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@@ -23,10 +23,23 @@ body:
|
||||
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
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||||
attributes:
|
||||
label: GPU, driver and Windows version
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||||
description: Copy system info in the menu's Advanced tab puts them on the clipboard.
|
||||
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
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||||
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
|
||||
@@ -56,10 +69,32 @@ body:
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||||
label: What you did before the crash
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||||
validations:
|
||||
required: true
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||||
- type: markdown
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||||
attributes:
|
||||
value: |
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||||
### The log
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- 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.
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- 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.
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- 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.
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- type: textarea
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||||
id: log
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||||
attributes:
|
||||
label: Log
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||||
description: Attach logs\totk.log from the folder of totk.exe. Copy it before you start the game again, because the next start overwrites it.
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description: Drag totk.log into this field.
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validations:
|
||||
required: true
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||||
- type: markdown
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||||
attributes:
|
||||
value: |
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||||
### Save and input recording
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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.
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1. Zip the `profile` folder next to `totk.exe` and attach it. Say which slot you load, or that you use the autosave.
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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.
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||||
- type: textarea
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||||
id: save
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||||
attributes:
|
||||
label: Save and input recording
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||||
description: Drag the zipped profile folder and input-record.txt into this field, when the crash comes back at one place.
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||||
@@ -23,24 +23,37 @@ body:
|
||||
validations:
|
||||
required: true
|
||||
- type: input
|
||||
id: last-good
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||||
attributes:
|
||||
label: Last version that worked
|
||||
description: If an earlier version drew this correctly, which one.
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||||
- type: textarea
|
||||
id: system
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||||
attributes:
|
||||
label: GPU, driver and Windows version
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||||
description: Copy system info in the menu's Advanced tab puts them on the clipboard.
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||||
label: System info
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||||
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.
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||||
render: text
|
||||
validations:
|
||||
required: true
|
||||
- type: textarea
|
||||
id: mods
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||||
attributes:
|
||||
label: Mods and cheats
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||||
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.
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||||
validations:
|
||||
required: true
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||||
- type: textarea
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||||
id: screenshot
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||||
attributes:
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||||
label: Screenshot or video
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||||
description: Drag the file into this field. Say where in the game it was taken.
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||||
description: Drag the file into this field. Say where in the game it was taken. Flicker needs a video.
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||||
validations:
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||||
required: true
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||||
- type: textarea
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||||
id: details
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||||
attributes:
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||||
label: What looks wrong and when
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||||
description: Does it show all the time, in one place, or after some time in play? Which settings did you change from the defaults?
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||||
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?
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||||
validations:
|
||||
required: true
|
||||
- type: dropdown
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||||
@@ -56,4 +69,6 @@ body:
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||||
id: log
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||||
attributes:
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||||
label: Log
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||||
description: Attach logs\totk.log from the folder of totk.exe.
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||||
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.
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||||
validations:
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||||
required: true
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||||
@@ -1,65 +0,0 @@
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name: Other bug
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||||
description: Sound, controls, performance, the settings menu, the installer, or game logic.
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labels: [bug]
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body:
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||||
- type: markdown
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||||
attributes:
|
||||
value: |
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||||
Check the pinned issues at the top of the issue list first.
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||||
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||||
Do not attach or link game files, keys, firmware or builds. Issues that do are closed.
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||||
- type: checkboxes
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||||
id: duplicates
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||||
attributes:
|
||||
label: Existing issues
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||||
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.
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||||
required: true
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||||
- type: dropdown
|
||||
id: area
|
||||
attributes:
|
||||
label: Area
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||||
options:
|
||||
- Audio
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||||
- Controls and input
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||||
- Performance and stutter
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||||
- Settings menu and overlay
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||||
- Installer
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||||
- Game logic and physics
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||||
- Something else
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||||
validations:
|
||||
required: true
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||||
- type: input
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||||
id: version
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||||
attributes:
|
||||
label: Version
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||||
description: The title line of the settings menu (F1), for example "TotK Recomp 0.1.0, game 1.4.3".
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||||
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: dropdown
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||||
id: blocker
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||||
attributes:
|
||||
label: Can you keep playing?
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||||
options:
|
||||
- "Yes"
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||||
- "No, it stops the game or a quest"
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||||
validations:
|
||||
required: true
|
||||
- type: textarea
|
||||
id: steps
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||||
attributes:
|
||||
label: What happened and how to reproduce it
|
||||
validations:
|
||||
required: true
|
||||
- type: textarea
|
||||
id: log
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||||
attributes:
|
||||
label: Log
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||||
description: Attach logs\totk.log from the folder of totk.exe.
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||||
@@ -0,0 +1,108 @@
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||||
name: Performance
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||||
description: Low frame rate, freezes, hitches, stutter or long loading.
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||||
labels: [performance]
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||||
body:
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||||
- type: markdown
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||||
attributes:
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||||
value: |
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||||
Check the pinned issues at the top of the issue list first.
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||||
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||||
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.
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||||
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||||
Do not attach or link game files, keys, firmware or builds. Issues that do are closed.
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||||
- 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.
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||||
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".
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||||
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
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||||
id: machine
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||||
attributes:
|
||||
label: Machine
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||||
options:
|
||||
- Desktop PC
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||||
- Laptop, on mains power
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||||
- Laptop, on battery
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||||
- Steam Deck
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||||
- Other handheld PC
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||||
validations:
|
||||
required: true
|
||||
- type: textarea
|
||||
id: mods
|
||||
attributes:
|
||||
label: Mods and cheats
|
||||
description: The folders in mods/ with their download links, or "none".
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||||
validations:
|
||||
required: true
|
||||
- type: dropdown
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||||
id: kind
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||||
attributes:
|
||||
label: What kind of problem?
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||||
options:
|
||||
- The frame rate is low all the time
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||||
- Short freezes or hitches that come back in the same place
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||||
- The frame rate is fine, but motion is not smooth
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||||
- It gets slower the longer I play
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||||
- Loading takes long
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||||
validations:
|
||||
required: true
|
||||
- type: textarea
|
||||
id: where
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||||
attributes:
|
||||
label: Where and what you were doing
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||||
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.
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||||
validations:
|
||||
required: true
|
||||
- type: markdown
|
||||
attributes:
|
||||
value: |
|
||||
### Recording the log
|
||||
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||||
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.
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||||
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.
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||||
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.
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||||
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.
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||||
5. Copy `logs\totk.log` from the folder of `totk.exe` before you start the game again.
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||||
6. Each flight recorder save is a folder; the log line `flight: dump` names it. Zip the folders and attach them.
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||||
7. Turn both off again afterwards: they cost a little frame time.
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||||
- 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.
|
||||
@@ -0,0 +1,94 @@
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||||
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
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||||
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||||
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.
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||||
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||||
**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.
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||||
|
||||
**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
|
||||
File renamed without changes.
@@ -17,19 +17,24 @@ Report problems as issues, following [CONTRIBUTING.md](CONTRIBUTING.md).
|
||||
|
||||
- Native code, not emulation
|
||||
- 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), 21:9 and 32:9 (ultrawide) game resolutions, with the camera and the interface in that shape
|
||||
- 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)
|
||||
- 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/tester-guide.md](docs/tester-guide.md), "Mods")
|
||||
([docs/mods.md](docs/mods.md))
|
||||
- Atmosphère cheats: put a cheat file into a mod and switch its cheats in the menu ([docs/cheats.md](docs/cheats.md))
|
||||
|
||||
## Planned
|
||||
@@ -44,7 +49,9 @@ Requirements: Windows 10 or later, an x86-64 CPU with SSE4.2 (AVX2/FMA machines
|
||||
|
||||
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.
|
||||
|
||||
### Linux
|
||||
|
||||
@@ -10,6 +10,7 @@ Code copied or adapted from another project is listed here with its source, the
|
||||
| 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` |
|
||||
@@ -103,3 +104,4 @@ folder's `licenses/` and in each component's own folder.
|
||||
| `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` |
|
||||
+11
-5
@@ -84,7 +84,7 @@ Every guest thread is a host thread. TotK assumes Horizon's scheduler: three app
|
||||
- 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.
|
||||
- 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
|
||||
@@ -99,8 +99,9 @@ Every guest thread is a host thread. TotK assumes Horizon's scheduler: three app
|
||||
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 ten sizes: 21:9 2560x1080, 3440x1440, 3840x1600, 5120x2160, 32:9
|
||||
3840x1080, 5120x1440 and 16:10 1280x800, 1680x1050, 1920x1200, 2560x1600). A wider layout moves the HUD to the
|
||||
`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
|
||||
@@ -117,8 +118,13 @@ Every guest thread is a host thread. TotK assumes Horizon's scheduler: three app
|
||||
- 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; motion vectors are camera-only, reprojected from the scene depth through this and last frame's
|
||||
view-projection of the scene camera block (constant bank c4). `fxaa` switches the game's own FXAA pass.
|
||||
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`).
|
||||
|
||||
+35
-2
@@ -95,7 +95,12 @@ of them.
|
||||
```
|
||||
|
||||
`--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.
|
||||
`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`
|
||||
@@ -110,7 +115,8 @@ of them.
|
||||
`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`.
|
||||
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").
|
||||
|
||||
6. Prepare the shaders (once per build folder and translator). It needs `refs\MacNativeGames` (`tools\fetch_refs.sh`)
|
||||
for the shared shader list:
|
||||
@@ -145,6 +151,33 @@ 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
|
||||
|
||||
+12
-3
@@ -1,6 +1,6 @@
|
||||
# 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 ([tester-guide.md](tester-guide.md), "Mods"). Open the menu (F1) and switch the cheats on the Cheats tab. The switches are saved under `[cheats]` in `totk.ini`.
|
||||
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
|
||||
|
||||
@@ -12,7 +12,16 @@ The port reads Atmosphère cheat files, the format Switch homebrew and the emula
|
||||
| 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: `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.
|
||||
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.
|
||||
@@ -39,7 +48,7 @@ Standard Atmosphère: a `[name]` line starts a cheat, `{name}` a master cheat th
|
||||
|
||||
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. Renaming a mod's folder resets its cheats' switches to off.
|
||||
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
|
||||
|
||||
|
||||
+62
-5
@@ -27,12 +27,13 @@ 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.
|
||||
|
||||
## 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.
|
||||
`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.
|
||||
@@ -56,6 +57,24 @@ The game reads its UI archive and fonts once at boot, so the prompts change at t
|
||||
|
||||
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 |
|
||||
@@ -68,9 +87,9 @@ The Minus+Plus combo never reaches the game. In the menu the arrow keys, the D-p
|
||||
|
||||
## 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 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`
|
||||
@@ -90,14 +109,46 @@ 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 game 1.4.3, through hooks in the game's camera code (`runtime/mouse_direct.c`, the `mouse_direct` sites of `recomp/patches-v143.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, 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. Other camera modes receive input after the radial dead zone, unit-circle
|
||||
clamp and stick response exponent; Ultrahand has a separate hook after its manipulation input's power curves.
|
||||
The game's camera inversion and gamepad response remain in effect. `mouse_sens` scales raw counts; its scale
|
||||
differs from the stick-emulation mode. Start at 1.
|
||||
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 or the game's lock-on/override releases that mouse target.
|
||||
While L is held, mouse counts move the ability wheel's virtual cursor, which stays where it was when the mouse stops.
|
||||
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.
|
||||
The mouse never stands in for a stick shake: to detach a fused part, press G (`bind_SHAKE`). A press swings the right
|
||||
stick left and right for 0.8 s, holding the key keeps it swinging. The arrow keys or the gamepad's right stick shaken by
|
||||
hand work too. A mouse gesture for it would also fire while a held object is turned back and forth.
|
||||
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.
|
||||
Games 1.1.0 and 1.2.1 have no hooks and keep stick emulation whatever `mouse_mode` says.
|
||||
|
||||
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 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.
|
||||
`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. 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 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, the Purah Pad's camera and the map stay gameplay: the mouse keeps the camera there. 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.
|
||||
@@ -111,14 +162,20 @@ Bridges that output a ViGEm DualShock 4 (ProCon2Windows, connectyourpro as teste
|
||||
```
|
||||
<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)
|
||||
|
||||
+41
-11
@@ -9,19 +9,21 @@ 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 1.1.0, 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
|
||||
@@ -44,7 +46,7 @@ loads the saves 1.4.3 wrote.
|
||||
|
||||
## Setup steps
|
||||
|
||||
1. **Check** before writing anything: the files open with the keys, the update is 1.1.0, 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 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.
|
||||
@@ -65,13 +67,20 @@ loads the saves 1.4.3 wrote.
|
||||
`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 three times: `romfs-patches`, and `romfs-patches-xbox` and `romfs-patches-xbox-label`
|
||||
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`). The two Xbox folders are optional: when one cannot be made, the setup warns and finishes.
|
||||
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. **Clean up** the temp folder, except the generated C and the objects (about 1.3 GB), and write
|
||||
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`).
|
||||
@@ -139,21 +148,35 @@ llvm/ llvm-mingw, x86_64-only subset (Apache-2.0 with LLVM excep
|
||||
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. Building the release also needs `make` and `pkg-config`. The bundled Tcl/Tk 9.0.4 is rebuilt with
|
||||
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:
|
||||
|
||||
@@ -201,8 +224,15 @@ bin/ totk_xlate, hactool, ninja, libSDL3.so.0
|
||||
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.
|
||||
@@ -68,6 +68,7 @@ Source shorthands:
|
||||
| 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). 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
|
||||
|
||||
|
||||
+107
@@ -0,0 +1,107 @@
|
||||
# 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. A separate RESTBL mod is not needed.
|
||||
|
||||
## 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.
|
||||
|
||||
## 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.
|
||||
|
||||
## 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.
|
||||
+8
-28
@@ -39,6 +39,10 @@ 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=`).
|
||||
|
||||
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.
|
||||
@@ -54,34 +58,10 @@ The line `vk: using gpu N: <name>` says which one ran.
|
||||
|
||||
## Mods
|
||||
|
||||
Mods made for emulators go into `mods/` next to `totk.exe`, one folder per mod, unpacked as they come:
|
||||
`mods/<name>/romfs/...` (the Atmosphere layout `mods/<name>/atmosphere/contents/0100F2C0115B6000/romfs` works
|
||||
too). The game loads them at the next start. The Mods tab of the in-game menu (F1) lists them: switch a mod off, or move
|
||||
it up or down. When two mods change the same file, the higher one wins.
|
||||
|
||||
- RomFS mods (textures, models, text, gameplay files) work.
|
||||
- Mods packaged for TKMM (`.tkcl`, "TKMM only") and mods that change the same files: merge them in TKMM and set an
|
||||
export location to an empty folder inside `mods/` (for example `mods/TKMM`). That folder is then one mod here.
|
||||
- Files made for another game version (names with `.Product.<number>.` that this version does not have) are left out;
|
||||
the Mods tab counts them. Look for the mod's release for your game version.
|
||||
- The resource size table (`System/Resource/ResourceSizeTable.Product.<n>...rsizetable.zs`), which tells the game how
|
||||
much memory each file needs, is rebuilt at every start with mods enabled: the tables the mods ship are merged and
|
||||
the entries of files a mod made larger or added are raised. The log line `RomFS: resource size table: ...` says
|
||||
how many. A mod's table for another game version still counts for that mod's own files.
|
||||
- Mods that patch the game code (`exefs/*.ips`, `exefs/*.pchtxt`, or `atmosphere/exefs_patches/<name>/*.ips`) work
|
||||
when the patches are for this game version and change only code: the game rebuilds itself with them at the next
|
||||
start (the setup's rebuild window, a few minutes) and switches them with the mod. Patches for another version are
|
||||
counted and left out; a file that writes the game's data, or that the port cannot express, keeps the whole mod off
|
||||
and the Mods tab says why. A patch over one of the port's own patches turns that built-in patch off while the mod
|
||||
is on (the Mods tab names it).
|
||||
- Mods with their own code (`exefs/subsdk*` or a replaced `exefs/main`, such as UltraCam) never load, their RomFS files
|
||||
included.
|
||||
- Cheats: an Atmosphère cheat file goes into a mod's `cheats` folder (`mods/<name>/cheats/<build id>.txt`, the
|
||||
build id `277178B7DBA1B6D4` for 1.4.3, `9B4E43650501A4D4` for 1.2.1). The Cheats tab of the menu switches them.
|
||||
Cheats that write memory work at the next start; for cheats that change the game's code the game opens the setup's
|
||||
rebuild window at start and comes back after it (a few minutes). The port ships no cheat files. Details: [cheats.md](cheats.md).
|
||||
|
||||
The log names every mod at the start (`mods: <name>: ...`) and how many of its files it serves.
|
||||
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
|
||||
|
||||
|
||||
@@ -4,7 +4,7 @@
|
||||
[--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 seven 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.
|
||||
|
||||
+10
-4
@@ -1,5 +1,5 @@
|
||||
"""Command line: python -m installer --base FILE --update FILE --keys FILE --lang CODE --dest DIR [--firmware DIR]
|
||||
[--root DIR] [--temp DIR] [--verify]
|
||||
[--root DIR] [--temp DIR] [--verify] [--dlss]
|
||||
|
||||
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
|
||||
@@ -7,6 +7,9 @@ Traditional Chinese. On a folder with totk-install.json (resume after a cancel o
|
||||
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
|
||||
@@ -19,7 +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}
|
||||
|
||||
@@ -47,8 +50,8 @@ 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='the update NSP: 1.1.0, 1.2.1 or 1.4.3')
|
||||
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')
|
||||
@@ -58,6 +61,8 @@ def main(argv=None):
|
||||
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
|
||||
@@ -79,6 +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])
|
||||
|
||||
+12
-5
@@ -225,7 +225,14 @@ class App:
|
||||
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.label(f, 'ui.compressed_help', wraplength=620, justify='left').pack(anchor='w', pady=(8, 0))
|
||||
self.label(f, 'ui.firmware_help', wraplength=620, justify='left').pack(anchor='w', pady=(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=(8, 0))
|
||||
self.label(f, 'ui.dlss_help', wraplength=620, justify='left').pack(anchor='w', padx=(22, 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')
|
||||
@@ -288,7 +295,8 @@ class App:
|
||||
|
||||
def form(self):
|
||||
return Form(base=self.vars['base'].get(), update=self.vars['update'].get(), keys=self.vars['keys'].get(),
|
||||
firmware=self.vars['firmware'].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 refresh_form(self):
|
||||
form = self.form()
|
||||
@@ -303,9 +311,8 @@ class App:
|
||||
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)
|
||||
@@ -537,7 +544,7 @@ class App:
|
||||
# ---- self test ---------------------------------------------------------------------------------------------------
|
||||
|
||||
SAMPLE_START = {'type': 'start', 'release': 'selftest', 'mode': 'install', 'dest': 'Z:/selftest/TotK', 'log': 'D:\\log.txt',
|
||||
'steps': ['check', 'fonts', 'extract', 'lift', 'compile', 'prepare', 'cleanup']}
|
||||
'steps': ['check', 'fonts', 'extract', 'lift', 'compile', 'prepare', 'dlss', 'cleanup']}
|
||||
SAMPLE_RUN = [
|
||||
SAMPLE_START,
|
||||
{'type': 'plan', 'run': ['check', 'fonts', 'extract'], 'skip': {}},
|
||||
|
||||
@@ -27,7 +27,7 @@ TEXT = Path(__file__).resolve().parent / 'text'
|
||||
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', 'cleanup')
|
||||
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
|
||||
@@ -137,6 +137,7 @@ class Form:
|
||||
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."""
|
||||
@@ -187,6 +188,8 @@ class Form:
|
||||
cmd += ['--temp', str(temp)]
|
||||
if verify_hashes:
|
||||
cmd.append('--verify')
|
||||
if self.dlss:
|
||||
cmd.append('--dlss')
|
||||
return cmd
|
||||
|
||||
|
||||
|
||||
+15
-3
@@ -12,6 +12,8 @@ Release (docs/installer.md "Release layout"), root = the unpacked folder:
|
||||
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)
|
||||
@@ -24,7 +26,7 @@ Dev mode, root = a repository checkout (no python/python.exe): build/py314-embed
|
||||
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 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/install-temp. The version is VERSION with -dev and the commit: 0.1.0-dev+973c626. On Linux,
|
||||
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
|
||||
@@ -66,6 +68,7 @@ class Layout:
|
||||
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):
|
||||
@@ -79,6 +82,12 @@ class Layout:
|
||||
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'
|
||||
@@ -90,7 +99,8 @@ class Layout:
|
||||
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 / 'build_game.py', self.tools / 'prepare_shaders.py',
|
||||
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',
|
||||
@@ -128,6 +138,7 @@ def release_layout(root):
|
||||
xlate=root / 'bin' / ('totk_xlate' + EXE),
|
||||
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,
|
||||
@@ -153,7 +164,8 @@ def dev_layout(root):
|
||||
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')
|
||||
shader_list=None, ini_example=root / 'totk.ini.example', temp=root / 'build' / 'install-temp',
|
||||
pgo_dir=root / 'build' / 'pgo')
|
||||
|
||||
|
||||
def dev_commit(root):
|
||||
|
||||
+207
-25
@@ -1,4 +1,4 @@
|
||||
"""The seven setup steps of docs/installer.md: check, fonts, 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); fonts
|
||||
runs the vendored extract_shared_fonts.py on the firmware folder; lift, compile and prepare run the bundled Python on
|
||||
@@ -7,18 +7,21 @@ recomp/gen.py, tools/build_game.py, tools/make_romfs_patches.py and tools/prepar
|
||||
with the bundled clang (hostcheck.c).
|
||||
|
||||
Install folder: exefs/, romfs/ (romfs.bin, index.json), profile/, shared-fonts/ (Chinese and Korean text), totk.exe
|
||||
and its DLLs, romfs-index.bin, romfs-patches/, romfs-patches-xbox/, romfs-patches-xbox-label/, totk_xlate.exe, the
|
||||
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), 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.
|
||||
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 (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
|
||||
@@ -28,6 +31,7 @@ import subprocess
|
||||
import sys
|
||||
import threading
|
||||
import time
|
||||
import urllib.request
|
||||
from pathlib import Path
|
||||
|
||||
from . import ini
|
||||
@@ -36,6 +40,7 @@ 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)
|
||||
@@ -174,6 +179,12 @@ 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 no version, and that install is 1.2.1: name it here rather than leaning on SUPPORTED's order."""
|
||||
@@ -184,6 +195,25 @@ 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')
|
||||
@@ -349,6 +379,11 @@ class Check(Step):
|
||||
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)
|
||||
|
||||
@@ -427,14 +462,73 @@ 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:
|
||||
@@ -515,9 +609,10 @@ 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
|
||||
@@ -636,9 +731,9 @@ 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'):
|
||||
@@ -648,6 +743,7 @@ 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
|
||||
@@ -659,7 +755,7 @@ 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
|
||||
@@ -681,6 +777,7 @@ 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}
|
||||
|
||||
@@ -702,7 +799,8 @@ 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-'
|
||||
@@ -768,9 +866,12 @@ class Lift(Step):
|
||||
transient = True
|
||||
|
||||
def key(self, 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-4', ctx.keys['extract'], ctx.layout.recomp, ctx.layout.patches(game_version(ctx)),
|
||||
ctx.layout.tools / 'cheats.py', ctx.layout.tools / 'exefs_patches.py', *cheat_files(ctx),
|
||||
*exefs_files(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'
|
||||
@@ -835,7 +936,7 @@ def runtime_key(ctx):
|
||||
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')]
|
||||
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])
|
||||
|
||||
@@ -844,7 +945,8 @@ class Compile(Step):
|
||||
id = 'compile'
|
||||
|
||||
def key(self, ctx):
|
||||
return fingerprint('compile-3', ctx.keys['lift'], runtime_key(ctx))
|
||||
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)
|
||||
@@ -870,10 +972,12 @@ class Compile(Step):
|
||||
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, '--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 ()), '--ninja', layout.ninja,
|
||||
'--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)
|
||||
@@ -899,9 +1003,11 @@ SKIPPED = re.compile(r'prepare-shaders: (\d+) variants skipped: the graphics dri
|
||||
|
||||
|
||||
# The game resolutions of another shape than 16:9 that runtime/ui/menu.cpp row_output_res lists: 21:9 and 32:9 monitors,
|
||||
# and 16:10 screens (the Steam Deck's 1280x800, handhelds and laptops)
|
||||
# 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')
|
||||
'1280x800', '1680x1050', '1920x1200', '2560x1600',
|
||||
'1920x1280', '2160x1440', '2256x1504', '2880x1920', '3000x2000')
|
||||
|
||||
|
||||
class Prepare(Step):
|
||||
@@ -965,9 +1071,10 @@ class Prepare(Step):
|
||||
# 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.
|
||||
# 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'):
|
||||
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',
|
||||
@@ -1014,7 +1121,82 @@ class Prepare(Step):
|
||||
return {'xlate_sha256': file_sha256(xlate)}
|
||||
|
||||
|
||||
# ---- 7. 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'
|
||||
@@ -1032,7 +1214,7 @@ class Cleanup(Step):
|
||||
rep.progress('cleanup', 'temp', force=True)
|
||||
for stale in dest.glob('update-merge-*'):
|
||||
remove(stale)
|
||||
for name in ('check', 'shader_list.tsv', 'shared-fonts'): # gen/ and build/ stay for the next rebuild
|
||||
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)
|
||||
@@ -1082,4 +1264,4 @@ def romfs_problem(romfs, expected):
|
||||
|
||||
|
||||
def all_steps():
|
||||
return [Check(), Fonts(), Extract(), Lift(), Compile(), Prepare(), Cleanup()]
|
||||
return [Check(), Fonts(), Extract(), Lift(), Compile(), Prepare(), Dlss(), Cleanup()]
|
||||
+18
-8
@@ -5,12 +5,15 @@
|
||||
"step.lift": "Translating the game code to C",
|
||||
"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",
|
||||
@@ -30,6 +33,7 @@
|
||||
"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",
|
||||
|
||||
@@ -51,20 +55,22 @@
|
||||
"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.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.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 file.",
|
||||
"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}.",
|
||||
@@ -93,13 +99,15 @@
|
||||
"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. Choose the firmware folder (Contents/registered) to install them; without it 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 button prompts could not be prepared (exit code {code}); the game keeps the Switch prompts. 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",
|
||||
@@ -108,8 +116,8 @@
|
||||
"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 1.1.0 or 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",
|
||||
@@ -121,8 +129,10 @@
|
||||
"ui.pick_firmware": "Choose the Switch firmware folder (Contents/registered)",
|
||||
"ui.pick_dest": "Choose the install folder",
|
||||
"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.type_game": "Game files (NSP, XCI)",
|
||||
"ui.type_nsp": "NSP files",
|
||||
"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",
|
||||
|
||||
@@ -5,12 +5,15 @@
|
||||
"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",
|
||||
@@ -30,6 +33,7 @@
|
||||
"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",
|
||||
|
||||
@@ -51,20 +55,22 @@
|
||||
"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 ou NSP.",
|
||||
"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.",
|
||||
"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}.",
|
||||
@@ -93,13 +99,15 @@
|
||||
"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, que o instalador não extrai; parte do texto pode não aparecer.",
|
||||
"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 (código de saída {code}); o jogo mantém os ícones do Switch. Detalhes: {log}",
|
||||
"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",
|
||||
@@ -108,8 +116,8 @@
|
||||
"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 ou XCI)",
|
||||
"ui.update": "Atualização 1.1.0, 1.2.1 ou 1.4.3 (NSP)",
|
||||
"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",
|
||||
@@ -121,8 +129,10 @@
|
||||
"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.type_game": "Arquivos de jogo (NSP, XCI)",
|
||||
"ui.type_nsp": "Arquivos NSP",
|
||||
"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",
|
||||
|
||||
+18
-8
@@ -5,12 +5,15 @@
|
||||
"step.lift": "Перевод кода игры в C",
|
||||
"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",
|
||||
@@ -30,6 +33,7 @@
|
||||
"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",
|
||||
|
||||
@@ -51,20 +55,22 @@
|
||||
"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.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.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.",
|
||||
"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}.",
|
||||
@@ -93,13 +99,15 @@
|
||||
"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. Выберите папку прошивки (Contents/registered), чтобы установить их; без неё 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 (код выхода {code}); игра оставит подсказки Switch. 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",
|
||||
@@ -108,8 +116,8 @@
|
||||
"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 1.1.0 или 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",
|
||||
@@ -121,8 +129,10 @@
|
||||
"ui.pick_firmware": "Выберите папку прошивки Switch (Contents/registered)",
|
||||
"ui.pick_dest": "Выберите папку установки",
|
||||
"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.type_game": "Файлы игры (NSP, XCI)",
|
||||
"ui.type_nsp": "Файлы NSP",
|
||||
"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",
|
||||
|
||||
@@ -5,12 +5,15 @@
|
||||
"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",
|
||||
@@ -30,6 +33,7 @@
|
||||
"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",
|
||||
|
||||
@@ -51,20 +55,22 @@
|
||||
"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 或 NSP 游戏文件。",
|
||||
"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 文件。",
|
||||
"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}。",
|
||||
@@ -93,13 +99,15 @@
|
||||
"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,而安装程序不会提取这些字体;部分文字可能无法显示。",
|
||||
"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 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.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",
|
||||
@@ -108,8 +116,8 @@
|
||||
"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 或 XCI)",
|
||||
"ui.update": "1.1.0、1.2.1 或 1.4.3 更新(NSP)",
|
||||
"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",
|
||||
@@ -121,8 +129,10 @@
|
||||
"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.type_game": "游戏文件(NSP、XCI)",
|
||||
"ui.type_nsp": "NSP 文件",
|
||||
"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",
|
||||
|
||||
+39
-11
@@ -558,7 +558,8 @@ def _retry(fn, *args):
|
||||
_W = {} # worker state: 'mods' {name: (path, base)}, 'starts' {name: sorted array}, 'emitters' {name: Emitter}
|
||||
|
||||
|
||||
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
|
||||
@@ -581,6 +582,10 @@ 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()
|
||||
@@ -632,6 +637,14 @@ 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:
|
||||
@@ -705,16 +718,31 @@ def main():
|
||||
t_emit = time.perf_counter()
|
||||
ctx = mp.get_context('spawn')
|
||||
jobs, why = pick_jobs(args.jobs)
|
||||
print(f'emitting with {jobs} workers ({why})', file=sys.stderr, flush=True)
|
||||
with ctx.Pool(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)
|
||||
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.
|
||||
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)
|
||||
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'])
|
||||
|
||||
@@ -55,6 +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
|
||||
@@ -82,6 +92,17 @@ site aspect main 12521cc bd414260 f81f0fea @page:x10 bd403940 f84107ea # ldr s0
|
||||
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)
|
||||
|
||||
# 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
|
||||
|
||||
@@ -103,6 +103,16 @@ 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
|
||||
site mouse_direct main 1d59460 b9004be8 94761acc
|
||||
|
||||
# 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
|
||||
|
||||
+45
-22
@@ -29,9 +29,10 @@ static bool amiibo_validate_dump(const uint8_t *data, uint64_t size) {
|
||||
return false;
|
||||
}
|
||||
|
||||
// NTAG215 Capability Container (CC) at page 3 (offset 0x0C).
|
||||
// Byte 0x0C must be 0xE1 (NDEF Magic / Type 2 Tag CC container byte).
|
||||
if (data[0x0C] != 0xE1) {
|
||||
// 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;
|
||||
}
|
||||
|
||||
@@ -55,6 +56,12 @@ static bool amiibo_validate_dump(const uint8_t *data, uint64_t size) {
|
||||
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) {
|
||||
@@ -68,15 +75,15 @@ static void parse_dump_info(const char *path) {
|
||||
snprintf(g_info.filename, sizeof(g_info.filename), "%s", name);
|
||||
}
|
||||
|
||||
// UID: bytes 0..6 (7 bytes) or up to 9
|
||||
memcpy(g_info.uuid, g_dump, 7);
|
||||
copy_uid(g_info.uuid, g_dump);
|
||||
g_info.uuid_len = 7;
|
||||
|
||||
// Amiibo ID at offset 0x54 (8 bytes)
|
||||
// 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.series_id = g_dump[0x57];
|
||||
g_info.nfp_type = g_dump[0x57];
|
||||
g_info.numbering_id = ((uint16_t)g_dump[0x58] << 8) | g_dump[0x59];
|
||||
g_info.nfp_type = g_dump[0x5A];
|
||||
g_info.series_id = g_dump[0x5A];
|
||||
g_info.version = g_dump[0x5B];
|
||||
}
|
||||
|
||||
@@ -106,17 +113,25 @@ bool amiibo_is_device_present(void) {
|
||||
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;
|
||||
rt_log("amiibo: start detection");
|
||||
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;
|
||||
rt_log("amiibo: stop detection");
|
||||
if (g_detect_starts <= 3) rt_log("amiibo: stop detection");
|
||||
plat_mutex_unlock(&g_amiibo_lock);
|
||||
}
|
||||
|
||||
@@ -175,6 +190,15 @@ AmiiboDeviceState amiibo_get_device_state(void) {
|
||||
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;
|
||||
@@ -303,7 +327,7 @@ void amiibo_get_tag_info(void *out_tag_info) {
|
||||
uint8_t *out = (uint8_t *)out_tag_info;
|
||||
memset(out, 0, 0x58);
|
||||
// UUID: offset 0x00, 10 bytes max
|
||||
memcpy(out + 0x00, g_dump, 7);
|
||||
copy_uid(out, g_dump);
|
||||
out[0x0A] = 7; // UUID length
|
||||
// Protocol at offset 0x20: TypeA = 1
|
||||
*(uint32_t *)(out + 0x20) = 1;
|
||||
@@ -316,15 +340,14 @@ 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);
|
||||
// Character ID at 0x00 (3 bytes)
|
||||
memcpy(out + 0x00, g_dump + 0x54, 3);
|
||||
// Series ID at 0x03 (1 byte)
|
||||
out[0x03] = g_dump[0x57];
|
||||
// Numbering ID at 0x04 (2 bytes, big-endian from 0x58)
|
||||
out[0x04] = g_dump[0x58];
|
||||
out[0x05] = g_dump[0x59];
|
||||
// NFP Type at 0x06 (1 byte)
|
||||
out[0x06] = g_dump[0x5A];
|
||||
// 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);
|
||||
}
|
||||
|
||||
@@ -333,7 +356,7 @@ void amiibo_get_common_info(void *out_common_info) {
|
||||
uint8_t *out = (uint8_t *)out_common_info;
|
||||
memset(out, 0, 0x40);
|
||||
// Last write date: 0x00..0x03
|
||||
out[0x00] = 0x07; out[0x01] = 0xE7; // 2023
|
||||
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;
|
||||
@@ -351,7 +374,7 @@ void amiibo_get_register_info(void *out_register_info) {
|
||||
// Mii CharInfo at 0x00..0x57 (dummy valid mii)
|
||||
out[0x00] = 0x03; // version 3
|
||||
// First write date at 0x58..0x5B
|
||||
out[0x58] = 0x07; out[0x59] = 0xE7;
|
||||
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";
|
||||
|
||||
@@ -51,6 +51,9 @@ 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);
|
||||
|
||||
@@ -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];
|
||||
}
|
||||
|
||||
+144
-46
@@ -5,10 +5,11 @@
|
||||
//
|
||||
// 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
|
||||
@@ -32,7 +33,8 @@
|
||||
#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
|
||||
@@ -51,7 +53,8 @@ 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];
|
||||
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)
|
||||
@@ -61,7 +64,7 @@ typedef struct Mixer {
|
||||
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;
|
||||
@@ -90,16 +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;
|
||||
@@ -114,7 +148,7 @@ 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;
|
||||
@@ -124,7 +158,7 @@ static void ring_pull(Mixer *m, float *out, uint32_t frames) {
|
||||
if (prefill > RING_FRAMES) prefill = RING_FRAMES;
|
||||
if (!m->ready) {
|
||||
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;
|
||||
@@ -140,13 +174,16 @@ static void ring_pull(Mixer *m, float *out, uint32_t frames) {
|
||||
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;
|
||||
@@ -157,15 +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);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -179,7 +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());
|
||||
@@ -192,7 +230,7 @@ static void output_open(Mixer *m, int rate) {
|
||||
return;
|
||||
}
|
||||
m->device_ok = 1;
|
||||
SDL_AudioSpec dev;
|
||||
SDL_AudioSpec dev = {0};
|
||||
int period = 0;
|
||||
if (!SDL_GetAudioDeviceFormat(SDL_GetAudioStreamDevice(m->stream), &dev, &period) || period <= 0) period = m->frame;
|
||||
m->period = period;
|
||||
@@ -201,8 +239,9 @@ static void output_open(Mixer *m, int rate) {
|
||||
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, device period %d frames; the device paces "
|
||||
"rendering at %.1f ms queued", name ? name : "?", rate, m->prefill * 5, period, m->target * 1000.0 / rate);
|
||||
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) {
|
||||
@@ -217,7 +256,8 @@ int64_t audio_mixer_pace_ns(AudioRenderer *r, uint64_t now) {
|
||||
}
|
||||
|
||||
// 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);
|
||||
@@ -225,24 +265,51 @@ 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;
|
||||
@@ -290,9 +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);
|
||||
@@ -505,8 +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);
|
||||
@@ -545,6 +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]);
|
||||
@@ -793,30 +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) {
|
||||
@@ -855,7 +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) {
|
||||
|
||||
@@ -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]; }
|
||||
|
||||
+21
-6
@@ -318,11 +318,9 @@ static void request_update(AudioRenderer *r, const uint8_t *input, uint64_t in_s
|
||||
|
||||
// ---- 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, double out_seconds) {
|
||||
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;
|
||||
@@ -354,7 +352,19 @@ static void render_thread(void *p) {
|
||||
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();
|
||||
// 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);
|
||||
@@ -362,6 +372,10 @@ static void render_thread(void *p) {
|
||||
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 {
|
||||
@@ -369,11 +383,12 @@ static void render_thread(void *p) {
|
||||
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) {
|
||||
|
||||
@@ -184,5 +184,6 @@ void audio_mixer_render(AudioRenderer *r, double seconds); // after audio_voic
|
||||
// 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
|
||||
+37
-24
@@ -30,21 +30,24 @@ static int save_ok = 1; // the last cfg_save_to wrote (o
|
||||
// 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.
|
||||
static const char *const known[] = {
|
||||
"AB", "AMIIBO_DIR", "ANISO", "APP_POOL", "ASPECT", "ASPECT_PATCH", "ASSUME_FOCUS", "ASTC", "ASTC_BC", "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", "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", "DEVICE_PROFILE", "DLAA", "DLAA_JITTER", "DLAA_MV", "DLSS", "DUMP", "DUMP_BUF", "DUMP_DIR",
|
||||
"DESC_TEMPLATE", "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", "EXEFS", "FEEDBACK", "FIX_C0", "FIX_ZERO", "FLIGHT", "FLIGHT_AT", "FLIGHT_DIR", "FLIGHT_FRAMES",
|
||||
"FLIGHT_SPIKE_MS", "FLIGHT_THUMBS", "FOV", "FOV_PATCH", "FPS60", "FPS_LIMIT", "FREEZE_IDLE", "FREE_CORES",
|
||||
"FULLSCREEN", "FXAA", "GPL", "GPL_DRAW_BUILD", "GPU", "GPU_INDEX", "GPU_NAME", "HDR", "HDR_GAME_NITS",
|
||||
"FLIGHT_SPIKE_MS", "FLIGHT_THUMBS", "FLUSH_SPAN", "FOV", "FOV_PATCH", "FPS60", "FPS_LIMIT", "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_TEST_DIR", "MENU_TEST_SET", "MINIMAL_LAYOUT", "MIRROR_GAP", "MODS_DIR", "MODS_DISABLED", "MODS_ORDER", "MODS_REBUILD", "MOTION", "MOUSE_SENS", "MOVIE_HOST", "MOVIE_PACE",
|
||||
"ONE_PER_CORE", "OPERATION_MODE", "OUTPUT_RES", "PAD_LAYOUT", "PATCH_OUTPUT", "PATCH_SCENE", "PCSS", "PCSS_K", "PERF_OVERLAY", "PERF_SLOW_MS", "PIPELINE_CACHE", "PIPE_MEMO", "PIPE_PREBUILD", "PIPE_SKIP", "PIPE_SYNC", "PIPE_WAIT",
|
||||
"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_MODE", "MOUSE_DIRECT_PATCH", "MOUSE_SENS", "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_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",
|
||||
@@ -53,9 +56,9 @@ static const char *const known[] = {
|
||||
"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_MEMO", "TEX_VRAM_PRESSURE", "TIMER_1MS", "TRACE", "UBO_SNAPSHOT", "UPSCALER", "VK_DYN_A2C", "VK_DYN_VERTEX", "VK_NO_FLOAT64",
|
||||
"SWKBD_TEST", "TEST_PAD", "TEST_PREPARE_SHADERS", "TEX_ALIAS", "TEX_MEMO", "TEX_VRAM_PRESSURE", "TIMER_1MS", "TRACE", "TXD_TRANSPOSE", "UBO_SNAPSHOT", "UPSCALER", "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", "VS_OUTS",
|
||||
"WALK_KEY", "WALK_SCALE", "WB_EXACT", "WB_FENCE_LIMIT", "WINDOW_SIZE", "XLATE", "XLATE_ID", "XLATE_PROCS",
|
||||
"WALK_KEY", "WALK_SCALE", "WB_EXACT", "WB_FENCE_LIMIT", "WB_MERGE", "WINDOW_SIZE", "XLATE", "XLATE_ID", "XLATE_KEEP", "XLATE_PROCS",
|
||||
"ZSTD_CHECK", "ZSTD_NATIVE",
|
||||
};
|
||||
|
||||
@@ -69,24 +72,25 @@ static const struct { const char *key, *section; } sections[] = {
|
||||
{"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"}, {"SHADOW_RES", "display"},
|
||||
{"DLAA", "display"}, {"DLSS", "display"}, {"FXAA", "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"},
|
||||
{"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"}, {"PROMPTS", "input"}, {"STICK_DEADZONE", "input"}, {"LSTICK_DEADZONE", "input"}, {"RSTICK_DEADZONE", "input"},
|
||||
{"STICK_SENS", "input"},
|
||||
{"MOUSE_SENS", "input"}, {"WALK_KEY", "input"}, {"WALK_SCALE", "input"}, {"INPUT_RECORD", "input"},
|
||||
{"MENU_CURSOR", "input"}, {"MOUSE_MODE", "input"}, {"MOUSE_SENS", "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"},
|
||||
@@ -95,8 +99,9 @@ static const struct { const char *key, *section; } sections[] = {
|
||||
{"BIND_SKIP", "performance"}, {"SHADER_MEMO", "performance"}, {"PIPE_MEMO", "performance"}, {"TEX_MEMO", "performance"}, {"DESC_TEMPLATE", "performance"},
|
||||
{"PUSH_SKIP", "performance"}, {"SPLIT_DRAWS", "performance"}, {"SPLIT_US", "performance"}, {"VK_VALIDATION", "performance"},
|
||||
{"VK_DYN_VERTEX", "performance"}, {"VK_DYN_A2C", "performance"}, {"VK_SUBGROUP_PIN", "performance"},
|
||||
{"TRACE", "diagnostics"}, {"FLIGHT", "diagnostics"}, {"FLIGHT_SPIKE_MS", "diagnostics"},
|
||||
{"WB_FENCE_LIMIT", "diagnostics"}, {"WB_EXACT", "diagnostics"},
|
||||
{"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
|
||||
@@ -111,7 +116,9 @@ 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", RESTART}, {"FXAA", "1", "0|1", 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}, {"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
|
||||
@@ -120,9 +127,9 @@ static const CfgMeta metas[] = {
|
||||
{"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_UI_NITS", "203", "80..500", LIVE}, {"HDR_HUE", "80", "0..100", LIVE},
|
||||
{"DEVICE_PROFILE", "auto", "auto|desktop|deck", RESTART},
|
||||
{"SHADOW_RES", "game", "game|512|768|1024|1536|2048", 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},
|
||||
@@ -135,26 +142,31 @@ static const CfgMeta metas[] = {
|
||||
{"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},
|
||||
{"PROMPTS", "nintendo", "nintendo|xbox", RESTART},
|
||||
{"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_SENS", "1", "0..10", LIVE},
|
||||
{"MOUSE_MODE", "direct", "stick|direct", LIVE},
|
||||
{"MOUSE_SENS", "1", "0..10", 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},
|
||||
// shaders and pipelines
|
||||
{"PIPE_WAIT", "default", "default|draw", RESTART}, {"PIPE_SKIP", "fullscreen", "strict|any|fullscreen", RESTART},
|
||||
{"LIB_PREBUILD", "1", "0|1", RESTART}, {"LIB_PREBUILD_THREADS", "", "1..64", RESTART},
|
||||
{"PIPE_PREBUILD", "1", "0|1", RESTART}, {"PREWARM_XLATE", "", "1..64", RESTART}, {"GPL", "", "0|1", RESTART},
|
||||
{"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}, {"TEX_VRAM_PRESSURE", "90", "0..100", RESTART}, {"ASTC_BC", "0", "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},
|
||||
@@ -166,7 +178,8 @@ static const CfgMeta metas[] = {
|
||||
{"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_EXACT", "1", "0|1", 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},
|
||||
};
|
||||
|
||||
|
||||
@@ -234,6 +234,10 @@ int probe_cfg(void) {
|
||||
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");
|
||||
@@ -301,6 +305,11 @@ int probe_cfg(void) {
|
||||
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"),
|
||||
|
||||
@@ -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
|
||||
}
|
||||
@@ -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
|
||||
};
|
||||
+156
-113
@@ -1,119 +1,162 @@
|
||||
// Generated by tools/build_shaders.py from runtime/shaders/dlaa_mv.comp; do not edit.
|
||||
// source sha256 bfa9b6d9e0f9d5cfd4382fa5080fa46f007a1a4e2b886b8fecd9adba11767686
|
||||
// source sha256 e96a6d2d0cec26c47a76280363077c5982919bedc984f20ae9f1d185dc6ae674
|
||||
#pragma once
|
||||
#include <stdint.h>
|
||||
static const uint32_t dlaa_mv_spv[] = {
|
||||
0x07230203, 0x00010600, 0x0008000b, 0x00000131, 0x00000000, 0x00020011, 0x00000001, 0x00020011,
|
||||
0x07230203, 0x00010300, 0x000d000b, 0x0000019a, 0x00000000, 0x00020011, 0x00000001, 0x00020011,
|
||||
0x00000031, 0x0006000b, 0x00000001, 0x4c534c47, 0x6474732e, 0x3035342e, 0x00000000, 0x0003000e,
|
||||
0x00000000, 0x00000001, 0x000b000f, 0x00000005, 0x00000004, 0x6e69616d, 0x00000000, 0x00000036,
|
||||
0x00000043, 0x0000005d, 0x00000089, 0x000000a0, 0x000000e7, 0x00060010, 0x00000004, 0x00000011,
|
||||
0x00000008, 0x00000008, 0x00000001, 0x00030003, 0x00000002, 0x000001c2, 0x00040005, 0x00000004,
|
||||
0x6e69616d, 0x00000000, 0x00080005, 0x00000036, 0x475f6c67, 0x61626f6c, 0x766e496c, 0x7461636f,
|
||||
0x496e6f69, 0x00000044, 0x00030005, 0x00000041, 0x00000050, 0x00050006, 0x00000041, 0x00000000,
|
||||
0x657a6973, 0x00000000, 0x00050006, 0x00000041, 0x00000001, 0x7474696a, 0x00007265, 0x00030005,
|
||||
0x00000043, 0x00006370, 0x00050005, 0x0000005d, 0x74706564, 0x65745f68, 0x00000078, 0x00030005,
|
||||
0x00000087, 0x00727543, 0x00040006, 0x00000087, 0x00000000, 0x00000072, 0x00030005, 0x00000089,
|
||||
0x00727563, 0x00040005, 0x0000009e, 0x76657250, 0x00000000, 0x00040006, 0x0000009e, 0x00000000,
|
||||
0x00000072, 0x00040005, 0x000000a0, 0x76657270, 0x00000000, 0x00040005, 0x000000e7, 0x6f5f766d,
|
||||
0x00007475, 0x00040047, 0x00000036, 0x0000000b, 0x0000001c, 0x00030047, 0x00000041, 0x00000002,
|
||||
0x00050048, 0x00000041, 0x00000000, 0x00000023, 0x00000000, 0x00050048, 0x00000041, 0x00000001,
|
||||
0x00000023, 0x00000008, 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, 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, 0x0004001e, 0x00000041, 0x00000040, 0x00000040, 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, 0x0005002c, 0x00000040, 0x00000130, 0x00000067, 0x00000067,
|
||||
0x00050036, 0x00000002, 0x00000004, 0x00000000, 0x00000003, 0x000200f8, 0x00000005, 0x000300f7,
|
||||
0x000000f0, 0x00000000, 0x000300fb, 0x0000003c, 0x000000f1, 0x000200f8, 0x000000f1, 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, 0x000000f1, 0x00000053, 0x0000004b, 0x000300f7, 0x00000056,
|
||||
0x00000000, 0x000400fa, 0x00000054, 0x00000055, 0x00000056, 0x000200f8, 0x00000055, 0x000200f9,
|
||||
0x000000f0, 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, 0x00000130,
|
||||
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, 0x00000110, 0x00000091, 0x00000094, 0x00000097, 0x0000009a,
|
||||
0x00040054, 0x00000009, 0x00000111, 0x00000110, 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, 0x0000012c, 0x000000a3,
|
||||
0x000000a6, 0x000000a9, 0x000000ac, 0x00040054, 0x00000009, 0x0000012d, 0x0000012c, 0x0006000c,
|
||||
0x00000009, 0x000000b0, 0x00000001, 0x00000022, 0x00000111, 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, 0x0000012d, 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,
|
||||
0x0000012f, 0x000000b4, 0x000000bb, 0x000000e4, 0x000000c9, 0x000200f9, 0x000000bc, 0x000200f8,
|
||||
0x000000bc, 0x000700f5, 0x00000040, 0x0000012e, 0x000000b4, 0x00000056, 0x0000012f, 0x000000ca,
|
||||
0x0004003d, 0x000000e5, 0x000000e8, 0x000000e7, 0x00050051, 0x00000006, 0x000000eb, 0x0000012e,
|
||||
0x00000000, 0x00050051, 0x00000006, 0x000000ec, 0x0000012e, 0x00000001, 0x00070050, 0x00000007,
|
||||
0x000000ed, 0x000000eb, 0x000000ec, 0x00000016, 0x00000016, 0x00040063, 0x000000e8, 0x0000003a,
|
||||
0x000000ed, 0x000200f9, 0x000000f0, 0x000200f8, 0x000000f0, 0x000100fd, 0x00010038,
|
||||
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,
|
||||
};
|
||||
@@ -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
|
||||
@@ -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);
|
||||
}
|
||||
@@ -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;
|
||||
}
|
||||
}
|
||||
+2
-1
@@ -41,7 +41,8 @@ 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).
|
||||
// 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);
|
||||
|
||||
+48
-5
@@ -125,12 +125,30 @@ static void make_dirs(const char *p) {
|
||||
if (!make_dir(buf)) rt_fatal("fs: cannot create directory %s", buf);
|
||||
}
|
||||
|
||||
// Remove a directory tree; a link (reparse point, symbolic link) is removed as a link, never followed. 0 also when
|
||||
// The first path remove_tree could not delete and the OS error code, for the message of a fatal.
|
||||
static char remove_failed[1100];
|
||||
static int remove_error;
|
||||
static void remove_note(const char *path) {
|
||||
if (*remove_failed) return;
|
||||
snprintf(remove_failed, sizeof remove_failed, "%s", path);
|
||||
remove_error = plat_fs_os_error();
|
||||
}
|
||||
|
||||
// Remove a directory tree; a link (symbolic link, junction) is removed as a link, never followed. 0 also when
|
||||
// nothing is there.
|
||||
static int remove_tree(const char *path) {
|
||||
int kind = plat_fs_kind(path);
|
||||
if (kind == PLAT_FS_MISSING) return 0;
|
||||
if (kind == PLAT_FS_FILE) return plat_fs_unlink(path) ? -1 : 0;
|
||||
if (kind == PLAT_FS_FILE) {
|
||||
if (!plat_fs_unlink(path)) return 0;
|
||||
remove_note(path);
|
||||
return -1;
|
||||
}
|
||||
if (kind == PLAT_FS_LINK) { // a link to a file goes by unlink, a link to a directory by rmdir
|
||||
if (!plat_fs_unlink(path) || !plat_fs_rmdir(path)) return 0;
|
||||
remove_note(path);
|
||||
return -1;
|
||||
}
|
||||
int bad = 0;
|
||||
if (kind == PLAT_FS_DIR) {
|
||||
Listing l;
|
||||
@@ -142,7 +160,23 @@ static int remove_tree(const char *path) {
|
||||
}
|
||||
listing_free(l.e, l.n);
|
||||
}
|
||||
return bad | (plat_fs_rmdir(path) ? -1 : 0);
|
||||
if (plat_fs_rmdir(path)) {
|
||||
remove_note(path);
|
||||
bad |= -1;
|
||||
}
|
||||
return bad;
|
||||
}
|
||||
|
||||
// remove_tree, tried again every 50 ms for up to 2 s while another process (the previous run still exiting, a virus
|
||||
// scanner, a sync client) holds a file in the tree. The failing path and its OS error stay in remove_failed.
|
||||
#define MOVE_TRIES 40 // 2 s, also move_dir's
|
||||
static int remove_tree_retry(const char *path) {
|
||||
for (int i = 0;; i++) {
|
||||
*remove_failed = 0;
|
||||
if (!remove_tree(path)) return 0;
|
||||
if (i == MOVE_TRIES) return -1;
|
||||
plat_sleep_ms(50);
|
||||
}
|
||||
}
|
||||
|
||||
// ---- save transactions
|
||||
@@ -190,7 +224,6 @@ static int exists(const char *p) { return plat_fs_kind(p) != PLAT_FS_MISSING; }
|
||||
|
||||
// Rename a directory, durably; retried every 50 ms, tries times in all, while another process (a virus scanner, the
|
||||
// indexer) holds a file in it. 0 on success.
|
||||
#define MOVE_TRIES 40 // 2 s
|
||||
static int move_dir(const char *from, const char *to, int tries) {
|
||||
for (int i = 0; i < tries; i++) {
|
||||
int e = plat_fs_rename(from, to, 1);
|
||||
@@ -446,7 +479,8 @@ static void save_recover(void) {
|
||||
did = swap_in() ? "a finished commit still waits in save-tx; the game loads it from there"
|
||||
: "completed a finished commit";
|
||||
if (exists(work_root)) {
|
||||
if (remove_tree(work_root)) rt_fatal("fs: cannot delete the old save working copy");
|
||||
if (remove_tree_retry(work_root))
|
||||
rt_fatal("fs: cannot delete the old save working copy: %s (OS error %d)", remove_failed, remove_error);
|
||||
if (!strcmp(did, "nothing to recover"))
|
||||
did = "deleted the last run's working copy (changes after its last Commit)";
|
||||
}
|
||||
@@ -1575,6 +1609,15 @@ static void probe_save_tx(const uint64_t *uid) {
|
||||
CALL(S_UNMOUNT, U("ro"));
|
||||
CHECK(RES(S_DELETE_FILE, U(a)) == 0 && RES(S_DELETE_FILE, U(b)) == 0 && tx_commit() == 0 &&
|
||||
tx_read_committed("tx_a.sav") == -1, "Commit of deletions");
|
||||
// a run that left read-only folders and files in the working copy (attributes another emulator's save carried):
|
||||
// the next start deletes them and names the failing path if it cannot
|
||||
char *ro_dir = join(work_root, "ro_dir"), *ro_file = join(ro_dir, "ro.sav");
|
||||
CHECK(!plat_fs_mkdir(ro_dir) && plat_file_write(ro_file, "x", 1) && plat_file_set_readonly(ro_file, 1) &&
|
||||
plat_file_set_readonly(ro_dir, 1), "read-only leftovers in the working copy");
|
||||
probe_restart(uid);
|
||||
CHECK(!exists(ro_dir), "the next start deleted a working copy with read-only folders");
|
||||
free(ro_dir);
|
||||
free(ro_file);
|
||||
printf("save tx: uncommitted writes visible to the game and dropped by a restart and by Unmount, commits kept; a "
|
||||
"crash at each of %d commit steps recovers to the old save %d times, the new one %d times, mixed %d "
|
||||
"times; %d backups\n", steps, olds, news, mixed, backups);
|
||||
|
||||
+9
-2
@@ -23,6 +23,7 @@ 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], uint32_t gather_bits);
|
||||
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 +76,9 @@ 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);
|
||||
@@ -97,7 +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.
|
||||
|
||||
@@ -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);
|
||||
}
|
||||
|
||||
@@ -543,6 +543,15 @@ static void save_capture(const char *path) {
|
||||
// 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;
|
||||
@@ -616,6 +625,10 @@ static void present_image(VkImage src, VkImageLayout layout, VkFormat fmt, int w
|
||||
const int rect[4] = {cx, cy, cw, ch};
|
||||
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};
|
||||
|
||||
+108
-9
@@ -86,6 +86,7 @@ struct GfxShader {
|
||||
uint32_t in_mask, out_mask; // user Locations of Input / Output variables
|
||||
GfxShaderIo in[32], out[32];
|
||||
uint32_t local[3];
|
||||
uint32_t mvprev_banks; // .res.json "mvprev_banks" (patch 0015), 0 none
|
||||
};
|
||||
|
||||
static PlatMutex cache_lock = PLAT_MUTEX_INIT; // memory cache
|
||||
@@ -118,7 +119,7 @@ static struct { // translations in fl
|
||||
static char cache_dir[PATH_CAP];
|
||||
static char xlate_exe[PATH_CAP];
|
||||
static uint8_t xlate_id[32]; // translator identity (see the keys at the top)
|
||||
static int host_f64 = 1, host_set; // gfx_shader_set_host
|
||||
static int host_f64 = 1, host_zero_locals, host_set; // gfx_shader_set_host
|
||||
static uint32_t host_sbuf, host_sg[3] = {32, 32, 32}, host_gather;
|
||||
static PlatOnce paths_once = PLAT_ONCE_INIT;
|
||||
|
||||
@@ -312,18 +313,19 @@ static void init_paths(void *param) {
|
||||
static void paths(void) { plat_once(&paths_once, init_paths, NULL); }
|
||||
|
||||
// Host answers (vk_caps.c, at device creation, before any translation). Answers other than the defaults (Float64,
|
||||
// exact storage offsets, 32 lanes, no gather bias) are mixed into the translator identity, so they get their own cache
|
||||
// keys.
|
||||
void gfx_shader_set_host(int float64, uint32_t sbuf_align, const uint32_t subgroup[3], uint32_t gather_bits) {
|
||||
// exact storage offsets, 32 lanes, no gather bias, undefined locals) are mixed into the translator identity, so they
|
||||
// get their own cache keys.
|
||||
void gfx_shader_set_host(int float64, uint32_t sbuf_align, const uint32_t subgroup[3], uint32_t gather_bits, int zero_locals) {
|
||||
paths();
|
||||
if (host_set++) return;
|
||||
host_f64 = float64, host_sbuf = sbuf_align, host_gather = gather_bits;
|
||||
host_f64 = float64, host_sbuf = sbuf_align, host_gather = gather_bits, host_zero_locals = zero_locals;
|
||||
memcpy(host_sg, subgroup, sizeof host_sg);
|
||||
if (float64 && !sbuf_align && subgroup[0] == 32 && subgroup[1] == 32 && subgroup[2] == 32 && !gather_bits) return;
|
||||
if (float64 && !sbuf_align && subgroup[0] == 32 && subgroup[1] == 32 && subgroup[2] == 32 && !gather_bits && !zero_locals) return;
|
||||
uint8_t buf[32 + 96];
|
||||
int n = snprintf((char *)buf + 32, 96, "TKHO f64=%d sbuf=%u sg=%u,%u,%u", float64, sbuf_align, subgroup[0], subgroup[1],
|
||||
subgroup[2]);
|
||||
if (gather_bits) n += snprintf((char *)buf + 32 + n, (size_t)(96 - n), " gather=%u", gather_bits);
|
||||
if (zero_locals) n += snprintf((char *)buf + 32 + n, (size_t)(96 - n), " zero_locals");
|
||||
memcpy(buf, xlate_id, 32);
|
||||
rt_sha256(buf, 32 + (size_t)n, xlate_id);
|
||||
rt_log("gfx_shader: host options %s: own shader cache keys", (char *)buf + 37);
|
||||
@@ -593,6 +595,25 @@ static GfxShader *disk_load_from(const uint8_t key[32], const uint8_t *iid, int
|
||||
return s;
|
||||
}
|
||||
|
||||
const GfxShader *gfx_shader_own(const uint32_t *spirv, uint64_t words, const char *res_json) {
|
||||
if (words < 5 || spirv[0] != 0x07230203 || !spirv_complete(spirv, words) ||
|
||||
!reflection_valid(res_json, strlen(res_json)))
|
||||
return NULL;
|
||||
GfxShader *s = calloc(1, sizeof *s);
|
||||
if (!s) return NULL;
|
||||
size_t rn = strlen(res_json);
|
||||
uint8_t *buf = malloc(words * 4 + rn);
|
||||
s->spirv = malloc(words * 4), s->reflection = malloc(rn + 1);
|
||||
if (!buf || !s->spirv || !s->reflection) rt_fatal("gfx_shader: out of memory");
|
||||
memcpy(buf, spirv, words * 4), memcpy(buf + words * 4, res_json, rn);
|
||||
rt_sha256(buf, words * 4 + rn, s->key);
|
||||
free(buf);
|
||||
memcpy(s->spirv, spirv, words * 4), memcpy(s->reflection, res_json, rn + 1);
|
||||
s->words = words, s->reflection_size = rn;
|
||||
reflect(s);
|
||||
return s;
|
||||
}
|
||||
|
||||
// The pack, then the loose files (a newer translation of a key the pack holds a bad copy of); NULL when neither has a
|
||||
// valid pair (the caller translates again and writes loose files).
|
||||
static GfxShader *disk_load(const uint8_t key[32], const uint8_t *iid) {
|
||||
@@ -759,18 +780,81 @@ out:
|
||||
free(loc), free(packed), free(ttype), free(tcomps), free(pointee);
|
||||
}
|
||||
|
||||
// Every gradient sample (OpImageSampleExplicitLod with Grad) whose two gradients are each built from two components gets
|
||||
// them transposed, dx = (a, c) and dy = (b, d) from dx = (a, b) and dy = (c, d), by two new OpCompositeConstruct before
|
||||
// it. TotK's shaders fill a TXD's gradient registers per coordinate (du/dx, du/dy, dv/dx, dv/dy), and the translator
|
||||
// (Ryujinx, InstEmitTexture EmitTxd) builds dx = (first two registers), dy = (last two) = (du/dx, du/dy) and
|
||||
// (dv/dx, dv/dy): a mip level chosen from the wrong derivatives, too sharp on terrain faces turned across the screen,
|
||||
// which crawled in patches that followed the faces (1.4.3, the Depths). TOTK_TXD_TRANSPOSE=0 turns it off.
|
||||
// Applied to the SPIR-V after it is loaded, so the shader cache is untouched.
|
||||
enum { OP_COMPOSITE_CONSTRUCT = 80, OP_SAMPLE_EXPLICIT = 88, IO_GRAD = 4 };
|
||||
|
||||
static void patch_txd_transpose(GfxShader *s) {
|
||||
static int on = -1;
|
||||
static volatile int32_t n_logged;
|
||||
if (on < 0) {
|
||||
const char *e = cfg_get("TOTK_TXD_TRANSPOSE");
|
||||
on = !(e && *e == '0');
|
||||
}
|
||||
uint32_t *w = s->spirv;
|
||||
uint64_t n = s->words;
|
||||
if (!on || n < 5) return;
|
||||
uint32_t bound = w[3] < (1u << 20) ? w[3] : (1u << 20);
|
||||
uint64_t *cc = calloc(bound, sizeof *cc); // word index of a 2-constituent OpCompositeConstruct defining the id
|
||||
int found = 0;
|
||||
if (!cc) return;
|
||||
for (uint64_t i = 5; i < n;) {
|
||||
uint32_t op = w[i] & 0xffff, len = w[i] >> 16;
|
||||
if (!len || i + len > n) goto out;
|
||||
if (op == OP_COMPOSITE_CONSTRUCT && len == 5 && w[i + 2] < bound) cc[w[i + 2]] = i;
|
||||
if (op == OP_SAMPLE_EXPLICIT && len >= 8 && w[i + 5] == IO_GRAD && w[i + 6] < bound && w[i + 7] < bound &&
|
||||
cc[w[i + 6]] && cc[w[i + 7]] && w[cc[w[i + 6]] + 1] == w[cc[w[i + 7]] + 1])
|
||||
found++;
|
||||
i += len;
|
||||
}
|
||||
if (!found) goto out;
|
||||
uint32_t *o = malloc((n + (uint64_t)found * 10) * sizeof *o);
|
||||
if (!o) goto out;
|
||||
uint64_t k = 0;
|
||||
uint32_t next = w[3];
|
||||
for (uint64_t i = 0; i < 5; i++) o[k++] = w[i];
|
||||
for (uint64_t i = 5; i < n;) {
|
||||
uint32_t op = w[i] & 0xffff, len = w[i] >> 16;
|
||||
if (op == OP_SAMPLE_EXPLICIT && len >= 8 && w[i + 5] == IO_GRAD && w[i + 6] < bound && w[i + 7] < bound &&
|
||||
cc[w[i + 6]] && cc[w[i + 7]] && w[cc[w[i + 6]] + 1] == w[cc[w[i + 7]] + 1]) {
|
||||
const uint32_t *dx = w + cc[w[i + 6]], *dy = w + cc[w[i + 7]]; // [hdr, type, id, a, b], [hdr, type, id, c, d]
|
||||
uint32_t ndx = next++, ndy = next++;
|
||||
o[k++] = 5u << 16 | OP_COMPOSITE_CONSTRUCT, o[k++] = dx[1], o[k++] = ndx, o[k++] = dx[3], o[k++] = dy[3];
|
||||
o[k++] = 5u << 16 | OP_COMPOSITE_CONSTRUCT, o[k++] = dx[1], o[k++] = ndy, o[k++] = dx[4], o[k++] = dy[4];
|
||||
for (uint32_t j = 0; j < len; j++) o[k++] = w[i + j];
|
||||
o[k - len + 6] = ndx, o[k - len + 7] = ndy;
|
||||
} else {
|
||||
for (uint32_t j = 0; j < len; j++) o[k++] = w[i + j];
|
||||
}
|
||||
i += len;
|
||||
}
|
||||
o[3] = next;
|
||||
free(s->spirv);
|
||||
s->spirv = o, s->words = k;
|
||||
if (plat_inc32(&n_logged) <= 4) rt_log("gfx_shader: %d gradient samples now read their derivatives per coordinate", found);
|
||||
out:
|
||||
free(cc);
|
||||
}
|
||||
|
||||
static void reflect(GfxShader *s) {
|
||||
static const char *const kinds[GFX_RES_KINDS] = {"cbufs", "sbufs", "textures", "images"};
|
||||
const char *js = s->reflection;
|
||||
char stage[8];
|
||||
json_str(js, js + strlen(js), "stage", stage, sizeof stage);
|
||||
s->stage = !strcmp(stage, "cs") ? GFX_STAGE_CS : !strcmp(stage, "ps") ? GFX_STAGE_FS : GFX_STAGE_VS;
|
||||
s->mvprev_banks = (uint32_t)json_int(js, js + strlen(js), "mvprev_banks", 0);
|
||||
for (int k = 0; k < GFX_RES_KINDS; k++) {
|
||||
int count = json_objects(js, kinds[k], NULL, s, k);
|
||||
s->res[k] = calloc(count ? count : 1, sizeof *s->res[k]);
|
||||
json_objects(js, kinds[k], add_res, s, k);
|
||||
}
|
||||
reflect_spirv(s);
|
||||
patch_txd_transpose(s);
|
||||
}
|
||||
|
||||
// ---- use masks (see the cache key at the top)
|
||||
@@ -975,7 +1059,7 @@ static size_t pack_answers(uint8_t *o, const GfxShaderAnswers *a) {
|
||||
memcpy(p, a->frag_out_type, 8), p += 8;
|
||||
for (int i = 0; i < 3; i++) *p++ = (uint8_t)a->local[i], *p++ = (uint8_t)(a->local[i] >> 8);
|
||||
put_u32(&p, a->shared_bytes);
|
||||
*p++ = a->depth_minus_w;
|
||||
*p++ = (uint8_t)(a->depth_minus_w | (a->mvprev ? 0x80 : 0));
|
||||
return (size_t)(p - o);
|
||||
}
|
||||
|
||||
@@ -1007,6 +1091,7 @@ static void mask_answers(const GfxShaderAnswers *a, const UseMask *m, GfxShaderA
|
||||
if (m->fouts >> i & 1) o->frag_out_type[i] = a->frag_out_type[i];
|
||||
memcpy(o->local, a->local, sizeof o->local);
|
||||
o->shared_bytes = a->shared_bytes;
|
||||
o->mvprev = a->mvprev; // another translation, not an answer the use mask covers
|
||||
}
|
||||
|
||||
// The cache key of an input id under the current translator.
|
||||
@@ -1086,9 +1171,11 @@ static size_t build_request(char *o0, const char *hex, const char *stage, const
|
||||
if (!strcmp(stage, "ps") && (control[0x718] & 1)) o += sprintf(o, ",\"early_fragment_tests\":true");
|
||||
int si = !strcmp(stage, "vs") ? 0 : !strcmp(stage, "cs") ? 2 : 1; // gfx_shader_set_host answers
|
||||
if (!host_f64) o += sprintf(o, ",\"softfloat64\":true");
|
||||
if (a && a->mvprev && !strcmp(stage, "vs")) o += sprintf(o, ",\"mvprev\":true");
|
||||
if (host_sbuf) o += sprintf(o, ",\"sbuf_align\":%u", host_sbuf);
|
||||
if (host_sg[si] != 32) o += sprintf(o, ",\"subgroup\":%u", host_sg[si]);
|
||||
if (host_gather) o += sprintf(o, ",\"gather_bias\":%u", host_gather);
|
||||
if (host_zero_locals) o += sprintf(o, ",\"zero_locals\":true");
|
||||
o += sprintf(o, "},\"out\":\"");
|
||||
json_esc(&o, cache_dir);
|
||||
o += sprintf(o, "\"}");
|
||||
@@ -1288,8 +1375,18 @@ static const GfxShader *translate_one(const Req *r, int stage, const uint8_t *co
|
||||
if (!req) return plat_file_delete(code_path), fail("out of memory", hex);
|
||||
build_request(req, hex, r->stage_name, code_path, r->c1, r->c1_len, a, control);
|
||||
int ok = svc_request(req, reply, sizeof reply);
|
||||
// TOTK_XLATE_KEEP=1: a last-frame variant's job stays as <key>.job (one request line) with its code, to run the
|
||||
// translator on by hand (totk_xlate --serve < <key>.job)
|
||||
static int keep = -1;
|
||||
if (keep < 0) keep = rt_knob("XLATE_KEEP", "0");
|
||||
int kept = keep && a && a->mvprev;
|
||||
if (kept) {
|
||||
char job_path[PATH_CAP + 80];
|
||||
snprintf(job_path, sizeof job_path, "%s/%s.job", cache_dir, hex);
|
||||
write_file(job_path, req, strlen(req));
|
||||
}
|
||||
free(req);
|
||||
plat_file_delete(code_path);
|
||||
if (!kept) plat_file_delete(code_path);
|
||||
if (!ok) return fail("translator unavailable", hex);
|
||||
if (strncmp(reply, "ok ", 3)) {
|
||||
plat_file_delete(spv_path), plat_file_delete(res_path);
|
||||
@@ -1644,6 +1741,8 @@ uint32_t gfx_shader_inputs(const GfxShader *s, GfxShaderIo io[32]) {
|
||||
return s->in_mask;
|
||||
}
|
||||
|
||||
uint32_t gfx_shader_mvprev_banks(const GfxShader *s) { return s->mvprev_banks; }
|
||||
|
||||
uint32_t gfx_shader_outputs(const GfxShader *s, GfxShaderIo io[32]) {
|
||||
if (io) memcpy(io, s->out, sizeof s->out);
|
||||
return s->out_mask;
|
||||
@@ -1733,7 +1832,7 @@ static void unpack_answers(const uint8_t *p, GfxShaderAnswers *a) {
|
||||
memcpy(a->frag_out_type, p, 8), p += 8;
|
||||
for (int i = 0; i < 3; i++) a->local[i] = (uint16_t)(p[0] | p[1] << 8), p += 2;
|
||||
memcpy(&a->shared_bytes, p, 4), p += 4;
|
||||
a->depth_minus_w = *p;
|
||||
a->depth_minus_w = *p & 0x7f, a->mvprev = *p >> 7;
|
||||
}
|
||||
|
||||
// Reads a record file's body (after its header) into *body; 0 when absent, and a file with another header is removed.
|
||||
|
||||
@@ -64,6 +64,8 @@ double gfx_window_sdl_density(void) { return __atomic_load_n(&g_density_milli, _
|
||||
|
||||
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;
|
||||
|
||||
@@ -279,6 +279,24 @@ static LRESULT CALLBACK wnd_proc(HWND h, UINT m, WPARAM w, LPARAM l) {
|
||||
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);
|
||||
@@ -293,10 +311,10 @@ static void window_main(void *arg) {
|
||||
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 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.
|
||||
// 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,
|
||||
@@ -315,6 +333,7 @@ static void window_main(void *arg) {
|
||||
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) {
|
||||
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);
|
||||
g_fs_pending = cfg_fullscreen();
|
||||
|
||||
+267
-122
@@ -1,12 +1,38 @@
|
||||
// Generated by tools/build_shaders.py from runtime/shaders/hdr_tonemap.frag; do not edit.
|
||||
// source sha256 59af32c0b20e9783c36779cdd379db02b52c0652cc1916ebca1c62a2b38df71e
|
||||
// source sha256 a09ae2b13d844bb6a136d2c3cf38b3ec571191775a4c2f0b43a586bd355381fa
|
||||
#pragma once
|
||||
#include <stdint.h>
|
||||
static const uint32_t hdr_tonemap_spv[] = {
|
||||
0x07230203, 0x00010300, 0x000d000b, 0x000001bf, 0x00000000, 0x00020011, 0x00000001, 0x0006000b,
|
||||
0x07230203, 0x00010300, 0x0008000b, 0x0000018a, 0x00000000, 0x00020011, 0x00000001, 0x0006000b,
|
||||
0x00000001, 0x4c534c47, 0x6474732e, 0x3035342e, 0x00000000, 0x0003000e, 0x00000000, 0x00000001,
|
||||
0x0007000f, 0x00000004, 0x00000004, 0x6e69616d, 0x00000000, 0x00000053, 0x0000011c, 0x00030010,
|
||||
0x00000004, 0x00000007, 0x00040047, 0x0000004f, 0x00000021, 0x00000001, 0x00040047, 0x0000004f,
|
||||
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,
|
||||
@@ -17,129 +43,248 @@ static const uint32_t hdr_tonemap_spv[] = {
|
||||
0x00000006, 0x00000010, 0x00030047, 0x00000079, 0x00000002, 0x00050048, 0x00000079, 0x00000000,
|
||||
0x00000023, 0x00000000, 0x00050048, 0x00000079, 0x00000001, 0x00000023, 0x000005a0, 0x00040047,
|
||||
0x0000007b, 0x00000021, 0x00000000, 0x00040047, 0x0000007b, 0x00000022, 0x00000000, 0x00040047,
|
||||
0x0000011c, 0x0000001e, 0x00000000, 0x00020013, 0x00000002, 0x00030021, 0x00000003, 0x00000002,
|
||||
0x00030016, 0x00000006, 0x00000020, 0x00040017, 0x0000000c, 0x00000006, 0x00000003, 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, 0x00090019, 0x0000004c, 0x00000006,
|
||||
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, 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, 0x0004002b, 0x00000006, 0x000000ff, 0x3f000000, 0x00040020,
|
||||
0x0000011b, 0x00000003, 0x00000051, 0x0004003b, 0x0000011b, 0x0000011c, 0x00000003, 0x00050036,
|
||||
0x00000002, 0x00000004, 0x00000000, 0x00000003, 0x000200f8, 0x00000005, 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, 0x00050057, 0x00000051, 0x00000060,
|
||||
0x0000005d, 0x00000056, 0x0008004f, 0x0000000c, 0x00000061, 0x00000060, 0x00000060, 0x00000000,
|
||||
0x00000001, 0x00000002, 0x00050081, 0x0000000c, 0x00000062, 0x0000005b, 0x00000061, 0x00060041,
|
||||
0x0000006c, 0x0000006d, 0x00000069, 0x0000006b, 0x0000006b, 0x0004003d, 0x00000051, 0x0000006e,
|
||||
0x0000006d, 0x00060041, 0x0000006c, 0x00000074, 0x00000073, 0x0000006b, 0x0000006b, 0x0004003d,
|
||||
0x00000051, 0x00000075, 0x00000074, 0x00060041, 0x0000007d, 0x0000007e, 0x0000007b, 0x0000007c,
|
||||
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, 0x000600a9, 0x00000006, 0x000001bd, 0x00000081, 0x0000007f, 0x0000001f,
|
||||
0x00060041, 0x0000007d, 0x0000008a, 0x0000007b, 0x0000007c, 0x00000035, 0x0004003d, 0x00000006,
|
||||
0x0000008b, 0x0000008a, 0x000500ba, 0x0000001a, 0x0000008c, 0x0000008b, 0x0000001f, 0x000600a9,
|
||||
0x00000006, 0x000001be, 0x0000008c, 0x0000008b, 0x0000001f, 0x00050051, 0x00000006, 0x00000096,
|
||||
0x00000062, 0x00000000, 0x00050085, 0x00000006, 0x00000098, 0x00000096, 0x00000097, 0x00050051,
|
||||
0x00000006, 0x0000009a, 0x00000062, 0x00000001, 0x00050051, 0x00000006, 0x0000009c, 0x0000006e,
|
||||
0x00000000, 0x00050085, 0x00000006, 0x0000009d, 0x0000009a, 0x0000009c, 0x00050081, 0x00000006,
|
||||
0x0000009e, 0x00000098, 0x0000009d, 0x00050051, 0x00000006, 0x000000a0, 0x00000062, 0x00000002,
|
||||
0x00050051, 0x00000006, 0x000000a2, 0x0000006e, 0x00000001, 0x00050085, 0x00000006, 0x000000a3,
|
||||
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, 0x0004007f, 0x00000006,
|
||||
0x000000a8, 0x000000a5, 0x0006000c, 0x00000006, 0x000000a9, 0x00000001, 0x0000001b, 0x000000a8,
|
||||
0x00050083, 0x00000006, 0x000000aa, 0x0000001f, 0x000000a9, 0x000500ba, 0x0000001a, 0x000000ad,
|
||||
0x000000a5, 0x00000080, 0x000300f7, 0x000000b0, 0x00000000, 0x000400fa, 0x000000ad, 0x000000af,
|
||||
0x000000b8, 0x000200f8, 0x000000af, 0x000500bc, 0x0000001a, 0x0000012a, 0x000000a5, 0x00000019,
|
||||
0x000300f7, 0x00000136, 0x00000000, 0x000400fa, 0x0000012a, 0x0000012b, 0x00000130, 0x000200f8,
|
||||
0x0000012b, 0x000200f9, 0x00000136, 0x000200f8, 0x00000130, 0x00050083, 0x00000006, 0x00000133,
|
||||
0x000000a5, 0x00000019, 0x00050085, 0x00000006, 0x00000134, 0x00000026, 0x00000133, 0x00050081,
|
||||
0x00000006, 0x00000135, 0x00000017, 0x00000134, 0x000200f9, 0x00000136, 0x000200f8, 0x00000136,
|
||||
0x000700f5, 0x00000006, 0x000001b7, 0x000000aa, 0x0000012b, 0x00000135, 0x00000130, 0x00050088,
|
||||
0x00000006, 0x000000b6, 0x000001b7, 0x000000a5, 0x0005008e, 0x0000000c, 0x000000b7, 0x00000062,
|
||||
0x000000b6, 0x000200f9, 0x000000b0, 0x000200f8, 0x000000b8, 0x000200f9, 0x000000b0, 0x000200f8,
|
||||
0x000000b0, 0x000700f5, 0x0000000c, 0x000001b8, 0x000000b7, 0x00000136, 0x00000062, 0x000000b8,
|
||||
0x000500bc, 0x0000001a, 0x0000014c, 0x00000096, 0x00000019, 0x000300f7, 0x00000158, 0x00000000,
|
||||
0x000400fa, 0x0000014c, 0x0000014d, 0x00000152, 0x000200f8, 0x0000014d, 0x0004007f, 0x00000006,
|
||||
0x0000014f, 0x00000096, 0x0006000c, 0x00000006, 0x00000150, 0x00000001, 0x0000001b, 0x0000014f,
|
||||
0x00050083, 0x00000006, 0x00000151, 0x0000001f, 0x00000150, 0x000200f9, 0x00000158, 0x000200f8,
|
||||
0x00000152, 0x00050083, 0x00000006, 0x00000155, 0x00000096, 0x00000019, 0x00050085, 0x00000006,
|
||||
0x00000156, 0x00000026, 0x00000155, 0x00050081, 0x00000006, 0x00000157, 0x00000017, 0x00000156,
|
||||
0x000200f9, 0x00000158, 0x000200f8, 0x00000158, 0x000700f5, 0x00000006, 0x000001b9, 0x00000151,
|
||||
0x0000014d, 0x00000157, 0x00000152, 0x000500bc, 0x0000001a, 0x0000015f, 0x0000009a, 0x00000019,
|
||||
0x000300f7, 0x0000016b, 0x00000000, 0x000400fa, 0x0000015f, 0x00000160, 0x00000165, 0x000200f8,
|
||||
0x00000160, 0x0004007f, 0x00000006, 0x00000162, 0x0000009a, 0x0006000c, 0x00000006, 0x00000163,
|
||||
0x00000001, 0x0000001b, 0x00000162, 0x00050083, 0x00000006, 0x00000164, 0x0000001f, 0x00000163,
|
||||
0x000200f9, 0x0000016b, 0x000200f8, 0x00000165, 0x00050083, 0x00000006, 0x00000168, 0x0000009a,
|
||||
0x00000019, 0x00050085, 0x00000006, 0x00000169, 0x00000026, 0x00000168, 0x00050081, 0x00000006,
|
||||
0x0000016a, 0x00000017, 0x00000169, 0x000200f9, 0x0000016b, 0x000200f8, 0x0000016b, 0x000700f5,
|
||||
0x00000006, 0x000001ba, 0x00000164, 0x00000160, 0x0000016a, 0x00000165, 0x000500bc, 0x0000001a,
|
||||
0x00000172, 0x000000a0, 0x00000019, 0x000300f7, 0x0000017e, 0x00000000, 0x000400fa, 0x00000172,
|
||||
0x00000173, 0x00000178, 0x000200f8, 0x00000173, 0x0004007f, 0x00000006, 0x00000175, 0x000000a0,
|
||||
0x0006000c, 0x00000006, 0x00000176, 0x00000001, 0x0000001b, 0x00000175, 0x00050083, 0x00000006,
|
||||
0x00000177, 0x0000001f, 0x00000176, 0x000200f9, 0x0000017e, 0x000200f8, 0x00000178, 0x00050083,
|
||||
0x00000006, 0x0000017b, 0x000000a0, 0x00000019, 0x00050085, 0x00000006, 0x0000017c, 0x00000026,
|
||||
0x0000017b, 0x00050081, 0x00000006, 0x0000017d, 0x00000017, 0x0000017c, 0x000200f9, 0x0000017e,
|
||||
0x000200f8, 0x0000017e, 0x000700f5, 0x00000006, 0x000001bb, 0x00000177, 0x00000173, 0x0000017d,
|
||||
0x00000178, 0x00060050, 0x0000000c, 0x00000146, 0x000001b9, 0x000001ba, 0x000001bb, 0x00050085,
|
||||
0x00000006, 0x000000c2, 0x000000aa, 0x000000aa, 0x00060050, 0x0000000c, 0x000000c3, 0x000000c2,
|
||||
0x000000c2, 0x000000c2, 0x0008000c, 0x0000000c, 0x000000c4, 0x00000001, 0x0000002e, 0x000001b8,
|
||||
0x00000146, 0x000000c3, 0x0007000c, 0x0000000c, 0x000000c6, 0x00000001, 0x00000028, 0x000000c4,
|
||||
0x000000c5, 0x00050051, 0x00000006, 0x00000183, 0x000000c6, 0x00000000, 0x00050051, 0x00000006,
|
||||
0x00000185, 0x000000c6, 0x00000001, 0x00050051, 0x00000006, 0x00000187, 0x000000c6, 0x00000002,
|
||||
0x0007000c, 0x00000006, 0x00000188, 0x00000001, 0x00000028, 0x00000185, 0x00000187, 0x0007000c,
|
||||
0x00000006, 0x00000189, 0x00000001, 0x00000028, 0x00000183, 0x00000188, 0x0007000c, 0x00000006,
|
||||
0x000000cb, 0x00000001, 0x00000028, 0x00000189, 0x0000001f, 0x00060050, 0x0000000c, 0x000000cf,
|
||||
0x000000cb, 0x000000cb, 0x000000cb, 0x00050088, 0x0000000c, 0x000000d0, 0x000000c6, 0x000000cf,
|
||||
0x00050051, 0x00000006, 0x0000018d, 0x000000d0, 0x00000000, 0x00050051, 0x00000006, 0x0000018f,
|
||||
0x000000d0, 0x00000001, 0x00050051, 0x00000006, 0x00000191, 0x000000d0, 0x00000002, 0x0007000c,
|
||||
0x00000006, 0x00000192, 0x00000001, 0x00000028, 0x0000018f, 0x00000191, 0x0007000c, 0x00000006,
|
||||
0x00000193, 0x00000001, 0x00000028, 0x0000018d, 0x00000192, 0x00050085, 0x00000006, 0x000000d9,
|
||||
0x0000018d, 0x000000d8, 0x00050081, 0x00000006, 0x000000de, 0x0000018f, 0x00000191, 0x00050051,
|
||||
0x00000006, 0x000000e0, 0x0000006e, 0x00000002, 0x00050085, 0x00000006, 0x000000e1, 0x000000de,
|
||||
0x000000e0, 0x00050081, 0x00000006, 0x000000e2, 0x000000d9, 0x000000e1, 0x00050083, 0x00000006,
|
||||
0x000000e3, 0x000000e2, 0x0000001f, 0x00050051, 0x00000006, 0x000000e6, 0x00000075, 0x00000001,
|
||||
0x00050085, 0x00000006, 0x000000e9, 0x000000e3, 0x000000e3, 0x00050083, 0x00000006, 0x000000ea,
|
||||
0x0000001f, 0x000000e9, 0x00050085, 0x00000006, 0x000000eb, 0x000000e6, 0x000000ea, 0x00050051,
|
||||
0x00000006, 0x000000ed, 0x00000075, 0x00000000, 0x00050081, 0x00000006, 0x000000ee, 0x000000eb,
|
||||
0x000000ed, 0x00060050, 0x0000000c, 0x000000f2, 0x00000193, 0x00000193, 0x00000193, 0x00050083,
|
||||
0x0000000c, 0x000000f3, 0x000000d0, 0x000000f2, 0x0005008e, 0x0000000c, 0x000000f5, 0x000000f3,
|
||||
0x000000ee, 0x00050081, 0x0000000c, 0x000000f8, 0x000000f5, 0x000000f2, 0x0005008e, 0x0000000c,
|
||||
0x000000f9, 0x000000f8, 0x000000cb, 0x00050051, 0x00000006, 0x00000197, 0x000000f9, 0x00000000,
|
||||
0x00050051, 0x00000006, 0x00000199, 0x000000f9, 0x00000001, 0x00050051, 0x00000006, 0x0000019b,
|
||||
0x000000f9, 0x00000002, 0x0007000c, 0x00000006, 0x0000019c, 0x00000001, 0x00000028, 0x00000199,
|
||||
0x0000019b, 0x0007000c, 0x00000006, 0x0000019d, 0x00000001, 0x00000028, 0x00000197, 0x0000019c,
|
||||
0x00050085, 0x00000006, 0x00000101, 0x000000ff, 0x000001be, 0x000500ba, 0x0000001a, 0x00000104,
|
||||
0x0000019d, 0x00000101, 0x000300f7, 0x00000106, 0x00000000, 0x000400fa, 0x00000104, 0x00000105,
|
||||
0x00000106, 0x000200f8, 0x00000105, 0x00050083, 0x00000006, 0x0000010a, 0x000001be, 0x00000101,
|
||||
0x00050083, 0x00000006, 0x0000010f, 0x0000019d, 0x00000101, 0x0004007f, 0x00000006, 0x00000110,
|
||||
0x0000010f, 0x00050088, 0x00000006, 0x00000112, 0x00000110, 0x0000010a, 0x0006000c, 0x00000006,
|
||||
0x00000113, 0x00000001, 0x0000001b, 0x00000112, 0x00050083, 0x00000006, 0x00000114, 0x0000001f,
|
||||
0x00000113, 0x00050085, 0x00000006, 0x00000115, 0x0000010a, 0x00000114, 0x00050081, 0x00000006,
|
||||
0x00000116, 0x00000101, 0x00000115, 0x00050088, 0x00000006, 0x00000118, 0x00000116, 0x0000019d,
|
||||
0x0005008e, 0x0000000c, 0x0000011a, 0x000000f9, 0x00000118, 0x000200f9, 0x00000106, 0x000200f8,
|
||||
0x00000106, 0x000700f5, 0x0000000c, 0x000001bc, 0x000000f9, 0x0000017e, 0x0000011a, 0x00000105,
|
||||
0x0007000c, 0x0000000c, 0x0000011e, 0x00000001, 0x00000028, 0x000001bc, 0x000000c5, 0x0005008e,
|
||||
0x0000000c, 0x00000120, 0x0000011e, 0x000001bd, 0x00050051, 0x00000006, 0x00000121, 0x00000120,
|
||||
0x00000000, 0x00050051, 0x00000006, 0x00000122, 0x00000120, 0x00000001, 0x00050051, 0x00000006,
|
||||
0x00000123, 0x00000120, 0x00000002, 0x00070050, 0x00000051, 0x00000124, 0x00000121, 0x00000122,
|
||||
0x00000123, 0x00000080, 0x0003003e, 0x0000011c, 0x00000124, 0x000100fd, 0x00010038,
|
||||
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,
|
||||
};
|
||||
@@ -262,6 +262,9 @@ int res_heapdef_build(const void *in, size_t n, void **out, size_t *out_n); //
|
||||
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)
|
||||
@@ -309,6 +312,8 @@ void rt_boot(void); // boot.c
|
||||
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
|
||||
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
|
||||
|
||||
+130
-18
@@ -26,6 +26,13 @@ enum { STICK_MAX = 32767, STICK_DIR = 16384, TRIGGER_ON = 16384, RESCAN_MS = 100
|
||||
|
||||
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
|
||||
@@ -66,6 +73,7 @@ static const struct { const char *name; int bit; } script_buttons[] = {
|
||||
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;
|
||||
@@ -88,10 +96,11 @@ static void script_load(void) {
|
||||
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, "LSTICK") || !strcmp(name, "RSTICK")) {
|
||||
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] == 'L' ? 1 : 2; e.x = (int32_t)a; e.y = (int32_t)b;
|
||||
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 {
|
||||
@@ -123,12 +132,17 @@ static void script_apply(uint64_t *b, int32_t sl[2], int32_t sr[2]) {
|
||||
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) { int32_t *s = e->stick == 1 ? sl : sr; s[0] = e->x; s[1] = e->y; }
|
||||
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;
|
||||
}
|
||||
}
|
||||
@@ -223,6 +237,30 @@ static void rec_apply(uint64_t b, const int32_t sl[2], const int32_t sr[2]) {
|
||||
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;
|
||||
|
||||
@@ -282,15 +320,41 @@ static void walk_get(void) {
|
||||
}
|
||||
}
|
||||
|
||||
// The mouse camera as a right-stick sample, held for the whole presented frame. Under `lock`. The sample is divided by
|
||||
// the camera speed factor the game runs with (camera_speed.c, cam_speed_applied), which multiplies every right-stick
|
||||
// turn rate, so TOTK_MOUSE_SENS alone sets the mouse's speed; below 1 the sample stays within the stick's range, so the
|
||||
// mouse's top speed drops with the factor.
|
||||
static void mouse_camera(int32_t out[2]) {
|
||||
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;
|
||||
@@ -459,6 +523,24 @@ static void pick(int32_t *x, int32_t *y, int32_t kx, int32_t 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;
|
||||
}
|
||||
|
||||
// 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(); }
|
||||
@@ -505,6 +587,8 @@ static void poll_merged(uint64_t *buttons, int32_t *lx, int32_t *ly, int32_t *rx
|
||||
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
|
||||
@@ -514,6 +598,7 @@ static void poll_merged(uint64_t *buttons, int32_t *lx, int32_t *ly, int32_t *rx
|
||||
int cap = ikb_captured();
|
||||
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;
|
||||
@@ -530,9 +615,20 @@ static void poll_merged(uint64_t *buttons, int32_t *lx, int32_t *ly, int32_t *rx
|
||||
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]);
|
||||
mouse_camera(k);
|
||||
int selector = b & (1ull << B_L) ? 1 : b & (1ull << B_UP) ? 2 :
|
||||
b & (1ull << B_LEFT) ? 3 : b & (1ull << B_RIGHT) ? 4 : 0;
|
||||
mouse_camera(k, selector);
|
||||
pick(&sr[0], &sr[1], k[0], k[1]);
|
||||
int32_t shake = shake_stick(input_map_held(down, B_SHAKE));
|
||||
if (shake) sr[0] = shake, 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);
|
||||
@@ -554,15 +650,20 @@ static void poll_merged(uint64_t *buttons, int32_t *lx, int32_t *ly, int32_t *rx
|
||||
// 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.
|
||||
static volatile int32_t g_block;
|
||||
static volatile int32_t g_menu; // the in-game menu, the same way (input_menu)
|
||||
// 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"));
|
||||
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();
|
||||
}
|
||||
@@ -570,25 +671,36 @@ void input_block(int on) {
|
||||
// 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. 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, uint64_t buttons, const int32_t *axes) {
|
||||
// 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;
|
||||
return k && !(k == 2 && !held && plat_cas32(flag, 0, 2) == 2);
|
||||
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, *buttons, axes), menu = blocked(&g_menu, *buttons, axes);
|
||||
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;
|
||||
}
|
||||
|
||||
@@ -6,6 +6,27 @@
|
||||
// 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);
|
||||
// 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);
|
||||
// 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);
|
||||
|
||||
+13
-5
@@ -20,7 +20,7 @@
|
||||
{KEY_SPACE, B_X}, {KEY_LSHIFT, B_B}, {KEY_E, B_A}, {KEY_Q, B_L}, {KEY_R, B_R}, \
|
||||
{KEY_LCTRL, B_STICK_L}, {KEY_C, B_STICK_R}, \
|
||||
{KEY_1, B_LEFT}, {KEY_2, B_UP}, {KEY_3, B_RIGHT}, {KEY_4, B_DOWN}, \
|
||||
{KEY_TAB, B_PLUS}, {KEY_M, B_MINUS}
|
||||
{KEY_TAB, B_PLUS}, {KEY_M, B_MINUS}, {KEY_G, B_SHAKE}
|
||||
|
||||
// By position: south is Switch B, east A, west Y, north X (Nintendo layout); the Xbox layout swaps A with B and X with Y
|
||||
// (south A, as the Xbox labels; cross A on a PlayStation pad). The triggers are ZL and ZR.
|
||||
@@ -31,7 +31,7 @@
|
||||
{PAD_ZR, B_ZR}
|
||||
#define NINTENDO_PADS DEFAULT_PADS(B_B, B_A, B_Y, B_X)
|
||||
#define XBOX_PADS DEFAULT_PADS(B_A, B_B, B_X, B_Y)
|
||||
enum { DEFAULT_KEY_COUNT = 26, DEFAULT_PAD_COUNT = 16 };
|
||||
enum { DEFAULT_KEY_COUNT = 27, DEFAULT_PAD_COUNT = 16 };
|
||||
_Static_assert(sizeof (Binding[]){DEFAULT_KEYS} / sizeof (Binding) == DEFAULT_KEY_COUNT, "DEFAULT_KEY_COUNT");
|
||||
|
||||
static const InputMap defaults = {{DEFAULT_KEYS}, DEFAULT_KEY_COUNT, {{NINTENDO_PADS}, {XBOX_PADS}},
|
||||
@@ -41,7 +41,7 @@ InputMap input_map = {{DEFAULT_KEYS}, DEFAULT_KEY_COUNT, {{NINTENDO_PADS}, {XBOX
|
||||
|
||||
static const char *const action_names[ACTION_COUNT] = {
|
||||
"A", "B", "X", "Y", "LCLICK", "RCLICK", "L", "R", "ZL", "ZR", "PLUS", "MINUS", "LEFT", "UP", "RIGHT", "DOWN",
|
||||
"LSTICK_LEFT", "LSTICK_UP", "LSTICK_RIGHT", "LSTICK_DOWN", "RSTICK_LEFT", "RSTICK_UP", "RSTICK_RIGHT", "RSTICK_DOWN"};
|
||||
"LSTICK_LEFT", "LSTICK_UP", "LSTICK_RIGHT", "LSTICK_DOWN", "RSTICK_LEFT", "RSTICK_UP", "RSTICK_RIGHT", "RSTICK_DOWN", "SHAKE"};
|
||||
static const char *const pad_names[PAD_COUNT] = {
|
||||
NULL, "south", "east", "west", "north", "lstick", "rstick", "l", "r", "start", "back",
|
||||
"dpad_left", "dpad_up", "dpad_right", "dpad_down", "zl", "zr", "lpaddle1", "rpaddle1", "lpaddle2", "rpaddle2"};
|
||||
@@ -143,7 +143,7 @@ int input_map_bind(const char *button, const char *list) {
|
||||
}
|
||||
if (!ok) {
|
||||
bad++;
|
||||
rt_log("input: bind %s: ignoring '%s' (expected pad:<name> or key:<name>; stick directions take keys only)",
|
||||
rt_log("input: bind %s: ignoring '%s' (expected pad:<name> or key:<name>; stick directions and SHAKE take keys only)",
|
||||
button, tok);
|
||||
}
|
||||
}
|
||||
@@ -289,11 +289,13 @@ int input_pad_layout_pick(const char *setting, int east_labelled_a) {
|
||||
}
|
||||
|
||||
int input_prompts_pick(const char *prompts, const char *pad_layout) {
|
||||
if (prompts && *prompts) return !strcasecmp(prompts, "xbox") ? PROMPTS_XBOX : PROMPTS_NINTENDO;
|
||||
if (prompts && *prompts)
|
||||
return !strcasecmp(prompts, "xbox") ? PROMPTS_XBOX : !strcasecmp(prompts, "pc") ? PROMPTS_PC : PROMPTS_NINTENDO;
|
||||
return pad_layout && !strcasecmp(pad_layout, "xbox_prompts") ? PROMPTS_XBOX : PROMPTS_NINTENDO;
|
||||
}
|
||||
|
||||
const char *input_prompts_folder(int prompts, const char *pad_layout) {
|
||||
if (prompts == PROMPTS_PC) return "romfs-patches-pc";
|
||||
if (prompts != PROMPTS_XBOX) return NULL;
|
||||
// The folders are read at start, before a pad is open: auto counts as Xbox, as for a pad without Nintendo labels.
|
||||
// A Nintendo-labelled pad under auto plays by label too (its A is on the button labelled A), so it matches as well.
|
||||
@@ -315,6 +317,12 @@ uint64_t input_map_buttons(const uint8_t down[KEY_COUNT]) {
|
||||
return b;
|
||||
}
|
||||
|
||||
int input_map_held(const uint8_t down[KEY_COUNT], int action) {
|
||||
for (int i = 0; i < input_map.nkeys; i++)
|
||||
if (input_map.keys[i].action == action && down[input_map.keys[i].key]) return 1;
|
||||
return 0;
|
||||
}
|
||||
|
||||
void input_map_stick(const uint8_t down[KEY_COUNT], int stick, int32_t out[2]) {
|
||||
int first = stick ? B_SR_LEFT : B_SL_LEFT, dir[4] = {0, 0, 0, 0}; // left, up, right, down
|
||||
for (int i = 0; i < input_map.nkeys; i++) {
|
||||
|
||||
+16
-9
@@ -7,11 +7,13 @@
|
||||
#include <stdint.h>
|
||||
|
||||
// Actions are the bit numbers of libnx HidNpadButton (input.h); 16..23 are the stick directions, which keys drive as
|
||||
// stick deflection.
|
||||
// stick deflection. B_SHAKE is a key of its own, never a button bit: a press shakes the right stick left and right for
|
||||
// the game (input.c shake_stick), which detaches a fused part held with Ultrahand. A pad shakes its own stick.
|
||||
enum {
|
||||
B_A = 0, B_B, B_X, B_Y, B_STICK_L, B_STICK_R, B_L, B_R, B_ZL, B_ZR, B_PLUS, B_MINUS, B_LEFT, B_UP, B_RIGHT, B_DOWN,
|
||||
B_SL_LEFT = 16, B_SL_UP, B_SL_RIGHT, B_SL_DOWN, B_SR_LEFT, B_SR_UP, B_SR_RIGHT, B_SR_DOWN,
|
||||
ACTION_COUNT = 24
|
||||
B_SHAKE = 24,
|
||||
ACTION_COUNT = 25
|
||||
};
|
||||
|
||||
// Keys and mouse buttons. F1, F10, F11 and Esc belong to the menu and the window, F8 to the flight recorder: no ids.
|
||||
@@ -67,14 +69,14 @@ extern InputMap input_map;
|
||||
void input_map_reset(void);
|
||||
// The script and totk.ini names, any case when parsed; NULL for an id without one. Actions: A B X Y LCLICK RCLICK L R ZL
|
||||
// ZR PLUS MINUS LEFT UP RIGHT DOWN, then LSTICK_LEFT LSTICK_UP LSTICK_RIGHT LSTICK_DOWN and the same for RSTICK (the
|
||||
// stick directions the keys drive). Keys: a-z 0-9 space tab lshift ... (key_names in input_map.c). Pads: south east ...
|
||||
// stick directions the keys drive), then SHAKE. Keys: a-z 0-9 space tab lshift ... (key_names in input_map.c). Pads: south east ...
|
||||
const char *input_action_name(int action);
|
||||
const char *input_key_name(int key);
|
||||
const char *input_pad_name(int pad);
|
||||
// Replaces every binding of the action `button` (an action name) with `list`: comma separated "pad:<name>" and
|
||||
// "key:<name>" entries, "key:default" / "pad:default" for that part's defaults, or "none" for no input. A part the list
|
||||
// names neither way is left unbound. Pad names are physical buttons, so pad entries go into the gamepad table of every
|
||||
// layout; pad:default keeps each layout's own button. Stick directions take keys only. Invalid entries are logged and
|
||||
// layout; pad:default keeps each layout's own button. Stick directions and SHAKE take keys only. Invalid entries are logged and
|
||||
// skipped; when none is valid the action keeps its bindings. 1 when applied.
|
||||
int input_map_bind(const char *button, const char *list);
|
||||
// Applies the TOTK_BIND_<action> settings (cfg_get) over the defaults: at start, and again when one of them changes.
|
||||
@@ -87,21 +89,26 @@ int input_pad_layout_pick(const char *setting, int east_labelled_a);
|
||||
|
||||
// Button prompts (TOTK_PROMPTS): the controller whose buttons the game's prompts show. Nintendo: the game's own. Xbox:
|
||||
// LB RB LT RT, Menu, View and a d-pad cross for the other buttons, and the face buttons named by the label of the
|
||||
// button the pad layout presses (runtime/romfs.c overlay_init, tools/make_romfs_patches.py --prompts).
|
||||
enum { PROMPTS_NINTENDO, PROMPTS_XBOX };
|
||||
// The prompts for a TOTK_PROMPTS value ("nintendo" or "xbox", any case). Unset or empty: Xbox while the pad layout
|
||||
// setting is "xbox_prompts", else Nintendo.
|
||||
// button the pad layout presses (runtime/romfs.c overlay_init, tools/make_romfs_patches.py --prompts). PC: the key or
|
||||
// mouse button the keyboard defaults press each button with, the mouse for the right stick.
|
||||
enum { PROMPTS_NINTENDO, PROMPTS_XBOX, PROMPTS_PC };
|
||||
// The prompts for a TOTK_PROMPTS value ("nintendo", "xbox" or "pc", any case). Unset or empty: Xbox while the pad
|
||||
// layout setting is "xbox_prompts", else Nintendo.
|
||||
int input_prompts_pick(const char *prompts, const char *pad_layout);
|
||||
// The folder next to romfs-index.bin that holds those prompts for a TOTK_PAD_LAYOUT value, NULL for the game's own. The
|
||||
// Nintendo layout plays an Xbox pad by position, so its folder names the face buttons the other way round
|
||||
// (romfs-patches-xbox: the right button does A and is labelled B); xbox and auto put every Switch button on the button
|
||||
// labelled with its letter (auto picks the layout per pad by its labels), so they share romfs-patches-xbox-label.
|
||||
// labelled with its letter (auto picks the layout per pad by its labels), so they share romfs-patches-xbox-label. The PC
|
||||
// prompts follow no pad: romfs-patches-pc whatever the layout (romfs.c overlay_init serves romfs-patches-pc-<w>x<h>
|
||||
// under that name at a game resolution of another shape).
|
||||
const char *input_prompts_folder(int prompts, const char *pad_layout);
|
||||
// down[pad] != 0 for the gamepad inputs held. Returns the Switch button bits (0..15) the layout's pad table presses.
|
||||
uint64_t input_map_pad_buttons(const uint8_t down[PAD_COUNT], int layout);
|
||||
|
||||
// down[key] != 0 for the keys held. Returns the Switch button bits (0..15) the table presses.
|
||||
uint64_t input_map_buttons(const uint8_t down[KEY_COUNT]);
|
||||
// 1 when a key of action is held.
|
||||
int input_map_held(const uint8_t down[KEY_COUNT], int action);
|
||||
// out = x, y of the stick (0 left, 1 right) from its four direction actions; up is +y; a diagonal is scaled to the
|
||||
// unit circle.
|
||||
void input_map_stick(const uint8_t down[KEY_COUNT], int stick, int32_t out[2]);
|
||||
|
||||
@@ -217,6 +217,9 @@ int ikb_foreground(void) { return focused != 0; }
|
||||
int ikb_down(int key) { return key > 0 && key < KEY_COUNT && key_held[key]; }
|
||||
int ikb_escape(void) { return esc_held != 0; }
|
||||
int ikb_captured(void) { return captured != 0; }
|
||||
int ikb_pointer(float *nx, float *ny) { (void)nx, (void)ny; return 0; } // (menu_cursor.c: Windows only for now)
|
||||
void ikb_pointer_set(float nx, float ny) { (void)nx, (void)ny; }
|
||||
uint32_t ikb_mouse_travel(void) { return 0; } // (the last-device switch: keys and buttons only for now)
|
||||
|
||||
void ikb_mouse_take(int32_t *dx, int32_t *dy) {
|
||||
*dx = plat_xchg32(&mouse_dx, 0);
|
||||
|
||||
@@ -11,6 +11,7 @@ extern "C" {
|
||||
// gfx_window_sdl.c
|
||||
SDL_Window *gfx_window_sdl(void); // the game window, NULL before gfx_window_start; any thread
|
||||
double gfx_window_sdl_density(void); // pixels per window unit (mouse positions are in units); any thread
|
||||
void gfx_window_sdl_run(void (*fn)(void *arg), void *arg); // runs fn on the window thread and waits; any thread
|
||||
|
||||
// input_sdl.c
|
||||
void input_sdl_window(SDL_Window *w); // the game window was created
|
||||
|
||||
+29
-3
@@ -83,6 +83,7 @@ uint32_t input_key_char(int key) {
|
||||
|
||||
// ---- mouse camera: raw motion accumulated by the window thread, one stick sample per presented frame
|
||||
static volatile LONG mouse_dx, mouse_dy; // raw counts since the last frame sample
|
||||
static volatile LONG mouse_travel; // raw counts moved in total, captured or not (ikb_mouse_travel)
|
||||
static volatile LONG cur_captured; // cursor hidden and confined to the client area
|
||||
static volatile LONG cur_active; // WM_ACTIVATEAPP: the window's application is active
|
||||
// Bits: CUR_REL, Esc or activation by a click on the title bar or border: until a client click; CUR_ESC, set with CUR_REL
|
||||
@@ -137,10 +138,14 @@ int input_window_msg(HWND h, UINT m, WPARAM w, LPARAM l, LRESULT *res) {
|
||||
case WM_INPUT: {
|
||||
RAWINPUT ri;
|
||||
UINT sz = sizeof ri;
|
||||
if (cur_captured && GetRawInputData((HRAWINPUT)l, RID_INPUT, &ri, &sz, sizeof(RAWINPUTHEADER)) != (UINT)-1 &&
|
||||
if (GetRawInputData((HRAWINPUT)l, RID_INPUT, &ri, &sz, sizeof(RAWINPUTHEADER)) != (UINT)-1 &&
|
||||
ri.header.dwType == RIM_TYPEMOUSE && !(ri.data.mouse.usFlags & MOUSE_MOVE_ABSOLUTE)) {
|
||||
InterlockedAdd(&mouse_dx, ri.data.mouse.lLastX);
|
||||
InterlockedAdd(&mouse_dy, ri.data.mouse.lLastY);
|
||||
LONG x = ri.data.mouse.lLastX, y = ri.data.mouse.lLastY;
|
||||
InterlockedAdd(&mouse_travel, (x < 0 ? -x : x) + (y < 0 ? -y : y));
|
||||
if (cur_captured) {
|
||||
InterlockedAdd(&mouse_dx, x);
|
||||
InterlockedAdd(&mouse_dy, y);
|
||||
}
|
||||
}
|
||||
break; // DefWindowProc must see WM_INPUT for cleanup
|
||||
}
|
||||
@@ -203,6 +208,27 @@ int ikb_escape(void) { return key_down(VK_ESCAPE); }
|
||||
|
||||
int ikb_captured(void) { return cur_captured != 0; }
|
||||
|
||||
int ikb_pointer(float *nx, float *ny) {
|
||||
HWND h = gfx_window_handle();
|
||||
RECT r;
|
||||
POINT p;
|
||||
if (!h || GetForegroundWindow() != h || !GetClientRect(h, &r) || r.right < 1 || r.bottom < 1 || !GetCursorPos(&p) ||
|
||||
!ScreenToClient(h, &p))
|
||||
return 0;
|
||||
*nx = (float)p.x / (float)r.right, *ny = (float)p.y / (float)r.bottom;
|
||||
return p.x >= 0 && p.y >= 0 && p.x < r.right && p.y < r.bottom;
|
||||
}
|
||||
|
||||
void ikb_pointer_set(float nx, float ny) {
|
||||
HWND h = gfx_window_handle();
|
||||
RECT r;
|
||||
if (!h || GetForegroundWindow() != h || !GetClientRect(h, &r)) return;
|
||||
POINT p = {(LONG)(nx * r.right), (LONG)(ny * r.bottom)};
|
||||
if (ClientToScreen(h, &p)) SetCursorPos(p.x, p.y);
|
||||
}
|
||||
|
||||
uint32_t ikb_mouse_travel(void) { return (uint32_t)mouse_travel; }
|
||||
|
||||
void ikb_mouse_take(int32_t *dx, int32_t *dy) {
|
||||
*dx = InterlockedExchange(&mouse_dx, 0);
|
||||
*dy = InterlockedExchange(&mouse_dy, 0);
|
||||
|
||||
@@ -7,8 +7,12 @@
|
||||
int ikb_foreground(void); // the game window is in front: keys count
|
||||
int ikb_down(int key); // key id (input_map.h KEY_*) held, mouse buttons included
|
||||
int ikb_escape(void); // Esc held (no key id: it belongs to the menu)
|
||||
// The pointer in the client area, 0..1 from its top left; 0 when the window is not in front or the pointer is outside
|
||||
int ikb_pointer(float *nx, float *ny);
|
||||
void ikb_pointer_set(float nx, float ny); // moves the pointer there (the window in front only)
|
||||
int ikb_captured(void); // the cursor is captured for the mouse camera
|
||||
void ikb_mouse_take(int32_t *dx, int32_t *dy); // raw mouse motion since the last call, in counts
|
||||
uint32_t ikb_mouse_travel(void); // raw counts the mouse moved in total (|dx| + |dy|), captured or not
|
||||
void ikb_cursor_update(void); // what input_cursor_allowed says may have changed
|
||||
void ikb_menu_closed(void); // the menu closed: a capture that Esc gave up comes back
|
||||
|
||||
|
||||
+122
-77
@@ -415,6 +415,18 @@ static int ap_disabled(const RtThread *t) { return g_ap > 0 && ap_tlr(t)[0]; }
|
||||
// in kern_ap_yield and jumps back to kern_ap_rip(), whose value it first stores in the return slot it reserved at
|
||||
// entry, so a stack walk sees the interrupted function as its caller. No ret: the jump keeps call/return pairs
|
||||
// balanced. The waiter never writes the owner's stack.
|
||||
// An x86-64-v2 build (no __AVX__) saves XMM0-15 with SSE moves into the same 32-byte slots instead: its game code
|
||||
// keeps nothing in the upper YMM halves, and the CPUs it is for have no VEX encoding, so a vmovdqa there faults with
|
||||
// an illegal instruction the first time a core is interrupted.
|
||||
#ifdef __AVX__
|
||||
#define AP_VMOV "vmovdqa"
|
||||
#define AP_V "%ymm"
|
||||
#define AP_VZEROUPPER " vzeroupper\n"
|
||||
#else
|
||||
#define AP_VMOV "movdqa"
|
||||
#define AP_V "%xmm"
|
||||
#define AP_VZEROUPPER ""
|
||||
#endif
|
||||
#ifdef _WIN32
|
||||
__asm__(".text\n"
|
||||
".globl kern_ap_stub\n"
|
||||
@@ -446,48 +458,48 @@ __asm__(".text\n"
|
||||
".seh_setframe %rbp, 0\n"
|
||||
".seh_endprologue\n"
|
||||
" andq $-32, %rsp\n"
|
||||
" subq $576, %rsp\n" // 0: shadow space, 32: MXCSR saved, 36: MXCSR default, 64: YMM0-15
|
||||
" vmovdqa %ymm0, 64(%rsp)\n"
|
||||
" vmovdqa %ymm1, 96(%rsp)\n"
|
||||
" vmovdqa %ymm2, 128(%rsp)\n"
|
||||
" vmovdqa %ymm3, 160(%rsp)\n"
|
||||
" vmovdqa %ymm4, 192(%rsp)\n"
|
||||
" vmovdqa %ymm5, 224(%rsp)\n"
|
||||
" vmovdqa %ymm6, 256(%rsp)\n"
|
||||
" vmovdqa %ymm7, 288(%rsp)\n"
|
||||
" vmovdqa %ymm8, 320(%rsp)\n"
|
||||
" vmovdqa %ymm9, 352(%rsp)\n"
|
||||
" vmovdqa %ymm10, 384(%rsp)\n"
|
||||
" vmovdqa %ymm11, 416(%rsp)\n"
|
||||
" vmovdqa %ymm12, 448(%rsp)\n"
|
||||
" vmovdqa %ymm13, 480(%rsp)\n"
|
||||
" vmovdqa %ymm14, 512(%rsp)\n"
|
||||
" vmovdqa %ymm15, 544(%rsp)\n"
|
||||
" subq $576, %rsp\n" // 0: shadow space, 32: MXCSR saved, 36: MXCSR default, 64: YMM0-15 (XMM0-15 without AVX)
|
||||
" " AP_VMOV " " AP_V "0, 64(%rsp)\n"
|
||||
" " AP_VMOV " " AP_V "1, 96(%rsp)\n"
|
||||
" " AP_VMOV " " AP_V "2, 128(%rsp)\n"
|
||||
" " AP_VMOV " " AP_V "3, 160(%rsp)\n"
|
||||
" " AP_VMOV " " AP_V "4, 192(%rsp)\n"
|
||||
" " AP_VMOV " " AP_V "5, 224(%rsp)\n"
|
||||
" " AP_VMOV " " AP_V "6, 256(%rsp)\n"
|
||||
" " AP_VMOV " " AP_V "7, 288(%rsp)\n"
|
||||
" " AP_VMOV " " AP_V "8, 320(%rsp)\n"
|
||||
" " AP_VMOV " " AP_V "9, 352(%rsp)\n"
|
||||
" " AP_VMOV " " AP_V "10, 384(%rsp)\n"
|
||||
" " AP_VMOV " " AP_V "11, 416(%rsp)\n"
|
||||
" " AP_VMOV " " AP_V "12, 448(%rsp)\n"
|
||||
" " AP_VMOV " " AP_V "13, 480(%rsp)\n"
|
||||
" " AP_VMOV " " AP_V "14, 512(%rsp)\n"
|
||||
" " AP_VMOV " " AP_V "15, 544(%rsp)\n"
|
||||
" stmxcsr 32(%rsp)\n"
|
||||
" movl $0x1f80, 36(%rsp)\n"
|
||||
" ldmxcsr 36(%rsp)\n"
|
||||
" cld\n"
|
||||
" vzeroupper\n"
|
||||
AP_VZEROUPPER
|
||||
" call kern_ap_rip\n"
|
||||
" movq %rax, 72(%rbp)\n" // the return slot: rbp + 8 pushes + pushfq
|
||||
" call kern_ap_yield\n"
|
||||
" ldmxcsr 32(%rsp)\n"
|
||||
" vmovdqa 64(%rsp), %ymm0\n"
|
||||
" vmovdqa 96(%rsp), %ymm1\n"
|
||||
" vmovdqa 128(%rsp), %ymm2\n"
|
||||
" vmovdqa 160(%rsp), %ymm3\n"
|
||||
" vmovdqa 192(%rsp), %ymm4\n"
|
||||
" vmovdqa 224(%rsp), %ymm5\n"
|
||||
" vmovdqa 256(%rsp), %ymm6\n"
|
||||
" vmovdqa 288(%rsp), %ymm7\n"
|
||||
" vmovdqa 320(%rsp), %ymm8\n"
|
||||
" vmovdqa 352(%rsp), %ymm9\n"
|
||||
" vmovdqa 384(%rsp), %ymm10\n"
|
||||
" vmovdqa 416(%rsp), %ymm11\n"
|
||||
" vmovdqa 448(%rsp), %ymm12\n"
|
||||
" vmovdqa 480(%rsp), %ymm13\n"
|
||||
" vmovdqa 512(%rsp), %ymm14\n"
|
||||
" vmovdqa 544(%rsp), %ymm15\n"
|
||||
" " AP_VMOV " 64(%rsp), " AP_V "0\n"
|
||||
" " AP_VMOV " 96(%rsp), " AP_V "1\n"
|
||||
" " AP_VMOV " 128(%rsp), " AP_V "2\n"
|
||||
" " AP_VMOV " 160(%rsp), " AP_V "3\n"
|
||||
" " AP_VMOV " 192(%rsp), " AP_V "4\n"
|
||||
" " AP_VMOV " 224(%rsp), " AP_V "5\n"
|
||||
" " AP_VMOV " 256(%rsp), " AP_V "6\n"
|
||||
" " AP_VMOV " 288(%rsp), " AP_V "7\n"
|
||||
" " AP_VMOV " 320(%rsp), " AP_V "8\n"
|
||||
" " AP_VMOV " 352(%rsp), " AP_V "9\n"
|
||||
" " AP_VMOV " 384(%rsp), " AP_V "10\n"
|
||||
" " AP_VMOV " 416(%rsp), " AP_V "11\n"
|
||||
" " AP_VMOV " 448(%rsp), " AP_V "12\n"
|
||||
" " AP_VMOV " 480(%rsp), " AP_V "13\n"
|
||||
" " AP_VMOV " 512(%rsp), " AP_V "14\n"
|
||||
" " AP_VMOV " 544(%rsp), " AP_V "15\n"
|
||||
" movq %rbp, %rsp\n"
|
||||
" popq %rbp\n"
|
||||
" popq %r11\n"
|
||||
@@ -525,48 +537,48 @@ __asm__(".text\n"
|
||||
" pushq %rbp\n"
|
||||
" movq %rsp, %rbp\n"
|
||||
" andq $-32, %rsp\n"
|
||||
" subq $576, %rsp\n" // 32: MXCSR saved, 36: MXCSR default, 64: YMM0-15
|
||||
" vmovdqa %ymm0, 64(%rsp)\n"
|
||||
" vmovdqa %ymm1, 96(%rsp)\n"
|
||||
" vmovdqa %ymm2, 128(%rsp)\n"
|
||||
" vmovdqa %ymm3, 160(%rsp)\n"
|
||||
" vmovdqa %ymm4, 192(%rsp)\n"
|
||||
" vmovdqa %ymm5, 224(%rsp)\n"
|
||||
" vmovdqa %ymm6, 256(%rsp)\n"
|
||||
" vmovdqa %ymm7, 288(%rsp)\n"
|
||||
" vmovdqa %ymm8, 320(%rsp)\n"
|
||||
" vmovdqa %ymm9, 352(%rsp)\n"
|
||||
" vmovdqa %ymm10, 384(%rsp)\n"
|
||||
" vmovdqa %ymm11, 416(%rsp)\n"
|
||||
" vmovdqa %ymm12, 448(%rsp)\n"
|
||||
" vmovdqa %ymm13, 480(%rsp)\n"
|
||||
" vmovdqa %ymm14, 512(%rsp)\n"
|
||||
" vmovdqa %ymm15, 544(%rsp)\n"
|
||||
" subq $576, %rsp\n" // 32: MXCSR saved, 36: MXCSR default, 64: YMM0-15 (XMM0-15 without AVX)
|
||||
" " AP_VMOV " " AP_V "0, 64(%rsp)\n"
|
||||
" " AP_VMOV " " AP_V "1, 96(%rsp)\n"
|
||||
" " AP_VMOV " " AP_V "2, 128(%rsp)\n"
|
||||
" " AP_VMOV " " AP_V "3, 160(%rsp)\n"
|
||||
" " AP_VMOV " " AP_V "4, 192(%rsp)\n"
|
||||
" " AP_VMOV " " AP_V "5, 224(%rsp)\n"
|
||||
" " AP_VMOV " " AP_V "6, 256(%rsp)\n"
|
||||
" " AP_VMOV " " AP_V "7, 288(%rsp)\n"
|
||||
" " AP_VMOV " " AP_V "8, 320(%rsp)\n"
|
||||
" " AP_VMOV " " AP_V "9, 352(%rsp)\n"
|
||||
" " AP_VMOV " " AP_V "10, 384(%rsp)\n"
|
||||
" " AP_VMOV " " AP_V "11, 416(%rsp)\n"
|
||||
" " AP_VMOV " " AP_V "12, 448(%rsp)\n"
|
||||
" " AP_VMOV " " AP_V "13, 480(%rsp)\n"
|
||||
" " AP_VMOV " " AP_V "14, 512(%rsp)\n"
|
||||
" " AP_VMOV " " AP_V "15, 544(%rsp)\n"
|
||||
" stmxcsr 32(%rsp)\n"
|
||||
" movl $0x1f80, 36(%rsp)\n"
|
||||
" ldmxcsr 36(%rsp)\n"
|
||||
" cld\n"
|
||||
" vzeroupper\n"
|
||||
AP_VZEROUPPER
|
||||
" call kern_ap_rip\n"
|
||||
" movq %rax, 88(%rbp)\n" // the return slot: rbp + 10 pushes + pushfq
|
||||
" call kern_ap_yield\n"
|
||||
" ldmxcsr 32(%rsp)\n"
|
||||
" vmovdqa 64(%rsp), %ymm0\n"
|
||||
" vmovdqa 96(%rsp), %ymm1\n"
|
||||
" vmovdqa 128(%rsp), %ymm2\n"
|
||||
" vmovdqa 160(%rsp), %ymm3\n"
|
||||
" vmovdqa 192(%rsp), %ymm4\n"
|
||||
" vmovdqa 224(%rsp), %ymm5\n"
|
||||
" vmovdqa 256(%rsp), %ymm6\n"
|
||||
" vmovdqa 288(%rsp), %ymm7\n"
|
||||
" vmovdqa 320(%rsp), %ymm8\n"
|
||||
" vmovdqa 352(%rsp), %ymm9\n"
|
||||
" vmovdqa 384(%rsp), %ymm10\n"
|
||||
" vmovdqa 416(%rsp), %ymm11\n"
|
||||
" vmovdqa 448(%rsp), %ymm12\n"
|
||||
" vmovdqa 480(%rsp), %ymm13\n"
|
||||
" vmovdqa 512(%rsp), %ymm14\n"
|
||||
" vmovdqa 544(%rsp), %ymm15\n"
|
||||
" " AP_VMOV " 64(%rsp), " AP_V "0\n"
|
||||
" " AP_VMOV " 96(%rsp), " AP_V "1\n"
|
||||
" " AP_VMOV " 128(%rsp), " AP_V "2\n"
|
||||
" " AP_VMOV " 160(%rsp), " AP_V "3\n"
|
||||
" " AP_VMOV " 192(%rsp), " AP_V "4\n"
|
||||
" " AP_VMOV " 224(%rsp), " AP_V "5\n"
|
||||
" " AP_VMOV " 256(%rsp), " AP_V "6\n"
|
||||
" " AP_VMOV " 288(%rsp), " AP_V "7\n"
|
||||
" " AP_VMOV " 320(%rsp), " AP_V "8\n"
|
||||
" " AP_VMOV " 352(%rsp), " AP_V "9\n"
|
||||
" " AP_VMOV " 384(%rsp), " AP_V "10\n"
|
||||
" " AP_VMOV " 416(%rsp), " AP_V "11\n"
|
||||
" " AP_VMOV " 448(%rsp), " AP_V "12\n"
|
||||
" " AP_VMOV " 480(%rsp), " AP_V "13\n"
|
||||
" " AP_VMOV " 512(%rsp), " AP_V "14\n"
|
||||
" " AP_VMOV " 544(%rsp), " AP_V "15\n"
|
||||
" movq %rbp, %rsp\n"
|
||||
" popq %rbp\n"
|
||||
" popq %r11\n"
|
||||
@@ -1888,7 +1900,9 @@ int kern_svc(Cpu *c, uint32_t imm) {
|
||||
if (type != 0) {
|
||||
int32_t nv = val + 1;
|
||||
if (type == 2) {
|
||||
if (cnt <= 0) nv = nw > 0 ? val - 1 : val + 1;
|
||||
// Waking all (count <= 0) with waiters subtracts 2, not 1 (mesosphere
|
||||
// KAddressArbiter::SignalAndModifyByWaitingCountIfEqual; yuzu, LAS Recomp and nxnative agree).
|
||||
if (cnt <= 0) nv = nw > 0 ? val - 2 : val + 1;
|
||||
else nv = nw == 0 ? val + 1 : nw <= cnt ? val - 1 : val;
|
||||
}
|
||||
uint32_t e = (uint32_t)val;
|
||||
@@ -1952,8 +1966,13 @@ int kern_svc(Cpu *c, uint32_t imm) {
|
||||
int idx = -1;
|
||||
lock();
|
||||
g_sync_calls++;
|
||||
// Horizon's order (mesosphere KSynchronizationObject::Wait): a signalled object, then timeout 0, then a pending
|
||||
// CancelSynchronization. The cancel is for the next wait that would block: a poll or a wait on a signalled
|
||||
// object leaves it pending. A cancel that wakes this wait (CancelSynchronization wakes it with R_CANCELLED; a
|
||||
// signal wakes it with -1 to look again) ends it cancelled, signalled objects or not.
|
||||
uint32_t woke = 0;
|
||||
for (;;) {
|
||||
if (t->cancel) {
|
||||
if (woke == R_CANCELLED) {
|
||||
t->cancel = 0;
|
||||
r = R_CANCELLED;
|
||||
break;
|
||||
@@ -1969,6 +1988,15 @@ int kern_svc(Cpu *c, uint32_t imm) {
|
||||
r = R_OK;
|
||||
break;
|
||||
}
|
||||
if (ns == 0) {
|
||||
r = R_TIMEOUT;
|
||||
break;
|
||||
}
|
||||
if (t->cancel) {
|
||||
t->cancel = 0;
|
||||
r = R_CANCELLED;
|
||||
break;
|
||||
}
|
||||
int64_t left = ns;
|
||||
if (ns > 0) {
|
||||
uint64_t spent = kern_now_ns() - start;
|
||||
@@ -1980,7 +2008,8 @@ int kern_svc(Cpu *c, uint32_t imm) {
|
||||
}
|
||||
t->wobj = n ? hs[0] | (uint64_t)n << 32 : 0;
|
||||
g_sync_blocks++;
|
||||
if (block(t, W_SYNC, left) == R_TIMEOUT) {
|
||||
woke = block(t, W_SYNC, left);
|
||||
if (woke == R_TIMEOUT) {
|
||||
r = R_TIMEOUT;
|
||||
break;
|
||||
}
|
||||
@@ -1995,7 +2024,7 @@ int kern_svc(Cpu *c, uint32_t imm) {
|
||||
RtThread *t = h_get((uint32_t)x[0], O_THREAD);
|
||||
if (t) {
|
||||
t->cancel = 1;
|
||||
if (t->wkind == W_SYNC) wake(t, (uint32_t)-1);
|
||||
if (t->wkind == W_SYNC) wake(t, R_CANCELLED);
|
||||
}
|
||||
unlock();
|
||||
x[0] = t ? R_OK : R_BAD_HANDLE;
|
||||
@@ -2056,10 +2085,19 @@ void kern_event_signal(uint32_t hw) {
|
||||
|
||||
// System events of host services: the SDK's own nn::os::CreateSystemEvent creates the kernel event (SVC 0x45) on a
|
||||
// guest thread; the writable handle is kept, so any thread (host audio tick included) can signal it later.
|
||||
// The guest may destroy such an event and attach the same SystemEventType again: the game does that with the nfp
|
||||
// activate and deactivate events before each detection. nn::os::DestroySystemEvent zeroes the state byte at +0x28
|
||||
// (0 not initialised, 1 event, 2 inter-process event; nn::os::TryWaitSystemEvent aborts on 0) and closes both
|
||||
// handles, so a kept handle counts only while that byte is nonzero.
|
||||
#define SE_STATE 0x28
|
||||
static struct { uint64_t ev; uint32_t wh; } g_se[512];
|
||||
static int g_nse;
|
||||
static PlatMutex g_se_lock = PLAT_MUTEX_INIT;
|
||||
|
||||
static int se_live(uint64_t ev) {
|
||||
return __atomic_load_n((const uint8_t *)(uintptr_t)(ev + SE_STATE), __ATOMIC_RELAXED) != 0;
|
||||
}
|
||||
|
||||
static uint32_t se_find(uint64_t ev) {
|
||||
plat_mutex_lock_shared(&g_se_lock);
|
||||
uint32_t wh = 0;
|
||||
@@ -2069,8 +2107,9 @@ static uint32_t se_find(uint64_t ev) {
|
||||
return wh;
|
||||
}
|
||||
|
||||
// A bound event the guest destroyed since is created again and its table entry takes the new writable handle.
|
||||
void kern_bind_system_event(Cpu *c, uint64_t ev, int autoclear) {
|
||||
if (se_find(ev)) return;
|
||||
if (se_find(ev) && se_live(ev)) return;
|
||||
if (!tcur || !c) rt_fatal("kern_bind_system_event(%#llx) on a host thread", (unsigned long long)ev);
|
||||
static uint64_t create, getw;
|
||||
if (!create) {
|
||||
@@ -2082,15 +2121,21 @@ void kern_bind_system_event(Cpu *c, uint64_t ev, int autoclear) {
|
||||
if (r) rt_fatal("kern_bind_system_event: CreateSystemEvent(%#llx) failed %#x", (unsigned long long)ev, r);
|
||||
uint32_t wh = (uint32_t)rt_call(c, getw, 1, ev);
|
||||
plat_mutex_lock(&g_se_lock);
|
||||
if (g_nse == (int)(sizeof g_se / sizeof *g_se)) rt_fatal("kern_bind_system_event: table full");
|
||||
g_se[g_nse].ev = ev;
|
||||
g_se[g_nse++].wh = wh;
|
||||
int i = 0;
|
||||
while (i < g_nse && g_se[i].ev != ev) i++;
|
||||
if (i == g_nse) {
|
||||
if (g_nse == (int)(sizeof g_se / sizeof *g_se)) rt_fatal("kern_bind_system_event: table full");
|
||||
g_se[g_nse++].ev = ev;
|
||||
}
|
||||
g_se[i].wh = wh;
|
||||
plat_mutex_unlock(&g_se_lock);
|
||||
}
|
||||
|
||||
// An event not bound yet is bound on the spot with manual clear, which needs a guest thread.
|
||||
// An event not bound yet is bound on the spot with manual clear, which needs a guest thread. A bound event the guest
|
||||
// destroyed is not signalled: its handles are closed and the kernel hands their numbers to new objects.
|
||||
void kern_signal_system_event(uint64_t ev) {
|
||||
uint32_t wh = se_find(ev);
|
||||
if (wh && !se_live(ev)) return;
|
||||
if (!wh) {
|
||||
kern_bind_system_event(kern_cpu(), ev, 0);
|
||||
wh = se_find(ev);
|
||||
|
||||
+40
-4
@@ -305,9 +305,18 @@ static void test_arbiter(Cpu *c) {
|
||||
CHECK(sig(c, 2, 5, 0) == 0 && g_arb == 6, "signal type 2, no waiter, count 0: value %d (want 6)", (int32_t)g_arb);
|
||||
ArbJob jc = {.type = 2, .value = 6, .timeout = -1};
|
||||
h = arb_spawn(c, &jc);
|
||||
CHECK(sig(c, 2, 6, -1) == 0 && g_arb == 5, "signal type 2, 1 waiter, count -1: value %d (want 5)", (int32_t)g_arb);
|
||||
// Waking all (count <= 0) with waiters subtracts 2 (mesosphere KAddressArbiter::SignalAndModifyByWaitingCountIfEqual).
|
||||
CHECK(sig(c, 2, 6, -1) == 0 && g_arb == 4, "signal type 2, 1 waiter, count -1: value %d (want 4)", (int32_t)g_arb);
|
||||
join(c, h);
|
||||
CHECK(ja.r == 0 && jb.r == 0 && jc.r == 0, "wait type 2 results %#x %#x %#x", ja.r, jb.r, jc.r);
|
||||
g_arb = 6;
|
||||
ArbJob jd = {.type = 2, .value = 6, .timeout = -1}, je = jd;
|
||||
uint32_t hd = arb_spawn(c, &jd), he = arb_spawn(c, &je);
|
||||
CHECK(sig(c, 2, 6, 0) == 0 && g_arb == 4, "signal type 2, 2 waiters, count 0: value %d (want 4)", (int32_t)g_arb);
|
||||
join(c, hd);
|
||||
join(c, he);
|
||||
CHECK(ja.r == 0 && jb.r == 0 && jc.r == 0 && jd.r == 0 && je.r == 0, "wait type 2 results %#x %#x %#x %#x %#x", ja.r,
|
||||
jb.r, jc.r, jd.r, je.r);
|
||||
g_arb = 5;
|
||||
CHECK(sig(c, 2, 7, 1) == KERN_R_BAD_STATE, "signal type 2 with a different value");
|
||||
// timeout, invalid type
|
||||
uint64_t t0 = kern_now_ns();
|
||||
@@ -320,11 +329,17 @@ static void test_arbiter(Cpu *c) {
|
||||
}
|
||||
|
||||
// ---- events
|
||||
typedef struct { uint32_t h, r, idx; int64_t timeout; volatile int delay, go; } EvJob;
|
||||
// pre: a first wait on h0 with timeout t0 (result r0, index idx0) before the wait on h.
|
||||
typedef struct { uint32_t h, r, idx, h0, r0, idx0; int64_t timeout, t0; volatile int delay, go; int pre; } EvJob;
|
||||
|
||||
static void event_waiter(Cpu *c) {
|
||||
EvJob *j = arg_p(c, 0);
|
||||
while (j->delay && !j->go) sleep_ms(c, 1);
|
||||
if (j->pre) {
|
||||
uint32_t h0[1] = {j->h0};
|
||||
j->r0 = sv(c, 0x18, 0, ga(h0), 1, (uint64_t)j->t0);
|
||||
j->idx0 = (uint32_t)c->x[1];
|
||||
}
|
||||
uint32_t hs[1] = {j->h};
|
||||
j->r = sv(c, 0x18, 0, ga(hs), 1, (uint64_t)j->timeout);
|
||||
j->idx = (uint32_t)c->x[1];
|
||||
@@ -375,6 +390,26 @@ static void test_events(Cpu *c) {
|
||||
join(c, h);
|
||||
CHECK(g.r == KERN_R_CANCELLED, "wait after a cancel: %#x", g.r);
|
||||
|
||||
// A pending cancel is for the next WaitSynchronization that would block (mesosphere KSynchronizationObject::Wait:
|
||||
// signalled objects first, then timeout 0, then the cancel): a poll times out and a wait on a signalled object
|
||||
// succeeds, both leaving it pending; the next blocking wait ends cancelled. The blocking waits have a 500 ms
|
||||
// timeout, so a cancel used up too early shows as a timeout instead of a hang.
|
||||
CHECK(sv(c, 0x11, hw2, 0, 0, 0) == 0, "SignalEvent of the second event");
|
||||
EvJob p = {.h = hr, .timeout = 500000000, .delay = 1, .pre = 1, .h0 = hr, .t0 = 0};
|
||||
EvJob q = {.h = hr, .timeout = 500000000, .delay = 1, .pre = 1, .h0 = hr2, .t0 = -1};
|
||||
EvJob *pq[2] = {&p, &q};
|
||||
for (int i = 0; i < 2; i++) {
|
||||
h = create(c, a_event_waiter, pq[i], 44, -2);
|
||||
start(c, h);
|
||||
CHECK(sv(c, 0x19, h, 0, 0, 0) == 0, "CancelSynchronization before the %s", i ? "signalled wait" : "poll");
|
||||
pq[i]->go = 1;
|
||||
join(c, h);
|
||||
}
|
||||
CHECK(p.r0 == KERN_R_TIMEOUT, "poll (timeout 0) with a cancel pending: %#x (want timeout)", p.r0);
|
||||
CHECK(p.r == KERN_R_CANCELLED, "blocking wait after the poll: %#x (want cancelled)", p.r);
|
||||
CHECK(q.r0 == 0 && q.idx0 == 0, "wait on a signalled event with a cancel pending: %#x (want success)", q.r0);
|
||||
CHECK(q.r == KERN_R_CANCELLED, "blocking wait after the signalled wait: %#x (want cancelled)", q.r);
|
||||
|
||||
uint32_t sw = kern_event_new(), sr = kern_event_readable(sw);
|
||||
CHECK(wait1(c, sr, 0) == KERN_R_TIMEOUT, "service event before the signal");
|
||||
kern_event_signal(sw);
|
||||
@@ -382,7 +417,8 @@ static void test_events(Cpu *c) {
|
||||
uint32_t handles[] = {sr, sw, hr2, hw2, hr, hw};
|
||||
for (unsigned i = 0; i < 6; i++) CHECK(sv(c, 0x16, handles[i], 0, 0, 0) == 0, "CloseHandle %#x", handles[i]);
|
||||
CHECK(sv(c, 0x16, hr, 0, 0, 0) == KERN_R_BAD_HANDLE, "CloseHandle twice");
|
||||
printf("events: signal, clear, reset, two handles, cancel while waiting and before, service events, 10 ms "
|
||||
printf("events: signal, clear, reset, two handles, cancel while waiting and before, a pending cancel kept by a poll "
|
||||
"and a signalled wait, service events, 10 ms "
|
||||
"timeout after %.2f ms: %s\n", ms, failures == before ? "ok" : "FAIL");
|
||||
}
|
||||
|
||||
|
||||
+36
-7
@@ -5,6 +5,7 @@
|
||||
// --probe-mods the mods folder scan, order and switches (mods.c); needs no game files
|
||||
// --probe-loader load and relocate the modules, check them against the measured 1.2.1 values
|
||||
// --probe-kernel, --probe-ipc, --probe-services, --probe-fs host probes
|
||||
// --probe-discord the Rich Presence IPC exchange; skips without a Discord client; no game files
|
||||
// --probe-dpi the process DPI awareness (per-monitor v2) and the primary monitor's size; no game files
|
||||
// --probe-gfx-abi NVN object layouts against nvn.h's reserved sizes; needs no game files
|
||||
// --probe-nvn, --probe-nvn-tex, --probe-window, --probe-shader, --probe-vkmem, --probe-vkexec graphics probes
|
||||
@@ -153,8 +154,8 @@ static RtConfig cfg;
|
||||
const RtConfig *rt_config(void) { return &cfg; }
|
||||
|
||||
// ---- runtime services the generated code calls (cpu.h)
|
||||
volatile int g_fnprof = 0;
|
||||
void fnprof_hit(uint64_t addr, uint64_t lr, uint64_t x0) { (void)addr, (void)lr, (void)x0; }
|
||||
volatile int g_fnprof = 0; // resolution.c switches it on until the game sets its render size (res_fn_hit)
|
||||
void fnprof_hit(uint64_t addr, uint64_t lr, uint64_t x0) { (void)lr, res_fn_hit(addr, x0); }
|
||||
|
||||
void rt_brk(Cpu *c, uint32_t imm, uint64_t pc) {
|
||||
char at[128], lr[128];
|
||||
@@ -218,16 +219,21 @@ static void crash_handler(const PlatCrash *x) {
|
||||
if (plat_xchg32(&busy, 1)) plat_exit(71);
|
||||
char d[160];
|
||||
uintptr_t rip = x->rip;
|
||||
rt_logf("FATAL: %s (%#x) at host %p (totk+%#llx)", x->what, x->code, (void *)rip, (unsigned long long)x->offset);
|
||||
rt_logf("FATAL: %s (%#x) at host %p (", x->what, x->code, (void *)rip);
|
||||
if (x->module && !*x->module) rt_logf("outside every module)");
|
||||
else rt_logf("%s+%#llx)", x->module ? x->module : "totk", (unsigned long long)x->offset);
|
||||
if (x->access >= 0)
|
||||
rt_logf(", %s address %#llx", x->access == 1 ? "writing" : x->access == 8 ? "executing" : "reading",
|
||||
(unsigned long long)x->addr);
|
||||
rt_log_raw("\n", 1);
|
||||
uint64_t f = lifted_function(rip);
|
||||
uint64_t f = x->module ? 0 : lifted_function(rip);
|
||||
if (f) rt_logf(" in lifted function f_%llx = %s\n", (unsigned long long)f, ldr_describe(f, d, sizeof d));
|
||||
for (int i = 0; i < x->nframes; i++) { // abort and invalid parameter: where the host code called it
|
||||
// abort and invalid parameter: where the host code called it; a fault in another module: the host calls that led
|
||||
// into it
|
||||
uintptr_t exe = plat_exe_base();
|
||||
for (int i = 0; i < x->nframes; i++) {
|
||||
uint64_t g = lifted_function(x->frames[i]);
|
||||
rt_logf(" host frame %2d: totk+%#llx", i, (unsigned long long)(x->frames[i] - (rip - x->offset)));
|
||||
rt_logf(" host frame %2d: totk+%#llx", i, (unsigned long long)(x->frames[i] - exe));
|
||||
if (g) rt_logf(" in lifted function f_%llx", (unsigned long long)g);
|
||||
rt_log_raw("\n", 1);
|
||||
}
|
||||
@@ -439,11 +445,27 @@ static int selftest(void) {
|
||||
return failures ? 1 : 0;
|
||||
}
|
||||
|
||||
// --probe-crash-call and --probe-crash-null crash on purpose, to check the report of a fault outside this executable.
|
||||
// call: strlen in the C runtime library (ucrtbase.dll, libc.so.6) reads address 8, the way a driver faults inside a
|
||||
// call the host made; the report names the library and the host frames that called it. null: a call through a null
|
||||
// function pointer, which leaves rip at 0, outside every module. Both end with exit code 71 and a FATAL line in the
|
||||
// log.
|
||||
static size_t (*volatile probe_strlen)(const char *) = strlen;
|
||||
static void (*volatile probe_null)(void);
|
||||
|
||||
static int probe_crash(int null) {
|
||||
if (null) probe_null();
|
||||
else printf("%zu\n", probe_strlen((const char *)(uintptr_t)8));
|
||||
printf("probe-crash: still running, the crash did not happen\n");
|
||||
return 1;
|
||||
}
|
||||
|
||||
static int usage(const char *argv0) {
|
||||
fprintf(stderr, "usage: %s [--exefs DIR] [--romfs DIR] [--profile DIR] [--selftest | --probe-loader | "
|
||||
"--probe-cfg | --probe-dpi | --probe-mods | --probe-kernel | --probe-ipc | --probe-services | --probe-fs | --probe-gfx-abi | "
|
||||
"--probe-nvn | --probe-nvn-tex | --probe-window | --probe-shader | --probe-vkmem | "
|
||||
"--probe-vkexec | --probe-astc | --probe-movie | --prepare-shaders | --warm-shaders | --boot |--seconds S [--shot PNG]]\n", argv0);
|
||||
"--probe-vkexec | --probe-astc | --probe-movie | --probe-crash-call | --probe-crash-null | --probe-discord | "
|
||||
"--prepare-shaders | --warm-shaders | --boot |--seconds S [--shot PNG]]\n", argv0);
|
||||
return 2;
|
||||
}
|
||||
|
||||
@@ -481,6 +503,9 @@ static void portable_paths(RtConfig *c) {
|
||||
|
||||
int main(int argc, char **argv) {
|
||||
mem_init(); // first: claim the guest address space before anything else can land there; reads totk.ini
|
||||
// The build that wrote the log, at its top: an attached log from another install or version shows at a glance.
|
||||
rt_log("version: TotK Recomp %s, game %d.%d.%d", rt_port_version, rt_game_version / 100, rt_game_version / 10 % 10,
|
||||
rt_game_version % 10);
|
||||
// A restart from the settings menu (gfx_present.c gfx_window_closed) starts this process while the one it replaces
|
||||
// is still exiting: its log, RomFS and saves are free once it is gone.
|
||||
if (plat_restart_wait(30000) < 0) rt_log("restart: the previous process still runs after 30 s; starting anyway");
|
||||
@@ -526,16 +551,20 @@ int main(int argc, char **argv) {
|
||||
log_open(!mode);
|
||||
if (!mode) {
|
||||
cfg.boot = cfg.seconds > 0; // --seconds starts the game like --boot, with its checkpoints
|
||||
discord_init(); // the Rich Presence thread (discord_rpc.c); it reads totk.ini itself and idles while off
|
||||
rt_boot();
|
||||
return 0;
|
||||
}
|
||||
if (!strcmp(mode, "--selftest")) return selftest();
|
||||
if (!strcmp(mode, "--probe-loader")) return probe_loader();
|
||||
if (!strcmp(mode, "--probe-crash-call")) return probe_crash(0);
|
||||
if (!strcmp(mode, "--probe-crash-null")) return probe_crash(1);
|
||||
if (!strcmp(mode, "--probe-cfg")) return probe_cfg();
|
||||
#ifdef _WIN32
|
||||
if (!strcmp(mode, "--probe-dpi")) return probe_dpi(); // the Win32 DPI awareness of totk.manifest
|
||||
#endif
|
||||
if (!strcmp(mode, "--probe-mods")) return probe_mods();
|
||||
if (!strcmp(mode, "--probe-discord")) return probe_discord();
|
||||
if (!strcmp(mode, "--probe-kernel")) return probe_kernel();
|
||||
if (!strcmp(mode, "--probe-ipc")) return probe_ipc();
|
||||
if (!strcmp(mode, "--probe-services")) return probe_services();
|
||||
|
||||
@@ -0,0 +1,340 @@
|
||||
// The mouse pointer in TotK 1.4.3's own menus (the title, the inventory, the System tab, Options, shops, dialogue
|
||||
// choices): while a menu screen has the game's focus box (eui's BoxCursor, the frame the d-pad moves), the Windows
|
||||
// pointer is released from the mouse camera and shown, the item under it takes the focus as if the d-pad had moved
|
||||
// there (highlight, sound and description included), a left click on an item is A on it and a right click is B.
|
||||
// Nothing is drawn and no game code is called: at each pad read (ov_input.c GetNpadStates, the game thread) the open
|
||||
// screens are read and the focus is moved with the three writes eui::BoxCursorMgr::moveBoxCursor makes, so the game's
|
||||
// own BoxCursorControl moves the box at its next update.
|
||||
//
|
||||
// Adapted from Weeping of the Empire's engine/runtime/totk_menu_cursor.cpp @ df0586cdc5702ca19bbebfa59697e0b6980f6237
|
||||
// (https://github.com/daniel-madrid-07/weeping-of-the-empire), Copyright (c) 2026 daniel-madrid-07, MIT License: the
|
||||
// focus read, the hit test, the stale-hit-pane fallback and the focus writes, which it does for 1.0.0.
|
||||
// Placed in 1.4.3 by hand:
|
||||
// - eui::ScreenMgr::sInstance: 1.0.0 main+0x4640010, 1.4.3 main+0x3acf960 (its createInstance main+0xc613d4 and
|
||||
// constructor main+0xc61450 match 1.0.0's main+0x119c5cc / +0x119c648 instruction for instruction, the object
|
||||
// 0x450 bytes with the same field stores, so its layout is 1.0.0's);
|
||||
// - the screen's reserved node (+0x150) and request bits (+0x175, bit 2) and its draw target byte (+0x16c): the same
|
||||
// stores at 1.4.3 main+0x87903c.
|
||||
// The other fields are 1.0.0's; menu_cursor logs what it reads the first time a menu opens (TOTK_MENU_CURSOR_LOG=1:
|
||||
// every screen change), so a field that moved shows as a menu with no nodes or boxes off the layout.
|
||||
//
|
||||
// Only while keyboard and mouse are the device used last (input_kbm_last): a gamepad player sees the menus unchanged.
|
||||
// TOTK_MENU_CURSOR (live, default 1): 0 leaves the menus to the keys and the pad.
|
||||
#include <math.h>
|
||||
#include <stdint.h>
|
||||
#include <stdio.h>
|
||||
#include <string.h>
|
||||
|
||||
#include "cfg.h"
|
||||
#include "gfx.h"
|
||||
#include "host.h"
|
||||
#include "input.h"
|
||||
#include "input_map.h"
|
||||
#include "input_wsys.h"
|
||||
#include "layout.h"
|
||||
#include "platform/platform.h"
|
||||
|
||||
#define SCREEN_MGR_V143 0x3acf960ull // eui::ScreenMgr::sInstance
|
||||
#define MAIN_SIZE 0x3adf000ull // main's image (code, data, bss) in 1.4.3
|
||||
|
||||
// eui::ScreenMgr, BoxCursorMgr, BoxCursorControl
|
||||
enum { SM_BOX_MGR = 0x3f8, BM_CONTROLS = 0x28, CTL_ACTIVE = 0x58, CTL_RESERVED = 0x60 };
|
||||
// eui::Screen
|
||||
enum { SCR_LAYOUT = 0x28, SCR_DRAW_INFO = 0x60, SCR_NODES = 0x80, SCR_RESERVED = 0x150, SCR_STATE = 0x16e,
|
||||
SCR_REQUEST = 0x175, SCR_OPENED = 2 };
|
||||
// eui::BoxCursorNode, AnimButton
|
||||
enum { NODE_BUTTON = 0x18, NODE_SCREEN = 0x20, BTN_LAYOUT = 0x20, BTN_FLAGS = 0x40, BTN_HIT_PANE = 0x58 };
|
||||
#define BTN_USABLE 0x20010u // both set: active and enabled (ButtonGroup::Update's test)
|
||||
// nn::ui2d::DrawInfo: projection (4 x 4) and view (3 x 4); nn::ui2d::Layout: root pane, size, name
|
||||
enum { DI_PROJ = 0x10, DI_VIEW = 0x50, LYT_ROOT = 0x18, LYT_SIZE = 0x28, LYT_NAME = 0x30 };
|
||||
// nn::ui2d::Pane
|
||||
enum { PANE_PARENT = 0x18, PANE_SIZE = 0x50, PANE_FLAG = 0x58, PANE_ALPHA = 0x59, PANE_BASE = 0x5b, PANE_MTX = 0x70 };
|
||||
|
||||
static uint64_t main_lo, main_hi;
|
||||
|
||||
static int ok_at(uint64_t p, uint64_t n) {
|
||||
return p >= 0x10000 && p < (1ull << 47) && (p & 7) == 0 && plat_mem_readable(p, n);
|
||||
}
|
||||
static uint64_t rd64(uint64_t a) { uint64_t v; memcpy(&v, (const void *)(uintptr_t)a, 8); return v; }
|
||||
static uint32_t rd32(uint64_t a) { uint32_t v; memcpy(&v, (const void *)(uintptr_t)a, 4); return v; }
|
||||
static uint8_t rd8(uint64_t a) { return *(const volatile uint8_t *)(uintptr_t)a; }
|
||||
static float rdf(uint64_t a) { float v; memcpy(&v, (const void *)(uintptr_t)a, 4); return v; }
|
||||
// An object of the game: readable, its vtable in main's image
|
||||
static int game_object(uint64_t p, uint64_t n) {
|
||||
if (!ok_at(p, n)) return 0;
|
||||
uint64_t vt = rd64(p);
|
||||
return vt >= main_lo && vt < main_hi;
|
||||
}
|
||||
|
||||
// ---- panes (AnimButton::HitTest's rules: 1.0.0 main+0x222ea40, +0x223b090)
|
||||
static int pane_shown(uint64_t pane) {
|
||||
if (!ok_at(pane, PANE_MTX + 0x20)) return 0;
|
||||
if (!(rd8(pane + PANE_FLAG) & 1) || !rd8(pane + PANE_ALPHA)) return 0;
|
||||
int depth = 0;
|
||||
for (uint64_t p = rd64(pane + PANE_PARENT); p; p = rd64(p + PANE_PARENT)) {
|
||||
if (!ok_at(p, PANE_MTX) || ++depth > 64) return 0;
|
||||
uint8_t f = rd8(p + PANE_FLAG);
|
||||
if (!(f & 1) || (!rd8(p + PANE_ALPHA) && (f & 2))) return 0;
|
||||
}
|
||||
return 1;
|
||||
}
|
||||
// The pane's box in layout coordinates (origin at the centre, y up): centre and half size
|
||||
static void pane_box(uint64_t pane, float *cx, float *cy, float *hw, float *hh) {
|
||||
float w = rdf(pane + PANE_SIZE), h = rdf(pane + PANE_SIZE + 4);
|
||||
float m00 = rdf(pane + PANE_MTX), m11 = rdf(pane + PANE_MTX + 0x14);
|
||||
uint8_t base = rd8(pane + PANE_BASE), bh = base & 3, bv = base >> 2 & 3;
|
||||
*hw = fabsf(w * m00) * 0.5f, *hh = fabsf(h * m11) * 0.5f;
|
||||
*cx = rdf(pane + PANE_MTX + 0xc), *cy = rdf(pane + PANE_MTX + 0x1c);
|
||||
if (bh == 1) *cx += *hw; else if (bh == 2) *cx -= *hw; // the translation is the left / right edge
|
||||
if (bv == 1) *cy -= *hh; else if (bv == 2) *cy += *hh; // ... the top / bottom edge
|
||||
}
|
||||
|
||||
// The screen's draw transform, for a screen drawn away from its centred layout space (scale and translation only)
|
||||
typedef struct { int ok; float v[12], p[16]; } Xf;
|
||||
static Xf screen_xf(uint64_t scr) {
|
||||
Xf x = {0};
|
||||
uint64_t di = rd64(scr + SCR_DRAW_INFO);
|
||||
if (!ok_at(di, DI_VIEW + sizeof x.v)) return x;
|
||||
memcpy(x.p, (const void *)(uintptr_t)(di + DI_PROJ), sizeof x.p);
|
||||
memcpy(x.v, (const void *)(uintptr_t)(di + DI_VIEW), sizeof x.v);
|
||||
for (int i = 0; i < 16; i++) if (!isfinite(x.p[i])) return x;
|
||||
for (int i = 0; i < 12; i++) if (!isfinite(x.v[i])) return x;
|
||||
x.ok = x.p[0] != 0 && x.p[5] != 0 && fabsf(x.p[1]) < 1e-5f && fabsf(x.p[4]) < 1e-5f && fabsf(x.v[1]) < 1e-4f &&
|
||||
fabsf(x.v[4]) < 1e-4f;
|
||||
return x;
|
||||
}
|
||||
static int to_ndc(const Xf *t, float x, float y, float *nx, float *ny) {
|
||||
float vx = t->v[0] * x + t->v[1] * y + t->v[3], vy = t->v[4] * x + t->v[5] * y + t->v[7],
|
||||
vz = t->v[8] * x + t->v[9] * y + t->v[11];
|
||||
float cx = t->p[0] * vx + t->p[1] * vy + t->p[2] * vz + t->p[3];
|
||||
float cy = t->p[4] * vx + t->p[5] * vy + t->p[6] * vz + t->p[7];
|
||||
float cw = t->p[12] * vx + t->p[13] * vy + t->p[14] * vz + t->p[15];
|
||||
if (!(fabsf(cw) > 1e-6f)) return 0;
|
||||
*nx = cx / cw, *ny = cy / cw;
|
||||
return 1;
|
||||
}
|
||||
// The transform maps the layout as the plain layout test does (centre to 0,0, corner to 1,1): it adds nothing
|
||||
static int xf_plain(const Xf *t, float lw, float lh) {
|
||||
float ax, ay, bx, by;
|
||||
if (!to_ndc(t, 0, 0, &ax, &ay) || !to_ndc(t, lw / 2, lh / 2, &bx, &by)) return 1;
|
||||
return fabsf(ax) < 0.01f && fabsf(ay) < 0.01f && fabsf(bx - 1) < 0.01f && fabsf(by - 1) < 0.01f;
|
||||
}
|
||||
|
||||
// The pointer: layout coordinates (x, y) and device coordinates (nx, ny), and the transform when it is not plain
|
||||
typedef struct { float x, y, nx, ny; const Xf *t; } Pt;
|
||||
static int pane_hit(uint64_t pane, const Pt *p) {
|
||||
if (!pane_shown(pane)) return 0;
|
||||
float cx, cy, hw, hh;
|
||||
pane_box(pane, &cx, &cy, &hw, &hh);
|
||||
if (!p->t) return p->x >= cx - hw && p->x <= cx + hw && p->y >= cy - hh && p->y <= cy + hh;
|
||||
float ax, ay, bx, by;
|
||||
if (!to_ndc(p->t, cx - hw, cy - hh, &ax, &ay) || !to_ndc(p->t, cx + hw, cy + hh, &bx, &by)) return 0;
|
||||
return p->nx >= fminf(ax, bx) && p->nx <= fmaxf(ax, bx) && p->ny >= fminf(ay, by) && p->ny <= fmaxf(ay, by);
|
||||
}
|
||||
|
||||
// ---- screens and nodes
|
||||
typedef struct { uint64_t control, node, screen; } Focus;
|
||||
static uint64_t screen_mgr(void) {
|
||||
uint64_t slot = MOD_MAIN_BASE + SCREEN_MGR_V143, sm = rd64(slot);
|
||||
return game_object(sm, SM_BOX_MGR + 8) ? sm : 0;
|
||||
}
|
||||
// The focused node of an open screen, from the draw targets' box cursors (all 0: none, as in gameplay)
|
||||
static Focus focus_now(void) {
|
||||
Focus none = {0};
|
||||
uint64_t sm = screen_mgr(), bm = sm ? rd64(sm + SM_BOX_MGR) : 0;
|
||||
if (!ok_at(bm, BM_CONTROLS + 16)) return none;
|
||||
for (int i = 0; i < 2; i++) {
|
||||
uint64_t ctl = rd64(bm + BM_CONTROLS + 8ull * i);
|
||||
if (!ok_at(ctl, CTL_RESERVED + 8)) continue;
|
||||
uint64_t node = rd64(ctl + CTL_ACTIVE);
|
||||
if (!ok_at(node, NODE_SCREEN + 8)) continue;
|
||||
uint64_t scr = rd64(node + NODE_SCREEN);
|
||||
if (!game_object(scr, SCR_REQUEST + 1) || rd8(scr + SCR_STATE) != SCR_OPENED) continue;
|
||||
return (Focus){ctl, node, scr};
|
||||
}
|
||||
return none;
|
||||
}
|
||||
static void layout_name(uint64_t scr, char *out, size_t n) {
|
||||
snprintf(out, n, "?");
|
||||
uint64_t lyt = rd64(scr + SCR_LAYOUT), name = ok_at(lyt, LYT_NAME + 8) ? rd64(lyt + LYT_NAME) : 0;
|
||||
if (name < 0x10000 || name >= (1ull << 47) || !plat_mem_readable(name, n)) return;
|
||||
memcpy(out, (const void *)(uintptr_t)name, n - 1);
|
||||
out[n - 1] = 0;
|
||||
for (char *q = out; *q; q++) if (*q < 0x20 || *q > 0x7e) { *q = 0; break; }
|
||||
}
|
||||
static void layout_size(uint64_t scr, float *lw, float *lh) {
|
||||
*lw = 1920, *lh = 1080;
|
||||
uint64_t lyt = rd64(scr + SCR_LAYOUT);
|
||||
if (!ok_at(lyt, LYT_SIZE + 8)) return;
|
||||
float w = rdf(lyt + LYT_SIZE), h = rdf(lyt + LYT_SIZE + 4);
|
||||
if (w >= 64 && w <= 8192 && h >= 64 && h <= 8192) *lw = w, *lh = h;
|
||||
}
|
||||
// The screen's focusable nodes: an sead OffsetList, head {prev, next} at +0x80, node-to-link offset at +0x94
|
||||
#define MAX_NODES 512
|
||||
static int nodes_of(uint64_t scr, uint64_t *node, uint64_t *btn) {
|
||||
uint64_t head = scr + SCR_NODES;
|
||||
int32_t off = (int32_t)rd32(head + 0x14), n = 0;
|
||||
if (off < 0 || off > 0x40) return 0;
|
||||
for (uint64_t link = rd64(head + 8); link != head && n < MAX_NODES; link = rd64(link + 8)) {
|
||||
if (!ok_at(link, 16)) break;
|
||||
uint64_t nd = link - (uint64_t)off;
|
||||
if (!ok_at(nd, NODE_SCREEN + 8)) continue;
|
||||
uint64_t b = rd64(nd + NODE_BUTTON);
|
||||
if (!ok_at(b, BTN_HIT_PANE + 8)) continue;
|
||||
node[n] = nd, btn[n] = b, n++;
|
||||
}
|
||||
return n;
|
||||
}
|
||||
static int usable(uint64_t btn) { return !(~rd32(btn + BTN_FLAGS) & BTN_USABLE); }
|
||||
static uint64_t root_pane(uint64_t btn) {
|
||||
uint64_t blyt = rd64(btn + BTN_LAYOUT);
|
||||
return ok_at(blyt, LYT_ROOT + 8) ? rd64(blyt + LYT_ROOT) : 0;
|
||||
}
|
||||
// Every usable node's shown hit pane lies off the visible layout: the hit panes are stale (TotK never uses touch;
|
||||
// the dialogue choices' sit far from where the choices are drawn), so the buttons' own parts panes stand for them
|
||||
static int stale_hit_panes(int n, const uint64_t *btn, float lw, float lh, const Xf *t) {
|
||||
int seen = 0;
|
||||
for (int i = 0; i < n; i++) {
|
||||
if (!usable(btn[i])) continue;
|
||||
uint64_t pane = rd64(btn[i] + BTN_HIT_PANE);
|
||||
if (!ok_at(pane, PANE_MTX + 0x20) || !pane_shown(pane)) continue;
|
||||
float cx, cy, hw, hh, vx, vy;
|
||||
pane_box(pane, &cx, &cy, &hw, &hh);
|
||||
int in = t ? to_ndc(t, cx, cy, &vx, &vy) && fabsf(vx) <= 1 && fabsf(vy) <= 1
|
||||
: fabsf(cx) <= lw / 2 && fabsf(cy) <= lh / 2;
|
||||
seen++;
|
||||
if (in) return 0;
|
||||
}
|
||||
return seen > 0;
|
||||
}
|
||||
// The usable node under the pointer, 0: none
|
||||
static uint64_t node_at(int n, const uint64_t *node, const uint64_t *btn, const Pt *p, float lw, float lh) {
|
||||
if (!stale_hit_panes(n, btn, lw, lh, p->t)) {
|
||||
for (int i = 0; i < n; i++)
|
||||
if (usable(btn[i]) && pane_hit(rd64(btn[i] + BTN_HIT_PANE), p)) return node[i];
|
||||
return 0;
|
||||
}
|
||||
uint64_t found = 0;
|
||||
float best = 1e30f;
|
||||
for (int i = 0; i < n; i++) { // parts panes can be several items wide: the nearest centre
|
||||
uint64_t pane = root_pane(btn[i]);
|
||||
if (!usable(btn[i]) || !pane_hit(pane, p)) continue;
|
||||
float cx, cy, hw, hh, d;
|
||||
pane_box(pane, &cx, &cy, &hw, &hh);
|
||||
d = (cx - p->x) * (cx - p->x) + (cy - p->y) * (cy - p->y);
|
||||
if (d < best) best = d, found = node[i];
|
||||
}
|
||||
return found;
|
||||
}
|
||||
// The focus to node: the writes moveBoxCursor makes. The request bit is a byte eui also writes, so it is raised
|
||||
// again until the focus is there.
|
||||
static void move_focus(const Focus *f, uint64_t node) {
|
||||
memcpy((void *)(uintptr_t)(f->control + CTL_RESERVED), &node, 8);
|
||||
memcpy((void *)(uintptr_t)(f->screen + SCR_RESERVED), &node, 8);
|
||||
__atomic_fetch_or((uint8_t *)(uintptr_t)(f->screen + SCR_REQUEST), (uint8_t)4, __ATOMIC_SEQ_CST);
|
||||
}
|
||||
|
||||
// Screens with a focus box that are gameplay, not menus: the L ability wheel, the D-pad strips, Autobuild's list, the
|
||||
// Purah Pad's camera and the map (the stick moves its own cursor there)
|
||||
static int gameplay_screen(const char *nm) {
|
||||
static const char *const names[] = {"ShortCutMainItem_00", "ShortCut_00", "AutoBuilder_00", "CameraPointer_00",
|
||||
"AppMap_00"};
|
||||
for (size_t i = 0; i < sizeof names / sizeof *names; i++)
|
||||
if (!strcmp(nm, names[i])) return 1;
|
||||
return 0;
|
||||
}
|
||||
|
||||
static volatile int32_t g_pointer; // a menu has the pointer: input_cursor_allowed releases the capture
|
||||
|
||||
int menu_cursor_pointer(void) { return __atomic_load_n(&g_pointer, __ATOMIC_RELAXED); }
|
||||
|
||||
static int enabled(void) {
|
||||
if (!RT_V143) return 0;
|
||||
const char *v = cfg_get("TOTK_MENU_CURSOR"), *in = cfg_get("TOTK_INPUT");
|
||||
return !(v && !strcmp(v, "0")) && !(in && !strcmp(in, "none"));
|
||||
}
|
||||
|
||||
static void set_pointer(int on) {
|
||||
if (plat_xchg32(&g_pointer, on) == on) return;
|
||||
ikb_cursor_update();
|
||||
if (on) ikb_pointer_set(0.5f, 0.5f); // the pointer appears in the middle, not where the capture left it
|
||||
}
|
||||
|
||||
// The pointer on the game's picture, 0..1 from its top left (the present's fit, letterbox or pillarbox)
|
||||
static int picture_pos(float *px, float *py) {
|
||||
float nx, ny, r[4];
|
||||
if (!ikb_pointer(&nx, &ny) || !gfx_picture_rect(r) || r[2] <= 0 || r[3] <= 0) return 0;
|
||||
*px = (nx - r[0]) / r[2], *py = (ny - r[1]) / r[3];
|
||||
return *px >= 0 && *px <= 1 && *py >= 0 && *py <= 1;
|
||||
}
|
||||
|
||||
static void log_screen(const Focus *f, const char *nm, int n, float lw, float lh, const Xf *t, int stale) {
|
||||
static uint64_t last;
|
||||
static int lines;
|
||||
const char *e = cfg_get("TOTK_MENU_CURSOR_LOG");
|
||||
int verbose = e && !strcmp(e, "1");
|
||||
if (f->screen == last || (!verbose && lines >= 6)) return;
|
||||
last = f->screen, lines++;
|
||||
rt_log("menu_cursor: screen %s (layout %gx%g, %d nodes, %s hit panes, draw transform %s)", nm, lw, lh, n,
|
||||
stale ? "stale" : "own", t ? "scaled" : "plain");
|
||||
}
|
||||
|
||||
// Once per pad read on the game thread: the pointer's hover and clicks, as pad buttons (A, B) for this read
|
||||
void menu_cursor_poll(uint64_t *buttons) {
|
||||
static int inited, pending_a, held_l, held_r;
|
||||
static uint64_t pending_node, pending_until, hold_until, hold_bit;
|
||||
static float last_px = -1, last_py = -1;
|
||||
if (!inited) {
|
||||
inited = 1;
|
||||
main_lo = MOD_MAIN_BASE, main_hi = MOD_MAIN_BASE + MAIN_SIZE;
|
||||
if (RT_V143) rt_log("menu_cursor: on for 1.4.3 (TOTK_MENU_CURSOR=0 turns it off)");
|
||||
}
|
||||
if (!enabled()) { set_pointer(0); return; }
|
||||
Focus f = focus_now();
|
||||
char nm[48] = "";
|
||||
if (f.screen) layout_name(f.screen, nm, sizeof nm);
|
||||
// With the gamepad as the last device the menus stay as they are on the console: no pointer, the capture kept.
|
||||
// Moving the mouse (or a key) makes keyboard and mouse the last device and the pointer comes.
|
||||
int menu = f.screen && !gameplay_screen(nm) && ikb_foreground() && input_kbm_last();
|
||||
set_pointer(menu);
|
||||
int l = ikb_down(KEY_MOUSE_L), r = ikb_down(KEY_MOUSE_R);
|
||||
int click_l = l && !held_l, click_r = r && !held_r;
|
||||
held_l = l, held_r = r;
|
||||
uint64_t now = plat_now_ms();
|
||||
if (now < hold_until) { // a click's button, held for 60 ms so the game sees one press whatever its read rate
|
||||
*buttons |= hold_bit;
|
||||
return;
|
||||
}
|
||||
if (!menu) { pending_a = 0; last_px = last_py = -1; return; }
|
||||
if (pending_a) { // the focus asked for by a click: A once it is there
|
||||
if (rd64(f.control + CTL_ACTIVE) == pending_node) {
|
||||
pending_a = 0, hold_until = now + 60, hold_bit = 1ull << B_A;
|
||||
*buttons |= hold_bit;
|
||||
return;
|
||||
}
|
||||
if (now > pending_until) pending_a = 0;
|
||||
else move_focus(&f, pending_node);
|
||||
return;
|
||||
}
|
||||
if (click_r) { hold_until = now + 60, hold_bit = 1ull << B_B; *buttons |= hold_bit; return; }
|
||||
float px, py;
|
||||
if (!picture_pos(&px, &py)) return;
|
||||
int moved = fabsf(px - last_px) > 0.001f || fabsf(py - last_py) > 0.001f;
|
||||
if (!moved && !click_l) return;
|
||||
last_px = px, last_py = py;
|
||||
float lw, lh;
|
||||
layout_size(f.screen, &lw, &lh);
|
||||
Xf xf = screen_xf(f.screen);
|
||||
Pt p = {(px - 0.5f) * lw, (0.5f - py) * lh, px * 2 - 1, 1 - py * 2, NULL};
|
||||
if (xf.ok && !xf_plain(&xf, lw, lh)) p.t = &xf;
|
||||
static uint64_t node[MAX_NODES], btn[MAX_NODES];
|
||||
int n = nodes_of(f.screen, node, btn);
|
||||
log_screen(&f, nm, n, lw, lh, p.t, n && stale_hit_panes(n, btn, lw, lh, p.t));
|
||||
uint64_t at = n ? node_at(n, node, btn, &p, lw, lh) : 0;
|
||||
if (!at) return;
|
||||
if (at != f.node) move_focus(&f, at);
|
||||
if (click_l) {
|
||||
if (at == f.node) { hold_until = now + 60, hold_bit = 1ull << B_A; *buttons |= hold_bit; }
|
||||
else pending_a = 1, pending_node = at, pending_until = now + 300;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,340 @@
|
||||
// Direct mouse input for TotK 1.4.3. The camera controller's input update (main+0x874c1c) turns HID stick floats
|
||||
// into a radial dead zone, clamps the radius to one and applies StickExponent. The mouse enters after all three,
|
||||
// at main+0x874cb4, before the game's X/Y inversion and input-activity flags. It never becomes a HID stick value.
|
||||
// Free orbit removes that sample again before the camera's additional vertical square/velocity filters and adds
|
||||
// raw-count angular deltas at its spherical-angle output instead. Ultrahand has a separate post-curve hook.
|
||||
// The ordinary stick's result stays, so a controller still uses the game's own response.
|
||||
//
|
||||
// This is deliberately not a render-camera override: the game remains responsible for aiming, camera collision,
|
||||
// lock-on and scripted cameras. Which of its other modes consume this camera input needs in-game verification.
|
||||
#include <math.h>
|
||||
#include <stdint.h>
|
||||
#include <stdlib.h>
|
||||
#include <string.h>
|
||||
|
||||
#include "cfg.h"
|
||||
#include "host.h"
|
||||
#include "input.h"
|
||||
#include "input_wsys.h"
|
||||
#include "platform/platform.h"
|
||||
|
||||
#if __has_include("patches.h")
|
||||
#include "patches.h"
|
||||
#endif
|
||||
|
||||
static int direct_mode(void) {
|
||||
// cfg_value: unset is the settings table's default (direct), as the menu shows it
|
||||
return !strcmp(cfg_value("TOTK_MOUSE_MODE"), "direct") && rt_patch_enabled(rt_patch_set("mouse_direct"));
|
||||
}
|
||||
|
||||
static uint64_t last_update;
|
||||
static uint64_t hand_update;
|
||||
static int accepts_mouse;
|
||||
|
||||
static int hand_active(uint64_t now) {
|
||||
uint64_t last = __atomic_load_n(&hand_update, __ATOMIC_ACQUIRE);
|
||||
return last && now - last < 150000000ull;
|
||||
}
|
||||
|
||||
int input_direct_mouse_active(void) {
|
||||
uint64_t last = __atomic_load_n(&last_update, __ATOMIC_ACQUIRE);
|
||||
return direct_mode() && (__atomic_load_n(&accepts_mouse, __ATOMIC_RELAXED) || hand_active(plat_now_ns())) && last &&
|
||||
plat_now_ns() - last < 150000000ull;
|
||||
}
|
||||
|
||||
int input_direct_mouse_enabled(void) { return direct_mode(); }
|
||||
|
||||
void input_direct_mouse_radial(int32_t dx, int32_t dy, float sensitivity, float cursor[2], int32_t out[2]) {
|
||||
if (!(sensitivity > 0)) { cursor[0] = cursor[1] = 0; out[0] = out[1] = 0; return; }
|
||||
cursor[0] += dx * (double)sensitivity / 200;
|
||||
cursor[1] -= dy * (double)sensitivity / 200;
|
||||
double length = hypot(cursor[0], cursor[1]);
|
||||
if (length > 1) { cursor[0] /= length; cursor[1] /= length; }
|
||||
out[0] = (int32_t)lrint(cursor[0] * 32767);
|
||||
out[1] = (int32_t)lrint(cursor[1] * 32767);
|
||||
}
|
||||
|
||||
void input_direct_mouse_row(int32_t dx, float sensitivity, uint64_t now, InputMouseRow *row, int32_t out[2]) {
|
||||
const float step_counts = 32;
|
||||
out[0] = out[1] = 0;
|
||||
if (!(sensitivity > 0)) { *row = (InputMouseRow){0}; return; }
|
||||
if (dx) {
|
||||
// Reversing direction cancels any remainder from the previous drag. Bound a fast flick to one pending step;
|
||||
// a stopped mouse never starts another pulse, regardless of how often HID is polled.
|
||||
if ((dx < 0 && row->distance > 0) || (dx > 0 && row->distance < 0)) row->distance = 0;
|
||||
row->distance = fmaxf(-2 * step_counts, fminf(2 * step_counts, row->distance + dx * sensitivity));
|
||||
}
|
||||
if (row->direction) {
|
||||
if (now < row->pulse_until && (!dx || (dx > 0 ? 1 : -1) == row->direction)) {
|
||||
out[0] = row->direction * 32767;
|
||||
return;
|
||||
}
|
||||
row->direction = 0;
|
||||
row->neutral_until = now + 32000000ull;
|
||||
return; // publish neutral even when a slow frame skipped the pulse's deadline
|
||||
}
|
||||
if (!dx || now < row->neutral_until || fabsf(row->distance) < step_counts) return;
|
||||
row->direction = row->distance > 0 ? 1 : -1;
|
||||
row->distance = fmodf(row->distance, step_counts);
|
||||
row->pulse_until = now + 32000000ull;
|
||||
out[0] = row->direction * 32767;
|
||||
}
|
||||
|
||||
#ifdef RT_PATCH_PAGE
|
||||
#define HOST_MOUSE_DIRECT (RT_PATCH_PAGE + 0xfd0)
|
||||
#define HOST_MOUSE_ACTIVITY (RT_PATCH_PAGE + 0xfc0)
|
||||
#define HOST_MOUSE_ORBIT_BEGIN (RT_PATCH_PAGE + 0xfb0)
|
||||
#define HOST_MOUSE_ORBIT_ANGLES (RT_PATCH_PAGE + 0xfa0)
|
||||
#define HOST_MOUSE_HAND (RT_PATCH_PAGE + 0xf90)
|
||||
static _Thread_local uint64_t mouse_input_object;
|
||||
|
||||
typedef struct {
|
||||
uint64_t object, generation, when;
|
||||
float pad[2], motion[2], angle[2]; // post-inversion controller input, mouse input, mouse yaw/pitch in degrees
|
||||
int camera_enabled;
|
||||
} MouseSample;
|
||||
static MouseSample sample;
|
||||
static PlatMutex sample_lock = PLAT_MUTEX_INIT;
|
||||
static _Thread_local struct { uint64_t object; MouseSample mouse; } orbit;
|
||||
typedef struct {
|
||||
uint64_t object, generation, input;
|
||||
float pitch, original_target;
|
||||
int hold_pitch, target_saved;
|
||||
} OrbitTrack;
|
||||
static OrbitTrack orbit_seen[16];
|
||||
|
||||
// sample_lock held. Camera objects can coexist while the game blends between their outputs.
|
||||
static OrbitTrack *orbit_track(uint64_t object) {
|
||||
int oldest = 0;
|
||||
for (int i = 0; i < 16; i++) {
|
||||
if (orbit_seen[i].object == object) return &orbit_seen[i];
|
||||
if (orbit_seen[i].generation < orbit_seen[oldest].generation) oldest = i;
|
||||
}
|
||||
orbit_seen[oldest] = (OrbitTrack){.object = object};
|
||||
return &orbit_seen[oldest];
|
||||
}
|
||||
|
||||
static int orbit_sample_once(uint64_t object, uint64_t generation) {
|
||||
plat_mutex_lock(&sample_lock);
|
||||
OrbitTrack *track = orbit_track(object);
|
||||
int fresh = track->generation != generation;
|
||||
if (fresh) track->generation = generation;
|
||||
plat_mutex_unlock(&sample_lock);
|
||||
return fresh;
|
||||
}
|
||||
|
||||
static float guest_float(uint64_t at) { float f; memcpy(&f, (void *)(uintptr_t)at, sizeof f); return f; }
|
||||
static void guest_float_store(uint64_t at, float f) { memcpy((void *)(uintptr_t)at, &f, sizeof f); }
|
||||
static uint64_t guest_pointer(uint64_t at) { uint64_t p; memcpy(&p, (void *)(uintptr_t)at, sizeof p); return p; }
|
||||
static MouseSample sample_read(void) {
|
||||
plat_mutex_lock(&sample_lock);
|
||||
MouseSample m = sample;
|
||||
plat_mutex_unlock(&sample_lock);
|
||||
return m;
|
||||
}
|
||||
static float wrap_degrees(float a) { return remainderf(a, 360.0f); }
|
||||
|
||||
// main+0x191d78 builds the pitch target from +0x15c and +0x11c; the orbit update filters +0x108 toward it and adds
|
||||
// (1 - +0x88) * +0x10c at output. Updating only +0x108 makes the camera spring back to the unchanged target.
|
||||
static float orbit_pitch_offset(uint64_t object) {
|
||||
return (1 - guest_float(object + 0x88)) * guest_float(object + 0x10c);
|
||||
}
|
||||
|
||||
static void orbit_pitch_target(uint64_t object, float pitch) {
|
||||
guest_float_store(object + 0x15c, pitch - orbit_pitch_offset(object) - guest_float(object + 0x11c));
|
||||
}
|
||||
|
||||
static void orbit_pitch_release(OrbitTrack *track) {
|
||||
if (track->target_saved) guest_float_store(track->object + 0x15c, track->original_target);
|
||||
track->hold_pitch = track->target_saved = 0;
|
||||
}
|
||||
|
||||
// A host call at an instruction site, not an AAPCS64 function replacement. Preserve every guest register except
|
||||
// s9/s10, which carry the processed camera input, and perform the displaced store of s9 at [x20 + 0x420].
|
||||
static void camera_input(Cpu *c) {
|
||||
mouse_input_object = 0;
|
||||
uint32_t flags = (uint32_t)c->x[21];
|
||||
int accept = !(flags & 1) && !input_direct_mouse_selector_active();
|
||||
__atomic_store_n(&accepts_mouse, accept, __ATOMIC_RELAXED);
|
||||
__atomic_store_n(&last_update, plat_now_ns(), __ATOMIC_RELEASE);
|
||||
MouseSample next = {.object = c->x[20], .when = plat_now_ns(), .camera_enabled = accept};
|
||||
memcpy(&next.pad[0], &c->v[9], sizeof(float));
|
||||
memcpy(&next.pad[1], &c->v[10], sizeof(float));
|
||||
if (flags & 2) next.pad[0] = -next.pad[0];
|
||||
if (flags & 4) next.pad[1] = -next.pad[1];
|
||||
if (direct_mode()) {
|
||||
int32_t dx, dy;
|
||||
input_direct_mouse_sample(!input_direct_mouse_selector_active() && (accept || hand_active(plat_now_ns())), &dx, &dy);
|
||||
float sensitivity = (float)cfg_double("TOTK_MOUSE_SENS");
|
||||
sensitivity = fminf(10, fmaxf(0, sensitivity));
|
||||
// The game multiplies camera input by its 30 Hz frame ratio later. Divide by that exact ratio, rather
|
||||
// than wall-clock time: an equal distance of mouse motion then gives equal input at every frame rate.
|
||||
float ratio = 1;
|
||||
if (frame_step_realtime()) memcpy(&ratio, rt_patch_page(), sizeof ratio);
|
||||
else {
|
||||
double hz = frame_step_limit_hz();
|
||||
if (hz > 0) ratio = (float)(30 / hz);
|
||||
}
|
||||
if (isfinite(ratio) && ratio > 0 && sensitivity > 0 && (dx || dy)) {
|
||||
if (accept) mouse_input_object = c->x[20];
|
||||
float x, y;
|
||||
memcpy(&x, &c->v[9], sizeof x);
|
||||
memcpy(&y, &c->v[10], sizeof y);
|
||||
float scale = 0.01f * sensitivity / ratio;
|
||||
next.motion[0] = dx * scale * (flags & 2 ? -1 : 1);
|
||||
next.motion[1] = -dy * scale * (flags & 4 ? -1 : 1);
|
||||
next.angle[0] = -dx * 0.08f * sensitivity * (flags & 2 ? -1 : 1);
|
||||
next.angle[1] = dy * 0.08f * sensitivity * (flags & 4 ? -1 : 1);
|
||||
if (accept) { x += dx * scale; y -= dy * scale; }
|
||||
uint32_t xb, yb;
|
||||
memcpy(&xb, &x, sizeof xb);
|
||||
memcpy(&yb, &y, sizeof yb);
|
||||
c->v[9] = xb;
|
||||
c->v[10] = yb;
|
||||
static int logged;
|
||||
if (!logged) {
|
||||
logged = 1;
|
||||
rt_log("mouse: direct camera input after the stick dead zone, clamp and exponent");
|
||||
}
|
||||
}
|
||||
}
|
||||
plat_mutex_lock(&sample_lock);
|
||||
next.generation = sample.generation + 1;
|
||||
sample = next;
|
||||
plat_mutex_unlock(&sample_lock);
|
||||
uint32_t original = (uint32_t)c->v[9];
|
||||
memcpy((void *)(uintptr_t)(c->x[20] + 0x420), &original, sizeof original);
|
||||
}
|
||||
|
||||
// Free camera has another signed-square curve for its vertical axis, plus mode-dependent velocity filters.
|
||||
// Remove only this mouse sample before that controller runs. At its final spherical-angle output, add degrees
|
||||
// directly and move its persistent pitch/yaw by the same amounts so the next update starts at the new orientation.
|
||||
// The controller still handles its gamepad input, following, collision and focus normally.
|
||||
static void orbit_begin(Cpu *c) {
|
||||
orbit.object = 0;
|
||||
uint64_t object = c->x[0];
|
||||
if (direct_mode()) {
|
||||
MouseSample m = sample_read();
|
||||
uint64_t input = guest_pointer(object + 0x20);
|
||||
if (m.object == input && m.camera_enabled) {
|
||||
// The hooks take a step when the mouse moved in it, or while the mouse holds the pitch. A step of the
|
||||
// gamepad alone (no mouse motion, no hold: a player who never moved the mouse) keeps the game's input.
|
||||
int moved = m.motion[0] != 0 || m.motion[1] != 0, take;
|
||||
uint64_t held = guest_pointer(input + 0x148);
|
||||
uint8_t override;
|
||||
memcpy(&override, (void *)(uintptr_t)(input + 0x15c), 1);
|
||||
plat_mutex_lock(&sample_lock);
|
||||
OrbitTrack *track = orbit_track(object);
|
||||
if (track->input != input) track->hold_pitch = track->target_saved = 0;
|
||||
if (m.pad[1] != 0 || (held & 0x20) || (override & 0x40)) orbit_pitch_release(track);
|
||||
take = moved || track->hold_pitch;
|
||||
if (take) track->input = input;
|
||||
if (track->hold_pitch) orbit_pitch_target(object, track->pitch);
|
||||
plat_mutex_unlock(&sample_lock);
|
||||
if (moved) { // the mouse's part of this step's stick goes to the final angles instead
|
||||
guest_float_store(input + 0x420, m.pad[0]);
|
||||
guest_float_store(input + 0x424, m.pad[1]);
|
||||
}
|
||||
if (take) orbit.object = object, orbit.mouse = m;
|
||||
}
|
||||
} else {
|
||||
plat_mutex_lock(&sample_lock);
|
||||
orbit_pitch_release(orbit_track(object));
|
||||
plat_mutex_unlock(&sample_lock);
|
||||
}
|
||||
c->x[8] = guest_pointer(object + 8); // displaced ldr x8, [x0, #8]
|
||||
}
|
||||
|
||||
static void orbit_angles(Cpu *c) {
|
||||
uint64_t object = c->x[20];
|
||||
if (orbit.object == object) {
|
||||
float yaw_delta = orbit.mouse.angle[0], pitch_delta = orbit.mouse.angle[1];
|
||||
int fresh = plat_now_ns() - orbit.mouse.when < 150000000ull &&
|
||||
orbit_sample_once(object, orbit.mouse.generation);
|
||||
if (!fresh) yaw_delta = pitch_delta = 0;
|
||||
plat_mutex_lock(&sample_lock);
|
||||
OrbitTrack *track = orbit_track(object);
|
||||
if (track->hold_pitch || yaw_delta || pitch_delta) {
|
||||
float pitch = guest_float(c->sp + 0x44), yaw = guest_float(c->sp + 0x48);
|
||||
float low = guest_float(object + 0xf8), high = guest_float(object + 0xfc);
|
||||
if (!isfinite(low) || !isfinite(high) || low >= high) low = -89.9f, high = 89.9f;
|
||||
low = fmaxf(-89.9f, low); high = fminf(89.9f, high);
|
||||
// The game can recalculate its pitch after orbit_begin (following, mode changes and another filter).
|
||||
// Integrate from our last requested angle, then correct the final output even on stationary frames.
|
||||
float base = track->hold_pitch ? track->pitch : pitch;
|
||||
float new_pitch = fminf(high, fmaxf(low, base + pitch_delta));
|
||||
guest_float_store(c->sp + 0x44, new_pitch);
|
||||
guest_float_store(c->sp + 0x48, wrap_degrees(yaw + yaw_delta));
|
||||
guest_float_store(object + 0x108, wrap_degrees(new_pitch - orbit_pitch_offset(object)));
|
||||
guest_float_store(object + 0x120, wrap_degrees(guest_float(object + 0x120) + yaw_delta));
|
||||
if (!track->target_saved) track->original_target = guest_float(object + 0x15c), track->target_saved = 1;
|
||||
track->pitch = new_pitch; track->input = orbit.mouse.object; track->hold_pitch = 1;
|
||||
orbit_pitch_target(object, new_pitch);
|
||||
static int logged;
|
||||
if (!logged) {
|
||||
logged = 1;
|
||||
rt_log("mouse: free-camera angles directly, 0.08 degrees per count at sensitivity 1, equal X/Y");
|
||||
}
|
||||
}
|
||||
plat_mutex_unlock(&sample_lock);
|
||||
orbit.object = 0;
|
||||
}
|
||||
uint32_t bits;
|
||||
memcpy(&bits, (const void *)(uintptr_t)(c->sp + 0x44), sizeof bits);
|
||||
c->v[12] = bits; // displaced ldr s12, [sp, #0x44]
|
||||
}
|
||||
|
||||
// Ultrahand reads the player's manipulation input rather than the camera's processed stick. Insert the mouse
|
||||
// after that controller's per-axis power curves (main+0x1d59460), preserving the keyboard/controller contribution.
|
||||
static void hand_input(Cpu *c) {
|
||||
__atomic_store_n(&hand_update, plat_now_ns(), __ATOMIC_RELEASE);
|
||||
static _Thread_local uint64_t object, generation;
|
||||
if (direct_mode()) {
|
||||
MouseSample m = sample_read();
|
||||
if (m.generation != generation || object != c->x[19]) {
|
||||
float x = guest_float(c->sp + 0x60), y;
|
||||
memcpy(&y, &c->v[15], sizeof y);
|
||||
x += m.motion[0];
|
||||
y += m.motion[1];
|
||||
guest_float_store(c->sp + 0x60, x);
|
||||
uint32_t bits;
|
||||
memcpy(&bits, &y, sizeof bits);
|
||||
c->v[15] = bits;
|
||||
object = c->x[19]; generation = m.generation;
|
||||
static int logged;
|
||||
if (!logged && (m.motion[0] || m.motion[1])) {
|
||||
logged = 1;
|
||||
rt_log("mouse: held-object input after the manipulation controller's power curves");
|
||||
}
|
||||
}
|
||||
}
|
||||
uint32_t original = (uint32_t)c->x[8];
|
||||
memcpy((void *)(uintptr_t)(c->sp + 0x48), &original, sizeof original);
|
||||
}
|
||||
|
||||
// The game also uses a 10% activity threshold after processing the stick. A one-count mouse movement must count
|
||||
// as active, even when its displacement is smaller than that threshold. The site is the displaced ldp d9, d8, [sp, #8]
|
||||
// just before the update's last `str w8, [x20, #0x418]`: w8 holds the flags then (bit 0 raw input, bit 4 any input,
|
||||
// bits 3 and 5 processed input below the threshold), so they are changed in w8; a write to +0x418 would be overwritten
|
||||
// by that store. No flag is changed for controller-only input.
|
||||
static void camera_activity(Cpu *c) {
|
||||
if (mouse_input_object && mouse_input_object == c->x[20]) {
|
||||
uint32_t flags = (uint32_t)c->x[8];
|
||||
c->x[8] = (flags | 0x11u) & ~0x28u;
|
||||
mouse_input_object = 0;
|
||||
}
|
||||
uint64_t d9, d8;
|
||||
memcpy(&d9, (const void *)(uintptr_t)(c->sp + 8), sizeof d9);
|
||||
memcpy(&d8, (const void *)(uintptr_t)(c->sp + 16), sizeof d8);
|
||||
c->v[9] = d9;
|
||||
c->v[8] = d8;
|
||||
}
|
||||
|
||||
__attribute__((constructor)) static void mouse_direct_register(void) {
|
||||
rt_register_host(HOST_MOUSE_DIRECT, camera_input);
|
||||
rt_register_host(HOST_MOUSE_ACTIVITY, camera_activity);
|
||||
rt_register_host(HOST_MOUSE_ORBIT_BEGIN, orbit_begin);
|
||||
rt_register_host(HOST_MOUSE_ORBIT_ANGLES, orbit_angles);
|
||||
rt_register_host(HOST_MOUSE_HAND, hand_input);
|
||||
}
|
||||
#endif
|
||||
+10
-1
@@ -75,7 +75,8 @@ uint64_t nvn_tex_view_offset(const tex_t *t, const view_t *v);
|
||||
// A command handle (what QueueSubmitCommands receives) points at a host copy of one recording: a flat sequence of
|
||||
// 8-byte-aligned records {op_hdr, payload}, OP_BEGIN first and OP_END last. Called recordings are inlined, so a copy
|
||||
// holds no OP_CALL or OP_JUMP. Texture pointers in payloads (p_set_rt, p_copy_b2t, p_copy_t2t, p_clear_tex) are
|
||||
// immutable host copies that live for the run, one per tex_t.serial. Deferred binds (p_bind_handles.src != 0) hold the
|
||||
// immutable host copies ("pins"), one per tex_t.serial, that live while a recording copy names them and a while after
|
||||
// (nvn_pins_sweep). Deferred binds (p_bind_handles.src != 0) hold the
|
||||
// handles read at submit (nvn_submit_prepare). Payloads of the ops nvn_obj.h does not define:
|
||||
typedef struct { volatile uint32_t *val; uint32_t mode, value; } p_signal_event; // OP_SIGNAL_EVENT; mode: NVNeventSignalMode
|
||||
typedef struct { uint64_t type, addr; } p_report_counter; // OP_REPORT_COUNTER: NVNcounterType, NVNcounterData address
|
||||
@@ -99,6 +100,14 @@ int nvn_handle_live(uint64_t handle); // 1 while the handle
|
||||
// not added again)
|
||||
uint64_t nvn_handle_bytes(uint64_t handle); // bytes of the copy, OP_BEGIN to OP_END; 0 if not live
|
||||
uint64_t nvn_submit_count(void); // QueueSubmitCommands calls so far
|
||||
// Submits a texture pin outlives its last tex_pin and the release of the last recording copy naming it: about 20 s at
|
||||
// one submit a frame (MacNativeGames frees after two 600-submit windows).
|
||||
#define NVN_PIN_AGE 1200
|
||||
// Frees the texture pins no recording copy has named for NVN_PIN_AGE submits (nvn_api_cmd.c, "texture pins"), except keep[0..nkeep):
|
||||
// the replay's current render targets, which carry over to the next submission. Called between submissions by the
|
||||
// thread that replays them; now = nvn_submit_count().
|
||||
void nvn_pins_sweep(uint64_t now, const tex_t *const *keep, int nkeep);
|
||||
void nvn_pins_stats(uint64_t *live, uint64_t *freed); // pins that exist, pins freed so far
|
||||
const char *nvn_op_name(uint32_t op); // "DRAW_IDX", ...; "?" past OP_COUNT_
|
||||
// MemoryPoolInvalidateMappedRange: the CPU is about to read pool storage the GPU wrote. Weak no-op in nvn_ext.c; a back
|
||||
// end that renders into host-side copies defines it and writes them back.
|
||||
|
||||
+170
-18
@@ -4,7 +4,7 @@
|
||||
// games/totk/third_party/d2r_gfx/gfx/nvn/hle_nvn.c @ b75be8cf (MIT, Copyright (c) 2026 jhaizhou; origin d2r-mobile),
|
||||
// lines 647-1062, 1261-1286, 1486-1760 and 1975-1990, and the *Deferred and memory-callback entry points of
|
||||
// totk_nvn_ext.c in the same directory. Metal, mach, the translation thread, Apple diagnostics, the per-frame
|
||||
// statistics and the long-session sweeps (copy marks in control memory, texture pin sweep) dropped.
|
||||
// statistics and the copy marks in control memory dropped; the texture pin sweep replaced by counting (texture pins).
|
||||
//
|
||||
// Records are written into a growable host buffer per command buffer, never into the game's command memory: games hand
|
||||
// the same command memory to several command buffers recording at once (budgeted for real NVN encodings), and our
|
||||
@@ -17,6 +17,7 @@
|
||||
#include <stdlib.h>
|
||||
#include <string.h>
|
||||
|
||||
#include "cfg.h"
|
||||
#include "gfx.h"
|
||||
#include "host.h"
|
||||
#include "nvn_api.h"
|
||||
@@ -235,30 +236,169 @@ static void copy_view(view_t *dst, uint8_t *has, const NVNtextureView *v) {
|
||||
// ---------- texture pins
|
||||
// Recordings refer to textures by pointer, but the game may finalize or reuse an NVNtexture after recording and before
|
||||
// the submit (NVN itself captured only GPU state). Records therefore point at an immutable host copy per texture
|
||||
// initialization (tex_t.serial). The copies are kept for the whole run (MacNativeGames sweeps them for long sessions).
|
||||
static PlatMutex pin_lock = PLAT_MUTEX_INIT;
|
||||
static nvn_hmap pins = {.klen = 8}; // serial -> tex_t copy
|
||||
// initialization (tex_t.serial). The game initializes its transient targets again every frame, about 29 new serials a
|
||||
// frame on 1.4.3, so copies kept for the run grew the heap by about 44 MiB per minute of play, standing still too, until
|
||||
// the commit limit ended the game after a few hours. A copy is freed once nothing can read it any more:
|
||||
// - refs counts the recording copies whose ops name it: live ones, released ones a queued submission still reads, and
|
||||
// per-submission clones (pin_refs, at flatten_recording and wherever such a copy is freed or cloned);
|
||||
// - a recording in progress holds pins no copy counts yet, through its own tex_pin calls and through ops inlined from a
|
||||
// copy that was released since: a pin goes only NVN_PIN_AGE submits after its last tex_pin and after refs fell to 0;
|
||||
// - the replay's current render targets carry over to later submissions and are compared by pointer (vk_exec.c set_rt),
|
||||
// so a freed address reused by a new pin would read as the same target: nvn_pins_sweep runs between submissions on
|
||||
// the thread that replays them and keeps the pins it is given.
|
||||
// MacNativeGames hit the same growth (3.16 million copies, 405 MB after 27 minutes) and marks pins by walking every live
|
||||
// recording each window (hle_nvn.c pin_scan); counting at copy and release walks each copy's ops once more, when it is
|
||||
// freed. TOTK_PIN_SWEEP=0 keeps every copy.
|
||||
typedef struct {
|
||||
tex_t t; // first: ops hold pins as tex_t pointers
|
||||
uint64_t last_use; // nsubmits at the last tex_pin or the last drop of refs
|
||||
uint32_t refs;
|
||||
uint8_t queued; // in pin_q
|
||||
} pin_t;
|
||||
_Static_assert(offsetof(pin_t, t) == 0, "ops hold pins as tex_t pointers");
|
||||
typedef struct { pin_t *p; uint64_t at; } pin_due;
|
||||
static PlatMutex pin_lock = PLAT_MUTEX_INIT; // lock order: copy_lock, then pin_lock
|
||||
static nvn_hmap pins = {.klen = 8}; // serial -> pin_t
|
||||
static pin_due *pin_q; // pins with no counted copy, oldest first: [pin_qh, pin_qn)
|
||||
static size_t pin_qh, pin_qn, pin_qcap;
|
||||
static uint64_t pins_live, pins_freed;
|
||||
static uint64_t nsubmits; // QueueSubmitCommands calls so far
|
||||
|
||||
static void pin_queue(pin_t *p, uint64_t at) { // pin_lock held
|
||||
if (p->queued) return;
|
||||
if (pin_qh && pin_qh * 2 >= pin_qn) {
|
||||
memmove(pin_q, pin_q + pin_qh, sizeof *pin_q * (pin_qn - pin_qh));
|
||||
pin_qn -= pin_qh, pin_qh = 0;
|
||||
}
|
||||
if (pin_qn == pin_qcap) {
|
||||
pin_qcap = pin_qcap ? pin_qcap * 2 : 4096;
|
||||
if (!(pin_q = realloc(pin_q, sizeof *pin_q * pin_qcap))) rt_fatal("nvn: out of memory (texture pin queue)");
|
||||
}
|
||||
pin_q[pin_qn++] = (pin_due){p, at};
|
||||
p->queued = 1;
|
||||
}
|
||||
|
||||
static const tex_t *tex_pin(const NVNtexture *nt) {
|
||||
const tex_t *t = (const tex_t *)nt;
|
||||
if (!t) return NULL;
|
||||
uint64_t serial = t->serial;
|
||||
if (!serial) rt_fatal("nvn: a recording references the uninitialized texture object %p", (const void *)t);
|
||||
plat_mutex_lock_shared(&pin_lock);
|
||||
const tex_t *r = nvn_hm_get(&pins, &serial);
|
||||
uint64_t now = __atomic_load_n(&nsubmits, __ATOMIC_RELAXED);
|
||||
plat_mutex_lock_shared(&pin_lock); // nvn_pins_sweep frees under the exclusive lock
|
||||
pin_t *r = nvn_hm_get(&pins, &serial);
|
||||
if (r) __atomic_store_n(&r->last_use, now, __ATOMIC_RELAXED);
|
||||
plat_mutex_unlock_shared(&pin_lock);
|
||||
if (r) return r;
|
||||
if (r) return &r->t;
|
||||
plat_mutex_lock(&pin_lock);
|
||||
r = nvn_hm_get(&pins, &serial);
|
||||
if (!r) {
|
||||
tex_t *copy = malloc(sizeof *copy);
|
||||
if (!copy) rt_fatal("nvn: texture pin copy");
|
||||
*copy = *t;
|
||||
nvn_hm_put(&pins, &serial, copy);
|
||||
r = copy;
|
||||
if (!(r = malloc(sizeof *r))) rt_fatal("nvn: texture pin copy");
|
||||
*r = (pin_t){.t = *t};
|
||||
nvn_hm_put(&pins, &serial, r);
|
||||
pins_live++;
|
||||
pin_queue(r, now); // freed like any other if no copy ever names it
|
||||
}
|
||||
__atomic_store_n(&r->last_use, now, __ATOMIC_RELAXED);
|
||||
plat_mutex_unlock(&pin_lock);
|
||||
return &r->t;
|
||||
}
|
||||
|
||||
// The pins an op's payload names, into out (at most 9); returns how many.
|
||||
static int op_pins(uint32_t op, const void *a, const tex_t *out[9]) {
|
||||
int k = 0;
|
||||
switch (op) {
|
||||
case OP_SET_RT: {
|
||||
const p_set_rt *r = a;
|
||||
int n = r->n < 0 ? 0 : r->n > 8 ? 8 : r->n;
|
||||
for (int i = 0; i < n; i++)
|
||||
if (r->color[i]) out[k++] = r->color[i];
|
||||
if (r->depth) out[k++] = r->depth;
|
||||
break;
|
||||
}
|
||||
case OP_COPY_B2T: case OP_COPY_T2B:
|
||||
if (((const p_copy_b2t *)a)->tex) out[k++] = ((const p_copy_b2t *)a)->tex;
|
||||
break;
|
||||
case OP_CLEAR_TEX:
|
||||
if (((const p_clear_tex *)a)->tex) out[k++] = ((const p_clear_tex *)a)->tex;
|
||||
break;
|
||||
case OP_COPY_T2T: {
|
||||
const p_copy_t2t *c = a;
|
||||
if (c->src) out[k++] = c->src;
|
||||
if (c->dst) out[k++] = c->dst;
|
||||
break;
|
||||
}
|
||||
default: break;
|
||||
}
|
||||
return k;
|
||||
}
|
||||
|
||||
static void pin_ref(const tex_t *t, int delta, uint64_t now) {
|
||||
pin_t *p = (pin_t *)(uintptr_t)t;
|
||||
if (delta > 0) {
|
||||
__atomic_add_fetch(&p->refs, 1, __ATOMIC_RELAXED);
|
||||
return;
|
||||
}
|
||||
__atomic_store_n(&p->last_use, now, __ATOMIC_RELAXED);
|
||||
if (__atomic_sub_fetch(&p->refs, 1, __ATOMIC_ACQ_REL)) return;
|
||||
plat_mutex_lock(&pin_lock);
|
||||
pin_queue(p, now);
|
||||
plat_mutex_unlock(&pin_lock);
|
||||
}
|
||||
|
||||
// Counts (delta 1) or uncounts (-1) the pins named by the copy at handle, OP_BEGIN to OP_END; returns how many.
|
||||
static uint32_t pin_refs(const uint8_t *copy, int delta) {
|
||||
uint64_t now = __atomic_load_n(&nsubmits, __ATOMIC_RELAXED);
|
||||
uint32_t n = 0;
|
||||
for (const op_hdr *h = nvn_op_first((uintptr_t)copy); h->op != OP_END; h = nvn_op_next(h)) {
|
||||
const tex_t *p[9];
|
||||
int k = op_pins(h->op, nvn_op_payload(h), p);
|
||||
for (int i = 0; i < k; i++) pin_ref(p[i], delta, now);
|
||||
n += (uint32_t)k;
|
||||
}
|
||||
return n;
|
||||
}
|
||||
|
||||
void nvn_pins_sweep(uint64_t now, const tex_t *const *keep, int nkeep) {
|
||||
if (now < NVN_PIN_AGE) return;
|
||||
static int on = -1;
|
||||
if (on < 0) {
|
||||
const char *s = cfg_get("TOTK_PIN_SWEEP");
|
||||
on = !(s && !strcmp(s, "0"));
|
||||
if (!on) rt_log("nvn: TOTK_PIN_SWEEP=0: texture pin copies are kept for the run (the heap grows in long sessions)");
|
||||
}
|
||||
if (!on) return;
|
||||
static uint64_t logged;
|
||||
plat_mutex_lock(&pin_lock);
|
||||
for (int budget = 1024; pin_qh < pin_qn && budget; budget--) {
|
||||
pin_due d = pin_q[pin_qh];
|
||||
if (d.at > now - NVN_PIN_AGE) break;
|
||||
pin_qh++;
|
||||
pin_t *p = d.p;
|
||||
p->queued = 0;
|
||||
if (__atomic_load_n(&p->refs, __ATOMIC_ACQUIRE)) continue; // queued again when the count falls to 0
|
||||
uint64_t last = __atomic_load_n(&p->last_use, __ATOMIC_RELAXED);
|
||||
int kept = 0;
|
||||
for (int i = 0; i < nkeep; i++) kept |= keep[i] == &p->t;
|
||||
if (kept || last > now - NVN_PIN_AGE) {
|
||||
pin_queue(p, kept ? now : last);
|
||||
continue;
|
||||
}
|
||||
nvn_hm_del(&pins, &p->t.serial);
|
||||
free(p);
|
||||
pins_live--, pins_freed++;
|
||||
}
|
||||
if (now / 7200 != logged) {
|
||||
logged = now / 7200;
|
||||
rt_log("nvn: texture pins at submit %llu: %llu live, %llu waiting, %llu freed so far", (unsigned long long)now,
|
||||
(unsigned long long)pins_live, (unsigned long long)(pin_qn - pin_qh), (unsigned long long)pins_freed);
|
||||
}
|
||||
plat_mutex_unlock(&pin_lock);
|
||||
return r;
|
||||
}
|
||||
|
||||
void nvn_pins_stats(uint64_t *live, uint64_t *freed) {
|
||||
plat_mutex_lock_shared(&pin_lock);
|
||||
*live = pins_live, *freed = pins_freed;
|
||||
plat_mutex_unlock_shared(&pin_lock);
|
||||
}
|
||||
|
||||
// ---------- recording copies
|
||||
@@ -266,14 +406,15 @@ static const tex_t *tex_pin(const NVNtexture *nt) {
|
||||
// adding control memory again releases the copies recorded there without walking every live copy. 4 KiB pages cost
|
||||
// about 500 lookups per AddControlMemory under the exclusive lock (1.4.3 field: 53 calls a frame, 2 MiB ranges, 3.7
|
||||
// copies per page), and the recording threads waited on it.
|
||||
typedef struct { uint64_t magic, bytes, made_at, used_at, deferred; } copy_prefix; // deferred: 0 unknown, 1 none, 2 some
|
||||
// deferred: 0 unknown, 1 none, 2 some; pins: texture pins its ops name, counted in their refs (pin_refs)
|
||||
typedef struct { uint64_t magic, bytes, made_at, used_at, deferred, pins; } copy_prefix;
|
||||
_Static_assert(sizeof(copy_prefix) % 8 == 0, "records stay 8-byte aligned");
|
||||
typedef struct { uintptr_t lo, hi; uint8_t *copy; } cmd_copy;
|
||||
typedef struct { cmd_copy *v; uint32_t n, cap; } copy_bucket;
|
||||
static PlatMutex copy_lock = PLAT_MUTEX_INIT; // guards the two maps, the counters and every prefix
|
||||
static nvn_hmap copy_pages = {.klen = 8}; // page -> copy_bucket
|
||||
static nvn_hmap copy_live = {.klen = 8}; // handle -> copy_prefix of a live copy
|
||||
static uint64_t ncopies, copy_bytes, copies_made, nsubmits;
|
||||
static uint64_t ncopies, copy_bytes, copies_made;
|
||||
// Asynchronous replay: copies released by the game, and per-submission clones, that a queued submission still reads.
|
||||
// Freed once gfx_replayed_submits() reaches their used_at. Empty with synchronous replay.
|
||||
static copy_prefix **zombies;
|
||||
@@ -288,10 +429,15 @@ static void zombie_add(copy_prefix *pf) { // copy_lock held
|
||||
zombies[nzombies++] = pf;
|
||||
}
|
||||
|
||||
static void copy_free(copy_prefix *pf) { // copy_lock held
|
||||
if (pf->pins) pin_refs((const uint8_t *)(pf + 1), -1);
|
||||
free(pf);
|
||||
}
|
||||
|
||||
static void zombie_sweep(uint64_t replayed) { // copy_lock held
|
||||
for (uint32_t i = 0; i < nzombies;) {
|
||||
if (zombies[i]->used_at <= replayed) {
|
||||
free(zombies[i]);
|
||||
copy_free(zombies[i]);
|
||||
zombies[i] = zombies[--nzombies];
|
||||
} else {
|
||||
i++;
|
||||
@@ -337,19 +483,24 @@ static uint8_t *flatten_recording(const uint8_t *p, size_t n) {
|
||||
uint8_t *out = realloc_wait(NULL, sizeof(copy_prefix) + n, "command copy");
|
||||
if (!out) rt_fatal("nvn: command copy allocation");
|
||||
memcpy(out + sizeof(copy_prefix), p, n);
|
||||
uint64_t pins_named = 0;
|
||||
for (size_t at = 0;;) { // the records stay checked: a corrupt one stops here, not in the replay
|
||||
op_hdr h;
|
||||
memcpy(&h, p + at, sizeof h);
|
||||
if (h.size < 8 || (h.size & 7) || h.op >= OP_COUNT_ || h.op == OP_JUMP || h.op == OP_CALL || at + h.size > n ||
|
||||
(!at && h.op != OP_BEGIN))
|
||||
rt_fatal("nvn: corrupt recording at %p (op %u size %u)", (const void *)(p + at), h.op, h.size);
|
||||
const tex_t *pinned[9];
|
||||
int k = op_pins(h.op, out + sizeof(copy_prefix) + at + 8, pinned);
|
||||
for (int i = 0; i < k; i++) pin_ref(pinned[i], 1, 0);
|
||||
pins_named += (uint64_t)k;
|
||||
at += h.size;
|
||||
if (h.op == OP_END) {
|
||||
if (at != n) rt_fatal("nvn: recording at %p ends at %zu of %zu bytes", (const void *)p, at, n);
|
||||
break;
|
||||
}
|
||||
}
|
||||
*(copy_prefix *)out = (copy_prefix){COPY_MAGIC, n, 0, 0};
|
||||
*(copy_prefix *)out = (copy_prefix){.magic = COPY_MAGIC, .bytes = n, .pins = pins_named};
|
||||
return out + sizeof(copy_prefix);
|
||||
}
|
||||
|
||||
@@ -399,7 +550,7 @@ static void release_copies(uintptr_t lo, uintptr_t hi) {
|
||||
copy_bytes -= pf->bytes;
|
||||
pf->magic = 0;
|
||||
if (pf->used_at > replayed) zombie_add(pf); // a queued submission still reads it
|
||||
else free(pf);
|
||||
else copy_free(pf);
|
||||
b->v[i] = b->v[--b->n];
|
||||
}
|
||||
if (!b->n) {
|
||||
@@ -1035,6 +1186,7 @@ void nvn_submit_prepare_async(const uint64_t *handles, uint64_t *out, int n) {
|
||||
copy_prefix *cl = malloc(sz);
|
||||
if (!cl) rt_fatal("nvn: out of memory (recording clone, %zu bytes)", sz);
|
||||
memcpy(cl, pf, sz);
|
||||
if (cl->pins) pin_refs((const uint8_t *)(cl + 1), 1);
|
||||
cl->magic = 0; // not a live handle: the game never sees it
|
||||
cl->used_at = now;
|
||||
zombie_add(cl);
|
||||
|
||||
@@ -197,6 +197,7 @@ NVN_API(nvnTextureInitialize) {
|
||||
o->magic = NVN_TEX_MAGIC;
|
||||
o->d = s->d;
|
||||
o->pool = s->pool;
|
||||
o->pool_flags = s->pool ? (uint16_t)s->pool->flags : 0;
|
||||
o->off = s->off;
|
||||
o->has_layout = s->has_layout;
|
||||
memcpy(o->layout, s->layout, 8);
|
||||
@@ -698,6 +699,7 @@ NVN_API(nvnQueuePresentTexture) {
|
||||
win_t *o = arg_p(c, 1);
|
||||
int idx = (int)arg_x(c, 2);
|
||||
movie_tick(c); // ov_movie.c: hand over decoded movie frames that are due; needs the core, so before the wait
|
||||
res_present(c); // resolution.c: a DLSS mode change sets the game's render size again, between frames
|
||||
NVN_BLOCKING();
|
||||
if (o->magic != NVN_WIN_MAGIC || idx < 0 || idx >= o->ntex || idx >= 4 || !o->tex[idx])
|
||||
rt_fatal("nvn: QueuePresentTexture of image %d on window %p", idx, (void *)o);
|
||||
|
||||
@@ -48,6 +48,9 @@ typedef struct {
|
||||
} tex_builder_t; FITS(tex_builder_t, NVNtextureBuilder);
|
||||
typedef struct {
|
||||
uint32_t magic; nvn_texdesc d; uint8_t has_layout, layout[8];
|
||||
uint16_t pool_flags; // the pool's flags at Initialize (in the padding): a game may finalize and free
|
||||
// the pool object while the back end still looks the texture up, and the
|
||||
// driver keeps no pointer to it either
|
||||
nvn_texlayout L; uint8_t *mem; pool_t *pool; int64_t off;
|
||||
uint64_t serial; // Initialization serial: the back end uses it to find its texture in the host table (the game may copy the object by value, so object pointers cannot be stored)
|
||||
} tex_t; FITS(tex_t, NVNtexture);
|
||||
|
||||
@@ -694,6 +694,55 @@ static void parse_all(uint64_t h) {
|
||||
n_ops = OP_COUNT_ - OP_SIGNAL_EVENT;
|
||||
}
|
||||
|
||||
// A recording naming tex3 as its render target; *pin: the texture pin in its SET_RT payload.
|
||||
static uint64_t record_target(uint8_t *ctl, const tex_t **pin) {
|
||||
const NVNtexture *colors[1] = {&tex3};
|
||||
begin(&cmd2, ctl, 0x3a000);
|
||||
CALL(nvnCommandBufferSetRenderTargets, U(&cmd2), 1, U(colors), 0, 0, 0);
|
||||
uint64_t h = CALL(nvnCommandBufferEndRecording, U(&cmd2));
|
||||
*pin = NULL;
|
||||
for (const op_hdr *o = nvn_op_first(h); o->op != OP_END; o = nvn_op_next(o))
|
||||
if (o->op == OP_SET_RT) *pin = ((const p_set_rt *)nvn_op_payload(o))->color[0];
|
||||
return h;
|
||||
}
|
||||
|
||||
// Texture pins are freed NVN_PIN_AGE submits after the last recording copy naming them is released, unless the replay
|
||||
// keeps them as its current render targets; a texture named again gets a new pin.
|
||||
static void probe_pins(void) {
|
||||
uint8_t *ctl = mem_kernel_alloc(0x1000, 16);
|
||||
set_tex(NVN_FORMAT_RGBA8, 16, 16, 1, 0x20000);
|
||||
CHECK((uint8_t)CALL(nvnTextureInitialize, U(&tex3), U(&texb)) == 1, "pin probe texture");
|
||||
uint64_t serial = ((const tex_t *)(const void *)&tex3)->serial;
|
||||
uint64_t live0, freed0, live, freed;
|
||||
nvn_pins_stats(&live0, &freed0);
|
||||
const tex_t *pin;
|
||||
uint64_t h = record_target(ctl, &pin);
|
||||
nvn_pins_stats(&live, &freed);
|
||||
CHECK(pin && pin->serial == serial && live == live0 + 1, "a recording naming a new texture makes one pin");
|
||||
uint64_t s = nvn_submit_count();
|
||||
nvn_pins_sweep(s + 10 * NVN_PIN_AGE, NULL, 0);
|
||||
nvn_pins_stats(&live, &freed);
|
||||
CHECK(live == live0 + 1 && freed == freed0 && nvn_handle_live(h), "a pin a live recording names stays");
|
||||
CALL(nvnCommandBufferAddControlMemory, U(&cmd2), U(ctl), 0x1000); // retires h: the pin has no copy left
|
||||
CHECK(!nvn_handle_live(h), "the pin's recording is retired");
|
||||
nvn_pins_sweep(s + NVN_PIN_AGE - 1, NULL, 0);
|
||||
nvn_pins_stats(&live, &freed);
|
||||
CHECK(live == live0 + 1 && freed == freed0, "a pin stays NVN_PIN_AGE submits after its last copy went");
|
||||
nvn_pins_sweep(s + NVN_PIN_AGE, &pin, 1);
|
||||
nvn_pins_stats(&live, &freed);
|
||||
CHECK(live == live0 + 1 && freed == freed0, "the replay's current render target is kept");
|
||||
nvn_pins_sweep(s + 2 * NVN_PIN_AGE, NULL, 0);
|
||||
nvn_pins_stats(&live, &freed);
|
||||
CHECK(live == live0 && freed == freed0 + 1, "an unnamed, unkept pin is freed (live %llu of %llu, freed %llu of %llu)",
|
||||
(unsigned long long)live, (unsigned long long)live0, (unsigned long long)freed, (unsigned long long)freed0 + 1);
|
||||
h = record_target(ctl, &pin);
|
||||
nvn_pins_stats(&live, &freed);
|
||||
CHECK(pin && pin->serial == serial && live == live0 + 1, "naming the texture again makes a new pin");
|
||||
CALL(nvnCommandBufferAddControlMemory, U(&cmd2), U(ctl), 0x1000);
|
||||
CALL(nvnCommandBufferFinalize, U(&cmd2));
|
||||
CALL(nvnTextureFinalize, U(&tex3));
|
||||
}
|
||||
|
||||
static void probe_commands(void) {
|
||||
ctlmem1 = mem_kernel_alloc(0x1000, 16);
|
||||
ctlmem2 = mem_kernel_alloc(0x1000, 16);
|
||||
@@ -722,6 +771,7 @@ static void probe_commands(void) {
|
||||
CALL(nvnCommandBufferAddControlMemory, U(&cmd2), U(ctlmem2), 0x1000);
|
||||
CHECK(!nvn_handle_live(h2) && nvn_handle_live(h), "reusing control memory retires only the handles recorded in it");
|
||||
CALL(nvnCommandBufferFinalize, U(&cmd2));
|
||||
probe_pins();
|
||||
n_objects += 5;
|
||||
}
|
||||
|
||||
|
||||
+62
-4
@@ -12,6 +12,7 @@
|
||||
#include <string.h>
|
||||
#include <time.h>
|
||||
|
||||
#include "amiibo.h"
|
||||
#include "cfg.h"
|
||||
#include "fs.h"
|
||||
#include "gfx.h"
|
||||
@@ -25,6 +26,7 @@
|
||||
|
||||
#define CHILD_ENV "TOTK_PROBE_SERVICES_CHILD"
|
||||
#define TRY_WAIT_SYSTEM_EVENT "_ZN2nn2os18TryWaitSystemEventEPNS0_15SystemEventTypeE"
|
||||
#define DESTROY_SYSTEM_EVENT "_ZN2nn2os18DestroySystemEventEPNS0_15SystemEventTypeE"
|
||||
|
||||
typedef struct { const char *key, *name; int fatal; uint64_t addr; int bound, calls; } Ov;
|
||||
static Ov ovs[] = {
|
||||
@@ -386,6 +388,43 @@ static void probe_applet(void) {
|
||||
CHECK(event_works(activate, 0), "the nfp activate event is set without an amiibo on the reader");
|
||||
CHECK((uint32_t)CALL("nfp.StartDetection", U(handles)) == 0, "nfp StartDetection");
|
||||
CHECK((uint32_t)CALL("nfp.StopDetection", U(handles)) == 0, "nfp StopDetection");
|
||||
// The game attaches again before each detection: DestroySystemEvent on the attached event, then Attach* on the
|
||||
// same SystemEventType. Both events must work again afterwards.
|
||||
static uint64_t destroy;
|
||||
if (!destroy && !(destroy = ldr_symbol(DESTROY_SYSTEM_EVENT))) rt_fatal("probe-services: no %s", DESTROY_SYSTEM_EVENT);
|
||||
rt_call(gc, destroy, 1, activate);
|
||||
rt_call(gc, destroy, 1, deactivate);
|
||||
CHECK(CALL("nfp.AttachActivateEvent", activate, U(handles)) == 0, "nfp AttachActivateEvent again");
|
||||
CHECK(CALL("nfp.AttachDeactivateEvent", deactivate, U(handles)) == 0, "nfp AttachDeactivateEvent again");
|
||||
int reattached = event_works(activate, 0) && event_works(deactivate, 0);
|
||||
CHECK(reattached, "the nfp events do not work after DestroySystemEvent and a second Attach");
|
||||
CHECK((uint32_t)CALL("nfp.StartDetection", U(handles)) == 0, "nfp StartDetection again");
|
||||
// An amiibo's NTAG215 header: UID with its two check bytes, static lock 0F E0, capability container F1 10 FF EE.
|
||||
// The loader takes it and refuses the same file with a plain NDEF container (E1).
|
||||
static const uint8_t head[16] = {0x04, 0x11, 0x22, 0x88 ^ 0x04 ^ 0x11 ^ 0x22, 0x33, 0x44, 0x55, 0x66,
|
||||
0x33 ^ 0x44 ^ 0x55 ^ 0x66, 0x48, 0x0F, 0xE0, 0xF1, 0x10, 0xFF, 0xEE};
|
||||
uint8_t dump[AMIIBO_DUMP_SIZE] = {0};
|
||||
memcpy(dump, head, sizeof head);
|
||||
// Link (Archer): character 0x0100, variant 0, figure type 0, model number 0x0353, series 9, format 02
|
||||
static const uint8_t id[8] = {0x01, 0x00, 0x00, 0x00, 0x03, 0x53, 0x09, 0x02};
|
||||
memcpy(dump + 0x54, id, sizeof id);
|
||||
const char *dump_path = "probe-amiibo.bin";
|
||||
int amiibo_ok = plat_file_write(dump_path, dump, sizeof dump) && amiibo_load_file(dump_path);
|
||||
// TagInfo carries the 7-byte UID without its check byte; ModelInfo has the series at 3, the model number
|
||||
// little-endian at 4 and the figure type at 6
|
||||
uint8_t ti[0x58], mi[0x40];
|
||||
amiibo_get_tag_info(ti);
|
||||
amiibo_get_model_info(mi);
|
||||
static const uint8_t want_uid[7] = {0x04, 0x11, 0x22, 0x33, 0x44, 0x55, 0x66};
|
||||
static const uint8_t want_model[7] = {0x01, 0x00, 0x00, 0x09, 0x53, 0x03, 0x00};
|
||||
CHECK(amiibo_ok && !memcmp(ti, want_uid, 7) && ti[0x0A] == 7, "amiibo TagInfo UID %02x %02x %02x %02x %02x %02x %02x",
|
||||
ti[0], ti[1], ti[2], ti[3], ti[4], ti[5], ti[6]);
|
||||
CHECK(amiibo_ok && !memcmp(mi, want_model, 7), "amiibo ModelInfo %02x %02x %02x %02x %02x %02x %02x", mi[0], mi[1],
|
||||
mi[2], mi[3], mi[4], mi[5], mi[6]);
|
||||
dump[0x0C] = 0xE1;
|
||||
amiibo_ok = amiibo_ok && plat_file_write(dump_path, dump, sizeof dump) && !amiibo_load_file(dump_path);
|
||||
plat_fs_unlink(dump_path);
|
||||
CHECK(amiibo_ok, "the amiibo loader refuses a dump with the amiibo capability container, or takes a plain NDEF one");
|
||||
CHECK(CALL("nfp.Finalize", 0) == 0 && (uint32_t)CALL("nfp.GetState", 0) == 0, "nfp finalize");
|
||||
CALL("err.ShowError", 0x2a8);
|
||||
CALL("nndiagStartup", 0);
|
||||
@@ -395,7 +434,8 @@ static void probe_applet(void) {
|
||||
CALL("pctl.Initialize", 0);
|
||||
CALL("diag.InitializeApplicationAbortObserver", 0);
|
||||
printf("applet/prepo/nfp/err: launch parameter none, volume balance, play reports local, an NFC reader without "
|
||||
"an amiibo, availability event (bound through the SDK's CreateSystemEvent) %s\n", nfp_event ? "ok" : "FAILED");
|
||||
"an amiibo, availability event (bound through the SDK's CreateSystemEvent) %s, activate and deactivate events "
|
||||
"destroyed and attached again %s\n", nfp_event ? "ok" : "FAILED", reattached ? "ok" : "FAILED");
|
||||
}
|
||||
|
||||
static void probe_account(void) {
|
||||
@@ -849,15 +889,33 @@ static void probe_menu_text(void) {
|
||||
CHECK(!strcmp(ui_text_in("ru", UI_SWKBD_OK), "ОК") && !strcmp(ui_text_in("de", UI_SWKBD_CANCEL), "Abbrechen") &&
|
||||
!strcmp(ui_text_in("en", UI_SWKBD_OK), "OK"), "keyboard texts changed");
|
||||
// language names: the same string in every row
|
||||
for (int id = UI_MENU_LANGNAME_EN; id <= UI_MENU_LANGNAME_PT_BR; id++)
|
||||
for (int id = UI_MENU_LANGNAME_EN; id <= UI_MENU_LANGNAME_ES_419; id++)
|
||||
for (size_t i = 1; i < sizeof langs / sizeof *langs; i++)
|
||||
CHECK(!strcmp(ui_text_in(langs[i], (UiTextId)id), ui_text_in("en", (UiTextId)id)), "language name %d differs in %s", id, langs[i]);
|
||||
CHECK(!strcmp(ui_text_in("en", UI_MENU_LANGNAME_RU), "Русский"), "Russian is not shown as Russian");
|
||||
// game language list: pt-BR only where the build ships USpt; the Switch variants are entries of their own
|
||||
{
|
||||
UiGameLang gl[16];
|
||||
int n121 = ui_text_game_langs(121, gl, 16), has[16] = {0};
|
||||
for (int i = 0; i < n121; i++) CHECK(strcmp(gl[i].code, "pt-BR"), "1.2.1 game language list offers pt-BR");
|
||||
int n143 = ui_text_game_langs(143, gl, 16), pt = 0;
|
||||
for (int i = 0; i < n143; i++) {
|
||||
pt |= !strcmp(gl[i].code, "pt-BR");
|
||||
for (int j = 0; j < i; j++) CHECK(strcmp(gl[i].code, gl[j].code), "duplicate game language %s", gl[i].code);
|
||||
}
|
||||
CHECK(pt && n143 == n121 + 1, "1.4.3 game language list lacks pt-BR");
|
||||
static const char *const want[] = {"en-GB", "fr-CA", "es-419"};
|
||||
for (int w = 0; w < 3; w++)
|
||||
for (int i = 0; i < n143; i++) has[w] |= !strcmp(gl[i].code, want[w]);
|
||||
CHECK(has[0] && has[1] && has[2], "game language list lacks en-GB, fr-CA or es-419");
|
||||
}
|
||||
// the overlay formats keep their conversions
|
||||
CHECK(strstr(ui_text_in("ru", UI_MENU_OV_GAME_PCT), "%.0f%%") && strstr(ui_text_in("ru", UI_MENU_OV_MAX_MS), "%.1f"),
|
||||
CHECK(strstr(ui_text_in("ru", UI_MENU_OV_GAME_PCT), "%.0f%%") && strstr(ui_text_in("ru", UI_MENU_OV_MAX_MS), "%.1f") &&
|
||||
strstr(ui_text_in("ru", UI_MENU_OV_LOW1), "%.0f") && strstr(ui_text_in("ru", UI_MENU_OV_LOW01), "%.0f"),
|
||||
"overlay format lost its conversion");
|
||||
CHECK(strstr(ui_text_in("pt-BR", UI_MENU_OV_GAME_PCT), "%.0f%%") &&
|
||||
strstr(ui_text_in("pt-BR", UI_MENU_OV_MAX_MS), "%.1f"), "pt-BR overlay format lost its conversion");
|
||||
strstr(ui_text_in("pt-BR", UI_MENU_OV_MAX_MS), "%.1f") &&
|
||||
strstr(ui_text_in("pt-BR", UI_MENU_OV_LOW1), "%.0f") && strstr(ui_text_in("zh-Hans", UI_MENU_OV_LOW01), "%.0f"), "pt-BR overlay format lost its conversion");
|
||||
// a Brazilian game language gets the Brazilian keyboard row, Portugal's Portuguese keeps its own
|
||||
CHECK(!strcmp(ui_text_lang("pt-BR"), "pt-BR") && !strcmp(ui_text_lang("pt"), "pt") &&
|
||||
strcmp(ui_text_in("pt-BR", UI_SWKBD_PROMPT), ui_text_in("pt", UI_SWKBD_PROMPT)), "pt-BR keyboard row not used");
|
||||
|
||||
@@ -32,6 +32,14 @@ static float g_ring[PERF_HISTORY];
|
||||
static uint64_t g_ring_at[PERF_HISTORY]; // when each frame ended
|
||||
static int g_ring_n, g_ring_pos;
|
||||
|
||||
// The lows: a histogram of the frame times (perf.c's 0.25 ms bins) over the last LOW_SLICES seconds, kept as one slice
|
||||
// per second so the oldest second drops out whole. Per frame: one increment. The percentiles are read twice a second.
|
||||
#define LOW_BINS 1024
|
||||
#define LOW_SLICES 10
|
||||
static uint16_t g_low_hist[LOW_SLICES][LOW_BINS];
|
||||
static int g_low_cur;
|
||||
static uint64_t g_low_t0;
|
||||
|
||||
// The per-frame counters, summed since t0 (the overlay's lines are averages over half a second).
|
||||
static struct {
|
||||
uint64_t t0, frames, gpu0;
|
||||
@@ -47,6 +55,14 @@ void perfmon_frame(uint64_t now, uint64_t interval_ns, const uint64_t *wait_ns,
|
||||
g_ring_at[g_ring_pos] = now;
|
||||
g_ring_pos = (g_ring_pos + 1) % PERF_HISTORY;
|
||||
if (g_ring_n < PERF_HISTORY) g_ring_n++;
|
||||
if (now - g_low_t0 >= 1000000000ull) { // the next second: its slice starts empty
|
||||
g_low_cur = (g_low_cur + 1) % LOW_SLICES;
|
||||
memset(g_low_hist[g_low_cur], 0, sizeof g_low_hist[0]);
|
||||
g_low_t0 = now;
|
||||
}
|
||||
uint64_t bin = interval_ns / 250000ull;
|
||||
uint16_t *h = &g_low_hist[g_low_cur][bin < LOW_BINS ? bin : LOW_BINS - 1];
|
||||
if (*h < 65535) (*h)++;
|
||||
}
|
||||
g_win.frames++;
|
||||
g_win.replay += replay_ns / 1e6;
|
||||
@@ -76,9 +92,27 @@ static void frames_summary(PerfStats *s, uint64_t now) { // (lock held)
|
||||
}
|
||||
}
|
||||
|
||||
// The fps of the slowest 1% and 0.1% of the frames in the window (the bin's upper edge, as perf.c's summary does); -1
|
||||
// when the window holds too few frames. (lock held)
|
||||
static void lows_summary(PerfStats *s) {
|
||||
uint32_t total = 0;
|
||||
for (int k = 0; k < LOW_SLICES; k++)
|
||||
for (int b = 0; b < LOW_BINS; b++) total += g_low_hist[k][b];
|
||||
s->low1_fps = s->low01_fps = -1;
|
||||
if (total < 100) return;
|
||||
uint32_t cut1 = (total + 99) / 100, cut01 = (total + 999) / 1000, acc = 0;
|
||||
for (int b = LOW_BINS - 1; b >= 0 && s->low1_fps < 0; b--) {
|
||||
for (int k = 0; k < LOW_SLICES; k++) acc += g_low_hist[k][b];
|
||||
float fps = 1000.0f / ((b + 1) * 0.25f);
|
||||
if (s->low01_fps < 0 && acc >= cut01) s->low01_fps = fps;
|
||||
if (acc >= cut1) s->low1_fps = fps;
|
||||
}
|
||||
}
|
||||
|
||||
// Every half second: the window's sums as per-frame averages into g_stats, and a new window. (lock held)
|
||||
static void counters_summary(uint64_t now) {
|
||||
if (now - g_win.t0 < 500000000ull) return;
|
||||
lows_summary(&g_stats);
|
||||
uint64_t gpu = perf_gpu_busy_total();
|
||||
if (g_win.t0 && g_win.frames) {
|
||||
double n = (double)g_win.frames;
|
||||
@@ -342,6 +376,8 @@ void perfmon_mode(int mode) {
|
||||
}
|
||||
if (!mode) { // the next start begins a new graph and a new counter window
|
||||
g_ring_n = g_ring_pos = 0;
|
||||
memset(g_low_hist, 0, sizeof g_low_hist);
|
||||
g_low_t0 = 0;
|
||||
memset(&g_win, 0, sizeof g_win);
|
||||
}
|
||||
plat_mutex_unlock(&g_lock);
|
||||
|
||||
@@ -17,6 +17,8 @@ extern "C" {
|
||||
typedef struct {
|
||||
// the game's frames (presents), over the last second
|
||||
float fps, frame_ms_avg, frame_ms_max;
|
||||
// fps of the slowest 1% and 0.1% of the frames over the last ten seconds (-1: too few frames yet)
|
||||
float low1_fps, low01_fps;
|
||||
float frame_ms[PERF_HISTORY]; // oldest first
|
||||
// CPU: the whole machine and this process, percent of all logical processors
|
||||
char cpu_name[64];
|
||||
|
||||
@@ -22,9 +22,11 @@
|
||||
#include <sys/prctl.h>
|
||||
#include <sys/random.h>
|
||||
#include <sys/resource.h>
|
||||
#include <sys/socket.h>
|
||||
#include <sys/stat.h>
|
||||
#include <sys/syscall.h>
|
||||
#include <sys/uio.h>
|
||||
#include <sys/un.h>
|
||||
#include <sys/utsname.h>
|
||||
#include <sys/wait.h>
|
||||
#include <time.h>
|
||||
@@ -916,8 +918,9 @@ uint64_t plat_mem_written(uint64_t addr, uint64_t n, uint64_t *pages, uint64_t m
|
||||
}
|
||||
|
||||
// One handler for the synchronous faults. A SIGSEGV whose page-fault error code has the write bit set goes to the
|
||||
// write-fault hook first (memory.c thaws a frozen region); a fault in this executable's code then goes to the crash
|
||||
// hook (main.c); anything else gets the default action. Runs on the thread's signal stack.
|
||||
// write-fault hook first (memory.c thaws a frozen region); any other fault, in this executable or in a library (Mesa,
|
||||
// SDL), then goes to the crash hook (main.c), which reports it and ends the process. Without a crash hook the fault
|
||||
// gets the default action. Runs on the thread's signal stack.
|
||||
static int (*fault_hook)(uint64_t addr);
|
||||
static void (*crash_fn)(const PlatCrash *c);
|
||||
|
||||
@@ -927,10 +930,17 @@ static void fault_handler(int sig, siginfo_t *si, void *uc) {
|
||||
if (sig == SIGSEGV && fault_hook && (err & 2) && fault_hook((uint64_t)(uintptr_t)si->si_addr)) return;
|
||||
uintptr_t rip = (uintptr_t)u->uc_mcontext.gregs[REG_RIP];
|
||||
Dl_info at, self;
|
||||
if (crash_fn && dladdr((void *)rip, &at) && dladdr((void *)plat_crash_hook, &self) && at.dli_fbase == self.dli_fbase) {
|
||||
if (crash_fn) {
|
||||
int found = dladdr((void *)rip, &at) && at.dli_fname;
|
||||
PlatCrash c = {sig == SIGSEGV ? "access violation" : sig == SIGBUS ? "bus error"
|
||||
: sig == SIGILL ? "illegal instruction" : "arithmetic exception",
|
||||
(uint32_t)sig, rip, rip - (uintptr_t)self.dli_fbase, -1, 0};
|
||||
(uint32_t)sig, rip, found ? rip - (uintptr_t)at.dli_fbase : rip, -1, 0};
|
||||
if (!found) {
|
||||
c.module = "";
|
||||
} else if (!dladdr((void *)plat_crash_hook, &self) || at.dli_fbase != self.dli_fbase) {
|
||||
const char *n = strrchr(at.dli_fname, '/');
|
||||
c.module = n ? n + 1 : at.dli_fname;
|
||||
}
|
||||
if (sig == SIGSEGV || sig == SIGBUS)
|
||||
c.access = (err & 16) ? 8 : (err & 2) ? 1 : 0, c.addr = (uint64_t)(uintptr_t)si->si_addr;
|
||||
crash_fn(&c);
|
||||
@@ -1038,6 +1048,8 @@ const void *plat_file_map(PlatFile *f) {
|
||||
return v == MAP_FAILED ? NULL : v;
|
||||
}
|
||||
|
||||
int plat_fs_os_error(void) { return errno; }
|
||||
|
||||
static int fs_err(int e) {
|
||||
switch (e) {
|
||||
case ENOENT: case ENOTDIR: return PLAT_FS_NOT_FOUND;
|
||||
@@ -1263,7 +1275,16 @@ int plat_stderr_path(char *out, size_t cap) {
|
||||
|
||||
// ---- process
|
||||
|
||||
#ifdef TOTK_PGO_GEN
|
||||
// compiler-rt's profile runtime (an instrumented build, tools/build_game.py --pgo gen). It writes its counters from an
|
||||
// atexit handler, which _exit skips; __llvm_profile_dump writes them once and makes later writes no-ops.
|
||||
int __llvm_profile_dump(void);
|
||||
#endif
|
||||
|
||||
void plat_exit(int code) {
|
||||
#ifdef TOTK_PGO_GEN
|
||||
__llvm_profile_dump();
|
||||
#endif
|
||||
fflush(stdout);
|
||||
fflush(stderr);
|
||||
_exit(code);
|
||||
@@ -1654,6 +1675,62 @@ long plat_child_read(PlatChild *c, void *buf, size_t cap) {
|
||||
return (long)k;
|
||||
}
|
||||
|
||||
// ---- local IPC (platform.h): Discord's Rich Presence Unix domain socket
|
||||
struct PlatIpc { int fd; };
|
||||
|
||||
PlatIpc *plat_ipc_connect(const char *name) {
|
||||
const char *dirs[] = {getenv("DISCORD_IPC_PATH"), getenv("XDG_RUNTIME_DIR"), getenv("TMPDIR"), "/tmp"};
|
||||
for (size_t d = 0; d < sizeof dirs / sizeof *dirs; d++) {
|
||||
if (!dirs[d] || !*dirs[d]) continue;
|
||||
char path[sizeof ((struct sockaddr_un *)0)->sun_path];
|
||||
if ((size_t)snprintf(path, sizeof path, "%s/%s", dirs[d], name) >= sizeof path) continue;
|
||||
int fd = socket(AF_UNIX, SOCK_STREAM | SOCK_CLOEXEC, 0);
|
||||
if (fd < 0) return NULL;
|
||||
struct sockaddr_un sa = {0};
|
||||
sa.sun_family = AF_UNIX;
|
||||
strcpy(sa.sun_path, path);
|
||||
if (connect(fd, (struct sockaddr *)&sa, sizeof sa) == 0) {
|
||||
PlatIpc *p = malloc(sizeof *p);
|
||||
if (!p) {
|
||||
close(fd);
|
||||
return NULL;
|
||||
}
|
||||
p->fd = fd;
|
||||
return p;
|
||||
}
|
||||
close(fd); // nothing listens at this path: the next directory may have it
|
||||
}
|
||||
return NULL;
|
||||
}
|
||||
|
||||
int plat_ipc_read(PlatIpc *p, void *buf, size_t n, uint32_t ms) {
|
||||
struct pollfd pf = {.fd = p->fd, .events = POLLIN};
|
||||
int r = poll(&pf, 1, (int)ms);
|
||||
if (r <= 0) return r < 0 && errno != EINTR ? -1 : 0;
|
||||
ssize_t got = recv(p->fd, buf, n, 0);
|
||||
return got > 0 ? (int)got : -1; // 0 bytes: the peer closed the socket
|
||||
}
|
||||
|
||||
int plat_ipc_write(PlatIpc *p, const void *buf, size_t n) {
|
||||
const uint8_t *at = buf;
|
||||
while (n) {
|
||||
ssize_t put = send(p->fd, at, n, MSG_NOSIGNAL); // a closed peer is an error, not a SIG_PIPE
|
||||
if (put <= 0) {
|
||||
if (put < 0 && errno == EINTR) continue;
|
||||
return 0;
|
||||
}
|
||||
at += put, n -= put;
|
||||
}
|
||||
return 1;
|
||||
}
|
||||
|
||||
void plat_ipc_close(PlatIpc *p) {
|
||||
if (!p) return;
|
||||
close(p->fd);
|
||||
free(p);
|
||||
}
|
||||
|
||||
|
||||
// ---- restart
|
||||
// TOTK_RESTART_WAIT names the process that called plat_restart, as its id and start time (field 22 of /proc/<pid>/stat,
|
||||
// clock ticks after boot): a process that has only reused the id is not waited for. Waiting keeps the new process off
|
||||
|
||||
@@ -218,19 +218,25 @@ void plat_mem_fault_hook(int (*fn)(uint64_t addr));
|
||||
// replaces this process with it (Linux). Environment changes made before the call are passed on.
|
||||
_Noreturn void plat_reexec(void);
|
||||
|
||||
// A crash in this executable's own code (an access violation, an illegal instruction, a division by zero, a stack
|
||||
// overflow) goes to fn, which reports it and must end the process. Faults in other modules (drivers) are left to the
|
||||
// OS. The write-fault hook above runs first. On Windows abort() (a failed assert, std::terminate) and an invalid
|
||||
// parameter to a C runtime function go there too, with the host frames in this executable: the C runtime ends the
|
||||
// process for both with 0xc0000409 and no exception.
|
||||
// A crash goes to fn, which reports it and must end the process. The write-fault hook above runs first.
|
||||
// - A fault in this executable's own code (an access violation, an illegal instruction, a division by zero, a stack
|
||||
// overflow) is reported as it happens.
|
||||
// - A fault in another module (a GPU driver, a system library) is reported only when nothing handles it: on Windows
|
||||
// from the unhandled-exception filter, with the return addresses in this executable on the faulting thread's stack,
|
||||
// so the report shows which host call ran into the driver; on Linux from the signal handler, without frames. Drivers
|
||||
// that raise and catch their own exceptions never reach fn.
|
||||
// - On Windows abort() (a failed assert, std::terminate) and an invalid parameter to a C runtime function go there
|
||||
// too, with the host frames in this executable: the C runtime ends the process for both with 0xc0000409 and no
|
||||
// exception.
|
||||
typedef struct {
|
||||
const char *what; // "access violation", "illegal instruction", ...
|
||||
uint32_t code; // the Windows exception code or the signal number
|
||||
uintptr_t rip, offset; // the faulting instruction, and its offset in the executable
|
||||
uintptr_t rip, offset; // the faulting instruction, and its offset in its module
|
||||
int access; // the data access that faulted: 0 read, 1 write, 8 execute; -1 when not an access
|
||||
uint64_t addr; // its address when access >= 0
|
||||
int nframes; // abort and invalid parameter: return addresses in this executable, innermost first
|
||||
uintptr_t frames[16]; // (rip is frames[0]); 0 for a fault, whose rip is exact
|
||||
int nframes; // return addresses in this executable, innermost first: for abort and invalid parameter
|
||||
uintptr_t frames[16]; // (rip is frames[0]) and for a fault in another module; 0 for a fault in this one
|
||||
const char *module; // the module holding rip: NULL for this executable, "" for none (a jump to address 0)
|
||||
} PlatCrash;
|
||||
void plat_crash_hook(void (*fn)(const PlatCrash *c));
|
||||
int plat_mem_read(uint64_t addr, void *out, size_t n); // copies n bytes, 0 instead of faulting on unmapped memory
|
||||
@@ -316,8 +322,9 @@ enum { PLAT_FS_OK, PLAT_FS_NOT_FOUND, PLAT_FS_EXISTS, PLAT_FS_NOT_EMPTY, PLAT_FS
|
||||
enum { PLAT_FS_MISSING = -1, PLAT_FS_FILE, PLAT_FS_DIR, PLAT_FS_LINK }; // plat_fs_kind; LINK: a symbolic link or
|
||||
// reparse point, never followed
|
||||
int plat_fs_kind(const char *path);
|
||||
int plat_fs_os_error(void); // the OS error code (GetLastError, errno) of this thread's last failed plat_fs_* call
|
||||
int plat_fs_mkdir(const char *path); // PLAT_FS_EXISTS when something is there
|
||||
int plat_fs_rmdir(const char *path); // an empty directory, or a link to one
|
||||
int plat_fs_rmdir(const char *path); // an empty directory (a read-only one too), or a link to one
|
||||
int plat_fs_unlink(const char *path); // a file or a link; a read-only one too
|
||||
// Renames a file or directory; never replaces (PLAT_FS_EXISTS). durable: the change is on the disk at return.
|
||||
int plat_fs_rename(const char *from, const char *to, int durable);
|
||||
@@ -412,6 +419,17 @@ void plat_child_stop(PlatChild *c); // kills the child and
|
||||
int plat_child_write(PlatChild *c, const void *data, size_t n); // 1 when all n bytes were written
|
||||
long plat_child_read(PlatChild *c, void *buf, size_t cap); // bytes read (at least 1); 0 or negative: pipe broke
|
||||
|
||||
// ---- local IPC: a stream connection to another program of this machine, one listen location per name (Discord's
|
||||
// Rich Presence, discord_rpc.c). On Windows the named pipe \\.\pipe\<name>; on Linux the Unix domain socket
|
||||
// <dir>/<name> with <dir> the first of $DISCORD_IPC_PATH, $XDG_RUNTIME_DIR, $TMPDIR and /tmp that has one.
|
||||
typedef struct PlatIpc PlatIpc;
|
||||
PlatIpc *plat_ipc_connect(const char *name); // NULL when nothing listens under that name
|
||||
// Up to n bytes, waiting at most ms for the first of them: bytes read, 0 none in time, -1 the connection broke.
|
||||
// The rest of what the peer wrote may still be in its buffer: a caller that needs a whole frame loops.
|
||||
int plat_ipc_read(PlatIpc *p, void *buf, size_t n, uint32_t ms);
|
||||
int plat_ipc_write(PlatIpc *p, const void *buf, size_t n); // 1 when all n bytes were written, 0 the connection broke
|
||||
void plat_ipc_close(PlatIpc *p);
|
||||
|
||||
// ---- restart: this program again, in a new process that starts once this one is gone
|
||||
// Starts this executable again with the same command line, environment and working folder, and no handle of this
|
||||
// process. 1 when it started; the caller then exits.
|
||||
|
||||
+178
-5
@@ -665,6 +665,76 @@ __attribute__((noinline)) static void crash_from_runtime(const char *what, uint3
|
||||
crash_fn(&c);
|
||||
}
|
||||
|
||||
// The name a DLL records for itself in its export directory ("amdvlk64.dll"). Read from its mapped headers, not through
|
||||
// the loader, whose lock another thread may hold when the process crashes.
|
||||
static const char *image_name(const char *base) {
|
||||
const IMAGE_NT_HEADERS64 *nt = (const void *)(base + ((const IMAGE_DOS_HEADER *)base)->e_lfanew);
|
||||
const IMAGE_DATA_DIRECTORY *d = &nt->OptionalHeader.DataDirectory[IMAGE_DIRECTORY_ENTRY_EXPORT];
|
||||
if (!d->VirtualAddress || !d->Size) return "unnamed module";
|
||||
return base + ((const IMAGE_EXPORT_DIRECTORY *)(base + d->VirtualAddress))->Name;
|
||||
}
|
||||
|
||||
// The return addresses in [lo, lo + size) on the crashed thread's stack, innermost first: unwinds the faulting context
|
||||
// with the x64 unwind tables; a function without a table entry (a leaf, or address 0 after a call through a null
|
||||
// pointer) has its return address on top of the stack. The walk stops at return address 0 (the thread's first frame)
|
||||
// and when the stack pointer leaves the thread's stack, so a damaged stack ends it instead of faulting.
|
||||
static int frames_in(const CONTEXT *at, uintptr_t lo, uintptr_t size, uintptr_t *out, int max) {
|
||||
CONTEXT c = *at;
|
||||
ULONG_PTR low, high;
|
||||
GetCurrentThreadStackLimits(&low, &high);
|
||||
int n = 0;
|
||||
for (int i = 0; i < 256 && n < max && (c.Rip || !i) && c.Rsp >= low && c.Rsp + 8 <= high; i++) {
|
||||
DWORD64 img;
|
||||
RUNTIME_FUNCTION *fe = RtlLookupFunctionEntry(c.Rip, &img, NULL);
|
||||
if (fe) {
|
||||
void *data;
|
||||
DWORD64 frame;
|
||||
RtlVirtualUnwind(UNW_FLAG_NHANDLER, img, c.Rip, fe, &c, &data, &frame, NULL);
|
||||
} else {
|
||||
c.Rip = *(const DWORD64 *)c.Rsp;
|
||||
c.Rsp += 8;
|
||||
}
|
||||
if (c.Rip - lo < size) out[n++] = (uintptr_t)c.Rip;
|
||||
}
|
||||
return n;
|
||||
}
|
||||
|
||||
// The last-chance filter: an exception no handler took, in any module. crash_veh reports faults in this executable as
|
||||
// they happen; this one catches the rest, which used to end the process with no line in the log: a fault in a GPU
|
||||
// driver's own thread or in a driver call (vkQueueSubmit, vkAllocateMemory), a C++ exception a library let escape, a
|
||||
// call through a null pointer (rip 0, outside every module). Windows calls it only after every handler declined, so
|
||||
// the exceptions drivers raise and catch themselves never get here; it costs nothing until a crash.
|
||||
static LONG WINAPI crash_filter(EXCEPTION_POINTERS *ep) {
|
||||
const EXCEPTION_RECORD *er = ep->ExceptionRecord;
|
||||
DWORD code = er->ExceptionCode;
|
||||
uintptr_t rip = (uintptr_t)ep->ContextRecord->Rip;
|
||||
PlatCrash c = {code == EXCEPTION_ACCESS_VIOLATION ? "access violation"
|
||||
: code == EXCEPTION_ILLEGAL_INSTRUCTION ? "illegal instruction"
|
||||
: code == EXCEPTION_INT_DIVIDE_BY_ZERO ? "integer division by zero"
|
||||
: code == EXCEPTION_PRIV_INSTRUCTION ? "privileged instruction"
|
||||
: code == EXCEPTION_STACK_OVERFLOW ? "stack overflow"
|
||||
: code == EXCEPTION_IN_PAGE_ERROR ? "in-page error"
|
||||
: code == EXCEPTION_BREAKPOINT ? "breakpoint"
|
||||
: code == 0xe06d7363u ? "C++ exception"
|
||||
: code == 0xc0000374u ? "heap corruption" // STATUS_HEAP_CORRUPTION
|
||||
: "unhandled exception",
|
||||
(uint32_t)code, rip, 0, -1, 0};
|
||||
if (code == EXCEPTION_ACCESS_VIOLATION && er->NumberParameters >= 2)
|
||||
c.access = (int)er->ExceptionInformation[0], c.addr = er->ExceptionInformation[1];
|
||||
void *base = NULL;
|
||||
RtlPcToFileHeader((void *)rip, &base);
|
||||
MODULEINFO mi;
|
||||
uintptr_t exe = (uintptr_t)GetModuleHandleW(NULL);
|
||||
c.offset = rip - (uintptr_t)base;
|
||||
if (!base) c.module = "";
|
||||
else if ((uintptr_t)base != exe) c.module = image_name(base);
|
||||
if (c.module && GetModuleInformation(GetCurrentProcess(), (HMODULE)exe, &mi, sizeof mi))
|
||||
c.nframes = frames_in(ep->ContextRecord, exe, mi.SizeOfImage, c.frames,
|
||||
(int)(sizeof c.frames / sizeof *c.frames));
|
||||
crash_fn(&c);
|
||||
return EXCEPTION_CONTINUE_SEARCH;
|
||||
}
|
||||
|
||||
static void abort_signal(int sig) { crash_from_runtime("abort", (uint32_t)sig); }
|
||||
|
||||
static void invalid_parameter(const wchar_t *expr, const wchar_t *func, const wchar_t *file, unsigned line,
|
||||
@@ -676,6 +746,7 @@ static void invalid_parameter(const wchar_t *expr, const wchar_t *func, const wc
|
||||
void plat_crash_hook(void (*fn)(const PlatCrash *c)) {
|
||||
crash_fn = fn;
|
||||
AddVectoredExceptionHandler(0, crash_veh);
|
||||
SetUnhandledExceptionFilter(crash_filter); // replaces the C runtime's filter; crash_fn never returns
|
||||
signal(SIGABRT, abort_signal);
|
||||
_set_invalid_parameter_handler(invalid_parameter);
|
||||
}
|
||||
@@ -720,7 +791,33 @@ void plat_aligned_free(void *p) { _aligned_free(p); }
|
||||
|
||||
// ---- process
|
||||
|
||||
#ifdef TOTK_PGO_GEN
|
||||
// compiler-rt's profile runtime (an instrumented build, tools/build_game.py --pgo gen). It writes its counters from an
|
||||
// atexit handler, which ExitProcess skips; __llvm_profile_dump writes them once and makes later writes no-ops.
|
||||
int __llvm_profile_dump(void);
|
||||
int __llvm_profile_write_file(void);
|
||||
void __llvm_profile_reset_counters(void);
|
||||
|
||||
// A long played session must not lose its counts to a crash or a reboot: every minute the counters are added to the
|
||||
// .profraw (the file merges, -fprofile-generate's %m) and zeroed. Counts taken between the write and the reset are lost.
|
||||
static DWORD WINAPI pgo_flush_thread(void *arg) {
|
||||
(void)arg;
|
||||
for (;;) {
|
||||
Sleep(60 * 1000);
|
||||
if (__llvm_profile_write_file() == 0) __llvm_profile_reset_counters();
|
||||
}
|
||||
}
|
||||
|
||||
__attribute__((constructor)) static void pgo_flush_start(void) {
|
||||
HANDLE h = CreateThread(NULL, 0, pgo_flush_thread, NULL, 0, NULL);
|
||||
if (h) CloseHandle(h);
|
||||
}
|
||||
#endif
|
||||
|
||||
void plat_exit(int code) {
|
||||
#ifdef TOTK_PGO_GEN
|
||||
__llvm_profile_dump();
|
||||
#endif
|
||||
fflush(stdout);
|
||||
fflush(stderr);
|
||||
ExitProcess((UINT)code);
|
||||
@@ -866,7 +963,11 @@ const void *plat_file_map(PlatFile *f) {
|
||||
return v;
|
||||
}
|
||||
|
||||
static __thread DWORD fs_last_error;
|
||||
int plat_fs_os_error(void) { return (int)fs_last_error; }
|
||||
|
||||
static int fs_err(DWORD e) {
|
||||
fs_last_error = e;
|
||||
switch (e) {
|
||||
case ERROR_FILE_NOT_FOUND: case ERROR_PATH_NOT_FOUND: case ERROR_DIRECTORY: return PLAT_FS_NOT_FOUND;
|
||||
case ERROR_FILE_EXISTS: case ERROR_ALREADY_EXISTS: return PLAT_FS_EXISTS;
|
||||
@@ -876,12 +977,28 @@ static int fs_err(DWORD e) {
|
||||
}
|
||||
}
|
||||
|
||||
// A symbolic link or junction is a link: removed as a link, never followed. Any other reparse point (OneDrive's cloud
|
||||
// placeholders, deduplicated files) is an ordinary file or directory whose content the file system fetches on access.
|
||||
static int fs_kind_of(const WIN32_FIND_DATAW *fd) {
|
||||
DWORD a = fd->dwFileAttributes;
|
||||
if (a & FILE_ATTRIBUTE_REPARSE_POINT && (fd->dwReserved0 == IO_REPARSE_TAG_SYMLINK || fd->dwReserved0 == IO_REPARSE_TAG_MOUNT_POINT))
|
||||
return PLAT_FS_LINK;
|
||||
return a & FILE_ATTRIBUTE_DIRECTORY ? PLAT_FS_DIR : PLAT_FS_FILE;
|
||||
}
|
||||
|
||||
int plat_fs_kind(const char *path) {
|
||||
wchar_t w[WPATH];
|
||||
if (!widen(path, w, WPATH)) return PLAT_FS_MISSING;
|
||||
DWORD a = GetFileAttributesW(w);
|
||||
if (a == INVALID_FILE_ATTRIBUTES) return PLAT_FS_MISSING;
|
||||
return a & FILE_ATTRIBUTE_REPARSE_POINT ? PLAT_FS_LINK : a & FILE_ATTRIBUTE_DIRECTORY ? PLAT_FS_DIR : PLAT_FS_FILE;
|
||||
if (!(a & FILE_ATTRIBUTE_REPARSE_POINT)) return a & FILE_ATTRIBUTE_DIRECTORY ? PLAT_FS_DIR : PLAT_FS_FILE;
|
||||
// the reparse tag comes with the find data only; FindFirstFileW is asked only here, since it fails on a path
|
||||
// with a trailing separator and reads wildcards
|
||||
WIN32_FIND_DATAW fd;
|
||||
HANDLE h = FindFirstFileW(w, &fd);
|
||||
if (h == INVALID_HANDLE_VALUE) return PLAT_FS_LINK;
|
||||
FindClose(h);
|
||||
return fs_kind_of(&fd);
|
||||
}
|
||||
|
||||
int plat_fs_mkdir(const char *path) {
|
||||
@@ -893,7 +1010,15 @@ int plat_fs_mkdir(const char *path) {
|
||||
int plat_fs_rmdir(const char *path) {
|
||||
wchar_t w[WPATH];
|
||||
if (!widen(path, w, WPATH)) return PLAT_FS_ERROR;
|
||||
return RemoveDirectoryW(w) ? PLAT_FS_OK : fs_err(GetLastError());
|
||||
if (RemoveDirectoryW(w)) return PLAT_FS_OK;
|
||||
DWORD e = GetLastError(), a = GetFileAttributesW(w);
|
||||
if (e == ERROR_ACCESS_DENIED && a != INVALID_FILE_ATTRIBUTES && (a & FILE_ATTRIBUTE_READONLY)) {
|
||||
// a read-only directory (copied over from another emulator's save folder) refuses RemoveDirectoryW
|
||||
SetFileAttributesW(w, a & ~(DWORD)FILE_ATTRIBUTE_READONLY);
|
||||
if (RemoveDirectoryW(w)) return PLAT_FS_OK;
|
||||
e = GetLastError();
|
||||
}
|
||||
return fs_err(e);
|
||||
}
|
||||
|
||||
int plat_fs_unlink(const char *path) {
|
||||
@@ -1038,9 +1163,7 @@ int plat_fs_list(const char *dir, int (*cb)(const char *name, int kind, uint64_t
|
||||
if (!wcscmp(fd.cFileName, L".") || !wcscmp(fd.cFileName, L"..")) continue;
|
||||
char name[1024];
|
||||
if (!WideCharToMultiByte(CP_UTF8, 0, fd.cFileName, -1, name, sizeof name, NULL, NULL)) continue;
|
||||
DWORD a = fd.dwFileAttributes;
|
||||
int kind = a & FILE_ATTRIBUTE_REPARSE_POINT ? PLAT_FS_LINK : a & FILE_ATTRIBUTE_DIRECTORY ? PLAT_FS_DIR
|
||||
: PLAT_FS_FILE;
|
||||
int kind = fs_kind_of(&fd);
|
||||
if (!cb(name, kind, (uint64_t)fd.nFileSizeHigh << 32 | fd.nFileSizeLow, ctx)) break;
|
||||
} while (FindNextFileW(h, &fd));
|
||||
FindClose(h);
|
||||
@@ -1527,6 +1650,56 @@ long plat_child_read(PlatChild *c, void *buf, size_t cap) {
|
||||
return (long)got;
|
||||
}
|
||||
|
||||
// ---- local IPC (platform.h): Discord's Rich Presence named pipe
|
||||
struct PlatIpc { HANDLE h; };
|
||||
|
||||
PlatIpc *plat_ipc_connect(const char *name) {
|
||||
wchar_t wname[128], path[152];
|
||||
if (!widen(name, wname, 128)) return NULL;
|
||||
swprintf(path, 152, L"\\\\.\\pipe\\%ls", wname);
|
||||
HANDLE h = CreateFileW(path, GENERIC_READ | GENERIC_WRITE, 0, NULL, OPEN_EXISTING, 0, NULL);
|
||||
if (h == INVALID_HANDLE_VALUE) return NULL; // no listener, or the pipe is busy: the caller retries later
|
||||
PlatIpc *p = malloc(sizeof *p);
|
||||
if (!p) {
|
||||
CloseHandle(h);
|
||||
return NULL;
|
||||
}
|
||||
p->h = h;
|
||||
return p;
|
||||
}
|
||||
|
||||
int plat_ipc_read(PlatIpc *p, void *buf, size_t n, uint32_t ms) {
|
||||
uint64_t deadline = plat_now_ms() + ms;
|
||||
for (;;) {
|
||||
DWORD have = 0;
|
||||
if (!PeekNamedPipe(p->h, NULL, 0, NULL, &have, NULL)) return -1; // the writer closed the pipe
|
||||
if (have) {
|
||||
DWORD got = 0;
|
||||
if (!ReadFile(p->h, buf, have < n ? have : (DWORD)n, &got, NULL) || !got) return -1;
|
||||
return (int)got;
|
||||
}
|
||||
if (plat_now_ms() >= deadline) return 0;
|
||||
plat_sleep_ms(5);
|
||||
}
|
||||
}
|
||||
|
||||
int plat_ipc_write(PlatIpc *p, const void *buf, size_t n) {
|
||||
const uint8_t *at = buf;
|
||||
while (n) {
|
||||
DWORD put = 0;
|
||||
if (!WriteFile(p->h, at, n > (1u << 30) ? 1u << 30 : (DWORD)n, &put, NULL) || !put) return 0;
|
||||
at += put, n -= put;
|
||||
}
|
||||
return 1;
|
||||
}
|
||||
|
||||
void plat_ipc_close(PlatIpc *p) {
|
||||
if (!p) return;
|
||||
CloseHandle(p->h);
|
||||
free(p);
|
||||
}
|
||||
|
||||
|
||||
// ---- restart
|
||||
// TOTK_RESTART_WAIT names the process that called plat_restart, as its id and creation time: a process that has only
|
||||
// reused the id is not waited for. Waiting keeps the new process off the old one's files (the log it moves at start,
|
||||
|
||||
+139
-17
@@ -27,6 +27,9 @@
|
||||
// rewritten table (res_heapdef_build) in place of the original; memory.c adds the amount to the application pool, so
|
||||
// no other heap shrinks. Without the rewritten table (a RomFS that lacks it, a format this code does not know) the
|
||||
// patch sets stay off and the game keeps its own sizes.
|
||||
#ifndef _WIN32
|
||||
#include <dirent.h>
|
||||
#endif
|
||||
#include <math.h>
|
||||
#include <stdint.h>
|
||||
#include <stdio.h>
|
||||
@@ -36,6 +39,7 @@
|
||||
|
||||
#include "cfg.h"
|
||||
#include "host.h"
|
||||
#include "platform/platform.h"
|
||||
|
||||
#define BASE_W 1920
|
||||
#define BASE_H 1080
|
||||
@@ -52,9 +56,70 @@ static struct {
|
||||
int heapdef_ok; // romfs.c serves the grown HeapDef
|
||||
int on; // res_init switched the patch sets on
|
||||
unsigned shadow; // fixed sun shadow map size (TOTK_SHADOW_RES), 0: the game's own
|
||||
double dlss_k; // TOTK_DLSS quality/balanced/performance: the scene's share of the output, else 0
|
||||
double dlss_k; // TOTK_DLSS quality/balanced/performance/ultra_performance: the scene's share of the output, else 0
|
||||
double base_k; // the scene's share without a DLSS mode (render_scale, or the game's 5/6)
|
||||
unsigned hw, hh; // the largest scene a DLSS mode change can ask for: the heap is sized for it
|
||||
int live; // 1.4.3 with DLSS able to run: the DLSS mode can change while the game runs
|
||||
} R;
|
||||
|
||||
// The scene size is decided before the device exists, so NGX cannot be asked yet. NGX loads DLSS from nvngx_dlss.dll
|
||||
// next to totk.exe on Windows, libnvidia-ngx-dlss.so.<version> next to totk on Linux (vk_dlaa.c vk_dlaa_init):
|
||||
// without that file DLSS never runs, and a DLSS mode would leave the game's plain scaling at 50..67 % of the output.
|
||||
static int dlss_dll(void) {
|
||||
#ifdef _WIN32
|
||||
char exe[1024], path[1024 + 32];
|
||||
if (!plat_exe_path(exe, sizeof exe)) return 1;
|
||||
char *last = plat_last_sep(exe);
|
||||
if (!last) return 1;
|
||||
snprintf(path, sizeof path, "%.*s/nvngx_dlss.dll", (int)(last - exe), exe);
|
||||
return plat_file_exists(path);
|
||||
#else
|
||||
char exe[1024];
|
||||
if (!plat_exe_path(exe, sizeof exe)) return 1;
|
||||
char *last = plat_last_sep(exe);
|
||||
if (!last) return 1;
|
||||
*last = 0;
|
||||
DIR *d = opendir(exe);
|
||||
if (!d) return 1;
|
||||
int found = 0;
|
||||
for (struct dirent *e; !found && (e = readdir(d));)
|
||||
found = !strncmp(e->d_name, "libnvidia-ngx-dlss.so.", 22);
|
||||
closedir(d);
|
||||
return found;
|
||||
#endif
|
||||
}
|
||||
|
||||
// The scene size for a share k of the output, within SCENE_MAX per side.
|
||||
static void scene_for(double k, unsigned *w, unsigned *h) {
|
||||
double sw = R.ow * k, sh = R.oh * k;
|
||||
double fit = fmin(1.0, fmin(SCENE_MAX / sw, SCENE_MAX / sh));
|
||||
*w = (unsigned)(sw * fit + 0.5);
|
||||
*h = (unsigned)(sh * fit + 0.5);
|
||||
}
|
||||
|
||||
// The scene's share of the output for a TOTK_DLSS mode; 0 for dlaa (the scene keeps base_k), while DLSS/DLAA is off
|
||||
// (the mode the menu still holds would shrink the scene for the plain upscaler) and where DLSS cannot run (dlss_dll).
|
||||
static double dlss_share(const char *m) {
|
||||
static const struct { const char *name; double k; } dlss[] = {
|
||||
{"quality", 2.0 / 3.0}, {"balanced", 0.58}, {"performance", 0.5}, {"ultra_performance", 1.0 / 3.0}};
|
||||
static int dll = -1;
|
||||
if (!cfg_bool("TOTK_DLAA")) return 0;
|
||||
for (int i = 0; i < (int)(sizeof dlss / sizeof dlss[0]); i++)
|
||||
if (!strcmp(m, dlss[i].name)) {
|
||||
if (dll < 0 && !(dll = dlss_dll())) {
|
||||
#ifdef _WIN32
|
||||
rt_log("resolution: DLSS %s needs nvngx_dlss.dll next to totk.exe, which is missing: the scene follows "
|
||||
"render_scale", m);
|
||||
#else
|
||||
rt_log("resolution: DLSS %s needs libnvidia-ngx-dlss.so.<version> next to totk, which is missing: the "
|
||||
"scene follows render_scale", m);
|
||||
#endif
|
||||
}
|
||||
return dll ? dlss[i].k : 0;
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
static void decide(void) {
|
||||
if (R.decided) return;
|
||||
R.decided = 1;
|
||||
@@ -71,16 +136,7 @@ static void decide(void) {
|
||||
}
|
||||
const char *s = cfg_value("TOTK_RENDER_SCALE");
|
||||
double k = 5.0 / 6.0;
|
||||
const char *m = cfg_value("TOTK_DLSS"); // a DLSS mode other than dlaa sets the scene size
|
||||
static const struct { const char *name; double k; } dlss[] = {
|
||||
{"quality", 2.0 / 3.0}, {"balanced", 0.58}, {"performance", 0.5}};
|
||||
for (int i = 0; i < 3; i++)
|
||||
if (!strcmp(m, dlss[i].name)) R.dlss_k = dlss[i].k;
|
||||
if (R.dlss_k) {
|
||||
k = R.dlss_k;
|
||||
R.scene_set = 1;
|
||||
rt_log("resolution: DLSS %s: the scene at %.0f %% of the output (render_scale ignored)", m, k * 100);
|
||||
} else if (strcmp(s, "game")) {
|
||||
if (strcmp(s, "game")) {
|
||||
char *end;
|
||||
double pct = strtod(s, &end);
|
||||
if (end != s && !*end && pct >= 25 && pct <= 400) {
|
||||
@@ -90,11 +146,20 @@ static void decide(void) {
|
||||
rt_log("resolution: TOTK_RENDER_SCALE=%s is not game or a percentage 25..400; game", s);
|
||||
}
|
||||
}
|
||||
double sw = R.ow * k, sh = R.oh * k;
|
||||
double fit = fmin(1.0, fmin(SCENE_MAX / sw, SCENE_MAX / sh));
|
||||
if (fit < 1.0) R.scene_set = 1;
|
||||
R.sw = (unsigned)(sw * fit + 0.5);
|
||||
R.sh = (unsigned)(sh * fit + 0.5);
|
||||
// A DLSS mode other than dlaa sets the scene size instead. On 1.4.3 with DLSS able to run (DLAA on, the DLL there)
|
||||
// the mode can change while the game runs (res_dlss_mode): the scene patch is then always on and the heap is sized
|
||||
// for the largest scene the modes ask for. Everyone else keeps the game's own scene size and its dynamic resolution
|
||||
// unless render_scale or a DLSS mode asks for another, and a heap sized for that scene alone.
|
||||
R.base_k = k;
|
||||
R.live = RT_V143 && cfg_bool("TOTK_DLAA") && dlss_dll();
|
||||
const char *m = cfg_value("TOTK_DLSS");
|
||||
R.dlss_k = dlss_share(m);
|
||||
if (R.dlss_k) rt_log("resolution: DLSS %s: the scene at %.0f %% of the output (render_scale ignored)", m, R.dlss_k * 100);
|
||||
double sk = R.dlss_k ? R.dlss_k : k;
|
||||
if (R.live || R.dlss_k || R.ow * sk > SCENE_MAX || R.oh * sk > SCENE_MAX) R.scene_set = 1;
|
||||
scene_for(sk, &R.sw, &R.sh);
|
||||
if (R.live) scene_for(fmax(k, 2.0 / 3.0), &R.hw, &R.hh);
|
||||
else R.hw = R.sw, R.hh = R.sh;
|
||||
const char *sr = cfg_value("TOTK_SHADOW_RES");
|
||||
if (strcmp(sr, "game")) {
|
||||
unsigned n = (unsigned)atoi(sr);
|
||||
@@ -117,7 +182,7 @@ static int bigger(void) {
|
||||
uint64_t res_heap_extra_kib(void) {
|
||||
if (!bigger()) return 0;
|
||||
double grow = fmax(0.0, (double)R.ow * R.oh / (BASE_W * BASE_H) - 1.0) +
|
||||
fmax(0.0, (double)R.sw * R.sh / (SCENE_W * SCENE_H) - 1.0);
|
||||
fmax(0.0, (double)R.hw * R.hh / (SCENE_W * SCENE_H) - 1.0);
|
||||
uint64_t kib = grow > 0 ? (uint64_t)ceil(DTA_KIB * (1.0 + grow) / 1024.0) * 1024 - DTA_KIB : 0;
|
||||
return kib + ((shadow_kib() + 1023) & ~1023ull); // whole MiB
|
||||
}
|
||||
@@ -282,6 +347,7 @@ void res_init(void) {
|
||||
rt_patch_switch(output, R.ow != BASE_W || R.oh != BASE_H);
|
||||
rt_patch_switch(scene, scene_on);
|
||||
R.on = 1;
|
||||
if (R.live) g_fnprof = 1; // until the game sets its render size: res_fn_hit, or res_present gives up
|
||||
// Another shape than 16:9 (more than 1% off): the camera takes the output's ratio (recomp/patches-v121.txt and
|
||||
// patches-v143.txt, set aspect), so a 21:9 output shows more of the world at the sides instead of a stretched 16:9 view. The HUD's layouts
|
||||
// for that shape come from romfs-patches-<w>x<h> (romfs.c overlay_init, tools/make_romfs_patches.py --aspect).
|
||||
@@ -352,6 +418,62 @@ void res_wanted(unsigned out[2]) {
|
||||
out[0] = R.ow, out[1] = R.oh;
|
||||
}
|
||||
|
||||
// A TOTK_DLSS change while the game runs (vk_dlaa.c, at a present): the new scene size goes to the patch page, where
|
||||
// the game reads it when it sets its render size (main+0x585e48). 1.4.3 does that once, at start: its renderer setup
|
||||
// (main+0x7000e67028) calls main+0x585bd0(renderer, force), which picks the console mode's sizes and flags the render
|
||||
// targets for re-creation. The setup call is caught through the function-entry hook (res_fn_hit, on only until then),
|
||||
// and the next nvnQueuePresentTexture on the game's thread calls it again with force set (res_present), between frames
|
||||
// as at start. The heap was sized for the largest scene a mode asks for. 1 when the size changed.
|
||||
#define SET_RENDER_SIZE 0x7000585bd0ull
|
||||
static uint64_t renderer; // x0 of the game's own call of SET_RENDER_SIZE
|
||||
static volatile int size_pending; // the page holds a size the game has not set yet
|
||||
|
||||
void res_fn_hit(uint64_t addr, uint64_t x0) {
|
||||
if (addr != SET_RENDER_SIZE) return;
|
||||
renderer = x0;
|
||||
g_fnprof = 0;
|
||||
rt_log("resolution: renderer at %#llx; the scene size can change while the game runs", (unsigned long long)x0);
|
||||
}
|
||||
|
||||
void res_present(Cpu *c) {
|
||||
// The hook runs on every guest function entry while it waits: should the game set its render size before
|
||||
// res_init or never, it stops after 1800 presents (half a minute at 60 fps) and modes change at the next start.
|
||||
static unsigned waited;
|
||||
if (g_fnprof && !renderer && ++waited == 1800) {
|
||||
g_fnprof = 0;
|
||||
rt_log("resolution: the game's render size setup was not seen; DLSS modes change at the next start");
|
||||
}
|
||||
if (!size_pending || !renderer) return;
|
||||
size_pending = 0;
|
||||
Cpu keep = *c; // the guest's registers as at the present call: the setup runs as if it never happened
|
||||
rt_call(c, SET_RENDER_SIZE, 2, (uint64_t)renderer, (uint64_t)1);
|
||||
memcpy(c->x, keep.x, sizeof c->x);
|
||||
memcpy(c->v, keep.v, sizeof c->v);
|
||||
c->nzcv = keep.nzcv, c->fpsr = keep.fpsr;
|
||||
rt_log("resolution: the game set the scene size %ux%u", R.sw, R.sh);
|
||||
}
|
||||
|
||||
int res_dlss_mode(const char *m) {
|
||||
decide();
|
||||
double k = dlss_share(m);
|
||||
if (k == R.dlss_k || !R.on) return 0;
|
||||
if (!RT_V143 || !renderer) {
|
||||
rt_log("resolution: DLSS %s takes effect at the next start (the game set its render size already)", m);
|
||||
return 0;
|
||||
}
|
||||
R.dlss_k = k;
|
||||
unsigned w, h;
|
||||
scene_for(k ? k : R.base_k, &w, &h);
|
||||
if (w == R.sw && h == R.sh) return 0;
|
||||
double s = RT_V143 ? (double)R.ow / BASE_W : 1.0;
|
||||
float sc[2] = {(float)(w / s), (float)(h / s)};
|
||||
memcpy((uint8_t *)rt_patch_page() + 16, sc, sizeof sc);
|
||||
R.sw = w, R.sh = h;
|
||||
size_pending = 1;
|
||||
rt_log("resolution: DLSS %s: scene %ux%u", m, w, h);
|
||||
return 1;
|
||||
}
|
||||
|
||||
void res_sizes(unsigned out[2], unsigned scene[2]) {
|
||||
decide();
|
||||
out[0] = R.on ? R.ow : BASE_W, out[1] = R.on ? R.oh : BASE_H;
|
||||
|
||||
+37
-17
@@ -750,14 +750,17 @@ static void camera_overlay(void) {
|
||||
// The button prompts' folders (input_prompts_folder) and whether each had a manifest next to romfs-index.bin at start;
|
||||
// the one the settings asked for at start, the one overlay_init loaded (NULL: the game's own prompts) and why the first
|
||||
// did not load (ROMFS_PROMPTS_*). The menu compares them with the settings in effect (ui/menu.cpp prompts_note).
|
||||
static struct { const char *name; int ready; } prompts_folders[2];
|
||||
// romfs-patches-pc keeps that name, but at a game resolution of another shape than 16:9 its files come from pc_dir,
|
||||
// romfs-patches-pc-<w>x<h> (overlay_init).
|
||||
static struct { const char *name; int ready; } prompts_folders[3];
|
||||
static const char *prompts_wanted, *prompts_loaded;
|
||||
static int prompts_off;
|
||||
static char pc_dir[64];
|
||||
|
||||
const char *romfs_prompts(void) { return prompts_loaded; }
|
||||
|
||||
int romfs_prompts_ready(const char *folder) {
|
||||
for (int i = 0; i < 2; i++)
|
||||
for (int i = 0; i < 3; i++)
|
||||
if (folder && prompts_folders[i].name && !strcmp(prompts_folders[i].name, folder)) return prompts_folders[i].ready;
|
||||
return 0;
|
||||
}
|
||||
@@ -798,6 +801,9 @@ static void overlay_init(void) {
|
||||
// keeps the Switch prompts. So does a RomFS mod (the TOTK_ROMFS_MODS manifest or a player mod) that replaces one of
|
||||
// the prompts' fonts: romfs-patches loads in their place, so the mod's file is not served beside prompts files made
|
||||
// for the game's own. A mod's resource size table is no clash: restbl_overlay merges it with the prompts' one.
|
||||
// prompts = pc takes romfs-patches-pc whatever the pad layout, and at a game resolution of another shape
|
||||
// romfs-patches-pc-<w>x<h> (make_romfs_patches.py --prompts pc --aspect): it carries that shape's UI layout too, so
|
||||
// it replaces romfs-patches-<w>x<h> as romfs-patches-pc replaces romfs-patches.
|
||||
char def[2100], path[2100];
|
||||
const char *patches = cfg_get("TOTK_ROMFS_PATCHES"), *mods = cfg_get("TOTK_ROMFS_MODS");
|
||||
int wide = 0;
|
||||
@@ -813,34 +819,46 @@ static void overlay_init(void) {
|
||||
"(tools/make_romfs_patches.py --aspect %ux%u)", out[0], out[1], out[0], out[1]);
|
||||
}
|
||||
}
|
||||
static const char *const layouts[2] = {"nintendo", "xbox"}; // one of each folder
|
||||
for (int i = 0; i < 2; i++) {
|
||||
prompts_folders[i].name = input_prompts_folder(PROMPTS_XBOX, layouts[i]);
|
||||
static const char *const layouts[2] = {"nintendo", "xbox"}; // one of each Xbox folder, then the PC one
|
||||
for (int i = 0; i < 3; i++) {
|
||||
const char *name = i < 2 ? input_prompts_folder(PROMPTS_XBOX, layouts[i]) : input_prompts_folder(PROMPTS_PC, 0);
|
||||
const char *dir = name;
|
||||
if (i == 2) {
|
||||
if (wide) snprintf(pc_dir, sizeof pc_dir, "%s-%ux%u", name, out[0], out[1]);
|
||||
else snprintf(pc_dir, sizeof pc_dir, "%s", name);
|
||||
dir = pc_dir;
|
||||
}
|
||||
prompts_folders[i].name = name;
|
||||
prompts_folders[i].ready =
|
||||
snprintf(path, sizeof path, "%s/%s/manifest.tsv", index_dir, prompts_folders[i].name) < (int)sizeof path &&
|
||||
plat_file_exists(path);
|
||||
snprintf(path, sizeof path, "%s/%s/manifest.tsv", index_dir, dir) < (int)sizeof path && plat_file_exists(path);
|
||||
}
|
||||
const char *layout = cfg_value("TOTK_PAD_LAYOUT");
|
||||
prompts_wanted = input_prompts_folder(input_prompts_pick(cfg_get("TOTK_PROMPTS"), layout), layout);
|
||||
int pick = input_prompts_pick(cfg_get("TOTK_PROMPTS"), layout), shaped = wide && pick == PROMPTS_PC;
|
||||
const char *style = pick == PROMPTS_PC ? "keyboard and mouse" : "Xbox";
|
||||
prompts_wanted = input_prompts_folder(pick, layout);
|
||||
prompts_off = !prompts_wanted ? ROMFS_PROMPTS_OK
|
||||
: wide ? ROMFS_PROMPTS_SHAPE
|
||||
: patches ? ROMFS_PROMPTS_PATCHES
|
||||
: !romfs_prompts_ready(prompts_wanted) ? ROMFS_PROMPTS_MISSING
|
||||
: wide && !shaped ? ROMFS_PROMPTS_SHAPE
|
||||
: patches && !wide ? ROMFS_PROMPTS_PATCHES
|
||||
: !romfs_prompts_ready(prompts_wanted) ? (shaped ? ROMFS_PROMPTS_SHAPE : ROMFS_PROMPTS_MISSING)
|
||||
: ROMFS_PROMPTS_OK;
|
||||
restbl_find();
|
||||
size_t first = noverlay;
|
||||
if (prompts_wanted && prompts_off == ROMFS_PROMPTS_OK) {
|
||||
snprintf(path, sizeof path, "%s/%s", index_dir, prompts_wanted); // fits: its manifest path did
|
||||
// fits: its manifest path did
|
||||
snprintf(path, sizeof path, "%s/%s", index_dir, shaped ? pc_dir : prompts_wanted);
|
||||
if (overlay_load(path, 1, 0)) {
|
||||
prompts_loaded = prompts_wanted;
|
||||
rt_log("RomFS overlay: Xbox button prompts (%s)", path);
|
||||
rt_log("RomFS overlay: %s button prompts (%s)", style, path);
|
||||
if (shaped) patches = NULL; // in place of romfs-patches-<w>x<h>, whose UI layout it carries
|
||||
} else {
|
||||
prompts_off = ROMFS_PROMPTS_FAILED;
|
||||
rt_log("RomFS overlay: %s failed its check (run the setup again); romfs-patches loads instead", path);
|
||||
}
|
||||
} else if (prompts_wanted) {
|
||||
rt_log("RomFS overlay: prompts = xbox, but %s; Switch prompts stay",
|
||||
prompts_off == ROMFS_PROMPTS_SHAPE ? "the game resolution takes its own UI layout"
|
||||
rt_log("RomFS overlay: prompts = %s, but %s; Switch prompts stay", pick == PROMPTS_PC ? "pc" : "xbox",
|
||||
prompts_off == ROMFS_PROMPTS_SHAPE ? (shaped ? "the game resolution has no romfs-patches-pc-<w>x<h> "
|
||||
"(tools/make_romfs_patches.py --prompts pc --aspect)"
|
||||
: "the game resolution takes its own UI layout")
|
||||
: prompts_off == ROMFS_PROMPTS_PATCHES ? "TOTK_ROMFS_PATCHES is set"
|
||||
: "their folder has no manifest.tsv (run the setup again)");
|
||||
}
|
||||
@@ -856,11 +874,13 @@ static void overlay_init(void) {
|
||||
mods_overlay_init();
|
||||
const char *clash = prompts_loaded ? overlay_clash(first, prompts_end, mods_first, noverlay) : NULL;
|
||||
if (clash) {
|
||||
rt_log("RomFS overlay: a RomFS mod replaces %s, which the Xbox prompts change too; Switch prompts stay", clash);
|
||||
rt_log("RomFS overlay: a RomFS mod replaces %s, which the %s prompts change too; Switch prompts stay", clash,
|
||||
style);
|
||||
overlay_drop(first, prompts_end);
|
||||
prompts_loaded = NULL;
|
||||
prompts_off = ROMFS_PROMPTS_MODS;
|
||||
if (plain_ok) overlay_load(plain, 0, 0);
|
||||
if (shaped) overlay_load(def, 0, 0);
|
||||
else if (plain_ok) overlay_load(plain, 0, 0);
|
||||
}
|
||||
restbl_collect();
|
||||
overlay_contest();
|
||||
|
||||
@@ -6,14 +6,26 @@
|
||||
// The camera block is TotK's scene uniform block (bound as c4 in the scene's vertex shaders): vec4 rows 3-6 are the
|
||||
// view-projection, rows of a row-major 4x4 with OpenGL clip depth (-w..w). The replay's viewports have negative
|
||||
// heights, so window y grows downwards from ndc y = +1, and depth is z_ndc * 0.5 + 0.5.
|
||||
// With pc.bias > 0 the pass also writes DLSS's bias mask (vk_dlaa.c, "characters"): G-buffer target 0 carries an object
|
||||
// class in green, above 64/255 for characters, creatures and what they hold (Link 253, others 125, held items 160;
|
||||
// terrain 0, foliage 32). A pixel gets pc.bias when a character covers it now, or covered the place its surface came
|
||||
// from last frame (the previous class mask, read through the motion vector, 3x3): there the history holds a moving
|
||||
// character that the camera-only vector does not follow, which is the trail. chars_out keeps this frame's mask for the
|
||||
// next; chars_prev is last frame's (pc.prev_ok 0: none).
|
||||
layout(local_size_x = 8, local_size_y = 8) in;
|
||||
layout(binding = 0) uniform sampler2D depth_tex;
|
||||
layout(binding = 1, rg16f) uniform writeonly image2D mv_out;
|
||||
layout(binding = 2, std140) uniform Cur { vec4 r[16]; } cur;
|
||||
layout(binding = 3, std140) uniform Prev { vec4 r[16]; } prev;
|
||||
layout(binding = 4) uniform sampler2D ids_tex;
|
||||
layout(binding = 5, r8) uniform writeonly image2D mask_out;
|
||||
layout(binding = 6, r8) uniform readonly image2D chars_prev;
|
||||
layout(binding = 7, r8) uniform writeonly image2D chars_out;
|
||||
layout(push_constant) uniform P {
|
||||
vec2 size; // render size in pixels
|
||||
vec2 jitter; // this frame's jitter, pixels, as the scene was drawn (window x right, y down)
|
||||
float bias; // the mask value for character pixels; 0: no mask (bindings 4-7 unused)
|
||||
float prev_ok; // 1: chars_prev holds last frame's class mask at this size
|
||||
} pc;
|
||||
|
||||
mat4 vp(vec4 a, vec4 b, vec4 c, vec4 d) { return transpose(mat4(a, b, c, d)); }
|
||||
@@ -37,4 +49,15 @@ void main() {
|
||||
}
|
||||
}
|
||||
imageStore(mv_out, p, vec4(mv, 0.0, 0.0));
|
||||
if (pc.bias <= 0.0) return;
|
||||
float ch = texelFetch(ids_tex, p, 0).g > 64.0 / 255.0 ? 1.0 : 0.0;
|
||||
imageStore(chars_out, p, vec4(ch));
|
||||
float was = 0.0;
|
||||
if (pc.prev_ok > 0.5) {
|
||||
ivec2 q = ivec2(floor(win + mv)), hi = ivec2(pc.size) - 1;
|
||||
for (int dy = -1; dy <= 1; dy++)
|
||||
for (int dx = -1; dx <= 1; dx++)
|
||||
was = max(was, imageLoad(chars_prev, clamp(q + ivec2(dx, dy), ivec2(0), hi)).r);
|
||||
}
|
||||
imageStore(mask_out, p, vec4(max(ch, was) * pc.bias));
|
||||
}
|
||||
@@ -6,6 +6,10 @@
|
||||
// the game's up to PIVOT and a straight line with its slope above, so mid-greys look as in SDR and highlights keep
|
||||
// going; the grade works on the colour divided by its largest channel above 1; a roll-off on the largest channel stops
|
||||
// at the display's peak. The output is relative to the HUD's white (1.0), which the present maps to TOTK_HDR_UI_NITS.
|
||||
// Hue correction (hdr.z, TOTK_HDR_HUE): 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 curve keeps
|
||||
// their ratios, so they stay saturated. From the picture's white upwards the colour moves towards the game's own SDR
|
||||
// result at the HDR luminance, by up to hdr.z (RenoDX's TotK mod has the same control).
|
||||
// Approach after RenoDX's TotK mod by souperman9 and Musa (github.com/clshortfuse/renodx, src/games/totk, MIT): its
|
||||
// "extended vanilla" curve.
|
||||
// Bindings are those of the game's translated shader: vk_hdr.c rewrites them from the original's names.
|
||||
@@ -14,7 +18,7 @@ layout(location = 0) out vec4 color;
|
||||
|
||||
layout(set = 0, binding = 0, std140) uniform SupportBuffer {
|
||||
vec4 pad[90];
|
||||
vec4 hdr; // byte 1440 (vk_exec_draw.c support_fill): game white / HUD white, peak / game white
|
||||
vec4 hdr; // byte 1440 (vk_exec_draw.c support_fill): game white / HUD white, peak / game white, hue correction
|
||||
} support_buffer;
|
||||
layout(set = 0, binding = 1) uniform sampler2D fp_t_tcb_8;
|
||||
layout(set = 0, binding = 2) uniform sampler2D fp_t_tcb_A;
|
||||
@@ -51,6 +55,15 @@ void main() {
|
||||
float grade = g.y * (1.0 - d * d) + g.x;
|
||||
c = s * ((n - m) * grade + m);
|
||||
|
||||
// the game's own SDR result: the same blend clamped to 0..1, graded
|
||||
vec3 sdr_c = clamp(mix(lum > 0.0 ? x * (sdr / lum) : x, vec3(1.0) - exp(-x), sdr * sdr), 0.0, 1.0);
|
||||
float sm = maxc(sdr_c), sd = sdr_c.r * 0.6666667 + (sdr_c.g + sdr_c.b) * w.z - 1.0;
|
||||
sdr_c = (sdr_c - sm) * (g.y * (1.0 - sd * sd) + g.x) + sm;
|
||||
float hue = clamp(support_buffer.hdr.z, 0.0, 1.0);
|
||||
const vec3 Y = vec3(0.2126, 0.7152, 0.0722); // Rec. 709 luminance
|
||||
float yc = dot(c, Y), ys = dot(sdr_c, Y);
|
||||
if (hue > 0.0 && ys > 1e-5) c = mix(c, max(sdr_c, vec3(0.0)) * (yc / ys), hue * smoothstep(0.5, 1.5, maxc(c)));
|
||||
|
||||
// roll-off of the largest channel from half the peak to the peak
|
||||
float top = maxc(c), knee = 0.5 * peak;
|
||||
if (top > knee) {
|
||||
|
||||
@@ -0,0 +1,27 @@
|
||||
#version 450
|
||||
// Write-back merge of a VRAM mirror (vk_memory.c, wb_merge_record): copies a 32-bit word of what the GPU left in the
|
||||
// mirror into the pool's imported buffer (guest memory) only where it differs from the snapshot taken before the
|
||||
// submission's GPU work, so words the GPU did not change keep what the CPU wrote meanwhile.
|
||||
// One invocation per word of the listed ranges; ranges are sorted by their first invocation (x: word offset in the
|
||||
// mirror and imported bindings, y: word offset in the snapshot binding, z: words, w: first invocation).
|
||||
layout(local_size_x = 64) in;
|
||||
layout(std430, set = 0, binding = 0) readonly buffer Post { uint post[]; };
|
||||
layout(std430, set = 0, binding = 1) readonly buffer Pre { uint pre[]; };
|
||||
layout(std430, set = 0, binding = 2) buffer Dst { uint dst[]; };
|
||||
layout(std430, set = 0, binding = 3) readonly buffer Ranges { uvec4 rng[]; };
|
||||
layout(push_constant) uniform Push { uint nranges, total; } pc;
|
||||
|
||||
void main() {
|
||||
uint i = gl_GlobalInvocationID.x;
|
||||
if (i >= pc.total) return;
|
||||
uint lo = 0, hi = pc.nranges;
|
||||
while (hi - lo > 1) {
|
||||
uint m = (lo + hi) >> 1;
|
||||
if (rng[m].w <= i) lo = m;
|
||||
else hi = m;
|
||||
}
|
||||
uvec4 r = rng[lo];
|
||||
uint k = i - r.w;
|
||||
uint v = post[r.x + k];
|
||||
if (v != pre[r.y + k]) dst[r.x + k] = v;
|
||||
}
|
||||
+58
-11
@@ -59,16 +59,60 @@ SN T FN(nan3)(Cpu *c, T a, T b, T d) {
|
||||
return FN(fv)(DNAN);
|
||||
}
|
||||
|
||||
// ---- FMA flavours. FMA_S / FMA_V: fast paths, host MXCSR is round-to-nearest there (simd_directed() is checked first).
|
||||
// FMA_X: scalar FMA for the slow paths, any host rounding mode.
|
||||
// Without hardware FMA (Ivy Bridge, no -mfma) clang turns __builtin_elementwise_fma into a call to the C runtime's
|
||||
// fmaf/fma for every lane, which is very slow and keeps the thread outside generated code. For float the product of
|
||||
// two floats is exact in a double (24 x 24 = 48 bits), so the fused op is done in double. A plain
|
||||
// (float)(x * y + z) rounds twice and can differ by one ulp; rounding the double sum to odd first (Boldo-Melquiond)
|
||||
// makes the final float rounding exact: TwoSum gives the error e of s = fl(p + z), and when e != 0 and s has an even
|
||||
// last bit, s is moved one ulp toward the exact value (the odd neighbour). Inf/NaN lanes are left alone (e is NaN
|
||||
// there, so the ordered compares below are false). Double has no wider type: it keeps the C runtime's fma.
|
||||
#if defined(__FMA__) || defined(__aarch64__) || NB == 64
|
||||
#define FMA_S(x, y, z) __builtin_elementwise_fma(x, y, z)
|
||||
#define FMA_V(x, y, z) __builtin_elementwise_fma(x, y, z)
|
||||
#define FMA_X(x, y, z) __builtin_elementwise_fma(x, y, z)
|
||||
#else
|
||||
typedef double simd_vf64x4 __attribute__((vector_size(32)));
|
||||
typedef uint64_t simd_vu64x4 __attribute__((vector_size(32)));
|
||||
SI float fma_rn_s(float x, float y, float z) {
|
||||
double p = (double)x * (double)y, zd = (double)z, s = p + zd;
|
||||
double bb = s - p, e = (p - (s - bb)) + (zd - bb); // TwoSum: s + e == p + zd exactly
|
||||
uint64_t u;
|
||||
memcpy(&u, &s, sizeof u);
|
||||
if (((e < 0.0) | (e > 0.0)) && !(u & 1)) u += (e > 0.0) == (s > 0.0) ? 1 : (uint64_t)-1;
|
||||
memcpy(&s, &u, sizeof s);
|
||||
return (float)s;
|
||||
}
|
||||
SI vf32 fma_rn_v(vf32 x, vf32 y, vf32 z) {
|
||||
simd_vf64x4 p = CVT(x, simd_vf64x4) * CVT(y, simd_vf64x4), zd = CVT(z, simd_vf64x4), s = p + zd;
|
||||
simd_vf64x4 bb = s - p, e = (p - (s - bb)) + (zd - bb);
|
||||
simd_vu64x4 u = (simd_vu64x4)s;
|
||||
simd_vu64x4 fix = (simd_vu64x4)((e < 0.0) | (e > 0.0)) & (simd_vu64x4)((u & 1) == 0);
|
||||
simd_vu64x4 up = (simd_vu64x4)((e > 0.0) == (s > 0.0));
|
||||
u += fix & ((up & 1) | ~up); // +1 toward the exact value, i.e. +1 if e and s share a sign, else -1
|
||||
return CVT((simd_vf64x4)u, vf32);
|
||||
}
|
||||
// Any rounding mode: directed modes are exact with a plain double (same-direction double rounding is harmless).
|
||||
SI float fma_any_s(float x, float y, float z) {
|
||||
if (__builtin_expect(_mm_getcsr() & 0x6000u, 0)) return (float)((double)x * (double)y + (double)z);
|
||||
return fma_rn_s(x, y, z);
|
||||
}
|
||||
#define FMA_S(x, y, z) fma_rn_s(x, y, z)
|
||||
#define FMA_V(x, y, z) fma_rn_v(x, y, z)
|
||||
#define FMA_X(x, y, z) fma_any_s(x, y, z)
|
||||
#endif
|
||||
|
||||
// The arithmetic itself, for scalars (KK = K) and vectors (KK = VK). MADD: a + b*d (a = addend).
|
||||
// RECPS/RSQRTS get their first operand already negated (FPNeg happens before NaN processing).
|
||||
#define FCALC(op, a, b, d, KK) \
|
||||
#define FCALC(op, a, b, d, KK, FMA) \
|
||||
((op) == FOP_ADD ? (a) + (b) : (op) == FOP_SUB ? (a) - (b) \
|
||||
: (op) == FOP_MUL || (op) == FOP_MULX ? (a) * (b) : (op) == FOP_NMUL ? -((a) * (b)) \
|
||||
: (op) == FOP_DIV ? (a) / (b) : (op) == FOP_ABD ? __builtin_elementwise_abs((a) - (b)) \
|
||||
: (op) == FOP_SQRT ? __builtin_elementwise_sqrt(a) \
|
||||
: (op) == FOP_MADD ? __builtin_elementwise_fma(b, d, a) \
|
||||
: (op) == FOP_RECPS ? __builtin_elementwise_fma(a, b, KK(2)) \
|
||||
: (op) == FOP_RSQRTS ? __builtin_elementwise_fma(a, b, KK(3)) * KK(0.5) : (a))
|
||||
: (op) == FOP_MADD ? FMA(b, d, a) \
|
||||
: (op) == FOP_RECPS ? FMA(a, b, KK(2)) \
|
||||
: (op) == FOP_RSQRTS ? FMA(a, b, KK(3)) * KK(0.5) : (a))
|
||||
|
||||
// Lanes whose fast result needs fixing: NaN results (NaN operand or invalid op), RSQRTS overflow.
|
||||
#define FBAD(op, r) ((op) == FOP_RSQRTS ? ((r) != (r)) | (__builtin_elementwise_abs(r) == K(INFINITY)) : (r) != (r))
|
||||
@@ -76,9 +120,9 @@ SN T FN(nan3)(Cpu *c, T a, T b, T d) {
|
||||
// (3 + a*b) / 2 with one rounding (a already negated): halve a normal operand first, so a product beyond
|
||||
// the format's range (which the fast path rounds to inf, or to the largest normal when rounding down) is exact.
|
||||
SN T FN(rsqrts)(T a, T b) {
|
||||
if (__builtin_elementwise_abs(a) >= FN(fv)(2 * MINN)) return __builtin_elementwise_fma(a * K(0.5), b, K(1.5));
|
||||
if (__builtin_elementwise_abs(b) >= FN(fv)(2 * MINN)) return __builtin_elementwise_fma(a, b * K(0.5), K(1.5));
|
||||
return __builtin_elementwise_fma(a, b, K(3)) * K(0.5);
|
||||
if (__builtin_elementwise_abs(a) >= FN(fv)(2 * MINN)) return FMA_X(a * K(0.5), b, K(1.5));
|
||||
if (__builtin_elementwise_abs(b) >= FN(fv)(2 * MINN)) return FMA_X(a, b * K(0.5), K(1.5));
|
||||
return FMA_X(a, b, K(3)) * K(0.5);
|
||||
}
|
||||
|
||||
// ARM result for a lane flagged by FBAD (operands already flushed).
|
||||
@@ -136,13 +180,13 @@ SN T FN(slow)(Cpu *c, int op, T a, T b, T d) {
|
||||
if (FMINMAX(op)) return FN(minmax)(c, op, a, b);
|
||||
unsigned old = simd_rm_enter(fpcr);
|
||||
volatile T va = a, vb = b, vd = d;
|
||||
volatile T vr = op == FOP_RSQRTS ? FN(rsqrts)(va, vb) : FCALC(op, va, vb, vd, K);
|
||||
volatile T vr = op == FOP_RSQRTS ? FN(rsqrts)(va, vb) : FCALC(op, va, vb, vd, K, FMA_X);
|
||||
T r = vr;
|
||||
if (FBAD(op, r)) vr = FN(fix)(c, op, a, b, d), r = vr;
|
||||
if ((fpcr & FPCR_FZ) && (FN(fb)(r) & ~SGN) <= MINN && !FN(iszero)(FN(fb)(r))) {
|
||||
if ((FN(fb)(r) & ~SGN) == MINN) {
|
||||
simd_rm_rz();
|
||||
volatile T vz = FCALC(op, va, vb, vd, K);
|
||||
volatile T vz = FCALC(op, va, vb, vd, K, FMA_X);
|
||||
if ((FN(fb)(vz) & ~SGN) < MINN) r = FN(fv)(FN(fb)(r) & SGN);
|
||||
} else {
|
||||
r = FN(fv)(FN(fb)(r) & SGN);
|
||||
@@ -172,7 +216,7 @@ SI T FN(op)(Cpu *c, int op, T a, T b, T d) {
|
||||
if (c->fpcr & FPCR_FZ) a = FN(flush)(a), b = FN(flush)(b);
|
||||
return FN(minmax)(c, op, a, b);
|
||||
}
|
||||
T r = FCALC(op, a, b, d, K);
|
||||
T r = FCALC(op, a, b, d, K, FMA_S);
|
||||
if (__builtin_expect(op == FOP_RSQRTS ? FREDO(op, r) : !FOK(r), 0)) r = FN(redo)(c, op, a, b, d, r);
|
||||
return r;
|
||||
}
|
||||
@@ -207,7 +251,7 @@ SI VT FN(vop)(Cpu *c, int op, VT a, VT b, VT d) {
|
||||
r = (VT)FN(vsel)(a < b, x, FN(vsel)(a == b, x | y, y));
|
||||
return r;
|
||||
}
|
||||
r = FCALC(op, a, b, d, VK);
|
||||
r = FCALC(op, a, b, d, VK, FMA_V);
|
||||
if (__builtin_expect(op == FOP_RSQRTS ? __builtin_reduce_or(FREDO(op, r)) != 0 : __builtin_reduce_and(FOK(r)) == 0, 0))
|
||||
return FN(vslow)(c, op, a, b, d);
|
||||
return r;
|
||||
@@ -363,3 +407,6 @@ SI T FN(recpx)(Cpu *c, T a) {
|
||||
#undef MINN
|
||||
#undef VK
|
||||
#undef K
|
||||
#undef FMA_S
|
||||
#undef FMA_V
|
||||
#undef FMA_X
|
||||
+40
-11
@@ -17,6 +17,7 @@
|
||||
extern "C" {
|
||||
#include "amiibo.h"
|
||||
#include "cfg.h"
|
||||
#include "folder_pick.h"
|
||||
#include "platform/platform.h"
|
||||
#include "ui_text.h"
|
||||
}
|
||||
@@ -30,7 +31,6 @@ struct FileEntry {
|
||||
|
||||
static const char kDefaultAmiiboDir[] = "./amiibo";
|
||||
static std::string g_current_dir = kDefaultAmiiboDir;
|
||||
static char g_dir_input[512] = "./amiibo";
|
||||
static std::vector<FileEntry> g_entries;
|
||||
static int g_selected_entry = -1;
|
||||
// The last action: a catalog id and the file or folder it names, formatted when drawn (the menu language can change)
|
||||
@@ -61,10 +61,24 @@ static bool iequals(std::string_view a, std::string_view b) {
|
||||
|
||||
static void set_current_dir(const std::string &path) {
|
||||
g_current_dir = path;
|
||||
snprintf(g_dir_input, sizeof(g_dir_input), "%s", g_current_dir.c_str());
|
||||
cfg_set("TOTK_AMIIBO_DIR", g_current_dir.c_str());
|
||||
}
|
||||
|
||||
// The host's folder dialog (folder_pick.h) answers on its own thread; the page takes the answer when it draws.
|
||||
static PlatMutex g_pick_lock = PLAT_MUTEX_INIT;
|
||||
static bool g_pick_open;
|
||||
static bool g_pick_ready;
|
||||
static std::string g_pick_path;
|
||||
|
||||
static void on_folder_picked(const char *path, void *ctx) {
|
||||
(void)ctx;
|
||||
plat_mutex_lock(&g_pick_lock);
|
||||
g_pick_ready = path != NULL;
|
||||
if (path) g_pick_path = path;
|
||||
g_pick_open = false;
|
||||
plat_mutex_unlock(&g_pick_lock);
|
||||
}
|
||||
|
||||
static void refresh_dir(void) {
|
||||
g_entries.clear();
|
||||
g_selected_entry = -1;
|
||||
@@ -122,11 +136,21 @@ void tab_amiibo(float scale) {
|
||||
} else {
|
||||
g_current_dir = kDefaultAmiiboDir;
|
||||
}
|
||||
snprintf(g_dir_input, sizeof(g_dir_input), "%s", g_current_dir.c_str());
|
||||
refresh_dir();
|
||||
s_inited = true;
|
||||
}
|
||||
|
||||
plat_mutex_lock(&g_pick_lock);
|
||||
bool picking = g_pick_open;
|
||||
std::string picked;
|
||||
if (g_pick_ready) picked.swap(g_pick_path);
|
||||
g_pick_ready = false;
|
||||
plat_mutex_unlock(&g_pick_lock);
|
||||
if (!picked.empty()) {
|
||||
set_current_dir(picked);
|
||||
refresh_dir();
|
||||
}
|
||||
|
||||
// Two panes: Left (Directory Browser & Tag List), Right (Amiibo Tag Details & Controls)
|
||||
const float content_h = ImGui::GetContentRegionAvail().y - opt_bottom(); // Continue and Quit stay visible
|
||||
const float left_w = ImGui::GetContentRegionAvail().x * 0.58f;
|
||||
@@ -136,17 +160,17 @@ void tab_amiibo(float scale) {
|
||||
ImGui::BeginChild("##amiibo_explorer", ImVec2(left_w, content_h), true);
|
||||
ImGui::TextColored(ImVec4(0.93f, 0.76f, 0.33f, 1.0f), "%s", menu_text(UI_MENU_AMIIBO_DIR));
|
||||
|
||||
ImGui::SetNextItemWidth(ImGui::GetContentRegionAvail().x);
|
||||
if (ImGui::InputText("##amiibo_dir_input", g_dir_input, sizeof(g_dir_input), ImGuiInputTextFlags_EnterReturnsTrue)) {
|
||||
set_current_dir(g_dir_input);
|
||||
refresh_dir();
|
||||
}
|
||||
ImGui::TextWrapped("%s", g_current_dir.c_str());
|
||||
|
||||
ImGui::Spacing();
|
||||
ImGui::BeginDisabled(picking);
|
||||
if (ImGui::Button(menu_text(UI_MENU_AMIIBO_OPEN))) {
|
||||
set_current_dir(g_dir_input);
|
||||
refresh_dir();
|
||||
plat_mutex_lock(&g_pick_lock);
|
||||
g_pick_open = true;
|
||||
plat_mutex_unlock(&g_pick_lock);
|
||||
folder_pick(g_current_dir.c_str(), on_folder_picked, NULL);
|
||||
}
|
||||
ImGui::EndDisabled();
|
||||
ImGui::SameLine();
|
||||
if (ImGui::Button(menu_text(UI_MENU_AMIIBO_DEFAULT_DIR))) {
|
||||
set_current_dir(kDefaultAmiiboDir);
|
||||
@@ -161,6 +185,11 @@ void tab_amiibo(float scale) {
|
||||
ImGui::TextDisabled("%s", menu_text(UI_MENU_AMIIBO_PICK));
|
||||
|
||||
ImGui::BeginChild("##file_list", ImVec2(0, 0), true);
|
||||
if (g_status_id == UI_MENU_AMIIBO_NO_DIR) {
|
||||
char missing[512];
|
||||
snprintf(missing, sizeof missing, menu_text(UI_MENU_AMIIBO_NO_DIR), g_current_dir.c_str());
|
||||
ImGui::TextWrapped("%s", missing);
|
||||
}
|
||||
for (size_t i = 0; i < g_entries.size(); i++) {
|
||||
const auto &e = g_entries[i];
|
||||
std::string label = e.is_dir ? e.name + "/" : e.name;
|
||||
@@ -198,7 +227,7 @@ void tab_amiibo(float scale) {
|
||||
ImGui::TextColored(ImVec4(0.93f, 0.76f, 0.33f, 1.0f), "%s", menu_text(UI_MENU_AMIIBO_READER));
|
||||
ImGui::Separator();
|
||||
|
||||
AmiiboDeviceState state = amiibo_get_device_state();
|
||||
AmiiboDeviceState state = amiibo_get_reader_state();
|
||||
UiTextId state_id = UI_MENU_AMIIBO_STATE_IDLE;
|
||||
ImVec4 state_col = ImVec4(0.8f, 0.8f, 0.8f, 1.0f);
|
||||
switch (state) {
|
||||
|
||||
@@ -18,7 +18,7 @@ extern "C" {
|
||||
void rt_log(const char *fmt, ...) __attribute__((format(printf, 1, 2)));
|
||||
}
|
||||
|
||||
static_assert(UI_BIND_RSTICK_DOWN - UI_BIND_A == ACTION_COUNT - 1, "UI_BIND_* follow the actions");
|
||||
static_assert(UI_BIND_SHAKE - UI_BIND_A == ACTION_COUNT - 1 && B_SHAKE == ACTION_COUNT - 1, "UI_BIND_* follow the actions");
|
||||
static_assert(UI_BIND_DESC_MINUS - UI_BIND_DESC_A == B_MINUS, "UI_BIND_DESC_* follow the actions");
|
||||
static_assert(UI_KEY_PAGEDOWN - UI_KEY_SPACE == KEY_PAGEDOWN - KEY_SPACE, "UI_KEY_* follow the key ids");
|
||||
static_assert(UI_PAD_RPADDLE2 - UI_PAD_SOUTH == PAD_RPADDLE2 - PAD_SOUTH && PAD_RPADDLE2 == PAD_COUNT - 1,
|
||||
@@ -48,6 +48,7 @@ static const char *action_label(int a) { return menu_text((UiTextId)(UI_BIND_A +
|
||||
static UiTextId action_desc(int a) {
|
||||
if (a <= B_MINUS) return (UiTextId)(UI_BIND_DESC_A + a);
|
||||
if (a <= B_DOWN) return UI_BIND_DESC_DPAD;
|
||||
if (a == B_SHAKE) return UI_BIND_DESC_SHAKE;
|
||||
return a <= B_SL_DOWN ? UI_BIND_DESC_MOVE : UI_BIND_DESC_CAMERA;
|
||||
}
|
||||
|
||||
@@ -168,7 +169,7 @@ static void row_action(int a, const InputMap &m, int layout) {
|
||||
a >= B_SL_LEFT ? menu_text(a <= B_SL_DOWN ? UI_PAD_LSTICK : UI_PAD_RSTICK)
|
||||
: np ? pad_label(p[0])
|
||||
: ""};
|
||||
const bool enabled[3] = {true, true, a < B_SL_LEFT}; // the sticks stay sticks
|
||||
const bool enabled[3] = {true, true, a < B_SL_LEFT}; // the sticks stay sticks (and the shake is the right stick's)
|
||||
char key[32];
|
||||
snprintf(key, sizeof key, "BIND_%s", input_action_name(a));
|
||||
const char *note = g_note_action == a && plat_now_ns() < g_note_until ? g_note : nullptr;
|
||||
@@ -236,6 +237,7 @@ void binds_rows(float scale) {
|
||||
for (int a : kMove) row_action(a, m, layout);
|
||||
opt_group(UI_BINDS_GROUP_CAMERA);
|
||||
for (int a : kCamera) row_action(a, m, layout);
|
||||
row_action(B_SHAKE, m, layout); // keys only; its controller cell shows the right stick, which the pad shakes itself
|
||||
ImGui::Dummy(ImVec2(0, 6 * scale));
|
||||
g_reset_asked = opt_button("##binds_reset", UI_BINDS_RESET, UI_BINDS_RESET_DESC);
|
||||
}
|
||||
|
||||
+83
-41
@@ -346,6 +346,12 @@ static int fonts_up(float scale) {
|
||||
ImFontGlyphRangesBuilder b;
|
||||
b.AddText(ui_text_in("en", kCjk[i].name));
|
||||
ui_text_visit(kCjk[i].lang, add_row_glyphs, &b);
|
||||
// Text the menu shows that no catalog row holds: a mod's cheat names and its folder name,
|
||||
// both read from disk at runtime. Their glyphs would otherwise fall back to the missing-glyph box.
|
||||
for (int k = 0; k < cheats_count(); k++)
|
||||
if (const CheatInfo *ci = cheats_info(k); ci && ci->name) b.AddText(ci->name);
|
||||
for (int k = 0; k < mods_count(); k++)
|
||||
if (const ModInfo *mi = mods_at(k); mi) b.AddText(mi->name);
|
||||
b.BuildRanges(&ranges[i]);
|
||||
ImFontConfig mc;
|
||||
mc.MergeMode = true;
|
||||
@@ -485,13 +491,15 @@ static void row_window_size(void) {
|
||||
}
|
||||
|
||||
// The game resolution (resolution.c): 16:9 sizes from its smallest, 1280x720 (for weak GPUs), up, the common 21:9 and
|
||||
// 32:9 monitor sizes and the 16:10 screens of the Steam Deck, handhelds and laptops (the camera and the HUD follow
|
||||
// 32:9 monitor sizes, the 16:10 screens of the Steam Deck, handhelds and laptops and the 3:2 screens of laptops and
|
||||
// tablets (Surface, Framework; the camera and the HUD follow
|
||||
// another shape, resolution.c res_init; the installer lays the HUD out for each, installer/steps.py ASPECT_SIZES), and
|
||||
// the current value when it is another size.
|
||||
static void row_output_res(void) {
|
||||
static const char *const vals[] = {"1280x720", "1600x900", "1920x1080", "2560x1440", "3200x1800", "3840x2160",
|
||||
"2560x1080", "3440x1440", "3840x1600", "5120x2160", "3840x1080", "5120x1440",
|
||||
"1280x800", "1680x1050", "1920x1200", "2560x1600"};
|
||||
"1280x800", "1680x1050", "1920x1200", "2560x1600",
|
||||
"1920x1280", "2160x1440", "2256x1504", "2880x1920", "3000x2000"};
|
||||
enum { N = sizeof vals / sizeof *vals };
|
||||
char shown[N][32];
|
||||
const char *names[N];
|
||||
@@ -518,7 +526,7 @@ static void row_render_scale(void) {
|
||||
}
|
||||
|
||||
static void row_shadow_res(void) {
|
||||
static const char *const vals[] = {"game", "512", "768", "1024", "1536", "2048"};
|
||||
static const char *const vals[] = {"game", "256", "512", "768", "1024", "1536", "2048"};
|
||||
enum { N = sizeof vals / sizeof *vals };
|
||||
const char *names[N];
|
||||
names[0] = menu_text(UI_MENU_SHADOW_RES_GAME);
|
||||
@@ -551,27 +559,25 @@ static void row_gpu(void) {
|
||||
opt_choice_list("TOTK_GPU_INDEX", UI_MENU_GPU, vals, names, g_gpu_n + 1, UI_MENU_GPU_DESC);
|
||||
}
|
||||
|
||||
// The game language: one entry per language TotK ships (a Switch code that names it), each under its own name. The
|
||||
// Switch's Portuguese is not among them.
|
||||
// The game language: one entry per Mals language file the running game build ships (ui_text_game_langs), each under
|
||||
// its own name. A code that names no entry exactly (older "en", "fr-CA" on a build without it) selects the first entry
|
||||
// of the same catalog language.
|
||||
static void row_game_lang(void) {
|
||||
static const struct { const char *code; UiTextId name; } langs[] = {
|
||||
{"en-US", UI_MENU_LANGNAME_EN}, {"ja", UI_MENU_LANGNAME_JA}, {"fr", UI_MENU_LANGNAME_FR},
|
||||
{"de", UI_MENU_LANGNAME_DE}, {"it", UI_MENU_LANGNAME_IT}, {"es", UI_MENU_LANGNAME_ES},
|
||||
{"nl", UI_MENU_LANGNAME_NL}, {"ru", UI_MENU_LANGNAME_RU},
|
||||
{"zh-Hans", UI_MENU_LANGNAME_ZH_HANS}, {"zh-Hant", UI_MENU_LANGNAME_ZH_HANT}, {"ko", UI_MENU_LANGNAME_KO},
|
||||
};
|
||||
enum { N = sizeof langs / sizeof *langs + 1 };
|
||||
const char *vals[N], *names[N];
|
||||
UiGameLang langs[16];
|
||||
int n = ui_text_game_langs(rt_game_version, langs, 16);
|
||||
const char *vals[17], *names[17];
|
||||
vals[0] = "";
|
||||
names[0] = menu_text(UI_MENU_GAME_LANG_AUTO);
|
||||
const char *now = cfg_value("TOTK_LANG");
|
||||
int cur = *now ? -1 : 0;
|
||||
for (int i = 1; i < N; i++) {
|
||||
for (int i = 1; i <= n; i++) {
|
||||
vals[i] = langs[i - 1].code;
|
||||
names[i] = menu_text(langs[i - 1].name);
|
||||
if (*now && !strcmp(ui_text_lang(now), ui_text_lang(vals[i]))) cur = i; // en-GB is English too
|
||||
if (*now && !strcmp(now, vals[i])) cur = i;
|
||||
}
|
||||
opt_choice_list("TOTK_LANG", UI_MENU_GAME_LANG, vals, names, N, UI_MENU_GAME_LANG_DESC, cur);
|
||||
for (int i = 1; i <= n && *now && cur < 0; i++)
|
||||
if (!strcmp(ui_text_lang(now), ui_text_lang(vals[i]))) cur = i;
|
||||
opt_choice_list("TOTK_LANG", UI_MENU_GAME_LANG, vals, names, n + 1, UI_MENU_GAME_LANG_DESC, cur);
|
||||
}
|
||||
|
||||
// The frame limit (frame_rate.c): unset, the older fps60 = 0 still means 30. The monitor choice shows the rate it gives.
|
||||
@@ -672,8 +678,13 @@ static void tab_screen(float scale) {
|
||||
opt_slider("TOTK_CONTACT_SHADOWS", UI_MENU_CONTACT_SHADOWS, 0, 100, UI_MENU_CONTACT_SHADOWS_DESC, 10, "%.0f %%");
|
||||
opt_toggle("TOTK_DLAA", UI_MENU_DLAA, UI_MENU_DLAA_DESC);
|
||||
static const UiTextId dlss[] = {UI_MENU_DLSS_DLAA, UI_MENU_DLSS_QUALITY, UI_MENU_DLSS_BALANCED,
|
||||
UI_MENU_DLSS_PERFORMANCE};
|
||||
opt_choice("TOTK_DLSS", UI_MENU_DLSS, dlss, 4, UI_MENU_DLSS_DESC);
|
||||
UI_MENU_DLSS_PERFORMANCE, UI_MENU_DLSS_ULTRA};
|
||||
opt_choice("TOTK_DLSS", UI_MENU_DLSS, dlss, 5, UI_MENU_DLSS_DESC);
|
||||
static const UiTextId preset[] = {UI_MENU_DLSS_PRESET_DEFAULT, UI_MENU_DLSS_PRESET_K, UI_MENU_DLSS_PRESET_J};
|
||||
opt_choice("TOTK_DLSS_PRESET", UI_MENU_DLSS_PRESET, preset, 3, UI_MENU_DLSS_PRESET_DESC);
|
||||
static const UiTextId chars[] = {UI_MENU_DLSS_CHARS_OFF, UI_MENU_DLSS_CHARS_LIGHT, UI_MENU_DLSS_CHARS_MEDIUM,
|
||||
UI_MENU_DLSS_CHARS_FULL};
|
||||
opt_choice("TOTK_DLSS_CHAR_MASK", UI_MENU_DLSS_CHARS, chars, 4, UI_MENU_DLSS_CHARS_DESC);
|
||||
opt_toggle("TOTK_FXAA", UI_MENU_FXAA, UI_MENU_FXAA_DESC);
|
||||
rows_color();
|
||||
opt_group(UI_MENU_HDR_GROUP);
|
||||
@@ -681,6 +692,7 @@ static void tab_screen(float scale) {
|
||||
opt_slider("TOTK_HDR_PEAK_NITS", UI_MENU_HDR_PEAK, 400, 10000, UI_MENU_HDR_PEAK_DESC, 50, "%.0f");
|
||||
opt_slider("TOTK_HDR_GAME_NITS", UI_MENU_HDR_GAME, 80, 500, UI_MENU_HDR_GAME_DESC, 5, "%.0f");
|
||||
opt_slider("TOTK_HDR_UI_NITS", UI_MENU_HDR_UI, 80, 500, UI_MENU_HDR_UI_DESC, 5, "%.0f");
|
||||
opt_slider("TOTK_HDR_HUE", UI_MENU_HDR_HUE, 0, 100, UI_MENU_HDR_HUE_DESC, 5, "%.0f %%");
|
||||
opt_end();
|
||||
}
|
||||
|
||||
@@ -697,6 +709,8 @@ static void tab_game(float scale) {
|
||||
static void tab_sound(float scale) {
|
||||
opt_begin("##sound", scale);
|
||||
opt_slider("TOTK_VOLUME", UI_MENU_VOLUME, 0, 100, UI_MENU_VOLUME_DESC, 5, "%.0f %%");
|
||||
static const UiTextId channels[] = {UI_MENU_CHANNELS_AUTO, UI_MENU_CHANNELS_STEREO, UI_MENU_CHANNELS_51};
|
||||
opt_choice("TOTK_AUDIO_CHANNELS", UI_MENU_AUDIO_CHANNELS, channels, 3, UI_MENU_AUDIO_CHANNELS_DESC);
|
||||
opt_end();
|
||||
}
|
||||
|
||||
@@ -759,8 +773,11 @@ static const char *prompts_note(bool *restart) {
|
||||
const char *layout = cfg_value("TOTK_PAD_LAYOUT"), *used = romfs_prompts();
|
||||
const char *want = input_prompts_folder(input_prompts_pick(cfg_get("TOTK_PROMPTS"), layout), layout);
|
||||
if (want == used || (want && used && !strcmp(want, used))) return nullptr;
|
||||
if (want && !romfs_prompts_ready(want)) return menu_text(UI_MENU_PROMPTS_MISSING);
|
||||
switch (romfs_prompts_off(want)) {
|
||||
// A game resolution of another shape needs a folder of its own for the PC prompts (romfs-patches-pc-<w>x<h>), which
|
||||
// the setup does not write: the shape is the reason then, not the setup.
|
||||
int off = romfs_prompts_off(want);
|
||||
if (want && !romfs_prompts_ready(want) && off != ROMFS_PROMPTS_SHAPE) return menu_text(UI_MENU_PROMPTS_MISSING);
|
||||
switch (off) {
|
||||
case ROMFS_PROMPTS_FAILED: return menu_text(UI_MENU_PROMPTS_FAILED);
|
||||
case ROMFS_PROMPTS_SHAPE: return menu_text(UI_MENU_PROMPTS_OFF_SHAPE);
|
||||
case ROMFS_PROMPTS_MODS: return menu_text(UI_MENU_PROMPTS_OFF_MODS);
|
||||
@@ -813,17 +830,25 @@ static void tab_controls(float scale) {
|
||||
opt_begin("##controls", scale);
|
||||
static const UiTextId layout[] = {UI_MENU_PAD_LAYOUT_AUTO, UI_MENU_PAD_LAYOUT_NINTENDO, UI_MENU_PAD_LAYOUT_XBOX};
|
||||
opt_choice("TOTK_PAD_LAYOUT", UI_MENU_PAD_LAYOUT, layout, 3, UI_MENU_PAD_LAYOUT_DESC, pad_layout_note());
|
||||
static const UiTextId prompts[] = {UI_MENU_PROMPTS_NINTENDO, UI_MENU_PROMPTS_XBOX};
|
||||
static const UiTextId prompts[] = {UI_MENU_PROMPTS_NINTENDO, UI_MENU_PROMPTS_XBOX, UI_MENU_PROMPTS_PC};
|
||||
bool restart;
|
||||
const char *note = prompts_note(&restart);
|
||||
opt_choice("TOTK_PROMPTS", UI_MENU_PROMPTS, prompts, 2, UI_MENU_PROMPTS_DESC, note);
|
||||
opt_choice("TOTK_PROMPTS", UI_MENU_PROMPTS, prompts, 3, UI_MENU_PROMPTS_DESC, note);
|
||||
bool ask = restart && opt_button("##restart", UI_MENU_RESTART, UI_MENU_RESTART_DESC);
|
||||
opt_toggle("TOTK_MOTION", UI_MENU_MOTION, UI_MENU_MOTION_DESC);
|
||||
opt_slider("TOTK_RUMBLE_STRENGTH", UI_MENU_RUMBLE_STRENGTH, 0, 300, UI_MENU_RUMBLE_STRENGTH_DESC, 10, "%.0f %%");
|
||||
opt_slider("TOTK_RUMBLE_CURVE", UI_MENU_RUMBLE_CURVE, 0.2f, 1.5f, UI_MENU_RUMBLE_CURVE_DESC, 0.05f, "%.2f");
|
||||
opt_toggle("TOTK_RUMBLE_TRIGGERS", UI_MENU_RUMBLE_TRIGGERS, UI_MENU_RUMBLE_TRIGGERS_DESC);
|
||||
// One row per stick, falling back to TOTK_STICK_DEADZONE (both sticks) while unset. With a gamepad connected each
|
||||
// row shows its stick's deflection now, before the dead zone: a drifting stick's resting value, to set it above.
|
||||
static const UiTextId mouse_modes[] = {UI_MENU_MOUSE_STICK, UI_MENU_MOUSE_DIRECT};
|
||||
opt_choice("TOTK_MOUSE_MODE", UI_MENU_MOUSE_MODE, mouse_modes, 2, UI_MENU_MOUSE_MODE_DESC);
|
||||
opt_slider("TOTK_MOUSE_SENS", UI_MENU_MOUSE_SENS, 0, 10, UI_MENU_MOUSE_SENS_DESC, 0.1f, "%.1f");
|
||||
opt_toggle("TOTK_MENU_CURSOR", UI_MENU_MENU_CURSOR, UI_MENU_MENU_CURSOR_DESC);
|
||||
row_walk_key();
|
||||
opt_slider("TOTK_WALK_SCALE", UI_MENU_WALK_SCALE, 0.2f, 0.9f, UI_MENU_WALK_SCALE_DESC, 0.01f, "%.2f");
|
||||
// Analog sticks: one dead zone row per stick, falling back to TOTK_STICK_DEADZONE (both sticks) while unset. With
|
||||
// a gamepad connected each row shows its stick's deflection now, before the dead zone: a drifting stick's resting
|
||||
// value, to set it above.
|
||||
opt_group(UI_MENU_GROUP_STICKS);
|
||||
double now[2];
|
||||
bool pad = input_pad_stick_percent(now) != 0;
|
||||
char stick_note[2][64];
|
||||
@@ -834,9 +859,6 @@ static void tab_controls(float scale) {
|
||||
opt_slider("TOTK_RSTICK_DEADZONE", UI_MENU_RSTICK_DEADZONE, 0, 50, UI_MENU_STICK_DEADZONE_DESC, 1, "%.0f %%",
|
||||
pad ? stick_note[1] : nullptr, "TOTK_STICK_DEADZONE");
|
||||
opt_slider("TOTK_STICK_SENS", UI_MENU_STICK_SENS, 0.1f, 3, UI_MENU_STICK_SENS_DESC, 0.05f, "%.2f");
|
||||
opt_slider("TOTK_MOUSE_SENS", UI_MENU_MOUSE_SENS, 0, 10, UI_MENU_MOUSE_SENS_DESC, 0.1f, "%.1f");
|
||||
row_walk_key();
|
||||
opt_slider("TOTK_WALK_SCALE", UI_MENU_WALK_SCALE, 0.2f, 0.9f, UI_MENU_WALK_SCALE_DESC, 0.01f, "%.2f");
|
||||
binds_rows(scale);
|
||||
opt_end();
|
||||
binds_after_page();
|
||||
@@ -849,6 +871,7 @@ static void tab_menu(float scale) {
|
||||
static const UiTextId langs[] = {UI_MENU_MENU_LANG_AUTO, UI_MENU_LANGNAME_EN, UI_MENU_LANGNAME_RU,
|
||||
UI_MENU_LANGNAME_PT_BR, UI_MENU_LANGNAME_ZH_HANS};
|
||||
opt_choice("TOTK_MENU_LANG", UI_MENU_MENU_LANG, langs, sizeof langs / sizeof *langs, UI_MENU_MENU_LANG_DESC);
|
||||
opt_toggle("TOTK_DISCORD_RPC", UI_MENU_DISCORD_RPC, UI_MENU_DISCORD_RPC_DESC);
|
||||
opt_end();
|
||||
}
|
||||
|
||||
@@ -934,7 +957,8 @@ static void tab_advanced(float scale) {
|
||||
opt_choice("TOTK_MEMORY", UI_MENU_MEMORY, mem, 4, UI_MENU_MEMORY_DESC);
|
||||
opt_toggle("TOTK_TEX_ALIAS", UI_MENU_TEX_ALIAS, UI_MENU_TEX_ALIAS_DESC);
|
||||
opt_slider("TOTK_TEX_VRAM_PRESSURE", UI_MENU_TEX_VRAM_PRESSURE, 0, 100, UI_MENU_TEX_VRAM_PRESSURE_DESC, 1, "%.0f%%");
|
||||
opt_toggle("TOTK_ASTC_BC", UI_MENU_ASTC_BC, UI_MENU_ASTC_BC_DESC);
|
||||
static const UiTextId astc_bc[] = {UI_MENU_AUTO, UI_MENU_OFF, UI_MENU_ON}; // unset, 0, 1
|
||||
opt_choice("TOTK_ASTC_BC", UI_MENU_ASTC_BC, astc_bc, 3, UI_MENU_ASTC_BC_DESC);
|
||||
|
||||
opt_group(UI_MENU_GROUP_FIXES);
|
||||
opt_toggle("TOTK_LOD_GUARD", UI_MENU_LOD_GUARD, UI_MENU_LOD_GUARD_DESC);
|
||||
@@ -960,6 +984,7 @@ static void tab_advanced(float scale) {
|
||||
row_set_or_not("TOTK_TRACE", UI_MENU_TRACE, UI_MENU_TRACE_DESC, "perf");
|
||||
opt_toggle("TOTK_FLIGHT", UI_MENU_FLIGHT, UI_MENU_FLIGHT_DESC);
|
||||
opt_slider("TOTK_FLIGHT_SPIKE_MS", UI_MENU_FLIGHT_SPIKE_MS, 20, 1000, UI_MENU_FLIGHT_SPIKE_MS_DESC, 10, "%.0f");
|
||||
opt_choice("TOTK_PASS_CRUMBS", UI_MENU_PASS_CRUMBS, dyn, 3, UI_MENU_PASS_CRUMBS_DESC); // vk_crumbs.c pass marks
|
||||
static char rec_path[600]; // the recording goes beside the log
|
||||
if (!rec_path[0]) {
|
||||
char dir[512];
|
||||
@@ -1370,17 +1395,30 @@ static void perf_full_draw(const MenuTarget *t, float scale) {
|
||||
ImGui::SetWindowFontScale(0.72f);
|
||||
const ImVec4 gpu_c(0.55f, 0.83f, 0.31f, 1), cpu_c(0.18f, 0.59f, 0.80f, 1), ram_c(0.80f, 0.45f, 0.70f, 1),
|
||||
fps_c(0.95f, 0.95f, 0.95f, 1), wait_c(0.93f, 0.76f, 0.33f, 1), pic_c(0.62f, 0.70f, 0.95f, 1);
|
||||
// the port version and the game update first, so a screenshot in a bug report carries both; formatted once per
|
||||
// menu language
|
||||
static char ver[96];
|
||||
static const char *ver_fmt;
|
||||
if (ver_fmt != menu_text(UI_MENU_VERSION)) {
|
||||
ver_fmt = menu_text(UI_MENU_VERSION);
|
||||
char game[16];
|
||||
snprintf(game, sizeof game, "%d.%d.%d", rt_game_version / 100, rt_game_version / 10 % 10, rt_game_version % 10);
|
||||
snprintf(ver, sizeof ver, ver_fmt, rt_port_version, game);
|
||||
}
|
||||
ImGui::TextDisabled("%s", ver);
|
||||
if (ImGui::BeginTable("##perft", 4, ImGuiTableFlags_SizingFixedFit)) {
|
||||
static const UiTextId labels[] = {UI_MENU_OV_GPU, UI_MENU_OV_VRAM, UI_MENU_OV_CPU, UI_MENU_OV_RAM};
|
||||
static const PerfCol c0[] = {{UI_MENU_OV_FPS, 888}};
|
||||
static const PerfCol c1[] = {{UI_MENU_OV_FMT_PCT, 100}, {UI_MENU_OV_FMT_GB, 888.8f}, {UI_MENU_OV_FRAME_MS, 888.8f}};
|
||||
static const PerfCol c2[] = {{UI_MENU_OV_FMT_TEMP, 188}, {UI_MENU_OV_FMT_GB_OF, 888.8f}, {UI_MENU_OV_MAX_MS, 8888.8f}};
|
||||
static const UiTextId labels[] = {UI_MENU_OV_GPU, UI_MENU_OV_VRAM, UI_MENU_OV_CPU, UI_MENU_OV_RAM,
|
||||
UI_MENU_OV_FPS_LABEL, UI_MENU_OV_FRAME_LABEL};
|
||||
static const PerfCol c1[] = {{UI_MENU_OV_FMT_PCT, 100}, {UI_MENU_OV_FMT_GB, 888.8f}, {UI_MENU_OV_FMT_FPS, 888},
|
||||
{UI_MENU_OV_FRAME_MS, 888.8f}};
|
||||
static const PerfCol c2[] = {{UI_MENU_OV_FMT_TEMP, 188}, {UI_MENU_OV_FMT_GB_OF, 888.8f}, {UI_MENU_OV_LOW1, 888},
|
||||
{UI_MENU_OV_MAX_MS, 8888.8f}};
|
||||
static const PerfCol c3[] = {{UI_MENU_OV_FMT_POWER, 888}, {UI_MENU_OV_FMT_MHZ, 8888}, {UI_MENU_OV_GAME_PCT, 100},
|
||||
{UI_MENU_OV_GAME_GB, 888.8f}};
|
||||
perf_column("##c0", c0, 1, labels, 4);
|
||||
perf_column("##c1", c1, 3);
|
||||
perf_column("##c2", c2, 3);
|
||||
perf_column("##c3", c3, 4);
|
||||
{UI_MENU_OV_GAME_GB, 888.8f}, {UI_MENU_OV_LOW01, 888}};
|
||||
perf_column("##c0", nullptr, 0, labels, 6);
|
||||
perf_column("##c1", c1, 4);
|
||||
perf_column("##c2", c2, 4);
|
||||
perf_column("##c3", c3, 5);
|
||||
perf_label(UI_MENU_OV_GPU, gpu_c);
|
||||
perf_cell(UI_MENU_OV_FMT_PCT, s.gpu_pct);
|
||||
perf_cell(UI_MENU_OV_FMT_TEMP, s.gpu_temp_c);
|
||||
@@ -1397,12 +1435,16 @@ static void perf_full_draw(const MenuTarget *t, float scale) {
|
||||
perf_cell(UI_MENU_OV_FMT_GB, perf_gb(s.ram_used_mb));
|
||||
perf_cell(UI_MENU_OV_FMT_GB_OF, perf_gb(s.ram_total_mb));
|
||||
perf_cell(UI_MENU_OV_GAME_GB, perf_gb(s.ram_game_mb));
|
||||
ImGui::TableNextColumn(); // the frame row: no label, the rate in its place
|
||||
char b[64];
|
||||
snprintf(b, sizeof b, menu_text(UI_MENU_OV_FPS), s.fps);
|
||||
ImGui::TextColored(fps_c, "%s", b);
|
||||
ImGui::TableNextRow(ImGuiTableRowFlags_None, 6 * scale); // a gap between the machine and the frames
|
||||
// the frames: the rate over the last second with the lows over the last ten seconds, then the frame times
|
||||
perf_label(UI_MENU_OV_FPS_LABEL, fps_c);
|
||||
perf_cell(UI_MENU_OV_FMT_FPS, s.fps);
|
||||
perf_cell(UI_MENU_OV_LOW1, s.low1_fps);
|
||||
perf_cell(UI_MENU_OV_LOW01, s.low01_fps);
|
||||
perf_label(UI_MENU_OV_FRAME_LABEL, fps_c);
|
||||
perf_cell(UI_MENU_OV_FRAME_MS, s.frame_ms_avg);
|
||||
perf_cell(UI_MENU_OV_MAX_MS, s.frame_ms_max);
|
||||
ImGui::TableNextColumn();
|
||||
ImGui::EndTable();
|
||||
}
|
||||
float top = s.frame_ms_max > 50 ? s.frame_ms_max : 50;
|
||||
|
||||
@@ -353,7 +353,10 @@ bool opt_slider(const char *key, UiTextId label, float lo, float hi, UiTextId de
|
||||
const char *set = cfg_get(key);
|
||||
const char *src = fallback && !(set && *set) ? fallback : key; // unset: show the value in effect, the fallback's
|
||||
const CfgMeta *m = cfg_meta(src);
|
||||
double v = cfg_double(src), def = m ? strtod(m->def, NULL) : lo;
|
||||
// A key without a table default of its own (the per-stick dead zones) defaults to its fallback: the "default" mark
|
||||
// follows the fallback's default, not 0, even once the key is set.
|
||||
if (fallback && m && !m->def[0]) m = cfg_meta(fallback);
|
||||
double v = cfg_double(src), def = m && m->def[0] ? strtod(m->def, NULL) : lo;
|
||||
char shown[48];
|
||||
snprintf(shown, sizeof shown, fmt, v);
|
||||
RowView rv = {shown, fabs(v - def) < step * 0.01, true, note};
|
||||
@@ -367,7 +370,8 @@ bool opt_slider(const char *key, UiTextId label, float lo, float hi, UiTextId de
|
||||
char out[32];
|
||||
if (step >= 1) snprintf(out, sizeof out, "%d", (int)lround(n));
|
||||
else snprintf(out, sizeof out, "%g", round(n / step) * step);
|
||||
apply(key, out);
|
||||
// Landing on the fallback's value unsets the key (its line leaves totk.ini), so the row follows the fallback again.
|
||||
apply(key, fallback && fabs(n - cfg_double(fallback)) < step * 0.01 ? "" : out);
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
@@ -61,7 +61,8 @@ void opt_group_text(const char *title);
|
||||
void opt_text_str(const char *text, bool warn = false);
|
||||
// lo..hi in steps of step (left and right held for a second go ten times as fast); fmt formats the value ("%.0f %%").
|
||||
// note: a short line under the value in place of the "default" mark (NULL: none). fallback: the setting that applies
|
||||
// while key is unset; the row shows its value then, and a change sets key.
|
||||
// while key is unset; the row shows its value then, and a change sets key. A key with no table default of its own takes
|
||||
// the "default" mark from the fallback's default, and a step onto the fallback's value unsets key again.
|
||||
bool opt_slider(const char *key, UiTextId label, float lo, float hi, UiTextId desc, float step = 1,
|
||||
const char *fmt = "%g", const char *note = nullptr, const char *fallback = nullptr);
|
||||
|
||||
|
||||
+218
-45
@@ -18,13 +18,23 @@ typedef struct { const char *lang; const char *const *text; } Row;
|
||||
[UI_MENU_LANGNAME_DE] = "Deutsch", [UI_MENU_LANGNAME_IT] = "Italiano", [UI_MENU_LANGNAME_ES] = "Español", \
|
||||
[UI_MENU_LANGNAME_NL] = "Nederlands", [UI_MENU_LANGNAME_RU] = "Русский", \
|
||||
[UI_MENU_LANGNAME_ZH_HANS] = "简体中文", [UI_MENU_LANGNAME_ZH_HANT] = "繁體中文", [UI_MENU_LANGNAME_KO] = "한국어", \
|
||||
[UI_MENU_LANGNAME_PT_BR] = "Português (Brasil)"
|
||||
[UI_MENU_LANGNAME_PT_BR] = "Português (Brasil)", [UI_MENU_LANGNAME_EN_GB] = "English (UK)", \
|
||||
[UI_MENU_LANGNAME_FR_CA] = "Français (Canada)", [UI_MENU_LANGNAME_ES_419] = "Español (Latinoamérica)"
|
||||
|
||||
// SWKBD: TITLE, PROMPT, DEFAULT_NAME (at most 9 UTF-16 units, no '@' '%' '\'), OK, CANCEL, PAD_HINT.
|
||||
#define SWKBD(title, prompt, name, ok, cancel, hint) \
|
||||
[UI_SWKBD_TITLE] = title, [UI_SWKBD_PROMPT] = prompt, [UI_SWKBD_DEFAULT_NAME] = name, [UI_SWKBD_OK] = ok, \
|
||||
[UI_SWKBD_CANCEL] = cancel, [UI_SWKBD_PAD_HINT] = hint, LANG_NAMES
|
||||
|
||||
// The DLSS model file and the executable, as the player sees them on this platform.
|
||||
#ifdef _WIN32
|
||||
#define DLSS_FILE "nvngx_dlss.dll"
|
||||
#define EXE_FILE "totk.exe"
|
||||
#else
|
||||
#define DLSS_FILE "libnvidia-ngx-dlss.so"
|
||||
#define EXE_FILE "totk"
|
||||
#endif
|
||||
|
||||
static const char *const text_en[UI_TEXT_COUNT] = {
|
||||
SWKBD("Text entry", "Enter a name", "Horse", "OK", "Cancel", "Controller: A = OK, B = Cancel"),
|
||||
|
||||
@@ -55,7 +65,7 @@ static const char *const text_en[UI_TEXT_COUNT] = {
|
||||
[UI_MENU_OUTPUT_RES] = "Game resolution",
|
||||
[UI_MENU_OUTPUT_RES_DESC] = "The size the game draws its picture and interface in. Above 1920 x 1080 the game needs "
|
||||
"more video memory and GPU time. A wider size (21:9) widens the camera's view and moves "
|
||||
"the HUD to the screen's corners; a taller one (16:10, Steam Deck) moves it to the top "
|
||||
"the HUD to the screen's corners; a taller one (16:10, 3:2) moves it to the top "
|
||||
"and bottom edges.",
|
||||
[UI_MENU_RENDER_SCALE] = "3D render scale",
|
||||
[UI_MENU_RENDER_SCALE_DESC] = "Size of the 3D scene relative to the game resolution; the game's FSR scales it to "
|
||||
@@ -74,7 +84,8 @@ static const char *const text_en[UI_TEXT_COUNT] = {
|
||||
[UI_MENU_SHADOW_RES] = "Shadow map size",
|
||||
[UI_MENU_SHADOW_RES_DESC] = "Size of the sun's shadow map. The game's own size changes with the view, down to about 400 "
|
||||
"near the ground, so leaf shadows look blocky and jump; a fixed size keeps them still and "
|
||||
"sharper. Above 1024 the shadows cost more GPU time and video memory.",
|
||||
"sharper. Above 1024 the shadows cost more GPU time and video memory; 256 is coarser than the "
|
||||
"game's own and is for integrated GPUs short of memory bandwidth.",
|
||||
[UI_MENU_SHADOW_RES_GAME] = "Game (changes)",
|
||||
[UI_MENU_ANISO] = "Texture filtering",
|
||||
[UI_MENU_ANISO_DESC] = "Anisotropic filtering of surface textures: ground, roads and walls seen at a shallow angle stay sharp into the distance instead of blurring. Game: the level the game asks for, as on the Switch.",
|
||||
@@ -108,6 +119,9 @@ static const char *const text_en[UI_TEXT_COUNT] = {
|
||||
"bright room.",
|
||||
[UI_MENU_HDR_UI] = "HUD and menu brightness",
|
||||
[UI_MENU_HDR_UI_DESC] = "Nits of the HUD's and this menu's white.",
|
||||
[UI_MENU_HDR_HUE] = "Highlight hue correction",
|
||||
[UI_MENU_HDR_HUE_DESC] = "Bright colours such as fire and sparks turn towards white as in the game's own SDR picture, "
|
||||
"matching the light they cast; 0 keeps them fully saturated.",
|
||||
[UI_MENU_SHADOW_SCALE] = "Shadow resolution",
|
||||
[UI_MENU_SHADOW_SCALE_DESC] = "Draws the sun's shadow maps this many times larger on each side than the game's 960x960: "
|
||||
"sharper shadow edges and leaf shadows. Takes effect at the next start.",
|
||||
@@ -122,15 +136,28 @@ static const char *const text_en[UI_TEXT_COUNT] = {
|
||||
"away. Spreads the shadow map over more ground: raise Shadow resolution with it. "
|
||||
"Takes effect at the next start.",
|
||||
[UI_MENU_DLAA] = "NVIDIA DLSS / DLAA",
|
||||
[UI_MENU_DLAA_DESC] = "NVIDIA DLSS for the 3D scene (NVIDIA RTX GPUs; nvngx_dlss.dll next to totk.exe): smoother edges "
|
||||
"and less shimmer. The HUD is not touched. The mode below sets the resolution it works from. Takes effect "
|
||||
"after a restart.",
|
||||
[UI_MENU_DLAA_DESC] = "NVIDIA DLSS for the 3D scene (NVIDIA RTX GPUs; " DLSS_FILE " next to " EXE_FILE "): smoother "
|
||||
"edges and less shimmer. The HUD is not touched. The mode below sets the resolution it works "
|
||||
"from. Takes effect after a restart.",
|
||||
[UI_MENU_DLSS_PRESET] = "DLSS model",
|
||||
[UI_MENU_DLSS_PRESET_DESC] = "Which DLSS model runs. Automatic follows NVIDIA's advice per mode: K for DLAA, Quality "
|
||||
"and Balanced, M for Performance, L for Ultra Performance. J: slightly less ghosting "
|
||||
"behind moving characters, a little more flicker. K: the sharpest model in every mode. "
|
||||
"Applies at once.",
|
||||
[UI_MENU_DLSS_PRESET_DEFAULT] = "Automatic", [UI_MENU_DLSS_PRESET_K] = "K (sharpest)",
|
||||
[UI_MENU_DLSS_PRESET_J] = "J (less ghosting)",
|
||||
[UI_MENU_DLSS_CHARS] = "DLSS character trails",
|
||||
[UI_MENU_DLSS_CHARS_DESC] = "Reduces the faint trails behind moving characters, animals and what they hold: DLSS takes "
|
||||
"less of the previous frames there. Stronger removes more of the trails and leaves those "
|
||||
"edges a little less smooth. Applies at once.",
|
||||
[UI_MENU_DLSS_CHARS_OFF] = "Off", [UI_MENU_DLSS_CHARS_LIGHT] = "Light", [UI_MENU_DLSS_CHARS_MEDIUM] = "Medium",
|
||||
[UI_MENU_DLSS_CHARS_FULL] = "Full",
|
||||
[UI_MENU_DLSS] = "DLSS mode",
|
||||
[UI_MENU_DLSS_DESC] = "DLAA draws the 3D scene at full resolution. Quality, Balanced and Performance draw it at 67, 58 "
|
||||
"and 50 % and let DLSS scale it up, for more frames per second; they replace the 3D render "
|
||||
"scale. Takes effect after a restart.",
|
||||
[UI_MENU_DLSS_DESC] = "DLAA draws the 3D scene at full resolution. Quality, Balanced, Performance and Ultra "
|
||||
"Performance draw it at 67, 58, 50 and 33 % and let DLSS scale it up, which saves GPU time; "
|
||||
"they replace the 3D render scale. Takes effect at once.",
|
||||
[UI_MENU_DLSS_DLAA] = "DLAA (native)", [UI_MENU_DLSS_QUALITY] = "Quality", [UI_MENU_DLSS_BALANCED] = "Balanced",
|
||||
[UI_MENU_DLSS_PERFORMANCE] = "Performance",
|
||||
[UI_MENU_DLSS_PERFORMANCE] = "Performance", [UI_MENU_DLSS_ULTRA] = "Ultra Performance",
|
||||
[UI_MENU_FXAA] = "Game anti-aliasing (FXAA)",
|
||||
[UI_MENU_FXAA_DESC] = "The game's own FXAA edge smoothing. It blurs fine detail a little; with DLAA on it is not needed.",
|
||||
|
||||
@@ -190,6 +217,10 @@ static const char *const text_en[UI_TEXT_COUNT] = {
|
||||
"at 60 FPS.",
|
||||
|
||||
[UI_MENU_VOLUME] = "Volume", [UI_MENU_VOLUME_DESC] = "Master volume of the game.",
|
||||
[UI_MENU_AUDIO_CHANNELS] = "Speakers",
|
||||
[UI_MENU_AUDIO_CHANNELS_DESC] = "Stereo or 5.1 surround output. Automatic picks 5.1 when the Windows speaker setup "
|
||||
"has six or more channels. Applies after a restart.",
|
||||
[UI_MENU_CHANNELS_AUTO] = "Automatic", [UI_MENU_CHANNELS_STEREO] = "Stereo", [UI_MENU_CHANNELS_51] = "5.1 surround",
|
||||
|
||||
[UI_MENU_MOTION] = "Motion controls", [UI_MENU_MOTION_DESC] = "Aiming with the controller's gyroscope.",
|
||||
[UI_MENU_RUMBLE_STRENGTH] = "Vibration strength",
|
||||
@@ -210,10 +241,11 @@ static const char *const text_en[UI_TEXT_COUNT] = {
|
||||
[UI_MENU_PROMPTS_DESC] = "Which controller's buttons the game's prompts show. Nintendo: the game's own. Xbox: LB, "
|
||||
"RB, LT, RT, Menu, View and a d-pad cross, and A, B, X and Y as labelled on the button "
|
||||
"the layout above presses (with Nintendo (A right) the right button is labelled B, so the "
|
||||
"prompts for A show B). The game reads its prompts at start, so they change after a "
|
||||
"restart. They are part of the game's files, so a button you remap in Controls keeps its "
|
||||
"old prompt on screen.",
|
||||
[UI_MENU_PROMPTS_NINTENDO] = "Nintendo", [UI_MENU_PROMPTS_XBOX] = "Xbox",
|
||||
"prompts for A show B). PC: the keys and mouse buttons of the keyboard's default layout "
|
||||
"(E, Shift, Space, left click...) and the mouse for the camera. The game reads its prompts "
|
||||
"at start, so they change after a restart. They are part of the game's files, so a button "
|
||||
"you remap in Controls keeps its old prompt on screen.",
|
||||
[UI_MENU_PROMPTS_NINTENDO] = "Nintendo", [UI_MENU_PROMPTS_XBOX] = "Xbox", [UI_MENU_PROMPTS_PC] = "PC",
|
||||
[UI_MENU_PROMPTS_MISSING] = "prompt files missing: run the setup again",
|
||||
[UI_MENU_PROMPTS_FAILED] = "prompt files damaged: run the setup again",
|
||||
[UI_MENU_PROMPTS_RESTART] = "prompts change after restart",
|
||||
@@ -226,9 +258,16 @@ static const char *const text_en[UI_TEXT_COUNT] = {
|
||||
[UI_MENU_RESTART_CONFIRM] = "Restart the game now? Progress since your last save is lost.",
|
||||
[UI_MENU_RESTART_YES] = "Restart",
|
||||
[UI_MENU_RESTART_SAVING] = "The game is saving: Restart is possible in a moment.",
|
||||
[UI_MENU_GROUP_STICKS] = "Analog sticks",
|
||||
[UI_MENU_LSTICK_DEADZONE] = "Left stick dead zone", [UI_MENU_RSTICK_DEADZONE] = "Right stick dead zone",
|
||||
[UI_MENU_STICK_DEADZONE_DESC] = "How far a gamepad stick moves before the game sees it. Raise it if the character or the camera moves on its own: let go of the stick, read \"stick now\" and set the dead zone a few percent above it.",
|
||||
[UI_MENU_STICK_DEADZONE_NOW] = "stick now: %.0f %%",
|
||||
[UI_MENU_MOUSE_MODE] = "Mouse camera",
|
||||
[UI_MENU_MOUSE_MODE_DESC] = "Direct: the camera turns by how far the mouse moves, as in a PC game, with no stick dead zone or curve (game 1.4.3; other versions use stick emulation). Stick emulation: the mouse acts as the right stick.",
|
||||
[UI_MENU_MOUSE_STICK] = "Stick emulation",
|
||||
[UI_MENU_MOUSE_DIRECT] = "Direct",
|
||||
[UI_MENU_MENU_CURSOR] = "Mouse in the game's menus",
|
||||
[UI_MENU_MENU_CURSOR_DESC] = "In the game's own menus (title, inventory, shops, dialogue choices) the pointer shows: the item under it is selected, left click confirms, right click goes back. Only after the mouse or a key was used last, so a gamepad sees the menus unchanged (game 1.4.3).",
|
||||
[UI_MENU_MOUSE_SENS] = "Mouse camera sensitivity",
|
||||
[UI_MENU_MOUSE_SENS_DESC] = "How fast the mouse turns the camera.",
|
||||
[UI_MENU_WALK_KEY] = "Walk key",
|
||||
@@ -270,6 +309,9 @@ static const char *const text_en[UI_TEXT_COUNT] = {
|
||||
[UI_BIND_DESC_MOVE] = "Moves Link like the left stick. The controller's left stick always works too.",
|
||||
[UI_BIND_DESC_CAMERA] = "Turns the camera like the right stick. The mouse and the controller's right stick always "
|
||||
"work too.",
|
||||
[UI_BIND_SHAKE] = "Shake the camera stick",
|
||||
[UI_BIND_DESC_SHAKE] = "Swings the right stick left and right for the game: detaches a fused part from what "
|
||||
"Ultrahand holds. Holding the key keeps shaking.",
|
||||
[UI_KEY_SPACE] = "Space", [UI_KEY_TAB] = "Tab", [UI_KEY_LSHIFT] = "Left Shift", [UI_KEY_LCTRL] = "Left Ctrl",
|
||||
[UI_KEY_UP] = "Up arrow", [UI_KEY_DOWN] = "Down arrow", [UI_KEY_LEFT] = "Left arrow",
|
||||
[UI_KEY_RIGHT] = "Right arrow",
|
||||
@@ -320,6 +362,9 @@ static const char *const text_en[UI_TEXT_COUNT] = {
|
||||
[UI_MENU_AMIIBO_STATUS] = "Status: %s",
|
||||
[UI_MENU_MENU_LANG] = "Menu language", [UI_MENU_MENU_LANG_DESC] = "Language of this menu and the overlay.",
|
||||
[UI_MENU_MENU_LANG_AUTO] = "Automatic (from Windows)",
|
||||
[UI_MENU_DISCORD_RPC] = "Discord Rich Presence",
|
||||
[UI_MENU_DISCORD_RPC_DESC] = "Shows \"Playing TotK Recomp\" with the play time in your Discord status while the "
|
||||
"game runs. discord_app_id and discord_image in totk.ini choose the application.",
|
||||
|
||||
[UI_MENU_ADV_WARNING] = "These settings are for testing and troubleshooting. Change them only when you know why.",
|
||||
[UI_MENU_GROUP_SCHED] = "Scheduling", [UI_MENU_GROUP_SHADERS] = "Shaders and pipelines",
|
||||
@@ -357,7 +402,7 @@ static const char *const text_en[UI_TEXT_COUNT] = {
|
||||
[UI_MENU_MEMORY_VERIFY] = "Verify",
|
||||
[UI_MENU_TEX_ALIAS] = "Texture aliasing", [UI_MENU_TEX_ALIAS_DESC] = "A new texture created over a live texture's memory starts with that content instead of empty.",
|
||||
[UI_MENU_TEX_VRAM_PRESSURE] = "Texture memory limit", [UI_MENU_TEX_VRAM_PRESSURE_DESC] = "Percent of video memory above which textures the game released are dropped (they come back from storage when used again). 0 keeps them.",
|
||||
[UI_MENU_ASTC_BC] = "Compress ASTC to BC3", [UI_MENU_ASTC_BC_DESC] = "With the GPU decoder: re-encodes decoded ASTC textures to BC3, a quarter of the video memory. For GPUs with 4 GB or less; textures look slightly blockier.",
|
||||
[UI_MENU_ASTC_BC] = "Compress ASTC to BC3", [UI_MENU_ASTC_BC_DESC] = "With the GPU decoder: re-encodes decoded ASTC textures to BC3, a quarter of the video memory. Textures look slightly blockier. Auto: on for GPUs with 4 GB of video memory or less.",
|
||||
[UI_MENU_LOD_GUARD] = "LOD guard", [UI_MENU_LOD_GUARD_DESC] = "Prevents objects flashing in the wrong place or a flat far field for a frame, by waiting for the game to finish rewriting level-of-detail data before the GPU reads it.",
|
||||
[UI_MENU_FIX_C0] = "Constant buffer fix",
|
||||
[UI_MENU_FIX_C0_DESC] = "Fills the driver-reserved constant bank c0 (storage sizes, dispatch size, point size, base instance) instead of reading zeros.",
|
||||
@@ -388,6 +433,8 @@ static const char *const text_en[UI_TEXT_COUNT] = {
|
||||
[UI_MENU_FLIGHT_DESC] = "Keeps a short history and saves it when a frame freezes.",
|
||||
[UI_MENU_FLIGHT_SPIKE_MS] = "Freeze threshold (ms)",
|
||||
[UI_MENU_FLIGHT_SPIKE_MS_DESC] = "Frame time that counts as a freeze.",
|
||||
[UI_MENU_PASS_CRUMBS] = "GPU pass marks",
|
||||
[UI_MENU_PASS_CRUMBS_DESC] = "After a GPU crash, the log names the render pass that was running. Automatic: AMD only. On: also NVIDIA, at a small cost.",
|
||||
[UI_MENU_INPUT_RECORD] = "Input recording",
|
||||
[UI_MENU_INPUT_RECORD_DESC] = "Writes your inputs to a file for bug reports.",
|
||||
[UI_MENU_OPEN_LOG] = "Open log folder", [UI_MENU_OPEN_LOG_DESC] = "Shows the folder with the log files.",
|
||||
@@ -400,6 +447,8 @@ static const char *const text_en[UI_TEXT_COUNT] = {
|
||||
|
||||
[UI_MENU_OV_FPS] = "%.0f FPS", [UI_MENU_OV_FRAME_MS] = "%.1f ms", [UI_MENU_OV_GAME_PCT] = "game %.0f%%",
|
||||
[UI_MENU_OV_MAX_MS] = "max %.1f ms",
|
||||
[UI_MENU_OV_FPS_LABEL] = "FPS", [UI_MENU_OV_FRAME_LABEL] = "Frame", [UI_MENU_OV_FMT_FPS] = "%.0f",
|
||||
[UI_MENU_OV_LOW1] = "1%% low %.0f", [UI_MENU_OV_LOW01] = "0.1%% low %.0f",
|
||||
[UI_MENU_OV_GPU] = "GPU", [UI_MENU_OV_CPU] = "CPU", [UI_MENU_OV_RAM] = "RAM", [UI_MENU_OV_VRAM] = "VRAM",
|
||||
[UI_MENU_OV_TEMP] = "Temperature", [UI_MENU_OV_POWER] = "Power", [UI_MENU_OV_CLOCK] = "Clock",
|
||||
[UI_MENU_OV_NONE] = "-",
|
||||
@@ -479,7 +528,7 @@ static const char *const text_ru[UI_TEXT_COUNT] = {
|
||||
[UI_MENU_OUTPUT_RES] = "Разрешение игры",
|
||||
[UI_MENU_OUTPUT_RES_DESC] = "Размер, в котором игра рисует картинку и интерфейс. Выше 1920 × 1080 игре нужно больше "
|
||||
"видеопамяти и времени GPU. Более широкий размер (21:9) расширяет обзор камеры и "
|
||||
"переносит интерфейс в углы экрана, более высокий (16:10, Steam Deck) переносит его к "
|
||||
"переносит интерфейс в углы экрана, более высокий (16:10, 3:2) переносит его к "
|
||||
"верхнему и нижнему краям.",
|
||||
[UI_MENU_RENDER_SCALE] = "Масштаб 3D-отрисовки",
|
||||
[UI_MENU_RENDER_SCALE_DESC] = "Размер 3D-сцены относительно разрешения игры; FSR игры доводит её до этого размера. "
|
||||
@@ -498,7 +547,8 @@ static const char *const text_ru[UI_TEXT_COUNT] = {
|
||||
[UI_MENU_SHADOW_RES] = "Размер карты теней",
|
||||
[UI_MENU_SHADOW_RES_DESC] = "Размер карты теней от солнца. Собственный размер игры меняется вместе с видом, у земли до "
|
||||
"примерно 400, поэтому тени листвы выглядят квадратными и дёргаются; постоянный размер делает "
|
||||
"их ровными и чётче. Выше 1024 тени требуют больше времени GPU и видеопамяти.",
|
||||
"их ровными и чётче. Выше 1024 тени требуют больше времени GPU и видеопамяти; 256 грубее "
|
||||
"собственного размера игры и предназначен для встроенных GPU с нехваткой пропускной способности памяти.",
|
||||
[UI_MENU_SHADOW_RES_GAME] = "Как в игре (меняется)",
|
||||
[UI_MENU_ANISO] = "Фильтрация текстур",
|
||||
[UI_MENU_ANISO_DESC] = "Анизотропная фильтрация текстур поверхностей: земля, дороги и стены под острым углом остаются чёткими вдали, а не размываются. Игра: уровень, который запрашивает игра, как на Switch.",
|
||||
@@ -533,6 +583,9 @@ static const char *const text_ru[UI_TEXT_COUNT] = {
|
||||
"поднимите.",
|
||||
[UI_MENU_HDR_UI] = "Яркость интерфейса и меню",
|
||||
[UI_MENU_HDR_UI_DESC] = "Ниты белого цвета интерфейса игры и этого меню.",
|
||||
[UI_MENU_HDR_HUE] = "Коррекция оттенка бликов",
|
||||
[UI_MENU_HDR_HUE_DESC] = "Яркие цвета (огонь, искры) уходят к белому, как в SDR-картинке игры, и совпадают со светом, "
|
||||
"который они дают; 0 оставляет их полностью насыщенными.",
|
||||
[UI_MENU_SHADOW_SCALE] = "Разрешение теней",
|
||||
[UI_MENU_SHADOW_SCALE_DESC] = "Карты теней от солнца рисуются во столько раз больше по каждой стороне, чем 960x960 "
|
||||
"самой игры: края теней и тени листвы чётче. Действует после перезапуска.",
|
||||
@@ -547,15 +600,28 @@ static const char *const text_ru[UI_TEXT_COUNT] = {
|
||||
"Карта теней растягивается на большую площадь, поэтому вместе с этим поднимайте "
|
||||
"разрешение теней. Действует после перезапуска.",
|
||||
[UI_MENU_DLAA] = "NVIDIA DLSS / DLAA",
|
||||
[UI_MENU_DLAA_DESC] = "NVIDIA DLSS для 3D-сцены (видеокарты NVIDIA RTX; nvngx_dlss.dll рядом с totk.exe): ровнее края и "
|
||||
"меньше мерцания. Интерфейс не затрагивается. Режим ниже задаёт разрешение, с которым он работает. "
|
||||
"Действует после перезапуска.",
|
||||
[UI_MENU_DLAA_DESC] = "NVIDIA DLSS для 3D-сцены (видеокарты NVIDIA RTX; " DLSS_FILE " рядом с " EXE_FILE "): ровнее "
|
||||
"края и меньше мерцания. Интерфейс не затрагивается. Режим ниже задаёт разрешение, с которым он "
|
||||
"работает. Действует после перезапуска.",
|
||||
[UI_MENU_DLSS_PRESET] = "Модель DLSS",
|
||||
[UI_MENU_DLSS_PRESET_DESC] = "Какая модель DLSS работает. «Автоматически» следует совету NVIDIA для каждого режима: K "
|
||||
"для DLAA, «Качества» и «Баланса», M для «Производительности», L для «Макс. "
|
||||
"производительности». J: чуть меньше шлейфов за движущимися персонажами, немного больше "
|
||||
"мерцания. K: самая чёткая модель во всех режимах. Действует сразу.",
|
||||
[UI_MENU_DLSS_PRESET_DEFAULT] = "Автоматически", [UI_MENU_DLSS_PRESET_K] = "K (самая чёткая)",
|
||||
[UI_MENU_DLSS_PRESET_J] = "J (меньше шлейфов)",
|
||||
[UI_MENU_DLSS_CHARS] = "Шлейфы персонажей в DLSS",
|
||||
[UI_MENU_DLSS_CHARS_DESC] = "Убирает слабые шлейфы за движущимися персонажами, животными и тем, что они держат: DLSS "
|
||||
"берёт там меньше от прошлых кадров. Чем сильнее, тем меньше шлейфов и тем чуть менее "
|
||||
"гладкие края. Действует сразу.",
|
||||
[UI_MENU_DLSS_CHARS_OFF] = "Выкл.", [UI_MENU_DLSS_CHARS_LIGHT] = "Слабо", [UI_MENU_DLSS_CHARS_MEDIUM] = "Средне",
|
||||
[UI_MENU_DLSS_CHARS_FULL] = "Полностью",
|
||||
[UI_MENU_DLSS] = "Режим DLSS",
|
||||
[UI_MENU_DLSS_DESC] = "DLAA рисует 3D-сцену в полном разрешении. «Качество», «Баланс» и «Производительность» рисуют её "
|
||||
"в 67, 58 и 50 % и масштабируют через DLSS ради большего числа кадров; они заменяют масштаб "
|
||||
"3D-отрисовки. Действует после перезапуска.",
|
||||
[UI_MENU_DLSS_DESC] = "DLAA рисует 3D-сцену в полном разрешении. «Качество», «Баланс», «Производительность» и "
|
||||
"«Макс. производительность» рисуют её в 67, 58, 50 и 33 % и масштабируют через DLSS, что "
|
||||
"экономит время видеокарты; они заменяют масштаб 3D-отрисовки. Действует сразу.",
|
||||
[UI_MENU_DLSS_DLAA] = "DLAA (родное)", [UI_MENU_DLSS_QUALITY] = "Качество", [UI_MENU_DLSS_BALANCED] = "Баланс",
|
||||
[UI_MENU_DLSS_PERFORMANCE] = "Производительность",
|
||||
[UI_MENU_DLSS_PERFORMANCE] = "Производительность", [UI_MENU_DLSS_ULTRA] = "Макс. производительность",
|
||||
[UI_MENU_FXAA] = "Сглаживание игры (FXAA)",
|
||||
[UI_MENU_FXAA_DESC] = "Собственное сглаживание FXAA. Слегка размывает мелкие детали; с DLAA оно не нужно.",
|
||||
|
||||
@@ -612,6 +678,10 @@ static const char *const text_ru[UI_TEXT_COUNT] = {
|
||||
[UI_MENU_MODS_QUICKMENU_DESC] = "Исправление порта: чёрный фон меню оружия, щитов и материалов при 60 FPS.",
|
||||
|
||||
[UI_MENU_VOLUME] = "Громкость", [UI_MENU_VOLUME_DESC] = "Общая громкость игры.",
|
||||
[UI_MENU_AUDIO_CHANNELS] = "Динамики",
|
||||
[UI_MENU_AUDIO_CHANNELS_DESC] = "Стерео или объёмный звук 5.1. Автоматически выбирается 5.1, если в Windows "
|
||||
"настроено шесть каналов или больше. Применяется после перезапуска.",
|
||||
[UI_MENU_CHANNELS_AUTO] = "Автоматически", [UI_MENU_CHANNELS_STEREO] = "Стерео", [UI_MENU_CHANNELS_51] = "Объёмный 5.1",
|
||||
|
||||
[UI_MENU_MOTION] = "Управление движением", [UI_MENU_MOTION_DESC] = "Прицеливание гироскопом контроллера.",
|
||||
[UI_MENU_RUMBLE_STRENGTH] = "Сила вибрации",
|
||||
@@ -632,10 +702,11 @@ static const char *const text_ru[UI_TEXT_COUNT] = {
|
||||
[UI_MENU_PROMPTS_DESC] = "Кнопки какого контроллера показывают подсказки игры. Nintendo: как в самой игре. Xbox: "
|
||||
"LB, RB, LT, RT, Menu, View и крестовина, а A, B, X и Y подписаны так же, как кнопка, "
|
||||
"которую нажимает раскладка выше (в Nintendo (A справа) правая кнопка подписана B, и "
|
||||
"подсказки A показывают B). Игра читает подсказки при запуске, так что они меняются после "
|
||||
"перезапуска. Подсказки записаны в файлах игры, поэтому у кнопки, переназначенной на "
|
||||
"вкладке управления, на экране остаётся прежняя подсказка.",
|
||||
[UI_MENU_PROMPTS_NINTENDO] = "Nintendo", [UI_MENU_PROMPTS_XBOX] = "Xbox",
|
||||
"подсказки A показывают B). PC: клавиши и кнопки мыши стандартной раскладки клавиатуры "
|
||||
"(E, Shift, пробел, левый клик...) и мышь для камеры. Игра читает подсказки при запуске, "
|
||||
"так что они меняются после перезапуска. Подсказки записаны в файлах игры, поэтому у "
|
||||
"кнопки, переназначенной на вкладке управления, на экране остаётся прежняя подсказка.",
|
||||
[UI_MENU_PROMPTS_NINTENDO] = "Nintendo", [UI_MENU_PROMPTS_XBOX] = "Xbox", [UI_MENU_PROMPTS_PC] = "PC",
|
||||
[UI_MENU_PROMPTS_MISSING] = "нет файлов подсказок: запустите установку снова",
|
||||
[UI_MENU_PROMPTS_FAILED] = "файлы подсказок повреждены: запустите установку снова",
|
||||
[UI_MENU_PROMPTS_RESTART] = "подсказки сменятся после перезапуска",
|
||||
@@ -648,9 +719,16 @@ static const char *const text_ru[UI_TEXT_COUNT] = {
|
||||
[UI_MENU_RESTART_CONFIRM] = "Перезапустить игру сейчас? Прогресс после последнего сохранения будет потерян.",
|
||||
[UI_MENU_RESTART_YES] = "Перезапустить",
|
||||
[UI_MENU_RESTART_SAVING] = "Игра сохраняется: перезапуск будет доступен через мгновение.",
|
||||
[UI_MENU_GROUP_STICKS] = "Стики",
|
||||
[UI_MENU_LSTICK_DEADZONE] = "Мёртвая зона левого стика", [UI_MENU_RSTICK_DEADZONE] = "Мёртвая зона правого стика",
|
||||
[UI_MENU_STICK_DEADZONE_DESC] = "Насколько нужно отклонить стик геймпада, чтобы игра это заметила. Увеличьте, если персонаж или камера двигаются сами: отпустите стик, посмотрите «стик сейчас» и поставьте мёртвую зону на несколько процентов выше.",
|
||||
[UI_MENU_STICK_DEADZONE_NOW] = "стик сейчас: %.0f %%",
|
||||
[UI_MENU_MOUSE_MODE] = "Управление мышью",
|
||||
[UI_MENU_MOUSE_MODE_DESC] = "Прямое: камера поворачивается на столько, на сколько сдвинута мышь, как в играх для ПК, без мёртвой зоны и кривой стика (версия игры 1.4.3; на других версиях эмуляция стика). Эмуляция стика: мышь работает как правый стик.",
|
||||
[UI_MENU_MOUSE_STICK] = "Эмуляция стика",
|
||||
[UI_MENU_MOUSE_DIRECT] = "Прямое",
|
||||
[UI_MENU_MENU_CURSOR] = "Мышь в меню игры",
|
||||
[UI_MENU_MENU_CURSOR_DESC] = "В меню самой игры (заставка, инвентарь, магазины, варианты ответа) появляется указатель: пункт под ним выбирается, левый щелчок подтверждает, правый возвращает назад. Только если последними использовались мышь или клавиатура, поэтому с геймпадом меню не меняются (версия игры 1.4.3).",
|
||||
[UI_MENU_MOUSE_SENS] = "Чувствительность мыши",
|
||||
[UI_MENU_MOUSE_SENS_DESC] = "Как быстро мышь поворачивает камеру.",
|
||||
[UI_MENU_WALK_KEY] = "Клавиша шага",
|
||||
@@ -695,6 +773,9 @@ static const char *const text_ru[UI_TEXT_COUNT] = {
|
||||
[UI_BIND_DESC_MOVE] = "Двигает Линка, как левый стик. Левый стик контроллера тоже всегда работает.",
|
||||
[UI_BIND_DESC_CAMERA] = "Поворачивает камеру, как правый стик. Мышь и правый стик контроллера тоже всегда "
|
||||
"работают.",
|
||||
[UI_BIND_SHAKE] = "Встряхнуть стик камеры",
|
||||
[UI_BIND_DESC_SHAKE] = "Качает правый стик влево-вправо: отцепляет приклеенную деталь от того, что держит "
|
||||
"Ультрарука. Пока клавиша зажата, тряска продолжается.",
|
||||
[UI_KEY_SPACE] = "Пробел", [UI_KEY_TAB] = "Tab", [UI_KEY_LSHIFT] = "Левый Shift", [UI_KEY_LCTRL] = "Левый Ctrl",
|
||||
[UI_KEY_UP] = "Стрелка вверх", [UI_KEY_DOWN] = "Стрелка вниз", [UI_KEY_LEFT] = "Стрелка влево",
|
||||
[UI_KEY_RIGHT] = "Стрелка вправо",
|
||||
@@ -746,6 +827,9 @@ static const char *const text_ru[UI_TEXT_COUNT] = {
|
||||
[UI_MENU_AMIIBO_STATUS] = "Состояние: %s",
|
||||
[UI_MENU_MENU_LANG] = "Язык меню", [UI_MENU_MENU_LANG_DESC] = "Язык этого меню и индикатора.",
|
||||
[UI_MENU_MENU_LANG_AUTO] = "Автоматически (из Windows)",
|
||||
[UI_MENU_DISCORD_RPC] = "Discord Rich Presence",
|
||||
[UI_MENU_DISCORD_RPC_DESC] = "Пока игра запущена, показывает «Играю в TotK Recomp» со временем игры в статусе "
|
||||
"Discord. Приложение выбирают discord_app_id и discord_image в totk.ini.",
|
||||
|
||||
[UI_MENU_ADV_WARNING] = "Эти настройки нужны для тестов и поиска неполадок. Меняйте их, только если знаете зачем.",
|
||||
[UI_MENU_GROUP_SCHED] = "Планирование", [UI_MENU_GROUP_SHADERS] = "Шейдеры и конвейеры",
|
||||
@@ -783,7 +867,7 @@ static const char *const text_ru[UI_TEXT_COUNT] = {
|
||||
[UI_MENU_MEMORY_VERIFY] = "Проверка",
|
||||
[UI_MENU_TEX_ALIAS] = "Наследование содержимого текстур", [UI_MENU_TEX_ALIAS_DESC] = "Новая текстура поверх памяти живой текстуры получает её содержимое, а не пустую.",
|
||||
[UI_MENU_TEX_VRAM_PRESSURE] = "Предел памяти текстур", [UI_MENU_TEX_VRAM_PRESSURE_DESC] = "Процент видеопамяти, выше которого освобождённые игрой текстуры удаляются (при повторном использовании загружаются снова). 0 — не удалять.",
|
||||
[UI_MENU_ASTC_BC] = "Сжатие ASTC в BC3", [UI_MENU_ASTC_BC_DESC] = "С декодером на GPU: декодированные текстуры ASTC пересжимаются в BC3 и занимают вчетверо меньше видеопамяти. Для видеокарт с 4 ГБ и меньше; текстуры чуть более блочные.",
|
||||
[UI_MENU_ASTC_BC] = "Сжатие ASTC в BC3", [UI_MENU_ASTC_BC_DESC] = "С декодером на GPU: декодированные текстуры ASTC пересжимаются в BC3 и занимают вчетверо меньше видеопамяти. Текстуры чуть более блочные. Авто: включено на видеокартах с 4 ГБ видеопамяти и меньше.",
|
||||
[UI_MENU_LOD_GUARD] = "Защита LOD", [UI_MENU_LOD_GUARD_DESC] = "Не даёт объектам мелькать не на своём месте, а дальнему плану — на кадр становиться плоским: ждёт, пока игра допишет данные уровней детализации, и только потом их читает GPU.",
|
||||
[UI_MENU_FIX_C0] = "Исправление константного буфера",
|
||||
[UI_MENU_FIX_C0_DESC] = "Заполняет зарезервированный драйвером банк констант c0 (размеры хранилищ, размер запуска, размер точки, базовый экземпляр) вместо чтения нулей.",
|
||||
@@ -816,6 +900,8 @@ static const char *const text_ru[UI_TEXT_COUNT] = {
|
||||
[UI_MENU_FLIGHT_DESC] = "Хранит короткую историю и сохраняет её, когда кадр подвисает.",
|
||||
[UI_MENU_FLIGHT_SPIKE_MS] = "Порог подвисания (мс)",
|
||||
[UI_MENU_FLIGHT_SPIKE_MS_DESC] = "Время кадра, которое считается подвисанием.",
|
||||
[UI_MENU_PASS_CRUMBS] = "Метки проходов GPU",
|
||||
[UI_MENU_PASS_CRUMBS_DESC] = "После сбоя GPU журнал называет проход отрисовки, который выполнялся. Автоматически: только AMD. Вкл.: также NVIDIA, с небольшой нагрузкой.",
|
||||
[UI_MENU_INPUT_RECORD] = "Запись ввода",
|
||||
[UI_MENU_INPUT_RECORD_DESC] = "Пишет ваш ввод в файл для отчёта об ошибке.",
|
||||
[UI_MENU_OPEN_LOG] = "Открыть папку журналов", [UI_MENU_OPEN_LOG_DESC] = "Показывает папку с файлами журнала.",
|
||||
@@ -828,6 +914,8 @@ static const char *const text_ru[UI_TEXT_COUNT] = {
|
||||
|
||||
[UI_MENU_OV_FPS] = "%.0f FPS", [UI_MENU_OV_FRAME_MS] = "%.1f мс", [UI_MENU_OV_GAME_PCT] = "игра %.0f%%",
|
||||
[UI_MENU_OV_MAX_MS] = "макс. %.1f мс",
|
||||
[UI_MENU_OV_FPS_LABEL] = "FPS", [UI_MENU_OV_FRAME_LABEL] = "Кадр", [UI_MENU_OV_FMT_FPS] = "%.0f",
|
||||
[UI_MENU_OV_LOW1] = "1%% худших %.0f", [UI_MENU_OV_LOW01] = "0.1%% худших %.0f",
|
||||
[UI_MENU_OV_GPU] = "GPU", [UI_MENU_OV_CPU] = "ЦП", [UI_MENU_OV_RAM] = "ОЗУ", [UI_MENU_OV_VRAM] = "Видеопамять",
|
||||
[UI_MENU_OV_TEMP] = "Температура", [UI_MENU_OV_POWER] = "Мощность", [UI_MENU_OV_CLOCK] = "Частота",
|
||||
[UI_MENU_OV_NONE] = "-",
|
||||
@@ -937,7 +1025,7 @@ static const char *const text_pt_br[UI_TEXT_COUNT] = {
|
||||
[UI_MENU_OUTPUT_RES] = "Resolução do jogo",
|
||||
[UI_MENU_OUTPUT_RES_DESC] = "O tamanho em que o jogo desenha a imagem e a interface. Acima de 1920 x 1080 o jogo "
|
||||
"precisa de mais memória de vídeo e tempo de GPU. Um tamanho mais largo (21:9) amplia a "
|
||||
"visão da câmera e leva o HUD para os cantos da tela; um mais alto (16:10, Steam Deck) "
|
||||
"visão da câmera e leva o HUD para os cantos da tela; um mais alto (16:10, 3:2) "
|
||||
"leva-o para as bordas de cima e de baixo.",
|
||||
[UI_MENU_RENDER_SCALE] = "Escala da renderização 3D",
|
||||
[UI_MENU_RENDER_SCALE_DESC] = "Tamanho da cena 3D em relação à resolução do jogo; o FSR do jogo a amplia até esse "
|
||||
@@ -998,6 +1086,7 @@ static const char *const text_pt_br[UI_TEXT_COUNT] = {
|
||||
[UI_MENU_PAD_LAYOUT_AUTO] = "Automático", [UI_MENU_PAD_LAYOUT_NINTENDO] = "Nintendo (A à direita)",
|
||||
[UI_MENU_PAD_LAYOUT_XBOX] = "Xbox (A embaixo)",
|
||||
[UI_MENU_PAD_LAYOUT_IN_USE] = "em uso: %s",
|
||||
[UI_MENU_GROUP_STICKS] = "Analógicos",
|
||||
[UI_MENU_LSTICK_DEADZONE] = "Zona morta do analógico esquerdo",
|
||||
[UI_MENU_RSTICK_DEADZONE] = "Zona morta do analógico direito",
|
||||
[UI_MENU_STICK_DEADZONE_DESC] = "Quanto um analógico do controle precisa se mover antes que o jogo perceba. Aumente "
|
||||
@@ -1039,6 +1128,9 @@ static const char *const text_pt_br[UI_TEXT_COUNT] = {
|
||||
"funciona.",
|
||||
[UI_BIND_DESC_CAMERA] = "Gira a câmera como o analógico direito. O mouse e o analógico direito do controle também "
|
||||
"sempre funcionam.",
|
||||
[UI_BIND_SHAKE] = "Sacudir o analógico da câmera",
|
||||
[UI_BIND_DESC_SHAKE] = "Balança o analógico direito para os lados: solta uma peça fundida do que a Ultramão segura. "
|
||||
"Segurar a tecla continua sacudindo.",
|
||||
[UI_KEY_SPACE] = "Espaço", [UI_KEY_TAB] = "Tab", [UI_KEY_LSHIFT] = "Shift esquerdo",
|
||||
[UI_KEY_LCTRL] = "Ctrl esquerdo",
|
||||
[UI_KEY_UP] = "Seta para cima", [UI_KEY_DOWN] = "Seta para baixo", [UI_KEY_LEFT] = "Seta para a esquerda",
|
||||
@@ -1091,6 +1183,10 @@ static const char *const text_pt_br[UI_TEXT_COUNT] = {
|
||||
[UI_MENU_AMIIBO_STATUS] = "Estado: %s",
|
||||
[UI_MENU_MENU_LANG] = "Idioma do menu", [UI_MENU_MENU_LANG_DESC] = "Idioma deste menu e do indicador.",
|
||||
[UI_MENU_MENU_LANG_AUTO] = "Automático (do Windows)",
|
||||
[UI_MENU_DISCORD_RPC] = "Discord Rich Presence",
|
||||
[UI_MENU_DISCORD_RPC_DESC] = "Mostra \"Jogando TotK Recomp\" com o tempo de jogo no seu status do Discord "
|
||||
"enquanto o jogo roda. discord_app_id e discord_image no totk.ini escolhem a "
|
||||
"aplicação.",
|
||||
|
||||
[UI_MENU_ADV_WARNING] = "Estas configurações são para testes e solução de problemas. Altere-as só quando souber "
|
||||
"por quê.",
|
||||
@@ -1131,7 +1227,7 @@ static const char *const text_pt_br[UI_TEXT_COUNT] = {
|
||||
[UI_MENU_MEMORY_VERIFY] = "Verificar",
|
||||
[UI_MENU_TEX_ALIAS] = "Aliasing de texturas", [UI_MENU_TEX_ALIAS_DESC] = "Uma textura nova criada sobre a memória de uma textura viva começa com esse conteúdo em vez de vazia.",
|
||||
[UI_MENU_TEX_VRAM_PRESSURE] = "Limite de memória de texturas", [UI_MENU_TEX_VRAM_PRESSURE_DESC] = "Porcentagem da memória de vídeo acima da qual as texturas liberadas pelo jogo são descartadas (voltam do armazenamento quando usadas de novo). 0 mantém todas.",
|
||||
[UI_MENU_ASTC_BC] = "Comprimir ASTC em BC3", [UI_MENU_ASTC_BC_DESC] = "Com o decodificador da GPU: recodifica as texturas ASTC decodificadas em BC3, que ocupa um quarto da memória de vídeo. Para GPUs com 4 GB ou menos; as texturas ficam um pouco mais quadriculadas.",
|
||||
[UI_MENU_ASTC_BC] = "Comprimir ASTC em BC3", [UI_MENU_ASTC_BC_DESC] = "Com o decodificador da GPU: recodifica as texturas ASTC decodificadas em BC3, que ocupa um quarto da memória de vídeo. As texturas ficam um pouco mais quadriculadas. Automático: ligado em GPUs com 4 GB de memória de vídeo ou menos.",
|
||||
[UI_MENU_LOD_GUARD] = "Proteção de LOD", [UI_MENU_LOD_GUARD_DESC] = "Evita que objetos pisquem no lugar errado ou que o plano distante fique achatado por um quadro, esperando o jogo terminar de reescrever os dados de nível de detalhe antes que a GPU os leia.",
|
||||
[UI_MENU_FIX_C0] = "Correção do buffer de constantes",
|
||||
[UI_MENU_FIX_C0_DESC] = "Preenche o banco de constantes c0 reservado ao driver (tamanhos de armazenamento, tamanho do dispatch, tamanho do ponto, instância base) em vez de ler zeros.",
|
||||
@@ -1163,6 +1259,8 @@ static const char *const text_pt_br[UI_TEXT_COUNT] = {
|
||||
[UI_MENU_FLIGHT_DESC] = "Guarda um histórico curto e o salva quando um quadro trava.",
|
||||
[UI_MENU_FLIGHT_SPIKE_MS] = "Limite de travamento (ms)",
|
||||
[UI_MENU_FLIGHT_SPIKE_MS_DESC] = "Tempo de quadro que conta como travamento.",
|
||||
[UI_MENU_PASS_CRUMBS] = "Marcas de passagem da GPU",
|
||||
[UI_MENU_PASS_CRUMBS_DESC] = "Após uma falha da GPU, o log indica a passagem de renderização que estava em execução. Automático: só AMD. Ligado: também NVIDIA, com um pequeno custo.",
|
||||
[UI_MENU_INPUT_RECORD] = "Gravação de comandos",
|
||||
[UI_MENU_INPUT_RECORD_DESC] = "Grava os seus comandos num arquivo para relatórios de bug.",
|
||||
[UI_MENU_OPEN_LOG] = "Abrir pasta de logs", [UI_MENU_OPEN_LOG_DESC] = "Mostra a pasta com os arquivos de log.",
|
||||
@@ -1175,6 +1273,8 @@ static const char *const text_pt_br[UI_TEXT_COUNT] = {
|
||||
|
||||
[UI_MENU_OV_FPS] = "%.0f FPS", [UI_MENU_OV_FRAME_MS] = "%.1f ms", [UI_MENU_OV_GAME_PCT] = "jogo %.0f%%",
|
||||
[UI_MENU_OV_MAX_MS] = "máx. %.1f ms",
|
||||
[UI_MENU_OV_FPS_LABEL] = "FPS", [UI_MENU_OV_FRAME_LABEL] = "Quadro", [UI_MENU_OV_FMT_FPS] = "%.0f",
|
||||
[UI_MENU_OV_LOW1] = "1%% piores %.0f", [UI_MENU_OV_LOW01] = "0.1%% piores %.0f",
|
||||
[UI_MENU_OV_GPU] = "GPU", [UI_MENU_OV_CPU] = "CPU", [UI_MENU_OV_RAM] = "RAM", [UI_MENU_OV_VRAM] = "VRAM",
|
||||
[UI_MENU_OV_TEMP] = "Temperatura", [UI_MENU_OV_POWER] = "Consumo", [UI_MENU_OV_CLOCK] = "Frequência",
|
||||
[UI_MENU_OV_NONE] = "-",
|
||||
@@ -1196,7 +1296,8 @@ static const char *const text_pt_br[UI_TEXT_COUNT] = {
|
||||
[UI_MENU_SHADOW_RES_DESC] = "Tamanho do mapa de sombras do sol. O tamanho do jogo muda com a vista, até cerca de "
|
||||
"400 perto do chão, então as sombras das folhas ficam quadriculadas e pulam; um "
|
||||
"tamanho fixo as deixa paradas e mais nítidas. Acima de 1024 as sombras custam mais "
|
||||
"tempo de GPU e memória de vídeo.",
|
||||
"tempo de GPU e memória de vídeo; 256 é mais grosseiro que o do jogo e serve para GPUs "
|
||||
"integradas com pouca largura de banda de memória.",
|
||||
[UI_MENU_SHADOW_RES_GAME] = "Do jogo (varia)",
|
||||
[UI_MENU_ANISO] = "Filtragem de texturas",
|
||||
[UI_MENU_ANISO_DESC] = "Filtragem anisotrópica das texturas de superfície: chão, estradas e paredes vistos em "
|
||||
@@ -1239,11 +1340,20 @@ static const char *const text_pt_br[UI_TEXT_COUNT] = {
|
||||
[UI_MENU_PROMPTS_DESC] = "Os botões de qual controle os ícones do jogo mostram. Nintendo: os do próprio jogo. "
|
||||
"Xbox: LB, RB, LT, RT, Menu, Exibir e uma cruz direcional, e A, B, X e Y com a letra do "
|
||||
"botão que o layout acima aperta (com Nintendo (A à direita) o botão da direita tem a "
|
||||
"letra B, então os ícones de A mostram B). O jogo lê os ícones ao iniciar, então eles "
|
||||
"mudam depois de reiniciar. Eles fazem parte dos arquivos do jogo, então um botão "
|
||||
"remapeado em Controles continua com o ícone antigo na tela.",
|
||||
"letra B, então os ícones de A mostram B). PC: as teclas e os botões do mouse do layout "
|
||||
"padrão do teclado (E, Shift, Espaço, clique esquerdo...) e o mouse para a câmera. O jogo "
|
||||
"lê os ícones ao iniciar, então eles mudam depois de reiniciar. Eles fazem parte dos "
|
||||
"arquivos do jogo, então um botão remapeado em Controles continua com o ícone antigo na "
|
||||
"tela.",
|
||||
[UI_MENU_PROMPTS_NINTENDO] = "Nintendo",
|
||||
[UI_MENU_PROMPTS_XBOX] = "Xbox",
|
||||
[UI_MENU_PROMPTS_PC] = "PC",
|
||||
[UI_MENU_MOUSE_MODE] = "Câmera com o mouse",
|
||||
[UI_MENU_MOUSE_MODE_DESC] = "Direta: a câmera gira o quanto o mouse se move, como num jogo de PC, sem zona morta nem curva do analógico (jogo 1.4.3; as outras versões usam a emulação do analógico). Emulação do analógico: o mouse age como o analógico direito.",
|
||||
[UI_MENU_MOUSE_STICK] = "Emulação do analógico",
|
||||
[UI_MENU_MOUSE_DIRECT] = "Direta",
|
||||
[UI_MENU_MENU_CURSOR] = "Mouse nos menus do jogo",
|
||||
[UI_MENU_MENU_CURSOR_DESC] = "Nos menus do próprio jogo (título, inventário, lojas, escolhas de diálogo) o ponteiro aparece: o item sob ele fica selecionado, o clique esquerdo confirma e o direito volta. Só depois de usar o mouse ou uma tecla por último, então com um controle os menus ficam como antes (jogo 1.4.3).",
|
||||
[UI_MENU_PROMPTS_MISSING] = "faltam os arquivos dos ícones: execute a instalação de novo",
|
||||
[UI_MENU_PROMPTS_FAILED] = "arquivos dos ícones danificados: execute a instalação de novo",
|
||||
[UI_MENU_PROMPTS_RESTART] = "os ícones mudam após reiniciar",
|
||||
@@ -1268,6 +1378,9 @@ static const char *const text_pt_br[UI_TEXT_COUNT] = {
|
||||
[UI_MENU_WALK_SCALE_DESC] = "A inclinação dos analógicos do teclado enquanto a tecla de andar está segura. Metade "
|
||||
"é andar, a inclinação total é correr.",
|
||||
[UI_MENU_OV_SCALE_DOWN] = "bilinear (o FSR só amplia)",
|
||||
[UI_MENU_HDR_HUE] = "Correção de matiz dos realces",
|
||||
[UI_MENU_HDR_HUE_DESC] = "Cores fortes como fogo e faíscas vão para o branco como na imagem SDR do próprio jogo e "
|
||||
"combinam com a luz que emitem; 0 as mantém totalmente saturadas.",
|
||||
[UI_MENU_SHADOW_SCALE] = "Resolução das sombras",
|
||||
[UI_MENU_SHADOW_SCALE_DESC] = "Desenha os mapas de sombra do sol essa quantidade de vezes maiores em cada lado "
|
||||
"que os 960x960 do jogo: bordas de sombra e sombras de folhas mais nítidas. Vale no "
|
||||
@@ -1288,13 +1401,26 @@ static const char *const text_pt_br[UI_TEXT_COUNT] = {
|
||||
"mais suaves e menos cintilação. O HUD não é afetado. O modo abaixo define a resolução de "
|
||||
"onde ele parte. Vale após reiniciar.",
|
||||
[UI_MENU_DLSS] = "Modo do DLSS",
|
||||
[UI_MENU_DLSS_DESC] = "DLAA desenha a cena 3D na resolução cheia. Qualidade, Equilibrado e Desempenho a desenham "
|
||||
"em 67, 58 e 50 % e deixam o DLSS ampliá-la, para mais quadros por segundo; eles substituem "
|
||||
"a escala 3D. Vale após reiniciar.",
|
||||
[UI_MENU_DLSS_DESC] = "DLAA desenha a cena 3D na resolução cheia. Qualidade, Equilibrado, Desempenho e Ultra "
|
||||
"Desempenho a desenham em 67, 58, 50 e 33 % e deixam o DLSS ampliá-la, o que poupa tempo da "
|
||||
"GPU; eles substituem a escala 3D. Vale na hora.",
|
||||
[UI_MENU_DLSS_DLAA] = "DLAA (nativo)",
|
||||
[UI_MENU_DLSS_QUALITY] = "Qualidade",
|
||||
[UI_MENU_DLSS_BALANCED] = "Equilibrado",
|
||||
[UI_MENU_DLSS_PERFORMANCE] = "Desempenho",
|
||||
[UI_MENU_DLSS_PERFORMANCE] = "Desempenho", [UI_MENU_DLSS_ULTRA] = "Ultra Desempenho",
|
||||
[UI_MENU_DLSS_PRESET] = "Modelo do DLSS",
|
||||
[UI_MENU_DLSS_PRESET_DESC] = "Qual modelo do DLSS roda. Automático segue a recomendação da NVIDIA para cada modo: K "
|
||||
"para DLAA, Qualidade e Equilibrado, M para Desempenho, L para Ultra Desempenho. J: um "
|
||||
"pouco menos de rastro atrás de personagens em movimento, um pouco mais de cintilação. K: "
|
||||
"o modelo mais nítido em todos os modos. Vale na hora.",
|
||||
[UI_MENU_DLSS_PRESET_DEFAULT] = "Automático", [UI_MENU_DLSS_PRESET_K] = "K (mais nítido)",
|
||||
[UI_MENU_DLSS_PRESET_J] = "J (menos rastro)",
|
||||
[UI_MENU_DLSS_CHARS] = "Rastros de personagens no DLSS",
|
||||
[UI_MENU_DLSS_CHARS_DESC] = "Reduz os rastros fracos atrás de personagens, animais e do que eles seguram em movimento: "
|
||||
"ali o DLSS usa menos dos quadros anteriores. Mais forte remove mais rastros e deixa essas "
|
||||
"bordas um pouco menos suaves. Vale na hora.",
|
||||
[UI_MENU_DLSS_CHARS_OFF] = "Desligado", [UI_MENU_DLSS_CHARS_LIGHT] = "Leve", [UI_MENU_DLSS_CHARS_MEDIUM] = "Médio",
|
||||
[UI_MENU_DLSS_CHARS_FULL] = "Total",
|
||||
[UI_MENU_FXAA] = "Antisserrilhado do jogo (FXAA)",
|
||||
[UI_MENU_FXAA_DESC] = "A suavização de bordas FXAA do próprio jogo. Borra um pouco os detalhes finos; com o DLAA "
|
||||
"ligado não é necessária.",
|
||||
@@ -1407,7 +1533,7 @@ static const char *const text_zh_hans[UI_TEXT_COUNT] = {
|
||||
[UI_MENU_OUTPUT_RES_DESC] = "游戏绘制画面和界面的尺寸。"
|
||||
"高于 1920 x 1080 会占用更多显存和 GPU 时间。"
|
||||
"更宽的尺寸(21:9)会扩大视野,并把界面移到屏幕四角;"
|
||||
"更高的尺寸(16:10、Steam Deck)则移到上下边缘。",
|
||||
"更高的尺寸(16:10、3:2)则移到上下边缘。",
|
||||
[UI_MENU_RENDER_SCALE] = "3D 渲染比例",
|
||||
[UI_MENU_RENDER_SCALE_DESC] = "3D 场景相对于游戏分辨率的尺寸;"
|
||||
"游戏的 FSR 会将其缩放到该尺寸。"
|
||||
@@ -1497,6 +1623,7 @@ static const char *const text_zh_hans[UI_TEXT_COUNT] = {
|
||||
[UI_MENU_PAD_LAYOUT_NINTENDO] = "Nintendo(A 在右)",
|
||||
[UI_MENU_PAD_LAYOUT_XBOX] = "Xbox(A 在下)",
|
||||
[UI_MENU_PAD_LAYOUT_IN_USE] = "使用中:%s",
|
||||
[UI_MENU_GROUP_STICKS] = "摇杆",
|
||||
[UI_MENU_LSTICK_DEADZONE] = "左摇杆死区", [UI_MENU_RSTICK_DEADZONE] = "右摇杆死区",
|
||||
[UI_MENU_STICK_DEADZONE_DESC] = "手柄摇杆要推动多远游戏才会响应。如果角色或视角会自己移动,"
|
||||
"请调高此值:松开摇杆,查看“当前摇杆”,把死区设得比它高几个百分点。",
|
||||
@@ -1560,6 +1687,8 @@ static const char *const text_zh_hans[UI_TEXT_COUNT] = {
|
||||
[UI_BIND_DESC_DPAD] = "快捷选择。",
|
||||
[UI_BIND_DESC_MOVE] = "像左摇杆一样移动林克。手柄的左摇杆始终可用。",
|
||||
[UI_BIND_DESC_CAMERA] = "像右摇杆一样转动视角。鼠标和手柄的右摇杆始终可用。",
|
||||
[UI_BIND_SHAKE] = "晃动视角摇杆",
|
||||
[UI_BIND_DESC_SHAKE] = "让右摇杆左右晃动:把究极手抓着的物体上粘着的零件拆下。按住该键会一直晃动。",
|
||||
[UI_KEY_SPACE] = "空格",
|
||||
[UI_KEY_TAB] = "Tab",
|
||||
[UI_KEY_LSHIFT] = "左 Shift",
|
||||
@@ -1644,6 +1773,9 @@ static const char *const text_zh_hans[UI_TEXT_COUNT] = {
|
||||
[UI_MENU_MENU_LANG] = "菜单语言",
|
||||
[UI_MENU_MENU_LANG_DESC] = "本菜单和性能浮层的语言。",
|
||||
[UI_MENU_MENU_LANG_AUTO] = "自动(跟随 Windows)",
|
||||
[UI_MENU_DISCORD_RPC] = "Discord Rich Presence",
|
||||
[UI_MENU_DISCORD_RPC_DESC] = "游戏运行时在 Discord 状态中显示“正在玩 TotK Recomp”及游戏时长。totk.ini 中的 "
|
||||
"discord_app_id 和 discord_image 选择应用。",
|
||||
[UI_MENU_ADV_WARNING] = "这些设置用于测试和排查问题,请在了解原因后再修改。",
|
||||
[UI_MENU_GROUP_SCHED] = "调度",
|
||||
[UI_MENU_GROUP_SHADERS] = "着色器和管线",
|
||||
@@ -1702,8 +1834,8 @@ static const char *const text_zh_hans[UI_TEXT_COUNT] = {
|
||||
"再次用到时从存储重新加载。0 表示不丢弃。",
|
||||
[UI_MENU_ASTC_BC] = "ASTC 压缩为 BC3",
|
||||
[UI_MENU_ASTC_BC_DESC] = "配合 GPU 解码器使用:把解码后的 ASTC 纹理重新编码为 BC3,"
|
||||
"显存占用只有四分之一。适用于 4 GB 及以下的显卡;"
|
||||
"纹理会出现轻微色块。",
|
||||
"显存占用只有四分之一。纹理会出现轻微色块。"
|
||||
"自动:显存 4 GB 及以下的显卡上开启。",
|
||||
[UI_MENU_LOD_GUARD] = "LOD 保护",
|
||||
[UI_MENU_LOD_GUARD_DESC] = "等待游戏改写完细节层次数据后再让 GPU 读取,"
|
||||
"避免物体错位闪现,或远景有一帧变平。",
|
||||
@@ -1743,6 +1875,8 @@ static const char *const text_zh_hans[UI_TEXT_COUNT] = {
|
||||
[UI_MENU_FLIGHT_DESC] = "保留一小段历史记录,在画面卡住时保存。",
|
||||
[UI_MENU_FLIGHT_SPIKE_MS] = "卡顿阈值(ms)",
|
||||
[UI_MENU_FLIGHT_SPIKE_MS_DESC] = "算作卡顿的帧时间。",
|
||||
[UI_MENU_PASS_CRUMBS] = "GPU 渲染通道标记",
|
||||
[UI_MENU_PASS_CRUMBS_DESC] = "GPU 崩溃后,日志会写出当时正在运行的渲染通道。自动:仅 AMD。开:NVIDIA 也启用,有少量开销。",
|
||||
[UI_MENU_INPUT_RECORD] = "输入录制",
|
||||
[UI_MENU_INPUT_RECORD_DESC] = "把你的输入写入文件,用于反馈问题。",
|
||||
[UI_MENU_OPEN_LOG] = "打开日志文件夹",
|
||||
@@ -1760,6 +1894,8 @@ static const char *const text_zh_hans[UI_TEXT_COUNT] = {
|
||||
[UI_MENU_OV_FRAME_MS] = "%.1f ms",
|
||||
[UI_MENU_OV_GAME_PCT] = "游戏 %.0f%%",
|
||||
[UI_MENU_OV_MAX_MS] = "最长 %.1f ms",
|
||||
[UI_MENU_OV_FPS_LABEL] = "FPS", [UI_MENU_OV_FRAME_LABEL] = "帧时间", [UI_MENU_OV_FMT_FPS] = "%.0f",
|
||||
[UI_MENU_OV_LOW1] = "1%% 低 %.0f", [UI_MENU_OV_LOW01] = "0.1%% 低 %.0f",
|
||||
[UI_MENU_OV_GPU] = "GPU",
|
||||
[UI_MENU_OV_CPU] = "CPU",
|
||||
[UI_MENU_OV_RAM] = "内存",
|
||||
@@ -1795,7 +1931,7 @@ static const char *const text_zh_hans[UI_TEXT_COUNT] = {
|
||||
[UI_MENU_OV_SCALE_BILINEAR] = "双线性",
|
||||
[UI_MENU_SHADOW_RES] = "阴影贴图尺寸",
|
||||
[UI_MENU_SHADOW_RES_DESC] = "太阳阴影贴图的尺寸。游戏自身的尺寸随视角变化,靠近地面时降到约 400,因此树叶阴影显得块状并且跳动;固定尺寸能让阴影稳定、更清晰。高于 1024 时阴影会占用更多 "
|
||||
"GPU 时间和显存。",
|
||||
"GPU 时间和显存;256 比游戏自身的尺寸更粗糙,适合显存带宽不足的集成显卡。",
|
||||
[UI_MENU_SHADOW_RES_GAME] = "游戏默认(会变化)",
|
||||
[UI_MENU_ANISO] = "纹理过滤",
|
||||
[UI_MENU_ANISO_DESC] = "表面纹理的各向异性过滤:以小角度看到的地面、道路和墙壁在远处依然清晰,而不会模糊。游戏:使用游戏请求的级别,与 Switch 上相同。",
|
||||
@@ -1813,9 +1949,17 @@ static const char *const text_zh_hans[UI_TEXT_COUNT] = {
|
||||
[UI_MENU_PROMPTS] = "按键提示",
|
||||
[UI_MENU_PROMPTS_DESC] = "游戏的按键提示显示哪种手柄的按键。Nintendo:游戏原有的提示。Xbox:LB、RB、LT、RT、Menu、View 和十字键,以及上方布局所按下的按键上标注的 "
|
||||
"A、B、X、Y(使用 Nintendo(A 在右)时右侧按键标为 B,因此 A 的提示显示 "
|
||||
"B)。游戏在启动时读取按键提示,因此重启后才会改变。提示属于游戏文件,在“操作”中重新映射的按键在屏幕上仍显示原来的提示。",
|
||||
"B)。PC:键盘默认布局的按键和鼠标按键(E、Shift、空格、左键……),镜头用鼠标。"
|
||||
"游戏在启动时读取按键提示,因此重启后才会改变。提示属于游戏文件,在“操作”中重新映射的按键在屏幕上仍显示原来的提示。",
|
||||
[UI_MENU_PROMPTS_NINTENDO] = "Nintendo",
|
||||
[UI_MENU_PROMPTS_XBOX] = "Xbox",
|
||||
[UI_MENU_PROMPTS_PC] = "PC",
|
||||
[UI_MENU_MOUSE_MODE] = "鼠标视角",
|
||||
[UI_MENU_MOUSE_MODE_DESC] = "直接:镜头按鼠标移动的距离转动,与电脑游戏相同,没有摇杆死区和响应曲线(游戏 1.4.3;其他版本使用摇杆模拟)。摇杆模拟:鼠标相当于右摇杆。",
|
||||
[UI_MENU_MOUSE_STICK] = "摇杆模拟",
|
||||
[UI_MENU_MOUSE_DIRECT] = "直接",
|
||||
[UI_MENU_MENU_CURSOR] = "在游戏菜单中使用鼠标",
|
||||
[UI_MENU_MENU_CURSOR_DESC] = "在游戏自身的菜单中(标题、背包、商店、对话选项)显示指针:指针下的项目被选中,左键确认,右键返回。仅在最后使用的是鼠标或键盘时生效,因此使用手柄时菜单保持不变(游戏 1.4.3)。",
|
||||
[UI_MENU_PROMPTS_MISSING] = "缺少按键提示文件:请重新运行安装程序",
|
||||
[UI_MENU_PROMPTS_FAILED] = "按键提示文件已损坏:请重新运行安装程序",
|
||||
[UI_MENU_PROMPTS_RESTART] = "按键提示重启后生效",
|
||||
@@ -1835,6 +1979,8 @@ static const char *const text_zh_hans[UI_TEXT_COUNT] = {
|
||||
[UI_MENU_WALK_SCALE] = "步行幅度",
|
||||
[UI_MENU_WALK_SCALE_DESC] = "按住步行键时键盘摇杆的推动幅度。一半为走路,推满为奔跑。",
|
||||
[UI_MENU_OV_SCALE_DOWN] = "双线性(FSR 只能放大)",
|
||||
[UI_MENU_HDR_HUE] = "高光色调校正",
|
||||
[UI_MENU_HDR_HUE_DESC] = "火焰、火花等明亮色彩像游戏自身的 SDR 画面一样趋向白色,与它们发出的光一致;0 保持完全饱和。",
|
||||
[UI_MENU_SHADOW_SCALE] = "阴影分辨率",
|
||||
[UI_MENU_SHADOW_SCALE_DESC] = "将太阳阴影贴图的每条边绘制为游戏 960x960 的若干倍:阴影边缘和树叶阴影更清晰。下次启动时生效。",
|
||||
[UI_MENU_SHADOW_RANGE] = "阴影级联范围",
|
||||
@@ -1847,11 +1993,22 @@ static const char *const text_zh_hans[UI_TEXT_COUNT] = {
|
||||
[UI_MENU_DLAA_DESC] = "用于 3D 场景的 NVIDIA DLSS(NVIDIA RTX 显卡;nvngx_dlss.dll 放在 totk.exe 旁):边缘更平滑,闪烁更少。HUD "
|
||||
"不受影响。下方的模式决定它的工作分辨率。重启后生效。",
|
||||
[UI_MENU_DLSS] = "DLSS 模式",
|
||||
[UI_MENU_DLSS_DESC] = "DLAA 以全分辨率绘制 3D 场景。质量、平衡和性能分别以 67%、58% 和 50% 绘制,再由 DLSS 放大,以获得更高帧率;它们会取代 3D 渲染比例。重启后生效。",
|
||||
[UI_MENU_DLSS_DESC] = "DLAA 以全分辨率绘制 3D 场景。质量、平衡、性能和超级性能分别以 67%、58%、50% 和 33% 绘制,再由 DLSS 放大,以节省 GPU 时间;它们会取代 3D 渲染比例。立即生效。",
|
||||
[UI_MENU_DLSS_DLAA] = "DLAA(原生)",
|
||||
[UI_MENU_DLSS_QUALITY] = "质量",
|
||||
[UI_MENU_DLSS_BALANCED] = "平衡",
|
||||
[UI_MENU_DLSS_PERFORMANCE] = "性能",
|
||||
[UI_MENU_DLSS_ULTRA] = "超级性能",
|
||||
[UI_MENU_DLSS_PRESET] = "DLSS 模型",
|
||||
[UI_MENU_DLSS_PRESET_DESC] = "运行哪个 DLSS 模型。自动按 NVIDIA 对各模式的建议:DLAA、质量和平衡用 K,性能用 M,超级性能用 L。"
|
||||
"J:移动角色身后的拖影略少,闪烁略多。K:所有模式都用最清晰的模型。立即生效。",
|
||||
[UI_MENU_DLSS_PRESET_DEFAULT] = "自动", [UI_MENU_DLSS_PRESET_K] = "K(最清晰)",
|
||||
[UI_MENU_DLSS_PRESET_J] = "J(拖影更少)",
|
||||
[UI_MENU_DLSS_CHARS] = "DLSS 角色拖影",
|
||||
[UI_MENU_DLSS_CHARS_DESC] = "减少移动中的角色、动物及其手持物品身后的淡淡拖影:DLSS 在这些位置少用之前的帧。越强拖影越少,"
|
||||
"这些边缘也略欠平滑。立即生效。",
|
||||
[UI_MENU_DLSS_CHARS_OFF] = "关", [UI_MENU_DLSS_CHARS_LIGHT] = "弱", [UI_MENU_DLSS_CHARS_MEDIUM] = "中",
|
||||
[UI_MENU_DLSS_CHARS_FULL] = "强",
|
||||
[UI_MENU_FXAA] = "游戏抗锯齿(FXAA)",
|
||||
[UI_MENU_FXAA_DESC] = "游戏自身的 FXAA 边缘平滑。会让细节略微模糊;开启 DLAA 时不需要。",
|
||||
[UI_MENU_TAB_CHEATS] = "金手指",
|
||||
@@ -1906,6 +2063,22 @@ const char *ui_text_lang(const char *code) {
|
||||
return code;
|
||||
}
|
||||
|
||||
// Every game language: the Mals files EUen/USen, USfr/EUfr, USes/EUes ship in both builds; USpt only from 1.4.3.
|
||||
int ui_text_game_langs(int game_version, UiGameLang *out, int max) {
|
||||
static const struct { const char *code; UiTextId name; int since; } all[] = {
|
||||
{"en-US", UI_MENU_LANGNAME_EN, 0}, {"en-GB", UI_MENU_LANGNAME_EN_GB, 0}, {"ja", UI_MENU_LANGNAME_JA, 0},
|
||||
{"fr", UI_MENU_LANGNAME_FR, 0}, {"fr-CA", UI_MENU_LANGNAME_FR_CA, 0}, {"de", UI_MENU_LANGNAME_DE, 0},
|
||||
{"it", UI_MENU_LANGNAME_IT, 0}, {"es", UI_MENU_LANGNAME_ES, 0}, {"es-419", UI_MENU_LANGNAME_ES_419, 0},
|
||||
{"pt-BR", UI_MENU_LANGNAME_PT_BR, 143}, {"nl", UI_MENU_LANGNAME_NL, 0}, {"ru", UI_MENU_LANGNAME_RU, 0},
|
||||
{"zh-Hans", UI_MENU_LANGNAME_ZH_HANS, 0}, {"zh-Hant", UI_MENU_LANGNAME_ZH_HANT, 0},
|
||||
{"ko", UI_MENU_LANGNAME_KO, 0},
|
||||
};
|
||||
int n = 0;
|
||||
for (size_t i = 0; i < sizeof all / sizeof *all && n < max; i++)
|
||||
if (game_version >= all[i].since) out[n++] = (UiGameLang){all[i].code, all[i].name};
|
||||
return n;
|
||||
}
|
||||
|
||||
static const Row *find_row(const char *lang) {
|
||||
for (size_t i = 0; i < sizeof rows / sizeof *rows; i++)
|
||||
if (!strcmp(rows[i].lang, lang)) return &rows[i];
|
||||
|
||||
+24
-8
@@ -48,13 +48,15 @@ typedef enum {
|
||||
UI_MENU_COLOR_SATURATION, UI_MENU_COLOR_SATURATION_DESC, UI_MENU_COLOR_GAMMA, UI_MENU_COLOR_GAMMA_DESC,
|
||||
UI_MENU_HDR_GROUP, // group heading over the HDR rows
|
||||
UI_MENU_HDR, UI_MENU_HDR_DESC, UI_MENU_HDR_PEAK, UI_MENU_HDR_PEAK_DESC, UI_MENU_HDR_GAME, UI_MENU_HDR_GAME_DESC,
|
||||
UI_MENU_HDR_UI, UI_MENU_HDR_UI_DESC,
|
||||
UI_MENU_HDR_UI, UI_MENU_HDR_UI_DESC, UI_MENU_HDR_HUE, UI_MENU_HDR_HUE_DESC,
|
||||
UI_MENU_SHADOW_SCALE, UI_MENU_SHADOW_SCALE_DESC,
|
||||
UI_MENU_SHADOW_RANGE, UI_MENU_SHADOW_RANGE_DESC,
|
||||
UI_MENU_CONTACT_SHADOWS, UI_MENU_CONTACT_SHADOWS_DESC,
|
||||
UI_MENU_PCSS, UI_MENU_PCSS_DESC,
|
||||
UI_MENU_DLAA, UI_MENU_DLAA_DESC, UI_MENU_DLSS, UI_MENU_DLSS_DESC, UI_MENU_DLSS_DLAA, UI_MENU_DLSS_QUALITY,
|
||||
UI_MENU_DLSS_BALANCED, UI_MENU_DLSS_PERFORMANCE, UI_MENU_FXAA, UI_MENU_FXAA_DESC,
|
||||
UI_MENU_DLSS_BALANCED, UI_MENU_DLSS_PERFORMANCE, UI_MENU_DLSS_ULTRA, UI_MENU_DLSS_PRESET, UI_MENU_DLSS_PRESET_DESC,
|
||||
UI_MENU_DLSS_PRESET_DEFAULT, UI_MENU_DLSS_PRESET_K, UI_MENU_DLSS_PRESET_J, UI_MENU_DLSS_CHARS, UI_MENU_DLSS_CHARS_DESC,
|
||||
UI_MENU_DLSS_CHARS_OFF, UI_MENU_DLSS_CHARS_LIGHT, UI_MENU_DLSS_CHARS_MEDIUM, UI_MENU_DLSS_CHARS_FULL, UI_MENU_FXAA, UI_MENU_FXAA_DESC,
|
||||
|
||||
// Game
|
||||
UI_MENU_FPS_LIMIT, UI_MENU_FPS_LIMIT_DESC, UI_MENU_FPS_30, UI_MENU_FPS_40, UI_MENU_FPS_45, UI_MENU_FPS_60, UI_MENU_FPS_90,
|
||||
@@ -88,6 +90,7 @@ typedef enum {
|
||||
|
||||
// Sound
|
||||
UI_MENU_VOLUME, UI_MENU_VOLUME_DESC,
|
||||
UI_MENU_AUDIO_CHANNELS, UI_MENU_AUDIO_CHANNELS_DESC, UI_MENU_CHANNELS_AUTO, UI_MENU_CHANNELS_STEREO, UI_MENU_CHANNELS_51,
|
||||
|
||||
// Controls
|
||||
UI_MENU_MOTION, UI_MENU_MOTION_DESC,
|
||||
@@ -96,14 +99,16 @@ typedef enum {
|
||||
UI_MENU_RUMBLE_TRIGGERS, UI_MENU_RUMBLE_TRIGGERS_DESC,
|
||||
UI_MENU_PAD_LAYOUT, UI_MENU_PAD_LAYOUT_DESC, UI_MENU_PAD_LAYOUT_AUTO, UI_MENU_PAD_LAYOUT_NINTENDO,
|
||||
UI_MENU_PAD_LAYOUT_XBOX, UI_MENU_PAD_LAYOUT_IN_USE,
|
||||
UI_MENU_PROMPTS, UI_MENU_PROMPTS_DESC, UI_MENU_PROMPTS_NINTENDO, UI_MENU_PROMPTS_XBOX,
|
||||
UI_MENU_PROMPTS, UI_MENU_PROMPTS_DESC, UI_MENU_PROMPTS_NINTENDO, UI_MENU_PROMPTS_XBOX, UI_MENU_PROMPTS_PC,
|
||||
// the notes under the prompts: their files are missing or damaged, they change after restart, or why they are off
|
||||
UI_MENU_PROMPTS_MISSING, UI_MENU_PROMPTS_FAILED, UI_MENU_PROMPTS_RESTART, UI_MENU_PROMPTS_OFF_SHAPE,
|
||||
UI_MENU_PROMPTS_OFF_MODS, UI_MENU_PROMPTS_OFF_PATCHES,
|
||||
// "Restart now" under the prompts while they change after restart, and its confirmation (Cancel: UI_MENU_RESET_NO)
|
||||
UI_MENU_RESTART, UI_MENU_RESTART_DESC, UI_MENU_RESTART_CONFIRM, UI_MENU_RESTART_YES, UI_MENU_RESTART_SAVING,
|
||||
UI_MENU_LSTICK_DEADZONE, UI_MENU_RSTICK_DEADZONE, UI_MENU_STICK_DEADZONE_DESC,
|
||||
UI_MENU_GROUP_STICKS, UI_MENU_LSTICK_DEADZONE, UI_MENU_RSTICK_DEADZONE, UI_MENU_STICK_DEADZONE_DESC,
|
||||
UI_MENU_STICK_DEADZONE_NOW, UI_MENU_STICK_SENS, UI_MENU_STICK_SENS_DESC,
|
||||
UI_MENU_MOUSE_MODE, UI_MENU_MOUSE_MODE_DESC, UI_MENU_MOUSE_STICK, UI_MENU_MOUSE_DIRECT,
|
||||
UI_MENU_MENU_CURSOR, UI_MENU_MENU_CURSOR_DESC,
|
||||
UI_MENU_MOUSE_SENS, UI_MENU_MOUSE_SENS_DESC,
|
||||
UI_MENU_WALK_KEY, UI_MENU_WALK_KEY_DESC, UI_MENU_WALK_KEY_TAKEN, UI_MENU_WALK_SCALE, UI_MENU_WALK_SCALE_DESC,
|
||||
|
||||
@@ -116,15 +121,15 @@ typedef enum {
|
||||
UI_BINDS_TAKEN, // "%s was taken from %s": the key, the action that lost it
|
||||
UI_BINDS_SWAPPED, // "%s swapped with %s": the two actions
|
||||
UI_BINDS_RESET, UI_BINDS_RESET_DESC,
|
||||
// the actions, in action order (input_map.h B_A .. B_SR_DOWN)
|
||||
// the actions, in action order (input_map.h B_A .. B_SHAKE)
|
||||
UI_BIND_A, UI_BIND_B, UI_BIND_X, UI_BIND_Y, UI_BIND_LCLICK, UI_BIND_RCLICK, UI_BIND_L, UI_BIND_R, UI_BIND_ZL,
|
||||
UI_BIND_ZR, UI_BIND_PLUS, UI_BIND_MINUS, UI_BIND_LEFT, UI_BIND_UP, UI_BIND_RIGHT, UI_BIND_DOWN,
|
||||
UI_BIND_LSTICK_LEFT, UI_BIND_LSTICK_UP, UI_BIND_LSTICK_RIGHT, UI_BIND_LSTICK_DOWN,
|
||||
UI_BIND_RSTICK_LEFT, UI_BIND_RSTICK_UP, UI_BIND_RSTICK_RIGHT, UI_BIND_RSTICK_DOWN,
|
||||
UI_BIND_RSTICK_LEFT, UI_BIND_RSTICK_UP, UI_BIND_RSTICK_RIGHT, UI_BIND_RSTICK_DOWN, UI_BIND_SHAKE,
|
||||
// what an action does in the world, in action order up to Minus
|
||||
UI_BIND_DESC_A, UI_BIND_DESC_B, UI_BIND_DESC_X, UI_BIND_DESC_Y, UI_BIND_DESC_LCLICK, UI_BIND_DESC_RCLICK,
|
||||
UI_BIND_DESC_L, UI_BIND_DESC_R, UI_BIND_DESC_ZL, UI_BIND_DESC_ZR, UI_BIND_DESC_PLUS, UI_BIND_DESC_MINUS,
|
||||
UI_BIND_DESC_DPAD, UI_BIND_DESC_MOVE, UI_BIND_DESC_CAMERA,
|
||||
UI_BIND_DESC_DPAD, UI_BIND_DESC_MOVE, UI_BIND_DESC_CAMERA, UI_BIND_DESC_SHAKE,
|
||||
// key names, in key id order KEY_SPACE .. KEY_PAGEDOWN (letters, digits, F keys and punctuation show as themselves)
|
||||
UI_KEY_SPACE, UI_KEY_TAB, UI_KEY_LSHIFT, UI_KEY_LCTRL, UI_KEY_UP, UI_KEY_DOWN, UI_KEY_LEFT, UI_KEY_RIGHT,
|
||||
UI_KEY_MOUSE_L, UI_KEY_MOUSE_R, UI_KEY_MOUSE_M, UI_KEY_MOUSE_X1, UI_KEY_MOUSE_X2,
|
||||
@@ -150,11 +155,13 @@ typedef enum {
|
||||
|
||||
// Menu tab
|
||||
UI_MENU_MENU_LANG, UI_MENU_MENU_LANG_DESC, UI_MENU_MENU_LANG_AUTO,
|
||||
UI_MENU_DISCORD_RPC, UI_MENU_DISCORD_RPC_DESC,
|
||||
|
||||
// Language names, each in its own language and the same in every row (game language and menu language lists)
|
||||
UI_MENU_LANGNAME_EN, UI_MENU_LANGNAME_JA, UI_MENU_LANGNAME_FR, UI_MENU_LANGNAME_DE, UI_MENU_LANGNAME_IT,
|
||||
UI_MENU_LANGNAME_ES, UI_MENU_LANGNAME_NL, UI_MENU_LANGNAME_RU, UI_MENU_LANGNAME_ZH_HANS,
|
||||
UI_MENU_LANGNAME_ZH_HANT, UI_MENU_LANGNAME_KO, UI_MENU_LANGNAME_PT_BR,
|
||||
UI_MENU_LANGNAME_ZH_HANT, UI_MENU_LANGNAME_KO, UI_MENU_LANGNAME_PT_BR, UI_MENU_LANGNAME_EN_GB,
|
||||
UI_MENU_LANGNAME_FR_CA, UI_MENU_LANGNAME_ES_419,
|
||||
|
||||
// Advanced
|
||||
UI_MENU_ADV_WARNING,
|
||||
@@ -194,6 +201,7 @@ typedef enum {
|
||||
UI_MENU_TRACE, UI_MENU_TRACE_DESC,
|
||||
UI_MENU_FLIGHT, UI_MENU_FLIGHT_DESC,
|
||||
UI_MENU_FLIGHT_SPIKE_MS, UI_MENU_FLIGHT_SPIKE_MS_DESC,
|
||||
UI_MENU_PASS_CRUMBS, UI_MENU_PASS_CRUMBS_DESC,
|
||||
UI_MENU_INPUT_RECORD, UI_MENU_INPUT_RECORD_DESC,
|
||||
UI_MENU_OPEN_LOG, UI_MENU_OPEN_LOG_DESC,
|
||||
UI_MENU_COPY_INFO, UI_MENU_COPY_INFO_DESC, UI_MENU_COPY_INFO_DONE,
|
||||
@@ -202,6 +210,8 @@ typedef enum {
|
||||
|
||||
// Performance overlay
|
||||
UI_MENU_OV_FPS, UI_MENU_OV_FRAME_MS, UI_MENU_OV_GAME_PCT, UI_MENU_OV_MAX_MS,
|
||||
UI_MENU_OV_FPS_LABEL, UI_MENU_OV_FRAME_LABEL, UI_MENU_OV_FMT_FPS, // the frame rows: their labels, the rate
|
||||
UI_MENU_OV_LOW1, UI_MENU_OV_LOW01, // printf: the fps of the slowest 1% / 0.1% of the frames, no unit (the overlay column stays narrow)
|
||||
UI_MENU_OV_GPU, UI_MENU_OV_CPU, UI_MENU_OV_RAM, UI_MENU_OV_VRAM, UI_MENU_OV_TEMP, UI_MENU_OV_POWER,
|
||||
UI_MENU_OV_CLOCK, UI_MENU_OV_NONE,
|
||||
UI_MENU_OV_REPLAY, UI_MENU_OV_GPU_TIME, UI_MENU_OV_PIPE_WAIT, UI_MENU_OV_SHADER_WAIT, UI_MENU_OV_TEX_UPLOADS,
|
||||
@@ -245,6 +255,12 @@ int ui_text_defined(const char *lang, UiTextId id);
|
||||
// The catalog language for a Switch language code ("en-GB" -> "en", "zh-CN" -> "zh-Hans", ...).
|
||||
const char *ui_text_lang(const char *switch_code);
|
||||
|
||||
// The game languages the F1 menu offers for a game build (rt_game_version): one entry per Mals language file the build
|
||||
// ships, each with the Switch code TOTK_LANG takes and the id of its name. 1.4.3 adds Brazilian Portuguese (USpt).
|
||||
// Fills out (room for max entries) and returns the count.
|
||||
typedef struct { const char *code; UiTextId name; } UiGameLang;
|
||||
int ui_text_game_langs(int game_version, UiGameLang *out, int max);
|
||||
|
||||
// Menu text: ui_text_in(menu language, id). The menu language is TOTK_MENU_LANG ("en", "ru", "pt-BR", "zh-Hans");
|
||||
// unset, the system UI language when the catalog has menu text for it (English, Russian, Brazilian Portuguese,
|
||||
// Simplified Chinese), else English. Follows a live change of the setting.
|
||||
|
||||
+59
-1
@@ -33,6 +33,7 @@ typedef struct VkCtx {
|
||||
int has_custom_border_color, has_eds, has_eds2, has_eds3, has_vertex_input_dynamic_state,
|
||||
has_conditional_rendering, has_transform_feedback, has_provoking_vertex, has_device_fault, has_memory_budget,
|
||||
has_robustness2, has_buffer_device_address, has_fragment_shader_interlock, has_buffer_marker,
|
||||
has_nv_checkpoints, // VK_NV_device_diagnostic_checkpoints (TOTK_PASS_CRUMBS=1, vk_crumbs.c)
|
||||
has_astc_ldr, // textureCompressionASTC_LDR (enabled when reported)
|
||||
has_calibrated, // VK_KHR/EXT_calibrated_timestamps (GPU idle split in the perf line)
|
||||
has_hdr_metadata; // VK_EXT_hdr_metadata (vk_hdr.c vk_hdr_metadata)
|
||||
@@ -56,9 +57,10 @@ typedef struct {
|
||||
int gpl; // VK_EXT_graphics_pipeline_library enabled with fast linking (TOTK_GPL=0: off)
|
||||
int amd; // an AMD GPU (vendor 0x1002), any driver
|
||||
int amd_sc; // AMD's Windows driver branch for RDNA 1 and 2 ("AMD proprietary shader compiler")
|
||||
int mesa; // a Mesa driver the game runs on: RADV, ANV or NVK
|
||||
} VkCaps;
|
||||
extern VkCaps vk_caps;
|
||||
void vk_caps_driver(VkPhysicalDevice p); // first, before vkCreateDevice: vk_caps.amd, amd_sc
|
||||
void vk_caps_driver(VkPhysicalDevice p); // first, before vkCreateDevice: vk_caps.amd, amd_sc, mesa
|
||||
void vk_caps_features(VkPhysicalDeviceFeatures *f); // before vkCreateDevice (TOTK_VK_NO_FLOAT64 clears shaderFloat64)
|
||||
// Before vkCreateDevice, with the driver's graphics pipeline library feature and properties: sets vk_caps.gpl,
|
||||
// 1 = enable the extensions (VK_KHR_pipeline_library, VK_EXT_graphics_pipeline_library) and the feature.
|
||||
@@ -87,6 +89,45 @@ void vk_crumbs_release(void);
|
||||
void vk_crumb(VkCommandBuffer cb, int kind, uint64_t n);
|
||||
void vk_crumbs_report(void); // logs the two codes and what they name
|
||||
|
||||
// ---- pass marks (vk_crumbs.c): the replay (vk_exec.c vk_exec_pass_begin / vk_exec_pass_end, vk_exec_draw.c
|
||||
// op_dispatch) marks where each render pass and dispatch starts and where it ends, so that a device loss names the
|
||||
// pass the GPU was in. A mark is a number; a ring of VK_PASS_MARKS records keeps what it was. With
|
||||
// VK_AMD_buffer_marker the GPU writes the number of the last mark it started (TOP_OF_PIPE, before vkCmdBeginRendering
|
||||
// or the dispatch) and of the last it finished (BOTTOM_OF_PIPE, after vkCmdEndRendering or the dispatch) into the
|
||||
// breadcrumb buffer; with VK_NV_device_diagnostic_checkpoints the same two points are checkpoints, read with
|
||||
// vkGetQueueCheckpointData(2)NV after the loss. TOTK_PASS_CRUMBS: unset, AMD buffer marks only; 1, also NVIDIA
|
||||
// checkpoints (the extension is enabled at device creation); 0, none.
|
||||
#define VK_PASS_MARKS 4096 // power of two
|
||||
enum { VK_MARK_PASS = 1, VK_MARK_DISPATCH };
|
||||
typedef struct {
|
||||
uint32_t id; // the mark this record belongs to (0: never written)
|
||||
uint8_t kind; // VK_MARK_*
|
||||
uint8_t ncolor; // colour attachments
|
||||
uint32_t step; // index of the pass, or of the dispatch, within its submission, from 0
|
||||
uint32_t w, h, d; // render area and layers; a dispatch: group counts (0 0 0: indirect)
|
||||
uint32_t draws; // draws recorded in the pass; UINT32_MAX until its end is recorded
|
||||
uint64_t fence; // the submission: the timeline value it signals
|
||||
VkFormat color[8], depth; // attachment formats (VK_FORMAT_UNDEFINED: none)
|
||||
const GfxShader *first[2], *last[2];// vertex and fragment shader of the first and last draw; a dispatch: first[0]
|
||||
} VkPassMark;
|
||||
// Pass marks wanted and possible (TOTK_PASS_CRUMBS and the extensions): set by vk_crumbs_init.
|
||||
extern int vk_pass_marks_on;
|
||||
// vk_device.c create_device, before vkCreateDevice: 1 when TOTK_PASS_CRUMBS asks for NVIDIA checkpoints.
|
||||
int vk_pass_marks_want_nv(void);
|
||||
// The next mark: records its start into cb (through the recorder thread when it owns cb) and returns its ring record,
|
||||
// id, kind and fence set, for the caller to fill. NULL when pass marks are off. Replay thread only.
|
||||
VkPassMark *vk_pass_mark_begin(VkCommandBuffer cb, int kind, uint64_t fence);
|
||||
void vk_pass_mark_end(VkCommandBuffer cb, const VkPassMark *m); // records the end of mark m into cb
|
||||
// The recorder thread's side of both (vk_rec.c): the marker and checkpoint commands themselves.
|
||||
void vk_pass_mark_cmd(VkCommandBuffer cb, uint32_t id, int end);
|
||||
// AMD only: the last mark the GPU started and the last it finished (0: none); 0 without buffer marks.
|
||||
int vk_pass_marks_read(uint32_t *started, uint32_t *finished);
|
||||
const VkPassMark *vk_pass_mark_record(uint32_t id); // the ring record of mark id; NULL once a later mark took its slot
|
||||
// The report's text for a started and a finished mark, three lines without a trailing newline: which marks (source:
|
||||
// the extension they came from), then each with its ring record. vk_pass_marks_report logs it; the probe checks it.
|
||||
void vk_pass_marks_format(const char *source, uint32_t started, uint32_t finished, char *o, size_t size);
|
||||
void vk_pass_marks_report(void); // vk_device_fault_report: the AMD words and the NVIDIA checkpoints, formatted
|
||||
|
||||
// ---- window and present (gfx_present.c). Host threads only.
|
||||
// vk_present_image: blits the crop rectangle {x, y, w, h} of src (NULL, or w/h <= 0: the whole w x h image), scaled
|
||||
// to the swapchain extent, into the acquired swapchain image and presents it. src is in layout, which is
|
||||
@@ -210,14 +251,28 @@ void vk_mem_pick(VkMemSpan *sp);
|
||||
#define VK_MEM_USE(sp) do { if (vk_mirror_on && (sp).pool) vk_mem_use(&(sp)); } while (0)
|
||||
#define VK_MEM_PICK(sp) do { if (vk_mirror_on && (sp).pool) vk_mem_pick(&(sp)); } while (0)
|
||||
void vk_mem_gpu_wrote(const VkMemSpan *sp, uint64_t size);
|
||||
// A shader's storage-buffer write: goes back through the write-back merge (vk_memory.c), which keeps the words the GPU
|
||||
// did not change.
|
||||
void vk_mem_gpu_wrote_shader(const VkMemSpan *sp, uint64_t size);
|
||||
// Uniform blocks as of the submit call (vk_usnap.c): vk_exec_record copies the uniform ranges a submission binds before
|
||||
// it records, ubo bindings take the copy (0: not copied, bind memory), GPU writes of the replay drop the copies they touch.
|
||||
void vk_usnap_begin(const uint64_t *handles, int n, uint64_t fence);
|
||||
void vk_usnap_end(uint64_t fence);
|
||||
int vk_usnap_find(uint64_t addr, uint64_t n, uint64_t align, VkDescriptorBufferInfo *out);
|
||||
const uint8_t *vk_usnap_map(void); // a host copy of the current arena, at the offsets vk_usnap_find gives
|
||||
const uint8_t *vk_usnap_bytes(uint64_t addr, uint64_t n); // the copy of [addr, addr+n) as of the submit, NULL: none
|
||||
void vk_usnap_drop(uint64_t addr, uint64_t n); // the replay makes the GPU write [addr, addr+n) of guest memory
|
||||
uint64_t vk_usnap_gen(void); // changes whenever a binding may resolve differently
|
||||
void vk_usnap_shutdown(void); // vk_exec_draw_shutdown: frees the arenas
|
||||
// vk_mvprev.c: last frame's copy of the scene's object (c7) and bone (c5) blocks, for per-object motion vectors.
|
||||
// vk_mvprev_step: the distance of the game's other copy of a vertex-stage block the snapshot also copies, 0: none.
|
||||
// vk_mvprev_find: last frame's block of that object (prev, its address; how, MVPREV_*), 0: none.
|
||||
enum { MVPREV_NONE, MVPREV_SELF, MVPREV_SIDE, MVPREV_NEARER };
|
||||
uint64_t vk_mvprev_step(int stage, int index, uint64_t size);
|
||||
int vk_mvprev_on(void);
|
||||
void vk_mvprev_want(uint32_t index_mask); // also keep these binding indices' last-frame copies (bit n: index n) // DLAA on and TOTK_DLAA_OBJMV not 0, as of the last present
|
||||
int vk_mvprev_find(int index, uint64_t addr, uint64_t size, uint64_t *prev, int *how);
|
||||
void vk_mvprev_frame(void); // each present, beside vk_dlaa_frame
|
||||
void vk_mem_mirror_begin(void);
|
||||
int vk_mem_mirror_end(VkCommandBuffer cb, uint64_t fence);
|
||||
int vk_mem_mirror_pending(void);
|
||||
@@ -228,6 +283,8 @@ void vk_mem_mirror_prologue(VkCommandBuffer cb);
|
||||
void vk_mem_shadow_sync(void);
|
||||
void vk_mem_gpu_pending(uint64_t addr, uint64_t size);
|
||||
void vk_gpu_written(uint64_t addr, uint64_t size);
|
||||
int vk_mem_flush_add_probe(void); // --probe-vkexec: the flush range list; 0 or the number of the failed check
|
||||
uint64_t vk_mem_mirror_uploaded(void); // --probe-vkexec: bytes copied into mirrors since the last summary line
|
||||
int vk_mem_mirror_probe(uint64_t addr); // --probe-vkexec: the pool at addr gets its mirror as on a first buffer use;
|
||||
// 1 when it has one
|
||||
void vk_mem_class_log(const VkPhysicalDeviceProperties *p, const VkPhysicalDeviceMemoryProperties *m); // once
|
||||
@@ -350,6 +407,7 @@ uint32_t vk_texture_slots_gen(void);
|
||||
// its storage address is created, dropped, released or taken back into use. Unlocked; read it before the lookup it
|
||||
// guards (a lookup may create an entry). 0 when the slot was never registered: nothing is kept under 0.
|
||||
uint64_t vk_texture_slot_token(int id);
|
||||
void vk_sampler_dlss_bias(float bias); // texture LOD bias added for DLSS upscaling (material samplers)
|
||||
uint32_t vk_sampler_gen(void); // changes whenever a sampler slot is registered
|
||||
void vk_texture_gpu_written(const tex_t *t); // rendered or copied into by the GPU: no re-upload from storage
|
||||
void vk_texture_storage_bound_locked(const VkTexImage *img); // bound as a storage image in the recording submission
|
||||
|
||||
+12
-1
@@ -298,9 +298,20 @@ static int create_pipeline(VkCtx *c) {
|
||||
}
|
||||
|
||||
// TOTK_ASTC_BC=1: the BC3 encoder, when the device samples BC3 (every desktop GPU does); 0 leaves ASTC as RGBA8.
|
||||
// Unset: on when the largest device-local heap is under 5 GiB. There RGBA8 ASTC, four times the size of BC3, fills
|
||||
// video memory (a GTX 1650 4 GiB went from 10-23 to 3-12 ms of GPU time a frame, issue #87); BC3 loses some precision
|
||||
// (normal maps), so GPUs with more memory keep RGBA8.
|
||||
static int create_bc_pipeline(VkCtx *c) {
|
||||
const char *e = cfg_get("TOTK_ASTC_BC");
|
||||
if (!e || !*e || *e == '0') return 0;
|
||||
VkDeviceSize vram = 0;
|
||||
for (uint32_t h = 0; h < c->mem_props.memoryHeapCount && h < VK_MAX_MEMORY_HEAPS; h++)
|
||||
if (c->mem_props.memoryHeaps[h].flags & VK_MEMORY_HEAP_DEVICE_LOCAL_BIT && c->mem_props.memoryHeaps[h].size > vram)
|
||||
vram = c->mem_props.memoryHeaps[h].size;
|
||||
int on = e && *e ? *e != '0' : vram < (5ull << 30);
|
||||
if (!(e && *e))
|
||||
rt_log("vk: TOTK_ASTC_BC unset: BC3 %s (largest device-local heap %llu MiB)", on ? "on" : "off",
|
||||
(unsigned long long)(vram >> 20));
|
||||
if (!on) return 0;
|
||||
VkFormatProperties p;
|
||||
vkGetPhysicalDeviceFormatProperties(c->phys, VK_FORMAT_BC3_SRGB_BLOCK, &p);
|
||||
VkFormatFeatureFlags need = VK_FORMAT_FEATURE_SAMPLED_IMAGE_BIT | VK_FORMAT_FEATURE_TRANSFER_DST_BIT;
|
||||
|
||||
@@ -102,6 +102,8 @@ static void present_image(const tex_t *t, const int crop[4], uint64_t at_ns, uin
|
||||
static volatile int32_t n_skipped;
|
||||
vk_exec_frame_log(t, frame);
|
||||
vk_dlaa_frame();
|
||||
vk_mvsurvey_frame();
|
||||
vk_mvprev_frame();
|
||||
vk_mem_census(frame);
|
||||
if (vk_dump_armed) vk_dump_present(frame);
|
||||
__atomic_store_n(&gfx_counters.validation_errors, (uint64_t)vk_validation_errors_total(), __ATOMIC_RELAXED);
|
||||
@@ -166,7 +168,11 @@ static uint64_t ck_reads, ck_diff, ck_diff_unexplained, ck_diff_idle;
|
||||
int vk_replay_async(void) {
|
||||
static int on = -1;
|
||||
if (on < 0) {
|
||||
on = cfg_bool("TOTK_REPLAY_ASYNC"); // off by default: no measured gain yet, one more frame of latency
|
||||
// Off by default. Where the game waits for the GPU it overlaps the replay with the game threads (a GTX 1650 in
|
||||
// the Depths went from 450-686 frames over 50 ms a minute to 10-13, issue #88), the only place a gain was
|
||||
// measured. While it was the default, a GTX 1660 Ti at the 60 fps cap with the GPU at 26 % reported uneven
|
||||
// motion that 0.3.4 did not have (#659). It adds up to a frame of latency.
|
||||
on = cfg_bool("TOTK_REPLAY_ASYNC");
|
||||
rt_log("vk: replay %s (TOTK_REPLAY_ASYNC=%d)",
|
||||
on ? "on its own thread, at most one frame behind the game" : "on the submitting thread", on);
|
||||
}
|
||||
@@ -315,6 +321,7 @@ static void replay_log(uint64_t frame, int total) {
|
||||
// vk_backend_shutdown.
|
||||
void gfx_exit_log(void) {
|
||||
static int32_t done;
|
||||
rec_check_log();
|
||||
if (gfx_replay_async() && r_started && !plat_xchg32(&done, 1)) replay_log(game_frames, 1);
|
||||
}
|
||||
|
||||
|
||||
+16
-11
@@ -6,8 +6,7 @@
|
||||
// - minStorageBufferOffsetAlignment above 4 (TOTK_VK_SSBO_ALIGN=<power of two> raises it): the translator computes
|
||||
// storage offsets from the guest address rounded down to that alignment (Ryujinx's unaligned storage path), and
|
||||
// vk_exec_draw.c ssbo_info binds the rounded-down address, so shader writes reach guest memory instead of a copy.
|
||||
// - no graphics pipeline library with fast linking (TOTK_GPL=0 forces it; the default on AMD's RDNA 1/2 driver):
|
||||
// vk_caps.gpl = 0, the extension stays disabled, and pipelines are built whole.
|
||||
// - no graphics pipeline library with fast linking (TOTK_GPL=0 forces it): vk_caps.gpl = 0, the extension stays disabled, and pipelines are built whole.
|
||||
// - no 32-lane pin (no subgroupSizeControl, 32 outside min..max, or TOTK_VK_SUBGROUP_PIN=0): stages run at the
|
||||
// device's subgroupSize (SPIR-V 1.3 without a required size) and the translator is told that size.
|
||||
// TOTK_VK_SUBGROUP=<n> pins n instead of 32 where the driver allows it.
|
||||
@@ -44,17 +43,22 @@ void vk_caps_driver(VkPhysicalDevice p) {
|
||||
// AMD split RDNA 1 and 2 off into a driver branch of their own; its driverInfo reads
|
||||
// "26.10.1 (AMD proprietary shader compiler)" where the RDNA 3 and 4 driver names LLPC.
|
||||
vk_caps.amd_sc = drv.driverID == VK_DRIVER_ID_AMD_PROPRIETARY && strstr(drv.driverInfo, "shader compiler");
|
||||
vk_caps.mesa = drv.driverID == VK_DRIVER_ID_MESA_RADV || drv.driverID == VK_DRIVER_ID_INTEL_OPEN_SOURCE_MESA ||
|
||||
drv.driverID == VK_DRIVER_ID_MESA_NVK;
|
||||
}
|
||||
|
||||
// TOTK_GPL=0/1 forces graphics pipeline libraries off or on. Default off on AMD's RDNA 1/2 driver branch: every boot
|
||||
// that lost the device there had a cold pipeline cache and draws waiting on fast-linked pipelines, and a run with GPL
|
||||
// off booted (issue #5); Savage Wind Recomp turns GPL off on RDNA 4 under RADV for a GPU hang at the title screen.
|
||||
// TOTK_GPL=0 turns graphics pipeline libraries off; they are on wherever the driver has fast linking. AMD's RDNA 1/2
|
||||
// driver branch had them off for a while: its device losses at boot (issue #5) came with a cold pipeline cache, but
|
||||
// their cause was GPU writes past 3D BC images (vk_exec.c, "3D BC render targets"). With that fixed, the RDNA 1/2
|
||||
// driver boots with GPL from a cold cache and fast-links without a failure, while with GPL off every new pipeline is
|
||||
// built whole on the draw's path (frames of 0.5-1.2 s on an RX 6600, issue #381). Savage Wind Recomp turns GPL off on
|
||||
// RDNA 4 under RADV for a GPU hang at the title screen.
|
||||
int vk_caps_gpl(const VkPhysicalDeviceGraphicsPipelineLibraryFeaturesEXT *f,
|
||||
const VkPhysicalDeviceGraphicsPipelineLibraryPropertiesEXT *p) {
|
||||
gpl_lib = f->graphicsPipelineLibrary;
|
||||
gpl_fast = p->graphicsPipelineLibraryFastLinking;
|
||||
const char *e = cfg_get("TOTK_GPL"); // no fixed default: it depends on the driver, see above
|
||||
vk_caps.gpl = gpl_lib && gpl_fast && (e && *e ? strcmp(e, "0") != 0 : !vk_caps.amd_sc);
|
||||
const char *e = cfg_get("TOTK_GPL");
|
||||
vk_caps.gpl = gpl_lib && gpl_fast && !(e && !strcmp(e, "0"));
|
||||
return vk_caps.gpl;
|
||||
}
|
||||
|
||||
@@ -112,7 +116,10 @@ void vk_caps_init(VkCtx *c) {
|
||||
// BotW and TotK on AMD). The translator biases gather coordinates by the host's sub-texel precision; NVIDIA rounds
|
||||
// as Maxwell does. TOTK_GATHER_BIAS=<bits> forces it (0: off).
|
||||
uint32_t gather = env_u32("TOTK_GATHER_BIAS", c->props.vendorID == 0x10de ? 0 : l->subTexelPrecisionBits);
|
||||
gfx_shader_set_host(vk_caps.float64, vk_caps.sbuf_align, told, gather);
|
||||
// A register read before any write is an undefined load in SPIR-V, and Mesa folds undefined values freely, so on
|
||||
// Mesa function-local variables start at 0 (docs/maxwell.md 3.12). TOTK_ZERO_LOCALS=1 forces it, 0 turns it off.
|
||||
uint32_t zero_locals = env_u32("TOTK_ZERO_LOCALS", (uint32_t)vk_caps.mesa);
|
||||
gfx_shader_set_host(vk_caps.float64, vk_caps.sbuf_align, told, gather, zero_locals != 0);
|
||||
if (gather) rt_log("vk caps: gather coordinates biased for %u sub-texel bits (TOTK_GATHER_BIAS)", gather);
|
||||
|
||||
char dv[32];
|
||||
@@ -137,10 +144,8 @@ void vk_caps_init(VkCtx *c) {
|
||||
has_ext(ep, ne, "VK_EXT_graphics_pipeline_library"), depth_ok(p, VK_FORMAT_D16_UNORM),
|
||||
depth_ok(p, VK_FORMAT_D24_UNORM_S8_UINT), depth_ok(p, VK_FORMAT_X8_D24_UNORM_PACK32), depth_ok(p, VK_FORMAT_D32_SFLOAT),
|
||||
depth_ok(p, VK_FORMAT_D32_SFLOAT_S8_UINT));
|
||||
const char *ge = cfg_get("TOTK_GPL");
|
||||
rt_log("vk caps: gpl %s fast-link %s (graphicsPipelineLibrary %u%s)", vk_caps.gpl ? "yes" : "no",
|
||||
gpl_fast ? "yes" : "no", (unsigned)gpl_lib,
|
||||
!gpl_lib || !gpl_fast || vk_caps.gpl ? "" : ge && *ge ? ", off by TOTK_GPL=0" : ", off on AMD's RDNA 1/2 driver");
|
||||
gpl_fast ? "yes" : "no", (unsigned)gpl_lib, !gpl_lib || !gpl_fast || vk_caps.gpl ? "" : ", off by TOTK_GPL=0");
|
||||
rt_log("vk caps: fallbacks: float64 %s, storage buffers %s %u, subgroup pin %u on stages %#x, translator subgroup vs/fs/cs %u/%u/%u",
|
||||
vk_caps.float64 ? "native" : "softfloat64", vk_caps.sbuf_align ? "rounded down to" : "exact, alignment",
|
||||
(unsigned)l->minStorageBufferOffsetAlignment, want, (unsigned)vk_caps.sg_pin_stages, told[0], told[1], told[2]);
|
||||
|
||||
+202
-4
@@ -4,19 +4,31 @@
|
||||
// device loss word 0 names the newest point the GPU reached and word 1 the newest point it had finished: the hang lies
|
||||
// between them. A code is the crumb kind in the top 4 bits and its number in the low 28. The markers cost two small
|
||||
// writes per crumb, and crumbs mark submissions, upload batches, ASTC chunks and presents, not draws.
|
||||
//
|
||||
// Pass marks (vk.h vk_pass_mark_begin) use words 2 and 3 of the same buffer: the replay marks the start and the end of
|
||||
// every render pass and dispatch, and a ring of records says what each mark was. The design follows Savage Wind
|
||||
// Recomp's GPU checkpoints (refs/SavageWindRecomp runtime/nvn/vulkan/exec.c ck_mark and vk_checkpoints_report: a mark
|
||||
// per pass and dispatch, numbers in a ring of 4096, text only at the device loss); the code is ours.
|
||||
#include <stdint.h>
|
||||
#include <stdio.h>
|
||||
#include <string.h>
|
||||
|
||||
#include "cfg.h"
|
||||
#include "host.h"
|
||||
#include "vk.h"
|
||||
|
||||
static PFN_vkCmdWriteBufferMarkerAMD write_marker;
|
||||
static VkBuffer buf;
|
||||
static VmaAllocation alloc;
|
||||
static volatile uint32_t *words;
|
||||
static volatile uint32_t *words; // 0, 1: crumbs; 2, 3: pass marks
|
||||
|
||||
void vk_crumbs_init(VkCtx *c) {
|
||||
if (!c->has_buffer_marker) return;
|
||||
// Pass marks (below)
|
||||
int vk_pass_marks_on;
|
||||
static int pm_amd; // marks into words 2 and 3
|
||||
static PFN_vkCmdSetCheckpointNV set_checkpoint;
|
||||
static void pass_marks_init(VkCtx *c);
|
||||
|
||||
static void buffer_init(VkCtx *c) {
|
||||
write_marker = (PFN_vkCmdWriteBufferMarkerAMD)vkGetDeviceProcAddr(c->device, "vkCmdWriteBufferMarkerAMD");
|
||||
VkBufferCreateInfo bi = {.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO, .size = 16,
|
||||
.usage = VK_BUFFER_USAGE_TRANSFER_DST_BIT};
|
||||
@@ -30,14 +42,20 @@ void vk_crumbs_init(VkCtx *c) {
|
||||
return;
|
||||
}
|
||||
words = info.pMappedData;
|
||||
words[0] = words[1] = 0;
|
||||
words[0] = words[1] = words[2] = words[3] = 0;
|
||||
rt_log("vk: GPU breadcrumbs on (VK_AMD_buffer_marker)");
|
||||
}
|
||||
|
||||
void vk_crumbs_init(VkCtx *c) {
|
||||
if (c->has_buffer_marker) buffer_init(c);
|
||||
pass_marks_init(c);
|
||||
}
|
||||
|
||||
void vk_crumbs_release(void) {
|
||||
VkCtx *c = vk_ctx();
|
||||
if (buf && c) vmaDestroyBuffer(c->vma, buf, alloc);
|
||||
buf = VK_NULL_HANDLE, alloc = NULL, words = NULL, write_marker = NULL;
|
||||
vk_pass_marks_on = pm_amd = 0, set_checkpoint = NULL;
|
||||
}
|
||||
|
||||
void vk_crumb(VkCommandBuffer cb, int kind, uint64_t n) {
|
||||
@@ -65,3 +83,183 @@ void vk_crumbs_report(void) {
|
||||
describe(words[1], finished, sizeof finished);
|
||||
rt_log("vk: GPU breadcrumbs: the GPU last reached %s; everything before %s had finished", reached, finished);
|
||||
}
|
||||
|
||||
// ---- pass marks
|
||||
|
||||
// Cost per pass or dispatch: about twenty stores into the ring and two commands, one at the start and one at the end,
|
||||
// each a marker write or a checkpoint. Per draw nothing, except that the branch of vk_exec_draw.c prepare_draw that
|
||||
// records changed pipeline state also notes the shaders of a pass's first draw. A full barrier already precedes every
|
||||
// pass and dispatch (vk_exec.c vk_exec_pass_begin, vk_exec_draw.c op_dispatch), so the end-of-pipe write adds no wait.
|
||||
static VkPassMark ring[VK_PASS_MARKS];
|
||||
static uint32_t seq; // marks made; only the replay thread writes it
|
||||
|
||||
// TOTK_PASS_CRUMBS: unset, buffer marks where VK_AMD_buffer_marker exists; 1, also NVIDIA checkpoints; 0, neither.
|
||||
int vk_pass_marks_want_nv(void) {
|
||||
const char *e = cfg_get("TOTK_PASS_CRUMBS");
|
||||
return e && *e && strcmp(e, "0") != 0;
|
||||
}
|
||||
|
||||
static void pass_marks_init(VkCtx *c) {
|
||||
const char *e = cfg_get("TOTK_PASS_CRUMBS");
|
||||
int off = e && !strcmp(e, "0");
|
||||
set_checkpoint = c->has_nv_checkpoints
|
||||
? (PFN_vkCmdSetCheckpointNV)vkGetDeviceProcAddr(c->device, "vkCmdSetCheckpointNV") : NULL;
|
||||
pm_amd = !off && write_marker && words;
|
||||
vk_pass_marks_on = pm_amd || set_checkpoint;
|
||||
if (vk_pass_marks_on)
|
||||
rt_log("vk: pass marks on (%s%s%s; TOTK_PASS_CRUMBS=0 turns them off%s)", pm_amd ? "VK_AMD_buffer_marker" : "",
|
||||
pm_amd && set_checkpoint ? " and " : "", set_checkpoint ? "VK_NV_device_diagnostic_checkpoints" : "",
|
||||
set_checkpoint ? "" : ", =1 adds NVIDIA checkpoints where the driver has them");
|
||||
else
|
||||
rt_log("vk: pass marks off (%s)", off ? "TOTK_PASS_CRUMBS=0"
|
||||
: "no VK_AMD_buffer_marker; TOTK_PASS_CRUMBS=1 asks for NVIDIA checkpoints");
|
||||
}
|
||||
|
||||
void vk_pass_mark_cmd(VkCommandBuffer cb, uint32_t id, int end) {
|
||||
if (pm_amd)
|
||||
write_marker(cb, end ? VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT : VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT, buf,
|
||||
end ? 12 : 8, id);
|
||||
if (set_checkpoint) set_checkpoint(cb, (const void *)(uintptr_t)((uint64_t)id << 1 | (end != 0)));
|
||||
}
|
||||
|
||||
VkPassMark *vk_pass_mark_begin(VkCommandBuffer cb, int kind, uint64_t fence) {
|
||||
if (!vk_pass_marks_on || !cb) return NULL;
|
||||
uint32_t id = ++seq;
|
||||
if (!id) id = ++seq; // 0 means no mark
|
||||
VkPassMark *m = &ring[id & (VK_PASS_MARKS - 1)];
|
||||
m->id = id, m->kind = (uint8_t)kind, m->fence = fence, m->draws = UINT32_MAX;
|
||||
rec_pass_mark(cb, id, 0);
|
||||
return m;
|
||||
}
|
||||
|
||||
void vk_pass_mark_end(VkCommandBuffer cb, const VkPassMark *m) {
|
||||
if (m && cb) rec_pass_mark(cb, m->id, 1);
|
||||
}
|
||||
|
||||
int vk_pass_marks_read(uint32_t *started, uint32_t *finished) {
|
||||
if (!pm_amd) return 0;
|
||||
*started = words[2], *finished = words[3];
|
||||
return 1;
|
||||
}
|
||||
|
||||
const VkPassMark *vk_pass_mark_record(uint32_t id) {
|
||||
const VkPassMark *m = &ring[id & (VK_PASS_MARKS - 1)];
|
||||
return id && m->id == id ? m : NULL;
|
||||
}
|
||||
|
||||
// The first 8 bytes of the shader's input id (gfx_shader.c), the start of its stored input's name <cache>/in/<id>.in.
|
||||
static unsigned long long shader_id(const GfxShader *s) {
|
||||
if (!s) return 0;
|
||||
const uint8_t *iid = gfx_shader_input_id(s);
|
||||
unsigned long long v = 0;
|
||||
for (int i = 0; i < 8; i++) v = v << 8 | iid[i];
|
||||
return v;
|
||||
}
|
||||
|
||||
static void describe_mark(uint32_t id, char *o, size_t size) {
|
||||
const VkPassMark *m = vk_pass_mark_record(id);
|
||||
if (!id) {
|
||||
snprintf(o, size, "nothing yet");
|
||||
return;
|
||||
}
|
||||
if (!m) {
|
||||
snprintf(o, size, "no record (a later mark took its slot)");
|
||||
return;
|
||||
}
|
||||
if (m->kind == VK_MARK_DISPATCH) {
|
||||
snprintf(o, size, "dispatch %u of submission %llu: %ux%ux%u groups%s, cs %016llx", m->step,
|
||||
(unsigned long long)m->fence, m->w, m->h, m->d, m->w ? "" : " (indirect)", shader_id(m->first[0]));
|
||||
return;
|
||||
}
|
||||
size_t n = (size_t)snprintf(o, size, "pass %u of submission %llu: %ux%u, %u layer%s, colour formats", m->step,
|
||||
(unsigned long long)m->fence, m->w, m->h, m->d, m->d == 1 ? "" : "s");
|
||||
for (int i = 0; i < m->ncolor && i < 8 && n < size; i++)
|
||||
n += (size_t)snprintf(o + n, size - n, "%s%d", i ? "," : " ", (int)m->color[i]);
|
||||
if (!m->ncolor && n < size) n += (size_t)snprintf(o + n, size - n, " none");
|
||||
if (n < size) n += (size_t)snprintf(o + n, size - n, ", depth format %d", (int)m->depth);
|
||||
if (n >= size) return;
|
||||
if (m->draws == UINT32_MAX)
|
||||
snprintf(o + n, size - n, ", still recording; first draw vs %016llx fs %016llx", shader_id(m->first[0]),
|
||||
shader_id(m->first[1]));
|
||||
else if (!m->draws)
|
||||
snprintf(o + n, size - n, ", no draws");
|
||||
else
|
||||
snprintf(o + n, size - n, ", %u draws; first vs %016llx fs %016llx, last vs %016llx fs %016llx", m->draws,
|
||||
shader_id(m->first[0]), shader_id(m->first[1]), shader_id(m->last[0]), shader_id(m->last[1]));
|
||||
}
|
||||
|
||||
void vk_pass_marks_format(const char *source, uint32_t started, uint32_t finished, char *o, size_t size) {
|
||||
char a[640], b[640];
|
||||
describe_mark(started, a, sizeof a);
|
||||
describe_mark(finished, b, sizeof b);
|
||||
snprintf(o, size,
|
||||
"vk: pass marks (%s, %u made): the GPU last started mark %u and last finished mark %u\n"
|
||||
"vk: last started %u: %s\n"
|
||||
"vk: last finished %u: %s",
|
||||
source, (unsigned)seq, (unsigned)started, (unsigned)finished, (unsigned)started, a, (unsigned)finished, b);
|
||||
}
|
||||
|
||||
static void log_lines(char *t) {
|
||||
for (char *line = t, *nl; line && *line; line = nl ? nl + 1 : NULL) {
|
||||
nl = strchr(line, '\n');
|
||||
if (nl) *nl = 0;
|
||||
rt_log("%s", line);
|
||||
}
|
||||
}
|
||||
|
||||
// vkGetQueueCheckpointData2NV, else vkGetQueueCheckpointDataNV, on the graphics queue (the replay's): one entry per
|
||||
// stage with the last checkpoint that stage executed. A checkpoint is the mark's id times 2, plus 1 at its end, so the
|
||||
// top-of-pipe entry names the last start or end the GPU reached, and the bottom-of-pipe entry the last one before which
|
||||
// everything had finished: at a start, that is the end of the mark before it.
|
||||
static void nv_report(void) {
|
||||
VkCtx *c = vk_ctx();
|
||||
if (!c || !set_checkpoint) return;
|
||||
PFN_vkGetQueueCheckpointData2NV get2 =
|
||||
(PFN_vkGetQueueCheckpointData2NV)vkGetDeviceProcAddr(c->device, "vkGetQueueCheckpointData2NV");
|
||||
PFN_vkGetQueueCheckpointDataNV get1 =
|
||||
(PFN_vkGetQueueCheckpointDataNV)vkGetDeviceProcAddr(c->device, "vkGetQueueCheckpointDataNV");
|
||||
enum { MAXN = 32 };
|
||||
uint64_t stage[MAXN], marker[MAXN];
|
||||
uint32_t n = 0;
|
||||
if (get2) {
|
||||
VkCheckpointData2NV d[MAXN];
|
||||
get2(c->gfx_queue, &n, NULL);
|
||||
if (n > MAXN) n = MAXN;
|
||||
for (uint32_t i = 0; i < n; i++) d[i] = (VkCheckpointData2NV){.sType = VK_STRUCTURE_TYPE_CHECKPOINT_DATA_2_NV};
|
||||
get2(c->gfx_queue, &n, d);
|
||||
for (uint32_t i = 0; i < n; i++) stage[i] = d[i].stage, marker[i] = (uint64_t)(uintptr_t)d[i].pCheckpointMarker;
|
||||
} else if (get1) {
|
||||
VkCheckpointDataNV d[MAXN];
|
||||
get1(c->gfx_queue, &n, NULL);
|
||||
if (n > MAXN) n = MAXN;
|
||||
for (uint32_t i = 0; i < n; i++) d[i] = (VkCheckpointDataNV){.sType = VK_STRUCTURE_TYPE_CHECKPOINT_DATA_NV};
|
||||
get1(c->gfx_queue, &n, d);
|
||||
for (uint32_t i = 0; i < n; i++) stage[i] = d[i].stage, marker[i] = (uint64_t)(uintptr_t)d[i].pCheckpointMarker;
|
||||
} else {
|
||||
rt_log("vk: pass marks: no vkGetQueueCheckpointDataNV entry point");
|
||||
return;
|
||||
}
|
||||
uint32_t started = 0, finished = 0;
|
||||
for (uint32_t i = 0; i < n; i++) {
|
||||
uint32_t id = (uint32_t)(marker[i] >> 1);
|
||||
int end = (int)(marker[i] & 1);
|
||||
rt_log("vk: checkpoint of stage %#llx: the %s of mark %u", (unsigned long long)stage[i], end ? "end" : "start", id);
|
||||
if (stage[i] == VK_PIPELINE_STAGE_2_TOP_OF_PIPE_BIT) started = id;
|
||||
if (stage[i] == VK_PIPELINE_STAGE_2_BOTTOM_OF_PIPE_BIT) finished = end ? id : id ? id - 1 : 0;
|
||||
}
|
||||
if (!n) rt_log("vk: pass marks: the driver reported no checkpoints");
|
||||
char t[2048];
|
||||
vk_pass_marks_format("VK_NV_device_diagnostic_checkpoints", started, finished, t, sizeof t);
|
||||
log_lines(t);
|
||||
}
|
||||
|
||||
void vk_pass_marks_report(void) {
|
||||
if (!vk_pass_marks_on) return;
|
||||
uint32_t started, finished;
|
||||
char t[2048];
|
||||
if (vk_pass_marks_read(&started, &finished)) {
|
||||
vk_pass_marks_format("VK_AMD_buffer_marker", started, finished, t, sizeof t);
|
||||
log_lines(t);
|
||||
}
|
||||
nv_report();
|
||||
}
|
||||
+10
-3
@@ -261,7 +261,7 @@ static int create_device(void) {
|
||||
CHAIN(fbl, VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_ATTACHMENT_FEEDBACK_LOOP_LAYOUT_FEATURES_EXT);
|
||||
CHAIN(lr, VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_DYNAMIC_RENDERING_LOCAL_READ_FEATURES_KHR);
|
||||
}
|
||||
vk_dlaa_device_exts(ep, ne, ext, &n_ext, 40); // NGX's; the eight slots after it stay for the ones below
|
||||
vk_dlaa_device_exts(ep, ne, ext, &n_ext, 40); // NGX's; the eight slots after it stay for the seven below
|
||||
if (has_ext(ep, ne, VK_EXT_MEMORY_BUDGET_EXTENSION_NAME)) { g_vk.has_memory_budget = 1; ext[n_ext++] = VK_EXT_MEMORY_BUDGET_EXTENSION_NAME; }
|
||||
// GPU timestamps on the CPU clock (vk_sync.c): the perf line splits GPU idle time into waiting for a submission or not.
|
||||
if (has_ext(ep, ne, VK_KHR_CALIBRATED_TIMESTAMPS_EXTENSION_NAME)) { g_vk.has_calibrated = 2; ext[n_ext++] = VK_KHR_CALIBRATED_TIMESTAMPS_EXTENSION_NAME; }
|
||||
@@ -272,6 +272,12 @@ static int create_device(void) {
|
||||
}
|
||||
// GPU breadcrumbs for a lost device (vk_crumbs.c): AMD's drivers and RADV report it.
|
||||
if (has_ext(ep, ne, VK_AMD_BUFFER_MARKER_EXTENSION_NAME)) { g_vk.has_buffer_marker = 1; ext[n_ext++] = VK_AMD_BUFFER_MARKER_EXTENSION_NAME; }
|
||||
// Pass marks on NVIDIA (vk_crumbs.c): checkpoints only with TOTK_PASS_CRUMBS=1, since NVIDIA documents a cost for
|
||||
// the extension. NVIDIA's drivers report it, AMD's do not.
|
||||
if (vk_pass_marks_want_nv() && has_ext(ep, ne, VK_NV_DEVICE_DIAGNOSTIC_CHECKPOINTS_EXTENSION_NAME)) {
|
||||
g_vk.has_nv_checkpoints = 1;
|
||||
ext[n_ext++] = VK_NV_DEVICE_DIAGNOSTIC_CHECKPOINTS_EXTENSION_NAME;
|
||||
}
|
||||
// Graphics pipeline library: chained last so it can be dropped again when vk_caps_gpl declines it.
|
||||
void **gpl_link = NULL;
|
||||
if (has_ext(ep, ne, VK_KHR_PIPELINE_LIBRARY_EXTENSION_NAME) && has_ext(ep, ne, VK_EXT_GRAPHICS_PIPELINE_LIBRARY_EXTENSION_NAME)) {
|
||||
@@ -430,6 +436,7 @@ void vk_device_fault_report(VkResult r) {
|
||||
if (done) { plat_mutex_unlock(&lock); return; }
|
||||
done = 1;
|
||||
vk_crumbs_report();
|
||||
vk_pass_marks_report();
|
||||
VkCtx *c = vk_ctx();
|
||||
PFN_vkGetDeviceFaultInfoEXT get =
|
||||
c && c->has_device_fault ? (PFN_vkGetDeviceFaultInfoEXT)vkGetDeviceProcAddr(c->device, "vkGetDeviceFaultInfoEXT")
|
||||
@@ -500,11 +507,11 @@ int probe_vkdevice(void) {
|
||||
c->device_index, c->props.deviceName, VK_API_VERSION_MAJOR(v), VK_API_VERSION_MINOR(v), VK_API_VERSION_PATCH(v),
|
||||
c->gfx_family, c->xfer_family, c->xfer_shared ? " (shared queue)" : "", c->min_imported_host_alignment);
|
||||
printf("probe-vkdevice: optional: custom_border=%d eds=%d eds2=%d eds3=%d vertex_input=%d cond_render=%d xfb=%d provoking=%d "
|
||||
"robustness2=%d fault=%d budget=%d bda=%d interlock=%d validation=%d\n",
|
||||
"robustness2=%d fault=%d budget=%d bda=%d interlock=%d buffer_marker=%d nv_checkpoints=%d validation=%d\n",
|
||||
c->has_custom_border_color, c->has_eds, c->has_eds2, c->has_eds3, c->has_vertex_input_dynamic_state,
|
||||
c->has_conditional_rendering, c->has_transform_feedback, c->has_provoking_vertex, c->has_robustness2,
|
||||
c->has_device_fault, c->has_memory_budget, c->has_buffer_device_address, c->has_fragment_shader_interlock,
|
||||
c->validation);
|
||||
c->has_buffer_marker, c->has_nv_checkpoints, c->validation);
|
||||
vk_shutdown();
|
||||
printf("probe-vkdevice: %s (validation errors %ld)\n", g_errors_total ? "FAILED" : "passed", g_errors_total);
|
||||
return g_errors_total ? 1 : 0;
|
||||
|
||||
+669
-84
File diff suppressed because it is too large.
Load diff
@@ -2,12 +2,18 @@
|
||||
#pragma once
|
||||
#include "vk.h"
|
||||
|
||||
// The narrowest scene the DLSS pass and the motion passes recognise by its D32F depth: Ultra Performance at a 1080p
|
||||
// output renders 640 wide, smaller windows less.
|
||||
#define DLAA_SCENE_MIN_W 320u
|
||||
|
||||
int vk_dlaa_wanted(void); // the setting is on (the device may still lack DLSS)
|
||||
// vk_device.c: NGX's instance and device extensions join the lists (room for max names); vk_dlaa_init after the
|
||||
// device exists brings NGX up and checks that DLSS is available.
|
||||
void vk_dlaa_instance_exts(const char **ext, uint32_t *n, uint32_t max);
|
||||
void vk_dlaa_device_exts(const VkExtensionProperties *have, uint32_t nhave, const char **ext, uint32_t *n, uint32_t max);
|
||||
void vk_dlaa_init(void);
|
||||
// 1 when dlaa is on and NGX came up with DLSS (after vk_dlaa_init): a DLSS mode's smaller scene is scaled up by DLSS.
|
||||
int vk_dlaa_available(void);
|
||||
// vk_exec.c vk_exec_pass_begin, once the pass's targets are resolved and before its barrier: arms the frame on the
|
||||
// scene's light target or, at the first quarter-width pass after it, runs DLAA on that target. Each present ends the
|
||||
// frame (vk_dlaa_frame).
|
||||
@@ -18,6 +24,25 @@ void vk_dlaa_frame(void);
|
||||
// the viewport of the scene's draws by the frame's jitter (vk_dlaa_viewport, when the viewport is recorded).
|
||||
void vk_dlaa_draw(VkExec *ex);
|
||||
void vk_dlaa_viewport(VkExec *ex, VkViewport *v);
|
||||
// vk_mvsurvey.c (TOTK_MV_SURVEY): notes the uniform blocks of each scene draw, beside vk_dlaa_draw; each present
|
||||
// compares them with the previous frames' and logs a summary now and then.
|
||||
void vk_mvsurvey_draw(VkExec *ex);
|
||||
void vk_mvsurvey_frame(void);
|
||||
void vk_mvprev_draw(VkExec *ex); // vk_mvprev.c: notes the scene draw's object and bone blocks
|
||||
// Per-object motion (vk_exec_draw.c): the moving scene draws are listed again during the replay with
|
||||
// their vertex shader's last-frame variant; vk_dlaa.c mv_pass records them over the camera motion into ex->cb (and
|
||||
// leaves every binding of the replay to be set again; draws whose camera block is not cam are left out).
|
||||
// vk_dlaa_prev_camera: last frame's camera block and this frame's jitter, 0 when there is no history.
|
||||
int vk_mvobj_execute(VkExec *ex, uint64_t cam, VkImageView mv, VkImageView depth, VkFormat depth_fmt, uint32_t w,
|
||||
uint32_t h);
|
||||
int vk_dlaa_prev_camera(VkDescriptorBufferInfo *out, float jitter[2]);
|
||||
// vk_mvcheck.c (TOTK_MV_CHECK, test): mv_pass hands it the motion image after the camera pass and, after the object
|
||||
// pass, the motion image again and the scene light target it ran on; it measures how well the vectors fit the picture.
|
||||
void vk_mvcheck_camera(VkCommandBuffer cb, VkImage mv, uint32_t w, uint32_t h, float jx, float jy);
|
||||
void vk_mvcheck_final(VkCommandBuffer cb, uint64_t fence, VkImage mv, VkImage cimg, VkFormat cfmt, uint32_t level,
|
||||
uint32_t layer, uint32_t w, uint32_t h, float jx, float jy);
|
||||
const char *vk_mvobj_frame_masks(void); // vk_exec_draw.c: the last motion list, per position and changed banks
|
||||
void vk_mvcheck_output(VkCommandBuffer cb, VkImage out, uint32_t ow, uint32_t oh); // after DLSS on a check frame
|
||||
// vk_exec_draw.c, once a draw's fragment shader is known: 1 skips the draw (the game's FXAA while TOTK_FXAA is 0, its
|
||||
// scaling draw when DLSS wrote the scaled picture).
|
||||
int vk_dlaa_skip_draw(VkExec *ex, const GfxShader *fs);
|
||||
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