Apply PR #262's device-buffer fix for clicks caused by audio underruns.
Reconfigure on both output-device and hardware sample-rate changes, respect
the device's frame range, and read back the actual buffer size. Avoid
rewriting unchanged sizes when buffer changes notify the format listener.
Remove listeners before teardown, including failed initialization, so they
cannot configure a device that the AudioUnit has already released.
Add hardware-independent regression coverage for switching, rate changes,
scope filtering, limits, synchronous notifications, diagnostic overrides,
absent devices, and listener cleanup. Record the original gameplay evidence
and the additional silent Core Audio validation in the audio reference.
Validation: full host tests, Mac host build, docs checks, and the iOS source
compile check (178 files) passed. Silent USB/speaker switching and speaker
rates of 44.1/96/48 kHz verified 221/480/240 frames. HDMI switching and
gameplay listening after these listener changes remain unvalidated.
Co-authored-by: parsifal295 <130349765+parsifal295@users.noreply.github.com>
Use only the remaining finite timeout after the fast-event wait instead of
starting a second full wait for feedback. Preserve polling, CPU completion
ordering and the existing infinite-wait stage caps.
Add deterministic regressions against the production wait function across
all three fast-wake sites and the four fast-wake/wait-ledger combinations.
Co-authored-by: smartLanny <51014844+smartLanny@users.noreply.github.com>
Reuse unchanged IPA entries through the packing index and APFS clones,
and keep Mac app and derived-profile shader outputs while their inputs
match. Preserve main's shader regression checks and .NET discovery.
Count uncompressed bytes in streamed files so a size change aborts the
pack without replacing the previous IPA or index. Cover both deflated
and stored streams with growth and shrinkage regression tests, and
record the cause and fix in the packing reference.
Co-authored-by: Suraj Mandal <surajmandalcell@gmail.com>
Derive DOTNET_ROOT from dotnet's Microsoft.NETCore.App runtime listing and
export it to both explicit and inherited build environments. Preserve caller
overrides, use the build environment for discovery, and leave discovery
unchanged on probe failures instead of treating Homebrew's wrapper directory
as a runtime root.
Add regression coverage and document the packing failure and its resolution.
Based on PR #284.
Co-authored-by: Jose Rosendo <josemrb99@gmail.com>
One translation chain serves every game, so a translator or host change was checked
only on its author's games; on another game the first sign was a crash at run time
(c3a0880 broke the image atomics of SHIN MEGAMI TENSEI V, Yoshi's Crafted World and
FINAL FANTASY RESONANCE).
- CI: the tool-tests job installs .NET 10, spirv-cross and spirv-tools and points
DMSH_TEST_XLATE at the committed translator, so the translator's synthetic-shader
tests (test_image_atomic_bounds, test_dmsh_geometry) run on every change.
test_dmsh_geometry imports its sibling module when run from the repository root.
- dm/gfx/tools/shader_regressions.py: lists the shaders that translated in the
game's previous b-*/ and fail in the current chain's, from dmsh_build.py's build
reports (not part of the chain). The NSP script runs it after its shader step and
stops on a regression unless ALLOW_SHADER_REGRESSIONS / --allow-shader-regressions;
docs/development.md describes it.
- FINAL FANTASY RESONANCE: the c3a0880 regression is resolved since 2e655b7 (image
atomics with a used result): chain 39e4d9585b1d builds 73,488 of 73,496 shaders
(the 8 3D image atomics as before), shader_regressions.py finds 0 against the
earlier build, and a new game from an empty save plays the opening cutscene on
the Mac with no red line; the two shaders that failed and aborted run their
atomics on their buffer textures.
Checked: every CI test file as the job runs it (DMSH_TEST_XLATE set), the docs tests.
Two general causes of FINAL FANTASY RESONANCE's missing fires, smoke and muzzle
flashes, found and first fixed by b1tdr3amer24 (GitHub issue #168).
- Translator (vendored BindlessElimination.cs, TryTableHandle): a texture read
whose handle phi mixes c2 handle words with values that are not handles
(undefined, or float values the compiler kept in the register on paths where
the predicated read does not run) was removed and its result set to 0:
58,122 reads in FINAL FANTASY RESONANCE, mostly Niagara particle vertex
factories, whose meshes collapsed to a point. The read now takes the c2
handle among the inputs, or reads each candidate and picks by the phi's run-
time value; candidates read elsewhere as another texture shape are left out
(a second sweep, ResourceManager.GetTextureTypes). Only phis that
GenerateBindlessAccess refuses come here, so tex_dyn_slots arrays keep their
path: the other 69,449 shaders' SPIR-V is unchanged. Several candidates are
never used for an image store or atomic. dmsh_xlate's Log now reaches the
notes as "translator: ..." and the build summary counts those apart.
- Host (nvn_mtl.m, tbuf_shadow): a texture buffer view at an offset that is
not 16-byte aligned reads from the boundary below on an M4 Pro (t_tbuf_align:
56 of 56 views wrong; the M6 measurement in the old comment does not hold).
Such views are read through a per-submission aligned copy; aligned views are
untouched. A workaround for the Metal limit, its gaps (GPU writes in the same
submission, CPU_NO_ACCESS pools, image writes) recorded as open.
Translator rebuilt; lock and chain header updated. Checked: all FFR shaders
translated before and after; FFR on the Mac (fires and smoke column render,
steady; with the copy off they flicker); gfx, chain and docs tests.
Co-authored-by: b1tdr3amer24 <240231594+b1tdr3amer24@users.noreply.github.com>
Keep save failure state and write timing with the canonical backing save, and
retain that identity on open files and mount aliases. Coordinate commits with
in-flight writes and file-size changes, preserve taint when recovery fails,
and mark the affected saves after a failed rename rollback.
Initialize shared write-injection settings with pthread_once so simultaneous
first writes do not race. Expand regressions for independent saves, aliases,
overlapping I/O and commits, failed recovery, and concurrent first writes.
Validation: 98 save regression checks, filesystem ThreadSanitizer, the full
host unit suite, and documentation checks pass.
Refs: https://github.com/seedds/nxnative/pull/288
Co-authored-by: Nishikori-Yui <165007678+Nishikori-Yui@users.noreply.github.com>
Update the heap-probe regression for main's corrected SetHeapSize result
(0xD001). Keep invalid mapping and heap-shrink expectations at 0xD401.
Supply the audio fixture's SDK DestroySystemEvent symbol and verify the
local event is destroyed before kernel binding, once per event open,
including the nested open route.
Publish native HLE condition waits to the guest scheduler and end inherited
same-core handoffs at the blocking boundary. Restore runnable state on wake.
Exercise real thread creation, startup and exit in the notification regression,
including spurious wakes and both scheduling modes. Record the real-game Mac
startup comparison and the remaining visual gameplay and iPhone validation.
Co-authored-by: huajiaoshu520 <huajiaoshu@jasonml.eu.org>
Profile 0100C1F0051B6000 (SDK 4.4.0, Retro Studios' engine, NVN): plays on the Mac from boot
through the menus and the intro cinematic into the first level at 60 fps. General changes:
- svc SetHeapSize: a request beyond the heap region returns ResultOutOfMemory, as Horizon
(the game binary-searches its heap size between 3 and 6 GB)
- shader_split.py: SNVN program records in Retro's RFRM forms (MaterialArchive.arc, the packs'
MTRL resources) and the LZSS-compressed startup material archive in main
- nvn_mtl.m: a texture in a CPU_UNCACHED pool starts with its storage at first use (title logo,
menu panels); transform feedback captures draws that rasterize too
- dmsh_build.py: transform feedback buffers holding several outputs (DK's fur simulation);
chain header regenerated
- hle_audren.c: the renderer event is the kernel event the audio service gives, not the SDK's
local one (the main thread was starved at the first level's load)
- hle_oe.c: oe::GetUserInactivityDetectionTimeExtensionMode
- sead::ControllerBase::updateDerivativeParams_ added a constant 1.0 per frame to held counts, so menus
repeated twice as fast at 60 (0.3 s went 5 entries, 2 at 30). A FRAME_STEP stub at main+0xeb0f88
takes the VFR's ratio (+0x3c); checked in game: 0.2 / 0.3 / 0.4 s move 1 / 2 / 3 entries at 60
(MacNativeGames 866beb9).
- ga_capture: a recapture through lookup archives makes no folder at its compile, so it no longer
lists the folder (it could take another program's folder made meanwhile).
- tex_desc: a multisample texture of a sample count the GPU lacks is not made instead of being made
with fewer samples (shaders could read sample indices past it).
Profile 010057D006492000 (no virtual address memory: the 4 GB heap layout; tex_flush_upload and tex_dirty_upload for the textures Unreal writes from the CPU into uncached pools after creating them) and its note. Brought up on the Mac through the boot, the language notice, the title, the traveler selection and Ophilia's and H'aanit's openings (free play in the cathedral and in S'warkii) at 30 fps; battles, sound and the iPhone not yet tested.
General changes found on it:
- patch_nso.py: a jump table whose index is bounds-checked with a 64-bit cmp (main+0x1676f58), accepted only in the last pass so earlier rewrites are byte-identical.
- profile_guess.py: Unreal's 64 GB alias layout only with virtual address memory (this game sets a 3.08 GB heap instead).
- NVN: nvnTextureBuilderGetSparseTileLayout / nvnTextureGetSparseTileLayout (Unreal sizes a sparse texture's mip tail with it; unimplemented, it asked for 1.75 GB twice); sparse 2D textures without a packaged layout take the block height of their 64 KB tile (the world map's tiles were shuffled); every virtual pool gets an address range of its own until its first mapping decides between the alias (a whole-pool mapping, Mario's pool) and the sparse page table (Unreal's one-texture pools, mapped piece by piece: streamed textures were black and later mappings refused).
- Audio renderer: SdkMutexType is looked up only when the SDK uses it (SDK 3.5.1 takes LockMutex at +0x1f8).
README: the gallery entry (Mac screenshot of S'warkii, IPA ~3.6 GB, all 5,434 shaders built for iOS); AGENTS.md: seventy-one games.
Checked on the rebased tree: the tool tests (15 skipped), the docs tests, a Mac boot into the traveler selection; before the rebase the graphics tests (make run, exit 0).
Unity 2021.3.25f1 on SDK 16.2.0 (the sdk build of Super Mario Bros. Wonder 1.0.0).
The sdk build takes the node-area cut and SDK 20's 2 MB region alignment: Unity's
N MB + 252 KB regions each took the next size class's slot, which exhausted the
4.375 GB alias region after about six minutes. Profile with a 1.5 GB pool, note,
games table row, README gallery entry and reference entry.
Profile 010069C01AB82000 (Atlus, Unreal Engine 4.27, SDK 15.3.2, NVN). Opening gameplay
tested on the Mac: new game, classroom, saves and reload in a fresh process, Tokyo map,
Shinagawa Station and its event. iOS and combat untested.
- Memory: the FMallocBinned3 constructor cut (main+0x1f2f63c, gate +0x1f2f644) with the
measured UE4 vtable in hle_uemalloc.c; -SwitchVirtualAddressSpaceSize=2048 and a 3.75 GB
block. profile_guess.py now leaves 128 MB for the initial heap in provisional Unreal
layouts (test_profile_guess.py).
- Shaders (general, chain 86c8282f6fb4): returning IGN image atomics keep the old value with
bounded access (Ryujinx translator, t_atomic_return.m); buffer-image reflection keeps its
Metal texture type (nvn_refl.m, t_refl.m). All 19,746 shaders build for Mac and iOS.
- 60 fps: hle_fpslock.c writes the game's own Project.FrameRateLimit (main+0x6d6d5d0, which
GameUserSettings applies to t.MaxFPS) and rhi.SyncInterval, gated on main 0a4f14a5...
Mac (M4 Pro): 59.2-60.1 fps at the station, frame p95 17.5-20.3 ms; a 1 s walk ends at
the same place at 30 and 60 fps. DM_FPS_TARGET=30 keeps 30.
Docs: the game note, games table, README gallery, memory.md, shaders.md, symptom index;
AGENTS count 68 -> 69. Checked: tool tests (186, 6 skips), docs tests.
- Pipeline archive: the Metal 4 serializer leaves a com.apple.gpuarchiver/gpuarchiver-* folder per flush
(456 folders, 2.5 GB on this Mac). The first capture after a flush takes the one folder it made, the
flush removes it (and the one a recapture-only flush makes), exit removes an unflushed one; iOS clears
earlier runs' folders at start (MacNativeGames 1eff989, 110e6c6).
- tex_desc: levels past what the size holds, arrays of no or more than 2048 layers, sample counts the GPU
lacks no longer abort the process; copies and ReadTexels at a missing level are skipped (f864eb0).
- nvn_hm_get compares 8-byte keys as one word: 5.9 -> 1.5 ns a lookup (7431eb7).
- frame-rate.md: segment size cannot change BotW's 60 fps frame on the Mac (fence wait 0.02 ms).
#203 as submitted stopped the shader split of Tears of the Kingdom with a
TypeError: its 1,202 Cave/.../C.crbin.<hash>/*.quad files are a 4-byte hash
(the one in their folder name), then a zstd frame, so they pass the gate,
and on the length mismatch the error path took len() of None. The PR checked
Wonder and Yoshi only; of the RomFS of 39 games on hand, only those files
have a frame at +4.
- unsized: a frame whose header records a size other than the prefix is not
such a container and is read as it is, without decompressing it
(frame_size). A frame that records none (Kirby's LZ4 frames) must
decompress to exactly the prefix's size: the whole output is compared,
where the PR's max_length cut a longer frame at the prefix and let it pass.
- The dictionary handling is shared with unzs (zs_dict_id, unzs_dict). A
dictionary ZDICTS does not have is still reported, not fatal, as in the PR:
the ID may be any bytes after a magic at +4.
- unityfs.text_assets: an object shorter than the two length fields, or one
whose name padding leaves no room for the script's length, is left out
instead of reading past its end (struct.error, which stopped the split).
Checked:
- Kirby and the Forgotten Land (base and update 1.1.0): 121 shaders before,
27,288 after (27,302 with the update), no [RED] line. 5,121 zstd frames
record their size, equal to the prefix; 2,080 + 354 LZ4 frames record none
and decompress to the prefix's size. The PR's "383 in lyt/" is 378.
- Tears of the Kingdom: the full split exits 1 with #203 alone; with this
commit its package and tables are byte-identical to main's, no [RED] line.
- main's split and this branch's give byte-identical packages and tables on
Monster Train 2, Ace Attorney Investigations Collection, AI: THE SOMNIUM
FILES, nirvanA Initiative, BALL x PIT, Advance Wars 1+2, Brain Memory
Training Academy (Unity 2017.4 to 6000) and Super Mario Bros. Wonder.
- New test_size_prefixed_frames.py; test_unity_text_glslc.py covers short
objects (fails on #238's unityfs.py). All of dm/tools/tests pass.
- Not checked here: FINAL FANTASY CRYSTAL CHRONICLES (#238's game) is not on
hand; Kirby has not been run.
HAL keeps its assets in .cmp containers: a 4-byte little-endian uncompressed
size, then a frame (zstd, or LZ4 in the ubin/ map data). The split
decompressed a zstd file by its magic at offset 0, so a frame that starts at
offset 4 was read raw, and the shaders inside the BFRES archives of those
containers were never seen.
On Kirby and the Forgotten Land this is the difference between 121 shaders
found and 27,288, and between a game that plays and one that shows a black
screen: the game asked for 900 shaders the map did not have, and the log
filled with "[RED] shader ... is not in the shader map".
The split now opens a size-prefixed frame (unzs_bytes for zstd, unlz4_bytes
for LZ4). The size prefix is checked against the decompressed length, so a
file that is not a container is left alone, and a container that does not
open is reported instead of being passed over in silence.
- Found on: Kirby and the Forgotten Land (01004D300C5AE000, in bring-up):
7,201 .cmp files, 5,121 zstd frames with 19,364 BNSH inside (11.2 GB
decompressed) and 2,080 LZ4 frames (0.3 GB, no BNSH). The split now finds
27,288 shaders: 18,476 in gfx/, 8,313 in ptcl/, 383 in lyt/, 67 in the
loose shader files, 54 in main.
- No other game on hand has such a file: Super Mario Bros. Wonder (v0 and
v65536) and Yoshi's Crafted World (v1.0.1) have none.
- The chain version is unchanged: shader_split.py is not one of the chain's
tools (dm/gfx/nvn/dmsh_chain.h needs no rewrite).
- The docs entry is in docs/reference/shaders.md; the symptom index is
regenerated. All 15 test files in dm/tools/tests pass.
Co-Authored-By: Claude Code <noreply@anthropic.com>
The Mac app packer left out shader_pairs.tsv and pso_pairs.tsv, which the
host's pipeline prebuild reads beside the shader map and build_ipa.sh already
copies into the IPA. Every NVN game's Mac app therefore built no pulling
bases, had no hybrid stand-ins, and compiled first-seen pipelines on the
submit thread. Copy both tables, and the shader split's pso_pairs.tsv for a
profile without one.
An NVN game's Mac app also carries its pipeline archive made offline for this
Mac's GPU (pso_offline.py --platform macos), handed to the host as
DM_PSO_BUNDLE as on iOS; --gpu none leaves it out. Integrated with three
fixes: the archive is validated and counted in the free-space check before
anything is copied; a plan whose pairs all need function constants packs the
app without an archive instead of aborting; and a PSO_GPUS value that does
not name this Mac's GPU is reported.
Validation: test_nsp_mac_app 22 (pair tables, split copy, bad archive, free
space, GPU note, no-archive plan; the table and space tests fail without the
fixes), the tool suite, iOS packaging tests and test_docs. A Breath of the
Wild Mac app on an M4 Pro (applegpu_g16s, 629.4 MB archive): 16 of 16 probed
bases found, no pair base built, no red line; the run stayed in the title.
Co-authored-by: v0lumehi <aljic.zijad@gmail.com>
Co-authored-by: blindlight86 <25404088+blindlight86@users.noreply.github.com>
The base game 1.0.0 (main 7222e13e…) aborted in nninitStartup: the 12 GB → 4 GB
StandardAllocator cut was registered for 2.0.2's main only. The same function
(an exact fingerprint match, main+0x19f8480 in v0) now gets it through MATCH_CUTS.
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>
Hoist block-linear row and slice addressing out of segment copies, and
index HLE, forced-takeover and missing-import names while retaining
existing duplicate precedence and stub identity.
Add byte-address differential tests and direct collision, duplicate,
growth and reuse checks. Correct the ASTC-tail and loader-serialization
comments and document independent CPU microbenchmarks. Keep TotK
prewarm data in a separate change.
Validation: 5,334 texture checks; symbol-index and NRO lifecycle tests;
AddressSanitizer/UBSan; documentation checks; Mac host build and changed
iOS source compilation. No new gameplay validation.
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>
Preserve the existing terminal-tail recognizer and accept a contiguous
framed method-pointer thunk followed by its separate null-error call.
Reject stores that overwrite saved FP/LR, unproven store addresses and
stack/frame/link-register clobbers, including WSP. Stores are limited to
fixed caller stack-argument slots above the saved frame.
Keep the fallback narrower than #188's proposed unframed block recognition.
Add synthetic AArch64 regressions and document the rule beside the other
tail-call findings; no game-specific IDs, fixed addresses or profile changes.
Validation: 179 tool tests run, 174 passed and 5 skipped; 10 tail-call tests
pass; the legacy terminal recognizer is AST-identical to main; git diff
--check passes. Real game modules were not rewritten for this integration.
Co-authored-by: chengjie <chengjie177@gmail.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>
present_now cycles three Metal 4 command allocators by ticket, and before resetting one it waited for g_pq_done to reach the ticket that last used it. g_pq_done is not GPU completion: every display-link callback sets it to ticket - 1 before presenting (the previous present was committed, not run), and a present that was not submitted sets it to its own ticket. So a display-link present never waited there: with three presents in flight, or two after a dropped frame, the allocator was reset and its command buffer and UV buffer encoded again under a present the GPU had not run. Each allocator now keeps the newest ticket its own commit feedback reported (g_present_alloc_done), and its reuse waits for that. The display-link callback can now block in present_now until the GPU has run that allocator's previous present; it still moves g_pq_done before it waits, so the game's swapchain acquire is unchanged. General: every game presents through this path, display-link mode is the default.
t_present_alloc holds the Metal 4 queue behind a shared event and calls the display-link callback by hand, each present with a drawable of its own offscreen layer: a dropped frame (tickets 1, 3, then 4 on allocator 1 again) and one frame per tick (5, 6, 7, then 8 on allocator 2 again). Checked on an Apple M6 at 6062518: without the production change 4 of 13 checks fail in 10 of 10 runs, the earlier drawable reads back 0 in all 64 pixels, and every run logs [RED] display command buffer error with kIOGPUCommandBufferCallbackErrorPageFault; with it 13 of 13 pass in 20 of 20 runs under MTL_DEBUG_LAYER=1 with no red line. The whole dm/gfx/tests run list passes, dmhost builds for Mario, docs tests pass. Not checked: a game run that hits it, the iPhone, the not-submitted path. Docs: the frame-rate reference entry (with the page-fault symptom) and the symptom index.
Co-Authored-By: RAHUL REX <75500427+RahulRex0@users.noreply.github.com>
Integrate fast shared-event wakeups, per-segment publication, array-slice
pass merging, and independent compute dispatch hoisting from the PRs.
Serialize CPU completion effects before publishing completed fences and
validate recycled post records. Preserve submission order for early waits.
Guard scheduling against attachment aliases, first-draw and bindless
reads, indirect ranges, stencil writes, and explicit barriers. Add direct
Metal regression coverage and a gated CPU completion race test with TSAN.
Record final BotW and Metroid Dread gameplay validation with optimizations
on and off. BotW retains fewer render passes, but the measured 60 Hz M4
Pro runs do not establish a timing speedup. Keep the original higher-load
and iOS performance claims explicitly unverified.
Co-authored-by: v0lumehi <aljic.zijad@gmail.com>
Add periodic encoder profiles with attachment traffic and formats, alternating A/B measurement phases, bounded Metal trace capture, and gpuprof.py log summaries. Preserve main's offline pipeline-archive integration while adding the capture build setting.
Close periodic samples at frame boundaries through the last committed shared-event fence, so every:1 reports without mixing frames or reusing an unresolved heap. Add 28 CPU checks of production profiling code and include them in CI; document the mechanism and update the symptom index.
Validated with all 31 CI-style Python test files, the profiling regression, a Mac host build, and all 133 iOS source compiles. Profiling completion and heap ownership were checked with synthetic counter/event objects; no new real-GPU or gameplay validation.
Co-authored-by: v0lumehi <aljic.zijad@gmail.com>
Run profile-defined routes from independent copies of one save and report frame-time, presentation and GPU percentiles across repeated variants. Preserve the display-link behavior for targets at or below 60 fps.
Resolve relative paths before launching in the run folder, preserve the archive-disable sentinel, aggregate optional metrics from the runs that supplied them, and release the measurement lock when launch fails. Regression tests exercise an actual synthetic child host and leave the source save intact.
Validated with benchmark regressions, the CI-style Python test suite, and documentation checks. The three new benchmark regression cases reject the original PR code.
Co-authored-by: v0lumehi <aljic.zijad@gmail.com>
Recognize offset-table dispatches whose predecessor masks the index while
the dispatch checks a masked copy of the same source. Reject calls and
resolved table paths that bypass masking, undecodable instruction gaps or
targets, and writes that invalidate the table base. Keep the existing
recognizers ahead of this fallback.
Load build-gated patches from DM_GAMES_DIR and include them in rewrite reuse
keys. Preserve repository matching rules for derived profiles, select the
first external profile for provisional matching rules, and deduplicate
patch paths while retaining conflicts between distinct build claims.
Validation on current main: Python tool tests (156, 14 skipped), iOS tests
(6), graphics tests (44, 2 skipped), documentation index and diff checks.
Regression cases fail on the original implementation and pass with these
guards; both supported base-loading forms remain accepted. Real game
modules and gameplay were not revalidated.
Co-authored-by: Amost <6445689+Amost-@users.noreply.github.com>
Compile eligible shader-pair bases on the Mac with metal-tt, package one
archive per selected iPhone GPU, and use a matching bundle before falling
back to on-device preparation. Carry the profile depth mode through packing
and include the pulling libraries required by the bundled bases.
Integrate PR #226 with four confirmed fixes: validate archive container
bounds before invoking Metal; require at least one actual successful bundle
probe; hash consumed library bytes into offline cache keys; and emit device
remainder lists for constant-only plans instead of aborting packaging.
Keep game measurements in the game note and document the general findings.
Validation on current main: 52 real Metal bundle checks, 57 archive checks,
79 prewarm checks on each pipeline path, 73 Python regressions covering
offline tools, packaging, documentation and chain checks, and compilation
of all 133 iOS source files. No new iPhone gameplay validation. The archive guard validates
container structure, not private Metal payloads.
Co-authored-by: v0lumehi <aljic.zijad@gmail.com>
Pack only runtime shader libraries, reflection JSON and TSV tables, excluding translated Metal sources and _b_build.json from the app and its free-space estimate.
The original 2,000-file batching still exceeded the macOS exec limit with valid long paths. Budget encoded arguments, inherited environment and pointer overhead instead, with regression coverage for long and multibyte paths, clone flags and an exhausted argument budget.
Validation: reproduced E2BIG before the fix; all 17 Mac app tests and 4 documentation tests pass on current main. Tests use synthetic files and a stand-in host; a full large-game packaging run remains untested.
Co-authored-by: 7splay <107197512+7splay@users.noreply.github.com>
nsz 4.6.1 rejects --keys and loads keys.txt beside argv[0] during import.
Run the converter in its temporary output folder with the selected key
file linked there before import, using absolute input and output paths.
Remove the temporary link on both successful and failed conversions.
Integrate PR #204 with XCZ and relative-path regressions, rename the test
flag that shadowed unittest.TestCase.fail, and qualify the documentation
for the verified nsz release. Record the packing finding and provenance.
Validation: reproduced the exact parser failure using real nsz 4.6.1;
a synthetic NSZ conversion verifies selected-key lookup and link cleanup;
52 NSP tests, four documentation tests and git diff --check pass.
The synthetic payload is unencrypted and uses dummy keys. Real-game
decryption, actual XCZ conversion and a full IPA build remain unverified.
Co-authored-by: Fernando Messias <fernandomessias95@gmail.com>
DSP callers were charged the local SDK CPU server budget, whose command representation is larger than the Horizon service representation. For Age of Calamity the service requires 0x61d000 while the local SDK requires 0x760000, exhausting the fixed sound heap.
Calculate the service requirement through renderer revision 15 and supply larger local backend storage separately, with cleanup on failed open and after renderer close. Remove the two game heap cuts and add sizing, nested-open, failure and lifetime regression coverage.
Validation: 360 seeded cases match isolated Horizon machine-code execution across REV1-REV15; the original game heaps initialize all five players and produce audio; the host suite, documentation and patch checks, SDK 8/20 smoke checks and iOS C compilation pass. iOS runtime and long battles remain untested.
Hold the host frame step at 30 fps while iOS reports serious or critical
thermal pressure, and restore its configured cap after 30 calm seconds.
Keep the existing movie cap and DM_THERMAL_CAP=0 override.
Sample thermal state independently of movies and configured 30 fps targets
so heating resets recovery and cooling counts during playback. Serialize
the sample, cached cap and recovery timer across acquire/present readers.
The original PR failed five timing checks and ThreadSanitizer detected a
race through concurrent production cap getters.
Add controlled-clock production-path regressions and CI coverage, including
disabled/inactive caps and ThreadSanitizer. Record the shared mechanism
and validation limits in the frame-rate reference and BotW note.
Validated on latest main with the BotW profile: 24 thermal checks normally
and under ThreadSanitizer, 51 frame-step checks, 154 NVN checks, the
present-snapshot suite, 21 tool/docs checks, Mac host build, and iOS compile
check (133 sources). No new device gameplay or thermal recovery run.
Co-authored-by: v0lumehi <aljic.zijad@gmail.com>
GetVibrationDeviceHandles used routed haptics availability to decide whether
handles existed. Games that cache this answer at startup could retain an empty
answer after a controller connected. Return handles for a connected npad style
when rumble is enabled and an output sink is installed; check routed outputs
when values are sent, keeping the existing permission and lifecycle behavior.
Include the PR's rumble diagnostics, count unroutable values individually in
mixed batches, and protect aggregate counters across game threads. Correct the
code comment to describe Unicorn Overlord's observed empty handles and zero
values without claiming restored physical rumble.
Add regressions for cached startup handles delivering a nonzero value after
routing, diagnostic totals and concurrent sends. Include HID in the existing
ThreadSanitizer target and record the mechanism in the service reference.
Checked with GAME=010069401ADB8000: full host suite, 73 HID checks, audio and HID
ThreadSanitizer checks, docs checks, Mac host build, and iOS compilation
(133 files). Physical rumble and iOS runtime remain untested. Broader tool
validation is incomplete because Capstone is missing and iconutil failed.
Co-authored-by: parsifal295 <130349765+parsifal295@users.noreply.github.com>
Scale the valid presented image with MetalFX's spatial scaler on the shared
Metal 4 path, preserving crop, letterboxing, origin and gamma-encoded colours.
Keep Standard as the default and fall back when scaling is unsupported.
Use the same path for asynchronous whole-window captures and diagnostic
screenshots, retaining resources until GPU completion. Bound scaler recreation
during resizing and report presentation GPU time separately by scaling mode.
Put all launcher settings on one screen with Game, Controls and Performance
sections, inline menus and sliders, and a reset to tested defaults. Extract the
settings model for native persistence tests, validate saved ranges, share HUD
setup, and document the measured costs without claiming an iPhone baseline.
Validated with Metal presentation, NVN and snapshot regressions; tool and iOS
tests; the Mac host; and an unsigned iOS smoke build. No new device gameplay run.
Co-authored-by: v0lumehi <aljic.zijad@gmail.com>
Include pulling vertex libraries when the compiled game profile enables the
Metal 4 path, preserving explicit IOS_PULL overrides. Keep the pack options
array nonempty so inclusion also works with macOS Bash 3.2 and set -u.
Exercise the actual archive step with tiny shader fixtures for Breath of
the Wild and Wonder, checking both defaults and explicit overrides. Record
the packaging failures and fixes in the rendering reference and game note.
Co-authored-by: v0lumehi <aljic.zijad@gmail.com>
Apply PR #202's host-thread skip and duplicate vsync suppression. Give
bindings unique lifetime IDs so a retired worker cannot signal another
service's event after guest storage and kernel handles are reused. Replace
the eight-entry worker table with allocated records so rapid replacement
does not abort while retired workers wait for their next tick.
Add deterministic regression cases through real event binding and SVCs,
and document the mechanism with an updated symptom index. Both the
capacity abort and stale signal reproduce against the original PR.
Co-authored-by: Aleksandr Svidchenkov <a.svidchenkov@gmail.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>
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>
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>
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.
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>
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>
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.
- 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)
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.
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>
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>
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.
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.
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.
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>
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
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).
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.
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>
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>
Apply PR #127 and require the regression test's abort handler to observe a validated production fatal path. Unrelated assertion failures can no longer pass the injected-failure cases.
Co-authored-by: nocmt <nocmtone@gmail.com>
Raise the recovery test's elapsed-time ceiling from 2.6 to 5 seconds while retaining buffer ordering, minimum playback duration, and resumed callback checks. The original CI run recovered correctly in 2686 ms and passed unchanged on rerun.
Validated with the full host unit suite and all nine CPU-only graphics tests using GAME=010015100B514000.