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>
Since #6003 a fiber with a context of 64 KiB or more runs on the
context itself, so the 64 KiB fiber of agc_driver_gpu_map_on_fiber
imports its mapping on a host thread on Windows too, and the test's
Windows-only expectation of no thread failed. The test now also maps
on a 16 KiB fiber, which keeps a host stack and imports on it on
Windows, and expects one import thread for the 64 KiB fiber on every
platform.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
agc_driver_rect_list_indirect compared the indirect draws' output with
the direct draws only, so it also passed when the records were read on
the CPU. Its records lived in a static array that is not guest memory,
so every indirect draw fell back to the CPU path as not imported.
The records now sit in a registered 64 KiB guest allocation, the test
turns on APS5_PROFILE_DRAW and reads the indirect-draw counters through
the new Graphics::IndirectDrawCounts, and it requires all four indirect
draws on the GPU path. It fails with APS5_NO_RECT_INDIRECT=1 and with
the IndirectDraw.cpp and Draw.cpp changes reverted (4 non-vertex path).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Add a CPU replay mode that reaches the runtime descriptor checks and specialization used by prepared shader invocations. Test active and inactive guarded descriptors and continuation after a failed request.
Co-Authored-By: Codex <noreply@openai.com>
The cancelled replay's bound was taken from the totals before the torn-tail replay, which already
adds one present pipeline; when a worker reached the graphics recipe before the cancel, the test
failed (13 of 600 runs with 24 in parallel).
Co-Authored-By: Claude <noreply@anthropic.com>
On Windows the atexit handlers of a DLL run after the process has ended
its other threads, so the logger thread can be gone with lines still
queued and the unbounded Flush waits forever (guest_shader_link timed
out on 4 of the last 7 completed main builds since #6371). Run the bounded
FlushAtEnd there instead.
Co-Authored-By: Claude <noreply@anthropic.com>
The test set neither mode, so ctest ran only the two-lane form. It now
recompiles each program two-lane and then spanned through
SpirvTarget::spannedWaves, checks that the spanned module asks for full
subgroups, and skips the spanned pass on a device without full 32-lane
compute subgroups.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
APS5_SPANNED_WAVE is now read once by the driver, which sets
SpirvTarget::spannedWaves only on a device with 32-lane compute subgroup
control and computeFullSubgroups. The recompiler no longer reads the
environment. The field is part of the cache key and of the request
serialization (version 32), so a cached or replayed module keeps the mode
it was built in.
A spanned module numbers its lanes SubgroupId * 32 +
SubgroupLocalInvocationId, which needs two full 32-lane subgroups. The
artifact records this as fullSubgroups (disk cache and pipeline identity
included), and the driver creates those pipelines with
REQUIRE_FULL_SUBGROUPS. Compute pipeline captures accept the flag with a
required subgroup size.
The two-lane fallback now catches only SpannedWaveUnsupported, thrown for
a shuffle wider than 32 bits; other emit errors surface as before.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A program that stores to a 2D multisampled texture writes the samples of
its host multisampled color target through a storage view. Targets are
created without storage usage; the first storage binding that resolves
to a target moves it to an image with storage usage, copying its samples
once, and keeps the previous image until the target is released. Storage
usage needs the device's shaderStorageImageMultisample feature and its
format at the target's sample count. A surface no draw rendered to is
created from its uniform color memory, as for sampling; other color
memory still throws.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>