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).
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>
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>
The layout guards only build on Linux with libstdc++, so a Windows or
macOS build of main after #5884 wrote journals whose mesh records lack
outputPrimitiveSize under the new shader-cache source version. The
journal format is now 3, so such a file is discarded instead of being
read with the new codec. MarcZX100 pointed this out.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
#5884 added MeshConfiguration::outputPrimitiveSize, and #5875's pipeline
journal guards the layouts it encodes. The two merged separately, so on
Linux with libstdc++ PipelineJournal.cpp no longer compiles:
MeshConfiguration is 40 bytes, ShaderStages (which holds an optional
one) 112. The guards now name those sizes, and the recipe codec writes
and reads the new field, so a replayed line-strip geometry pipeline
keeps its two-vertex primitives.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Shader validation accepts the extension only in fragment shaders and only when the device enabled shaderTerminateInvocation. The flag is part of the validation memo key.
Refs #2009
Flushing at shutdown built the singleton and its writer thread on a run that never recorded anything; on Windows that throws std::system_error while the process is exiting.
The replayed stencil reference, the reversed blend, the quad sample masks
and the tessellation instance patches and draw parameters change the
pipeline a draw creates, so the recipe carries them; the file format is
bumped and the layout guards follow the new sizes.
Co-Authored-By: Claude <noreply@anthropic.com>
MinGW's emulated TLS runs thread_local destructors from the module's TLS
callback, which corrupts the heap when a replay thread or queue worker that
ran CachedPipeline exits (0xC0000374, prx_thread_local_destructors).
Co-Authored-By: Claude <noreply@anthropic.com>
#5861 added both to the pipeline state and its store key; the recipe dropped them, so a
replayed pipeline keyed another configuration.
Co-Authored-By: Claude <noreply@anthropic.com>
A graphics pipeline the store builds or a compute pipeline a dispatch builds is
appended to pipelines.journal next to the shader cache entries, as the
materialized result of each stage (the specialized SPIR-V, bindings and push
constants) plus the recipe the pipeline was built from: the stages'
identities, vertex input layout, descriptor set layout keys and the state
fields the Pipeline constructor reads. When a VulkanDevice is created with a
window (a headless device waits for its first draw or dispatch, since the
window's device usually replaces it first) the journal is loaded and its
pipelines are built on a pool of threads while the title loads, so the first
draw or dispatch of a configuration seen on an earlier run finds its pipeline
resident instead of compiling it on the queue worker.
The pipeline stores key on RecompileResult::Identity, a hash of the module
words, specialization constants, subgroup width and bindings that is the same
on every run (SharedSpirv::ContentHash, computed once per shared module),
rather than on the process-lifetime variant ids; a generated stage is keyed
like any other. CachedPipeline builds outside the store's mutex and the
library parts and link are built outside the library store's mutex, so replay
threads and queue workers build in parallel; a concurrent build of the same
key keeps the first inserted. A replayed pipeline enters the store at its
least recently used end and a full store takes none, and its optimized relink
waits for the first draw that binds it, so the title's own pipelines come
first in both. The compute pipeline creation moves into
VulkanDevice::createComputePipeline, shared by dispatches and the replay. The
store key also covers the color component mapping, the depth target's sample
count and a depth bias clamp, which the constructor reads.
The file names the device it was written for (the properties the driver's
pipeline cache file is named by) and starts over for another; a torn tail is
cut at a record boundary; two runs sharing the directory take turns on a lock
file and keep each other's records; a read failure never starts the file
over. A device cancels its replay before it is replaced or destroyed, and a
replaced device destroys its pipelines then rather than at the driver's stop.
APS5_NO_PIPELINE_JOURNAL=1 disables it; APS5_PIPELINE_JOURNAL_THREADS,
APS5_PIPELINE_JOURNAL_ENTRIES (the first recorded), APS5_PIPELINE_STORE_ENTRIES
and APS5_PIPELINE_JOURNAL_MAX_MIB bound it; APS5_PROFILE_DRAW prints a
[pipeline-journal] summary. APS5_VERIFY_SET_LAYOUTS=1 now also checks a
dispatch's set layout against the one described from its shader. The lavapipe
test suite, which shares one cache directory, runs with the journal off except
for the journal's own tests.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01P6hw3kRAuQdfcU9YCZgaoK
An in-place draw input flushed pending GPU writes over its range on the
CPU before the bind, a submit-and-wait of the open batch when a dispatch
in it wrote the buffer. The CPU never reads a vertex buffer's bytes, so a
vertex input under a pending write is bound in place behind a barrier from
shader and transfer writes to vertex attribute reads, recorded before the
draw's rendering begins; index inputs keep the flush, since the highest
index is read on the CPU. Minecraft generates a vertex buffer with a
compute dispatch every frame and drew from it one CPU wait later.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
A multisampled rasterizer drawing into one-sample targets keeps
PERSP_SAMPLE, LINEAR_SAMPLE and ANCILLARY inputs, and with PS_ITER_SAMPLE
also centroid inputs, since only sample 0's coverage reaches the targets.
Coverage inputs, and the sample index with POS_X_FLOAT or POS_Y_FLOAT,
still throw. The input rule for the non-iterated case follows
fdfawef324's proposal on #5907 (PPSA07411).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A draw whose rasterizer has more samples than its color or depth targets
threw "a color target's sample count differs from the rasterizer's" or
"the depth target's sample count differs from the rasterizer's". When
every target has one sample, MSAA_ENABLE is set, and there is no
alpha-to-coverage, no PS_ITER_SAMPLE and no sample-dependent pixel input,
only sample 0's coverage reaches the targets, so draw it with one sample
at sample 0's location in each pixel of the grid. One-sample depth images
are created sample-location compatible when the device allows it.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A geometry program with VGT_GS_OUT_PRIM_TYPE 1 was refused as an
unsupported output assembly. Each primitive export of an NGG line-strip
program is one line whose indices are packed like a triangle's, so the
mesh module now declares OutputLinesEXT with PrimitiveLineIndicesEXT for
it. A subgroup gets VGT_GS_MAX_VERT_OUT - 1 lines per input primitive and
at least GE_MAX_OUTPUT_PER_SUBGROUP line slots; fast launch keeps using
PRIM_AMP_FACTOR. The output size is part of the cache, draw, validation
and pipeline keys, and the request serialization version becomes 31.
Triangle-strip geometry is unchanged.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Texture creation logged one stdout line per texture and per mip through
WriteLogLine, which formatted with the mingw printf and flushed every
line on the queue worker (about 786k lines in a 25 minute cave run).
AsyncLog keeps a bounded queue and a logger thread. AGC_LOG_DEFERRED
captures numeric arguments on the caller and formats them on the logger
thread; WriteLogLine hands finished lines to a per-module sink in
libc/LogMacros.hpp that AgcDriver installs, so all AgcDriver stdout
lines keep their order and are written one flush per batch. A full queue
blocks the caller, so no line is dropped. Flush runs on driver failure,
shutdown and at exit. APS5_LOG_SYNC=1 restores the synchronous path.
Identical "deferred write-back failed" notes are printed three times per
10 s and then counted into one "repeated N more times" line. A
"[log] 10 s" line reports lines, bytes, caller time and logger time
(APS5_LOG_STATS=0 hides it).
A depth surface is one level: the driver rejects draws that render a
depth mip. A sampled or storage view at the surface's address and extent
that starts at a later level, or a storage access to a later level, does
not touch that level, so it is not the depth plane. DepthSurfaceTexture
and DepthSurfaceStorage still sent such views to the surface, which
rejected the level. Forspoken (PPSA03984) builds a depth pyramid from its
1984x1116 D32 depth surface with a compute shader that samples one level
of a five-level R32F view and stores the next, and stopped there.
Both now leave such views to the texture and storage caches, as they
already do for a view of another extent or format.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
DB_RENDER_CONTROL.COPY_CENTROID and COPY_SAMPLE select the sample that
DEPTH_COPY or STENCIL_COPY copies. Forspoken (PPSA03984) draws with
DB_RENDER_CONTROL 0xc0, DEPTH_COMPRESS_DISABLE and COPY_CENTROID with
neither copy bit set, and stopped at 43 s because both
DepthMaintenanceRejection and decodeDepth took the selection for a copy.
Accept the selection fields when no copy is enabled; draws that copy are
still rejected.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A static, read-only image slot whose T# has TYPE 1 is now bound as a null
image, like TYPE 0 since #5473 and #4779. On gfx1010, image_sample_lz,
image_sample_b, image_load and image_get_resinfo through a format-22
TYPE 1 T# return zeros without a fault, and gfx1035 reads it as zeros
too. Written, atomic and table slots still throw, and the reserved
types 2-7 stay refused.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
The headless device is replaced by the windowed one at window attach and then only
lingers for in-flight workers, but it parsed its own full copy of the cache file.
It now starts empty (it still merges what it compiles into the file). Load reuses
the file buffer as the initial data instead of copying it, and save() writes the
live data directly when the file still carries the header this object loaded or
wrote, skipping the read-back and the merge cache.
The kernel maps a dma-buf import's pages for the GPU at the first submission that uses it. On RADV
that took about 2 s for a 3 GiB import, in the second frame of Hades (PPSA03355), and its staging
pool ran out while the frame was held.
Linux now makes the settle queue from #6060 when the device imports dma-buf memory, and settles
every dma-buf import of 1 MiB or more right after it is made with settleImport's 4-byte copy. The
settle queue needs neither the GPU mutex nor the main queue's work to finish. A dma-buf import's
buffer is shared with the settle queue's family instead of aliased, since a sparse import is bound
to many memory objects. Where the sparse queue already takes that family, the settle queue is a
second queue of it.
A guest S# with FILTER_MODE min or max and an anisotropic XY filter
threw "combines a min or max reduction with anisotropic filtering",
which stops High on Life (PPSA15388) in its home base. It now decodes
to a Vulkan sampler with both anisotropy and the reduction mode, as a
weighted-average anisotropic S# already does. RADV programs the same
S# for such a Vulkan sampler.
Tamalero's gfx1030 measurement on #5156 covers a sample without
derivatives through a 2x anisotropic S# over a single-level texture:
min or max with anisotropic bilinear returns the bilinear minimum or
maximum, and min with anisotropic point the point result. The
execution test checks the bilinear case on the host GPU; the debt
entry records what is not measured.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>