PS4 titles import save data from libSceSaveData and libSceSaveDataDialog,
and a converted title loads exactly the modules its DT_NEEDED names. Those
two libraries were separate, older implementations that export only 9 and 8
functions, while libSceSaveData.native and libSceSaveDataDialog.native carry
sceSaveDataDelete, sceSaveDataDirNameSearch, sceSaveDataSetParam,
sceSaveDataSaveIcon, sceSaveDataDialogUpdateStatus and the rest. A PS4 title
importing any of those failed at startup with unresolved imports.
Both plain libraries are now built from the native sources, the way
libSceNgs2 is built from libSceNgs2.native, and the old implementation and
its test variant are removed. The earlier implementation's save-data memory
and mount alias files are not read; that is recorded in the debt file.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Primitive type 19 (DI_PT_QUADLIST, 0x13) is used by Unity and other engines for UI quads, sprites and font glyphs. Because Vulkan lacks native quad-list primitive topology, quad draws are expanded on the CPU into indexed triangle lists with 6 indices per 4-vertex quad, respecting the first/last provoking vertex configuration and discarding incomplete trailing vertices. Adds unit tests and documents the functional debt.
Devices with DenormFlushToZero for f32 run the mixed denormal-flush programs with and
without the hardware mode at startup; when every result matches, add, sub, mul, fma,
floor and ceil in the default rounding mode drop their software flush.
A dispatch over maxComputeWorkGroupCount was split into vkCmdDispatchBase
chunks whose base reached the limit, which VUID-vkCmdDispatchBase-baseGroupX-00421
forbids, and NVIDIA refused the split outright.
Compute modules now declare WorkgroupOffset specialization constants (default 0)
that the recompiler adds to WorkgroupId and GlobalInvocationId and keeps
unmaterialized. Each chunk is recorded with vkCmdDispatch from group 0, bound to
a pipeline variant specialized with the chunk's base. The NVIDIA throw is gone;
device-memory LDS splits still throw.
Fixes#7375
PPSA08270 (Eternights) stopped after its story intro with "AGC graphics:
CB resolve from a target whose sample count differs from the
rasterizer's". It resolves a 4x 512x512 target into a single-sample one
with PA_SC_MODE_CNTL_0.MSAA_ENABLE off while PA_SC_AA_CONFIG still holds
2x from earlier draws. Without MSAA_ENABLE the scan converter does not
use PA_SC_AA_CONFIG's sample count, so the resolve takes its sample
count from CB0 as it already does when PA_SC_AA_CONFIG is single-sample.
Imports, type-3 mirrors and the buffers and textures placed in host memory share the driver's system memory heap. On Windows that heap is half the physical memory, so on a 16 GiB machine the old budget (the heap less 2 GiB) let imports hold about 6 of its 8 GiB, and host buffer allocations then overflowed into the 256 MiB device-local host-visible heap and failed. The budget now reserves the larger of 2 GiB and half the largest host heap.
Co-Authored-By: Claude Opus 5.5 <[email protected]>