Files
NX2navi/tools/make_kit.py
epicmeme546 5bdf583331 Add frame generation through AMD's FSR SDK 2.4 as a setting to try with FSR 4, and never generate a frame without the HUD-less picture.
runtime/vk_fg4.cpp makes the frame generation swapchain and context with the libraries FSR 4 comes with
(amd_fidelityfx_loader_vk.dll and amd_fidelityfx_framegeneration_vk.dll beside the executable). vk_fg.cpp takes
that path only with fsr4_fg = 1 while FSR 4 is the upscaler; the default stays the FSR 3.1 library. The loader
picks the version for the card: the machine-learned FSR Frame Generation 4 on Radeon RX 9000 cards with Windows 11,
which is untested, and 3.1.6 elsewhere. On an RX 7900 XT (driver 26.10.1) it lists frame generation 3.1.6 and the
swapchains 4.0.0, which the driver brings and the loader chooses, and 3.1.7. The swapchain in place is wanted only
while its library is the one to use, so a change of the setting or of the upscaler, or a failure of this path,
takes it down as switching frame generation off does and the next present makes it with the other library.

The preparation gives this library the camera's position and axes, which FSR Frame Generation 4 requires, and a
scene scale of one metre a unit: with the 0.01 the FSR 3.1 path uses, version 3.1.6 drew grey translucent shapes
into the sky of its frames while the camera turned (160 captures of the screen during a camera sweep; clean with 1).

Both paths now generate a frame only when the picture without the HUD is there for it: generated from the
presented picture alone, the HUD would be warped with the scene behind it. In four configurations (21:9 with either
library, a 16:9 picture in a 21:9 window, a 1080 picture without HDR) every generated frame had it, and the log
counts the frames without. On screen, of the 6,404 pixels of the HUD's item button that stayed fixed through a
camera sweep with the FSR 3.1 library, 6,162 stayed fixed with this one.

Standing in Hyrule Field at 3440x1440 with FSR 4 Quality the game draws 43.0 frames a second with this path and
42.2 with the FSR 3.1 library, each shown twice over. One run changed the present mode, HDR, fullscreen, frame
generation, FSR 4, this setting and the upscaler in turn: 216 screenshots without a bad frame, and no failure.

The SDK's frame generation headers join runtime/third_party/ffx_sdk, unmodified. tools/make_kit.py and
tools/make_launcher.py take the third library from the --ffx4 folder when it is there, and tools/make_game.py
copies it beside the game.

Co-Authored-By: Claude Fable 5.2 <noreply@anthropic.com>
2026-11-11 04:49:01 -05:00

129 lines
7.7 KiB
Python

"""Assemble the build kit: what a player needs to build Ocarina of Time on their own PC with tools/make_game.py.
python tools/make_kit.py --xlate <dir with nx2navi_xlate.exe and .id> [--ffx amd_fidelityfx_vk.dll]
[--ffx4 FOLDER]
[--dlss nvngx_dlss.dll | --no-dlss] [--dlssg nx2navi_dlssg.dll [--streamline SDK]]
[--prompt-art FOLDER [FOLDER ...]] [--out build/kit] [--zip]
The kit holds this repository's runtime/ with its shaders compiled (tools/build_shaders.py builds the SPIR-V headers
here, so a player's PC needs no shader compiler; their sources go along), recomp/, the build tools, the shader
translator built from tools/xlate,
NVIDIA's DLSS library with its notice (tools/dlss_pin.py: downloaded from NVIDIA's DLSS SDK repository and checked,
or --dlss; not with --no-dlss), DLSS Frame Generation in bin/dlssg/ with --dlssg (nx2navi_dlssg.dll from
tools/build_dlssg.py beside NVIDIA Streamline's runtime, tools/streamline_pin.py: downloaded from NVIDIA's Streamline
SDK release and checked, or --streamline), AMD's FSR 3.1 library with --ffx, its two FSR 4 libraries with --ffx4, the
button art with --prompt-art, and README-BuildKit.md; no game code, data or anything generated from the game.
check_content runs over the folder before it is zipped.
--prompt-art names folders that hold XGamepad, P5Gamepad and Keyboard_Mouse, or those three folders themselves: the
pictures tools/pad_prompts.py reads go into the kit's prompt-art folder (tools/prompt_art.py art_files), and
make_game.py draws the Xbox, PlayStation, Steam Deck and keyboard and mouse prompts from them. Without it the kit builds the game
with the game's own prompts only.
"""
import argparse
import shutil
import sys
import zipfile
from pathlib import Path
ROOT = Path(__file__).resolve().parents[1]
NAME = 'NX2navi-BuildKit'
TOOLS = ('make_game.py', 'nup.py', 'romfs_index.py', 'check_content.py', 'hostmem.py', 'prepare_shaders.py',
'shader_census.py', 'shader_list.py', 'zstd_compat.py', 'pad_prompts.py', 'prompt_art.py', 'button_icons.py', 'romfs_check.py',
'build_game.py', 'check_isa.py', 'build_shaders.py', 'make_dlaa_mask.py', 'make_mvobj_fs.py',
'pack_shader_cache.py') # make_game.py imports build_game's vma_include on Linux for the VMA header, and
# build_game.py imports check_isa and build_shaders, which reads the two make_ scripts' shaders
TOP = ('LICENSE', 'LICENSE-ADDITIONS', 'THIRD_PARTY_NOTICES.md', 'VERSION', 'nx2navi.ini.example')
SKIP_DIRS = {'__pycache__', '.pytest_cache'}
SKIP_SUFFIXES = {'.o', '.obj', '.pyc', '.exe', '.dll', '.a', '.lib'}
def copy_tree(src, dst):
for p in sorted(src.rglob('*')):
rel = p.relative_to(src)
if any(part in SKIP_DIRS for part in rel.parts) or p.is_dir() or p.suffix.lower() in SKIP_SUFFIXES:
continue
(dst / rel).parent.mkdir(parents=True, exist_ok=True)
shutil.copy2(p, dst / rel)
def main():
ap = argparse.ArgumentParser(description=__doc__.splitlines()[0])
ap.add_argument('--xlate', type=Path, required=True, help='folder with nx2navi_xlate.exe and nx2navi_xlate.id')
ap.add_argument('--ffx', type=Path, help="AMD's signed amd_fidelityfx_vk.dll (FidelityFX SDK 1.1.4, MIT) for FSR 3.1")
ap.add_argument('--ffx4', type=Path, help="the folder with AMD's signed amd_fidelityfx_loader_vk.dll and "
'amd_fidelityfx_upscaler_vk.dll (FSR SDK 2.4.0, MIT) for FSR 4, and its '
'amd_fidelityfx_framegeneration_vk.dll when it is there')
ap.add_argument('--dlss', type=Path, help="NVIDIA's nvngx_dlss.dll from disk instead of downloading it from "
"NVIDIA's DLSS SDK repository")
ap.add_argument('--no-dlss', action='store_true', help='leave NVIDIA DLSS out of the kit')
ap.add_argument('--dlssg', type=Path, metavar='DLL',
help='nx2navi_dlssg.dll (tools/build_dlssg.py) for DLSS Frame Generation')
ap.add_argument('--streamline', type=Path, metavar='SDK',
help='the Streamline SDK folder instead of downloading the SDK release with --dlssg')
ap.add_argument('--prompt-art', type=Path, nargs='+', metavar='FOLDER',
help='the button art: folders holding XGamepad, P5Gamepad and Keyboard_Mouse, or those folders')
ap.add_argument('--out', type=Path, default=ROOT / 'build' / 'kit')
ap.add_argument('--zip', action='store_true')
a = ap.parse_args()
sys.path.insert(0, str(ROOT / 'tools'))
import build_shaders
import dlss_pin
import prompt_art
import streamline_pin
if a.streamline and not a.dlssg:
sys.exit('--streamline goes with --dlssg')
if a.prompt_art:
prompt_art.art_files(a.prompt_art) # the art is all there before anything is downloaded
dlss = None if a.no_dlss else dlss_pin.resolve(a.dlss, ROOT / 'build' / 'dl')
sdk = streamline_pin.resolve(a.streamline, ROOT / 'build' / 'dl') if a.dlssg else None
kit = a.out / NAME
if kit.exists():
shutil.rmtree(kit)
kit.mkdir(parents=True)
build_shaders.build(ROOT / 'runtime') # the kit carries the shader headers: build the missing and the stale ones
for d in ('runtime', 'recomp'):
copy_tree(ROOT / d, kit / d)
(kit / 'tools').mkdir()
for t in TOOLS:
shutil.copy2(ROOT / 'tools' / t, kit / 'tools' / t)
for t in TOP:
if (ROOT / t).is_file():
shutil.copy2(ROOT / t, kit / t)
shutil.copy2(ROOT / 'docs' / 'README-BuildKit.md', kit / 'README-BuildKit.md')
(kit / 'bin').mkdir()
for n in ('nx2navi_xlate.exe', 'nx2navi_xlate.id'):
shutil.copy2(a.xlate / n, kit / 'bin' / n)
if a.ffx: # FSR 3.1 loads it from beside the game (runtime/vk_ffx.cpp); its licence is runtime/third_party/ffx_api
shutil.copy2(a.ffx, kit / 'bin' / 'amd_fidelityfx_vk.dll')
if a.ffx4: # FSR 4 loads them from beside the game (runtime/vk_ffx4.cpp); their licence is runtime/third_party/ffx_sdk
for n in ('amd_fidelityfx_loader_vk.dll', 'amd_fidelityfx_upscaler_vk.dll'):
shutil.copy2(a.ffx4 / n, kit / 'bin' / n)
if (a.ffx4 / 'amd_fidelityfx_framegeneration_vk.dll').is_file(): # its frame generation (runtime/vk_fg4.cpp)
shutil.copy2(a.ffx4 / 'amd_fidelityfx_framegeneration_vk.dll', kit / 'bin' / 'amd_fidelityfx_framegeneration_vk.dll')
if dlss: # DLSS: NGX loads it from beside the game (runtime/vk_dlaa.c); make_game.py copies it there
dlss_pin.place(dlss, kit / 'bin')
if sdk: # DLSS Frame Generation (runtime/vk_dlssg.c): make_game.py place_dlssg copies it beside the game
streamline_pin.place(a.dlssg, sdk, kit / 'bin' / 'dlssg')
if a.prompt_art: # make_game.py draws the button prompts from it (its prompts step)
n, size = prompt_art.copy_art(a.prompt_art, kit / prompt_art.FOLDER)
print(f'button art: {n} pictures, {size / 1e6:.1f} MB')
import check_content
bad = [f'{p.relative_to(kit)}: {m}' for p in sorted(kit.rglob('*')) if p.is_file()
for m in check_content.problems_for(p, allow_large=p.suffix in ('.exe', '.dll'))] # the translator, the DLLs
if bad:
sys.exit('check_content refuses these kit files, not zipped:\n ' + '\n '.join(bad[:20]))
size = sum(p.stat().st_size for p in kit.rglob('*') if p.is_file())
print(f'{kit}: {size / 1e6:.1f} MB')
if a.zip:
z = a.out / f'{NAME}.zip'
with zipfile.ZipFile(z, 'w', zipfile.ZIP_DEFLATED, compresslevel=9) as zf:
for p in sorted(kit.rglob('*')):
if p.is_file():
zf.write(p, Path(NAME) / p.relative_to(kit))
print(f'{z}: {z.stat().st_size / 1e6:.1f} MB')
if __name__ == '__main__':
main()