A draw with PA_SC_AA_CONFIG.MSAA_NUM_SAMPLES 2 (4x) and MSAA_ENABLE
clear into a 4x depth/stencil and color pair threw "multisampled
targets rasterized without MSAA_ENABLE are unsupported for points,
lines, a depth target or alpha-to-coverage", which stops METAL GEAR
SOLID: Peace Walker (PPSA18216) at its first presentation (draw B on
#5268). A depth target with the same sample count now gets the same
pixel center samples as the color targets, so each depth and stencil
sample is tested and written with the depth at the pixel center, as GL
allows when multisampling is disabled.
DB_EQAA Z interpolation or overrasterization and a sample-mask export
with a depth target throw on this path.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
A draw with PA_SC_AA_CONFIG.MSAA_NUM_SAMPLES > 0 and
PA_SC_MODE_CNTL_0.MSAA_ENABLE clear threw. On GFX10 and later the bit
is what makes the rasterizer use the programmed sample locations; with
it clear the draw now keeps the target's sample count with every sample
at the pixel center. Points, lines, a depth target and
alpha-to-coverage still throw.
Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
Main's flatVolumeLineCompatible change also took format 34 with another layout, so entries of either would load as the other.
Co-Authored-By: Claude <[email protected]>
Move bounded vertex folding and empty-image feedback into separate topics. Keep the replay coverage proof, stage contracts, finite-reference tests and mapped cache regressions; version the stencil layout separately as format 34.
Co-Authored-By: Codex <[email protected]>
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 <[email protected]>
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
On ds_ordered_count M0 holds the ordered wave ID, not a GDS address as
for ds_append: radeonsi and ACO pass the wave ID as the intrinsic's
pointer and keep the counter address in offset0. Reading M0 as the base
and size skipped the add whenever M0[15:0] was 0, so every wave got the
same range. The test now runs the ordered pass with M0 = 0 and M0 = 7.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
ds_ordered_count adds the first active lane's value to a GDS counter and
returns the previous value, like ds_append adds the lane count. Waves are
not serialized in launch order: each still gets its own range. Ordered
swap and multi-dword counts stay refused. DISPATCH_DIRECT and
DISPATCH_INDIRECT accept ORDERED_APPEND_ENBL (bit 3) of the initiator.
Compute shaders of MXGP 26 (PPSA30839) use both.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
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 <[email protected]>
Build packs from EncodeEntry output and check the hit and miss paths,
an entry stored under another key, a truncated entry, a damaged index,
an out-of-range record, a foreign compiler source version and an
unknown format. A child process covers pack discovery on a real disk
load, the ANYPS5_NO_PREBUILT_SHADERS opt out and fall-through to the
writable cache. ARCHITECTURE.md describes where the prebuilt lookup
sits.