Shader census: the agl archives' graphics and mesh programs, and the libraries' resource archives #727
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Delete branch "shader-census-agl-lib"
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Shader census: the agl archives' graphics and mesh programs, and the libraries' resource archives
On a fresh first start, every shader program still translated in play on a short Kokiri Forest walk came from shaders the census never read:
AglShader.sharcbandFoliageShader.sharcb): only their compute stages were read;romfs/Lib/(agl_resource:agl_common,agl_technique_pfx,agl_technique_shdw;gsys_resource;tera_resource): not walked at all. These hold agl's post effects and shadows.Change
sharc_programs(): in a.sharcb, each stage has a record: u32 code offset (from the code region at header +0x1c), u32 0, u32 control-section size (0xe0 or 0xf8), s32 control-section offset relative to the record. Control sections shared by several stages are stored once, so a record may point a long way back. A program's records follow one another in stage order (vertex then fragment; task, mesh, fragment; compute alone), and the census groups them that way.sharc_computes()stays, for the compute stages it already found.archives()also walksLib/*/.tests/test_shader_census.py: synthetic records (a shared control section, a vertex-only program, task/mesh/fragment, compute) and theLibfolder.This record format is inferred from the game's archives, not documented. A record is taken only when the control section has NVN's magic, its sizes are sane, and its code lies inside the archive.
Effect (RTX 3090, Linux, fresh first start: no program, pipeline or driver caches)
These are early numbers from few runs. Most runs on current main were cut short by an unrelated NVIDIA device loss (kernel Xid 31 MMU faults), which also happens without this change. More runs will follow once that is resolved.
Game-free checks:
tests/run_all.py --strictpasses (84 passed, 4 skipped for game files or a Windows device). The census stepmake_gameruns gives the same list on the real romfs.BlueHeisenberg on Discord says they are working on compute shaders as well, awaiting his PR to see overlap
Not a review, just pointers in case they help. The Fritchii fork (Frizti/Fritchii, a Lichii fork, GPL-3.0) has two things related to shader preparation and build stalls:
tools/nx2/that extract shaders from game archives (shader_archive.pyreads SARC and BNSH,shader_containers.pyreads BND4 and others). Might be useful to cross-check the.sharcbrecord format this PR infers. I have not compared the formats.I'm on an RX 6650 XT and the latest Fritchii build feels a bit better for shader building than what I had before. This is my impression, not a measurement. I did not test any of this inside Hookshot, so it may not apply directly. Happy to test a build of this PR on AMD if useful.
Analysis created with Claude; it may contain errors.
My pr is ready: #772
Closing in favour of #772, which covers the same agl archives and
Lib/through their real stage list and program table, also reads the networks and the movie upscaler, and fixes the compute layout bug in prepared programs. For what it's worth, measured here with the census part alone (RTX 3090, Linux, fresh first start on a Kokiri route): 0 unseeded misses in play after the change, and 52 graphics pipelines built in play against 81–89 on main.