Found by profiling a play session and reading the kernel and the command recording:
- nvn_api_cmd.c: a released recording copy had its pins uncounted (a walk over every op) and was freed while copy_lock was held exclusively; the main-loop thread waited for that lock 2.8% of its time. The copies are now chained under the lock and freed after it. The walks over a recording's records test a mask of the five op kinds that name pins before calling op_pins.
- kernel.c: SleepThread(0) took the kernel lock and computed the caller's inherited priority, a scan over every blocked thread, also when no thread waited for a core, which is nearly always. It now yields at once then. A wait without a timeout no longer reads the clock.
- nvn_api_obj.c sleep_until: the wait for a paced frame's slot slept coarsely and left the last 1 to 2 ms to a yield loop; the high-resolution wait now takes all but its own margin.
- input.c: the keyboard scan (a system call per key) is reused for reads within a millisecond.
- nvn_api_core.c: the read-lock observer's commit-point address is 1.2.1's and is now only compared there.
- kernel_probe.c: the probe expected three virtual cores and wait type 3 to be refused; the kernel has six cores and implements the 64-bit wait. It now checks both as they are, counts a core number past the cores as a clash without unbalancing core 0, and --probe-kernel passes again.
Co-Authored-By: Claude Fable 5.2 <noreply@anthropic.com>
(cherry picked from commit a3dbd63878d7d6de096ceb4c25988192b4bce738)
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>