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>
Subsystem references
How the host meets each part of a Switch game, and every failure met so far, one entry per mechanism: symptom, cause, fix (file and function), the games it was found on (linked to their notes in dm/games/<id>/README.md). Start from the symptom index when you have a log line or a visible result; the workflows that lead here are in docs/agents.
| File | Covers |
|---|---|
| rewriter.md | The NSO rewriter patch_nso.py: jump tables, exclusive windows, patch area reach, cuts and observation gates, functions without unwind entries, stack and system registers, relocations |
| memory.md | Guest layout, heap and application pool, virtual address memory and the alias region (the SDK's node area), engine allocators, mapping SVCs, running out of memory |
| threads.md | Thread creation and cores, address arbitration, yields and spin waits, events |
| services.md | SDK calls and system services: sm connections, names that changed between SDKs, file system and saves, add-on content, input, keyboard and applets, display and operation mode, accounts and network, settings and fonts, C library and time, modules |
| movies.md | The SDK's movie library: decoder lifecycle, output slots, native-texture output, demuxers and codecs, game movie players |
| audio.md | The audio renderer and its command lists by SDK, AudioOut and devices, codecs, timing |
| frame-rate.md | The host's frame step, engine frame limiters, present intervals and display rates, CPU cost |
| nvn-objects.md | NVN object sizes, memory pools, command memory, queues and syncs, CPU-written textures, NVN entry points |
| rendering.md | The replay on Metal: textures, passes and clears, blend / depth / stencil, vertex input, uniforms and ordering, conditional rendering; the Vulkan and OpenGL layers |
| shaders.md | Shader containers by engine, control sections and code, translation, bindings and handles, shaders compiled at run time, pipelines and caches |
| game-state.md | Saves, scripted state, and game behaviour that looks like a host bug but is not |
A new general finding goes into the file and section it belongs to, in the same form, with a line in the symptom index; a fact about one game goes into that game's note.