A new entry next to the FORCE_DEGAMMA entry. shadPS4 converts the filtered texel of every non-sRGB format to linear and fpPS4 documents the bit as applied after filtering regardless of format; here a forcing sampler reads the texture through its sRGB view, so the conversion happens before filtering, for formats that are not sRGB and not on a fixed list. PS4 (GCN) behaviour only; nothing is claimed about the console.
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
The barycentric tessellation path refused any draw with the primitive
restart bit set. A non-indexed strip ignores the bit, and on a device
without VK_EXT_primitive_topology_list_restart a list never restarts on
the host, since its indices are compacted on the CPU first, so both now
take the patches. Indexed strips with primitive restart still throw,
now also in Graphics::Draw, which knows the draw is indexed.
Patch-list pipelines never enable primitive restart, which Vulkan does not
allow for them without primitiveTopologyPatchListRestart.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Late-added ranges and write-watched blocks are read through the same
host-only-aware read as the snapshot, so a CPU store over a guarded
multisample target no longer aborts a capture. The read is a helper
tested for ranges in the middle, at either edge, overlapping and
outside a block, and against a native target and its neighbor.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
A capture snapshot read every committed block through the coherent path,
which refuses memory under a multisampled color target, its FMASK or
native multisample depth whose samples exist only on the host, so the
capture stopped there. The snapshot now writes those bytes as zeros,
counts them as host_only_sample_bytes in capture.json and adds a
warning, and the replay starts those targets without their earlier
contents.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
A cube T# whose last array slice is 6n - 1 is a cube array of n cubes.
The depth plane path accepted one cube only (last array 0 or 5) and
threw for the rest; it now gathers all 6n slices into the 2D array
view, as the texture path already lays cubes out. The refusal message
also names the last array slice and the copy format.
Uncharted 4's orphanage samples a two-cube D32 shadow array this way.
AI-assisted: yes
The stencil plane text named the game; debt entries carry title IDs
only. It also took the depth plane entry past the 1000-character limit,
so it now has an entry of its own.
AI-assisted: yes
Only the depth plane of a depth surface reached guest memory: stencil
lived in the host image alone. A title that moves stencil with buffer
copies read stale bytes from the source plane, and the destination
surface never saw what the copy wrote. Uncharted 4 clears its G-buffer
stencil plane with a fill, then copies it into the lighting depth
target and on into last frame's planes with a buffer copy kernel every
frame; its lighting kept the stencil marks of earlier frames, so
characters left trails and the image doubled while the camera moved.
The stencil plane of a single-sample surface with the 64 KiB Z swizzle
is now marked drawn when the surface is bound, stored whole when a read
overlaps it (FlushDepthPlanes, like the depth plane) and reloaded from
guest memory when a collected guest write changed it before the surface
is bound or its stencil sampled, unless a stencil clear is pending.
agc_driver_stencil_plane_memory draws stencil, reads the plane through
FlushDepthPlanes, then writes it from the CPU and tests it with stencil
EQUAL; it fails without the change.
AI-assisted: yes
PS4 color and depth targets, PS4 graphics EOP events, and the PS4 tile
modes (1D/2D thin and display, depth with tile split, PRT, linear
general) on the AGC executor, with a GPU detiler for every mode.
Textures sampled over the padded corner of a render target are GPU block
copies, and the PS4 SDK pattern-fill compute kernel runs as a GPU fill
when it repeats one dword, so render targets and HTILE are cleared
without a CPU drain. Two-dword patterns keep running the kernel: as
fills, Limbo's clears of its 64-bit target made its gameplay advance
about half as far per frame.
Tests cover the tiling equations against addrlib formulas, the GPU
detiler for every mode and element size, and the fill ranges.
A PS5 measurement already recorded in the debt note shows queue 0x58 succeeds; raise the exclusive SubmissionQueueEnd and cover it in agc_driver_tests.
Main took request serialization version 48 for the fragment barycentric
built-ins flag (#9193). The depth export clamp bounds are now written at
version 49 and read only for versions from 49, so a version 48 request as main
writes it still decodes, with default bounds. Tests: version 49 is the
emitted prefix, 50 the first unsupported one, a depth exporting request
without its bounds decodes at 48, 47 and 46 (the last two without main's
barycentric byte), and a version 48 two-sample dithered request decodes as
written.
Main took request serialization version 47 for the two-sample dithered
alpha-to-coverage value. The depth export clamp bounds are now written at
version 48 and read only for versions from 48, so a version 47 request as main
writes it still decodes, with default bounds. Tests: version 48 is the
emitted prefix, 49 the first unsupported one, and a version 47 two-sample
dithered request (with and without depth export) decodes as written.
Keep #9694's coverage check for targets without CMASK or DCC keys and skip it only for a fast-clear eliminate over a CMASK target without DCC keys.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
PPSA12361 reaches DB_ALPHA_TO_MASK 0x1aa01 on main 74acfad65b on an RTX 4080 SUPER and an RX 6400. It is the accepted 0xaa01 with bit 16 also set, and radeonsi never programs that combination. Its semantics are not measured, so the path keeps throwing; the entry records it.
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>