The [dispmove] line printed refused 0 next to a rebuild count that came mostly from PrepareDispatch dropping the hit. The line now reports the refusals at stage A and at record separately, each with its reasons.
Read-only addresses are not part of the dispatch key, so the fresh build after a refused
move replaced the template that serves the other address, and the two addresses
rebuilt each other. A refused dispatch now uses or builds an entry under the exact key
(read-only bases included) and leaves the movable template alone. The [dispmove] line
counts the rebuilds after a refusal, the builds inserted beside the template and the
dispatches served by an exact entry. Restores the MarkGpuWrites comment.
A read-only V# the build clamps (size above the descriptor range limit cut to the
mapped end, stride overhang cut to the allocation end) was compared with the template
by its raw size, so an unchanged buffer counted as moved, was refused over the limit
and the dispatch rebuilt every time; a moved one with an overhang was snapshotted past
the allocation end. The build and the move proof now take the range from one function
(ShaderResources::guestBufferBytes), compare clamped with clamped and snapshot the
clamped range.
An overlay without a descriptor set is refused like one that could not be made, and
recording one throws instead of binding the template's set.
The content key of a compute stage leaves the base address and size of its
read-only guest buffers out, as a draw's key does. A template hit whose such
buffers moved is proved the way a draw's is (ShaderResources::MovedDispatchBuffers:
read-only, read in place when built, in reach, nothing pending over the new range)
and binds snapshots of the new ranges in a descriptor set of its own, kept with the
batch that records the dispatch. A refused proof builds the dispatch fresh, as
before. APS5_NO_DISPATCH_MOVE=1 turns the path off, APS5_DISPMOVE_MAX_KIB caps the
bytes snapshotted per dispatch.
A template whose storage image lies over memory that a depth surface covers is no
longer proved from stamps (fastRevalidate): cachedStorageTexture answers such a
binding with the plane's colour mirror, copied in from the depth image for every use,
and nothing stamps the appearance of a depth surface after the build. The full walk
decides, and a stale image can no longer be copied over the depth image.
Tests: Graphics.cpp (verdicts of the proof), execution DispatchMove (real device:
moved, exact, shortened, stored-over, own-output and written-range refusals) and
DispatchMoveDepth (a depth surface appearing over a template's plain storage image,
planes inside and outside the write watch, imports watched and unwatched).
A pixel shader of PPSA16833 binds more than 16 samplers outside the
sampler tables. Each takes two heap entries, one per descriptor variant,
so the 32-entry heap refused it with "shader sampler pairs exceed runtime
heap capacity" and the title aborted when a new game started.
The heap now holds 64 entries (32 samplers). Its metadata array is part
of ShaderData, which grows from 14528 to 16064 bytes, still within the
16 KiB uniform buffer every Vulkan device supports; the runtime ABI
version moves to 13 so shaders cached with the old layout are rebuilt.
The overflow message names the sampler count.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>