The game's line width was dropped at the call and every line drawn 1 pixel wide; the game draws two lines a frame at 4.5 pixels into a 144x144 mask. The width is now recorded with the draw state and set as dynamic state for draws of the line topology class, held to the device's range. Only pipelines of that class list the new dynamic state, so the others keep their entries in the pipeline caches and the driver's. line_width = 0 draws every line 1 pixel wide as before.
Co-Authored-By: Claude Fable 5.2 <noreply@anthropic.com>
Small ranges the game invalidates and reads back (the exposure meter) are copied from guest memory into the mirror at every submission that uses their pool, so a CPU write made between recording and the GPU's run is not lost; NX2NAVI_READBACK_SYNC=0 turns it off.
While the boot builds the recorded pipelines a marker file exists next to the pipeline cache. A start that finds it left over records the GPU and driver in pipeline-prewarm-skip.txt, and starts on them build those pipelines at their first draw instead.
CommandBufferWaitEvent is now recorded as OP_WAIT_EVENT. The replay waits for nothing but counts the waits it reaches before their signal, and how many submissions later that signal comes, in the NX2NAVI_TRACE=gfx frame line.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Each file that contains copied code names its copyright holder and license and points at THIRD_PARTY_NOTICES.md; zlib code keeps its full notice and the mark that it was altered. Comments and probe text only.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Comments say what the code does and why, docs/maxwell.md keeps the Maxwell facts, and fetch_refs.sh clones only the checkout the build reads. Code is unchanged.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The NVN2 front end and the SM86 to Maxwell shader lowering (tools/xlate/AmpereLowering.cs, mesh and task stages,
bindless texture pools, BRX jump tables, the NVN2 compute c0 layout) with four translator patches (0017-0020) bring the
opening of the game to 58-60 fps on the Vulkan renderer.
This round fixes the haze: SM86 IPA is lowered as a plain Maxwell IPA.PASS (texture coordinates were corrected for
perspective twice); LDSM, TXD, both F2IP byte forms, HMMA, MOVM and HFMA2.RELU are lowered and spill mode has eight
uniform register groups; conditional rendering keeps the newest counter report per address and treats a report as
pending until its value is in guest memory, so occlusion tests and the depth clears around the depth copy behave; and
the upscaler stand-in decodes the post pass's sRGB picture before writing the linear target. Tensor-core programs keep
the stand-in unless NX2NAVI_NATIVE_TENSOR=1, because their lowering does not match the hardware yet.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>