26 Commits
Author SHA1 Message Date
Valiantsin DzerakhandClaude Opus 5.5 7fa727bbc5 Skip the present lock for the Reflex frame ID when nothing reads it, and declare the front end's Reflex calls in gfx.h
vk_reflex_present_frame took g_pl on every present although only flip_locked's VkPresentIdKHR (Reflex) and
latency_note (TOTK_TRACE=perf) read g_blit_pid. nvn_api_obj.c and ov_input.c declared vk_reflex_marker,
vk_reflex_frame_begin, vk_reflex_frame and vk_reflex_sleep locally; they now come from gfx.h, the graphics layer's
interface, which gfx_present.c also sees through vk.h, so a changed signature fails to compile. vk.h stays out of
those two files: it brings in Vulkan, VMA and vk_rec.h's vkCmd* macros.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-10 23:24:11 +03:00
itaskaev2andClaude Opus 5.5 6d6b66461b Reflex: one present ID per frame from its start to its present; mode again on a new swapchain; presentId feature
The latency markers and the present carried different present IDs: g_reflex_present_id went up only in flip_locked, so
frame k's simulation, input and submits had ID k and its present k+1 (and with frame_queue or replay_async frames could
share one). Each frame now gets its ID once, when the game acquires its window texture (SIMULATION_START,
vk_reflex_frame_begin), and carries it: INPUT_SAMPLE and SIMULATION_END take the game's current frame, a submission
the frame of the thread that submits it (the game thread's, or the one the replay thread got with its ReplayItem, or
the present thread's from its PresentJob), and the present the frame of its blit (PresentJob.pid -> g_flip_pid). A
present without a frame ID takes the next value, as present IDs must grow on a swapchain.

From the review: a new swapchain sets the sleep mode again (it starts with low latency off), Reflex is off without the
presentId feature, REFLEX sorted in known[], and the ru and pt-BR descriptions name the Boost option as the menu does.

TOTK_TRACE=perf logs every 600 presents the frame start to present time, and with Reflex on how many of the driver's
reports (vkGetLatencyTimingsNV) came back with every marker and their simulation start to GPU render end.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-10 18:20:16 +01:00
itaskaev2andClaude Opus 5.5 41623cec85 Call vkLatencySleepNV under the present lock
The swapchain must be externally synchronised, and the acquire and the present use it under g_pl on the present
thread while the game thread calls vk_reflex_sleep. With reflex = boost and TOTK_VK_VALIDATION=1 the validation layer
reported 20 threading errors in 30 s (vkLatencySleepNV against vkAcquireNextImageKHR and vkQueuePresentKHR). The
earlier head of #638 (318acd8) took the lock here; the rebase onto dev lost it. The semaphore wait stays outside.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-10 18:20:16 +01:00
Tears of the SteelTemple 3209ea4358 Implement Native NVIDIA Reflex Low Latency (VK_NV_low_latency2)
- Enable VK_NV_low_latency2 and VK_KHR_present_id with present ID features
- Add VkSwapchainLatencyCreateInfoNV to swapchain creation
- Link present and submission IDs with standard Vulkan latency types
- Insert latency markers: simulation start/end, input sample, render submit, and present
- Gate all extensions and latency chains on reflex != off (RESTART setting)
- Log graceful notice when Reflex is requested on unsupported hardware
- Add UI menu setting and translations for en, ru, pt-BR, zh-Hans
- Document reflex setting in totk.ini.example and docs/settings.md
2026-11-10 18:20:16 +01:00
itaskaev2 59eb026bd7 Merge branch 'dev' into carry/dynamic-res-100 2026-11-09 09:55:24 +01:00
Valiantsin DzerakhandClaude Opus 5.5 90fa6e1788 Let the recorder submit parts without the submitting thread waiting for it
rec_submit queued each part's submission and then drained the ring until the recorder had submitted it: 0.29 ms a
frame in the town on a Ryzen 7900X, 0.34 ms on 4 cores. Now it publishes the submission and returns
(TOTK_REC_ASYNC=1, default). The queue order the present, uploads, readbacks and device waits rely on is kept by
vk_queue_lock: a thread's first lock waits until the recorder submitted what was queued before (rec_queue_wait).
The recorder itself and a thread that already holds the lock skip the wait. rec_submit reports the first failed
submission the recorder made. Town, in-run A/B: replay -4.1% on all cores, -2.9% on 4 cores / 8 threads; queue
users waited about 0.02 ms a frame. fight2 with TOTK_REC_CHECK and the town under sync validation are clean.

Where the recorder does not poll (fewer than 6 usable logical processors) the producer now publishes the ring head
every 8192 words instead of 64, as Savage Wind Recomp does (runtime/nvn/vulkan/record.c rec_init): each publish
there costs an event set and a wake-up. Town on 4 logical processors: frame interval -1.3%. TOTK_REC_PUB=ab
compares both; the perf log counts the recorder's wake-ups and the queue waits.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-08 12:02:53 +03:00
ProSepandClaude Opus 5.5 a6c33b072c Hold the game's dynamic resolution at 100 % and let the scene grow past 4096 wide
The game picks a scene tier of 100, 90 or 80 % mostly from a fixed cost model made for the Switch that grows with the
scene width squared, so on a wide output it drops to 80 % on any GPU: at 5120x1440 every frame drew 80 % of the scene.
Patch set fixres replaces the one instruction that moves the tier's scale into the controller's result (1.2.1
main+0xcc2c00, 1.4.3 main+0x5848a8 as MacNativeGames patches it) with 1.0. The new setting dynamic_res (menu toggle,
live) brings the game's stepping back and is on by default in the Steam Deck profile.

The scene cap goes from 4096 to 8192 a side, so render_scale above 80 works on a 32:9 output, and the scene also stays
within a DynamicTextureAllocatorMem under 2 GiB; the log says when it was made smaller. The memory selftest now maps
past the real pool size instead of a fixed 4 GiB, which a larger scene grows past.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-07 10:55:54 +01:00
itaskaev2andClaude Opus 5.5 d850c2116d Count play time across runs and show it on the Game tab
A host thread adds each second in which the window has the focus and the game presents frames, keeps the total in
<profile>/playtime.txt (every 30 s and at exit) and the Game tab of the settings menu shows it with this run's share.
Texts in English, Russian, Brazilian Portuguese and Simplified Chinese. Closes #720.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-06 10:52:28 +03:00
Valiantsin DzerakhandClaude Opus 5.5 ea8fc2f6bc Merge pull request #622: keep a window resize that arrives while the swapchain is built (ipavlin98)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-05 11:08:08 +03:00
local 8ff29be86f Use the mouse in the game's menus on 1.4.3
While one of the game's menus has its focus box (the title, the save list, the inventory, Options, shops,
dialogue choices), the cursor is released from the mouse camera and shown; the item under the pointer takes
the focus as the d-pad would, a left click is A on it and a right click is B. runtime/menu_cursor.c reads
eui's screens at each pad read and moves the focus with the writes eui::BoxCursorMgr::moveBoxCursor makes,
adapted from Weeping of the Empire's totk_menu_cursor.cpp (1.0.0, MIT), with eui::ScreenMgr's instance placed
in 1.4.3 at main+0x3acf960. menu_cursor = 0 turns it off.
2026-11-04 07:56:03 +03:00
ipavlin98 b3f162746d Clear the swapchain's stale mark before reading the surface so a resize during the build is not lost
The mark used to be cleared after the swapchain was built, which dropped a resize that arrived meanwhile. The switch to fullscreen at start lands there on the window thread, and the driver does not report the swapchain as out of date.
2026-11-03 21:38:15 +03:00
Valiantsin DzerakhandClaude Opus 5.5 4ab1dc80f5 Merge task/shadows: pull request #89, shadow options (itaskaev2), with the follow-ups
Keeps pull request #321's anisotropic filtering, which #89 added a second time, and #267's shadow_res beside #89's
shadow_scale. The HDR parameters move from byte 1408 of the support buffer to 1440: translator patches 0010 and 0011
read pcss at 1408 and shadow_spread at 1424.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 11:39:38 +03:00
Valiantsin Dzerakh f30bbf048a Merge pull request #281: Add HDR10 output (ProSep)
# Conflicts:
#	THIRD_PARTY_NOTICES.md
#	runtime/cfg.c
#	runtime/vk.h
#	runtime/vk_device.c
2026-11-01 11:15:24 +03:00
Valiantsin Dzerakh 4524fed813 Merge pull request #211: Show Xbox button icons in the prompts, with a Button prompts setting that follows the pad layout (waxyfeet)
# Conflicts:
#	docs/installer.md
#	runtime/cfg.c
#	runtime/ui/menu.cpp
#	runtime/ui_text.h
2026-11-01 11:14:40 +03:00
Valiantsin DzerakhandClaude Opus 5.5 131c458d0e Log the local wall time with each window focus change
A GPU hang that takes the whole system down ends the log without an error (#255, #266, #270 end on a focus pair).
The time on the focus lines lets a report be lined up against the driver's entry in the Windows event log, to tell
whether an alt-tab or an overlay came before the hang or followed it.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 01:09:31 +03:00
ProSepandClaude Opus 5.5 007786d487 Add HDR10 output
With hdr = 1 the game's tonemap shader is replaced by one that keeps highlights up to the display's peak, the present
reads the float picture the game copies into its 8-bit window texture, and a compute pass encodes it as PQ in Rec. 2020
for an HDR10 swapchain. Peak, paper white and HUD brightness are live settings in the menu and totk.ini. The approach
follows the RenoDX TotK mod by souperman9 and Musa; no code was copied.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 21:17:12 +01:00
Valiantsin DzerakhandClaude Opus 5.5 1d6baac9d2 Merge pull request #233: Add colour profiles and brightness, contrast, saturation and gamma for the picture (Lucas-blip-png)
With TOTK_COLOR_* away from their defaults, present_image runs one compute pass (vk_color.c) that writes the game
picture's crop, adjusted, into an RGBA16F image, which FSR 1 or the blit then scales. At the defaults nothing is
recorded and the present takes the same source, format and rectangle as before. The Screen tab gets a Colour group
(profile and four sliders) after the field-of-view slider of #248; cfg.c and totk.ini.example keep both settings.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 21:15:35 +03:00
Lucas-blip-png 459d414c29 Add a field-of-view setting for 1.4.3
The camera update and setup routines that the aspect set patches load the camera's vertical view angle a few words
before the ratio and pass it to sead's perspective projection. The new set fov loads the angle as before and multiplies
it by a factor the runtime writes to patch page +60, so TOTK_FOV (70..140 percent, menu Screen tab, live) widens or
narrows the view. The game's own zooms (bow, scope) scale with it; 100 switches the set off.

Checked on 1.4.3 at 1920x1080 at 70, 100, 130 and 140: the view narrows and widens around Link, the HUD is unchanged,
no objects appear or vanish at the edges, no validation errors. 1.2.1 has no fov sites yet (its original words are
unverified here); the setting logs that and does nothing there.
2026-10-31 11:08:06 -04:00
Lucas-blip-pngandSTS78721 c0567191f0 Add colour profiles and brightness, contrast, saturation and gamma for the picture
Issue #136. With TOTK_COLOR_* away from their defaults, present_image runs one compute pass (vk_color.c, shaders/color_grade.comp) that writes the game picture's crop, adjusted, into an RGBA16F image, and FSR 1 or the blit scale that one; at the defaults nothing runs. The Screen tab gets a Colour group: a profile (Game's own, Vivid, Clarity, Custom) that sets the four values, and the four sliders. The adjustment, its order, ranges and presets are STS78721's patch from the issue, reworked onto dev: it now applies with FSR 1 scaling as well as the blit, its menu texts come from the catalog in English and Russian, and the patch's unused accessors and build_game.py change are left out.

Co-authored-by: STS78721 <134802927+STS78721@users.noreply.github.com>
2026-10-31 10:02:16 -04:00
Deon FoucheandClaude Opus 5.5 01d69bf6d1 Merge dev into xbox-button-icons, with the restart and the prompts on the Linux port's portable calls
The restart moves into gfx_present.c's gfx_window_closed, which the Win32 and SDL windows share, and linux.c gets
plat_restart and plat_restart_wait: posix_spawn of /proc/self/exe with no descriptor past stderr and the default
signals, and a wait on a pidfd. The prompts code takes plat_file_exists, plat_setenv, strcasecmp and strdup, and the
menu and the log say a game resolution of another shape than 16:9 (16:10 now as well as 21:9) keeps the Switch prompts.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 22:14:22 +10:00
Valiantsin DzerakhandClaude Opus 5.5 6a04fe9222 Merge pull request #89: Shadow resolution, cascade range, soft and contact shadows, anisotropic filtering (itaskaev2)
Merged with applezra's follow-ups on the same branch: the sun shadow filter narrowed by the shadow map scale
(translator patch 0011), anisotropic filtering forced only on tiling samplers, and TOTK_DUMP_UBO with a vec4 count.

Conflicts with dev: cfg.c (names, display section, defaults next to aspect and device_profile), menu.cpp (the new rows
after the aspect row), vk_texture.c (the pool alias check takes scale == 1 and dev's bind_pool_memory size argument),
build_xlate.py (patches 0005-0011 are ours; the Linux note kept), totk.ini.example (both sections). The contact pass
release went into gfx_present.c, the shared half of the old gfx_window.c.

aniso defaults to game: the picture stays as before until a player raises it in the menu.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 14:44:48 +03:00
Valiantsin DzerakhandClaude Opus 5.5 43a18a9bb1 Merge pull request #60: Linux port (AppImage) and Steam Deck support (wdiasjunior)
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>
2026-10-31 13:26:42 +03:00
Wellington Dias 021413740d Keep the game in focus by default, so switching windows during a load no longer stops it for good.
The game sets focus handling mode 2: on a Switch the system then suspends the whole process while it is out of focus.
Here only its main thread stopped, in PopNotificationMessage, while the loader threads, audio and clocks ran on, and a
tester on Hyprland with 1.4.3 saw a load never finish after the window lost and regained the focus; TOTK_ASSUME_FOCUS=1
avoided it. That is now the default (assume_focus in totk.ini, as MacNativeGames always reports in focus); 0 restores
the pause. Each focus change is logged, so a report shows whether the window saw it.
2026-10-30 14:56:13 -03:00
Wellington Dias 7766716e16 Fill a window one pixel wider than the picture, and let the probes use the shader census of either game version.
gfx_fit_rect rounded the picture up to an even size, so at 1167x656 a 16:9 picture was 1166 wide and the last column
stayed black, which failed --probe-vkexec; it now takes the window's parity, which keeps the bars equal at any size.
The present check of --probe-vkexec expects the picture's rectangle and black bars, as --probe-window does, so it
passes on a 16:10 screen too. --probe-shader, the draw part of --probe-vkexec and the pipeline self-test looked only
for build/v121/shaders; probe_census_dir takes the running version's census first, then the other one's. The Linux
notes say what the probes need over SSH.
2026-10-30 14:55:55 -03:00
Wellington Dias 2f78585b4c Add a Steam Deck profile and keep the picture's proportions on screens of another shape.
The present fits the game's picture into the largest centred rectangle of its own aspect ratio and clears the rest to
black (gfx_fit_rect, through both the blit and FSR), so a 16:9 game on the Deck's 16:10 screen is no longer stretched;
picture_fit = stretch keeps the old fill. probe-window checks the bars as well as the picture.

device_profile = auto|desktop|deck: on a Steam Deck (the firmware's Valve Jupiter or Galileo board, or SteamDeck=1) the
keys totk.ini does not set default to fullscreen, a 1280x800 window, a 1280x720 game resolution, the game's own scene
scale, vsync and a 40 fps limit; the environment and totk.ini still win. These are starting points until measured on
the device (docs/tester-guide.md, Steam Deck).

Both stick clicks (L3 + R3) step the performance overlay as F10 does, for a controller with no keyboard. The menu offers
1280x720 and 1600x900 game resolutions and 40, 45 and 90 fps limits.
2026-10-29 18:14:30 -03:00
Wellington Dias 1d51343ac1 Build and run the runtime natively on Linux.
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.
2026-10-29 16:56:56 -03:00