40 Commits
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e1edda7772
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Revert the 18 Silent Hill rendering and performance merges (#1065)
Restore review-only delivery at the user request. Reverts #1024, #1025, #1031, #1032, #1033, #1034, #1035, #1036, #1037, #1038, #1039, #1040, #1041, #1051, #1054, #1055, #1058, and #1059. The resulting tree matches
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38f7196470
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[GPU] Add internal render resolution scaling (#1038)
* [VideoOut] Add an internal render resolution scale option Adds the host-side setting an internal-resolution implementation needs: --render-scale on the command line, SHARPEMU_RENDER_SCALE for scripted runs, and a global and per-game choice in the GUI. The value is a host resolution multiplier of the guest render targets, normalized to a hundredth in [0.25, 2] so the command line, the GUI and the environment agree bit for bit; the renderer compares scales when it decides whether two views of the same guest memory match. RenderScalePolicy holds the decision rule. It is a pure function of the guest image description, so every view, alias, copy and descriptor of one guest range reaches the same answer without consulting the cache. Only screen-class, single-level, single-sample, uncompressed 2D render and depth targets scale; block grids, multisample footprints, HTile and DCC coverage, mip chains, cube and array faces, asset tilings and small surfaces (shadow maps, lookup tables, eye-adaptation readbacks) keep their guest resolution. The environment variable wins over the stored setting so test runs do not depend on the user's configuration. No renderer consumes the scale yet; a scale of one is the current behaviour everywhere. * [GPU] Hold scalable guest images at a host render resolution The backing of an image the scaling rules accept is created at ceil(guest * scale) while its ImageDescription keeps the guest geometry, so the cache, the overlap rules and the page tracker go on reasoning in guest bytes. Everything that moves guest bytes now goes through a guest-resolution twin of the scaled image: an upload fills the twin from the copy regions the tiler built and blits into the backing, a download blits the backing into the twin and copies out of it. A copy whose two images disagree on host resolution runs at guest resolution the same way, so callers keep describing rectangles in guest pixels; the destination seeds its twin first because a partial copy is blitted back whole. The multisample depth conversion takes a guest-sized source for the same reason, and the resolve region crosses into the destination's resolution instead of silently resolving the top-left corner. Two fallbacks keep correctness ahead of the saving. A format that cannot blit keeps its guest resolution, since the twin could never reach it. A storage image drops back to guest resolution the first time a compute shader binds it: the dispatch grid does not shrink with the host image, so the shader would write it with holes above 1.0 and redundantly below. The guest range is remembered, so every later image over that memory is created unscaled too. * [GPU] Scale the render area, viewport and scissor with the attachments A resolved target now reports the host extent of its attachment beside the guest one, and the three places that size rasterization follow it: the dynamic rendering area, which also bounds every load-op clear; the guest viewport transform; and the guest scissor, whose edges round outward so no guest pixel the game asked for loses host coverage. All attachments of a pass share one rule, so the first bound target decides the factor. The clip-disable path needs care because the vertex program bakes the viewport transform against a reference extent. Dividing that reference by an upscale keeps the host viewport (reference x scale) inside the device limit while the baked transform stays scale independent, so the same program maps guest pixels onto host positions at either resolution. At a scale of one the reference is the device limit, exactly as before. * [SpirvTranslator] Translate pixel positions and image coordinates across the render scale A program expresses its pixel position, its integer image coordinates and the sizes it queries in guest pixels, but the host may hold the image behind any of them at another size. Which images are scaled is a per-draw fact, so the factors travel in shader data rather than in a permutation: the coordinate factor, its reciprocal, a 64-bit mask of scaled image resources and the factor the pixel position is divided by. With that: - gl_FragCoord is divided by the attachments' factor as it is loaded, so POS_X/POS_Y, POS_FIXED_PT and everything derived from them - screen UVs above all - stay in guest pixels. - An integer image coordinate is mapped onto host texels through the bound image's factor. Only the two scaled axes move; an array layer or a volume slice is not a pixel. - A resource-info query reports the guest size, because the program derives coordinates and loop bounds from it. A select against the mask makes an unscaled binding cost one instruction, and the layout only carries the dwords when the scale is not one, so nothing changes at native resolution. * [GPU] Keep one host resolution across the attachments of a pass A rendering scope has one render area, one viewport and one scissor, so its attachments have to agree on a host resolution. They disagree when one of them cannot be scaled at all - a depth target with a stencil plane next to a scalable colour target, say - and the pass then renders a fraction of its area. The draw now drops every scaled attachment back to guest resolution and resolves its targets again; the guest ranges are remembered, so the decision converges after one draw and cannot oscillate. That fallback only works if the executor knows what the cache actually gave it, which is not what the scaling rules would answer: a demoted range still looks scalable to them. The resolved targets therefore carry the image's own factor, and the render area, viewport, scissor and the depth/stencil copy extent read it from there. Two rules change with it. DCC only describes guest bytes the host never stores, so a colour target that carries it can still be scaled; HTile encodes guest depth blocks the renderer reads back as clear state and stays native. And a storage image only drops back when the program actually writes it, since a read-only load is mapped correctly. Scaling now also requires a backend that installed the format predicate - the Vulkan device - so the Metal host is unaffected. * [Docs] Describe internal resolution scaling and its limits Replaces the note saying arbitrary internal resolution scaling is not implemented: it is, for screen-class render and depth targets. Records what the renderer translates (rasterization, shader coordinates, guest transfers, presentation), the exact rule for what scales, every case that falls back to guest resolution, the artefacts measured on Silent Hill, and the per-scope GPU times at 50, 100 and 200 percent. * [SpirvTranslator] Preserve guest texel offsets at scaled resolutions |
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98f223ce69
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[GPU] Restore scene visibility and half-wave shuffles (#1025)
* [Agc] Emit addressed draw events for occlusion query counters * [Gpu] Keep fallback occlusion results coherent and conservatively visible * [Gpu] Honor disabled color buffers during depth-only draws * [Gpu] Upload complete unchecked constant vertex attributes * [Agc] Emit direct draws for every draw modifier sceAgcDcbDrawIndex and sceAgcDcbDrawIndexAuto returned without writing a packet unless the modifier was exactly 0x40000000. The modifier names the shader stage and user registers of the bound pipeline, so any other pipeline lost its draws without a trace. Unreal bakes its color-grading LUT through a geometry-stage pipeline, which left the LUT unwritten and tinted every 3D frame of Poppy Playtime blue. Both draws now emit their packets for any modifier. Modifiers other than the vertex-stage default are logged once each. (cherry picked from commit 8d46a6068b7d1a999662eeac1ee17f9e6d87c2eb) * [VideoOut] Separate guest display mode from presentation buffer dimensions * [GPU] Map half-wave shuffle lanes into the host subgroup * [Docs] Explain display modes and internal resolution limitations * [GUI] Translate guest display mode settings in all supported languages |
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a0fd9dcb83
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[GPU] Restore half-float arithmetic and image readback state (#1024)
* [Gpu] Cover the whole tile plan when a buffer reads back an image TrySynchronizeBufferFromImage sized the copy from the mip layout, but the tile plan of a fully fitting image can extend past it; Silent Hill hit a 128x128 slice planned at the exact end of the mip chain and the tiler aborted the process. Grow the copy to the plan's tiled end when the buffer holds it, otherwise keep the guest bytes. * [SpirvTranslator] Read half-selected V_FMA_MIX literals as f16 op_sel_hi marks a V_FMA_MIX operand as f16 for literals too, but literals were always read as f32 bit patterns. Silent Hill's deferred lighting weights a luminance with the f16 literals 0x34CD/0x38B8/0x2F0A (0.30, 0.59, 0.11); as f32 denormals they made the luminance zero, the shader clamped it to 1e-4 and divided by it, and the title-menu scene came out thousands of times too bright, which auto exposure then turned black. * [Gpu] Materialize every fixed DCC clear code on a sampled image A DCC fast clear stays pending until the surface binds as a colour target; when a shader samples the surface first, only the clear-to-zero code was materialized. The other fixed codes (alpha 1, rgb 1, rgba 1) carry their own colour too. Silent Hill fast-clears UE's separate-translucency target to (0,0,0,1) and only samples it, so the post composite read stale zeros and the whole title-menu scene came out black. * [SpirvTranslator] Keep wave64 LDS phase barriers when a half-mask plan applies The half-mask plan's barriers order its own mask exchanges, not the program's shared-memory traffic, yet planning a program switched the LDS phase ordering off. UE's FFT bloom (wave64, 512 threads, LDS butterflies) then read half-written rows: Silent Hill's convolution output collapsed into a flat haze (max 56 for a scene peaking above 1500) and the histogram fed by it never adapted exposure. * [Gpu] Publish linear GPU-written images to guest memory by default Unreal reads its eye-adaptation result back on the CPU through a linear staging texture (FRHIGPUTextureReadback) and derives View.PreExposure from it. The image cache was built with linear readback disabled, so the CPU always read zeros, PreExposure stayed 1.0 and the scene rendered without pre-exposure. FFT bloom's bright-pixel prefilter, which works in pre-exposed space, then flattened every pixel to its max luma and the Silent Hill title menu came out nearly black. SHARPEMU_READBACK_LINEAR_IMAGES=0 restores the old behaviour. * [Tests] Enable MoltenVK portability devices in headless harness * [SpirvTranslator] Saturate V_CVT_PKRTZ_F16_F32 at 65504 instead of overflowing to infinity Rounding toward zero never produces infinity from a finite value: past the f16 range the result is +-65504. We truncated the mantissa and let packHalf2x16 round, so large values became infinite. Silent Hill's deferred lighting packs title-menu values past 65504; its height fog then multiplies scene color by a tiny transmittance, which keeps 65504 finite but leaves an infinity infinite, a later pass turns it into NaN and the whole 3D menu background renders black. Subnormal results now also keep whole 2^-24 steps. A MoltenVK device test covers overflow, truncation, subnormals, NaN and inf. * [Tests] Wait for the blocked worker before publishing its signal |
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d809f84491
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[SpirvTranslator] Share one EXEC test across a run of vector ALU writes (#1040)
A vector register write is modelled as select(EXEC, result, old value), so the
old value of every register the shader writes stays live across the write. That
guard is the translator's largest per-instruction cost: dropping it altogether
(wrong results) takes Silent Hill's volumetric-fog compute from 13.43 to 10.64
ms, and the exec-full analysis can only prove 194 of its 875 instructions run
with every lane set.
A run of instructions whose only effect is their vector destination can instead
run inside one if (EXEC). The masked-off lanes skip the whole run, which is what
the hardware does to them anyway, and only the join needs the old values. A run
stops at anything the wave runs even where this lane is masked off: SALU is not
EXEC masked and every invocation keeps its own copy of the scalar registers, a
compare writes VCC or EXEC (GFX10 keeps that destination in the instruction's
control, not in its destination list), a cross-lane read needs its neighbours to
have run, and LDS, memory and the DPP encodings reach outside the register. Six
instructions is where the branch starts paying for itself.
Compute only: the same grouping made the deferred lighting pixel program 28%
slower (11.03 -> 14.11 ms per scope), where a wave already runs with helper
lanes. SHARPEMU_EXEC_RUN=0 turns it off, SHARPEMU_EXEC_RUN_MIN sets the length.
Silent Hill title menu, same build, SHARPEMU_EXEC_RUN=0 vs on:
offline replay min ms fog D5DF9DC46C4E35EA 13.42 -> 12.21 (-9.0%)
FFT 674E5A7163897BC9 16.37..17.38 -> 17.06 (flat)
NGG B482CD3A01A37F0F 0.494 -> 0.492 (unchanged)
in-game ms per dispatch fog D5DF9DC46C4E35EA 16.59 -> 15.34 (-7.5%)
FFT 674E5A7163897BC9 13.81 -> 13.77
2BFB24830D8FCFAA 4.78 -> 4.58 (-4%)
in-game ms per scope 848AFAD7/9D180B8A 11.03 -> 11.36 (unchanged SPIR-V)
F987C1A4/379BE850 1.90 -> 1.72 (unchanged SPIR-V)
spirv-val passes on the fog, FFT and NGG modules; the menu image is unchanged
with Anita present.
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da0953845b
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[SpirvTranslator/Vk] Cheaper guest buffer loads and f16 conversion, gated on device probes (#1035)
* [SpirvTranslator] Load dword-aligned 32-bit formatted buffer components as words
A formatted untyped buffer load decodes the descriptor format at run time,
reading every component byte by byte through the generic layout select
chain. For dword-aligned 32-bit data formats (32, 32_32, 32_32_32,
32_32_32_32) with a raw-bit number format (UINT, SINT, FLOAT) a component is
one buffer word; that branch loads it directly and applies the same swizzle
and bounds rules. The descriptor is uniform, so the branch does not diverge.
UE GPU-skinning vertex shaders fetch bone data this way; Silent Hill: The
Short Message's menu goes from 1.3 to 2.0 FPS.
(cherry picked from commit 20540cd153855964d817daf065de3e243fd547bd)
* [SpirvTranslator] Convert f16 with the native pack/unpack when the host measured it exact
Every packed-f16 (VOP3P) lane widens its operands to f32 and rounds the
result back, and both conversions were the branchless integer sequences in
EmitHalfToFloat / EmitFloatToHalf: about twenty scalar ops each, because
GLSL UnpackHalf2x16 / PackHalf2x16 have no guaranteed rounding or subnormal
behaviour without float-controls execution modes. A device capability bit
does not settle it either - MoltenVK on Apple silicon reports
shaderRoundingModeRTEFloat16 and shaderSignedZeroInfNanPreserveFloat16 yet
not shaderDenormPreserveFloat16 - so only a measurement can.
ShaderCompileRequest.NativeHalfConversionExact, which the host sets only
after measuring the two ext instructions against these sequences on the
running device, swaps both helpers for the single ext instruction the
driver lowers to one hardware convert. It defaults to false, so an
unmeasured device keeps the exact emulation.
Silent Hill f2 volumetric fog dispatch: 30.7 -> 21.9 ms per dispatch in
replay, output unchanged.
(cherry picked from commit 10f76eeac0d4306172e41ecff86b737f6a3c9634)
(cherry picked from commit 7f18cc96ae58ac5fd47da6562c4ba3abe22ccb4a)
(cherry picked from commit 972f658033f8339effe42c5d305af87bcbab93f0)
* [Vk] Probe f16 conversion at device setup and report the verdict
A one-time compute pass at device setup measures the device's GLSL
UnpackHalf2x16 / PackHalf2x16 against the translator's own f16 conversion
before any guest shader is compiled, and only a clean measurement lets the
translator use them (ShaderCompileRequest.NativeHalfConversionExact). The
vectors cover all 65536 f16 bit patterns, every f16 value widened to f32,
the midpoint between adjacent f16 values and that midpoint one f32 ulp
either way, the overflow edge, signed zeroes, infinities, NaNs and f32
subnormals, and each is measured in both directions: 643200 comparisons.
Every finite value, zero and infinity must be bit-exact, sign included. A
NaN only has to stay a NaN, because neither side defines its payload: the
emulation picks sign | 0x7C00 | 0x200 narrowing and carries the f16 payload
widening, while the measured hardware convert canonicalizes to a positive
quiet NaN. On an Apple M4 that is the only disagreement - 2314 of 643200,
every one a negative NaN whose sign the hardware cleared - and f16
subnormals convert exactly despite shaderDenormPreserveFloat16 being false.
The probe never fails device setup: any error leaves the exact emulation in
place and says so on the reported line. SHARPEMU_NATIVE_HALF=0 forces the
emulation, =1 takes native without measuring. The result is one line:
[VK][F16] native half conversion exact=True mismatches=0 tested=643200
The flag reaches the translator through IShaderPipelineHost, so it is
process-constant and cannot mix two translations of one program; the saved
driver pipeline cache keys its entries by the module it was given, and the
Metal host does not probe and keeps the emulation. Offline replays run the
same probe, so a case translates the way the game would.
(cherry picked from commit 6a343683d890b4c6d123c84fdacb41e718ec4c19)
(cherry picked from commit 65ca663aa2bfb1fcc69709c73ab6189b07ead3c1)
(cherry picked from commit 003b1216bd311e5c5fb1d48ca01a66efa3fc51de)
* [SpirvTranslator] Read an unaligned buffer word as a funnel shift of two words
The byte-wise decode of a formatted buffer load read each byte of a component
from its own bounds-checked word load: four loads, four range tests and a byte
assembly for a value that spans at most two words. One funnel shift of those
two words is the same value, including out of range, where a word reads zero on
both paths and so contributes zero bytes. Every sub-dword buffer load goes
through the same helper.
The decode is the branch a formatted load takes when its address is not dword
aligned, so its size also sets the register pressure of the aligned branch next
to it. Silent Hill: The Short Message's volumetric fog dispatch
(0xD5DF9DC46C4E35EA, 8 formatted loads in its light loop) goes from 8.68 to
7.28 ms in offline replay, and the module from 394 to 360 KiB. An experiment
that dropped the byte-wise branch entirely measured 7.35 ms, so the funnel
shift is worth all of what the branch cost.
(cherry picked from commit 0c996ffab38144d795517e68cb2ca9d8d48e8988)
* [SpirvTranslator] Load a guest buffer word unchecked where the device zeroes out-of-range reads
Every guest buffer word is read through a range test, an address clamp and a
zero select: three operations whose only purpose is to produce the zero the
hardware returns past the end of a V#. A device with robustBufferAccess2 that
honours it returns that zero itself, so the three are pure overhead there -
dropping them measured about 12% of Silent Hill's volumetric fog dispatch, 482
checked words in one program.
ShaderCompileRequest.ZeroOutOfBoundsBufferReads turns them off and defaults to
false: an out-of-range read is undefined without the promise, so only a host
that measured the device may set it. It is set from a device probe, never from
a capability bit, because MoltenVK runs on Metal, which has no hardware bounds
checking.
(cherry picked from commit 2ba626a0ac7157f93f348cfe7573ff1092762d8c)
* [Vk] Probe out-of-range buffer reads at device setup and report the verdict
A one-time compute pass binds 1 KiB of a 4 KiB allocation that carries a
sentinel everywhere and reads all 4 KiB back through the descriptor: the words
inside the range must still read their sentinel and the words past it must read
zero. Only a clean measurement lets the translator drop the range test, address
clamp and zero select it puts around every guest buffer word
(ShaderCompileRequest.ZeroOutOfBoundsBufferReads).
The probe only runs where the device enabled robustBufferAccess2, because an
out-of-range read is undefined without it and can fault the device; everywhere
else it reports the reason and the checks stay. On this Apple M4 through
MoltenVK the feature is not supported at all, so nothing changes:
[VK][OOB] out-of-range buffer reads zero=False mismatches=unprobed tested=0
note=robustBufferAccess2 is not enabled on this device
SHARPEMU_ZERO_OOB_READS=0 keeps the checks, =1 drops them without measuring.
The flag reaches the translator through IShaderPipelineHost, so it is
process-constant and cannot mix two translations of one program.
(cherry picked from commit e81d924349042acc1122a66d4c767268bd6ef2a4)
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db32c9d882
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[SpirvTranslator] Cut emulated-wave64 and private-LDS overhead in translated shaders (#1034)
* [SpirvTranslator] Keep pure scalar lane spills in private slots under emulated wave64 A wave64 program run as a 64-thread workgroup on a 32-lane host emulates v_readlane with an LDS exchange and a workgroup barrier. Compilers use constant-lane v_writelane/v_readlane pairs on a VGPR as SGPR spill slots; when that VGPR is written only by constant-lane writelanes and read only by constant-lane readlanes, each (vgpr, lane) pair is a private scalar, so the readlane loads the slot instead of exchanging through LDS. This halves the heaviest compute dispatch in Silent Hill: The Short Message's menu. (cherry picked from commit 9915b88e68b6b69d6b74ea931a22eb0589c56f1a) * [SpirvTranslator] Zero private LDS lazily through a written-dword bitmap Graphics stages model LDS as a per-invocation private array that must read zero where the invocation has not written. The array carried a zero initializer, but Metal keeps a dynamically indexed private array in stack memory, so every invocation cleared all of it: an NGG vertex shader (the PS5 default, with in-shader culling through LDS) cleared 8 KiB per vertex. The array is now uninitialized and a zero-initialized bitmap of written dwords (1/32 of the size) records which slots were addressed; LdsPointer zeroes a slot the first time it is addressed, so loads, stores and atomics keep the zero-read semantics. Compute LDS stays workgroup memory. Silent Hill: The Short Message's menu, dominated by ~45M shadow-pass vertices per frame, goes from about 2.0 to 3.1 FPS. (cherry picked from commit 5738b8574397cf2be08cd4e1518b33057c8867b5) * [SpirvTranslator] Test the lane's mask bit in one register under emulated wave64 VCC and EXEC keep a per-lane boolean that every mask write refreshes, and the refresh composed the 64-bit mask from its two registers, built a 64-bit lane bit and masked them. A host without 64-bit integer arithmetic (Apple GPUs through MoltenVK) emulates each of those with a pair of 32-bit operations. The bit lives in exactly one of the two registers, so selecting that register and shifting inside it is the same test in 32-bit arithmetic. Only the emulated-wave64 path changes; wave32 already tested one register, and a native wave64 host keeps the existing form, which also clears the bit for lanes outside the guest wave. (cherry picked from commit 1b2651047fdf232304142c82168e487244dda4ef) * [SpirvTranslator] Let s_barrier publish only what the guest waited for Every compute s_barrier became an OpControlBarrier with AcquireRelease over uniform, workgroup and image memory, on the assumption that the guest had drained vector memory first. s_barrier only orders execution; what it publishes is whatever the preceding s_waitcnt drained. A barrier that follows an LDS-only wait (lgkmcnt(0)) publishes LDS, and ordering device memory there costs a cache flush the guest never asked for: UE's FFT bloom convolution barriers 48 times per group, all LDS-only. The translator now tracks, per block, whether any wait drained vector memory - SOPP vmcnt(0), or the GFX10 SOPK vscnt(0)/vmcnt(0) forms, since stores are counted by vscnt there - and a barrier after an LDS-only wait carries workgroup memory only. A drained counter stays drained for the rest of the block, and a barrier with no wait in its block keeps the full semantics (the wait may be in a block this one cannot be ordered against). (cherry picked from commit 1f81df59bc07d05f2baa6283da95f4901dada444) |
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1e784a035f
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[SpirvTranslator] Keep the packed-half vector registers in one variable per register (#1041)
The f16 fast path shadowed the whole vector register file with a 512-entry private array of vec2 and zero-initialised it, even though every access uses a constant register number. That is the array shape Metal keeps in thread memory instead of registers - the same trap V_MOVREL's dynamically indexed register file hit (Octopath's instanced vertex shader, 112 -> 6.4 ms/draw) - and it also left AMD with an unused 4 KiB .bss global that broke two-stage links. One private variable per register, declared on first use, removes it. 308 of the 1019 shaders Silent Hill's title menu translates used the array, including the two hottest pixel programs. The generated Metal for the volumetric-fog compute D5DF9DC46C4E35EA drops from 282 KB to 269 KB and no longer declares a 4 KiB thread array. Measured GPU time on the menu is unchanged within run-to-run noise (fog 18.2/19.9 -> 20.1 ms per dispatch, pixel 934F121D8F666572 0.048/0.061 -> 0.041 ms per scope), so this is a code-shape fix that removes the spill risk rather than a measured win. |
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a17aaca533
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Astro playroom shaders (#1030)
* [Vulkan] Enable shader clip and cull distances * [Vulkan] Track shader clip distance support * [ShaderCompiler] Add a clip distance support flag to compile requests * [GPU] Expose host clip distance support to pipelines * [GPU] Pass clip distance support to shader compilation * [ShaderCompiler] Reserve a clip plane for position exports * [ShaderCompiler] Cull primitives with a zero position * [GPU] Bind vertex buffers with their guest descriptor sizes * [GPU] Accept B10G11R11 float vertex attributes * [GPU] Spill oversized image readbacks to a temporary buffer * [GPU] Carry DCC metadata on compressed textures * [GPU] Mark sampled DCC clears through the metadata fill path * [Tests] Cover vertex descriptor bounds and oversized image readbacks * [GPU] Revert binding vertex buffers with their guest descriptor sizes * [GPU] Carry DCC metadata only on single-layer 2D textures * [Tests] Cover DCC metadata on 2D, 3D and array textures |
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d4891229e9
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[SpirvTranslator] Shader fixes (#1019)
* [ShaderCompiler] Fix packed 10 and 11 bit buffer format layouts * [SpirvTranslator] Pass W as the pixel position input instead of its reciprocal * [SpirvTranslator] Keep lane spills in per invocation slots for all 64 lanes * [SpirvTranslator] Match the hardware float conversion and NaN rules * [SpirvTranslator] Apply VOP3 sign modifiers to conditional mask sources * [GPU] Download guest DCC metadata before a known target is sampled * [ShaderCompiler] End bit scan image tables at a sampler loaded from the same base * [ShaderCompiler] Treat image table candidates with unsupported formats as null |
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ddaf7ffe5b
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Perf computed shaders (#1013)
* [Gpu] Recognize AGC's loaded-value buffer fill as an image/metadata clear
Octopath clears its DCC with a shader that s_buffer_load_dwords the fill value
from a one-record buffer and stores it at every thread index; only the variant
with the value in user data was recognized, so the DCC fast clear of UE's
translucency layer was lost and the layer kept stale alpha 0, which erased the
world map under it in the composite.
* [Vk] Bind descriptor sets instead of push descriptors on MoltenVK
MoltenVK returns zero from OpArrayLength for storage buffers bound through
push descriptors, so every bounds-checked buffer load read zero and every
store was dropped. In Poppy Playtime this left UE's motion blur indirect
dispatch arguments unwritten; the GPU then ran a 4294967295x1612x1490
dispatch and hung, and the game aborted on the render thread timeout.
* [ShaderCompiler] Size compute LDS to the dispatch's allocation
Every compute module declared the full 32 KiB of workgroup memory, which on
Apple GPUs leaves one workgroup resident per core. Declare the dispatch's
COMPUTE_PGM_RSRC2.LDS_SIZE (plus the wave64 bridge dwords), rounded to a power
of two so the index mask still bounds accesses. Silent Hill's heaviest per-pixel
pass (LDS_SIZE=4) replays in 11 ms instead of 46 ms.
* [Loader] Guard frame-pointer spill slots that live in the guest red zone
Host signal frames are pushed onto the guest stack, so GuestRedZonePatcher
protects functions that keep live data in the 128-byte red zone. It only
recognized RSP-relative accesses. Clang spills just as often through the frame
pointer: after 'push rbp; mov rbp, rsp' and N callee-saved pushes, RSP sits at
RBP-N and every [rbp-d] with d > N is below RSP. A fault taken there (lazy
commit, write tracking) overwrote those slots, which showed up as garbage
pointers on random threads in Poppy Playtime's level load.
Derive RBP-to-RSP from the standard prologue (leading pushes and the first
'sub rsp, imm') and treat [rbp-d] in (delta, delta + 128] as red-zone use. An
under-estimated delta only widens the guarded window. In Poppy's eboot this
protects 787 functions instead of 485.
* [AvPlayer] Report a loaded source as active before playback starts
sceAvPlayerIsActive answered true only after sceAvPlayerStart. Titles poll it
after adding a source and before starting playback; Superliminal waits for it
to turn true before it calls Start, so New Game never left the loading screen.
Report a player as active from the moment its source is loaded until it is
stopped or reaches its end, and track Stop explicitly so a stopped player
stays inactive.
* [Gpu] Copy the mips of a GFX10 mip tail block written through its own view into the chain
GFX10 packs every mip smaller than half a swizzle block into one block at the
start of the chain. A title can render into that block through a single-level
view exactly the size of the block: Unity's screen-space reflection blur writes
mips 3 and up of its 1024x512 color pyramid through one 128x64 view. The cache
keeps that view as its own image, so the chain's tail mips kept stale data and
sampling them produced rainbow blobs over Superliminal's menu.
When a chain is acquired with data, look for a GPU-written single-level image
at the chain's address with the tail block's extent, format and tile mode, and
copy each tail mip out of it at its placement inside the block. A per-image GPU
write sequence makes the copy happen once per new write.
* [SpirvTranslator] Give each used register its own private variable
The translator kept the scalar and vector register files as two private arrays
(128 and 512 uints) in every module. MoltenVK lowers a private array that size
to per-thread memory, so every register read and write in every invocation went
through memory. Declare one private variable per register the program touches,
on first use; the SPIR-V is otherwise unchanged.
* [ShaderCompiler] Resolve V_MOVREL* with selects instead of a spilled VGPR array
A program with any V_MOVREL* instruction declared its whole VGPR file as a
512-entry private array indexed at run time, which Metal spills to thread
memory, so every register access became a memory access. Keep one variable
per register and resolve relative accesses with a select over the registers
the program names. Octopath's instanced vertex shader (1536 x 8124): 112 ms ->
6.4 ms per draw in replay, output byte-identical.
* [AvPlayer] Start a player on its own when the title registers no event callback
Reporting a loaded source as active before Start regressed Quake, which
waits for its player to go inactive before starting its queued intro
videos. A player left loaded but unstarted stays active forever. Only a
title that registers an event callback can see the ready state and call
sceAvPlayerStart itself, so a player whose title asks for autoStart or
registers no callback now plays by itself once its source is ready,
reaches the end of the stream and reports inactive. Titles that start
playback themselves keep seeing a loaded source as active.
* [Gpu] Recognize AGC's constant buffer fill as an image/metadata clear
Octopath clears the DCC of its 1920x2200 DOF/bokeh accumulation target with a
third fill kernel: v_mov_b32 v1, 0 and buffer_store_format_x v1 at the thread
index, with only the destination descriptor in user data. It was not
recognized, the DCC fast clear was lost, and the additive bokeh pass kept
blending onto the previous frames until the target held thousands and inf,
which showed as noise and banded garbage over every 3D scene.
Program info now carries the constant a program stores when it is only index
arithmetic, one v_mov of a constant and one buffer store; a one-buffer 32-bit
formatted fill over every record with that value becomes a clear.
* [Vk] On macOS, retire a GPU tick only once its submission's fence signals
MoltenVK records Metal command buffers with unretained resource references
and signals a Vulkan timeline semaphore from a Metal event scheduled at the
end of the command buffer. That event can fire before Metal has finished
executing the command buffer, so a host thread that treats the timeline
value as authoritative can free resources the GPU is still reading. Metal
API validation reports this as "destroyed while still required by a command
buffer", and the resulting use-after-free showed up as intermittent GPU
tick stalls.
Every submission that signals the timeline now also signals a VkFence, which
MoltenVK signals from the Metal command buffer's completion handler. The
timeline value a host thread is allowed to act on is clamped to just below
the oldest tick whose fence has not signaled yet, and a timeline wait is
followed by a blocking wait on the last fence covering that tick. Fences are
pooled, tracked before the submit so no reader can observe a signaled tick
without its fence, and reset only once no thread is blocked on them. Fences
are polled at all only when the timeline already claims the tick is done, so
the common path costs one queue peek. The behaviour is macOS-only and can be
turned off with SHARPEMU_FENCE_RETIREMENT=0.
* [Vk] Refuse push descriptors on macOS for every device through one policy
The guard that refuses push descriptors on MoltenVK keyed on the
VK_KHR_portability_subset device extension, but that extension is not
enumerated for every device: the headless device the draw replay and the
device tests create took the raw driver limit, so replays on macOS read
guest storage buffers past their first bytes as zero (MoltenVK reports a
zero OpArrayLength for buffers bound through push descriptors).
The limit now comes from one policy both the presenter and the headless
device use, and macOS, whose only driver is MoltenVK, pushes none
regardless of which extensions are listed.
* [SpirvTranslator] Order emulated wave64 LDS phases in every block
A guest wave64 spans two host subgroups. The guest orders one lane's LDS
write before another lane's read by executing in lockstep, so the translator
puts a workgroup barrier between the halves wherever the wave switches
between writing and reading LDS. It only did so for programs of a single
block, which left every program with branches -- an NGG geometry stage
compute program has seventeen exec-skip branches around its ES to GS LDS
exchange -- reading the other half's LDS words with no ordering at all, so
the result depended on timing.
Every guest branch condition is wave-uniform in this emulation (EXEC and VCC
tests go through the wave mask and SCC is scalar), so every block is entered
by the whole wave and may hold a barrier, exactly as the wave64 ballot
exchanges already do. A block can be reached from either phase, so its first
LDS access always starts with a barrier.
* [Vk] Keep the rendering scope open across barriers and guest cache flushes
Tile-based GPUs pay for every rendering scope: ending one stores the
attachments out of tile memory and beginning the next one loads them back.
The presenter ended the scope for three things that do not actually need it.
An image barrier that repeats an attachment access in the same layout only
matters to work that runs after the scope, because accesses to an attachment
inside one scope are already ordered by rasterization order. Such barriers
are now queued and recorded as the scope ends instead of ending it.
A guest cache flush (a global memory barrier) inside a scope whose draws only
wrote attachments is deferred the same way, and every scope now opens with
that global barrier so anything recorded before the scope stays ordered
before its draws. A draw whose vertex or pixel stage stores to buffers,
storage images or device addresses ends a scope with a deferred flush first,
so a store can never move ahead of it. Finally, the DMA fill and copy entry
points no longer end the scope up front: the buffer cache completes most
transfers in guest memory, and the paths that do record GPU work end the
scope themselves.
SHARPEMU_DEFER_GLOBAL_BARRIERS=0 restores ending the scope at every flush.
* [SpirvTranslator] Take wave32 EXEC/VCC lane state from the low register
In wave32 a lane mask is its low register alone: EXEC_HI and VCC_HI are
ordinary SGPRs. Writing one of them therefore must not recompute the wave
lane state, and the lane state has to be tested against the low dword rather
than against a 64-bit mask composed from the low and high registers.
The lane-bit test that guards this covered the wave64 constant width only, so
it now accepts a mask of either width.
* [AudioOut2] Pace one grain per Advance+Push cycle and report the queue level
sceAudioOut2ContextAdvance and sceAudioOut2ContextPush each submitted the
context's pending PCM and, whenever nothing reached a host device, each slept
a whole grain in the software pacing fallback. A title that calls Advance then
Push once per grain therefore spent two grain periods per grain, so its audio
thread ran at half real time and held up every thread waiting on it.
Advance now claims the next grain on the context's clock and returns without
blocking (or, when its own submit already blocked in the backend, marks the
grain served), and Push waits for the grain Advance claimed; a Push with no
preceding Advance claims one itself. Neither call skips pending PCM. Because
the output holds QueueDepth grains, a grain may be queued as soon as the grain
QueueDepth-1 ahead of it starts playing, so a context can run that far ahead
of real time before a push blocks.
sceAudioOut2ContextGetQueueLevel reported an empty queue with the full depth
available on every call. Titles size their rendering by those two values --
Wwise renders exactly puiAvailableQueues grains per update and pushes them
non-blocking -- so a queue that never filled made it render a full queue every
update and then block inside Push for a grain per push while holding its audio
lock, which starved the game thread. The level now comes from the context's
grain clock, or, once a grain has reached a host device, from that device's
queued milliseconds beyond a short cushion.
* [Vk] Keep one depth attachment layout for draws that do not sample it
The depth attachment layout followed each draw's depth/stencil write mask, so
a draw sequence that toggles depth writes — opaque geometry, then decals and
translucency — changed the layout every few draws, and every layout change
ended the rendering scope.
The read-only attachment layouts are only required when the draw also samples
the attachment. Every other draw now uses the writable layout for the
aspects the format has, and the write mask alone selects the access, so the
layout stays constant and the scope survives. The presenter answers whether a
texture bound for the draw being prepared views the depth attachment's
subresources, defaulting to yes for hosts that do not track it.
* [Audio] Sleep for the SDL queue's drain time instead of polling every ms
Submit's backpressure wait is what paces every audio grain on the SDL
output, and it polled the queued byte count with Thread.Sleep(1), costing
the audio thread several wakeups per grain.
It now sleeps for the time the device needs to drain back under the queue
cap, still bounded by the existing deadline and the maximum wait.
* [CLI] Shut down cooperatively on SIGTERM
SIGTERM (launchd, process managers, kill) used the runtime default and
exited with GPU work in flight. It now takes the same host-interrupt path
as Ctrl+C: the presenter closes and tears Vulkan down before exit.
* [SpirvTranslator] Fold constant integer and boolean instructions
The translator materializes a good deal of translation-time knowledge as
SPIR-V instructions: a specialized descriptor's buffer format, swizzles,
strides, and the conditions that guard host-guaranteed ranges all end up as
arithmetic, comparisons and selections over operands the builder itself just
emitted as constants. That reaches the driver as runtime work, and on Metal
every one of those instructions costs pipeline-creation time.
The module builder now remembers the value of each 32-bit integer and boolean
constant it emits and folds pure instructions over them while it builds:
integer arithmetic, bit operations, shifts, bitfield extraction, the integer
and logical comparisons, the logical connectives, and a selection on a known
condition. Folding happens at emission, so a folded result feeds further
folding without a separate pass. Anything whose operands are not all known
constants is emitted exactly as before.
The buffer format decoder uses this directly: a specialized descriptor makes
the unified format a constant, so it decodes on the host instead of emitting
a module-level lookup table and an indexed read.
The test that covered that path asserted the table's presence and now asserts
its absence.
* [SpirvTranslator] Skip host-guaranteed bounds checks and unused LDS
Two sources of instructions the driver has to compile but can never need.
A read of a planned slot in the host-flattened resource table is always
inside the table the host binds, because the table holds every planned read
and written range. Those loads nevertheless carried a runtime array-length
compare and two selects each; a large pixel shader made about 376 of them.
A slot below the planned reserved word count now loads directly, and only a
slot computed at run time keeps the check.
ds_swizzle and ds_bpermute exchange data between lanes and GDS instructions
address the global data share, so none of them touches LDS. A graphics stage
that uses only those was still given the 8 KiB zero-initialized private LDS
array, which Metal pays for in compile time and in private memory per
invocation. The array is now declared only for instructions that really
address LDS.
* [Cpu] Answer pthread_self and pthread_getspecific in native stubs
The managed import gateway costs a guest-to-host stack switch, a full guest
register pack, a GCHandle dereference and the whole dispatch bookkeeping
before the HLE export even runs. For the two hottest trivial imports that is
three orders of magnitude more work than the answer itself: one UE5 title's
load measured 12.9M scePthreadGetspecific calls (38 s of wall time) and 4.3M
scePthreadSelf calls, at roughly 2.9 us each.
The few values those two imports need are now published into a per-host-thread
native block whose address lives in a native TLS slot, rebound whenever a
thread enters or is restored as a guest thread, and the two imports are
patched to emitted x86-64 stubs that read the block directly. pthread-specific
values live in native per-thread tables so a stub and the managed export read
exactly the same storage and cannot drift apart. The managed path stays the
source of truth for every case a stub declines -- no block published, no guest
thread bound, no value table, a key outside the table -- which it reaches by
jumping to the import's normal trampoline with every register intact,
including the incoming RAX variadic vector count.
The value-table slot follows whichever handle the current thread reports, the
bound guest thread or the host thread's own synthetic handle, so
pthread_getspecific is answered on unbound host threads as well; the primary
execution thread never enters through the guest-thread path and is a major
caller in UE5 titles. The self-handle slot stays guest-only, because
pthread_self on an unbound thread registers that thread's CPU context with the
guest scheduler and must keep reaching the managed export. Each stub also
bumps a per-thread hit counter, reported next to the existing HLE cost
histogram, so a call that misses the stub is visible rather than invisible.
The stubs are gated to macOS x64, where the emitted TLS read matches the
platform's pthread key array, and switched off whenever import or pthread
tracing needs every call to pass through the gateway.
* [CPU] Run libc memcpy/memmove as a native guest-side stub
Guest memcpy went through the managed gateway on every call: two write
tracking notifications, the memory reader lock and two region lookups, about
0.8 us per call under Rosetta even for a copy of a few bytes. Dreaming Sarah
makes roughly 45k of those calls a second.
Guest memory is identity-mapped, and every fault a copy can take -- write
tracking, lazy commit -- is resolved from the fault address alone, so the copy
can run as a forward rep movsb in a fast-path stub. A destination that sits
inside the source, where a forward copy would read bytes it has already
written, and the write-watch diagnostic both keep the managed export.
* [SpirvTranslator] Fill the FRONT_FACE and ANCILLARY pixel inputs
A pixel shader that enables FRONT_FACE or ANCILLARY reads those VGPRs, but the
translator only reserved their compact slots and left them reading zero.
Unreal Engine bakes its colour grading LUT one volume slice per instance and
has the pixel shader read the slice back out of ANCILLARY[28:16], the render
target array index. With that register zero every slice was baked from the
blue = 0 slice, so the tonemapped image lost its blue channel.
ANCILLARY is now the Layer built-in placed at bit 16, and FRONT_FACE the
FrontFacing built-in mapped to 1.0f for a front face and 0 for a back face,
which satisfies both the float greater-than and the integer not-equal tests
compilers emit for it.
* [SpirvTranslator] Fill the SAMPLE_COVERAGE and POS_FIXED_PT pixel inputs
The two remaining reserved pixel system inputs were also left reading zero.
SAMPLE_COVERAGE now reads the first element of the SampleMask built-in, and
POS_FIXED_PT packs the integer pixel position taken from FragCoord, x in bits
[15:0] and y in bits [31:16], so no enabled pixel system input is left unset.
* [CPU] Run the POSIX signal handler on the host stack for guest faults
Guest faults are delivered on the guest stack, and the managed handler ran
there. The runtime only knows the thread's own stack; Windows swaps the TEB
stack bounds while guest code runs, but POSIX has no equivalent. A garbage
collection during a guest fault then misread the thread's frames and
reported garbage object references, and the process failed with "attempted
to call a UnmanagedCallersOnly method from managed code". A small native
trampoline now moves to the host stack below the frames that entered guest
code before it calls the managed handler.
* [VideoOut] Give every swapchain image its own sRGB-encode intermediate
A float guest flip is blitted through an sRGB image before it is copied into
the UNORM swapchain image, and one such intermediate served every frame. Each
frame discards its contents by transitioning it Undefined -> TransferDst
before blitting, so with two frames in flight the next frame's blit raced the
previous frame's copy-out and the presented image came out fully zeroed. The
guest's own display buffers held the correct picture the whole time, so the
window simply went black for long stretches.
Each swapchain image now owns its own intermediate, created and destroyed with
the swapchain, so a frame can only ever discard the intermediate belonging to
the image it is about to present.
On Superliminal the same run went from 60 of 84 presented-swapchain readbacks
black to 10 of 187, all of them from before the menu appears, and the menu no
longer turns black after a couple of minutes.
* [VideoOut] Present a flip only after the tick that copied it
CaptureFlip recorded the display-surface copy into the guest batch, flushed
it, and then read the shared _submitTimeline field for the presentation's
RequiredTick. The presenter thread writes that same field from its own
submission, so the flip could be tagged with an older tick that was already
complete. The render loop then blitted the freshly created (never written)
flip snapshot, which presents as fully zeroed RGBA - a black frame with an
alpha of 0. Take the tick that this flush returned instead.
* [VideoOut] Pool the per-flip display-surface snapshot images
CaptureFlip created a 1920x1080 RGBA16F VkImage with its own VkDeviceMemory
for every flip and destroyed both when the flip retired: around twenty
vkCreateImage plus vkAllocateMemory pairs a second for the same extent, and on
MoltenVK as many Metal texture allocations.
Retired snapshots are now kept in a small per-format, per-extent pool and
handed back instead. A snapshot is fully overwritten by the copy that follows
it and its barrier takes it from Undefined, so neither its previous contents
nor its layout matter. The pool holds at most eight images, is guarded because
the command-stream thread takes snapshots while the render thread retires
them, and is drained at teardown. SHARPEMU_FLIP_SNAPSHOT_POOL=0 turns it off.
* [CPU] Bridge SIGFPE into the guest fault handler so #DE crashes are reported
The POSIX bridge installed handlers for SIGSEGV, SIGBUS, SIGILL, SIGTRAP and
SIGABRT, but not SIGFPE. A guest integer divide by zero therefore took the
runtime default and killed the process with no exception record and no guest
context, so the faulting instruction was invisible.
SIGFPE now routes to the same handler and is reported as an integer divide by
zero. Like SIGILL, it skips the image write tracker, which only ever resolves
data-access faults.
* [Cpu] Resolve GPU-tracked page faults before building the exception context
A CPU access to a page the GPU memory tracker protects faults on every first
touch after an upload or a GPU write, thousands of times a second in a frame.
The POSIX bridge converted each one into a full Win64 CONTEXT (general and
vector registers), then walked the interrupt, image-tracker, lazy-commit and
allocator-hole handlers before the tracker ever saw it.
The tracker needs only the fault address and the access kind, so it now runs
right after the image tracker, straight off the raw signal. An env var
restores the old handler order.
* [CPU] Serialize import stub and lazy TLS site patches
Patching a guest code site unprotects the page it lives on, writes, and
restores the old protection. Two threads patching sites that share a page
therefore race: one restores the page to read-execute while the other is
still writing into it, and the second write faults or is lost. Both happen in
practice -- a runtime module load sets up import stubs while guest threads are
running, and guest threads patch their own lazy TLS access sites as they first
reach them, several of which land on one page.
Every import stub patch and every lazy TLS site patch now runs under a single
gate, so the unprotect/write/restore sequence is never interleaved.
* [SpirvTranslator] Follow guest NaN and saturation rules for float ops
v_min_f32 and v_max_f32 return the other operand when one of them is NaN, and
v_cvt_u32_f32 and v_cvt_i32_f32 saturate an out-of-range value to the target
type's limit and turn NaN into zero. The GLSL FMin and FMax instructions and
SPIR-V's ConvertFToU and ConvertFToS all leave those cases undefined, so a
host driver is free to hand back the NaN or an arbitrary integer, and Metal's
fast math does return the NaN.
The minimum and maximum now select the other operand when either side is NaN,
and the two conversions clamp at the type's limits and return zero for NaN.
NaN is tested on the value's bits rather than with an ordered comparison, so
fast math cannot assume the test away.
Device tests cover this and the wave-wide maximum that Unreal's motion blur
computes with DPP row_shr, v_permlanex16_b32 and v_readlane_b32 across a
64-lane wave.
* [ShaderCompiler] Fix the SOPK immediate width and S_ADDK_I32's SCC
Two things were wrong in the SOPK forms, in both the SPIR-V and the MSL
backend.
S_CMPK_*_U32 compares against SIMM16 zero-extended; only the signed compares
sign-extend it. Both translators sign-extended it for every compare, so
"s_cmpk_le_u32 s4, 0xffff" was true for any value at all. NGG geometry
programs use exactly that test on the packed vertex and primitive count, so
they took their no-primitive path and exported a single null primitive, which
left Unreal's volume passes empty. The register S_CMPK names is also only
read, yet user-data liveness recorded it as a definition, so a compare on a
user-data register left that register unloaded; it now counts as a use, as
does the register of the SOPK accumulations.
S_ADDK_I32 is defined as D.i = D.i + signext(SIMM16) with SCC set on signed
overflow, the same SCC rule as S_ADD_I32, which both backends already
implement. Neither wrote SCC for the SOPK form, so a following
S_CBRANCH_SCC0/1 or S_CSELECT read whatever the previous instruction had left
there. S_MOVK_I32 and S_MULK_I32 correctly leave SCC alone.
* [ShaderCompiler] End the decode at S_CODE_END
S_CODE_END pads the space after a shader's last instruction. When the code
after the final S_ENDPGM ends in a backward branch, the linear decoder walks
straight into that padding and failed with an unknown SOPP opcode 0x1F, which
stopped the session.
The decoder now names 0x1F and ends the program there, unless a forward branch
still targets code beyond it -- in which case the padding really would be
inside the program and the decode still fails.
* [ShaderCompiler] Widen host-evaluable scalar operations for descriptors
A resource descriptor the host materializes is built by replaying the shader's
scalar operations on the host. The validator that decides whether a value can
be replayed listed only part of what the scalar evaluator implements, so a
descriptor computed through any of the others was rejected even though the
host can compute it exactly.
The list now covers every pure scalar function the evaluator supports: the
remaining integer maximum, absolute value and high multiplies, the signed and
unsigned comparisons, 64-bit equality, the bit-counting and bit-scanning
operations, the quad mask, the integer/float conversions, and the float
arithmetic and comparisons. Anything with side effects or a lane-varying
result is still rejected.
* [Gpu] Stop draining the GPU for predication that asked not to wait
PredicationZPassWaitOp is 0 for kWaitForQueryResults and 1 for
kDoNotPredicateIfQueryResultsNotReady, so the wait bit was being read
inverted. Every SET_PREDICATION packet that asked the command processor not to
stall drained the whole host queue instead, and the packets that did ask to
wait read the predication label without waiting for the results at all, so
they could act on a stale value.
The drain now happens only for kWaitForQueryResults, and only on the branch
that actually reads the label. A packet tagged
kDoNotPredicateIfQueryResultsNotReady leaves its work unpredicated, which is
what the hardware does while the results are still outstanding, and clearing
predication reads no memory at all so it never drains.
* [Agc] Queue the suspend point instead of draining the command stream
A suspend point inserts GPU commands that drain the graphics pipe. The call
that inserts it does not wait for those commands, and the hardware allows one
suspend point to be in flight, but the queue implemented it by blocking the
calling thread until every accepted submission had been processed.
The frame boundary is now a queued submission of its own, ordered behind the
graphics work it ends, and processing it flushes what the frame recorded. The
caller returns immediately for the first boundary and only waits when a second
one arrives while the first is still pending. Shutdown still drains, because no
slice will run a queued boundary once the queue stops accepting work, and a
cancelled queue drops pending boundaries along with the rest.
Measured on Octopath Traveler II: the call went from 223 ms to 72 ms, and the
guest render thread spent 38 s instead of 107 s of its 170 s inside it.
* [Cpu] Give guest execution threads a 64 MiB host stack for nested continuations
Every guest call that blocks in an HLE import resumes through a managed
continuation frame, so a guest thread that blocks deep inside its own call
tree nests host frames instead of unwinding them. Demon's Souls' render
thread overflowed the default thread stack within a minute of reaching its
main loop.
Guest execution threads now reserve 64 MiB. The reservation is virtual, so a
generous stack costs nothing until it is touched.
* [Gpu] Report pipeline creations that take longer than 250 ms
A host shader compiler can spend seconds inside vkCreateGraphicsPipelines or
vkCreateComputePipelines for one translated program, and the guest's command
stream cannot advance while it does. There was nothing in the log to say that
had happened, so the stall looked like the game hanging.
Pipeline creation is now timed, and any creation of 250 ms or more is reported
with the stage hashes, the SPIR-V byte count of each module that went into it,
and the running total spent creating pipelines, which is what identifies the
program to look at.
* [Gpu] Compile compute pipelines off the command-stream thread
A host shader compiler can spend tens of seconds on a single large translated
compute program, and the command stream could not advance while it did, because
the pipeline cache holds its lock across the creation call. Every other queue
that wanted any pipeline waited behind it too.
The pipeline host can now report that a compute pipeline is not ready yet. The
Vulkan presenter answers that way the first time it sees a program: it prepares
everything the command stream owns (descriptor set layout, pipeline layout,
shader module) up front and runs only vkCreateComputePipelines on a worker
thread, so the task touches nothing else. The number of compiles in flight is
bounded, since each one blocks its thread inside the host compiler and a frame
can touch many programs at once. Asking again returns the finished pipeline
without starting a second compile.
The dispatch waits for its pipeline rather than being dropped: a guest that
does not replay a one-shot dispatch deadlocks, because the dispatch can feed a
label a later packet waits on. Asking again from the executor keeps that wait
outside the pipeline cache's lock. Hosts that compile cheaply keep the blocking
behaviour through the interface default, and
SHARPEMU_ASYNC_COMPUTE_PIPELINES=0 compiles inline.
* [GpuMemory] Stop allocating on every tracked CPU write and shader identity hash
MarkCpuWrite runs on every guest CPU write into tracked memory — HLE register
patching, memcpy, index buffer setup. Its flush lambda and the region visitor
inside InvalidateRegion were both capturing closures, so every such write
allocated two closure objects and two delegates even when nothing needed
flushing at all.
InvalidateRegion now has a state-passing overload built on a ref-state
VisitRegions, and both call sites use static lambdas. The public
Action-based overload is kept for the callers that are not on a hot path.
ShaderIdentity.Compute is the other one: it allocated a fresh XxHash3 and a
byte[] per code range on every draw of a shader that carries no declared hash.
It now resets a per-thread hasher and reads each range into a pooled buffer.
* [Gpu] Allocate nothing per host DMA fill or copy
A DMA fill the buffer cache completes on the host allocated a 16 KiB array for
every call, even though almost all of them are label-sized, and a host copy
allocated a 64 KiB array per call. WriteHostMemory then scanned every
registered buffer for each write it made.
The fill builds its repeating chunk in a stack buffer sized to the fill, the
copy rents its staging buffer from the shared pool, and WriteHostMemory walks
only the registered buffers the write actually overlaps, which it can do
because the registry is ordered and disjoint.
* [Audio] Fix out-struct sizes and layouts in AudioOut, Ajm and AudioPropagation
sceAudioOutGetPortState wrote 16 bytes and put the volume in a single byte at
+7, which is inside rerouteCounter. SceAudioOutPortState is 0x20 bytes with
volume as an int16 at +4; the export now writes the whole struct with
volume = -1, which is what the library reports for anything but the pad
speaker. Its guest-stack bail is gone for the same reason it is going in
libSceAudioOut2: the call names one out pointer and its host address range is
not a signal.
ClearAjmBatchError zeroed 24 bytes, the naive sum of the field widths.
SceAjmBatchError is 0x20 bytes because its two pointers force 8-byte
alignment, so pJobOriginRa lands at +0x18 and kept stale guest bytes across
every batch start and wait.
sceAudioPropagationSystemQueryMemory wrote a {size, alignment} pair at +0x00
and +0x08, which is not what SceAudioPropagationSystemMemory holds there: that
is the struct descriptor the caller has already initialized. The two size
fields live at +0x18 (CPU) and +0x28 (GPU), and the descriptor is now left
alone.
* [SpirvTranslator] Emit forward, nested control flow as structured selections
Every program with more than one basic block ran as a loop around a switch on
the guest PC. That shape keeps every guest register live across iterations and
stops the host compiler from optimizing across blocks, so on Metal the register
files spill.
A program whose branches only skip forward over properly nested ranges -- an
s_cbranch_* skip, an if/else with an s_branch over the else range, a skip to
the end of the program -- is exactly a nest of SPIR-V selections, and is now
emitted as one. The structuring is attempted first without emitting: if any
branch goes backwards, leaves a range it entered, or targets an instruction
that is not a block boundary, nothing is emitted and the program keeps the PC
dispatcher, so no program loses a shape the dispatcher handled. Setting
SHARPEMU_STRUCTURED_CF=0 forces the dispatcher for every program.
Measured on two replayed programs, with identical output: an instanced vertex
shader 8.1 -> 4.8 ms and a per-pixel compute program 10.7 -> 6.6 ms.
* [Agc] Batch the interpolant mapping's guest reads and register writes
sceAgcCreateInterpolantMapping and its version 2 run once per draw. Each one
read every semantic word with its own guest read — the output semantic table
was re-read from the start for every pixel input — and then wrote the 32
SPI_PS_INPUT_CNTL (register, value) pairs as 64 separate four-byte guest
writes, each paying the full guest write path.
Both semantic tables are now read once, the register block is built on the
stack (the identity pairs first, then the computed values over them), and the
whole block goes out in a single guest write. The output table is rented from
the pool when it is larger than a kilobyte. The bit arithmetic is unchanged,
and a new test pins version 1's output to the values the per-word
implementation produced.
Measured on Dreaming Sarah in-game: 8.6 us to 1.7 us per call, which is 5.0 s
down to 1.0 s of the main thread over about two minutes.
* [AudioOut2] Take every out pointer and struct size from the ABI
Out-parameter handling in libSceAudioOut2 was inferred at runtime: a helper
picked whichever of two argument registers looked like a writable pointer, and
another decided from the host address range whether a pointer was a guest
stack slot. Neither is a signal. The ABI names exactly one out pointer per
argument slot, and guest stacks sit at 0x7FFF_xxxx_xxxx on Windows but
0x6FFF_xxxx_xxxx on macOS, so the heuristic silently changed behaviour per
host. Every export now reads its out pointer from the register the prototype
gives it: ContextQueryMemory from rsi, PortCreate from rdx, PortGetState from
rsi, GetSpeakerInfo and GetSystemState from rdi.
The written sizes are now the real sizeof() of each struct.
SceAudioOut2PortState is 0x40 bytes, not 0x20. SceAudioOut2SpeakerInfo is
0x50, not 0x20, and its contents were invented; it now reports a TV speaker
type with front-left and front-right and the two stereo speaker angles.
sceAudioOut2SpeakerArrayCreate follows its real signature (pHandle,
pVbapParams, pAmbiParams): the handle goes to rdi, the speaker count and the
caller's buffer and size come out of the param block, and the handle is that
buffer when the title supplied one. The previous reading wrote the handle over
the VBAP parameters' speaker-position pointer and left the caller's handle
uninitialized. sceAudioOut2GetSpeakerArrayCoefficients writes
uiNumCoefficients floats to rsi and the ambisonics form writes them to rdx;
both used to zero a fixed 0x400-byte slab, and the ambisonics form could pick
its own count register as the destination address.
Errors are returned in the libSceAudioOut2 error space (0x80268xxx) rather
than as generic codes a title never compares against, and
sceAudioOut2UserGetSupportedAttributes is added.
sceAudioOut2ContextQueryMemory and sceAudioOut2ContextGetQueueLevel are left
exactly as they are, so that the two changes already in flight for them do not
collide with this one; the two address-range predicates survive for those two
callers alone.
* [Kernel] Memoize guest path resolution against the mount configuration
Resolving a guest path to a host path is pure text work plus a reparse-point
check per path component, but a resource streamer calls
sceKernelAprResolveFilepathsToIdsAndFileSizes with the same paths hundreds of
thousands of times over a load, so the work dominates.
Successful resolutions are now memoized. The only inputs that can change an
already-computed answer are the mount table and the host mount roots, so each
entry records the root configuration it was computed under and is ignored if
that has changed, and registering or removing a guest mount clears the cache
outright. A denial is not memoized: it is a containment decision about the
host filesystem's current shape, so it stays live. The cache is bounded, and
its size is tracked in a plain counter because ConcurrentDictionary.Count
takes every bucket lock, which on a path a dozen guest threads resolve at
once costs more than the resolution it guards.
* [Gpu] Route packed pixel color exports to the slots CB_SHADER_MASK enables
Shader compilers drop the MRTs a pixel program does not write, and the
hardware then delivers the Nth color export to the Nth target that
CB_SHADER_MASK enables — the export number and the target slot are not the
same thing. Unreal's base pass is the clear case: it exports MRT0 and MRT1 but
means targets 0 and 4 (SPI_SHADER_COL_FORMAT=0x54, CB_SHADER_MASK=0x000F000F).
Mapping each export to the target of the same number therefore wrote the
fourth G-buffer's data into the first, which showed up as a scene rendered in
world normals. Exports are now paired with the enabled slots in order, the
compiled pixel program keys its outputs by the export that feeds the slot
rather than by the slot, and a bound slot that no export reaches gets a zero
color write mask so it keeps its contents. When the two registers do not pair
up — different counts, or no formats at all — each export keeps going to the
slot of the same number, as before.
* [GPU] Clamp a volume render-target view to the volume depth
Unreal binds a whole volume as a render target with the last slice set to
its depth, one past the end, and the resolver stopped the session on it.
The color block writes only the slices the volume has, so the view is now
clamped to them. A view that starts past the last slice is still fatal.
* [Kernel] Remember APR paths absent from the read-only game image
Looking up a resolved path's size stats the host filesystem, and a path that
is not there costs two stats (a file probe and a directory probe) every single
time it is asked for. A resource streamer asks for far more paths than the
image contains, so misses are the common case and they are repeated.
/app0 is the read-only game image: a path that is not in it now will not
appear later. Absent paths under that root are therefore remembered, which
turns the repeated pair of host stats on what is often a slow external volume
into a dictionary probe. Paths outside /app0 can be created at run time and
are not remembered.
* [Kernel] Verify mount containment per component, not by listing directories
Containment verification stats each component of a resolved path once to reject
reparse points. It was changed to verify a whole parent directory in one
listing instead, on the theory that one listing is cheaper than N stats.
It is not, for a game image: .NET fills the attributes of every entry it
enumerates, so listing a directory stats all of it. A title whose asset
directories hold thousands of entries paid for every file it never opens --
directories of up to 7,390 entries, about 9 s of a load spent in those stats.
Each component is verified with its own stat again, and the per-component
memo that made the listing look attractive stays, so a component is still
verified only once.
* [Ngs2] Implement sceNgs2ParseWaveformData/File/User
The three waveform-parse entry points returned NOT_FOUND, and Void Terrarium
calls ParseWaveformData on its audio thread for every sound it loads.
They now parse the container and publish the description SceNgs2WaveformInfo
lays out (0xE8 bytes, with the block table at 0x48). A RIFF/WAVE fmt chunk
resolves to PCM by bit depth, to IEEE float, through the SubFormat GUID for
WAVE_FORMAT_EXTENSIBLE, or to ATRAC9, whose configuration is decoded so that
the audio unit size, samples per unit, units per frame and delay samples
describe the real frame and superframe. A smpl chunk supplies the loop points
and a fact chunk the decoded sample count. The "VAGp" container maps onto the
VAG waveform type at 28 samples per 16-byte HE-VAG unit.
ParseWaveformFile resolves the guest path and reads the header at the given
offset. ParseWaveformUser would have to drive a guest read callback, so it
reports INVALID_WAVEFORM_DATA rather than fabricating a description.
* [NpWebApi2] Add sceNpWebApi2CheckTimeout
Poppy Playtime calls it every frame, about 6k times a session, and each
call went through the unresolved-import path. No web API request is ever
in flight, so there is nothing to expire and it returns success.
* [Ime] Fill in sceImeKeyboardGetInfo and sceImeKeyboardGetResourceId
sceImeKeyboardGetInfo zeroed 0x88 bytes at its out pointer and returned
success. SceImeKeyboardInfo is 0x24 bytes -- six 4-byte members plus
int8_t reserved[12] -- so the call scribbled 0x64 bytes past the caller's
struct, and a title that reads the device type or the status got a zero for
both, which is not a state the library ever reports.
The export now writes exactly sizeof(SceImeKeyboardInfo) and reports an OSK
device in the DISCONNECTED state, which is what the host can honestly claim
since no physical keyboard is bridged. sceImeKeyboardGetResourceId returned
success without touching the caller's array, leaving the storage that
sceImeKeyboardGetInfo is called with uninitialized; it now publishes the
caller's user id with an empty id array. Both use the real error values.
Also adds a test for the existing scePadResetOrientation, which is a
handle-only call with no out parameter, so a bad handle is its only failure.
* [Gpu] Run an attachment-less draw whose vertex stage stores to memory
A draw with no color target, no depth target and no pixel stage was treated as
having no observable effect and dropped. That is wrong when the vertex or
emulated geometry stage stores to a buffer or a storage image: a GPU-culling or
stream-out pass whose only output is the buffer a later indirect draw reads
looks exactly like that, and dropping it leaves the indirect draw reading
stale data.
Such a draw now runs for its stores alone. The check only resolves the shader
programs when there is an export address to resolve, so a genuinely empty draw
still costs nothing.
* [AudioOut2] Write a single size_t from sceAudioOut2ContextQueryMemory
The export returns the context memory size through one size_t. For heap
output it also wrote a second qword (an alignment) after it, and titles keep
other locals there: Octopath Traveler II's allocator reads the dword at +12 of
that block as a divisor, so it faulted with #DE during boot. Write only the
size, wherever the output lives.
* [CPU] Reuse import trampolines and leave patched stubs alone on module reloads
Every runtime module load sets up the import stubs of all loaded modules
again, and each setup built a fresh trampoline and rewrote the stub's 16 bytes
-- under guest threads that may be executing exactly those bytes.
A trampoline only encodes its import index, so the trampolines are now cached
by index and reused, and a stub that already jumps to the trampoline it would
be given is left untouched, with no unprotect/write/restore cycle at all. A
reload of a module whose stubs are already patched therefore writes no guest
code.
The trampoline ABI test builds its backend with GetUninitializedObject, which
skips field initializers, so it has to supply the new cache; both fields now
go through one helper that names a field it cannot find.
* [Cpu] Read import stack arguments from the thread's own stack without a region query
Every import copies six stack argument slots (twice, with the per-thread
diagnostics). The per-thread readable-range cache is keyed by the host mapping
generation, which every tracker protection change bumps, so on macOS nearly
each slot fell through to a locked host region query: about half of the busy
managed samples at Octopath Traveler II's title were in that query or waiting
for its lock. Addresses inside the calling guest thread's stack, which the
backend maps read-write for the thread's lifetime, are now read directly.
* [HLE] Do not log expected wait timeouts, mutex relocks and closed pad reads
The import gateway logs an error result unless the NID is on a list of calls
whose failure is a normal outcome. Four common ones were missing:
scePthreadCondTimedwait and sceKernelWaitEventFlag time out exactly as the
caller asked, scePthreadMutexLock reports EDEADLK to the owner of an
error-checking mutex (titles use that to build their own recursive locks), and
scePadReadState reports a handle that is not open because titles poll every pad
slot.
Poppy Playtime logs roughly 260k of these lines per session, which buries the
failures that do matter.
* [Kernel] Run one mapping transaction per sceKernelBatchMap
A mapping change has to be handed off to the GPU worker before any lock the
image and buffer reads need, and the handoff waits for the GPU to drain.
sceKernelBatchMap walked its entries calling the same per-mapping entry points
the single-mapping exports use, so every entry in the batch took its own
handoff and its own drain.
The batch now opens one transaction and runs all of its entries inside it. A
thread-local flag marks that a transaction is already open so a nested entry
point runs directly instead of handing off again, and the flag is cleared in a
finally so an entry that throws cannot leave it set.
* [Loader] Rewrite SHA instructions in spans that touch no guest memory
The red-zone patcher computes a shifted core for every span: the run of
faultable guest memory accesses that executes with RSP moved below the
red zone. A span over register-only instructions has no such access, so
the core could not be computed and the span was refused as too short.
SHA rewrite sites are exactly that shape (sha256msg1/msg2/rnds2 on
registers), so no SHA instruction was rewritten any more: on hosts
without the SHA extensions every one trapped and was emulated one at a
time. Poppy Playtime logged sha_rewrites=0 with 144 too-short refusals,
hit hundreds of thousands of illegal-instruction traps and stopped making
progress within a minute.
A span with no guest memory access has nothing that must run outside the
shift, and the span builder has already refused any instruction that
touches RSP, so the whole span is the core.
* [Cpu] Keep fiber switches from writing stack bounds into the macOS TSD
The guest context-transfer stub that fiber switches go through keeps the
Windows TEB stack bounds in sync by storing the target stack top and
bottom to gs:[8] and gs:[16]. Unlike the guest-entry and exception stubs,
it did so on every host. On macOS gs addresses the pthread TSD, where
those slots hold errno's address and another key: a fiber switch wrote
its stack bounds over them, and the next failed libc call on the thread
(a timed-out condition wait) crashed reading errno through the pointer.
Demon's Souls died this way within 10-50 s of boot; a hardware
watchpoint on the thread's errno slot stopped in this stub.
The fiber bounds sync now lives next to the other TEB-bound helpers and,
like them, emits nothing off Windows.
* [Kernel] Take APR file sizes from the mount check's stat instead of listing directories
Resolving an APR path already stats every component to rule out links out of the mount.
The same stat now records the file's size, so size lookup no longer lists the file's whole
directory. Listing stats every entry: Demon's Souls keeps up to 7,390 files per asset
directory on a slow disk, and each first lookup in one paid for all of them.
FileInfo reports a missing component as -1 instead of throwing; it still ends the check.
* [Kernel] Place mappings in untouched address space without waiting for the GPU worker
Every mapping change queued behind the GPU worker so it could not race a pending GPU read.
During loading that worker is busy translating shaders, and Demon's Souls' reservations and
batch maps waited seconds for a queue slot (23.6 s over 132 calls, up to 7.1 s each) while
the change itself took about a millisecond.
A change that only places memory where the GPU was never given anything - a kernel-chosen
address, or a fixed range that is empty or reserved and overlaps no registered span - cannot
race a GPU read and has nothing to unregister, so it now runs on the calling thread. Those
paths also skip the unregister request for free and reserved ranges, which are never
registered; waiting on the worker while holding the mapping lock that GPU reads take would
deadlock, so reaching a registered span there throws instead.
* [HLE] Resolve single-view backing reads and writes without the views lock
Every HLE access to aliased guest memory took one lock shared by all guest threads, and
Demon's Souls' job threads queued on it for 8-byte mutex reads. Readers now binary-search a
copy of the view list; mutations drop the copy under the lock and the next reader rebuilds
it. A reader that races a mutation uses the list from before it, as if it ran first.
* [ShaderCompiler] Find each instruction's block by search and reuse register files
Several passes found a block's instructions by scanning the whole program once per block,
and the value graph did it again on every block visit. Blocks are sorted and contiguous, so
IrControlFlowGraph.BlockOf finds an instruction's block by binary search and each pass
groups the program once.
The value graph also allocated two 256-entry register files per block visit. Large Demon's
Souls compute shaders visit thousands of blocks, and the collections that caused stopped the
renderer for about 2.6 s of its first-frame shader work. Replaced entry and exit states are
now reused; a reused state is reset exactly as the constructor would, at the same point, so
the undefined values it starts with and the instructions they are charged to are unchanged.
The resource graphs and SPIR-V of the game's first 134 programs are identical.
* [Cpu] Deliver guest access faults on macOS as signals, not runtime Mach exceptions
The runtime receives EXC_BAD_ACCESS for its threads through a Mach exception port before
the kernel raises SIGSEGV or SIGBUS. It treats a fault in the page holding RSP, or the page
below, as a stack overflow and aborts - assuming RSP is on a stack it owns. Guest code runs on
guest stacks whose pages fault whenever GPU or image write tracking protects them, so Demon's
Souls died with a bare "Stack overflow." about every other minute of play.
Threads now clear that port the first time they enter guest code. Their access faults reach
the signal handler, which resolves guest faults and chains the rest to the runtime's own
signal handlers, as on Linux. Each tracking fault also skips the Mach round trip, which
roughly doubled Demon's Souls' frame rate (about 2 to 4-5 fps).
* [ShaderCompiler] Solve user-data liveness on bit sets and hash graph nodes by id
The liveness fixpoint that picks a program's user-data registers walked 256 booleans per
block per pass; it now works on four 64-bit words per block with the same equations.
ScalarValue keys many graph dictionaries. It keeps reference equality but hashes its unique
id, which skips the runtime's identity-hash path.
* [SpirvTranslator] Mask a wave32 saveexec result at 64 bits
The low-half mask for s_*_saveexec_b64 on a 32-lane wave used the 32-bit AND helper on the
64-bit exec value, emitting OpBitwiseAnd %uint with a %ulong operand. spirv-val rejects the
module and the driver's behaviour for it is undefined; Octopath has four such programs.
* [SpirvTranslator] Structure loops, early exits and single-block programs
Only forward, nested branches were emitted as structured control flow; every program with a
loop, and every single-block program, went through the loop around a switch on the guest PC,
which keeps all registers live and stops the host compiler from optimizing across blocks.
A block that a later block branches back to - on a wave-uniform condition or with s_branch -
now opens a SPIR-V loop whose body is structured like any range, whose continue evaluates
that branch's condition, and whose iterations share the dispatcher's step guard so a guest
loop that never ends still cannot wedge the GPU queue. A conditional branch from the body to
the block after the latch is a break out of the innermost loop. Any other backward edge, or a
break past an outer loop, keeps the dispatcher as before.
Across eight games, programs left on the dispatcher went from 760 to 104 (Poppy, Silent Hill,
Oregon Trail and Dreaming Sarah to none); every emitted module passes spirv-val and the
frames match. Octopath's 12.5M-invocation instanced draw went from 12.2 to 10.8 ms.
* [Gpu] Age cached images by frame, not by guest submission
The image collector runs after every completed guest submission as well as at each flip, and
every run advanced the age it compares against. A title submits dozens of command buffers per
frame, so "unused for 16 ticks" meant a fraction of a frame: every texture sampled once a frame
was deleted and recreated, and Superliminal uploaded 3,591 textures (2.2 GB) every 5 seconds.
Deleting a GPU-written image the cache cannot read back also dropped its contents.
Only a flip now advances the age. Collection after a submission still runs, so memory pressure is
relieved during long stretches without a flip. Superliminal's per-frame uploads went from ~55 to
none, and its intro scene from 12 to 45 fps.
* [Gpu] Submit on a release-memory label write only when it raises an interrupt
A RELEASE_MEM that writes a 32-bit label submitted the open batch at once. Without an interrupt
nothing inside the slice waits for the label, and every slice that makes progress already ends
with a submit - including one that stops at a WAIT_REG_MEM on that label - so the label is
written when that batch completes either way.
The per-label submits split Superliminal's frames into ~35 extra command buffers; each ended the
render pass, which stores and reloads every attachment on a tile-based GPU. The title menu went
from 15.6 to 21 fps and Octopath from 13-21 to 18-29 fps, with no hang over 150 s runs.
* [VideoOut] Reinterpret the sRGB-encoded frame on a presenter image, not the swapchain
A floating-point display buffer is sRGB-encoded by blitting it into an sRGB image and then
copied byte-for-byte into the UNORM swapchain image. MoltenVK does that copy through a
reinterpreting texture view it caches on the destination; on a presentable image the drawable
behind it changes every frame, and destroying the swapchain then walked those views through a
freed device. Superliminal, whose display buffers are RGBA16F, crashed at every exit (SIGSEGV
in MVKImagePlane::releaseMTLTexture from vkDestroySwapchainKHR) and each crash kept two crash
reporter processes busy for minutes.
The encoded bytes are now copied into a presenter-owned image in the swapchain's format first,
so the swapchain image only ever receives a same-format copy. Frames are unchanged; the exit is
clean.
* [Cpu] Stop guest threads at their next import once the host shuts down
Host shutdown only kept guest threads from starting another slice; a thread already inside
guest code kept calling HLE while the services behind it were torn down. Superliminal's job
threads then got a null command buffer from the GPU library, wrote through it, and the process
died with SIGSEGV on its way out.
After shutdown is requested an import now returns to the host entry stub instead of running,
ending that thread's slice; the scheduler already refuses to enter guest code again.
(cherry picked from commit 9e0e8ec0aa8b0bfaa030e5e97d51dbc0223f93e1)
* [Gpu] Declare every parameter the pixel program reads in the paired vertex program
A vertex program declares outputs for the parameters it exports plus as many locations as the
pixel program has inputs. SPI_PS_INPUT_CNTL can map a pixel input to any parameter number,
though, so a pixel program with two inputs may read parameters 4 and 5. Metal requires every
fragment input to be written by the vertex stage, so the pipeline failed to link ("fragment
inputs user(locn4), user(locn5) ... not written by vertex shader"), the command stream slice
failed and Silent Hill stopped rendering at a scene change.
The required output count now covers the highest location the pixel program reads, resolved
through the same input mapping its translator uses; missing exports are zero-filled as before.
The pipeline creation error also names the vertex and pixel programs.
(cherry picked from commit 80ec9fb53cfae922e458e2dd43d4b1010dbd2701)
* [Kernel] sceKernelAprGetFileSize writes the resolved file size
The export was a success stub that never wrote its out parameter, so callers
sized buffers from uninitialized memory. The signature is (id, uint64_t* size);
it now answers from the APR file registry like sceKernelAprGetFileStat.
* [Cpu] sceKernelWaitSema is an import-loop guard boundary
A thread that blocks on a semaphore between iterations is waiting, like the
condition-variable waits already on the list. A job-wait loop that runs queued
work between timed semaphore waits was otherwise taken for a hang once loading
outlasted the guard window.
* [Fiber] Avoid formatting unused names and disabled traces
* [Shader] Build materialization cache ranges without temporary copies
* [ShaderCompiler] Intern scalar graphs without string keys or hit allocations
* [Media] Vectorize movie YUV conversion without changing pixels
* [Shader] Reuse scratch storage for resource read recording
* [Tests] Initialize presenter state for GPU binding validation
* [Vulkan] Keep temporary descriptor writes off the managed heap
* [GPU] Reuse bounded descriptor preparation scratch arrays
* [ShaderCompiler] Persist versioned scalar analysis across launches
* [GPU] Remove duplicated image layouts from texture bindings
* [ShaderCompiler] Bind cached graph payloads to their input keys
* [Vulkan] Load content-addressed driver cache shards on demand
* [Tests] Keep presenter allocation fixture independent of diagnostics
* [Vulkan] Forget driver cache identities of destroyed shader modules
The remaining change of the updated #1006 head (e6659681) that the integration branch did not carry.
* [Vk] Measure GPU busy time from per-submission timestamps
Per-draw timestamps are written only with SHARPEMU_PROFILE_GPU_DRAWS=1; by
default each submission gets two timestamps and the overlapping intervals
are merged into a [PERF][GPU_BUSY] line with the busy share and the longest
submission.
* [HLE] Reserve a host core for the render thread
On Windows hosts with 8 to 64 logical processors the render thread gets the
last physical core of the fastest efficiency class at the highest priority,
and guest threads are kept off that core so spinning job workers cannot take
the renderer's SMT sibling. SHARPEMU_RENDER_CORE=0 turns it off.
* [Vk] Spin briefly before blocking on a GPU wait
A GPU wait polls the timeline for SHARPEMU_GPU_WAIT_SPIN_US microseconds
(150 by default) before it sleeps, which saves the wake-up latency when the
work completes soon.
* [GpuMemory] Answer CPU-dirty range queries without the tracker lock
MayHaveCpuDirtyPages reads the per-block summary and the region masks without
taking the region lock; a true answer still goes through the locked path.
Regions also bump a CPU-dirty epoch whenever a page becomes CPU-dirty.
* [Gpu] Skip the device-address sweep while no page became CPU-dirty
PrepareBda remembers the CPU-dirty epoch and the mapping it swept last and
skips the full sweep of mapped memory until either changes.
* [GpuMemory] Scan possibly CPU-dirty blocks 64 at a time
ForEachPossiblyCpuDirtyRange combined a region lookup and a summary read for
every 4 MiB block of mapped memory on each device-address sweep. A bitset of
blocks that have a region and the dirty summary words are now scanned a word
at a time, with the same runs as before.
* [Gpu] Skip syncing a written buffer range that is already GPU-owned
SynchronizeBuffer returns early when a written range lies entirely in the
GPU-modified ranges, uses the lock-free CPU-dirty query for reads, and the
render profile splits buffer sync time into written, texel and upload parts.
* [Gpu] Version the GPU-modified buffer ranges
A written range bumps GpuModifiedVersion only when it adds bytes to the
GPU-modified set, so readers can cache a clean verdict for a page until the
GPU writes something new.
* [Gpu] Track the extent of DCC metadata and answer overlap queries
A color target records the size of its DCC metadata, and the image cache can
tell whether a guest range overlaps registered DCC metadata.
* [Diagnostics] Trace the GPU writers of DCC metadata and of a chosen address
SHARPEMU_TRACE_DCC_WRITERS=1 writes the shader program and a call stack for
GPU buffer writes that overlap DCC metadata; SHARPEMU_TRACE_WRITER_ADDRESS
does the same for writes that cover one guest address.
* [Gpu] Fill DCC metadata on the GPU and in guest memory at once
A fill that targets DCC metadata which no GPU write owns is recorded as a GPU
fill and also written to the guest backing directly, so the range never
becomes GPU-dirty and later CPU reads need no readback. Ranges the GPU still
owns or that overlap an image keep the plain buffer fill.
* [Gpu] Turn AGC fill compute shaders into buffer fills
BoundedFillDetector recognizes the AGC range-fill and pattern-fill compute
programs, including thread-dimension dispatches, and a dispatch of one that
targets DCC metadata becomes a DCC fill instead of a compute dispatch.
Refused conversions are reported by the DCC writer trace.
* [HLE] Resolve backing aliases for readers that hold an access window
SharedBackingViews publishes its view snapshot as an alias identity, and a
reader can enter an alias access window once and resolve guest pages to their
backing alias without the views lock until the snapshot changes.
* [Diagnostics] Trace shader resource reads that wait for GPU-written memory
SHARPEMU_TRACE_GPU_READS=1 writes the shader, stage, address and table phase
of a resource read that has to synchronize GPU-written memory, once per shader
and page.
* [ShaderCompiler] Keep recent materialization variants per draw key
A cache key now holds up to four materializations in most-recently-used order,
so alternating descriptor contents reuse their earlier result instead of
re-materializing. The cache report counts stale and unreadable entries and
table refreshes, and ReadingTable tells a reader when the flattened table is
being evaluated.
* [VideoOut] Read resource words through cached clean pages and the backing alias
TryReadGuestWord and TryReadResidentGuestBytes remember the last 64 pages
found free of GPU-dirty bytes, keyed by the GPU-modified version, and read
them through the backing alias inside the alias access window that each
command stream slice now holds. GPU-dirty checks are byte-precise, and a
resident read refuses unreadable ranges before it asks the page tracker.
* [Gpu] Read GPU-written guest memory back asynchronously and ahead of time
VulkanAsyncReadback keeps eight slots: slot zero serves synchronous reads and
the others carry asynchronous downloads. A guest thread that reads GPU-written
memory lets the render thread start the copy and waits for it on its own
thread, then the render thread applies it if the range is unchanged; a
foreign read keeps the source buffer alive until it completes.
Windows the render thread had to read synchronously become hot. When a batch
writes into a hot window, the window is downloaded right after the batch is
submitted, and the next read uses that copy if it is still current. A pending
write to a hot window ends the open batch early. SHARPEMU_ASYNC_GUEST_READBACK=0
keeps the synchronous path; [PERF][ASYNC_READBACK] reports the counts.
* [ShaderCompiler] Prefetch contiguous resource words in one resident read
Resource materialization read every descriptor and flattened-table word
through its own guarded TryReadGuestWord call, about 2.6 million per five
seconds in Demon's Souls. The raw reads of each plan are grouped once; at run
time their addresses are resolved, sorted and read as contiguous runs through
the resident guest reader, and the values seed the evaluator cache. A run the
GPU may still own, or one out of bounds or through a null base, falls back to
the word reads. The cache recorder records the prefetched words, and
SHARPEMU_RESOURCE_PREFETCH=0 turns the prefetch off.
* [Gpu] Reuse image lookups that found the same backing
FindImage remembers, in a 256-slot table, each request that resolved to an
image with the same backing, keyed by the request bytes and a generation
that every index registration or removal advances. A repeated request
touches the image and returns the remembered result without walking the page
owner index. SHARPEMU_IMAGE_LOOKUP_MEMO=0 turns it off; [PERF][IMAGE_LOOKUP]
reports hits and misses.
* [ShaderCompiler] Look up fused programs without the registry lock
Every shader header lookup and decode asked the fused-program registry under
its lock. The registry now publishes an immutable dictionary that readers
take with a volatile read, and a registration copies it under the lock.
* [ShaderCompiler] Decode fused programs whose halves are far apart
The fused decoder joined the continuation at its address distance from the
entry and refused halves more than 4 GiB apart or in the wrong order, which
Poppy Playtime now hits for a vertex shader (invalid-fused-layout). Such a
continuation is placed right after the entry instead, and each of its
instructions keeps its real offset from the program address in AddressOffset;
S_GETPC_B64 in the scalar graph, the SPIR-V and the MSL translators uses that
offset, and the persisted scalar analysis key includes it.
* [Gpu] Collect an image only once it is old enough in frames
Since images age by frame, clamping the age to the current frame made every
image of the first frame collectable during the first 16 frames, and a
submission that ended no frame could delete a texture the frame still used.
Without memory pressure nothing is collected until the full age has passed;
under pressure the clamp still lets collection relieve memory early.
* [Tests] Cover the deferred global barrier of an attachment-only scope
A global barrier still ends a scope whose draws store to memory. In a scope
whose draws only write attachments it waits for the scope to end, and a later
memory-writing draw ends the scope and records it.
* [Agc] Make the number of suspend points in flight configurable
CommandStreamQueue takes the number of frame boundaries that may wait behind
the graphics commands. The default stays one, so the guest CPU can run one
frame ahead, and SHARPEMU_SUSPEND_POINTS_IN_FLIGHT=0 makes a suspend point
wait until its own boundary is processed, for diagnosis. Tests cover both
modes, including a label that the CPU rewrites after the suspend point.
* [Gpu] Throttle the device-address fault and 3D slice range logs
Little Nightmares wrote 195 thousand "Accessed non-GPU cached memory" lines in
one session and Silent Hill 6800 slice range lines. Both now print the first
occurrences and then only at power-of-two counts, with the count.
* [Docs] Document the new environment variables
Adds SHARPEMU_ASYNC_GUEST_READBACK, SHARPEMU_GPU_WAIT_SPIN_US,
SHARPEMU_IMAGE_LOOKUP_MEMO, SHARPEMU_RESOURCE_PREFETCH,
SHARPEMU_SUSPEND_POINTS_IN_FLIGHT, SHARPEMU_RENDER_CORE,
SHARPEMU_TRACE_DCC_WRITERS, SHARPEMU_TRACE_GPU_READS,
SHARPEMU_TRACE_WRITER_ADDRESS and SHARPEMU_PROFILE_GPU_DRAWS, and corrects the
group counts to the rows the tables hold.
* [GpuCommands] Write the 64-bit label of a compute-done release with an interrupt
RELEASE_MEM with event 0x2F and a 64-bit data selection was accepted only
without an interrupt. It is now handled like the other end-of-pipe events:
the label is written and the interrupt is raised after it.
* [GpuCommands] Let a wait see its own queue's preceding label store
A memory wait that directly follows a 4- or 8-byte store of its queue to the
same address, with only waits or inert NOPs and markers between them, compares
against the stored value when guest memory no longer holds it. Dead Cells
writes a label and waits for it while the CPU already rewrites it for the next
frame. The forwarded value lives only within one slice, and any draw, dispatch
or transfer in between drops it.
* [ShaderCompiler] Key fused programs by the underlying guest memory
Each native guest thread wraps the guest memory in its own tracking wrapper,
so a fused program registered while one thread created the shader was not
found by the render context. The registry now unwraps ICpuMemoryWrapper
before it looks up the per-memory table.
* [Agc] Implement the legacy sceAgcFuseShaderHalves export
The older NID (nApJjpKNBl4) shares the fusing path but keeps the front half's
user data pointer, takes the larger value of the resource allocation fields
of both halves, takes the user SGPR count and the ES component flag from the
front half, and copies the checksum register of the matching stage.
* [ShaderCompiler] Decode S_CMOV_B64 as a conditional select
S_CMOV_B64 is decoded as S_CSELECT_B64 with the old destination pair as the
false source, so it reuses the SCC, register-pair and EXEC handling of the
translators and of the scalar value graph.
* [Gpu] Merge the stencil replacement references of a face
Vulkan has one stencil reference per face for the comparison and every
replace operation. Replacements with the test value and with the operation
value are now merged into that reference over the written bits, and refused
only when they conflict on bits the comparison also reads. A replacement
with an operation value of zero over the written bits becomes a zero
operation, which ASTRO's PLAYROOM uses to clear one stencil bit.
* [Json] Add the sce::Json::Value copy constructor and keep shadow values on copies
The copy constructor (fSb2oQTNrgA) shares the assignment path. Assignment
and reads now carry the value a constructor or setter recorded in the object
heap, so a copy keeps it after the source is destroyed.
* [Font] Implement sceFontTextSourceInit
Fills the 0x60-byte text source with the text range, the cursor, the parser
callback and its object, and the text size, and leaves the memory after it
untouched.
* [AudioIn] Answer sceAudioInGetSilentState without an input backend
No AudioIn port can be opened until an input backend exists, so the export
returns an AudioIn error code (0x80260101) instead of being an unresolved
import.
* [PhtreadSpecificSemanticsTests] Fixes for computed shaders
* [ShaderCompiler] Return the entry header address of a registered fused program
An overload of TryGetFusedProgramParts also gives the entry header, so a
caller can register the same fused program on another memory.
* [Vulkan] Keep saving a pipeline cache that outgrows its limit
A driver cache over 256 MiB was refused on every save, so it was never
written again and every launch compiled the same pipelines. Such a cache
is now written as an empty file once, and the next launch starts a fresh
one. A save is skipped when the driver reports the size that was loaded
or last saved, and a failed or deferred save waits for the next interval
instead of running again on every new pipeline.
* [Vulkan] Write only the cache shards that gained pipelines
A shard remembers the driver size it was loaded or saved with and is not
written again while that size holds. Shard saves are logged as one
summary line, and a shard load only when it is slow.
* [Vulkan] Remove the single-file cache once the shard mode takes over
The shard mode never reads the single cache file of the default path, so
it is deleted instead of staying on disk.
* [Gpu] Record compiled compute programs in a shader prewarm list
When the pipeline host gives a list, each compute permutation the game
compiles is appended at once to shader-prewarm.bin: the guest code the
decoder read (once per program), the fused parts, the compute input, the
system registers, the resource specialization and the push data start.
Records carry a checksum, so a cut tail is dropped at the next open.
TryCompilePrewarm rebuilds the compile request from a record through the
same layout and request code as the runtime, so it produces the same
SPIR-V.
* [Vulkan] Prewarm the recorded compute pipelines after a translator or driver change
A first run after a translator change compiled every compute pipeline
one at a time while the render thread waited (Demon's Souls: 282
pipelines, 144 s). When the translator assemblies or the driver differ
from shader-prewarm.stamp, background threads at below-normal priority
translate the listed programs again and create their pipelines, so the
driver has them before the game asks. With the same build and driver the
launch does no prewarm work. The log reports the prewarm result and how
many runtime compute modules it produced.
* [Vulkan] Keep the pipeline cache in memory on Windows
The GPU driver keeps its own shader cache on disk, and the shader prewarm
list rebuilds it after an update, so Windows no longer writes the driver
cache file by default. SHARPEMU_VK_PIPELINE_CACHE=file keeps one; Linux
keeps the file and macOS keeps its shards.
* [Docs] Document the pipeline cache modes and the shader prewarm list
Adds SHARPEMU_SHADER_PREWARM, SHARPEMU_VK_PIPELINE_CACHE_SHARDS and
SHARPEMU_VK_PIPELINE_CACHE_LEGACY_SHARDS, and describes the new cache
file default.
---------
Co-authored-by: kuba <xnetcat.dev@gmail.com>
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e01198a147
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Fix/gen5 shader resource handling (GTA 5) (#1015)
* fix(gpu): upload complete dirty pages for cached image sources * perf(shader): hoist single-block loop entry guards * fix(shader): support scalar quad masks in resource analysis * fix(gpu): use native Vulkan fill for three-vertex rectangles * test(stdio): wait directly for concurrency workers |
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6cebf7ec56
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Fix/vulkan wave64 ballot masks (#1011)
* fix(shader): preserve wave64 ballot masks on Vulkan * test(shader): cover subgroup lane bits in wave mask predicates |
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36acf4a40e
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Des dcc fixes (#1000)
* [SpirvTranslator] Take high products from extended multiplies Co-authored-by: TarkusR <90155059+TarkusR@users.noreply.github.com> * [SpirvTranslator] Keep shader flags in uint variables Co-authored-by: TarkusR <90155059+TarkusR@users.noreply.github.com> * [SpirvTranslator] Synchronize shared memory phases in multi block shaders Co-authored-by: TarkusR <90155059+TarkusR@users.noreply.github.com> * [GPU] Merge device address ranges before buffers are bound Co-authored-by: TarkusR <90155059+TarkusR@users.noreply.github.com> * [GPU] Track per-slice guest DCC clear metadata * [GPU] Materialize guest DCC clears in color and sampled images * [GPU] Preserve color targets without pixel shader exports * [ShaderCompiler] Track wave-indexed image descriptor waterfalls * [ShaderCompiler] Analyze wave64 half masks and shared-memory hazards * [ShaderCompiler] Pass guest LDS size to SPIR-V compilation * [SpirvTranslator] Synchronize wave64 half masks through LDS exchange --------- Co-authored-by: TarkusR <90155059+TarkusR@users.noreply.github.com> |
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c076513bd6
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Astrobot / Demon's soul performance improvement (#955)
* [Gpu] Astro Bot performance: 14 -> ~60 fps at the title scene - Defer RELEASE_MEM command-buffer flushes instead of submitting per packet - Resolve indexed indirect draws and dispatches on the GPU - Async buffer readbacks on a dedicated transfer/compute queue - Pool image backings, flip snapshots and tiler resources - One-frame command-stream run-ahead - Lock-free backed-range and image page-owner checks on CPU writes - Scalar value cache with generation-stamped reset; memoized invariant phis - Shader compiler: structured forward-only CFGs with function-scope registers, EXEC-full guard elision, bounded V_MOVREL offsets - Trivial-leaf import dispatch and strchr/strrchr fast paths - SHARPEMU_GUEST_REFRESH_RATE option * [Tests] Fix full-suite flaky tests - Red-zone patcher: when every fixed trampoline candidate is taken, look for any free host range within relative-jump reach (PhysicalVirtualMemory.EnumerateFreeHostRanges); the test places its image in a probed free hole - Kernel memory tests: probe a free PRT-area address instead of the fixed 0x1026C00000; the reservation-extent test only rejects picks inside the reservation - Release checks tolerate another thread reusing the freed range - Allocation tests measure on a dedicated thread and keep the least allocating of several rounds (AllocationMeasurement.SteadyState) * [Gpu] Astro Bot: structured loops, buffer slabs, pad motion - Shader: emit natural loops as structured SPIR-V loops (OpLoopMerge) instead of the block dispatcher, and merge SCC-uniform if/else joins as selects so descriptors picked on a branch stay evaluable per draw. - Shader: decode V_FFBH_I32 and V_MIN3_F16; read the DS GDS bit from bit 17 (GFX10) and route GDS append/consume through shared atomics. - Gpu: sub-allocate small device-local buffers from shared memory slabs. - Pad: report motion data by default (Astro Bot never imports scePadSetMotionSensorState), convert acceleration from m/s^2 to G, and add scePadResetOrientation / scePadSetAngularVelocityDeadbandState. * [CPU] Stop pinning guest threads to host cores by default Guest affinity packed Demon's Souls' 13 spinning BPE job workers onto 10 host lanes and put its renderer next to them at equal priority, so the renderer and lock holders waited out whole scheduler quanta. Intro 10.6 -> 44.7 fps, menus 11.6 -> 47.5 fps. SHARPEMU_GUEST_AFFINITY=1 restores pinning. * [Media] Convert host movie frames to YUV on the decoder thread The render thread converted every decoded Bink frame from BGRA back to YUV 4:2:0 (6.7 ms per frame). The decoder thread now produces the planes and the presenter uploads them as-is. PS Studios logo 33 -> ~50 fps, attract movie 44 -> 60 fps. * [Agc] Accept a zero destination in sceAgcDcbWriteData Demon's Souls emits WRITE_DATA with address 0 into a template and patches it after copying. Returning null made the title patch a relocated null pointer, which wrote a stack-derived value into its label and was then parsed as an unknown NOP marker (GPU FATAL). * [Loader] Patch short red-zone faulting accesses next to branches A faulting access shorter than a jump could not be relocated when followed by a branch or a branch target, so a handled fault let Windows overwrite the red zone. Spans may now end with a direct branch (run after the stack pointer is restored) or start up to three instructions earlier. Fixes a Demon's Souls crash after the new-game intro movie. * [GPU] Astro Bot rendering fixes: compute subgroups, DCC clears, PS inputs, texture MIN_LOD - Compute: pin non-emulated compute pipelines to a 32-lane subgroup (VK_EXT_subgroup_size_control) so wave64 groups other than 64 invocations keep lanes 32..63 active on AMD (striped froxel volume). - Shader translator: 64-bit AND for the wave32 S_*_SAVEEXEC_B64 mask. - PS inputs: slots that read one VS parameter share one host input; a smooth/flat slot next to a V_INTERP_MOV slot is rebuilt from the per-vertex values (black save cards, NaN normals, black props). - Render targets: drop unwritten color targets of depth passes from both the attachments and the pixel outputs, keeping locations aligned. - DCC: materialize pending zero fast clears before shader access so a later attachment bind does not wipe compute writes. - Textures: honour the T# MIN_LOD with VK_EXT_image_view_min_lod so streamed textures never sample unloaded mips (blown-out stadium sky). - Device: enable VK_KHR_maintenance5 for point lists without PointSize. * [Audio][GPU] ATRAC9 independent mono streams, BC storage fallback, 32-bit bit counts - LibAtrac9: decode config header 0x30 streams (PS5 ambisonics), where every channel is an independent mono stream interleaved frame by frame. - Images: when the driver refuses storage usage on a block-compressed image, compute writes go through an uncompressed replacement of the same memory. - SPIR-V: count 64-bit masks with two 32-bit OpBitCount, which Vulkan requires without maintenance9. - Agc: drop the indirect-draw emit debug log; report the draw modifier in the unsupported indirect draw error. * [GPU] Partial texture-pool uploads and cheaper per-draw preparation - A CPU write into a large layered texture (Demon's Souls' 256-layer BC3 pools) re-uploaded the whole image, ~750 ms of GPU detiling in one frame. Each (mip, layer) piece's guest bytes are hashed at upload; a refresh uploads only the pieces that changed. - Device-address preparation touched and checked every registered buffer for each dispatch. Recency touches now run once per retirement tick, and uploads only visit buffers in blocks the tracker does not know to be clean; hot pages stay dirty, so they are still re-uploaded every time. - Resource materialization cache: when the only changed words are ones the flattened table alone reads (per-frame inline constants), only the table is evaluated again. - A full batch no longer splits an open render pass before 512 draws. - Lock-free lookups for shader headers, device format properties and the idle host movie bridge; the SPIR-V dump toggle is read once per program cache. * Demon soul - fix texture * Delete runahead tests * Screcrow fix for nvidia GPU |
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d0dd3fe102
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Gran Turismo 7 Fixes, AvPlayer, Razor CPU stubs, Net stubs (#927)
* [AvPlayer] improved video playback sync and stats * [AvPlayer] enabled threaded video decoding * [Fiber] fixed current fiber address query * [Font] added bitmap glyph rendering * [GPU] added unsigned scaled texture sampling * [Network] added socket receive and resolver support * [NpManager] added offline signup status * [NpSessionSignaling] added signed-out request stubs * [SigninDialog] added dialog stubs * [TextToSpeech] added initialization stubs * [SystemService] added music player disable stub * [VideoOut] added VRR stubs * [RazorCpu] added marker stubs * [Fiber] updated current fiber address test * [Pad] Added scePadGetFeatureReport stub * [Pad] For now, extra controller definitions should remain as stubs * [Runtime] Module loader correct order: libc > libSceNpCppWebApi > libScePfs > logiWheel * [SystemService] Added sceSystemServiceReenableMusicPlayer stub * [VideoOut] Add sceVideoOutVrrUnpegFromFixedRate stub * [Cpu] Reuse exited guest thread stack and TLS regions * [Kernel] Isolate temp0 storage per game process |
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e17fb6fed1
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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
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9073974ba8
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[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. |
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8feea60d31
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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 |
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d4ff32a1d2
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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 |
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22e73fbea1
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[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(). |
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[Spirvtranslator] Added many instruction set for SPIR-V translator (#894) | |
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54ab51e117 | [SpirvTranslator] Fix SPIR-V viewport/layer capability handling | |
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cff4a167a6
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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 |
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37694dfbb7
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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. |
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fe6521f617
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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. |
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ad115ddcbc
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VMovrelsB32 opcode fix (#825) | |
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a8fa9c96dc
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Astrobot - Vulkan fix (#733)
* log and vulkan fix * Astrobot - Vulkan fix : OpControlBarrier |
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eb0653eded
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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. |
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db4339f698
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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 |
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5228335f15
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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. |
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25d741b35b
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[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. |
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20eda4443c
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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. |
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94153955b0
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[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.
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743fe5cc26
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[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> |
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c9d018db8e
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Vulkan: fix guest storage image and render-state handling (#332) | |
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9883a9445d
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[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> |
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864cbb0fa0
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[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 |
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b5930465f2
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[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. |
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30fdd8d6ed
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[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. |
Renamed from src/SharpEmu.Libs/Agc/Gen5SpirvTranslator.cs (Browse further)