6 Commits
Author SHA1 Message Date
Valiantsin DzerakhandClaude Opus 5.5 9dd50131ca Start function-local variables at 0 on Mesa drivers only
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>
2026-11-04 18:05:21 +03:00
Valiantsin DzerakhandClaude Opus 5.5 80349df1a6 Merge pull request #594: per-object motion vectors for DLSS, Ultra Performance, live DLSS modes and per-mode presets (DizzyMan1337)
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>
2026-11-03 19:27:04 +03:00
DizzyMan1337andClaude Opus 5.5 ad3ecd8f3c Per-object motion vectors for DLSS, camera motion in double precision, Ultra Performance and DLSS presets.
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>
2026-11-03 17:31:58 +08:00
Wellington Dias 119884c52e Bias gather coordinates on non-NVIDIA GPUs, so shadows lose the dashed lines along edges.
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.
2026-10-29 22:32:40 -03:00
Valiantsin DzerakhandClaude Opus 5.5 be759ca618 Give fragment shaders that set NVN control byte 0x718 early fragment tests, as MacNativeGames ae8f4f4 does: the request carries early_fragment_tests and the translator passes it to Ryujinx as EarlyZForce
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-26 14:45:03 +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