A fill or clear the driver recognizes over an HTILE drops the range's last-read generation, so the
next bind reads the words and stores them back even when the write tracker did not see the fill's
stores. A depth view of slice 1 or later reads the HTILE at its own address
(DB_HTILE_DATA_BASE + slice * HtileMetadataBytes); the HTILE word layout is only modelled for slice 0,
so such a slice takes the clear and the store-back only when all its words are equal and keeps its
fill-time fast clears otherwise. DepthTarget::slice carries DB_DEPTH_VIEW SLICE_START.
agc_driver_depth_fast_clear_submit: an unrecognized kernel clears the HTILE on two frames in a row and
both clears are taken; slice 1 with words that are not all equal is refused and stored back untouched;
slice 1 with equal words takes the clear. agc_driver_graphics checks the decoded slice.
The reversed-order blend computed the factors Vulkan cannot apply per
channel in the pixel shader (1 - x in fp32, a clamp for UNORM targets
and, when both positions needed it, a premultiplied export) and passed
them to the blend as a dual-source second color. A plain blend converts
the export once and forms 1 - x and the products from that converted
value, so the two paths can round differently. On UNORM8 the difference
reaches one step per substituted factor: an Intel iGPU stored 161 where
the exact blend is 159.75 for SRC_COLOR + ONE_MINUS_SRC_COLOR with an
export of 0.5 over 192 (160 through SWAP_STD), and on an RTX 5080 and
lavapipe the split path differed from the same draw into a SWAP_STD
target by up to 2 steps on other inputs.
The pixel shader now only copies values. Each channel of the second
color is the exported alpha, the channel's own export or the constant 0
or 1, and a channel of the first color whose source factor is ONE may
become 1 with its export moved into the factor. Every factor, 1 - x and
product comes from the blend through SRC1_COLOR, SRC1_ALPHA and their
ONE_MINUS forms, applied to copies of the same export values that the
first color carries. TranslateReversedBlend searches for Vulkan factors
and copy routes that reproduce each channel's guest factors and throws
for combinations no routing reproduces, such as ONE_MINUS_SRC_ALPHA in
the alpha equation next to SRC_COLOR in the color equation: of the 1995
factor combinations the shader used to compute, 932 are routed and the
others throw again, as on main. GT7's 0x65010504 is among the routed
ones. The code is now four 2-bit routes for each color, the same for
every format, and the post-pass emits no arithmetic.
agc_driver_reversed_order_blend also draws each case into a SWAP_STD
target, which Vulkan blends alone, and requires identical stored bits;
the comparison with the exact blend keeps its 1-step tolerance.
agc_driver_graphics checks every factor combination TranslateReversedBlend
accepts against the guest equations and that the post-pass adds no
arithmetic instructions.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
8_8_8_8 and 16_16_16_16 targets with COMP_SWAP 2 or 3 keep the exported
alpha in their first channel and red or blue in their fourth, so a plain
Vulkan blend would run the alpha equation on a color channel. Such draws
threw "blending into a color target with a reversed component order is
not implemented" (Gran Turismo 7, #4782).
The AMD SI and CIK register references describe CB_TARGET_MASK in the
order of components after blending and before COMP_SWAP is applied, and
RADV programs CB_BLENDn_CONTROL without regard to the swap while it
renders R4G4B4A4, B4G4R4A4, R5G5B5A1 and B5G5R5A1 through SWAP_STD_REV
and SWAP_ALT_REV and passes the CTS blend tests on Navi10. The color
block is therefore taken to blend in export order: the alpha equation
and source-alpha factors use the exported alpha and the destination
alpha is the first channel.
TranslateReversedBlend keeps the factor pairs Vulkan applies per channel
in the pipeline. Other source factors are computed by the pixel shader
from its MRT0 export (clamped for UNORM targets, as BLEND_CLAMP says)
and handed to the blend as a dual-source second color, which the
fragment output post-pass adds at location 0 index 1; when both
positions need it, the export is premultiplied by its source factor.
The code is a pipeline specialization, serialized in request version
26, and stays out of the prepared shader key.
sRGB, SNORM and integer targets, constant and second-source factors,
destination alpha in the color equation, destination factors the two
equations do not share, different color and alpha operations, MIN or
MAX with factors other than ONE, other color exports when the shader
computes factors, and devices without dualSrcBlend still throw, now
with the blend control, mapping and format in the message.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
When the current pool filled, the search for a completed pool started after it and skipped it, so a
title whose batches had all completed got a new pool instead of resetting the full one. The search
now ends at the current pool. A detiler test fills three pools' worth of sets with no batch in
flight and requires the pool count to stay the same.
Decode the four PA_SC_AA_MASK fields at the rasterized sample count. Use the native Vulkan mask when all four pixels agree and apply varying masks in the fragment shader, preserving helpers and combining coverage with alpha-to-coverage and shader mask exports. Add the normalized masks to pipeline, draw and shader keys and the versioned replay request.
Refuse unsupported conservative-raster, centroid and early depth/stencil memory-write cases. Synthetic readbacks cover driver submission, depth/stencil suppression, fragment stores and one-sample and four-sample coverage.
With one sample, PA_SC_AA_MASK leaves one coverage bit per pixel of the 2x2 quad,
so a draw can cover only some pixels of every quad (GTA V renders a target one
quarter of the pixels at a time this way). The pixel stage info carries that 4-bit
mask; a fragment shader whose mask is not full starts by killing the invocation
unless its gl_FragCoord quad position is covered, and runs without early fragment
tests. The mask is part of the recompile cache key and the serialized request
(version 24). Sample masks of multisampled draws stay refused.
The resolve decode keeps a SW_4KB_S, SW_64KB_S and SW_64KB_R_X destination's tile mode. An execution case
(ctest agc_tiled_resolve) fast-clears a 4x source through its CMASK and resolves it into each of those
targets, reading the resolved color back from guest memory; a linear destination still throws.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
A pixel shader that interpolates its input with v_interp_p1/p2 compiles
to a per-vertex input without vertexOrder and passes a last-vertex
strip; the same input read through v_interp_mov P10 is vertexOrder and
still throws on a strip, not on a list. The synthetic matrix gets
vertexOrder as a third axis. The first check fails with the guard on
perVertex, the second without the v_interp_mov record.
Preserve instance and triangle order with one dynamic-reference shader pipeline. Require bounded references, complete export coverage, replay-safe mask control and resources; refuse unsupported side effects and feedback.
Co-Authored-By: Codex <noreply@openai.com>
The front-face VGPR was always +1.0 / -1.0, which is its form only while
FRONT_FACE_ALL_BITS is clear (current Mesa reads it with fgt 0 / fsign).
With the bit set, as Mesa 22.0 RADV programs it, a back face reads 0 and
a front face non-zero: ACO then tests it with v_cmp_lg_u32 0. Uncharted:
Legacy of Thieves Collection (PPSA05684) sets the bit and its two-sided
cloth shaders test v_cmp_lt_u32 0, so -1.0 (0xbf800000) made every back
face a front face: the insides of the menu skeleton's rags kept their
front normals and were lit white by the spot light behind them.
The pixel stage info now carries the bit (request version 26, cache and
draw keys), the decode reads SPI_BARYC_CNTL when FRONT_FACE is an active
input, and the translator turns the builtin into 0xffffffff / 0. The
exact front value is not measured (docs/dev/debt/shader.md).
AI-assisted: yes
VGT_TF_PARAM.PARTITIONING 3 now compiles to Vulkan's fractional-even
spacing, which radeonsi programs as PART_FRAC_EVEN. Its factors are
bounded at 64 like integer partitioning; Vulkan raises the remaining
ones to at least 2, the D3D11 range for this mode.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A slice of a depth array target (DB_DEPTH_VIEW SLICE_START) offset its
depth and stencil addresses but kept the array's DB_HTILE_DATA_BASE as
its HTILE. Every slice then shared slice 0's metadata: a fast clear of
slice 0's HTILE cleared every slice, and a clear of any other slice's
HTILE matched none.
A slice's HTILE now starts at the base plus the slice times one slice's
pipe-aligned metadata, as addrlib addresses it (sliceSize * slice in
Gfx10Lib::HwlComputeHtileAddrFromCoord; HtileMetadataBytes is that slice
size). The recognized HTILE clear kernel now reports the bytes it
clears, 16 per thread (global_store_dwordx4 at the thread index << 4),
and a surface takes the clear when that range covers its HTILE, as a
DMA_DATA fill does; a clear over a whole array still clears every slice.
Uncharted: Legacy of Thieves Collection (PPSA05684) renders its sun
shadow cascades into the four slices of a 2048x2048 D16 array; each
slice's HTILE lies 256 KiB after the previous one.
Materialize runtime-indexed image and sampler records into descriptor
tables while keeping descriptor selection in the shader. Report invalid
active entries through the existing deferred fault buffer.
Bind fragment tables in the fragment set when pipeline libraries split it,
and reserve a physical descriptor for empty tables. Reject unsupported
sampler, border, cube and anisotropic pairings per entry. Keep one column
per heap access shape, one T# shared by several image operations included
(milescoviello's #5550 case), and narrow it to the union of its keys'
domains when every key has one (SleglJan's key-domain changes). Plan
columns read at (key << n) & mask over their whole domain (tibzejoker's
fix). Read records in runs through SleglJan's bulk reader, and reject
entries whose surface has no mapped byte, as Tamalero proposed. Store
table columns in disk plans; update the runtime ABI and disk format. Bound
table-sized entries in the resource cache (65,536 table elements) and the
dispatch cache (256 MiB of captured words), evicting LRU.
On a device whose largest device-local heap has only host-visible memory
types (integrated GPUs), the staging pool's device tier holds system RAM:
it now retains a sixty-fourth of the heap, at least 128 MiB.
PA_SC_AA_SAMPLE_LOCS_PIXEL_* patterns that differ between the four pixels
of the guest's 2x2 grid threw. Pass them through VK_EXT_sample_locations
as a 2x2 sample location grid on devices whose maxSampleLocationGridSize
for the sample count allows it.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
PA_SC_MODE_CNTL_1 bit 16 (PS_ITER_SAMPLE) was rejected with the other scan
control bits. On a multisampled draw it now enables Vulkan sample shading with
a minimum rate of 1.0, and the draw throws when the device lacks
sampleRateShading. On a single-sample draw the bit has no effect and is
dropped. The flag is part of the pipeline, pipeline library and draw register
keys.
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
The storage image cache kept a quarter of the device-local heap (4 GiB on a
16 GiB card) regardless of how much of the heap the driver reports as usable.
With a desktop and other allocations the reported budget is about 10 GiB, the
cache stayed full at 4 GiB, and after minutes of a cutscene device buffer
allocations failed with VK_ERROR_OUT_OF_DEVICE_MEMORY. The cache budget is now
the smaller of that quarter of the heap and a quarter of the reported budget,
at least 512 MiB, read once per second; APS5_TEXTURE_CACHE_MIB still overrides
it. The budget report names the storage budget in use. A test covers the limits.