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video_core: bounded wait for unbuilt Switch 2 pipelines (Ocarina of Time: draws held 14.7 s to 0.2 s per 10 s) - #465

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MarioMatheusPombal:perf/native-pipeline-wait
Nov 7, 2026
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capy-ai[bot] merged 1 commit into
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MarioMatheusPombal:perf/native-pipeline-wait

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@MarioMatheusPombal

@MarioMatheusPombal MarioMatheusPombal commented Nov 7, 2026 •

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With asynchronous shaders on, a Switch 2 (native Turing) draw whose graphics pipeline is still building is never skipped: CanDiscardPendingDraw returns false for native draws, so the GPU thread waits for the driver build. In Ocarina of Time (0400486024DEC000) on an RX 6700 XT, the existing 10 s runtime report showed up to 14,656 ms of draws held for unbuilt pipelines in one 10 s window, with single builds of up to 16.7 s. In game, the frame rate falls to 0 to 7 FPS the first time a new area is drawn (the forest, cutscenes). Until now the only way out was EDEN_NX2_ASYNC_DISCARD=1, which skips every pending draw and can leave effects missing.

This adds a middle ground: wait, but only up to a per-frame budget. The default is unchanged.

Changes

  • New setting native_async_draws (Graphics > Advanced, per game), enum NativeAsyncDraws:
    • Wait (default): the current behaviour.
    • Bounded: the draw waits for its pipeline, up to what is left of a per-frame budget. Once the frame's budget is spent, the frame's remaining unbuilt draws are skipped as with Skip.
    • Skip: pending native draws are skipped, the same as EDEN_NX2_ASYNC_DISCARD=1.
  • New setting native_pipeline_wait_ms (1 to 100, default 8): the per-frame budget for Bounded.
  • EDEN_NX2_ASYNC_DISCARD=1 still forces Skip, so existing setups behave the same.
  • PipelineBuild::WaitFor(std::chrono::microseconds) in pipeline_build.h: a timed wait on the build's existing mutex and condition variable (wait_for on complete). It returns whether the build finished. GraphicsPipeline::WaitBuilt(timeout) wraps it.
  • DecideNativePending(mode, can_discard, budget_left_us) in async_draw_policy.h: a pure constexpr function returning Wait, WaitTimed or Skip. It is the only place the decision is made, and it is covered by src/tests/video_core/native_pending_policy.cpp ([native_pending]).
  • The budget lives in PipelineCache. Only the GPU thread touches it, and PipelineCache::TickFrame resets it each frame.
  • Next to the existing runtime pipeline report, a new log line Bounded pipeline wait: X ms spent in the last 10 s (budget N ms per frame) shows what the mode costs, readable from a user log.

Trade-off. Bounded swaps a long stall for a short one. In the worst case a draw is missing for one frame, which shows as a flash. That is why Wait stays the default.

Related. #408 reduces how many pipelines get built mid-game. #411 warms pipelines up ahead of time. This PR changes what a draw does while a pipeline is still building, so it stacks with both. It touches the same stutter as #416 (GPU-thread pipeline stalls in Ocarina of Time) and #426 (why asynchronous shaders don't skip native draws), and the new Bounded pipeline wait log line is a small piece of the compile diagnostics asked for in #405.

Testing

Setup. Windows 11, Ryzen 7 5700X, RX 6700 XT (AMD proprietary driver), 32 GB. Handheld, resolution 1x, FSR 1, FXAA, GPU accuracy Fast, ASTC recompression BC3, async shaders on, EDEN_NX2_SPLIT=2, EDEN_NX2_FENCE_BATCH=1. Ocarina of Time (0400486024DEC000): Link's house, Kokiri village, the sword area and the training dummy, on a first visit.

Wait (nx2) Bounded, 8 ms (this PR)
Draws held for unbuilt pipelines, worst 10 s window 14,656 ms 229 ms
Bounded wait spent per 10 s window n/a 10 to 614 ms
Kokiri village, first visit 0 to 7 FPS while new areas load up to 40 FPS; short drops to ~10 FPS on area transitions and the first hit in combat

What the remaining drops are: about 400 pipelines translated on the GPU thread (5 to 220 ms per 10 s). This PR does not touch that; #408 targets it.

Visible side effect: with Bounded, a one-frame white flash on Link the first time he stepped into water, when the budget ran out.

Build. MSVC 19.44 (VS 2022 Build Tools), Ninja, Release, Qt 6.8.3. On this branch alone, on top of nx2 9fa4a71, I built video_core, qt_common, the touched yuzu objects and tests. [native_pending] passes.

Not verified

  • The FPS row is not a clean A/B. The Bounded run also had a community pre-compiled pipeline pack installed and EDEN_NX2_PRELOAD_ALL_PIPELINES=1 set; the Wait run had neither. The two log lines (draws held and Bounded pipeline wait) are what isolate this change, not the FPS.
  • One machine and one game. No NVIDIA or Intel run, and no other Switch 2 title.
  • The gameplay build. It had other local commits on top (an unrelated settings branch). This exact branch was built but not run in game.
  • MSVC flags. Five existing test files trip the project's /we4388 /we4389 on MSVC, so tests was built locally with _CL_=/wd4388 /wd4389. That flag is not part of this PR.

🤖 Generated with Claude Code

Summary by CodeRabbit

  • New Features
    • Added advanced graphics settings for handling native draws while their pipelines are still building: wait, skip eligible draws, or wait for a limited time.
    • Added a per-frame pipeline wait limit, configurable from 1 to 100 milliseconds and defaulting to 8 milliseconds.
    • The wait limit resets each frame. Draws that cannot be skipped continue to wait for their pipelines.

Scenario: Switch 2 (native Turing) draws whose graphics pipeline is still
building are never skipped, so the GPU waits for the driver build. On an
RX 6700 XT (Zelda OoT Switch 2) the log showed up to 14656 ms of draws held
in a 10 s window and single builds of 16.7 s.

Add native_async_draws (Wait, Bounded, Skip; default Wait keeps the current
behavior) and native_pipeline_wait_ms (per-frame budget, default 8 ms), both
in the Qt advanced graphics settings. Bounded does a timed condition-variable
wait on the pipeline build up to the per-frame budget, reset in
PipelineCache::TickFrame, then follows Skip. EDEN_NX2_ASYNC_DISCARD=1 still
forces Skip. The decision is a pure function covered by a Catch2 test.

Measured with Bounded at 8 ms on the same machine: at most 229 ms of draws
held per 10 s window, 10 to 614 ms of bounded wait per window, and a
one-frame flash when the budget runs out.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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Explain Change →

Walkthrough

The Vulkan pipeline cache now supports configurable Wait, Bounded, and Skip handling for native draws with unbuilt pipelines. Bounded waits use a configurable per-frame time budget. The changes add timed pipeline-build wait APIs, settings translations, and policy tests.

Changes: Native Pending-Pipeline Draws

Layer / File(s) Summary
Native draw settings and policy
src/common/settings_enums.h, src/common/settings.h, src/video_core/renderer_vulkan/async_draw_policy.h, src/qt_common/config/shared_translation.cpp, src/tests/video_core/native_pending_policy.cpp, src/tests/CMakeLists.txt
The settings add Wait, Bounded, and Skip modes and a per-frame wait limit. DecideNativePending selects an action based on the mode, whether the draw can be discarded, and the remaining budget. Translations expose the settings, and tests cover the policy choices.
Timed waits and cache integration
src/video_core/renderer_vulkan/pipeline_build.h, src/video_core/renderer_vulkan/vk_graphics_pipeline.h, src/video_core/renderer_vulkan/vk_pipeline_cache.h, src/video_core/renderer_vulkan/vk_pipeline_cache.cpp
Pipeline builds and graphics pipelines expose timed wait methods. The cache resets the native wait budget each frame and applies the configured policy to native draws. The EDEN_NX2_ASYNC_DISCARD=1 environment variable overrides the mode to Skip. Non-native draws continue to use the discard heuristic.

Estimated code review effort: 3 (Moderate) | ~25 minutes

Change: Feature

Sequence Diagram(s)

sequenceDiagram
  participant PipelineCache
  participant DecideNativePending
  participant GraphicsPipeline
  participant PipelineBuild
  PipelineCache->>DecideNativePending: Select action from mode, discardability, and remaining budget
  DecideNativePending-->>PipelineCache: Return Wait, WaitTimed, or Skip
  PipelineCache->>GraphicsPipeline: WaitBuilt with remaining budget
  GraphicsPipeline->>PipelineBuild: WaitFor timeout
  PipelineBuild-->>GraphicsPipeline: Return build completion status
  GraphicsPipeline-->>PipelineCache: Return completion status
Loading

Possibly related issues

  • zortos293/Lichii#276: The PR bounds time spent waiting for unbuilt pipelines; it does not address the issue’s reported NVIDIA crash.
  • zortos293/Lichii#405: The PR adds bounded and skip policies for pending pipelines. It also accumulates wait time for periodic logging.
  • zortos293/Lichii#244: The PR bounds draw waits for unbuilt pipelines. The reported freeze and system hang are not confirmed as caused by that wait behavior.

Suggested reviewers: zortos293, camillelavey

Merge Risk: Minimal · up to 57874

Adds an opt-in bounded-wait mode for native draws with unbuilt pipelines. The default behavior is unchanged, and no merge-blocking issue was found.

Pre-merge checks: Passed 4 · Failed 1

Failed Failed checks: 1 warning

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Passed Passed checks: 4 passed

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Title check Passed The title names the main change: a bounded wait for unbuilt Switch 2 pipelines in video_core. The raw summary confirms the Bounded mode, the per-frame wait budget, and the WaitFor/WaitBuilt helpers. T…
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Explanation

The title names the main change: a bounded wait for unbuilt Switch 2 pipelines in video_core. The raw summary confirms the Bounded mode, the per-frame wait budget, and the WaitFor/WaitBuilt helpers. The parenthetical reports a measured result from the PR description. It is accurate but long. The title is 110 characters and 21 words, which is longer than the concise style preferred for titles. The core claim remains clear and specific.

Full details: Docstring Coverage

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Files selected for processing: 10

  • src/common/settings.h
  • src/common/settings_enums.h
  • src/qt_common/config/shared_translation.cpp
  • src/tests/CMakeLists.txt
  • src/tests/video_core/native_pending_policy.cpp
  • src/video_core/renderer_vulkan/async_draw_policy.h
  • src/video_core/renderer_vulkan/pipeline_build.h
  • src/video_core/renderer_vulkan/vk_graphics_pipeline.h
  • src/video_core/renderer_vulkan/vk_pipeline_cache.cpp
  • src/video_core/renderer_vulkan/vk_pipeline_cache.h

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feiyunwill pushed a commit to feiyunwill/Eglantine_zortos that referenced this pull request Nov 7, 2026
…th async copies

The batch merge of zortos293#413 and zortos293#465 left uses_async_copy unused, which GCC's -Werror rejects
and broke the non-PGO Linux builds. The barrier is only needed when the program issues
LDGSTS copies, as in zortos293#465.
@capy-ai
capy-ai Bot merged commit f992933 into zortos293:nx2 Nov 7, 2026
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Note for the record: #411 (referenced in this PR) continues in #579, rebased on top of this one. There the heavy-pipeline skip decides first, and draws it does not handle fall through to native_async_draws (Wait / Bounded / Skip) unchanged.

ProphetWild added a commit to ProphetWild/Lichii that referenced this pull request Nov 7, 2026
Brings in Lichii's Ocarina performance work: channel polling every 50 us
(zortos293#446), RangeSet on a sorted array (zortos293#481), skipping GPU-write invalidations
of empty caches (zortos293#250, replacing our earlier draft of it), bounded waits
for unbuilt pipelines (zortos293#465) and keeping never-used disk-cache pipelines
(zortos293#550). The new FPS limit (zortos293#270) feeds the host pacer's game frame interval.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
AmateurWizrd added a commit to AmateurWizrd/lichii-OoTPerf that referenced this pull request Nov 7, 2026
…s293#583, 50 us suspended-channel poll zortos293#446, RangeSet array zortos293#481, bounded pipeline wait zortos293#465, ...) into main
Ihitko added a commit to Ihitko/Lichii that referenced this pull request Nov 7, 2026
…records

- EvictUnusedPipelines only evicts while more than 8,000 graphics pipelines are
  cached, and then the longest unused ones a draw has used, down to 7/8 of the
  limit (EDEN_NX2_PIPELINE_EVICT_ABOVE; 0 restores the old behavior). Prebuilt
  pipelines no draw has used keep zortos293#550's budget. Ocarina of Time evicted 6,182
  pipelines in a 37 min session (~1,000-2,400 cached at a time) and draws
  waited 230 s in all for pipelines being built again.
- The first boot copies the cache version 53 records beside this version's
  (vulkan_import, loaded after it) and merges the v53 used-pipeline list, so
  pipelines a v53 build used are built at boot again. The records are the same
  format: zortos293#432 bumped the version only for the SPIR-V it emits, and every record
  is translated again when it loads. The v53 files are left as they are.

Skipping draws on unbuilt pipelines is left to zortos293#465's native_async_draws setting.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01LTxNSeWfimx1VbMuL9DgoN
gabcmelo pushed a commit to gabcmelo/Lichii that referenced this pull request Nov 7, 2026
Upstream imported zortos293#475 (as zortos293#582/zortos293#583), zortos293#299 (zortos293#584), zortos293#465, zortos293#446, zortos293#250, zortos293#440,
zortos293#427, zortos293#495 and zortos293#484; conflicts took upstream's side and dropped our now
duplicate zortos293#475 hunks (EDEN_NX2_NO_COOPERATIVE_HMMA is gone with them).

zortos293#550 landed in nx2 next to our zortos293#313. Their eviction loops composed so the
never-used prebuilds zortos293#550 keeps were always zortos293#313's oldest candidates and the
RAM budget evicted nothing; the prebuilds are now left out of zortos293#313's
selection.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
DahBard pushed a commit to DahBard/Lichii that referenced this pull request Nov 7, 2026
102 upstream commits since 09b78bd, among them HMMA on cooperative
matrices (zortos293#475, zortos293#583), mesh pipelines through compute (zortos293#569), NVIDIA DLSS
for Ocarina (zortos293#606), Ocarina's AA bypass as merged (zortos293#616), GPU thread pinning
(zortos293#418, zortos293#530), bound table-pointer pools by the storage buffer reach (zortos293#351),
CPU writes kept over GPU downloads (zortos293#397), up to 64 storage buffers (6645721),
host-aligned bindless handle reads (zortos293#245) and the fixes tuned4 carried as
open PRs (zortos293#250, zortos293#412, zortos293#413, zortos293#427, zortos293#436, zortos293#438, zortos293#440, zortos293#465, zortos293#485, zortos293#495, zortos293#550).

Conflicts:
- thread.cpp, gpu_thread.cpp, gpu_split.cpp: our hybrid-CPU core roles stay;
  upstream's pin_gpu_threads (off by default) pins on top when enabled.
- Shader handle programs: the per-element descriptor arrays and upstream's
  storage alignment both apply (StorageBufferBase aligns the base; callers
  pass the alignment and the element). JoinStorageInfo keeps the binding map
  and takes the stage's storage buffer limit.
- Texture cache collector: upstream's out-of-memory path with our pending
  download accounting (used_memory()).
- Cache invalidations: upstream's ClaimCpuWrites first, then each cache's
  lock once for all ranges.
- Our 256 MiB table-pointer cap gives way to zortos293#351's storage buffer reach.
- FlushQueryResults keeps the timed wait; macro DMA reads flush pending
  reports only when the read covers report pages.
- zortos293#178's instance loop skip keeps writes while the back's sink holds state
  writes, as our instance store skip does.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01RqR9236AYzEMch9rerR4iU
Greencus pushed a commit to Greencus/Eglantine that referenced this pull request Nov 8, 2026
Run Fire Emblem's own DLSS network, with FSR 3.1 as the fallback
Greencus pushed a commit to Greencus/Eglantine that referenced this pull request Nov 8, 2026
Greencus pushed a commit to Greencus/Eglantine that referenced this pull request Nov 8, 2026
Xlib's Success macro, pulled in through the Vulkan headers, broke nvdata.h, and the SPIR-V
header needs <cstdint> first. Fixes the Linux and MinGW builds since zortos293#465.
Greencus pushed a commit to Greencus/Eglantine that referenced this pull request Nov 8, 2026
Fix a black screen with NVIDIA DLSS in games without DLSS (follow-up to zortos293#465)
Greencus pushed a commit to Greencus/Eglantine that referenced this pull request Nov 8, 2026
zortos293#426 (zortos293#50)

* shader_recompiler: lower UISETP with an accumulate predicate and FSETP with a uniform operand

Two forms in a Pokopia scene shader that were rejected: UISETP (0x88c) that combines its result
with an accumulate uniform predicate (AND/OR/XOR, optionally negated), and FSETP with its second
operand in a uniform register (0xc0b).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* fs: iterate directories without the throwing overloads

The range-for loops in IterateDirEntries and IterateDirEntriesRecursively
step with operator++ and read entry.status(), both of which throw
filesystem_error. With Scan Subfolders on for C:/, operator++ threw
"Access is denied" on the second entry; nothing above the game list
worker catches it, so its thread pool thread terminated the process.
Step with increment(ec), read status(ec), and skip directories that
cannot be opened.

Assisted-by: Claude Opus 5.5 (crash dump analysis, implementation)

* game_list: keep the list disabled during the startup scan

MainWindow starts the first populate and then calls ResetViewMode, which
enabled the view while the worker was still scanning. Removing a game
directory then freed its row, and the worker's next AddEntry for that
directory crashed in QStandardItem::rowCount(). Keep the view disabled
until the populate completes, and repopulate on Remove so a running
worker never sees its rows freed and the other rows' GameDirRole
indices stay correct.

Assisted-by: Claude Opus 5.5 (crash dump analysis, implementation)

* hid: report non-zero sensor ranges in the six-axis IC information

GetSixAxisSensorIcInformation returned a zeroed structure, as the
information is never read from a controller. Nintendo Switch Sports
starts sensor fusion when a match begins, and nn::imu passes these
ranges to nerd::gyro_pointing, whose GyroPointingStateDetector checks
that the accelerometer and gyroscope ranges are above 0 and aborts
otherwise (2162-0001, right after "Play with a Single Controller").

Report the ranges of the Joy-Con and Pro Controller sensors, 2000 dps
and 8 g, until the data comes from the controller.

Assisted-by: Claude Opus 5.5 (diagnosis, fix and testing)

* mii: read BuildRandom's age, gender and race as 32-bit words

IDatabaseService::BuildRandom takes Age, Gender and Race as three
32-bit values. Since the move to the CMIF templates the handler took
the u8 enums directly, so they were unpacked from bytes 0, 1 and 2:
gender and race came from the upper bytes of age and were always 0.
Every random Mii was built male with race 0, whatever was asked.

Nintendo Switch Sports asks for 100 random Miis with age, gender and
race All (3, 2, 3); they were logged as 3, 0, 0 and are now 3, 2, 3.

Assisted-by: Claude Opus 5.5 (diagnosis, fix and testing)

* shader: lower I2F from signed 8- and 16-bit sources

I2F.F32 with a byte or half-word source was only lowered unsigned.
Bit 74 marks a signed source (as in the I2FP lowering); with it set,
the program was rejected ("native byte-to-float conversion mode").
Mario Tennis Fever's text pixel shaders convert I2F.F32.S16, so its
dialogue boxes and button prompts were drawn without any text.

Pass bit 74 on as Maxwell I2F's signed-source bit (13) for both forms.

Assisted-by: Claude Opus 5.5 (diagnosis, fix and testing)

* shader: lower guarded USHF, LEA.HI with a constant and G+B TLD

Hyrule Warriors: Age of Imprisonment rejects these after its second
set of cutscenes, and a native macro then loops past its instruction
limit just before the reported crash:

- @upn USHF.R.U32.HI: a uniform shift guarded by a uniform predicate
  ("native uniform shift mode"). Swap the guard in as the other
  uniform-predicated forms do.
- LEA.HI Rd, Ra, c[b][o], RZ, s ("native constant LEA carry mode"):
  c + (Ra >> (32 - s)), as the register form.
- TLD.SCR with only G and B ("native texel fetch mode"): TLDS has no
  single-register G+B or R+B swizzle, so fetch alpha too, as the
  three-channel form, into scratch.

Assisted-by: Claude Opus 5.5 (diagnosis, fix and testing)

* vk_buffer_cache: don't abort on an unmapped texture buffer

A texture buffer whose address isn't mapped is bound as the null buffer
with PixelFormat::Invalid, and making its view hit "unreachable unknown
format Invalid" in MaxwellToVK::SurfaceFormat. Hyrule Warriors: Age of
Imprisonment (a user's log) and the Yoshi and the Mysterious Book demo
crash there.

Give it a placeholder format; the view covers the null buffer.

Assisted-by: Claude Opus 5.5 (diagnosis, fix and testing)

* shader: lower guarded UIADD3 and 8/16-bit local loads and stores

Also rejected in Hyrule Warriors: Age of Imprisonment (a user's log):

- @upn UIADD3 ("native uniform arithmetic predication"): swap the
  guard in as ULOP3 does, when it has no carry outputs.
- LDL.LU.S16 ("native local scalar spill mode"): Maxwell LDL/STL take
  the same U8/S8/U16/S16 size codes, so pass them on.

Assisted-by: Claude Opus 5.5 (diagnosis, fix and testing)

* shader: lower IMNMX with an immediate wider than 20 bits

Maxwell's IMNMX immediate is a signed 20-bit value, so the lowering
rejected wider ones ("native integer min/max mode"). Yoshi and the
Mysterious Book's demo has IMNMX.U32 R3, R11, 0x1fffffff in a compute
program. Load those into a scratch register and use the register form.

Assisted-by: Claude Opus 5.5 (diagnosis, fix and testing)

* shader: lower SHF.L.U32.HI with an immediate high word without .W

Only the wrapping (.W) form of SHF.L.U32.HI Rd, RZ, Rb, imm was lowered;
without .W ("native funnel shift immediate mode") the shift clamps, so
32 or more gives 0, as Maxwell SHL without its wrap bit. The Yoshi and
the Mysterious Book demo has SHF.L.U32.HI R26, RZ, R26, 0x1 in a compute
program. Pass bit 75 on as SHL's wrap bit.

Assisted-by: Claude Opus 5.5 (diagnosis, fix and testing)

* release-binaries: publish what built when a platform fails

The macOS arm64 job sometimes never gets a runner, and the publish job,
which needs every build, was then skipped although the Windows and
Linux binaries were ready.

Assisted-by: Claude Opus 5.5 (diagnosis, fix and testing)

* release-binaries: drop the macOS build

Its runner often isn't available, and the job then fails the run.

Assisted-by: Claude Opus 5.5 (diagnosis, fix and testing)

* vk_rasterizer: skip draws with a garbage vertex or index count

A draw's first and count can come from memory that a compute program
should have written; when that program is rejected and skipped, they
are whatever was there. Hyrule Warriors: Age of Imprisonment crashed
entering new areas: a quad draw past what fits in an index buffer made
QuadIndexBuffer::UpdateBuffer's CreateBuffer throw out of the GPU
thread, and the process aborted (two crash dumps, same stack).

Skip draws reaching past 16M vertices or indices, with a warning.

Assisted-by: Claude Opus 5.5 (diagnosis, fix and testing)

* shader: lower more forms Hyrule Warriors uses entering new areas

Programs still rejected when Hyrule Warriors: Age of Imprisonment loads
a new area, right before the crash there:

- MOV Rd, URn from any uniform register ("native uniform move source"),
  not only UR0-UR15.
- DEPBAR.LE with a scoreboard list (DEPBAR.LE SB0, 0x0, {3,2,1}): a
  scoreboard wait, a no-op once lowered like the form already accepted.
- F2I from |Rs| ("native float-to-integer conversion mode"): clear the
  sign into a scratch register first.
- LEA Rd, Ra, c[b][o], s without a carry ("native constant LEA carry
  mode"): ISCADD (Ra << s) + c.

Assisted-by: Claude Opus 5.5 (diagnosis, fix and testing)

* shader: lower STS with a uniform base and UMOV into any uniform register

Rejected by Hyrule Warriors: Age of Imprisonment during battles:

- STS [URb+offset], Rd (0x988, "unsupported native opcode"): the
  uniform base is in bits 64-71 (bit 91 set), the data in bits 32-39;
  add it to the address as the LDS form with a uniform base does.
- UMOV URd, imm into UR16 and up ("native uniform immediate move mode"):
  write the register the uniform maps to.

Assisted-by: Claude Opus 5.5 (diagnosis, fix and testing)

* shader: lower UMOV URd, URs into any uniform register

Only UR0-UR15 were accepted as the destination ("native uniform move
mode"); Hyrule Warriors: Age of Imprisonment has @UP0 UMOV UR59, UR58
in a battle compute program. Write the register the uniform maps to.

Assisted-by: Claude Opus 5.5 (diagnosis, fix and testing)

* shader: distinguish loaded pointers and NVN buffer slots

* shader: support additional Switch 2 conversion and load forms

* experiment: translate native geometry shader forms

* shader: recognize all generic attribute components

Reference: https://git.eden-emu.dev/Franseven/PokeDinner-a-Eglantine-Fork/pulls/19

* experiment: emulate indirect record reset shader

Adapted from https://git.eden-emu.dev/Franseven/PokeDinner-a-Eglantine-Fork/commit/76df4591a7474c5f775ae4b60eaadd7602804acc. Disabled by default; validate mappings and list bounds before writing.

* diagnostics: measure indirect reset cost

* video_core: wait for queued GPU writers before reading small entries on unmarked pages

With the split GPU thread, the back marks a page GPU-written only when it
runs the work that writes it. When a compute dispatch fills a page for the
first time (Hyrule Warriors: Age of Imprisonment writes each draw's
arguments into small 4-word entries in fresh memory), the front can reach
the entry that reads it before the back ran the dispatch. The page still
looks CPU-only, so the front takes the words as submitted: leftover bytes.
The draw macro then runs with counts in the billions, and later the device
is lost.

Small entries (up to 8 words, the size of such argument blocks) on pages
not marked GPU-written now wait for the compute and copy work sent so far
(WaitForWriters) before the read path is chosen.

Assisted-by: Claude Opus 5.5 (diagnosis, fix and testing)

* buffer_cache: download GPU-written bytes on a page before a CPU write claims it

The memory tracker works in whole pages: a CPU write marks its pages
CPU-modified, which clears their GPU-modified state. GPU-written bytes
elsewhere on those pages stay in gpu_modified_ranges but are never
downloaded (DownloadBufferMemory only visits ranges the tracker still
calls GPU-modified), and the page's next upload sends the stale guest
copy over the host buffer's correct bytes.

Hyrule Warriors: Age of Imprisonment writes small structures next to the
4-word draw arguments its compute dispatches fill in. The read-path flush
then found nothing to download, and the draws read leftover bytes as
vertex counts in the billions (the host buffer held the right values each
time). In fights this ends in a lost device.

WriteMemory now downloads the GPU-written bytes left on the touched pages
(after removing the bytes the CPU wrote) before marking them CPU-modified.

Assisted-by: Claude Opus 5.5 (diagnosis, fix and testing)

* buffer_cache: track the ranges of each pending fence download separately

GPU-modified ranges that download at fences are copied to a staging
buffer when a fence is committed and written to guest memory when it
pops. async_downloads counted the pending ranges in one overlap set, not
per download. A newer download of the same range then stood in for an
older one: the older download's pop found the range pending, wrote its
older bytes, used up the newer download's count and dropped the range
from gpu_modified_ranges; the newer pop found nothing left to write.
Guest memory kept the old bytes, and nothing marked the range for a
download any more.

Hyrule Warriors: Age of Imprisonment rewrites its draw arguments every
frame on pages that download at fences. In fights, draws read the older
bytes as vertex counts in the billions and the device is lost. With
downloads at fences turned off the bad reads stop (0 in a 6.5-minute
fight), and logging showed each bad slot last written by the pop of a
download taken before the slot's latest GPU write.

Each pending download now keeps its own ranges. CPU writes, inline
uploads and DMA copies (ClearDownload) and GPU writes remove what they
overwrite from every download already taken; a pop writes, and drops
from gpu_modified_ranges, only its own remaining ranges. The newer
download, or the next fence, brings the newer bytes.

Assisted-by: Claude Opus 5.5 (diagnosis, fix and testing)

* release-binaries: drop the macOS row from the notes; skip the Discord ping without a webhook

Assisted-by: Claude Opus 5.5 (diagnosis, fix and testing)

* nx2: emulate HMMA by default

EDEN_NX2_TENSOR=0 turns it off. Without it DK Bananza starts on a purple
screen and crashes later on a corrupted command list.

* nx2: enable the DK Bananza terrain fixes by default

The indirect reset and native geometry lowering now run unless
EDEN_NX2_RESETFIX=0 or EDEN_NX2_EXPERIMENTAL_GEOMETRY=0. Without them the
destructible terrain is invisible.

* vk_scheduler: batch fence submissions on the split GPU thread

Every fence submitted the scheduler's work to the queue. Switch 2
titles make one per compute release: in Hyrule Warriors: Age of
Imprisonment fights about 11,500 fences a second, about 22,000 queue
submissions a second in all, and the Vulkan worker spent over half of
its busy time in vkQueueSubmit while no thread was saturated.

On the split's back, a fence now submits only if the last submission
is older than 500 us; otherwise it goes with the next one. The back
submits a deferred fence before it sleeps waiting for work, so a
deferred fence is never left unsubmitted. Threads other than the back
(the fencing thread) no longer submit to wait for a fence: they wait
until the back has, then for the GPU. EDEN_NX2_FENCE_FLUSH_US sets the
window; 0 submits at every fence as before.

Measured on the same recorded fight (docked, 1600x900), heavy stretches
only: median 31-37 fps in five runs before, 41-44 fps in five runs
after; minimums 29-33 before, 33-38 after. No freezes, skipped draws
or late fences in about ten runs.

Assisted-by: Claude Opus 5.5 (profiling, implementation and testing)

* vulkan: honor skip_cpu_inner_invalidation in InnerInvalidation

The base RasterizerInterface::InnerInvalidation skips invalidation when
skip_cpu_inner_invalidation is set, but the Vulkan override ignored the
setting. Return early like the base does. The batched ShaderCache and
PipelineCache InvalidateRegions this branch used to add are already in nx2.

* Coderabbit fixes

Assisted-by: Claude Opus 5.5 (fixes for CodeRabbit review)
Signed-off-by: Aidan Kinzett <aidan@kinzett.io>

* vk_scheduler: also batch command list copies and FlushCommands

With fences batched, Hyrule Warriors: Age of Imprisonment fights still
made about 15,000 queue submissions a second. Counted by calling site:
58% came from the command list page copies made after each compute
dispatch that writes such pages, which the split's front waited for in
only about 5% of cases; 38% from FlushCommands, which SignalFence calls
right after queueing a fence that carries downloads or queries, so the
fence's own deferral was undone at once.

Both now defer like fences (Scheduler::DeferFlush). A thread other than
the split's back that needs a deferred tick submitted, the front reading
a command list copy or the fencing thread, asks the back for it
(Scheduler::WaitSubmitted, GpuSplit::RequestIdleHook): the back checks
for the request between ring entries and before it sleeps, instead of
the waiter polling until the back's next submission.

Same recorded fight as the previous commit (docked, 1600x900), heavy
stretches only: queue submissions about 22,000 a second before both
commits, 1,100 after; median 42 fps with fences batched, 46-49 with
this; minimums 35-40 before, 43-45 after. No freezes, skipped draws or
late submissions in six runs.

Assisted-by: Claude Opus 5.5 (profiling, implementation and testing)

* Fix ? controller glyphs

Assisted-by: Claude Opus 5.5 (diagnosis and font merge)
Signed-off-by: Aidan Kinzett <aidan@kinzett.io>

* shader_recompiler/ampere: only add the LDGSTS barrier for programs with async copies

The batch merge of zortos293#413 and zortos293#465 left uses_async_copy unused, which GCC's -Werror rejects
and broke the non-PGO Linux builds. The barrier is only needed when the program issues
LDGSTS copies, as in zortos293#465.

* dma_pusher: keep command list snapshots across semaphore waits

Hyrule Warriors: Age of Imprisonment froze in fights every few minutes:
a burst of methods on an unbound subchannel, garbage QMDs, then a
channel waiting forever on a semaphore whose release was never parsed.
The entries parsed just before held the next frame's commands: the game
had already refilled that command ring, and the entries were read from
memory instead of their submit-time snapshot.

Two causes:
- Puller::ResumeAcquire counted a resume on every call, also with no
  acquire pending, and DmaPusher::Step calls it before every entry. The
  suspension count, which is odd while a channel waits, was odd at
  random, so about half of all entries took the "copied during a
  suspension" path and read memory.
- Lists that really did wait behind an acquire read memory, because a
  game may write their commands after submitting them, before it
  releases the acquire. Read at parse time, they could already hold a
  later frame's commands.

ResumeAcquire now counts only a resume from a suspension. When a channel
resumes, the lists queued behind the acquire are copied again: their
commands are written by then, and the memory is not reused yet. A list
that arrives later with a copy taken during the suspension is copied
again when it is queued. EDEN_NX2_RESNAPSHOT=0 turns the copying off.

A check comparing each parsed entry with its snapshot (local debug
build) found 29 entries in a row differing from word 0 before the
freeze. With the copy at resume alone: no freeze, garbage method or
garbage QMD in six runs through the same fight, where it had happened in
about one run in four. With the counting fix as well, every entry was
parsed from its snapshot in a short run (more runs pending).

Assisted-by: Claude Opus 5.5 (diagnosis, fix and testing)

* release-binaries: keep upstream's workflow on the PR branch

This fork's nx2-merged builds its releases without macOS and skips the Discord ping; those changes stay on the fork and are not part of the PR.

Assisted-by: Claude Opus 5.5 (branch preparation)

* Keep this PR to the Hyrule Warriors fixes

The game list (zortos293#245), Switch Sports six-axis (zortos293#296), Mii BuildRandom (zortos293#297), Pokopia UISETP accumulate (zortos293#145) and Yoshi IMNMX changes have their own pull requests or are already in nx2-experimental: their files are as in nx2 here. They stay on this fork's nx2-merged.

Assisted-by: Claude Opus 5.5 (branch preparation)

* renderer_vulkan: handle absence of VK_EXT_mesh_shader in pipeline creation (should fix crashes on RADV AMD GPUs)

* tests: give the Mario Tennis Fever I2F case its own name

ampere_lowering.cpp has a test with the same name, and Catch2 refuses to
run any test when two share one.

* hid: report non-zero sensor ranges in the six-axis IC information

GetSixAxisSensorIcInformation returned a zeroed structure, as the
information is never read from a controller. Nintendo Switch Sports
starts sensor fusion when a match begins, and nn::imu passes these
ranges to nerd::gyro_pointing, whose GyroPointingStateDetector checks
that the accelerometer and gyroscope ranges are above 0 and aborts
otherwise (2162-0001, right after "Play with a Single Controller").

Report the ranges of the Joy-Con and Pro Controller sensors, 2000 dps
and 8 g, until the data comes from the controller.

Assisted-by: Claude Opus 5.5 (diagnosis, fix and testing)

(cherry picked from commit 7c36bf5)

* mii: read BuildRandom's age, gender and race as 32-bit words

IDatabaseService::BuildRandom takes Age, Gender and Race as three
32-bit values. Since the move to the CMIF templates the handler took
the u8 enums directly, so they were unpacked from bytes 0, 1 and 2:
gender and race came from the upper bytes of age and were always 0.
Every random Mii was built male with race 0, whatever was asked.

Nintendo Switch Sports asks for 100 random Miis with age, gender and
race All (3, 2, 3); they were logged as 3, 0, 0 and are now 3, 2, 3.

Assisted-by: Claude Opus 5.5 (diagnosis, fix and testing)

(cherry picked from commit 3d98eed)

* Address CodeRabbit review on the Hyrule Warriors fixes

- STS with a uniform base (0x988) counts as using the uniform bank, and
  its data register gets a shadow copy when it is in the reserved range
  (a store from R220 read UR4's mirror).
- TryCacheInvalidation leaves pages with GPU-written bytes to the GPU
  thread, since WriteMemory now downloads them.
- EDEN_NX2_RESNAPSHOT=0 also stops the refresh in Push.

* mii: Fix random table index order in BuildRandom

The 18-entry random tables are ordered gender, race, age, but the index
swapped race and age.

* vk_scheduler: keep waiting for a deferred submission instead of giving up

A fence or command list copy whose submission the split's back deferred
was waited for at most two seconds; after that the fencing thread
treated the fence as done and ran its downloads and operations before
the GPU had the work. The back can spend seconds on one entry (a large
shader's translation), so that could happen without anything wrong.

Scheduler::WaitSubmitted now waits until the back submits, asking it
again and logging every two seconds. It returns false only when the
back thread is not running (GpuSplit::BackRunning), and then the caller
submits the work itself, since nothing else uses the scheduler.

There is no wait cycle to break: the fencing thread waits outside the
fence manager's lock, and the back never waits for the fencing thread.

Assisted-by: Claude Opus 5.5 (review follow-up and testing)

* video_core: Rename shadowing geometry local in shader environment

The mesh primitive header read declared a local named geometry inside the
scope of the native geometry flag, which MSVC rejects as C4456.

* Revert "texture_cache: finish between chunked uploads so staging memory is reused"

This reverts commit b547bda.

Finishing the scheduler in the middle of an image upload crashes Mario Kart World
on AMD (device loss at the title screen, zortos293#496 and zortos293#499). A bisect landed on this
commit, and a tester boots with it reverted.

* Port upstream tessellation pipeline guards from Eglantine PR 426

Port commit 6008b28f90368b9439245230a2478e01ce36e6a3 from Djihads80/Eglantine#426 as a separate change after the nx2 merge. Skip unsupported or unpaired tessellation stages and invalid TCS output counts, bound patch sizes, and improve failed-pipeline diagnostics. Keep native tessellation lowering unchanged.

Advance Vulkan cache version to 49 for changed patch-size key canonicalization and teach the sweep tooling the unchanged v49 serialized layout. OpenGL remains version 45.

Clang 20 CLI, Qt, unit tests and shader-sweep build. All 561 test cases, 17 CLI tests, 5 parser tests and 3 captured regressions pass. Full 14564-case corpus matches the prior after table exactly: 12132 validated and 2432 unchanged missing-context cases; no regressions.

Co-authored-by: capy-ai[bot] <230910855+capy-ai[bot]@users.noreply.github.com>

---------

Signed-off-by: Aidan Kinzett <aidan@kinzett.io>
Co-authored-by: rdenno <rhysdenno@gmail.com>
Co-authored-by: Claude Opus 5.5 <noreply@anthropic.com>
Co-authored-by: rdenno <69822013+rdenno@users.noreply.github.com>
Co-authored-by: nowhere02 <140357165+nowhere02@users.noreply.github.com>
Co-authored-by: Jonas <baguettegamerofficial2020@gmail.com>
Co-authored-by: Yuri Olive <yuriso1994@gmail.com>
Co-authored-by: Aidan Kinzett <aidan@kinzett.io>
Co-authored-by: Jonas <104419015+jojo-chaechae@users.noreply.github.com>
Co-authored-by: kraibse <33869366+kraibse@users.noreply.github.com>
Co-authored-by: capy-ai[bot] <230910855+capy-ai[bot]@users.noreply.github.com>
vouion added a commit to vouion/Lichii that referenced this pull request Nov 8, 2026
Port of f992933 (Lichii zortos293#465) from origin/nx2, verbatim (one trivial
conflict in vk_graphics_pipeline.h resolved by taking the upstream block).

A Switch 2 draw whose graphics pipeline is still building waits for the
whole driver build, so a cold pipeline holds the draw (measured up to
14.6 s of draws held per 10 s window elsewhere). native_async_draws
(Wait/Bounded/Skip, default Wait = today's behaviour) plus
native_pipeline_wait_ms (8 ms per frame) let Bounded wait up to the
budget per frame and then skip the draw. Decisions are pure and covered
by the Catch2 tests in native_pending_policy.cpp.
conerrobinson-source pushed a commit to conerrobinson-source/Lichii-xzether that referenced this pull request Nov 8, 2026
47 upstream commits since build-94, among them HMMA on VK_KHR_cooperative_matrix
(zortos293#582, zortos293#583, zortos293#657), compute-emulated task/mesh pipelines (zortos293#569), the bounded wait
for unbuilt Switch 2 pipelines (zortos293#465) and Switch 2 GPU page table sizing (zortos293#333).

Conflicts:
- emit_spirv_tensor.cpp: build-117's version (with the cooperative matrix path),
  plus the fork's quad-broadcast A operand and fp16 rounding (4d3d244) and the
  Qualcomm software HMMA change (3ca6acf). Tests take build-117's version.
- nx2_audio_device_manager.h: PurgeStream keeps both purges, upstream's for input
  streams and the fork's for output streams.
- vk_rasterizer.cpp: the fork's Ocarina mesh skip on hanging-mesh GPUs, now only
  for native mesh draws, then build-117's mesh emulation.
- vk_texture_cache.cpp: build-117's retrying ASTC decode image, sized to the
  fork's layer chunk.
- kepler_compute.h, gpu_thread.cpp: both sides kept.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_018jKWUP3tuuE48Tcj6Ncch6
pavelgajdo pushed a commit to pavelgajdo/Lichii-Android that referenced this pull request Nov 8, 2026
…3#465)

Scenario: Switch 2 (native Turing) draws whose graphics pipeline is still
building are never skipped, so the GPU waits for the driver build. On an
RX 6700 XT (Zelda OoT Switch 2) the log showed up to 14656 ms of draws held
in a 10 s window and single builds of 16.7 s.

Add native_async_draws (Wait, Bounded, Skip; default Wait keeps the current
behavior) and native_pipeline_wait_ms (per-frame budget, default 8 ms), both
in the Qt advanced graphics settings. Bounded does a timed condition-variable
wait on the pipeline build up to the per-frame budget, reset in
PipelineCache::TickFrame, then follows Skip. EDEN_NX2_ASYNC_DISCARD=1 still
forces Skip. The decision is a pure function covered by a Catch2 test.

Measured with Bounded at 8 ms on the same machine: at most 229 ms of draws
held per 10 s window, 10 to 614 ms of bounded wait per window, and a
one-frame flash when the budget runs out.

Co-authored-by: Claude Opus 5.5 <noreply@anthropic.com>
(cherry picked from commit f992933)
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