SPIR-V leaves a register read before any write undefined and Mesa folds undefined values freely. The unconditional patch 0014 guarded against that and was taken out in #701 because the whole picture shook with DLSS on NVIDIA. Patch 0016 brings the zero start back behind a zero_locals job flag, which vk_caps_driver turns on for RADV, ANV and NVK. TOTK_ZERO_LOCALS overrides it, and gfx_shader_set_host mixes it into the translator identity so the variant has its own cache keys.
FXAA_FS gains the flag-on hash of the game's FXAA shader, so vk_dlaa_skip_draw knows it on Mesa too. A game run with TOTK_ZERO_LOCALS=1 on an RX 9070 produced that hash; a TOTK_FXAA=0 run logged no skip with either hash, so the switch itself is not confirmed.
All 29736 stored 1.4.3 inputs translate with the flag off and on, 0 spirv-val failures. FXAA hashes to 5c43ae18948d52cb with the flag off and aad42238801d31d8 with it on. Flag-on output matches the old translator byte for byte on a sample of 312 shaders. Not run on a Mesa driver.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Merged on top of #566. The camera motion is #594's: its blocks in camb also feed the per-object pass, and
dlaa_mv.comp stays as on main, fed the identity and the reprojection made on the CPU in double. #566's
vk_usnap_host goes, vk_usnap_bytes serves the same. #566's scaling-draw swap, camera rune guard and output-size
scaling pass stay in vk_dlaa.c. Translator patch 0012 becomes 0015 after dev's 0012-0014.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Solid scene draws whose position reads an object's own uniform blocks (bones c5, place c7, c6) are drawn a second time
with a vertex shader variant (translator patch 0012) that computes last frame's position from last frame's blocks; the
game writes those into two copies that take turns, and the uniform snapshot keeps both (vk_mvprev.c). The draws are
listed during the replay and recorded through the recorder thread with repeated state skipped. Blocks whose last-frame
copies measured wrong (c9 and c11 of walls and cliffs) keep this frame's; positions without an object block (terrain,
grass) keep the camera's motion, which measured as good.
The camera motion is reprojected in double precision on the CPU: the float inverse made noise on far surfaces and a
still camera that DLSS followed into a wobble. DLSS gets Ultra Performance (a third of the output, also in the F1 menu)
and NVIDIA's recommended preset per mode (K, M for Performance, L for Ultra Performance; TOTK_DLSS_PRESET overrides).
Test switches: TOTK_MV_CHECK measures the motion vectors and DLSS's output against the picture, TOTK_DLAA_TIMES times
DLSS and the motion passes on the GPU. A reactive mask pass for transparents is included but off (TOTK_DLSS_REACTIVE):
its mask covers sky and fog too.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
AMD and Intel round a gather coordinate that sits between two texels the other way from Maxwell, so shadow-map
filtering picked the neighbouring texel and drew dark dashes along wall and floor edges that moved with the camera
(docs/maxwell.md 2.10; BotW had the same on AMD). vk_caps.c passes the device's subTexelPrecisionBits to the translator
for every non-NVIDIA GPU, the job carries it as gather_bias, and totk_xlate answers QueryHostGatherBiasPrecision with
it, which turns on Ryujinx's own coordinate bias (TexturePass.InsertCoordGatherBias). The answer joins the translator
identity, so those shaders get their own cache keys. TOTK_GATHER_BIAS=0 turns it off.