A draw with DB_RENDER_CONTROL.DEPTH_COPY copies one sample of the
Z_32_FLOAT depth surface into color target 0. It now runs as a compute
pass that fetches that sample and stores it into the R32 float target,
when the draw covers the whole surface without depth or stencil tests.
With COPY_CENTROID the sample is the first one the draw covers, which is
sample 0 under the full sample mask the driver requires, as radeonsi
programs its per-sample DB to CB copies.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Nine of the twenty-one exports implement the no-device path: the lifecycle
pair accepts every call and keeps no state, the device queries answer the
empty list, the not-exists 0 and the device-not-found error, the map
requests answer device-not-found with their outputs untouched, and the
getdents family answers device-not-found on open and not-supported with
zero bytes on the read of a never-opened descriptor. The argument
validation of the register, unregister, unmap and getdents-close exports
is implemented and answers 0x80f40002; past it they keep their markers,
because no reference establishes their success path. The device-info
record and two prototypes follow SharpProspero, the rest shadPS4, each
pinned in the debt entry.
The libSceLibcInternal of a payload process on a PS5 (firmware 12.70) seeds
the additive feedback generator with a good_rand that reads its argument as an
int32, turns 0 into 123459876 and applies x = 16807 * (x % 127773) - 2836 * (x / 127773),
adding 0x7fffffff to a negative result. Its default state is the state after
srandom(1), not a precomputed table.
Replace the good_rand, build the default state by seeding it with 1 and add a
guest test that pins the first values of a fresh process, the values after each
measured seed and the saved state words of every measured initstate size.
PA_SU_SC_MODE_CNTL with POLY_MODE set to a point or line type was refused,
and every triangle was drawn filled. The state decode now takes the polygon
type of the faces that are not culled into State::polygonMode, ignores the
types when POLY_MODE is clear or the primitives are points or lines, and
keeps refusing front and back types that differ while both faces are drawn.
Points are drawn one pixel wide (PA_SU_POINT_SIZE 0x00080008 inside
PA_SU_POINT_MINMAX), the size VK_KHR_maintenance5 gives a point whose
shader does not write PointSize, and lines one pixel wide (PA_SU_LINE_CNTL).
The device enables fillModeNonSolid and maintenance5 when they are
available. The polygon mode joins the pipeline, library and draw keys and
the pipeline journal (format 5).
Co-Authored-By: Claude Opus 5.5 <[email protected]>
A store to the trimmed tail of a written buffer would be dropped instead
of failing as an alias of the render target, so only read-only buffers,
such as per-attribute vertex fetches, are trimmed.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
shadPS4 declares sceNpSetGamePresenceOnline(req_id, online_id, presence)
and returns INVALID_ARGUMENT for request id 0 or a null online id. The
export took (user id, timeout), so a caller's arguments landed in the
wrong registers.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Rewrite the technical debt entry to list what is unverified on the
PS5 and what still throws, with the source each behaviour follows,
and drop the descriptions of behaviour that is no longer a gap. The
entry is now under the 1000 character limit.
A thread blocked in sceZlibWaitForDone was never woken by
sceZlibFinalize, so it waited for its whole timeout or forever.
Finalization now wakes every waiter, and a waiter that sees the
service finalized throws, since no source says what the console
returns. shadPS4 leaves such a waiter blocked.
sceZlibWaitForDone threw for any timeout and when no finished request
was pending. Wait on a condition variable that sceZlibInflate signals:
a null timeout blocks until a request finishes, and a timeout returns
0x81120027 (timed out) on expiry, as in shadPS4. The timeout is read
as microseconds, as SharpProspero documents for the PS5; shadPS4
reads milliseconds.
sceZlibFinalize threw while a finished request's result was unread.
Discard the stored results and the finished IDs not yet returned by
sceZlibWaitForDone instead. shadPS4 also returns success here and
never reports the abandoned requests; its next initialization clears
them. An ID from before finalization reports 0x81120002 afterwards.
sceZlibGetResult threw on a second call for the same request and on
an ID it did not hold. Return the same length and status on every
call, and 0x81120002 (not found) for an unknown ID, as shadPS4 does.
Null output pointers still throw.
sceZlibInflate threw when an earlier request's result had not been
read. Accept the request instead: every finished request keeps its
result, and sceZlibWaitForDone returns the finished IDs in submission
order, as shadPS4's done queue does. The PS5 completion order is
unverified and recorded in the technical debt entry.