Files
NX2navi/tools/prepare_shaders.py
chrg6 fc6d84aa63 Prepare every one of the game's shaders when the build kit builds the game, so play does not stop to compile them.
The shader reader now reads Switch 2 (NVN2) programs, whose 0xe0-byte control sections and task and mesh stages the
runtime keys as it does, and runs on Python 3.12 through the zstandard package. The kit's new last step writes the
36,031 shaders of the player's game files as a seed and runs ocarina.exe --prepare-shaders, which translates them and
has the GPU driver build each one's library, about 5 minutes. On a cold walk into play this took the stalls from
14 seconds of pipeline builds and 9 of translations to none.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-07 13:31:06 -05:00

240 lines
13 KiB
Python

"""Prepare the default variant of every game shader and the variants of the shared shader list for a
build, once, before play.
The list (tools/shader_list.py) names shader variants
players met: a shader key (sha256 of the NVN control section and code, as tools/shader_census.py names shaders) and
the translator answers it was translated for. This tool reads the shaders from the extracted RomFS and ExeFS
(tools/shader_census.py inventory), keeps the list's variants whose shader is in this game version, adds each shader's
default variant (every texture slot a 2D texture, float vertex inputs and colour outputs: the
default bind state), and writes them next to the
build's nx2navi.exe in the record layouts of runtime/gfx_shader.c ("answers met in play"):
seed-programs.bin "NX2NSPRG": stage, length, c1 length, runtime code hash, control section, code, c1
seed-answers.bin "NX2NSANS": stage, code hash, input id (zero: the runtime computes it), answers, priority
Priority (the pad byte): 0 shaders the list's warm rows flag as title/menu (t), 1 other warm rows (S, C, R), 2 the
rest; a default variant takes its shader's priority. Then it runs `nx2navi.exe --prepare-shaders`, which translates every record into the build's shader cache, writes
shader-prepared.bin (one record per variant, in priority order) and builds every variant's stage library or compute
pipeline once, so the GPU driver's own disk cache holds them (vk_pipeline.c "stage library prebuild"). The seed files
can be deleted afterwards.
A driver whose shader compiler crashes on a variant crashes on it in every run (NVIDIA 615.78.08 on an RTX 5080, issue
#30). The translations and shader-prepared.bin are written by then, and the journal the run leaves names the variants
the driver was building (vk_pipeline.c skip_init), so only the driver step runs again (`nx2navi.exe --warm-shaders`), up to
RETRIES times, and skips them.
Game-derived output stays in the build directory (ignored). The list is read at preparation time from tools/data/shader_list.tsv when that file exists (the installer archive
bundles it; it stays out of the repository), else from refs/ through git with the rows its history dropped
(tools/shader_list.py); nothing of it is copied into the repository. Needs Python 3.14 (compression.zstd), so run it in .venv-py314 or the embeddable 3.14:
.venv-py314\\Scripts\\python tools\\prepare_shaders.py build\\v121 [--version v121] [--list <tsv>] [--no-run]
[--romfs DIR --exefs DIR] # instead of build\\extracted\\<version>
"""
import argparse
import hashlib
import json
import os
import struct
import subprocess
import sys
import time
from pathlib import Path
ROOT = Path(__file__).resolve().parents[1]
while not (ROOT / 'tools' / 'shader_census.py').is_file() and ROOT != ROOT.parent:
ROOT = ROOT.parent
sys.path.insert(0, str(ROOT / 'tools'))
import shader_list # noqa: E402
from shader_census import inventory # noqa: E402
STAGES = {'vs': 0, 'ps': 4, 'cs': 5, 'ts': 6, 'ms': 7} # runtime/gfx.h GFX_STAGE_*
TEX = [None, '1d', '1darray', 'buffer', '2d', '2darray', '2dms', '2dmsarray', '3d', 'cube', 'cubearray']
FMT = [None, 'R8Unorm', 'R8Snorm', 'R8Uint', 'R8Sint', 'R16Float', 'R16Unorm', 'R16Snorm', 'R16Uint', 'R16Sint',
'R32Float', 'R32Uint', 'R32Sint', 'R8G8Unorm', 'R8G8Snorm', 'R8G8Uint', 'R8G8Sint', 'R16G16Float', 'R16G16Unorm',
'R16G16Snorm', 'R16G16Uint', 'R16G16Sint', 'R32G32Float', 'R32G32Uint', 'R32G32Sint', 'R8G8B8A8Unorm',
'R8G8B8A8Snorm', 'R8G8B8A8Uint', 'R8G8B8A8Sint', 'R16G16B16A16Float', 'R16G16B16A16Unorm', 'R16G16B16A16Snorm',
'R16G16B16A16Uint', 'R16G16B16A16Sint', 'R32G32B32A32Float', 'R32G32B32A32Uint', 'R32G32B32A32Sint',
'R10G10B10A2Unorm', 'R10G10B10A2Uint', 'R11G11B10Float'] # gfx_shader.c fmt_names
TYPES = {'float': 0, 'sint': 1, 'uint': 2}
DEFAULT = {'tex': {str(slot): '2d' for slot in range(32)}} # answers outside a shader's use mask are dropped
CONTROL = 0x880
ANS_REC = 4 + 32 + 32 + 147 + 1
JOURNAL = 'shader-prepare-journal.bin' # vk_pipeline.c skip_init: a 64-byte slot per worker, input id first
RETRIES = 3
BUNDLED_LIST = ROOT / 'tools' / 'data' / 'shader_list.tsv' # the installer archive carries a copy (no git, no refs/)
if not BUNDLED_LIST.is_file():
BUNDLED_LIST = ROOT / 'data' / 'shader_list.tsv' # release folder layout (tools/make_release.py)
def read_list(path):
if path:
return Path(path).read_text(encoding='utf-8')
if BUNDLED_LIST.is_file():
return BUNDLED_LIST.read_text(encoding='utf-8')
return shader_list.history(ROOT / 'refs' / 'MacNativeGames')
def pipeline_variants(key):
"""The vertex and fragment variant names of an R/B row's pipeline key. Since its revision of 2026-10-28 the
list keeps keys packed, "<vs variant>:<fs variant>:<the rest in hex>"; older revisions and contribution files
hold the whole key in hex, "<vs variant>\\0<fs variant>\\0" + a Metal descriptor."""
if ':' in key:
return key.split(':', 2)[:2]
return [n.decode('ascii', 'replace') for n in bytes.fromhex(key).split(b'\0')[:2]]
def parse_list(text):
"""V rows as (key, deps); priority per shader key from the warm rows (variant names start with the key)."""
variants, prio = [], {}
def warm(key, flags):
p = 0 if 't' in flags else 1
prio[key] = min(prio.get(key, 2), p)
for line in text.splitlines():
f = line.split('\t')
if f[0] == 'V' and len(f) == 3:
variants.append((f[1], json.loads(f[2])))
elif f[0] == 'S' and len(f) == 4:
warm(f[1][:64], f[3])
elif f[0] == 'C' and len(f) == 3:
warm(f[1][:64], f[2])
elif f[0] in ('R', 'B') and len(f) >= 3:
for n in pipeline_variants(f[1]):
if len(n) >= 64:
warm(n[:64], f[-1])
return variants, prio
def answers(deps, stage, control):
"""GfxShaderAnswers in gfx_shader.c pack_answers layout (147 bytes) from the list's deps JSON."""
tex, img, fmt, attr, fout = bytearray(32), bytearray(32), bytearray(32), bytearray(32), bytearray(8)
for slot, t in deps.get('tex', {}).items():
t = t.removesuffix('_depth')
tex[int(slot)] = TEX.index('2d' if t == '*' else t) # "*": any kind, translated as the plain 2D it stands for
for slot, o in deps.get('img', {}).items():
img[int(slot)] = TEX.index(o['type'])
fmt[int(slot)] = FMT.index(o['fmt']) if o.get('fmt') in FMT else 0
for loc, t in deps.get('attr', {}).items():
attr[int(loc)] = TYPES[t]
for idx, t in deps.get('fout', {}).items():
fout[int(idx)] = TYPES[t]
local = [0, 0, 0] # vk_exec_draw.c answers_for: zero for graphics stages (they are in the input id)
if stage == 5: # compute: the control section's local size (NVN2 at +0x58), 0 read as 1
local = struct.unpack_from('<III', control, 0x58 if nvn2(control) else 0x748)
local = [1, 1, 1] if not any(local) else [v or 1 for v in local]
packed = bytes(tex + img + fmt + attr + fout) + struct.pack('<HHHIB', *local, 0, 0)
assert len(packed) == 147
return packed
def nvn2(control):
"""An NVN2 (Switch 2) control section as shader_census.nvn2_stages keeps it: 0xe0 bytes, zeros to 0x880."""
return control[:4] == bytes.fromhex('34127698') and not any(control[0xe0:0x880])
def bounds(control, code):
"""(c1 offset, length) as runtime/gfx_shader.c req_init takes them."""
if nvn2(control):
size, c1_start = struct.unpack_from('<I', control, 0x38)[0], struct.unpack_from('<I', control, 0x40)[0]
length = len(code) # shader_census cut the code at the end of its c1 part
return (c1_start if size <= c1_start <= length else length), length
return struct.unpack_from('<II', control, 0x700)
def code_hash(stage, control, code, length, c1):
"""gfx_shader.c build_code_hash."""
return hashlib.sha256(struct.pack('<I', stage) + control + struct.pack('<Q', length) + code[:length] +
struct.pack('<I', len(c1)) + c1).digest()
def driver_crashed(out):
"""nx2navi died while the graphics driver built variants: the journal it left names at least one."""
p = out / JOURNAL
data = p.read_bytes() if p.is_file() else b''
return any(any(data[i:i + 32]) for i in range(0, len(data), 64))
def main():
ap = argparse.ArgumentParser(description=__doc__.splitlines()[0])
ap.add_argument('build', type=Path, help='build directory holding nx2navi.exe (build\\v121)')
ap.add_argument('--version', default='v121', help='build/extracted/<version>')
ap.add_argument('--romfs', type=Path, help='RomFS directory (default build/extracted/<version>/romfs)')
ap.add_argument('--exefs', type=Path, help='ExeFS directory (default build/extracted/<version>/exefs)')
ap.add_argument('--list', help='a shader_list.tsv instead of tools/data/shader_list.tsv or refs/MacNativeGames')
ap.add_argument('--no-run', action='store_true', help='write the seed files only')
ap.add_argument('--no-list', action='store_true', help='default variants only, without a shared shader list')
ap.add_argument('--exe', default='nx2navi.exe' if os.name == 'nt' else 'nx2navi',
help='the game executable in the build directory that runs --prepare-shaders')
a = ap.parse_args()
t0 = time.monotonic()
variants, prio = parse_list('' if a.no_list else read_list(a.list))
extracted = ROOT / 'build' / 'extracted' / a.version
listed = len(variants)
shaders, _ = inventory(a.romfs or extracted / 'romfs', a.exefs or extracted / 'exefs', everything=False)
# A missing list row says nothing about the walk: the list covers several versions, and 1.1.0 holds 17,587 of its
# 41,414 rows, so most rows are absent because the game does not have them, not because the walk missed them. A walk
# that found next to nothing does say something: the shader directories have moved.
if len(shaders) < max(64, listed // 20):
print(f'only {len(shaders)} shaders found of the {listed} listed variants: reading every RomFS file instead',
flush=True)
shaders, _ = inventory(a.romfs or extracted / 'romfs', a.exefs or extracted / 'exefs')
t1 = time.monotonic()
progs, recs, seen, skipped = {}, [], set(), {'not in this version': 0, 'stage': 0}
variants += [(key, DEFAULT) for key in sorted(shaders)]
for key, deps in variants:
s = shaders.get(key)
if not s:
skipped['not in this version'] += 1
continue
stage = STAGES.get(s['stage'])
if stage is None:
skipped['stage'] += 1
continue
control, code = s['control'][:CONTROL], s['code']
c1_off, length = bounds(control, code)
c1 = code[c1_off:length]
if key not in progs:
h = code_hash(stage, control, code, length, c1)
progs[key] = (h, struct.pack('<III', stage, length, len(c1)) + h + control + code[:length] + c1)
h = progs[key][0]
packed = answers(deps, stage, control)
if (h, packed) in seen: # a list row of the default bind state
continue
seen.add((h, packed))
rec = struct.pack('<I', stage) + h + bytes(32) + packed + bytes([prio.get(key, 2)])
assert len(rec) == ANS_REC
recs.append((prio.get(key, 2), rec))
recs.sort(key=lambda r: r[0]) # stable: list order within a priority
out = a.build.resolve()
with open(out / 'seed-programs.bin', 'wb') as f:
f.write(b'NX2NSPRG' + struct.pack('<II', 1, 0))
for _, body in progs.values():
f.write(body)
with open(out / 'seed-answers.bin', 'wb') as f:
f.write(b'NX2NSANS' + struct.pack('<II', 1, ANS_REC))
for _, rec in recs:
f.write(rec)
by = [sum(1 for p, _ in recs if p == i) for i in range(3)]
print(f'{listed} listed variants and {len(shaders)} default ones: {len(recs)} of {len(progs)} shaders in {a.version} '
f'(priority t {by[0]}, warm {by[1]}, rest {by[2]}), skipped {skipped}; inventory {t1 - t0:.1f} s, '
f'seed written in {time.monotonic() - t0:.1f} s', flush=True)
if a.no_run:
return 0
exe = out / a.exe
r = subprocess.run([str(exe), '--prepare-shaders'], cwd=str(out))
for _ in range(RETRIES):
if not r.returncode or not driver_crashed(out):
break
print(f'prepare_shaders: the graphics driver crashed while building shaders (rc={r.returncode}); building them '
'again without the variants it was building (nx2navi.exe --warm-shaders)', flush=True)
r = subprocess.run([str(exe), '--warm-shaders'], cwd=str(out))
print(f'{a.exe} --prepare-shaders: rc={r.returncode}; total {time.monotonic() - t0:.1f} s')
return r.returncode
if __name__ == '__main__':
sys.exit(main())