Files
AnyPS5/core/shader/recompiler/tests
Nicolas GonzalezandClaude Opus 5.5 fe18496c95 feat(agc): apply a T#'s MIN_LOD clamp in the shader without VK_EXT_image_view_min_lod
MoltenVK has no VK_EXT_image_view_min_lod, so since #130 the first T#
with a MIN_LOD clamp above its base level threw. ASTRO BOT (PPSA21564
01.007.000) hits it on the title screen, about four minutes after boot.
MoltenVK does offer shaderResourceMinLod, which maps the SPIR-V MinLod
operand to Metal's min_lod_clamp.

On a device with shaderResourceMinLod, without the extension and
without graphics pipeline libraries, the new target flag
shaderImageMinLod moves the clamp into the shader:

- DescriptorBindingBuilder writes each direct image's clamp, relative
  to the view's base level and bounded by its last level and MAX_MIP,
  as a float specialization constant at MinLodBase + image.
- Samples of direct images take it as the MinLod operand, or as an FMax
  on an explicit LOD when the clamp is above 0, combined with an
  instruction's _cl clamp.
- The image view no longer chains the clamp there; image table entries
  with a clamp are still rejected, and devices with the extension are
  unaffected. APS5_NO_IMAGE_VIEW_MIN_LOD forces the shader lane.
- It throws when the clamp sits above a paired S#'s MAX_LOD or has no
  mip filter, follows an explicit LOD or gradient with a nonzero S# LOD
  bias, pairs with a run-time S# or different min and mag filters, or
  meets image_get_lod, gathers at a clamp of a level or more, or the
  emulated depth-compare or 11:11:10 sample.
- ValidateShaders accepts CapabilityMinLod when the device enables
  shaderResourceMinLod.
- The flag is written after hostInterpolationFirst as request
  serialization version 53; older versions read it as false.

The gaps, including llvmpipe applying the S# bias after the clamp, are
recorded in docs/dev/debt/shader.md.

Tested on an M-series Mac (MoltenVK 1.4.2, x86_64 under Rosetta):
image_sample_lod_clamp samples a T# with fractional and level clamps
over BASE_LEVEL 0 and 1 in both lanes, and fails without the shader
clamp or with an absolute one; graphics, shader disk cache, shader
memory and request serializer tests pass. PPSA21564 renders the title
and reaches the warp sequence after it.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-02 11:58:37 -03:00
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