* [Gpu] Cover the whole tile plan when a buffer reads back an image
TrySynchronizeBufferFromImage sized the copy from the mip layout, but the
tile plan of a fully fitting image can extend past it; Silent Hill hit a
128x128 slice planned at the exact end of the mip chain and the tiler
aborted the process. Grow the copy to the plan's tiled end when the
buffer holds it, otherwise keep the guest bytes.
* [SpirvTranslator] Read half-selected V_FMA_MIX literals as f16
op_sel_hi marks a V_FMA_MIX operand as f16 for literals too, but literals
were always read as f32 bit patterns. Silent Hill's deferred lighting
weights a luminance with the f16 literals 0x34CD/0x38B8/0x2F0A (0.30, 0.59,
0.11); as f32 denormals they made the luminance zero, the shader clamped it
to 1e-4 and divided by it, and the title-menu scene came out thousands of
times too bright, which auto exposure then turned black.
* [Gpu] Materialize every fixed DCC clear code on a sampled image
A DCC fast clear stays pending until the surface binds as a colour target;
when a shader samples the surface first, only the clear-to-zero code was
materialized. The other fixed codes (alpha 1, rgb 1, rgba 1) carry their
own colour too. Silent Hill fast-clears UE's separate-translucency target
to (0,0,0,1) and only samples it, so the post composite read stale zeros
and the whole title-menu scene came out black.
* [SpirvTranslator] Keep wave64 LDS phase barriers when a half-mask plan applies
The half-mask plan's barriers order its own mask exchanges, not the
program's shared-memory traffic, yet planning a program switched the LDS
phase ordering off. UE's FFT bloom (wave64, 512 threads, LDS butterflies)
then read half-written rows: Silent Hill's convolution output collapsed
into a flat haze (max 56 for a scene peaking above 1500) and the histogram
fed by it never adapted exposure.
* [Gpu] Publish linear GPU-written images to guest memory by default
Unreal reads its eye-adaptation result back on the CPU through a linear
staging texture (FRHIGPUTextureReadback) and derives View.PreExposure from
it. The image cache was built with linear readback disabled, so the CPU
always read zeros, PreExposure stayed 1.0 and the scene rendered without
pre-exposure. FFT bloom's bright-pixel prefilter, which works in
pre-exposed space, then flattened every pixel to its max luma and the
Silent Hill title menu came out nearly black. SHARPEMU_READBACK_LINEAR_IMAGES=0
restores the old behaviour.
* [Tests] Enable MoltenVK portability devices in headless harness
* [SpirvTranslator] Saturate V_CVT_PKRTZ_F16_F32 at 65504 instead of overflowing to infinity
Rounding toward zero never produces infinity from a finite value: past the
f16 range the result is +-65504. We truncated the mantissa and let
packHalf2x16 round, so large values became infinite. Silent Hill's deferred
lighting packs title-menu values past 65504; its height fog then multiplies
scene color by a tiny transmittance, which keeps 65504 finite but leaves an
infinity infinite, a later pass turns it into NaN and the whole 3D menu
background renders black. Subnormal results now also keep whole 2^-24 steps.
A MoltenVK device test covers overflow, truncation, subnormals, NaN and inf.
* [Tests] Wait for the blocked worker before publishing its signal