Main refuses every storage view of a depth or stencil plane that is not
2D. A 2D array view is now taken as the plane only at layer 0 with one
layer; a view with more layers or another base layer still throws.
A one-layer 2D array view replaces a 2D view of the plane like any other
view, so a store back through the replaced 2D view throws. The depth
storage dispatch test runs one-layer views of both planes and checks
that the depth and stencil tests see what they stored, and that a
two-layer view still throws.
A storage view of a depth or stencil plane was taken for the depth surface
only as a 2D image. A 2D array view of layer 0 with one layer and the
plane's extent and format is the same plane, and now gets the plane's
storage image too; a view with more layers still takes the ordinary path.
The plane's storage image is recreated when the view's dimension changes.
PPSA01289 (Sackboy: A Big Adventure) binds the stencil plane of its
2880x1620 D32S8 surface as a one-layer R8_UINT 2D array from a compute
shader during presentation, and read guest memory instead of the stencil.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A fast clear of a packed float color target (format 36) was refused as unencodable. Give the format
a DCC layout (11, 11 and 10 bit float channels) and its one value, so 0000, 0001, 1110 and 1111
clear codes fill the texels and a texture keeps those keys.
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
The warning fired for every draw with PA_CL_VS_OUT_CNTL layer bits,
including layered draws that now route the render target index. It is
checked after the color targets are decoded and leaves out the routed
bits and the misc vector enable. The comment that said layer exports
are never routed is removed.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A color view of several depth slices of a 3D target (CB_COLOR_VIEW
SLICE_START < SLICE_MAX) was rejected as "color views of several array
slices are unsupported". Titles render such volumes with one draw: an
instanced draw whose vertex stage picks each primitive's slice through
the misc position export (PA_CL_VS_OUT_CNTL USE_VTX_RENDER_TARGET_INDX
with VS_OUT_MISC_VEC_ENA).
Depends on #423, which carries PA_CL_VS_OUT_CNTL to the recompiler.
- DecodeColorBuffer takes the slice range of a 3D target
(ColorTarget::layers, clamped to the surface's last slice), allows DCC
on 3D targets, and sizes a tiled 3D target by its whole surface
(SurfaceForTarget moves to State.cpp for that). DecodeState sets
State::renderLayers and, for a layered draw, USE_VTX_RENDER_TARGET_INDX
(State::layerExports); color targets of different slice counts and
layered draws with a depth target throw.
- The driver adds State::layerExports to the PA_CL_VS_OUT_CNTL bits #423
passes (it already passes VS_OUT_MISC_VEC_ENA), so the render target
index reaches gl_Layer only for layered draws and stays ignored
elsewhere as before.
- A vertex stage writing gl_Layer declares ShaderViewportIndexLayerEXT
and SPV_EXT_shader_viewport_index_layer when the device offers them
(the device enables VK_EXT_shader_viewport_index_layer when present),
instead of SPIR-V 1.5 ShaderLayer, which a Vulkan 1.1 device cannot
take. Graphics validation accepts the capability, the extension and a
vertex Layer output when it is enabled, and a per-primitive Layer
output of a mesh stage.
- The resident target's attachment view is a 2D array view of the
slices, and the framebuffer has that many layers (Framebuffer and
AcquireFramebuffer take the layer count).
The execution test agc_driver_layered_volume_draw draws three bands,
one per layer, into slices 1..3 of a 4-slice 64 KiB-tiled volume and
reads every slice back: slice 0 stays untouched and slice 1 + L holds
only band L. It also recompiles a mesh program with the layer export and
validates it against the layered state. The mesh case does not draw:
lavapipe's LLVM backend aborts compiling that mesh pipeline ("Cannot
emit physreg copy instruction"), which a test cannot catch. On RADV the
same mesh draw renders the bands into the right slices.
PPSA14632 (LEGO Horizon Adventures) renders its 64x64x64 RGBA16F
translucency lighting volumes (two DCC targets, 64 instances) this way.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
DecodeShaderStages accepted only clockwise triangle patches and no HOS
level clamp narrower than [1, 63], so terrain drawn as TRI_CCW quad
patches with VGT_HOS_MAX_TESS_LEVEL 9 aborted. Quad domains and TRI_CCW
now decode and emit Quads and VertexOrderCcw; isolines, other
partitionings and point or line output still throw.
VGT_HOS_MIN/MAX_TESS_LEVEL are read per draw and pushed in the last 8
bytes of the pre-rasterization push constant slot, where the hull reads
them to clamp its factors; they stay out of every key and the recompile
request, so one hull serves every level. Zero, negative and NaN outer
factors still cull; clamps outside 0 <= min <= 63, max >= 1,
min <= max throw. Quad hulls write four outer and two inner factors at
a 24-byte stride, the layout Mesa's TF ring store uses.
On memory outside the write watch a write-back compares guest memory with
the bytes saved at the upload and leaves the 64 KiB blocks that differ to
the CPU. A store of some of an image's units marked the whole saved copy
invalid, and a fill turned into an image clear or an image copy never
saved the bytes under it, so the next store had nothing to compare and
wrote its layers whole over what the CPU had written since.
The saved copy is now valid per tracked unit. A store, a drop or a stale
eviction invalidates only its own units, a CPU-path store makes the units
it stored valid again, and the write-back compares each run of selected
units that still has saved bytes. FillClear and CopyFrom save the bytes
of the units they fill when the surface is not watched, as an upload does.
Results over a range that left the watch while they were pending still
have no saved bytes; storing them now throws instead of overwriting the
CPU's writes (technical debt).
PA_CL_VS_OUT_CNTL's clip and cull enables and its misc and distance vector bits reach the recompiler's vertex info (request version 20), the draw key, the vertex-info comparison and the recompile cache key. Registration and draw-time preparation set them the same way the draw does; a program without pos1..pos3 exports gets none, so its artifact does not depend on the register. Guest clip distances share main's gl_ClipDistance array with the all-zero position distance; cull distances need shaderCullDistance. Up to eight clip and cull distances are accepted.
Co-Authored-By: john.maia <hi@johnmaia.dev>
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
DecodeState mapped points, lists, strips, fans, rect lists and patches
but threw "unsupported primitive type 3" for VGT_PRIMITIVE_TYPE 3, the
line strip (DI_PT_LINESTRIP in Mesa's r600d.h). Record of Lodoss War
(PPSA05347) stops on it after a few minutes.
Vulkan allows primitive restart for line strips without the list
restart extension, and the precheck, the pipeline and the provoking
vertex check already treat the strip class that way; only the decode
lacked the case. The point and line depth bias enable stays rejected on
line strips like on line lists, and a line strip gets the line primitive
class for a pixel shader that reads the ancillary word.
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
ApplyFastClear took the color fill before the CMASK clear, so a partial
fill of a multisampled target's color memory threw at the next use even
when a CMASK fast clear was pending over the whole target. The CB reads
a cleared tile's color from the clear registers whatever the memory
holds, so the CMASK clear is applied and the recorded fill dropped.
DecodeColorMetadataPass treated a CB_COLOR_CONTROL resolve as one only
when PA_SC_AA_CONFIG has a sample count, and checked the source against
it. A title that resolves with the rasterizer single-sample fell through
to the draw path and threw "only normal color rendering with copy ROP is
supported (... mode resolve)".
A color target's sample count is CB_COLOR_ATTRIB.NUM_SAMPLES, separate
from the rasterizer's; radeonsi itself writes PA_SC_AA_CONFIG 0 for a
multisampled framebuffer when rasterizer multisampling and line
smoothing are off. So a resolve is decoded when either the rasterizer or
CB0 is multisampled, and its sample count is CB0's. When the rasterizer
is multisampled, the source still has to match it.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A sampled copy of a depth plane is kept while the surface's write
serial is unchanged. Storing a written storage view back into the
depth image did not bump the serial, so a later draw or dispatch that
sampled the plane as an array or cube kept the values from before the
store. The store-back bumps it now.
The dispatch test samples the plane through a copy, stores to it in a
dispatch and samples it again.
A 2D array or cube view with the plane's extent and format reached the
ordinary path and read guest bytes the depth was never written to; it
throws again, with the message main has for it. A multisampled surface
is refused before the plane copy, as sampling it already is. A written
view that another view of the same plane replaced had its results
dropped at store-back; that throws now.
Update the debt entry to what is supported and what still throws.
A D16_UNORM_S8_UINT surface is stored as D24_UNORM_S8_UINT or
D32_SFLOAT_S8_UINT on devices without the 16-bit format. Copying its
depth aspect yields 4 bytes per texel, so the 16-bit storage image of
the depth plane would receive the wrong layout. Such an access now
throws, naming the surface and both formats; the stencil plane keeps
its 8-bit layout and stays supported.
Compute shaders bind the depth and stencil planes of a depth surface as
storage images, to read the depth or to write it before later draws
test against it. The driver kept depth on the GPU and refused such
bindings.
A depth surface now owns one storage image per plane (R32_SFLOAT or
R16_UNORM for depth, R8_UINT for stencil). Binding copies the plane
into it through a staging buffer; a written element is copied back into
the depth image during write-back, so the next draw sees the shader's
depth.
A view whose extent differs from the surface's means the memory was
reused for another texture and takes the ordinary texture path; this
applies to sampled views of a depth surface too.
PPSA15304 copies depth and stencil through storage images every frame.
Sampling a depth array, cube or R16_UINT view of depth surfaces went
through DepthPlaneCopy::Refresh on every use. Each use copied every slice
a depth surface holds into the staging buffer and the whole staging buffer
into the copy image, with three ALL_COMMANDS barriers, although nothing
had written the slices since the previous use.
Each depth surface now carries a write serial, bumped when a draw binds it
as its depth target and when a pending fast clear is applied. The copy
keeps the image and serial of every slice it copied. A use copies only the
slices whose surface or serial changed and the guest layers that changed
(as before), and records nothing when none did. A slice whose surface is
the depth target of the latest depth draw is copied at every use until
another depth target is bound, since that draw may still be recorded after
the copy.
Test: agc_driver_depth_plane_guest_layers counts the recorded slice copies
and copy fills; a second use with nothing written records none (it records
one of each without this change), a draw to a slice's surface or a CPU write
to a guest layer copies only that layer.
A multisampled target's samples live only in its host image, so a fill
of its color memory never reached them: a title that clears its MSAA
targets that way (with no CMASK) kept drawing over the previous frame.
A uniform fill over the whole color memory now clears the host image to
that value at the target's next use, the same way a CMASK fast clear
does, and a pending CMASK clear still takes precedence. The color memory
is sized with addrlib's block dimensions for the sample count
(ComputeThinBlockDimension): a 64 KiB block holds width x height x
samples elements, laid out width first for 1x and 4x. A fill over part
of it, over a target whose footprint is not computed, or with a value
that has no exact clear value in the format throws at the next use.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A fast-clear materialization threw when a CMASK nibble held a code other
than 0 (cleared) or 15 (expanded). PPSA18391 (engine: Clickteam Fusion) fast
clears a target whose CMASK it never initialized, so some nibbles hold
leftover values such as 1 and 10, and presentation failed on the first
frame.
Such a tile now keeps its texels like an expanded tile, on the CPU path
and in the compute pass. A cleared tile of a DCC target still throws.
The graphics and CMASK fast-clear tests now check that an unknown code
leaves the tile unchanged instead of expecting the throw.
The SPIR-V emitter declares extra views of the guest buffers binding:
buffers_coherent for GLC or DLC accesses (#2369) and buffers_u64 for
64-bit atomics. Each is another StorageBuffer variable on the same set
and binding, decorated Aliased, which Vulkan allows.
ShaderValidation, which checks the stages of every draw, accepted one
StorageBuffer variable per binding with u32 elements only, so such a
graphics shader was refused with "duplicate SPIR-V resource binding".
A second variable is now accepted when the binding is the guest buffers
array and every variable on it is Aliased; an aliased view may hold u64
elements. Other duplicates are still refused. agc_driver_graphics
validates pixel shaders with a GLC store and a 64-bit atomic, and checks
that the same modules without Aliased are refused.
A packed ancillary word that still reaches an export, or any other read
the masked-select pass cannot drop, no longer stops the recompile. After
that pass every remaining use gets the composed word: the primitive class
at bits 0-1, SampleId at bits 8-11 and Layer at bits 16-28, with every
other bit zero. Those lanes do export the ancillary VGPR on the console,
so the word has to be right, not just present.
The primitive class (0 point, 1 line, 2 triangle, 3 rectangle) comes from
the draw. RasterPrimitiveOf maps rect lists to 3, line lists on the vertex
path to 1 and everything else the driver accepts to 2, because its
geometry and tessellation paths only output triangles. It reaches the
shader as pipeline specialization constant 8233, the way dual-source
blending does: a request field that is folded into the specialized
module and is part of the result memo, the draw key and the serialized
request (version 17).
Only shaders that read the class pay for it. ShaderInfo records the read
(disk cache format 28), and only those shaders put the class in their
module key, so a shader that reads just the sample or layer field keeps
one module for every primitive class. The draw sets the class only when
the pixel shader loads the ancillary VGPR, so other draws keep the draw
cache entries they have today.
The VRS rates (bits 2-5) and the eye id (bit 7) are 0 because the driver
supports neither VRS nor multiview. SampleId is 0 because the driver
rejects MSAA and per-sample shading, and Layer is 0 while it ignores
vertex layer exports. TechnicalDebt.md records the layout sources and
these assumptions.
Tests:
- pixel_ancillary builds an export to target 0 whose two channels select
between a packed value and a phi carrying the word. It checks the word
for each primitive class, sample and layer, checks that the three
shapes the masked-select pass keeps now compile with the composed word,
and that a program whose select the pass drops reads no class.
- agc_driver_pixel_ancillary_word exports the word from a draw and reads
back 2, 3 and 1 for triangle, rectangle and line. A shader that reads
only the sample field shares one module across the classes, and the
whole-word shader gets one per class. It also checks RasterPrimitiveOf.
- agc_shader_memory covers the version 17 round trip, and
agc_shader_disk_cache the new flag.
Both ancillary tests fail with the old refusal when the composition is
disabled.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Sampling a depth surface as a 2D array, a cube or its integer bits
copies its planes into a per-use image. Each use read every slice no
depth surface holds from guest memory and detiled it again, even when
nothing had written it since: in one level of a heavier title that was
about 165,000 layer reads, about 650 GiB, in a five-minute run.
A slice read from guest memory now stays in the copy's staging buffer
with the write generation it was read at. The next use reads and
detiles it again only when its address, size or tiling changed, the
write tracker reports a write since, or recorded GPU work writes the
range; a slice a depth surface held in between is read again. Without
write watching every use reads, as before.