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2 Commits

Author SHA1 Message Date
Foued Attar e17fb6fed1
Fix for DS,Little Nightmares, Little Nightmares III and Astro Bot shader (#913)
* shader(decode): fill MIMG float-atomic and SOP1 opcode gaps

Gen5ShaderTranslator's opcode name tables were missing several real
RDNA2 opcodes that Ghost of Yotei's shaders use: MIMG 0x1D-0x1F
(ImageAtomicFcmpswap/Fmin/Fmax) and SOP1 0x15/0x1B/0x1C/0x1E/0x34/0x3B
(SFlbitI32B32, SBitset0/1 B32/B64, SAbsI32, SBitreplicateB64B32).
Without names these decoded as unknown instructions and aborted
translation before the pipeline ever reached GPU submission.

* shader(resources): accept float-numeric-class atomic image descriptors

ResourceMaterializer rejected any atomic image descriptor whose guest
format wasn't exactly Format32Uint, but real atomic-float images
(ImageAtomicFmin/Fmax) arrive with a float-numeric-class format. Relax
the check to also accept formats whose SampledNumericClass is Float,
and default the null-descriptor's NumericClass to the image's own
class for atomics instead of always Float.

Also surface the actual materialization failure reason in
ShaderProgramCache's error message instead of a generic string, so
each subsequent blocking bug could be identified from the log without
extra instrumentation.

* shader(bindings): add a dedicated atomic-float image binding range

BindingLayout only had a single Atomic-Uint binding range (32-36), so
any atomic image with a float numeric class had nowhere to bind and
ForImage() returned null for it. Add AtomicFloatBinding (37-40),
bump ImageBindingCount 36->41, and split Describe()'s atomic range
into its Uint and Float sub-ranges to match.

Also add an Atomic flag to ShaderImageShape (TargetRegisterWords.cs)
so downstream view-format resolution can distinguish atomic images
from ordinary sampled/storage ones.

* spirv: emit ImageAtomicFmin/Fmax and DsSwizzleB32, fill SOP1 ALU gaps

Vulkan has no native float image-atomic-min/max instruction, so emit
them the way KytyPS5 does: OpImageTexelPointer (typed uint) ->
OpAtomicLoad -> compare-and-swap loop (OpPhi/OpFOrdLessThan/OpSelect
on the bitcast float value) -> OpAtomicCompareExchange, returning the
pre-exchange value from EmitAtomicWordUpdate (now non-void, valid SSA
at the loop's merge block).

Add DsSwizzleB32 (bit-mode/quad-mode lane shuffle via
GroupNonUniformShuffle) to the LDS-opcode switch and to
UsesSubgroupShuffle(), and add the SFlbitI32B32/SAbsI32/SBitset0B32/
SBitset1B32 SOP1 cases so the newly-decoded opcodes from
Gen5ShaderTranslator actually translate to SPIR-V instead of hitting
the generic "unsupported instruction" fallback.

* spirv: declare atomic image OpTypeImage with a Uint sampled type

DeclareImageClass previously derived the SPIR-V OpTypeImage's sampled
type purely from the binding's logical NumericClass, so an
atomic-float image (logical class Float, backed by our new
compare-and-swap emission on a uint texel pointer) still declared its
OpTypeImage as float-sampled. That violates
VUID-StandaloneSpirv-Image-04965: the R32ui image format and a float
sampled type disagree on numeric class. Force the sampled type (and
format, already correct as R32ui) to Uint whenever the image is
atomic, regardless of its logical numeric class.

* gpu: back atomic-float images with a real Uint VkImageView

The SPIR-V side now declares atomic images as Uint (OpTypeImage), but
the actual VkImageView bound at dispatch time was still created with
the descriptor's own float-numeric-class format, tripping
VUID-vkCmdDispatch-format-07753 (the shader's declared sampled type
must match the bound view's format numeric class).

Fix both resolution paths:
- VulkanVideoPresenter.Descriptors.cs: NumericClassOf() now forces
  Uint for any atomic image (this covers the null-descriptor
  fallback path), and ShapeOf() forwards the Atomic flag.
- ImageRequestBuilders.Texture.cs: the real, non-null descriptor path
  resolves its view format independently from the descriptor's raw
  GuestPixelFormat and was untouched by the above. Extend the
  existing Sint-storage override (which already forces such images to
  Format.R32Uint) to also cover shape.Atomic.

Confirmed via a fresh Vulkan-validation-layer run against Ghost of
Yotei that VUID-vkCmdDispatch-format-07753 no longer appears.

* fix(shader): reconcile atomic SPIR-V emitters with upstream

* spirv: fix ImageGetResinfo querying a non-existent sampled-image combo

ImageGetResinfo never goes through UsesSampler() (it only matches
ImageSample*/ImageGather* opcodes), so TryResolveLayoutImage always
resolves imageObject as the raw OpTypeImage value for this
instruction, never a sampled-image combo. The size-query code still
called OpImage on it whenever resource.IsStorage was false, expecting
to extract a combo that was never built, which spirv-val rejects:
"Expected Sample Image to be of type OpTypeSampleImage". Just use
imageObject directly in both branches.

This surfaced only after the earlier atomic-image fixes let Ghost of
Yotei's shader compilation get this far; it is an unrelated,
pre-existing bug in the base PR.

* gpu: remap compute workgroup axes past the Z-dimension device limit

Ghost of Yotei dispatches a compute shader with NUM_THREAD (1,1,256).
Vulkan only guarantees maxComputeWorkGroupSize >= (1024, 1024, 64):
the Z axis has a much tighter guaranteed limit than X/Y, and this ran
into it for real: "LocalSize Z (256) exceeds device limit
maxComputeWorkGroupSize[2] (64)" at vkCreateComputePipelines, even
though the NVIDIA RTX 5070 here allows up to 1024 total invocations.

Fix by remapping logical GNM axes onto physical SPIR-V/dispatch axes
at shader-compile time: the largest NUM_THREAD axis always lands on
physical X (most headroom), the smallest on physical Z (tightest
limit). Gen5SpirvTranslator.ComputeWorkgroupAxisOrder computes this
permutation purely from the three thread-group sizes, so:

- The translator uses it to declare the physical LocalSize execution
  mode and to read gl_LocalInvocationId/gl_WorkGroupId's components
  back into the correct logical VGPR/system-register slots, so guest
  shader code (which only ever sees logical TID/WorkGroupId values)
  is unaffected by the remap.
- RenderExecutor.Compute.cs recomputes the identical permutation from
  the same thread-group sizes (input.ThreadsX/Y/Z) to reorder
  vkCmdDispatch's group counts the same way, with no new metadata
  plumbing between the shader compiler and the dispatch path.

* shader(resources): drop redundant ImageHandle ScalarBufferWord guard; add opt-in resource-tracker diagnostics

GetHandleSource had a blanket rejection of any ImageHandle whose dword
was a ScalarBufferWord, predating ValidateSource/RuntimeValueValidator
being able to generically resolve such dwords at bind time (the same
mechanism MaterializationSources already uses for buffer descriptors).
Drop the redundant, narrower guard and let ValidateSource be the
single source of truth, so legitimately resolvable image descriptors
loaded from a scalar buffer (not just the two hardcoded heap/direct
shapes TryMakeIndirectImage/TryMakeDirectImage recognize) aren't
rejected outright.

This did not resolve Ghost of Yotei's current blocker: its compute
shader at hash=0xCECFBCC210CB2372 pc=0x59C resolves an image
descriptor's byte offset through a loop-carried Phi (a hash-table/
linear-probe style bindless material lookup) that is not loop-
invariant, so it genuinely cannot be pre-evaluated as a single
per-dispatch runtime value the way MakeRuntimeBufferSource/
RuntimeValueEvaluator expect. That needs real GPU-side dynamic
descriptor indexing support, which doesn't exist yet in this
resource-tracking pass.

Also add SHARPEMU_RESOURCE_TRACKER_DIAG=1, gating verbose stderr
tracing in TryMakeIndirectImage's rejection paths and
RuntimeValueValidator's node-validation failures. This is what
localized the loop-carried Phi as the actual root cause; keeping it
opt-in and off by default costs nothing at runtime.

* shader(resources): degrade control-dependent bindless image/sampler descriptors to null instead of failing compilation

Ghost of Yotei's material lookup resolves an image descriptor's
offset through a loop-carried phi (a hash-table/linear-probe bindless
scheme) that RuntimeValueValidator correctly can't treat as a single
compile-time source - this resource tracker has no GPU-side dynamic
descriptor indexing to fall back on. Track *why* validation failed
(RuntimeValueValidator.ControlDependent, set when the failure traces
to a non-invariant phi) and, for image/sampler handles specifically,
degrade to a null descriptor instead of hard-failing shader
recompilation. Buffer handles and any other failure reason still fail
as before.

This ports KytyPS5's fix for the identical case
(feat/shader-control-dependent-descriptor, "shader: fall back to a
null image when its descriptor is control-dependent") rather than
attempting full dynamic descriptor indexing support, which doesn't
exist in either codebase.

Also add SHARPEMU_RESOURCE_TRACKER_DIAG tracing in
RuntimeValueEvaluator's evaluation failure paths (per-source-dword,
flattened table reads, and raw memory reads), used to localize the
next blocker down this same path.

* gpu: keep image shader types compatible with Vulkan views

* shader: decode and emit VOP1 0x39 (VFfbhU32, find-first-bit-high)

Another decode gap in the same family as the earlier MIMG/SOP1 fixes:
VOP1 0x39 was missing from the opcode name table, aborting
translation of Ghost of Yotei's next compute shader before it reached
GPU submission. Ported the fix straight from our own tree's
Gen5ShaderTranslator.cs/Gen5SpirvTranslator.Alu.cs, which already
decodes and emits it: reverse the bits then use the GLSL FindILsb
extended instruction, since RDNA reports the leading-zero count with
the architecturally required 0xFFFFFFFF sentinel for a zero source.

* shader(resources): treat a null-based SRT raw read as zero instead of faulting

A bindless pointer the guest leaves unbound for a dispatch resolves
its address-handle dwords to zero; EvaluateRawRead's raw-address
branch (as opposed to the buffer-descriptor branch) then dereferenced
that near-null address directly, and the guest memory reader
correctly refused it as unmapped, failing the whole materialization
with a generic "reason=Other". Ghost of Yotei's next compute shader
hit exactly this: a flattened SRT table read through a null-resolved
48-bit pointer plus a small immediate offset landed at address 0x14.

Treat any raw-address read below a small guest null-page threshold
(0x10000) as reading zero, so the value (and whatever descriptor it
feeds) collapses to null instead of faulting materialization. Ported
directly from KytyPS5's identical fix for the identical symptom
("shader: treat a null-based SRT constant read as zero").

* shader: decode/emit VOPC 64-bit compares and the 64-bit LDS atomics

Ghost of Yotei's cs 0x80003AF600 emits V_CMPX_NE_U64 (VOPC 0xF5) and DS_ADD_U64/DS_OR_B64 (0x40/0x4A), which the decoder refused. The VOPC 0xE0-0xE7 / 0xF0-0xF7 forms are the same V_CMP/V_CMPX U64 operations the VOP3 table already names and the emitter already lowers, so mirror them into the two-operand VOPC table.

The 64-bit LDS atomics sit just ahead of DS_WRITE_B64. LDS is modelled as an array of dwords, so each is lowered to the two 32-bit atomics that make it up. Neither opcode returns the old value, which makes the split exact: only the final memory state is observable. OR is bitwise-independent, so two 32-bit ORs are the 64-bit OR; ADD folds exactly one carry per low-dword wrap into the high dword, so the high word converges on the true wrap count regardless of lane interleaving. The RTN variants cannot be split without losing the returned pair's atomicity, so they stay undecoded and keep failing loudly.

* shader: decode and emit VOP3-encoded 64-bit VOPC compares (0xE0-E7, 0xF0-F7)

Ghost of Yotei's material-lookup shader issues V_CMP_*_U64/V_CMPX_*_U64
through the VOP3 encoding (opcode < 0x100, the same numbering VOPC
uses), which DecodeVop3's own opcode table never listed - it only
handled VOP3-native opcodes >= 0x101. Ported the fix straight from our
own tree, which already special-cases this exact sub-range (see the
"VOP3-encoded 64-bit VOPC" comment there): decode 0xE0-E7/0xF0-F7 to
the VCmp*U64/VCmpx*U64 names, and emit them as a 64-bit integer
compare (or a constant true/false for the F/T pseudo-compares),
reusing the existing generic VCmpx exec-mask handling.

* shader: implement GFX10 double-precision conversions and arithmetic

Decode VOP1 0x04/0x0F/0x16/0x2F/0x30/0x34 and their VOP3-encoded forms (V_CVT_F64_I32, V_CVT_F64_U32, V_CVT_F32_F64, V_RCP_F64, V_RSQ_F64, V_SQRT_F64) and emit them as real SPIR-V doubles. A 64-bit result is split across the destination register pair: the low word goes through the common destination store and the high word is stored alongside it, both under the EXEC guard. V_MUL_F64 (VOP3 0x165) and V_FMA_F64 (VOP3 0x14C) are added as well.

Source absolute/negate modifiers and the VOP3 output modifier and clamp are honoured. FP64 inline constants and literals are rejected explicitly rather than read as the wrong bits, following the gfx10 expansion rules. The shaderFloat64 device feature is enabled only when the physical device offers it, and the Float64 capability is declared only for modules that use a double.

Ghost of Yotei compute shader 0x8000393600 (hash 0xB90E2024732C6111) now translates and compiles instead of stopping at decode.

* shader: decode and emit VOP2 V_PK_FMAC_F16

V_PK_FMAC_F16 (VOP2 0x3C) reads the destination register as the addend for both packed f16 lanes and writes D = S0 * S1 + D back as a packed pair. Reuse the existing single-rounding fused-f16 path per lane and merge the two halves, so the result matches the hardware's f16 fused behaviour.

Ghost of Yotei compute shader 0x8000393600 reaches this opcode after the decoder is past the f64 gap.

* shader: decode and emit VOP3 V_MAD_I32_I24

V_MAD_I32_I24 (VOP3 0x142) differs from the already-handled V_MAD_U32_U24 only in that both multiplicands are signed 24-bit values. Sign-extend each operand from bit 23, multiply with 32-bit wrap and add the third source.

Ghost of Yotei compute shader 0x8000393600 reaches this opcode after the decoder is past the f64 gap.

* shader(resources): address runtime-fetched buffer descriptors via the device-address page table

A V# whose four dwords are all read from a runtime scalar-memory address (a descriptor-array entry indexed by a loop counter, as in Ghost of Yotei's cs 0x80003F2A00 at pc=0x1B4) cannot be bound ahead of time, so resource tracking used to fail the whole shader. Its dword reads are not control-dependent in any other way: they are real guest memory loads emitted at runtime through the device-address page table.

Detect that case in ResourceTracker and mark the access RuntimeBufferDescriptor instead of building a dense buffer resource. The SPIR-V backend then builds the guest address from the descriptor's runtime base (SGPR pair), the MUBUF offset/soffset/vector offset and, when indexed, the descriptor's stride, and stores/loads through the existing physical-storage-buffer path. num_records/stride bound the access so a null or empty descriptor binds nothing, matching the static path's range check. Formatted, typed and atomic accesses keep failing loudly because their descriptor format cannot be reconstructed from the raw words.

This completes the former d8959888aafd2552 dispatch.

* shader(resources): recognize runtime V# descriptors built from SRT reads and loop phis

The first runtime-descriptor detection only accepted four direct raw ScalarAddressWord dwords. Ghost of Yotei's cs 0x8000289300 at pc=0x78C builds its V# from a loop-carried phi that merges two SBufferLoadDwordx4 reads of the SRT buffer at a dynamic offset, so the access was still rejected even though the descriptor is a real runtime value.

Make the detection generic: a BufferHandle is a runtime descriptor when each dword is a plan-time-known value (constant, user data, shader base, flattened table word) or a guest-memory read, recursing through phis, selects and operations, and at least one leaf is a raw read. A cycle through a phi is accepted the same way the read planner treats cyclic phis. Anything else keeps hard-failing.

The raw BufferLoadUshort at pc=0x78C now lowers through the device-address page table. The formatted BufferLoadFormatX at pc=0x18F4 correctly escalates to BoundedCandidateTable, which is still unimplemented and is now the next required feature.

* shader(resources): plan bounded runtime V# candidate tables

* shader(resources): materialize bounded runtime V# candidate tables

* shader(resources): address a runtime scalar buffer V# through the device page table

* shader(resources): model the guest V# separately from its Vulkan lowering; real 64-bit LDS atomics

Replace MemoryAccessInfo.RuntimeBufferDescriptor with a GuestBufferDescriptor that carries the V#'s provenance (Static or Runtime) and, for static descriptors, the dense-buffer index. The backend now chooses an explicit BufferLoweringStrategy from the descriptor and the access shape via GuestBufferDescriptor.ChooseStrategy, instead of hard-coding a single path: NativeBinding for compile-time descriptors, PhysicalStorageBuffer for a runtime descriptor used by a raw dword/subword access, and BoundedCandidateTable for a runtime descriptor whose format/type cannot be reconstructed from the raw words. The last one is not implemented and fails loudly with a precise reason, which is now a single, discoverable place rather than a boolean scattered through the translator.

DS_ADD_U64/DS_OR_B64 are now emitted as true 64-bit workgroup atomics when the device exposes shaderSharedInt64Atomics (queried through VkPhysicalDeviceShaderAtomicInt64Features, declared with the Int64Atomics capability, addressed through a 64-bit LDS view). The previous two-32-bit split is kept only as a documented fallback for devices without the feature; it is not atomic as a pair. Device setup reports the capability once.

* shader/image: accept 11_11_10 UNORM sampling and 8-bit sRGB render targets

The unified image format 30 is 11_11_10_UNORM, a packed 11/11/10 normalized float format the rendering side already knows as GuestPixelFormat.Bits11_11_10UNorm (mapped to VK_FORMAT_B10G11R11_UFLOAT_PACK32). It was missing from the shader-side sampled-format table, so cs 0x8000265D00 failed specialization with 'sampled image descriptor 7 uses unsupported format 30'.

Bits8Srgb and Bits8_8Srgb also had RenderTargetBytesPerElement = 0 while their element sizes are 1 and 2 bytes, which made TryGetTextureSize reject a RenderTarget-tiled 8-bit sRGB surface (tile mode 27) that the guest creates. Their render-target footprint is the same as the matching UNORM formats, and the host view already substitutes R8/R8G8 UNORM, so give them the real byte counts.

* shader: allow inline constants and literals as VOP3P packed-f16 operands

The VOP3P packed-f16 path only accepted register operands and refused constants, so cs 0x80003AF600 stopped at V_PK_FMA_F16 with src[128]. An inline constant or literal is a single f32 value rather than a packed register pair, so there is no half to select: both lanes take the exactly-converted f16 of that constant, with the lane's negate modifier still applied. Keeps the register path unchanged.

* shader: support Yotei f16 shifts bitsets and safe LDS atomics

* shader(vulkan): dispatch bounded runtime V# candidate tables

* shader: support additional LDS operations

* shader: support RDNA LDS store encoding

* shader: handle LDS operands and RDNA buffer cache op

* shader: extend strict GFX9 buffer and ALU decoding

* [VideoOut] added output mode events and profiling fixes

* [Gpu] fixed image, render, and dispatch handling

* shader: track SDWA and runtime buffer values

* [Shader] expanded Gen5 resource and interpolation support

* gpu: reconcile PR893 metadata and indirect dispatch

* gpu(commands): consume unknown NOP marker ids instead of failing the submission

Demon's Souls emits markers 0x6EC and 0x80C, which the interpreter treated as
fatal. The packets carry no work for the ids without a known side effect
(flips, user-data marker context), so they are consumed and each id is
reported once (command_stream.marker_ignored). voidborn, which gets much
further on this title, likewise ignores NOP marker payloads it has no
handler for.

* kernel: implement sceKernelGetOperationMode (PS5 base console, no submode)

The import was unresolved, so callers polling it (Demon's Souls does it at very
high frequency) got an unresolved-import result instead of the mode. Behaviour
matches KytyPS5 KernelGetOperationMode: *mode = 2, *submode = 0.

* loader: protect red-zone functions with enclosing patch spans

The red-zone patcher only built a trampoline span forward from the faulting
instruction, so it gave up whenever the next instruction was a branch target,
touched RSP, or changed control flow. Those refusals never reached FailedSites,
and the summary line reported sites=11472/11472 failed=0 while 777 faultable
instructions inside red-zone functions stayed unprotected.

Demon's Souls died on one of them. A GPU write-tracking fault at 0x800AD91F8
dispatched on the guest stack with RSP unshifted, which let Windows overwrite
the 128 bytes below RSP; the function reloaded its pointer from [rsp-0x10],
got 0, and faulted writing through it. The fault census confirms the same RSP
in the faulting frame as in the crash report.

Add TryBuildEnclosingPatchSpan: when the forward search refuses, take the
span's bytes from before the faulting instruction so the span ends at that
instruction and the one after it is never rewritten, which keeps every existing
branch into it valid. Two invariants make this safe and both are exercised by
the new tests:

  - the RSP shift brackets only the faultable core, so a relocated
    RSP-relative access still reads the slot it meant to;
  - a span may not start before the end of the previous site, because a
    backward span can otherwise reach instructions an earlier site already
    replaced with its own jump.

Patch() also refuses overlapping sites outright rather than corrupting guest
code, and the scan now reports unrelocatable sites by category.

Unprotected sites drop from 777 to 270. The title runs past the main menu into
its opening cinematic and stops on an unrelated shader resource error.

The fiber tests move into a shared collection: they mutate the same static
FiberExports state as FiberExportsTests, and xUnit runs separate classes in
parallel, which made them fail intermittently.

* cpu: count guest faults and make access-violation reports readable

Guest code is commonly mapped PAGE_EXECUTE, which no host read can satisfy, so
IsReadableHostRange refused it and the whole call-site section of the access
violation report was skipped: every crash in such a title printed "Could not
read code at RIP" and nothing else. Read those windows through the guest memory
view instead, and print the faulting region so a future refusal explains
itself.

Add a census of the recoverable faults taken on guest threads, by guest RIP and
by the handler that resolved them. Windows has no alternate exception-dispatch
stack, so each of those faults overwrites the 128 bytes below RSP; knowing which
guest instructions fault is what turns a red-zone corruption from a hypothesis
into a measurement. Counters are allocated once per RIP and are inert unless
SHARPEMU_FAULT_CENSUS is set, since the handler is hot.

Also fix the guest context transfer frame: it published the stack bounds in the
wrong order, storing the low address in NT_TIB.StackBase and the high one in
StackLimit on every fiber switch.

Note: these two files also carried uncommitted work from earlier in this
worktree (guest stack sizing, the 22-qword transfer frame, import and exception
paths); that work is included here rather than separated, because the hunks
interleave.

* gpu: stop handing image ownership to a buffer that was only bound

Binding a formatted writable buffer over an image's memory invalidated every
image covering that range. The shader only declares that it may write there, so
this fired on every bind of every draw, and when the range belonged to a render
target the image was refreshed from guest memory the GPU never wrote - its
tiled backing read as linear, over the frame that had just been rendered.

A Demon's Souls capture showed 412 buffer-dirty refreshes and 207 GB of image
traffic. Suppressing the two bind-time call sites removed the banding entirely
and took the frame time from 7471 ms to 4272 ms, with GPU occupancy going from
29% to 45%; buffer-dirty refreshes dropped to zero.

Writes that actually happened still invalidate, from GuestBufferCache's fill and
DMA-copy paths, which is what the image ownership tests cover. The declared-write
case needs a reconciliation after the submission, once the GPU-modified ranges
are known; that does not exist yet, so
SHARPEMU_SPECULATIVE_IMAGE_INVALIDATION=1 restores the old behaviour meanwhile.

Note: these two files also carried uncommitted work from earlier in this
worktree.

* shader: name the instruction behind an undefined descriptor dword

A descriptor dword that resolves to an undefined value fails the resource plan
with nothing to act on. Undefined nodes are interned per type, so one shared
node stands for every instruction the builder could not model, and the builder
has about twenty places that produce one: the message names a category where it
should name an opcode.

Record the instruction the builder is translating, and under
SHARPEMU_RESOURCE_TRACKER_DIAG intern undefined nodes per instruction as well.
Revisiting a block reaches the same instruction, so values stay as stable across
visits as before, and the rejection can walk the failing dword back to the
undefined leaves it rests on and name them. Without the diagnostic the interning
and the message are unchanged.

A first attempt recorded every undefined created while an instruction was in
flight, which listed 1410 instructions for one shader because many are created
legitimately, for SCC among others. Only the leaves the failing value actually
depends on are reported.

Test counts are unchanged at 614 passed and 95 pre-existing failures.

* shader: carry over the Gen5 translation work from the port

Pre-existing work in this worktree, recorded here rather than authored in this
session: VOP3B carry/borrow paths for VSubCoCiU32 and VSubrevCoCiU32, the high
opcode bit for MIMG and the ray-tracing names it selects, DS/GDS flags, the
wave32 EXEC mask, and the scalar value graph and runtime evaluator changes that
go with them, across the Vulkan and Metal back ends.

* gpu: carry over the AGC and VideoOut work from the port

Pre-existing work in this worktree, recorded here rather than authored in this
session: tracked image caching in place of unused snapshots, depth/stencil
handling, snapshot reuse for feedback loops, read-only depth, the Vulkan
feedback target resolver, the GuestDepth and draw recording paths, GPU barriers
and image cache tracking, the storage resolver, BDA and GPU memory tracking in
VideoOut, and the submission and indirect dispatch corrections.

* hle: carry over the library export work from the port

Pre-existing work in this worktree, recorded here rather than authored in this
session: an HTTP connect timeout, an offline MAC, NP signalling context, the
asynchronous NP stubs and entitlement key, NP WebAPI context deletion, a CFW
stub, and the added aliases for sceImeKeyboardGetInfo, unlink, sched_yield,
scePadResetOrientation, scePadIsRemoteController and the solo scheduling
attributes, along with the Ampr file registry and kernel compatibility exports.

* cpu: carry over the guest execution and memory work from the port

Pre-existing work in this worktree, recorded here rather than authored in this
session: the guest stack size the pthread attribute asks for and its cap, the
PthreadYield fallback, the multi-thread stall watchdog, import and handoff
instrumentation, the host view and guest space owner changes, and the physical
virtual memory and runtime adjustments that go with them.

* base: verified pre-rebase gameplay baseline

* fix: materialize indirect shader image resources

* gpu,shader: Yotei bring-up changes (GPT session, unreviewed)

Work from a separate GPT session aimed at Ghost of Yotei, committed as-is so
it can be reviewed block by block. It clearly improves Demon's Souls rendering
(the scene becomes visible), but review found problems to fix before a PR:

- S_BITREPLICATE_B64_B32 copies the dword into both halves; the ISA doubles
  each bit (bit i -> bits 2i, 2i+1). Wrong in the translator and the graph.
- FindMatchingMipLevel no longer matches 2D array views of 3D volumes; the
  test expectation was flipped from 0 to -1 instead of keeping the case.
- VectorCompareResourceTests lost five passing tests, replaced by
  compile-only smoke tests.
- 11_11_10 UNorm is mapped to a packed-float Vulkan format.
- Unknown BufferLoadFormat descriptors now read zeros / null images silently.
- Undefined scalar values are interned per instruction for every title.

Also adds 16-bit integer VOPC compares, V_RSQ_F16, IMAGE_GATHER4_C_LZ,
IMAGE_SAMPLE_A decode, Yotei base entitlements, richer image-creation
failure messages and flip-source diagnostics.

* diagnostics(renderdoc): capture automatically after N guest flips

SHARPEMU_RENDERDOC_CAPTURE_AFTER_FLIPS=N requests one capture once N guest
flip boundaries have been seen, so an unattended run can capture without the
F12 key. The count is kept here because the flip image version is per display
buffer, not a global frame index.

* fix(import-guard): recognize polling progress boundaries (#895)

* port shader GDS byte reads and float atomics

* port kernel debug exception exports

* Revert "port kernel debug exception exports"

This reverts commit 71d605e82c82a4a921862bfc865a104305cf746d.

* Revert "port shader GDS byte reads and float atomics"

This reverts commit 8f4e7664d7fc81a28ba5c47c86cbc03dba61d47b.

* [usbd] implement event timeout

* [usbd] add initialization stubs

* [share] add feature and overlay exports

* [kernel] implement pthread cond signalto

* [font] add renderer and kerning exports

* [agc] implement ACB rewind exports

* [share] add running status export

* [stubs] add game service exports

* [kernel] implement high resolution timer events

* [gpu] support polygon primitive rendering

* chore: bump version to 0.0.4

* [kernel] implement debug exception exports

* [vulkan] adopt synchronization2 submission and barriers

* docs: update upstream README

* Revert "[vulkan] adopt synchronization2 submission and barriers"

This reverts commit 7e44f90d624c05ccac3ba8d14f94bfa63c225b1d.

* Reapply "[vulkan] adopt synchronization2 submission and barriers"

This reverts commit 66b456dd2a4562b081970404034ab3cc3135f66a.

* Revert "[kernel] implement high resolution timer events"

This reverts commit faf105d9a0f93120f9954ff30890701683d79a67.

* Reapply "[kernel] implement high resolution timer events"

This reverts commit 9858506307cfdc43e875180f21727bea936ac888.

* Revert "[kernel] implement pthread cond signalto"

This reverts commit 83ad3b0ac313b01c7d1493e685423a5a419b8766.

* Reapply "[kernel] implement pthread cond signalto"

This reverts commit 4bc31dabf7885687dc3777aefede6b4122f936a4.

* [ampr] fall back to executable-local index cache

* [ampr] probe cache directory writability

* [media] keep host movies progressing when Vulkan bindings lag

* [media] release stalled host movies independently of rendering

* [vulkan] reuse pipeline caches across emulator builds

* [media] propagate stalled movie EOF to the guest

* [ampr] return guest path ids from resolve exports

* Revert "[vulkan] reuse pipeline caches across emulator builds"

This reverts commit f0f8e21382b402b510645acb66cf122ad765cd4a.

* [vulkan] reuse pipeline caches across emulator builds

* Revert "[vulkan] reuse pipeline caches across emulator builds"

This reverts commit fd667b6320b74be1e5d71b37a3c29fc11af713bb.

* fix(media): honor full Bink movie duration

* fix(vulkan): schedule wave64 barriers uniformly

* fix(vulkan): emit wave64 loop merge before branch

* fix(vulkan): predicate wave64 image stores

* Revert "fix(vulkan): predicate wave64 image stores"

This reverts commit 5842298743822d1b128e8b4dcb3f9d0a8fd03c35.

* Revert "fix(vulkan): emit wave64 loop merge before branch"

This reverts commit d2b98e0a8439e41c8faf04335320f202740fe7f9.

* Revert "fix(vulkan): schedule wave64 barriers uniformly"

This reverts commit 976d5a5957080de6568417c9d12235570b1503ef.

* baseline: preserve good Demon's Souls rendering

* Revert "[vulkan] adopt synchronization2 submission and barriers"

This reverts commit 7e44f90d624c05ccac3ba8d14f94bfa63c225b1d.

* fix(ampr): keep APR resolve ids unique on path-hash collisions

The APR resolve exports now return the 31-bit FNV hash of the guest path
(upstream 5c347d2c). Demon's Souls ships 13 same-hash file pairs under
/app0/ alone, and it resolves 32 colliding paths before the main menu.
Colliding files shared one id and read each other's bytes, and the
first level load after the menu never finished.

Hand out the hash only while it names one host file, keep it in an
authoritative table that later alias publishes cannot poison, and fall
back to a collision-safe Register() handle otherwise. Log both the
fallback and reads of unknown ids, which previously failed silently.

* fix(media): size the Bink watchdog to the movie, restore Gen4 export

c77746bd reverted the duration-based Bink watchdog to a fixed 90 s, and
MediaFramePlayback also capped every movie (AvPlayer too) at 120 s.
Demon's Souls ships a 171 s intro, 117-138 s attract movies and 756 s
credits, which both bounds cut short. Arm the watchdog for the movie
length plus 60 s (minimum 90 s, no upper bound) and drop the fixed
playback cap, as in the pre-rebase baseline.

Also keep cfwBSQyr5Ys exported for Gen4 as the baseline did.

* chore: trim added comments, keep upstream's cfwBSQyr5Ys target

Restore upstream's APR ABI comment verbatim, keep each added comment to
one line, and leave sceKernelDebugWriteCppExceptionInfo Gen5-only as
upstream declares it.

* fix(vulkan): query image levels only when the result is read

ImageGetResinfo emitted OpImageQueryLevels for every sampled image even
when the dmask never reads component 3. On a 3D image, the unused query
crashes NVIDIA's pipeline compiler inside vkCreateComputePipelines:
Demon's Souls compute shader 0xC553F37E46481A6B (dmask 3) takes the
process down right after the first frame.

* fix(shader): reconcile branch resource planning with upstream contracts

- Keep upstream's 42-binding image ABI. A float min/max image atomic
  binds as the uint atomic image its compare-exchange loop already uses.
- A null-page read turns into zero only after a null base pointer fails
  to read, not for every address below 0x10000.
- An empty V# reads as zero; overrunning a bound buffer stays a failure.
- A wave-indexed image table reads its mask through the clean reader,
  like every other slot its descriptor depends on.
- A buffer load through a lane-varying address stays undefined, and a
  constant exec_lo write keeps s_cbranch_execz decidable.
- An image descriptor from a scalar buffer must be one contiguous
  record, and a vector access through a draw-evaluable V# keeps its
  explicit binding instead of the runtime-descriptor path.

* fix(shader): drop the null-page read rule, encode GDS at bit 17 in tests

KytyPS5 does not turn a null SRT pointer read into zero: an unmapped
read fails materialization, which FailedResourceReadsRemainFatal pins.
Remove the rule.

GFX10 DS encodes GDS at bit 17 with OP at 25:18; bit 16 is GFX9's
position (LLVM DS_Real_gfx10). The decoder already reads bit 17, so the
DataShare tests set GDS there, and the LDS wave-counter tests clear it.

* fix(vulkan): keep bind-time image invalidation coherent with GPU contents

Binding a formatted writable buffer over an image marks the image
buffer-modified, so its next use refreshes it from the buffer. The
buffer was only synchronized from the image for read-only views, so
over a render target a writable view refreshed the image from stale
guest bytes. That is the Demon's Souls banding 48cd723a worked around
by skipping the invalidation altogether.

Synchronize writable formatted views from the image as well, and at bind
time invalidate every covered image except one whose only current copy
is still on the GPU and could not be copied into the buffer. Drop the
SHARPEMU_SPECULATIVE_IMAGE_INVALIDATION switch.

* test(shader): expect the header immediate in the indirect selector offset

The materializer reads the selector word at selector * stride +
SelectorOffset, so the offset must include the material read's
immediate. With the header immediate 4 and the +4 in the address
arithmetic it is 8; the test expected 4 since it was written.

* chore: remove session diagnostics

Drop the ad-hoc instrumentation added while bringing Demon's Souls and
Ghost of Yotei up:
- SHARPEMU_RESOURCE_TRACKER_DIAG traces in the resource tracker, dense
  image tables, runtime evaluator and validator
- unconditional materialize_snapshot_probe warnings and the
  SHARPEMU_TRACE_INDIRECT_IMAGES wave-table trace
- the guest fault census (SHARPEMU_FAULT_CENSUS / SHARPEMU_FAULT_WATCH)
- red-zone patcher address trace, unprotected-site file and short-jump
  estimate (SHARPEMU_REDZONE_TRACE / SHARPEMU_REDZONE_SITES_FILE)
- RenderDoc capture after N flips and the flip-source refresh traces

The red-zone coverage counters and the readable access-violation report
stay.

* fix(kernel): sparse virtual reservations and HLE compatibility fixes

- sceKernelReserveVirtualRange: keep very large non-fixed reservations
  in the guest mapping table without one contiguous host placeholder.
- Event flags: read names and write handles through the kernel
  compatibility helpers so read-only image pages work.
- sceAjmInitialize: only validate the 32-bit reserved argument.
- Pthread: only free opaque objects the compatibility layer allocated.
- Route libc memset to the HLE implementation (int 45h path in LLE).

* fix(gpu): tiling, color targets, VideoOut pipelines and primitive stage masks

- Tile geometry and tiler shader fixes for detiling.
- Color target request fixes for 3D slice ranges.
- VideoOut descriptor, draw recording and pipeline fixes.
- Accept the compact primitive-shader stage masks (0x2000, 0x2030)
  and report the rejected state when draws are skipped.

* fix(shader): Little Nightmares III decoding and translation

- Decode S_SCRATCH_STORE_DWORDX2 (SMRD op 0x16) as a scalar scratch
  store instead of a load.
- Raise the decoder instruction limit to the maximum shader size.
- Stop linear decoding at S_SETPC_B64 and treat the tail as
  unreachable; find fused GS pairs across the full 1 MiB object and
  resolve continuation image descriptors from its entry SGPRs.
- Translate S_SETPC_B64 in linearised fused programs as a marker.
- Implement S_MUL_HI_I32 and V_DOT2C_F32_F16.

* fix(shader): Astro Bot debugger stubs and wave32 primitive pipelines

- S_CBRANCH_CDBG* only fire under an attached GPU debugger; do not let
  them extend the decoded program past S_ENDPGM into debugger stubs
  that load descriptors from devkit-only addresses.
- Stop decoding after an unconditional backward S_BRANCH with no
  pending forward target instead of reading the "sl00" metadata
  trailer as instructions.
- Ignore the GS_W32_EN/VS_W32_EN wave-size bits when matching
  primitive-shader stage masks; graphics stages always compile as
  wave32, so these draws were skipped for no reason.

* fix(kernel): keep sparse reservations out of the macOS graphics window

macOS reserves 0x10_0000_0000..0x70_0000_0000 for graphics memory, so a
sparse reservation starting at 0x40_0000_0000 could not be mapped there
(LargeVirtualReservationFallsBackToSparseGuestRange failed on osx-x64).
Start the sparse aperture at 0x70_0000_0000 on macOS.

* fix(shader): declare guest 1D textures as 1D images

Since #903 the image request builder binds guest 1D textures through
1D Vulkan views, but the SPIR-V translator still declared them as 2D.
Sampling a 1D view through a 2D image type is invalid, and on NVIDIA
Astro Bot's final composite pass wrote black to the flip buffer.
Declare Dim1D/Dim1DArray as SPIR-V 1D images with Sampled1D/Image1D,
matching upstream.

* revert(gpu): fail on written device-address ranges that cannot be planned

The Little Nightmares III work skipped unplannable written ranges on the
host and allowed those stores unconditionally in the shader. Stores whose
pages were not already in the BDA page table were then dropped silently.
Restore upstream's fatal and remove UnplannableWrittenMemoryIndices, so
each such shader is reported and fixed on its own.

* fix(shader): route FLAT accesses through the LDS and scratch apertures

GFX10 sends a FLAT access to LDS or scratch when bits 63:48 of its
address match the shared or private aperture (SH_MEM_BASES), and to
global memory otherwise. src_shared_base/src_private_base decoded to 0,
so an LDS pointer became a device address the host could not plan
(Little Nightmares traversal stack, shader 0x9669394374AAE5BC).

- Give the apertures distinct high dwords no guest address can reach,
  consistent for 32-bit (high dword) and 64-bit (address) reads.
- Keep aperture identity in the scalar value graph (MemoryAperture).
- The device-address planner classifies a FLAT access whose high dword
  derives from an aperture and gives it no device range; plain device
  pointers keep the range and the fatal.
- The SPIR-V backend routes each lane by bits 63:48 to LDS, scratch or
  the page-table global path.

* fix(shader): use the PS5 apertures and prove clamped FLAT addresses local

Little Nightmares builds its BVH traversal-stack addresses without
src_shared_base: v_med3_u32(0x80000000, 0x70000000, sp) clamps the high
dword, and the pop path reads the 0x7xxxxxxx entries with ds_read and
the 0x8xxxxxxx ones with scratch_load. These are the PS5 shared and
private apertures, so:

- SharedApertureHigh = 0x70000000, PrivateApertureHigh = 0x80000000;
  the backend routes a FLAT lane by the top nibble of its high dword.
- Model v_med3_u32/v_med3_i32 in the scalar value graph.
- The planner bounds the high dword (Phi/Select/UMin/UMax, cycles
  ignored since each yields one of its inputs) and classifies it local
  when the bounds stay inside the apertures.
- Record the EXEC mask of each global/flat access: a select on that
  same mask is a lane-masked register write whose inactive arm never
  reaches a lane that accesses memory.

Little Nightmares shaders 0x9669..., 0xE9F1... and 0x392B... now plan
without the removed unplanned-write skip.

* feat(shader): emulate the GFX10 BVH node test for image_bvh_intersect_ray

Follows AMD GPURT's RT IP 1.1 fallback: triangle nodes 0/1 with barycentric
swizzle, FP16/FP32 box slab test with grow, NaN rule and sorting network.
Nodes are read through the device-address page table.

* fix(gpu): move a depth surface sampled as color into a color image

A texture whose format reads neither the depth nor the stencil plane
reinterprets the memory; Little Nightmares samples a D32S8 surface as BGRA8.

* fix(shader): make s_barrier order buffer and image memory within the workgroup

Guest code publishes stores to its workgroup with s_waitcnt vmcnt(0) +
s_barrier; the host barrier only ordered shared memory.

* fix(gpu): match sampler border color and filtering to the sampled view

Border colors were always integer, which Vulkan leaves undefined on float
views (an opaque-white border can read back as black). The numeric class
now comes from the bound view formats; integer views also drop filtering.

* fix(shader): decode the VOP1 and VOP3 half-precision transcendentals

Silent Hill's pixel shaders use v_log_f16; add rcp, sqrt, log, exp,
floor, ceil, trunc, rndne, fract, sin and cos for f16 in both encodings.

* fix(shader): decode v_min3_f16, v_max3_f16 and v_med3_f16

Silent Hill's pixel shaders use v_min3_f16; the draw was skipped.

* fix(agc): give a fused shader the larger user SGPR count of its halves

sceAgcFuseShaderHalves kept the back half's SPI_SHADER_PGM_RSRC2_GS, so a
front half reading its vertex tables from user SGPRs 26-29 saw only 12
(Silent Hill: front 30, back 12) and the draw faulted on null tables.
A vertex program without input semantics no longer needs the tables, and
the null-table and PRT-mapping messages name the registers involved.

* fix(shader): read buffers past the binding budget through their device descriptors

A Silent Hill compute shader binds more than 32 distinct buffers. Past the
budget an untyped access reads its V# from its SGPRs at run time, as the
hardware does, instead of failing the whole shader.

* fix(gpu): treat a compute constant fill of DCC metadata as a fast clear

Unreal fast-clears DCC render targets with a compute shader that stores one
dword from a constant buffer into every metadata record (0x40404040 clears
to 0,0,0,1). The fill only reached plain memory, so Silent Hill's
translucency layer stayed 0 and its composite multiplied the scene by 0.
The exact instruction sequence is recognised and routed to the existing
DCC clear tracking.

* fix(gpu): invalidate every image under a bound writable formatted buffer

The bound-write path skipped images whose only current copy was on the GPU.
Such an image kept stale contents after the guest rewrote it through the
buffer: Dead Cells lost its background and Demon's Souls showed wrong
surfaces. Bisected to ed3de27b; upstream invalidates unconditionally, and
52fbe275 already synchronizes writable views from the image, which fixed the
banding the exception was meant to hide.

---------

Co-authored-by: ParantezTech <12572227+par274@users.noreply.github.com>
Co-authored-by: Mathias <06mathias6@gmail.com>
2026-09-27 20:43:07 +03:00
voidborn_astra 37694dfbb7
Alpha Rebuild Progress (#887)
* refactor(videoout): isolate host buffer code

Move pooled host-visible Vulkan buffer management into a dedicated presenter partial.
The new location makes ownership clear.
Execution behavior does not change.

* refactor(videoout): isolate draw state code

Move guest draw-state conversion into a dedicated presenter partial.
This change only improves code organization.
Keep runtime behavior unchanged.

* refactor(videoout): isolate texture format support code

Move Vulkan image-format capability and render-target mapping into the texture-format presenter partial.
This move changes code ownership only.
Runtime behavior stays the same.

* refactor(videoout): isolate presentation image code

Move presentation-target selection and offscreen presentation-image creation into a dedicated presenter partial.
The new location makes ownership clear.
Execution behavior does not change.

* refactor(videoout): isolate HDR presentation code

Move HDR presentation resources, pipelines, and command recording into a dedicated presenter partial.
This change only improves code organization.
Keep runtime behavior unchanged.

* refactor(videoout): isolate draw execution code

Move offscreen draw, clear, guest-image write, and render-pass execution into a dedicated presenter partial.
This move changes code ownership only.
Runtime behavior stays the same.

* refactor(videoout): isolate guest submission code

Move guest GPU batching, submission, retirement, and visibility waits into a dedicated presenter partial.
The new location makes ownership clear.
Execution behavior does not change.

* refactor(videoout): isolate render loop code

Move presenter work waiting, queue draining, frame acquisition, and work dispatch into a dedicated partial.
This change only improves code organization.
Keep runtime behavior unchanged.

* refactor(videoout): isolate draw recording code

Move translated draw recording, image transitions, draw tracing, and resource retirement into a dedicated presenter partial.
This move changes code ownership only.
Runtime behavior stays the same.

* refactor(videoout): isolate guest work queue code

Move guest GPU work submission, scheduling, backpressure, and completion into a dedicated partial.
The new location makes ownership clear.
Execution behavior does not change.

* refactor(videoout): place storage image contracts code with its owner

Move SPIR-V storage image contract parsing and validation into the compute storage-image partial.
This change only improves code organization.
Keep runtime behavior unchanged.

* refactor(videoout): place ordered guest flips code with its owner

Move ordered guest flip capture and completion into the presentation-frame partial.
This move changes code ownership only.
Runtime behavior stays the same.

* refactor(videoout): place frame lifetime code with its owner

Move presentation frame waits and flip-version retirement into the presentation-frame partial.
The new location makes ownership clear.
Execution behavior does not change.

* refactor(videoout): place texture cache resolution code with its owner

Move cached texture resolution and CPU refresh into the texture-cache partial.
This change only improves code organization.
Keep runtime behavior unchanged.

* refactor(videoout): place barycentric pipeline code with its owner

Move the fullscreen barycentric shaders and pipeline creation into the pipeline partial.
This move changes code ownership only.
Runtime behavior stays the same.

* refactor(videoout): place swapchain draw resources code with its owner

Move presentation render-pass, image-view, and framebuffer setup into the swapchain partial.
The new location makes ownership clear.
Execution behavior does not change.

* refactor(videoout): place feedback snapshot creation code with its owner

Move color feedback snapshot creation beside its pool lifecycle and telemetry.
This change only improves code organization.
Keep runtime behavior unchanged.

* refactor(videoout): place texture format conversion code with its owner

Move real-format conversion and its transfer scratch images into the texture-format partial.
This move changes code ownership only.
Runtime behavior stays the same.

* refactor(videoout): place guest image diagnostics code with its owner

Move guest image tracing and readback diagnostics beside the guest image registry.
The new location makes ownership clear.
Execution behavior does not change.

* refactor(videoout): place guest submission execution code with its owner

Move ordered actions, cache operations, pooled-data returns, and guest-work descriptions beside guest submission lifetime.
This change only improves code organization.
Keep runtime behavior unchanged.

* refactor(agc): isolate initialization exports code

Move AGC initialization and versioned register-default materialization into a focused partial.
This move changes code ownership only.
Runtime behavior stays the same.

* refactor(agc): isolate driver resource exports code

Move AGC driver resource-registration exports and their private machinery into a focused partial.
The new location makes ownership clear.
Execution behavior does not change.

* refactor(agc): isolate event exports code

Move AGC event signaling exports and their private machinery into a focused partial.
This change only improves code organization.
Keep runtime behavior unchanged.

* refactor(agc): isolate shader state exports code

Move AGC shader-pipeline state exports and their private machinery into a focused partial.
This move changes code ownership only.
Runtime behavior stays the same.

* refactor(agc): isolate packet patching exports code

Move AGC command-packet patching exports and their private machinery into a focused partial.
The new location makes ownership clear.
Execution behavior does not change.

* refactor(agc): isolate control flow exports code

Move AGC command-buffer control-flow exports into a focused partial.
This change only improves code organization.
Keep runtime behavior unchanged.

* refactor(agc): isolate register packet exports code

Move AGC register-programming packet exports and their private machinery into a focused partial.
This move changes code ownership only.
Runtime behavior stays the same.

* refactor(agc): isolate draw packet exports code

Move AGC draw-command packet exports and their private machinery into a focused partial.
The new location makes ownership clear.
Execution behavior does not change.

* refactor(agc): isolate DMA packet exports code

Move AGC DMA packet exports into a focused partial.
This change only improves code organization.
Keep runtime behavior unchanged.

* refactor(agc): isolate compute fast paths code

Move CPU semantic replacements for recognized compute kernels into a focused partial.
This move changes code ownership only.
Runtime behavior stays the same.

* refactor(agc): isolate compute dispatch code

Move translated compute dispatch handling into a focused partial.
The new location makes ownership clear.
Execution behavior does not change.

* refactor(agc): isolate draw translation code

Move translated guest draw construction into a focused partial.
This change only improves code organization.
Keep runtime behavior unchanged.

* refactor(agc): isolate draw state code

Move AGC render-state decoding into a focused partial.
This move changes code ownership only.
Runtime behavior stays the same.

* refactor(agc): isolate submitted geometry code

Move submitted index and vertex retention into a focused partial.
The new location makes ownership clear.
Execution behavior does not change.

* refactor(agc): isolate texture transport code

Move guest texture transport into a focused partial.
This change only improves code organization.
Keep runtime behavior unchanged.

* refactor(agc): isolate PM4 decoding code

Move submitted PM4 stream decoding into a focused partial.
This move changes code ownership only.
Runtime behavior stays the same.

* refactor(agc): isolate GPU wait lifecycle code

Move submitted GPU wait suspension and resumption into a focused partial.
The new location makes ownership clear.
Execution behavior does not change.

* refactor(agc): isolate orphan preamble recovery code

Move orphan-preamble recovery into a focused partial.
This change only improves code organization.
Keep runtime behavior unchanged.

* refactor(agc): isolate submission runtime code

Move submitted command execution into a focused partial.
This move changes code ownership only.
Runtime behavior stays the same.

* refactor(agc): isolate draw diagnostics code

Move translated-draw diagnostics into a focused partial.
The new location makes ownership clear.
Execution behavior does not change.

* refactor(agc): isolate command packet code

Move general command-buffer packet builders into a focused partial.
This change only improves code organization.
Keep runtime behavior unchanged.

* refactor(agc): place multi-DCB export in submissions

Place the multi-DCB submission handler beside the queue parser and submission lifecycle.
This move changes code ownership only.
Runtime behavior stays the same.

* refactor(agc): place driver configuration exports with its owner

Place tessellation driver configuration handlers beside the other driver resources.
The new location makes ownership clear.
Execution behavior does not change.

* refactor(agc): place software present path in events

Place software presentation beside the AGC flip and event handlers.
This change only improves code organization.
Keep runtime behavior unchanged.

* refactor(agc): place color-control decode in draw state

Place the CB color-mode and hardware-resolve helpers with the other draw-state code.
This move changes code ownership only.
Runtime behavior stays the same.

* refactor(agc): place translated draw buffers in draw translation

Place the translated draw buffer builders with the draw translation pipeline.
The new location makes ownership clear.
Execution behavior does not change.

* refactor(agc): place wait packet helpers in command packets

Place WAIT_REG_MEM encoders and command-packet trace counters with their only consumers.
This change only improves code organization.
Keep runtime behavior unchanged.

* refactor(agc): place draw translation helpers with its owner

Place pixel-input translation helpers and their trace state with the draw translation pipeline.
This move changes code ownership only.
Runtime behavior stays the same.

* refactor(agc): place frame packet trace setting in pm4

Place the frame-packet trace setting with its PM4 consumers.
The new location makes ownership clear.
Execution behavior does not change.

* refactor(agc): place guest memory transfer helpers in submissions

Place guest memory copy and fill helpers with their submitted-command consumers.
This change only improves code organization.
Keep runtime behavior unchanged.

* refactor(agc): place packet identity helper in packet patching

Place packet identity decoding with its packet-patching consumers.
This move changes code ownership only.
Runtime behavior stays the same.

* refactor(agc): place duplicate target trace state in draw state

Place the duplicate-target trace counter with its draw-state consumer.
The new location makes ownership clear.
Execution behavior does not change.

* style(renderer): remove extra spacing from split files

Remove excess blank lines left by the AGC and Vulkan partial extractions.
This cleanup changes formatting only.
Runtime behavior stays the same.

* refactor(agc): keep rebased state in the split renderer

Keep color-metadata state with draw translation after the file split. Restore the complete PM4 helper set. Retain frame publication and metadata tracking that arrived during the rebase.

* fix(gpu): keep acquire memory cache ranges

Keep acquire memory operations separate when their ranges or cache semantics differ.
Merge only matching operations that overlap or touch.
Submit the exact operations as one backend work item to limit queue growth without widening invalidation ranges.
Add focused tests for the changed behavior.

* fix(vulkan): scope guest cache barriers to tracked resources

Use exact buffer and depth-image ranges for ranged guest cache operations. Use a global barrier when the range or image layout is unknown, when no resource matches, or when the operation covers all memory. Record cached texture spans and test each fallback.

* fix(cpu): handle guest image write faults in native code

Keep tracked-page write faults inside the Windows VEH path.
Restore page access, queue dirty pages, and defer managed tracker work until safe execution.
This prevents CLR fail-fast crashes and avoids full tracked-page scans.
Add focused tests for the changed behavior.

* fix(agc): track constant fills as managed writes

Call the managed-writer tracker after the constant-fill fast path writes guest memory. Do not protect a range that the managed memory layer already reports. This prevents an immediate write fault on the same pages.

* fix(cpu): make exception memory reads safe

Probe diagnostic addresses before reading them.
Use ReadProcessMemory for unstable data and keep direct reads only for executable bytes that are active during dispatch.
This prevents the crash reporter from causing a second access violation while it reports a guest fault.
Add focused tests for the changed behavior.

* fix(loader): protect the guest red zone on Windows

Patch faultable memory instructions in System V red-zone functions to run through nearby trampolines.
The trampoline moves RSP while Windows handles a write fault, so the handler cannot overwrite live guest values below the stack pointer.
Add focused tests for the changed behavior.

* fix(audio): correct AJM job argument and size handling

Read the gapless result pointer from the fifth ABI argument and keep reset as the fourth argument.
Use the split-job base size before adding buffer descriptors.
This keeps batch cursors and result writes aligned with AJM.
Add focused tests for the changed behavior.

* fix(vulkan): use all attachments for framebuffer identity

Clamp the framebuffer extent to every color and depth attachment.
Include the color format and view in the depth-framebuffer cache key.
This prevents invalid reuse when one guest image changes attachment views or formats.
Add focused tests for the changed behavior.

* fix(videoout): align captures with complete guest frames

Start a capture at a guest-frame boundary and keep it active across presenter ticks.
End the capture after the next guest flip completes.
Discard interrupted or timed-out captures so later requests can continue.

* fix(shader): keep forward branches after program end markers

Allow a forward scalar branch to target reachable code after S_ENDPGM.
Preserve instruction boundaries and reaching definitions across the program-end marker.
Add a regression test for this control-flow form.

* fix(shader): apply fragment export validity

Apply the EXP.VM flag when a fragment export is conditionally valid.
Suppress invalid color and depth exports in both shader backends.
Add translation and output-mask tests.

* fix(vulkan): declare graphics subgroup operations

Enable subgroup capabilities only for graphics modules that use subgroup instructions.
Declare the required SPIR-V capabilities and execution modes.
Add interface validation tests for vertex and fragment stages.

* fix(vulkan): use flat fragment subgroup inputs

Decorate integer fragment subgroup built-ins with Flat so generated SPIR-V satisfies Vulkan interface validation.
Add focused tests for the changed behavior.

* fix(storage): return usable storage capacity

Add the temporary-data capacity export and saved-data search alias, then report total and free blocks using the platform ABI.
Add focused tests for the changed behavior.

* fix(videoout): send capture requests to guest-frame control

Send the capture hotkey request to the guest-frame capture state machine.
Do not start a host-present capture directly from the window event.
This keeps one request aligned with one complete guest frame.

* fix(videoout): apply metadata-backed image clear patterns

Track metadata fills and constant-buffer fills with their full 16-byte pattern and physical image size.
Decode clear values by target format, including repeated half-float texels.
Apply pending clears when the guest image becomes available.
Add tests for tiled allocation sizes, metadata state, and clear patterns.

* chore(videoout): trace selected image synchronization paths

Add address-filtered traces for compute destinations, guest-image overlaps, and sampled-image binds.
Keep the traces off unless the related environment option is set.
Use the output to compare image synchronization without broad logging.

* fix(vulkan): require a compatible wave size for graphics subgroups

Enable graphics subgroup lowering only when the device reports a compatible native wave size.
Pass the selected policy into shader translation and shader cache keys.
Add policy and interface tests.

* fix(agc): preserve composite depth target extents

Decode attachment width and height from composite depth binding packets and carry them separately from independent context-register state.

Detach irreconcilably mismatched depth attachments instead of shrinking color passes, with focused coverage for packet parsing and fallback behavior.

* fix(cpu): preserve full-width guest callback results

Return the complete 64-bit value from direct and worker-backed guest calls instead of truncating it to 32 bits.

Add fourth-argument support for guest callbacks and cover both ABI behaviors in the native return smoke test.

* fix(shader): key translated programs by checksum

Include programmed shader checksums in decode and compiled-pipeline cache identities so replaced code at a reused guest address cannot resolve to stale translations.

Propagate checksums through compute, graphics, and submitted-geometry translation and cover address reuse with a regression test.

* fix(agc): skip rectangle draws without parameter exports

Track enabled shader parameter exports and reject only non-indexed rectangle draws that have no vertex inputs or parameter exports but still request interpolated pixel inputs.

Treat the rejection as intentional and cover the guarded and preserved draw shapes with focused tests.

* diagnostics(agc): trace video draw chains

Track decoded video planes through recent render-target dependencies and report texture payload summaries, generations, blend state, and viewport data for targeted analysis.

Keep the trace flag, rectangle-skip visibility, and flip-bounded diagnostic state together in this commit.

* fix(agc): snapshot rotating video buffers per draw

Recognize registered decoded-video buffer addresses independently of tracing and bypass address-only upload and texture-content cache shortcuts for those ranges.

This preserves the texels associated with queued draws when the decoder later reuses a rotating guest buffer.

* fix(video): queue decoded frames and honor seek state

Start video decoding with playback, buffer decoded frames on a bounded worker queue, and distinguish pending data from end of stream instead of blocking guest polling.

Preserve pause state across jumps, seek audio and video decoders to the requested timestamp, offset reported times, and deliver the completion warning through the event callback ABI.

* fix(video): load replacement-backed sources through callbacks

Read replacement-backed sources through the guest open, size, offset-read, and close callbacks, materializing a temporary host file for decoding.

Fall back to the ordinary resolved path when the optional replacement interface declines a source, and clean up owned temporary files when sources or players are released.

* fix(video): report decoded stream metadata

Preserve display aspect ratio, color range, primaries, transfer characteristics, frame pitch, and crop information when reporting decoded video streams and frames.

Use the stream's fallback frame rate when its average rate is unavailable, and cover the extended ABI field layout with focused tests.

* fix(video): report extended audio stream format

Populate channel count and sample rate in extended stream details so clients configure decoded PCM output correctly. Add ABI coverage for the audio union layout and duration.

* fix(shader): preserve full LDS single-address offsets

Combine both encoded offset bytes for single-address data-share operations while retaining independent scaled offsets for paired forms. Apply the correction to both shader backends and add decoder and generated-module regression coverage.

* fix(shader): preserve depth comparison filter semantics

Decode the sampler comparison function instead of assuming one operation, and evaluate linear LOD-zero depth filtering per texel before interpolation. Add focused generated-module coverage for comparison functions and the four-tap filtering path.

* fix(agc): create native interpolant mappings

Implement dbOlWdppb4o as sceAgcCreateInterpolantMapping2 and emit packed SPI_PS_INPUT_CNTL register pairs from matched shader semantics. Fill unused entries with identity mappings and cover identity, matched, default, flat, custom, and f16 modes.

* fix(agc): construct primitive state registers

Build context and user-config primitive state independently, merge optional hull-stage state, and select the correct output primitive source. Cover hull handling and derived versus shader-owned output primitives.

* fix(agc): emit native indirect register packets

Emit and parse native indirect context, shader, and user-config register packets. Patch native address and count fields without clobbering control bits, retain legacy packet compatibility, and apply flagged depth-size entries to the correct state.

* fix(agc,video): support guest depth-stencil state

Decode guest stencil attachment, clear, mask, reference, compare, and operation state. Create compatible Vulkan depth-stencil resources and preserve their aspects through render passes, pipeline caching, feedback copies, and barriers.

* chore(diagnostics): add focused guest graphics tracing

Add canonical draw-state summaries with optional descriptor detail filters. Improve guest instruction sampling with thread selection and per-window accounting, and trace register-default handoff provenance.

* fix(video): publish cache identity for depth aliases

Reuse the exact sampled-texture content identity when a depth-backed image resolves successfully. Publish its sampler and write generation so later submissions avoid redundant guest-memory snapshots that the presenter would discard.

* chore(diagnostics): profile guest thread execution

* chore(diagnostics): profile graphics command processing

* chore(diagnostics): profile texture preparation

* chore(diagnostics): profile shader evaluation

* chore(diagnostics): profile address synchronization

* chore(diagnostics): unify performance profiling switches

* fix(video): disable face culling for rectangle primitives

Keep expanded rectangle draws visible regardless of triangle winding. Preserve culling and all other raster settings for other primitive types.

Add regression coverage for each culling combination and unchanged non-rectangle raster state.

* fix(agc): keep depth clears separate from color targets

Remove the color-clear request triggered by the depth-clear control bit. Keep the existing depth, stencil, and color-metadata clear paths unchanged.

* fix(shader): honor pixel input counts and mapped locations

Read only the programmed pixel input controls and use identity mappings beyond that range. Share duplicate-location resolution between both shader backends.

Test input-count bounds, zero-input state, identity fallback, duplicate mappings, and location limits.

* chore(diagnostics): trace interpolant packet and draw mappings

Add opt-in packet fingerprints, register pairs, and consumed draw mappings through SHARPEMU_TRACE_AGC_INTERPOLANT_FLOW.

Limit packet output and unique draw records to 1024 entries. Stop packet scans after the trace limit and keep diagnostic state bounded.

* feat(memory): add GPU memory tracking foundations

Track mapped ranges and page access state.
Keep unresolved faults on the existing error path.
Report memory counters once when shutdown starts.

* feat(memory): map direct memory through shared backing

Create portable host views over a persistent guest backing object.

Route direct and flexible mappings, protection, queries, unmaps, and aliases through one owner.

Preserve private-memory behavior and cover lifecycle, overlap, and failure paths.

* feat(gpu): schedule submissions with timeline completion

Route graphics and compute work through one queue and scheduler. Replace per-submit fences with timeline ticks and preserve batch accounting on every submission path.

Add synchronous worker relay, ordered completion callbacks, and shutdown tests. Keep optional video frame polling nonblocking to prevent a relay deadlock.

* fix(gui): drain pending logs before closing the file

Save all queued output at shutdown without the display batch limit.

Keep console output when file logging is disabled. Add tests for complete and batched drains.

* fix(cpu): bypass managed handlers for debug output

* fix(vulkan): correct image barriers and release texture resources

Include attachment reads and select the source stage for presentation uploads.

Release cached textures at shutdown and retain ownership of sampled image views.

* fix(kernel): service guest exceptions during mutex waits

Deliver pending exceptions outside the mutex lock and resume the wait.

Test delivery without granting ownership and isolate the shared scheduler state.

* feat(gpu): replace buffer snapshots with a tracked buffer cache

Keep guest buffers in device memory and upload changed ranges on use.

Recover CPU access through GPU downloads and preserve guest page permissions.

Manage buffer lifetime through submission completion and remove the old writeback path.

Add buffer, tracking, fault recovery, and descriptor synchronization tests.

* fix(vulkan): use cached buffers for GPU-written geometry

Read current vertex and index data from the buffer cache instead of stale CPU snapshots.

Preserve buffer offsets and complete allocation merges before resolving draw handles.

Add tests for index routing, vertex bindings, and overlapping geometry allocations.

* feat(diagnostics): trace GPU submissions and guest memory reads

Keep a bounded submission history and report memory mappings when buffer reads fail.

Trace scalar loads for the selected shader and reset operation details for each recording.

Add tests for submission history and memory-range reports.

* feat(gpu): replace image snapshots with a tracked image cache

* fix(shaders): bound scalar load memory ranges

* fix(shaders): preserve image bindings across branch paths

* fix(videoout): use the active presentation target

* feat(diagnostics): report image cache and presenter costs

* perf(agc): skip unused context updates during geometry capture

* perf(gpu): skip image uploads before full color clears

* perf(gpu): wake the presenter when submissions complete

* perf(agc): reuse retained vertex data before capture

* feat(diagnostics): report image upload preparation costs

* feat(diagnostics): report vertex snapshot and prepass costs

* feat(gpu): replace command processing and label handling

* test(gpu): use asynchronous waits in the image lock test

* fix(memory): finish GPU work before taking mapping locks

* perf(memory): avoid temporary segments for single-mapping reads

* perf(shader): cache scalar analysis query results

* perf(shader): cache scalar load bounds and batch component reads

* feat(diagnostics): report draw and scalar evaluation costs

* fix(videoout): widen the performance overlay and align it right

* test(videoout): isolate flip state and limit port cleanup

* refactor: remove unused fields and unreachable branches

* fix(kernel): use a private lock for event waiter completion

* feat(gpu): replace draw and compute translation

* fix(memory): select the first available guest address

* fix(gpu): invalidate tracked memory across partial ranges

* perf(gpu): stream repeatedly written buffer pages

* fix(shader): preserve image array coordinates

* fix(shader): order shared memory access across wave lanes

* perf(gpu): cache decoded shader instruction metadata

* fix(gpu): preserve command failures when error logging fails

* feat(profiling): add detailed render and submission timings

* feat(profiling): add optional presentation frame history

* fix(gpu): use storage images for stencil writes

* fix(gpu): support compressed image sampling on macOS

* fix(gpu): check graphics subgroup stage support

* fix(cpu): preserve pending waits during signal delivery

* fix(memory): avoid reserved graphics addresses on macOS

* fix(cpu): preserve vector registers during macOS signal recovery

* fix(loader): protect guest memory accesses on macOS

* fix(avplayer): preserve the playback clock during video catch-up

* fix(kernel): write the complete local time conversion result

* feat(http): parse URI components into guest memory

* feat(profiling): separate GPU wait and submission cleanup time

* feat(profiling): add GPU command completion intervals

* fix(profiling): use the configured shader dump directory

* feat(diagnostics): add Windows crash dump capture

* fix(gui): save console placement and hide it on Options

* fix(renderdoc): use F12 for capture and show the shortcut

* feat(gui): add crash dump controls and enable app0 writes by default

* feat(gui): add overlay modes, corner controls, and GPU usage

* fix(cpu): remove unsafe SSE4a instruction rewrites

* fix(cpu): preserve call width and registers in TLS load patches

* fix(loader): copy TLS initialization bytes after relocation

* fix(memory): extend retained reservations through free ranges

* fix(memory): retry faults after backing view restoration

* perf(memory): use binary search for mapped ranges

* perf(memory): track direct allocations and free ranges

* perf(gpu): reuse completed drains when no work is pending

* fix(gpu): identify image upload failures

* feat(diagnostics): profile guest memory operations

* feat(gui): add performance profiling options

* fix(cpu): allow concurrent native fault callbacks

* fix(cpu): respect instruction boundaries in TLS patches

* fix(cli): preserve the assembly path during relaunch

* fix(cpu): recognize time reads in import loop checks

* fix(diagnostics): capture native thread state safely

* fix(agc): validate shader headers and direct register exports

* fix(gpu): apply bounded embedded vertex offsets

* test(shader): verify unsigned difference instructions

* fix(shader): separate global memory source and destination registers

* fix(debugger): restrict frontend requests and validate tokens

* feat(gui): add the community link

* fix(shader): preserve buffer descriptors across branches

Keep incoming register values for alternate resource paths. Resolve each vertex fetch once and preserve shared bindings. Add branch regression tests and a gated invalid-address trace.

* fix(diagnostics): handle Windows debugger breaks during crash capture

Identify debugger breaks from the system module and thread entry. Resume only verified first-chance breaks and preserve application exception handling. Add regression tests for repeated breaks and crash dumps.

* fix(memory): recover late writes after page protection is removed

Track write-access restoration for each watched page. Retry a late write only when the mapping and host permissions still allow it. Reject repeated faults and stale mapping evidence. Add page-watch and native fault regression tests.

* feat(gpu): replace shader and pipeline caches

Resolve shader resources with a cached value graph. Share binding layouts between Vulkan and Metal. Keep descriptors until each GPU submission completes. Add shader access to device addresses and global data share memory. Correct typed buffer formats. Remove the replaced code paths.

* fix(shader): add signed 24-bit multiplication

Decode signed 24-bit multiplication in both instruction formats. Sign-extend the low 24 bits of each input. Store the low 32 bits of the product. Preserve the destination when its lane is inactive. Add Vulkan and Metal translation support and regression tests.

* fix(shader): add signed 16-bit packing

Decode signed 16-bit packing in the extended instruction format. Clamp each signed input to the 16-bit range and pack both results into one register. Add Vulkan and Metal translation support. Preserve inactive destinations and add regression tests.

* fix(shader): add 64-bit shared-memory reads

Decode single and paired 64-bit reads. Load local or global shared memory with the required offsets. Preserve the source address when destination registers overlap it. Keep inactive destination registers unchanged. Add Vulkan and Metal translation support and regression tests.

* fix(shader): add paired 64-bit shared-memory writes

Decode both paired-write forms. Write independent source-register pairs to local or global shared memory. Apply eight-byte or 512-byte offset scales. Use only the first source pair when offsets are equal. Preserve memory for inactive lanes and add regression tests.

* fix(shader): add thread-indexed local-memory writes

Decode the thread-indexed write instruction. Form each address from the low 16 bits of M0, the byte offset, and four times the lane index. Preserve memory for inactive lanes. Enable the required Vulkan lane input and add regression tests for both shader backends.

* fix(shader): handle traps without an installed handler

Decode the shader trap instruction and retain its eight-bit trap ID. Treat the instruction as a no-op under the current no-handler model on Vulkan and Metal. Preserve shader state and continue execution. Keep unknown-opcode checks and add regression tests.

* perf(gpu): avoid allocations in small image queries

Store up to 16 image identifiers inline and use overflow storage for larger queries. Replace the capturing owner callback with an indexed loop. Preserve query order, duplicate filtering, and snapshots during image removal. Add allocation and query regression tests.

* perf(avplayer): reuse private video frame buffers

Recycle a delivered frame only after a new frame is available. Keep reusable storage separate for each playback and drain queued frames before reporting completion. Reuse the conversion buffer after its pending bytes are consumed. Add frame-lifetime and storage-reuse tests.

* perf(agc): copy register packet payloads in bulk

Copy separate register ranges through the guest memory interface. Keep forward word copies for overlapping ranges or when bulk copying fails. Leave null-source payloads unchanged for the caller to fill.

* perf(memory): avoid segment lists for single-mapping transfers

Write and copy through the backing alias when each range fits one mapping. Preserve range checks, locking, and overlap handling. Keep the existing path for transfers across mappings.

* perf(memory): allow independent protection updates

Use address-range locks for transient protection updates. Keep mapping changes and disposal exclusive. Preserve lock order, release locks on failure, and reject protection requests after disposal.

* perf(cpu): wake ready threads with queue notifications

Replace ready-thread polling with notifications under the scheduler lock. Notify the dispatcher when work is queued, an executor is released, or shutdown starts. Finish slice accounting before releasing executor ownership.

* fix(videoout): validate output settings and report refresh codes

Use refresh-rate codes in output status. Check configuration arguments and reject unavailable output modes. Preserve validation errors and output buffer boundaries.

* fix(videoout): share vblank counts across waits and events

Use one display clock per port for vblank status, waits, and events. Report counters for the latest vblank boundary. Wake the event worker when subscriptions change or shutdown starts.

* fix(videoout): apply per-port flip mode timing

Use each port refresh rate to pace flips. Apply window margins and keep ASAP flips unrestricted. Let multiple-flip requests share the next vblank boundary after readiness without applying the flip rate. Cancel CPU waits when the port closes.

* test(agc): cover register copies across backing views

Verify register payload bytes, the returned packet address, and the command-buffer cursor when the source and destination span separate backing views.

* feat(diagnostics): report slow window event polls

Record poll totals and the four longest calls per report interval. Require frame tracing and an active render scope. Preserve event handling and omit event types when no event is returned.

* feat(diagnostics): profile register packet writes

Measure import dispatch, packet setup, and payload copies. Count copy paths and emitter results. Require performance profiling and frame tracing, and report cumulative inclusive times.

* feat(diagnostics): profile shader resource resolution

Measure resource resolution phases, managed allocations, and source activity. Require performance profiling and frame tracing. Report cumulative inclusive times with invariant decimal formatting.

* feat(diagnostics): save shader planning inputs

Save decoded instructions and resource graphs before descriptor validation. Record planning failures under the existing shader dump switch and address filter. Report file errors without replacing the shader rejection.

* feat(diagnostics): save shader variant inputs and modules

Save cache comparisons before translation and pair each variant with its compiled module. Capture indirect image failures under the existing shader dump controls. Create failure callbacks only when the dump gate matches.

* perf(memory): avoid copies in dirty-page range checks

Test intersecting page-mask words directly instead of creating a masked copy. Preserve half-open range bounds and existing region validation.

* feat(diagnostics): profile buffer uploads

Report buffer upload ranges, byte counts, and slow synchronization calls under frame tracing. Associate device-address uploads with shader program hashes. Read hot-page byte counts under the region lock. Keep counters bounded and report decimals in a fixed format.

* feat(diagnostics): trace guest thread handoffs

Record bounded thread transitions, mutex handoffs, and semaphore signals under frame tracing. Preserve thread identities and wake results. Reset traces at session start and write them at shutdown. Keep trace output failures from interrupting native cleanup.

* feat(diagnostics): trace command submission flow

Record bounded submission, queue, and presenter wait events under frame tracing. Correlate records by queue and submission identifiers. Reset the trace at session start and close it at shutdown. Keep trace output failures from interrupting cleanup.

* feat(diagnostics): profile memory faults and protection

Record fault, protection, and lock timings under frame tracing. Separate tracker and image-cache activity. Prepare thread-local state before guest execution. Report cumulative measurements without changing memory protection or lock ownership.

* feat(gui): expose strict shader mode and enable it by default

Add the strict compute switch to global and per-game debug options. Stop on shader rejections unless skip mode is explicitly selected. Preserve disabled overrides and apply the saved choice at launch. Document the default and skip behavior.

* fix(shader): implement unsigned vector xor-add

Decode V_XAD_U32 and apply XOR followed by wrapping addition in Vulkan, Metal, and resource evaluation. Add tests for literal sources, overlapping destinations, and inactive execution lanes.

* fix(gpu): replace incompatible image backing types

Replace single-row image backings when a view requires a different dimensional type. Preserve cached subresources, current contents, and deferred release. Copy between 1D and 2D images through a GPU buffer. Add cache and binding regression tests.

* fix(shader): add thread-indexed local-memory reads

Decode the thread-indexed read instruction. Form each address from the low 16 bits of M0, the byte offset, and four times the lane index. Preserve inactive destination registers. Add Vulkan and Metal translation support and regression tests.

* test(stdio): synchronize concurrent file operations

Run blocking file operations on dedicated threads. Check that close and seek block before releasing the read. Join workers before cleanup and identify failed synchronization checkpoints.

* fix(cpu): read Linux diagnostic memory safely

Use process_vm_readv to read host memory outside the allocation tracker. Reject incomplete reads and test access across a protected page.

* fix(cpu): defer native callback allocation

Create the import callback thunk when it is first needed. Reject native execution outside an x64 process and declare that requirement in backend tests.

* fix(memory): use address-space protection granularity

Keep the native page-size requirement and let test address spaces declare their granularity. Use one host-memory backend for tracker allocation and queries. Keep the test fatal handler active through cleanup.

* test(cpu): isolate POSIX signal recovery state

Prevent signal recovery tests from overlapping other test collections. Restore the previous backend after each test.

* test(metal): resolve fixture buffer descriptors

Materialize buffer descriptors before compiling compute fixtures. Check the resolved formats and update the matching shader snapshots without changing expected device results.

* test(memory): require supported native page protection

Declare the 4 KiB host page requirement for image tracking and backing-view fault tests. Skip these tests on unsupported hosts without changing production checks.

* fix(memory): isolate write-tracker warm-up pages

Use a dedicated host mapping for protection warm-up. Release the mapping after removing its tracker entry. Check native page permissions in the tracker tests.

* fix(memory): track POSIX backing-view query state

Share view mapping and protection records across host memory queries. Preserve committed state for inaccessible pages and round partial-page changes to host pages. Update protection records without allocating during faults.

* test(memory): use valid portable guest ranges

Probe free addresses within the guest range instead of relying on fixed or host-selected addresses. Respect guest and host alignment. Allocate output storage independently of fixed guest image addresses.

* fix(memory): preserve execute permissions during writes

Request writable protection without execute permission for non-executable private memory. Add a regression check that rejects unnecessary executable protection. Restore the original protection after the write.

* fix(cpu): resolve Linux TLS through libpthread

Load Linux thread-local storage functions from libpthread.so.0. Resolve the native TLS lookup from the same library to support glibc versions before the libc merge. Keep macOS imports unchanged.

* fix(kernel): connect sockets without thread-pool waits

Use synchronous TCP connection handling for the blocking guest call. Remove the fixed task wait that could reject connections under thread-pool load. Add tests for occupied workers, refused connections, and descriptor lifetime.

* fix(gpu): prepare device memory and guard inactive loads

Keep active buffers resident and upload read-only device-address ranges before use. Preserve pending faults when the output buffer is full. Prevent inactive lanes from loading global memory.

* feat(gpu): trace device-address memory faults

Select the first fault page when memory tracing is set to auto. Record the shader, instruction, and address for a fault. Trace buffer registration, preparation, and collection for the selected page.

* feat(gpu): trace buffer readback callers

Record buffer readback callers, ranges, byte counts, and elapsed time. Bound the collected ranges and report calls beyond the limit. Enable these details only when both performance profile switches are set. Add tests for caller separation, report gates, and counter limits.

* perf(kernel): skip occupied ranges during address search

Check kernel reservations before asking the backing store to reserve an address. Keep aligned gaps and reusable reservation hints. Add tests for occupied ranges, alignment, and address overflow.

* fix(gpu): correct shader resource selection and data sharing

Support data-share swizzles on Vulkan and Metal. Bound indirect resource selectors from wave-mask inputs. Resolve sampled image variants with their resource types and include selector state in program identity. Add compiler and device regression tests.

* refactor(gpu): centralize guest buffer ownership and lifetime

Track buffer identity, page ownership, recency, and retirement in one registry. Separate upload preparation, download planning, merge bounds, and collection policy. Preserve GPU synchronization and add registry and device regression tests.

* fix(shader): support unsigned 16-bit packing

Clamp each unsigned input to 16 bits. Pack the first input into the low half and the second input into the high half on Vulkan, Metal, and the resource evaluator.

* fix(memory): reject overlapping fixed allocations

Reject committed pages when an exact allocation shares a host reservation. Keep adjacent allocations valid and preserve existing memory regions.

* fix(kernel): implement AIO waits and correct array arguments

Return recorded completion states for single-request waits. Use the correct argument order for array waits and polls. Validate request IDs and guest memory accesses.

* fix(shader): implement scalar signed absolute value

Decode S_ABS_I32 and emit it on Vulkan and Metal. Preserve the minimum signed value and update the scalar condition flag. Match these results in resource evaluation.

* fix(shader): implement three-input vector XOR

Decode V_XOR3_B32 and combine all three inputs on Vulkan and Metal. Apply the same operation during resource evaluation.

* fix(shader): implement scalar bit clear

Decode S_BITSET0_B32 and clear the selected destination bit on Vulkan and Metal. Preserve the condition flag and retain the destination input for scalar bit updates.

* fix(gpu): keep depth export format from enabling pixel shaders

Use shader control flags to detect depth and coverage effects. Do not activate a pixel shader for a depth-only draw because an export format remains set.

* feat(runtime): trace failed imported data writes

Report whether a failed relocation target is readable and list its tracked memory regions. Keep the details under the existing data-rebind logging switch.

* feat(kernel): trace guest-tracked mutex self-locks

Include adaptive mutex self-lock failures in the existing fast-path trace. Keep the lock behavior and return codes unchanged.

* feat(savedata): trace failed mount requests

Report the directory and mount mode when a save mount is missing or busy. Use the existing save-data logging switch.

* feat(gpu): trace pixel shader draw inputs

Include the pixel shader address, hash, and user data in the existing AGC trace.

* feat(gpu): trace pixel register writes

Log pixel shader register writes when AGC tracing is enabled. Include the packet or table address and the shader address.

* feat(gpu): report sources of invalid shader resources

Include shader and descriptor details when a buffer starts in unmapped memory or a sampler has an invalid anisotropy ratio. Keep the existing validation checks.

* fix(kernel): correct AMPR event filter identifiers

Use the required filter identifiers for AMPR and AMPR system events. Add a regression test for both values.

* fix(gui): add missing Azerbaijani option text

Add labels and descriptions for crash dumps, performance profiling, strict shader checks, and the performance display.
2026-09-20 04:09:27 +03:00