With DARLING_METAL_MAC_GPU_NAME=1, MTLDevice.name is the GPU the
MacBookPro16,1 that IOKit reports shipped with, from the host's vendor:
"AMD Radeon Pro 5500M" (vendor 0x1002) or "Intel UHD Graphics 630"
(0x8086). NVIDIA keeps its own name so the game never takes another
vendor's driver paths. recommendedMaxWorkingSetSize and every other value
stay the host's, which was the risky part of #61's identity.
The Riot launcher turns it on by default (0 or empty turns it off); other
Darling apps keep the host name. DARLING_METAL_GPU_NAME still wins.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
From #61, without the default "AMD Radeon Pro 5500M" / 4 GB identity: the
host GPU's name and Vulkan working set stay the default for every app, and
the existing DARLING_METAL_GPU_NAME and DARLING_METAL_VRAM_MB overrides
remain the opt-in. Reporting 4 GB on a 2 GB card invites allocation
failures, and under-reports larger cards.
Kept from #61:
- registryID returns MTLDeviceInfo::kDefaultRegistryID instead of 0; a
real Mac never reports 0 and apps key devices by it.
- Vertex buffer layout and attribute arrays release the old item after
retiring it; the retire step read the item after the release could free it.
- newDepthStencilState, newSamplerState and the device name return nil (or
the fallback name) when Indium throws, instead of unwinding through
Objective-C.
- MTLDepthStencilGetIndium is declared only with DARLING_METAL_ENABLED.
- The replaceRegion trace probes at most `width` bytes, which stays inside
the first row for every pixel format.
metal.patch is regenerated in its existing file order, so the diff is
these changes only. tests/test_metal_device_info.py compiles the host
check against MTLDeviceInfo.h as shipped in the patch and runs in CI.
Split from #61.
Co-authored-by: DevWebeloper <[email protected]>
Co-Authored-By: Claude Opus 5.5 <[email protected]>
-[MTLDevice name] returned "Darling Indium Device" for every GPU. It now
returns the selected Vulkan device's name in macOS Metal style: the
trailing driver note in brackets and the (R)/(TM) marks are removed, and
NVIDIA names are unchanged. The name is never replaced with another
vendor's. recommendedMaxWorkingSetSize is the device-local heap size on
discrete GPUs and all heaps on integrated/CPU devices, with the old 1 GiB
as fallback. Both are computed once per device.
hasUnifiedMemory stays YES by default: synchronizeResource:/
synchronizeTexture: are missing and Private buffers created with data
abort in Indium, so reporting NO on discrete GPUs would send apps down
unimplemented paths. DARLING_METAL_HOST_UNIFIED_MEMORY=1 opts in to the
GPU-type answer. DARLING_METAL_GPU_NAME and DARLING_METAL_VRAM_MB
override the name and working set.
The cleaning logic lives in private-include/Metal/MTLDeviceInfo.h and is
covered by the host check tools/test-metal-device-info.cpp. Metal now
links indium_private for the Vulkan properties, and the runtime build
script adds Indium's private headers before compiling MTLDevice.mm.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Two matches with the Indium hand-off round (narrow present wait, deferred
blits, worker-side command-buffer lease, skipping CPU Vulkan devices) ran
slower than before, with more main-thread futex waiting. Each change is now
behind a guest flag file and off by default, so the default libindium matches
the round-3 build (vertex-descriptor dirty masks, cheaper resource setters).
The wait counters stay opt-in, write a "waits enabled" line when they are on
and keep their state per image. The docs explain that flag files created from
the host while Darling runs may stay invisible through the overlay mount.
Also adds a passive cursor watcher. The stuck in-game cursor is Hyprland's
direct scanout, not Darling. The first match with direct scanout off averaged
135 FPS. STATUS, TROUBLESHOOTING and README are updated with the new matches.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Game process (ARAM Hexgate: 84 -> 127 FPS average, slowest stretches ~110):
- Local pthread mutexes, condition variables and Mach semaphores are on by
default in the game process only, with /tmp/rclol-no-local-* opt-outs.
The main thread's darlingserver waits fell from 1.36 to 0.10 ms per frame.
- Local semaphores: the count and the slot generation change in one
compare-exchange, a destroy leaves a negative marker, the table is reset
after fork, and names the table did not create go to the server.
- Metal: drop identical re-binds (keyed on the Indium object, depth-stencil
retained), pass blit resources by reference, and stop resetting vertex
descriptors twice.
- Core isolation of the main thread is opt-in (/tmp/rclol-core-isolation);
it lowered FPS in its only match.
- Optimized libc/libc++/Foundation overlays, AVX2 string primitives, real CPU
topology and their installers and offline checks.
Tools and docs:
- tools/riot-match-capture: passive /proc sampler, user-space IP profiler and
reports, plus a comparison against the game's netstats.
- tools/riot-lsem-model and tools/riot-metal-bind-model: host models that
extract the shipped code and check it.
- tools/install-riot-metal-pair.sh installs Metal and Indium together.
- Status, setup, testing and troubleshooting docs updated with the measured
matches and the switch table; manifest file counts match the patches.
Co-Authored-By: Claude Opus 5.5 <[email protected]>