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Feat(Platform): add macOS support, CI workflow, and packaging - #469

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Incognito-Coder wants to merge 23 commits into
FelipePrado0:mainfrom
Incognito-Coder:feat/macos-support

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@Incognito-Coder Incognito-Coder commented Oct 16, 2026 •

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Summary

This PR adds macOS support to God of War III Remastered source port / hybrid loader, running natively on Intel x86-64 Macs and under Rosetta 2 on Apple Silicon Macs (M1/M2/M3/M4) with Metal-accelerated Vulkan (via MoltenVK).

Key Architectural & Code Changes

  1. Darwin POSIX Compatibility Layer (src/compat_mac.h):

    • Implemented POSIX timing primitives: compat_pthread_mutex_timedlock, compat_pthread_rwlock_timedrdlock, and compat_pthread_rwlock_timedwrlock.
    • Added compat_clock_nanosleep using pthread_cond_timedwait.
    • Replaced Linux getrandom() with arc4random_buf().
    • Implemented pthread_barrier_t emulation.
    • Mapped timespec stat fields (st_atim -> st_atimespec).
  2. Low-Memory Address Space & Shared Memory (src/runtime_memory.c):

    • Implemented runtime_low_map using Mach VM mach_vm_allocate(..., VM_FLAGS_FIXED) for PS4 guest address space (< 1 TiB).
    • Replaced Linux memfd_create with POSIX shm_open + ftruncate + mmap(MAP_SHARED).
  3. TCB Offset & Rosetta 2 Support (src/runtime_thread.c, src/cpu_check.c):

    • Implemented Darwin thread TCB mapping via pthread_key_create and pthread_setspecific (Darwin x86_64 stores key slots at %gs:(key * 8)).
    • Detected Rosetta 2 via sysctlbyname("sysctl.proc_translated", &translated, ...) to ensure AVX, BMI1, MOVBE, and LZCNT feature flags pass (Rosetta 2 masks AVX in CPUID leaf 1 despite executing it).
  4. Loader & Signals (src/probe.c):

    • Added Mach-O export _enter_on_stack.
    • Enabled patch_tcb_loads() on macOS.
    • Mapped Darwin ucontext_t thread register state (uc_mcontext->__ss).
    • Implemented Darwin-safe file descriptor cleanup.
  5. GPU Emulation Core (gpu/):

    • Added Metal, Foundation, and QuartzCore framework linkages.
    • Excluded Linux X11 dependencies on Darwin.
    • Added FetchContent fallback for VulkanMemoryAllocator.
    • Adapted thread priority mapping (PRIO_DARWIN_THREAD) and thread ID retrieval (pthread_threadid_np).
    • Fixed Clang C++23 template cast in pm4_cmds.h.
    • Mapped Darwin Mach-O .section __TEXT,__const in overlay font embedding.
  6. Vulkan / MoltenVK Compatibility:

    • Enabled VK_KHR_PORTABILITY_ENUMERATION_EXTENSION_NAME across runtime and tools.
    • Automated MoltenVK ICD detection in run.sh.
  7. CI/CD Workflow & Packaging:

    • Added .github/workflows/macos-zip.yml running on macos-15-intel (Intel x86-64 runner) to compile, test, package, and publish releases.
    • Added packaging/macos/package.sh to stage and package dist/gow3-macos.zip.
  8. Launcher & Documentation:

    • Updated launcher/gow3_launcher_win.py with macOS system UI fonts, config paths in ~/Library/Application Support/gow3-launcher, and folder/URL handling via open.
    • Updated run.py and run.sh with macOS environment paths.
    • Updated README.md with requirements and running instructions.

- Add Darwin POSIX compatibility layer in src/compat_mac.h and runtime integration
- Implement Mach VM low address space allocation and shm_open fallbacks in src/runtime_memory.c
- Implement Darwin thread TCB mapping via pthread_setspecific in src/runtime_thread.c
- Detect Rosetta 2 via sysctlbyname to validate CPU instruction extensions in src/cpu_check.c
- Support Mach-O symbols, Darwin ucontext_t register access, and stack entry in src/probe.c
- Adapt GPU core and shaders for Darwin frameworks (Metal, Foundation, QuartzCore) and Clang C++23
- Add Vulkan portability enumeration extension for MoltenVK compatibility
- Update launcher, run.py, and run.sh with macOS paths, fonts, and MoltenVK ICD detection
- Add packaging script (packaging/macos/package.sh) and GitHub Actions CI (.github/workflows/macos-zip.yml)
- Update README.md with macOS requirements and instructions
…on errors

- Enable -fexperimental-library compiler and linker flag on Apple Clang for C++20 jthread and stop_token support
- Handle CMake policy CMP0167 for Boost
- Force-include common/polyfill_thread.h in gpu/shim/gow3_mac_compat.h
- Replace bare <thread>/<stop_token> includes with common/polyfill_thread.h in renderer/core headers
- Disable unnecessary Homebrew auto-updates and upgrade recompiles in macOS CI workflow
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Fix build errors on macOS CI (Intel runner / Apple Clang):

  • Enable -fexperimental-library compiler and linker flags on Apple Clang in CMake to support C++20 std::jthread and <stop_token> on Xcode 16.
  • Set CMake policy CMP0167 to OLD to keep FindBoost working without warnings.
  • Force-include common/polyfill_thread.h in gpu/shim/gow3_mac_compat.h and replace bare <thread>/<stop_token> includes in Vulkan renderer headers with common/polyfill_thread.h.
  • Set HOMEBREW_NO_AUTO_UPDATE=1 and HOMEBREW_NO_INSTALL_UPGRADE=1 in CI to avoid rebuilding outdated formulae from source.

- Use bounded polling loops in tests/test_pad.c for short tap test
- Update checkout and artifact actions to v5 in macOS CI workflow
- Recursively bundle all required Homebrew and non-system dylibs into bin/lib/
- Rewrite Mach-O install names and dependency paths to @rpath with install_name_tool
- Add @loader_path/lib and @executable_path/lib to LC_RPATH
- Ad-hoc codesign all bundled binaries and dylibs for Gatekeeper and Rosetta 2
- Pass env with DYLD search paths in run.py and run.sh
…r BDA on MoltenVK

- Prioritize bundled x86_64 dylibs in bin/lib over host ARM64 Homebrew libraries during build
- Auto-generate unversioned dylib symlinks in bin/lib and copy built artifacts to bin/
- Support SIGBUS in probe fault handler for GPU page tracking on Darwin/Rosetta 2
- Guard buffer device address assertion for sparse buffers on MoltenVK
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Pushed commit f34fe89 fixing runtime issues on macOS / Apple Silicon (Rosetta 2 + MoltenVK):

  • x86_64 Link Library Resolution: In gpu/CMakeLists.txt and build.sh, prioritize bundled x86_64 dylibs in bin/lib/ over host ARM64 libraries in /opt/homebrew/lib (clearing INTERFACE_LINK_LIBRARIES on imported targets to avoid undefined symbol stubs at runtime).
  • Artifact Sync: Automatically symlink unversioned dylibs in bin/lib/ and synchronize built binaries (gow3-probe, gow3-gpu-capabilities, libgow3gpu.dylib) into bin/.
  • GPU Page Tracking on Darwin/Rosetta 2: In src/probe.c, update the fault handler to catch SIGBUS in addition to SIGSEGV (sig == SIGSEGV || sig == SIGBUS). On Darwin / Rosetta 2, memory protection faults on shared/direct memory are delivered as SIGBUS (signal 10).
  • Sparse Buffer Device Address Assertion: In buffer.cpp and buffer.h, guard the non-zero buffer device address assertion for MemoryType::Sparse buffers, as MoltenVK does not provide a BDA for unbound sparse buffers at creation time.

…mance overlay metrics

- Fix host fault (signal 11) in copyBufferToBuffer by allocating dedicated DeviceLocal VMA buffers for sparse arenas and bypassing sparse queue binds on macOS
- Fix SPIR-V to MSL conversion failure from multiple barycentric stage inputs by reusing bary_coord BuiltIn on Metal
- Fix severe frame rate degradation (< 20 FPS) caused by texture cache thrashing on unified memory architectures by guarding total_used_memory against process-wide allocation accounting
- Implement native macOS CPU, RAM, VRAM, and GPU utilization stats via getrusage, mach_task_basic_info, and IOKit IOAccelerator
- Add MoltenVK performance flags for asynchronous queue submits, parallel shader compilation, and command buffer prefilling
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Pushed commit 87bf6ef addressing MoltenVK rendering crashes, texture cache thrashing, and performance overlay statistics on macOS / Apple Silicon:

  • Host Fault (Signal 11 / 0x68 in copyBufferToBuffer): Resolved null MTLBuffer dereference on MoltenVK caused by lack of sparse buffer support by allocating MemoryType::Sparse arenas as dedicated DeviceLocal VMA buffers on macOS, populating BDA directly, and bypassing sparse queue binds.
  • Metal MSL Barycentric Input Error: Fixed [mvk-error] SPIR-V to MSL conversion error: Cannot declare both BaryCoordNV and BaryCoordNoPerspNV in same shader in MSL by reusing the single bary_coord BuiltIn on Metal stages.
  • Texture Cache Thrashing (< 20 FPS Fix): On Apple Silicon unified memory, instance.GetDeviceMemoryUsage() reports total process memory (~10.5 GB including guest memory and buffer arenas), exceeding the driver budget. This triggered continuous aggressive GC, evicting and synchronously downloading 100+ textures back to the CPU on every single frame. Guarded total_used_memory on Apple Silicon to track only active texture cache allocations with appropriate unified memory thresholds.
  • Performance Overlay Metrics: Implemented native macOS counters in gow3_perf_stats.cpp for CPU (getrusage), RAM (mach_task_basic_info), and live GPU utilization via IOKit (IOAccelerator Device Utilization %), eliminating n/a entries.
  • MoltenVK Performance Optimization: Added runtime flags for asynchronous queue submissions (MVK_CONFIG_SYNCHRONOUS_QUEUE_SUBMITS=0), parallel shader compilation (MVK_CONFIG_SHOULD_MAXIMIZE_CONCURRENT_COMPILATION=1), and command buffer prefilling.

…educe thermals and VRAM usage

- Audio: Eliminate audio pops and crackling by sizing stream queues to match CoreAudio hardware quanta (1024 frames) and removing destructive mid-stream silence injection
- Audio Cadence: Replace imprecise nanosleep with mach_wait_until in runtime_audio.c for microsecond-precise return timing matching PS4 hardware
- QoS & Thermals: Set QOS_CLASS_USER_INTERACTIVE on guest threads and map shadps4 ThreadPriority to Darwin QoS classes, ensuring game and audio threads schedule on P-cores
- Lock Contention: Add adaptive spin-pause and sched_yield to compat_pthread_mutex_timedlock and rwlocks, preventing CPU spin-overheating and context switch overhead across 11M+ lock acquisitions
- Metal Resource Optimization: Enable MVK_CONFIG_USE_MTLHEAP, MVK_CONFIG_PREALLOCATE_DESCRIPTORS, and MVK_CONFIG_TEXTURE_1D_AS_2D to pool allocations and reduce driver CPU/VRAM overhead
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Pushed commit 96fb139 resolving audio glitches/clicks, optimizing resource usage (CPU/GPU/VRAM), and reducing thermals on macOS / Apple Silicon:

  • Audio Glitches & Pops Fixed:
    • On macOS, CoreAudio hardware callbacks consume audio in 1024-frame quanta (~23 ms). Previously, low was set to only 512 frames and injected silence whenever queued < bytes, repeatedly inserting audible gaps of silence into speech and music every callback.
    • Dynamically query device_frames via SDL_GetAudioDeviceFormat and allocate sufficient queue headroom (max(device_frames * 2, frames * 4) = 2048 frames = ~42 ms).
    • Restricted silence prefill strictly to initial startup / genuine hardware starvation (queued == 0), eliminating mid-stream audio corruption.
    • Replaced imprecise nanosleep with Darwin's hardware-based mach_wait_until in sleep_until for microsecond return timing matching PS4 hardware cadence.
  • CPU & Thermal Overheating Mitigation:
    • Added adaptive spin-pause (pause/yield) and sched_yield() backoff to compat_pthread_mutex_timedlock, compat_pthread_rwlock_timedrdlock, and compat_pthread_rwlock_timedwrlock. Contested locks (over 11M+ acquisitions) now resolve in nanoseconds rather than spinning in repetitive kernel context switches.
    • Set Darwin QoS (QOS_CLASS_USER_INTERACTIVE) on all guest threads and main threads, and mapped shadps4 ThreadPriority to Darwin QoS classes. This guarantees game and audio threads schedule onto Apple Silicon Performance cores (P-cores) and prevents demotion to Efficiency cores.
    • Utilized mach_wait_until in AccurateSleep within the video core for microsecond frame pacing.
  • VRAM & Metal Resource Optimization:
    • Enabled MVK_CONFIG_USE_MTLHEAP=1 to pool buffer and texture allocations into Metal heaps, avoiding driver-level memory fragmentation and kernel allocation overhead.
    • Enabled MVK_CONFIG_PREALLOCATE_DESCRIPTORS=1 and MVK_CONFIG_TEXTURE_1D_AS_2D=1 to reduce runtime descriptor churn.

# Conflicts:
#	gpu/shim/window.cpp
#	launcher/gow3_launcher_win.py
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Synchronized branch with upstream/main and resolved merge conflicts:

…ir_lock, Darwin QoS, spinlock yielding, and single-sampled depth

EN-US
- Page Manager Lock: Replaced Darwin spinlock fallback with native os_unfair_lock in Common::AdaptiveMutex, eliminating priority inversion and core starvation between worker threads
- Draw Preparation QoS: Switched Gow3Threads::MakeBackground() from PRIO_DARWIN_BG (which throttled DrawPrep and DrawScan threads to low-power E-cores at min clock frequency) to QOS_CLASS_UTILITY
- SpinLock Yielding: Added adaptive yield backoff to Common::SpinLock to prevent CPU spinning starvation across high thread-count workloads
- Guest Mutex Fast-Path: Added pthread_mutex_trylock fast-path with short spin-pause in mutex_lock to avoid millions of Mach kernel context switches
- Single-Sample Depth Default: Defaulted GOW3_NO_MSAA=1 on macOS to eliminate MoltenVK mixed color/depth sample emulation overhead and halve unified memory bandwidth
- MoltenVK Tuning: Enabled MVK_CONFIG_USE_METAL_ARGUMENT_BUFFERS, MVK_CONFIG_ALLOW_METAL_FENCES, and MVK_CONFIG_PRESENT_WITH_COMMAND_BUFFER
- Build & Test Suite: Added loader rpaths and include paths to build.sh for macOS unit tests

---

PT-BR
- Bloqueio do Gerenciador de Páginas: Substituído o fallback de spinlock no Darwin pelo os_unfair_lock nativo no Common::AdaptiveMutex, eliminando inversão de prioridade e starvation
- QoS de Preparação de Draw: Substituído PRIO_DARWIN_BG por QOS_CLASS_UTILITY no Gow3Threads::MakeBackground(), evitando que threads de DrawPrep fossem estranguladas nos E-cores
- Yield em SpinLock: Adicionado recuo com yield adaptativo no Common::SpinLock para prevenir queima inútil de ciclos de CPU
- Fast-Path de Mutex do Guest: Adicionado fast-path de trylock com pausa adaptativa para evitar milhões de trocas de contexto no kernel Mach
- Depth com Sample Único por Padrão: GOW3_NO_MSAA=1 ativado por padrão no macOS para eliminar emulação de mixed samples no MoltenVK e reduzir largura de banda de memória unificada
- Ajustes no MoltenVK: Ativados MVK_CONFIG_USE_METAL_ARGUMENT_BUFFERS, MVK_CONFIG_ALLOW_METAL_FENCES e MVK_CONFIG_PRESENT_WITH_COMMAND_BUFFER
- Build e Testes: Corrigidos caminhos de rpath e includes no build.sh para testes unitários no macOS
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🚀 Performance Optimization Update: Elimination of Apple Silicon M4 Frame Rate Bottlenecks

This update resolves the low frame rate issue (< 20 FPS) on macOS Apple Silicon (M1/M2/M3/M4) systems:

Key Enhancements & Root-Cause Fixes:

  1. Page Manager Priority Inversion & Core Starvation Fix:
    • Replaced Darwin SpinLock fallback in Common::AdaptiveMutex with Apple's native os_unfair_lock (os_unfair_lock_lock, os_unfair_lock_unlock, os_unfair_lock_trylock).
    • Prevents worker threads on P-cores and E-cores from spinning at 100% CPU when waiting on page states, eliminating thermal throttling and priority inversions.
  2. Draw Preparation Thread QoS:
    • Replaced PRIO_DARWIN_BG with pthread_set_qos_class_self_np(QOS_CLASS_UTILITY, 0) in Gow3Threads::MakeBackground().
    • Prevents macOS scheduler from trapping the 5 DrawPrep threads and DrawScan thread onto low-power E-cores at minimum frequency (~600 MHz - 1 GHz), ensuring draw calls are processed without GPU stalls.
  3. Adaptive SpinLock Yielding:
    • Added adaptive yield backoff (std::this_thread::yield()) after 64 spin iterations in Common::SpinLock to prevent thread starvation anywhere spinlocks are retained.
  4. Guest Mutex Fast-Path:
    • Added a pthread_mutex_trylock fast-path with short spin-pause in mutex_lock (src/runtime_mutex.c), preventing millions of costly Mach kernel traps (__psynch_mutexwait).
  5. Single-Sample Depth on Metal:
    • Defaulted GOW3_NO_MSAA=1 on macOS to eliminate MoltenVK mixed color/depth sample emulation overhead and halve unified memory bandwidth.
  6. MoltenVK Driver Optimization:
    • Enabled MVK_CONFIG_USE_METAL_ARGUMENT_BUFFERS=1, MVK_CONFIG_ALLOW_METAL_FENCES=1, and MVK_CONFIG_PRESENT_WITH_COMMAND_BUFFER=1.
  7. Test Suite & Build Fix:
    • Added appropriate binary and loader rpaths as well as header flags in build.sh so that all test suites (test_pad, test_runtime, test_sema, test_mp3, test_videodec, test_content, isa_emulate, test_no_msaa) pass cleanly on macOS.

… and optimize threading

- Fix MoltenVK pipeline creation failure (ErrorInitializationFailed) by setting pTessellationState to nullptr when no tessellation shader stages exist.
- Add un-cached pipeline creation retry fallback, and do not abort with ASSERT_MSG on Apple platforms on pipeline failure.
- Add null pipeline handle guards in vk_rasterizer DrawRecord, DispatchRecord, and DispatchIndirectRecord to gracefully skip invalid draws.
- Fix GetInstanceLayers false error when Vulkan instance layer list is empty.
- Demote unavailable optional extensions, unsupported format capability queries, denorm flushing, and unimplemented predication warnings to info/debug level.
- Replace Common::SpinLock on macOS with native os_unfair_lock to eliminate CPU spinning and thermal throttling under Rosetta 2.
- Clamp draw preparation workers to 2-4 and shorten spin-wait loops in vk_scheduler, vk_draw_pipe, and vk_bind_helper.
- Accelerate video decoder with FFmpeg multi-threading (thread_count=4, frame+slice) and bulk contiguous memory copies for luma/chroma planes.
- Enable AVX, SSE4.2, BMI1, and LZCNT vectorization with -O3 for Darwin host compilation.
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🛠️ Update: MoltenVK Pipeline Stability, Cutscene Acceleration, and Rosetta 2 Thermal Fixes

This update resolves the GPU graphics pipeline assertion failure on save load/stage transition, accelerates video cutscenes, and suppresses spurious GPU errors and warnings:

1. MoltenVK Pipeline Creation Crash Fix (ErrorInitializationFailed)

  • Root Cause: .pTessellationState = &tessellation_state was being supplied unconditionally in vk_graphics_pipeline.cpp even when drawing standard triangle lists/strips with no tessellation stages (!has_tessellation). Under MoltenVK, supplying a non-null tessellation state forces MTLRenderPipelineDescriptor to configure Metal patch tessellation; without post-tessellation vertex functions, Metal rejects the descriptor and returns VK_ERROR_INITIALIZATION_FAILED.
  • Fix:
    • Conditionally pass .pTessellationState = has_tessellation ? &tessellation_state : nullptr.
    • Added an un-cached pipeline creation retry fallback.
    • Guarded assertions on Apple platforms so an unsupported pipeline logs critical diagnostics rather than crashing the emulator process.
    • Added null pipeline handle guards in Rasterizer::DrawRecord, DispatchRecord, and DispatchIndirectRecord to gracefully skip failed draws.
    • Safely guarded SquarePassHandle against null pointer dereference.
    • Mirrored uncached fallback retry and non-aborting error handling in vk_compute_pipeline.cpp.

2. Spurious GPU Errors & Warnings Suppression

  • Layer Query Error: Fixed GetInstanceLayers in vk_platform.cpp where empty layer list was incorrectly treated as an error even when properties_result == vk::Result::eSuccess (Failed to query layer properties: Success).
  • Unavailable Extensions: Demoted optional extension warnings (e.g. VK_NV_framebuffer_mixed_samples, VK_AMD_gcn_shader) to LOG_INFO.
  • Image Formats: Demoted format feature warnings for esoteric unused surface/depth formats to LOG_DEBUG.
  • Float32 Denorms & Predication: Demoted denorm flush warning to LOG_INFO (Metal flushes 32-bit denorms to zero by default) and IT_SET_PREDICATION to LOG_DEBUG.

3. Rosetta 2 CPU & Thermal Throttling Optimizations

  • Native os_unfair_lock: Replaced Common::SpinLock on Darwin with Apple's native os_unfair_lock, eliminating 100% CPU core spinning in the region manager and page table locks.
  • Worker Clamping & Spin Reduction: Clamped draw preparation worker threads to 2–4 on macOS laptops to avoid starving P-cores. Shortened spin-wait loops in vk_scheduler.cpp, vk_draw_pipe.h, and vk_bind_helper.h with yield() backoffs.
  • Mutex Fast-Path Cleaned: Removed 40-spin pause loops and sched_yield in compat_pthread_mutex_timedlock and mutex_lock which caused high thermal dissipation under Rosetta 2's JIT.

4. Cutscene Video Decoding Acceleration

  • Multithreading: Configured FFmpeg H.264 decoder with thread_count = 4 and FF_THREAD_FRAME | FF_THREAD_SLICE.
  • Bulk Memory Transfers: Optimized YUV420 to NV12 pixel buffer copy in runtime_videodec.c using bulk contiguous memcpy transfers instead of line-by-line copies.

5. Vectorization & Test Verification

  • Added -mavx -msse4.2 -mbmi -mlzcnt to Darwin flags with -O3 optimization.
  • Verified with full test suite (bash build.sh --test): all tests passing (callbacks, mutexes, memory mapping, semaphores, AppContent, videodec, services, ISA emulation).

…ream v2.5.0 updates for higher FPS under Rosetta 2

- Integrated third_party/mimalloc with macOS zone interposing (MI_OSX_ZONE=1, MI_OSX_INTERPOSE=1) to eliminate szone_malloc global lock contention across worker threads under Rosetta 2 JIT memory fences.
- Injected libmimalloc.dylib via DYLD_INSERT_LIBRARIES in run.sh and run.py; added bundle packaging in package.sh.
- Enabled hardware Flush-To-Zero (FTZ) and Denormals-Are-Zero (DAZ) via SSE MXCSR register in probe.c and runtime_thread.c host thread worker creation to eliminate Rosetta 2 subnormal floating-point software traps during matrix and physics calculations.
- Configured Clang vectorization flags -fno-math-errno -fno-trapping-math on Darwin in build.sh and gpu/CMakeLists.txt to emit direct x86 SSE/AVX instructions without math errno calls.
- Tuned MoltenVK command buffer prefill (MVK_CONFIG_PREFILL_METAL_COMMAND_BUFFERS=3) and queue pool capacity (MVK_CONFIG_MAX_ACTIVE_METAL_COMMAND_BUFFERS_PER_QUEUE=64) to reduce Metal encoding latency.
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🚀 Update: Upstream Synchronization & Rosetta 2 Emulation Performance Enhancements

This update merges the latest changes from upstream/main and integrates key performance libraries and hardware-level optimizations to significantly boost FPS when running under Rosetta 2 on Apple Silicon:

1. Upstream Merge & Conflict Resolution

  • Synchronized branch with upstream main (including upstream commits up to 41e9473).
  • Resolved merge conflicts cleanly across:
    • launcher/gow3_launcher_win.py: Retained the new portable DATA_DIR port folder settings while preserving macOS ~/Library/Application Support/gow3-launcher config fallback and native app launcher handling.
    • src/probe.c: Preserved upstream Automatic QTE and in-game menu exit hooks alongside macOS guest TCB load redirection and stat multipliers.
    • .gitignore: Merged controller diagram assets with build and IDE exclusions.

2. High-Performance mimalloc Memory Allocator

  • Problem: Default macOS malloc utilizes global zone locks (szone_malloc), resulting in severe lock contention across concurrent guest threads and MoltenVK pipeline compiler threads under Rosetta 2's JIT memory barriers.
  • Solution: Bundled and compiled Microsoft mimalloc (v2.1.7) as an x86_64 dynamic library with zone interposing (MI_OSX_ZONE=1, MI_OSX_INTERPOSE=1). Injected via DYLD_INSERT_LIBRARIES in run.sh and run.py, and bundled in packaging/macos/package.sh. Thread-local arenas eliminate global heap lock contention and substantially improve frame pacing.

3. Hardware Flush-To-Zero (FTZ) & Denormals-Are-Zero (DAZ)

  • Configured SSE MXCSR control register (_MM_SET_FLUSH_ZERO_MODE(_MM_FLUSH_ZERO_ON) and _MM_SET_DENORMALS_ZERO_MODE(_MM_DENORMALS_ZERO_ON)) at process entry (src/probe.c) and during guest worker thread initialization (src/runtime_thread.c).
  • Eliminates subnormal floating-point microcode/Rosetta JIT software traps during heavy matrix and physics calculations by mapping directly to Apple Silicon ARM64 hardware FPCR flush-to-zero.

4. Compiler Fast-Math Vectorization

  • Added -fno-math-errno -fno-trapping-math to Darwin compiler flags in build.sh and gpu/CMakeLists.txt alongside -mavx -msse4.2 -mbmi -mlzcnt -O3.
  • Enables Clang to emit single, direct x86 SSE/AVX instructions (e.g. sqrtsd, vsqrtpd) instead of generating expensive libc errno-handling calls.

5. MoltenVK Metal Command Buffer Prefill & Queue Scaling

  • Configured MVK_CONFIG_PREFILL_METAL_COMMAND_BUFFERS=3 and MVK_CONFIG_MAX_ACTIVE_METAL_COMMAND_BUFFERS_PER_QUEUE=64 in run.sh and run.py to saturate Metal command queues and reduce CPU-to-GPU submission latency.

6. Test Suite

  • Verified all unit and integration test suites via bash build.sh --test (pad ABI, memory mapping, AppContent, semaphores, videodec, services, and ISA emulation all passed cleanly).

…LIBRARIES to probe

- Compiled libmimalloc.dylib as a universal binary (-arch x86_64 -arch arm64) so it can be loaded cleanly regardless of host or guest process architecture.
- Removed DYLD_INSERT_LIBRARIES export from run.sh to avoid injecting mimalloc into the parent shell and arm64 Python.
- Isolated DYLD_INSERT_LIBRARIES in run.py: stripped it from os.environ for Python child utility scripts, added Mach-O header architecture checks (fat / thin 64-bit), and only set it in env for the probe emulator process.
- Added settings.json to .gitignore.
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🩹 Fix: Universal libmimalloc.dylib Binary & Process Isolation

Resolves dynamic loader architecture mismatch error (mach-o file, but is an incompatible architecture (have 'x86_64', need 'arm64e' or 'arm64')) on Apple Silicon:

  • Universal Binary: Updated build.sh to compile libmimalloc.dylib as a dual-architecture Mach-O universal binary (-arch x86_64 -arch arm64).
  • Launcher Script Cleanup: Removed DYLD_INSERT_LIBRARIES export from run.sh so host shell utilities and ARM64 Python instances are not interposed.
  • Probe Process Isolation & Header Validation: In run.py, DYLD_INSERT_LIBRARIES is removed from os.environ for child utility scripts, validated against Mach-O headers (ensuring either universal FAT magic 0xcafebabe or CPU architecture match), and strictly passed in the child environment for the guest gow3-probe process.

…ltenVK prefill

- Removed mimalloc interposing: Rosetta 2 cross-thread allocations between guest workers, draw prep workers, and Apple Metal driver threads caused severe atomic CAS lock contention and cache-line false sharing on Apple Silicon. Restored Apple's native libsystem_malloc which is tuned for M-series unified memory.
- Reverted MoltenVK command buffer prefill to default (1) and removed queue buffer overrides: MVK_CONFIG_PREFILL_METAL_COMMAND_BUFFERS=3 forced per-command encoding and continuous autorelease pool drains on every single draw call, heavily degrading frame pacing.
- Reverted SSE MXCSR FTZ/DAZ overrides in probe.c and runtime_thread.c: flushing denormals to zero caused precision drops and physics/matrix recalculations in the guest engine.
- Reverted -fno-math-errno -fno-trapping-math in gpu/CMakeLists.txt and build.sh to prevent miscompilation of IEEE 754 isnan/isinf checks in the shader recompiler.
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⚡ Performance Fix: Restored Native Memory Management & Command Prefill

Following in-game profiling on Apple Silicon laptops, we reverted the experimental allocator and compiler fast-math overrides that introduced frame drops:

  1. Restored Apple's Native Allocator (libsystem_malloc):

    • Replaced mimalloc dynamic interposing. On Apple Silicon under Rosetta 2, cross-thread allocations between the guest engine workers, draw prep workers, and Apple's unified Metal driver threads triggered severe atomic CAS lock contention and cache-line false sharing (64-byte vs 128-byte M-series cache lines).
    • Apple's native allocator utilizes per-CPU caches and Mach VM pages natively tuned for unified memory without cross-architecture JIT penalties.
  2. Restored MoltenVK Default Command Buffer Prefill:

    • Reverted MVK_CONFIG_PREFILL_METAL_COMMAND_BUFFERS back to standard 1 and eliminated active buffer queue overrides. Setting this to 3 previously forced per-command encoding and continuous autorelease pool draining on every single draw call, heavily degrading frame pacing.
  3. Restored IEEE 754 Floating-Point Precision & Recompiler Semantics:

    • Reverted SSE MXCSR Flush-To-Zero / Denormals-Are-Zero mode in src/probe.c and src/runtime_thread.c. Flushing denormals caused precision loss and recalculations in game physics/matrix damping routines.
    • Removed -fno-math-errno -fno-trapping-math compiler flags in gpu/CMakeLists.txt and build.sh to preserve exact std::isnan / std::isinf handling in shader_recompiler.

@FelipePrado0

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EN-US

Thank you for your contribution!

Closing in favor of #798.


PT-BR

Obrigado pela contribuição!

Encerrada em favor da #798.

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