An RX 6700 XT hands a geometry shader odd strip triangle i as
(i+1, i, i+2) with the last provoking vertex, which is the order the
translator already uses, and since #7374 last mode takes the flat
outputs of the program's primitives from their last index. Keep the
last-mode refusal for fans only, which reach the program as
(i+1, i+2, 0) while the hardware gives (0, i+1, i+2). TEKKEN DARK
RESURRECTION (PPSA31371) stops on such a strip draw.
Co-Authored-By: Claude <[email protected]>
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]>
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]>
main 7ce3b1df3e took disk-cache format 43 (#8295) for its own layout, so this
branch's format moves to 44. The request serializer stays at 42: main
still writes 41.
When a draw's stage fails to prepare, capture or recompile, the packet
worker fails the queue and the next Submit or WaitIdle rethrows the
error, which ends the title. With APS5_SKIP_REFUSED_DRAWS set,
materializeDrawStage rethrows that error as a RefusedDraw; the packet
loop skips the draw, counts it as a thrown skip, logs the shader once
per address and runs the rest of the submission. The frame then lacks
that draw. Compute refusals and errors outside the stage build fail as
before, and without the switch nothing changes.
agc_driver_draw_unsupported_buffer_type_skip_refused submits a draw
whose pixel shader is refused twice with the switch: the WRITE_DATA
after it lands both times and the color target stays untouched.
AI-assisted: yes
Debt entries name the titles they were measured on. Use the title ID, or "a retail title" where the sentence needs no identification. No technical content changes.
A geometry program with VGT_GS_OUT_PRIM_TYPE 0 (point list) was refused
as an unsupported output assembly, halting Cocoon (PPSA08766) on boot
with "VGT_GS_OUT_PRIM_TYPE other than a triangle strip, or a line strip
from a geometry program, is unsupported".
Each primitive export of an NGG point-list geometry program outputs one
point whose vertex index is stored directly in PrimitivePointIndicesEXT,
so the mesh module now declares OutputPoints with PrimitivePointIndicesEXT
for it when outputPrimitiveSize is 1. The point primitive export extracts
the 9-bit vertex index from the packed primitive export word and stores
it to the output array. A subgroup gets up to maxVertices points, with
provoking vertex 0 and point raster primitive topology.
Tested with Cocoon (PPSA08766) which now progresses past pipeline
creation and initial frame draws into gameplay.
AI-assisted: yes. Written with AI assistance and reviewed by me.
Slots 1-5 are now written by sceAgcSetStaticBuffer and the
sceAgcSetStaticQword family, so staying zero until a title writes them
is the modelled console behaviour.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01RbLgECLQ2bpDM7oe2urGZK
StorageTextureBudget reserved the larger of the sampled textures alive
and their 2 GiB floor. The sampled budget already reserves
TextureCacheBudget, at least the storage cap, for the storage cache, so
on an 8 GB card the two caches each kept the other's maximum: with
3936 MiB used outside the caches on a 7189 MiB budget and 49 MiB of
sampled textures, the storage budget came out at 306 MiB and sat at its
512 MiB floor while about 2.7 GB of the budget stayed free.
The storage budget now reserves the sampled textures alive and gives
room back as they grow, at its next read. Where they hold 2 GiB or more
the budget is unchanged.
On RDNA 2, an S# with TRUNC_COORD 0 rounds the scaled coordinate to 8
fractional bits, ties to even, and one with TRUNC_COORD 1 truncates it,
for point and bilinear filters. The S# decoder ignores the bit, and
AMD's Windows driver truncates for nearest samplers and rounds for
linear ones, so a TRUNC_COORD 0 point sample just below a texel edge
reads the texel below it. The code comment said the bit moves texel
selection by half a texel at most; the debt entry records the measured
rule instead.
Co-Authored-By: Claude Opus 5.5 <[email protected]>