D2R (Diablo II Resurrected) has no profile and its code could not run here: the host-call svcs its cuts emitted only died, the touch-run-v4 rule set needed a missing dm/PRODUCT, and the host files its hooks called were never in this repository. Removed with it: - rewriter: D2R cuts, observation gates and parameter slots, the touch-run-v4 rule set and private gates, the boot list, the cut scope column and the KRES / KASPECT key slots (fixups.tsv keeps the four thread slots; no params.tsv any more); dm/tools/product.sh - host: D2R save edits, add-on content, render-scale controller, time() takeover and Terror Zone clock, crash decoding at D2R offsets, host-call registry and stubs, i18n, UI-screen, shell-app loader, zero-stripped archives, boot profiling hooks with no implementation; D2R headers, tests and scripts; dm/ios/Sources/dm_touch_controls; dm/third_party/libdeflate - graphics: runtime extrapolation, world freeze, iPad UI shift, shop drag image, brightness LUT, visual ruler, bloom / FXAA shader hashes, DM_GFXUSE, the eco-fps setting, the loading-screen gate; shader_map.py, nometal_run.py, nvn_slots.py, nvn_slots.tsv and the PC-texture samples The legacy frame step (frame_step legacy, DM_FRAME_STEP) is retired: the Breath of the Wild and Tears of the Kingdom stubs lose their mode test. Breath of the Wild's interval-controller cuts stay: the framework keeps the controller's interval while the game's VFR override holds. patch_nso.py output is byte-identical for all 15 games on this machine except the two frame-step stubs; all 18 profiles build; the host tests pass (their Makefile now builds the general tests only).
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dm/third_party: third-party code
This is code written by others, shipped with the repository so there is nothing to download. Each component keeps its original license, and the license file sits in its own directory.
| Directory | What it is | Version and changes | Where it is used | License file |
|---|---|---|---|---|
flip/ |
NVIDIA FLIP, an image difference metric that models human viewing. FLIP.h plus the source of the command-line tool in tool/ |
Not recorded in the directory | Verification: the image quality measurements in dm/verify/gfxq/; build flip first with make -C dm/third_party/flip |
flip/LICENSE (BSD 3-Clause) |
libvpx/ |
The VP9 decoder from libvpx: the 71 source files a VP9-decoder-only build compiles, their headers, and the generated configuration in config/ |
v1.17.0 (upstream commit 6df3ec3), unmodified |
Host: decodes the games' VP9 movies (dm/host/hle_movie.c). dm/host/Makefile builds it into gen/vpx/libvpx.a; the iOS build compiles the same files |
libvpx/LICENSE (BSD 3-Clause), with the patent grant in libvpx/PATENTS |
stb_vorbis/ |
Ogg Vorbis decoder, a single file stb_vorbis.c |
1.22 (upstream commit 1ee679c), unmodified |
Host: decodes the Vorbis sound tracks of the games' WebM movies (dm/host/hle_movie.c, which includes the file with its push-data API only) |
stb_vorbis/LICENSE (MIT or public domain, your choice; the same text ends stb_vorbis.c) |
ryujinx/ |
The shader translation library from Ryujinx, three projects: Ryujinx.Graphics.Shader, Ryujinx.Common, Spv.Generator |
Ryujinx 1.3.2, with the local changes listed in ryujinx/README.md |
Referenced by the shader translation tool dm/gfx/tools/dmsh_xlate, which translates the original Switch shaders to SPIR-V |
ryujinx/LICENSE.txt (MIT); ryujinx/src/Spv.Generator/LICENSE is that subproject's own license text |
vulkan-headers/ |
The Vulkan C headers: vulkan_core.h, vk_platform.h, vulkan_vi.h and the vk_video/ headers they include |
Vulkan-Headers 1.4.363, unmodified | Host: the Vulkan layer on Metal (dm/gfx/vk/hle_vk.m) that runs Hades |
vulkan-headers/LICENSE.md (Apache-2.0 or MIT, your choice) |
A few more notes:
flip/tool/also carries three single-header libraries used by the FLIP command-line tool:stb_image.h(2.23),stb_image_write.h(1.13) andtinyexr.h. Their license notices are in the files themselves.libvpx/README.md,stb_vorbis/README.md,ryujinx/README.mdandvulkan-headers/README.mdrecord where each came from and what it is used for.- Four pieces of third-party code live outside this directory:
dm/gfx/nvn/include/nvn.h(MIT, author named in the file header), the layout size algorithm indm/gfx/nvn/nvn_tex.c, ported from deko3d (zlib license), and two adapted from MacNativeGames (MIT, license text inmacnativegames/LICENSE): indm/gfx/nvn/nvn_mtl.mthe GPU widening of 8-bit indices (wide_*) and the in-pass clear triangles (clear_color_tri/clear_ds_tri), from itswiden_u8_gpuandclear_quad/clear_ds_quad, and the Tears of the Kingdom visibility-counter lowering indm/gfx/tools/dmsh_xlate/Program.cs(VertexCounterLowering).