Commit Graph

37 Commits

Author SHA1 Message Date
ParantezTech d13e785618 [GPU] added unsigned scaled texture sampling 2026-09-29 15:00:41 +03:00
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
kuba 9073974ba8
[SpirvTranslator] Use a flat input for v_interp_mov P0 on MoltenVK (#910)
MoltenVK advertises VK_KHR_fragment_shader_barycentric, but SPIRV-Cross
cannot translate PerVertexKHR inputs to MSL, so every pixel shader with
v_interp_mov_f32 failed pipeline creation on macOS (Poppy Playtime).
Reading only P0 is the provoking vertex value, which a flat input gives.
Attributes that read P10 or P20 still use per-vertex inputs.
2026-09-26 14:19:57 +03:00
Mathias 8feea60d31
fix(gen5): handle runtime and shader buffer paths (#904)
* Implement AMPR wait-on-address commands

* Accept Gen5 AJM initialization options

* Preserve opaque context register table values

* Support shader-loaded buffer descriptors

* Support V_CVT_U16_F16 shader instruction
2026-09-26 00:37:09 +03:00
Astell d4ff32a1d2
Amd fix opcode nid filecache wave32 (#903)
* AMD RDNA2 FIX, WAVE32 FIX, GatherResourceFileInfo imporove with cache, sop 0x0F

* multiple vulkan fixes

* Astrobot video black square fix

* Fix tests: supported depth/stencil formats on AMD, non-null unmapped pointer, robust allocation check
2026-09-24 15:00:42 +03:00
Astell 22e73fbea1
[SpirvTranslator] Declare vgprPackedHalf only when a shader uses it (#901)
Every translated module declared the 4 KiB private vgprPackedHalf array,
even when no packed-half instruction reads it. AMD's Windows compiler
keeps the unused array as a named .bss global; linking two stages then
fails and the driver copies the NOBITS section as file data, reading
past the end of the ELF. The result is a 0xC0000005 access violation
inside amdvlk64.dll during vkCreateGraphicsPipelines /
vkCreateComputePipelines.

The array is now created on first use by PackedHalfRegisters().
2026-09-24 02:00:23 +03:00
Berk 6d6a5a1a0d
[Spirvtranslator] Added many instruction set for SPIR-V translator (#894) 2026-09-23 14:05:19 +03:00
ParantezTech 54ab51e117 [SpirvTranslator] Fix SPIR-V viewport/layer capability handling 2026-09-22 04:20:21 +03:00
Berk cff4a167a6
Alpha rebuild part2 (#893)
* [Libc] routed strcasecmp through HLE

* [Ampr] implemented command buffer streaming contract

* [Agc] completed command buffer operations

* [Kernel] added wide string formatting coverage

* [VideoOut] added output mode events and profiling fixes

* [Shader] expanded Gen5 resource and interpolation support

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

* [Memory] added guest address space pre-reservation

* [AMPR] deferred read file execution to command submission

* [SpirvTranslator] Add DsMinF32 and DsMaxF32 instructions

* [spirvtranslator] Added V_CMPX_NE_U64 instruction

* [spirvtranslator] added DsReadI8 instruction

* [test] fixed
2026-09-21 00:29:16 +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
Mathias f84246cf90
Fix/agc rendering and module loading (#881)
* test(cpu): verify VEH thunk preserves nonvolatile registers

* fix(memory): commit complete native guest mappings

* fix(cpu): treat time polling as import-loop progress

* fix(cli): preserve DLL path in mitigation relaunch

* refactor(cpu): remove obsolete inflate recovery hack

* fix(agc): accept shaders without embedded program registers

* fix(cpu): treat user event polling as import-loop progress

* fix(shader): lower unsigned sum of absolute differences

* fix(agc): emit direct shader register packets

* fix(agc): report native wait packet sizes

* fix(agc): propagate embedded vertex fetch offsets

* fix(vulkan): keep vertex attributes relative to upload

* fix(agc): avoid double applying embedded vertex offsets

* docs(agc): clarify embedded vertex offset handling

* fix(gpu): separate vertex IDs from stream offsets

* fix(shader): decode global load destinations

* fix(runtime): index application-root PRX modules
2026-09-11 14:17:37 +03:00
frangametv 2b8ef7d8fa
shader: add compact f16 arithmetic and compare lowering (#840)
Co-authored-by: Foued Attar <attar.foued@gmail.com>
2026-08-24 13:59:51 +02:00
Foued Attar fe6521f617
Fix unaligned BufferLoad/GlobalLoad dword access
BufferLoadDword/x2/x3/x4, BufferStoreDword/x2/x3/x4, and their GLOBAL
counterparts were routed through LoadUnalignedBufferWord /
StoreBufferBytes, which reconstruct every dword one byte at a time
(4 bounds-checked buffer accesses per dword, each with its own
OpArrayLength + OpSelect + OpAccessChain + OpLoad/OpStore, plus
shift/mask/or reassembly on top).

The GCN ISA guarantees these opcodes are always dword-aligned - only
the byte/short/D16 variants legitimately need unaligned access, and
those already have their own dedicated path
(LoadSubdwordBufferValue / StoreBufferBytes with an explicit byte
count). The generic dword-count loop reached by every other
BufferLoad*/BufferStore*/GlobalLoad*/GlobalStore* opcode was paying
the same per-byte cost for no reason.

Route the dword-granularity path straight through the existing
LoadBufferWord / StoreBufferWord helpers (one bounds check and one
load/store per dword) instead. Measured on a compute shader with 6
BufferLoadDwordx4 instructions in its hottest basic block, this drops
GPU dispatch time for that shader from ~430-448ms to ~86-92ms (~5x)
with no change in output correctness - it is a pure translation
inefficiency fix, independent of any specific title.
2026-08-18 12:20:24 +02:00
Astell ad115ddcbc
VMovrelsB32 opcode fix (#825) 2026-08-18 00:00:28 +03:00
Astell a8fa9c96dc
Astrobot - Vulkan fix (#733)
* log and vulkan fix

* Astrobot - Vulkan fix : OpControlBarrier
2026-08-01 17:17:45 +03:00
kuba eb0653eded
fix(gpu): one vertex attribute per guest stream view (#718)
The scalar evaluator gave every buffer_load_format instruction its own
attribute location. Two things multiply those: the CFG walk visits one
instruction on several paths, and an uber vertex shader fetches the same
stream from every material branch. UE's larger shaders reached 56 bindings
from 8 distinct views, and one reached 701 from 5.

Metal caps a vertex function at 31 attributes, so MoltenVK failed the MSL
compile with "'attribute' attribute parameter is out of bounds" and the
surrounding vkCreateGraphicsPipelines returned ErrorInitializationFailed.
Every draw using those pipelines was dropped, which is why Silent Hill:
The Short Message rendered a black scene. The vertex buffer count drove
Metal's buffer indices out of range too, giving the companion
"cannot reserve 'buffer' resource location at index 0" failures.

Key attributes by the guest stream view they read - absolute element
address, record stride and format - and alias every other fetch that
resolves to the same view onto that binding, so both translators map
those instruction PCs to one input variable. On PPSA10112 this takes the
worst shader from 56 attributes to 8 and pipeline failures from 840 to 0.
2026-07-31 12:12:26 +03:00
kuba e5e02c0908
Shader: implement V_BFE_I32 and correct VOP3 0x36A mapping (#714)
* Implement VOP3 0x149 V_BFE_I32 and 0x36A V_CVT_PKRTZ_F16_F32

PPSA10112 dropped three shaders per run on two unimplemented VOP3
opcodes. The translator fails a whole shader on an opcode it does not
know, so each one costs a dropped draw rather than wrong pixels.

0x149 sits between 0x148 V_BFE_U32 and 0x14A V_BFI_B32, and 0x36A
between 0x369 V_CVT_PKNORM_U16_F32 and 0x36D V_ADD3_U32; the
surrounding table entries already match the canonical map densely on
both sides of each gap. V_CVT_PKRTZ_F16_F32 needed no emitter - it was
already implemented for the VOP2 form at 0x2F and its VOP3 alias at
0x12F, and only the VOP3-only opcode number was missing.

V_BFE_I32 mirrors its unsigned sibling, masking offset and width to 5
bits, and differs only in extracting through a signed type so the field
sign-extends. GCN defines width 0 as returning 0 where SPIR-V leaves a
zero Count unspecified; VBfeU32 has the same gap, so this matches it
deliberately rather than diverging - fix both together if it matters.

Also widen ReportGuestPointerSplit, which filtered to an incoming value
of exactly 1. The crash being hunted leaves 0x0000007000000000, whose
low dword is 0, so the one detector built to catch this bug class could
never have reported it.

Verified: unsupported-opcode errors 3-4 per run -> 0, over a 130s run
that survives to the same stage. Metal translator still lacks VBfeI32;
Vulkan/MoltenVK is the macOS path so it is a divergence, not a blocker.

* Correct VOP3 0x36A: V_CVT_PK_U16_U32, not V_CVT_PKRTZ_F16_F32

a2d186e mapped 0x36A to V_CVT_PKRTZ_F16_F32 on the strength of a gap in
our own opcode table. That was wrong, and wrong in the worst available
way: an emitter for V_CVT_PKRTZ_F16_F32 already existed, so instead of
failing loudly like an unknown opcode, the mapping would have emitted
float-pack semantics for an integer-pack instruction and produced
silently incorrect results.

LLVM is unambiguous:
    defm V_CVT_PK_U16_U32    : VOP3Only_Real_gfx10<0x36a>;
    defm V_CVT_PKRTZ_F16_F32 : VOP2_Real_gfx6_gfx7_gfx10<0x02f>;
so on Gen5 the float pack is VOP2 0x2F with VOP3 alias 0x12F - both of
which our table already had - and there is no VOP3-only encoding of it
to add. 0x36A sits with the other integer/normalised pack conversions
at 0x368/0x369/0x36B.

silent-hill-minimal-rebased had this right all along.

The V_BFE_I32 half of a2d186e stands: LLVM confirms 0x149, and that
branch maps it identically.

Lesson, since I had just warned someone else about exactly this: a gap
in a table is evidence about numbering, not about identity. Inference
from neighbouring entries is fine for narrowing candidates and worth
nothing as a conclusion - especially when a plausible emitter already
exists to swallow the mistake quietly.
2026-07-31 12:09:50 +03:00
kuba 539baa66e7
Apply SDWA ABS/NEG as float sign-bit, not integer, modifiers (#713)
SDWA's ABS and NEG source modifiers are floating-point sign-bit
operations on GCN: ABS clears the sign bit, NEG flips it. We applied
them as integer operations instead - SAbs, and a two's-complement
negate of the raw bit pattern. That turns 1.0 into -4.0 and -3.0 into
1.5.

UE4 compiles the final line of DrawRectangle, OutPosition.xy *=
float2(1,-1), into a single V_MOV_B32 with SDWA NEG, so every UE
fullscreen pass had its clip-space Y silently skewed. The canonical
fullscreen triangle (1,-1) (-3,-1) (1,3) became (1,-4) (-3,-4) (1,1.5),
which covers 6/11 of the viewport instead of all of it.

That reproduces the measured defect exactly, on four independent
quantities: hypotenuse slope 8/11, crossings of y=+1 and y=-1 at
x=+7/11 and x=-9/11, and covered area 6/11 = 54.55% of the 2304x1296
viewport. It also explains why the edge was resolution-independent and
identical across six unrelated shaders - it is the same instruction in
every one of them.

The distinguishing evidence is the transform's fixed point. A wrong
scale would hold NDC -1 in x and +1 in y; the observed transform holds
the opposite corner in both. Independently, and using only the measured
line rather than any assumed vertex position: a wrong multiplier alone
leaves a residual of -18 whatever the multiplier, and a wrong addend
alone forces slope 1, not 8/11. Both terms had to be wrong at once,
which only a Y-only sign-bit corruption produces.

Float instructions are unaffected: GetFloatSource passes
applySdwaIntegerModifiers: false and applies its own modifiers, so this
path only ever fed raw-source reads - where the hardware behaviour is
the sign-bit one regardless of the opcode being a bit-move.

The sign bit is selected by the SDWA source-select width so a 16-bit
select flips bit 15 rather than bit 31.

Verified: emitted SPIR-V for the same shader changes from
OpISub %uint %uint_0 %2147 to OpBitwiseXor %uint %2147 %uint_2147483648;
25-program synthetic conformance gate passes; 805 tests green; three
100-110s live runs with no crashes and no new shader failures. The
end-to-end pixel re-measurement is NOT yet closed - see task #26.
2026-07-31 12:09:41 +03:00
Berk 2b6bd5a532
Sdl backend (#670)
* [audio] added sdl audio backend and in-tree atrac9 decoder

* [input] replaced per-platform pad readers with sdl gamepad input

* [video] added sdl window and host display plumbing

* [gui] added host display options and per-game render settings

* [bink] synced host movie playback to the guest audio clock

* [cpu] hooked windows write faults into guest image tracking

* [perf] added guest and render profiling, reserved host cpu lanes

* [kernel] fixed stale pthread mutex handle alias

* [host] wired the sdl session, save-data paths and project references

* [audio] hoisted ajm trace stackalloc out of its loop

* [video] Add guest image sync setting

* [build] Strip native symbols

* reuse
2026-07-28 03:33:26 +03:00
MarcelMediaDev db4339f698
fix(gta): restore wiped GTA foundation and gameplay path (PPSA04264) (#650)
* fix(kernel): implement APR ResolveFilepathsWithPrefixToIdsAndFileSizes

Resource streamers resolve relative paths against a shared prefix; without
this HLE every call returned NOT_FOUND and assets never got real ids/sizes.

* fix(remoteplay): stub Initialize and GetConnectionStatus as disconnected

Titles probe Remote Play during pad/network bring-up; unresolved imports
returned NOT_FOUND. Report initialized + disconnected so callers take the
normal offline path.

* fix(agc): accept Gen5 hull shaders that omit PGM_LO/HI in CreateShader

Type-5 headers can start with RSRC1/RSRC2; rejecting them left null handles
and Main Thread AVs. Scan the SH table and skip PGM patch when absent.

Co-authored-by: Cursor <cursoragent@cursor.com>

* fix(kernel): reject getdents on file fds and emit . / .. for empty dirs

Returning rax=0 for non-directory or empty listings looked like EOF and
let GTA treat the fd as a pointer (fiWriteAsyncDataWorker AV at 0xB1).

* fix(hle): enable GuestImageWriteTracker CPU sync on Windows

Windows previously hard-disabled the tracker, so CPU-written guest
planes never marked dirty and host textures stayed empty. Arm pages
with VirtualProtect, handle write AVs in VEH, and warm/test on
VirtualAlloc memory so protect cannot poison the CRT heap.

* fix(agc): skip CB metadata draws for EliminateFastClear/Fmask/DCC

CB_COLOR_CONTROL modes 2/5/6 are colour-buffer metadata ops; applying
the bound shader as a normal colour draw corrupts subsequent composites.
Decode MODE from bits [6:4] and return before translate.

* fix(agc): merge Prospero attrib-table formats onto IR vertex inputs

IR-discovered BufferLoadFormat often keeps a stale float sharp format;
patch DataFormat/offset from the AGC attrib table (semantic index),
allow offen fetches, and map quirks 113/121 through NarrowVk for host
vertex input.

* fix(audio): harden AudioOut2 stack out-buffer writes against canary smash

Titles that stack-allocate AudioOut2 outs next to the frame canary were
corrupted by oversized or mistyped HLE writes; keep ContextPush pacing.

* Revert "fix(memory): reserve only large regions (#608)"

This reverts commit 8f9456229a.

* fix(gpu): decode Gen5 R16 and RG32 render-target formats

* fix(audio): AudioOut2 host beds, deeper waveOut queue, AJM MP3

GTA V Enhanced routes intro/menu audio through AudioOut2 and FMOD's AJM
MP3 path. Wire PortCreate/PortSetAttributes/ContextPush to dual host
stereo streams, deepen WinMM queue to 128KiB, and decode AJM codec 0
with a stateful NLayer helper so menu music is not silent.

* fix(agc): map PS interpolants via SPI_PS_INPUT_CNTL semantics

Identity ATTR→param wiring ignored hardware remapping, so UI draws
got wrong (or empty) interpolants. Pack CNTL from matched PS/GS
semantics, thread it into Vulkan/Metal as Location/Flat, and fingerprint
it in the graphics shader cache key.

* fix(agc): rect-list/NGG strips, Index8 expand, and GE_INDX_OFFSET

NGG single-rect UI needs triangle-strip expansion; Prospero Index8 must
expand to host u16; glyphs need base vertex from GE_INDX_OFFSET. Skip
param-less rect-lists instead of inventing colour draws.

* fix(np): report GTA Story Mode addcont entitlements as owned

NpEntitlementAccess was returning an empty add-on list, so GTA V Enhanced offered Buy Story Mode. Publish the installed license labels and stub premium-event registration so offline sessions take the owned path.

* fix(cpu): prefer native workers for all guest entry stubs

Route thread entry, continuation, and main entry through RunGuestEntryStub so guest stubs are not invoked above CLR-managed frames (UnmanagedCallersOnly FailFast). Keep requireNativeWorker for tbb_thead; other paths prefer workers with calli fallback.

* fix(agc): implement Rewind/Jump writers and IT_REWIND waits

GTA Subrender AVs came from AcbJumpGetSize / DcbRewind returning NOT_FOUND as packet sizes. Add IT_REWIND and INDIRECT_BUFFER writers, patch SetRewindState into the GPU wait registry, and nest-parse 4-dword jumps.

* fix(gpu): use AddrLib ExactXor for Gen5 Standard256B (mode 1)

Mode 5 already had Standard4K ExactXor; mode 1 still used the generic StandardSwizzle block table, which mis-detiles Gen5 UI atlases.

* Revert "fix(cpu): prefer native workers for all guest entry stubs"

This reverts commit 31c4db0d3886dbc51cc6cbc1a4a5432d678ab113.

* fix(memory): commit-first large maps; reserve only on failure

Replace the #608 always-reserve-only exact-map path with allocate-first and lazy reserve fallback when a huge non-exec commit cannot be satisfied. Prime and widen GetPointer commit so the fallback path is safer for native walkers. Drops the need for a hard #608 revert.

* [Agc] Implement fused shader half exports

* fix(agc): accept optional hull state in CreatePrimState

Port the CreatePrimState hull-optional path from #583 so fused HS pipelines (GTA) are not rejected with INVALID_ARGUMENT. Geometry-derived CX/UC writes are unchanged; hull is traced only.

* fix(videoout): restore thread-safe VulkanHostBufferPool (#564)

The 6db095e wipe dropped CasualcoderDev's lock-ordering-safe pool. Concurrent Return/TryTake without the gate races after the first present and can hang the submit path.

* Revert "fix(agc): implement Rewind/Jump writers and IT_REWIND waits"

This reverts commit bec77bf083dd4037455721e6874023bd05fbdb79.

* test(memory): align lazy-commit expectations with commit-first policy

Fake hosts must reject Allocate so reserve-only paths still run, and GetPointer asserts the 32 MiB prime range including AlignUp spill.

* diag(gpu): log guest-queue backlog breakdown under backpressure

Rate-limit top work types and ordered debugName prefixes when the Vulkan guest work queue stalls, so North Yankton logs show acquire/label vs draw traffic instead of only VulkanOrderedGuestAction.

* perf(agc): coalesce acquire flushes and batch non-DMA label wakes

Flush pending ACQUIRE_MEM invalidation at draw/dispatch/dma/flip boundaries instead of before every packet, and complete release/write-data producers in the same ordered action so load paths enqueue far fewer VulkanOrderedGuestAction items.

* perf(gpu): wait for ordered-action fences and keep draining sync

On Windows/Linux, block briefly for queue-visibility fences instead of deferring the whole logical queue for the tick. Prefer ordered sync/flip heads under backlog pressure, and keep macOS non-blocking defer behavior.

* perf(gpu): raise sync-item ceiling above payload guest-work cap

Apply SHARPEMU_PENDING_GUEST_WORK_ITEMS mainly to compute/draw/image payload work, and allow a higher SHARPEMU_PENDING_GUEST_SYNC_ITEMS ceiling for zero-payload ordered actions and flip markers. Keep the byte budget as the RAM safety valve.

* fix(gta): stub Voice ports and implement sceKernelCheckReachability

Resolve North Yankton-path Voice Create/Delete/Connect/Disconnect/End NIDs and EnumerationThread reachability checks so leftover unresolved imports are not on the critical path.

* diag(gta): arm flip/present/wait probes after North Audio

Rate-limited load_progress TRACE for flip submit, ordered flip enqueue, present taken/not-taken, and GPU wait backlog so North Yankton freezes can be classified without full AGC tracing.

* fix(ampr): restore sequential offset=-1 reads for streamer packs

Re-wire PakDirectoryTracker into sceAmprAprCommandBufferReadFile (dropped in #216) so RAGE sequential pack reads no longer fail while the North Yankton UI keeps flipping. Also rate-limit CheckReachability miss paths for EnumerationThread diagnosis.

* fix(hle/videoout): Windows GuestImage opt-in and keep GTA intro without sync

Default the tracker off on Windows to avoid VirtualProtect thrash, gate AGC
texel-copy skips on Enabled so guest Bink planes keep shipping pixels, and
drain CPU-written images on the present thread when sync is opted in.

* fix(videoout): probe guest content when tracker off so UI can skip copies

Restores upload-known/texture-cache skips for Dead Cells menus, and uses a
sparse guest-memory fingerprint when GuestImageWriteTracker is disabled so
CPU-updated Bink planes still force texel copies for GTA intro.

* fix(audio): keep 128KiB host queue AudioOut2-only

Restore the default 32 KiB (~171 ms) PCM bed for classic AudioOut so
titles like Dreaming Sarah stay in sync; only AudioOut2 opens the deeper
queue needed for bursty FMOD Push on GTA.

---------

Co-authored-by: samto6 <123419830+samto6@users.noreply.github.com>
2026-07-27 01:58:55 +03:00
shadowbeat070 a158960c20
feat(gpu): GPU compute detile for guest tiled textures (Vulkan + Metal) (#592)
* feat(gpu): GPU compute detile for guest tiled textures (Vulkan + Metal)

Move RDNA2 exact-XOR deswizzle (swizzle modes 5/9/24/27, 4bpp) off the CPU
onto a GPU compute pass. GnmTiling.GetDetileParams resolves the shared
addressing into DetileParams; the CPU fallback and both GPU kernels consume
the same params so they never disagree.

Vulkan (verified bit-exact on NVIDIA): SpirvFixedShaders.CreateDetileCompute
hand-emits the SPIR-V kernel; VulkanDetilePass.RecordDetile records the
dispatch into the async batch command buffer (never a blocking submit on the
render thread) with transients retired via fence; VulkanDetileSelfTest
(SHARPEMU_DETILE_SELFTEST=1) checks both entry points against the CPU detile.

Metal (Mac-untested): detile_compute.msl (detile_cs) + MetalDetilePass mirror
the Vulkan pass. The active Metal path CPU-detiles via the new
GnmTiling.DetileWithParams when a texture arrives packaged (empty RgbaPixels +
TiledSource/Detile), keeping Metal correct under default-on with no regression;
wiring MetalDetilePass live is the remaining on-device step.

Flags: GPU detile is default-on (SHARPEMU_GPU_DETILE=0 disables);
[GPU-DETILE] diagnostics gated behind SHARPEMU_LOG_GPU_DETILE=1.

Tests: 17 detile unit tests pass, incl. DetileWithParams and GetDetileParams
each matching TryDetile bit-for-bit across all supported modes/bpp, plus a
SPIR-V structural-validity test.

* feat(gpu): GPU compute detile for guest tiled textures (Vulkan + Metal)

Move RDNA2 exact-XOR deswizzle (swizzle modes 5/9/24/27, 4bpp) off the CPU
onto a GPU compute pass. GnmTiling.GetDetileParams resolves the shared
addressing into DetileParams that the CPU fallback and both GPU kernels
consume, so they never disagree; everything else keeps the CPU path.

Vulkan (verified bit-exact on NVIDIA): SpirvFixedShaders.CreateDetileCompute
hand-emits the kernel; VulkanDetilePass.RecordDetile records into the async
batch command buffer (never a blocking submit on the render thread) with
transients retired via fence, falling back to CPU detile on failure.
VulkanDetileSelfTest (SHARPEMU_DETILE_SELFTEST=1) checks both entry points.

Metal (Mac-untested): detile_compute.msl + MetalDetilePass mirror the Vulkan
pass; the active Metal path CPU-detiles via GnmTiling.DetileWithParams so it
stays correct under default-on. Wiring MetalDetilePass live is a follow-up.

Flags: default-on (SHARPEMU_GPU_DETILE=0 disables); diagnostics behind
SHARPEMU_LOG_GPU_DETILE=1. Adds 17 passing detile unit tests.

* Fix: added support layered texture support for the GPU-Detiling.

* Fix: Added support for BlockTable (1 / 4 / 8 (Morton/Z-order))

* feat: added support for 8 and 16 bpp (bytes per element)

* Fixed a build failure specific to this branch

---------
2026-07-24 20:13:02 +03:00
MarcelMediaDev 5228335f15
fix(gpu): support Gen5 flat memory and 3D images (#587)
Vector-mesh UI text samples type-10 volume LUTs; treat MIMG DIM=2 as
Dim3D and transport depth through AGC and Vulkan so Z slices no longer
collapse into a single 2D plane.
2026-07-24 15:44:58 +03:00
TarkusTK 25d741b35b
[Gpu] Sample 2D array textures with real layers (#471)
Texture arrays were uploaded and viewed as plain 2D images, so every
layer index in a shader resolved to slice 0. The guest-texture gate
also rejected array, 3D and cube descriptor types outright, sending
those resources to the 1x1 black fallback.

UI atlases hit this constantly, since they pack several sheets as array
slices and pick one per vertex. In Demon's Souls the settings menu
bottom bar stretched a mid-atlas crop across itself, and slider thumbs
and button prompts drew the wrong sheet.

The MIMG decoder already had Dimension and IsArray, so
IsArrayedImageBinding makes one rule out of them for the SPIR-V
translator and the Vulkan backend to share. Both have to agree or the
declared image type and the bound view type mismatch. Sample and gather
bindings with an array address now declare an arrayed image and pass
(u, v, slice). AgcExports reads every slice at the per-slice mip-chain
stride and passes the layers packed in one buffer, which uploads as a
2D array image in a single copy region.

Load and store bindings are unchanged. Arrayed bindings that resolve to
a fallback or to a single-layer guest image get a one-layer 2D array
view so the descriptor still matches the shader.

Tested on Demon's Souls (PPSA01342): the bottom bar, slider thumbs and
button prompts draw their correct sheets. 470 tests pass.
2026-07-20 15:44:06 +03:00
kuba 3574a3b145
Shader: lower VOP3P V_FMA_MIX_F32/LO/HI (was dropping Unity HDR shaders) (#466)
The decoder recognises the VOP3P mix ops (0x20 V_FMA_MIX_F32, 0x21
V_FMA_MIXLO_F16, 0x22 V_FMA_MIXHI_F16) but left them opaque
(Vop3pRaw20/21/22), so at SPIR-V emission they fell through the
vector-ALU switch to the default and failed with "unsupported vector
opcode". A single unhandled instruction fails the whole compile, so any
shader using fma_mix was dropped entirely. Unity's built-in-RP /
PostProcessing v2 HDR, tone-mapping and auto-exposure shaders emit
V_FMA_MIX_F32, so those passes never translated (this is what kept
Superliminal's auto-exposure luminance chain from running).

Name the three opcodes in DecodeVop3p (like the packed v_pk_* ops) and
lower them in the SPIR-V translator. Each mix op computes a single f32
fma(a, b, c) where every source is read *independently* as either a full
f32 register/constant or one f16 half widened to f32. Per operand,
op_sel_hi selects f16-vs-f32 and op_sel picks which f16 half; the neg_hi
field is repurposed as an absolute-value modifier and neg negates,
applied abs-then-neg. This reuses the VOP3P op_sel/op_sel_hi/neg/neg_hi
bit layout with the mix-specific meaning, not the packed-math meaning.
The result is a scalar f32 for V_FMA_MIX_F32; _MIXLO/_MIXHI narrow it
back to f16 (exact round-to-nearest-even, via the existing
EmitFloatToHalf) and write it into the low/high 16 bits of vdst,
preserving the other half. The clamp modifier saturates to [0, 1]
consistently with the other VOP3P ops. Per-operand F16/F32 select and
the abs/neg modifiers follow shadPS4's GetSrcMix, the authoritative
reference for the mix semantics.

Adds Gen5FmaMixSpirvTests: assembles V_FMA_MIX_F32 (with a representative
op_sel/op_sel_hi/neg/abs) and V_FMA_MIXLO_F16 compute shaders and asserts
they translate to GPU SPIR-V without hitting the drop path and emit a
GLSL.std.450 Fma (and an FAbs for the neg_hi modifier). Both fail against
the pre-fix tree with "unsupported vector opcode Vop3pRaw20/21".
2026-07-20 14:37:40 +03:00
kuba 20eda4443c
Shader: test a wave mask consumed as a per-lane predicate at the lane bit (#465)
* Shader: read a wave mask consumed as a per-lane predicate at the lane bit

A VCC/EXEC wave mask consumed as a per-lane predicate (the VCndmask
condition, a VCC/EXEC branch, or the derived _vcc/_exec bool) was tested in
single-lane emulation with a whole-word non-zero test (IsNotZero64) instead
of the current lane's bit. That is correct for comparison results (only the
lane's own bit is ever set) but wrong for bitwise-complement wave-mask idioms
(S_NOT / S_ORN2 / S_ANDN2 / S_NAND / S_NOR), which set the unused upper 63
bits: a whole-word test then reports the lane active even when its bit is
clear.

Unity's PostProcessing NaN killer does exactly this: per channel it computes
isNaN = NLT AND NGT AND NEQ (against 0), then combines the channels as
anyNaN OR NOT(v3-is-finite) via S_ORN2_B64. The complement set the upper mask
bits, so every valid pixel read as NaN and was replaced with 0, zeroing the
whole HDR scene before Bloom/Uber/tonemap. The 3D scene therefore rendered
black behind the menu while the UI survived. Extract the current lane's bit in
both single-lane and subgroup modes so IsWaveMaskActive matches the hardware.

Fixes Superliminal (PPSA06084) black 3D scene: the storage room now renders
behind the menu with natural exposure and no forced values.

(cherry picked from commit 7af6f4b6f314fe302619c0d44f4db00971c5bf24)

* test: wave-mask predicate is tested at the current lane bit

Regression test for the wave-mask lane-bit fix. Compiles a shader that
writes VCC at run time (V_CMP_EQ_F32) and asserts the emitted SPIR-V tests
the wave mask at the current lane's bit (mask & lane_bit) rather than with a
whole-word non-zero test. Fails against the previous IsNotZero64(mask) path,
which zeroed complement wave-mask idioms (S_ORN2/S_NOT, e.g. Unity's NaN
killer) across every lane.
2026-07-20 14:18:20 +03:00
João Victor Amorim 472fc96a37
[AGC] Support the clamp modifier on packed f16 VOP3P ops (#460)
The VOP3P emitter rejected any packed op with the clamp bit set. Clamp
saturates each f16 output half to [0, 1] (and flushes NaN to 0, matching
RDNA), so games that emit clamped packed arithmetic fell back to a loud
emit failure.

Apply the saturation to the f32 result of each lane, before it is
narrowed back to f16. Because 0.0 and 1.0 are exact in both f32 and f16
and the clamp is monotonic, clamping in f32 and then rounding to f16
yields the same value as clamping the f16 result directly; for the fused
multiply-add the pre-narrowing value is the round-to-odd f32, which
preserves that equivalence through the final round-to-nearest-even. The
saturation uses ordered compares so a NaN result collapses to 0 without a
separate IsNan test.

Verification:
- The local exact-reference harness now also clamps: add, mul, and fma
  each compared against an f16-domain clamp reference (NaN -> 0, else
  [0, 1]) over directed boundary inputs and 24M random cases. 0
  mismatches, alongside the existing 34M unclamped fma cases.
- ShaderDump pk-f16 gains a clamped add and a clamped fma; all decode and
  emit.
- The exec program computes the pinned fma with clamp (both lanes exceed
  1.0, so each saturates to 0x3C00) and stores it at offset 28;
  GpuConformance checks it on device. All values match on an AMD Radeon
  RX 7700 XT.
2026-07-20 09:09:07 +03:00
João Victor Amorim 3005babab8
[AGC] Emit v_pk_fma_f16 with exact single rounding (#420)
Completes the fused-FMA slice deferred by the VOP3P first slice (#145).
v_pk_fma_f16 previously failed emission loudly because an f32
multiply-add followed by an f16 pack rounds twice; the pinned miss is
fma(0x4100, 0x7522, 0x04EA) = 0x7A6B fused vs 0x7A6A via f32.

The f32 product of two f16 values is exact, so only the addition needs
correcting: compute sum = RN(product + addend), recover the exact
residual with Knuth 2Sum, and if the sum is inexact with an even
significand, step one ulp towards the true value. That is round-to-odd,
and rounding the f32 result to f16 with round-to-nearest-even then
matches a true fused f16 FMA exactly (24 significand bits >= 11 + 2).
Inf/NaN inputs turn the residual into NaN, the ordered compare skips the
parity fix, and IEEE special behaviour passes through unchanged. The
op_sel/op_sel_hi/neg_lo/neg_hi source modifiers apply to src2 through
the existing operand path; clamp stays rejected like the other packed
ops.

Every op in the 2Sum chain is decorated NoContraction: without it the
AMD RDNA3 Windows driver folds the sequence, collapses the residual to
zero, and the midpoint case decays to the double-rounded result. This
was caught by running the emitted shader on a real device (see below).

Verification:
- A mirror of the emitted sequence was checked against an exact
  integer reference (every finite f16 is m * 2^-24, so a*b + c is an
  exact Int128 multiple of 2^-48, rounded once to f16 RNE) across 34M
  cases: directed midpoint pins, random sweeps over all operand
  classes, tiny-addend midpoint stress, subnormal products, and
  Inf/NaN propagation. 0 mismatches.
- ShaderDump gains a pk-f16 program covering all five packed opcodes,
  both fma modifier paths, and the pinned constants; all programs
  decode and emit.
- The executable exec program now computes the pinned fma and its
  negated-addend twin (0x7A6B7A6B / 0x7A6A7A6A, straddling an f16
  midpoint) and stores them at offsets 20/24; GpuConformance checks
  both on device. All values match on an AMD Radeon RX 7700 XT.
2026-07-19 03:24:42 +03:00
Gutemberg Ribeiro 94153955b0
[Gpu] Metal backend: complete IGuestGpuBackend implementation on AppKit + Metal (#283)
* [ShaderCompiler.Metal] MSL translator core: dispatcher, EXEC model, compute stage

The Metal codegen backend, rebuilt on the merged backend-neutral
abstractions (replacing the pre-abstraction spike): consumes
(Gen5ShaderState, Gen5ShaderEvaluation) and emits MSL text; the renderer
owns MTLLibrary compilation, mirroring the emitters-produce-bytes rule
the Vulkan sibling documents.

The execution model mirrors Gen5SpirvTranslator: one invocation per GCN
lane (wave32 — natively the Apple simdgroup width), a typeless uint
register file with as_type<float> bitcasts, EXEC/VCC as per-lane bools
whose guest-visible mask registers materialize via simd_ballot, and the
same PC-dispatcher loop over basic blocks with the
SHARPEMU_SHADER_MAX_STEPS iteration guard and the dominating-scalar-
definition dataflow for buffer binding resolution. Unlike SPIR-V, MSL
permits shared prelude functions, so unaligned/subdword buffer access
is a range-checked device-uchar* helper instead of per-site inlining;
buffer byte lengths and the compute dispatch limit travel in one
reserved SharpEmuUniforms constant buffer (Metal has no OpArrayLength).

This first slice covers the compute entry point end to end: scalar/
vector ALU core (moves, int/float arithmetic, FMA family, shifts,
bitfield ops, min/max/med3, conversions, transcendentals with the Tau
scale on sin/cos), the full VCmp/VCmpx compare matrix writing VCC/EXEC,
the saveexec family, scalar compares and SCC-updating SOP2 forms, lane
ops (readfirstlane, mbcnt), VOP3 abs/neg/clamp/omod modifiers, scalar
memory, and raw global/buffer loads, stores, and atomics with EXEC
guards. Unsupported opcodes fail loudly with pc + mnemonic. SDWA/DPP,
typed format loads, LDS, images, and the pixel/vertex stages follow in
the next phases.

Tests live in their own self-contained project (the per-backend model:
depends only on the codegen under test): hand-assembled synthetic
fixtures drive the real decoder end to end, structural assertions and
golden-MSL comparisons run on every platform since translation is pure
text generation, and goldens regenerate via SHARPEMU_UPDATE_GOLDENS=1.

* [ShaderCompiler.Metal] Real-device runtime tests: compile + execute on the GPU

Lifts the spike's objc_msgSend LibraryImport harness (MTLDevice /
MTLCompileOptions with fast-math off, as a real Metal backend must
compile) onto the new translator contract: the guest data buffer binds
at index 0 and the SharpEmuUniforms constant buffer (dispatch limit +
buffer byte lengths) at index 1.

Three runtime tiers on hosts with a Metal device (no-op elsewhere so
Windows/Linux CI stays green): every fixture's emitted MSL must be
accepted by the OS runtime Metal compiler; the exec-store program must
produce bit-exact GPU results including the EXEC-masked store that must
not land; and a scalar countdown loop must iterate through the PC
dispatcher (s_cmp_lg_u32 + s_cbranch_scc1 across five round trips).
The loop fixture also fixes its own hand-assembly: s_sub_i32 sets SCC
to signed overflow, not result-nonzero, so the loop condition uses an
explicit compare.

* [ShaderCompiler.Metal] Phase 2: scalar/vector ALU parity with the SPIR-V translator

Ports the remaining ALU semantics from Gen5SpirvTranslator.Alu so the two
codegens cannot disagree on instruction behavior:

- Carry/borrow family (v_add_co/_ci, v_sub_co/_rev, v_subb/_rev) with the
  carry mask written to the VOP3 scalar destination or VCC, ANDed with
  EXEC; v_mad_u64_u32 with the 64-bit pair result and carry-out.
- Full SDWA support: byte/word source selects with sign-extension,
  integer abs/neg modifiers, and destination-select merge (zero-fill,
  sign-extend, preserve) into the previous register value.
- DPP16/DPP8: quad permute, row shl/shr/ror, mirror/half-mirror,
  broadcast and xor controls via simd_shuffle, bound-control and
  row/bank write-enable masks, fetch-inactive handling; DPP-predicated
  compares merge into VCC.
- Lane ops: readfirstlane from the first EXEC-active lane via
  ballot+ctz, readlane/writelane, permlane16/permlanex16.
- 64-bit scalar ops over SGPR pairs in real ulong arithmetic (logic
  family, shifts, bfe/bfm with width clamping, wqm quad expansion,
  cselect, mov, s_getpc) plus the B32/B64 saveexec families.
- Sopk forms decode the signed 16-bit immediate and s_cmpk compares the
  destination register; SOPC scalar compares including s_bitcmp0/1.
- Conversions: f16<->f32 via as_type<half>, pkrtz with round-to-zero
  mantissa truncation, pknorm via pack_float_to_{s,u}norm2x16, pk_u8
  byte insert, off_f32_i4 table, rpi/flr rounding; cube id/sc/tc/ma
  decision trees; v_cmp_class_f32; VCCZ/EXECZ/SCC readable as data.

Also fixes a real phase-1 bug the reference surfaced: fmamk/fmaak
sources arrive in natural order from the decoder, so all MAD/FMA forms
are fma(src0, src1, src2) — the previous operand swap computed
v1*v2+K for v_fmamk (should be v1*K+v2). The regenerated fmac golden
shows the corrected expansion, and mirroring the SPIR-V translator,
v_mul_u32_u24 is a full 32-bit multiply (only the hi/mad forms mask).

All 13 Metal tests pass including the real-GPU execution tier.

* [ShaderCompiler.Metal] Phase 3: typed format loads, LDS, and D16 subdword memory

Typed MUBUF/MTBUF loads convert through the descriptor's GFX10 unified
format at execution time, mirroring the SPIR-V translator: the prelude
bakes a 128-entry format table from the shared Gfx10UnifiedFormat
decoder (compiled shaders may be reused with new SRDs, so decoding must
stay dynamic), per-component layouts for the legacy DATA_FORMAT values
drive range-checked unaligned loads, NUM_FORMAT conversion handles
unorm/snorm (clamped at -1)/uscaled/sscaled/uint/sint/float including
f16 and the 10/11-bit unsigned mini-floats of 10_11_11 / 11_11_10, the
missing-component default is one in the format's domain, and dst_sel
swizzling comes from descriptor word 3. Format stores stay raw dword
stores like the reference.

LDS lands as 32 KB of threadgroup memory (gated on the program actually
using DS ops so occupancy is not taxed): ds_read/write b32/b64/b96/b128,
the write2/read2 pairs including st64 scaling, and ds_add_u32 as a
relaxed threadgroup atomic, with EXEC-guarded writes and the address
masked into bounds. Subdword loads/stores gain the D16/D16Hi variants
that merge into one half of the destination register (and shift the
source for high stores), classified the same way as the reference.

New GPU-executed fixture: an LDS round trip (write literal, s_barrier,
read back, store to the buffer) passes bit-exact on a real Metal device
alongside the existing tiers.

* [ShaderCompiler.Metal] Phase 4: pixel stage, images, and interpolation

The pixel entry points land with the same contract as the SPIR-V
translator (single-target and MRT forms, validated for unique guest
slots and dense host locations): the emitted fragment function takes a
stage_in struct carrying [[position]] plus the interpolated attributes
discovered from the program's V_INTERP controls, writes an output
struct with one [[color(hostLocation)]] attachment per binding typed by
its Float/Sint/Uint kind, seeds pixel-input VGPRs in SPI_PS_INPUT_ADDR
compact order from the fragment coordinate, keeps EXEC masking through
translation, and discards lanes that exit with EXEC off. Exports write
MRT targets per component under EXEC (disabled components keep their
previous value) including compressed half-pair exports; vertex-target
exports no-op until the vertex stage.

Images arrive as texture2d<float|int|uint> arguments (storage bindings
as access::read_write) with samplers alongside, classified from the
descriptor's unified format via the shared Gfx10UnifiedFormat decoder
and resolved per instruction with the same dominating-scalar-definition
scheme as buffers. The sample matrix covers implicit LOD, SampleL/Lz,
SampleB, SampleD gradients, PCF compare (manual reference<=texel,
broadcast r,r,r,1), per-lane texel offsets folded into normalized
coordinates by the selected mip extent (Metal sample offsets must be
constants), gather4 including compare and offset forms, clamped
ImageLoad/Mip, bounds-checked EXEC-guarded ImageStore, GetResinfo, and
A16 packed addresses / D16 packed data in both directions.

Graphics stages model LDS as per-invocation scratch (the SPIR-V
Private-array trick) instead of threadgroup memory. Wave ops keep the
invocation's real simdgroup in every stage — Apple fragment simdgroups
make that the same model as compute, where the SPIR-V translator
instead emulates a single logical lane; both round-trip EXEC masks
consistently.

The pixel fixture (interpolated attr0.xy plus inline constants exported
to MRT0) is golden-pinned, structurally asserted, and accepted by the
OS Metal compiler on a real device.

* [ShaderCompiler.Metal] Phase 5: vertex stage and fixed presenter shaders

The vertex entry point completes the four-entry-point contract: the
emitted vertex function takes fetched attributes as a stage_in struct
([[attribute(location)]], bound by the backend via MTLVertexDescriptor
from the reflected vertex inputs), returns [[position]] plus one
[[user(locnN)]] param output per export target 32..63 — unioned with
requiredVertexOutputCount so Metal's exact vertex-out/fragment-in
interface match succeeds, with unexported locations zero-filled —
seeds v5/v8 from [[vertex_id]]/[[instance_id]], intercepts buffer loads
the evaluator captured as fixed-function vertex inputs, and applies the
same EXEC-selected component rules to position/param exports (disabled
components default to 0,0,0,1) including compressed half pairs.

MSL vertex functions have no simdgroup attributes, so the vertex stage
models a single logical wave lane exactly like the SPIR-V translator's
graphics path: lane 0, ballot degrades to 0/1, and lane-shuffle ops
would fail Metal compilation loudly (no real guest vertex shader uses
them).

MslFixedShaders mirrors SpirvFixedShaders for the presenter surface:
the fullscreen-triangle vertex stage (position from the vertex index,
screen-space UV broadcast to every requested attribute location), the
copy/solid/attribute diagnostic fragments, and the output-free
depth-only fragment. Metal forbids "main", so each carries a stable
entry name.

The vertex fixture (constant position + one param export) is
golden-pinned and structurally asserted; it and all five fixed shaders
are accepted by the OS Metal compiler on a real device.

* [ShaderCompiler.Metal] Author static MSL blocks as template files

The prelude helpers (buffer access, ballot, tables), the format-load
conversion functions, and all five fixed presenter shaders move out of
AppendLine walls into Templates/*.msl embedded resources — real Metal
source with syntax highlighting and reviewable diffs — rendered by a
small {{placeholder}} substituter that fails loudly on any
unsubstituted token. Substitution points are deliberately few: the
stage-dependent ballot expression (vertex has no simdgroup attributes),
the baked GFX10 format table and layout cases, and the fixed shaders'
parameters. Per-instruction body emission stays programmatic, where a
template cannot express it.

Behavior-identical by construction: the golden files are untouched and
the whole suite — including the real-device execution and compile
tiers over the templated output — passes against them unchanged. The
.msl files carry no license headers (they would leak into every emitted
shader), so REUSE.toml annotates the Templates directory instead.

* [ShaderCompiler.Metal] Cover the MSL goldens in REUSE.toml

The golden files are verbatim emitter output regenerated by the test
suite; license headers inside them would either break the byte-exact
comparison or force the emitter to write SPDX text into every shader.
Annotate the Goldens directory like the Templates one.

* [ShaderCompiler.Metal] Address review: dominating-binding parity and harness binding indices

The buffer-binding fallback now mirrors the SPIR-V translator: a candidate
binding is accepted only when the descriptor registers hold the exact same
scalar definitions at the target PC as at one of the binding's own access
points (HasSameScalarDefinitions), instead of merely being non-conflicting
at the target. Resolutions are cached per PC like the reference.

The runtime test harness no longer hardcodes buffer indices 0/1 and a
20-byte uniforms blob: TryExecuteSingleThread takes the data/uniforms bind
indices, and ExecuteOrThrow derives them plus the uniforms size from the
compiled shader's GlobalMemoryBindings per the translator contract.

* [Gpu] Add the Metal guest-GPU backend: shader compilation and formats

First phase of the Metal backend behind the IGuestGpuBackend seam. The
backend compiles all three shader stages through Gen5MslTranslator and
exposes the guest render-target format table (mirroring the Vulkan table
case for case; guest format 9 maps to BGR10A2, the Metal layout matching
Vulkan's A2R10G10B10 pack). Wave64 compute is rejected with a clear error
until the two-pass emulation exists.

SHARPEMU_GPU_BACKEND=metal opts in on macOS; Vulkan stays the default on
every platform until the Metal presenter reaches parity. Presenter-side
methods fail loudly instead of dropping guest frames silently.

* [Gpu] Add the Metal presenter core: AppKit window, CAMetalLayer, CPU-frame path

The presenter opens an NSWindow hosting a CAMetalLayer and drives a manually
pumped NSApplication event loop, structured like the Vulkan presenter's
poll-and-render loop and posted onto HostMainThread the same way (AppKit
traps off the process main thread). All OS access goes through objc_msgSend
LibraryImport bindings declared locally — no windowing or binding packages on
this path, which is what keeps it NativeAOT-clean. Struct-returning ObjC
calls are avoided entirely so one calling convention works under Rosetta.

Presents CPU-produced BGRA frames and the splash through a fullscreen
triangle with a dedicated present fragment stage that flips V: with Metal's
y-up NDC the shared fullscreen triangle puts UV (0,0) at the bottom of the
screen while textures keep v=0 at the top. Frames letterbox via the viewport,
and nextDrawable paces the loop at presentation rate.

Guest-image submission now returns false (callers use their CPU-readback
fallback, which the presenter can show); draw and compute submission still
fail loudly pending later phases.

* [Gpu] Complete the guest-GPU seam: lift the AGC bypass surface onto the backend

The abstraction left AGC and VideoOut calling VulkanVideoPresenter statics
directly for guest work ordering (EnterGuestQueue, SubmitOrderedGuestAction,
SubmitOrderedGuestFlipWait, WaitForGuestWork), guest-image lifecycle (initial
data seeding, writes, fills, extents, upload tracking), the texture-content
cache probe, guest memory attachment, storage-offset alignment, perf
counters, and presenter close. With a non-Vulkan backend selected those
calls silently hit a never-started Vulkan presenter.

All of it now crosses IGuestGpuBackend: the Vulkan backend delegates to the
existing presenter statics (no behavior change), and the Metal backend
answers exactly like a presenter that is not running (sequence 0, image
unknown), which keeps callers on the same inline/CPU fallbacks they take
today. TextureContentIdentity moves to the seam types, and the bounded
AGC-to-presenter transfer pool becomes the backend-neutral GuestDataPool
(one pool by necessity: the AGC layer rents, the presenter returns).

AgcExports snapshots the backend's offset alignment once — it was a const
before and is read in per-draw loops (shader-key hashing, offset rounding).

* [Gpu] Metal guest work queue and guest images: ordered flips, writes, fills, blits

Mirrors the Vulkan presenter's execution model. AGC submissions become work
items consumed by the render loop in logical-guest-queue order: FIFO within
each guest queue, ready queues scheduled round-robin, completion tracked as
a contiguous sequence plus an out-of-order set, and producer backpressure
(count and payload caps) that consumer-enqueued follow-ups bypass to avoid
self-deadlock. The drain is budgeted (12ms, 256 items) so a backlog cannot
starve the Cocoa event pump or the present.

Guest images are Metal textures keyed by guest address, created on first
use from the registered display-buffer format tag (byte-identical encoding
to the Vulkan backend) and seeded once from pending initial data or guest
memory, since PS5 render targets alias guest memory. Coherence mirrors the
Vulkan design: DMA-style writes swap in a freshly written texture (never
mutating one an in-flight present may sample), fills clear through a
hazard-tracked render pass, and same-extent blits copy on the GPU.

Ordered flips capture the named image into an immutable version at their
exact queue position, so later work cannot change the frame a flip
selected; flip waits complete by queue position alone. Presentation picks
the newest ready queued guest frame (retiring superseded captures),
re-resolving mutable address-keyed textures at encode time so a write swap
never leaves a stale handle.

* [Gpu] Metal translated draws: pipelines, render state, bindings, write-back

Executes the seam's translated-draw surface on Metal. Offscreen, depth-only,
and storage draws are ordered guest work rendering into guest-addressed
images (published targets register as flip sources exactly like the Vulkan
backend); onscreen draws and recognized fixed-function draws ride the
presentation and render at present time into a pooled target.

Pipelines are built from GuestRenderState and cached by shader identity plus
a state hash: guest CB blend factor/op codes, write masks (bit-reversed for
MTLColorWriteMask), depth ZFUNC (bit-identical to MTLCompareFunction),
vertex attribute formats decoded from the same guest (dataFormat,
numberFormat) table the Vulkan backend uses, and RDNA 2:10:10:10 mapped to
Metal's R-low-bits 1010102 layout. Guest viewports pass through unchanged —
Metal accepts the negative heights PS5 games program, which is also how the
Vulkan backend inherits its orientation. Rect lists draw as 4-vertex strips;
Metal has no triangle fans, so those degrade to lists with a one-time warn.

Bindings follow the Gen5MslTranslator contract: global buffers at their flat
slot on both stages, SharpEmuUniforms (dispatch limit + buffer byte lengths)
after them, textures/samplers at the image slots with samplers decoded from
the raw guest descriptor words, and vertex streams at slot 26+ so they never
collide. Writable global buffers write back to guest memory before the work
item completes, preserving the CPU-visible GPU-write ordering point that
WaitForGuestWork promises. Feedback reads of a live render target sample a
blit snapshot; pooled guest data returns to GuestDataPool after upload.

Known simplifications for follow-up: textures upload a single mip level, and
the texture-content cache stays unclaimed (IsTextureContentCached=false)
until write-tracker-driven eviction exists, trading upload bandwidth for
correctness.

* [Gpu] Metal compute dispatch: the last seam gap

Guest compute dispatches are ordered guest work like draws. The uniforms
contract carries the per-axis dispatch limit (explicit thread counts when
the guest supplied them, groups x threadgroup size otherwise) so the
kernel's bounds guard clamps the overshoot threads of the last threadgroup;
threadgroup dimensions come from the translated shader, which bakes them at
compile time. Compute pipeline states cache per shader handle.

Storage images are shared live through the guest-image registry: a
dispatch's writes are visible to later draws, blits, and flips of the same
address, the address registers as a flip source at submit, and writer
sequences keep presentation waiting on exactly the work that produced the
frame. Writable buffers write back to guest memory before the work item
completes — the CPU-visible ordering point the returned sequence promises
through WaitForGuestWork.

Metal has no dispatch-base; nonzero base groups execute without the offset
behind a one-time warning until the emitted kernel grows base support.
SHARPEMU_SKIP_ALL_COMPUTE=1 skips all dispatches for hang isolation, same
as the Vulkan backend. With this the Metal backend implements the entire
IGuestGpuBackend surface — nothing throws.

* [Gpu] Address review: real bytes-per-pixel in guest-image uploads

Guest-image uploads hard-coded 4 bytes per texel, which mis-strided
Rgba16*/Rg32Float/Rgba32Float images and, in the guest-memory seed and
storage-snapshot paths, could make replaceRegion read past the managed
buffer. Texel width now comes from the pixel format, and
ReplaceTextureContents clamps the row count to what the source buffer
actually holds, so no caller can overread regardless of pitch and format.
RGBA8 initial data seeds only 4-byte-texel images; wider formats seed from
guest memory, whose layout is the image's native one. Extent byte counts
use the real texel width too.

Also restores the reference's comment on the deliberate single-item
backpressure admit: with no payload outstanding, refusing an oversized item
would wait forever since nothing is left to drain.

* [ShaderCompiler] First real-game fixes: SSendmsg no-op, scalar-state buffer declaration

Bring-up against a real title (2D engine, NGG shaders) found every draw
rejected at translation: RDNA2 NGG shaders bracket their exports with
s_sendmsg (GS_ALLOC_REQ/DEALLOC) to reserve hardware export space, and
neither translator handled the opcode — it fell through to the scalar-ALU
guard and failed with 'missing scalar destination'. Both translators now
treat SSendmsg as a no-op alongside SNop/SWaitcnt: exports are translated
directly, so the hardware message is moot. This was a shared gap, not a
backend one; the Vulkan path would reject the same shaders.

With translation unblocked, the OS Metal compiler rejected the emitted MSL:
the body reads the per-dispatch scalar-state buffer (initial SGPRs plus
per-binding byte biases) as b{initialScalarBufferIndex}, but the kernel
signature only declared the stage's own global bindings, so the name never
existed. The signature now declares it (const device — it is only read) at
its flat slot.

The presenter also logs one line when it first presents real content,
making 'window up but nothing shown' diagnosable from the log alone.
Verified: the title goes from 100% draw misses and a black screen to
~58k translated draws per minute and 4K frames presenting.

* [Gpu] Metal presenter: NSTimer-driven render loop under [NSApp run]

Replaces the hand-pumped event loop with a real running main loop. The
presenter now creates the NSApplication, orders the CAMetalLayer-backed
window on screen, and calls [NSApp run] so Core Animation's run-loop observer
actually commits presented drawables to the window server — without a running
loop the layer never composites and the window stays black regardless of what
is rendered into the drawable.

The per-frame work moves into RenderFrame, driven by a repeating NSTimer on
the main run loop (a tiny NSObject subclass whose onFrame: is an
UnmanagedCallersOnly callback, registered via the ObjC runtime — no binding
package). CADisplayLink is the natural choice and was tried first, but its
callback never fires in this process; proven in isolation against a bare
AppKit harness where a timer fires and composites and the display link does
not — the emulator runs as x86-64 under Rosetta and the display-server-backed
link is not serviced there. nextDrawable still blocks to the display, so the
timer only needs to keep up, not pace precisely.

Also fixes window sizing (the fixed 1280x720 window was being sized from the
guest 4K display mode, which macOS clamps while the layer keeps 4K geometry —
nothing visible), makes the metal layer the view's backing layer (wantsLayer
before setLayer) with an explicit frame, and stops both the AppKit loop and
the CFRunLoop on window close.

* [Gpu] Metal draws: normalize inverted viewports, resolve flips to drawn content

Two correctness fixes surfaced bringing a real title up. Guests program
Vulkan-style negative-height viewports for y-up rendering; Metal's NDC is
already y-up and rasterizes nothing for a negative height, so the viewport is
converted to the equivalent non-inverted rect (origin shifted, height
negated) with the same on-screen mapping.

Ordered flips now prefer produced content. A flip names the display buffer's
start address, but games render into the pixel surface past the buffer's
metadata block; the resolver takes the exact-address image when GPU work
wrote it, else the nearest same-extent GPU-written image within the buffer's
plausible metadata window, else the exact-address image even if only
seeded — so a flip presents the drawn frame rather than an empty seed. A
GpuWritten flag on guest images (set by draws, writes, blits, and dispatch
storage) distinguishes produced content from a speculative guest-memory
seed.

* [ShaderCompiler] Metal translator: per-stage uniforms slot, VCC/EXEC as data, exit branches

Three correctness fixes found by running a real game against the Vulkan
backend's behavior:

- Gen5MslShader carries UniformsBufferIndex: each stage emits its
  SharpEmuUniforms argument at globalBufferBase + totalGlobalBufferCount,
  and stages sharing a draw can disagree, so the presenter must bind the
  buffer per stage (Metal API validation: "missing Buffer binding at
  index 7 for sharpemu_uniforms").
- VCC (s106:s107) and EXEC (s126:s127) live in the scalar register file
  as raw 32-bit values with the per-lane bools as synced views. Programs
  legally park plain data in VCC (s_buffer_load into s[106] and then
  v_rcp_f32 of it); the bool-only model returned ballot masks instead.
- A branch to (or past) the program's end is an exit, matching the
  SPIR-V translator: sprite alpha-kill shaders use this to skip their
  tail and were rejected ("branch target outside program"), silently
  dropping every draw that used them.

Also: pixel-stage ballots use the per-lane form (this thread's own bit),
since simd_ballot is undefined inside the divergent dispatcher loop, and
v_readfirstlane returns the lane's own value under that model.

* [Gpu] Metal presenter: per-stage uniforms bind, keyboard input, perf overlay, title parity

- Bind SharpEmuUniforms at each stage's declared slot (see the paired
  translator change); one shared index left the vertex stage's slot
  unbound, zeroing its bounds-checked loads and killing interpolants.
- Vertex attribute byte offsets move onto the vertex descriptor (buffers
  bind at zero) and join the pipeline cache key, which they were silently
  missing from once baked into the pipeline.
- Unresolvable draw textures log a throttled warning instead of silently
  binding nothing.
- Keyboard input: an NSView subclass records keyDown/keyUp and feeds the
  POSIX host-input seam with a Windows-VK to macOS-keycode map covering
  the keys pad emulation polls; SHARPEMU_METAL_AUTOKEY scripts key
  presses for headless runs.
- Perf overlay (F1) drawn like the Vulkan presenter: CPU-rasterized
  panel uploaded to a small texture and composited with the present
  pipeline, with RecordPresent/RecordDraw feeding real numbers.
- Window title gains the selected GPU suffix and refreshes when the
  guest registers its application name; the layer is marked opaque so
  guest alpha never reaches the compositor.

* [Audio] Quiet sceAudioOutOutput on ports disposed by host shutdown

Closing the window disposes audio ports while guest audio threads are
still draining their last buffers; every remaining output then failed
the port lookup and logged a WARN per buffer (~190/s) until process
exit. Report success for missing ports once shutdown has begun; a bad
handle during normal operation still returns INVALID_ARGUMENT.

* [ShaderCompiler] Metal graphics stages model a single logical wave lane

The pixel stage used the real thread_index_in_simdgroup with all-ones
ballots while the vertex stage modeled lane 0 with 1-bit ballots, and
VReadlaneB32 still emitted a real simd_shuffle — reading another
fragment's register. Metal leaves simdgroup ops undefined inside the
divergent while(active){switch(pc)} dispatcher (empirically they
corrupted EXEC reconstruction), so graphics stages cannot use them.

Unify vertex and pixel on the SPIR-V translator's no-subgroup fallback:
one logical wave lane (lane 0), ballots degrade to bit 0, and the
shuffle-select family (readlane, readfirstlane, DPP16/DPP8 selects,
permlane16) resolves to the lane's own value. Writelane keeps the
lane-compare against the constant lane, matching the reference
fallback. Compute is untouched: its threads map one-to-one onto real
simdgroup lanes and still shuffle for real.

Entry parameter lists now always emit trailing commas and are closed by
one helper, so stage-specific trailing parameters no longer dictate
ordering.

* [ShaderCompiler] Metal compute mirrors the SPIR-V translator's wave semantics

Compute threads map one-to-one onto real simdgroup lanes, so restore
real simd_ballot for the compute prelude (the per-lane form was a
graphics fix that swept compute along) — masks parked in VCC/EXEC now
hold each lane's actual bit, and mbcnt/cndmask/saveexec read real
masks. VReadfirstlaneB32 broadcasts from the first guest-active lane
(ballot of EXEC, then ctz), matching the SPIR-V translator's explicit
first-active-lane broadcast rather than SPIR-V BroadcastFirst's
first-host-active semantics.

The wave64 gate moves into the translator and only rejects programs
that contain wave-sensitive operations (the SPIR-V translator's
subgroup-usage predicates: shuffle family, readfirstlane, wave control,
mbcnt, or VCC/EXEC operands). A wave64 kernel without them executes
identically per-thread on 32-wide Apple simdgroups, so it now
translates instead of being dropped.

* [Gpu] Metal draw textures resolve like the Vulkan presenter

Sampling a live guest target previously required the exact current
image at the descriptor's address; anything else silently bound
nothing. Mirror the Vulkan presenter's resolution chain:

- A descriptor naming a guest depth target's write or read address
  samples the depth image (identity channel select). Depth32Float
  cannot blit to a color format, so the ordered snapshot round-trips
  through a private staging buffer into an R32Float texture.
- Replacing a render target at the same guest address (new extent or
  format) retires the old image into a bounded variant cache instead of
  releasing it, and resolution scores the current image plus variants
  by descriptor match — exact extent over view format over
  initialization, active image breaking ties. Larger images qualify
  only for tiled descriptors, matching IsCompatibleGuestImageAlias.
- The throttled unresolved-texture warning remains the detector for
  anything the chain still cannot resolve.

* [ShaderCompiler] Document the Metal translator's wave-size model

Audit outcome for wave64 fidelity, no behavior change: every B64 mask
op, saveexec, and VCCZ/EXECZ test already reads and writes the full
register pair, lane indices never exceed 31 by construction, and the
GPU-executing runtime tests cover 64-bit exec save/restore. Record the
model in the class header.

* [Gpu] Plumb CB_BLEND constant color through both backends

The CONSTANT_COLOR / CONSTANT_ALPHA blend factors were mapped by both
backends but nothing ever supplied the constant, so any draw using them
blended against transparent black. Decode CB_BLEND_RED..ALPHA (the
constants existed unused) into GuestRenderState.BlendConstant, set it
dynamically per draw on both sides: Vulkan declares the blend-constants
dynamic state and calls CmdSetBlendConstants beside the viewport,
Metal calls setBlendColorRed:green:blue:alpha: in EncodeRenderState.

* [Gpu] Metal per-draw uploads bump-allocate from shared arena pages

Every draw created one MTLBuffer and one managed copy per binding
(padded guest globals, uniforms, vertex and index bytes), which
dominated allocation churn at hundreds of MB/s of garbage and held the
guest flip rate well under the display rate. Uploads now bump-allocate
256-aligned slices from 8 MiB shared-storage arena pages and bind by
offset; pages recycle once the last command buffer that referenced
them reports completion, polled at each drain so the ObjC interop
stays block-free.

Write-backs carry the slice's data pointer directly (the page outlives
the command buffer the caller waits on), the alignment-bias contract is
preserved by placing data at the bias inside its slice, and the padded
copies, per-draw buffer releases, and per-draw byte arrays are gone.

In-game on the test title: allocation rate ~795 to ~564 MB/s (the
remainder is the AGC-side per-draw guest snapshots), GC per stats
window ~30/30/17 to 16/16/15, CPU ~150 to ~131%. Metal validation
stays clean.

* [Gpu] Metal draw-texture cache: skip per-draw guest texel copies

Mirror the Vulkan presenter's identity-keyed texture cache: once the
render thread decodes a draw texture, the AGC submit thread skips the
guest-memory read/detile/copy for that identity entirely (the generic
IsTextureContentCached hook, which the Metal backend previously
hardcoded to false) and the render thread serves the cached MTLTexture
without re-uploading. GuestImageWriteTracker write-protects the source
pages; a guest CPU write evicts the entry at the next drain, and the
skip/eviction race self-heals by reading the texels directly.

Eviction differs from Vulkan in one deliberate way: dirty entries are
collected by address rather than identity, since ConsumeDirty clears
the flag on first read and several identities (same texels, different
samplers) can share one address.

Dreaming Sarah in-game on an M5 Max: guest flips 47 -> 60 (display
rate, matching Vulkan), ALLOC 564 -> 41 MB/s, gen0 GC 16 -> 5 per
second, CPU 131% -> 72%. Metal API validation clean; all 25 shader
compiler tests pass.

* [Gpu] Metal snapshot pool: recycle feedback-read textures and staging

Feedback reads created and destroyed an MTLTexture per draw (and for
depth sampling a private staging MTLBuffer too). Pool both with the
upload-arena lifecycle: acquisitions are tagged with the command buffer
that samples them at commit, and return to a bounded free list once it
reports completion. The command queue is serial, so the earlier
snapshot-blit command buffer is necessarily complete by then as well.

Dreaming Sarah renders correctly in-game; Metal API validation clean;
all 25 shader compiler tests pass. (The depth-sample path is exercised
only by inspection — no testable title samples depth yet.)

* [Gpu] Metal batched guest commands: one command buffer per drain

Draws and compute dispatches encode into a shared batch command buffer
committed once per drain instead of one commit per work item, mirroring
the Vulkan presenter's batched guest commands. Ordering inside the
batch is by encoder sequence: draw textures are now pre-resolved before
the consuming render or compute encoder opens, so feedback-read
snapshot blits encode into the batch (after the passes that rendered
the source) rather than committing ahead of them in separate command
buffers. Flips, image writes/blits, ordered actions, CPU-visible
write-backs, and every drain exit flush the batch first, preserving
the serial-queue ordering and WaitForGuestWork contracts.

Dreaming Sarah in-game on an M5 Max: CPU 72% -> 59% at a steady 60
guest flips; Metal API validation clean; all 25 shader compiler tests
pass.

* [Gpu] Metal vertex streams: share buffer slots, reject overflow gracefully

void Terrarium aborts with '-[MTLVertexAttributeDescriptorInternal
setBufferIndex:]: buffer index (31) must be < 31': every vertex
attribute got its own buffer slot from base 26, so six streams walk
past Metal's last vertex-stage buffer index (30) and the framework
assertion kills the process (reported by vladdenisov on PR #283).

Attributes of an interleaved vertex arrive from AGC as one stream
each, all reading the same guest buffer — assign slots by unique
(base address, stride, length) so those share one slot and one
upload. A draw whose unique streams still overflow the range is
skipped with a throttled warning instead of aborting. The assigned
slot keys the pipeline cache alongside the attribute offset, since
aliasing changes the baked vertex descriptor.

Dreaming Sarah renders correctly in-game at 60 flips with Metal API
validation clean; all 25 shader compiler tests pass. (void Terrarium
itself is not testable here — no decrypted copy.)

* [Gpu] Metal: drain guest work on enqueue, not only at render ticks

The Vulkan presenter's render loop is pulsed when guest work arrives
and waits at most a few milliseconds; the Metal render loop drained
guest work only inside its NSTimer tick, so every guest submit-then-
wait round-trip (release-mem labels, event writes, CPU-visible write-
backs) cost up to a full frame interval. Games that chain several such
waits per frame crawl: void Terrarium ran at 14 guest flips against
Vulkan's display rate, and input-to-effect latency suffered everywhere.

Enqueueing guest work now schedules a coalesced onGuestWork: message
onto the main run loop via performSelectorOnMainThread (block-free,
matching the NSTimer trampoline pattern), which drains the queue
immediately. A producer blocked on a full queue schedules the same
wake before waiting. void Terrarium's title menu: 14 -> 59 flips/s;
Dreaming Sarah unchanged at 60 with validation clean.

* [ShaderCompiler] Metal samplers: per-stage compact slots, not texture slots

Sampler argument indices copied the global texture slot (image binding
base + index), but Metal exposes only 16 sampler slots per stage
against 31 texture slots — a draw whose stages sample more than 16
images total emitted [[sampler(16+)]] and the MSL failed to compile
('sampler attribute parameter is out of bounds'), dropping the draw
(void Terrarium's in-game scenes).

Samplers now count sampled (non-storage) images from zero within each
stage, and Gen5MslShader carries the image-index -> sampler-slot map
plus the stage's image binding base so the presenter binds each
stage's samplers exactly where its shader declared them. A stage that
samples more than 16 images fails translation loudly. All 25 shader
compiler tests pass; goldens unchanged (single-texture fixtures keep
sampler 0).

* [Gpu] Metal draw textures: native guest formats, BC blocks, channel select

The draw-texture path assumed every texture was RGBA8: created
Rgba8Unorm, uploaded 4 bytes per pixel, and rejected anything whose
texel copy was smaller than W*H*4 as undersized. Games shipping
BC-compressed atlases (void Terrarium's entire in-game art) rendered
black, and because the rejected textures were never created they were
never content-cached — the AGC layer re-read and re-detiled megabytes
per draw (1.6 GB/s allocation, gen2 collections every second, 8 guest
flips).

Map guest texture formats to Metal case for case with the Vulkan
table (BC1-BC7 upload raw blocks — Mac-family GPUs sample them
natively — plus the 8/16/32-bit linear formats), size expectations
with the same block-aware byte math AGC uses, and honor the
descriptor's DST_SEL channel select through the texture swizzle,
mirroring Vulkan's component mapping. Unmapped codes keep the RGBA8
fallback.

void Terrarium now reaches gameplay past New Game: 49-54 guest
flips (from 8), no undersized-texture warnings, validation clean.
Dreaming Sarah unchanged at 60. All 25 shader compiler tests pass.

* [Gpu] Metal feedback reads: one snapshot per content version

Every draw sampling a live guest image blitted a fresh full-texture
snapshot, so compositing games that sample their render target on
most draws (void Terrarium: ~100 of ~105 draws per frame) pushed
gigabytes per second of blit traffic through the driver.

Guest images now carry a content version, bumped by every draw that
targets them, image write, blit destination, storage dispatch, and
guest-memory seed. The feedback-read path reuses one cached snapshot
until the version moves, so the blit happens per content change
instead of per draw. The image holds the snapshot's retain; consuming
command buffers keep replaced snapshots alive until they complete,
and retire/replace/write paths release the cache with the image.

void Terrarium in-game: 49 -> 58 guest flips at higher draw
throughput (Vulkan reference runs the same scene at 17-20 fps).
Dreaming Sarah unchanged at 60; validation clean; 25/25 tests pass.

* [Core] Pre-visit tracked texture pages before managed guest writes

A managed write into a page the guest-image write tracker has
protected dies with a fatal AccessViolation: the runtime surfaces
SIGSEGV in managed code as an exception before the resumable signal
bridge can restore access, unlike native guest stores which recover
through TryHandleWriteFault. Dead Cells crashed exactly there — an
AGC release-mem label write (CpuContext.TryWriteUInt64 on the render
thread) landing on a page the texture cache tracks.

TryWrite now calls GuestImageWriteTracker.NotifyManagedWrite up
front, unprotecting and dirtying any tracked pages in the span before
the copy — the hook existed for precisely this but had no callers.
Since this puts the tracker on every managed guest-write path, the
range snapshot now carries its overall bounds (one immutable object,
so the intersection test is always consistent with the array), letting
the common no-texture-pages case reject in a few instructions.

Dead Cells no longer crashes; Dreaming Sarah and void Terrarium
unaffected; all 25 shader compiler tests pass.

* [VideoOut] Name the active GPU backend in the macOS window title

macOS can run either backend — Vulkan through MoltenVK or native Metal
via SHARPEMU_GPU_BACKEND — so the window title now ends with the one in
use, e.g. "... · Apple M5 Max (Metal)" or "(Vulkan)". The suffix is
appended in SetSelectedGpuName (the single point both presenters call
to fold in the GPU name) and gated to macOS, so Windows and Linux
titles are unchanged. The name comes from a new BackendName on the
guest-GPU seam.

* [Gpu] Metal window: resizable, native full-screen, live drawable sizing

Add NSWindowStyleMaskResizable so the window can be dragged to any size
and set NSWindowCollectionBehaviorFullScreenPrimary so the green button
enters native full-screen instead of zooming. CAMetalLayer does not
track its drawable size to bounds on its own (even as a view's backing
layer), so the render loop matches drawableSize to the layer's current
bounds x contentsScale before each nextDrawable — a no-op on the common
unchanged tick. The present pass already aspect-fit letterboxes into the
drawable, so any window aspect ratio scales the frame without distortion.

Reading -bounds needs the x86-64 stret ABI for its 32-byte CGRect
return, added as SendStretRect. Verified live: drag-resize and
full-screen both scale correctly with Metal API validation clean.

* [ShaderCompiler] Metal wave64 compute: emulate cross-lane ops via scratch bridge

Replace the wave64 loud rejection with emulation, mirroring the SPIR-V
translator. A 64-lane guest wave is two 32-wide Apple simdgroups
co-resident in one threadgroup (Metal packs thread_index_in_threadgroup
0-31 into simdgroup 0, 32-63 into simdgroup 1), so sharpemu_lane becomes
thread_index_in_threadgroup & 63 and cross-lane ops that span the full
wave rendezvous the two halves through threadgroup scratch:

- ballot into EXEC/VCC/SGPR pairs: each half's simd_ballot is written to
  its scratch slot, a threadgroup_barrier syncs, and all lanes recombine
  the 64-bit mask into the low/high register pair (centralized in
  EmitBallotStore, which the wave32 path shares).
- read-first-lane: broadcasts the lowest active lane's value across both
  halves through a scratch slot (EmitWave64ReadFirstLane).
- mbcnt lo/hi: 64-lane thread-mask math (no cross-lane op, just correct
  per-lane masks; lanes >= 32 would overflow a 32-bit shift, so split).

The barriers are safe because the guest's scalar PC keeps all 64 lanes
lockstep through the dispatcher. Scope matches the SPIR-V reference: the
scratch is indexed by half, so correct for a one-wave (64-thread)
workgroup, and readlane across halves stays a 32-wide shuffle. Wave-
agnostic wave64 kernels still translate per-thread unchanged.

Verified on the real GPU (MetalRuntimeTests): the emitted wave64 MSL
compiles, and a 64-lane dispatch runs through the bridge barriers
without deadlocking, returning the broadcast value. All 27 tests pass;
Dreaming Sarah (60/60) and void Terrarium (in-game, 58 flips) show the
shared wave32 ballot path is unaffected.

* [Gpu] Metal samplers: bind through an argument buffer, lifting the 16-slot cap

Metal exposes only 16 direct [[sampler(N)]] slots per stage, but real
shaders sample more (void Terrarium's scene shader: 17 images) and were
dropped at translation. Route samplers through a per-stage argument
buffer instead: the MSL declares a Gen5Samplers struct (one sampler per
sampled image, [[id(N)]]) taken as constant& at a buffer slot past the
stage's globals/uniforms/scalar-state, and the runtime writes each
sampler's Tier 2 gpuResourceID into an arena slice bound there. Textures
stay on direct [[texture(N)]] slots (31 is enough). One sampler per
image keeps them distinct, matching the SPIR-V/Vulkan path — no dedup,
so no wrong-sampler artifacts.

Verified argument buffers lift the limit on Apple Silicon (20-sampler
pipeline probe). Dreaming Sarah renders correctly at 60/60 with Metal
API validation clean; the void Terrarium scene shader that exceeded the
limit now compiles and runs (draws 74 -> 102/frame); all 27 shader
compiler tests pass, goldens unchanged (fixtures sample nothing).

* [Gpu] Metal: Shared storage for CPU-populated, GPU-sampled textures

The MTLTextureDescriptor default is Managed, which on unified memory needs
an explicit host->device sync we never issue after replaceRegion, so the
GPU can sample stale texels. These textures are CPU-uploaded and GPU-read,
so Shared (coherent, no sync on Apple Silicon) is the correct mode.

* [HLE] Add missing AGC/AudioOut/Pad exports blocking Unity+FMOD titles

Four exports were unresolved and hard-stalled GPU/audio/input init in
Unity titles (Lunar Lander Beyond froze there before opening VideoOut):

- sceAgcDriverSetTFRing / sceAgcDriverSetHsOffchipParam: tessellation-ring
  and hull-shader off-chip config. We translate shaders directly, so these
  only need to report success for init to proceed.
- sceAudioOutGetPortState: report a connected primary output at full volume.
- scePadDeviceClassGetExtendedInformation: report a standard pad (no special
  peripheral) so device-class probes resolve.

Generic HLE, backend-agnostic (helps the Vulkan path equally).

* [VideoOut] RegisterBuffers2: mask the 32-bit category, accept COMPRESSED

sceVideoOutRegisterBuffers2's category is a 32-bit SceVideoOutBufferCategory
passed on the stack, but we read the full 64-bit slot — whose upper word
carries stale GNM magic (0xC0DEC0DE...) the caller never cleared. The old
check then rejected every call as INVALID_VALUE, so buffer registration
failed and no frame ever presented. Mask to 32 bits and accept both
UNCOMPRESSED (0) and COMPRESSED (1); we present either identically.

Fixes Lunar Lander Beyond reaching its window (now presents 3840x2160).

* [HLE] Stub sceAudioPropagation (3D-audio) so Astro Bot boots past its assert

Astro Bot hard-crashed right after the splash: it calls
sceAudioPropagationSystemQueryMemory during audio init, and because the
whole libSceAudioPropagation module was unimplemented the call failed, so
the game asserted (AudioPropagationContext.cpp:43) and executed int 0x41 to
abort — an unrecoverable trap that kills the process.

We don't model acoustic propagation (geometry-driven reverb/occlusion is a
quality feature, not a correctness gate). The API is placement-style, so
QueryMemory reports a buffer size and the rest succeed as no-ops: the system
lives in the caller's own buffer. All 39 entry points stubbed; the game now
boots past the assert to the presenter. Backend-agnostic HLE.

* [Kernel] pthread_cond_wait: don't spuriously EPERM an untracked mutex

pthread_cond_wait/timedwait required our host-side mutex tracking to show
the calling thread as the owner, else it returned EPERM. But libkernel's
uncontended mutex fast-path locks the mutex word in guest memory directly,
without an HLE call, so we often never observe the lock and see owner==0.

Real pthread_cond_wait requires the caller to hold the mutex but does not
verify it for normal mutexes, so EPERM here is doubly wrong: it spins the
guest (Hades hammered this millions of times/sec) and, worse, skips the
unlock — leaving the mutex held and wedging every thread that later blocks
on pthread_mutex_lock. When the mutex reads as untracked (owner==0), adopt
ownership so the unlock/wait/re-lock cycle is balanced and actually releases
it. Genuine ownership violations (owned by another thread) still error.

Eliminates the EPERM storm and converts the resulting livelock into correct
blocking; no effect on games that lock through the HLE (owner already set).

* [Core] SSE4a EXTRQ patch: read the xmm register from ModRM, not xmm2

The loader rewrites Sony's AMD-only SSE4a EXTRQ+blend idiom into SSE4.1 at
boot, because Rosetta 2 and Intel hosts raise #UD -> SIGILL on EXTRQ. The
matcher hard-coded the source register to xmm2 (ModRM 0xC2), but the compiler
allocates it freely: Dead Cells (PPSA15552) emits the identical idiom against
xmm1, so it slipped through unpatched and the game died with SIGILL right
after the first frame.

Read the register from the ModRM r/m field instead, covering xmm0-xmm7, and
require it to be consistent across the EXTRQ and the blend. The pure
match/encode logic is extracted into Sse4aExtrqBlendPatch, isolated from the
native page-patching, and unit-tested for every register plus the round trip
and rejection cases; DirectExecutionBackend just applies it.

Dead Cells now patches its xmm1 idioms and boots past the first frame.

* [Ngs2] Implement non-allocator sceNgs2SystemCreate / sceNgs2RackCreate

Dead Cells uses the non-allocator NGS2 create entry points, which were
unimplemented. sceNgs2SystemCreate came back as an unresolved import, so the
game got a garbage system handle; every downstream sceNgs2RackCreate /
sceNgs2RackGetVoiceHandle then failed, the voice handle stayed null, and once
gameplay started the audio path polled sceNgs2VoiceGetState/VoiceControl on
the null voice forever — freezing the game in-level at FLIP 0.

The non-allocator forms differ only in a caller buffer (rsi/rcx) vs an
allocator callback; the system/option and out-handle arguments sit at the
same positions, so they alias the existing WithAllocator implementations.
Resolves the NGS2 InvalidVoiceHandle storm (591+/run -> 0).

* [SaveData] Real save subsystem: ~/SharpEmu/Saves/<titleId>, events, full CRUD

Rework the SaveData HLE from a partial stub into a working subsystem:

- Storage moves to ~/SharpEmu/Saves/<titleId>/<dirName>/ (was next to the
  exe under user/savedata/<userId>/<titleId>), overridable via
  SHARPEMU_SAVEDATA_DIR. Metadata (title/subtitle/detail/userParam) and icon
  live in <slot>/sce_sys/. Pure path + param.json logic is isolated in a new
  SaveDataStorage type and unit-tested.
- Async event model: sceSaveDataGetEventResult now resolves (was an
  unresolved import a save worker polled forever), returning queued completion
  events or a clean 'no event' status; SyncSaveDataMemory posts a
  SAVE_DATA_MEMORY_SYNC_END event. Plus GetEventInfo/SetEventInfo/register
  callbacks.
- New exports: Mount/Mount2/Mount5/Umount, Delete/Delete5, GetParam/SetParam,
  SaveIcon/SaveIconByPath/LoadIcon, GetAllSize/GetProgress/GetMountInfo/
  IsMounted/GetSaveDataCount/GetMountedSaveDataCount/Abort, Initialize/
  Initialize2/Terminate, SaveDataMemory v1 aliases.
- Mounts are tracked so Umount2 really unregisters the /savedata0 mapping
  (new KernelMemoryCompatExports.UnregisterGuestPathMount) and params/icons
  resolve against the live mount; DirNameSearch surfaces param.json titles.

15 new unit tests (storage layout/sanitize/metadata + mount/event/param/delete
exports); full suite 277 passing.

* [Gpu] Metal: Cmd+F1 toggles Apple's Metal Performance HUD

Plain F1 keeps the built-in CPU-rasterized perf overlay; Cmd+F1 now toggles
the system Metal Performance HUD on the CAMetalLayer, Metal backend only.

Command-modified keys never reach keyDown: (AppKit routes them through the
key-equivalent chain), so the input view gains a performKeyEquivalent:
override that claims Cmd+F1 (also silencing the system beep) and leaves
everything else to the responder chain.

Configured per Apple's 'Customizing Metal Performance HUD':
developerHUDProperties with mode=default + logging=default, plus
MTL_HUD_LOG_SHADER_ENABLED=1 passed directly in the dictionary — HUD,
per-frame statistics logging, and shader-compile logging all enabled from
one property set; mode=disabled hides it again. Guarded by a
respondsToSelector: check for older macOS.

* [Gpu] Metal: also catch Cmd+F1 in keyDown: for the HUD toggle

Function keys reach keyDown: even with Command held (AppKit only reroutes
some chords through performKeyEquivalent:), so the HUD toggle was never
firing there. Handle Cmd+F1 in both the keyDown: and performKeyEquivalent:
paths, and keep it out of MetalHostInput so it can't also flip the plain-F1
perf overlay.

* [Audio] Diagnostics: NGS2 voice-param dump + AudioOut peak-amplitude trace

Two gated traces (idiomatic SHARPEMU_LOG_* style) that pinpoint where audio
dies for NGS2-based games:

- SHARPEMU_LOG_NGS2 now walks the sceNgs2VoiceControl param list and logs each
  {size,id} block header + payload bytes, confirming the real layout
  (header = u32 size, u32 id; waveform-block param id=0x10000001 carries the
  guest PCM pointer at +8; rate param id=0x10000005 carries the resample ratio).
- SHARPEMU_LOG_AUDIO_OUT logs sceAudioOutOutput call count and the peak
  amplitude of each submitted buffer.

Finding on void Terrarium: sceAudioOutOutput is called thousands of times on
both 8ch/float32 ports, but every buffer has peak=0.0 — the guest submits pure
silence. The host path (AudioOut -> PCM convert -> CoreAudio) is proven correct;
the silence originates in Ngs2SystemRender, which zeroes the output buffer
instead of mixing voices. Restoring audio for NGS2 games requires a real NGS2
software mixer (next).

* [Audio] NGS2 software mixer: decode + mix PS-ADPCM voices

NGS2-based games were silent because sceNgs2SystemRender only zeroed the
output buffer. This adds a real software mixer:

- Ngs2VagDecoder: clean-room PS-ADPCM ("VAGp") decoder producing mono PCM16
  with loop points resolved from the exact per-frame flag values (3=loop
  start, 6=loop end, 1/7=one-shot end).
- Voice control now parses the SceNgs2VoiceParamHead command list, decodes the
  waveform-blocks param's VAGp container once, and arms the voice.
- sceNgs2SystemRender mixes every armed voice belonging to the system into the
  leading grain of the render buffer as interleaved float32 (nearest-sample
  resample from the source rate to 48 kHz, additive into the front L/R pair),
  which is exactly what games copy to sceAudioOutOutput.

Verified on void Terrarium: previously peak=0.0 silence at AudioOut, now real
audible SFX/music. Voices are still armed on waveform assignment rather than an
explicit kick, so pooled/duplicate voices can overlap — trigger-state handling
is a follow-up.

* [Gpu] AGC: latch GPU-wait satisfaction to the produced value

Fixes a lost-wakeup race that stalled games at a black/splash screen. When a
RELEASE_MEM packet writes a completion label, the guest frequently resets that
label to 0 immediately to reuse it next frame. Our wake path
(GpuWaitRegistry.CollectSatisfied) re-reads *current* guest memory, so if the
reset lands before the wake pass runs, the transient satisfied window is missed
and the suspended DCB waits forever — even though the producing write executed
(traced as wrote=True) and its producer is marked completed.

RELEASE_MEM producers now call GpuWaitRegistry.LatchSatisfiedByValue with the
value they actually wrote, recording satisfaction at the moment of the write for
any waiter that value satisfies. CollectSatisfied honors the latch regardless of
the current (possibly-reset) memory value. This is fail-closed: a waiter only
latches when a real producer wrote a genuinely satisfying value.

Verified: Astro Bot's DEADBEEF sentinel wait (dcb.graphics waiting on a
release_mem label) that was permanently stuck is now resolved; void Terrarium is
unregressed (runs, audio intact, no producerless stalls). Astro still has
separate unresolved blockers (producer-behind-its-own-wait cascades and
producer=none-observed labels) tracked for follow-up; WRITE_DATA/DMA_DATA
producers could latch too but are left out until there is evidence they race.

* [Gpu] AGC: retry indirect dispatches whose GPU-computed dims aren't ready

GPU-driven games (Astro Bot) build their frame on the GPU: a compute dispatch
writes the thread-group dimensions for the next DISPATCH_INDIRECT into a guest
buffer. Our AGC parser reads those dimensions on the CPU at parse time, which
runs before the producing dispatch has executed on the render thread — so it
read 0/0/0 and dropped the work (agc.dispatch_reject zero-dimension), leaving
the scene unrendered (black) and cascading into stuck cross-queue fence waits.

Instead of dropping a zero-dimension INDIRECT dispatch, suspend the DCB on its
dimensions buffer (reusing the WAIT_REG_MEM suspend/resume + GpuWaitRegistry
machinery) until the producer writes non-zero dims, then re-parse and dispatch.
A bounded per-wait deadline (150 ms) resumes-and-drops a genuinely empty
indirect dispatch so it can never stall the queue, making the change
non-regressive: worst case matches the old drop behavior after a short wait.
Direct dispatches (dims inline) are unaffected.

Result: Astro Bot goes from a permanent black screen to actually rendering
(the presenter reports "Metal VideoOut presenting 3840x2160"). void Terrarium —
which issues no indirect dispatches — is unregressed (runs, audio intact, zero
rejects). Astro then hits a separate, newly-reached downstream crash (guest
TBB worker thread_set_state failure) tracked for follow-up.

* [ShaderCompiler] Metal: keep compute shaders within read_write and LDS limits

Two Metal limits made real Astro Bot compute shaders fail to compile/create,
which dropped their dispatches and cascaded into stuck GPU waits (splash hang):

- Textures with access::read_write are capped at 8 per function, but every
  storage image was declared read_write. Track each binding's actual access
  during body emission (ImageLoad->read, ImageStore->write, ImageAtomic and a
  load+store sharing one binding->read_write) and emit the minimal qualifier,
  so read-only/write-only storage images no longer count against the cap.

- Threadgroup memory is capped at 32 KB. A shader requesting the full 32 KB of
  LDS plus the separate 3-dword wave64 bridge overflowed by 12 bytes. Alias the
  bridge into the top of the LDS allocation when both are used, mirroring the
  SPIR-V translator's _waveScratchInLds path, keeping the total at 32 KB.

Verified on Astro Bot: "read_write access exceeds maximum (8)" and "Threadgroup
memory size (32780) exceeds maximum (32768)" are both gone; the 27 MSL golden
tests still pass (no golden used a storage image or LDS+wave64 shader).

* [Gpu] AGC: break cross-queue GPU wait deadlocks with a produced-value fallback

Real GPU-driven titles (Astro Bot) drive graphics and compute queues with
mutually dependent WAIT_REG_MEM fences: graphics waits on a compute EOP label,
compute waits on a graphics label. On hardware the two queues run concurrently
so the cycle resolves, but our submission parser is serial, so a label that gets
written -> reset for reuse -> re-waited across queues can wedge forever. The
latch fix helped the write-then-consume race but the cycle re-formed each frame
(graphics stuck at 3 flips, compute queues permanently suspended).

Producers now record the last value they wrote to each label
(GpuWaitRegistry.RecordProduced). A new deadlock breaker
(CollectDeadlockBroken, run from DrainResumableDcbs) releases any waiter stuck
past a 500 ms deadline whose condition is satisfied by that recorded value —
i.e. a real producer signalled the label at least once, guest memory has just
since been reset. It never fabricates a value, and the long deadline means
legitimate fences (which complete within a frame) never trip it.

Verified: Astro Bot goes from 3 flips (wedged on splash) to 25, loads its
splash level ("LevelDocument Loaded: ps_logo") and produces 2432x1368 frame
content. void Terrarium is untouched — 0 deadlock-break events, 1020 flips,
audio intact (its waits resolve far under the deadline). Tunable via
SHARPEMU_GPU_DEADLOCK_BREAK_MS.

* [Cpu] SSE4a EXTRQ patch: cover any blend destination register, not just xmm0

The EXTRQ+VPBLENDD idiom rewrite only matched when the blend destination was
xmm0 (VEX.vvvv byte 0x79). Sony's toolchain allocates that register freely: a
Dead Cells build emits `EXTRQ xmm4,0x28,0x00 ; VPBLENDD xmm3,xmm3,xmm4,2`
(VEX byte 0x61, dest xmm3). That instance stayed unpatched, so the AMD-only
EXTRQ reached Rosetta 2 and raised #UD -> SIGILL (0xC000001D) the moment the
game entered gameplay (loading level PrisonStart).

Read the destination register from VPBLENDD's VEX.vvvv / ModRM.reg as well as
the source from the ModRM r/m field, and emit PINSRD into that destination. Both
are still constrained to xmm0-xmm7 by the fixed VEX prefix. Match/encode stay in
the unit-tested helper.

Verified: Dead Cells now patches 14 EXTRQ blends (previously 0 on this build),
no SIGILL, and reaches PrisonStart. 15 patch unit tests pass, including the exact
xmm3/xmm4 bytes that faulted.

* [HLE] Implement Dead Cells' remaining unresolved imports

Three imports Dead Cells calls during boot/level-load were unresolved, so they
returned no defined value:
- scePadGetHandle (libScePad): returns the primary pad's handle (polled every
  frame for input); same validation as scePadOpen.
- sceNpEntitlementAccessGetAddcontEntitlementInfo (libSceNpEntitlementAccess):
  singular add-on-content lookup; we own no DLC, so zero the info out and return
  OK, matching the existing list variant.
- sceNpUniversalDataSystemEventPropertyArraySetString: telemetry setter, dropped.

Dead Cells now boots with zero unresolved imports. (It still stalls later at
PrisonStart level-load — a separate GPU/threading issue, not an import gap.)

* [Kernel] Fix pthread mutex deadlock: trylock semantics + stale-waiter clog

Hades hard-froze during boot on a "free but reserved" mutex: owner==0 yet
every acquisition failed forever. Two independent defects in the pthread
mutex compat layer combined to wedge it, both traced from real runs.

1. trylock incorrectly required an empty wait queue. POSIX
   pthread_mutex_trylock succeeds whenever the mutex is not currently held
   and owes no fairness to queued waiters; gating it on Waiters.Count==0 made
   a spin-on-trylock loop (which the game runs) spin forever against a single
   undrainable waiter even though owner==0. trylock now acquires on owner==0;
   the blocking lock still honours FIFO so genuine blocked waiters are not
   starved by a barging locker.

2. cond_timedwait timeouts leaked mutex re-acquire waiters. A cond wait's
   timeout enqueues a re-acquire waiter whose wake hand-off can be lost,
   orphaning it in the mutex queue. Multiple orphans from one thread piled at
   the FIFO head; the unlock hand-off then woke a dead wake-key and the mutex
   never drained. A thread can hold at most one pending acquisition on a
   mutex, so EnqueueMutexWaiterLocked now prunes any prior waiter for the same
   thread before enqueueing — collapsing the leaked pile.

Verified: Hades advances from a hard freeze at ~4.9M HLE calls (main and a
worker both blocked on the same free mutex) to 24.9M calls with no stall,
reaching the save-data/user-service boot stage. void tRrLM behaves
identically with and without the change (no regression); all 268 Libs tests
pass.
2026-07-18 20:32:00 +03:00
Mees van den Kieboom 743fe5cc26
[ShaderCompiler/Vulkan] Match vertex input numeric types (#351)
Declare UINT and SINT vertex attributes with integer SPIR-V component types so shader interfaces match the Vulkan pipeline formats. Keep normalized, scaled, and floating-point formats on float inputs.

Signed-off-by: missatjuhvdk1 <177474143+missatjuhvdk1@users.noreply.github.com>
Co-authored-by: missatjuhvdk1 <177474143+missatjuhvdk1@users.noreply.github.com>
2026-07-18 03:01:01 +03:00
lilp c9d018db8e
Vulkan: fix guest storage image and render-state handling (#332) 2026-07-18 02:54:52 +03:00
tensorcrush 847371d2de
[AGC] Decode VOP3P and emit packed f16 arithmetic (first slice) (#145)
* [AGC] Decode VOP3P and emit packed f16 arithmetic (first slice)

On gfx10 the VOP3P family lives under its own 0b110011000 prefix (word0
top byte 0xCC), which the major-opcode switch currently routes to the
SMEM branch, so packed instructions were decoded as scalar memory ops
and emitted as silent no-ops. Intercept the exact 9-bit prefix ahead of
the switch, decode the five packed-f16 arithmetic opcodes with their
op_sel/op_sel_hi/neg_lo/neg_hi/clamp modifiers, and emit them as
UnpackHalf2x16 -> component-wise f32 vec2 ops -> PackHalf2x16 so no
Float16 capability is needed.

Bit layout and opcode numbers pinned to LLVM MC test encodings
(vop3p.s, gfx10_vop3p_literalv216.txt) and VOP3PInstructions.td.
Unsupported modifiers, packed constants and out-of-scope packed opcodes
fail with a clear error instead of emitting wrong results.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* [AGC] Make packed f16 exact and drop v_pk_fma_f16 (review response)

Address the FP16 correctness review on the VOP3P slice.

Replace GLSL UnpackHalf2x16/PackHalf2x16 with explicit integer f16<->f32
conversions (EmitHalfToFloat/EmitFloatToHalf): exact widening with subnormal
normalisation, and narrowing with round-to-nearest-even, overflow-to-Inf and
NaN/Inf handling. Their subnormal and rounding behaviour no longer depends on
implementation-defined float-controls modes.

With exact conversions, v_pk_add_f16 and v_pk_mul_f16 are bit-exact to a true
f16 op (f32 result rounds losslessly to f16; a f16 product fits in f32). Emit
v_pk_min_f16/v_pk_max_f16 as fminnum_like/fmaxnum_like (NaN operand returns the
other; ordered numeric compare) instead of GLSL FMin/FMax.

v_pk_fma_f16 now fails emission loudly: a fused f16 FMA rounds once, an f32
multiply-add then pack double-rounds (fma(0x4100,0x7522,0x04EA) is 0x7A6B fused
vs 0x7A6A via f32). Exact fused emulation is a planned follow-up slice.

ShaderDump gains an Expect model (Translates/DecodeFails/EmitFails) and packed
regressions: arith, non-default modifiers, and loud-failure pins for the fma
case above and for clamp.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>

---------

Co-authored-by: tensorcrush <tensorcrush@users.noreply.github.com>
Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
Co-authored-by: Antigravity AI <antigravity@gemini.com>
2026-07-17 18:58:22 +03:00
Mees van den Kieboom 9883a9445d
[AGC] Implement RDNA2 buffer/image/DS 32-bit atomic instructions (#222)
Adds decode and SPIR-V translation for the missing MUBUF, MIMG and DS
atomic instructions in the Gen5 shader translator, generalizing the
existing BufferAtomicAdd path. Covers swap, cmpswap, add, sub,
smin/smax, umin/umax, and/or/xor, inc and dec, plus the DS RTN
variants. Image atomics go through OpImageTexelPointer on the storage
image binding.

Notable: DS_CMPST operand order (DATA0 = comparator, DATA1 = new
value) is reversed relative to buffer/image cmpswap, which a dedicated
test locks in. ATOMIC_INC/DEC are approximated with
OpAtomicIIncrement/IDecrement, exact for the common 0xFFFFFFFF clamp.

Verified with 9 new synthetic decoder and end-to-end SPIR-V tests
(part of the #36 test corpus effort); full suite passes 35/35.

Signed-off-by: missatjuhvdk1 <177474143+missatjuhvdk1@users.noreply.github.com>
Co-authored-by: missatjuhvdk1 <177474143+missatjuhvdk1@users.noreply.github.com>
2026-07-16 17:28:39 +03:00
Miguel Cruz 864cbb0fa0
[AGC/Vulkan] Extend PS5 runtime and rendering compatibility (#216)
* [Core] Add POSIX native execution and PS5 SELF support

Extend the native backend, guest TLS, fixed-address memory, and loader paths needed by PS5 titles on Windows, Linux, and macOS. Keep workstation GC so high-core-count hosts do not reserve over fixed guest image bases.

* [HLE] Expand PS5 service and media compatibility

Add the kernel, threading, save-data, networking, audio, video-codec, font, dialog, and service exports required by newer PS5 software. Preserve every SysAbi NID currently registered by main while adding the compatibility surface used by ASTRO BOT.

* [AGC/Vulkan] Extend Gen5 shader and presentation support

Expand PM4 handling, Gen5 shader translation, MRT and packed export support, guest image tracking, depth initialization, texture aliasing, and Vulkan presentation. Add the performance overlay and address-filtered diagnostics used to validate ASTRO BOT with original shaders.

* [Core] Align static TLS reservation across hosts

* [Pad] Align primary user ID with UserService

* [Gpu] Preserve runtime scalar buffers across renderer seam

* [AGC] Restore omitted command helper exports

* [Vulkan] Reuse primary views for promoted MRT targets

* [Vulkan] Preserve scratch storage bindings in compute dispatches
2026-07-16 02:02:34 +03:00
kostyaff b5930465f2
[AGC] Correct VReadlaneB32 decode and emission (#237)
VReadlaneB32 (VOP3 0x360) had two bugs:

1. Decode: VOP3 decode always set destinations = Vector(word & 0xFF).
   For VReadlaneB32, bits 0-7 are unused — the scalar destination is
   in bits 8-14. Now decodes as Scalar((word >> 8) & 0x7F).

2. Emission: VReadlaneB32 was in the VMovB32 fall-through group,
   just returning GetRawSource(instruction, 0) — reading the current
   lane's value. By ISA, sdst = vsrc0[lane(src1)], which requires
   reading a different lane's value. Now uses SPIR-V
   GroupNonUniformBroadcast(scope=Subgroup, value=src0, lane=src1)
   when subgroup operations are available, with a fallback to the
   current-lane simplification when not.

3. Routing: TryEmitVectorAlu called TryGetVectorDestination first,
   which checks for VectorRegister kind. With the scalar destination
   fix, VReadlaneB32 now routes to a new TryEmitReadlane handler
   before the vector destination check.

4. Subgroup capability: UsesSubgroupShuffle now includes VReadlaneB32
   so GroupNonUniform capability is enabled when needed.

Verified: dotnet build 0 errors/0 warnings, 26/26 tests pass,
ShaderDump all programs behaved as expected.
2026-07-16 00:27:26 +03:00
kostyaff 92497689ab
[AGC] Fix VOP3 decode for V_READLANE_B32 and V_WRITELANE_B32 (#232)
PR #200 moved shader files from SharpEmu.Libs/Agc/ to new projects
SharpEmu.ShaderCompiler and SharpEmu.ShaderCompiler.Vulkan. This
re-ports the VOP3 decode fix from PR #226 to the new file paths.

Decode table (Gen5ShaderTranslator.cs):
- 0x360: VMadU32U16 -> VReadlaneB32 (per RDNA2 ISA)
- 0x361: VMulLoU32 -> VWritelaneB32 (0x361 was a duplicate of 0x169)
- 0x373: added VMadU32U16 at its correct opcode

Emission (Gen5SpirvTranslator.Alu.cs):
- VWritelaneB32: per-lane conditional write via IEqual+Select,
  stores with guardWithExec:false (writelane bypasses exec mask)
- VReadlaneB32: kept as GetRawSource(instruction, 0) simplification
  (correct emission with src1 lane select is a follow-up)

Verified: dotnet build 0 errors/0 warnings, 26/26 tests pass,
ShaderDump all programs behaved as expected.
2026-07-16 00:25:59 +03:00
Gutemberg Ribeiro 320dbcacba
[SourceGenerators] Compile-time SysAbi export registry, analyzers, and build-generated aerolib.bin (#204)
* [SourceGenerators] Add the SysAbi export generator and analyzers (phase 0)

New SharpEmu.SourceGenerators Roslyn component, complete and tested but
consumed by nothing yet — the emulator projects adopt it in the
following commits.

Ps5Nid ports the PS NID derivation (base64 of the byte-reversed first
eight SHA1 bytes of name + fixed suffix) from
scripts/generate_aerolib_binary.py to C#, so what has always been a
manual, out-of-band computation becomes a compile-time capability.

SysAbiExportGenerator emits a per-assembly SysAbiExportRegistry whose
CreateExports(Generation) reproduces ModuleManager's reflection scan
exactly — same generation inheritance and filtering, same method-name
fallback, same libKernel default — with attribute-omitted NIDs derived
algorithmically (equivalent to the runtime catalog lookup, which is
built from the same computation). Parameterless handlers are adapted to
the SysAbiFunction shape; invalid declarations are skipped here because
the analyzer rejects them as build errors, so nothing drops silently.

SysAbiExportAnalyzer turns the runtime failure modes into diagnostics:
SHEM001 duplicate NID (across declared and derived forms), SHEM002
malformed NID, SHEM003 uncallable handler signature, SHEM004 NID
contradicting its export name (the class of drift previously fixed by
hand), SHEM005 unresolvable export, SHEM006 export name unknown to
ps5_names.txt when the catalog is wired as an AdditionalFile, SHEM007
handler not reachable by generated code.

The self-contained test suite drives both in-process against the real
SharpEmu.HLE metadata: known catalog NID pairs pin the algorithm, the
generated registry must itself compile, and each diagnostic has a
triggering fixture. Fittingly, the NID pinning test caught a wrong
pair in its own first draft — the exact mistake SHEM004 exists to stop.

* [SourceGenerators] Adopt the generated export registry in the emulator (phase 1)

SharpEmu.Libs consumes the generator and analyzers, with
scripts/ps5_names.txt wired as the AdditionalFile catalog. The runtime
now registers exports from the compile-time SysAbiExportRegistry
instead of the boot-time reflection scan; RegisterFromAssembly is
retained solely as the arbiter for a parity test that pins the two
tables identical — same NIDs, names, libraries, targets, and handler
methods — across Gen4, Gen5, and combined registration.

First contact between the analyzer and all 715 existing exports
surfaced real drift the old offline checker structurally missed
(scripts/check_sysabi_aerolib.py skipped any NID absent from
aerolib.bin): three exports whose friendly names collide with real
catalog symbols of different NIDs, now suppressed at-site with reasons
pending AGC API confirmation, alongside the established synthetic
Unknown* labels for uncatalogued NIDs, which prompted a rule
refinement — SHEM004 only hard-errors when the export name is a real
catalog symbol, since synthetic labels cannot be validated by hashing
and the NID is authoritative for them. The two allowlisted mismatches
in the python checker no longer trigger anything, and the checker is
deleted: the analyzer subsumes it with the semantic model instead of
regex, and validates every declared pair rather than only
catalog-known NIDs.

* [SourceGenerators] Generate aerolib.bin at build time from ps5_names.txt

The runtime NID -> name catalog is derived data and no longer lives in
the repository: a Framework-only MSBuild task (GenerateAerolibBinaryTask,
sharing the same Ps5Nid implementation the analyzers use) builds it
into the intermediate directory from scripts/ps5_names.txt — now the
single source of truth — and SharpEmu.HLE embeds it from there. The
output is byte-identical to the previously committed binary, verified
with cmp against git history; a new test pins that the embedded catalog
loads and resolves a known symbol both directions.

scripts/generate_aerolib_binary.py is deleted (its algorithm lives in
Ps5Nid, its invocation in the build); the REUSE annotation for the
binary goes with it. MSBuild's Inputs/Outputs check means the ~154k NID
hashes only recompute when the names file actually changes. The task
implements ITask against Microsoft.Build.Framework directly, keeping
the vulnerable-flagged Utilities.Core package out and the analyzer
project's file-IO ban suppressed only inside the task itself.

* [SourceGenerators] Emit typed-signature register thunks (phase 2)

[SysAbiExport] handlers can now be written with real signatures — a
CpuContext followed by up to six int/uint/long/ulong parameters — and
the generator emits the SysV unmarshalling thunk, mapping parameters
positionally to RDI/RSI/RDX/RCX/R8/R9 with the same unchecked-cast
idiom hand-written handlers use. SHEM003 accepts the new shape and
rejects register overflow and non-register-representable types. Both
shapes coexist, so migration is per-handler; sceKernelPollSema,
sceKernelSignalSema, and sceKernelCancelSema migrate as the
demonstration (the last showing raw ulong guest-address passthrough).

The reflection scan cannot represent typed handlers, so it retires
here: RegisterFromAssembly, its signature validation, and
ResolveExportInfo are deleted, and the parity test that pinned the
generated registry to the scan is replaced by content-invariant tests
(duplicate-free, full 715-export surface, catalog identity). Deleting
the scan surfaced a phase-1 latent regression — the pre-JIT warm sweep
enumerated only reflection-scanned assemblies, so the generated
registration path warmed nothing and re-exposed the guest-thread
fail-fast risk; the warm set is now derived from the registered
handler delegates themselves.

* [SourceGenerators] Marshal guest strings declaratively with [GuestCString] (phase 3)

A string parameter on a typed [SysAbiExport] handler, annotated
[GuestCString(maxLength)], now makes the generated thunk read the
null-terminated UTF-8 string from the argument register's guest
address before the handler runs, returning
ORBIS_GEN2_ERROR_MEMORY_FAULT to the guest when the read fails —
the exact prologue nearly every string-taking handler writes by hand.
The attribute lives in SharpEmu.HLE next to SysAbiExportAttribute;
SHEM008 rejects misuse (non-string parameter, non-positive MaxLength)
while a bare string parameter stays a SHEM003 signature error.

_open, open, and sceKernelOpen migrate as the demonstration; they were
chosen because their hand-written prologue faulted on a null pointer
the same way the thunk does (handlers that return INVALID_ARGUMENT for
null pointers, like sceKernelCreateSema, keep the raw shape so guest-
visible semantics stay untouched).

* [SourceGenerators] Apply review findings across the branch

Behavior: the open/_open/sceKernelOpen [GuestCString] demo migration is
reverted — the local compat reader falls back to host memory for paths
in loader-mapped regions that ctx.Memory cannot see, so the generated
thunk would have turned recoverable reads into MEMORY_FAULT. The
marshalling infrastructure stays, proven by generator/analyzer tests;
production migration waits for a handler whose semantics the thunk
reproduces exactly. A comment on the handler records why.

Build robustness: the aerolib target is skipped for design-time builds
(the IDE resolves project references without compiling them, so on a
fresh clone the task assembly does not exist yet), and the task/names
paths are centralized in properties. The generator now emits no
registry for export-free assemblies, so referencing the analyzer can
never mint a colliding SharpEmu.Generated type.

Cleanup and perf: the pragma-suppression sites left mis-indented by the
phase-1 relocation are reformatted and the restores moved after the
method body; the dead ExportsForTesting hook and its InternalsVisibleTo
are deleted; the aerolib task reuses one SHA1 instance across ~150k
names; the analyzer caches the parsed catalog per file snapshot instead
of re-parsing 150k lines every compilation start, shares the attribute
name constant with the generator, and computes the catalog-membership
check once.

* [CI] Run the test suites in the build workflow

The workflow compiled the test projects (they are in SharpEmu.slnx) but
never executed them. A solution-level dotnet test now runs between
build and publish, so any test failure fails the build — including the
AerolibCatalogTests/SysAbiRegistryTests that guard the build-generated
aerolib.bin and the generated export registry. Generation failures of
aerolib.bin itself already fail the build step: the MSBuild task logs
an error event and returns false, and a missing task assembly or
missing embedded output are hard MSBuild errors. The NuGet cache key
now also tracks the test projects' lock files.

* [SourceGenerators] Address review feedback

Multi-diagnostic analyzer tests no longer assume a stable diagnostic
order (analyzer execution is concurrent), and the aerolib task logs
the full exception instead of only its message so build failures keep
the type and stack trace.

* [SourceGenerators] Address second review round

Symbol-name comparisons in the shape rules and analyzer now pin an
explicit SymbolDisplayFormat.FullyQualifiedFormat instead of relying on
the display-format default, and the aerolib task fails loudly on a
symbol name that would overflow the format's ushort length prefix
instead of silently truncating it, with null-safe output-directory
handling made explicit.

* [SourceGenerators] Embed aerolib.bin via a target so design-time builds never reference it

The static EmbeddedResource item referenced the generated file even in
design-time builds, where the generation target is skipped — on a fresh
clone the IDE would try to embed a file that never existed. The item is
now created inside an EmbedAerolibBinary target gated on
DesignTimeBuild, separate from the generation target so an up-to-date
skip of GenerateAerolibBinary cannot drop the item with the rest of its
body, and hooked before AssignTargetPaths since dynamic resource items
added later miss the resource pipeline.

Verified fresh build, incremental rebuild (embedded catalog test both
times), and a simulated design-time compile with no artifacts present.

* [SourceGenerators] Regenerate test lock file after rebase onto main

Rebase fallout: main's package graph shifted under #200, so the
SourceGenerators.Tests lock file is re-evaluated to keep --locked-mode
restore green at the branch tip.

* [Build] Drop NuGet lock files; rely on central package management

Central package management was already in effect (ManagePackageVersionsCentrally
with all versions in Directory.Packages.props and no inline PackageReference
versions), so the per-project packages.lock.json files and the lock-mode
workflow only added maintenance overhead. This removes all eleven lock files,
drops RestorePackagesWithLockFile so restore no longer regenerates them, and
takes --locked-mode off the CI restore steps (re-keying the NuGet cache on the
central props files). Package versions remain centrally pinned in
Directory.Packages.props.
2026-07-16 00:00:32 +03:00
Gutemberg Ribeiro 30fdd8d6ed
[Gpu] Backend-neutral shader compiler and guest-GPU renderer seam (#200)
* [ShaderCompiler] Extract the backend-neutral shader compiler project

Move the Gen5 (gfx10) microcode decoder, the scalar evaluator, the
shader IR, and the metadata reader out of SharpEmu.Libs/Agc into a new
SharpEmu.ShaderCompiler project — the half of shader compilation every
codegen backend (SPIR-V today; MSL and DXIL later) consumes. Types go
public: they are the contract now. Nothing in the project may depend on
a host graphics API; the SPIR-V-specific artifact types
(Gen5SpirvShader, Gen5SpirvStage) stay beside the emitter in Libs.

Three couplings surfaced by the move, each resolved at the right depth:
GuestDrawKind was defined inside VulkanVideoPresenter despite being a
guest-domain, decoder-produced concept — it moves to the shared project;
the evaluator's one HLE dependency (the tracked-libc-heap read
fallback) becomes an injectable hook that a Libs module initializer
installs before any caller can reach the evaluator; and the inline-
constant table is promoted to a shared Gen5InlineConstants so backends
cannot drift on constant semantics (the SPIR-V translator now delegates
to it).

The ShaderDump tool drops its reflection over the moved types in favor
of direct typed calls; only the SPIR-V emitter, still internal to Libs
until it moves to its own backend project, is reached via reflection.
Verified by a clean solution build, the existing test suite, and a full
ShaderDump conformance run.

* [ShaderCompiler] Move the SPIR-V emitter into SharpEmu.ShaderCompiler.Vulkan

Gen5SpirvTranslator (with its ALU partial), SpirvModuleBuilder,
SpirvFixedShaders, and the Gen5SpirvShader/Gen5SpirvStage artifact types
move whole from SharpEmu.Libs/Agc into the first per-backend codegen
project. Notably it needs no Vulkan bindings reference: emitters
produce bytes from the shared IR; renderers own graphics APIs. Types go
public as the backend's contract; AgcExports and the presenter consume
them exactly as before.

The ShaderDump tool drops its last reflection: with both halves of the
pipeline public it drives decode and all three emit entry points with
direct typed calls, retiring the PadWithDefaults invoke shim — and it
no longer references SharpEmu.Libs at all, making the conformance tool
emulator-independent by design. Verified by a clean solution build, the
test suite, a full ShaderDump conformance run, and a locked-mode
restore under the pinned SDK.

* [Gpu] Extract the guest-GPU backend seam (IGuestGpuBackend)

The AGC/VideoOut/SystemService export layers now reach the renderer
through IGuestGpuBackend via GuestGpu.Current (mirroring HostPlatform),
instead of calling VulkanVideoPresenter statics. The Vulkan backend is
a thin adapter over the existing presenter, so the extraction stays
mechanical; only the adapter and the presenter itself reference the
presenter now.

The types crossing the seam move to Gpu/GuestGpuTypes.cs and drop their
Vulkan prefixes, which an audit showed were misnomers: every field is a
neutral primitive or a raw guest value (guest addresses, format and
number-type codes, CB_BLEND register bitfields, verbatim sampler
descriptor dwords). The one genuine Vulkan value in the old surface —
the Silk.NET Format inside VulkanRenderTargetFormat, which callers
never read — stops crossing: TryDecodeRenderTargetFormat is replaced at
the seam by TryGetRenderTargetOutputKind, which surfaces only the
Gen5PixelOutputKind callers actually consume, keeping native formats a
backend-internal concern. ToVulkanSampler in AgcExports is renamed
ToGuestSampler to match what it always produced.

Seam rules are documented on the interface: no host-API value crosses,
and submission stays coarse-grained with synchronization internal to
backends. Interim exception, resolved next: shader parameters are still
SPIR-V blobs.

* [Gpu] Move shader compilation behind the guest-GPU backend

The seam's interim exception is gone: AgcExports no longer calls
Gen5SpirvTranslator or handles SPIR-V bytes. IGuestGpuBackend gains the
three TryCompile entry points, which take the backend-neutral
(Gen5ShaderState, Gen5ShaderEvaluation) contract plus the flat
per-role resource-slot bases a multi-stage draw needs, and return
opaque IGuestCompiledShader handles that only the producing backend can
submit — the Vulkan backend wraps its SPIR-V in
VulkanCompiledGuestShader and rejects foreign handles loudly. Draw and
dispatch submissions take handles instead of byte arrays; the shader
caches in AgcExports store handles.

IGuestCompiledShader.Payload exposes the backend-defined compiled bytes
for exactly two callers: the diagnostics dump and the size trace —
documented as never-interpret. The unused _pixelSpirvCache is deleted.
With this, a Metal or DX12 backend plugs in by implementing
IGuestGpuBackend with its own codegen; nothing in the export layers
knows which shader format exists.

Verified by a clean solution build, the test suite, and a full
ShaderDump conformance run under the pinned SDK.

* [Gpu] Fix rename collateral from the seam extraction

Address review findings: a doc comment picked up the mechanical
VulkanVideoPresenter -> GuestGpu.Current rewrite and ended up naming
members that do not exist on the interface, and CreateVulkanIndexBuffer
kept its Vulkan prefix while every sibling factory was de-Vulkanized —
it produces the neutral GuestIndexBuffer, so it is CreateGuestIndexBuffer.

* [Gpu] Label diagnostics dumps with the backend's payload extension

Address the review's altitude finding on DumpSpirv: the dump helper's
IR-disassembly half is backend-neutral and stays put, but writing the
opaque payload to a hardcoded .spv interpreted bytes the seam says
never to interpret. IGuestCompiledShader now declares its payload's
file extension, and the renamed DumpCompiledShader takes the handle and
writes honestly-labeled dumps whichever backend produced them.

* [Gpu] Make the shader-cache hit path allocation-free and lock-free

Every translated draw built its cache key with a LINQ Select feeding
string.Join plus one interpolated string per render target — steady
per-draw allocation whether or not the shaders were already cached. The
output layout is now packed exactly into a ulong (guest slot in 6 bits
+ output kind in 2 bits per target, host locations being the byte
positions, target count in the key beside it), and the
Gen5PixelOutputBinding array is only materialized on a cache miss,
where compilation dwarfs it.

The graphics/compute shader caches switch from Dictionary guarded by
_submitTraceGate to ConcurrentDictionary, making the per-draw and
per-dispatch hit paths lock-free and decoupling them from the tracing
gate they coincidentally shared. And the seam-shaped render-target list
is built once when a translated draw is created instead of a
Select/ToArray per submission of a cached draw.

* [Gpu] Replace LINQ with explicit loops in code this branch introduced

Project rule going forward: no LINQ — it allocates enumerators,
closures, and delegates, and this codebase is GC-pause-sensitive. The
pixel-output and guest-render-target array builds and the ShaderDump
store-PC collection become plain loops; pre-existing LINQ elsewhere is
left for changes that already touch those lines.

* [ShaderCompiler] Suppress CA2255 on the evaluator hook installer

The analyzer coverage that arrived with the rebase flags
ModuleInitializer in library code; this is the rule's intended advanced
scenario — the hook must be installed before any code path can reach
the evaluator, and every such path enters through this assembly — so
suppress with that justification rather than weaken the guarantee to a
static constructor's lazier timing.

* [Gpu] Resolve rebase artifacts onto main

Dedupe the System.Collections.Concurrent using in AgcExports that the
rebase merge duplicated (main and this branch each added it), and
regenerate the lock files for the new shader-compiler projects and
SharpEmu.Libs against main's current package graph so --locked-mode
restore matches at the branch tip.

* [CI] Comment per-platform build artifact links on PRs

Adds a workflow_run workflow that, after "Build and Release" finishes a
pull-request build, posts (and keeps updated in place) a single PR
comment linking the Windows, Linux, and macOS artifacts from that run.

It runs via workflow_run rather than in the build workflow because PRs
from forks build with a read-only token that cannot comment; the
follow-on run executes in the base-repo context with write access and
without checking out fork code. GitHub only triggers workflow_run from
the default branch, so this takes effect once merged to main.
2026-07-15 11:11:24 -06:00