32 Commits
Author SHA1 Message Date
Valiantsin DzerakhandClaude Opus 5.5 c838d9692f Count system memory in the device-local budget where device memory takes host memory
The paths that give memory back under pressure (headroom's spare block, released textures, pool mirrors) watched the
Vulkan heap budget only. On a UMA GPU that budget is gigabytes of the same RAM the game runs in, and on Windows the
AMD driver charges device-local allocations to the process commit one to one (RX 9070: VRAM use and private bytes
grew by the same 1164, 256 and 256 MiB). Crash logs show the result: the process at 4.4-10.5 GB of commit, 16 GB
machines at 80-94% RAM, std::bad_alloc inside amdvlk64.dll (#285), allocation failures on Intel UHD.

vk_mem_host_room (vk_memory.c) is what the system can still give beyond a reserve (TOTK_MEM_RESERVE_MIB, 1536):
commit, and on a UMA GPU physical memory too; Linux overcommits, so there only a UMA GPU's available memory counts.
NVIDIA is left out, not measured. vk_mem_vram caps the budget at use plus that room, and headroom keeps its spare
block only while four blocks fit in it.

RX 9070, field save, 60 s with the room near zero from the start (TOTK_MEM_RESERVE_MIB=21000): commit 7124 MB instead
of 8965, VRAM 2631 MiB instead of 3781, released textures 153 instead of 1866; mirrors refused for 423 MiB of pools,
GPU 4.45 ms a frame instead of 3.34 ms, 60 fps either way. Without pressure nothing changes. The census logs the
room, the device class line the mode.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-09 09:02:36 +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 3a26046cde Let the threads every frame goes through prefer the P-cores of a hybrid CPU
On an Intel CPU with P-cores and E-cores a thread on an E-core runs at about 60% of a P-core's speed, and the frame
waits for its slowest critical thread. The game's main thread, the thread that presents, and the vk replay, recorder
and present threads now select the CPU sets of the P-core logical processors the process affinity allows. Nothing is
selected on a CPU with one efficiency class or when the affinity leaves only one kind of core. TOTK_PCORE=0 turns it
off; "power:" log lines say what was selected and which threads took it. LAS Recomp does the same for its game,
render and vsync threads.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-08 11:46:10 +03:00
Valiantsin DzerakhandClaude Opus 5.5 320a41e0dc Ask hybrid laptops for the dedicated GPU and opt out of Windows power throttling
The executable exports NvOptimusEnablement and AmdPowerXpressRequestHighPerformance, which NVIDIA Optimus and AMD
switchable graphics read at start to run it on the dedicated GPU; Optimus can otherwise hide its GPU from a program
it put on the integrated one. At start the process opts out of EcoQoS (E-cores and low clocks on hybrid Intel CPUs
when Windows deems it in the background) and of Windows 11 ignoring its timer resolution while the window is hidden.
One "power:" log line says whether Windows accepted it.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-08 11:13:40 +03:00
itaskaev2andClaude Opus 5.5 cc4df7d140 Load the NGX core through the platform layer, so vk_dlaa.c has no Win32 calls
tools/check_platform.py failed on vk_dlaa.c: it read the NGX core's folder from the registry, loaded it with LoadLibraryA and GetProcAddress and named the executable's folder with GetModuleFileNameW. platform.h gets plat_ngx_core_path (the registry folder plus _nvngx.dll on Windows, libnvidia-ngx.so.1 on Linux), plat_exe_dir_wide (the folder as NGX's wchar_t string; the UTF-8 to UTF-32 conversion moves from vk_dlaa.c to linux.c) and plat_lib_error, and the core loads through plat_lib_open and plat_lib_sym on both hosts.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-06 19:18:21 +01:00
Valiantsin DzerakhandClaude Opus 5.5 71831771cd Merge PR #767: default the game resolution to the display's shape (Wintego)
Keep 1920x1080 as the default with prompts = xbox or pc: the setup builds those prompts' folders for 16:9 only, so the
shaped default would have swapped the chosen prompts for the Switch ones.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-05 19:53:57 +03:00
Wintego 11d404930d Default the game resolution to the display's shape 2026-11-05 08:31:30 +03:00
deadlynchandClaude Opus 5.5 7544cfd528 Align the stack of Linux fibers to the System V ABI
plat_fiber_entry is reached by a ret with rsp at top - 8 and called the fiber function without realigning, so the
function started with rsp = 0 mod 16 and every 16-byte local was off by 8. The VEX instructions of a v3 build
tolerate that; the SSE ones of a v2 build fault on it, and probe-kernel's fiber test crashed in same_regs on pcmpeqb
with a memory operand. plat_fiber_entry now aligns rsp to 16 bytes before the call.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-05 01:07:45 -03:00
Valiantsin DzerakhandClaude Opus 5.5 282130a128 Build the game code with an execution profile when the release has one
build_game.py --pgo gen builds an instrumented totk.exe (llvm-mingw: MSYS2's clang has no profile runtime) that adds
its counts to <out>/pgo/*.profraw every minute and at exit; plat_exit ends the process with ExitProcess, which skips
compiler-rt's atexit write. tools/pgo.py merges them into build/pgo/pgo-<ver>.profdata with a record of the recomp/
tree it fits. build_game.py --pgo FILE compiles the generated code at -O2 and the runtime with that profile.

make_release.py ships build/pgo's profiles in data/ and builds the runtime libraries with them; the installer passes
the update's profile to build_game.py, and builds at -O1 without one. Profiles name lifted functions by address and
hold branch counts and control-flow hashes of the generated C, no bytes of the game.

1.4.3 on machine A, mean frame by world clock: the fight2 bench 11.49 -> 10.06 ms (-12.5%), a fight outside the
training 13.00 -> 12.24 ms (-5.8%); every window CPU-bound. The profile was trained on scripted runs and 24 minutes
of play.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-04 11:04:31 +03:00
Valiantsin DzerakhandClaude Opus 5.5 46a3b64895 Keep the console at start: until the game window opens it shows the shader prewarm
d2fbe0a freed the console as soon as the log file was open, but the game window only opens after the shader
prewarm. After an update the prewarm translates every shader again (about 5 minutes on a 24-thread CPU), and the
player saw neither a console nor a window all that time. The console release and show_console are taken back; the
window is still raised at start (#521).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 20:31:19 +03:00
Valiantsin DzerakhandClaude Opus 5.5 69e7bef868 Merge dev into task/discord
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 20:11:51 +03:00
Valiantsin DzerakhandClaude Opus 5.5 13e9ffec38 Merge pull request #455: Discord Rich Presence, off by default (avrahambenaram)
Conflicts in cfg.c (the key list) and main.c (the usage line) resolved by keeping dev's lines and adding the
Discord keys and --probe-discord.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 20:11:12 +03:00
Valiantsin DzerakhandClaude Opus 5.5 d2fbe0a2b1 Close the game's own console and bring its window to the front (#208, #521)
A game started from a frontend (Playnite, RetroBat, ES-DE) or a shortcut got a console beside it, and its window
opened behind other windows, out of reach without a mouse. Once the log file is open, the console is freed when no
other process shares it; a terminal launch keeps its output, and show_console = 1 keeps the console. The window is
raised at start, with AttachThreadInput when Windows refuses the foreground. rt_fatal writes only to the log, and a
console owned by the game closed with it anyway, so no error text is lost.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 20:09:23 +03:00
Valiantsin DzerakhandClaude Opus 5.5 869edd45cf Report crashes outside totk.exe instead of ending without a log line
A fault in a GPU driver, the C runtime or another DLL, or a call through a null pointer, ended the process with
nothing in totk.log: crash_veh reports only faults whose rip is in this executable (#506, #531, #488, #415).

Windows: an unhandled-exception filter reports every exception no handler took. It runs only after every handler
declined, so exceptions a driver raises and catches itself never reach it, and it costs nothing until a crash. The
report names the module (from its export directory, no loader lock) and the return addresses in totk.exe on the
faulting thread's stack, unwound from the faulting context.

Linux: fault_handler passes faults in libraries (Mesa, SDL) and at address 0 to the crash hook as well, with the
library name from dladdr.

--probe-crash-call (strlen in ucrtbase.dll reads address 8) and --probe-crash-null crash on purpose. Before: exit
0xc0000005 and no FATAL line. After: "FATAL: access violation ... (ucrtbase.dll+0xf2b61)" with host frames
probe_crash and main, exit 71.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 09:50:27 +03:00
Avraham ab32d00cc9 Merge remote-tracking branch 'origin/dev' into discord-rich-presence 2026-11-02 13:11:39 -03:00
Avraham 664ee03759 Add Discord Rich Presence, off by default.
A host thread speaks Discord's documented IPC protocol to a running client
through platform.h's new plat_ipc_* (a named pipe on Windows, a Unix socket
in $DISCORD_IPC_PATH, $XDG_RUNTIME_DIR, $TMPDIR or /tmp on Linux) and shows
the game update and the elapsed play time as the status of a configurable
application. It never holds a virtual core, picks up settings changes within
half a second of the menu writing them, re-sends the activity once a minute
as its keep-alive, answers the client's Ping frames and reconnects 15 s
after a break; Discord clears the status when the process ends.

The Menu tab of the settings menu switches discord_rpc, and discord_app_id
and discord_image in totk.ini name the application and its art asset (a
player can register their own). The default app id is the one this was
developed against; the maintainer may want to register a project-owned one
and swap it. --probe-discord runs the exchange without the game: it caught
the opcode numbering (Handshake is 0, not 1) against a live client.

Tested on 1.4.3, Linux: probe passed end to end against Vesktop's arRPC
bridge, an invalid app id falls back to the default, selftest clean.
2026-11-01 22:12:58 -03:00
Valiantsin DzerakhandClaude Sonnet 5.5 d3f403ecf6 Delete read-only folders and cloud placeholders of an old save working copy, retry for 2 s, and name the failing path in the fatal
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-11-01 22:54:20 +03:00
Valiantsin DzerakhandClaude Opus 5.5 ab1dee5bdb Close the spawned child's descriptors only where glibc has posix_spawn_file_actions_addclosefrom_np
The Linux release builds against the Steam Runtime's glibc 2.31, which lacks that 2.34 call: plat_restart and
plat_spawn stopped the runtime library from compiling. A weak reference uses it when the running glibc has it.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 18:17:27 +03:00
Valiantsin DzerakhandClaude Opus 5.5 6e95e441e3 Merge pull request #246: Cache the thread id per thread on Linux (SchulzCode)
dev already caches the id; this keeps that and takes the PR's noinline, so a fiber resumed on another thread reads its
own thread's slot.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 17:51:37 +03:00
Valiantsin DzerakhandClaude Opus 5.5 1bebcfd9ef Rebuild the game at start when an enabled mod has unbuilt code cheats
Code cheats need the game lifted and compiled with them. Running the setup
again did that, but it lifted and compiled everything and prepared the
shaders again.

- The setup keeps the generated C and the objects in its temp folder (about
  1.3 GB). gen.py rewrites only the chunks whose C changed, so Ninja
  recompiles only those. One new code cheat on 1.4.3 took a 47 s lift and
  19 s of compile and link on 24 cores.
- Prepare's key no longer follows the compile key, only the runtime, the
  translator and the game version, so a rebuild keeps the prepared shaders.
- The cleanup writes build-cache/rebuild.txt, the command that opens the
  setup window in a new --rebuild mode on the install folder. That mode runs
  at once and starts the game again when it succeeds.
- At start, runtime/cheats.c runs that command and exits when an enabled
  mod has code cheats the build lacks (plat_spawn, new for Windows and
  Linux). build-cache/rebuild.skip keeps a failed or cancelled rebuild from
  starting again for the same cheats. "Rebuild the game now" on the Cheats
  tab tries again, and [mods] mods_rebuild = off turns the rebuild off.
  Scripted runs never start it.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 14:16:53 +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
Chris Koos d9d6264bb2 Default shadow storage to on when running under Wine 2026-10-31 15:02:30 -07:00
Valiantsin DzerakhandClaude Opus 5.5 65fd631fea Keep a save commit that cannot replace the committed save instead of dropping it
Windows refuses to rename a directory while any file under it is open, so a
virus scanner, Explorer's preview or a sync tool holding a file of
save/<uid> made every Commit of a session fail after its 2 s of retries.
The game had its Commit return 0 and showed the new slots from the working
copy, and the next start deleted that copy: hours of play were gone (#260,
#263, log line "cannot move the committed save (error 5)").

A Commit now renames its finished staging copy to save-tx/ready-<n> before it
touches the committed save. That rename is the commit point. When the swap
into save/<uid> fails, ready-<n> stays the newest save: later working copies
and the next start are made from it, and the next Commit or start retries the
swap. The failure log names the programs holding files in the committed save
(Restart Manager) or says the folder refuses the rename (no DELETE access).
--probe-fs holds a committed file open across two Commits and restarts.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 20:20:50 +03:00
8dd7e2041e Cache the thread id per thread on Linux (#236)
plat_thread_id made a gettid syscall on every call, and plat_rmutex_lock
calls it on every acquire: about 685,000 syscalls a second in the open
world on 1.4.3. A thread's id never changes and the runtime starts child
processes with posix_spawn only, so the id now comes from a __thread cache
after the first call. Windows is unchanged: GetCurrentThreadId reads the TEB.

Found, measured and fixed by H.A. Forster in issue #236 (RTX 2060 laptop:
36.3 to 46.0 fps with replay_async). SchulzCode confirmed it on an RTX 2070
Super with a 7800X3D: 98 to 120 fps at game resolution, 76 to 90 fps at
render_scale 150.

Co-Authored-By: H.A. Forster <154697759+h-a-forster@users.noreply.github.com>
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 18:10:26 +03:00
SchulzCode ff5706c28b Cache the thread id per thread on Linux
plat_thread_id() made a gettid syscall on every call, about 700,000 times a second in the open world (plat_rmutex_lock
asks on every acquire). A thread's id never changes and the runtime does not fork, so the first call on each thread
keeps it in a thread-local. noinline keeps a caller from reusing the thread-local's address across a fiber switch,
since a fiber may resume on another thread. Fixes #236.
2026-10-31 16:03:42 +01:00
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 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 01712150a4 Read the overlay's GPU load and VRAM from the DRM card on the game GPU's PCI bus, so a machine with an AMD iGPU and an NVIDIA GPU no longer shows the idle iGPU's numbers. 2026-10-31 02:03:34 -03:00
Wellington Dias aaa9610aaf Refuse to replace a read-only file in plat_file_write_atomic on Linux, as Windows does, so a read-only totk.ini stays as the player left it. 2026-10-31 02:02:27 -03:00
Wellington Dias 29a14d69fe Build the setup for Linux as an AppImage.
tools/make_release_linux.py assembles the Linux release folder and packs it with the static type-2 AppImage runtime:
python-build-standalone 3.14 with tkinter, LLVM 23.1.4 (clang, lld, llvm-ar) and the part of the Steam Runtime 3 sniper
SDK sysroot a game build reads, so the game, hostcheck, hactool and the translator need no newer glibc than 2.31 and run
on SteamOS. The game it builds needs only glibc, the system's Vulkan loader and the libSDL3.so.0 beside it; Opus, libvpx,
zstd and libstdc++ are linked in. --prove builds generated/v121 with the folder alone and runs the probes.

The installer runs on Linux: release and dev layouts, temp under the XDG cache (the AppImage mount is read-only), cancel
through the CLI's process group, language from LANG, xdg-open and a PNG icon, texts that name the right executable, and a
warning on kernels older than 6.7. hostcheck reads x86-64-v3 from CPUID, since clang's __builtin_cpu_supports reads it
from libgcc, which before GCC 12 has no level bits. build_game.py takes --sysroot, build_hactool.py --cc and
build_xlate.py --llvm/--sysroot; linux.c carries the Linux 6.7 write-watch definitions for older headers.

Also: shader_census.py and package_build.py use the Linux executable names, and probe-shader writes its shader path with
forward slashes.
2026-10-29 18:00:26 -03:00
Wellington Dias 5a84b19476 Give CPU-visible pools shadow storage on Linux, so the game renders and plays.
On Linux, write-protecting memory the GPU imported costs milliseconds per submit and the import's pinning clears the
write watch, so each CPU-visible pool gets a host-visible copy instead: the pages the CPU wrote since the last sync go in
right before each submit (skipping bytes the GPU still has to write back), and the replay's GPU writes are copied back
into guest memory at their fence (vk_gpu_written). In 1.2.1 play it costs about 0.2 ms a frame. TOTK_SHADOW=1 turns it
on under Windows too.

Also: build_game.py fetches the VMA header the Windows release pins when the system has none; plat_localtime and
plat_gmtime reject the times Windows rejects; the SDL text entry honours TOTK_SWKBD_TEST=cancel; probe-vkmem follows
the replay's protocol for GPU writes and syncs.
2026-10-29 17:29:31 -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