A registered range larger than 64 MiB is imported one 64 MiB window at a
time for buffer and fill accesses instead of whole, and the live imports
stay under a budget: APS5_HOST_IMPORT_MIB, else the larger of 6 GiB and
half the physical memory, at most the largest host heap less 2 GiB
(imports and type-3 mirrors share it; #167's rule). An import past the budget
retires the least recently used imports not used in the last 256
lookups.
- An access across window edges imports the cells it touches, grown to
the union of the range's imports it overlaps, so uses across
neighbouring edges share one import instead of replacing each other.
- An address-based build (AcquireRegistered) imports the range whole; a
window over its first byte does not serve it.
- Every refusal (alignment, a failed run, a held import, the budget with
what may be evicted) is decided before anything is retired.
- An import made when a range is mapped never evicts: the map observer
holds no GPU lock.
The window size and the budget have setters for the tests.
A bound buffer is joined across adjacent registered ranges only when every
one of them is larger than the 8 MiB window. PPSA25344's loading binds 16 MiB
and 4 MiB buffers whose backing was registered in two to six adjacent
pieces with the same access, some of them smaller than the window, so each
use of such a buffer was copied on the CPU: up to 348 GB in the first 300 s
of loading.
A bound buffer that starts at the first crossed range's start and ends at the
last one's end now joins those ranges whatever their size. A heap grown in
pieces matches that only for a binding over exactly its current pieces, so
growth beside a joined import does not re-import it. joinedCovers, used when a
joined import retires, accepts any adjacent run of ranges.
importJoinTests binds exactly over two 64 KiB pieces of a partly filled
window and requires one import of both; a binding across them that starts
inside the first piece stays apart.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The 9-word kernel #3816 matches stores one dword per thread, loaded with
s_buffer_load_dword through the descriptor in user[4..7]. Run as a
compute dispatch, its stores are pending writes of unknown value, so a
later read of DCC keys in that range waits for the GPU.
fillBuffer now takes it as a uniform buffer fill when all of these hold:
- the output descriptor's format is 32_UINT, 32_SINT or 32_FLOAT (20-22),
so buffer_store_format_x stores the loaded dword unchanged;
- the value descriptor covers the loaded dword: num_records times the
stride (num_records alone when the stride is 0) is at least 4 bytes,
the range the recompiler gives a scalar buffer load;
- exactly 8 user SGPRs and group id X enabled, so the group id is s8;
- a direct, non-partial dispatch, 64x1x1 threads, one group in Y and Z,
and a 16-byte aligned range of whole 16-byte units.
The value is read when the fill is recorded, after the labels queued
before it, as the pattern-fill kernel's source is. When the value is one
byte repeated and that byte is a DCC key code, the fill goes into the GPU
key-store memo whatever ClassifyFill reports: the memo answers a key
read only while this fill is still the newest pending write over the
keys, and a fill over a color target's keys is not a storage image's
keys fill.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A 2D array storage view of a depth plane from slice 0 threw. It now gets
a storage image over all its slices: each slice with a depth surface at
the plane's address plus a whole depth slice per layer is copied from
that surface before every use and back after the work; the other slices
hold guest memory like any storage image. Cubes, stencil arrays, later
base slices and layer pitches other than the depth slice size still
throw.
GTA V (PPSA04264) stops at compute shader 0x242d4a200 on a 5-slice R32
Z_64KB_X array over its shadow depth surfaces.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01V1W4jdNSKTV7xwuS6xQPJV
A flip packet now delivers the queue's end-of-pipe event once the work
recorded before it completes, as a RELEASE_MEM with INT_SEL does. Minecraft
(PPSA17221) registers the graphics event, never requests an interrupt in its
releases, and waits on the event after every flip while holding its render
lock, so it presented one frame and then waited forever.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Admit PA_SC_AA_CONFIG bit29 only without active perspective or linear centroid inputs, or with a skipped pixel program. Active/unspecified centroid inputs and unrelated AA fields remain refused. Source: pinned PS5_Mesa 0b2d6d1a GFX10.3 schema/RADV producer; existing ENA/ADDR intersection. Console covered-centroid interpolation remains unmeasured.
Full build/all 124 runtime libraries, conventions and registration pass. Final Windows suite: 965 pass, zero fail, seven skips of 972. Isolated state test passes 20 repeats and fails 5/5 with main State.cpp; four guard mutants fail 5/5 each. Original two title register captures reproduce the main refusal and pass this check with candidate, five times each. NVIDIA relevant groups pass; AMD draw-cache failure also occurs on unchanged main and is reported in issue4435.
AI-assisted: Codex.
8 MiB window, so a range larger than the window is always imported alone. A
buffer bound across two such ranges then has no import and is copied whole on
every use: PPSA25344 binds a 368 MiB buffer across a 320.75 MiB and a 47.3 MiB
range and copies it on almost every frame.
When UploadFinish meets such a region, it imports the run of the ranges the
region crosses, provided every one of them is larger than the window, and
retires their own imports. It does this before any region of the build
confirms an import, so the retire moves the epoch ahead of every pointer the
build would use. A range that large is registered whole, not grown in 64 KiB
pieces like a heap, so the joined import is not re-imported as a heap grows; it
stands in refreshImports while exactly its ranges stand. A later join that
reaches a joined import takes it in, so two joins that share a range never
retire each other in turn.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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.
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>
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).
ApplyFastClear took the color fill before the CMASK clear, so a partial
fill of a multisampled target's color memory threw at the next use even
when a CMASK fast clear was pending over the whole target. The CB reads
a cleared tile's color from the clear registers whatever the memory
holds, so the CMASK clear is applied and the recorded fill dropped.
DecodeColorMetadataPass treated a CB_COLOR_CONTROL resolve as one only
when PA_SC_AA_CONFIG has a sample count, and checked the source against
it. A title that resolves with the rasterizer single-sample fell through
to the draw path and threw "only normal color rendering with copy ROP is
supported (... mode resolve)".
A color target's sample count is CB_COLOR_ATTRIB.NUM_SAMPLES, separate
from the rasterizer's; radeonsi itself writes PA_SC_AA_CONFIG 0 for a
multisampled framebuffer when rasterizer multisampling and line
smoothing are off. So a resolve is decoded when either the rasterizer or
CB0 is multisampled, and its sample count is CB0's. When the rasterizer
is multisampled, the source still has to match it.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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.
A 2D array or cube view with the plane's extent and format reached the
ordinary path and read guest bytes the depth was never written to; it
throws again, with the message main has for it. A multisampled surface
is refused before the plane copy, as sampling it already is. A written
view that another view of the same plane replaced had its results
dropped at store-back; that throws now.
Update the debt entry to what is supported and what still throws.
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.
A multisampled target's samples live only in its host image, so a fill
of its color memory never reached them: a title that clears its MSAA
targets that way (with no CMASK) kept drawing over the previous frame.
A uniform fill over the whole color memory now clears the host image to
that value at the target's next use, the same way a CMASK fast clear
does, and a pending CMASK clear still takes precedence. The color memory
is sized with addrlib's block dimensions for the sample count
(ComputeThinBlockDimension): a 64 KiB block holds width x height x
samples elements, laid out width first for 1x and 4x. A fill over part
of it, over a target whose footprint is not computed, or with a value
that has no exact clear value in the format throws at the next use.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A fast-clear materialization threw when a CMASK nibble held a code other
than 0 (cleared) or 15 (expanded). PPSA18391 (engine: Clickteam Fusion) fast
clears a target whose CMASK it never initialized, so some nibbles hold
leftover values such as 1 and 10, and presentation failed on the first
frame.
Such a tile now keeps its texels like an expanded tile, on the CPU path
and in the compute pass. A cleared tile of a DCC target still throws.
The graphics and CMASK fast-clear tests now check that an unknown code
leaves the tile unchanged instead of expecting the throw.