sharpemu/LICENSES
Foued Attar c7bbb09311
Ghost of Yōtei and Tsushima in game: rendering, GPU/CPU memory coherence, tessellation
* [ShaderCompiler] Pass guest LDS size to SPIR-V compilation

* [SpirvTranslator] Synchronize wave64 half masks through LDS exchange

* [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

* WIP: Yotei runtime descriptors, compile-cost fixes and Codex memory work before PR #1000

Snapshot before merging upstream PR #1000: runtime image descriptors (global table),
format-store and fault-flush compile fixes, runtime buffer strides, stencil plane
fixes, Codex's image memory, D16 and residency work. Tests: all pass except the
two known failures (DescriptorReloadedInsideLoop_SharesOneSampler,
RuntimeFormattedLoad_ReadsItsElementThroughThePageTable).

* [Cpu] Claim guest thread stack and TLS regions atomically

TryMapGuestThreadRegion looked for a free slot and mapped it in two steps, and Map
reuses a region that already exists. Two host threads claiming a nested-callback stack
at the same time therefore got the same stack, and Map zeroed the first one's frames.

In Ghost of Yotei two render threads ran the AGC command-buffer-full callback on that
shared stack at once: one returned through the other's entry stub onto the other
thread's host stack, abandoning managed frames. The runtime then failed fast with
"attempted to call a UnmanagedCallersOnly method from managed code" or an access
violation, one to four minutes after the intro.

The slot search and the mapping now run under one lock shared by the stack and TLS
claims.

* [Gpu] Preserve downloaded buffers and batch resource descriptor reads

* [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

* [Gpu] Return idle buffer memory and bound retired memory under pressure

- Small-buffer slab chunks track their live blocks; completely idle chunks go back to
  Vulkan under memory pressure instead of staying allocated until device teardown.
- Buffers removed from lookup still hold GPU memory until their retirement completes.
  The cache now counts them, collects on registered plus retired bytes, and waits for
  completion once retired memory passes 256 MiB.
- The tiler's pooled scratch buffers are released under pressure, and image collection
  waits for completion when outstanding scratch is over budget.

* fix(shader): preserve wave64 ballot masks on Vulkan

* test(shader): cover subgroup lane bits in wave mask predicates

* [Pad] Give each new touchpad contact its own touch id

The pad assigns a new id (1 to 127, then back to 1) to every finger contact and keeps it
while the finger stays down. SharpEmu reported the finger slot instead, so lifting the
finger and touching elsewhere read as one contact jumping across the pad. Games that tell
strokes apart by the id (Ghost of Yotei's name drawing) never saw a new stroke.

* [Gpu] Stop device-address faults from churning the buffer cache

Shaders reach guest memory through pointers, and a page they touch outside the cache
faults and is registered afterwards. In Ghost of Yotei that path re-created tens of
thousands of buffers every few minutes:

- Faulted ranges outside the GPU mappings were never touched again, so they aged out
  while still in use and faulted again. They are now kept and touched each tick, and
  forgotten once their guest mapping is gone.
- A fault inside a guest mapping now brings in its aligned 2 MiB window, clipped to the
  mapping, instead of one 16 KiB page.
- Faults on memory the guest never mapped (bad pointers) no longer create buffers: the
  shader reads zeros there, as on the console. They were 98% of the faults and about
  2.6 GiB of junk buffers; the cache now holds ~0.5 GiB in the same scene.
- The per-fault log line is gone; it wrote hundreds of thousands of lines per session.

* [Vulkan] Save and load driver pipeline caches past 2 GiB

Ghost of Yotei's driver cache grows past 2 GiB. Saving went through a .NET array, so
every save failed and new pipelines were lost at the next launch; loading had the same
limit. Both now stream the unchanged file format from and to native memory in chunks,
so existing caches still load.

* [Np] Treat NO_ENTITLEMENT for unowned add-on content as an expected result

sceNpEntitlementAccessGetAddcontEntitlementInfo returns NO_ENTITLEMENT when the user does
not own the add-on, as on the console. The import log reported it as a warning.

* [Vulkan] Log only slow pipeline creations

Every pipeline creation was logged, cache hits included, which wrote thousands of
0.0 ms lines per session. Only creations of 500 ms or more are logged now.

* [Shader] Treat a phi that merges one value as that value when planning table reads

* [Test] Read the formatted-load V# from GPU memory so the load goes through the page table

* [Repo] Add license headers to new files and build pipebench with central package versions

* [Test] Add the missing copyright line to the large dispatcher tests

* [Repo] Remove game-specific RenderDoc capture scripts

* [Repo] Remove the pipebench tool

* [Kernel] Implement sceKernelAioPollRequest

* [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.

* [DeS] Fixes for page faults and stack bounds issues in the emulator and audio fixes

* [ShaderPrewarm] Hold the game until the prewarm finishes and resume interrupted runs

The prewarm compiled thousands of compute pipelines on background threads
while the now faster boot ran beside it, so logos, Bink movies and the first
scenes raced the compile and dropped frames.

- Hold the guest at its first splash hide, GPU submission or CPU flip until
  the prewarm is decided and done; the render thread keeps presenting the
  splash. SHARPEMU_SHADER_PREWARM_WAIT=0 opts out.
- Stamp only the shader translators, the compiler type and the driver, so a
  Libs-only build no longer triggers a full prewarm.
- Record finished pipelines in shader-prewarm.progress so an interrupted
  prewarm resumes with the remaining ones.

* [AudioOut2] Block a blocking push only until a queue slot frees

A blocking sceAudioOut2ContextPush waited only when the host stream hit its
128 KiB cap, so a title rendering faster than real time kept about 680 ms
queued and every sound played that far behind (GTA V: queue=2 context,
queued_ms avg=678). The push now waits until the device holds the cushion
plus QueueDepth-1 grains, the level GetQueueLevel already reports as full;
the host cap stays as the limit for non-blocking bursts. GTA V now holds
about 41 ms with no underruns.

* [ShaderCompiler] Share the device-address formatted load decoder per component count

Every BUFFER_LOAD_FORMAT through a device address inlined the whole page-table
walk, format conversion and bounds check. Shaders with many such loads grew to
several megabytes of SPIR-V; 128 D16 loads added about 4600 words each.

Emit one DontInline function per component count, taking the address, size,
offset, descriptor and caller PC. Fault recording, formats, swizzles, EXEC
and out-of-range values are unchanged.

Offline A/B on three extracted shaders (RTX 5070, driver cache disabled):
18.6 s -> 2.9 s, 12.9 s -> 2.8 s, 15.9 s -> 3.2 s.

* [Gpu] Never copy a linear image readback past its guest range

The readback storage is sized from the guest range, but the copy follows the
linear layout computed for the format, whose padded rows can need more
bytes. A 513x513 R8 image declared as 0x40401 bytes was copied with
768-byte rows (0x60201 bytes): the copy wrote past its slot in the
download ring, and at the end of the ring into freed memory, which lost
the device.

Plan the readback only when the copy fits the guest range (and the
partial-level readback only when it fits its covered bytes), with one
warning naming the image. A linear download that would still exceed its
destination now fails explicitly instead of corrupting GPU memory.

* [Gpu] Draw merged LS/HS tessellation through a native tessellator

The guest hull runs unchanged in a cooperative wave64 compute workgroup and
computes its own control points and tessellation factors. A generated
control stage feeds those factors to Vulkan's tessellator, and the guest
domain shader is translated to a tessellation evaluation stage that reads
the guest control-point ring.

- VGT_TF_PARAM gives the domain, spacing and winding; VGT_LS_HS_CONFIG
  gives the patches per group and the control-point counts.
- Factors are clamped by the guest's minimum and maximum levels; zero or
  NaN outer factors still cull the patch. Isoline factors are swapped
  into Vulkan's order.
- The SPI_SHADER_USER_DATA_ADDR_HS pair is carried separately from the LS
  scalars and moved to s0:s1 before the guest code runs.
- Patches are drawn one hull group at a time, because the guest rings
  are reused by relative patch id.
- A configuration the bridge cannot express (power-of-two partitioning,
  an undefined domain, an empty hull group) skips the draw with one
  warning instead of stopping the emulator.

* [VideoOut] Verify a guest page once for clean resource reads

Resource materialization reads a few hundred guest words per draw through
the clean readers, and each read re-checked the whole GPU ownership of its
bytes: GPU-dirty pages and bytes, then the image cache, which built a new
list (twice per word) under its lock. In Ghost of Yotei that was about 550
million reads and 90 GB of allocations per minute in game.

- The image cache answers whether an unsynchronized GPU image covers the
  bytes without building the list; the list is built only when one does.
- The clean-page memo, already used by plain reads, now serves clean reads
  too. A page is verified clean once (no GPU-dirty bytes or pages, no
  GPU-modified image) and trusted until a buffer or an image is written by
  the GPU, which advances the buffer cache's or the images' write version.
  GPU-dirty pages are still checked on every read.

Measured in game: one materialization went from 0.33 ms to 0.17 ms.

* [Gpu] Keep the guest's face culling on tessellated patches

A patch list stands for legacy rectangle lists, which are never culled, so
every patch-list draw dropped its culling. Tessellated draws use the patch
topology too, and their output rasterizes as ordinary triangles: back
faces were drawn. Only a patch list without tessellation stages is a
rectangle list now.

* [ShaderCompiler] Give the domain shader its patch ID in v8

The ES ABI passes u, v, the patch within its hull group and the patch ID in
v5..v8. v8 was never written. Each native draw covers one hull group, so
the patch ID is the group's first patch plus the native primitive ID.

* [Gpu] Run tessellation hull groups together in their own off-chip slots

The hardware gives each hull threadgroup in flight its own off-chip buffer
and its own run of the factor ring, so groups run together and one draw
consumes them. Every group used slot zero instead, which serialized the
draw into one dispatch, one draw and full barriers per group.

- sceAgcDriverSetHsOffchipParam (VGT_HS_OFFCHIP_PARAM) is kept: buffer
  count and granularity. Ghost of Yotei sets 256 buffers of 8K dwords.
- Hull workgroup k runs group k: its first patch, its patch count, s2 at
  slot k and s4 at group k's run of the factor ring.
- The domain shader finds its group from the native primitive ID: the
  off-chip slot in s4, the patch within the group in v7, the patch ID in
  v8.
- One dispatch and one draw cover as many groups as the off-chip buffers
  and the factor ring hold. Without the guest's configuration, one group
  runs at a time as before.

* [Tests] Restore two upstream tests the branch dropped without a behaviour change

DepthState_PlayroomReplacementClearsOnlyTheWrittenBit and
FormattedUntypedLoad_SpecializesOnTheDescriptorFormat were removed by
earlier branch work although the code still behaves as they expect; both
pass unchanged.

* [Tests] Check the AudioOut2 port volume and reserved bytes again

The layout change dropped the checks of the -1 volume at +4 and the zeroed
bytes at +8, which the export still writes.

* [Repo] Remove the branch's debugging switches

The capture-after-seconds RenderDoc request, the crash-capture directory and
first-chance fault traces, the unsupported shader dump, the AGC allocation
failure traces and the control-flow trace served earlier investigations
only. The configuration switches (direct memory size, image cache budget,
forcing the shader dispatcher) stay.

* [PlayGo] Do not reject chunk IDs the playgo.pgm numbering only assumes

playgo.pgm is read for its chunk count only; the IDs 0..count-1 are
derived, yet they were marked authoritative and any other ID returned
BAD_CHUNK_ID. The list is still reported, but like other metadata that
is not understood, it no longer rejects an ID outside it.

* [Vulkan] Bound the bindless sampler binding by the device's sampler limits

The persistent heap always declared 4096 update-after-bind samplers and
left them out of the pool-wide descriptor budget it split between sampled
and storage images. On a device with fewer samplers per stage, or a tight
update-after-bind total (MoltenVK, some Intel drivers), creating the heap
could fail.

The sampler binding now takes the smallest of the device's per-stage and
per-set sampler limits (at most 4096), and its share comes out of the
total before the images split the rest.

* [Gpu] Copy linear render targets with the guest's own pitch

A linear render target's builder lays it out with the guest's pitch, which
need not be aligned like a texture's: a 513x513 R8 target is 513 bytes per
row. Transfers recomputed the texture's aligned linear layout (768-byte
rows), so its uploads read shifted rows and its readbacks did not fit the
guest range and were skipped.

A single-level, non-volume linear image whose description holds a
consistent slice layout now transfers with that layout. Textures, which
carry no layout of their own, keep the format's linear layout, and the
readback guard still refuses a copy that does not fit.

* [Gpu] Free images and retry once when an image allocation runs out of memory

The image budget comes from the device's reported memory, so an allocation
can still fail when the driver or another process holds more than
expected. That was fatal.

Running out of device or host memory while allocating an image's backing
is now recoverable: the cache retires every image collection allows, waits
for the retired ones to be destroyed, returns unused pool memory and tries
once more. A second failure stays fatal. Tests make an allocation fail
through an internal hook on GpuDeviceInfo.

* [Vulkan] Size descriptor pools for the sets that need them

The branch had raised every descriptor pool to 65536 storage buffers,
262144 sampled images and 8192 storage images so the largest shader's set
would fit, and every pool paid for that on every device.

Pools are back to upstream's ordinary size (8192/8192/1024/1024). When a
set does not fit one, the next pool is sized for four sets of its kind,
and a retired pool is reused only if it can hold the set. MaxImages stays
the planner's bound on distinct image descriptors per shader.

* [Vulkan] Blend with a second source from the MRT1 export

Blend factors 15-18 (SRC1 color and alpha) were mapped to Vulkan's Src1
factors without enabling dualSrcBlend or giving the fragment shader a
second output, so the blend read an undefined value and validation
reported every such pipeline.

When the device supports dualSrcBlend, it is enabled, and a draw whose
target 0 blends with an SRC1 factor (and binds no other target, as on the
hardware) gets a second fragment output fed by the MRT1 export, declared at
location 0 with index 1. The translator accepts that one extra output and
keys the compiled program by it.

* [Tests] Skip device tests without a Vulkan device, as upstream does

The branch had turned the device gates into assertions, so every device test
failed on runners without a GPU. SHARPEMU_TEST_REQUIRE_DEVICE=1 still makes a
missing device a failure.

* [Gpu] Wait for pending image readbacks before uploading over them

A tiled image retired under pressure publishes its contents only when its
readback tick completes. Found again before then, it was rebuilt from the
guest bytes it supersedes. Uploads now wait for the readbacks into their range.

* [Shader] Unpack compressed 16-bit pixel exports by their export format

Compressed exports were always unpacked as half floats. UNORM16, SNORM16,
UINT16 and SINT16 exports (G-buffer normals among them) now follow the
SPI_SHADER_COL_FORMAT of their target, which also keys the compiled program.

* [Agc] Emit direct draws for every draw modifier

sceAgcDcbDrawIndex and sceAgcDcbDrawIndexAuto returned without writing the
draw for any modifier other than 0x40000000, so whole passes vanished
without a trace.

* [Agc] Emit addressed occlusion counter events

sceAgcDcbEventWrite refused every event with an address, so the 0x38/0x39
counter events never reached the command stream. Their results are now
published through the ordered buffer fill path instead of CPU memory only.

* [Gpu] Execute target-less draws whose pixel shader writes memory

A draw without color or depth targets was dropped before compilation even
when its pixel shader stores to buffers or images. Yotei fills its visibility
buffer this way; the dropped pass left most of the scene black.

* [Shader] Keep EXEC guards after V_CMPX with a legacy scalar destination

GFX10 V_CMPX in VOP3 or SDWA form changes EXEC and ignores its scalar
destination. The EXEC-full analysis took it as a write of that destination,
kept EXEC full and elided the guards of the following vector writes.

Ported from voidborn-astra/sharperemu 8499b905.

* [Vulkan] Use unsigned operations for scalar pair bit instructions

Ported from voidborn-astra/sharperemu c0cff157.

* [Gpu] Invalidate image copies for raw buffer writes

Ported from voidborn-astra/sharperemu caa4149d.

* [Gpu] Retain GPU image contents during collection

A GPU-written image whose readback a dirty buffer overlap blocks was cleared
and deleted, losing its contents. It is kept instead; same-page CPU writes are
resolved by hash before deciding.

Ported from voidborn-astra/sharperemu 3b5eb2f3.

* [Shader] Read the selected lane for V_READLANE in graphics stages

Graphics stages took the reading lane's own value instead of the selected
lane. A graphics wave is one group of up to 32 host lanes; the selected lane
of that group is now read with a subgroup shuffle.

* [Tests] Cover Yotei's wave64 march and waterfall loop shapes

A step counter compared into EXEC with lanes leaving through VCC, and a
waterfall over an SDWA compare into an SGPR pair. Both already end every lane
in both halves of the wave.

* [Vulkan] Make depth bounds dynamic pipeline state

The depth bounds were part of the graphics pipeline key. Ghost of Yotei moves
them per draw, so every value created a new pipeline: about 80 per frame and
thousands kept for the session. They are now set with vkCmdSetDepthBounds per
draw; the key bytes they used stay reserved.

* [Shader] Read absent graphics lanes as the reading lane

A host subgroup of a graphics stage can be partly empty, where a PS5 wave
still has dead lanes. DPP, V_READLANE and V_PERMLANE reads of an absent lane
returned undefined values: Ghost of Yotei's wave minimum then never reached its
exit and its pixel shaders ran until the step guard. An absent lane now reads
the calling lane's value, which keeps min/max/and/or reductions exact.

* [Memory] Skip the ownership transition for pages already CPU-dirty

A CPU write to pages that are all CPU-dirty re-ran ChangeState, which scans the
whole 4 MiB region and republishes the same summary, for every managed guest
store. CPU and GPU dirty states are exclusive, so nothing can change there.

* [GPU] Keep the previous frame's images through mid-frame collection

Collection runs before every draw while image memory is under pressure. It
evicted every image not used yet in the current frame, which the rest of the
frame samples again, so Ghost of Yotei recreated and uploaded about 7000
images per frame. Below the critical level the mid-frame pass now leaves
them alone; frame-end collection and allocation-time reclaim are unchanged.

* [GPU] Copy the newer GPU contents between same-layout image aliases

One surface read through two formats of the same layout is two cache
images over the same guest bytes. Before one is used as a texture, storage
image or target, it copies the newest GPU contents of its same-layout
aliases on the GPU, ordered by write sequence, as unified memory shows
them. Depth keeps its reinterpretation path.

* fix(kernel): provide read-only entropy device descriptors

(cherry picked from commit 2ad0eca819ba8456b42177d4e682915d99fb7639)

* fix(net): track epoll descriptor creation and destruction

(cherry picked from commit e1c5658ed5f9579756111c89943b136fb995182b)

* fix(pthread): implement relative timed mutex acquisition

(cherry picked from commit c75f28f489a7fa3f78d6baae533e49c33dc10cb7)

* fix(net): implement level-triggered socket epoll waits

(cherry picked from commit 2f27f0078888007861f71afc5615e5c9a7246532)

* fix(kernel): release timed-out event flag waiters

(cherry picked from commit 4daa8a34e4c0534d3a0ebcc79f7a15597aaed330)

* fix(system-service): report empty event polls

(cherry picked from commit 65fb9aae7a7ee994ce8ab5b70f8fb00df2f7c742)

* fix(videoout): preserve decoded frame presentation order

(cherry picked from commit 66526f0eedc4da4253a6650b5563c257ff5c278d)

* fix(ajm): decode ATRAC9 jobs from split buffers

(cherry picked from commit e8c9925d86eb886d8734913a0ba7c10c125cc209)

* fix(videodec): finish queued frames before decoder deletion

(cherry picked from commit eae19e7c170998af3f4cf865759536fb33886e28)

* fix(net): confirm socket errors before reporting epoll error readiness

(cherry picked from commit 95128f67d446b4f659692584d241bdc85a5a9af7)

* fix(net): format guest Ethernet addresses

(cherry picked from commit 08cca779b5c000b46322ce16eb75b9739f312175)

* fix(net): keep one sceNetEtherNtostr export

Both branches added sceNetEtherNtostr. Keep the version that reports an
unreadable source address as a fault, the errno a guest read fault gives.

* fix(net): distinguish pending accepts from socket hangups

(cherry picked from commit 28ad0c0a9d989ad8f368d471354ede295ce9acf7)

* fix(net): avoid querying payload bytes on listening sockets

(cherry picked from commit 2aac142b2fb58b4b398bb1f2dfdf96cd94a388f1)

* fix(audio): avoid pacing empty nonblocking context pushes

A nonblocking push returns at once. The grain it claims still counts in the
queue level when no host backend is attached; only a blocking push waits
for its slot.

(cherry picked from commit 9b2db6d814f89b44cf46da11c3f8ced474ace063,
adapted to keep the queued grain accounted)

* chore(net): remove an investigation trace call

(network part of 8d0bd2fc; its PlayGo trace only exists in the skipped d342dd1c)

* fix(videodec2): preserve the picture-info size prefix

Without a picture only the ready flag at offset 8 is cleared; the caller's
size prefix and the other fields are preserved. A decoded picture still
fills the whole output info, pitch included.

(cherry picked from commit 050e9c824ad4a1ac2d9a40a6d6dd9ba1f63fd4fb,
adapted to keep the complete output info for decoded pictures)

* fix(videodec): preserve adjacent picture-info fields

Width and height are 32-bit fields with the pitch between them.

(cherry picked from commit 88a79715; the complete output info this branch
writes for a decoded picture already used 32-bit fields, so only the
dimensions helper and its test are added)

* fix(shader): report descriptor accesses that fall back to the null descriptor

A control-dependent image or sampler descriptor with no plan-time source
reads the null descriptor, so its texels read as zero. The plan records
each such access and the host warns once per shader with its PC, so the
loss is visible instead of silent.

* fix(shader): read control-dependent descriptors at run time before the null fallback

A sampled float access whose image or sampler descriptor has no plan-time
source read the null descriptor even when the runtime descriptor table
could serve it, because the null fallback ran before the runtime path was
tried. Such an access now reads its descriptors at run time, as the
hardware reads them from memory; the null fallback stays for accesses the
table cannot serve yet.

* fix(gpu): keep invalid runtime image descriptors on the null texture

A shader reading its descriptors at run time reports every image it does not
find. One with a null base or a format without a host equivalent stopped
the emulator when the host tried to create it. It now stays out of the
table, so the shader keeps reading the null texture, as the hardware does
for such a descriptor.

* fix(gpu): translate equivalent stencil replacement states

(cherry picked from commit a6e7922dbede9548fe5ef8795d29387de98b1bf8)

* fix(gpu): accept GFX10 image resource-level bit

(cherry picked from commit 1cbafc0a52e44592e34c5ae708d98573f6d2e9d6)

* fix(gpu): preserve addressed texture view alignment

(cherry picked from commit 936d873f70922337b7e9557cf4e579f4ed73d471)

* test: keep only the tests that 1cbafc0a and 936d873f add

Resolving their test conflicts kept test blocks from later #1057 commits
that depend on code not merged yet; only each commit's own test remains.

* fix(gpu): read disjoint descriptor bytes through backing aliases

GPU ownership is tracked in bytes but page protection covers whole pages:
CPU-owned bytes on a page that also holds GPU-owned bytes are read through
the backing alias, without bringing the neighbouring GPU bytes back.

(cherry picked from commit 7c8f0b97; this branch's clean word reader, which
first synchronises GPU-owned words, is kept, and the test keeps the
resident-range assertions)

* fix(gpu): read indirect tessellation draw arguments on the CPU

Non-indexed indirect draws now leave their arguments to the GPU (#1036), but the
merged tessellation path counts patches from the vertex count on the CPU: an indirect
tessellation draw arrived with the placeholder count of one and drew no patch.

* fix(gpu): write a replaced stencil plane back before dropping its proxy

A depth buffer whose stencil plane has another size at the same address drops the
other buffer's stencil proxy. When the GPU had written that plane, deleting the
proxy stopped the emulator (Ghost of Tsushima). The plane now reaches guest memory
first, as when a depth buffer changes planes, and stencil write-backs register as
publishing downloads so an upload of the range waits for them.

* feat(shader): read image-load descriptors at run time

An ImageLoad whose descriptor has no plan-time source looks its words up in the
runtime descriptor table instead of reading the null descriptor. The key carries the
numeric class the descriptor format selects, so the shader fetches through the uint,
sint or float heap array the host view matches.

- Only active lanes record misses; an inactive lane may hold anything.
- A missed descriptor over unbacked memory stays out of the table, and an entry whose
  memory the title freed leaves it when its image is retired.
- An entry keeps the texture it resolved to until the cache retires its image, so a
  draw no longer looks every entry up again; each draw still acquires its views.
- A plan that reads descriptors at run time on a host without the bindless heap is a
  rejected plan, not a fatal layout error.

* fix(shader): resolve descriptors from empty scalar buffers

Descriptor words read from an empty scalar buffer are zero whatever the offset, so
the access reads the null descriptor; materialization rechecks that the buffer is
still empty. Ghost of Tsushima's pixel shaders read image descriptors this way.

(cherry picked from commit 5d03a71aacdead6adfbc9f46b5eeb777168e759a; on this branch
an access the runtime descriptor table can read keeps that path, which also serves a
buffer that is not empty, so the proof applies to the other accesses only. Its tests
use a depth-compare sample accordingly, the indirect-image case stays a runtime read,
and the planning-dump fixture adds one to its descriptor as f73663e8 does upstream)

* fix(shader): preserve scalar sources in immediate comparisons

(cherry picked from commit 9f4e325df34d9c075d9625da9994ecccfa9d1ac3)

* fix(shader): count unsigned leading bits in scalar instructions

(cherry picked from commit 09e9e1de7a8de12d92de39d51eed744ff4416fa6)

* fix(shader): bind signed integer storage images

(cherry picked from commit 1c134311d66ea6690a4549dff933017e1e478c5a)

* fix(shader): view only 32-bit signed storage writes as unsigned

A write-only signed storage image went through an unsigned view for every signed
format while no signed storage binding existed. With signed bindings (1c134311),
only the 32-bit format keeps that view, where the bits are the same; a 16-bit signed
image stores through its own signed view again.

* feat(shader): read adjusted-sample descriptors at run time

The IMAGE_SAMPLE_*_A forms carry their adjustment in the sampler's reserved dword-3
bits. Their descriptors without a plan-time source now go through the runtime table
like a plain sample, with those bits masked out of the sampler key so each
adjustment does not register a sampler of its own. A Ghost of Tsushima pixel shader
reads the image of such a sample from a material record that the plan cannot prove.

* fix(shader): qualify single-mode sample interpolants

(cherry picked from commit 3026bb288124f001f828f550755a2e4117c67ec0)

* fix(gpu): preserve sample masks and decode signed locations

(cherry picked from commit 3ab11b99d98482694037365c4e3865839544d891)

* fix(gpu): distinguish attachment sample counts in pipeline keys

(cherry picked from commit 51dd915d42f2ec877df970b66e0f7d2fc57b1300)

* fix(gpu): preserve EQAA depth and overrasterization controls

(cherry picked from commit 1087b9fba3914d3afda21041897c223dda3f324d)

* fix(gpu): retain scan mode control for sample iteration

(cherry picked from commit c8614eae54bc66d18ee60ac594280b9659b1fdd4)

* test(gpu): verify captured mixed-sample register decoding

(cherry picked from commit 943fc08e17f11dbe0995849813900a666781d42c)

* feat(shader): support explicit pixel interpolation samples

(cherry picked from commit fa66d55425a6108760f5dc1f7d6d5e9f62c2b8d9)

* fix(shader): honor eligible early depth testing in Vulkan

(cherry picked from commit 9b34fa404eaca555170e9c5fb18622a907b70179)

* fix(vulkan): preserve pixel sample-mask exports

(cherry picked from commit 5fbe6a3b38c1724c8c66fcbb6eb37aacdde4a981)

* fix(vulkan): preserve pixel depth exports

(cherry picked from commit bad8e123e566cf0a1a835fd5fa8736625ffa9581)

* fix(gpu): separate pixel iteration rate from interpolation inputs

(cherry picked from commit 9e0bdd4cea8105243347772328ec69a0a77e7b11)

* fix(vulkan): interpolate fixed custom samples with explicit offsets

(cherry picked from commit 8e7796636bed4fad5d5c65ce04a35b970fc369be)

* fix(vulkan): gate fragment execution with post-depth sample coverage

(cherry picked from commit 4c981e8edfae91b0a9ecdc336a2813ec841941f6)

* fix(gpu): apply sample exclusion to early fragment execution

(cherry picked from commit 0f5b5a71c54983db73d5d461088f3285cf13641a)

* fix(vulkan): preserve per-sample custom interpolation coordinates

(cherry picked from commit bfb5d7618b7ec994f2197c8f50d8b717f3c6bca6)

* fix(gpu): preserve late depth updates for shader coverage changes

(cherry picked from commit 4f8bcb6d142a7352a58d02328d798b390f244ee5)

* fix(gpu): key shader programs by custom sample positions

(cherry picked from commit dd36fcea9b83fd90ac1aea5af770cfdebbe5f987)

* fix(vulkan): preserve two-sample depth with single-sample color

(cherry picked from commit 042e5c4d19c5b104f0c20b0a38d87cb349d9241d)

* fix(gpu): reject unrepresented two-sample coverage masks

(cherry picked from commit b8fe958ac343b049295392a61c99419115020e63)

* fix(gpu): preserve forced shader depth ordering

(cherry picked from commit 58a4b282c89b2f35d04fe46a3f702c990f5164f0)

* fix(gpu): use late depth for unforced shader depth exports

(cherry picked from commit 29fe184bf1d241af6e8bfa521020d38d2eaba589)

* fix(shader): reject unsupported multisample sampling modules

(cherry picked from commit e77451e273d12e9c11355004654d592235e6aa63)

* fix(gpu): keep runtime descriptors that describe no view out of the table

A T# read at run time holds whatever the lane computed; the hardware reads one that
describes no valid view as the null texture. Ghost of Tsushima samples through such a
descriptor (image type 0, base level past the last level) before choosing another
one. The runtime path now asks for the texture without stopping on it: the T# checks
of the texture builder go through one rejection, fatal on the planned path as before
and a failure for the runtime one, which keeps that descriptor out of the table.

* perf(loader): sample repeated unresolved import warnings

(cherry picked from commit 842c3eea5228f017f26941e2f5ad9f69e678c002)

* perf(shader): read buffer-table descriptors at run time when the access allows it

A descriptor read from a table in a buffer, indexed by a lane value, was planned as
a dense table: materialization takes every record the buffer holds and each draw
finds, refreshes and binds all of them. A Ghost of Tsushima material table made that
about 2000 images per draw, nearly all of the render thread's time. An access the
runtime descriptor table can read now takes that path and binds only the records the
shader reads; a storage, compare or cube access keeps the dense table.

* fix(shader): read sample 0 for samples of a multisample image

Vulkan cannot sample a multisample image, and e77451e2 stopped such a module from
compiling, which stopped the emulator at a Ghost of Tsushima gameplay pixel shader.
A sample instruction on a 2D multisample image now fetches sample 0 of the texel its
normalized coordinate falls in, as shadPS4 lowers it, and the image is bound without
a sampler. A gather or an arrayed multisample sample is still refused.

* fix(gpu): free images and retry once when a buffer allocation runs out of memory

Images already retried after freeing what can go; a buffer allocation that found
every memory type full stopped the emulator (Ghost of Tsushima gameplay). The buffer
allocation now reports the failure, the buffer cache asks the image cache to free its
images and wait for retired ones, and tries once more before stopping.

* fix(vulkan): initialize format buffer scratch for runtime resources

* fix(shader): invalidate stale prewarm resource plans

* chore(sync): carry upstream Unity compatibility fixes

Apply upstream/main's post-revert Unity compatibility changes while preserving the Yotei-specific AudioOut2 state layout. The upstream rendering reversion is intentionally not imported because this branch still depends on those rendering changes.

* fix(shader): bind incompatible-only indirect image tables as typed nulls

An indirect image table whose candidates all have a dimension the MIMG
instruction cannot address (Demon's Souls 0x9D1D8F5B7F200DE7: every
candidate 2D, instruction MSAA) failed with "no typed candidate". Keep
the instruction's declared image type and bind every candidate as a
typed null instead.

* debug(gpu): dump the whole command buffer on an unknown packet

Temporary diagnostic for a tester's Yōtei crash ("packet opcode is
unknown", header 0x00000000). The old dump showed only 24 dwords around
the bad packet, too few to re-parse the stream and find which earlier
packet is misaligned. Dump from the start of the buffer instead.

* perf(gpu): copy CPU-write-hot pages once per memory visibility point

Every draw with a read-only device-address range re-copied the range's
CPU-write-hot pages: they stay writable, so they read as dirty forever.
In Ghost of Yotei that was ~47% of the render thread (thousands of
draws per frame re-copying the same pages, each copy ending the render
pass behind a full barrier).

The guest only guarantees CPU writes are visible at memory visibility
points (a submission slice, a satisfied wait), the rule the PrepareBda
sweep already follows. Each buffer now remembers the range whose hot
pages it copied in the current visibility generation and skips them
there; pages that fault dirty are still copied on every draw. A
command-processor write invalidates only the buffers holding the
written bytes instead of starting a new generation.

SHARPEMU_BDA_RESYNC_HOT_EVERY_DRAW=1 restores the previous behaviour.
[PERF][BDA_SYNC] reports visibility points, processor writes and how
many syncs skipped hot pages.

* perf(vulkan): stop retaining per-draw texture bindings until GPU completion

Ghost of Yotei binds ~300 images per draw, and each one allocated a
TextureResource of ~1.3 KB that stayed referenced until its submission
retired. At under one frame per second every binding outlived gen0, so
nearly every GC was a gen1 collection (299 gen1 vs 35 gen0 in 15 s).

- Drop TextureResource.Resolution: it was written in one place and never
  read, and duplicated the ImageRequest (about half the object).
- Keep only the host movie planes, which own a staging buffer recycled
  at completion; the other bindings die with the draw.

Measured in game: gen1 collections fell to 9 per 15 s.

* perf(images): widen the image lookup memo to 4096 slots

The direct-mapped memo had 256 slots, while a Yotei draw binds ~300
images and a frame thousands, so slots evicted each other and only 42%
of lookups hit. With 4096 slots (about 2.5 MB) 90% hit.

* fix(agc): allocate command buffer space atomically

Guest threads run HLE exports concurrently. Two exports appending to one
command buffer both read its cursor before either stored it back, so the
second packet overwrote the first. A tester's Yotei DCB showed a
PopMarker NOP written over the first two dwords of a SET_SH_REG 0x228
packet; the stream then hit its trailing zero dword ("packet opcode is
unknown, header 0x00000000") about 20 s into the game.

The cursor update is now atomic per buffer through striped locks; the
lock is released around the guest's buffer-full callback. A one-time
"[AGC][WARN] Two threads append to one command buffer" line reports the
race when the same buffer is contended.

* fix(gpu): stop executing queued GPU work once guest memory is torn down

Closing the window raced the runtime teardown: the runtime detached the
guest GPU memory registry while the presenter's shutdown drain was still
executing queued draws, so the first device-address draw died with
"A device-address program needs the guest GPU memory registry" and the
end-of-run reports were lost. The drain now drops the remaining work
once the registry is gone.

Also report the audio backend a port actually opened instead of a
hardcoded "coreaudio" in the AudioOut output trace.

* fix(runtime): release guest GPU memory only after the presenter's caches

Runtime teardown disposed the guest GPU memory while the presenter was
still shutting down on its own thread: its image and buffer caches still
held page watches, so PageGuard.Dispose failed fast with "Cannot release
the page guard while page state is active". Wait (bounded) until the
presenter detaches its stores, and keep the memory mapped if it does not.

* perf(buffers): stop read-aheads of windows the GPU keeps rewriting

Eager readbacks copied a 512 KiB window after every batch that wrote a
hot window. In Yōtei's loading phase and cinematic the GPU rewrites those
windows before the CPU reads them: of ~2,900 read-aheads per 10 s, 3 were
used and ~2,800 were discarded as stale. Count consecutive wasted
read-aheads per window, skip a window after two, and give every window a
new chance every 256 batches.

* perf(buffers): read only the requested pages from mapped device memory

A guest read of GPU-written memory served from a unified (ReBAR) buffer
copied the whole 512 KiB readback window out of device-local memory,
which the CPU reads uncached across the bus. In Yōtei's loading phase
that memmove was 30% of the render thread. Mapped reads now copy a
16 KiB window around the request; copy-command readbacks keep the large
window. Loading phase, same 10 s window: QueueRelay 2447 -> 947 ms,
frames 205 -> 252.

* diag(gpu): report how tessellated draws split into batches

Adds [PERF][TESSELLATION] to the render profile: draws, instances, patches, batches per draw and the off-chip buffer count. Each batch prepares and binds every stage again, so batches per draw is the multiplier on tessellation cost.

* perf(gpu): run all instances of a tessellated draw in shared batches

DrawTessellation looped over instances on the CPU: every instance took
its own hull dispatch, a full binding preparation of the hull, domain
and pixel stages, and its own draw. Yōtei's cinematic issues up to
~1,900 instances per tessellated draw, ~15,000 iterations per 10 s, and
tessellation was half of the render thread.

Number patches across all instances instead and batch that numbering by
the factor-ring and off-chip capacity, as the hardware distributes the
patches of an instanced draw. A new tessellation data word carries the
patches per instance; each hull thread derives its instance ID (v5), its
patch ID (v0) and its index-buffer vertex, and the domain stage its patch
ID (v8), from the shared number. Zero patches per instance keeps the old
values exactly.

Yōtei: one batch per tessellated draw, cinematic 0.6-0.7 -> 1.1-1.3 FPS.

* perf(memory): let CPU-write-hot pages cool down once per frame

A page the CPU rewrites right after three uploads turns hot: it stays
writable and dirty and every sync copies it whole. Nothing ever cooled a
page down, so a ring the game fills a little each frame ended up hot in
full. In Yōtei's cinematic two 28-32 MiB buffers were copied whole at
every device-address sync, ~60 GB per 10 s.

Once per presented frame, hot pages now lose their heat: the next sync
copies them once more and protects them again, and only pages the CPU
keeps rewriting within a frame turn hot again. SHARPEMU_KEEP_CPU_WRITE_HEAT=1
restores the old behaviour.

Yōtei cinematic: uploads ~60 GB -> ~0.6 GB per 10 s, 1.1 -> 1.5-1.6 FPS.

* diag(images): trace lost GPU image contents and name guest passes

SHARPEMU_TRACE_IMAGE_DROPS=1 reports every time an image loses GPU-written
contents that never reached guest memory: the code site, the image, the
range of a buffer write that caused it and how much of the image it
covers, the image's dirty flags, and the guest render pass decoded from
its push markers (one stack per queue). Evictions report whether they
published the contents first.

A renderdoc.capture file next to the executable now requests a RenderDoc
capture at the next guest flip, for unattended runs.

* fix(images): keep an image being resolved out of collection

ResolveOverlap can allocate a replacement (GrowImage, a depth overlap
copy), and an allocation under memory pressure collects images that
were not used this tick. The image being resolved is the copy source of
that replacement: when it was collected, the copy read a freed slot and
the process failed fast with "The slot is not allocated" (seen twice in
Yōtei with a 4 GB image cache budget). Touch it before resolving.

* fix(images): publish GPU-only image contents before an overlap drops them

Memory keeps its bytes when another image or a buffer write reuses part
of it. When an overlapping image request or a partial buffer write
dropped an image whose GPU contents had never reached guest memory, the
contents were simply lost; a later image over those bytes started from
stale guest memory. Yōtei's cloud tables alias a 2048x2048 RG16F and a
512x512 RGBA16F at one address, and several post-process targets are
partly overwritten by compute buffer writes (7-82 % coverage).

Before such a drop, copy the image into the buffer over its range on the
GPU (the existing image-to-buffer path) and let the buffer own the bytes,
as after any GPU write. Full overwrites still drop directly.
SHARPEMU_IMAGE_DROP_WITHOUT_PUBLISH=1 restores the old behaviour.

* perf(gpu): poll the timeline at most every 0.5 ms in per-draw housekeeping

The completed-submission collection before every draw read the timeline
semaphore twice per draw (vkGetSemaphoreCounterValue), about 12 % of the
command thread in Ghost of Yotei. The per-draw path now polls at most once
per interval and uses the last value otherwise; real waits still read the
timeline at once. SHARPEMU_TIMELINE_POLL_US overrides the interval.

* perf(gpu): look up known samplers without taking the store lock

Every sampler of every draw took the store lock, and the async compute
queue contended for it (3.7 % of the command thread in Monitor slow paths).
Hits now read a concurrent dictionary; only a miss locks to create.

* perf(buffers): read one tracker page per mapped readback

Mapped readbacks copy uncached device-local memory at about 300 MB/s, and
most want a descriptor word or a packet dword. The window drops from 16 KiB
to one 4 KiB tracker page. SHARPEMU_MAPPED_READBACK_KB overrides it.

* perf(images): reuse per-thread level scratch when resolving color targets

Every draw resolved its color targets with two fresh 16-entry arrays that are
only copied into the image description; they were about 10 % of the managed
allocation volume in Ghost of Yotei. One cleared pair per thread replaces them.

* fix(agc): leave the command buffer alone in Push/PopMarker

Ghost of Yotei 1.512 calls the marker exports from a second guest thread on a
DCB that the main thread fills with inline-written packets. Appending a marker
NOP read a stale cursor and overwrote the game's packets: a tester's dump shows
a PopMarker NOP over the first two dwords of a SET_SH_REG, whose stray value
dword then failed as an unknown packet (header 0x00000000). Markers are
tool-only NOPs on PS5, so by default they now return the current cursor
without writing. SHARPEMU_AGC_MARKERS=1 restores the packets for the pass
names that traces decode.

* diag(shader): say why resource materialization failed

Two testers of Ghost of Yotei 1.512 stop on 'could not be materialized ...
reason=Other' for one pixel shader, and Other named no step. Each failure
site now records what failed and the values it saw (the source and dword that
could not be evaluated, the guest address that could not be read, the bad
count, stride or descriptor words); the fatal message appends it as detail=.
Return values and the fatal/reject policy are unchanged.

* fix(agc): preserve marker reservations for the DCB writer

Restore packet reservation and capacity callbacks for markers. Suppress markers from another known guest writer under the allocation gate so they cannot overwrite unpublished inline packets. Scope writer identities to canonical memory across native thread wrappers.

* fix(gpu): preserve partial images before capturing buffer bindings

* fix(audio): report the channel count in AudioOut2 port state

* Revert "debug(gpu): dump the whole command buffer on an unknown packet"

The full dump identified the tester's crash: a PopMarker from a second guest
thread overwrote a SET_SH_REG (fixed by the marker reservation change). Back to
the short dump around the bad packet.

* fix(shader): probe record-aligned material offsets past the indirect image cap

Ghost of Yotei 1.512 stops on 'indirect image 0x494: 72559 unbounded selector
probes exceed 65536' for a 2502-record material table with a 116-byte stride.
Without a proven selector set every multiple of gcd(stride, 2^32) is probed,
because selector * stride + offset wraps modulo 2^32; reaching an offset that
is not a record start needs a selector of at least 2^32 / stride. Tables under
the cap keep the exhaustive enumeration; past it, the record-aligned offsets
are probed and a warning names the image once.

* fix(gpu): track guest pages written through device addresses

Shaders that store to memory through a runtime V# or a flat/global
pointer reach guest memory through the device-address page table, not
through a bound buffer. The buffer cache only learned about GPU writes
from bound writable bindings, so these stores were invisible to it: the
page stayed "clean", the host never downloaded the GPU copy, and the
next CPU upload or eviction silently overwrote the GPU result with stale
guest bytes (or the CPU kept reading stale bytes). Ghost of Yotei's
GPU-driven passes (producer computes filling per-object data and V#
tables) write almost exclusively this way.

The translator now reports the page of every device-address store and
atomic in a second bitmap that follows the fault bitmap in the fault
buffer. Non-pixel invocations merge bits of one bitmap word and publish
it when the word changes or the invocation ends; pixel invocations,
which a discard can end early, publish at once. The fault processor
compacts that bitmap with the same pass as the fault bitmap and, once
the scan completes, GuestBufferCache.NoteDeviceAddressWrites marks the
pages GPU-written exactly as a written binding would: GPU-dirty in the
page tracker, recorded in the GPU-modified ranges, the owning buffer's
write tick bumped, and overlapping image memory copies invalidated.

A page the CPU dirtied before the write is reported cannot be owned by
both sides; it stays CPU-owned and the conflict is logged once per power
of two. On Yotei these conflicts remain (dozens per run, mostly the
producer input pages at 0x50CB...), so mixed CPU/GPU pages can still
lose bytes; resolving them needs a byte-level merge and is left for a
follow-up.

Diagnostics added alongside:
- SHARPEMU_TRACE_COHERENCE=1 checks, every fourth presented frame with
  the GPU idle, that pages the tracker calls clean hold the same bytes
  in guest memory and in the mapped buffer, and reports each divergence
  (SHARPEMU_TRACE_COHERENCE_MB sets the slice checked per pass). With
  SHARPEMU_TRACE_GPU_MEMORY_ADDRESS=coherence the first diverging page
  is traced. On Yotei the detector went from hundreds of divergences to
  zero with this fix.
- Guest buffers are named "guest 0x<address>+0x<size>" when Vulkan debug
  labels are enabled, so RenderDoc captures show which guest range a
  binding is.

* fix(gpu): merge shader and CPU writes that share a guest page

On the console the CPU and the GPU write one memory, so a 4 KiB page
can hold bytes from both. The page tracker gives each page a single
owner. When a shader stored through a device address into a page the
CPU had dirtied before the store was reported, the page stayed
CPU-owned and the next upload copied the whole guest page, stale
where the shader wrote, over the GPU copy. The guest never saw those
shader bytes either. Ghost of Yotei hits this dozens of times per run
(producer input pages at 0x50CB..., per-draw rings at 0x2002...).

SharedPageShadows keeps, per such page, the bytes both copies last
agreed on and does a three-way merge:
- Uploads of a shadowed page copy only the byte runs the CPU changed
  since the shadow; the shader's bytes in the buffer stay.
- When a device-address write is reported on a CPU-dirty shadowed
  page (once every upload staged for it has executed), the bytes the
  GPU changed since the shadow are written into guest memory where
  the CPU left them alone. A byte both changed keeps the CPU value,
  which the next upload carries to the GPU.
- Downloads refresh the shadow, since both copies agree afterwards.

A shader-written page gets its shadow when the CPU first touches it:
that access downloads the page, so guest memory matches the GPU copy
and no extra read of uncached mapped memory is needed. Pages only the
GPU uses cost one dictionary entry. A page the CPU dirtied before its
first shader write was reported is shadowed from the mapped GPU copy;
shader bytes an upload already overwrote there are lost once, and the
log says so. At most 16384 pages (64 MiB) are shadowed.

On Yotei: 0 unresolved conflicts (8 one-time losses), 0 coherence
divergences, no throughput loss in an A/B run (about 5.6k vs 6.2k
draws/s over the same cinematic window). The in-game darkening is
unchanged, so these lost writes were not its cause.

* fix(gpu): expose the partial last word of byte-addressed buffers

Storage buffers are declared to shaders as uint[], and Vulkan's runtime
array length counts only whole words. A buffer whose size is not a
multiple of four therefore hid its last one to three bytes: byte,
short and formatted loads there read zero, and stores were dropped.

Ghost of Yotei's occluder producer reads a one-byte-per-instance state
buffer of 95 bytes. The last three instances were the ones to produce,
so the shader saw them as inactive, wrote no matrices, and the depth
prepass drew the object with the previous frame's stale matrices:
exploding vertices that cover the scene with black bands and holes.

Byte-addressed and formatted bindings now get a view rounded up to the
next word. The number of padding bytes travels in the two spare bits of
the runtime stride entry (strides use 14 bits), and the shader keeps
the guest byte bound for those bindings: byte assembly may read the
padded word, but an element is loaded or stored only when all its bytes
are inside the guest range, and whole-word accesses keep the old bound.
The padded view must stay inside the cache buffer, which spans whole
pages, so this never reaches past its VkBuffer.

The device test reads and stores the tail of 41- to 102-byte buffers,
aligned and unaligned, formatted and byte loads, with and without the
zero-out-of-bounds read path, and checks that bytes past the guest
range stay hidden and untouched; 13 of its 17 cases fail without the
padding.

* fix(gpu): only wait for shared page uploads that copy bytes

A shadowed page's merge waits until every upload staged for it has
executed, since until then the GPU copy lacks the staged CPU bytes. The
staged tick was advanced for every upload that visited the page, also
when filtering removed all of its bytes because the CPU changed none.
Such an upload copies nothing, yet merges waited for its tick, and a
page re-staged every frame could keep shader writes out of guest memory
indefinitely.

The tick now advances only for runs that survive filtering and for a
whole-page copy into a new owner. The tests cover an eliminated upload
followed by a merge and a real pending upload that still blocks it.

* fix(gpu): keep shared page shadows when a buffer grows

When a request outgrows a cached buffer, the cache creates a larger one
and copies the old buffer's GPU contents into it. Shadows of shared
pages still named the old buffer as owner, so the next upload into the
replacement treated the page as unknown and copied the whole guest
page: stale where shaders had written and not yet been reported, it
overwrote those bytes in the GPU copy.

The shadows (and the pages waiting for their first CPU access) now
follow the copy to the replacement, and a merge waits for the copy's
tick, since the replacement holds the old bytes only once it executes.
The device test grows a buffer between an unreported shader store and
the next upload and checks that both shader writes and the CPU write
survive.

* diag(gpu): watch guest ranges per frame and force full barriers

Two opt-in diagnostics used to trace Ghost of Yotei's stale occluder
matrices back to the producer that never wrote them:

- SHARPEMU_WATCH_BLOCKS=addr:len[,addr:len...] logs, after every
  presented frame, each watched range whose bytes changed in guest
  memory or in the GPU copy (both contents, dirty state, submitted and
  completed ticks), and every cache event touching a watched range:
  device-address write reports, uploads, writable bindings, CPU write
  faults, host DMA writes, fills and copies.
- SHARPEMU_DIAG_BARRIER_EVERY_CALL=1 records a full memory barrier
  before every draw and dispatch, to rule missing guest barriers in or
  out. It is very slow.

Both are off by default and cost one branch when off.

* fix(gpu): read and write whole words that start inside a buffer range

The previous fix padded only byte-addressed and formatted bindings and
kept the floor word count as the bound for whole-word accesses. The
hardware range-checks a buffer access by its first byte (stride 0 or
swizzle off: offset >= num_records is out of range), so a dword load or
store that starts inside a range ending mid-word is performed whole.
A dword-addressed buffer of 95 bytes therefore returned zero for its
last word, bytes 92..94 included, where the console returns the data;
whether the read got zero depended on the driver's robust access
granularity, not on the guest descriptor.

Every runtime-stride view is now padded to whole words, and a word is
in range when it is inside the padded view, which is exactly the
hardware bound. Byte and formatted elements keep the exact byte limit
carried in the runtime stride entry.

The new device test loads dwords from 93- to 96-byte buffers with both
read paths; three of its five cases fail without the change.

* fix(shader): track both words of binary64 vector results

(cherry picked from commit 2e339ac4143061e76bfefb4e065b04eba4647f77)

* fix(shader): lower half-word logical shifts on Metal

(cherry picked from commit fa9776ec2b71a30c6a833562d8e342f5718a612f)

* feat(gpu): pack narrow color channels without changing encoded bytes

(cherry picked from commit e98fe0b4e68cd5e070124c97d583911561f5fd00)

* feat(gpu): transfer narrow sRGB images through expanded backing

(cherry picked from commit 9a5f4e08aaf101ebd68ca18d43efac17ec94112c)

* fix(gpu): retain explicit pitch for linear color target transfers

(cherry picked from commit 88695316e2119b18cb095ae7ad00e1c17ea1f6fb)

* fix(shader): decode explicit-LOD comparison gathers

(cherry picked from commit a629cc3949cba63b52cfbdc0b41199a3fc1cba79)

* fix(gpu): decode narrow sRGB color target outputs

(cherry picked from commit 66aa64a01fc4ad984d53fa248b742481d3b54e61)

* fix(agc): accept the shader register Ghost of Yotei 2.002 writes at 0x192

Ghost of Yotei Complete Edition 2.002 applies a shader register table at
startup that writes 1 to SH offset 0x192 (0x2D92), just past the LS block.
gfx10 documents no register there and no shader state depends on it, but
the table writer had no entry for it and stopped the emulator right after
the splash screen. Ignore it like the other pace and control registers.

* diag(agc): log the values written to the undocumented shader register 0x192

The register is still not applied, but the first value and every change
are logged, so a rendering difference in Ghost of Yotei 2.002 can be
traced back to what the title wrote there.

* perf(shader): look runtime descriptors up through one shared function

Reading buffer-table descriptors at run time (90e35ba8) inlined the hash and
the eight probes of the runtime descriptor table at every image and sampler
access. A Ghost of Yotei pixel shader with 56 such accesses grew from 419 KB
to 2,051 KB of SPIR-V and took about 6.5 s to compile instead of 0.5 s.
The image and sampler lookups are now one DontInline function each, called
with the key and the lane's EXEC state, as the device buffer format decoder
already is; the same shader is 507 KB and still binds only the records it
reads.

* fix(shader): read format bytes in a buffer's last partial dword on the device

A format load through a device-side V# assembled each component byte from
its aligned dword, and that dword read zero unless all four of its bytes were
below num_records. The hardware range-checks the element, so the last one to
three elements of a byte buffer whose size is not a multiple of four read 0
instead of memory.

Ghost of Yotei's culling updater reads each object's 8_SINT visibility state,
skips the store when the new state equals the one it read, and counts the
element. Its 19-byte state buffers read 0 for elements 16..18, so the store
was skipped while the element was counted: counts[] exceeded the instance
slots the producer wrote, and the extra instances drew as black blocks.

The dword is now read when any of its bytes is inside the buffer; the existing
per-component check still zeroes a component past num_records.

* fix(loader): prove jump table bounds and tables over the control-flow graph

The red-zone patcher refused every short faultable site of a function whose
jump tables it could not resolve. The resolver only accepted a lea-only window
between a 32-bit compare and the table load, so Ghost of Tsushima's render
thread kept unprotected accesses in a leaf function that holds a pointer in the
red zone, and a host exception dispatch clobbered it.

Resolve each table by walking the function's control-flow graph backwards from
the load: every path must pass the fallthrough of ja after an unsigned compare
of the selector, reaching the load through register moves and zero-extensions
only, and must define the table register with lea of the same RIP-relative
table. The graph includes the resolved table edges, and resolution repeats until
a round reproduces its own targets. Tsushima's indirect-branch refusals drop
from 55 to 8.

* fix(agc): accept the user-config register Ghost of Yotei 2.002 writes at 0x191

The 2.002 build writes 0 to user-config offset 0x191 from a register table,
right after shader register 0x192. No gfx10-12 register lives there. Accept
it and log value changes, like 0x192.

* fix(images): keep a mapped mip chain whole when a texture starts past mip 0

A sampled texture whose descriptor starts past mip 0 was always made an image
of only the levels from there, for streamed textures whose larger mips are not
mapped. A pass that samples a lower mip of an image the GPU rendered (Demon's
Souls' fog and bloom chains) then got a separate image of the same memory,
filled from stale guest bytes and traded with the render target every frame:
white blocks across the fog and 0.2 fps.

The image cache now keeps the resident-levels form only when the chain is not
fully mapped; otherwise the texture is the whole chain viewed from its base
level, the same image as every other view of that memory.

* fix(np): report the package's real trophies from sceNpTrophy2GetTrophyInfoArray

b5b3d691 treated rdx as the first trophy id and always returned the requested
limit as the count. The call is (context, handle, offset, limit, details[],
data[], *count): offset indexes into the package and the count is how many
trophies exist from there, capped by limit. Hades asks for 50 and then walked
past its own on-stack arrays, crashing in a job thread before the first frame.

Read sce_sys/trophy2/trophy00.ucp (unencrypted container with tropconf.json and
tropmeta_*.json) and fill SceNpTrophy2Details (1312 bytes) and SceNpTrophy2Data
(32 bytes) for the trophies that really exist, all locked. Layouts and the
package format follow KytyPS5's NpTrophy2 implementation.

Co-authored-by: Felipe <54341095+Pipe530@users.noreply.github.com>
Co-authored-by: nmzik <Nmzik@mail.ru>

* chore(audio): mark the YoteiPC-derived ATRAC9 code as GPL-2.0-only

The multichannel block ordering in Atrac9DecodeState follows YoteiPC's at9_api.c,
which its author publishes under GPL-2.0 (no "or later" grant). The file now says
GPL-2.0-only with the source and author named, and the license text is added for REUSE.
LibAtrac9 itself stays MIT.

---------

Co-authored-by: ParantezTech <12572227+par274@users.noreply.github.com>
Co-authored-by: kuba <xnetcat.dev@gmail.com>
Co-authored-by: MathiasYG <06mathias6@gmail.com>
Co-authored-by: voidborn_astra <41128975+voidborn-astra@users.noreply.github.com>
Co-authored-by: Felipe <54341095+Pipe530@users.noreply.github.com>
Co-authored-by: nmzik <Nmzik@mail.ru>
2026-10-12 15:26:47 +02:00
..
Apache-2.0.txt [GUI] Redesign options page (#699) 2026-07-30 12:58:22 +03:00
GPL-2.0-only.txt Ghost of Yōtei and Tsushima in game: rendering, GPU/CPU memory coherence, tessellation 2026-10-12 15:26:47 +02:00
GPL-2.0-or-later.txt initial commit 2026-03-11 15:48:28 +03:00
MIT.txt [GUI] Added Atrac9 audio decoder and improved GUI with audio preview and controller support (#64) 2026-07-11 19:14:08 +03:00