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| author | Takoroka <137927095+Takoroka@users.noreply.github.com> | 2026-10-27 22:28:10 -0400 |
|---|---|---|
| committer | Takoroka <137927095+Takoroka@users.noreply.github.com> | 2026-10-27 22:28:10 -0400 |
| commit | 81eaf7ccbf07bfc73553d8e752a256aa3719bcb9 (patch) | |
| tree | f29f826c747c092d29b33d25cfe26e0b1d576929 /tools/fuzzsettings.cpp | |
| parent | 51207c73c889dbdc4a586a5da23314f6d33e4eb9 (diff) | |
Switch 2: back GPU-only regions, pace presents, interleaved split methods
- gpu 214 creates GPU-only memory the graphics server backs itself (title 4
renders everything into six 300 MB regions at 0x81_0000_0000). Back each
with application-pool pages mapped into the alias code region and map that
for the GPU. This is what made title 4's frames appear.
- vi2 229 waits (bounded) for the presented frame's GPU fence: the reply
reports every buffer free, so without this the game laps Eden's GPU thread
and rewrites command memory it has not read yet.
- Split methods: keep several parked methods keyed by resume address (NVN
interleaves command buffers) and drop them when the submission ends.
- hid 214 (per-frame vibration send) answered quietly.
- Debug aids: EDEN_NX2_WINDOW_TRACE / EDEN_NX2_RT_TRACE (render targets,
clears, textures), EDEN_NX2_AUDIO_LEVEL (output peak), EDEN_NX2_PB_DUMP
(command list for offline replay), parsed-entry change check.
Diffstat (limited to 'tools/fuzzsettings.cpp')
0 files changed, 0 insertions, 0 deletions
