Adds what testers reported in the Q&A thread and what our own runs
showed: confirming the GPU and the cache state, AC power and refresh
rate, the Windows exit code of an uncaught exception, Windows session
and scheduled-task start, Unity module placement and the MinGW DLLs,
a section on measuring performance, and the report fields.
Drops APS5_NO_MOUSE_CAPTURE, which main no longer has.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01BywPXoZACVi8ALV4JKvuPZ
A report names the GPU as the log's `Selected GPU name=` line shows it, since AnyPS5 can fall back to llvmpipe without presentation support or pick another adapter on Windows (suggested by odntht on #6627).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01BywPXoZACVi8ALV4JKvuPZ
Draft guide for running a title on AnyPS5: the build and conversion steps,
the environment variables to set for each run, what to read in the log and
the exit code, how to tell a stall from a crash, Windows-specific notes, and
what to include when reporting a result. Maintainers are asked what they need
from it in the Q&A discussion linked from the page.
Co-Authored-By: Claude Haiku 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01BywPXoZACVi8ALV4JKvuPZ
A pipelined draw read its index buffer from guest memory at commit time,
after the packets behind it had run, so a later dispatch's deferred
storage-image write-back could land in the bytes first. Stellar Blade
recycles its full-screen quad's index buffer for a 66x66 image when the
menu loads, and aborted with "vertex fetch exceeds descriptor record count".
Deferred write-backs now wait while a queued draw still holds a read of the
range. APS5_NO_QUEUED_DRAW_READ_ORDER=1 restores the old order; [draw]
reports held read ranges and stores.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
With DB_SHADER_CONTROL.STENCIL_OP_VAL_EXPORT_ENABLE the pixel shader
supplies the value that REPLACE_OP and the add and subtract operations
use in place of DB_STENCILREFMASK.STENCILOPVAL. The bit was refused as a
whole, which stopped Onimusha: Way of the Sword (PPSA27836) at a
DB_SHADER_CONTROL 0x45 draw with DB_STENCIL_CONTROL 0x40040 (REPLACE_OP
on depth pass, both faces), write mask 0xff and compare ALWAYS.
The export is accepted with the 32_GR and 32_ABGR Z formats. When no
reachable operation through a non-zero write mask reads the value, it
cannot change the result and is ignored. Without a test value export, a
reachable REPLACE_OP becomes REPLACE with the exported value as
FragStencilRefEXT (or the bounded replay on devices without the
extension), provided both faces compare without the test value and use
no ONES or REPLACE_TEST; early tests throw. The add and subtract
operations, and REPLACE_OP with a test value export, still throw.
The value is read from bits 8-15 of the second MRTZ channel: the
title's pixel shader shifts it left by 8 right before exp mrtz
(v_lshlrev_b32 v0, 8, v0). That is the only evidence for the layout and
it is listed as technical debt. The pixel stage info carries the new
flag into the cache key, the draw keys and request serialization
version 31.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>