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deko3d backend on another Aurora game (Twilight Princess) — results and a few questions #17
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Hi, and thanks for the detailed write-up! Good to see
Your NVK per-thread frame times and GPU timings would be very welcome for comparison. |
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Just saw v1.0.0 is out with deko3d as the default, congratulations, and thanks for the credit! Since a second port now runs this backend, #33 (a shared repo for the common deko3d/Aurora parts) is no longer hypothetical. If you're interested, we'd be glad to compare notes there, in particular on how you got RmlUi and the runtime Vulkan/deko3d switch working. |
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Hi! I maintain Dusklight for Switch, a port of the Twilight Princess decomp on Aurora. Our Aurora shares your base (
encounter/aurora3227d76) and currently uses Dawn on Vulkan (Mesa NVK). We're planning an optional, experimental deko3d backend based on yours (MIT, with credit; the MPL-2.0 files from SwitchWakerHD kept separate and unmodified).First, something back: your
native/tools/dksh_cachebuilds against our Aurora with almost no changes (no draw census; three timing counters stubbed). We ran it on our pipeline list: 6,776 / 6,776 GX configs plus 56 fixed entry points compile, with 0 Tint or uam failures and 0 uam warnings. It takes about 65 s on 20 CPUs, and the output is byte-identical across two runs (13.5 MiB). Your two Tint patches apply in order on Dawn1155e0ed. Thanks for documenting it so well.A few questions, if you have time:
encounter/aurora? A shared upstream would let several games maintain it together.switch/deko/aurora/*,shader_translate.*) have no SPDX header, while the MPL ones do. Would you be open to addingSPDX-License-Identifier: MIT? It makes attribution unambiguous for anyone reusing them.AURORA_GFX_DEKO3Dat build time. Did you consider one NRO that picks Dawn or deko3d at startup? Did anything (the--wrapshadows, memory) make you rule it out?Happy to share our measurements (per-thread frame times and GPU timings on NVK) if they're useful for comparison.
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