The slot counter is reset only after earlier fragment writes, and the overflow flag stays until WaitIdle. The storage buffer is limited to NVIDIA's proprietary driver, which is where the large function array does not finish.
The recompiler marks every guest f32 add, subtract and multiply
NoContraction, because the guest rounds each one separately.
SPIRV-Cross turns each of them into a call to a helper that Metal
compiles without optimization, which dominates fragment time on
MoltenVK, and its multiply helper, fma(a, b, +0.0), turns a -0.0
product into +0.0.
On MoltenVK they are now GLSL Fma whose second step is exact, which
gives the separately rounded result: a * b is fma(a, b, -0.0), a + b
is fma(1.0, a, b) and a - b is fma(-1.0, b, a). The sin, cos and log2
series and the offset image coordinates and gather texel scale use the
same forms. The choice is a SpirvTarget flag set for
VK_DRIVER_ID_MOLTENVK, part of the shader cache key and of the request
serialization (version 44); other drivers are unchanged.
agc_driver_f32_separate_rounding checks a multiply feeding an add or a
subtract on rows where fusing them changes the result. It,
agc_driver_f32_arithmetic_nan and agc_driver_f32_denormal_flush also
run the fused forms on devices that do not use them, so lavapipe checks
them against the same rows.
Co-authored-by: Ycaro Gabriel <[email protected]>
unchangedUntil skipped a write by the reading instruction itself for every shader, so an RDNA s_load that overwrites its own address pair was taken as a user-data pointer load where main refused it. The skip now applies only to PS4 (GCN) shaders, where it is needed; PS5 shaders take main's path.
Each GCN instruction is re-encoded to its RDNA form and decoded by the
existing RDNA decoder, so the PS4 path shares the recompiler. Covers the
legacy VS stage (program at the VS slot, user SGPRs from s0, vertex and
instance index in v0-v3), fetch shaders linked as user-data calls, MIMG
(image_sample and friends), PS4 buffer descriptors (GCN DATA_FORMAT /
NUM_FORMAT, 44-bit base) and T# image descriptors (GCN tiling in word 7).
The GCN switch is keyed into the shader disk cache. PS5 behaviour is
unchanged: every PS4-only rule is gated on GcnGuestShaders().
hasStructuredConstructs tested every block of the graph against each merge header, and searched every block for a block's innermost loop, with dominator binary searches each time. Under APS5_FORCE_STRUCTURIZER_FALLBACK, Ghostrunner's compute shader 0x200c520000 becomes a 32,490-block reach-flag graph with 6,647 merge headers, and the check took 44 to 50 s of the 49 to 55 s.
The innermost loop is now searched among the loop headers only. Every other block failed the loop-header test first, so the candidates and their order are unchanged.
When constructsFollowDominance holds for the structural graph, the member checks visit only the blocks dominatedBlocks finds from the header, stopping at its merge, and for a loop also from its continue block, in block order. Only a block in the header's construct or in the loop's continue construct can fail a member check. A construct block is dominated by the header and not by the merge, so some path from the entry reaches it without the merge, and from the last header on that path every block is dominated by the header, so the walk reaches it. A continue-construct block is dominated by the continue block and is reached from it the same way. The walk finds every such block, and the blocks it skips passed every check, so the result is unchanged. Otherwise every block is checked as before, and APS5_NO_PERF_DOMINATOR_TREE keeps the old loop.
On an M4 Pro the check takes 0.27 s instead of 44 to 50 s on that graph, and the forced fallback takes 5.1 to 5.4 s instead of 49 to 55 s. The default structurization of the shader makes one check, which takes 0.03 s instead of 0.36 s.
After each split, every selection header that needs no work still walks its construct (dominatedBlocks) to learn which predecessors of its merge lie inside. On Ghostrunner's compute shader 0x200c520000 that is 1.7 million walks.
When every block is reachable from the entry and the predecessor lists match the successor lists, and the merge M neither is the header H nor dominates it, the walk finds exactly the blocks that H dominates and M does not, other than M. A block the walk reaches is dominated by H and reached from the entry on a path that avoids M, because some path to H avoids M. A block that H dominates and M does not lies on a path from the entry that avoids M, and from the last H on that path every block is dominated by H, so the walk reaches it. splitOneSelectionMerge checks those conditions once per pass and then asks the dominator sets directly; otherwise it walks as before. Only membership in the construct is used, so the split and its order are unchanged.
On an M4 Pro the shader's structurization takes 12 to 15 s instead of 18 s, and 176 s before this series.
computeStronglyConnectedComponents visited blocks recursively, one stack frame per block on the deepest path. The reach-flag fallback turns Ghostrunner's compute shader 0x200c520000 into a graph of 32,490 blocks, and with APS5_FORCE_STRUCTURIZER_FALLBACK the visit overflowed agc_shader_replay's 2 MiB stack after 4 s.
The visit now keeps its frames in a vector. It enters successors in the same order and closes components in the same order, so the components, their entry blocks and the irreducibility verdict are unchanged.
recomputeAnalyses runs after every merge split, and its dominator and post-dominator fixpoints intersected a bitset of every block for every block until nothing changed. They now build the tree with the Cooper-Harvey-Kennedy iteration over a reverse post-order from a virtual root above the entry block, or above every exit for post-dominators, and write each block's sorted set as its parent's set plus the block itself.
The sets are the same. When every block is reachable from the virtual root, the greatest fixpoint of the old equations is the dominance relation of that rooted graph, which the tree describes. When a block is unreachable from the entry, or cannot reach an exit, the old fixpoint runs as before.
The post-dominator tree also keeps each block's immediate post-dominator, and FindNearestCommonPostDominator climbs it when both blocks have one: the sets are the tree's paths, so the deepest common block is the one the set intersection found. Blocks added or cloned after the analysis have no parent and take the set path, as before.
APS5_NO_PERF_DOMINATOR_TREE turns both off, and the structurizer and control-flow tests also run with it set. On an M4 Pro the structurization of Ghostrunner's compute shader 0x200c520000 takes 18 s instead of 37 s.
Merge splitting re-examines every selection header after each split, so the lookups behind each examination run millions of times on a large graph. On Ghostrunner's compute shader 0x200c520000 (4,750 blocks growing to 10,170 over 1,302 splits) agc_shader_replay spent 173 s in splitSharedMergeBlocks. A profile put most of it in linear membership tests and in FindNearestCommonPostDominator, not in the analyses.
Loop bodies, construct blocks, selection regions and strongly connected components are sorted, so membership in them is now a binary search. The traversals that tested membership in the list they were building (selectionRegion, reachableWithin, naturalLoopBody) and externalEntryEdges test a bitset instead, and selectionRegion reads its sorted result from the bitset. dominatedBlocks tests the header once and pushes a successor only before it is visited. FindNearestCommonPostDominator skips a candidate whose post-dominator set is smaller than the other common post-dominators and checks the rest in one pass over the set. remapIds sorts only when the map broke the order.
Each change keeps the same sets in the same order and the same first candidate, so the structured graph is unchanged. On an M4 Pro the shader's structurization takes 37 s instead of 176 s.
main took request versions 33 to 42 for other fields, the last of them
the pixel sample order, so requests of those versions from main have no
point-list tail. The point fields now come with version 43, after them,
and the tests expect 43 and reject 44.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
A point list routed through the vertex path was refused, and so was
PA_CL_VS_OUT_CNTL.USE_VTX_POINT_SIZE on it. OliSe Player (PPSA01153)
stops on the latter with two of its MilkDrop presets.
The vertex path now draws point lists as Vulkan points. The vertex stage
writes PointSize: the misc export's X clamped to PA_SU_POINT_MINMAX when
USE_VTX_POINT_SIZE is set, and the PA_SU_POINT_SIZE height otherwise.
The point state travels in the recompile request (version 31) and the
cache and draw keys. Non-square register sizes, inverted clamps, point
sprite texture coordinates and, without largePoints, sizes other than
one pixel throw.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The recompiler asked for DenormPreserve only for 16-bit and 64-bit floats,
so a device that flushes 32-bit denormals by default (RADV, MoltenVK) flushed
them whatever the guest's float mode said. target.float32DenormPreserve is set
from shaderDenormPreserveFloat32 when denormBehaviorIndependence allows a 32-bit
mode, is part of the cache key and of the request serialization (version 41),
and makes the module declare DenormPreserve 32 unless the 32-bit flush is
already taken in hardware. APS5_NO_HW_F32_PRESERVE=1 turns it off.
The refusal of a merging shader that writes guest memory under late
tests fired in two cases where the early tests change nothing.
The first was a draw with no depth, stencil or depth-bounds test. Early
tests reject no pixel there, so every write the console makes still
happens. The target merge now carries whether the draw has such a
test, and the refusal applies only then. This adds one byte to the
version 40 merge fields of the recompile request.
The second was any GDS binding, including a shader that only reads GDS.
The refusal now looks for GDS writes, atomics, appends and consumes.
Tests: the depth and stencil decode checks the new flag, and the
static shader key depends on it. A counter-adding shader under late
tests compiles without a test and throws with one. A late-test merge
that reads GDS compiles, and one that adds to GDS throws.
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
A packed 4_4_4_4 partial write merges inside the pixel shader after early
depth and stencil tests. Moving the tests ahead of a pixel kill only changes
the result when the draw writes depth or stencil, so the target merge now
carries whether the draw does (depth write, or stencil with a write mask and
a non-keep operation), and the late-test kill refusal applies only then.
The flag is part of the static shader key, the serialized request (now
version 40) and the pixel input info.
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
A CB_TARGET_MASK that writes fewer than four components of a 4_4_4_4
target leaves the other nibbles of each packed word as they were, which
an R16_UINT attachment cannot do. Such draws now close the attachment's
color write mask, and the pixel shader merges the written nibbles into
the target through a storage image: inside a pixel interlock it reads
the word, keeps the bits the mask leaves alone and stores it back.
The merge (export index, word mask, sample count) is part of the static
shader key, request version 40 and shader disk cache format 42; the
storage image is appended to the shader's images with a single runtime
mode, and its T# is encoded from the target's surface at draw time, so
the draw resolves it to the target's resident image, which Draw
requires. Merging shaders declare early fragment tests; shaders that
kill under late tests, export depth, stencil or coverage, use
alpha-to-coverage or a quad sample mask are refused, as are
multisampled, mipmapped, volume and array targets and more than one
merged target per draw.
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
CB_COLOR_INFO format 19 with UNORM and COMP_SWAP 2 lists A, B, G, R from the
least significant bits. No Vulkan device is required to render into the 4-bit
formats and NVIDIA exposes none of them as color attachments, so the target
is an R16_UINT image and the pixel shader packs the exports into the guest
layout, as the 10_11_11 target does. Writes of fewer than four components,
blending, DCC and truncating rounding are refused.
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
When the graph is built without the wave size and the return address
escapes under only one of wave32 and wave64, the graph records that size
and its error instead of throwing, and translation throws it only at
that size. A wave64 program that reads a compare mask written over a
call's link pair from a scalar instruction is now recompiled, while the
same program at wave32, where the high dword still holds the return
address, is refused.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The control-flow builder does not know the wave size (the front end is
shared across wave sizes), and with an unknown size it took a v_cndmask
mask to read two registers but a VOPC result to write only one. A wave64
compare that overwrote a call's link pair before a v_cndmask read it was
then rejected as a link register escaping the call/return model. The
check now runs once for wave32 and once for wave64 when the size is
unknown, so each read is matched with writes of the same width.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
A registered type-3 hull program holds the local and the hull part of a
tessellation draw in one binary, addressed through SPI_SHADER_PGM_LO_LS
(SH 0x148) with no SPI_SHADER_PGM_LO_HS: the local part runs on the lanes
below s3[7:0] and writes LDS, an s_barrier follows, and the hull part runs
on the lanes below s3[15:8] and may store the registers the local part
filled. The draw decode asked 0x148 for a type-5 local half, and
PPSA11386 (007 First Light) stopped in its level load with "registered
program refers to an incompatible shader binary type".
The draw decode now gives a registered type-3 program both the local and
the hull role and marks the tessellation configuration mergedHull. The
local stage only passes gl_VertexIndex and gl_InstanceIndex in a 16-byte
record. The hull stage runs the whole program, one invocation per output
control point: v2 and v5 come from the record of control point
min(gl_InvocationID, inputs - 1), v3 is the relative vertex id, and the
LDS becomes a per-control-point output array that a control point writes
in its own record and reads in any record of its patch after the barrier.
Registers live across the barrier stay in the invocation.
The hull stage of a merged program runs at one lane per invocation on
every device (HostSubgroupSize 1). Its lanes are gl_InvocationID, not host
subgroup invocations, so the s_cbranch_execz around the local part tests
the invocation's own lane. With the device's subgroup it took a subgroup
ballot, and lavapipe, whose subgroup stages lack the tessellation control
stage, rejected the draw ("subgroup capability 61 is unsupported for
shader stage 2").
The lowering refuses more input than output control points, LDS writes
outside the own record, reads outside the patch's records, barriers that
some invocations do not reach or that sit in a loop, reads or writes of
another lane's register, outputs beyond the device limits, and fetch
subroutines. Type 3 is prepared with its stage group like type 5 and
takes its float mode from RSRC1_HS. The hull user-data address (SH
0x102/0x103) is optional for a merged program: s[0:1] take it, unchecked,
when the draw sets it and are zero otherwise.
Both stages refer to one binary, so a draw lists each code and header
region once (AppendProgramMemory); a request's memory regions must not
overlap. An indirect draw's record words go into every program whose user
data holds the register, so the hull stage of a merged program reads
them too.
mergedHull is part of the recompile cache key, the draw decode comparison
and the request serialization (version 39).
Co-Authored-By: Claude Opus 5.5 <[email protected]>