diff options
| author | Takoroka <137927095+Takoroka@users.noreply.github.com> | 2026-10-28 20:43:46 -0400 |
|---|---|---|
| committer | Takoroka <137927095+Takoroka@users.noreply.github.com> | 2026-10-28 20:43:46 -0400 |
| commit | 58737a744ac097e3a7125f43849ac5e8c172a8ff (patch) | |
| tree | d5817c314a5a7dd54066850857ad79acd2f99cae /NX2_NOTES.md | |
| parent | e8f4bf149fda978146aaa81d6d4273d8cc75f5cf (diff) | |
Notes: rows 105-109 (video sessions, interpreter, GPU ASTC transcode, present serialization, job-system SVCs)
Diffstat (limited to 'NX2_NOTES.md')
| -rw-r--r-- | NX2_NOTES.md | 6 |
1 files changed, 5 insertions, 1 deletions
diff --git a/NX2_NOTES.md b/NX2_NOTES.md index fcbbadb349..24fdab78c0 100644 --- a/NX2_NOTES.md +++ b/NX2_NOTES.md @@ -160,7 +160,11 @@ With the patched decoder, games 1/3/4 only leave ~60-110 rare SIMD encodings in | 102 | host crash (log stops, segfault) at 113 s in one run; under cdb "Free Heap block modified after it was freed" at 243 s, twice | Eden's TickAsyncDecode erased a finished decode while still holding its mutex (unlocked freed memory); only reached with accelerate_astc=CpuAsynchronous (the BC3 setup) | release the lock first, cancel decodes of deleted images (8766a72); clean past 330 s. Also made nx2 service callbacks (vsync timer, syncpt actions, capture/dump) independent of their sessions' lifetime (190747a) | | 103 | (title 1) texture churn: the collector evicted ~1,250 decoded ASTC textures per 600 frames and they were decoded again (lag and pop-in turning the camera) | device memory sat above the collector's critical line (5.4 GB of a 7.0 GB budget): ASTC 8x8 is 4x larger as BC3, and a bloom chain at unmapped GPU 0xf0000-0x15b600 was re-created on every use (each lookup got a fresh stand-in CPU address), ~5,400 images per 600 frames on the map | unmapped GPU addresses get a stand-in address fixed by the GPU address, so images are found again; ASTC whose blocks carry no alpha (exact endpoint-mode scan, ~70% of them) goes to BC1 (`EDEN_NX2_ASTC_BC1=0` turns it off). Attract loop: 4.8-5.1 GB, no costly evictions, ~17 -> 22-23 fps | | 104 | garbage textures (title logo, road patches) and a host crash 90-120 s in that skipped the crash handler (fail-fast) | an image re-decoded while a decode was in flight has two; the first to finish cleared IsDecoding, so deleting the image did not cancel the second, which was then uploaded into the next image to take the slot (another texture's data; a staging overrun when that image was smaller) | every pending decode of a deleted image is cancelled; a decode larger than its image is dropped and logged. Frames clean; crash: verifying with long runs | -| 105 | (title 1) movie abort moved on: `nn::codec::InitializeVp9Decoder` fails with 2001-0114 (InvalidHandle) | gsv 901/902/1001/1002 are auto-stubbed and hand back handle 0 | open: the Switch 2 video decoder service (VP9) | +| 105 | (title 1) movie abort moved on: `nn::codec::InitializeVp9Decoder` failed with 2001-0114 (InvalidHandle) | gsv 901/902/1001/1002 (`nn::codec::video::detail::ipc::Initialize`) were auto-stubbed; 902/1002 must return sessions (handle word 3, result word 4) whose TIPC 1 (CreateVideoDecoderService) returns another | sessions returned (2970100); the movie plays with no picture. Open: decode VP9 (vdecsvc 200/101/3/311 are auto-stubbed) | +| 106 | GPU thread ~50% in the Turing macro interpreter | every instruction re-decoded on every run, register file copied per instruction | decode once per PC, operands read up front (a97d26d): GPU thread ~68% -> ~45-50% busy | +| 107 | streamed textures shown as garbage/black for seconds; 2 transcode threads pegged | ASTC was decoded and re-compressed to BC on the CPU, ~40 textures/s on the attract loop | accelerate_astc=Gpu (config value 1) + BC recompression: GPU ASTC decode into a temporary RGBA8 image and `bc_encoder.comp` (69cc66b); textures ready the frame they are used | +| 108 | frame time is CPU work + GPU-thread work in series | nx2:vi2 229 blocks the game until Eden's GPU thread has processed the frame (WaitForFrame), and RequestComposite waits for the GPU thread to drain its queue too; the present timeline log shows 8-56 ms of each 34-105 ms frame blocked | `EDEN_NX2_FRAMES_AHEAD=1` (wait for the previous frame) deadlocks at the first scene change: the main thread waits on syncpoint 1 (present fences) for a value no queued work reaches. Open | +| 109 | ~1,400 SVCs per frame | the job system's WaitForAddress (0x34) / SignalToAddress (0x35) pairs and yields, all through Eden's global scheduler lock (3 of 6 cores seen blocked on it) | idle-core spinning (`EDEN_NX2_IDLE_SPIN_US`) gave no gain. Open | Run settings used (in `build/bin/user/config/sdl2-config.ini`): `memory_layout_mode=4` (12 GB). Debug knobs: `EDEN_NX2_TC_EXPECTED_MIB` / `EDEN_NX2_TC_CRITICAL_MIB` (collector thresholds), |
