A 16-bit VOP1/VOP2 result in SDWA form with dst_sel:DWORD writes the whole register, so with
dst_unused:UNUSED_PAD the high half is zero. write16Bits treated dst_sel:DWORD as the plain
encoding and kept the old high half, which is right only for the non-SDWA form (GFX10 16-bit
instructions preserve the high bits). The decoder already marks SDWA destinations with
explicitSdwaDst; write16Bits now sends those through writeRawU32 like the other selectors.
GFX10 compilers rely on this to zero-extend f16 results before packing two of them with an
integer add, e.g. v_cvt_f16_f32_sdwa ... dst_sel:DWORD dst_unused:UNUSED_PAD followed by
v_lshl_add_u32 v2, hi, 16, lo. PPSA21564's FidelityFX depth-of-field combine pass packs its
near/far colours into LDS this way 60 times: whatever the low register held before leaked
into the high half, so green (and alpha) of the packed pairs came back huge or infinite while
red and blue stayed right. The bloom then spread the bad green over the intro cinematic.
agc_driver_sdwa_destination_tests runs the padded, preserved and plain encodings and the
packing idiom on the GPU against a model of the guest instructions.
Draws with CB_COLOR_CONTROL MODE ELIMINATE_FAST_CLEAR (2) or DCC_DECOMPRESS
(6) were rejected as "only normal color rendering with copy ROP". On
hardware these full-target blits write the fast-clear value into the
fast-cleared pixels (or store the pixels uncompressed); the shader's output
never lands. In this driver's DCC model (surfaces stored uncompressed,
uniform fast-clear keys make every read return the clear value) that is:
- keys that are a clear code: the target's texels become that value and
its keys read uncompressed. Reads see the same values before and after.
- uncompressed keys, or a target without DCC: nothing changes.
- mixed keys (per-block metadata), a mipmapped DCC target (its keys are not
decoded) or a register clear of a texel over 64 bits: throw.
The texels go into the target's resident image (its refresh already
cleared it to a code's value; the register code is cleared on the GPU with
FillClear) and reach memory through its write-back, or into guest memory
on the CPU when there is no resident image. A resident image made under
other DCC keys is remade under the target's keys by the storage cache
before the pass reads it. DecodeColorMetadataPass
requires the draw to be only that pass: copy ROP, no depth or stencil
work, no multisampling, a viewport and scissor covering each target.
Indirect passes throw. The CB_COLOR decode moves into DecodeColorBuffer,
which also reads CB_COLOR_CLEAR_WORD0/1.
The register clear code (DCC key 0x20) had no value before: its keys were
read as the stored texels. A target under register keys now reads as its
CB_COLOR_CLEAR_WORD texel: a resident target is cleared to it before a draw
renders into it (then its keys read uncompressed), and a non-resident
target's copy starts from it.
Every decision that materializes a clear reads the keys through
CurrentDccKeys, which first waits for the batches up to the newest recorded
writer of the key range. The title's fast-clear fill of the metadata can
still be pending on the GPU when the next draw is decoded; reading the
stale bytes there made a later draw clear the target over the results of
the earlier ones.
The remaining CB modes (resolve, decompress, FMASK decompress) keep the
rejection, which now names the mode.
A shader sampling with MIMG DIM 2D over a T# of type 2D array was
refused: "guest texture dimension disagrees with the shader's declared
image shape (shape 1, dimension 2)". The access carries no slice
coordinate, so the hardware samples slice 0 of the resource view, the
BASE_ARRAY layer, as it does for the storage access of the previous
commit.
A 2D array Texture now also makes a 2D view of that layer
(Texture::FirstLayerView), whether it holds its own snapshot or views the
surface's storage image, and the sampled binding uses it for such an
access. Every other shape/dimension mismatch still throws.
A compute shader addressing an image with MIMG DIM 2D over a T# of type 2D
array was refused ("guest storage texture dimension disagrees with the
shader's declared image shape"). Such an access carries no slice
coordinate, so the hardware reads and writes slice 0 of the resource view,
which is the BASE_ARRAY layer of the surface.
The storage element is now bound through a 2D view of that layer of the
surface's shared storage image (StorageTexture::FirstLayerView, created on
demand per mip and released with the image). Every other shape/dimension
mismatch still throws, and both mismatch messages now name the shape and
the dimension.
The recorder test device sets formatProperties, which storage images need
to pick their Vulkan format.
- Enhanced the network control library to check for host addresses and update connection states accordingly.
- Added support for socket operations including connect, listen, accept, send, and recv in the UDP and TCP socket implementations.
- Introduced error handling for various socket operations, ensuring proper feedback for unsupported actions.
- Created comprehensive tests for both TCP and UDP socket functionalities, validating the expected behavior of the network stack.
- Refactored existing code to improve clarity and maintainability, including the removal of unused functions and the addition of necessary error checks.
v_fma_mix_f32 and v_fma_mixlo/hi_f16 read a source as f16 when its OP_SEL_HI bit is set, with
OP_SEL choosing the high half; otherwise the source is an f32. readMixF32 had the two bits swapped,
so a low-half f16 source (op_sel_hi set, op_sel clear) was read as the whole register's f32 bits.
PPSA21564's material shaders lerp packed f16 colours this way: red and blue (the low halves)
collapsed to near zero while green and alpha survived, giving the green cast on lit surfaces.
agc_driver_mix_precision_tests runs the mix encodings on the GPU against a model of the guest
instructions.
A guest buffer view off minStorageBufferOffsetAlignment is bound from the
aligned offset below it, and the difference goes into the shader's memory
byte offsets (3dec6ced), but only when those live in the push constants:
a shader whose shader data is a buffer failed with "a guest buffer off the
storage buffer offset alignment in a shader whose shader data is a buffer
is not implemented".
The adjustment now goes into the shader data buffer's byte at
memoryOffsetDword * 4 + element, and a template's data refresh writes the
dispatch's words with the same patches applied.