| Commit message (Collapse) | Author | Age | Files | Lines |
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input_common/sdl: only log motion capabilities when they change
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On the Steam Deck the log was flooded with the same gyro message, over
3000 times in a single session.
Motion capabilities are now only logged when they change, and the sensor
restart interval grows exponentially (up to 64x) while the sensor keeps
returning zeroed data.
Tested with Pokemon Pokopia on the Steam Deck: from ~42 messages in 33s
down to 1 for the whole session, controls working normally.
Assisted-by: Claude Opus 5.5 (debugging, code, and drafting this message)
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video_core: bump the shader cache versions for the FSEL lowering fix
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The disk shader cache keeps the lowered native code. "shader: apply
FSEL's floating operand modifiers" (ef3ae4ae23) changed that code
without a version bump, so caches built before it keep programs that
drop FSEL's negate until the user deletes them by hand.
In Splatoon Raiders those stale programs leave the tutorial island and
the dock with no shadows (the depth linearization ends with
FSEL R0, -R0, 1.0, P and comes out negated), no aiming reticle and no
steam (particle quads pick their corners with FSEL +0.5 / -0.5 and
collapse to a point).
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tests when building on Windows: compare FindBestUpdatePackage with a size_t
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FindBestUpdatePackage returns std::optional<std::size_t>, and comparing
it with an int makes MSVC emit C4388 inside <optional>, which WERROR
turns into an error, so the tests target does not build on Windows.
Part of #326.
Assisted-by: Claude Opus 5.5 (diagnosis, fix and commit message draft)
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socket(AF_INET, SOCK_STREAM, 0) leaves the protocol unspecified, so the
TCP checks in ProxySocket::Recv and ReceivePacket missed such sockets.
recv() then waited for the timeout and returned EAGAIN instead of end of
stream, and partial reads dropped the rest of the packet. Keep the socket
type and use it for these checks. The protocol stays as it is, because it
is sent to other room members.
A MSG_PEEK reader leaves the packet queued, so notify every waiter when a
packet arrives instead of only one.
Assisted-by: Claude Opus 5.5 (investigation and implementation)
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bsd:s, bsd:u and bsd:a share one file descriptor table, but each
service bound its own proxy packet callback, so every room packet was
queued three times on each socket. Bind the callback once.
The room thread walked the descriptor table without a lock while bsd
created and closed sockets, so it could reach a destroyed or not yet
created socket. Guard the table with a mutex, and publish a socket only
after it is created and initialized. Check airplane mode before an fd
is taken, so a refused socket no longer leaks its slot.
ProxySocket now initializes protocol, decompresses packets outside the
packet lock without copying the compressed data first, and keeps a read
offset for partial TCP reads instead of erasing from the front.
Add Network::GetRoomIPv4Address(), set only in the Joined and Moderator
states. NIFM uses it for network availability and for every reported
address, including EnumerateNetworkInterfaces and GetCurrentIpAddress,
so no call reports the room address while another rejects the network.
Assisted-by: Claude Opus 5.5 (investigation and implementation)
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MKW performance improvements
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Assisted by Codex.
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Include both filters in the accepted MKW preset and verify defaults and saved-preference overrides.
Assisted by Codex.
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The game aborted during early thread synchronization with cross-module kernel TLS lookups. Compiling the kernel TLS implementation without LTO restores successful game startup while the other targets retain their build options.
Assisted by Codex.
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Port the coherency changes from alarok/Eglantine 77fc365f2 without its diagnostic framework or shutdown changes. Only GPU-dirty CPU reads become permanently preflushable, clean areas can be trapped on the next write, non-core readers avoid indexing core arrays, and collected CPU writes precede readback.
Assisted-by: Codex (source review, selective integration and verification)
(cherry picked from commit b64e211957180aa218ec6d9a3bcb020332279c3f)
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Apply accepted settings visibly and save them, then reapply after per-game configuration. Include handheld mode.
Assisted by Codex.
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Assisted by Codex.
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Linux missed base version metadata for Base/RomFS while Windows included it. Use a case-insensitive fallback for the loose directory and check the version and resulting archive checksum.
Assisted by Codex.
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The detached worker could use complete_event after its owner was destroyed. Retain and join it after signaling stop. Bind the test server to loopback on Windows and verify capture release across 32 cancellations.
Assisted-by: Codex (implementation, review and automated validation)
(cherry picked from commit 0eb7b4855f499838d056a0d5d678109318517e9d)
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Apply batch updates in the rasterizer mock, check cached writes do not untrack twice, and reset callback state between timer cases.
Assisted-by: Codex (implementation, review and automated validation)
(cherry picked from commit 225ad4e5d1da4ec9883b17aea7273b6c8f76fe17)
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Give the implementation-local TLS object one definition so ThinLTO retains its dynamic initializer. The state and its lifetime are unchanged.
Assisted by Codex.
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Assisted by Codex.
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Assisted by Codex.
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Adapted bitmap scans from sylvieistaken/selevet-eglantine performance build 4. Keep the wide-priority fallback and fix the first live slot after empty bitmap words. Include randomized lifecycle and ordering checks.
Assisted by Codex.
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Adapted from sylvieistaken/selevet-eglantine performance builds, including 8b076b167ffc5ca1ba8ffedcd00e255accbe018c and d8c95fef. Preserve upstream command-list coherency and submission ordering.
Assisted by Codex.
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Avoid zeroing unused preallocation during invalidation and pool refresh. Clear newly exposed words whenever limits grow, bound clearing to allocated storage, and test word/allocation boundaries, shrink/regrowth and malformed large limits.
Assisted-by: Codex (implementation, review, commit text and automated validation)
(cherry picked from commit 4bc1ae01f79cef43be016504c850ca8a6998457a)
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Exercise 40,000 mutations and table switches plus repeated deletion across five channels. Make the existing descriptor read work with a memory reader fixture and add an explicit CPU benchmark with opaque invalidation calls.
Assisted-by: Codex (implementation, review, commit text and automated validation)
(cherry picked from commit 3b62a551da8ec0b4edf19a1c4e14fa2519dd20e2)
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Keep the linear path for sixteen or fewer removals. For larger batches, sort the auxiliary pointer list and binary-search it while preserving storage order and the same invalidation decisions. Existing real-cache differential tests cover both paths.
Assisted-by: Codex (implementation, review, commit text and automated validation)
(cherry picked from commit 7e2c8a535230d9810db07706d79130ce0f1b88f1)
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Adapt the batching from ymatrix1/Eglantine PR #237, retaining all CPU invalidations. Acquire the lock once and remove pending shaders once per write batch. Compare real cache contents with sequential invalidation across randomized overlapping writes and pending removals.
Assisted-by: Codex (implementation, review, commit text and automated validation)
(cherry picked from commit b65f818d7789ffadfb58fe4543b18060fd88ce53)
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command buffer
(cherry picked from commit 4aa5cd89fd1862751b3297036f2d21a0dc924b23)
(cherry picked from commit f1bdd5b13a1bdca81243b4aa1d8529f0485d3671)
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Keep error reporting and debug-build history. EDEN_NX2_3D_HISTORY enables the full ring in release builds without recording every method during normal play.
Assisted by Codex.
(cherry picked from commit cac6081916e8e5461e2754308cd8986deaec774b)
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Use the owned parameter vector for DMA FIFO appends. Add a native JIT regression covering reallocation and repeated invocations against the copied-input path.
Assisted by Codex.
(cherry picked from commit 5b6803aaab18e332493903ee49cab026c041d5dc)
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nx2: fix pokopia regressions, textures that handle shader computes, and more
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837133792d queues the GMMU maps on the GPU thread (GPU::RunInOrder) so the
service thread never waits for the texture cache. With the GPU split
(Low GPU accuracy) the GPU thread defers queued functions to its back, but
its front reads the command lists: it read the lists submitted after a map
through GPU addresses that weren't mapped yet. Pokopia stopped after its
first frame.
Add GPU::MapInOrder for the GMMU maps and the sparse tile remaps. It runs
in order like RunInOrder, and with the split it runs on the front after
draining the back, before the front reads further command lists. The
service thread still never takes the texture cache lock, and the back is
idle while the map changes the caches. Unmaps and the other queued work
still run on the back.
Assisted-by: Claude Opus 5.5 (bisect, fix, testing and commit message)
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e38b738b84 repacks the 69-byte vertex stride to 72 only with dynamic
vertex input, unless EGLANTINE_EXPERIMENTAL_STATIC_VERTEX_REPACK=1.
MoltenVK has no VK_EXT_vertex_input_dynamic_state and Metal needs strides
that are a multiple of 4, so the stride was never fixed on Macs.
Enable the static path automatically when the device's minimum vertex
binding stride alignment does not divide 69. The device reports 4 for
MoltenVK, matching its portability subset limit. The environment variable
still overrides it: 1 forces the repack on, 0 forces it off.
Assisted-by: Claude Sonnet 5.5 (implementation and commit message)
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5de94bdd1d cut the boot preload to the last two sessions and 2f94fb9680
evicts pipelines unused for 9000 frames, both because rebuilding one
costs 2-3 ms through the driver's pipeline cache and each holds ~0.45 MB
of driver memory. On MoltenVK a pipeline built while playing is
translated from SPIR-V to MSL and compiled by Metal, which takes far
longer even with a VkPipelineCache and shows as a stutter.
On MoltenVK, keep the previous eight sessions' pipelines in
vulkan_used.bin (be76402ab5's window) so they are built at boot, and
do not evict. The memory is bounded by what a title builds; the stutter
is not. Other drivers are unchanged and
EDEN_NX2_PRELOAD_ALL_PIPELINES=1 still builds every cached pipeline.
Assisted-by: Claude Sonnet 5.5 (implementation and commit message)
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In the aliased mode (AMD) a SparseTiles image is created unbound, and only
InitSparseTiles binds every block to the shared zeroed one. When it fails
(an unusual block shape, no memory for the zeroed block or the mip tail, a
failed bind), the constructor went on to the next branch and flagged the
image UnwrittenSparse with nothing bound. AMD's drivers can't sample such
an image, and it is sampled before its first write replaces it, which is
the hang a855e8373f avoided for large sparse images.
Create the image again as an ordinary backed image in that case, as before
sparse tiles, and drop the Unbacked flag. The other modes keep falling
back to UnwrittenSparse, since their drivers sample unbound memory.
Follow-up to 130c255ed9 (with a855e8373f and 1c794af564).
Assisted-by: Claude Sonnet 5.5 (implementation and commit message)
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Writing any register outside the instance loop's own methods now draws the
waiting instances first, so the batch sees the base instance it was begun
with. When a title writes another register in the middle of a loop, such
as a per-instance constant buffer, the loop is drawn in several batches,
and each later batch started again at global_base_instance_index with one
extra instance, so it used the instance IDs of the first records.
Count the instances already drawn for the current loop and start the next
batch after them, without the extra first-instance draw. A loop that is
not split is drawn exactly as before.
Follow-up to 2ad0830d2f and eb99da6072.
Assisted-by: Claude Sonnet 5.5 (implementation and commit message)
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DisableGraphicsUniformBuffer tested !current.buffer_id to detect a
binding that is already NULL_BINDING. SlotId converts to true unless it
is the invalid id, and NULL_BUFFER_ID is BufferId{0}, so the check was
false for NULL_BINDING and the early return never triggered. Compare
against NULL_BUFFER_ID instead.
Follow-up to 46b2577bf7.
Assisted-by: Claude Sonnet 5.5 (implementation and commit message)
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SetVertexRepackLayout returned old_mask | new_mask, which stays non-zero
on every draw that uses a 69-byte binding. PrepareDraw then re-dirtied the
vertex buffers and vertex input each time, so the repack compute pass ran
and the render pass ended once per draw, which is costly on tiled GPUs.
Return old_mask ^ new_mask so only a layout change re-dirties the
bindings. The repacked copy only stays valid while the source data is
unchanged, so the buffer cache now flags the vertex buffers overlapping a
CPU write, inline or DMA write, or GPU write, and re-dirties the repacked
ones before binding. Command buffer submission already invalidates all
vertex buffer state, which keeps the staging copy within its tick.
Also pass the source buffer size to the repack pass and clamp the
word-rounded storage descriptor range to it; it could run up to three
bytes past the end of the buffer. A binding that does not fit is skipped
like one over the device limits.
Follow-up to e38b738b84.
Assisted-by: Claude Sonnet 5.5 (implementation and commit message)
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cce6d44af2 executes each command list entry from a copy of its words taken
at submit. Games submit command lists before writing them: the lists wait
behind a semaphore acquire, and the game writes their commands just before
it releases the acquire (Mario Kart World after present). The copies of
those lists were stale. Pokopia stopped after its first frame on macOS: its
GPU never reached the fence the game spun on (EDEN_NX2_PB_SNAPSHOT=0 made it
run again).
Count each channel's suspensions on an acquire and the resumes after them,
and record the count with each copy. A list copied while its channel was
suspended, or whose channel suspended since, reads guest memory instead.
Lists submitted and run without a wait in between keep the copy.
EDEN_NX2_PB_SNAPSHOT=0 still disables it altogether.
Assisted-by: Claude Sonnet 5.5 (first version); Claude Opus 5.5 (bisect, suspension count, testing and commit message)
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0f14696044 made PresentClientBuffer also wait for the current frame's
fence whenever the previous frame's wasn't reached. Mario Kart World's
GPU waits on semaphores its CPU releases only after the present returns,
so in that state the current fence can't be reached until the present
returns, and each such present stalled up to the 4 s deadline.
Wait for the current frame by default, but give up after a few ms once a
GPU channel was seen suspended on a semaphore acquire and wait for the
previous frame instead. EDEN_NX2_FRAMES_AHEAD=1 always waits for the
previous frame (with 0f14696044's current-frame wait when the GPU is
behind), =0 always for the current one. The scheduler gains a lock-free
flag so the present thread can see suspended channels.
Assisted-by: Claude Sonnet 5.5 (implementation and commit message)
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10e7063905 moved native program capture from one ReadBlock per instruction to
ReadBlockUnsafe per 4 KiB page. ReadBlockUnsafe skips the rasterizer flush, so
code that a GPU copy had written and not yet flushed to guest memory was
captured stale. The speed-up comes from reading a page at a time, not from
skipping the flush: read each page (and the odd single instruction outside a
fully mapped page) with ReadBlock, which flushes once per page instead of once
per instruction.
Follow-up to 10e7063905.
Assisted-by: Claude Sonnet 5.5 (implementation and commit message)
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049c9633ed made TextureHeaderIndex take index / 32 for any texture index past the
pool that is a multiple of 32, in VisitImageView and in the shader environment.
That was written for Switch 2 handles that hold a header byte offset, but it ran
for Switch 1 games too, where such an out-of-range index used to give a null view
(and fail the shader environment's range check) and now binds an unrelated
header. Pass whether the memory manager uses native tiling, which is how Switch 2
titles are set up, and keep the previous behaviour otherwise.
Follow-up to 049c9633ed.
Assisted-by: Claude Sonnet 5.5 (implementation and commit message)
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When BuildHandleProgram failed on a subtree it truncated the code back to where
the subtree started, which removed the Tee ops of the values the subtree had
kept, but their entries stayed in g_handle_slots. A Phi tries its other inputs
after the first one fails; if one of them reused a value from the dropped
subtree, it emitted a Load of a slot that nothing wrote, so the handle read 0.
Number slots with a counter instead of counting map entries, and on failure
erase the entries numbered from the subtree's first slot on and rewind the
counter, so such a value is built again.
Follow-up to 561f87abec.
Assisted-by: Claude Sonnet 5.5 (implementation and commit message)
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BuildHandleProgram incremented g_handle_depth and decremented it at the end, so
a NotImplementedException from BuildHandleNode left the thread-local depth above
zero. That thread never cleared g_handle_slots again, and stale IR::Inst* keys
from an earlier program could match instructions of a later one (a freed
instruction's address can be reused). Do the decrement and the outermost clear in
SCOPE_EXIT.
Follow-up to e23b0f2fab.
Assisted-by: Claude Sonnet 5.5 (implementation and commit message)
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561f87abec only gave TextureDescriptor a handle_program. Image load/store/atomics
and texture/image buffers whose handle comes from a storage buffer still got the
placeholder constant buffer address (index 0, offset 0), so the pipelines read
cbuf 0 word 0 as the handle (and asserted if cbuf 0 was unbound). Add
handle_program to TextureBufferDescriptor, ImageBufferDescriptor and
ImageDescriptor, compare it when merging, and let all four pipelines evaluate it
for every descriptor kind instead of only TextureDescriptor.
ImageQueryDimensions on such a handle was always declared Color2D, so array,
cube and 3D views got a 2D declaration. The instruction carries no type, so take
it from another instruction using the same handle program, falling back to
Color2D when there is none.
Follow-up to 561f87abec. The OpenGL pipeline edits are the same change as the
Vulkan ones but were not compiled here.
Assisted-by: Claude Sonnet 5.5 (implementation and commit message)
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4d6a13e3d9 and 3d6156434a added bounds checks to the nx2:gpu 216 sparse
map path, but the region checks still compute gpu_address + size, which
wraps for a guest-controlled size. 3d6156434a only guards size == 0 and
the memory offset on the map path, so an unmap (memory handle 0) with a
huge size matches a region through the wrapped sum and reaches
Nx2SparseTile, whose own check wraps the same way, and then
smmu.Unmap(device, size) with a giant page count.
Reject a request whose end wraps the address space before it is used,
for map and unmap alike, with a warning like the existing unknown-memory
check. Also compare by subtraction in the region lookups here and in
Nx2SparseTile and Nx2BackSparse, so none of them depends on the sum.
Assisted-by: Claude Sonnet 5.5 (implementation and commit message)
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31b901b93b checked the TOC with unchecked arithmetic on counts and
offsets read from the file. The record-table size (u64 count times
record size) and u32 first_child + child_count can wrap, so the bounds
checks pass and later reads go out of bounds; the same holds for the
TOC range, name ranges, file extents and the meta range. A directory
that lists its own ancestor as a child also made BuildDirTree recurse
until the stack overflowed.
Bound the counts by the TOC size before multiplying, compare ranges by
subtraction, and widen the child range to u64. Walk the directory graph
once after parsing with an explicit stack and reject cycles and nesting
deeper than 128, so BuildDirTree can no longer recurse without bound.
The file is rejected with ErrorNUPBadFormat.
Assisted-by: Claude Sonnet 5.5 (implementation and commit message)
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