The typed descriptor heaps write a null descriptor for a null guest
image, and the device therefore required VK_EXT_robustness2's
nullDescriptor. MoltenVK has the extension but not the feature, so on
macOS no Vulkan device opened and every GPU test was skipped. The
feature is now enabled when the device has it. Without it, the device
creates a placeholder image per typed image heap: 1x1, cleared to zero,
of the heap's dimension, sample count, numeric class and access, and a
null guest image binds the placeholder of its heap. A heap whose
placeholder the device cannot create throws when a null image reaches
it. TechnicalDebt.md lists where a placeholder differs from a null
descriptor.
agc_placeholder_images checks every image resource the recompiler maps
to a heap against that heap's placeholder, so the two cannot drift
apart, and agc_shader_device_profile now expects a device without
nullDescriptor to be accepted.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
A shader reported in review binds 40 sampled images of one class, more
than 32. The cap only bounds the compact heap arrays, so no layout or
ABI version changes. The test covers 40 images and a full class through
the constant.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A compute program of PPSA26344 binds 29 sampled images of one class, more
than the 16 a typed sampled heap held, and failed with "shader image heap
capacity exceeded". Heap arrays are declared with their compact length,
so shaders that fitted before keep their layout and SPIR-V.
Bindless image tables keep 16 slots: they were sized by the same constant,
and each slot costs an image entry.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A typed storage-image heap held four elements, and a dynamic-mip storage
image takes four of them for its mip slots. A shader with a dynamic-mip
storage image and any other storage image of the same class needed five
and failed with "shader image heap capacity exceeded". The mip slots
per dynamic image stay four (StorageMipSlots); a storage heap now holds
sixteen elements (StorageHeapCapacity). Heap arrays are declared with
their compact length, so shaders that fitted before are unchanged.
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>