Commit Graph

421 Commits

Author SHA1 Message Date
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 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 d31b13f491 fix(agc): take an HTILE fill from a value in memory as a depth fast clear
PPSA01802 (Kena: Bridge of Spirits) clears its depth HTILE every frame
with its own compute kernel: a 9-word dword fill that stores, through
the stride-4 V# in user[0..3], a value loaded from the pointer in
user[4..5]. Neither the DMA_DATA hook nor the fill kernels the driver
recognizes saw it, so the depth kept the first frames' contents and the
base pass and sky failed their depth test almost everywhere.

The kernel is matched exactly when the dispatch is decoded, the value is
read from guest memory, and the range is passed to NoteDepthMetadataFill
like a fill, so the whole-HTILE and ZMask rules apply unchanged.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-13 12:40:24 +13:00
Michon 086f7d5091 feat(agc): depth planes sampled as 2D arrays, cubes and integer views
A texture over a depth surface could only sample one 2D slice of the
plane's own format; 2D arrays, cubes and the R16_UINT view of a D16
plane were refused ("sampling the depth plane of depth surface ... is
not implemented"). A one-slice 2D array now views the depth image as an
array. Several slices, a cube, or an integer view of a D16 plane are
copied into a DepthPlaneCopy image at every use: each slice from the
depth surface bound at its address (base plus one 64 KiB-block depth
slice per layer), otherwise from guest memory, detiled. A depth-bits
R16_UINT view (a depth swizzle) keeps the depth copy, since the shader
converts the sampled depth to its bits itself (GTA V's compute
0x242d4a200 samples a D16 plane array that way, reported by
@tibzejoker). Such a texture is not kept in resource templates.

Storage-image access to depth surfaces is no longer part of this
change; #4500 implements it.

TechnicalDebt (Depth plane copies) and ARCHITECTURE describe the copy and
what still throws.
2026-10-13 12:11:02 +13:00
Dean 8a67eb2e68
Merge pull request #4456 from Mouhand-Kaddo/fix/agc-library-used-descriptor-sets
fix(agc): retain used descriptor sets in pipeline libraries
2026-10-13 10:41:32 +13:00
Dean 6f438a1c2e
Merge pull request #4318 from Amoenus/codex/fix-color-target-d64-x
feat(agc): support 64 KiB display XOR color targets
2026-10-13 10:01:57 +13:00
Mouhand-Kaddo 9aeeea848f fix(agc): retain used descriptor sets in pipeline libraries 2026-10-13 00:38:10 +04:00
Adrià Franch 09aa34d063 test(agc): pin the integer storage clear to DCC code 0000
StorageClearAvailable takes code 0000 on R8/R16/R32_UINT and refuses every
other code; drop the header comment that said integer formats were refused.
2026-10-12 22:22:48 +02:00
Lexroid 7d34a6aa8b fix(agc): store D16 depth with stencil as D24 or D32 where the device lacks it
A 16-bit depth target with stencil maps to VK_FORMAT_D16_UNORM_S8_UINT,
which NVIDIA devices do not support as an attachment, so creating it threw.
The surface, its views and the pipelines now use the first of D16_UNORM_S8_UINT,
D24_UNORM_S8_UINT and D32_SFLOAT_S8_UINT the device can attach and sample.
Guest-side choices (16-bit sampled views, bias units) still follow the guest
format. A constant depth bias is scaled by 256 for D24 storage; on D32 float
storage it throws, as its unit depends on the depth value.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-12 22:13:24 +02:00
Romans Pokrovskis f27bdf4d73 feat(agc): support 64 KiB display XOR color targets
Map SW_64KB_D_X color surfaces through the existing source-backed texture equations and mip geometry. Keep display and render-target equation caches separate. Reject unresolved raw column bits for the new mode instead of accepting them.

Cover the captured PPSA99902 descriptor, independent source offsets, pipe/bank tags, transfers, array/mip placement and resident/non-resident GPU draws. Record unmeasured console behavior in TechnicalDebt.

CPU validation on main e013f8c9: captured-descriptor failure 5/5; changed passes 5/5; pinned AMD addrlib reference 536940 addresses per run, five runs. Full build and GPU validation are tracked externally. AI-assisted implementation and validation: Codex.
2026-10-12 22:38:59 +03:00
Dean ed47df8ba9
Merge pull request #4385 from AlxcBTW/fix/host-import-retire-hold
fix(agc): keep a host import dropped mid-hold for every batch that hold opens
2026-10-13 07:34:49 +13:00
Dean 97445386fe
Merge pull request #4328 from pipe1os/fix/agc-packed-mip-tail-fallback
fix(agc): render into non-resident packed mip tails
2026-10-13 04:50:40 +13:00
Dean 82b1b2e7a4
Merge pull request #4445 from LeandroLP23/fix/agc-library-modules-after-prebuild
fix(agc): keep shader modules of pipeline library parts alive for background linking
2026-10-13 04:50:18 +13:00
Dean f95619b8d2
Merge pull request #4108 from GustavoGamarra95/feat/agc-host-memory-fallback
feat(agc): place textures and storage images in host memory when device memory runs out
2026-10-13 03:41:44 +13:00
Gustavo Ariel Gamarra Rojas b35117c285 fix(agc): choose host memory from the heap budget instead of retrying
Read the device-local heap's VK_EXT_memory_budget figures before a texture
or storage image allocation and pick a host memory type when the
allocation does not fit, rather than allocating again after the driver
refused the first attempt. The allocation itself is made once and still
throws when it fails.
2026-10-12 09:13:34 -03:00
Gustavo Ariel Gamarra Rojas 61180981ce feat(agc): place textures in host memory when device memory runs out 2026-10-12 09:13:34 -03:00
AlxcBTW c54fb9d522 Merge remote-tracking branch 'origin/main' into fix/host-import-retire-hold 2026-10-12 14:08:34 +02:00
LeandroLP23 2919dd38cb fix(agc): keep shader modules of pipeline library parts alive for background linking
#4152 dropped the device-wide module list that #3173 added, so Pipeline
destroys the shader modules right after the library parts are created, also
for the parts prebuilt at registration. AMD's Windows driver still reads
them during the background link-time-optimized link and faults inside
amdvlk64.dll. Hand the modules of each new part to the device's library
store again and destroy them in ClearPipelineLibraries.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-12 13:14:02 +02:00
Dean b6aa03eae1
Merge pull request #3956 from GustavoGamarra95/feat/agc-storage-dump-selector
feat(agc): select storage dumps by shape and store them at each flip
2026-10-12 23:51:32 +13:00
Dean 31839d413c
Merge pull request #4316 from gravelas/fix/agc-far-out-of-range-indices
fix(agc-driver): move indices far past every vertex fetch’s records to the first zero vertex
2026-10-12 23:48:23 +13:00
Dean eee8541dae
Merge pull request #2904 from Scramblrrrr/codex/depth-storage-reuse
fix(graphics): allow storage textures in reused depth memory
2026-10-12 23:46:54 +13:00
AlxcBTW e785a902b5 fix(agc): keep a host import dropped mid-hold for every batch that hold opens
refreshImports and importAllocation drop an import whose registered run changed (a title growing a
heap) while the GpuMutex hold that drops it may still hold a HostImport pointer from before: a
build's in-place region (UploadFinish flushes pending images between regions, and a flush may
reconcile the imports), an indirect argument or a vertex import. The holder went to the batch open
at the drop, or was destroyed at once with the recorder idle, and the map node the pointer names
was erased. A Submit or Sync later in the hold put the command using the old buffer or address into
a later batch, so the import could be freed before that batch ran and the GPU read an unmapped
page (VK_ERROR_DEVICE_LOST; VK_EXT_device_fault reports READ_INVALID inside the dropped import).

The dropped import's map node now moves into its holder (std::map::extract), so those pointers stay
valid, and the holder is kept by every batch the same hold opens (Recorder::KeepThroughHold), so
whatever the hold records with them completes first. Drops for pages the guest releases (the lease
waiter) keep the old lifetime, and the waiter lets go of what an ended hold kept so it does not pin
the ranges.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-12 10:30:13 +02:00
Adrià Franch 9eb42ca2d2 fix(agc): destroy pipeline library shader modules once the library is built
Co-Authored-By: Claude <noreply@anthropic.com>
2026-10-12 09:50:41 +02:00
Adrià Franch e9def903fd perf(agc): prebuild each stage's library alone and keep two descriptor sets with pipeline libraries
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
Adrià Franch d7e0f27d6b perf(agc): describe pipeline set layouts from the compiled shaders alone
Co-Authored-By: Claude <noreply@anthropic.com>
2026-10-12 09:50:41 +02:00
Adrià Franch 4d0b5c7898 perf(agc): give the fragment stage its own descriptor set when modules are built at registration
Co-Authored-By: Claude <noreply@anthropic.com>
2026-10-12 09:50:41 +02:00
Tyler Westerberg a3cba2d1ff fix(agc-driver): move indices far past every vertex fetch's records to the first zero vertex
Goat Simulator 3 draws a triangle list whose indices are all 0xffffffff
with primitive restart off. Each fetch past a descriptor's records reads
zeros (out-of-bounds select 0 or 1), but the zero-padded vertex copies
were sized to the highest index: 160 GiB, which vkAllocateMemory refused.
When the highest index is at least 64Ki vertices past the largest
per-vertex record count, the draw now uses a copy of its indices with
every index past that count moved to it. Each attribute reads zeros
there as at the original index; only the vertex index the shader sees
changes, so indices closer to the records are left as they are.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-12 03:42:49 -04:00
Avijit Singh 485c0f3346 style(agc): keep mip layout API comment-free
Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
2026-10-12 03:17:32 -03:00
Avijit Singh c914bcd721 feat(agc): describe color mip targets with parent layout
Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
2026-10-12 03:17:32 -03:00
Dean 2ccbd376f8
Merge pull request #2169 from authurtabo-byte/feat/agc-uniform-sample-locations
feat(agc): support uniform custom MSAA sample locations
2026-10-12 19:06:44 +13:00
fma-rc 9db923e907
fix(shader): clip primitives with an all-zero clip position 2026-10-12 06:46:34 +02:00
Dean fcb57611e4
Merge pull request #4221 from oneandonlydean/up4/in-place-index-highest-2
perf(agc): keep the highest index of a large in-place index buffer while it is unchanged
2026-10-12 17:32:00 +13:00
Dean eb91f4e860
Merge pull request #4049 from Mouhand-Kaddo/fix/demons-readonly-resummarize
fix(agc): handle Demon's Souls read-only depth resummarize
2026-10-12 17:30:54 +13:00
authurtabo-byte e28dcc0c12 fix(agc): validate custom sample location depth formats 2026-10-11 20:36:04 -07:00
authurtabo-byte c9e48e5ae2 feat(agc): support uniform custom MSAA sample locations 2026-10-11 20:36:04 -07:00
Scramblrrrr b9b83cef2b style(graphics): follow the code comment convention 2026-10-11 21:29:25 -03:00
Scramblrrrr 4de5726d32 fix(graphics): distinguish reused memory from depth storage aliases 2026-10-11 21:29:25 -03:00
Gustavo Ariel Gamarra Rojas a70ec3946d feat(agc): store the dumped storage images at each flip
An image whose results stay on the GPU is never written back, so
APS5_DUMP_STORAGE saw nothing; APS5_STORE_AT_FLIP=1 stores every pending
image and ran a 4 GB device out of memory at 3840x2160. The selected
images alone are now stored at each flip.
2026-10-11 19:59:42 -03:00
Dean Galvin 1dc342dd57 perf(agc): keep the highest index of a large in-place index buffer while it is unchanged
An indexed draw that binds its index buffer in place from a host import
(#2253) scans the bound range for its highest index on every draw, where
the copied path reuses the value kept with its snapshot. A draw of many
indices pays for the scan each time, and an indirect draw, which binds
the whole declared index buffer, scans the whole buffer per draw.

The recorder now keeps the highest index of an in-place index range of
4096 indices or more with the write generation collected before the
scan, and a draw takes it while the range is unchanged since
(GuestMemory::UnchangedSince and the allocation registry generation, as
for a reused snapshot). A smaller range is scanned at every draw as
before: the scan costs 0.4 ns per index and the write collect and lookup
0.2 to 1.4 us per draw, so the scan is the cheaper of the two below
about 3,000 indices, as #2253 measured on small ranges.
2026-10-12 11:19:50 +13:00
Adrià 2c8122c9f2
Merge pull request #3813 from jweidenh/codex/storage-upload-lifetime
fix(agc): retain storage textures during initial uploads
2026-10-12 00:05:54 +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
Mouhand Kaddo 82ac3bd93e fix(agc): skip read-only depth resummarize draws 2026-10-12 02:01:36 +04:00
Adrià df64fa9382
Merge pull request #3738 from Mouad-Scriptz-0/feat/agc-merged-vertex-tables
fix(agc): read a merged program's vertex tables past its hidden user words
2026-10-11 23:56:46 +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
Michon eeefb06549 fix(agc): multisampled targets use main's CMASK fields; their CMASK state refuses what it cannot model
The duplicate ColorTarget::cmaskAddress, decode and size helper are gone: multisampled targets
use main's cmaskAddress/cmaskBytes (whole metablocks). Single-sample targets keep main's rule
(CMASK under FAST_CLEAR); a multisampled one takes it under FAST_CLEAR or COMPRESSION. A zero
fill of the whole CMASK clears at the next use, 0xFFFFFFFF marks it expanded, any other or
partial fill refuses the next use; eliminate/DCC passes over a multisampled target and a CB
resolve into a fast-clear destination are refused. The draw key adds CMASK_BASE_EXT (0x398),
which main decodes but did not key.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-11 23:41:30 +02:00
Michon 163947ef72 style(agc): drop code comments the conventions check rejects
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-11 23:41:30 +02:00
Michon ebf361103c feat(agc): multisampled color and depth targets with CB resolves
Draws with PA_SC_AA_CONFIG multisampling (2, 4 or 8 samples, every target with as many
fragments, the standard sample locations, MSAA_ENABLE) render into host-only multisampled
color images and multisampled depth surfaces; the pipeline rasterizes with that sample
count. A CB_COLOR_CONTROL resolve over a multisampled CB0 runs as a render pass whose
resolve attachment is CB1's resident image. A zero fill over a target's CMASK fast-clears
it to the CB_COLOR_CLEAR_WORD values of its next use. EQAA, coverage conversion,
nonstandard sample locations, sampling a multisampled surface and multisampled mips stay
refused.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-11 23:41:30 +02:00