Since 2688b7646 a read and written V# element is staged in device memory
up to 16 MiB when the direct dispatch's threads times the V# stride cover
at least half of it. A raw buffer has stride 0, so it never passed and
kept the 2 MiB written window: GL storage buffers compiled by Mesa stay
bound in place in the host import however hard a dispatch sweeps them.
The PS5 OpenGL Showcase's particle update (262,144 threads, each loading
and storing its own 32-byte record of an 8 MiB SSBO) took about 53 ms of
GPU per frame on an RTX 4060 bound in place; staged it takes about 0.1 ms
plus 2.2 ms of bulk copies.
The recompiler already records the furthest byte each buffer resource's
accesses reach past their base (maxByteExtent). The binding plan now
carries it per guest buffer element (DescriptorBinding::bufferExtent,
shader disk cache format 37), and a raw element uses it as its record
size in the sweep test. Strided elements are unchanged.
SPI_PS_INPUT_ENA/ADDR bit 14 (SAMPLE_COVERAGE_ENA) gives the pixel shader one
VGPR, after ANCILLARY, holding the samples the primitive covers. The decoder
refused it and the recompiler never loaded the VGPR. It is now loaded from
gl_SampleMaskIn[0] (sharing the input the partial quad sample mask already
declares). On a multisampled draw the hardware word is the whole pixel's
coverage while gl_SampleMaskIn holds only the invocation's samples when the
pixel shader runs per sample, so that case, and sample-rate or ancillary inputs
beside it, are refused.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The data-hit verification keeps this branch's pending-span query on its ShaderMemory and takes #5958's CaptureInvocation, which retries a capture with converted samples.
Keeps this branch's tagVariantRuns declaration next to main's dumpRequest suffix parameter in Driver.hpp, and reads #6232's pointer-chain test words from its table's snapshot, where this branch keeps them.
Resolves the shader debt file bullet by bullet: main's EmitSetAttribute entry, and this branch's PERSP_SAMPLE/LINEAR_SAMPLE and pixel-position entries.
IEqual32 and INotEqual32 against a constant fold when the other
operand has a value set of at most 64 values (built through shifts,
bitfield extracts, and/or/xor/mul/umin with a constant, add and
select) that excludes the constant or holds only it, or when a known
bit of the operand contradicts the constant. Known bits come from
constants, shifts and bitfield extracts by constants, and/or/xor, add
(up to the first unknown bit), mul (trailing zeros), umin, select, phi
and lane reads. The value set of x & mask leaves out the known bits of
x. ULessThan32 against a constant folds from the known-bit and
value-set bounds.
A fold pass computes the known bits and value set of each compared
operand once, so a chain of compares against one operand does not
repeat the analysis, and a sum is not enumerated when its two operand
sets hold more than 65 values together, since without wraparound it
then has more than 64 values.
All folds are identities of the operand's possible values; out-of-range
M0 handling of the relative indexing lowerings is unchanged. With
M0 = 4i + k, three of every four entries of an s_movrels/s_movreld
compare chain fold away.
#7527's selected-record limit test reads a record's descriptor words through the
table snapshot's shared words list; this branch keeps a snapshot's words per column,
so the test reads them from its column instead.
10_11_11_UNORM (format 30) images are read and written through an
R32_UINT view, so the hardware sampler cannot filter them. image_sample
of a 2D or 2D array view now fetches the one or four texels at LOD 0,
decodes them and blends them in the shader, with bilinear weights on
the 8-bit grid, for point or bilinear filtering with wrap or
clamp-to-edge addressing.
A shader gets the converted sample mode only after a converted
descriptor reaches one of its sampled images: that capture throws
ConvertedSampleRequired and the driver prepares the program again
with GuestContext::convertedSamples.
The R10_G11_B11 float format is sampled natively since #7271 and keeps
its refusal on the converted path.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
An S# that forces unnormalized coordinates was refused when it samples a
T# the shader declares 3D, 2D-array, cube or multisampled, since Vulkan
allows unnormalized coordinates only with a single-level 1D or 2D view.
A null T# reads zeros at any coordinate, and a T# whose channels all
select constants is emitted as those constants without a sample, so when
the S# samples no other T# its coordinates cannot change a result. Such
an S# is now marked in its binding (samplerCoordinatesIgnored) and the
driver creates its sampler without FORCE_UNNORMALIZED. The flag is part
of the binding content key and of the shader disk cache, whose format
version is raised to 38. An S# that also samples a real T# while a null
T# of such a shape shares it is still refused. PPSA01317 pairs an
unnormalized clamped bilinear S# with a null 3D T# and a 3D T# whose
channels all select 0 for image_sample_lz in a compute shader during
boot.
AI-assisted: yes
Since #6243, each read whose record offset the CPU evaluates gets its own
selected table column, so a shader that reads one heap at many such keys
plans one image per key. Past 64 keys that is refused with "image resource
limit exceeded", or with "sampled image/sampler pair limit exceeded" when
each read is sampled twice, where the shader planned within both limits
before.
After planning the table columns, the tracker now estimates the images
and sampled pairs that collecting the program would add, keyed as
AddImage and AddSampledPair key them, from the planned column sources
and the direct handles. If either is over its limit, it plans again with
the columns of one heap unselected, the heap with the most selected
columns first, until both fit or no heap is left. Those reads then share
one keyed column, as before #6243: the union of their key domains and the
largest key. A shader within both limits plans exactly as before, from
one planning pass.
The estimate counts images exactly. A direct sampler is told apart by its
handle's words and whether the sample adjusts, before the canonicalization
collecting it applies, so the pair count can only be too high and errs
toward merging.
The remap mode stays a specialization constant and cache key input. Scale and
offset are two push words at byte 104, patched per draw, so draws that differ
only in depth range share one pipeline. The recipe, journal and serializer
carry the mode only.
Without VK_EXT_depth_range_unrestricted a viewport depth range outside
[0, 1] threw. Minecraft (PPSA17221) draws its world with scale 1 and
offset 0 in negative-one-to-one clip space, so its depth is the raw z/w
clamped by PA_SC_VPORT_ZMIN/ZMAX. On such a device the vertex shader now
scales clip z so z/w is the console's depth, the pipeline clamps depth at
the console's bounds, and two clip distances restore the near and far
planes that depth clamping removes. Mode, scale and offset travel as
pipeline specialization constants from the draw's vertex stage info, in
both the per-draw and the registration-module path; mesh and tessellation
draws with such a range still throw.
The console's depth clamp bounds are clipped to [0, 1]: exact for a
normalized depth target or none, and reported once for a tested or
written float depth target, where a depth below 0 is stored as 0
(Minecraft clamps its float depth target to [-1, 1]). The shader
validator accepts the remap's two extra clip distances next to the one
a program may already export.
Co-Authored-By: Claude Fable 5.1 <[email protected]>
#6243's new head merges main f1af6c5915, whose #7325 adds
verifyChainedTableOffset next to the selected-record tests this
branch carries from #6243. That test reads the record words from the
snapshot's shared word list; this branch keeps the words with each
table's snapshot, so the merge reads them from the table it checks.