14 Commits
Author SHA1 Message Date
Valiantsin DzerakhandClaude Opus 5.5 4c4bd8c67a List the compound physics shape's children in the crash report for the 1.2.1 fault after the material lookup (#705)
On 1.2.1 the game asks a compound physics shape for its first child's material at main+0xe056d0 and reads the result
without a check. At the reported crash the shape had none of its 125 children left, although every child is filled
when the shape is built. The crash handler now prints that shape's live bits and each record's shape pointer and name,
which tells removed children from switched-off ones and names the object. It runs only after the crash.
--probe-kernel builds a fake shape in a crashing child and checks the listing.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-10 10:19:50 +03:00
Valiantsin DzerakhandClaude Opus 5.5 213bc6af6a Wait out a short out-of-memory spell instead of ending the game
Crash logs ended in fatal errors when the system's commit ran out for a moment: a staging buffer (-2), a guest commit
with the system at 24442 of 24447 MB, image creation (-2). Windows grows a system-managed page file and some drivers
charge device memory to the process commit, so the same request often succeeds a moment later.

oom.c holds the wait nvn_api_cmd.c realloc_wait already used: it requests a release, retries every 10 ms for up to
30 s, logs the first 8 with the commit numbers. rt_oom_request sets a flag that vk_texture_new_submit takes (one atomic
load per submit): it drops up to 256 released textures of the two kinds sweep_pressure drops (overwritten, clean
mirrored), never GPU-written content, and frees the headroom blocks. vk_oom_release does at once what needs no submit:
headroom blocks, finished upload batches and deferred objects.

- memory.c commit: waits and retries without frz_lock between tries; every caller waits, boot ones too.
- vk_staging and the draw-data chunks (vk_exec_draw.c scratch): release, then wait; the open upload batch is not
  submitted, its caller still records into it.
- create_tex: release and one retry; no wait under the texture lock, the texture is asked for again at its next use.
- the texture write-back buffer: release, then wait.
- the headroom thread keeps no spare block for 30 s after a failure.

TOTK_TEST_OOM=<site>:<n> (commit, staging, image, chunk) fails the first n attempts; probe-kernel forces 3 refused
commits, probe-vkexec 2 staging buffers, 1 image and 1 chunk, and both pass through them.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-09 09:53:30 +03:00
Valiantsin DzerakhandClaude Opus 5.5 6e9ca1ebfd Log the process commit in crash reports and in the memory census
A driver that runs out of memory faults or throws std::bad_alloc instead of returning an error: #285's log shows
bad_alloc inside amdvlk64.dll under gpl_link, and nothing in the report told that apart from a driver bug. The crash
report now prints the process and system commit, as rt_fatal does for our own failed allocations; --probe-kernel
checks the line.

The census at frames 600 and 1800 logs the commit as a baseline and, per heap, VMA's blocks and allocations beside
the driver's usage and budget, so a report shows whose memory grew.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-09 08:53:57 +03:00
Valiantsin DzerakhandClaude Opus 5.5 06d70d0dfa Report host registers, code bytes and memory at a crash
The crash report named the lifted function and printed the guest registers, but the lifted code keeps guest
registers in host locals and writes them back only at calls, so the dump showed stale values and the faulting
instruction stayed unknown. Logs from #1005, #967 and #998 could not be traced further than the function.

The report now adds the x86 registers of the faulting thread (Windows and Linux), 64 bytes of machine code around
rip with the offset into the lifted function, so the instruction can be found in a local build of the same version,
64 bytes of memory around every register value that points at readable memory, and the first 128 bytes of the
guest stack. --probe-kernel checks the new lines with a child that faults with known values in rbx and x19.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-09 08:19:31 +03:00
Valiantsin DzerakhandClaude Opus 5.5 0ab16c21b5 SignalToAddress modify by waiting count subtracts 2 when it wakes all waiters
SignalAndModifyByWaitingCountIfEqual with count <= 0 and at least one waiter stored value - 1; Horizon stores
value - 2 (mesosphere KAddressArbiter::SignalAndModifyByWaitingCountIfEqual; yuzu, LAS Recomp and nxnative agree).
The word was already updated with compare-and-swap, as LAS Recomp 1144aea made theirs; the count > 0 values were
right.

--probe-kernel arbiter part expected the old value: it now wants 4 for value 6 with one waiter and count -1, and
4 for two waiters and count 0. Before: 5 for both. After: ok.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-02 09:16:06 +03:00
Valiantsin DzerakhandClaude Opus 5.5 1f824a6581 WaitSynchronization leaves a pending cancel to the next wait that would block
Ours took a pending CancelSynchronization first, before the signalled objects and before the timeout-0 return, so a
poll or a wait on a signalled object used it up and the blocking wait it was meant for ran on. Horizon checks a
signalled object, then timeout 0, then the cancel (mesosphere KSynchronizationObject::Wait; LAS Recomp 1144aea moved
the poll the same way): both keep it pending. A cancel that wakes a blocked wait still ends it cancelled:
CancelSynchronization now wakes it with R_CANCELLED, which the loop tells apart from a signal's -1.

--probe-kernel events part: a cancel sent before a poll and before a wait on a signalled event; each is followed by a
blocking wait with a 500 ms timeout. Before: the poll and the signalled wait returned 0xec01 (cancelled) and the
blocking waits timed out (0xea01). After: timeout, success, then cancelled both times.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-02 09:15:54 +03:00
Valiantsin DzerakhandClaude Opus 5.5 659a2fa75f Let totk.ini set free_cores again and say loudly that the game crashes with it
Reverts dafc35f: free_cores = 1 in totk.ini lifts the virtual core gate again, as in 0.2.8. The mode stays as an
experiment, and every place a player meets it says the game crashes: totk.ini.example, a WARNING line in the start log,
and a line under every crash report and FATAL while the gate is off (kern_free_cores_note), so a log from #212 names
the cause at once.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 10:10:09 +03:00
Valiantsin DzerakhandClaude Opus 5.5 dafc35fb35 Keep the virtual core gate on when totk.ini sets free_cores
Earlier settings menus wrote free_cores = 1 under the label "Virtual core gate", which promised the gate. Without it a
thread that holds no virtual core reports its ideal core to GetCurrentProcessorNumber, so the game's job workers all
report core 0 and run its per-core code at once. On 1.2.1 two of them add the same per-core NVN control memory, which
retires the command handle the other just recorded, and its CallCommands fails at start (#212); on 1.4.3 the game
corrupts a heap in main+0x82e00 or hangs at the title menu. A player with such a totk.ini crashed at every start and
the menu no longer shows the row.

free_cores is no longer a setting: only TOTK_FREE_CORES in the environment lifts the gate, and a free_cores value in
totk.ini is logged as ignored. The kernel probe asks the kernel whether the gate is on.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 23:19:34 +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
Lucas-blip-png 91c5312932 Size thread pools by the CPUs of the process's affinity mask
Eight places sized a pool (pipeline workers, library prebuild, translator prewarm and seeding, the multithreaded ASTC decoder) by GetActiveProcessorCount, every logical processor of the machine. A process limited with start /affinity, Task Manager or a launcher then started a pool for 16 CPUs on 4. plat_cpu_usable counts the affinity mask (all active processors for a process that spans processor groups); plat_cpu_count, the machine's count, stays for the system info. Idea from MMadmer's UsableCpuCount in a fork of the Shadow of the Colossus PC port.
2026-10-31 04:51:14 -04:00
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
Valiantsin DzerakhandClaude Opus 5.5 8b514f6ead Keep every default in the settings table: cfg_value, cfg_int, cfg_double and cfg_bool read it, and the consumers of table keys drop their own defaults
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-26 09:32:30 +03:00
Valiantsin DzerakhandClaude Opus 5.5 7b85a2681a Keep free_cores=0 as gate on, refuse to rewrite totk.ini after a failed read, drop empty-valued lines on Reset, and add plat_file_set_readonly and plat_file_size
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-26 09:23:55 +03:00
Valiantsin DzerakhandClaude Opus 5.5 19c9b648d1 Add the recompiler, Windows runtime, tools and docs
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-23 22:27:54 +03:00