id>/README.md and a row in the games table), where to start for each kind of task (a crash, abort, hang, [RED] line or wrong picture: the symptom index, then the reference entry and its games; a game short of its frame loop: 03; rendering: 04 and the rendering, shaders and NVN objects references; one game or its profile: its note; another title: the NSP script and docs/agents; packing, building, prewarm, power: development.md), and where a new finding goes, once (a fact about one game in its note; a general mechanism as an entry in its reference, the symptom index regenerated and a line in the note's Found on this game; this file only for a rule or the count). The rules are as before. The game list of 4,500 words, one sentence per game, is gone: each sentence is in its game's note. New dm/tools/docs_symptoms.py writes docs/agents/symptoms.md from the references' Symptom bullets (--check reports whether it is current). The NSP script's survey points at docs/reference/nvn-objects.md for SDK object sizes and at the symptom index; Balatro's note names capture_shaders. AGENTS.md goes from 6,235 to 1,137 words. Checked: every backticked span, module address, issue / PR number and 16-digit hash of AGENTS.md, development.md, dm/games/README.md and docs/agents/01-05 on main still appears in the repository's Markdown (besides the five file patterns, nn::hid::GetGestureStates and nn::oe::SetCpuOverclockEnabled appear without the nn:: prefix in Taiko Risshiden V DX's note), every relative link and anchor resolves, and the tool tests and test_xcode_workflow pass 2026-10-25 12:56:14 +08:00
seedds 50ad443cb1 Bayonetta and Bayonetta 2 in the new layout: their game notes (dm/games/010076F0049A2000/README.md, dm/games/01007960049A0000/README.md) and rows in the games table, from their Game notes entries in docs/development.md, their AGENTS.md sentences, their profiles' comments and their commits; the SDK 3.6.0 entry of 03's catalogue becomes services.md "SDK 3.6.0 answered as SDK 4", and 04's two Seen-in sections become shaders.md "BNSH files in PlatinumGames DAT archives inside CRI CPK archives" (cpk.py, cpk_jobs) and rendering.md "Clears of attachments larger than the render pass" (rp_begin_ex_) and "Downsample of a single-sample texture" (copy_t2t), each with the games it was found on. Mario Kart 8 Deluxe's note no longer calls SDK 4.4.0 the oldest. Checked: every profile with a game.tsv has a note and a table row (60), every relative link and anchor in the repository's Markdown resolves, and every backticked span, module address, issue / PR number and 16-digit hash of AGENTS.md, development.md, dm/games/README.md and docs/agents/01-05 on main (4,669 items) still appears (the same five file patterns as before) 2026-10-25 12:44:03 +08:00
seedds 3a993fa3fe Subsystem references and a symptom index: the failure catalogue of docs/agents/03-bringup.md and the per-title material of docs/agents/04-graphics.md (section 1's container list, section 6 and its "Seen in <game>" subsections) move into docs/reference/, one heading per mechanism: rewriter.md, memory.md, threads.md, services.md, movies.md, audio.md, frame-rate.md, nvn-objects.md, rendering.md (with the Vulkan and OpenGL layers), shaders.md and game-state.md, indexed by docs/reference/README.md. Each entry gives the symptom, the cause, the fix (file and function), the games it was found on (linked to their notes in dm/games/<id>/README.md) and any check, caveat or later change; one mechanism met on several games is one entry. docs/agents/symptoms.md lists every entry's symptom (an assertion, a [RED] line, an abort or crash site, a visible result) with a link to it, 350 lines, generated from the Symptom bullets. 03 keeps the loop and reading the log, and its Failure catalogue section now points to the references, the index and where a new finding goes; 04 keeps sections 1-5 and 7 (the container list is shaders.md's Containers by engine), and section 6 says where each kind of finding is. Facts in the old sections about one game only were checked against that game's note, where they already were. Statements the code no longer matches are marked as history beside the current value (movie output slots: MD_NOUT 64, MD_NOUT_AAC 32, MD_NOUT_VIDEO 16; APP_POOL is the profile key app_pool; Engage's layout is 5 / 4.375 GB; inline uniform updates are deferred by default; scaled copies are drawn), and Tears of the Kingdom joins the node-area entry's build list (issue #70). The game notes, docs/agents/README.md, 02 and 05 link to the exact entries, and so do the comments in nvn_mtl.m (nvnTextureCompare) and hle_audio.c (the RemoteIO buffer) and the provisional-profile note in profile_guess.py. 03 goes from 29,600 to 470 words, 04 from 34,400 to 3,500. Checked: every backticked span, module address, issue / PR number and 16-digit hash of AGENTS.md, development.md, dm/games/README.md and docs/agents/01-05 at 6a06877 (4,600 items) still appears in the repository's Markdown (the same five file patterns as before appear as the full names they stood for), every relative link and heading anchor in the repository's Markdown resolves, and the tool tests pass (the four that need capstone or lz4 in the T7 venv) 2026-10-25 12:31:58 +08:00
seedds 846c54c63c Per-game notes beside each profile: dm/games/<id>/README.md for all 58 games, and the games table in dm/games/README.md. Each note says what the profile needs and why (a table of its game.tsv keys, patches.py cuts and frame-step stubs, sdk_patches.py cuts for its sdk build, manual shader rows), the game's own findings by topic (frame rate, memory, rendering, audio, movies, services, files and shaders, input, Mac routes), each marked current or resolved, a "Found on this game" list of the general host changes first needed there (one line each, linked to where they are explained), and what is still open, including stale profile comments and figures the sources disagree on. The notes gather what was spread over AGENTS.md, docs/development.md (Game notes and Power), docs/agents/01-05 and the profiles' own comments. The Game notes section of docs/development.md (523 lines, 53 games) is now a pointer to the table; development.md goes from 33,300 to 8,600 words. README.md, AGENTS.md and the Breath of the Wild link in 04-graphics.md point to the notes. A README.md in a profile folder changes no shader cache key (dmsh_chain.inputs hashes only the named tables and keys) and no profile listing (game.py lists folders with a game.tsv). Checked: every backticked span, module address, issue / PR number and 16-digit hash of AGENTS.md, development.md, dm/games/README.md and docs/agents/01-05 at 6a06877 (4,600 items) still appears in the repository's Markdown (five file patterns now appear as the full names they stood for), and every relative link and heading anchor in the repository's Markdown resolves 2026-10-25 12:28:47 +08:00
seedds b7dfba4dd0 Load LZ4 only when decoding NSO files
The memory-profile host test imports profile_guess, which imported nso_syms and required LZ4 even for plain log parsing. The host CI job has no third-party Python packages, so this broke the host suite after cae5ec2. Move the import into load() and document the standard-library-only heap probe.

Validated the exact failing target and full parallel host suite with system Python, the heap probe with site packages disabled, six related tool tests, and synthetic compressed NSO decoding.
2026-10-25 12:27:40 +08:00
seeddsandb4f8abbb24dbf56a7d0280f296e16eeb cae5ec2155 Keep guest memory queries, budgets and stack ownership consistent
Incorporate the active SVC improvements from PR #151 around the existing
alias bitmap and mapping registry. Serialize heap changes, physical maps,
stack ownership and memory queries with one lock; report committed alias
runs and borrowed sources; initialize reused logical pages while preserving
live neighbors and lazy first exposure. Retain PR #127's fail-fast host
protection policy and the log formats parsed by the NSP heap probe.

Game smoke tests exposed two integration requirements: Raging Loop's SDK
extends committed windows across borrowed stack sources, so allow recommit
that preserves existing bytes; Tears of the Kingdom's audio helper needs
guest-backed stacks, so allocate host-created guest-thread stacks through
SDK malloc and free them after thread destruction and copyback.

Keep SDK reservation ownership and existing patches. The unused host
reservation allocator from #151 is not included.

Validation: full host suite; focused UBSan, ASan and ThreadSanitizer tests;
real dirty-tracker concurrency tests; heap-probe parser compatibility; Mac
host builds; iOS arm64 syntax checks; all 60 profile layout checks.
Raging Loop and Tears of the Kingdom passed guest-thread self-checks and
ran to deliberate timeouts after the startup fixes. Their shader caches
are stale for this checkout, so rendering/performance are not validated.
No IPA build or iOS device validation was performed.

Co-authored-by: b4f8abbb24dbf56a7d0280f296e16eeb <51352400+b4f8abbb24dbf56a7d0280f296e16eeb@users.noreply.github.com>
2026-10-25 12:23:01 +08:00
seeddsandv0lumehi 66abbc3d30 Cache Metal 4 pipeline bases with per-game archives
Adapt PR #122: compile reusable bases with unspecialized colour state, specialize per draw state, and persist bases between launches. Keep iOS opt-in and the MTLDevice fallback.

Preserve rasterizing depth-only pipelines through the legacy path. Share in-progress base builds, including errors, while unrelated bases compile in parallel. Defer timed flushes during compaction and finish flush/cleanup together; synchronize the pending count with serializer capture.

Checked on Apple M4 Pro: t_pso_archive 48 checks with Metal validation, t_pso_pending 48, t_integer_blend 63, t_geometry 95, and t_pso_skey pass. The Breath of the Wild Mac host builds and nvn_mtl.m passes the iOS arm64 syntax check. Real-game memory usage and iPhone runtime behavior were not measured.

Co-authored-by: v0lumehi <aljic.zijad@gmail.com>
2026-10-25 11:31:14 +08:00