Device-paced frames rendered back to back after each period pull (1024
samples on PipeWire, 4-5 frames), before the game's audio thread could
clear the render event or fill the AUX return ring. Frames now stay at
least 4/5 of a frame apart, as the DSP renders one frame every 5 ms on
hardware. This fixes AUX clicks at frame seams (#426) and the progressive
sound loss of #131 (overlapping render notifications 52.7% -> 0.1%).
Linux prefill default raised to 60 ms: at 20 ms PipeWire underran
thousands of times within minutes in busy scenes.
The reverb ring (#421) and advance_voice stepping parts of this change
landed in dev separately (d22a19c, b44caca).
Fixes#131
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
advance_voice computed fraction + seconds * rate * pitch while voice_render adds rate * pitch / 48000 per output sample. The two rounded apart on most frames at 32 kHz and 44.1 kHz, so the voice jumped one sample ahead of what was rendered. audio_voice_consumed now runs the mixer's own loop.
TOTK_AUDIO_DUMP=<path> writes the sink mix before the clamp and logs how many frames were rendered under 1 ms after the previous one; a one-time log line reports the first enabled AUX effect.
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
The branch forked 79 commits before main and 98 before dev. Resolutions:
1. Aspect ratio: dev's implementation stays (camera patch at page +56 on 1.4.3, tools/ultrawide_layout.py layouts per
size in romfs-patches-<w>x<h>, the aspect = fit|stretch setting). The PR's second implementation is dropped: the
aspect sets of patches-v121.txt and patches-v143.txt (the 1.4.3 one patched the same viewport sites as dev's),
tools/aspect_layouts.py, the resolution.c shapes that limited game resolutions to 16:9, 16:10 and 21:9, and the
picture_fit setting. Its letterbox code (gfx_fit_rect) is kept and reads TOTK_ASPECT.
2. Code dev changed where the PR moved it: the stick dead zone, the test gamepad and the paddles go to input.c; the
DPI awareness, keep-awake and IME detach of gfx_window.c go to gfx_window_win.c; device fault reports and GPU
breadcrumbs to gfx_present.c. gfx_window_dpi gets an SDL version.
3. dev's Win32 calls in shared code go through platform.h: the shader cache pack reader (PlatFile), the romfs
overlay checks, the audio pacing waits, the motion, ASTC and device fault locks. plat_cpu_usable and
plat_commit_info get Linux versions; plat_cpu_count counts the machine's processors on both. dpi_probe.c becomes
dpi_probe_win.c.
4. assume_focus defaults to 1 as the PR has it (a load interrupted by a focus loss can stop for good) and stays live,
with dev's Game tab row.
5. The frame limits 40 and 45 join dev's list. The BC 3D storage fallback for Vega only runs with
TOTK_BLOCK_VIEWS_3D=1, since dev makes 3D BC images without block views by default.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The render thread ran on its own 5 ms timer while the device consumed on its own clock, so the queue crept: on
DirectSound it grew 2.7 ms every 5 s, which fills the 340 ms ring in about ten minutes of play. The render thread now
renders the next frame when the device has taken the ring below max(prefill, two device periods), as the audio
hardware paces the Switch's DSP and as LASRecomp and SavageWindRecomp pace their renderers by the SDL stream. Without a
device, while the renderer is stopped and while the device takes nothing for 50 ms (at least four periods) it keeps the
timer, so a stalled device does not stall the game; the ring trim then drops what piled up, measured from the target.
60 s on the monsters save: WASAPI 15 ms queued, DirectSound 27-40 ms without growth, no underruns. With the SDL audio
thread suspended for 1.5 s the game held 60 fps and the queue was back at 15 ms after one trim.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Shared runtime code now goes through runtime/platform/platform.h, implemented by platform/win32.c and a new
platform/linux.c: futex locks, a userfaultfd and PAGEMAP_SCAN write watch, signal-based async preemption, our own
fiber switch, and a SIGSEGV handler for the thaw and crash hooks. The window, input, menu and software keyboard get
SDL3 back ends beside the Win32 ones, with the swapchain (gfx_present.c) and input merging (input.c) shared. SHA-256
replaces BCrypt, ELF builds get their own override sections, and the build tools gain Linux branches.
On Linux the selftest and the gfx-abi, astc, nvn and window probes pass. probe-vkmem still fails: imported guest
memory cannot be write-watched on Linux, which the shadow buffers in vk_memory.c will address.