647 Commits
Author SHA1 Message Date
Valiantsin Dzerakh ae30a61b7b Some PR review ruleset 2026-11-07 20:22:50 +03:00
Valiantsin Dzerakh 214ba53a2a Up version 0.3.13 2026-11-07 20:22:35 +03:00
Valiantsin DzerakhandClaude Opus 5.5 8bbcf52709 Merge task/poolfree: pool memory and texture records kept until the submission being recorded is done (device faults under the synchronous replay)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-07 20:05:55 +03:00
Valiantsin DzerakhandClaude Opus 5.5 36a83bd78f Keep pool memory and texture records until the submission being recorded is done
vk_pool_fini freed import, physical and virtual pools right after vkQueueWaitIdle, which covers submitted work only;
with the synchronous replay another game thread may be recording a submission that names the pool. Every pool kind
now retires through the completion queue at the later of the recording's value and the next one.

destroy_tex freed the texture record while other threads still held &e->pub (render targets for a pass, storage
bindings writing wr_fence through it): they read a stale VkImage and cached views by that handle. The record is now
freed with its image's stamp (vk_defer_free), and views of a dropped entry are deferred at once instead of cached.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-07 20:05:49 +03:00
Valiantsin DzerakhandClaude Opus 5.5 9492315bac Merge task/deferstamp: deferred frees stamped with the submission being recorded (NVIDIA write-invalid faults, #788, #802) and the GPU address map for device faults
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-07 19:16:56 +03:00
Valiantsin DzerakhandClaude Opus 5.5 dc45de0e9a Stamp deferred frees with the submission being recorded, whichever thread destroys the object
With the synchronous replay (the default since 7be68ec) a game thread finalizing a texture destroys released texture
cache entries while another game thread records a submission that slot_resolve may already have handed one of them.
defer() saw the recording's value only on the recording thread and stamped the others with the last submitted value,
so the completion thread freed the image before the submission naming it ran: "write invalid" device faults on NVIDIA
(#788, #802). vk_sync_submit now notes the value at the start of the recording, and every deferral made from then on
waits for it. A fight run counted 10 such deferrals during the world load.

Device faults now log the deferred-free state, and with VK_EXT_device_address_binding_report the object that held the
faulting address and whether it was unbound before the fault (TOTK_ADDR_REPORT=0 turns the map off). The census line
counts deferrals made off the recording thread during a recording.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-07 19:16:50 +03:00
Valiantsin Dzerakh 6e5074e203 Merge task/pcsave: #911 (pipeline builds kept apart from the cache copy, the Intel crash at start, #681) and the cache save time in the log 2026-11-07 16:53:44 +03:00
Valiantsin DzerakhandClaude Opus 5.5 5b5273b541 Log how long each pipeline cache save copies and waits for builds
The copy time bounds how long a compute miss on the drawing thread can wait for the save now that builds and the copy exclude each other; a put-off autosave is logged too.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-07 16:53:43 +03:00
Valiantsin Dzerakh d02a917af7 Merge #911: keep pipeline builds apart from the cache copy, so Intel's driver does not crash at start (#681) 2026-11-07 16:52:45 +03:00
Valiantsin DzerakhandClaude Opus 5.5 b7e72ae87f Merge task/gpuswz: block-linear textures deswizzle on the GPU (shorter stalls on entering new areas)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-07 16:38:33 +03:00
Valiantsin DzerakhandClaude Opus 5.5 57037ccc29 Deswizzle block-linear textures on the GPU when their storage is an imported pool
The replay thread deswizzled every block-linear texture on the CPU, and entering a new area stalled it for 50-236 ms. Now a compute pass reads the texture straight from the pool's imported buffer and writes a linear copy into a device-local scratch pool; the upload batch copies it into the image, or the ASTC decoder takes it. Large texture loads submit the batch early so the staging and scratch pools do not grow on the replay thread, and both pools are made at device creation.

On fight2 the render thread waits about 270 ms on textures per run instead of 900, and the load frame drops from 145 to about 80 ms. Mean fps is unchanged. TOTK_DESWIZZLE=cpu turns it off and check compares every upload with the CPU result (0 of 196k regions differ). Shadow mode (Linux/Wine) and textures outside the device's limits stay on the CPU.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-07 16:38:26 +03:00
itaskaev2andClaude Opus 5.5 b358b8f1f1 Keep pipeline builds apart from the cache copy, so Intel's driver does not fault in it
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-07 12:24:04 +01:00
Valiantsin Dzerakh 71d8b0cc61 Merge #900: lay the action prompt's diamond out as an Xbox pad with the xbox-label prompts 2026-11-07 12:38:12 +03:00
Valiantsin DzerakhandClaude Opus 5.5 561fe54c06 Merge task/crashinfo: crash reports name the driver frames, the C++ exception type and the host function called (#285)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-07 12:14:55 +03:00
Valiantsin DzerakhandClaude Opus 5.5 6e977280bb Name the driver code and the C++ exception type in crash reports
An exception no handler took (a fault in a GPU driver, a C++ exception a driver let escape) listed only the return addresses in totk.exe, and those match only the reporter's own build. #879 and #285 crash in the AMD driver with nothing in the log saying which driver code failed or what it threw.

The unhandled-exception filter now lists the frames of every module on the faulting thread with the module name and offset, up to 12 outside totk.exe so this executable's frames still fit. For a C++ exception thrown by MSVC-built code it reads the thrown type's decorated name from the ThrowInfo, and what() for a std::exception, with every read checked. The guest pc of a host function call is printed with that host function's name.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-07 12:14:45 +03:00
Valiantsin DzerakhandClaude Opus 5.5 2f2bc6d9a3 Merge task/menumouse: #905 (T is Y's second default key, for the menus; a bind line takes its key from other buttons' defaults)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-07 12:08:37 +03:00
Valiantsin DzerakhandClaude Opus 5.5 469c528ffe Bind T to Y by default for the menus, and let a bind line take its key from the defaults of other buttons (#905)
While a game menu has the pointer the left mouse button is A, and it was Y's only default key, so keyboard and mouse players could not sort the inventory or press Y anywhere in the menus. T is now Y's second default key.

A bind line in totk.ini now also removes its keys from the defaults of buttons without a line, as the remapping rows already do: with bind_X = key:t, T presses X only, not X and Y.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-07 12:06:44 +03:00
Valiantsin DzerakhandClaude Opus 5.5 d2bb096cd6 Merge task/menumouse: #908 (the middle and side mouse buttons keep their bindings while a game menu has the pointer)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-07 12:03:22 +03:00
Valiantsin DzerakhandClaude Opus 5.5 61e8fd6bb9 Keep the middle and side mouse buttons bound while a game menu has the pointer (#908)
The bindings dropped every mouse button while the cursor was not captured, and the menu pointer releases the capture,
so side buttons bound to L and R turned the menu's tabs only in the frames before the pointer appeared. While the menu
pointer is shown and over the window, the middle and side buttons now count; the left and right buttons stay the
menu's A and B.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-07 11:58:03 +03:00
Valiantsin DzerakhandClaude Opus 5.5 fdf990957c Merge task/rtstamp: #795 (rebuild install-side objects and relink when the runtime contents change, whatever the file dates)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-07 11:46:01 +03:00
Valiantsin DzerakhandClaude Opus 5.5 1c59c98adf Merge #878: keep the native camera distance after aiming in direct mouse mode
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-07 11:21:19 +03:00
Valiantsin DzerakhandClaude Opus 5.5 2eb5adebd6 Merge #898: record only the dynamic states that changed since the last pipeline state
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-07 11:07:22 +03:00
Valiantsin DzerakhandClaude Opus 5.5 6c6f48c40d Merge #897: overlay uniform updates between passes too, and clear the overlays once their copies are recorded
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-07 11:07:22 +03:00
Valiantsin DzerakhandClaude Opus 5.5 f81dc57e9e Rebuild install-side objects and relink when the runtime contents change, whatever the file dates
The release zip dates every file 1980-01-01, so a new release extracted over an old Setup folder has sources and a
libtotkrt.a older than the objects and the totk.exe the last install left in temp\<name>\build. Ninja compares mtimes
only: it kept the old mouse_direct.o and romfs.o and linked them with the new library (undefined symbol
input_direct_mouse_shake on 0.3.11, romfs_shaped_ready on 0.3.12, #795), or skipped the link and kept the old exe
when the version string did not change.

With --runtime-lib, build_game.py now writes obj/runtime/inputs.sha256, one hash over the library, the INSTALL_SIDE
sources and every runtime header, rewritten only when the hash changes. The install-side objects and the link depend
on it. Builds without --runtime-lib are unchanged.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-07 09:47:29 +03:00
Valiantsin DzerakhandClaude Opus 5.5 204f2843de Merge #861: load the NGX core through the platform layer, so vk_dlaa.c has no Win32 calls
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-07 09:39:34 +03:00
Valiantsin DzerakhandClaude Opus 5.5 316ba63619 Merge task/uborder: #896 (order overlapping uniform overlay copies), #859, #860, #862, #863 (checks that failed on dev)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-07 09:26:31 +03:00
Valiantsin DzerakhandClaude Opus 5.5 45b34ff4dd Merge #863: expect the base language in the probe's automatic menu language check
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-07 09:05:17 +03:00
Valiantsin DzerakhandClaude Opus 5.5 d9a789fb5f Merge #862: translate the speaker setting into Brazilian Portuguese and Simplified Chinese
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-07 09:05:17 +03:00
Valiantsin DzerakhandClaude Opus 5.5 bc7f2e1aff Merge #860: ignore every linked file in the worktree test's scratch repository
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-07 09:05:16 +03:00
Valiantsin DzerakhandClaude Opus 5.5 1b851e958f Merge #859: describe probe_movie_bench in docs/settings.md
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-07 09:05:16 +03:00
Valiantsin DzerakhandClaude Opus 5.5 70fa452002 Merge #896: order overlapping uniform overlay copies with a transfer barrier, so a partly overlapping newer update lands last
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-07 09:01:43 +03:00
Iker AcevedoandClaude Opus 5.5 90c14c9774 Lay the action prompt's diamond out as an Xbox pad with the xbox-label prompts
With pad_layout = xbox or auto, Switch A, B, X and Y are the buttons labelled so on an Xbox pad, but the diamond of
the action prompt (blyt/DoCommand_00.bflyt) kept the Switch positions: A on the right, where an Xbox pad has B.
make_romfs_patches.py --prompts xbox-label now moves each piece of the diamond to its partner's place (A with B, X
with Y): the button with its bar, the letters around it, the flashes of a repeated or held press, and the base image
that lights the button's side. X's bar reaches left, as Y's does on a Switch. The other prompt styles are unchanged.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-06 23:11:33 -05:00
Claude 752e15bcc7 Record only the dynamic states that changed since the last pipeline state in the command buffer
Each change of pipeline state in prepare_draw re-recorded the whole dynamic state through vk_pipeline_set_dynamic:
about twenty commands, the vertex input packet rebuilt, and the blend enable, equation and write mask of every
attachment, however few fields differed. Every replay pipeline declares the same dynamic states, which a pipeline bind
leaves as they were, so vk_pipeline_set_dynamic_delta compares the values with what the command buffer already holds
and records only the commands that differ; the vertex input is rebuilt only when the vertex shader, attributes or
streams change. The record is per command buffer (B.dyn_valid, cleared with the rest of B on a new one or a split).
TOTK_DYN_DELTA=0 records the full set as before; ab alternates; TOTK_TRACE=perf counts calls, commands and calls that
changed nothing.

1.4.3, RTX 4070 Ti, 2560x1440 DLAA, standing still on Great Sky Island, TOTK_AB=10 (tools/ab_summary.py): 13.75 ms
a frame with the full sets, 12.59 ms with the deltas (-8.5%, 72.7 to 79.4 fps); replay 7.77 to 6.67 ms. An A/A run
with the same method moved the frame by 0.08 ms.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01BspNcezsiV8zT8wcnXrrME
2026-11-07 03:00:57 +00:00
Claude 324f85602f Clear the uniform overlays once their copies are recorded
After vk_exec_ub_flush the full barrier barrier_to records makes the copied bytes visible, so later bindings can read
the real buffer. The overlays stayed until the submission's end instead: every later binding inside their span
scanned them, and a block an overlay covered in part got a merged scratch copy that the descriptor build skip then
left alone. With the updates between passes overlaid too (Great Sky Island: 274 of 594 per submission) that was 290
merged copies and 1.1 ms more replay a frame, more than the barriers saved on the GPU (0.3 ms).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01BspNcezsiV8zT8wcnXrrME
2026-11-07 00:18:52 +00:00
null15564 2a937319b4 Restore native camera distance after aiming with direct mouse input 2026-11-07 05:55:00 +07:00
Claude 49b2314dd8 Overlay uniform updates between passes too, so a run of them before a pass costs one barrier
An update between passes was copied at once behind a full barrier of its own, and the copy it recorded made the next
update or pass begin need another: a run of k updates before a pass cost k + 1 full barriers, about 250 updates a
frame on Great Sky Island. They now become overlays like the updates inside a pass; every GPU reader of the real
buffer after them comes behind barrier_to, which records the copies first. TOTK_UB_OVERLAY_OUT: 1, 0, ab; the perf
line counts the overlays made between passes.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01BspNcezsiV8zT8wcnXrrME
2026-11-06 22:35:01 +00:00
Claude b317f1c37e Order overlapping uniform overlay copies with a transfer barrier
vk_exec_ub_flush recorded the copies of a pass's overlaid uniform updates back to back behind one barrier. Copies
with no barrier between them may run in any order, and ov_add only drops an older pending copy of exactly the same
range, so two updates that overlap in part could leave the older bytes in the buffer where they overlap. A copy that
overlaps one recorded since the last barrier now waits for it behind a transfer-to-transfer barrier; the perf line
counts those barriers.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01BspNcezsiV8zT8wcnXrrME
2026-11-06 22:33:24 +00:00
itaskaev2andClaude Opus 5.5 1dfe05679e Expect the base language in the probe's automatic menu language check
resolve_menu_lang falls back from a region tag the catalog lacks to its base language (ru-RU: ru), but probe_menu_text expected English for such a tag, so --probe-services failed on any Windows whose UI language is ru-RU, de-DE and the like; en-US maps directly and passed.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-06 19:20:20 +01:00
itaskaev2andClaude Opus 5.5 1d89570ba8 Translate the speaker setting into Brazilian Portuguese and Simplified Chinese
963901c added the Speakers row (stereo or 5.1) in English and Russian only, so --probe-services failed: menu text ids 189 to 193 lacked pt-BR and zh-Hans, and the menu showed them in English in those languages.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-06 19:19:47 +01:00
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
itaskaev2andClaude Opus 5.5 9233322aa8 Ignore every linked file in the worktree test's scratch repository
tools/worktree.py links config.local.toml and CLAUDE.local.md since e3e72df, but the test's .gitignore listed only the first, so git status in the new worktree showed CLAUDE.local.md and the test failed.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-06 19:08:11 +01:00
itaskaev2andClaude Opus 5.5 5cd48ea696 Describe probe_movie_bench in docs/settings.md
tests/settings_doc_check.py failed on dev since 3cd2410 added TOTK_PROBE_MOVIE_BENCH to known[] without a row.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-06 19:07:38 +01:00
Valiantsin Dzerakh eda417fd1d Up version 0.3.12 2026-11-06 21:06:53 +03:00
Valiantsin DzerakhandClaude Opus 5.5 da86c39121 Merge #858: serve the HeapDef of the highest content mod below an HD texture pack, grown by the pack's texture heap, so the pack above The Second Quest no longer crashes at start
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-06 20:45:25 +03:00
Valiantsin Dzerakh 4f113847f5 Merge task/perfdraw: bind only the vertex buffers a draw's vertex input reads 2026-11-06 20:43:39 +03:00
Valiantsin DzerakhandClaude Opus 5.5 da24dd4cba Bind only the vertex buffers a draw's vertex input reads
The game keeps about ten vertex streams bound while a draw reads a few of them, and bind_vertex_buffers resolved and
compared all 17 slots on every draw. vk_pipeline_set_dynamic now returns the bindings of the state's vertex input,
from the same vertex_input that builds the dynamic input or the pipeline's, and the other slots get the zero buffer.
A stream is taken from the previous bind only when it was resolved there. In the fort, bind_vertex_buffers drops from
9.0% to 7.2% of the replay thread's work (two profiles, recorder on). TOTK_VB_USED=0 binds every stream as before.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-06 20:43:33 +03:00
Valiantsin Dzerakh 5eaac2ee86 Merge branch 'pr858' into task/heapgrow 2026-11-06 20:39:15 +03:00
Valiantsin DzerakhandClaude Opus 5.5 03c703a712 Merge #809 and #814: draw a 16:9 picture with bars when the HUD layout for a wider or narrower game resolution is missing, and fix the installer DPI test at 125% scaling
#809: on 1.4.3 at 2560x1080 without romfs-patches-2560x1080 the game drew 1920x1080 with the 16:9 HUD, aspect patch
off, 0 validation errors; the four probes pass. #814 changes the test only; DpiTest passes at 96 DPI, the 125% case
was checked by hand against Tk's rounding.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-06 20:27:18 +03:00
Valiantsin Dzerakh 545a97d7ff Merge branch 'pr814' into task/hudshape 2026-11-06 20:24:04 +03:00
Valiantsin Dzerakh 0d4c3555d5 Merge branch 'pr809' into task/hudshape 2026-11-06 20:24:03 +03:00
Valiantsin DzerakhandClaude Opus 5.5 6cb41a5d17 Merge #835: store the data writes of mods' ExeFS patch files into main before the game runs
Checked on 1.4.3: tests/exefs_patches_test.py (14) and tests/installer_test.py (53) pass, --selftest, --probe-mods,
--probe-cfg and the four probes pass, the lifted main is byte-identical to generated/v143 apart from the new
folded.txt, and a field run without mods reaches gameplay with 0 validation errors. Not covered: folded.txt leaves out
the exception tables the lifter reads directly (recomp/jumptables.py landing pads), which no known mod patches.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-06 20:12:53 +03:00
itaskaev2andClaude Opus 5.5 e69ee44a3a Grow a content mod's HeapDef when an HD texture pack above it grows the texture heap
df9ba65 keeps a content mod's heap sizes when its table is the one served, that
is when the mod is above the texture pack. With the pack on top (HDPacks.com's
4kTextures sorts first), the pack's table was still swapped for the game's own,
and The Second Quest's larger RSDB and UI heaps were lost: the game crashed at
start writing to address 0 in main+0x1d4200. heapdef_overlay now grows the
table of the highest switched-on mod that changes other heaps only, and falls
back to the game's own table when no mod has one.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-06 18:04:18 +01:00
Valiantsin Dzerakh 257f6201a3 Merge branch 'pr835' into task/exefsdata 2026-11-06 19:56:29 +03:00
Valiantsin DzerakhandClaude Opus 5.5 a83b3b8b62 Merge #743: keep uniform updates inside a pass as scratch overlays and copy them at the pass end
Measured on machine A (RX 9070, 1.4.3, 3840x2160), in-run A/B of TOTK_UB_OVERLAY on standing scenes:
fight2 hills with Link standing after 55 s (about 104 updates inside a pass per submission): frame
11.99 -> 11.56 ms (-3.6%), GPU 7.41 -> 6.78 ms, replay unchanged. Field and sky island edge (6-19
updates inside a pass): -1.0% and -1.2%. No validation errors, no visible differences in fight2 shots.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-06 19:34:52 +03:00
Valiantsin Dzerakh f594062a43 Merge branch 'dev' into task/uboverlay 2026-11-06 19:15:36 +03:00
fa94e36549 Store the data writes of mods' ExeFS patch files into main before the game runs
An IPS, IPS32 or pchtxt file for main that writes main's .rodata, .data or .bss was refused as a whole. Such writes
need no lifting: tools/exefs_patches.py now puts them in build-cache/exefs.data, and runtime/mods.c stores them into
the loaded main before any game code runs, as emulators and Atmosphere apply a patch file to the module before its
dynamic linker runs. A DT_RELR word gets main's base added; bytes over words an explicit-addend relocation fills change
nothing and are dropped; a write into the dynamic linker's tables, a lazily bound function pointer or outside main's
image keeps the file unsupported. A mod whose data lines do not all fit the build keeps its code patches off too.

The mods are applied from the bottom one up (mods_exefs_apply), so where two mods write the same bytes the higher one
wins, as it does for files. --probe-mods checks it with two mods writing one byte.

The lifted code reads some of main's bytes at lift time (the jump tables). recomp/gen.py lists those ranges in
<gen>/main/folded.txt, and the setup checks the data writes against them after the lift: a file that writes them
becomes unsupported, since the change would not reach the generated code. Generated C without mods is unchanged.

This is the data part of #790 (ericdallo's ExeFS work), split out on its own; the plugin part follows separately.

Co-Authored-By: itaskaev2 <165683571+itaskaev2@users.noreply.github.com>
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-06 15:51:42 +01:00
Valiantsin DzerakhandClaude Opus 5.5 2327db91c3 Merge task/recline: keep the recorder queue's head, tail and producer state on separate cache lines and publish head in batches
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-06 16:49:38 +03:00
Valiantsin DzerakhandClaude Opus 5.5 0f4e0af554 Declare the recorder queue's put_h field by its own name, which the move into Q had rewritten as Q.put_h.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-06 16:24:56 +03:00
Valiantsin DzerakhandClaude Opus 5.5 b578d26628 Keep the recorder queue's head, tail and producer state on separate cache lines and publish head in batches
The recorder spins on head while it waits, and tail, put_h, head and the producer's statistics shared one cache line,
so every packet moved that line between the two cores: put took 6% of the replay thread in the fort with the recorder
on. head, tail and sleeping now have a line each, the producer keeps its own state and the last tail it read, and pub
publishes head once 64 words wait (TOTK_REC_PUB; 0 publishes every packet). Every wait publishes everything first.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-06 16:18:56 +03:00
Valiantsin DzerakhandClaude Opus 5.5 df9ba65a91 Swap a mod's HeapDef for the game's own only when that table grows TextureHeap
heapdef_overlay replaced the served mod table whenever any switched-on mod grew the texture heap. With an HD pack and
another mod that ships a HeapDef for other heaps on top of it, the other mod's sizes were lost. It now checks the
served table itself (resolution.c res_heapdef_tex_grown): only a table with TextureHeap over the shipped size is
swapped, any other stays the base and gets the growth on top.

A mod HeapDef the port cannot read no longer logs "TextureHeap 0 KiB": the failure is logged with the mod's name.
read_original sat between read_served and its comment; each function has its own comment again.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-06 15:23:15 +03:00
Valiantsin DzerakhandClaude Opus 5.5 caf53eb764 Merge #713: grow the texture heap a mod's HeapDef asks for, so HD texture packs load (#673)
Brings in #576 (kurerb, tex_heap_extra_mb) and itaskaev2's mod HeapDef reading on top of it.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-06 15:08:00 +03:00
Valiantsin DzerakhandClaude Opus 5.5 76c55e3374 Merge task/copystat: keep NVN recording copies off the game threads' critical path
fight2 on the same dev base, A B B A whole runs, 10-75 s: 13.31 -> 12.82 ms per frame (-0.49 ms); a 4-core
affinity run showed the same -0.68 ms share on an older base.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-06 14:17:45 +03:00
Valiantsin Dzerakh c0ec4e3a4f Merge branch 'dev' into task/copystat 2026-11-06 14:05:50 +03:00
Valiantsin DzerakhandClaude Opus 5.5 3dd16691f1 Count host calls per thread instead of with a locked add on the slot's cache line.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-06 14:05:44 +03:00
Valiantsin DzerakhandClaude Opus 5.5 5c8f3ee5c6 Keep NVN recording copies off the game threads' critical path.
Three game threads flatten recordings, inline them and add control memory at once, and every large copy came
from a fresh VirtualAlloc, so each one paid zero-page faults, and release_copies freed them under the exclusive
copy lock. Copies are now freed after the lock through a per-thread dead list, blocks of 256 KiB to 16 MiB come
from a small best-fit cache, and each copy keeps its pin list so a free or clone no longer walks the records again.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-06 14:05:44 +03:00
itaskaev2andClaude Opus 5.5 2ad82557fd Reserve the larger stack and heap block only for a texture heap extra
The block below the module window stays 6 GiB, as on dev, and grows by the texture heap extra (tex_heap_extra_mb or
a mod's HeapDef) rounded up to a GiB. A player without an HD pack reserves nothing more.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-06 09:43:42 +01:00
itaskaev2andClaude Opus 5.5 8ac207f353 Grow the texture heap a mod's HeapDef asks for instead of serving that table
HD texture packs made for the emulators ship their own HeapDef with TextureHeap and its parent grown for the
emulators' 8 GB memory option (HDPacks.com's 4K pack: by 3,419,000 KiB). Served as it is, the game asked for room the
application pool does not have and crashed at start (#673); without the file it looped the panic Blood Moon.

Before mem_init sizes the pool, resolution.c reads the HeapDef of every switched-on mod (mods.c mods_peek_romfs, which
lists the mods' RomFS roots without the rest of the scan: mods_scan needs paths main sets later) and counts the largest
TextureHeap growth over the shipped 506,880 KiB like TOTK_TEX_HEAP_EXTRA_MB (the larger of the two, at most 4 GiB). The
pool and the heap cap grow by it, and romfs.c heapdef_overlay serves the game's own table grown by that amount in the
mod's place, so the other heaps keep the sizes of the game version that runs.

Tested with the HDPacks.com 4K Texture Pack v1.0 as players install it, on 1.4.3 and 1.2.1 (RTX 4080 SUPER): the game
loads a save and runs at 60 fps with 0 validation errors, and holds 4.5 GB of game memory pools against 1.2 GB without
the pack. docs/mods.md, README.md and totk.ini.example say so; other packs come with no guarantee.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-06 09:43:41 +01:00
Herbert CostaandClaude Opus 5.5 2a70683007 Grow the HeapDef for tex_heap_extra_mb at the game's own resolution too
heapdef_overlay returned at once when res_heap_extra_kib() was 0, which it is at 1920x1080 with the game's scene size
and shadow map, so tex_heap_extra_mb did nothing there and a 1080p player with an HD pack still hit the Blood Moon
loop. It now also builds the table when res_tex_heap_extra_bytes() is set. Found by itaskaev2 in review.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-06 09:43:41 +01:00
Herbert CostaandClaude Opus 5.5 a57ea119fa Grow the world texture heap for HD texture packs with tex_heap_extra_mb
HD texture packs made for emulators with 8 GB of DRAM, such as the HDPacks 4K pack, grow "TextureHeap" in their own
HeapDef table. Served as a mod, that table replaces the one the port grows for the resolution and the shadow map, and
the game crashes at boot; without it the pack's textures do not fit, and the game loads and then starts its panic
Blood Moon over and over.

tex_heap_extra_mb ([mods], 0 to 4096 MiB, read at start) grows TextureHeap and its parent ゲームグラフィックス in the
port's HeapDef, and the application pool and the heap cap by the same amount. LOW_SIZE goes from 6 to 10 GiB so the
stack and heap block holds the largest heap. At 0 the pool, the heap cap and the HeapDef are what they were.

The selftest's "beyond the pool" MapPhysicalMemory asked for 4 GiB, which a grown pool holds; it now asks for just
past the pool.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-06 09:43:41 +01:00
Valiantsin Dzerakh 959033e1fb Merge the latest head of pull request #743 2026-11-06 11:25:30 +03:00
Valiantsin Dzerakh 4402b030fe Merge branch 'dev' into task/uboverlay
# Conflicts:
#	runtime/cfg.c
2026-11-06 11:25:30 +03:00
Valiantsin DzerakhandClaude Opus 5.5 e0f8121a6a Merge task/playtime: play time across runs on the Game tab (#729, #720)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-06 10:56:21 +03:00
Valiantsin DzerakhandClaude Opus 5.5 4645b8a0d0 Leave scripted runs out of the play time, keep a damaged file whole, and test the file with --probe-playtime.
A --seconds run (benches, menu shots, input scripts) reads the total so the Game tab shows it, but starts no counting
thread. The file is now read once at start instead of on the thread. A playtime.txt with a UTF-8 byte order mark reads
as valid, and a damaged one is kept whole as playtime.txt.bad instead of its first 63 bytes. --probe-playtime checks the
parser, a missing, valid and damaged file, the 30 s save and the 2 s cap of one tick.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-06 10:55:42 +03:00
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 a959eab275 Merge task/vrampress: drop released textures the game has overwritten under VRAM pressure (#754)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-06 10:08:32 +03:00
Valiantsin DzerakhandClaude Opus 5.5 30456bc0a2 Merge task/recown: the recorder thread owns the parts it records from begin to submit
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-06 10:07:53 +03:00
Valiantsin DzerakhandClaude Opus 5.5 218d251950 Merge task/gpuwrite: regions the GPU writes are never frozen read-only (#788, #802)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-06 10:07:53 +03:00
Valiantsin DzerakhandClaude Opus 5.5 895d202cce Let the recorder thread begin, end and submit the parts it records.
The part command buffers and their pool were used by two threads. The submitting thread still waits for the
submission, so the queue order is unchanged. TOTK_REC_END=0 brings the old split back.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-06 10:07:45 +03:00
Valiantsin DzerakhandClaude Opus 5.5 9a81e3e2f1 Keep regions the GPU writes from being frozen read-only, and thaw a frozen one before a GPU write.
Storage-buffer stores, copies and fills land in imported guest memory without a fault or a write-watch bit, so a
region only the GPU wrote looked idle and was frozen while the GPU kept writing it. LAS Recomp never changes the
protection of imported memory because of NVIDIA. A possible cause of the NVIDIA "write invalid" device faults
(#788, #802), not proven.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-06 10:07:38 +03:00
Luxury 057a2d751c Account for Tk screen size rounding in the DPI test 2026-11-05 18:37:07 -05:00
Claude 0be3472fe0 Describe ub_overlay in docs/settings.md, which tests/settings_doc_check.py now asks of every name in known[]
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01BspNcezsiV8zT8wcnXrrME
2026-11-05 22:21:07 +00:00
Claude 53c916730a Merge remote-tracking branch 'origin/main' into pr/ub-overlay 2026-11-05 22:20:18 +00:00
ProSepandClaude Sonnet 5.5 0db730e800 Draw a 16:9 picture with bars when the HUD layout for the game resolution's shape is missing, and copy every shaped overlay into the build
A game resolution that is not 16:9 widened the camera while the HUD stayed at 16:9 stretched across the picture whenever romfs-patches-<w>x<h> was not next to romfs-index.bin, which is always so for a build from source. resolution.c now falls back to the largest 16:9 size inside the asked one and keeps the camera aspect patch off, logging the command that makes the layout. build_game.py copies every romfs-patches* folder with a manifest.

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-11-05 22:44:39 +01:00
Valiantsin Dzerakh 0ae47a5782 Up version 0.3.11 2026-11-05 19:59:52 +03:00
Valiantsin DzerakhandClaude Opus 5.5 4cd6b83716 Merge task/prwave10: PR #767 (game resolution follows the display's shape) and PR #625 (frame queue, off by default)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-05 19:56:56 +03:00
Valiantsin DzerakhandClaude Opus 5.5 7f04a104a3 Merge PR #625: a frame queue that frees a window image at its display time, off by default (ipavlin98)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-05 19:54:21 +03:00
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
Valiantsin Dzerakh 48c014843b Merge task/prwave9: PR #776 (size table entries of mods' pack members) and PR #650 (movie shape on outputs that are not 16:9) 2026-11-05 19:34:44 +03:00
Valiantsin Dzerakh 0d5719858e Merge PR #650: keep the shape of the pre-rendered movies on outputs that are not 16:9 (ProSep)
# Conflicts:
#	runtime/cfg.c
2026-11-05 19:32:18 +03:00
Valiantsin Dzerakh e4538aebc8 Merge PR #776: raise the size table entries of files inside mods' packs (ericdallo) 2026-11-05 19:32:07 +03:00
Valiantsin DzerakhandClaude Opus 5.5 a27e85b673 Merge task/mouse (1.2.1): the direct mouse camera on game 1.2.1 (issue #751)
All 72 1.4.3 sites mapped to 1.2.1 main (82 patch lines), the values that differ in a per-version MouseLayout. The
player state (ability, bow in hand) is not known on 1.2.1 yet, so mouse_aim_scale has no effect there, and the menu
pointer and map cursor stay 1.4.3 only.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-05 18:48:19 +03:00
Valiantsin DzerakhandClaude Opus 5.5 61d0075039 Give game 1.2.1 the direct mouse camera of 1.4.3 (issue #751)
The 72 mouse_direct sites of patches-v143.txt mapped to the 1.2.1 main by enclosing function, each original word
checked: the camera input update, free orbit, Ultrahand and the 16 player camera modes. 1.2.1 keeps some values in
other registers and stack slots (camera input x in s11, orbit angles at sp+0x3c/0x40, Ultrahand x in s9), so the
hooks read a per-version MouseLayout; the 1.4.3 values and behaviour are unchanged.

Where 1.2.1 adds a turn in a shared helper, the degrees go to the store of the helper's result (Aiming's pitch
target, new ROLE_BASE_STORE) or to the turn it is given (Horse yaw). Wakeboard, ShieldSurfing and Tail read the stick
twice (REPEAT on the first read), the dialogue cameras' angle loads are pre-indexed (mov -> add, as ClimbObj).
The player state (ability, bow in hand) is not known on 1.2.1 and reads as not found.

tests/mouse_direct_check.py runs the hooks with both layouts and checks each load-site table against its patch file.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-05 18:47:26 +03:00
Valiantsin DzerakhandClaude Opus 5.5 dc9a29f13c Merge task/mouse (1.4.3): PR #752 and #753 with the direct mouse camera follow-ups
The menu pointer stays through tab switches, the mouse moves the map cursor and the wheel zooms it (#769). Every player
camera turns at the 0.3.10 rate of 0.08 degrees a count, the pitch no longer springs back after an aim (#717) and a
mouse shake detaches a fused part from what Ultrahand holds (#734). The load hooks return the game's own value in a step
without mouse motion, so a gamepad player gets the game's values unchanged.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-05 18:02:41 +03:00
Valiantsin DzerakhandClaude Opus 5.5 b77962bae5 Keep the 0.3.10 mouse rate in the direct camera: 0.08 degrees a count in every camera and Ultrahand at its old rate (PR #753 follow-up)
PR #753 unified the cameras at 70/1500 = 0.0467 degrees a count and doubled Ultrahand's rate, which made every
existing mouse_sens turn the free camera 42% slower. The free camera keeps 0.08 degrees a count at mouse_sens 1, every
camera #753 unifies takes the same 0.08, and the held object keeps 0.01 stick units a count over the frame ratio (with
#753's cap of three full tilts a step). A mouse shake now needs 125 counts a swing at sensitivity 1 (10 degrees).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-05 17:49:49 +03:00
Valiantsin DzerakhandClaude Opus 5.5 d52463b2cc Keep the game's own value in the direct mouse camera load hooks when the mouse did not move (PR #753 follow-up)
The stick loads returned the sample's pad stick even in a step without mouse motion, which drops anything the game
writes to the camera input's stick after the input update (main has 426 stores to +0x420/+0x424). The base loads added
0 degrees, which turns a -0 into +0. Both now return the loaded value untouched when the step has no mouse motion and no
mouse shake.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-05 17:48:40 +03:00
Valiantsin DzerakhandClaude Opus 5.5 184221f032 Merge PR #753 from Tempus3214: the direct mouse turns every player camera at one rate, the pitch no longer springs back after an aim, and a mouse shake detaches a fused part from what Ultrahand holds (fixes #734, #717)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-05 17:32:19 +03:00
Valiantsin DzerakhandClaude Opus 5.5 c2c68aa2cc Prefilled base and update paths stay only while the chosen install recorded the same files
Another install, say 1.2.1 while the recorded update is 1.4.3, would extract again from them. Each dest change compares the prefilled file's name and size (one stat) with the install's totk-install.json inputs and clears the field on a mismatch. Fields the user picked or typed are never cleared, and a folder without state keeps the prefill.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-05 17:27:03 +03:00
Valiantsin DzerakhandClaude Opus 5.5 23c278ef9f The setup window waits at most 1.5 seconds for the recorded paths
A recorded path on a disconnected network share can block its stat call. The paths load in a daemon thread and nothing is prefilled when it has not returned in time.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-05 17:22:34 +03:00
Valiantsin DzerakhandClaude Opus 5.5 a2843c3fbf The setup window remembers the base, update, keys and firmware paths along with the install folder
A reinstall or a switch to another game version starts with the form filled in. Only absolute paths are stored, never the keys file's contents, and an entry that no longer exists, has the wrong kind or cannot be statted is dropped on load. Follows #715 by DanielSvoboda.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-05 17:21:32 +03:00
Valiantsin DzerakhandClaude Opus 5.5 de2f9f5cab Merge PR #752 from Tempus3214: the menu pointer stays through tab switches, the mouse moves the map's cursor and the wheel zooms it
Resolved the conflict with #760 in runtime/input_sdl.c by keeping both the window enter/leave cases and the new wheel case.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-05 17:21:03 +03:00
Valiantsin DzerakhandClaude Opus 5.5 640990afcc The setup window starts with the last install folder, kept in a per-user file
An update needs only the install folder: the recorded game language and the other inputs come from totk-install.json. installer/recent.py stores the folder in %LOCALAPPDATA%\TotK Recomp\setup.json (XDG state dir elsewhere), outside the release folder, so a new release finds it.

Idea from #715 by DanielSvoboda.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-05 17:14:23 +03:00
Valiantsin DzerakhandClaude Opus 5.5 f9afb9b565 Merge PR #760: the mouse works in the game's menus on the SDL input backend, Linux only (Avraham)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-05 17:04:00 +03:00
Valiantsin DzerakhandClaude Opus 5.5 9068d63847 Merge task/prqsmall: Recall reticle on non-16:9 screens, Linux fiber stack alignment, DPI-aware setup window (#685, #762, #602)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-05 16:57:31 +03:00
Valiantsin DzerakhandClaude Opus 5.5 49de824008 Merge PR #602: make the setup window DPI aware so Windows does not stretch it (ethanblazkowicz)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-05 16:56:52 +03:00
Valiantsin DzerakhandClaude Opus 5.5 f2a59e92d6 Merge PR #762: align the stack of Linux fibers to the System V ABI (deadlynch)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-05 16:56:33 +03:00
Valiantsin DzerakhandClaude Opus 5.5 e5f5d1ff97 Merge PR #685: keep the Recall reticle and gauge over their target on wide and tall resolutions (Takeya Saito)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-05 16:56:33 +03:00
Eric Dalloandeca-agent b672c6498f Raise the size table entries of the files inside the mods' packs, whose heaps ran out when the game loaded them
The game loads each member of a pack (Pack/**/*.pack.zs) as a resource of its own, in a heap sized by that member's
own entry in the resource size table. The port raised the entries of the mods' loose files only, so a mod that changed
a file inside a pack and shipped no table for it left the game's entry. A crash when heavy snow started in Hebra was
that: an .ainb member of about 13 KB loaded into a heap sized for the game's smaller copy, 0x48 bytes stayed free after
the file, the frame heap gave null for the 0x68-byte object the resource builds next, and main+0x21794c stored that
object's vtable at address 0.

restbl_overlay now unpacks each pack a mod serves and the game's copy of it with the dictionaries of
Pack/ZsDic.pack.zs, and raises each member's entry as it does a loose file's: by the growth for a member the game's
copy has, by the estimate of its type for one it lacks. It never lowers an entry, a mod's own table included, and the
log names the first members it raised. --probe-mods checks restbl_pack_raise on archives of its own, and docs/mods.md
says that the files inside packs count too.

🤖 Generated with [ECA](https://eca.dev) (nubank-anthropic/opus-5.5 - max)

Co-Authored-By: eca-agent <git@eca.dev>
2026-11-05 10:49:55 -03:00
Valiantsin DzerakhandClaude Opus 5.5 0544f225f0 Merge pull request #646: a finalized texture slot follows only a live entry of its own texel format (mrtink125792)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-05 16:37:18 +03:00
Valiantsin DzerakhandClaude Opus 5.5 beda188776 Drop released textures the game has overwritten when VRAM runs short.
Under pressure only clean mirrored entries could go, so once those ran out the render targets stayed: 1.7-2.0 GiB of released images with the use still over the line. Most of them sit on storage the game has since given to another texture, and they are never taken back. The pressure path now drops those first, 30 s after their release and when no finalized slot has bound them for 600 submits. Clean entries wait 5 s, which ends the re-creation churn in fights, and both kinds stop once the use is back under the line.

TOTK_TRACE=perf gains mem: released lines that split released memory by kind, age, overlap and dedicated memory, and count take-backs and re-creations. TOTK_VRAM_LIMIT_MIB caps the budget the port sees, so the path can be driven on a large card.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-05 12:53:17 +03:00
Tempus3214andClaude Opus 5.5 8235ea8d34 Fix the crash when the camera turns vertically while climbing a creature
The ClimbObj pitch hook replaced the pre-indexed load ldr s1, [x22, #0x88]! and wrote the write-back to x22 from the
host call. The lifter keeps X19-X29 in locals across a call and does not reload them, so the write-back was lost and
the following str s0, [x22] wrote the pitch over the camera object's vtable pointer; the next virtual call crashed
(seen climbing a Stone Talus). The mov x22, x19 before the load is now patched to add x22, x19, #0x88, the hook
performs a plain ldr s1, [x22], and load hooks no longer support write-back loads at all.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-05 05:43:25 -03:00
Valiantsin DzerakhandClaude Opus 5.5 627e560648 Merge pull request #743: keep uniform updates inside a pass as scratch overlays and copy them at the pass end (ApereLieZ)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-05 11:21:26 +03:00
Valiantsin DzerakhandClaude Opus 5.5 c269d05bc9 Merge task/fsstart: the game goes fullscreen at start again and the swapchain follows (#738, #766, #622)
With fullscreen = 1 and a 1280x720 window on a 1920x1080 display, dev stays at 1280x720 and this branch reaches
1920x1080. A temporary log in build_swapchain showed the swapchain rebuilt at that size after the switch.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-05 11:20:27 +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
Valiantsin DzerakhandClaude Opus 5.5 988d8c0630 Merge pull request #766: go fullscreen at start again when the window is raised (Wintego; deanzx06 found the same fix in #718)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-05 11:07:47 +03:00
Valiantsin DzerakhandClaude Opus 5.5 9712658328 List the settings totk.ini.example leaves out in docs/settings.md
146 of the 254 names in known[] (runtime/cfg.c) were described nowhere for a reader: diagnostics, test hooks, paths and
experiments. docs/settings.md gives each one what it does, the effect of changing it and a safety level. The rows come
from reading the code, and most effects have not been checked in a run.

tests/settings_doc_check.py fails when a known name is in neither file, when the page lists an unknown name, or when a
default on the page differs from metas[] or an rt_knob call.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-05 10:18:50 +03:00
Tempus3214andClaude Opus 5.5 21c65ec065 Zoom the map with the scroll wheel
On the map the mouse moves the cursor, so it had no way to zoom: the zoom is the right stick's y, which only the
keys and a pad reached. While the map is open, each wheel notch is now a full-tilt push of that stick for 100 ms with
50 ms of neutral after it (a turn away from the player zooms in). A fast scroll's notches wait their turn, at most four,
and a turn the other way drops them. The wheel stays unbound elsewhere.

The back ends count the notches while the cursor is captured (input_win.c from raw input's usButtonData, input_sdl.c
from SDL_EVENT_MOUSE_WHEEL), keeping a high-resolution wheel's part of a notch (ikb_wheel_take).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-05 03:48:13 -03:00
Tempus3214andClaude Opus 5.5 a1cd122625 Give the mouse the same degrees per count in every player camera, and fix the soothe button and the mouse shake
Only the free camera took the mouse as degrees. The other camera modes took it as stick input, which their own speeds,
frame time, slow motion and curves reshaped, with the on-foot camera's square-root pitch shaping on top: bow aiming was
far too sensitive vertically on slow movements, abilities and the Purah Pad camera eased their pitch, lock-on turned
27% slower, and climbing, shield surfing and the rest each turned at their own rate.

Each camera mode's update now loads the gamepad's part of the stick where it computes its turn and adds the mouse's
degrees where it adds that turn to its angle (runtime/mouse_direct.c camera_load, the load sites of
recomp/patches-v143.txt): aiming, scope, abilities (and Recall's cursor), horse, Purah Pad camera, lock-on, bow
lock-on, wall and object climbing, the waterfall's turn, shield surfing, wakeboard and the dialogue cameras. Recall's
cursor moves so that its aim turns as many degrees a count. The waterfall's height and the horse's empty lock-on are
not angles and stay stick input, now linear. A step whose mouse motion no hook took is logged with the camera's name.

Holding L to soothe the horse gave the mouse to the ability wheel's virtual cursor, a held stick for the camera: the
mouse goes to the wheel and the D-pad strips only while their screen has the focus (menu_cursor.c
menu_cursor_shortcut). A mouse shake no longer plays a 0.8 s swing after it: the right stick follows the mouse's own
swings and lets go when it rests, and the camera does not turn by that swing.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-05 03:36:51 -03:00
Wintego 11d404930d Default the game resolution to the display's shape 2026-11-05 08:31:30 +03:00
Wintego d531e96d35 Go fullscreen at start again when the window is raised 2026-11-05 08:30:33 +03:00
AvrahamandGLM-5.2 2ed9f15b8d The mouse works in the game's menus on the SDL input backend too
menu_cursor.c reads the pointer's place through input_wsys.h, which the
Win32 back end fills (GetCursorPos, SetCursorPos, raw-input travel) and
the SDL one stubbed, so on Linux a right click still went back (B is
injected before the place is read) but no item took the focus under the
pointer and a left click confirmed nothing.

input_sdl.c now keeps the pointer's place from the window's own mouse
events, as fractions of its size packed in one atomic word the game
thread reads; entering the window seeds it, and leaving or losing the
focus drops it. ikb_pointer_set warps through the window thread, as SDL
asks for its video thread, and the warp target stands as the place where
the compositor does not echo the warp. Mouse motion also counts towards
the device used last (ikb_mouse_travel), so moving the mouse alone
brings the pointer into the menus after a gamepad.

Co-Authored-By: GLM-5.2 <noreply@z.ai>
2026-11-05 01:16:19 -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
Tempus3214andClaude Opus 5.5 27f64d6a29 Check the camera's player-state pointers against the guest layout instead of asking the OS
player_state follows about fifteen pointers from the player root to its action verbs, and each was checked with
plat_mem_readable, a VirtualQuery. That query costs tens of microseconds in this process, so the read stalled the
game thread while the mouse moved. mem_guest_readable answers from the layout for the committed heap and the loaded
modules, where the player and its components live, and asks the OS only for anything else. Together with the same
change in the menu pointer, a Ryzen 5 4500 runs the scene that fell to 50-54 fps at 58-60 fps again.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-05 00:22:10 -03:00
Tempus3214andClaude Opus 5.5 5b4b300a1e Check the menu pointer's game pointers against the guest layout instead of asking the OS
The map detection reads every open screen of eui::ScreenMgr every 100 ms, and each pointer it follows was checked
with plat_mem_readable, a VirtualQuery. That query costs tens of microseconds in this process, so each scan stalled
the game thread for milliseconds: on a Ryzen 5 4500 the mean frame rate fell from 59 to 50-54 fps and the 1% low from
44 to 23 fps. mem_guest_readable answers from the layout for the committed heap and the loaded modules, where the
game's objects and globals live, and asks the OS only for anything else. With it the same scene runs at 58-60 fps,
1% low 45-48 fps, as without the map detection.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-05 00:21:45 -03:00
Tempus3214andClaude Opus 5.5 27f4d40e80 Detach a fused part by shaking the mouse while Ultrahand holds an object
The game detaches a fused part when the right stick swings left and right a few times. In direct mode the mouse never
reaches that stick, so shaking the mouse did nothing and only the shake key worked. A shake of the mouse while
Ultrahand holds an object (at least three changes of direction within 0.6 s, each swing worth 10 degrees of camera turn
or more) now plays the shake key's right-stick swing. Turning a held object back and forth at an ordinary pace takes
longer and does not count.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-04 23:01:33 -03:00
Tempus3214andClaude Opus 5.5 55083b69b3 Give the direct mouse one turn rate in every camera and stop the pitch springing back after an aim
The free-orbit camera turned 0.08 degrees per count while the other cameras (the bow, the abilities) took the mouse as
0.01 stick units a count, about 0.023 degrees for yaw and through the camera's signed-square pitch for y, so the bow
turned at half the speed and small vertical moves barely moved it. Every camera now turns 70/1500 = 0.0467 degrees
per count: the stick path gets 0.02 a count for x and the signed square root for y, so pitch is linear and as fast as
yaw. While the player uses an ability (the action verb UseSpecialPower, read from the player actor with the 1.4.3
placement), the ability camera's own linear scales are undone instead. stick_sens is divided out, Ultrahand's held
object gets the camera's stick value a count (at most three full tilts a step), and mouse_aim_scale (0.1 to 3)
scales the mouse while the bow is drawn.

The game's lock-on, recenter and aiming override released the mouse's pitch hold and restored the target from before
it, so after a shot the camera sprang back to that pitch, or to the game's default target. The mouse now lets go
without restoring, and when the override ends (or the camera went 100 ms without a step) it holds the pitch the
camera has then. A gamepad's vertical input still hands the pitch back to the game.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-04 22:47:45 -03:00
Tempus3214andClaude Opus 5.5 366150cba4 Keep the menu pointer through a tab switch and move the map's cursor with the mouse on 1.4.3
A tab switch or a popup opening drops the game's focus box for a frame or two. The menu pointer read that as the menu
closing: the mouse camera captured the cursor again and, when the next tab took the focus, the pointer came back in the
middle of the window. A focus gap of up to 300 ms now keeps the pointer where it is.

The map has no focus box, so it stayed gameplay and the mouse drove the right stick, which zooms the map. The open
screens in eui::ScreenMgr's list now find the map (the Purah Pad's frame with AppMap_00 and the menu background; the
Scope opens AppMap_00 without the background), and there the mouse is the left stick, which moves the map's cursor.
The list is read every 100 ms, as each screen costs memory queries.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-04 22:43:41 -03:00
Claude 9069c9208f Keep uniform updates inside a pass as scratch overlays and copy them at the pass end
nvnCommandBufferUpdateUniformBuffer between draws was replayed as a buffer copy at that point, which needs a barrier
against the draws that read the old bytes, and a barrier ends the open pass. The terrain and the sky islands' meshes
update before most of their draws: about 200 updates inside passes in a field submission, each a pass end, a full
barrier and a pass begin.

An update inside a pass now goes to the scratch buffer only. Later bindings of a range it covers bind the scratch
bytes (ub_bind, from ubo_info and bind_range); a binding it covers only in part, or at an offset the alignment
refuses, gets a merged copy of the snapshot or guest memory with the submission's updates on top. The copies into the
real buffers are recorded behind one barrier of their own at the next full barrier (vk_exec_ub_flush from
barrier_to). A new update of a range replaces the older overlay and pending copy of it, so the lists stay as short as
the blocks. Copies, fills and storage writes of the same bytes retire the overlays they touch, and a storage binding
over a pending copy brings the copies forward with a pass restart. bind_sig hashes the overlay each of the draw's
uniform and storage bindings reads, so a draw of an updated block binds the newest bytes and the others still skip
their descriptor build. TOTK_UB_OVERLAY=0 copies at once as before; ab alternates; TOTK_TRACE=perf prints the
counts.

1.4.3, RTX 4070 Ti, 2560x1440 DLAA, standing still on Great Sky Island, TOTK_AB=10 (tools/ab_summary.py):
17.03 ms a frame with the copies at once, 14.39 ms with the overlays (-15.5%, 58.7 to 69.5 fps); replay time on the
CPU 8.81 to 8.30 ms.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01BspNcezsiV8zT8wcnXrrME
2026-11-04 23:54:02 +00:00
Valiantsin DzerakhandClaude Opus 5.5 101132a6c8 Build the Linux release again after build_sources gained its profile argument
282130a made make_release.build_sources take the release's profiles and left the call in make_release_linux.py with
one argument, so the Linux release stopped with a TypeError. The Linux setup compiles without a profile, so it passes
none.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-04 22:16:41 +03:00
Valiantsin DzerakhandClaude Opus 5.5 da6f5b0151 Merge task/wbmerge: shader writes reach guest memory word by word, so falling rain and waterfall splashes draw in mirror mode (#91, #528)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-04 22:09:53 +03:00
Valiantsin DzerakhandClaude Opus 5.5 8d349fa50d Merge branch 'dev' into task/wbmerge
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-04 21:55:37 +03:00
Valiantsin DzerakhandClaude Opus 5.5 33d3645d90 Reuse the write-back merge's snapshot buffers instead of creating them per submission
A VMA allocation that needs a new memory block costs 8-11 ms on the replay thread, so finished submissions now return their chunks to a pool that chunk_new draws from. Chunk sizes are powers of two so that one fits the next request.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-04 21:55:36 +03:00
Valiantsin Dzerakh 072cccdb41 Up version 0.3.10 2026-11-04 19:10:09 +03:00
Valiantsin DzerakhandClaude Opus 5.5 a64904dfc8 Merge task/flushhull: flushes of a mirrored pool copy exact ranges, not one span over the pool (#698)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-04 18:42:34 +03:00
Valiantsin Dzerakh be94fe0aa9 Merge branch 'dev' into task/flushhull 2026-11-04 18:42:04 +03:00
Valiantsin DzerakhandClaude Opus 5.5 835310412c Copy a mirrored pool's flushes as exact ranges, so far-apart small flushes stop copying the pool between them
nvn_pool_flushed kept one span from the lowest to the highest flush of a pool and mirror_sync copied all of it. In
Kakariko one 252 MiB pool copied 22,121 MiB for 847 MiB flushed, in spans of up to the whole pool. Over PCIe 3.0 x8
(RX 6600, Ryzen 5 5500, issue #698) a typical span takes about 30 ms of GPU time, which fits the frame spikes there.

A pool now keeps up to 32 sorted ranges and merges the two nearest above that. Writes between ranges still reach the
mirror through the write watch. Over a walk in Kakariko the upload fell from 472.8 to 125.5 MiB and no flush range
reached 16 MiB. TOTK_FLUSH_SPAN=1 restores the span. The mirror summary gains a line with the upload by source, and
--probe-vkexec checks the range list and that two far-apart flushes copy only their pages.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-04 18:41:54 +03:00
Valiantsin DzerakhandClaude Opus 5.5 17eddf41cb Merge task/mesazero, function-local variables start at 0 on Mesa drivers only
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-04 18:11:37 +03:00
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 Dzerakh b8d5c08cf4 Merge task/hifps: 1.2.1 map cursor and vertical aim follow the frame time (#44) 2026-11-04 17:48:48 +03:00
Valiantsin DzerakhandClaude Opus 5.5 0e1ddb41e0 Scale the 1.2.1 map cursor and vertical aim steps by the frame ratio
The map cursor, the vertical Ultrahand aim and the vertical gyro aim moved a fixed step per frame, so above 30 fps they ran faster with the frame rate (#44, #394). The new set cursor multiplies each step by the game's own 30 Hz ratio, ported from MacNativeGames 363a6eb and switched by TOTK_HIGHFPS_FIX.

Map pan with the same stick input on 1.2.1: 398 px/s at 30 fps, 1150 px/s at about 105 fps before, 402 px/s after. The Ultrahand and gyro sites were not exercised in game. 1.1.0 is not covered: its module is not available here to check the sites.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-04 17:48:48 +03:00
Valiantsin DzerakhandClaude Opus 5.5 5e44a5fc5e Merge task/grassfire: write grass maps back at fence waits so fire spreads through grass, and batch the copies
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-04 17:03:20 +03:00
Valiantsin DzerakhandClaude Opus 5.5 3ae9e8360d Merge pull request #701, translator patch 0014 out so DLSS stops shaking the picture (itaskaev2)
Measured on an RTX 4080 SUPER by the author: shift 0.86 px a frame with the patch, 0.00 without it.

Review note: 0014 alone moves the SPIR-V hash of the game's FXAA shader from 5c43ae18948d52cb, which is in FXAA_FS
(runtime/vk_dlaa.c vk_dlaa_skip_draw), to aad42238801d31d8, which is not. With the initializers removed and the id gaps
closed, the 0014 build's shader disassembles identically to the pre-0014 one. So since c0e66fe the FXAA list matched
nothing, and this merge makes it match again, which also brings back fxaa = 0. The hash miss is the likely cause of the
shake rather than a driver reaction to OpConstantNull, but the path from the missed skip to the screen is not traced and
no RTX run checked it. Not run here: translator build, game run.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-04 17:00:45 +03:00
Valiantsin Dzerakh 74058ac053 Merge branch 'dev' into task/grassfire 2026-11-04 16:49:47 +03:00
Valiantsin DzerakhandClaude Opus 5.5 1a9d089a3d Write grass maps back at fence waits so fire spreads through grass, and batch the copies
TotK's fire spread reads its 260x260 RG8 grass maps after a fence wait with no invalidate. The fence write-back took targets up to 64 KiB only, so the CPU saw stale maps and fire died where it hit (#132).

A target over wb_fence_limit now goes back unless the GPU drew it in each of the last 16 frames. Raising the limit instead pulled in four 256x256 targets drawn every frame, about 2.7 ms a frame.

Every level and layer of every texture in a write-back now shares one upload batch and one wait. A burst of 9 grass maps took 7.8 ms with one round trip per level and takes 2 to 2.5 ms. The fence write-back on the field replay fell from about 45 to 22 ms per second of play.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-04 16:49:46 +03:00
itaskaev2andClaude Opus 5.5 3fab752a21 Take out translator patch 0014 so DLSS stops shaking the picture on NVIDIA
Patch 0014 gave every function-local variable of a translated shader an OpConstantNull initializer. On an RTX 4080
SUPER with game 1.4.3 that made the whole picture move by about 0.9 output pixels a frame whenever DLSS or DLAA runs,
with a still camera (#612). The shake follows the DLAA jitter (TOTK_DLAA_JITTER=0 removes it) and goes away with the
v0.3.7 runtime and a translator built without this one patch. Patches 0012, 0013 and 0015 stay.

docs/maxwell.md 3.12 now says that registers read before any write have no fix for now; a zero start for Mesa only, or
for the shaders that need it, is still open.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-04 13:35:46 +01:00
Valiantsin DzerakhandClaude Opus 5.5 6c19856136 Merge task/fuseicon: wait for the pipelines of item icon captures instead of skipping their draws
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-04 15:33:19 +03:00
Valiantsin DzerakhandClaude Opus 5.5 a248cc9f54 Wait for the pipelines of item icon captures instead of skipping their draws
The icon capture draws into a colour target rendered for the first time, with the per-frame depth buffer. Under
pipe_skip any and fullscreen the recent depth made the pass look per-frame, so draws with a pipeline still building
were dropped and the icon kept missing parts (a fused weapon without its blade) until the item was captured again.
vk_exec_targets_recent now ignores a recent depth target while a colour target is rendered for the first time.

On fight2 with a warm driver cache no draw waited. With a cold cache the first world frame after loading waits for
the scene's new HDR target (2.9 s without prepared shaders), and one 64x64 capture waited 29 ms in the fight.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-04 15:33:07 +03:00
Valiantsin DzerakhandClaude Opus 5.5 2201a4f1bc Merge task/pinleak: free texture pin copies once no recording names them
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-04 15:13:23 +03:00
Valiantsin DzerakhandClaude Opus 5.5 a1964a0c31 Free texture pin copies once no recording names them
Every texture initialization got a 128-byte host copy for recordings to point at, kept for the whole run. The game
initializes its transient targets again every frame (about 29 new copies a frame on 1.4.3), so host memory grew by
about 44 MiB per minute of play, standing still too, until the commit limit ended long sessions (#670).

Each pin now counts the recording copies whose ops name it: counted in flatten_recording, uncounted when a copy or a
per-submission clone is freed. A pin with no copy left is freed NVN_PIN_AGE (1200) submits after its last use, so a
recording still in progress keeps its pins, and never while the replay holds it as a current render target, which
carries over to the next submission and is compared by pointer. TOTK_PIN_SWEEP=0 keeps every copy.

A 300 s standing-still run on the field save: host memory without VRAM grew 5 MiB, against about 220 MiB before.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-04 15:00:36 +03:00
Valiantsin Dzerakh d5e5a454ce Merge branch 'dev' into task/wbmerge
# Conflicts:
#	runtime/cfg.c
2026-11-04 14:09:50 +03:00
Valiantsin DzerakhandClaude Opus 5.5 681ce0cb3b Merge task/relsrc: ship every install-time runtime source in the Windows release
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-04 12:14:44 +03:00
Valiantsin DzerakhandClaude Opus 5.5 38e2ae1b15 Ship every install-time runtime source in the Windows release
make_release.py copied a hand-written list of the sources build_game.py compiles at install time and missed
mouse_direct.c, so the 06005d4 installer failed to link with undefined input_direct_mouse_* symbols. It now copies
build_game.INSTALL_SIDE, and build_game.py --runtime-lib stops with the missing file names before the link.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-04 12:12:52 +03:00
Valiantsin DzerakhandClaude Opus 5.5 06005d40d8 Merge task/pgo: build the game code with an execution profile from the release
1.4.3 profile-guided build: fight2 -12.5% per frame, a fight outside the training -5.8%. The profile lives in
build/pgo (not in the repository) and ships in the Setup's data/; installs without one build at -O1.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-04 11:08:02 +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 4b712a83e4 Log the port and game version at the top of totk.log
Two reports today attached a log from another build than the one they were about: #659 a 0.3.4 log for a 0.3.7
regression, #683 a pre-0.1.6 log from a folder named after the 0.3.7 setup. Telling that needed matching log
strings against release tags. The line follows mem_init, the first point where rt_log may run, so it is the second
line of the file after "cfg: read".

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-04 10:58:35 +03:00
Valiantsin DzerakhandClaude Opus 5.5 7be68ec5e1 Turn replay_async off by default again
83d2302 turned it on from one measurement where the game waits for the GPU (a GTX 1650 in the Depths, #88).
Nobody checked frame pacing at the 60 fps cap with GPU headroom or on a 6-thread CPU. #659 (GTX 1660 Ti,
i5-9400F, GPU at 26 %) reports uneven motion on 0.3.7 at a steady 60 fps that 0.3.4 did not have, and this
is the only change in the frame path between the two releases that reaches that machine. Players it helped
set replay_async = 1.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-04 10:50:38 +03:00
Takeya SaitoandClaude Opus 5.5 d3f841a737 Keep the Recall reticle and gauge over their target on wide and tall game resolutions
At a game resolution wider than 16:9 the ability reticle and the Recall progress ring sat between their target and the
middle of the screen (at half the distance on 32:9). Both are moved in code to a point in the 1920x1080 grid on a pane
under the root, so the root's scale k scaled their position too, like the markers in MARKER_ROOT.

Pointer_00 and ModorecoGauge_00 join MARKER_ROOT:
- Pointer_00: the code moves N_App_00. Its children's scales are animated, so k goes on N_App_00 itself (a pane's
  own scale doesn't scale its translate), and on the centred bow and throw pointers N_Arrow_00 / N_WeaponThrow_00.
- ModorecoGauge_00: the code moves N_Trans_00 and sets its scale by distance, so k goes on the ring's pictures. They
  ship mirrored at -1 and are turned only 0 or 180 degrees, so apply() now accepts a shipped scale of -1 and keeps
  its sign.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-04 07:43:34 +00:00
Valiantsin DzerakhandClaude Opus 5.5 06c5de23fc Merge task/kbm: keyboard and mouse like a PC game on 1.4.3
Direct mouse camera (#558, default on 1.4.3), mouse in the game's menus (#605), keyboard and mouse prompts
(#585, prompts = pc, in place of #483), a shake key (G) for detaching fused parts. The gamepad path is unchanged.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-04 09:26:51 +03:00
Valiantsin DzerakhandClaude Opus 5.5 9e5a817916 Read the mouse mode with its default so direct is on without a totk.ini line
direct_mode read TOTK_MOUSE_MODE with cfg_get, which is NULL when the player never set it, so a fresh totk.ini kept
stick emulation (and its speed cap) while the menu showed Direct. cfg_value gives the settings table's default.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-04 08:52:06 +03:00
Valiantsin DzerakhandClaude Opus 5.5 5ae81ba8e6 Fix the left stick HUD images of the PC prompts and draw the shake key
In the 1.4.3 Common archive Nt_KeyTexLSt_00 is the left stick tilted up (U+E052) and Nt_KeyTexLSt_01 the left stick
(U+E05E): they showed WASD and Ctrl, now W and WASD. U+E068 (the right stick shaken) showed the mouse, which never
shakes the stick; it shows the SHAKE key (G by default).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-04 08:44:55 +03:00
Wintego cb628b08b7 Add keyboard and mouse button prompts (prompts = pc)
The Button prompts row gets a third choice, PC: every button glyph of the game's button font and every image of the
button guide is drawn as the key or mouse button the keyboard defaults press it with (E, Shift, Space, left click, Q,
R, right click, F, Tab, M, 1 to 4, W A S D, Ctrl, C) and the right stick as the mouse, whatever the pad layout. The
setup writes romfs-patches-pc next to the Xbox folders (make_romfs_patches.py --prompts pc, button_icons.py pc_icons);
--binds <totk.ini> draws the keys of its bind_ lines instead. At a game resolution of another shape the game takes
romfs-patches-pc-<w>x<h> (--prompts pc --aspect) in place of romfs-patches-<w>x<h> when it is there.

(cherry picked from commit 3f81cf02be664100bd9c569c53588d620d90b527)
2026-11-04 08:36:28 +03:00
Valiantsin DzerakhandClaude Opus 5.5 56b3cd1246 Drop the keyboard prompts of #483 in favour of #585
#483 draws the stick glyphs on the wrong code points: U+E056 and U+E057 (the stick presses) get WASD and the mouse,
U+E05E and U+E05F (the sticks) get Ctrl and C, and both left-stick HUD images show Ctrl. #585 maps them by the game's
font and keeps each glyph's advance.

This reverts commit cd35ffa.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-04 08:35:35 +03:00
Valiantsin DzerakhandClaude Opus 5.5 3676e299c5 Add a shake key that detaches a fused part held with Ultrahand
G (bind_SHAKE, keys only) swings the right stick left and right for 0.8 s, longer while held, so a part comes off
without shaking the arrow keys by hand. The pad keeps shaking its own stick. Remappable in the Controls tab.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-04 08:35:12 +03:00
Valiantsin DzerakhandClaude Opus 5.5 d0579731c5 Make the direct mouse camera the default and add a Controls row for the menu pointer
mouse_mode now defaults to direct: on 1.4.3 the camera turns by the raw mouse motion; 1.1.0 and 1.2.1 have no hooks
and keep stick emulation, and no setting changes the gamepad. The Controls tab gets a "Mouse in the game's menus" row
for menu_cursor, and the mouse rows are in all four catalogs.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-04 08:18:29 +03:00
0xEmz cd35ffaf36 Show keyboard and mouse icons in the prompts when prompts = keyboard
Add keyboard and mouse button icons to tools/button_icons.py and
tools/make_romfs_patches.py --prompts keyboard, with a third 'Keyboard
and mouse' choice under Controls > Button prompts (prompts = keyboard).

Keycaps cut their labels out of the game's own text fonts, mouse clicks
and right-stick camera look draw clean mouse silhouettes, and
make_romfs_patches.py --ini reads any bind_ overrides from totk.ini.
2026-11-04 08:11:06 +03:00
Valiantsin DzerakhandClaude Opus 5.5 ff49f6b62f Keep the gamepad unchanged under the direct mouse and the menu pointer, and fix the mouse activity flags
The camera input's activity hook wrote the flags to +0x418, but the game's next instruction stores w8 over them
(1.4.3 main+0x874d80), so a mouse-only turn still read as idle. The hook now changes w8.

The free-orbit hooks rewrote the camera stick input from the last sample even in steps without mouse motion; they now
take a step only when the mouse moved in it or holds the pitch, so a gamepad-only step reaches the camera as the game
made it.

The mouse shake gesture for detaching parts is gone: three 24-count reversals fire while a held object is turned back
and forth. Arrow keys or the pad's right stick shake as before.

The menu pointer comes only while the keyboard and mouse are the device used last (input_kbm_last): a gamepad player
sees the menus as on the console. Raw mouse travel is counted while the cursor is released too, so moving the mouse
brings the pointer back.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-04 08:10:59 +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
walterwhite69420 050563687b Add experimental direct mouse camera input for game 1.4.3 2026-11-04 07:55:49 +03:00
ProSepandClaude Opus 5.5 3cd241071a Check the movie picture fit against gradients and make it cheaper
The probe now feeds gradient planes and checks bar symmetry, the picture's shape on screen, black outside the picture
and the expected luma and separate U and V samples, with one cleanup path. The timing loop runs only with
TOTK_PROBE_MOVIE_BENCH. In the decoder, a plan made for another frame size is never used, an allocation failure is
logged, only the bar strips are filled with black, and the 3 and 4 tap filters are unrolled, which halves the cost.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 23:41:10 +01:00
ProSepandClaude Opus 5.5 8a8ef05241 Keep the shape of the pre-rendered movies on outputs that are not 16:9
The game stretches each decoded movie frame over the whole canvas, so the 16:9 movies were stretched on 32:9, 21:9 and
16:10 outputs. The host decoder now shrinks the picture inside the frame with a box filter and fills the rest with
black, so that the game's stretch gives the picture its own shape back. The new setting movie_aspect (TOTK_MOVIE_ASPECT,
keep or stretch, read when a movie starts) turns it off, and the menu has a row for it next to the picture shape.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 23:27:39 +01:00
mrtink125792andClaude Opus 5.5 1c5c6fdbe3 Let a finalized texture slot follow only a live entry of its own texel format
slot_resolve sent a slot whose entry was released to any live entry at the same storage, whatever its
format. The quick menu samples its 768x432 RGB10A2 scene capture through such a slot; after a fuse the
Autobuild thumbnail of the fused object, RGBA8 at the same storage, was the live entry there, and the menu
drew it behind the wheel for its opening frames: the fused object's silhouette, or garbled colours when the
thumbnail image held the capture's raw bytes. Maxwell reads the storage through the slot descriptor's
format, so a follower now needs the slot's texel format (sRGB aside); without one the released entry keeps
the slot, and its image is the capture the game last wrote.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 16:53:46 -05:00
ipavlin98 6ac2da7e8f Add a frame queue that frees a window image at its display time
nvnWindowAcquireTexture holds the game until the image is free, which was one period after its present's display time, when the next frame reaches the display. The present is a copy queued by then, so with frame_queue = 1 the image is free from that time: the game draws the next frame while the previous one waits for its turn, and a frame that takes up to one period more still makes its slot. In the town at 4K at 60 fps on an RTX 5070, frames over 17.5 ms fell from 25-33 to 1-8 per 30 s, for up to one frame more input delay. Off by default; the menu switches it at once.
2026-11-03 23:13:41 +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 0f65b4ee07 Show the game and port versions in the Discord status
The details line read "Update 1.4.3"; it now reads "Game 1.4.3 · Recomp 0.3.7".
The port version drops its +commit suffix there, the art's hover text keeps
the full one.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 20:56:36 +03:00
Valiantsin DzerakhandClaude Opus 5.5 1ec1e21d77 Use the project's own Discord application for Rich Presence
The default app id pointed at the application the feature was developed
against, owned by the pull request's author. The new one belongs to the
project, with the ring icon uploaded as the totk_512x512 art asset.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 20:49:51 +03:00
Valiantsin DzerakhandClaude Opus 5.5 f0fe1e56e3 Merge task/surround51: 5.1 surround output (#438), stereo by default
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 20:36:18 +03:00
Valiantsin DzerakhandClaude Opus 5.5 1e378dd177 Keep stereo as the default speaker output
With audio_channels = auto as the default, a player whose Windows device reports six or more channels gets 5.1
without asking for it. USB headsets with virtual 7.1 and HDMI receivers or TVs set to 5.1 or 7.1 report that too,
though many of their owners listen in stereo. Stereo as the default keeps today's sound for everyone; 5.1 and auto
stay in the Sound tab and in totk.ini.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 20:35:52 +03:00
Valiantsin DzerakhandClaude Opus 5.5 a732c16ce6 Merge pull request #438: 5.1 surround output (Specht2010)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 20:35:41 +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 Dzerakh c4a360e50d Up version 0.3.7 2026-11-03 20:27:14 +03:00
Valiantsin DzerakhandClaude Opus 5.5 4f38e0e14b Ask for the save and input recording in the crash template itself
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 20:17:20 +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 Dzerakh 85123016c2 Merge task/smallfixes: game languages in the F1 menu (#580), versions and lows in the overlay (#587, #588), no console and a raised window at start (#208, #521)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

# Conflicts:
#	runtime/cfg.c
2026-11-03 20:10:23 +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 3422952e85 Show the versions, 1% low and 0.1% low in the full performance overlay (#587, #588)
The panel opens with the port version and the game update, so a screenshot in a bug report carries both. Under RAM,
after a gap, two rows on the same grid: FPS with the 1% and 0.1% lows, and the frame times. perfmon.c keeps a
histogram of frame times in 0.25 ms bins, one slice per second over the last ten seconds, and reads the lows from it
twice a second.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 20:09:22 +03:00
Valiantsin DzerakhandClaude Opus 5.5 beb93276eb Offer every game language the build ships in the F1 menu (#580)
The game language row listed eleven languages. 1.4.3 also ships Brazilian Portuguese (Mals USpt), and every build
ships British English, Canadian French and Latin American Spanish (EUen, USfr, USes), which ov_language already
accepted. ui_text_game_langs lists them per game build: pt-BR from 1.4.3 on, since 1.2.1 has no USpt. A row selects
only its own code, so en-GB and es-419 no longer show as English and Spanish.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 20:09:22 +03:00
Valiantsin DzerakhandClaude Opus 5.5 1640b85530 Merge task/dlss: DLSS pull requests #566, #594 and #534
#566 (mictony6), #594 (DizzyMan1337) and #534 (SchulzCode), tested one by one by itaskaev2 on an RTX 4080 SUPER with 1.4.3. One camera-motion implementation (#594's), one dlss_preset key, translator patch 0012 of #594 renumbered 0015. #594's scene patch, render-size hook, snapshot copy and per-object tables run only when DLSS can run: a 1.4.3 run without DLSS and one with dlaa = 1 but no NGX log the game's own scene size, 0 validation errors and 0 shader failures. selftest and the kernel, vkexec, nvn-tex and shader probes pass; 29587 shader variants prepared, 0 failed.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 19:59:42 +03:00
Valiantsin DzerakhandClaude Opus 5.5 5024daf40d Merge pull request #534: DLSS / DLAA on Linux, a DLSS model choice, the real frame time and a character-trail mask (SchulzCode)
Merged on top of #566 and #594, by hand in vk_dlaa.c:
- One dlss_preset key: default keeps #594's model per mode (K for DLAA, Quality and Balanced, M for Performance, L
  for Ultra Performance); k, j or any other letter a..m takes that model in every mode, live, recreating the features
  as #534 does. The menu texts say so, with pt-BR and zh-Hans added.
- The mask pass stays on #594's camera motion (the identity and the CPU-made reprojection in dlaa_mv.comp's two
  blocks) and adds #534's outputs; it runs before the per-object pass. Where the reactive mask test
  (TOTK_DLSS_REACTIVE) ran, DLSS gets that mask instead of the characters'.
- #566 dropped the scaler_skipped/scaler_missed report, so #534's reset of it goes too.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 19:46:27 +03:00
Valiantsin DzerakhandClaude Opus 5.5 13b602f28f Keep #594's DLSS work off for players without DLSS
The scene patch, the heap sized for the largest DLSS scene and the function-entry hook that catches the game's render
size setup were on for every 1.4.3 player; they are on now only when DLSS can run (dlaa = 1, nvngx_dlss.dll there),
and the hook gives up after 1800 presents if the setup is never seen. Everyone else keeps the game's own scene size
and dynamic resolution, as before #594.

The uniform snapshot's second copy in host memory and the per-object motion's last-frame blocks are made only while
DLSS is available: without it nothing reads them, and the snapshot goes into the device copy in one pass as before.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 19:39:49 +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
Valiantsin DzerakhandClaude Opus 5.5 6dd08db962 Merge pull request #566: DLSS's picture reaches the screen, camera motion in double precision, the camera rune's half-size pass leaves DLSS armed (mictony6)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 19:23:36 +03:00
ethanblazkowiczandDeepSeek V4.1 Flash 1017 315064b3ec Make the setup window DPI aware so Windows does not stretch it
The window ran in a DPI-unaware process, so Windows drew it at 96 DPI and stretched the result on a display at 125% or
more, which is why it was blurry at 200%. The process is now system DPI aware before Tk starts (installer/dpi.py: Tk 9
has no per-monitor support, so system awareness is what it can honour); Tk then sizes the fonts with the display's DPI
and dpi.px sizes the paddings, the wrap widths and the progress bar with it. The launcher makes its own process aware
the same way for its error box. tests/installer_gui_test.py checks that a fresh process ends up aware and that Tk's
scaling follows the display.

Co-Authored-By: DeepSeek V4.1 Flash 1017 (DeepSeek Harness) <noreply@deepseek.com>
2026-11-03 22:25:35 +08:00
Valiantsin DzerakhandClaude Opus 5.5 8f1ac244b5 Merge task/amiibofix: amiibo UID and ModelInfo in the Switch's layout (#579, #541; from #519 and #582)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 16:39:50 +03:00
Valiantsin DzerakhandClaude Opus 5.5 3a556c5048 Give the game an amiibo's UID and model info in the Switch's layout
TagInfo took the UID as dump bytes 0..6, so the check byte BCC0 (byte 3) replaced the UID's last byte. ModelInfo had
the series and the figure type swapped, because the dump offsets were misread (0x57 is the figure type, 0x5A the
series), and the model number in the tag's big-endian order, while the game reads it little-endian. The game tells
figures of one character apart by that number, so scans gave the wrong rewards. The years of the common and register
info dates go little-endian too. --probe-services checks TagInfo and ModelInfo of a Link (Archer) dump.

The same fixes are in pull requests #519 (genres) and #582 (Gelomban6), which agree on the ModelInfo layout; their
event and feature changes are not part of this.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 16:39:50 +03:00
Valiantsin DzerakhandClaude Opus 5.5 42d46c1324 Merge task/hdrhue: pull request #442, a highlight hue correction for the HDR tonemap (Specht2010)
Bright saturated colours such as fire move towards white in HDR as the game's SDR clamp makes them, by hdr_hue
(0..100, default 80, live). Only the HDR tonemap changes; hdr_hue = 0 is the old picture. On top: the menu text in
Portuguese and Chinese. Checked: SPIR-V header built from this source and valid, probes, HDR shots at 0 and 80.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 16:29:21 +03:00
Valiantsin DzerakhandClaude Opus 5.5 4df329d266 Translate the HDR highlight hue setting into Portuguese and Chinese
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 16:29:20 +03:00
Valiantsin Dzerakh 18160ef379 Merge branch 'pr/442' into task/hdrhue 2026-11-03 16:18:40 +03:00
Valiantsin Dzerakh 1cd3e3a584 Merge branch 'pr/528' into task/wbmerge 2026-11-03 15:56:15 +03:00
Valiantsin DzerakhandClaude Opus 5.5 e3111ac012 Merge task/prwave8: community pull requests #527 and the setup part of #489
#527: the setup takes NSZ and XCZ game files and unpacks them itself (tools/ncz.py), every NCA checked against its
hash. #489: the setup downloads NVIDIA's nvngx_dlss.dll for RTX GPUs (pinned tag, size and SHA-256); its runtime part
came in with prwave6. On top: a cut download warns instead of failing the setup, no warning without an RTX GPU, and
the file dialog keeps "All files".

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 15:37:54 +03:00
Valiantsin DzerakhandClaude Opus 5.5 e8b8860abe Warn on a cut DLSS download and stay quiet without an RTX GPU
A connection cut mid-file raises http.client.IncompleteRead, which is not an OSError, so it failed the whole setup at
the DLSS step instead of warning. The download box is ticked by default, so every player without an RTX GPU got a
warning for a download they never chose; that case is a log line now. The game file dialog keeps its "All files"
filter: the check tells an NSZ or XCZ by its content, not its name.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 15:37:11 +03:00
itaskaev2andClaude Opus 5.5 aa46bbbceb List NVIDIA DLSS and its download by the setup in the README
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 15:36:07 +03:00
itaskaev2andClaude Opus 5.5 444e6f5b51 Download NVIDIA DLSS in the setup for RTX GPUs
dlaa and the DLSS modes need nvngx_dlss.dll next to totk.exe, which the release does not ship, so most players
never had DLSS. A new setup step after prepare downloads NVIDIA's own copy from the DLSS SDK repository
(github.com/NVIDIA/DLSS, tag v310.9.1, NVIDIA RTX SDK license) and checks its size and SHA-256.

The window has a tick box for it, on by default and named with its source and licence; the CLI takes --dlss. The
step runs on Windows with an NVIDIA RTX GPU (the host check's Vulkan devices), keeps a DLSS library the player
already put there, and on a failed download warns and lets the game run without DLSS; the next setup run tries
again. Texts in English, Russian, Brazilian Portuguese and Simplified Chinese, docs/installer.md step 7, tests in
tests/installer_test.py (DlssTest, with a file: URL).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 15:36:07 +03:00
Valiantsin Dzerakh c8ec6c2fe2 Merge branch 'pr/527' into task/prwave8 2026-11-03 15:35:50 +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
DizzyMan1337andClaude Opus 5.5 2950132ad8 DLAA: a jitter sequence as long as the upscaling ratio asks for
NVIDIA's DLSS guide asks for 8 x (output / scene)^2 jitter phases: 18 in Quality, 24 in Balanced, 32 in
Performance. The sequence was 16 phases in every mode; it keeps 16 as the least (DLAA).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 17:31:49 +08:00
DizzyMan1337andClaude Opus 5.5 f071264d61 DLSS modes switch while the game runs
1.4.3 sets its render size once, at start (main+0x7000e67028 calls
main+0x585bd0(renderer, force)). The function-entry hook catches that call's
renderer, and a TOTK_DLSS change writes the new scene size to the patch page and
has the next nvnQueuePresentTexture call the setup again with force set, on the
game's thread between frames, with the guest registers kept. The heap is sized
for the largest scene a mode asks for. The DLSS texture bias is part of the
sampler cache key and follows the mode and the dlaa switch. The game's scaling
pass is told from the in-place FXAA by its missing depth attachment, not by the
sizes, which change a frame ahead of the drawing.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 17:31:49 +08:00
Valiantsin DzerakhandClaude Opus 5.5 fbc938f2a5 Merge task/astclowvram: ASTC to BC3 by default on GPUs with less than 5 GiB (#87)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 12:00:28 +03:00
Valiantsin DzerakhandClaude Opus 5.5 1b48c8dc2c Encode decoded ASTC to BC3 by default on GPUs with less than 5 GiB of video memory
A GPU without ASTC gets the textures decoded to RGBA8, four times the memory of BC3, and on a 4 GiB card
that fills video memory: a GTX 1650 went from 10-23 to 3-12 ms of GPU time a frame with astc_bc = 1
(#87). BC3 loses some precision (normal maps), so it stays off where memory is not short. astc_bc unset
now turns it on when the largest device-local heap is under 5 GiB and logs the choice; 0 and 1 still
decide. The menu row becomes Auto / Off / On, and the description says what Auto does in all four
languages.

On an RX 9070 nothing changes. The Radeon iGPU on Windows reports its shared 10.5 GiB as device-local,
so it keeps RGBA8 as well. All probes pass, probe-astc and probe-cfg included.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 12:00:28 +03:00
Valiantsin DzerakhandClaude Opus 5.5 f4a884650f Merge task/replayasync: the replay runs on its own thread by default (#88)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 11:48:16 +03:00
Valiantsin DzerakhandClaude Opus 5.5 83d2302b6d Replay NVN submissions on their own thread by default
replay_async was off because no timing on our machines showed a gain. Where the game waits for the GPU
it does: a GTX 1650 in the Depths went from 450-686 frames over 50 ms a minute to 10-13, and the 1% low
from 10-12 to 13-24 fps (#88). An RTX 5090 ran slower with it off (#459). Where the replay or the game
threads bound the frame it is neutral (machines A and B, the Steam Deck in #308), and no crash report
ties to it. MacNativeGames has its translation thread on by default for TotK. It adds up to a frame of
latency; replay_async = 0 turns it off.

The fight scene on an RX 9070 with it on: 60.0 fps mean, 1% low 56.3 in the last window, no frame over
50 ms, 0 validation errors.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 11:48:16 +03:00
Valiantsin DzerakhandClaude Opus 5.5 c1c89590be Merge task/prwave7: community pull requests #504, #539, #532, #584 and #564
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 11:13:57 +03:00
Valiantsin DzerakhandClaude Opus 5.5 5bc508ce9b Merge task/gplrdna: graphics pipeline libraries back on for AMD's RDNA 1/2 driver (#381)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 11:13:48 +03:00
Valiantsin DzerakhandClaude Opus 5.5 422e3ba50b Turn graphics pipeline libraries back on for AMD's RDNA 1/2 driver
GPL was turned off on that driver branch because its device losses at boot (#5) came with a cold
pipeline cache. Their cause turned out to be GPU writes past 3D BC images, fixed hours later by the
3D BC stand-ins in vk_exec.c. With GPL off every new pipeline is built whole on the draw's path: an
RX 6600 log in #381 has frames of 0.5-1.2 s spent in pipeline builds.

On a Radeon iGPU (RDNA 2, driver 26.10.1, the RX 6600 users' driver) the 0.3.4 release with GPL on
booted from a cold cache and ran the fight scene: 921 fast links, none failed, no device loss, 0
validation errors. Pipeline waits in play dropped from 1381 ms (longest 225 ms) with GPL off to 481 ms
(longest 26 ms). TOTK_GPL=0 still turns it off.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 11:11:09 +03:00
Valiantsin DzerakhandClaude Opus 5.5 4587cb5f61 Merge pull request #564: Keep HDR highlights through the game's FSR 1 upscale (ProSep)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 11:00:08 +03:00
Valiantsin DzerakhandClaude Opus 5.5 a919c0ff4f Merge pull request #584: Lay the UI out for 3:2 game resolutions (Wintego)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 11:00:07 +03:00
Valiantsin DzerakhandClaude Opus 5.5 4d7c0d0077 Merge pull request #532: Keep pooled speech balloons in 16:9 proportions on wide and tall game resolutions (TakeyaSaito)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 11:00:06 +03:00
Valiantsin DzerakhandClaude Opus 5.5 05ada38d69 Merge pull request #539: Runtime text renders as ?: add cheat names and mod folder names to the font atlas glyph ranges (fsfksjfjse)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 11:00:05 +03:00
Valiantsin DzerakhandClaude Opus 5.5 2678749942 Merge pull request #504: Log a warning when memory = import is used on a discrete GPU (ExpertKT)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 11:00:04 +03:00
Valiantsin DzerakhandClaude Opus 5.5 0dc1837e21 Merge task/issuetemplates: a Performance issue template and per-area steps for the logs to attach
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 10:50:13 +03:00
Valiantsin DzerakhandClaude Opus 5.5 cd204fb075 Issue templates: a Performance template and per-area steps for the logs and files to attach
Performance gets its own template: kind of problem, machine, place, overlay numbers, and the steps for a log with
the performance trace and flight recorder dumps. Other bug says what to attach per area: trace = audio in totk.ini for
the audio underrun lines, an input recording and the save for repeatable bugs, the installer's install log. Every bug
template asks for the last version that worked and the mods in use, and takes Copy system info as a multi-line field.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 10:50:13 +03:00
Valiantsin DzerakhandClaude Opus 5.5 85049eb1a7 Merge task/xlateub: the shader translator gives Maxwell's results for bitfields past bit 31, SHF by 0 and unwritten registers
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 10:23:47 +03:00
Valiantsin DzerakhandClaude Opus 5.5 c0e66fe4c1 Shader translator: Maxwell results where SPIR-V leaves bitfields, funnel shifts and unwritten registers undefined
- BFE / BFI (patch 0012): a field past bit 31 is cut there, one that starts past it extracts 0 (signed: bit 31
  repeated) and inserts nothing, as PTX bfe / bfi. Clamped only where the field is not a constant inside the word.
  1.4.3's Depths terrain vertex shaders (42 variants, 134 extracts) compute the position as ((2y + x) * 8) & 0xff,
  up to 248; AMD's bitfield instructions take it modulo 32. UltraTears saw the Depths walls and ground missing on
  RADV (Steam Deck, RX 570).
- SHF by 0 (patch 0013) gives the unshifted word instead of shifting the other one by 32. Every register SHF of
  1.4.3 pairs its word with 0, so 1.4.3 results do not change.
- Function-local variables start at 0 (patch 0014): a register read on a path that never wrote it is no longer an
  undefined value Mesa may fold.

All 12,454 1.4.3 shaders translate and pass spirv-val. RX 9070, Depths save: the same picture before and after.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 10:19:26 +03:00
Valiantsin DzerakhandClaude Opus 5.5 efeea51319 Merge task/foreigncrash: crashes outside totk.exe get a FATAL line in the log (#506, #531, #488, #415)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 09:54:30 +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
Wintego 4e5637277e Lay the UI out for 3:2 game resolutions
The settings menu offers 1920x1280, 2160x1440, 2256x1504, 2880x1920 and 3000x2000 (the 3:2 screens of Surface and
Framework laptops and tablets), and the setup builds romfs-patches-<w>x<h> for each, so the HUD moves to the top and
bottom edges as it does at 16:10 instead of being stretched.
2026-11-03 09:16:51 +03:00
ProSepandClaude Opus 5.5 3d9c80e2bd Rewrite the FSR output clamps as max(x, 0) and log a missed match
clamp(x, 0.0, x) is undefined for negative x in GLSL.std.450, so the output clamps of the game's FSR pass now become
FMax(x, 0.0), one word shorter, with the rest of the module moved down. When the FSR shader is recognised but none of
its output clamps is found (a translator that stores the colour another way), the log now says the highlights are
still clipped instead of staying silent. The comment also notes that the game takes this pass at 1:1 too.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 03:21:31 +01:00
Michael Anthony BitoonandClaude Opus 5.5 27df2d85d9 Keep DLSS on the scene's light target when the camera rune draws a half-size pass after the lighting
The camera view draws a half-size RGBA16F target with a half-size D32F depth after the lighting (852x480 under a
1704x960 scene). It matched the light target pattern, so the DLAA point re-armed on it and DLSS scaled it into the
scene's own light target, which left every object black. An armed pair is no longer replaced by a smaller one, and
the scaling pass DLSS writes into must have the output size.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 08:40:13 +08:00
Michael Anthony Bitoon 5b23d6671b Make DLSS's picture reach the screen and stop the whole image wobbling with DLSS and DLAA
With a DLSS mode the game's own scaling draw covered DLSS's picture with the jittered scene. At a 1280x720 scene and
1920x1080 output the scaling is done by the game's tonemap, not by the FXAA shader vk_dlaa_skip_draw looks for, so no
hash list could catch it. From DLSS's evaluation to the frame's end, passes larger than the light target now sample
DLSS's output in its place (vk_dlaa_swap_img, applied in vk_exec_draw.c tex_info), whichever shader scales.

The motion-vector shader inverted the view-projection in 32-bit floats. With a still camera (identical matrices each
frame) the rounding still gave a few hundredths of a pixel of motion that changed with every jitter step; DLSS
followed it and the whole picture wobbled. mv_pass now makes last frame's view-projection times the inverse of this
frame's in double precision from the uniform snapshot (vk_usnap_host), and the shader only applies it.

Measured on 1.4.3 indoors, still camera, mean per-pixel change between consecutive frames on static areas:
DLSS quality 0.18 -> 0.06, DLAA 0.14 -> 0.05. A camera pan at 10 px per frame shows no ghosting.
2026-11-03 08:40:13 +08:00
ProSepandClaude Opus 5.5 7f1dd27788 Keep HDR highlights through the game's FSR 1 upscale
Some frames the game upscales its tonemapped scene with its own FSR 1 pass instead of the plain upscale, and that
shader clamps each channel to 0..1, so with TOTK_HDR=1 every highlight above the HUD's white is cut back to it: around
the sun the glare turns into a flat grey-white patch that stays until the camera moves. vk_hdr.c fsr_unclamp finds the
shader by FSR's two reciprocal constants and drops only the clamps whose result goes to its output, leaving the
filter's own weight clamps alone.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 01:16:00 +01:00
fsfksjfjse 19ffd3a2da Add mod folder names to the font atlas too
A mod's folder name is drawn on the Mods tab (opt_text_row, menu.cpp) and as the Cheats tab's group heading (cheats_tab.cpp), and it comes from disk at runtime like a cheat name, so its glyphs were never in the atlas either.

Both sources are added in the same place in fonts_up(), so one pass covers the whole menu.
2026-11-03 03:55:25 +08:00
fsfksjfjse 5826231870 Add cheat names to the font atlas glyph ranges 2026-11-03 03:39:34 +08:00
Valiantsin DzerakhandClaude Opus 5.5 378971a513 Merge task/menuunblock: the game's input comes back 1 s after the menu closes with something still held (#462, #494)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-02 22:34:54 +03:00
Valiantsin DzerakhandClaude Opus 5.5 d81249ff29 Let the game's input through 1 s after the menu closes even when something still reads as held
After the in-game menu or the text entry closes, input_poll kept the game's input blocked until one poll saw no
button and all four stick axes at 0. An input that never reads as released (a button another program holds down, a
key whose release went to another window, a stick resting outside its dead zone) kept the game deaf until restart
(#462, #494). Closing with Minus+Plus hid this: that poll zeroes the pad before the gate looks. Closing with Esc did
not. The wait now ends after 1 s with input held, and the log names what was held.

Repro: field save, a script holding the right stick at 3000, Esc opens and closes the menu, left-stick pulses after.
Before: 0.00 m/s for the 30 s after the close. After: Link walks from the second poll window on; the log line reads
"input: the menu closed 1 s ago and input is still held (buttons 0, sticks 0 0 3000 0)".

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-02 22:34:54 +03:00
Valiantsin DzerakhandClaude Opus 5.5 f8a33200ac Merge task/v110state: installs recorded as update 1.1.1 update as 1.1.0 (#332)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-02 22:17:32 +03:00
Valiantsin DzerakhandClaude Opus 5.5 14ed048dd3 Read an install recorded as update 1.1.1 as 1.1.0 when the setup updates it
Releases before 0.3.1 recorded the 0x20000 update as 1.1.1. After the rename (#371) nothing mapped the recorded
name, so an update of such an install asked make_romfs_patches.py for --version v111 and failed at the end (#332);
in a fresh setup folder it would not find expected-v1.1.1.json at all. migrate_state maps the old name before the
plan and gives the extract record the key of the renamed expected file; the full check of kept output still hashes
the extraction against it.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-02 22:17:31 +03:00
SchulzCode 1d49f64f34 Reduce DLSS trails behind moving characters with a bias mask
The motion vectors follow the camera only, so a character, animal or held item that moves on its own drags a faint
copy of itself through DLSS's history. TotK's G-buffer target 0 carries an object class in green: above 64/255 for
characters, creatures and held items (Link 253, others 125, held items 160), 0 for terrain and 32 for foliage, checked
in the field, in Goron City and on horseback. The motion-vector pass now also writes DLSS's bias mask
(DLSS.Input.Bias.Current.Color.Mask) where such an object is now or was the frame before, read through the motion
vector from the previous frame's class mask, so the history that holds the moving object is weighed down there.
dlss_char_mask (0, 35, 65 or 100 percent, default 65; F1 > Screen > "DLSS character trails", live) sets the strength.
A 640x360 pass of the G-buffer's shape, seen while loading, no longer replaces the scene's class buffer in a frame.
The status line also prints after 300 frames, with the frames that had the mask.
2026-11-02 19:21:56 +01:00
SchulzCode bd54e701a8 Choose the DLSS model and pass DLSS the real frame time
dlss_preset (default, k or j; F1 > Screen > "DLSS model", live) sets the render preset hints when a DLSS feature is
created. default leaves the choice to NGX (preset K for DLAA, Quality and Balanced in the 310 releases); j is the
transformer model NVIDIA describes as slightly less ghosting at the cost of more flicker. A change recreates the
features at the next DLAA run. FrameTimeDeltaInMsec now carries the time since the previous evaluation instead of a
fixed 16.67 ms. The menu and totk.ini.example name the DLSS model file of the platform in use.
2026-11-02 19:21:56 +01:00
SchulzCode 1e908362ea Load NGX on Linux for DLSS / DLAA
vk_dlaa.c reached the NGX core only through Windows: the registry, LoadLibraryA and GetModuleFileNameW. On Linux the
NVIDIA driver installs the core as libnvidia-ngx.so.1 with the same Vulkan entry points; it is opened with plat_lib_open.
The parameter object's vtable follows the Itanium C++ ABI there, each overload group in declaration order rather than
MSVC's reverse order, so the slot enum has a Linux variant; vtable_ok confirms it at start. NGX gets the executable's
folder as a 32-bit wchar_t string, converted from UTF-8 without the C locale, and loads libnvidia-ngx-dlss.so.<version>
from there. The Windows path is unchanged.

resolution.c sized the scene for a DLSS mode only on Windows, where it looks for nvngx_dlss.dll; on Linux it now looks
for libnvidia-ngx-dlss.so.<version> next to totk, so quality, balanced and performance work there too. The no-op
stubs vk_dlaa.c had for other platforms go, as Linux now builds the real code.
2026-11-02 19:21:56 +01:00
Takeya SaitoandClaude Opus 5.5 4cbc7bbb70 Keep pooled speech balloons in 16:9 proportions on wide and tall game resolutions
The marker fix gave the root's scale of BalloonMessage_00 to its part pane Pa_BalloonMessage_00. The game pools that
part, cloning it into Pa_BalloonMessage_%02d at run time, and the clones don't keep the template pane's scale, so on
32:9 NPC speech balloons drew twice as wide as they should.

The scale now goes inside the part layout instead, to the top panes of PaBalloonMessage_00 (C_CaptureBase_00 and
N_InOut_00, their offset scaled with them), which every clone is built from. Its animations only key alpha, visibility
and N_Loop_00's y. The part pane keeps scale 1. Same on the y axis for 16:10.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-02 18:10:48 +00:00
Michael Anthony Bitoon e2fdb5b226 Merge a shader's storage-buffer writes back into guest memory word by word
In mirror mode the replay copied every range a shader wrote from the VRAM mirror back to guest memory at the end of the
submission. TotK's particle emitters write a new particle's whole record into a free slot of a buffer the simulation
shaders update, so the copy put the mirror's stale words over fresh spawns: the waterfall splashes and mist showed about
once a second and the falling rain drifted. Now each written range gets a snapshot in the prologue of the part that
first writes it, after the CPU-to-mirror copies, and at the end of the submission shaders/wb_merge.comp writes only the
32-bit words that differ from the snapshot. Words the GPU left alone keep what the CPU wrote. About 0.1 MiB and three or
four dispatches a frame in rain. TOTK_WB_MERGE=0 restores the copies. The merge's push descriptors go through rec_push
so they keep their place in the recorder's call order.
2026-11-03 01:19:10 +08:00
itaskaev2andClaude Opus 5.5 afe3404434 Accept NSZ and XCZ game files in the setup
The check step tells a compressed file by its content (an NSP or XCI holding NCZ files), whatever its name, and
unpacks it into the temp folder with tools/ncz.py before the extraction reads it. Every NCA comes back byte for byte
and is checked against the hash in its name. The file dialog has one filter for all game files, and the form says
that compressed files are unpacked automatically, in every setup language.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-02 18:03:27 +01:00
ExpertKT f75405ee51 Log a warning when memory = import is used on a discrete GPU 2026-11-03 00:31:53 +08:00
Avraham ab32d00cc9 Merge remote-tracking branch 'origin/dev' into discord-rich-presence 2026-11-02 13:11:39 -03:00
Specht2010andClaude Opus 5.5 5d254e462c Merge dev into the 5.1 surround output
The device sink loop now writes every output channel; upstream's TOTK_AUDIO_DUMP gets the front pair before clipping.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-02 11:44:25 -04:00
Valiantsin Dzerakh c38e0ca13d Up version 0.3.4 2026-11-02 18:01:26 +03:00
Valiantsin DzerakhandClaude Opus 5.5 0a4679b64c Merge task/amiibodir: the Amiibo tab picks its folder with the host's dialog and holds the reader on searching across the game's detection restarts
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-02 17:44:36 +03:00
Valiantsin DzerakhandClaude Opus 5.5 69104be9b8 Hold the amiibo reader on searching across the game's detection restarts
While TotK waits for a tag it stops and starts detection several times a second, tens with the menu open: the Amiibo
tab's reader line flipped between ready and searching and the log took two lines per restart. The tab now shows
searching for a second after a stop (amiibo_get_reader_state; the game still reads amiibo_get_device_state), and the
log names the first three restarts, then a count every 200th.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-02 17:43:29 +03:00
Valiantsin DzerakhandClaude Opus 5.5 4e90c61c52 Choose the amiibo folder with the host's folder dialog
The Amiibo tab's folder field took no typing: the menu never passes typed characters to Dear ImGui, so "Open" only
re-read "./amiibo". A missing folder said so at the bottom of the right pane, below its scroll.

"Open" now shows the shell's folder dialog on Windows (IFileOpenDialog on a thread of its own, owned by the game
window) and SDL_ShowOpenFolderDialog on the SDL window thread elsewhere; the tab shows the folder as text and names a
missing one inside the empty list.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-02 17:36:09 +03:00
Valiantsin DzerakhandClaude Opus 5.5 275a752bec Merge task/prwave6: community pull requests #501, #495, #485, #486 and #446, and the runtime part of #489
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-02 17:21:42 +03:00
Valiantsin DzerakhandClaude Opus 5.5 3ee347b248 Size the scene by a DLSS mode only where DLSS can run, and log whether fxaa = 0 found the game's FXAA
The DLSS modes already apply only with dlaa on (3de0839), so the DLL check no longer looks at dlaa, and off Windows,
where vk_dlaa.c is no-op stubs, a DLSS mode no longer shrinks the scene. fxaa = 0 names the FXAA shader it skipped,
or reports a minute of frames without it, so a translator change that moves FXAA_FS shows on any GPU.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-02 17:11:14 +03:00
itaskaev2andClaude Opus 5.5 9263989625 Skip the game's scaling draw over DLSS's picture again
With a DLSS mode (a scene smaller than the output) DLSS writes the scaled picture into the scaling pass's target and
vk_dlaa_skip_draw skips the game's own scaling draw, known by its fragment shader's SPIR-V hash. Translator patch
0011 (the shadow filter spread) changed that hash, so the draw ran again and covered DLSS's picture with the scaled
jittered scene: the whole picture shook by a fraction of a pixel each frame, most visible on lit flat surfaces in
shrines. The FXAA switch (fxaa = 0) stopped working for the same reason.

Add the hash of the current translator, and log once when DLSS scaled a frame whose scaling draw was not found, so
the next translator change that moves the hash shows in the log.

Measured on 1.4.3, Ukouh Shrine, output 3200x1800, dlss = quality, mean absolute change between consecutive frames
with a still camera: 1.40 before, 0.07 after (0.054 with dlaa = 0). Outdoors on stone: 4.29 before, 1.08 after.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-02 17:04:07 +03:00
itaskaev2andClaude Opus 5.5 438aa41747 Keep the scene at render_scale when DLSS cannot run
A DLSS mode (quality, balanced, performance) shrank the scene to 67, 58 or 50 % of the output and sharpened the
material textures' mip bias to match, even when nvngx_dlss.dll was missing and NGX reported DLSS as not available.
The game's plain scaling then stretched the smaller scene, and the negative bias made textures shimmer in motion.

With dlaa = 1 the scene size now waits on nvngx_dlss.dll next to totk.exe (checked before the device exists, as
the size is decided then) and follows render_scale without it. The mip bias applies only when NGX came up with
DLSS. dlaa = 0 keeps the documented size with the game's scaling, without the bias.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-02 17:04:07 +03:00
Valiantsin DzerakhandClaude Opus 5.5 55ba4d312d Say in totk.ini.example that variable refresh removes the frame limit's judder
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-02 17:03:56 +03:00
Valiantsin DzerakhandClaude Opus 5.5 5bd11f5d5c Keep the 4/5-frame gap between device-paced audio frames to Linux
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-02 17:03:55 +03:00
Valiantsin DzerakhandClaude Opus 5.5 8c53e6205f Merge pull request #446: Pace audio frames apart (fixes progressive sound loss) and raise the Linux prefill default (lowlevel-larry)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-02 17:03:07 +03:00
Valiantsin DzerakhandClaude Opus 5.5 0b4b4f8036 Merge pull request #486: Warn in totk.ini.example that memory = import is much slower on a discrete GPU (ExpertKT)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-02 17:02:53 +03:00
Valiantsin DzerakhandClaude Opus 5.5 c6fa3091a5 Merge pull request #485: Say in totk.ini.example that the frame limit should divide the monitor's refresh rate (ExpertKT)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-02 17:02:49 +03:00
Valiantsin DzerakhandClaude Opus 5.5 8741363ae5 Merge pull request #495: Keep world markers over their target at game resolutions of another shape than 16:9 (TakeyaSaito)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-02 17:02:34 +03:00
Valiantsin DzerakhandClaude Opus 5.5 329acf81d2 Merge pull request #501: Keep a texture's pool flags instead of reading its pool object later (lowlevel-larry)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-02 17:02:31 +03:00
lowlevel-larryandClaude Opus 5.5 3675286747 Keep a texture's pool flags instead of reading its pool object later
tex_mirrored (vk_texture.c) read t->pool->flags whenever the back end created the host entry of a texture, which can
happen long after nvnTextureInitialize. A game may finalize a memory pool and free the memory the NVNmemoryPool object
lived in while textures from it are still looked up (on a level change, for instance); reading the freed object then
faults. The NVN driver keeps no pointer to the pool either. tex_t now records the pool's flags at Initialize, in the
padding after layout[8], so NVNtexture's size is unchanged.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-02 10:40:51 -03:00
lowlevel-larryandClaude Opus 5.5 ea72b01524 Pace audio frames apart and raise the Linux prefill default
Device-paced frames rendered back to back after each period pull (1024
samples on PipeWire, 4-5 frames), before the game's audio thread could
clear the render event or fill the AUX return ring. Frames now stay at
least 4/5 of a frame apart, as the DSP renders one frame every 5 ms on
hardware. This fixes AUX clicks at frame seams (#426) and the progressive
sound loss of #131 (overlapping render notifications 52.7% -> 0.1%).

Linux prefill default raised to 60 ms: at 20 ms PipeWire underran
thousands of times within minutes in busy scenes.

The reverb ring (#421) and advance_voice stepping parts of this change
landed in dev separately (d22a19c, b44caca).

Fixes #131

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-02 09:47:35 -03:00
Takeya SaitoandClaude Opus 5.5 4933725112 Keep world markers over their target at game resolutions of another shape than 16:9
The wide and tall UI overlays scale each layout's root pane on the stretched axis. The lock-on arrow, the name label
of the item or character in front of Link, enemy life bars and notices, and speech balloons are moved in code to the
target's projected position on a pane under that root, so the position was scaled as well: on 32:9 these markers sat
at half their distance from the middle of the screen, short of what they point at.

Those four layouts keep their root at scale 1 and give the scale to the panes under it that the code does not move and
no animation scales, so the markers land on their target and keep their 16:9 proportions.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-02 12:46:20 +00:00
Valiantsin DzerakhandClaude Opus 5.5 49c19b20d0 Merge task/recrace: the replay's deferrals wait for the submission it records; TOTK_REC_CHECK and TOTK_REC_DELAY_US debug the recorder
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-02 15:03:26 +03:00
Valiantsin DzerakhandClaude Opus 5.5 328589abbe Add TOTK_REC_CHECK and TOTK_REC_DELAY_US to find objects the recorder still names
TOTK_REC_CHECK=1 searches the packets of the part being recorded for each image, view and buffer vk_memory.c defers or
destroys. A deferral stamped below the part's value, or a destruction of an object a packet names, is logged with the
packet op, both stamps and the GPU's value, and counted by kind and op in a summary at exit. put() zeroes each packet's
room while the check is on: packers reserve room for optional arrays they may leave unwritten, and those words held
handles from the ring's previous lap. TOTK_REC_DELAY_US=N makes the recorder wait N us before each batch, as on a slow
machine. rec_begin takes the part's value for the check. Both are off by default; off, the recorder pays one test per
batch and per packet.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-02 15:02:38 +03:00
Valiantsin DzerakhandClaude Opus 5.5 90a3b07762 Stamp an object the replay defers with the submission it records
vk_memory.c defer stamped every deferred image, view and buffer with the last submitted timeline value. An object the
replay lets go of while it records a submission can be named by that submission too: vk_texture.c slot_resolve hands a
draw a released entry, and entry_of destroys released entries at that address later in the same submission. The
completion thread then destroyed the object once the GPU reached the earlier value, before the submission naming it
ran, and with the recorder thread behind, before the recorder made the call. The stamp is now the later of the last
submitted value and vk_exec_recording_fence, as LAS Recomp and Savage Wind Recomp stamp their deferrals
(runtime/nvn/vulkan/textures.c defer). TOTK_DEFER_STAMP=0 brings back the old stamp.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-02 14:59:49 +03:00
ExpertKT 6f3d553a23 Warn in totk.ini.example that memory = import is much slower on a discrete GPU 2026-11-02 19:43:17 +08:00
ExpertKT aed3e83cc2 Say in totk.ini.example that the frame limit should divide the monitor's refresh rate 2026-11-02 19:41:07 +08:00
Valiantsin DzerakhandClaude Opus 5.5 98c75a6b9e Merge task/noavx: v2 builds save XMM registers with SSE moves in the preemption stub and refuse instructions above x86-64-v2
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-02 14:08:31 +03:00
Valiantsin DzerakhandClaude Opus 5.5 e603095ffa Refuse instructions above x86-64-v2 in the runtime objects of a v2 build
-march=x86-64-v2 does not reach inline assembly, target attributes or intrinsics, which is how kern_ap_stub's YMM
saves got into libtotkrt-v2.a (issue #454). tools/check_isa.py disassembles objects and lists every function with
VEX/EVEX, BMI1/2, LZCNT, MOVBE, ADX, SHA, AES, PCLMUL or RDRAND/RDSEED code or YMM/ZMM/mask registers, except
functions in its DISPATCHED list (sha256.c blocks_ni, behind __builtin_cpu_supports). build_game.py --cpu v2 runs it
over the runtime objects after compiling and before linking or archiving, so make_release.py's v2 library build fails
too. Objects unchanged since the last clean scan are skipped; a full scan of the runtime takes about a second. The
release ships the script, and the installer's runtime fingerprint includes it.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-02 14:06:40 +03:00
Valiantsin DzerakhandClaude Opus 5.5 7310481885 Save XMM registers with SSE moves in kern_ap_stub on builds without AVX
The asynchronous preemption stub saved and restored YMM0-15 with vmovdqa and ran vzeroupper in inline asm, which
-march=x86-64-v2 does not reach. The v2 runtime library therefore carried VEX code, and a CPU without AVX stopped
with an illegal instruction the first time a core owner was interrupted, a few seconds into boot (issue #454,
Pentium Gold G6400, totk+0xe7a2b50 = kern_ap_stub+0x20). Without __AVX__ the stub now saves XMM0-15 with movdqa into
the same slots; v2 game code keeps nothing in the upper YMM halves. The v3 stub is unchanged.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-02 14:05:35 +03:00
Valiantsin DzerakhandClaude Opus 5.5 d15150b4a8 Merge task/passcrumbs: the device-lost report names the pass or dispatch the GPU was running
AMD buffer marks at every replay pass and dispatch, on by default (fight2 off/on x2: 89.45 vs 89.6 fps, no new slow
frames); NVIDIA diagnostic checkpoints with TOTK_PASS_CRUMBS=1, compiled but not run here.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-02 13:47:22 +03:00
Valiantsin DzerakhandClaude Opus 5.5 710b7f5dd0 The device-lost report names the pass or dispatch the GPU was running
The replay marks the start and the end of every render pass and dispatch
(vk_exec.c vk_exec_pass_begin and vk_exec_pass_end, vk_exec_draw.c
op_dispatch and op_dispatch_ind), outside the pass so no pass is broken.
With VK_AMD_buffer_marker the GPU writes the last started and finished mark
into words 2 and 3 of the breadcrumb buffer; with
VK_NV_device_diagnostic_checkpoints the same points are checkpoints, read
with vkGetQueueCheckpointData2NV after the loss. A ring of 4096 records maps
a mark to its submission, index, target formats and size, draw count and the
input ids of the first and last draw's shaders. vk_device_fault_report logs
both marks with their records. The calls go through the recorder thread.

TOTK_PASS_CRUMBS (menu: GPU pass marks): unset, AMD buffer marks only; 1,
also NVIDIA checkpoints, whose extension is enabled only then; 0, none.
The design follows Savage Wind Recomp 3fae40c; the code is ours.

--probe-vkexec gets a pass marks part: pass, dispatch, pass in one
submission; the marks read back after the fence name the last pass and the
report text says so.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-02 09:50:30 +03:00
Valiantsin DzerakhandClaude Opus 5.5 3e87747031 Merge task/refsfix: correctness fixes found in the updated references
Zero-byte NVN pools get no Vulkan record, WaitSynchronization keeps a pending cancel for the next blocking wait,
SignalToAddress subtracts 2 when it wakes all waiters, and the 1.2.1 texture loader widens pool offsets unsigned.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-02 09:22:21 +03:00
Valiantsin DzerakhandClaude Opus 5.5 53d3f8ea2e The 1.2.1 texture loader widens a texture's pool offset unsigned
The loader keeps a texture's place in its pool as a 32-bit word (main+0xad4294) and widens it with a sign extend for
nvnTextureBuilderSetStorage's offset (main+0xad43f0) and for SetPackagedTextureData's source (main+0xad440c). Past
2 GiB the offset turns negative and the storage lands 4 GiB below the pool (MacNativeGames ca311e2d, seen with a 4K
texture pack's heap table in a 3.58 GiB pool). The shipped heap table keeps every pool far below 2 GiB, but
TOTK_APP_POOL raised with such a pack's heap table (RomFS mods replace it) can reach it. The new patch set pooloff
(TOTK_POOL_OFFSET_PATCH, on by default) widens unsigned: the same value below 2 GiB, right up to 4 GiB.

1.4.3 needs no patch: both of its loaders (main+0x583c34, main+0x27ed214) keep the offset in 64 bits (str x25 / mov
x2, x25 / add x1, x25, x8). gen.py accepts both original words, and the lifted C at the sites reads the offset as
uint32_t with the set on and as int32_t with it off.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-02 09:20:32 +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 b6ab660b00 A zero-byte memory pool initialises as an empty pool in the Vulkan back end
vk_pool_init gave a size-0 pool with storage a record: the host import of 0 bytes failed (the driver refuses the
memory, VK_ERROR_INVALID_EXTERNAL_HANDLE) and the record went into the pool index as the empty range [mem, mem]. A
lookup at that address then found the empty pool before the pool that starts there and reported it unbacked. TotK
makes such pools now and then (MacNativeGames d3407e29, 1.2.1). Such a pool now gets no record, as a GPU_NO_ACCESS
pool; vk_pool_fini finds none and does nothing. Removal by key already kept a neighbour's range safe at Finalize.

--probe-vkexec gains an empty pool part: a zero-byte pool at the start of another, lookups there before and after
its Finalize. It failed before ("a lookup at the start of a pool finds the empty pool there").

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-02 09:14:10 +03:00
Valiantsin DzerakhandClaude Opus 5.5 d554165cf0 Merge task/pr333: pull request #333, round-to-odd float FMA in double for CPUs without FMA3 (deanzx06)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-02 08:50:20 +03:00
Valiantsin DzerakhandClaude Opus 5.5 5eb0a19ee5 Pin the upstream references at their 2026-11-02 heads
LASRecomp, MacNativeGames, d2r-mobile, nxnative and SavageWindRecomp moved; SwitchRecomp and deko3d did not.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-02 08:49:08 +03:00
Valiantsin DzerakhandClaude Opus 5.5 9998e31644 Merge pull request #333: runtime: vectorized AVX round-to-odd FMA fallback for x86-64-v2 (deanzx06)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-02 08:42:02 +03:00
Valiantsin DzerakhandClaude Opus 5.5 9e17766bad Merge task/prwave5: community pull requests #465, #384, #416, #393 and #468
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-02 08:37:53 +03:00
Valiantsin DzerakhandClaude Opus 5.5 45df231f37 Merge pull request #468: Read the gradients of a TXD per coordinate so terrain picks the right mip level (mictony6)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-02 08:31:45 +03:00
Valiantsin DzerakhandClaude Opus 5.5 caf88c88a4 Merge pull request #393: Group the stick rows of the Controls tab under an "Analog sticks" heading and fix their "default" mark (wdiasjunior)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-02 08:31:43 +03:00
Valiantsin DzerakhandClaude Opus 5.5 ab912a3071 Merge pull request #416: Offer 256 as a sun shadow map size (wdiasjunior)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-02 08:31:31 +03:00
Valiantsin DzerakhandClaude Opus 5.5 e0e1ecfdbb Merge pull request #384: Fix installer catalog test encoding on Windows (FaserDocs)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-02 08:31:28 +03:00
Valiantsin DzerakhandClaude Opus 5.5 86d75ad282 Merge pull request #465: Keep the replay's transient buffers and the zero buffer in host-coherent memory (MierzwaMatheus)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-02 08:31:26 +03:00
MierzwaMatheus f4f9d6dd53 Keep the replay's transient buffers and the zero buffer in host-coherent memory
The CPU fills these chunks and the zero buffer and never flushes them. On Intel integrated GPUs (ANV on Meteor
Lake) the host-cached memory type that VMA picks for random host access is not coherent, so the GPU read what
an earlier submission had left there. A lighting fragment shader got another draw's UpdateUniformBuffer payload
as its step count (0x3f800000 instead of 96 or 128), looped about a billion times and lost the device; other
stale payloads drew the black frames. Requiring HOST_COHERENT keeps the same memory types on GPUs where host
memory is already coherent.
2026-11-02 01:22:13 -03:00
Michael Anthony Bitoon 984c9bc7c3 Read the gradients of a TXD per coordinate so terrain picks the right mip level
TotK's terrain shaders fill the gradient registers of a texture-with-derivatives instruction per coordinate (du/dx, du/dy, dv/dx, dv/dy), while the translator takes the first two registers as dPdx and the last two as dPdy. The mip level then came from the wrong derivatives and was too sharp on terrain faces turned across the screen, so patches that followed the faces crawled when the camera moved.

After a shader loads, every two-dimensional gradient pair has its inner components swapped by two new composite constructs, so the shader cache is untouched. TOTK_TXD_TRANSPOSE=0 turns it off. The finding is row 2.13 of docs/maxwell.md.
2026-11-02 11:59:29 +08:00
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 Opus 5.5 7d9a45855d Merge task/dlssoff: no DLSS scene size while DLSS/DLAA is off (#435)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-02 03:36:38 +03:00
Valiantsin DzerakhandClaude Opus 5.5 3de08398bf Size the scene by the DLSS mode only while DLSS/DLAA is on
With dlaa = 0 and dlss = quality left from the menu, the scene still rendered at 67 % and the plain upscaler
stretched it, so the picture looked blurrier with DLSS switched off.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-02 03:36:38 +03:00
Valiantsin DzerakhandClaude Opus 5.5 25f616e853 Merge task/audiopace: advance a voice by the samples it rendered, and an env-gated sink dump (#426)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-02 03:30:13 +03:00
Valiantsin DzerakhandClaude Sonnet 5.5 b44caca695 Count a voice's consumed samples with the same accumulation the mixer steps by, so a frame never skips a source sample (#426)
advance_voice computed fraction + seconds * rate * pitch while voice_render adds rate * pitch / 48000 per output sample. The two rounded apart on most frames at 32 kHz and 44.1 kHz, so the voice jumped one sample ahead of what was rendered. audio_voice_consumed now runs the mixer's own loop.

TOTK_AUDIO_DUMP=<path> writes the sink mix before the clamp and logs how many frames were rendered under 1 ms after the previous one; a one-time log line reports the first enabled AUX effect.

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-11-02 03:29:33 +03:00
Valiantsin DzerakhandClaude Opus 5.5 1ce4cf8583 Merge task/reverbring: one ring length for the cursor and the taps of both reverbs' delay lines (#421)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-02 03:17:27 +03:00
Valiantsin DzerakhandClaude Sonnet 5.5 d22a19c91d Give the reverb delay lines one ring length for cursor and taps so no tap reads an unwritten slot (#421)
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-11-02 03:16:58 +03:00
Valiantsin DzerakhandClaude Opus 5.5 dd33a75ec4 Merge task/amiibocc: accept amiibo dumps by their F1 10 FF EE capability container (#441, #410)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-02 03:10:24 +03:00
Valiantsin DzerakhandClaude Opus 5.5 eb5e6e698e Accept amiibo dumps by the amiibo capability container F1 10 FF EE
The loader asked for E1, the container byte of a plain NDEF tag, so it refused every real amiibo dump as
"Not an amiibo dump". --probe-services now loads a dump with an amiibo header and refuses the same file with E1.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-02 03:10:24 +03:00
deanzx06 ec9029def4 runtime: vectorized AVX round-to-odd FMA emulation for non-FMA/AVX-only CPUs 2026-11-02 05:17:58 +07:00
Specht2010andClaude Opus 5.5 a6b56288d5 Add a highlight hue correction to the HDR tonemap
The game's SDR clamp turns bright saturated colours towards white: a torch flame clips red, then green, and reads
yellow-white, the colour its emitted light was tuned to. The extended HDR curve keeps the channel ratios, so the same
flame stays deep orange next to the yellow light it casts. hdr_hue (0 to 100, default 80, live) moves colours from the
picture's white upwards towards the game's own SDR result at the HDR luminance, as RenoDX's TotK mod does. It rides in
the support buffer's HDR vector (z), unused until now.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 18:11:25 -04:00
Specht2010andClaude Opus 5.5 963901cc12 Add 5.1 surround output
The mixer folded the game's 5.1 device sink down to stereo and IAudioDevice told the game it had two channels.
audio_channels (auto, stereo, 5.1; Sound tab, Speakers) now opens the SDL stream with six channels in the device sink's
order (FL FR C LFE RL RR) and reports six to the game, which then mixes for 5.1. auto picks 5.1 when the default
playback device has six or more channels (a 5.1 or 7.1 speaker setup in Windows) and stereo otherwise; stereo keeps
the existing downmix.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 17:50:30 -04:00
Valiantsin DzerakhandClaude Opus 5.5 a4ce826f91 Merge task/headless: stop a Linux setup without a display at the check step and say plainly that zh/ko need the system fonts (#338)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 23:29:55 +03:00
Valiantsin DzerakhandClaude Opus 5.5 b3f569a448 Wrap the display check's condition over two lines
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 23:29:54 +03:00
Valiantsin Dzerakh 2470097f67 Fail the Linux setup in the check step when the plan prepares shaders and no display is set, and say in the font warning that the game will not start without the Switch system fonts 2026-11-01 23:29:26 +03:00
Valiantsin DzerakhandClaude Opus 5.5 0851638064 Merge task/liftretry: retry the lift with half the workers after a MemoryError and take the count from TOTK_LIFT_JOBS (#240)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 23:28:03 +03:00
Valiantsin DzerakhandClaude Sonnet 5.5 526e9f32bd Retry the lift's emit pool with half the workers after a MemoryError, and read the worker count from TOTK_LIFT_JOBS
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-11-01 23:27:46 +03:00
Valiantsin DzerakhandClaude Opus 5.5 475db6e27a Merge task/savecopy: delete read-only folders and cloud placeholders of an old save working copy and name the failing path (#374)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 22:55:27 +03:00
Valiantsin DzerakhandClaude Opus 5.5 6d31b157a0 Ask FindFirstFileW for the reparse tag only when the path is a reparse point
plat_fs_kind served every path through FindFirstFileW, which fails on a path with a trailing separator and reads
wildcards. GetFileAttributesW decides again, as before; only reparse points need the find data's tag.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 22:55:27 +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
Wellington Dias 1722b5da2c Offer 256 as a sun shadow map size for integrated GPUs short of memory bandwidth 2026-11-01 16:21:54 -03:00
Valiantsin DzerakhandClaude Opus 5.5 6c2595275d Merge task/amiibo: bind an nfp system event again after the game destroyed it (#398)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 22:21:26 +03:00
Valiantsin DzerakhandClaude Opus 5.5 7c1cd42aa5 Bind a system event again after the guest destroyed it
The game destroys the nfp activate and deactivate events and attaches the same SystemEventType again before each
detection. kern_bind_system_event kept the first writable handle per guest address and returned early, so the second
Attach left the event destroyed and the game's next TryWaitSystemEvent aborted (issue #398, equipping the Amiibo
power). A kept handle now counts only while the SDK's state byte of the event is nonzero; otherwise the event is
created again and its entry takes the new handle, and a signal to a destroyed event is dropped. probe-services
destroys and attaches both nfp events again and checks that they work.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 22:20:36 +03:00
Wellington Dias 88e044dcd3 Mark a per-stick dead zone row as default at the shared value, and unset it when stepped back onto that value. 2026-11-01 13:53:53 -03:00
Wellington Dias 2215c3fc2f Merge branch 'dev' into stick-deadzones
# Conflicts:
#	docs/controls.md
#	runtime/cfg.c
#	runtime/input.c
#	runtime/ui/menu.cpp
#	runtime/ui_text.c
#	runtime/ui_text.h
#	totk.ini.example
2026-11-01 13:42:21 -03:00
Valiantsin DzerakhandClaude Opus 5.5 2e95221d23 Add a player guide to mods and point the README and the tester guide to it
Mods were described only in one dense list in the tester guide. docs/mods.md walks a player through installing a mod,
its order and switches, TKMM merges, code patches and their rebuild, what renaming a mod folder does, the reasons the
Mods tab gives for an unused mod, and what to check when something looks wrong. docs/cheats.md gains a folder example
and the rename note.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 19:34:30 +03:00
Valiantsin DzerakhandClaude Opus 5.5 8eb48493c0 Rebuild the code cheats and ExeFS patches of a renamed mod folder
The lift key hashed each cheat and ExeFS patch file by its name and content only, but tools/cheats.py and
tools/exefs_patches.py name every patch set after "<mod folder>/<cheat or file>". After a mod folder was renamed,
totk.exe saw none of its code cheats in the build and started the rebuild, the setup found the lift current and skipped
it, and the cheats stayed "after the rebuild" for good. The key now takes each file's path under mods/ as well.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 19:28:32 +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 2af42ccf0d Use plat_setenv and strcasecmp where the stick dead zone code called Windows-only functions
_putenv_s in cfg_probe.c and _stricmp in the menu's key binding row stopped the Linux runtime library from compiling.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 18:15:41 +03:00
Valiantsin DzerakhandClaude Opus 5.5 2125ad6eea Extract the RomFS again when its index on disk cannot be read
A 0.2.8 install's romfs/index.json had two flipped bytes, and the update stopped with an unexpected JSONDecodeError
instead of extracting again.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 18:08:05 +03:00
Valiantsin DzerakhandClaude Opus 5.5 454f236a0d Merge task/prwave4: community pull requests #358, #365, #375, #354, #246 and #371
#358 stops the Windows release on a translator older than its sources, #365 stages large CPU texture uploads in
parts, #375 names a busy totk_xlate.exe, #354 builds the runtime library without a lift, #246 adds noinline to the
Linux thread id cache dev already had, #371 calls the 0x20000 update 1.1.0. #331 is not merged: cacbdf2 fixed the same
ExitThread crash in dev.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 18:00:48 +03:00
FaserDocs 86a9ea6d53 Read installer sources once as UTF-8 in the catalog test 2026-11-01 15:54:57 +01:00
Valiantsin DzerakhandClaude Opus 5.5 a68106de5d Merge pull request #371: Call the 1.1.0 update 1.1.0, not 1.1.1 (shenjackyuanjie)
The Brazilian Portuguese and Simplified Chinese setup texts now name the 1.1.0 update beside 1.2.1 and 1.4.3, as the
English and Russian ones do.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 17:51:58 +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 3e3d4ef42d Merge pull request #354: Build the runtime library without the generated chunk lists (shenjackyuanjie)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 17:51:02 +03:00
Valiantsin DzerakhandClaude Opus 5.5 7a918c6c30 Merge pull request #375: Name a busy totk_xlate.exe in the prepare step instead of failing with an unexpected error (shenjackyuanjie)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 17:51:01 +03:00
Valiantsin DzerakhandClaude Opus 5.5 cd01186519 Merge pull request #365: Stage large CPU texture uploads in parts of at most 32 MiB (itaskaev2)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 17:51:00 +03:00
Valiantsin DzerakhandClaude Opus 5.5 a6c2c1b2e1 Merge pull request #358: Stop the Windows release on a translator older than its sources (m3rcury02)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 17:50:59 +03:00
Valiantsin Dzerakh 7ec95eafbe Up version 0.3.1 2026-11-01 17:45:34 +03:00
Valiantsin DzerakhandClaude Opus 5.5 a932c5015c Merge task/mods1 and task/modcheats: mods folder, cheats from mods, RESTBL merge, ExeFS patches, rebuild at start
The Mods tab lists the mods folder with switches and load order. Cheat files come from the mods (PR #51, no bundled
files); the resource size table of the enabled mods is merged at start; code cheats and ExeFS .ips/.pchtxt patches are
built in, and totk.exe starts the setup's rebuild window when an enabled mod brings ones the build lacks.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 17:42:56 +03:00
Valiantsin DzerakhandClaude Opus 5.5 9b4d286bb3 Pick the setup window's language from one drop-down list
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 17:40:23 +03:00
Valiantsin DzerakhandClaude Opus 5.5 3668271182 Start the rebuild window and its setup run with a Python that finds the installer
The rebuild command puts the release folder on sys.path itself: totk.exe starts it in the install folder, and only the
Windows release Python's ._pth names that folder. In a repository the window and its setup run use the Python that
runs the setup, since the tools' embeddable Python there has neither tkinter nor the repository on its path.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 17:40:22 +03:00
shenjackanddeepseek-v4.1-flash-1017 72dcdc0534 Report a busy totk_xlate.exe in the prepare step the way the compile step reports a busy game exe
The prepare step copies the shader translator with replace_file, which writes <name>.tmp and then
os.replace. A preparation that was stopped from outside leaves the totk_xlate.exe that totk.exe started
holding that file, and Windows refuses the replace with PermissionError [WinError 5]. The setup showed
that as an unexpected error and said nothing about what to close (issue #174). Catch the PermissionError
on both copies and name the file, as compile.exe_in_use already does for totk.exe.

Co-authored-by: deepseek-v4.1-flash-1017 <noreply@deepseek.com>
2026-11-01 21:22:52 +08:00
shenjackanddeepseek-v4.1-flash-1017 a7b988b417 Name the 1.1.0 update 1.1.0 instead of 1.1.1
The update this port builds for has version value 0x20000, which is Tears of the Kingdom 1.1.0, not 1.1.1: the upstream expected-v1.1.2.json carries 0x40000 and the other expected files step 0x10000 per release, so 0x20000 is 1.1.0 and 0x30000 is 1.1.1. Pull request #220 introduced the wrong label in expected-v1.1.1.json.

Expected hashes, patch sites, boot constants and the RomFS layout are unchanged; only names change:
- tools/data/expected-v1.1.1.json -> expected-v1.1.0.json, display_version 1.1.0
- recomp/patches-v111.txt -> patches-v110.txt
- installer/layout.py SUPPORTED and tools/build_game.py DISPLAY_VERSIONS
- make_romfs_patches.py --version choices and its COMMON table key (the RomFS archive name stays Common.Product.110)
- runtime RT_V111 -> RT_V110, the inits_111 and expect_111 tables, the probe's census folder v110
- README, docs and the installer texts

Co-authored-by: deepseek-v4.1-flash-1017 <noreply@deepseek.com>
2026-11-01 21:08:13 +08:00
shenjack cc4572b244 Build the runtime library without the generated chunk lists
--make-runtime-lib compiles runtime/ alone, so it must not insist on a chunk manifest that only a lift writes: the
library is rebuilt by itself when the runtime sources change.
2026-11-01 20:29:42 +08:00
itaskaev2andClaude Opus 5.5 da9460457e Stage large CPU texture uploads in parts of at most 32 MiB
With astc = cpu a large ASTC array decodes to RGBA8 in one staging buffer: the
1024x1024 array of 121 layers with 11 levels takes 645 MiB. On an Intel UHD with
8 GB of shared memory that allocation failed (-2) and the game closed before the
title screen (#347).

upload now fills one staging buffer per part of at most 32 MiB (a single region
larger than that gets its own) and records one copy per part, all in the same
upload batch, which is submitted as before. The parts fit the staging pool's
64 MiB blocks. The GPU ASTC decoder still reads every region from one buffer.

Fixes #347.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 13:08:52 +01:00
Valiantsin DzerakhandClaude Opus 5.5 4310407226 Move the Mods and Cheats tabs after Advanced
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 14:39:40 +03:00
Valiantsin DzerakhandClaude Opus 5.5 c3dae879cb Build the mods' ExeFS patches into the game and switch them with their mod
A mod that patched the game code (.ips, .pchtxt) stayed off as a whole.
tools/exefs_patches.py now reads IPS, IPS32 and IPSwitch files from each
mod's exefs folder and from atmosphere/exefs_patches/<name>/. It keeps the
ones whose build id is main's and turns their writes into main's code into
one patch set per file. The writes go through the same rules as the code
cheats (tools/cheats.py convert). A file that writes main's data, or that the
rules cannot express, is unsupported as a whole. The setup's lift runs it
after cheats.py and writes build-cache/exefs.status.

runtime/mods.c checks each patch file against that status:

- a built file's set is switched on with its mod;
- a file the build lacks keeps the mod off and starts the rebuild at the next
  start, like a code cheat does;
- an unsupported file keeps the mod off, and the Mods tab shows the reason;
- a file for another version is counted and left out.

A mod patch on a site of one of the port's own sets turns that set off while
the mod is on, and the Mods tab names it. The Mods tab also gets the "Rebuild
the game now" row.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 14:29:40 +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 DzerakhandClaude Opus 5.5 3dd7f846b8 Merge the resource size table of the enabled mods at start
The game sizes the buffer for a file from its entry in
System/Resource/ResourceSizeTable.*.rsizetable.zs, so a mod file that grew
could fail to load, and a file a mod added had no entry. With a player mod
enabled, romfs.c restbl_overlay now rebuilds the table at start from:

- the game's table;
- every table of this version that a mod (or the Xbox prompts folder) ships,
  where the larger entry wins;
- a mod's table for another version, for that mod's own files only;
- each served mod file: a grown file's entry rises by the growth times its
  type's factor, and an added file gets an estimate.

The factors come from the 1.4.3 table measured against its own files (most
types need the size plus at most 8 KiB; bfres 1.5x, bkres 2x, bgyml 3.85x).
The result is served from <profile>/mods/ and takes about 90 ms. A mod's
table no longer counts as a clash with the Xbox prompts. Game entries are
never lowered.

tests/mods_romfs_check.py checks the merged table and now passes probe-fs a
profile of its own.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 14:05:41 +03:00
Valiantsin DzerakhandClaude Opus 5.5 ac69f39529 Read cheat files from the mods folder instead of shipping them
A cheat file is now part of a mod: mods/<mod>/cheats/<build id>.txt, or the
Atmosphere places inside the mod folder, the file name in any case. The port
ships no cheat files any more (the MyNXCheats files and their notice row are
gone).

- tools/cheats.py --mods builds the code cheats of every mod folder; a
  cheat's key hashes "<mod folder>/<name>", so two mods' cheats of one name
  keep their own switches.
- The setup reads the cheats from <install>/mods and writes the status to
  build-cache/cheats.status.
- runtime/cheats.c reads the files of the enabled mods the port can use, in
  the Mods tab order, and the status from build-cache.
- A mod with only cheats is usable. The Cheats tab groups the cheats by mod,
  and the Mods tab says how many cheats a mod brought.
- The cheat texts are in all four menu languages.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 14:05:31 +03:00
m3rcury02andClaude Opus 5.5 33c2a1ac63 Stop the Windows release on a translator older than its sources.
make_release.py copied build/xlate as it found it, so a translator change reached no Windows release until someone rebuilt it by hand, and nothing failed when they did not: 0.2.1 and 0.2.8 shipped a translator from before the gather bias while the runtime logged that the bias was on. The Linux release builds its own.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 16:03:41 +05:30
Valiantsin DzerakhandClaude Opus 5.5 5e584ea966 Merge pull request #51: Load Atmosphere cheat files and switch their cheats from a Cheats tab in the menu (conongnang)
Merged onto the mods folder (task/mods1); the Cheats tab sits after Mods. The cheats' menu text and the cheat file's
place are reworked for the mods folder in the commits that follow.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 13:31:17 +03:00
Valiantsin DzerakhandClaude Opus 5.5 acf2e10bc5 Mark a mod the port cannot use as not used under its switch
Its row said On like a working mod, and only the description pane told why nothing happened.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 13:17:48 +03:00
Valiantsin DzerakhandClaude Opus 5.5 fa59758f63 Add a Mods tab: the mods folder with switches and load order, and the port's own patches
Each mod is a row with its switch, the files it serves and why it is unused when it is; the top and left face buttons,
Ctrl+Up and Ctrl+Down or the drawn arrows move it. The real-time step, cloth and high-fps fix switches move here from
the Game tab under the port's own patches. The text is in the catalog in English, Russian, Brazilian Portuguese and
Simplified Chinese. The tester guide says where mods go and how TKMM's merged output fits in.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 13:14:37 +03:00
Valiantsin DzerakhandClaude Opus 5.5 59c8d20fe3 Serve the mods folder as RomFS overlays: the higher mod wins a file, unusable mods are skipped
Player mod files are checked by identity, not hashed, and a path several overlays give is served by one: a higher mod
beats a lower one, any player mod beats the romfs_mods manifest and the port's own patches. A mod path that differs from
a RomFS path only in case is served under the RomFS spelling. Files named for another game version (.Product.<n>.,
missing from this RomFS) are counted and left out. A player mod that replaces a file of the Xbox prompts folder sends
the game back to the Switch prompts, as a romfs_mods manifest already did.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 13:14:37 +03:00
Valiantsin DzerakhandClaude Opus 5.5 b875e3efee Scan a mods folder next to totk.exe and keep its order and switches in totk.ini
One folder per mod as emulators take them: romfs, exefs and cheats folders, the Atmosphere layout and TKMM's output
(romfslite counts as romfs). A mod with its own code (subsdk or a replaced main) stays off as a whole, so does one with
ExeFS patches until a rebuild applies them; cheat files are listed, not loaded yet. The scan goes through the platform
layer, so Linux builds it. probe-mods covers the layouts and the order keys; probe-cfg fails on a key listed twice in
the defaults table.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 13:14:36 +03:00
Valiantsin DzerakhandClaude Opus 5.5 c46b4c2cad Merge pull request #353: Turn the recorder thread off by default on AMD GPUs again (eioo)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 12:54:16 +03:00
Valiantsin DzerakhandClaude Opus 5.5 c7a7adcfe4 Merge task/prwave3: community pull requests #346, #175, #235 and #191, with #89 and #113 from task/prgfx
- #346: the setup extracts the Switch shared fonts from an optional firmware folder.
- #175: a dead zone per gamepad stick, with the resting deflection shown in Controls.
- #235: amiibo through an emulated NFC reader and an Amiibo tab, its text in the catalog.
- #191: Simplified Chinese in the setup window and launcher, beside Brazilian Portuguese.
- #89 and #113 (task/prgfx): sun shadow cascades, PCSS, contact shadows and DLSS/DLAA, all off
  or at the game's own values by default; fight2 at the defaults shows no frame time cost.

#51 (cheats) waits for part 3 of the mods design on task/cheats51; #259 repeats de3ed42.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 12:51:01 +03:00
Valiantsin DzerakhandClaude Opus 5.5 9cb099a8fa Fit the Amiibo tab in the menu and stop it writing a folder on its own
The panes now leave the bottom row free (opt_bottom), as the option tabs do, so Continue and Quit
stay visible; the hold time label sits above its slider instead of being cut off beside it; the
Tap and Lift buttons take the frame height, so their text is not clipped. A missing amiibo folder
lists nothing and says so: the tab no longer swaps in the game folder and saves it to totk.ini
just by being opened.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 12:47:59 +03:00
Valiantsin DzerakhandClaude Opus 5.5 c3ec7a5312 Check the emulated NFC reader in probe-services
Since #235 the reader is there from the start: the availability event is set when it is attached,
and AttachActivateEvent and AttachDeactivateEvent bind their events instead of answering
device-not-found. The probe now attaches both and checks that the activate event stays clear
without an amiibo, so every nfp override is called again.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 12:43:03 +03:00
Valiantsin DzerakhandClaude Opus 5.5 a40c507aa1 Name the stick dead zone notes stick_note, apart from the prompts note in the same function
The per-stick rows of #175 declared a second `note` in tab_controls, beside the button prompts note
dev added there, and runtime/ui/menu.cpp did not compile.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 12:36:10 +03:00
Valiantsin DzerakhandClaude Opus 5.5 8a2e52b929 Merge task/prgfx: sun shadow cascades, PCSS, contact shadows and DLSS/DLAA from #89 and #113
runtime/cfg.c: the known names take both sides, the per-stick dead zones beside the shadow and
DLSS switches.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 12:35:42 +03:00
eioo d7357368e8 Turn the recorder thread off by default on AMD GPUs again
0.2.8 turned the recorder on for every GPU (e38eaa8). The AMD device losses
and hangs came back the same day: a black screen or VK_ERROR_DEVICE_LOST at
startup on RDNA 2, 3 and 4, under AMD's Windows driver and under RADV
(#277, #283), and vk_recorder = 0 still gets past it.

The submission recorder goes back to defaulting off on vendor 0x1002;
TOTK_VK_RECORDER=1 still forces it on for an A/B run, and the log says which
path was taken. The rec_end_cb line now prints only when a part really was
recorded by the recorder, so a log no longer suggests the setting was
bypassed (#315).
2026-11-01 11:31:17 +02:00
Valiantsin DzerakhandClaude Opus 5.5 c0007bd16d Merge pull request #191: Add Simplified Chinese to the setup window and the in-game menu (tuwary)
The menu side is dev's: it has Simplified Chinese since #243, glyphs included. Simplified Chinese
joins the setup window as a fourth language beside Brazilian Portuguese, in the language switch,
the Windows and locale pick and the launcher; zh-Hans.json gets the nineteen texts added since
(fonts step, CPU level, base game checks, Linux checks) and the {game_exe} placeholder.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 12:29:30 +03:00
Valiantsin DzerakhandClaude Opus 5.5 97e666ce2f Merge pull request #235: Add Amiibo support via nfp:user IPC emulation and ImGui picker (leonelalej)
The Amiibo page reads its text from the catalog (UI_MENU_AMIIBO_*, in all four menu languages)
instead of English literals, and its status line keeps an id and the file name so it follows a
menu language change. Folders show as name/ in the list.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 12:18:45 +03:00
Valiantsin DzerakhandClaude Opus 5.5 87ccb22f51 Merge pull request #175: Give each gamepad stick its own dead zone and show where the stick rests (applezra)
The stick reading moved from input_win.c to input.c in dev, so the per-stick dead zone and
input_pad_stick_percent are applied there, under the platform mutex. The rows sit beside the
stick camera speed and walk key rows; pt-BR and zh-Hans get the per-stick texts.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 12:16:08 +03:00
Valiantsin DzerakhandClaude Opus 5.5 4cece2c848 Merge pull request #346: Let the installer extract the Switch shared fonts from a firmware folder (fch869)
Conflicts with dev resolved by keeping both sides: the fonts step sits between check and extract,
beside the x86-64-v2 check, the pt-BR window language and the xbox-label patches. pt-BR gets the
thirteen firmware and fonts texts.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 12:03:29 +03:00
Valiantsin DzerakhandClaude Opus 5.5 0b84f48df2 Build vk_dlaa.c off Windows as no-op stubs
It includes windows.h and loads NGX as a Windows DLL, and build_game.py leaves only *_win.* files out of the Linux
build, which then stopped at it. Elsewhere DLAA, the DLSS scaling and the FXAA switch now do nothing.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 11:42:15 +03:00
Valiantsin DzerakhandClaude Opus 5.5 90319e6c9a Load NGX only with dlaa on at start, and skip the FXAA shader lookup at the defaults
vk_dlaa_wanted answered 1 on every machine, so each start on an NVIDIA driver loaded the NGX core and enabled its
device extensions with DLAA off; dlaa now applies after a restart. vk_dlaa_skip_draw hashed the fragment shader of
every draw through an unlocked 8192-entry table, which 1.4.3's shader variants outgrow; with fxaa on and DLSS not
scaling there is nothing to skip, so it returns before the lookup. Also gives the DLSS rows their Brazilian
Portuguese and Simplified Chinese text.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 11:41:27 +03:00
Valiantsin DzerakhandClaude Opus 5.5 f700c28cc4 Merge pull request #113: Add NVIDIA DLSS/DLAA and a toggle for the game's FXAA (DizzyMan1337)
The sampler keeps both the DLSS mip bias and pull request #321's anisotropic level; DLAA's pass hook runs after the
contact shadows'; the extension arrays grow for NGX's extensions beside HDR's and the calibrated timestamps.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 11:40:27 +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 DzerakhandClaude Opus 5.5 75fd885e19 Merge task/prwave2: eight community pull requests merged by hand
#296 (x86-64-v2 build for CPUs without AVX2, v3 stays the default), #321 (anisotropic filtering, the game's level by
default), #138 (right-stick camera speed), #183 and #243 (Brazilian Portuguese and Simplified Chinese menus, with every
menu text and the regional Windows tags such as ru-RU still finding their menu), #211 (Button prompts setting and Xbox
icons), #281 (HDR10 output, off by default). Also fixes probe-cfg's range check for fractional ranges.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 11:31:10 +03:00
Valiantsin DzerakhandClaude Opus 5.5 0b5a1ea677 Give the Brazilian Portuguese and Simplified Chinese menus every menu text
The two catalogs came from pull requests written before the shadow, filtering, HDR, prompts, camera speed and walk key
rows and the overlay's FSR note; probe-services checks every menu id in both.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 11:30:36 +03:00
Valiantsin DzerakhandClaude Opus 5.5 62e7e910aa Read fractional range ends in the probe's default check
probe-cfg parsed the ends of a min..max range with strtol, so walk_scale's 0.2..0.9 became 0..0 and its default 0.51
failed the check.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 11:28:53 +03:00
Valiantsin DzerakhandClaude Opus 5.5 10a065f972 Drop the Brazilian Portuguese free cores menu text, whose row dev removed
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 11:28:07 +03:00
Valiantsin DzerakhandClaude Opus 5.5 dbed5771b9 Skip the HDR record lock on image deletion while HDR is off
vk_hdr_image_gone took rec_lock for every texture image the game destroys, also with TOTK_HDR=0, where no record
exists; the records start at the first HDR present, which sets vk_hdr_track.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 11:15:50 +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 Dzerakh d85450384d Merge pull request #243: Add a Simplified Chinese menu catalog (shenjackyuanjie)
# Conflicts:
#	runtime/cfg.c
#	runtime/ov_probe.c
#	runtime/ui/menu.cpp
#	runtime/ui_text.c
#	runtime/ui_text.h
#	totk.ini.example
2026-11-01 11:13:28 +03:00
Valiantsin Dzerakh 7a38fc6847 Merge pull request #183: Add a Brazilian Portuguese catalog for the settings menu and the overlay (Lucas-blip-png)
# Conflicts:
#	runtime/cfg.c
2026-11-01 11:12:23 +03:00
Valiantsin Dzerakh f95fb43b7f Merge pull request #138: Add a right-stick camera speed setting that scales the game's own turn rates (shin2344234)
# Conflicts:
#	runtime/cfg.c
#	runtime/input.c
#	runtime/ui_text.c
2026-11-01 11:11:59 +03:00
Valiantsin DzerakhandClaude Opus 5.5 2652bbc552 Keep the game's anisotropic filtering level by default
16x costs texture bandwidth on every install, which modest GPUs and the Steam Deck feel; 2x to 16x stay a choice in
the menu and totk.ini.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 11:11:31 +03:00
Valiantsin Dzerakh 683a2fe61b Merge pull request #321: Add an anisotropic filtering setting (ProSep)
# Conflicts:
#	runtime/ui_text.c
#	runtime/ui_text.h
2026-11-01 11:11:17 +03:00
Valiantsin DzerakhandClaude Opus 5.5 2d4563dea1 Name the x86-64-v2 minimum in the Brazilian Portuguese CPU message
Pull request #296 renamed check.cpu_no_avx2 to check.cpu_too_old; the catalog of pull request #186 still had the old key.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 11:10:49 +03:00
Valiantsin Dzerakh 57129898e8 Merge pull request #296: Run the game on x86-64-v2 CPUs without AVX2 (chen3feng)
# Conflicts:
#	README.md
2026-11-01 11:10:05 +03:00
Valiantsin DzerakhandClaude Opus 5.5 e1693cee8e Merge task/prwave1: eleven community pull requests that merge into dev cleanly
#272 #273 (texture writes and Wine), #247 #274 #284 (docs), #275 #278 (build and shader preparation), #267 (sun
shadow map size, the game's own by default), #239 (GPU idle split in the perf line), #197 (walk key), #186 (Brazilian
Portuguese installer catalog, with the three strings it lacked).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 11:07:22 +03:00
Valiantsin DzerakhandClaude Opus 5.5 770086957a Add the three installer strings the Brazilian Portuguese catalog lacked
check.base_is_update and check.base_combined came to dev after pull request #186 was written, warn.shaders_skipped
with pull request #278; tests/installer_gui_test.py wants every language to cover English.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 11:04:15 +03:00
Valiantsin DzerakhandClaude Opus 5.5 d07a71f0ca Keep the game's own sun shadow map size by default
A fixed 1024 map costs GPU time and texture heap on every install, also where the game would draw a smaller one; the
fixed sizes stay a choice in the menu and totk.ini.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 11:02:57 +03:00
Valiantsin DzerakhandClaude Opus 5.5 9db9260a21 Drop the SHARPNESS and ASPECT section entries that pull request #267 listed a second time
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 10:55:59 +03:00
Valiantsin Dzerakh fb99b2bab1 Merge pull request #186: Add a Brazilian Portuguese catalog for the installer window and the launcher (Lucas-blip-png) 2026-11-01 10:55:12 +03:00
Valiantsin Dzerakh 4e84422e26 Merge pull request #197: Add a walk key that tilts the keyboard sticks part of the way (shenjackyuanjie) 2026-11-01 10:55:11 +03:00
Valiantsin Dzerakh 949b06b72e Merge pull request #239: Split the GPU's idle time by whether the next part was submitted yet (perf line) (lowlevel-larry) 2026-11-01 10:55:10 +03:00
Valiantsin Dzerakh f7e5639ab9 Merge pull request #278: Let shader preparation survive a driver crash (wdiasjunior) 2026-11-01 10:55:09 +03:00
Valiantsin Dzerakh 6701021594 Merge pull request #267: Fix the sun shadow map at one size (wdiasjunior) 2026-11-01 10:55:08 +03:00
Valiantsin Dzerakh e565b876df Merge pull request #275: Read the extracted game from the work folder in build_game.py (wdiasjunior) 2026-11-01 10:55:06 +03:00
Valiantsin Dzerakh 3a2f4081b1 Merge pull request #284: README: document Linux support (x-wav) 2026-11-01 10:55:05 +03:00
Valiantsin Dzerakh 1fa07afdd6 Merge pull request #274: Name 1.1.1 where the docs list the updates (shenjackyuanjie) 2026-11-01 10:55:04 +03:00
Valiantsin Dzerakh 76e684dfd2 Merge pull request #247: docs(installer): fix invalid comparative "another ... than" (lunar-me) 2026-11-01 10:55:03 +03:00
Valiantsin Dzerakh 8643d48d4f Merge pull request #273: Default shadow storage to on when running under Wine (koosc) 2026-11-01 10:55:02 +03:00
Valiantsin Dzerakh 0d1c54b4ac Merge pull request #272: Mark texture storage as written in nvnTextureFlushTexels (koosc) 2026-11-01 10:55:01 +03:00
turquopool 873ebb7755 Let the installer extract the Switch shared fonts from a firmware folder
The setup takes an optional --firmware directory (an unpacked firmware or an emulator's Contents/registered) and, for Chinese, Korean and Traditional Chinese, runs the vendored font extractor into <install>/shared-fonts. Without the folder it warns as before and the install still completes. The fonts step is keyed by the language and a cheap firmware fingerprint; the window gets a folder picker and help text, and the command line takes --firmware.
2026-11-01 15:22:14 +08:00
Valiantsin DzerakhandClaude Opus 5.5 edfad9c9bb Merge task/freecoresnote: free_cores in totk.ini works again, with a loud crash warning (#212)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 10:18:26 +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
Wellington Dias cd0917e18d Add a dead zone slider per analog stick to the Controls tab, carrying an older stick_deadzone line over to both. 2026-11-01 02:08:15 -03:00
Valiantsin DzerakhandClaude Opus 5.5 57db3f8fe0 Merge task/fsrlabel: the overlay says when FSR is selected but the picture is shrunk (#219)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 06:01:19 +03:00
Valiantsin DzerakhandClaude Opus 5.5 dd448482b9 Name the overlay scaling line 'bilinear (FSR only enlarges)' when FSR is selected and the image is larger than the window
FSR only enlarges (vk_fsr_record returns 0 when the picture is not larger than the crop), so a 3840x2160 image in a 1920x1080 window is shrunk by the bilinear blit and the line read 'bilinear' next to a menu showing FSR (#219).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 06:00:56 +03:00
Valiantsin DzerakhandClaude Opus 5.5 4e101d17f5 Merge pull request #271: return 0 from storage_rewritten when the texture range is not write-watched (koosc)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 05:56:43 +03:00
Chris Koos 45430366b1 Return 0 from storage_rewritten when write tracking is unavailable 2026-11-01 05:55:34 +03:00
conongnangandClaude Opus 5.5 bf40602179 Move the Cheats tab to its own file and leave menu.cpp's font ranges alone, to stay clear of other open PRs
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 09:15:54 +07:00
6f8dc257be Add an anisotropic filtering setting
aniso (game, 2, 4, 8, 16; default 16) raises anisotropic filtering of the game's tiled, filtered, mipmapped colour
samplers, so ground and paths seen at a shallow angle stay sharp into the distance instead of smearing. Depth-compare,
nearest, unmipmapped and clamped samplers keep the game's level: clamped samplers read screen-sized buffers, where
anisotropic taps reach across an object's edge and leave a speckled fringe (the inventory's character preview). The wrap
test reads the game's own modes, so mirror-clamp samplers stay out on devices without mirror-clamp-to-edge, where they
map to mirrored repeat. Read at start, as samplers are cached.

Ported from the aniso half of itaskaev2's shadow and filtering commit and applezra's follow-up that limits it to tiling
samplers. On the Screen tab of the settings menu (English and Russian) and in totk.ini.example.

Co-Authored-By: itaskaev2 <165683571+itaskaev2@users.noreply.github.com>
Co-Authored-By: applezra <Ezra.s.swenson@gmail.com>
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 03:15:05 +01:00
conongnangandClaude Opus 5.5 183519190a Bundle the cheat files for 1.2.1 and 1.4.3 and install them when the player has none
The setup keeps a player's own file. A bundled file the tools refuse costs its cheats, not the install.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 08:42:10 +07:00
conongnangandClaude Opus 5.5 a81b00930e Key the lift step on the files in cheats, so extracting main does not rebuild the game
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 08:15:20 +07:00
conongnangandClaude Opus 5.5 d8cbdf1067 Ship tools/cheats.py in the release, which runs it in the lift step
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 08:15:20 +07:00
conongnangandClaude Opus 5.5 23498a49ce Use the platform layer in cheats.c, so the Linux runtime builds it
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 08:15:20 +07:00
conongnangandClaude Opus 5.5 0bf9a09eb3 Merge upstream main into cheats
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 08:07:29 +07:00
Valiantsin DzerakhandClaude Opus 5.5 a2819a0bb4 Merge task/menucrash: the step floor also covers the Havok contact crash of #29 and #92 (comment)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 02:52:09 +03:00
Valiantsin DzerakhandClaude Opus 5.5 065428c81f Name the 1.4.3 contact-setup crash under the real-time step's floor
Issues #29 and #92 (0.1.1, 240 Hz monitors, fps_limit = display) crash in main+0x1292560 reading a Havok body's
shape. Forced steps between 1/252 and 1/230 s reproduce it in that call chain on the Depths load 3 of 3 times; steps
of 1/240 s and longer, or the same jitter through the floor, play. The comment now records it next to the #241 abort.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 02:51:19 +03:00
CHEN Feng 34b4faee7c Run the game on x86-64-v2 CPUs without AVX2
-march=x86-64-v3 kept the port and the installer to CPUs with AVX2 and FMA. --cpu v2 compiles the generated code and the runtime for SSE4.2 instead. Without FMA3 the FP lowering calls fma/fmaf, so runtime/fma.c provides correctly rounded ones (musl, MIT) that honour MXCSR's rounding mode, FTZ and DAZ; the UCRT's software fallback rounds incorrectly by up to half an ulp. simd.h's fast paths keep their assumptions.

The installer's host check asks for x86-64-v2 and selects libtotkrt.a or libtotkrt-v2.a; both release scripts build and ship the pair. The differential tests compile fma.c as well, so a --cflags=-march=x86-64-v2 run tests it.

Tested on an i7-3770K (no AVX2, FMA or BMI) with an RTX 3060 Ti, game 1.4.3: the installer ran end to end, --selftest passed and play holds 40-60 fps at 1080p. fma and fmaf matched 152,288 exact vectors over two seeds, including ties, subnormals and every rounding mode, FTZ and DAZ combination. The v3 build is unchanged: fma.c is an empty translation unit there.
2026-11-01 07:09:13 +08:00
Valiantsin DzerakhandClaude Opus 5.5 191b5459d3 Merge task/basegame: name an update or a combined package chosen as the base game (#261)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 02:05:08 +03:00
Valiantsin DzerakhandClaude Opus 5.5 375acc3a71 Say that a base game file is an update or a combined package instead of claiming it is not Tears of the Kingdom
An update NSP chosen as the base game keeps the base title id on its Program NCA and carries the update id (0100F2C0115B6800) only in its Meta NCA, so program_nca rejected it with the generic base-game metadata message (#261). Check.open_input now names an update file or a file with several Meta NCAs.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 02:04:47 +03:00
Valiantsin DzerakhandClaude Opus 5.5 6e29935772 Merge task/handcut: log the local wall time with each window focus change (#255, diagnostic)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 01:10:37 +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
Chris Koos d9d6264bb2 Default shadow storage to on when running under Wine 2026-10-31 15:02:30 -07:00
Chris Koos f3ce186887 Mark texture storage as written in nvnTextureFlushTexels
nvnTextureFlushTexels was a no-op stub. Call nvn_guest_written on CPU-visible texture storage so mirrored textures whose texels were flushed by the guest are stamped in the write-generation table for re-upload, matching nvnBufferFlushMappedRange.
2026-10-31 15:01:22 -07:00
Valiantsin DzerakhandClaude Opus 5.5 5208d88ba7 Merge task/ucrtabort: ExitThread jumps back without the C runtime's longjmp, which fast-fails under Control Flow Guard (#222, #176)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 00:54:11 +03:00
Valiantsin DzerakhandClaude Opus 5.5 cacbdf2549 Leave a guest thread by our own register jump instead of the C runtime's longjmp
ExitThread went back to the thread start with longjmp on a buffer from a non-unwinding setjmp, whose frame field is 0.
When Control Flow Guard is on for the process, ucrtbase's longjmp checks the buffer first and ends the process with
fast fail 13 (0xc0000409) on a frame of 0: offset 0xb373c of ucrtbase 10.0.26100.9711, the offset in the event logs of
#222, #176 and #75. Exploit protection can force CFG on any program, and the first guest thread to exit, right after the
game's first six-axis read, killed the process with no line in the log; the abort and invalid-parameter handlers never
run for a fast fail.

plat_jmp_save and plat_jmp_go keep and restore the Win64 callee-saved registers, MXCSR and the x87 control word
themselves and validate nothing; Linux keeps setjmp and longjmp. Started with CFG forced on, the build before this
change ends with 0xc0000409 at the same log line and in --probe-kernel; this one reaches gameplay and passes the probe.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 00:53:17 +03:00
x-wav 88325105e4 README: document Linux support
#60 added Linux (AppImage) and Steam Deck support, but the README still only mentions Windows. This adds a Linux install section with the requirements from docs/installer.md, and updates the intro, Status and Planned.
2026-10-31 22:17:26 +01:00
Valiantsin DzerakhandClaude Opus 5.5 0164eca287 Merge task/cmdbuf: reuse finalized command recording buffers, wait out a failed allocation (#94)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 23:39:21 +03:00
Valiantsin DzerakhandClaude Opus 5.5 9d95cbdded Keep finalized command recording buffers for reuse and wait out a failed allocation
1.4.3 initializes and finalizes command buffers about 2000 times a second while a scene loads and several times a
frame in play. Finalize freed the recording buffer, so each new recording grew again from 64 KiB through up to five
reallocations; the two large per-frame recordings ended in fresh 1-2 MiB blocks, new commit twice a frame. On a
16 GB machine at render scale 200 one of those 1 MiB growths failed during a Depths load and the game ended with
"nvn: command recording buffer of 1048576 bytes" (#94).

Finalize now hands the buffer to a pool of 16 (largest kept, up to 4 MiB each) and the next recording takes the
largest one: a 60 s island run made 22 growths instead of about 110000. A failed recording buffer or command copy
allocation frees the pool and retries every 10 ms for up to 30 s before the fatal, so a short commit shortage (Windows
growing a system-managed page file) stalls the game instead of closing it.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 23:38:20 +03:00
Valiantsin DzerakhandClaude Opus 5.5 adbd61e379 Merge task/freecores: totk.ini's free_cores no longer lifts the virtual core gate (#212)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 23:20:20 +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
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 b5286ef054 Merge task/fpsdisplay: keep the game step at 1/240 s or longer, frame limit up to 240 (#241)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 23:00:00 +03:00
Valiantsin DzerakhandClaude Opus 5.5 cad5b0cc39 Keep the game step at 1/240 s or longer and stop the frame limit at 240
With a step under 1/240 s (ratio below 0.125) 1.4.3 aborts with Havok "Out of memory" from the physics pre-solve
buffer resize (main+0x1261630) within seconds of loading some saves, so a 280 Hz monitor with fps_limit = display
crashed on load (issue #241). frame_step_present floors the averaged step at 1/240 s, and the limit, including the
monitor's rate, stops at 240; a higher fps_limit now logs and gives 240 instead of 60. Limits of 240 and below step
exactly as before.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 22:59:02 +03:00
Wellington Dias dbe8daf25c Record the shader variants the driver is building during preparation, skip them after a crash and build the rest again 2026-10-31 16:39:38 -03:00
Wellington Dias c05b083130 Read the extracted game from the work folder in build_game.py and stop when the RomFS is missing 2026-10-31 16:23:28 -03:00
Wellington Dias 1a07a8d46f Fix the sun shadow map at one size, so foliage shadows stop turning blocky and jumping.
Each frame the engine sizes its shadow cascades to the area they cover (main+0xcebdf4 in 1.2.1): from 960 down to about
400 near the ground, so leaf shadows turn coarse, and every change of size moves the shadow texels, so they jump instead
of sliding. The Switch does the same; the community mods force a fixed size. The shadow patch set loads the size from
patch page +92 just before the engine rounds it (main+0xcec22c in 1.2.1, 0x683604 in 1.4.3), and the menu's Shadow map size
(shadow_res in totk.ini) chooses it: game, 512, 768, 1024 (default), 1536 or 2048, with the texture heap grown above 960. A write
watch on the size field found the one writer; with the setting, every shadow map in both versions is the fixed size.
recomp/patches.py lists the patch page words in use.
2026-10-31 15:59:53 -03:00
shenjackanddeepseek-v4.1-flash-1017 73886c4de6 Name 1.1.1 where the docs list the updates
The installer takes the 1.1.1 update since #220, but the README, the installer guide and the tester guide still name 1.2.1
and 1.4.3 alone, so a player on 1.1.1 reads that their update is not supported.

The saves note stays with 1.2.1 and 1.4.3: carrying a save across those two is what has been tested.

Co-authored-by: deepseek-v4.1-flash-1017 <noreply@deepseek.com>
2026-11-01 02:48:57 +08:00
shenjackanddeepseek-v4.1-flash-1017 4223adcb72 Check the Chinese menu catalog in probe-services
The probe asserts a zh-Hans row and the language setting that reaches it, so a catalog that loses its strings or a
language map that stops resolving fails the self test.

Co-authored-by: deepseek-v4.1-flash-1017 <noreply@deepseek.com>
2026-11-01 02:34:52 +08:00
shenjackanddeepseek-v4.1-flash-1017 b94bacd6d5 Name zh-Hans in the MENU_LANG reference
The runtime accepts it; the ini comment and its example line now say so instead of listing en and ru alone.

Co-authored-by: deepseek-v4.1-flash-1017 <noreply@deepseek.com>
2026-11-01 02:34:52 +08:00
shenjackanddeepseek-v4.1-flash-1017 371859c9c1 Merge the Chinese menu glyphs into the font atlas and offer the language
The atlas takes the glyphs of the four CJK rows (ja, ko, zh-Hans, zh-Hant), so MENU_LANG switches while the game runs
without rebuilding it, and the Menu tab lists Simplified Chinese next to English and Russian.

Co-authored-by: deepseek-v4.1-flash-1017 <noreply@deepseek.com>
2026-11-01 02:34:52 +08:00
shenjackanddeepseek-v4.1-flash-1017 ad305912ef Add a Simplified Chinese catalog for the settings menu
Every label and row description in zh-Hans, the catalog rows of the software keyboard included. A menu id without a
Chinese entry falls back to English, so the menu never shows an empty row.

The row also covers the menu language: TOTK_MENU_LANG names a catalog language ("en", "ru", "zh-Hans") and an unset
setting follows the system UI language through the same code map the game language uses ("zh-CN" -> "zh-Hans"). A
language whose row has no menu text still shows English.

Co-authored-by: deepseek-v4.1-flash-1017 <noreply@deepseek.com>
2026-11-01 02:34:52 +08:00
shenjackanddeepseek-v4.1-flash-1017 24c4a27e0b Keep the game's input blocked until the sticks are released
The menu and the software keyboard hold the game's input until everything they saw is released again, and that release
test counted buttons only. With the walk key a keyboard stick moves part way without setting a direction bit, so the
movement went through the moment the menu or the text entry closed; the four axes count as held now.

The walk key's conflict note reads the bindings from a snapshot rather than the live table that the polling thread
rebuilds, and it looks at every key of an action instead of the two its cells show, so a key bound third still names the
action it presses.

Co-authored-by: deepseek-v4.1-flash-1017 <noreply@deepseek.com>
2026-11-01 02:33:39 +08:00
shenjackanddeepseek-v4.1-flash-1017 6e73cd813d Add a walk key that tilts the keyboard's sticks part of the way
A keyboard key is all or nothing, so the game only ever saw a full tilt from it and the keyboard could not walk. While
the key named by walk_key is held, the two keyboard stick samples are scaled to walk_scale, the same thing yuzu and eden
do with their modifier setting; the gamepad's axes and the mouse camera keep their own values.

0.51 rather than half: a sample of 32767 times 0.5 is 16383, one short of the 16384 the game's stick-direction bits
need, so half a tilt would leave the direction clear while the axis moved. No key is on by default, because Shift is B
in the default bindings. The Controls tab lists the keys players pick, steps the scale in hundredths and names the
action a key also presses.

Co-authored-by: deepseek-v4.1-flash-1017 <noreply@deepseek.com>
2026-11-01 02:33:39 +08:00
Valiantsin DzerakhandClaude Opus 5.5 f469c5a774 Raise the version to 0.2.8
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 21:17:15 +03:00
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
Valiantsin DzerakhandClaude Opus 5.5 b768567f8d Merge pull request #248: Add a field-of-view setting for 1.4.3 (Lucas-blip-png)
TOTK_FOV (70..140 percent, Screen tab, live) multiplies the camera's vertical view angle through the new patch set fov
at the two camera routines the aspect set patches; page +60 holds the factor. At the default 100 the set is off and the
camera runs the game's own instructions. Both fov sites and the rest of the 1.4.3 table pass patches.check against the
1.4.3 main. 1.2.1 and 1.1.1 have no fov sites and log that the setting does nothing.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 21:14:50 +03:00
lunar-meandClaude Opus 5.5 bdad89e0e4 Say "an update file other than the recorded one" in the installer guide (#247)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 21:14:41 +03:00
Valiantsin DzerakhandClaude Opus 5.5 db4d04a6e5 Merge pull request #269: Trust the narrowed shader walk when it finds the version's shaders (shenjackyuanjie)
The shader list covers several versions, so most of its rows are absent from any one game and the old test fell back to
reading the whole RomFS on every install: 23,825 of 41,414 rows on 1.2.1, 23,370 on 1.4.3. The fallback now runs only
when the narrowed walk finds next to nothing. On 1.2.1 and 1.4.3 the narrowed walk finds the same shaders as the full
one (27,576 and 28,667, none only in the full walk) in 2 s instead of 51 s.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 21:14:34 +03:00
Valiantsin DzerakhandClaude Opus 5.5 407c6915b5 Merge pull request #220: Support the 1.1.1 update as a third game version (shenjackyuanjie)
1.1.1 (update 131072) gets its boot constants, expected hashes, the 60 fps
RomFS overlay, its own code patch table, the scene module slot, loader probe
values and shader census lookup, and the setup accepts it. 1.2.1 and 1.4.3
keep every value: the runtime branches on RT_V111, and an install without a
recorded version still falls back to 1.2.1.

1.1.1 has no aspect patch set; outputs other than 16:9 are scaled to the
window on that version.

Fixes #173

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 21:03:32 +03:00
Valiantsin DzerakhandClaude Opus 5.5 f408f26363 Merge task/savecommit: no save or backup for a Commit that changed nothing, a short swap retry (#260, #263)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 21:03:24 +03:00
Valiantsin DzerakhandClaude Opus 5.5 d7266301d2 Skip the save and backup of a Commit that changed no byte, and retry the swap briefly
At start the game rewrites its save files with the same bytes and commits
twice; each of those commits made a new committed save and a backup, so one
start pushed every older backup out of save-backup. A Commit whose copy is
the newest save file for file (all hard links, same names) now only retries
a waiting swap.

Renaming the committed save away is retried for 200 ms instead of 2 s: a
failure no longer loses the commit, the next Commit or start retries, and the
game's next change to its save data waits for the commit thread.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 21:00:01 +03:00
shenjackanddeepseek-v4.1-flash-1017 55c7411de0 Give the loader probe and the shader census the 1.1.1 values
Three places still assumed the two older versions:

- loader.c compared a 1.1.1 load against 1.2.1's expectations, so --probe-loader failed every time:
  main has 10,668 constructors against 1.2.1's 10,673, and its relocation kinds and totals differ.
  1.1.1 has its own table; subsdk0 and sdk match 1.2.1 down to every count.
- gfx_shader_probe.c looked for build/v121 and build/v143 only, so a census built for 1.1.1 was never
  found and --probe-shader failed on a checkout that has only that version. It looks for the running
  version first, then the other two.
- layout.py put 1.1.1 first in SUPPORTED while steps.py took SUPPORTED[0] as the version of an install
  made before versions were recorded, and such an install is 1.2.1: updating one picked 1.1.1's hashes
  and invalidated its extraction. The tuple keeps 1.2.1 first and the fallback names 1.2.1 outright.

--probe-loader now reports 0 failures on a 1.1.1 install.

Co-authored-by: deepseek-v4.1-flash-1017 <noreply@deepseek.com>
2026-11-01 01:49:40 +08:00
shenjackanddeepseek-v4.1-flash-1017 1ea8813bed Read the scene module of 1.1.1 from its own slot
frame_rate.c finds the player through a global pointer in main's data segment: 1.4.3 keeps it at
main+0x3add238, 1.2.1 at main+0x4728538, and 1.1.1 was borrowing 1.2.1's address, which points at
something else in that build.

The 1.1.1 slot is main+0x4630a68. It was measured from the build itself: one function there walks
the whole chain this code walks (module+0x1e8 scene, the 14-component check at +0x50, component 13
at +0x58, the 0x70 link stride, the name compare) and 181 scene accesses read the same slot, which
makes it the scene module and not one of the single-instance pointers next to it.

Co-authored-by: deepseek-v4.1-flash-1017 <noreply@deepseek.com>
2026-11-01 01:49:39 +08:00
shenjackanddeepseek-v4.1-flash-1017 6b10489e59 Let the setup take the 1.1.1 update
The update's hashes, the patch table and the boot constants are in place; the setup itself still refused the
version. SUPPORTED lists it now, so a player with that update can build.

The labels and messages that named the two supported updates name this one as well, so a player whose update is
1.1.1 is no longer asked for a file they do not have.

Co-authored-by: deepseek-v4.1-flash-1017 <noreply@deepseek.com>
2026-11-01 01:49:39 +08:00
shenjackanddeepseek-v4.1-flash-1017 6d27cf8202 Add the 1.1 code patch table with its spin waits, hair and cloth sites
The 60 fps frame step and ratio, the render resolution, the slow-motion check and the actor animation clock, at the
addresses this build has them: each site was located again by instruction-window matching and its words checked against
the 1.1.1 main. The spin-wait back-edges are the ones that only another thread can end, and the last five sites are the
two inlined clocks of the animation update with the shared call they hand their seconds to.

Co-authored-by: deepseek-v4.1-flash-1017 <noreply@deepseek.com>
2026-11-01 01:49:38 +08:00
shenjackanddeepseek-v4.1-flash-1017 93eeb8b29f Record the expected hashes of the 1.1 update
The ExeFS digests, the merged RomFS size and hash and the six shared fonts, so extract.py can tell this update from any
other. No rewritten_sha256: that field names MacNativeGames' NSO rewriter output, this dump never went through it, and
nothing reads it.

Co-authored-by: deepseek-v4.1-flash-1017 <noreply@deepseek.com>
2026-11-01 01:49:38 +08:00
shenjackanddeepseek-v4.1-flash-1017 d8a211af7f Write the 60 fps RomFS overlay for 1.1
Its Common archive carries the same version number as 1.2.1, so make_romfs_patches.py takes v111 and reads
Common.Product.110, moving the quick-menu background captures to animation frame 0 where the world still draws.

Co-authored-by: deepseek-v4.1-flash-1017 <noreply@deepseek.com>
2026-11-01 01:49:37 +08:00
shenjackanddeepseek-v4.1-flash-1017 2b16578f69 Boot the 1.1 game: its init_array count, checkpoint addresses and version name
The build knows the player's update as v111: DISPLAY_VERSIONS maps it for the version line of the settings menu, and
boot.c carries its two checkpoint return addresses (0xeb8c14 for SetFocusHandlingMode, 0xebcdec for the first
nvnBootstrapLoader call) beside the 1.2.1 and 1.4.3 ones, with init_array counts of 10668, 45 and 116 for main, subsdk0
and sdk. The build guide lists v111 among the versions every step takes.

Co-authored-by: deepseek-v4.1-flash-1017 <noreply@deepseek.com>
2026-11-01 01:49:37 +08:00
shenjackanddeepseek-v4.1-flash-1017 157e619084 Trust the narrowed shader walk when it finds the version's shaders
The fallback read the whole RomFS whenever the shader list named shaders this version does not have. The list covers
several versions, and 1.1.1 holds 17,587 of its 41,414 rows, so every 1.1.1 install read all 304,469 files again:
23827 of the 41414 listed variants are not among the 27576 shaders found, and the narrowed walk costs 2.8 s against
70.6 s for the whole RomFS.

What says the walk fell short is a walk that found next to nothing, which is when the shader directories have moved.
Counting absent list rows does not: for 1.1.1 most of them are absent because the game does not have them.

Co-authored-by: deepseek-v4.1-flash-1017 <noreply@deepseek.com>
2026-11-01 01:49:32 +08:00
Valiantsin DzerakhandClaude Opus 5.5 47485da7d9 Merge pull request #262: Linux fixes (wdiasjunior)
Shader preparation reads MacNativeGames' whole shader list history,
release downloads resume from a .part file, appimagetool and the type-2
runtime come from release tags, and the preparation summary counts the
vertex and fragment variants it skips with the graphics pipeline library
off.

The gettid cache in runtime/platform/linux.c conflicted with the same fix
already on dev (8dd7e20, #236); dev's version is kept.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 20:45:06 +03:00
Valiantsin DzerakhandClaude Opus 5.5 1ba0424774 Merge task/savecommit: a save commit that cannot replace the committed save waits in save-tx instead of being lost (#260, #263)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 20:35:26 +03:00
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
Valiantsin DzerakhandClaude Opus 5.5 8a4ab178ec Raise the version to 0.2.5
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 20:04:32 +03:00
Valiantsin DzerakhandClaude Opus 5.5 8041ded696 Merge task/crashdiag: menu without the core gate, system font check, abort reports, command buffer diagnostics (#212, #176, #94)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 19:57:26 +03:00
Valiantsin DzerakhandClaude Opus 5.5 e84c61f16d Say why a command recording buffer could not grow
A player's game ended with "nvn: command recording buffer of 1048576 bytes" during a dive into the Depths (#94):
realloc refused 1 MiB with commit to spare. That leaves a buffer pointer that is no block of ours, from a command
buffer object the game overwrote or initialized again without Finalize. The fatal line now gives the object, its
magic, the old buffer and its size, the bytes used and asked, and Initialize logs (eight times at most) when it
replaces an object that was not finalized.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 19:57:09 +03:00
Valiantsin DzerakhandClaude Opus 5.5 e451ce6a0d Report abort and invalid C runtime parameters as crashes on Windows
abort() (a failed assert, std::terminate) and an invalid parameter to a C runtime function raise no exception: the
C runtime ends the process with 0xc0000409 and the log stops without a FATAL line. A SIGABRT handler and an
invalid-parameter handler now send both to the crash hook with the host return addresses in totk.exe, and the
report lists them as totk+offset frames after the guest registers. Checked with win32.c in a test program: assert,
abort and fclose(NULL) each give one report whose innermost frame is the failing call.

lifted_function no longer names the nearest lifted function for an address above the lifted code, so a host frame
of the runtime is not reported as game code.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 19:57:09 +03:00
Valiantsin DzerakhandClaude Opus 5.5 637b98dea7 Check a system font before the menu's font atlas takes it
The menu merges the Japanese, Korean and Chinese language names from a system font. Dear ImGui asserts on a font
stb_truetype cannot parse, and the assert ends the process with 0xc0000409 (exit code 127 in a shell) and no line in
the log, a few seconds after the window opens: the report of an AMD laptop on Windows 11 Home Single Language (#176)
matches that, and a test build of our ImGui with a damaged font exits the same way. A cut-off font passes the parse
and faults later, when the glyphs are made, because stb_truetype reads tables without bounds checks.

fonts_up now runs each system font through a private copy of stb_truetype whose asserts only mark the font bad, after
checking that every table of its directory lies inside the file, and leaves out a font that fails with a log line.
--probe-window checks that the test takes the embedded Roboto and refuses a cut-off copy, one without a character
map and one with an unknown tag.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 19:56:57 +03:00
Valiantsin DzerakhandClaude Opus 5.5 a554a7c13c Take the virtual core gate out of the settings menu
The row was labelled "Virtual core gate" with the text "Lets only one thread run per virtual core, as on the
console", but switching it on wrote free_cores = 1, which lifts the gate. Without the gate guest threads run in
parallel on one virtual core, and TotK keeps its per-core data without locks: an Arc B580 player who turned it on
crashed at every start with "CallCommands: command handle ... is not a live recording" (#212). free_cores stays an
ini key for experiments; the log now says when it is set, and totk.ini.example warns that the game can crash.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 19:56:48 +03:00
Valiantsin DzerakhandClaude Opus 5.5 c346c7fde2 Merge task/camlabel: write back GPU renders into textures that share their page (#13, #63, #118, #252)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 19:55:56 +03:00
Valiantsin DzerakhandClaude Opus 5.5 de3ed42a4c Write back GPU renders into textures that share their page when the texture's own bytes are unchanged (#13, #63, #118, #252)
The page write tracking dropped the render of any texture smaller than a page whenever the CPU wrote another
part of that page. The Purah Pad camera renders the ID, screen rect and depth of what is under the reticle into
4x4 targets in two slots and reads them a frame later. On 1.4.3 one slot's rect target shares its page with data
the CPU writes every frame, so the game read a zero rect every other frame and the target's name label blinked; on
1.2.1 the targets of both slots were dropped and nothing was recognised. A texture that fills no page now keeps a
copy of its storage bytes from the GPU write, and a page write counts only when those bytes changed.
TOTK_WB_EXACT=0 restores the old decision.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 19:55:56 +03:00
DizzyMan1337andClaude Opus 5.5 54337ce6a4 Let DLAA copy the camera block out of the uniform snapshot buffer
mv_pass copies the scene's camera block from the snapshot arena with vkCmdCopyBuffer, which needs
VK_BUFFER_USAGE_TRANSFER_SRC_BIT on the source (VUID-vkCmdCopyBuffer-srcBuffer-00118). Reported by
Lucas-blip-png in #228 and SchulzCode in #253.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 00:16:47 +08:00
Valiantsin DzerakhandClaude Opus 5.5 da6cd4009e List the bundled libXft and libXrender in the third-party notices
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 19:05:30 +03:00
Valiantsin Dzerakh 14cc5f1d9b Bundle libXft and libXrender with the Xft Tk so the installer opens on hosts without them 2026-10-31 18:56:40 +03:00
Valiantsin Dzerakh e4eecef0f7 Pick the installer log font next to the UI font 2026-10-31 18:52:38 +03:00
Valiantsin Dzerakh ec34382f0a Use the platform UI font for the idle step rows in the installer 2026-10-31 18:52:38 +03:00
Valiantsin Dzerakh f8d8a4c553 Merge pull request #230: Restore Russian text in the Linux installer with Xft (lcd1232) 2026-10-31 18:52:09 +03:00
Wellington Dias 9865e7ab9a Count the vertex and fragment variants preparation skips with the graphics pipeline library off, and say so in its summary instead of reporting them as built. 2026-10-31 12:48:36 -03:00
Valiantsin Dzerakh e34909b40d Merge pull request #229: Find the shaders by their directories instead of reading the whole RomFS (shenjackyuanjie) 2026-10-31 18:48:09 +03:00
Wellington Dias 02d79bd378 Read a thread's id once on Linux, where gettid is a system call and every recursive mutex lock asked for it. 2026-10-31 12:41:49 -03:00
Wellington Dias 42e5c98395 Pin appimagetool 1.9.1 and the type-2 runtime 20251108 from their release tags, so a new upload under continuous no longer stops the AppImage build. 2026-10-31 12:41:49 -03:00
Valiantsin DzerakhandClaude Opus 5.5 e38eaa8224 Turn the recorder thread back on by default on AMD GPUs
The AMD device losses with the recorder (#5, #40) stopped after objects
were kept until their submission completed and the recorder began ending
its own parts; RDNA 1 and 2 cards in #5 ran with vk_recorder on and off.
vk_recorder = 0 still turns it off.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 18:41:38 +03:00
Wellington Dias 522c69e951 Download a cached release file again when its hash no longer matches its pin, in the same run, instead of stopping. 2026-10-31 12:40:55 -03:00
Wellington Dias e8f56106de Read the MacNativeGames pin in build_xlate.py from a fetch line with the history word too. 2026-10-31 12:39:41 -03:00
Wellington Dias 8f6664d758 Download the release's pinned files into a .part file that a rerun resumes, and delete a file whose hash is wrong, so a cut download no longer fails every later run. 2026-10-31 12:38:33 -03:00
Wellington Dias ec7bb5db0a Fetch MacNativeGames with its history and point origin/HEAD at each pinned commit, and stop shader_list.py on a shallow clone, so shader preparation reads the whole list instead of failing or quietly preparing a fraction of it. 2026-10-31 12:38:09 -03:00
Valiantsin Dzerakh bf7c507e4c Merge branch 'task/tidcache' into dev 2026-10-31 18:26:01 +03:00
SchulzCode 9e079622dc Merge main (0.2.1) into the DLSS branch
Conflicts: the known-key and section lists in cfg.c keep both sides; vk_backend.c, vk_device.c and vk_exec_draw.c include platform.h and vk_dlaa.h; create_instance takes the window's instance extensions from gfx_window_vk_extensions as on main, in a 12-entry array for NGX's.
2026-10-31 16:19:27 +01:00
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
lunar-me 0c143f6fe3 docs(installer): use "other than" instead of "another ... than" 2026-11-01 04:08:24 +13:00
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
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
f482217350 Step the 1.2.1 equipment-switch cooldown until it is no longer positive (#18)
1.2.1 has the same mismatch as 1.4.3 at the same player state field: the
update steps +0x109c only while it is above FLT_EPSILON and the equipment
gate blocks changes while it is above 0. The realtime set now compares with
0 in the update. Ported from the 1.4.3 patch by JieML1100 in issue #18.

Co-Authored-By: JieML1100 <183249798+JieML1100@users.noreply.github.com>
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 18:00:48 +03:00
a80c78f08d Step the 1.4.3 equipment-switch cooldown until it is no longer positive (#18)
The player update steps the countdown at player state +0x109c only while it
is above FLT_EPSILON, while the equipment gate blocks weapon, shield and bow
changes while it is above 0. With the real-time step a rounding remainder in
(0, FLT_EPSILON] stays there and locks equipment after a Fuse until a load.
The realtime set now steps the countdown while it is above 0. Root cause and
patch by JieML1100 in issue #18.

Co-Authored-By: JieML1100 <183249798+JieML1100@users.noreply.github.com>
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 17:59:40 +03:00
lowlevel-larryandClaude Opus 5.5 c79b5f6cf7 Split the GPU's idle time by whether the next part was submitted yet, with calibrated timestamps
The perf line's "bound" said cpu at 640x360 on a Ryzen 5 4600G (Vega 7, RADV) and also at 1600x900, where lowering the
resolution showed the GPU held the frame back; the GPU busy time alone cannot tell the two apart. With
VK_KHR/EXT_calibrated_timestamps the GPU timestamps of each part go on the CPU clock (QPC on Windows, CLOCK_MONOTONIC
elsewhere), each part records when it was handed to vkQueueSubmit2, and a third perf line splits the gap before each
timed part: submitted after the previous part ended (the GPU waited for the replay or the game) or already queued
(untimed uploads and presents, or a wait). It also gives the gaps over 0.5 ms, the longest one and the mean time from
submit to start.

On the 4600G at 640x360 (44 fps) it reads 11.3 ms idle a frame, 10.3 ms of it waiting for the next submission, in 3-4
gaps of up to 8 ms, with the replay at 16 ms a frame: the GPU starves behind the replay. Without the extension, or when
the driver refuses the domain pair, the line is left out. Only TOTK_TRACE=perf and the full overlay time the GPU.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 11:42:51 -03:00
leonelalej 2bcfc2ef39 fix(runtime): clean amiibo platform portability, default path, and dump validation 2026-10-31 14:11:46 +00:00
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
Lucas-blip-png ff4d79c700 Merge remote-tracking branch 'origin/dev' into installer-ptbr
# Conflicts:
#	installer/guilogic.py
2026-10-31 09:42:07 -04:00
shenjack 6813b60ed9 Find the shaders by their directories instead of reading the whole RomFS
inventory() read every RomFS file into memory and decompressed it before deciding whether the file can hold a
shader. On 1.1.1 that is 304,469 entries and 15.86 GiB, and the shaders live in six directories: 1,996 entries,
147 MiB, 0.9% of the bytes. The walk visits those directories and reads everything else only when the shader list
names keys it did not find there.

Measured on one install: 66.50 s -> 3.35 s for the same 27,576 shaders, key for key.

pack_shader_cache.py also rewrote its pack after every prepare although there was nothing to fold in: 2.6 s of
copying 1.37 GiB over the same entries, and a file system that then releases the old pack's blocks. It returns at
once when the cache holds no loose files.
2026-10-31 21:42:04 +08:00
lcd1232 d0e27b95c4 Restore Cyrillic rendering in the Linux installer with Xft 2026-10-31 17:40:54 +04:00
Lucas-blip-png 902ea50f14 Merge remote-tracking branch 'origin/dev' into ptbr-menu-catalog
# Conflicts:
#	runtime/ov_probe.c
2026-10-31 09:40:37 -04:00
Valiantsin DzerakhandClaude Opus 5.5 7d62cbfa85 Pin the current appimagetool build in make_release_linux.py
The continuous tag got a new upload, so the old sha256 stopped the AppImage build.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 15:37:37 +03:00
Seth 24c4838560 Merge branch 'dev' of https://github.com/valentderah/totk-pc-recomp into stick-camera-speed 2026-10-31 07:22:27 -05:00
Deon FoucheandClaude Opus 5.5 0ad2db7a33 Merge dev into xbox-button-icons again for 1.2.1's camera aspect ratio and HUD layouts
romfs.c keeps dev's note that both game versions now take the layouts of other shapes, next to the Xbox prompts' part.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 22:16:57 +10:00
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 Dzerakh 9935d97b3f Bump version 2026-10-31 15:14:18 +03:00
Seth 84e81d0d7f Merge branch 'dev' of https://github.com/valentderah/totk-pc-recomp into stick-camera-speed
# Conflicts:
#	runtime/cfg.c
#	runtime/input_win.c
#	runtime/romfs.c
#	runtime/ui/menu.cpp
#	runtime/ui_text.h
#	totk.ini.example
2026-10-31 07:08:11 -05:00
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 98a657dfd1 Give 1.2.1 the camera aspect ratio and the HUD layouts of other shapes
patches-v121.txt takes the aspect set at upstream's 1.2.1 sites (game_patches.c aspect_install): the same two camera
loads and two viewport divisions as 1.4.3, with the same original words and the same replacement from page +56. The
installer now builds the romfs-patches-<w>x<h> overlays for 1.2.1 too; ultrawide_layout.py passes on its
Common.Product.110 at all ten sizes. Checked in game at 3440x1440 (camera 2.3889) and 1920x1200 (1.6000): wider or
taller view, HUD at the corners or edges, no validation errors.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 14:23:58 +03:00
Valiantsin DzerakhandClaude Opus 5.5 cbc3cc94d8 Set the probe's environment through plat_setenv so astc_probe.c builds on Linux
astc_probe.c came from dev with _putenv_s, which the Linux build of the merged runtime rejects. check_platform.py now
flags _putenv and _putenv_s in shared files.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 13:59:28 +03:00
Deon FoucheandClaude Opus 5.5 703e721bf8 Offer Restart now under the button prompts while they change after restart
The row opens a confirmation; Restart writes totk.ini, closes the game as Quit game does and starts totk.exe again
with the same command line and environment (plat_restart). The new process waits until the old one is gone before it
moves the log and opens the saves (plat_restart_wait), and the confirmation waits while the game writes a save.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 20:50:17 +10:00
Deon FoucheandClaude Opus 5.5 19fb3a75c9 Find the resource size table by any ResourceSizeTable.*.rsizetable.zs name, as MacNativeGames does
The prompts then do not fail on a table named without Nin_NX_NVN; the test RomFS of 1.4.3 uses that form.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 20:50:17 +10:00
Deon FoucheandClaude Opus 5.5 0598032cc4 Document the Button prompts setting and what the Xbox prompts show with each layout
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 20:50:17 +10:00
Deon FoucheandClaude Opus 5.5 4c17621045 Write both Xbox prompt folders in the setup, the release and the builds
The setup runs make_romfs_patches.py --prompts xbox and --prompts xbox-label and warns once when either fails, the
release bundles tools/button_icons.py and fontTools, and build_game.py and package_build.py copy both folders.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 20:50:17 +10:00
Deon FoucheandClaude Opus 5.5 50f7f5a86c Pick the button prompts with a setting of their own, matched to the pad layout
prompts = nintendo or xbox (the Button prompts row of the Controls tab, read at start) takes over from
pad_layout = xbox_prompts, which is read as pad_layout = nintendo with prompts = xbox. overlay_init loads
romfs-patches-xbox for the Nintendo layout and romfs-patches-xbox-label for xbox and auto (input_prompts_folder), loads
romfs-patches instead of stopping when the RomFS mods folder replaces one of their files, and the menu says why the
prompts in use differ from the setting. The settings probe checks the folder against the layout's button table.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 20:50:17 +10:00
Deon FoucheandClaude Opus 5.5 f7d563db05 Draw Xbox button icons into the prompts overlay with make_romfs_patches.py --prompts
tools/button_icons.py, adapted from MacNativeGames' make_button_icons.py, draws LB, RB, LT, RT, Menu, View and a d-pad
cross into the button font of every font archive and into the button guide's L and ZL images, with the letters cut out
in the game's own text fonts, and raises the resource size table for the archives that grow. --prompts xbox swaps the
face buttons as --xbox-prompts did (now its older name); --prompts xbox-label keeps their letters for the xbox and auto
pad layouts. The plain overlay is unchanged. tests/romfs_prompts_test.py runs both on a RomFS it builds itself.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 20:50:17 +10:00
Valiantsin DzerakhandClaude Opus 5.5 0db841c297 Lay the HUD out for 16:10 game resolutions on 1.4.3
ultrawide_layout.py handled canvases wider than 16:9 only, so the Steam Deck's 1280x800 got the 16:10 camera with
the 16:9 HUD stretched 11% over it. A narrower canvas now scales each layout's root pane in y by the aspect over 16/9,
stretches full-screen backgrounds back and moves the HUD to the top and bottom edges. The pane list and distances are
the TALL table of tools/aspect_layouts.py from pull request #60, in the format of the wide edits; the minimap,
discovery banner and dragon's tears keys are found by walking the animation's curves. Every value is checked against
the shipped one before it is written: 1.4.3's Common.Product.140 and 1.2.1's Common.Product.110 pass at 1280x800 and
1920x1200, and the 3440x1440 overlay is byte-identical to the one before.

The settings menu offers 1280x800, 1680x1050, 1920x1200 and 2560x1600, and the installer builds their overlays with the
21:9 and 32:9 ones.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 13:31:39 +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
Valiantsin DzerakhandClaude Opus 5.5 0aa529b4ce Offer the dynamic alpha to coverage switch in the menu and fix stale comments
TOTK_VK_DYN_A2C from pull request #188 gets the settings row, the Advanced tab choice and the totk.ini.example
line that TOTK_VK_DYN_VERTEX has. The IME comment in gfx_window.c window_main named a walk key the runtime does not
have, and ov_system.c still said TOTK_ASSUME_FOCUS opens the window without focus, which TOTK_BACKGROUND_WINDOW does.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 12:54:05 +03:00
Valiantsin DzerakhandClaude Opus 5.5 5cbabc4e77 Merge pull request #187: Offer the 32:9 sizes 3840x1080 and 5120x1440 with their HUD layout (Lucas-blip-png)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 12:51:50 +03:00
Valiantsin DzerakhandClaude Opus 5.5 5f1a94c5e3 Merge pull request #196: Size thread pools by the CPUs of the process's affinity mask (Lucas-blip-png)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 12:51:48 +03:00
Valiantsin DzerakhandClaude Opus 5.5 833d04be17 Merge pull request #195: Offer the keep-running-out-of-focus switch in the Game tab (shenjackyuanjie)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 12:51:47 +03:00
Valiantsin DzerakhandClaude Opus 5.5 4f7403550d Merge pull request #194: Take a compiler cache in front of clang from SCCACHE (shenjackyuanjie)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 12:51:46 +03:00
Valiantsin DzerakhandClaude Opus 5.5 1681ad1bd6 Merge pull request #193: Detach the game window from the input method (shenjackyuanjie)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 12:51:45 +03:00
Valiantsin DzerakhandClaude Opus 5.5 577d8efbaf Merge pull request #190: Document how to connect a Switch 2 Pro Controller with motion (applezra)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 12:51:44 +03:00
Valiantsin DzerakhandClaude Opus 5.5 6c445ede2b Merge pull request #188: Take alpha to coverage out of the dynamic state on AMD's RDNA 2-and-older driver (fixes #67) (tuwary)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 12:51:43 +03:00
Valiantsin DzerakhandClaude Opus 5.5 59e7884174 Merge pull request #184: Keep long menu descriptions whole in the description pane (Lucas-blip-png)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 12:51:41 +03:00
Valiantsin DzerakhandClaude Opus 5.5 4b6158f883 Merge task/rdna2hires: depth images that outgrow their NVN storage get their own memory (RDNA2 garbage above 1080p)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 12:05:24 +03:00
Valiantsin DzerakhandClaude Opus 5.5 c33af6020b Give a depth image its own memory when it needs more bytes than its NVN storage
AMD's RDNA2 driver places the depth compression metadata after the depth data. Above 1080p that tail of a depth
target bound into the game's texture heap lay over the next texture, and every depth write scrambled it: a garbage
band at the top of the screen, a pink glow, blocks in the grass and a blue checkered scene in the menu (RX 6600 to
6800, issue #185). Reproduced at 2560x1440 on an RDNA2 iGPU with driver 26.10.1; all 63 oversize images there were
D16 or D32 depth targets. Colour images keep their place in the pool.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 12:01:24 +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
shenjack e4eef8ae0c Offer the keep-running-out-of-focus switch in the Game tab
The game pauses whenever its window loses focus, as it does on the Switch when Home is pressed, and ASSUME_FOCUS was the
only way to change that: a known key with no row in the settings table. The runtime reads it at each focus change rather
than once at start, so the row takes effect the next time the window is left, and the build guide says what an unfocused
window now does.
2026-10-31 16:50:32 +08:00
shenjack 7508469b6e Take a compiler cache in front of clang from SCCACHE
A lift rewrites every generated chunk with the same contents, so a local sccache hits all of their objects and the
compile step costs seconds instead of minutes. build_game.py writes it into the ninja file ahead of cc when the
environment names one; the build guide describes the setting.
2026-10-31 16:49:40 +08:00
shenjack 1f87069e50 Detach the game window from the input method
A Chinese IME switched on over the game attached to the window, then showed its candidate window and took the keys it
composes although there is nothing to type into here; Shift, which a player may have bound as the walk key, is one of
the keys such an IME takes. The software keyboard's edit box is a window of its own and keeps the IME it needs, so only
the game's window is detached.
2026-10-31 16:49:16 +08:00
Valiantsin DzerakhandClaude Opus 5.5 c944f9f945 Split the issue form into crash, graphics, other bug and feature request
Each form applies its own labels, asks whether the reporter can keep playing,
and requires a check of the pinned and existing issues. Questions go to
Discussions.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 11:44:37 +03:00
tuwaryandClaude Opus 5.5 859ed28735 Add Simplified Chinese to the setup window and the in-game menu
The setup window gets installer/text/zh-Hans.json, a full copy of the English catalog, and a third entry in its
language switch. A Windows display language of zh-CN or zh-SG picks it; zh-TW, zh-HK and zh-MO write Traditional
Chinese and stay on English. A Chinese window still starts with English as the game language, because Chinese game
text needs the Switch shared fonts the installer does not extract. The launcher's message box and
make_release.py's launcher_text.h carry the Chinese strings too.

The menu and the performance overlay get a text_zh_hans table for every menu id, and TOTK_MENU_LANG takes zh-Hans.
Left unset, the menu follows the system UI language with the same Simplified Chinese regions. The font atlas merges
in every glyph of the menu language's text from the system font (Microsoft YaHei, else SimSun) and is built again
when the menu language changes. ov_probe checks that every menu id has Chinese text, that the printf formats keep
the English conversions, and how system language tags map to menu languages; installer_gui_test checks the new
catalog the same way as the Russian one.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01DcYzeu7eb2tXZMU4bRVcGh
2026-10-31 16:33:53 +08:00
tuwaryandClaude Opus 5.5 bca7e8aea5 Take alpha to coverage out of the dynamic state on AMD's RDNA 2-and-older driver
AMD's Windows driver branch for RDNA 2 and older (vk_caps.amd_sc, driverInfo
"(AMD proprietary shader compiler)") applies alpha to coverage even while
vkCmdSetAlphaToCoverageEnableEXT sets it to false. TotK never turns alpha to
coverage on (a TOTK_DUMP frame showed it off in all 1170 pipelines), yet on an
RX 590 with driver 24.9.1 the character draws kept their depth and lost their
colour in the G-buffer, so Link and the NPCs were black silhouettes, and other
surfaces were dithered into checkerboards (issue #67, RX 470/570/580).

On that driver branch vk_pipeline.c ensure_init now leaves alpha to coverage out
of the dynamic state, so it goes into the pipeline key as on GPUs without EDS3.
TOTK_VK_DYN_A2C=0/1 (ini vk_dyn_a2c) forces either behaviour. NVIDIA and RDNA 3/4
are unchanged. Tested on the RX 590 with 1.4.3: characters, the checkerboards and
the black blocks all render correctly.

Fixes #67.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01DcYzeu7eb2txzmu4brvcgh
2026-10-31 16:19:45 +08:00
Lucas-blip-png 76563b34a9 Offer the 32:9 sizes 3840x1080 and 5120x1440 as game resolutions with their HUD layout
tools/ultrawide_layout.py computes every edit from the canvas aspect, so 32:9 needs no new layout data: the installer now builds romfs-patches-3840x1080 and -5120x1440 beside the four 21:9 sizes, and the menu lists both. Before, a 32:9 output_res got the wide camera with the 16:9 HUD stretched over it (issue #181).
2026-10-31 04:16:55 -04:00
applezraandClaude Opus 5.5 bbc6212d16 Document how to connect a Switch 2 Pro Controller with motion
SDL does not open the Switch 2 Pro Controller on Windows by itself, so it needs a bridge program. Tested with the
game: hbashton's DS4Windows fork emulating a DualSense gives buttons, rumble, gyro, accelerometer and calibrated
sticks, read directly by the game. Bridges that output a ViGEm DualShock 4 (ProCon2Windows, connectyourpro) give rumble
but frozen motion values, so motion controls do nothing with them. docs/controls.md gets a short section with the log
lines that show a working setup.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 01:08:17 -07:00
Lucas-blip-png 1e32d605ce Add a Brazilian Portuguese catalog for the installer window and the launcher
The installer had English and Russian. installer/text/pt-BR.json covers every id with the same placeholders; the window offers PT-BR beside EN and RU and picks it when the Windows display language is Portuguese (Brazil), LANGID 0x0416; Portugal's Portuguese stays English. make_release.py writes LAUNCHER_*_PT_BR into launcher_text.h and the launcher shows it on the same LANGID. The catalog tests check every window language against English.
2026-10-31 04:01:30 -04:00
Lucas-blip-png 655253444a Shorten the pt-BR label of the pipeline skip row so its value fits beside it 2026-10-31 03:52:15 -04:00
Lucas-blip-png 48d9f0f719 Keep long menu descriptions whole in the description pane
The pane copied each description into 512 bytes. The Russian button layout description is 840 bytes of UTF-8, so it stopped mid-sentence, and the English one (507 bytes) lost the note appended after it. The pane now holds UI_DESC_BYTES (2048), and probe_menu_text checks every English and Russian menu text leaves room for a note.
2026-10-31 03:40:09 -04:00
DizzyMan1337andClaude Opus 5.5 2e8b4ff1b1 DLSS upscaling: quality, balanced and performance modes
TOTK_DLSS (dlaa|quality|balanced|performance, read at start) sets the scene to
67, 58 or 50 % of the output. DLSS then runs at the begin of the game's scaling
pass (the FXAA shader drawing the light target into the output-sized target,
before the HUD) and its result replaces that draw; the HUD is drawn afterwards
and never jittered or passed through DLSS. The jitter now ends where the scene
ends (the bloom), separately from where DLSS runs. Scaled modes add a mip bias
of log2(scale) to repeating, mipmapped material samplers.

With a scene smaller than the output, fxaa = 0 no longer skips the game's
scaling draw (it left the 3D picture out).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 15:33:03 +08:00
DizzyMan1337andClaude Opus 5.5 6d181cf327 Merge upstream v0.1.9
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 15:32:04 +08:00
Lucas-blip-png 3aa604a9db Add a Brazilian Portuguese catalog for the settings menu and the overlay
The menu had English and Russian. pt-BR gets its own row with every menu id, a Português (Brasil) entry in the menu language list (TOTK_MENU_LANG = pt-BR), and is picked automatically when the Windows display language is pt-BR. The game language pt-BR now maps to this row instead of Portugal's pt, so the software keyboard shows Brazilian text too; pt keeps its row and the English menu. probe_menu_text checks the row is complete, keeps its overlay formats and follows the setting.
2026-10-31 03:21:36 -04:00
conongnang 44105a95ff Merge branch 'valentderah:main' into cheats 2026-10-31 13:41:59 +07:00
applezraandClaude Opus 5.5 5dcac19982 Force anisotropic filtering only on samplers that tile
The aniso setting raised every filtered, mipmapped colour sampler to the chosen level. Some of those read screen-sized
buffers, among them the ones the inventory's character preview is drawn from. Their coordinates stretch steeply at the
model's edges, so the anisotropic taps reach across the edge and leave a speckled fringe around the character. The
level is now raised only for samplers that repeat on U and V, which the surface textures it is meant for do; clamped
samplers keep the game's level. Distant ground stays as sharp as before.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-30 22:56:47 -07:00
Valiantsin DzerakhandClaude Opus 5.5 adf9c768c3 Raise the version to 0.1.9
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 08:20:31 +03:00
Valiantsin Dzerakh 9044d4c02b Merge task/xboxprompts: Xbox button prompts layout, from pull request #126
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

# Conflicts:
#	installer/steps.py
#	runtime/romfs.c
#	tools/make_romfs_patches.py
2026-10-31 08:19:29 +03:00
Valiantsin DzerakhandClaude Opus 5.5 f705ceff9f Merge task/ultrawide: game resolutions wider than 16:9 on 1.4.3, from pull request #137 (#6)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 08:16:12 +03:00
Wellington Dias c626cda8ea Find the translator and spirv-val by OS in xlate_smoke.py, so the smoke test runs on Linux. 2026-10-31 02:05:35 -03:00
Wellington Dias e45eb07c6f Name each save backup so it sorts after every existing one, so a second commit in the same millisecond no longer gets a name the pruning deletes at once. 2026-10-31 02:05:21 -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 a4c99a47b0 Remove environment variables with plat_setenv(name, NULL) and set them through the C runtime on Windows, so getenv sees every change and --probe-cfg passes on Linux. 2026-10-31 02:02:27 -03:00
applezraandClaude Opus 5.5 c193b2aefa Give each gamepad stick its own dead zone and show where the stick rests
stick_deadzone sets one dead zone for both sticks, and finding the value that stops a drift means guessing. A worn
stick usually drifts on its own while the other one is fine. lstick_deadzone and rstick_deadzone (0 to 50 percent,
live) set one stick each and fall back to stick_deadzone while unset, so existing totk.ini files behave as before.
input_pad_deadzone in input_map.c picks the value; input_pad_stick and its scaling stay as they are.

The Controls tab shows Left and Right stick dead zone rows in place of the single one. With a gamepad connected each
row shows its stick's deflection now, before the dead zone ("stick now"), so a drifting stick's resting value can be
read off and the zone set just above it. opt_slider takes the note line and a fallback key for that: a row whose key is
unset shows the fallback's value, and a change sets the key. probe-cfg checks the fallback, the clamp and
input_stick_percent. The menu text is in English and Russian.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-30 21:58:22 -07:00
Valiantsin DzerakhandClaude Opus 5.5 61dccff1a0 Say that the Xbox prompts do not follow remapped buttons
The swapped letters are baked into the game's textures, fonts and messages, so a button remapped with a bind_ line or on the Controls tab keeps the old letter on screen. The menu description (English and Russian) and docs/controls.md now say so.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 07:52:59 +03:00
Valiantsin DzerakhandClaude Opus 5.5 301fc19aa3 Fall back to romfs-patches when romfs-patches-xbox fails its check at boot
The Xbox prompts folder is optional, so a manifest that no longer matches the RomFS logs the reason and drops that folder instead of stopping the game. The main romfs-patches and the mods folder keep their fatal checks.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 07:52:41 +03:00
mrtink125792andClaude Opus 5.5 7923e2da6e Let the setup go on without the Xbox prompts, and put the Xbox prompts docs below the controls table
romfs-patches-xbox is optional: when make_romfs_patches.py --xbox-prompts fails (a game update whose prompts it does
not recognise), the setup removes the partial folder, warns (warn.xbox_prompts_failed) and finishes, where it stopped
the whole install before. The game then keeps the Switch prompts and the menu says the files are missing. Its log is
prepare-xbox-make_romfs_patches.log, so it no longer replaces the 60 fps run's log, and Prepare no longer counts the
folder as part of a finished step.

The Xbox button prompts section of docs/controls.md sat between the layout list and the controls table it introduces;
it now follows the table. The building.md note follows the paragraph it interrupted.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 07:51:03 +03:00
mrtink125792andClaude Opus 5.5 bb85bc8a80 Add an Xbox prompts button layout: Switch positions with the A/B and X/Y prompts swapped to the Xbox labels
With pad_layout = nintendo on an Xbox pad the right button does Switch A but is labelled B, the bottom one does B but is
labelled A, and the game's prompts still name the Switch buttons. A fourth Button layout choice, Xbox prompts (A right)
(pad_layout = xbox_prompts), maps the buttons as nintendo and swaps the prompts to the labels, so each prompt names the
button to press. Automatic, Nintendo and Xbox are unchanged and keep the game's own prompts. The buttons change at once;
the prompts at the next start, as the game reads its UI archive and fonts at boot (the menu says so).

At start, xbox_prompts loads romfs-patches-xbox in place of romfs-patches (runtime/romfs.c overlay_init).
tools/make_romfs_patches.py --xbox-prompts writes it from the player's own RomFS, with the 60 fps patches; nothing from
the game or a mod is added to the repository. It swaps A with B and X with Y in:
- the letter images Nt_KeyTexA/B/X/Y_00 of the action prompt (DoCommand_00), in the Common archive's __Combined.bntx
  (same format, size and tiling, so the image data trades places);
- the action prompt's diamond of the other face buttons: one-letter text panes the game fills from
  LayoutMsg/DoCommand_00.msbt in each language's Mals archive (both the messages and the layout's own text);
- the button glyphs U+E040 to U+E043 of scft/External.bfotf in each Font/Font*.bfarc, which every other prompt uses
  (CFF outlines and metrics in the deobfuscated OpenType font, then its checksums).
The diamond's shape shows the button's position and stays. The setup writes both folders; the menu notes when the Xbox
prompt files are missing and when the prompts in use differ from the choice until a restart.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 07:51:03 +03:00
Valiantsin DzerakhandClaude Opus 5.5 9745206f2a Document the ultrawide sizes, the fit default of aspect and the 1.4.3 limit
Wide sizes other than the four the installer prepares get the wide camera with a 16:9 HUD stretched over it. aspect = fit letterboxes a 16:9 game in a wider window where it used to stretch. Ultrawide is 1.4.3 only.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 07:45:41 +03:00
Valiantsin DzerakhandClaude Opus 5.5 09da9f1687 Credit the TOTK-Ultrawide mod for the pane list and offsets in the third-party notices
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 07:45:22 +03:00
Valiantsin DzerakhandClaude Opus 5.5 b63d4fbf55 Check the root pane scale in ultrawide_layout.py, report a missing member clearly and fix its docstring
The root pane's shipped scale_x must be 1.0 before the tool writes the narrowed scale. A layout or animation member missing from the archive stops with a SystemExit naming it instead of a bare KeyError. The docstring no longer describes nvn_mtl.m's UI squeeze or scripts/ paths from upstream, and says where the pane list and distances come from (the GPL TOTK-Ultrawide mod, values only).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 07:45:21 +03:00
Valiantsin DzerakhandClaude Opus 5.5 583f4b45c2 Build the wide UI overlays for 1.4.3 only and share the 16:9 test between resolution.c and romfs.c
1.2.1 has no camera aspect patch, so the installer no longer builds romfs-patches-<w>x<h> for it (the layout tool is checked against 1.4.3 and could fail the whole install), and romfs.c overlay_init skips that overlay on 1.2.1 through res_wants_wide_overlay. overlay_init and res_init now both call res_is_16x9 (1% tolerance), so 1366x768 counts as 16:9 and logs no missing overlay.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 07:44:30 +03:00
Seth 582f675e88 Render a game resolution wider than 16:9 at its own shape, with black bars as the fallback
An output_res such as 3440x1440 now widens the camera's view to that shape on 1.4.3: patches-v143.txt
sets the aspect ratio at the camera and viewport sites that hand it to the perspective projection.
The HUD and menus come from a romfs-patches-<w>x<h> overlay that make_romfs_patches.py --aspect
builds through tools/ultrawide_layout.py, and romfs.c overlay_init picks that overlay when the game
resolution is not 16:9. The installer prepares it for 2560x1080, 3440x1440, 3840x1600 and 5120x2160.

When the window's shape differs from the game resolution's, the new aspect setting keeps the
picture's shape with black bars (fit, the default) or stretches it over the window.
2026-10-31 07:43:44 +03:00
Valiantsin DzerakhandClaude Opus 5.5 87e0275991 Credit MacNativeGames for the 1.4.3 fade fix in the third-party notices
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 07:43:02 +03:00
Valiantsin DzerakhandClaude Opus 5.5 4e1edd7584 Merge task/astcbc: ASTC textures encoded to BC3 on request, from pull request #87
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 07:38:24 +03:00
Valiantsin DzerakhandClaude Opus 5.5 fc133df1c0 Merge task/shaderpack: shader cache in one pack file from pull request #64
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 07:36:02 +03:00
Valiantsin DzerakhandClaude Opus 5.5 67b1c03b0d Skip BC3 texel writes that end inside a block, and check the BC3 encoder in --probe-astc
A BC3 image takes whole 4x4 blocks or a part ending on the mip's edge; a WriteTexels region of a 5x5 or 6x6 footprint may end inside one. --probe-astc encodes every footprint to BC3 and holds the blocks to alpha, palette-place, flat-colour and PSNR bounds.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 07:35:00 +03:00
Valiantsin DzerakhandClaude Opus 5.5 c67ef58763 Build the BC3 encoder header with tools/build_shaders.py
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 07:34:59 +03:00
Valiantsin DzerakhandClaude Opus 5.5 b69f44be78 Merge task/paddles: bindable back paddles from pull request #156 (#140)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 07:29:30 +03:00
arthurhfcardosoandClaude Sonnet 5.5 dd496bfd5d Encode decoded ASTC textures to BC3 on GPUs without ASTC (astc_bc)
A GPU that cannot sample ASTC gets the textures decoded to RGBA8, four times the video memory of the ASTC blocks. With astc_bc = 1 (default 0, GPU decoder only) a second compute pass, bc3_encode.comp, encodes the decoded texels to BC3 and the image is BC3_UNORM or BC3_SRGB: 8 bits per texel instead of 32. The encoder is the usual bounding-box method with the box diagonal turned to the sign of the colour covariance, and the eight-value alpha mode.

A region of a WriteTexels that does not start on a 4x4 block corner is left as it was and logged. The setting is in totk.ini and the Advanced tab. The SPIR-V header was built with glslang 16.6 (build_shaders.py uses glslc) with the same source hash.

On a GTX 1650 (4 GiB) in the Fire Temple the GPU time per frame went from 10-23 ms to 3-12 ms and the frame rate held at 59-60 fps.

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-31 07:27:46 +03:00
Valiantsin DzerakhandClaude Opus 5.5 202ace4e9e Name the back paddles in the pad text order comment
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 07:25:46 +03:00
Seth 70a83837b0 Let the back paddles be bound
SDL reports the back buttons of an Xbox Elite, DualSense Edge or Steam
Controller as four paddle buttons, but the pad table stopped at the
triggers, so they could not be mapped. They are now pad inputs lpaddle1,
rpaddle1, lpaddle2 and rpaddle2, with no default action, bindable from
totk.ini or the remapping rows.
2026-10-31 07:25:27 +03:00
Pasha Kagan 4d871c7920 Describe the shader cache pack in the installer documentation 2026-10-31 07:24:10 +03:00
Pasha Kagan 58b15ed069 Copy tools/pack_shader_cache.py into the release 2026-10-31 07:24:10 +03:00
Pasha Kagan 82af209b2b Add the Russian texts of the pack phase and its failure 2026-10-31 07:23:59 +03:00
Pasha Kagan 06ae18fe93 Add the English texts of the pack phase and its failure 2026-10-31 07:23:53 +03:00
Pasha Kagan dc5bd01a15 List tools/pack_shader_cache.py among the files a release needs 2026-10-31 07:23:40 +03:00
Pasha Kagan 00da267dcd Run tools/pack_shader_cache.py at the end of the prepare step 2026-10-31 07:23:40 +03:00
Pasha Kagan 3c749df3f4 Test tools/pack_shader_cache.py on a fake shader cache 2026-10-31 07:23:40 +03:00
Pasha Kagan bc84ac0b1f Add tools/pack_shader_cache.py, which folds the shader cache's loose files into shader-cache.pack 2026-10-31 07:23:40 +03:00
Pasha Kagan 2fcb09d609 Read shader translations, use masks and stored inputs from shader-cache.pack before the loose files 2026-10-31 07:23:40 +03:00
Valiantsin DzerakhandClaude Opus 5.5 ff25b04cdb Merge task/fatalmem: memory commit line on fatal errors (#94)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 07:23:04 +03:00
Valiantsin DzerakhandClaude Opus 5.5 31fff74776 Log the memory commit charge with every fatal error
#94 ended on a realloc of 1 MiB that failed with 64 GB of commit allowed, and the log could not tell whether the
process had grown towards the limit or the system ran short. rt_fatal now adds one line with the process's private
bytes and the system's commit in use and limit (plat_commit_info).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 07:23:04 +03:00
Valiantsin DzerakhandClaude Opus 5.5 f958a5ef71 Merge task/romfscheck: fail the install when romfs/ is unreadable after cleanup (#107)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 07:12:49 +03:00
Valiantsin DzerakhandClaude Opus 5.5 a0ba5dfb99 Merge task/deadzone: virtual test gamepad for stick tests
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 07:12:49 +03:00
Valiantsin DzerakhandClaude Opus 5.5 753b61ebe1 Merge task/audiolat: pace audio rendering by the output device (#98)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 07:12:49 +03:00
Valiantsin DzerakhandClaude Opus 5.5 ada341e2b1 Pace audio rendering by the output device
The render thread ran on its own 5 ms timer while the device consumed on its own clock, so the queue crept: on
DirectSound it grew 2.7 ms every 5 s, which fills the 340 ms ring in about ten minutes of play. The render thread now
renders the next frame when the device has taken the ring below max(prefill, two device periods), as the audio
hardware paces the Switch's DSP and as LASRecomp and SavageWindRecomp pace their renderers by the SDL stream. Without a
device, while the renderer is stopped and while the device takes nothing for 50 ms (at least four periods) it keeps the
timer, so a stalled device does not stall the game; the ring trim then drops what piled up, measured from the target.

60 s on the monsters save: WASAPI 15 ms queued, DirectSound 27-40 ms without growth, no underruns. With the SDL audio
thread suspended for 1.5 s the game held 60 fps and the queue was back at 15 ms after one trim.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 07:12:48 +03:00
applezraandClaude Opus 5.5 45f24a72e3 Let TOTK_DUMP_UBO set how many vec4 of each uniform block are printed
The value is now a count (1 still means 16, capped at 4096), so blocks such as the deferred lighting shaders' camera
block, whose shadow cascade matrices sit at vec4 42 to 58, can be read from a frame dump.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-30 21:10:35 -07:00
applezraandClaude Opus 5.5 bc5eb0cb15 Narrow the sun shadow filter by the shadow map scale
The deferred lighting shaders soften the sun shadow with four compares around the receiver, offset by element 56 .xy of
their lighting block. The offset is in UV and the game sized it for its own 960x960 cascades, so with shadow_scale above
1 it spans that many more texels and the near cascade shows four separate copies of each edge. Translator patch 0011
multiplies those reads by the support buffer's new shadow_spread field in fragment shaders that sample a 2D array
shadow texture, leaving fp_c4 (the cascade matrices) alone. support_fill writes 1 / shadow_scale there, so the spacing
stays the game's in texels; at shadow_scale 1 the shaders behave as before. The support buffer grows to 1440 bytes and
build_xlate.py expects eleven patches.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-30 21:10:27 -07:00
Wellington Dias efe1b5db54 Check that the built hactool starts with an empty home folder, so a malformed key in the builder's own keys file no longer fails the build. 2026-10-30 21:32:12 -03:00
Wellington Dias ff72b2e241 Use the profile folder next to the game when it exists, so a copied install no longer looks for the profile at the path it was built with. 2026-10-30 21:01:18 -03:00
Seth 32fc1b35e1 Add a right-stick camera speed setting that scales the game's own turn rates
The game's five camera sensitivities (Options, Very Low to Very High) turn the camera at the rates
in the StickSensitivity array of PlayerCamera.game__component__PlayerCameraParam.bgyml, 0.8 to 2.4.
stick_sens (0.1 to 3, read at start) multiplies that array: camera_speed.c decompresses
Pack/Actor/PlayerCamera.pack.zs with the RomFS's pack.zsdic, scales the floats in place and
compresses it again with the same dictionary, and romfs.c serves the result from
<profile>/camera/. Scaling the stick's deflection instead could not raise the top speed, since a
full tilt cannot go further.

The mouse camera reaches the game as a right-stick deflection, so input_win.c mouse_camera divides
it by the same factor and mouse_sens alone keeps setting the mouse's speed.

romfs.c heapdef_overlay is split into read_served and serve_generated so both generated files
share the reading, writing and overlay bookkeeping.
2026-10-30 17:58:41 -05:00
Valiantsin DzerakhandClaude Opus 5.5 9016b1e210 Add a virtual test gamepad for stick tests without a controller
TOTK_TEST_PAD=<lx>,<ly>,<rx>,<ry> attaches an SDL virtual gamepad at start with its sticks at those raw values, so the
dead zone and the gamepad path can be tested in a run. On the field save: an 11% drift reached the game as 3.3% at the
default 8% zone (the old per-axis cutoff passed 9% on x and dropped y) and not at all at 15% (Link stood still); full
deflection reached it as full at 15%.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 00:46:24 +03:00
Valiantsin DzerakhandClaude Opus 5.5 a76224f8a6 Fail the install when romfs/ is gone or unreadable after cleanup
An install whose romfs/ went empty and unreadable after the extraction had verified it (a folder Windows was still
deleting) ended with result ok, and the game stopped at its first file read. Cleanup now checks that romfs.bin and
index.json are still there, match the verified size and hash record, and that romfs.bin opens; otherwise it fails with
cleanup.romfs_unreadable, which tells the player to restart Windows and run the installer on the same folder (resume
extracts the game data again). Reported in #107.

tests/installer_test.py CleanupTest: an emptied, removed or resized romfs passed cleanup before, fails now.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 00:42:03 +03:00
Valiantsin DzerakhandClaude Opus 5.5 8ba0d5ce15 Merge task/amdfix: 3D BC stand-ins and recorder-ended parts for AMD RDNA2 (#5)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 00:39:36 +03:00
Valiantsin DzerakhandClaude Opus 5.5 efbff61306 Merge task/lowres: 1280x720 and 1600x900 game resolutions in the menu (#36)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 00:26:39 +03:00
Valiantsin DzerakhandClaude Opus 5.5 be4d8f5245 Merge task/sixaxis: drop six-axis samples from before StartSixAxisSensor (#104)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 00:26:39 +03:00
Valiantsin DzerakhandClaude Opus 5.5 a90b1f4ca9 Merge task/audiolat: skip audio piled up after a device stall (#98)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 00:26:38 +03:00
Valiantsin DzerakhandClaude Opus 5.5 58e52aa180 Merge task/deadzone: stick dead zone setting (#12 #99 #111 #115)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 00:26:38 +03:00
Valiantsin DzerakhandClaude Opus 5.5 605662ca87 Offer 1280x720 and 1600x900 as game resolutions in the menu
The game resolution row started at 1920x1080 although resolution.c accepts sizes from 1280x720, so weak GPUs and
integrated graphics had to edit totk.ini to draw the game smaller. A 1280x720 run on 1.4.3 renders the field with a
1067x600 scene and an intact interface.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 00:25:05 +03:00
Valiantsin DzerakhandClaude Opus 5.5 7d89fde2f0 Drop the six-axis samples from before StartSixAxisSensor
motion_restart only flagged the next sample to start a fresh frame, so a read in the frame of the Start returned the
previous session's 16 states as live, and for the next 60 ms 15 of the 16 were from before it, with the angle jumping
back to zero between two reads. Motion aim was dead when the bow was first drawn and lagged after that. A restart now
hides the older samples and zeroes the angle; sampling numbers keep counting.

--probe-services checks a restart in the middle of a turn: 16 old states in the Start frame before, none after.
Reported with the cause and a harness in #104.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 00:22:08 +03:00
Valiantsin DzerakhandClaude Opus 5.5 42a1d32710 Skip audio that piles up in the output ring so the sound delay stays short
A stalled audio device (a wireless headset waking up, a change of the default device) filled the 340 ms ring, the
render thread then dropped new frames and the queue stayed full for the rest of the session: about a third of a second
of delay on top of the device's own. ring_pull now skips what is queued beyond the prefill, the device's request and
40 ms. The 5 s level line (trace = audio) reports the queue and the skipped frames.

With the SDL audio thread suspended for 1.5 s: before, 325-340 ms queued for the rest of the run; after, 10 ms.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 00:20:41 +03:00
Valiantsin DzerakhandClaude Opus 5.5 ed1973a68b Add a stick dead zone setting for drifting gamepads
stick_deadzone (0 to 50 percent, default 8) replaces the fixed per-axis cutoff of 2500. The zone is round and the
travel past it is scaled to start at 0, so a drifting stick rests centred and full deflection still reaches full.
The Controls tab shows it as a slider; --probe-cfg checks the math (input_pad_stick).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 00:05:54 +03:00
Valiantsin DzerakhandClaude Opus 5.5 25b200f94c Draw 3D BC textures through stand-ins and let the recorder end its parts
AMD driver 26.10.1 on RDNA2 cards wrote past the end of a 3D BC4 volume made
BLOCK_TEXEL_VIEW_COMPATIBLE and 2D_ARRAY_COMPATIBLE, which lost the device at the
logo (issue #5). 3D BC textures no longer get block views: draws into a level go
to an uncompressed 2D array stand-in that is copied back at the pass end
(TOTK_BLOCK_VIEWS_3D=1 restores the old path).

Parts the recorder thread recorded and the submitting thread ended turned the
scene green, then white, on the same driver once a submission was split. The
recorder now writes the closing breadcrumb and ends the part itself
(TOTK_REC_END=0 restores the old split). The recorder stays off on AMD by default.

Based on the patch Pelipooper posted in issue #5; stand-ins extended to every
mip level.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-30 23:50:02 +03:00
TotK localandClaude Opus 5.5 1512d9ed65 Add NVIDIA DLAA and a switch for the game's FXAA
DLAA runs DLSS at the scene's own size on the R11G11B10F light target, right before the bloom chain's first pass,
so bloom, post and HUD read the anti-aliased picture. NGX is loaded from the driver's NGX core at run time; no NVIDIA
SDK code is compiled in, and nvngx_dlss.dll goes next to totk.exe. The scene's draws get a Halton(2,3) viewport
jitter that steps after each DLAA run; camera motion vectors come from the scene depth reprojected through this and
last frame's view-projection of the scene camera block (c4), read from the uniform snapshot. One DLSS feature per
scene size keeps dynamic resolution from stalling. dlaa and fxaa switch live from the settings menu; fxaa skips the
draw of the game's FXAA pass.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 03:34:55 +08:00
Wellington Dias 6b4b228fdd Name no operating system in the oe log lines, so Linux logs stop saying Windows.
The application environment and performance request lines and the services probe's locale line said Windows on every
host; a Steam Deck tester's log printed them on SteamOS.
2026-10-30 16:32:49 -03:00
Wellington Dias 7285688165 Give the interface its proportions at 16:10 and 21:9, and limit game resolutions to those shapes and 16:9.
The game lays its interface out in a 1920x1080 space and draws it over the whole output, so at 1280x800 every menu and
the HUD were 11 % taller than drawn, and at 21:9 34 % wider. tools/aspect_layouts.py rewrites the layout archive for
each shape: every layout's root pane scaled back, full-screen backgrounds kept full, the HUD moved to the screen's
edges, and the minimap, place name and dragon's tears map icon animations adjusted. It follows the behaviour of
Fruithapje21's TOTK-Ultrawide (GPL-3.0, read for behaviour only) and checks every original value before it writes.
make_romfs_patches.py writes the results to romfs-patches/16x10 and 21x9 at install and build time, and romfs.c serves
the one of the output's shape. resolution.c accepts 16:9, 16:10 and 21:9; another shape draws 16:9 with bars. The
menu lists the game resolutions by shape. Checked on 1.2.1 and 1.4.3 at 1280x800 and 3440x1440: HUD, minimap,
inventory, map, system tab and loading screen.
2026-10-30 16:23:58 -03:00
Wellington Dias b7baf43332 Keep the Linux setup's temp files and Mesa's shader cache with the game, and stop the setup with one message on a glibc older than 2.34.
A Steam Deck tester had 1.2 GB free in /home, where the setup put its 1.3 GB of generated C and objects
(~/.cache/totk-setup) and RADV its shader cache (up to 1 GB, about 35 MB a minute at the title screen), while the game
goes to the SD card. The setup's temp is now .setup-temp in the install folder (--temp changes it; the empty-folder
check leaves it out), and totk points MESA_SHADER_CACHE_DIR at mesa-cache beside itself unless it is set. A scan of
every ELF file in the release folder showed the bundled LLVM and the cryptography wheel need glibc 2.34, not the 2.31
the docs gave: make_release_linux.py now checks that floor (check_glibc), the setup's check stops below it
(check.glibc_old) instead of failing on a compiler that cannot start, and the docs give both floors. The Linux notes
also record the testers' results, that the Deck has the host-import extension too, and its software ASTC decoding.
2026-10-30 14:56:54 -03:00
Wellington Dias 48d1a6d3a0 Build the release from either game version's generated C, so a checkout with only 1.4.3 can make it.
make_release.py and make_release_linux.py built the runtime library and the --prove build from generated/v121 alone.
The library reads only what both versions' layout.h share (MOD_COUNT, MOD_MAIN_BASE), so both scripts now take
generated/v121, else generated/v143, pass its --version, and name extract.py and gen.py when neither exists.
2026-10-30 14:56:25 -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 ba4eae2123 Make BC 3D textures with block views on GPUs whose driver cannot lay them out as render targets, so agl's BC4 volumes exist on Vega.
RADV on GFX9 returns a 0-byte image for a mipmapped block-compressed 3D image with COLOR_ATTACHMENT usage and no
STORAGE (the usage asks for a thin layout the GFX9 address library has no swizzle mode for), and VMA then fails the
allocation: "image creation failed (-3): nvn fmt 0x49 32x32x32" on a Ryzen 5 4600G. create_tex checks the size the
device wants for such an image and, when it is 0, adds STORAGE usage, which keeps RADV on a thick layout; the replay
never sees that usage. If the device still cannot lay it out, the image is made without block views. bind_pool_memory
refuses a 0-byte image. Forcing the storage path on an RX 7800 XT renders the same frames.
2026-10-30 14:56:03 -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
Valiantsin DzerakhandClaude Opus 5.5 fb06577c23 Target Windows 10 in the runtime flags so llvm-mingw sees the DPI functions
llvm-mingw's headers default to Windows 7 and hide AdjustWindowRectExForDpi, GetDpiForWindow and the other per-monitor
DPI functions, so the release toolchain failed on gfx_window.c and dpi_probe.c. MSYS2's headers already default to
Windows 10, the port's minimum.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-30 20:54:28 +03:00
Valiantsin DzerakhandClaude Opus 5.5 6c27e70249 Raise the version to 0.1.6
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-30 20:51:22 +03:00
Wellington Dias 08df794360 Move the aspect words of the patch page to +80..+91 and list the words in use, so other patch sets can take +56..+79.
The shadow cascade range of a pending change loads its four distances from +64..+79 on 1.4.3, where the aspect and the
canvas factors were; with both on, the camera would have read a cascade distance as its aspect. recomp/patches.py now
lists the words each set uses.
2026-10-30 14:35:23 -03:00
Valiantsin DzerakhandClaude Opus 5.5 b0ec992afd Merge task/cubeflag: cube compatible only for cube textures
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-30 20:30:12 +03:00
Wellington Dias 89b5126da0 Declare the clobbers mbedtls's x86-64 multiply asm lacks, so a clang-built hactool verifies signatures.
hactool's bundled mbedtls 2.6.1 adds into memory and changes the flags in its MULADDC asm without saying so. gcc builds
happen to work; clang, the Linux release's compiler, keeps values in registers across it at -O1 and above, so every RSA
check failed (NCA header, NPDM, ACID) and the AppImage's setup stopped at the update merge. Found by installing from the
mounted AppImage; a bisection of the mbedtls objects pointed at bignum.o, and the memory and cc clobbers (as later
mbedtls releases have them) fix it. With the patch the full install from the AppImage completes and the game runs.
2026-10-30 14:28:35 -03:00
Valiantsin DzerakhandClaude Opus 5.5 4d7fa271d4 Make only cube textures cube compatible
Every square 2D array of 6 or more layers was created cube compatible, though the replay makes cube views only of
images whose own target is a cubemap or cubemap array (vk_exec_draw.c get_view). On AMD's Windows driver the flag
changes the image layout, and Savage Wind Recomp traced rainbow blocks on terrain that moved with the mip level to
it (their issue #59, BotW on an RX 580 and a 7800 XT); our AMD and Intel reports show the same symptom (#42, #67,
#81). The flag now goes to cube targets only, on every driver.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-30 20:15:39 +03:00
Valiantsin DzerakhandClaude Opus 5.5 332dfce18e Merge task/cmpfmt: depth twins for compare-sampled colour textures in compute passes
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-30 20:09:42 +03:00
Valiantsin DzerakhandClaude Opus 5.5 3b5469a83f Sample compare-sampled R32F and R16 textures of compute passes through a depth twin
TotK's compute passes sample a 4x4 R32_SFLOAT texture through a shadow sampler. Vulkan allows depth comparison only
on formats with SAMPLED_IMAGE_DEPTH_COMPARISON, which AMD's drivers do not give R32_SFLOAT, so the result there was
undefined (20 validation errors in 40 s of field play). Such an image now gets a D32_SFLOAT (or D16_UNORM) twin
copied through a buffer right before each dispatch that samples it, and the dispatch samples the twin. Formats the
driver compares as they are keep the colour image. TOTK_DEPTH_TWIN=0 turns it off. Design after Savage Wind Recomp's
depth twins.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-30 20:09:36 +03:00
Valiantsin DzerakhandClaude Opus 5.5 fb13c05870 Merge PR #86: drop released textures that reload intact when video memory runs low
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-30 19:56:08 +03:00
Valiantsin DzerakhandClaude Opus 5.5 1a689a5b1d Merge task/gpucrash: recorder thread off on AMD, GPL off on AMD's RDNA 1/2 driver, GPU breadcrumbs on a lost device
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-30 19:53:38 +03:00
Valiantsin DzerakhandClaude Opus 5.5 43704c0d9f Turn off the recorder thread on AMD GPUs and GPL on AMD's RDNA 1/2 driver, and log GPU breadcrumbs on a lost device
AMD drivers lost the device at boot or at menu opens with the recorder thread; vk_recorder = 0 ended it for three
RX 9070 XT users (issue #5), and RADV saw an illegal opcode at the end of a command buffer (issue #40). It now
defaults to off on vendor 0x1002; TOTK_VK_RECORDER=1 turns it back on.

On AMD's separate driver branch for RDNA 1/2 ("AMD proprietary shader compiler") every device loss came with a cold
pipeline cache and draws waiting on fast-linked pipelines, and the recorder setting did not help there. TOTK_GPL now
has no fixed default: off on that branch, on elsewhere.

VK_AMD_buffer_marker breadcrumbs (vk_crumbs.c) mark the start and end of each submission part, upload batch, ASTC
decode chunk and present; on device lost the log names the last point the GPU reached and the last one it finished.

vk_fsr.c ensure_images held no queue lock around vkDeviceWaitIdle, which needs every queue externally synchronized.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-30 19:48:38 +03:00
itaskaev2andClaude Opus 5.5 24571ec0b0 Add soft sun shadows (PCSS) through a translator patch
The deferred lighting shaders take the sun shadow as four explicit-LOD compares on the cascade array. Translator patch
0010 turns every explicit-LOD compare on a 2D array texture into a PCSS lookup when the support buffer's new pcss
field has x above 0: eight raw depth fetches within pcss.w find the blockers, (receiver - blocker) * pcss.x gives the
penumbra width clamped to pcss.y..pcss.z, and eight compares on a disc of that radius average to the result. With x at
0 the original single compare runs behind a branch. Radii are in UV, so they hold at any shadow_scale.

The support buffer grows to 1424 bytes; support_fill writes the field from pcss (percent of the default width, 0 to
200, default 0; TOTK_PCSS_K overrides the factor at 100 percent, default 0.5). build_xlate.py expects ten patches. The
setting is in totk.ini.example and on the Screen tab of the menu (English and Russian).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-30 16:00:23 +01:00
itaskaev2andClaude Opus 5.5 4af60604de Add screen-space contact shadows
TotK fills a full-resolution G-buffer with a B10G11R11 scene colour, an R32F linear depth and a D32F depth, lights it
in half resolution, and composites the lighting into the scene colour in one pass whose only target is that colour,
with a D16 class depth. vk_contact.c recognises both passes, and when the pass after the composite begins (or a
dispatch or copy comes first) runtime/shaders/contact_shadow.comp marches each pixel 16 steps toward the sun through
the linear depth and darkens the scene colour where nearby geometry blocks the ray: the small shadows at feet, under
stones and in grass that the shadow maps miss. Transparent surfaces, the sky and post-processing come after.

The projection, far plane and sun direction come from the fragment stage's 0x940-byte camera block (c4): c4[7].x,
c4[8].y, c4[14].y, and the first cascade's depth row c4[44].xyz, whose negation points toward the sun. Scene colour
images get STORAGE usage while the setting is on.

contact_shadows (percent strength, default 0) is in totk.ini.example and on the Screen tab of the menu (English and
Russian). TOTK_CONTACT_DEBUG=1 shows the shadow factor in grey instead of the frame. It costs about 0.45 ms per frame
at a 3840x2160 scene on an RTX 4080 SUPER.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-30 15:29:53 +01:00
itaskaev2andClaude Opus 5.5 386e70453b Add a shadow cascade range setting for 1.4.3
The sun's shadow cascades end at 20, 40, 80 and 160 m: the depth shadow parameter object (main+0x6fa3c0) registers
depth_shadow_near_0_1..3 and depth_shadow_far_0 as immediates, and the field's .bgsdw files do not override them. The
new cascade patch set reads the four distances from patch page +64..+76 instead, and shadow_range (percent, 50 to 400,
default 100) writes them there at start, so the visible steps where shadows turn softer move away from the player. It
spreads the shadow map over more ground, which shadow_scale pays back. Only patches-v143.txt has the set; on 1.2.1 the
setting logs that and does nothing.

The setting is in totk.ini.example and on the Screen tab of the menu (English and Russian).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-30 15:06:58 +01:00
itaskaev2andClaude Opus 5.5 bfb4933531 Add shadow map resolution and anisotropic filtering settings
TotK draws its sun cascades into a 960x960 DEPTH16 array of 4 layers, and its static shadows into 1440x1440 and
720x720 arrays of 2, whatever the output resolution, and shrinks the cascades under load. shadow_scale (1 to 4,
default 1) creates those images that many times larger on each side: passes into them scale the game's viewports,
scissors and support-buffer viewport size, and copies scale their regions, so the game is unaware of it. Images the
CPU writes or that alias pool memory keep their size. When the maps are enlarged, depth-compare samplers filter
linearly, because the game's few nearest taps are spaced for its own texels and leave hard, stepped edges otherwise.

aniso (game, 2, 4, 8, 16; default 16) raises anisotropic filtering of linear mipmapped colour samplers; depth-compare,
nearest and unmipmapped samplers keep the game's setting.

Both are in totk.ini.example and on the Screen tab of the settings menu (English and Russian).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-30 14:47:47 +01:00
Valiantsin DzerakhandClaude Opus 5.5 473acfda2e Merge task/nosleep: keep the display awake while the game window is up
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-30 15:37:26 +03:00
Valiantsin DzerakhandClaude Opus 5.5 09cf49ee25 Merge task/shaderlist: read the packed pipeline keys of the current shader list
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-30 15:35:21 +03:00
Valiantsin DzerakhandClaude Opus 5.5 3332250df4 Merge task/dpiaware: per-monitor DPI awareness for the window, fullscreen and the overlay
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-30 15:35:21 +03:00
Valiantsin DzerakhandClaude Opus 5.5 389a516f8d Read the packed pipeline keys of the current MacNativeGames shader list in prepare_shaders
Since MacNativeGames f024ef04 the R and B rows keep the key as "<vs variant>:<fs variant>:<rest>" instead of plain hex,
and parse_list stopped with a ValueError on a source checkout. The pinned release list parses as before (identical
variants and priorities); the current one gives 58053 variants.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-30 15:35:10 +03:00
Valiantsin Dzerakh f930e56825 Merge task/fade: floor the 1.4.3 LOD and pre-actor fade increments at 1 2026-10-30 15:30:46 +03:00
Valiantsin DzerakhandClaude Opus 5.5 afa3607259 Keep the display and the system awake while the game window is up and not minimized
Windows turned the monitor off after its idle timeout during play, since gamepad input does not count as activity (#7).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-30 15:30:16 +03:00
Valiantsin DzerakhandClaude Opus 5.5 39ab925588 Merge task/wbcap: diagnostic fence write-back limit and its trace log
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-30 15:28:18 +03:00
Valiantsin DzerakhandClaude Opus 5.5 6dbecab25d Merge task/amd-devlost: log the VK_EXT_device_fault report on device lost
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-30 15:27:58 +03:00
Valiantsin DzerakhandClaude Opus 5.5 bb1b675381 Floor the 1.4.3 LOD and pre-actor fade increments at 1
Above about 63.5 fps the fade step trunc(2.1 * ratio) is 0, so objects that start a fade stay translucent or
invisible until a slower frame moves them on (issues #10, #37). Switching to 60 fps and back cleared it because the
60 fps step is 1. Port of MacNativeGames' high-FPS fade fix as a fade set under TOTK_HIGHFPS_FIX.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-30 15:27:44 +03:00
Valiantsin DzerakhandClaude Opus 5.5 abb00c500c Add a diagnostics key for the fence write-back size limit and trace the targets it skips
wb_fence_limit (TOTK_WB_FENCE_LIMIT, default 65536) replaces the fixed 64 KiB limit of the write-back done when the CPU waits for a fence. With trace = gfx the log names each dirty target left on the GPU because of its size and each target over 64 KiB that a raised limit wrote back. Meant to test whether the fuse weapon switch bug (#18) and the Purah Pad camera bug (#13, #63) come from a target the game reads on the CPU without an invalidate.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-30 15:27:42 +03:00
arthurhfcardosoandClaude Sonnet 5.5 444abcbebb Drop released textures that reload intact when video memory runs low
On a 4 GiB GPU the released-texture list (up to 2048 entries, each ASTC texture decoded to RGBA8) filled video memory and the heap spilled into system memory: a Depths lava scene went from 12 ms to 60 ms of GPU time per frame and about 16 fps. Above tex_vram_pressure percent of the device-local budget (default 90, 0 = off), each submit now destroys up to 32 of the oldest released entries.

Only entries that come back intact are dropped: mirrored textures the GPU never wrote, which are uploaded again from their storage. A render target exists only in its image; dropping those made textures come back empty (black flashes in the Depths boss fight, about 170 "left uninitialised" aliases a minute).

Adds the setting to totk.ini and the Advanced tab, and a perf log line with the released count and drops.

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-30 09:26:36 -03:00
Valiantsin DzerakhandClaude Opus 5.5 fcaecabad4 Make totk.exe per-monitor DPI aware so fullscreen and the window use physical pixels
The manifest declared no DPI awareness, so Windows ran the process DPI-unaware: on a 4K monitor at 150% scale the
fullscreen window and its swapchain were 2560x1440, the 4K game image was shrunk to it and Windows stretched the
result back up, blurred (issues #25, #56, #31).

The manifest now declares PerMonitorV2 (true/pm for older Windows 10). The window frame is measured at the window's
DPI, a framed window keeps its client size when it moves to a monitor at another scale, WM_DPICHANGED takes the
suggested rect or keeps fullscreen over the monitor, and window_size means screen pixels. The menu's minimum text
size follows the window's DPI, and the text entry dialog is measured at the game window's DPI. --probe-dpi prints
the process awareness and fails unless it is per-monitor v2.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-30 13:40:04 +03:00
Valiantsin DzerakhandClaude Opus 5.5 8eaf198443 Merge task/fps90: offer 90 FPS in the frame rate limit menu
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-30 13:30:29 +03:00
Valiantsin DzerakhandClaude Opus 5.5 d8547a84ac Offer 90 FPS in the frame rate limit menu
GitHub issue #21 asks for a 90 fps limit. fps_limit = 90 in totk.ini already worked, because frame_rate.c accepts any whole
rate from 30 to 360 and cfg.c does not validate the values column. The menu row and the documented value lists did not
name it. Added 90 to the menu between 60 and 120 (new catalog id UI_MENU_FPS_90 in both languages), to the FPS_LIMIT
row in cfg.c and to totk.ini.example.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-30 13:30:09 +03:00
Valiantsin DzerakhandClaude Opus 5.5 184d5798cd Merge task/zhlang: map zh-CN and zh-TW to the Chinese codes TotK accepts
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-30 13:27:46 +03:00
Valiantsin DzerakhandClaude Opus 5.5 67116a387f Map the zh-CN and zh-TW game languages to zh-Hans and zh-Hant
Choosing Simplified Chinese in the installer wrote lang = zh-CN to totk.ini and the game showed Japanese: ov_language() handed the code to nn::oe::GetDesiredLanguage unchanged, and TotK only accepts zh-Hans and zh-Hant for Chinese. Reported in #72 and #68.

ov_language() now maps both old spellings, so existing totk.ini files keep working and cfg.c still accepts them. The F1 menu offers one row per language under the canonical codes. The installer lists only zh-Hans and zh-Hant, writes them, and reads zh-CN or zh-TW from the CLI or from a recorded totk-install.json as the canonical code, so a repair or update of an old install does not fail with check.lang_unknown and rewrites the ini. --probe-services prints the configured language and checks the four Chinese codes.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-30 13:27:19 +03:00
Valiantsin DzerakhandClaude Opus 5.5 112fb2dd74 Log the VK_EXT_device_fault report when the device is lost
vk_device_fault_report queries vkGetDeviceFaultInfoEXT once per process after VK_ERROR_DEVICE_LOST and logs the
description, the faulting addresses with type and precision, and the vendor codes. The submit, upload, occlusion
query and wait fatals call it before rt_fatal, and the present path calls it on a failed acquire, blit submit or
present. Threads that lose the device together wait until the report is written. The extension counts as usable only
when the driver reports the deviceFault feature. No cost unless the device is lost.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-30 13:21:14 +03:00
Valiantsin DzerakhandClaude Opus 5.5 30c6c13161 Merge task/linkcomma: link build folders that contain a comma
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-30 12:49:23 +03:00
Valiantsin DzerakhandClaude Opus 5.5 4a961a8b8d Pass the linker map path with -Xlinker so build folders containing a comma link
The installer names its temp folder after the game title (Legend of Zelda, The - ...), and clang splits -Wl, values at every comma, so lld received a truncated --Map path and a stray input file. Fixes issue 47.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-30 12:49:06 +03:00
Valiantsin DzerakhandClaude Opus 5.5 31c8caa45e Merge task/genmem: size the code generator's worker pool by free memory
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-30 12:46:33 +03:00
Valiantsin DzerakhandClaude Opus 5.5 a5711539e1 Size the code generator's worker pool by free memory so it stops running out of RAM
gen.py started one emit worker per CPU, about 1.3 GiB each on 1.4.3, so many-core machines with modest RAM died with a MemoryError during "Translating code to C" (issues 17, 28, probably 66). The default is now min(CPU count, 80% of the free physical memory / 1.5 GiB), at least 1, capped by the memory limit of the enclosing job object if there is one. --jobs still overrides it, and the chosen count and its reason are logged. The memory helper is tools/hostmem.py, shipped with the release tools.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-30 12:43:50 +03:00
conongnangandClaude Opus 5.5 3df82b8842 Load Atmosphere cheat files and switch their cheats from a Cheats tab in the menu
Players bring their own cheats\<build id>.txt next to totk.exe; none ship with the port. The setup turns cheats that
write main's code into patch sets (tools/cheats.py), cheats that write data run in a cheat VM after dmnt's every
presented frame (runtime/cheats.c), and the menu's Cheats tab switches each one, saved under [cheats] in totk.ini.

The patch table now takes several sets per site, first set in file order winning, and replacements that end in a
branch or ret, so cheats that patch the same instruction or end in a jump can be built.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-30 10:28:37 +07:00
Wellington Dias aa030e4e28 Give 1.4.3 the aspect patch, so it draws 16:10 and 21:9 like 1.2.1.
The 1.4.3 sites, found by their code: the camera parameter reader's DefaultAspect default (main+0x1aa0ac4, the default
at main+0x2d06910), the two camera-viewport updates (0x1ff04f4, 0x253fbb0, where the division becomes the page load
because x9 is free after the dirty-flag store) and two of the 2D canvas-size loads (0x2136fa8, 0x213641c). Three of
1.2.1's five canvas loads have no match yet; switching them off on 1.2.1 left the gameplay HUD and the system menu
unchanged at 21:9. At 16:10 and 21:9 the 1.4.3 title and gameplay show a round emblem, an unstretched world and the
HUD at the screen's edges.
2026-10-29 23:05:30 -03:00
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
Wellington Dias f3ab1b0e76 Give the camera and interface the output's shape on 1.2.1, so 16:10 and 21:9 are not stretched.
The aspect patch set (recomp/patches-v121.txt) makes the world camera's DefaultAspect parameter default, the two
camera-viewport updates that divide a 16:9 rectangle, and the five loads of the 2D canvas size read the patch page.
resolution.c writes the output's aspect and the canvas factors there (wider than 16:9 the canvas grows in x, narrower
in y) and switches the set on when the game resolution is not 16:9. The sites are those of Fruithapje21's
TOTK-Ultrawide 1.2.1 patch (GPL-3.0, read for behaviour); a heap scan of the live projections confirmed the four world
cameras take the new aspect. The interface keeps its 16:9 layout in the middle of the canvas: the per-layout edits
that move it to the screen's edges are not done.

A version without the set (1.4.3 for now) draws the largest 16:9 size inside the wanted one, letterboxed. The Steam
Deck profile now draws the screen's own 1280x800, and the menu offers 16:10 and 21:9 game resolutions.
2026-10-29 22:20:59 -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 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
Valiantsin Dzerakh c3b9a4e7f6 Update README.md 2026-10-29 18:05:56 +03:00
273 changed files with 45394 additions and 6010 deletions

No files matched your search

+100
View File
@@ -0,0 +1,100 @@
name: Crash
description: The game closes, freezes or shows a FATAL message.
labels: [bug, crash]
body:
- type: markdown
attributes:
value: |
Check the pinned issues at the top of the issue list first: they cover the known crashes and their workarounds.
Do not attach or link game files, keys, firmware or builds. Issues that do are closed.
- type: checkboxes
id: duplicates
attributes:
label: Existing issues
options:
- label: I read the pinned issues and [searched open and closed issues](https://github.com/valentderah/totk-pc-recomp/issues?q=is%3Aissue) for this crash.
required: true
- type: input
id: version
attributes:
label: Version
description: The title line of the settings menu (F1), for example "TotK Recomp 0.1.0, game 1.4.3".
validations:
required: true
- type: input
id: last-good
attributes:
label: Last version that worked
description: If an earlier version did not crash at this point, which one.
- type: textarea
id: system
attributes:
label: System info
description: Paste what Copy system info (F1, Advanced tab) puts on the clipboard. On a Steam Deck, add LCD or OLED.
render: text
validations:
required: true
- type: textarea
id: mods
attributes:
label: Mods and cheats
description: The folders in mods/ with their download links, or "none". Say whether it also crashes without them.
validations:
required: true
- type: dropdown
id: when
attributes:
label: When does it crash?
options:
- At startup, before the Nintendo logo
- Between the Nintendo logo and the title screen
- While loading a save
- In gameplay
- In a cutscene
validations:
required: true
- type: dropdown
id: blocker
attributes:
label: Can you keep playing?
options:
- "Yes, it does not happen again after a restart, or I can avoid it"
- "No, it happens every time at the same point"
validations:
required: true
- type: textarea
id: steps
attributes:
label: What you did before the crash
validations:
required: true
- type: markdown
attributes:
value: |
### The log
- The log of the run that crashed is `logs\totk.log` in the folder of `totk.exe` (F1, Advanced tab, Open log folder). Copy it before you start the game again: the next start renames it to `totk.1.log`, and after five starts it is gone.
- Attach the whole file. Do not cut or edit it: the crash report is at the end, the GPU and driver lines are at the start.
- The log says `device lost` or `VK_ERROR_DEVICE_LOST` and the GPU is an NVIDIA one: set GPU pass marks to On (F1, Advanced tab, Diagnostics), restart the game, make it crash again and attach that log. The `vk: pass marks` lines then name what the GPU was drawing.
- type: textarea
id: log
attributes:
label: Log
description: Drag totk.log into this field.
validations:
required: true
- type: markdown
attributes:
value: |
### Save and input recording
When the crash comes back at one place in the game (an area, a shrine, a cutscene, a quest step), the save that gets there lets us crash it on our machine.
1. Zip the `profile` folder next to `totk.exe` and attach it. Say which slot you load, or that you use the autosave.
2. If it takes more than walking a few steps from the save: turn on Input recording (F1, Advanced tab, Diagnostics), restart the game, load the save, make it crash, and attach `input-record.txt` from the logs folder together with the `totk.log` of that run.
- type: textarea
id: save
attributes:
label: Save and input recording
description: Drag the zipped profile folder and input-record.txt into this field, when the crash comes back at one place.
+74
View File
@@ -0,0 +1,74 @@
name: Graphics glitch
description: Artifacts, missing or broken textures, flicker, wrong colours or shadows.
labels: [bug, graphics]
body:
- type: markdown
attributes:
value: |
Check the pinned issues at the top of the issue list first: they cover the known glitches on each GPU.
Do not attach or link game files, keys, firmware or builds. Issues that do are closed.
- type: checkboxes
id: duplicates
attributes:
label: Existing issues
options:
- label: I read the pinned issues and [searched open and closed issues](https://github.com/valentderah/totk-pc-recomp/issues?q=is%3Aissue) for this glitch.
required: true
- type: input
id: version
attributes:
label: Version
description: The title line of the settings menu (F1), for example "TotK Recomp 0.1.0, game 1.4.3".
validations:
required: true
- type: input
id: last-good
attributes:
label: Last version that worked
description: If an earlier version drew this correctly, which one.
- type: textarea
id: system
attributes:
label: System info
description: Paste what Copy system info (F1, Advanced tab) puts on the clipboard. It lists the settings you changed too. On a Steam Deck, add LCD or OLED.
render: text
validations:
required: true
- type: textarea
id: mods
attributes:
label: Mods and cheats
description: The folders in mods/ with their download links, or "none". Say whether the glitch also shows without them. Turn off ReShade and other overlays that draw into the game before you report.
validations:
required: true
- type: textarea
id: screenshot
attributes:
label: Screenshot or video
description: Drag the file into this field. Say where in the game it was taken. Flicker needs a video.
validations:
required: true
- type: textarea
id: details
attributes:
label: What looks wrong and when
description: Does it show all the time, in one place, or after some time in play? Does it go away after a restart, or when you change a setting?
validations:
required: true
- type: dropdown
id: blocker
attributes:
label: Can you keep playing?
options:
- "Yes"
- "No, I cannot see enough to play"
validations:
required: true
- type: textarea
id: log
attributes:
label: Log
description: Drag logs\totk.log from the folder of totk.exe into this field, from the run that showed the glitch. Copy it before you start the game again.
validations:
required: true
+108
View File
@@ -0,0 +1,108 @@
name: Performance
description: Low frame rate, freezes, hitches, stutter or long loading.
labels: [performance]
body:
- type: markdown
attributes:
value: |
Check the pinned issues at the top of the issue list first.
Shaders the setup did not prepare are built the first time they are needed, so a short hitch the first time an area or effect shows is expected. Report it when it happens again in the same place.
Do not attach or link game files, keys, firmware or builds. Issues that do are closed.
- type: checkboxes
id: duplicates
attributes:
label: Existing issues
options:
- label: I read the pinned issues and [searched open and closed issues](https://github.com/valentderah/totk-pc-recomp/issues?q=is%3Aissue) for this problem.
required: true
- type: input
id: version
attributes:
label: Version
description: The title line of the settings menu (F1), for example "TotK Recomp 0.1.0, game 1.4.3".
validations:
required: true
- type: input
id: last-good
attributes:
label: Last version that ran better
description: If an earlier version was faster in the same place, which one.
- type: textarea
id: system
attributes:
label: System info
description: Paste what Copy system info (F1, Advanced tab) puts on the clipboard. It lists the settings you changed too. On a Steam Deck, add LCD or OLED.
render: text
validations:
required: true
- type: dropdown
id: machine
attributes:
label: Machine
options:
- Desktop PC
- Laptop, on mains power
- Laptop, on battery
- Steam Deck
- Other handheld PC
validations:
required: true
- type: textarea
id: mods
attributes:
label: Mods and cheats
description: The folders in mods/ with their download links, or "none".
validations:
required: true
- type: dropdown
id: kind
attributes:
label: What kind of problem?
options:
- The frame rate is low all the time
- Short freezes or hitches that come back in the same place
- The frame rate is fine, but motion is not smooth
- It gets slower the longer I play
- Loading takes long
validations:
required: true
- type: textarea
id: where
attributes:
label: Where and what you were doing
description: For example "Lookout Landing, walking to the tower", "the Depths below Hyrule Castle", "fighting a Talus in the Sky". How long into the session it started.
validations:
required: true
- type: textarea
id: overlay
attributes:
label: Performance overlay
description: Press F10 twice (or both stick clicks) for the full panel. Stay a minute in the place and write down the frame rate, the mean and the longest frame time, or attach a screenshot of the panel.
validations:
required: true
- type: markdown
attributes:
value: |
### Recording the log
1. In the settings menu (F1), Advanced tab, Diagnostics: turn on Performance log. For freezes and hitches, also turn on Flight recorder. Restart the game: both take effect at the next start.
2. Play at least three minutes in the place where it happens. The log gets a frame-time summary every 60 s, and a line for every frame over 50 ms that names what the frame waited for.
3. With the flight recorder on, press F8 right after a hitch. It also saves on its own after every frame longer than the freeze threshold (100 ms), at most once per 10 s.
4. Close the game with Quit game in the menu or the window's close button. Do not end it from Task Manager: the last summary is written when the game exits.
5. Copy `logs\totk.log` from the folder of `totk.exe` before you start the game again.
6. Each flight recorder save is a folder; the log line `flight: dump` names it. Zip the folders and attach them.
7. Turn both off again afterwards: they cost a little frame time.
- type: textarea
id: log
attributes:
label: Log
description: Drag totk.log into this field.
validations:
required: true
- type: textarea
id: flight
attributes:
label: Flight recorder saves
description: Drag the zipped folders into this field, for freezes and hitches.
+94
View File
@@ -0,0 +1,94 @@
name: Other bug
description: Sound, controls, the settings menu, the installer, or game logic.
labels: [bug]
body:
- type: markdown
attributes:
value: |
Check the pinned issues at the top of the issue list first. Crashes, graphics glitches and performance have their own templates.
Do not attach or link game files, keys, firmware or builds. Issues that do are closed.
- type: checkboxes
id: duplicates
attributes:
label: Existing issues
options:
- label: I read the pinned issues and [searched open and closed issues](https://github.com/valentderah/totk-pc-recomp/issues?q=is%3Aissue) for this bug.
required: true
- type: dropdown
id: area
attributes:
label: Area
options:
- Audio
- Controls and input
- Settings menu and overlay
- Installer
- Game logic and physics
- Something else
validations:
required: true
- type: input
id: version
attributes:
label: Version
description: The title line of the settings menu (F1), for example "TotK Recomp 0.1.0, game 1.4.3". For the installer, the version of TotK-Setup.
validations:
required: true
- type: input
id: last-good
attributes:
label: Last version that worked
description: If an earlier version did this correctly, which one.
- type: textarea
id: system
attributes:
label: System info
description: Paste what Copy system info (F1, Advanced tab) puts on the clipboard. On a Steam Deck, add LCD or OLED. For the installer, write your OS and the install disk.
render: text
validations:
required: true
- type: textarea
id: mods
attributes:
label: Mods and cheats
description: The folders in mods/ with their download links, or "none". Say whether it also happens without them.
validations:
required: true
- type: dropdown
id: blocker
attributes:
label: Can you keep playing?
options:
- "Yes"
- "No, it stops the game or a quest"
validations:
required: true
- type: textarea
id: steps
attributes:
label: What happened and how to reproduce it
description: What you expected, what happened instead, and the steps that lead there.
validations:
required: true
- type: markdown
attributes:
value: |
### What to attach for your area
Close the game with Quit game in the menu or the window's close button, then copy `logs\totk.log` from the folder of `totk.exe` before you start the game again.
**Audio.** Open `totk.ini` in the folder of `totk.exe` and add the line `trace = audio`; when the file already has `trace = perf` (Performance log on), change it to `trace = perf,audio`. Start the game, play at least two minutes where the sound goes wrong and close the game. The log then has an `audio:` line every 5 s with the buffer underruns. Name the output device and how it is connected (speakers, headphones, USB, Bluetooth, HDMI), and attach a short video with sound if you can. Remove the line afterwards.
**Controls and input.** Name the controller and how it is connected (USB, Bluetooth, Steam Input). Does it also happen with keyboard and mouse?
**Controls, game logic, anything you can trigger again.** Turn on Input recording (F1, Advanced tab, Diagnostics), restart the game, load a save, make the bug happen and close the game. Attach `input-record.txt` from the logs folder and a zip of the save you loaded: the `profile` folder next to `totk.exe`. The recording replays what you did, so we can see the bug on our machine.
**Installer.** Attach the newest `install-*.log` from `temp\logs` in the folder of `TotK-Setup.exe` (on Linux: `.setup-temp/logs` in the install folder), and the log file the error message names.
- type: textarea
id: log
attributes:
label: Log and other files
description: Drag totk.log and the files your area asks for into this field.
validations:
required: true
+17
View File
@@ -0,0 +1,17 @@
name: Feature request
description: A setting, option or support for something the port does not do yet.
labels: [enhancement]
body:
- type: checkboxes
id: duplicates
attributes:
label: Existing issues
options:
- label: I [searched open and closed issues](https://github.com/valentderah/totk-pc-recomp/issues?q=is%3Aissue) and the Planned section of the README for this request.
required: true
- type: textarea
id: request
attributes:
label: What you want and why
validations:
required: true
-32
View File
@@ -1,32 +0,0 @@
name: Bug report
description: Something breaks, crashes or looks wrong.
body:
- type: markdown
attributes:
value: |
Do not attach or link game files, keys, firmware or builds. Issues that do are closed.
- type: input
id: version
attributes:
label: Version
description: The title line of the settings menu (F1), for example "TotK Recomp 0.1.0, game 1.4.3".
validations:
required: true
- type: input
id: system
attributes:
label: GPU, driver and Windows version
description: Copy system info in the menu's Advanced tab puts them on the clipboard.
validations:
required: true
- type: textarea
id: steps
attributes:
label: What happened and how to reproduce it
validations:
required: true
- type: textarea
id: log
attributes:
label: Log
description: Attach logs\totk.log from the folder of totk.exe. After a crash, copy it before you start the game again.
+4
View File
@@ -1 +1,5 @@
blank_issues_enabled: false
contact_links:
- name: Question or help with setup
url: https://github.com/valentderah/totk-pc-recomp/discussions
about: Installing, updating and configuring the port. Ask in Discussions.
+3
View File
@@ -42,6 +42,9 @@ __pycache__/
*.o
*.lib
*.a
*.so
*.so.*
*.AppImage
# .NET build output of the shader translator (tools/build_xlate.py)
/tools/xlate/bin/
+37 -11
View File
@@ -1,45 +1,71 @@
# TotK Recomp
**TotK Recomp** is a static recompilation of *The Legend of Zelda: Tears of the Kingdom* (Nintendo Switch, 2023) into a native Windows x86-64 application ([docs/architecture.md](docs/architecture.md)).
**TotK Recomp** is a static recompilation of *The Legend of Zelda: Tears of the Kingdom* (Nintendo Switch, 2023) into a native x86-64 application for Windows and Linux ([docs/architecture.md](docs/architecture.md)).
> [!IMPORTANT]
> **No game files are included.** You need your own legally obtained copy of *Tears of the Kingdom*, dumped from your own console: the base game and the 1.2.1 or 1.4.3 update. Instructions for obtaining those files will not be provided.
> **No game files are included.** You need your own legally obtained copy of *Tears of the Kingdom*, dumped from your own console: the base game and the 1.1.0, 1.2.1 or 1.4.3 update. Instructions for obtaining those files will not be provided.
>
> The game is built from your files on your machine, so the result contains the game. It is for your own use. Do not share it.
## Status
Early development. The game is playable on Windows; visual bugs and crashes are still expected.
Early development. The game is playable on Windows and Linux; visual bugs and crashes are still expected.
Report problems as issues, following [CONTRIBUTING.md](CONTRIBUTING.md).
## Features
- Native code, not emulation
- Game updates 1.2.1 and 1.4.3, with saves that carry over between them
- 60 fps by default; up to 360 fps or the monitor's refresh rate (experimental)
- Game updates 1.1.0, 1.2.1 and 1.4.3; 1.2.1 and 1.4.3 saves carry over between them
- Takes NSP and XCI game files, and compressed NSZ and XCZ as they are: the setup unpacks them itself
- 60 fps by default; up to 144 fps or the monitor's refresh rate (experimental)
- Custom resolutions (1080p, 2k...), supersampling and AMD FSR 1 upscaling
- NVIDIA DLSS / DLAA on RTX GPUs: the setup downloads `nvngx_dlss.dll` from NVIDIA's DLSS SDK repository
(github.com/NVIDIA/DLSS, NVIDIA RTX SDK license) when it finds an RTX GPU; untick it in the setup to skip it
- HDR10 output with peak, game and HUD brightness settings
- 16:10 (Steam Deck, handhelds), 3:2 (Surface, Framework), 21:9 and 32:9 (ultrawide) game resolutions, with the camera and the interface in that shape
- Anisotropic texture filtering up to 16x, for sharp ground into the distance
- In-game settings menu (F1) and performance overlay (F10)
- Play time across runs on the Game tab of the settings menu, kept in `playtime.txt` next to the saves
- Discord Rich Presence ("Playing TotK Recomp" with the play time), off by default, own application id supported
- Setup and in-game menu in English, Russian, Brazilian Portuguese and Simplified Chinese
- Keyboard, mouse and gamepad with remapping, rumble and gyro
- Stereo or 5.1 surround sound output
- Xbox button prompts: LB, RB, LT, RT, Menu and View, and A, B, X and Y as labelled on the button to press, with either button layout
- Shaders prepared at install instead of during play
- Mods made for emulators: unpack a mod into the `mods` folder next to `totk.exe`; switch and order them in the menu. RomFS
mods, TKMM's merged output and ExeFS code patches (`.ips`, `.pchtxt`) work; the game rebuilds itself for code patches
([docs/mods.md](docs/mods.md)). HD texture packs work: the port grows the texture heap a pack asks for by itself. Tested
with the HDPacks.com 4K Texture Pack v1.0 on 1.4.3 and 1.2.1; other packs come with no guarantee
- Atmosphère cheats: put a cheat file into a mod and switch its cheats in the menu ([docs/cheats.md](docs/cheats.md))
## Planned
- Linux and the Steam Deck
- Mods made for emulators: unpack a mod into a `mods` folder
- Custom aspect ratios, including ultrawide
- VRR
## Installing
Requirements: Windows 10 or later, an x86-64 CPU with AVX2, a GPU with Vulkan 1.3 and `VK_EXT_external_memory_host`, about 36 GiB free during setup (20 GiB after).
### Windows
Requirements: Windows 10 or later, an x86-64 CPU with SSE4.2 (AVX2/FMA machines get a faster build), a GPU with Vulkan 1.3 and `VK_EXT_external_memory_host`, about 36 GiB free during setup (20 GiB after).
1. Download `TotK-Setup-<version>-windows.zip` from [Releases](../../releases/latest) and unpack it.
2. Start `TotK-Setup.exe`. If SmartScreen warns about an unsigned app, choose *More info*, then *Run anyway*.
3. Pick your game files, the language and an install folder, and press *Start*. The setup builds the game once.
3. Pick your game files, the language and an install folder, and press *Start*. The setup builds the game once. With
an NVIDIA RTX GPU it also downloads NVIDIA DLSS, unless you untick *Download NVIDIA DLSS*; turn DLSS on in the
menu (F1).
4. Play `totk.exe` from the install folder.
To update, run a newer `TotK-Setup.exe` on the same folder; saves and settings are kept. Settings are in the in-game menu and in `totk.ini` ([totk.ini.example](totk.ini.example) lists every key). Controls: [docs/controls.md](docs/controls.md).
### Linux
Requirements: as on Windows, plus Linux 6.7 or later and glibc 2.34 or later (Ubuntu 22.04, Debian 12, Fedora 35, SteamOS 3).
1. Download `TotK-Setup-x86_64.AppImage` from [Releases](../../releases/latest), or build it ([docs/installer.md](docs/installer.md), "Linux release").
2. Make it executable (`chmod +x TotK-Setup-x86_64.AppImage`) and start it. On a Steam Deck, do this in Desktop Mode.
3. Pick your game files, the language and an install folder, and press *Start*.
4. Play `totk` from the install folder.
To update, run a newer setup on the same folder; saves and settings are kept. Settings are in the in-game menu and in `totk.ini` ([totk.ini.example](totk.ini.example) lists every key). Controls: [docs/controls.md](docs/controls.md).
## Credits
+33 -2
View File
@@ -9,6 +9,12 @@ Code copied or adapted from another project is listed here with its source, the
| LAS Recomp host runtime: NSO loader, host-function table, guest-space reservation and re-execution, guest thread start | https://github.com/peiikai/LASRecomp @ `da35b83a9611d046a9a681aae668d7085954d37f`, Copyright (c) 2026 Peiikai | MIT | `runtime/loader.c`, `runtime/hostfn.c`, `runtime/memory.c`; `runtime/kernel.c`, `runtime/boot.c`; `runtime/vk_device.c`, `runtime/gfx_window.c`, `runtime/tex_astc.c` (`runtime/nvn/astc.c`; its decode ported to GLSL in `runtime/shaders/astc_decode.comp`, compiled into `runtime/astc_decode_spv.h`, and its tables copied into `runtime/vk_astc.c`), `runtime/vk_formats.c` (format table of `runtime/nvn/vulkan/textures.c`), `runtime/vk_memory.c` (page write generations of `runtime/nvn/vulkan/exec.c`, deferred destruction of `textures.c`), `runtime/vk_texture.c` (image creation, uploads and samplers of `runtime/nvn/vulkan/textures.c`), `runtime/vk_sync.c` (timeline submissions and waits of `runtime/nvn/vulkan/exec.c`), `runtime/vk_pipeline.c` (blend, compare and stencil mappings, vertex format table with its 3-component fallback and pipeline cache file of `runtime/nvn/vulkan/exec.c` and `device.c`), `runtime/vk_exec.c` (pass begin and end, scissor clip and attachment clears of `runtime/nvn/vulkan/exec.c`), `runtime/vk_exec_xfer.c` (copies of `runtime/nvn/vulkan/exec.c`), `runtime/vk_exec_draw.c` (uniform buffer spans, texture and sampler descriptors and dispatch flow of `runtime/nvn/vulkan/exec.c`); in-game menu: `runtime/ui/menu.cpp` (Dear ImGui Vulkan set-up of `runtime/nvn/vulkan/imgui_glue.cpp`) |
| MacNativeGames TotK host runtime: dynamic linking, identity check, module permissions, guest memory and SVCs, threads, IPC, audio renderer, system services, RomFS and save storage, boot sequence, the NVN proc name list | https://github.com/ly05010419/MacNativeGames @ `b75be8cfa704df3701e86130c8ced268e79d6b11` (`games/totk/runtime/`, `games/totk/scripts/prepare_runtime.py`), Copyright (c) 2026 MacNativeGames contributors | MIT | `runtime/loader.c`, `runtime/memory.c`; `runtime/kernel.c`, `runtime/svc.c`, `runtime/ipc.c`, `runtime/ipc.h`, `runtime/audren.c`, `runtime/audren.h`, `runtime/audio_mixer.c`, `runtime/audio_effects.c`, `runtime/audio_effects.h`, `runtime/audio_reverb.c`, `runtime/audio_reverb.h` (SDL3 output replaces CoreAudio), `runtime/ov_system.c` (also `shared_font.c`: the BFTTF layout behind nn::pl), `runtime/ov_input.c` (also `hid_feedback.c`: vibration and six-axis handles and calls), `runtime/motion_fusion.c` (six-axis fusion of `motion_fusion.c`), `runtime/ov_media.c` (hardware Opus decoder over libopus), `runtime/swkbd_win.c` (`swkbd_host.c`: ShowKeyboardArg offsets, UTF-8/UTF-16 conversion, disabled-key filter, result codes; Win32 window replaces the macOS text bar), `runtime/ov_gfx.c`, `runtime/romfs.c`, `runtime/romfs_path.h`, `runtime/fs_host.c`, `runtime/fs.h`, `runtime/boot.c`; `runtime/gfx_window.c`; `tools/gen_nvn_procs.py`, `runtime/nvn_procs.inc` (`NVN/names.txt` and the `NVN_EXTRA` names of `totk_nvn_ext.c`) |
| MacNativeGames TotK frame-rate patches: 60 fps present-interval controller, real-time frame step and its present sampling, hair and cloth clock, trampoline slow-motion check (instruction words and 1.2.1 sites), player position chain; quick-menu capture background RomFS overlay | https://github.com/ly05010419/MacNativeGames @ `ebe621de99bfc48f3c42f2d2aa73e04fbcc6eae2` (`games/totk/runtime/game_patches.c`, `game_version.h`, `world_survey.c`, `games/totk/scripts/make_romfs_patches.py`), Copyright (c) 2026 MacNativeGames contributors | MIT | `runtime/frame_rate.c`, `recomp/patches-v121.txt`, `tools/make_romfs_patches.py` |
| MacNativeGames TotK 1.4.3 fade fix: the four distance / LOD and pre-actor fade sites, their instruction words and the floor of the fade step at 1 | https://github.com/ly05010419/MacNativeGames @ `3e9e7f67fdfdd3404134dcfa0f24969a9425a33f` (`games/totk/runtime/game_patches_v143.c` patch_fade_increment), Copyright (c) 2026 MacNativeGames contributors | MIT | `recomp/patches-v143.txt` (set fade; the floor without flags, clz >> 5, as in pull request #78) |
| MacNativeGames TotK 1.2.1 cursor and aim steps: the map cursor, vertical Ultrahand aim and vertical gyro aim sites, their instruction words and the step scaled by the frame ratio | https://github.com/ly05010419/MacNativeGames @ `363a6eb50434387f7d623349934bcf1e910be48f` (`games/totk/runtime/game_patches.c` patch_cursor_speed), Copyright (c) 2026 MacNativeGames contributors | MIT | `recomp/patches-v121.txt` (set cursor) |
| MacNativeGames TotK aspect ratio: the camera and viewport sites that hand the perspective projection its aspect ratio, and the UI layout edits for a canvas wider than 16:9 | https://github.com/ly05010419/MacNativeGames @ `933b6a0d1438de160208a0a13eb5e8d7a2cb8094` (`games/totk/runtime/aspect_patch.h`, `aspect_math.h`, `game_patches_v143.c`, `games/totk/scripts/ultrawide_layout.py`), Copyright (c) 2026 MacNativeGames contributors | MIT | `recomp/patches-v143.txt` (set aspect), `tools/ultrawide_layout.py`, `tools/make_romfs_patches.py` (--aspect) |
| MacNativeGames TotK button icons: the Xbox controller's shoulder buttons, triggers, Menu, View and d-pad drawn with letters from the game's own text fonts, the .bfotf key, the button guide's images and their block-linear layout, the resource size table raised for the archives that grew | https://github.com/ly05010419/MacNativeGames @ `933b6a0d1438de160208a0a13eb5e8d7a2cb8094` (`games/totk/scripts/make_button_icons.py`), Copyright (c) 2026 MacNativeGames contributors | MIT | `tools/button_icons.py`, `tools/make_romfs_patches.py` (--prompts) |
| RenoDX TotK mod (game mod by souperman9, tonemapper by Musa, RenoDX framework by ShortFuse, RenoVK fork by Ritsu): the approach of the HDR tonemap (the game's 1 - e^-x curve kept below a pivot and continued along its tangent above it, the saturation grade applied to the colour scaled into 0..1) and the observation that the passes after the tonemap keep values above 1. No code copied; the shader is our own | https://github.com/clshortfuse/renodx @ `b6f87272ad1bfdc0e6444910a93606815944a085` (`src/games/totk/tonemap.slang`, `addon.cpp`), Copyright (c) 2025 Carlos Lopez Jr. | MIT | `runtime/shaders/hdr_tonemap.frag`, `runtime/vk_hdr.c` |
| TOTK-Ultrawide, the community mod for emulators: the list of UI panes the ultrawide layout edits and the distances they move (data only, no code copied; the edit code is our own, and MacNativeGames' `ultrawide_layout.py` in the row above already carries the same values). The mod's repository URL and licence version are not recorded in this repository | TOTK-Ultrawide (community mod; URL not recorded here) | GPL (version not recorded here) | `tools/ultrawide_layout.py` (`KEEP_ROOT`, `edits`, `anim_edits`) |
| MacNativeGames TotK virtual-core preemption: asynchronous preemption of an owner in top-level game code, priority inheritance through guest mutexes, the SDK's preemption-disable protocol (TLR+0x100/+0x102, SVC 0x36), the core-wait diagnostics | https://github.com/ly05010419/MacNativeGames @ `33e8fa83052ea1ae09a3583137008e9797e12950` (`games/totk/runtime/threads.c`, commits 8bf0893 and 19730cd), Copyright (c) 2026 MacNativeGames contributors | MIT | `runtime/kernel.c` (SuspendThread and a register-saving stub replace SIGUSR2), `runtime/hostfn.c`, `runtime/svc.c` (host depth) |
| MacNativeGames RomFS index builder (`TOTKRFS1` layout) | https://github.com/ly05010419/MacNativeGames @ `b75be8cfa704df3701e86130c8ced268e79d6b11` (`games/totk/scripts/prepare_romfs_backend.py`), Copyright (c) 2026 MacNativeGames contributors | MIT | `tools/romfs_index.py` |
| d2r-mobile host thread environment (TLR, TLS, thread object), the origin of MacNativeGames' thread layer; d2r-mobile NVN host object layouts, command record format and NVN front end, as adapted for TotK in MacNativeGames' `d2r_gfx` copy | https://github.com/jhaizhou-ops/d2r-mobile @ `53e7c5bb9ca3ea53e2160005be8fbe920cd9cb53` (`dm/host/thread.c`, `dm/host/hle_thread.c`); the NVN layouts and front end via https://github.com/ly05010419/MacNativeGames @ `b75be8cfa704df3701e86130c8ced268e79d6b11` (`games/totk/third_party/d2r_gfx/gfx/nvn/nvn_obj.h`, the two types of `nvn_tex.h`, `hle_nvn.c`, `totk_nvn_ext.c`, `nvn_impl.h`, `nvn_hmap.h`, `nvn_pool_index.h`, the request checks and mapping semantics of `totk_vpool.c`, the generation stamps of `nvn_dirty.c`, texture mirroring and texel copies of `nvn_mtl.m`; licence in `games/totk/third_party/d2r_gfx/LICENSE`), Copyright (c) 2026 jhaizhou | MIT | `runtime/kernel.c`; `runtime/nvn_obj.h`; `runtime/nvn_api.h`, `runtime/nvn_api_core.c`, `runtime/nvn_hmap.h`, `runtime/nvn_pool_index.h`; `runtime/nvn_api_obj.c` (also `nvn_pace.h`); `runtime/nvn_api_cmd.c`, `runtime/nvn_ext.c`; `runtime/vk_memory.c`, `runtime/vk_texture.c`; `runtime/vk_sync.c` (side effects written after GPU completion, `hle_nvn.c`); `runtime/vk_pipeline.c` (pipeline key and state mapping of `nvn_mtl.m` `pso_key_fill` / `pso_desc`, its `vfmt` vertex formats and the missing-varying fix-up of `msl_varyings`); `runtime/vk_exec.c`, `runtime/vk_exec.h` (op loop, pure-state ops and state defaults of `nvn_mtl.m` `mtl_exec` / `state_op` / `state_reset`); `runtime/vk_exec_xfer.c` (copy, clear, event, counter and conditional-render semantics of `nvn_mtl.m` `copy_t2b` / `copy_b2t` / `copy_t2t` / `clear_tex` / `cond_eval`); `runtime/vk_exec_draw.c` (bind ops, draw and dispatch flow, vertex streams of `nvn_mtl.m` `state_op` / `bind_vertex_streams` / `draw_inner` / `dispatch`) |
@@ -34,6 +40,7 @@ Code copied or adapted from another project is listed here with its source, the
| AMD FidelityFX Super Resolution 1.0 (`ffx_a.h`, `ffx_fsr1.h`, unmodified; licence text in `runtime/shaders/ffx/LICENSE.txt`) | https://github.com/GPUOpen-Effects/FidelityFX-FSR @ `a21ffb8f6c13233ba336352bdff293894c706575`, Copyright (c) 2021 Advanced Micro Devices, Inc. | MIT | `runtime/shaders/ffx/`, `runtime/shaders/fsr_easu.comp`, `runtime/shaders/fsr_rcas.comp` (compiled into `runtime/fsr_easu_spv.h`, `runtime/fsr_rcas_spv.h`) |
| AMD Display Library (ADL) declarations: `AdapterInfo`, `ADLSingleSensorData`, `ADLPMLogDataOutput`, the `ADL_PMLOG_*` sensor numbers and the `ADL2_*` function signatures | https://github.com/GPUOpen-LibrariesAndSDKs/display-library @ `84c881cb2136f04287eb3af12de00a9e2867aa9e` (`include/adl_structures.h`, `include/adl_defines.h`, `include/adl_sdk.h`), Copyright (c) 2016 - 2022 Advanced Micro Devices, Inc. | MIT | `runtime/perfmon.c` |
| Zstandard 1.5.7 (MSYS2 `mingw-w64-ucrt-x86_64-zstd`), static link | https://github.com/facebook/zstd, Copyright (c) Meta Platforms, Inc. and affiliates | BSD-3-Clause | `runtime/resolution.c` (the HeapDef table), `runtime/ov_zstd.c` (the game's zstd frames decoded on the host) |
| musl `fma.c`, `fmaf.c` and `scalbn.c`, adapted into one file for the x86-64-v2 build | https://github.com/kraj/musl @ `5a56ad13e1e0790c06122978aad2a14d6b9efc1a` (mirror of https://git.musl-libc.org/cgit/musl), Copyright (c) 2005-2020 Rich Felker and contributors | MIT | `runtime/fma.c` (the correctly rounded fma/fmaf the FP lowering needs on CPUs without FMA3) |
## Compiler runtime in a source build
@@ -61,8 +68,10 @@ These tools run on the developer's or player's machine during the build. They ar
| Component | Source | License | Where in the release |
|---|---|---|---|
| Tcl/Tk 9.0.4, rebuilt with Xft for the Linux installer | https://github.com/tcltk/tcl and https://github.com/tcltk/tk, tag `core-9-0-4`; archives pinned by SHA-256 in `tools/make_release_linux.py` | Tcl/Tk licence (BSD-style) | `python/lib/`; licence texts in `licenses/tcl-license.terms` and `licenses/tk-license.terms` |
| libXft 2 and libXrender 1, the sniper SDK sysroot's shared libraries, bundled beside the Xft Tk of the Linux installer; their Debian `copyright` files go into `licenses/` | https://repo.steampowered.com/steamrt-images-sniper/snapshots/3.0.20261021.266025/ | HPND (MIT-style) | `python/lib/`; `licenses/libXft-copyright.txt`, `licenses/libXrender-copyright.txt` |
| CPython 3.14.9 embeddable package, with `tkinter` and Tcl/Tk 9.0.4 taken from the python.org 3.14.9 installer's component MSI (unpacked, never run); includes `vcruntime140*.dll` (Microsoft, redistributable with Python), OpenSSL, libffi, SQLite, zlib, libtommath | https://www.python.org/downloads/release/python-3149/ | PSF-2.0 (Tcl/Tk: Tcl/Tk licence, BSD-style) | `python/` |
| numpy 2.5.4 (with its bundled OpenBLAS), lz4 4.4.5, cryptography 50.0.2 (with its bundled OpenSSL), cffi 2.1.1, pycparser 3.11 | PyPI binary wheels, pins in `tools/requirements-installer.txt` | BSD-3-Clause; lz4 BSD-3-Clause; cryptography Apache-2.0 OR BSD-3-Clause; cffi MIT; pycparser BSD-3-Clause | `python/Lib/site-packages/` |
| numpy 2.5.4 (with its bundled OpenBLAS), lz4 4.4.5, cryptography 50.0.2 (with its bundled OpenSSL), fontTools 4.68.0, cffi 2.1.1, pycparser 3.11 | PyPI binary wheels, pins in `tools/requirements-installer.txt` | BSD-3-Clause; lz4 BSD-3-Clause; cryptography Apache-2.0 OR BSD-3-Clause; fontTools MIT; cffi MIT; pycparser BSD-3-Clause | `python/Lib/site-packages/` |
| llvm-mingw 20261020 (LLVM/Clang/LLD 23, mingw-w64, libc++, libunwind, compiler-rt), x86_64 subset | https://github.com/mstorsjo/llvm-mingw/releases/tag/20261020 | Apache-2.0 with LLVM exception; mingw-w64 ZPL-2.1/BSD/public domain; libc++ and libunwind Apache-2.0 with LLVM exception and MIT/UIUC; winpthreads MIT | `llvm/` |
| SDL 3.4.18 upstream Windows release (`SDL3.dll`) and mingw development package (headers, `libSDL3.dll.a`) | https://github.com/libsdl-org/SDL/releases/tag/release-3.4.18 | zlib | `bin/SDL3.dll`, `runtime/deps/` |
| libopus 1.6.1 (MSYS2 `mingw-w64-ucrt-x86_64-opus` 1.6.1-2; `libopus-0.dll` imports only KERNEL32 and the UCRT api-ms-win-crt DLLs), headers and import library | https://repo.msys2.org/mingw/ucrt64/ | BSD-3-Clause | `bin/libopus-0.dll`, `runtime/deps/` |
@@ -71,6 +80,28 @@ These tools run on the developer's or player's machine during the build. They ar
| Vulkan-Headers and Vulkan-Loader 1.4.363.0 (MSYS2 packages; headers and `libvulkan-1.dll.a` only, no loader DLL) | https://github.com/KhronosGroup | Apache-2.0 OR MIT | `runtime/deps/` |
| Vulkan Memory Allocator 3.4.0 (MSYS2 package), header | https://github.com/GPUOpen-LibrariesAndSDKs/VulkanMemoryAllocator | MIT | `runtime/deps/` |
| Ninja 1.13.2 (`ninja-win.zip`) | https://github.com/ninja-build/ninja/releases/tag/v1.13.2 | Apache-2.0 | `bin/ninja.exe` |
| hactool (SciresM @ `1d64a83450e025622f3468c28fc4164dad2c5ef6` plus `tools/hactool/portable.patch`, from MacNativeGames' `build_hactool()`: `MNG_TITLE_KEYS` and relaxed BKTR layout checks; our `tools/hactool/unicode.patch`: an embedded manifest that makes UTF-8 the process code page), built by `tools/build_hactool.py` with MSYS2 UCRT64 gcc; imports only KERNEL32 and the UCRT | https://github.com/SciresM/hactool | ISC | `bin/hactool.exe` |
| hactool (SciresM @ `1d64a83450e025622f3468c28fc4164dad2c5ef6` plus `tools/hactool/portable.patch`, from MacNativeGames' `build_hactool()`: `MNG_TITLE_KEYS` and relaxed BKTR layout checks; our `tools/hactool/unicode.patch`: an embedded manifest that makes UTF-8 the process code page; our `tools/hactool/mbedtls-asm-clobbers.patch`: the clobbers the bundled mbedtls's x86-64 multiply asm lacks), built by `tools/build_hactool.py` with MSYS2 UCRT64 gcc; imports only KERNEL32 and the UCRT | https://github.com/SciresM/hactool | ISC | `bin/hactool.exe` |
| `totk_xlate.exe` (Ryujinx shader translator, NativeAOT build of `tools/xlate/`, see the Ryujinx row above) | built by `tools/build_xlate.py` | MIT | `bin/totk_xlate.exe` |
| MacNativeGames shader variant list | https://github.com/ly05010419/MacNativeGames @ `b75be8cfa704df3701e86130c8ced268e79d6b11` (`games/totk/assets/shader_list.tsv`), Copyright (c) 2026 MacNativeGames contributors | MIT | `data/shader_list.tsv` |
## Distributed in the Linux release (AppImage)
`tools/make_release_linux.py` assembles these into the folder of `docs/installer.md` ("Linux release") and packs it as
`TotK-Setup-x86_64.AppImage`. Versions and sha256 of every download are pinned in that script; licence texts are in the
folder's `licenses/` and in each component's own folder.
| Component | Source | License | Where in the release |
|---|---|---|---|
| CPython 3.14.10, python-build-standalone 20261026 `install_only` build, with `tkinter` and the libraries it bundles (OpenSSL, libffi, SQLite, zlib, Tcl/Tk and others; their licences ship in the folder) | https://github.com/astral-sh/python-build-standalone/releases/tag/20261026 | PSF-2.0; bundled libraries under their own licences | `python/` |
| numpy 2.5.4 (with the libraries its manylinux wheel bundles), lz4 4.4.5, cryptography 50.0.2, cffi 2.1.1, pycparser 3.11 | PyPI binary wheels, pins in `tools/requirements-installer.txt` | as in the installer release row above | `python/lib/python3.14/site-packages/` |
| LLVM 23.1.4 official Linux X64 release: `clang`, `lld`, `llvm-ar`, `llvm-ranlib`, `llvm-objcopy`, `llvm-strip` and the clang resource headers; `llvm-LICENSE.txt` from the `llvmorg-23.1.4` source tag | https://github.com/llvm/llvm-project/releases/tag/llvmorg-23.1.4 | Apache-2.0 with LLVM exception | `llvm/` |
| Steam Runtime 3 "sniper" SDK sysroot 3.0.20261021.266025 (Debian 11 based), only the headers, libraries and objects a game build reads: glibc 2.31 (headers, `crt*.o`, `libc_nonshared.a`, link libraries), GCC 10 `libstdc++.a` and `libgcc`, SDL 3.4.18, libopus, libvpx 1.9 (static), the Vulkan loader's link library; their Debian `copyright` files go into `licenses/` | https://repo.steampowered.com/steamrt-images-sniper/snapshots/3.0.20261021.266025/ | glibc LGPL-2.1+; libstdc++ and libgcc GPL-3.0 with the GCC Runtime Library Exception; SDL zlib; libopus BSD-3-Clause; libvpx BSD-3-Clause with the WebM patent grant (`libvpx-PATENTS.txt` from the v1.17.0 source tag); Vulkan loader Apache-2.0 | `llvm/sysroot/`, `bin/libSDL3.so.0` (the sysroot's, copied next to the game by the setup), `licenses/` |
| Vulkan-Headers 1.4.363 (source tag) | https://github.com/KhronosGroup/Vulkan-Headers/tree/v1.4.363 | Apache-2.0 OR MIT | `runtime/deps/include/` |
| Vulkan Memory Allocator 3.4.0, header (the licence text is its header comment) | https://github.com/GPUOpen-LibrariesAndSDKs/VulkanMemoryAllocator/tree/v3.4.0 | MIT | `runtime/deps/include/vma/` |
| Zstandard 1.5.7, built from the release tarball into a static `libzstd.a` with the folder's clang and sysroot | https://github.com/facebook/zstd/releases/tag/v1.5.7 | BSD-3-Clause | `runtime/deps/` |
| Ninja 1.13.2 (`ninja-linux.zip`) | https://github.com/ninja-build/ninja/releases/tag/v1.13.2 | Apache-2.0 | `bin/ninja` |
| hactool (as in the installer release row above), built by `tools/build_hactool.py --cc` with the folder's clang and sysroot; includes its bundled mbedtls | https://github.com/SciresM/hactool | ISC; mbedtls Apache-2.0 | `bin/hactool` |
| `totk_xlate` (NativeAOT linux-x64 build of `tools/xlate/`, linked with the folder's clang, lld and sysroot) | built by `tools/build_xlate.py --llvm --sysroot` | MIT | `bin/totk_xlate` |
| AppImage type-2 runtime (static; includes libfuse and squashfuse), the AppImage's first part; appimagetool packs the folder and is not distributed | https://github.com/AppImage/type2-runtime | MIT; libfuse LGPL-2.1; squashfuse BSD-2-Clause | the AppImage header |
| MacNativeGames shader variant list | as in the installer release row above | MIT | `data/shader_list.tsv` |
| Weeping of the Empire menu cursor: eui's focus box read through ScreenMgr, BoxCursorMgr and the screens' node lists, AnimButton's hit test, the stale-hit-pane fallback to the parts panes, the three writes of moveBoxCursor, the structure offsets (1.0.0; the ScreenMgr instance placed in 1.4.3 by us) | https://github.com/daniel-madrid-07/weeping-of-the-empire @ `df0586cdc5702ca19bbebfa59697e0b6980f6237` (`engine/runtime/totk_menu_cursor.cpp`), Copyright (c) 2026 daniel-madrid-07 | MIT | `runtime/menu_cursor.c` |
+1 -1
View File
@@ -1 +1 @@
0.1.1
0.3.13
+1
View File
@@ -10,6 +10,7 @@ updates = ['C:\Games\TotK\update-1.4.3.nsp']
keys = 'C:\Switch\prod.keys'
# Optional: a firmware NCA directory (an unpacked firmware, or an emulator's installed registered/ directory).
# tools/extract_fonts.py takes the system shared fonts from it; the game needs them only with Chinese or Korean text.
# The installer asks for the same folder (--firmware) when the language needs those fonts.
# firmware = 'C:\Switch\firmware'
[work]
+40 -5
View File
@@ -54,7 +54,9 @@ MacNativeGames cannot run on x86-64 as is: its CPU path executes ARM64 code nati
libzstd on the host (`ov_zstd.c`, `TOTK_ZSTD_NATIVE`); the lifted decoder took almost three times as long.
- Settings and menu: every key with its default is in one table (`cfg.c`), read from `totk.ini` and `TOTK_*`
variables and written back when the in-game menu changes it. The menu and the performance overlay are Dear ImGui,
drawn into the swapchain image (`runtime/ui/`); their text is in `ui_text.c` (English, Russian).
drawn into the swapchain image (`runtime/ui/`); their text is in `ui_text.c` (English, Russian, Brazilian Portuguese,
Simplified Chinese). The Chinese glyphs come from a system font (Microsoft YaHei, `plat_font_path`) merged into the
font atlas.
- OS calls the host makes go through `runtime/platform/` (`platform.h`, `win32.c`), so a Linux or macOS host adds one file instead of touching the rest. The split is not finished: `tools/check_platform.py` lists the Win32 uses left in the other files.
#### Threads and cores
@@ -74,26 +76,59 @@ Every guest thread is a host thread. TotK assumes Horizon's scheduler: three app
- Spin waits. Loops that only another thread can end (857 in 1.4.3, 864 in 1.2.1, found by `tools/spin_waits.py`, the
nxnative search) send their back-edges through `rt_spin_gate`, which pauses the core once per pass and hands it to a
waiter after 50 us of polling (`TOTK_SPIN`, `TOTK_SPIN_HANDOFF_US`).
- `TOTK_FREE_CORES=1` turns the gate off, for experiments.
- `free_cores = 1` (`TOTK_FREE_CORES=1`) turns the gate off, for experiments only: the game crashes or hangs, usually
at start, because its job workers all report core 0 and share per-core memory (#212).
### 4. Graphics
- NVN front end from MacNativeGames (`nvn_api_*.c`, `nvn_obj.h`, texture layout and deswizzle). The game records command buffers through it; nothing reaches the GPU until the game submits.
- Vulkan 1.3 back end in place of MacNativeGames' Metal one. At `QueueSubmitCommands` the recorded NVN commands are replayed into Vulkan command buffers (`vk_exec*.c`).
- Memory pools. Apple's unified memory let MacNativeGames use the game's pools zero-copy. The back end imports the pools as host memory (`VK_EXT_external_memory_host`). On a discrete GPU, pools bound as buffers are mirrored in device-local memory and the pages the CPU wrote (write watch, above) are uploaded before a replay; idle pool regions are made read-only so the write-watch queries skip them (`vk_memory.c`). GPU-rendered textures are written back when the CPU reads them: on a pool invalidate, on a CPU copy, and for small targets once the CPU waits for a fence (`vk_texture.c`).
- Replay thread. `TOTK_REPLAY_ASYNC=1` moves the replay off the submitting thread onto a queue at most one frame behind the game; reads of GPU results wait for the newest writer instead of draining the queue (`vk_backend.c`). It is off by default because no timing has shown a gain yet.
- Recorder thread. The Vulkan calls the replay makes into its command buffer are made by a thread of their own (`vk_rec.c`, after Savage Wind Recomp and LAS Recomp): each `vkCmd*` copies its arguments into a packet of a ring and the recorder makes the calls in order; calls into other command buffers are made at once, and the submit waits until the ring is empty. In the town on an RX 9070 the replay takes 17% less time on the submitting thread. `TOTK_VK_RECORDER=0` makes every call on the submitting thread.
- Replay thread. `TOTK_REPLAY_ASYNC=1` moves the replay off the submitting thread onto a queue at most one frame behind the game; reads of GPU results wait for the newest writer instead of draining the queue (`vk_backend.c`). It is off by default. Where the game waits for the GPU it overlaps the replay with the game threads (a GTX 1650 in the Depths, issue #88), a gain measured only there; while it was the default, a GTX 1660 Ti at the 60 fps cap with the GPU at 26 % reported uneven motion (#659). It adds up to a frame of latency; `replay_async = 1` turns it on.
- Recorder thread. The Vulkan calls the replay makes into its command buffer are made by a thread of their own (`vk_rec.c`, after Savage Wind Recomp and LAS Recomp): each `vkCmd*` copies its arguments into a packet of a ring and the recorder makes the calls in order; calls into other command buffers are made at once; the recorder also ends the command buffer, and the submit waits until it has. In the town on an RX 9070 the replay takes 17% less time on the submitting thread. It is off by default on AMD GPUs, where the driver loses the device or hangs the GPU at startup with it (`TOTK_VK_RECORDER=1` forces it on, `=0` makes every call on the submitting thread).
- Uniform snapshot. The game rewrites per-object uniform blocks on other threads soon after it submits the frame
that reads them, while the replay still records it. At the start of a submission's replay every uniform range it
binds from CPU-written pools is copied, and the draws bind the copy (`vk_usnap.c`, after MacNativeGames'
`TOTK_UBO_SNAPSHOT`); without it, late draws read another object's matrix.
- Uniform updates. `nvnCommandBufferUpdateUniformBuffer` between the draws of a pass is replayed as an overlay: the
bytes go to scratch memory, later bindings of the range bind them, and the copies into the game's buffers are
recorded behind one barrier when the pass ends (`vk_exec_draw.c` `op_update_ub`, `TOTK_UB_OVERLAY`). A copy at the
update itself would end the pass with a full barrier, which the terrain paid before most of its draws.
- Driver data. The NVN driver keeps a per-stage constant bank (c0) that shaders read for things like point size, dispatch size and base instance. The back end fills it the way the driver does.
- Shaders: the Ryujinx translator 1.3.2 with MacNativeGames' patches and ours (`tools/xlate/patches/`), built with .NET 10 NativeAOT as `totk_xlate.exe` and run as a separate process. Its SPIR-V goes to Vulkan directly. `tools/prepare_shaders.py` and `totk.exe --prepare-shaders` translate and compile the variants of MacNativeGames' shared list ahead of play (29,587 for 1.4.3); the rest are translated on first use and cached on disk.
- Pipelines: `VK_EXT_graphics_pipeline_library` where the driver has it. Shader stages are compiled ahead into libraries; a draw that meets a new state links them at once (fast link), and an optimised pipeline replaces the linked one when a background thread finishes it. Pipeline keys seen in play are saved and built at boot. A draw whose pipeline is not ready is skipped when one of its pass's targets was rendered in the previous frame, and waits otherwise, so one-shot passes are never lost; a full-screen draw is skipped as well rather than waiting (`TOTK_PIPE_SKIP`); the stage libraries a waiting draw needs are built on idle workers in parallel (`TOTK_PIPE_WAIT`). Without the extension, a missing pipeline is built on a worker and the draw waits or is skipped by the same rule.
- Resolution. Patch sets make the game read its output, swapchain and scene sizes from the patch page
(MacNativeGames' sites); `resolution.c` sets them from `output_res` and `render_scale` and grows the texture heap
and the application pool to match. When the window is larger than the output, `vk_fsr.c` runs AMD FSR 1 (EASU,
RCAS) on the present.
RCAS) on the present. An `output_res` that is not 16:9 (more than 1% off, `res_is_16x9`) also switches on the
`aspect` patch set, which hands the output's ratio to the camera, and `romfs.c` `overlay_init` loads the
`romfs-patches-<w>x<h>` overlay for it when it exists (`tools/make_romfs_patches.py --aspect`, laid out by
`tools/ultrawide_layout.py`; the installer builds fifteen sizes: 21:9 2560x1080, 3440x1440, 3840x1600, 5120x2160,
32:9 3840x1080, 5120x1440, 16:10 1280x800, 1680x1050, 1920x1200, 2560x1600 and 3:2 1920x1280, 2160x1440, 2256x1504,
2880x1920, 3000x2000). A wider layout moves the HUD to the
screen's corners, a narrower one to its top and bottom edges. Other sizes get the camera of their shape and the 16:9
HUD stretched over it. The `aspect` setting (`fit`, the default; `stretch`) decides what the present does
when the window's shape differs from the output's: `fit` letterboxes, where a 16:9 game in a wider window used to be
stretched.
- HDR (`hdr = 1`, `vk_hdr.c`). The game tonemaps its scene into an r11g11b10f target, upscales it and draws the HUD
into another float target, and a last draw copies that into the 8-bit sRGB window texture it presents. With HDR on,
the tonemap's fragment shader (recognised by its constants and resource names, not a hash) runs as
`shaders/hdr_tonemap.frag`, which keeps highlights up to the display's peak; the present reads the float target the
window texture was copied from (any other last draw into it, such as a menu or a movie, leaves the window texture,
shown at the HUD's white); a compute pass turns the picture into PQ code values in Rec. 2020 for an HDR10
swapchain, which FSR 1 or the blit then scale; the in-game menu is drawn into an RGBA8 image and blended on at the
HUD's white. Without an HDR10 surface format (Windows with "Use HDR" off, a compositor without colour management)
the swapchain stays SDR. `TOTK_SHOTS` reads the window texture, so its pictures clip highlights in HDR.
- DLAA (`vk_dlaa.c`, `dlaa`, off by default). NVIDIA DLSS at the scene's own size, through the driver's NGX core loaded
at run time (no SDK code compiled in). It runs on the R11G11B10F light target right before the bloom chain's first
pass, so post effects and the HUD read the anti-aliased picture. The scene's draws get a sub-pixel Halton viewport
jitter; camera motion vectors are reprojected from the scene depth through this and last frame's view-projection of
the scene camera block (constant bank c4), in double precision on the CPU. Per-object motion (`dlaa_objmv`,
`vk_mvprev.c`, the per-object section of `vk_exec_draw.c`, translator patch 0015): 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
that computes last frame's position from last frame's blocks (the game writes them into two copies that take turns;
the uniform snapshot keeps both) and writes the difference into the motion image. `TOTK_MV_CHECK` measures the
vectors against the picture, `TOTK_DLAA_TIMES` times the passes on the GPU. `fxaa` switches the game's own FXAA pass.
- Occlusion queries never block the CPU; a result that is not ready counts as visible.
- ASTC textures are uploaded as they are where the device reports `textureCompressionASTC_LDR`, and decoded by a compute shader everywhere else (`vk_astc.c`, `TOTK_ASTC`). The CPU decoder (`tex_astc*.c`) is the fallback and the test oracle.
- Draw state. A draw whose program, bound state and textures repeat reuses the previous draw's shaders and skips rebuilding its descriptor sets; descriptor sets are written through update templates (`vk_exec_draw.c`, `vk_pipeline.c`).
+133 -10
View File
@@ -1,7 +1,9 @@
# Building from source
Windows 10 or later, an x86-64 CPU with AVX2, and a GPU with Vulkan 1.3 and `VK_EXT_external_memory_host`. Allow about
60 GB for the work folder. Extraction wants about 55 GB free while it runs and keeps about 35 GB afterwards.
Windows 10 or later, an x86-64 CPU with SSE4.2, and a GPU with Vulkan 1.3 and `VK_EXT_external_memory_host`. The
default build targets x86-64-v3 (AVX2/FMA); a CPU without them builds with `--cpu v2` instead and runs slower (see
"Build"). Allow about 60 GB for the work folder. Extraction wants about 55 GB free while it runs and keeps about 35 GB
afterwards.
Players who only want to play can use the [installer](installer.md) instead: it builds the game on their machine
without this toolchain.
@@ -37,20 +39,23 @@ PATH:
### hactool
`tools/build_hactool.py` fetches SciresM/hactool at `1d64a83` into `toolchain\src\hactool`, applies the two patches in
`tools/build_hactool.py` fetches SciresM/hactool at `1d64a83` into `toolchain\src\hactool`, applies the three patches in
`tools/hactool/` and builds a static `toolchain\hactool\hactool.exe` with MSYS2 UCRT64 gcc (a few seconds):
- `portable.patch`: the parts of MacNativeGames' `build_hactool()` that run on Windows, the `MNG_TITLE_KEYS` variable and
the two BKTR fixes in `nca.c` for the subsection table padding and the subsection layout of newer cumulative updates;
- `unicode.patch`: a manifest with `<activeCodePage>UTF-8</activeCodePage>`, so paths under a non-ASCII user profile
reach it intact.
reach it intact;
- `mbedtls-asm-clobbers.patch`: the `memory` and `cc` clobbers the bundled mbedtls 2.6.1's x86-64 multiply asm lacks.
Without them a clang build (the Linux release) fails every RSA signature check and the update merge stops.
hactool reads `-k <prod.keys>`; MSYS2 shells set `HOME`, which hides its default key location, so pass `-k` there.
## Build
From the repository root, in PowerShell. Every step that depends on the game version takes it as `<ver>`: `v143` for
1.4.3 or `v121` for 1.2.1. The tools default to `v121` when `--version` is left out. Saves load on either version.
1.4.3, `v121` for 1.2.1 or `v110` for 1.1.0. The tools default to `v121` when `--version` is left out. Saves load on any
of them.
1. Python environments (once). `.venv` runs the lifter and the build; `.venv-py314` runs the extraction scripts, which
need the stdlib `compression.zstd` of Python 3.14:
@@ -66,19 +71,22 @@ From the repository root, in PowerShell. Every step that depends on the game ver
keys file. `config.local.toml` is ignored by git. The tools read the keys file themselves.
3. Extract and verify. This writes `build\extracted\v0` (1.0.0) and `build\extracted\<ver>` for each update in
`updates`, identified by its hash; a hash mismatch stops the run:
`updates`, identified by its hash; a hash mismatch stops the run. With another `[work] dir` in `config.local.toml`,
`extracted` goes there instead, and `build_game.py` reads the ExeFS and RomFS from there:
```powershell
.venv-py314\Scripts\python tools\extract.py
```
4. Shader translator (once; no game files). This publishes `build\xlate\totk_xlate.exe`:
4. Shader translator (no game files; again after a change to its sources, and `tools\make_release.py` stops on an older
one). This publishes `build\xlate\totk_xlate.exe`:
```powershell
.venv\Scripts\python tools\build_xlate.py
```
5. Lift the modules to C, write the RomFS half of the frame-rate patches, then compile and link `build\<ver>\totk.exe`:
5. Lift the modules to C, write the RomFS overlay (the frame-rate fix), then compile and link
`build\<ver>\totk.exe`:
```powershell
.venv\Scripts\python recomp\gen.py --exefs build\extracted\<ver>\exefs --out generated\<ver> --patches recomp\patches-<ver>.txt
@@ -86,9 +94,36 @@ From the repository root, in PowerShell. Every step that depends on the game ver
.venv\Scripts\python tools\build_game.py --version <ver>
```
`--cpu v2` targets x86-64-v2 (SSE4.2, no AVX2/FMA) for older CPUs; the default `v3` needs AVX2. The v2 build links
`runtime/fma.c`, a correctly rounded software fma the FP lowering needs, and runs slower. Inline assembly,
target attributes and intrinsics are not bound by `-march`, so a v2 build runs `tools/check_isa.py` over the runtime
objects before it links: any AVX, BMI or other instruction above x86-64-v2 outside a function listed there as
dispatched by a runtime CPU check stops the build.
`gen.py` sizes its emit pool from the CPU count and the free memory; `--jobs N` sets it, and so does the environment variable `TOTK_LIFT_JOBS=N`, which the installer's lift step honours too (it has no `--jobs`). When a worker runs out of memory, the pool restarts with half the workers (`emit: out of memory with N workers, retrying with M`), down to one; only an out-of-memory error with one worker fails the step.
Lifting takes about 15 s, a clean compile about 200 s on 24 threads; later builds recompile only what changed.
A compiler cache in front of clang shortens it further: with `SCCACHE` set to an sccache executable, `build_game.py`
writes it into the ninja file ahead of `cc`, and every lift rewrites the generated chunks with the same contents, so
a second build of the same version hits all of their objects:
```powershell
$env:SCCACHE = "path\to\sccache.exe"
.venv\Scripts\python tools\build_game.py --version <ver>
```
`--patches` builds in the frame-rate, resolution and other patch sets, switchable at run time. The link copies
`SDL3.dll`, `libiconv-2.dll` and `libopus-0.dll` next to the exe.
For Xbox button prompts, run `make_romfs_patches.py` twice more, with `--prompts xbox` and `--prompts xbox-label`:
they write `build\<ver>\romfs-patches-xbox` and `romfs-patches-xbox-label` ([controls.md](controls.md), "Xbox
button prompts"), which `build_game.py` copies next to `totk.exe` like `romfs-patches`. `--prompts pc` writes
`romfs-patches-pc`, the keyboard and mouse prompts ([controls.md](controls.md), "PC button prompts").
A build from source has no layouts for other shapes than 16:9. At an `output_res` such as 5120x1440 the game then
draws the largest 16:9 size inside it (2560x1440) and the present adds bars, instead of a wide camera over a
stretched HUD (`runtime/resolution.c`, `shape_fallback`). For the full shape make `romfs-patches-<w>x<h>` once per
size: `make_romfs_patches.py --version <ver> --aspect <w>x<h> --out build\<ver>\romfs-patches-<w>x<h>` (the sizes
the installer makes are `ASPECT_SIZES` in `installer/steps.py`); `build_game.py` copies every `romfs-patches*`
folder next to `totk.exe`.
6. Prepare the shaders (once per build folder and translator). It needs `refs\MacNativeGames` (`tools\fetch_refs.sh`)
for the shared shader list:
@@ -100,8 +135,14 @@ From the repository root, in PowerShell. Every step that depends on the game ver
Without this step the first launch compiles shaders and pipelines during play and stutters until the caches fill.
The AMD driver keeps its pipeline cache per exe path and holds a limited amount: preparing another build folder can
evict this one's. `totk.exe --warm-shaders` rebuilds it from the shader cache.
When the driver's shader compiler crashes on a variant (NVIDIA 615.78.08 on an RTX 5080 does, issue #30),
`prepare_shaders.py` runs the driver step again with `--warm-shaders`, up to three times, without the variants the
driver was building at the crash. `shader-prepare-skip.txt` next to the exe lists them with the GPU and driver
version; they build at their first draw instead, another driver version builds them again, and so does deleting the
file.
7. Run. Keep the window in the foreground; an unfocused window stalls the game.
7. Run. The game keeps running when its window loses the focus (`assume_focus = 1` in `totk.ini`, the default; the
Game tab switches it). With 0 it pauses, as it does on the Switch when Home is pressed.
```powershell
build\<ver>\totk.exe
@@ -117,6 +158,75 @@ your machines without MSYS2, Python or .NET. `romfs.bin` stays out unless you pa
`romfs\` next to the exe or point `TOTK_ROMFS` at its folder. Run `totk.exe --prepare-shaders` once in the copied
folder. The folder holds code and data derived from your game: for your own machines only.
### Profile-guided build
`build_game.py --pgo <file>.profdata` compiles the generated code at -O2 with an execution profile, and the runtime
with it too: hot paths laid out straight, hot calls inlined, code that never ran compiled for size. On 1.4.3 the fight
bench ran 12-15% faster per frame and a fight outside the training about 6%. The installer builds with
`data/pgo-<ver>.profdata` of the release when the update has one, else at -O1.
A profile only fits the generated C it was trained on: functions are matched by name and control-flow hash, so a
function whose C changes loses its counts without a warning. Retrain after a lifter or generator change, from a clean
`recomp/`. The instrumented build needs llvm-mingw, as MSYS2's clang has no profile runtime:
```powershell
$llvm = "toolchain\llvm-mingw-<date>\llvm-mingw-<date>-ucrt-x86_64"
.venv\Scripts\python tools\build_game.py --version v143 --out build\v143-pgogen --toolchain $llvm --pgo gen
```
Play `build\v143-pgogen\totk.exe` through varied scenes (fights, towns, riding, building, the Depths, menus) for 20-30
minutes; it is slower than a normal build. It writes `build\v143-pgogen\pgo\*.profraw` every minute and at exit.
Scripted runs from saves (`tools/run_game.py`) add to the same file. Then:
```powershell
.venv\Scripts\python tools\pgo.py merge build\v143-pgogen --version v143
```
writes `build\pgo\pgo-v143.profdata` and its record (`.json`: the `recomp/` tree it fits). `make_release.py` ships every
profile of `build\pgo` in `data\` and warns when a record names another `recomp/` tree than the one released.
## Linux (in progress)
The runtime builds and runs on x86-64 Linux with a window, input and menu on SDL3 (`*_sdl.c`) in place of the Win32
files (`*_win.c`); `runtime/platform/linux.c` implements `platform.h`. Status: the selftest and the probes pass; 1.2.1
plays at 60 fps on RADV (RX 7800 XT) and NVIDIA (RTX 3060); 1.4.3 builds, probes and plays on RADV (RX 6600, and the
Vega 7 of a Ryzen 5 4600G at about 34 fps). Long play sessions and the Steam Deck itself are not verified yet.
Requirements:
- Linux 6.7 or later: the write watch uses userfaultfd write protection with `PAGEMAP_SCAN`. SteamOS 3.8 qualifies.
- A Vulkan 1.3 driver with `VK_EXT_external_memory_host` (RADV, NVIDIA).
- Packages on Arch:
```sh
pacman -S --needed clang lld ninja make sdl3 opus libvpx zstd vulkan-headers vulkan-icd-loader \
vulkan-validation-layers shaderc spirv-tools dotnet-sdk uv git
```
Vulkan Memory Allocator is a single header (AUR `vulkan-memory-allocator`). Without it, `build_game.py` fetches the
version the Windows release pins (3.4.0) into `toolchain/vma/` on first use and checks its hash.
The steps are the Windows ones with POSIX paths: `.venv/bin/python` in place of `.venv\Scripts\python`, and `totk` in
place of `totk.exe`. `build_game.py` takes clang, lld and Ninja from PATH (or the ones in `<dir>/bin` with
`--toolchain <dir>`) and links against the system libraries, with `libstdc++` static and an `$ORIGIN` rpath;
`build_hactool.py` builds `hactool` with make. `tools/prepare_shaders.py` reads the shader list from
`refs/MacNativeGames` at `origin/HEAD`, which must be the pinned commit with its history (the list format changed later).
The probes open a window, so from an SSH session they need the desktop session's display, or they stop at `gpu 0
skipped: no graphics+compute+present queue family`: on Wayland `XDG_RUNTIME_DIR=/run/user/$(id -u)
WAYLAND_DISPLAY=wayland-1 SDL_VIDEODRIVER=wayland` (the socket name is in `$XDG_RUNTIME_DIR`), on X11 `DISPLAY=:0`.
Memory: on Windows the GPU imports guest memory and `GetWriteWatch` tracks the CPU's writes to it. On Linux,
re-protecting imported memory invalidates the driver's userptr buffer on every submit (about 1.3 ms per 16 MiB on
amdgpu), and importing pins the pages, which drops their write protection. Each CPU-visible pool therefore gets a
host-visible copy (shadow storage, `runtime/vk_memory.c`): the pages the CPU wrote go in before each submit, and the GPU's
writes come back at its fence. In play that costs about 0.2 ms a frame and doubles the memory of those pools (about
1.1 GB). `TOTK_SHADOW=1` turns it on under Windows too. The Steam Deck's RADV has `VK_EXT_external_memory_host` as
well: the shadow copies are chosen for the measured cost above, not for a missing extension.
The Deck's GPU (Van Gogh) has no native ASTC, so its textures go through the compute decoder (`runtime/vk_astc.c`,
`TOTK_ASTC`) as on desktop AMD GPUs without it; frame times measured there include it.
## Checks
Before a commit:
@@ -125,6 +235,14 @@ Before a commit:
`git config core.hooksPath .githooks` runs it before each local commit.
- `build\<ver>\totk.exe --selftest`: layout, dispatch table and host-function registry, without game files.
A change to the button prompts (`tools/make_romfs_patches.py --prompts`, `tools/button_icons.py`) passes
`.venv-py314\Scripts\python tests\romfs_prompts_test.py`, which runs the tool on a RomFS it makes itself (no game
files); a change to the settings passes `totk.exe --probe-cfg` and `python tests\settings_doc_check.py`, which fails
when a setting is described neither in `totk.ini.example` nor in [settings.md](settings.md). A change to the mods' ExeFS patches
(`tools/exefs_patches.py`, `runtime/mods.c`, the `folded.txt` of `recomp/gen.py`) passes
`.venv\Scripts\python tests\exefs_patches_test.py`, which makes its own modules and runs `gen.py` on one with a jump
table (no game files), and `totk.exe --probe-mods`.
The lifter (`recomp/`) and the CPU headers (`runtime/cpu.h`, `runtime/simd.h`) are checked against Unicorn. Every lifter
change passes these, all run with `.venv`:
@@ -138,8 +256,13 @@ change passes these, all run with `.venv`:
| `tests\excl_mt.py` | the exclusive monitor helpers under contention and ABA, on several threads | no |
| `tests\jumptables_check.py` | `recomp/jumptables.py` against a Unicorn oracle; must report 0 disagreements, on 1.4.3 too | yes |
A `--cpu v2` build passes the same differential tests with `--cflags=-march=x86-64-v2`; they compile `runtime/fma.c`
too, so they check the software fma the v2 build links rather than the C runtime's.
Runtime probes, each a mode of `totk.exe` (the list is at the top of `runtime/main.c`): `--probe-kernel`,
`--probe-vkexec`, `--probe-nvn-tex` and `--probe-shader` cover most runtime changes.
`--probe-vkexec`, `--probe-nvn-tex` and `--probe-shader` cover most runtime changes. `--probe-shader` and the draw
part of `--probe-vkexec` translate shaders of the census below: they look for `build/<ver>/shaders/jobs.json` of the
exe's own version first, then of the other one.
Shaders: `.venv-py314\Scripts\python tools\shader_census.py --version <ver> --translate` extracts every Maxwell shader
to `build\<ver>\shaders\` and runs it through the translator and `spirv-val`; failure groups go to `failures.txt`.
+74
View File
@@ -0,0 +1,74 @@
# Cheats
The port reads Atmosphère cheat files, the format Switch homebrew and the emulators use. It ships no cheat files: a cheat file goes into a mod in the `mods` folder next to `totk.exe`, like any other mod ([mods.md](mods.md)). Open the menu (F1) and switch the cheats on the Cheats tab. The switches are saved under `[cheats]` in `totk.ini`.
## Adding a cheat file
1. Find the cheat file for your update. Cheat sites and collections name it after the first 8 bytes of the game's build id:
| Update | File |
|---|---|
| 1.2.1 | `9B4E43650501A4D4.txt` |
| 1.4.3 | `277178B7DBA1B6D4.txt` |
The Cheats tab names the file the installed game reads when no mod holds one, and `logs\totk.log` says `cheats: no enabled mod holds cheats/<id>.txt`.
2. Put it in the `cheats` folder of a mod, a folder of its own under `mods`:
```
mods\
My cheats\
cheats\
277178B7DBA1B6D4.txt
```
A download laid out for the Switch's SD card or an emulator works as it is: unpack it into a folder of its own under `mods`, and the port finds `atmosphere\contents\0100F2C0115B6000\cheats`, `contents\0100F2C0115B6000\cheats` or `0100F2C0115B6000\cheats` inside it. The file name's case does not matter.
3. Start the game. Cheats that write the game's memory work now.
4. Cheats that change the game's code need the game rebuilt with them. When the game starts and finds such cheats it did not build, it opens the setup's rebuild window, which builds them in (a few minutes; the shaders stay prepared) and starts the game again. Until then they are greyed out with "after the rebuild". When the rebuild fails or you cancel it, the game starts without them and does not try again for the same cheats; "Rebuild the game now" on the Cheats tab tries again. `mods_rebuild = off` under `[mods]` in `totk.ini` turns the automatic rebuild off; running `TotK-Setup.exe` on the same folder does the same job by hand. Saves and settings are kept.
5. Switch the cheats on the Cheats tab of the menu.
The Cheats tab lists the cheats grouped by mod, in the order of the Mods tab. A mod switched off on the Mods tab, or one the port cannot use, contributes no cheats; the change applies at the next start. The Mods tab says how many cheats each mod brought.
## The file format
Standard Atmosphère: a `[name]` line starts a cheat, `{name}` a master cheat that is always on, and the cheat's opcodes follow as 8-digit hex words. A name with no opcodes is shown as a heading. The file's title line (the one with `TID=`) is not shown.
```
[The Legend of Zelda: Tears of the Kingdom v1.4.3 TID=0100F2C0115B6000 BID=277178B7DBA1B6D4]
[Player]
[A code cheat]
040A0000 XXXXXXXX YYYYYYYY
[A data cheat (Hold ZL+X)]
80000104
580F0000 XXXXXXXX
640F0000 00000000 YYYYYYYY
20000000
```
The words above are placeholders: `XXXXXXXX` an offset, `YYYYYYYY` a value.
Each cheat's switch is `cheat_<hash> = 1`, where the hash is FNV-1a 32 of `<mod folder name>/<cheat name>`. A name repeated in one file gets `#2`, `#3` and so on. The build names each code cheat the same way, so renaming a mod's folder resets its cheats' switches to off and makes the next start rebuild its code cheats. Rename the folder before you switch its cheats on.
## How cheats run
The game's code is compiled ahead of time, so a cheat cannot write new instructions into it while the game runs. The port sorts each cheat by what it writes (`tools/cheats.py` at setup, `runtime/cheats.c` in game):
| Kind | What the cheat does | How the port runs it |
|---|---|---|
| code | Opcode 0 writes into main's code | Built into the game at setup as a patch set (`recomp/patches.py`); switches at once. |
| key | Code writes inside a button condition (`8` mask, writes, `21` else, the original words, `20`) | A patch set that is on while the cheat is on and the buttons are held. |
| data | Writes data only: heap, main's data, pointer chains, button conditions | Runs in a cheat VM after dmnt's, opcodes 0 to A, every presented frame while on. |
| master | `{name}` with code writes | A patch set that is always on. |
| restore | Writes back only the game's original instructions | Not needed: switching a cheat off restores them. Greyed out. |
A cheat whose code writes call or jump into a code cave the cheat writes itself (into main's zero padding) gets the cave inlined at the call site. The setup builds the code cheats of every mod in the `mods` folder, switched on or off, so switching a mod on later needs only a restart. A code cheat added or edited after the last build waits for the rebuild; a data cheat runs at the next start.
Not supported, and shown greyed out with the reason:
- the 0xC and 0xF opcode extensions;
- opcode 5 with a register offset;
- code writes mixed with other opcodes, except the button pattern above;
- code writes that change the CPU flags differently from the game's instruction, or code caves with branches or pc-relative instructions.
`build-cache\cheats.status` next to `totk.exe`, written by the setup, records which cheats were built and how; the log line `cheats: ...` sums them up at start. When the code cheats cannot be built, the setup warns and installs the game without them.
+154 -9
View File
@@ -8,13 +8,13 @@ Input comes from the first SDL3 gamepad, the keyboard and the mouse, merged into
- `xbox`: south A, east B, west X, north Y, as an Xbox pad labels them; on a PlayStation pad cross is A, circle B, square X, triangle Y.
- `auto` (default): `nintendo` for a pad whose east button SDL reports labelled A (Switch Pro Controller, Nintendo-layout pads), `xbox` for the others.
The log names the layout in effect (`input: gamepad layout ...`); the menu shows it under *Automatic*. The game's button prompts stay Switch letters either way.
The log names the layout in effect (`input: gamepad layout ...`); the menu shows it under *Automatic*. Which controller's buttons the game's prompts show is `TOTK_PROMPTS` (see Xbox button prompts below). 0.1.9's `pad_layout = xbox_prompts` is read as `pad_layout = nintendo` with `prompts = xbox`, and the menu writes it that way.
| Switch | Gamepad (by position, Nintendo layout) | Keyboard and mouse | Action in the world |
|---|---|---|---|
| Left stick | left stick | W A S D | move |
| Right stick | right stick | mouse; arrow keys as a second source | camera |
| Y | west | left mouse button | attack |
| Y | west | left mouse button, T | attack |
| ZL | left trigger (over 50%) | right mouse button, Z | shield, lock on |
| ZR | right trigger (over 50%) | F, X | bow |
| X | north | Space | jump |
@@ -27,31 +27,76 @@ The log names the layout in effect (`input: gamepad layout ...`); the menu shows
| D-pad left, up, right, down | D-pad | 1 2 3 4 | quick-select |
| Plus | Start | Tab | menu, inventory |
| Minus | Back | M | map |
| Right stick shaken left and right | shake the right stick | G | detach a fused part from what Ultrahand holds |
Esc is unbound in the game; it opens the settings menu and releases the mouse cursor (see Mouse camera). Z and X duplicate ZL and ZR so menu pages turn with two neighbouring keys; the menu tabs (L, R) are Q and R. The mouse wheel is unbound. The bindings are the tables of `input_map` in `runtime/input_map.c`: the keys (platform-neutral key ids) and one gamepad table per layout (gamepad inputs by position); `runtime/input_win.c` translates Win32 virtual keys and SDL buttons.
Esc is unbound in the game; it opens the settings menu and releases the mouse cursor (see Mouse camera). Z and X duplicate ZL and ZR so menu pages turn with two neighbouring keys; the menu tabs (L, R) are Q and R. T duplicates Y for the game's menus, where the left mouse button is A while the pointer is shown (sort the inventory with T). The mouse wheel zooms the Purah Pad's map and is unbound elsewhere. The bindings are the tables of `input_map` in `runtime/input_map.c`: the keys (platform-neutral key ids) and one gamepad table per layout (gamepad inputs by position); `runtime/input_win.c` translates Win32 virtual keys and SDL buttons.
## Xbox button prompts
`TOTK_PROMPTS` (`prompts`, the *Button prompts* row on the Controls tab, read at start) picks the controller whose buttons the game's prompts show: `nintendo` (default) keeps the game's own, `xbox` shows an Xbox controller's, `pc` the keyboard and mouse (PC button prompts, below).
- L, R, ZL, ZR, Plus and Minus become LB, RB, LT, RT, Menu and View, and the d-pad prompts a cross with an arrow for each direction meant. The letters on the keys are cut out in the game's own text font.
- A, B, X and Y name the label of the button the pad layout presses, so each prompt names the button to press. `pad_layout = nintendo` plays an Xbox pad by position: the right button, labelled B, does Switch A (interact, confirm), and the bottom one, labelled A, does Switch B (run, cancel), so the prompts swap A with B and X with Y. `xbox` and `auto` put Switch A on the button labelled A, and the letters stay.
| Switch | `nintendo` layout | `xbox` or `auto` layout |
|---|---|---|
| A, B, X, Y | B, A, Y, X | A, B, X, Y |
| L, R | LB, RB | LB, RB |
| ZL, ZR | LT, RT | LT, RT |
| Plus, Minus | Menu, View | Menu, View |
| D-pad | cross | cross |
The action prompt (`DoCommand_00`) shows its button in a diamond whose shape gives the face buttons' positions as on a Switch, with the other three letters around it. With `nintendo` its letters are swapped with the rest and every one names the button in that place. With `xbox` and `auto` the letters stay and the diamond is laid out as an Xbox pad: A at the bottom, B on the right, X on the left and Y at the top, the button the prompt names lit in its place, its bar reaching left from X and right from the others (`tools/make_romfs_patches.py`, `bflyt_xbox_diamond`: the panes of `blyt/DoCommand_00.bflyt` take their partner's place, A's of B and X's of Y). The sticks keep the Switch icons, and so do prompts drawn as fixed images (some tutorial animations).
The prompts are part of the game's fonts, textures and messages, so they follow the layout and not the bindings. A button remapped with a `bind_` line or on the Controls tab keeps the prompt the game draws for it, which then names the wrong button. Use the Xbox prompts with the default bindings.
The game reads its UI archive and fonts once at boot, so the prompts change at the next start, also after `pad_layout` changes between `nintendo` and the others (the menu says *prompts change after restart*); the buttons change at once. Under that note the menu offers *Restart now*: after a confirmation it writes `totk.ini`, closes the game as *Quit game* does and starts the game again with the same command line, which waits until the old process is gone before it opens the log and the saves (`runtime/gfx_present.c`, `gfx_window_closed`; `plat_restart` and `plat_restart_wait` in `runtime/platform/win32.c` and `linux.c`). Progress since the last save is lost, as with *Quit game*; while the game writes a save, the confirmation waits. With `prompts = xbox` the game loads `romfs-patches-xbox` (`pad_layout = nintendo`) or `romfs-patches-xbox-label` (`xbox`, `auto`) next to `romfs-index.bin` in place of `romfs-patches` (`runtime/romfs.c`, `overlay_init`; `runtime/input_map.c`, `input_prompts_folder`): the same 60 fps patches, with the prompts drawn from the game's own files by `tools/make_romfs_patches.py --prompts xbox` or `--prompts xbox-label` (`tools/button_icons.py`, after MacNativeGames' `make_button_icons.py`), which the setup runs next to the plain one:
- every prompt but the button guide in play is text in the button font, `scft/External.bfotf` in each `Font/Font*.Nin_NX_NVN.bfarc.zs`: glyphs U+E040 to U+E043 (A B X Y), U+E044 to U+E047 (L R ZL ZR), U+E04B and U+E04C (Plus, Minus), U+E049 and U+E060 to U+E065 (the d-pad). fontTools writes the font again, so the archives grow and the folder also carries the resource size table (`System/Resource/ResourceSizeTable.Product.<n>...rsizetable.zs`) with their entries raised by as much; without that the game stops at start.
- the button guide in play draws L and ZL from the images `Nt_KeyTexL_00` and `Nt_KeyTexZL_00` of the Common archive's `timg/__Combined.bntx`, painted with the same icons. The action prompt draws its button from `Nt_KeyTexA/B/X/Y_00`, whose image data is swapped for `nintendo`, and the diamond's letters are text the game takes from `LayoutMsg/DoCommand_00.msbt` of each language's `Mals` archive (and the layout's own text panes behind it), swapped the same way.
The Switch prompts stay, with a note under *Button prompts* and a `RomFS overlay: ...` line in the log, when the folder is missing (an install made by an older setup, or one where the setup could not prepare it and showed a warning; running the setup again on the install folder writes it), when it fails its check, with a game resolution of another shape than 16:9 (its own UI layout wins; 16:10 and 21:9), and when the `romfs_mods` folder replaces one of its files: `romfs-patches` then loads in its place, where two overlays replacing one file would stop the game. In a source build, `.venv-py314\Scripts\python tools\make_romfs_patches.py --version <ver> --prompts xbox` (and `--prompts xbox-label`) writes `build\<ver>\romfs-patches-xbox` (`-label`); it needs fontTools from `tools/requirements-py314.txt`. `--xbox-prompts` is the older name of `--prompts xbox`.
## PC button prompts
`prompts = pc` (*PC* on the *Button prompts* row) shows the key or mouse button the default keyboard bindings press each Switch button with, whatever the pad layout. The game loads `romfs-patches-pc` in place of `romfs-patches`, written by `tools/make_romfs_patches.py --prompts pc` (`button_icons.py`, `pc_icons`), which the setup runs next to the Xbox ones:
| Switch | Prompt |
|---|---|
| A, B, X, Y | E, Shift, Space, left click |
| L, R, ZL, ZR | Q, R, right click, F |
| Plus, Minus | Tab, M |
| D-pad | 1 (left), 2 (up), 3 (right), 4 (down), as a cross or the keys of the directions meant |
| Left stick, its press | W A S D (or the keys of the directions meant), Ctrl |
| Right stick, its press | the mouse, with an arrow for each direction meant, C |
- The glyphs keep the width of the game's own, so the right-aligned guides do not run into their text. A key is a rounded square with its label cut out in the game's own text fonts; a mouse button is a mouse with that button filled and the others hollow.
- The button guide in play draws every button from images of the Common archive (`Nt_KeyTexA/B/X/Y/L/ZL_00`, `Nt_KeyTexLSt_00` and `_01`, the stick tilted and pressed): all of them are painted with the same icons. The letters of the action prompt's diamond are one character of the Normal font each: E, an arrow for Shift, a bar for Space, L and R for the mouse buttons.
- Like the Xbox prompts they follow the defaults and not the bindings. `--binds <totk.ini>` draws the first key of each `bind_` line of that file instead, for a folder made by hand.
- At a game resolution of another shape than 16:9 the game loads `romfs-patches-pc-<w>x<h>` in place of `romfs-patches-<w>x<h>` when it is there: the same prompts with that shape's UI layout, `make_romfs_patches.py --prompts pc --aspect <w>x<h> --out <install>\romfs-patches-pc-<w>x<h>`. The setup does not write those, so without one the Switch prompts stay (*off at a game resolution not 16:9*).
## Window keys
| Key | Gamepad | Action |
|---|---|---|
| F1 or Esc | Minus and Plus together | open or close the settings menu; the game gets no input while it is open |
| F10 | | performance overlay: off, frame rate, full panel |
| F10 | L3 + R3 (both stick clicks) | performance overlay: off, frame rate, full panel |
| F11 | | borderless fullscreen on or off, saved to `totk.ini` |
The Minus+Plus combo never reaches the game. In the menu the arrow keys, the D-pad or the left stick move, Enter or A selects, Q and E or L and R switch tabs, Esc or B goes back (Switch button names, as in the table above).
## Remapping
The *Controls* tab of the settings menu lists, under the button layout, every Switch button and the eight stick directions the keys drive (movement and camera), each with two key cells and a controller cell. Select a cell, press A or Enter, then press the new key, mouse button or controller button; Esc or five seconds without a press cancel, and a controller button cancels a key cell. Delete, Backspace or X clears the selected cell. A key another action has moves to the new one (the description names the action it left); a controller button swaps with the one it replaces. A remapped controller button is physical: from then on the face buttons (A B X Y) stay where they are in both layouts, until the buttons are put back as the layout in use has them or *Reset all buttons* is chosen. F1, F8, F10, F11 and Esc cannot be bound (the menu, the flight recorder and the window keep them). Punctuation keys are named by their place on a US keyboard; the menu shows the character the keyboard layout in use puts there.
The *Controls* tab of the settings menu lists, under the button layout, every Switch button, the eight stick directions the keys drive (movement and camera) and the shake key, each with two key cells and a controller cell. Select a cell, press A or Enter, then press the new key, mouse button or controller button; Esc or five seconds without a press cancel, and a controller button cancels a key cell. Delete, Backspace or X clears the selected cell. A key another action has moves to the new one (the description names the action it left); a controller button swaps with the one it replaces. A remapped controller button is physical: from then on the face buttons (A B X Y) stay where they are in both layouts, until the buttons are put back as the layout in use has them or *Reset all buttons* is chosen. F1, F8, F10, F11 and Esc cannot be bound (the menu, the flight recorder and the window keep them). Punctuation keys are named by their place on a US keyboard; the menu shows the character the keyboard layout in use puts there.
The tab writes `totk.ini` lines, one per Switch button or stick direction: `bind_<button> = <entry>, <entry>, ...`. The button is `A B X Y L R ZL ZR PLUS MINUS LEFT UP RIGHT DOWN LCLICK RCLICK`, or a stick direction `LSTICK_LEFT LSTICK_UP LSTICK_RIGHT LSTICK_DOWN` (movement, W A S D by default) and `RSTICK_...` (camera, the arrow keys). An entry is `pad:<name>` or `key:<name>`:
The tab writes `totk.ini` lines, one per Switch button or stick direction: `bind_<button> = <entry>, <entry>, ...`. The button is `A B X Y L R ZL ZR PLUS MINUS LEFT UP RIGHT DOWN LCLICK RCLICK`, or a stick direction `LSTICK_LEFT LSTICK_UP LSTICK_RIGHT LSTICK_DOWN` (movement, W A S D by default) and `RSTICK_...` (camera, the arrow keys), or `SHAKE` (keys only, G by default). An entry is `pad:<name>` or `key:<name>`:
- pad names: `south east west north l r zl zr start back lstick rstick dpad_left dpad_up dpad_right dpad_down` (`zl`, `zr` are the triggers)
- pad names: `south east west north l r zl zr start back lstick rstick dpad_left dpad_up dpad_right dpad_down lpaddle1 rpaddle1 lpaddle2 rpaddle2` (`zl`, `zr` are the triggers; the paddles are the back buttons of an Xbox Elite, DualSense Edge or Steam Controller, upper pair 1, lower pair 2, and no Switch button has them by default)
- key names: `a` to `z`, `0` to `9`, `f2` to `f7`, `f9`, `f12`, `num0` to `num9`, `space tab enter backspace lshift rshift lctrl rctrl lalt capslock insert delete home end pageup pagedown up down left right`, `num_add num_sub num_mul num_div num_decimal`, `minus equals lbracket rbracket semicolon apostrophe comma period slash backslash grave`, `mouse_l mouse_r mouse_m mouse_x1 mouse_x2`
- `key:default` and `pad:default` keep that part's defaults (`pad:default` is each layout's own button).
- `none` leaves the button unbound.
A line replaces every default of that button, pad and keyboard, so list the keys you still want or use `key:default`. Pad names are physical positions, so a line means the same in both layouts and replaces the layout's own button for that Switch button. Stick directions take keys only: the controller's sticks and the mouse camera always work. Buttons without a line keep the table above. Names are case-insensitive. An invalid entry logs one `input: bind ...` line and is skipped; a line without a valid entry changes nothing. The `TOTK_BIND_<button>` environment variables work like any other setting. A changed line applies at once (`runtime/input_win.c` builds the tables again at its next poll).
A line replaces every default of that button, pad and keyboard, so list the keys you still want or use `key:default`. Pad names are physical positions, so a line means the same in both layouts and replaces the layout's own button for that Switch button. Stick directions take keys only: the controller's sticks and the mouse camera always work. Buttons without a line keep the table above, less any key a line binds: with `bind_X = key:t`, T presses X only, not also Y. Names are case-insensitive. An invalid entry logs one `input: bind ...` line and is skipped; a line without a valid entry changes nothing. The `TOTK_BIND_<button>` environment variables work like any other setting. A changed line applies at once (`runtime/input_win.c` builds the tables again at its next poll).
A pad that reports its face buttons swapped (A/B and X/Y, as some GuliKit models do) is fixed with:
@@ -64,12 +109,104 @@ bind_Y = pad:north, key:mouse_l
## Mouse camera
Mouse motion (raw input) becomes right-stick deflection. Each presented frame takes the counts moved since the last frame, divides by the frame time and sets the deflection to `counts per second * TOTK_MOUSE_SENS / 3000` of full, held for that frame, so the turn rate does not depend on the frame rate. This is not mouselook: the game's stick curve and dead zone still apply, so very slow movements do nothing and a fast flick saturates. The mouse deflection competes with the gamepad and arrow keys by the larger-deflection rule.
`mouse_mode = direct` (the default) turns the camera by the raw mouse motion on games 1.4.3 and 1.2.1, through hooks in the game's camera code (`runtime/mouse_direct.c`, the `mouse_direct` sites of `recomp/patches-v143.txt` and `recomp/patches-v121.txt`). None of them changes a step of the gamepad alone. The free-orbit camera receives raw-count
angular increments at its final spherical-angle output: 0.08 degrees per count on both axes at sensitivity 1 (about
14.3 cm a turn at 800 DPI), with no time multiplier, curve or carry into later frames. The controller's persistent pitch/yaw move with
the output. Mouse input is removed from its stick path first, so the camera's later vertical signed-square curve and
velocity filters cannot process it a second time.
The aiming camera (bow, throwing), the Purah Pad camera, the scope, the ability camera (Ultrahand, Fuse, Ascend,
Recall, Autobuild), the horse camera, lock-on, the bow drawn while locked on, climbing (walls and objects), the
waterfall's turn, shield surfing, the wakeboard and the dialogue cameras take the mouse the same way, at the same
degrees per count: each turns by
the stick times its own speeds and the frame time and adds that to a base angle, so the load of the stick it turns by
gets the gamepad's part only and the load of that base angle gets the mouse's degrees (`camera_load`, two sites per
axis per camera). Their speeds, time step, slow motion (bullet time) and, for the Purah Pad camera and the abilities,
the eased curve their pitch moves along do not touch the mouse; their own limits, collision and blends apply to the
result. Past the pitch limit of the scope or the ability camera the stick moves the camera's distance; the mouse's
motion past the limit keeps doing that through the stick. Recall's cursor is the ability camera's offset mode: the
camera keeps a direction, the stick moves the cursor across the screen (ReverseRecorderCursorSpeed, within
ReverseRecorderCursorRange) and the camera follows it by up to ReverseRecorderCameraRange (10 degrees across, 7.8 up).
The mouse moves the cursor so that its aim, the camera's follow plus the cursor's angle from the screen's centre (the
offset taken as the screen's half width or height at the camera's 50 degree view and aspect ratio), turns as many
degrees a count as the camera does elsewhere. The follow range is read from the game each step (until it has been read
once, the mouse is stick input there). The stick loads that only test for input keep the mouse in the stick. A step with mouse motion that no
direct hook took is logged (`mouse: step N with mouse motion took the stick path`, the first 30, then one in 600, with
the player's state), so the cameras still on stick input show in `logs/totk.log`.
Lock-on keeps pointing the camera at the target; the stick, and so the mouse, adds an offset around that direction,
which the game limits and lets return: the mouse's degrees are the step's turn the game adds to the offset and judges
the return by.
Shield surfing and the wakeboard turn their pitch by the square of the stick's y and move a second camera parameter
with it: their stick y keeps the mouse (that parameter and the camera's state follow it as before), the pitch gets
the degrees, and the pitch turn the game made from y is cut to the gamepad's share (p |p| / t |t|). Their stick x, and
the dialogue camera's (which is also its test for input), give a tiny value in the mouse's direction when the
gamepad's axis is at rest, so the camera still sees input without a stick turn.
Two inputs stay stick input: the waterfall's vertical axis moves the camera's height, not an angle, and the horse's
lock-on without a target (HorseLockOnEmpty) turns the stick's position into an offset that returns when the stick
does, which a mouse has no position for.
Those receive input after
the radial dead zone, unit-circle clamp and stick response exponent: x is 0.0343 stick units a count over the frame
ratio (the stick turns yaw 70 x / 30 degrees a step) and y 70 / 51 times that, linear like their pitch (51 y / 30
degrees a step), so both axes turn by the same amount for the same motion. `stick_sens` (which scales the game's
stick turn rates) is divided out. While the player uses an ability and the ability camera's hooks do not take the
mouse, its part is scaled by 1 / 0.8 and 70 / (1.5 x 51), the ability camera's own stick scales.
The player's verbs are read every 50 ms from the player actor (the player root's GOT slot main+0x3969918, the
component array +0x228, its AS component +0x158 and the verbs of its five slots). Ultrahand has a separate hook after
its manipulation input's power curves; it gets 0.01 stick units a count over the frame ratio, at most three full tilts
a step.
`mouse_aim_scale` (0.1 to 3, default 1) multiplies the mouse's motion while the bow is drawn (the verb UseBow or
DrawnBow with ZR held). The game's camera inversion and gamepad response remain in effect. `mouse_sens` scales raw
counts, with the same meaning as in 0.3.10 (the free camera turns 0.08 degrees a count at 1, and now every other camera
does too); its scale differs from the stick-emulation mode.
The Controls tab switches between *Direct* and *Stick emulation* (`mouse_mode = stick`).
The orbit camera keeps its desired pitch at the final angular output, including stationary frames, so a later game
filter cannot recenter it. The persistent filter state accounts for the camera's current vertical offset instead of
accumulating corrections. A gamepad vertical input releases that mouse target to the game's own. The game's
lock-on, recenter and override (aiming) drive the camera themselves: the mouse stops holding without restoring its
earlier target, and when they end (or after the camera went 100 ms without a step) it holds the pitch the camera has
then, so the camera does not spring back to a pitch from before the aim or to the game's default after a shot.
While the ability wheel is open (L held and its screen, ShortCutMainItem_00 or ShortCut_00, has the focus), mouse
counts move its virtual cursor, which stays where it was when the mouse stops. L or the D-pad held with no wheel or
strip on screen (L soothes the horse, turns menu tabs) leaves the mouse on the camera; with the menu cursor off
(`menu_cursor = 0`) the screens are not read and the buttons alone decide.
The horizontal quick lists (D-pad up/left/right: materials, shields and weapons) use separate 32 ms right-stick steps,
with at least 32 ms of neutral between them. At sensitivity 1, 32 horizontal counts request a step; a large flick
cannot queue continued scrolling after the mouse stops. Vertical movement is ignored in these lists. Switching or
releasing a selector resets its cursor/step state without sending the last movement to the camera. Selector input is
not consumed by the direct camera or Ultrahand hooks.
To detach a fused part from what Ultrahand holds, shake the mouse left and right, or press G (`bind_SHAKE`). A press
swings the right stick left and right for 0.8 s, holding the key keeps it swinging. With `mouse_mode = direct` a shake
of the mouse while Ultrahand holds an object swings the right stick with it: once the swings (10 degrees of camera turn
or more each, 125 counts at sensitivity 1) change direction twice within 0.35 s, the stick goes full tilt the
way the mouse moves, each side held at least two frames so the game reads it, and goes neutral as soon as the mouse
rests. Only your own swings reach the stick, so nothing keeps swinging after you stop; shake until the part comes off.
The camera hooks ignore that swing (the mouse turns the camera in degrees already). Turning a held object back and
forth at an ordinary pace is slower and does not count. The arrow keys or the gamepad's right stick shaken by hand
work too.
A step of the gamepad alone, with no mouse motion and no pitch the mouse holds, reaches the camera exactly as without
the hooks.
The mapping below is still used when the camera-input hook is unavailable or the game disables camera input.
Game 1.1.0 has no hooks and keeps stick emulation whatever `mouse_mode` says. On 1.2.1 `mouse_aim_scale` has no effect (the bow-in-hand state is not read there).
In stick-emulation mode, mouse motion (raw input) becomes right-stick deflection. Each presented frame takes the counts moved since the last frame, divides by the frame time and sets the deflection to `counts per second * TOTK_MOUSE_SENS / 3000` of full, held for that frame, so the turn rate does not depend on the frame rate. This is not mouselook: the game's stick curve and dead zone still apply, so very slow movements do nothing and a fast flick saturates. The mouse deflection competes with the gamepad and arrow keys by the larger-deflection rule.
`TOTK_MOUSE_SENS` (0 to 10, default 1; higher turns faster, 0 turns the mouse camera and the cursor capture off). While the window is the foreground window the cursor is hidden and confined to the client area. It is released on focus loss, minimise, while F11 changes the window, during a size or move loop and while a text entry is open. Esc releases it by hand: the cursor shows, the mouse camera and mouse buttons stop, and the window can be moved, minimised or closed. A mouse click inside the client area captures it again; that click does not reach the game. Activating the window by a click on its title bar or border does not capture, so it can be dragged or closed right away; Alt+Tab or a click in the client area captures as before. `TOTK_INPUT=none` disables the capture too.
`TOTK_STICK_DEADZONE` (0 to 50, default 8) is the gamepad stick dead zone in percent of full deflection, the same for both sticks. It is round: a stick inside the circle reads centred, and the rest of its travel is scaled to start at 0 at the edge, so full deflection still reaches full. Raise it for a stick that drifts. The game's own dead zone applies after it. `TOTK_LSTICK_DEADZONE` and `TOTK_RSTICK_DEADZONE` (the *Left/Right stick dead zone* rows under *Analog sticks* on the Controls tab) set one stick each and fall back to `TOTK_STICK_DEADZONE` while unset, so a worn stick can get a larger zone than the other. With a gamepad connected each row shows its stick's deflection now, before the dead zone (*stick now*): let go of the stick and set the row a few percent above the value it rests at.
The stick direction bits (`StickLLeft` to `StickRDown`) are derived from the sticks at 50% deflection. A gamepad plugged in later is picked up within one second; with none connected the log says `input: no gamepad`.
## Mouse in the game's menus
On game 1.4.3, while one of the game's menus has its focus box (the frame the d-pad moves: the title, the save list, the inventory and its System tab, Options, shops, dialogue choices), the cursor is released from the mouse camera and shown in the middle of the window. A focus gap of up to 300 ms (a tab switch, a popup opening: the game drops the focus box for a frame or two) keeps the pointer where it is instead of capturing and centring it again. The item under the pointer takes the focus as if the d-pad had moved there, with the game's highlight, sound and description; a left click is A on it, a right click is B. The middle and side mouse buttons keep their bindings (bound to L and R they turn the tabs), and T presses Y (sort). The keys and the pad keep working, and the focus moves only when the pointer moves. This happens only while the keyboard and mouse are the device used last: after a gamepad button press or a stick pushed past half way the menus are as on the console, with no pointer, until the mouse moves or a key is pressed (`input_kbm_last` in `runtime/input.c`). The ability wheel, the d-pad strips, Autobuild and the Purah Pad's camera stay gameplay: the mouse keeps the camera there. The map has no focus box; it is found in `eui::ScreenMgr`'s list of open screens (every 100 ms: the Purah Pad's frame `AppMenuOverlay_00` with `AppMap_00` and the menu background `AppMenuBG_00`), and there the mouse moves the map's cursor as the left stick does, with the cursor still captured, and the scroll wheel zooms: each notch is a full-tilt push of the right stick (the map's zoom) for 100 ms with 50 ms of neutral after it, up (in) for a turn away from you; a fast scroll's notches wait their turn (at most four), a turn the other way drops them. The Scope opens the same map screen without the menu background and keeps the mouse camera. When the menu closes the cursor is captured again.
`runtime/menu_cursor.c` reads eui's screens at each pad read and moves the focus with the writes `eui::BoxCursorMgr::moveBoxCursor` makes, so no game code is called. `menu_cursor = 0` (`TOTK_MENU_CURSOR=0`, live; the *Mouse in the game's menus* row of the Controls tab) turns it off; `TOTK_MENU_CURSOR_LOG=1` logs every screen it reads (by default the first six), with the layout size, the node count and the hit panes it uses.
## Nintendo Switch 2 controllers
Windows does not present the Switch 2 Pro Controller as a gamepad SDL can open (the log says `input: no gamepad`), so it needs a bridge program that wakes it and creates a virtual gamepad. The DS4Windows fork by hbashton ([github.com/hbashton/DS4Windows](https://github.com/hbashton/DS4Windows), tested with release VIIPERRC4.5.1, a pre-release) with the output set to an emulated DualSense gives buttons, rumble, gyro and accelerometer, and reads the sticks through the controller's calibration (they rest at 0 to 2%). The game reads its virtual DualSense directly; the log then shows `input: gamepad "DualSense Wireless Controller" (rumble, gyro and accelerometer, ...)` and `input: motion sensors on`. Its release notes also list Joy-Con 2 support, which is untested here.
Bridges that output a ViGEm DualShock 4 (ProCon2Windows, connectyourpro as tested) give buttons and rumble but no motion: their virtual DualShock 4 reports a gyro and an accelerometer that never change, so motion aiming and Ultrahand rotation do nothing. Run one bridge at a time; Steam Input can also claim the controller, so close Steam if the bridge does not find it.
## Scripted input
`TOTK_INPUT_SCRIPT=<file>` replays presses. It is ORed with real input and still applies under `TOTK_INPUT=none`. One event per line, `#` starts a comment:
@@ -77,14 +214,22 @@ The stick direction bits (`StickLLeft` to `StickRDown`) are derived from the sti
```
<frame> <button> [hold_frames] # A B X Y L R ZL ZR PLUS MINUS LEFT UP RIGHT DOWN LCLICK RCLICK; hold defaults to 4
<frame> LSTICK|RSTICK <x> <y> [hold_frames] # -32767..32767, up is +y
<frame> MOUSE <dx> <dy> # direct-mode raw counts, once; down is +dy
@<ms> <button> [hold_ms] # timed on the world clock
@<ms> LSTICK|RSTICK <x> <y> [hold_ms]
@<ms> MOUSE <dx> <dy>
```
`<frame>` counts 60 Hz ticks of game time since the first frame (presented frames at 60 fps), so the title menus get the presses at the same game time at any frame limit. `@<ms>` counts milliseconds of the world clock: game time stepped since the end of the first save load (the player leaves the title screen's origin), so a timed event lands at the same game time at any frame rate and load length. A later load, such as fast travel, still shifts what follows. In a script with timed lines the untimed ones stop when the world clock starts, as the load ends at another tick in each run. Each event logs once (`input: script frame N tick T: A`). `tools/input/load_save.txt` loads the first save from the title screen.
`TOTK_INPUT_RECORD=<file>` (`input_record` in `totk.ini`, or Input recording in the menu) writes the merged input in the same format, one line per button press and per stick segment: events before the world clock starts by tick, the rest timed; a button or stick held when the world clock starts is cut there and goes on as a timed event. The file replays as a script, which makes it the repro to attach to a bug report.
In direct mouse mode the recording also writes one `MOUSE` event per consumed raw displacement. These are one-shot
displacements rather than held stick segments. They replay without cursor capture, including with `input = none`;
the game must be accepting camera input when the event reaches its camera update.
`TOTK_TEST_PAD=<lx>,<ly>,<rx>,<ry>` attaches an SDL virtual gamepad at start whose sticks rest at these raw SDL axis values (-32768 to 32767, down is +y), so a drifting or held stick can be tested without a controller: the values go through the gamepad mapping and `TOTK_STICK_DEADZONE` like a real pad's, and `TOTK_INPUT_RECORD` shows what reached the game.
## RenderDoc capture (blocked)
`TOTK_RDOC=<frame>[,...]` (`runtime/rdoc_win.c`; `TOTK_RDOC_DIR`, `TOTK_RDOC_DLL`) loads RenderDoc before `vkCreateInstance`. RenderDoc hides `VK_EXT_external_memory_host`, which the back end requires for guest pool imports (`runtime/vk_memory.c`), so device creation fails under it. A capture needs a copy-based pool fallback first.
+154 -31
View File
@@ -9,61 +9,114 @@ holds only the game; the installer and its tools stay outside it.
1. Downloads `TotK-Setup-<version>-windows.zip` from GitHub Releases (none is published yet), unpacks it anywhere and
starts `TotK-Setup.exe`.
2. Picks:
- the base game (XCI or NSP) and the 1.2.1 or 1.4.3 update (NSP);
- the base game (XCI or NSP) and the 1.1.0, 1.2.1 or 1.4.3 update (NSP); an NSZ or XCZ (compressed by the nsz
tool) works as it is, the setup unpacks it itself;
- their `prod.keys`;
- optionally the firmware folder (`system/Contents/registered` of an unpacked firmware or an emulator's install),
needed for Chinese, Korean and Traditional Chinese text;
- the game language and the install folder.
3. Waits for the setup, one time. The window shows each step and its progress.
4. Plays `totk.exe` from the install folder. The installer and the source NSP or XCI can be deleted.
4. Plays `totk.exe` from the install folder. The installer and the source NSP or XCI (or NSZ, XCZ) can be deleted.
The install folder (`main.c` `portable_paths()` reads this layout; it stays portable):
```
<install folder>/
totk.exe, SDL3.dll, libopus-0.dll, totk_xlate.exe
nvngx_dlss.dll NVIDIA DLSS, downloaded by the setup's DLSS step when the player keeps it ticked
totk.ini language; the other keys as commented defaults (totk.ini.example)
exefs/, romfs/ extracted from the player's files
shared-fonts/ the Switch system fonts, with Chinese, Korean or Traditional Chinese text
profile/ saves
mods/ the player's mods, one folder per mod (created by the menu's "Open mods folder")
logs/ totk.log of the last run, totk.1.log to totk.4.log of the runs before it
shader and pipeline caches prepared by the setup
shader and pipeline caches prepared by the setup; shader-cache/shader-cache.pack holds the translations
totk-install.json what built this folder: release version, input hashes, finished steps
```
## Updating the port
The player runs a newer installer on the same folder. It reads `totk-install.json`, keeps `romfs/`, `exefs/`,
`profile/` and `totk.ini` after checking their hashes, rebuilds `totk.exe` and re-prepares the shaders. A newer
release that changes nothing game-derived skips the rebuild.
`shared-fonts/`, `profile/` and `totk.ini` after checking their hashes, rebuilds `totk.exe` and re-prepares the
shaders. A newer release that changes nothing game-derived skips the rebuild. The window starts with the last install folder
and the base, update, keys and firmware paths it ran with (paths only, never the keys file's contents), kept in
`%LOCALAPPDATA%\TotK Recomp\setup.json` (`$XDG_STATE_HOME/totk-recomp/setup.json` elsewhere). Entries that no longer exist
stay empty. A reinstall or a switch to another game version starts filled in.
Given another update file than the recorded one (1.2.1, then 1.4.3), the installer extracts and builds again from it and
keeps `profile/`. Saves carry over both ways: 1.4.3 converts a 1.2.1 save on load, and 1.2.1 loads the saves 1.4.3 wrote.
Given an update file other than the recorded one (1.1.0, then 1.2.1, then 1.4.3), the installer extracts and builds again from it
and keeps `profile/`. Saves carry over both ways between 1.2.1 and 1.4.3: 1.4.3 converts a 1.2.1 save on load, and 1.2.1
loads the saves 1.4.3 wrote.
## Setup steps
1. **Check** before writing anything: the files open with the keys, the update is 1.2.1 or 1.4.3 (by hash, as
1. **Check** before writing anything: an NSZ or XCZ input is unpacked first (below), the files open with the keys, the update is 1.1.0, 1.2.1 or 1.4.3 (by hash, as
`tools/extract.py`), the keys are new enough for the update, enough space is free on the target disk (about 36 GiB at the peak of a
first install, 20 GiB after it), the CPU has
AVX2 (`-march=x86-64-v3`), a Vulkan 1.3 GPU exists. Each failure is one clear message.
2. **Extract** ExeFS and RomFS into the install folder and verify the hashes.
3. **Lift** the ExeFS to C (`recomp/gen.py`, `recomp/patches-v121.txt` or `patches-v143.txt`) into a temp folder next
to the installer.
4. **Compile** the generated C, `modules.c`, `romfs.c`, `patches.c` and `ov_zstd.c` (they bake the per-install layout, RomFS
first install, 20 GiB after it), the CPU is at least x86-64-v2 (SSE4.2; with AVX2/FMA the faster `v3` build is used,
otherwise the `v2` one), a Vulkan 1.3 GPU exists. Each failure is one clear message.
2. **Fonts** with Chinese, Korean or Traditional Chinese text and a firmware folder: extract the Switch system fonts
from the firmware into `shared-fonts/` (MacNativeGames' `extract_shared_fonts.py`, which verifies every NCA layer
and BFTTF header). Without a firmware folder the setup warns and goes on; the game then lacks those glyphs.
3. **Extract** ExeFS and RomFS into the install folder and verify the hashes.
4. **Lift** the ExeFS to C (`recomp/gen.py`, `recomp/patches-v121.txt` or `patches-v143.txt`) into a temp folder next
to the installer. The code cheats of the mods' cheat files and the mods' ExeFS patch files become patch sets first
(`tools/cheats.py`, `tools/exefs_patches.py`, status in `build-cache/cheats.status` and `exefs.status`); a file the
tools refuse costs those cheats or patches, not the install. The patch files' writes into main's data go to
`build-cache/exefs.data`, which the game stores into main at start; after the lift they are checked against the
bytes the lifted code read as constants (`<gen>/main/folded.txt`, its jump tables).
5. **Compile** the generated C, `modules.c`, `romfs.c`, `patches.c` and `ov_zstd.c` (they bake the per-install layout, RomFS
hashes and the game version's patch page) and link
them with the prebuilt runtime library into `totk.exe` (`build_game.py --runtime-lib`; about 3 min on 24 cores).
5. **Prepare** the RomFS patches and the shaders (`tools/make_romfs_patches.py`, `tools/prepare_shaders.py`,
`totk.exe --prepare-shaders`) in the install folder.
6. **Clean up** the temp folder (generated C and objects, about 1.3 GB).
them with the prebuilt runtime library for the host's level (`libtotkrt.a` or `libtotkrt-v2.a`) into `totk.exe`
(`build_game.py --runtime-lib`; about 3 min on 24 cores).
6. **Prepare** (only when the runtime, the translator or the game version changed, not for a new lift) the RomFS
patches and the shaders (`tools/make_romfs_patches.py`, `tools/prepare_shaders.py`,
`totk.exe --prepare-shaders`) in the install folder, then fold the shader cache's loose files (four per shader, about
117,000) into `shader-cache/shader-cache.pack` (`tools/pack_shader_cache.py`). totk.exe reads the pack first and
writes the translations it makes in play as loose files; running the tool again with the game closed folds those in.
The patches are written four times: `romfs-patches`, `romfs-patches-xbox` and `romfs-patches-xbox-label`
(`--prompts`: Xbox button prompts for `prompts = xbox`, the first for `pad_layout = nintendo`, the second for `xbox`
and `auto`), and `romfs-patches-pc` (keyboard and mouse prompts for `prompts = pc`). The three prompt folders are
optional: when one cannot be made, the setup warns and finishes.
When the graphics driver crashes while building the shaders, `prepare_shaders.py` runs that part again without the
variants it was building ([building.md](building.md), step 6), and the setup finishes with a warning that names how
many were left out.
7. **DLSS** (the window's tick box, on by default, or `--dlss`; Windows with an NVIDIA RTX GPU): download
`nvngx_dlss.dll` from NVIDIA's own DLSS SDK repository (github.com/NVIDIA/DLSS, a pinned tag, NVIDIA RTX SDK
license) into the install folder and check its size and SHA-256 (`steps.py`, `Dlss`). The release does not ship
the library; NGX loads it from the folder of totk.exe for `dlaa` and the DLSS modes. A DLSS library already in the
folder (a newer one the player put there) is kept. Without an RTX GPU the step only logs and does nothing; a failed
download warns, the game runs without DLSS, and the next run of the setup tries again.
8. **Clean up** the temp folder, except the generated C and the objects (about 1.3 GB), and write
`build-cache/rebuild.txt` in the install folder.
A cancelled or failed setup resumes from the last finished step (`totk-install.json`).
## Rebuilding for the mods
The generated C and the objects stay in the temp folder, so the next lift rewrites only the chunks whose C changed and
Ninja recompiles only those: a new or edited code cheat costs the lift (under a minute on 24 cores, a few minutes on 4)
and a few dozen chunks, not a full compile, and the shaders stay prepared.
`build-cache/rebuild.txt` holds the command that opens the setup window in its rebuild mode on the install folder
(`installer/gui.py --rebuild <install folder>`, started through `python -c` so the release folder is on `sys.path`
whatever the working folder), one argument per line. When an enabled mod has code cheats or ExeFS patch files the build
lacks, `totk.exe` runs it at start and exits (`runtime/cheats.c` `rebuild_if_needed`); the
window runs the setup on the folder at once and starts the game again when it succeeds. A failed or cancelled rebuild
offers to start the game with the code it has; `build-cache/rebuild.skip` then keeps the same files from starting it
again, until "Rebuild the game now" on the Cheats or Mods tab. `[mods] mods_rebuild = off` turns it off. The rebuild
needs the release folder the setup ran from: a moved or deleted release folder means running a setup again.
## Command line
`installer/` (stdlib only; `installer/layout.py` maps the release folder and, in a repository, the dev toolchain):
```
python -m installer --base FILE --update FILE --keys FILE --lang CODE --dest DIR [--root DIR] [--temp DIR] [--verify]
python -m installer --base FILE --update FILE --keys FILE --lang CODE --dest DIR [--firmware DIR] [--root DIR] [--temp DIR] [--verify]
```
- On a folder with `totk-install.json` only `--dest` is needed; the game files only when the extraction must run again.
- `--firmware DIR` is the folder holding the firmware NCAs: an unpacked firmware, or the emulators' installed
`Contents/registered` (the parent `Contents` folder works too). It is read only with Chinese, Korean or Traditional
Chinese text, and only when `shared-fonts/` is not already in the install folder.
- stdout: one JSON event per line, types `start`, `plan`, `step` (started, done, skipped), `progress` (step, phase,
done/total/unit), `space` (bytes needed and free on the install disk and the temp disk), `warning`, `error`, `end` (`installer/events.py`). Messages are ids with parameters;
`installer/text/en.json` holds their English text. The human-readable log goes to `<temp>/logs/`.
@@ -75,11 +128,18 @@ python -m installer --base FILE --update FILE --keys FILE --lang CODE --dest DIR
the merged RomFS (15.9 GiB) before it deletes them. The check computes the exact figure.
- Window (`python -m installer.gui`, `installer/gui.py` draws, `installer/guilogic.py` decides): form, step list with
progress, space line, collapsible log, Cancel (Ctrl+Break to the CLI's process group, then it waits for the exit),
finish screen with Open folder. English or Russian, chosen from the Windows display language, switchable in the
window; every sentence is an id in `installer/text/<en|ru>.json`. A folder with `totk-install.json` needs only the
folder. `--selftest [--shots DIR]` builds every screen in both languages and closes itself.
- `tests/installer_gui_test.py`: event model, form, catalogs, cancel, the self-closing window and one end-to-end run
of the CLI in `--verify` mode (needs `build/install-test` and `build/extracted/v121`; see its docstring).
finish screen with Open folder. English, Russian, Brazilian Portuguese or Simplified Chinese, chosen from the Windows
display language (zh-CN and zh-SG give Chinese; the Traditional Chinese regions give English), switchable in the
window; every sentence is an id in `installer/text/<en|ru|pt-BR|zh-Hans>.json`. A Chinese window still starts with
English as the game language, because Chinese game text needs the Switch shared fonts, which the setup extracts only
from a firmware folder. A folder with
`totk-install.json` needs only the folder. `--selftest [--shots DIR]` builds every screen in every language and
closes itself. The window is not stretched on a display whose scale is the system DPI: `installer/dpi.py` makes the
process system DPI aware before Tk starts, Tk then draws the fonts at the display's scale and `dpi.px` sizes the
paddings and wrap widths with it; the launcher does the same for its error box.
- `tests/installer_gui_test.py`: event model, form, catalogs, cancel, the display scale, the self-closing window and
one end-to-end run of the CLI in `--verify` mode (needs `build/install-test` and `build/extracted/v121`; see its
docstring).
- `tests/installer_test.py`: bookkeeping with fake steps. `tests/installer_e2e.py`: a dev-mode run with the files of
`config.local.toml`.
@@ -89,25 +149,79 @@ The unpacked release; `tools/make_release.py` assembles it and `--zip` packs it:
```
TotK-Setup.exe starts python/pythonw.exe -m installer.gui (installer/launcher/launcher.c, no console)
installer/ the installer: steps, CLI, window, en/ru text catalog
installer/ the installer: steps, CLI, window, en/ru/zh-Hans text catalog
python/ Python 3.14.9 embeddable + numpy, lz4, cryptography, cffi, pycparser (+ tkinter for the window)
recomp/, tools/ the lifter and the build, extraction and shader scripts the steps run (copied from the repo)
llvm/ llvm-mingw, x86_64-only subset (Apache-2.0 with LLVM exception; mingw-w64 parts permissive)
runtime/ libtotkrt.a and the headers the generated code and modules.c/romfs.c/patches.c include
runtime/ libtotkrt.a, libtotkrt-v2.a and the headers the generated code and modules.c/romfs.c/patches.c
include
bin/ totk_xlate.exe, hactool.exe, SDL3.dll, libopus-0.dll, ninja.exe
data/ shader_list.tsv (MacNativeGames, MIT)
data/ shader_list.tsv (MacNativeGames, MIT); pgo-<ver>.profdata + .json, the execution profile an
update's code and the runtime libraries compile with (building.md, "Profile-guided build")
THIRD_PARTY_NOTICES.md
totk.ini.example, VERSION the default ini; the release string (the repository's VERSION plus the commit)
```
- SDL3 comes from the upstream release, not MSYS2: MSYS2's DLL imports the LGPL libiconv.
- Every bundled third-party piece gets a row in `THIRD_PARTY_NOTICES.md`.
- The release contains nothing game-derived; `make_release.py` runs `tools/check_content.py` over the folder before it
finishes.
- The release contains no code, data, text or assets of the game; `make_release.py` runs `tools/check_content.py` over
the folder before it finishes. The execution profiles name lifted functions by address (`f_<address>`) and hold
branch counts and control-flow hashes of the generated C.
## Switch system fonts
Simplified Chinese, Traditional Chinese and Korean text needs the Switch system fonts (`0-standard.bfttf` and the other
nn::pl shared fonts). The game does not ship them. Without them it exits before its first frame in those languages
(`rt_fatal` in `runtime/ov_system.c`). Supply them from your own console, in either way:
- Give the setup the firmware folder (`--firmware DIR`, or the window's firmware field); the Fonts step extracts them to
`shared-fonts/` in the install folder.
- Run `python tools/extract_fonts.py --firmware <dir>` with `.venv-py314` and the keys from `config.local.toml`, or
point `TOTK_SHARED_FONTS` at a folder that holds the extracted fonts.
## Linux release
`tools/make_release_linux.py` builds the same setup for Linux and packs it as `TotK-Setup-x86_64.AppImage` (the static
type-2 runtime: no libfuse2 needed on the host). The player makes it executable and starts it; on a Steam Deck, from
Desktop Mode. The command-line setup needs the desktop session's display (`DISPLAY` or `WAYLAND_DISPLAY`) because preparing the
shaders opens a window; the check step fails at once without it. Building the release also needs `make` and `pkg-config`. The bundled Tcl/Tk 9.0.4 is rebuilt with
Xft against the sniper sysroot so Russian text uses system TrueType fonts. The setup builds the game into the folder they pick, as on Windows, and the game is `totk` there with
`libSDL3.so.0` beside it. The folder inside the AppImage:
```
AppRun starts python/bin/python3 -m installer.gui (no bytecode written into the read-only mount)
totk-setup.desktop, totk-setup.png
installer/, recomp/, tools/, data/, licenses/, THIRD_PARTY_NOTICES.md, totk.ini.example, VERSION as on Windows
python/ python-build-standalone 3.14 (with tkinter) + the installer's packages; a .pth puts the folder,
tools/ and recomp/ on sys.path
llvm/ LLVM 23 (clang, lld, llvm-ar) and llvm/sysroot: the files of the Steam Runtime 3 "sniper" SDK the
game's compile and link read (about 130 files)
runtime/ libtotkrt.a, libtotkrt-v2.a, headers, the install-side sources, totk.png; deps/ with the Vulkan
headers, VMA and a static zstd
bin/ totk_xlate, hactool, ninja, libSDL3.so.0
```
- What we compile is built against the sniper sysroot (glibc 2.31): the game, hostcheck, hactool and the translator
need no newer glibc. The game links Opus, libvpx, zstd and libstdc++ statically and needs only glibc, the system's
Vulkan loader and the SDL3 beside it. The setup itself needs glibc 2.34 (Ubuntu 22.04, Debian 12, Fedora 35,
SteamOS 3): the official LLVM binaries and the `cryptography` wheel are built against it. `make_release_linux.py`
checks every ELF file in the folder against that floor (`check_glibc`), and the setup's check step stops with one
message on an older system.
- The setup's temp folder is `.setup-temp` inside the install folder (`--temp` changes it): the AppImage is mounted
read-only, and a Steam Deck's `/home` is often too full for the generated C while the game goes to the SD card.
- The game keeps Mesa's shader cache in `mesa-cache` beside `totk` unless `MESA_SHADER_CACHE_DIR` is set, for the
same reason: RADV fills its default folder in `~/.cache` up to 1 GB.
- The window follows `LANG` for English or Russian, cancels through SIGTERM to the CLI's process group (the CLI handles
it as Ctrl+Break on Windows) and opens the finished folder with `xdg-open`.
- Requirements beyond Windows': Linux 6.7 or later (the write watch, `docs/building.md`) and glibc 2.34.
- Building the release needs one game version extracted and lifted (`tools/extract.py`, `recomp/gen.py`, either
version): the runtime library includes the generated `layout.h`, whose shared part (`MOD_COUNT`, `MOD_MAIN_BASE`)
is the same for both. `tools/make_release.py` takes `generated/v121`, else `generated/v143`.
## Constraints
- The installer steps contain no Win32 calls: Linux follows with its own compiler and the same steps.
- The installer steps contain no Win32 calls; only the window's DPI awareness (`installer/dpi.py`) is Windows-only, and
it does nothing elsewhere. Linux runs the same steps with its own compiler ("Linux release").
- The keys file path is passed to the tools; key values never appear in the UI, logs or files.
- The window is a front end over the CLI (`python -m installer --base ... --update ... --keys ... --lang ... --dest
...`), which prints one JSON progress event per line. Tests and CI use the CLI.
@@ -119,8 +233,17 @@ totk.ini.example, VERSION the default ini; the release string (the repository's
the file and asks to copy it again (`extract.DamagedFile`). A failed merge checks the base Program NCA alone to tell
which file is damaged.
- Unsigned exe: SmartScreen warns on first start.
- NSZ and XCZ input (game files compressed by the nsz tool: NCAs stored as NCZ, their sections decrypted and
compressed with zstd): the check step tells them by their content, not their name (an NSP or XCI holding NCZ files),
so the file dialog has one filter for all four. It unpacks each into `<temp>/unpacked/<base|update>.nsp`
(`tools/ncz.py`), an NSP of the NSZ's files or of the XCZ's secure partition, and the extraction reads that.
Unpacking encrypts the sections again, so every NCA comes back byte for byte, and checks each against the hash its
name carries; a mismatch is `check.input_damaged`. It needs the unpacked size free in the temp folder (checked
first), runs at about 500 MB/s, and an interrupted setup reuses a finished NSP of the same file. The extract step
deletes the folder when it is done. An XCZ update is refused like an XCI one.
## Later
- Re-warm the driver cache on start after a move, GPU or driver change.
- NSZ and XCZ input. Linux release.
- Per-monitor DPI in the setup window: Tk 9 has none, so a display whose scale differs from the primary one still gets
the window stretched.
+7 -1
View File
@@ -66,8 +66,9 @@ Source shorthands:
| 2.7 | **Swizzles** per texture and per view (`TextureBuilderSetSwizzle`, `TextureViewSetSwizzle`); BotW layout captures rebuild a texture on the same storage with (1, 1, 1, R) or alpha 1. Default per-format mapping R8 → (R, 0, 0, 1). | `VkComponentMapping` on the view. | NXN: font atlas white boxes, HUD dark boxes without it. Ours: mapped (`vk_exec_draw.c` `get_view`). | NXN |
| 2.8 | **Sample dimension comes from the instruction**: a non-array sample of an array texture reads layer 0; 1,512 BotW shaders sample a cube as a cube array. | View type must match the declared type. | NXN: 2D array bound as 2D gave one pale colour (washed-out scene); cubes created as 6-layer arrays with cube / cube-array views. Ours: views per resource type (`get_view`). | NXN |
| 2.9 | **LOD**: TSC min/max LOD clamp, LOD bias, `TWO_D_NO_MIPMAP` texture type, a min filter without mips stays on the base level; TIC carries its own max anisotropy and aniso quality fields. | `minLod`/`maxLod`, `mipLodBias` limited by `maxSamplerLodBias`. | yuzu: anisotropy heuristics for mods forcing trilinear (YZ-2306, PR 10744). Ours: non-mip filter → `maxLod = minLod + 0.25`, bias clamped (`vk_texture.c` `make_sampler`). | G80TEX |
| 2.10 | **Texture gather rounding**: Maxwell sub-texel precision differs from AMD/Intel; edge texels picked by TLD4 differ by one. | Implementation-defined `subTexelPrecisionBits`. | yuzu adds a sub-pixel offset to gathers on non-NVIDIA hosts: fixed BotW shadow artifacts at object edges ("shader_recompiler: Add subpixel offset for correct rounding at ImageGather", <https://git.openpunk.com/OpenPunk/yuzu/src/commit/780240e6979b198e7bd10feaad5399b8b4b63762>, title only). | — |
| 2.10 | **Texture gather rounding**: Maxwell sub-texel precision differs from AMD/Intel; edge texels picked by TLD4 differ by one. | Implementation-defined `subTexelPrecisionBits`. | yuzu adds a sub-pixel offset to gathers on non-NVIDIA hosts: fixed BotW shadow artifacts at object edges ("shader_recompiler: Add subpixel offset for correct rounding at ImageGather", <https://git.openpunk.com/OpenPunk/yuzu/src/commit/780240e6979b198e7bd10feaad5399b8b4b63762>, title only). Ours: the translator biases gather coordinates by the host's `subTexelPrecisionBits` on every non-NVIDIA GPU (`vk_caps.c` → job `gather_bias` → Ryujinx `TexturePass.InsertCoordGatherBias`); TotK on RADV drew dashed dark lines along wall and floor edges in the prologue caves without it. `TOTK_GATHER_BIAS=0` turns it off. | — |
| 2.11 | **Gather offsets**: `TLD4.PTP` takes four per-texel offsets, possibly from registers. | `ConstOffsets` must be constant. | Ours: `QueryHostSupportsNonConstantTextureOffset() => false` makes Ryujinx emulate register offsets (`tools/xlate/Program.cs`). | RYU-SH `Translation/Optimizations` (TexturePass) |
| 2.13 | **TXD gradient register order**: TotK's terrain shaders fill the gradient registers of a `TXD` per coordinate (du/dx, du/dy, dv/dx, dv/dy). | Vulkan's `Grad` takes dPdx (du/dx, dv/dx) and dPdy (du/dy, dv/dy). | Ryujinx's `EmitTxd` takes the first two registers as dPdx and the last two as dPdy, so the mip level came from the wrong derivatives and was too sharp on terrain faces turned across the screen: patches that followed the faces crawled when the camera moved (1.4.3, the Depths; found by the user from their F9 frame, a gradient sample's coordinate and gradients traced back to `DPdx` and `DPdy` of the interpolants). Ours: `gfx_shader.c` `patch_txd_transpose` swaps the two inner components of every two-component gradient pair in the loaded SPIR-V (the shader cache is untouched). `TOTK_TXD_TRANSPOSE=0` turns it off. Only 2D gradients are handled; 3D and cube ones are left as translated. | — |
| 2.12 | **Depth compare** (`TSC` depth compare + `TIC_4_DEPTH_TEXTURE`), min/max reduction filtering. | `compareEnable`; reduction mode needs `samplerFilterMinmax` and is not allowed with compare. | Ours: reduction dropped when compare is on (`vk_texture.c` `make_sampler`). | G80TEX |
| 2.13 | **ASTC / BC**: native ASTC; zero ASTC block = error colour on hosts. | AMD and NVIDIA desktop GPUs lack ASTC: decode to RGBA8. yuzu offered ASTC recompression to BC1/BC3 for low VRAM (YZ-2305, PR 10398). | Ours: native upload where the device samples ASTC, else a compute-shader decode (`vk_astc.c`, `TOTK_ASTC`), CPU decode (`tex_astc.c`) as the fallback. | `runtime/vk_astc.c` |
| 2.14 | **Linear CPU-written textures** (`FLAGS_LINEAR`, small ramps, glyph caches): CPU writes visible to the GPU directly. | Must re-upload or use linear images over host memory. | NXN Mario: sky black without its 64×1 RGBA16F ramps. | NXN |
@@ -85,6 +86,9 @@ Source shorthands:
| 3.7 | **Integer division** does not exist (compiled to `XMAD`/`IMAD` sequences); MUFU.RCP(0) = +Inf, LG2(0) = -Inf. | Same IEEE edge cases through `1/x`, `Log2`. | Low risk. | — |
| 3.8 | **FP64** in some TotK cutscene shaders. | No FP64 on some hosts. | yuzu FP64 → FP32 (YZ-2306, PR 10693); ours: `softfloat64` job flag (`tools/xlate/Program.cs` `QueryHostSupportsShaderFloat64`). | — |
| 3.9 | **Integer vertex inputs read as raw bits** (bone indices `R8UI`). | Float-declared inputs convert integers. | NXN Mario: stretched characters; re-translated with `uint` inputs. Ours: attribute types passed to `QueryGraphicsState` (`Program.cs`). | NXN |
| 3.10 | **BFE / BFI fields past bit 31** (as PTX `bfe` / `bfi`): a field that runs past bit 31 is cut there; one that starts past it extracts 0 (signed: bit 31 repeated) and inserts nothing. TotK 1.4.3's Depths terrain vertex shaders (42 variants) take the position from a register, `((2y + x) * 8) & 0xff` with 5-bit x and y, so up to 248. | `OpBitField*Extract` / `OpBitFieldInsert` undefined when offset or offset + count exceeds 32; AMD's bitfield instructions take offset and width modulo 32. | Ryujinx passes the fields through. UltraTears saw the Depths walls and ground missing on the Steam Deck and a Linux RX 570 (RADV). Ours: clamped where the field is not a constant inside the word (translator patch 0012). RX 9070 on Windows drew the Depths the same before and after. | PTX ISA `bfe`, `bfi` |
| 3.11 | **SHF by 0** gives the unshifted word (C for `SHF.L`, A for `SHF.R`). | Ryujinx's funnel shifts the other word by 32: undefined in SPIR-V; AMD shifts take the low 5 bits and give A \| C. | yuzu fixed Depths terrain gaps in its funnel shift (PR 10459). Ours: a select on a zero amount (translator patch 0013). In 1.4.3 every register SHF pairs its word with 0, so the result was right already. | — |
| 3.12 | **Registers read before any write** on a path (paths the structurizer adds included) have no defined value in the game's code; UltraTears reports 0 from the NVIDIA driver. | An `OpVariable` without an initializer loads an undefined value; Mesa folds undefined values freely. | Ours: on Mesa drivers (RADV, ANV, NVK; `vk_caps_driver`) every function-local variable starts at 0 (`OpConstantNull`, job flag `zero_locals`, translator patch 0016; `TOTK_ZERO_LOCALS` overrides). Elsewhere the load stays undefined: a zero start on every driver (the old patch 0014) made the whole picture shake by about 0.9 output pixels a frame with DLSS or DLAA on an RTX 4080 SUPER (#612). It also moved the SPIR-V hash of the game's FXAA shader out of `FXAA_FS` (`vk_dlaa.c` `vk_dlaa_skip_draw`), the likely cause of the shake; that path is not traced. | — |
## 4. Memory model
@@ -141,6 +145,8 @@ Source shorthands:
| TotK | AO broken above 1008p mods | rescale thresholds | YZ-2306 PR 10675 |
| TotK | "detective mode" Link on AMD | AMD EDS3 colour-blend driver regression | YZ-2306 PR 10946 |
| BotW | shadow artifacts at object edges (AMD) | gather rounding | yuzu commit 780240e (2.10) |
| TotK | dashed dark lines along wall and floor edges, changing with the camera angle (AMD, RADV) | gather rounding | gather bias (2.10) |
| TotK | blocky foliage shadows that jump instead of sliding | not a GPU difference: the engine sizes its sun shadow map to the area it covers, down to about 400 near the ground, and each change of size moves the shadow texels | fixed size, `shadow_res` (the shadow set of `recomp/patches-v121.txt`; the community mods force 1024 the same way) |
| BotW | black textures on GCN | HTILE (depth compression) | `AMD_DEBUG=nohyperz` wiki (1.9) |
| BotW | 3D scene black | deferred texture handles | NXN |
| BotW | albedo scattered squares | duplicate colour attachments | NXN |
+129
View File
@@ -0,0 +1,129 @@
# Mods
TotK Recomp loads the mods players make for the Switch emulators (Ryujinx, yuzu and its forks): texture and model
packs, gameplay and text changes from GameBanana and similar sites, TKMM's merged output, code patches (`.ips`,
`.pchtxt`) and Atmosphère cheat files. No mod or cheat file ships with the port.
## Install a mod
1. Open the settings menu (F1, Esc, or Minus and Plus together on a controller), go to the Mods tab and choose
**Open mods folder**. That is the `mods` folder next to `totk.exe`; the menu creates it when it is missing.
2. Make one folder per mod in it and unpack the mod's archive into that folder. The mod's own folders (`romfs`,
`exefs`, `cheats`) must sit directly inside the mod's folder:
```
mods\
Better Grass\
romfs\
...
Fast Travel Anywhere\
exefs\
patch.pchtxt
My cheats\
cheats\
277178B7DBA1B6D4.txt
```
An archive laid out for a Switch SD card or an emulator works as it is. Inside the mod's folder the port also finds
`atmosphere\contents\0100F2C0115B6000\romfs`, `contents\0100F2C0115B6000\romfs` and `0100F2C0115B6000\romfs`, the
same places for `exefs` and `cheats`, and `atmosphere\exefs_patches\<name>\` for code patches.
3. Start the game. A mod that patches the game's code makes the game rebuild itself first (see Code patches below).
4. Open the Mods tab to check the mod. Each row says how many game files the mod replaces and adds, how many cheats it
brings, and why a part of it is not used.
## Order and switches
The Mods tab lists every folder in `mods`. Select a mod and press A or Enter to switch it on or off. The top face button
or Ctrl+Up moves it up, the left face button or Ctrl+Down moves it down. When two mods change the same file, the
higher one wins; the lower mod's row says how many of its files the higher one covers. Changes apply after a restart.
The menu saves the order and the switches in `totk.ini`, under `[mods]`, by folder name: `mods_order` and
`mods_disabled`. A folder the list does not name yet, such as a new or renamed one, goes below the named ones.
### Mods that change the same files
Two mods that edit the same game file do not combine: the higher one wins the whole file. Merge such mods with
[TKMM](https://github.com/TKMM-Team/Tkmm) (TotK Mod Manager) and set its export location to an empty folder inside
`mods`, for example `mods\TKMM`. The exported folder then counts as one mod here. Mods packaged for TKMM only
(`.tkcl` files) go the same way.
The port merges the resource size table on its own: at every start with mods on, it combines the tables the mods ship
and raises the entries for files a mod made larger or added, the files inside a mod's packs (`Pack\**\*.pack.zs`)
included. A separate RESTBL mod is not needed. The table tells the game how much memory each file needs: a file that
outgrew its entry crashes the game when it loads, which can be long after the start, when the game first needs it. The
log line `RomFS: resource size table: ...` says how many entries were raised and names the first files inside packs.
## Code patches (ExeFS)
A mod with `.ips` or `.pchtxt` files patches the game's code. A patch is for one game update: an `.ips` file is named
after the build id of the update's code, a `.pchtxt` file names it on its `@nsobid` line. The game's code is compiled
ahead of time, so these patches are built into `totk.exe`:
1. The first start after such a mod is added closes the game and opens the setup's rebuild window. The rebuild takes
a few minutes (the shaders stay prepared), then the game starts again. Saves and settings are kept.
2. Until the rebuild succeeds, the whole mod stays off, its other files included.
3. After the rebuild the mod switches on and off from the Mods tab like any other, without another rebuild.
The rebuild needs the setup folder the game was installed from. When that folder was moved or deleted, run
`TotK-Setup.exe` again on the same install folder: it does the same job. `mods_rebuild = off` under `[mods]` in
`totk.ini` turns the automatic rebuild off.
A code patch over one of the port's own patches (the 60 FPS patch, the resolution patch and the other entries under
**Built into the port**) turns that built-in patch off while the mod is on. The mod's row names it.
A patch file may also change the game's data (constants and tables in its `.rodata` and `.data`). Those bytes are
stored into the loaded game at start, before it runs. When two mods write the same bytes, the higher one wins,
as with files.
## Cheats
A cheat file is part of a mod: `mods\<mod>\cheats\<build id>.txt`, switched cheat by cheat on the Cheats tab. Cheats
that change the game's code need the same rebuild as code patches. [cheats.md](cheats.md) explains the file names for
each game update, the rebuild and which cheats cannot run.
## Renaming a mod folder
The port keys a mod by its folder name. A renamed folder counts as a new mod:
- it moves below the mods the list names, and comes back switched on;
- its cheats come back switched off;
- its code patches and code cheats are built again, so the next start runs the rebuild.
Rename mod folders before you set them up in the menu, not after.
## HD texture packs
Texture packs made for the emulators replace the game's textures with larger ones, so the heap the world's textures
stream into must grow. Such a pack grows it in its own `System/HeapSize/Product.Nin_NX_NVN.HeapDef.byml.zs`, sized for
the emulators' 8 GB memory option. The port reads that file at start: the texture heap and the game's memory pool grow
by the pack's amount, and the game gets the port's own heap table with that growth (the log says
`resolution: mod <name> ships a HeapDef with TextureHeap ...`). Nothing needs to be set. For a pack without such a file
that still loops the panic Blood Moon, set `tex_heap_extra_mb` under `[mods]` in `totk.ini` (0 to 4096 MiB).
Tested: **HDPacks.com Tears of the Kingdom 4K Texture Pack v1.0** (`4kTextures`, 10,407 textures, 6.5 GB) on game 1.4.3
and 1.2.1, RTX 4080 SUPER: it loads into the game from a save and runs at the same frame rate, with about 3.3 GB more of
textures in memory (4.5 GB of game memory pools against 1.2 GB without it). Other packs are not tested and come with no
guarantee. Such a pack needs a lot of video memory; on a GPU with less than 8 GB, `astc_bc = 1` under `[performance]`
keeps its textures at a quarter of the size.
## What does not work
| On the Mods tab | Why | What to do |
|---|---|---|
| This folder has no romfs, exefs or cheats files. | The archive was unpacked one level too deep (`mods\Mod\Mod\romfs`), or it holds no game files. | Move the folders up so `romfs` sits directly in the mod's folder. |
| ... files are made for another game version and are left out. | The mod's files carry another update's version in their names (`.Product.<number>.`). | Download the mod's release for your game update. |
| Its code patches (exefs) are made for another game version. | The patch files name another update's build id. | Same: get the release for your update. |
| This mod brings its own game code (a subsdk plugin or a replaced main). | Mods such as UltraCam ship compiled Switch code. The port cannot load it. | No workaround; the whole mod stays off. |
| This mod patches the game code (exefs) in a way the port cannot apply. | The patch writes the game's data, not its code, or changes code in a form the port cannot build. | No workaround; the reason follows on the row. |
| The folder name contains \|. | The mod list uses `\|` between names. | Rename the folder. |
A mod never stops the game from starting. Whatever the port cannot use is left out and shown on the Mods tab.
## When something looks wrong
1. Switch the newest mod off on the Mods tab and restart. If the problem goes away, check that the mod is made for your
game update and does not fight another mod over the same files.
2. `logs\totk.log` next to `totk.exe` names every mod at the start (lines starting with `mods:`), the cheats
(`cheats:`) and the resource size table (`RomFS: resource size table:`). Open log folder on the Advanced tab of
the menu shows the logs.
3. When reporting a problem, attach `totk.log` and list your mods with the links you downloaded them from.
+91
View File
@@ -0,0 +1,91 @@
# Rules for taking a PR
## 1. What to review first
1. Fixes before features. A PR that fixes a bug, a glitch or a crash goes first; feature PRs wait.
2. Order fixes by reach: how many players the bug hits and how badly. Windows and default settings first, rare
hardware and unusual setups later.
3. Scale the depth of the checks to the reach. A crash many players hit and anything on the frame path get the full
checks. A rare case (a CPU without AVX, an unusual setup) gets the minimal fix, one targeted check and a short
note. A crash fix on rare hardware is still worth taking: cut the checks around it, not the fix.
4. Before testing, find out where the bug reproduces: OS, GPU vendor and generation, game version, settings. If the
symptom cannot appear on the hardware at hand (an NVIDIA paging bug on an AMD machine), say so and do not run
tests that cannot decide it.
5. Check a feature PR against the designs in `docs/milestones/`. A feature with a design (mods, cheats) goes in as
part of that design.
6. Several PRs on one topic: compare them before taking either. Another PR may already do it right.
## 2. How to read the diff
- The author's claim is a hypothesis. Read the whole diff: races, wrong semantics, edge cases, leaks, lock order.
- Check the behaviour against evidence: how yuzu, Ryujinx, LAS Recomp, SavageWindRecomp, nxnative and MacNativeGames
do the same thing in `refs/` (`tools/fetch_refs.sh` recreates it); the Vulkan spec; hardware docs
([docs/maxwell.md](../../docs/maxwell.md)); upstream issues.
- Weigh two things for every change: its cost on the hot path, and how it fails (device lost, hang, stale data, weak
or non-AVX CPUs, other GPU vendors, Wine/Proton).
- Read the code a hypothesis depends on before running the game: the game's functions in Ghidra or
`generated/<ver>`, our path in `runtime/`. A run confirms what the code could not rule out. It is one run, not a
series of variants.
- Order the work so the cheapest check that could refute the PR's idea runs first. Refuted: stop, write down why,
no build, no benches.
## 3. What a PR needs
- **Proof.** The bug reproduced before the fix, the same repro after, both results side by side: a screenshot, a log
line, a probe, a differential test. A fix without a reproduced failure is not proof. Where a repro is impossible
on the hardware at hand, say so; the fix is then taken only on strong static evidence in the code. Where a repro is
risky (device lost or a TDR can hang the machine), write the recipe and let the owner decide.
- **Frame-path changes** get whole runs of the heavy scene with the switch off and on, at least two each
([02-performance.md](02-performance.md)). Zero new slow frames is a hard bar.
- **A switch.** A change on the hot path or in rendering sits behind an env or `totk.ini` switch, so a player can turn
it off and we can compare.
- **Nothing changes for players outside the feature.** The DLSS PRs touched shared code; they went in once every
path that runs without DLSS was gated on DLSS being on.
- **A fix for one setup keeps the default for everyone.** The PRs that raised the low memory block from 6 to 10 GiB for
all players were rejected; the right shape is 6 GiB plus the extra where it is needed.
- **Parts we cannot run** (Linux-only code, an HDR display, RTX-only paths) are gated so they cannot touch anyone
else, or wait for a report from someone with that hardware. Note them as unrun.
- **Project tests** from [03-correctness.md](03-correctness.md): lifter differential tests, probes, `--selftest`,
`tools/check_content.py --staged`.
- **Text the player sees** goes into the catalog: `runtime/ui_text.h` ids and `runtime/ui_text.c` entries in every
language the menu has (English, Russian, Brazilian Portuguese, Simplified Chinese), and `installer/text/*.json` for
the installer. No hardcoded sentences, no second string table.
- **A new setting** is described in `totk.ini.example` and [docs/settings.md](../../docs/settings.md).
- **Licences.** MIT, BSD, ISC, zlib and Apache-2.0 code may be copied, with its header and a row in
`THIRD_PARTY_NOTICES.md`. yuzu, suyu and other GPL code is read for behaviour only; we write our own.
## 4. Reasons to reject or rework
- No test or repro for a change that is not trivial.
- Slow: a state copy per draw, a global atomic counter on the hot path, synchronous file I/O or a GPU allocation on a
game or render thread, new slow frames.
- Changes behaviour for everyone to serve one setup, or is on by default without a run in a scene where it acts.
- "Fixes" a crash by turning a feature off for a vendor. A crash that goes away with a feature off points at the bug;
the feature gets fixed.
- Breaks another feature (a preview that loses anti-aliasing).
- Fake features: labelled FSR4 or frame generation, and not that.
- Wrong measurements: percentiles over window means, counters over the wrong set.
- Generated C edited by hand instead of the generator (`recomp/`).
- A disallowed licence or pasted GPL code.
## 5. Finishing a good PR
A good PR that misses the project's scheme (hardcoded text, conflicts, layout, comment style) is brought to it while
merging, not sent back to the author for another round. When only part of a PR is good, take that part and note what
was left out and why.
A bug found outside the PR under review is not fixed on the spot: search the open PRs on that topic, report the bug
with them, and let the owner decide.
## 6. Merging, branches, commits
- Each PR or wave of PRs gets its own branch `task/<tag>` from a fresh `dev` and its own build dir. It merges into
`dev`.
- Once the review is done, the symptom is gone on one paired shot and the probes pass, merge into `dev` and hand the
build to players: they test in game faster and wider than our routes. The wider checks (other routes, validation,
fps cost) follow as a separate diff. Speed never skips the review of the diff itself.
- `main` only with the owner's explicit yes. Push only when told to.
- A commit message is a plain English sentence, no `feat:`/`fix:` prefixes.
- The version lives in the repo-root `VERSION` file; the owner decides when it moves.
- After a merge, record which PRs went in, what was reworked, what was rejected and why. The reason for a rejection
goes into the PR as a plain English comment.
+97
View File
@@ -0,0 +1,97 @@
# Performance: no lost frames on weak hardware
## Who we tune for
- The goal is many more fps on modest hardware, and Steam Deck later (Zen 2 4c/8t APU, shared LPDDR5, the exe runs
through Proton/Wine).
- The developer's machine (Ryzen 9 7900X + RX 9070) is fast and its numbers do not carry over. A laptop with an
i7-9750H and a GTX 1050 Ti is a sample of a weak machine, not the target to fit constants to.
- What weak hardware measured:
- GTX 1050 Ti (4 GiB, 214 MiB BAR, no ReBAR): the GPU read imported host pools over PCIe, 110-120 ms a frame
against 4.3 ms on the RX 9070. The VRAM mirror brought it to 10-11 ms; that machine is now CPU-bound at 25-45 fps,
replay 25-30 ms a frame.
- The same write-watch scan costs about 3x the CPU time there.
- NVIDIA and desktop AMD GPUs have no ASTC: textures decode in a compute shader. CPU decodes before that made
0.4-0.7 s load frames on the 1050 Ti.
- Wine emulates `GetWriteWatch` with `mprotect` and a fault per first write. Anything relying on cheap OS memory
tricks (write-watch, `VirtualProtect` freezing, fault handlers) is checked against Wine's implementation.
- The port uses about half of even a weak CPU, so the frame's critical path is the limit, not throughput. TotK keys
per-core data by `GetCurrentProcessorNumber` without locks, so the game's threads share three virtual cores on any
host. In a fight the main thread and five job workers keep 2.6 of the 3 busy: guest code speed sets the fps.
- Perf work builds and measures 1.4.3. A 1.2.1 build is for a change about to merge with a large gain.
## Gain ceiling first
Before writing or taking a perf change, compute its ceiling: the share of the code it removes times the share of the
frame that code holds on the critical path, on weak hardware. A ceiling of a few percent or less is not worth it.
- Use the critical path (`TOTK_CRIT` + `tools/crit_path.py`, heavy frames only), not one thread's profile. On the weak
laptop the submit thread is 55% replay, yet the critical path of heavy frames is 67% guest code, 15%
`nvnSyncWait`, 13% core waits and wake latency.
- Changes that can move the frame by 10% or more are usually design changes. Polishing a hot function from a flat
profile almost always gives zero.
## A neutral safe change stays
An optimization that measures neutral on the fast machine stays on by default when:
- upstream (`refs/`, other ports) reports a gain for it, especially on weak CPUs or GPUs;
- the static read leaves no hazard, and the probe or differential test passes;
- whole heavy-scene runs off/on x2 show no fps loss and no new slow frames;
- a switch turns it off.
"No gain here" is not a reason to drop a safe change with upstream evidence. A regression or a hazard nobody ruled
out is.
## How to measure
- **By game time, never by frame counts.** Run length, analysis windows, A/B blocks and input scripts go by the world
clock (`--seconds`, `TOTK_CRIT=w<lo>-<hi>`, `TOTK_PROFILE_FRAMES=w<lo>-<hi>`, `TOTK_SHOTS=w<lo>-<hi>:<step>`). The
same frame count at another fps is another scene.
- **Check a scripted run reached the world.** Title menus on a slow boot eat button presses; confirm the run is in the
world before trusting its numbers.
- **Whole runs off and on, two each at least.** An in-run A/B on a moving scene lies: the A and B blocks land on the
same game seconds every run, so a content difference repeats. One in-run A/B showed "-11% replay"; whole runs gave
5.84/5.73 against 5.76/5.73 ms, nothing. In-run A/B only on a static scene (standing still).
- **Spread.** One script on near-identical builds gave 1% lows from 31.5 to 50 fps. Compare medians of three runs,
never one run against one run.
- **A quiet machine.** `tools/run_game.py --quiet` takes the machine-wide lock; no other `totk.exe`, build or test runs
meanwhile. One game at a time.
- **A warm shader cache, prepared properly.** Shader and pipeline caches are not copied between build dirs:
`totk.exe --prepare-shaders` or `--warm-shaders` in that dir. The AMD driver cache is keyed to the exe path and
limited in size: preparing another build dir can evict this one's libraries (40-220 ms per new effect in play).
- **A heavy scene.** A fight with a large enemy and a crowd, fps limit at the maximum (`TOTK_FPS_LIMIT=360`). Compare
one shot with the scene's reference before trusting numbers.
- **No base runs by habit.** Run the candidate alone and judge it against the targets: max fps, zero slow frames
(`perf: slow frame`), no black or flat frames, no new validation errors. Glitches are found by looking at shots and
frame dumps, not by diffing metrics. Run a base build only when a specific question needs a side-by-side.
| What | How |
|---|---|
| fps, worst frame, render-thread buckets, GPU busy, VRAM | `--env TOTK_TRACE=perf,sched`, then `python tools/perf_summary.py <log> <lo> <hi>` |
| the frame's critical path | `TOTK_CRIT=w<lo>-<hi>` + `TOTK_CRIT_OUT=<path>`, then `python tools/crit_path.py <file>` |
| sampling profiler | `TOTK_PROFILE=<path>` + `TOTK_PROFILE_FRAMES=w<lo>-<hi>`, then `tools/prof_report.py <profile> <totk.map>` |
| A/B on a static scene | `TOTK_AB=<seconds>`, then `tools/ab_summary.py --skip <seconds>` |
| VRAM pressure on a large card | `TOTK_VRAM_LIMIT_MIB=<MiB>` caps the budget the port sees |
## What the hot path must not do (Windows host)
- **Files.** The game threads (main, job workers) and the render thread never open, read, write or flush a file, and
never wait for a thread that does. Opening a 20-byte file in a 139k-file folder: 0.1 ms idle, 11-40 ms in play while
the translator, the pipeline cache and the save wrote to the same volume. A save's `FlushFileBuffers` and
`MOVEFILE_WRITE_THROUGH`: 93-135 ms. Saving the pipeline cache under its lock on the present thread froze the replay
every 20 s. File I/O goes to a background thread; results come back in memory.
- **Waits.** Short waits spin on the counter; waits over 1 ms use the high-resolution timer. A waitable timer wakes
0.3-0.5 ms late; the SDK's 20 us sleeps took 460-515 us. A 1 ms timer thread does not help: it gave more slow frames.
- **GPU allocations.** VMA's `vkAllocateMemory` of a 256 MiB block under its lock: 8-23 ms. A new block on the render
thread is a hitch.
- **128-bit division.** `(unsigned __int128)t * num / den` compiles to the library call `__udivti3`; counter
conversions that way took a tenth of the game threads' time in a fight. Use the precomputed scale (`platform.h`
`PlatScale`).
- **Per-draw copies and counters.** A pipeline-state copy per draw, a global atomic counter, a scan of every page each
frame: on a weak CPU each is frames.
- **Memory kept per frame.** Anything allocated per texture initialization or per frame must be freed. One copy kept
per texture init grew host memory by ~44 MiB a game minute until a commit failure after hours (#670). Check private
memory over a few idle minutes for a PR that stores per-object state.
- **Scheduling.** Any timing or scheduling change is checked for slow frames. A preempt check at every host call made
one bug rarer but added 50-75 ms CPU hitches and was reverted.
+92
View File
@@ -0,0 +1,92 @@
# Correctness: checks that keep behaviour intact
## Lifter and generated C
- Generated C is never edited by hand: change the generator in `recomp/`.
- `recomp/layout.py` alone decides module bases.
- Every change to the lifter or the CPU headers (`runtime/cpu.h`, `runtime/simd.h`) passes the differential tests
against Unicorn, all run with `.venv`:
| Test | Checks |
|---|---|
| `tests\diff\lift.py` | instructions sampled from the modules; `--coverage` lists the words the lifter rejects |
| `tests\diff\simd.py` | the whole FP/SIMD encoding space |
| `tests\diff\atomic.py` | exclusive load/store and ARMv8.1 atomics |
| `tests\diff\func.py` | whole functions as the generator emits them: loops, jump tables, calls |
| `tests\flags_check.py` | the function-local flag helpers against the packed ones |
| `tests\excl_mt.py` | the exclusive monitor under contention and ABA, on several threads |
| `tests\jumptables_check.py` | `recomp/jumptables.py` against Unicorn: 0 disagreements on 1.2.1 and 1.4.3 |
- A `--cpu v2` build (no AVX2) passes the same tests with `--cflags=-march=x86-64-v2`. Players without AVX exist.
- A compile error in generated C on a line the generator could not have written is a bit flip on disk or in memory.
Regenerate and compare hashes; leave `recomp/` alone.
## Runtime
- From the build dir: `totk.exe --selftest`, `--probe-kernel`, `--probe-vkexec`, `--probe-nvn-tex`, `--probe-shader`
pass.
- Settings: `totk.exe --probe-cfg` and `python tests\settings_doc_check.py`.
- Button prompts: `.venv-py314\Scripts\python tests\romfs_prompts_test.py`. Build dirs carry only `romfs-patches`; to
test PC or Xbox prompts in game, generate the overlay first:
`.venv-py314\Scripts\python tools\make_romfs_patches.py --version <ver> --prompts pc --out build\<dir>\romfs-patches-pc`,
then restart the game.
- Installer: `tests\installer_gui_test.py` (event model, form, catalogs, cancel, display scale).
- Shaders: `tools\shader_census.py --version <ver> --translate`, `tools\xlate_smoke.py`. A translator patch
(`tools/xlate/patches/`) needs `build/xlate` rebuilt and changes shader hashes: anything keyed to a shader hash
breaks with it.
## GPU portability
- New Vulkan code queries the feature, extension, format or limit it uses and keeps a working path or a logged
fallback without it (provoking vertex and subgroup size pinning in `vk_pipeline.c` are examples).
- Never hardcode what one GPU reports: alignments, subgroup size (RDNA4 may run wave64, old AMD Vega is wave64 only),
depth formats, `maxPushDescriptors`.
- One queue: every submit and present takes `vk_queue_lock`. Presenting from its own thread on a second queue gave
device lost on GTX 10-series in another port.
- RDNA1/2 bugs do not reproduce on RDNA4 (another driver branch); NVIDIA bugs do not reproduce on AMD. A Ryzen 7000
iGPU is RDNA2 and runs the RDNA1/2 driver branch: a cheap testbed for those reports.
- Validation: a `--validation` run in the world shows no new messages.
## Maxwell / NVN behaviour
The port must do what the Switch GPU does, not what Vulkan does by default. The full list with sources:
[docs/maxwell.md](../../docs/maxwell.md), section 7. The traps a PR breaks most easily:
- Provoking vertex: Vulkan takes the first vertex, NVN the last.
- Unwritten vertex outputs read (0, 0, 0, 1).
- A colour target outside the fragment shader's output map keeps its texel (write mask 0). AMD writes garbage there.
- Feedback loops: the G-buffer pass reads its own targets. It needs the feedback layout and a by-region barrier.
- Depth bias argument order, depth mode, depth clamp: checked against deko3d.
- Report timestamps: the engine's GPU time comes from them, and dynamic resolution and game speed follow it.
## Timers and the real-time step
- With `realtime` set, the game steps by a measured ratio, not whole 30 Hz units. A countdown remainder in
(0, FLT_EPSILON] is never stepped again, and a consumer testing `> 0` sees it active forever. That was "weapons
cannot be changed after a Fuse until a reload" (#18).
- Symptoms of this class: stuck until a reload or teleport, locked after an action, works sometimes.
- A PR touching the frame step, the pacer or the fps limit is checked for this class.
## Threads and scheduling
- ARMv8 `stlr` then `ldar` is ordered (RCsc); C11 release/acquire lets x86 reorder that store and load. Changes to
the lifter's barriers or atomics pass `tests\diff\atomic.py` and `tests\excl_mt.py`.
- A scheduler change is judged from one `TOTK_TRACE=sched` run by how long a ready, better thread waits for a core it
may use, plus the slow-frame count. Not by statistics over many runs.
- A crash that looks like a race: rule out the save first. One reported crash was the save itself; it crashed the
same way on a real Switch.
## Files and caches
- A crash leaves zero-filled files. Caches are validated on load, not trusted because they exist.
- The pipeline cache is dropped when vendor, device or `pipelineCacheUUID` change.
- Unicode paths: W APIs with UTF-8 to UTF-16 conversion.
- A failure that happens once and does not come back: rerun before debugging it as a code bug. Broken caches and bit
flips happen.
## Game content boundary
- The repository is public. No game files, and nothing extracted or generated outside `build/` and `generated/`.
- Keys never appear in logs, commands, files, issues or comments.
- Every file the generator emits carries the `GENERATED_MARKER` defined in `tools/check_content.py`.
- `python tools/check_content.py --staged` before every commit. CI runs the same check.
+97
View File
@@ -0,0 +1,97 @@
# Knowledge base
Before investigating a symptom, or trusting a PR that "fixes" it, look for it here. Search by what the player sees
(black, magenta, flicker, slow motion, missing, stale, streaks) and by the object (sky, grass, shadow, fog, HUD).
## Invariants of recent changes
A PR that touches these areas must keep them.
- **Queue order.** When anything is submitted, every earlier part is already on the queue. Present, uploads, readbacks
from guest threads and the `vkDeviceWaitIdle` sites rely on it. The recorder thread now begins, ends and submits
the parts it records; the submitting thread still waits for that submission, so the order holds.
`TOTK_REC_END=0` restores the old split.
- **GPU-written memory is never frozen.** Storage-buffer stores, copies and fills land in imported guest memory
without a fault or a write-watch bit, so a region only the GPU writes looks idle. Such regions are never frozen
read-only, and a frozen region is thawed before a GPU write. LAS Recomp never changes the protection of imported
memory because of NVIDIA. A suspected cause of NVIDIA "write invalid" device faults (#788, #802), not proven.
- **VRAM pressure.** Under pressure, released textures whose storage the game has given to another texture go first:
30 s after release and once no finalized slot has bound them for 600 submits. Clean mirrored entries wait 5 s.
Both stop once use is back under the line. A PR touching texture lifetime is tested with `TOTK_VRAM_LIMIT_MIB`.
- **Texture pins are freed.** Each pin counts the recording copies naming it and is freed 1200 submits after its last
use unless the replay holds it as a render target. Before that, pins leaked ~44 MiB a game minute (#670).
## Fixed bug classes
If a PR touches this code, confirm the fix still holds.
| Symptom | Cause | Where the fix is |
|---|---|---|
| lime silhouettes in grass; rectangles in the sky | a target outside the output map must keep its texel; zero-filling it wiped the half-res depth | `vk_pipeline.c` `target_wmask` |
| stale grass maps in the far terrain for a second after a hit | write-back of a texture the CPU had rewritten | `vk_texture.c` `write_back` |
| cut grass stays standing; fire does not spread (#132) | CPU reads of GPU-rendered textures without an invalidate | `vk_texture.c` `vk_texture_write_back_small`, `nvn_ext.c` `nvn_pool_invalidate` |
| cloud and fog volumes empty for the session | a one-shot draw skipped instead of waiting for its pipeline | `vk_exec_draw.c` `prepare_draw` |
| tile rectangles | storage buffers bound by Ryujinx first-use order, not the c0 slot | `vk_exec_draw.c` `ssbo_slot` |
| black dialog background and loading map | 3D targets rejected, the grading LUT never written | `vk_exec.c` `resolve_target` |
| streaks on cliffs | primitive restart ignored | `vk_exec_draw.c` `restart_for` |
| streaky map screen | the newest texture picked at shared storage | `vk_texture.c` `vk_texture_by_id` |
| dark 16x16 blocks on the ground, sage spirit not drawn | G-buffer feedback loop | `vk_exec_draw.c`, `TOTK_FEEDBACK` |
| magenta cave walls, brown sky | CPU-filled textures without a flush | write-watched mirrors, `vk_memory.c`, `vk_texture.c` |
| black 3D scene | deferred texture binds | `nvn_api_cmd.c` `Bind*Deferred` |
| HUD prompt boxes, black stamina wheel | `nvnTextureCompare` ignored the channel mapping | `nvn_api_obj.c` |
| crash on world load | `GetCommandMemoryUsed` did not follow the driver's sizes; the game sizes model heaps from it | `nvn_api_cmd.c` |
| 20 fps | a yield back-off starting before 2 ms | `kernel.c` SVC 0x0B: no back-off |
| weapons locked after a Fuse (#18) | timer remainder in (0, FLT_EPSILON] with the real-time step | patch under the `realtime` setting |
| magenta/blue garbage or device lost on RDNA1/2 (#5) | writes into 3D BC block views | in `dev` |
| black window after a driver update | a pipeline cache from another driver | `vk_pipeline.c` drops the cache by UUID |
## Known open risks
A PR touching these needs stronger proof.
- Buffer textures are not replayed and bind a stand-in: light and decal lists may read 0.
- New GPU-only colour images start undefined; feedback effects may show garbage.
- Clears with a partial channel or stencil mask are skipped (`W_CLEAR_MASK`, `W_STENCIL_MASK`).
- 8-bit indices are widened on the CPU at record time; a copy in the same submission gives stale indices.
- `UpdateUniformBuffer` is a copy between full barriers and ends the render pass (fps outdoors).
- Report timestamps carry host time at fence completion: the engine's GPU time is wrong.
- The game's SVC-free spin loops burn a host core (843 in `main`).
- Images aliased onto one GPU-only pool allocation do not see each other's data on AMD.
## Past PR decisions
| PR | Decision | Why |
|---|---|---|
| #690 shrine snapshots | rejected | a pass restart per copy, a `VkPipeState` copy per draw, broken `bind_sig` skip; fps loss |
| #674 | rejected | a global STXR counter on the hot path |
| #660 | rejected | the preview loses anti-aliasing |
| #713, #576 | rejected | low memory block 10 GiB for everyone; should be 6 GiB plus the extra where needed |
| #573 | rejected | dynamic resolution off by default for everyone, the 1.4.3 site never run |
| #568, #569 | rejected | fake FSR4 and frame generation |
| #487 | rejected | wrong metrics: percentiles over window means, counters over the wrong set |
| #451, #380 | rejected | not painless to take |
| #566, #594, #534 DLSS | taken with changes | #594's shared paths gated on DLSS being on; nothing changes without DLSS |
| #489 | partly taken | the runtime part checked by a frame dump; the installer's DLL download was the owner's call, its pinned hash re-checked |
| #519, #582 amiibo | rewritten by us | took the data-format fixes; left out the features and the Linux event rework |
| #483 vs #585 | #585's mapping kept | #483's stick glyph mapping was rewritten unasked while #585 already had it right |
| #528 rain | taken after a check | code review fine, merged only after a run on a rain save |
| #767 | taken with our fix | the default was skipped with `prompts = xbox|pc` when those folders did not exist |
| #625 frame queue | taken, off by default | a new frame queue, one field run with it on |
| #743 UB overlay | waiting | +25% in a Depths fight on an RTX 4080; needs review, fight runs x2 and shots on AMD |
## Our mistakes, not to repeat
- **"-11%" was an A/B artifact** of a moving scene. Whole runs off/on showed zero.
- **Micro-optimizations from a flat profile** (1-3% of samples each) gave 26.2 against 26.4 ms on the weak laptop:
nothing. Nobody had computed a ceiling.
- **A scheduler patch merged on run statistics** added 50-75 ms hitches. Slow frames are a hard bar.
- **Ten game runs on lock theories** where one Ghidra read of the game's code narrowed it at once.
- **45 minutes of builds and benches** on an idea its own first thread census had refuted: the game pins 53 of 56
threads itself. The cheapest refuting check goes first; when it refutes, stop and write the idea down.
- **Tests of a bug that could not appear on the hardware at hand** (NVIDIA paging on an AMD machine): 245k tokens and
37 minutes for nothing. Ask first where the bug reproduces.
- **Turning the recorder off for a vendor** instead of finding its bug. Stopped: the feature gets fixed, not silenced.
- **Bisecting code when every build crashed the same way at once.** The cause was a bad page of a game file in the OS
file cache. When all builds fail identically, suspect inputs and caches first.
- **A duplicate issue closed with a bare "Same as #N"** lost the logs and links. Move everything useful to the issue
that stays open first: hardware, driver, version, when it happens, workarounds, links from comments.
+49
View File
@@ -0,0 +1,49 @@
# Per-PR checklist
## Before reading
- [ ] Fix or feature? Fixes first, ordered by how many players they reach.
- [ ] Where does the bug reproduce: OS, GPU vendor and generation, game version, settings? Can the hardware at hand
show it?
- [ ] Is the symptom in [04-knowledge.md](04-knowledge.md) or `docs/maxwell.md`?
- [ ] Another open PR on the same topic? Compare them.
- [ ] Feature: is there a design in `docs/milestones/`?
## Reading the diff
- [ ] The whole diff read, not the description: races, edge cases, lock order, leaks.
- [ ] Behaviour checked against `refs/` (Ryujinx, yuzu, LAS, SavageWind, nxnative, MacNativeGames), the Vulkan spec,
`docs/maxwell.md`.
- [ ] Hot-path cost: no file I/O, GPU allocations, waits, per-draw copies or global atomics on game or render threads.
- [ ] No memory kept per frame or per object without a free.
- [ ] Failure modes: device lost, hang, stale data, CPUs without AVX, NVIDIA/Intel/old AMD, Wine/Proton.
- [ ] New Vulkan code queries the feature and has a fallback; nothing hardcoded for one GPU.
- [ ] Invariants kept: queue order, GPU-written memory never frozen, VRAM pressure path, pins freed.
- [ ] Players without the feature see no change. The default for everyone stays for one setup's sake.
- [ ] New behaviour behind a switch. A new setting described in `totk.ini.example` and `docs/settings.md`.
- [ ] Player-visible text in the catalogs, in every menu language (`runtime/ui_text.c`, `installer/text/*.json`).
- [ ] Copied code: allowed licence, header kept, row in `THIRD_PARTY_NOTICES.md`. No GPL code.
- [ ] Generated C not edited by hand.
- [ ] Parts we cannot run (Linux, HDR, RTX-only) gated away from everyone else and noted as unrun.
## Proof
- [ ] Repro before the fix and the same repro after, side by side.
- [ ] Lifter or CPU headers: differential tests against Unicorn; `jumptables_check.py` 0 disagreements.
- [ ] Runtime: `--selftest` and the four probes pass.
- [ ] Settings: `--probe-cfg` and `tests\settings_doc_check.py`. Prompts: `romfs_prompts_test.py`, overlay generated
for a game check.
- [ ] Frame path: whole heavy-scene runs off/on, two each at least, by game time, quiet machine, warm cache prepared
in that build dir. No fps loss, zero new slow frames.
- [ ] Rendering: shots or a frame dump in a scene where the change acts; no black or flat frames; no new validation
errors.
- [ ] Perf PR: gain ceiling computed for weak hardware.
## Decision
- [ ] Taken, partly taken or rejected, with the reason written down and posted to the PR.
- [ ] What missed the project's scheme brought to it while merging.
- [ ] Bugs found outside the PR reported, not fixed on the spot.
- [ ] Merged into `dev` from `task/<tag>`. `main` only with the owner's yes.
- [ ] `python tools/check_content.py --staged` before the commit.
- [ ] Commit message: a plain English sentence, no `feat:`/`fix:`.
+32
View File
@@ -0,0 +1,32 @@
# PR review kit
Rules and background for a tester or reviewer who takes community PRs into `dev`. One goal: no PR breaks the
game's behaviour or costs frames on weak hardware.
## The short version
1. A PR description and "works for me" prove nothing. Read the diff yourself and check it against `refs/`, the
Vulkan spec and upstream issues.
2. Almost every change needs a test: a repro before and after, a probe, a differential test, or whole runs with the
switch off and on.
3. The developer's machine is fast; players run weak machines. "Neutral here" says nothing about them, in either
direction.
4. A player without the problem sees no change: the new path sits behind a switch and the old path stays as it was.
5. Nothing goes into `main` without the project owner's explicit yes. Accepted work lives in `dev` first.
## Files
| File | Covers |
|---|---|
| [01-rules.md](01-rules.md) | triage order, what a PR needs, reasons to reject, merging and commits |
| [02-performance.md](02-performance.md) | target hardware, gain ceiling, how to measure, what the hot path must not do |
| [03-correctness.md](03-correctness.md) | lifter, tests and probes, GPU portability, Maxwell behaviour, timers, threads, game content |
| [04-knowledge.md](04-knowledge.md) | invariants of recent changes, fixed bug classes, open risks, past PR decisions, our mistakes |
| [05-checklist.md](05-checklist.md) | the per-PR checklist |
The public docs this kit builds on: [docs/architecture.md](../../docs/architecture.md),
[docs/building.md](../../docs/building.md) ("Checks"), [docs/maxwell.md](../../docs/maxwell.md),
[docs/settings.md](../../docs/settings.md), [docs/tester-guide.md](../../docs/tester-guide.md), `AGENTS.md`.
Working with a coding agent: give it this folder and `AGENTS.md` before the first review.
State as of 2026-11-06. The code and `docs/` win over this text where they differ.
+199
View File
@@ -0,0 +1,199 @@
# Settings reference
`totk.ini.example` describes the settings for players. This page lists the rest: diagnostics, test hooks, paths and experiments. Set one as `name = value` in `totk.ini`, or as the environment variable `TOTK_NAME`, which wins over the file. Remove the line to go back to the default.
## Safety
- **Safe**: changes only what the row says, with no effect on stability or saves.
- **Caution**: can slow the game, grow files, or change the picture, and undoes cleanly when removed.
- **Risky**: can crash or hang the game, or break the picture or game logic, while it is set.
- **Save risk**: can damage or lose saves, or point the game at other game or save files.
- **Unknown**: the code did not settle it.
Many rows below are developer tools that only act together with another setting or a command-line mode (for example a trace mode or the DLSS path). The row says so where the code does. The rows come from reading the code, and most effects have not been checked in a run.
`tests/settings_doc_check.py` fails when a name in `known[]` (`runtime/cfg.c`) is described neither here nor in `totk.ini.example`, or when a default here differs from the code.
## Diagnostics and logging
| Setting | What it does | Effect of changing it | Safety |
| --- | --- | --- | --- |
| `astc_time` | `1` times the GPU dispatches of each ASTC texture decode and logs the time per block footprint and the largest call. | Adds GPU timestamp queries around every decode; if the queue has no timestamps or no `hostQueryReset`, the log says the decodes are not timed and nothing is measured. | Caution |
| `bind_stats` | `1` counts bindings and descriptors per draw of each stage and how much of the bound state changes between draws. | Adds per-draw bookkeeping to the render thread and extra log output; frames get slower. | Caution |
| `contact_debug` | `1` draws the contact-shadow factor in grey in place of the picture. | The frame shows a grey debug image while it is set; has no effect when contact shadows are off. | Caution |
| `core_diag` | `1` records why ready guest threads wait for a virtual core and for how long, with a histogram every 60 presents. | Turns on host-call and SVC depth tracking and writes many log lines (one per present over 25 ms); frames get slower. | Caution |
| `menu_cursor_log` | `1` logs what the menu cursor code reads at every screen change. | Only adds log lines. | Safe |
| `perf_slow_ms` (default `50`) | Frames at least this many milliseconds long get a `perf: slow frame` log line with the time blocked per cause. | Changes how many frames are logged; a small value fills the log. | Safe |
| `replay_check` | `1` reads every texture read-back a second time after a full drain of the replay queue and compares the two. | Stalls the replay queue at every read-back, so frames get much slower; mismatches are only counted and logged. | Caution |
| `resolve_check` | `1` compares every cached pool lookup with the locked lookup and stops on a difference. | Slows every pool lookup; the game stops if the two ever differ. | Caution |
| `speed_probe` | `1` adds the player's position and ground speed to the frame-rate line that `TOTK_TRACE=perf` prints every 120 presents. | Only adds log text; has no effect without `TOTK_TRACE=perf`. | Safe |
## Profiling and measurement
| Setting | What it does | Effect of changing it | Safety |
| --- | --- | --- | --- |
| `ab` | Splits game time into blocks of this many seconds in the order A B B A and lets settings written as `ab` take effect only in the B blocks. | Settings that accept `ab` flip on and off every few seconds, so frame times and the picture change with the block; without such a setting it does nothing. | Caution |
| `crit` | `<first>-<last>` frame range (with `TOTK_TRACE=sched`) that records every state change and wake of the guest threads, then writes a file at the last frame. | Recording adds overhead to every thread switch in the range and writes one file; `tools/crit_path.py` reads it. | Caution |
| `crit_out` (default `crit.bin`) | Path of the file that `crit` writes. | Only moves the file; nothing is written without `crit`. | Safe |
| `profile` | Path of a sampling profile file; the profiler suspends threads to unwind their stacks. | Frames get slower while it samples and the profile file grows; `tools/prof_report.py` reads it. | Caution |
| `profile_chains` | `1` keeps call chains of every thread in the profile. | Larger profile file and more work per sample; has no effect without `profile`. | Caution |
| `profile_frames` | `<lo>-<hi>` samples only while presents lo to hi-1 are pending; `w<lo>-<hi>` uses world-clock seconds. | Limits the profile to a window; has no effect without `profile`. | Safe |
| `profile_main` | `1` samples only the guest main thread. | Narrows the profile; has no effect without `profile`. | Safe |
| `profile_render` | `1` samples only the render thread and keeps its call chains. | Narrows the profile and makes it larger; has no effect without `profile`. | Caution |
## Capture and frame dumps
| Setting | What it does | Effect of changing it | Safety |
| --- | --- | --- | --- |
| `dump` | Frame number to dump: every render pass target and storage image of that frame is copied out as PNG, with `passes.txt` and `images.txt`. | Writes many PNG files and shader hashes to disk and slows the dumped frame; size is capped by the dump code. | Caution |
| `dump_buf` | `<addr>:<size>[:<off>:<stride>:<w>:<h>]` snapshots one GPU buffer range after every logged pass of a dump. | Writes `buf_<pass>.bin` files and `bufs.txt`; has no effect without `dump`. | Caution |
| `dump_dir` (default `dump`) | Folder that receives the frame dump files. | Only moves the output. | Safe |
| `dump_log` | Frame number; logs the frames from there up to the dumped frame into `passes.txt`, with PNGs only of targets up to 64K texels. | Writes a longer `passes.txt` and more PNGs; has no effect without `dump`. | Caution |
| `flight_at` | Comma-separated frame numbers that trigger a flight-recorder dump. | Writes a dump folder when each frame is reached; has no effect unless the flight recorder (`TOTK_FLIGHT=1`) is on. | Caution |
| `flight_dir` | Folder for flight-recorder dumps; the default is `flight` beside the folder of `totk.exe`. | Only moves the output. | Safe |
| `flight_frames` (default `600`) | Number of presents the flight recorder keeps. | A larger ring keeps more history and more thumbnails in memory; has no effect unless `TOTK_FLIGHT=1`. | Caution |
| `flight_thumbs` (default `1`) | `0` turns off the 320x180 thumbnail the flight recorder saves for each present. | Dumps hold only `frames.tsv`; thumbnails cost a GPU blit per present when on. | Safe |
| `rdoc` | Comma-separated frame numbers to capture with RenderDoc, which is loaded before Vulkan starts. | The game runs under RenderDoc, with its capture options set to keep `VK_EXT_external_memory_host` available and to reference all resources, and captures are written to disk. | Caution |
| `rdoc_dir` | Output folder for RenderDoc captures (the default is `build/captures`). | Only moves the output. | Safe |
| `rdoc_dll` | Path of the RenderDoc library, for when it is not found by default. | A wrong path logs that the library cannot be loaded and no capture is taken. | Safe |
| `shots` | `<lo>-<hi>:<step>` saves every step-th present in the range as `f<n>.png`, scaled to 480x270; `w<lo>-<hi>:<step>` takes them by world-clock seconds. | Writes one PNG per step and adds a readback of the window texture; the pictures clip highlights in HDR. | Caution |
| `shots_dir` (default `.`) | Folder for the `shots` pictures; it is created when needed. | Only moves the output. | Safe |
| `shots_full` | Set to any value to save `shots` at full size instead of 480x270. | Files get far larger and writing them takes longer; has no effect without `shots`. | Caution |
## Automated tests and test hooks
| Setting | What it does | Effect of changing it | Safety |
| --- | --- | --- | --- |
| `vram_limit_mib` | Pretends the device-local memory budget is at most this many MiB, for the paths that react to the budget (`tex_vram_pressure`, mirror refusal); the driver knows nothing of it. | Lets a large card drive those paths; a low value drops released textures and refuses mirrors that would have fit. | Caution |
| `background_window` | `1` keeps the window behind the user's windows, never fullscreen at start, and F11 keeps its place; SDL windows ignore it. | The window does not come to the front or flash, so it is easy to miss; meant for unattended runs. | Caution |
| `gpu` | `vulkan` or `null`: the graphics back end; `null` has no GPU, completes every submit at once and returns zeros for texture reads. | `null` shows no picture; any other value stops the start with an error. | Caution |
| `input` | `none` reports no input from the keyboard, mouse or controllers. | The game gets no controller input and the menu cursor stops following the mouse; `input_script` still applies. | Caution |
| `input_script` | Path of a file with lines `<frame> <button> [hold]` or `<frame> LSTICK or RSTICK <x> <y> [hold]` that are ORed into the real input. | The game presses those buttons by itself; a file that cannot be opened is logged and ignored. | Caution |
| `menu_test` | `<frame>[:<frames per page>]` opens the menu at that frame, shows each tab for 30 frames (or the given count), saves one screenshot per tab and closes the menu. | The menu opens by itself and screenshots are written. | Caution |
| `menu_test_dir` | Folder for the `menu_test` screenshots; the default is the working directory. | Only moves the output. | Safe |
| `menu_test_set` | `<frame>:<key>=<value>[,...][;...]` changes settings live at that frame, with or without the menu open; `SAVE=1` also writes `totk.ini`. | Settings change during play without input, and `SAVE=1` rewrites the file. | Caution |
| `probe_movie` | Text that picks the movie for `totk.exe --probe-movie`: the first file whose path contains it. | Only used by the movie decoder probe; ignored in normal play. | Safe |
| `probe_movie_shot` | Path of a `.ppm` file that the movie probe writes the middle frame to. | Only used by the movie decoder probe. | Safe |
| `probe_movie_bench` | `1` makes the movie probe also time the resampler that fits a movie to a game resolution of another shape, and print the time per frame. | Only used by the movie decoder probe. | Safe |
| `swkbd_answer` | `<text>`, `<cancel>` or `<initial>`: answers the on-screen keyboard (for example a horse name) without opening a window. | The game gets that answer every time it asks for text. | Caution |
| `swkbd_test` | `ok` or `cancel` opens the keyboard window and presses OK or Cancel on the first timer tick. | The keyboard window closes by itself. | Caution |
| `test_pad` | `<lx>,<ly>,<rx>,<ry>` attaches a virtual gamepad whose sticks rest at these raw SDL axis values (-32768 to 32767). | The game sees a controller with that drift or deflection; a malformed value is logged and ignored. | Caution |
| `test_prepare_shaders` | `1` translates every recorded shader on all usable CPUs during start. | Start takes longer and fills the shader cache folder; the CPU is fully used while it runs. | Caution |
## Input
| Setting | What it does | Effect of changing it | Safety |
| --- | --- | --- | --- |
| `bind_<button>` | Remaps one Switch button or stick direction to `pad:<name>` or `key:<name>` entries; covers `bind_a`, `bind_b`, `bind_x`, `bind_y`, `bind_l`, `bind_r`, `bind_zl`, `bind_zr`, `bind_plus`, `bind_minus`, `bind_left`, `bind_up`, `bind_right`, `bind_down`, `bind_lclick`, `bind_rclick`, `bind_lstick_left`, `bind_lstick_up`, `bind_lstick_right`, `bind_lstick_down`, `bind_rstick_left`, `bind_rstick_up`, `bind_rstick_right`, `bind_rstick_down` and `bind_shake`. | A line replaces every default of that button; button prompts in the game still show the default layout. The Controls tab of the menu writes these lines; `docs/controls.md` lists the entry names. | Safe |
## Paths and files
| Setting | What it does | Effect of changing it | Safety |
| --- | --- | --- | --- |
| `amiibo_dir` | Folder the Amiibo tab starts in; the tab saves the folder you last browsed here. | Only changes which folder the tab lists first. | Safe |
| `exefs` | Folder of the game's ExeFS (with `main.npdm`); a relative path is relative to `totk.exe`'s folder. | Without it, an `exefs` folder next to `totk.exe` is used, else the path set at build time. The game code is compiled into `totk.exe`, and the loader checks the files here by SHA-256, so files from another build or game version stop the start with a message. | Caution |
| `mods_dir` (default `mods`) | Folder that holds one subfolder per player mod, beside `totk.exe`. | Mods found there replace game files; see `docs/mods.md`. | Caution |
| `mods_disabled` | Names of mods that are switched off, separated by `\|`. | Listed mods are not applied; the Mods tab writes this line. | Safe |
| `mods_order` | Mod names, top first, separated by `\|`; the top mod wins a file that two mods replace. | Changes which mod's file the game gets; unlisted mods go below the listed ones, by name. | Safe |
| `pipeline_cache` | Path of the Vulkan pipeline cache file (default `pipeline-cache.bin` beside `totk.exe`). | Moves the cache; a new path starts empty and pipelines are built again. | Caution |
| `profile_dir` | Folder of the game profile, which holds the user account id that save data is named after; the default is a `profile` folder beside `totk.exe`, else the build-time path. | Another folder means a different set of saves. | Save risk |
| `romfs` | Folder of the game's RomFS (with `romfs.bin`); a relative path is relative to `totk.exe`'s folder. | Without it, a `romfs` folder next to `totk.exe` is used, else the build-time path; a missing image stops the start with a message. | Save risk |
| `romfs_index` | Path of `romfs-index.bin`, which `tools/romfs_index.py` wrote; the default is beside `totk.exe`. | The index is checked against the image by SHA-256 and size; a mismatch stops the start. | Caution |
| `romfs_mmap` | `1` maps the RomFS image into memory instead of reading it with positional reads. | Changes how the image is read; the log reports when the mapped path is on. | Caution |
| `romfs_mods` | Folder of an overlay with a `manifest.tsv` of sizes and SHA-256 hashes; its files are served in place of the originals. | A missing file, size or hash mismatch, or a changed original stops the start; player mods win over this overlay. | Save risk |
| `romfs_patches` | Folder of an overlay with a `manifest.tsv`, served in place of the original files; the default is `romfs-patches` beside the index. | Same checks as `romfs_mods`; while it is set the Xbox and PC button prompts are off, and the menu says so. | Save risk |
| `romfs_proof_dir` | Folder for the `.romfs-verified-v1` proof file of a full verification; the default is beside the index. | Only moves one small file. | Safe |
| `romfs_verify` | `full` hashes the whole RomFS image at start; `force` hashes it again even when a proof file exists. | Start takes many minutes for a 17 GB image; a proof file is written so later starts skip the hash. | Caution |
| `shader_cache` | Folder of the translated shader cache (default `shader-cache` beside `totk.exe`). | A new folder starts empty, so shaders are translated again during play. | Caution |
| `shared_fonts` | Folder of the extracted system fonts; the default is `shared-fonts` beside `totk.exe`, else beside the RomFS. | Simplified Chinese, Traditional Chinese and Korean need these fonts: without them the game exits before its first frame in those languages. Other languages do not use them. | Caution |
## Shader translation
| Setting | What it does | Effect of changing it | Safety |
| --- | --- | --- | --- |
| `xlate` | Path of the shader translator program; the default is `totk_xlate` beside `totk.exe`, else under `build/xlate`. | Shaders are translated by that program; if it is missing the log says so and graphics shaders cannot be translated. | Risky |
| `xlate_id` | Text or 64 hex digits that identify the translator build in shader cache keys; the default comes from an `.id` file beside the translator, else a hash of the program. | A value that two different builds share lets the cache serve shaders translated by the other build. | Caution |
| `xlate_keep` (default `0`) | `1` keeps the translation job of a last-frame variant as `<key>.job` with its code. | Writes extra files to the shader cache folder; meant for running the translator by hand. | Caution |
| `xlate_procs` (default `2`) | Number of translator processes allowed during play. | More processes translate new shaders sooner and use more CPU and memory; values below 1 count as 1. | Caution |
## Graphics experiments
| Setting | What it does | Effect of changing it | Safety |
| --- | --- | --- | --- |
| `block_views_3d` (default `0`) | `1` gives 3D block-compressed images block views too. | On some AMD cards a GPU write past the end of the image's memory loses the Vulkan device, and the game stops. | Risky |
| `dyn_delta` (default `1`) | Records only the pipeline dynamic states (cull mode, depth and stencil tests, vertex input, blend enables, equations and write masks, ...) whose values changed since the last draw in the command buffer, also across pipeline changes; `0` records the full set at every change of pipeline state, as before; `ab` alternates with the `ab` blocks. | Fewer commands per pipeline change on the render and recorder threads; a driver that loses dynamic state across pipeline binds would draw with stale state. `TOTK_TRACE=perf` prints the calls and commands per submission. | Caution |
| `feedback` | `0` samples a target that an earlier draw of the same pass wrote with no barrier; `restart` ends and restarts the pass behind a full barrier; otherwise the feedback-loop layout is used when the GPU supports it. | `0` brings back the old behaviour that the barrier fixed, so the picture can break in passes that read a target they draw into; `restart` costs extra passes. | Risky |
| `flush_span` (default `0`) | `1` copies one span from the lowest to the highest flushed address of a pool, as an older version did. | Copies far more data to the GPU in crowded towns: an estimated 30-50 ms of GPU time per large copy over PCIe 3.0 x8. | Caution |
| `freeze_idle` (default `60`) | Number of submissions a 2 MiB region stays unwritten before it is made read-only; `0` turns the freeze off. | A larger value keeps more regions writable and costs more write tracking; a write to a frozen region costs about 60 microseconds. | Caution |
| `gpl_draw_build` (default `1`) | `0` leaves the missing shader libraries of a waiting draw to its background job instead of building them in parallel at once. | Draws whose pipeline is not ready are skipped meanwhile, until the job finishes. | Caution |
| `lib_prebuild_keep` (default `0`) | Number of recorded graphics shader library variants that stay in memory after the boot prebuild. | Each kept library costs 140-460 KB of memory; the driver cache already makes a rebuild cheap. | Caution |
| `minimal_layout` (default `1`) | `0` skips the compare against one-block tiles when a texture's memory layout is chosen. | The code calls it a negative control for fresh sessions; the comment does not say what the picture does. | Unknown |
| `mirror_gap` (default `2`) | Hot pools at most this many 2 MiB regions apart share one write-watch query. | Changes the number of queries per submission; negative values count as 0. | Caution |
| `movie_host` (default `1`) | `0` leaves every movie decoder to the game's own library. | The code comment says that library aborts at the first movie, so the game stops at the first cutscene. | Risky |
| `movie_pace` (default `1`) | `0` hands every decoded movie frame over at the next present instead of when it is due. | Movies play at the game's frame rate rather than their own, so their speed no longer matches the sound. | Caution |
| `pcss_k` (default `0.5`) | Depth-to-penumbra factor of soft shadows at 100 percent, for tuning. | Changes how wide soft shadows blur; has no effect while `pcss` is `0`. | Caution |
| `pipe_sync` | Any value other than `0` or empty stops graphics pipelines from being built in the background. | Pipelines are built on the render path, which causes stutter when new effects appear. | Caution |
| `push_stage` | `fs` pushes the descriptor set from the fragment stage instead of the vertex stage. | The log names the stage in use; the code does not say what changes in the picture. | Unknown |
| `rec_end` (default `1`) | `0` lets the submitting thread begin, end and submit a recorded part again, as older versions did. | On some AMD cards the GPU hangs or the scene turns green and then white when a submission is split. | Risky |
| `tex_vram_pressure` (default `90`) | Percent of the device-local memory budget above which released textures are dropped, 0 to 100; `0` is off. First those the game has overwritten with a later texture and left alone for 30 s, then those that can be uploaded again. | A low value drops textures sooner and re-uploads them; `0` keeps them and lets the card spill into system memory. Also a slider in the menu. | Caution |
| `txd_transpose` (default `1`) | `0` turns off the swap of gradient components for gradient texture samples. | Terrain textures turned across the screen show crawling patches again. | Caution |
| `ub_overlay` (default `1`) | `0` copies each uniform update inside a pass into its buffer at once, ending the pass with a full barrier; `ab` alternates with the `ab` blocks. | With `0` scenes with many updated blocks (the terrain, the sky islands) take longer on the GPU; `TOTK_TRACE=perf` prints how many updates stayed in their pass. | Caution |
| `ub_overlay_out` (default `1`) | `0` copies each uniform update between passes into its buffer at once, behind a full barrier of its own; `ab` alternates with the `ab` blocks. Needs `ub_overlay`. | With `0` a run of updates before a pass costs a full GPU barrier each; `TOTK_TRACE=perf` prints how many updates between passes were overlaid. | Caution |
| `ubo_snapshot` (default `1`) | `0` binds live memory for uniform blocks; `ab` alternates with the `ab` blocks. | Without snapshots late draws read another object's matrix, so objects can be drawn in the wrong place. | Risky |
| `vk_no_float64` (default `0`) | `1` clears the 64-bit float feature, so the translator lowers FP64 to FP32. | Shaders change, so the shader cache entries for it are made again; precision of FP64 shaders drops. | Caution |
| `vk_ssbo_align` (default unset) | Power of two that storage buffer offsets are treated as needing, to test the unaligned path. | The translator and the draw code round storage offsets down to it; shaders are translated again. | Caution |
| `vk_subgroup` (default `32`) | Subgroup size to pin where the driver allows it. | A value other than 32 changes what the translator is told about the GPU, and shaders are translated again. | Caution |
| `vram_headroom` (default `1`) | `0` turns off the spare half-block of video memory that a background thread keeps per memory type. | Texture allocations on the render thread can wait for a new block again. | Caution |
| `vs_outs` | `all` declares all 32 vertex shader output locations; otherwise only the union of the paired fragment inputs. | Larger vertex shaders and new pipelines; unwritten outputs read the same as before. | Caution |
| `wb_exact` (default `1`) | `0` decides write-back of GPU-written textures by page only. | A target that shares a page with data the CPU writes can go unwritten, so a name label next to the reticle can blink. | Caution |
| `wb_merge` (default `1`) | `0` copies GPU-written ranges back as plain copies instead of writing word by word the words that changed. | In mirror memory mode the GPU's copy can overwrite words the CPU wrote, which breaks effects such as falling rain and waterfall splashes. | Caution |
## Motion vectors and DLSS
| Setting | What it does | Effect of changing it | Safety |
| --- | --- | --- | --- |
| `dlaa_jitter` (default `1`) | `0` turns off the camera jitter fed to DLSS. | DLSS gets no jitter between frames; a test setting. | Caution |
| `dlaa_maskdebug` (default `0`) | `1` shows the reactive mask in place of the picture. | The frame shows a debug image while it is set. | Caution |
| `dlaa_mv` (default `1`) | `0` sends zero motion vectors to DLSS. | DLSS sees no motion, so moving content can smear; a test setting. | Caution |
| `dlaa_mvdebug` (default `0`) | `1` shows the motion vectors in place of the picture, x in red and y in green. | The frame shows a debug image while it is set. | Caution |
| `dlaa_survey` (default `0`) | `1` logs what is drawn into the light target that DLSS reads. | Adds log output and per-draw work. | Caution |
| `dlaa_times` (default `0`) | `1` times the DLSS passes on the GPU. | Adds GPU timestamps and log lines. | Caution |
| `dlss_reactive` (default `0`) | `1` builds a reactive mask for DLSS where it ran. | Changes how DLSS blends moving areas; a test setting. | Caution |
| `mv_check` | Frame interval; every that many DLSS frames copies the light target and motion images to host memory and logs how well the vectors explain the picture. | Costs a GPU-to-host copy and a comparison on the completion thread at each interval. | Caution |
| `mv_survey` (default `0`) | `1` notes the uniform blocks of each scene draw and compares them with those of earlier frames. | Adds per-draw work and log output. | Caution |
| `mvobj_all` (default `0`) | `1` also lists draws for object motion that read no object blocks (terrain and grass). | More draws are checked and listed, which costs time. | Caution |
| `mvobj_banks` (default `0`) | `1` logs which words of the other uniform banks changed for each scene draw. | Adds log output and per-draw work. | Caution |
| `mvobj_equal` (default `0`) | `1` uses an EQUAL depth compare for the object motion pass, for comparison. | Changes which pixels get object vectors; the code comment names the default as the one that hides objects behind nearer geometry. | Caution |
| `mvobj_exact` | Hex bank mask; only draws whose position uses exactly these banks get object motion. | Fewer draws get object vectors, so their motion falls back to the camera's. | Caution |
| `mvobj_exec` (default `1`) | `0` lists object motion draws but never records them. | Objects get camera motion only. | Caution |
| `mvobj_noc4` (default `0`) | `1` draws again positions that have no scene camera bank. | Those draws get this frame's view, so they can show wrong motion. | Caution |
| `mvobj_only` | Hex bank mask; only draws whose position reads no bank outside the mask get object motion. | Fewer draws get object vectors. | Caution |
| `mvobj_times` (default `0`) | `1` adds timings to the object-motion summary. | The clock reads themselves cost frame time. | Caution |
| `mvprev_check` (default `0`) | `1` verifies the stored first bytes of each previous-frame table entry. | The code comment measures 3.6 ms per frame. | Caution |
| `mvprev_grow` (default `1`) | `0` keeps only three banks in the previous-frame tables. | Object motion that depends on the other banks is no longer tracked. | Caution |
| `mvprev_skip` | Hex bank mask of banks left out of the previous-frame copy, replacing the default. | Different banks are tracked, which changes object motion. | Caution |
| `mvprev_trust` | Hex bank mask of banks whose found previous-frame copy is taken without the check. | A copy that does not match is used anyway, which can give wrong motion. | Caution |
## Scheduling and host
| Setting | What it does | Effect of changing it | Safety |
| --- | --- | --- | --- |
| `app_pool` | Size in bytes of the guest application memory pool; accepts decimal or `0x` hex. | The default depends on the resolution settings; `0` stops the start with a message, and too small a pool leaves the game without memory. | Risky |
| `audio_off` | Any value mixes audio without opening an output device. | The game runs in silence and reports two channels; same as `audio = none`. | Caution |
| `one_per_core` (default `0`) | `1` keeps the process on the first logical processor of each physical core; `ab` switches it with the `ab` blocks. | Busy threads stop sharing a core with a sibling thread, which can help or hurt on the CPU; it only applies when the CPU has hyperthreads. | Caution |
| `reexec` | Counter of address-space retries that the runtime sets itself when it starts the process again. | The counter is cleared when the window is recreated; a value of 20 or more stops the start with a fatal error. | Risky |
| `restart_wait` | Set by the runtime when it restarts itself; names the old process by id and creation time so the new process waits for it to exit. | Meant for the runtime's own use; the code does not describe a manual value. | Unknown |
| `spin` (default `1`) | `0` makes a guest thread that polls memory keep its virtual core. | Polling threads can starve the thread whose item they wait for, so frames can stall. | Caution |
| `spin_handoff_us` (default `50`) | Microseconds a polling wait lasts before it gives its virtual core to a waiting thread. | A shorter value hands cores over sooner; a longer one keeps them longer. | Caution |
## Generated-code patches
These names are code patch sets built into the generated game code (`recomp/patches-*.txt`). `rt_patches_init` reads the environment name at start, then the resolution and mouse code switches some sets itself.
| Setting | What it does | Effect of changing it | Safety |
| --- | --- | --- | --- |
| `aspect_patch` (default `0`) | Patch set that feeds the camera the output's aspect ratio when it is not 16:9. | The resolution code switches this set on or off itself at start, so a value here is replaced; the code does not settle what a manual value does. | Unknown |
| `fov_patch` (default `0`) | Patch set that scales the camera's vertical view angle by the field-of-view setting. | The resolution code switches this set itself whenever the field of view is not 100 percent; a manual value is replaced. | Unknown |
| `mouse_direct_patch` (default `1`) | Patch set of the hooks in the game's camera code behind `mouse_mode = direct` on game 1.4.3. | `0` stops `mouse_mode = direct` from taking effect; other mouse modes are unaffected. | Safe |
| `patch_output` (default `0`) | Patch set that makes the game use the configured output size for its swapchain and display configuration. | The resolution code switches this set whenever the output differs from the base size; a manual value is replaced. | Unknown |
| `patch_scene` (default `0`) | Patch set that makes the game use the configured scene render size. | The resolution code switches this set from the render size setting; a manual value is replaced. | Unknown |
+36 -3
View File
@@ -6,9 +6,10 @@ from it may be shared.
## What you need
- Windows 10 or later, an x86-64 CPU with AVX2, about 60 GB free.
- Windows 10 or later, an x86-64 CPU with SSE4.2 (AVX2/FMA recommended: they build the default, faster version), about
60 GB free.
- A GPU with Vulkan 1.3 and `VK_EXT_external_memory_host`, with a current driver.
- *Tears of the Kingdom* base game (1.0.0) and the 1.2.1 or 1.4.3 update, dumped from your own Switch as NSP or XCI.
- *Tears of the Kingdom* base game (1.0.0) and the 1.1.0, 1.2.1 or 1.4.3 update, dumped from your own Switch as NSP or XCI.
- `prod.keys` dumped from your own Switch. Never send it to anyone, and never paste it into a log or an issue.
## Build
@@ -38,7 +39,11 @@ build\<ver>\totk.exe
`TOTK_VK_VALIDATION=1` turns on the Vulkan validation layer (it comes with the Vulkan SDK). It makes the game slower;
do one run with it and one without (`set TOTK_VK_VALIDATION=`).
Keep the window in the foreground: an unfocused window stalls the game. Shaders the preparation did not cover compile on first use, so
If the game stops with a lost device (the log says `device lost` or `VK_ERROR_DEVICE_LOST`), the lines starting with
`vk: pass marks` name the render pass or dispatch the GPU was running. AMD GPUs write them by default. On an NVIDIA GPU,
`set TOTK_PASS_CRUMBS=1` (or GPU pass marks: On in the Advanced tab) before the run that reproduces the crash.
The game keeps running behind other windows (`assume_focus = 0` in `totk.ini` pauses it instead). Shaders the preparation did not cover compile on first use, so
the first minutes of play can stutter.
Play into the open field (load a save, walk around for a minute, fight something if you can), then close the window.
@@ -51,6 +56,13 @@ A laptop with an iGPU and a discrete GPU, or two cards, lists every GPU at the t
The line `vk: using gpu N: <name>` says which one ran.
## Mods
Mods and cheats made for the emulators go into `mods/` next to `totk.exe`, one folder per mod. [mods.md](mods.md) covers
installing them, their order, code patches, what does not work and what to check when something looks wrong;
[cheats.md](cheats.md) covers cheat files. The log names every mod at the start (`mods: <name>: ...`); when you
report a problem with mods, list them with their download links.
## What to send back
1. `logs\totk.log` from each run. It contains no keys and no game files. The lines that matter most start with
@@ -63,6 +75,27 @@ The line `vk: using gpu N: <name>` says which one ran.
5. For a bug you can trigger again: a recording of your input (`set TOTK_INPUT_RECORD=input.txt`, see
[controls.md](controls.md), "Scripted input") and the save you started from.
## Steam Deck
Build or install on Linux ([installer.md](installer.md), "Linux release"), in Desktop Mode. The game then runs in either
mode; for Game Mode, add `totk` from the install folder to Steam as a non-Steam game.
The game recognises the Deck (LCD and OLED) and uses its device profile for every setting `totk.ini` does not set:
fullscreen, the screen's own 1280x800 (16:10: the camera and interface take that shape), the game's own 3D scale,
vsync and a 40 fps limit. These are starting points, not measurements. What helps most:
1. The performance overlay (F10, or both stick clicks L3 + R3) in full mode: the frame rate, mean and longest frame
time over a minute in Lookout Landing, in the Depths and in the Sky, with the settings named.
2. The same with `fps_limit` 30, 45 and 60 and `render_scale` 50, 67 and game, so the defaults can be picked from
measurements. Steam's own performance overlay (the ... button) adds power draw and temperatures.
3. LCD or OLED, SteamOS version (`uname -r` in Desktop Mode's terminal), and the game update.
4. Anything that looks stretched, squeezed or cut off, with a screenshot. At 16:10 the menus keep their 16:9
proportions in the middle of the taller screen, the HUD sits at the top and bottom edges, and full-screen
backgrounds reach them; pre-rendered cutscenes play stretched.
`device_profile = desktop` in `totk.ini` turns the profile off; `deck` turns it on elsewhere, to try the Deck's
settings on a PC.
## Switches for the developer's questions
Only set these when asked; each forces a fallback the build picks by itself on GPUs that need it.
+3 -2
View File
@@ -1,9 +1,10 @@
"""The TotK installer: builds a playable folder from the player's own game files (docs/installer.md).
python -m installer --base FILE --update FILE --keys FILE --lang CODE --dest DIR [--root DIR] [--temp DIR]
python -m installer --base FILE --update FILE --keys FILE --lang CODE --dest DIR [--firmware DIR] [--root DIR]
[--temp DIR]
Modules: layout (where the bundled tools are, release or repository), events (JSON progress on stdout and the log
file), state (totk-install.json), runner (which steps run: resume and update), steps (the six steps), ini (totk.ini),
file), state (totk-install.json), runner (which steps run: resume and update), steps (the eight steps), ini (totk.ini),
cli (the command line). text/en.json holds the English text of every message id the events carry.
Standard library only, apart from what the extraction tools import (cryptography). Runs on Python 3.14.
+28 -12
View File
@@ -1,10 +1,15 @@
"""Command line: python -m installer --base FILE --update FILE --keys FILE --lang CODE --dest DIR [--root DIR]
[--temp DIR] [--verify]
"""Command line: python -m installer --base FILE --update FILE --keys FILE --lang CODE --dest DIR [--firmware DIR]
[--root DIR] [--temp DIR] [--verify] [--dlss]
A first install needs every option. On a folder with totk-install.json (resume after a cancel or failure, or update
with a newer release) only --dest is needed: --lang defaults to the recorded language, and the game files are needed
only when the extraction has to run again. Prints JSON events on stdout (events.py). Exit code: 0 done, 1 failed,
2 bad command line, 3 cancelled (Ctrl+C or Ctrl+Break).
A first install needs every option. --firmware names the Switch firmware folder (an unpacked firmware or an emulator's
Contents/registered); the setup extracts the system shared fonts from it when the language is Chinese, Korean or
Traditional Chinese. On a folder with totk-install.json (resume after a cancel or failure, or update with a newer
release) only --dest is needed: --lang defaults to the recorded language, and the game files are needed only when the
extraction has to run again. Prints JSON events on stdout (events.py). Exit code: 0 done, 1 failed, 2 bad command
line, 3 cancelled (Ctrl+C or Ctrl+Break).
--dlss downloads NVIDIA's DLSS library (nvngx_dlss.dll) from NVIDIA's DLSS SDK repository into the install folder on
Windows with an NVIDIA RTX GPU (steps.py, Dlss).
"""
import argparse
import hashlib
@@ -17,7 +22,7 @@ from . import layout as layouts
from . import state as statefile
from .events import Reporter
from .runner import Context, run_steps
from .steps import all_steps
from .steps import all_steps, migrate_state
EXIT = {'ok': 0, 'failed': 1, 'cancelled': 3}
@@ -28,6 +33,11 @@ class Parser(argparse.ArgumentParser):
sys.exit(2)
# The temp folder inside the install folder when the layout names none (the Linux release); the check step does not
# count it when it requires an empty install folder
TEMP_IN_DEST = '.setup-temp'
def temp_folder(base, dest):
"""One temp folder per install folder, so two installs never share generated files."""
tag = hashlib.sha256(str(dest).lower().encode()).hexdigest()[:8]
@@ -40,15 +50,19 @@ def cancel(signum, frame):
def main(argv=None):
ap = Parser(prog='python -m installer', description=__doc__.splitlines()[0])
ap.add_argument('--base', type=Path, help='base game, XCI or NSP')
ap.add_argument('--update', type=Path, help='1.2.1 or 1.4.3 update NSP')
ap.add_argument('--base', type=Path, help='base game, XCI or NSP (or NSZ, XCZ: unpacked first)')
ap.add_argument('--update', type=Path, help='the update NSP or NSZ: 1.1.0, 1.2.1 or 1.4.3')
ap.add_argument('--keys', type=Path, help='prod.keys')
ap.add_argument('--firmware', type=Path, help='Switch firmware folder (Contents/registered) for the shared fonts '
'of Chinese, Korean and Traditional Chinese text')
ap.add_argument('--lang', help='game language, a Switch language code (en-US, en-GB, ja, de, ru, ...)')
ap.add_argument('--dest', type=Path, required=True, help='install folder')
ap.add_argument('--root', type=Path, help='release folder or repository (default: the folder above installer/)')
ap.add_argument('--temp', type=Path, help='temp folder (default: temp/ of the release, build/install-temp in a '
'repository)')
ap.add_argument('--temp', type=Path, help='temp folder (default: temp/ of the release on Windows, .setup-temp in '
'the install folder on Linux, build/install-temp in a repository)')
ap.add_argument('--verify', action='store_true', help='hash every kept file, also those this release made')
ap.add_argument('--dlss', action='store_true', help="download NVIDIA's nvngx_dlss.dll (NVIDIA RTX SDK license) next "
'to the game, for dlaa and the DLSS modes')
args = ap.parse_args(argv)
# The window cancels with Ctrl+Break to the installer's process group (CREATE_NEW_PROCESS_GROUP), which also reaches
@@ -58,7 +72,8 @@ def main(argv=None):
signal.signal(getattr(signal, name), cancel)
layout = layouts.find(args.root)
dest = args.dest.resolve()
temp = temp_folder((args.temp or layout.temp).resolve(), dest)
base = args.temp or layout.temp
temp = temp_folder(base.resolve(), dest) if base else dest / TEMP_IN_DEST
log = temp / 'logs' / time.strftime('install-%Y%m%d-%H%M%S.log')
rep = Reporter(log_path=log)
t0 = time.monotonic()
@@ -69,6 +84,7 @@ def main(argv=None):
rep.emit('end', result='failed', seconds=0)
return 1
ctx = Context(layout, dest, temp, rep, args, state=state, verify=args.verify)
migrate_state(ctx)
steps = all_steps()
rep.emit('start', release=layout.release, mode=ctx.mode, dev=layout.dev, dest=str(dest), log=str(log),
steps=[s.id for s in steps])
+109
View File
@@ -0,0 +1,109 @@
"""The display scale of the installer window: process DPI awareness and the pixel sizes that follow it.
Windows draws a DPI-unaware process at 96 DPI and stretches its windows to the display's scale, which is what made the
setup window blurry at 125% and above. gui.py calls enable() before it imports tkinter, so the process is system DPI
aware before its first window exists; Tk then reads the display's DPI when it starts (`tk scaling` is 2.667 at 200%)
and every font size in points comes out at the right size. The pixel sizes of the layout have no such scaling of their
own, so gui.py passes them through px().
System DPI awareness, not per-monitor: Tk 9.0.4, the one the release bundles, has no per-monitor support (its DLL
imports no DPI-awareness function), so it draws everything at the system DPI. Per-monitor awareness would leave the
window crisp on a display at another scale but with the primary display's font sizes; system awareness draws the
primary display exactly and lets Windows stretch the window only on a display whose scale differs from it, as before.
On Linux the window stays 1:1 (px returns n as it is): Tk and the desktop scale what they draw.
"""
import ctypes
import os
DPI_96 = 96 # the scale Windows calls 100%
DPI_AWARENESS_CONTEXT_SYSTEM_AWARE = -2
PROCESS_SYSTEM_DPI_AWARE = 1 # SetProcessDpiAwareness' value for the same thing (Windows 8.1)
LOGPIXELSX = 88 # GetDeviceCaps' horizontal DPI, the only source before Windows 10 1607
LOAD_LIBRARY_SEARCH_SYSTEM32 = 0x00000800 # ctypes.WinDLL's winmode: System32 only, never the installer's folder
_scale = None
def enable():
"""Make the process system DPI aware, then return the display scale (1.0 at 96 DPI). Must run before the first
window; a later call only returns the scale."""
global _scale
if _scale is None:
dpi = _system_dpi() if os.name == 'nt' else DPI_96
_scale = dpi / DPI_96
return _scale
def scale():
"""The display scale: 1.0 at 100%, 2.0 at 200%."""
return enable()
def px(n):
"""n pixels at 100% as this display's pixels: 14 stays 14 at 100% and becomes 28 at 200%."""
return int(round(n * enable()))
def awareness():
"""What Windows says the process is: 0 unaware, 1 system aware, 2 per-monitor aware."""
if os.name != 'nt':
return 0
try: # Windows 10 1607
user32 = ctypes.WinDLL('user32')
user32.GetThreadDpiAwarenessContext.restype = ctypes.c_void_p
user32.GetAwarenessFromDpiAwarenessContext.argtypes = [ctypes.c_void_p]
return int(user32.GetAwarenessFromDpiAwarenessContext(user32.GetThreadDpiAwarenessContext()))
except (AttributeError, OSError):
pass
try: # Windows 8.1
value = ctypes.c_int()
shcore = ctypes.WinDLL('shcore', winmode=LOAD_LIBRARY_SEARCH_SYSTEM32)
shcore.GetProcessDpiAwareness.argtypes = [ctypes.c_void_p, ctypes.POINTER(ctypes.c_int)]
if shcore.GetProcessDpiAwareness(None, ctypes.byref(value)) == 0:
return value.value
except (AttributeError, OSError):
pass
try: # Windows Vista
return 1 if ctypes.WinDLL('user32').IsProcessDPIAware() else 0
except (AttributeError, OSError):
return 0
def _system_dpi():
"""Make the process system DPI aware and return the display DPI. Each call that this Windows version has is tried;
one failing means the process already is aware (a manifest, or the call before it) and changes nothing."""
try:
user32 = ctypes.WinDLL('user32', use_last_error=True)
except OSError:
return DPI_96
try: # Windows 10 1607, and the only way to ask for the system context explicitly
user32.SetProcessDpiAwarenessContext.argtypes = [ctypes.c_void_p]
user32.SetProcessDpiAwarenessContext.restype = ctypes.c_bool
user32.SetProcessDpiAwarenessContext(ctypes.c_void_p(DPI_AWARENESS_CONTEXT_SYSTEM_AWARE))
except (AttributeError, OSError):
pass
try: # Windows 8.1
ctypes.WinDLL('shcore', winmode=LOAD_LIBRARY_SEARCH_SYSTEM32).SetProcessDpiAwareness(PROCESS_SYSTEM_DPI_AWARE)
except (AttributeError, OSError):
pass
try: # Windows Vista
user32.SetProcessDPIAware()
except (AttributeError, OSError):
pass
try: # Windows 10 1607
return int(user32.GetDpiForSystem()) or DPI_96
except (AttributeError, OSError):
pass
try: # before that
gdi32 = ctypes.WinDLL('gdi32')
user32.GetDC.restype = ctypes.c_void_p
user32.GetDC.argtypes = [ctypes.c_void_p]
user32.ReleaseDC.argtypes = [ctypes.c_void_p, ctypes.c_void_p]
gdi32.GetDeviceCaps.argtypes = [ctypes.c_void_p, ctypes.c_int]
dc = user32.GetDC(None)
dpi = gdi32.GetDeviceCaps(ctypes.c_void_p(dc), LOGPIXELSX)
user32.ReleaseDC(None, ctypes.c_void_p(dc))
return dpi or DPI_96
except (AttributeError, OSError):
return DPI_96
+5 -1
View File
@@ -15,6 +15,7 @@ Text is never the payload: ids name a step ("step.<id>"), a phase ("phase.<step>
and installer/text/en.json holds their English text with {param} placeholders. The log renders events with it.
"""
import json
import os
import sys
import threading
import time
@@ -28,11 +29,14 @@ def load_catalog(path=CATALOG):
return json.loads(path.read_text(encoding='utf-8'))
GAME_EXE = 'totk.exe' if os.name == 'nt' else 'totk' # {game_exe} in the catalogs
def render(catalog, id, params=None):
"""The English text of id, or the id itself when the catalog lacks it."""
text = catalog.get(id, id)
try:
return text.format(**(params or {}))
return text.format(**{'game_exe': GAME_EXE, **(params or {})})
except (KeyError, IndexError, ValueError):
return f'{text} {params}'
+211 -71
View File
@@ -1,19 +1,33 @@
"""The installer window: python -m installer.gui
A front end over the CLI (docs/installer.md): it collects the game files, the keys file path, the game language and the
install folder, runs `python -m installer ...` as a subprocess and shows its JSON events. Decisions live in guilogic.py;
this file only draws. The window text is in installer/text/<en|ru>.json under "ui.*" and "launcher.*" ids.
A front end over the CLI (docs/installer.md): it collects the game files, the keys file path, the optional firmware
folder, the game language and the install folder, runs `python -m installer ...` as a subprocess and shows its JSON
events. Decisions live in guilogic.py; this file only draws. The window text is in
installer/text/<en|ru|pt-BR|zh-Hans>.json under "ui.*" and "launcher.*" ids. On Windows the window follows the
display's DPI (installer/dpi.py): fonts and paddings grow with the scale, so Windows does not stretch it.
--selftest [--shots DIR] build every screen in both languages and close by itself (PNG per screen with --shots)
--lang en|ru window language (default: the Windows display language)
--selftest [--shots DIR] build every screen in every language and close by itself (PNG per screen with --shots)
--lang en|ru|pt-BR|zh-Hans window language (default: the Windows display language)
--rebuild DIR rebuild the install folder DIR for its mods (totk.exe starts this, build-cache/rebuild.txt):
the run starts at once with that folder, and the game starts again when it succeeds
"""
import argparse
import json
import os
import subprocess
import sys
import tkinter as tk
import tempfile
import threading
from pathlib import Path
from tkinter import filedialog, messagebox, ttk
from . import dpi
# Windows fixes the DPI awareness of a process when its first window is created, and Tk reads the display's DPI when it
# starts: both happen inside the first tkinter.Tk(), so this call comes before tkinter is imported at all.
dpi.enable()
import tkinter as tk # noqa: E402 (after dpi.enable, see above)
from tkinter import filedialog, messagebox, ttk # noqa: E402
try:
from PIL import ImageGrab # only the screenshots of --selftest --shots need it; the release has no PIL
@@ -22,13 +36,28 @@ except ImportError:
from . import ini
from . import layout as layouts
from .guilogic import (DONE, FAILED, PENDING, RUNNING, SKIPPED, UI_LANGUAGES, Catalog, Form, Model, Process,
amount, default_game_language, describe_event, parse_line, windows_ui_language)
from . import recent
from .guilogic import (DONE, FAILED, PENDING, RUNNING, SKIPPED, UI_LANGUAGE_LABELS, UI_LANGUAGES, Catalog, Form, Model,
Process, amount, default_game_language, describe_event, parse_line, windows_ui_language)
POLL_MS = 100
GLYPH = {PENDING: '\u25cb', RUNNING: '\u25b6', DONE: '\u2714', SKIPPED: '\u2013', FAILED: '\u2716'}
COLOR = {PENDING: '#808080', RUNNING: '#1a5fb4', DONE: '#26a269', SKIPPED: '#808080', FAILED: '#c01c28'}
PAD = 14
# The window's pixels at 100%: Tk scales the fonts by itself (tk scaling), these through installer/dpi.py.
PAD = dpi.px(14) # padding of the window and its frames
WRAP = dpi.px(620) # wrap width of the long labels
RECENT_WAIT = 1.5 # seconds the window waits for the recorded paths
def load_recent(wait=RECENT_WAIT):
"""recent.load() in a daemon thread, waited for at most `wait` seconds: a recorded path on a disconnected network
share can block its stat call for a long time. Nothing is prefilled when it has not returned by then."""
out = {}
thread = threading.Thread(target=lambda: out.update(recent.load()), daemon=True)
thread.start()
thread.join(wait)
return {} if thread.is_alive() else out
def fix_tcl_paths():
@@ -41,8 +70,9 @@ def fix_tcl_paths():
class App:
def __init__(self, root, ui_lang, layout, run_args=None):
def __init__(self, root, ui_lang, layout, run_args=None, rebuild=None):
self.root, self.layout = root, layout
self.rebuild = rebuild # the install folder of --rebuild, or None
self.cat = Catalog(ui_lang)
self.model = Model()
self.process = None
@@ -50,20 +80,31 @@ class App:
self.run_args = run_args or {} # extra CLI options for tests: temp, verify
self.log_entries = [] # events and raw lines of the run, rendered by render_log
self.bound = [] # (widget, option, id, params) retranslated on a language switch
self.vars = {n: tk.StringVar() for n in ('base', 'update', 'keys', 'dest')}
self.vars = {n: tk.StringVar() for n in ('base', 'update', 'keys', 'firmware', 'dest')}
self.vars['lang'] = tk.StringVar()
self.recorded = {} # base/update paths prefilled from the recorded ones, by field
self.touched = set() # fields the user picked or typed
self.programmatic = False
for name in ('base', 'update'):
self.vars[name].trace_add('write', lambda *_, n=name: self.touched.add(n) if not self.programmatic else None)
self.lang_code = default_game_language(ui_lang)
self.screen = None
self.fitted = None # the (width, height) fit last gave the window
root.title(self.cat('ui.title'))
icon = layout.runtime / 'totk.ico'
png = layout.runtime / 'totk.png' # Tk loads no .ico off Windows; the Linux release converts it
if os.name == 'nt' and icon.is_file():
root.iconbitmap(default=str(icon))
elif png.is_file():
self.icon = tk.PhotoImage(file=str(png))
root.iconphoto(True, self.icon)
root.protocol('WM_DELETE_WINDOW', self.on_close)
self.ui_font = 'Segoe UI' if os.name == 'nt' else 'DejaVu Sans'
self.mono_font = 'Consolas' if os.name == 'nt' else 'DejaVu Sans Mono'
style = ttk.Style(root)
style.configure('Title.TLabel', font=('Segoe UI', 15, 'bold'))
style.configure('Notice.TLabel', background='#fff3cd', foreground='#664d03', padding=8)
style.configure('Title.TLabel', font=(self.ui_font, 15, 'bold'))
style.configure('Notice.TLabel', background='#fff3cd', foreground='#664d03', padding=dpi.px(8))
style.configure('Err.TLabel', foreground='#c01c28')
style.configure('Version.TLabel', foreground='#808080')
@@ -73,19 +114,34 @@ class App:
self.title.pack(side='left')
version = ttk.Label(top, style='Version.TLabel')
self.bind_text(version, 'text', 'ui.version', version=layout.release)
version.pack(side='left', padx=(10, 0), pady=(6, 0))
version.pack(side='left', padx=(dpi.px(10), 0), pady=(dpi.px(6), 0))
sw = ttk.Frame(top)
sw.pack(side='right')
self.ui_var = tk.StringVar(value=self.cat.lang)
for code in UI_LANGUAGES:
ttk.Radiobutton(sw, text=code.upper(), value=code, variable=self.ui_var, style='Toolbutton',
command=self.switch_language).pack(side='left', padx=1)
self.ui_var = tk.StringVar(value=self.cat.lang) # the window language code; the box shows its name
labels = [UI_LANGUAGE_LABELS[c] for c in UI_LANGUAGES]
self.ui_box = ttk.Combobox(sw, values=labels, state='readonly', width=max(map(len, labels)) + 1)
self.ui_box.set(UI_LANGUAGE_LABELS[self.cat.lang])
self.ui_box.bind('<<ComboboxSelected>>', self.pick_language)
self.ui_box.pack(side='left')
self.body = ttk.Frame(root, padding=PAD)
self.body.pack(fill='both', expand=True)
self.frames = {'form': self.build_form(), 'run': self.build_run(), 'finish': self.build_finish()}
self.vars['lang'].set(self.lang_label(self.lang_code))
self.vars['dest'].trace_add('write', lambda *_: self.refresh_form())
self.show('form')
if rebuild:
self.bind_text(self.title, 'text', 'ui.rebuild_title')
self.vars['dest'].set(str(rebuild))
root.after(POLL_MS, self.start)
else:
# recorded sources fill only empty fields; dest goes last, its trace runs refresh_form (update hint and
# recorded language). In update mode filled files are harmless: Extract.current hashes one only when its
# size or mtime differ from the recorded ones.
last = load_recent()
self.recorded = {n: last[n] for n in ('base', 'update') if n in last and not self.vars[n].get().strip()}
for name in ('base', 'update', 'keys', 'firmware', 'dest'):
if name in last and not self.vars[name].get().strip():
self.set_prefill(name, last[name])
# ---- text -----------------------------------------------------------------------------------------------------
@@ -113,8 +169,13 @@ class App:
self.refresh_finish()
self.render_log()
def pick_language(self, _event=None):
self.ui_var.set(UI_LANGUAGES[self.ui_box.current()])
self.switch_language()
def switch_language(self):
self.cat.set_language(self.ui_var.get())
self.ui_box.set(UI_LANGUAGE_LABELS[self.ui_var.get()])
code = self.selected_lang()
self.retext()
self.vars['lang'].set(self.lang_label(code))
@@ -163,19 +224,20 @@ class App:
self.root.geometry(f'{max(w, self.root.winfo_width())}x{max(h, self.root.winfo_height())}')
def notice(self, parent):
w = ttk.Label(parent, style='Notice.TLabel', wraplength=620, justify='left')
w = ttk.Label(parent, style='Notice.TLabel', wraplength=WRAP, justify='left')
self.bind_text(w, 'text', 'ui.notice')
return w
def build_form(self):
f = ttk.Frame(self.body)
gap = dpi.px(4) # between the form's rows
bar = ttk.Frame(f) # packed first so pack shrinks the text above it, never the buttons
bar.pack(side='bottom', fill='x', pady=(12, 0))
bar.pack(side='bottom', fill='x', pady=(dpi.px(12), 0))
self.start_button = self.button(bar, 'ui.start', self.start)
self.start_button.pack(side='right')
self.form_intro = self.label(f, 'ui.intro', wraplength=620, justify='left')
self.form_intro.pack(anchor='w', pady=(0, 8))
self.notice(f).pack(fill='x', pady=(0, 10))
self.form_intro = self.label(f, 'ui.intro', wraplength=WRAP, justify='left')
self.form_intro.pack(anchor='w', pady=(0, dpi.px(8)))
self.notice(f).pack(fill='x', pady=(0, dpi.px(10)))
grid = ttk.Frame(f)
grid.pack(fill='x')
grid.columnconfigure(1, weight=1)
@@ -184,51 +246,71 @@ class App:
self.form_rows = {}
for i, (name, label_id, pick_id) in enumerate(rows):
lab = self.label(grid, label_id)
lab.grid(row=i, column=0, sticky='w', pady=4, padx=(0, 10))
ttk.Entry(grid, textvariable=self.vars[name]).grid(row=i, column=1, sticky='ew', pady=4)
lab.grid(row=i, column=0, sticky='w', pady=gap, padx=(0, dpi.px(10)))
ttk.Entry(grid, textvariable=self.vars[name]).grid(row=i, column=1, sticky='ew', pady=gap)
b = self.button(grid, 'ui.browse', lambda n=name, p=pick_id: self.pick_file(n, p))
b.grid(row=i, column=2, padx=(8, 0))
b.grid(row=i, column=2, padx=(dpi.px(8), 0))
self.form_rows[name] = lab
i = len(rows)
self.label(grid, 'ui.game_language').grid(row=i, column=0, sticky='w', pady=4)
self.label(grid, 'ui.firmware').grid(row=i, column=0, sticky='w', pady=gap)
ttk.Entry(grid, textvariable=self.vars['firmware']).grid(row=i, column=1, sticky='ew', pady=gap)
self.button(grid, 'ui.browse', self.pick_firmware).grid(row=i, column=2, padx=(dpi.px(8), 0))
i += 1
self.label(grid, 'ui.game_language').grid(row=i, column=0, sticky='w', pady=gap)
self.lang_box = ttk.Combobox(grid, textvariable=self.vars['lang'], state='readonly', width=30)
self.lang_box.grid(row=i, column=1, sticky='w', pady=4)
self.lang_box.grid(row=i, column=1, sticky='w', pady=gap)
self.lang_touched = False
self.lang_box.bind('<<ComboboxSelected>>', lambda _e: setattr(self, 'lang_touched', True))
self.fill_languages()
self.label(grid, 'ui.dest').grid(row=i + 1, column=0, sticky='w', pady=4)
ttk.Entry(grid, textvariable=self.vars['dest']).grid(row=i + 1, column=1, sticky='ew', pady=4)
self.button(grid, 'ui.browse', self.pick_dest).grid(row=i + 1, column=2, padx=(8, 0))
self.update_hint = ttk.Label(f, wraplength=620, justify='left')
self.update_hint.pack(anchor='w', pady=(8, 0))
self.form_error = ttk.Label(f, style='Err.TLabel', wraplength=620, justify='left')
self.form_error.pack(anchor='w', pady=(8, 0))
self.label(f, 'ui.keys_private', wraplength=620, justify='left').pack(anchor='w', pady=(8, 0))
self.label(grid, 'ui.dest').grid(row=i + 1, column=0, sticky='w', pady=gap)
ttk.Entry(grid, textvariable=self.vars['dest']).grid(row=i + 1, column=1, sticky='ew', pady=gap)
self.button(grid, 'ui.browse', self.pick_dest).grid(row=i + 1, column=2, padx=(dpi.px(8), 0))
self.label(f, 'ui.compressed_help', wraplength=WRAP, justify='left').pack(anchor='w', pady=(dpi.px(8), 0))
self.label(f, 'ui.firmware_help', wraplength=WRAP, justify='left').pack(anchor='w', pady=(dpi.px(8), 0))
# On by default and named with its source and licence: the player sees what is downloaded and can untick it
self.dlss_var = tk.BooleanVar(value=True)
dlss = ttk.Checkbutton(f, variable=self.dlss_var)
self.bind_text(dlss, 'text', 'ui.dlss')
dlss.pack(anchor='w', pady=(dpi.px(8), 0))
self.label(f, 'ui.dlss_help', wraplength=WRAP, justify='left').pack(anchor='w', padx=(dpi.px(22), 0))
self.update_hint = ttk.Label(f, wraplength=WRAP, justify='left')
self.update_hint.pack(anchor='w', pady=(dpi.px(8), 0))
self.form_error = ttk.Label(f, style='Err.TLabel', wraplength=WRAP, justify='left')
self.form_error.pack(anchor='w', pady=(dpi.px(8), 0))
self.label(f, 'ui.keys_private', wraplength=WRAP, justify='left').pack(anchor='w', pady=(dpi.px(8), 0))
return f
def build_run(self):
f = ttk.Frame(self.body)
bar = ttk.Frame(f)
bar.pack(side='bottom', fill='x', pady=(8, 0))
bar.pack(side='bottom', fill='x', pady=(dpi.px(8), 0))
self.cancel_button = self.button(bar, 'ui.cancel', self.cancel)
self.cancel_button.pack(side='right')
self.log_toggle = self.button(bar, 'ui.show_log', self.toggle_log)
self.log_toggle.pack(side='left')
self.run_header = ttk.Label(f, font=('Segoe UI', 11, 'bold'))
self.run_header = ttk.Label(f, font=(self.ui_font, 11, 'bold'))
self.run_header.pack(anchor='w')
self.step_rows = {}
self.steps_box = ttk.Frame(f)
self.steps_box.pack(fill='x', pady=(8, 8))
self.phase_label = ttk.Label(f, wraplength=620, justify='left')
self.steps_box.pack(fill='x', pady=dpi.px(8))
self.phase_label = ttk.Label(f, wraplength=WRAP, justify='left')
self.phase_label.pack(anchor='w')
self.bar = ttk.Progressbar(f, mode='determinate', maximum=1000)
self.bar.pack(fill='x', pady=(4, 6))
self.space_label = ttk.Label(f, wraplength=620, justify='left')
bar_holder = ttk.Frame(f)
bar_holder.pack(fill='x', pady=(dpi.px(4), dpi.px(6)))
self.bar = ttk.Progressbar(bar_holder, mode='determinate', maximum=1000)
self.bar.pack(fill='both', expand=True)
if os.name == 'nt' and ttk.Style(f).theme_use() == 'vista':
# The vista theme draws the bar 22 px high at every DPI and has no thickness option: the holder gives it the
# height it would have at 100%, scaled with the display. Every other theme draws its own height, and the
# holder follows it.
bar_holder.pack_propagate(False)
bar_holder.configure(height=dpi.px(22))
self.space_label = ttk.Label(f, wraplength=WRAP, justify='left')
self.space_label.pack(anchor='w')
self.warn_label = ttk.Label(f, wraplength=620, justify='left', foreground='#9a6700')
self.warn_label = ttk.Label(f, wraplength=WRAP, justify='left', foreground='#9a6700')
self.warn_label.pack(anchor='w')
self.log_frame = ttk.Frame(f)
self.log = tk.Text(self.log_frame, height=10, wrap='word', state='disabled', font=('Consolas', 9))
self.log = tk.Text(self.log_frame, height=10, wrap='word', state='disabled', font=(self.mono_font, 9))
scroll = ttk.Scrollbar(self.log_frame, command=self.log.yview)
self.log.configure(yscrollcommand=scroll.set)
scroll.pack(side='right', fill='y')
@@ -239,49 +321,83 @@ class App:
def build_finish(self):
f = ttk.Frame(self.body)
bar = ttk.Frame(f)
bar.pack(side='bottom', fill='x', pady=(12, 0))
bar.pack(side='bottom', fill='x', pady=(dpi.px(12), 0))
self.button(bar, 'ui.close', self.on_close).pack(side='right')
self.open_button = self.button(bar, 'ui.open_folder', self.open_folder)
self.open_button.pack(side='right', padx=(0, 8))
self.open_button.pack(side='right', padx=(0, dpi.px(8)))
self.back_button = self.button(bar, 'ui.back', lambda: self.show('form'))
self.back_button.pack(side='left')
self.finish_title = ttk.Label(f, style='Title.TLabel', wraplength=620, justify='left')
if self.rebuild: # a failed or cancelled rebuild: the game starts with the code it has
self.button(bar, 'ui.start_game', self.start_game).pack(side='right', padx=(0, dpi.px(8)))
self.finish_title = ttk.Label(f, style='Title.TLabel', wraplength=WRAP, justify='left')
self.finish_title.pack(anchor='w')
self.finish_text = ttk.Label(f, wraplength=620, justify='left')
self.finish_text.pack(anchor='w', pady=(8, 8))
self.finish_text = ttk.Label(f, wraplength=WRAP, justify='left')
self.finish_text.pack(anchor='w', pady=dpi.px(8))
self.finish_steps = ttk.Frame(f)
self.finish_steps.pack(fill='x', pady=(0, 8))
self.finish_steps.pack(fill='x', pady=(0, dpi.px(8)))
self.finish_notice = self.notice(f)
self.finish_notice.pack(fill='x', pady=(8, 0))
self.finish_notice.pack(fill='x', pady=(dpi.px(8), 0))
return f
# ---- form -----------------------------------------------------------------------------------------------------
def form(self):
return Form(base=self.vars['base'].get(), update=self.vars['update'].get(), keys=self.vars['keys'].get(),
lang=self.selected_lang(), dest=self.vars['dest'].get())
firmware=self.vars['firmware'].get(), lang=self.selected_lang(), dest=self.vars['dest'].get(),
dlss=self.dlss_var.get())
def set_prefill(self, name, value):
self.programmatic = True
try:
self.vars[name].set(value)
finally:
self.programmatic = False
def match_prefill(self, state):
"""Prefilled base/update stay only while the chosen install recorded the same file (name and size, one stat);
another install would otherwise extract again from them. Fields the user touched are left alone."""
for name, value in self.recorded.items():
if name in self.touched:
continue
keep = True
if state is not None:
known = (state.get('inputs') or {}).get(name)
try:
keep = (isinstance(known, dict) and Path(value).name == known.get('name')
and Path(value).stat().st_size == known.get('size'))
except (OSError, ValueError):
keep = False
want = value if keep else ''
if self.vars[name].get() != want:
self.set_prefill(name, want)
def refresh_form(self):
form = self.form()
state = form.installed_state()
self.match_prefill(state)
if state is not None:
self.update_hint.configure(text=self.cat('ui.update_mode'))
if state.get('lang') in ini.LANGUAGES and not self.lang_touched:
self.vars['lang'].set(self.lang_label(state['lang']))
recorded = ini.canonical_language(state.get('lang'))
if recorded in ini.LANGUAGES and not self.lang_touched:
self.vars['lang'].set(self.lang_label(recorded))
else:
self.update_hint.configure(text='')
self.fit()
def pick_file(self, name, pick_id):
types = [(self.cat('ui.type_game'), '*.nsp *.xci'), (self.cat('ui.type_all'), '*.*')]
if name == 'update':
types = [(self.cat('ui.type_nsp'), '*.nsp'), (self.cat('ui.type_all'), '*.*')]
# One filter for every game file: the setup tells an NSZ or XCZ from a plain file by its content (Check.unpack)
types = [(self.cat('ui.type_game'), '*.nsp *.xci *.nsz *.xcz'), (self.cat('ui.type_all'), '*.*')]
if name == 'keys':
types = [(self.cat('ui.type_keys'), '*.keys'), (self.cat('ui.type_all'), '*.*')]
path = filedialog.askopenfilename(title=self.cat(pick_id), filetypes=types)
if path:
self.vars[name].set(os.path.normpath(path))
def pick_firmware(self):
path = filedialog.askdirectory(title=self.cat('ui.pick_firmware'), mustexist=True)
if path:
self.vars['firmware'].set(os.path.normpath(path))
def pick_dest(self):
path = filedialog.askdirectory(title=self.cat('ui.pick_dest'), mustexist=False)
if path:
@@ -297,8 +413,12 @@ class App:
self.fit()
return
self.form_error.configure(text='')
command = form.command(self.layout.python, root=self.layout.root if self.layout.dev else None,
temp=self.run_args.get('temp'), verify=self.run_args.get('verify', False))
recent.save(form.dest, {name: getattr(form, name) for name in recent.SOURCES})
# in a repository the Python running this window: the tools' embeddable Python there has no ._pth entry for
# the repository, so `-m installer` would not find the package
python = Path(sys.executable) if self.layout.dev else self.layout.python
command = form.command(python, root=self.layout.root if self.layout.dev else None,
temp=self.run_args.get('temp'), verify_hashes=self.run_args.get('verify', False))
self.begin(command, self.layout.root)
def begin(self, command, cwd):
@@ -320,7 +440,7 @@ class App:
self.step_rows = {}
for s in steps:
row = ttk.Frame(self.steps_box)
row.pack(fill='x', pady=1)
row.pack(fill='x', pady=dpi.px(1))
glyph = ttk.Label(row, width=3)
glyph.pack(side='left')
name = ttk.Label(row)
@@ -344,6 +464,9 @@ class App:
return
self.model.finish(code)
self.process = None
if self.rebuild and self.model.result == 'ok' and not self.closing:
self.start_game()
return
self.refresh_run()
self.refresh_finish()
self.show('finish')
@@ -372,7 +495,7 @@ class App:
glyph.configure(text=GLYPH[state], foreground=COLOR[state])
name.configure(text=self.cat('step.' + s) + (f' ({self.cat("ui.state_" + state)})'
if state in (SKIPPED, FAILED) else ''),
font=('Segoe UI', 10, 'bold') if state == RUNNING else ('Segoe UI', 10))
font=(self.ui_font, 10, 'bold') if state == RUNNING else (self.ui_font, 10))
mode = m.mode or 'install'
self.run_header.configure(text=self.cat('ui.running_' + mode if mode in ('install', 'resume', 'update')
else 'ui.running_install'))
@@ -402,7 +525,7 @@ class App:
def toggle_log(self):
self.log_open = not self.log_open
if self.log_open:
self.log_frame.pack(fill='both', expand=True, pady=(8, 0))
self.log_frame.pack(fill='both', expand=True, pady=(dpi.px(8), 0))
else:
self.log_frame.pack_forget()
self.bound = [b for b in self.bound if b[0] is not self.log_toggle]
@@ -474,19 +597,32 @@ class App:
else:
self.open_button.state(['disabled' if not Path(m.dest or '.').is_dir() else '!disabled'])
def start_game(self):
"""Starts the game of the install folder and closes the window."""
dest = Path(self.vars['dest'].get().strip())
exe = dest / ('totk.exe' if os.name == 'nt' else 'totk')
flags = subprocess.DETACHED_PROCESS if os.name == 'nt' else 0
if exe.is_file():
subprocess.Popen([str(exe)], cwd=str(dest), creationflags=flags, close_fds=True)
self.root.destroy()
def open_folder(self):
dest = self.model.dest
if dest and Path(dest).is_dir():
os.startfile(dest)
if os.name == 'nt':
os.startfile(dest)
else:
subprocess.Popen(['xdg-open', dest], stdout=subprocess.DEVNULL, stderr=subprocess.DEVNULL,
start_new_session=True)
# ---- self test ---------------------------------------------------------------------------------------------------
SAMPLE_START = {'type': 'start', 'release': 'selftest', 'mode': 'install', 'dest': 'Z:/selftest/TotK', 'log': 'D:\\log.txt',
'steps': ['check', 'extract', 'lift', 'compile', 'prepare', 'cleanup']}
'steps': ['check', 'fonts', 'extract', 'lift', 'compile', 'prepare', 'dlss', 'cleanup']}
SAMPLE_RUN = [
SAMPLE_START,
{'type': 'plan', 'run': ['check', 'extract'], 'skip': {}},
{'type': 'plan', 'run': ['check', 'fonts', 'extract'], 'skip': {}},
{'type': 'step', 'step': 'check', 'state': 'started'},
{'type': 'progress', 'step': 'check', 'phase': 'inputs'},
{'type': 'space', 'dest': 'Z:/selftest/TotK', 'need': 36_400_000_000, 'free': 210_000_000_000, 'temp': 'C:\\t',
@@ -499,12 +635,14 @@ SAMPLE_RUN = [
]
SAMPLE_OK = [SAMPLE_START, {'type': 'plan', 'run': ['check', 'extract'], 'skip': {'lift': 'current', 'compile': 'current',
'prepare': 'current', 'cleanup': 'not_needed'}},
SAMPLE_OK = [SAMPLE_START, {'type': 'plan', 'run': ['check', 'extract'], 'skip': {'fonts': 'current', 'lift': 'current',
'compile': 'current', 'prepare': 'current',
'cleanup': 'not_needed'}},
{'type': 'step', 'step': 'check', 'state': 'started'},
{'type': 'step', 'step': 'check', 'state': 'done', 'seconds': 1.0},
{'type': 'step', 'step': 'extract', 'state': 'started'},
{'type': 'step', 'step': 'extract', 'state': 'done', 'seconds': 1.0},
{'type': 'step', 'step': 'fonts', 'state': 'skipped', 'reason': 'current'},
{'type': 'step', 'step': 'lift', 'state': 'skipped', 'reason': 'current'},
{'type': 'step', 'step': 'compile', 'state': 'skipped', 'reason': 'current'},
{'type': 'step', 'step': 'prepare', 'state': 'skipped', 'reason': 'current'},
@@ -522,8 +660,9 @@ def grab(root, path):
def selftest(layout, shots=None):
"""Every screen in both languages; the window closes itself. Returns 0 when nothing raised."""
"""Every screen in every language; the window closes itself. Returns 0 when nothing raised."""
fix_tcl_paths()
os.environ[recent.ENV] = os.path.join(tempfile.mkdtemp(prefix='totk-selftest-'), 'setup.json')
root = tk.Tk()
root.geometry('+60+40')
app = App(root, 'en', layout)
@@ -600,13 +739,14 @@ def main(argv=None):
ap.add_argument('--shots', type=Path)
ap.add_argument('--lang', choices=UI_LANGUAGES)
ap.add_argument('--root', type=Path)
ap.add_argument('--rebuild', type=Path)
args = ap.parse_args(argv)
layout = layouts.find(args.root)
if args.selftest:
return selftest(layout, args.shots)
fix_tcl_paths()
root = tk.Tk()
App(root, args.lang or windows_ui_language(), layout)
App(root, args.lang or windows_ui_language(), layout, rebuild=args.rebuild)
root.mainloop()
return 0
+54 -10
View File
@@ -11,6 +11,7 @@ import ctypes
import json
import os
import queue
import signal
import subprocess
import sys
import threading
@@ -23,11 +24,17 @@ from . import state as statefile
from .events import render
TEXT = Path(__file__).resolve().parent / 'text'
UI_LANGUAGES = ('en', 'ru')
STEP_ORDER = ('check', 'extract', 'lift', 'compile', 'prepare', 'cleanup')
UI_LANGUAGES = ('en', 'ru', 'pt-BR', 'zh-Hans')
# what the language switch in the window's corner shows for each
UI_LANGUAGE_LABELS = {'en': 'English', 'ru': 'Русский', 'pt-BR': 'Português (Brasil)', 'zh-Hans': '简体中文'}
STEP_ORDER = ('check', 'fonts', 'extract', 'lift', 'compile', 'prepare', 'dlss', 'cleanup')
# message parameter -> catalog id prefix of the names that replace its raw values
PARAM_NAMES = {'lang': 'lang.', 'known': 'lang.', 'step': 'step.', 'input': 'param.input.'}
LANG_RU = 0x19 # primary language id of Russian in a Windows LANGID
LANG_PT_BR = 0x0416 # Portuguese (Brazil), the whole LANGID: Portugal's Portuguese stays English
# Windows LANGIDs that write Simplified Chinese: zh-CN, zh-SG. zh-TW, zh-HK and zh-MO write Traditional Chinese, which
# the window does not have.
LANGIDS_ZH_HANS = (0x0804, 0x1004)
def load_texts(lang):
@@ -75,15 +82,35 @@ def flat(value):
def windows_ui_language():
"""'ru' when the Windows display language is Russian, else 'en'."""
"""The window language for the display language: the Windows one (ui_language_for_langid); elsewhere LC_ALL,
LC_MESSAGES or LANG ('ru', 'pt_BR', 'zh_CN' or 'zh_SG', else English)."""
if os.name != 'nt':
loc = (os.environ.get('LC_ALL') or os.environ.get('LC_MESSAGES') or os.environ.get('LANG') or '').lower()
return ('ru' if loc.startswith('ru') else 'pt-BR' if loc.startswith(('pt_br', 'pt-br'))
else 'zh-Hans' if loc.startswith(('zh_cn', 'zh-cn', 'zh_sg', 'zh-sg', 'zh_hans', 'zh-hans')) else 'en')
try:
langid = ctypes.windll.kernel32.GetUserDefaultUILanguage()
except (AttributeError, OSError):
return 'en'
return 'ru' if langid & 0x3ff == LANG_RU else 'en'
return ui_language_for_langid(langid)
def ui_language_for_langid(langid):
"""'ru' for a Russian Windows LANGID, 'pt-BR' for Brazilian Portuguese, 'zh-Hans' for a Simplified Chinese one,
else 'en'."""
if langid & 0x3ff == LANG_RU:
return 'ru'
if langid == LANG_PT_BR:
return 'pt-BR'
if langid in LANGIDS_ZH_HANS:
return 'zh-Hans'
return 'en'
def default_game_language(ui):
"""The game language the form starts with. A Chinese window still starts with English: Chinese game text needs
the Switch shared fonts (ini.NEED_SHARED_FONTS), which the setup extracts only from a firmware folder, and the game
stops when they are missing; the player can still pick Chinese."""
return 'ru' if ui == 'ru' else 'en-US'
@@ -107,8 +134,10 @@ class Form:
base: str = ''
update: str = ''
keys: str = ''
firmware: str = ''
lang: str = ''
dest: str = ''
dlss: bool = False
def installed_state(self):
"""The recorded state of the install folder (totk-install.json), or None. Never raises."""
@@ -143,20 +172,24 @@ class Form:
value = getattr(self, name).strip()
if value and not Path(value).is_file():
found.append(f'ui.missing_{name}')
if self.firmware.strip() and not Path(self.firmware.strip()).is_dir():
found.append('ui.missing_firmware')
return found
def command(self, python, root=None, temp=None, verify=False):
def command(self, python, root=None, temp=None, verify_hashes=False):
cmd = [str(python), '-m', 'installer']
for flag, value in (('--base', self.base), ('--update', self.update), ('--keys', self.keys),
('--lang', self.lang), ('--dest', self.dest)):
('--firmware', self.firmware), ('--lang', self.lang), ('--dest', self.dest)):
if value.strip():
cmd += [flag, value.strip()]
if root:
cmd += ['--root', str(root)]
if temp:
cmd += ['--temp', str(temp)]
if verify:
if verify_hashes:
cmd.append('--verify')
if self.dlss:
cmd.append('--dlss')
return cmd
@@ -316,7 +349,14 @@ else:
def send_break(proc, python=None):
"""Ctrl+Break to the process group of proc (started with CREATE_NEW_PROCESS_GROUP). The window itself may have no
console (pythonw), so a short helper process attaches to the child's console and sends it."""
console (pythonw), so a short helper process attaches to the child's console and sends it. Elsewhere SIGTERM to
proc's session (Process starts it in one of its own), which installer/cli.py handles as Ctrl+Break."""
if os.name != 'nt':
try:
os.killpg(proc.pid, signal.SIGTERM)
return True
except OSError:
return False
helper = [str(python or sys.executable), '-c', _BREAK, str(proc.pid)]
flags = CREATE_NO_WINDOW if os.name == 'nt' else 0
r = subprocess.run(helper, creationflags=flags, capture_output=True)
@@ -332,10 +372,14 @@ class Process:
self.command = command
self.helper_python = helper_python
self.lines = queue.Queue()
flags = (CREATE_NEW_PROCESS_GROUP | CREATE_NO_WINDOW) if creationflags is None else creationflags
env = dict(os.environ, PYTHONIOENCODING='utf-8', PYTHONUTF8='1', PYTHONUNBUFFERED='1')
if os.name == 'nt':
flags = (CREATE_NEW_PROCESS_GROUP | CREATE_NO_WINDOW) if creationflags is None else creationflags
group = {'creationflags': flags}
else:
group = {'start_new_session': True}
self.proc = subprocess.Popen(command, cwd=cwd, env=env, stdin=subprocess.DEVNULL, stdout=subprocess.PIPE,
stderr=subprocess.STDOUT, creationflags=flags)
stderr=subprocess.STDOUT, **group)
self.cancelled_at = None
self.reader = threading.Thread(target=self.read, daemon=True)
self.reader.start()
+36 -3
View File
@@ -1,6 +1,7 @@
// Host check of the installer's first step, compiled with the bundled clang at install time: does the CPU run
// -march=x86-64-v3 code, and does a Vulkan 1.3 device exist. Prints one JSON object on stdout.
// -march=x86-64-v3 code (or only x86-64-v2), and does a Vulkan 1.3 device exist. Prints one JSON object on stdout.
// The Vulkan loader is opened at run time, so a machine without one gets "loader": false instead of a failed start.
#include <cpuid.h>
#include <stdio.h>
#include <string.h>
#include <vulkan/vulkan.h>
@@ -24,9 +25,41 @@ static void json_string(const char *s) {
putchar('"');
}
// The x86-64-v2 level from CPUID: SSE3, SSSE3, SSE4.1, SSE4.2, POPCNT, CMPXCHG16B and LAHF/SAHF. Every CPU with
// SSE4.2 has the others, but the level is what the v2 build is compiled for, so check them all.
static int x86_64_v2(void) {
unsigned a, b, c, d;
if (!__get_cpuid(1, &a, &b, &c, &d)) return 0;
const unsigned sse3 = 1u << 0, ssse3 = 1u << 9, cx16 = 1u << 13, sse41 = 1u << 19, sse42 = 1u << 20,
popcnt = 1u << 23;
if ((c & (sse3 | ssse3 | cx16 | sse41 | sse42 | popcnt)) != (sse3 | ssse3 | cx16 | sse41 | sse42 | popcnt))
return 0;
if (!__get_cpuid(0x80000001, &a, &b, &c, &d)) return 0;
return (c & (1u << 0)) != 0; // LAHF/SAHF
}
// The x86-64-v3 level from CPUID: AVX, AVX2, BMI1, BMI2, F16C, FMA, LZCNT and MOVBE, with the OS saving the YMM state.
// Not __builtin_cpu_supports("x86-64-v3"): clang reads that from the C runtime's CPU model, and libgcc before GCC 12
// (the Linux release's sysroot has GCC 10) has no level bits, so it answers false on every CPU.
static int x86_64_v3(void) {
if (!x86_64_v2()) return 0;
unsigned a, b, c, d;
if (!__get_cpuid(1, &a, &b, &c, &d)) return 0;
const unsigned fma = 1u << 12, movbe = 1u << 22, osxsave = 1u << 27, avx = 1u << 28, f16c = 1u << 29;
if ((c & (fma | movbe | osxsave | avx | f16c)) != (fma | movbe | osxsave | avx | f16c)) return 0;
unsigned lo, hi;
__asm__("xgetbv" : "=a"(lo), "=d"(hi) : "c"(0));
if ((lo & 6) != 6) return 0; // XMM and YMM state enabled by the OS
if (!__get_cpuid_count(7, 0, &a, &b, &c, &d)) return 0;
const unsigned bmi1 = 1u << 3, avx2 = 1u << 5, bmi2 = 1u << 8;
if ((b & (bmi1 | avx2 | bmi2)) != (bmi1 | avx2 | bmi2)) return 0;
if (!__get_cpuid(0x80000001, &a, &b, &c, &d)) return 0;
return (c & (1u << 5)) != 0; // LZCNT (ABM)
}
int main(void) {
__builtin_cpu_init();
printf("{\"x86_64_v3\": %s, ", __builtin_cpu_supports("x86-64-v3") ? "true" : "false");
printf("{\"x86_64_v2\": %s, \"x86_64_v3\": %s, ", x86_64_v2() ? "true" : "false",
x86_64_v3() ? "true" : "false");
void *lib = open_lib();
PFN_vkGetInstanceProcAddr gipa = lib ? (PFN_vkGetInstanceProcAddr)lib_sym(lib, "vkGetInstanceProcAddr") : NULL;
if (!gipa) {
+14 -5
View File
@@ -9,19 +9,28 @@ import os
import re
from pathlib import Path
# runtime/ov_system.c: the codes TOTK_LANG accepts.
# runtime/ov_system.c: the codes TOTK_LANG offers. Each language appears once, under the code the game accepts.
LANGUAGES = ('ja', 'en-US', 'en-GB', 'fr', 'fr-CA', 'de', 'it', 'es', 'es-419', 'nl', 'pt', 'pt-BR', 'ru', 'ko',
'zh-CN', 'zh-TW', 'zh-Hans', 'zh-Hant')
# Their text falls back to the Switch shared fonts (runtime/ov_system.c), which the installer does not extract.
NEED_SHARED_FONTS = ('ko', 'zh-CN', 'zh-TW', 'zh-Hans', 'zh-Hant')
'zh-Hans', 'zh-Hant')
# Older installer builds wrote these two codes; they are read as the canonical ones and rewritten on the next install.
ALIASES = {'zh-CN': 'zh-Hans', 'zh-TW': 'zh-Hant'}
# Their text falls back to the Switch shared fonts (runtime/ov_system.c), which the fonts step extracts from the
# firmware folder when the player gives one.
NEED_SHARED_FONTS = ('ko', 'zh-Hans', 'zh-Hant')
ACTIVE = re.compile(r'^(\s*)(?:totk_)?lang(\s*=\s*)(.*?)(\s*)$', re.IGNORECASE)
COMMENTED = re.compile(r'^\s*[#;]\s*(?:totk_)?lang\s*=.*$', re.IGNORECASE)
SECTION = re.compile(r'^\s*\[(.*)\]\s*$')
def canonical_language(lang):
"""The code LANGUAGES lists for lang: an alias of an older installer build is mapped, anything else is kept."""
return ALIASES.get(lang, lang)
def set_language(text, lang):
"""text with `lang = <lang>`; see the module docstring."""
"""text with `lang = <lang>` (an alias written as its canonical code); see the module docstring."""
lang = canonical_language(lang)
lines = text.splitlines()
for i, line in enumerate(lines):
m = ACTIVE.match(line)
+21 -5
View File
@@ -3,20 +3,35 @@
No console window. The two message strings come from the catalog (installer/text/<lang>.json, ids launcher.title and
launcher.python_missing); tools/make_release.py writes them into launcher_text.h before it compiles this file.
Build: llvm/bin/llvm-windres -I runtime -O coff launcher.rc -o launcher_rc.o, then
llvm/bin/clang -O2 -mwindows launcher.c launcher_rc.o -o TotK-Setup.exe */
llvm/bin/clang -O2 -mwindows launcher.c launcher_rc.o -o TotK-Setup.exe
System DPI aware, like the window's Python process (installer/dpi.py): Windows draws the error box of fail() at the
display's scale instead of stretching it, which it would at 125% and above. */
#include <windows.h>
#include <wchar.h>
#include "launcher_text.h"
#define LANGID_RUSSIAN 0x19
#define LANGID_RUSSIAN 0x19 /* primary language id */
#define LANGID_PT_BR 0x0416 /* the whole LANGID: Portugal's Portuguese stays English */
#define PATH_CHARS (MAX_PATH * 2)
/* The language of the window (installer/guilogic.py ui_language_for_langid): Russian, Simplified Chinese (zh-CN and
zh-SG; the Traditional Chinese regions get English, as the window has no Traditional Chinese), else English. */
static void fail(void)
{
int russian = (GetUserDefaultUILanguage() & 0x3ff) == LANGID_RUSSIAN;
MessageBoxW(NULL, russian ? LAUNCHER_PYTHON_MISSING_RU : LAUNCHER_PYTHON_MISSING_EN,
russian ? LAUNCHER_TITLE_RU : LAUNCHER_TITLE_EN, MB_OK | MB_ICONERROR);
LANGID ui = GetUserDefaultUILanguage();
int russian = (ui & 0x3ff) == LANGID_RUSSIAN, brazilian = ui == LANGID_PT_BR;
int chinese = ui == MAKELANGID(LANG_CHINESE, SUBLANG_CHINESE_SIMPLIFIED) ||
ui == MAKELANGID(LANG_CHINESE, SUBLANG_CHINESE_SINGAPORE);
MessageBoxW(NULL,
russian ? LAUNCHER_PYTHON_MISSING_RU
: brazilian ? LAUNCHER_PYTHON_MISSING_PT_BR
: chinese ? LAUNCHER_PYTHON_MISSING_ZH_HANS
: LAUNCHER_PYTHON_MISSING_EN,
russian ? LAUNCHER_TITLE_RU : brazilian ? LAUNCHER_TITLE_PT_BR : chinese ? LAUNCHER_TITLE_ZH_HANS
: LAUNCHER_TITLE_EN,
MB_OK | MB_ICONERROR);
}
int WINAPI WinMain(HINSTANCE instance, HINSTANCE previous, LPSTR command_line, int show)
@@ -26,6 +41,7 @@ int WINAPI WinMain(HINSTANCE instance, HINSTANCE previous, LPSTR command_line, i
STARTUPINFOW si = { sizeof si };
PROCESS_INFORMATION pi;
(void)instance; (void)previous; (void)command_line; (void)show;
SetProcessDPIAware(); /* before the message box exists; the call fails harmlessly when a manifest set it */
if (n == 0 || n >= PATH_CHARS) { fail(); return 1; }
while (n > 0 && folder[n - 1] != L'\\') n--;
folder[n > 0 ? n - 1 : 0] = 0;
+86 -17
View File
@@ -7,29 +7,39 @@ Release (docs/installer.md "Release layout"), root = the unpacked folder:
recomp/, tools/ the lifter and the scripts; recomp/patches-<v>.txt, tools/data/expected-v<version>.json for
each supported update (SUPPORTED)
llvm/ llvm-mingw (bin/clang.exe)
runtime/ libtotkrt.a, the headers, install-side sources (romfs.c, patches.c, ov_zstd.c) and totk.ico; runtime/deps/ holds
runtime/ libtotkrt.a and libtotkrt-v2.a (x86-64-v3 / v2), the headers, install-side sources (romfs.c,
patches.c, ov_zstd.c) and totk.ico; runtime/deps/ holds
include/ + lib/ of Vulkan, SDL3, Opus, libvpx and VMA (build_game.py --deps)
bin/ totk_xlate.exe (+ totk_xlate.id), hactool.exe, ninja.exe, SDL3.dll, libopus-0.dll
data/shader_list.tsv the MacNativeGames shader list
data/pgo-<v>.profdata the execution profile the update's code is compiled with (tools/pgo.py; Windows only);
without one the game is built at -O1
totk.ini.example
VERSION the release version, one line
temp/ the default temp folder (created)
Linux release (the AppImage's folder, docs/installer.md "Linux release"): python/bin/python3 (python-build-standalone,
with tkinter), llvm/ with clang, lld and llvm-ar plus llvm/sysroot (the glibc headers and libraries the game links
against), runtime/deps/ with include/ and the static Opus, libvpx and zstd, bin/ without .exe and with libSDL3.so.0.
Dev mode, root = a repository checkout (no python/python.exe): build/py314-embed/py/python.exe (the embeddable
Python the release ships, with the same packages), else this Python; toolchain/llvm-mingw-*/ and toolchain/deps-mingw;
runtime/ as the sources with build/install-rtlib/libtotkrt.a (tools/build_game.py --make-runtime-lib --out
build/install-rtlib); MSYS2 UCRT64 ninja.exe; toolchain/hactool; build/xlate/totk_xlate.exe; the shader list from
refs/MacNativeGames; build/install-temp. The version is VERSION with -dev and the commit: 0.1.0-dev+973c626.
runtime/ as the sources with build/install-rtlib/libtotkrt.a and libtotkrt-v2.a (tools/build_game.py --make-runtime-lib
--out build/install-rtlib, once per --cpu); MSYS2 UCRT64 ninja.exe; toolchain/hactool; build/xlate/totk_xlate.exe; the shader list from
refs/MacNativeGames; build/pgo/pgo-<v>.profdata when there is one; build/install-temp. The version is VERSION with -dev and the commit: 0.1.0-dev+973c626. On Linux,
dev mode takes clang, lld and ninja from PATH and the system's libraries (no deps folder, no SDL3 copy).
"""
import os
import shutil
import subprocess
import sys
from dataclasses import dataclass, field
from pathlib import Path
EXE = '.exe' if os.name == 'nt' else ''
WIN = os.name == 'nt'
EXE = '.exe' if WIN else ''
UCRT = Path(r'C:\msys64\ucrt64\bin')
SUPPORTED = ('1.2.1', '1.4.3') # updates the installer builds; the check identifies the player's by hash
SUPPORTED = ('1.2.1', '1.4.3', '1.1.0') # updates the installer builds; the check identifies the player's by hash
def version_tag(version):
@@ -45,8 +55,8 @@ class Layout:
python: Path # runs the tools
tools: Path
recomp: Path
llvm: Path # llvm-mingw tree
deps: Path # include/ and lib/ for the link
llvm: Path # llvm-mingw tree; on Linux the tree with bin/clang (a release's, or the system's /usr)
deps: Path | None # include/ and lib/ for the link; None: the system's (Linux dev mode)
runtime: Path # runtime headers and install-side sources
runtime_lib: Path # libtotkrt.a
ninja: Path
@@ -56,11 +66,28 @@ class Layout:
shader_list: Path | None = None # None: dev, read from refs/MacNativeGames through git
ini_example: Path | None = None
temp: Path | None = None
sysroot: Path | None = None # Linux release: what the game links against, instead of the host's
runtime_lib_v2: Path | None = None # libtotkrt-v2.a: the runtime for CPUs without AVX2 (build_game.py --cpu v2)
pgo_dir: Path | None = None # pgo-<v>.profdata (tools/pgo.py); None: no profiles (Linux)
@property
def clang(self):
return self.llvm / 'bin' / ('clang' + EXE)
def runtime_lib_for(self, cpu):
"""The prebuilt runtime library for cpu (v2 or v3). None in dev mode when it was not built: the runtime is
then compiled from the sources in runtime/ instead."""
lib = self.runtime_lib_v2 if cpu == 'v2' else self.runtime_lib
if lib and lib.is_file():
return lib
return None if self.dev else lib
def pgo(self, version):
"""The execution profile build_game.py --pgo compiles the update's code with, None without one (the game is
then built at -O1)."""
p = self.pgo_dir / f'pgo-{version_tag(version)}.profdata' if self.pgo_dir else None
return p if p and p.is_file() else None
def patches(self, version):
"""The code patch table for recomp/gen.py."""
return self.recomp / f'patches-{version_tag(version)}.txt'
@@ -69,19 +96,32 @@ class Layout:
"""The expected hashes of the update."""
return self.tools / 'data' / f'expected-v{version}.json'
def missing(self):
"""Paths the steps need that do not exist."""
need = [self.python, self.tools / 'extract.py', self.tools / 'build_game.py', self.tools / 'prepare_shaders.py',
self.tools / 'make_romfs_patches.py', self.recomp / 'gen.py', self.clang,
self.deps / 'include', self.deps / 'lib', self.runtime, self.runtime_lib, self.ninja, self.hactool,
def missing(self, cpu='v3'):
"""Paths the steps need that do not exist. cpu picks the runtime library the host will use."""
lib = self.runtime_lib_for(cpu)
need = [self.python, self.tools / 'extract.py', self.tools / 'ncz.py', self.tools / 'build_game.py',
self.tools / 'prepare_shaders.py',
self.tools / 'pack_shader_cache.py', self.tools / 'make_romfs_patches.py', self.tools / 'ultrawide_layout.py',
self.tools / 'button_icons.py',
self.tools / 'vendor' / 'macnativegames' / 'extract_shared_fonts.py',
self.recomp / 'gen.py',
self.clang,
*((self.deps / 'include', self.deps / 'lib') if self.deps else ()), self.runtime, *([lib] if lib else ()),
self.ninja, self.hactool,
self.xlate, *self.dlls, *(f(v) for v in SUPPORTED for f in (self.patches, self.expected))]
if self.shader_list:
need.append(self.shader_list)
if self.sysroot:
need.append(self.sysroot)
return [str(p) for p in need if not p.exists()]
def release_python(root):
return root / 'python' / ('python.exe' if WIN else 'bin/python3')
def is_release(root):
return (root / 'python' / ('python' + EXE)).is_file()
return release_python(root).is_file()
def release_layout(root):
@@ -89,17 +129,25 @@ def release_layout(root):
return Layout(
root=root, dev=False,
release=version.read_text(encoding='utf-8').strip() if version.is_file() else 'unknown',
python=root / 'python' / ('python' + EXE),
python=release_python(root),
tools=root / 'tools', recomp=root / 'recomp',
llvm=root / 'llvm', deps=root / 'runtime' / 'deps', runtime=root / 'runtime',
runtime_lib=root / 'runtime' / 'libtotkrt.a',
runtime_lib_v2=root / 'runtime' / 'libtotkrt-v2.a',
ninja=root / 'bin' / ('ninja' + EXE), hactool=root / 'bin' / ('hactool' + EXE),
xlate=root / 'bin' / ('totk_xlate' + EXE),
dlls=(root / 'bin' / 'SDL3.dll', root / 'bin' / 'libopus-0.dll'),
shader_list=root / 'data' / 'shader_list.tsv', ini_example=root / 'totk.ini.example', temp=root / 'temp')
dlls=(root / 'bin' / 'SDL3.dll', root / 'bin' / 'libopus-0.dll') if WIN else (root / 'bin' / 'libSDL3.so.0',),
shader_list=root / 'data' / 'shader_list.tsv', ini_example=root / 'totk.ini.example',
pgo_dir=root / 'data' if WIN else None,
# Linux: None, the install folder's .setup-temp (installer/cli.py): the AppImage is mounted read-only, and on
# a Steam Deck /home is often too full for the generated C while the install folder is on the SD card
temp=root / 'temp' if WIN else None,
sysroot=None if WIN else root / 'llvm' / 'sysroot')
def dev_layout(root):
if not WIN:
return dev_layout_posix(root)
commit = subprocess.run(['git', '-C', str(root), 'rev-parse', '--short', 'HEAD'], capture_output=True,
text=True).stdout.strip()
embed = root / 'build' / 'py314-embed' / 'py' / ('python' + EXE)
@@ -112,9 +160,30 @@ def dev_layout(root):
tools=root / 'tools', recomp=root / 'recomp',
llvm=trees[-1] if trees else root / 'toolchain' / 'llvm-mingw-missing', deps=deps,
runtime=root / 'runtime', runtime_lib=root / 'build' / 'install-rtlib' / 'libtotkrt.a',
runtime_lib_v2=root / 'build' / 'install-rtlib' / 'libtotkrt-v2.a',
ninja=UCRT / ('ninja' + EXE), hactool=root / 'toolchain' / 'hactool' / ('hactool' + EXE),
xlate=root / 'build' / 'xlate' / ('totk_xlate' + EXE),
dlls=tuple(sorted((deps / 'bin').glob('*.dll'))),
shader_list=None, ini_example=root / 'totk.ini.example', temp=root / 'build' / 'install-temp',
pgo_dir=root / 'build' / 'pgo')
def dev_commit(root):
return subprocess.run(['git', '-C', str(root), 'rev-parse', '--short', 'HEAD'], capture_output=True,
text=True).stdout.strip()
def dev_layout_posix(root):
clang, ninja = shutil.which('clang'), shutil.which('ninja')
semver = (root / 'VERSION').read_text(encoding='utf-8').strip()
return Layout(
root=root, dev=True, release=f'{semver}-dev+{dev_commit(root) or "unknown"}',
python=Path(sys.executable), tools=root / 'tools', recomp=root / 'recomp',
llvm=Path(clang).parent.parent if clang else root / 'toolchain' / 'clang-missing', deps=None,
runtime=root / 'runtime', runtime_lib=root / 'build' / 'install-rtlib' / 'libtotkrt.a',
runtime_lib_v2=root / 'build' / 'install-rtlib' / 'libtotkrt-v2.a',
ninja=Path(ninja) if ninja else root / 'toolchain' / 'ninja-missing',
hactool=root / 'toolchain' / 'hactool' / 'hactool', xlate=root / 'build' / 'xlate' / 'totk_xlate',
shader_list=None, ini_example=root / 'totk.ini.example', temp=root / 'build' / 'install-temp')
+86
View File
@@ -0,0 +1,86 @@
"""The last install folder and source paths, in a per-user file, so an update, a reinstall or a switch to another game
version starts with the form filled in.
{"format": 1, "dest": ..., "base": ..., "update": ..., "keys": ..., "firmware": ...}
Absolute paths only. The keys entry is the path of the keys file, never its contents.
Windows: %LOCALAPPDATA%\TotK Recomp\setup.json; elsewhere $XDG_STATE_HOME/totk-recomp/setup.json (default
~/.local/state/totk-recomp/setup.json). TOTK_SETUP_RECENT names another file (tests, --selftest). Nothing else is
stored: the language comes from the install's own totk-install.json. A file of format 0 (only "dest") still loads.
"""
import json
import os
import sys
from pathlib import Path
from . import state
FORMAT = 1
ENV = 'TOTK_SETUP_RECENT'
FILES = ('base', 'update', 'keys') # recorded when they are files
SOURCES = FILES + ('firmware',)
FIELDS = ('dest',) + SOURCES
def path():
override = os.environ.get(ENV)
if override:
return Path(override)
if sys.platform == 'win32':
base = os.environ.get('LOCALAPPDATA') or str(Path.home() / 'AppData' / 'Local')
return Path(base) / 'TotK Recomp' / 'setup.json'
base = os.environ.get('XDG_STATE_HOME') or str(Path.home() / '.local' / 'state')
return Path(base) / 'totk-recomp' / 'setup.json'
def usable(name, value):
"""value when it is a non-empty absolute path of the right kind for the field, else None. One stat call per
path, no file is opened or hashed; a path the OS rejects (embedded NUL, unreachable share) counts as missing."""
if not isinstance(value, str) or not value or not os.path.isabs(value):
return None
try:
p = Path(value)
if name == 'dest':
ok = (p / state.NAME).is_file()
elif name == 'firmware':
ok = p.is_dir()
else:
ok = p.is_file()
except (OSError, ValueError):
return None
return value if ok else None
def read():
try:
data = json.loads(path().read_text(encoding='utf-8'))
except (OSError, ValueError):
return {}
return data if isinstance(data, dict) else {}
def load():
"""The recorded entries that still exist, by field name. Never raises."""
data = read()
return {name: data[name] for name in FIELDS if usable(name, data.get(name))}
def save(dest, sources=None):
"""Records dest and the non-empty, existing entries of sources (base, update, keys, firmware); an entry left out
or empty keeps its saved value. Atomic; a failure to write is ignored, the window works without it."""
target = path()
tmp = target.with_name(target.name + '.tmp')
data = {name: v for name, v in read().items() if name in FIELDS and isinstance(v, str)}
data['dest'] = os.path.abspath(dest)
for name, value in (sources or {}).items():
if name in SOURCES and isinstance(value, str) and value.strip():
value = os.path.abspath(value.strip())
if usable(name, value):
data[name] = value
try:
target.parent.mkdir(parents=True, exist_ok=True)
tmp.write_text(json.dumps({'format': FORMAT, **data}), encoding='utf-8')
os.replace(tmp, target)
except OSError:
pass
+675 -51
View File
@@ -1,24 +1,38 @@
"""The six setup steps of docs/installer.md: check, extract, lift, compile, prepare, cleanup.
"""The eight setup steps of docs/installer.md: check, fonts, extract, lift, compile, prepare, dlss, cleanup.
Extraction runs in this process through tools/extract.py (the package's sibling tools/, which ships with it); lift,
compile and prepare run the bundled Python on recomp/gen.py, tools/build_game.py, tools/make_romfs_patches.py and
tools/prepare_shaders.py, whose output goes to <temp>/logs/<step>-<tool>.log and is read for progress. No Win32 call
here: the host check is a small C program built with the bundled clang (hostcheck.c).
Extraction runs in this process through tools/extract.py (the package's sibling tools/, which ships with it); fonts
runs the vendored extract_shared_fonts.py on the firmware folder; lift, compile and prepare run the bundled Python on
recomp/gen.py, tools/build_game.py, tools/make_romfs_patches.py and tools/prepare_shaders.py, whose output goes to
<temp>/logs/<step>-<tool>.log and is read for progress. No Win32 call here: the host check is a small C program built
with the bundled clang (hostcheck.c).
Install folder: exefs/, romfs/ (romfs.bin, index.json), profile/, totk.exe and its DLLs, romfs-index.bin,
romfs-patches/, totk_xlate.exe, the shader state of totk.exe --prepare-shaders, totk.ini, totk-install.json.
Temp folder (<temp>/<dest name>-<hash>): check/ (ExeFS of both inputs, the host check), gen/ (C), build/ (objects),
logs/ (kept by the cleanup).
Install folder: exefs/, romfs/ (romfs.bin, index.json), profile/, shared-fonts/ (Chinese and Korean text), totk.exe
and its DLLs, nvngx_dlss.dll (with --dlss), romfs-index.bin, romfs-patches/, romfs-patches-xbox/,
romfs-patches-xbox-label/, romfs-patches-pc/, totk_xlate.exe, the
shader state of totk.exe --prepare-shaders, totk.ini, totk-install.json.
Temp folder (<temp>/<dest name>-<hash>): check/ (ExeFS of both inputs, the host check), unpacked/ (the NSP of an NSZ
or XCZ input until the extraction is done), gen/ (C), build/ (objects), logs/. The cleanup keeps gen/, build/ and
logs/: the next run lifts into the same gen/, where recomp/gen.py rewrites only the chunks whose C changed, and Ninja
in build/ recompiles only those. A change of the mods' code cheats then costs the lift (about a minute) and the chunks
it touches, not a full compile.
Install folder build-cache/: cheats.status (tools/cheats.py), exefs.status and exefs.data (tools/exefs_patches.py) and
rebuild.txt, the command that starts this setup in its rebuild mode on the install folder (installer/gui.py --rebuild),
one argument per line; totk.exe runs it at start when an enabled mod has code cheats the build lacks
(runtime/cheats.c).
"""
import hashlib
import http.client
import json
import os
import re
import shutil
import signal
import subprocess
import sys
import threading
import time
import urllib.request
from pathlib import Path
from . import ini
@@ -27,6 +41,7 @@ from .runner import InstallError, Step
sys.path.insert(0, str(Path(__file__).resolve().parent.parent / 'tools'))
import extract # noqa: E402
import ncz # noqa: E402
import shader_list # noqa: E402
from extract_exefs import (common_tickets, container_entries, load_keys, nca_ctr_key, nca_inventory, # noqa: E402
program_nca)
@@ -94,10 +109,36 @@ def kill_tree(proc):
return
if os.name == 'nt':
subprocess.run(['taskkill', '/T', '/F', '/PID', str(proc.pid)], capture_output=True)
else:
return
try: # run_tool starts each tool in a session of its own: the group holds ninja, clang and the game
os.killpg(proc.pid, signal.SIGKILL)
except OSError:
proc.kill()
def linux_glibc():
"""(major, minor) of the C library this Linux process runs on, None elsewhere or when it is not glibc."""
try:
name = os.confstr('CS_GNU_LIBC_VERSION') if sys.platform.startswith('linux') else None
except (ValueError, OSError):
return None
m = re.match(r'glibc (\d+)\.(\d+)', name or '')
return (int(m.group(1)), int(m.group(2))) if m else None
# The bundled clang, lld and the cryptography wheel are built against glibc 2.34 (tools/make_release_linux.py
# GLIBC_FLOOR); on an older one they cannot start
GLIBC_NEEDED = (2, 34)
def linux_kernel():
"""(major, minor) of the running Linux kernel, None elsewhere."""
if not sys.platform.startswith('linux'):
return None
m = re.match(r'(\d+)\.(\d+)', os.uname().release)
return (int(m.group(1)), int(m.group(2))) if m else None
def run_tool(ctx, step, script, args, parse=None, cwd=None):
"""Run a tool script with the bundled Python. Its output goes to <temp>/logs/<step>-<script>.log and, line by line,
to parse(line). Returns (exit code, log path)."""
@@ -109,7 +150,8 @@ def run_tool(ctx, step, script, args, parse=None, cwd=None):
env = dict(os.environ, PYTHONUNBUFFERED='1', PYTHONIOENCODING='utf-8')
with open(log, 'w', encoding='utf-8', newline='\n') as out:
proc = subprocess.Popen(command, stdout=subprocess.PIPE, stderr=subprocess.STDOUT, cwd=cwd or ctx.layout.root,
env=env, text=True, encoding='utf-8', errors='replace', bufsize=1)
env=env, text=True, encoding='utf-8', errors='replace', bufsize=1,
start_new_session=os.name != 'nt')
try:
for line in proc.stdout:
out.write(line)
@@ -138,16 +180,41 @@ def raise_if_damaged(error, name, path):
raise InstallError('check.input_damaged', input=name, path=str(path), detail=str(error)) from None
def game_file(ctx, name):
"""The file the extraction reads for the base or the update: the NSP that Check.unpack made from an NSZ or XCZ,
else the chosen file itself."""
return getattr(ctx, 'unpacked', {}).get(name) or Path(getattr(ctx.options, name))
def game_version(ctx):
"""The update this install is built from: what the check identified, else the recorded one (an install made before
1.4.3 support records none: 1.2.1)."""
return ctx.state.get('version', SUPPORTED[0])
"""The update this install is built from: what the check identified, else the recorded one. An install made before
1.4.3 support records no version, and that install is 1.2.1: name it here rather than leaning on SUPPORTED's order."""
return ctx.state.get('version', '1.2.1')
def expected_update(ctx):
return extract.load_expected()[game_version(ctx)]
# Releases before 0.3.1 recorded the 0x20000 update as 1.1.1 (pull request #220); it is 1.1.0 (#371), with the same
# files, hashes and patch sites under new names.
RENAMED_VERSIONS = {'1.1.1': '1.1.0'}
def migrate_state(ctx):
"""Read a recorded update by its current name. The extraction it recorded stays: its record gets the key of the
renamed expected file, and Extract.current and the full check of output another release kept
(runner.Context.verify_kept) still test the files against the expected hashes."""
old = ctx.state.get('version')
if old not in RENAMED_VERSIONS:
return
ctx.state['version'] = RENAMED_VERSIONS[old]
record = ctx.state['steps'].get('extract')
if record:
record['key'] = Extract().key(ctx)
ctx.reporter.log(f'state: the update recorded as {old} is {ctx.state["version"]}')
def shader_list_text(layout):
if layout.shader_list:
return layout.shader_list.read_text(encoding='utf-8')
@@ -188,28 +255,136 @@ def size_of(paths):
return sum(p.stat().st_size for p in paths if p.is_file())
# The Switch system shared fonts (runtime/ov_system.c): TotK falls back to them for Chinese, Korean and Traditional
# Chinese text. tools/vendor/macnativegames/extract_shared_fonts.py writes these names.
SHARED_FONTS = 'shared-fonts'
SHARED_FONT_FILES = ('0-standard.bfttf', '1-chinese-simplified.bfttf', '2-chinese-simplified-extension.bfttf',
'3-chinese-traditional.bfttf', '4-korean.bfttf', '5-nintendo-extension.bfttf')
FONTS_NEED = 32 << 20 # the six BFTTF files and their manifest
def requested_lang(ctx):
"""The language this run uses: --lang, else the one recorded for the install (Check canonicalizes it)."""
return ini.canonical_language(getattr(ctx.options, 'lang', None) or ctx.state.get('lang'))
def firmware_dir(value):
"""The firmware NCA folder behind a --firmware path: the folder itself, or its registered/ child (the emulators'
layout, Contents/registered)."""
if not value:
return None
path = Path(value)
return path / 'registered' if (path / 'registered').is_dir() else path
def firmware_has_ncas(folder):
"""Whether folder holds firmware NCAs: .nca files, or the hashed directories with a 00 file (registered/)."""
try:
entries = list(Path(folder).iterdir())
except OSError:
return False
return any((e.is_file() and e.suffix.lower() == '.nca') or (e.is_dir() and (e / '00').is_file()) for e in entries)
def firmware_stamp(folder):
"""A cheap identity of the firmware NCAs: names, sizes and mtimes, not their contents (the folder is ~326 MB)."""
try:
entries = sorted(Path(folder).iterdir())
except OSError:
return 'missing'
rows = []
for entry in entries:
if entry.is_dir():
file = entry / '00'
if not file.is_file():
continue
elif not entry.is_file() or entry.suffix.lower() != '.nca':
continue
else:
file = entry
st = file.stat()
rows.append((entry.name, st.st_size, st.st_mtime_ns))
return rows
def shared_fonts_ready(dest):
"""Whether dest/shared-fonts holds a complete set that the game can load."""
folder = Path(dest) / SHARED_FONTS
return (folder / 'manifest.json').is_file() and all((folder / name).is_file() for name in SHARED_FONT_FILES)
# ---- 1. check
UPDATE_TITLE_ID = '0100F2C0115B6800'
def base_misuse(records):
"""Name why a file chosen as the base game holds an update or a combined package, or return None.
The Meta NCA (content type 1) carries the package's own title id: the update's id (...800) for an update NSP, and
several Meta NCAs mean base, update and DLC repacked into one file.
"""
metadata = [r['title_id'] for r, _ in records if r['content_type'] == 1]
if len(metadata) > 1:
return 'check.base_combined'
if UPDATE_TITLE_ID in metadata:
return 'check.base_is_update'
return None
class Check(Step):
id = 'check'
always = True
def key(self, ctx):
# The compile step fingerprints the CPU level, and every key is computed before a step runs: probe the host
# here, once, so both steps see the same answer (the check step itself is always run). A failed probe is
# reported by run(), where the error names this step.
try:
self.host(ctx)
except InstallError:
pass
return ''
def run(self, ctx):
layout, rep, dest = ctx.layout, ctx.reporter, ctx.dest
missing = layout.missing()
missing = layout.missing(getattr(ctx, 'cpu', 'v3'))
if missing:
raise InstallError('check.release_incomplete', paths=missing[:5])
if dest.exists() and not dest.is_dir():
raise InstallError('check.dest_not_folder', path=str(dest))
if ctx.mode == 'install' and dest.is_dir() and any(dest.iterdir()):
own = (ctx.temp, *ctx.temp.parents) # a temp folder inside the install folder (installer/cli.py) is ours
if ctx.mode == 'install' and dest.is_dir() and any(p not in own for p in dest.iterdir()):
raise InstallError('check.dest_not_empty', path=str(dest))
lang = ctx.options.lang or ctx.state.get('lang')
lang = requested_lang(ctx)
if not lang:
raise InstallError('check.lang_missing')
if lang not in ini.LANGUAGES:
raise InstallError('check.lang_unknown', lang=lang, known=', '.join(ini.LANGUAGES))
firmware = firmware_dir(getattr(ctx.options, 'firmware', None))
if firmware is not None:
if not firmware.is_dir():
raise InstallError('check.firmware_missing', path=str(firmware))
if not firmware_has_ncas(firmware):
raise InstallError('check.firmware_empty', path=str(firmware))
if lang in ini.NEED_SHARED_FONTS:
rep.warning('warn.lang_needs_fonts', lang=lang)
if firmware is None:
rep.warning('warn.lang_needs_fonts', lang=lang)
elif not shared_fonts_ready(dest):
keys = getattr(ctx.options, 'keys', None)
if not keys or not Path(keys).is_file():
raise InstallError('check.fonts_keys_needed')
try:
key_values = load_keys(Path(keys))
except (ValueError, OSError, UnicodeDecodeError):
raise InstallError('check.keys_unreadable') from None
if 'header_key' not in key_values:
raise InstallError('check.keys_no_header_key')
if (sys.platform == 'linux' and ctx.will_run('prepare')
and not (os.environ.get('DISPLAY') or os.environ.get('WAYLAND_DISPLAY'))):
# totk --prepare-shaders opens a window and needs a present-capable queue family; without a display it
# fails after lift and compile (~15 min), so stop here
raise InstallError('check.no_display')
ctx.lang = lang
ctx.temp.mkdir(parents=True, exist_ok=True)
@@ -228,10 +403,20 @@ class Check(Step):
return {}
def host(self, ctx):
if getattr(ctx, 'host', None) is not None:
return
layout, work = ctx.layout, ctx.temp / 'check'
glibc = linux_glibc()
if glibc and glibc < GLIBC_NEEDED and not layout.dev:
raise InstallError('check.glibc_old', version='.'.join(map(str, glibc)),
need='.'.join(map(str, GLIBC_NEEDED)))
work.mkdir(parents=True, exist_ok=True)
exe = work / ('hostcheck' + EXE)
command = [str(layout.clang), '-O1', str(HOSTCHECK), '-I', str(layout.deps / 'include'), '-o', str(exe)]
command = [str(layout.clang), '-O1', str(HOSTCHECK), '-o', str(exe)]
if layout.deps:
command += ['-I', str(layout.deps / 'include')]
if layout.sysroot:
command += [f'--sysroot={layout.sysroot}', '-fuse-ld=lld']
if os.name != 'nt':
command.append('-ldl')
r = subprocess.run(command, capture_output=True, text=True, errors='replace')
@@ -244,8 +429,10 @@ class Check(Step):
except ValueError:
raise InstallError('check.host_probe_failed', code=r.returncode) from None
ctx.reporter.log(f'host: {r.stdout.strip()}')
if not host['x86_64_v3']:
raise InstallError('check.cpu_no_avx2')
if not host['x86_64_v2']:
raise InstallError('check.cpu_too_old')
# v3 is the faster build; v2 runs on CPUs without AVX2/FMA (runtime/fma.c supplies the fused multiply-add).
ctx.cpu = 'v3' if host['x86_64_v3'] else 'v2'
if not host['loader']:
raise InstallError('check.vulkan_missing')
devices = host['devices']
@@ -254,6 +441,11 @@ class Check(Step):
if not any(tuple(d['api'][:2]) >= (1, 3) for d in devices):
raise InstallError('check.vulkan_too_old',
devices=', '.join(f'{d["name"]} ({d["api"][0]}.{d["api"][1]})' for d in devices))
kernel = linux_kernel()
if kernel and kernel < (6, 7):
# Without userfaultfd's asynchronous write protection nothing tracks the CPU's writes: the game copies whole
# pools to the GPU at each submit and its texture checks see every page as changed (docs/building.md, Linux)
ctx.reporter.warning('warn.kernel_old', version='.'.join(map(str, kernel)))
ctx.host = host
def inputs(self, ctx):
@@ -271,14 +463,73 @@ class Check(Step):
raise InstallError('check.keys_unreadable') from None
if 'header_key' not in keys:
raise InstallError('check.keys_no_header_key')
self.unpack(ctx)
total = 0
for name, is_update in (('base', False), ('update', True)):
path = Path(getattr(o, name))
path = game_file(ctx, name)
with path.open('rb') as f:
total += self.open_input(f, path, keys, name, is_update)
del keys
return total
def unpack(self, ctx):
"""Unpack an NSZ or XCZ (a game file compressed by the nsz tool) into <temp>/unpacked/<base|update>.nsp with
tools/ncz.py, which checks every NCA against its hash; the extraction then reads that NSP. An earlier run's NSP
of the same file is reused. The extract step removes the folder once it is done."""
o, rep, folder = ctx.options, ctx.reporter, ctx.temp / 'unpacked'
ctx.unpacked = {}
jobs = []
for name in ('base', 'update'):
path = Path(getattr(o, name))
try:
found = ncz.compressed(path)
if found is None:
continue
if name == 'update' and found[0] != 'nsz':
raise InstallError('check.update_not_nsp')
size = ncz.unpacked_size(path)
except ValueError as e:
raise_if_damaged(e, name, path)
raise InstallError('check.not_game_file', input=name) from None
st = path.stat()
jobs.append((name, path, size, f'{path.resolve()}\n{st.st_size}\n{st.st_mtime_ns}\n{size}\n'))
if not jobs:
remove(folder)
return
done = []
for name, path, size, tag in jobs:
target, stamp = folder / f'{name}.nsp', folder / f'{name}.source'
try:
if target.stat().st_size == size and stamp.read_text(encoding='utf-8') == tag:
done.append(name)
ctx.unpacked[name] = target
except OSError:
pass
need = sum(size for name, _, size, _ in jobs if name not in done)
free, _ = free_bytes(folder)
rep.log(f'unpack: {", ".join(name for name, *_ in jobs)}: {need / GiB:.1f} GiB to write, '
f'{free / GiB:.1f} free')
if need > free:
raise InstallError('check.disk_space', path=str(folder), need_gb=round(need / 1e9, 1),
free_gb=round(free / 1e9, 1))
for name, path, size, tag in jobs:
if name in done:
continue
target, stamp = folder / f'{name}.nsp', folder / f'{name}.source'
remove(stamp)
try:
folder.mkdir(parents=True, exist_ok=True)
ncz.unpack(path, target, lambda d, t, n=name: rep.progress('check', 'unpack_' + n, d, t, 'bytes'))
stamp.write_text(tag, encoding='utf-8')
except ncz.DamagedFile as e:
raise InstallError('check.input_damaged', input=name, path=str(e.path), detail=e.detail) from None
except ValueError as e:
raise_if_damaged(e, name, path)
raise InstallError('check.unpack_failed', input=name, detail=str(e)) from None
except OSError as e:
raise InstallError('check.unpack_failed', input=name, detail=str(e)) from None
ctx.unpacked[name] = target
@staticmethod
def open_input(f, path, keys, name, is_update):
try:
@@ -307,6 +558,10 @@ class Check(Step):
except ValueError as e:
if is_update and 'BKTR' in str(e):
raise InstallError('check.update_is_base') from None
if not is_update:
reason = base_misuse(records)
if reason:
raise InstallError(reason) from None
raise InstallError('check.update_not_totk' if is_update else 'check.base_not_totk', detail=str(e)) from None
try:
nca_ctr_key(header, keys, tickets)
@@ -325,6 +580,8 @@ class Check(Step):
romfs = ctx.dest / 'romfs' / 'romfs.bin'
if romfs.is_file(): # a resumed extraction replaces it
dest_need -= romfs.stat().st_size
if ctx.will_run('fonts'):
dest_need += FONTS_NEED
if ctx.will_run('prepare') or ctx.will_run('extract'):
dest_need += DEST_EXTRA
if ctx.will_run('lift') or ctx.will_run('compile'):
@@ -353,9 +610,10 @@ class Check(Step):
out = work / name
remove(out)
try:
extract.extract_exefs(Path(getattr(o, name)), Path(o.keys), out, logs, update=is_update)
extract.extract_exefs(game_file(ctx, name), Path(o.keys), out, logs, update=is_update)
except extract.DamagedFile as e:
raise InstallError('check.input_damaged', input=name, path=str(e.path), detail=e.detail) from None
raise InstallError('check.input_damaged', input=name, path=str(getattr(o, name)),
detail=e.detail) from None
except ValueError:
raise InstallError('check.exefs_failed', input=name, log=str(logs / f'extract_exefs-{name}.log')) \
from None
@@ -376,7 +634,72 @@ class Check(Step):
ctx.state['version'] = found
# ---- 2. extract
# ---- 2. fonts
class Fonts(Step):
"""The Switch system fonts for Chinese, Korean and Traditional Chinese text (tools/extract_fonts.py, which runs the
vendored extract_shared_fonts.py). The firmware folder is optional: without it the setup warns and the game runs
with those glyphs missing. The extraction verifies the firmware NCAs and writes the six BFTTF files the console
puts in shared memory."""
id = 'fonts'
def key(self, ctx):
lang = requested_lang(ctx)
if lang not in ini.NEED_SHARED_FONTS:
return fingerprint('fonts-1', 'not-needed')
firmware = firmware_dir(getattr(ctx.options, 'firmware', None))
if firmware is None:
return fingerprint('fonts-1', 'no-firmware')
return fingerprint('fonts-1', lang, str(firmware), firmware_stamp(firmware))
def current(self, ctx, record):
if requested_lang(ctx) not in ini.NEED_SHARED_FONTS or not getattr(ctx.options, 'firmware', None):
return True
return shared_fonts_ready(ctx.dest)
def verify(self, ctx, record):
# An update run may omit --firmware; the installed set still has to be there for these languages.
if requested_lang(ctx) in ini.NEED_SHARED_FONTS:
return shared_fonts_ready(ctx.dest)
return True
def run(self, ctx):
lang = getattr(ctx, 'lang', None) or requested_lang(ctx)
if lang not in ini.NEED_SHARED_FONTS:
return {}
firmware = firmware_dir(getattr(ctx.options, 'firmware', None))
if firmware is None:
return {} # Check warned: the game runs, some text may not show
keys = getattr(ctx.options, 'keys', None)
if not keys:
raise InstallError('check.fonts_keys_needed')
out = ctx.temp / 'shared-fonts'
remove(out)
ctx.reporter.progress('fonts', 'extract', force=True)
tool = ctx.layout.tools / 'vendor' / 'macnativegames' / 'extract_shared_fonts.py'
code, log = run_tool(ctx, 'fonts', tool, ['--keys', keys, '--firmware', firmware, '--output', out])
if code:
detail = ''
try:
detail = log.read_text(encoding='utf-8', errors='replace').strip().splitlines()[-1][:300]
except (OSError, IndexError):
pass
raise InstallError('fonts.failed', code=code, detail=detail, log=str(log))
missing = [name for name in SHARED_FONT_FILES if not (out / name).is_file()]
if missing or not (out / 'manifest.json').is_file():
raise InstallError('fonts.incomplete', files=', '.join(missing) or 'manifest.json')
ctx.reporter.progress('fonts', 'copy', force=True)
try:
ctx.dest.mkdir(parents=True, exist_ok=True)
remove(ctx.dest / SHARED_FONTS)
shutil.move(str(out), str(ctx.dest / SHARED_FONTS))
except OSError as e:
raise InstallError('fonts.copy_failed', path=str(ctx.dest / SHARED_FONTS), detail=str(e)) from None
return {'files': len(SHARED_FONT_FILES)}
# ---- 3. extract
class Extract(Step):
id = 'extract'
@@ -409,9 +732,9 @@ class Extract(Step):
def run(self, ctx):
o, dest, rep = ctx.options, ctx.dest, ctx.reporter
expected = expected_update(ctx)
base, update, keys = Path(o.base), Path(o.update), Path(o.keys)
keys = Path(o.keys)
inputs = {}
for name, path in (('base', base), ('update', update)):
for name, path in (('base', Path(o.base)), ('update', Path(o.update))):
known = ctx.state['inputs'].get(name, {})
st = path.stat()
if known.get('size') == st.st_size and known.get('mtime_ns') == st.st_mtime_ns and known.get('sha256'):
@@ -421,6 +744,7 @@ class Extract(Step):
inputs[name] = {'name': path.name, 'size': st.st_size, 'mtime_ns': st.st_mtime_ns, 'sha256': digest}
ctx.state['inputs'] = inputs
ctx.save()
base, update = game_file(ctx, 'base'), game_file(ctx, 'update')
dest.mkdir(parents=True, exist_ok=True)
for stale in dest.glob('update-merge-*'): # a killed merge leaves its NCA copies (and key copies) behind
@@ -432,7 +756,7 @@ class Extract(Step):
try:
extract.extract_exefs(update, keys, ctx.temp / 'check' / 'update', ctx.temp / 'logs', update=True)
except extract.DamagedFile as e:
raise InstallError('check.input_damaged', input='update', path=str(e.path), detail=e.detail) from None
raise InstallError('check.input_damaged', input='update', path=str(o.update), detail=e.detail) from None
except ValueError:
raise InstallError('check.exefs_failed', input='update',
log=str(ctx.temp / 'logs' / 'extract_exefs-update.log')) from None
@@ -454,6 +778,7 @@ class Extract(Step):
raise InstallError('extract.romfs_mismatch', version=game_version(ctx), size=report['romfs_size'],
sha256=report['romfs_sha256'][:16])
(dest / 'profile').mkdir(exist_ok=True)
remove(ctx.temp / 'unpacked') # the NSPs unpacked from an NSZ or XCZ (Check.unpack)
st = (romfs / 'romfs.bin').stat()
return {'romfs_size': st.st_size, 'romfs_mtime_ns': st.st_mtime_ns}
@@ -475,7 +800,8 @@ class Extract(Step):
try:
extract.merge_update_romfs(base, update, keys, ctx.layout.hactool, romfs, logs, phase=phase)
except extract.DamagedFile as e:
raise InstallError('check.input_damaged', input='base' if e.path == base else 'update', path=str(e.path),
name = 'base' if e.path == base else 'update'
raise InstallError('check.input_damaged', input=name, path=str(getattr(ctx.options, name)),
detail=e.detail) from None
except ValueError as e:
raise InstallError('extract.romfs_merge_failed', detail=str(e), log=str(logs / 'merge_romfs-'
@@ -484,18 +810,75 @@ class Extract(Step):
watch.stop()
# ---- 3. lift
# ---- 4. lift
EMITTED = re.compile(r'^emitted (\d+)/(\d+) chunks')
DISCOVERED = re.compile(r'^(\w+): \d+ functions \(.*discovery')
CHEAT_PLACES = ('cheats', 'atmosphere/contents/0100F2C0115B6000/cheats', 'contents/0100F2C0115B6000/cheats',
'0100F2C0115B6000/cheats')
def cheat_files(ctx):
"""The Atmosphere cheat files of the mods folder (<dest>/mods/<mod>/cheats/*.txt and the Atmosphere places, as
tools/cheats.py finds them), for the lift key. All of them: the ones the build reads go by the build id of the
installed main, and the keys are computed before Extract runs (runner plan), when a fresh install has no main and an
update may still have another version's."""
mods = ctx.dest / 'mods'
if not mods.is_dir():
return []
return sorted(f for mod in mods.iterdir() if mod.is_dir() for where in CHEAT_PLACES
for f in ((mod / where).glob('*.txt') if (mod / where).is_dir() else ()))
EXEFS_PLACES = ('exefs', 'atmosphere/contents/0100F2C0115B6000/exefs', 'contents/0100F2C0115B6000/exefs',
'0100F2C0115B6000/exefs')
def exefs_files(ctx):
"""The ExeFS patch files of the mods folder (.ips and .pchtxt in each mod's exefs places and its
atmosphere/exefs_patches/<name>/, as tools/exefs_patches.py finds them), for the lift key."""
mods = ctx.dest / 'mods'
if not mods.is_dir():
return []
out = []
for mod in (m for m in mods.iterdir() if m.is_dir()):
folders = [mod / w for w in EXEFS_PLACES if (mod / w).is_dir()]
patches = mod / 'atmosphere' / 'exefs_patches'
folders += [d for d in patches.iterdir() if d.is_dir()] if patches.is_dir() else []
out += [f for d in folders for f in d.iterdir() if f.is_file() and f.suffix.lower() in ('.ips', '.pchtxt')]
return sorted(out)
def exefs_status(ctx):
"""The build's ExeFS patch status file (tools/exefs_patches.py --status), which runtime/mods.c reads."""
return ctx.dest / 'build-cache' / 'exefs.status'
def exefs_data(ctx):
"""The data writes of the mods' ExeFS patch files (tools/exefs_patches.py --data), which runtime/mods.c stores into
main before the game runs."""
return ctx.dest / 'build-cache' / 'exefs.data'
def cheats_status(ctx):
"""The build's cheat status file (tools/cheats.py --status), which runtime/cheats.c reads: in build-cache, not in a
mod's own cheats folder, which the player (or TKMM's merge) may empty."""
return ctx.dest / 'build-cache' / 'cheats.status'
class Lift(Step):
id = 'lift'
transient = True
def key(self, ctx):
return fingerprint('lift-1', ctx.keys['extract'], ctx.layout.recomp, ctx.layout.patches(game_version(ctx)))
# fingerprint takes a file's name and content only; the paths under mods/ go in too, because tools/cheats.py
# and tools/exefs_patches.py name each patch set after its mod folder, so a renamed folder needs a lift
files = cheat_files(ctx) + exefs_files(ctx)
return fingerprint('lift-5', ctx.keys['extract'], ctx.layout.recomp, ctx.layout.patches(game_version(ctx)),
ctx.layout.tools / 'cheats.py', ctx.layout.tools / 'exefs_patches.py', *files,
*(f.relative_to(ctx.dest / 'mods').as_posix() for f in files))
def current(self, ctx, record):
gen = ctx.temp / 'gen'
@@ -503,8 +886,10 @@ class Lift(Step):
return (gen / 'layout.json').is_file() and stamp.is_file() and stamp.read_text().strip() == ctx.keys['lift']
def run(self, ctx):
# gen/ of the last run stays: gen.py rewrites only the chunks whose C changed (and removes the ones a smaller
# partition no longer has), so Ninja recompiles only those
layout, rep, gen = ctx.layout, ctx.reporter, ctx.temp / 'gen'
remove(gen)
(gen / STAMP).unlink(missing_ok=True)
rep.progress('lift', 'discover', force=True)
def parse(line):
@@ -512,28 +897,81 @@ class Lift(Step):
if m:
rep.progress('lift', 'emit', int(m.group(1)), int(m.group(2)), 'chunks')
code, log = run_tool(ctx, 'lift', layout.recomp / 'gen.py',
['--exefs', ctx.dest / 'exefs', '--out', gen, '--patches', layout.patches(game_version(ctx))], parse)
# The code cheats of the mods' cheat files and the mods' ExeFS patch files become patch sets and data writes
# (tools/cheats.py, tools/exefs_patches.py); their status files tell the runtime what the build has. Both are
# the player's downloads, so files the tools refuse cost those cheats or patches, not the install: the game is
# built without them and the setup warns.
plain = layout.patches(game_version(ctx))
# (tool, patch file it writes, its outputs for the runtime: the status first, then the data file, the files it
# reads, the warning when it fails)
stages = [('cheats.py', 'patches-cheats.txt', [cheats_status(ctx)], cheat_files(ctx), 'warn.cheats_skipped'),
('exefs_patches.py', 'patches-exefs.txt', [exefs_status(ctx), exefs_data(ctx)], exefs_files(ctx),
'warn.exefs_skipped')]
patches, skipped = plain, {}
def drop(outputs): # no status: the runtime treats every such file as not built
for f in outputs:
f.unlink(missing_ok=True)
for tool, out, outputs, inputs, warn in stages:
drop(outputs)
if not inputs:
continue
code, log = run_tool(ctx, 'lift', layout.tools / tool,
['--exefs', ctx.dest / 'exefs', '--mods', ctx.dest / 'mods', '--patches', patches,
'--out', ctx.temp / out, '--status', outputs[0],
*(['--data', outputs[1]] if len(outputs) > 1 else [])])
if code:
drop(outputs)
skipped[warn] = log
else:
patches = ctx.temp / out
args = ['--exefs', ctx.dest / 'exefs', '--out', gen]
code, log = run_tool(ctx, 'lift', layout.recomp / 'gen.py', args + ['--patches', patches], parse)
if code and patches != plain:
for tool, out, outputs, inputs, warn in stages:
if inputs and warn not in skipped:
drop(outputs)
skipped[warn] = log
code, log = run_tool(ctx, 'lift', layout.recomp / 'gen.py', args + ['--patches', plain], parse)
if code:
raise InstallError('lift.failed', code=code, log=str(log))
# The mods' data writes must stay off the bytes the lifted code reads as constants (its jump tables), which only
# the lift knows: gen.py lists them in folded.txt, and a file that writes them becomes unsupported
if exefs_data(ctx).is_file():
code, log = run_tool(ctx, 'lift', layout.tools / 'exefs_patches.py',
['--exefs', ctx.dest / 'exefs', '--status', exefs_status(ctx), '--data',
exefs_data(ctx), '--folded', gen / 'main' / 'folded.txt'])
if code:
drop([exefs_status(ctx), exefs_data(ctx)])
skipped.setdefault('warn.exefs_skipped', log)
for warn, log in skipped.items():
rep.warning(warn, log=str(log))
(gen / STAMP).write_text(ctx.keys['lift'] + '\n')
return {}
# ---- 4. compile
# ---- 5. compile
NINJA_LINE = re.compile(r'^\[(\d+)/(\d+)\] ')
def runtime_key(ctx):
"""Fingerprint of what totk.exe is built from besides the lifted code: the runtime, the toolchain and the build
tools. Shader preparation depends on these, not on the code cheats a lift adds."""
layout, cpu = ctx.layout, getattr(ctx, 'cpu', 'v3')
clang = subprocess.run([str(layout.clang), '--version'], capture_output=True, text=True).stdout
tools = [layout.tools / n for n in ('build_game.py', 'romfs_index.py', 'check_content.py', 'check_isa.py')]
return fingerprint('runtime-1', cpu, layout.runtime_lib_for(cpu), layout.runtime, layout.deps or 'system',
layout.sysroot or 'host', *tools, clang, *[d.name for d in layout.dlls])
class Compile(Step):
id = 'compile'
def key(self, ctx):
layout = ctx.layout
clang = subprocess.run([str(layout.clang), '--version'], capture_output=True, text=True).stdout
tools = [layout.tools / n for n in ('build_game.py', 'romfs_index.py', 'check_content.py')]
return fingerprint('compile-1', ctx.keys['lift'], layout.runtime, layout.runtime_lib, layout.deps, *tools,
clang, *[d.name for d in layout.dlls])
return fingerprint('compile-3', ctx.keys['lift'], runtime_key(ctx),
ctx.layout.pgo(game_version(ctx)) or 'no profile')
def current(self, ctx, record):
exe = ctx.dest / ('totk' + EXE)
@@ -557,9 +995,14 @@ class Compile(Step):
rep.progress('compile', 'link', force=True)
rep.progress('compile', 'compile', force=True)
cpu = getattr(ctx, 'cpu', 'v3')
lib = layout.runtime_lib_for(cpu)
pgo = layout.pgo(game_version(ctx))
code, log = run_tool(ctx, 'compile', layout.tools / 'build_game.py', [
'--gen', ctx.temp / 'gen', '--out', build, '--toolchain', layout.llvm, '--deps', layout.deps,
'--runtime', layout.runtime, '--runtime-lib', layout.runtime_lib, '--ninja', layout.ninja,
'--gen', ctx.temp / 'gen', '--out', build, '--toolchain', layout.llvm, '--cpu', cpu,
*(['--deps', layout.deps] if layout.deps else []), *(['--sysroot', layout.sysroot] if layout.sysroot else []),
'--runtime', layout.runtime, *(['--runtime-lib', lib] if lib else ()), *(['--pgo', pgo] if pgo else ()),
'--ninja', layout.ninja,
'--version', version_tag(game_version(ctx)), '--expected', layout.expected(game_version(ctx)),
'--exefs', dest / 'exefs', '--romfs', dest / 'romfs',
'--profile', dest / 'profile'], parse)
@@ -573,12 +1016,23 @@ class Compile(Step):
replace_file(build / 'romfs-index.bin', dest / 'romfs-index.bin')
for dll in layout.dlls:
replace_file(dll, dest / dll.name)
return {'exe_sha256': file_sha256(dest / exe.name)}
return {'exe_sha256': file_sha256(dest / exe.name), 'cpu': cpu}
# ---- 5. prepare
# ---- 6. prepare
TRANSLATED = re.compile(r'gfx_shader: prepare: (\d+) of (\d+) pairs')
# runtime/vk_pipeline.c lb_warm_prepared: variants the driver crashed on in an earlier run (tools/prepare_shaders.py
# runs the driver step again after such a crash)
SKIPPED = re.compile(r'prepare-shaders: (\d+) variants skipped: the graphics driver crashed')
# The game resolutions of another shape than 16:9 that runtime/ui/menu.cpp row_output_res lists: 21:9 and 32:9 monitors,
# 16:10 screens (the Steam Deck's 1280x800, handhelds and laptops) and 3:2 screens (Surface and Framework laptops and
# tablets)
ASPECT_SIZES = ('2560x1080', '3440x1440', '3840x1600', '5120x2160', '3840x1080', '5120x1440',
'1280x800', '1680x1050', '1920x1200', '2560x1600',
'1920x1280', '2160x1440', '2256x1504', '2880x1920', '3000x2000')
class Prepare(Step):
@@ -587,8 +1041,11 @@ class Prepare(Step):
def key(self, ctx):
layout = ctx.layout
xlate_id = layout.xlate.with_suffix('.id')
tools = [layout.tools / n for n in ('prepare_shaders.py', 'shader_census.py', 'make_romfs_patches.py')]
return fingerprint('prepare-1', ctx.keys['compile'], layout.xlate, xlate_id, shader_list_text(layout), *tools)
tools = [layout.tools / n for n in ('prepare_shaders.py', 'shader_census.py', 'make_romfs_patches.py',
'pack_shader_cache.py', 'ultrawide_layout.py', 'button_icons.py')]
# not the compile key: a rebuild for the mods' code cheats keeps the prepared shaders
return fingerprint('prepare-2', ctx.keys['extract'], runtime_key(ctx), layout.xlate, xlate_id,
shader_list_text(layout), *tools)
def current(self, ctx, record):
dest = ctx.dest
@@ -603,10 +1060,18 @@ class Prepare(Step):
# Another translator: its cache keys differ, so the old translations would only take space.
for name in ('shader-cache', 'shader-prepared.bin'):
remove(dest / name)
replace_file(layout.xlate, xlate)
# totk.exe starts totk_xlate.exe as a child while it prepares shaders; a preparation that was stopped from
# outside leaves that child holding this file, and Windows then refuses to replace it (issue #174).
try:
replace_file(layout.xlate, xlate)
except PermissionError:
raise InstallError('prepare.xlate_in_use', path=str(xlate)) from None
xlate_id = layout.xlate.with_suffix('.id')
if xlate_id.is_file():
replace_file(xlate_id, xlate.with_suffix('.id'))
try:
replace_file(xlate_id, xlate.with_suffix('.id'))
except PermissionError:
raise InstallError('prepare.xlate_in_use', path=str(xlate.with_suffix('.id'))) from None
else:
remove(xlate.with_suffix('.id'))
@@ -617,16 +1082,48 @@ class Prepare(Step):
dest / 'romfs-patches'])
if code:
raise InstallError('prepare.romfs_patches_failed', code=code, log=str(log))
# The same overlay with the UI laid out for each game resolution of another shape the settings menu offers
# (runtime/romfs.c overlay_init picks the one that matches; the camera's side is the patch set aspect,
# recomp/patches-v<ver>.txt).
for size in ASPECT_SIZES:
remove(dest / f'romfs-patches-{size}')
code, log = run_tool(ctx, 'prepare', layout.tools / 'make_romfs_patches.py',
['--version', version_tag(game_version(ctx)), '--romfs', dest / 'romfs', '--out',
dest / f'romfs-patches-{size}', '--aspect', size])
if code:
raise InstallError('prepare.romfs_patches_failed', code=code, log=str(log))
# The same with Xbox button icons in the prompts, for prompts = xbox (make_romfs_patches.py --prompts):
# romfs-patches-xbox for the Nintendo pad layout, romfs-patches-xbox-label for xbox and auto (runtime/input_map.c
# input_prompts_folder). Both are written on every install, so the menu choices work without another run of
# the setup. Optional: when one fails, the game keeps the Switch prompts with that layout and the menu says the
# files are missing, so the setup warns once and goes on. romfs-patches-pc likewise, with keyboard and mouse
# prompts for prompts = pc (16:9 only: another shape takes make_romfs_patches.py --prompts pc --aspect).
failed = None
for style in ('xbox', 'xbox-label', 'pc'):
out = dest / f'romfs-patches-{style}'
remove(out)
code, log = run_tool(ctx, f'prepare-{style}', layout.tools / 'make_romfs_patches.py',
['--version', version_tag(game_version(ctx)), '--romfs', dest / 'romfs', '--out', out,
'--prompts', style])
if code:
remove(out)
failed = failed or (code, log)
if failed:
rep.warning('warn.xbox_prompts_failed', code=failed[0], log=str(failed[1]))
shader_list = layout.shader_list
if not shader_list:
shader_list = ctx.temp / 'shader_list.tsv'
shader_list.write_text(shader_list_text(layout), encoding='utf-8', newline='\n')
skipped = [0]
def parse(line):
m = TRANSLATED.search(line)
if m:
rep.progress('prepare', 'translate', int(m.group(1)), int(m.group(2)), 'shaders')
elif SKIPPED.search(line):
skipped[0] = int(SKIPPED.search(line).group(1))
elif 'listed variants' in line:
rep.progress('prepare', 'translate', force=True)
elif 'gfx_shader: prepare:' in line and 'translated' in line and 'programs' in line:
@@ -638,10 +1135,93 @@ class Prepare(Step):
dest / 'exefs', '--list', shader_list], parse)
if code or not (dest / 'shader-prepared.bin').is_file():
raise InstallError('prepare.shaders_failed', code=code, log=str(log))
if skipped[0]:
rep.warning('warn.shaders_skipped', count=skipped[0], log=str(log))
# One shader-cache.pack instead of four files per shader (~117,000): totk.exe reads the pack first.
rep.progress('prepare', 'pack', force=True)
code, log = run_tool(ctx, 'prepare', layout.tools / 'pack_shader_cache.py', [dest / 'shader-cache'])
if code:
raise InstallError('prepare.pack_failed', code=code, log=str(log))
return {'xlate_sha256': file_sha256(xlate)}
# ---- 6. clean up
# ---- 7. NVIDIA DLSS
# NVIDIA's DLSS library, which NGX loads from the folder of totk.exe (runtime/vk_dlaa.c). The setup does not ship it:
# with --dlss it downloads NVIDIA's own copy from the DLSS SDK repository (NVIDIA RTX SDK license) at a pinned tag and
# checks its hash. The game runs without it; dlaa and the DLSS modes then do nothing.
DLSS_DLL = 'nvngx_dlss.dll'
DLSS_VERSION = '310.9.1'
DLSS_URL = f'https://raw.githubusercontent.com/NVIDIA/DLSS/v{DLSS_VERSION}/lib/Windows_x86_64/rel/{DLSS_DLL}'
DLSS_SIZE = 58956912
DLSS_SHA256 = '3975567b8943c53acce397f2b72380092f84f162d00b0d2c7d08a1025c563983'
DLSS_LICENSE = 'https://github.com/NVIDIA/DLSS/blob/main/LICENSE.txt'
def nvidia_rtx(host):
"""An NVIDIA RTX GPU among the host check's Vulkan devices: the GPUs DLSS runs on."""
return any('NVIDIA' in d['name'].upper() and 'RTX' in d['name'].upper() for d in (host or {}).get('devices', []))
class Dlss(Step):
"""With --dlss on Windows and an NVIDIA RTX GPU: nvngx_dlss.dll next to totk.exe. A DLSS library the player put
there (another version) is kept. A failed download warns and is tried again on the next run; the game runs
without it."""
id = 'dlss'
def key(self, ctx):
if not getattr(ctx.options, 'dlss', False):
return fingerprint('dlss-1', 'off')
return fingerprint('dlss-1', DLSS_VERSION, DLSS_SHA256)
def current(self, ctx, record):
if record.get('failed'):
return False
return not record.get('installed') or (ctx.dest / DLSS_DLL).is_file()
def run(self, ctx):
if not getattr(ctx.options, 'dlss', False):
return {}
if os.name != 'nt':
return {'skipped': 'not_windows'}
if not nvidia_rtx(getattr(ctx, 'host', None)):
# The box is ticked by default, so most players without an RTX GPU never chose it: a log line, no warning
ctx.reporter.log('dlss: no NVIDIA RTX GPU among the Vulkan devices, nothing downloaded')
return {'skipped': 'no_rtx'}
rep, target = ctx.reporter, ctx.dest / DLSS_DLL
if target.is_file():
if file_sha256(target) == DLSS_SHA256:
return {'installed': DLSS_VERSION}
rep.warning('warn.dlss_kept', path=str(target))
return {'kept': True}
part = ctx.temp / (DLSS_DLL + '.part')
rep.progress('dlss', 'download', 0, DLSS_SIZE, 'bytes', force=True)
rep.log(f'dlss: {DLSS_URL} (license {DLSS_LICENSE})')
try:
part.parent.mkdir(parents=True, exist_ok=True)
h, done = hashlib.sha256(), 0
with urllib.request.urlopen(DLSS_URL, timeout=60) as r, open(part, 'wb') as f:
while block := r.read(1 << 20):
f.write(block)
h.update(block)
done += len(block)
rep.progress('dlss', 'download', min(done, DLSS_SIZE), DLSS_SIZE, 'bytes')
if done != DLSS_SIZE or h.hexdigest() != DLSS_SHA256:
raise OSError(f'{done} bytes, SHA-256 {h.hexdigest()[:16]}, not the expected file')
replace_file(part, target)
remove(part)
# urllib's errors, timeouts and a bad file; a connection cut mid-file raises http.client.IncompleteRead,
# which is not an OSError
except (OSError, http.client.HTTPException) as e:
remove(part)
rep.warning('warn.dlss_download_failed', url=DLSS_URL, detail=str(e)[:300])
return {'failed': True}
return {'installed': DLSS_VERSION}
# ---- 8. clean up
class Cleanup(Step):
id = 'cleanup'
@@ -659,10 +1239,54 @@ class Cleanup(Step):
rep.progress('cleanup', 'temp', force=True)
for stale in dest.glob('update-merge-*'):
remove(stale)
for name in ('gen', 'build', 'check', 'shader_list.tsv'):
for name in ('check', 'unpacked', 'shader_list.tsv', 'shared-fonts'): # gen/ and build/ stay for the next rebuild
remove(ctx.temp / name)
romfs_problem(dest / 'romfs', expected_update(ctx))
write_rebuild_command(ctx)
return {}
# Puts the release folder (the argument after -c) on sys.path and runs installer.gui with the rest. `-m installer.gui`
# finds the package only through the release Python's ._pth: the Linux release's Python and the dev-mode embeddable one
# lack that entry, and totk.exe starts the command in the install folder.
REBUILD_BOOT = ('import runpy, sys; sys.path.insert(0, sys.argv.pop(1)); '
"runpy.run_module('installer.gui', run_name='__main__', alter_sys=True)")
def rebuild_command(ctx):
"""The command that starts the setup window in its rebuild mode on this install folder (installer/gui.py
--rebuild): pythonw beside the setup's Python on Windows, so no console opens. In a repository that is the Python
running this setup: the tools' embeddable Python there has no tkinter."""
layout = ctx.layout
python = Path(sys.executable) if layout.dev else layout.python
if os.name == 'nt' and python.with_name('pythonw.exe').is_file():
python = python.with_name('pythonw.exe')
return [str(python), '-c', REBUILD_BOOT, str(layout.root), '--root', str(layout.root), '--rebuild', str(ctx.dest)]
def write_rebuild_command(ctx):
"""build-cache/rebuild.txt in the install folder: rebuild_command, one argument per line, for totk.exe."""
cache = ctx.dest / 'build-cache'
cache.mkdir(exist_ok=True)
tmp = cache / 'rebuild.txt.tmp'
tmp.write_text('\n'.join(rebuild_command(ctx)) + '\n', encoding='utf-8', newline='\n')
os.replace(tmp, cache / 'rebuild.txt')
def romfs_problem(romfs, expected):
"""Raise cleanup.romfs_unreadable unless romfs/ still holds the verified image. The game opens romfs.bin at start;
an install whose romfs/ went empty and unreadable after the extraction verified it (a folder Windows was still
deleting, #107) reported success and the game stopped at its first file read."""
try:
ok = extract.romfs_verified(romfs, expected) and (romfs / 'romfs.bin').stat().st_size == expected['romfs']['size']
if ok:
with open(romfs / 'romfs.bin', 'rb') as f:
f.read(1)
except (OSError, ValueError):
ok = False
if not ok:
raise InstallError('cleanup.romfs_unreadable', path=str(romfs))
def all_steps():
return [Check(), Extract(), Lift(), Compile(), Prepare(), Cleanup()]
return [Check(), Fonts(), Extract(), Lift(), Compile(), Prepare(), Dlss(), Cleanup()]
+53 -18
View File
@@ -1,16 +1,22 @@
{
"step.check": "Checking the computer and the game files",
"step.fonts": "Extracting the system fonts",
"step.extract": "Extracting the game",
"step.lift": "Translating the game code to C",
"step.compile": "Compiling totk.exe",
"step.compile": "Compiling {game_exe}",
"step.prepare": "Preparing the shaders",
"step.dlss": "Downloading NVIDIA DLSS",
"step.cleanup": "Cleaning up",
"phase.check.host": "Checking the processor and the graphics card",
"phase.check.verify": "Checking the files already installed",
"phase.check.verify_romfs": "Checking the installed game data",
"phase.check.inputs": "Opening the game files with the keys",
"phase.check.unpack_base": "Unpacking the compressed base game",
"phase.check.unpack_update": "Unpacking the compressed update",
"phase.check.versions": "Checking the game versions",
"phase.fonts.extract": "Extracting the shared fonts from the firmware",
"phase.fonts.copy": "Copying the shared fonts into the install folder",
"phase.extract.hash_base": "Computing the checksum of the base game",
"phase.extract.hash_update": "Computing the checksum of the update",
"phase.extract.exefs": "Extracting the game code",
@@ -21,11 +27,13 @@
"phase.lift.discover": "Finding the functions",
"phase.lift.emit": "Writing C code",
"phase.compile.compile": "Compiling",
"phase.compile.link": "Linking totk.exe",
"phase.compile.link": "Linking {game_exe}",
"phase.prepare.romfs_patches": "Writing the 60 fps game data patches",
"phase.prepare.seed": "Reading the shaders from the game data",
"phase.prepare.translate": "Translating the shaders",
"phase.prepare.libraries": "Building the shaders for the graphics driver",
"phase.prepare.pack": "Packing the shader cache into one file",
"phase.dlss.download": "Downloading nvngx_dlss.dll from NVIDIA's DLSS SDK",
"phase.cleanup.ini": "Writing totk.ini",
"phase.cleanup.temp": "Removing temporary files",
@@ -41,62 +49,90 @@
"check.lang_missing": "Choose the game language.",
"check.lang_unknown": "Unknown language '{lang}'. Known: {known}.",
"check.toolchain_broken": "The bundled compiler does not work: {detail}",
"check.glibc_old": "This system's C library is glibc {version}; the setup's compiler needs {need} or later (Ubuntu 22.04, Debian 12, Fedora 35, SteamOS 3 and newer have it). Updating the system fixes this.",
"check.host_probe_failed": "The computer check did not run (exit code {code}).",
"check.cpu_no_avx2": "This processor lacks AVX2 (x86-64-v3), which the game needs. Intel Haswell (2013) or AMD Excavator / Zen and newer have it.",
"check.cpu_too_old": "This processor lacks x86-64-v2 (SSE4.2, POPCNT and CMPXCHG16B), the oldest level the game is built for. Intel Nehalem (2008) or AMD Bulldozer (2011) and newer have it.",
"check.vulkan_missing": "No Vulkan driver is installed. Install the latest driver for your graphics card.",
"check.vulkan_no_device": "Vulkan finds no graphics card. Install the latest driver for your graphics card.",
"check.vulkan_too_old": "The game needs a graphics card with Vulkan 1.3; found: {devices}. Update the graphics driver.",
"check.inputs_needed": "The game files are needed: choose the base game, the 1.2.1 or 1.4.3 update and prod.keys.",
"check.no_display": "Preparing the shaders needs a display. Run the setup from the desktop session, or export DISPLAY=:0 (on a Steam Deck in Game Mode also XDG_RUNTIME_DIR=/run/user/1000).",
"check.inputs_needed": "The game files are needed: choose the base game, the 1.1.0 or 1.2.1 or 1.4.3 update and prod.keys.",
"check.input_missing": "File not found ({input}): {path}",
"check.keys_unreadable": "The keys file cannot be read. Choose a prod.keys file.",
"check.keys_no_header_key": "The keys file has no header_key. Dump prod.keys from your console again.",
"check.keys_wrong": "The keys cannot open the {input} file. Use the prod.keys of your console.",
"check.keys_too_old": "The keys file is too old for the {input} file (needs key generation {generation}). Dump prod.keys from a console with newer firmware.",
"check.not_game_file": "The {input} file is not an XCI or NSP game file.",
"check.not_game_file": "The {input} file is not an XCI, NSP, XCZ or NSZ game file.",
"check.file_unreadable": "The {input} file cannot be read: {detail}",
"check.unpack_failed": "The compressed {input} file could not be unpacked: {detail}",
"check.ticket_personalized": "The {input} file carries a personalized ticket; a common ticket is needed.",
"check.ticket_missing": "The {input} file lacks the ticket its content needs.",
"check.base_not_totk": "The base game file is not The Legend of Zelda: Tears of the Kingdom ({detail}).",
"check.update_not_nsp": "The update must be an NSP file.",
"check.update_is_base": "The update file holds a base game. Choose the 1.2.1 or 1.4.3 update NSP.",
"check.base_is_update": "The base game file is an update. Choose the base game NSP or XCI (version 1.0.0) here and this file as the update.",
"check.base_combined": "The base game file holds several packages (base game, update or DLC in one file). Choose a base game dump that contains only the game.",
"check.update_not_nsp": "The update must be an NSP or NSZ file.",
"check.update_is_base": "The update file holds a base game. Choose the 1.1.0 or 1.2.1 or 1.4.3 update NSP.",
"check.update_not_totk": "The update file is not a Tears of the Kingdom update ({detail}).",
"check.exefs_failed": "The game code of the {input} file failed its checks; see {log}.",
"check.input_damaged": "The {input} file is damaged or incomplete: {path} ({detail}). Copy that file again from its source, or dump it again, then run the setup again.",
"check.base_wrong_version": "The base game is not version 1.0.0 ({modules} differ).",
"check.update_wrong_version": "The update is version {found}; this release takes {wanted}.",
"check.disk_space": "Not enough free space for {path}: {need_gb} GB needed, {free_gb} GB free.",
"check.firmware_missing": "The firmware folder {path} does not exist. Choose the firmware's Contents/registered folder.",
"check.firmware_empty": "The firmware folder {path} holds no NCA files. Choose the firmware's Contents/registered folder.",
"check.fonts_keys_needed": "The shared fonts for this language are not installed yet; choose prod.keys so the setup can extract them from the firmware.",
"extract.exefs_mismatch": "The extracted game code does not match version {version} ({modules}).",
"extract.romfs_merge_failed": "Applying the update to the game data failed: {detail}. Details: {log}",
"extract.romfs_mismatch": "The extracted game data does not match version {version} (size {size}, checksum {sha256}...).",
"fonts.failed": "Extracting the shared fonts failed (exit code {code}): {detail}. Details: {log}",
"fonts.incomplete": "The shared font extraction did not write every file ({files}).",
"fonts.copy_failed": "The shared fonts cannot be copied into {path}: {detail}",
"lift.failed": "Translating the game code failed (exit code {code}). Details: {log}",
"compile.failed": "Compiling totk.exe failed (exit code {code}). Details: {log}",
"compile.failed": "Compiling {game_exe} failed (exit code {code}). Details: {log}",
"compile.exe_in_use": "{path} is in use. Close the game and run the installer again.",
"prepare.xlate_in_use": "{path} is in use. Close the game, end any totk_xlate process left from an earlier run, then run the installer again.",
"prepare.shader_list_missing": "The shader list is missing.",
"prepare.romfs_patches_failed": "Writing the game data patches failed (exit code {code}). Details: {log}",
"prepare.shaders_failed": "Preparing the shaders failed (exit code {code}). Details: {log}",
"cleanup.romfs_unreadable": "The game data in {path} is missing or cannot be read after the install. Restart Windows, then run the installer again on the same folder: it extracts the game data again and keeps the rest.",
"prepare.pack_failed": "Packing the shader cache failed (exit code {code}). Details: {log}",
"cleanup.ini_failed": "totk.ini cannot be written: {detail}",
"warn.lang_needs_fonts": "Text in {lang} needs the Switch system fonts, which the installer does not extract; some text may not show.",
"warn.lang_needs_fonts": "Text in {lang} needs the Switch system fonts, and none were given. The game will not start in this language until they are added. Choose the firmware folder (Contents/registered), or see \"Switch system fonts\" in docs/installer.md.",
"warn.npdm_differs": "main.npdm differs from the reference {version} dump; only the code modules are used.",
"warn.cheats_skipped": "The cheats of the mods folder that change the game's code could not be built; the game installs without them. Details: {log}",
"warn.exefs_skipped": "The mods' ExeFS patches (.ips, .pchtxt) could not be built; the game installs without them. Details: {log}",
"warn.xbox_prompts_failed": "The Xbox or PC button prompts could not be prepared (exit code {code}); the game keeps the Switch prompts. Details: {log}",
"warn.shaders_skipped": "The graphics driver crashed while building some shaders, so {count} were left out of the preparation. The game builds them when it first needs them, and the driver may crash there too; a driver update may fix it. Details: {log}",
"warn.kernel_old": "Linux {version} lacks the write tracking the game relies on (6.7 or later); the game may run very slowly. Updating the system fixes this.",
"warn.dlss_kept": "A DLSS library is already in the install folder ({path}); the setup keeps it.",
"warn.dlss_download_failed": "NVIDIA DLSS could not be downloaded from {url}: {detail}. The game runs without it; the next setup run tries again.",
"ui.title": "TotK Setup",
"ui.rebuild_title": "Rebuilding the game for your mods",
"ui.start_game": "Start the game",
"ui.version": "version {version}",
"ui.intro": "Builds a playable Tears of the Kingdom folder from your own game files. This takes a while and runs once.",
"ui.notice": "The folder this setup builds contains the game. It is for your own use only; do not share or upload it.",
"ui.keys_private": "The keys file is read in place. Its contents are never shown, copied or stored.",
"ui.base": "Base game (NSP or XCI)",
"ui.update": "Update 1.2.1 or 1.4.3 (NSP)",
"ui.base": "Base game (NSP, XCI, NSZ or XCZ)",
"ui.update": "Update 1.1.0 or 1.2.1 or 1.4.3 (NSP or NSZ)",
"ui.keys": "prod.keys",
"ui.firmware": "Firmware folder (optional)",
"ui.game_language": "Game language",
"ui.dest": "Install folder",
"ui.browse": "Browse...",
"ui.pick_game": "Choose the base game file",
"ui.pick_update": "Choose the 1.2.1 or 1.4.3 update file",
"ui.pick_update": "Choose the 1.1.0 or 1.2.1 or 1.4.3 update file",
"ui.pick_keys": "Choose prod.keys",
"ui.pick_firmware": "Choose the Switch firmware folder (Contents/registered)",
"ui.pick_dest": "Choose the install folder",
"ui.type_game": "Game files (NSP, XCI)",
"ui.type_nsp": "NSP files",
"ui.firmware_help": "For Chinese, Korean and Traditional Chinese text: the firmware's Contents/registered folder, for example from Ryujinx or Yuzu. The setup copies the Switch system fonts from it into the install folder.",
"ui.dlss": "Download NVIDIA DLSS (nvngx_dlss.dll) for NVIDIA RTX graphics cards",
"ui.dlss_help": "From NVIDIA's DLSS SDK on GitHub, under NVIDIA's RTX SDK license (github.com/NVIDIA/DLSS). It makes the dlaa and DLSS settings work; without it they do nothing.",
"ui.compressed_help": "Compressed NSZ and XCZ files work as they are: the setup unpacks them by itself (until the game data is extracted, that needs as much free space as the unpacked files take).",
"ui.type_game": "Game files (NSP, XCI, NSZ, XCZ)",
"ui.type_keys": "Key files (*.keys)",
"ui.type_all": "All files",
"ui.start": "Start",
@@ -110,12 +146,13 @@
"ui.update_mode": "This folder holds an earlier installation. The setup continues or updates it; the game files are asked for only if they are needed again.",
"ui.need_dest": "Choose the install folder.",
"ui.need_base": "Choose the base game file.",
"ui.need_update": "Choose the 1.2.1 or 1.4.3 update file.",
"ui.need_update": "Choose the 1.1.0 or 1.2.1 or 1.4.3 update file.",
"ui.need_keys": "Choose the prod.keys file.",
"ui.need_lang": "Choose the game language.",
"ui.missing_base": "The base game file does not exist.",
"ui.missing_update": "The update file does not exist.",
"ui.missing_keys": "The keys file does not exist.",
"ui.missing_firmware": "The firmware folder does not exist.",
"ui.running_install": "Installing",
"ui.running_resume": "Continuing the earlier setup",
"ui.running_update": "Updating the installation",
@@ -132,7 +169,7 @@
"ui.result_ok": "The game is ready",
"ui.result_failed": "The setup failed",
"ui.result_cancelled": "The setup was cancelled",
"ui.done_text": "Start totk.exe from {dest}. The setup program and the game files you chose are no longer needed.",
"ui.done_text": "Start {game_exe} from {dest}. The setup program and the game files you chose are no longer needed.",
"ui.cancelled_text": "The finished steps are kept. Start the setup again with the same folder to continue.",
"ui.log_file": "Log file: {path}",
"ui.process_died": "The setup stopped unexpectedly (exit code {code}).",
@@ -166,8 +203,6 @@
"lang.pt-BR": "Portuguese (Brazil)",
"lang.ru": "Russian",
"lang.ko": "Korean",
"lang.zh-CN": "Chinese (Simplified, China)",
"lang.zh-TW": "Chinese (Traditional, Taiwan)",
"lang.zh-Hans": "Chinese (Simplified)",
"lang.zh-Hant": "Chinese (Traditional)"
}
+208
View File
@@ -0,0 +1,208 @@
{
"step.check": "Verificando o computador e os arquivos do jogo",
"step.fonts": "Extraindo as fontes do sistema",
"step.extract": "Extraindo o jogo",
"step.lift": "Traduzindo o código do jogo para C",
"step.compile": "Compilando o {game_exe}",
"step.prepare": "Preparando os shaders",
"step.dlss": "Baixando o NVIDIA DLSS",
"step.cleanup": "Finalizando",
"phase.check.host": "Verificando o processador e a placa de vídeo",
"phase.check.verify": "Verificando os arquivos já instalados",
"phase.check.verify_romfs": "Verificando os dados do jogo instalados",
"phase.check.inputs": "Abrindo os arquivos do jogo com as chaves",
"phase.check.unpack_base": "Descompactando o jogo base compactado",
"phase.check.unpack_update": "Descompactando a atualização compactada",
"phase.check.versions": "Verificando as versões do jogo",
"phase.fonts.extract": "Extraindo as fontes compartilhadas do firmware",
"phase.fonts.copy": "Copiando as fontes compartilhadas para a pasta de instalação",
"phase.extract.hash_base": "Calculando o checksum do jogo base",
"phase.extract.hash_update": "Calculando o checksum da atualização",
"phase.extract.exefs": "Extraindo o código do jogo",
"phase.extract.copy": "Copiando os dados do jogo",
"phase.extract.merge": "Aplicando a atualização aos dados do jogo",
"phase.extract.diagnose": "Procurando o arquivo do jogo danificado",
"phase.extract.index": "Verificando os dados do jogo",
"phase.lift.discover": "Encontrando as funções",
"phase.lift.emit": "Gerando o código C",
"phase.compile.compile": "Compilando",
"phase.compile.link": "Ligando o {game_exe}",
"phase.prepare.romfs_patches": "Gravando os patches de 60 fps nos dados do jogo",
"phase.prepare.seed": "Lendo os shaders dos dados do jogo",
"phase.prepare.translate": "Traduzindo os shaders",
"phase.prepare.libraries": "Montando os shaders para o driver de vídeo",
"phase.prepare.pack": "Juntando o cache de shaders num único arquivo",
"phase.dlss.download": "Baixando o nvngx_dlss.dll do DLSS SDK da NVIDIA",
"phase.cleanup.ini": "Gravando o totk.ini",
"phase.cleanup.temp": "Removendo os arquivos temporários",
"cli.usage": "Linha de comando inválida: {detail}",
"internal": "Erro inesperado ({exception}): {detail}",
"state.unreadable": "Não foi possível ler {path}. Escolha outra pasta ou apague esse arquivo.",
"state.newer_format": "{path} foi gravado por um instalador mais novo. Use esse instalador ou outra pasta.",
"state.output_changed": "Os arquivos instalados da etapa '{step}' mudaram desde que foram criados; essa etapa será executada de novo.",
"check.release_incomplete": "A pasta do instalador está incompleta; faltam: {paths}. Extraia o pacote de novo.",
"check.dest_not_folder": "O local de instalação {path} é um arquivo, não uma pasta.",
"check.dest_not_empty": "A pasta de instalação {path} não está vazia e não tem uma instalação anterior. Escolha uma pasta vazia.",
"check.lang_missing": "Escolha o idioma do jogo.",
"check.lang_unknown": "Idioma desconhecido '{lang}'. Conhecidos: {known}.",
"check.toolchain_broken": "O compilador incluído não funciona: {detail}",
"check.glibc_old": "A biblioteca C deste sistema é a glibc {version}; o compilador da instalação precisa da {need} ou mais nova (Ubuntu 22.04, Debian 12, Fedora 35, SteamOS 3 e mais novos têm). Atualizar o sistema resolve.",
"check.host_probe_failed": "A verificação do computador não rodou (código de saída {code}).",
"check.cpu_too_old": "Este processador não tem x86-64-v2 (SSE4.2, POPCNT e CMPXCHG16B), o nível mais antigo para o qual o jogo é compilado. Intel Nehalem (2008) ou AMD Bulldozer (2011) e mais novos têm.",
"check.vulkan_missing": "Nenhum driver Vulkan está instalado. Instale o driver mais recente da sua placa de vídeo.",
"check.vulkan_no_device": "O Vulkan não encontra nenhuma placa de vídeo. Instale o driver mais recente da sua placa de vídeo.",
"check.vulkan_too_old": "O jogo precisa de uma placa de vídeo com Vulkan 1.3; encontrado: {devices}. Atualize o driver de vídeo.",
"check.no_display": "Preparar os shaders exige uma tela. Execute a instalação na sessão da área de trabalho ou use export DISPLAY=:0 (no Steam Deck em Game Mode, também XDG_RUNTIME_DIR=/run/user/1000).",
"check.inputs_needed": "Os arquivos do jogo são necessários: escolha o jogo base, a atualização 1.1.0, 1.2.1 ou 1.4.3 e o prod.keys.",
"check.input_missing": "Arquivo não encontrado ({input}): {path}",
"check.keys_unreadable": "Não foi possível ler o arquivo de chaves. Escolha um arquivo prod.keys.",
"check.keys_no_header_key": "O arquivo de chaves não tem header_key. Extraia o prod.keys do seu console de novo.",
"check.keys_wrong": "As chaves não abrem o arquivo de {input}. Use o prod.keys do seu console.",
"check.keys_too_old": "O arquivo de chaves é antigo demais para o arquivo de {input} (precisa da geração de chaves {generation}). Extraia o prod.keys de um console com firmware mais novo.",
"check.not_game_file": "O arquivo de {input} não é um arquivo de jogo XCI, NSP, XCZ ou NSZ.",
"check.file_unreadable": "Não foi possível ler o arquivo de {input}: {detail}",
"check.unpack_failed": "Não foi possível descompactar o arquivo compactado de {input}: {detail}",
"check.ticket_personalized": "O arquivo de {input} tem um ticket personalizado; é preciso um ticket comum.",
"check.ticket_missing": "O arquivo de {input} não tem o ticket de que o conteúdo precisa.",
"check.base_not_totk": "O arquivo do jogo base não é The Legend of Zelda: Tears of the Kingdom ({detail}).",
"check.base_is_update": "O arquivo do jogo base é uma atualização. Escolha aqui o NSP ou XCI do jogo base (versão 1.0.0) e este arquivo como a atualização.",
"check.base_combined": "O arquivo do jogo base contém vários pacotes (jogo base, atualização ou DLC em um só arquivo). Escolha um dump do jogo base que contenha só o jogo.",
"check.update_not_nsp": "A atualização precisa ser um arquivo NSP ou NSZ.",
"check.update_is_base": "O arquivo de atualização contém um jogo base. Escolha o NSP da atualização 1.1.0, 1.2.1 ou 1.4.3.",
"check.update_not_totk": "O arquivo de atualização não é uma atualização de Tears of the Kingdom ({detail}).",
"check.exefs_failed": "O código do jogo no arquivo de {input} falhou nas verificações; veja {log}.",
"check.input_damaged": "O arquivo de {input} está danificado ou incompleto: {path} ({detail}). Copie esse arquivo de novo da origem, ou extraia-o de novo, e então execute a instalação outra vez.",
"check.base_wrong_version": "O jogo base não é a versão 1.0.0 ({modules} diferem).",
"check.update_wrong_version": "A atualização é a versão {found}; esta versão do instalador aceita {wanted}.",
"check.disk_space": "Espaço livre insuficiente em {path}: são necessários {need_gb} GB, há {free_gb} GB livres.",
"check.firmware_missing": "A pasta de firmware {path} não existe. Escolha a pasta Contents/registered do firmware.",
"check.firmware_empty": "A pasta de firmware {path} não contém arquivos NCA. Escolha a pasta Contents/registered do firmware.",
"check.fonts_keys_needed": "As fontes compartilhadas deste idioma ainda não estão instaladas; escolha o prod.keys para que a instalação possa extraí-las do firmware.",
"extract.exefs_mismatch": "O código do jogo extraído não corresponde à versão {version} ({modules}).",
"extract.romfs_merge_failed": "Falha ao aplicar a atualização aos dados do jogo: {detail}. Detalhes: {log}",
"extract.romfs_mismatch": "Os dados do jogo extraídos não correspondem à versão {version} (tamanho {size}, checksum {sha256}...).",
"fonts.failed": "A extração das fontes compartilhadas falhou (código de saída {code}): {detail}. Detalhes: {log}",
"fonts.incomplete": "A extração das fontes compartilhadas não gravou todos os arquivos ({files}).",
"fonts.copy_failed": "Não foi possível copiar as fontes compartilhadas para {path}: {detail}",
"lift.failed": "Falha ao traduzir o código do jogo (código de saída {code}). Detalhes: {log}",
"compile.failed": "Falha ao compilar o {game_exe} (código de saída {code}). Detalhes: {log}",
"compile.exe_in_use": "{path} está em uso. Feche o jogo e execute o instalador de novo.",
"prepare.xlate_in_use": "{path} está em uso. Feche o jogo, encerre qualquer processo totk_xlate que tenha sobrado de uma execução anterior e execute o instalador de novo.",
"prepare.shader_list_missing": "A lista de shaders está faltando.",
"prepare.romfs_patches_failed": "Falha ao gravar os patches nos dados do jogo (código de saída {code}). Detalhes: {log}",
"prepare.shaders_failed": "Falha ao preparar os shaders (código de saída {code}). Detalhes: {log}",
"cleanup.romfs_unreadable": "Os dados do jogo em {path} estão faltando ou não podem ser lidos depois da instalação. Reinicie o Windows e execute o instalador de novo na mesma pasta: ele extrai os dados do jogo outra vez e mantém o resto.",
"prepare.pack_failed": "Falha ao juntar o cache de shaders (código de saída {code}). Detalhes: {log}",
"cleanup.ini_failed": "Não foi possível gravar o totk.ini: {detail}",
"warn.lang_needs_fonts": "Textos em {lang} precisam das fontes de sistema do Switch, e nenhuma foi informada. O jogo não inicia neste idioma até que sejam adicionadas. Escolha a pasta do firmware (Contents/registered) ou veja \"Switch system fonts\" em docs/installer.md.",
"warn.cheats_skipped": "Não foi possível compilar os cheats da pasta de mods que alteram o código do jogo; o jogo é instalado sem eles. Detalhes: {log}",
"warn.exefs_skipped": "Não foi possível compilar os patches ExeFS dos mods (.ips, .pchtxt); o jogo é instalado sem eles. Detalhes: {log}",
"warn.npdm_differs": "O main.npdm difere do dump de referência da versão {version}; só os módulos de código são usados.",
"warn.xbox_prompts_failed": "Não foi possível preparar os ícones de botão do Xbox ou do PC (código de saída {code}); o jogo mantém os ícones do Switch. Detalhes: {log}",
"warn.shaders_skipped": "O driver gráfico travou ao compilar alguns shaders, então {count} ficaram fora da preparação. O jogo os compila quando precisar deles pela primeira vez, e o driver pode travar ali também; uma atualização do driver pode resolver. Detalhes: {log}",
"warn.kernel_old": "O Linux {version} não tem o rastreamento de escrita de que o jogo depende (6.7 ou mais novo); o jogo pode rodar muito devagar. Atualizar o sistema resolve.",
"warn.dlss_kept": "Já existe uma biblioteca DLSS na pasta de instalação ({path}); a instalação a mantém.",
"warn.dlss_download_failed": "Não foi possível baixar o NVIDIA DLSS de {url}: {detail}. O jogo funciona sem ele; a próxima execução da instalação tenta de novo.",
"ui.title": "Instalação do TotK",
"ui.rebuild_title": "Recompilando o jogo para os seus mods",
"ui.start_game": "Iniciar o jogo",
"ui.version": "versão {version}",
"ui.intro": "Monta uma pasta jogável de Tears of the Kingdom a partir dos seus próprios arquivos do jogo. Isso demora um pouco e só precisa ser feito uma vez.",
"ui.notice": "A pasta que esta instalação monta contém o jogo. Ela é só para seu uso pessoal; não compartilhe nem envie para a internet.",
"ui.keys_private": "O arquivo de chaves é lido no lugar. O conteúdo dele nunca é mostrado, copiado nem guardado.",
"ui.base": "Jogo base (NSP, XCI, NSZ ou XCZ)",
"ui.update": "Atualização 1.1.0, 1.2.1 ou 1.4.3 (NSP ou NSZ)",
"ui.keys": "prod.keys",
"ui.firmware": "Pasta de firmware (opcional)",
"ui.game_language": "Idioma do jogo",
"ui.dest": "Pasta de instalação",
"ui.browse": "Procurar...",
"ui.pick_game": "Escolha o arquivo do jogo base",
"ui.pick_update": "Escolha o arquivo da atualização 1.1.0, 1.2.1 ou 1.4.3",
"ui.pick_keys": "Escolha o prod.keys",
"ui.pick_firmware": "Escolha a pasta de firmware do Switch (Contents/registered)",
"ui.pick_dest": "Escolha a pasta de instalação",
"ui.firmware_help": "Para textos em chinês, coreano e chinês tradicional: a pasta Contents/registered do firmware, por exemplo do Ryujinx ou do Yuzu. A instalação copia dela as fontes do sistema do Switch para a pasta de instalação.",
"ui.dlss": "Baixar o NVIDIA DLSS (nvngx_dlss.dll) para placas de vídeo NVIDIA RTX",
"ui.dlss_help": "Do DLSS SDK da NVIDIA no GitHub, sob a licença NVIDIA RTX SDK (github.com/NVIDIA/DLSS). Sem ele as opções dlaa e DLSS não fazem nada.",
"ui.compressed_help": "Arquivos compactados NSZ e XCZ funcionam do jeito que estão: a instalação os descompacta sozinha (para isso, até os dados do jogo serem extraídos, ela precisa de tanto espaço livre quanto ocupam os arquivos descompactados).",
"ui.type_game": "Arquivos de jogo (NSP, XCI, NSZ, XCZ)",
"ui.type_keys": "Arquivos de chaves (*.keys)",
"ui.type_all": "Todos os arquivos",
"ui.start": "Iniciar",
"ui.cancel": "Cancelar",
"ui.cancelling": "Cancelando...",
"ui.show_log": "Mostrar log",
"ui.hide_log": "Ocultar log",
"ui.close": "Fechar",
"ui.back": "Voltar",
"ui.open_folder": "Abrir pasta",
"ui.update_mode": "Esta pasta tem uma instalação anterior. A instalação vai continuar ou atualizá-la; os arquivos do jogo só são pedidos se forem necessários de novo.",
"ui.need_dest": "Escolha a pasta de instalação.",
"ui.need_base": "Escolha o arquivo do jogo base.",
"ui.need_update": "Escolha o arquivo da atualização 1.1.0, 1.2.1 ou 1.4.3.",
"ui.need_keys": "Escolha o arquivo prod.keys.",
"ui.need_lang": "Escolha o idioma do jogo.",
"ui.missing_base": "O arquivo do jogo base não existe.",
"ui.missing_update": "O arquivo de atualização não existe.",
"ui.missing_keys": "O arquivo de chaves não existe.",
"ui.missing_firmware": "A pasta de firmware não existe.",
"ui.running_install": "Instalando",
"ui.running_resume": "Continuando a instalação anterior",
"ui.running_update": "Atualizando a instalação",
"ui.state_started": "iniciada",
"ui.state_done": "concluída",
"ui.state_skipped": "pulada",
"ui.state_pending": "aguardando",
"ui.state_running": "em andamento",
"ui.state_failed": "falhou",
"ui.log_warning": "Aviso",
"ui.log_error": "Erro",
"ui.log_space": "Espaço necessário: {need} GB, livre: {free} GB",
"ui.log_end": "Concluído",
"ui.result_ok": "O jogo está pronto",
"ui.result_failed": "A instalação falhou",
"ui.result_cancelled": "A instalação foi cancelada",
"ui.done_text": "Abra o {game_exe} em {dest}. O programa de instalação e os arquivos do jogo que você escolheu não são mais necessários.",
"ui.cancelled_text": "As etapas concluídas são mantidas. Inicie a instalação de novo com a mesma pasta para continuar.",
"ui.log_file": "Arquivo de log: {path}",
"ui.process_died": "A instalação parou de forma inesperada (código de saída {code}).",
"ui.confirm_cancel": "A instalação está em andamento. Cancelar e fechar a janela?",
"ui.space_one": "Espaço livre necessário em {path}: {need} GB (livre: {free} GB).",
"ui.space_two": "Espaço livre necessário em {path}: {need} GB (livre: {free} GB); em {temp}: {temp_need} GB (livre: {temp_free} GB).",
"ui.amount_bytes": "{done} / {total} GB",
"ui.amount_chunks": "{done} / {total} partes",
"ui.amount_objects": "{done} / {total} arquivos",
"ui.amount_shaders": "{done} / {total} shaders",
"ui.amount_other": "{done} / {total} {unit}",
"ui.seconds": "{n} s",
"param.input.base": "jogo base",
"param.input.update": "atualização",
"param.input.keys": "chaves",
"launcher.title": "Instalação do TotK",
"launcher.python_missing": "Os arquivos de instalação estão incompletos: a pasta python ao lado do TotK-Setup.exe não existe. Extraia o arquivo compactado inteiro de novo e abra o TotK-Setup.exe a partir da pasta extraída.",
"lang.ja": "Japonês",
"lang.en-US": "Inglês (EUA)",
"lang.en-GB": "Inglês (Reino Unido)",
"lang.fr": "Francês",
"lang.fr-CA": "Francês (Canadá)",
"lang.de": "Alemão",
"lang.it": "Italiano",
"lang.es": "Espanhol",
"lang.es-419": "Espanhol (América Latina)",
"lang.nl": "Holandês",
"lang.pt": "Português",
"lang.pt-BR": "Português (Brasil)",
"lang.ru": "Russo",
"lang.ko": "Coreano",
"lang.zh-Hans": "Chinês (Simplificado)",
"lang.zh-Hant": "Chinês (Tradicional)"
}
+53 -18
View File
@@ -1,16 +1,22 @@
{
"step.check": "Проверка компьютера и игровых файлов",
"step.fonts": "Извлечение системных шрифтов",
"step.extract": "Распаковка игры",
"step.lift": "Перевод кода игры в C",
"step.compile": "Сборка totk.exe",
"step.compile": "Сборка {game_exe}",
"step.prepare": "Подготовка шейдеров",
"step.dlss": "Загрузка NVIDIA DLSS",
"step.cleanup": "Уборка",
"phase.check.host": "Проверка процессора и видеокарты",
"phase.check.verify": "Проверка уже установленных файлов",
"phase.check.verify_romfs": "Проверка установленных данных игры",
"phase.check.inputs": "Открытие игровых файлов с помощью ключей",
"phase.check.unpack_base": "Распаковка сжатой базовой игры",
"phase.check.unpack_update": "Распаковка сжатого обновления",
"phase.check.versions": "Проверка версий игры",
"phase.fonts.extract": "Извлечение общих шрифтов из прошивки",
"phase.fonts.copy": "Копирование общих шрифтов в папку установки",
"phase.extract.hash_base": "Подсчёт контрольной суммы базовой игры",
"phase.extract.hash_update": "Подсчёт контрольной суммы обновления",
"phase.extract.exefs": "Распаковка кода игры",
@@ -21,11 +27,13 @@
"phase.lift.discover": "Поиск функций",
"phase.lift.emit": "Запись кода на C",
"phase.compile.compile": "Компиляция",
"phase.compile.link": "Компоновка totk.exe",
"phase.compile.link": "Компоновка {game_exe}",
"phase.prepare.romfs_patches": "Запись патчей данных игры для 60 кадров/с",
"phase.prepare.seed": "Чтение шейдеров из данных игры",
"phase.prepare.translate": "Трансляция шейдеров",
"phase.prepare.libraries": "Сборка шейдеров для драйвера видеокарты",
"phase.prepare.pack": "Упаковка кэша шейдеров в один файл",
"phase.dlss.download": "Загрузка nvngx_dlss.dll из DLSS SDK от NVIDIA",
"phase.cleanup.ini": "Запись totk.ini",
"phase.cleanup.temp": "Удаление временных файлов",
@@ -41,62 +49,90 @@
"check.lang_missing": "Выберите язык игры.",
"check.lang_unknown": "Неизвестный язык «{lang}». Доступные: {known}.",
"check.toolchain_broken": "Встроенный компилятор не работает: {detail}",
"check.glibc_old": "Библиотека C этой системы — glibc {version}; компилятору установщика нужна {need} или новее (она есть в Ubuntu 22.04, Debian 12, Fedora 35, SteamOS 3 и новее). Обновление системы это исправит.",
"check.host_probe_failed": "Проверка компьютера не выполнилась (код выхода {code}).",
"check.cpu_no_avx2": "Этому процессору не хватает AVX2 (x86-64-v3), который нужен игре. AVX2 есть у Intel Haswell (2013) и новее, у AMD Excavator и Zen и новее.",
"check.cpu_too_old": "Этому процессору не хватает x86-64-v2 (SSE4.2, POPCNT и CMPXCHG16B) — минимального уровня, под который собрана игра. Он есть у Intel Nehalem (2008) и AMD Bulldozer (2011) и новее.",
"check.vulkan_missing": "Драйвер Vulkan не установлен. Установите свежий драйвер видеокарты.",
"check.vulkan_no_device": "Vulkan не находит видеокарту. Установите свежий драйвер видеокарты.",
"check.vulkan_too_old": "Игре нужна видеокарта с Vulkan 1.3; найдено: {devices}. Обновите драйвер видеокарты.",
"check.inputs_needed": "Нужны игровые файлы: выберите базовую игру, обновление 1.2.1 или 1.4.3 и prod.keys.",
"check.no_display": "Для подготовки шейдеров нужен дисплей. Запустите установку из сеанса рабочего стола или выполните export DISPLAY=:0 (на Steam Deck в игровом режиме ещё XDG_RUNTIME_DIR=/run/user/1000).",
"check.inputs_needed": "Нужны игровые файлы: выберите базовую игру, обновление 1.1.0 или 1.2.1 или 1.4.3 и prod.keys.",
"check.input_missing": "Файл не найден ({input}): {path}",
"check.keys_unreadable": "Не удаётся прочитать файл ключей. Выберите файл prod.keys.",
"check.keys_no_header_key": "В файле ключей нет header_key. Снова получите prod.keys со своей консоли.",
"check.keys_wrong": "Эти ключи не открывают файл «{input}». Используйте prod.keys со своей консоли.",
"check.keys_too_old": "Файл ключей слишком старый для файла «{input}» (нужно поколение ключей {generation}). Получите prod.keys с консоли с более новой прошивкой.",
"check.not_game_file": "Файл «{input}» не является игровым файлом XCI или NSP.",
"check.not_game_file": "Файл «{input}» не является игровым файлом XCI, NSP, XCZ или NSZ.",
"check.file_unreadable": "Не удаётся прочитать файл «{input}»: {detail}",
"check.unpack_failed": "Не удалось распаковать сжатый файл «{input}»: {detail}",
"check.ticket_personalized": "В файле «{input}» личный тикет; нужен общий тикет.",
"check.ticket_missing": "В файле «{input}» нет тикета, который нужен его содержимому.",
"check.base_not_totk": "Файл базовой игры — не The Legend of Zelda: Tears of the Kingdom ({detail}).",
"check.update_not_nsp": "Обновление должно быть файлом NSP.",
"check.update_is_base": "Файл обновления содержит базовую игру. Выберите NSP с обновлением 1.2.1 или 1.4.3.",
"check.base_is_update": "Файл базовой игры — это обновление. Выберите здесь NSP или XCI базовой игры (версия 1.0.0), а этот файл укажите как обновление.",
"check.base_combined": "Файл базовой игры содержит несколько пакетов (игра, обновление или DLC в одном файле). Выберите дамп, в котором только базовая игра.",
"check.update_not_nsp": "Обновление должно быть файлом NSP или NSZ.",
"check.update_is_base": "Файл обновления содержит базовую игру. Выберите NSP с обновлением 1.1.0 или 1.2.1 или 1.4.3.",
"check.update_not_totk": "Файл обновления — не обновление Tears of the Kingdom ({detail}).",
"check.exefs_failed": "Код игры из файла «{input}» не прошёл проверку; подробности в {log}.",
"check.input_damaged": "Файл «{input}» повреждён или скопирован не полностью: {path} ({detail}). Скопируйте этот файл заново из источника или сделайте дамп ещё раз, затем снова запустите установку.",
"check.base_wrong_version": "Базовая игра не версии 1.0.0 (отличаются модули: {modules}).",
"check.update_wrong_version": "Версия обновления {found}; этот выпуск принимает {wanted}.",
"check.disk_space": "Не хватает свободного места для {path}: нужно {need_gb} ГБ, свободно {free_gb} ГБ.",
"check.firmware_missing": "Папки прошивки {path} нет. Выберите папку Contents/registered прошивки.",
"check.firmware_empty": "В папке прошивки {path} нет файлов NCA. Выберите папку Contents/registered прошивки.",
"check.fonts_keys_needed": "Общие шрифты для этого языка ещё не установлены; выберите prod.keys, чтобы установка извлекла их из прошивки.",
"extract.exefs_mismatch": "Распакованный код игры не соответствует версии {version} ({modules}).",
"extract.romfs_merge_failed": "Не удалось применить обновление к данным игры: {detail}. Подробности: {log}",
"extract.romfs_mismatch": "Распакованные данные игры не соответствуют версии {version} (размер {size}, контрольная сумма {sha256}...).",
"fonts.failed": "Не удалось извлечь общие шрифты (код выхода {code}): {detail}. Подробности: {log}",
"fonts.incomplete": "При извлечении общих шрифтов записаны не все файлы ({files}).",
"fonts.copy_failed": "Не удаётся скопировать общие шрифты в {path}: {detail}",
"lift.failed": "Не удалось перевести код игры (код выхода {code}). Подробности: {log}",
"compile.failed": "Не удалось собрать totk.exe (код выхода {code}). Подробности: {log}",
"compile.failed": "Не удалось собрать {game_exe} (код выхода {code}). Подробности: {log}",
"compile.exe_in_use": "Файл {path} занят. Закройте игру и запустите установку снова.",
"prepare.xlate_in_use": "Файл {path} занят. Закройте игру, завершите процесс totk_xlate, оставшийся от прошлого запуска, и запустите установку снова.",
"prepare.shader_list_missing": "Нет списка шейдеров.",
"prepare.romfs_patches_failed": "Не удалось записать патчи данных игры (код выхода {code}). Подробности: {log}",
"prepare.shaders_failed": "Не удалось подготовить шейдеры (код выхода {code}). Подробности: {log}",
"cleanup.romfs_unreadable": "Данные игры в {path} пропали или не читаются после установки. Перезагрузите Windows и запустите установщик снова на ту же папку: он заново распакует данные игры, остальное сохранится.",
"prepare.pack_failed": "Не удалось упаковать кэш шейдеров (код выхода {code}). Подробности: {log}",
"cleanup.ini_failed": "Не удаётся записать totk.ini: {detail}",
"warn.lang_needs_fonts": "Для языка «{lang}» нужны системные шрифты Switch, которые установка не извлекает; часть текста может не отображаться.",
"warn.lang_needs_fonts": "Для языка «{lang}» нужны системные шрифты Switch, а они не указаны. Игра не запустится на этом языке, пока их не добавят. Выберите папку прошивки (Contents/registered) или см. раздел «Switch system fonts» в docs/installer.md.",
"warn.npdm_differs": "main.npdm отличается от эталонного дампа {version}; используются только модули с кодом.",
"warn.cheats_skipped": "Не удалось собрать читы из папки модов, меняющие код игры; игра установится без них. Подробности: {log}",
"warn.exefs_skipped": "Не удалось собрать ExeFS-патчи модов (.ips, .pchtxt); игра установится без них. Подробности: {log}",
"warn.xbox_prompts_failed": "Не удалось подготовить подсказки кнопок Xbox или PC (код выхода {code}); игра оставит подсказки Switch. Подробности: {log}",
"warn.shaders_skipped": "Графический драйвер аварийно завершился при сборке части шейдеров, поэтому {count} из них пропущены при подготовке. Игра соберёт их, когда они впервые понадобятся, и драйвер может упасть и там; обновление драйвера может это исправить. Подробности: {log}",
"warn.kernel_old": "В Linux {version} нет отслеживания записи, на которое опирается игра (нужна версия 6.7 или новее); игра может работать очень медленно. Обновление системы это исправит.",
"warn.dlss_kept": "В папке установки уже есть библиотека DLSS ({path}); установка её оставляет.",
"warn.dlss_download_failed": "Не удалось загрузить NVIDIA DLSS с {url}: {detail}. Игра работает и без него; при следующем запуске установка попробует снова.",
"ui.title": "Установка TotK",
"ui.rebuild_title": "Пересборка игры под ваши моды",
"ui.start_game": "Запустить игру",
"ui.version": "версия {version}",
"ui.intro": "Собирает готовую к запуску папку с Tears of the Kingdom из ваших игровых файлов. Занимает много времени и выполняется один раз.",
"ui.notice": "Папка, которую создаёт установка, содержит игру. Она предназначена только для личного использования: не передавайте и не выкладывайте её.",
"ui.keys_private": "Файл ключей читается на месте. Его содержимое не показывается, не копируется и не сохраняется.",
"ui.base": "Базовая игра (NSP или XCI)",
"ui.update": "Обновление 1.2.1 или 1.4.3 (NSP)",
"ui.base": "Базовая игра (NSP, XCI, NSZ или XCZ)",
"ui.update": "Обновление 1.1.0 или 1.2.1 или 1.4.3 (NSP или NSZ)",
"ui.keys": "prod.keys",
"ui.firmware": "Папка прошивки (необязательно)",
"ui.game_language": "Язык игры",
"ui.dest": "Папка установки",
"ui.browse": "Обзор...",
"ui.pick_game": "Выберите файл базовой игры",
"ui.pick_update": "Выберите файл обновления 1.2.1 или 1.4.3",
"ui.pick_update": "Выберите файл обновления 1.1.0 или 1.2.1 или 1.4.3",
"ui.pick_keys": "Выберите prod.keys",
"ui.pick_firmware": "Выберите папку прошивки Switch (Contents/registered)",
"ui.pick_dest": "Выберите папку установки",
"ui.type_game": "Файлы игры (NSP, XCI)",
"ui.type_nsp": "Файлы NSP",
"ui.firmware_help": "Для текста на китайском и корейском: папка Contents/registered прошивки, например из Ryujinx или Yuzu. Установка скопирует из неё системные шрифты Switch в папку установки.",
"ui.dlss": "Загрузить NVIDIA DLSS (nvngx_dlss.dll) для видеокарт NVIDIA RTX",
"ui.dlss_help": "Из DLSS SDK от NVIDIA на GitHub, по лицензии NVIDIA RTX SDK (github.com/NVIDIA/DLSS). Без него настройки dlaa и DLSS ничего не делают.",
"ui.compressed_help": "Сжатые файлы NSZ и XCZ подходят как есть: установка сама их распакует (для этого, пока извлекаются данные игры, нужно столько свободного места, сколько занимают распакованные файлы).",
"ui.type_game": "Файлы игры (NSP, XCI, NSZ, XCZ)",
"ui.type_keys": "Файлы ключей (*.keys)",
"ui.type_all": "Все файлы",
"ui.start": "Начать",
@@ -110,12 +146,13 @@
"ui.update_mode": "В этой папке уже есть установка. Программа продолжит или обновит её; файлы игры понадобятся, только если их снова придётся читать.",
"ui.need_dest": "Выберите папку установки.",
"ui.need_base": "Выберите файл базовой игры.",
"ui.need_update": "Выберите файл обновления 1.2.1 или 1.4.3.",
"ui.need_update": "Выберите файл обновления 1.1.0 или 1.2.1 или 1.4.3.",
"ui.need_keys": "Выберите файл prod.keys.",
"ui.need_lang": "Выберите язык игры.",
"ui.missing_base": "Файл базовой игры не найден.",
"ui.missing_update": "Файл обновления не найден.",
"ui.missing_keys": "Файл ключей не найден.",
"ui.missing_firmware": "Папки прошивки нет.",
"ui.running_install": "Установка",
"ui.running_resume": "Продолжение прерванной установки",
"ui.running_update": "Обновление установки",
@@ -132,7 +169,7 @@
"ui.result_ok": "Игра готова",
"ui.result_failed": "Установка не удалась",
"ui.result_cancelled": "Установка отменена",
"ui.done_text": "Запустите totk.exe из папки {dest}. Программа установки и выбранные игровые файлы больше не нужны.",
"ui.done_text": "Запустите {game_exe} из папки {dest}. Программа установки и выбранные игровые файлы больше не нужны.",
"ui.cancelled_text": "Завершённые шаги сохранены. Чтобы продолжить, снова запустите установку с той же папкой.",
"ui.log_file": "Файл журнала: {path}",
"ui.process_died": "Установка неожиданно остановилась (код выхода {code}).",
@@ -166,8 +203,6 @@
"lang.pt-BR": "Португальский (Бразилия)",
"lang.ru": "Русский",
"lang.ko": "Корейский",
"lang.zh-CN": "Китайский (упрощённый, КНР)",
"lang.zh-TW": "Китайский (традиционный, Тайвань)",
"lang.zh-Hans": "Китайский (упрощённый)",
"lang.zh-Hant": "Китайский (традиционный)"
}
+208
View File
@@ -0,0 +1,208 @@
{
"step.check": "检查电脑和游戏文件",
"step.fonts": "正在提取系统字体",
"step.extract": "解包游戏",
"step.lift": "将游戏代码转换为 C 代码",
"step.compile": "编译 {game_exe}",
"step.prepare": "准备着色器",
"step.dlss": "下载 NVIDIA DLSS",
"step.cleanup": "清理",
"phase.check.host": "检查处理器和显卡",
"phase.check.verify": "检查已安装的文件",
"phase.check.verify_romfs": "检查已安装的游戏数据",
"phase.check.inputs": "用密钥打开游戏文件",
"phase.check.unpack_base": "正在解压压缩的游戏本体",
"phase.check.unpack_update": "正在解压压缩的更新",
"phase.check.versions": "检查游戏版本",
"phase.fonts.extract": "正在从固件中提取共享字体",
"phase.fonts.copy": "正在将共享字体复制到安装文件夹",
"phase.extract.hash_base": "计算游戏本体的校验和",
"phase.extract.hash_update": "计算更新的校验和",
"phase.extract.exefs": "解包游戏代码",
"phase.extract.copy": "复制游戏数据",
"phase.extract.merge": "将更新应用到游戏数据",
"phase.extract.diagnose": "查找损坏的游戏文件",
"phase.extract.index": "校验游戏数据",
"phase.lift.discover": "查找函数",
"phase.lift.emit": "生成 C 代码",
"phase.compile.compile": "编译",
"phase.compile.link": "链接 {game_exe}",
"phase.prepare.romfs_patches": "写入 60 帧游戏数据补丁",
"phase.prepare.seed": "从游戏数据中读取着色器",
"phase.prepare.translate": "转译着色器",
"phase.prepare.libraries": "为显卡驱动构建着色器",
"phase.prepare.pack": "将着色器缓存打包成一个文件",
"phase.dlss.download": "从 NVIDIA 的 DLSS SDK 下载 nvngx_dlss.dll",
"phase.cleanup.ini": "写入 totk.ini",
"phase.cleanup.temp": "删除临时文件",
"cli.usage": "命令行无效:{detail}",
"internal": "意外错误({exception}):{detail}",
"state.unreadable": "无法读取 {path}。请选择其他文件夹,或删除该文件。",
"state.newer_format": "{path} 是由更新版本的安装程序写入的。请使用那个安装程序,或选择其他文件夹。",
"state.output_changed": "步骤“{step}”生成的已安装文件在生成后被改动过;该步骤将重新运行。",
"check.release_incomplete": "安装程序文件夹不完整,缺少:{paths}。请重新解压发布包。",
"check.dest_not_folder": "安装位置 {path} 是一个文件,而不是文件夹。",
"check.dest_not_empty": "安装文件夹 {path} 不是空的,其中也没有之前的安装。请选择一个空文件夹。",
"check.lang_missing": "请选择游戏语言。",
"check.lang_unknown": "未知语言“{lang}”。可用语言:{known}。",
"check.toolchain_broken": "自带的编译器无法工作:{detail}",
"check.glibc_old": "此系统的 C 库为 glibc {version};安装程序的编译器需要 {need} 或更新版本(Ubuntu 22.04、Debian 12、Fedora 35、SteamOS 3 及更新版本都满足)。更新系统即可解决。",
"check.host_probe_failed": "电脑检查未能运行(退出代码 {code})。",
"check.cpu_too_old": "此处理器不支持 x86-64-v2(SSE4.2、POPCNT 和 CMPXCHG16B),这是游戏所需的最低指令集。Intel Nehalem(2008 年)或 AMD Bulldozer(2011 年)及更新的处理器都支持。",
"check.vulkan_missing": "未安装 Vulkan 驱动。请为你的显卡安装最新的驱动程序。",
"check.vulkan_no_device": "Vulkan 找不到显卡。请为你的显卡安装最新的驱动程序。",
"check.vulkan_too_old": "游戏需要支持 Vulkan 1.3 的显卡;检测到:{devices}。请更新显卡驱动程序。",
"check.no_display": "准备着色器需要显示器。请在桌面会话中运行安装程序,或执行 export DISPLAY=:0(Steam Deck 游戏模式下还需 XDG_RUNTIME_DIR=/run/user/1000)。",
"check.inputs_needed": "需要游戏文件:请选择游戏本体、1.1.0、1.2.1 或 1.4.3 更新以及 prod.keys。",
"check.input_missing": "找不到文件({input}):{path}",
"check.keys_unreadable": "无法读取密钥文件。请选择一个 prod.keys 文件。",
"check.keys_no_header_key": "密钥文件中没有 header_key。请从你的主机重新导出 prod.keys。",
"check.keys_wrong": "这些密钥无法打开{input}文件。请使用你自己主机的 prod.keys。",
"check.keys_too_old": "密钥文件对{input}文件来说太旧(需要密钥代数 {generation})。请从固件更新的主机导出 prod.keys。",
"check.not_game_file": "{input}文件不是 XCI、NSP、XCZ 或 NSZ 游戏文件。",
"check.file_unreadable": "无法读取{input}文件:{detail}",
"check.unpack_failed": "无法解压压缩的{input}文件:{detail}",
"check.ticket_personalized": "{input}文件带有个人化票据(personalized ticket);需要通用票据(common ticket)。",
"check.ticket_missing": "{input}文件缺少其内容所需的票据(ticket)。",
"check.base_not_totk": "游戏本体文件不是《塞尔达传说 王国之泪》({detail})。",
"check.base_is_update": "基础游戏文件是一个更新。请在这里选择基础游戏的 NSP 或 XCI(版本 1.0.0),并把此文件选为更新。",
"check.base_combined": "基础游戏文件包含多个内容包(基础游戏、更新或 DLC 合在一个文件中)。请选择只包含游戏本体的基础游戏转储。",
"check.update_not_nsp": "更新必须是 NSP 或 NSZ 文件。",
"check.update_is_base": "更新文件里是游戏本体。请选择 1.1.0、1.2.1 或 1.4.3 的更新 NSP。",
"check.update_not_totk": "更新文件不是《王国之泪》的更新({detail})。",
"check.exefs_failed": "{input}文件的游戏代码未通过检查;详见 {log}。",
"check.input_damaged": "{input}文件已损坏或不完整:{path}({detail})。请从来源重新复制该文件或重新导出,然后再次运行安装程序。",
"check.base_wrong_version": "游戏本体不是 1.0.0 版本({modules} 不一致)。",
"check.update_wrong_version": "更新的版本是 {found};此发布版需要 {wanted}。",
"check.disk_space": "{path} 的可用空间不足:需要 {need_gb} GB,可用 {free_gb} GB。",
"check.firmware_missing": "固件文件夹 {path} 不存在。请选择固件的 Contents/registered 文件夹。",
"check.firmware_empty": "固件文件夹 {path} 中没有 NCA 文件。请选择固件的 Contents/registered 文件夹。",
"check.fonts_keys_needed": "此语言的共享字体尚未安装;请选择 prod.keys,以便安装程序从固件中提取它们。",
"extract.exefs_mismatch": "解包出的游戏代码与 {version} 版本不符({modules})。",
"extract.romfs_merge_failed": "将更新应用到游戏数据失败:{detail}。详情:{log}",
"extract.romfs_mismatch": "解包出的游戏数据与 {version} 版本不符(大小 {size},校验和 {sha256}...)。",
"fonts.failed": "提取共享字体失败(退出代码 {code}):{detail}。详情:{log}",
"fonts.incomplete": "共享字体提取没有写出全部文件({files})。",
"fonts.copy_failed": "无法将共享字体复制到 {path}:{detail}",
"lift.failed": "游戏代码转换失败(退出代码 {code})。详情:{log}",
"compile.failed": "编译 {game_exe} 失败(退出代码 {code})。详情:{log}",
"compile.exe_in_use": "{path} 正在使用中。请关闭游戏后重新运行安装程序。",
"prepare.xlate_in_use": "{path} 正在被占用。请关闭游戏,结束上次残留的 totk_xlate 进程,再重新运行安装程序。",
"prepare.shader_list_missing": "缺少着色器列表。",
"prepare.romfs_patches_failed": "写入游戏数据补丁失败(退出代码 {code})。详情:{log}",
"prepare.shaders_failed": "准备着色器失败(退出代码 {code})。详情:{log}",
"cleanup.romfs_unreadable": "安装完成后,{path} 中的游戏数据缺失或无法读取。请重启 Windows,然后对同一文件夹再次运行安装程序:它会重新提取游戏数据,其余内容保留。",
"prepare.pack_failed": "打包着色器缓存失败(退出代码 {code})。详情:{log}",
"cleanup.ini_failed": "无法写入 totk.ini:{detail}",
"warn.lang_needs_fonts": "{lang}文本需要 Switch 系统字体,但未提供。在添加这些字体之前,游戏无法以该语言启动。请选择固件文件夹(Contents/registered),或参阅 docs/installer.md 中的“Switch system fonts”一节。",
"warn.cheats_skipped": "无法构建 mods 文件夹中修改游戏代码的金手指;游戏将不含它们进行安装。详情:{log}",
"warn.exefs_skipped": "无法构建模组的 ExeFS 补丁(.ips、.pchtxt);游戏将不含它们进行安装。详情:{log}",
"warn.npdm_differs": "main.npdm 与参考的 {version} 导出不同;只使用其中的代码模块。",
"warn.xbox_prompts_failed": "无法准备 Xbox 或 PC 按键提示(退出代码 {code});游戏将继续使用 Switch 按键提示。详情:{log}",
"warn.shaders_skipped": "显卡驱动在编译部分着色器时崩溃,因此有 {count} 个着色器未被预先准备。游戏会在首次需要时编译它们,驱动在那时也可能崩溃;更新驱动可能会解决。详情:{log}",
"warn.kernel_old": "Linux {version} 缺少游戏依赖的写入跟踪功能(需要 6.7 或更新版本);游戏可能运行得很慢。更新系统即可解决。",
"warn.dlss_kept": "安装文件夹中已有 DLSS 库({path});安装程序将保留它。",
"warn.dlss_download_failed": "无法从 {url} 下载 NVIDIA DLSS:{detail}。游戏无需它也能运行;下次运行安装程序时会重试。",
"ui.title": "TotK 安装程序",
"ui.rebuild_title": "正在为你的模组重新构建游戏",
"ui.start_game": "启动游戏",
"ui.version": "版本 {version}",
"ui.intro": "用你自己的游戏文件构建一个可以游玩的《王国之泪》文件夹。耗时较长,只需运行一次。",
"ui.notice": "此安装程序构建的文件夹包含游戏本身,仅供你个人使用;请勿分享或上传。",
"ui.keys_private": "密钥文件只在原位置读取,其内容绝不会被显示、复制或保存。",
"ui.base": "游戏本体(NSP、XCI、NSZ 或 XCZ)",
"ui.update": "1.1.0、1.2.1 或 1.4.3 更新(NSP 或 NSZ)",
"ui.keys": "prod.keys",
"ui.firmware": "固件文件夹(可选)",
"ui.game_language": "游戏语言",
"ui.dest": "安装文件夹",
"ui.browse": "浏览...",
"ui.pick_game": "选择游戏本体文件",
"ui.pick_update": "选择 1.1.0、1.2.1 或 1.4.3 更新文件",
"ui.pick_keys": "选择 prod.keys",
"ui.pick_firmware": "选择 Switch 固件文件夹(Contents/registered)",
"ui.pick_dest": "选择安装文件夹",
"ui.firmware_help": "用于中文、韩文和繁体中文文本:固件的 Contents/registered 文件夹,例如来自 Ryujinx 或 Yuzu。安装程序会从中把 Switch 系统字体复制到安装文件夹。",
"ui.dlss": "为 NVIDIA RTX 显卡下载 NVIDIA DLSS(nvngx_dlss.dll)",
"ui.dlss_help": "来自 GitHub 上 NVIDIA 的 DLSS SDK,遵循 NVIDIA RTX SDK 许可(github.com/NVIDIA/DLSS)。没有它,dlaa 和 DLSS 设置不起作用。",
"ui.compressed_help": "压缩的 NSZ 和 XCZ 文件可以直接使用:安装程序会自行解压(在游戏数据提取完成之前,需要与解压后文件大小相同的可用空间)。",
"ui.type_game": "游戏文件(NSP、XCI、NSZ、XCZ)",
"ui.type_keys": "密钥文件(*.keys)",
"ui.type_all": "所有文件",
"ui.start": "开始",
"ui.cancel": "取消",
"ui.cancelling": "正在取消...",
"ui.show_log": "显示日志",
"ui.hide_log": "隐藏日志",
"ui.close": "关闭",
"ui.back": "返回",
"ui.open_folder": "打开文件夹",
"ui.update_mode": "此文件夹中已有之前的安装。安装程序会继续或更新它;只有在需要时才会再次要求提供游戏文件。",
"ui.need_dest": "请选择安装文件夹。",
"ui.need_base": "请选择游戏本体文件。",
"ui.need_update": "请选择 1.1.0、1.2.1 或 1.4.3 更新文件。",
"ui.need_keys": "请选择 prod.keys 文件。",
"ui.need_lang": "请选择游戏语言。",
"ui.missing_base": "游戏本体文件不存在。",
"ui.missing_update": "更新文件不存在。",
"ui.missing_keys": "密钥文件不存在。",
"ui.missing_firmware": "固件文件夹不存在。",
"ui.running_install": "正在安装",
"ui.running_resume": "正在继续之前的安装",
"ui.running_update": "正在更新安装",
"ui.state_started": "已开始",
"ui.state_done": "完成",
"ui.state_skipped": "已跳过",
"ui.state_pending": "等待中",
"ui.state_running": "进行中",
"ui.state_failed": "失败",
"ui.log_warning": "警告",
"ui.log_error": "错误",
"ui.log_space": "所需空间:{need} GB,可用:{free} GB",
"ui.log_end": "已结束",
"ui.result_ok": "游戏已准备就绪",
"ui.result_failed": "安装失败",
"ui.result_cancelled": "安装已取消",
"ui.done_text": "从 {dest} 启动 {game_exe}。安装程序和你选择的游戏文件都不再需要了。",
"ui.cancelled_text": "已完成的步骤会保留。用同一个文件夹再次运行安装程序即可继续。",
"ui.log_file": "日志文件:{path}",
"ui.process_died": "安装程序意外停止(退出代码 {code})。",
"ui.confirm_cancel": "安装正在进行。要取消安装并关闭窗口吗?",
"ui.space_one": "{path} 需要的可用空间:{need} GB(可用:{free} GB)。",
"ui.space_two": "{path} 需要的可用空间:{need} GB(可用:{free} GB);{temp} 需要:{temp_need} GB(可用:{temp_free} GB)。",
"ui.amount_bytes": "{done} / {total} GB",
"ui.amount_chunks": "{done} / {total} 部分",
"ui.amount_objects": "{done} / {total} 个文件",
"ui.amount_shaders": "{done} / {total} 个着色器",
"ui.amount_other": "{done} / {total} {unit}",
"ui.seconds": "{n} 秒",
"param.input.base": "游戏本体",
"param.input.update": "更新",
"param.input.keys": "密钥",
"launcher.title": "TotK 安装程序",
"launcher.python_missing": "安装文件不完整:TotK-Setup.exe 旁边缺少 python 文件夹。请重新解压整个压缩包,然后从解压出的文件夹中启动 TotK-Setup.exe。",
"lang.ja": "日语",
"lang.en-US": "英语(美国)",
"lang.en-GB": "英语(英国)",
"lang.fr": "法语",
"lang.fr-CA": "法语(加拿大)",
"lang.de": "德语",
"lang.it": "意大利语",
"lang.es": "西班牙语",
"lang.es-419": "西班牙语(拉丁美洲)",
"lang.nl": "荷兰语",
"lang.pt": "葡萄牙语",
"lang.pt-BR": "葡萄牙语(巴西)",
"lang.ru": "俄语",
"lang.ko": "韩语",
"lang.zh-Hans": "中文(简体)",
"lang.zh-Hant": "中文(繁体)"
}
+175 -53
View File
@@ -9,6 +9,9 @@ Output, under --out:
<mod>/<mod>_NNNN.c one `void f_<addr>(Cpu *c)` per guest function, about --chunk-bytes of C per file
<mod>/<mod>_table.c sorted <mod>_fn_addrs[] / <mod>_fn_ptrs[] / <mod>_fn_count for rt_dispatch
<mod>/manifest.json chunk list, function count, statistics and timings
<mod>/folded.txt the module's bytes the generated code took as constants: what the jump tables read at
lift time, as module offsets [start, end); tools/exefs_patches.py keeps a mod's data
writes off them
patches.h code patch sets for the runtime (recomp/patches.py; no sets without --patches)
Function discovery runs in this process, vectorised over the module's .text words. Function starts are the module
@@ -39,6 +42,7 @@ sys.path.insert(0, str(ROOT / 'tools'))
sys.path.insert(0, str(ROOT / 'recomp'))
import flags # noqa: E402
import hostmem # noqa: E402
import jumptables # noqa: E402
import patches # noqa: E402
import regs # noqa: E402
@@ -210,7 +214,7 @@ class Emitter:
def __init__(self, mod, starts, patched=None, reg_locals=regs.LOCALS, callee_saved=True, spins=None):
self.mod = mod
self.starts = starts
self.patched = patched or {} # {address: (set index, [replacement words])} (recomp/patches.py)
self.patched = patched or {} # {address: [(set index, [replacement words])]} (recomp/patches.py)
self.spins = spins or {} # {spin wait back-edge: its head} (recomp/patches.py `spin`)
self.reg_locals = reg_locals # recomp/regs.py: registers per function in C locals
self.kept = regs.CALLEE_SAVED if callee_saved else frozenset() # not reloaded after a call
@@ -249,33 +253,54 @@ class Emitter:
self.unsupported[re.sub(r'\b[0-9a-f]{8}\b', '', msg).strip()] += 1
elif k == 'asm':
raise ValueError(f'{entry + 4 * i:#x}: asm instruction from the portable lifter')
for a in self.patched: # a replacement's branch into the function needs its label
if entry <= a < end:
for words in self.replacements(a):
r = words[-1]
if r.kind in ('b', 'bcond') and entry <= r.target < end:
labels.add(r.target)
return labels, tables
def replacements(self, a):
"""Lifted replacement words of the patched site a."""
return [self.mod.lifter.lift(w, a) for w in self.patched[a][1]]
"""The lifted words of each alternative of the patched site a, in set order. Only the last word of an
alternative may branch (bl, b, b.cond / cbz / tbz, ret)."""
out = []
for _, words in self.patched[a]:
lifted = [self.mod.lifter.lift(w, a) for w in words]
for j, r in enumerate(lifted):
last = j == len(lifted) - 1
if r.kind != 'op' and not (last and r.kind in ('bl', 'b', 'bcond', 'ret')):
raise patches.PatchError(f'{a:#x}: replacement word {words[j]:08x} is a {r.kind}')
out.append(lifted)
return out
@staticmethod
def flow(insns, entry, end, tables):
def flow(self, insns, entry, end, tables):
"""Successors of each instruction inside the function [entry, end). Index len(insns) stands for falling
through into the next function and has none."""
through into the next function and has none. A patched site has the successors of all its alternatives."""
def idx(t):
return [(t - entry) // 4] if entry <= t < end else []
succ = []
for i, ins in enumerate(insns):
def of(ins, i):
k = ins.kind
if k in ('op', 'bl', 'blr'):
succ.append([i + 1])
elif k == 'b':
succ.append(idx(ins.target))
elif k == 'bcond':
succ.append(idx(ins.target) + [i + 1])
elif k == 'br':
return [i + 1]
if k == 'b':
return idx(ins.target)
if k == 'bcond':
return idx(ins.target) + [i + 1]
if k == 'br':
jt = tables.get(entry + 4 * i)
succ.append([t for x in jt for t in idx(x)] if jt and jt != 'all' else [])
else: # ret, trap
succ.append([])
return [t for x in jt for t in idx(x)] if jt and jt != 'all' else []
return [] # ret, trap
succ = []
for i, ins in enumerate(insns):
s = of(ins, i)
a = entry + 4 * i
if a in self.patched:
for words in self.replacements(a):
s += [t for t in of(words[-1], i) if t not in s]
succ.append(s)
succ.append([])
return succ
@@ -293,27 +318,34 @@ class Emitter:
exits.add(i) # through rt_dispatch, also a table's default
if a in self.patched:
effects.append(self.patched_effect(ins, a))
if any(r.kind == 'bl' for r in self.replacements(a)):
calls.add(i)
for words in self.replacements(a):
r = words[-1]
if r.kind == 'bl':
calls.add(i)
elif r.kind in ('b', 'bcond') and not entry <= r.target < end:
exits.add(i)
else:
effects.append(flags.effect(ins.cond if k == 'bcond' else ins.code or ''))
effects.append((False, None))
return flags.plan(effects, succ, calls, exits)
def patched_effect(self, ins, a):
"""Flag effect of a patched site: both alternatives must have the same one, in at most one word each."""
"""Flag effect of a patched site: every alternative (the original and each replacement) must write the same
flags, in at most one word each; the site reads flags when any alternative does (a b.cond reads them)."""
alts = []
for words in ([ins], self.replacements(a)):
fx = [flags.effect(w.code or '') for w in words if w.kind == 'op']
for words in [[ins]] + self.replacements(a):
fx = [flags.effect(w.code or '') if w.kind == 'op' else flags.effect(w.cond) for w in words
if w.kind in ('op', 'bcond')]
fx = [e for e in fx if e[0] or e[1]]
if len(fx) > 1:
raise patches.PatchError(f'{a:#x}: several flag-using words in one alternative')
alts.append(fx[0] if fx else (False, None))
if alts[0][1] != alts[1][1]:
raise patches.PatchError(f'{a:#x}: the alternatives write different flags ({alts[0][1]}, {alts[1][1]})')
if (alts[0][1] or alts[0][0] or alts[1][0]) and ins.kind == 'bl':
if any(e[1] != alts[0][1] for e in alts):
raise patches.PatchError(f'{a:#x}: the alternatives write different flags ({[e[1] for e in alts]})')
reads = any(e[0] for e in alts)
if (alts[0][1] or reads) and (ins.kind == 'bl' or any(w[-1].kind == 'bl' for w in self.replacements(a))):
raise patches.PatchError(f'{a:#x}: a patched call that uses flags')
return alts[0][0] or alts[1][0], alts[0][1]
return reads, alts[0][1]
def function(self, entry, end):
"""(lines of C, referenced function starts) for the guest function [entry, end)."""
@@ -384,23 +416,30 @@ class Emitter:
code = fx(i, code)
return f'{spill}{code}{reload}' if regs.ESCAPE.search(code) else code
def one(i, r, a):
"""C of one lifted word of a patched site."""
if r.kind == 'op':
return op(i, r.code)
if r.kind == 'bl':
return call(r.target, a)
if r.kind == 'b':
return jump(r.target, i)
if r.kind == 'bcond':
return f'if ({fx(i, r.cond)}) {{ {jump(r.target, i)} }}'
if r.kind == 'ret':
return f'{spill}return;'
raise patches.PatchError(f'{a:#x}: patched instruction is a {r.kind}')
def patch(i, ins, a):
"""if (switch) { replacement } else { original } for a patched site (recomp/patches.py)."""
k, words = self.patched[a]
if ins.kind not in ('op', 'bl'):
"""if (switch) { replacement } else if ... else { original } for a patched site (recomp/patches.py)."""
if ins.kind not in ('op', 'bl', 'b', 'bcond'):
raise patches.PatchError(f'{a:#x}: patched instruction is a {ins.kind}')
repl = []
for j, (w, r) in enumerate(zip(words, self.replacements(a))):
if r.kind == 'op':
repl.append(op(i, r.code))
elif r.kind == 'bl' and j == len(words) - 1:
repl.append(call(r.target, a))
else:
raise patches.PatchError(f'{a:#x}: replacement word {w:08x} is a {r.kind}')
orig = op(i, ins.code) if ins.kind == 'op' else call(ins.target, a)
line = ' '
for (k, _), words in zip(self.patched[a], self.replacements(a)):
line += f' if (rt_patch_on[{k}]) {{ {" ".join(one(i, r, a) for r in words)} }} else'
self.uses_patches = True
self.stats['patched_sites'] += 1
return f' if (rt_patch_on[{k}]) {{ {" ".join(repl)} }} else {{ {orig} }}'
return f'{line} {{ {one(i, ins, a)} }}'
body = [] # (instruction index or None for a label, line); a line belongs to the instruction it lifts
@@ -444,7 +483,7 @@ class Emitter:
else:
raise ValueError(f'{a:#x}: unknown instruction kind {k!r}')
n = len(insns)
if k not in TERMINATORS: # falls through into the next function
if k not in TERMINATORS or end - 4 in self.patched: # falls through into the next function
if end < mod.hi:
emit(n, ' ' + jump(end, n))
else:
@@ -519,15 +558,18 @@ def _retry(fn, *args):
# ------------------------------------------------------------------------------------------------ workers
_W = {} # worker state: 'mods' {name: (path, base)}, 'starts' {name: sorted array}, 'emitters' {name: Emitter}
_W = {} # worker state: 'mods' {name: (path, base)}, 'starts' {name: sorted array}, 'emitters' {name: Emitter},
# 'reads' {name: [(start, end)]} module bytes read since the last chunk
def _worker_init(mods, starts, table, opts):
def _worker_init(mods, starts, table, opts, jobs):
_W['jobs'] = jobs
_W['mods'] = mods
_W['starts'] = starts
_W['patches'] = table
_W['opts'] = opts # Emitter keyword arguments
_W['emitters'] = {}
_W['reads'] = {}
def _emitter(name):
@@ -535,16 +577,39 @@ def _emitter(name):
if e is None:
path, base = _W['mods'][name]
mod = Module(name, path, base, 'c')
# Module.read is how the jump tables (recomp/jumptables.py _eval) read .text and .rodata at lift time: the
# bytes it returns become part of the generated code, so <mod>/folded.txt lists them
read, reads = mod.read, _W['reads'].setdefault(name, [])
def recorded(a, n, signed=False):
reads.append((a - base, a - base + n))
return read(a, n, signed=signed)
mod.read = recorded
e = _W['emitters'][name] = Emitter(mod, set(_W['starts'][name].tolist()),
_W['patches'].for_module(name, base),
spins=_W['patches'].spins_for(name, base), **_W['opts'])
return e
def merge_ranges(ranges):
"""Sorted [start, end) ranges with overlapping and touching ones joined."""
out = []
for s, e in sorted(ranges):
if out and s <= out[-1][1]:
out[-1][1] = max(out[-1][1], e)
else:
out.append([s, e])
return out
def _emit_chunk(task):
"""Worker: write one chunk. Returns its statistics."""
name, number, path, fns = task
t0 = time.perf_counter()
# Test hook: a pool wider than this raises the MemoryError a busy machine does, so the retry can be exercised.
limit = os.environ.get('TOTK_LIFT_TEST_OOM_ABOVE')
if limit and _W['jobs'] > int(limit) and number % 2 == 1:
raise MemoryError
e = _emitter(name)
e.stats.clear()
e.unsupported.clear()
@@ -554,9 +619,12 @@ def _emit_chunk(task):
written = write_if_changed(Path(path), text)
except OSError as ex:
written, error = False, f'{path}: {ex}'
reads = _W['reads'].get(name, [])
folded = merge_ranges(reads)
reads.clear()
return {'module': name, 'number': number, 'file': Path(path).name, 'functions': len(fns), 'bytes': len(text),
'written': written, 'error': error, 'seconds': time.perf_counter() - t0, 'stats': dict(e.stats),
'unsupported': dict(e.unsupported)}
'unsupported': dict(e.unsupported), 'folded': folded}
# ------------------------------------------------------------------------------------------------ driver
@@ -572,6 +640,14 @@ def table_text(name, addrs):
return ''.join(lines)
def folded_text(name, ranges):
"""<mod>/folded.txt: the module offsets [start, end) of the bytes the jump tables read at lift time, in hex."""
lines = [f'# {GENERATED_MARKER}: {name} bytes the generated code took as constants (jump tables), module offsets '
f'[start, end), generated by recomp/gen.py from game code. Do not edit or commit.']
lines += [f'{s:x} {e:x}' for s, e in ranges]
return '\n'.join(lines) + '\n'
def remove_stale(moddir, name, nchunks, errors):
"""Delete chunks an earlier run wrote beyond this run's count, and temporary files an interrupted run left."""
pat = re.compile(re.escape(name) + r'_(\d{4})\.c')
@@ -587,12 +663,37 @@ def remove_stale(moddir, name, nchunks, errors):
return removed
# Peak memory of one emit worker on 1.4.3 is 1.3 GiB (1.5 GiB with margin); the parent holds about 0.7 GiB.
WORKER_MEM = 1536 << 20
MEM_SHARE = 0.8 # of the free memory the workers may take, the rest is for the system and other programs
def pick_jobs(requested):
"""Worker count and the reason for it: --jobs if given, else the CPU count capped by the free memory."""
if requested:
return requested, '--jobs'
env = os.environ.get('TOTK_LIFT_JOBS', '').strip()
if env:
try:
if int(env) >= 1:
return int(env), 'TOTK_LIFT_JOBS'
except ValueError:
pass
print(f'ignoring TOTK_LIFT_JOBS={env!r}: not a positive integer', file=sys.stderr, flush=True)
cpus = os.cpu_count() or 4
free = hostmem.available_ram()
if free is None:
return cpus, f'{cpus} CPUs, free memory unknown'
by_mem = max(1, int(free * MEM_SHARE) // WORKER_MEM)
return min(cpus, by_mem), f'{cpus} CPUs, {free / 2**30:.1f} GiB free memory allows {by_mem}'
def main():
ap = argparse.ArgumentParser(description=__doc__.splitlines()[0])
ap.add_argument('--exefs', type=Path, required=True)
ap.add_argument('--out', type=Path, required=True)
ap.add_argument('--modules', default='main,subsdk0,sdk')
ap.add_argument('--jobs', type=int, default=os.cpu_count() or 4)
ap.add_argument('--jobs', type=int, help='emit workers (default: by free memory and CPU count)')
ap.add_argument('--limit', type=int, default=0, help='emit only the first N functions of each module')
ap.add_argument('--chunk-fns', type=int, default=3000, help='functions per chunk at most')
ap.add_argument('--chunk-bytes', type=int, default=3000000, help='estimated bytes of C per chunk')
@@ -648,18 +749,38 @@ def main():
# Largest chunks first, so the pool does not end on a long tail.
tasks.sort(key=lambda t: -t[0])
results = {name: [] for name in info}
folded = {name: [] for name in info}
done_at, errors = {}, []
t_emit = time.perf_counter()
ctx = mp.get_context('spawn')
with ctx.Pool(max(1, args.jobs), initializer=_worker_init, initargs=(paths, starts_abs, table, opts)) as pool:
for i, r in enumerate(pool.imap_unordered(_emit_chunk, [t for _, t in tasks], chunksize=1)):
results[r['module']].append(r)
if r['error']:
errors.append(r['error'])
done_at[r['module']] = time.perf_counter() - t_emit
if (i + 1) % 200 == 0 or i + 1 == len(tasks):
print(f'emitted {i + 1}/{len(tasks)} chunks, {time.perf_counter() - t_emit:.0f}s', file=sys.stderr,
flush=True)
jobs, why = pick_jobs(args.jobs)
pending = [t for _, t in tasks]
emitted = 0
while True:
print(f'emitting with {jobs} workers ({why})', file=sys.stderr, flush=True)
try:
# Chunk writes are atomic and idempotent, so a chunk lost with a failed pool is simply emitted again.
# Its folded bytes come with its result: a chunk emitted again reads them again in its new worker.
with ctx.Pool(jobs, initializer=_worker_init, initargs=(paths, starts_abs, table, opts, jobs)) as pool:
for r in pool.imap_unordered(_emit_chunk, pending, chunksize=1):
results[r['module']].append(r)
folded[r['module']] += r['folded']
if r['error']:
errors.append(r['error'])
done_at[r['module']] = time.perf_counter() - t_emit
emitted += 1
if emitted % 200 == 0 or emitted == len(tasks):
print(f'emitted {emitted}/{len(tasks)} chunks, {time.perf_counter() - t_emit:.0f}s',
file=sys.stderr, flush=True)
break
except MemoryError:
if jobs == 1:
raise
smaller = jobs // 2
print(f'emit: out of memory with {jobs} workers, retrying with {smaller}', file=sys.stderr, flush=True)
jobs, why = smaller, 'after out of memory'
done = {(r['module'], r['number']) for rs in results.values() for r in rs}
pending = [t for t in pending if (t[0], t[1]) not in done]
for name, d in info.items():
rs = sorted(results[name], key=lambda r: r['number'])
@@ -670,6 +791,7 @@ def main():
unsupported.update(r['unsupported'])
t = time.perf_counter()
table_written = write_if_changed(moddir / f'{name}_table.c', table_text(name, d['emitted']))
write_if_changed(moddir / 'folded.txt', folded_text(name, merge_ranges(folded[name])))
removed = remove_stale(moddir, name, d['chunks'], errors)
manifest = {
'module': name,
+957
View File
@@ -0,0 +1,957 @@
# Code patches for TotK 1.1.0 main (recomp/patches.py). The sites come from MacNativeGames
# games/totk/runtime/game_patches.c (MIT, Copyright (c) 2026 MacNativeGames contributors) at upstream ebe621d, through
# its 1.2.1 addresses in game_version.h (2db612b); each one was located again in 1.1.0 by instruction-window matching
# and its original words checked against this build's main. The patch page holds two floats the runtime writes at every
# present (frame_rate.c): +0 the 30 Hz ratio (seconds * 30), +4 the frame step in seconds.
set fps60 TOTK_FPS60 1
set realtime TOTK_REALTIME 1
set cloth TOTK_CLOTH_REALTIME 1
set bounce TOTK_HIGHFPS_FIX 1
set output TOTK_PATCH_OUTPUT 0
set scene TOTK_PATCH_SCENE 0
# 60 fps: the adaptive present-interval controller (main+0x8f26c8, 1.0.0 0x8f6bec) gets the minimum interval 1.
site fps60 main 90e978 6b08015f 7100055f # clamp: cmp w10, #1 (was cmp w10, w8 = minimum)
site fps60 main 90e97c 1a89b10a 1a9fa52a # clamp: csinc w10, w9, wzr, ge (desired = max(desired, 1))
site fps60 main 90e9a0 b9401a8a d503201f # lower trigger: nop the stored-candidate load
site fps60 main 90ea30 6b08015f 7100055f # raise path: cmp w10, #1
site fps60 main 90ea40 1a88c1ac 1a9fc5ac # raise path: csinc w12, w13, wzr, gt (next lower candidate floors at 1)
site fps60 main 90ea94 b9400288 52800028 # lower path: mov w8, #1 (minimum interval 1)
site fps60 main 90eab0 2a0a03f5 1a9fa555 # lower path: csinc w21, w10, wzr, ge (result never below 1)
# Real-time step: the VFR step (main+0x7ede6c, 1.0.0 0x7a83e4) and the global ratio after the controller call
# (main+0x8f2394, 1.0.0 0x8f68b8) read ratio and seconds from the patch page instead of interval * 0.5 and interval / 60.
site realtime main 833e4c 1e220020 @page:x9 # scvtf s0, w1 -> adrp x9, page
site realtime main 833e50 52a84e08 bd400120 # mov w8, #60.0 -> ldr s0, [x9] (ratio)
site realtime main 833e54 1e270101 bd400521 # fmov s1, w8 -> ldr s1, [x9, #4] (seconds)
site realtime main 833e58 1e2c1002 d503201f # fmov s2, #0.5 -> nop
site realtime main 833e64 1e211801 d503201f # fdiv s1, s0, s1 -> nop
site realtime main 833e68 1e220800 d503201f # fmul s0, s0, s2 -> nop
site realtime main 90e5d0 bd425e60 @page:x9 # ldr s0, [x19, #0x25c] -> adrp x9, page
site realtime main 90e5d4 1e2c1001 bd400120 # fmov s1, #0.5 -> ldr s0, [x9] (global ratio)
site realtime main 90e5e4 5e21d800 d503201f # scvtf s0, s0 -> nop
site realtime main 90e5e8 1e210800 d503201f # fmul s0, s0, s1 -> nop
# Hair and cloth (upstream 290ec9f, 8f8022f): the actor animation update builds a second clock {seconds = factor / 30,
# ratio = factor} per rendered frame. Three inlined places: at the fmul, seconds = measured seconds * factor; at the
# store of the factor into the ratio slot, measured ratio * factor. The call of the shared update (1.1.0
# main+0x8ecb40, 1.2.1 main+0x89822c) scales s2 (seconds) and s3 (ratio) by the measured ratio. Upstream's
# veneer bodies, inlined at the site.
site cloth main 9efc20 1e200900 f81f0fe9 @page:x9 bd400520 1e200900 f84107e9 # fmul s0, s8, s0
site cloth main 9efc1c bd0117e8 d10083ff f90003e9 3d8007ff @page:x9 bd40013f 1e3f091f bd0137ff 3dc007ff f94003e9 910083ff # str s8, [sp, #0x114]
site cloth main 9f0bcc 1e200900 f81f0fe9 @page:x9 bd400520 1e200900 f84107e9 # fmul s0, s8, s0
site cloth main 9f0ba8 bd0117e8 d10083ff f90003e9 3d8007ff @page:x9 bd40013f 1e3f091f bd0137ff 3dc007ff f94003e9 910083ff # str s8, [sp, #0x114]
site cloth main a05a04 1e210801 f81f0fe9 @page:x9 bd400521 1e210801 f84107e9 # fmul s1, s0, s1
site cloth main a05a08 bd0137e0 d10083ff f90003e9 3d8007ff @page:x9 bd40013f 1e3f081f bd0157ff 3dc007ff f94003e9 910083ff # str s0, [sp, #0x134]
site cloth main 9f044c 97fbf1bd @page:x8 bd400104 1e240842 1e240863 97fbf1bd # bl 0x8ecb40
# Trampolines (upstream 27c3b43): the slow-motion check compares time object +0x28 (30 / (ratio * time scale)) with
# 100; compare +0x28 * +0x38 (30 / time scale) instead, the same value at 30 Hz and independent of the frame rate.
site bounce main bee7e0 bd402900 bd402900 bd403901 1e210800 # ldr s0, [x8, #0x28]; ldr s1, [x8, #0x38]; fmul s0, s0, s1
# Output size (upstream games/totk/runtime/game_patches.c patch_output_res; runtime/resolution.c switches the set on).
# The swapchain size nnMain writes before NvInitializeGraphics comes from page +48 ({w, h} as one 64-bit value), and
# the output size the renderer lays out its canvas, crop and UI in (main+0xcc3f00, read from the graphics parameters
# through main+0xcc4160) from page +32; the renderer itself goes to page +40.
site output main eb8cfc d280f008 @page:x8 # mov x8, #0x780 -> adrp x8, page
site output main eb8d00 f2c08708 f9401908 # movk x8, #0x438, lsl #32 -> ldr x8, [x8, #48]
site output main cea5c8 aa1403e0 @page:x21 # mov x0, x20 -> adrp x21, page
site output main cea5cc 94000081 f90016b3 # bl 0xcc4160 -> str x19, [x21, #40]
site output main cea5d0 f9400015 f94012b5 # ldr x21, [x0] -> ldr x21, [x21, #32]
# Scene render size (upstream patch_render_res): the renderer's +0xcc4 / +0xcc8, which size every scene render target,
# take two floats from page +16 instead of the graphics parameters' docked 1600x900.
site scene main cea5e0 5e21d900 @page:x9 # scvtf s0, s8 -> adrp x9, page
site scene main cea5e8 bd0cc660 2d420520 # str s0, [x19, #0xcc4] -> ldp s0, s1, [x9, #16]
site scene main cea5ec 5e21d921 bd0cc660 # scvtf s1, s9 -> str s0, [x19, #0xcc4]
# Spin waits, from tools/spin_waits.py --exefs build/extracted/v110/exefs --patches recomp/patches-v110.txt: loops that only
# another thread can end; their back-edges pass rt_spin_gate (runtime/kernel.c), TOTK_SPIN=0 keeps the core.
# spin waits found by tools/spin_waits.py on the 1.1.x modules
# main: 869 spin waits
spin main ac600 ac620 ac630 # 13 instructions; loads
spin main ac680 ac6a8 ac6b8 # 15 instructions; loads
spin main ac6f0 ac718 ac728 # 15 instructions; loads
spin main e8544 e854c # 3 instructions; loads
spin main 2457f0 245804 # 6 instructions; loads
spin main 644bbc 644bd0 # 6 instructions; loads
spin main 6456ac 6456c0 # 6 instructions; loads
spin main 6459d4 6459e8 # 6 instructions; loads
spin main 645d58 645d6c # 6 instructions; loads
spin main 6460c4 6460d8 # 6 instructions; loads
spin main 64649c 6464b0 # 6 instructions; loads
spin main 646740 646754 # 6 instructions; loads
spin main 6467d4 6467e8 # 6 instructions; loads
spin main 646e6c 646e80 # 6 instructions; loads
spin main 647080 647094 # 6 instructions; loads
spin main 6484f4 648510 # 8 instructions; loads
spin main 6485a4 6485c0 # 8 instructions; loads
spin main 649fb0 649fc4 # 6 instructions; loads
spin main 64a064 64a078 # 6 instructions; loads
spin main 64a3d0 64a3e4 # 6 instructions; loads
spin main 64afac 64afc8 # 8 instructions; loads
spin main 64b404 64b418 # 6 instructions; loads
spin main 64b980 64b994 # 6 instructions; loads
spin main 64c68c 64c6a0 # 6 instructions; loads
spin main 64c978 64c98c # 6 instructions; loads
spin main 64ca28 64ca3c # 6 instructions; loads
spin main 64d378 64d38c # 6 instructions; loads
spin main 64d8d8 64d8ec # 6 instructions; loads
spin main 64db90 64dba4 # 6 instructions; loads
spin main 64de18 64de2c # 6 instructions; loads
spin main 64de40 64de54 # 6 instructions; loads
spin main 64de68 64de7c # 6 instructions; loads
spin main 64e6c8 64e6dc # 6 instructions; loads
spin main 64e6f0 64e704 # 6 instructions; loads
spin main 64e8ac 64e8c0 # 6 instructions; loads
spin main 64e9a4 64e9b8 # 6 instructions; loads
spin main 64fb50 64fb64 # 6 instructions; loads
spin main 652eac 652ec0 # 6 instructions; loads
spin main 652ed4 652ee8 # 6 instructions; loads
spin main 652efc 652f10 # 6 instructions; loads
spin main 654590 6545a4 # 6 instructions; loads
spin main 654c5c 654c70 # 6 instructions; loads
spin main 654cfc 654d10 # 6 instructions; loads
spin main 655124 655138 # 6 instructions; loads
spin main 655c14 655c28 # 6 instructions; loads
spin main 656f80 656f94 # 6 instructions; loads
spin main 658e60 658e74 # 6 instructions; loads
spin main 658ebc 658ed0 # 6 instructions; loads
spin main 659b28 659b3c # 6 instructions; loads
spin main 659b50 659b64 # 6 instructions; loads
spin main 65c9e0 65c9f4 # 6 instructions; loads
spin main 65ca08 65ca1c # 6 instructions; loads
spin main 65ca30 65ca44 # 6 instructions; loads
spin main 65ca58 65ca6c # 6 instructions; loads
spin main 65ca80 65ca94 # 6 instructions; loads
spin main 65caa8 65cabc # 6 instructions; loads
spin main 65cad0 65cae4 # 6 instructions; loads
spin main 65caf8 65cb0c # 6 instructions; loads
spin main 65cb20 65cb34 # 6 instructions; loads
spin main 65cb48 65cb5c # 6 instructions; loads
spin main 65cb70 65cb84 # 6 instructions; loads
spin main 65cb98 65cbac # 6 instructions; loads
spin main 65cbc0 65cbd4 # 6 instructions; loads
spin main 65d4b0 65d4c4 # 6 instructions; loads
spin main 65d4d8 65d4ec # 6 instructions; loads
spin main 65d500 65d514 # 6 instructions; loads
spin main 65d528 65d53c # 6 instructions; loads
spin main 65da54 65da68 # 6 instructions; loads
spin main 65de00 65de14 # 6 instructions; loads
spin main 65e200 65e214 # 6 instructions; loads
spin main 65e6ec 65e700 # 6 instructions; loads
spin main 65ecbc 65ecd0 # 6 instructions; loads
spin main 65ece4 65ecf8 # 6 instructions; loads
spin main 663588 66359c # 6 instructions; loads
spin main 663b0c 663b20 # 6 instructions; loads
spin main 663da0 663db4 # 6 instructions; loads
spin main 663dec 663e00 # 6 instructions; loads
spin main 6645a4 6645b8 # 6 instructions; loads
spin main 6645cc 6645e0 # 6 instructions; loads
spin main 666530 666544 # 6 instructions; loads
spin main 666570 666584 # 6 instructions; loads
spin main 6671d4 6671e8 # 6 instructions; loads
spin main 6671fc 667210 # 6 instructions; loads
spin main 6676c0 6676d4 # 6 instructions; loads
spin main 667cfc 667d10 # 6 instructions; loads
spin main 66f34c 66f360 # 6 instructions; loads
spin main 6708f8 67090c # 6 instructions; loads
spin main 670920 670934 # 6 instructions; loads
spin main 670948 67095c # 6 instructions; loads
spin main 673f34 673f48 # 6 instructions; loads
spin main 67556c 675580 # 6 instructions; loads
spin main 676954 676968 # 6 instructions; loads
spin main 676994 6769a8 # 6 instructions; loads
spin main 676e6c 676e80 # 6 instructions; loads
spin main 677148 67715c # 6 instructions; loads
spin main 6771c8 6771dc # 6 instructions; loads
spin main 677484 677498 # 6 instructions; loads
spin main 677df0 677e04 # 6 instructions; loads
spin main 6792a8 6792bc # 6 instructions; loads
spin main 67a984 67a998 # 6 instructions; loads
spin main 698ef8 698f0c # 6 instructions; loads
spin main 6b6d8c 6b6da0 # 6 instructions; loads
spin main 6b922c 6b9240 # 6 instructions; loads
spin main 6c5408 6c541c # 6 instructions; loads
spin main 6c5614 6c5628 # 6 instructions; loads
spin main 6ccce0 6cccf4 # 6 instructions; loads
spin main 6ccd98 6ccdac # 6 instructions; loads
spin main 6d3c9c 6d3cb0 # 6 instructions; loads
spin main 6d3ff8 6d400c # 6 instructions; loads
spin main 6d61cc 6d61e0 # 6 instructions; loads
spin main 6d6210 6d6224 # 6 instructions; loads
spin main 6d6254 6d6268 # 6 instructions; loads
spin main 6d6298 6d62ac # 6 instructions; loads
spin main 6d75c4 6d75d8 # 6 instructions; loads
spin main 6d79dc 6d79f0 # 6 instructions; loads
spin main 6d9398 6d93ac # 6 instructions; loads
spin main 6dd8d0 6dd8e4 # 6 instructions; loads
spin main 6de150 6de164 # 6 instructions; loads
spin main 6e073c 6e0750 # 6 instructions; loads
spin main 6e0a94 6e0aa8 # 6 instructions; loads
spin main 6e4eb8 6e4ecc # 6 instructions; loads
spin main 6eb590 6eb5a4 # 6 instructions; loads
spin main 6eccac 6eccc0 # 6 instructions; loads
spin main 6ed9b4 6ed9c8 # 6 instructions; loads
spin main 6ee69c 6ee6b0 # 6 instructions; loads
spin main 6f94c0 6f94d4 # 6 instructions; loads
spin main 6f9738 6f974c # 6 instructions; loads
spin main 6fa324 6fa338 # 6 instructions; loads
spin main 70d844 70d858 # 6 instructions; loads
spin main 70dc74 70dc88 # 6 instructions; loads
spin main 710a70 710a84 # 6 instructions; loads
spin main 711848 71185c # 6 instructions; loads
spin main 7125a4 7125b8 # 6 instructions; loads
spin main 716474 716488 # 6 instructions; loads
spin main 719a30 719a44 # 6 instructions; loads
spin main 72cd78 72cd8c # 6 instructions; loads
spin main 72f66c 72f680 # 6 instructions; loads
spin main 737684 737698 # 6 instructions; loads
spin main 73e0dc 73e0f0 # 6 instructions; loads
spin main 73ed14 73ed28 # 6 instructions; loads
spin main 783520 783534 # 6 instructions; loads
spin main 797924 797938 # 6 instructions; loads
spin main 79794c 797960 # 6 instructions; loads
spin main 797c08 797c1c # 6 instructions; loads
spin main 797c64 797c78 # 6 instructions; loads
spin main 798ff4 799008 # 6 instructions; loads
spin main 79cbec 79cc00 # 6 instructions; loads
spin main 7ae134 7ae148 # 6 instructions; loads
spin main 7ae388 7ae39c # 6 instructions; loads
spin main 7c292c 7c2940 # 6 instructions; loads
spin main 7d618c 7d61a0 # 6 instructions; loads
spin main 7d904c 7d9060 # 6 instructions; loads
spin main 7e11c0 7e11d4 # 6 instructions; loads
spin main 7e1c9c 7e1cb0 # 6 instructions; loads
spin main 7e24a0 7e24b4 # 6 instructions; loads
spin main 7ed89c 7ed8b0 # 6 instructions; loads
spin main 7eef28 7eef3c # 6 instructions; loads
spin main 7f515c 7f5170 # 6 instructions; loads
spin main 801468 80147c # 6 instructions; loads
spin main 801490 8014a4 # 6 instructions; loads
spin main 8014b8 8014cc # 6 instructions; loads
spin main 80a0a4 80a0b8 # 6 instructions; loads
spin main 811500 811514 # 6 instructions; loads
spin main 816c40 816c54 # 6 instructions; loads
spin main 819450 819464 # 6 instructions; loads
spin main 85df6c 85e068 # 4 instructions; loads
spin main 863220 863234 # 6 instructions; loads
spin main 86352c 863540 # 6 instructions; loads
spin main 863a80 863a94 # 6 instructions; loads
spin main 863b94 863ba8 # 6 instructions; loads
spin main 86543c 865450 # 6 instructions; loads
spin main 865464 865478 # 6 instructions; loads
spin main 87e564 87e578 # 6 instructions; loads
spin main 87e58c 87e5a0 # 6 instructions; loads
spin main 880d44 880d58 # 6 instructions; loads
spin main 8810f4 881108 # 6 instructions; loads
spin main 8814c8 8814dc # 6 instructions; loads
spin main 88189c 8818b0 # 6 instructions; loads
spin main 887ce8 887cfc # 6 instructions; loads
spin main 887f50 887f64 # 6 instructions; loads
spin main 8884ec 888500 # 6 instructions; loads
spin main 888618 88862c # 6 instructions; loads
spin main 888748 88875c # 6 instructions; loads
spin main 8888e0 8888f4 # 6 instructions; loads
spin main 89183c 891850 # 6 instructions; loads
spin main 892ccc 892cec # 9 instructions; loads
spin main 89540c 89541c # 5 instructions; loads
spin main 895668 895694 # 12 instructions; loads
spin main 8956a8 8956b8 # 5 instructions; loads
spin main 8da7dc 8da7e4 # 3 instructions; loads
spin main 8da7ec 8da7f0 # 2 instructions; loads
spin main 8da858 8da860 # 3 instructions; loads
spin main 8fb190 8fb1a4 # 6 instructions; loads
spin main 9045bc 9045d0 # 6 instructions; loads
spin main 9045e4 9045f8 # 6 instructions; loads
spin main 90460c 904620 # 6 instructions; loads
spin main 904634 904648 # 6 instructions; loads
spin main 905b20 905b34 # 6 instructions; loads
spin main 9062f0 906304 # 6 instructions; loads
spin main 91019c 9101b0 # 6 instructions; loads
spin main 910720 910734 # 6 instructions; loads
spin main 9363cc 9363e0 # 6 instructions; loads
spin main 93655c 936570 # 6 instructions; loads
spin main 93819c 9381b0 # 6 instructions; loads
spin main 940060 94007c # 8 instructions; loads
spin main 94012c 940148 # 8 instructions; loads
spin main 97864c 978660 # 6 instructions; loads
spin main 99aa8c 99aabc # 13 instructions; loads
spin main 99aad0 99aae0 # 5 instructions; loads
spin main 9a5fd4 9a6004 # 13 instructions; loads
spin main 9a6018 9a6028 # 5 instructions; loads
spin main 9b2700 9b2710 # 5 instructions; loads
spin main 9f395c 9f3970 # 6 instructions; loads
spin main 9f39e0 9f39f4 # 6 instructions; loads
spin main 9f3b2c 9f3b40 # 6 instructions; loads
spin main 9f3bf8 9f3c0c # 6 instructions; loads
spin main 9f6f5c 9f6f70 # 6 instructions; loads
spin main a11908 a1191c # 6 instructions; loads
spin main a1257c a12590 # 6 instructions; loads
spin main a14d6c a14d80 # 6 instructions; loads
spin main a1b0a4 a1b0b8 # 6 instructions; loads
spin main a1b0ec a1b100 # 6 instructions; loads
spin main a1c3dc a1c3f0 # 6 instructions; loads
spin main a2b268 a2b27c # 6 instructions; loads
spin main a2cab8 a2cacc # 6 instructions; loads
spin main a2f228 a2f23c # 6 instructions; loads
spin main a8e920 a8e934 # 6 instructions; loads
spin main aa2c20 aa2c34 # 6 instructions; loads
spin main aa5108 aa511c # 6 instructions; loads
spin main aa9f94 aa9fa8 # 6 instructions; loads
spin main aaa674 aaa688 # 6 instructions; loads
spin main aad564 aad578 # 6 instructions; loads
spin main ab245c ab24b4 # 7 instructions; loads
spin main ac8874 ac88fc # 35 instructions; loads
spin main af4040 af4054 # 6 instructions; loads
spin main af4068 af407c # 6 instructions; loads
spin main af4090 af40a4 # 6 instructions; loads
spin main af40cc af40e0 # 6 instructions; loads
spin main af40f4 af4108 # 6 instructions; loads
spin main af411c af4130 # 6 instructions; loads
spin main b47a74 b47a88 # 6 instructions; loads
spin main b4e080 b4e094 # 6 instructions; loads
spin main b529f4 b52a08 # 6 instructions; loads
spin main b52a7c b52a90 # 6 instructions; loads
spin main b52cfc b52d10 # 6 instructions; loads
spin main b52dd0 b52de4 # 6 instructions; loads
spin main b53458 b5346c # 6 instructions; loads
spin main b535a8 b535bc # 6 instructions; loads
spin main b54320 b54334 # 6 instructions; loads
spin main b545fc b54610 # 6 instructions; loads
spin main b5662c b56640 # 6 instructions; loads
spin main b56654 b56668 # 6 instructions; loads
spin main b71800 b71814 # 6 instructions; loads
spin main b71828 b7183c # 6 instructions; loads
spin main b7b82c b7b840 # 6 instructions; loads
spin main b80970 b80984 # 6 instructions; loads
spin main b86fe8 b86ffc # 6 instructions; loads
spin main b8702c b87040 # 6 instructions; loads
spin main b87070 b87084 # 6 instructions; loads
spin main b8775c b87770 # 6 instructions; loads
spin main b97d6c b97d80 # 6 instructions; loads
spin main b97ed4 b97ee8 # 6 instructions; loads
spin main b9c628 b9c63c # 6 instructions; loads
spin main b9c6c8 b9c6dc # 6 instructions; loads
spin main b9c6f0 b9c704 # 6 instructions; loads
spin main b9c7b8 b9c7cc # 6 instructions; loads
spin main ba1db4 ba1dc8 # 6 instructions; loads
spin main ba72e8 ba72fc # 6 instructions; loads
spin main bb1070 bb1084 # 6 instructions; loads
spin main bb1098 bb10ac # 6 instructions; loads
spin main bb6c38 bb6c4c # 6 instructions; loads
spin main bb7fa0 bb7fb4 # 6 instructions; loads
spin main bd27c8 bd27d8 # 5 instructions; loads
spin main bdd678 bdd68c # 6 instructions; loads
spin main bf2ccc bf2ce0 # 6 instructions; loads
spin main bf2e24 bf2e38 # 6 instructions; loads
spin main bf32a0 bf32b4 # 6 instructions; loads
spin main bf3730 bf3744 # 6 instructions; loads
spin main c0a554 c0a568 # 6 instructions; loads
spin main c0a6b4 c0a6c8 # 6 instructions; loads
spin main c0a850 c0a864 # 6 instructions; loads
spin main c0d758 c0d76c # 6 instructions; loads
spin main c0d8b0 c0d8c4 # 6 instructions; loads
spin main c0dd3c c0dd50 # 6 instructions; loads
spin main c15ffc c16010 # 6 instructions; loads
spin main c1665c c16670 # 6 instructions; loads
spin main c2315c c23170 # 6 instructions; loads
spin main c2374c c23760 # 6 instructions; loads
spin main c23998 c239ac # 6 instructions; loads
spin main c2d128 c2d13c # 6 instructions; loads
spin main c3a9cc c3a9e0 # 6 instructions; loads
spin main c5ab4c c5ab60 # 6 instructions; loads
spin main c70388 c7039c # 6 instructions; loads
spin main c703b0 c703c4 # 6 instructions; loads
spin main c94f70 c94f84 # 6 instructions; loads
spin main c95a00 c95a14 # 6 instructions; loads
spin main c96764 c96778 # 6 instructions; loads
spin main c96948 c9695c # 6 instructions; loads
spin main c96ce4 c96cf8 # 6 instructions; loads
spin main c96d54 c96d68 # 6 instructions; loads
spin main c97400 c97414 # 6 instructions; loads
spin main c97ca0 c97cb4 # 6 instructions; loads
spin main c99ba0 c99bb4 # 6 instructions; loads
spin main c99c90 c99ca4 # 6 instructions; loads
spin main c9abac c9abc0 # 6 instructions; loads
spin main c9ac8c c9aca0 # 6 instructions; loads
spin main c9b2e0 c9b2f4 # 6 instructions; loads
spin main c9d9f4 c9da08 # 6 instructions; loads
spin main c9db3c c9db50 # 6 instructions; loads
spin main c9df14 c9df30 # 8 instructions; loads
spin main ccaaa8 ccaabc # 6 instructions; loads
spin main cd38a4 cd38b8 # 6 instructions; loads
spin main cda7c4 cda7d8 # 6 instructions; loads
spin main cdb388 cdb39c # 6 instructions; loads
spin main cdb3cc cdb3e0 # 6 instructions; loads
spin main cdbab4 cdbac8 # 6 instructions; loads
spin main cdbaf8 cdbb0c # 6 instructions; loads
spin main cdbce4 cdbcf8 # 6 instructions; loads
spin main cdce0c cdce20 # 6 instructions; loads
spin main cecedc cecef0 # 6 instructions; loads
spin main d0fbb4 d0fbc8 # 6 instructions; loads
spin main d1acd0 d1ace4 # 6 instructions; loads
spin main d1dc54 d1dc60 d1dcac d1dcc4 # 29 instructions; loads
spin main d2273c d22750 # 6 instructions; loads
spin main d231bc d231d0 # 6 instructions; loads
spin main d23398 d233ac # 6 instructions; loads
spin main d2e810 d2e824 # 6 instructions; loads
spin main d3d8dc d3d8f0 # 6 instructions; loads
spin main d4c3a8 d4c3bc # 6 instructions; loads
spin main d4ffc4 d4ffd8 # 6 instructions; loads
spin main d50a78 d50a8c # 6 instructions; loads
spin main d50b04 d50b18 # 6 instructions; loads
spin main d50bfc d50c10 # 6 instructions; loads
spin main d50e60 d50e74 # 6 instructions; loads
spin main d50e88 d50e9c # 6 instructions; loads
spin main d50ebc d50ed0 # 6 instructions; loads
spin main d510b8 d510cc # 6 instructions; loads
spin main d51afc d51b18 # 8 instructions; loads
spin main d52478 d5248c # 6 instructions; loads
spin main d527f4 d52808 # 6 instructions; loads
spin main d5283c d52850 # 6 instructions; loads
spin main d52864 d52878 # 6 instructions; loads
spin main d5288c d528a0 # 6 instructions; loads
spin main d528f8 d5290c # 6 instructions; loads
spin main d52920 d52934 # 6 instructions; loads
spin main d529a8 d529bc # 6 instructions; loads
spin main d52ab0 d52ac4 # 6 instructions; loads
spin main d91344 d91358 # 6 instructions; loads
spin main d91970 d91984 # 6 instructions; loads
spin main d91cc0 d91cd4 # 6 instructions; loads
spin main d91dc0 d91dd4 # 6 instructions; loads
spin main d92280 d92294 # 6 instructions; loads
spin main d923cc d923e0 # 6 instructions; loads
spin main d93600 d93614 # 6 instructions; loads
spin main d94100 d94114 # 6 instructions; loads
spin main d9412c d94140 # 6 instructions; loads
spin main d99098 d990ac # 6 instructions; loads
spin main d9c260 d9c298 # 8 instructions; loads
spin main d9c2c8 d9c300 # 8 instructions; loads
spin main d9fe34 d9fe48 # 6 instructions; loads
spin main da1eb4 da1ec8 # 6 instructions; loads
spin main da1edc da1ef0 # 6 instructions; loads
spin main da7010 da7024 # 6 instructions; loads
spin main da70f8 da710c # 6 instructions; loads
spin main dade1c dade30 # 6 instructions; loads
spin main db58dc db58f0 # 6 instructions; loads
spin main dbb0e4 dbb0f8 # 6 instructions; loads
spin main dbca30 dbca4c # 8 instructions; loads
spin main dbfc20 dbfc34 # 6 instructions; loads
spin main dbff00 dbff14 # 6 instructions; loads
spin main dc78fc dc7910 # 6 instructions; loads
spin main dcaa88 dcaa9c # 6 instructions; loads
spin main dcb2ac dcb2c0 # 6 instructions; loads
spin main dcb9c8 dcb9dc # 6 instructions; loads
spin main dd4a28 dd4a3c # 6 instructions; loads
spin main dd6414 dd6428 # 6 instructions; loads
spin main dd7498 dd74ac # 6 instructions; loads
spin main dd78b4 dd78c8 # 6 instructions; loads
spin main ddf338 ddf34c # 6 instructions; loads
spin main de7324 de7338 # 6 instructions; loads
spin main deb218 deb22c # 6 instructions; loads
spin main df249c df24b0 # 6 instructions; loads
spin main df2930 df2944 # 6 instructions; loads
spin main dfab0c dfab20 # 6 instructions; loads
spin main e1a248 e1a25c # 6 instructions; loads
spin main e27b10 e27b24 # 6 instructions; loads
spin main e28428 e2843c # 6 instructions; loads
spin main e38cac e38cc0 # 6 instructions; loads
spin main e38f90 e38fa4 # 6 instructions; loads
spin main e39274 e39288 # 6 instructions; loads
spin main e39558 e3956c # 6 instructions; loads
spin main e40b1c e40b30 # 6 instructions; loads
spin main e41478 e4148c # 6 instructions; loads
spin main e450bc e450d0 # 6 instructions; loads
spin main e45400 e45414 # 6 instructions; loads
spin main e51aa0 e51ab4 # 6 instructions; loads
spin main e51c08 e51c1c # 6 instructions; loads
spin main e51cf4 e51d08 # 6 instructions; loads
spin main e8e42c e8e440 # 6 instructions; loads
spin main e90628 e9063c # 6 instructions; loads
spin main e930d8 e930ec # 6 instructions; loads
spin main e94c64 e94c78 # 6 instructions; loads
spin main e9557c e95590 # 6 instructions; loads
spin main e966e4 e966f8 # 6 instructions; loads
spin main e9711c e97130 # 6 instructions; loads
spin main e97164 e97178 # 6 instructions; loads
spin main e9c134 e9c148 # 6 instructions; loads
spin main ea4c28 ea4c3c # 6 instructions; loads
spin main ea4c78 ea4c8c # 6 instructions; loads
spin main ea4cc4 ea4cd8 # 6 instructions; loads
spin main ea4d10 ea4d24 # 6 instructions; loads
spin main eb07cc eb07d4 # 3 instructions; loads
spin main eb07dc eb07e0 # 2 instructions; loads
spin main eb0808 eb0810 # 3 instructions; loads
spin main eb1548 eb155c # 6 instructions; loads
spin main eb4240 eb4254 # 6 instructions; loads
spin main eb5aa8 eb5abc # 6 instructions; loads
spin main eb637c eb6390 # 6 instructions; loads
spin main eb7954 eb7968 # 6 instructions; loads
spin main ebf63c ebf650 # 6 instructions; loads
spin main ebfb5c ebfb70 # 6 instructions; loads
spin main ebfb98 ebfbac # 6 instructions; loads
spin main ebfd50 ebfd64 # 6 instructions; loads
spin main ebffb4 ebffc8 # 6 instructions; loads
spin main eca534 eca548 # 6 instructions; loads
spin main eca6f8 eca70c # 6 instructions; loads
spin main ecb088 ecb09c # 6 instructions; loads
spin main ed26e8 ed26fc # 6 instructions; loads
spin main ed293c ed2950 # 6 instructions; loads
spin main ed2ab0 ed2ac4 # 6 instructions; loads
spin main ed2c24 ed2c38 # 6 instructions; loads
spin main ed2ed0 ed2ee4 # 6 instructions; loads
spin main ed3348 ed335c # 6 instructions; loads
spin main ed351c ed3530 # 6 instructions; loads
spin main ed3cf4 ed3d08 # 6 instructions; loads
spin main ed42e0 ed42f4 # 6 instructions; loads
spin main ed430c ed4320 # 6 instructions; loads
spin main ed5294 ed52a8 # 6 instructions; loads
spin main ed5658 ed566c # 6 instructions; loads
spin main ed5680 ed5694 # 6 instructions; loads
spin main ed79e8 ed79fc # 6 instructions; loads
spin main ed7a28 ed7a3c # 6 instructions; loads
spin main ed7a50 ed7a64 # 6 instructions; loads
spin main ed7a78 ed7a8c # 6 instructions; loads
spin main ed80ac ed80c0 # 6 instructions; loads
spin main ed80d4 ed80e8 # 6 instructions; loads
spin main ed934c ed9360 # 6 instructions; loads
spin main ed94a0 ed94b4 # 6 instructions; loads
spin main ed9a50 ed9a64 # 6 instructions; loads
spin main ede7fc ede810 # 6 instructions; loads
spin main ee0ce4 ee0cf8 # 6 instructions; loads
spin main eebd28 eebd3c # 6 instructions; loads
spin main ef9ed4 ef9ee8 # 6 instructions; loads
spin main efa7a4 efa7b8 # 6 instructions; loads
spin main efa7d4 efa7e8 # 6 instructions; loads
spin main efad94 efada8 # 6 instructions; loads
spin main efadc4 efadd8 # 6 instructions; loads
spin main efdac8 efdadc # 6 instructions; loads
spin main f01fa4 f01fb8 # 6 instructions; loads
spin main f022e4 f022f8 # 6 instructions; loads
spin main f02394 f023a8 # 6 instructions; loads
spin main f02434 f02448 # 6 instructions; loads
spin main f024e4 f024f8 # 6 instructions; loads
spin main f3c87c f3c890 # 6 instructions; loads
spin main f3d54c f3d560 # 6 instructions; loads
spin main f3dba8 f3dbbc # 6 instructions; loads
spin main f3dbd4 f3dbe8 # 6 instructions; loads
spin main f547a4 f547b8 # 6 instructions; loads
spin main f54d60 f54d74 # 6 instructions; loads
spin main f57494 f574a8 # 6 instructions; loads
spin main f66ef8 f66f0c # 6 instructions; loads
spin main f66f20 f66f34 # 6 instructions; loads
spin main f67170 f67184 # 6 instructions; loads
spin main f671fc f67210 # 6 instructions; loads
spin main f67224 f67238 # 6 instructions; loads
spin main f67254 f67268 # 6 instructions; loads
spin main f684f0 f68504 # 6 instructions; loads
spin main f6a1ec f6a200 # 6 instructions; loads
spin main f6a3f8 f6a40c # 6 instructions; loads
spin main f6afc4 f6afd8 # 6 instructions; loads
spin main f712a4 f712b8 # 6 instructions; loads
spin main f71400 f71414 # 6 instructions; loads
spin main f7155c f71570 # 6 instructions; loads
spin main f716b8 f716cc # 6 instructions; loads
spin main f729dc f729f0 # 6 instructions; loads
spin main f73084 f73098 # 6 instructions; loads
spin main f73148 f7315c # 6 instructions; loads
spin main f76574 f76588 # 6 instructions; loads
spin main f7c8ec f7c900 # 6 instructions; loads
spin main f83bd0 f83be4 # 6 instructions; loads
spin main f870f0 f87104 # 6 instructions; loads
spin main f94eac f94ec0 # 6 instructions; loads
spin main fa6580 fa6594 # 6 instructions; loads
spin main fa65a8 fa65bc # 6 instructions; loads
spin main fabb50 fabb64 # 6 instructions; loads
spin main fabe74 fabe88 # 6 instructions; loads
spin main fac8a0 fac8b4 # 6 instructions; loads
spin main fac8c4 fac8d8 # 6 instructions; loads
spin main face58 face6c # 6 instructions; loads
spin main fc0a28 fc0a3c # 6 instructions; loads
spin main fc0c68 fc0c7c # 6 instructions; loads
spin main fc0e8c fc0ea0 # 6 instructions; loads
spin main fc1054 fc1068 # 6 instructions; loads
spin main fc1178 fc118c # 6 instructions; loads
spin main fcb18c fcb1a8 # 8 instructions; loads
spin main fccfe8 fccffc # 6 instructions; loads
spin main fcd554 fcd640 # 4 instructions; loads
spin main fcdc5c fcdce4 # 4 instructions; loads
spin main fd2d30 fd2d44 # 6 instructions; loads
spin main fd6250 fd6264 # 6 instructions; loads
spin main fdf818 fdf82c # 6 instructions; loads
spin main fdfb30 fdfb44 # 6 instructions; loads
spin main fe0fa8 fe0fbc # 6 instructions; loads
spin main fe1ad8 fe1aec # 6 instructions; loads
spin main fea3a0 fea3b4 # 6 instructions; loads
spin main fead08 fead1c # 6 instructions; loads
spin main feb168 feb17c # 6 instructions; loads
spin main feb1d0 feb1e4 # 6 instructions; loads
spin main ff2af8 ff2b0c # 6 instructions; loads
spin main ff5680 ff5694 # 6 instructions; loads
spin main ff58e0 ff58f4 # 6 instructions; loads
spin main ff9660 ff9674 # 6 instructions; loads
spin main ffacec ffad00 # 6 instructions; loads
spin main 1001500 1001514 # 6 instructions; loads
spin main 1002c28 1002c3c # 6 instructions; loads
spin main 1010b3c 1010b50 # 6 instructions; loads
spin main 1010ef4 1010f08 # 6 instructions; loads
spin main 1011244 1011258 # 6 instructions; loads
spin main 1011544 1011558 # 6 instructions; loads
spin main 1011a9c 1011ab0 # 6 instructions; loads
spin main 1011e34 1011e48 # 6 instructions; loads
spin main 10121b4 10121c8 # 6 instructions; loads
spin main 1012228 101223c # 6 instructions; loads
spin main 1013150 1013164 # 6 instructions; loads
spin main 101349c 10134b0 # 6 instructions; loads
spin main 1013920 1013934 # 6 instructions; loads
spin main 1013b6c 1013b80 # 6 instructions; loads
spin main 1014950 1014964 # 6 instructions; loads
spin main 10149e8 10149fc # 6 instructions; loads
spin main 1015bac 1015bc0 # 6 instructions; loads
spin main 10160c0 10160d4 # 6 instructions; loads
spin main 10166f8 101670c # 6 instructions; loads
spin main 10167b4 10167c8 # 6 instructions; loads
spin main 1016870 1016884 # 6 instructions; loads
spin main 101692c 1016940 # 6 instructions; loads
spin main 10170f0 1017104 # 6 instructions; loads
spin main 10191dc 10191f0 # 6 instructions; loads
spin main 101948c 10194a0 # 6 instructions; loads
spin main 1019778 101978c # 6 instructions; loads
spin main 1019a2c 1019a40 # 6 instructions; loads
spin main 1019cf0 1019d04 # 6 instructions; loads
spin main 1019ff4 101a008 # 6 instructions; loads
spin main 101a054 101a068 # 6 instructions; loads
spin main 101b594 101b5b0 # 8 instructions; loads
spin main 101c7b4 101c7c8 # 6 instructions; loads
spin main 101c7fc 101c810 # 6 instructions; loads
spin main 101c844 101c858 # 6 instructions; loads
spin main 101c88c 101c8a0 # 6 instructions; loads
spin main 101c8d4 101c8e8 # 6 instructions; loads
spin main 1023190 10231a4 # 6 instructions; loads
spin main 10461ac 10461c0 # 6 instructions; loads
spin main 1047278 104728c # 6 instructions; loads
spin main 1050a8c 1050aa0 # 6 instructions; loads
spin main 1055074 10550bc # 3 instructions; loads
spin main 1056bd4 1056be8 # 6 instructions; loads
spin main 106037c 1060390 # 6 instructions; loads
spin main 1066bf4 1066c08 # 6 instructions; loads
spin main 106bc38 106bc4c # 6 instructions; loads
spin main 106be80 106be94 # 6 instructions; loads
spin main 1070220 1070234 # 6 instructions; loads
spin main 1071264 1071278 # 6 instructions; loads
spin main 1071788 107179c # 6 instructions; loads
spin main 1073910 1073924 # 6 instructions; loads
spin main 10815e0 10815f4 # 6 instructions; loads
spin main 108cb28 108cb3c # 6 instructions; loads
spin main 1095678 109568c # 6 instructions; loads
spin main 10956c0 10956d4 # 6 instructions; loads
spin main 109f134 109f148 # 6 instructions; loads
spin main 10bc820 10bc834 # 6 instructions; loads
spin main 10be4c8 10be4dc # 6 instructions; loads
spin main 10be4f0 10be504 # 6 instructions; loads
spin main 10c2d4c 10c2d60 # 6 instructions; loads
spin main 10c3748 10c375c # 6 instructions; loads
spin main 10d5ef8 10d5f0c # 6 instructions; loads
spin main 10da208 10da21c # 6 instructions; loads
spin main 10e3edc 10e3ef0 # 6 instructions; loads
spin main 10e5ee4 10e5ef8 # 6 instructions; loads
spin main 10ec860 10ec874 # 6 instructions; loads
spin main 10ec8dc 10ec8f0 # 6 instructions; loads
spin main 10f1db4 10f1dc8 # 6 instructions; loads
spin main 10ff3b4 10ff3c8 # 6 instructions; loads
spin main 10ff788 10ff79c # 6 instructions; loads
spin main 10ffef0 10fff04 # 6 instructions; loads
spin main 1100500 1100514 # 6 instructions; loads
spin main 1103e80 1103e94 # 6 instructions; loads
spin main 110ca34 110cb68 # 4 instructions; loads
spin main 110cab8 110cb4c # 4 instructions; loads
spin main 1117420 1117434 # 6 instructions; loads
spin main 1117448 111745c # 6 instructions; loads
spin main 111bf5c 111bf70 # 6 instructions; loads
spin main 111c1bc 111c1d0 # 6 instructions; loads
spin main 111c918 111c92c # 6 instructions; loads
spin main 112aef0 112af04 # 6 instructions; loads
spin main 1143e28 1143e3c # 6 instructions; loads
spin main 1145110 1145124 # 6 instructions; loads
spin main 1145138 114514c # 6 instructions; loads
spin main 1149244 1149258 # 6 instructions; loads
spin main 114b868 114b87c # 6 instructions; loads
spin main 114f850 114f864 # 6 instructions; loads
spin main 114fcdc 114fcf0 # 6 instructions; loads
spin main 1150cbc 1150cd0 # 6 instructions; loads
spin main 115aa38 115aa4c # 6 instructions; loads
spin main 117d7c8 117d7dc # 6 instructions; loads
spin main 118a000 118a014 # 6 instructions; loads
spin main 118a3d8 118a3ec # 6 instructions; loads
spin main 118f65c 118f670 # 6 instructions; loads
spin main 1193d30 1193d44 # 6 instructions; loads
spin main 1198130 1198144 # 6 instructions; loads
spin main 1198158 119816c # 6 instructions; loads
spin main 1198e48 1198e5c # 6 instructions; loads
spin main 119c414 119c428 # 6 instructions; loads
spin main 11a0778 11a078c # 6 instructions; loads
spin main 11a0fcc 11a0fe0 # 6 instructions; loads
spin main 11a5884 11a5898 # 6 instructions; loads
spin main 11bbd80 11bbd94 # 6 instructions; loads
spin main 11bd154 11bd168 # 6 instructions; loads
spin main 11bd17c 11bd190 # 6 instructions; loads
spin main 11e5fc8 11e5fdc # 6 instructions; loads
spin main 11e5ff0 11e6004 # 6 instructions; loads
spin main 11ea5b8 11ea5cc # 6 instructions; loads
spin main 11eccf8 11ecd0c # 6 instructions; loads
spin main 11f50d8 11f50ec # 6 instructions; loads
spin main 11f5624 11f5638 # 6 instructions; loads
spin main 12010e8 12010fc # 6 instructions; loads
spin main 120ecc0 120ecd4 # 6 instructions; loads
spin main 12171d8 12171ec # 6 instructions; loads
spin main 1217cd8 1217cec # 6 instructions; loads
spin main 1219124 1219138 # 6 instructions; loads
spin main 1231ca8 1231cbc # 6 instructions; loads
spin main 1231e58 1231e6c # 6 instructions; loads
spin main 1234784 1234798 # 6 instructions; loads
spin main 1234d14 1234d28 # 6 instructions; loads
spin main 1236974 1236988 # 6 instructions; loads
spin main 1236b1c 1236b30 # 6 instructions; loads
spin main 12479cc 12479e0 # 6 instructions; loads
spin main 1261af8 1261b0c # 6 instructions; loads
spin main 1261f20 1261f34 # 6 instructions; loads
spin main 1262200 1262214 # 6 instructions; loads
spin main 1268448 126845c # 6 instructions; loads
spin main 1283a80 1283a94 # 6 instructions; loads
spin main 128ba28 128ba3c # 6 instructions; loads
spin main 128ba90 128baa4 # 6 instructions; loads
spin main 128bc40 128bc54 # 6 instructions; loads
spin main 128bc6c 128bc80 # 6 instructions; loads
spin main 128bc98 128bcac # 6 instructions; loads
spin main 128bcc4 128bcd8 # 6 instructions; loads
spin main 128c468 128c47c # 6 instructions; loads
spin main 128c490 128c4a4 # 6 instructions; loads
spin main 12924ec 1292500 # 6 instructions; loads
spin main 1292e4c 1292e60 # 6 instructions; loads
spin main 1292eb4 1292ec8 # 6 instructions; loads
spin main 129458c 12945a0 # 6 instructions; loads
spin main 12966e0 12966f4 # 6 instructions; loads
spin main 129e62c 129e640 # 6 instructions; loads
spin main 129f954 129f968 # 6 instructions; loads
spin main 12a61b0 12a61c4 # 6 instructions; loads
spin main 12ab4cc 12ab4e0 # 6 instructions; loads
spin main 12ab4f4 12ab508 # 6 instructions; loads
spin main 12c1228 12c123c # 6 instructions; loads
spin main 12c1250 12c1264 # 6 instructions; loads
spin main 12ca068 12ca07c # 6 instructions; loads
spin main 12d040c 12d0420 # 6 instructions; loads
spin main 12e3820 12e3834 # 6 instructions; loads
spin main 12e8e80 12e8e94 # 6 instructions; loads
spin main 12e9640 12e9654 # 6 instructions; loads
spin main 1309bc8 1309bdc # 6 instructions; loads
spin main 1314ed8 1314eec # 6 instructions; loads
spin main 131553c 1315550 # 6 instructions; loads
spin main 1322ccc 1322dac # 11 instructions; loads
spin main 13277f4 1327808 # 6 instructions; loads
spin main 1327ab8 1327acc # 6 instructions; loads
spin main 132a1e0 132a1f4 # 6 instructions; loads
spin main 132b0a8 132b0bc # 6 instructions; loads
spin main 132b87c 132b890 # 6 instructions; loads
spin main 1332fc0 1332fd4 # 6 instructions; loads
spin main 1363450 1363464 # 6 instructions; loads
spin main 13feca8 13fecbc # 6 instructions; loads
spin main 13fee40 13fee54 # 6 instructions; loads
spin main 157c12c 157c140 # 6 instructions; loads
spin main 157dfe0 157dff4 # 6 instructions; loads
spin main 1585a20 1585a34 # 6 instructions; loads
spin main 1585ee0 1585ef4 # 6 instructions; loads
spin main 158c4c8 158c4dc # 6 instructions; loads
spin main 1599a14 1599a28 # 6 instructions; loads
spin main 159aed0 159aee4 # 6 instructions; loads
spin main 159aef8 159af0c # 6 instructions; loads
spin main 15a2a20 15a2a34 # 6 instructions; loads
spin main 15a3228 15a323c # 6 instructions; loads
spin main 15a34e8 15a34fc # 6 instructions; loads
spin main 15a3510 15a3524 # 6 instructions; loads
spin main 15a3f44 15a3f58 # 6 instructions; loads
spin main 15ae678 15ae68c # 6 instructions; loads
spin main 15b8d78 15b8d8c # 6 instructions; loads
spin main 15b9218 15b922c # 6 instructions; loads
spin main 15b9320 15b9334 # 6 instructions; loads
spin main 15b9638 15b964c # 6 instructions; loads
spin main 15c6c9c 15c6cb0 # 6 instructions; loads
spin main 15d5380 15d5394 # 6 instructions; loads
spin main 15e8a0c 15e8a20 # 6 instructions; loads
spin main 15e9ad4 15e9ae8 # 6 instructions; loads
spin main 15e9b7c 15e9b90 # 6 instructions; loads
spin main 15ef1c4 15ef1d8 # 6 instructions; loads
spin main 15ef304 15ef318 # 6 instructions; loads
spin main 15ef32c 15ef340 # 6 instructions; loads
spin main 1607238 160724c # 6 instructions; loads
spin main 160779c 16077b0 # 6 instructions; loads
spin main 16173e0 16173f4 # 6 instructions; loads
spin main 1623748 162375c # 6 instructions; loads
spin main 1627bdc 1627bf0 # 6 instructions; loads
spin main 1627c2c 1627c40 # 6 instructions; loads
spin main 1628eb8 1628ecc # 6 instructions; loads
spin main 16298a8 16298bc # 6 instructions; loads
spin main 16340f8 163410c # 6 instructions; loads
spin main 1636748 163675c # 6 instructions; loads
spin main 1636ed4 1636ee8 # 6 instructions; loads
spin main 163b7f0 163b804 # 6 instructions; loads
spin main 1648354 1648368 # 6 instructions; loads
spin main 1651478 165148c # 6 instructions; loads
spin main 1653730 1653744 # 6 instructions; loads
spin main 1656c5c 1656c70 # 6 instructions; loads
spin main 16596b0 16596b8 # 3 instructions; loads
spin main 16596c0 16596c4 # 2 instructions; loads
spin main 16596f8 1659700 # 3 instructions; loads
spin main 165cb68 165cb7c # 6 instructions; loads
spin main 1677368 167737c # 6 instructions; loads
spin main 16dc224 16dc238 # 6 instructions; loads
spin main 173d61c 173d630 # 6 instructions; loads
spin main 1747354 1747368 # 6 instructions; loads
spin main 1747918 174792c # 6 instructions; loads
spin main 17a0a20 17a0a34 # 6 instructions; loads
spin main 1932774 1932788 # 6 instructions; loads
spin main 1933ea8 1933ebc # 6 instructions; loads
spin main 1962e88 1962e90 # 3 instructions; loads
spin main 1962e98 1962e9c # 2 instructions; loads
spin main 1962f20 1962f28 # 3 instructions; loads
spin main 196300c 1963014 # 3 instructions; loads
spin main 196301c 1963020 # 2 instructions; loads
spin main 19630c8 19630d0 # 3 instructions; loads
spin main 1975850 1975858 # 3 instructions; loads
spin main 1975860 1975864 # 2 instructions; loads
spin main 1975888 1975890 # 3 instructions; loads
spin main 19758c0 19758c8 # 3 instructions; loads
spin main 19758d0 19758d4 # 2 instructions; loads
spin main 19758fc 1975904 # 3 instructions; loads
spin main 19e5048 19e505c # 6 instructions; loads
spin main 1a8b8b4 1a8b8c4 # 5 instructions; loads
spin main 1b65f9c 1b65fb0 # 6 instructions; loads
spin main 1b66058 1b6606c # 6 instructions; loads
spin main 1b66114 1b66128 # 6 instructions; loads
spin main 1b66714 1b66728 # 6 instructions; loads
spin main 1b667d0 1b667e4 # 6 instructions; loads
spin main 1b6688c 1b668a0 # 6 instructions; loads
spin main 1dff370 1dff37c # 4 instructions; loads
spin main 21e6508 21e6530 # 4 instructions; loads
spin main 222a3e0 222a3fc # 8 instructions; loads
spin main 22322d0 22322d8 # 3 instructions; loads
spin main 2232358 2232360 # 3 instructions; loads
spin main 22323e8 2232410 # 3 instructions; loads
spin main 223931c 223932c # 5 instructions; loads
spin main 225dc10 225dc18 # 3 instructions; loads
spin main 225dc20 225dc24 # 2 instructions; loads
spin main 225dcac 225dcb4 # 3 instructions; loads
spin main 225dd38 225dd40 # 3 instructions; loads
spin main 225dd48 225dd4c # 2 instructions; loads
spin main 225dd64 225dd6c # 3 instructions; loads
spin main 22b72dc 22b72f0 # 6 instructions; loads
spin main 22b7440 22b7454 # 6 instructions; loads
spin main 22c60ac 22c60d0 # 4 instructions; loads
spin main 22c619c 22c61a8 # 4 instructions; loads
spin main 233ce40 233ce54 # 6 instructions; loads
spin main 240ccb0 240ccb8 # 3 instructions; loads
spin main 240ccc0 240ccc4 # 2 instructions; loads
spin main 240cd40 240cd48 # 3 instructions; loads
spin main 240d57c 240d584 # 3 instructions; loads
spin main 240d58c 240d590 # 2 instructions; loads
spin main 240d5fc 240d604 # 3 instructions; loads
spin main 240da9c 240daa4 # 3 instructions; loads
spin main 240daac 240dab0 # 2 instructions; loads
spin main 240db3c 240db44 # 3 instructions; loads
spin main 240dc80 240dc88 # 3 instructions; loads
spin main 240dc90 240dc94 # 2 instructions; loads
spin main 240dce8 240dcf0 # 3 instructions; loads
spin main 240dd34 240dd3c # 3 instructions; loads
spin main 240dd44 240dd48 # 2 instructions; loads
spin main 240ddfc 240de04 # 3 instructions; loads
spin main 240de0c 240de10 # 2 instructions; loads
spin main 240de50 240de58 # 3 instructions; loads
spin main 240de80 240de88 # 3 instructions; loads
spin main 240df74 240df7c # 3 instructions; loads
spin main 240df84 240df88 # 2 instructions; loads
spin main 240e068 240e070 # 3 instructions; loads
spin main 240e0fc 240e104 # 3 instructions; loads
spin main 240e10c 240e110 # 2 instructions; loads
spin main 240e1c4 240e1cc # 3 instructions; loads
spin main 240e1e4 240e1e8 # 2 instructions; loads
spin main 240e288 240e290 # 3 instructions; loads
spin main 240e2b8 240e2c0 # 3 instructions; loads
spin main 240e300 240e308 # 3 instructions; loads
spin main 240e310 240e314 # 2 instructions; loads
spin main 240e338 240e340 # 3 instructions; loads
spin main 240e384 240e38c # 3 instructions; loads
spin main 240e394 240e398 # 2 instructions; loads
spin main 240e3c0 240e3c8 # 3 instructions; loads
spin main 240e91c 240e924 # 3 instructions; loads
spin main 240e92c 240e930 # 2 instructions; loads
spin main 240e954 240e95c # 3 instructions; loads
spin main 240f088 240f090 # 3 instructions; loads
spin main 240f098 240f09c # 2 instructions; loads
spin main 240f0c0 240f0c8 # 3 instructions; loads
spin main 2410984 241098c # 3 instructions; loads
spin main 2410994 2410998 # 2 instructions; loads
spin main 2410a18 2410a20 # 3 instructions; loads
spin main 2410a40 2410a48 # 3 instructions; loads
spin main 2410a50 2410a54 # 2 instructions; loads
spin main 2410ad4 2410adc # 3 instructions; loads
spin main 2410e70 2410e78 # 3 instructions; loads
spin main 2410e80 2410e84 # 2 instructions; loads
spin main 2410ed4 2410edc # 3 instructions; loads
spin main 2410f1c 2410f24 # 3 instructions; loads
spin main 2410f2c 2410f30 # 2 instructions; loads
spin main 2410fcc 2410fd4 # 3 instructions; loads
spin main 241102c 2411034 # 3 instructions; loads
spin main 241103c 2411040 # 2 instructions; loads
spin main 24110c4 24110cc # 3 instructions; loads
spin main 2413d28 2413d30 # 3 instructions; loads
spin main 2413d38 2413d3c # 2 instructions; loads
spin main 2413dc8 2413dd0 # 3 instructions; loads
spin main 2413e04 2413e0c # 3 instructions; loads
spin main 2413e14 2413e18 # 2 instructions; loads
spin main 2413e84 2413e8c # 3 instructions; loads
spin main 2416358 2416360 # 3 instructions; loads
spin main 2416368 241636c # 2 instructions; loads
spin main 2416388 2416390 # 3 instructions; loads
spin main 2462470 2462484 # 6 instructions; loads
spin main 2462498 24624ac # 6 instructions; loads
spin main 24651f4 2465208 # 6 instructions; loads
spin main 2465688 246569c # 6 instructions; loads
spin main 2474d20 2474d34 # 6 instructions; loads
spin main 2475154 2475168 # 6 instructions; loads
spin main 2479134 2479148 # 6 instructions; loads
spin main 2479b7c 2479b90 # 6 instructions; loads
spin main 247a378 247a38c # 6 instructions; loads
spin main 2493050 2493064 # 6 instructions; loads
spin main 2886500 2886514 # 6 instructions; loads
spin main 28865bc 28865d0 # 6 instructions; loads
spin main 2886678 288668c # 6 instructions; loads
spin main 2887484 2887498 # 6 instructions; loads
spin main 2887540 2887554 # 6 instructions; loads
spin main 28875fc 2887610 # 6 instructions; loads
spin main 28876b8 28876cc # 6 instructions; loads
spin main 2887774 2887788 # 6 instructions; loads
spin main 2887830 2887844 # 6 instructions; loads
spin main 28878ec 2887900 # 6 instructions; loads
spin main 28879a8 28879bc # 6 instructions; loads
spin main 2887e70 2887e84 # 6 instructions; loads
spin main 2887f2c 2887f40 # 6 instructions; loads
spin main 2a3e540 2a3e548 # 3 instructions; loads
spin main 2a3e550 2a3e554 # 2 instructions; loads
spin main 2a3e58c 2a3e594 # 3 instructions; loads
# subsdk0: 8 spin waits
spin subsdk0 2090 20a4 # 6 instructions; loads
spin subsdk0 278b4 278c8 # 6 instructions; loads
spin subsdk0 bcf28 bcfd0 bcfd8 # 14 instructions; loads
spin subsdk0 bd0d0 bd178 bd180 # 14 instructions; loads
spin subsdk0 c03a0 c03b4 # 6 instructions; loads
spin subsdk0 1bbefc 1bbf08 # 4 instructions; loads
spin subsdk0 1bd838 1bd84c # 6 instructions; loads
spin subsdk0 1c0c68 1c0c74 # 4 instructions; loads
# sdk: 5 spin waits
spin sdk f5218 f5350 # 14 instructions; loads
spin sdk 23a590 23a5d8 # 19 instructions; loads
spin sdk 23a658 23a6a0 # 19 instructions; loads
spin sdk 23a7fc 23a918 # 19 instructions; loads
spin sdk 3d3250 3d3270 # 9 instructions; loads
+146
View File
@@ -9,6 +9,7 @@ set cloth TOTK_CLOTH_REALTIME 1
set bounce TOTK_HIGHFPS_FIX 1
set output TOTK_PATCH_OUTPUT 0
set scene TOTK_PATCH_SCENE 0
set shadow TOTK_PATCH_SHADOW 0
# 60 fps: the adaptive present-interval controller (main+0x8f26c8, 1.0.0 0x8f6bec) gets the minimum interval 1.
site fps60 main 8f273c 6b08015f 7100055f # clamp: cmp w10, #1 (was cmp w10, w8 = minimum)
@@ -32,6 +33,12 @@ site realtime main 8f2398 1e2c1001 bd400120 # fmov s1, #0.5 -> ldr s0, [x9] (g
site realtime main 8f23a8 5e21d800 d503201f # scvtf s0, s0 -> nop
site realtime main 8f23ac 1e210800 d503201f # fmul s0, s0, s1 -> nop
# Equipment-switch cooldown (issue #18, found by JieML1100 on 1.4.3): the player update (main+0x852d24) steps the
# countdown at player state +0x109c through the timer step (main+0xec98cc) only while it is above FLT_EPSILON, but the
# equipment gate (main+0xcae6f8) blocks weapon, shield and bow changes while it is above 0. A measured ratio can leave
# a remainder in (0, FLT_EPSILON] that is never stepped again; stepping while above 0 takes it below 0.
site realtime main 852d28 1e270101 1e2703e1 # fmov s1, w8 (FLT_EPSILON) -> fmov s1, wzr
# Hair and cloth (upstream 290ec9f, 8f8022f): the actor animation update builds a second clock {seconds = factor / 30,
# ratio = factor} per rendered frame. Three inlined places: at the fmul, seconds = measured seconds * factor; at the
# store of the factor into the ratio slot, measured ratio * factor. The call of the shared update (main+0x89822c)
@@ -48,6 +55,16 @@ site cloth main 8222f0 9401d7cf @page:x8 bd400104 1e240842 1e240863 9401d7cf #
# 100; compare +0x28 * +0x38 (30 / time scale) instead, the same value at 30 Hz and independent of the frame rate.
site bounce main bda798 bd402900 bd402900 bd403901 1e210800 # ldr s0, [x8, #0x28]; ldr s1, [x8, #0x38]; fmul s0, s0, s1
# Cursor and aim steps (upstream game_patches.c patch_cursor_speed, 363a6eb). These updates read the game's 30 Hz frame
# ratio for their smoothing but leave it out of the step itself, so the map cursor and the vertical Ultrahand aim moved
# 2x as fast at 60 fps and 4x at 120 as at the shipping 30 fps (issue #44). Each site multiplies the step by that ratio,
# so the speed is the shipping one at any frame rate. x9 and s16 are free: the next read of x9 follows a write, the
# function does not touch s16, and x20 keeps the update's frame object for the whole function.
set cursor TOTK_HIGHFPS_FIX 1
site cursor main ec3d9c bd400361 f94002e9 bd400930 1e300800 bd400361 # map pan speed s0 *= [[x23] + 8], then ldr s1, [x27]
site cursor main 1d48d64 1e2a198c 1e2a198c bd400a90 1e30098c # fdiv s12, s12, s10, then s12 *= [x20 + 8]: vertical Ultrahand aim
site cursor main 1d484e4 1e200923 1e200923 bd400a90 1e300863 # fmul s3, s9, s0, then s3 *= [x20 + 8]: vertical gyro aim (Recall)
# Output size (upstream games/totk/runtime/game_patches.c patch_output_res; runtime/resolution.c switches the set on).
# The swapchain size nnMain writes before NvInitializeGraphics comes from page +48 ({w, h} as one 64-bit value), and
# the output size the renderer lays out its canvas, crop and UI in (main+0xcc3f00, read from the graphics parameters
@@ -64,6 +81,126 @@ site scene main cc3f68 5e21d900 @page:x9 # scvtf s0, s8 -> adrp x9, page
site scene main cc3f70 bd0cc660 2d420520 # str s0, [x19, #0xcc4] -> ldp s0, s1, [x9, #16]
site scene main cc3f74 5e21d921 bd0cc660 # scvtf s1, s9 -> str s0, [x19, #0xcc4]
# Camera aspect ratio for a game resolution that is not 16:9 (upstream game_patches.c, the 1.2.1 sites of aspect_install;
# runtime/resolution.c res_init writes the output's width / height to page +56 and switches the set on). The same four
# sites as patches-v143.txt, with the same original words: two camera sites (update and setup) load the camera's copy of
# DefaultAspect 1.777778, two viewport routines divide width by height. The replacement loads the ratio from the page
# instead (Hor+). x10 is kept on the stack, so no register liveness is assumed.
set aspect TOTK_ASPECT_PATCH 0
site aspect main cb4b10 bd414260 f81f0fea @page:x10 bd403940 f84107ea # ldr s0, [x19, #0x140] (camera update)
site aspect main 12521cc bd414260 f81f0fea @page:x10 bd403940 f84107ea # ldr s0, [x19, #0x140] (camera setup)
site aspect main 19b36f0 1e211800 f81f0fea @page:x10 bd403940 f84107ea # fdiv s0, s0, s1 (viewport)
site aspect main 1ecdf68 1e211800 f81f0fea @page:x10 bd403940 f84107ea # fdiv s0, s0, s1 (viewport)
# Texture pool offsets past 2 GiB (MacNativeGames ca311e2d). The texture loader keeps a texture's place in its pool as a
# 32-bit offset (main+0xad4294: sub x25, x9, x10, stored as the word w25) and widens it as a signed number for
# nvnTextureBuilderSetStorage's offset and for SetPackagedTextureData's source (the pool's CPU address + offset). The
# shipped heap table keeps every pool far below 2 GiB; a texture pack's heap table with TOTK_APP_POOL raised can make
# one larger (MacNativeGames saw a 3.58 GiB pool), and every texture past 2 GiB then got storage 4 GiB below its pool.
# The offset is widened unsigned instead, the same value below 2 GiB, right up to 4 GiB. 1.4.3 needs no patch: its
# loaders (main+0x583c34, main+0x27ed214) keep the offset in 64 bits.
set pooloff TOTK_POOL_OFFSET_PATCH 1
site pooloff main ad43f0 93407f22 2a1903e2 # sxtw x2, w25 -> mov w2, w25 (SetStorage offset)
site pooloff main ad440c 8b39c101 8b394101 # add x1, x8, w25, sxtw -> add x1, x8, w25, uxtw (packaged data source)
# Direct mouse camera (runtime/mouse_direct.c; the same hooks as patches-v143.txt, mapped by enclosing function to the
# 1.2.1 main, each original word checked). The camera input update (main+0xd18088, 1.4.3 0x874c1c) after its dead zone,
# clamp and StickExponent keeps x in s11 (1.4.3 s9); the host callback performs the displaced store and adds raw mouse
# counts. The free orbit (main+0xae28b8) keeps its final angles at [sp+0x3c] / [sp+0x40], Ultrahand's curve results
# (main+0x1768ebc) are s9 and s15. The host functions are at page +0xfd0 .. +0xf80; the page is main+0x472b000.
set mouse_direct TOTK_MOUSE_DIRECT_PATCH 1
site mouse_direct main d18140 bd04228b 94e84fa4 # camera input: str s11, [x20, #0x420]
site mouse_direct main d181fc 6d4123e9 94e84f71 # camera input activity: ldp d9, d8, [sp, #0x10]
site mouse_direct main ae28e8 f9400408 94f125b2 # free orbit begin: ldr x8, [x0, #8]
site mouse_direct main ae355c bd403fed 94f12291 # free orbit angles: ldr s13, [sp, #0x3c]
site mouse_direct main 176949c b9001be9 94bf0abd # Ultrahand input: str w9, [sp, #0x18]
# The aiming, scope, ability, horse and Purah Pad cameras: per axis, the stick load and the angle the turn is added to,
# each a bl to page +0xf80 told apart by the return address (runtime/mouse_direct.c load_sites_121). Where 1.2.1 adds
# the turn in a shared helper (main+0x1bb70e8, 0x1bd0d00: *p = wrap(*p + s0)), the hook is on the turn the helper takes
# (Horse) or on the store of the helper's result (Aiming's pitch target). Every enclosing function saves x30 in its
# prologue and reads it only to return.
site mouse_direct main 1d34338 bd4426c1 94a7df12 # Aiming: ldr s1, [x22, #0x424] (stick y)
site mouse_direct main 1d34374 bd015660 94a7df03 # Aiming: str s0, [x19, #0x154] (pitch target: +0x15c + turn from a helper)
site mouse_direct main 1d34584 bd4422c1 94a7de7f # Aiming: ldr s1, [x22, #0x420] (stick x)
site mouse_direct main 1d345d0 bc5b83a1 94a7de6c # Aiming: ldur s1, [x29, #-0x48] (yaw)
site mouse_direct main 1d35fd4 bd4422e0 94a7d7eb # AimingTelescope: ldr s0, [x23, #0x420] (stick x)
site mouse_direct main 1d35fe0 bd4426e9 94a7d7e8 # AimingTelescope: ldr s9, [x23, #0x424] (stick y)
site mouse_direct main 1d36280 bd416260 94a7d740 # AimingTelescope: ldr s0, [x19, #0x160] (pitch)
site mouse_direct main 1d36224 bd405be1 94a7d757 # AimingTelescope: ldr s1, [sp, #0x58] (yaw)
site mouse_direct main 1d48478 bd4422cf 94a78ec2 # SpecialPower: ldr s15, [x22, #0x420] (stick x)
site mouse_direct main 1d48480 bd4426cc 94a78ec0 # SpecialPower: ldr s12, [x22, #0x424] (stick y)
site mouse_direct main 1d48bb4 bd416262 94a78cf3 # SpecialPower: ldr s2, [x19, #0x160] (pitch)
site mouse_direct main 1d48b38 bc5a83a1 94a78d12 # SpecialPower: ldur s1, [x29, #-0x58] (yaw)
site mouse_direct main 1d4070c bd442288 94a7ae1d # Horse: ldr s8, [x20, #0x420] (stick x)
site mouse_direct main 1d40740 bd401be0 94a7ae10 # Horse: ldr s0, [sp, #0x18] (yaw turn, which a helper adds to +0x68)
site mouse_direct main 1d408f8 bd4426a8 94a7ada2 # Horse: ldr s8, [x21, #0x424] (stick y)
site mouse_direct main 1d409ac bd406661 94a7ad75 # Horse: ldr s1, [x19, #0x64] (pitch)
site mouse_direct main 1d48ccc bd4422c9 94a78cad # SpecialPower offset mode: ldr s9, [x22, #0x420] (stick x)
site mouse_direct main 1d48cf0 bd41da61 94a78ca4 # SpecialPower offset mode: ldr s1, [x19, #0x1d8] (offset x)
site mouse_direct main 1d48cfc bd4426c9 94a78ca1 # SpecialPower offset mode: ldr s9, [x22, #0x424] (stick y)
site mouse_direct main 1d48d18 bd41de61 94a78c9a # SpecialPower offset mode: ldr s1, [x19, #0x1dc] (offset y)
site mouse_direct main 1d485f8 bd400400 94a78e62 # SpecialPower: ldr s0, [x0, #0x4] (offset scale, read only)
site mouse_direct main 1d37b44 bd4426ad 94a7d10f # CameraFinder: ldr s13, [x21, #0x424] (stick y)
site mouse_direct main 1d37b68 bd405261 94a7d106 # CameraFinder: ldr s1, [x19, #0x50] (pitch)
site mouse_direct main 1d37bcc bd4422ad 94a7d0ed # CameraFinder: ldr s13, [x21, #0x420] (stick x)
site mouse_direct main 1d37bf4 bd405be1 94a7d0e3 # CameraFinder: ldr s1, [sp, #0x58] (yaw)
# The other player cameras. ClimbObj, EventMultiTalk and EventTalkManual load an angle with a pre-indexed load whose
# write-back the code after it needs; the mov before it adds the offset instead and the hook loads [base] (no register
# between the two words, no branch into them). Wakeboard, ShieldSurfing and Tail read the stick twice, once for its
# length and once for its angle: the first pair gives the same values without degrees of its own (REPEAT).
site mouse_direct main 1d38e08 bd442301 94a7cc5e # ClimbObj: ldr s1, [x24, #0x420]
site mouse_direct main 1d38e10 bd409261 94a7cc5c # ClimbObj: ldr s1, [x19, #0x90] (yaw)
site mouse_direct main 1d38dac bd442701 94a7cc75 # ClimbObj: ldr s1, [x24, #0x424]
site mouse_direct main 1d38da4 aa1303f6 91022276 # ClimbObj: mov x22, x19 -> add x22, x19, #0x88
site mouse_direct main 1d38db8 bc488ec1 94a7cc72 # ClimbObj: ldr s1, [x22, #0x88]! (pitch), as ldr s1, [x22]
site mouse_direct main 1d50738 bd4422c0 94a76e12 # Wakeboard: ldr s0, [x22, #0x420] (x for the length, REPEAT)
site mouse_direct main 1d50740 bd4426c1 94a76e10 # Wakeboard: ldr s1, [x22, #0x424] (y for the length, REPEAT)
site mouse_direct main 1d50768 bd4426c0 94a76e06 # Wakeboard: ldr s0, [x22, #0x424] (stick y, kept)
site mouse_direct main 1d5076c bd4422c1 94a76e05 # Wakeboard: ldr s1, [x22, #0x420]
site mouse_direct main 1d50e5c bd40da60 94a76c49 # Wakeboard: ldr s0, [x19, #0xd8] (pitch)
site mouse_direct main 1d508bc bd401fa0 94a76db1 # Wakeboard: ldr s0, [x29, #0x1c] (pitch turn, cut to the pad)
site mouse_direct main 1d50f20 bd403bec 94a76c18 # Wakeboard: ldr s12, [sp, #0x38] (yaw)
site mouse_direct main 1d51e10 bd4422cd 94a7685c # WaterfallClimb: ldr s13, [x22, #0x420]
site mouse_direct main 1d51fb8 b9403be8 94a767f2 # WaterfallClimb: ldr w8, [sp, #0x38] (yaw)
site mouse_direct main 1d51f48 bd4426c9 94a7680e # WaterfallClimb: ldr s9, [x22, #0x424]
site mouse_direct main 1d4a11c bd442280 94a78799 # Tail: ldr s0, [x20, #0x420] (x for the length, REPEAT)
site mouse_direct main 1d4a124 bd442681 94a78797 # Tail: ldr s1, [x20, #0x424] (y for the length, REPEAT)
site mouse_direct main 1d4a14c bd442680 94a7878d # Tail (climbing): ldr s0, [x20, #0x424] (stick y)
site mouse_direct main 1d4a150 bd442281 94a7878c # Tail: ldr s1, [x20, #0x420]
site mouse_direct main 1d4a4a0 bd40c260 94a786b8 # Tail (climbing): ldr s0, [x19, #0xc0] (yaw)
site mouse_direct main 1d4a514 bd40b661 94a7869b # Tail (climbing): ldr s1, [x19, #0xb4] (pitch)
site mouse_direct main 1d4c930 bd442320 94a77d94 # LockOn / Target: ldr s0, [x25, #0x420]
site mouse_direct main 1d4c958 bd442321 94a77d8a # LockOn / Target: ldr s1, [x25, #0x420] (stick x)
site mouse_direct main 1d4c97c bd402be0 94a77d81 # LockOn / Target: ldr s0, [sp, #0x28] (yaw turn)
site mouse_direct main 1d4c98c bd402be9 94a77d7d # LockOn / Target: ldr s9, [sp, #0x28] (yaw turn)
site mouse_direct main 1d4cd5c bd442721 94a77c89 # LockOn / Target: ldr s1, [x25, #0x424] (stick y)
site mouse_direct main 1d4cd80 bd402be0 94a77c80 # LockOn / Target: ldr s0, [sp, #0x28] (pitch turn)
site mouse_direct main 1d4cd90 bd402beb 94a77c7c # LockOn / Target: ldr s11, [sp, #0x28] (pitch turn)
site mouse_direct main 1d443e8 bd4426a9 94a79ee6 # LockOnAimingAt: ldr s9, [x21, #0x424] (stick y)
site mouse_direct main 1d44430 bd419a61 94a79ed4 # LockOnAimingAt: ldr s1, [x19, #0x198] (pitch offset)
site mouse_direct main 1d44444 bd4422a9 94a79ecf # LockOnAimingAt: ldr s9, [x21, #0x420] (stick x)
site mouse_direct main 1d44490 bd419e61 94a79ebc # LockOnAimingAt: ldr s1, [x19, #0x19c] (yaw offset)
site mouse_direct main 1d418dc bd44234b 94a7a9a9 # HorseLockOnEmpty: ldr s11, [x26, #0x420]
site mouse_direct main 1d3a484 bd44230b 94a7c6bf # EventMultiTalk: ldr s11, [x24, #0x420]
site mouse_direct main 1d3a3f8 bd44270b 94a7c6e2 # EventMultiTalk: ldr s11, [x24, #0x424] (stick y)
site mouse_direct main 1d3a418 aa1303f7 91017277 # EventMultiTalk: mov x23, x19 -> add x23, x19, #0x5c
site mouse_direct main 1d3a420 bc45cee1 94a7c6d8 # EventMultiTalk: ldr s1, [x23, #0x5c]! (pitch), as ldr s1, [x23]
site mouse_direct main 1d3a4dc aa1303f6 91019276 # EventMultiTalk: mov x22, x19 -> add x22, x19, #0x64
site mouse_direct main 1d3a4e4 bc464ec1 94a7c6a7 # EventMultiTalk: ldr s1, [x22, #0x64]! (yaw), as ldr s1, [x22]
site mouse_direct main 1d3e2b0 bd442729 94a7b734 # EventTalkManual: ldr s9, [x25, #0x424] (stick y)
site mouse_direct main 1d3e2d4 aa1303f8 9101d278 # EventTalkManual: mov x24, x19 -> add x24, x19, #0x74
site mouse_direct main 1d3e2d8 bc474f01 94a7b72a # EventTalkManual: ldr s1, [x24, #0x74]! (pitch), as ldr s1, [x24]
site mouse_direct main 1d3e33c bd442329 94a7b711 # EventTalkManual: ldr s9, [x25, #0x420] (stick x)
site mouse_direct main 1d3e360 aa1303f6 9101f276 # EventTalkManual: mov x22, x19 -> add x22, x19, #0x7c
site mouse_direct main 1d3e364 bc47cec1 94a7b707 # EventTalkManual: ldr s1, [x22, #0x7c]! (yaw), as ldr s1, [x22]
site mouse_direct main 1d46108 bd4422e0 94a7979e # ShieldSurfing: ldr s0, [x23, #0x420] (x for the length, REPEAT)
site mouse_direct main 1d46110 bd4426e1 94a7979c # ShieldSurfing: ldr s1, [x23, #0x424] (y for the length, REPEAT)
site mouse_direct main 1d46138 bd4426e0 94a79792 # ShieldSurfing: ldr s0, [x23, #0x424] (stick y, kept)
site mouse_direct main 1d4613c bd4422e1 94a79791 # ShieldSurfing: ldr s1, [x23, #0x420] (stick x)
site mouse_direct main 1d46788 bd40de60 94a795fe # ShieldSurfing: ldr s0, [x19, #0xdc] (pitch)
site mouse_direct main 1d46910 bd401fa0 94a7959c # ShieldSurfing: ldr s0, [x29, #0x1c] (pitch turn, cut to the pad)
site mouse_direct main 1d467b4 bd403bec 94a795f3 # ShieldSurfing: ldr s12, [sp, #0x38] (yaw)
# Spin waits, from tools/spin_waits.py --exefs build/extracted/v121/exefs --patches recomp/patches-v121.txt: loops that only
# another thread can end; their back-edges pass rt_spin_gate (runtime/kernel.c), TOTK_SPIN=0 keeps the core.
spin main ac600 ac620 ac630 # 13 instructions; loads
@@ -930,3 +1067,12 @@ spin sdk 23a590 23a5d8 # 19 instructions; loads
spin sdk 23a658 23a6a0 # 19 instructions; loads
spin sdk 23a7fc 23a918 # 19 instructions; loads
spin sdk 3d3250 3d3270 # 9 instructions; loads
# Sun shadow map size (runtime/resolution.c shadow_init switches the set on). Each frame the engine sizes its shadow
# cascades (a D16 4-layer array) in main+0xcebdf4: a base size (960 in the field), interpolated down by how close the
# cover is, rounded up to 8 at main+0xcec22c and stored as the width (+0x3d8 of the cascade set) and, through the packed
# store at +0xe4, the height (+0x3f8). Near the ground it falls to about 400, which draws foliage shadows blocky, and
# every change of size moves the shadow texels, so leaf shadows jump instead of sliding. The page's fixed size (+92)
# goes in just before the rounding, as the community's shadow resolution mods do (1.1.0: mov w11, #1024 over the
# computation). Found by a write watch on the size field (the writer was this function, and no other).
site shadow main cec22c 11001d6b @page:x11 b9405d6b 11001d6b # add w11, w11, #7 -> adrp x11, page; ldr w11, [x11, #92]; add w11, w11, #7
+143
View File
@@ -10,6 +10,8 @@ set cloth TOTK_CLOTH_REALTIME 1
set bounce TOTK_HIGHFPS_FIX 1
set output TOTK_PATCH_OUTPUT 0
set scene TOTK_PATCH_SCENE 0
set shadow TOTK_PATCH_SHADOW 0
set cascade TOTK_PATCH_CASCADE 0
# 60 fps: the adaptive present-interval controller (main+0x2db174, 1.2.1 0x8f26c8) gets the minimum interval 1.
site fps60 main 2db204 6b08015f 7100055f # clamp: cmp w10, #1 (was cmp w10, w8 = minimum)
@@ -32,6 +34,13 @@ site realtime main 2daa70 1e201820 d503201f # fdiv s0, s1, s0 -> nop
site realtime main 2daa74 1e2c1001 d503201f # fmov s1, #0.5 -> nop
site realtime main 2daa78 1e210800 d503201f # fmul s0, s0, s1 -> nop
# Equipment-switch cooldown (issue #18, found by JieML1100): the player update (main+0x2b0368) steps the countdown at
# player state +0x109c through the timer step (main+0x1b0834, value += ratio * rate) only while it is above FLT_EPSILON,
# but the equipment gate (main+0x31cc7c) blocks weapon, shield and bow changes while it is above 0. Whole 30 Hz steps
# reach exactly 0; a measured ratio leaves a rounding remainder, and one in (0, FLT_EPSILON] is never stepped again and
# keeps equipment locked until a load. Stepping while above 0 takes the remainder below 0 like any other last step.
site realtime main 2b036c 0f016681 0f000401 # movi v1.2s, #0x34, lsl #24 (FLT_EPSILON) -> movi v1.2s, #0
# Hair and cloth: the actor animation update builds a second clock {seconds = factor / 30, ratio = factor} per
# rendered frame. 1.4.3 inlines it in two actor paths, where the factor was just stored to the ratio slot: the
# replacement stores measured ratio * factor there and computes measured seconds * factor. Two other callers share the
@@ -47,6 +56,18 @@ site cloth main 28bc98 9400546a @page:x8 bd400104 1e240842 1e240863 9400546a #
# s1 is set again by the fmov two instructions on.
site bounce main 562a64 bd402920 bd402920 bd403921 1e210800 # ldr s0, [x9, #0x28]; ldr s1, [x9, #0x38]; fmul s0, s0, s1
# Fades (MacNativeGames game_patches_v143.c patch_fade_increment, upstream 3e9e7f67): the distance/LOD mesh fades and
# the pre-actor fades add trunc(2.1 * ratio) to a counter each frame: 2 at 30 fps, 1 at 60, 0 above about 63.5 fps
# (ratio below 1 / 2.1), where a fade stops and its object stays translucent or invisible until a slower frame moves
# it on. Each site floors the increment at 1 without the flags: clz is 32 only for 0, so increment += clz >> 5. The
# scratch register is one the next instruction writes (w10 at 0x0a7ac4: ldrb w10; w11 at the pre-actor sites: add
# w11), or at 0x95dd24 a temporary the function no longer reads (add, strb, return).
set fade TOTK_HIGHFPS_FIX 1
site fade main 0a7ac4 1e380008 1e380008 5ac0110a 53057d4a 0b0a0108 # fcvtzs w8, s0; clz w10, w8; lsr w10, w10, #5; add w8, w8, w10
site fade main 95dd24 1e380008 1e380008 5ac0110a 53057d4a 0b0a0108 # the same, second mesh fade
site fade main 6155e4 1e38000a 1e38000a 5ac0114b 53057d6b 0b0b014a # fcvtzs w10, s0; clz w11, w10; lsr w11, w11, #5; add w10, w10, w11
site fade main 615660 1e38000a 1e38000a 5ac0114b 53057d6b 0b0b014a # the same, second pre-actor fade path
# Output size (upstream game_patches_v143.c patch_output_res; runtime/resolution.c switches the set on). The swapchain
# size nnMain writes comes from page +48; the display configuration's canvas (+0x10) and active output (+0x508) from
# page +32, and the configuration goes to page +40. x9 is dead at the publication point.
@@ -61,6 +82,115 @@ site scene main 585e50 bd0cc660 2d420460 # str s0, [x19, #0xcc4] -> ldp s0, s
site scene main 585e54 1e220140 bd0cc660 # scvtf s0, w10 -> str s0, [x19, #0xcc4]
site scene main 585e60 bd0cca60 bd0cca61 # str s0, [x19, #0xcc8] -> str s1, [x19, #0xcc8]
# Camera aspect ratio for a game resolution that is not 16:9 (upstream game_patches_v143.c and aspect_patch.h
# aspect_install / aspect_stub; runtime/resolution.c res_init writes the output's width / height to page +56 and
# switches the set on). Each site leaves the ratio sead's perspective projection (+0xb0) takes in s0: two camera sites
# (update and setup) load the camera's copy of DefaultAspect 1.777778, two viewport routines divide width by height.
# The replacement loads the ratio from the page instead, so a 21:9 output shows more of the world at the sides with
# the vertical view kept (Hor+). x10 is kept on the stack, so no register liveness is assumed.
set aspect TOTK_ASPECT_PATCH 0
site aspect main 628c74 bd414260 f81f0fea @page:x10 bd403940 f84107ea # ldr s0, [x19, #0x140] (camera update)
site aspect main b43460 bd406ac0 f81f0fea @page:x10 bd403940 f84107ea # ldr s0, [x22, #0x68] (camera setup)
site aspect main 1ff04f4 1e211800 f81f0fea @page:x10 bd403940 f84107ea # fdiv s0, s0, s1 (viewport)
site aspect main 253fbb0 1e211800 f81f0fea @page:x10 bd403940 f84107ea # fdiv s0, s0, s1 (viewport)
# Field of view (runtime/resolution.c res_fov_live writes TOTK_FOV / 100 to page +60 and switches the set). The same two
# camera routines as the aspect set load the camera's vertical view angle (radians) a few words before the ratio and
# hand it to sead's perspective projection (+0xa0, then sin / cos / tan of half of it at +0xa4..+0xac). The replacement
# loads the angle as before and multiplies it by the factor on the page; s8 holds the factor because the next
# instruction (fmul s8, s0, s1) overwrites it. Zooms the game makes itself (the bow, the scope) scale with it.
set fov TOTK_FOV_PATCH 0
site fov main 628c3c bd413e60 f81f0fea @page:x10 bd413e60 bd403d48 1e280800 f84107ea # ldr s0, [x19, #0x13c] (camera update)
site fov main b4342c bd4066c0 f81f0fea @page:x10 bd4066c0 bd403d48 1e280800 f84107ea # ldr s0, [x22, #0x64] (camera setup)
# The camera input update, after its stick dead zone, unit-radius clamp and StickExponent. The host callback
# performs the displaced store and adds raw mouse counts to s9/s10 (runtime/mouse_direct.c camera_input).
# Its address is page +0xfd0; the page is main+0x3adf000 on this verified build.
set mouse_direct TOTK_MOUSE_DIRECT_PATCH 1
site mouse_direct main 874cb4 bd042289 94c9acc7
site mouse_direct main 874d7c 6d40a3e9 94c9ac91
site mouse_direct main 18e444 f9400408 94e546db
site mouse_direct main 18f108 bd4047ec 94e543a6
# Keep native camera-distance easing when direct mouse orbit bypasses the stick integrators.
site mouse_direct main 18ea34 b9418a88 94e5454f # orbit state: ldr w8, [x20, #0x188]
site mouse_direct main 1d59460 b9004be8 94761acc
# The aiming, scope, ability, horse and Purah Pad camera cameras: per axis, the float load the stick turn is computed
# from (the gamepad's part only) and the load of the angle it is added to (plus the mouse's degrees), each a bl to page
# +0xf80, told apart by the return address (runtime/mouse_direct.c camera_load, load_sites). Every enclosing function
# saves x30 in its prologue, so the bl's link register write is harmless.
site mouse_direct main 23beb94 bd4426c1 945c84fb # Aiming: ldr s1, [x22, #0x424] (stick y)
site mouse_direct main 23bebc8 bd415e61 945c84ee # Aiming: ldr s1, [x19, #0x15c] (pitch)
site mouse_direct main 23bee2c bd4422c1 945c8455 # Aiming: ldr s1, [x22, #0x420] (stick x)
site mouse_direct main 23beeec bc5b83a1 945c8425 # Aiming: ldur s1, [x29, #-0x48] (yaw)
site mouse_direct main 23c0a10 bd4422e0 945c7d5c # AimingTelescope: ldr s0, [x23, #0x420] (stick x)
site mouse_direct main 23c0a1c bd4426eb 945c7d59 # AimingTelescope: ldr s11, [x23, #0x424] (stick y)
site mouse_direct main 23c0b00 bd416260 945c7d20 # AimingTelescope: ldr s0, [x19, #0x160] (pitch)
site mouse_direct main 23c0e80 bd405be1 945c7c40 # AimingTelescope: ldr s1, [sp, #0x58] (yaw)
site mouse_direct main 23d2eec bd4422e8 945c3425 # SpecialPower: ldr s8, [x23, #0x420] (stick x)
site mouse_direct main 23d2ef4 bd4426ee 945c3423 # SpecialPower: ldr s14, [x23, #0x424] (stick y)
site mouse_direct main 23d3158 bd416260 945c338a # SpecialPower: ldr s0, [x19, #0x160] (pitch)
site mouse_direct main 23d34cc bc5b03a1 945c32ad # SpecialPower: ldur s1, [x29, #-0x50] (yaw)
site mouse_direct main 23cb274 bd442288 945c5343 # Horse: ldr s8, [x20, #0x420] (stick x)
site mouse_direct main 23cb2a0 bd406a61 945c5338 # Horse: ldr s1, [x19, #0x68] (yaw)
site mouse_direct main 23cb3f8 bd4426a8 945c52e2 # Horse: ldr s8, [x21, #0x424] (stick y)
site mouse_direct main 23cb424 bd406661 945c52d7 # Horse: ldr s1, [x19, #0x64] (pitch)
site mouse_direct main 23d2f30 bd4422e8 945c3414 # SpecialPower offset mode: ldr s8, [x23, #0x420] (stick x)
site mouse_direct main 23d2f5c bd41da62 945c3409 # SpecialPower offset mode: ldr s2, [x19, #0x1d8] (offset x)
site mouse_direct main 23d2f6c bd4426e8 945c3405 # SpecialPower offset mode: ldr s8, [x23, #0x424] (stick y)
site mouse_direct main 23d2f98 bd41de62 945c33fa # SpecialPower offset mode: ldr s2, [x19, #0x1dc] (offset y)
site mouse_direct main 23d3210 bd400400 945c335c # SpecialPower: ldr s0, [x0, #0x4] (offset scale, read only)
site mouse_direct main 23c2890 bd4426ad 945c75bc # CameraFinder: ldr s13, [x21, #0x424] (stick y)
site mouse_direct main 23c28b4 bd405261 945c75b3 # CameraFinder: ldr s1, [x19, #0x50] (pitch)
site mouse_direct main 23c2934 bd4422ad 945c7593 # CameraFinder: ldr s13, [x21, #0x420] (stick x)
site mouse_direct main 23c2964 bd404be1 945c7587 # CameraFinder: ldr s1, [sp, #0x48] (yaw)
# The other player cameras (runtime/mouse_direct.c load_sites; a ROLE_WATCH load stays the game's and only names its
# mode in the log when the mouse was in it):
site mouse_direct main 23c3dd0 bd442301 945c706c # ClimbObj: ldr s1, [x24, #0x420]
site mouse_direct main 23c3dd8 bd409261 945c706a # ClimbObj: ldr s1, [x19, #0x90] (yaw)
site mouse_direct main 23c3d64 bd442701 945c7087 # ClimbObj: ldr s1, [x24, #0x424]
# ClimbObj's pitch is a pre-indexed load, ldr s1, [x22, #0x88]!, whose write-back the code after it needs (ldp and
# str through x22). A host call cannot write x22: the lifter keeps X19-X29 in locals across a call. So the mov before
# it adds the 0x88 instead (x22 = x19 + 0x88) and the hook loads [x22] with no write-back.
site mouse_direct main 23c3d5c aa1303f6 91022276 # ClimbObj: mov x22, x19 -> add x22, x19, #0x88
site mouse_direct main 23c3d70 bc488ec1 945c7084 # ClimbObj: ldr s1, [x22, #0x88]! (pitch), as ldr s1, [x22]
site mouse_direct main 23da694 bd4422c1 945c163b # Wakeboard: ldr s1, [x22, #0x420]
site mouse_direct main 23da698 bd4426c0 945c163a # Wakeboard: ldr s0, [x22, #0x424] (stick y, kept)
site mouse_direct main 23da840 bd40da60 945c15d0 # Wakeboard: ldr s0, [x19, #0xd8] (pitch)
site mouse_direct main 23da894 bd4017e0 945c15bb # Wakeboard: ldr s0, [sp, #0x14] (pitch turn, cut to the pad)
site mouse_direct main 23daed8 bd403fe9 945c142a # Wakeboard: ldr s9, [sp, #0x3c] (yaw)
site mouse_direct main 23dced8 bd4422cd 945c0c2a # WaterfallClimb: ldr s13, [x22, #0x420]
site mouse_direct main 23dd070 b85cc3a8 945c0bc4 # WaterfallClimb: ldur w8, [x29, #-0x34] (yaw)
site mouse_direct main 23dd008 bd4426c9 945c0bde # WaterfallClimb: ldr s9, [x22, #0x424]
site mouse_direct main 23d4b14 bd44228c 945c2d1b # Tail: ldr s12, [x20, #0x420]
site mouse_direct main 23d4b1c bd44268d 945c2d19 # Tail (climbing): ldr s13, [x20, #0x424] (stick y)
site mouse_direct main 23d4f34 bd40c260 945c2c13 # Tail (climbing): ldr s0, [x19, #0xc0] (yaw)
site mouse_direct main 23d5028 bd40b661 945c2bd6 # Tail (climbing): ldr s1, [x19, #0xb4] (pitch)
site mouse_direct main 23d756c bd442300 945c2285 # LockOn / Target: ldr s0, [x24, #0x420]
site mouse_direct main 23d7594 bd442301 945c227b # LockOn / Target: ldr s1, [x24, #0x420] (stick x)
site mouse_direct main 23d75b4 bd4023e0 945c2273 # LockOn / Target: ldr s0, [sp, #0x20] (yaw turn)
site mouse_direct main 23d75c4 bd4023e9 945c226f # LockOn / Target: ldr s9, [sp, #0x20] (yaw turn)
site mouse_direct main 23d7998 bd442701 945c217a # LockOn / Target: ldr s1, [x24, #0x424] (stick y)
site mouse_direct main 23d79b8 bd4023e0 945c2172 # LockOn / Target: ldr s0, [sp, #0x20] (pitch turn)
site mouse_direct main 23d79c8 bd4023ea 945c216e # LockOn / Target: ldr s10, [sp, #0x20] (pitch turn)
site mouse_direct main 23cecb4 bd4426a9 945c44b3 # LockOnAimingAt: ldr s9, [x21, #0x424] (stick y)
site mouse_direct main 23cecf8 bd419a61 945c44a2 # LockOnAimingAt: ldr s1, [x19, #0x198] (pitch offset)
site mouse_direct main 23ced0c bd4422a9 945c449d # LockOnAimingAt: ldr s9, [x21, #0x420] (stick x)
site mouse_direct main 23ced4c bd419e61 945c448d # LockOnAimingAt: ldr s1, [x19, #0x19c] (yaw offset)
site mouse_direct main 23cc4b4 bd44232b 945c4eb3 # HorseLockOnEmpty: ldr s11, [x25, #0x420]
site mouse_direct main 23c54d4 bd4422eb 945c6aab # EventMultiTalk: ldr s11, [x23, #0x420]
site mouse_direct main 23c542c bd4426eb 945c6ad5 # EventMultiTalk: ldr s11, [x23, #0x424] (stick y)
site mouse_direct main 23c546c bd405e61 945c6ac5 # EventMultiTalk: ldr s1, [x19, #0x5c] (pitch)
site mouse_direct main 23c5554 bd406661 945c6a8b # EventMultiTalk: ldr s1, [x19, #0x64] (yaw)
site mouse_direct main 23c90ac bd442709 945c5bb5 # EventTalkManual: ldr s9, [x24, #0x424] (stick y)
site mouse_direct main 23c90d8 bd407661 945c5baa # EventTalkManual: ldr s1, [x19, #0x74] (pitch)
site mouse_direct main 23c9140 bd442309 945c5b90 # EventTalkManual: ldr s9, [x24, #0x420] (stick x)
site mouse_direct main 23c9170 bd407e61 945c5b84 # EventTalkManual: ldr s1, [x19, #0x7c] (yaw)
site mouse_direct main 23d0100 bd4422c1 945c3fa0 # ShieldSurfing: ldr s1, [x22, #0x420] (stick x)
site mouse_direct main 23d0104 bd4426c0 945c3f9f # ShieldSurfing: ldr s0, [x22, #0x424] (stick y, kept)
site mouse_direct main 23d02ac bd40de60 945c3f35 # ShieldSurfing: ldr s0, [x19, #0xdc] (pitch)
site mouse_direct main 23d0a34 bd4013e0 945c3d53 # ShieldSurfing: ldr s0, [sp, #0x10] (pitch turn, cut to the pad)
site mouse_direct main 23d087c bd403fe9 945c3dc1 # ShieldSurfing: ldr s9, [sp, #0x3c] (yaw)
# The game's zstd decoder (BSD zstd, statically linked into main) through the host's libzstd (runtime/ov_zstd.c):
# every call of ZSTD_decompressMultiFrame (main+0x3a1f0: dctx, dst, capacity, src, size, dict, dict size, ddict) and of
# its wrapper ZSTD_decompress_usingDDict (main+0x3a1e0, which tail-branches to it) goes to a host function on the patch
@@ -936,3 +1066,16 @@ spin subsdk0 1c4e54 1c4e60 # 4 instructions; loads
spin sdk 2d3654 2d3668 # 6 instructions; loads
spin sdk 443864 443884 # 9 instructions; loads
spin sdk 541e54 541f98 # 32 instructions; loads
# Sun shadow map size (patches-v121.txt explains the set and the page). 1.4.3 interpolates the size between a minimum
# and the base and rounds it up to 8 at main+0x683604; the rounded value is the width (+0x3d8) and, through the packed
# store at +0xf4, the height (+0x3f8). The page's size goes in just before the rounding.
site shadow main 683604 11001d6b @page:x11 b9405d6b 11001d6b # add w11, w11, #7 -> adrp x11, page; ldr w11, [x11, #92]; add w11, w11, #7
# Sun shadow cascade distances (runtime/resolution.c res_shadow_range switches the set on). The depth shadow parameter
# object (main+0x6fa3c0) registers depth_shadow_near_0_1..3 = 20, 40, 80 m and depth_shadow_far_0 = 160 m as
# immediates, and the field's .bgsdw files do not override them; with the set on they come from page +64..+76.
site cascade main 6fabb8 52a83408 @page:x8 b9404108 # mov w8, #20.0 -> ldr w8, [page+64]
site cascade main 6fac40 52a84408 @page:x8 b9404508 # mov w8, #40.0 -> ldr w8, [page+68]
site cascade main 6facc8 52a85408 @page:x8 b9404908 # mov w8, #80.0 -> ldr w8, [page+72]
site cascade main 6fad4c 52a86408 @page:x8 b9404d08 # mov w8, #160.0 -> ldr w8, [page+76]
+24 -14
View File
@@ -11,13 +11,19 @@ Lifted code cannot be byte-patched when the game runs, so a patch is applied whe
<address> is a module offset (hex), <original> the instruction word the module has there (checked; a mismatch stops
the generator), each <replacement> an instruction word (hex) or `@page:x<n>`, which is `adrp x<n>, <patch page>`
encoded for the site's address. The patch page is the first 4 KiB page after main's image (layout.py leaves the rest
of the 2 MiB-aligned module slot free); the runtime commits it and owns its contents.
of the 2 MiB-aligned module slot free); the runtime commits it and owns its contents. Words in use, by byte offset:
+0..15 the frame-rate step (runtime/frame_rate.c), +16..55 the output, swapchain and scene sizes
(runtime/resolution.c res_init), +56..59 the camera's aspect ratio (runtime/resolution.c res_init, set aspect), +60..63
the field-of-view factor (runtime/resolution.c res_fov_live, set fov), +92..95 the sun shadow map size
(runtime/resolution.c shadow_init, set shadow). A new set takes words outside these.
The replacement words are lifted at the site's address in place of the original instruction, and the generated C reads
`if (rt_patch_on[<set>]) { replacement } else { original }`: one byte load and a branch per executed site. Replacement
words must not branch except a final `bl` (lifted with the site's return address); the original must not be a branch
other than `bl`. So the function's control flow, labels and jump tables are the original's. The generator writes
patches.h (set names, switches, the page address) next to layout.h for the runtime.
`if (rt_patch_on[<set>]) { replacement } else { original }`: one byte load and a branch per executed site. Several
sets may patch one address (cheats that write different values there): `if (a) {..} else if (b) {..} else {..}`, the
first set in file order wins. The original may be any instruction but br, blr and ret; a replacement's last word may be
a bl (lifted with the site's return address), a b or b.cond / cbz / tbz (its target joins the function's labels when
inside it) or a ret; earlier words must not branch. Every alternative of a site writes the same flags. The generator
writes patches.h (set names, switches, the page address) next to layout.h for the runtime.
A `spin` line names a spin wait found by tools/spin_waits.py: a loop with head <head> that only another thread can end,
and the direct branches back to it (module offsets). Each back-edge (checked: a b, b.cond, cbz / cbnz or tbz / tbnz to
@@ -42,7 +48,8 @@ def adrp(pc, target, rd):
class Table:
"""sets: [(name, env, default)]; sites: {module: {offset: (set index, [word | ('page', reg)], original)}}; page."""
"""sets: [(name, env, default)]; sites: {module: {offset: [(set index, [word | ('page', reg)], original)]}} (the
alternatives of a site in file order); page."""
def __init__(self, sets=(), sites=None, page=0, spins=None):
self.sets = list(sets)
@@ -55,11 +62,12 @@ class Table:
return {base + b: base + h for b, h in self.spins.get(name, {}).items()}
def for_module(self, name, base):
"""{absolute address: (set index, [words])} with @page resolved."""
"""{absolute address: [(set index, [words])]} with @page resolved."""
out = {}
for off, (k, repl, _) in self.sites.get(name, {}).items():
for off, alts in self.sites.get(name, {}).items():
a = base + off
out[a] = (k, [adrp(a, self.page, w[1]) if isinstance(w, tuple) else w for w in repl])
out[a] = [(k, [adrp(a, self.page, w[1]) if isinstance(w, tuple) else w for w in repl])
for k, repl, _ in alts]
return out
@@ -89,10 +97,12 @@ def load(path, mods):
repl.append(('page', int(w[7:])))
else:
repl.append(int(w, 16))
mod = sites.setdefault(f[2], {})
if off in mod:
raise PatchError(f'{where}: {f[2]}+{off:#x} patched twice')
mod[off] = (index[f[1]], repl, orig)
alts = sites.setdefault(f[2], {}).setdefault(off, [])
if any(k == index[f[1]] for k, _, _ in alts):
raise PatchError(f'{where}: {f[2]}+{off:#x} patched twice by set {f[1]}')
if alts and alts[0][2] != orig:
raise PatchError(f'{where}: {f[2]}+{off:#x} expects {orig:08x}, an earlier line {alts[0][2]:08x}')
alts.append((index[f[1]], repl, orig))
elif f[0] == 'spin' and len(f) >= 4:
if f[1] not in bases:
raise PatchError(f'{where}: module {f[1]} not in the layout')
@@ -114,7 +124,7 @@ def load(path, mods):
def check(table, mod, name):
"""Stops on a site whose original word differs from the module's."""
for off, (_, _, want) in table.sites.get(name, {}).items():
for off, [(_, _, want), *_] in table.sites.get(name, {}).items():
a = mod.base + off
if not mod.in_text(a):
raise PatchError(f'{name}+{off:#x}: patch site outside .text')
+400
View File
@@ -0,0 +1,400 @@
// Amiibo dump loader and Horizon OS NFP state emulation.
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include "amiibo.h"
#include "host.h"
#include "platform/platform.h"
static PlatMutex g_amiibo_lock = PLAT_MUTEX_INIT;
// 540-byte raw NTAG215 binary dump
static uint8_t g_dump[AMIIBO_DUMP_SIZE];
static bool g_has_dump = false;
static AmiiboInfo g_info;
static bool g_device_present = true;
static bool g_detecting = false;
static bool g_tag_present = false;
static bool g_mounted = false;
static bool g_auto_remove = true;
static float g_auto_remove_delay_s = 2.5f;
static uint64_t g_tap_timestamp_ns = 0;
static bool g_timer_active = false;
static bool amiibo_validate_dump(const uint8_t *data, uint64_t size) {
if (size != AMIIBO_DUMP_SIZE) {
return false;
}
// NTAG215 Capability Container (CC) at page 3 (offset 0x0C). An amiibo's is F1 10 FF EE, not the E1 of a plain
// NDEF tag (3dbrew, "Amiibo"); the CC is not encrypted, so encrypted dumps carry it too.
static const uint8_t amiibo_cc[4] = {0xF1, 0x10, 0xFF, 0xEE};
if (memcmp(data + 0x0C, amiibo_cc, sizeof amiibo_cc)) {
return false;
}
// UID sanity: UID (bytes 0..2 and 4..7) cannot be all zeroes or all 0xFF.
if ((data[0] == 0 && data[1] == 0 && data[2] == 0 && data[4] == 0 &&
data[5] == 0 && data[6] == 0 && data[7] == 0) ||
(data[0] == 0xFF && data[1] == 0xFF && data[2] == 0xFF && data[4] == 0xFF &&
data[5] == 0xFF && data[6] == 0xFF && data[7] == 0xFF)) {
return false;
}
// ISO 14443-3 / NTAG215 Bit Check Character (BCC) verification.
// Page 0 byte 3 (BCC0) = 0x88 ^ UID[0] ^ UID[1] ^ UID[2]
// Page 2 byte 0 (BCC1) = UID[3] ^ UID[4] ^ UID[5] ^ UID[6]
uint8_t bcc0 = (uint8_t)(0x88 ^ data[0] ^ data[1] ^ data[2]);
uint8_t bcc1 = (uint8_t)(data[4] ^ data[5] ^ data[6] ^ data[7]);
if (data[3] != bcc0 || data[8] != bcc1) {
return false;
}
return true;
}
// The 7-byte UID of an NTAG215 dump: bytes 0..2, then 4..7. Byte 3 is the check byte BCC0.
static void copy_uid(uint8_t out[7], const uint8_t *dump) {
memcpy(out, dump, 3);
memcpy(out + 3, dump + 4, 4);
}
static void parse_dump_info(const char *path) {
memset(&g_info, 0, sizeof(g_info));
if (path) {
snprintf(g_info.path, sizeof(g_info.path), "%s", path);
const char *slash = strrchr(path, '\\');
const char *fslash = strrchr(path, '/');
const char *name = slash ? slash + 1 : (fslash ? fslash + 1 : path);
if (slash && fslash) {
name = (slash > fslash ? slash : fslash) + 1;
}
snprintf(g_info.filename, sizeof(g_info.filename), "%s", name);
}
copy_uid(g_info.uuid, g_dump);
g_info.uuid_len = 7;
// Amiibo ID at offset 0x54 (8 bytes, 3dbrew "Amiibo"): character ID and variant, figure type, model number
// (big-endian), series, format version 02
memcpy(g_info.character_id, g_dump + 0x54, 3);
g_info.nfp_type = g_dump[0x57];
g_info.numbering_id = ((uint16_t)g_dump[0x58] << 8) | g_dump[0x59];
g_info.series_id = g_dump[0x5A];
g_info.version = g_dump[0x5B];
}
void amiibo_init(void) {
plat_mutex_lock(&g_amiibo_lock);
g_device_present = true;
g_detecting = false;
g_tag_present = false;
g_mounted = false;
g_has_dump = false;
g_timer_active = false;
memset(g_dump, 0, sizeof(g_dump));
memset(&g_info, 0, sizeof(g_info));
plat_mutex_unlock(&g_amiibo_lock);
}
void amiibo_set_device_present(bool present) {
plat_mutex_lock(&g_amiibo_lock);
g_device_present = present;
plat_mutex_unlock(&g_amiibo_lock);
}
bool amiibo_is_device_present(void) {
plat_mutex_lock(&g_amiibo_lock);
bool res = g_device_present;
plat_mutex_unlock(&g_amiibo_lock);
return res;
}
// While the game waits for a tag it stops and starts detection again several times a second (tens with the menu open),
// so the log names the first few and then a count every 200th start.
static uint64_t g_detect_starts;
static uint64_t g_detect_stop_ns; // the last stop: the menu holds "searching" across the game's restarts
void amiibo_start_detection(void) {
plat_mutex_lock(&g_amiibo_lock);
g_detecting = true;
uint64_t n = ++g_detect_starts;
if (n <= 3) rt_log("amiibo: start detection");
else if (n % 200 == 0) rt_log("amiibo: detection started %llu times so far", (unsigned long long)n);
plat_mutex_unlock(&g_amiibo_lock);
}
void amiibo_stop_detection(void) {
plat_mutex_lock(&g_amiibo_lock);
if (g_detecting) g_detect_stop_ns = plat_now_ns();
g_detecting = false;
if (g_detect_starts <= 3) rt_log("amiibo: stop detection");
plat_mutex_unlock(&g_amiibo_lock);
}
bool amiibo_is_detecting(void) {
plat_mutex_lock(&g_amiibo_lock);
bool res = g_detecting;
plat_mutex_unlock(&g_amiibo_lock);
return res;
}
bool amiibo_mount(void) {
plat_mutex_lock(&g_amiibo_lock);
if (!g_device_present || !g_tag_present) {
plat_mutex_unlock(&g_amiibo_lock);
return false;
}
g_mounted = true;
rt_log("amiibo: mounted tag '%s'", g_info.filename[0] ? g_info.filename : "unknown");
plat_mutex_unlock(&g_amiibo_lock);
return true;
}
void amiibo_unmount(void) {
plat_mutex_lock(&g_amiibo_lock);
g_mounted = false;
rt_log("amiibo: unmounted tag");
plat_mutex_unlock(&g_amiibo_lock);
}
bool amiibo_is_mounted(void) {
plat_mutex_lock(&g_amiibo_lock);
bool res = g_mounted;
plat_mutex_unlock(&g_amiibo_lock);
return res;
}
AmiiboDeviceState amiibo_get_device_state(void) {
plat_mutex_lock(&g_amiibo_lock);
if (!g_device_present) {
plat_mutex_unlock(&g_amiibo_lock);
return AMIIBO_DEV_STATE_UNAVAILABLE;
}
if (g_mounted) {
plat_mutex_unlock(&g_amiibo_lock);
return AMIIBO_DEV_STATE_TAG_MOUNTED;
}
if (g_tag_present) {
plat_mutex_unlock(&g_amiibo_lock);
return AMIIBO_DEV_STATE_TAG_FOUND;
}
if (g_detecting) {
plat_mutex_unlock(&g_amiibo_lock);
return AMIIBO_DEV_STATE_SEARCHING;
}
plat_mutex_unlock(&g_amiibo_lock);
return AMIIBO_DEV_STATE_INITIALIZED;
}
AmiiboDeviceState amiibo_get_reader_state(void) {
AmiiboDeviceState state = amiibo_get_device_state();
if (state != AMIIBO_DEV_STATE_INITIALIZED) return state;
plat_mutex_lock(&g_amiibo_lock);
bool recent = g_detect_stop_ns && plat_now_ns() - g_detect_stop_ns < 1000000000ull;
plat_mutex_unlock(&g_amiibo_lock);
return recent ? AMIIBO_DEV_STATE_SEARCHING : state;
}
bool amiibo_load_file(const char *path) {
if (!path || !*path) return false;
uint64_t size = 0;
uint8_t *data = plat_file_read(path, &size);
if (!data) {
rt_log("amiibo: failed to read file: %s", path);
return false;
}
if (size != AMIIBO_DUMP_SIZE) {
rt_log("amiibo: invalid dump size (%llu bytes, expected exactly %d): %s",
(unsigned long long)size, AMIIBO_DUMP_SIZE, path);
free(data);
return false;
}
if (!amiibo_validate_dump(data, size)) {
rt_log("amiibo: dump failed NTAG215 structure sanity checks: %s", path);
free(data);
return false;
}
plat_mutex_lock(&g_amiibo_lock);
memcpy(g_dump, data, AMIIBO_DUMP_SIZE);
g_has_dump = true;
parse_dump_info(path);
plat_mutex_unlock(&g_amiibo_lock);
free(data);
rt_log("amiibo: loaded dump '%s' (char_id: %02x%02x%02x, series: %02x, num: %04x)",
g_info.filename, g_info.character_id[0], g_info.character_id[1], g_info.character_id[2],
g_info.series_id, g_info.numbering_id);
return true;
}
void amiibo_tap_tag(void) {
plat_mutex_lock(&g_amiibo_lock);
if (!g_has_dump) {
plat_mutex_unlock(&g_amiibo_lock);
return;
}
g_tag_present = true;
g_tap_timestamp_ns = plat_now_ns();
if (g_auto_remove) {
g_timer_active = true;
}
rt_log("amiibo: tag tapped on reader ('%s')", g_info.filename);
plat_mutex_unlock(&g_amiibo_lock);
}
bool amiibo_scan_and_tap(const char *path) {
if (!amiibo_load_file(path)) return false;
amiibo_tap_tag();
return true;
}
void amiibo_remove_tag(void) {
plat_mutex_lock(&g_amiibo_lock);
if (g_tag_present || g_mounted) {
g_tag_present = false;
g_mounted = false;
g_timer_active = false;
rt_log("amiibo: tag removed from reader");
}
plat_mutex_unlock(&g_amiibo_lock);
}
void amiibo_tick(void) {
plat_mutex_lock(&g_amiibo_lock);
if (g_timer_active && g_tag_present) {
uint64_t now = plat_now_ns();
uint64_t diff = now > g_tap_timestamp_ns ? now - g_tap_timestamp_ns : 0;
uint64_t limit_ns = (uint64_t)(g_auto_remove_delay_s * 1000000000.0f);
if (diff >= limit_ns) {
g_tag_present = false;
g_mounted = false;
g_timer_active = false;
rt_log("amiibo: auto-removed tag after %.1fs timeout", (double)g_auto_remove_delay_s);
}
}
plat_mutex_unlock(&g_amiibo_lock);
}
void amiibo_set_auto_remove(bool enable) {
plat_mutex_lock(&g_amiibo_lock);
g_auto_remove = enable;
if (!enable) g_timer_active = false;
plat_mutex_unlock(&g_amiibo_lock);
}
bool amiibo_get_auto_remove(void) {
plat_mutex_lock(&g_amiibo_lock);
bool res = g_auto_remove;
plat_mutex_unlock(&g_amiibo_lock);
return res;
}
void amiibo_set_auto_remove_delay_s(float seconds) {
plat_mutex_lock(&g_amiibo_lock);
if (seconds >= 0.5f && seconds <= 10.0f) g_auto_remove_delay_s = seconds;
plat_mutex_unlock(&g_amiibo_lock);
}
float amiibo_get_auto_remove_delay_s(void) {
plat_mutex_lock(&g_amiibo_lock);
float res = g_auto_remove_delay_s;
plat_mutex_unlock(&g_amiibo_lock);
return res;
}
bool amiibo_has_tag(void) {
plat_mutex_lock(&g_amiibo_lock);
bool res = g_has_dump && g_tag_present;
plat_mutex_unlock(&g_amiibo_lock);
return res;
}
const AmiiboInfo *amiibo_get_current_info(void) {
return &g_info;
}
const uint8_t *amiibo_get_raw_data(void) {
return g_dump;
}
void amiibo_get_tag_info(void *out_tag_info) {
plat_mutex_lock(&g_amiibo_lock);
uint8_t *out = (uint8_t *)out_tag_info;
memset(out, 0, 0x58);
// UUID: offset 0x00, 10 bytes max
copy_uid(out, g_dump);
out[0x0A] = 7; // UUID length
// Protocol at offset 0x20: TypeA = 1
*(uint32_t *)(out + 0x20) = 1;
// TagType at offset 0x24: Type2 / NTAG215 = 2
*(uint32_t *)(out + 0x24) = 2;
plat_mutex_unlock(&g_amiibo_lock);
}
void amiibo_get_model_info(void *out_model_info) {
plat_mutex_lock(&g_amiibo_lock);
uint8_t *out = (uint8_t *)out_model_info;
memset(out, 0, 0x40);
// nn::nfp::ModelInfo from the amiibo ID at 0x54: character ID and variant in the tag's byte order, series, model
// number little-endian (big-endian on the tag), figure type. The game tells figures of one character apart by the
// model number.
memcpy(out + 0x00, g_dump + 0x54, 3); // character ID, variant
out[0x03] = g_dump[0x5A]; // series
out[0x04] = g_dump[0x59]; // model number
out[0x05] = g_dump[0x58];
out[0x06] = g_dump[0x57]; // figure type
plat_mutex_unlock(&g_amiibo_lock);
}
void amiibo_get_common_info(void *out_common_info) {
plat_mutex_lock(&g_amiibo_lock);
uint8_t *out = (uint8_t *)out_common_info;
memset(out, 0, 0x40);
// Last write date: 0x00..0x03
out[0x00] = 0xE7; out[0x01] = 0x07; // 2023, u16 little-endian
out[0x02] = 0x05; out[0x03] = 0x0C; // May 12
// Write counter: 0x04..0x05
out[0x04] = 0x00; out[0x05] = 0x01;
// Version: 0x06
out[0x06] = 0x02;
// Application area size: 0x08..0x0B = 0xD8 (216 bytes)
*(uint32_t *)(out + 0x08) = 0xD8;
plat_mutex_unlock(&g_amiibo_lock);
}
void amiibo_get_register_info(void *out_register_info) {
plat_mutex_lock(&g_amiibo_lock);
uint8_t *out = (uint8_t *)out_register_info;
memset(out, 0, 0x100);
// Mii CharInfo at 0x00..0x57 (dummy valid mii)
out[0x00] = 0x03; // version 3
// First write date at 0x58..0x5B
out[0x58] = 0xE7; out[0x59] = 0x07; // 2023, u16 little-endian
out[0x5A] = 0x05; out[0x5B] = 0x0C;
// Amiibo Name at 0x5C: copy up to 40 bytes NUL-terminated
const char *name = g_info.filename[0] ? g_info.filename : "Amiibo";
snprintf((char *)(out + 0x5C), 0x29, "%s", name);
plat_mutex_unlock(&g_amiibo_lock);
}
int amiibo_get_application_area(void *out_buf, uint32_t max_size) {
plat_mutex_lock(&g_amiibo_lock);
if (!g_has_dump || !out_buf) {
plat_mutex_unlock(&g_amiibo_lock);
return 0;
}
uint32_t to_copy = max_size < 0xD8 ? max_size : 0xD8;
// Decrypted/payload application area starts at offset 0xDC (or 0x0A0..0x178 in raw dump)
if (0xDC + to_copy <= AMIIBO_DUMP_SIZE) {
memcpy(out_buf, g_dump + 0xDC, to_copy);
} else {
memset(out_buf, 0, to_copy);
}
plat_mutex_unlock(&g_amiibo_lock);
return (int)to_copy;
}
+87
View File
@@ -0,0 +1,87 @@
// Amiibo loader and state management subsystem (540-byte NTAG215 binary dumps).
#pragma once
#include <stdbool.h>
#include <stdint.h>
#ifdef __cplusplus
extern "C" {
#endif
#define AMIIBO_DUMP_SIZE 540
// Device state corresponding to nn::nfp / nn::nfc DeviceState
typedef enum {
AMIIBO_DEV_STATE_INITIALIZED = 0,
AMIIBO_DEV_STATE_SEARCHING = 1,
AMIIBO_DEV_STATE_TAG_FOUND = 2,
AMIIBO_DEV_STATE_TAG_REMOVED = 3,
AMIIBO_DEV_STATE_TAG_MOUNTED = 4,
AMIIBO_DEV_STATE_UNAVAILABLE = 5
} AmiiboDeviceState;
// Amiibo identification info
typedef struct {
uint8_t uuid[10];
uint8_t uuid_len;
uint8_t character_id[3];
uint8_t series_id;
uint16_t numbering_id;
uint8_t nfp_type;
uint8_t version;
char path[512];
char filename[128];
} AmiiboInfo;
// Subsystem lifecycle
void amiibo_init(void);
// Hardware / device emulation status
void amiibo_set_device_present(bool present);
bool amiibo_is_device_present(void);
// Tag detection & lifecycle
void amiibo_start_detection(void);
void amiibo_stop_detection(void);
bool amiibo_is_detecting(void);
// Tag mounting
bool amiibo_mount(void);
void amiibo_unmount(void);
bool amiibo_is_mounted(void);
// State query
AmiiboDeviceState amiibo_get_device_state(void);
// The state the menu shows: searching also within a second after a stop, since the game restarts detection many times
// a second while it waits for a tag. The game reads amiibo_get_device_state.
AmiiboDeviceState amiibo_get_reader_state(void);
// File loading & triggering actions
bool amiibo_load_file(const char *path);
bool amiibo_scan_and_tap(const char *path);
void amiibo_tap_tag(void);
void amiibo_remove_tag(void);
// Timer tick called during menu / frame updates
void amiibo_tick(void);
// Options
void amiibo_set_auto_remove(bool enable);
bool amiibo_get_auto_remove(void);
void amiibo_set_auto_remove_delay_s(float seconds);
float amiibo_get_auto_remove_delay_s(void);
// Tag inspection
bool amiibo_has_tag(void);
const AmiiboInfo *amiibo_get_current_info(void);
const uint8_t *amiibo_get_raw_data(void);
// Horizon OS buffers extraction (called by NFP IPC/override services)
void amiibo_get_tag_info(void *out_tag_info);
void amiibo_get_model_info(void *out_model_info);
void amiibo_get_common_info(void *out_common_info);
void amiibo_get_register_info(void *out_register_info);
int amiibo_get_application_area(void *out_buf, uint32_t max_size);
#ifdef __cplusplus
}
#endif
+149 -13
View File
@@ -3,13 +3,15 @@
// HDR void extents, random blocks kept by what they exercise (1-4 partitions, dual plane with 1-3 partitions, every
// weight grid and quantization the random modes reach), then plain random blocks (mostly error blocks, HDR endpoint
// modes among them). Each case decodes two regions into two mip levels of an RGBA8 image with cropped edges, and
// compares both the decoder's texels (readback) and what the image holds afterwards. Also times one 2048x2048 texture
// on the CPU (astc_decode_ldr_mt) and on the GPU (wall time of the upload batch).
// compares both the decoder's texels (readback) and what the image holds afterwards. The same regions also go through
// the BC3 encoder (TOTK_ASTC_BC) into a BC3 image, whose blocks are decoded here and held to error bounds (bc_check).
// Also times one 2048x2048 texture on the CPU (astc_decode_ldr_mt) and on the GPU (wall time of the upload batch).
#include <math.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <windows.h>
#include "platform/platform.h"
#include "host.h"
#include "tex.h"
#include "vk.h"
@@ -26,7 +28,8 @@ static const uint8_t dims[14][2] = {{4, 4}, {5, 4}, {5, 5}, {6, 5}, {6, 6}, {8,
// Buckets of valid blocks: partitions 1-4 single plane, then dual plane with 1-3 partitions.
enum { NB = 7, PER_BUCKET = 48 };
static const char *const bucket_name[NB] = {"1p", "2p", "3p", "4p", "dual 1p", "dual 2p", "dual 3p"};
static uint64_t g_bucket[NB], g_void, g_err, g_blocks, g_texels;
static uint64_t g_bucket[NB], g_void, g_err, g_blocks, g_texels, g_bc_cases;
static double g_bc_db = 99; // the lowest BC3 PSNR of all cases
static int dual_bit(uint32_t m) {
if (!(m & 3) && (m >> 7 & 3) == 2) return 0; // the 6..10 x 6..10 modes have no dual plane
@@ -77,9 +80,9 @@ typedef struct {
VmaAllocation alloc;
} Img;
static int make_image(VkCtx *c, uint32_t w, uint32_t h, uint32_t levels, int srgb, Img *o) {
static int make_image(VkCtx *c, uint32_t w, uint32_t h, uint32_t levels, VkFormat format, Img *o) {
VkImageCreateInfo ci = {.sType = VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO, .imageType = VK_IMAGE_TYPE_2D,
.format = srgb ? VK_FORMAT_R8G8B8A8_SRGB : VK_FORMAT_R8G8B8A8_UNORM, .extent = {w, h, 1},
.format = format, .extent = {w, h, 1},
.mipLevels = levels, .arrayLayers = 1, .samples = VK_SAMPLE_COUNT_1_BIT,
.tiling = VK_IMAGE_TILING_OPTIMAL,
.usage = VK_IMAGE_USAGE_TRANSFER_SRC_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT |
@@ -109,18 +112,14 @@ static void to_general(VkCommandBuffer cb, VkImage img) {
vkCmdPipelineBarrier2(cb, &di);
}
static double now_ms(void) {
LARGE_INTEGER t, f;
QueryPerformanceCounter(&t), QueryPerformanceFrequency(&f);
return (double)t.QuadPart * 1e3 / (double)f.QuadPart;
}
static double now_ms(void) { return (double)plat_now_ns() / 1e6; }
// Decodes regions (w0 x h0 at level 0, w1 x h1 at level 1) of blk on the GPU; out_rb: the decoder's texels, out_img:
// the image's two levels read back. 0 on a Vulkan failure.
static int gpu_decode(VkCtx *c, const uint8_t *blk, size_t n0, size_t n1, uint32_t w0, uint32_t h0, uint32_t w1,
uint32_t h1, uint32_t bw, uint32_t bh, int srgb, uint8_t *out_rb, uint8_t *out_img, double *ms) {
Img im;
if (!make_image(c, w0, h0, 2, srgb, &im)) return 0;
if (!make_image(c, w0, h0, 2, srgb ? VK_FORMAT_R8G8B8A8_SRGB : VK_FORMAT_R8G8B8A8_UNORM, &im)) return 0;
size_t t0 = (size_t)w0 * h0 * 4, t1 = (size_t)w1 * h1 * 4;
VkCommandBuffer cb = vk_upload_begin();
VkBuffer sb, rb, ib;
@@ -132,7 +131,7 @@ static int gpu_decode(VkCtx *c, const uint8_t *blk, size_t n0, size_t n1, uint32
VkAstcRegion ar[2] = {{.src = 0, .w = w0, .h = h0, .slices = 1, .level = 0},
{.src = n0 * 16, .w = w1, .h = h1, .slices = 1, .level = 1}};
barrier(cb, ALL_RW, VK_PIPELINE_STAGE_2_COPY_BIT, VK_ACCESS_2_TRANSFER_WRITE_BIT);
int ok = vk_astc_record(cb, sb, (n0 + n1) * 16, ar, 2, bw, bh, srgb, im.img, VK_IMAGE_ASPECT_COLOR_BIT, rb);
int ok = vk_astc_record(cb, sb, (n0 + n1) * 16, ar, 2, bw, bh, srgb, 0, im.img, VK_IMAGE_ASPECT_COLOR_BIT, rb);
barrier(cb, VK_PIPELINE_STAGE_2_COPY_BIT, VK_ACCESS_2_TRANSFER_WRITE_BIT, ALL_RW);
VkBufferImageCopy cp[2] = {{.bufferOffset = 0, .imageSubresource = {VK_IMAGE_ASPECT_COLOR_BIT, 0, 0, 1}, .imageExtent = {w0, h0, 1}},
{.bufferOffset = t0, .imageSubresource = {VK_IMAGE_ASPECT_COLOR_BIT, 1, 0, 1}, .imageExtent = {w1, h1, 1}}};
@@ -152,6 +151,123 @@ static int gpu_decode(VkCtx *c, const uint8_t *blk, size_t n0, size_t n1, uint32
return ok;
}
// The same two regions decoded and encoded to BC3 (TOTK_ASTC_BC) into a BC3 image; out: its blocks read back, level 0
// then level 1, rows of 4x4 blocks. 0 on a Vulkan failure or when nothing was recorded.
static int gpu_bc(VkCtx *c, const uint8_t *blk, size_t n0, size_t n1, uint32_t w0, uint32_t h0, uint32_t w1, uint32_t h1,
uint32_t bw, uint32_t bh, int srgb, uint8_t *out) {
Img im;
if (!make_image(c, w0, h0, 2, srgb ? VK_FORMAT_BC3_SRGB_BLOCK : VK_FORMAT_BC3_UNORM_BLOCK, &im)) return 0;
size_t b0 = (size_t)((w0 + 3) / 4) * ((h0 + 3) / 4) * 16, b1 = (size_t)((w1 + 3) / 4) * ((h1 + 3) / 4) * 16;
VkCommandBuffer cb = vk_upload_begin();
VkBuffer sb, ib;
VmaAllocation ia;
uint8_t *stg = vk_staging((n0 + n1) * 16, &sb, NULL), *imap = vk_staging(b0 + b1, &ib, &ia);
memcpy(stg, blk, (n0 + n1) * 16);
to_general(cb, im.img);
VkAstcRegion ar[2] = {{.src = 0, .w = w0, .h = h0, .slices = 1, .level = 0},
{.src = n0 * 16, .w = w1, .h = h1, .slices = 1, .level = 1}};
barrier(cb, ALL_RW, VK_PIPELINE_STAGE_2_COPY_BIT, VK_ACCESS_2_TRANSFER_WRITE_BIT);
int ok = vk_astc_record(cb, sb, (n0 + n1) * 16, ar, 2, bw, bh, srgb, 1, im.img, VK_IMAGE_ASPECT_COLOR_BIT, VK_NULL_HANDLE);
barrier(cb, VK_PIPELINE_STAGE_2_COPY_BIT, VK_ACCESS_2_TRANSFER_WRITE_BIT, ALL_RW);
VkBufferImageCopy cp[2] = {{.bufferOffset = 0, .imageSubresource = {VK_IMAGE_ASPECT_COLOR_BIT, 0, 0, 1}, .imageExtent = {w0, h0, 1}},
{.bufferOffset = b0, .imageSubresource = {VK_IMAGE_ASPECT_COLOR_BIT, 1, 0, 1}, .imageExtent = {w1, h1, 1}}};
vkCmdCopyImageToBuffer(cb, im.img, VK_IMAGE_LAYOUT_GENERAL, ib, 2, cp);
barrier(cb, VK_PIPELINE_STAGE_2_COPY_BIT, VK_ACCESS_2_TRANSFER_WRITE_BIT, VK_PIPELINE_STAGE_2_HOST_BIT, VK_ACCESS_2_HOST_READ_BIT);
vk_upload_end();
vk_upload_flush(1);
vmaInvalidateAllocation(c->vma, ia, 0, VK_WHOLE_SIZE);
memcpy(out, imap, b0 + b1);
vmaDestroyBuffer(c->vma, ib, ia);
vk_defer_image(im.img, im.alloc);
vk_upload_flush(1);
return ok;
}
// One BC3 block to 16 RGBA8 texels, as the format defines it (565 endpoints widened by bit replication; the colour
// block always in four-colour mode). pos: each texel's place on the line from endpoint 0 (0) to endpoint 1 (3).
static void bc3_decode(const uint8_t b[16], uint8_t t[16][4], uint8_t ep[2][3], int pos[16]) {
uint8_t a[8] = {b[0], b[1]}, p[4][3];
if (a[0] > a[1])
for (int i = 1; i < 7; i++) a[i + 1] = (uint8_t)(((7 - i) * a[0] + i * a[1] + 3) / 7);
else {
for (int i = 1; i < 5; i++) a[i + 1] = (uint8_t)(((5 - i) * a[0] + i * a[1] + 2) / 5);
a[6] = 0, a[7] = 255;
}
uint64_t ai = 0;
for (int i = 0; i < 6; i++) ai |= (uint64_t)b[2 + i] << 8 * i;
for (int k = 0; k < 2; k++) {
unsigned v = b[8 + 2 * k] | b[9 + 2 * k] << 8, r = v >> 11, g = v >> 5 & 63, bl = v & 31;
p[k][0] = (uint8_t)(r << 3 | r >> 2), p[k][1] = (uint8_t)(g << 2 | g >> 4), p[k][2] = (uint8_t)(bl << 3 | bl >> 2);
}
for (int ch = 0; ch < 3; ch++)
p[2][ch] = (uint8_t)((2 * p[0][ch] + p[1][ch] + 1) / 3), p[3][ch] = (uint8_t)((p[0][ch] + 2 * p[1][ch] + 1) / 3);
uint32_t ci = b[12] | b[13] << 8 | b[14] << 16 | (uint32_t)b[15] << 24;
static const int code_pos[4] = {0, 3, 1, 2};
for (int i = 0; i < 16; i++) {
memcpy(t[i], p[ci >> 2 * i & 3], 3);
t[i][3] = a[ai >> 3 * i & 7];
pos[i] = code_pos[ci >> 2 * i & 3];
}
memcpy(ep, p, 6);
}
// BC3 is lossy, so these are bounds, not bit-exactness. In every block: alpha within a fourteenth of the block's alpha
// range (the eight-value mode's half step); each texel on the palette entry nearest its projection onto the endpoint
// line (within rounding, when the endpoints are apart); a block of one colour within the 565 rounding, alpha exact.
// Per level, a PSNR floor against astc_decode_ldr for gross damage: the random blocks are noise, so it is low (19 dB
// at worst for 5x5 level 1 on an RX 9070). *db: the level's PSNR.
enum { BC_MIN_DB = 15 };
static int bc_check(const uint8_t *want, const uint8_t *blocks, uint32_t w, uint32_t h, const char *what, double *db) {
uint32_t bx = (w + 3) / 4, by = (h + 3) / 4;
double se = 0;
for (uint32_t y4 = 0; y4 < by; y4++)
for (uint32_t x4 = 0; x4 < bx; x4++) {
uint8_t t[16][4], ep[2][3], lo[4] = {255, 255, 255, 255}, hi[4] = {0};
int pos[16];
bc3_decode(blocks + 16 * ((size_t)y4 * bx + x4), t, ep, pos);
double axis[3], len2 = 0;
for (int ch = 0; ch < 3; ch++) axis[ch] = (double)ep[1][ch] - ep[0][ch], len2 += axis[ch] * axis[ch];
for (int pass = 0; pass < 2; pass++)
for (int i = 0; i < 16; i++) {
uint32_t x = x4 * 4 + (i & 3), y = y4 * 4 + (i >> 2);
if (x >= w || y >= h) continue;
const uint8_t *s = want + 4 * ((size_t)y * w + x);
if (!pass) {
for (int ch = 0; ch < 4; ch++) lo[ch] = s[ch] < lo[ch] ? s[ch] : lo[ch], hi[ch] = s[ch] > hi[ch] ? s[ch] : hi[ch];
continue;
}
int flat = !memcmp(lo, hi, 4), lim[4] = {5, 3, 5, 0};
if (len2 >= 64) { // shorter lines: rounding alone can move a texel to the next entry
double proj = 0;
for (int ch = 0; ch < 3; ch++) proj += ((double)s[ch] - ep[0][ch]) * axis[ch];
proj = proj / len2 * 3;
proj = proj < 0 ? 0 : proj > 3 ? 3 : proj;
if (fabs(pos[i] - proj) > 0.75) { // a wrong code mapping is a whole place off
printf("probe-astc: FAIL BC3 %s: texel (%u,%u) on palette place %d, its projection is %.2f\n",
what, x, y, pos[i], proj);
return 1;
}
}
for (int ch = 0; ch < 4; ch++) {
int d = abs((int)t[i][ch] - s[ch]);
se += (double)d * d;
if ((ch == 3 && d > (hi[3] - lo[3]) / 14 + 1) || (flat && d > lim[ch])) {
printf("probe-astc: FAIL BC3 %s: texel (%u,%u) channel %d: astc %02x%02x%02x%02x bc3 %02x%02x%02x%02x\n",
what, x, y, ch, s[0], s[1], s[2], s[3], t[i][0], t[i][1], t[i][2], t[i][3]);
return 1;
}
}
}
}
double mse = se / ((double)w * h * 4);
*db = mse > 0 ? 10 * log10(255.0 * 255.0 / mse) : 99;
if (*db < BC_MIN_DB) {
printf("probe-astc: FAIL BC3 %s: PSNR %.1f dB, below %d\n", what, *db, BC_MIN_DB);
return 1;
}
return 0;
}
static int first_diff(const uint8_t *a, const uint8_t *b, size_t texels, size_t *at) {
for (size_t i = 0; i < texels; i++)
if (memcmp(a + 4 * i, b + 4 * i, 4)) { *at = i; return 1; }
@@ -189,6 +305,22 @@ static int test_case(VkCtx *c, uint32_t bw, uint32_t bh, int srgb) {
}
}
}
if (!bad && vk_astc_bc()) {
size_t b0 = (size_t)((w0 + 3) / 4) * ((h0 + 3) / 4) * 16, b1 = (size_t)((w1 + 3) / 4) * ((h1 + 3) / 4) * 16;
uint8_t *bc = malloc(b0 + b1);
char what[2][48];
double db[2] = {0, 0};
for (int lv = 0; lv < 2; lv++) snprintf(what[lv], sizeof what[lv], "%ux%u %s level %d", bw, bh, srgb ? "sRGB" : "linear", lv);
if (!gpu_bc(c, blk, n0, n1, w0, h0, w1, h1, bw, bh, srgb, bc)) {
printf("probe-astc: FAIL BC3 %s: the encode was not recorded\n", what[0]);
bad = 1;
}
bad = bad || bc_check(want, bc, w0, h0, what[0], &db[0]) || bc_check(want + t0 * 4, bc + b0, w1, h1, what[1], &db[1]);
for (int lv = 0; lv < 2 && !bad; lv++)
if (db[lv] < g_bc_db) g_bc_db = db[lv];
g_bc_cases += !bad;
free(bc);
}
g_blocks += n0 + n1, g_texels += t0 + t1;
free(blk), free(want), free(rb), free(im);
return bad;
@@ -223,6 +355,7 @@ static void timing(VkCtx *c, uint32_t bw, uint32_t bh) {
}
int probe_astc(void) {
plat_setenv("TOTK_ASTC_BC", "1"); // also builds the BC3 encoder; the RGBA8 cases pass bc 0 and do not use it
if (!vk_init()) { printf("probe-astc: FAIL vk_init\n"); return 1; }
VkCtx *c = vk_ctx();
printf("probe-astc: GPU %s, textureCompressionASTC_LDR %d, mode %d\n", c->props.deviceName, c->has_astc_ldr,
@@ -236,6 +369,9 @@ int probe_astc(void) {
for (int s = 0; s < 2 && !bad; s++) bad = test_case(c, dims[i][0], dims[i][1], s);
for (int b = 0; b < NB && !bad; b++)
if (!g_bucket[b]) { printf("probe-astc: FAIL no valid %s block was generated\n", bucket_name[b]); bad = 1; }
if (!bad && !vk_astc_bc()) printf("probe-astc: BC3 encoder not available on this device: not checked\n");
else if (!bad) printf("probe-astc: BC3 encode: %llu cases within the bounds, lowest PSNR %.1f dB (floor %d)\n",
(unsigned long long)g_bc_cases, g_bc_db, BC_MIN_DB);
if (!bad) {
timing(c, 4, 4);
timing(c, 6, 6);
+7 -4
View File
@@ -22,8 +22,11 @@ struct AudioEffectDsp {
};
static int channel_ok(unsigned n) { return n==1 || n==2 || n==4 || n==6; }
static unsigned sample_count(unsigned rate, float ms) { return (unsigned)nearbyintf(rate*ms); }
/* The reference DelayLine wraps at CurrentSampleCount-1, including when its
backing allocation is larger. Preserve this timing for sample comparisons. */
/* The ring has `count` slots. The reference DelayLine wraps its cursor at
CurrentSampleCount-1 while its taps index modulo CurrentSampleCount, so once
per turn every tap reads a slot that is never written (a one-sample dropout
per tap, audible as grain). The cursor and the taps share one ring length here;
each delay is one sample longer than the reference. */
static void line_set(DelayLine *d, unsigned n) { d->count=n<d->max?n:d->max; d->at=0; }
static void line_init(DelayLine *d, unsigned rate, float ms) {
d->max=sample_count(rate,ms); d->data=calloc((size_t)d->max+1,sizeof(float));
@@ -32,12 +35,12 @@ static void line_init(DelayLine *d, unsigned rate, float ms) {
static float line_read(const DelayLine *d) { return d->data[d->at]; }
static float line_update(DelayLine *d,float v) {
float old=line_read(d);d->data[d->at++]=v;
if(d->at >= (d->count?d->count-1:0))d->at=0;
if(d->at >= d->count)d->at=0;
return old;
}
static float line_tap(const DelayLine *d,unsigned sample,int offset) {
int at=(int)d->at-(int)sample-offset;
if(at<0)at+=(int)d->count;
if(d->count){at%=(int)d->count;if(at<0)at+=(int)d->count;}
if(at<0 || (unsigned)at>d->max)rt_fatal("audio effect delay tap bounds");
return d->data[at];
}
+191 -51
View File
@@ -5,10 +5,18 @@
//
// Per 5 ms frame the render thread (audren.c, renderer lock held) decodes every started voice (PCM8/16/24/32, float,
// DSP-ADPCM) along the sample path the voice clock consumes, resamples it linearly, runs the voice biquads, scales it
// into its destination mix, folds the submixes, runs the mix effects and writes the device sink's stereo mix into a
// single-producer single-consumer ring. The SDL audio thread drains that ring without taking any lock: an empty ring
// into its destination mix, folds the submixes, runs the mix effects and writes the device sink's mix (stereo, or 5.1
// with TOTK_AUDIO_CHANNELS, output_channels) into a single-producer single-consumer ring. The SDL audio thread drains
// that ring without taking any lock: an empty ring
// plays silence and never blocks the render thread or the guest. TOTK_AUDIO=none (or TOTK_AUDIO_OFF) mixes without a
// device; TOTK_AUDIO_PREFILL_MS (0..500, default 20) is the queued audio the output waits for after start or underrun.
// device; TOTK_AUDIO_PREFILL_MS (0..500, default 20, 60 on Linux) is the queued audio the output waits for after start or underrun.
// The device's clock paces the render thread, as the audio hardware paces the Switch's DSP (audio_mixer_pace_ns): a
// frame is rendered when the ring holds less than the output target, max(prefill, two device periods), so the queue and
// the delay from the game to the speakers stay there and the host and device clocks cannot drift apart. LASRecomp and
// SavageWindRecomp pace their renderers by the SDL stream the same way. Without a device, while the renderer is
// stopped and while the device takes nothing (a stall), the render thread keeps real time on its own timer; what piled
// up meanwhile is skipped on the SDL thread once the device resumes (more than QUEUE_SLACK_MS above the target plus the
// device's request), as MacNativeGames' audio_mixer.c trims its ring after a device stall.
#include <math.h>
#include <stdatomic.h>
#include <stdio.h>
@@ -25,7 +33,10 @@
#include "ipc.h"
#define MAX_FRAME 1024
#define RING_FRAMES 16384 // stereo frames, about 340 ms at 48 kHz
#define RING_FRAMES 16384 // output frames, about 340 ms at 48 kHz
#define OUT_MAX 6 // output channels at most: 5.1
#define QUEUE_SLACK_MS 40 // queued audio above the target plus the device's request that ring_pull skips
#define STALL_MS 50 // the device took nothing this long (at least 4 periods): the timer paces
#define SPLITTER_UNUSED 0xffffffffu
#define dm_guest_write_prepare(p, n) ((void)(p), (void)(n)) // guest memory is plain host memory on Windows
@@ -42,14 +53,18 @@ typedef struct Mixer {
int *offset; // first mix buffer of each mix id
SplitInfo *split; int nsplit; SplitDest *dest; int ndest;
SDL_AudioStream *stream; int device_ok, rate;
float ring[RING_FRAMES * 2];
_Atomic uint64_t wr, rd, underruns, overruns, missing_frames, callback_frames, callback_nonzero;
int channels; // output channels, 2 or 6 (output_channels)
float ring[RING_FRAMES * OUT_MAX];
_Atomic uint64_t wr, rd, underruns, overruns, missing_frames, callback_frames, callback_nonzero, skipped_frames;
_Atomic int playing; int ready; // ready: the callback's own state
int target, period; // output target and device period, frames (output_open)
uint64_t stall_ns;
_Atomic uint64_t pulled_ns; // kern_now_ns of the device's last request, 0 before the first
_Atomic uint64_t flush_until; _Atomic unsigned stop_epoch; unsigned callback_epoch;
EffectState *effect; int *effect_order; unsigned effect_reported;
uint64_t *sink_address; uint32_t *sink_size, *sink_offset, *sink_old, *sink_written;
unsigned reported; // one-time reports
float voice_scratch[6][MAX_FRAME], filter_scratch[MAX_FRAME], output_scratch[MAX_FRAME * 2];
float voice_scratch[6][MAX_FRAME], filter_scratch[MAX_FRAME], output_scratch[MAX_FRAME * OUT_MAX];
double level_sum, level_peak; uint64_t level_count, level_frames; int first_sound_logged;
int prefill; // render blocks
} Mixer;
@@ -78,16 +93,47 @@ static void report_once(Mixer *m, unsigned bit, const char *msg, int value) {
// ---- output: SDL3 audio stream fed from the ring
// How much audio the output waits for before it starts, and again after an underrun: TOTK_AUDIO_PREFILL_MS rounded up
// to whole 5 ms render blocks. Returns -1 for a value outside 0..500 ms.
// The Linux default is higher: at 20 ms PipeWire's queue (max(prefill, two 1024-sample periods)) underran
// thousands of times within minutes in busy scenes, and 60 ms removed the underruns.
#ifdef __linux__
#define PREFILL_DEFAULT_MS 60
#else
#define PREFILL_DEFAULT_MS 20
#endif
static int prefill_blocks_for(const char *e) {
if (!e || !*e) return 4;
if (!e || !*e) return PREFILL_DEFAULT_MS / 5;
char *end;
double ms = strtod(e, &end);
if (end == e || *end || !(ms >= 0) || ms > 500) return -1;
return (int)ceil(ms / 5.0);
}
// Fills `frames` stereo frames from the ring (zeros for what is missing). Lock-free; runs on SDL's audio thread.
// TOTK_AUDIO_CHANNELS: the output channels of this run, decided once. stereo gives 2; 5.1 gives 6 (FL FR C LFE RL RR,
// the device sink's order and SDL's); auto gives 6 when the default playback device has at least six channels (a 5.1
// or 7.1 speaker setup in Windows; SDL places 5.1 on 7.1) and 2 otherwise. IAudioDevice reports the same count to the
// game (GetActiveChannelCount), which picks its sink layout from it. TOTK_AUDIO=none: 2, without touching SDL.
static int output_channels(void) {
static _Atomic int decided;
int n = atomic_load(&decided);
if (n) return n;
const char *want = cfg_value("TOTK_AUDIO_CHANNELS"), *mode = cfg_get("TOTK_AUDIO");
if ((mode && !strcmp(mode, "none")) || cfg_get("TOTK_AUDIO_OFF")) n = 2;
else if (!strcmp(want, "5.1")) n = 6;
else if (!strcmp(want, "stereo")) n = 2;
else {
SDL_AudioSpec dev = {0};
n = SDL_InitSubSystem(SDL_INIT_AUDIO) && SDL_GetAudioDeviceFormat(SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK, &dev, NULL) &&
dev.channels >= 6 ? 6 : 2;
rt_log("audio: TOTK_AUDIO_CHANNELS=auto: the default device has %d channels, output %s", dev.channels,
n == 6 ? "5.1" : "stereo");
}
int expected = 0;
return atomic_compare_exchange_strong(&decided, &expected, n) ? n : expected;
}
// Fills `frames` output frames from the ring (zeros for what is missing). Lock-free; runs on SDL's audio thread.
static void ring_pull(Mixer *m, float *out, uint32_t frames) {
const int oc = m->channels;
atomic_fetch_add(&m->callback_frames, frames);
unsigned epoch = atomic_load_explicit(&m->stop_epoch, memory_order_acquire);
uint64_t rd = atomic_load(&m->rd), wr = atomic_load_explicit(&m->wr, memory_order_acquire), have = wr - rd;
@@ -102,32 +148,42 @@ static void ring_pull(Mixer *m, float *out, uint32_t frames) {
m->ready = 0;
}
if (!atomic_load_explicit(&m->playing, memory_order_acquire)) {
memset(out, 0, (size_t)frames * 2 * sizeof(float));
memset(out, 0, (size_t)frames * oc * sizeof(float));
m->ready = 0;
atomic_store_explicit(&m->rd, wr, memory_order_release);
return;
}
uint64_t prefill = (uint64_t)m->frame * (uint64_t)m->prefill;
if (prefill < frames) prefill = frames;
if (prefill > RING_FRAMES) prefill = RING_FRAMES;
if (!m->ready) {
uint64_t prefill = (uint64_t)m->frame * (uint64_t)m->prefill;
if (prefill < frames) prefill = frames;
if (prefill > RING_FRAMES) prefill = RING_FRAMES;
if (have < prefill) {
memset(out, 0, (size_t)frames * 2 * sizeof(float));
memset(out, 0, (size_t)frames * oc * sizeof(float));
return;
}
m->ready = 1;
}
uint64_t keep = (prefill > (uint64_t)m->target ? prefill : (uint64_t)m->target) + frames;
uint64_t slack = (uint64_t)m->rate * QUEUE_SLACK_MS / 1000;
if (have > keep + slack) { // piled up while the device stalled: skip the oldest, keep target + request
atomic_fetch_add(&m->skipped_frames, have - keep);
rd = wr - keep;
have = keep;
}
uint32_t n = frames < have ? frames : (uint32_t)have;
uint64_t nonzero = 0;
for (uint32_t i = 0; i < n; i++) {
uint64_t k = (rd + i) % RING_FRAMES;
out[2 * i] = m->ring[2 * k];
out[2 * i + 1] = m->ring[2 * k + 1];
if (out[2 * i] != 0 || out[2 * i + 1] != 0) nonzero++;
int sound = 0;
for (int c = 0; c < oc; c++) {
out[oc * i + c] = m->ring[oc * k + c];
sound |= out[oc * i + c] != 0;
}
nonzero += sound;
}
atomic_fetch_add(&m->callback_nonzero, nonzero);
if (n < frames) {
memset(out + 2 * n, 0, (size_t)(frames - n) * 2 * sizeof(float));
memset(out + (size_t)oc * n, 0, (size_t)(frames - n) * oc * sizeof(float));
atomic_fetch_add(&m->underruns, 1);
atomic_fetch_add(&m->missing_frames, frames - n);
m->ready = 0;
@@ -138,14 +194,16 @@ static void ring_pull(Mixer *m, float *out, uint32_t frames) {
static void SDLCALL sdl_pull(void *user, SDL_AudioStream *stream, int additional, int total) {
(void)total;
Mixer *m = user;
float tmp[2 * 1024];
float tmp[OUT_MAX * 1024];
const uint32_t frame_bytes = (uint32_t)m->channels * sizeof(float);
atomic_store_explicit(&m->pulled_ns, kern_now_ns(), memory_order_release);
while (additional > 0) {
uint32_t frames = (uint32_t)additional / (2 * sizeof(float));
uint32_t frames = (uint32_t)additional / frame_bytes;
if (!frames) break;
if (frames > 1024) frames = 1024;
ring_pull(m, tmp, frames);
if (!SDL_PutAudioStreamData(stream, tmp, (int)(frames * 2 * sizeof(float)))) break;
additional -= (int)(frames * 2 * sizeof(float));
if (!SDL_PutAudioStreamData(stream, tmp, (int)(frames * frame_bytes))) break;
additional -= (int)(frames * frame_bytes);
}
}
@@ -159,7 +217,7 @@ static void output_open(Mixer *m, int rate) {
rt_log("audio: SDL audio init failed (%s): mixing without sound", SDL_GetError());
return;
}
SDL_AudioSpec spec = {SDL_AUDIO_F32, 2, rate};
SDL_AudioSpec spec = {SDL_AUDIO_F32, m->channels, rate};
m->stream = SDL_OpenAudioDeviceStream(SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK, &spec, sdl_pull, m);
if (!m->stream) {
rt_log("audio: no output device (%s): mixing without sound", SDL_GetError());
@@ -172,12 +230,34 @@ static void output_open(Mixer *m, int rate) {
return;
}
m->device_ok = 1;
SDL_AudioSpec dev = {0};
int period = 0;
if (!SDL_GetAudioDeviceFormat(SDL_GetAudioStreamDevice(m->stream), &dev, &period) || period <= 0) period = m->frame;
m->period = period;
m->target = m->frame * m->prefill > 2 * period ? m->frame * m->prefill : 2 * period;
if (m->target > RING_FRAMES / 2) m->target = RING_FRAMES / 2;
uint64_t period_ns = (uint64_t)period * 1000000000ull / (uint64_t)rate;
m->stall_ns = 4 * period_ns > STALL_MS * 1000000ull ? 4 * period_ns : STALL_MS * 1000000ull;
const char *name = SDL_GetAudioDeviceName(SDL_GetAudioStreamDevice(m->stream));
rt_log("audio: SDL device '%s' opened, %d Hz stereo float, prefill %d ms", name ? name : "?", rate, m->prefill * 5);
rt_log("audio: SDL device '%s' opened, %d Hz %s float (device %d channels), prefill %d ms, device period %d frames; "
"the device paces rendering at %.1f ms queued", name ? name : "?", rate, m->channels == 6 ? "5.1" : "stereo",
dev.channels, m->prefill * 5, period, m->target * 1000.0 / rate);
}
int64_t audio_mixer_pace_ns(AudioRenderer *r, uint64_t now) {
Mixer *m = r->mixer;
if (!m || !m->device_ok || !atomic_load_explicit(&m->playing, memory_order_acquire)) return -1;
uint64_t pulled = atomic_load_explicit(&m->pulled_ns, memory_order_acquire);
if (!pulled || (now > pulled && now - pulled > m->stall_ns)) return -1;
uint64_t have = atomic_load(&m->wr) - atomic_load_explicit(&m->rd, memory_order_acquire);
if (have < (uint64_t)m->target) return 0;
int64_t ns = (int64_t)((have - (uint64_t)m->target + 1) * 1000000000ull / (uint64_t)m->rate);
return ns < 500000 ? 500000 : ns; // until the device has taken it below the target
}
// Render thread only.
static void output_push(Mixer *m, const float *lr, int frames) {
static void output_push(Mixer *m, const float *out, int frames) {
const int oc = m->channels;
uint64_t wr = atomic_load(&m->wr), rd = atomic_load_explicit(&m->rd, memory_order_acquire);
if (m->device_ok && wr + (uint64_t)frames - rd > RING_FRAMES) { // device stalled: drop this frame
atomic_fetch_add(&m->overruns, 1);
@@ -185,36 +265,65 @@ static void output_push(Mixer *m, const float *lr, int frames) {
}
for (int i = 0; i < frames; i++) {
uint64_t k = (wr + (uint64_t)i) % RING_FRAMES;
m->ring[2 * k] = lr[2 * i];
m->ring[2 * k + 1] = lr[2 * i + 1];
memcpy(&m->ring[oc * k], &out[oc * i], (size_t)oc * sizeof(float));
}
atomic_store_explicit(&m->wr, wr + (uint64_t)frames, memory_order_release);
if (!m->device_ok) atomic_store(&m->rd, wr + (uint64_t)frames); // no device: the ring only keeps the latest frames
}
// TOTK_AUDIO_DUMP=<path>: the sink mix before the clamp as raw interleaved float32 stereo, and every 5 s one log line with
// how many frames were rendered less than 1 ms after the one before (a burst refill). File writes on the render thread:
// for diagnosis only.
static void sink_dump(const float *raw, int frames) {
static FILE *f;
static int opened;
static uint64_t last, window_start, total, bursts;
if (!opened) {
opened = 1;
const char *path = cfg_get("TOTK_AUDIO_DUMP");
if (path && *path) f = fopen(path, "wb");
}
if (!f) return;
fwrite(raw, sizeof(float), (size_t)frames * 2, f);
uint64_t now = kern_now_ns();
total++;
if (last && now - last < 1000000ull) bursts++;
last = now;
if (!window_start) window_start = now;
if (now - window_start >= 5000000000ull) {
rt_log("audio: dump: %llu frames in %.1f s, %llu rendered under 1 ms after the previous", (unsigned long long)total,
(now - window_start) / 1e9, (unsigned long long)bursts);
total = bursts = 0;
window_start = now;
fflush(f);
}
}
// Level meter (TOTK_TRACE=audio): one line per 5 s of output, and the first nonzero frame.
static void level_note(AudioRenderer *r, Mixer *m, const float *lr, int frames) {
static void level_note(AudioRenderer *r, Mixer *m, const float *out, int frames) {
if (!(rt_trace & RT_TRACE_AUDIO)) return;
int sound = 0;
for (int k = 0; k < 2 * frames; k++) {
double x = lr[k];
for (int k = 0; k < m->channels * frames; k++) {
double x = out[k];
m->level_sum += x * x;
if (fabs(x) > m->level_peak) m->level_peak = fabs(x);
if (x != 0) sound = 1;
}
m->level_count += 2 * (uint64_t)frames;
m->level_count += (uint64_t)m->channels * (uint64_t)frames;
m->level_frames += (uint64_t)frames;
if (sound && !m->first_sound_logged) {
m->first_sound_logged = 1;
rt_log("audio: first nonzero output after %llu frames", (unsigned long long)r->elapsed_frames);
}
if (m->level_frames >= (uint64_t)r->param.sample_rate * 5) {
uint64_t wr = atomic_load(&m->wr), queued = wr - atomic_load(&m->rd);
rt_log("audio: level rms %.4f peak %.4f over %.1f s; written %llu frames, underruns %llu, overruns %llu, "
"missing frames %llu, callback frames %llu (nonzero %llu)",
"missing frames %llu, callback frames %llu (nonzero %llu), queued %.1f ms, skipped %llu frames",
sqrt(m->level_sum / (double)m->level_count), m->level_peak, m->level_frames / (double)r->param.sample_rate,
(unsigned long long)atomic_load(&m->wr), (unsigned long long)atomic_load(&m->underruns),
(unsigned long long)wr, (unsigned long long)atomic_load(&m->underruns),
(unsigned long long)atomic_load(&m->overruns), (unsigned long long)atomic_load(&m->missing_frames),
(unsigned long long)atomic_load(&m->callback_frames), (unsigned long long)atomic_load(&m->callback_nonzero));
(unsigned long long)atomic_load(&m->callback_frames), (unsigned long long)atomic_load(&m->callback_nonzero),
queued * 1000.0 / r->param.sample_rate, (unsigned long long)atomic_load(&m->skipped_frames));
m->level_sum = m->level_peak = 0;
m->level_count = m->level_frames = 0;
}
@@ -248,9 +357,10 @@ void audio_mixer_open(AudioRenderer *r) {
const char *pe = cfg_get("TOTK_AUDIO_PREFILL_MS");
m->prefill = prefill_blocks_for(pe);
if (m->prefill < 0) {
rt_log("audio: TOTK_AUDIO_PREFILL_MS=%s is not 0..500 ms: using 20", pe);
m->prefill = 4;
rt_log("audio: TOTK_AUDIO_PREFILL_MS=%s is not 0..500 ms: using %d", pe, PREFILL_DEFAULT_MS);
m->prefill = PREFILL_DEFAULT_MS / 5;
}
m->channels = output_channels();
r->mixer = m;
atomic_store(&m->playing, r->state == 0);
output_open(m, r->param.sample_rate);
@@ -463,8 +573,25 @@ static void walk_step(Walk *w) { /* the same transitions as advance_voice in a
walk_skip_empty(w);
}
/* Decodes `frames` output samples per channel into out[c][k]; the renderer advances the voice afterwards by the same amount. */
static double voice_step(const AudioRenderer *r, const ServerVoice *v) {
return v->in.sample_rate * (v->in.pitch > 0 ? v->in.pitch : 1.0) / r->param.sample_rate;
}
/* Source samples the voice consumes over `frames` output samples, counted with the exact accumulation voice_render steps by
(float rounding makes `fraction + seconds * rate * pitch` differ from it by one sample on some frames, a seam click);
leaves the fractional position in v->fraction. */
uint64_t audio_voice_consumed(const AudioRenderer *r, ServerVoice *v, int frames) {
const double step = voice_step(r, v);
double frac = v->fraction;
uint64_t consumed = 0;
for (int k = 0; k < frames; k++) {
frac += step;
while (frac >= 1.0) { frac -= 1.0; consumed++; }
}
v->fraction = frac;
return consumed;
}
static void voice_render(AudioRenderer *r, ServerVoice *v, float out[6][MAX_FRAME], int frames) {
const double step = v->in.sample_rate * (v->in.pitch > 0 ? v->in.pitch : 1.0) / r->param.sample_rate;
const double step = voice_step(r, v);
Walk w = {v, v->index, v->offset, v->loops_done, {0}, 0, v->adpcm.history[0], v->adpcm.history[1], v->adpcm.buffer, v->adpcm.at};
memcpy(w.valid, v->valid, sizeof w.valid);
walk_skip_empty(&w);
@@ -503,6 +630,7 @@ static void mix_aux(AudioRenderer *r, int mix, const AudrenEffectIn *e) {
uint8_t *send=ipc_guest(p.send_info,128+(uint64_t)p.capacity*4), *ret=ipc_guest(p.return_info,128+(uint64_t)p.capacity*4);
uint32_t *sh=(uint32_t *)(send+64),*rh=(uint32_t *)(ret+64); int32_t *sd=(int32_t *)(send+128),*rd=(int32_t *)(ret+128);
uint32_t wr=sh[1],read=rh[0],total=p.channels*(uint32_t)m->frame;
if(e->enabled) report_once(m,6,"auxiliary effect in use, channels",(int)p.channels);
for(unsigned c=0;c<p.channels;c++) {
if(p.input[c]>=r->mixes[mix].buffer_count || p.output[c]>=r->mixes[mix].buffer_count)rt_fatal("auxiliary effect mix buffer");
float *input=mixbuf(m,m->offset[mix]+p.input[c]),*output=mixbuf(m,m->offset[mix]+p.output[c]);
@@ -751,30 +879,42 @@ void audio_mixer_render(AudioRenderer *r, double seconds) {
if (r->sinks[i].type == SINK_DEVICE && !sink) sink = &r->sinks[i];
else if (r->sinks[i].type == SINK_CIRCULAR){mix_circular_sink(r,i);circular=1;}
} else {m->sink_address[i]=0;m->sink_size[i]=m->sink_offset[i]=m->sink_old[i]=m->sink_written[i]=0;}
float *lr=m->output_scratch;
memset(lr, 0, sizeof(float) * 2 * (size_t)frames);
const int oc = m->channels;
float *out=m->output_scratch;
memset(out, 0, sizeof(float) * (size_t)oc * (size_t)frames);
if (sink && sink->input_count >= 1 && sink->input_count <= 6) {
if (!(m->reported & (1u << 6))) {
m->reported |= 1u << 6;
rt_log("audio: device sink has %u inputs, output %s", sink->input_count, oc == 6 ? "5.1" : "stereo");
}
const float gain = host_volume() * atomic_load(&device_volume) * (r->mixes[0].in_use ? r->mixes[0].volume : 1.0f);
const float *ch[6] = {0};
float raw[2 * MAX_FRAME];
for (uint32_t c = 0; c < sink->input_count; c++) if (sink->inputs[c] >= 0 && sink->inputs[c] < m->nbuf) ch[c] = mixbuf(m, sink->inputs[c]);
for (int k = 0; k < frames; k++) {
float l, rr;
if (sink->input_count >= 6) { /* FL FR C LFE RL RR -> stereo */
float s[OUT_MAX] = {0}; /* FL FR C LFE RL RR */
if (sink->input_count >= 6 && oc == 6) {
for (int c = 0; c < 6; c++) s[c] = ch[c] ? ch[c][k] : 0;
} else if (sink->input_count >= 6) { /* 5.1 -> stereo; the LFE is left out, as the Switch's downmix does */
float ff = sink->downmix_enabled ? sink->downmix[0] : 1.0f, cf = sink->downmix_enabled ? sink->downmix[1] : 0.7071f, sf = sink->downmix_enabled ? sink->downmix[2] : 0.7071f;
float C = ch[2] ? ch[2][k] : 0;
l = ff * (ch[0] ? ch[0][k] : 0) + cf * C + sf * (ch[4] ? ch[4][k] : 0);
rr = ff * (ch[1] ? ch[1][k] : 0) + cf * C + sf * (ch[5] ? ch[5][k] : 0);
} else if (sink->input_count >= 2) { l = ch[0] ? ch[0][k] : 0; rr = ch[1] ? ch[1][k] : 0; }
else l = rr = ch[0] ? ch[0][k] : 0;
l *= gain; rr *= gain;
lr[2 * k] = l > 1 ? 1 : l < -1 ? -1 : l; lr[2 * k + 1] = rr > 1 ? 1 : rr < -1 ? -1 : rr;
s[0] = ff * (ch[0] ? ch[0][k] : 0) + cf * C + sf * (ch[4] ? ch[4][k] : 0);
s[1] = ff * (ch[1] ? ch[1][k] : 0) + cf * C + sf * (ch[5] ? ch[5][k] : 0);
} else if (sink->input_count >= 2) { s[0] = ch[0] ? ch[0][k] : 0; s[1] = ch[1] ? ch[1][k] : 0; }
else s[0] = s[1] = ch[0] ? ch[0][k] : 0;
raw[2 * k] = s[0] * gain; raw[2 * k + 1] = s[1] * gain; /* TOTK_AUDIO_DUMP: the front pair before clipping */
for (int c = 0; c < oc; c++) {
float x = s[c] * gain;
out[oc * k + c] = x > 1 ? 1 : x < -1 ? -1 : x;
}
}
sink_dump(raw, frames);
} else if (!sink && !circular) report_once(m, 5, "no device sink in use", r->param.sink_count);
level_note(r, m, lr, frames);
output_push(m, lr, frames);
level_note(r, m, out, frames);
output_push(m, out, frames);
}
// ---- IAudioDevice: one stereo output device
// ---- IAudioDevice: one output device, stereo or 5.1 (output_channels)
static const char device_name[] = "AudioTvOutput";
static void put_name(const IpcBuffer *b, IpcResponse *rs, int pointer) {
@@ -813,7 +953,7 @@ void audio_device_handler(IpcSession *s, const IpcRequest *rq, IpcResponse *rs)
put_name(&b, rs, pointer);
return;
}
case 5: { int32_t n = 2; IPC_OUT(rs, n); return; } // GetActiveChannelCount
case 5: { int32_t n = output_channels(); IPC_OUT(rs, n); return; } // GetActiveChannelCount
case 4: case 11: case 12: { // QueryAudioDeviceSystemEvent, ...InputEvent, ...OutputEvent
uint32_t ev = __atomic_load_n(&change_event, __ATOMIC_ACQUIRE);
if (!ev) {
+2 -2
View File
@@ -24,8 +24,8 @@ static void delay_set(Delay *d, unsigned n) { if (n > d->cap) rt_fatal("reverb d
static void delay_init(Delay *d, unsigned khz, float ms) { d->cap = samples(khz, ms); d->data = calloc(d->cap + 1, sizeof(float)); if (!d->data) rt_fatal("reverb delay allocation"); delay_set(d, d->cap); }
static float delay_update(Delay *d, float v) {
d->data[d->write++] = v; float out = d->data[d->read++];
if (d->read >= d->cap) d->read = 0;
if (d->write >= d->cap) d->write = 0;
if (d->read > d->cap) d->read = 0;
if (d->write > d->cap) d->write = 0;
return out;
}
static float delay_tap(const Delay *d, unsigned at) { int i = (int)d->write - (int)at - 1; if (i < 0) i += (int)d->cap + 1; return d->data[i]; }
+57 -43
View File
@@ -5,7 +5,6 @@
// service validates every section against the header, keeps server-side voice state, advances it in real time (one
// frame of sample_count / sample_rate seconds per render tick, signalling the renderer's event) and writes the output
// status the client expects. The mixer behind it is audio_mixer.c.
#include <windows.h>
#include <math.h>
#include <stdio.h>
#include <stdlib.h>
@@ -14,10 +13,11 @@
#include "audren.h"
#include "host.h"
#include "ipc.h"
#include "platform/platform.h"
static volatile long g_live;
static volatile int32_t g_live;
long audren_renderers_live(void) { return InterlockedCompareExchange(&g_live, 0, 0); }
long audren_renderers_live(void) { return plat_cas32(&g_live, 0, 0); }
static int revision_number(uint32_t rev) { return (int)(rev >> 24) - '0'; }
@@ -44,7 +44,7 @@ static AudioRenderer *renderer_new(const AudrenParameter *p) {
r->effects = calloc((size_t)(p->effect_count ? p->effect_count : 1), sizeof *r->effects);
r->channels = calloc((size_t)p->voice_count * 6, sizeof *r->channels);
need(r->voices && r->pools && r->mixes && r->sinks && r->effects && r->channels, "renderer tables");
InitializeSRWLock(&r->lock);
plat_mutex_init(&r->lock);
r->event = kern_event_new();
r->state = 1; // stopped
return r;
@@ -195,7 +195,7 @@ static void request_update(AudioRenderer *r, const uint8_t *input, uint64_t in_s
memcpy(&h, input, sizeof h);
need(h.total <= in_size, "update total size");
Reader in = {input + sizeof h, input + h.total};
AcquireSRWLockExclusive(&r->lock);
plat_mutex_lock(&r->lock);
r->revision = h.revision;
const int vc = r->param.voice_count, ec = r->param.effect_count, sc = r->param.sink_count,
mc = r->param.submix_count + 1;
@@ -313,15 +313,14 @@ static void request_update(AudioRenderer *r, const uint8_t *input, uint64_t in_s
w += 0x10; // performance: nothing written
w += AUDREN_BEHAVIOR_OUT; // behavior: no errors
memcpy(w, &r->elapsed_frames, 8);
ReleaseSRWLockExclusive(&r->lock);
plat_mutex_unlock(&r->lock);
}
// ---- render tick: one frame every sample_count / sample_rate seconds, on a host thread
static void advance_voice(AudioRenderer *r, ServerVoice *v, double out_seconds) {
// ---- render tick: one frame each time the output device has taken the ring below its target (audio_mixer_pace_ns),
// or every sample_count / sample_rate seconds of the host clock without a device, while stopped or while it stalls
static void advance_voice(AudioRenderer *r, ServerVoice *v) {
if (!v->in.in_use || v->state != SV_STARTED || !v->in.sample_rate) return;
double want = v->fraction + out_seconds * v->in.sample_rate * (v->in.pitch > 0 ? v->in.pitch : 1.0);
uint64_t samples = (uint64_t)want;
v->fraction = want - (double)samples;
uint64_t samples = audio_voice_consumed(r, v, (int)r->param.sample_count);
while (samples && v->valid[v->index]) {
AudrenWaveBuffer *b = &v->buffers[v->index];
uint64_t length = (uint64_t)(b->end - b->start), left = length - v->offset;
@@ -348,21 +347,48 @@ static void advance_voice(AudioRenderer *r, ServerVoice *v, double out_seconds)
}
}
static DWORD WINAPI render_thread(void *p) {
static void render_thread(void *p) {
AudioRenderer *r = p;
SetThreadPriority(GetCurrentThread(), THREAD_PRIORITY_HIGHEST);
HANDLE timer = CreateWaitableTimerExW(NULL, NULL, CREATE_WAITABLE_TIMER_HIGH_RESOLUTION, TIMER_ALL_ACCESS);
if (!timer) timer = CreateWaitableTimerExW(NULL, NULL, 0, TIMER_ALL_ACCESS);
if (!timer) rt_fatal("audren: CreateWaitableTimerExW failed (error %lu)", GetLastError());
plat_thread_priority(PLAT_PRIO_HIGHEST);
const uint64_t frame_ns = (uint64_t)r->param.sample_count * 1000000000ull / (uint64_t)r->param.sample_rate;
const double frame = (double)r->param.sample_count / r->param.sample_rate;
uint64_t next = kern_now_ns();
while (InterlockedCompareExchange(&r->running, 0, 0)) {
AcquireSRWLockExclusive(&r->lock);
// When the device pulls a period (1024 samples on PipeWire, 4-5 frames) the ring drops below its target
// and the frames would otherwise render back to back. On hardware the DSP renders one frame every 5 ms and
// the game's audio thread works in between; AUX effects need that time to fill the return ring, or mix_aux
// reads stale samples and the frame clicks at its seams. Device-paced frames stay at least 4/5 of a frame
// apart, which still refills a period well before the device drains it. Linux only: on Windows SDL pulls
// 480-sample periods, and a sink dump (TOTK_AUDIO_DUMP) of the bursts there showed no more seam spikes than
// chance, so a wait on this thread buys nothing.
#ifdef __linux__
const uint64_t gap_ns = frame_ns * 4 / 5;
#else
const uint64_t gap_ns = 0;
#endif
uint64_t next = kern_now_ns(), last = 0;
while (plat_cas32(&r->running, 0, 0)) {
uint64_t now = kern_now_ns();
int64_t pace = audio_mixer_pace_ns(r, now);
if (pace > 0) {
plat_wait_ns((uint64_t)pace);
continue;
}
if (pace == 0 && last && now - last < gap_ns) {
plat_wait_ns(gap_ns - (now - last));
continue;
}
if (pace == 0) {
next = now + frame_ns; // where the timer goes on if the device stops pacing
} else {
if (next > now) plat_wait_ns(next - now);
else if (now - next > 100000000ull) next = now; // fell far behind (debugger, sleep): resynchronise
next += frame_ns;
}
last = kern_now_ns();
plat_mutex_lock(&r->lock);
if (r->state == 0) {
voices_prepare(r);
audio_mixer_render(r, frame);
for (int i = 0; i < r->param.voice_count; i++) advance_voice(r, &r->voices[i], frame);
for (int i = 0; i < r->param.voice_count; i++) advance_voice(r, &r->voices[i]);
r->elapsed_frames++;
uint64_t given = r->stop_released + r->empty_played + r->flushed;
if ((rt_trace & RT_TRACE_IPC) && given != r->logged_released && r->elapsed_frames % 1000 == 0) {
@@ -372,20 +398,9 @@ static DWORD WINAPI render_thread(void *p) {
(unsigned long long)r->flushed);
}
}
ReleaseSRWLockExclusive(&r->lock);
plat_mutex_unlock(&r->lock);
kern_event_signal(r->event);
next += frame_ns;
uint64_t now = kern_now_ns();
if (next > now) {
LARGE_INTEGER due = {.QuadPart = -(LONGLONG)((next - now + 99) / 100)}; // relative, 100 ns units
if (!SetWaitableTimer(timer, &due, 0, NULL, NULL, FALSE))
rt_fatal("audren: SetWaitableTimer failed (error %lu)", GetLastError());
WaitForSingleObject(timer, INFINITE);
} else if (now - next > 100000000ull)
next = now; // fell far behind (debugger, sleep): resynchronise
}
CloseHandle(timer);
return 0;
}
// ---- IAudioRenderer
@@ -417,16 +432,16 @@ static void renderer_handler(IpcSession *s, const IpcRequest *rq, IpcResponse *r
return;
}
case 5: // Start
AcquireSRWLockExclusive(&r->lock);
plat_mutex_lock(&r->lock);
r->state = 0;
audio_mixer_set_running(r, 1);
ReleaseSRWLockExclusive(&r->lock);
plat_mutex_unlock(&r->lock);
return;
case 6: // Stop
AcquireSRWLockExclusive(&r->lock);
plat_mutex_lock(&r->lock);
r->state = 1;
audio_mixer_set_running(r, 0);
ReleaseSRWLockExclusive(&r->lock);
plat_mutex_unlock(&r->lock);
return;
case 7: rs->copy[rs->ncopy++] = kern_event_readable(r->event); return; // QuerySystemEvent
case 8: r->time_limit = IPC_ARG(rq, uint32_t, 0); return; // SetRenderingTimeLimit
@@ -437,12 +452,11 @@ static void renderer_handler(IpcSession *s, const IpcRequest *rq, IpcResponse *r
static void renderer_close(void *p) {
AudioRenderer *r = p;
InterlockedExchange(&r->running, 0);
plat_xchg32(&r->running, 0);
int away = kern_core_away();
WaitForSingleObject(r->thread, INFINITE);
plat_thread_join(r->thread);
kern_core_back(&away);
CloseHandle(r->thread);
InterlockedDecrement(&g_live);
plat_dec32(&g_live);
audio_mixer_close(r);
kern_handle_close(r->event);
rt_log("audren: renderer closed after %llu frames", (unsigned long long)r->elapsed_frames);
@@ -461,9 +475,9 @@ void audren_manager_handler(IpcSession *s, const IpcRequest *rq, IpcResponse *rs
AudioRenderer *r = renderer_new(&p);
r->running = 1;
audio_mixer_open(r);
r->thread = CreateThread(NULL, 0, render_thread, r, 0, NULL);
if (!r->thread) rt_fatal("audren: render thread CreateThread failed (error %lu)", GetLastError());
InterlockedIncrement(&g_live);
r->thread = plat_thread_new(render_thread, r, "audren");
if (!r->thread) rt_fatal("audren: cannot start the render thread");
plat_inc32(&g_live);
rt_log("audren: renderer open %d Hz x%d, mix buffers %d, voices %d, effects %d, submixes %d, sinks %d, "
"splitters %d/%d, REV%d, work buffer %#llx+%#llx",
p.sample_rate, p.sample_count, p.mix_buffer_count, p.voice_count, p.effect_count, p.submix_count,
+9 -4
View File
@@ -3,10 +3,10 @@
// audren:u, the audio renderer service: RequestUpdate wire formats, the server-side
// renderer state, and the mixer interface (audio_mixer.c: the real mixer with SDL3 output).
#pragma once
#include <windows.h>
#include <stdint.h>
#include "ipc.h"
#include "platform/platform.h"
typedef struct {
int32_t sample_rate, sample_count, mix_buffer_count, submix_count, voice_count, sink_count, effect_count,
@@ -150,9 +150,9 @@ enum { SV_STOPPED, SV_STARTED, SV_PAUSED, SV_STOPPING };
typedef struct AudioRenderer {
AudrenParameter param;
SRWLOCK lock;
HANDLE thread;
volatile long running;
PlatMutex lock;
PlatThread *thread;
volatile int32_t running;
uint32_t state, revision, time_limit, event; // state 0 started, 1 stopped; event: writable handle
int logged;
uint64_t behavior_flags, elapsed_frames;
@@ -180,5 +180,10 @@ void audio_mixer_update_effects(AudioRenderer *r);
void audio_mixer_effect_result(AudioRenderer *r, int id, void *output, unsigned size);
uint32_t audio_mixer_sink_written(AudioRenderer *r, int id);
void audio_mixer_render(AudioRenderer *r, double seconds); // after audio_voices_prepare, before voices advance
// Device pacing for the render thread at kern_now_ns `now`: 0 renders the next frame now, a positive value waits that
// many ns (the ring is at its target), -1 leaves the pace to the render thread's timer (no device, renderer stopped,
// device stalled).
int64_t audio_mixer_pace_ns(AudioRenderer *r, uint64_t now);
uint64_t audio_voice_consumed(const AudioRenderer *r, ServerVoice *v, int frames); // source samples over one frame; advances v->fraction
int audio_buffer_empty(const AudrenWaveBuffer *b); // no samples to decode: played as soon as it is reached
void audio_device_handler(IpcSession *s, const IpcRequest *rq, IpcResponse *rs); // IAudioDevice
+253
View File
@@ -0,0 +1,253 @@
// Generated by tools/build_shaders.py from runtime/shaders/bc3_encode.comp; do not edit.
// source sha256 ac318d358136b39a113a18474a815f447223667657c90f9e0356a392639d8541
#pragma once
#include <stdint.h>
static const uint32_t bc3_encode_spv[] = {
0x07230203, 0x00010300, 0x000d000b, 0x00000314, 0x00000000, 0x00020011, 0x00000001, 0x0006000b,
0x00000001, 0x4c534c47, 0x6474732e, 0x3035342e, 0x00000000, 0x0003000e, 0x00000000, 0x00000001,
0x0006000f, 0x00000005, 0x00000004, 0x6e69616d, 0x00000000, 0x0000007f, 0x00060010, 0x00000004,
0x00000011, 0x00000008, 0x00000008, 0x00000001, 0x00030047, 0x0000001b, 0x00000002, 0x00050048,
0x0000001b, 0x00000000, 0x00000023, 0x00000000, 0x00050048, 0x0000001b, 0x00000001, 0x00000023,
0x00000004, 0x00050048, 0x0000001b, 0x00000002, 0x00000023, 0x00000008, 0x00050048, 0x0000001b,
0x00000003, 0x00000023, 0x0000000c, 0x00050048, 0x0000001b, 0x00000004, 0x00000023, 0x00000010,
0x00050048, 0x0000001b, 0x00000005, 0x00000023, 0x00000014, 0x00040047, 0x0000002c, 0x00000006,
0x00000004, 0x00030047, 0x0000002d, 0x00000002, 0x00040048, 0x0000002d, 0x00000000, 0x00000018,
0x00050048, 0x0000002d, 0x00000000, 0x00000023, 0x00000000, 0x00030047, 0x0000002f, 0x00000018,
0x00040047, 0x0000002f, 0x00000021, 0x00000000, 0x00040047, 0x0000002f, 0x00000022, 0x00000000,
0x00040047, 0x0000007f, 0x0000000b, 0x0000001c, 0x00040047, 0x000001e9, 0x00000006, 0x00000010,
0x00030047, 0x000001ea, 0x00000002, 0x00040048, 0x000001ea, 0x00000000, 0x00000019, 0x00050048,
0x000001ea, 0x00000000, 0x00000023, 0x00000000, 0x00030047, 0x000001ec, 0x00000019, 0x00040047,
0x000001ec, 0x00000021, 0x00000001, 0x00040047, 0x000001ec, 0x00000022, 0x00000000, 0x00040047,
0x0000020c, 0x0000000b, 0x00000019, 0x00020013, 0x00000002, 0x00030021, 0x00000003, 0x00000002,
0x00040015, 0x00000006, 0x00000020, 0x00000000, 0x00030016, 0x00000008, 0x00000020, 0x00040017,
0x00000009, 0x00000008, 0x00000004, 0x00040017, 0x00000010, 0x00000008, 0x00000003, 0x0008001e,
0x0000001b, 0x00000006, 0x00000006, 0x00000006, 0x00000006, 0x00000006, 0x00000006, 0x00040020,
0x0000001c, 0x00000009, 0x0000001b, 0x0004003b, 0x0000001c, 0x0000001d, 0x00000009, 0x00040015,
0x0000001e, 0x00000020, 0x00000001, 0x0004002b, 0x0000001e, 0x0000001f, 0x00000002, 0x00040020,
0x00000020, 0x00000009, 0x00000006, 0x0004002b, 0x00000006, 0x00000023, 0x00000001, 0x0004002b,
0x0000001e, 0x00000027, 0x00000003, 0x0003001d, 0x0000002c, 0x00000006, 0x0003001e, 0x0000002d,
0x0000002c, 0x00040020, 0x0000002e, 0x0000000c, 0x0000002d, 0x0004003b, 0x0000002e, 0x0000002f,
0x0000000c, 0x0004002b, 0x0000001e, 0x00000030, 0x00000000, 0x00040020, 0x0000003f, 0x0000000c,
0x00000006, 0x0004002b, 0x00000008, 0x00000043, 0x437f0000, 0x00040017, 0x00000047, 0x00000006,
0x00000003, 0x0004002b, 0x00000008, 0x0000004b, 0x00000000, 0x0004002b, 0x00000006, 0x00000057,
0x00000000, 0x0004002b, 0x0000001e, 0x0000005a, 0x0000000b, 0x0004002b, 0x0000001e, 0x0000005e,
0x00000005, 0x0004002b, 0x00000006, 0x00000061, 0x00000002, 0x0004002b, 0x00000006, 0x00000069,
0x0000001f, 0x0004002b, 0x00000006, 0x00000070, 0x0000003f, 0x00040020, 0x0000007e, 0x00000001,
0x00000047, 0x0004003b, 0x0000007e, 0x0000007f, 0x00000001, 0x0004002b, 0x00000006, 0x00000084,
0x00000003, 0x0004002b, 0x00000006, 0x00000086, 0x00000004, 0x00020014, 0x00000088, 0x0004002b,
0x0000001e, 0x0000008b, 0x00000004, 0x00040020, 0x0000009a, 0x00000007, 0x00000009, 0x0007002c,
0x00000009, 0x0000009c, 0x00000043, 0x00000043, 0x00000043, 0x00000043, 0x0007002c, 0x00000009,
0x0000009e, 0x0000004b, 0x0000004b, 0x0000004b, 0x0000004b, 0x0004002b, 0x00000006, 0x000000a7,
0x00000010, 0x0004001c, 0x000000a9, 0x00000009, 0x000000a7, 0x00040020, 0x000000aa, 0x00000007,
0x000000a9, 0x0004002b, 0x0000001e, 0x000000d0, 0x00000001, 0x00040020, 0x000000d7, 0x00000007,
0x00000008, 0x00040017, 0x000000df, 0x00000006, 0x00000002, 0x0004002b, 0x0000001e, 0x000000e4,
0x00000008, 0x0004002b, 0x00000008, 0x00000101, 0x40e00000, 0x0004002b, 0x00000006, 0x00000110,
0x00000007, 0x0004002b, 0x00000006, 0x0000011f, 0x00000020, 0x0004002b, 0x00000008, 0x000001b5,
0x358637bd, 0x0004002b, 0x00000008, 0x000001ca, 0x40400000, 0x00040017, 0x000001e8, 0x00000006,
0x00000004, 0x0003001d, 0x000001e9, 0x000001e8, 0x0003001e, 0x000001ea, 0x000001e9, 0x00040020,
0x000001eb, 0x0000000c, 0x000001ea, 0x0004003b, 0x000001eb, 0x000001ec, 0x0000000c, 0x0004002b,
0x0000001e, 0x00000204, 0x00000010, 0x00040020, 0x00000209, 0x0000000c, 0x000001e8, 0x0004002b,
0x00000006, 0x0000020b, 0x00000008, 0x0006002c, 0x00000047, 0x0000020c, 0x0000020b, 0x0000020b,
0x00000023, 0x0006002c, 0x00000010, 0x00000302, 0x0000004b, 0x0000004b, 0x0000004b, 0x0006002c,
0x00000010, 0x00000303, 0x00000043, 0x00000043, 0x00000043, 0x0004002b, 0x00000008, 0x00000304,
0x3d800000, 0x0007002c, 0x00000009, 0x00000305, 0x00000304, 0x00000304, 0x00000304, 0x00000304,
0x0006002c, 0x00000010, 0x00000306, 0x00000304, 0x00000304, 0x00000304, 0x0004002b, 0x00000008,
0x00000309, 0x3df8f8fa, 0x0004002b, 0x00000008, 0x0000030a, 0x3e7cfcfe, 0x0006002c, 0x00000010,
0x0000030b, 0x00000309, 0x0000030a, 0x00000309, 0x0004002b, 0x00000008, 0x0000030d, 0x41039ce7,
0x0004002b, 0x00000008, 0x0000030f, 0x40818619, 0x0004002b, 0x00000006, 0x00000310, 0x00000013,
0x0004002b, 0x00000006, 0x00000311, 0xfffffff0, 0x00050036, 0x00000002, 0x00000004, 0x00000000,
0x00000003, 0x000200f8, 0x00000005, 0x0004003b, 0x000000aa, 0x000000ab, 0x00000007, 0x000300f7,
0x0000020d, 0x00000000, 0x000300fb, 0x00000057, 0x0000020e, 0x000200f8, 0x0000020e, 0x0004003d,
0x00000047, 0x00000080, 0x0000007f, 0x00050041, 0x00000020, 0x00000082, 0x0000001d, 0x00000027,
0x0004003d, 0x00000006, 0x00000083, 0x00000082, 0x00050080, 0x00000006, 0x00000085, 0x00000083,
0x00000084, 0x00050086, 0x00000006, 0x00000087, 0x00000085, 0x00000086, 0x00050051, 0x00000006,
0x0000008a, 0x00000080, 0x00000000, 0x00050041, 0x00000020, 0x0000008c, 0x0000001d, 0x0000008b,
0x0004003d, 0x00000006, 0x0000008d, 0x0000008c, 0x000500ae, 0x00000088, 0x0000008e, 0x0000008a,
0x0000008d, 0x000400a8, 0x00000088, 0x0000008f, 0x0000008e, 0x000300f7, 0x00000091, 0x00000000,
0x000400fa, 0x0000008f, 0x00000090, 0x00000091, 0x000200f8, 0x00000090, 0x00050051, 0x00000006,
0x00000093, 0x00000080, 0x00000001, 0x000500ae, 0x00000088, 0x00000095, 0x00000093, 0x00000087,
0x000200f9, 0x00000091, 0x000200f8, 0x00000091, 0x000700f5, 0x00000088, 0x00000096, 0x0000008e,
0x0000020e, 0x00000095, 0x00000090, 0x000300f7, 0x00000098, 0x00000000, 0x000400fa, 0x00000096,
0x00000097, 0x00000098, 0x000200f8, 0x00000097, 0x000200f9, 0x0000020d, 0x000200f8, 0x00000098,
0x000200f9, 0x000000a1, 0x000200f8, 0x000000a1, 0x000700f5, 0x00000009, 0x000002b0, 0x0000009c,
0x00000098, 0x000000c4, 0x000000a2, 0x000700f5, 0x00000009, 0x000002af, 0x0000009e, 0x00000098,
0x000000c9, 0x000000a2, 0x000700f5, 0x00000009, 0x000002ae, 0x0000009e, 0x00000098, 0x000000ce,
0x000000a2, 0x000700f5, 0x00000006, 0x000002ad, 0x00000057, 0x00000098, 0x000000d1, 0x000000a2,
0x000500b0, 0x00000088, 0x000000a8, 0x000002ad, 0x000000a7, 0x000400f6, 0x000000a3, 0x000000a2,
0x00000000, 0x000400fa, 0x000000a8, 0x000000a2, 0x000000a3, 0x000200f8, 0x000000a2, 0x00050084,
0x00000006, 0x000000af, 0x0000008a, 0x00000086, 0x000500c7, 0x00000006, 0x000000b1, 0x000002ad,
0x00000084, 0x00050080, 0x00000006, 0x000000b2, 0x000000af, 0x000000b1, 0x00050051, 0x00000006,
0x000000b4, 0x00000080, 0x00000001, 0x00050084, 0x00000006, 0x000000b5, 0x000000b4, 0x00000086,
0x000500c2, 0x00000006, 0x000000b7, 0x000002ad, 0x0000001f, 0x00050080, 0x00000006, 0x000000b8,
0x000000b5, 0x000000b7, 0x00050051, 0x00000006, 0x000000bd, 0x00000080, 0x00000002, 0x00050041,
0x00000020, 0x00000216, 0x0000001d, 0x0000001f, 0x0004003d, 0x00000006, 0x00000217, 0x00000216,
0x00050082, 0x00000006, 0x00000218, 0x00000217, 0x00000023, 0x0007000c, 0x00000006, 0x00000219,
0x00000001, 0x00000026, 0x000000b2, 0x00000218, 0x00050082, 0x00000006, 0x0000021d, 0x00000083,
0x00000023, 0x0007000c, 0x00000006, 0x0000021e, 0x00000001, 0x00000026, 0x000000b8, 0x0000021d,
0x00050041, 0x00000020, 0x0000021f, 0x0000001d, 0x00000030, 0x0004003d, 0x00000006, 0x00000220,
0x0000021f, 0x00050084, 0x00000006, 0x00000224, 0x000000bd, 0x00000083, 0x00050080, 0x00000006,
0x00000226, 0x00000224, 0x0000021e, 0x00050084, 0x00000006, 0x00000229, 0x00000226, 0x00000217,
0x00050080, 0x00000006, 0x0000022a, 0x00000220, 0x00000229, 0x00050080, 0x00000006, 0x0000022c,
0x0000022a, 0x00000219, 0x00060041, 0x0000003f, 0x0000022d, 0x0000002f, 0x00000030, 0x0000022c,
0x0004003d, 0x00000006, 0x0000022e, 0x0000022d, 0x0006000c, 0x00000009, 0x0000022f, 0x00000001,
0x00000040, 0x0000022e, 0x0005008e, 0x00000009, 0x00000230, 0x0000022f, 0x00000043, 0x00050041,
0x0000009a, 0x000000bf, 0x000000ab, 0x000002ad, 0x0003003e, 0x000000bf, 0x00000230, 0x0004003d,
0x00000009, 0x000000c3, 0x000000bf, 0x0007000c, 0x00000009, 0x000000c4, 0x00000001, 0x00000025,
0x000002b0, 0x000000c3, 0x0004003d, 0x00000009, 0x000000c8, 0x000000bf, 0x0007000c, 0x00000009,
0x000000c9, 0x00000001, 0x00000028, 0x000002af, 0x000000c8, 0x0004003d, 0x00000009, 0x000000cc,
0x000000bf, 0x00050081, 0x00000009, 0x000000ce, 0x000002ae, 0x000000cc, 0x00050080, 0x00000006,
0x000000d1, 0x000002ad, 0x000000d0, 0x000200f9, 0x000000a1, 0x000200f8, 0x000000a3, 0x00050085,
0x00000009, 0x000000d5, 0x000002ae, 0x00000305, 0x00050051, 0x00000008, 0x000000d9, 0x000002af,
0x00000003, 0x0004006d, 0x00000006, 0x000000da, 0x000000d9, 0x00050051, 0x00000008, 0x000000dd,
0x000002b0, 0x00000003, 0x0004006d, 0x00000006, 0x000000de, 0x000000dd, 0x000500c4, 0x00000006,
0x000000e5, 0x000000de, 0x000000e4, 0x000500c5, 0x00000006, 0x000000e6, 0x000000da, 0x000000e5,
0x00050050, 0x000000df, 0x000000e7, 0x000000e6, 0x00000057, 0x000500ac, 0x00000088, 0x000000ea,
0x000000da, 0x000000de, 0x000300f7, 0x000000ec, 0x00000000, 0x000400fa, 0x000000ea, 0x000000eb,
0x000000ec, 0x000200f8, 0x000000eb, 0x00050082, 0x00000006, 0x000000f0, 0x000000da, 0x000000de,
0x00040070, 0x00000008, 0x000000f1, 0x000000f0, 0x000200f9, 0x000000f3, 0x000200f8, 0x000000f3,
0x000700f5, 0x000000df, 0x000002c8, 0x000000e7, 0x000000eb, 0x000002f1, 0x000000f6, 0x000700f5,
0x00000006, 0x000002b1, 0x00000057, 0x000000eb, 0x00000143, 0x000000f6, 0x000500b0, 0x00000088,
0x000000f9, 0x000002b1, 0x000000a7, 0x000400f6, 0x000000f5, 0x000000f6, 0x00000000, 0x000400fa,
0x000000f9, 0x000000f4, 0x000000f5, 0x000200f8, 0x000000f4, 0x00040070, 0x00000008, 0x000000fc,
0x000000da, 0x00060041, 0x000000d7, 0x000000fe, 0x000000ab, 0x000002b1, 0x00000084, 0x0004003d,
0x00000008, 0x000000ff, 0x000000fe, 0x00050083, 0x00000008, 0x00000100, 0x000000fc, 0x000000ff,
0x00050085, 0x00000008, 0x00000102, 0x00000100, 0x00000101, 0x00050088, 0x00000008, 0x00000104,
0x00000102, 0x000000f1, 0x0006000c, 0x00000008, 0x00000105, 0x00000001, 0x00000001, 0x00000104,
0x0008000c, 0x00000008, 0x00000106, 0x00000001, 0x0000002b, 0x00000105, 0x0000004b, 0x00000101,
0x0004006d, 0x00000006, 0x00000107, 0x00000106, 0x000500aa, 0x00000088, 0x0000010a, 0x00000107,
0x00000057, 0x000300f7, 0x0000010d, 0x00000000, 0x000400fa, 0x0000010a, 0x0000010c, 0x0000010e,
0x000200f8, 0x0000010c, 0x000200f9, 0x0000010d, 0x000200f8, 0x0000010e, 0x000500aa, 0x00000088,
0x00000111, 0x00000107, 0x00000110, 0x000300f7, 0x00000114, 0x00000000, 0x000400fa, 0x00000111,
0x00000113, 0x00000115, 0x000200f8, 0x00000113, 0x000200f9, 0x00000114, 0x000200f8, 0x00000115,
0x00050080, 0x00000006, 0x00000117, 0x00000107, 0x00000023, 0x000200f9, 0x00000114, 0x000200f8,
0x00000114, 0x000700f5, 0x00000006, 0x000002db, 0x00000023, 0x00000113, 0x00000117, 0x00000115,
0x000200f9, 0x0000010d, 0x000200f8, 0x0000010d, 0x000700f5, 0x00000006, 0x000002dc, 0x00000057,
0x0000010c, 0x000002db, 0x00000114, 0x00050084, 0x00000006, 0x0000011c, 0x00000084, 0x000002b1,
0x00050080, 0x00000006, 0x0000011d, 0x000000a7, 0x0000011c, 0x000500b0, 0x00000088, 0x00000120,
0x0000011d, 0x0000011f, 0x000300f7, 0x00000122, 0x00000000, 0x000400fa, 0x00000120, 0x00000121,
0x00000122, 0x000200f8, 0x00000121, 0x000500c4, 0x00000006, 0x00000125, 0x000002dc, 0x0000011d,
0x00050051, 0x00000006, 0x00000127, 0x000002c8, 0x00000000, 0x000500c5, 0x00000006, 0x00000128,
0x00000127, 0x00000125, 0x00060052, 0x000000df, 0x0000028e, 0x00000128, 0x000002c8, 0x00000000,
0x000200f9, 0x00000122, 0x000200f8, 0x00000122, 0x000700f5, 0x000000df, 0x000002e3, 0x000002c8,
0x0000010d, 0x0000028e, 0x00000121, 0x00050080, 0x00000006, 0x0000012b, 0x0000011c, 0x00000310,
0x000500ac, 0x00000088, 0x0000012c, 0x0000012b, 0x0000011f, 0x000300f7, 0x0000012e, 0x00000000,
0x000400fa, 0x0000012c, 0x0000012d, 0x0000012e, 0x000200f8, 0x0000012d, 0x0007000c, 0x00000006,
0x00000131, 0x00000001, 0x00000026, 0x0000011d, 0x0000011f, 0x00050082, 0x00000006, 0x00000132,
0x0000011f, 0x00000131, 0x000500c2, 0x00000006, 0x00000133, 0x000002dc, 0x00000132, 0x000500ac,
0x00000088, 0x00000135, 0x0000011d, 0x0000011f, 0x000300f7, 0x00000138, 0x00000000, 0x000400fa,
0x00000135, 0x00000137, 0x0000013b, 0x000200f8, 0x00000137, 0x00050080, 0x00000006, 0x0000013a,
0x0000011c, 0x00000311, 0x000200f9, 0x00000138, 0x000200f8, 0x0000013b, 0x000200f9, 0x00000138,
0x000200f8, 0x00000138, 0x000700f5, 0x00000006, 0x000002e1, 0x0000013a, 0x00000137, 0x00000057,
0x0000013b, 0x000500c4, 0x00000006, 0x0000013d, 0x00000133, 0x000002e1, 0x00050051, 0x00000006,
0x0000013f, 0x000002e3, 0x00000001, 0x000500c5, 0x00000006, 0x00000140, 0x0000013f, 0x0000013d,
0x00060052, 0x000000df, 0x00000291, 0x00000140, 0x000002e3, 0x00000001, 0x000200f9, 0x0000012e,
0x000200f8, 0x0000012e, 0x000700f5, 0x000000df, 0x000002f1, 0x000002e3, 0x00000122, 0x00000291,
0x00000138, 0x000200f9, 0x000000f6, 0x000200f8, 0x000000f6, 0x00050080, 0x00000006, 0x00000143,
0x000002b1, 0x000000d0, 0x000200f9, 0x000000f3, 0x000200f8, 0x000000f5, 0x000200f9, 0x000000ec,
0x000200f8, 0x000000ec, 0x000700f5, 0x000000df, 0x000002c7, 0x000000e7, 0x000000a3, 0x000002c8,
0x000000f5, 0x0008004f, 0x00000010, 0x00000146, 0x000002b0, 0x000002b0, 0x00000000, 0x00000001,
0x00000002, 0x0008004f, 0x00000010, 0x00000149, 0x000002af, 0x000002af, 0x00000000, 0x00000001,
0x00000002, 0x000200f9, 0x0000014d, 0x000200f8, 0x0000014d, 0x000700f5, 0x00000008, 0x000002bb,
0x0000004b, 0x000000ec, 0x00000169, 0x0000014e, 0x000700f5, 0x00000008, 0x000002b7, 0x0000004b,
0x000000ec, 0x00000162, 0x0000014e, 0x000700f5, 0x00000006, 0x000002b6, 0x00000057, 0x000000ec,
0x0000016b, 0x0000014e, 0x000500b0, 0x00000088, 0x00000153, 0x000002b6, 0x000000a7, 0x000400f6,
0x0000014f, 0x0000014e, 0x00000000, 0x000400fa, 0x00000153, 0x0000014e, 0x0000014f, 0x000200f8,
0x0000014e, 0x00050041, 0x0000009a, 0x00000156, 0x000000ab, 0x000002b6, 0x0004003d, 0x00000009,
0x00000157, 0x00000156, 0x0008004f, 0x00000010, 0x00000158, 0x00000157, 0x00000157, 0x00000000,
0x00000001, 0x00000002, 0x0008004f, 0x00000010, 0x0000015a, 0x000000d5, 0x000000d5, 0x00000000,
0x00000001, 0x00000002, 0x00050083, 0x00000010, 0x0000015b, 0x00000158, 0x0000015a, 0x00050051,
0x00000008, 0x0000015d, 0x0000015b, 0x00000000, 0x00050051, 0x00000008, 0x0000015f, 0x0000015b,
0x00000001, 0x00050085, 0x00000008, 0x00000160, 0x0000015d, 0x0000015f, 0x00050081, 0x00000008,
0x00000162, 0x000002b7, 0x00000160, 0x00050051, 0x00000008, 0x00000164, 0x0000015b, 0x00000002,
0x00050085, 0x00000008, 0x00000167, 0x00000164, 0x0000015f, 0x00050081, 0x00000008, 0x00000169,
0x000002bb, 0x00000167, 0x00050080, 0x00000006, 0x0000016b, 0x000002b6, 0x000000d0, 0x000200f9,
0x0000014d, 0x000200f8, 0x0000014f, 0x000500b8, 0x00000088, 0x0000016d, 0x000002b7, 0x0000004b,
0x000300f7, 0x0000016f, 0x00000000, 0x000400fa, 0x0000016d, 0x0000016e, 0x0000016f, 0x000200f8,
0x0000016e, 0x00050051, 0x00000008, 0x00000172, 0x000002b0, 0x00000000, 0x00050051, 0x00000008,
0x00000174, 0x000002af, 0x00000000, 0x00060052, 0x00000010, 0x00000299, 0x00000174, 0x00000146,
0x00000000, 0x00060052, 0x00000010, 0x0000029b, 0x00000172, 0x00000149, 0x00000000, 0x000200f9,
0x0000016f, 0x000200f8, 0x0000016f, 0x000700f5, 0x00000010, 0x000002bd, 0x00000149, 0x0000014f,
0x0000029b, 0x0000016e, 0x000700f5, 0x00000010, 0x000002bc, 0x00000146, 0x0000014f, 0x00000299,
0x0000016e, 0x000500b8, 0x00000088, 0x00000179, 0x000002bb, 0x0000004b, 0x000300f7, 0x0000017b,
0x00000000, 0x000400fa, 0x00000179, 0x0000017a, 0x0000017b, 0x000200f8, 0x0000017a, 0x00050051,
0x00000008, 0x0000017e, 0x000002bc, 0x00000002, 0x00050051, 0x00000008, 0x00000180, 0x000002bd,
0x00000002, 0x00060052, 0x00000010, 0x0000029f, 0x00000180, 0x000002bc, 0x00000002, 0x00060052,
0x00000010, 0x000002a1, 0x0000017e, 0x000002bd, 0x00000002, 0x000200f9, 0x0000017b, 0x000200f8,
0x0000017b, 0x000700f5, 0x00000010, 0x000002bf, 0x000002bc, 0x0000016f, 0x0000029f, 0x0000017a,
0x000700f5, 0x00000010, 0x000002be, 0x000002bd, 0x0000016f, 0x000002a1, 0x0000017a, 0x00050083,
0x00000010, 0x00000187, 0x000002be, 0x000002bf, 0x00050085, 0x00000010, 0x00000189, 0x00000187,
0x00000306, 0x00050083, 0x00000010, 0x0000018d, 0x000002be, 0x00000189, 0x0008000c, 0x00000010,
0x00000237, 0x00000001, 0x0000002b, 0x0000018d, 0x00000302, 0x00000303, 0x00050085, 0x00000010,
0x0000023a, 0x00000237, 0x0000030b, 0x0006000c, 0x00000010, 0x0000023b, 0x00000001, 0x00000001,
0x0000023a, 0x0004006d, 0x00000047, 0x0000023c, 0x0000023b, 0x00050051, 0x00000006, 0x0000023e,
0x0000023c, 0x00000000, 0x000500c4, 0x00000006, 0x0000023f, 0x0000023e, 0x0000005a, 0x00050051,
0x00000006, 0x00000241, 0x0000023c, 0x00000001, 0x000500c4, 0x00000006, 0x00000242, 0x00000241,
0x0000005e, 0x000500c5, 0x00000006, 0x00000243, 0x0000023f, 0x00000242, 0x00050051, 0x00000006,
0x00000245, 0x0000023c, 0x00000002, 0x000500c5, 0x00000006, 0x00000246, 0x00000243, 0x00000245,
0x00050081, 0x00000010, 0x00000193, 0x000002bf, 0x00000189, 0x0008000c, 0x00000010, 0x0000024d,
0x00000001, 0x0000002b, 0x00000193, 0x00000302, 0x00000303, 0x00050085, 0x00000010, 0x00000250,
0x0000024d, 0x0000030b, 0x0006000c, 0x00000010, 0x00000251, 0x00000001, 0x00000001, 0x00000250,
0x0004006d, 0x00000047, 0x00000252, 0x00000251, 0x00050051, 0x00000006, 0x00000254, 0x00000252,
0x00000000, 0x000500c4, 0x00000006, 0x00000255, 0x00000254, 0x0000005a, 0x00050051, 0x00000006,
0x00000257, 0x00000252, 0x00000001, 0x000500c4, 0x00000006, 0x00000258, 0x00000257, 0x0000005e,
0x000500c5, 0x00000006, 0x00000259, 0x00000255, 0x00000258, 0x00050051, 0x00000006, 0x0000025b,
0x00000252, 0x00000002, 0x000500c5, 0x00000006, 0x0000025c, 0x00000259, 0x0000025b, 0x000500ab,
0x00000088, 0x00000199, 0x00000246, 0x0000025c, 0x000300f7, 0x0000019b, 0x00000000, 0x000400fa,
0x00000199, 0x0000019a, 0x0000019b, 0x000200f8, 0x0000019a, 0x000500b0, 0x00000088, 0x0000019e,
0x00000246, 0x0000025c, 0x000600a9, 0x00000006, 0x00000312, 0x0000019e, 0x00000246, 0x0000025c,
0x000600a9, 0x00000006, 0x00000313, 0x0000019e, 0x0000025c, 0x00000246, 0x000500c2, 0x00000006,
0x00000260, 0x00000313, 0x0000005a, 0x000500c7, 0x00000006, 0x00000261, 0x00000260, 0x00000069,
0x00040070, 0x00000008, 0x00000262, 0x00000261, 0x00050085, 0x00000008, 0x00000264, 0x00000262,
0x0000030d, 0x000500c2, 0x00000006, 0x00000266, 0x00000313, 0x0000005e, 0x000500c7, 0x00000006,
0x00000267, 0x00000266, 0x00000070, 0x00040070, 0x00000008, 0x00000268, 0x00000267, 0x00050085,
0x00000008, 0x0000026a, 0x00000268, 0x0000030f, 0x000500c7, 0x00000006, 0x0000026c, 0x00000313,
0x00000069, 0x00040070, 0x00000008, 0x0000026d, 0x0000026c, 0x00050085, 0x00000008, 0x0000026f,
0x0000026d, 0x0000030d, 0x00060050, 0x00000010, 0x00000270, 0x00000264, 0x0000026a, 0x0000026f,
0x000500c2, 0x00000006, 0x00000274, 0x00000312, 0x0000005a, 0x000500c7, 0x00000006, 0x00000275,
0x00000274, 0x00000069, 0x00040070, 0x00000008, 0x00000276, 0x00000275, 0x00050085, 0x00000008,
0x00000278, 0x00000276, 0x0000030d, 0x000500c2, 0x00000006, 0x0000027a, 0x00000312, 0x0000005e,
0x000500c7, 0x00000006, 0x0000027b, 0x0000027a, 0x00000070, 0x00040070, 0x00000008, 0x0000027c,
0x0000027b, 0x00050085, 0x00000008, 0x0000027e, 0x0000027c, 0x0000030f, 0x000500c7, 0x00000006,
0x00000280, 0x00000312, 0x00000069, 0x00040070, 0x00000008, 0x00000281, 0x00000280, 0x00050085,
0x00000008, 0x00000283, 0x00000281, 0x0000030d, 0x00060050, 0x00000010, 0x00000284, 0x00000278,
0x0000027e, 0x00000283, 0x00050083, 0x00000010, 0x000001b0, 0x00000284, 0x00000270, 0x00050094,
0x00000008, 0x000001b4, 0x000001b0, 0x000001b0, 0x0007000c, 0x00000008, 0x000001b6, 0x00000001,
0x00000028, 0x000001b4, 0x000001b5, 0x000200f9, 0x000001b8, 0x000200f8, 0x000001b8, 0x000700f5,
0x00000006, 0x000002d0, 0x00000057, 0x0000019a, 0x000001e5, 0x000001bb, 0x000700f5, 0x00000006,
0x000002c2, 0x00000057, 0x0000019a, 0x000001e7, 0x000001bb, 0x000500b0, 0x00000088, 0x000001be,
0x000002c2, 0x000000a7, 0x000400f6, 0x000001ba, 0x000001bb, 0x00000000, 0x000400fa, 0x000001be,
0x000001b9, 0x000001ba, 0x000200f8, 0x000001b9, 0x00050041, 0x0000009a, 0x000001c1, 0x000000ab,
0x000002c2, 0x0004003d, 0x00000009, 0x000001c2, 0x000001c1, 0x0008004f, 0x00000010, 0x000001c3,
0x000001c2, 0x000001c2, 0x00000000, 0x00000001, 0x00000002, 0x00050083, 0x00000010, 0x000001c5,
0x000001c3, 0x00000270, 0x00050094, 0x00000008, 0x000001c7, 0x000001c5, 0x000001b0, 0x00050088,
0x00000008, 0x000001c9, 0x000001c7, 0x000001b6, 0x00050085, 0x00000008, 0x000001cb, 0x000001c9,
0x000001ca, 0x0006000c, 0x00000008, 0x000001cc, 0x00000001, 0x00000001, 0x000001cb, 0x0008000c,
0x00000008, 0x000001cd, 0x00000001, 0x0000002b, 0x000001cc, 0x0000004b, 0x000001ca, 0x0004006d,
0x00000006, 0x000001ce, 0x000001cd, 0x000500aa, 0x00000088, 0x000001d1, 0x000001ce, 0x00000057,
0x000300f7, 0x000001d4, 0x00000000, 0x000400fa, 0x000001d1, 0x000001d3, 0x000001d5, 0x000200f8,
0x000001d3, 0x000200f9, 0x000001d4, 0x000200f8, 0x000001d5, 0x000500aa, 0x00000088, 0x000001d7,
0x000001ce, 0x00000084, 0x000300f7, 0x000001da, 0x00000000, 0x000400fa, 0x000001d7, 0x000001d9,
0x000001db, 0x000200f8, 0x000001d9, 0x000200f9, 0x000001da, 0x000200f8, 0x000001db, 0x00050080,
0x00000006, 0x000001dd, 0x000001ce, 0x00000023, 0x000200f9, 0x000001da, 0x000200f8, 0x000001da,
0x000700f5, 0x00000006, 0x000002d2, 0x00000023, 0x000001d9, 0x000001dd, 0x000001db, 0x000200f9,
0x000001d4, 0x000200f8, 0x000001d4, 0x000700f5, 0x00000006, 0x000002d3, 0x00000057, 0x000001d3,
0x000002d2, 0x000001da, 0x00050084, 0x00000006, 0x000001e2, 0x00000061, 0x000002c2, 0x000500c4,
0x00000006, 0x000001e3, 0x000002d3, 0x000001e2, 0x000500c5, 0x00000006, 0x000001e5, 0x000002d0,
0x000001e3, 0x000200f9, 0x000001bb, 0x000200f8, 0x000001bb, 0x00050080, 0x00000006, 0x000001e7,
0x000002c2, 0x000000d0, 0x000200f9, 0x000001b8, 0x000200f8, 0x000001ba, 0x000200f9, 0x0000019b,
0x000200f8, 0x0000019b, 0x000700f5, 0x00000006, 0x000002cf, 0x00000057, 0x0000017b, 0x000002d0,
0x000001ba, 0x000700f5, 0x00000006, 0x000002cd, 0x0000025c, 0x0000017b, 0x00000312, 0x000001ba,
0x000700f5, 0x00000006, 0x000002cb, 0x00000246, 0x0000017b, 0x00000313, 0x000001ba, 0x00050041,
0x00000020, 0x000001ed, 0x0000001d, 0x000000d0, 0x0004003d, 0x00000006, 0x000001ee, 0x000001ed,
0x00050051, 0x00000006, 0x000001f0, 0x00000080, 0x00000002, 0x00050041, 0x00000020, 0x000001f1,
0x0000001d, 0x0000005e, 0x0004003d, 0x00000006, 0x000001f2, 0x000001f1, 0x00050084, 0x00000006,
0x000001f3, 0x000001f0, 0x000001f2, 0x00050080, 0x00000006, 0x000001f4, 0x000001ee, 0x000001f3,
0x00050051, 0x00000006, 0x000001f6, 0x00000080, 0x00000001, 0x00050084, 0x00000006, 0x000001f9,
0x000001f6, 0x0000008d, 0x00050080, 0x00000006, 0x000001fa, 0x000001f4, 0x000001f9, 0x00050080,
0x00000006, 0x000001fd, 0x000001fa, 0x0000008a, 0x00050051, 0x00000006, 0x000001ff, 0x000002c7,
0x00000000, 0x00050051, 0x00000006, 0x00000201, 0x000002c7, 0x00000001, 0x000500c4, 0x00000006,
0x00000205, 0x000002cd, 0x00000204, 0x000500c5, 0x00000006, 0x00000206, 0x000002cb, 0x00000205,
0x00070050, 0x000001e8, 0x00000208, 0x000001ff, 0x00000201, 0x00000206, 0x000002cf, 0x00060041,
0x00000209, 0x0000020a, 0x000001ec, 0x00000030, 0x000001fd, 0x0003003e, 0x0000020a, 0x00000208,
0x000200f9, 0x0000020d, 0x000200f8, 0x0000020d, 0x000100fd, 0x00010038,
};
+111
View File
@@ -0,0 +1,111 @@
// Generated by tools/build_shaders.py from runtime/shaders/bl_deswizzle.comp; do not edit.
// source sha256 bd2065290e315e85d2fcdb609d812c15ba9a109d7506b3105850a5860677b0ef
#pragma once
#include <stdint.h>
static const uint32_t bl_deswizzle_spv[] = {
0x07230203, 0x00010300, 0x000d000b, 0x000000d0, 0x00000000, 0x00020011, 0x00000001, 0x0006000b,
0x00000001, 0x4c534c47, 0x6474732e, 0x3035342e, 0x00000000, 0x0003000e, 0x00000000, 0x00000001,
0x0007000f, 0x00000005, 0x00000004, 0x6e69616d, 0x00000000, 0x0000000b, 0x0000001f, 0x00060010,
0x00000004, 0x00000011, 0x00000040, 0x00000001, 0x00000001, 0x00040047, 0x0000000b, 0x0000000b,
0x0000001a, 0x00030047, 0x00000010, 0x00000002, 0x00050048, 0x00000010, 0x00000000, 0x00000023,
0x00000000, 0x00050048, 0x00000010, 0x00000001, 0x00000023, 0x00000004, 0x00050048, 0x00000010,
0x00000002, 0x00000023, 0x00000008, 0x00050048, 0x00000010, 0x00000003, 0x00000023, 0x0000000c,
0x00050048, 0x00000010, 0x00000004, 0x00000023, 0x00000010, 0x00050048, 0x00000010, 0x00000005,
0x00000023, 0x00000014, 0x00050048, 0x00000010, 0x00000006, 0x00000023, 0x00000018, 0x00050048,
0x00000010, 0x00000007, 0x00000023, 0x0000001c, 0x00050048, 0x00000010, 0x00000008, 0x00000023,
0x00000020, 0x00050048, 0x00000010, 0x00000009, 0x00000023, 0x00000024, 0x00050048, 0x00000010,
0x0000000a, 0x00000023, 0x00000028, 0x00040047, 0x0000001f, 0x0000000b, 0x0000001b, 0x00040047,
0x000000ad, 0x00000006, 0x00000010, 0x00030047, 0x000000ae, 0x00000002, 0x00040048, 0x000000ae,
0x00000000, 0x00000019, 0x00050048, 0x000000ae, 0x00000000, 0x00000023, 0x00000000, 0x00030047,
0x000000b0, 0x00000019, 0x00040047, 0x000000b0, 0x00000021, 0x00000001, 0x00040047, 0x000000b0,
0x00000022, 0x00000000, 0x00040047, 0x000000c1, 0x00000006, 0x00000010, 0x00030047, 0x000000c2,
0x00000002, 0x00040048, 0x000000c2, 0x00000000, 0x00000018, 0x00050048, 0x000000c2, 0x00000000,
0x00000023, 0x00000000, 0x00030047, 0x000000c4, 0x00000018, 0x00040047, 0x000000c4, 0x00000021,
0x00000000, 0x00040047, 0x000000c4, 0x00000022, 0x00000000, 0x00040047, 0x000000cd, 0x0000000b,
0x00000019, 0x00020013, 0x00000002, 0x00030021, 0x00000003, 0x00000002, 0x00040015, 0x00000006,
0x00000020, 0x00000000, 0x00040017, 0x00000009, 0x00000006, 0x00000003, 0x00040020, 0x0000000a,
0x00000001, 0x00000009, 0x0004003b, 0x0000000a, 0x0000000b, 0x00000001, 0x0004002b, 0x00000006,
0x0000000c, 0x00000001, 0x00040020, 0x0000000d, 0x00000001, 0x00000006, 0x000d001e, 0x00000010,
0x00000006, 0x00000006, 0x00000006, 0x00000006, 0x00000006, 0x00000006, 0x00000006, 0x00000006,
0x00000006, 0x00000006, 0x00000006, 0x00040020, 0x00000011, 0x00000009, 0x00000010, 0x0004003b,
0x00000011, 0x00000012, 0x00000009, 0x00040015, 0x00000013, 0x00000020, 0x00000001, 0x0004002b,
0x00000013, 0x00000014, 0x0000000a, 0x00040020, 0x00000015, 0x00000009, 0x00000006, 0x0004002b,
0x00000006, 0x00000019, 0x00000000, 0x0004002b, 0x00000006, 0x0000001d, 0x00000040, 0x0004003b,
0x0000000a, 0x0000001f, 0x00000001, 0x0004002b, 0x00000013, 0x00000024, 0x00000002, 0x00020014,
0x00000027, 0x0004002b, 0x00000013, 0x0000002d, 0x00000006, 0x0004002b, 0x00000013, 0x00000032,
0x00000007, 0x0004002b, 0x00000006, 0x00000037, 0x00000020, 0x0004002b, 0x00000006, 0x00000048,
0x00000005, 0x0004002b, 0x00000006, 0x0000004c, 0x0000001f, 0x0004002b, 0x00000013, 0x0000004f,
0x00000008, 0x0004002b, 0x00000013, 0x00000052, 0x00000009, 0x0004002b, 0x00000006, 0x0000006a,
0x00000004, 0x0004002b, 0x00000006, 0x0000006f, 0x00000002, 0x0004002b, 0x00000006, 0x00000078,
0x00000008, 0x0004002b, 0x00000006, 0x00000083, 0x00000003, 0x0004002b, 0x00000013, 0x00000093,
0x00000003, 0x0004002b, 0x00000013, 0x0000009b, 0x00000004, 0x0004002b, 0x00000013, 0x000000a4,
0x00000005, 0x00040017, 0x000000ac, 0x00000006, 0x00000004, 0x0003001d, 0x000000ad, 0x000000ac,
0x0003001e, 0x000000ae, 0x000000ad, 0x00040020, 0x000000af, 0x0000000c, 0x000000ae, 0x0004003b,
0x000000af, 0x000000b0, 0x0000000c, 0x0004002b, 0x00000013, 0x000000b1, 0x00000000, 0x0004002b,
0x00000013, 0x000000b2, 0x00000001, 0x0003001d, 0x000000c1, 0x000000ac, 0x0003001e, 0x000000c2,
0x000000c1, 0x00040020, 0x000000c3, 0x0000000c, 0x000000c2, 0x0004003b, 0x000000c3, 0x000000c4,
0x0000000c, 0x00040020, 0x000000c9, 0x0000000c, 0x000000ac, 0x0006002c, 0x00000009, 0x000000cd,
0x0000001d, 0x0000000c, 0x0000000c, 0x00050036, 0x00000002, 0x00000004, 0x00000000, 0x00000003,
0x000200f8, 0x00000005, 0x000300f7, 0x000000ce, 0x00000000, 0x000300fb, 0x00000019, 0x000000cf,
0x000200f8, 0x000000cf, 0x00050041, 0x0000000d, 0x0000000e, 0x0000000b, 0x0000000c, 0x0004003d,
0x00000006, 0x0000000f, 0x0000000e, 0x00050041, 0x00000015, 0x00000016, 0x00000012, 0x00000014,
0x0004003d, 0x00000006, 0x00000017, 0x00000016, 0x00050084, 0x00000006, 0x00000018, 0x0000000f,
0x00000017, 0x00050041, 0x0000000d, 0x0000001a, 0x0000000b, 0x00000019, 0x0004003d, 0x00000006,
0x0000001b, 0x0000001a, 0x00050080, 0x00000006, 0x0000001c, 0x00000018, 0x0000001b, 0x00050084,
0x00000006, 0x0000001e, 0x0000001c, 0x0000001d, 0x00050041, 0x0000000d, 0x00000020, 0x0000001f,
0x00000019, 0x0004003d, 0x00000006, 0x00000021, 0x00000020, 0x00050080, 0x00000006, 0x00000022,
0x0000001e, 0x00000021, 0x00050041, 0x00000015, 0x00000025, 0x00000012, 0x00000024, 0x0004003d,
0x00000006, 0x00000026, 0x00000025, 0x000500ae, 0x00000027, 0x00000028, 0x00000022, 0x00000026,
0x000300f7, 0x0000002a, 0x00000000, 0x000400fa, 0x00000028, 0x00000029, 0x0000002a, 0x000200f8,
0x00000029, 0x000200f9, 0x000000ce, 0x000200f8, 0x0000002a, 0x00050041, 0x00000015, 0x0000002e,
0x00000012, 0x0000002d, 0x0004003d, 0x00000006, 0x0000002f, 0x0000002e, 0x000500c4, 0x00000006,
0x00000030, 0x0000000c, 0x0000002f, 0x00050041, 0x00000015, 0x00000033, 0x00000012, 0x00000032,
0x0004003d, 0x00000006, 0x00000034, 0x00000033, 0x000500c4, 0x00000006, 0x00000035, 0x0000000c,
0x00000034, 0x00050080, 0x00000006, 0x0000003c, 0x0000002f, 0x00000034, 0x000500c4, 0x00000006,
0x0000003d, 0x00000037, 0x0000003c, 0x00050086, 0x00000006, 0x00000041, 0x00000022, 0x0000003d,
0x00050089, 0x00000006, 0x00000045, 0x00000022, 0x0000003d, 0x000500c2, 0x00000006, 0x00000049,
0x00000045, 0x00000048, 0x000500c7, 0x00000006, 0x0000004d, 0x00000045, 0x0000004c, 0x00050041,
0x00000015, 0x00000050, 0x00000012, 0x0000004f, 0x0004003d, 0x00000006, 0x00000051, 0x00000050,
0x00050041, 0x00000015, 0x00000053, 0x00000012, 0x00000052, 0x0004003d, 0x00000006, 0x00000054,
0x00000053, 0x00050084, 0x00000006, 0x00000055, 0x00000051, 0x00000054, 0x00050086, 0x00000006,
0x00000059, 0x00000041, 0x00000055, 0x00050089, 0x00000006, 0x0000005d, 0x00000041, 0x00000055,
0x00050086, 0x00000006, 0x00000062, 0x0000005d, 0x00000051, 0x00050089, 0x00000006, 0x00000067,
0x0000005d, 0x00000051, 0x00050084, 0x00000006, 0x0000006b, 0x00000067, 0x0000006a, 0x000500c2,
0x00000006, 0x0000006d, 0x0000004d, 0x0000006a, 0x000500c7, 0x00000006, 0x0000006e, 0x0000006d,
0x0000000c, 0x00050084, 0x00000006, 0x00000070, 0x0000006e, 0x0000006f, 0x00050080, 0x00000006,
0x00000071, 0x0000006b, 0x00000070, 0x000500c2, 0x00000006, 0x00000073, 0x0000004d, 0x0000000c,
0x000500c7, 0x00000006, 0x00000074, 0x00000073, 0x0000000c, 0x00050080, 0x00000006, 0x00000075,
0x00000071, 0x00000074, 0x00050084, 0x00000006, 0x00000079, 0x00000062, 0x00000078, 0x00050084,
0x00000006, 0x0000007b, 0x00000079, 0x00000030, 0x00050089, 0x00000006, 0x0000007e, 0x00000049,
0x00000030, 0x00050084, 0x00000006, 0x0000007f, 0x0000007e, 0x00000078, 0x00050080, 0x00000006,
0x00000080, 0x0000007b, 0x0000007f, 0x000500c2, 0x00000006, 0x00000082, 0x0000004d, 0x0000006f,
0x000500c7, 0x00000006, 0x00000084, 0x00000082, 0x00000083, 0x00050084, 0x00000006, 0x00000085,
0x00000084, 0x0000006f, 0x00050080, 0x00000006, 0x00000086, 0x00000080, 0x00000085, 0x000500c7,
0x00000006, 0x00000088, 0x00000045, 0x0000000c, 0x00050080, 0x00000006, 0x00000089, 0x00000086,
0x00000088, 0x00050084, 0x00000006, 0x0000008d, 0x00000059, 0x00000035, 0x00050086, 0x00000006,
0x00000090, 0x00000049, 0x00000030, 0x00050080, 0x00000006, 0x00000091, 0x0000008d, 0x00000090,
0x00050041, 0x00000015, 0x00000094, 0x00000012, 0x00000093, 0x0004003d, 0x00000006, 0x00000095,
0x00000094, 0x000500ae, 0x00000027, 0x00000096, 0x00000075, 0x00000095, 0x000400a8, 0x00000027,
0x00000097, 0x00000096, 0x000300f7, 0x00000099, 0x00000000, 0x000400fa, 0x00000097, 0x00000098,
0x00000099, 0x000200f8, 0x00000098, 0x00050041, 0x00000015, 0x0000009c, 0x00000012, 0x0000009b,
0x0004003d, 0x00000006, 0x0000009d, 0x0000009c, 0x000500ae, 0x00000027, 0x0000009e, 0x00000089,
0x0000009d, 0x000200f9, 0x00000099, 0x000200f8, 0x00000099, 0x000700f5, 0x00000027, 0x0000009f,
0x00000096, 0x0000002a, 0x0000009e, 0x00000098, 0x000400a8, 0x00000027, 0x000000a0, 0x0000009f,
0x000300f7, 0x000000a2, 0x00000000, 0x000400fa, 0x000000a0, 0x000000a1, 0x000000a2, 0x000200f8,
0x000000a1, 0x00050041, 0x00000015, 0x000000a5, 0x00000012, 0x000000a4, 0x0004003d, 0x00000006,
0x000000a6, 0x000000a5, 0x000500ae, 0x00000027, 0x000000a7, 0x00000091, 0x000000a6, 0x000200f9,
0x000000a2, 0x000200f8, 0x000000a2, 0x000700f5, 0x00000027, 0x000000a8, 0x0000009f, 0x00000099,
0x000000a7, 0x000000a1, 0x000300f7, 0x000000aa, 0x00000000, 0x000400fa, 0x000000a8, 0x000000a9,
0x000000aa, 0x000200f8, 0x000000a9, 0x000200f9, 0x000000ce, 0x000200f8, 0x000000aa, 0x00050041,
0x00000015, 0x000000b3, 0x00000012, 0x000000b2, 0x0004003d, 0x00000006, 0x000000b4, 0x000000b3,
0x00050041, 0x00000015, 0x000000b6, 0x00000012, 0x0000009b, 0x0004003d, 0x00000006, 0x000000b7,
0x000000b6, 0x00050084, 0x00000006, 0x000000b8, 0x00000091, 0x000000b7, 0x00050080, 0x00000006,
0x000000ba, 0x000000b8, 0x00000089, 0x00050084, 0x00000006, 0x000000bd, 0x000000ba, 0x00000095,
0x00050080, 0x00000006, 0x000000be, 0x000000b4, 0x000000bd, 0x00050080, 0x00000006, 0x000000c0,
0x000000be, 0x00000075, 0x00050041, 0x00000015, 0x000000c5, 0x00000012, 0x000000b1, 0x0004003d,
0x00000006, 0x000000c6, 0x000000c5, 0x00050080, 0x00000006, 0x000000c8, 0x000000c6, 0x00000022,
0x00060041, 0x000000c9, 0x000000ca, 0x000000c4, 0x000000b1, 0x000000c8, 0x0004003d, 0x000000ac,
0x000000cb, 0x000000ca, 0x00060041, 0x000000c9, 0x000000cc, 0x000000b0, 0x000000b1, 0x000000c0,
0x0003003e, 0x000000cc, 0x000000cb, 0x000200f9, 0x000000ce, 0x000200f8, 0x000000ce, 0x000100fd,
0x00010038,
};
+39 -36
View File
@@ -3,38 +3,43 @@
// da35b83 (MIT, Copyright (c) 2026 Peiikai).
// The boot driver: the guest main thread runs the game's own nn::init::Start
// with three host callbacks, the second of which runs DT_INIT of main, subsdk0 and sdk; Start then calls nnMain.
// --boot checks two checkpoints on the way and ends at the first nvnBootstrapLoader call:
// SetFocusHandlingMode called from main+0xe7a954 (1.4.3: +0xbdb48c) in nnMain, every module's constructor flag
// reads 2
// nvnBootstrapLoader called from main+0xe7eb2c (1.4.3: +0xbe0360) in the graphics bring-up; logs the run
// statistics, exits 0
// --boot checks two checkpoints on the way and ends at the first nvnBootstrapLoader call, at the return address of
// each in main (1.1.0, 1.2.1, 1.4.3):
// SetFocusHandlingMode main+0xeb8c14 (1.2.1: +0xe7a954, 1.4.3: +0xbdb48c) in nnMain, every module's constructor
// flag reads 2
// nvnBootstrapLoader main+0xebcdec (1.2.1: +0xe7eb2c, 1.4.3: +0xbe0360) in the graphics bring-up; logs the
// run statistics, exits 0
// With --seconds S the run continues past that call; rt_frame_presented ends it once the world clock passed S.
#include <windows.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include "cfg.h"
#include "cheats.h"
#include "fs.h"
#include "gfx.h"
#include "mods.h"
#include "nvn_api.h"
#include "platform/platform.h"
#include "vk.h"
#include "platform/platform.h"
#define SYM_INIT_START "_ZN2nn4init5StartEmmPFvvES2_S2_"
// main: return addresses of nnMain's SetFocusHandlingMode call (1.2.1 from this port's analysis of main; 1.4.3 from
// MacNativeGames' scripts/verify_boot.py) and of the first nvnBootstrapLoader call, per game version.
#define CHECKPOINT_RET (RT_V143 ? 0xbdb48cull : 0xe7a954ull)
#define NVN_RET (RT_V143 ? 0xbe0360ull : 0xe7eb2cull)
// main: return addresses of nnMain's SetFocusHandlingMode call (1.1.0 and 1.2.1 from this port's analysis of main;
// 1.4.3 from MacNativeGames' scripts/verify_boot.py) and of the first nvnBootstrapLoader call, per game version.
#define CHECKPOINT_RET (RT_V143 ? 0xbdb48cull : RT_V110 ? 0xeb8c14ull : 0xe7a954ull)
#define NVN_RET (RT_V143 ? 0xbe0360ull : RT_V110 ? 0xebcdecull : 0xe7eb2cull)
#define CTOR_DONE 2 // a module's constructor flag after its DT_INIT ran the init_array
// The init_array sizes (1.2.1: counted in the modules; 1.4.3: DT_INIT_ARRAYSZ); MacNativeGames' boot check expects
// the same.
// The init_array sizes (1.1.0 and 1.2.1: counted in the modules; 1.4.3: DT_INIT_ARRAYSZ); MacNativeGames' boot check
// expects the same. The three tables carry the same rows, so cb_module_inits walks them by the size of one.
typedef struct { const char *name; uint64_t entries; } InitCount;
static const InitCount inits_110[] = {{"main", 10668}, {"subsdk0", 45}, {"sdk", 116}};
static const InitCount inits_121[] = {{"main", 10673}, {"subsdk0", 45}, {"sdk", 116}};
static const InitCount inits_143[] = {{"main", 10717}, {"subsdk0", 45}, {"sdk", 83}};
#define expected_inits (RT_V143 ? inits_143 : inits_121)
#define expected_inits (RT_V143 ? inits_143 : RT_V110 ? inits_110 : inits_121)
static volatile LONG inits_done, checkpoint_seen;
static volatile int32_t inits_done, checkpoint_seen;
uint64_t rt_guest_start_ns;
static const RtLoaded *module_named(const char *name) {
@@ -71,7 +76,7 @@ static void cb_loader_ready(Cpu *c) {
// DT_INIT registers the module with musl (__nnmusl_init_dso) and runs its init_array; the constructor flag reads 2
// afterwards (MacNativeGames loader.c:458-462).
static void cb_module_inits(Cpu *c) {
if (InterlockedCompareExchange(&inits_done, 0, 0)) rt_fatal("boot: module constructors requested twice");
if (plat_cas32(&inits_done, 0, 0)) rt_fatal("boot: module constructors requested twice");
for (unsigned k = 0; k < sizeof inits_121 / sizeof *inits_121; k++) {
const RtLoaded *m = module_named(expected_inits[k].name);
uint64_t entries = m->init_array_size / 8;
@@ -85,7 +90,7 @@ static void cb_module_inits(Cpu *c) {
rt_fatal("boot: %s has %llu init_array entries, this game version has %llu", m->name, (unsigned long long)entries,
(unsigned long long)expected_inits[k].entries);
}
InterlockedExchange(&inits_done, 1);
plat_xchg32(&inits_done, 1);
}
static void cb_module_finis(Cpu *c) {
@@ -109,12 +114,12 @@ void rt_boot_event(const char *what, Cpu *c, const char *detail) {
if (ret != main_mod->base + CHECKPOINT_RET)
rt_fatal("boot: checkpoint %s reached from %s, expected main+%#llx", detail, at,
(unsigned long long)CHECKPOINT_RET);
if (!InterlockedCompareExchange(&inits_done, 0, 0)) rt_fatal("boot: checkpoint %s before DT_INIT", detail);
if (!plat_cas32(&inits_done, 0, 0)) rt_fatal("boot: checkpoint %s before DT_INIT", detail);
for (int i = 0; i < ldr_count(); i++)
if (ctor_state(ldr_module(i)) != CTOR_DONE)
rt_fatal("boot: checkpoint %s: %s constructor flag reads %u", detail, ldr_module(i)->name,
ctor_state(ldr_module(i)));
InterlockedExchange(&checkpoint_seen, 1);
plat_xchg32(&checkpoint_seen, 1);
rt_logf("boot: checkpoint %s from main+%#llx\n", detail, (unsigned long long)(ret - main_mod->base));
return;
}
@@ -122,7 +127,7 @@ void rt_boot_event(const char *what, Cpu *c, const char *detail) {
if (ret != main_mod->base + NVN_RET)
rt_fatal("boot: first NVN call %s(\"%s\") from %s, expected main+%#llx", "nvnBootstrapLoader", detail, at,
(unsigned long long)NVN_RET);
if (!InterlockedCompareExchange(&checkpoint_seen, 0, 0))
if (!plat_cas32(&checkpoint_seen, 0, 0))
rt_fatal("boot: first NVN call before the SetFocusHandlingMode checkpoint");
rt_logf("boot: first NVN call nvnBootstrapLoader(\"%s\") from main+%#llx\n", detail,
(unsigned long long)(ret - main_mod->base));
@@ -131,7 +136,7 @@ void rt_boot_event(const char *what, Cpu *c, const char *detail) {
stats_line();
fflush(stdout);
fflush(stderr);
_exit(0); // other guest threads are still running; nothing of theirs needs an orderly end
plat_exit(0); // other guest threads are still running; nothing of theirs needs an orderly end
}
rt_fatal("boot: unknown boot event %s (%s) from %s", what, detail ? detail : "", at);
}
@@ -241,7 +246,7 @@ static void series_shot(const tex_t *t, uint64_t n) {
step = (unsigned long long)(ws * 1e6), next = lo;
else if (!e || sscanf(e, "%llu-%llu:%llu", &lo, &hi, &step) != 3 || !step) hi = 0;
dir = cfg_get("TOTK_SHOTS_DIR") ? cfg_get("TOTK_SHOTS_DIR") : ".";
if (hi) CreateDirectoryA(dir, NULL);
if (hi) plat_file_mkdir_p(dir);
parsed = 1;
}
if (world) { // the first present at or after each step of the world clock
@@ -275,7 +280,7 @@ static void series_shot(const tex_t *t, uint64_t n) {
for (int c = 0; c < 4; c++) o[c] = (uint8_t)(sum[bgra && c != 3 ? 2 - c : c] / k);
o[3] = 255;
}
char path[MAX_PATH];
char path[PLAT_PATH_MAX];
snprintf(path, sizeof path, "%s/f%05llu.png", dir, (unsigned long long)n);
rt_write_png(path, out, ow, oh);
free(out);
@@ -302,9 +307,10 @@ void rt_frame_presented(const tex_t *t, uint64_t n) {
fflush(stderr);
fs_save_flush();
vk_pipeline_save(); // no-op without the Vulkan back end
playtime_save();
prof_write();
fflush(stderr);
_exit(0);
plat_exit(0);
}
// ---- steps 9-14
@@ -321,41 +327,38 @@ static void guest_main(Cpu *c) {
rt_fatal("boot: nn::init::Start returned");
}
static DWORD WINAPI prewarm_main(void *arg) {
static void prewarm_main(void *arg) {
(void)arg;
vk_pipeline_prewarm();
const char *prep = cfg_get("TOTK_TEST_PREPARE_SHADERS"); // Task 2.3 test hook; Task 2.6 builds the preparation
if (prep && !strcmp(prep, "1")) {
int cpus = (int)GetActiveProcessorCount(ALL_PROCESSOR_GROUPS);
int cpus = (int)plat_cpu_usable();
gfx_shader_prepare_recorded(cpus, cpus / 2 > 16 ? 16 : cpus / 2 < 1 ? 1 : cpus / 2);
}
return 0;
return;
}
void rt_boot(void) {
check_npdm();
if (!rt_config()->shot) vk_pipeline_async_enable(); // a --shot image must not depend on build timing
// Shaders and pipelines recorded in earlier runs are made ready while the modules load; the guest waits for them.
HANDLE warm = CreateThread(NULL, 0, prewarm_main, NULL, 0, NULL);
PlatThread *warm = plat_thread_new(prewarm_main, NULL, "prewarm");
ldr_load(rt_config()->exefs);
rt_patches_init();
mods_exefs_switch(); // after the patch sets' settings: an enabled mod's ExeFS patches on
frame_step_init();
res_init();
cheats_init(); // after the patch sets: a cheat's set follows its setting
cb_addr[0] = hostfn_register("<rtld loader_ready>", cb_loader_ready);
cb_addr[1] = hostfn_register("<rtld module_inits>", cb_module_inits);
cb_addr[2] = hostfn_register("<rtld module_finis>", cb_module_finis);
hostfn_seal();
ULONGLONG held = GetTickCount64();
if (warm) WaitForSingleObject(warm, INFINITE), CloseHandle(warm);
uint64_t held = plat_now_ms();
if (warm) plat_thread_join(warm);
else vk_pipeline_prewarm();
held = GetTickCount64() - held;
FILETIME created, x0, x1, x2, now;
GetProcessTimes(GetCurrentProcess(), &created, &x0, &x1, &x2);
GetSystemTimeAsFileTime(&now);
ULARGE_INTEGER c = {.LowPart = created.dwLowDateTime, .HighPart = created.dwHighDateTime},
n = {.LowPart = now.dwLowDateTime, .HighPart = now.dwHighDateTime};
held = plat_now_ms() - held;
rt_log("boot: guest starts %llu ms after process start (%llu ms of it waiting for the prewarm)",
(unsigned long long)((n.QuadPart - c.QuadPart) / 10000), (unsigned long long)held);
(unsigned long long)(plat_process_uptime_ns() / 1000000), (unsigned long long)held);
rt_guest_start_ns = kern_now_ns();
kern_run_on_guest_main(guest_main);
rt_fatal("boot: the guest main thread ended");
+159
View File
@@ -0,0 +1,159 @@
// Camera speed: TOTK_STICK_SENS (0.1 to 3, default 1, read at start) multiplies the game's own right-stick camera speeds.
// The game's Options menu offers five camera sensitivities, Very Low to Very High; their turn rates are the array
// StickSensitivity {0.8, 1.2, 1.6, 2.0, 2.4} in Component/PlayerCameraParam/PlayerCamera.game__component__
// PlayerCameraParam.bgyml inside Pack/Actor/PlayerCamera.pack.zs. romfs.c serves a copy of that pack with every entry
// multiplied (cam_pack_build), so the setting raises the camera's top speed as well as its speed at a partial tilt, at
// any of the five sensitivities. The mouse camera reaches the game as a right-stick deflection (input.c, mouse_camera),
// which divides it by the same factor (cam_speed_applied), so TOTK_MOUSE_SENS alone sets the mouse's speed.
//
// The pack is a SARC archive compressed with the dictionary pack.zsdic of Pack/ZsDic.pack.zs. A float in a BYML array
// is stored in the array itself, so the multiplied values take the bytes of the old ones and no offset moves.
#include <stdint.h>
#include <stdlib.h>
#include <string.h>
#include <zstd.h>
#include "cfg.h"
#include "host.h"
#define MEMBER "Component/PlayerCameraParam/PlayerCamera.game__component__PlayerCameraParam.bgyml"
#define MAX_RAW (64u << 20)
static float applied = 1.0f;
float cam_speed_wanted(void) {
double v = cfg_double("TOTK_STICK_SENS");
return (float)(v < 0.1 ? 0.1 : v > 3 ? 3 : v);
}
float cam_speed_applied(void) { return applied; }
static int u32_at(const uint8_t *p, size_t n, size_t off, uint32_t *v) {
if (off > n || n - off < 4) return 0;
memcpy(v, p + off, 4);
return 1;
}
// SARC member `name` of the archive p[0..n): its start and size; 0 when it is not there.
static int sarc_member(const uint8_t *p, size_t n, const char *name, size_t *at, size_t *size) {
uint32_t data;
uint16_t head, count, bom;
if (n < 0x14 || memcmp(p, "SARC", 4)) return 0;
memcpy(&head, p + 4, 2);
memcpy(&bom, p + 6, 2);
if (bom != 0xfeff || !u32_at(p, n, 12, &data) || head + 12u > n || memcmp(p + head, "SFAT", 4)) return 0;
memcpy(&count, p + head + 6, 2);
size_t names = head + 12 + (size_t)count * 16;
if (names + 8 > n || memcmp(p + names, "SFNT", 4)) return 0;
names += 8;
for (unsigned i = 0; i < count; i++) {
uint32_t attr, lo, hi;
size_t e = head + 12 + (size_t)i * 16;
if (!u32_at(p, n, e + 4, &attr) || !u32_at(p, n, e + 8, &lo) || !u32_at(p, n, e + 12, &hi)) return 0;
size_t s = names + (size_t)(attr & 0xffffff) * 4, len = strlen(name);
if (!(attr >> 24) || s + len + 1 > n || memcmp(p + s, name, len + 1)) continue;
if (lo > hi || data + (size_t)hi > n) return 0;
*at = data + lo;
*size = hi - lo;
return 1;
}
return 0;
}
// The StickSensitivity floats of the BYML p[0..n), multiplied by k; their count, 0 when the file has no such array.
static int scale_sensitivity(uint8_t *p, size_t n, float k, float was[8]) {
uint32_t keys, root, head;
if (n < 16 || memcmp(p, "YB", 2) || !u32_at(p, n, 4, &keys) || !u32_at(p, n, 12, &root) ||
!u32_at(p, n, root, &head) || (head & 0xff) != 0xc1 || !u32_at(p, n, keys, &head) || (head & 0xff) != 0xc2)
return 0;
uint32_t nkeys = head >> 8;
if (!u32_at(p, n, root, &head)) return 0;
for (uint32_t i = 0; i < head >> 8; i++) {
uint32_t e, at, arr, ah;
if (!u32_at(p, n, root + 4 + 8 * (size_t)i, &e) || (e & 0xffffff) >= nkeys ||
!u32_at(p, n, keys + 4 + 4 * (size_t)(e & 0xffffff), &at))
return 0;
const char *name = (const char *)p + keys + at;
if (keys + at + sizeof "StickSensitivity" > n || strcmp(name, "StickSensitivity")) continue;
if (e >> 24 != 0xc0 || !u32_at(p, n, root + 8 + 8 * (size_t)i, &arr) || !u32_at(p, n, arr, &ah) ||
(ah & 0xff) != 0xc0)
return 0;
uint32_t count = ah >> 8;
size_t vals = arr + 4 + ((count + 3) & ~3u);
if (!count || count > 8 || vals + 4 * (size_t)count > n) return 0;
for (uint32_t j = 0; j < count; j++)
if (p[arr + 4 + j] != 0xd2) return 0;
for (uint32_t j = 0; j < count; j++) {
float v;
memcpy(&v, p + vals + 4 * j, 4);
was[j] = v;
v *= k;
memcpy(p + vals + 4 * j, &v, 4);
}
return (int)count;
}
return 0;
}
int cam_pack_build(const void *in, size_t n, const void *zsdic, size_t zsdic_n, void **out, size_t *out_n) {
float k = cam_speed_wanted();
*out = NULL;
if (k == 1.0f) return 0;
int ok = 0;
uint8_t *dics = NULL, *raw = NULL;
ZSTD_DDict *dd = NULL;
ZSTD_CDict *cd = NULL;
void *z = NULL;
// The dictionaries: Pack/ZsDic.pack.zs is a SARC compressed without one.
unsigned long long dn = ZSTD_getFrameContentSize(zsdic, zsdic_n);
size_t dic_at, dic_n;
if (dn == ZSTD_CONTENTSIZE_UNKNOWN || dn == ZSTD_CONTENTSIZE_ERROR || dn > MAX_RAW || !(dics = malloc((size_t)dn)) ||
ZSTD_decompress(dics, (size_t)dn, zsdic, zsdic_n) != dn ||
!sarc_member(dics, (size_t)dn, "pack.zsdic", &dic_at, &dic_n)) {
rt_log("camera speed: no pack.zsdic in Pack/ZsDic.pack.zs; the camera keeps its own speed");
goto done;
}
unsigned long long rn = ZSTD_getFrameContentSize(in, n);
unsigned id = ZSTD_getDictID_fromFrame(in, n);
dd = ZSTD_createDDict(dics + dic_at, dic_n);
if (!dd || id != ZSTD_getDictID_fromDDict(dd) || rn == ZSTD_CONTENTSIZE_UNKNOWN ||
rn == ZSTD_CONTENTSIZE_ERROR || rn > MAX_RAW || !(raw = malloc((size_t)rn))) {
rt_log("camera speed: Pack/Actor/PlayerCamera.pack.zs is not a pack.zsdic frame with a size; the camera keeps its "
"own speed");
goto done;
}
ZSTD_DCtx *dctx = ZSTD_createDCtx();
size_t got = dctx ? ZSTD_decompress_usingDDict(dctx, raw, (size_t)rn, in, n, dd) : 0;
ZSTD_freeDCtx(dctx);
size_t at, size;
float was[8];
int count = !ZSTD_isError(got) && got == rn && sarc_member(raw, (size_t)rn, MEMBER, &at, &size)
? scale_sensitivity(raw + at, size, k, was) : 0;
if (!count) {
rt_log("camera speed: no StickSensitivity array in %s; the camera keeps its own speed", MEMBER);
goto done;
}
cd = ZSTD_createCDict(dics + dic_at, dic_n, 9);
size_t cap = ZSTD_compressBound((size_t)rn), zn = 0;
ZSTD_CCtx *cctx = cd ? ZSTD_createCCtx() : NULL;
if (cctx && (z = malloc(cap))) zn = ZSTD_compress_usingCDict(cctx, z, cap, raw, (size_t)rn, cd);
ZSTD_freeCCtx(cctx);
if (!z || !zn || ZSTD_isError(zn)) goto done;
*out = z;
*out_n = zn;
z = NULL;
ok = 1;
rt_log("camera speed: x%.2f, StickSensitivity %.2f %.2f %.2f %.2f %.2f -> %.2f %.2f %.2f %.2f %.2f", k, was[0],
count > 1 ? was[1] : 0, count > 2 ? was[2] : 0, count > 3 ? was[3] : 0, count > 4 ? was[4] : 0, was[0] * k,
count > 1 ? was[1] * k : 0, count > 2 ? was[2] * k : 0, count > 3 ? was[3] * k : 0,
count > 4 ? was[4] * k : 0);
done:
free(z);
free(raw);
free(dics);
ZSTD_freeDDict(dd);
ZSTD_freeCDict(cd);
return ok;
}
void cam_pack_served(void) { applied = cam_speed_wanted(); }
+231 -42
View File
@@ -7,6 +7,7 @@
// cfg_get handed out stays valid) and cfg_save writes only the changed keys back, keeping the rest of the file.
// Readers take no lock: an entry is complete before n_entries counts it, and value pointers are swapped atomically.
#include <ctype.h>
#include <math.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
@@ -28,57 +29,83 @@ static PlatMutex set_lock = PLAT_MUTEX_INIT; // cfg_set, cfg_reset, cfg_save
static int save_ok = 1; // the last cfg_save_to wrote (or had nothing to write)
// Every name the runtime reads (and the patch sets in generated/), without the prefix. A file key outside this list is
// logged as unknown. A new variable goes here too, or its ini key logs a harmless "unknown key" line.
// logged as unknown. A new variable goes here too, or its ini key logs a harmless "unknown key" line, and gets a
// description in totk.ini.example or docs/settings.md (tests/settings_doc_check.py checks both).
static const char *const known[] = {
"AB", "APP_POOL", "ASSUME_FOCUS", "ASTC", "ASTC_TIME", "ASYNC_PREEMPT", "AUDIO", "AUDIO_OFF", "AUDIO_PREFILL_MS",
"AB", "AMIIBO_DIR", "ANISO", "APP_POOL", "ASPECT", "ASPECT_PATCH", "ASSUME_FOCUS", "ASTC", "ASTC_BC", "ASTC_TIME", "ASYNC_PREEMPT", "AUDIO", "AUDIO_CHANNELS", "AUDIO_OFF", "AUDIO_PREFILL_MS",
"BACKGROUND_WINDOW", "BIND_A", "BIND_B", "BIND_DOWN", "BIND_L", "BIND_LCLICK", "BIND_LEFT", "BIND_LSTICK_DOWN", "BIND_LSTICK_LEFT",
"BIND_LSTICK_RIGHT", "BIND_LSTICK_UP", "BIND_MINUS",
"BIND_PLUS", "BIND_R", "BIND_RCLICK", "BIND_RIGHT", "BIND_RSTICK_DOWN", "BIND_RSTICK_LEFT", "BIND_RSTICK_RIGHT", "BIND_RSTICK_UP",
"BIND_SHAKE",
"BIND_SKIP", "BIND_STATS", "BIND_UP", "BIND_X", "BIND_Y",
"BIND_ZL", "BIND_ZR", "CLOTH_REALTIME", "CORE_DIAG", "CRIT", "CRIT_OUT", "DESC_TEMPLATE", "DUMP", "DUMP_BUF", "DUMP_DIR", "DUMP_LOG",
"EXEFS", "FEEDBACK", "FIX_C0", "FIX_ZERO", "FLIGHT", "FLIGHT_AT", "FLIGHT_DIR", "FLIGHT_FRAMES", "FLIGHT_SPIKE_MS",
"FLIGHT_THUMBS", "FPS60", "FPS_LIMIT", "FREEZE_IDLE", "FREE_CORES", "FULLSCREEN", "GPL", "GPL_DRAW_BUILD", "GPU",
"GPU_INDEX", "GPU_NAME", "HIGHFPS_FIX", "INPUT", "INPUT_RECORD", "INPUT_SCRIPT", "LANG", "LIB_PREBUILD",
"LIB_PREBUILD_KEEP", "LIB_PREBUILD_THREADS", "LOCALE", "LOD_GUARD", "MEMORY", "MENU_LANG", "MENU_TEST",
"MENU_TEST_DIR", "MENU_TEST_SET", "MINIMAL_LAYOUT", "MIRROR_GAP", "MOTION", "MOUSE_SENS", "MOVIE_HOST", "MOVIE_PACE",
"ONE_PER_CORE", "OPERATION_MODE", "OUTPUT_RES", "PAD_LAYOUT", "PATCH_OUTPUT", "PATCH_SCENE", "PERF_OVERLAY", "PERF_SLOW_MS", "PIPELINE_CACHE", "PIPE_MEMO", "PIPE_PREBUILD", "PIPE_SKIP", "PIPE_SYNC", "PIPE_WAIT",
"PREWARM_XLATE", "PROBE_MOVIE", "PROBE_MOVIE_SHOT", "PROFILE", "PROFILE_CHAINS", "PROFILE_DIR", "PROFILE_FRAMES",
"PROFILE_MAIN", "PROFILE_RENDER", "PUSH_SKIP", "PUSH_STAGE", "RDOC", "RDOC_DIR", "RDOC_DLL", "REALTIME", "REEXEC",
"BIND_ZL", "BIND_ZR", "BLOCK_VIEWS_3D", "CLOTH_REALTIME", "COLOR_BRIGHTNESS", "COLOR_CONTRAST", "COLOR_GAMMA",
"COLOR_PRESET", "COLOR_SATURATION", "CONTACT_DEBUG", "CONTACT_SHADOWS", "CORE_DIAG", "CRIT", "CRIT_OUT",
"DESC_TEMPLATE", "DESWIZZLE", "DEVICE_PROFILE", "DISCORD_APP_ID", "DISCORD_IMAGE", "DISCORD_RPC", "DLAA", "DLAA_JITTER", "DLAA_MV", "DLAA_MASKDEBUG", "DLAA_MVDEBUG", "DLAA_OBJMV", "DLAA_SURVEY", "DLAA_TIMES", "DLSS", "DLSS_CHAR_MASK", "DLSS_PRESET", "DLSS_REACTIVE", "DUMP", "DUMP_BUF", "DUMP_DIR",
"DUMP_LOG", "DYN_DELTA", "EXEFS", "FEEDBACK", "FIX_C0", "FIX_ZERO", "FLIGHT", "FLIGHT_AT", "FLIGHT_DIR", "FLIGHT_FRAMES",
"FLIGHT_SPIKE_MS", "FLIGHT_THUMBS", "FLUSH_SPAN", "FOV", "FOV_PATCH", "FPS60", "FPS_LIMIT", "FRAME_QUEUE",
"FREEZE_IDLE", "FREE_CORES",
"FULLSCREEN", "FXAA", "GPL", "GPL_DRAW_BUILD", "GPU", "GPU_INDEX", "GPU_NAME", "HDR", "HDR_GAME_NITS", "HDR_HUE",
"HDR_PEAK_NITS", "HDR_UI_NITS", "HIGHFPS_FIX", "INPUT", "INPUT_RECORD", "INPUT_SCRIPT", "LANG", "LIB_PREBUILD",
"LIB_PREBUILD_KEEP", "LIB_PREBUILD_THREADS", "LOCALE", "LOD_GUARD", "LSTICK_DEADZONE", "MEMORY", "MENU_LANG", "MENU_TEST",
"MENU_CURSOR", "MENU_CURSOR_LOG", "MENU_TEST_DIR", "MENU_TEST_SET", "MINIMAL_LAYOUT", "MIRROR_GAP", "MODS_DIR", "MODS_DISABLED", "MODS_ORDER", "MODS_REBUILD", "MOTION", "MOUSE_AIM_SCALE", "MOUSE_MODE", "MOUSE_DIRECT_PATCH", "MOUSE_SENS", "MOVIE_ASPECT", "MOVIE_HOST", "MOVIE_PACE",
"MVOBJ_ALL", "MVOBJ_BANKS", "MVOBJ_EQUAL", "MVOBJ_EXACT", "MVOBJ_EXEC", "MVOBJ_NOC4", "MVOBJ_ONLY", "MVOBJ_TIMES", "MVPREV_CHECK", "MVPREV_GROW", "MVPREV_SKIP", "MVPREV_TRUST", "MV_CHECK",
"MV_SURVEY",
"ONE_PER_CORE", "OPERATION_MODE", "OUTPUT_RES", "PAD_LAYOUT", "PASS_CRUMBS", "PATCH_OUTPUT", "PATCH_SCENE", "PCSS", "PCSS_K", "PERF_OVERLAY", "PERF_SLOW_MS", "PIPELINE_CACHE", "PIPE_MEMO", "PIPE_PREBUILD", "PIPE_SKIP", "PIPE_SYNC", "PIPE_WAIT",
"PREWARM_XLATE", "PROBE_MOVIE", "PROBE_MOVIE_BENCH", "PROBE_MOVIE_SHOT", "PROFILE", "PROFILE_CHAINS", "PROFILE_DIR", "PROFILE_FRAMES",
"PROFILE_MAIN", "PROFILE_RENDER", "PROMPTS", "PUSH_SKIP", "PUSH_STAGE", "RDOC", "RDOC_DIR", "RDOC_DLL", "REALTIME", "REC_END", "REEXEC",
"RENDER_SCALE", "REPLAY_ASYNC",
"REPLAY_CHECK", "RESOLVE_CHECK", "ROMFS", "ROMFS_INDEX", "ROMFS_MMAP", "ROMFS_MODS", "ROMFS_PATCHES",
"ROMFS_PROOF_DIR", "ROMFS_VERIFY", "RUMBLE", "RUMBLE_CURVE", "RUMBLE_STRENGTH", "RUMBLE_TRIGGERS", "SHADER_CACHE",
"SHADER_MEMO", "SHARED_FONTS", "SHARPNESS", "SHOTS", "SHOTS_DIR", "SHOTS_FULL", "SPEED_PROBE", "SPIN", "SPIN_HANDOFF_US", "SPLIT_DRAWS", "SPLIT_US", "SWKBD_ANSWER",
"SWKBD_TEST", "TEST_PREPARE_SHADERS", "TEX_ALIAS", "TEX_MEMO", "TIMER_1MS", "TRACE", "UBO_SNAPSHOT", "UPSCALER", "VK_DYN_VERTEX", "VK_NO_FLOAT64",
"VK_PRESENT", "VK_RECORDER", "VK_SSBO_ALIGN", "VK_SUBGROUP", "VK_SUBGROUP_PIN", "VK_VALIDATION", "VOLUME", "VRAM_HEADROOM", "VS_OUTS",
"WINDOW_SIZE", "XLATE", "XLATE_ID", "XLATE_PROCS", "ZSTD_CHECK", "ZSTD_NATIVE",
"REPLAY_CHECK", "RESOLVE_CHECK", "RESTART_WAIT", "ROMFS", "ROMFS_INDEX", "ROMFS_MMAP", "ROMFS_MODS", "ROMFS_PATCHES",
"ROMFS_PROOF_DIR", "ROMFS_VERIFY", "RSTICK_DEADZONE", "RUMBLE", "RUMBLE_CURVE", "RUMBLE_STRENGTH", "RUMBLE_TRIGGERS", "SHADER_CACHE",
"SHADER_MEMO", "SHADOW_RANGE", "SHADOW_RES", "SHADOW_SCALE", "SHARED_FONTS", "SHARPNESS", "SHOTS", "SHOTS_DIR",
"SHOTS_FULL", "SPEED_PROBE", "SPIN", "SPIN_HANDOFF_US", "SPLIT_DRAWS", "SPLIT_US", "STICK_DEADZONE", "STICK_SENS",
"SWKBD_ANSWER",
"SWKBD_TEST", "TEST_PAD", "TEST_PREPARE_SHADERS", "TEX_ALIAS", "TEX_HEAP_EXTRA_MB", "TEX_MEMO", "TEX_VRAM_PRESSURE", "TIMER_1MS", "TRACE", "TXD_TRANSPOSE", "UBO_SNAPSHOT", "UB_OVERLAY", "UB_OVERLAY_OUT", "UPSCALER", "VB_USED", "VK_DYN_A2C", "VK_DYN_VERTEX", "VK_NO_FLOAT64",
"VK_PRESENT", "VK_RECORDER", "VK_SSBO_ALIGN", "VK_SUBGROUP", "VK_SUBGROUP_PIN", "VK_VALIDATION", "VOLUME", "VRAM_HEADROOM", "VRAM_LIMIT_MIB", "VS_OUTS",
"WALK_KEY", "WALK_SCALE", "WB_EXACT", "WB_FENCE_LIMIT", "WB_MERGE", "WINDOW_SIZE", "XLATE", "XLATE_ID", "XLATE_KEEP", "XLATE_PROCS",
"ZSTD_CHECK", "ZSTD_NATIVE",
};
// The totk.ini section a key cfg_set may write goes to when the file lacks it (totk.ini.example's sections).
static const struct { const char *key, *section; } sections[] = {
{"FPS_LIMIT", "frame rate"}, {"FPS60", "frame rate"},
{"FPS_LIMIT", "frame rate"}, {"FPS60", "frame rate"}, {"FRAME_QUEUE", "frame rate"},
{"REALTIME", "frame rate"}, {"CLOTH_REALTIME", "frame rate"}, {"HIGHFPS_FIX", "frame rate"},
{"FULLSCREEN", "display"}, {"WINDOW_SIZE", "display"}, {"PERF_OVERLAY", "display"}, {"VK_PRESENT", "display"},
{"GPU_INDEX", "display"}, {"OUTPUT_RES", "display"}, {"RENDER_SCALE", "display"}, {"UPSCALER", "display"},
{"SHARPNESS", "display"},
{"SHARPNESS", "display"}, {"ASPECT", "display"}, {"MOVIE_ASPECT", "display"}, {"FOV", "display"}, {"ANISO", "display"},
{"COLOR_PRESET", "display"},
{"COLOR_BRIGHTNESS", "display"}, {"COLOR_CONTRAST", "display"}, {"COLOR_SATURATION", "display"},
{"COLOR_GAMMA", "display"}, {"HDR", "display"}, {"HDR_PEAK_NITS", "display"}, {"HDR_GAME_NITS", "display"},
{"HDR_UI_NITS", "display"}, {"HDR_HUE", "display"}, {"SHADOW_RES", "display"},
{"DLAA", "display"}, {"DLSS", "display"}, {"DLSS_PRESET", "display"}, {"DLSS_CHAR_MASK", "display"}, {"FXAA", "display"},
{"DEVICE_PROFILE", "display"}, {"ASSUME_FOCUS", "display"},
{"DISCORD_RPC", "discord"}, {"DISCORD_APP_ID", "discord"}, {"DISCORD_IMAGE", "discord"},
{"SHADOW_SCALE", "display"}, {"SHADOW_RANGE", "display"}, {"CONTACT_SHADOWS", "display"},
{"PCSS", "display"},
{"MODS_DIR", "mods"}, {"MODS_ORDER", "mods"}, {"MODS_DISABLED", "mods"}, {"MODS_REBUILD", "mods"},
{"TEX_HEAP_EXTRA_MB", "mods"},
{"MENU_LANG", "language"}, {"LANG", "language"}, {"OPERATION_MODE", "language"},
{"VOLUME", "audio"},
{"VOLUME", "audio"}, {"AUDIO_CHANNELS", "audio"},
{"MOTION", "input"}, {"RUMBLE_STRENGTH", "input"}, {"RUMBLE_CURVE", "input"}, {"RUMBLE_TRIGGERS", "input"},
{"PAD_LAYOUT", "input"}, {"MOUSE_SENS", "input"}, {"INPUT_RECORD", "input"},
{"PAD_LAYOUT", "input"}, {"PROMPTS", "input"}, {"STICK_DEADZONE", "input"}, {"LSTICK_DEADZONE", "input"}, {"RSTICK_DEADZONE", "input"},
{"STICK_SENS", "input"},
{"MENU_CURSOR", "input"}, {"MOUSE_MODE", "input"}, {"MOUSE_SENS", "input"}, {"MOUSE_AIM_SCALE", "input"}, {"WALK_KEY", "input"}, {"WALK_SCALE", "input"}, {"INPUT_RECORD", "input"},
{"BIND_A", "input"}, {"BIND_B", "input"}, {"BIND_X", "input"}, {"BIND_Y", "input"}, {"BIND_LCLICK", "input"},
{"BIND_RCLICK", "input"}, {"BIND_L", "input"}, {"BIND_R", "input"}, {"BIND_ZL", "input"}, {"BIND_ZR", "input"},
{"BIND_PLUS", "input"}, {"BIND_MINUS", "input"}, {"BIND_LEFT", "input"}, {"BIND_UP", "input"},
{"BIND_RIGHT", "input"}, {"BIND_DOWN", "input"}, {"BIND_LSTICK_LEFT", "input"}, {"BIND_LSTICK_UP", "input"},
{"BIND_LSTICK_RIGHT", "input"}, {"BIND_LSTICK_DOWN", "input"}, {"BIND_RSTICK_LEFT", "input"},
{"BIND_RSTICK_UP", "input"}, {"BIND_RSTICK_RIGHT", "input"}, {"BIND_RSTICK_DOWN", "input"},
{"BIND_RSTICK_UP", "input"}, {"BIND_RSTICK_RIGHT", "input"}, {"BIND_RSTICK_DOWN", "input"}, {"BIND_SHAKE", "input"},
{"ASYNC_PREEMPT", "performance"}, {"REPLAY_ASYNC", "performance"}, {"FREE_CORES", "performance"},
{"TIMER_1MS", "performance"}, {"PIPE_WAIT", "performance"}, {"PIPE_SKIP", "performance"},
{"LIB_PREBUILD", "performance"}, {"LIB_PREBUILD_THREADS", "performance"}, {"PIPE_PREBUILD", "performance"},
{"PREWARM_XLATE", "performance"}, {"GPL", "performance"}, {"ASTC", "performance"}, {"MEMORY", "performance"},
{"TEX_ALIAS", "performance"}, {"LOD_GUARD", "performance"}, {"FIX_C0", "performance"}, {"FIX_ZERO", "performance"},
{"BIND_SKIP", "performance"}, {"SHADER_MEMO", "performance"}, {"PIPE_MEMO", "performance"}, {"TEX_MEMO", "performance"}, {"DESC_TEMPLATE", "performance"},
{"TEX_ALIAS", "performance"}, {"TEX_VRAM_PRESSURE", "performance"}, {"ASTC_BC", "performance"}, {"LOD_GUARD", "performance"}, {"FIX_C0", "performance"}, {"FIX_ZERO", "performance"},
{"BIND_SKIP", "performance"}, {"SHADER_MEMO", "performance"}, {"PIPE_MEMO", "performance"}, {"TEX_MEMO", "performance"}, {"VB_USED", "performance"}, {"DESC_TEMPLATE", "performance"},
{"PUSH_SKIP", "performance"}, {"SPLIT_DRAWS", "performance"}, {"SPLIT_US", "performance"}, {"VK_VALIDATION", "performance"},
{"VK_DYN_VERTEX", "performance"}, {"VK_SUBGROUP_PIN", "performance"},
{"TRACE", "diagnostics"}, {"FLIGHT", "diagnostics"}, {"FLIGHT_SPIKE_MS", "diagnostics"},
{"VK_DYN_VERTEX", "performance"}, {"VK_DYN_A2C", "performance"}, {"VK_SUBGROUP_PIN", "performance"},
{"TRACE", "diagnostics"}, {"FLIGHT", "diagnostics"}, {"PASS_CRUMBS", "diagnostics"}, {"FLIGHT_SPIKE_MS", "diagnostics"},
{"WB_FENCE_LIMIT", "diagnostics"}, {"WB_MERGE", "diagnostics"}, {"WB_EXACT", "diagnostics"},
{"MV_SURVEY", "diagnostics"},
};
// The settings the menu shows: the value in effect when the key is unset, and what the key accepts. The only place a
@@ -93,18 +120,47 @@ static const CfgMeta metas[] = {
{"PERF_OVERLAY", "off", "off|fps|full", LIVE},
{"OUTPUT_RES", "1920x1080", NULL, RESTART}, {"RENDER_SCALE", "game", "game|50|67|75|100|125|150|200", RESTART},
{"UPSCALER", "fsr", "fsr|bilinear", LIVE}, {"SHARPNESS", "80", "0..100", LIVE},
{"DLAA", "0", "0|1", RESTART}, {"DLSS", "dlaa", "dlaa|quality|balanced|performance|ultra_performance", LIVE},
{"DLSS_PRESET", "default", "default|k|j", LIVE},
{"DLSS_CHAR_MASK", "65", "0|35|65|100", LIVE}, {"FXAA", "1", "0|1", LIVE},
{"ASPECT", "fit", "fit|stretch", LIVE}, {"MOVIE_ASPECT", "keep", "keep|stretch", LIVE}, {"FOV", "100", "70..140", LIVE},
{"ANISO", "game", "game|2|4|8|16", RESTART}, // vk_texture.c sampler_features
// colour adjustment (vk_color.c); the preset is the menu's, the four values are what the present uses
{"COLOR_PRESET", "default", "default|vivid|clarity|custom", LIVE}, {"COLOR_BRIGHTNESS", "0", "-30..30", LIVE},
{"COLOR_CONTRAST", "100", "70..150", LIVE}, {"COLOR_SATURATION", "100", "50..200", LIVE},
{"COLOR_GAMMA", "1", "0.8..1.2", LIVE},
// HDR output (vk_hdr.c): on at start (the tonemap shader is swapped as shaders load); the nits apply at once
{"HDR", "0", "0|1", RESTART}, {"HDR_PEAK_NITS", "1000", "400..10000", LIVE}, {"HDR_GAME_NITS", "203", "80..500", LIVE},
{"HDR_UI_NITS", "203", "80..500", LIVE}, {"HDR_HUE", "80", "0..100", LIVE},
{"DEVICE_PROFILE", "auto", "auto|desktop|deck", RESTART},
{"SHADOW_RES", "game", "game|256|512|768|1024|1536|2048", RESTART},
{"SHADOW_SCALE", "1", "1..4", RESTART},
{"SHADOW_RANGE", "100", "50..400", RESTART}, {"CONTACT_SHADOWS", "0", "0..100", RESTART},
{"PCSS", "0", "0..200", RESTART},
// Game
{"FPS_LIMIT", "60", "30|60|120|144|display", LIVE}, {"FPS60", "1", "0|1", LIVE},
{"FPS_LIMIT", "60", "30|40|45|60|90|120|144|display", LIVE}, {"FPS60", "1", "0|1", LIVE}, {"FRAME_QUEUE", "0", "0|1", LIVE},
{"REALTIME", "1", "0|1", RESTART}, {"CLOTH_REALTIME", "1", "0|1", RESTART},
{"MODS_REBUILD", "auto", "auto|off", RESTART},
{"HIGHFPS_FIX", "1", "0|1", RESTART},
{"LANG", "", "ja|en-US|fr|de|it|es|zh-CN|ko|nl|pt|ru|zh-TW|en-GB|fr-CA|es-419|zh-Hans|zh-Hant|pt-BR", RESTART},
{"OPERATION_MODE", "docked", "docked|handheld", RESTART},
{"ASSUME_FOCUS", "1", "0|1", LIVE}, // read on every focus change (ov_system.c)
// Sound, Controls, Menu
{"VOLUME", "100", "0..100", LIVE},
{"VOLUME", "100", "0..100", LIVE}, {"AUDIO_CHANNELS", "stereo", "auto|stereo|5.1", RESTART},
{"MOTION", "1", "0|1", LIVE}, {"RUMBLE_STRENGTH", "130", "0..300", LIVE}, {"RUMBLE_CURVE", "0.6", "0.2..1.5", LIVE},
{"RUMBLE_TRIGGERS", "0", "0|1", LIVE}, {"PAD_LAYOUT", "auto", "auto|nintendo|xbox", LIVE},
{"MOUSE_SENS", "1", "0..10", LIVE},
{"MENU_LANG", "", "en|ru", LIVE},
{"PROMPTS", "nintendo", "nintendo|xbox|pc", RESTART},
{"STICK_DEADZONE", "8", "0..50", LIVE}, {"STICK_SENS", "1", "0.1..3", RESTART},
{"LSTICK_DEADZONE", "", "0..50", LIVE}, {"RSTICK_DEADZONE", "", "0..50", LIVE},
{"MOUSE_MODE", "direct", "stick|direct", LIVE},
{"MOUSE_SENS", "1", "0..10", LIVE}, {"MOUSE_AIM_SCALE", "1", "0.1..3", LIVE}, {"MENU_CURSOR", "1", "0|1", LIVE},
{"WALK_KEY", "none", NULL, LIVE}, {"WALK_SCALE", "0.51", "0.2..0.9", LIVE},
{"MENU_LANG", "", "en|ru|pt-BR|zh-Hans", LIVE},
{"AMIIBO_DIR", "", NULL, LIVE},
// Discord Rich Presence (discord_rpc.c): off by default, the Menu tab of the settings menu switches it.
{"DISCORD_RPC", "0", "0|1", LIVE},
{"DISCORD_APP_ID", "1567232599846293504", NULL, LIVE},
{"DISCORD_IMAGE", "totk_512x512", NULL, LIVE},
// Advanced: scheduling
{"ASYNC_PREEMPT", "1", "0|1|2", RESTART}, {"REPLAY_ASYNC", "0", "0|1", RESTART},
{"FREE_CORES", "0", "0|1", RESTART}, {"TIMER_1MS", "1", "0|1", RESTART},
@@ -114,25 +170,28 @@ static const CfgMeta metas[] = {
{"PIPE_PREBUILD", "1", "0|1", RESTART}, {"PREWARM_XLATE", "", "1..64", RESTART}, {"GPL", "1", "0|1", RESTART},
// textures and memory
{"ASTC", "auto", "auto|gpu|native|cpu", RESTART}, {"MEMORY", "auto", "auto|import|mirror|verify", RESTART},
{"TEX_ALIAS", "1", "0|1", RESTART}, {"ZSTD_NATIVE", "1", "0|1", RESTART}, {"ZSTD_CHECK", "0", "0|1", RESTART},
{"TEX_ALIAS", "1", "0|1", RESTART}, {"TEX_VRAM_PRESSURE", "90", "0..100", RESTART}, {"ASTC_BC", "", "0|1", RESTART}, {"ZSTD_NATIVE", "1", "0|1", RESTART}, {"ZSTD_CHECK", "0", "0|1", RESTART},
// render fixes
{"LOD_GUARD", "1", "0|1", RESTART}, {"FIX_C0", "1", "0|1", RESTART}, {"FIX_ZERO", "1", "0|1", RESTART},
{"BIND_SKIP", "1", "0|1", RESTART}, {"SHADER_MEMO", "1", "0|1", RESTART}, {"PIPE_MEMO", "1", "0|1", RESTART}, {"TEX_MEMO", "1", "0|1", RESTART},
{"VB_USED", "1", "0|1", RESTART},
{"DESC_TEMPLATE", "1", "0|1", RESTART},
{"PUSH_SKIP", "1", "0|1", RESTART}, {"SPLIT_DRAWS", "64", "0..1000", RESTART},
{"SPLIT_US", "1000", "0..20000", RESTART},
// Vulkan
{"VK_VALIDATION", "0", "0|1", RESTART}, {"VK_DYN_VERTEX", "", "0|1", RESTART},
{"VK_SUBGROUP_PIN", "1", "0|1", RESTART},
{"VK_DYN_A2C", "", "0|1", RESTART}, {"VK_SUBGROUP_PIN", "1", "0|1", RESTART},
// diagnostics
{"TRACE", "", NULL, RESTART}, {"FLIGHT", "0", "0|1", RESTART}, {"FLIGHT_SPIKE_MS", "100", "0..60000", RESTART},
{"WB_FENCE_LIMIT", "65536", "0..1073741824", RESTART}, {"WB_MERGE", "1", "0|1", RESTART}, {"WB_EXACT", "1", "0|1", RESTART},
{"PASS_CRUMBS", "", "0|1", RESTART}, // vk_crumbs.c pass marks; unset: VK_AMD_buffer_marker only
{"INPUT_RECORD", "", NULL, RESTART},
};
static int is_known(const char *key) {
for (size_t i = 0; i < sizeof known / sizeof *known; i++)
if (!strcmp(known[i], key)) return 1;
return 0;
return !strncmp(key, "CHEAT_", 6); // cheats.c and the cheat patch sets (tools/cheats.py)
}
static void clear(void) {
@@ -163,11 +222,29 @@ static void add(char *key, char *value, int line) {
for (int i = 0; i < n_entries; i++)
if (!strcmp(entries[i].key, key)) { // a repeated key: the later line wins
free(entries[i].value);
entries[i].value = _strdup(value);
entries[i].value = strdup(value);
return;
}
if (n_entries == CFG_MAX_KEYS) return;
entries[n_entries++] = (CfgEntry){_strdup(key), _strdup(value), 0, 0};
entries[n_entries++] = (CfgEntry){strdup(key), strdup(value), 0, 0};
}
// 0.1.9 had the Xbox prompts as a pad layout: pad_layout = xbox_prompts is pad_layout = nintendo with prompts = xbox.
// Read as those two, which the menu shows and the next cfg_save writes; a prompts line of the file's own wins. The
// value still works from the environment (input_pad_layout_pick, input_prompts_pick).
static void migrate(void) {
CfgEntry *layout = NULL, *prompts = NULL;
for (int i = 0; i < n_entries; i++) {
if (!strcmp(entries[i].key, "PAD_LAYOUT")) layout = &entries[i];
if (!strcmp(entries[i].key, "PROMPTS")) prompts = &entries[i];
}
if (!layout || strcasecmp(layout->value, "xbox_prompts")) return;
free(layout->value);
layout->value = strdup("nintendo");
layout->dirty = 1;
if (!prompts && n_entries < CFG_MAX_KEYS) entries[n_entries++] = (CfgEntry){strdup("PROMPTS"), strdup("xbox"), 1, 0};
rt_log("cfg: totk.ini pad_layout = xbox_prompts is read as pad_layout = nintendo and prompts = %s",
prompts ? prompts->value : "xbox");
}
int cfg_load(const char *path) {
@@ -193,18 +270,121 @@ int cfg_load(const char *path) {
p = eol + 1;
}
free(data);
migrate();
return 1;
}
const char *cfg_get(const char *name) {
// ---- device profiles: defaults for a known machine, below the environment and totk.ini and above the table, so any
// key the player sets wins and resetting a key in the menu returns to the profile's value. TOTK_DEVICE_PROFILE = auto
// (default: the Steam Deck when the firmware says so), desktop (none) or deck.
//
// The Steam Deck (LCD Jupiter, OLED Galileo; 1280x800, 16:10, 4 Zen 2 cores, RDNA 2 with 8 CUs sharing 16 GB): the game
// at the screen's 1280x800 with its own 5/6 scene (the aspect patch gives the camera its 16:10, resolution.c, and the
// romfs-patches-1280x800 overlay the HUD's);
// fullscreen and vsync, as gamescope composes Game Mode; 40 fps, which divides 40 Hz (and 120 Hz on the OLED).
// Starting points to replace with measured ones (docs/tester-guide.md, Steam Deck).
static const struct { const char *key, *value; } DECK[] = {
{"FULLSCREEN", "1"}, {"WINDOW_SIZE", "1280x800"}, {"OUTPUT_RES", "1280x800"}, {"RENDER_SCALE", "game"},
{"VK_PRESENT", "fifo"}, {"FPS_LIMIT", "40"},
};
static int profile = -1; // 0 none, 1 Steam Deck
static int read_line(const char *path, char *out, size_t n) {
FILE *f = fopen(path, "r");
if (!f) return 0;
int ok = fgets(out, (int)n, f) != NULL;
fclose(f);
out[ok ? strcspn(out, "\r\n") : 0] = 0;
return ok;
}
// The Steam Deck: Valve's board, product Jupiter or Galileo (/sys/class/dmi/id); SteamDeck=1, which Steam sets on it.
static int on_steam_deck(void) {
const char *env = getenv("SteamDeck");
if (env && !strcmp(env, "1")) return 1;
char vendor[64], product[64];
return read_line("/sys/class/dmi/id/board_vendor", vendor, sizeof vendor) && !strcmp(vendor, "Valve") &&
read_line("/sys/class/dmi/id/product_name", product, sizeof product) &&
(!strcmp(product, "Jupiter") || !strcmp(product, "Galileo"));
}
static const char *raw_get(const char *name);
static int profile_of(void) {
int p = __atomic_load_n(&profile, __ATOMIC_ACQUIRE);
if (p >= 0) return p;
const char *set = raw_get(PREFIX "DEVICE_PROFILE");
if (set && !strcmp(set, "deck")) p = 1;
else if (set && *set && strcmp(set, "auto")) p = 0;
else p = on_steam_deck();
__atomic_store_n(&profile, p, __ATOMIC_RELEASE);
return p;
}
const char *cfg_device_profile(void) { return profile_of() ? "deck" : "desktop"; }
static const char *raw_get(const char *name) {
const char *e = getenv(name);
if (e || strncmp(name, PREFIX, PREFIX_LEN)) return e;
int n = __atomic_load_n(&n_entries, __ATOMIC_ACQUIRE);
for (int i = 0; i < n; i++)
if (!_stricmp(entries[i].key, name + PREFIX_LEN)) return __atomic_load_n(&entries[i].value, __ATOMIC_ACQUIRE);
if (!strcasecmp(entries[i].key, name + PREFIX_LEN)) return __atomic_load_n(&entries[i].value, __ATOMIC_ACQUIRE);
return NULL;
}
// ---- the screen's shape (desktop): a primary display of another shape than 16:9 gives output_res a default of that
// shape while neither the environment nor totk.ini sets it, so the first start fills the screen instead of a 16:9
// picture between black bars. The sizes are the ones the installer lays the HUD out for (installer/steps.py
// ASPECT_SIZES, ui/menu.cpp row_output_res): of the display's shape within 1%, the smallest at least 1080 high that fits
// the display, else the largest that fits. A 16:9 display, an unknown one or one of another shape keeps 1920x1080.
// Xbox or keyboard prompts keep 1920x1080 too: the setup builds their folders for 16:9 only (romfs.c overlay_init), so
// a default of another shape would trade the prompts the player chose for the Switch ones.
static const unsigned SHAPED[][2] = {
{2560, 1080}, {3440, 1440}, {3840, 1600}, {5120, 2160}, // 21:9
{3840, 1080}, {5120, 1440}, // 32:9
{1280, 800}, {1680, 1050}, {1920, 1200}, {2560, 1600}, // 16:10
{1920, 1280}, {2160, 1440}, {2256, 1504}, {2880, 1920}, {3000, 2000}, // 3:2
};
static char screen_res[16]; // set once by cfg_init, "" for none
static int switch_prompts(void) {
const char *p = raw_get(PREFIX "PROMPTS"), *l = raw_get(PREFIX "PAD_LAYOUT");
return (!p || !strcasecmp(p, "nintendo")) && !(l && !strcasecmp(l, "xbox_prompts"));
}
static void screen_default(void) {
int sw, sh;
if (!plat_screen_size(&sw, &sh)) return;
double r = (double)sw / sh;
if (fabs(r / (16.0 / 9.0) - 1) <= 0.01) return;
int best = -1, fit = -1;
for (int i = 0; i < (int)(sizeof SHAPED / sizeof *SHAPED); i++) {
unsigned w = SHAPED[i][0], h = SHAPED[i][1];
if (fabs((double)w / h / r - 1) > 0.01 || w > (unsigned)sw || h > (unsigned)sh) continue;
if (fit < 0 || w > SHAPED[fit][0]) fit = i; // the largest that fits
if (h >= 1080 && (best < 0 || w < SHAPED[best][0])) best = i;
}
if (best < 0) best = fit;
if (best < 0) return;
snprintf(screen_res, sizeof screen_res, "%ux%u", SHAPED[best][0], SHAPED[best][1]);
if (!raw_get(PREFIX "OUTPUT_RES") && switch_prompts())
rt_log("cfg: the display is %dx%d: output_res defaults to %s, its shape (totk.ini output_res sets another)", sw,
sh, screen_res);
}
const char *cfg_get(const char *name) {
const char *v = raw_get(name);
if (v || strncmp(name, PREFIX, PREFIX_LEN)) return v;
if (!profile_of())
return screen_res[0] && !strcasecmp(name + PREFIX_LEN, "OUTPUT_RES") && switch_prompts() ? screen_res : NULL;
for (size_t i = 0; i < sizeof DECK / sizeof *DECK; i++)
if (!strcasecmp(DECK[i].key, name + PREFIX_LEN)) return DECK[i].value;
return NULL;
}
// Whether name's value comes from the player (the environment or totk.ini), not a profile or the table.
int cfg_is_set(const char *name) { return raw_get(name) != NULL; }
unsigned cfg_version(void) { return __atomic_load_n(&version, __ATOMIC_ACQUIRE); }
int cfg_from_env(const char *name) { return getenv(name) != NULL; }
@@ -219,12 +399,12 @@ void cfg_set(const char *name, const char *value) {
while (i < n && strcmp(entries[i].key, key)) i++;
if (i < n) {
if (!entries[i].value || strcmp(entries[i].value, value)) {
__atomic_store_n(&entries[i].value, _strdup(value), __ATOMIC_RELEASE); // the old string stays for readers
__atomic_store_n(&entries[i].value, strdup(value), __ATOMIC_RELEASE); // the old string stays for readers
entries[i].dirty = 1;
}
entries[i].removed = 0; // a value set after cfg_reset replaces the line instead of deleting it
} else if (n < CFG_MAX_KEYS) {
entries[n] = (CfgEntry){_strdup(key), _strdup(value), 1, 0};
entries[n] = (CfgEntry){strdup(key), strdup(value), 1, 0};
__atomic_store_n(&n_entries, n + 1, __ATOMIC_RELEASE);
}
__atomic_add_fetch(&version, 1, __ATOMIC_RELEASE);
@@ -244,7 +424,7 @@ int cfg_reset(const char *const *keys, int n) {
while (i < n_entries && strcmp(entries[i].key, name)) i++;
if (i == n_entries) { // no value in memory ("key =" in the file): the line still has to go
if (i == CFG_MAX_KEYS) continue;
entries[i] = (CfgEntry){_strdup(name), NULL, 0, 1};
entries[i] = (CfgEntry){strdup(name), NULL, 0, 1};
__atomic_store_n(&n_entries, i + 1, __ATOMIC_RELEASE);
} else if (entries[i].value) {
__atomic_store_n(&entries[i].value, NULL, __ATOMIC_RELEASE); // the old string stays for readers
@@ -391,6 +571,7 @@ static void puts_(Out *o, const char *s) { put(o, s, strlen(s)); }
static const char *section_of(const char *key) {
for (size_t i = 0; i < sizeof sections / sizeof *sections; i++)
if (!strcmp(sections[i].key, key)) return sections[i].section;
if (!strncmp(key, "CHEAT_", 6)) return "cheats"; // cheats.c: one key per cheat of the cheat file
return NULL;
}
@@ -540,7 +721,7 @@ static int find_ini(void) {
if (ini_path[0]) return 1;
char path[1024];
if (!plat_exe_path(path, sizeof path)) return 0;
char *cut = strrchr(path, '\\');
char *cut = plat_last_sep(path);
if (!cut) cut = strrchr(path, '/');
if (!cut || cut + 10 >= path + sizeof path) return 0;
strcpy(cut + 1, "totk.ini");
@@ -554,7 +735,7 @@ int cfg_save(void) {
return 0;
}
void cfg_init(void) {
static void load_ini(void) {
if (!find_ini()) return;
if (!cfg_load(ini_path)) {
rt_log("cfg: no settings file at %s", ini_path);
@@ -567,3 +748,11 @@ void cfg_init(void) {
if (getenv(var)) rt_log("cfg: %s is set in the environment and overrides totk.ini", var);
}
}
void cfg_init(void) {
load_ini();
if (!profile_of()) screen_default();
if (profile_of())
rt_log("cfg: device profile Steam Deck: defaults for the keys totk.ini does not set (TOTK_DEVICE_PROFILE=desktop "
"turns it off)");
}
+5 -1
View File
@@ -2,7 +2,7 @@
#pragma once
// getenv for a setting: the environment variable when set, else the totk.ini key (the name without "TOTK_", any
// case), else NULL. Same string semantics as getenv; the pointer stays valid for the process (a value cfg_set replaces
// case), else the device profile's default (cfg.c: the Steam Deck), else NULL. Same string semantics as getenv; the pointer stays valid for the process (a value cfg_set replaces
// is kept). A name without the TOTK_ prefix goes to getenv unchanged. Safe from any thread once cfg_init has returned.
const char *cfg_get(const char *name);
@@ -21,6 +21,10 @@ void cfg_set(const char *name, const char *value);
unsigned cfg_version(void);
// 1 when the environment sets name: cfg_set cannot change what cfg_get returns (the menu greys the setting out).
int cfg_from_env(const char *name);
// 1 when the player set name (the environment or totk.ini), 0 when cfg_get gives a device profile's default or NULL.
int cfg_is_set(const char *name);
// The device profile in use, "deck" or "desktop" (TOTK_DEVICE_PROFILE, else what the machine is).
const char *cfg_device_profile(void);
// Writes the keys cfg_set changed since the last save into totk.ini next to totk.exe (cfg_save_to: the file at path).
// Only those lines change: the last line of a changed key gets the new value, a missing key goes under its section
// (after the commented example line of the key when the section has one; the section is added at the end of the file
+130 -26
View File
@@ -1,4 +1,5 @@
// --probe-cfg: totk.ini parsing, the environment override and a missing file (cfg.c). Needs no game files.
#include <math.h>
#include <stdint.h>
#include <stdio.h>
#include <stdlib.h>
@@ -17,7 +18,7 @@ static int fails;
int probe_cfg(void) {
char path[1024];
if (!plat_exe_path(path, sizeof path)) return 1;
char *cut = strrchr(path, '\\');
char *cut = plat_last_sep(path);
if (!cut) return 1;
strcpy(cut + 1, "cfg-probe.ini");
static const char ini[] =
@@ -35,8 +36,8 @@ int probe_cfg(void) {
"no_such_setting = 1\r\n"
"no equals sign\r\n"
"last = no newline at the end";
_putenv_s("TOTK_LOCALE", ""); // an empty variable is how _putenv_s spells "remove" on Windows
_putenv_s("TOTK_FPS60", "");
plat_setenv("TOTK_LOCALE", NULL);
plat_setenv("TOTK_FPS60", NULL);
CHECK(plat_file_write(path, ini, sizeof ini - 1), "write the probe ini");
CHECK(cfg_load(path) == 1, "load the probe ini");
CHECK(EQ(cfg_get("TOTK_FPS60"), "0"), "value read, whitespace trimmed, lower-case key");
@@ -48,9 +49,9 @@ int probe_cfg(void) {
CHECK(cfg_get("TOTK_CLOTH_REALTIME") == NULL, "absent key is NULL");
CHECK(cfg_get("TOTK_comment") == NULL, "comment is not a key");
CHECK(EQ(cfg_get("TOTK_NO_SUCH_SETTING"), "1"), "unknown key is still readable");
_putenv_s("TOTK_FPS60", "1");
plat_setenv("TOTK_FPS60", "1");
CHECK(EQ(cfg_get("TOTK_FPS60"), "1"), "environment overrides the file");
_putenv_s("TOTK_FPS60", "");
plat_setenv("TOTK_FPS60", NULL);
CHECK(EQ(cfg_get("TOTK_FPS60"), "0"), "file value returns when the variable is removed");
plat_file_delete(path);
CHECK(cfg_load(path) == 0, "missing file is not an error");
@@ -90,9 +91,9 @@ int probe_cfg(void) {
"\r\n"
"[audio]\r\n"
"volume = 40\r\n";
_putenv_s("TOTK_MOTION", "");
_putenv_s("TOTK_VOLUME", "");
_putenv_s("TOTK_RUMBLE_STRENGTH", "");
plat_setenv("TOTK_MOTION", NULL);
plat_setenv("TOTK_VOLUME", NULL);
plat_setenv("TOTK_RUMBLE_STRENGTH", NULL);
CHECK(plat_file_write(path, before, sizeof before - 1), "write the save ini");
CHECK(cfg_load(path) == 1, "load the save ini");
unsigned v0 = cfg_version();
@@ -117,11 +118,11 @@ int probe_cfg(void) {
EQ(cfg_get("TOTK_RUMBLE_STRENGTH"), "80") && EQ(cfg_get("TOTK_VOLUME"), "40") &&
EQ(cfg_get("TOTK_ROMFS_MODS"), "C:\\mods"), "the saved file reads back");
const char *held = cfg_get("TOTK_VOLUME");
_putenv_s("TOTK_VOLUME", "70");
plat_setenv("TOTK_VOLUME", "70");
cfg_set("TOTK_VOLUME", "90");
CHECK(cfg_from_env("TOTK_VOLUME") && EQ(cfg_get("TOTK_VOLUME"), "70"), "environment wins over cfg_set");
CHECK(EQ(held, "40"), "a pointer cfg_get handed out stays valid after cfg_set");
_putenv_s("TOTK_VOLUME", "");
plat_setenv("TOTK_VOLUME", NULL);
CHECK(!cfg_from_env("TOTK_VOLUME") && EQ(cfg_get("TOTK_VOLUME"), "90"), "cfg_set value returns without the variable");
plat_file_delete(path);
CHECK(cfg_save_to(path) == 1, "cfg_save_to creates a missing file");
@@ -147,7 +148,7 @@ int probe_cfg(void) {
// cfg_reset: the key's active lines leave totk.ini, the commented example stays
static const char rbase[] = "[audio]\n# volume = 100\n[input]\nmotion = 0\n";
static const char *const vol[] = {"VOLUME"};
_putenv_s("TOTK_VOLUME", "");
plat_setenv("TOTK_VOLUME", NULL);
CHECK(plat_file_write(path, rbase, sizeof rbase - 1), "write the reset ini");
CHECK(cfg_load(path) == 1, "load the reset ini");
cfg_set("TOTK_VOLUME", "40");
@@ -186,9 +187,9 @@ int probe_cfg(void) {
// a key the environment sets is skipped and keeps its file line
CHECK(cfg_load(path) == 1 && EQ(cfg_get("TOTK_VOLUME"), "60"), "reset: reload");
_putenv_s("TOTK_VOLUME", "70");
plat_setenv("TOTK_VOLUME", "70");
CHECK(cfg_reset(vol, 1) == 0, "reset: an environment-set key is skipped");
_putenv_s("TOTK_VOLUME", "");
plat_setenv("TOTK_VOLUME", NULL);
CHECK(EQ(cfg_get("TOTK_VOLUME"), "60"), "reset: the skipped key keeps its value");
CHECK(cfg_save_to(path) == 1, "reset: save after a skip");
got = plat_file_read(path, &got_n);
@@ -200,7 +201,7 @@ int probe_cfg(void) {
cfg_set("TOTK_VOLUME", "20");
char bad[1100];
snprintf(bad, sizeof bad, "%s", path);
strcpy(strrchr(bad, '\\') + 1, "no-such-dir\\cfg-probe.ini");
strcpy(plat_last_sep(bad) + 1, "no-such-dir/cfg-probe.ini");
CHECK(cfg_save_to(bad) == 0 && cfg_last_save_ok() == 0 && EQ(cfg_get("TOTK_VOLUME"), "20"),
"save status: an unwritable path fails, the value stays");
cfg_set("TOTK_VOLUME", "21");
@@ -229,10 +230,24 @@ int probe_cfg(void) {
dn[KEY_MOUSE_R] = dn[KEY_Z] = 1;
CHECK(input_map_buttons(dn) == (1ull << B_Y | 1ull << B_ZL), "keys: right mouse button and Z both press ZL");
memset(dn, 0, sizeof dn);
dn[KEY_T] = 1;
CHECK(input_map_buttons(dn) == 1ull << B_Y, "keys: T is Y too (the left button is A in the menus)");
plat_setenv("TOTK_BIND_X", "key:t");
input_map_configure();
CHECK(input_map_buttons(dn) == 1ull << B_X, "bind: bind_X = key:t takes T from Y's defaults");
dn[KEY_T] = 0, dn[KEY_MOUSE_L] = 1;
CHECK(input_map_buttons(dn) == 1ull << B_Y, "bind: Y keeps the left mouse button");
plat_setenv("TOTK_BIND_X", NULL);
input_map_reset();
memset(dn, 0, sizeof dn);
dn[KEY_X] = dn[KEY_TAB] = dn[KEY_M] = dn[KEY_LCTRL] = dn[KEY_3] = 1;
CHECK(input_map_buttons(dn) == (1ull << B_ZR | 1ull << B_PLUS | 1ull << B_MINUS | 1ull << B_STICK_L | 1ull << B_RIGHT),
"keys: X ZR, Tab Plus, M Minus, Left Ctrl stick click, 3 D-pad right");
memset(dn, 0, sizeof dn);
dn[KEY_G] = 1;
CHECK(input_map_buttons(dn) == 0 && input_map_held(dn, B_SHAKE) && !input_map_held(dn, B_A),
"keys: G shakes and presses no button");
memset(dn, 0, sizeof dn);
dn[KEY_W] = 1;
input_map_stick(dn, 0, st);
CHECK(st[0] == 0 && st[1] == 32767, "keys: W is left stick up");
@@ -261,11 +276,69 @@ int probe_cfg(void) {
CHECK((int64_t)st[0] * st[0] + (int64_t)st[1] * st[1] <= 32768ll * 32768, "mouse: clamped to the unit circle");
input_mouse_stick(30, 0, 1.0 / 60, 0, st);
CHECK(st[0] == 0 && st[1] == 0, "mouse: sensitivity 0 is off");
input_pad_stick(3000, -2000, 0.15f, st);
CHECK(st[0] == 0 && st[1] == 0, "pad stick: an 11% drift inside a 15% dead zone reads centred");
input_pad_stick(4000, -3000, 0, st);
CHECK(st[0] == 4000 && st[1] == -3000, "pad stick: dead zone 0 passes the stick unchanged");
input_pad_stick(32767, 0, 0.15f, st);
CHECK(st[0] == 32767 && st[1] == 0, "pad stick: full deflection still reaches full");
input_pad_stick(-32768, -32768, 0.15f, st);
CHECK(st[0] < 0 && st[1] < 0 && st[0] >= -32767 && (int64_t)st[0] * st[0] + (int64_t)st[1] * st[1] <= 32768ll * 32768,
"pad stick: a square gate's corner stays on the unit circle");
input_pad_stick(0, 32767 / 2 + 1, 0.2f, st);
CHECK(abs(st[1] - 32767 * 3 / 8) <= 3, "pad stick: half deflection past a 20% zone is (0.5 - 0.2) / 0.8 of full");
plat_setenv("TOTK_STICK_DEADZONE", "12");
plat_setenv("TOTK_LSTICK_DEADZONE", NULL);
plat_setenv("TOTK_RSTICK_DEADZONE", NULL);
CHECK(fabsf(input_pad_deadzone(0) - 0.12f) < 1e-6f && fabsf(input_pad_deadzone(1) - 0.12f) < 1e-6f,
"pad dead zone: both sticks follow stick_deadzone while lstick/rstick are unset");
plat_setenv("TOTK_RSTICK_DEADZONE", "20");
CHECK(fabsf(input_pad_deadzone(0) - 0.12f) < 1e-6f && fabsf(input_pad_deadzone(1) - 0.20f) < 1e-6f,
"pad dead zone: rstick_deadzone sets the right stick alone");
plat_setenv("TOTK_LSTICK_DEADZONE", "80");
CHECK(fabsf(input_pad_deadzone(0) - 0.5f) < 1e-6f, "pad dead zone: clamped to 50%");
plat_setenv("TOTK_STICK_DEADZONE", NULL);
plat_setenv("TOTK_LSTICK_DEADZONE", NULL);
plat_setenv("TOTK_RSTICK_DEADZONE", NULL);
CHECK(input_stick_percent(32767, 0) > 99.99 && input_stick_percent(32767, 0) < 100.01 &&
input_stick_percent(0, 0) == 0 && fabs(input_stick_percent(3000, -4000) - 5000 * 100.0 / 32767) < 1e-9,
"stick percent: an axis's end is 100%, the centre 0%, round in between");
// Gamepad layouts (input_map.c)
CHECK(input_pad_layout_pick("auto", 1) == PAD_LAYOUT_NINTENDO && input_pad_layout_pick(NULL, 0) == PAD_LAYOUT_XBOX,
"pad layout: automatic is Nintendo for an east button labelled A, Xbox otherwise");
CHECK(input_pad_layout_pick("Xbox", 1) == PAD_LAYOUT_XBOX && input_pad_layout_pick("nintendo", 0) == PAD_LAYOUT_NINTENDO,
"pad layout: a set layout wins over the labels");
CHECK(input_pad_layout_pick("xbox_prompts", 0) == PAD_LAYOUT_NINTENDO &&
input_pad_layout_pick("Xbox_Prompts", 1) == PAD_LAYOUT_NINTENDO,
"pad layout: 0.1.9's xbox_prompts keeps the Nintendo positions (only the prompts change, romfs.c overlay_init)");
// Button prompts (input_map.c)
CHECK(input_prompts_pick(NULL, "auto") == PROMPTS_NINTENDO && input_prompts_pick("", "xbox") == PROMPTS_NINTENDO &&
input_prompts_pick("Xbox", "nintendo") == PROMPTS_XBOX && input_prompts_pick("nintendo", "xbox") == PROMPTS_NINTENDO,
"prompts: the game's own unless set to Xbox");
CHECK(input_prompts_pick("PC", "nintendo") == PROMPTS_PC && input_prompts_pick("pc", "xbox_prompts") == PROMPTS_PC &&
EQ(input_prompts_folder(PROMPTS_PC, "nintendo"), "romfs-patches-pc") &&
EQ(input_prompts_folder(PROMPTS_PC, "xbox"), "romfs-patches-pc") &&
EQ(input_prompts_folder(PROMPTS_PC, NULL), "romfs-patches-pc"),
"prompts: pc shows the keyboard and mouse whatever the pad layout");
CHECK(input_prompts_pick(NULL, "xbox_prompts") == PROMPTS_XBOX && input_prompts_pick("nintendo", "xbox_prompts") == PROMPTS_NINTENDO,
"prompts: 0.1.9's pad_layout = xbox_prompts means Xbox while prompts is unset");
CHECK(!input_prompts_folder(PROMPTS_NINTENDO, "nintendo") && !input_prompts_folder(PROMPTS_NINTENDO, "xbox"),
"prompts: the game's own need no folder");
CHECK(EQ(input_prompts_folder(PROMPTS_XBOX, "nintendo"), "romfs-patches-xbox") &&
EQ(input_prompts_folder(PROMPTS_XBOX, "xbox_prompts"), "romfs-patches-xbox") &&
EQ(input_prompts_folder(PROMPTS_XBOX, "xbox"), "romfs-patches-xbox-label") &&
EQ(input_prompts_folder(PROMPTS_XBOX, "auto"), "romfs-patches-xbox-label") &&
EQ(input_prompts_folder(PROMPTS_XBOX, NULL), "romfs-patches-xbox-label"),
"prompts: the face buttons by position for the Nintendo layout, by label for xbox and auto");
// romfs-patches-xbox shows A as B (tests/romfs_prompts_test.py checks the folders' contents). It is right exactly
// where the layout puts A on the east button, which an Xbox pad labels B.
input_map_reset();
static const char *const layouts[] = {"nintendo", "xbox", "auto", "xbox_prompts"};
for (int i = 0; i < 4; i++) {
int a_east = input_map_pad_buttons((uint8_t[PAD_COUNT]){[PAD_EAST] = 1}, input_pad_layout_pick(layouts[i], 0)) == 1ull << B_A;
CHECK(a_east == EQ(input_prompts_folder(PROMPTS_XBOX, layouts[i]), "romfs-patches-xbox"),
"prompts: the folder names A as B exactly when the layout puts A on the button labelled B");
}
uint8_t pd[PAD_COUNT] = {0};
pd[PAD_SOUTH] = pd[PAD_NORTH] = 1;
CHECK(input_map_pad_buttons(pd, PAD_LAYOUT_NINTENDO) == (1ull << B_B | 1ull << B_X) &&
@@ -280,6 +353,13 @@ int probe_cfg(void) {
CHECK(input_map_pad_buttons((uint8_t[PAD_COUNT]){[PAD_SOUTH] = 1}, PAD_LAYOUT_XBOX) == 0,
"pad layout: a bind line replaces the layout's own button");
input_map_reset();
CHECK(input_map_pad_buttons((uint8_t[PAD_COUNT]){[PAD_RPADDLE1] = 1}, PAD_LAYOUT_XBOX) == 0,
"pad layout: a back paddle is unbound by default");
CHECK(input_map_bind("ZL", "pad:default, pad:rpaddle1") &&
input_map_pad_buttons((uint8_t[PAD_COUNT]){[PAD_RPADDLE1] = 1}, PAD_LAYOUT_NINTENDO) == 1ull << B_ZL &&
input_map_pad_buttons((uint8_t[PAD_COUNT]){[PAD_ZL] = 1}, PAD_LAYOUT_NINTENDO) == 1ull << B_ZL,
"bind: pad:rpaddle1 adds a back paddle, pad:default keeps the trigger");
input_map_reset();
// Bind lines for stick directions and default parts; the remapping rows' edits (input_map.c)
memset(dn, 0, sizeof dn);
dn[KEY_I] = 1;
@@ -331,24 +411,42 @@ int probe_cfg(void) {
CHECK(!strcmp(line, "none"), "edit: a stick direction without keys is none");
// defaults live in the CfgMeta table: cfg_value and the typed accessors fall back to it
cfg_load("cfg-probe-missing.ini");
_putenv_s("TOTK_FPS60", "");
_putenv_s("TOTK_MOUSE_SENS", "");
_putenv_s("TOTK_FREE_CORES", "");
plat_setenv("TOTK_FPS60", NULL);
plat_setenv("TOTK_MOUSE_SENS", NULL);
plat_setenv("TOTK_FREE_CORES", NULL);
CHECK(cfg_bool("TOTK_FPS60") == 1, "default: unset FPS60 is on");
CHECK(EQ(cfg_value("TOTK_VK_PRESENT"), "mailbox") && cfg_int("TOTK_SPLIT_DRAWS") == 64, "default: text and integer");
_putenv_s("TOTK_MOUSE_SENS", "2.5");
plat_setenv("TOTK_MOUSE_SENS", "2.5");
CHECK(cfg_double("TOTK_MOUSE_SENS") == 2.5, "double: the environment value");
_putenv_s("TOTK_MOUSE_SENS", "fast");
plat_setenv("TOTK_MOUSE_SENS", "fast");
CHECK(cfg_double("TOTK_MOUSE_SENS") == 1.0, "double: a value that does not parse gives the default");
_putenv_s("TOTK_MOUSE_SENS", "");
plat_setenv("TOTK_MOUSE_SENS", NULL);
cfg_set("TOTK_MOUSE_SENS", "3");
CHECK(cfg_double("TOTK_MOUSE_SENS") == 3.0 && cfg_int("TOTK_MOUSE_SENS") == 3, "a cfg_set value beats the default");
CHECK(cfg_bool("TOTK_FREE_CORES") == 0, "free_cores unset: off");
_putenv_s("TOTK_FREE_CORES", "0");
plat_setenv("TOTK_FREE_CORES", "0");
CHECK(cfg_bool("TOTK_FREE_CORES") == 0, "free_cores 0 gives the same as unset");
_putenv_s("TOTK_FREE_CORES", "1");
plat_setenv("TOTK_FREE_CORES", "1");
CHECK(cfg_bool("TOTK_FREE_CORES") == 1, "free_cores 1: on");
_putenv_s("TOTK_FREE_CORES", "");
plat_setenv("TOTK_FREE_CORES", NULL);
// 0.1.9's pad_layout = xbox_prompts (cfg.c migrate): read as the Nintendo layout with the Xbox prompts, saved so
plat_setenv("TOTK_PAD_LAYOUT", NULL);
plat_setenv("TOTK_PROMPTS", NULL);
static const char old_layout[] = "[input]\r\npad_layout = xbox_prompts\r\n";
CHECK(plat_file_write(path, old_layout, sizeof old_layout - 1) && cfg_load(path) == 1 &&
EQ(cfg_get("TOTK_PAD_LAYOUT"), "nintendo") && EQ(cfg_get("TOTK_PROMPTS"), "xbox"),
"0.1.9's pad_layout = xbox_prompts reads as nintendo with prompts = xbox");
CHECK(cfg_save_to(path) == 1, "the read pad layout and prompts save");
uint64_t saved_n = 0;
char *saved = (char *)plat_file_read(path, &saved_n);
CHECK(saved && strstr(saved, "pad_layout = nintendo") && strstr(saved, "prompts = xbox") && !strstr(saved, "xbox_prompts"),
"the next save writes the pad layout and the prompts");
free(saved);
static const char old_layout_own[] = "[input]\r\npad_layout = xbox_prompts\r\nprompts = nintendo\r\n";
CHECK(plat_file_write(path, old_layout_own, sizeof old_layout_own - 1) && cfg_load(path) == 1 &&
EQ(cfg_get("TOTK_PAD_LAYOUT"), "nintendo") && EQ(cfg_get("TOTK_PROMPTS"), "nintendo"),
"a prompts line of the file's own wins over 0.1.9's pad_layout = xbox_prompts");
plat_file_delete(path);
cfg_load("cfg-probe-missing.ini");
int listed = 0;
for (int i = 0; cfg_meta_at(i); i++) {
@@ -357,14 +455,15 @@ int probe_cfg(void) {
listed++;
char name[96];
snprintf(name, sizeof name, "TOTK_%s", m->key);
_putenv_s(name, "");
plat_setenv(name, "");
CHECK(EQ(cfg_value(name), m->def), "cfg_value returns the table default");
int ok = 0;
if (!m->values) ok = 1;
else if (strstr(m->values, "..")) {
long lo = strtol(m->values, NULL, 10), hi = strtol(strstr(m->values, "..") + 2, NULL, 10);
// strtod: ranges such as 0.2..0.9 have fractional ends
double lo = strtod(m->values, NULL), hi = strtod(strstr(m->values, "..") + 2, NULL);
double d = strtod(m->def, NULL);
ok = d >= (double)lo && d <= (double)hi;
ok = d >= lo && d <= hi;
} else {
size_t dl = strlen(m->def);
for (const char *v = m->values; *v;) {
@@ -376,6 +475,11 @@ int probe_cfg(void) {
if (!ok) fprintf(stderr, "FAIL cfg: default '%s' of %s is not one of its values '%s'\n", m->def, m->key, m->values), fails++;
}
CHECK(listed >= 30, "the defaults table was walked");
// cfg_meta answers with the first row of a key: a second row would be dead, and Reset would visit the key twice
for (int i = 0; cfg_meta_at(i); i++)
for (int j = i + 1; cfg_meta_at(j); j++)
if (!strcmp(cfg_meta_at(i)->key, cfg_meta_at(j)->key))
fprintf(stderr, "FAIL cfg: %s has two rows in the defaults table\n", cfg_meta_at(i)->key), fails++;
printf("probe-cfg: %s\n", fails ? "FAIL" : "ok");
return fails ? 1 : 0;
}
+667
View File
@@ -0,0 +1,667 @@
// Cheats of the mods' Atmosphere cheat files (cheats.h). Each enabled mod the port can use (mods.h) may hold
// <build id>.txt in its cheats folder, the build id the first 8 bytes of main's NSO build id, as Atmosphere and the
// emulators name it; the file name's case does not matter. Each cheat's switch is the setting TOTK_CHEAT_<hash>
// (cheat_<hash> under [cheats] in totk.ini), the hash FNV-1a 32 of "<mod folder name>/<cheat name>", so two mods'
// cheats of one name keep their own switches.
//
// Code cheats (opcode 0 writes into main's code) cannot be applied here: the game's code is lifted C. tools/cheats.py
// turns the code cheats of every mod into patch sets cheat_<hash> when the game is built and writes
// build-cache\cheats.status next to totk.exe, one line per cheat: name hash, content hash, kind, buttons, note
// (tools/cheats.py has the format). A cheat whose status line is missing or has another content hash was added or
// edited after the build: a data cheat runs anyway, a code cheat waits for the setup to run again.
//
// Data cheats run in a VM after Atmosphere's dmnt cheat VM (opcodes 0-A; the 0xC.. and 0xF.. extensions are not
// supported), every presented frame while their switch is on, with registers cleared before each cheat. Memory is the
// guest's, mapped at its own addresses: main's image is written with its pages made writable for the write (read-only
// data included, as dmnt writes through the debugger), everything else after mem_query says the guest may read or write
// it. Buttons are input_poll's HidNpadButton bits, the same as the cheat format's key masks; they read 0 while the menu
// is open.
#include <stdint.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <strings.h>
#include "cfg.h"
#include "cheats.h"
#include "host.h"
#include "input.h"
#include "mods.h"
#include "platform/platform.h"
#ifdef _WIN32
#define SEP "\\"
#else
#define SEP "/"
#endif
enum { STATUS_MAX = 160, OPS_PER_RUN = 1 << 20 };
typedef struct {
CheatInfo info;
uint32_t *words;
int n;
int dup; // 1 for the first cheat of its name in its file, 2 for the next ...
uint32_t content; // FNV-1a 32 of its words as tools/cheats.py writes them
int set; // patch set, -1 none
volatile int32_t on;
char note[STATUS_MAX];
} Cheat;
static Cheat *g_cheats;
static int g_n, g_cap, g_vm; // g_vm: some cheat needs cheats_frame
static char g_file[64]; // "<build id>.txt"
static char g_dir[PLAT_PATH_MAX]; // the folder of totk.exe, with a trailing separator
static int g_files; // mods whose file was read
static uint64_t g_main, g_main_size, g_code_end; // main's image; its code with the padding up to .rodata
static uint32_t fnv(const char *s, size_t n) {
uint32_t h = 0x811C9DC5u;
for (size_t i = 0; i < n; i++) h = (h ^ (uint8_t)s[i]) * 0x01000193u;
return h;
}
// The folder of the executable, with a trailing separator.
static int exe_dir(char *out, size_t n) {
if (!plat_exe_path(out, n)) return 0;
char *cut = plat_last_sep(out);
if (!cut) return 0;
cut[1] = 0;
return 1;
}
static int build_id(char out[17]) {
char path[PLAT_PATH_MAX];
snprintf(path, sizeof path, "%s/main", rt_config()->exefs);
PlatFile *f = plat_file_open(path);
if (!f) return 0;
uint8_t head[0x48];
int ok = plat_file_pread(f, head, sizeof head, 0) == sizeof head && !memcmp(head, "NSO0", 4);
plat_file_close(f);
for (int i = 0; ok && i < 8; i++) snprintf(out + 2 * i, 3, "%02X", head[0x40 + i]);
return ok;
}
// ---- opcodes
// Words of the opcode at w (left words remain), 0 when it is cut short.
static int op_len(const uint32_t *w, int left) {
uint32_t f = w[0];
int t = f >> 28, width = (f >> 24) & 0xF, n;
switch (t) {
case 0: case 1: n = width == 8 ? 4 : 3; break;
case 2: case 8: n = 1; break;
case 3: n = width == 0 ? 2 : 1; break;
case 4: case 6: n = 3; break;
case 5: case 7: n = 2; break;
case 9: n = 1 + (((f >> 8) & 0xF) ? (width == 8 ? 2 : 1) : 0); break;
case 0xA: n = ((f >> 8) & 0xF) == 2 || ((f >> 8) & 0xF) == 4 || ((f >> 8) & 0xF) == 5 ? 2 : 1; break;
default: n = 1; break;
}
return n <= left ? n : 0;
}
// NULL when the VM runs the opcode, else why not (tools/cheats.py vm_ok).
static const char *vm_unsupported(const uint32_t *w, char *buf, int n) {
uint32_t f = w[0];
int t = f >> 28, width = (f >> 24) & 0xF;
if (t > 0xA || (t == 5 && ((f >> 12) & 0xF) > 1) || (t == 0xA && ((f >> 8) & 0xF) > 5)) {
snprintf(buf, n, "opcode %08X is not supported", f);
return buf;
}
if ((t <= 1 || t == 5 || t == 6 || t == 7 || t == 9 || t == 0xA) && width != 1 && width != 2 && width != 4 &&
width != 8) {
snprintf(buf, n, "opcode %08X has a bad width", f);
return buf;
}
return NULL;
}
// The kind of a cheat the build did not see: heading, data, rebuild (it writes main's code) or unsupported.
static CheatKind classify(Cheat *c) {
int ops = 0, ends = 0;
for (int i = 0; i < c->n;) {
int len = op_len(c->words + i, c->n - i);
if (!len) {
snprintf(c->note, sizeof c->note, "opcode %08X is cut short", c->words[i]);
return CHEAT_UNSUPPORTED;
}
uint32_t f = c->words[i];
ops++;
ends += f >> 28 == 2;
if (f >> 28 == 0 && ((f >> 20) & 0xF) == 0) {
uint64_t off = ((uint64_t)(f & 0xFF) << 32) | c->words[i + 1];
if (off < g_code_end - g_main) return CHEAT_REBUILD;
}
if (vm_unsupported(c->words + i, c->note, sizeof c->note)) return CHEAT_UNSUPPORTED;
i += len;
}
return ops == ends && ops <= 1 ? CHEAT_HEADING : CHEAT_DATA;
}
// ---- guest memory
static uint64_t region(int m) {
const RtGuestLayout *l = mem_layout();
switch (m) {
case 0: return g_main;
case 1: return l->heap.base;
case 2: return l->alias.base;
case 3: return l->aslr.base;
default: return 0;
}
}
static int in_main(uint64_t a, unsigned n) { return a >= g_main && a + n <= g_main + g_main_size; }
static int guest_ok(uint64_t a, unsigned n, uint32_t perm) {
if (in_main(a, n)) return 1;
RtMemoryInfo mi;
if (mem_query(a, &mi) || !mi.state || (mi.perm & perm) != perm) return 0;
return a + n <= mi.base + mi.size;
}
static int rd(uint64_t a, int width, uint64_t *v) {
if (!a || !guest_ok(a, (unsigned)width, 1)) return 0;
uint64_t x = 0;
memcpy(&x, (const void *)(uintptr_t)a, (size_t)width);
*v = x;
return 1;
}
// Writes n bytes into main's image a page at a time: a read-only page is writable for its part of the copy only.
static void wr_main(uint64_t a, const uint8_t *from, int n) {
while (n > 0) {
uint64_t page = a & ~0xFFFull, end;
int k = (int)(page + 0x1000 - a);
if (k > n) k = n;
int prot = plat_mem_state(page, page + 0x1000, &end);
if (prot != PLAT_PROT_READ && prot != PLAT_PROT_RW) return;
if (prot == PLAT_PROT_READ && !plat_mem_protect(page, 0x1000, PLAT_PROT_RW)) return;
memcpy((void *)(uintptr_t)a, from, (size_t)k);
if (prot == PLAT_PROT_READ) plat_mem_protect(page, 0x1000, PLAT_PROT_READ);
a += (uint64_t)k;
from += k;
n -= k;
}
}
static void wr(uint64_t a, int width, uint64_t v) {
uint64_t now;
if (!rd(a, width, &now) || !memcmp(&now, &v, (size_t)width)) return; // unchanged: no write, no protection change
void *p = (void *)(uintptr_t)a;
if (in_main(a, (unsigned)width)) {
wr_main(a, (const uint8_t *)&v, width);
} else if (guest_ok(a, (unsigned)width, 2)) {
memcpy(p, &v, (size_t)width); // a frozen region thaws on the write (memory.c)
}
}
static uint64_t masked(int width, uint64_t v) { return width >= 8 ? v : v & ((1ull << (8 * width)) - 1); }
static uint64_t arith(int op, uint64_t a, uint64_t b) {
switch (op) {
case 0: return a + b;
case 1: return a - b;
case 2: return a * b;
case 3: return b < 64 ? a << b : 0;
case 4: return b < 64 ? a >> b : 0;
case 5: return a & b;
case 6: return a | b;
case 7: return ~a;
case 8: return a ^ b;
default: return a; // 9: move
}
}
static int compare(int cond, uint64_t a, uint64_t b) {
switch (cond) {
case 1: return a > b;
case 2: return a >= b;
case 3: return a < b;
case 4: return a <= b;
case 5: return a == b;
case 6: return a != b;
default: return 0;
}
}
// From i (after a failed condition, or an else reached while running), the opcode to continue at: after the
// matching else (else_ok) or end.
static int skip(const uint32_t *w, int n, int i, int else_ok) {
int depth = 0;
while (i < n) {
int len = op_len(w + i, n - i);
if (!len) return n;
uint32_t f = w[i];
int t = f >> 28;
i += len;
if (t == 1 || t == 8) depth++;
else if (t == 2 && ((f >> 24) & 0xF) == 0 && depth-- == 0) return i;
else if (t == 2 && depth == 0 && else_ok) return i;
}
return n;
}
static uint64_t imm64(const uint32_t *w) { return (uint64_t)w[0] << 32 | w[1]; }
static void run(const Cheat *c, uint64_t keys) {
uint64_t r[16] = {0};
int loop[16] = {0};
const uint32_t *w = c->words;
int n = c->n, budget = OPS_PER_RUN;
for (int i = 0; i < n && budget-- > 0;) {
int len = op_len(w + i, n - i);
if (!len) return;
uint32_t f = w[i];
int t = f >> 28, width = (f >> 24) & 0xF, x = (f >> 20) & 0xF, y = (f >> 16) & 0xF, z = (f >> 12) & 0xF;
uint64_t rel = ((uint64_t)(f & 0xFF) << 32) | (len > 1 ? w[i + 1] : 0), v;
switch (t) {
case 0: // 0TMR00AA AAAAAAAA V..: store a value at region M + A + register R
wr(region(x) + rel + r[y], width, width == 8 ? imm64(w + i + 2) : w[i + 2]);
break;
case 1: // 1TMC00AA AAAAAAAA V..: if (region M + A) <cond C> V
if (!rd(region(x) + rel, width, &v) || !compare(y, v, width == 8 ? imm64(w + i + 2) : w[i + 2])) {
i = skip(w, n, i + len, 1);
continue;
}
break;
case 2: // 20000000 end, 21000000 else: an else reached while running skips to the end
if (width == 1) {
i = skip(w, n, i + len, 0);
continue;
}
break;
case 3: // 300R0000 VVVVVVVV loop start, 310R0000 loop end
if (width == 0) {
r[y] = w[i + 1];
loop[y] = i + len;
} else if (r[y] && --r[y]) {
i = loop[y];
continue;
}
break;
case 4: // 400R0000 V V: register R = V
r[y] = imm64(w + i + 1);
break;
case 5: // 5TMRI0AA AAAAAAAA: R = (I ? R : region M) + A, read
if (!rd(z ? r[y] + rel : region(x) + rel, width, &v)) return; // a broken pointer chain: nothing more
r[y] = v;
break;
case 6: { // 6T0RIor0 V V: store V at R (+ register r); I: R += width
uint64_t a = r[y] + (((f >> 8) & 0xF) ? r[(f >> 4) & 0xF] : 0);
wr(a, width, imm64(w + i + 1));
if (z) r[y] += (uint64_t)width;
break;
}
case 7: // 7T0RC000 VVVVVVVV: R = R <op C> V
r[y] = masked(width, arith(z, r[y], w[i + 1]));
break;
case 8: // 8kkkkkkk: if the buttons are held
if ((keys & (f & 0x0FFFFFFF)) != (f & 0x0FFFFFFF)) {
i = skip(w, n, i + len, 1);
continue;
}
break;
case 9: { // 9TCRS0s0 / 9TCRS100 V..: R = S <op C> (s or V)
uint64_t b = (f >> 8) & 0xF ? (width == 8 ? imm64(w + i + 1) : w[i + 1]) : r[(f >> 4) & 0xF];
r[y] = masked(width, arith(x, r[z], b));
break;
}
case 0xA: { // ATSRIOxa (aaaaaaaa): store register S at an address of type O
int o = (f >> 8) & 0xF, m = (f >> 4) & 0xF;
uint64_t imm = ((uint64_t)(f & 0xF) << 32) | (len > 1 ? w[i + 1] : 0), a;
switch (o) {
case 0: a = r[y]; break;
case 1: a = r[y] + r[m]; break;
case 2: a = r[y] + imm; break;
case 3: a = region(m) + r[y]; break;
case 4: a = region(m) + imm; break;
default: a = region(m) + r[y] + imm; break;
}
wr(a, width, r[x]);
if (z) r[y] += (uint64_t)width;
break;
}
default:
return;
}
i += len;
}
}
// ---- the file
static char *read_text(const char *path) {
uint64_t n = 0;
char *s = (char *)plat_file_read(path, &n);
if (s && n >= 3 && !memcmp(s, "\xEF\xBB\xBF", 3)) memmove(s, s + 3, (size_t)n - 2); // a UTF-8 BOM
return s;
}
static void add_word(Cheat *c, uint32_t v, int *cap) {
if (c->n == *cap) {
*cap = *cap ? *cap * 2 : 16;
c->words = (uint32_t *)realloc(c->words, sizeof *c->words * (size_t)*cap);
if (!c->words) rt_fatal("cheats: out of memory");
}
c->words[c->n++] = v;
}
// Appends the cheats of one mod's file; mod: the mod's folder name (kept).
static void parse(char *s, const char *mod) {
int first = g_n, wcap = 0;
for (char *line = s; line && *line;) {
char *end = strchr(line, '\n'), *next = end ? end + 1 : NULL;
if (end) *end = 0;
while (*line == ' ' || *line == '\t') line++;
size_t len = strlen(line);
while (len && (line[len - 1] == '\r' || line[len - 1] == ' ' || line[len - 1] == '\t')) line[--len] = 0;
if (len >= 2 && (line[0] == '[' || line[0] == '{') && (line[len - 1] == ']' || line[len - 1] == '}')) {
if (g_n == g_cap) {
g_cap = g_cap ? g_cap * 2 : 32;
g_cheats = (Cheat *)realloc(g_cheats, sizeof *g_cheats * (size_t)g_cap);
if (!g_cheats) rt_fatal("cheats: out of memory");
}
Cheat *c = &g_cheats[g_n++];
memset(c, 0, sizeof *c);
line[len - 1] = 0;
char *name = line + 1;
while (*name == ' ' || *name == '\t') name++;
size_t k = strlen(name);
while (k && (name[k - 1] == ' ' || name[k - 1] == '\t')) name[--k] = 0;
c->info.name = strdup(name);
c->info.mod = mod;
c->info.kind = line[0] == '{' ? CHEAT_MASTER : CHEAT_HEADING;
c->set = -1;
c->dup = 1; // a repeated name gets "#2", "#3" ... (tools/cheats.py parse)
for (int j = first; j < g_n - 1; j++) c->dup += !strcmp(g_cheats[j].info.name, c->info.name);
wcap = 0;
} else if (g_n > first) {
for (char *tok = strtok(line, " \t"); tok; tok = strtok(NULL, " \t")) {
char *e;
unsigned long v = strtoul(tok, &e, 16);
if (e - tok == 8 && !*e) add_word(&g_cheats[g_n - 1], (uint32_t)v, &wcap);
}
}
line = next;
}
}
// The file g_file in folder, its name in any case, into out; 0 when there is none.
typedef struct {
const char *dir;
char *out;
size_t cap;
int found;
} FindFile;
static int find_cb(const char *name, int kind, uint64_t size, void *ctx) {
(void)size;
FindFile *f = (FindFile *)ctx;
if (kind == PLAT_FS_FILE && !strcasecmp(name, g_file) &&
snprintf(f->out, f->cap, "%s/%s", f->dir, name) < (int)f->cap)
f->found = 1;
return !f->found;
}
static int find_file(const char *folder, char *out, size_t cap) {
FindFile f = {folder, out, cap, 0};
plat_fs_list(folder, find_cb, &f);
return f.found;
}
// The status line of key, its fields split in place; 0 when none.
static int status_of(char *status, const char *key, char **fields) {
for (char *line = status; line && *line;) {
char *end = strchr(line, '\n'), *next = end ? end + 1 : NULL;
if (!strncmp(line, key, 8) && line[8] == '\t') {
static char copy[512];
size_t n = end ? (size_t)(end - line) : strlen(line);
if (n >= sizeof copy) n = sizeof copy - 1;
memcpy(copy, line, n);
copy[n] = 0;
if (n && copy[n - 1] == '\r') copy[n - 1] = 0;
int k = 0;
fields[k++] = copy;
for (char *p = copy; *p && k < 5; p++)
if (*p == '\t') *p = 0, fields[k++] = p + 1;
while (k < 5) fields[k++] = (char *)"";
return 1;
}
line = next;
}
return 0;
}
// The menu's font has no numero sign (U+2116), which cheat names often start with: they show "No" instead.
static void plain_name(char *s) {
for (char *p; (p = strstr(s, "\xE2\x84\x96")) != NULL;) {
p[0] = 'N', p[1] = 'o';
memmove(p + 2, p + 3, strlen(p + 3) + 1);
}
}
// ---- rebuild: code cheats and ExeFS patches the build lacks
// The setup writes build-cache\rebuild.txt (installer/steps.py write_rebuild_command), the command that starts its
// window in rebuild mode on this install folder, one argument per line. When an enabled mod has code cheats this build
// lacks (CHEAT_REBUILD) or ExeFS patch files it lacks (mods_exefs_pending), the game runs it and exits; the setup lifts
// and compiles them in and starts the game again.
// build-cache\rebuild.skip holds the key of the cheats a rebuild was started for: a rebuild that failed or was
// cancelled leaves them unbuilt, and the same set does not start it again. TOTK_MODS_REBUILD=off never starts it.
// Scripted runs (--seconds, --boot) never start it.
static void rebuild_if_needed(const char *dir) {
uint32_t key = 0x811C9DC5u;
int need = 0;
for (int i = 0; i < g_n; i++) {
const Cheat *c = &g_cheats[i];
if (c->info.kind != CHEAT_REBUILD) continue;
need++;
key = (key ^ fnv(c->info.key, strlen(c->info.key))) * 0x01000193u;
key = (key ^ c->content) * 0x01000193u;
}
int patches = mods_exefs_pending(&key);
if (!need && !patches) return;
char cmd_path[PLAT_PATH_MAX + 64], skip_path[PLAT_PATH_MAX + 64], skip[16] = "", want[16];
snprintf(cmd_path, sizeof cmd_path, "%sbuild-cache" SEP "rebuild.txt", dir);
snprintf(skip_path, sizeof skip_path, "%sbuild-cache" SEP "rebuild.skip", dir);
snprintf(want, sizeof want, "%08X", key);
char *old = read_text(skip_path);
if (old) snprintf(skip, sizeof skip, "%.8s", old);
free(old);
const char *why = !strcmp(cfg_value("TOTK_MODS_REBUILD"), "off") ? "mods_rebuild = off"
: rt_config()->seconds || rt_config()->boot ? "a scripted run"
: !strcmp(skip, want) ? "the last rebuild for them failed or was cancelled"
: NULL;
char *cmd = why ? NULL : read_text(cmd_path);
if (!why && !cmd) why = "no build-cache/rebuild.txt (a build without the setup)";
if (why) {
rt_log("cheats: %d code cheats and %d ExeFS patch files are not built into the game; no rebuild: %s", need,
patches, why);
free(cmd);
return;
}
const char *argv[32];
int argc = 0;
for (char *line = cmd; line && *line && argc < 31;) {
char *end = strchr(line, '\n'), *next = end ? end + 1 : NULL;
if (end) *end = 0;
size_t n = strlen(line);
if (n && line[n - 1] == '\r') line[n - 1] = 0;
if (*line) argv[argc++] = line;
line = next;
}
argv[argc] = NULL;
if (argc < 2 || !plat_file_write(skip_path, want, strlen(want))) {
rt_log("cheats: %d code cheats and %d ExeFS patch files are not built into the game; cannot start the "
"rebuild (%s)", need, patches, cmd_path);
free(cmd);
return;
}
rt_log("cheats: %d code cheats and %d ExeFS patch files are not built into the game; starting the rebuild: %s",
need, patches, argv[0]);
int ok = plat_spawn(argv, dir);
free(cmd);
if (!ok) {
rt_log("cheats: the rebuild did not start; the game starts with the code it has");
return;
}
prof_write(); // plat_exit runs no atexit handlers
plat_exit(0);
}
void cheats_init(void) {
const RtLoaded *m = ldr_count() ? ldr_module(0) : NULL;
char dir[PLAT_PATH_MAX], bid[17], path[2400]; // path: a mod's cheats folder (ModInfo.cheats) + the file
if (!m || !exe_dir(dir, sizeof dir) || !build_id(bid)) return;
snprintf(g_dir, sizeof g_dir, "%s", dir);
g_main = m->base;
g_main_size = m->size;
g_code_end = m->base + ((m->text_end + 0xFFF) & ~0xFFFull);
snprintf(g_file, sizeof g_file, "%s.txt", bid);
mods_scan();
for (int k = 0; k < mods_count(); k++) { // the Mods tab's order, top first
const ModInfo *mod = mods_at(k);
if (!mod->enabled || mod->problem != MOD_OK || !mod->cheats[0] || !find_file(mod->cheats, path, sizeof path))
continue;
char *text = read_text(path);
if (!text) {
rt_log("cheats: %s: cannot read %s", mod->name, path);
continue;
}
parse(text, strdup(mod->name));
free(text);
g_files++;
}
if (!g_files) {
rt_log("cheats: no enabled mod holds cheats/%s", g_file);
rebuild_if_needed(dir); // an enabled mod's ExeFS patches may still wait for it
return;
}
snprintf(path, sizeof path, "%sbuild-cache" SEP "cheats.status", dir);
char *status = read_text(path);
int counts[CHEAT_UNSUPPORTED + 1] = {0}, seen_dups = 0;
for (int i = 0; i < g_n; i++) {
Cheat *c = &g_cheats[i];
char named[900];
snprintf(named, sizeof named, c->dup > 1 ? "%s/%s#%d" : "%s/%s", c->info.mod, c->info.name, c->dup);
seen_dups += c->dup > 1;
char key[9], content[9];
snprintf(key, sizeof key, "%08X", fnv(named, strlen(named)));
size_t tn = (size_t)c->n * 9 + 1, tl = 0;
char *t = (char *)malloc(tn);
if (!t) rt_fatal("cheats: out of memory");
t[0] = 0;
for (int k = 0; k < c->n; k++) tl += (size_t)snprintf(t + tl, tn - tl, k ? " %08X" : "%08X", c->words[k]);
c->content = fnv(t, tl);
snprintf(content, sizeof content, "%08X", c->content);
free(t);
snprintf(c->info.key, sizeof c->info.key, "TOTK_CHEAT_%s", key);
int master = c->info.kind == CHEAT_MASTER;
char *f[5];
CheatKind kind;
if (status && status_of(status, key, f) && !strcmp(f[1], content)) {
const char *k = f[2];
kind = !strcmp(k, "code") ? CHEAT_CODE : !strcmp(k, "key") ? CHEAT_KEY : !strcmp(k, "master") ? CHEAT_MASTER
: !strcmp(k, "restore") ? CHEAT_RESTORE : !strcmp(k, "heading") ? CHEAT_HEADING
: !strcmp(k, "data") ? CHEAT_DATA : CHEAT_UNSUPPORTED;
c->info.buttons = (uint32_t)strtoul(f[3], NULL, 16);
snprintf(c->note, sizeof c->note, "%s", f[4]);
if (kind == CHEAT_CODE || kind == CHEAT_KEY || kind == CHEAT_MASTER) {
char set[32];
snprintf(set, sizeof set, "cheat_%08x", fnv(named, strlen(named)));
c->set = rt_patch_set(set);
if (c->set < 0 && kind != CHEAT_MASTER) kind = CHEAT_REBUILD;
}
} else {
kind = classify(c);
}
if (master && kind == CHEAT_DATA) kind = CHEAT_MASTER; // a data master code: the VM, always on
c->info.kind = kind;
c->info.note = c->note;
const char *v = cfg_get(c->info.key);
c->on = kind == CHEAT_MASTER || (v && *v && strcmp(v, "0") != 0);
if (kind == CHEAT_KEY && c->set >= 0) rt_patch_switch(c->set, 0); // on while the buttons are held
if (kind == CHEAT_KEY || kind == CHEAT_DATA || (kind == CHEAT_MASTER && c->set < 0)) g_vm = 1;
counts[kind]++;
}
free(status);
rebuild_if_needed(dir);
for (int i = 0; i < g_n; i++) plain_name((char *)g_cheats[i].info.name); // the hashes above read the file's bytes
int on = 0;
for (int i = 0; i < g_n; i++) on += g_cheats[i].on && g_cheats[i].info.kind != CHEAT_HEADING;
rt_log("cheats: %s in %d mods: %d cheats, %d on; %d code, %d while buttons are held, %d data, %d master, "
"%d restore, %d headings, %d wait for a rebuild, %d not supported%s",
g_file, g_files, g_n, on, counts[CHEAT_CODE], counts[CHEAT_KEY], counts[CHEAT_DATA], counts[CHEAT_MASTER],
counts[CHEAT_RESTORE], counts[CHEAT_HEADING], counts[CHEAT_REBUILD], counts[CHEAT_UNSUPPORTED],
seen_dups ? " (repeated names numbered)" : "");
}
int cheats_rebuild_pending(void) {
char path[PLAT_PATH_MAX + 64];
snprintf(path, sizeof path, "%sbuild-cache" SEP "rebuild.txt", g_dir);
uint32_t key = 0;
int need = mods_exefs_pending(&key);
for (int i = 0; i < g_n && !need; i++) need = g_cheats[i].info.kind == CHEAT_REBUILD;
return need && g_dir[0] && plat_file_exists(path);
}
void cheats_rebuild_allow(void) {
char path[PLAT_PATH_MAX + 64];
snprintf(path, sizeof path, "%sbuild-cache" SEP "rebuild.skip", g_dir);
plat_fs_unlink(path);
}
int cheats_count(void) { return g_n; }
const CheatInfo *cheats_info(int i) { return i >= 0 && i < g_n ? &g_cheats[i].info : NULL; }
int cheats_on(int i) { return i >= 0 && i < g_n && g_cheats[i].on; }
const char *cheats_file(void) { return g_file; }
void cheats_set(int i, int on) {
if (i < 0 || i >= g_n) return;
Cheat *c = &g_cheats[i];
if (c->info.kind != CHEAT_CODE && c->info.kind != CHEAT_KEY && c->info.kind != CHEAT_DATA) return;
plat_xchg32(&c->on, on != 0);
if (c->info.kind == CHEAT_CODE) rt_patch_switch(c->set, on); // CHEAT_KEY: cheats_frame follows the buttons
cfg_set(c->info.key, on ? "1" : "0");
rt_log("cheats: %s/%s %s", c->info.mod, c->info.name, on ? "on" : "off");
}
void cheats_frame(uint64_t frame) {
if (!g_vm || frame < 60) return; // the game polls its input (and starts SDL) before this
uint64_t keys = 0;
int32_t lx, ly, rx, ry;
input_poll(&keys, &lx, &ly, &rx, &ry); // 0 while the menu is open
for (int i = 0; i < g_n; i++) {
Cheat *c = &g_cheats[i];
switch (c->info.kind) {
case CHEAT_KEY:
if (c->set >= 0) {
int want = c->on && (keys & c->info.buttons) == c->info.buttons;
if (rt_patch_enabled(c->set) != want) rt_patch_switch(c->set, want);
}
break;
case CHEAT_DATA:
if (c->on) run(c, keys);
break;
case CHEAT_MASTER:
if (c->set < 0) run(c, keys);
break;
default:
break;
}
}
}
const char *cheats_buttons(uint32_t mask, char *buf, int n) {
static const char *const names[] = {"A", "B", "X", "Y", "Left stick press", "Right stick press", "L", "R", "ZL",
"ZR", "+", "-", "D-pad left", "D-pad up", "D-pad right", "D-pad down",
"Left stick left", "Left stick up", "Left stick right", "Left stick down",
"Right stick left", "Right stick up", "Right stick right", "Right stick down"};
int k = 0;
buf[0] = 0;
for (int b = 0; b < 24; b++)
if (mask & (1u << b)) k += snprintf(buf + k, (size_t)(n > k ? n - k : 0), "%s%s", k ? " + " : "", names[b]);
return buf;
}
+48
View File
@@ -0,0 +1,48 @@
// Cheats of the mods' Atmosphere cheat files (cheats.c): mods\<mod>\cheats\<build id>.txt of each enabled mod,
// switched from the menu's Cheats tab. A cheat that writes the game's instructions is a code patch set that tools/cheats.py built into the game
// (switched with rt_patch_switch); one that writes data runs in the cheat VM every presented frame.
#pragma once
#include <stdint.h>
#ifdef __cplusplus
extern "C" {
#endif
typedef enum {
CHEAT_HEADING, // no opcodes: a title or a group label
CHEAT_CODE, // a patch set
CHEAT_KEY, // a patch set on while the buttons are held
CHEAT_DATA, // the cheat VM
CHEAT_MASTER, // {master}: always on
CHEAT_RESTORE, // writes the original instructions back: nothing to do
CHEAT_REBUILD, // writes instructions, but the game was built without this version of it
CHEAT_UNSUPPORTED, // note says why
} CheatKind;
typedef struct {
const char *name; // UTF-8, as in the file
const char *mod; // the mod's folder name; cheats come grouped by mod, in the Mods tab's order
const char *note; // why it is unsupported ("" otherwise)
CheatKind kind;
uint32_t buttons; // CHEAT_KEY: HidNpadButton mask
char key[24]; // its setting, TOTK_CHEAT_<hash of "<mod>/<name>">
} CheatInfo;
void cheats_init(void); // after rt_patches_init: reads the mods' files and their build status
int cheats_count(void);
// 1 when a cheat of an enabled mod waits for a rebuild (CHEAT_REBUILD) and the setup left its rebuild command.
int cheats_rebuild_pending(void);
// The next start rebuilds again for cheats whose last rebuild failed or was cancelled (the menu restarts after it).
void cheats_rebuild_allow(void);
const CheatInfo *cheats_info(int i);
int cheats_on(int i); // the player's switch (1 for a master cheat)
void cheats_set(int i, int on); // switches at once and sets the cheat's setting (the menu saves totk.ini)
const char *cheats_file(void); // "<build id>.txt", the name the files have for this game version
// Every presented frame (the present path): the data cheats' VM and the button state of CHEAT_KEY cheats.
void cheats_frame(uint64_t frame);
// The button names of a mask ("ZL + Right stick left"), into buf.
const char *cheats_buttons(uint32_t mask, char *buf, int n);
#ifdef __cplusplus
}
#endif
+71
View File
@@ -0,0 +1,71 @@
// Generated by tools/build_shaders.py from runtime/shaders/color_grade.comp; do not edit.
// source sha256 c93d6ac75667bdee5442d7e94fbf0bd6e7fe7250caa98974424aead10f554106
#pragma once
#include <stdint.h>
static const uint32_t color_grade_spv[] = {
0x07230203, 0x00010300, 0x000d000b, 0x00000073, 0x00000000, 0x00020011, 0x00000001, 0x0006000b,
0x00000001, 0x4c534c47, 0x6474732e, 0x3035342e, 0x00000000, 0x0003000e, 0x00000000, 0x00000001,
0x0006000f, 0x00000005, 0x00000004, 0x6e69616d, 0x00000000, 0x0000000d, 0x00060010, 0x00000004,
0x00000011, 0x00000008, 0x00000008, 0x00000001, 0x00040047, 0x0000000d, 0x0000000b, 0x0000001c,
0x00030047, 0x00000015, 0x00000002, 0x00050048, 0x00000015, 0x00000000, 0x00000023, 0x00000000,
0x00050048, 0x00000015, 0x00000001, 0x00000023, 0x00000008, 0x00050048, 0x00000015, 0x00000002,
0x00000023, 0x00000010, 0x00040047, 0x00000029, 0x00000021, 0x00000000, 0x00040047, 0x00000029,
0x00000022, 0x00000000, 0x00030047, 0x0000005d, 0x00000019, 0x00040047, 0x0000005d, 0x00000021,
0x00000001, 0x00040047, 0x0000005d, 0x00000022, 0x00000000, 0x00040047, 0x0000006a, 0x0000000b,
0x00000019, 0x00020013, 0x00000002, 0x00030021, 0x00000003, 0x00000002, 0x00040015, 0x00000006,
0x00000020, 0x00000001, 0x00040017, 0x00000007, 0x00000006, 0x00000002, 0x00040015, 0x0000000a,
0x00000020, 0x00000000, 0x00040017, 0x0000000b, 0x0000000a, 0x00000003, 0x00040020, 0x0000000c,
0x00000001, 0x0000000b, 0x0004003b, 0x0000000c, 0x0000000d, 0x00000001, 0x00040017, 0x0000000e,
0x0000000a, 0x00000002, 0x00030016, 0x00000013, 0x00000020, 0x00040017, 0x00000014, 0x00000013,
0x00000004, 0x0005001e, 0x00000015, 0x00000007, 0x00000007, 0x00000014, 0x00040020, 0x00000016,
0x00000009, 0x00000015, 0x0004003b, 0x00000016, 0x00000017, 0x00000009, 0x0004002b, 0x00000006,
0x00000018, 0x00000001, 0x00040020, 0x00000019, 0x00000009, 0x00000007, 0x00020014, 0x0000001c,
0x00040017, 0x0000001d, 0x0000001c, 0x00000002, 0x00040017, 0x00000023, 0x00000013, 0x00000003,
0x00090019, 0x00000026, 0x00000013, 0x00000001, 0x00000000, 0x00000000, 0x00000000, 0x00000001,
0x00000000, 0x0003001b, 0x00000027, 0x00000026, 0x00040020, 0x00000028, 0x00000000, 0x00000027,
0x0004003b, 0x00000028, 0x00000029, 0x00000000, 0x0004002b, 0x00000006, 0x0000002c, 0x00000000,
0x0004002b, 0x00000006, 0x00000033, 0x00000002, 0x0004002b, 0x0000000a, 0x00000034, 0x00000000,
0x00040020, 0x00000035, 0x00000009, 0x00000013, 0x0004002b, 0x00000013, 0x0000003c, 0x3f000000,
0x0004002b, 0x0000000a, 0x0000003f, 0x00000001, 0x0004002b, 0x00000013, 0x00000046, 0x3e59b3d0,
0x0004002b, 0x00000013, 0x00000047, 0x3f371759, 0x0004002b, 0x00000013, 0x00000048, 0x3d93dd98,
0x0006002c, 0x00000023, 0x00000049, 0x00000046, 0x00000047, 0x00000048, 0x0004002b, 0x0000000a,
0x0000004d, 0x00000002, 0x0004002b, 0x00000013, 0x00000053, 0x00000000, 0x0006002c, 0x00000023,
0x00000054, 0x00000053, 0x00000053, 0x00000053, 0x0004002b, 0x0000000a, 0x00000056, 0x00000003,
0x00090019, 0x0000005b, 0x00000013, 0x00000001, 0x00000000, 0x00000000, 0x00000000, 0x00000002,
0x00000002, 0x00040020, 0x0000005c, 0x00000000, 0x0000005b, 0x0004003b, 0x0000005c, 0x0000005d,
0x00000000, 0x0004002b, 0x00000013, 0x00000061, 0x3f800000, 0x0004002b, 0x0000000a, 0x00000069,
0x00000008, 0x0006002c, 0x0000000b, 0x0000006a, 0x00000069, 0x00000069, 0x0000003f, 0x0006002c,
0x00000023, 0x00000071, 0x0000003c, 0x0000003c, 0x0000003c, 0x0006002c, 0x00000023, 0x00000072,
0x00000061, 0x00000061, 0x00000061, 0x00050036, 0x00000002, 0x00000004, 0x00000000, 0x00000003,
0x000200f8, 0x00000005, 0x000300f7, 0x0000006b, 0x00000000, 0x000300fb, 0x00000034, 0x0000006c,
0x000200f8, 0x0000006c, 0x0004003d, 0x0000000b, 0x0000000f, 0x0000000d, 0x0007004f, 0x0000000e,
0x00000010, 0x0000000f, 0x0000000f, 0x00000000, 0x00000001, 0x0004007c, 0x00000007, 0x00000011,
0x00000010, 0x00050041, 0x00000019, 0x0000001a, 0x00000017, 0x00000018, 0x0004003d, 0x00000007,
0x0000001b, 0x0000001a, 0x000500af, 0x0000001d, 0x0000001e, 0x00000011, 0x0000001b, 0x0004009a,
0x0000001c, 0x0000001f, 0x0000001e, 0x000300f7, 0x00000021, 0x00000000, 0x000400fa, 0x0000001f,
0x00000020, 0x00000021, 0x000200f8, 0x00000020, 0x000200f9, 0x0000006b, 0x000200f8, 0x00000021,
0x0004003d, 0x00000027, 0x0000002a, 0x00000029, 0x00050041, 0x00000019, 0x0000002d, 0x00000017,
0x0000002c, 0x0004003d, 0x00000007, 0x0000002e, 0x0000002d, 0x00050080, 0x00000007, 0x0000002f,
0x00000011, 0x0000002e, 0x00040064, 0x00000026, 0x00000030, 0x0000002a, 0x0007005f, 0x00000014,
0x00000031, 0x00000030, 0x0000002f, 0x00000002, 0x0000002c, 0x0008004f, 0x00000023, 0x00000032,
0x00000031, 0x00000031, 0x00000000, 0x00000001, 0x00000002, 0x00060041, 0x00000035, 0x00000036,
0x00000017, 0x00000033, 0x00000034, 0x0004003d, 0x00000013, 0x00000037, 0x00000036, 0x00060050,
0x00000023, 0x00000039, 0x00000037, 0x00000037, 0x00000037, 0x00050081, 0x00000023, 0x0000003a,
0x00000032, 0x00000039, 0x00050083, 0x00000023, 0x0000003e, 0x0000003a, 0x00000071, 0x00060041,
0x00000035, 0x00000040, 0x00000017, 0x00000033, 0x0000003f, 0x0004003d, 0x00000013, 0x00000041,
0x00000040, 0x0005008e, 0x00000023, 0x00000042, 0x0000003e, 0x00000041, 0x00050081, 0x00000023,
0x00000044, 0x00000042, 0x00000071, 0x00050094, 0x00000013, 0x0000004a, 0x00000044, 0x00000049,
0x00060050, 0x00000023, 0x0000004b, 0x0000004a, 0x0000004a, 0x0000004a, 0x00060041, 0x00000035,
0x0000004e, 0x00000017, 0x00000033, 0x0000004d, 0x0004003d, 0x00000013, 0x0000004f, 0x0000004e,
0x00060050, 0x00000023, 0x00000050, 0x0000004f, 0x0000004f, 0x0000004f, 0x0008000c, 0x00000023,
0x00000051, 0x00000001, 0x0000002e, 0x0000004b, 0x00000044, 0x00000050, 0x0007000c, 0x00000023,
0x00000055, 0x00000001, 0x00000028, 0x00000051, 0x00000054, 0x00060041, 0x00000035, 0x00000057,
0x00000017, 0x00000033, 0x00000056, 0x0004003d, 0x00000013, 0x00000058, 0x00000057, 0x00060050,
0x00000023, 0x00000059, 0x00000058, 0x00000058, 0x00000058, 0x0007000c, 0x00000023, 0x0000005a,
0x00000001, 0x0000001a, 0x00000055, 0x00000059, 0x0004003d, 0x0000005b, 0x0000005e, 0x0000005d,
0x0008000c, 0x00000023, 0x00000064, 0x00000001, 0x0000002b, 0x0000005a, 0x00000054, 0x00000072,
0x00050051, 0x00000013, 0x00000065, 0x00000064, 0x00000000, 0x00050051, 0x00000013, 0x00000066,
0x00000064, 0x00000001, 0x00050051, 0x00000013, 0x00000067, 0x00000064, 0x00000002, 0x00070050,
0x00000014, 0x00000068, 0x00000065, 0x00000066, 0x00000067, 0x00000061, 0x00040063, 0x0000005e,
0x00000011, 0x00000068, 0x000200f9, 0x0000006b, 0x000200f8, 0x0000006b, 0x000100fd, 0x00010038,
};
+156
View File
@@ -0,0 +1,156 @@
// Generated by tools/build_shaders.py from runtime/shaders/contact_shadow.comp; do not edit.
// source sha256 b452a1920e59c4d83b2c994b0c6573cc1e479f7032a1310a7432d11c5c2e9908
#pragma once
#include <stdint.h>
static const uint32_t contact_shadow_spv[] = {
0x07230203, 0x00010300, 0x000d000b, 0x000001b1, 0x00000000, 0x00020011, 0x00000001, 0x00020011,
0x00000031, 0x0006000b, 0x00000001, 0x4c534c47, 0x6474732e, 0x3035342e, 0x00000000, 0x0003000e,
0x00000000, 0x00000001, 0x0006000f, 0x00000005, 0x00000004, 0x6e69616d, 0x00000000, 0x00000069,
0x00060010, 0x00000004, 0x00000011, 0x00000008, 0x00000008, 0x00000001, 0x00030047, 0x00000027,
0x00000002, 0x00050048, 0x00000027, 0x00000000, 0x00000023, 0x00000000, 0x00050048, 0x00000027,
0x00000001, 0x00000023, 0x00000010, 0x00050048, 0x00000027, 0x00000002, 0x00000023, 0x00000020,
0x00050048, 0x00000027, 0x00000003, 0x00000023, 0x00000030, 0x00040047, 0x00000069, 0x0000000b,
0x0000001c, 0x00040047, 0x00000088, 0x00000021, 0x00000000, 0x00040047, 0x00000088, 0x00000022,
0x00000000, 0x00040047, 0x0000013f, 0x00000021, 0x00000001, 0x00040047, 0x0000013f, 0x00000022,
0x00000000, 0x00040047, 0x0000015c, 0x0000000b, 0x00000019, 0x00020013, 0x00000002, 0x00030021,
0x00000003, 0x00000002, 0x00030016, 0x00000006, 0x00000020, 0x00040017, 0x00000007, 0x00000006,
0x00000002, 0x00040017, 0x0000000a, 0x00000006, 0x00000003, 0x0004002b, 0x00000006, 0x0000001b,
0x40000000, 0x0004002b, 0x00000006, 0x0000001d, 0x3f800000, 0x00040015, 0x00000020, 0x00000020,
0x00000000, 0x0004002b, 0x00000020, 0x00000021, 0x00000000, 0x00040017, 0x00000026, 0x00000006,
0x00000004, 0x0006001e, 0x00000027, 0x00000026, 0x00000026, 0x00000026, 0x00000026, 0x00040020,
0x00000028, 0x00000009, 0x00000027, 0x0004003b, 0x00000028, 0x00000029, 0x00000009, 0x00040015,
0x0000002a, 0x00000020, 0x00000001, 0x0004002b, 0x0000002a, 0x0000002b, 0x00000000, 0x00040020,
0x0000002c, 0x00000009, 0x00000006, 0x0004002b, 0x00000020, 0x00000030, 0x00000001, 0x0004002b,
0x00000020, 0x0000003f, 0x00000002, 0x0004002b, 0x00000006, 0x00000043, 0x3f000000, 0x0004002b,
0x00000006, 0x00000059, 0x4253ee82, 0x0004002b, 0x00000006, 0x0000005b, 0x3d897143, 0x0004002b,
0x00000006, 0x0000005c, 0x3bbf4590, 0x0005002c, 0x00000007, 0x0000005d, 0x0000005b, 0x0000005c,
0x00040017, 0x00000064, 0x0000002a, 0x00000002, 0x00040017, 0x00000067, 0x00000020, 0x00000003,
0x00040020, 0x00000068, 0x00000001, 0x00000067, 0x0004003b, 0x00000068, 0x00000069, 0x00000001,
0x00040017, 0x0000006a, 0x00000020, 0x00000002, 0x00020014, 0x0000006e, 0x0004002b, 0x0000002a,
0x00000072, 0x00000002, 0x00090019, 0x00000085, 0x00000006, 0x00000001, 0x00000000, 0x00000000,
0x00000000, 0x00000001, 0x00000000, 0x0003001b, 0x00000086, 0x00000085, 0x00040020, 0x00000087,
0x00000000, 0x00000086, 0x0004003b, 0x00000087, 0x00000088, 0x00000000, 0x0004002b, 0x00000006,
0x0000008f, 0x00000000, 0x0004002b, 0x00000006, 0x00000092, 0x3f7fbe77, 0x0004002b, 0x00000006,
0x0000009e, 0x42a00000, 0x00040020, 0x000000a8, 0x00000009, 0x00000026, 0x0004002b, 0x0000002a,
0x000000b4, 0x00000001, 0x0004002b, 0x00000020, 0x000000b5, 0x00000003, 0x0004002b, 0x00000006,
0x000000bb, 0x3ecccccd, 0x0004002b, 0x00000006, 0x000000bc, 0x40400000, 0x0004002b, 0x00000006,
0x000000c0, 0x3e19999a, 0x0004002b, 0x00000006, 0x000000c2, 0x3c23d70a, 0x0004002b, 0x00000006,
0x000000cb, 0x3e800000, 0x0004002b, 0x0000002a, 0x000000da, 0x00000010, 0x0004002b, 0x00000006,
0x000000e6, 0xbd4ccccd, 0x0005002c, 0x00000007, 0x000000f0, 0x0000008f, 0x0000008f, 0x00040017,
0x000000f1, 0x0000006e, 0x00000002, 0x0005002c, 0x00000007, 0x000000f8, 0x0000001d, 0x0000001d,
0x0004002b, 0x00000006, 0x00000114, 0x3ca3d70a, 0x0004002b, 0x00000006, 0x00000116, 0x3b03126f,
0x0004002b, 0x00000006, 0x0000012b, 0x42200000, 0x0004002b, 0x0000002a, 0x00000137, 0x00000003,
0x00090019, 0x0000013d, 0x00000006, 0x00000001, 0x00000000, 0x00000000, 0x00000000, 0x00000002,
0x00000008, 0x00040020, 0x0000013e, 0x00000000, 0x0000013d, 0x0004003b, 0x0000013e, 0x0000013f,
0x00000000, 0x0004002b, 0x00000020, 0x0000015b, 0x00000008, 0x0006002c, 0x00000067, 0x0000015c,
0x0000015b, 0x0000015b, 0x00000030, 0x0005002c, 0x00000007, 0x000001ad, 0x00000043, 0x00000043,
0x0004002b, 0x00000006, 0x000001af, 0x3dcccccd, 0x0004002b, 0x00000006, 0x000001b0, 0x3d800000,
0x00050036, 0x00000002, 0x00000004, 0x00000000, 0x00000003, 0x000200f8, 0x00000005, 0x000300f7,
0x0000015d, 0x00000000, 0x000300fb, 0x00000021, 0x0000015e, 0x000200f8, 0x0000015e, 0x0004003d,
0x00000067, 0x0000006b, 0x00000069, 0x0007004f, 0x0000006a, 0x0000006c, 0x0000006b, 0x0000006b,
0x00000000, 0x00000001, 0x0004007c, 0x00000064, 0x0000006d, 0x0000006c, 0x00050051, 0x0000002a,
0x00000071, 0x0000006d, 0x00000000, 0x00060041, 0x0000002c, 0x00000073, 0x00000029, 0x00000072,
0x00000021, 0x0004003d, 0x00000006, 0x00000074, 0x00000073, 0x0004006e, 0x0000002a, 0x00000075,
0x00000074, 0x000500af, 0x0000006e, 0x00000076, 0x00000071, 0x00000075, 0x000400a8, 0x0000006e,
0x00000077, 0x00000076, 0x000300f7, 0x00000079, 0x00000000, 0x000400fa, 0x00000077, 0x00000078,
0x00000079, 0x000200f8, 0x00000078, 0x00050051, 0x0000002a, 0x0000007b, 0x0000006d, 0x00000001,
0x00060041, 0x0000002c, 0x0000007c, 0x00000029, 0x00000072, 0x00000030, 0x0004003d, 0x00000006,
0x0000007d, 0x0000007c, 0x0004006e, 0x0000002a, 0x0000007e, 0x0000007d, 0x000500af, 0x0000006e,
0x0000007f, 0x0000007b, 0x0000007e, 0x000200f9, 0x00000079, 0x000200f8, 0x00000079, 0x000700f5,
0x0000006e, 0x00000080, 0x00000076, 0x0000015e, 0x0000007f, 0x00000078, 0x000300f7, 0x00000082,
0x00000000, 0x000400fa, 0x00000080, 0x00000081, 0x00000082, 0x000200f8, 0x00000081, 0x000200f9,
0x0000015d, 0x000200f8, 0x00000082, 0x0004003d, 0x00000086, 0x00000089, 0x00000088, 0x00040064,
0x00000085, 0x0000008b, 0x00000089, 0x0007005f, 0x00000026, 0x0000008c, 0x0000008b, 0x0000006d,
0x00000002, 0x0000002b, 0x00050051, 0x00000006, 0x0000008d, 0x0000008c, 0x00000000, 0x000500bc,
0x0000006e, 0x00000090, 0x0000008d, 0x0000008f, 0x000500be, 0x0000006e, 0x00000093, 0x0000008d,
0x00000092, 0x000500a6, 0x0000006e, 0x00000094, 0x00000090, 0x00000093, 0x000300f7, 0x00000096,
0x00000000, 0x000400fa, 0x00000094, 0x00000095, 0x00000096, 0x000200f8, 0x00000095, 0x000200f9,
0x0000015d, 0x000200f8, 0x00000096, 0x00060041, 0x0000002c, 0x0000009a, 0x00000029, 0x0000002b,
0x0000003f, 0x0004003d, 0x00000006, 0x0000009b, 0x0000009a, 0x00050085, 0x00000006, 0x0000009c,
0x0000008d, 0x0000009b, 0x000500ba, 0x0000006e, 0x0000009f, 0x0000009c, 0x0000009e, 0x000300f7,
0x000000a1, 0x00000000, 0x000400fa, 0x0000009f, 0x000000a0, 0x000000a1, 0x000200f8, 0x000000a0,
0x000200f9, 0x0000015d, 0x000200f8, 0x000000a1, 0x0004006f, 0x00000007, 0x000000a5, 0x0000006d,
0x00050081, 0x00000007, 0x000000a7, 0x000000a5, 0x000001ad, 0x00050041, 0x000000a8, 0x000000a9,
0x00000029, 0x00000072, 0x0004003d, 0x00000026, 0x000000aa, 0x000000a9, 0x0007004f, 0x00000007,
0x000000ab, 0x000000aa, 0x000000aa, 0x00000002, 0x00000003, 0x00050085, 0x00000007, 0x000000ac,
0x000000a7, 0x000000ab, 0x0005008e, 0x00000007, 0x00000167, 0x000000ac, 0x0000001b, 0x00050083,
0x00000007, 0x00000169, 0x00000167, 0x000000f8, 0x00050051, 0x00000006, 0x0000016b, 0x00000169,
0x00000000, 0x00050085, 0x00000006, 0x0000016d, 0x0000016b, 0x0000009c, 0x00060041, 0x0000002c,
0x0000016e, 0x00000029, 0x0000002b, 0x00000021, 0x0004003d, 0x00000006, 0x0000016f, 0x0000016e,
0x00050088, 0x00000006, 0x00000170, 0x0000016d, 0x0000016f, 0x00050051, 0x00000006, 0x00000172,
0x00000169, 0x00000001, 0x0004007f, 0x00000006, 0x00000173, 0x00000172, 0x00050085, 0x00000006,
0x00000175, 0x00000173, 0x0000009c, 0x00060041, 0x0000002c, 0x00000176, 0x00000029, 0x0000002b,
0x00000030, 0x0004003d, 0x00000006, 0x00000177, 0x00000176, 0x00050088, 0x00000006, 0x00000178,
0x00000175, 0x00000177, 0x0004007f, 0x00000006, 0x0000017a, 0x0000009c, 0x00060050, 0x0000000a,
0x0000017b, 0x00000170, 0x00000178, 0x0000017a, 0x00060041, 0x0000002c, 0x000000b6, 0x00000029,
0x000000b4, 0x000000b5, 0x0004003d, 0x00000006, 0x000000b7, 0x000000b6, 0x00050085, 0x00000006,
0x000000ba, 0x0000009c, 0x000001af, 0x0008000c, 0x00000006, 0x000000bd, 0x00000001, 0x0000002b,
0x000000ba, 0x000000bb, 0x000000bc, 0x00050085, 0x00000006, 0x000000be, 0x000000b7, 0x000000bd,
0x00050085, 0x00000006, 0x000000c3, 0x0000009c, 0x000000c2, 0x00050081, 0x00000006, 0x000000c4,
0x000000c0, 0x000000c3, 0x00050085, 0x00000006, 0x000000c8, 0x000000be, 0x000001b0, 0x00050094,
0x00000006, 0x0000017f, 0x000000a5, 0x0000005d, 0x0006000c, 0x00000006, 0x00000180, 0x00000001,
0x0000000a, 0x0000017f, 0x00050085, 0x00000006, 0x00000181, 0x00000059, 0x00000180, 0x0006000c,
0x00000006, 0x00000182, 0x00000001, 0x0000000a, 0x00000181, 0x00050081, 0x00000006, 0x000000d0,
0x000000cb, 0x00000182, 0x00050085, 0x00000006, 0x000000d1, 0x000000c8, 0x000000d0, 0x000200f9,
0x000000d4, 0x000200f8, 0x000000d4, 0x000700f5, 0x00000006, 0x000001a7, 0x000000d1, 0x000000a1,
0x00000129, 0x000000d7, 0x000700f5, 0x0000002a, 0x000001a6, 0x0000002b, 0x000000a1, 0x00000126,
0x000000d7, 0x000500b1, 0x0000006e, 0x000000db, 0x000001a6, 0x000000da, 0x000400f6, 0x000000d6,
0x000000d7, 0x00000000, 0x000400fa, 0x000000db, 0x000000d5, 0x000000d6, 0x000200f8, 0x000000d5,
0x00050041, 0x000000a8, 0x000000de, 0x00000029, 0x000000b4, 0x0004003d, 0x00000026, 0x000000df,
0x000000de, 0x0008004f, 0x0000000a, 0x000000e0, 0x000000df, 0x000000df, 0x00000000, 0x00000001,
0x00000002, 0x0005008e, 0x0000000a, 0x000000e2, 0x000000e0, 0x000001a7, 0x00050081, 0x0000000a,
0x000000e3, 0x0000017b, 0x000000e2, 0x00050051, 0x00000006, 0x000000e5, 0x000000e3, 0x00000002,
0x000500be, 0x0000006e, 0x000000e7, 0x000000e5, 0x000000e6, 0x000300f7, 0x000000e9, 0x00000000,
0x000400fa, 0x000000e7, 0x000000e8, 0x000000e9, 0x000200f8, 0x000000e8, 0x000200f9, 0x000000d6,
0x000200f8, 0x000000e9, 0x0004007f, 0x00000006, 0x00000188, 0x000000e5, 0x00050051, 0x00000006,
0x0000018a, 0x000000e3, 0x00000000, 0x00050085, 0x00000006, 0x0000018b, 0x00000043, 0x0000018a,
0x00050085, 0x00000006, 0x0000018e, 0x0000018b, 0x0000016f, 0x00050088, 0x00000006, 0x00000190,
0x0000018e, 0x00000188, 0x00050081, 0x00000006, 0x00000191, 0x00000043, 0x00000190, 0x00050051,
0x00000006, 0x00000193, 0x000000e3, 0x00000001, 0x00050085, 0x00000006, 0x00000194, 0x00000043,
0x00000193, 0x00050085, 0x00000006, 0x00000197, 0x00000194, 0x00000177, 0x00050088, 0x00000006,
0x00000199, 0x00000197, 0x00000188, 0x00050083, 0x00000006, 0x0000019a, 0x00000043, 0x00000199,
0x00050050, 0x00000007, 0x0000019b, 0x00000191, 0x0000019a, 0x000500b8, 0x000000f1, 0x000000f2,
0x0000019b, 0x000000f0, 0x0004009a, 0x0000006e, 0x000000f3, 0x000000f2, 0x000400a8, 0x0000006e,
0x000000f4, 0x000000f3, 0x000300f7, 0x000000f6, 0x00000000, 0x000400fa, 0x000000f4, 0x000000f5,
0x000000f6, 0x000200f8, 0x000000f5, 0x000500ba, 0x000000f1, 0x000000f9, 0x0000019b, 0x000000f8,
0x0004009a, 0x0000006e, 0x000000fa, 0x000000f9, 0x000200f9, 0x000000f6, 0x000200f8, 0x000000f6,
0x000700f5, 0x0000006e, 0x000000fb, 0x000000f3, 0x000000e9, 0x000000fa, 0x000000f5, 0x000300f7,
0x000000fd, 0x00000000, 0x000400fa, 0x000000fb, 0x000000fc, 0x000000fd, 0x000200f8, 0x000000fc,
0x000200f9, 0x000000d6, 0x000200f8, 0x000000fd, 0x0004003d, 0x00000086, 0x00000100, 0x00000088,
0x0007004f, 0x00000007, 0x00000104, 0x000000aa, 0x000000aa, 0x00000000, 0x00000001, 0x00050085,
0x00000007, 0x00000105, 0x0000019b, 0x00000104, 0x0004006e, 0x00000064, 0x00000106, 0x00000105,
0x00040064, 0x00000085, 0x00000107, 0x00000100, 0x0007005f, 0x00000026, 0x00000108, 0x00000107,
0x00000106, 0x00000002, 0x0000002b, 0x00050051, 0x00000006, 0x00000109, 0x00000108, 0x00000000,
0x00050085, 0x00000006, 0x0000010c, 0x00000109, 0x0000009b, 0x00050083, 0x00000006, 0x00000112,
0x00000188, 0x0000010c, 0x00050085, 0x00000006, 0x00000117, 0x0000009c, 0x00000116, 0x00050081,
0x00000006, 0x00000118, 0x00000114, 0x00000117, 0x000500ba, 0x0000006e, 0x00000119, 0x00000112,
0x00000118, 0x000500b8, 0x0000006e, 0x0000011c, 0x00000112, 0x000000c4, 0x000500a7, 0x0000006e,
0x0000011d, 0x00000119, 0x0000011c, 0x000300f7, 0x0000011f, 0x00000000, 0x000400fa, 0x0000011d,
0x0000011e, 0x0000011f, 0x000200f8, 0x0000011e, 0x0004006f, 0x00000006, 0x00000121, 0x000001a6,
0x00050085, 0x00000006, 0x00000122, 0x00000121, 0x000001b0, 0x00050083, 0x00000006, 0x00000123,
0x0000001d, 0x00000122, 0x000200f9, 0x000000d6, 0x000200f8, 0x0000011f, 0x000200f9, 0x000000d7,
0x000200f8, 0x000000d7, 0x00050080, 0x0000002a, 0x00000126, 0x000001a6, 0x000000b4, 0x00050081,
0x00000006, 0x00000129, 0x000001a7, 0x000000c8, 0x000200f9, 0x000000d4, 0x000200f8, 0x000000d6,
0x000b00f5, 0x00000006, 0x000001aa, 0x0000008f, 0x000000d4, 0x0000008f, 0x000000e8, 0x0000008f,
0x000000fc, 0x00000123, 0x0000011e, 0x0008000c, 0x00000006, 0x0000012d, 0x00000001, 0x00000031,
0x0000012b, 0x0000009e, 0x0000009c, 0x00050083, 0x00000006, 0x0000012e, 0x0000001d, 0x0000012d,
0x00060041, 0x0000002c, 0x00000130, 0x00000029, 0x0000002b, 0x000000b5, 0x0004003d, 0x00000006,
0x00000131, 0x00000130, 0x00050085, 0x00000006, 0x00000133, 0x00000131, 0x000001aa, 0x00050085,
0x00000006, 0x00000135, 0x00000133, 0x0000012e, 0x00050083, 0x00000006, 0x00000136, 0x0000001d,
0x00000135, 0x00060041, 0x0000002c, 0x00000138, 0x00000029, 0x00000137, 0x00000021, 0x0004003d,
0x00000006, 0x00000139, 0x00000138, 0x000500ba, 0x0000006e, 0x0000013a, 0x00000139, 0x00000043,
0x000300f7, 0x0000013c, 0x00000000, 0x000400fa, 0x0000013a, 0x0000013b, 0x0000013c, 0x000200f8,
0x0000013b, 0x0004003d, 0x0000013d, 0x00000140, 0x0000013f, 0x00070050, 0x00000026, 0x00000143,
0x00000136, 0x00000136, 0x00000136, 0x0000001d, 0x00040063, 0x00000140, 0x0000006d, 0x00000143,
0x000200f9, 0x0000015d, 0x000200f8, 0x0000013c, 0x000500be, 0x0000006e, 0x00000146, 0x00000136,
0x00000092, 0x000300f7, 0x00000148, 0x00000000, 0x000400fa, 0x00000146, 0x00000147, 0x00000148,
0x000200f8, 0x00000147, 0x000200f9, 0x0000015d, 0x000200f8, 0x00000148, 0x0004003d, 0x0000013d,
0x0000014c, 0x0000013f, 0x00050062, 0x00000026, 0x0000014e, 0x0000014c, 0x0000006d, 0x0004003d,
0x0000013d, 0x0000014f, 0x0000013f, 0x0008004f, 0x0000000a, 0x00000152, 0x0000014e, 0x0000014e,
0x00000000, 0x00000001, 0x00000002, 0x0005008e, 0x0000000a, 0x00000154, 0x00000152, 0x00000136,
0x00050051, 0x00000006, 0x00000156, 0x0000014e, 0x00000003, 0x00050051, 0x00000006, 0x00000157,
0x00000154, 0x00000000, 0x00050051, 0x00000006, 0x00000158, 0x00000154, 0x00000001, 0x00050051,
0x00000006, 0x00000159, 0x00000154, 0x00000002, 0x00070050, 0x00000026, 0x0000015a, 0x00000157,
0x00000158, 0x00000159, 0x00000156, 0x00040063, 0x0000014f, 0x0000006d, 0x0000015a, 0x000200f9,
0x0000015d, 0x000200f8, 0x0000015d, 0x000100fd, 0x00010038,
};
+1 -1
View File
@@ -109,7 +109,7 @@ EXCL(16, uint16_t)
EXCL(32, uint32_t)
EXCL(64, uint64_t)
// Exclusive pair of two X registers: one 16-byte-aligned 128-bit access (cmpxchg16b; x86-64-v3 has CX16).
// Exclusive pair of two X registers: one 16-byte-aligned 128-bit access (cmpxchg16b; x86-64-v2 has CX16).
// A pair of two W registers is a 64-bit exclusive and uses ldx64/stx64.
static inline __uint128_t ldxp128(Cpu *c, uint64_t a) {
__uint128_t v = __atomic_load_n((__uint128_t *)(uintptr_t)a, __ATOMIC_ACQUIRE);
+259
View File
@@ -0,0 +1,259 @@
// Discord Rich Presence: "Playing TotK Recomp" with the elapsed play time in the player's Discord status, through
// the local IPC of a running Discord client (platform.h's plat_ipc_*). Nothing leaves the machine but the activity
// itself, and nothing is sent while TOTK_DISCORD_RPC is off (the default: the status is information about the
// player's session). TOTK_DISCORD_APP_ID names the application whose name and artwork Discord shows — the default
// is the project's own application, registered as "TotK Recomp"; a player who wants their own name or
// art registers an application at discord.com/developers and puts its id in totk.ini — and TOTK_DISCORD_IMAGE the
// key of its uploaded art asset.
//
// One host thread owns the connection and never holds a virtual core (kernel.c: host work runs without one). It
// re-reads the settings when cfg_version changes (a menu change reaches it within half a second), connects to the
// first of Discord's discord-ipc-0..9 pipes that answers, and writes the activity again every 60 s: that write is
// the keep-alive, and one that fails closes the connection and tries again 15 s later. Discord clears the status by
// itself when the process ends and the pipe closes, so there is no shutdown path. Every answer frame is read and
// discarded: unread, they would fill the pipe's buffer and block the client's writes.
//
// The protocol is the documented IPC one (discord-rpc's src/rpc_connection.h): a frame is <opcode u32 little
// endian><length u32><length bytes of JSON>, with Handshake 0, Frame 1, Close 2, Ping 3 and Pong 4. The handshake
// (opcode 0) carries {"v":1,"client_id":...} and is answered by a Ready frame (opcode 1); every command,
// SET_ACTIVITY here, is a frame (opcode 1) answered by one, and a Ping the client sends is echoed as a Pong. A
// client that speaks another numbering (an early arRPC did) answers the handshake with a Close. --probe-discord
// runs the same exchange once, without the game and without the setting being on.
#include <stdint.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include "cfg.h"
#include "host.h"
#include "platform/platform.h"
enum { OP_HANDSHAKE = 0, OP_FRAME = 1, OP_CLOSE = 2, OP_PING = 3, OP_PONG = 4 };
#define APP_ID_CAP 24 // a Discord snowflake: at most 20 digits
#define IMAGE_KEY_CAP 64
#define ANSWER_CAP 8192 // the Ready frame carries the client's config; a few KiB
// A settings value that fits the JSON below without escaping: the app id is digits, an asset key letters, digits,
// '_' and '-' (what Discord's developer portal accepts for an asset key).
static int valid_app_id(const char *s) {
size_t n = strlen(s);
if (!n || n > 20) return 0;
for (const char *p = s; *p; p++)
if (*p < '0' || *p > '9') return 0;
return 1;
}
static int valid_image_key(const char *s) {
size_t n = strlen(s);
if (!n || n >= IMAGE_KEY_CAP) return 0;
for (const char *p = s; *p; p++)
if ((*p < 'a' || *p > 'z') && (*p < 'A' || *p > 'Z') && (*p < '0' || *p > '9') && *p != '_' && *p != '-')
return 0;
return 1;
}
// The setting's value, or its default when the value does not fit the protocol (logged: the player sees why their
// own app does not show). Called on the presence thread and by the probe, after cfg_version changed or once.
static void read_setting(const char *name, char *out, size_t cap, int (*valid)(const char *)) {
const char *v = cfg_value(name);
if (valid(v)) {
snprintf(out, cap, "%s", v);
return;
}
snprintf(out, cap, "%s", cfg_meta(name)->def);
rt_log("discord: %s does not fit what the Rich Presence protocol takes; using %s", name + strlen("TOTK_"), out);
}
static void le32(uint8_t *at, uint32_t v) {
at[0] = (uint8_t)v, at[1] = (uint8_t)(v >> 8), at[2] = (uint8_t)(v >> 16), at[3] = (uint8_t)(v >> 24);
}
static int write_frame(PlatIpc *p, uint32_t op, const char *json) {
uint8_t head[8];
le32(head, op);
le32(head + 4, (uint32_t)strlen(json));
return plat_ipc_write(p, head, sizeof head) && plat_ipc_write(p, json, strlen(json));
}
// One frame off the wire, its 8-byte header in as many reads as the peer made, then its payload; a payload longer
// than cap-1 fills buf with its first cap-1 bytes and the rest is still consumed. *op gets the opcode; buf is
// NUL-terminated. 1 on a whole frame, 0 when the deadline passed, -1 when the connection broke.
static int read_one_frame(PlatIpc *p, uint32_t *op, char *buf, size_t cap, uint64_t deadline) {
uint8_t head[8];
size_t got = 0;
while (got < sizeof head) {
uint32_t left = deadline > plat_now_ms() ? (uint32_t)(deadline - plat_now_ms()) : 0;
int n = plat_ipc_read(p, head + got, sizeof head - got, left);
if (n < 0) return -1;
if (!n) {
if (plat_now_ms() >= deadline) return 0;
continue;
}
got += (size_t)n;
}
*op = head[0] | head[1] << 8 | head[2] << 16 | (uint32_t)head[3] << 24;
uint32_t len = head[4] | head[5] << 8 | head[6] << 16 | (uint32_t)head[7] << 24;
size_t taken = 0;
while (taken < len) {
size_t want = len - taken > cap - 1 ? cap - 1 : len - taken;
uint32_t left = deadline > plat_now_ms() ? (uint32_t)(deadline - plat_now_ms()) : 0;
int n = plat_ipc_read(p, buf, want, left);
if (n < 0) return -1;
if (!n) {
if (plat_now_ms() >= deadline) return 0;
continue;
}
taken += (size_t)n;
}
buf[taken < cap - 1 ? taken : cap - 1] = 0;
return 1;
}
// The next frame that is not a Ping: a Ping the client sent to see we are alive is echoed as a Pong with its own
// payload, a Close (the client told us it is done) counts as a broken connection so the caller connects again
// later. Same return values as read_one_frame; the deadline covers the whole exchange.
static int read_frame(PlatIpc *p, uint32_t *op, char *buf, size_t cap, uint32_t ms) {
uint64_t deadline = plat_now_ms() + ms;
for (;;) {
int r = read_one_frame(p, op, buf, cap, deadline);
if (r != 1) return r;
if (*op == OP_PING) {
uint8_t head[8];
size_t n = strlen(buf);
le32(head, OP_PONG);
le32(head + 4, (uint32_t)n);
if (!plat_ipc_write(p, head, sizeof head) || !plat_ipc_write(p, buf, n)) return -1;
continue;
}
if (*op == OP_CLOSE) return -1;
return 1;
}
}
// The first of Discord's pipes that completes a handshake. NULL when no client is running or none answered in time;
// the caller tries again later.
static PlatIpc *connect_client(const char *app_id) {
for (int i = 0; i < 10; i++) {
char name[32], json[160];
snprintf(name, sizeof name, "discord-ipc-%d", i);
PlatIpc *p = plat_ipc_connect(name);
if (!p) continue;
snprintf(json, sizeof json, "{\"v\":1,\"client_id\":\"%s\"}", app_id);
if (!write_frame(p, OP_HANDSHAKE, json)) {
plat_ipc_close(p);
continue;
}
uint32_t op = 0;
char answer[ANSWER_CAP];
if (read_frame(p, &op, answer, sizeof answer, 2000) == 1 && op == OP_FRAME) return p; // the Ready event
plat_ipc_close(p); // this pipe answered but not with a Ready frame in 2 s: the next may belong to a client
}
return NULL;
}
static uint32_t next_nonce(void) {
static volatile int32_t n;
return (uint32_t)plat_inc32(&n);
}
// The activity as one SET_ACTIVITY frame: the game update and the port version as the details line ("Game 1.4.3 ·
// Recomp 0.3.7": the port version without its +commit suffix, the art's hover text keeps the full one; the dot goes
// as a JSON escape), the process's start as the timestamp Discord counts the elapsed time from, and the application's
// art asset. 1 when the client answered (a slow answer that ran out of the 2 s read is fine: the next drain takes
// it), 0 when the connection broke.
static int send_activity(PlatIpc *p, const char *image) {
char json[512];
int v = rt_game_version;
uint64_t start = (plat_unix_time_ns() - plat_process_uptime_ns()) / 1000000000ull;
int port_len = (int)strcspn(rt_port_version, "+");
snprintf(json, sizeof json,
"{\"cmd\":\"SET_ACTIVITY\",\"nonce\":\"%u\",\"args\":{\"pid\":%lu,\"activity\":{\"details\":\"Game "
"%d.%d.%d \\u00b7 Recomp %.*s\",\"timestamps\":{\"start\":%llu},\"assets\":{\"large_image\":\"%s\","
"\"large_text\":\"TotK Recomp %s\"}}}}",
next_nonce(), (unsigned long)plat_process_id(), v / 100, v / 10 % 10, v % 10, port_len, rt_port_version,
(unsigned long long)start, image, rt_port_version);
if (!write_frame(p, OP_FRAME, json)) return 0;
uint32_t op = 0;
char answer[ANSWER_CAP];
return read_frame(p, &op, answer, sizeof answer, 2000) >= 0;
}
// ---- the presence thread
static void discord_main(void *arg) {
(void)arg;
unsigned seen = 0;
char app_id[APP_ID_CAP], image[IMAGE_KEY_CAP];
read_setting("TOTK_DISCORD_APP_ID", app_id, sizeof app_id, valid_app_id);
read_setting("TOTK_DISCORD_IMAGE", image, sizeof image, valid_image_key);
PlatIpc *ipc = NULL;
uint64_t retry_at = 0, send_at = 0;
int said_no_client = 0;
for (;;) {
unsigned v = cfg_version();
if (v != seen) { // the settings changed (the menu writes them): pick the new ones up at once
seen = v;
read_setting("TOTK_DISCORD_APP_ID", app_id, sizeof app_id, valid_app_id);
read_setting("TOTK_DISCORD_IMAGE", image, sizeof image, valid_image_key);
if (ipc) plat_ipc_close(ipc), ipc = NULL; // the new app id needs a new handshake; the image is resent
said_no_client = 0;
}
if (!cfg_bool("TOTK_DISCORD_RPC")) {
if (ipc) plat_ipc_close(ipc), ipc = NULL;
plat_sleep_ms(500);
continue;
}
if (!ipc && plat_now_ms() >= retry_at) {
ipc = connect_client(app_id);
if (!ipc) {
retry_at = plat_now_ms() + 15000;
if (!said_no_client)
rt_log("discord: no client is running; trying again every 15 s while the setting is on");
said_no_client = 1;
} else {
rt_log("discord: connected (app %s)", app_id);
send_at = 0;
said_no_client = 0;
}
}
if (ipc && plat_now_ms() >= send_at) {
if (send_activity(ipc, image)) {
send_at = plat_now_ms() + 60000;
} else {
rt_log("discord: the connection broke; reconnecting");
plat_ipc_close(ipc);
ipc = NULL;
retry_at = plat_now_ms() + 15000;
}
}
plat_sleep_ms(500);
}
}
void discord_init(void) {
if (!plat_thread_spawn(discord_main, NULL, "discord", 0)) rt_log("discord: cannot start the presence thread");
}
// ---- --probe-discord: the exchange above without the game and the setting; needs no game files
int probe_discord(void) {
static int fails;
#define CHECK(c, what) do { if (!(c)) { fails++; fprintf(stderr, "FAIL discord: %s\n", what); } } while (0)
char app_id[APP_ID_CAP], image[IMAGE_KEY_CAP];
read_setting("TOTK_DISCORD_APP_ID", app_id, sizeof app_id, valid_app_id);
read_setting("TOTK_DISCORD_IMAGE", image, sizeof image, valid_image_key);
PlatIpc *p = connect_client(app_id);
if (!p) {
fprintf(stderr, "discord: probe skipped: no client on discord-ipc-0..9\n");
return 0;
}
fprintf(stderr, "discord: connected (app %s)\n", app_id);
CHECK(send_activity(p, image), "SET_ACTIVITY written and answered");
fprintf(stderr, "discord: activity set; the status shows it for ten seconds, then the connection closes\n");
plat_sleep_ms(10000);
plat_ipc_close(p);
fprintf(stderr, "discord: probe %s\n", fails ? "FAILED" : "passed");
return fails != 0;
#undef CHECK
}
+9 -17
View File
@@ -12,17 +12,13 @@
// is also fixed at init; they are looked up only after the flat table misses.
#include "dispatch.h"
#include "host.h"
#include "platform/platform.h"
#include <stdarg.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#ifdef _WIN32
#include <windows.h>
#else
#include <sys/mman.h>
#endif
#define TABLE_SPAN_LIMIT (1ull << 30) // guest bytes covered by the table, and its size in bytes
#define HOST_CAP 8192 // host function registry, power of two
@@ -51,6 +47,12 @@ void rt_fatal(const char *fmt, ...) {
rt_vlogf(fmt, ap);
rt_log_raw("\n", 1);
va_end(ap);
// A failed allocation (malloc, realloc, VirtualAlloc) means the commit limit was reached: this line tells a leak of
// ours (process private bytes near the limit) from a machine short of page file.
double proc, used, limit;
plat_commit_info(&proc, &used, &limit);
rt_log("fatal: memory commit: this process %.0f MB, the system %.0f of %.0f MB", proc, used, limit);
kern_free_cores_note();
fflush(stdout);
fflush(stderr);
_Exit(70);
@@ -92,21 +94,11 @@ void rt_register_host(uint64_t addr, GuestFn fn) {
}
static void *table_alloc(uint64_t bytes) {
#ifdef _WIN32
return VirtualAlloc(NULL, bytes, MEM_RESERVE | MEM_COMMIT, PAGE_READWRITE); // zero pages, backed on first write
#else
void *p = mmap(NULL, bytes, PROT_READ | PROT_WRITE, MAP_PRIVATE | MAP_ANONYMOUS | MAP_NORESERVE, -1, 0);
return p == MAP_FAILED ? NULL : p;
#endif
return plat_mem_alloc(bytes); // zero pages, backed on first write
}
static void table_seal(void *p, uint64_t bytes) {
#ifdef _WIN32
DWORD old;
if (!VirtualProtect(p, bytes, PAGE_READONLY, &old)) rt_fatal("dispatch: VirtualProtect failed (%lu)", GetLastError());
#else
if (mprotect(p, bytes, PROT_READ)) rt_fatal("dispatch: mprotect failed");
#endif
if (!plat_mem_protect((uint64_t)(uintptr_t)p, bytes, PLAT_PROT_READ)) rt_fatal("dispatch: sealing the table failed");
}
void rt_dispatch_init(const RtModule *mods, int count) {
+66
View File
@@ -0,0 +1,66 @@
// Generated by tools/make_dlaa_mask.py: DLSS's reactive mask pass (vk_dlaa.c mask_pass). Do not edit.
#pragma once
#include <stdint.h>
static const uint32_t dlaa_mask_spv[] = {
0x07230203, 0x00010000, 0x00000000, 0x00000055, 0x00000000, 0x00020011, 0x00000001, 0x00020011,
0x00000031, 0x0006000b, 0x00000001, 0x4c534c47, 0x6474732e, 0x3035342e, 0x00000000, 0x0003000e,
0x00000000, 0x00000001, 0x0006000f, 0x00000005, 0x00000002, 0x6e69616d, 0x00000000, 0x0000001b,
0x00060010, 0x00000002, 0x00000011, 0x00000008, 0x00000008, 0x00000001, 0x00040047, 0x0000001b,
0x0000000b, 0x0000001c, 0x00040047, 0x00000018, 0x00000022, 0x00000000, 0x00040047, 0x00000018,
0x00000021, 0x00000000, 0x00040047, 0x00000019, 0x00000022, 0x00000000, 0x00040047, 0x00000019,
0x00000021, 0x00000001, 0x00040047, 0x0000001a, 0x00000022, 0x00000000, 0x00040047, 0x0000001a,
0x00000021, 0x00000002, 0x00030047, 0x0000001a, 0x00000019, 0x00030047, 0x00000015, 0x00000002,
0x00050048, 0x00000015, 0x00000000, 0x00000023, 0x00000000, 0x00020013, 0x00000003, 0x00030021,
0x00000004, 0x00000003, 0x00020014, 0x00000005, 0x00030016, 0x00000006, 0x00000020, 0x00040015,
0x00000007, 0x00000020, 0x00000001, 0x00040015, 0x00000008, 0x00000020, 0x00000000, 0x00040017,
0x00000009, 0x00000006, 0x00000002, 0x00040017, 0x0000000a, 0x00000006, 0x00000003, 0x00040017,
0x0000000b, 0x00000006, 0x00000004, 0x00040017, 0x0000000c, 0x00000007, 0x00000002, 0x00040017,
0x0000000d, 0x00000008, 0x00000002, 0x00040017, 0x0000000e, 0x00000008, 0x00000003, 0x00090019,
0x0000000f, 0x00000006, 0x00000001, 0x00000000, 0x00000000, 0x00000000, 0x00000001, 0x00000000,
0x0003001b, 0x00000010, 0x0000000f, 0x00090019, 0x00000011, 0x00000006, 0x00000001, 0x00000000,
0x00000000, 0x00000000, 0x00000002, 0x0000000f, 0x00040020, 0x00000012, 0x00000000, 0x00000010,
0x00040020, 0x00000013, 0x00000000, 0x00000011, 0x00040020, 0x00000014, 0x00000001, 0x0000000e,
0x0003001e, 0x00000015, 0x0000000b, 0x00040020, 0x00000016, 0x00000009, 0x00000015, 0x00040020,
0x00000017, 0x00000009, 0x0000000b, 0x0004002b, 0x00000007, 0x0000001d, 0x00000000, 0x0004002b,
0x00000006, 0x0000001e, 0x00000000, 0x0004002b, 0x00000006, 0x0000001f, 0x3f800000, 0x0004002b,
0x00000006, 0x00000020, 0x38d1b717, 0x0004003b, 0x00000012, 0x00000018, 0x00000000, 0x0004003b,
0x00000012, 0x00000019, 0x00000000, 0x0004003b, 0x00000013, 0x0000001a, 0x00000000, 0x0004003b,
0x00000014, 0x0000001b, 0x00000001, 0x0004003b, 0x00000016, 0x0000001c, 0x00000009, 0x00050036,
0x00000003, 0x00000002, 0x00000000, 0x00000004, 0x000200f8, 0x00000021, 0x00050041, 0x00000017,
0x00000024, 0x0000001c, 0x0000001d, 0x0004003d, 0x0000000b, 0x00000025, 0x00000024, 0x0004003d,
0x0000000e, 0x00000026, 0x0000001b, 0x0007004f, 0x0000000d, 0x00000027, 0x00000026, 0x00000026,
0x00000000, 0x00000001, 0x00050051, 0x00000008, 0x00000028, 0x00000026, 0x00000000, 0x00040070,
0x00000006, 0x00000029, 0x00000028, 0x00050051, 0x00000008, 0x0000002a, 0x00000026, 0x00000001,
0x00040070, 0x00000006, 0x0000002b, 0x0000002a, 0x00050051, 0x00000006, 0x0000002c, 0x00000025,
0x00000000, 0x00050051, 0x00000006, 0x0000002d, 0x00000025, 0x00000001, 0x000500b8, 0x00000005,
0x0000002e, 0x00000029, 0x0000002c, 0x000500b8, 0x00000005, 0x0000002f, 0x0000002b, 0x0000002d,
0x000500a7, 0x00000005, 0x00000030, 0x0000002e, 0x0000002f, 0x000300f7, 0x00000023, 0x00000000,
0x000400fa, 0x00000030, 0x00000022, 0x00000023, 0x000200f8, 0x00000022, 0x0004007c, 0x0000000c,
0x00000031, 0x00000027, 0x0004003d, 0x00000010, 0x00000032, 0x00000018, 0x00040064, 0x0000000f,
0x00000033, 0x00000032, 0x0007005f, 0x0000000b, 0x00000034, 0x00000033, 0x00000031, 0x00000002,
0x0000001d, 0x0008004f, 0x0000000a, 0x00000035, 0x00000034, 0x00000034, 0x00000000, 0x00000001,
0x00000002, 0x0004003d, 0x00000010, 0x00000036, 0x00000019, 0x00040064, 0x0000000f, 0x00000037,
0x00000036, 0x0007005f, 0x0000000b, 0x00000038, 0x00000037, 0x00000031, 0x00000002, 0x0000001d,
0x0008004f, 0x0000000a, 0x00000039, 0x00000038, 0x00000038, 0x00000000, 0x00000001, 0x00000002,
0x00050083, 0x0000000a, 0x0000003a, 0x00000039, 0x00000035, 0x0006000c, 0x0000000a, 0x0000003b,
0x00000001, 0x00000004, 0x0000003a, 0x00050051, 0x00000006, 0x0000003c, 0x0000003b, 0x00000000,
0x00050051, 0x00000006, 0x0000003d, 0x0000003b, 0x00000001, 0x00050051, 0x00000006, 0x0000003e,
0x0000003b, 0x00000002, 0x0007000c, 0x00000006, 0x0000003f, 0x00000001, 0x00000028, 0x0000003c,
0x0000003d, 0x0007000c, 0x00000006, 0x00000040, 0x00000001, 0x00000028, 0x0000003f, 0x0000003e,
0x00050051, 0x00000006, 0x00000041, 0x00000039, 0x00000000, 0x00050051, 0x00000006, 0x00000042,
0x00000039, 0x00000001, 0x00050051, 0x00000006, 0x00000043, 0x00000039, 0x00000002, 0x0007000c,
0x00000006, 0x00000044, 0x00000001, 0x00000028, 0x00000041, 0x00000042, 0x0007000c, 0x00000006,
0x00000045, 0x00000001, 0x00000028, 0x00000044, 0x00000043, 0x00050051, 0x00000006, 0x00000046,
0x00000035, 0x00000000, 0x00050051, 0x00000006, 0x00000047, 0x00000035, 0x00000001, 0x00050051,
0x00000006, 0x00000048, 0x00000035, 0x00000002, 0x0007000c, 0x00000006, 0x00000049, 0x00000001,
0x00000028, 0x00000046, 0x00000047, 0x0007000c, 0x00000006, 0x0000004a, 0x00000001, 0x00000028,
0x00000049, 0x00000048, 0x0007000c, 0x00000006, 0x0000004b, 0x00000001, 0x00000028, 0x00000045,
0x0000004a, 0x0007000c, 0x00000006, 0x0000004c, 0x00000001, 0x00000028, 0x0000004b, 0x00000020,
0x00050088, 0x00000006, 0x0000004d, 0x00000040, 0x0000004c, 0x00050051, 0x00000006, 0x0000004e,
0x00000025, 0x00000002, 0x00050051, 0x00000006, 0x0000004f, 0x00000025, 0x00000003, 0x00050083,
0x00000006, 0x00000050, 0x0000004d, 0x0000004e, 0x00050085, 0x00000006, 0x00000051, 0x00000050,
0x0000004f, 0x0008000c, 0x00000006, 0x00000052, 0x00000001, 0x0000002b, 0x00000051, 0x0000001e,
0x0000001f, 0x00070050, 0x0000000b, 0x00000053, 0x00000052, 0x00000052, 0x00000052, 0x00000052,
0x0004003d, 0x00000011, 0x00000054, 0x0000001a, 0x00040063, 0x00000054, 0x00000031, 0x00000053,
0x000200f9, 0x00000023, 0x000200f8, 0x00000023, 0x000100fd, 0x00010038
};
+162
View File
@@ -0,0 +1,162 @@
// Generated by tools/build_shaders.py from runtime/shaders/dlaa_mv.comp; do not edit.
// source sha256 e96a6d2d0cec26c47a76280363077c5982919bedc984f20ae9f1d185dc6ae674
#pragma once
#include <stdint.h>
static const uint32_t dlaa_mv_spv[] = {
0x07230203, 0x00010300, 0x000d000b, 0x0000019a, 0x00000000, 0x00020011, 0x00000001, 0x00020011,
0x00000031, 0x0006000b, 0x00000001, 0x4c534c47, 0x6474732e, 0x3035342e, 0x00000000, 0x0003000e,
0x00000000, 0x00000001, 0x0006000f, 0x00000005, 0x00000004, 0x6e69616d, 0x00000000, 0x00000036,
0x00060010, 0x00000004, 0x00000011, 0x00000008, 0x00000008, 0x00000001, 0x00040047, 0x00000036,
0x0000000b, 0x0000001c, 0x00030047, 0x00000041, 0x00000002, 0x00050048, 0x00000041, 0x00000000,
0x00000023, 0x00000000, 0x00050048, 0x00000041, 0x00000001, 0x00000023, 0x00000008, 0x00050048,
0x00000041, 0x00000002, 0x00000023, 0x00000010, 0x00050048, 0x00000041, 0x00000003, 0x00000023,
0x00000014, 0x00040047, 0x0000005d, 0x00000021, 0x00000000, 0x00040047, 0x0000005d, 0x00000022,
0x00000000, 0x00040047, 0x00000086, 0x00000006, 0x00000010, 0x00030047, 0x00000087, 0x00000002,
0x00050048, 0x00000087, 0x00000000, 0x00000023, 0x00000000, 0x00040047, 0x00000089, 0x00000021,
0x00000002, 0x00040047, 0x00000089, 0x00000022, 0x00000000, 0x00040047, 0x0000009d, 0x00000006,
0x00000010, 0x00030047, 0x0000009e, 0x00000002, 0x00050048, 0x0000009e, 0x00000000, 0x00000023,
0x00000000, 0x00040047, 0x000000a0, 0x00000021, 0x00000003, 0x00040047, 0x000000a0, 0x00000022,
0x00000000, 0x00030047, 0x000000e7, 0x00000019, 0x00040047, 0x000000e7, 0x00000021, 0x00000001,
0x00040047, 0x000000e7, 0x00000022, 0x00000000, 0x00040047, 0x000000f6, 0x00000021, 0x00000004,
0x00040047, 0x000000f6, 0x00000022, 0x00000000, 0x00030047, 0x00000101, 0x00000019, 0x00040047,
0x00000101, 0x00000021, 0x00000007, 0x00040047, 0x00000101, 0x00000022, 0x00000000, 0x00030047,
0x0000012a, 0x00000018, 0x00040047, 0x0000012a, 0x00000021, 0x00000006, 0x00040047, 0x0000012a,
0x00000022, 0x00000000, 0x00030047, 0x0000013b, 0x00000019, 0x00040047, 0x0000013b, 0x00000021,
0x00000005, 0x00040047, 0x0000013b, 0x00000022, 0x00000000, 0x00040047, 0x00000146, 0x0000000b,
0x00000019, 0x00020013, 0x00000002, 0x00030021, 0x00000003, 0x00000002, 0x00030016, 0x00000006,
0x00000020, 0x00040017, 0x00000007, 0x00000006, 0x00000004, 0x00040018, 0x00000009, 0x00000007,
0x00000004, 0x0004002b, 0x00000006, 0x00000015, 0x3f800000, 0x0004002b, 0x00000006, 0x00000016,
0x00000000, 0x00040015, 0x0000002f, 0x00000020, 0x00000001, 0x00040017, 0x00000030, 0x0000002f,
0x00000002, 0x00040015, 0x00000033, 0x00000020, 0x00000000, 0x00040017, 0x00000034, 0x00000033,
0x00000003, 0x00040020, 0x00000035, 0x00000001, 0x00000034, 0x0004003b, 0x00000035, 0x00000036,
0x00000001, 0x00040017, 0x00000037, 0x00000033, 0x00000002, 0x00020014, 0x0000003b, 0x0004002b,
0x00000033, 0x0000003c, 0x00000000, 0x00040017, 0x00000040, 0x00000006, 0x00000002, 0x0006001e,
0x00000041, 0x00000040, 0x00000040, 0x00000006, 0x00000006, 0x00040020, 0x00000042, 0x00000009,
0x00000041, 0x0004003b, 0x00000042, 0x00000043, 0x00000009, 0x0004002b, 0x0000002f, 0x00000044,
0x00000000, 0x00040020, 0x00000045, 0x00000009, 0x00000006, 0x0004002b, 0x00000033, 0x0000004d,
0x00000001, 0x00090019, 0x0000005a, 0x00000006, 0x00000001, 0x00000000, 0x00000000, 0x00000000,
0x00000001, 0x00000000, 0x0003001b, 0x0000005b, 0x0000005a, 0x00040020, 0x0000005c, 0x00000000,
0x0000005b, 0x0004003b, 0x0000005c, 0x0000005d, 0x00000000, 0x0004002b, 0x00000006, 0x00000067,
0x3f000000, 0x0004002b, 0x0000002f, 0x0000006a, 0x00000001, 0x00040020, 0x0000006b, 0x00000009,
0x00000040, 0x0004002b, 0x00000006, 0x00000075, 0x40000000, 0x0004002b, 0x00000033, 0x00000085,
0x00000010, 0x0004001c, 0x00000086, 0x00000007, 0x00000085, 0x0003001e, 0x00000087, 0x00000086,
0x00040020, 0x00000088, 0x00000002, 0x00000087, 0x0004003b, 0x00000088, 0x00000089, 0x00000002,
0x0004002b, 0x0000002f, 0x0000008a, 0x00000003, 0x0004002b, 0x0000002f, 0x0000008b, 0x00000004,
0x0004002b, 0x0000002f, 0x0000008c, 0x00000005, 0x0004002b, 0x0000002f, 0x0000008d, 0x00000006,
0x00040020, 0x0000008f, 0x00000002, 0x00000007, 0x0004001c, 0x0000009d, 0x00000007, 0x00000085,
0x0003001e, 0x0000009e, 0x0000009d, 0x00040020, 0x0000009f, 0x00000002, 0x0000009e, 0x0004003b,
0x0000009f, 0x000000a0, 0x00000002, 0x0005002c, 0x00000040, 0x000000b4, 0x00000016, 0x00000016,
0x0004002b, 0x00000006, 0x000000b9, 0x2b8cbccc, 0x0004002b, 0x00000006, 0x000000c7, 0x358637bd,
0x00090019, 0x000000e5, 0x00000006, 0x00000001, 0x00000000, 0x00000000, 0x00000000, 0x00000002,
0x00000007, 0x00040020, 0x000000e6, 0x00000000, 0x000000e5, 0x0004003b, 0x000000e6, 0x000000e7,
0x00000000, 0x0004002b, 0x0000002f, 0x000000ee, 0x00000002, 0x0004003b, 0x0000005c, 0x000000f6,
0x00000000, 0x0004002b, 0x00000006, 0x000000fc, 0x3e808081, 0x00090019, 0x000000ff, 0x00000006,
0x00000001, 0x00000000, 0x00000000, 0x00000000, 0x00000002, 0x0000000f, 0x00040020, 0x00000100,
0x00000000, 0x000000ff, 0x0004003b, 0x00000100, 0x00000101, 0x00000000, 0x0004002b, 0x0000002f,
0x00000119, 0xffffffff, 0x0004003b, 0x00000100, 0x0000012a, 0x00000000, 0x0005002c, 0x00000030,
0x00000131, 0x00000044, 0x00000044, 0x0004003b, 0x00000100, 0x0000013b, 0x00000000, 0x0004002b,
0x00000033, 0x00000145, 0x00000008, 0x0006002c, 0x00000034, 0x00000146, 0x00000145, 0x00000145,
0x0000004d, 0x0005002c, 0x00000040, 0x00000197, 0x00000067, 0x00000067, 0x0005002c, 0x00000030,
0x00000199, 0x0000006a, 0x0000006a, 0x00050036, 0x00000002, 0x00000004, 0x00000000, 0x00000003,
0x000200f8, 0x00000005, 0x000300f7, 0x00000147, 0x00000000, 0x000300fb, 0x0000003c, 0x00000148,
0x000200f8, 0x00000148, 0x0004003d, 0x00000034, 0x00000038, 0x00000036, 0x0007004f, 0x00000037,
0x00000039, 0x00000038, 0x00000038, 0x00000000, 0x00000001, 0x0004007c, 0x00000030, 0x0000003a,
0x00000039, 0x00050051, 0x0000002f, 0x0000003f, 0x0000003a, 0x00000000, 0x00060041, 0x00000045,
0x00000046, 0x00000043, 0x00000044, 0x0000003c, 0x0004003d, 0x00000006, 0x00000047, 0x00000046,
0x0004006e, 0x0000002f, 0x00000048, 0x00000047, 0x000500af, 0x0000003b, 0x00000049, 0x0000003f,
0x00000048, 0x000400a8, 0x0000003b, 0x0000004a, 0x00000049, 0x000300f7, 0x0000004c, 0x00000000,
0x000400fa, 0x0000004a, 0x0000004b, 0x0000004c, 0x000200f8, 0x0000004b, 0x00050051, 0x0000002f,
0x0000004f, 0x0000003a, 0x00000001, 0x00060041, 0x00000045, 0x00000050, 0x00000043, 0x00000044,
0x0000004d, 0x0004003d, 0x00000006, 0x00000051, 0x00000050, 0x0004006e, 0x0000002f, 0x00000052,
0x00000051, 0x000500af, 0x0000003b, 0x00000053, 0x0000004f, 0x00000052, 0x000200f9, 0x0000004c,
0x000200f8, 0x0000004c, 0x000700f5, 0x0000003b, 0x00000054, 0x00000049, 0x00000148, 0x00000053,
0x0000004b, 0x000300f7, 0x00000056, 0x00000000, 0x000400fa, 0x00000054, 0x00000055, 0x00000056,
0x000200f8, 0x00000055, 0x000200f9, 0x00000147, 0x000200f8, 0x00000056, 0x0004003d, 0x0000005b,
0x0000005e, 0x0000005d, 0x00040064, 0x0000005a, 0x00000060, 0x0000005e, 0x0007005f, 0x00000007,
0x00000061, 0x00000060, 0x0000003a, 0x00000002, 0x00000044, 0x00050051, 0x00000006, 0x00000062,
0x00000061, 0x00000000, 0x0004006f, 0x00000040, 0x00000066, 0x0000003a, 0x00050081, 0x00000040,
0x00000069, 0x00000066, 0x00000197, 0x00050041, 0x0000006b, 0x0000006c, 0x00000043, 0x0000006a,
0x0004003d, 0x00000040, 0x0000006d, 0x0000006c, 0x00050083, 0x00000040, 0x0000006e, 0x00000069,
0x0000006d, 0x00050051, 0x00000006, 0x00000071, 0x0000006e, 0x00000000, 0x00050088, 0x00000006,
0x00000074, 0x00000071, 0x00000047, 0x00050085, 0x00000006, 0x00000076, 0x00000074, 0x00000075,
0x00050083, 0x00000006, 0x00000077, 0x00000076, 0x00000015, 0x00050051, 0x00000006, 0x00000079,
0x0000006e, 0x00000001, 0x00060041, 0x00000045, 0x0000007a, 0x00000043, 0x00000044, 0x0000004d,
0x0004003d, 0x00000006, 0x0000007b, 0x0000007a, 0x00050088, 0x00000006, 0x0000007c, 0x00000079,
0x0000007b, 0x00050085, 0x00000006, 0x0000007d, 0x0000007c, 0x00000075, 0x00050083, 0x00000006,
0x0000007e, 0x00000015, 0x0000007d, 0x00050085, 0x00000006, 0x00000080, 0x00000062, 0x00000075,
0x00050083, 0x00000006, 0x00000081, 0x00000080, 0x00000015, 0x00070050, 0x00000007, 0x00000082,
0x00000077, 0x0000007e, 0x00000081, 0x00000015, 0x00060041, 0x0000008f, 0x00000090, 0x00000089,
0x00000044, 0x0000008a, 0x0004003d, 0x00000007, 0x00000091, 0x00000090, 0x00060041, 0x0000008f,
0x00000093, 0x00000089, 0x00000044, 0x0000008b, 0x0004003d, 0x00000007, 0x00000094, 0x00000093,
0x00060041, 0x0000008f, 0x00000096, 0x00000089, 0x00000044, 0x0000008c, 0x0004003d, 0x00000007,
0x00000097, 0x00000096, 0x00060041, 0x0000008f, 0x00000099, 0x00000089, 0x00000044, 0x0000008d,
0x0004003d, 0x00000007, 0x0000009a, 0x00000099, 0x00070050, 0x00000009, 0x00000167, 0x00000091,
0x00000094, 0x00000097, 0x0000009a, 0x00040054, 0x00000009, 0x00000168, 0x00000167, 0x00060041,
0x0000008f, 0x000000a2, 0x000000a0, 0x00000044, 0x0000008a, 0x0004003d, 0x00000007, 0x000000a3,
0x000000a2, 0x00060041, 0x0000008f, 0x000000a5, 0x000000a0, 0x00000044, 0x0000008b, 0x0004003d,
0x00000007, 0x000000a6, 0x000000a5, 0x00060041, 0x0000008f, 0x000000a8, 0x000000a0, 0x00000044,
0x0000008c, 0x0004003d, 0x00000007, 0x000000a9, 0x000000a8, 0x00060041, 0x0000008f, 0x000000ab,
0x000000a0, 0x00000044, 0x0000008d, 0x0004003d, 0x00000007, 0x000000ac, 0x000000ab, 0x00070050,
0x00000009, 0x00000183, 0x000000a3, 0x000000a6, 0x000000a9, 0x000000ac, 0x00040054, 0x00000009,
0x00000184, 0x00000183, 0x0006000c, 0x00000009, 0x000000b0, 0x00000001, 0x00000022, 0x00000168,
0x00050091, 0x00000007, 0x000000b2, 0x000000b0, 0x00000082, 0x00050051, 0x00000006, 0x000000b7,
0x000000b2, 0x00000003, 0x0006000c, 0x00000006, 0x000000b8, 0x00000001, 0x00000004, 0x000000b7,
0x000500ba, 0x0000003b, 0x000000ba, 0x000000b8, 0x000000b9, 0x000300f7, 0x000000bc, 0x00000000,
0x000400fa, 0x000000ba, 0x000000bb, 0x000000bc, 0x000200f8, 0x000000bb, 0x00070050, 0x00000007,
0x000000c2, 0x000000b7, 0x000000b7, 0x000000b7, 0x000000b7, 0x00050088, 0x00000007, 0x000000c3,
0x000000b2, 0x000000c2, 0x00050091, 0x00000007, 0x000000c4, 0x00000184, 0x000000c3, 0x00050051,
0x00000006, 0x000000c6, 0x000000c4, 0x00000003, 0x000500ba, 0x0000003b, 0x000000c8, 0x000000c6,
0x000000c7, 0x000300f7, 0x000000ca, 0x00000000, 0x000400fa, 0x000000c8, 0x000000c9, 0x000000ca,
0x000200f8, 0x000000c9, 0x0007004f, 0x00000040, 0x000000cd, 0x000000c4, 0x000000c4, 0x00000000,
0x00000001, 0x00050050, 0x00000040, 0x000000d0, 0x000000c6, 0x000000c6, 0x00050088, 0x00000040,
0x000000d1, 0x000000cd, 0x000000d0, 0x00050051, 0x00000006, 0x000000d4, 0x000000d1, 0x00000000,
0x00050085, 0x00000006, 0x000000d5, 0x000000d4, 0x00000067, 0x00050081, 0x00000006, 0x000000d6,
0x000000d5, 0x00000067, 0x00050085, 0x00000006, 0x000000d9, 0x000000d6, 0x00000047, 0x00050051,
0x00000006, 0x000000db, 0x000000d1, 0x00000001, 0x00050085, 0x00000006, 0x000000dc, 0x000000db,
0x00000067, 0x00050083, 0x00000006, 0x000000dd, 0x00000067, 0x000000dc, 0x00050085, 0x00000006,
0x000000e0, 0x000000dd, 0x0000007b, 0x00050050, 0x00000040, 0x000000e1, 0x000000d9, 0x000000e0,
0x00050083, 0x00000040, 0x000000e4, 0x000000e1, 0x0000006e, 0x000200f9, 0x000000ca, 0x000200f8,
0x000000ca, 0x000700f5, 0x00000040, 0x00000190, 0x000000b4, 0x000000bb, 0x000000e4, 0x000000c9,
0x000200f9, 0x000000bc, 0x000200f8, 0x000000bc, 0x000700f5, 0x00000040, 0x0000018f, 0x000000b4,
0x00000056, 0x00000190, 0x000000ca, 0x0004003d, 0x000000e5, 0x000000e8, 0x000000e7, 0x00050051,
0x00000006, 0x000000eb, 0x0000018f, 0x00000000, 0x00050051, 0x00000006, 0x000000ec, 0x0000018f,
0x00000001, 0x00070050, 0x00000007, 0x000000ed, 0x000000eb, 0x000000ec, 0x00000016, 0x00000016,
0x00040063, 0x000000e8, 0x0000003a, 0x000000ed, 0x00050041, 0x00000045, 0x000000ef, 0x00000043,
0x000000ee, 0x0004003d, 0x00000006, 0x000000f0, 0x000000ef, 0x000500bc, 0x0000003b, 0x000000f1,
0x000000f0, 0x00000016, 0x000300f7, 0x000000f3, 0x00000000, 0x000400fa, 0x000000f1, 0x000000f2,
0x000000f3, 0x000200f8, 0x000000f2, 0x000200f9, 0x00000147, 0x000200f8, 0x000000f3, 0x0004003d,
0x0000005b, 0x000000f7, 0x000000f6, 0x00040064, 0x0000005a, 0x000000f9, 0x000000f7, 0x0007005f,
0x00000007, 0x000000fa, 0x000000f9, 0x0000003a, 0x00000002, 0x00000044, 0x00050051, 0x00000006,
0x000000fb, 0x000000fa, 0x00000001, 0x000500ba, 0x0000003b, 0x000000fd, 0x000000fb, 0x000000fc,
0x000600a9, 0x00000006, 0x000000fe, 0x000000fd, 0x00000015, 0x00000016, 0x0004003d, 0x000000ff,
0x00000102, 0x00000101, 0x00070050, 0x00000007, 0x00000105, 0x000000fe, 0x000000fe, 0x000000fe,
0x000000fe, 0x00040063, 0x00000102, 0x0000003a, 0x00000105, 0x00050041, 0x00000045, 0x00000107,
0x00000043, 0x0000008a, 0x0004003d, 0x00000006, 0x00000108, 0x00000107, 0x000500ba, 0x0000003b,
0x00000109, 0x00000108, 0x00000067, 0x000300f7, 0x0000010b, 0x00000000, 0x000400fa, 0x00000109,
0x0000010a, 0x0000010b, 0x000200f8, 0x0000010a, 0x00050081, 0x00000040, 0x0000010f, 0x0000006e,
0x0000018f, 0x0006000c, 0x00000040, 0x00000110, 0x00000001, 0x00000008, 0x0000010f, 0x0004006e,
0x00000030, 0x00000111, 0x00000110, 0x00050041, 0x0000006b, 0x00000113, 0x00000043, 0x00000044,
0x0004003d, 0x00000040, 0x00000114, 0x00000113, 0x0004006e, 0x00000030, 0x00000115, 0x00000114,
0x00050082, 0x00000030, 0x00000117, 0x00000115, 0x00000199, 0x000200f9, 0x0000011a, 0x000200f8,
0x0000011a, 0x000700f5, 0x00000006, 0x00000193, 0x00000016, 0x0000010a, 0x00000196, 0x0000011d,
0x000700f5, 0x0000002f, 0x00000191, 0x00000119, 0x0000010a, 0x0000013a, 0x0000011d, 0x000500b3,
0x0000003b, 0x00000120, 0x00000191, 0x0000006a, 0x000400f6, 0x0000011c, 0x0000011d, 0x00000000,
0x000400fa, 0x00000120, 0x0000011b, 0x0000011c, 0x000200f8, 0x0000011b, 0x000200f9, 0x00000122,
0x000200f8, 0x00000122, 0x000700f5, 0x00000006, 0x00000196, 0x00000193, 0x0000011b, 0x00000136,
0x00000123, 0x000700f5, 0x0000002f, 0x00000194, 0x00000119, 0x0000011b, 0x00000138, 0x00000123,
0x000500b3, 0x0000003b, 0x00000128, 0x00000194, 0x0000006a, 0x000400f6, 0x00000124, 0x00000123,
0x00000000, 0x000400fa, 0x00000128, 0x00000123, 0x00000124, 0x000200f8, 0x00000123, 0x0004003d,
0x000000ff, 0x0000012b, 0x0000012a, 0x00050050, 0x00000030, 0x0000012f, 0x00000194, 0x00000191,
0x00050080, 0x00000030, 0x00000130, 0x00000111, 0x0000012f, 0x0008000c, 0x00000030, 0x00000133,
0x00000001, 0x0000002d, 0x00000130, 0x00000131, 0x00000117, 0x00050062, 0x00000007, 0x00000134,
0x0000012b, 0x00000133, 0x00050051, 0x00000006, 0x00000135, 0x00000134, 0x00000000, 0x0007000c,
0x00000006, 0x00000136, 0x00000001, 0x00000028, 0x00000196, 0x00000135, 0x00050080, 0x0000002f,
0x00000138, 0x00000194, 0x0000006a, 0x000200f9, 0x00000122, 0x000200f8, 0x00000124, 0x000200f9,
0x0000011d, 0x000200f8, 0x0000011d, 0x00050080, 0x0000002f, 0x0000013a, 0x00000191, 0x0000006a,
0x000200f9, 0x0000011a, 0x000200f8, 0x0000011c, 0x000200f9, 0x0000010b, 0x000200f8, 0x0000010b,
0x000700f5, 0x00000006, 0x00000192, 0x00000016, 0x000000f3, 0x00000193, 0x0000011c, 0x0004003d,
0x000000ff, 0x0000013c, 0x0000013b, 0x0007000c, 0x00000006, 0x00000140, 0x00000001, 0x00000028,
0x000000fe, 0x00000192, 0x00050085, 0x00000006, 0x00000143, 0x00000140, 0x000000f0, 0x00070050,
0x00000007, 0x00000144, 0x00000143, 0x00000143, 0x00000143, 0x00000143, 0x00040063, 0x0000013c,
0x0000003a, 0x00000144, 0x000200f9, 0x00000147, 0x000200f8, 0x00000147, 0x000100fd, 0x00010038,
};
+33
View File
@@ -0,0 +1,33 @@
// --probe-dpi: the process DPI awareness that totk.manifest declares, and what the primary monitor reports under it.
// A DPI-unaware process gets every window and monitor size scaled down by the display scale and its output stretched
// back up by Windows; the probe fails unless the process is per-monitor aware (v2). Needs no game files and no GPU.
#include <stdio.h>
#include <windows.h>
#include "host.h"
static const char *awareness_name(DPI_AWARENESS_CONTEXT ctx) {
if (AreDpiAwarenessContextsEqual(ctx, DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2)) return "per-monitor aware v2";
switch (GetAwarenessFromDpiAwarenessContext(ctx)) {
case DPI_AWARENESS_UNAWARE: return "unaware";
case DPI_AWARENESS_SYSTEM_AWARE: return "system aware";
case DPI_AWARENESS_PER_MONITOR_AWARE: return "per-monitor aware v1";
default: return "invalid";
}
}
int probe_dpi(void) {
DPI_AWARENESS_CONTEXT ctx = GetThreadDpiAwarenessContext();
MONITORINFO mi = {sizeof mi};
HMONITOR mon = MonitorFromPoint((POINT){0, 0}, MONITOR_DEFAULTTOPRIMARY);
int have = GetMonitorInfoW(mon, &mi);
printf("dpi: awareness %s\n", awareness_name(ctx));
printf("dpi: system dpi %u (scale %u%%)\n", GetDpiForSystem(), GetDpiForSystem() * 100 / 96);
if (have)
printf("dpi: primary monitor %ldx%ld at %ld,%ld; screen metrics %dx%d\n", mi.rcMonitor.right - mi.rcMonitor.left,
mi.rcMonitor.bottom - mi.rcMonitor.top, mi.rcMonitor.left, mi.rcMonitor.top, GetSystemMetrics(SM_CXSCREEN),
GetSystemMetrics(SM_CYSCREEN));
int ok = AreDpiAwarenessContextsEqual(ctx, DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2) && have;
printf("probe-dpi: %s\n", ok ? "PASS" : "FAIL (the process is not per-monitor aware v2)");
return ok ? 0 : 1;
}
+30 -33
View File
@@ -1,5 +1,5 @@
// TOTK_FLIGHT=1 flight recorder: a ring of the last TOTK_FLIGHT_FRAMES (600) presents, one record each (interval,
// render-thread blocked time per perf kind, event counts) and a 320x180 thumbnail each (gfx_window.c, blitted on the
// render-thread blocked time per perf kind, event counts) and a 320x180 thumbnail each (gfx_present.c, blitted on the
// GPU by the present thread). A dump goes to <dir>/<YYYYMMDD-HHMMSS>-f<frame>/: frames.tsv and f<frame>.png per
// thumbnail, written by a background thread. Triggers: F8 while the game window has focus, a frame interval over
// TOTK_FLIGHT_SPIKE_MS (100; 0 off; at most one dump per 10 s), and TOTK_FLIGHT_AT=<frame>[,<frame>...]. A dump holds
@@ -7,7 +7,6 @@
//
// Records come from perf_present (prof_win.c) on the render thread; the counts are differences of the TOTK_TRACE=perf
// running totals and of vk_exec_frame. Off, the only cost is the flight_on branch in perf_present and vk_backend.c.
#include <windows.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
@@ -16,8 +15,10 @@
#include "flight.h"
#include "gfx.h"
#include "host.h"
#include "input.h"
#include "vk.h"
#include "vk_exec.h"
#include "platform/platform.h"
#define FLIGHT_POST 30 // presents recorded after the trigger before the dump starts
#define FLIGHT_SPIKE_GAP_NS 10000000000ull
@@ -41,7 +42,7 @@ typedef struct {
int n; // records, oldest first
uint64_t trig_frame, trig_interval_us;
const char *why;
char dir[MAX_PATH];
char dir[PLAT_PATH_MAX];
Rec r[];
} DumpJob;
@@ -54,7 +55,7 @@ static uint64_t dump_at, trig_frame, trig_interval_us, last_spike_ns;
static const char *trig_why;
static uint64_t at_frames[16];
static int n_at;
static char base_dir[MAX_PATH];
static char base_dir[PLAT_PATH_MAX];
static uint64_t prev_cnt[PERF_CNT_N], prev_xlated;
static VkExecFrame prev_exec;
static volatile uint64_t cost_ns, cost_max_ns; // render-thread time in flight_frame, for the dump log line
@@ -79,15 +80,14 @@ void flight_init(void) {
p = *end == ',' ? end + 1 : end;
}
const char *d = cfg_get("TOTK_FLIGHT_DIR");
char tmp[MAX_PATH];
char tmp[PLAT_PATH_MAX];
if (d && *d) snprintf(tmp, sizeof tmp, "%s", d);
else { // <exe dir>/../flight: build/flight for build/v121*/totk.exe
DWORD k = GetModuleFileNameA(NULL, tmp, sizeof tmp);
char *slash = k ? strrchr(tmp, '\\') : NULL;
if (slash) snprintf(slash, sizeof tmp - (size_t)(slash - tmp), "\\..\\flight");
char *slash = plat_exe_path(tmp, sizeof tmp) ? plat_last_sep(tmp) : NULL;
if (slash) snprintf(slash, sizeof tmp - (size_t)(slash - tmp), "/../flight");
else snprintf(tmp, sizeof tmp, "flight");
}
if (!GetFullPathNameA(tmp, sizeof base_dir, base_dir, NULL)) snprintf(base_dir, sizeof base_dir, "%s", tmp);
if (!plat_full_path(tmp, base_dir, sizeof base_dir)) snprintf(base_dir, sizeof base_dir, "%s", tmp);
thumbs_on = env_u("TOTK_FLIGHT_THUMBS", 1) != 0;
if (thumbs_on) vk_thumbs_enable(ring_n);
flight_on = 1;
@@ -225,15 +225,15 @@ static int write_png(const char *path, const uint8_t *rgba, PngBufs *pb) {
}
// ---------------------------------------------------------------- dump thread
static DWORD WINAPI dump_main(void *arg) {
static void dump_main(void *arg) {
DumpJob *j = arg;
uint64_t t_start = GetTickCount64();
SetThreadPriority(GetCurrentThread(), THREAD_PRIORITY_BELOW_NORMAL);
CreateDirectoryA(base_dir, NULL);
if (!CreateDirectoryA(j->dir, NULL) && GetLastError() != ERROR_ALREADY_EXISTS) {
rt_log("flight: cannot create %s (error %lu)", j->dir, GetLastError());
uint64_t t_start = plat_now_ms();
plat_thread_priority(PLAT_PRIO_BELOW_NORMAL);
plat_file_mkdir_p(j->dir);
if (!plat_dir_exists(j->dir)) {
rt_log("flight: cannot create %s", j->dir);
free(j);
return 0;
return;
}
uint8_t *have = calloc((size_t)j->n, 1);
int n_thumbs = 0;
@@ -250,23 +250,23 @@ static DWORD WINAPI dump_main(void *arg) {
// Oldest first: each slot is copied out long before the presents that go on meanwhile reach it again. The newest
// few complete only when their present fence has been waited for, so they get a second try.
for (int pass = 0; pass < 2 && pb.raw && pb.z && pb.head && px; pass++) {
if (pass) Sleep(200);
if (pass) plat_sleep_ms(200);
for (int i = pass ? (j->n > 8 ? j->n - 8 : 0) : 0; i < j->n; i++) {
if (have[i] || !vk_thumbs_read(j->r[i].frame, px)) continue;
char path[MAX_PATH + 32];
snprintf(path, sizeof path, "%s\\f%06llu.png", j->dir, (unsigned long long)j->r[i].frame);
char path[PLAT_PATH_MAX + 32];
snprintf(path, sizeof path, "%s/f%06llu.png", j->dir, (unsigned long long)j->r[i].frame);
if (write_png(path, px, &pb)) have[i] = 1, n_thumbs++;
}
}
free(px), free(pb.raw), free(pb.z), free(pb.head);
}
char path[MAX_PATH + 32];
snprintf(path, sizeof path, "%s\\frames.tsv", j->dir);
char path[PLAT_PATH_MAX + 32];
snprintf(path, sizeof path, "%s/frames.tsv", j->dir);
FILE *f = fopen(path, "w");
if (!f) {
rt_log("flight: cannot write %s", path);
free(have), free(j);
return 0;
return;
}
fprintf(f, "# totk flight dump: %s at frame %llu, interval %.1f ms\n", j->why, (unsigned long long)j->trig_frame,
j->trig_interval_us / 1000.0);
@@ -285,11 +285,11 @@ static DWORD WINAPI dump_main(void *arg) {
rt_log("flight: dump %s: %s at frame %llu (%.1f ms), frames %llu-%llu, %d thumbnails, written in %llu ms; "
"recorder %.1f us per frame (max %.0f us)", j->dir,
j->why, (unsigned long long)j->trig_frame, j->trig_interval_us / 1000.0, (unsigned long long)j->r[0].frame,
(unsigned long long)j->r[j->n - 1].frame, n_thumbs, (unsigned long long)(GetTickCount64() - t_start),
(unsigned long long)j->r[j->n - 1].frame, n_thumbs, (unsigned long long)(plat_now_ms() - t_start),
recorded ? cost_ns / 1e3 / (double)recorded : 0.0, cost_max_ns / 1e3);
free(have);
free(j);
return 0;
return;
}
static void start_dump(void) {
@@ -301,13 +301,11 @@ static void start_dump(void) {
j->trig_interval_us = trig_interval_us;
j->why = trig_why;
for (int i = 0; i < n; i++) j->r[i] = ring[(recorded - (uint64_t)n + (uint64_t)i) % (uint64_t)ring_n];
SYSTEMTIME st;
GetLocalTime(&st);
snprintf(j->dir, sizeof j->dir, "%s\\%04u%02u%02u-%02u%02u%02u-f%llu", base_dir, st.wYear, st.wMonth, st.wDay, st.wHour,
st.wMinute, st.wSecond, (unsigned long long)trig_frame);
HANDLE h = CreateThread(NULL, 0, dump_main, j, 0, NULL);
if (h) CloseHandle(h);
else rt_log("flight: cannot start the dump thread (error %lu)", GetLastError()), free(j);
struct tm st;
plat_local_time(&st);
snprintf(j->dir, sizeof j->dir, "%s/%04d%02d%02d-%02d%02d%02d-f%llu", base_dir, st.tm_year + 1900, st.tm_mon + 1,
st.tm_mday, st.tm_hour, st.tm_min, st.tm_sec, (unsigned long long)trig_frame);
if (!plat_thread_spawn(dump_main, j, "flight dump", 0)) rt_log("flight: cannot start the dump thread"), free(j);
}
static void trigger(uint64_t frame, uint64_t interval_ns, const char *why) {
@@ -351,8 +349,7 @@ void flight_frame(uint64_t frame, uint64_t now_ns, uint64_t interval_ns, const u
recorded++;
static int key_was;
HWND w = gfx_window_handle();
int key = w && w == GetForegroundWindow() && (GetAsyncKeyState(VK_F8) & 0x8000);
int key = input_flight_key();
if (key && !key_was) trigger(frame, interval_ns, "F8");
key_was = key;
for (int i = 0; i < n_at; i++)
+1 -1
View File
@@ -14,7 +14,7 @@ void flight_init(void); // prof_start calls it
void flight_frame(uint64_t frame, uint64_t now_ns, uint64_t interval_ns, const uint64_t blocked_ns[],
const volatile int64_t counts[]);
// gfx_window.c: the present thread blits every presented frame into a host-visible ring of n thumbnails.
// gfx_present.c: the present thread blits every presented frame into a host-visible ring of n thumbnails.
void vk_thumbs_enable(int n); // before the first present; n slots of FLIGHT_THUMB_W x FLIGHT_THUMB_H
void vk_thumbs_frame(uint64_t frame); // the present thread names the frame of the vk_present_image call that follows
// Copies frame's thumbnail as RGBA when the ring still holds it complete; 0 when it was never written, is still in
+246
View File
@@ -0,0 +1,246 @@
// Correctly rounded fma/fmaf for x86-64 builds without FMA3: the -march=x86-64-v2 build (docs/building.md).
//
// runtime/simd.h lowers AArch64 FMADD/FMSUB and the RECPS/RSQRTS helpers to __builtin_elementwise_fma, which clang
// turns into a call to fma/fmaf when the target has no FMA instruction. The C runtime is not a substitute: on CPUs
// without FMA3 the UCRT's software fallback is documented as rounding incorrectly by up to half an ulp, while the FP
// lowering needs the single rounding the ARM instruction gives. This file supplies it.
//
// Adapted from musl src/math/fma.c and src/math/fmaf.c (MIT, Copyright (c) 2005-2020 Rich Felker and contributors).
// The result is rounded in the MXCSR rounding mode the caller set (simd.h simd_rm_enter), and MXCSR FTZ and DAZ are
// honoured as the hardware FMA would, so runtime/simd.h's fast paths keep their assumptions: denormal inputs read as
// zero and denormal results as zero under FPCR.FZ, without a trip through the slow path.
//
// The definitions exist only where the compiler would emit the calls. A -march=x86-64-v3 build defines __FMA__ and
// emits vfmadd instead, so this file contributes nothing there.
#include <stdint.h>
#if defined(__x86_64__) && !defined(__FMA__)
#include <float.h>
#include <immintrin.h>
#define MXCSR_DAZ 0x0040u
#define MXCSR_FTZ 0x8000u
static double fma_flush_d(double x) {
union { double f; uint64_t i; } u = {x};
if (!(u.i & 0x7ff0000000000000ull) && (u.i & 0x000fffffffffffffull)) u.i &= 0x8000000000000000ull;
return u.f;
}
static float fma_flush_f(float x) {
union { float f; uint32_t i; } u = {x};
if (!(u.i & 0x7f800000u) && (u.i & 0x007fffffu)) u.i &= 0x80000000u;
return u.f;
}
// ---- float: the exact product fits in a double, so one extra term and a round-to-odd step decide the float
// rounding. Halfway and tiny results are the only ones where rounding the double first can change the float result.
float fmaf(float x, float y, float z) {
unsigned csr = _mm_getcsr();
if (csr & MXCSR_DAZ) x = fma_flush_f(x), y = fma_flush_f(y), z = fma_flush_f(z);
double xy = (double)x * y; // exact
union { double r; uint64_t i; } u = {xy + z};
int e = u.i >> 52 & 0x7ff;
int halfway = (u.i & 0x1fffffff) == 0x10000000;
int tiny = e <= 0x3ff - 126 && e >= 0x3ff - 149;
if (halfway || tiny) {
if (e != 0x7ff) {
// r+t is the exact sum in nearest rounding; otherwise t keeps its sign and whether it is zero, which
// is all the round-to-odd step needs. An odd sticky bit makes the final conversion round once, in
// whichever mode MXCSR asks for.
int s = u.i >> 63;
double t = s == (xy < z) ? xy - u.r + z : z - u.r + xy;
if (t) {
u.i -= s ^ (t < 0);
u.i |= 1;
}
}
}
float r = (float)u.r;
if (csr & MXCSR_FTZ) r = fma_flush_f(r);
return r;
}
// ---- double: the significands are multiplied and aligned as integers, then converted back with one rounding.
#define ASUINT64(x) ((union { double f; uint64_t i; }){x}).i
#define ZEROINFNAN (0x7ff - 0x3ff - 52 - 1)
struct fma_num { uint64_t m; int e; int sign; };
static struct fma_num fma_normalize(double x) {
uint64_t ix = ASUINT64(x);
int e = ix >> 52;
int sign = e & 0x800;
e &= 0x7ff;
if (!e) {
ix = ASUINT64(x * 0x1p63);
e = ix >> 52 & 0x7ff;
e = e ? e - 63 : 0x800;
}
ix &= (1ull << 52) - 1;
ix |= 1ull << 52;
ix <<= 1;
e -= 0x3ff + 52 + 1;
return (struct fma_num){ix, e, sign};
}
static void fma_mul(uint64_t *hi, uint64_t *lo, uint64_t x, uint64_t y) {
uint64_t xlo = (uint32_t)x, xhi = x >> 32;
uint64_t ylo = (uint32_t)y, yhi = y >> 32;
uint64_t t1 = xlo * ylo;
uint64_t t2 = xlo * yhi + xhi * ylo;
uint64_t t3 = xhi * yhi;
*lo = t1 + (t2 << 32);
*hi = t3 + (t2 >> 32) + (t1 > *lo);
}
// scalbn from musl src/math/scalbn.c (MIT): the fma's final scaling, kept here so the result does not depend on the
// C runtime's version. Its multiplications honour MXCSR like any other host FP operation.
static double fma_scalbn(double x, int n) {
union { double f; uint64_t i; } u;
double y = x;
if (n > 1023) {
y *= 0x1p1023;
n -= 1023;
if (n > 1023) {
y *= 0x1p1023;
n -= 1023;
if (n > 1023) n = 1023;
}
} else if (n < -1022) {
// Make sure the final n < -53, so the subnormal range rounds only once.
y *= 0x1p-1022 * 0x1p53;
n += 1022 - 53;
if (n < -1022) {
y *= 0x1p-1022 * 0x1p53;
n += 1022 - 53;
if (n < -1022) n = -1022;
}
}
u.i = (uint64_t)(0x3ff + n) << 52;
return y * u.f;
}
double fma(double x, double y, double z) {
#pragma STDC FENV_ACCESS ON
unsigned csr = _mm_getcsr();
if (csr & MXCSR_DAZ) x = fma_flush_d(x), y = fma_flush_d(y), z = fma_flush_d(z);
struct fma_num nx = fma_normalize(x), ny = fma_normalize(y), nz = fma_normalize(z);
if (nx.e >= ZEROINFNAN || ny.e >= ZEROINFNAN) return x * y + z;
if (nz.e >= ZEROINFNAN) {
if (nz.e > ZEROINFNAN) return x * y; // z == 0
return z;
}
uint64_t rhi, rlo, zhi, zlo;
fma_mul(&rhi, &rlo, nx.m, ny.m);
// Align the exponents: shift z left by kz and r right by kr with kz + kr == d.
int e = nx.e + ny.e;
int d = nz.e - e;
if (d > 0) {
if (d < 64) {
zlo = nz.m << d;
zhi = nz.m >> (64 - d);
} else {
zlo = 0;
zhi = nz.m;
e = nz.e - 64;
d -= 64;
if (d == 0) {
} else if (d < 64) {
rlo = rhi << (64 - d) | rlo >> d | !!(rlo << (64 - d));
rhi = rhi >> d;
} else {
rlo = 1;
rhi = 0;
}
}
} else {
zhi = 0;
d = -d;
if (d == 0) {
zlo = nz.m;
} else if (d < 64) {
zlo = nz.m >> d | !!(nz.m << (64 - d));
} else {
zlo = 1;
}
}
int sign = nx.sign ^ ny.sign;
int samesign = !(sign ^ nz.sign);
int nonzero = 1;
if (samesign) {
rlo += zlo;
rhi += zhi + (rlo < zlo);
} else {
uint64_t t = rlo;
rlo -= zlo;
rhi = rhi - zhi - (t < rlo);
if (rhi >> 63) {
rlo = -rlo;
rhi = -rhi - !!rlo;
sign = !sign;
}
nonzero = !!rhi;
}
// Keep the top 63 bits in rhi; the last bit is sticky.
if (nonzero) {
e += 64;
d = __builtin_clzll(rhi) - 1;
rhi = rhi << d | rlo >> (64 - d) | !!(rlo << d);
} else if (rlo) {
d = __builtin_clzll(rlo) - 1;
if (d < 0)
rhi = rlo >> 1 | (rlo & 1);
else
rhi = rlo << d;
} else {
return x * y + z; // exact +-0
}
e -= d;
int64_t i = rhi;
if (sign) i = -i;
double r = i; // |r| is in [0x1p62, 0x1p63]
if (e < -1022 - 62) {
// The result is subnormal before rounding.
if (e == -1022 - 63) {
double c = 0x1p63;
if (sign) c = -c;
if (r == c) {
// The smallest normal after rounding: whether it underflows depends on the architecture. A double
// to float conversion imitates the before-rounding rule the guest has.
float fltmin = 0x0.ffffff8p-63 * FLT_MIN * r;
r = DBL_MIN / FLT_MIN * fltmin;
return (csr & MXCSR_FTZ) ? fma_flush_d(r) : r;
}
// One bit is lost when scaled: add another top bit so the conversion rounds only once if inexact.
if (rhi << 53) {
i = rhi >> 1 | (rhi & 1) | 1ull << 62;
if (sign) i = -i;
r = i;
r = 2 * r - c;
// Raise underflow portably, so the compiler cannot optimize the expression away.
double tiny = DBL_MIN / FLT_MIN * r;
r += (double)(tiny * tiny) * (r - r);
}
} else {
// Only round once when scaled.
d = 10;
i = (rhi >> d | !!(rhi << (64 - d))) << d;
if (sign) i = -i;
r = i;
}
}
r = fma_scalbn(r, e);
if (csr & MXCSR_FTZ) r = fma_flush_d(r);
return r;
}
#endif
+18
View File
@@ -0,0 +1,18 @@
// The host's own folder dialog, for menu pages that point at a folder (the Amiibo tab): folder_pick_win.cpp with Win32,
// folder_pick_sdl.c with SDL. The menu has no text entry, so a folder is chosen here or by walking the page's list.
#pragma once
#ifdef __cplusplus
extern "C" {
#endif
// done gets the chosen folder (UTF-8) or NULL when the player cancelled or the host has no dialog.
typedef void (*FolderPickDone)(const char *path, void *ctx);
// Opens the dialog at start (may be relative or missing) and returns at once; done runs later on another thread, once.
// The caller keeps one dialog open at a time.
void folder_pick(const char *start, FolderPickDone done, void *ctx);
#ifdef __cplusplus
}
#endif
+42
View File
@@ -0,0 +1,42 @@
// The SDL front end of folder_pick.h: SDL_ShowOpenFolderDialog (the desktop portal, else zenity), started on the window
// thread, which runs SDL's event loop that delivers the portal's answer.
#include <limits.h>
#include <stdlib.h>
#include <string.h>
#include <SDL3/SDL.h>
#include "folder_pick.h"
#include "host.h"
#include "input_sdl.h"
typedef struct {
char start[PATH_MAX]; // absolute, or empty: the dialog's own default
FolderPickDone done;
void *ctx;
} PickReq;
static void SDLCALL on_pick(void *userdata, const char *const *list, int filter) {
(void)filter;
PickReq *r = userdata;
if (!list) rt_log("folder_pick: the folder dialog failed (%s)", SDL_GetError());
r->done(list && list[0] ? list[0] : NULL, r->ctx);
free(r);
}
static void show(void *arg) {
PickReq *r = arg;
SDL_ShowOpenFolderDialog(on_pick, r, gfx_window_sdl(), r->start[0] ? r->start : NULL, false);
}
void folder_pick(const char *start, FolderPickDone done, void *ctx) {
PickReq *r = calloc(1, sizeof *r);
if (!r) {
done(NULL, ctx);
return;
}
r->done = done;
r->ctx = ctx;
if (start && *start && !realpath(start, r->start)) r->start[0] = 0;
gfx_window_sdl_run(show, r);
}
+84
View File
@@ -0,0 +1,84 @@
// The Win32 front end of folder_pick.h: the shell's folder dialog (IFileOpenDialog with FOS_PICKFOLDERS), owned by the
// game window, on a thread of its own so the present thread that draws the menu keeps running.
#include <windows.h>
#include <shobjidl.h>
#include <stdlib.h>
#include <string>
extern "C" {
#include "folder_pick.h"
#include "host.h"
#include "input_win.h"
#include "platform/platform.h"
}
struct PickReq {
std::string start;
FolderPickDone done;
void *ctx;
};
static std::wstring wide(const std::string &utf8) {
int n = MultiByteToWideChar(CP_UTF8, 0, utf8.c_str(), -1, NULL, 0);
std::wstring w(n > 0 ? n : 1, L'\0');
if (n > 0) MultiByteToWideChar(CP_UTF8, 0, utf8.c_str(), -1, &w[0], n);
w.resize(wcslen(w.c_str()));
return w;
}
static std::string utf8(const wchar_t *w) {
int n = WideCharToMultiByte(CP_UTF8, 0, w, -1, NULL, 0, NULL, NULL);
std::string s(n > 0 ? n : 1, '\0');
if (n > 0) WideCharToMultiByte(CP_UTF8, 0, w, -1, &s[0], n, NULL, NULL);
s.resize(strlen(s.c_str()));
return s;
}
// The dialog wants an absolute folder that exists; anything else leaves it at the shell's last folder.
static void set_start(IFileOpenDialog *d, const std::string &start) {
wchar_t full[MAX_PATH * 2];
if (start.empty() || !GetFullPathNameW(wide(start).c_str(), MAX_PATH * 2, full, NULL)) return;
IShellItem *item = NULL;
if (SUCCEEDED(SHCreateItemFromParsingName(full, NULL, IID_PPV_ARGS(&item)))) {
d->SetFolder(item);
item->Release();
}
}
static void pick_main(void *arg) {
PickReq *r = (PickReq *)arg;
std::string chosen;
HRESULT co = CoInitializeEx(NULL, COINIT_APARTMENTTHREADED | COINIT_DISABLE_OLE1DDE);
IFileOpenDialog *d = NULL;
HRESULT hr = CoCreateInstance(CLSID_FileOpenDialog, NULL, CLSCTX_INPROC_SERVER, IID_PPV_ARGS(&d));
if (SUCCEEDED(hr)) {
FILEOPENDIALOGOPTIONS opt = 0;
d->GetOptions(&opt);
d->SetOptions(opt | FOS_PICKFOLDERS | FOS_FORCEFILESYSTEM | FOS_PATHMUSTEXIST);
set_start(d, r->start);
hr = d->Show(gfx_window_handle());
IShellItem *item = NULL;
if (SUCCEEDED(hr) && SUCCEEDED(hr = d->GetResult(&item))) {
PWSTR path = NULL;
if (SUCCEEDED(hr = item->GetDisplayName(SIGDN_FILESYSPATH, &path))) {
chosen = utf8(path);
CoTaskMemFree(path);
}
item->Release();
}
d->Release();
}
if (FAILED(hr) && hr != HRESULT_FROM_WIN32(ERROR_CANCELLED)) rt_log("folder_pick: the folder dialog failed (0x%08lx)", (unsigned long)hr);
r->done(chosen.empty() ? NULL : chosen.c_str(), r->ctx);
if (SUCCEEDED(co)) CoUninitialize();
delete r;
}
extern "C" void folder_pick(const char *start, FolderPickDone done, void *ctx) {
PickReq *r = new PickReq{start ? start : "", done, ctx};
if (!plat_thread_spawn(pick_main, r, "folder dialog", 0)) {
rt_log("folder_pick: cannot start the dialog thread");
done(NULL, ctx);
delete r;
}
}
+36 -12
View File
@@ -11,8 +11,20 @@
// game speed is right only when frames take exactly their interval. With the set realtime both read the patch page
// instead: +0 ratio = seconds * 30, +4 seconds (1.4.3: +8 interval = seconds * 60, the producer's nominal interval
// before its half-step coefficient), the moving average of the last 5 display intervals, at most 1/15 s
// (slower frames slow the game down, as on the console), no lower bound, so a higher frame-rate cap only changes the
// pacer (frame_step_cap_ns, TOTK_FPS_LIMIT). The set cloth gives hair and cloth the same clock and needs realtime.
// (slower frames slow the game down, as on the console) and at least 1/240 s, so a higher frame-rate cap only changes
// the pacer (frame_step_cap_ns, TOTK_FPS_LIMIT). The set cloth gives hair and cloth the same clock and needs realtime.
//
// The floor: with a shorter step (ratio below 0.125) 1.4.3 aborts within seconds of some save loads (issue #241, a
// 280 Hz monitor): Havok's hkDefaultMemoryImpl reports "Out of memory" for the buffer the physics pre-solve (profiler
// scope "TtPreSolve") resizes in main+0x1261630. Forced steps on the Depths save: 1/240 s plays, 1/244 s and shorter
// abort; the field, sky island and fight saves play at 1/280 s, the town save aborts after about 800 frames. The
// same short steps also crash a physics worker reading that buffer's contacts: an access violation in main+0x1292560
// or its caller main+0x1286870 (narrowphase contact setup, reached from the grid task main+0x12f1ea0), reading a
// Havok body's shape at body+0x78 as null or garbage (issues #29 and #92, 240 Hz monitors with fps_limit = display).
// Steps drawn from 1/252..1/230 s crash the Depths load there in seconds; 1/240..1/230 s plays. The frame limit
// stops at 240 too (LIMIT_MAX_HZ), so the floor only catches the average dipping under 1/240 s at that limit: a
// present late by less than a period keeps the pacer's phase (nvn_api_obj.c, pace), so the next display interval is
// shorter than the period. No limit makes the game run slower than the clock.
//
// The sample is the display time the pacer gives each present (nvnQueuePresentTexture), so the step follows the
// frames as shown, pacing waits included. With the step on, the pacer ignores the game's interval and holds a frame
@@ -24,7 +36,7 @@
//
// The world clock (frame_step_world_us) sums the steps from the first present that finds the player actor away from
// the origin, where the title screen keeps it: the end of the first save load. Recorded and scripted input
// (input_win.c) runs on it, so a replay presses at the same game time at any frame rate and after a first load of any
// (input.c) runs on it, so a replay presses at the same game time at any frame rate and after a first load of any
// length; a later load (fast travel) still shifts what follows by its length.
//
// TOTK_TRACE=perf adds a line per 120 presents: fps, the game seconds stepped against wall seconds, and with
@@ -47,6 +59,7 @@
#define STEP_MAX_S (1.0 / 15.0) // longest step; a longer frame slows the game down
#define STEP_RESET_S 0.25 // a gap this long (loading, a debugger) restarts the average
#define STEP_FIRST_S (1.0 / 60.0)
#define STEP_MIN_S (1.0 / 240.0) // shortest step; a shorter one makes the game's physics run out of memory
static _Atomic uint64_t *step_word; // patch page +0: ratio (low float), seconds (high float)
static double step_now = STEP_FIRST_S; // the step the patch page holds: what the game steps each frame
@@ -90,14 +103,15 @@ void frame_step_init(void) {
int frame_step_realtime(void) { return step_word != NULL; }
// The frame limit (menu, TOTK_FPS_LIMIT, live): 30, 60, 120, 144, any whole rate from 30 to 360, or display (the
// refresh rate of the window's monitor). Unset, the older TOTK_FPS60=0 still means 30. A limit of 30 switches the set
// The frame limit (menu, TOTK_FPS_LIMIT, live): 30, 60, 90, 120, 144, any whole rate from 30 to 240, or display (the
// refresh rate of the window's monitor, at most 240). A higher number gives 240, the rate of the shortest step the
// game survives (STEP_MIN_S). Unset, the older TOTK_FPS60=0 still means 30. A limit of 30 switches the set
// fps60 off (the shipping minimum interval 2), every other limit switches it on; the controller reads its minimum
// interval from the patched sites each frame. With the real-time step the pacer holds frames to the limit; above 60
// only the pacer changes, as the step has no lower bound. Without it the game steps whole 60 Hz vsyncs and the pacer
// only the pacer changes, as the step's floor is the limit's ceiling. Without it the game steps whole 60 Hz vsyncs and the pacer
// follows the game's interval, so the limit stops at 60.
#define LIMIT_MIN_HZ 30
#define LIMIT_MAX_HZ 360
#define LIMIT_MAX_HZ 240 // 1 / STEP_MIN_S
static int fps60_set = -2;
static unsigned limit_seen;
static int limit_read;
@@ -109,8 +123,13 @@ static int limit_parse(void) {
if (!strcmp(e, "display")) return 0;
char *end;
long n = strtol(e, &end, 10);
if (!*end && n >= LIMIT_MIN_HZ && n <= LIMIT_MAX_HZ) return (int)n;
rt_log("frame rate: TOTK_FPS_LIMIT=%s is not 30..360 or display; 60", e);
if (!*end && n > LIMIT_MAX_HZ) {
rt_log("frame rate: TOTK_FPS_LIMIT=%s is above %d, where the game's physics runs out of memory; %d", e,
LIMIT_MAX_HZ, LIMIT_MAX_HZ);
return LIMIT_MAX_HZ;
}
if (!*end && n >= LIMIT_MIN_HZ) return (int)n;
rt_log("frame rate: TOTK_FPS_LIMIT=%s is not %d..%d or display; 60", e, LIMIT_MIN_HZ, LIMIT_MAX_HZ);
return 60;
}
@@ -161,10 +180,14 @@ static uint64_t read_ptr(uint64_t a) {
uint64_t p = 0;
return read_guest(a, &p, 8) ? p : 0;
}
// 1.2.1: [main+0x4728538] (1.4.3: [main+0x3add238]) +0x1e8 scene, its component 13 lists the resident actors; the one
// named "Player" has its position at +0x2b4 (MacNativeGames world_survey.c, game_version.h TOTK_GAME_V121/V143).
// 1.2.1: [main+0x4728538] (1.1.0: [main+0x4630a68], 1.4.3: [main+0x3add238]) +0x1e8 scene, its component 13 lists the
// resident actors; the one named "Player" has its position at +0x2b4 (MacNativeGames world_survey.c, game_version.h
// TOTK_GAME_V121/V143). The 1.1.0 slot was measured from its own dereference chain: 181 scene accesses in that build
// read it, and one of them reproduces this walk (the 14-component check, component 13, the 0x70 stride and the name
// compare) instruction for instruction.
static int player_pos(float xyz[3]) {
uint64_t module = read_ptr(MOD_MAIN_BASE + (RT_V143 ? 0x3add238 : 0x4728538)), scene = module ? read_ptr(module + 0x1e8) : 0;
uint64_t module = read_ptr(MOD_MAIN_BASE + (RT_V143 ? 0x3add238 : RT_V110 ? 0x4630a68 : 0x4728538)),
scene = module ? read_ptr(module + 0x1e8) : 0;
int32_t count = 0;
if (!scene || !read_guest(scene + 0x50, &count, 4) || count < 14 || count > 256) return 0;
uint64_t comps = read_ptr(scene + 0x58), resident = comps ? read_ptr(comps + 13 * 8) : 0;
@@ -254,6 +277,7 @@ void frame_step_present(uint64_t display_ns, int interval) {
double sum = 0;
for (unsigned i = 0; i < sample_count; i++) sum += samples[i];
step = sum / sample_count;
if (step < STEP_MIN_S) step = STEP_MIN_S;
step_store((float)step);
}
}
+10 -2
View File
@@ -38,12 +38,20 @@ uint64_t romfs_file_count(void); // files in the index
const char *romfs_entry(uint64_t i, uint64_t *offset, uint64_t *size); // path, image offset and size of index row i
const char *romfs_image_path(void); // the romfs.bin path fs_init opened
size_t romfs_overlay_count(void);
int romfs_patches_loaded(void); // a romfs-patches manifest gave at least one file
// The button prompts (input_prompts_folder): the folder loaded at start, NULL for the game's own prompts; whether a
// folder had a manifest at start; and why the folder the settings asked for at start was not loaded (ROMFS_PROMPTS_OK
// for any other folder: it was not asked for). romfs-patches-pc goes by that name also where romfs-patches-pc-<w>x<h>
// stands in for it (romfs.c overlay_init).
enum { ROMFS_PROMPTS_OK, ROMFS_PROMPTS_MISSING, ROMFS_PROMPTS_FAILED, ROMFS_PROMPTS_SHAPE, ROMFS_PROMPTS_MODS,
ROMFS_PROMPTS_PATCHES };
const char *romfs_prompts(void);
int romfs_prompts_ready(const char *folder);
int romfs_prompts_off(const char *folder);
const char *romfs_overlay(size_t k, const char **file, uint64_t *size, int *is_added); // RomFS path of overlay k
void fs_trace(const char *what, const char *path); // TOTK_TRACE=fs: one line per open
// ---- fs_host.c
wchar_t *fs_wide(const char *utf8); // UTF-16 copy for the W APIs; free() it. Fatal on
// invalid UTF-8
void fs_host_set_profile(const char *dir); // profile directory; before the first storage mount only
// (default rt_config()->profile)
int fs_save_busy(void); // a save is being written: a save file open for writing,
+570 -490
View File
File diff suppressed because it is too large. Load diff
+13 -3
View File
@@ -16,13 +16,14 @@ const OvNvState *ov_nv_state(void); // ov_gfx.c
#define RT_GPU_VA_BASE 0x8000000000ull // 2^39, never mapped on the host
#define RT_GPU_VA_SIZE (64ull << 30)
// ---- window, vsync, focus (gfx_window.c, vk_device.c). Host threads only; never run guest code.
// ---- window, vsync, focus (gfx_present.c and the window back end, gfx_wsys.h; vk_device.c). Host threads only; never run guest code.
void gfx_window_start(void); // window thread, Vulkan device, swapchain; idempotent
void gfx_vsync_bind(uint64_t system_event); // nn::vi vsync event; signalled at 60 Hz
uint64_t gfx_vsync_ticks(void); // ticks since start
uint64_t gfx_vsync_time_ns(uint64_t tick); // kern_now_ns() time of a tick (pacing)
double gfx_window_refresh_hz(void); // refresh rate of the window's monitor; 0 unknown
int gfx_window_focused(void);
int gfx_picture_rect(float out[4]); // where the last present put the picture, fractions of the swapchain (x, y, w, h); 0 before one
// ---- shader service client (gfx_shader.c)
enum { GFX_STAGE_VS, GFX_STAGE_TCS, GFX_STAGE_TES, GFX_STAGE_GS, GFX_STAGE_FS, GFX_STAGE_CS };
@@ -35,6 +36,8 @@ typedef struct { // the translator's a
uint8_t attr_type[32], frag_out_type[8]; // GFX_TYPE_*
uint16_t local[3]; uint32_t shared_bytes;
uint8_t depth_minus_w;
uint8_t mvprev; // VS: also write last frame's position (patch 0015,
// vk_mvprev.c); packed as bit 7 of the depth_minus_w byte
} GfxShaderAnswers;
typedef struct GfxShader GfxShader; // SPIR-V words + parsed reflection; owned by the cache
const GfxShader *gfx_shader_get(int stage, const uint8_t *control, const uint8_t *code, uint64_t code_size,
@@ -50,7 +53,7 @@ const GfxShader *gfx_shader_await(int stage, const uint8_t *control, const uint8
uint64_t gfx_shader_async_done(void); // translations finished by the background worker
void gfx_shader_counts(uint64_t *keys, uint64_t *translated); // distinct keys in memory, translations done (TOTK_TRACE=perf)
// Translator answers for this device (vk_caps.c): shaderFloat64, storage offset rounding, subgroup size per vs/fs/cs.
void gfx_shader_set_host(int float64, uint32_t sbuf_align, const uint32_t subgroup[3]);
void gfx_shader_set_host(int float64, uint32_t sbuf_align, const uint32_t subgroup[3], uint32_t gather_bits, int zero_locals);
const uint8_t *gfx_shader_key(const GfxShader *s); // the 32-byte cache key (stable while the translator is)
const uint8_t *gfx_shader_input_id(const GfxShader *s); // the 32-byte input id (stable across translators)
// By input id from memory or disk; xlate 1 also translates it from its stored inputs. NULL if absent.
@@ -73,6 +76,12 @@ size_t gfx_shader_warm_list(GfxWarmEnt **out); // malloc'd; recorde
const GfxShader *gfx_shader_load_private(const uint8_t iid[32], int *owned);
void gfx_shader_release_private(const GfxShader *s);
const uint32_t *gfx_shader_spirv(const GfxShader *s, uint64_t *words);
// A shader of the runtime's own (SPIR-V and a .res.json text as the translator writes them), outside the cache and
// never freed; its key is the sha256 of both. NULL when the SPIR-V is malformed.
const GfxShader *gfx_shader_own(const uint32_t *spirv, uint64_t words, const char *res_json);
// vk_hdr.c: with TOTK_HDR=1, replaces a fragment shader's SPIR-V (malloc'd, *words long) by the HDR tonemap when it is
// the game's tonemap; gfx_shader.c calls it for every fragment shader entering the cache.
void vk_hdr_shader_swap(uint32_t **spirv, uint64_t *words);
uint64_t gfx_shader_failures(void); // failed translations; feeds GfxStats.shader_failures
// Reflection: parsed once per shader from the translator's .res.json and the SPIR-V before it enters the cache.
enum { GFX_RES_UBO, GFX_RES_SSBO, GFX_RES_TEX, GFX_RES_IMG, GFX_RES_KINDS };
@@ -94,7 +103,8 @@ int gfx_shader_stage(const GfxShader *s); // GFX_STAGE_VS, GFX
int gfx_shader_resources(const GfxShader *s, int kind, const GfxShaderRes **res); // count of GFX_RES_* kind; array in *res
uint32_t gfx_shader_slot_mask(const GfxShader *s); // texture/image slots whose type its translation read
uint32_t gfx_shader_inputs(const GfxShader *s, GfxShaderIo io[32]); // Input Locations (VS attributes, FS varyings) as a mask
uint32_t gfx_shader_outputs(const GfxShader *s, GfxShaderIo io[32]); // Output Locations (VS varyings, FS colour targets)
uint32_t gfx_shader_outputs(const GfxShader *s, GfxShaderIo io[32]);
uint32_t gfx_shader_mvprev_banks(const GfxShader *s); // a last-frame variant: the banks (bit n: cn) its position reads // Output Locations (VS varyings, FS colour targets)
void gfx_shader_local_size(const GfxShader *s, uint32_t local[3]); // CS: the LocalSize execution mode; 1, 1, 1 otherwise
// ---- back end (gfx_null.c, vk_*.c). Called by the NVN front end (nvn_api_*.c, nvn_ext.c) on guest threads.
+6 -7
View File
@@ -5,9 +5,9 @@
// Needs no game files.
#include <stddef.h>
#include <stdio.h>
#include <windows.h>
#include "gfx.h"
#include "platform/platform.h"
static int failures, checks;
#define CHECK(cond, ...) do { checks++; if (!(cond)) { failures++; printf(" FAIL: " __VA_ARGS__); putchar('\n'); } } while (0)
@@ -65,8 +65,8 @@ static void check_write_watch(void) {
// read) thaws it and holds it thawed; SetHeapSize below decommits it.
mem_written_pages(heap, 0x200000, pages, 8);
CHECK(mem_freeze(heap) == 1 && mem_frozen(heap), "freeze of an idle committed 2 MiB region");
MEMORY_BASIC_INFORMATION mbi;
CHECK(VirtualQuery((void *)(uintptr_t)heap, &mbi, sizeof mbi) && mbi.Protect == PAGE_READONLY, "frozen region is not read-only");
uint64_t end;
CHECK(plat_mem_state(heap, heap + 1, &end) == PLAT_PROT_READ, "frozen region is not read-only");
p[0x3000] = 7;
CHECK(!mem_frozen(heap) && p[0x3000] == 7, "a write into a frozen region did not thaw it");
n = mem_written_pages(heap, 0x200000, pages, 8);
@@ -88,12 +88,11 @@ static void check_write_watch(void) {
// A region with reserved holes freezes its committed pages only, and a write thaws them without committing a hole.
uint64_t ra = a & ~0x1fffffull;
CHECK(mem_freeze(ra) == 1 && mem_frozen(ra), "freeze of a 2 MiB region with reserved holes");
CHECK(VirtualQuery((void *)(uintptr_t)a, &mbi, sizeof mbi) && mbi.Protect == PAGE_READONLY, "its committed pages are not read-only");
CHECK(plat_mem_state(a, a + 1, &end) == PLAT_PROT_READ, "its committed pages are not read-only");
*(volatile uint8_t *)(uintptr_t)(a + 0x2000) = 9;
CHECK(!mem_frozen(ra) && *(volatile uint8_t *)(uintptr_t)(a + 0x2000) == 9, "a write did not thaw the region with holes");
CHECK(VirtualQuery((void *)(uintptr_t)a, &mbi, sizeof mbi) && mbi.Protect == PAGE_READWRITE && mbi.RegionSize == 0x4000,
"the thawed pages are not read-write");
CHECK(VirtualQuery((void *)(uintptr_t)(a + 0x4000), &mbi, sizeof mbi) && mbi.State == MEM_RESERVE, "a hole got committed");
CHECK(plat_mem_state(a, a + 0x10000, &end) == PLAT_PROT_RW && end == a + 0x4000, "the thawed pages are not read-write");
CHECK(plat_mem_state(a + 0x4000, a + 0x4001, &end) == PLAT_MEM_RESERVED, "a hole got committed");
printf("write-watch: region with reserved holes frozen and thawed by a write\n");
CHECK(mem_unmap_physical(a, 0x4000) == 0, "UnmapPhysicalMemory");
CHECK(mem_written_pages(RT_KERNEL_BASE, 0x1000, pages, 8) == UINT64_MAX, "kernel region is not write-watched");
+1
View File
@@ -100,6 +100,7 @@ static void null_replay(uint64_t handle) {
}
static uint64_t null_submit(const uint64_t *handles, int n) {
nvn_pins_sweep(nvn_submit_count(), NULL, 0); // no replay state outlives a submission here
for (int i = 0; i < n; i++) null_replay(handles[i]);
return __atomic_add_fetch(&fence, 1, __ATOMIC_ACQ_REL);
}
+251 -393
View File
@@ -1,28 +1,29 @@
// Win32 window, Vulkan surface and swapchain, present blit, 60 Hz vsync thread, focus.
// Vulkan surface and swapchain, present blit, 60 Hz vsync thread, focus: the window-system-free half of the window
// (the other half: gfx_window_win.c with Win32, gfx_window_sdl.c with SDL, through gfx_wsys.h).
// Swapchain set-up ported from LAS Recomp, runtime/nvn/vulkan/device.c:254-330 (https://github.com/peiikai/LASRecomp @
// da35b83a9611d046a9a681aae668d7085954d37f, MIT, Copyright (c) 2026 Peiikai), SDL replaced by Win32. Focus and vsync
// behaviour from MacNativeGames, games/totk/runtime/frontend.m:88-97, 175-176, 350-352 (https://github.com/ly05010419/
// MacNativeGames @ b75be8cfa704df3701e86130c8ced268e79d6b11, MIT, Copyright (c) 2026 MacNativeGames contributors).
// da35b83a9611d046a9a681aae668d7085954d37f, MIT, Copyright (c) 2026 Peiikai). Focus and vsync behaviour from
// MacNativeGames, games/totk/runtime/frontend.m:88-97, 175-176, 350-352 (https://github.com/ly05010419/MacNativeGames @
// b75be8cfa704df3701e86130c8ced268e79d6b11, MIT, Copyright (c) 2026 MacNativeGames contributors).
//
// Threads: the window thread owns the HWND and its message loop and never runs guest code. The vsync thread signals the
// Threads: the window thread (the back end's) owns the window and never runs guest code. The vsync thread signals the
// bound system events. Presents come from any host thread (the back end's present worker) and take g_pl; every queue
// submission takes the recursive queue lock (vk_queue_lock). The swapchain is rebuilt lazily: WM_SIZE only marks it
// dirty, the next present (or gfx_window_resize) rebuilds it.
// submission takes the recursive queue lock (vk_queue_lock). The swapchain is rebuilt lazily: a resize only marks it
// dirty (gfx_window_mark_dirty), the next present (or gfx_window_resize) rebuilds it.
//
// The in-game menu (ui/menu.h) draws over the game image in the present's command buffer, after the blit; its keyboard
// and mouse come from the window procedure (ui/menu_win.cpp). The window's size and fullscreen state are the settings
// TOTK_WINDOW_SIZE and TOTK_FULLSCREEN, applied at start and whenever a cfg_set changes them (window_settings_live).
// The in-game menu (ui/menu.h) draws over the game image in the present's command buffer, after the blit. The window's
// size and fullscreen state are the settings TOTK_WINDOW_SIZE and TOTK_FULLSCREEN, which the back end applies at start
// and whenever a cfg_set changes them (window_settings_live -> gfx_window_apply_settings).
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <windows.h>
#include "cfg.h"
#include "flight.h"
#include "fs.h"
#include "gfx.h"
#include "input.h"
#include "gfx_wsys.h"
#include "nvn_api.h"
#include "platform/platform.h"
#include "ui/menu.h"
#include "vk.h"
@@ -32,27 +33,87 @@
#define VSYNC_HZ 60
// ---- queue lock
static CRITICAL_SECTION g_ql;
__attribute__((constructor)) static void window_init_locks(void);
void vk_queue_lock(void) { EnterCriticalSection(&g_ql); }
void vk_queue_unlock(void) { LeaveCriticalSection(&g_ql); }
static PlatRMutex g_ql;
void vk_queue_lock(void) { plat_rmutex_lock(&g_ql); }
void vk_queue_unlock(void) { plat_rmutex_unlock(&g_ql); }
// ---- window state
static HWND g_hwnd;
static HANDLE g_wnd_ready;
// ---- window state shared with the back end
static VkSurfaceKHR g_surface;
static volatile LONG g_dirty; // WM_SIZE seen; swapchain stale
static volatile LONG g_focused = 1;
static volatile LONG g_focus_msgs;
static CRITICAL_SECTION g_start_lock; // gfx_window_start / vsync start
static int g_started, g_wnd_failed;
static int g_background; // TOTK_BACKGROUND_WINDOW: the window stays behind the user's windows
static int g_fs_pending; // window thread: TOTK_FULLSCREEN waits for the first activation
static volatile int32_t g_dirty; // the window was resized; swapchain stale
static volatile int32_t g_restart; // gfx_window_request_restart: closing the window starts the game again
static volatile int32_t g_focused = 1;
static volatile int32_t g_focus_msgs;
static PlatRMutex g_start_lock; // gfx_window_start / vsync start
static int g_started;
void gfx_window_mark_dirty(void) { plat_xchg32(&g_dirty, 1); }
// The window gained or lost the focus: the game hears it as nn::oe's focus state and a notification message. The line
// carries the local wall time, the only one in the log: when a GPU hang takes the whole system down, the log ends
// without an error, and this time set against the driver's entry in the Windows event log (nvlddmkm 153, Display 4101)
// tells whether an alt-tab or an overlay came before the hang or followed it.
void gfx_window_focus_changed(int in) {
plat_xchg32(&g_focused, in);
oe_set_focus(in); // pinned to 1 by TOTK_ASSUME_FOCUS inside
oe_push_message(OE_MSG_FOCUS_STATE_CHANGED);
plat_inc32(&g_focus_msgs);
struct tm t;
plat_local_time(&t);
rt_log("gfx: window %s the focus at %04d-%02d-%02d %02d:%02d:%02d local time", in ? "gained" : "lost",
t.tm_year + 1900, t.tm_mon + 1, t.tm_mday, t.tm_hour, t.tm_min, t.tm_sec);
}
// The window was closed: the process ends with it, as in MNG, once a save Commit still running in the background is
// done. After gfx_window_request_restart the executable then starts again with the same command line and environment
// (plat_restart), and the new process waits until this one is gone (main.c) before it moves the log and opens the
// RomFS and the saves.
void gfx_window_closed(void) {
int restart = plat_cas32(&g_restart, 0, 0) != 0;
rt_log("gfx: window closed; %s", restart ? "restarting" : "exiting");
fs_save_flush();
vk_pipeline_save();
playtime_save();
prof_write(); // plat_exit runs no atexit handlers
if (restart) {
plat_setenv("TOTK_REEXEC", NULL); // the new process counts its own address-space retries (memory.c)
if (!plat_restart()) rt_log("gfx: the restart could not start the game again");
}
plat_exit(0);
}
void gfx_window_request_restart(void) {
plat_xchg32(&g_restart, 1);
gfx_window_request_close();
}
// TOTK_FULLSCREEN=1: borderless window over the monitor. TOTK_WINDOW_SIZE=<w>x<h>: client area of the window (the
// swapchain follows the window; the game image is scaled to it).
int gfx_cfg_fullscreen(void) { return cfg_bool("TOTK_FULLSCREEN"); }
void gfx_cfg_window_size(int *w, int *h) {
int x = 0, y = 0;
if (sscanf(cfg_value("TOTK_WINDOW_SIZE"), "%dx%d", &x, &y) != 2 || x < 640 || y < 360 || x > 7680 || y > 4320)
sscanf(cfg_meta("WINDOW_SIZE")->def, "%dx%d", &x, &y); // unparsable or out of range: the default
*w = x;
*h = y;
}
// The refresh rate of the window's monitor (TOTK_FPS_LIMIT=display), measured by the back end's window thread when the
// window opens, lands on another monitor or the display mode changes; readers take the stored value.
static volatile int32_t g_rate_mhz; // millihertz, 0 unknown
void gfx_window_set_refresh(double hz) {
int32_t mhz = (int32_t)(hz * 1000 + 0.5);
if (plat_xchg32(&g_rate_mhz, mhz) != mhz) rt_log("gfx: monitor refresh rate %.3f Hz", hz);
}
double gfx_window_refresh_hz(void) { return plat_cas32(&g_rate_mhz, 0, 0) / 1000.0; }
// ---- swapchain and present state (g_pl)
static CRITICAL_SECTION g_pl;
static PlatRMutex g_pl;
static VkSwapchainKHR g_sc;
static VkFormat g_sc_fmt;
static int g_sc_hdr; // HDR10 (TOTK_HDR, vk_hdr.c): PQ code values in Rec. 2020
static VkExtent2D g_sc_ext;
static int g_scaler; // the last present: 0 the game image 1:1, 1 scaled by the blit, 2 by FSR
static uint32_t g_sc_n;
@@ -88,187 +149,82 @@ static VkBuffer g_th_buf;
static VmaAllocation g_th_alloc;
static uint8_t *g_th_ptr;
static void window_init_locks(void) {
InitializeCriticalSection(&g_ql);
InitializeCriticalSection(&g_pl);
InitializeCriticalSection(&g_start_lock);
}
// ---- vsync
static SRWLOCK g_vs_lock = SRWLOCK_INIT;
static PlatMutex g_vs_lock = PLAT_MUTEX_INIT;
static uint64_t g_vs_ev[16];
static int g_vs_nev;
static volatile long *g_vs_ctr[4];
static volatile int32_t *g_vs_ctr[4];
static int g_vs_nctr;
static volatile LONGLONG g_ticks;
static volatile LONGLONG g_vs_start_ns;
static volatile int64_t g_ticks;
static volatile int64_t g_vs_start_ns;
static int g_vs_started;
static DWORD WINAPI vsync_main(void *arg) {
static void vsync_main(void *arg) {
(void)arg;
SetThreadPriority(GetCurrentThread(), THREAD_PRIORITY_HIGHEST);
HANDLE t = CreateWaitableTimerExW(NULL, NULL, CREATE_WAITABLE_TIMER_HIGH_RESOLUTION, TIMER_ALL_ACCESS);
if (!t) { rt_log("gfx: no high-resolution timer; vsync falls back to the system timer tick"); t = CreateWaitableTimerW(NULL, TRUE, NULL); }
plat_thread_priority(PLAT_PRIO_HIGHEST);
uint64_t n = 0;
for (;;) {
uint64_t start = (uint64_t)g_vs_start_ns;
uint64_t due = start + (n + 1) * VSYNC_NS / VSYNC_HZ;
uint64_t now = kern_now_ns();
if (now > due + 100000000ull) { // the process stalled: restart the schedule, no catch-up burst
g_vs_start_ns = (LONGLONG)(now - (n + 1) * VSYNC_NS / VSYNC_HZ);
g_vs_start_ns = (int64_t)(now - (n + 1) * VSYNC_NS / VSYNC_HZ);
} else if (due > now) {
LARGE_INTEGER d;
d.QuadPart = -(LONGLONG)((due - now) / 100);
if (d.QuadPart == 0) d.QuadPart = -1;
SetWaitableTimer(t, &d, 0, NULL, NULL, FALSE);
WaitForSingleObject(t, INFINITE);
plat_wait_ns(due - now);
}
n++;
InterlockedExchange64(&g_ticks, (LONGLONG)n);
plat_xchg64(&g_ticks, (int64_t)n);
uint64_t ev[16];
volatile long *ctr[4];
volatile int32_t *ctr[4];
int ne, nc;
AcquireSRWLockShared(&g_vs_lock);
plat_mutex_lock_shared(&g_vs_lock);
ne = g_vs_nev;
nc = g_vs_nctr;
memcpy(ev, g_vs_ev, sizeof ev);
memcpy(ctr, g_vs_ctr, sizeof ctr);
ReleaseSRWLockShared(&g_vs_lock);
for (int i = 0; i < nc; i++) InterlockedIncrement(ctr[i]);
plat_mutex_unlock_shared(&g_vs_lock);
for (int i = 0; i < nc; i++) plat_inc32(ctr[i]);
for (int i = 0; i < ne; i++) kern_signal_system_event(ev[i]);
}
return 0;
return;
}
static void vsync_ensure(void) {
EnterCriticalSection(&g_start_lock);
plat_rmutex_lock(&g_start_lock);
if (!g_vs_started) {
g_vs_started = 1;
g_vs_start_ns = (LONGLONG)kern_now_ns();
HANDLE h = CreateThread(NULL, 0, vsync_main, NULL, 0, NULL);
if (!h) rt_fatal("gfx: cannot start the vsync thread (error %lu)", GetLastError());
CloseHandle(h);
g_vs_start_ns = (int64_t)kern_now_ns();
if (!plat_thread_spawn(vsync_main, NULL, "vsync", 0)) rt_fatal("gfx: cannot start the vsync thread");
}
LeaveCriticalSection(&g_start_lock);
plat_rmutex_unlock(&g_start_lock);
}
void gfx_vsync_bind(uint64_t system_event) {
AcquireSRWLockExclusive(&g_vs_lock);
plat_mutex_lock(&g_vs_lock);
int have = 0;
for (int i = 0; i < g_vs_nev; i++) have |= g_vs_ev[i] == system_event;
if (!have) {
if (g_vs_nev == 16) rt_fatal("gfx: more than 16 vsync events");
g_vs_ev[g_vs_nev++] = system_event;
}
ReleaseSRWLockExclusive(&g_vs_lock);
plat_mutex_unlock(&g_vs_lock);
vsync_ensure();
}
void gfx_vsync_bind_counter(volatile long *counter) {
AcquireSRWLockExclusive(&g_vs_lock);
void gfx_vsync_bind_counter(volatile int32_t *counter) {
plat_mutex_lock(&g_vs_lock);
if (g_vs_nctr == 4) rt_fatal("gfx: more than 4 vsync counters");
g_vs_ctr[g_vs_nctr++] = counter;
ReleaseSRWLockExclusive(&g_vs_lock);
plat_mutex_unlock(&g_vs_lock);
vsync_ensure();
}
uint64_t gfx_vsync_ticks(void) { return (uint64_t)InterlockedCompareExchange64(&g_ticks, 0, 0); }
uint64_t gfx_vsync_ticks(void) { return (uint64_t)plat_cas64(&g_ticks, 0, 0); }
uint64_t gfx_vsync_time_ns(uint64_t tick) { return (uint64_t)g_vs_start_ns + tick * VSYNC_NS / VSYNC_HZ; }
// ---- focus
int gfx_window_focused(void) { return g_focused; }
unsigned gfx_window_focus_messages(void) { return (unsigned)g_focus_msgs; }
HWND gfx_window_handle(void) { return g_hwnd; }
// ---- window thread
#define WND_STYLE WS_OVERLAPPEDWINDOW
#define WM_APP_SETTINGS (WM_APP + 1)
#define WM_APP_FULLSCREEN (WM_APP + 2) // the fullscreen setting, held back until the window is first activated
static WINDOWPLACEMENT g_saved_place = {sizeof g_saved_place}; // the window behind fullscreen (window thread)
static int is_fullscreen(HWND h) { return !(GetWindowLongW(h, GWL_STYLE) & WS_OVERLAPPEDWINDOW); }
// TOTK_FULLSCREEN=1: borderless window over the monitor. TOTK_WINDOW_SIZE=<w>x<h>: client area of the window (the
// swapchain follows the window; the game image is scaled to it).
static int cfg_fullscreen(void) {
return cfg_bool("TOTK_FULLSCREEN");
}
static void cfg_window_size(int *w, int *h) {
int x = 0, y = 0;
if (sscanf(cfg_value("TOTK_WINDOW_SIZE"), "%dx%d", &x, &y) != 2 || x < 640 || y < 360 || x > 7680 || y > 4320)
sscanf(cfg_meta("WINDOW_SIZE")->def, "%dx%d", &x, &y); // unparsable or out of range: the default
*w = x;
*h = y;
}
// F11: borderless window over the whole monitor, and back to the saved window. The swapchain follows through WM_SIZE.
// Not Alt+Enter: Enter is the Plus button (input_win.c). A background window (test runs) keeps its place behind the
// user's windows and takes no focus.
static void toggle_fullscreen(HWND h) {
LONG style = GetWindowLongW(h, GWL_STYLE);
if (style & WS_OVERLAPPEDWINDOW) {
MONITORINFO mi = {sizeof mi};
if (!GetWindowPlacement(h, &g_saved_place) || !GetMonitorInfoW(MonitorFromWindow(h, MONITOR_DEFAULTTOPRIMARY), &mi))
return;
SetWindowLongW(h, GWL_STYLE, (style & ~WS_OVERLAPPEDWINDOW) | WS_POPUP);
SetWindowPos(h, HWND_TOP, mi.rcMonitor.left, mi.rcMonitor.top, mi.rcMonitor.right - mi.rcMonitor.left,
mi.rcMonitor.bottom - mi.rcMonitor.top,
SWP_NOOWNERZORDER | SWP_FRAMECHANGED | (g_background ? SWP_NOZORDER | SWP_NOACTIVATE : 0));
} else {
SetWindowLongW(h, GWL_STYLE, (style & ~WS_POPUP) | WND_STYLE);
if (g_background) g_saved_place.showCmd = SW_SHOWNOACTIVATE;
SetWindowPlacement(h, &g_saved_place);
SetWindowPos(h, NULL, 0, 0, 0, 0,
SWP_NOMOVE | SWP_NOSIZE | SWP_NOZORDER | SWP_NOOWNERZORDER | SWP_FRAMECHANGED |
(g_background ? SWP_NOACTIVATE : 0));
}
}
// The window size and fullscreen state last taken from the settings (window thread). apply_settings acts on a change of
// either value only, so a window resized by hand keeps its size when another setting changes.
static char g_applied_size[32];
static int g_applied_fs;
static void note_applied(void) {
snprintf(g_applied_size, sizeof g_applied_size, "%s", cfg_value("TOTK_WINDOW_SIZE"));
g_applied_fs = cfg_fullscreen();
}
// Window thread: the window takes the size and fullscreen state of the settings when they changed. In fullscreen the
// size goes into the placement restored when fullscreen ends.
static void apply_settings(HWND h) {
int size_changed = strcmp(cfg_value("TOTK_WINDOW_SIZE"), g_applied_size) != 0, fs = cfg_fullscreen(), fs_changed = fs != g_applied_fs;
note_applied();
if (size_changed) {
int cw, ch;
cfg_window_size(&cw, &ch);
RECT r = {0, 0, cw, ch};
AdjustWindowRect(&r, WND_STYLE, FALSE);
if (is_fullscreen(h)) {
RECT *n = &g_saved_place.rcNormalPosition;
n->right = n->left + (r.right - r.left);
n->bottom = n->top + (r.bottom - r.top);
} else {
RECT have;
if (GetClientRect(h, &have) && (have.right != cw || have.bottom != ch)) {
if (IsZoomed(h)) ShowWindow(h, SW_RESTORE);
SetWindowPos(h, NULL, 0, 0, r.right - r.left, r.bottom - r.top,
SWP_NOMOVE | SWP_NOZORDER | SWP_NOACTIVATE);
}
}
}
if (fs_changed && fs != is_fullscreen(h)) {
input_cursor_suspend(1);
toggle_fullscreen(h);
input_cursor_suspend(0);
}
}
void gfx_window_apply_settings(void) {
if (g_hwnd) PostMessageW(g_hwnd, WM_APP_SETTINGS, 0, 0);
}
// Present path (g_pl held): a settings change (cfg_version) reaches the window thread, which applies a changed size or
// fullscreen; a changed TOTK_VK_PRESENT rebuilds the swapchain at this present.
@@ -279,179 +235,16 @@ static void window_settings_live(void) {
unsigned v = cfg_version();
if (started && v == seen) return;
seen = v;
res_fov_live();
const char *e = cfg_value("TOTK_VK_PRESENT");
if (!started || strncmp(e, present, sizeof present - 1)) {
snprintf(present, sizeof present, "%s", e);
if (started) InterlockedExchange(&g_dirty, 1);
if (started) plat_xchg32(&g_dirty, 1);
}
if (started) gfx_window_apply_settings();
started = 1;
}
void gfx_window_request_close(void) {
if (g_hwnd) PostMessageW(g_hwnd, WM_CLOSE, 0, 0);
}
// ---- refresh rate of the window's monitor (TOTK_FPS_LIMIT=display). The window thread measures it when the window
// opens, lands on another monitor or the display mode changes; readers take the stored value. QueryDisplayConfig gives
// the exact rational rate (59.94, 143.998); EnumDisplaySettings' whole hertz is the fallback.
static HMONITOR g_rate_mon;
static volatile LONG g_rate_mhz; // millihertz, 0 unknown
static double monitor_rate_hz(HMONITOR mon) {
MONITORINFOEXW mi = {.cbSize = sizeof mi};
if (!GetMonitorInfoW(mon, (MONITORINFO *)&mi)) return 0;
double hz = 0;
UINT32 np = 0, nm = 0;
if (GetDisplayConfigBufferSizes(QDC_ONLY_ACTIVE_PATHS, &np, &nm) == ERROR_SUCCESS && np && nm) {
DISPLAYCONFIG_PATH_INFO *paths = calloc(np, sizeof *paths);
DISPLAYCONFIG_MODE_INFO *modes = calloc(nm, sizeof *modes);
if (paths && modes && QueryDisplayConfig(QDC_ONLY_ACTIVE_PATHS, &np, paths, &nm, modes, NULL) == ERROR_SUCCESS)
for (UINT32 i = 0; i < np && !hz; i++) {
DISPLAYCONFIG_SOURCE_DEVICE_NAME src = {.header = {.type = DISPLAYCONFIG_DEVICE_INFO_GET_SOURCE_NAME,
.size = sizeof src,
.adapterId = paths[i].sourceInfo.adapterId,
.id = paths[i].sourceInfo.id}};
DISPLAYCONFIG_RATIONAL r = paths[i].targetInfo.refreshRate;
if (DisplayConfigGetDeviceInfo(&src.header) == ERROR_SUCCESS && !wcscmp(src.viewGdiDeviceName, mi.szDevice) &&
r.Denominator)
hz = (double)r.Numerator / r.Denominator;
}
free(paths);
free(modes);
}
DEVMODEW dm = {.dmSize = sizeof dm};
if (!hz && EnumDisplaySettingsW(mi.szDevice, ENUM_CURRENT_SETTINGS, &dm) && dm.dmDisplayFrequency > 1)
hz = dm.dmDisplayFrequency; // 0 and 1 mean the hardware default
return hz;
}
// Window thread. force: the display mode changed, measure even on the same monitor.
static void refresh_rate_update(HWND h, int force) {
HMONITOR mon = MonitorFromWindow(h, MONITOR_DEFAULTTOPRIMARY);
if (!force && mon == g_rate_mon) return;
g_rate_mon = mon;
double hz = monitor_rate_hz(mon);
LONG mhz = (LONG)(hz * 1000 + 0.5);
if (InterlockedExchange(&g_rate_mhz, mhz) != mhz) rt_log("gfx: monitor refresh rate %.3f Hz", hz);
}
double gfx_window_refresh_hz(void) { return InterlockedCompareExchange(&g_rate_mhz, 0, 0) / 1000.0; }
int gfx_window_monitor_size(int *w, int *h) {
MONITORINFO mi = {sizeof mi};
if (!g_hwnd || !GetMonitorInfoW(MonitorFromWindow(g_hwnd, MONITOR_DEFAULTTOPRIMARY), &mi)) return 0;
*w = mi.rcMonitor.right - mi.rcMonitor.left;
*h = mi.rcMonitor.bottom - mi.rcMonitor.top;
return 1;
}
static LRESULT CALLBACK wnd_proc(HWND h, UINT m, WPARAM w, LPARAM l) {
LRESULT input_res;
if (input_window_msg(h, m, w, l, &input_res)) return input_res;
if (menu_window_msg(h, m, w, l, &input_res)) return input_res;
switch (m) {
case WM_KEYDOWN:
if (w == VK_F11 && !(l & (1 << 30))) { // bit 30: auto-repeat
input_cursor_suspend(1);
toggle_fullscreen(h);
input_cursor_suspend(0);
cfg_set("TOTK_FULLSCREEN", is_fullscreen(h) ? "1" : "0"); // the menu shows it; the next start keeps it
cfg_save();
note_applied(); // what cfg_get reads now (the environment may still override it)
}
break;
case WM_APP_SETTINGS:
apply_settings(h);
return 0;
case WM_APP_FULLSCREEN:
if (cfg_fullscreen() && !is_fullscreen(h)) {
input_cursor_suspend(1);
toggle_fullscreen(h);
input_cursor_suspend(0);
}
return 0;
case WM_SIZE:
if (w != SIZE_MINIMIZED) InterlockedExchange(&g_dirty, 1);
refresh_rate_update(h, 0);
return 0;
case WM_EXITSIZEMOVE: // dragged onto another monitor
refresh_rate_update(h, 0);
break;
case WM_DISPLAYCHANGE:
refresh_rate_update(h, 1);
break;
case WM_ACTIVATEAPP: {
int in = w != 0;
InterlockedExchange(&g_focused, in);
oe_set_focus(in); // pinned to 1 by TOTK_ASSUME_FOCUS inside
oe_push_message(OE_MSG_FOCUS_STATE_CHANGED);
InterlockedIncrement(&g_focus_msgs);
if (in && g_fs_pending) {
g_fs_pending = 0;
PostMessageW(h, WM_APP_FULLSCREEN, 0, 0);
}
return 0;
}
case WM_CLOSE:
// The process ends with the window, as in MNG, once a save Commit still running in the background is done.
rt_log("gfx: window closed; exiting");
fs_save_flush();
vk_pipeline_save();
prof_write(); // ExitProcess runs no atexit handlers
ExitProcess(0);
case WM_ERASEBKGND:
return 1;
}
return DefWindowProcW(h, m, w, l);
}
static DWORD WINAPI window_main(void *arg) {
(void)arg;
HINSTANCE inst = GetModuleHandleW(NULL);
// Icon resource 1 of totk.rc (runtime/totk.ico): the title bar, the taskbar button and Alt+Tab.
WNDCLASSEXW wc = {.cbSize = sizeof wc, .lpfnWndProc = wnd_proc, .hInstance = inst,
.hIcon = LoadImageW(inst, MAKEINTRESOURCEW(1), IMAGE_ICON, GetSystemMetrics(SM_CXICON),
GetSystemMetrics(SM_CYICON), LR_SHARED),
.hIconSm = LoadImageW(inst, MAKEINTRESOURCEW(1), IMAGE_ICON, GetSystemMetrics(SM_CXSMICON),
GetSystemMetrics(SM_CYSMICON), LR_SHARED),
.hCursor = LoadCursorW(NULL, (LPCWSTR)IDC_ARROW), .lpszClassName = L"TotKRecompWindow"};
RegisterClassExW(&wc);
int cw, ch;
cfg_window_size(&cw, &ch);
RECT r = {0, 0, cw, ch};
AdjustWindowRect(&r, WND_STYLE, FALSE);
// The window opens behind the user's windows without taking focus: it shows the game's blank loading frames for a
// while, and must not cover what the player works on meanwhile. The game still counts itself in focus until the
// first WM_ACTIVATEAPP, so loading goes on, and keyboard input waits for the foreground (input_win.c). Its taskbar
// button flashes until it is brought up, and TOTK_FULLSCREEN waits for that first activation.
// TOTK_BACKGROUND_WINDOW=1 (test runs): no flashing, never fullscreen at start, and F11 keeps the window's place.
int background = g_background = cfg_get("TOTK_BACKGROUND_WINDOW") && atoi(cfg_get("TOTK_BACKGROUND_WINDOW"));
g_hwnd = CreateWindowExW(0, wc.lpszClassName, L"TotK Recomp", WND_STYLE, CW_USEDEFAULT, CW_USEDEFAULT,
r.right - r.left, r.bottom - r.top, NULL, NULL, inst, NULL);
if (!g_hwnd) {
rt_log("gfx: CreateWindowEx failed (%lu)", GetLastError());
g_wnd_failed = 1;
} else {
SetWindowPos(g_hwnd, HWND_BOTTOM, 0, 0, 0, 0, SWP_NOMOVE | SWP_NOSIZE | SWP_NOACTIVATE | SWP_SHOWWINDOW);
if (!background) {
FLASHWINFO fw = {.cbSize = sizeof fw, .hwnd = g_hwnd, .dwFlags = FLASHW_TRAY | FLASHW_TIMERNOFG};
FlashWindowEx(&fw);
g_fs_pending = cfg_fullscreen();
}
note_applied();
refresh_rate_update(g_hwnd, 1);
}
SetEvent(g_wnd_ready);
if (g_wnd_failed) return 1;
MSG msg;
while (GetMessageW(&msg, NULL, 0, 0) > 0) {
TranslateMessage(&msg);
DispatchMessageW(&msg);
}
return 0;
}
// ---- swapchain
static const char *g_present_got = ""; // the TOTK_VK_PRESENT value of the mode the swapchain got; "" before one
@@ -490,7 +283,8 @@ static void flip_locked(void) {
vk_queue_lock();
VkResult r = vkQueuePresentKHR(vk_ctx()->gfx_queue, &pi);
vk_queue_unlock();
if (r == VK_ERROR_OUT_OF_DATE_KHR || r == VK_SUBOPTIMAL_KHR) InterlockedExchange(&g_dirty, 1);
vk_device_fault_report(r);
if (r == VK_ERROR_OUT_OF_DATE_KHR || r == VK_SUBOPTIMAL_KHR) plat_xchg32(&g_dirty, 1);
}
static void free_capture(void) {
@@ -502,16 +296,15 @@ static void free_capture(void) {
g_cap_valid = 0;
}
// Returns 1 with a usable swapchain, 0 when the window has no area (minimised). Called with g_pl held.
static int create_swapchain(void) {
static int build_swapchain(void) {
flip_locked(); // the acquired image goes out before its swapchain is replaced
VkCtx *c = vk_ctx();
VkSurfaceCapabilitiesKHR caps;
if (vkGetPhysicalDeviceSurfaceCapabilitiesKHR(c->phys, g_surface, &caps) != VK_SUCCESS) return 0;
RECT rc = {0};
GetClientRect(g_hwnd, &rc);
int cw = 0, ch = 0;
wsys_client_size(&cw, &ch);
VkExtent2D ext = caps.currentExtent.width != UINT32_MAX ? caps.currentExtent
: (VkExtent2D){(uint32_t)rc.right, (uint32_t)rc.bottom};
: (VkExtent2D){(uint32_t)cw, (uint32_t)ch};
if (!ext.width || !ext.height) return 0;
uint32_t nf = 0;
vkGetPhysicalDeviceSurfaceFormatsKHR(c->phys, g_surface, &nf, NULL);
@@ -519,9 +312,9 @@ static int create_swapchain(void) {
if (nf > 64) nf = 64;
vkGetPhysicalDeviceSurfaceFormatsKHR(c->phys, g_surface, &nf, fmts);
if (!nf) return 0;
// UNORM: the blit writes the bytes the game wrote (no sRGB encode).
// UNORM: the blit writes the bytes the game wrote (no sRGB encode). TOTK_HDR: HDR10 when the surface offers it.
VkSurfaceFormatKHR sf = fmts[0];
int found = 0;
int hdr = vk_hdr_surface_format(fmts, nf, &sf), found = hdr;
for (uint32_t i = 0; i < nf && !found; i++)
if (fmts[i].format == VK_FORMAT_B8G8R8A8_UNORM && fmts[i].colorSpace == VK_COLOR_SPACE_SRGB_NONLINEAR_KHR) { sf = fmts[i]; found = 1; }
for (uint32_t i = 0; i < nf && !found; i++)
@@ -555,6 +348,9 @@ static int create_swapchain(void) {
}
if (old) vkDestroySwapchainKHR(c->device, old, NULL);
g_sc_fmt = sf.format;
g_sc_hdr = hdr;
vk_hdr_set_active(hdr);
if (hdr) vk_hdr_metadata(g_sc, 1);
g_sc_ext = ext;
g_sc_n = MAX_IMAGES;
vkGetSwapchainImagesKHR(c->device, g_sc, &g_sc_n, g_sc_img);
@@ -568,10 +364,19 @@ static int create_swapchain(void) {
}
free_capture();
vk_queue_unlock();
InterlockedExchange(&g_dirty, 0);
return 1;
}
// Returns 1 with a usable swapchain, 0 when the window has no area (minimised). Called with g_pl held. The stale mark
// goes before the surface is read: a resize during the build keeps it. The switch to fullscreen at start lands there
// on the window thread, and the driver does not report the swapchain as out of date.
static int create_swapchain(void) {
plat_xchg32(&g_dirty, 0);
if (build_swapchain()) return 1;
plat_xchg32(&g_dirty, 1);
return 0;
}
static void sync_barrier(VkCommandBuffer cb, VkImage img, VkImageLayout from, VkImageLayout to, VkPipelineStageFlags2 s0,
VkAccessFlags2 a0, VkPipelineStageFlags2 s1, VkAccessFlags2 a1) {
VkImageMemoryBarrier2 b = {.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER_2, .srcStageMask = s0, .srcAccessMask = a0,
@@ -598,15 +403,15 @@ static int ensure_capture_buffer(void) {
}
void vk_thumbs_enable(int n) {
EnterCriticalSection(&g_pl);
plat_rmutex_lock(&g_pl);
if (!g_th_n && n > 0 && (g_th_tag = calloc((size_t)n, sizeof *g_th_tag))) g_th_n = n;
LeaveCriticalSection(&g_pl);
plat_rmutex_unlock(&g_pl);
}
void vk_thumbs_frame(uint64_t frame) {
EnterCriticalSection(&g_pl);
plat_rmutex_lock(&g_pl);
g_th_frame = frame;
LeaveCriticalSection(&g_pl);
plat_rmutex_unlock(&g_pl);
}
static void free_thumbs(void) {
@@ -638,12 +443,14 @@ static int ensure_thumbs(void) {
}
g_th_ptr = info.pMappedData;
}
if (g_th_img && g_th_fmt != g_sc_fmt) {
// an HDR10 swapchain blits into RGBA8: its PQ codes, flat-looking but readable as bytes
VkFormat tf = g_sc_hdr ? VK_FORMAT_R8G8B8A8_UNORM : g_sc_fmt;
if (g_th_img && g_th_fmt != tf) {
vmaDestroyImage(c->vma, g_th_img, g_th_img_alloc); // the previous present's fence was waited for: idle
g_th_img = VK_NULL_HANDLE;
}
if (!g_th_img) {
VkImageCreateInfo ci = {.sType = VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO, .imageType = VK_IMAGE_TYPE_2D, .format = g_sc_fmt,
VkImageCreateInfo ci = {.sType = VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO, .imageType = VK_IMAGE_TYPE_2D, .format = tf,
.extent = {FLIGHT_THUMB_W, FLIGHT_THUMB_H, 1}, .mipLevels = 1, .arrayLayers = 1,
.samples = VK_SAMPLE_COUNT_1_BIT, .tiling = VK_IMAGE_TILING_OPTIMAL,
.usage = VK_IMAGE_USAGE_TRANSFER_SRC_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT,
@@ -655,7 +462,7 @@ static int ensure_thumbs(void) {
rt_log("gfx: flight thumbnails off: no %ux%u image", FLIGHT_THUMB_W, FLIGHT_THUMB_H);
return 0;
}
g_th_fmt = g_sc_fmt;
g_th_fmt = tf;
}
return 1;
}
@@ -689,7 +496,7 @@ static void record_thumb(VkCommandBuffer cb, VkImage dst, unsigned fence_slot) {
int vk_thumbs_read(uint64_t frame, uint8_t *rgba) {
int ok = 0;
EnterCriticalSection(&g_pl);
plat_rmutex_lock(&g_pl);
if (g_th_n && g_th_ptr && frame) {
unsigned ring = (unsigned)(frame % (uint64_t)g_th_n);
if (g_th_tag[ring] == frame) {
@@ -699,7 +506,7 @@ int vk_thumbs_read(uint64_t frame, uint8_t *rgba) {
ok = g_th_fmt == VK_FORMAT_B8G8R8A8_UNORM || g_th_fmt == VK_FORMAT_B8G8R8A8_SRGB ? 2 : 1;
}
}
LeaveCriticalSection(&g_pl);
plat_rmutex_unlock(&g_pl);
if (ok == 2)
for (size_t i = 0; i < TH_BYTES; i += 4) {
uint8_t t = rgba[i];
@@ -709,17 +516,17 @@ int vk_thumbs_read(uint64_t frame, uint8_t *rgba) {
}
void vk_present_capture(int on) {
EnterCriticalSection(&g_pl);
plat_rmutex_lock(&g_pl);
g_capture = on;
if (!on) g_cap_valid = 0;
LeaveCriticalSection(&g_pl);
plat_rmutex_unlock(&g_pl);
}
int vk_present_captured(const uint8_t **px, int *w, int *h, VkFormat *fmt) {
EnterCriticalSection(&g_pl);
plat_rmutex_lock(&g_pl);
int ok = g_cap_valid;
if (ok) { *px = g_cap_ptr; *w = g_cap_w; *h = g_cap_h; *fmt = g_sc_fmt; }
LeaveCriticalSection(&g_pl);
plat_rmutex_unlock(&g_pl);
return ok;
}
@@ -729,7 +536,8 @@ static void save_capture(const char *path) {
uint8_t *px = malloc(n);
if (!px) return;
int bgra = g_sc_fmt == VK_FORMAT_B8G8R8A8_UNORM || g_sc_fmt == VK_FORMAT_B8G8R8A8_SRGB;
for (size_t i = 0; i < n; i += 4) {
if (g_sc_hdr) vk_hdr_to_srgb8(g_cap_ptr, px, n / 4, g_sc_fmt == VK_FORMAT_A2R10G10B10_UNORM_PACK32);
else for (size_t i = 0; i < n; i += 4) {
px[i] = g_cap_ptr[i + (bgra ? 2 : 0)];
px[i + 1] = g_cap_ptr[i + 1];
px[i + 2] = g_cap_ptr[i + (bgra ? 0 : 2)];
@@ -740,16 +548,39 @@ static void save_capture(const char *path) {
rt_log("gfx: menu test shot %s (%dx%d)", path, g_cap_w, g_cap_h);
}
// The rectangle {x, y, w, h} of a dw x dh swapchain image the cw x ch picture goes into: the whole image with
// TOTK_ASPECT=stretch, else (fit, the default) the largest one of the picture's own aspect ratio, centred (a 16:9 picture
// on the Steam Deck's 1280x800 screen gets bars of 40 rows above and below; a 16:9 picture in a 21:9 window, bars at the
// sides).
// Where the last present put the picture, as fractions of the swapchain (x, y, w, h): menu_cursor.c's pointer
static float g_pic[4];
static volatile int32_t g_pic_ok;
int gfx_picture_rect(float out[4]) {
if (!__atomic_load_n(&g_pic_ok, __ATOMIC_ACQUIRE)) return 0;
memcpy(out, g_pic, sizeof g_pic);
return 1;
}
void gfx_fit_rect(int cw, int ch, int dw, int dh, int out[4]) {
out[0] = out[1] = 0, out[2] = dw, out[3] = dh;
if (cw <= 0 || ch <= 0 || !strcmp(cfg_value("TOTK_ASPECT"), "stretch")) return;
if ((int64_t)dw * ch > (int64_t)dh * cw) out[2] = (int)(((int64_t)dh * cw + ch / 2) / ch); // window wider: pillarbox
else out[3] = (int)(((int64_t)dw * ch + cw / 2) / cw); // taller: letterbox
// A side of the window's parity keeps the two bars equal; a picture one pixel short of the window fills it
out[2] += (dw - out[2]) & 1, out[3] += (dh - out[3]) & 1;
out[0] = (dw - out[2]) / 2, out[1] = (dh - out[3]) / 2;
}
static void present_image(VkImage src, VkImageLayout layout, VkFormat fmt, int w, int h, const int crop[4], int defer) {
int general = layout == VK_IMAGE_LAYOUT_GENERAL;
gfx_window_start();
VkCtx *c = vk_ctx();
EnterCriticalSection(&g_pl);
plat_rmutex_lock(&g_pl);
flip_locked();
if (!g_sc || InterlockedCompareExchange(&g_dirty, 0, 0)) {
if (!IsIconic(g_hwnd) && !create_swapchain() && !g_sc) goto out;
if (!g_sc || plat_cas32(&g_dirty, 0, 0)) {
if (!wsys_minimized() && !create_swapchain() && !g_sc) goto out;
}
if (IsIconic(g_hwnd) || !g_sc) goto out;
if (wsys_minimized() || !g_sc) goto out;
unsigned slot = g_frame % FRAMES;
if (vkWaitForFences(c->device, 1, &g_fence[slot], VK_TRUE, 5000000000ull) != VK_SUCCESS) {
@@ -759,13 +590,15 @@ static void present_image(VkImage src, VkImageLayout layout, VkFormat fmt, int w
uint32_t idx = 0;
VkResult r = vkAcquireNextImageKHR(c->device, g_sc, 1000000000ull, g_acquire[slot], VK_NULL_HANDLE, &idx);
if (r == VK_ERROR_OUT_OF_DATE_KHR) {
InterlockedExchange(&g_dirty, 1);
plat_xchg32(&g_dirty, 1);
if (!create_swapchain()) goto out;
r = vkAcquireNextImageKHR(c->device, g_sc, 1000000000ull, g_acquire[slot], VK_NULL_HANDLE, &idx);
}
vk_device_fault_report(r);
if (r != VK_SUCCESS && r != VK_SUBOPTIMAL_KHR) goto out; // lost, not ready: skip the frame
if (r == VK_SUBOPTIMAL_KHR) InterlockedExchange(&g_dirty, 1);
if (r == VK_SUBOPTIMAL_KHR) plat_xchg32(&g_dirty, 1);
vkResetFences(c->device, 1, &g_fence[slot]);
if (g_sc_hdr) vk_hdr_metadata(g_sc, 0); // a changed peak or white goes to the display
if (g_th_pending[slot]) { // that fence has signalled: the thumbnail its submission wrote is complete
g_th_tag[g_th_pending[slot] % (uint64_t)g_th_n] = g_th_pending[slot];
g_th_pending[slot] = 0;
@@ -780,7 +613,8 @@ static void present_image(VkImage src, VkImageLayout layout, VkFormat fmt, int w
window_settings_live();
// The menu overlay: laid out before recording (its first frame starts the ImGui back end and uploads the font)
const char *menu_shot = NULL;
MenuTarget mt = {c->instance, c->phys, c->device, c->gfx_family, c->gfx_queue, g_sc_fmt, g_sc_ext.width,
MenuTarget mt = {c->instance, c->phys, c->device, c->gfx_family, c->gfx_queue,
g_sc_hdr ? VK_FORMAT_R8G8B8A8_UNORM : g_sc_fmt, g_sc_ext.width,
g_sc_ext.height, cw, ch, g_scaler};
int overlay = g_sc_view[idx] &&
menu_overlay_frame(__atomic_load_n(&gfx_counters.frames, __ATOMIC_RELAXED), &mt, &menu_shot);
@@ -792,42 +626,73 @@ static void present_image(VkImage src, VkImageLayout layout, VkFormat fmt, int w
VkCommandBufferBeginInfo bi = {.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO,
.flags = VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT};
vkBeginCommandBuffer(cb, &bi);
uint64_t crumb = __atomic_load_n(&gfx_counters.frames, __ATOMIC_RELAXED);
vk_crumb(cb, VK_CRUMB_PRESENT, crumb);
VkImage dst = g_sc_img[idx];
sync_barrier(cb, dst, VK_IMAGE_LAYOUT_UNDEFINED, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, VK_PIPELINE_STAGE_2_TRANSFER_BIT, 0,
VK_PIPELINE_STAGE_2_TRANSFER_BIT, VK_ACCESS_2_TRANSFER_WRITE_BIT);
const int rect[4] = {cx, cy, cw, ch};
// FSR (TOTK_UPSCALER) when the swapchain is larger than the crop; else the bilinear blit
int fsr = general && vk_fsr_record(cb, slot, src, fmt, w, h, rect, dst, g_sc_ext.width, g_sc_ext.height);
g_scaler = fsr ? 2 : (uint32_t)cw != g_sc_ext.width || (uint32_t)ch != g_sc_ext.height;
int to[4]; // where the picture goes in the swapchain image: {x, y, w, h}
gfx_fit_rect(cw, ch, (int)g_sc_ext.width, (int)g_sc_ext.height, to);
if (g_sc_ext.width && g_sc_ext.height) {
for (int i = 0; i < 4; i++) g_pic[i] = (float)to[i] / (float)(i & 1 ? g_sc_ext.height : g_sc_ext.width);
__atomic_store_n(&g_pic_ok, 1, __ATOMIC_RELEASE);
}
if (to[2] != (int)g_sc_ext.width || to[3] != (int)g_sc_ext.height) { // black bars beside or above and below it
VkClearColorValue black = {.float32 = {0, 0, 0, 1}};
VkImageSubresourceRange all = {VK_IMAGE_ASPECT_COLOR_BIT, 0, 1, 0, 1};
vkCmdClearColorImage(cb, dst, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, &black, 1, &all);
sync_barrier(cb, dst, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
VK_PIPELINE_STAGE_2_TRANSFER_BIT, VK_ACCESS_2_TRANSFER_WRITE_BIT, VK_PIPELINE_STAGE_2_TRANSFER_BIT,
VK_ACCESS_2_TRANSFER_WRITE_BIT);
}
// Colour adjustment (TOTK_COLOR_*, vk_color.c), or on an HDR10 swapchain the PQ encode (vk_hdr.c; the adjustment is
// for SDR): a copy of the crop takes the game image's place below
VkImage graded = !general ? VK_NULL_HANDLE : g_sc_hdr ? vk_hdr_encode(cb, slot, src, fmt, rect)
: vk_color_record(cb, slot, src, fmt, rect);
const int grect[4] = {0, 0, cw, ch};
VkImage psrc = graded ? graded : src;
VkFormat pfmt = graded ? VK_FORMAT_R16G16B16A16_SFLOAT : fmt;
const int *prect = graded ? grect : rect;
// FSR (TOTK_UPSCALER) when the picture's rectangle is larger than the crop; else the bilinear blit
int fsr = general && vk_fsr_record(cb, slot, psrc, pfmt, graded ? cw : w, graded ? ch : h, prect, dst, to);
g_scaler = fsr ? 2 : cw != to[2] || ch != to[3];
if (!fsr) {
if (general) // a GENERAL source (vk_texture.c images): earlier submissions' writes become visible to the blit here
sync_barrier(cb, src, VK_IMAGE_LAYOUT_GENERAL, VK_IMAGE_LAYOUT_GENERAL, VK_PIPELINE_STAGE_2_ALL_COMMANDS_BIT,
sync_barrier(cb, psrc, VK_IMAGE_LAYOUT_GENERAL, VK_IMAGE_LAYOUT_GENERAL, VK_PIPELINE_STAGE_2_ALL_COMMANDS_BIT,
VK_ACCESS_2_MEMORY_WRITE_BIT, VK_PIPELINE_STAGE_2_TRANSFER_BIT, VK_ACCESS_2_TRANSFER_READ_BIT);
VkImageBlit region = {
.srcSubresource = {VK_IMAGE_ASPECT_COLOR_BIT, 0, 0, 1}, .srcOffsets = {{cx, cy, 0}, {cx + cw, cy + ch, 1}},
.dstSubresource = {VK_IMAGE_ASPECT_COLOR_BIT, 0, 0, 1}, .dstOffsets = {{0, 0, 0}, {(int)g_sc_ext.width, (int)g_sc_ext.height, 1}}};
vkCmdBlitImage(cb, src, general ? VK_IMAGE_LAYOUT_GENERAL : VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL, dst,
.srcSubresource = {VK_IMAGE_ASPECT_COLOR_BIT, 0, 0, 1},
.srcOffsets = {{prect[0], prect[1], 0}, {prect[0] + cw, prect[1] + ch, 1}},
.dstSubresource = {VK_IMAGE_ASPECT_COLOR_BIT, 0, 0, 1}, .dstOffsets = {{to[0], to[1], 0}, {to[0] + to[2], to[1] + to[3], 1}}};
vkCmdBlitImage(cb, psrc, general ? VK_IMAGE_LAYOUT_GENERAL : VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL, dst,
VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, &region, VK_FILTER_LINEAR);
if (general) // later submissions that write the source wait for the blit's read
sync_barrier(cb, src, VK_IMAGE_LAYOUT_GENERAL, VK_IMAGE_LAYOUT_GENERAL, VK_PIPELINE_STAGE_2_TRANSFER_BIT, 0,
sync_barrier(cb, psrc, VK_IMAGE_LAYOUT_GENERAL, VK_IMAGE_LAYOUT_GENERAL, VK_PIPELINE_STAGE_2_TRANSFER_BIT, 0,
VK_PIPELINE_STAGE_2_ALL_COMMANDS_BIT, 0);
}
// last: the image's layout, and the stage and access of its last write, as each step leaves it
VkImageLayout last = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL;
VkPipelineStageFlags2 last_stage = VK_PIPELINE_STAGE_2_TRANSFER_BIT;
VkAccessFlags2 last_write = VK_ACCESS_2_TRANSFER_WRITE_BIT;
// HDR10: the menu goes into vk_hdr.c's RGBA8 image, which is then blended onto the swapchain image at the HUD's white
VkImageView menu_view = overlay && g_sc_hdr ? vk_hdr_ui_target(cb, g_sc_ext.width, g_sc_ext.height) : VK_NULL_HANDLE;
if (overlay && g_sc_hdr && !menu_view) overlay = 0;
if (overlay) {
sync_barrier(cb, dst, last, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL, last_stage, last_write,
VK_PIPELINE_STAGE_2_COLOR_ATTACHMENT_OUTPUT_BIT,
VK_ACCESS_2_COLOR_ATTACHMENT_READ_BIT | VK_ACCESS_2_COLOR_ATTACHMENT_WRITE_BIT);
VkRenderingAttachmentInfo ca = {.sType = VK_STRUCTURE_TYPE_RENDERING_ATTACHMENT_INFO, .imageView = g_sc_view[idx],
VkRenderingAttachmentInfo ca = {.sType = VK_STRUCTURE_TYPE_RENDERING_ATTACHMENT_INFO,
.imageView = menu_view ? menu_view : g_sc_view[idx],
.imageLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL,
.loadOp = VK_ATTACHMENT_LOAD_OP_LOAD, .storeOp = VK_ATTACHMENT_STORE_OP_STORE};
.loadOp = menu_view ? VK_ATTACHMENT_LOAD_OP_CLEAR : VK_ATTACHMENT_LOAD_OP_LOAD,
.storeOp = VK_ATTACHMENT_STORE_OP_STORE};
VkRenderingInfo ri = {.sType = VK_STRUCTURE_TYPE_RENDERING_INFO, .renderArea = {{0, 0}, g_sc_ext}, .layerCount = 1,
.colorAttachmentCount = 1, .pColorAttachments = &ca};
vkCmdBeginRendering(cb, &ri);
menu_overlay_draw(cb);
vkCmdEndRendering(cb);
if (menu_view) vk_hdr_ui_compose(cb, g_sc_view[idx], g_sc_fmt, g_sc_ext.width, g_sc_ext.height);
last = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
last_stage = VK_PIPELINE_STAGE_2_COLOR_ATTACHMENT_OUTPUT_BIT;
last_write = VK_ACCESS_2_COLOR_ATTACHMENT_WRITE_BIT;
@@ -852,6 +717,7 @@ static void present_image(VkImage src, VkImageLayout layout, VkFormat fmt, int w
record_thumb(cb, dst, slot);
}
sync_barrier(cb, dst, last, VK_IMAGE_LAYOUT_PRESENT_SRC_KHR, last_stage, last_write, VK_PIPELINE_STAGE_2_NONE, 0);
vk_crumb(cb, VK_CRUMB_PRESENT_END, crumb);
vkEndCommandBuffer(cb);
VkSemaphoreSubmitInfo wait = {.sType = VK_STRUCTURE_TYPE_SEMAPHORE_SUBMIT_INFO, .semaphore = g_acquire[slot],
@@ -870,6 +736,7 @@ static void present_image(VkImage src, VkImageLayout layout, VkFormat fmt, int w
g_flip_idx = idx;
if (!defer) flip_locked();
} else {
vk_device_fault_report(r);
rt_log("gfx: present submit failed (%d)", (int)r);
}
g_frame++;
@@ -882,7 +749,7 @@ static void present_image(VkImage src, VkImageLayout layout, VkFormat fmt, int w
if (menu_shot) save_capture(menu_shot);
}
out:
LeaveCriticalSection(&g_pl);
plat_rmutex_unlock(&g_pl);
}
void vk_present_image(VkImage src, VkImageLayout layout, VkFormat fmt, int w, int h, const int crop[4]) {
@@ -894,25 +761,23 @@ void vk_present_blit(VkImage src, VkImageLayout layout, VkFormat fmt, int w, int
}
void vk_present_flip(void) {
EnterCriticalSection(&g_pl);
plat_rmutex_lock(&g_pl);
flip_locked();
LeaveCriticalSection(&g_pl);
plat_rmutex_unlock(&g_pl);
}
void gfx_window_resize(int cw, int chh) {
gfx_window_start();
RECT r = {0, 0, cw, chh};
AdjustWindowRect(&r, WND_STYLE, FALSE);
SetWindowPos(g_hwnd, NULL, 0, 0, r.right - r.left, r.bottom - r.top, SWP_NOMOVE | SWP_NOZORDER | SWP_NOACTIVATE);
EnterCriticalSection(&g_pl);
wsys_resize(cw, chh);
plat_rmutex_lock(&g_pl);
create_swapchain();
LeaveCriticalSection(&g_pl);
plat_rmutex_unlock(&g_pl);
}
// Called by vk_shutdown before the device goes away; the window and its thread stay.
void gfx_window_release_vk(void) {
VkCtx *c = vk_ctx();
EnterCriticalSection(&g_pl);
plat_rmutex_lock(&g_pl);
if (c && g_started) {
vk_queue_lock();
vkDeviceWaitIdle(c->device);
@@ -920,6 +785,9 @@ void gfx_window_release_vk(void) {
g_flip_on = 0; // its blit is done (device idle); the swapchain goes away unpresented
menu_vk_release();
vk_fsr_release();
vk_color_release();
vk_hdr_release();
vk_contact_release();
free_capture();
free_thumbs();
for (int i = 0; i < FRAMES; i++) {
@@ -937,28 +805,18 @@ void gfx_window_release_vk(void) {
g_sc = VK_NULL_HANDLE; g_surface = VK_NULL_HANDLE; g_pool = VK_NULL_HANDLE; g_sc_n = 0;
g_started = 0; // the window and its thread stay; the next gfx_window_start makes a new surface
}
LeaveCriticalSection(&g_pl);
plat_rmutex_unlock(&g_pl);
}
void gfx_window_start(void) {
EnterCriticalSection(&g_start_lock);
plat_rmutex_lock(&g_start_lock);
if (!g_started) {
if (!vk_init()) rt_fatal("gfx: no usable Vulkan device (see the vk: lines above)");
VkCtx *c = vk_ctx();
if (!g_hwnd) {
g_wnd_failed = 0;
g_wnd_ready = CreateEventW(NULL, TRUE, FALSE, NULL);
HANDLE t = CreateThread(NULL, 0, window_main, NULL, 0, NULL);
if (!t) rt_fatal("gfx: cannot start the window thread (error %lu)", GetLastError());
CloseHandle(t);
WaitForSingleObject(g_wnd_ready, INFINITE);
CloseHandle(g_wnd_ready);
if (g_wnd_failed) rt_fatal("gfx: window creation failed");
}
VkWin32SurfaceCreateInfoKHR si = {.sType = VK_STRUCTURE_TYPE_WIN32_SURFACE_CREATE_INFO_KHR,
.hinstance = GetModuleHandleW(NULL), .hwnd = g_hwnd};
VkResult vr = vkCreateWin32SurfaceKHR(c->instance, &si, NULL, &g_surface);
if (vr != VK_SUCCESS) rt_fatal("gfx: vkCreateWin32SurfaceKHR failed (%d)", (int)vr);
static int opened;
if (!opened && !(opened = wsys_open())) rt_fatal("gfx: window creation failed");
g_surface = wsys_surface(c->instance);
if (!g_surface) rt_fatal("gfx: no Vulkan surface for the window");
VkCommandPoolCreateInfo pci = {.sType = VK_STRUCTURE_TYPE_COMMAND_POOL_CREATE_INFO,
.flags = VK_COMMAND_POOL_CREATE_RESET_COMMAND_BUFFER_BIT, .queueFamilyIndex = c->gfx_family};
@@ -974,14 +832,14 @@ void gfx_window_start(void) {
}
g_frame = 0;
g_started = 1;
EnterCriticalSection(&g_pl);
plat_rmutex_lock(&g_pl);
create_swapchain();
LeaveCriticalSection(&g_pl);
RECT rc = {0};
GetClientRect(g_hwnd, &rc);
rt_log("gfx: window %ldx%ld, swapchain %ux%u format %d", rc.right, rc.bottom, g_sc_ext.width, g_sc_ext.height,
(int)g_sc_fmt);
plat_rmutex_unlock(&g_pl);
int cw = 0, ch = 0;
wsys_client_size(&cw, &ch);
rt_log("gfx: window %dx%d at DPI %u, swapchain %ux%u format %d", cw, ch, gfx_window_dpi(), g_sc_ext.width,
g_sc_ext.height, (int)g_sc_fmt);
}
LeaveCriticalSection(&g_start_lock);
plat_rmutex_unlock(&g_start_lock);
vsync_ensure();
}
+435 -218
View File
File diff suppressed because it is too large. Load diff
+46 -37
View File
@@ -1,14 +1,15 @@
// --probe-shader: the shader service client (gfx_shader.c) against 32 census shaders. Needs build/xlate/totk_xlate.exe and
// build/v121/shaders/ (tools/shader_census.py); uses a throwaway cache directory.
// a census, build/<version>/shaders/ (tools/shader_census.py, probe_census_dir); uses a throwaway cache directory.
// 1. Translate 32 shaders (mixed stages) through gfx_shader_get; each SPIR-V starts with the magic 0x07230203.
// 2. Drop the memory cache and ask again: 32 hits from disk, 0 service requests. A third pass returns the same pointers.
// 3. Send a malformed line straight to the service: it answers with an error line and still serves a valid request.
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <windows.h>
#include "gfx.h"
#include "host.h"
#include "platform/platform.h"
int gfx_shader_raw_request(const char *line, char *reply, size_t reply_size);
uint64_t gfx_shader_requests(void);
@@ -48,16 +49,23 @@ static const char *str_field(const char *from, const char *to, const char *name,
static int hexval(char c) { return c <= '9' ? c - '0' : (c | 32) - 'a' + 10; }
// The repository root: the nearest parent of totk.exe holding build/v121/shaders/jobs.json.
static int find_root(char *root, size_t n) {
char exe[MAX_PATH * 2];
DWORD len = GetModuleFileNameA(NULL, exe, sizeof exe);
if (!len || len >= sizeof exe) return 0;
for (char *cut = strrchr(exe, '\\'); cut; cut = strrchr(exe, '\\')) {
*cut = 0;
char p[MAX_PATH * 2 + 40];
snprintf(p, sizeof p, "%s\\build\\v121\\shaders\\jobs.json", exe);
if (GetFileAttributesA(p) != INVALID_FILE_ATTRIBUTES) return snprintf(root, n, "%s", exe) < (int)n;
// The shader census the probes translate (tools/shader_census.py --version <ver>): build/<ver>/shaders in the nearest
// parent of totk.exe that has one with a jobs.json, the running game version's first, then the others' (any census
// serves a probe). 1 with that folder in dir.
int probe_census_dir(char *dir, size_t n) {
const char *const versions[3] = {RT_V110 ? "v110" : RT_V143 ? "v143" : "v121",
RT_V110 ? "v121" : RT_V143 ? "v121" : "v143",
RT_V110 ? "v143" : RT_V143 ? "v110" : "v110"};
for (int v = 0; v < 3; v++) {
char exe[PLAT_PATH_MAX * 2];
int len = plat_exe_path(exe, sizeof exe);
if (!len || len >= sizeof exe) return 0;
for (char *cut = plat_last_sep(exe); cut; cut = plat_last_sep(exe)) {
*cut = 0;
char p[PLAT_PATH_MAX * 2 + 40];
snprintf(p, sizeof p, "%s/build/%s/shaders/jobs.json", exe, versions[v]);
if (plat_file_exists(p)) return snprintf(dir, n, "%s/build/%s/shaders", exe, versions[v]) < (int)n;
}
}
return 0;
}
@@ -95,15 +103,15 @@ static int pick_entries(const char *jobs, Entry *out) {
return got;
}
static char root[MAX_PATH * 2];
static char root[PLAT_PATH_MAX * 2]; // the census folder (probe_census_dir)
// Builds the program the game would hand NVN for a census entry and translates it.
static const GfxShader *translate(const Entry *e, int *err) {
char path[MAX_PATH * 2 + 64];
char path[PLAT_PATH_MAX * 2 + 64];
uint8_t c1[8192], control[0x880] = {0};
if (e->c1_len > sizeof c1) return *err = 1, NULL;
for (size_t b = 0; b < e->c1_len; b++) c1[b] = (uint8_t)(hexval(e->c1[b * 2]) << 4 | hexval(e->c1[b * 2 + 1]));
snprintf(path, sizeof path, "%s\\build\\v121\\shaders\\code\\%s.code", root, e->key);
snprintf(path, sizeof path, "%s/code/%s.code", root, e->key);
size_t body_size;
char *body = slurp(path, &body_size);
if (!body) return *err = 1, NULL;
@@ -120,28 +128,27 @@ static const GfxShader *translate(const Entry *e, int *err) {
return s;
}
static int remove_entry(const char *name, int kind, uint64_t size, void *dir) {
(void)size;
char f[PLAT_PATH_MAX * 2];
snprintf(f, sizeof f, "%s/%s", (const char *)dir, name);
if (kind == PLAT_FS_FILE) plat_fs_unlink(f);
return 1;
}
static void remove_dir(const char *dir) {
char pat[MAX_PATH * 2];
snprintf(pat, sizeof pat, "%s\\*", dir);
WIN32_FIND_DATAA fd;
HANDLE h = FindFirstFileA(pat, &fd);
if (h != INVALID_HANDLE_VALUE) {
do {
char f[MAX_PATH * 2];
snprintf(f, sizeof f, "%s\\%s", dir, fd.cFileName);
if (!(fd.dwFileAttributes & FILE_ATTRIBUTE_DIRECTORY)) DeleteFileA(f);
} while (FindNextFileA(h, &fd));
FindClose(h);
}
RemoveDirectoryA(dir);
plat_fs_list(dir, remove_entry, (void *)dir);
plat_fs_rmdir(dir);
}
#define FAIL_IF(cond, ...) do { if (cond) { printf("probe-shader: FAILED: " __VA_ARGS__); printf("\n"); remove_dir(dir); return 1; } } while (0)
int probe_shader(void) {
char path[MAX_PATH * 2 + 64];
CHECK(find_root(root, sizeof root), "build/v121/shaders/jobs.json not found (run tools/shader_census.py)");
snprintf(path, sizeof path, "%s\\build\\v121\\shaders\\jobs.json", root);
char path[PLAT_PATH_MAX * 2 + 64];
CHECK(probe_census_dir(root, sizeof root),
"no build/v%d/shaders/jobs.json above the exe (run tools/shader_census.py --version v%d)", rt_game_version,
rt_game_version);
snprintf(path, sizeof path, "%s/jobs.json", root);
size_t jobs_size;
char *jobs = slurp(path, &jobs_size);
CHECK(jobs, "cannot read %s", path);
@@ -149,9 +156,11 @@ int probe_shader(void) {
int count = pick_entries(jobs, entries);
CHECK(count == WANT, "only %d census shaders usable", count);
char dir[MAX_PATH];
snprintf(dir, sizeof dir, "%s\\totk-shader-probe-%lu", getenv("TEMP") ? getenv("TEMP") : ".", GetCurrentProcessId());
CHECK(_putenv_s("TOTK_SHADER_CACHE", dir) == 0, "cannot set TOTK_SHADER_CACHE");
char dir[PLAT_PATH_MAX];
char tmp[PLAT_PATH_MAX];
if (!plat_temp_dir(tmp, sizeof tmp)) strcpy(tmp, ".");
snprintf(dir, sizeof dir, "%s/totk-shader-probe-%u", tmp, plat_process_id());
CHECK(plat_setenv("TOTK_SHADER_CACHE", dir), "cannot set TOTK_SHADER_CACHE");
// pass 1: translate through the service
const GfxShader *first[WANT];
@@ -198,16 +207,16 @@ int probe_shader(void) {
FAIL_IF(strncmp(reply, "fail ", 5), "malformed line answered with \"%s\"", reply);
FAIL_IF(!gfx_shader_raw_request("{\"job\":{\"stage\":\"ps\"},\"out\":\"x\"}", reply, sizeof reply) || strncmp(reply, "fail ", 5),
"job without key not rejected");
char dir_json[MAX_PATH * 2], line[MAX_PATH * 4 + 1024], *o = dir_json;
char dir_json[PLAT_PATH_MAX * 2], line[PLAT_PATH_MAX * 4 + 1024], *o = dir_json;
for (const char *s = dir; *s; s++) { if (*s == '\\') *o++ = '\\'; *o++ = *s; }
*o = 0;
char esc_root[MAX_PATH * 2];
char esc_root[PLAT_PATH_MAX * 2];
o = esc_root;
for (const char *s = root; *s; s++) { if (*s == '\\') *o++ = '\\'; *o++ = *s; }
*o = 0;
const Entry *e = &entries[0];
snprintf(line, sizeof line,
"{\"job\":{\"key\":\"%.64sa\",\"stage\":\"%s\",\"debug\":false,\"c1\":\"%.*s\",\"code\":\"%s\\\\build\\\\v121\\\\shaders\\\\code\\\\%.64s.code\"},\"out\":\"%s\"}",
"{\"job\":{\"key\":\"%.64sa\",\"stage\":\"%s\",\"debug\":false,\"c1\":\"%.*s\",\"code\":\"%s/code/%.64s.code\"},\"out\":\"%s\"}",
e->key, e->stage == GFX_STAGE_VS ? "vs" : e->stage == GFX_STAGE_FS ? "ps" : "cs", (int)(e->c1_len * 2), e->c1,
esc_root, e->key, dir_json);
FAIL_IF(!gfx_shader_raw_request(line, reply, sizeof reply), "service did not answer a valid request after the malformed one");
+39 -34
View File
@@ -1,14 +1,16 @@
// --probe-window: presents 300 frames of a cycling clear colour through vk_present_image, reads the swapchain image back
// and compares every pixel, measures the vsync rate, flips the focus state with synthetic WM_ACTIVATEAPP messages and
// resizes the window. Run with TOTK_VK_VALIDATION=1 to count validation errors.
// and compares every pixel, measures the vsync rate, flips the focus state and drives the cursor release with synthetic
// window events (the window back end's wsys_probe_*, gfx_wsys.h) and resizes the window. Run with TOTK_VK_VALIDATION=1
// to count validation errors.
#include <stdio.h>
#include <string.h>
#include <windows.h>
#include "gfx.h"
#include "gfx_wsys.h"
#include "input.h"
#include "ui/menu.h"
#include "vk.h"
#include "platform/platform.h"
#define SRC_W 640
#define SRC_H 360
@@ -110,20 +112,27 @@ static int present_and_check(Source *s, int first, int i, int *w_out, int *h_out
else if (fmt == VK_FORMAT_R8G8B8A8_UNORM) { want[0] = rgb[0]; want[1] = rgb[1]; want[2] = rgb[2]; }
else { printf("probe-window: swapchain format %d is not UNORM RGBA/BGRA\n", (int)fmt); return 3; }
want[3] = 255;
uint32_t wv;
uint32_t wv, black = 0xff000000u; // opaque black in both byte orders
memcpy(&wv, want, 4);
int r[4]; // the picture's rectangle; bars of black around it when the window's shape differs
gfx_fit_rect(SRC_W, SRC_H, w, h, r);
const uint32_t *p = (const uint32_t *)px;
for (long k = 0, n = (long)w * h; k < n; k++)
if (p[k] != wv) {
printf("probe-window: frame %d pixel %ld is %08x, expected %08x\n", i, k, p[k], wv);
for (long k = 0, n = (long)w * h; k < n; k++) {
int x = (int)(k % w), y = (int)(k / w);
uint32_t e = x >= r[0] && x < r[0] + r[2] && y >= r[1] && y < r[1] + r[3] ? wv : black;
if (p[k] != e) {
printf("probe-window: frame %d pixel %ld (%d, %d) is %08x, expected %08x\n", i, k, x, y, p[k], e);
return 4;
}
}
*w_out = w;
*h_out = h;
return 0;
}
int probe_window(void) {
vk_hdr_off(); // the checks read 8-bit swapchain pixels
if (!menu_font_check()) return fail("the menu's font check takes a damaged font or refuses a good one");
gfx_window_start();
VkCtx *c = vk_ctx();
if (!c) return fail("no Vulkan device");
@@ -136,11 +145,11 @@ int probe_window(void) {
if (present_and_check(&s, i == 0, i, &w, &h)) return fail("presented pixels differ");
printf("probe-window: %d presents, readback %dx%d exact\n", FRAMES, w, h);
// Focus: synthetic WM_ACTIVATEAPP off and on, delivered synchronously on the window thread.
// Focus: synthetic focus loss and gain, delivered synchronously on the window thread.
unsigned m0 = gfx_window_focus_messages();
SendMessageW(gfx_window_handle(), WM_ACTIVATEAPP, FALSE, 0);
wsys_probe_focus(0);
int off = gfx_window_focused();
SendMessageW(gfx_window_handle(), WM_ACTIVATEAPP, TRUE, 0);
wsys_probe_focus(1);
int on = gfx_window_focused();
unsigned m1 = gfx_window_focus_messages();
if (off != 0 || on != 1 || m1 - m0 != 2) {
@@ -149,19 +158,17 @@ int probe_window(void) {
}
printf("probe-window: focus off/on pushed 2 messages (15)\n");
// Cursor release: Esc releases, a client click recaptures, a title bar activation releases. The probe window may not be
// the foreground window, so this checks the release flag, not the clip state.
HWND hw = gfx_window_handle();
SendMessageW(hw, WM_KEYDOWN, VK_ESCAPE, 0);
// Cursor release: Esc releases, a client click recaptures, a title bar activation releases (where the window system
// reports one). The probe window may not be the foreground window, so this checks the release flag, not the capture.
wsys_probe_escape();
int esc = input_cursor_released();
SendMessageW(hw, WM_LBUTTONDOWN, MK_LBUTTON, 0);
wsys_probe_click(0);
int click = input_cursor_released();
SendMessageW(hw, WM_MOUSEACTIVATE, (WPARAM)hw, MAKELPARAM(HTCLIENT, WM_LBUTTONDOWN));
wsys_probe_click(1);
int client = input_cursor_released();
SendMessageW(hw, WM_MOUSEACTIVATE, (WPARAM)hw, MAKELPARAM(HTCAPTION, WM_LBUTTONDOWN));
int caption = input_cursor_released();
SendMessageW(hw, WM_ACTIVATEAPP, FALSE, 0);
SendMessageW(hw, WM_ACTIVATEAPP, TRUE, 0);
int caption = wsys_probe_click(2) ? input_cursor_released() : 1;
wsys_probe_focus(0);
wsys_probe_focus(1);
int back = input_cursor_released();
if (menu_is_open()) menu_toggle(); // Esc opened the menu: the presents below compare the bare game image
if (!esc || click || client || !caption || back) {
@@ -172,33 +179,31 @@ int probe_window(void) {
// Resize: the client area changes, the swapchain follows, presenting still reads back exact.
gfx_window_resize(1280, 720);
RECT rc;
GetClientRect(gfx_window_handle(), &rc);
int cw = 0, ch = 0;
wsys_client_size(&cw, &ch);
for (int i = 0; i < 10; i++)
if (present_and_check(&s, 0, FRAMES + i, &w, &h)) return fail("presents after resize");
if (w != rc.right || h != rc.bottom) {
printf("probe-window: readback %dx%d, client area %ldx%ld\n", w, h, (long)rc.right, (long)rc.bottom);
if (w != cw || h != ch) {
printf("probe-window: readback %dx%d, client area %dx%d\n", w, h, cw, ch);
return fail("swapchain size after resize");
}
printf("probe-window: resized to %dx%d, presents still exact\n", w, h);
vk_present_capture(0);
// Vsync: count ticks between two tick edges about 5 s apart.
static volatile long ticks;
static volatile int32_t ticks;
gfx_vsync_bind_counter(&ticks);
LARGE_INTEGER f, t0, t1;
QueryPerformanceFrequency(&f);
long a = ticks;
while (ticks == a) Sleep(1);
QueryPerformanceCounter(&t0);
while (ticks == a) plat_sleep_ms(1);
uint64_t t0 = plat_now_ns();
long n0 = ticks;
Sleep(5000);
plat_sleep_ms(5000);
long b = ticks;
while (ticks == b) Sleep(1);
QueryPerformanceCounter(&t1);
while (ticks == b) plat_sleep_ms(1);
uint64_t t1 = plat_now_ns();
long n1 = ticks;
double rate = (double)(n1 - n0) * (double)f.QuadPart / (double)(t1.QuadPart - t0.QuadPart);
printf("probe-window: vsync %ld ticks in %.3f s = %.3f Hz\n", n1 - n0, (double)(t1.QuadPart - t0.QuadPart) / (double)f.QuadPart, rate);
double rate = (double)(n1 - n0) * 1e9 / (double)(t1 - t0);
printf("probe-window: vsync %ld ticks in %.3f s = %.3f Hz\n", n1 - n0, (double)(t1 - t0) / 1e9, rate);
if (rate < 60.0 * 0.995 || rate > 60.0 * 1.005) return fail("vsync rate");
source_destroy(&s);
+340
View File
@@ -0,0 +1,340 @@
// The SDL3 back end of the window (gfx_wsys.h), for hosts without Win32: the window on a thread of its own that also
// runs SDL's event loop, F11 fullscreen (borderless, the desktop's mode), the settings TOTK_WINDOW_SIZE and
// TOTK_FULLSCREEN, the display's refresh rate, focus, the Vulkan surface. The swapchain and the present are
// gfx_present.c's. Keyboard and mouse events go to input_sdl.c and to the menu (ui/menu_sdl.cpp).
//
// SDL wants its video calls on the thread that initialised video, so this thread does them all: the others hand it
// work through run_on_window (a user event and a wait) or post a user event. Video is initialised before the window
// exists: the Vulkan instance asks for SDL's surface extensions first (gfx_window_vk_extensions), the window comes with
// gfx_window_start (wsys_open).
//
// TOTK_WINDOW_SIZE is in pixels. On a display that scales windows (Wayland, HiDPI) the window asks for its pixels in
// the display's units (SDL_GetWindowDisplayScale), and SDL reports mouse positions in those units: input_sdl.c and the
// menu scale them back (gfx_window_sdl_density).
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <SDL3/SDL.h>
#include <SDL3/SDL_vulkan.h>
#include "cfg.h"
#include "gfx.h"
#include "gfx_wsys.h"
#include "input.h"
#include "input_sdl.h"
#include "ui/menu.h"
#include "vk.h"
#include "platform/platform.h"
static SDL_Window *g_win;
static uint32_t g_ev_base; // SDL_RegisterEvents: the user events below
enum { EV_RUN, EV_SETTINGS, EV_CLOSE, EV_COUNT };
static PlatEvent g_video_ready; // manual-reset: SDL video is up (or failed)
static int g_video_ok;
static PlatOnce g_thread_once = PLAT_ONCE_INIT;
static uint32_t g_window_tid; // the window thread, which runs the video calls
static volatile int32_t g_density_milli = 1000; // pixels per window unit, x1000
// ---- work on the window thread
typedef struct {
void (*fn)(void *arg);
void *arg;
PlatEvent done;
} RunReq;
static void run_on_window(void (*fn)(void *arg), void *arg) {
if (plat_thread_id() == g_window_tid) {
fn(arg);
return;
}
RunReq r = {fn, arg};
plat_event_init(&r.done, 1, 0);
SDL_Event e = {.user = {.type = g_ev_base + EV_RUN, .data1 = &r}};
if (!SDL_PushEvent(&e)) rt_fatal("gfx: cannot reach the window thread (%s)", SDL_GetError());
plat_event_wait(&r.done);
}
static void post(int ev) {
SDL_Event e = {.user = {.type = g_ev_base + (uint32_t)ev}};
SDL_PushEvent(&e);
}
double gfx_window_sdl_density(void) { return __atomic_load_n(&g_density_milli, __ATOMIC_RELAXED) / 1000.0; }
SDL_Window *gfx_window_sdl(void) { return g_win; }
void gfx_window_sdl_run(void (*fn)(void *arg), void *arg) { run_on_window(fn, arg); }
// ---- settings: size and fullscreen
static char g_applied_size[32];
static int g_applied_fs;
static void note_applied(void) {
snprintf(g_applied_size, sizeof g_applied_size, "%s", cfg_value("TOTK_WINDOW_SIZE"));
g_applied_fs = gfx_cfg_fullscreen();
}
static int is_fullscreen(void) { return (SDL_GetWindowFlags(g_win) & SDL_WINDOW_FULLSCREEN) != 0; }
// The display scale as a DPI, 96 at 100% (the menu's text size floor); 96 before the window exists.
unsigned gfx_window_dpi(void) {
float scale = g_win ? SDL_GetWindowDisplayScale(g_win) : 0;
return scale > 0 ? (unsigned)(scale * 96 + 0.5f) : 96;
}
// The window's size in its units for w x h pixels.
static void set_pixel_size(int w, int h) {
float scale = SDL_GetWindowDisplayScale(g_win);
if (!(scale > 0)) scale = 1;
SDL_SetWindowSize(g_win, (int)(w / scale + 0.5f), (int)(h / scale + 0.5f));
}
static void set_fullscreen(int on) {
input_cursor_suspend(1);
SDL_SetWindowFullscreen(g_win, on); // the desktop's mode: borderless over the display
SDL_SyncWindow(g_win);
input_cursor_suspend(0);
}
// Window thread: the window takes the size and fullscreen state of the settings when they changed. A window resized by
// hand keeps its size when another setting changes.
static void apply_settings(void) {
int size_changed = strcmp(cfg_value("TOTK_WINDOW_SIZE"), g_applied_size) != 0, fs = gfx_cfg_fullscreen();
int fs_changed = fs != g_applied_fs;
note_applied();
if (size_changed) {
int w, h;
gfx_cfg_window_size(&w, &h);
if (is_fullscreen()) SDL_SetWindowFullscreen(g_win, false);
set_pixel_size(w, h);
if (is_fullscreen() || (fs && !fs_changed)) SDL_SetWindowFullscreen(g_win, true);
}
if (fs_changed && fs != is_fullscreen()) set_fullscreen(fs);
}
void gfx_window_apply_settings(void) {
if (g_win) post(EV_SETTINGS);
}
void gfx_window_request_close(void) {
if (g_win) post(EV_CLOSE);
}
// ---- the display's refresh rate and size
static void refresh_rate_update(void) {
const SDL_DisplayMode *m = SDL_GetCurrentDisplayMode(SDL_GetDisplayForWindow(g_win));
double hz = 0;
if (m && m->refresh_rate_denominator) hz = (double)m->refresh_rate_numerator / m->refresh_rate_denominator;
else if (m) hz = m->refresh_rate;
gfx_window_set_refresh(hz);
}
int gfx_window_monitor_size(int *w, int *h) {
if (!g_win) return 0;
const SDL_DisplayMode *m = SDL_GetCurrentDisplayMode(SDL_GetDisplayForWindow(g_win));
if (!m) return 0;
*w = (int)(m->w * m->pixel_density + 0.5f);
*h = (int)(m->h * m->pixel_density + 0.5f);
return 1;
}
static void density_update(void) {
float d = SDL_GetWindowPixelDensity(g_win);
__atomic_store_n(&g_density_milli, (int32_t)((d > 0 ? d : 1) * 1000 + 0.5f), __ATOMIC_RELAXED);
}
// ---- the window thread
static void handle(const SDL_Event *e) {
if (e->type == g_ev_base + EV_RUN) {
RunReq *r = e->user.data1;
r->fn(r->arg);
plat_event_set(&r->done);
return;
}
if (e->type == g_ev_base + EV_SETTINGS) {
if (g_win) apply_settings();
return;
}
if (e->type == g_ev_base + EV_CLOSE) gfx_window_closed();
if (!g_win) return;
input_sdl_event(e);
menu_sdl_event(e);
switch (e->type) {
case SDL_EVENT_KEY_DOWN:
if (e->key.scancode == SDL_SCANCODE_F11 && !e->key.repeat) {
set_fullscreen(!is_fullscreen());
cfg_set("TOTK_FULLSCREEN", is_fullscreen() ? "1" : "0"); // the menu shows it; the next start keeps it
cfg_save();
note_applied();
}
break;
case SDL_EVENT_WINDOW_PIXEL_SIZE_CHANGED:
case SDL_EVENT_WINDOW_RESIZED:
case SDL_EVENT_WINDOW_RESTORED:
density_update();
gfx_window_mark_dirty();
break;
case SDL_EVENT_WINDOW_DISPLAY_CHANGED:
case SDL_EVENT_WINDOW_DISPLAY_SCALE_CHANGED:
case SDL_EVENT_DISPLAY_CURRENT_MODE_CHANGED:
density_update();
refresh_rate_update();
gfx_window_mark_dirty();
break;
case SDL_EVENT_WINDOW_FOCUS_GAINED:
case SDL_EVENT_WINDOW_FOCUS_LOST:
gfx_window_focus_changed(e->type == SDL_EVENT_WINDOW_FOCUS_GAINED);
break;
case SDL_EVENT_QUIT:
case SDL_EVENT_WINDOW_CLOSE_REQUESTED:
gfx_window_closed();
break;
}
}
static void window_main(void *arg) {
(void)arg;
g_window_tid = plat_thread_id();
SDL_SetHint(SDL_HINT_APP_ID, "totk-recomp"); // Wayland's app id: the desktop file and the taskbar match it
SDL_SetHint(SDL_HINT_VIDEO_ALLOW_SCREENSAVER, "0");
g_video_ok = SDL_Init(SDL_INIT_VIDEO);
if (!g_video_ok) rt_log("gfx: SDL video init failed (%s)", SDL_GetError());
// SDL's Vulkan queries need its Vulkan loader, which a window would load at creation: the instance and the device
// are made before the window.
else if (!SDL_Vulkan_LoadLibrary(NULL)) {
rt_log("gfx: SDL cannot load Vulkan (%s)", SDL_GetError());
g_video_ok = 0;
} else {
g_ev_base = SDL_RegisterEvents(EV_COUNT);
rt_log("gfx: SDL %d.%d.%d, video driver %s", SDL_VERSIONNUM_MAJOR(SDL_GetVersion()),
SDL_VERSIONNUM_MINOR(SDL_GetVersion()), SDL_VERSIONNUM_MICRO(SDL_GetVersion()), SDL_GetCurrentVideoDriver());
}
plat_event_set(&g_video_ready);
if (!g_video_ok) return;
for (;;) {
SDL_Event e;
if (SDL_WaitEventTimeout(&e, 100)) handle(&e);
else input_sdl_idle(); // a cursor change requested from another thread meanwhile
}
}
static void video_start(void *arg) {
(void)arg;
plat_event_init(&g_video_ready, 1, 0);
if (!plat_thread_spawn(window_main, NULL, "window", 0)) rt_fatal("gfx: cannot start the window thread");
plat_event_wait(&g_video_ready);
}
static int video_up(void) {
plat_once(&g_thread_once, video_start, NULL);
return g_video_ok;
}
int gfx_window_vk_extensions(const char **out, int max) {
if (!video_up()) return 0;
Uint32 n = 0;
const char *const *ext = SDL_Vulkan_GetInstanceExtensions(&n);
if (!ext) {
rt_log("gfx: SDL_Vulkan_GetInstanceExtensions failed (%s)", SDL_GetError());
return 0;
}
int k = 0;
for (Uint32 i = 0; i < n && k < max; i++) out[k++] = ext[i];
return k;
}
int gfx_window_vk_presentable(VkInstance inst, VkPhysicalDevice pd, uint32_t family) {
return video_up() && SDL_Vulkan_GetPresentationSupport(inst, pd, family);
}
// ---- gfx_wsys.h
static int open_ok;
static void open_window(void *arg) {
(void)arg;
int w, h;
gfx_cfg_window_size(&w, &h);
g_win = SDL_CreateWindow("TotK Recomp", w, h, SDL_WINDOW_VULKAN | SDL_WINDOW_RESIZABLE | SDL_WINDOW_HIGH_PIXEL_DENSITY);
if (!g_win) {
rt_log("gfx: SDL_CreateWindow failed (%s)", SDL_GetError());
return;
}
set_pixel_size(w, h); // w x h were window units; the setting is in pixels
density_update();
note_applied();
refresh_rate_update();
if (cfg_get("TOTK_BACKGROUND_WINDOW")) rt_log("gfx: TOTK_BACKGROUND_WINDOW has no effect with SDL windows");
if (gfx_cfg_fullscreen()) SDL_SetWindowFullscreen(g_win, true);
SDL_SyncWindow(g_win);
input_sdl_window(g_win);
open_ok = 1;
}
int wsys_open(void) {
if (!video_up()) return 0;
if (!g_win) run_on_window(open_window, NULL);
return open_ok;
}
typedef struct { VkInstance inst; VkSurfaceKHR surface; } SurfaceReq;
static void make_surface(void *arg) {
SurfaceReq *r = arg;
if (!SDL_Vulkan_CreateSurface(g_win, r->inst, NULL, &r->surface)) {
rt_log("gfx: SDL_Vulkan_CreateSurface failed (%s)", SDL_GetError());
r->surface = VK_NULL_HANDLE;
}
}
VkSurfaceKHR wsys_surface(VkInstance inst) {
SurfaceReq r = {inst, VK_NULL_HANDLE};
run_on_window(make_surface, &r);
return r.surface;
}
void wsys_client_size(int *w, int *h) {
*w = *h = 0;
if (g_win) SDL_GetWindowSizeInPixels(g_win, w, h);
}
int wsys_minimized(void) { return g_win && (SDL_GetWindowFlags(g_win) & (SDL_WINDOW_MINIMIZED | SDL_WINDOW_HIDDEN)); }
static void resize_window(void *arg) {
const int *wh = arg;
set_pixel_size(wh[0], wh[1]);
SDL_SyncWindow(g_win);
}
void wsys_resize(int w, int h) {
int wh[2] = {w, h};
run_on_window(resize_window, wh);
}
// ---- --probe-window: synthetic events through the event handler, on the window thread
static void probe_event(void *arg) { handle(arg); }
void wsys_probe_focus(int in) {
SDL_Event e = {.window = {.type = in ? SDL_EVENT_WINDOW_FOCUS_GAINED : SDL_EVENT_WINDOW_FOCUS_LOST,
.windowID = SDL_GetWindowID(g_win)}};
run_on_window(probe_event, &e);
}
void wsys_probe_escape(void) {
SDL_Event e = {.key = {.type = SDL_EVENT_KEY_DOWN, .scancode = SDL_SCANCODE_ESCAPE, .key = SDLK_ESCAPE, .down = true,
.windowID = SDL_GetWindowID(g_win)}};
run_on_window(probe_event, &e);
e.key.type = SDL_EVENT_KEY_UP, e.key.down = false;
run_on_window(probe_event, &e);
}
// SDL reports no activation by a title bar click: only the client click exists.
int wsys_probe_click(int where) {
if (where == 2) return 0;
SDL_Event e = {.button = {.type = SDL_EVENT_MOUSE_BUTTON_DOWN, .button = SDL_BUTTON_LEFT, .down = true,
.windowID = SDL_GetWindowID(g_win)}};
run_on_window(probe_event, &e);
e.button.type = SDL_EVENT_MOUSE_BUTTON_UP, e.button.down = false;
run_on_window(probe_event, &e);
return 1;
}
+398
View File
@@ -0,0 +1,398 @@
// The Win32 back end of the window (gfx_wsys.h): the window and its message loop on a thread of their own, F11
// fullscreen, the settings TOTK_WINDOW_SIZE and TOTK_FULLSCREEN, the monitor's refresh rate, focus, the Vulkan surface.
// The swapchain and the present are gfx_present.c's. The in-game menu's keyboard and mouse come from the window
// procedure (ui/menu_win.cpp), and so do the game's (input_win.c).
//
// The process is per-monitor DPI aware (totk.manifest): every size here is physical pixels, TOTK_WINDOW_SIZE included,
// and the swapchain matches the screen pixel for pixel. A window moved to a monitor at another display scale keeps its
// client size (WM_GETDPISCALEDSIZE); the menu takes its text size floor from the window's DPI (gfx_window_dpi).
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <windows.h>
#include <imm.h>
#include "cfg.h"
#include "flight.h"
#include "fs.h"
#include "gfx.h"
#include "gfx_wsys.h"
#include "input.h"
#include "input_win.h"
#include "nvn_api.h"
#include "ui/menu.h"
#include "vk.h"
#include "platform/platform.h"
#include <vulkan/vulkan_win32.h>
// ---- window state
static HWND g_hwnd;
static PlatEvent g_wnd_ready; // manual-reset: the window thread made the window or gave up
static int g_wnd_failed;
static int g_background; // TOTK_BACKGROUND_WINDOW: the window stays behind the user's windows
static int g_fs_pending; // window thread: TOTK_FULLSCREEN waits for the first activation
static volatile int32_t g_dpi = USER_DEFAULT_SCREEN_DPI; // the window's DPI, set by the window thread
HWND gfx_window_handle(void) { return g_hwnd; }
int gfx_window_vk_extensions(const char **out, int max) {
if (max < 2) return 0;
out[0] = VK_KHR_SURFACE_EXTENSION_NAME;
out[1] = VK_KHR_WIN32_SURFACE_EXTENSION_NAME;
return 2;
}
int gfx_window_vk_presentable(VkInstance inst, VkPhysicalDevice pd, uint32_t family) {
(void)inst;
return vkGetPhysicalDeviceWin32PresentationSupportKHR(pd, family) != VK_FALSE;
}
// ---- window thread
#define WND_STYLE WS_OVERLAPPEDWINDOW
#define WM_APP_SETTINGS (WM_APP + 1)
#define WM_APP_FULLSCREEN (WM_APP + 2) // the fullscreen setting, held back until the window is first activated
static WINDOWPLACEMENT g_saved_place = {sizeof g_saved_place}; // the window behind fullscreen (window thread)
static int is_fullscreen(HWND h) { return !(GetWindowLongW(h, GWL_STYLE) & WS_OVERLAPPEDWINDOW); }
#define cfg_fullscreen gfx_cfg_fullscreen
#define cfg_window_size gfx_cfg_window_size
unsigned gfx_window_dpi(void) { return (unsigned)plat_cas32(&g_dpi, 0, 0); }
// The outer size of a framed window whose client area is cw x ch. The frame is measured at the window's DPI, or the
// system DPI before the window exists: plain AdjustWindowRect always takes the system DPI, which is wrong on a monitor
// at another display scale.
static void outer_size(HWND h, int cw, int ch, int *ow, int *oh) {
RECT r = {0, 0, cw, ch};
AdjustWindowRectExForDpi(&r, WND_STYLE, FALSE, 0, h ? GetDpiForWindow(h) : GetDpiForSystem());
*ow = r.right - r.left;
*oh = r.bottom - r.top;
}
// Windows turns the display off and sleeps after the idle timeout, and gamepad input does not count as activity. While
// the window is up and not minimized it holds the display and the system on, as other games do. The state belongs to
// the calling thread, so only the window thread (window_main and wnd_proc) calls this; the process exit releases it.
static void keep_awake(int on) {
static int cur = -1;
if (on == cur) return;
cur = on;
SetThreadExecutionState(on ? ES_CONTINUOUS | ES_DISPLAY_REQUIRED | ES_SYSTEM_REQUIRED : ES_CONTINUOUS);
}
// F11: borderless window over the whole monitor, and back to the saved window. The swapchain follows through WM_SIZE.
// Not Alt+Enter: Enter is the Plus button (input_win.c). A background window (test runs) keeps its place behind the
// user's windows and takes no focus.
static void toggle_fullscreen(HWND h) {
LONG style = GetWindowLongW(h, GWL_STYLE);
if (style & WS_OVERLAPPEDWINDOW) {
MONITORINFO mi = {sizeof mi};
if (!GetWindowPlacement(h, &g_saved_place) || !GetMonitorInfoW(MonitorFromWindow(h, MONITOR_DEFAULTTOPRIMARY), &mi))
return;
SetWindowLongW(h, GWL_STYLE, (style & ~WS_OVERLAPPEDWINDOW) | WS_POPUP);
SetWindowPos(h, HWND_TOP, mi.rcMonitor.left, mi.rcMonitor.top, mi.rcMonitor.right - mi.rcMonitor.left,
mi.rcMonitor.bottom - mi.rcMonitor.top,
SWP_NOOWNERZORDER | SWP_FRAMECHANGED | (g_background ? SWP_NOZORDER | SWP_NOACTIVATE : 0));
} else {
SetWindowLongW(h, GWL_STYLE, (style & ~WS_POPUP) | WND_STYLE);
if (g_background) g_saved_place.showCmd = SW_SHOWNOACTIVATE;
SetWindowPlacement(h, &g_saved_place);
SetWindowPos(h, NULL, 0, 0, 0, 0,
SWP_NOMOVE | SWP_NOSIZE | SWP_NOZORDER | SWP_NOOWNERZORDER | SWP_FRAMECHANGED |
(g_background ? SWP_NOACTIVATE : 0));
}
}
// The window size and fullscreen state last taken from the settings (window thread). apply_settings acts on a change of
// either value only, so a window resized by hand keeps its size when another setting changes.
static char g_applied_size[32];
static int g_applied_fs;
static void note_applied(void) {
snprintf(g_applied_size, sizeof g_applied_size, "%s", cfg_value("TOTK_WINDOW_SIZE"));
g_applied_fs = cfg_fullscreen();
}
// Window thread: the window takes the size and fullscreen state of the settings when they changed. In fullscreen the
// size goes into the placement restored when fullscreen ends.
static void apply_settings(HWND h) {
int size_changed = strcmp(cfg_value("TOTK_WINDOW_SIZE"), g_applied_size) != 0, fs = cfg_fullscreen(), fs_changed = fs != g_applied_fs;
note_applied();
if (size_changed) {
int cw, ch, ow, oh;
cfg_window_size(&cw, &ch);
outer_size(h, cw, ch, &ow, &oh);
if (is_fullscreen(h)) {
RECT *n = &g_saved_place.rcNormalPosition;
n->right = n->left + ow;
n->bottom = n->top + oh;
} else {
RECT have;
if (GetClientRect(h, &have) && (have.right != cw || have.bottom != ch)) {
if (IsZoomed(h)) ShowWindow(h, SW_RESTORE);
SetWindowPos(h, NULL, 0, 0, ow, oh, SWP_NOMOVE | SWP_NOZORDER | SWP_NOACTIVATE);
}
}
}
if (fs_changed && fs != is_fullscreen(h)) {
input_cursor_suspend(1);
toggle_fullscreen(h);
input_cursor_suspend(0);
}
}
void gfx_window_apply_settings(void) {
if (g_hwnd) PostMessageW(g_hwnd, WM_APP_SETTINGS, 0, 0);
}
void gfx_window_request_close(void) {
if (g_hwnd) PostMessageW(g_hwnd, WM_CLOSE, 0, 0);
}
// ---- refresh rate of the window's monitor (TOTK_FPS_LIMIT=display), measured when the window opens, lands on another
// monitor or the display mode changes (gfx_window_set_refresh keeps it). QueryDisplayConfig gives the exact rational
// rate (59.94, 143.998); EnumDisplaySettings' whole hertz is the fallback.
static HMONITOR g_rate_mon;
static double monitor_rate_hz(HMONITOR mon) {
MONITORINFOEXW mi = {.cbSize = sizeof mi};
if (!GetMonitorInfoW(mon, (MONITORINFO *)&mi)) return 0;
double hz = 0;
UINT32 np = 0, nm = 0;
if (GetDisplayConfigBufferSizes(QDC_ONLY_ACTIVE_PATHS, &np, &nm) == ERROR_SUCCESS && np && nm) {
DISPLAYCONFIG_PATH_INFO *paths = calloc(np, sizeof *paths);
DISPLAYCONFIG_MODE_INFO *modes = calloc(nm, sizeof *modes);
if (paths && modes && QueryDisplayConfig(QDC_ONLY_ACTIVE_PATHS, &np, paths, &nm, modes, NULL) == ERROR_SUCCESS)
for (UINT32 i = 0; i < np && !hz; i++) {
DISPLAYCONFIG_SOURCE_DEVICE_NAME src = {.header = {.type = DISPLAYCONFIG_DEVICE_INFO_GET_SOURCE_NAME,
.size = sizeof src,
.adapterId = paths[i].sourceInfo.adapterId,
.id = paths[i].sourceInfo.id}};
DISPLAYCONFIG_RATIONAL r = paths[i].targetInfo.refreshRate;
if (DisplayConfigGetDeviceInfo(&src.header) == ERROR_SUCCESS && !wcscmp(src.viewGdiDeviceName, mi.szDevice) &&
r.Denominator)
hz = (double)r.Numerator / r.Denominator;
}
free(paths);
free(modes);
}
DEVMODEW dm = {.dmSize = sizeof dm};
if (!hz && EnumDisplaySettingsW(mi.szDevice, ENUM_CURRENT_SETTINGS, &dm) && dm.dmDisplayFrequency > 1)
hz = dm.dmDisplayFrequency; // 0 and 1 mean the hardware default
return hz;
}
// Window thread. force: the display mode changed, measure even on the same monitor.
static void refresh_rate_update(HWND h, int force) {
HMONITOR mon = MonitorFromWindow(h, MONITOR_DEFAULTTOPRIMARY);
if (!force && mon == g_rate_mon) return;
g_rate_mon = mon;
gfx_window_set_refresh(monitor_rate_hz(mon));
}
int gfx_window_monitor_size(int *w, int *h) {
MONITORINFO mi = {sizeof mi};
if (!g_hwnd || !GetMonitorInfoW(MonitorFromWindow(g_hwnd, MONITOR_DEFAULTTOPRIMARY), &mi)) return 0;
*w = mi.rcMonitor.right - mi.rcMonitor.left;
*h = mi.rcMonitor.bottom - mi.rcMonitor.top;
return 1;
}
static LRESULT CALLBACK wnd_proc(HWND h, UINT m, WPARAM w, LPARAM l) {
LRESULT input_res;
if (input_window_msg(h, m, w, l, &input_res)) return input_res;
if (menu_window_msg(h, m, w, l, &input_res)) return input_res;
switch (m) {
case WM_KEYDOWN:
if (w == VK_F11 && !(l & (1 << 30))) { // bit 30: auto-repeat
input_cursor_suspend(1);
toggle_fullscreen(h);
input_cursor_suspend(0);
cfg_set("TOTK_FULLSCREEN", is_fullscreen(h) ? "1" : "0"); // the menu shows it; the next start keeps it
cfg_save();
note_applied(); // what cfg_get reads now (the environment may still override it)
}
break;
case WM_APP_SETTINGS:
apply_settings(h);
return 0;
case WM_APP_FULLSCREEN:
if (cfg_fullscreen() && !is_fullscreen(h)) {
input_cursor_suspend(1);
toggle_fullscreen(h);
input_cursor_suspend(0);
}
return 0;
case WM_SIZE:
keep_awake(w != SIZE_MINIMIZED);
if (w != SIZE_MINIMIZED) gfx_window_mark_dirty();
refresh_rate_update(h, 0);
return 0;
case WM_EXITSIZEMOVE: // dragged onto another monitor
refresh_rate_update(h, 0);
break;
case WM_DISPLAYCHANGE:
refresh_rate_update(h, 1);
break;
case WM_GETDPISCALEDSIZE: // a framed window keeps its client size in pixels on a monitor at another scale
if (!is_fullscreen(h) && !IsZoomed(h)) {
RECT c, r;
if (GetClientRect(h, &c)) {
r = (RECT){0, 0, c.right, c.bottom};
if (AdjustWindowRectExForDpi(&r, WND_STYLE, FALSE, 0, LOWORD(w))) {
*(SIZE *)l = (SIZE){r.right - r.left, r.bottom - r.top};
return TRUE;
}
}
}
break; // DefWindowProc: Windows scales the size with the DPI
case WM_DPICHANGED: { // display scale changed, or the window reached a monitor at another scale
const RECT *s = (const RECT *)l;
plat_xchg32(&g_dpi, LOWORD(w));
rt_log("gfx: window DPI %u (%u%%)", LOWORD(w), LOWORD(w) * 100u / USER_DEFAULT_SCREEN_DPI);
if (is_fullscreen(h)) { // keep covering the monitor the suggested rect lies on
MONITORINFO mi = {sizeof mi};
if (GetMonitorInfoW(MonitorFromRect(s, MONITOR_DEFAULTTONEAREST), &mi))
SetWindowPos(h, NULL, mi.rcMonitor.left, mi.rcMonitor.top, mi.rcMonitor.right - mi.rcMonitor.left,
mi.rcMonitor.bottom - mi.rcMonitor.top, SWP_NOZORDER | SWP_NOACTIVATE);
} else {
SetWindowPos(h, NULL, s->left, s->top, s->right - s->left, s->bottom - s->top, SWP_NOZORDER | SWP_NOACTIVATE);
}
return 0;
}
case WM_ACTIVATEAPP: {
int in = w != 0;
gfx_window_focus_changed(in);
if (in && g_fs_pending) {
g_fs_pending = 0;
PostMessageW(h, WM_APP_FULLSCREEN, 0, 0);
}
return 0;
}
case WM_CLOSE:
gfx_window_closed();
case WM_ERASEBKGND:
return 1;
}
return DefWindowProcW(h, m, w, l);
}
// Brings the game window to the front. Windows refuses SetForegroundWindow to a process that was not the last to get
// input, which is the case for a game started by a frontend; attaching this thread's input queue to the foreground
// window's thread for the call is the documented way around it. The window is not left topmost.
static void raise_window(HWND h) {
HWND fg = GetForegroundWindow();
DWORD me = GetCurrentThreadId(), other = fg ? GetWindowThreadProcessId(fg, NULL) : 0;
int attached = other && other != me && AttachThreadInput(me, other, TRUE);
ShowWindow(h, IsIconic(h) ? SW_RESTORE : SW_SHOW);
BringWindowToTop(h);
SetForegroundWindow(h);
SetActiveWindow(h);
if (attached) AttachThreadInput(me, other, FALSE);
if (GetForegroundWindow() != h) { // still refused: a topmost toggle puts it above the others without keeping it there
SetWindowPos(h, HWND_TOPMOST, 0, 0, 0, 0, SWP_NOMOVE | SWP_NOSIZE);
SetWindowPos(h, HWND_NOTOPMOST, 0, 0, 0, 0, SWP_NOMOVE | SWP_NOSIZE);
}
}
static void window_main(void *arg) {
(void)arg;
HINSTANCE inst = GetModuleHandleW(NULL);
// Icon resource 1 of totk.rc (runtime/totk.ico): the title bar, the taskbar button and Alt+Tab.
WNDCLASSEXW wc = {.cbSize = sizeof wc, .lpfnWndProc = wnd_proc, .hInstance = inst,
.hIcon = LoadImageW(inst, MAKEINTRESOURCEW(1), IMAGE_ICON, GetSystemMetrics(SM_CXICON),
GetSystemMetrics(SM_CYICON), LR_SHARED),
.hIconSm = LoadImageW(inst, MAKEINTRESOURCEW(1), IMAGE_ICON, GetSystemMetrics(SM_CXSMICON),
GetSystemMetrics(SM_CYSMICON), LR_SHARED),
.hCursor = LoadCursorW(NULL, (LPCWSTR)IDC_ARROW), .lpszClassName = L"TotKRecompWindow"};
RegisterClassExW(&wc);
int cw, ch, ow, oh;
cfg_window_size(&cw, &ch);
outer_size(NULL, cw, ch, &ow, &oh);
// The window opens behind the user's windows first and is then raised (raise_window): a game started by a frontend
// has no other way to reach it. The game counts itself in focus until the first WM_ACTIVATEAPP, so loading goes on,
// and keyboard input waits for the foreground (input_win.c). If Windows still refuses the foreground, the taskbar
// button flashes, and TOTK_FULLSCREEN waits for the first activation.
// TOTK_BACKGROUND_WINDOW=1 (test runs): no flashing, never fullscreen at start, and F11 keeps the window's place.
int background = g_background = cfg_get("TOTK_BACKGROUND_WINDOW") && atoi(cfg_get("TOTK_BACKGROUND_WINDOW"));
g_hwnd = CreateWindowExW(0, wc.lpszClassName, L"TotK Recomp", WND_STYLE, CW_USEDEFAULT, CW_USEDEFAULT, ow, oh, NULL,
NULL, inst, NULL);
if (!g_hwnd) {
rt_log("gfx: CreateWindowEx failed (%lu)", GetLastError());
g_wnd_failed = 1;
} else {
// An IME switched on over the game attaches to this window and then shows its candidate window and eats the keys
// it composes, although there is nothing here to type into (a Chinese IME takes Shift, the B button by default).
// Detaching the game's window leaves the software keyboard alone: its edit box sits in a window of its own
// (swkbd_win.c) and gets the IME it needs.
ImmAssociateContext(g_hwnd, NULL);
// The frame was measured at the system DPI; the window may have opened on a monitor at another scale.
plat_xchg32(&g_dpi, (int32_t)GetDpiForWindow(g_hwnd));
outer_size(g_hwnd, cw, ch, &ow, &oh);
SetWindowPos(g_hwnd, HWND_BOTTOM, 0, 0, ow, oh, SWP_NOMOVE | SWP_NOACTIVATE | SWP_SHOWWINDOW);
if (!background) {
// Pending before the raise: the activation it gets is the first WM_ACTIVATEAPP, which takes the fullscreen
// setting; set after it, fullscreen waited for the next activation and the game started in a window
g_fs_pending = cfg_fullscreen();
raise_window(g_hwnd); // a frontend's player may have no way to reach a window left behind
FLASHWINFO fw = {.cbSize = sizeof fw, .hwnd = g_hwnd, .dwFlags = FLASHW_TRAY | FLASHW_TIMERNOFG};
FlashWindowEx(&fw);
}
note_applied();
refresh_rate_update(g_hwnd, 1);
keep_awake(1);
}
plat_event_set(&g_wnd_ready);
if (g_wnd_failed) return;
MSG msg;
while (GetMessageW(&msg, NULL, 0, 0) > 0) {
TranslateMessage(&msg);
DispatchMessageW(&msg);
}
return;
}
// ---- gfx_wsys.h
// Makes the window on its thread and waits until it is there.
int wsys_open(void) {
g_wnd_failed = 0;
plat_event_init(&g_wnd_ready, 1, 0);
if (!plat_thread_spawn(window_main, NULL, "window", 0)) rt_fatal("gfx: cannot start the window thread");
plat_event_wait(&g_wnd_ready);
return !g_wnd_failed;
}
VkSurfaceKHR wsys_surface(VkInstance inst) {
VkWin32SurfaceCreateInfoKHR si = {.sType = VK_STRUCTURE_TYPE_WIN32_SURFACE_CREATE_INFO_KHR,
.hinstance = GetModuleHandleW(NULL), .hwnd = g_hwnd};
VkSurfaceKHR surface = VK_NULL_HANDLE;
VkResult r = vkCreateWin32SurfaceKHR(inst, &si, NULL, &surface);
if (r != VK_SUCCESS) rt_log("gfx: vkCreateWin32SurfaceKHR failed (%d)", (int)r);
return r == VK_SUCCESS ? surface : VK_NULL_HANDLE;
}
void wsys_client_size(int *w, int *h) {
RECT rc = {0};
GetClientRect(g_hwnd, &rc);
*w = rc.right, *h = rc.bottom;
}
int wsys_minimized(void) { return IsIconic(g_hwnd) != 0; }
void wsys_resize(int cw, int ch) {
int ow, oh;
outer_size(g_hwnd, cw, ch, &ow, &oh);
SetWindowPos(g_hwnd, NULL, 0, 0, ow, oh, SWP_NOMOVE | SWP_NOZORDER | SWP_NOACTIVATE);
}
void wsys_probe_focus(int in) { SendMessageW(g_hwnd, WM_ACTIVATEAPP, in ? TRUE : FALSE, 0); }
void wsys_probe_escape(void) { SendMessageW(g_hwnd, WM_KEYDOWN, VK_ESCAPE, 0); }
int wsys_probe_click(int where) {
if (where == 0) SendMessageW(g_hwnd, WM_LBUTTONDOWN, MK_LBUTTON, 0);
else SendMessageW(g_hwnd, WM_MOUSEACTIVATE, (WPARAM)g_hwnd, MAKELPARAM(where == 1 ? HTCLIENT : HTCAPTION, WM_LBUTTONDOWN));
return 1;
}
+25
View File
@@ -0,0 +1,25 @@
// Between gfx_present.c (swapchain, present, vsync) and the window system's back end (gfx_window_win.c with Win32,
// gfx_window_sdl.c with SDL). Host threads only.
#pragma once
#include "vk.h"
// ---- what the back end provides
int wsys_open(void); // makes the window (and its thread); 0 on failure. Once.
VkSurfaceKHR wsys_surface(VkInstance inst); // a new Vulkan surface of the window; VK_NULL_HANDLE on failure
void wsys_client_size(int *w, int *h); // the drawable area in pixels
int wsys_minimized(void); // nothing to present into
void wsys_resize(int w, int h); // gfx_window_resize: the drawable area becomes w x h
// --probe-window (gfx_window_probe.c): synthetic window events, handled on the window thread before these return.
void wsys_probe_focus(int in); // the window gains (1) or loses (0) the focus
void wsys_probe_escape(void); // Esc pressed
// A left click: 0 in the client area, 1 activating the window from its client area, 2 activating it from the title bar.
// 0 when the window system has no such event (then the caller skips that check).
int wsys_probe_click(int where);
// ---- what gfx_present.c provides the back end
void gfx_window_mark_dirty(void); // the window changed size: the next present rebuilds the swapchain
void gfx_window_focus_changed(int in); // the window gained (1) or lost (0) the focus
void gfx_window_closed(void); // the player closed the window: saves, then ends the process
void gfx_window_set_refresh(double hz); // the refresh rate of the window's monitor, 0 unknown
int gfx_cfg_fullscreen(void); // TOTK_FULLSCREEN
void gfx_cfg_window_size(int *w, int *h); // TOTK_WINDOW_SIZE, the default when unparsable or out of range
+97
View File
@@ -0,0 +1,97 @@
// Generated by tools/build_shaders.py from runtime/shaders/hdr_encode.comp; do not edit.
// source sha256 08e1d94f9041b32d4183286db39941eec9cde41412babb197c0303fd64bb07a7
#pragma once
#include <stdint.h>
static const uint32_t hdr_encode_spv[] = {
0x07230203, 0x00010300, 0x000d000b, 0x000000dd, 0x00000000, 0x00020011, 0x00000001, 0x0006000b,
0x00000001, 0x4c534c47, 0x6474732e, 0x3035342e, 0x00000000, 0x0003000e, 0x00000000, 0x00000001,
0x0006000f, 0x00000005, 0x00000004, 0x6e69616d, 0x00000000, 0x0000004c, 0x00060010, 0x00000004,
0x00000011, 0x00000008, 0x00000008, 0x00000001, 0x00040047, 0x0000004c, 0x0000000b, 0x0000001c,
0x00030047, 0x00000053, 0x00000002, 0x00050048, 0x00000053, 0x00000000, 0x00000023, 0x00000000,
0x00050048, 0x00000053, 0x00000001, 0x00000023, 0x00000008, 0x00050048, 0x00000053, 0x00000002,
0x00000023, 0x00000010, 0x00040047, 0x00000064, 0x00000021, 0x00000000, 0x00040047, 0x00000064,
0x00000022, 0x00000000, 0x00030047, 0x0000009c, 0x00000019, 0x00040047, 0x0000009c, 0x00000021,
0x00000001, 0x00040047, 0x0000009c, 0x00000022, 0x00000000, 0x00040047, 0x000000a7, 0x0000000b,
0x00000019, 0x00020013, 0x00000002, 0x00030021, 0x00000003, 0x00000002, 0x00030016, 0x00000006,
0x00000020, 0x00040017, 0x00000007, 0x00000006, 0x00000003, 0x0004002b, 0x00000006, 0x00000015,
0x3d6147ae, 0x0004002b, 0x00000006, 0x0000001b, 0x4019999a, 0x0006002c, 0x00000007, 0x0000001c,
0x0000001b, 0x0000001b, 0x0000001b, 0x0004002b, 0x00000006, 0x0000001f, 0x3d25aee6, 0x0006002c,
0x00000007, 0x00000020, 0x0000001f, 0x0000001f, 0x0000001f, 0x00020014, 0x00000021, 0x00040017,
0x00000022, 0x00000021, 0x00000003, 0x0004002b, 0x00000006, 0x0000002c, 0x00000000, 0x0004002b,
0x00000006, 0x0000002d, 0x3f800000, 0x0004002b, 0x00000006, 0x00000031, 0x3e232000, 0x0006002c,
0x00000007, 0x00000032, 0x00000031, 0x00000031, 0x00000031, 0x0004002b, 0x00000006, 0x00000034,
0x3f560000, 0x0004002b, 0x00000006, 0x00000035, 0x4196d000, 0x0004002b, 0x00000006, 0x0000003a,
0x41958000, 0x0004002b, 0x00000006, 0x00000040, 0x429db000, 0x0006002c, 0x00000007, 0x00000041,
0x00000040, 0x00000040, 0x00000040, 0x00040015, 0x00000045, 0x00000020, 0x00000001, 0x00040017,
0x00000046, 0x00000045, 0x00000002, 0x00040015, 0x00000049, 0x00000020, 0x00000000, 0x00040017,
0x0000004a, 0x00000049, 0x00000003, 0x00040020, 0x0000004b, 0x00000001, 0x0000004a, 0x0004003b,
0x0000004b, 0x0000004c, 0x00000001, 0x00040017, 0x0000004d, 0x00000049, 0x00000002, 0x00040017,
0x00000052, 0x00000006, 0x00000004, 0x0005001e, 0x00000053, 0x00000046, 0x00000046, 0x00000052,
0x00040020, 0x00000054, 0x00000009, 0x00000053, 0x0004003b, 0x00000054, 0x00000055, 0x00000009,
0x0004002b, 0x00000045, 0x00000056, 0x00000001, 0x00040020, 0x00000057, 0x00000009, 0x00000046,
0x00040017, 0x0000005a, 0x00000021, 0x00000002, 0x00090019, 0x00000061, 0x00000006, 0x00000001,
0x00000000, 0x00000000, 0x00000000, 0x00000001, 0x00000000, 0x0003001b, 0x00000062, 0x00000061,
0x00040020, 0x00000063, 0x00000000, 0x00000062, 0x0004003b, 0x00000063, 0x00000064, 0x00000000,
0x0004002b, 0x00000045, 0x00000067, 0x00000000, 0x0006002c, 0x00000007, 0x0000006e, 0x0000002c,
0x0000002c, 0x0000002c, 0x0004002b, 0x00000045, 0x00000070, 0x00000002, 0x0004002b, 0x00000049,
0x00000071, 0x00000002, 0x00040020, 0x00000072, 0x00000009, 0x00000006, 0x0004002b, 0x00000006,
0x00000075, 0x3f000000, 0x00040018, 0x00000080, 0x00000007, 0x00000003, 0x0004002b, 0x00000006,
0x00000081, 0x3f209d49, 0x0004002b, 0x00000006, 0x00000082, 0x3d8d844d, 0x0004002b, 0x00000006,
0x00000083, 0x3c86594b, 0x0006002c, 0x00000007, 0x00000084, 0x00000081, 0x00000082, 0x00000083,
0x0004002b, 0x00000006, 0x00000085, 0x3ea89a02, 0x0004002b, 0x00000006, 0x00000086, 0x3f6b645a,
0x0004002b, 0x00000006, 0x00000087, 0x3db43958, 0x0006002c, 0x00000007, 0x00000088, 0x00000085,
0x00000086, 0x00000087, 0x0004002b, 0x00000006, 0x00000089, 0x3d315b57, 0x0004002b, 0x00000006,
0x0000008a, 0x3c3ac711, 0x0004002b, 0x00000006, 0x0000008b, 0x3f65460b, 0x0006002c, 0x00000007,
0x0000008c, 0x00000089, 0x0000008a, 0x0000008b, 0x0006002c, 0x00000080, 0x0000008d, 0x00000084,
0x00000088, 0x0000008c, 0x0004002b, 0x00000049, 0x00000091, 0x00000000, 0x0004002b, 0x00000049,
0x00000095, 0x00000001, 0x00090019, 0x0000009a, 0x00000006, 0x00000001, 0x00000000, 0x00000000,
0x00000000, 0x00000002, 0x00000002, 0x00040020, 0x0000009b, 0x00000000, 0x0000009a, 0x0004003b,
0x0000009b, 0x0000009c, 0x00000000, 0x0004002b, 0x00000049, 0x000000a6, 0x00000008, 0x0006002c,
0x0000004a, 0x000000a7, 0x000000a6, 0x000000a6, 0x00000095, 0x0006002c, 0x00000007, 0x000000d1,
0x0000002d, 0x0000002d, 0x0000002d, 0x0006002c, 0x00000007, 0x000000d3, 0x00000015, 0x00000015,
0x00000015, 0x0006002c, 0x00000007, 0x000000d6, 0x00000034, 0x00000034, 0x00000034, 0x0004002b,
0x00000006, 0x000000d7, 0x3d9e8391, 0x0006002c, 0x00000007, 0x000000d8, 0x000000d7, 0x000000d7,
0x000000d7, 0x0004002b, 0x00000006, 0x000000d9, 0x3f72a76f, 0x0006002c, 0x00000007, 0x000000da,
0x000000d9, 0x000000d9, 0x000000d9, 0x0004002b, 0x00000006, 0x000000db, 0x38d1b717, 0x0006002c,
0x00000007, 0x000000dc, 0x000000db, 0x000000db, 0x000000db, 0x00050036, 0x00000002, 0x00000004,
0x00000000, 0x00000003, 0x000200f8, 0x00000005, 0x000300f7, 0x000000a8, 0x00000000, 0x000300fb,
0x00000091, 0x000000a9, 0x000200f8, 0x000000a9, 0x0004003d, 0x0000004a, 0x0000004e, 0x0000004c,
0x0007004f, 0x0000004d, 0x0000004f, 0x0000004e, 0x0000004e, 0x00000000, 0x00000001, 0x0004007c,
0x00000046, 0x00000050, 0x0000004f, 0x00050041, 0x00000057, 0x00000058, 0x00000055, 0x00000056,
0x0004003d, 0x00000046, 0x00000059, 0x00000058, 0x000500af, 0x0000005a, 0x0000005b, 0x00000050,
0x00000059, 0x0004009a, 0x00000021, 0x0000005c, 0x0000005b, 0x000300f7, 0x0000005e, 0x00000000,
0x000400fa, 0x0000005c, 0x0000005d, 0x0000005e, 0x000200f8, 0x0000005d, 0x000200f9, 0x000000a8,
0x000200f8, 0x0000005e, 0x0004003d, 0x00000062, 0x00000065, 0x00000064, 0x00050041, 0x00000057,
0x00000068, 0x00000055, 0x00000067, 0x0004003d, 0x00000046, 0x00000069, 0x00000068, 0x00050080,
0x00000046, 0x0000006a, 0x00000050, 0x00000069, 0x00040064, 0x00000061, 0x0000006b, 0x00000065,
0x0007005f, 0x00000052, 0x0000006c, 0x0000006b, 0x0000006a, 0x00000002, 0x00000067, 0x0008004f,
0x00000007, 0x0000006d, 0x0000006c, 0x0000006c, 0x00000000, 0x00000001, 0x00000002, 0x0007000c,
0x00000007, 0x0000006f, 0x00000001, 0x00000028, 0x0000006d, 0x0000006e, 0x00060041, 0x00000072,
0x00000073, 0x00000055, 0x00000070, 0x00000071, 0x0004003d, 0x00000006, 0x00000074, 0x00000073,
0x000500ba, 0x00000021, 0x00000076, 0x00000074, 0x00000075, 0x000300f7, 0x00000078, 0x00000000,
0x000400fa, 0x00000076, 0x00000077, 0x00000078, 0x000200f8, 0x00000077, 0x0008000c, 0x00000007,
0x0000007c, 0x00000001, 0x0000002b, 0x0000006f, 0x0000006e, 0x000000d1, 0x00050085, 0x00000007,
0x000000b2, 0x0000007c, 0x000000d8, 0x00050081, 0x00000007, 0x000000b5, 0x0000007c, 0x000000d3,
0x00050085, 0x00000007, 0x000000b7, 0x000000b5, 0x000000da, 0x0007000c, 0x00000007, 0x000000b8,
0x00000001, 0x0000001a, 0x000000b7, 0x0000001c, 0x000500ba, 0x00000022, 0x000000ba, 0x0000007c,
0x00000020, 0x000600a9, 0x00000007, 0x000000bb, 0x000000ba, 0x000000b8, 0x000000b2, 0x000200f9,
0x00000078, 0x000200f8, 0x00000078, 0x000700f5, 0x00000007, 0x000000d0, 0x0000006f, 0x0000005e,
0x000000bb, 0x00000077, 0x00050091, 0x00000007, 0x0000008f, 0x0000008d, 0x000000d0, 0x0007000c,
0x00000007, 0x00000090, 0x00000001, 0x00000028, 0x0000008f, 0x0000006e, 0x00060041, 0x00000072,
0x00000092, 0x00000055, 0x00000070, 0x00000091, 0x0004003d, 0x00000006, 0x00000093, 0x00000092,
0x0005008e, 0x00000007, 0x00000094, 0x00000090, 0x00000093, 0x00060041, 0x00000072, 0x00000096,
0x00000055, 0x00000070, 0x00000095, 0x0004003d, 0x00000006, 0x00000097, 0x00000096, 0x00060050,
0x00000007, 0x00000098, 0x00000097, 0x00000097, 0x00000097, 0x0007000c, 0x00000007, 0x00000099,
0x00000001, 0x00000025, 0x00000094, 0x00000098, 0x0004003d, 0x0000009a, 0x0000009d, 0x0000009c,
0x00050085, 0x00000007, 0x000000c1, 0x00000099, 0x000000dc, 0x0008000c, 0x00000007, 0x000000c4,
0x00000001, 0x0000002b, 0x000000c1, 0x0000006e, 0x000000d1, 0x0007000c, 0x00000007, 0x000000c5,
0x00000001, 0x0000001a, 0x000000c4, 0x00000032, 0x0005008e, 0x00000007, 0x000000c7, 0x000000c5,
0x00000035, 0x00050081, 0x00000007, 0x000000c9, 0x000000d6, 0x000000c7, 0x0005008e, 0x00000007,
0x000000cb, 0x000000c5, 0x0000003a, 0x00050081, 0x00000007, 0x000000cd, 0x000000d1, 0x000000cb,
0x00050088, 0x00000007, 0x000000ce, 0x000000c9, 0x000000cd, 0x0007000c, 0x00000007, 0x000000cf,
0x00000001, 0x0000001a, 0x000000ce, 0x00000041, 0x00050051, 0x00000006, 0x000000a2, 0x000000cf,
0x00000000, 0x00050051, 0x00000006, 0x000000a3, 0x000000cf, 0x00000001, 0x00050051, 0x00000006,
0x000000a4, 0x000000cf, 0x00000002, 0x00070050, 0x00000052, 0x000000a5, 0x000000a2, 0x000000a3,
0x000000a4, 0x0000002d, 0x00040063, 0x0000009d, 0x00000050, 0x000000a5, 0x000200f9, 0x000000a8,
0x000200f8, 0x000000a8, 0x000100fd, 0x00010038,
};
+36
View File
@@ -0,0 +1,36 @@
// Generated by tools/build_shaders.py from runtime/shaders/hdr_fullscreen.vert; do not edit.
// source sha256 3474de7753260cdbc5df61bbd96074c566f98c9be15be4791ae7cbea32542b03
#pragma once
#include <stdint.h>
static const uint32_t hdr_fullscreen_spv[] = {
0x07230203, 0x00010300, 0x000d000b, 0x0000002c, 0x00000000, 0x00020011, 0x00000001, 0x0006000b,
0x00000001, 0x4c534c47, 0x6474732e, 0x3035342e, 0x00000000, 0x0003000e, 0x00000000, 0x00000001,
0x0008000f, 0x00000000, 0x00000004, 0x6e69616d, 0x00000000, 0x00000009, 0x0000000c, 0x0000001d,
0x00040047, 0x00000009, 0x0000001e, 0x00000000, 0x00040047, 0x0000000c, 0x0000000b, 0x0000002a,
0x00030047, 0x0000001b, 0x00000002, 0x00050048, 0x0000001b, 0x00000000, 0x0000000b, 0x00000000,
0x00050048, 0x0000001b, 0x00000001, 0x0000000b, 0x00000001, 0x00050048, 0x0000001b, 0x00000002,
0x0000000b, 0x00000003, 0x00050048, 0x0000001b, 0x00000003, 0x0000000b, 0x00000004, 0x00020013,
0x00000002, 0x00030021, 0x00000003, 0x00000002, 0x00030016, 0x00000006, 0x00000020, 0x00040017,
0x00000007, 0x00000006, 0x00000002, 0x00040020, 0x00000008, 0x00000003, 0x00000007, 0x0004003b,
0x00000008, 0x00000009, 0x00000003, 0x00040015, 0x0000000a, 0x00000020, 0x00000001, 0x00040020,
0x0000000b, 0x00000001, 0x0000000a, 0x0004003b, 0x0000000b, 0x0000000c, 0x00000001, 0x0004002b,
0x0000000a, 0x0000000e, 0x00000001, 0x0004002b, 0x0000000a, 0x00000010, 0x00000002, 0x00040017,
0x00000017, 0x00000006, 0x00000004, 0x00040015, 0x00000018, 0x00000020, 0x00000000, 0x0004002b,
0x00000018, 0x00000019, 0x00000001, 0x0004001c, 0x0000001a, 0x00000006, 0x00000019, 0x0006001e,
0x0000001b, 0x00000017, 0x00000006, 0x0000001a, 0x0000001a, 0x00040020, 0x0000001c, 0x00000003,
0x0000001b, 0x0004003b, 0x0000001c, 0x0000001d, 0x00000003, 0x0004002b, 0x0000000a, 0x0000001e,
0x00000000, 0x0004002b, 0x00000006, 0x00000020, 0x40000000, 0x0004002b, 0x00000006, 0x00000022,
0x3f800000, 0x0004002b, 0x00000006, 0x00000025, 0x00000000, 0x00040020, 0x00000029, 0x00000003,
0x00000017, 0x0005002c, 0x00000007, 0x0000002b, 0x00000022, 0x00000022, 0x00050036, 0x00000002,
0x00000004, 0x00000000, 0x00000003, 0x000200f8, 0x00000005, 0x0004003d, 0x0000000a, 0x0000000d,
0x0000000c, 0x000500c4, 0x0000000a, 0x0000000f, 0x0000000d, 0x0000000e, 0x000500c7, 0x0000000a,
0x00000011, 0x0000000f, 0x00000010, 0x0004006f, 0x00000006, 0x00000012, 0x00000011, 0x000500c7,
0x0000000a, 0x00000014, 0x0000000d, 0x00000010, 0x0004006f, 0x00000006, 0x00000015, 0x00000014,
0x00050050, 0x00000007, 0x00000016, 0x00000012, 0x00000015, 0x0003003e, 0x00000009, 0x00000016,
0x0004003d, 0x00000007, 0x0000001f, 0x00000009, 0x0005008e, 0x00000007, 0x00000021, 0x0000001f,
0x00000020, 0x00050083, 0x00000007, 0x00000024, 0x00000021, 0x0000002b, 0x00050051, 0x00000006,
0x00000026, 0x00000024, 0x00000000, 0x00050051, 0x00000006, 0x00000027, 0x00000024, 0x00000001,
0x00070050, 0x00000017, 0x00000028, 0x00000026, 0x00000027, 0x00000025, 0x00000022, 0x00050041,
0x00000029, 0x0000002a, 0x0000001d, 0x0000001e, 0x0003003e, 0x0000002a, 0x00000028, 0x000100fd,
0x00010038,
};
+290
View File
@@ -0,0 +1,290 @@
// Generated by tools/build_shaders.py from runtime/shaders/hdr_tonemap.frag; do not edit.
// source sha256 a09ae2b13d844bb6a136d2c3cf38b3ec571191775a4c2f0b43a586bd355381fa
#pragma once
#include <stdint.h>
static const uint32_t hdr_tonemap_spv[] = {
0x07230203, 0x00010300, 0x0008000b, 0x0000018a, 0x00000000, 0x00020011, 0x00000001, 0x0006000b,
0x00000001, 0x4c534c47, 0x6474732e, 0x3035342e, 0x00000000, 0x0003000e, 0x00000000, 0x00000001,
0x0007000f, 0x00000004, 0x00000004, 0x6e69616d, 0x00000000, 0x00000053, 0x00000181, 0x00030010,
0x00000004, 0x00000007, 0x00030003, 0x00000002, 0x000001c2, 0x00040005, 0x00000004, 0x6e69616d,
0x00000000, 0x00050005, 0x0000000a, 0x76727563, 0x31662865, 0x0000003b, 0x00030005, 0x00000009,
0x00000078, 0x00050005, 0x00000010, 0x76727563, 0x76283365, 0x003b3366, 0x00030005, 0x0000000f,
0x00000078, 0x00050005, 0x00000014, 0x6378616d, 0x33667628, 0x0000003b, 0x00030005, 0x00000013,
0x00000063, 0x00030005, 0x00000016, 0x00003079, 0x00040005, 0x0000002e, 0x61726170, 0x0000006d,
0x00040005, 0x00000034, 0x61726170, 0x0000006d, 0x00040005, 0x00000039, 0x61726170, 0x0000006d,
0x00030005, 0x0000004b, 0x00000078, 0x00050005, 0x0000004f, 0x745f7066, 0x6263745f, 0x0000385f,
0x00030005, 0x00000053, 0x00007675, 0x00050005, 0x0000005c, 0x745f7066, 0x6263745f, 0x0000415f,
0x00030005, 0x00000064, 0x00000077, 0x00030005, 0x00000067, 0x00003143, 0x00040006, 0x00000067,
0x00000000, 0x00000076, 0x00040005, 0x00000069, 0x635f7066, 0x00000031, 0x00030005, 0x0000006f,
0x00000067, 0x00030005, 0x00000071, 0x00003343, 0x00040006, 0x00000071, 0x00000000, 0x00000076,
0x00040005, 0x00000073, 0x635f7066, 0x00000033, 0x00040005, 0x00000076, 0x656d6167, 0x00000000,
0x00060005, 0x00000079, 0x70707553, 0x4274726f, 0x65666675, 0x00000072, 0x00040006, 0x00000079,
0x00000000, 0x00646170, 0x00040006, 0x00000079, 0x00000001, 0x00726468, 0x00060005, 0x0000007b,
0x70707573, 0x5f74726f, 0x66667562, 0x00007265, 0x00040005, 0x00000089, 0x6b616570, 0x00000000,
0x00030005, 0x00000094, 0x006d756c, 0x00030005, 0x000000a6, 0x00726473, 0x00040005, 0x000000ab,
0x6c5f7962, 0x00006d75, 0x00040005, 0x000000b2, 0x61726170, 0x0000006d, 0x00030005, 0x000000bb,
0x00000063, 0x00040005, 0x000000bd, 0x61726170, 0x0000006d, 0x00030005, 0x000000c7, 0x00000073,
0x00040005, 0x000000c8, 0x61726170, 0x0000006d, 0x00030005, 0x000000cc, 0x0000006e, 0x00030005,
0x000000d1, 0x0000006d, 0x00040005, 0x000000d2, 0x61726170, 0x0000006d, 0x00030005, 0x000000d5,
0x00000064, 0x00040005, 0x000000e4, 0x64617267, 0x00000065, 0x00040005, 0x000000fa, 0x5f726473,
0x00000063, 0x00030005, 0x00000115, 0x00006d73, 0x00040005, 0x00000116, 0x61726170, 0x0000006d,
0x00030005, 0x00000119, 0x00006473, 0x00030005, 0x00000139, 0x00657568, 0x00030005, 0x0000013d,
0x00006379, 0x00030005, 0x00000144, 0x00007379, 0x00040005, 0x00000159, 0x61726170, 0x0000006d,
0x00030005, 0x00000160, 0x00706f74, 0x00040005, 0x00000161, 0x61726170, 0x0000006d, 0x00040005,
0x00000164, 0x65656e6b, 0x00000000, 0x00030005, 0x0000016c, 0x00000072, 0x00040005, 0x00000181,
0x6f6c6f63, 0x00000072, 0x00040047, 0x0000004f, 0x00000021, 0x00000001, 0x00040047, 0x0000004f,
0x00000022, 0x00000000, 0x00040047, 0x00000053, 0x0000001e, 0x00000000, 0x00040047, 0x0000005c,
0x00000021, 0x00000002, 0x00040047, 0x0000005c, 0x00000022, 0x00000000, 0x00040047, 0x00000066,
0x00000006, 0x00000010, 0x00030047, 0x00000067, 0x00000002, 0x00050048, 0x00000067, 0x00000000,
0x00000023, 0x00000000, 0x00040047, 0x00000069, 0x00000021, 0x00000003, 0x00040047, 0x00000069,
0x00000022, 0x00000000, 0x00040047, 0x00000070, 0x00000006, 0x00000010, 0x00030047, 0x00000071,
0x00000002, 0x00050048, 0x00000071, 0x00000000, 0x00000023, 0x00000000, 0x00040047, 0x00000073,
0x00000021, 0x00000004, 0x00040047, 0x00000073, 0x00000022, 0x00000000, 0x00040047, 0x00000078,
0x00000006, 0x00000010, 0x00030047, 0x00000079, 0x00000002, 0x00050048, 0x00000079, 0x00000000,
0x00000023, 0x00000000, 0x00050048, 0x00000079, 0x00000001, 0x00000023, 0x000005a0, 0x00040047,
0x0000007b, 0x00000021, 0x00000000, 0x00040047, 0x0000007b, 0x00000022, 0x00000000, 0x00040047,
0x00000181, 0x0000001e, 0x00000000, 0x00020013, 0x00000002, 0x00030021, 0x00000003, 0x00000002,
0x00030016, 0x00000006, 0x00000020, 0x00040020, 0x00000007, 0x00000007, 0x00000006, 0x00040021,
0x00000008, 0x00000006, 0x00000007, 0x00040017, 0x0000000c, 0x00000006, 0x00000003, 0x00040020,
0x0000000d, 0x00000007, 0x0000000c, 0x00040021, 0x0000000e, 0x0000000c, 0x0000000d, 0x00040021,
0x00000012, 0x00000006, 0x0000000d, 0x0004002b, 0x00000006, 0x00000017, 0x3e28aeed, 0x0004002b,
0x00000006, 0x00000019, 0x3e3851ec, 0x00020014, 0x0000001a, 0x0004002b, 0x00000006, 0x0000001f,
0x3f800000, 0x0004002b, 0x00000006, 0x00000026, 0x3f55d445, 0x00040015, 0x0000002f, 0x00000020,
0x00000000, 0x0004002b, 0x0000002f, 0x00000030, 0x00000000, 0x0004002b, 0x0000002f, 0x00000035,
0x00000001, 0x0004002b, 0x0000002f, 0x0000003a, 0x00000002, 0x00090019, 0x0000004c, 0x00000006,
0x00000001, 0x00000000, 0x00000000, 0x00000000, 0x00000001, 0x00000000, 0x0003001b, 0x0000004d,
0x0000004c, 0x00040020, 0x0000004e, 0x00000000, 0x0000004d, 0x0004003b, 0x0000004e, 0x0000004f,
0x00000000, 0x00040017, 0x00000051, 0x00000006, 0x00000004, 0x00040020, 0x00000052, 0x00000001,
0x00000051, 0x0004003b, 0x00000052, 0x00000053, 0x00000001, 0x00040017, 0x00000054, 0x00000006,
0x00000002, 0x0004002b, 0x00000006, 0x00000059, 0x461c4000, 0x0006002c, 0x0000000c, 0x0000005a,
0x00000059, 0x00000059, 0x00000059, 0x0004003b, 0x0000004e, 0x0000005c, 0x00000000, 0x00040020,
0x00000063, 0x00000007, 0x00000051, 0x0004002b, 0x0000002f, 0x00000065, 0x00001000, 0x0004001c,
0x00000066, 0x00000051, 0x00000065, 0x0003001e, 0x00000067, 0x00000066, 0x00040020, 0x00000068,
0x00000002, 0x00000067, 0x0004003b, 0x00000068, 0x00000069, 0x00000002, 0x00040015, 0x0000006a,
0x00000020, 0x00000001, 0x0004002b, 0x0000006a, 0x0000006b, 0x00000000, 0x00040020, 0x0000006c,
0x00000002, 0x00000051, 0x0004001c, 0x00000070, 0x00000051, 0x00000065, 0x0003001e, 0x00000071,
0x00000070, 0x00040020, 0x00000072, 0x00000002, 0x00000071, 0x0004003b, 0x00000072, 0x00000073,
0x00000002, 0x0004002b, 0x0000002f, 0x00000077, 0x0000005a, 0x0004001c, 0x00000078, 0x00000051,
0x00000077, 0x0004001e, 0x00000079, 0x00000078, 0x00000051, 0x00040020, 0x0000007a, 0x00000002,
0x00000079, 0x0004003b, 0x0000007a, 0x0000007b, 0x00000002, 0x0004002b, 0x0000006a, 0x0000007c,
0x00000001, 0x00040020, 0x0000007d, 0x00000002, 0x00000006, 0x0004002b, 0x00000006, 0x00000080,
0x00000000, 0x0004002b, 0x00000006, 0x00000097, 0x3e99096c, 0x0006002c, 0x0000000c, 0x000000c5,
0x00000080, 0x00000080, 0x00000080, 0x0004002b, 0x00000006, 0x000000d8, 0x3f2aaaab, 0x0006002c,
0x0000000c, 0x00000108, 0x0000001f, 0x0000001f, 0x0000001f, 0x0004002b, 0x00000006, 0x0000013f,
0x3e59b3d0, 0x0004002b, 0x00000006, 0x00000140, 0x3f371759, 0x0004002b, 0x00000006, 0x00000141,
0x3d93dd98, 0x0006002c, 0x0000000c, 0x00000142, 0x0000013f, 0x00000140, 0x00000141, 0x0004002b,
0x00000006, 0x0000014a, 0x3727c5ac, 0x0004002b, 0x00000006, 0x00000157, 0x3f000000, 0x0004002b,
0x00000006, 0x00000158, 0x3fc00000, 0x00040020, 0x00000180, 0x00000003, 0x00000051, 0x0004003b,
0x00000180, 0x00000181, 0x00000003, 0x00050036, 0x00000002, 0x00000004, 0x00000000, 0x00000003,
0x000200f8, 0x00000005, 0x0004003b, 0x0000000d, 0x0000004b, 0x00000007, 0x0004003b, 0x00000063,
0x00000064, 0x00000007, 0x0004003b, 0x00000063, 0x0000006f, 0x00000007, 0x0004003b, 0x00000007,
0x00000076, 0x00000007, 0x0004003b, 0x00000007, 0x00000082, 0x00000007, 0x0004003b, 0x00000007,
0x00000089, 0x00000007, 0x0004003b, 0x00000007, 0x0000008d, 0x00000007, 0x0004003b, 0x00000007,
0x00000094, 0x00000007, 0x0004003b, 0x00000007, 0x000000a6, 0x00000007, 0x0004003b, 0x0000000d,
0x000000ab, 0x00000007, 0x0004003b, 0x0000000d, 0x000000ae, 0x00000007, 0x0004003b, 0x00000007,
0x000000b2, 0x00000007, 0x0004003b, 0x0000000d, 0x000000bb, 0x00000007, 0x0004003b, 0x0000000d,
0x000000bd, 0x00000007, 0x0004003b, 0x00000007, 0x000000c7, 0x00000007, 0x0004003b, 0x0000000d,
0x000000c8, 0x00000007, 0x0004003b, 0x0000000d, 0x000000cc, 0x00000007, 0x0004003b, 0x00000007,
0x000000d1, 0x00000007, 0x0004003b, 0x0000000d, 0x000000d2, 0x00000007, 0x0004003b, 0x00000007,
0x000000d5, 0x00000007, 0x0004003b, 0x00000007, 0x000000e4, 0x00000007, 0x0004003b, 0x0000000d,
0x000000fa, 0x00000007, 0x0004003b, 0x0000000d, 0x000000fd, 0x00000007, 0x0004003b, 0x00000007,
0x00000115, 0x00000007, 0x0004003b, 0x0000000d, 0x00000116, 0x00000007, 0x0004003b, 0x00000007,
0x00000119, 0x00000007, 0x0004003b, 0x00000007, 0x00000139, 0x00000007, 0x0004003b, 0x00000007,
0x0000013d, 0x00000007, 0x0004003b, 0x00000007, 0x00000144, 0x00000007, 0x0004003b, 0x0000000d,
0x00000159, 0x00000007, 0x0004003b, 0x00000007, 0x00000160, 0x00000007, 0x0004003b, 0x0000000d,
0x00000161, 0x00000007, 0x0004003b, 0x00000007, 0x00000164, 0x00000007, 0x0004003b, 0x00000007,
0x0000016c, 0x00000007, 0x0004003d, 0x0000004d, 0x00000050, 0x0000004f, 0x0004003d, 0x00000051,
0x00000055, 0x00000053, 0x0007004f, 0x00000054, 0x00000056, 0x00000055, 0x00000055, 0x00000000,
0x00000001, 0x00050057, 0x00000051, 0x00000057, 0x00000050, 0x00000056, 0x0008004f, 0x0000000c,
0x00000058, 0x00000057, 0x00000057, 0x00000000, 0x00000001, 0x00000002, 0x0007000c, 0x0000000c,
0x0000005b, 0x00000001, 0x00000025, 0x00000058, 0x0000005a, 0x0004003d, 0x0000004d, 0x0000005d,
0x0000005c, 0x0004003d, 0x00000051, 0x0000005e, 0x00000053, 0x0007004f, 0x00000054, 0x0000005f,
0x0000005e, 0x0000005e, 0x00000000, 0x00000001, 0x00050057, 0x00000051, 0x00000060, 0x0000005d,
0x0000005f, 0x0008004f, 0x0000000c, 0x00000061, 0x00000060, 0x00000060, 0x00000000, 0x00000001,
0x00000002, 0x00050081, 0x0000000c, 0x00000062, 0x0000005b, 0x00000061, 0x0003003e, 0x0000004b,
0x00000062, 0x00060041, 0x0000006c, 0x0000006d, 0x00000069, 0x0000006b, 0x0000006b, 0x0004003d,
0x00000051, 0x0000006e, 0x0000006d, 0x0003003e, 0x00000064, 0x0000006e, 0x00060041, 0x0000006c,
0x00000074, 0x00000073, 0x0000006b, 0x0000006b, 0x0004003d, 0x00000051, 0x00000075, 0x00000074,
0x0003003e, 0x0000006f, 0x00000075, 0x00060041, 0x0000007d, 0x0000007e, 0x0000007b, 0x0000007c,
0x00000030, 0x0004003d, 0x00000006, 0x0000007f, 0x0000007e, 0x000500ba, 0x0000001a, 0x00000081,
0x0000007f, 0x00000080, 0x000300f7, 0x00000084, 0x00000000, 0x000400fa, 0x00000081, 0x00000083,
0x00000087, 0x000200f8, 0x00000083, 0x00060041, 0x0000007d, 0x00000085, 0x0000007b, 0x0000007c,
0x00000030, 0x0004003d, 0x00000006, 0x00000086, 0x00000085, 0x0003003e, 0x00000082, 0x00000086,
0x000200f9, 0x00000084, 0x000200f8, 0x00000087, 0x0003003e, 0x00000082, 0x0000001f, 0x000200f9,
0x00000084, 0x000200f8, 0x00000084, 0x0004003d, 0x00000006, 0x00000088, 0x00000082, 0x0003003e,
0x00000076, 0x00000088, 0x00060041, 0x0000007d, 0x0000008a, 0x0000007b, 0x0000007c, 0x00000035,
0x0004003d, 0x00000006, 0x0000008b, 0x0000008a, 0x000500ba, 0x0000001a, 0x0000008c, 0x0000008b,
0x0000001f, 0x000300f7, 0x0000008f, 0x00000000, 0x000400fa, 0x0000008c, 0x0000008e, 0x00000092,
0x000200f8, 0x0000008e, 0x00060041, 0x0000007d, 0x00000090, 0x0000007b, 0x0000007c, 0x00000035,
0x0004003d, 0x00000006, 0x00000091, 0x00000090, 0x0003003e, 0x0000008d, 0x00000091, 0x000200f9,
0x0000008f, 0x000200f8, 0x00000092, 0x0003003e, 0x0000008d, 0x0000001f, 0x000200f9, 0x0000008f,
0x000200f8, 0x0000008f, 0x0004003d, 0x00000006, 0x00000093, 0x0000008d, 0x0003003e, 0x00000089,
0x00000093, 0x00050041, 0x00000007, 0x00000095, 0x0000004b, 0x00000030, 0x0004003d, 0x00000006,
0x00000096, 0x00000095, 0x00050085, 0x00000006, 0x00000098, 0x00000096, 0x00000097, 0x00050041,
0x00000007, 0x00000099, 0x0000004b, 0x00000035, 0x0004003d, 0x00000006, 0x0000009a, 0x00000099,
0x00050041, 0x00000007, 0x0000009b, 0x00000064, 0x00000030, 0x0004003d, 0x00000006, 0x0000009c,
0x0000009b, 0x00050085, 0x00000006, 0x0000009d, 0x0000009a, 0x0000009c, 0x00050081, 0x00000006,
0x0000009e, 0x00000098, 0x0000009d, 0x00050041, 0x00000007, 0x0000009f, 0x0000004b, 0x0000003a,
0x0004003d, 0x00000006, 0x000000a0, 0x0000009f, 0x00050041, 0x00000007, 0x000000a1, 0x00000064,
0x00000035, 0x0004003d, 0x00000006, 0x000000a2, 0x000000a1, 0x00050085, 0x00000006, 0x000000a3,
0x000000a0, 0x000000a2, 0x00050081, 0x00000006, 0x000000a4, 0x0000009e, 0x000000a3, 0x0007000c,
0x00000006, 0x000000a5, 0x00000001, 0x00000028, 0x000000a4, 0x00000080, 0x0003003e, 0x00000094,
0x000000a5, 0x0004003d, 0x00000006, 0x000000a7, 0x00000094, 0x0004007f, 0x00000006, 0x000000a8,
0x000000a7, 0x0006000c, 0x00000006, 0x000000a9, 0x00000001, 0x0000001b, 0x000000a8, 0x00050083,
0x00000006, 0x000000aa, 0x0000001f, 0x000000a9, 0x0003003e, 0x000000a6, 0x000000aa, 0x0004003d,
0x00000006, 0x000000ac, 0x00000094, 0x000500ba, 0x0000001a, 0x000000ad, 0x000000ac, 0x00000080,
0x000300f7, 0x000000b0, 0x00000000, 0x000400fa, 0x000000ad, 0x000000af, 0x000000b8, 0x000200f8,
0x000000af, 0x0004003d, 0x0000000c, 0x000000b1, 0x0000004b, 0x0004003d, 0x00000006, 0x000000b3,
0x00000094, 0x0003003e, 0x000000b2, 0x000000b3, 0x00050039, 0x00000006, 0x000000b4, 0x0000000a,
0x000000b2, 0x0004003d, 0x00000006, 0x000000b5, 0x00000094, 0x00050088, 0x00000006, 0x000000b6,
0x000000b4, 0x000000b5, 0x0005008e, 0x0000000c, 0x000000b7, 0x000000b1, 0x000000b6, 0x0003003e,
0x000000ae, 0x000000b7, 0x000200f9, 0x000000b0, 0x000200f8, 0x000000b8, 0x0004003d, 0x0000000c,
0x000000b9, 0x0000004b, 0x0003003e, 0x000000ae, 0x000000b9, 0x000200f9, 0x000000b0, 0x000200f8,
0x000000b0, 0x0004003d, 0x0000000c, 0x000000ba, 0x000000ae, 0x0003003e, 0x000000ab, 0x000000ba,
0x0004003d, 0x0000000c, 0x000000bc, 0x000000ab, 0x0004003d, 0x0000000c, 0x000000be, 0x0000004b,
0x0003003e, 0x000000bd, 0x000000be, 0x00050039, 0x0000000c, 0x000000bf, 0x00000010, 0x000000bd,
0x0004003d, 0x00000006, 0x000000c0, 0x000000a6, 0x0004003d, 0x00000006, 0x000000c1, 0x000000a6,
0x00050085, 0x00000006, 0x000000c2, 0x000000c0, 0x000000c1, 0x00060050, 0x0000000c, 0x000000c3,
0x000000c2, 0x000000c2, 0x000000c2, 0x0008000c, 0x0000000c, 0x000000c4, 0x00000001, 0x0000002e,
0x000000bc, 0x000000bf, 0x000000c3, 0x0007000c, 0x0000000c, 0x000000c6, 0x00000001, 0x00000028,
0x000000c4, 0x000000c5, 0x0003003e, 0x000000bb, 0x000000c6, 0x0004003d, 0x0000000c, 0x000000c9,
0x000000bb, 0x0003003e, 0x000000c8, 0x000000c9, 0x00050039, 0x00000006, 0x000000ca, 0x00000014,
0x000000c8, 0x0007000c, 0x00000006, 0x000000cb, 0x00000001, 0x00000028, 0x000000ca, 0x0000001f,
0x0003003e, 0x000000c7, 0x000000cb, 0x0004003d, 0x0000000c, 0x000000cd, 0x000000bb, 0x0004003d,
0x00000006, 0x000000ce, 0x000000c7, 0x00060050, 0x0000000c, 0x000000cf, 0x000000ce, 0x000000ce,
0x000000ce, 0x00050088, 0x0000000c, 0x000000d0, 0x000000cd, 0x000000cf, 0x0003003e, 0x000000cc,
0x000000d0, 0x0004003d, 0x0000000c, 0x000000d3, 0x000000cc, 0x0003003e, 0x000000d2, 0x000000d3,
0x00050039, 0x00000006, 0x000000d4, 0x00000014, 0x000000d2, 0x0003003e, 0x000000d1, 0x000000d4,
0x00050041, 0x00000007, 0x000000d6, 0x000000cc, 0x00000030, 0x0004003d, 0x00000006, 0x000000d7,
0x000000d6, 0x00050085, 0x00000006, 0x000000d9, 0x000000d7, 0x000000d8, 0x00050041, 0x00000007,
0x000000da, 0x000000cc, 0x00000035, 0x0004003d, 0x00000006, 0x000000db, 0x000000da, 0x00050041,
0x00000007, 0x000000dc, 0x000000cc, 0x0000003a, 0x0004003d, 0x00000006, 0x000000dd, 0x000000dc,
0x00050081, 0x00000006, 0x000000de, 0x000000db, 0x000000dd, 0x00050041, 0x00000007, 0x000000df,
0x00000064, 0x0000003a, 0x0004003d, 0x00000006, 0x000000e0, 0x000000df, 0x00050085, 0x00000006,
0x000000e1, 0x000000de, 0x000000e0, 0x00050081, 0x00000006, 0x000000e2, 0x000000d9, 0x000000e1,
0x00050083, 0x00000006, 0x000000e3, 0x000000e2, 0x0000001f, 0x0003003e, 0x000000d5, 0x000000e3,
0x00050041, 0x00000007, 0x000000e5, 0x0000006f, 0x00000035, 0x0004003d, 0x00000006, 0x000000e6,
0x000000e5, 0x0004003d, 0x00000006, 0x000000e7, 0x000000d5, 0x0004003d, 0x00000006, 0x000000e8,
0x000000d5, 0x00050085, 0x00000006, 0x000000e9, 0x000000e7, 0x000000e8, 0x00050083, 0x00000006,
0x000000ea, 0x0000001f, 0x000000e9, 0x00050085, 0x00000006, 0x000000eb, 0x000000e6, 0x000000ea,
0x00050041, 0x00000007, 0x000000ec, 0x0000006f, 0x00000030, 0x0004003d, 0x00000006, 0x000000ed,
0x000000ec, 0x00050081, 0x00000006, 0x000000ee, 0x000000eb, 0x000000ed, 0x0003003e, 0x000000e4,
0x000000ee, 0x0004003d, 0x00000006, 0x000000ef, 0x000000c7, 0x0004003d, 0x0000000c, 0x000000f0,
0x000000cc, 0x0004003d, 0x00000006, 0x000000f1, 0x000000d1, 0x00060050, 0x0000000c, 0x000000f2,
0x000000f1, 0x000000f1, 0x000000f1, 0x00050083, 0x0000000c, 0x000000f3, 0x000000f0, 0x000000f2,
0x0004003d, 0x00000006, 0x000000f4, 0x000000e4, 0x0005008e, 0x0000000c, 0x000000f5, 0x000000f3,
0x000000f4, 0x0004003d, 0x00000006, 0x000000f6, 0x000000d1, 0x00060050, 0x0000000c, 0x000000f7,
0x000000f6, 0x000000f6, 0x000000f6, 0x00050081, 0x0000000c, 0x000000f8, 0x000000f5, 0x000000f7,
0x0005008e, 0x0000000c, 0x000000f9, 0x000000f8, 0x000000ef, 0x0003003e, 0x000000bb, 0x000000f9,
0x0004003d, 0x00000006, 0x000000fb, 0x00000094, 0x000500ba, 0x0000001a, 0x000000fc, 0x000000fb,
0x00000080, 0x000300f7, 0x000000ff, 0x00000000, 0x000400fa, 0x000000fc, 0x000000fe, 0x00000105,
0x000200f8, 0x000000fe, 0x0004003d, 0x0000000c, 0x00000100, 0x0000004b, 0x0004003d, 0x00000006,
0x00000101, 0x000000a6, 0x0004003d, 0x00000006, 0x00000102, 0x00000094, 0x00050088, 0x00000006,
0x00000103, 0x00000101, 0x00000102, 0x0005008e, 0x0000000c, 0x00000104, 0x00000100, 0x00000103,
0x0003003e, 0x000000fd, 0x00000104, 0x000200f9, 0x000000ff, 0x000200f8, 0x00000105, 0x0004003d,
0x0000000c, 0x00000106, 0x0000004b, 0x0003003e, 0x000000fd, 0x00000106, 0x000200f9, 0x000000ff,
0x000200f8, 0x000000ff, 0x0004003d, 0x0000000c, 0x00000107, 0x000000fd, 0x0004003d, 0x0000000c,
0x00000109, 0x0000004b, 0x0004007f, 0x0000000c, 0x0000010a, 0x00000109, 0x0006000c, 0x0000000c,
0x0000010b, 0x00000001, 0x0000001b, 0x0000010a, 0x00050083, 0x0000000c, 0x0000010c, 0x00000108,
0x0000010b, 0x0004003d, 0x00000006, 0x0000010d, 0x000000a6, 0x0004003d, 0x00000006, 0x0000010e,
0x000000a6, 0x00050085, 0x00000006, 0x0000010f, 0x0000010d, 0x0000010e, 0x00060050, 0x0000000c,
0x00000110, 0x0000010f, 0x0000010f, 0x0000010f, 0x0008000c, 0x0000000c, 0x00000111, 0x00000001,
0x0000002e, 0x00000107, 0x0000010c, 0x00000110, 0x00060050, 0x0000000c, 0x00000112, 0x00000080,
0x00000080, 0x00000080, 0x00060050, 0x0000000c, 0x00000113, 0x0000001f, 0x0000001f, 0x0000001f,
0x0008000c, 0x0000000c, 0x00000114, 0x00000001, 0x0000002b, 0x00000111, 0x00000112, 0x00000113,
0x0003003e, 0x000000fa, 0x00000114, 0x0004003d, 0x0000000c, 0x00000117, 0x000000fa, 0x0003003e,
0x00000116, 0x00000117, 0x00050039, 0x00000006, 0x00000118, 0x00000014, 0x00000116, 0x0003003e,
0x00000115, 0x00000118, 0x00050041, 0x00000007, 0x0000011a, 0x000000fa, 0x00000030, 0x0004003d,
0x00000006, 0x0000011b, 0x0000011a, 0x00050085, 0x00000006, 0x0000011c, 0x0000011b, 0x000000d8,
0x00050041, 0x00000007, 0x0000011d, 0x000000fa, 0x00000035, 0x0004003d, 0x00000006, 0x0000011e,
0x0000011d, 0x00050041, 0x00000007, 0x0000011f, 0x000000fa, 0x0000003a, 0x0004003d, 0x00000006,
0x00000120, 0x0000011f, 0x00050081, 0x00000006, 0x00000121, 0x0000011e, 0x00000120, 0x00050041,
0x00000007, 0x00000122, 0x00000064, 0x0000003a, 0x0004003d, 0x00000006, 0x00000123, 0x00000122,
0x00050085, 0x00000006, 0x00000124, 0x00000121, 0x00000123, 0x00050081, 0x00000006, 0x00000125,
0x0000011c, 0x00000124, 0x00050083, 0x00000006, 0x00000126, 0x00000125, 0x0000001f, 0x0003003e,
0x00000119, 0x00000126, 0x0004003d, 0x0000000c, 0x00000127, 0x000000fa, 0x0004003d, 0x00000006,
0x00000128, 0x00000115, 0x00060050, 0x0000000c, 0x00000129, 0x00000128, 0x00000128, 0x00000128,
0x00050083, 0x0000000c, 0x0000012a, 0x00000127, 0x00000129, 0x00050041, 0x00000007, 0x0000012b,
0x0000006f, 0x00000035, 0x0004003d, 0x00000006, 0x0000012c, 0x0000012b, 0x0004003d, 0x00000006,
0x0000012d, 0x00000119, 0x0004003d, 0x00000006, 0x0000012e, 0x00000119, 0x00050085, 0x00000006,
0x0000012f, 0x0000012d, 0x0000012e, 0x00050083, 0x00000006, 0x00000130, 0x0000001f, 0x0000012f,
0x00050085, 0x00000006, 0x00000131, 0x0000012c, 0x00000130, 0x00050041, 0x00000007, 0x00000132,
0x0000006f, 0x00000030, 0x0004003d, 0x00000006, 0x00000133, 0x00000132, 0x00050081, 0x00000006,
0x00000134, 0x00000131, 0x00000133, 0x0005008e, 0x0000000c, 0x00000135, 0x0000012a, 0x00000134,
0x0004003d, 0x00000006, 0x00000136, 0x00000115, 0x00060050, 0x0000000c, 0x00000137, 0x00000136,
0x00000136, 0x00000136, 0x00050081, 0x0000000c, 0x00000138, 0x00000135, 0x00000137, 0x0003003e,
0x000000fa, 0x00000138, 0x00060041, 0x0000007d, 0x0000013a, 0x0000007b, 0x0000007c, 0x0000003a,
0x0004003d, 0x00000006, 0x0000013b, 0x0000013a, 0x0008000c, 0x00000006, 0x0000013c, 0x00000001,
0x0000002b, 0x0000013b, 0x00000080, 0x0000001f, 0x0003003e, 0x00000139, 0x0000013c, 0x0004003d,
0x0000000c, 0x0000013e, 0x000000bb, 0x00050094, 0x00000006, 0x00000143, 0x0000013e, 0x00000142,
0x0003003e, 0x0000013d, 0x00000143, 0x0004003d, 0x0000000c, 0x00000145, 0x000000fa, 0x00050094,
0x00000006, 0x00000146, 0x00000145, 0x00000142, 0x0003003e, 0x00000144, 0x00000146, 0x0004003d,
0x00000006, 0x00000147, 0x00000139, 0x000500ba, 0x0000001a, 0x00000148, 0x00000147, 0x00000080,
0x0004003d, 0x00000006, 0x00000149, 0x00000144, 0x000500ba, 0x0000001a, 0x0000014b, 0x00000149,
0x0000014a, 0x000500a7, 0x0000001a, 0x0000014c, 0x00000148, 0x0000014b, 0x000300f7, 0x0000014e,
0x00000000, 0x000400fa, 0x0000014c, 0x0000014d, 0x0000014e, 0x000200f8, 0x0000014d, 0x0004003d,
0x0000000c, 0x0000014f, 0x000000bb, 0x0004003d, 0x0000000c, 0x00000150, 0x000000fa, 0x0007000c,
0x0000000c, 0x00000151, 0x00000001, 0x00000028, 0x00000150, 0x000000c5, 0x0004003d, 0x00000006,
0x00000152, 0x0000013d, 0x0004003d, 0x00000006, 0x00000153, 0x00000144, 0x00050088, 0x00000006,
0x00000154, 0x00000152, 0x00000153, 0x0005008e, 0x0000000c, 0x00000155, 0x00000151, 0x00000154,
0x0004003d, 0x00000006, 0x00000156, 0x00000139, 0x0004003d, 0x0000000c, 0x0000015a, 0x000000bb,
0x0003003e, 0x00000159, 0x0000015a, 0x00050039, 0x00000006, 0x0000015b, 0x00000014, 0x00000159,
0x0008000c, 0x00000006, 0x0000015c, 0x00000001, 0x00000031, 0x00000157, 0x00000158, 0x0000015b,
0x00050085, 0x00000006, 0x0000015d, 0x00000156, 0x0000015c, 0x00060050, 0x0000000c, 0x0000015e,
0x0000015d, 0x0000015d, 0x0000015d, 0x0008000c, 0x0000000c, 0x0000015f, 0x00000001, 0x0000002e,
0x0000014f, 0x00000155, 0x0000015e, 0x0003003e, 0x000000bb, 0x0000015f, 0x000200f9, 0x0000014e,
0x000200f8, 0x0000014e, 0x0004003d, 0x0000000c, 0x00000162, 0x000000bb, 0x0003003e, 0x00000161,
0x00000162, 0x00050039, 0x00000006, 0x00000163, 0x00000014, 0x00000161, 0x0003003e, 0x00000160,
0x00000163, 0x0004003d, 0x00000006, 0x00000165, 0x00000089, 0x00050085, 0x00000006, 0x00000166,
0x00000157, 0x00000165, 0x0003003e, 0x00000164, 0x00000166, 0x0004003d, 0x00000006, 0x00000167,
0x00000160, 0x0004003d, 0x00000006, 0x00000168, 0x00000164, 0x000500ba, 0x0000001a, 0x00000169,
0x00000167, 0x00000168, 0x000300f7, 0x0000016b, 0x00000000, 0x000400fa, 0x00000169, 0x0000016a,
0x0000016b, 0x000200f8, 0x0000016a, 0x0004003d, 0x00000006, 0x0000016d, 0x00000089, 0x0004003d,
0x00000006, 0x0000016e, 0x00000164, 0x00050083, 0x00000006, 0x0000016f, 0x0000016d, 0x0000016e,
0x0003003e, 0x0000016c, 0x0000016f, 0x0004003d, 0x00000006, 0x00000170, 0x00000164, 0x0004003d,
0x00000006, 0x00000171, 0x0000016c, 0x0004003d, 0x00000006, 0x00000172, 0x00000160, 0x0004003d,
0x00000006, 0x00000173, 0x00000164, 0x00050083, 0x00000006, 0x00000174, 0x00000172, 0x00000173,
0x0004007f, 0x00000006, 0x00000175, 0x00000174, 0x0004003d, 0x00000006, 0x00000176, 0x0000016c,
0x00050088, 0x00000006, 0x00000177, 0x00000175, 0x00000176, 0x0006000c, 0x00000006, 0x00000178,
0x00000001, 0x0000001b, 0x00000177, 0x00050083, 0x00000006, 0x00000179, 0x0000001f, 0x00000178,
0x00050085, 0x00000006, 0x0000017a, 0x00000171, 0x00000179, 0x00050081, 0x00000006, 0x0000017b,
0x00000170, 0x0000017a, 0x0004003d, 0x00000006, 0x0000017c, 0x00000160, 0x00050088, 0x00000006,
0x0000017d, 0x0000017b, 0x0000017c, 0x0004003d, 0x0000000c, 0x0000017e, 0x000000bb, 0x0005008e,
0x0000000c, 0x0000017f, 0x0000017e, 0x0000017d, 0x0003003e, 0x000000bb, 0x0000017f, 0x000200f9,
0x0000016b, 0x000200f8, 0x0000016b, 0x0004003d, 0x0000000c, 0x00000182, 0x000000bb, 0x0007000c,
0x0000000c, 0x00000183, 0x00000001, 0x00000028, 0x00000182, 0x000000c5, 0x0004003d, 0x00000006,
0x00000184, 0x00000076, 0x0005008e, 0x0000000c, 0x00000185, 0x00000183, 0x00000184, 0x00050051,
0x00000006, 0x00000186, 0x00000185, 0x00000000, 0x00050051, 0x00000006, 0x00000187, 0x00000185,
0x00000001, 0x00050051, 0x00000006, 0x00000188, 0x00000185, 0x00000002, 0x00070050, 0x00000051,
0x00000189, 0x00000186, 0x00000187, 0x00000188, 0x00000080, 0x0003003e, 0x00000181, 0x00000189,
0x000100fd, 0x00010038, 0x00050036, 0x00000006, 0x0000000a, 0x00000000, 0x00000008, 0x00030037,
0x00000007, 0x00000009, 0x000200f8, 0x0000000b, 0x0004003b, 0x00000007, 0x00000016, 0x00000007,
0x0004003b, 0x00000007, 0x0000001c, 0x00000007, 0x0003003e, 0x00000016, 0x00000017, 0x0004003d,
0x00000006, 0x00000018, 0x00000009, 0x000500bc, 0x0000001a, 0x0000001b, 0x00000018, 0x00000019,
0x000300f7, 0x0000001e, 0x00000000, 0x000400fa, 0x0000001b, 0x0000001d, 0x00000024, 0x000200f8,
0x0000001d, 0x0004003d, 0x00000006, 0x00000020, 0x00000009, 0x0004007f, 0x00000006, 0x00000021,
0x00000020, 0x0006000c, 0x00000006, 0x00000022, 0x00000001, 0x0000001b, 0x00000021, 0x00050083,
0x00000006, 0x00000023, 0x0000001f, 0x00000022, 0x0003003e, 0x0000001c, 0x00000023, 0x000200f9,
0x0000001e, 0x000200f8, 0x00000024, 0x0004003d, 0x00000006, 0x00000025, 0x00000016, 0x0004003d,
0x00000006, 0x00000027, 0x00000009, 0x00050083, 0x00000006, 0x00000028, 0x00000027, 0x00000019,
0x00050085, 0x00000006, 0x00000029, 0x00000026, 0x00000028, 0x00050081, 0x00000006, 0x0000002a,
0x00000025, 0x00000029, 0x0003003e, 0x0000001c, 0x0000002a, 0x000200f9, 0x0000001e, 0x000200f8,
0x0000001e, 0x0004003d, 0x00000006, 0x0000002b, 0x0000001c, 0x000200fe, 0x0000002b, 0x00010038,
0x00050036, 0x0000000c, 0x00000010, 0x00000000, 0x0000000e, 0x00030037, 0x0000000d, 0x0000000f,
0x000200f8, 0x00000011, 0x0004003b, 0x00000007, 0x0000002e, 0x00000007, 0x0004003b, 0x00000007,
0x00000034, 0x00000007, 0x0004003b, 0x00000007, 0x00000039, 0x00000007, 0x00050041, 0x00000007,
0x00000031, 0x0000000f, 0x00000030, 0x0004003d, 0x00000006, 0x00000032, 0x00000031, 0x0003003e,
0x0000002e, 0x00000032, 0x00050039, 0x00000006, 0x00000033, 0x0000000a, 0x0000002e, 0x00050041,
0x00000007, 0x00000036, 0x0000000f, 0x00000035, 0x0004003d, 0x00000006, 0x00000037, 0x00000036,
0x0003003e, 0x00000034, 0x00000037, 0x00050039, 0x00000006, 0x00000038, 0x0000000a, 0x00000034,
0x00050041, 0x00000007, 0x0000003b, 0x0000000f, 0x0000003a, 0x0004003d, 0x00000006, 0x0000003c,
0x0000003b, 0x0003003e, 0x00000039, 0x0000003c, 0x00050039, 0x00000006, 0x0000003d, 0x0000000a,
0x00000039, 0x00060050, 0x0000000c, 0x0000003e, 0x00000033, 0x00000038, 0x0000003d, 0x000200fe,
0x0000003e, 0x00010038, 0x00050036, 0x00000006, 0x00000014, 0x00000000, 0x00000012, 0x00030037,
0x0000000d, 0x00000013, 0x000200f8, 0x00000015, 0x00050041, 0x00000007, 0x00000041, 0x00000013,
0x00000030, 0x0004003d, 0x00000006, 0x00000042, 0x00000041, 0x00050041, 0x00000007, 0x00000043,
0x00000013, 0x00000035, 0x0004003d, 0x00000006, 0x00000044, 0x00000043, 0x00050041, 0x00000007,
0x00000045, 0x00000013, 0x0000003a, 0x0004003d, 0x00000006, 0x00000046, 0x00000045, 0x0007000c,
0x00000006, 0x00000047, 0x00000001, 0x00000028, 0x00000044, 0x00000046, 0x0007000c, 0x00000006,
0x00000048, 0x00000001, 0x00000028, 0x00000042, 0x00000047, 0x000200fe, 0x00000048, 0x00010038,
};
+73
View File
@@ -0,0 +1,73 @@
// Generated by tools/build_shaders.py from runtime/shaders/hdr_ui.frag; do not edit.
// source sha256 59cfbb1ab5393fdb743016cbf75a085ee8a05929c7ea67a69b4ab77f26a14303
#pragma once
#include <stdint.h>
static const uint32_t hdr_ui_spv[] = {
0x07230203, 0x00010300, 0x000d000b, 0x000000be, 0x00000000, 0x00020011, 0x00000001, 0x0006000b,
0x00000001, 0x4c534c47, 0x6474732e, 0x3035342e, 0x00000000, 0x0003000e, 0x00000000, 0x00000001,
0x0007000f, 0x00000004, 0x00000004, 0x6e69616d, 0x00000000, 0x0000004f, 0x00000068, 0x00030010,
0x00000004, 0x00000007, 0x00040047, 0x0000004b, 0x00000021, 0x00000000, 0x00040047, 0x0000004b,
0x00000022, 0x00000000, 0x00040047, 0x0000004f, 0x0000001e, 0x00000000, 0x00040047, 0x00000068,
0x0000001e, 0x00000000, 0x00030047, 0x0000007b, 0x00000002, 0x00050048, 0x0000007b, 0x00000000,
0x00000023, 0x00000000, 0x00020013, 0x00000002, 0x00030021, 0x00000003, 0x00000002, 0x00030016,
0x00000006, 0x00000020, 0x00040017, 0x00000007, 0x00000006, 0x00000003, 0x0004002b, 0x00000006,
0x00000015, 0x3d6147ae, 0x0004002b, 0x00000006, 0x0000001b, 0x4019999a, 0x0006002c, 0x00000007,
0x0000001c, 0x0000001b, 0x0000001b, 0x0000001b, 0x0004002b, 0x00000006, 0x0000001f, 0x3d25aee6,
0x0006002c, 0x00000007, 0x00000020, 0x0000001f, 0x0000001f, 0x0000001f, 0x00020014, 0x00000021,
0x00040017, 0x00000022, 0x00000021, 0x00000003, 0x0004002b, 0x00000006, 0x0000002c, 0x00000000,
0x0004002b, 0x00000006, 0x0000002d, 0x3f800000, 0x0004002b, 0x00000006, 0x00000031, 0x3e232000,
0x0006002c, 0x00000007, 0x00000032, 0x00000031, 0x00000031, 0x00000031, 0x0004002b, 0x00000006,
0x00000034, 0x3f560000, 0x0004002b, 0x00000006, 0x00000035, 0x4196d000, 0x0004002b, 0x00000006,
0x0000003a, 0x41958000, 0x0004002b, 0x00000006, 0x00000040, 0x429db000, 0x0006002c, 0x00000007,
0x00000041, 0x00000040, 0x00000040, 0x00000040, 0x00040017, 0x00000045, 0x00000006, 0x00000004,
0x00090019, 0x00000048, 0x00000006, 0x00000001, 0x00000000, 0x00000000, 0x00000000, 0x00000001,
0x00000000, 0x0003001b, 0x00000049, 0x00000048, 0x00040020, 0x0000004a, 0x00000000, 0x00000049,
0x0004003b, 0x0000004a, 0x0000004b, 0x00000000, 0x00040017, 0x0000004d, 0x00000006, 0x00000002,
0x00040020, 0x0000004e, 0x00000001, 0x0000004d, 0x0004003b, 0x0000004e, 0x0000004f, 0x00000001,
0x00040015, 0x00000052, 0x00000020, 0x00000000, 0x00040020, 0x00000067, 0x00000003, 0x00000045,
0x0004003b, 0x00000067, 0x00000068, 0x00000003, 0x00040018, 0x00000069, 0x00000007, 0x00000003,
0x0004002b, 0x00000006, 0x0000006a, 0x3f209d49, 0x0004002b, 0x00000006, 0x0000006b, 0x3d8d844d,
0x0004002b, 0x00000006, 0x0000006c, 0x3c86594b, 0x0006002c, 0x00000007, 0x0000006d, 0x0000006a,
0x0000006b, 0x0000006c, 0x0004002b, 0x00000006, 0x0000006e, 0x3ea89a02, 0x0004002b, 0x00000006,
0x0000006f, 0x3f6b645a, 0x0004002b, 0x00000006, 0x00000070, 0x3db43958, 0x0006002c, 0x00000007,
0x00000071, 0x0000006e, 0x0000006f, 0x00000070, 0x0004002b, 0x00000006, 0x00000072, 0x3d315b57,
0x0004002b, 0x00000006, 0x00000073, 0x3c3ac711, 0x0004002b, 0x00000006, 0x00000074, 0x3f65460b,
0x0006002c, 0x00000007, 0x00000075, 0x00000072, 0x00000073, 0x00000074, 0x0006002c, 0x00000069,
0x00000076, 0x0000006d, 0x00000071, 0x00000075, 0x0006002c, 0x00000007, 0x00000079, 0x0000002c,
0x0000002c, 0x0000002c, 0x0003001e, 0x0000007b, 0x00000045, 0x00040020, 0x0000007c, 0x00000009,
0x0000007b, 0x0004003b, 0x0000007c, 0x0000007d, 0x00000009, 0x00040015, 0x0000007e, 0x00000020,
0x00000001, 0x0004002b, 0x0000007e, 0x0000007f, 0x00000000, 0x0004002b, 0x00000052, 0x00000080,
0x00000000, 0x00040020, 0x00000081, 0x00000009, 0x00000006, 0x0006002c, 0x00000007, 0x000000b2,
0x0000002d, 0x0000002d, 0x0000002d, 0x0006002c, 0x00000007, 0x000000b4, 0x00000015, 0x00000015,
0x00000015, 0x0006002c, 0x00000007, 0x000000b7, 0x00000034, 0x00000034, 0x00000034, 0x0004002b,
0x00000006, 0x000000b8, 0x3d9e8391, 0x0006002c, 0x00000007, 0x000000b9, 0x000000b8, 0x000000b8,
0x000000b8, 0x0004002b, 0x00000006, 0x000000ba, 0x3f72a76f, 0x0006002c, 0x00000007, 0x000000bb,
0x000000ba, 0x000000ba, 0x000000ba, 0x0004002b, 0x00000006, 0x000000bc, 0x38d1b717, 0x0006002c,
0x00000007, 0x000000bd, 0x000000bc, 0x000000bc, 0x000000bc, 0x00050036, 0x00000002, 0x00000004,
0x00000000, 0x00000003, 0x000200f8, 0x00000005, 0x0004003d, 0x00000049, 0x0000004c, 0x0000004b,
0x0004003d, 0x0000004d, 0x00000050, 0x0000004f, 0x00050057, 0x00000045, 0x00000051, 0x0000004c,
0x00000050, 0x00050051, 0x00000006, 0x00000056, 0x00000051, 0x00000003, 0x000500bc, 0x00000021,
0x00000057, 0x00000056, 0x0000002c, 0x000300f7, 0x00000059, 0x00000000, 0x000400fa, 0x00000057,
0x00000058, 0x00000059, 0x000200f8, 0x00000058, 0x000100fc, 0x000200f8, 0x00000059, 0x0008004f,
0x00000007, 0x0000005d, 0x00000051, 0x00000051, 0x00000000, 0x00000001, 0x00000002, 0x00060050,
0x00000007, 0x00000060, 0x00000056, 0x00000056, 0x00000056, 0x00050088, 0x00000007, 0x00000061,
0x0000005d, 0x00000060, 0x0008000c, 0x00000007, 0x00000064, 0x00000001, 0x0000002b, 0x00000061,
0x00000079, 0x000000b2, 0x00050085, 0x00000007, 0x00000091, 0x00000064, 0x000000b9, 0x00050081,
0x00000007, 0x00000094, 0x00000064, 0x000000b4, 0x00050085, 0x00000007, 0x00000096, 0x00000094,
0x000000bb, 0x0007000c, 0x00000007, 0x00000097, 0x00000001, 0x0000001a, 0x00000096, 0x0000001c,
0x000500ba, 0x00000022, 0x00000099, 0x00000064, 0x00000020, 0x000600a9, 0x00000007, 0x0000009a,
0x00000099, 0x00000097, 0x00000091, 0x00050091, 0x00000007, 0x00000078, 0x00000076, 0x0000009a,
0x0007000c, 0x00000007, 0x0000007a, 0x00000001, 0x00000028, 0x00000078, 0x00000079, 0x00060041,
0x00000081, 0x00000082, 0x0000007d, 0x0000007f, 0x00000080, 0x0004003d, 0x00000006, 0x00000083,
0x00000082, 0x0005008e, 0x00000007, 0x00000084, 0x0000007a, 0x00000083, 0x00050085, 0x00000007,
0x000000a0, 0x00000084, 0x000000bd, 0x0008000c, 0x00000007, 0x000000a3, 0x00000001, 0x0000002b,
0x000000a0, 0x00000079, 0x000000b2, 0x0007000c, 0x00000007, 0x000000a4, 0x00000001, 0x0000001a,
0x000000a3, 0x00000032, 0x0005008e, 0x00000007, 0x000000a6, 0x000000a4, 0x00000035, 0x00050081,
0x00000007, 0x000000a8, 0x000000b7, 0x000000a6, 0x0005008e, 0x00000007, 0x000000aa, 0x000000a4,
0x0000003a, 0x00050081, 0x00000007, 0x000000ac, 0x000000b2, 0x000000aa, 0x00050088, 0x00000007,
0x000000ad, 0x000000a8, 0x000000ac, 0x0007000c, 0x00000007, 0x000000ae, 0x00000001, 0x0000001a,
0x000000ad, 0x00000041, 0x00050051, 0x00000006, 0x00000089, 0x000000ae, 0x00000000, 0x00050051,
0x00000006, 0x0000008a, 0x000000ae, 0x00000001, 0x00050051, 0x00000006, 0x0000008b, 0x000000ae,
0x00000002, 0x00070050, 0x00000045, 0x0000008c, 0x00000089, 0x0000008a, 0x0000008b, 0x00000056,
0x0003003e, 0x00000068, 0x0000008c, 0x000100fd, 0x00010038,
};
+54 -5
View File
@@ -57,6 +57,9 @@ typedef struct {
int have_gpu, have_vram, vram_exact;
uint64_t gpu_ns, gpu_parts, gpu_missed; // busy time, submission parts timed, parts left untimed
uint64_t vram_used, vram_budget;
int have_idle; // calibrated timestamps: the idle split below is filled
uint64_t idle_ns, starved_ns, queued_ns; // GPU idle between timed parts; of it, before the part was submitted; submit to start
uint64_t idle_gaps, max_gap_ns; // gaps over 0.5 ms; the longest
} PerfGpu;
extern void (*perf_gpu_stats)(PerfGpu *out);
// The performance overlay (perfmon.c): mode 0 off, 1 fps, 2 full. While it is on, perf_present hands every frame to
@@ -91,11 +94,19 @@ static inline void ret_d(Cpu *c, double d) { uint64_t b; memcpy(&b, &d, 8); c->v
typedef struct { const char *name; GuestFn fn; } RtHostEntry;
#define RT_CAT2(a, b) a##b
#define RT_CAT(a, b) RT_CAT2(a, b)
// File-scope declarations; fn must be declared before. The loader binds them by symbol name.
// File-scope declarations; fn must be declared before. The loader binds them by symbol name. The entries of every
// object file meet in one section per kind, which hostfn.c walks: on PE/COFF ".ovr$m", which the linker sorts between
// hostfn.c's ".ovr$a" and ".ovr$z" markers; on ELF "totk_ovr", which the linker brackets with __start_totk_ovr and
// __stop_totk_ovr.
#ifdef _WIN32
#define RT_HOST_SECTION(kind) section("." #kind "$m")
#else
#define RT_HOST_SECTION(kind) section("totk_" #kind)
#endif
#define HOST_OVERRIDE(sym, fn) /* replaces sym in every GOT/GLOB_DAT/ABS64 of every module */ \
__attribute__((used, section(".ovr$m"))) static const RtHostEntry RT_CAT(rt_ovr_, __COUNTER__) = {sym, fn}
__attribute__((used, RT_HOST_SECTION(ovr))) static const RtHostEntry RT_CAT(rt_ovr_, __COUNTER__) = {sym, fn}
#define HOST_OBSERVER(sym, fn) /* JUMP_SLOT only; fn calls rt_original(c) */ \
__attribute__((used, section(".obs$m"))) static const RtHostEntry RT_CAT(rt_obs_, __COUNTER__) = {sym, fn}
__attribute__((used, RT_HOST_SECTION(obs))) static const RtHostEntry RT_CAT(rt_obs_, __COUNTER__) = {sym, fn}
uint64_t hostfn_register(const char *name, GuestFn fn); // synthetic address; before hostfn_seal only. The same
// (name, fn) pair returns the same address
GuestFn hostfn_override(const char *name); // NULL if none
@@ -156,6 +167,9 @@ void mem_thaw(uint64_t a, uint64_t n); // makes the frozen r
void mem_freeze_stats(uint64_t *frozen, uint64_t *freezes, uint64_t *fault_thaws, uint64_t *other_thaws);
// regions frozen now; freezes and thaws since the last call
void mem_kernel_free(void *p, uint64_t size); // TLR/TLS reuse after thread exit
int mem_guest_readable(uint64_t a, uint64_t n); // [a, a+n) can be read without a fault: inside a loaded
// module or the committed heap answered from the layout,
// anything else by plat_mem_readable (an OS query)
// ---- modules (loader.c)
typedef struct {
@@ -176,13 +190,16 @@ typedef struct { const char *file, *sha256; } RtFileHash;
extern const RtFileHash rt_exefs_sha256[]; // tools/data/expected-<version>.json "exefs_sha256"
extern const int rt_exefs_sha256_count;
extern const char rt_default_exefs[], rt_default_romfs[], rt_default_profile[];
extern const int rt_game_version; // the game build: 121 (1.2.1) or 143 (1.4.3)
extern const int rt_game_version; // the game build: 110 (1.1.0), 121 (1.2.1) or 143 (1.4.3)
extern const char rt_port_version[]; // VERSION at the build's root: 0.1.0, 0.1.0+973c626 in a release
#define RT_V110 (rt_game_version == 110) // 1.1.0: its own boot constants and data slots
#define RT_V143 (rt_game_version >= 143)
// ---- kernel (kernel.c)
typedef struct RtThread RtThread;
Cpu *kern_cpu(void); // current guest thread's Cpu, NULL on host threads
void kern_free_cores_note(void); // for crash reports: logs that free_cores = 1 lifted the
// virtual core gate, nothing when the gate is on
uint32_t kern_main_thread(Cpu **cpu); // main thread object and Cpu for the calling host thread
// (main.npdm: 1 MiB stack at the top of the stack region,
// priority 44, core 0); on the main thread: its handle
@@ -233,15 +250,38 @@ void account_uid(uint64_t out[2]); // the local user's n
// ---- movies (ov_movie.c)
void movie_tick(Cpu *c); // at every present, on the presenting guest thread: hands
// decoded movie frames over when due, signals their events
// ---- camera speed (camera_speed.c): TOTK_STICK_SENS
float cam_speed_wanted(void); // the factor TOTK_STICK_SENS asks for, 0.1 to 3
float cam_speed_applied(void); // the factor in effect: 1 until romfs.c serves the pack
int cam_pack_build(const void *in, size_t n, const void *zsdic, size_t zsdic_n, void **out, size_t *out_n);
// Pack/Actor/PlayerCamera.pack.zs with the camera speeds
// multiplied, malloc'd; 0 = factor 1 or cannot (logged)
void cam_pack_served(void); // romfs.c serves the multiplied pack
// ---- game resolution (resolution.c): TOTK_OUTPUT_RES, TOTK_RENDER_SCALE
uint64_t res_heap_extra_bytes(void); // added to the application pool (mem_init), 2 MiB steps
uint64_t res_heap_extra_kib(void); // added to the HeapDef texture heap and its parent; 0 = none
uint64_t res_tex_heap_extra_bytes(void); // TOTK_TEX_HEAP_EXTRA_MB: added to the application pool and
// the heap cap (mem_init), 2 MiB steps; 0 = none
int res_heapdef_tex_grown(const void *in, size_t n); // the HeapDef table (.byml.zs) grows TextureHeap over the
// shipped size (an HD texture pack's)
int res_heapdef_plain(const void *in, size_t n); // a readable HeapDef table whose TextureHeap is not
// grown (a content mod's)
int res_heapdef_build(const void *in, size_t n, void **out, size_t *out_n); // the HeapDef table (.byml.zs) with
// the grown heaps, malloc'd; 0 = cannot (logged)
void res_heapdef_served(void); // romfs.c serves the grown table
void res_init(void); // after rt_patches_init: the patch page and the sets
float res_dlss_lod_bias(void); // TOTK_DLSS upscaling: texture LOD bias (<= 0)
int res_dlss_mode(const char *mode); // TOTK_DLSS changed while running: new scene size
void res_fn_hit(uint64_t addr, uint64_t x0); // main.c fnprof_hit: catches the renderer at start
void res_present(Cpu *c); // nvnQueuePresentTexture: applies a pending scene size
void res_sizes(unsigned out[2], unsigned scene[2]); // the output and scene sizes in effect (the game's own
// until res_init switched the sets on)
int res_is_16x9(unsigned w, unsigned h); // within 1% of 16:9 (the test res_init and romfs.c share)
int res_wants_wide_overlay(const unsigned out[2]); // not 16:9 on a game version with the camera aspect patch
int romfs_shaped_ready(unsigned w, unsigned h); // romfs-patches-<w>x<h> has a manifest (romfs.c; works
// before fs_init)
void res_wanted(unsigned out[2]); // the output size TOTK_OUTPUT_RES asks for
void res_fov_live(void); // TOTK_FOV to the camera (set fov); on a settings change
// ---- code patches (patches.c) and the frame step (frame_rate.c)
void rt_patches_init(void); // after ldr_load: switches from the environment, the patch
// page committed; logs the sets
@@ -281,12 +321,21 @@ void rt_boot(void); // boot.c
// modules, registers its host functions, then seals (hostfn_seal, or implicitly at the first rt_call). Return the
// process exit code.
int probe_cfg(void); // cfg_probe.c
int probe_dpi(void); // dpi_probe_win.c (Windows only)
int probe_mods(void); // mods_probe.c
void discord_init(void); // discord_rpc.c: the Rich Presence thread, game runs only
void playtime_init(void); // playtime.c: the play time thread, game runs only
void playtime_save(void); // playtime.c: writes <profile>/playtime.txt; at exit
int playtime_get(uint64_t *total_s, uint64_t *session_s); // playtime.c: all runs and this one; 0 without a profile
int probe_playtime(void); // playtime.c: the file, the ticks and the save
int probe_discord(void); // discord_rpc.c
int probe_loader(void), probe_kernel(void), probe_ipc(void), probe_services(void), probe_fs(void);
int probe_gfx_abi(void); // gfx_abi_probe.c
int probe_vkdevice(void); // vk_device.c
int probe_nvn(void), probe_nvn_tex(void); // nvn_probe.c, nvn_tex_probe.c
int probe_window(void); // gfx_window.c
int probe_window(void); // gfx_window_probe.c
int probe_shader(void); // gfx_shader.c
int probe_census_dir(char *dir, size_t n); // gfx_shader_probe.c: build/<version>/shaders for the probes
int probe_vkmem(void), probe_vkexec(void), probe_astc(void); // tex_probe.c, vk_exec_probe.c, astc_probe.c
int probe_movie(void); // movie_probe.c: host VP9 movie::Decoder on one RomFS movie
int vk_pipeline_prepare_shaders(void); // vk_pipeline.c: --prepare-shaders (tools/prepare_shaders.py)
+36 -6
View File
@@ -14,17 +14,28 @@
#define MAX_HOSTFN 4096 // dispatch.c holds HOST_CAP / 2 host functions
#define MAX_ADDED 64
#ifdef _WIN32
// PE/COFF: the linker sorts .ovr$a < .ovr$m (entries, host.h) < .ovr$z by the text after '$'.
__attribute__((section(".ovr$a"), used)) static const RtHostEntry ovr_start[1];
__attribute__((section(".ovr$z"), used)) static const RtHostEntry ovr_stop[1];
__attribute__((section(".obs$a"), used)) static const RtHostEntry obs_start[1];
__attribute__((section(".obs$z"), used)) static const RtHostEntry obs_stop[1];
#else
// ELF: the linker defines __start_<section> and __stop_<section> around a section named like a C identifier. Weak: a
// build without observers has no such section, and both bounds are then NULL.
extern const RtHostEntry __start_totk_ovr[] __attribute__((weak)), __stop_totk_ovr[] __attribute__((weak));
extern const RtHostEntry __start_totk_obs[] __attribute__((weak)), __stop_totk_obs[] __attribute__((weak));
#define ovr_start __start_totk_ovr
#define ovr_stop __stop_totk_ovr
#define obs_start __start_totk_obs
#define obs_stop __stop_totk_obs
#endif
typedef struct {
const char *name;
GuestFn fn;
uint64_t original; // observers: the guest definition rt_original calls
uint64_t calls;
uint64_t calls; // with TOTK_TRACE=host only (hostfn_report)
int blocking; // runs with the virtual core given up (hostfn_blocking)
} Slot;
static Slot slots[MAX_HOSTFN];
@@ -33,6 +44,21 @@ static RtHostEntry added[MAX_ADDED];
static int nadded;
static int sealed;
// The call count (hostfn_calls): one counter per calling thread, each on its own cache line, written only by that
// thread. A locked add on a per-function counter beside the read-mostly slot fields made the game threads share and
// bounce those lines on every host call (1.4.3 town: about 1% of the game threads' time in hostfn_entry).
#define MAX_COUNTERS 4096
typedef struct { _Alignas(64) uint64_t n; } Counter;
static Counter counters[MAX_COUNTERS];
static uint32_t ncounters;
static uint64_t shared_calls; // the threads past MAX_COUNTERS, counted with an atomic add
static __thread uint64_t *thread_calls;
__attribute__((noinline)) static uint64_t *counter_new(void) {
uint32_t i = __atomic_fetch_add(&ncounters, 1, __ATOMIC_RELAXED);
return thread_calls = i < MAX_COUNTERS ? &counters[i].n : &shared_calls;
}
static GuestFn table_find(const RtHostEntry *start, const RtHostEntry *stop, const char *name) {
__asm__("" : "+r"(start), "+r"(stop)); // separate objects: keep the compiler from reasoning about them
for (const RtHostEntry *p = start; p < stop; p++)
@@ -110,7 +136,7 @@ __attribute__((noinline, noreturn, cold)) static void bad_entry(Cpu *c) {
}
// kern_host_track: the call counted in the thread's host depth. Not a tail call, so the host stack holds this frame
// while fn runs; longjmp out of fn (ExitThread) leaves the depth raised on a thread that ends.
// while fn runs; the jump out of fn (ExitThread) leaves the depth raised on a thread that ends.
__attribute__((noinline)) static void hostfn_tracked(Cpu *c, GuestFn fn) {
void *t = c->thread;
int *d = kern_host_depth(t);
@@ -135,8 +161,11 @@ static void hostfn_entry(Cpu *c) {
uint64_t i = (c->pc - RT_HOSTFN_BASE) >> 4;
if (__builtin_expect((c->pc & 15) || i >= (uint64_t)nslots, 0)) bad_entry(c);
Slot *s = &slots[i];
uint64_t n = __atomic_fetch_add(&s->calls, 1, __ATOMIC_RELAXED);
if (__builtin_expect(!n && (rt_trace & RT_TRACE_HOSTCALL), 0)) {
uint64_t *k = thread_calls;
if (__builtin_expect(!k, 0)) k = counter_new();
if (__builtin_expect(k == &shared_calls, 0)) __atomic_fetch_add(k, 1, __ATOMIC_RELAXED);
else __atomic_store_n(k, *k + 1, __ATOMIC_RELAXED);
if (__builtin_expect(rt_trace & RT_TRACE_HOSTCALL, 0) && !__atomic_fetch_add(&s->calls, 1, __ATOMIC_RELAXED)) {
char lr[96];
rt_log("host call %s from %s", s->name, ldr_describe(c->x[30] - 4, lr, sizeof lr));
}
@@ -167,8 +196,9 @@ void hostfn_seal(void) {
}
uint64_t hostfn_calls(void) {
uint64_t n = 0;
for (int i = 0; i < nslots; i++) n += __atomic_load_n(&slots[i].calls, __ATOMIC_RELAXED);
uint32_t m = __atomic_load_n(&ncounters, __ATOMIC_RELAXED);
uint64_t n = __atomic_load_n(&shared_calls, __ATOMIC_RELAXED);
for (uint32_t i = 0; i < m && i < MAX_COUNTERS; i++) n += __atomic_load_n(&counters[i].n, __ATOMIC_RELAXED);
return n;
}
+923
View File
@@ -0,0 +1,923 @@
// Host input for nn::hid (runtime/ov_input.c): an SDL3 gamepad (no SDL window needed), the keyboard and the mouse,
// merged into Switch npad button bits and stick axes. Button order follows libnx HidNpadButton (ISC). The key and pad
// bindings are the tables in input_map.c (totk.ini overrides them). The keyboard and the mouse come from the window
// system's back end (input_wsys.h: input_win.c with Win32, input_sdl.c with SDL), which also owns the cursor capture.
// Keys and their map: docs/controls.md.
// The gamepad also rumbles (input_rumble) and, when it has a gyro and an accelerometer, feeds the six-axis sensor from a
// thread of its own (input_motion_start). Every SDL call on the gamepad is made under `lock`.
#include <math.h>
#include <stdint.h>
#include <stdlib.h>
#include <stdio.h>
#include <string.h>
#include <SDL3/SDL.h>
#include "cfg.h"
#include "host.h"
#include "input.h"
#include "input_map.h"
#include "input_wsys.h"
#include "nvn_api.h"
#include "ui/menu.h"
#include "vk.h"
#include "platform/platform.h"
enum { STICK_MAX = 32767, STICK_DIR = 16384, TRIGGER_ON = 16384, RESCAN_MS = 1000 };
static PlatMutex lock = PLAT_MUTEX_INIT;
static int state; // 0 not started, 1 running, -1 disabled or SDL failed
static volatile int32_t g_block, g_menu; // text entry / host menu: 0 off, 1 open, 2 waiting for release
// The device the player used last (input_kbm_last): 1 keyboard and mouse, 0 the gamepad. A pad counts once a button is
// down or a stick is past half way (a drifting stick never switches), the mouse once it moved MOUSE_USED raw counts
// within one poll (a slow deliberate move does; a desk bump does not), the keyboard with any key or mouse button.
enum { PAD_USED = 16384, MOUSE_USED = 6 };
static volatile int32_t g_kbm_last = 1;
int input_kbm_last(void) { return __atomic_load_n(&g_kbm_last, __ATOMIC_RELAXED); }
static SDL_Gamepad *pad;
static uint64_t next_scan;
static int pad_rumble; // the open gamepad has rumble motors
static volatile int32_t pad_labels[4]; // ... and the labels of its south, east, west, north buttons (PAD_LABEL_*), any thread
static int pad_east_a; // ... and labels its east face button A (Nintendo layout under TOTK_PAD_LAYOUT=auto)
static int pad_layout = -1; // PAD_LAYOUT_* in effect for the open gamepad, -1 to pick again; live (cfg_version)
static unsigned pad_layout_seen;
static volatile int32_t pad_layout_shown = -1; // pad_layout for the menu (any thread), -1 without a gamepad
static SDL_JoystickID sensor_pad; // the gamepad whose sensors the motion thread set up, 0 none
static int sensor_ok; // ... and it has both sensors, enabled
static int motion_thread; // 0 not started, 1 running, -1 off (TOTK_MOTION=0, no SDL)
// SDL buttons of the gamepad inputs (input_map.h PAD_*), by position; PAD_ZL and PAD_ZR are the triggers (axes).
static const SDL_GamepadButton pad_sdl[PAD_COUNT] = {
[PAD_SOUTH] = SDL_GAMEPAD_BUTTON_SOUTH, [PAD_EAST] = SDL_GAMEPAD_BUTTON_EAST, [PAD_WEST] = SDL_GAMEPAD_BUTTON_WEST,
[PAD_NORTH] = SDL_GAMEPAD_BUTTON_NORTH, [PAD_LSTICK] = SDL_GAMEPAD_BUTTON_LEFT_STICK,
[PAD_RSTICK] = SDL_GAMEPAD_BUTTON_RIGHT_STICK, [PAD_L] = SDL_GAMEPAD_BUTTON_LEFT_SHOULDER,
[PAD_R] = SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER, [PAD_START] = SDL_GAMEPAD_BUTTON_START, [PAD_BACK] = SDL_GAMEPAD_BUTTON_BACK,
[PAD_DPAD_LEFT] = SDL_GAMEPAD_BUTTON_DPAD_LEFT, [PAD_DPAD_UP] = SDL_GAMEPAD_BUTTON_DPAD_UP,
[PAD_DPAD_RIGHT] = SDL_GAMEPAD_BUTTON_DPAD_RIGHT, [PAD_DPAD_DOWN] = SDL_GAMEPAD_BUTTON_DPAD_DOWN,
[PAD_LPADDLE1] = SDL_GAMEPAD_BUTTON_LEFT_PADDLE1, [PAD_RPADDLE1] = SDL_GAMEPAD_BUTTON_RIGHT_PADDLE1,
[PAD_LPADDLE2] = SDL_GAMEPAD_BUTTON_LEFT_PADDLE2, [PAD_RPADDLE2] = SDL_GAMEPAD_BUTTON_RIGHT_PADDLE2,
};
// TOTK_INPUT_SCRIPT=<file>: lines "<frame> <button> [hold]" or "<frame> LSTICK|RSTICK <x> <y> [hold]", ORed into the real input.
// <frame> and its hold are 60 Hz ticks of game time since the first present (frame_step_ticks: presents at 60 fps), so
// the title menus get the presses at the same game time at any frame limit. A line "@<ms> ..." is timed instead: <ms>
// and its hold are milliseconds of the world clock (frame_step_world_us, game time since the loaded save's first
// frame), so it lands at the same game time at any frame rate and load length. A timed event shorter than a frame is
// applied once. In a script with timed lines (a recording) the untimed ones belong before the world clock: they stop
// when it starts, as the load ends at another tick in each run.
// at, hold: ticks, or microseconds of the world clock when timed.
typedef struct { uint64_t at, hold; int bit, stick, timed; int32_t x, y; int logged; char text[48]; } ScriptEv;
static const struct { const char *name; int bit; } script_buttons[] = {
{"A", B_A}, {"B", B_B}, {"X", B_X}, {"Y", B_Y}, {"LCLICK", B_STICK_L}, {"RCLICK", B_STICK_R}, {"L", B_L}, {"R", B_R},
{"ZL", B_ZL}, {"ZR", B_ZR}, {"PLUS", B_PLUS}, {"MINUS", B_MINUS}, {"LEFT", B_LEFT}, {"UP", B_UP}, {"RIGHT", B_RIGHT}, {"DOWN", B_DOWN},
};
static ScriptEv *script_ev;
static int script_n, script_state; // 0 not loaded, 1 loaded
static int script_mixed; // the script has timed lines: its untimed ones end where the world clock starts
static int32_t script_mouse[2]; // one-shot raw counts, consumed by the camera hook; under lock
static void script_load(void) {
script_state = 1;
const char *path = cfg_get("TOTK_INPUT_SCRIPT");
if (!path || !*path) return;
FILE *f = fopen(path, "r");
if (!f) { rt_log("input: cannot open TOTK_INPUT_SCRIPT %s", path); return; }
char line[256];
int cap = 0, ln = 0;
while (fgets(line, sizeof line, f)) {
ln++;
char *h = strchr(line, '#');
if (h) *h = 0;
char name[32];
double at;
int off = 0, timed = line[0] == '@';
if (sscanf(line + timed, "%lf %31s%n", &at, name, &off) < 2 || at < 0) continue;
off += timed;
double unit = timed ? 1000.0 : 1.0; // ms to us, or presents
ScriptEv e = {.at = (uint64_t)(at * unit + 0.5), .hold = timed ? 66667 : 4, .bit = -1, .timed = timed};
long a, b;
double c;
if (!strcmp(name, "MOUSE") || !strcmp(name, "LSTICK") || !strcmp(name, "RSTICK")) {
int n = sscanf(line + off, "%ld %ld %lf", &a, &b, &c);
if (n < 2) { rt_log("input: script line %d: %s needs x y [hold]", ln, name); continue; }
e.stick = name[0] == 'M' ? 3 : name[0] == 'L' ? 1 : 2; e.x = (int32_t)a; e.y = (int32_t)b;
if (e.stick == 3) e.hold = 1; // a displacement, never a held speed
if (n >= 3 && c > 0) e.hold = (uint64_t)(c * unit + 0.5);
snprintf(e.text, sizeof e.text, "%s %d %d", name, e.x, e.y);
} else {
for (size_t i = 0; i < sizeof script_buttons / sizeof *script_buttons; i++)
if (!strcmp(name, script_buttons[i].name)) e.bit = script_buttons[i].bit;
if (e.bit < 0) { rt_log("input: script line %d: unknown button %s", ln, name); continue; }
if (sscanf(line + off, "%lf", &c) == 1 && c > 0) e.hold = (uint64_t)(c * unit + 0.5);
snprintf(e.text, sizeof e.text, "%s", name);
}
if (script_n == cap) {
cap = cap ? cap * 2 : 32;
script_ev = realloc(script_ev, (size_t)cap * sizeof *script_ev);
if (!script_ev) { script_n = 0; fclose(f); return; }
}
script_ev[script_n++] = e;
script_mixed |= timed;
}
fclose(f);
rt_log("input: script %s, %d events", path, script_n);
}
static void script_apply(uint64_t *b, int32_t sl[2], int32_t sr[2]) {
if (!script_state) script_load();
if (!script_n) return;
uint64_t fr = __atomic_load_n(&gfx_counters.frames, __ATOMIC_RELAXED), tick = frame_step_ticks();
int64_t w = frame_step_world_us();
for (int i = 0; i < script_n; i++) {
ScriptEv *e = &script_ev[i];
if (e->timed ? w < 0 : script_mixed && w >= 0) continue;
uint64_t now = e->timed ? (uint64_t)w : tick;
if (now < e->at || (now >= e->at + e->hold && (e->logged || !e->timed))) continue;
if (e->stick == 3 && e->logged) continue;
if (!e->logged) {
e->logged = 1;
if (e->timed) rt_log("input: script frame %llu at %.1f ms: %s", (unsigned long long)fr, w / 1000.0, e->text);
else rt_log("input: script frame %llu tick %llu: %s", (unsigned long long)fr, (unsigned long long)tick, e->text);
}
if (e->stick == 3) {
int64_t x = (int64_t)script_mouse[0] + e->x, y = (int64_t)script_mouse[1] + e->y;
script_mouse[0] = (int32_t)(x < INT32_MIN ? INT32_MIN : x > INT32_MAX ? INT32_MAX : x);
script_mouse[1] = (int32_t)(y < INT32_MIN ? INT32_MIN : y > INT32_MAX ? INT32_MAX : y);
} else if (e->stick) { int32_t *s = e->stick == 1 ? sl : sr; s[0] = e->x; s[1] = e->y; }
else *b |= 1ull << e->bit;
}
}
// TOTK_INPUT_RECORD=<file>: writes the merged input as TOTK_INPUT_SCRIPT lines, one per button press and per stick
// segment, so a played session replays as a script. A stick segment ends when an axis moves by more than REC_STICK_STEP.
// An event that begins on the world clock is written timed ("@<ms>", hold in ms), one before it in ticks
// (frame_step_ticks). When the world clock starts, held buttons and sticks are cut there and go on as timed events.
enum { REC_STICK_STEP = 2048 };
static FILE *rec;
static int rec_state; // 0 not opened, 1 recording, -1 off
static uint64_t rec_down[16]; // tick + 1 at which each button went down, 0 while up
static int64_t rec_down_w[16]; // the world clock then, -1 before it started
static uint64_t rec_stick_from[2]; // tick + 1 at which the current non-zero stick segment began
static int64_t rec_stick_w[2];
static int32_t rec_stick[2][2];
static int64_t rec_last_w = -1; // the world clock at the previous apply
// "<tick> <what> <hold>" or "@<ms> <what> <hold ms>": from tick from and world clock from_w to now.
static void rec_line(uint64_t from, int64_t from_w, uint64_t fr, int64_t w, const char *what) {
if (from_w >= 0 && w >= from_w)
fprintf(rec, "@%.1f %s %.1f\n", from_w / 1000.0, what, (w > from_w ? w - from_w : 1000) / 1000.0);
else
fprintf(rec, "%llu %s %llu\n", (unsigned long long)from, what, (unsigned long long)(fr > from ? fr - from : 1));
}
static void rec_close_stick(int s, uint64_t fr, int64_t w) {
if (!rec_stick_from[s]) return;
char what[48];
snprintf(what, sizeof what, "%s %d %d", s ? "RSTICK" : "LSTICK", rec_stick[s][0], rec_stick[s][1]);
rec_line(rec_stick_from[s] - 1, rec_stick_w[s], fr, w, what);
rec_stick_from[s] = 0;
}
static void rec_flush_all(void) {
if (rec_state != 1) return;
uint64_t fr = frame_step_ticks() + 1;
int64_t w = frame_step_world_us();
for (int i = 0; i < 16; i++)
if (rec_down[i]) { rec_line(rec_down[i] - 1, rec_down_w[i], fr, w, script_buttons[i].name); rec_down[i] = 0; }
rec_close_stick(0, fr, w);
rec_close_stick(1, fr, w);
fflush(rec);
}
static void rec_apply(uint64_t b, const int32_t sl[2], const int32_t sr[2]) {
if (!rec_state) {
const char *path = cfg_get("TOTK_INPUT_RECORD"); // no default: not recording when unset
rec = path && *path ? fopen(path, "w") : NULL;
rec_state = rec ? 1 : -1;
if (path && *path && !rec) rt_log("input: cannot open TOTK_INPUT_RECORD %s", path);
if (rec) { fprintf(rec, "# Recorded input (TOTK_INPUT_RECORD); frame = 60 Hz ticks of game time, @ms = world clock.\n"); atexit(rec_flush_all);
rt_log("input: recording to %s", path); }
}
if (rec_state != 1) return;
uint64_t fr = frame_step_ticks();
int64_t w = frame_step_world_us();
int wrote = 0;
if (w >= 0 && rec_last_w < 0) { // the world clock starts: what is held goes on as timed events from @0
for (int i = 0; i < 16; i++)
if (rec_down[i]) {
rec_line(rec_down[i] - 1, -1, fr, -1, script_buttons[i].name);
rec_down[i] = fr + 1, rec_down_w[i] = w;
wrote = 1;
}
for (int s = 0; s < 2; s++)
if (rec_stick_from[s]) {
rec_close_stick(s, fr, -1);
rec_stick_from[s] = fr + 1, rec_stick_w[s] = w;
wrote = 1;
}
}
rec_last_w = w;
for (int i = 0; i < 16; i++) {
int bit = script_buttons[i].bit, down = (b >> bit & 1) != 0;
if (down && !rec_down[i]) rec_down[i] = fr + 1, rec_down_w[i] = w;
else if (!down && rec_down[i]) {
rec_line(rec_down[i] - 1, rec_down_w[i], fr, w, script_buttons[i].name);
rec_down[i] = 0;
wrote = 1;
}
}
const int32_t *st[2] = {sl, sr};
for (int s = 0; s < 2; s++) {
int moved = abs(st[s][0] - rec_stick[s][0]) > REC_STICK_STEP || abs(st[s][1] - rec_stick[s][1]) > REC_STICK_STEP ||
((st[s][0] || st[s][1]) != (rec_stick[s][0] || rec_stick[s][1]));
if (!moved) continue;
if (rec_stick_from[s]) { rec_close_stick(s, fr, w); wrote = 1; }
rec_stick[s][0] = st[s][0]; rec_stick[s][1] = st[s][1];
if (st[s][0] || st[s][1]) rec_stick_from[s] = fr + 1, rec_stick_w[s] = w;
}
if (wrote) fflush(rec);
}
void input_direct_mouse_sample(int enabled, int32_t *dx, int32_t *dy) {
plat_mutex_lock(&lock);
enabled = enabled && !g_block && !g_menu;
*dx = script_mouse[0]; *dy = script_mouse[1];
script_mouse[0] = script_mouse[1] = 0;
if (!enabled) { *dx = *dy = 0; }
else if (ikb_captured() && ikb_foreground() && input_cursor_allowed()) {
int32_t x, y;
ikb_mouse_take(&x, &y);
int64_t sx = (int64_t)*dx + x, sy = (int64_t)*dy + y;
*dx = (int32_t)(sx < INT32_MIN ? INT32_MIN : sx > INT32_MAX ? INT32_MAX : sx);
*dy = (int32_t)(sy < INT32_MIN ? INT32_MIN : sy > INT32_MAX ? INT32_MAX : sy);
}
if (enabled && (*dx || *dy) && rec_state == 1) {
char what[80];
snprintf(what, sizeof what, "MOUSE %d %d", *dx, *dy);
int64_t w = frame_step_world_us();
uint64_t tick = frame_step_ticks();
rec_line(tick, w, tick + 1, w, what);
fflush(rec);
}
plat_mutex_unlock(&lock);
}
static float mouse_sens = -1; // TOTK_MOUSE_SENS, 0 = mouse camera off; live (cfg_version)
static unsigned mouse_sens_seen;
static float mouse_sens_get(void) {
unsigned ver = cfg_version();
if (mouse_sens >= 0 && ver == mouse_sens_seen) return mouse_sens;
mouse_sens_seen = ver;
double v = cfg_double("TOTK_MOUSE_SENS");
mouse_sens = (float)(v < 0 ? 0 : v > 10 ? 10 : v);
return mouse_sens;
}
// ---- walk key: the keyboard's stick samples scaled down while a key is held (TOTK_WALK_KEY, TOTK_WALK_SCALE)
// A keyboard key is all or nothing, so every keyboard-driven stick sample is +/-32767 and the game only ever sees a
// full tilt. Holding this key scales those two samples, which gives the half tilt a gamepad gets from its analog range,
// so the keyboard can walk as well as run. yuzu and eden do the same with their modifier and modifier_scale settings.
// Only the keyboard is scaled: the gamepad's axes and the mouse camera sample their own values.
static int walk_key = KEY_NONE; // TOTK_WALK_KEY as a KEY_*, KEY_NONE = off; live (cfg_version)
static float walk_scale = 0.51f; // TOTK_WALK_SCALE, 0.2 to 0.9; live (cfg_version)
static unsigned walk_seen = ~0u;
// The ini takes the key names the Controls tab writes; a hand-written line may spell them in any case.
static int name_matches(const char *name, const char *key) {
for (; *name && *key; name++, key++) {
unsigned char a = (unsigned char)*name, b = (unsigned char)*key;
if (a >= 'A' && a <= 'Z') a = (unsigned char)(a - 'A' + 'a');
if (b >= 'A' && b <= 'Z') b = (unsigned char)(b - 'A' + 'a');
if (a != b) return 0;
}
return *name == *key;
}
static void walk_get(void) {
unsigned ver = cfg_version();
if (ver == walk_seen) return;
walk_seen = ver;
const char *name = cfg_value("TOTK_WALK_KEY"); // "none" (the default) turns the key off
int key = KEY_NONE;
if (*name && !name_matches(name, "none")) {
for (int k = KEY_A; k < KEY_COUNT && key == KEY_NONE; k++)
if (input_key_name(k) && name_matches(name, input_key_name(k))) key = k;
if (key == KEY_NONE) rt_log("input: walk_key: unknown key '%s', the keyboard sticks keep their full tilt", name);
}
// 0.51 rather than 0.5: a keyboard sample is 32767, and 32767 * 0.5 = 16383 falls one short of stick_bits'
// STICK_DIR (16384), which would leave the game's stick-direction bits clear while the walk key is held. The value
// in the settings table carries that default; this code only rejects what the table's range does not allow.
const char *sv = cfg_value("TOTK_WALK_SCALE");
char *end;
double d = strtod(sv, &end);
double s = end == sv || *end || !(d >= 0.2 && d <= 0.9) ? strtod(cfg_meta("TOTK_WALK_SCALE")->def, NULL) : d;
if (key != walk_key || (float)s != walk_scale) {
walk_key = key;
walk_scale = (float)s;
rt_log("input: walk key %s, keyboard sticks at %.0f%% of their tilt (mouse and gamepad unchanged)",
key != KEY_NONE ? input_key_name(key) : "off", s * 100);
}
}
static int mouse_selector;
int input_direct_mouse_selector_active(void) { return __atomic_load_n(&mouse_selector, __ATOMIC_RELAXED) != 0; }
// Selector 1 is a radial wheel, 2..4 are distinct horizontal quick lists; only a wheel retains a virtual cursor.
// Under `lock`.
static void mouse_camera(int32_t out[2], int selector) {
static uint64_t frame = ~0ull, t0;
static int32_t held[2];
static int was_selector;
static float cursor[2];
static InputMouseRow row;
uint64_t now = plat_now_ns();
int32_t dx, dy;
if (!input_direct_mouse_enabled() || !ikb_captured()) selector = 0;
__atomic_store_n(&mouse_selector, selector, __ATOMIC_RELAXED);
if (selector) {
if (was_selector != selector) cursor[0] = cursor[1] = 0, row = (InputMouseRow){0};
was_selector = selector;
ikb_mouse_take(&dx, &dy);
if (selector == 1) input_direct_mouse_radial(dx, dy, mouse_sens_get(), cursor, out);
else input_direct_mouse_row(dx, mouse_sens_get(), now, &row, out);
held[0] = held[1] = 0; frame = ~0ull;
return;
}
if (was_selector) {
was_selector = 0; cursor[0] = cursor[1] = 0; row = (InputMouseRow){0};
ikb_mouse_take(&dx, &dy); // release the wheel without sending its last movement to the camera
held[0] = held[1] = out[0] = out[1] = 0; frame = ~0ull;
return;
}
if (input_direct_mouse_active()) {
held[0] = held[1] = out[0] = out[1] = 0;
frame = ~0ull;
return; // the camera update takes the raw counts itself, once, outside the HID stick path
}
if (!ikb_captured()) {
ikb_mouse_take(&dx, &dy);
held[0] = held[1] = 0;
frame = ~0ull;
} else {
uint64_t fr = __atomic_load_n(&gfx_counters.frames, __ATOMIC_RELAXED);
double age = frame == ~0ull ? 0 : (double)(now - t0) / 1e9;
if (fr != frame) {
double dt = age < 0.004 ? 0.004 : age > 0.1 ? 0.1 : age;
ikb_mouse_take(&dx, &dy);
input_mouse_stick(dx, dy, dt, mouse_sens_get(), held);
frame = fr;
t0 = now;
} else if (age > 0.1) {
held[0] = held[1] = 0; // frames stopped: do not hold a deflection
}
}
double k = cam_speed_applied(), x = held[0] / k, y = held[1] / k, len = sqrt(x * x + y * y);
if (len > STICK_MAX) x *= STICK_MAX / len, y *= STICK_MAX / len;
out[0] = (int32_t)lround(x);
out[1] = (int32_t)lround(y);
}
static float stick_dead[2] = {-1, -1}; // input_pad_deadzone of the left and right stick; live (cfg_version)
static unsigned stick_dead_seen;
static float stick_dead_get(int s) {
unsigned ver = cfg_version();
if (stick_dead[0] < 0 || ver != stick_dead_seen) {
stick_dead_seen = ver;
stick_dead[0] = input_pad_deadzone(0);
stick_dead[1] = input_pad_deadzone(1);
}
return stick_dead[s];
}
// One gamepad stick through the dead zone; SDL's Y grows downwards, the Switch's upwards.
static void stick(SDL_GamepadAxis ax, SDL_GamepadAxis ay, float dead, int32_t out[2]) {
input_pad_stick(SDL_GetGamepadAxis(pad, ax), -(int32_t)SDL_GetGamepadAxis(pad, ay), dead, out);
}
// Open the first gamepad when none is open or the open one went away; logs once per change.
static void scan_pads(void) {
if (pad && SDL_GamepadConnected(pad)) return;
if (pad) {
SDL_CloseGamepad(pad); pad = NULL; sensor_pad = 0; sensor_ok = 0;
plat_xchg32(&pad_layout_shown, -1);
for (int i = 0; i < 4; i++) plat_xchg32(&pad_labels[i], PAD_LABEL_NONE);
rt_log("input: gamepad disconnected");
}
int n = 0;
SDL_JoystickID *ids = SDL_GetGamepads(&n);
for (int i = 0; ids && i < n && !pad; i++) pad = SDL_OpenGamepad(ids[i]);
SDL_free(ids);
if (!pad) return;
pad_rumble = SDL_GetBooleanProperty(SDL_GetGamepadProperties(pad), SDL_PROP_GAMEPAD_CAP_RUMBLE_BOOLEAN, false);
pad_east_a = SDL_GetGamepadButtonLabel(pad, SDL_GAMEPAD_BUTTON_EAST) == SDL_GAMEPAD_BUTTON_LABEL_A;
for (int i = 0; i < 4; i++) {
SDL_GamepadButtonLabel lb = SDL_GetGamepadButtonLabel(pad, pad_sdl[PAD_SOUTH + i]);
plat_xchg32(&pad_labels[i], lb == SDL_GAMEPAD_BUTTON_LABEL_A ? PAD_LABEL_A
: lb == SDL_GAMEPAD_BUTTON_LABEL_B ? PAD_LABEL_B
: lb == SDL_GAMEPAD_BUTTON_LABEL_X ? PAD_LABEL_X
: lb == SDL_GAMEPAD_BUTTON_LABEL_Y ? PAD_LABEL_Y
: lb == SDL_GAMEPAD_BUTTON_LABEL_CROSS ? PAD_LABEL_CROSS
: lb == SDL_GAMEPAD_BUTTON_LABEL_CIRCLE ? PAD_LABEL_CIRCLE
: lb == SDL_GAMEPAD_BUTTON_LABEL_SQUARE ? PAD_LABEL_SQUARE
: lb == SDL_GAMEPAD_BUTTON_LABEL_TRIANGLE ? PAD_LABEL_TRIANGLE
: PAD_LABEL_NONE);
}
pad_layout = -1;
int motion = SDL_GamepadHasSensor(pad, SDL_SENSOR_GYRO) && SDL_GamepadHasSensor(pad, SDL_SENSOR_ACCEL);
rt_log("input: gamepad \"%s\" (%s, %s, east button %s)", SDL_GetGamepadName(pad), pad_rumble ? "rumble" : "no rumble",
motion ? "gyro and accelerometer" : "no motion sensors", pad_east_a ? "labelled A" : "not labelled A");
}
// Under lock: the layout of the open gamepad, picked again when a setting or the gamepad changed; logs each change.
static int pad_layout_get(void) {
unsigned ver = cfg_version();
if (pad_layout >= 0 && ver == pad_layout_seen) return pad_layout;
pad_layout_seen = ver;
int was = pad_layout;
const char *set = cfg_value("TOTK_PAD_LAYOUT");
pad_layout = input_pad_layout_pick(set, pad_east_a);
if (pad_layout != was)
rt_log("input: gamepad layout %s (pad_layout = %s)", pad_layout == PAD_LAYOUT_XBOX ? "xbox" : "nintendo", set);
plat_xchg32(&pad_layout_shown, pad_layout);
return pad_layout;
}
// The TOTK_BIND_* values last applied, one per line; the tables are built again when one changes (the menu's remapping rows write
// them while the game runs). Under lock.
static unsigned binds_seen = ~0u;
static char binds_applied[4096];
static void binds_refresh(void) {
unsigned v = cfg_version();
if (v == binds_seen) return;
binds_seen = v;
char now[sizeof binds_applied];
size_t len = 0;
for (int a = 0; a < ACTION_COUNT; a++) {
char var[32];
snprintf(var, sizeof var, "TOTK_BIND_%s", input_action_name(a));
const char *s = cfg_get(var);
len += (size_t)snprintf(now + len, len < sizeof now ? sizeof now - len : 0, "%s\n", s ? s : "");
}
if (!strcmp(now, binds_applied)) return;
memcpy(binds_applied, now, sizeof now);
input_map_configure();
}
// TOTK_TEST_PAD=<lx>,<ly>,<rx>,<ry> (test runs): an SDL virtual gamepad whose sticks rest at these raw SDL axis values
// (-32768..32767, down is +y), attached before the first scan so it is the gamepad the game reads: drift and full
// deflection go through the same mapping and dead zone as a real pad.
static void test_pad_attach(void) {
static SDL_Joystick *joy; // kept open: a virtual joystick's axes are set through an open handle
const char *e = cfg_get("TOTK_TEST_PAD");
int v[4];
if (!e || !*e) return;
if (sscanf(e, "%d,%d,%d,%d", &v[0], &v[1], &v[2], &v[3]) != 4) {
rt_log("input: TOTK_TEST_PAD=%s is not <lx>,<ly>,<rx>,<ry>; no test gamepad", e);
return;
}
SDL_VirtualJoystickDesc d;
SDL_INIT_INTERFACE(&d);
d.type = SDL_JOYSTICK_TYPE_GAMEPAD;
d.naxes = SDL_GAMEPAD_AXIS_COUNT;
d.nbuttons = SDL_GAMEPAD_BUTTON_COUNT;
d.name = "TotK test gamepad";
SDL_JoystickID id = SDL_AttachVirtualJoystick(&d);
joy = id ? SDL_OpenJoystick(id) : NULL;
if (!joy) {
rt_log("input: test gamepad not attached (%s)", SDL_GetError());
return;
}
static const SDL_GamepadAxis axes[4] = {SDL_GAMEPAD_AXIS_LEFTX, SDL_GAMEPAD_AXIS_LEFTY, SDL_GAMEPAD_AXIS_RIGHTX,
SDL_GAMEPAD_AXIS_RIGHTY};
for (int i = 0; i < 4; i++)
SDL_SetJoystickVirtualAxis(joy, axes[i], (Sint16)(v[i] < -32768 ? -32768 : v[i] > 32767 ? 32767 : v[i]));
rt_log("input: test gamepad attached, sticks at %d,%d %d,%d", v[0], v[1], v[2], v[3]);
}
static void start(void) {
binds_refresh();
const char *e = cfg_get("TOTK_INPUT");
if (e && !strcmp(e, "none")) { state = -1; rt_log("input: disabled (TOTK_INPUT=none)"); return; }
if (!SDL_Init(SDL_INIT_GAMEPAD)) { state = -1; rt_log("input: SDL gamepad init failed (%s), keyboard only", SDL_GetError()); }
else state = 1;
if (state == 1) test_pad_attach();
if (state == 1) {
scan_pads();
if (!pad) rt_log("input: no gamepad (keyboard only until one is connected)");
}
if (state == -1) state = 2; // keyboard only
}
static void stick_bits(uint64_t *b, int32_t x, int32_t y, int first) {
if (x < -STICK_DIR) *b |= 1ull << (first + 0);
if (y > STICK_DIR) *b |= 1ull << (first + 1);
if (x > STICK_DIR) *b |= 1ull << (first + 2);
if (y < -STICK_DIR) *b |= 1ull << (first + 3);
}
static void pick(int32_t *x, int32_t *y, int32_t kx, int32_t ky) {
int64_t a = (int64_t)*x * *x + (int64_t)*y * *y, b = (int64_t)kx * kx + (int64_t)ky * ky;
if (b > a) { *x = kx; *y = ky; }
}
// The shake key (B_SHAKE): the game detaches a part fused to what Ultrahand holds when the right stick swings left and
// right a few times. A press swings it for SHAKE_NS, holding keeps it swinging; each side lasts SHAKE_SIDE_NS, two
// frames at the game's 30 fps, so every side is read even at 20 fps. Returns the stick x, 0 while not shaking.
// Under lock.
#define SHAKE_NS 800000000ull
#define SHAKE_SIDE_NS 66666667ull
static int32_t shake_stick(int held) {
static int was;
static uint64_t from, until;
uint64_t now = plat_now_ns();
if (held && !was && now >= until) from = now;
if (held && !was) until = now + SHAKE_NS;
if (held && until < now) until = now;
was = held;
if (now >= until && !held) return 0;
return (now - from) / SHAKE_SIDE_NS % 2 ? STICK_MAX : -STICK_MAX;
}
// The scroll wheel on the Purah Pad's map, which zooms with the right stick's y (up: in): each notch is a full-tilt
// pulse of MAP_ZOOM_PULSE_NS on that stick with MAP_ZOOM_GAP_NS of neutral after it, so a step of the zoom and a
// held zoom both see one notch as one push. A fast scroll's notches wait their turn (at most MAP_ZOOM_QUEUE), a turn the
// other way drops them. Returns the stick y for this poll, 0 between pulses and off the map. Under lock.
#define MAP_ZOOM_PULSE_NS 100000000ull
#define MAP_ZOOM_GAP_NS 50000000ull
#define MAP_ZOOM_QUEUE 4
static int32_t map_zoom_stick(int32_t notches, int on_map) {
static int32_t queued, dir;
static uint64_t until; // the end of the pulse (dir != 0) or of the neutral after it
uint64_t now = plat_now_ns();
if (!on_map) { queued = dir = 0, until = 0; return 0; }
if (notches) {
if (queued && (notches > 0) != (queued > 0)) queued = 0;
queued += notches;
queued = queued > MAP_ZOOM_QUEUE ? MAP_ZOOM_QUEUE : queued < -MAP_ZOOM_QUEUE ? -MAP_ZOOM_QUEUE : queued;
}
if (dir) {
if (now < until) return dir * STICK_MAX;
dir = 0, until = now + MAP_ZOOM_GAP_NS;
return 0;
}
if (now < until || !queued) return 0;
dir = queued > 0 ? 1 : -1;
queued -= dir;
until = now + MAP_ZOOM_PULSE_NS;
return dir * STICK_MAX;
}
// Under lock, state 1: the open gamepad's inputs by position (pd[PAD_*] != 0 held); 0 without a connected gamepad.
static int pad_physical(uint8_t pd[PAD_COUNT]) {
if ((!pad || !SDL_GamepadConnected(pad)) && plat_now_ns() / 1000000u >= next_scan) { next_scan = plat_now_ns() / 1000000u + RESCAN_MS; scan_pads(); }
SDL_UpdateGamepads();
if (!pad || !SDL_GamepadConnected(pad)) return 0;
for (int p = PAD_SOUTH; p < PAD_ZL; p++) pd[p] = SDL_GetGamepadButton(pad, pad_sdl[p]);
pd[PAD_ZL] = SDL_GetGamepadAxis(pad, SDL_GAMEPAD_AXIS_LEFT_TRIGGER) > TRIGGER_ON;
pd[PAD_ZR] = SDL_GetGamepadAxis(pad, SDL_GAMEPAD_AXIS_RIGHT_TRIGGER) > TRIGGER_ON;
for (int p = PAD_ZR + 1; p < PAD_COUNT; p++) pd[p] = SDL_GetGamepadButton(pad, pad_sdl[p]); // false without paddles
return 1;
}
// Under lock, state 1: the open gamepad's buttons (Switch bits after TOTK_PAD_LAYOUT and the TOTK_BIND_* lines) and
// sticks; 0 without a connected gamepad.
static int pad_read(uint64_t *b, int32_t sl[2], int32_t sr[2]) {
uint8_t pd[PAD_COUNT] = {0};
if (!pad_physical(pd)) return 0;
*b |= input_map_pad_buttons(pd, pad_layout_get());
stick(SDL_GAMEPAD_AXIS_LEFTX, SDL_GAMEPAD_AXIS_LEFTY, stick_dead_get(0), sl);
stick(SDL_GAMEPAD_AXIS_RIGHTX, SDL_GAMEPAD_AXIS_RIGHTY, stick_dead_get(1), sr);
return 1;
}
int input_pad_stick_percent(double pct[2]) {
int ok = 0;
pct[0] = pct[1] = 0;
plat_mutex_lock(&lock);
if (state == 1 && pad && SDL_GamepadConnected(pad)) { // the game's poll keeps the state fresh (SDL_UpdateGamepads)
pct[0] = input_stick_percent(SDL_GetGamepadAxis(pad, SDL_GAMEPAD_AXIS_LEFTX),
SDL_GetGamepadAxis(pad, SDL_GAMEPAD_AXIS_LEFTY));
pct[1] = input_stick_percent(SDL_GetGamepadAxis(pad, SDL_GAMEPAD_AXIS_RIGHTX),
SDL_GetGamepadAxis(pad, SDL_GAMEPAD_AXIS_RIGHTY));
ok = 1;
}
plat_mutex_unlock(&lock);
return ok;
}
static uint64_t g_buttons_last; // the merged buttons of the last poll (input_buttons_last)
static void poll_merged(uint64_t *buttons, int32_t *lx, int32_t *ly, int32_t *rx, int32_t *ry) {
uint64_t b = 0;
int32_t sl[2] = {0, 0}, sr[2] = {0, 0};
plat_mutex_lock(&lock);
if (!state) start();
if (state > 0) {
binds_refresh();
if (state == 1) pad_read(&b, sl, sr);
int pad_used = b || abs(sl[0]) > PAD_USED || abs(sl[1]) > PAD_USED || abs(sr[0]) > PAD_USED ||
abs(sr[1]) > PAD_USED, kbm_used = 0;
if (ikb_foreground()) {
uint8_t down[KEY_COUNT] = {0};
// Mouse buttons count only while the cursor is captured, and a button already held when the capture began
// (the click that refocused the window) is ignored until it is released. While a game menu has the pointer
// (menu_cursor.c) and it is over the window, the left and right buttons are that menu's A and B, and the
// middle and side buttons keep their bindings: bound to L and R they turn the menu's tabs.
static int was_captured;
static uint8_t mouse_ignore[KEY_COUNT];
int cap = ikb_captured();
float pointer_x, pointer_y;
int menu_pointer = !cap && menu_cursor_pointer() && ikb_pointer(&pointer_x, &pointer_y);
for (int k = 1; k < KEY_COUNT; k++) {
down[k] = ikb_down(k);
kbm_used |= down[k];
if (k < KEY_MOUSE_L || k > KEY_MOUSE_X2) continue;
if (cap && !was_captured) mouse_ignore[k] = down[k];
if (!down[k]) mouse_ignore[k] = 0;
int counts = cap || (menu_pointer && k != KEY_MOUSE_L && k != KEY_MOUSE_R);
if (!counts || mouse_ignore[k]) down[k] = 0;
}
was_captured = cap;
b |= input_map_buttons(down);
int32_t k[2];
walk_get();
int walk = walk_key != KEY_NONE && down[walk_key];
input_map_stick(down, 0, k);
if (walk) k[0] = (int32_t)(k[0] * walk_scale), k[1] = (int32_t)(k[1] * walk_scale);
pick(&sl[0], &sl[1], k[0], k[1]);
input_map_stick(down, 1, k);
if (walk) k[0] = (int32_t)(k[0] * walk_scale), k[1] = (int32_t)(k[1] * walk_scale);
pick(&sr[0], &sr[1], k[0], k[1]);
int selector = b & (1ull << B_L) ? 1 : b & (1ull << B_UP) ? 2 :
b & (1ull << B_LEFT) ? 3 : b & (1ull << B_RIGHT) ? 4 : 0;
// Only while the wheel or a strip is on screen (menu_cursor.c reads the focused screen): L also soothes the
// horse and turns menu tabs, the D-pad does other things too, and then the mouse stays on the camera.
// Before the screens were read (the menu cursor off) the buttons alone decide, as before.
if (selector && menu_cursor_shortcut() == 0) selector = 0;
mouse_camera(k, selector);
// On the map the left stick moves the cursor and the right one zooms: the mouse moves the cursor there,
// the scroll wheel zooms (map_zoom_stick). Elsewhere the wheel is unbound; its notches are dropped.
int map = menu_cursor_map();
if (map) pick(&sl[0], &sl[1], k[0], k[1]);
else pick(&sr[0], &sr[1], k[0], k[1]);
int32_t zoom = map_zoom_stick(ikb_wheel_take(), map);
if (zoom) pick(&sr[0], &sr[1], 0, zoom);
int32_t shake = shake_stick(input_map_held(down, B_SHAKE));
if (shake) sr[0] = shake, sr[1] = 0;
// A mouse shake (mouse_direct.c) moves the stick with the mouse, side by side, and lets go when it rests
else if (input_direct_mouse_shake()) sr[0] = input_direct_mouse_shake() * STICK_MAX, sr[1] = 0;
static uint32_t travel_seen;
uint32_t travel = ikb_mouse_travel();
if (travel - travel_seen >= MOUSE_USED) kbm_used = 1;
travel_seen = travel;
}
// A press or a full-way stick on the pad wins over keys held in the same poll: the player picked it up
if (pad_used) __atomic_store_n(&g_kbm_last, 0, __ATOMIC_RELAXED);
else if (kbm_used) __atomic_store_n(&g_kbm_last, 1, __ATOMIC_RELAXED);
}
script_apply(&b, sl, sr);
rec_apply(b, sl, sr);
// Minus and Plus held together (gamepad or keys) open or close the menu and never reach the game
static int combo_held;
int32_t st[4] = {sl[0], sl[1], sr[0], sr[1]};
int toggle = input_menu_gate(&combo_held, menu_is_open(), &b, st);
static int overlay_held; // L3+R3 step the performance overlay (F10)
int overlay = input_overlay_gate(&overlay_held, &b);
sl[0] = st[0], sl[1] = st[1], sr[0] = st[2], sr[1] = st[3];
plat_mutex_unlock(&lock);
if (toggle) menu_toggle();
if (overlay) menu_perf_cycle();
stick_bits(&b, sl[0], sl[1], B_SL_LEFT);
stick_bits(&b, sr[0], sr[1], B_SR_LEFT);
__atomic_store_n(&g_buttons_last, b, __ATOMIC_RELAXED);
*buttons = b; *lx = sl[0]; *ly = sl[1]; *rx = sr[0]; *ry = sr[1];
}
uint64_t input_buttons_last(void) { return __atomic_load_n(&g_buttons_last, __ATOMIC_RELAXED); }
// Text entry (swkbd_*.c): while it is open the game reads no input, as behind the keyboard applet; after it closes
// the game reads none until every button and stick direction is released, so the press that closed it stays there.
// g_block: 0 off, 1 text entry open, 2 closed, waiting for the release. The cursor is released while it is open.
// When g_block and g_menu last went to 2 (plat_now_ns). The wait for the release ends after RELEASE_WAIT_NS even with
// something held: an input that never reads as released (a button another program holds down, a key whose release
// went to another window, a stick that rests outside its dead zone) would otherwise keep the game deaf until restart
// (#462, #494). A press that closed the menu is let go well within the wait; one still held after it is meant.
static volatile uint64_t g_block_closed, g_menu_closed;
#define RELEASE_WAIT_NS 1000000000ull
int input_cursor_allowed(void) {
const char *in = cfg_get("TOTK_INPUT");
return g_block != 1 && g_menu != 1 && mouse_sens_get() > 0 && !(in && !strcmp(in, "none")) && !menu_cursor_pointer();
}
void input_block(int on) {
if (!on) __atomic_store_n(&g_block_closed, plat_now_ns(), __ATOMIC_RELEASE);
plat_xchg32(&g_block, on ? 1 : 2);
ikb_cursor_update();
}
// The in-game menu (ui/menu.cpp) blocks the game's input the same way: g_menu 0 closed, 1 open, 2 closed, waiting for
// the release. The cursor is released while it is open, for the menu's mouse.
void input_menu(int open) {
if (!open) __atomic_store_n(&g_menu_closed, plat_now_ns(), __ATOMIC_RELEASE);
plat_xchg32(&g_menu, open ? 1 : 2);
if (!open) ikb_menu_closed(); // the capture before Esc comes back
ikb_cursor_update();
}
// 1 while flag (g_block, g_menu) blocks the game's input; state 2 ends at the first poll with nothing held, or with
// something still held RELEASE_WAIT_NS after closed. A stick axis counts as held as well: with the walk key the
// keyboard's sticks move part way without setting a direction bit, so a gate that watched the buttons alone would let
// that movement through the moment the menu or the text entry closes.
static int blocked(volatile int32_t *flag, volatile uint64_t *closed, const char *what, uint64_t buttons,
const int32_t *axes) {
int32_t k = *flag;
if (k != 2) return k != 0;
int held = buttons != 0;
for (int i = 0; i < 4; i++) held |= axes[i] != 0;
if (held && plat_now_ns() - __atomic_load_n(closed, __ATOMIC_ACQUIRE) < RELEASE_WAIT_NS) return 1;
if (plat_cas32(flag, 0, 2) != 2) return *flag != 0; // reopened meanwhile
if (held)
rt_log("input: the %s closed 1 s ago and input is still held (buttons %#llx, sticks %d %d %d %d); the game "
"gets it from now on", what, (unsigned long long)buttons, axes[0], axes[1], axes[2], axes[3]);
return 0;
}
void input_poll(uint64_t *buttons, int32_t *lx, int32_t *ly, int32_t *rx, int32_t *ry) {
poll_merged(buttons, lx, ly, rx, ry);
if (!g_block && !g_menu) menu_cursor_poll(buttons);
const int32_t axes[4] = {*lx, *ly, *rx, *ry};
int text = blocked(&g_block, &g_block_closed, "text entry", *buttons, axes),
menu = blocked(&g_menu, &g_menu_closed, "menu", *buttons, axes);
if (!text && !menu) return;
*buttons = 0; *lx = *ly = *rx = *ry = 0;
}
void input_poll_ui(uint64_t *buttons, int32_t *lx, int32_t *ly, int32_t *rx, int32_t *ry) {
poll_merged(buttons, lx, ly, rx, ry);
}
int input_pad_read(uint64_t *buttons, int32_t *lx, int32_t *ly) {
uint64_t b = 0;
int32_t sl[2] = {0, 0}, sr[2] = {0, 0};
plat_mutex_lock(&lock);
if (!state) start();
if (state > 0) binds_refresh();
int ok = state == 1 && pad_read(&b, sl, sr);
plat_mutex_unlock(&lock);
*buttons = b;
*lx = sl[0];
*ly = sl[1];
return ok;
}
uint16_t rumble_motor(float a, float curve, float strength) {
if (!(a > 0) || !(strength > 0)) return 0;
float v = powf(a > 1 ? 1 : a, curve) * strength * 65535.0f + 0.5f;
return v >= 65535.0f ? 65535 : (uint16_t)v;
}
int input_pad_layout(void) {
return (int)plat_cas32(&pad_layout_shown, 0, 0);
}
int input_pad_label(int pad_id) {
if (pad_id < PAD_SOUTH || pad_id > PAD_NORTH) return PAD_LABEL_NONE;
return (int)plat_cas32(&pad_labels[pad_id - PAD_SOUTH], 0, 0);
}
void input_map_snapshot(InputMap *m) {
plat_mutex_lock(&lock);
if (!state) start();
if (state > 0) binds_refresh();
*m = input_map;
plat_mutex_unlock(&lock);
}
int input_capture(int reset, int *id) {
static uint8_t prev_k[KEY_COUNT], prev_p[PAD_COUNT];
static int prev_esc;
uint8_t k[KEY_COUNT] = {0}, p[PAD_COUNT] = {0};
int fg = ikb_foreground();
for (int i = 1; i < KEY_COUNT; i++) k[i] = fg && ikb_down(i);
int esc = fg && ikb_escape();
plat_mutex_lock(&lock);
if (!state) start();
if (state == 1) pad_physical(p);
plat_mutex_unlock(&lock);
int got = INPUT_CAPTURE_NONE;
if (!reset) {
if (esc && !prev_esc) got = INPUT_CAPTURE_CANCEL;
for (int i = 1; i < KEY_COUNT && !got; i++)
if (k[i] && !prev_k[i]) got = INPUT_CAPTURE_KEY, *id = i;
for (int i = 1; i < PAD_COUNT && !got; i++)
if (p[i] && !prev_p[i]) got = INPUT_CAPTURE_PAD, *id = i;
}
memcpy(prev_k, k, sizeof k);
memcpy(prev_p, p, sizeof p);
prev_esc = esc;
return got;
}
int input_rumble_triggers_enabled(void) {
return cfg_bool("TOTK_RUMBLE_TRIGGERS");
}
int input_rumble(uint16_t low, uint16_t high, uint32_t ms) {
int ok = 0;
static int triggers = -1;
static unsigned seen;
if (triggers < 0 || seen != cfg_version()) seen = cfg_version(), triggers = input_rumble_triggers_enabled();
plat_mutex_lock(&lock);
if (state == 1 && pad && pad_rumble) {
ok = SDL_RumbleGamepad(pad, low, high, ms);
if (triggers) SDL_RumbleGamepadTriggers(pad, high, high, ms); // unsupported pads return false: ignored
}
plat_mutex_unlock(&lock);
return ok;
}
// SDL gamepad sensor axes (SDL_sensor.h, a gamepad held in front of you): x to the right, y up out of the face (lying
// flat face up, +y points at the ceiling), z toward the player (out of the bottom edge). The accelerometer reads the
// push against gravity in m/s^2 (lying flat: y = +9.81); the gyro reads rad/s, counter-clockwise positive (right hand).
// Switch six-axis axes (nn::hid, as MacNativeGames' GCMotion feed and its Pro Controller HID path use them): x to the
// right, y toward the top edge (away from the player), z out of the face; acceleration as gravity reads (lying flat:
// z = -1 G). So Switch x = SDL x, Switch y = -SDL z, Switch z = SDL y: a rotation (right-handed to right-handed), so the
// gyro keeps its sense, while the acceleration is also negated (push -> gravity) and scaled to G.
void input_motion_axes(const float a[3], const float g[3], double acc[3], double gyro[3]) {
acc[0] = -a[0] / SDL_STANDARD_GRAVITY;
acc[1] = a[2] / SDL_STANDARD_GRAVITY;
acc[2] = -a[1] / SDL_STANDARD_GRAVITY;
gyro[0] = g[0];
gyro[1] = -g[2];
gyro[2] = g[1];
}
// Under lock: (re)enable the sensors when the open gamepad changed; 1 if it has both and they are on.
static int sensors_ready(void) {
SDL_JoystickID id = SDL_GetGamepadID(pad);
if (id == sensor_pad) return sensor_ok;
sensor_pad = id;
// Nothing drains the SDL event queue: no event per sample (the data still updates, SDL_SendJoystickSensor)
SDL_SetEventEnabled(SDL_EVENT_GAMEPAD_SENSOR_UPDATE, false);
sensor_ok =SDL_GamepadHasSensor(pad, SDL_SENSOR_GYRO) && SDL_GamepadHasSensor(pad, SDL_SENSOR_ACCEL) &&
SDL_SetGamepadSensorEnabled(pad, SDL_SENSOR_GYRO, true) &&
SDL_SetGamepadSensorEnabled(pad, SDL_SENSOR_ACCEL, true);
if (sensor_ok) rt_log("input: motion sensors on (gyro %.0f Hz, accelerometer %.0f Hz)",
(double)SDL_GetGamepadSensorDataRate(pad, SDL_SENSOR_GYRO),
(double)SDL_GetGamepadSensorDataRate(pad, SDL_SENSOR_ACCEL));
else rt_log("input: \"%s\" has no gyro and accelerometer: the six-axis sensor reads a controller at rest",
SDL_GetGamepadName(pad));
return sensor_ok;
}
int input_motion_enabled(void) {
static int on = -1;
static unsigned seen;
unsigned v = cfg_version();
if (on < 0 || v != seen) {
seen = v;
on = cfg_bool("TOTK_MOTION");
}
return on;
}
// 250 Hz: the gamepads update (reports read, rumble expiry) and the newest gyro and accelerometer sample goes into the
// fusion. Without a gamepad with sensors, or with motion off (TOTK_MOTION=0, live), nothing is fed and the six-axis
// sensor reads at rest.
static void motion_main(void *arg) {
(void)arg;
for (;;) {
plat_wait_ns(4000000);
float a[3], g[3];
int have = 0;
plat_mutex_lock(&lock);
if (pad && SDL_GamepadConnected(pad)) {
SDL_UpdateGamepads();
have = sensors_ready() && SDL_GetGamepadSensorData(pad, SDL_SENSOR_ACCEL, a, 3) &&
SDL_GetGamepadSensorData(pad, SDL_SENSOR_GYRO, g, 3);
}
plat_mutex_unlock(&lock);
if (!have || !input_motion_enabled()) continue;
double acc[3], gyro[3];
input_motion_axes(a, g, acc, gyro);
motion_feed(motion_global(), acc, gyro, kern_now_ns());
}
}
void input_motion_start(void) {
plat_mutex_lock(&lock);
if (!state) start();
if (!motion_thread) {
if (!input_motion_enabled()) rt_log("input: motion off (TOTK_MOTION=0); it can be turned on while the game runs");
if (state != 1) motion_thread = -1;
else {
if (!plat_thread_spawn(motion_main, NULL, "motion", 0)) rt_fatal("input: cannot start the motion thread");
motion_thread = 1;
}
}
plat_mutex_unlock(&lock);
}
+38 -11
View File
@@ -1,14 +1,40 @@
// Host input sampling (runtime/input_win.c): SDL3 gamepad and the keyboard as one Switch npad.
// Host input sampling (runtime/input.c, with input_win.c or input_sdl.c): SDL3 gamepad and the keyboard as one Switch npad.
#pragma once
#include <stdint.h>
#ifdef _WIN32
#include <windows.h>
#endif
// Bits of libnx HidNpadButton (A=0 B=1 X=2 Y=3 StickL=4 StickR=5 L=6 R=7 ZL=8 ZR=9 Plus=10 Minus=11 Left=12 Up=13 Right=14
// Down=15) and the stick directions (StickLLeft..Down 16-19, StickRLeft..Down 20-23, derived from the sticks).
// Sticks are -32767..32767, up is +y. TOTK_INPUT=none reports no input. Callable from any thread.
void input_poll(uint64_t *buttons, int32_t *lx, int32_t *ly, int32_t *rx, int32_t *ry);
// 1 when keyboard and mouse are the device the player used last, 0 when the gamepad is: what is shown for pointing
// (menu_cursor.c shows the pointer in the game's menus only for the keyboard and mouse)
int input_kbm_last(void);
// Direct mouse input is consumed by the game's camera-input update, after its stick response. While that update
// accepts camera input, the HID right stick contains only the controller and keyboard. Selectors route mouse input
// separately: a persistent radial cursor for the ability wheel, discrete steps for horizontal quick lists.
int input_direct_mouse_active(void);
int input_direct_mouse_enabled(void);
// A radial selector uses a persistent virtual cursor while its opening button is held.
void input_direct_mouse_radial(int32_t dx, int32_t dy, float sensitivity, float cursor[2], int32_t out[2]);
// Horizontal quick selectors receive short, separated steps instead of a latched radial-cursor direction.
typedef struct { float distance; uint64_t pulse_until, neutral_until; int direction; } InputMouseRow;
void input_direct_mouse_row(int32_t dx, float sensitivity, uint64_t now, InputMouseRow *row, int32_t out[2]);
int input_direct_mouse_selector_active(void);
// Consume direct mouse counts, including one-shot MOUSE events from an input script. enabled=0 discards scripted
// counts while leaving the real mouse for menu input. Live counts require cursor capture and foreground focus.
void input_direct_mouse_sample(int enabled, int32_t *dx, int32_t *dy);
// The buttons (B_* bits) of the last poll, keys and gamepad merged; any thread (mouse_direct.c: ZR for the bow's scale)
uint64_t input_buttons_last(void);
// mouse_direct.c: the right stick's side a mouse shake gives while Ultrahand holds an object (-1 / +1), 0 while the
// mouse does not shake; input.c puts it on the stick
int input_direct_mouse_shake(void);
// menu_cursor.c: the L ability wheel or a D-pad strip has the focus: 1 / 0, -1 with the menu cursor off (not read)
int menu_cursor_shortcut(void);
// menu_cursor.c: the pointer in the game's menus (1.4.3). poll: once per pad read, adds a click's A or B; pointer: a
// menu has the pointer, so the mouse camera's capture is released
void menu_cursor_poll(uint64_t *buttons);
int menu_cursor_pointer(void);
int menu_cursor_map(void); // the Purah Pad's map is open: the mouse's stick is the left one (its cursor)
// The same for host UI (the text entry): never blocked. input_block(1) while a text entry is open: input_poll then
// reports nothing; input_block(0) when it closes: nothing until all buttons and stick directions are released.
void input_poll_ui(uint64_t *buttons, int32_t *lx, int32_t *ly, int32_t *rx, int32_t *ry);
@@ -20,9 +46,14 @@ void input_menu(int open);
// Minus+Plus combo and the neutral pad while the menu is open (input_map.c, window-system free): *held is the caller's memory
// of the combo, sticks are lx, ly, rx, ry. Returns 1 in the poll where the combo goes down (toggle the menu once).
int input_menu_gate(int *held, int menu_open, uint64_t *buttons, int32_t sticks[4]);
int input_overlay_gate(int *held, uint64_t *buttons); // L3+R3: 1 in the poll both go down
int input_pad_read(uint64_t *buttons, int32_t *lx, int32_t *ly);
// The gamepad layout in effect (PAD_LAYOUT_*, input_map.h; TOTK_PAD_LAYOUT, live); -1 without a gamepad. Any thread.
int input_pad_layout(void);
// How far the open gamepad's left (pct[0]) and right (pct[1]) sticks are from the centre now, in percent of full
// deflection, before the dead zone: the menu shows it on the dead zone rows, so a drifting stick's resting value can be
// read off. 0 (and both 0) without a connected gamepad. Any thread.
int input_pad_stick_percent(double pct[2]);
// The label on a face button of the open gamepad (input_map.h PAD_SOUTH..PAD_NORTH, as SDL reports it); PAD_LABEL_NONE for another
// button, an unknown label or no gamepad. Any thread.
enum { PAD_LABEL_NONE, PAD_LABEL_A, PAD_LABEL_B, PAD_LABEL_X, PAD_LABEL_Y, PAD_LABEL_CROSS, PAD_LABEL_CIRCLE,
@@ -38,18 +69,14 @@ void input_map_snapshot(struct InputMap *m);
int input_capture(int reset, int *id);
// The character on a punctuation key (KEY_MINUS..KEY_GRAVE) in the keyboard layout in use, 0 for another key.
uint32_t input_key_char(int key);
// F8, the flight recorder's key (no KEY_ id), held while the game window is in front.
int input_flight_key(void);
// Mouse camera and cursor (input_win.c, Win32 window thread). The window procedure calls input_window_msg first for raw
// mouse input, cursor hiding and confinement; it returns 1 with *res set when the message is handled. input_cursor_suspend(1)
// releases the cursor around an F11 window change, (0) captures it again once the client area has its new size.
#ifdef _WIN32
int input_window_msg(HWND h, UINT m, WPARAM w, LPARAM l, LRESULT *res);
int input_cursor_released(void); // Esc or a non-client activation released the cursor (probe)
// The menu's Win32 adapter (ui/menu_win.cpp), called next: F1 / Esc open or close the menu; while it is open, keys,
// mouse and focus go to it. Returns 1 with *res set when the message is fully handled.
int menu_window_msg(HWND h, UINT m, WPARAM w, LPARAM l, LRESULT *res);
#endif
void input_cursor_suspend(int on);
int input_cursor_released(void); // Esc or a non-client activation released the cursor (probe)
// Rumble: SDL_RumbleGamepad on the open gamepad, low (heavy, left) and high (light, right) motor 0..65535 for ms
// milliseconds. 1 if a gamepad with rumble took it. Callable from any thread.
Loaded 100 of 273 files, more files were not shown because too many files have changed in this diff. Show more