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]>
On a PS5 (firmware 12.70), of the values 0, 1, 2 and -1,
pthread_condattr_setpshared accepts only 0 and leaves the attribute
unchanged otherwise. pthread_condattr_getpshared reports 0 and returns
EINVAL for a null, uninitialized or destroyed attribute, also with a
null output. With an initialized attribute a null output crashes the
console; here it throws.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Measured on a PS5 (firmware 12.70): the getter reports 0, and of the
values 0, 1, 2 and -1 the setter accepts only 0 and checks the value
before the attribute. A null or uninitialized attribute, or a null
output, crashes the console; here it throws.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
On a PS5 (firmware 12.70), of the values 0, 1, 2 and -1,
pthread_spin_init, pthread_barrierattr_setpshared and
pthread_mutexattr_setpshared accept only PTHREAD_PROCESS_PRIVATE (0);
1, 2 and -1 return EINVAL and leave the attribute unchanged.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Shader registration and the shader ABI resolves run on the title's own
threads, which never bound a trace buffer, so their Shader.Register and
Shader.Resolve* scopes were missing from every trace and summary. Those
entry points now bind the calling thread as `title` with the 32,768-event
buffer the shader preparation threads use.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Color format 7 (COLOR_11_11_10, float) keeps its 10-bit component in the
low bits; with the reversed component order (COMP_SWAP 2) that is blue,
with red in the high 11 bits. Vulkan has no such layout, so the target was
refused at decode.
Render it the way 10_11_11 unorm targets are rendered: an R32_UINT
attachment, the reversed export mapping 0xc6, and a new
ColorExportPacking::Float11_11_10 that makes the pixel shader pack each
export with the format-43 image store conversion (toward zero, overflow to
the largest finite value, negatives to zero, NaN kept). Blending, partial
writes, 16-bit integer exports, DCC and the other component orders throw.
AI-assisted: yes
An ITIMER_REAL or alarm expiry while SIGALRM is blocked is marked on the
pending set of sigtimedwait instead of throwing, as kern_psignal leaves a
blocked signal pending. sigwait, sigwaitinfo and sigtimedwait take it,
repeated expiries merge into one pending signal, and unblocking it runs a
guest handler on the unblocking thread or, with the default disposition,
exits the process with status 142 as FreeBSD's default action does.
The expiry rechecks the mask after marking the signal, so an unblock that
races it does not leave SIGALRM pending while unblocked, and TakePending
clears the bit with the value it read so one signal is taken once.
Co-Authored-By: Claude Opus 5.5 <[email protected]>