Repository navigation
deko3d backend on another Aurora game (Twilight Princess) — results and a few questions #17
Unanswered
Alexgg1014
asked this question in
Q&A
Replies: 0 comments
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Uh oh!
There was an error while loading. Please reload this page.
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.
All reactions