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…d, which left Ocarina of Time's outdoor scenes washed out; chain 7f07eb715d7d Outdoors the picture was near white, with fog over everything and a huge glare at doorways, while interiors looked right. The translator logged `Invalid reduction type: F32FtzRn` and dropped RED .ADD.F32.FTZ.RN: 416 instructions in 34 shaders. 12 of them are agl's analysis programs (sky_analyze, probe_analyze, cube_map_probe_analyze, shadow_analyze, inner_mask_analyze, local_depth_shadow_analyze), all dispatched every frame outdoors, so every sum they make stayed 0. EmitAtomicAddF32 adds through a compare-and-swap loop of the word, flushing denormals as .FTZ does (FlushDenormal, from 84dea69). The load and the exchange go through the global-to-storage pass like any other access. With only those 12 shaders rebuilt on the old app, the same save on the same spot has its colours back. How the game turns the sums into its exposure was not traced; not confirmed in a full build, and other scenes were not rechecked. Checked: test_dmsh_ampere_mem.py RedF32 (3 tests, fail on the previous translator), every test_dmsh_*.py with the rebuilt translator, test_nsp_chain.py, test_docs.py. regress.py was not run.
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lunks' seedds#1359 (34d04ef) keeps RED and ATOMG .ADD.F32.FTZ.RN through a compare-and-swap loop that flushes denormals, the same instruction and the same approach as our A-4 (d0952dc), which this merge reverts: our EmitAtomicAddF32FtzRn, its RedF32 test and its reference entry go; seedds#1359's EmitAtomicAddF32, RedF32 tests (the game's encoding, agl's sky_analyze) and "Float add atomics" entry stay. seedds#1359 found what the dropped adds did: Ocarina of Time's outdoor scenes washed out to near white. A-4 handled no form seedds#1359 does not, so nothing of it is kept; the game note now links seedds#1359's entry. seedds#1359's dlls, lock and chain header are not taken (ours kept; the translator is rebuilt from the merged source in a later commit). test_dmsh_ampere_mem passes with a translator built from this source.
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…7c132d dotnet build -c Release of dmsh_xlate from this branch's source: A-2 (ATOMG.CAS), seedds#1359's float add atomics (A-6), lunks' 574a38f pool table (A-8), upstream main (A-5). seedds#1359's and lunks' own dlls are not taken. dmsh_xlate.dll, its pdb and Ryujinx.Graphics.Shader.dll copied into dmsh_xlate_bin (launcher kept; Ryujinx.Common.dll and Spv.Generator.dll, whose sources did not change, kept as committed). tool_lock.py --update-lock (Metal unchanged at 32023.922), dmsh_chain.py --header: chain a5bef9d6ad60 -> cd1da67c132d. Checked with this binary: every dm/gfx/tests/test_dmsh_*.py, t_gmem_raw (61 checks on the GPU), t_pool_chunks (94), test_nsp_chain, test_dmsh_abi, test_docs, tool_lock.py --check-tools. Not merged: seedds#1357 (-fbracket-depth on every compile; A-3b keeps the compile cache), seedds#1360 (see A-8).
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…dds#1376 (float add atomics, pool table count, LDSM); chain lock and header regenerated (65ed9f9547f9) Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_016qteK29T18U8p1c9LsVY8g
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Main's translator changed (8feddfe: F2FP, I2FP, BindlessToArray and others); this branch's sources merge without a text conflict. The translator was rebuilt from the merged source (dotnet publish, .NET 10.0.403), dmsh_chain.lock rewritten by tool_lock.py --update-lock and dmsh_chain.h by dmsh_chain.py --header: chain 7b82ada1189f. Checked: test_dmsh_ampere_mem (67) with DMSH_TEST_XLATE, test_nsp_chain, test_xlate_anycpu, test_docs, docs_symptoms.py --check.
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…kept: RED .ADD.F32.FTZ.RN was dropped, which washed out Ocarina of Time's outdoor scenes Translator binaries, lock and chain header kept until the translator is rebuilt on the Mac. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_016qteK29T18U8p1c9LsVY8g
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…dds#1300 seedds#1359 seedds#1360; chain lock and header regenerated (c5757270bc73) Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_016qteK29T18U8p1c9LsVY8g
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) replaces the pull request heads Upstream landed Ocarina of Time in main (chain adec7d81d970: "holds 60 fps in Kokiri Forest, 4 GB less") and closed the pull requests it folded in, with reworded and partly different code. Mixing a pull request head with its landed version hunk by hunk silently broke things (two GlobalToStorage tables, a duplicate AF2ip, two mtk_pso definitions), so the rule here is one version per feature: - Pull requests upstream closed (seedds#1299, seedds#1300, seedds#1312, seedds#1343, seedds#1345, seedds#1353, seedds#1354, seedds#1359, seedds#1360, seedds#1373, seedds#1428, seedds#1430, seedds#1434): their hunks are taken out of our side before the three-way merge, so upstream's landed version stands alone. Gone with them: bindless pool table patching (reg_bump), the ghost table's per-submission hold, the growing raw pool table and its write-log sizing, seedds#1428's pool_buf spares (upstream's pool_table_take is the same idea), the ixc-based indirect mesh draw (upstream uses mdx), and their tests (t_pool_table, t_mesh_indirect, t_gmem_raw, finalized_bindless_pool, test_bnsh_nvn2, test_ndve). - Open pull requests that upstream's landing supersedes: seedds#1394 (upstream's mtl_pool_addressed) and seedds#1393 pool_skip_retired (upstream's budgeted pool walk; the profile does not use it) are dropped with their tests and docs. seedds#1368's mesh pipeline prewarm is dropped too: upstream kept the background build in nvn_geometry.inc, and the prewarm's mtk_build / mtk_claim / g_warm_mps went with it. - Kept, as upstream does not have them: NXForge's own features (GPU watchdog, present filters and anti-aliasing, aniso floor, quick settings, pipeline archive compaction, upload breakdown, memory report lines) and the still open pull requests seedds#1304, seedds#1305, seedds#1308, seedds#1320, seedds#1331, seedds#1332, seedds#1355, seedds#1356, seedds#1369, seedds#1376, seedds#1377, seedds#1379, seedds#1382, seedds#1390, seedds#1391, seedds#1392, seedds#1414, seedds#1420, seedds#1436, seedds#1439, seedds#1446, seedds#1453. - Combined where both sides changed the same lines: GW_N 1 << 16 with seedds#1320's wide-write intervals (GW_PAGES = SBW_WPAGES, 128 slots), the CPU upload log with upstream's linear upload route, arch_open_end before the compaction limit, cbn_prog in geo_gs_one (seedds#1382). - Translator: upstream's sources and binaries, plus seedds#1414's InstEmitAmpereMem diff and the LDSM SubgroupBarrier in InstEmitAmpereTensor.cs. The binaries and dmsh_chain.lock are upstream's until the Mac rebuilds them (dotnet publish, tool_lock --update-lock, dmsh_chain --header); dmsh_chain.h is regenerated for now. - RED_ONCE keys: upstream took 153 and 154, so the present anti-aliasing lines move to 156 and 157 and seedds#1420's packaged-entry line to 158 (array 159). - Host: hle_net.c and t_net_eventfd.c are upstream's (its eventfd poll waits out the whole timeout, which our 5d7920c fixed another way). - Kept ours: dm/tools/romfs_image.py and its test, so the 26 GB RomFS image is not packed again. dm/tools tests on Linux: same failures as on 875449e (Linux-only quirks), plus test_nlg4 and test_dmsh_pool_arrays, which fail on upstream main too. Not yet built on the Mac. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_016qteK29T18U8p1c9LsVY8g
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What and why
Ocarina of Time (Switch 2,
0400486024DEC000, v131072; profile in #1299): outdoor scenes are washed out to near white, with fog over everything and a huge glare at doorways, while interiors look right. This is the overexposure on #1299's Open list ("the translator dropsRED.F32.FTZ.RN, 34 shaders"); #1347 and #1326 also mention overexposed lighting.Cause: the translator logs
Invalid reduction type: F32FtzRnand dropsRED.E.ADD.F32.FTZ.RN. 416 instructions in 34 shaders are lost. 12 of those shaders are agl's analysis compute shaders (sky_analyze,probe_analyze,cube_map_probe_analyze,shadow_analyze,inner_mask_analyze,local_depth_shadow_analyze), dispatched every frame outdoors, so every sum they make stays 0. The IR has no float atomic.Fix:
EmitAtomicAddF32(InstEmitMemory.cs) adds through a compare-and-swap loop of the word, flushing denormals as.FTZdoes (FlushDenormal, already in main from 84dea69). The load and the exchange go throughGlobalToStoragelike any other access. The translator is rebuilt from these sources and the chain version changes.Scope: only this. The commit it came from also took 84dea69 (already in main) and #1343 (open); neither is in this PR.
stan69b's
oot-b-wipbranch has the same fix (their A-4); it has no PR, and they said on #1326 to go ahead with ours. Thanks to them for the comparison.Reference entry: Float add atomics.
Checked
dm/gfx/tests/test_dmsh_ampere_mem.py(newRedF32: the add is kept as a compare-and-swap loop, with the value and the.FTZbound; 3 tests, fail on main's translator), every othertest_dmsh_*.pywith the rebuilt translator,test_nsp_chain.py,test_docs.py. The GPU test suites (make -C dm/gfx/tests) were not run for this change.dotnet publish, the 5 dlls copied,tool_lock.py --update-lock,dmsh_chain.py --header). Every game's shaders are rebuilt, and shaders without a float add atomic should be unchanged, but I did not compare other games' MSL.regress.pywas not run.Docs
docs/reference/shaders.mdandpython3 dm/tools/docs_symptoms.pywas run (the symptom index)dmsh_chain.py --headerwas run anddm/gfx/nvn/dmsh_chain.his part of the change