Files
NX2navi/docs/building.md
chrg6 677a69378f Fill the fragment inputs a mesh program does not write, with the point sprite's coordinate for point meshes.
A mesh pipeline whose fragment stage reads a location the mesh program never writes now gets a fragment module where
that input is a private variable set to (0, 0, 0, 1) at entry, or to (s, t, 0, 1) of gl_PointCoord when the mesh
program draws points. The fragment shaders recorded with two of the game's point-drawing mesh programs read location
5, which those programs never write; Vulkan leaves such an input undefined.

Checks: tests/fs_fill_inputs_check.py passes; 237 recorded fragment modules rewritten offline pass spirv-val; a
60 s Kakariko run with the change shows the area as before with no Vulkan errors.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-11 19:38:18 -05:00

40 KiB

Building from source

Windows 10 or later, an x86-64 CPU with SSE4.2, and a GPU with Vulkan 1.3 and VK_EXT_external_memory_host. The default build targets x86-64-v3 (AVX2/FMA); a CPU without them builds with --cpu v2 instead and runs slower (see "Build"). Allow about 60 GB for the work folder. Extraction wants about 55 GB free while it runs and keeps about 35 GB afterwards.

Players who only want to play use the launcher instead: it installs its own build tools, builds the game on their machine and keeps it up to date.

Toolchain

Versions are the ones the build was verified with; newer patch releases are fine.

Tool Version Install Used for
MSYS2 UCRT64 clang/lld 23.1.3 msys2.org installer to C:\msys64, packages below compiling the generated C and the runtime
Visual Studio Build Tools 2026, C++ workload, Windows SDK 10.0.26100 winget Microsoft.VisualStudio.BuildTools with --add Microsoft.VisualStudio.Workload.VCTools --includeRecommended the linker .NET NativeAOT calls
.NET SDK 10.0 winget Microsoft.DotNet.SDK.10 the shader translator (nx2navi_xlate.exe)
Vulkan SDK 1.4.363 winget KhronosGroup.VulkanSDK validation layers, vulkaninfo
uv 0.13 standalone installer from astral.sh the two Python environments
hactool 1.4.0 @ 1d64a83 .venv\Scripts\python tools\build_hactool.py, see below NCA and update extraction

MSYS2 packages, after pacman -Syuu (run it twice; the first pass updates the core and exits):

pacman -S --needed --noconfirm mingw-w64-ucrt-x86_64-{clang,lld,ninja,gcc,make,pkgconf,sdl3,opus,libvpx,dav1d,zstd,vulkan-devel,\
vulkan-memory-allocator,vulkan-validation-layers,shaderc,spirv-tools} base-devel git unzip

ffmpeg from MSYS2 is a GPLv3 build and is never linked; the movies go through libvpx.

PATH:

  • Add C:\Program Files (x86)\Microsoft Visual Studio\Installer to the user PATH: NativeAOT needs vswhere.exe, or the publish fails at the link step (MSB3073).
  • Another cmake or ninja earlier on PATH (a 32-bit winlibs MinGW, for example) is picked up by accident. The build scripts call Ninja from C:\msys64\ucrt64\bin themselves; from a shell, put C:\msys64\ucrt64\bin first.

hactool

tools/build_hactool.py fetches hactool at 1d64a83 into toolchain\src\hactool, applies the three patches in tools/hactool/ and builds a static toolchain\hactool\hactool.exe with MSYS2 UCRT64 gcc (a few seconds):

  • portable.patch: the changes a portable Windows build needs, the MNG_TITLE_KEYS variable and the two BKTR fixes in nca.c for the subsection table padding and the subsection layout of newer cumulative updates;
  • unicode.patch: a manifest with <activeCodePage>UTF-8</activeCodePage>, so paths under a non-ASCII user profile reach it intact;
  • mbedtls-asm-clobbers.patch: the memory and cc clobbers the bundled mbedtls 2.6.1's x86-64 multiply asm lacks. Without them a clang build (the Linux release) fails every RSA signature check and the update merge stops.

hactool reads -k <prod.keys>; MSYS2 shells set HOME, which hides its default key location, so pass -k there.

Build

From the repository root, in PowerShell. Every step that depends on the game version takes it as <ver>: v143 for 1.4.3, v121 for 1.2.1 or v110 for 1.1.0. The tools default to v121 when --version is left out. Saves load on any of them.

  1. Python environments (once). .venv runs the lifter and the build; .venv-py314 runs the extraction scripts, which need the stdlib compression.zstd of Python 3.14:

    uv venv --python 3.12 .venv
    uv pip install --python .venv/Scripts/python.exe -r tools/requirements.txt
    uv venv --python 3.14 .venv-py314
    uv pip install --python .venv-py314/Scripts/python.exe -r tools/requirements-py314.txt
    
  2. Copy config.example.toml to config.local.toml and set the paths to your base game, the update and your console's keys file. config.local.toml is ignored by git. The tools read the keys file themselves.

  3. Extract and verify. This writes build\extracted\v0 (1.0.0) and build\extracted\<ver> for each update in updates, identified by its hash; a hash mismatch stops the run. With another [work] dir in config.local.toml, extracted goes there instead, and build_game.py reads the ExeFS and RomFS from there:

    .venv-py314\Scripts\python tools\extract.py
    
  4. Shader translator (no game files; again after a change to its sources, and tools\make_release.py stops on an older one). This publishes build\xlate\nx2navi_xlate.exe:

    .venv\Scripts\python tools\build_xlate.py
    
  5. Lift the modules to C, write the RomFS overlay (the frame-rate fix), then compile and link build\<ver>\nx2navi.exe:

    .venv\Scripts\python recomp\gen.py --exefs build\extracted\<ver>\exefs --out generated\<ver> --patches recomp\patches-<ver>.txt
    .venv-py314\Scripts\python tools\make_romfs_patches.py --version <ver>
    .venv\Scripts\python tools\build_game.py --version <ver>
    

    The menu's font comes into runtime/ui/menu.cpp with #embed; for a compiler without it (before clang 19, which a Linux build with the distribution's compiler can meet) the same step writes the font's bytes as runtime/ui/roboto_ttf.h (git ignores it), which menu.cpp then includes. The runtime's own shaders (upscaling, HDR, texture decode and the like) are in the repository as source only: GLSL and SPIR-V assembly in runtime\shaders\, and two small ones assembled by tools\make_dlaa_mask.py and tools\make_mvobj_fs.py. build_game.py compiles them into runtime\<name>_spv.h (git ignores these) before it compiles the runtime, with glslc, spirv-as and spirv-val from the shaderc and spirv-tools packages above, and again whenever a source changed. python tools\build_shaders.py does that step alone; --check only reports the headers that are missing or stale.

    --cpu v2 targets x86-64-v2 (SSE4.2, no AVX2/FMA) for older CPUs; the default v3 needs AVX2. The v2 build links runtime/fma.c, a correctly rounded software fma the FP lowering needs, and runs slower. Inline assembly, target attributes and intrinsics are not bound by -march, so a v2 build runs tools/check_isa.py over the runtime objects before it links: any AVX, BMI or other instruction above x86-64-v2 outside a function listed there as dispatched by a runtime CPU check stops the build.

    gen.py sizes its emit pool from the CPU count and the free memory; --jobs N sets it, and so does the environment variable NX2NAVI_LIFT_JOBS=N, which the installer's lift step honours too (it has no --jobs). When a worker runs out of memory, the pool restarts with half the workers (emit: out of memory with N workers, retrying with M), down to one; only an out-of-memory error with one worker fails the step.

    Lifting takes about 15 s, a clean compile about 200 s on 24 threads; later builds recompile only what changed. A compiler cache in front of clang shortens it further: with SCCACHE set to an sccache executable, build_game.py writes it into the ninja file ahead of cc, and every lift rewrites the generated chunks with the same contents, so a second build of the same version hits all of their objects:

    $env:SCCACHE = "path\to\sccache.exe"
    .venv\Scripts\python tools\build_game.py --version <ver>
    

    --patches builds in the frame-rate, resolution and other patch sets, switchable at run time. The link copies SDL3.dll, libiconv-2.dll and libopus-0.dll next to the exe. For Xbox button prompts, run make_romfs_patches.py twice more, with --prompts xbox and --prompts xbox-label: they write build\<ver>\romfs-patches-xbox and romfs-patches-xbox-label (controls.md, "Xbox button prompts"), which build_game.py copies next to nx2navi.exe like romfs-patches. --prompts pc writes romfs-patches-pc, the keyboard and mouse prompts (controls.md, "PC button prompts").

  6. Prepare the shaders (once per build folder and translator). It needs refs\MacNativeGames (tools\fetch_refs.sh) for the shared shader list:

    .venv-py314\Scripts\python tools\prepare_shaders.py build\<ver> --version <ver>
    

    Without this step the first launch compiles shaders and pipelines during play and stutters until the caches fill. The AMD driver keeps its pipeline cache per exe path and holds a limited amount: preparing another build folder can evict this one's. nx2navi.exe --warm-shaders rebuilds it from the shader cache. A driver update empties the driver's cache too, and a change to what a stage library is built with gives every library another entry in it. So an update that carries the prepared shaders over runs --warm-shaders (tools/make_game.py warm_driver_cache: seconds while the libraries are there, minutes when they are not), and the game itself checks at every start: it builds a sample of the prepared fragment libraries and, when their median time says the cache is cold, builds the whole prepared list into the driver's cache again on idle-priority threads while it runs (runtime/vk_pipeline.c lw_start, NX2NAVI_LIB_WARM; shader-warm.txt next to the caches says where that stands). With the cache cold every pipeline a draw first needs compiles in play: on an RX 7900 XT a library took 93 ms (vertex) and 242 ms (fragment) on average against 0.3 and 0.6 ms from the cache, and a first walk through a village skipped 11,180 draws and made 94 draws wait 5.5 s in all, against 1,605 skipped (1,473 of them in the scene's first frames) and 60 ms of waits with the cache warm. A frame that still lacks draws when it is presented is not shown: the previous picture stays on screen (runtime/vk_backend.c frame_hold, NX2NAVI_FRAME_HOLD_MS, an allowance of 120 ms that fills again at an eighth of the clock's rate). On a first walk through a village with nothing recorded, 21 of the 23 such frames were held back; in a player's session a hit by a boulder had shown one black frame, its lighting pass skipped after 50 ms. When the driver's shader compiler crashes on a variant (NVIDIA 615.78.08 on an RTX 5080 does, issue #30), prepare_shaders.py runs the driver step again with --warm-shaders, up to three times, without the variants the driver was building at the crash. shader-prepare-skip.txt next to the exe lists them with the GPU and driver version; they build at their first draw instead, another driver version builds them again, and so does deleting the file.

    What this step leaves for play, and the shared pipeline list. The step translates every shader's default variant and the shader list's variants and builds each one's stage library or compute pipeline. A whole graphics pipeline is built ahead only at the start of a game folder that has drawn it before (pipeline-keys.bin); a pipeline met for the first time is linked from its stage libraries in 2 to 6 ms, except a mesh pipeline, which has no libraries and compiles whole (0.2 to 1.1 s, its draws left out of the picture meanwhile). tools/pipeline_list.py merge folds the pipeline-keys.bin and shader-answers.bin of game folders that were played into a pipeline list; prepare_shaders.py reads it from tools\data\pipeline_list.bin (data\pipeline_list.bin in a release folder, or --pipeline-list), adds the shader variants it names to the seed and writes its records next to the game as seed-pipeline-keys.bin, and --prepare-shaders builds the mesh pipelines among them into the pipeline cache and the driver's (runtime/vk_pipeline.c seed_pipelines; NX2NAVI_PREPARE_PIPELINES=all builds the vertex pipelines too). --warm-shaders builds them again, and nx2navi.exe --prepare-pipelines does that step alone. The list is derived from game data: it is not in the repository (tools/check_content.py refuses it), and a kit, a launcher release or an installer release takes one with --pipeline-list (tools/make_kit.py, make_launcher.py, make_release.py). A list belongs to the record layout of the runtime that wrote it; another runtime says so and builds nothing from it. python tests\pipeline_list_test.py checks the tool on made-up folders.

    What a game folder's shader cache holds can be checked without the game: python tools\validate_shader_cache.py <game folder>\shader-cache reads every translated shader from the pack and the loose files, applies the checks the game makes when it loads one (those that fail are translated again at their next use) and runs spirv-val on the rest; --every N samples, --out FILE lists the failed ones. It writes nothing to the cache. python tests\validate_shader_cache_test.py checks the tool on a made-up cache.

  7. Run. The game keeps running when its window loses the focus (assume_focus = 1 in nx2navi.ini, the default; the Game tab switches it). With 0 it pauses, as it does on the Switch when Home is pressed.

    build\<ver>\nx2navi.exe
    

Settings live in nx2navi.ini next to nx2navi.exe (nx2navi.ini.example lists them). Saves go to build\profile for v121 and build\profile-<ver> for other versions (build_game.py --profile changes it).

Portable folder

.venv\Scripts\python tools\package_build.py --version <ver> writes build\<ver>-portable, which runs on another of your machines without MSYS2, Python or .NET. romfs.bin stays out unless you pass --with-romfs; otherwise put it in romfs\ next to the exe or point NX2NAVI_ROMFS at its folder. Run nx2navi.exe --prepare-shaders once in the copied folder. The folder holds code and data derived from your game: for your own machines only.

Profile-guided build

build_game.py --pgo <file>.profdata compiles the generated code at -O2 with an execution profile, and the runtime with it too: hot paths laid out straight, hot calls inlined, code that never ran compiled for size. On 1.4.3 the fight bench ran 12-15% faster per frame and a fight outside the training about 6%. The installer builds with data/pgo-<ver>.profdata of the release when the update has one, else at -O1.

A profile only fits the generated C it was trained on: functions are matched by name and control-flow hash, so a function whose C changes loses its counts without a warning. Retrain after a lifter or generator change, from a clean recomp/. The instrumented build needs llvm-mingw, as MSYS2's clang has no profile runtime:

$llvm = "toolchain\llvm-mingw-<date>\llvm-mingw-<date>-ucrt-x86_64"
.venv\Scripts\python tools\build_game.py --version v143 --out build\v143-pgogen --toolchain $llvm --pgo gen

Play build\v143-pgogen\nx2navi.exe through varied scenes (fights, towns, riding, building, underground, menus) for 20-30 minutes; it is slower than a normal build. It writes build\v143-pgogen\pgo\*.profraw every minute and at exit. Scripted runs from saves (tools/run_game.py) add to the same file. Then:

.venv\Scripts\python tools\pgo.py merge build\v143-pgogen --version v143

writes build\pgo\pgo-v143.profdata and its record (.json: the recomp/ tree it fits). make_release.py ships every profile of build\pgo in data\ and warns when a record names another recomp/ tree than the one released.

Linux (in progress)

The runtime builds and runs on x86-64 Linux with a window, input and menu on SDL3 (*_sdl.c) in place of the Win32 files (*_win.c); runtime/platform/linux.c implements platform.h. Status: the selftest and the probes pass; 1.2.1 plays at 60 fps on RADV (RX 7800 XT) and NVIDIA (RTX 3060); 1.4.3 builds, probes and plays on RADV (RX 6600, and the Vega 7 of a Ryzen 5 4600G at about 34 fps). Long play sessions and the Steam Deck itself are not verified yet.

Requirements:

  • Linux 6.7 or later: the write watch uses userfaultfd write protection with PAGEMAP_SCAN. SteamOS 3.8 qualifies.

  • A Vulkan 1.3 driver with VK_EXT_external_memory_host (RADV, NVIDIA).

  • Packages on Arch:

    pacman -S --needed clang lld ninja make sdl3 opus libvpx dav1d zstd vulkan-headers vulkan-icd-loader \
        vulkan-validation-layers shaderc spirv-tools dotnet-sdk uv git
    

    Vulkan Memory Allocator is a single header (AUR vulkan-memory-allocator). Without it, build_game.py fetches the version the Windows release pins (3.4.0) into toolchain/vma/ on first use and checks its hash. The Vulkan headers must be release 363 (1.4.363, the one MSYS2 supplies on Windows) or newer: the runtime names extensions older headers lack. Where the system's are older, build_game.py and make_game.py fetch that release into toolchain/vulkan-headers/ on first use, check its hash and put it ahead of the system's (tools/vulkan_pin.py, build_game.py vulkan_include).

The steps are the Windows ones with POSIX paths: .venv/bin/python in place of .venv\Scripts\python, and nx2navi in place of nx2navi.exe. build_game.py takes clang, lld and Ninja from PATH (or the ones in <dir>/bin with --toolchain <dir>) and links against the system libraries, with libstdc++ static and an $ORIGIN rpath; build_hactool.py builds hactool with make. tools/prepare_shaders.py reads the shader list from refs/MacNativeGames at origin/HEAD, which must be the pinned commit with its history (the list format changed later).

The probes open a window, so from an SSH session they need the desktop session's display, or they stop at gpu 0 skipped: no graphics+compute+present queue family: on Wayland XDG_RUNTIME_DIR=/run/user/$(id -u) WAYLAND_DISPLAY=wayland-1 SDL_VIDEODRIVER=wayland (the socket name is in $XDG_RUNTIME_DIR), on X11 DISPLAY=:0.

NVIDIA's Linux driver compiles into a disk cache of its own. A process adds at most __GL_SHADER_DISK_CACHE_SIZE to it (1 GiB by default; at a start the files after the first are deleted while the folder is over that size), and the default folder, ~/.cache/nvidia, is shared with every program. --prepare-shaders of game 1.1.1 builds 42,142 variants, about 1.5 GB: on the default limit about 30,700 of them were stored and the rest compiled again at their first draw in play. runtime/vk_device.c therefore points __GL_SHADER_DISK_CACHE_PATH at nvidia-cache beside ocarina and the size at 8 GiB, each unless the environment sets it, as it does MESA_SHADER_CACHE_DIR for RADV, and only while NVIDIA's kernel driver is loaded (/proc/driver/nvidia/version). The driver does not make that folder and caches nothing in a folder it cannot write, so the game makes it, and when it cannot make or write it sets neither variable. A game run sets them in main before any of its threads starts, since a thread can load the Vulkan driver before the instance is made. The folder can be deleted; ocarina --warm-shaders fills it again.

Memory: on Windows the GPU imports guest memory and GetWriteWatch tracks the CPU's writes to it. On Linux, re-protecting imported memory invalidates the driver's userptr buffer on every submit (about 1.3 ms per 16 MiB on amdgpu), and importing pins the pages, which drops their write protection. Each CPU-visible pool therefore gets a host-visible copy (shadow storage, runtime/vk_memory.c): the pages the CPU wrote go in before each submit, and the GPU's writes come back at its fence. Pages both sides write keep a base copy, so each direction moves only its own bytes; a VRAM mirror's write-back merge marks the pages it changed, and only those are compared at the fence; a lookup that reads guest memory itself (the uniform snapshot, vk_mem_lookup) does not queue its pool for the copy-in. In Kokiri Forest (1.1.1, RTX 4090) that costs about 1 ms a frame (copy-in 0.5 ms, write-back 0.6 ms), and the copies hold about 5 GB. The GPU's bytes reach guest memory in the fence's completion callback, later than an import's, so the wait after a frame's first submission covers the write-backs there (runtime/vk_sync.c, "the executed timeline"): the game rewrites what those passes wrote without a fence, and a write-back that landed after the rewrite left the GPU adding light onto its own last output, the whole scene brighter for a frame. NX2NAVI_SHADOW=1 turns it on under Windows too. The Steam Deck's RADV has VK_EXT_external_memory_host as well: the shadow copies are chosen for the measured cost above, not for a missing extension. NVIDIA's own driver on Linux imports instead (NX2NAVI_SHADOW=1 brings the copies back): it imports guest memory without that cost, so there the copies are only the slower path. In Kokiri Forest on 0.7.1 (RTX 4090, driver 615.78), imports with VRAM mirrors ran at 51.9 frames a second and the copies at 27.4; on that version the copies also flickered between two looks almost every frame, which the wait for the write-backs under shadow storage (vk_sync_exec_wait) has since addressed.

The device address table (runtime/vk_gpa.c) names a pool's shadow copy as it names an import, so shaders follow guest pointers into either. A shader that reads through the table resolves nothing, so the pool it reaches is not queued for the copy-in: a guest submission whose record binds the table (vk_exec_draw.c ssbo_info) brings the shadow of every pool in the table up to date with the pages the CPU wrote, once, before the first part recorded after the binding is submitted, and queues the same pages for those pools' VRAM mirrors (vk_memory.c vk_mem_shadow_sync). That copies the written pages of every CPU-visible pool once in each such guest submission, which the cost above does not include. What a shader stores through the table lands in the shadow copy and in the pool's VRAM mirror, and no binding names it, so nothing notes it as a GPU write: it does not come back to guest memory, and the next whole copy-in of its page (the CPU rewrites other words of the same records) puts guest memory's stale bytes back over it in both copies. In the runs measured so far that copy-in always came before the frame's stores, which does no harm. NX2NAVI_SHADOW_TABLE_STORES=1 keeps the stores instead: the copy-ins then keep a hash of each page they write, a page whose shadow no longer matches its hash was stored into, keeps a base copy from then on like a page with a noted GPU write, and has its stores written back to guest memory at the fence of every submission that uses the table. It is off by default (runtime/vk_memory.c, "Pages a shader stores into", says why). NX2NAVI_SHADOW_CHECK=1 logs every 60 frames how often a copy-in overwrote such a store and for which pools, how many write-backs landed on pages the CPU had written since their copy-in, and what the copy-ins cost and where they went. --probe-vkmem checks the sync: the shadow of a pool that is never bound must hold 0x13579BDF, keep it through a plain CPU write and a guest submission that does not bind the table, and hold the written 0x2468ACE0 after one that does; and with NX2NAVI_SHADOW_TABLE_STORES=1 the store: a GPU write into a shadow page that nothing notes must survive the CPU's writes of that page and reach guest memory. On Linux, run it for each backing:

for shadow in 0 1; do for memory in import mirror; do
    NX2NAVI_GPA=1 NX2NAVI_SHADOW=$shadow NX2NAVI_MEMORY=$memory ./ocarina --probe-vkmem
done; done

The Deck's GPU (Van Gogh) has no native ASTC, so its textures go through the compute decoder (runtime/vk_astc.c, NX2NAVI_ASTC) as on desktop AMD GPUs without it; frame times measured there include it.

Checks

Before a commit:

  • python tools/check_content.py --staged: nothing game-derived and no compiled shader is staged. CI runs the same check; git config core.hooksPath .githooks runs it before each local commit.
  • build\<ver>\nx2navi.exe --selftest: layout, dispatch table and host-function registry, without game files.

A change to the in-game menu's look (runtime/ui/menu_skin.cpp, option_rows.cpp, perf_panel.cpp) can be looked at without game files: python tools/menu_preview.py builds the menu's own drawing code with the host's clang++ and writes the Screen tab, the full performance overlay and the boot screen to build/menu-preview/ (menu.png, overlay.png, boot.png; a stand-in font, and the window's plain border in place of the game's ornamented frame). With --romfs <extracted RomFS folder> it draws the game's interface textures as the game does, and tools/ui_textures.py <folder> lists the textures there and dumps those matching --match to build/ui-textures/; both decode the game's files, so they run with .venv-py314\Scripts\python (compression.zstd and numpy). What they write is decoded game data: keep it under build/.

A change to the shared save (runtime/save_zip.c, runtime/save_share.c, the save import in runtime/fs_host.c) passes python tests\save_zip_check.py and python tests\save_share_check.py. The first builds save_zip.c alone and checks its deflate, inflate, zip writer and reader against Python's zlib and zipfile both ways, and that the launcher imports a zip it wrote. The second builds fs_host.c and save_share.c with the rest of the runtime stubbed and runs each step as a start of the game on a profile it makes: the export, an import from a zip the launcher exported, its backup and swap at the next start, the zips it refuses and Cancel. No game files.

A change to the step Ocarina is given each frame (runtime/frame_rate.c ocarina_step) passes python tests\frame_step_check.py, which builds frame_rate.c with the rest of the runtime stubbed and feeds it display times: a held 60 fps limit gives exactly one frame every frame, a 240 fps limit never less than a quarter frame, uneven frame times one steady step, and game time follows the clock. No game files.

A change to the mouse camera (runtime/mouse_direct.c, the mouse path of runtime/input.c, the set mouse_direct of recomp/patches-v111.txt or patches-v143.txt) passes python tests\mouse_direct_check.py --cc <clang> --deps <ucrt64>\include, which builds mouse_direct.c, and input.c with --deps, with the rest of the runtime stubbed and calls the camera hooks as their patch sites do, for each game version: the registers a site hands over and gets back, the same turn for the same mouse distance at every frame rate and stick camera speed, a single count, the idle bit, the pause after a camera reset, the capture and the mode, and scripted mouse counts. No game files.

A change to which waits a signalled event or an ended thread wakes (runtime/kernel.c wake_sync_waiters, the WaitSynchronization service) passes python tests\sync_wake_check.py, which builds kernel.c with the platform layer and the rest of the runtime stubbed and runs guest threads whose entries are host functions: a signal wakes the waits on its event and leaves the others asleep, a wait on several handles reports the right one, a thread's end ends the wait on it, timed waits keep their time, a cancel ends any wait, and 4,000 signals to eight looping waiters are each seen. It runs a second time with NX2NAVI_SYNC_WAKE_ALL=1. No game files.

A change to the log queue (runtime/logq.c) passes python tests\logq_check.py, which builds it with the platform layer and a destination of its own: 160,000 lines from eight threads arrive whole and in each thread's order, a line logged while the queue's lock is taken waits and does not pass the lines queued before it, a destination that takes 30 ms a write does not hold the threads that log, the line about slow writes comes once in ten seconds, a destination that stops while four times the queue's size is logged loses nothing, and logq_sync returns with everything written. The test passes on a busy machine too: it waits for the queue to empty instead of for a time, and counts slow lines instead of timing one. No game files.

A change to the button prompts (tools/make_romfs_patches.py --prompts, tools/button_icons.py) passes .venv-py314\Scripts\python tests\romfs_prompts_test.py, which runs the tool on a RomFS it makes itself (no game files); a change to the settings passes nx2navi.exe --probe-cfg; a change to the co-op layer (runtime/coop*.c, tools/coop_relay.py) passes python tests\coop_relay_test.py and nx2navi.exe --probe-coop (coop.md).

A change to the action prompt's diamond of face buttons (runtime/action_prompt.c) or to the SARC and zstd dictionary helpers (runtime/sarc.c) passes python tests\action_prompt_check.py. It builds them alone, with the undefined-behaviour sanitizer, on a layout file, archives and dictionaries it makes from the format action_prompt.c's header comment describes, and checks that:

  • by label every place, cross, flip and bubble moves and no other byte, in every copy of the layout in the archive;
  • a second run changes nothing, and by label then by position gives the game's file back;
  • a file that is not the expected one is refused and left as it was: one value off, half laid out, one copy of four, damaged offsets, a pane record laid over the records that lead to another field, more than 16 copies, copies that share some of their bytes;
  • the packed file names the dictionary the original named, found by its id in the pack of dictionaries.

No game files. --romfs <folder with romfs.bin and index.json> also runs it on the game's own archive: four copies laid out, 208 fields, the same dictionary and unpacked size, and no byte changed outside the layout's copies.

A change to what the library warm logs when the driver's cache of stage libraries is cold (runtime/vk_warm_hint.h, runtime/vk_pipeline.c lw_main) passes python tests\warm_hint_check.py, which builds the header alone and checks the added text by GPU vendor and by why the cache was cold. No game files.

A change to how a run ends when the GPU device is lost (runtime/vk_device.c vk_device_lost_check, the checks of vk_lost in the replay, upload and present paths, runtime/vk_sync.c completion_main) passes python tests\device_lost_check.py <game exe>, which runs the executable's --probe-devlost: with the device marked lost no completion callback runs and the submit, upload and wait paths return at once, and four threads that report a loss at the same moment end the process with exit code 72, one device report and one FATAL line. It needs a Vulkan device and opens no window; the device is not really lost, so what a driver answers after a loss is not covered. device_lost_at = <n> in nx2navi.ini ends a real run the same way at its n-th hand-over to the GPU queue.

A change to the memory gate of the background pipeline builds (runtime/vk_build_gate.h, runtime/vk_pipeline.c gate_enter) passes python tests\build_gate_check.py [<game exe>], which builds the header alone and checks what it admits and refuses and that builds under way count through their reservations. With the executable it also runs --probe-buildgate (no device, no window, no build) with the settings in effect, with build_free_mb = 0 and with a value no machine has free. What the builders do when they are refused (warm_builder, pipe_worker, lb_worker, lw_worker) shows in a run's log: start the game with build_free_mb set above the machine's free commit and read the vk_pipeline: lines that name the commit headroom.

A change to when the pipeline caches are saved in play (runtime/vk_save_retry.h, runtime/vk_pipeline.c autosave_once) passes python tests\save_retry_check.py, which builds the header alone: a save for new content, none without, and after a save that did not happen a bounded row of tries at the save interval.

A change to how FSR 3.1's pipelines reach the pipeline caches (runtime/vk_ffx.cpp vk_ffx_proc_addr, runtime/vk_pipeline.c vk_pipeline_create_foreign) passes python tests\ffx_cache_check.py <game exe>. It runs --probe-ffx-cache (one upscaling context on the device; no window, no game) twice on pipeline cache files of its own and once with ffx_pipe_cache = 0: the library's pipelines must come through the runtime's creates, the second run must compile none of them, and with the setting off none may come through. The executable needs amd_fidelityfx_vk.dll beside it; without it the probe and the test skip. The graphics driver's own cache can serve the first run too, so to see the files alone do it, run the probe from a copy of the executable under a name the driver has not seen: its first run compiles, its second does not.

A change to the start's memory warning (runtime/mem_need.h, runtime/memory.c mem_start_note) passes python tests\mem_need_check.py [<game exe>], which builds the header alone and checks when the game's need counts as short. With the executable it also runs --probe-memneed (it prints the machine's commit and the answer and starts nothing) with mem_need_mb at 0, at 1 and at a value no machine has, and reads the warning line of the last. A change to how pipeline-cache.bin is read (runtime/vk_cache_file.h, runtime/vk_pipeline.c cache_load) passes python tests\pipeline_cache_file_check.py, which builds the header alone and reads a sparse file just over 2 GB through it: measured and read whole without a size limit, refused by its real size under one. No game files, no GPU; about 2 GB of memory for a few seconds.

A change to the layout of shader-prepared.bin (runtime/prp_file.h, runtime/gfx_shader.c gfx_shader_prepare_seed, tools/make_game.py prepared_from) passes python tests\prp_file_check.py, which builds the header alone, checks the parse of both versions and has make_game.py read the list the C side wrote. No game files, no GPU.

A change to where the lazy write-back is on by default (runtime/wb_lazy_choice.h, runtime/vk_memory.c vk_mem_lazy_decide) passes python tests\wb_lazy_check.py, which builds the header alone and checks the choice and its reason by platform, by GPU driver and by what the player set. No game files, no GPU.

A change to what writes nx2navi.ini outside the game (launcher/gameini.py, installer/ini.py, tools/make_game.py, launcher/updater.py) passes the settings-file tests of tests\launcher_test.py (PlayerIniTest, and the tests named ..._settings_file of BackgroundUpdateTest and MakeGameTest): a player's file with lines that are no settings of the game comes through an update and a rebuild byte for byte. The game's own writer, the settings menu, is checked by --probe-cfg with the same lines.

A change to the mouse camera's stick deflection (runtime/input_map.c input_mouse_stick) passes python tests\mouse_stick_check.py, which builds that file with the rest of the runtime stubbed and checks the deflection at each camera speed: a slow movement is divided by the factor, a fast flick reaches full tilt. No game files.

A change to how a gamepad's axes are read (runtime/input.c pad_axis: an axis counts once it has been seen at rest) passes python tests\pad_rest_check.py, which builds that function with stand-ins for SDL. No game files.

A change to how a mesh pipeline's fragment module gets the inputs no mesh output feeds (runtime/vk_pipeline.c spirv_mesh_outputs, spirv_fs_fill_inputs) passes python tests\fs_fill_inputs_check.py, which builds both functions and runs them on mesh and fragment shaders it compiles with glslang, then validates the result. No game files.

A change to which render passes count as drawn frame after frame (runtime/vk_target_frames.h: a draw into one is skipped while its pipeline builds, a draw into any other waits) passes python tests\target_frames_check.py, which builds the header alone and replays an area change after a loading screen from a player's log: the scene, probe and half-resolution passes are per-frame again at once, a lookup table, a volume's slices and an icon capture still wait, and an image taken over by another texture starts without the history of the one before. No GPU, no game files.

The lifter (recomp/) and the CPU headers (runtime/cpu.h, runtime/simd.h) are checked against Unicorn. Every lifter change passes these, all run with .venv:

Test Checks Game files
tests\diff\lift.py instructions sampled from the extracted modules; --coverage lists every word the lifter rejects or traps yes
tests\diff\simd.py the whole FP/SIMD encoding space no
tests\diff\atomic.py exclusive load/store sequences and ARMv8.1 atomics no
tests\diff\func.py whole functions as the generator emits them, loops, jump tables and calls included (calls go to a stub that checks the registers at the call) yes
tests\flags_check.py the function-local flag helpers of runtime\cpu.h against its packed ones no
tests\ds3_check.py the DualShock 3 report decoding and output report of runtime\input_ds3.c no
tests\gpa_check.py the device address table of runtime\vk_gpa.c as a shader reads it: mapping, mirrors and twins, overlapping imports, and blocks given back and taken again while pool addresses climb (no GPU; any Python) no
tests\excl_mt.py the exclusive monitor helpers under contention and ABA, on several threads no
tests\jumptables_check.py recomp/jumptables.py against a Unicorn oracle; must report 0 disagreements, on 1.4.3 too yes

A --cpu v2 build passes the same differential tests with --cflags=-march=x86-64-v2; they compile runtime/fma.c too, so they check the software fma the v2 build links rather than the C runtime's.

On NVIDIA Linux, NX2NAVI_DLAA=1 ./ocarina --probe-vkdevice logs NGX initialization and shutdown when available.

Runtime probes, each a mode of nx2navi.exe (the list is at the top of runtime/main.c): --probe-kernel, --probe-vkexec, --probe-nvn-tex and --probe-shader cover most runtime changes. --probe-shader and the draw part of --probe-vkexec translate shaders of the census below: they look for build/<ver>/shaders/jobs.json of the exe's own version first, then of the other one. --probe-vkmem also checks CPU-backed texture uploads and rewrites, GPU-written texture aliases, and memory write watches. --probe-meshfb (no game files) draws mesh programs of the runtime's own, with and without a task stage and with direct and GPU-written workgroup counts, through VK_EXT_mesh_shader and through the mesh fallback, and compares the pictures; on a device without mesh shaders only the fallback draws. A change to runtime/mesh_fb.c, runtime/vk_mesh_fb.c or the fallback's part of runtime/vk_exec_draw.c passes it. With NX2NAVI_PROBE_MESHFB_DIR=<folder> it converts the game's own task and mesh translations instead, for spirv-val (the top of runtime/mesh_fb_probe.c says what the folder holds). A change to the texture detail (runtime/vk_texture.c "texture detail": detail_skip, upload, astc_bl_regions) passes it three times, with NX2NAVI_TEXTURE_DETAIL set to full, reduced and low: each time ASTC textures are uploaded and rewritten, and every level and layer of their images must hold the game's level it stands for. --probe-prewarm runs the boot's pipeline stages without the game, from the caches next to the exe (it skips when there are none): the pipeline cache load, the shader prewarm, the recorded pipelines and the compute pipeline prebuild, with a mem: boot stage log line after each that gives the device memory and the process commit so far. It then asks for compute pipelines the boot did not keep, as their first dispatch would, and prints what one costs. The device memory after the compute stage should be what it was before the stage, apart from the kept pipelines. A change to what the boot builds or keeps (runtime/vk_pipeline.c: prewarm_run, lb_compute, the compute-used.bin record) passes it.

Shaders: .venv-py314\Scripts\python tools\shader_census.py --version <ver> --translate extracts every Maxwell shader to build\<ver>\shaders\ and runs it through the translator and spirv-val; failure groups go to failures.txt. tools\xlate_smoke.py checks the translator alone, without game files.

A change to the SM86 tensor lowering (tools/xlate/AmpereLowering.cs Hmma, Ldsm, Movm, Half) passes python tests\tensor_lowering_check.py: it lowers GPU-captured vectors with nx2navi_xlate --lower and runs them on tests\maxwell_warp_emu.py, a model of what the shader translator makes of Maxwell code (the docstring names the vector file and what is checked). tests\maxwell_warp_emu_selftest.py checks the emulator itself. No game files.

Reverse engineering (optional)

  • Ghidra 12.1.2 with the Ghidra-Switch-Loader extension in toolchain\ghidra\ (JDK 21) opens the game modules (NSO).