Commit Graph

211 Commits

Author SHA1 Message Date
Dean 3356c28fd6
Merge pull request #4106 from fma-rc/feat/agc-present-mode
feat(agc): select the swapchain present mode with ANYPS5_PRESENT_MODE
2026-10-12 23:53:46 +13:00
Adrià Franch 361c7e2024 perf(agc): keep oversized shaders specialized and prebuild libraries on their own thread
Co-Authored-By: Claude <noreply@anthropic.com>
2026-10-12 09:50:41 +02:00
Adrià Franch 7f64d14772 perf(agc): build the shader pipeline libraries when graphics stages are resolved at registration
Co-Authored-By: Claude <noreply@anthropic.com>
2026-10-12 09:50:41 +02:00
fma-rc 21b9e2efeb
feat(agc): select the swapchain present mode with ANYPS5_PRESENT_MODE 2026-10-12 08:30:00 +02:00
jweidenh 2b8f151b3f test(agc): verify optimized pipeline draws and readback 2026-10-12 00:16:28 +02:00
Adrià e10f91b305
Merge pull request #3777 from MarcZX100/codex/agc-store-idle-3272
fix(agc): store pending storage-image results when queues idle
2026-10-12 00:04:39 +02:00
Adrià 90933951d9
Merge pull request #419 from MichonGoddijn231849/feat/msaa-targets
feat(agc): multisampled color and depth targets with CB resolves
2026-10-12 00:01:37 +02:00
Adrià 06664a44cd
Merge pull request #3717 from jweidenh/codex/nvidia-pipeline-replay
feat(agc): capture and replay compute pipeline compilation
2026-10-11 23:54:52 +02:00
Michon d109f3966f fix(agc): guest access to a multisampled color target's memory throws
A multisampled target's samples are only on the host, so its guest memory
never holds them: a CPU read through GuestMemory::Read/ReadCommitted, a
DMA_DATA copy from it and a texture or storage image lookup at its address
throw instead of returning bytes that were never written there. Asked by
oneandonlydean; the test reads a resolved-only target's memory each way.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-11 23:41:30 +02:00
Adrià 9865c57f76
Merge pull request #2261 from Sanjaysrinivas/feat/registered-ngg-workgroup
fix(agc): route registered NGG workgroups through mesh
2026-10-11 23:23:54 +02:00
jweidenh a4ae6d7e31 fix(agc): capture larger compute modules and binding flags 2026-10-11 16:14:44 -04:00
jweidenh 8fbd0eecc1 feat(agc): capture and replay compute pipeline compilation 2026-10-11 16:09:48 -04:00
MarcZX100 42ac947f90 fix(agc): wake queue zero when workers become idle 2026-10-11 17:14:27 +00:00
MarcZX100 d57d3f0000 fix(agc): store pending results when queues go idle 2026-10-11 16:39:36 +00:00
Sanjaysrinivas 1fe527bbec fix(agc): route registered NGG workgroups
Defer registered NGG workgroup preparation until routing is known. Share the routing decision with static ABI resolution and draws. Gate the wave64 fixture on supported mesh subgroups; retain device-independent routing coverage.
2026-10-11 15:20:24 +02:00
XairRrR 94cffec3a7 perf(agc-driver): prepare shader ABI variants before taking the preparation lock
A shader preparation transaction took the global writers lock when it
was constructed and kept it to its end. ResolveShaderAbi, reached from
sceAgcCreateInterpolantMapping and sceAgcLinkShaders, compiled its
variants inside such a transaction, so every game thread creating or
linking shaders waited behind one compile: Uncharted's stalled frames
spent about half a second each in shader registration.

The root transaction now takes the lock on its first Read, Edit or
Hold. ResolveShaderAbi prepares the variants before reading the
prepared state when its ABI was not committed yet. Registry
publication holds the lock as before: PublishRegisteredShader holds
it, and RegisterShader holds it before the driver mutex, so the lock
order is unchanged. Commit takes no lock: a transaction with changes
already holds it.
2026-10-11 14:54:48 +02:00
Adrià daa13905cb
Merge pull request #3434 from Yuva1024/fix/agc-nvidia-pipeline-link-optimization
fix(agc): skip the background pipeline relink on NVIDIA's proprietary driver
2026-10-11 13:49:43 +02:00
Adrià e38b5e95d2
Merge pull request #3300 from lendinglibrary/fix/3212-dispatch-split
fix(agc): split a compute dispatch over the workgroup count limit
2026-10-11 13:46:20 +02:00
lendinglibrary 288ee89d2d fix(agc): split a compute dispatch over the workgroup count limit
A dispatch whose group count exceeds maxComputeWorkGroupCount aborted the
process; a software device (lavapipe) reports the spec minimum 65535, and
Ghost of Yotei (PPSA26344) dispatches 129199x1x1 in its presentation path.
The count is now recorded as consecutive vkCmdDispatchBase chunks of at
most the limit per dimension, each continuing the grid at its base offset
(a plain vkCmdDispatch would restart group ids at 0 and re-execute the
first chunk's workgroups), with a barrier between chunks so a later chunk
sees an earlier one's writes. Compute pipelines are created with
VK_PIPELINE_CREATE_DISPATCH_BASE_BIT, which a nonzero base requires.

A split on NVIDIA throws instead of dispatching: measured on an RTX 5070
Ti, the driver drops the first workgroups of a vkCmdDispatchBase dispatch
with a nonzero base (reproduced with a standalone Vulkan program outside
this repository), so its 65535 Y/Z limits cannot be split through. A split
of a dispatch whose LDS lives in device memory also throws: its buffer
slot base is computed from gl_NumWorkGroups, which inside a chunk is the
chunk's count, so workgroups of different chunks would alias (a 1D X split
only works because the base degenerates to the group id).

Fixes #3212
2026-10-11 05:58:29 -05:00
Yuvaraj b29133c74e fix(agc): skip the background pipeline relink on NVIDIA's proprietary driver
On an RTX 4060 (Ada, driver 617.42) the optimized link of a pipeline built
from libraries loses the device (VK_ERROR_DEVICE_LOST) as soon as it is
bound, which fails agc_driver_pixel_valid_mask in 16 of 20 runs. With
APS5_NO_PIPELINE_LTO=1 it passes 20 of 20. Reporters see the same loss on an
Ampere card with a depth attachment; two Blackwell cards do not lose it.

A device whose driver is VK_DRIVER_ID_NVIDIA_PROPRIETARY keeps the
fast-linked pipeline and no longer queues the link-time-optimized relink.
Other drivers are unchanged.

Refs #2866

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-11 12:44:46 +02:00
Alex Collini 687f73c951 fix(agc): select the registered back half for a fused hull header
sceAgcFuseShaderHalves returns a fused hull as a copy of its back half
(type 7) that is not registered: type 3, no user data, and shader
registers copied to scratch memory with the checksum, RSRC1/RSRC2 and
the LS program address rewritten. sceAgcCreatePrimState accepts only that
type-3 header, and graphics ABI resolution refused it as a replaced
shader header.

SameHeader now also takes a type-3 header as the registered type-7
header for the same code when every other field is equal and its shader
registers differ only in the fused ones. Graphics ABI resolution then
applies the bound header's shader registers over the registered state.

PPSA26344 fuses its hull halves during its loading screen.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-11 12:36:01 +02:00
Adrià 8fcd352f04
Merge pull request #3420 from gookie-dev/perf/agc-lazy-constant-ram
perf(agc): allocate a queue's constant RAM on its first write
2026-10-11 12:23:06 +02:00
gookie 8b550b81fc perf(agc): allocate a queue's constant RAM on its first write
QueueState held the 48 KiB constant RAM inline, so every QueueState
cleared 48 KiB when constructed and copied it when copied.
ResolveShaderAbi and ResolveGraphicsStagesAbi construct one on each call
(sceAgcLinkShaders, sceAgcCreatePrimState, interpolant mapping),
resolveGroupAhead copies the live state, and a queue reset builds a new
one, although few command buffers write the constant RAM.

The constant RAM is now a vector allocated when WRITE_CONST_RAM first
writes it. ConstantRam returns a shared all-zero view until then, so
DUMP_CONST_RAM of unwritten words still stores zeros, and the bounds use
QueueState::ConstantRamWords. The store view ResolveStore returns is
copied by the recorder within the packet, as before.

testMemory dumps unwritten constant RAM and checks for zeros, and checks
that a copied queue state keeps the words written before the copy.

A QueueState is 336 bytes instead of 49464; constructing one takes 0.3
to 0.8 us instead of 1.5 to 2.1 us, and copying one 0.4 to 0.6 us
instead of 1.9 to 3.8 us (GCC 13 -O3). On the title screen of PPSA21402
(Balatro) the clears from the two resolvers took 30 to 129 of 3459 to
7838 CPU samples per 10 s.
2026-10-11 12:01:27 +02:00
gookie f596bde6f6 perf(agc): walk register sets by their bit words when resolving ABIs
Iterating a Registers advances with nextPresent, which recomputes the
word, mask and next bit from the index on every step, about 3.5 ns per
register. BuildRegisteredAbiKey walks all of a state's registers, about
300 with the context, and ResolveGraphicsStagesAbi walks each stage's
registered state to merge it, on every sceAgcLinkShaders,
sceAgcCreatePrimState and interpolant mapping call.

Registers::ForEach visits the set registers in ascending order straight
from the presence words, and both paths use it. The key and the merged
state are unchanged.

testRegisterFile checks that ForEach visits what iteration visits, in
order, and skips an erased register.

Building the key for 297 registers takes 200 ns instead of 1030 ns (GCC
13 -O3). On the title screen of PPSA21402 (Balatro) the two functions
took 0.18 to 0.29 CPU samples per sample of the title's own code, and
0.06 to 0.12 with this change.
2026-10-11 12:00:28 +02:00
Michon c133e23dde fix(agc): depth fast clears through the HTILE metadata
Rebased onto main as one commit (the six commits of #374). A uniform fill over a depth surface's whole
HTILE (DMA_DATA, the fill kernels or a CPU store) clears the depth and stencil aspects its ZMask and
SMem fields say, to DB_DEPTH_CLEAR / DB_STENCIL_CLEAR, when the surface is next bound or sampled.

Main's RADV clear_htile_mask recognition (#2229) now goes through the same pending clear: an HTILE clear
marks the matching surfaces' depth aspect, and one for a surface not created yet is applied when it is
first bound. Main's HTILE address decode and this one are merged into one (TILE_SURFACE_ENABLE, a
nonzero DB_HTILE_DATA_BASE and a depth format).

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-11 10:19:53 +02:00
Adrià 2bb78d2c7a
Merge pull request #1825 from TheAggie/feat/agc-ngg-vertex-mesh-v2
feat(agc): run unregistered NGG vertex programs that need a workgroup on the mesh path
2026-10-11 09:35:19 +02:00
Adrià 8975b59980
Merge pull request #3188 from gookie-dev/perf/agc-initial-context-registers-once
perf(agc): build the initial context registers once
2026-10-11 09:25:11 +02:00
Adrià ccb299cbca
Merge pull request #2756 from TheAggie/feat/agc-radv-vkquake-dispatch
feat(agc): accept the dispatch and indirect packet forms vkQuake's RADV emits
2026-10-11 09:22:58 +02:00
Scott Schuster a48b39e933 feat(agc): run unregistered NGG vertex programs that need a workgroup on the mesh path
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-11 07:56:37 +02:00
Dean f90ccd797a
Merge pull request #1732 from TheAggie/feat/agc-raw-graphics-programs
feat(agc): accept graphics programs without an AGC shader header
2026-10-11 18:33:47 +13:00
Dean 33c0cffb7e
Merge pull request #3134 from SleglJan/feat/agc-display-rgba16-float
feat(agc): present 16-bit float display buffers
2026-10-11 18:20:13 +13:00
Scott Schuster 13c03910a4 feat(agc): run RADV's dispatches with a partial last thread group
RADV sets PARTIAL_TG_EN in the dispatch initiator for an unaligned direct
dispatch, with each axis's last-group size in the upper half of
COMPUTE_NUM_THREAD_X/Y/Z, and TUNNEL_ENABLE on every GFX10 dispatch. The
validator rejected PARTIAL_TG_EN, and DecodeComputeStageInfo read the
whole register, so a partial size would have widened the workgroup.

A direct dispatch with PARTIAL_TG_EN now runs (groups - 1) * full + last
threads on each axis through the dispatch-size limit USE_THREAD_DIMENSIONS
already uses, or plain groups when every last group is complete; a zero
or oversized last group throws. The workgroup size is NUM_THREAD_FULL.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-11 05:05:55 +02:00
gookie 23a8b8b3d0 perf(agc): build the initial context registers once
InitialContextRegisters built the clear-state context registers on every
call: about 200 emplace calls from its list and loops, with the register
vectors growing several times on the way to offset 0x3b8. Each
QueueState starts from it, so it ran for every CLEAR_STATE, and
ResolveShaderAbi and ResolveGraphicsStagesAbi construct a QueueState on
each call, which sceAgcLinkShaders, sceAgcCreatePrimState and
sceAgcCreateInterpolantMapping make while a title draws.

The registers are now built once into a table that is never destroyed,
so a queue cleared while the process exits still finds it, and each call
returns a copy of the table.

A call takes 71 ns instead of 746 ns, and constructing a QueueState 885
ns instead of 1378 ns (200000 calls each, GCC 13 -O2). On the title
screen of PPSA21402 (Balatro) the two functions took 44 to 47 of about
2300 CPU samples per 10 s and no longer appear in the profile.
2026-10-11 02:33:14 +02:00
Scott Schuster 39fdc48b5f fix(agc): read unregistered graphics programs only while no shader is registered
An unregistered graphics program is read raw only while the shader registry
is empty; with shaders registered it throws, as before. A draw that uses a
raw program is noted, and RegisterShader throws once that has happened,
since a title that registers shaders after drawing unregistered programs is
not understood. The draw cache revalidates a raw program by reading it raw.

AI-assisted (Claude Code).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-10 19:12:14 -05:00
Scott Schuster d1d1681bae fix(agc): drop a cached draw whose unregistered program was rewritten
The register draw key identifies an unregistered program only by its
address, and a key hit reuses the entry's decode without reading the
program again. A different program uploaded to the same address with
the same registers would run the old compiled shader. A hit now checks
the decode's unregistered programs against guest memory and drops the
entry when one changed.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-10 19:00:20 -05:00
Scott Schuster 767b8f83a2 feat(agc): accept graphics programs without an AGC shader header
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-10 18:59:28 -05:00
Adrià 935993d608
Merge pull request #2980 from JAB-dev/test/agc-draw-cache-reuse
test(agc): require a repeated draw to reuse the cached draw
2026-10-11 01:46:52 +02:00
Daan Dehing 2dd453dae0 fix(agc): drain the registration preparation pool before the device is reset
Background registration preparations (#2583) copy the device's
SpirvTarget, whose capability and extension spans point into the
device's shader profile. Driver::stop reset the device without waiting
for the detached pool, so a preparation still queued or running read
freed extension names and agc_driver crashed at exit on RADV.

Driver::stop now closes the pool after joining the queue workers: it
stops queueing and waits until no task is queued or running. A
preparation submitted after that runs on the caller's thread, which
holds its own reference to the device, like the existing fallback for
a pool without threads.

Fixes #2891

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-11 01:34:05 +02:00
Alex fb45627bb7 fix(agc): retain registered headers sharing shader code
Keep each registered header and its prepared shader state instead of
replacing every registration for the same code address. Resolve explicit
ABIs by header and programs by type, preserving re-registration order.

Co-Authored-By: GPT-6.1-Sol <noreply@openai.com>
2026-10-11 01:04:43 +02:00
Jan Šlégl 2e19053f63 feat(agc): present 16-bit float display buffers
PPSA11386 registers 3840x2160 tiled display buffers in pixel format
0xC001000622000000, R16G16B16A16 float in KytyPS5 and SharpProspero
(0xC001000600000000 is the blue-first variant), and stops on "VideoOut:
unsupported display pixel format". The buffer is eight bytes per texel; its
tiled layout is assumed to be the 8-byte SW_64KB_R_X equation applied to
full coordinates, as addrlib applies it. The values are taken as linear
light and encoded with the sRGB curve for the 8-bit output. The encoding
compares the raw half-float bits against two tables of 255 thresholds
(color and alpha) that the CPU decode and the color transfer shader share,
so both give the same bytes on any driver; negative and NaN values give 0.
Guest-memory detile, the resident image path and the CPU decode all handle
both formats; DCC metadata on a float buffer throws. Neither the layout nor
the transfer is verified against console frames.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Fnrk5Dazjb2tLooVSpdRQq
2026-10-11 00:38:12 +02:00
Adrià 4fb937abe9
Merge pull request #1961 from Raghav314/fix/agc-import-gpu-memory-at-map
fix(agc): import GPU-mapped guest memory when it is mapped
2026-10-11 00:34:16 +02:00
Adrià 379d8b4e8f
Merge pull request #1873 from fisherjoey/feat/queue-thread-priority
feat(agc): opt-in raised priority for the queue workers and the presenter
2026-10-11 00:27:26 +02:00
raghav314 be1f501525 fix(agc): import GPU-mapped guest memory when it is mapped
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>
2026-10-11 00:23:23 +02:00
Adrià a883f22f1c
Merge pull request #1157 from alfalfa-star/perf/agc-dma-copy-host-memory
perf(agc): sync only the source for DMA_DATA copies into host-only memory
2026-10-11 00:14:46 +02:00
JAB-dev bddcc71ea9 test(agc): require a repeated draw to reuse the cached draw
Submit the same vertex and pixel draw twice through the driver and
require the second one to hit the draw cache, with graphics pipeline
libraries and with APS5_NO_GPL=1. With pipeline libraries the pixel
stage is cached at its fixed push slot, so a lookup at the stacked
offset misses every draw on its layout. The driver exposes a copy of
its draw-cache counters for the test.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-10 21:24:11 +02:00
Dean ca349535f5
Merge pull request #2681 from oneandonlydean/up2/swept-buffer-staging
perf(agc): stage read and written buffer elements a dispatch sweeps
2026-10-11 04:36:15 +13:00
alfalfa-star 14c2eca3b0 perf(agc): sync only the source for DMA_DATA copies into host-only memory
A DMA_DATA copy larger than the store limit runs as a transfer between
host imports. When the destination is not registered guest memory (the
GPU can neither read nor write it, so no import exists), the transfer
was refused and the packet drained the device: every batch recorded so
far was submitted and waited for, then the CPU copied.

Such a copy only has to see the source's results. When CopyBuffer
refused for want of an import (path 2) and nothing can still store over
the destination (VulkanDevice::StoresPendingOver: a recorded write, a
label, a copied write-back, a storage image's pending write-back or a
unit shadow), the packet now flushes storage results pending over the
source and waits for the batches that write it (Recorder::SyncThrough),
then copies on the CPU without a drain. Anything else still drains as
before. The [sync] line counts these copies.

agc_driver_tests copies a buffer the GPU just wrote into host memory,
once directly and once behind a label into the destination, and checks
the bytes and that the copy did not drain.

PPSA14632 (LEGO Horizon Adventures) copies 256 KiB of GPU results into
host memory this way, about 50 times per 10 s: device drains drop from
about 50 to none per 10 s.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-10 16:07:13 +02:00
Adrià 197ffac972
Merge pull request #2661 from adriadam10/feat/fixed-push-slots
perf(agc): give each graphics stage a fixed push constant slot with pipeline libraries
2026-10-10 13:50:19 +02:00
Dean Galvin 2688b76463 perf(agc): stage read and written buffer elements a dispatch sweeps
A written V# element bound in place in a host import makes every load a
PCIe round trip. A particle update that loads and stores a 10 MiB pool
(2048x64 threads over 131072 records of 80 bytes), above the 2 MiB written
window, took about 4.8 ms of GPU per frame.

An element the shader also reads (DescriptorBinding::bufferRead), written by
a direct dispatch whose threads times the V# stride cover at least half of
it, now takes device-local staging up to 16 MiB: that dispatch drops to
about 0.06 ms plus 0.9 ms of bulk copies. The coverage test keeps a kernel
that updates about 12k records of a 16 MiB pool in place, where staging all
of it would cost 1.3 ms of copies for a 0.08 ms kernel. Write-only
elements, indirect dispatches and raw (stride 0) buffers keep the 2 MiB
window.
2026-10-10 23:47:30 +13:00
Adrià Franch 8c802e5eb1 perf(agc): give each graphics stage a fixed push constant slot with pipeline libraries
Co-Authored-By: Claude <noreply@anthropic.com>
2026-10-10 12:19:31 +02:00