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>
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>
A side library of every vertex shader with stage inputs, as <key>_bv is, whose main0 / main0_z have no [[stage_in]] and read their inputs from a per-draw layout block at buffer 16: per stream the base address, stride and divisor, per NVN attribute its state word, the base instance from [[base_instance]] (so indirect draws are right too). dm_fetch decodes the NVN format at run time into the register words Maxwell's fetch gives the shader, and the input takes them with as_type, so the body runs unchanged. A pipeline built with it has no vertex descriptor and serves every vertex layout the pair is drawn with; the hybrid pipelines (next change) draw with it while a draw's own pipeline is built.
The words are bit-identical to Metal's vertex-descriptor fetch for every format nvn_mtl.m vfmt knows and to the host's CPU conversion for the integer-read-as-float formats: unorm / snorm through the unpack builtins (a plain division under fast math is a unit in the last place off for up to half the values), R11G11B10F NaNs canonical as from Metal, divisors with Metal's rule base + (instance - base) / divisor. Positions are [[invariant]] and built with preserved invariance, so a pulling pipeline and the vertex-descriptor one compute the same positions. Transform feedback, geometry capture and layer entries get no variant; shaders without stage inputs need none. The run-time decode costs GPU time: +65 % of a vertex-bound draw with 8 attributes on an M2 Max, about 1 ms per million vertices, so it is meant only to bridge the frames until the draw's own pipeline is built.
The iOS app does not use the variants yet (the Metal 4 path is off on iOS by default), so build_ipa.sh leaves the _bp libraries out of the IPA unless IOS_PULL=1 (pack_ipa.py --skip-suffix).
Chain version 8393d85a4eae (on main's 20fe3d62b9f6). Breath of the Wild's full Mac build on chain 97e2f301eb73 (25 min, a full retranslation since the code fingerprint changed): 19,592 shaders ok, 8,888 pulling libraries generated (275 MB), none failed, 43 vertex shaders without stage inputs; every existing library is byte-identical to the previous build (19,592 _b.metallib and _b.metal, 6,254 _bf, 1,070 _bv). Other profiles' shaders were not rebuilt.
Tests: t_pull.m (304 checks: the 76 formats vfmt knows, 73 comparisons with Metal's fetch at aligned, 2-byte and stride-1 placements, 24 with the CPU conversion, stride 0 and divisors 1-3 with a base instance), t_pull_inv.m (2,000 random triangles: a depth prepass with one pipeline and depth-equal with the other passes every covered pixel, both ways round) and test_dmsh_pull.py (the generator: entries, ids it adds or keeps, entries left out, shaders declined; compiles for macOS and iOS); pack_ipa.py's --skip-suffix checked by hand. The other graphics tests and the host unit tests give the results they give on main. docs/reference/rendering.md ("Pulling vertex inputs") describes the variant and its cost; AGENTS.md lists the new chain files.
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>
- 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>
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.
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