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nxnative-easy/docs
seedds 5dae4db8d7 Breath of the Wild: the second BC4 encoder builds; grass reads its integer-as-float attribute
Two red lines from an iPhone log of the PR #11 build:
- agl's BC4 block encoder has a twin for a 2D source (93aa5e22a8202409, agl_common BAHS@0x44918; 8e2cc2671cae6020 reads
  a 3D one). Now that the BC4 target is attached, its pipeline was refused (float4 output, RGBA16Uint attachment) and its
  draws were lost. The profile's shader_facts_manual.tsv declares its output uint: chain d3a07e79011d (Mac and iOS
  libraries and c1_full.tsv rebuilt). The Mac route does not reach it; a prewarm row for the pair fails on the old chain
  and builds on the new one.
- NVN's integer-read-as-float vertex formats (*_UI2F / *_I2F, 0x51-0x68) had no Metal format, so the attribute read 0.
  They now go through the replay's CPU conversion (vconv_i2f in nvn_mtl.m): the values as floats for a float input,
  their float32 bits for an integer one. BotW's grass (uking_grass variants 3 and 7) reads attribute 2 as RG8_UI2F;
  with it the grass parts around Link's feet again (Mac A/B from the same outdoor save). No other game's Mac logs show
  these formats; Mario Wonder runs as before.
2026-10-20 14:58:02 +08:00
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