sharpemu/docs
Berk ddaf7ffe5b
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>
2026-10-03 04:49:43 +03:00
..
aerolib-catalog.md [aerolib-catalog] Add support for multiple Aerolib catalogs (#867) 2026-09-08 18:25:48 +03:00
bink2-bridge.md [GUI] revision of default settings (#1009) 2026-10-02 02:51:50 +03:00
compute-rejection-diagnostics.md Alpha Rebuild Progress (#887) 2026-09-20 04:09:27 +03:00
debugger-server.md Add live debugger frontend and mutex stall recovery (#383) 2026-07-17 22:41:07 -06:00
guest-write-watch.md Prevent invalid SaveData writes from damaging guest memory (#444) 2026-07-19 20:27:17 +03:00
performance-overlay.md Alpha Rebuild Progress (#887) 2026-09-20 04:09:27 +03:00
release-use.md [script] added aerolib_catalog.py and docs/aerolib-catalog.md, renamed scripts/RELEASE-USE.md to docs/release-use.md 2026-07-19 01:33:15 +03:00
sharpemu-gui-undocumented-env-vars.md Perf computed shaders (#1013) 2026-10-03 04:49:43 +03:00
windows-crash-capture.md Alpha Rebuild Progress (#887) 2026-09-20 04:09:27 +03:00