Since #4048 enabled robustBufferAccess2, AMD's Windows driver draws
nothing in agc_driver_layered_volume_draw and agc_driver_layered_volume_vertex,
and the selected loads make the high half of agc_driver_subvector_loop's
wave64 skip its loop. Until the cause is found, that driver does not get
the feature, and its loads keep their selections.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A sampled 32_UINT or 32_SINT T# with a depth swizzle that no live depth
surface matches threw, while the 16-bit case already falls back to guest
memory through an R16_UNORM view. The 32-bit case now reads the guest
bytes through an R32_SFLOAT view, which the shader casts back to the
stored dword.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Main's #7325 adds verifyChainedTableOffset to the image table tests
where this branch adds its selected-record tests. Keep both, with
main's call after this branch's.
USAGE.md describes the refused posted unlocks and their log line, and
says that the icon queries and a damaged or unwritable unlock or
statistics file stop the game with an error. The debt entries of
libSceNpTrophy2 and libSceNpUniversalDataSystem no longer say that any
posted id is stored. Both USAGE.md and the libSceNpTrophy2 entry say
that without trophy data the platinum is not unlocked when the other
trophies are.
Events other than the trophy events go through the title's
sce_sys/uds/udsNN.ucp: stats_definition.json gives the statistics that
keep their latest uint32 or uint64 value, and stats_extraction.json the
event property ($.name, dotted for nested objects) that sets each one.
Statistics are kept per user and service label in
_trophy/<user id>_<service label>.stats.txt next to the unlocks.
After each event that sets a statistic, every trophy's unlockCondition
(ge, gt, le or lt against its targetValue) is checked on the values that
event set and the stored values of the other statistics, so a later
event setting the same statistic cannot hide what this one reached.
Reached trophies unlock through the same path as _UnlockTrophy.
Progressive trophies report their statistic as progress, and
APS5_TRACE_UDS prints each statistic an event sets. A missing udsNN.ucp
is ignored and a malformed one is logged once.
Events and property objects keep their typed properties instead of
dropping them. PostEvent records an _UnlockTrophy event with an int32
_trophy_id for the user and service label of its context, logs why a
trophy event is ignored, and prints every posted event with
APS5_TRACE_UDS.
Unlocks are kept in _trophy/<user id>_<service label>.txt in the title's
run directory, one "<trophy id> <RTC tick>" line per trophy, and each new
unlock logs "[trophy] <title id> unlocked trophy <id> for user <id>".
GetTrophyInfo, GetTrophyInfoArray, GetGroupInfo, GetGroupInfoArray and
GetGameInfo report the recorded unlocks, their times, the unlocked
counts by grade and the progress percentage. An unlock also unlocks the
platinum the trophy names once every trophy naming that platinum is
unlocked. Unlock listeners let a later notification subscribe. Removing a
listener waits for its running callback, and a listener removed during a
dispatch is not called by it.