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Author SHA1 Message Date
ayozetr d68ff3987e Atlas: remove runtime_atlas_build.h, which nothing includes
The header came with Hunter's Atlas (6621a1f0) and holds the build
description of the Windows release it was taken from (windows-v1.8.1).
No source, script or test includes it or reads BB_ATLAS_BUILD_JSON; the
build and the tests are the same without it.
2026-11-09 22:28:27 +00:00
ayozetr 48fc69fb59 Patches: L3 run-jump, from bbhost; credits for the latest fixes
Kyo's L3 run-jump patch for 1.09, as droogie's bbhost carries it
(patches/l3-run-jump.toml, byte for byte, each site checked against the
eboot first). While running with Circle held, L3 makes the Rolling
request a Circle press makes, and the player's SpEffect 390 counts as on
for three frames, so the script takes its own run-jump: L3 jumps as
letting go of Circle and pressing it again does, and Circle is
unchanged. Its code goes in the zero tail of the code segment
(0x054BF000 and 0x054BF080, PS4 addresses) and keeps its window in one
byte of the zeroed tail of .bss (0x05AD3D00); it is RIP- and
register-relative, so it runs wherever the eboot is loaded. Not for the
Nightreign Movement scripts, where L3 is their surge sprint.

Off by default: tweak_l3_run_jump in bbport.ini, the launcher's Cheats
page and the in-game menu, in every language.

Credits (docs/CREDITS.md and the launcher's About page, in every
language): droogie's entry gains the L3 run-jump, and Asanilo (the work
submission count and sampler fixes), AlexanderDzhoganov (BBSC's
spectating after a wipe) and nullsumlabs (unknown sysctl names) are in.
2026-11-09 22:11:46 +00:00
ayozetr ce84be68dc Window: keep keys and typed text for the name dialog on the Deck
With a Steam Deck or Steam Controller as the gamepad, keyboard and mouse
events are dropped as echoes of its own controls (Steam's desktop
layout), except while the port's menu is open. That also dropped them
while the game's text dialog was open: Steam's on-screen keyboard types
there as text input and a keyboard plugged into the Deck as keys, so in
Game Mode the character's name could not be typed and the dialog could
not be left with Escape (upstream issue #443, and a report on Reddit).
They now reach the dialog; the port's own on-screen keyboard still takes
the gamepad. BbOverlay::TextPromptOpen says when the dialog is open.
2026-11-09 22:07:00 +00:00
ayozetr 61a3c3f4a7 Docs: frame rate drops until a reload, and the mouse in menus
TROUBLESHOOTING.md gains two sections: the drops on NVIDIA cards that
lasted until a reload (#42), what 0.70-linux.4 changed, how to tell them
from a place that is simply heavy, BB_MIRROR_VRAM_ONLY and which log to
attach; and the keyboard and mouse in the game's menus: the left button
chooses, the others keep their bindings (the right one L2, for the
storage box), Escape goes back.
2026-11-09 22:04:38 +00:00
ayozetr 23191f2a81 Overlay: say how much VRAM other programs took, not "VRAM -552 MB"
The frame rate line adds how much less video memory the game has than
earlier in the session, when other programs (a browser, a video player)
take 150 MB or more. It read "VRAM -552 MB (other apps)", which looked
like a negative figure. It now reads "VRAM: 552 MB taken by other
apps", in every menu language.
2026-11-09 22:04:14 +00:00
ayozetr 65e1a94db1 Exit to desktop: notice the title through the game's menu flow
With online play on, the game came back to the title after Exit Game
without opening the intro logos or looking its title menu's texts up
again, the two things the port waited for, and closed only when a new
game was started from there (#46). The menu pointer already reads the
game's menu flow, whose +0xb11 is zero at the title menu: the change
from the world to the title now calls runtime_quit_at_title too, which
does nothing unless Exit to desktop is armed. The menu pointer's header
now says the right button keeps its binding in menus.
2026-11-09 22:04:14 +00:00
ayozetr 614ac83cb1 Kernel: answer an unknown sysctl name with ENOENT
A sysctl name the port does not know stopped the game (exit 21). It now
answers ENOENT, as FreeBSD does for a name it does not know, and logs the
first few with their mib. From the nullsumlabs fork
(bloodborne_pc-deck-optimized), which took it from Awakenchan's Windows
port.
2026-11-09 21:40:56 +00:00
ayozetrandAlexander Dzhoganov 5f0580bd43 BBSC: end a guest's spectating when the host reloads after a wipe
From Alexander Dzhoganov's pull request to bbport
(deadinside28/bloodborne_pc#418, refs CLSAMG22/BBSC#44). After a boss
wipe the host respawned while the guest stayed a spectator, its area
unloaded, seeing only the host's character moving in the air. The life
packets can miss a wipe when the host was already dead as the guest's
death began, or wakes in another map.

The host's position reports are now a second signal: one that arrives
by a load after the guest went down, with the boss not killed, means
the host reloaded. The guest reloads into the host's reported map when
it differs from its own, applying the host's world state first, as a
follow does.

Co-Authored-By: Alexander Dzhoganov <[email protected]>
2026-11-09 21:35:35 +00:00
ayozetrandAsanilo f16e9dec02 Texture cache: free evicted samplers after the frame that uses them
From Asanilo's pull request to bbport (deadinside28/bloodborne_pc#442,
fixing #441). The sampler cache's first collection pass could pick
entries just bound for the frame being recorded, and destroying them at
once left render commands pointing at a destroyed sampler. Evicted
samplers now go through Scheduler::DeferOperation and live until the
current render tick completes; their cache entries and LRU slots are
still removed at once.

tests/test_sampler_gc.py covers the first collection, entries used after
warm-up, cold entries and repeated use.

Co-Authored-By: Asanilo <[email protected]>
2026-11-09 21:35:34 +00:00
ayozetrandAsanilo 6f49316ca1 Command processor: publish submission counts under the queue lock
From Asanilo's pull request to bbport (deadinside28/bloodborne_pc#440,
fixing #439). SubmitGfx and SubmitAsc made a queued task visible before
updating its count and generation, so the decoder could finish the
previous task and see zero submissions while the new one was still
queued, and an idle callback in that window could accept the old
generation. The count, generation and their flags are now updated while
the queue lock is held; notifications stay outside the locks, and the
lock order (queue, then submit) is the consumer's.

tests/test_submission_publish.py covers the ordering.

Co-Authored-By: Asanilo <[email protected]>
2026-11-09 21:35:33 +00:00
21 changed files with 924 additions and 47 deletions

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+4 -1
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@@ -49,7 +49,10 @@ Obrikash and noelmiller. What each one did:
motion vectors without NaN.
- **[Classmg22](https://github.com/Classmg22)** (CLS_AMG): BBSC, Seamless Co-op.
- **[Wozzardman](https://github.com/Wozzardman)**: the server for a group's own co-op, and BBSC's seamless summon.
- **[droogie](https://github.com/droogie)**: The Hunter's Dream server, and fast loading (bbhost).
- **[droogie](https://github.com/droogie)**: The Hunter's Dream server, fast loading, and the L3 run-jump patch (Kyo's) as bbhost carries it.
- **[Asanilo](https://github.com/Asanilo)**: two GPU fixes: work submission counts, and samplers freed after the frame that uses them.
- **[AlexanderDzhoganov](https://github.com/AlexanderDzhoganov)**: BBSC: the guest no longer stays a spectator after a boss wipe.
- **[nullsumlabs](https://github.com/nullsumlabs)**: an unknown system value (sysctl) no longer stops the game.
- **[fhody125-web](https://github.com/fhody125-web)**: NoDreamForHunter, the base of BBSC's game server.
- **[MikeTat1988](https://github.com/MikeTat1988)**: Hunter's Atlas, the fullscreen in-game map.
- **[IFreemz](https://github.com/IFreemz)**: the FSR 4 model without trails.
+21
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@@ -51,6 +51,27 @@ On a 6 GB card the texture cache can run out of video memory: the log then repea
a lower output resolution, lower **Model detail** in the game's *Display* settings, and close
other programs that use the GPU (browsers, video players, other games).
## The frame rate drops in some places and stays low until a reload
Seen mostly on NVIDIA cards (#42): the game runs at its usual rate, then in some places drops
(to 17-35 FPS) and stays there until a lamp travel or a restart. When video memory was full, a
copy of the game's memory could land in system memory and stay there, and the GPU read it over
the bus. From 0.70-linux.4, on cards with more than 4 GB those copies stay in video memory, and
one that does not fit is made again later; the log says so at start (`Layer memory: mirrors in
VRAM only`). `BB_MIRROR_VRAM_ONLY=0` under **Advanced → Developer → Extra variables** brings the
old behaviour back, and `=1` turns it on for a card of 4 GB or less.
A place that is simply heavy is different: it is slower from the moment you get there, and the
same after a reload. If a drop stays until a reload, turn on **Save the log and statistics to a
file** and attach the log of that whole session to the issue.
## Keyboard and mouse in the game's menus
In the game's menus the mouse points at items and the **left button** chooses them. The other
buttons keep what they do in play, as the game's own prompts show: the **right button** is L2
(the storage box switches to the storage with it), the side buttons R2 and L1. **Escape** goes
back.
## The picture is stretched on an ultrawide screen
Choose the screen's shape in **Graphics → Display → Aspect ratio** (*Auto* follows the output
+54 -4
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@@ -8535,7 +8535,31 @@ void TickBbscSpectate() {
LOG_INFO(Debug, "BBSC spectate: a partner said dead and then alive while we were down - "
"it reloaded after a wipe, the guest follows");
}
if (session_alive && LivingPartnerExists()) {
// Second wipe signal: the host's own position reports. It says nothing while it loads, so a
// report after a silence means it came out of a load while we were down, with the boss not
// killed: it reloaded after a wipe. The life packets above can miss this (the host was already
// dead when our death began, or it woke in another map), which left the guest spectating until
// the safety limit, with its world unloaded around it (BBSC issue #44).
BbscFollowMessage host_report{};
{
std::scoped_lock lock{bbsc_follow_mutex};
host_report = bbsc_follow_latest;
}
const bool host_report_fresh =
host_report.received_ms != 0 && now - host_report.received_ms < BbscFollowStaleMs;
const bool host_came_back = session_state == 6 && host_report_fresh &&
host_report.arrival_by_load &&
host_report.arrival_ms >= bbsc_spectate_since_ms &&
bbsc_boss_killed_ms < bbsc_spectate_since_ms &&
!BbscAllPartnersReportDead();
if (host_came_back && !bbsc_spectate_saw_wipe) {
bbsc_spectate_saw_wipe = true;
BBSC_TIMELINE("SPECTATE", "the host came out of a load in map {:#x} while we were down - "
"the guest follows",
host_report.packed_map);
}
// A host that woke in another map has no character here, so LivingPartnerExists can't see it.
if (session_alive && (LivingPartnerExists() || host_came_back)) {
std::string_view respawn_why;
const u64 chr = GetLocalPlayerCharacter();
if (bbsc_death_mode == BbscDeathMode::RespawnNow) {
@@ -8558,13 +8582,39 @@ void TickBbscSpectate() {
? real_host
: FindLivingPartnerCharacter();
const auto host_transform = ReadCharacterTransform(host);
if (host_transform.has_value()) {
SummonPlacementDescriptor to{};
to.packed_region = GetCurrentPackedMap();
const u32 here = GetCurrentPackedMap();
SummonPlacementDescriptor to{};
bool have_target = false;
if (host_report_fresh && host_report.packed_map != here) {
// The host's coordinates only mean something in its own map: load that map, with
// its world state, as a follow does.
to.packed_region = host_report.packed_map;
to.x = host_report.x + 1.0f;
to.y = host_report.y;
to.z = host_report.z;
to.heading = host_report.heading;
have_target = true;
if (BbscHostWorldFlagsReady(to.packed_region)) {
ApplyBbscHostWorldFlags(to.packed_region, "before the wipe load");
}
ApplyBbscHostTime("before the wipe load");
ApplyBbscGuestLootView(to.packed_region, "before the wipe load");
if (to.packed_region == BbscDreamStateMap) {
ApplyBbscHostDreamState("before the wipe load");
} else {
RestoreBbscOwnDreamState("following the host after the wipe");
}
} else if (host_transform.has_value()) {
to.packed_region = here;
to.x = host_transform->position[0] + 1.0f;
to.y = host_transform->position[1];
to.z = host_transform->position[2];
to.heading = host_transform->rotation[1];
have_target = true;
}
if (have_target) {
BBSC_TIMELINE("SPECTATE", "wipe: reloading beside the host in map {:#x}",
to.packed_region);
if (RequestBbscSessionWarp(GetGlobalState(), to, "wipe")) {
return; // the load builds a new character: "a load ended the boss fight"
}
+12 -10
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@@ -664,12 +664,14 @@ void CommandProcessor::SubmitGfx(std::span<const u32> dcb, std::span<const u32>
BbFreeCheck::NoteSubmit(work->seq, work->copy ? work->copy->guest_dcb : dcb.data(),
dcb.size_bytes());
queue.works.push_back(std::move(work));
// Visible only once counted: the decoder reads this queue under the same lock,
// so the count it tests must be published before the task can be seen.
std::scoped_lock submit_lock{submit_mutex};
++num_submits;
++submissions_total;
BbTimeline::Note(BbTimeline::GuestSubmit, 0, submissions_total);
work_retired = false;
}
std::scoped_lock lock{submit_mutex};
++num_submits;
++submissions_total;
BbTimeline::Note(BbTimeline::GuestSubmit, 0, submissions_total);
work_retired = false;
submit_cv.notify_one();
}
@@ -684,12 +686,12 @@ void CommandProcessor::SubmitAsc(u32 gnm_vqid, std::span<const u32> acb) {
std::scoped_lock lock{queue.mutex};
work->stamp = BbStats::guest_submit_stamp.fetch_add(1, std::memory_order_acq_rel) + 1;
queue.works.push_back(std::move(work));
std::scoped_lock submit_lock{submit_mutex};
num_mapped_queues = std::max(num_mapped_queues, gnm_vqid + 1);
++num_submits;
++submissions_total;
work_retired = false;
}
std::scoped_lock lock{submit_mutex};
num_mapped_queues = std::max(num_mapped_queues, gnm_vqid + 1);
++num_submits;
++submissions_total;
work_retired = false;
submit_cv.notify_one();
}
+20
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@@ -46,6 +46,9 @@
#include "bbport_toggles.h"
#include "common/types.h"
// bb-probe (runtime_services.c); weak: the GPU library's tests link without it.
extern "C" void runtime_quit_at_title(void) __attribute__((weak));
namespace BbMenuPointer {
namespace {
@@ -437,6 +440,12 @@ bool InputBlocked() {
return block && Get<std::uint32_t>(block + 0x2e4);
}
/// The game's title menu (the menu flow's +0xb11 zero), as InMenu reads it.
bool AtTitle() {
const Addr flow = Get<Addr>(At(MenuFlow));
return flow && !Get<std::uint8_t>(flow + 0xb11, 1);
}
bool InMenu() {
const Addr flow = Get<Addr>(At(MenuFlow));
const bool title = flow && !Get<std::uint8_t>(flow + 0xb11, 1);
@@ -705,6 +714,17 @@ void ReadTestFile() {
/// The pad state the game reads (pad thread): the pointer's presses, each held long enough for
/// the game to see it, with a gap after.
void OnPad(std::uint32_t* buttons, const std::uint8_t* sticks) {
// Exit to desktop (runtime_services.c): the game going from the world to its title menu is the
// title it waits for. Issue #46: with online play on, the game came back to the title without
// opening the intro logos or looking its title menu's texts up again, and closed only when a
// new game was started from there. Only the change counts (the flag is also set at start);
// runtime_quit_at_title does nothing unless Exit to desktop is armed.
static bool was_title = true;
const bool title = AtTitle();
if (title && !was_title && runtime_quit_at_title) {
runtime_quit_at_title();
}
was_title = title;
const auto off_centre = [](std::uint8_t v) { return v < 64 || v > 192; };
pad_steering.store((*buttons & (Up | Right | Down | Left)) || off_centre(sticks[0]) ||
off_centre(sticks[1]),
+2 -2
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@@ -2,8 +2,8 @@
// SPDX-License-Identifier: GPL-2.0-or-later
// Bloodborne (1.09): the mouse as a pointer in the game's own menus (Scaleform lists: the title
// menu, the inventory, the shops, the options). The item under the pointer gets the game's cursor,
// a click presses the confirm button on it (or the slider's arrow it is on), the right button goes
// back, the wheel moves up and down. bloodborne_menu_pointer.cpp has the reverse engineering.
// a click presses the confirm button on it (or the slider's arrow it is on), the other buttons keep
// their bindings (the right one L2), the wheel moves up and down. bloodborne_menu_pointer.cpp has the reverse engineering.
#pragma once
namespace BbMenuPointer {
+14 -7
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@@ -759,6 +759,13 @@ inline const char* MenuTranslation(MenuLanguage language, const char* english) {
"Ragdoll-Physik wie in Dark Souls",
"Física ragdoll de Dark Souls",
"黑暗之魂的布娃娃物理"}},
{"L3 jumps while running",
{"L3 salta al correr",
"L3 salta durante la corsa",
"L3 saute en courant",
"L3 springt beim Rennen",
"L3 pula ao correr",
"奔跑时按 L3 跳跃"}},
// The game's System menu pages (bbport_game_menu.cpp).
{"Display",
{"Imagen",
@@ -1069,13 +1076,13 @@ inline const char* MenuTranslation(MenuLanguage language, const char* english) {
"%.0f FPS %.1f ms",
"%.0f FPS %.1f ms",
"%.0f FPS %.1f 毫秒"}},
{" VRAM -%u MB (other apps)",
{" VRAM -%u MB (otras aplicaciones)",
" VRAM -%u MB (altre app)",
" VRAM -%u Mo (autres applications)",
" VRAM -%u MB (andere Programme)",
" VRAM -%u MB (outros apps)",
" VRAM -%u MB(其他程序)"}},
{" VRAM: %u MB taken by other apps",
{" VRAM: %u MB ocupados por otras aplicaciones",
" VRAM: %u MB occupati da altre app",
" VRAM : %u Mo pris par d'autres applications",
" VRAM: %u MB von anderen Programmen belegt",
" VRAM: %u MB ocupados por outros apps",
" 显存:其他程序占用 %u MB"}},
{"Bloodborne - Graphics (Insert / hold L3+R3)###bbport_settings",
{"Bloodborne - Gráficos (Insert / mantener L3+R3)###bbport_settings",
"Bloodborne - Grafica (Insert / tieni premuto L3+R3)###bbport_settings",
+8 -2
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@@ -313,11 +313,13 @@ std::string FpsText() {
std::snprintf(text, sizeof(text), BbSettings::MenuText("%.0f FPS %.1f ms", "%.0f FPS %.1f мс"),
shown, frame_ms_avg);
}
// Other programs took video memory from the game (BufferCache::VramPromotionsPaused).
// Other programs took video memory from the game (BufferCache::VramPromotionsPaused): how much
// less the budget is than the most it was this session. It read "VRAM -552 MB", which looked
// like a negative figure.
if (const u32 lost = BbStats::vram_budget_lost_mb.load(std::memory_order_relaxed); lost >= 150) {
const size_t used = std::strlen(text);
std::snprintf(text + used, sizeof(text) - used,
BbSettings::MenuText(" VRAM -%u MB (other apps)", " VRAM −%u МБ (другие программы)"),
BbSettings::MenuText(" VRAM: %u MB taken by other apps", " VRAM: %u МБ заняты другими программами"),
lost);
}
return text;
@@ -1396,6 +1398,10 @@ bool MenuOpen() {
return menu_open || (AtlasOn() && initialized && BbAtlasMenu::Interacting());
}
bool TextPromptOpen() {
return prompt_active.load(std::memory_order_relaxed);
}
bool CapturesInput() {
// The text dialog too: keys typed into it (Backspace is the touchpad) stay out of the game.
// Hunter's Atlas: its open map and its controller shortcut while it is being held.
+2
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@@ -51,6 +51,8 @@ uint32_t RoutePad(uint32_t buttons, uint8_t lx, uint8_t ly, uint8_t rx, uint8_t
/// The settings menu is open, or Hunter's Atlas's map or quick-menu tile uses the pointer: the
/// window lets the mouse go and shows the system cursor over it.
bool MenuOpen();
/// Any thread: the game's text dialog (ImeDialog, the character's name) is open.
bool TextPromptOpen();
/// Window thread: the game's text dialog (ImeDialog) state, drawn as a box over the frame.
void SetTextPrompt(bool active, const std::string& prompt, const std::string& text);
+1
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@@ -84,6 +84,7 @@ inline constexpr Effect Effects[] = {
{"tweak_no_camera_rotation", "No camera auto-rotation", "Без автоповорота камеры", false},
{"tweak_easy_run", "Run with less stick tilt", "Бег с меньшим наклоном стика", false},
{"tweak_ragdoll", "Dark Souls ragdoll physics", "Физика тел как в Dark Souls", false},
{"tweak_l3_run_jump", "L3 jumps while running", "L3: прыжок на бегу", false},
};
inline constexpr int EffectCount = int(sizeof(Effects) / sizeof(Effects[0]));
/// The game's own anti-aliasing effect (Effects index), derived from anti_aliasing.
+7 -2
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@@ -27,7 +27,11 @@ std::array<std::atomic<BbGpuEventFilter>, 4> event_filters{};
extern "C" int runtime_pad_steam_only(void) __attribute__((weak));
/// A keyboard or mouse event the game must not take (runtime_pad_steam_only): the gamepad's own
/// presses again. The port's menu (the overlay) keeps them, the trackpad as its pointer.
/// presses again. The port's menu (the overlay) keeps them, the trackpad as its pointer, and so
/// does the game's text dialog (the character's name): Steam's on-screen keyboard types into it
/// as text input and a keyboard plugged into the Deck as keys, and both were dropped there, so the
/// name could not be typed in Game Mode (upstream issue #443). The port's own on-screen keyboard
/// (bbport_overlay.cpp) still takes the gamepad.
bool SteamPadEcho(const SDL_Event& event) {
switch (event.type) {
case SDL_EVENT_KEY_DOWN:
@@ -37,7 +41,8 @@ bool SteamPadEcho(const SDL_Event& event) {
case SDL_EVENT_MOUSE_BUTTON_DOWN:
case SDL_EVENT_MOUSE_BUTTON_UP:
case SDL_EVENT_MOUSE_WHEEL:
return runtime_pad_steam_only && runtime_pad_steam_only() && !BbOverlay::MenuOpen();
return runtime_pad_steam_only && runtime_pad_steam_only() && !BbOverlay::MenuOpen() &&
!BbOverlay::TextPromptOpen();
default:
return false;
}
+6 -1
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@@ -426,8 +426,13 @@ void TextureCache::GarbageCollectSamplers() {
return true;
}
--deletions;
sampler_lru.Free(samplers.at(key).lru_id);
auto& sampler = samplers.at(key);
const auto lru_id = sampler.lru_id;
// LRU age can select a sampler still referenced by render work (including age zero).
// Retain its owner through the current scheduler tick before destroying the VkSampler.
scheduler.DeferOperation([retired = std::move(sampler)] { (void)retired; });
samplers.erase(key);
sampler_lru.Free(lru_id);
return false;
};
configure(false);
+42 -7
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@@ -619,6 +619,8 @@ EN = {
"Бег примерно с 70% наклона стика вместо 90%": "Run from about 70% stick tilt instead of 90%",
"Физика тел как в Dark Souls": "Dark Souls ragdoll physics",
"Тела и предметы разлетаются от ударов": "Corpses and objects fly around when hit",
'L3: прыжок на бегу': 'L3 jumps while running',
'На бегу с зажатым кругом L3 прыгает, как повторное нажатие круга. Патч Kyo (из bbhost)': "While running with Circle held, L3 jumps as pressing Circle again does. Kyo's patch (from bbhost)",
# Add to Steam
"Добавить в Steam": "Add to Steam",
"Игра в библиотеке Steam запускается сразу, с настройками этого лаунчера": "From the Steam library the game starts straight away, with this launcher's settings",
@@ -864,7 +866,10 @@ EN = {
'Интерфейс, пропадавший не в 1080p, векторы движения больших чудовищ и ошибка памяти': 'The interface vanishing outside 1080p, motion vectors for the large beasts and a memory fault',
'Вылеты при загрузке некоторых карт, меню жестов с клавиатуры и изменения изображения для апскейлера': 'Crashes when loading some maps, the gestures menu from the keyboard, and image changes for the upscaler',
'Экранная клавиатура для имени персонажа, уведомление о компиляции шейдеров и уплотнение копий памяти в видеопамяти': "The on-screen keyboard for the character's name, the shader compiling notice and compacting the memory copies in VRAM",
"Быстрая загрузка после смерти и перемещения (bbhost) и сервер The Hunter's Dream": "Fast loading after a death or travel (bbhost) and The Hunter's Dream server",
"Быстрая загрузка после смерти и перемещения, прыжок L3 на бегу (bbhost) и сервер The Hunter's Dream": "Fast loading after a death or travel, L3 run-jump (bbhost) and The Hunter's Dream server",
'Два исправления GPU: счётчики отправленной работы и сэмплеры, освобождаемые после их кадра': 'Two GPU fixes: work submission counts, and samplers freed after their frame',
'BBSC: гость больше не остаётся зрителем после гибели группы у босса': 'BBSC: the guest no longer stays a spectator after a boss wipe',
'Неизвестный системный параметр (sysctl) больше не останавливает игру': 'An unknown system value (sysctl) no longer stops the game',
'Сетевые библиотеки игры по сети и сервер для своего кооператива': 'The online play libraries and the server for your own co-op',
'Основа поддержки DLSS и модель FSR 4 без шлейфов за персонажами': 'The groundwork for DLSS, and the FSR 4 model without trails behind characters',
'Апскейлер FSR 3.1': 'The FSR 3.1 upscaler',
@@ -1533,6 +1538,8 @@ PT_BR = {
"Бег примерно с 70% наклона стика вместо 90%": "Corre com cerca de 70% de inclinação do analógico em vez de 90%",
"Физика тел как в Dark Souls": "Física de corpos como em Dark Souls",
"Тела и предметы разлетаются от ударов": "Corpos e objetos voam ao serem atingidos",
'L3: прыжок на бегу': 'L3 pula ao correr',
'На бегу с зажатым кругом L3 прыгает, как повторное нажатие круга. Патч Kyo (из bbhost)': 'Correndo com o círculo pressionado, L3 pula como apertar o círculo de novo. Patch de Kyo (do bbhost)',
# Add to Steam
"Добавить в Steam": "Adicionar ao Steam",
"Игра в библиотеке Steam запускается сразу, с настройками этого лаунчера": "Na biblioteca do Steam o jogo inicia direto, com as configurações deste launcher",
@@ -1954,7 +1961,10 @@ PT_BR = {
'Интерфейс, пропадавший не в 1080p, векторы движения больших чудовищ и ошибка памяти': 'A interface que sumia fora de 1080p, vetores de movimento das grandes feras e uma falha de memória',
'Вылеты при загрузке некоторых карт, меню жестов с клавиатуры и изменения изображения для апскейлера': 'Travamentos ao carregar alguns mapas, o menu de gestos pelo teclado e mudanças de imagem para o upscaler',
'Экранная клавиатура для имени персонажа, уведомление о компиляции шейдеров и уплотнение копий памяти в видеопамяти': 'O teclado na tela para o nome do personagem, o aviso de compilação de shaders e a compactação das cópias de memória na VRAM',
"Быстрая загрузка после смерти и перемещения (bbhost) и сервер The Hunter's Dream": "Carregamento rápido após morrer ou viajar (bbhost) e o servidor The Hunter's Dream",
"Быстрая загрузка после смерти и перемещения, прыжок L3 на бегу (bbhost) и сервер The Hunter's Dream": "Carregamento rápido após morrer ou viajar, pulo com L3 correndo (bbhost) e o servidor The Hunter's Dream",
'Два исправления GPU: счётчики отправленной работы и сэмплеры, освобождаемые после их кадра': 'Duas correções da GPU: contagem do trabalho enviado e samplers liberados após o seu quadro',
'BBSC: гость больше не остаётся зрителем после гибели группы у босса': 'BBSC: o convidado não fica mais como espectador após uma derrota no chefe',
'Неизвестный системный параметр (sysctl) больше не останавливает игру': 'Um valor de sistema desconhecido (sysctl) não para mais o jogo',
'Сетевые библиотеки игры по сети и сервер для своего кооператива': 'As bibliotecas do jogo online e o servidor para o seu próprio cooperativo',
'Основа поддержки DLSS и модель FSR 4 без шлейфов за персонажами': 'A base do suporte a DLSS e o modelo do FSR 4 sem rastros atrás dos personagens',
'Апскейлер FSR 3.1': 'O upscaler FSR 3.1',
@@ -2628,6 +2638,8 @@ ES = {
"Бег примерно с 70% наклона стика вместо 90%": "Correr a partir de un 70 % de inclinación del stick en lugar del 90 %",
"Физика тел как в Dark Souls": "Física ragdoll de Dark Souls",
"Тела и предметы разлетаются от ударов": "Los cadáveres y los objetos salen volando al recibir golpes",
'L3: прыжок на бегу': 'L3 salta al correr',
'На бегу с зажатым кругом L3 прыгает, как повторное нажатие круга. Патч Kyo (из bbhost)': 'Corriendo con el círculo pulsado, L3 salta como volver a pulsar el círculo. Parche de Kyo (de bbhost)',
# Add to Steam
"Добавить в Steam": "Añadir a Steam",
"Игра в библиотеке Steam запускается сразу, с настройками этого лаунчера": "Desde la biblioteca de Steam el juego arranca directamente, con los ajustes de este launcher",
@@ -2959,7 +2971,10 @@ ES = {
'Интерфейс, пропадавший не в 1080p, векторы движения больших чудовищ и ошибка памяти': 'La interfaz que desaparecía fuera de 1080p, los vectores de movimiento de las bestias grandes y un fallo de memoria',
'Вылеты при загрузке некоторых карт, меню жестов с клавиатуры и изменения изображения для апскейлера': 'Cierres al cargar algunos mapas, el menú de gestos desde el teclado y cambios de imagen para el escalador',
'Экранная клавиатура для имени персонажа, уведомление о компиляции шейдеров и уплотнение копий памяти в видеопамяти': 'El teclado en pantalla para el nombre del personaje, el aviso de compilación de shaders y la compactación de las copias de memoria en la VRAM',
"Быстрая загрузка после смерти и перемещения (bbhost) и сервер The Hunter's Dream": "Cargas rápidas tras morir o viajar (bbhost) y el servidor The Hunter's Dream",
"Быстрая загрузка после смерти и перемещения, прыжок L3 на бегу (bbhost) и сервер The Hunter's Dream": "Cargas rápidas tras morir o viajar, salto con L3 al correr (bbhost) y el servidor The Hunter's Dream",
'Два исправления GPU: счётчики отправленной работы и сэмплеры, освобождаемые после их кадра': 'Dos arreglos de la GPU: el recuento del trabajo enviado y los samplers liberados tras su fotograma',
'BBSC: гость больше не остаётся зрителем после гибели группы у босса': 'BBSC: el invitado ya no se queda de espectador tras caer todos ante un jefe',
'Неизвестный системный параметр (sysctl) больше не останавливает игру': 'Un valor del sistema desconocido (sysctl) ya no detiene el juego',
'Сетевые библиотеки игры по сети и сервер для своего кооператива': 'Las librerías del juego online y el servidor para el cooperativo propio',
'Основа поддержки DLSS и модель FSR 4 без шлейфов за персонажами': 'La base del soporte de DLSS y el modelo de FSR 4 sin estelas tras los personajes',
'Апскейлер FSR 3.1': 'El escalado FSR 3.1',
@@ -3633,6 +3648,8 @@ IT = {
"Бег примерно с 70% наклона стика вместо 90%": "Corri inclinando lo stick di circa il 70% invece del 90%",
"Физика тел как в Dark Souls": "Fisica ragdoll di Dark Souls",
"Тела и предметы разлетаются от ударов": "Cadaveri e oggetti volano via quando vengono colpiti",
'L3: прыжок на бегу': 'L3 salta durante la corsa',
'На бегу с зажатым кругом L3 прыгает, как повторное нажатие круга. Патч Kyo (из bbhost)': 'Correndo con il cerchio premuto, L3 salta come premere di nuovo il cerchio. Patch di Kyo (da bbhost)',
# Add to Steam
"Добавить в Steam": "Aggiungi a Steam",
"Игра в библиотеке Steam запускается сразу, с настройками этого лаунчера": "Dalla libreria di Steam il gioco si avvia subito, con le impostazioni di questo launcher",
@@ -3964,7 +3981,10 @@ IT = {
'Интерфейс, пропадавший не в 1080p, векторы движения больших чудовищ и ошибка памяти': 'L’interfaccia che spariva fuori da 1080p, i vettori di movimento delle grandi bestie e un errore di memoria',
'Вылеты при загрузке некоторых карт, меню жестов с клавиатуры и изменения изображения для апскейлера': "Crash al caricamento di alcune mappe, il menu dei gesti da tastiera e modifiche all'immagine per l'upscaler",
'Экранная клавиатура для имени персонажа, уведомление о компиляции шейдеров и уплотнение копий памяти в видеопамяти': 'La tastiera su schermo per il nome del personaggio, l’avviso di compilazione degli shader e la compattazione delle copie di memoria nella VRAM',
"Быстрая загрузка после смерти и перемещения (bbhost) и сервер The Hunter's Dream": "Caricamenti rapidi dopo una morte o un viaggio (bbhost) e il server The Hunter's Dream",
"Быстрая загрузка после смерти и перемещения, прыжок L3 на бегу (bbhost) и сервер The Hunter's Dream": "Caricamenti rapidi dopo una morte o un viaggio, salto con L3 in corsa (bbhost) e il server The Hunter's Dream",
'Два исправления GPU: счётчики отправленной работы и сэмплеры, освобождаемые после их кадра': 'Due correzioni della GPU: il conteggio del lavoro inviato e i sampler liberati dopo il loro fotogramma',
'BBSC: гость больше не остаётся зрителем после гибели группы у босса': "BBSC: l'ospite non resta più spettatore dopo una sconfitta contro un boss",
'Неизвестный системный параметр (sysctl) больше не останавливает игру': 'Un valore di sistema sconosciuto (sysctl) non ferma più il gioco',
'Сетевые библиотеки игры по сети и сервер для своего кооператива': 'Le librerie del gioco online e il server per la propria cooperativa',
'Основа поддержки DLSS и модель FSR 4 без шлейфов за персонажами': 'La base del supporto DLSS e il modello FSR 4 senza scie dietro i personaggi',
'Апскейлер FSR 3.1': 'L’upscaler FSR 3.1',
@@ -4638,6 +4658,8 @@ FR = {
"Бег примерно с 70% наклона стика вместо 90%": "Courir à partir d'environ 70 % d'inclinaison du stick au lieu de 90 %",
"Физика тел как в Dark Souls": "Physique ragdoll de Dark Souls",
"Тела и предметы разлетаются от ударов": "Les cadavres et les objets sont projetés quand on les frappe",
'L3: прыжок на бегу': 'L3 saute en courant',
'На бегу с зажатым кругом L3 прыгает, как повторное нажатие круга. Патч Kyo (из bbhost)': 'En courant avec rond maintenu, L3 saute comme un nouvel appui sur rond. Patch de Kyo (de bbhost)',
# Add to Steam
"Добавить в Steam": "Ajouter à Steam",
"Игра в библиотеке Steam запускается сразу, с настройками этого лаунчера": "Depuis la bibliothèque Steam, le jeu démarre directement avec les réglages de ce launcher",
@@ -4969,7 +4991,10 @@ FR = {
'Интерфейс, пропадавший не в 1080p, векторы движения больших чудовищ и ошибка памяти': 'L’interface qui disparaissait hors 1080p, les vecteurs de mouvement des grandes bêtes et une erreur mémoire',
'Вылеты при загрузке некоторых карт, меню жестов с клавиатуры и изменения изображения для апскейлера': "Plantages au chargement de certaines cartes, le menu des gestes au clavier et des changements d'image pour l'upscaler",
'Экранная клавиатура для имени персонажа, уведомление о компиляции шейдеров и уплотнение копий памяти в видеопамяти': 'Le clavier à l’écran pour le nom du personnage, l’avis de compilation des shaders et le compactage des copies de mémoire en VRAM',
"Быстрая загрузка после смерти и перемещения (bbhost) и сервер The Hunter's Dream": "Chargements rapides après une mort ou un voyage (bbhost) et le serveur The Hunter's Dream",
"Быстрая загрузка после смерти и перемещения, прыжок L3 на бегу (bbhost) и сервер The Hunter's Dream": "Chargements rapides après une mort ou un voyage, saut avec L3 en courant (bbhost) et le serveur The Hunter's Dream",
'Два исправления GPU: счётчики отправленной работы и сэмплеры, освобождаемые после их кадра': 'Deux correctifs GPU : le décompte du travail soumis et les samplers libérés après leur image',
'BBSC: гость больше не остаётся зрителем после гибели группы у босса': "BBSC : l'invité ne reste plus spectateur après une défaite face à un boss",
'Неизвестный системный параметр (sysctl) больше не останавливает игру': 'Une valeur système inconnue (sysctl) n’arrête plus le jeu',
'Сетевые библиотеки игры по сети и сервер для своего кооператива': 'Les bibliothèques du jeu en ligne et le serveur pour votre propre coopération',
'Основа поддержки DLSS и модель FSR 4 без шлейфов за персонажами': 'La base de la prise en charge de DLSS et le modèle FSR 4 sans traînées derrière les personnages',
'Апскейлер FSR 3.1': 'L’upscaler FSR 3.1',
@@ -5643,6 +5668,8 @@ DE = {
"Бег примерно с 70% наклона стика вместо 90%": "Rennen ab etwa 70 % Stick-Neigung statt 90 %",
"Физика тел как в Dark Souls": "Ragdoll-Physik wie in Dark Souls",
"Тела и предметы разлетаются от ударов": "Leichen und Objekte fliegen bei Treffern umher",
'L3: прыжок на бегу': 'L3 springt beim Rennen',
'На бегу с зажатым кругом L3 прыгает, как повторное нажатие круга. Патч Kyo (из bbhost)': 'Beim Rennen mit gehaltenem Kreis springt L3 wie ein erneuter Druck auf Kreis. Patch von Kyo (aus bbhost)',
# Add to Steam
"Добавить в Steam": "Zu Steam hinzufügen",
"Игра в библиотеке Steam запускается сразу, с настройками этого лаунчера": "Aus der Steam-Bibliothek startet das Spiel direkt, mit den Einstellungen dieses Launchers",
@@ -5974,7 +6001,10 @@ DE = {
'Интерфейс, пропадавший не в 1080p, векторы движения больших чудовищ и ошибка памяти': 'Die Oberfläche, die außerhalb von 1080p verschwand, Bewegungsvektoren der großen Bestien und ein Speicherfehler',
'Вылеты при загрузке некоторых карт, меню жестов с клавиатуры и изменения изображения для апскейлера': 'Abstürze beim Laden einiger Karten, das Gestenmenü per Tastatur und Bildänderungen für den Upscaler',
'Экранная клавиатура для имени персонажа, уведомление о компиляции шейдеров и уплотнение копий памяти в видеопамяти': 'Die Bildschirmtastatur für den Charakternamen, der Hinweis zum Kompilieren der Shader und das Verdichten der Speicherkopien im VRAM',
"Быстрая загрузка после смерти и перемещения (bbhost) и сервер The Hunter's Dream": "Schnelles Laden nach Tod oder Reise (bbhost) und der Server The Hunter's Dream",
"Быстрая загрузка после смерти и перемещения, прыжок L3 на бегу (bbhost) и сервер The Hunter's Dream": "Schnelles Laden nach Tod oder Reise, Sprung mit L3 beim Rennen (bbhost) und der Server The Hunter's Dream",
'Два исправления GPU: счётчики отправленной работы и сэмплеры, освобождаемые после их кадра': 'Zwei GPU-Fehlerbehebungen: die Zählung der übermittelten Arbeit und Sampler, die nach ihrem Frame freigegeben werden',
'BBSC: гость больше не остаётся зрителем после гибели группы у босса': 'BBSC: der Gast bleibt nach einer Niederlage gegen einen Boss nicht mehr Zuschauer',
'Неизвестный системный параметр (sysctl) больше не останавливает игру': 'Ein unbekannter Systemwert (sysctl) hält das Spiel nicht mehr an',
'Сетевые библиотеки игры по сети и сервер для своего кооператива': 'Die Bibliotheken für das Online-Spiel und der Server für den eigenen Koop',
'Основа поддержки DLSS и модель FSR 4 без шлейфов за персонажами': 'Die Grundlage für DLSS und das FSR-4-Modell ohne Schlieren hinter Figuren',
'Апскейлер FSR 3.1': 'Der FSR-3.1-Upscaler',
@@ -6239,6 +6269,8 @@ ZH_CN = {
'Бег примерно с 70% наклона стика вместо 90%': '摇杆推到约 70% 即可奔跑,而不是 90%',
'Физика тел как в Dark Souls': '黑暗之魂式布娃娃物理',
'Тела и предметы разлетаются от ударов': '尸体和物品被击中时会飞散',
'L3: прыжок на бегу': '奔跑时按 L3 跳跃',
'На бегу с зажатым кругом L3 прыгает, как повторное нажатие круга. Патч Kyo (из bbhost)': '按住圆圈奔跑时,L3 会像再次按下圆圈一样跳跃。Kyo 的补丁(来自 bbhost)',
'shadnet-p2p: на вашем ПК или VPS': 'shadnet-p2p:在你的电脑或 VPS 上',
'Платиновый': '白金',
'Золотой': '金',
@@ -6948,7 +6980,10 @@ ZH_CN = {
'Интерфейс, пропадавший не в 1080p, векторы движения больших чудовищ и ошибка памяти': '非 1080p 下消失的界面、大型野兽的运动矢量与一处内存错误',
'Вылеты при загрузке некоторых карт, меню жестов с клавиатуры и изменения изображения для апскейлера': '加载部分地图时的崩溃、用键盘打开的手势菜单,以及超分辨率的画面改动',
'Экранная клавиатура для имени персонажа, уведомление о компиляции шейдеров и уплотнение копий памяти в видеопамяти': '角色名的屏幕键盘、着色器编译提示,以及显存中内存副本的压缩',
"Быстрая загрузка после смерти и перемещения (bbhost) и сервер The Hunter's Dream": "死亡或传送后的快速加载(bbhost)与 The Hunter's Dream 服务器",
"Быстрая загрузка после смерти и перемещения, прыжок L3 на бегу (bbhost) и сервер The Hunter's Dream": "死亡或传送后的快速加载、奔跑时 L3 跳跃(bbhost)与 The Hunter's Dream 服务器",
'Два исправления GPU: счётчики отправленной работы и сэмплеры, освобождаемые после их кадра': '两项 GPU 修复:已提交工作的计数,以及在其帧结束后才释放的采样器',
'BBSC: гость больше не остаётся зрителем после гибели группы у босса': 'BBSC:首领战全灭后,客人不再一直处于观战状态',
'Неизвестный системный параметр (sysctl) больше не останавливает игру': '未知的系统值(sysctl)不再导致游戏停止',
'Сетевые библиотеки игры по сети и сервер для своего кооператива': '联机库与自建合作服务器',
'Основа поддержки DLSS и модель FSR 4 без шлейфов за персонажами': 'DLSS 支持的基础,以及角色身后无拖影的 FSR 4 模型',
'Апскейлер FSR 3.1': 'FSR 3.1 超分辨率',
+8 -2
View File
@@ -160,6 +160,8 @@ TWEAKS = [
"Камера не поворачивается сама при движении; ручное управление и захват цели работают"),
("tweak_easy_run", "Бег с меньшим наклоном стика", "Бег примерно с 70% наклона стика вместо 90%"),
("tweak_ragdoll", "Физика тел как в Dark Souls", "Тела и предметы разлетаются от ударов"),
("tweak_l3_run_jump", "L3: прыжок на бегу",
"На бегу с зажатым кругом L3 прыгает, как повторное нажатие круга. Патч Kyo (из bbhost)"),
]
# Loading and smoothness (patches from bbhost, applied at start): bbport.ini key, title, subtitle,
# default.
@@ -1034,8 +1036,12 @@ THANKS = (
_github("SrShadowy", "Экранная клавиатура для имени персонажа, уведомление о компиляции "
"шейдеров и уплотнение копий памяти в видеопамяти"),
_github("Wooloomooloo2", "Запуск игры на встроенных видеокартах Intel Arc/Xe"),
_github("droogie", "Быстрая загрузка после смерти и перемещения (bbhost) и сервер "
"The Hunter's Dream"),
_github("droogie", "Быстрая загрузка после смерти и перемещения, прыжок L3 на бегу "
"(bbhost) и сервер The Hunter's Dream"),
_github("Asanilo", "Два исправления GPU: счётчики отправленной работы и сэмплеры, "
"освобождаемые после их кадра"),
_github("AlexanderDzhoganov", "BBSC: гость больше не остаётся зрителем после гибели группы у босса"),
_github("nullsumlabs", "Неизвестный системный параметр (sysctl) больше не останавливает игру"),
_github("Wozzardman", "Сервер для своего кооператива и бесшовный призыв BBSC"),
_github("IFreemz", "Модель FSR 4 без шлейфов за персонажами"),
_github("FireBurn", "Апскейлер FSR 3.1"),
+12
View File
@@ -3492,4 +3492,16 @@
<Line Type="bytes" Address="0x018281A8" Value="C783500E000002000000"/>
</PatchList>
</Metadata>
<Metadata Title="Bloodborne" Name="L3 Run-Jump" Note="While running with Circle held, L3 jumps as letting go of Circle and pressing it again does; Circle is unchanged. Works with any c0000.hks that keeps the game's run-jump (vanilla, Hyperborne); not with the Nightreign Movement scripts. Uses one byte at 0x05AD3D00 in the zeroed tail of .bss as a 3-frame window." Author="Kyo (from droogie/bbhost)" PatchVer="1.0" AppVer="01.09" AppElf="eboot.bin" isEnabled="false">
<PatchList>
<!-- PadManipulator::Update: the call of ActionRequest::Update goes through the new code; was E8 BA 71 4E 00 -->
<Line Type="bytes" Address="0x01928751" Value="E8AA68B903"/>
<!-- the script's SpEffect query (env 56) goes through the new code; was 48 8B 8B C8 01 00 00 -->
<Line Type="bytes" Address="0x01E142F1" Value="E98AAD6A039090"/>
<!-- new code in the zero tail of the code segment: L3 pressed while running adds the Rolling request; was zeros -->
<Line Type="bytes" Address="0x054BF000" Value="803DF94C6100007406FE0DF14C6100F64711207444F6471920753EF64710207438488B47084885C0742F488B80C80100004885C07423488B40084885C0741A817840870100007406488B4058EBEC804F1202C605A74C610003E9B20895FC"/>
<!-- new code: SpEffect 390 counts as on for 3 frames after it; was zeros -->
<Line Type="bytes" Address="0x054BF080" Value="3D86010000752C803D724C6100007423488B0DE1F747004885C97417483B59607511488B3D374B3200BE01000000E9976695FC488B8BC8010000E9395295FC"/>
</PatchList>
</Metadata>
</Patch>
+1
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@@ -62,6 +62,7 @@ EFFECTS={
'tweak_no_camera_rotation':(None,'Disable Camera Auto Rotation via Movement'),
'tweak_easy_run':(None,'Sensitive Analog Input (easier to run)'),
'tweak_ragdoll':(None,'DS1-like physics'),
'tweak_l3_run_jump':(None,'L3 Run-Jump'),
# Loading and smoothness (from droogie/bbhost); the first two are on unless turned off.
'tweak_quick_reentry':(None,'Quick Re-entry'),
'tweak_fast_deflate':(None,'Fast Run-time Deflate'),
-3
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@@ -1,3 +0,0 @@
/* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma once
#define BB_ATLAS_BUILD_JSON "{\"adapter_protocol\":1,\"upstream_release\":\"windows-v1.8.1\",\"upstream_commit\":\"bee7ec16213022f15bf34084b5587f1ff09e0e65\",\"feature_schema\":1}"
+11 -4
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@@ -254,10 +254,17 @@ static ABI int32_t guest_sysctl(const int32_t *name,uint32_t namelen,void *old,u
if (old) { if (*oldlen<4) return fail_posix(ENOMEM); memcpy(old,&value,4); }
*oldlen=4; return 0;
}
fprintf(stderr,"STOP: unsupported sysctl mib");
for (uint32_t i=0;i<namelen && i<8;++i) fprintf(stderr," %d",name[i]);
fputc('\n',stderr);
exit(21);
/* Any other name: ENOENT, as FreeBSD answers a name it does not know, instead of stopping the
* game (exit 21). The first few are logged with their mib. From the nullsumlabs fork
* (bloodborne_pc-deck-optimized), after Awakenchan's Windows port. */
static int logged;
if (logged<8) {
++logged;
fprintf(stderr,"Runtime: sysctl mib");
for (uint32_t i=0;i<namelen && i<8;++i) fprintf(stderr," %d",name[i]);
fprintf(stderr," is not known: ENOENT\n");
}
return fail_posix(ENOENT);
}
/* ---- pthread_once and thread-specific data ---- */
+4 -2
View File
@@ -135,8 +135,10 @@ static ABI int32_t hide_splash(void) { note("SystemService: splash screen hidden
static ABI int32_t launch_browser(void) { note("SystemService: web browser request ignored (offline)"); return 0; }
/* Exit to desktop in the world (gpu/shim/bbport_game_menu.cpp): the System menu's entry runs the
* game's Exit Game, which saves and leaves the world, and arms the quit here. The game closes
* once it is back at the title: when the intro logos start loading (a menu/logo_ file opens) or
* the title menu is built (its texts: runtime_quit_at_title), with no save data mounted, or after
* once it is back at the title: when the intro logos start loading (a menu/logo_ file opens), the
* title menu is built (its texts) or the game's menu flow says its title menu is up (online play
* comes back without either: gpu/games/bloodborne_menu_pointer.cpp, #46; all three call
* runtime_quit_at_title), with no save data mounted, or after
* the last save unmounts. The game's own Exit Game disarms it, and so do two minutes without
* getting there (the question answered No). Closing is the window's own close (SDL_EVENT_QUIT:
* the window thread ends the process with exit code 0). */
+287
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@@ -0,0 +1,287 @@
# SPDX-FileCopyrightText: Copyright 2026 bbport contributors
# SPDX-License-Identifier: GPL-2.0-or-later
"""CPU sampler-GC regression with production lookup, Touch and natural age advancement.
Compile the Sampler declaration, lookup/GC bodies, LRU, defer/pop and timeline
accessors. Only Vulkan allocation, image GC and completion progress are adapters.
The 4000-object allocation limit is modeled; no device or game is used.
"""
import os
from pathlib import Path
import shlex
import shutil
import subprocess
import tempfile
import unittest
from paths import ROOT
def body(text, anchor):
start = text.index('{', text.index(anchor))
depth = 0
for at in range(start, len(text)):
if text[at] == '{':
depth += 1
elif text[at] == '}':
depth -= 1
if depth == 0:
return text[start + 1:at]
raise ValueError('unbalanced source: ' + anchor)
VK_STUB = r'''#pragma once
#include <cstdint>
#include <memory>
#include <vector>
namespace vk {
using Sampler=std::uint64_t;
inline unsigned destroyed=0;
inline Sampler next_id=0;
inline std::vector<Sampler> destroyed_ids;
struct UniqueSampler {
std::unique_ptr<Sampler> value;
UniqueSampler()=default;
explicit UniqueSampler(Sampler id):value(std::make_unique<Sampler>(id)){}
UniqueSampler(UniqueSampler&&) noexcept=default;
UniqueSampler& operator=(UniqueSampler&&) noexcept=default;
~UniqueSampler(){if(value){++destroyed;destroyed_ids.push_back(*value);}}
Sampler operator*() const{return *value;}
};
}
'''
HARNESS = r'''#include "common/hash.h"
#include "common/lru_cache.h"
#include "common/scope_exit.h"
#include "common/unique_function.h"
#include "textures/sampler.h"
#include <algorithm>
#include <atomic>
#include <bit>
#include <cstdio>
#include <deque>
#include <mutex>
#include <stdexcept>
#include <string>
#include <tsl/robin_map.h>
#include <xxhash.h>
void check(bool condition, const char *message) {
if (!condition)
throw std::runtime_error(message);
}
namespace Vulkan {
class Instance {};
} // namespace Vulkan
namespace BbToggle {
constexpr int PendingPollLimit = 0;
bool Disabled(int) { return true; }
} // namespace BbToggle
VideoCore::Sampler::Sampler(const Vulkan::Instance &, const Gcn::Sampler &, Gcn::BorderColorBuffer,
bool, float) {
auto created = vk::UniqueSampler(++vk::next_id);
<<OWNER>>
}
VideoCore::Sampler::~Sampler() = default;
struct Timeline {
std::atomic<u64> current_tick{1}, gpu_tick{0};
u64 CurrentTick() const noexcept { <<CURRENT>> }
u64 KnownGpuTick() const noexcept { <<KNOWN>> }
bool IsFree(u64 tick) const noexcept { <<FREE>> }
u64 NextTick() noexcept { <<NEXT>> }
void Refresh() {}
};
struct Scheduler {
Timeline work_semaphore;
struct PendingOp {
Common::UniqueFunction<void> callback;
u64 gpu_tick;
};
std::deque<PendingOp> pending_ops;
std::recursive_mutex pending_ops_mutex;
std::atomic<u32> num_pending_ops{0};
u32 pending_polls = 0;
u64 CurrentTick() const { return work_semaphore.CurrentTick(); }
void DeferOperation(Common::UniqueFunction<void> &&func) { <<DEFER>> }
void PopPendingOperations() { <<POP>> }
void Complete(u64 tick) {
work_semaphore.gpu_tick = tick;
PopPendingOperations();
}
};
struct Cache {
Vulkan::Instance instance;
Scheduler scheduler;
std::mutex samplers_mutex;
tsl::robin_map<u64, VideoCore::Sampler> samplers;
Common::LeastRecentlyUsedCache<u64, u64> sampler_lru;
<<INITIAL_AGE>>
u64 trigger_gc_samplers, pressure_gc_samplers, critical_gc_samplers;
explicit Cache(u32 max_samplers) { <<THRESHOLDS>> }
vk::Sampler GetSampler(const Gcn::Sampler &sampler, Gcn::BorderColorBuffer border_color_base,
bool is_depth, float extra_lod_bias) {
<<GET>>
}
void GarbageCollectImages() {} // no images in this sampler-only fixture
void RunGarbageCollector() { <<RUN_GC>> }
void GarbageCollectSamplers() { <<GC>> }
// Only progress/completion is modeled. Age advances exclusively inside production RunGC.
void CompletedFrame() {
RunGarbageCollector();
scheduler.Complete(scheduler.work_semaphore.NextTick());
}
vk::Sampler Lookup(u64 key) {
Gcn::Sampler sampler{};
sampler.min_lod = u32(key);
sampler.max_lod = 4095;
return GetSampler(sampler, Gcn::BorderColorBuffer{}, false, 0.f);
}
void Fill() {
for (u64 key = 0; key < trigger_gc_samplers; ++key)
Lookup(key);
}
};
int main(int argc, char **argv) {
try {
check(argc == 3, "scenario max-samplers");
const std::string scenario = argv[1];
const auto limit = u32(std::stoul(argv[2]));
check(limit >= 32, "limit too small");
Cache cache(limit);
if (scenario != "startup")
for (int i = 0; i < 20; ++i)
cache.CompletedFrame();
const u64 inserted_age = cache.gc_tick;
cache.Fill();
const auto target = cache.Lookup(0); // calls production Touch even on repeat lookup
const auto initial_count = cache.samplers.size();
if (scenario == "startup" || scenario == "warm-fresh") {
cache.RunGarbageCollector();
const auto early = vk::destroyed;
const bool target_destroyed =
std::find(vk::destroyed_ids.begin(), vk::destroyed_ids.end(), target) !=
vk::destroyed_ids.end();
std::printf("scenario=%s limit=%u trigger=%llu inserted_age=%llu age_after=%llu "
"current_tick=%llu completed_tick=%llu early=%u target_destroyed=%d "
"remaining=%zu pending=%u\n",
argv[1], limit, (unsigned long long)cache.trigger_gc_samplers,
(unsigned long long)inserted_age, (unsigned long long)cache.gc_tick,
(unsigned long long)cache.scheduler.CurrentTick(),
(unsigned long long)cache.scheduler.work_semaphore.KnownGpuTick(), early,
target_destroyed, cache.samplers.size(),
cache.scheduler.num_pending_ops.load());
if (scenario == "startup") {
check(early == 0 && !target_destroyed &&
cache.samplers.size() == initial_count - 10 &&
cache.scheduler.num_pending_ops == 10,
"premature first-GC destruction");
cache.scheduler.Complete(cache.scheduler.work_semaphore.NextTick());
check(vk::destroyed == 10 && cache.scheduler.num_pending_ops == 0,
"startup final release");
} else
check(early == 0 && cache.samplers.size() == initial_count,
"fresh Touch did not protect");
} else {
// The first reference completes before later frames: the default pacing case.
cache.scheduler.Complete(cache.scheduler.work_semaphore.NextTick());
for (int frame = 0; frame < 18; ++frame) {
if (scenario == "touch-hot")
check(cache.Lookup(0) == target, "hot object replaced");
cache.CompletedFrame();
}
bool target_destroyed = std::find(vk::destroyed_ids.begin(), vk::destroyed_ids.end(),
target) != vk::destroyed_ids.end();
check(vk::destroyed == 10, "cold entries did not age out");
check(target_destroyed == (scenario == "paced-cold"), "Touch/expiry result wrong");
std::printf("scenario=%s inserted_age=%llu final_age=%llu destroyed=%u "
"target_destroyed=%d completed_before_expiry=1 pending=%u\n",
argv[1], (unsigned long long)inserted_age,
(unsigned long long)cache.gc_tick, vk::destroyed, target_destroyed,
cache.scheduler.num_pending_ops.load());
}
return 0;
} catch (const std::exception &e) {
std::fprintf(stderr, "FAIL %s\n", e.what());
return 1;
}
}
'''
class SamplerGcTests(unittest.TestCase):
@classmethod
def setUpClass(cls):
compiler = shlex.split(os.environ.get('CXX', 'c++'))
if not compiler or not shutil.which(compiler[0]):
raise unittest.SkipTest('a C++20 compiler is required')
flags = shlex.split(os.environ.get('CXXFLAGS', ''))
cls.tmp = tempfile.TemporaryDirectory()
cls.addClassCleanup(cls.tmp.cleanup)
folder = Path(cls.tmp.name)
probe = folder / 'dependencies.cpp'
probe.write_text('#include <tsl/robin_map.h>\n#include <xxhash.h>\n'
'#include <fmt/format.h>\n'
'int main() { return int(XXH3_64bits("", 0) == 0); }\n')
result = subprocess.run(compiler + flags + ['-std=c++20', str(probe),
'-lxxhash', '-o', str(folder / 'dependencies')],
capture_output=True, text=True, timeout=60)
if result.returncode:
raise unittest.SkipTest('C++20, robin-map/fmt headers and libxxhash are required')
vk_header = folder / 'vulkan/vk_common.h'
vk_header.parent.mkdir()
vk_header.write_text(VK_STUB)
read = lambda name: (ROOT / 'gpu' / name).read_text(encoding='utf-8')
texture = read('textures/texture_cache.cpp')
memory = read('textures/texture_cache_memory.cpp')
timeline = read('vulkan/timeline.h')
replacements = {
'OWNER': next(line for line in read('textures/sampler.cpp').splitlines()
if 'handle =' in line),
'CURRENT': body(timeline, 'u64 CurrentTick()'),
'KNOWN': body(timeline, 'u64 KnownGpuTick()'),
'FREE': body(timeline, 'bool IsFree('),
'NEXT': body(timeline, 'u64 NextTick()'),
'DEFER': body(read('render/scheduler.h'), 'void DeferOperation('),
'POP': body(read('render/scheduler.cpp'), 'void Scheduler::PopPendingOperations('),
'INITIAL_AGE': next(line.strip() for line in read('textures/texture_cache.h').splitlines()
if 'u64 gc_tick =' in line),
'THRESHOLDS': '\n'.join(line for line in texture.splitlines()
if '_gc_samplers = max_samplers' in line),
'GET': body(texture, 'vk::Sampler TextureCache::GetSampler('),
'RUN_GC': body(memory, 'void TextureCache::RunGarbageCollector('),
'GC': body(memory, 'void TextureCache::GarbageCollectSamplers('),
}
code = HARNESS
for key, value in replacements.items():
code = code.replace('<<' + key + '>>', value)
source = folder / 'sampler-gc.cpp'
source.write_text(code)
cls.exe = folder / 'sampler-gc'
result = subprocess.run(compiler + flags + ['-std=c++20', '-Wall', '-Wextra', '-Werror',
'-I', str(folder), '-I', str(ROOT / 'gpu'), str(source),
'-lxxhash', '-pthread', '-o', str(cls.exe)],
capture_output=True, text=True, timeout=60)
if result.returncode:
raise RuntimeError(result.stdout + result.stderr)
def run_case(self, mode):
result = subprocess.run([str(self.exe), mode, '4000'], capture_output=True,
text=True, timeout=10)
self.assertEqual(result.returncode, 0, result.stdout + result.stderr)
print(result.stdout, end='')
def test_first_gc_retains_fresh_samplers_until_render_completion(self):
self.run_case('startup')
def test_fresh_lookup_after_warmup_does_not_evict(self):
self.run_case('warm-fresh')
def test_completed_cold_samplers_age_out(self):
self.run_case('paced-cold')
def test_repeated_lookup_refreshes_the_hot_sampler(self):
self.run_case('touch-hot')
if __name__ == '__main__':
unittest.main()
+408
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@@ -0,0 +1,408 @@
# SPDX-FileCopyrightText: Copyright 2026 bbport contributors
# SPDX-License-Identifier: GPL-2.0-or-later
"""A queued submission must not be visible to the decoder before its count is published.
Compiles the actual SubmitGfx/SubmitAsc publication blocks and the consumer's pop
block from gpu/cp/command_processor.cpp. The producer is paused at its publication
point (after the queue push, before the counter); the queue is then inspected the
way the decoder does it, under the queue mutex. If the task is visible there, the
count must already cover it.
Why the pause is injected instead of taking submit_mutex: the decoder takes the
same mutex inside its pop block, so parking the producer on it would park the
consumer too -- which is exactly why the window is short in production. The pause
sits on the boundary under test; the queue, both mutexes and the counter are real.
No Vulkan device and no command decoding: only the queue, the mutexes and the
counter take part, which is where the ordering lives.
Also executes the production SignalGpuIdle and WaitGpuIdle bodies. Rasterizer
and GPU execution are omitted: idle callbacks are explicitly invoked by the test.
"""
import os
from pathlib import Path
import re
import shlex
import shutil
import subprocess
import tempfile
import unittest
from paths import ROOT
SOURCE = ROOT / 'gpu/cp/command_processor.cpp'
PUSH = 'queue.works.push_back(std::move(work));'
def _block_start(text, pos):
"""Index of the line holding the lone '{' that opens the block around `pos`."""
opener = None
for match in re.finditer(r'\n([ \t]*)\{\n', text[:pos]):
opener = match
if opener is None:
raise ValueError('no block opener before offset %d' % pos)
return opener.start() + 1
def _match_brace(text, start):
depth = 0
for index in range(start, len(text)):
if text[index] == '{':
depth += 1
elif text[index] == '}':
depth -= 1
if depth == 0:
return index + 1
raise ValueError('unbalanced block at offset %d' % start)
def _producer_block(text, function):
"""One producer: the queue push under the queue mutex, then the count publication."""
entry = text.index('void CommandProcessor::%s' % function)
push = text.index(PUSH, entry)
start = _block_start(text, push)
end = text.index('submit_cv.notify_one();', push) + len('submit_cv.notify_one();')
block = text[start:end]
block = block.replace(PUSH, PUSH + '\n NotePushed();')
# Pause on the boundary under test: before the count's lock, wherever it is.
return re.sub(r'([ \t]*)(std::scoped_lock \w+\{submit_mutex\};)',
r'\1HoldPublication();\n\1\2', block)
def _pop_block(text):
entry = text.index('void CommandProcessor::Run(')
pop = text.index('queue.works.pop_front();', entry)
start = _block_start(text, pop)
return text[start:_match_brace(text, start)]
def _statement(text, start_anchor, statement):
entry = text.index(start_anchor)
at = text.index(statement, entry)
return text[at:at + len(statement)]
def _body(text, anchor):
entry = text.index(anchor)
start = text.index('{', entry)
return text[start + 1:_match_brace(text, start) - 1]
def _idle_snapshot(text):
entry = text.index('void CommandProcessor::AfterBatch(')
at = text.index('decoded = num_submits == 0;', entry)
start = _block_start(text, at)
return text[start:_match_brace(text, start)]
HARNESS = r'''#include <algorithm>
#include <atomic>
#include <condition_variable>
#include <cstdint>
#include <cstdio>
#include <deque>
#include <latch>
#include <functional>
#include <string>
#include <memory>
#include <mutex>
#include <span>
#include <thread>
#include <utility>
using u32 = std::uint32_t;
using u64 = std::uint64_t;
constexpr u64 NoSeq = ~u64{0};
namespace BbStats {
std::atomic<u64> guest_submit_stamp{0};
}
namespace BbTimeline {
inline constexpr int GuestSubmit = 0;
inline void Note(int, u64 = 0, u64 = 0) {}
}
namespace BbFreeCheck {
inline void NoteSubmit(u64, const u32*, size_t) {}
}
struct SubmittedCopy {
const u32* guest_dcb = nullptr;
};
struct Prep {
void Enqueue(u64, void*) {}
void* Build(std::span<const u32>) { return nullptr; }
};
struct Work {
std::span<const u32> dcb, ccb;
u64 seq = NoSeq;
u64 stamp = 0;
std::shared_ptr<SubmittedCopy> copy;
};
namespace BbIrq {
enum class Line { GpuIdle };
std::atomic<unsigned> raises{0};
void Raise(Line) { ++raises; }
}
// A diagnostic wrapper around a real mutex. While the producer is paused, the
// flag lets the observer distinguish a held queue lock without try_lock's
// permitted spurious failure. Lock acquisition/release order is unchanged.
struct TrackedMutex {
std::mutex mutex;
std::atomic<bool> held{false};
void lock() { mutex.lock(); held.store(true); }
void unlock() { held.store(false); mutex.unlock(); }
};
struct State {
struct Queue {
TrackedMutex mutex;
std::deque<std::unique_ptr<Work>> works;
} queue;
std::mutex submit_mutex;
std::condition_variable submit_cv;
std::atomic<u32> num_submits{0};
std::atomic<u32> num_commands{0};
u64 submissions_total = 0;
u64 decoded_total = 0;
u32 num_mapped_queues = 1;
u32 gnm_vqid = 1;
u64 gfx_submit_seq = 0;
std::atomic<bool> work_retired{true};
Prep* draw_prep = nullptr;
std::span<const u32> dcb, ccb;
Work* last_decoded = nullptr;
std::deque<std::pair<u64, u64>> frame_ends;
bool frame_end = false;
std::atomic<bool> armed{false};
std::latch pushed{1};
std::latch pub{1};
std::latch pub_release{1};
void NotePushed() {
if (armed.load(std::memory_order_acquire)) {
pushed.count_down();
}
}
void HoldPublication() {
if (!armed.load(std::memory_order_acquire)) {
return;
}
pub.count_down();
pub_release.wait();
}
void Submit(bool gfx) {
auto work = std::make_unique<Work>();
auto* draw_prep = this->draw_prep;
[[maybe_unused]] void* prepared = nullptr;
if (gfx) {
<<GFX>>
} else {
<<ASC>>
}
}
void SignalGpuIdle(u64 generation) {
<<SIGNAL>>
}
std::function<void()> IdleCallback() {
u64 generation;
bool decoded;
<<SNAPSHOT>>
(void)decoded;
return <<CALLBACK>>;
}
std::latch waiting{1};
std::atomic<bool> wait_noted{false};
void NoteWaitPredicate() {
if (num_submits != 0 && !wait_noted.exchange(true)) waiting.count_down();
}
void WaitGpuIdle() {
<<WAIT>>
}
void PopOne() {
<<POP>>
}
bool Empty() {
std::scoped_lock lock{queue.mutex};
return queue.works.empty();
}
/// AfterBatch's own decision, on the same counter.
bool WouldBeIdle() {
bool decoded = false;
<<IDLE>>
return decoded;
}
/// Run()'s loop condition, on the same counters.
bool LoopContinues() {
return (<<LOOP>>);
}
};
struct Result {
bool visible = false;
u32 counted = 0;
u32 queued = 0;
bool premature = false;
u32 left = 0;
u64 total = 0;
unsigned early_idle = 0;
unsigned stale_idle = 0;
unsigned fresh_idle = 0;
};
Result Run(bool gfx) {
State s;
s.Submit(gfx); // the counted one
s.armed.store(true, std::memory_order_release);
std::thread producer([&] { s.Submit(gfx); }); // pushed, not yet counted
s.pushed.wait();
s.pub.wait();
Result r;
{
r.visible = !s.queue.mutex.held.load();
if (r.visible) {
std::scoped_lock q{s.queue.mutex};
r.counted = s.num_submits.load();
r.queued = u32(s.queue.works.size());
}
}
if (r.visible) {
s.PopOne();
r.premature = s.WouldBeIdle() && !s.LoopContinues();
}
auto idle = s.IdleCallback();
BbIrq::raises = 0;
idle();
r.early_idle = BbIrq::raises.exchange(0);
s.pub_release.count_down();
producer.join();
while (!s.Empty()) {
s.PopOne();
}
// The callback captured before the new publication must now be stale even
// after all work is drained: the generation guard must reject it.
idle();
r.stale_idle = BbIrq::raises.exchange(0);
s.IdleCallback()();
r.fresh_idle = BbIrq::raises.exchange(0);
r.left = s.num_submits.load();
r.total = s.submissions_total;
return r;
}
int main(int argc, char** argv) {
const std::string mode = argc > 1 ? argv[1] : "publication";
if (mode == "wait") {
State s;
s.Submit(true);
std::atomic<bool> returned{false};
std::thread waiter([&] { s.WaitGpuIdle(); returned = true; });
s.waiting.wait(); // actual wait predicate observed outstanding work
const bool early = returned.load();
s.PopOne(); // production queue -> submit pop, then notify_all
waiter.join();
std::printf("wait: early=%d returned=%d count=%u\n", int(early),
int(returned.load()), s.num_submits.load());
return early || !returned || s.num_submits != 0 ? 1 : 0;
}
int bad = 0;
for (int i = 0; i < 2; ++i) {
const bool gfx = i == 0;
const Result r = Run(gfx);
if (r.visible) {
std::printf("%s: snapshot=available counted=%u queued=%u premature_idle=%d left=%u total=%llu\n",
gfx ? "SubmitGfx" : "SubmitAsc", r.counted, r.queued,
int(r.premature), r.left, static_cast<unsigned long long>(r.total));
} else {
std::printf("%s: queue_locked snapshot=not_taken left=%u total=%llu\n",
gfx ? "SubmitGfx" : "SubmitAsc", r.left,
static_cast<unsigned long long>(r.total));
}
if (mode == "publication" && r.visible) {
std::printf(" a queued submission was visible before its count was published\n");
++bad;
}
if (r.premature) {
std::printf(" the decoder leaves the loop with a submission still queued\n");
}
std::printf(" idle callbacks: before_publication=%u stale=%u fresh=%u\n",
r.early_idle, r.stale_idle, r.fresh_idle);
if (mode == "early-idle" && r.early_idle != 0) ++bad;
if (mode == "generation" && (r.stale_idle != 0 || r.fresh_idle != 1)) ++bad;
if (r.left != 0 || r.total != 2) {
std::printf(" the count and the queue do not agree after the drain\n");
++bad;
}
}
return bad == 0 ? 0 : 1;
}
'''
class SubmissionPublishTests(unittest.TestCase):
@classmethod
def setUpClass(cls):
compiler = shlex.split(os.environ.get('CXX', 'c++'))
if not compiler or not shutil.which(compiler[0]):
raise unittest.SkipTest('a C++20 compiler is required')
text = SOURCE.read_text(encoding='utf-8')
callback = re.search(r'rasterizer->SignalAfterGpu\((\[this, generation\] \{ SignalGpuIdle\(generation\); \})\);', text)
if callback is None:
raise ValueError('idle callback anchor changed')
wait = _body(text, 'void CommandProcessor::WaitGpuIdle(')
wait = wait.replace('return num_submits == 0;',
'NoteWaitPredicate(); return num_submits == 0;')
code = (HARNESS
.replace('<<SIGNAL>>', _body(text, 'void CommandProcessor::SignalGpuIdle('))
.replace('<<SNAPSHOT>>', _idle_snapshot(text))
.replace('<<CALLBACK>>', callback.group(1))
.replace('<<WAIT>>', wait)
.replace('<<GFX>>', _producer_block(text, 'SubmitGfx'))
.replace('<<ASC>>', _producer_block(text, 'SubmitAsc'))
.replace('<<POP>>', _pop_block(text))
.replace('<<IDLE>>', _statement(text, 'void CommandProcessor::AfterBatch(',
'decoded = num_submits == 0;'))
.replace('<<LOOP>>', _statement(text, 'void CommandProcessor::Run(',
'while (num_submits || num_commands) {')
[len('while ('):]
[:-len(') {')]))
cls.tmp = tempfile.TemporaryDirectory()
cls.addClassCleanup(cls.tmp.cleanup)
folder = Path(cls.tmp.name)
source = folder / 'publish.cpp'
source.write_text(code, encoding='utf-8')
cls.exe = folder / 'publish-test'
result = subprocess.run(compiler + ['-std=c++20', '-Wall', '-Wextra', '-Werror',
'-pthread', str(source), '-o', str(cls.exe)],
capture_output=True, text=True, timeout=120)
if result.returncode:
raise RuntimeError(result.stdout + result.stderr)
def run_case(self, mode):
result = subprocess.run([str(self.exe), mode], capture_output=True, text=True, timeout=15)
self.assertEqual(result.returncode, 0, result.stdout + result.stderr)
print(result.stdout, end='')
def test_count_is_published_before_the_task_is_visible(self):
self.run_case('publication')
def test_idle_callback_cannot_accept_unpublished_queued_work(self):
self.run_case('early-idle')
def test_generation_rejects_stale_callback_and_accepts_fresh_idle(self):
self.run_case('generation')
def test_wait_gpu_idle_blocks_then_wakes_after_the_real_pop(self):
self.run_case('wait')
if __name__ == '__main__':
unittest.main()