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devkitPro
deko3d
C++2020–2022
devkitPro / deko3d

deko3d

Homebrew low level graphics API for Nintendo Switch (Nvidia Tegra X1)

2Distinct people
2Mentions
0Explicit recommenders
430GitHub stars
REPOSITORY AT A GLANCE

What to know before exploring

What it is

Homebrew low level graphics API for Nintendo Switch (Nvidia Tegra X1)

GitHub

Where it is used

No documented product use has been verified yet.

What people are saying

No recommendation phrase was found in the indexed comments.

No classified warning is attached to this page. Read the discussions before treating silence as approval.

Also in these discussions

No other repository is repeatedly linked in the same discussions.

This week on Hacker News

Nov 7–Nov 14 UTC · Direct repository links and separately labeled related project stories. Indexed through 11/14/2026, 12:54:37 PM UTC.

No direct repository links were found in the indexed HN discussions over the past seven days. Older discussions are available below.

Mentions over time

HN mentions by month2 dated mentions

Observed mentions: 2020-07-24 18:51:20 UTC to 2022-08-09 21:33:15 UTC.

012020-07-01 00:00:00 UTC to 2020-08-01 00:00:00 UTC (exclusive): 1 mentions; 0 submissions, 1 commentsJul 20202020-08-01 00:00:00 UTC to 2020-09-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2020-09-01 00:00:00 UTC to 2020-10-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2020-10-01 00:00:00 UTC to 2020-11-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2020-11-01 00:00:00 UTC to 2020-12-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2020-12-01 00:00:00 UTC to 2021-01-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2021-01-01 00:00:00 UTC to 2021-02-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2021-02-01 00:00:00 UTC to 2021-03-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2021-03-01 00:00:00 UTC to 2021-04-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2021-04-01 00:00:00 UTC to 2021-05-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2021-05-01 00:00:00 UTC to 2021-06-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2021-06-01 00:00:00 UTC to 2021-07-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2021-07-01 00:00:00 UTC to 2021-08-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 commentsJul 20212021-08-01 00:00:00 UTC to 2021-09-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2021-09-01 00:00:00 UTC to 2021-10-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2021-10-01 00:00:00 UTC to 2021-11-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2021-11-01 00:00:00 UTC to 2021-12-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2021-12-01 00:00:00 UTC to 2022-01-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2022-01-01 00:00:00 UTC to 2022-02-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2022-02-01 00:00:00 UTC to 2022-03-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2022-03-01 00:00:00 UTC to 2022-04-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2022-04-01 00:00:00 UTC to 2022-05-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2022-05-01 00:00:00 UTC to 2022-06-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2022-06-01 00:00:00 UTC to 2022-07-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2022-07-01 00:00:00 UTC to 2022-08-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2022-08-01 00:00:00 UTC to 2022-09-01 00:00:00 UTC (exclusive): 1 mentions; 0 submissions, 1 commentsAug 2022

Counts come from the repository’s dated source evidence. Index cutoff: 2026-11-02 08:16:59 UTC.

View mention counts and date ranges
UTC ranges include their start and exclude their end. Select a period to filter the source evidence.
PeriodStart (UTC)End (exclusive, UTC)MentionsSubmissionsComments
Jul 20202020-07-01 00:00:00 UTC2020-08-01 00:00:00 UTC101
Aug 20202020-08-01 00:00:00 UTC2020-09-01 00:00:00 UTC000
Sep 20202020-09-01 00:00:00 UTC2020-10-01 00:00:00 UTC000
Oct 20202020-10-01 00:00:00 UTC2020-11-01 00:00:00 UTC000
Nov 20202020-11-01 00:00:00 UTC2020-12-01 00:00:00 UTC000
Dec 20202020-12-01 00:00:00 UTC2021-01-01 00:00:00 UTC000
Jan 20212021-01-01 00:00:00 UTC2021-02-01 00:00:00 UTC000
Feb 20212021-02-01 00:00:00 UTC2021-03-01 00:00:00 UTC000
Mar 20212021-03-01 00:00:00 UTC2021-04-01 00:00:00 UTC000
Apr 20212021-04-01 00:00:00 UTC2021-05-01 00:00:00 UTC000
May 20212021-05-01 00:00:00 UTC2021-06-01 00:00:00 UTC000
Jun 20212021-06-01 00:00:00 UTC2021-07-01 00:00:00 UTC000
Jul 20212021-07-01 00:00:00 UTC2021-08-01 00:00:00 UTC000
Aug 20212021-08-01 00:00:00 UTC2021-09-01 00:00:00 UTC000
Sep 20212021-09-01 00:00:00 UTC2021-10-01 00:00:00 UTC000
Oct 20212021-10-01 00:00:00 UTC2021-11-01 00:00:00 UTC000
Nov 20212021-11-01 00:00:00 UTC2021-12-01 00:00:00 UTC000
Dec 20212021-12-01 00:00:00 UTC2022-01-01 00:00:00 UTC000
Jan 20222022-01-01 00:00:00 UTC2022-02-01 00:00:00 UTC000
Feb 20222022-02-01 00:00:00 UTC2022-03-01 00:00:00 UTC000
Mar 20222022-03-01 00:00:00 UTC2022-04-01 00:00:00 UTC000
Apr 20222022-04-01 00:00:00 UTC2022-05-01 00:00:00 UTC000
May 20222022-05-01 00:00:00 UTC2022-06-01 00:00:00 UTC000
Jun 20222022-06-01 00:00:00 UTC2022-07-01 00:00:00 UTC000
Jul 20222022-07-01 00:00:00 UTC2022-08-01 00:00:00 UTC000
Aug 20222022-08-01 00:00:00 UTC2022-09-01 00:00:00 UTC101

What Hacker News says

2 sources
That's not exactly correct. This is register maps for the 3d engine (also called class), what you describe would be closer to the shader ISA. In driver code you'll see them building command buffers that set registers in those classes to certain values. It could be the RGBA values of the clear color, or a virtual address in the GPU space. This documents the names of these registers. This makes reverse engineering somewhat easier as you don't really have to guess anymore. But in most cases it was pretty clear from the start, and for some generations those were already well documented by open source efforts. One of best known gens is probably Maxwell since it was used in the Nintendo Switch, see for instance [1] (or code in yuzu/Ryujinx) which is the equivalent of those headers NV published. However this isn't a very big step in documenting
Read the rest
their GPUs. The exact functions of those registers aren't explained, but most importantly the shader ISA isn't documented at all, which is essential to build a good open-source driver. Source: I have reverse engineered some driver code for Maxwell (and used similar headers to write drivers for nvdec and nvjpg). [1] https://github.com/devkitPro/deko3d/blob/master/source/maxwe...
In Nvidia publishes 73k lines of 3D header files for Fermi through Ampere GPUs
The other sibling comments were talking about general C++ vs C# performance, but I wanna get into some emulation specific context here that's missing. I was one of the contributors to the yuzu project since it was first started, and so I'm fairly familiar with the challenges of switch emulation, albeit I'm not going to pretend like I was one of the all-star devs responsible for making the magic happen. (I've recently stopped contributing to the project in order to pursue other interests, so i'm going to keep the information here general and not specific in case somethings changed in the last month.) Let's start off by breaking the core performance portions of emulation into a few broad categories. There's CPU emulation, for running the actual guest exe, Kernel and OS emulation for handling the system calls that games make, and GPU emulat
Read the rest
ion for translating the guest's GPU work into modern graphics API that your PC can use. Now let's compare how language overhead will affect each of these main scopes. CPU Emulation - Both yuzu and Ryujinx use JIT compilation to recompile the guest ARMv8 instructions into x64 at runtime. The specifics of the two emulators JITs are pretty different, and it'd be cool to go into more details, but the mile high view is a comparison of C# vs C++ isn't going to have much of an effect on the runtime difference. At least not near as much performance gap between techniques and optimization levels that the JIT is capable of. The goal of JIT compilation for CPU code is to remove as much interpreter overhead as possible, so if your choice of programming language is slowing down the JIT, that suggests that you have somewhere else to improve in the JIT ;) Kernel/OS - This is the area that will have the largest performance difference between implementation languages, but with the major caveat that Kernel and OS emulation requires the least amount of processing power out of the 3 categories mentioned here. The Kernel and OS are responsible for managing and scheduling threads, handling network connections, and etc, but really most of these things have fairly low impact on final application performance in comparison to CPU and GPU emulation. As a side note, emulators aren't the only groups interested in switch OS/Kernel work. The open source Atmosphere custom firmware for the switch is working through recreating an open source kernel/os for the switch, and the two emulators benefit from their work too. (See the licensing exemptions here https://github.com/Atmosphere-NX/Atmosphere#licensing) GPU Emulation - This is probably the trickiest part of Switch emulation, and once again, it comes down to how you emulate it, and not the language you use to write the emulator. The biggest performance differences between the GPU emulation of the two emulators will boil down to technique differences, and not the programming language. GPU emulation performance can be roughly broken into two parts, the "actual" gpu running time, and the state management/conversion. There's only so much an emulator can do about the actual GPU running time since at some level, you are going to need to run the game's GPU code, but the other half is a whole lotta code to avoid doing more work, and much of the GPU performance optimizations goes here. Things like managing the game's GPU memory, avoiding changing or querying GPU state unless necessary, converting nvidia shader ASM into SPIR-V or GLSL, and so on, are not generally going to be bottlenecked on the emulator's language of choice, but on the algorithms and designs that you use. Also a side note, the average comment about how "easy" switch emulation is because of "off the shelf nvidia parts" really misunderstands just how much work goes into this part. Switch emulation benefits greatly from the open source nvidia reverse engineering efforts from teams like nouveau, and others working on open source GPU acceleration on the switch like https://github.com/devkitPro/deko3d but also a great deal of effort from the switch emu devs themselves, writing tests cases to run on the switch to find edge cases and document behavior. It definitely is not easy work. At the end of the day, every drop of performance counts, but some drops are much much larger than others. As such, the advantages of any language's performance characteristics will be heavily offset by the design choices the emulator uses. The creator of ryujinx is very comfortable with C#, and with good development practices, there's no intrinsic reason that one cannot achieve good performance in a C# emulator. And if one decides that it's worth the tradeoff to do some extra work for performance in exchange for a more comfortable development environment, then I say let them do what they want. Shoutouts to both the yuzu and Ryujinx teams for all their hard work. I loved working on emulators a lot, and highly recommend anyone who's interested in contributing to give it a shot, its a really challenging and rewarding kind of project where there's always something new to learn about in a broad array of subjects.
In Emulating Nintendo Switch Games on Linux

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