Commit Graph

907 Commits

Author SHA1 Message Date
Adrià ff8fe4dbc1
Merge pull request #3988 from karanvora2599/perf/shader-f16-unpack-half
perf(shader): convert f16 operands with UnpackHalf2x16 where f16 denormals are kept
2026-10-13 13:48:59 +02:00
Dean 5d50886ee4
Merge pull request #2076 from jdmagic/feat/agc-stencil-plane-storage
feat(libSceAgcDriver): take a one-layer 2D array view of a depth surface plane as the plane
2026-10-14 00:11:01 +13:00
Dean 075169f7b3
Merge pull request #4404 from eljackjoestar-cmd/codex/demanded-shader-preparation
fix(agc): prioritize demanded shader preparation
2026-10-13 23:42:40 +13:00
Dean 768cd93977
Merge pull request #4082 from Celegans12/feat/agc-quad-tessellation
feat(agc): implement quad tessellation with counter-clockwise output and level clamps
2026-10-13 23:42:25 +13:00
Dean 1d7b075610
Merge pull request #4496 from Kikoarl/perf/agc-gds-dma-and-completion-label-sync
perf(agc): disambiguate completion label overlaps in CopyBuffer
2026-10-13 23:42:11 +13:00
Dean 53aea1ff34
Merge pull request #5024 from oneandonlydean/up4/storage-store-keeps-untracked-writes
fix(agc): keep CPU writes when a pending storage result is stored over untracked memory
2026-10-13 23:33:08 +13:00
Dean 387b8a0faa
Merge pull request #3763 from eljackjoestar-cmd/codex/dynamic-rendering-layers
fix(agc): render all attachment layers with dynamic rendering
2026-10-13 23:32:53 +13:00
Dean Galvin cc3b47dda0 fix(libSceAgcDriver): take a one-layer 2D array plane view as a narrow exception to the non-2D refusal
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.
2026-10-13 23:17:51 +13:00
jdmagic e4a7cbfc83 feat(libSceAgcDriver): take a one-layer 2D array view of a depth surface plane as the plane
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>
2026-10-13 23:15:15 +13:00
Karan Vora e4f212b2e2 perf(shader): convert f16 operands with UnpackHalf2x16 where f16 denormals are kept
Since #1463, every f16 operand read decodes sign, exponent and mantissa
with integer operations, 8 to 12 instructions more per read than
UnpackHalf2x16 on NVIDIA. The decode works around an AMD Windows driver
that folds the mask of a byte-selected half into UnpackHalf2x16.

A new target flag, float16DenormPreserve, is set when the device reports
shaderDenormPreserveFloat16 and denormBehaviorIndependence ALL, the same
rule as float64DenormPreserve. With it, EmitF16BitsToF32 uses
UnpackHalf2x16 and declares DenormPreserve for 16-bit floats, under
which SPV_KHR_float_controls keeps unpacked subnormal halves. NVIDIA
returns the default NaN for every NaN half, so the NaN bits are rebuilt
from the half: its sign at bit 31, its payload at bits 22:13. The
DenormPreserve 16 mode is declared once, shared with the native f32 to
f16 conversion. Without the flag (lavapipe; RADV reports 32_BIT_ONLY)
the integer decode stays. Halves of fields narrower than 16 bits, such
as SDWA byte selects, keep the integer decode on every device.

The flag is serialized (request version 17) and part of the cache key.

New test agc_driver_f16_to_f32_unpack converts all 65,536 halves, with
nonzero high bits, through v_cvt_f32_f16, and byte-selected halves
through v_add_f16 SDWA, with each decode the device supports, and
compares the bits with an exact decode. agc_driver_f16_to_f32_unpack_spirv
checks which decode the SPIR-V uses with and without the flag.
2026-10-13 12:15:00 +02:00
Adrià 8bcd97cd5b
Merge pull request #1418 from gjonn/feat/agc-unnormalized-implicit-lod
feat(agc): sample the base level through unnormalized samplers
2026-10-13 11:49:07 +02:00
Dean Galvin 4a4bea9d1b test(agc): skip the clip and cull distance draw without a Vulkan device 2026-10-13 22:26:59 +13:00
eljackjoestar-cmd dedb869fa2 test(agc): shut down the layered submission driver before exit 2026-10-13 13:07:18 +04:00
eljackjoestar-cmd 78ad5d9dfb fix(agc): validate dynamic layer limits and host subgroup size 2026-10-13 13:01:17 +04:00
eljackjoestar-cmd a103e48c8b test(agc): use the current fragment push slot in layered readback 2026-10-13 13:00:28 +04:00
eljackjoestar-cmd 60a1649e76 fix(agc): render all attachment layers with dynamic rendering 2026-10-13 13:00:28 +04:00
alfalfa-star dd70286889 test(agc): draw a layered volume through the driver
agc_driver_layered_volume_submit submits a DCB whose context registers
alone describe a 3D render target (CB_COLOR_ATTRIB3 resource type 3D,
CB_COLOR_VIEW slices 1-3) and set PA_CL_VS_OUT_CNTL USE_VTX_RENDER_
TARGET_INDX, with both shaders registered before the draw. It checks
that each band lands in its own slice. Removing the layer export from
the vertex stage info in Driver::draw, or the bit-18 read in
DecodeState, fails it. Two more runs draw the volume under DCC keys:
uncompressed keys stay uncompressed, and 0000 fast-clear keys leave
every texel the draw does not write at the clear color and end
uncompressed.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-13 13:00:04 +04:00
alfalfa-star 97d192eeae test(agc): pass the GPU flag to Mutation::Add in the layered volume test
Main added the GPU-visible argument to GuestAllocations::Mutation::Add.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-13 13:00:04 +04:00
alfalfa-star 1055617751 feat(agc): render layered draws into 3D color targets
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>
2026-10-13 13:00:04 +04:00
Celegans12 23342340cc feat(agc): implement quad tessellation with counter-clockwise output and level clamps
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.
2026-10-13 10:56:16 +02:00
Dean Galvin e5449936f4 fix(agc): keep CPU writes when a pending storage result is stored over untracked memory
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).
2026-10-13 21:46:12 +13:00
Michon a72dcb93aa test(agc): clip and cull distances drawn through the device and the driver
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-13 21:37:49 +13:00
Kikoarl 396b5189a9 perf(agc): disambiguate completion label overlaps in CopyBuffer 2026-10-13 09:56:09 +02:00
eljackjoestar-cmd 68c2b0f746 fix(agc): prioritize demanded shader preparation 2026-10-13 11:54:29 +04:00
Dean 7e181fcc38
Merge pull request #3874 from oneandonlydean/up4/import-window-compare
perf(agc): compare an import window's pages when the window closes
2026-10-13 17:55:13 +13:00
Dean e268844924
Merge pull request #4700 from Nesyth/fix/agc-comp-to-single-dcc-reads
fix(agc): read comp-to-single DCC keys of sampled textures and storage images
2026-10-13 17:54:09 +13:00
Dean f9821b76ed
Merge pull request #4097 from kr4y4/fix/shader-f16-ternary-output-modifier
fix(shader): keep the output modifier of the f16 min3, max3, med3 and div_fixup ops
2026-10-13 17:52:50 +13:00
Dean 1268ba8cd4
Merge pull request #4727 from gjonn/feat/hull-dynamic-control-point-index
feat(shader): read hull inputs at a control-point index computed from data
2026-10-13 17:50:35 +13:00
Dean e64bf3c5d0
Merge pull request #4662 from fdfawef324/fix/agc-gpu-map-import-off-guest-stack
fix(agc): import GPU-mapped memory on a host stack
2026-10-13 17:50:12 +13:00
Dean 2ffbb75ae7
Merge pull request #4206 from jweidenh/codex/sparse-buffer-hole-initialization
fix(agc): clear interior holes in recycled sparse buffers
2026-10-13 17:48:00 +13:00
Dean 432675d919
Merge pull request #4252 from karanvora2599/perf/shader-wave32-exec-lane-bits
perf(shader): keep wave32 EXEC and VCC lane bits without a ballot round trip
2026-10-13 17:47:39 +13:00
Dean 61e4b5506c
Merge pull request #4017 from jweidenh/codex/host-import-submission-lifetime
fix(agc): defer host import retirement until the GPU lock is held
2026-10-13 17:46:23 +13:00
Dean 0d54077b9a
Merge pull request #4500 from ee6aba54/feat/agc-depth-surface-storage
feat(libSceAgcDriver): storage image access to depth surfaces
2026-10-13 16:50:53 +13:00
Gjon Gojcevic 63ed0ffeaf feat(agc): sample the base level through unnormalized samplers
The hardware ignores the LOD for unnormalized coordinates and samples the
base level. A sampler used only by explicit-LOD, implicit-LOD, bias and
gradient samples gets a pipeline specialization constant set from its
unnormalized bit when the binding plan is prepared. When the constant is
set, each of its samples is emitted as OpImageSampleExplicitLod with LOD 0,
which is what Vulkan requires of unnormalized samplers. Otherwise the
sample keeps its own form. Such shaders are no longer refused.
2026-10-12 22:58:16 -04:00
Dean 417c7d02a7
Merge pull request #4586 from ee6aba54/fix/agc-lookahead-write-data
fix(agc): count every CP data write of a dispatch group as a write of the run
2026-10-13 15:37:38 +13:00
Dean 255a91abd6
Merge pull request #4809 from MarcZX100/codex/unaligned-shader-abi-4782
fix(agc): accept unaligned shader headers in ABI resolution
2026-10-13 15:36:40 +13:00
Dean Galvin f15671ecf3 fix(agc): copy the depth plane again after a storage write
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.
2026-10-13 15:00:36 +13:00
Dean Galvin 738ae9df06 test(agc): cover depth storage access through dispatches
Draw depth and stencil, read and rewrite each plane in compute
dispatches, and check the stored values with depth-tested and
stencil-tested draws, a following dispatch and the flushed guest bytes.
The array view, multisampled and two-view refusals are checked through
dispatches as well.
2026-10-13 15:00:36 +13:00
Simon 27e1122774 feat(libSceAgcDriver): storage image access to depth surfaces
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.
2026-10-13 15:00:36 +13:00
Dean 2a55cfe1e8
Merge pull request #2491 from oneandonlydean/up639/depth-plane-unchanged-copy-on-425
perf(agc): skip the depth plane copy when no slice changed
2026-10-13 14:49:05 +13:00
Dean 26f8047889
Merge pull request #2490 from oneandonlydean/up639/depth-plane-guest-layers-on-425
perf(agc): keep unchanged guest layers of a depth plane copy
2026-10-13 14:48:43 +13:00
Dean 048206e18c
Merge pull request #4410 from MarcZX100/codex/idle-results-debounce-4398
fix(agc-driver): delay storage writeback until queue activity settles
2026-10-13 14:48:00 +13:00
Dean Galvin 50e5f088c9 perf(agc): skip the depth plane copy when no slice changed
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.
2026-10-13 14:33:40 +13:00
Dean Galvin d9c0407391 test(shader): make the read-only window tests pass in the full Linux build
With SPIRV-Tools enabled the optimizer replaces a window that is only
indexed by constants with scalars, so the sampler spill case found no
array. It now reads M0 from the thread group id, as the first case does.

The direct access test reads and writes lanes across a wave32, which a
device with 8-lane subgroups cannot hold; it skips there like the
v_readlane and v_writelane tests.
2026-10-13 14:09:05 +13:00
thibaut efa96f73bc test(shader): check direct and relative reads of a read-only vector window on the GPU
Write window registers directly (VALU, v_writelane_b32, buffer load,
v_movrels_b32 results), read them back directly and through
v_movrels_b32 at several M0 values, including after a direct rewrite,
and feed a v_readlane_b32 of the written lane into the output.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01V1W4jdNSKTV7xwuS6xQPJV
2026-10-13 13:59:35 +13:00
AlxcBTW d0aca69eff test(agc): a relative read of the whole ancillary word gets the composed word
The relative-ancillary test expected the whole-word read through
v_movrels to be refused, which was main's behaviour before the word was
composed. It now converts that read to float and exports it: the
composed word of a triangle draw is 2 (primitive class 2, sample 0,
layer 0), so the pixel is 255, with and without the implicit position
inputs in front of the ancillary VGPR. TechnicalDebt's relative
addressing entry no longer says that whole-word uses throw.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-13 13:06:27 +13:00
AlxcBTW 18d9874a06 feat(shader): give reads the masked-select pass keeps the whole pixel ancillary word
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>
2026-10-13 13:06:21 +13:00
Dean Galvin af7160475b perf(agc): keep unchanged guest layers of a depth plane copy
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.
2026-10-13 12:59:26 +13:00
Dean 1c5e62878a
Merge pull request #425 from MichonGoddijn231849/feat/depth-surface-reads
feat(agc): depth planes sampled as 2D arrays, cubes and integer views
2026-10-13 12:58:34 +13:00
alfalfa-star fd98327ba7 fix(agc): take a memory value fill only when the hardware stores the raw value
The kernel reads its value with s_buffer_load_dword through the V# in
user[4..7] and stores it with buffer_store_format_x through the V# in
user[0..3]. When the value V# covers less than a dword (NUM_RECORDS
times its stride, or NUM_RECORDS bytes for stride 0) the load returns 0,
and a store format other than 32_UINT, 32_SINT or 32_FLOAT converts the
value, so in both cases the HTILE does not receive the dword read from
memory. The match now requires both. Kena's own dispatch (format
32_UINT, a value V# of one 16-byte record) still matches.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-13 12:40:31 +13:00