image_sample_*_o takes its texel offset from an address VGPR. The emitter
accepted only an immediate there and failed with "requires a constant texel
offset for image sampling" for any other, including an offset the program
moves into the VGPR under EXEC.
An offset that resolves to a constant at its packed address position stays a
ConstOffset. Any other becomes the Offset image operand, which Vulkan allows
on sampling instructions only with VK_KHR_maintenance8's maintenance8 feature
and the ImageGatherExtended capability. The device enables maintenance8 when
available and reports it through SpirvTarget::nonConstantImageOffsets, which
the cache key, the request serialization (version 6) and the SPIRV-Tools
validator options follow. Without it the sample still fails.
agc_shader_replay --maintenance8 recompiles a request for such a device.
The geometry path's merged ES/GS programs (VGT_SHADER_STAGES_EN.GS_EN)
were compiled as mesh-stage programs whose input metadata was never
filled in, so every such draw failed with "mesh shader translation
configuration is not supported".
Recompiler:
- BuildShaderStageInputInfo takes the draw's MeshConfiguration; the mesh
input helpers (primitive size, step and counts) are implemented.
- The prologue emulates one NGG subgroup per workgroup: s2 GS_TG_INFO,
s3 the merged wave info per wave, the GS vertex offsets (ES thread
index times VGT_ESGS_RING_ITEMSIZE, odd strip triangles swapped), the
primitive id, and the ES vertex and instance ids. An indexed draw's
vertex id is read from the index buffer through a raw V# the driver
puts in hidden user words 4..7.
- s_sendmsg GS_ALLOC_REQ becomes MeshAllocate. The epilogue zeroes the
allocation first, clamps it to the output limits, culls primitives no
thread exported and decodes the 9-bit vertex indices.
- The draw parameters live in the last six push dwords. A BDA fault in
a mesh program no longer stops the invocation (as for other programs
with barriers, the fault is recorded and the read returns zero), so
every invocation reaches the subgroup barriers and the epilogue.
- The cache keys cover the mesh configuration; requests serialize its
new esgsItemSize field (version 4).
Driver:
- DecodeShaderStages reads VGT_ESGS_RING_ITEMSIZE (now in the draw key)
and sizes the subgroup for its ES vertices, GS primitives and outputs.
- Stages compile below the mesh draw parameters, which every mesh draw
pushes; the mesh stage always takes part in the push range.
- The index-buffer V# is set per draw (per record on the CPU-resolved
indirect path); the index-buffer alias check spares read-only
elements.
- The workgroup and LocalSize checks count two guest lanes per
invocation on 32-wide subgroups; mesh draws may carry a first vertex
or instance.
agc_driver_mesh_tests (EXCLUDE_FROM_ALL, needs VK_EXT_mesh_shader)
recompiles a hand-assembled merged ES/GS program in the PS5 compiler's
layout and draws indexed and non-indexed triangle lists in one- and
two-wave subgroups and a triangle strip across odd-starting subgroups,
reading the pixels back. agc_shader_replay prints a request's draw and
mesh configuration.
Every run recompiled every shader: the recompiler's variant cache and
the device's VkPipelineCache only lived in memory, and the first frames
of a title spent hundreds of milliseconds per large program in the
front end, the emitter and the optimizer.
Compiled variants (the SPIR-V plus the compiled shader info and binding
allocation that per-snapshot binding population needs) are now stored
on disk, one file per key, written atomically by a background thread,
and a later run loads them instead of compiling. The key holds every
input the in-memory variant cache matches on: the in-memory recompile
key (stage, code hash, stage registers, user data count, target), every
code word, the host subgroup size, the binding layout, the resource
specialization, and the values of the APS5_* switches the recompiler
sources read (found at build time; switches that only report are left
out). Entries live under a directory per source version, a build-time
hash of the recompiler and AGC driver sources and the build
configuration, and carry their key and checksums: an entry whose
format, version, key, size or checksum does not match, or whose payload
does not decode exactly, is ignored and recompiled. Directories no
build used for two weeks and stale temporary files are removed. Requests
under the debug probe bypass the disk cache.
The device's VkPipelineCache is loaded at creation when the file's
checksum and Vulkan header match the device (vendor, device and
pipelineCacheUUID; the driver version is in the file name), saved every
10 s while it grew, and saved at teardown.
Location: a shader_cache folder beside the running executable (not the
working directory), so the relinked game stays a self-contained folder;
ANYPS5_SHADER_CACHE_DIR overrides it. ANYPS5_NO_SHADER_CACHE=1 turns both caches off; the AGC
tests run with it set so they never write to the user's cache.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01ButHENCbXXt8h4EZuWUabJ
Only the lines this branch added lose their comments; the commits before
keep them, with the reasoning behind each change, for whoever digs into
that code later.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- The loop guard's report names the shader (its code address when its plan
was built, now the translator's shader hash), and LoopGuardTripped() tells
whether any dispatch reported one.
- APS5_WATCH_MEMORY=<hex address>:<hex bytes> (with APS5_SYNC_DISPATCH=1)
keeps the last 64 contents of a range with the dispatch that left each, and
writes them to watch_<n>_<program>.bin when the loop guard first trips; the
address matches any heap base above bit 36.
- agc_shader_replay --mem prints the guest buffer V#s and which the shader
writes.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A view whose offset in its GPU owner is not a multiple of
minStorageBufferOffsetAlignment could not be bound, and an address-based
build (its registered heaps imported whole) put descriptor-bound buffers at
arbitrary offsets inside them, so such dispatches failed.
GuestBufferMemory::Descriptor now binds from the aligned offset below the
view and reports the difference; ShaderResources stores it, per guest buffer
element, into the push constant block at the shader's memory byte offsets
(RecompileResult::memoryOffsetDword), which the shader already adds to every
access. Every push constant path (dispatches, recorded and synchronous draws,
draw recipes) takes the patches; the assembling overload of
Pipeline::PushConstants is gone. A shader whose shader data is a buffer fails
when it would need one.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A dispatch sized in threads (USE_THREAD_DIMENSIONS) launches a partial last
workgroup on RDNA2, but the host rounds it up to whole groups, so the extra
threads ran: past the end of a node list they read past it and wrote over
live records.
Such dispatches now compile a separate variant (ShaderComputeStageInfo::
partialThreads, keyed only on whether it is set) whose entry EXEC excludes
threads at or past the requested size. The size reaches the shader as three
shader data dwords after the memory offsets (StageInputKind::
DispatchThreadLimit), is mixed into the dispatch cache key and the result
memo hash, and serialized in recompile requests (version 3). Whole-group
dispatches keep their variant.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Dispatch cache with per-key value variants and data-only hits (flat-SRT leaves the recompiler
proves pure are refreshed into the resource template instead of re-captured), dispatch and draw
recipes replaying a proven prepare, register-keyed draw entries, template data refresh, unit
shadows in device-local slabs, 64 KiB block-unit storage tracking with windowed detile, DCC
clear-key proofs, per-class GPU timing, a CPU copy path with batch read tracking, present slot
ring, rate-limited reaps and lazy completion counting, plan-failure and poisoned source memos,
bindless image tables (runtime-indexed descriptor arrays from a CPU-read table) so the
per-frame compute program that failed its plan now compiles. Worker affinity opt-in, per-draw
logs behind APS5_TRACE_DRAWS, wait-timeout reports include the recorder's view of the label.
Fixes a use-after-free behind BDA-miss dispatch snapshots and the CPU-write stamp of
UnchangedSinceCollected. Intro-video stage: 154 -> ~500 presents per 10 s at 4K.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0177gthrWEBBfBu5xJDXgBfo
- s_*_saveexec reads its source before writing the old EXEC into the
destination, so the aliased form (vcc, vcc) computes exec & vcc; the
per-lane exec bit comes from the lane's own bit. Every Bink 2 decoder
kernel uses that form; this was the video corruption.
- buffer atomics add/sub/or/xor with a zero operand become an atomic
load or nothing.
- DescriptorBinding carries bufferWritten/bufferAtomic/imageWritten;
results expose a variantId and share SPIR-V copy-on-write; source
keys use a length plus 64-bit hash; captures can be reused.
- wave-LDS ordering barriers, v_movrels/v_movreld lowering, SMEM with a
VCC base, f16 conversion opcode fix, a per-function SPIRV-Tools pass
list, env-gated IR dumps and probes.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0177gthrWEBBfBu5xJDXgBfo