sceKernelRmdir, and rmdir through it, checked the path with
std::filesystem::is_directory and is_empty, which follow a symbolic
link, and then removed the path itself. So rmdir on a link to an empty
directory returned 0 and deleted the link, while the target stayed.
FreeBSD looks up the last component of rmdir's path without following
it (sys/kern/vfs_syscalls.c, kern_rmdirat: NDINIT_ATRIGHTS with
LOCKPARENT | LOCKLEAF and no FOLLOW) and then fails with ENOTDIR for
anything that is not a directory: "if (vp->v_type != VDIR) { error =
ENOTDIR; goto out; }". A link, whether it points to a directory or
nowhere, is a VLNK there.
rmdir now returns ENOTDIR for a symbolic link and leaves it alone, as
unlink already looks at the link itself through symlink_status. A
trailing slash still resolves through the link, as before.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
symlink, added in #3491 while this branch was open, still resolved its
new path with ResolvePath_nid_no_patch, which now throws for an invalid
"..". Use ResolvePathError_nid_no_patch as link does, so
"missing/../x" returns ENOENT and "file/../x" ENOTDIR.
Reported by @Silverash-i8 on #3485.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Guest paths were normalized lexically before they reached the host, so
"missing/../file" and "file/../x" dropped the component before "..":
stat and open succeeded on the file, unlink deleted it and rmdir removed
a directory, where FreeBSD's lookup() resolves ".." with VOP_LOOKUP in
the directory reached so far and fails with ENOENT for a missing
component and ENOTDIR for a file. POSIX path resolution (XBD 4.13) says
the same.
".." is still collapsed lexically when the path before it is an existing
directory, so case-insensitive matching and aliases behave as before.
When it is not, the rest of the path is passed to the host unchanged and
the host resolves it. Linux then reports ENOENT or ENOTDIR as FreeBSD
does; Windows collapses ".." itself, so its results are unchanged.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01XYhZu5HokHMo9mfi8QU83m
A pixel wave starts with only its covered pixels in EXEC, so a shader that
takes an implicit LOD has to run s_wqm first or the helper lanes of a partly
covered quad hold no coordinate. The test's pixel shader did not, which goes
unnoticed while its one triangle covers every quad whole. llvmpipe clips that
triangle at twice the viewport into three, and in the quads on the two inner
edges the helpers' zero coordinate gave the last mip instead of the expected
one.
The shader now starts with s_wqm_b64 exec, exec, as a compiled pixel shader
that samples with an implicit LOD does.
sceKernelGetModuleInfoFromAddr found the size of the image's .eh_frame
on every call by walking all of its CIE and FDE records, checking each
against every PT_LOAD header. The guest libc's unwinder calls it for
each frame it unwinds, so a title that unwinds often walked its whole
.eh_frame hundreds of times per second.
The tables read from a .eh_frame_hdr are now kept per header address
and reused while the image stays loaded. The cache is dropped whenever
dl_iterate_phdr reports that an object was unloaded (dlpi_subs), so an
address reused by another image is read again.
guest_module_info queries a module twice and expects the same tables,
then unloads it, loads it again and expects tables of the same size at
the same offset in the new image.
PPSA16827 (Harmony's Odyssey), title screen, over 500 calls per second
counted under gdb, which slows the title: the process used 9269 CPU
samples per 10 s, 53.7% of them in this walk, and 3306 with this change,
3.2% in the lookup. The title still runs at 27 FPS; its frame rate is
limited elsewhere.
A color view of slice N of a 2D array (CB_COLOR_VIEW SLICE_START, with
CB_COLOR_ATTRIB3 MIP0_DEPTH as the last slice) was rendered as a 2D
surface at the slice's address. The swizzle equations of the XOR tile
modes take the slice index (the detiler's slice bits), so the texels of
slice N of an array are not where a 2D surface at that address puts
them: a title that renders into array slices and then samples the array
read them scrambled.
The decoded target now keeps the array's address, its last slice and the
view's slice. A resident target that is a slice of an array attaches
that layer of the array's storage image, so the texels follow the
array's layout; storage images of 2D arrays are color attachments for
this, and an attachment view selects a layer. A slice whose array has
DCC, CMASK or an attachment proxy has no resident array image, and a
non-resident slice of an XOR-tiled array now throws instead of being
written in the 2D layout.
In #3338, Ratchet & Clank: Rift Apart (PPSA01474) hits a 36 GB / 5 s
memcpy stall at frame ~380 right after intro logos because the GPU
worker thread is blocked copying multi-gigabyte storage buffers on every
draw snapshot miss (specifically a 3.01 GiB streaming range
0x118f800000+0xbc200000 and a 232 MiB range 0x1171258040+0xe7fffc0
across 130,000 draws).
ShaderResources::PrepareDrawBindings now caps both per-allocation and
cumulative draw input buffer snapshot copies at 64 MiB by default,
overridable via APS5_DRAW_SNAPSHOT_MAX_MIB. Inputs exceeding the threshold
skip snapshotting and bind directly in place, preventing multi-gigabyte
memory copies while preserving standard small uniforms and draw arguments.
Budget allocation prioritises earlier descriptor bindings in deterministic
pipeline layout order.
Adds drawSnapshotCapTests in core/libs/prx/libSceAgcDriver/tests/Recorder.cpp
verifying individual and cumulative capping, cross-platform cache behavior on
watched and compared hosts, and direct observation of subsequent CPU writes
on in-place bound ranges exceeding the cap. Exercised via --draw-snapshot-cap-only
registered as agc_draw_snapshot_cap in libSceAgcDriver/CMakeLists.txt.
sceNpTrophy2GetTrophyInfo and sceNpTrophy2GetGroupInfo rejected a call
unless both outputs were given, although both already fill each output
only when it is not null. PPSA18391 (Clickteam Fusion) queries trophies
with a null details. Only a call with neither output is rejected now, as
in sceNpTrophy2GetGameInfo.
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.
EVO Player (PPSA99039), Jelly5 (PPSA99505), Emby5 (PPSA99515) and
Nuvio PS5 (PPSA99997) stop on main 0f863c10 with
what(): sceAgcCreatePrimState: invalid user configuration register offsets
All four build their shader headers by hand (EVO-PLAYER-PS5
evo_agc_shader_header.c, ported from ps5-xash3d-halflife) and store the
ge_user_vgpr_en special at 0x25c (GE_USER_VGPR1, value 0) instead of
0x262 (GE_USER_VGPR_EN), as analysed in #3457. They run on the console.
OpenAGC's reconstruction of the FW 5.50 sceAgcCreatePrimState
(src/game_compat.c at 3c7e8072) copies the four special register pairs
verbatim without checking their offsets; KytyPS5's offset checks
(src/libs/agc.cpp at 16a7fe68) are EXIT_NOT_IMPLEMENTED guards. The
special is now copied at the offset the header stores, not moved to
0x262; the driver reads neither register. GE_CNTL, VGT_SHADER_STAGES_EN
and a used VGT_GS_OUT_PRIM_TYPE are still required at their own
offsets because the driver reads them there, and the error now names
the special and the offset found.
With the change all four titles get past sceAgcCreatePrimState and stop
in the shader recompiler (GetImageResource dword 3 is not a valid
runtime value), as #3457 reported for EVO Player.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
(cherry picked from commit aeaa5080d9595305aa73e74d966f989c88b79839)
A lane set contained in X is contained in WQM(X). Containment is proven
through BitwiseAnd and through ballots evaluated in the uniform entry
blocks, where every invocation is active. Under a whole quad mode mask the
masked lanes form whole quads, so implicit-LOD pixel samples, which only
read their own quad, do not observe them.
This removes the selects that kept the packed pixel ancillary input alive
after its fields were extracted in GTA V (PPSA04264) pixel shaders.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01V1W4jdNSKTV7xwuS6xQPJV