Use the upstream CMASK implementation and remove the import requirement from image clears. Propagate storage-image creation failures. Test repeated clears, copied write-back, and failure without changing guest data.
AI-assisted: yes.
Key 0x10 (GFX9_DCC_CLEAR_SINGLE in Mesa) marks a 256-byte block whose texels all equal its first texel. A CB DCC decompress pass over uniform comp-to-single keys now writes that texel over its block and stores uncompressed keys; a fast-clear eliminate over them throws.
RADV rounds a strided buffer descriptor's record count up, so stride * records
can run up to one stride past the end of the buffer's allocation. The guest
buffer region then no longer fits inside the allocation's host import and is
copied on the CPU, whole, for every draw that binds it.
When a strided descriptor ends less than one stride past the end of the
readable registered allocation that contains its base, the range is bound up
to the allocation's end. RetroArch's Dolphin core binds a 48 MiB stream buffer
with stride 20 (records 0x266667, 12 bytes past the allocation) on every draw.
With this change the buffer is bound in place from its import.
AI-assisted (Claude Code).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Comments are reserved for technical debt (docs/dev/TechnicalDebt.md), so
the ones the previous commit added to the recorder, the snapshot keep and
the tests go.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01HZHkb8kUwnHAuBBbHywvJf
A ShaderResources from the resource caches is the same object for every
draw or dispatch that uses it, and Recorder::ReusableDrawSnapshot hands
the next draw the same snapshot buffer, so passing their bytes with each
Keep counted one allocation once per use and submitted the batch before
it held the budget. Recorder::KeepBytes counts an owner's bytes once per
batch, and the dispatch, draw and snapshot keeps use it.
The recorded kept bytes test runs a dispatch and a draw that copy a
guest buffer and two draws that snapshot one on the device, and fails
when any of the three sites stops counting or a reused snapshot counts
twice. The BdaResources check pins the copied region it sets up.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01HZHkb8kUwnHAuBBbHywvJf
The recorder bounds the bytes a batch keeps alive (KeptBytesBudget) and
waits for older batches past twice that. A recorded dispatch or draw kept
its ShaderResources, and a draw its snapshot buffers, with a size of 0, so
the host-visible copies of guest buffers they own never counted. A title
that binds a 124 MiB writable guest buffer in every draw then held about
ninety copies, 11 GB, until the GPU caught up, and aborted with
VK_ERROR_OUT_OF_HOST_MEMORY from vkAllocateMemory.
GuestBufferMemory reports the bytes of its copied regions, and the
dispatch and draw keeps and the draw snapshots pass their bytes to
Recorder::Keep, so the existing bound applies to them.
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
The registry calls an observer on the mapping thread, after the registry
lock is released, with the ranges a kernel mapping gave GPU access:
direct and flexible maps with it, and fixed remaps with it over a
registered range (a reservation). The mutation looks them up while it
still holds the lock and hands them over weakly, with the registry
generation it ended at, so the observer does not keep a range alive.
The driver imports those ranges on its current device, so an
address-based build finds the import instead of pinning the memory on
the queue that first uses it. A range that gains GPU access through
sceKernelMprotect, and AnyPS5's own libc heap, are still imported on
first use.
The import at map does not reconcile the other imports with the
registry, so its cost does not grow with the number of imports. It skips
a range that is gone, and any range when the imports were reconciled
with a newer registry since; the next lookup imports those as before.
It installs the pin waiter as the other import paths do, so unmapping a
range imported at map retires its import. The live import bytes are kept as a
running total instead of being summed over every import. Once the import
table belongs to the current device the import takes only the table's
lock; the first import on a device (which runs the write-watch probe)
and a device that was just replaced go through the GPU lock. Clearing
the observer waits for calls already running.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The mesh stage was compiled at the driver's default subgroup width, while the translated mesh program lays wave64 lanes out on, and ballots over, a 32-lane host subgroup. Intel's Windows driver (Arrow Lake, 32.0.101.8991) reports subgroupSize 32 but prefers 16 for mesh shaders, and every agc_driver_mesh draw drew no triangle there. The mesh stage now gets VkPipelineShaderStageRequiredSubgroupSizeCreateInfo{32} when the program's hostSubgroupSize is 32 and the device lists the mesh stage in requiredSubgroupSizeStages, as compute pipelines already do.
CB_COLOR_INFO COMP_SWAP 1 (SWAP_ALT) on a two-channel format stores the
x and w exports in its two channels (Mesa si_translate_colorswap,
"X__Y"). COLOR_8_8 UNORM and SNORM targets with it bind as R8G8 with
export mapping 0xec; blending into them still throws, since Vulkan
would apply alpha factors to the wrong channel.
Uncharted: Legacy of Thieves Collection (PPSA05684) stopped in its
first level with "unsupported color format 3 number type 0 component
swap 1".
The background link-time-optimized link used the Pipeline's own layout, which ~Pipeline destroys right after marking the slot released, and ClearCachedPipelines destroys the cached pipelines before ClearPipelineLibraries waits for pending links. A link already past the released check then created its pipeline with a destroyed VkPipelineLayout. On Intel's Windows driver (Arrow Lake iGPU, 32.0.101.8991) agc_driver_vertex_fetch, agc_driver_pixel_interlock and agc_driver_mesh faulted inside igc-default64.dll every run, and agc_driver_prepared_exports and agc_driver_pixel_barycentric_emulation intermittently; all passed with APS5_NO_PIPELINE_LTO=1. The library store's layout, made from the same create info and used for the libraries, lives until ClearPipelineLibraries has waited for the pending links.
(cherry picked from commit 758eeb9fb255d88c41945b299dc3ec5ac1578331)
A recorded dispatch or draw whose use needs completion work goes into the
copied-writer lists (VulkanDevice's copiedWriters, DrawCopiedWriters).
Fills, buffer copies and indirect argument reads treat every write of a
listed object as a store the CPU makes when its batch is reaped, and wait
for that batch. Completion work is also needed for the BDA fault check
alone, and the written sub-ranges of GPU copies are copied back by the
GPU (RecordCopyBacks) before the listing. Such an object has no CPU
write-back (HasCopiedWrites is false), and its stores are ordered by the
barriers like direct writes, yet it was listed and waited for.
Both lists now take an object only when HasCopiedWrites holds after
MarkGpuWrites. The completion action still runs for the fault check.
agc_driver_copied_writer_copy records a dispatch that reads through
global (BDA) loads and stores through a bound buffer into registered
memory, then copies that output on the GPU (VulkanDevice::CopyBuffer)
before the batch ran. It checks that the copy is a transfer between the
host imports without a sync, and the copied bytes. Without the change the
copy waits for the dispatch's batch.
PPSA14632 (LEGO Horizon Adventures): every one of the DMA_DATA copy
waits counted over 75 s came from such writers. Queue 0's GPU-mutex hold
for copies drops from 3.5 s to 30 ms per 10 s, and presents rise from
about 102 to 109 per 10 s.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
An upload of a storage image up to 1 MiB reads the surface's guest bytes
into a baseline (#1599), which a later write-back compares against for
blocks the CPU stamped. When a unit shadow, another image's pending
results or a recorded GPU store covers the surface, that read goes
through the flush hook: the shadow is published and the worker waits for
the GPU, although the upload itself runs on the GPU from the import.
The baseline is now taken only when nothing of that kind overlaps the
surface. Otherwise the image has none, and its write-back keeps the CPU's
bytes for stamped blocks, the rule before #1599. TechnicalDebt's entry
names the condition.
agc_storage_baseline_settled creates a storage image over a watched host
import with a recorded store pending over part of it and checks that the
upload did not submit the open batch; without the change the baseline
read syncs on that store. agc_unchanged_cpu_stamps (#1599) still passes.
PPSA14632 (LEGO Horizon Adventures) refreshes such images about 870
times per 10 s from queue 0 dispatches: the hook's recorded-store syncs
go from about 3400 waiting 4.0 s to about 630 waiting 0.3 s per 10 s,
and a direct dispatch's device call from 356 to 107 us.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A build's sampled image elements often repeat the element just before them
in plan order (the same eight descriptor words). Each still took its own
stage-A record (decode, collect, DCC key read, cache entry) and its own
stage-B lookup.
The lookups run in plan order and nothing runs between two consecutive ones,
so a repeated element's lookup would find the state the previous lookup just
left: the entry it validated or made, current against the same collect. Such
an element now binds the previous element's texture (when the depth-compare
flag matches too, which is part of the cache key), and stage A gives it a
record of the decoded descriptor only. An element repeating an earlier but
not the immediately preceding one still takes its own lookup, as does any
element after a storage image lookup.
A resource build decodes every image element's eight descriptor words,
describes the surface (a mip layout with a vector of levels) and finds the
sampled texture's cache entry by hashing its key, once in stage A and again
in stage B. Most elements repeat a small set of descriptors from build to
build.
Each worker now keeps a small direct-mapped memo by descriptor words of the
decoded resource, its guest size and view component mapping (pure functions
of the words) and of the cache entry the words last found. The entry is
reused only while the sampled texture cache has erased no entry since it
was found (an erase counter bumped by eraseTexture), so the list iterator is
still valid and still holds the same key; anything else takes the hash
lookup.
Buffer and DeviceBuffer created their VkBuffer at the pool's size class, so
a robust read past the requested size stayed in bounds and returned the
bytes an earlier user of the pooled memory left there instead of an
out-of-range result. Each VkBuffer now has the requested size, created with
the pool's usage, over memory of its class (or its slab slot); one taken
from the pool for a different size is recreated over the same memory at
the same offset. agc_buffer_pool follows a pooled buffer by its memory, so
its class and reuse cases hold with the exact-size buffers.
Every draw into a resident target refreshes the target's storage image
(StorageTexture::Refresh): a pending-registry scan for an alias,
FlushPending over the surface, the collect, the key proof, a
whole-surface UnchangedSince, four vectors and a generation update over
every 64 KiB unit, nearly always finding the image current.
A refresh that finds the image current now keeps a proof: the image's
generation and uploaded keys, its key proof's generation and the pending
registry serial. The next refresh is answered from it when the image's
own state is still that, the surface and its key range are unstamped
since those generations (CollectWrites over both, then one
UnchangedSinceAll), and no other image has results pending over the
surface: the registry serial is unchanged, or the registry is scanned and
holds none (a newly pending image, a flush in progress). The proof is
taken only under GuestMemory::GpuMutex, without a pending alias, with
stable keys and when no other pending image overlaps the surface; any
full refresh drops it. A CPU write, a driver or GPU store, a key store,
another image's pending results or a different image therefore always
refresh in full, and the image's own pending results (a draw into it)
keep the proof.
agc_driver_recorder_tests refreshProofTests: an unchanged image and one
holding its own pending results are proved; a CPU write, a driver store
into the surface, a key store, another image's pending results, a new
image of the surface and a fast clear of the keys each refresh in full.
A geometry (NGG) strip draw on the mesh path assigned every primitive the next index positions without looking for the restart index: a triangle spanning a restart fetched vertex 0xFFFF and was drawn to wherever that read landed, and the strip parity never reset, so after an odd-length strip every triangle's winding flipped and face culling dropped it.
For an indexed strip draw with restart enabled and the restart index present, the draw now records each position's strip start (one past the last restart at or before it) and passes the table after the mesh arguments, flagged in draw word 3. The mesh prologue reads the start of its primitive's last vertex: a primitive whose start lies past its first vertex spans a restart and is made degenerate, and the others take their parity from their strip's start (or the draw's first index). The restart vertex itself fetches vertex 0. The table is built from the index bytes the draw already reads (its copy, or the guest memory an in-place import reads), next to #1968's restart-aware highest-index scan.
The new Mesh.cpp test draws quads as four-index strips each followed by a restart (16- and 32-bit indices, and an indirect draw starting mid-buffer) with front faces culled: every quad must render whole and the gaps between them stay clear. Without the table the first check fails ("a triangle crossed the restart after quad 0").
AI-assisted (Claude Code).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>