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20 Commits
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db4339f698 |
fix(gta): restore wiped GTA foundation and gameplay path (PPSA04264) (#650)
* fix(kernel): implement APR ResolveFilepathsWithPrefixToIdsAndFileSizes Resource streamers resolve relative paths against a shared prefix; without this HLE every call returned NOT_FOUND and assets never got real ids/sizes. * fix(remoteplay): stub Initialize and GetConnectionStatus as disconnected Titles probe Remote Play during pad/network bring-up; unresolved imports returned NOT_FOUND. Report initialized + disconnected so callers take the normal offline path. * fix(agc): accept Gen5 hull shaders that omit PGM_LO/HI in CreateShader Type-5 headers can start with RSRC1/RSRC2; rejecting them left null handles and Main Thread AVs. Scan the SH table and skip PGM patch when absent. Co-authored-by: Cursor <cursoragent@cursor.com> * fix(kernel): reject getdents on file fds and emit . / .. for empty dirs Returning rax=0 for non-directory or empty listings looked like EOF and let GTA treat the fd as a pointer (fiWriteAsyncDataWorker AV at 0xB1). * fix(hle): enable GuestImageWriteTracker CPU sync on Windows Windows previously hard-disabled the tracker, so CPU-written guest planes never marked dirty and host textures stayed empty. Arm pages with VirtualProtect, handle write AVs in VEH, and warm/test on VirtualAlloc memory so protect cannot poison the CRT heap. * fix(agc): skip CB metadata draws for EliminateFastClear/Fmask/DCC CB_COLOR_CONTROL modes 2/5/6 are colour-buffer metadata ops; applying the bound shader as a normal colour draw corrupts subsequent composites. Decode MODE from bits [6:4] and return before translate. * fix(agc): merge Prospero attrib-table formats onto IR vertex inputs IR-discovered BufferLoadFormat often keeps a stale float sharp format; patch DataFormat/offset from the AGC attrib table (semantic index), allow offen fetches, and map quirks 113/121 through NarrowVk for host vertex input. * fix(audio): harden AudioOut2 stack out-buffer writes against canary smash Titles that stack-allocate AudioOut2 outs next to the frame canary were corrupted by oversized or mistyped HLE writes; keep ContextPush pacing. * Revert "fix(memory): reserve only large regions (#608)" This reverts commit |
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5228335f15 |
fix(gpu): support Gen5 flat memory and 3D images (#587)
Vector-mesh UI text samples type-10 volume LUTs; treat MIMG DIM=2 as Dim3D and transport depth through AGC and Vulkan so Z slices no longer collapse into a single 2D plane. |
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6db095ec82 | revert: restore state before huge regression | ||
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f9d92135a0 |
fix(agc): merge Prospero attrib-table formats onto IR vertex inputs (#556)
IR-discovered BufferLoadFormat often keeps a stale float sharp format; patch DataFormat/offset from the AGC attrib table (semantic index), allow offen fetches, and map quirks 113/121 through NarrowVk for host vertex input. Co-authored-by: Cursor <cursoragent@cursor.com> |
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96fde5764f |
Astro Bot stack: VEH/TBB, title clear, swapchain fallback, Psml MFSR (#528)
* Cpu/Kernel: harden VEH trampoline and keep TBB on native workers Route FastFail/CLR/stack-overflow around managed VEH, serialize managed entry with a recursive spinlock, require native workers for tbb_thead, and abandon pthread mutexes when a guest thread is torn down by worker abort so splash waiters are not left holding locks forever. * Cpu: soft-fail TBB native worker storms and cap concurrent Runs Throwing on worker/prologue faults killed the process mid tbb_thead burst (FailFast 0xC0000409). Soft-return 0x80020012, limit in-flight native Runs (default 2), and keep prewarm small so back-to-back boots do not need an artificial settle delay. * Agc/VideoOut: poison-only empty-SRT reject and clear procedural ES/PS Skip QueueSubmit only when Address-0 image slots remain; run the Astro title clear pair via CmdClearColorImage so the pass executes without descriptors that lose the device. * VideoOut: recreate swapchain with fallback extent on 0x0 surface Minimized Win32 surfaces report 0x0 / MaxImageExtent=0; deferring recreate forever left an OutOfDate swapchain with no presents. Clamp to last/default size and recreate instead of early-return. * Psml: stub MFSR init/shared/context and dispatch packet size Astro Bot asserts in GfxRenderStagePSSR when scePsmlMfsrInit is unresolved (Mfsr initialized failed). Soft HLE for the MFSR shared-resource and 800M3_2 context path plus dispatch packet size lets boot pass splash to first frame without claiming real upscaling. * Psml: stub MFSR GetDispatchMfsrPacket900 for logo PSSR Astro StartLevel ps_logo asserted GfxRenderStagePSSR.cpp:266 when GetDispatchMfsrPacket900 (RUNLFro+qok) was unresolved. Return SCE_OK from SizeInDwords so the 900 fill runs, soft-clear the guest packet buffer, and register 1000/1100 siblings for the same ABI. |
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5f97031df5 | shader: allow larger bounded Gen5 programs (#514) | ||
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25d741b35b |
[Gpu] Sample 2D array textures with real layers (#471)
Texture arrays were uploaded and viewed as plain 2D images, so every layer index in a shader resolved to slice 0. The guest-texture gate also rejected array, 3D and cube descriptor types outright, sending those resources to the 1x1 black fallback. UI atlases hit this constantly, since they pack several sheets as array slices and pick one per vertex. In Demon's Souls the settings menu bottom bar stretched a mid-atlas crop across itself, and slider thumbs and button prompts drew the wrong sheet. The MIMG decoder already had Dimension and IsArray, so IsArrayedImageBinding makes one rule out of them for the SPIR-V translator and the Vulkan backend to share. Both have to agree or the declared image type and the bound view type mismatch. Sample and gather bindings with an array address now declare an arrayed image and pass (u, v, slice). AgcExports reads every slice at the per-slice mip-chain stride and passes the layers packed in one buffer, which uploads as a 2D array image in a single copy region. Load and store bindings are unchanged. Arrayed bindings that resolve to a fallback or to a single-layer guest image get a one-layer 2D array view so the descriptor still matches the shader. Tested on Demon's Souls (PPSA01342): the bottom bar, slider thumbs and button prompts draw their correct sheets. 470 tests pass. |
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3574a3b145 |
Shader: lower VOP3P V_FMA_MIX_F32/LO/HI (was dropping Unity HDR shaders) (#466)
The decoder recognises the VOP3P mix ops (0x20 V_FMA_MIX_F32, 0x21 V_FMA_MIXLO_F16, 0x22 V_FMA_MIXHI_F16) but left them opaque (Vop3pRaw20/21/22), so at SPIR-V emission they fell through the vector-ALU switch to the default and failed with "unsupported vector opcode". A single unhandled instruction fails the whole compile, so any shader using fma_mix was dropped entirely. Unity's built-in-RP / PostProcessing v2 HDR, tone-mapping and auto-exposure shaders emit V_FMA_MIX_F32, so those passes never translated (this is what kept Superliminal's auto-exposure luminance chain from running). Name the three opcodes in DecodeVop3p (like the packed v_pk_* ops) and lower them in the SPIR-V translator. Each mix op computes a single f32 fma(a, b, c) where every source is read *independently* as either a full f32 register/constant or one f16 half widened to f32. Per operand, op_sel_hi selects f16-vs-f32 and op_sel picks which f16 half; the neg_hi field is repurposed as an absolute-value modifier and neg negates, applied abs-then-neg. This reuses the VOP3P op_sel/op_sel_hi/neg/neg_hi bit layout with the mix-specific meaning, not the packed-math meaning. The result is a scalar f32 for V_FMA_MIX_F32; _MIXLO/_MIXHI narrow it back to f16 (exact round-to-nearest-even, via the existing EmitFloatToHalf) and write it into the low/high 16 bits of vdst, preserving the other half. The clamp modifier saturates to [0, 1] consistently with the other VOP3P ops. Per-operand F16/F32 select and the abs/neg modifiers follow shadPS4's GetSrcMix, the authoritative reference for the mix semantics. Adds Gen5FmaMixSpirvTests: assembles V_FMA_MIX_F32 (with a representative op_sel/op_sel_hi/neg/abs) and V_FMA_MIXLO_F16 compute shaders and asserts they translate to GPU SPIR-V without hitting the drop path and emit a GLSL.std.450 Fma (and an FAbs for the neg_hi modifier). Both fail against the pre-fix tree with "unsupported vector opcode Vop3pRaw20/21". |
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a030cb5a5d |
Gpu runtime stalls (#410)
* [runtime] restore default GC mode * [cpu] add string leaf stubs * [ampr] allow concurrent reads * [bink] keep guest decode path * [kernel] streamline host memory access * [shader] add scalar memory fallback * [gpu] bound guest data pool * [gpu] reduce queue stalls * [video] stabilize guest resources * revert lock file |
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c9d018db8e | Vulkan: fix guest storage image and render-state handling (#332) | ||
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bcb0ebd991 |
[ShaderCompiler] Fix VReadlane scalar destination field (#344)
V_READLANE uses the gfx10 VOP3A vdst byte even though its result is scalar. Decode bits 0-7 and cover the public LLVM s5 and s101 encodings so the VOP3B sdst field cannot be confused with this opcode again. |
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847371d2de |
[AGC] Decode VOP3P and emit packed f16 arithmetic (first slice) (#145)
* [AGC] Decode VOP3P and emit packed f16 arithmetic (first slice) On gfx10 the VOP3P family lives under its own 0b110011000 prefix (word0 top byte 0xCC), which the major-opcode switch currently routes to the SMEM branch, so packed instructions were decoded as scalar memory ops and emitted as silent no-ops. Intercept the exact 9-bit prefix ahead of the switch, decode the five packed-f16 arithmetic opcodes with their op_sel/op_sel_hi/neg_lo/neg_hi/clamp modifiers, and emit them as UnpackHalf2x16 -> component-wise f32 vec2 ops -> PackHalf2x16 so no Float16 capability is needed. Bit layout and opcode numbers pinned to LLVM MC test encodings (vop3p.s, gfx10_vop3p_literalv216.txt) and VOP3PInstructions.td. Unsupported modifiers, packed constants and out-of-scope packed opcodes fail with a clear error instead of emitting wrong results. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * [AGC] Make packed f16 exact and drop v_pk_fma_f16 (review response) Address the FP16 correctness review on the VOP3P slice. Replace GLSL UnpackHalf2x16/PackHalf2x16 with explicit integer f16<->f32 conversions (EmitHalfToFloat/EmitFloatToHalf): exact widening with subnormal normalisation, and narrowing with round-to-nearest-even, overflow-to-Inf and NaN/Inf handling. Their subnormal and rounding behaviour no longer depends on implementation-defined float-controls modes. With exact conversions, v_pk_add_f16 and v_pk_mul_f16 are bit-exact to a true f16 op (f32 result rounds losslessly to f16; a f16 product fits in f32). Emit v_pk_min_f16/v_pk_max_f16 as fminnum_like/fmaxnum_like (NaN operand returns the other; ordered numeric compare) instead of GLSL FMin/FMax. v_pk_fma_f16 now fails emission loudly: a fused f16 FMA rounds once, an f32 multiply-add then pack double-rounds (fma(0x4100,0x7522,0x04EA) is 0x7A6B fused vs 0x7A6A via f32). Exact fused emulation is a planned follow-up slice. ShaderDump gains an Expect model (Translates/DecodeFails/EmitFails) and packed regressions: arith, non-default modifiers, and loud-failure pins for the fma case above and for clamp. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> --------- Co-authored-by: tensorcrush <tensorcrush@users.noreply.github.com> Co-authored-by: Claude Fable 5 <noreply@anthropic.com> Co-authored-by: Antigravity AI <antigravity@gemini.com> |
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6b1abc1a38 | perf(shader): cache pixel export masks (#288) | ||
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9883a9445d |
[AGC] Implement RDNA2 buffer/image/DS 32-bit atomic instructions (#222)
Adds decode and SPIR-V translation for the missing MUBUF, MIMG and DS atomic instructions in the Gen5 shader translator, generalizing the existing BufferAtomicAdd path. Covers swap, cmpswap, add, sub, smin/smax, umin/umax, and/or/xor, inc and dec, plus the DS RTN variants. Image atomics go through OpImageTexelPointer on the storage image binding. Notable: DS_CMPST operand order (DATA0 = comparator, DATA1 = new value) is reversed relative to buffer/image cmpswap, which a dedicated test locks in. ATOMIC_INC/DEC are approximated with OpAtomicIIncrement/IDecrement, exact for the common 0xFFFFFFFF clamp. Verified with 9 new synthetic decoder and end-to-end SPIR-V tests (part of the #36 test corpus effort); full suite passes 35/35. Signed-off-by: missatjuhvdk1 <177474143+missatjuhvdk1@users.noreply.github.com> Co-authored-by: missatjuhvdk1 <177474143+missatjuhvdk1@users.noreply.github.com> |
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b4b95014f1 |
Fix/deadcells crash (#262)
* Boot compatibility fixes for UE titles, GUI toggles, and DeS render/boot work Checkpoint of the Monster Truck Championship and Demon's Souls boot work. Each piece is independently useful and verified against the titles. - playgo: scePlayGoGetLocus now returns BAD_CHUNK_ID for chunk ids outside the known set, matching real firmware. Titles enumerate chunk ids until that error; answering OK for every id made the scan wrap the ushort range and spin forever. Missing-sidecar and no-app0 fallbacks report a fully-installed single chunk 0 so scePlayGoOpen keeps succeeding. - kernel: restore the SHARPEMU_WRITABLE_APP0 opt-in. Unpackaged UE dumps write their Saved tree under /app0 during PS5 component init and treat the denial as a fatal boot error. - pad: accept handle 0 as the primary pad across all pad calls. Real firmware hands out small non-negative handles and some titles read state with handle 0. - bthid: env-gated experiment hooks for the Thrustmaster wheel middleware investigation (fail-only-RegisterCallback modes and a synthetic enumeration callback with a zeroed event struct). All default off. - gui: add SHARPEMU_LOG_IO and SHARPEMU_WRITABLE_APP0 toggles to the Environment tab. - videoout: per-swapchain-image render-finished semaphores (the shared semaphore raced the swapchain); whole-mip-chain layout init for offscreen guest images (sampled binds read mips stuck in Undefined); GPU-resident texture availability now canonicalizes through the texture format table and accepts compatibility-class aliases, cutting per-frame CPU texture re-reads (143 GB -> 55 GB per 300 s in Demon's Souls, 0.2 -> 0.5 fps). - hle: add sceSystemServiceGetNoticeScreenSkipFlag, sceSystemServiceGetMainAppTitleId (title id published from the runtime), and sceNpWebApi2CreateUserContext (refuses so the online layer backs off). - rtc: SHARPEMU_RTC_PROBE_RANGE diagnostic dumps the code around a busy-wait caller of sceRtcGetCurrentTick once; costs nothing when unset. * [ShaderCompiler] Fix VReadlaneB32 scalar destination field The scalar destination lives in the low vdst byte (bits 0-7); it was read from bits 8-14, the VOP3B carry-out field readlane does not have, sending every readlane result to s0. Verified against raw gfx10 encodings and LLVM's assembler tests (v_readlane_b32 s5, v1, s2 -> low byte 0x05). * [VideoOut] Survive device loss and flip-order asserts without dying Two ways a frame could take down the whole presenter: - Device loss between any two Vulkan calls in a frame unwound the window thread, and the Dispose-time fence check then threw again, masking the original error. Catch the loss at the frame boundary, retire presentations and guest submissions whose fences can never signal, and keep the window loop pumping so the game (audio, logic) carries on. - The ordered-flip capture invariant is violated ~100 times per run by Demon's Souls (PPSA01342); on debug builds the Debug.Assert fail-fasts the process with nothing in the log. Downgrade it to a once-per-version warning until the capture/wait ordering is understood. * Fix Dead Cells shader cache regression --------- Co-authored-by: StealUrKill <35749471+StealUrKill@users.noreply.github.com> |
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864cbb0fa0 |
[AGC/Vulkan] Extend PS5 runtime and rendering compatibility (#216)
* [Core] Add POSIX native execution and PS5 SELF support Extend the native backend, guest TLS, fixed-address memory, and loader paths needed by PS5 titles on Windows, Linux, and macOS. Keep workstation GC so high-core-count hosts do not reserve over fixed guest image bases. * [HLE] Expand PS5 service and media compatibility Add the kernel, threading, save-data, networking, audio, video-codec, font, dialog, and service exports required by newer PS5 software. Preserve every SysAbi NID currently registered by main while adding the compatibility surface used by ASTRO BOT. * [AGC/Vulkan] Extend Gen5 shader and presentation support Expand PM4 handling, Gen5 shader translation, MRT and packed export support, guest image tracking, depth initialization, texture aliasing, and Vulkan presentation. Add the performance overlay and address-filtered diagnostics used to validate ASTRO BOT with original shaders. * [Core] Align static TLS reservation across hosts * [Pad] Align primary user ID with UserService * [Gpu] Preserve runtime scalar buffers across renderer seam * [AGC] Restore omitted command helper exports * [Vulkan] Reuse primary views for promoted MRT targets * [Vulkan] Preserve scratch storage bindings in compute dispatches |
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b5930465f2 |
[AGC] Correct VReadlaneB32 decode and emission (#237)
VReadlaneB32 (VOP3 0x360) had two bugs: 1. Decode: VOP3 decode always set destinations = Vector(word & 0xFF). For VReadlaneB32, bits 0-7 are unused — the scalar destination is in bits 8-14. Now decodes as Scalar((word >> 8) & 0x7F). 2. Emission: VReadlaneB32 was in the VMovB32 fall-through group, just returning GetRawSource(instruction, 0) — reading the current lane's value. By ISA, sdst = vsrc0[lane(src1)], which requires reading a different lane's value. Now uses SPIR-V GroupNonUniformBroadcast(scope=Subgroup, value=src0, lane=src1) when subgroup operations are available, with a fallback to the current-lane simplification when not. 3. Routing: TryEmitVectorAlu called TryGetVectorDestination first, which checks for VectorRegister kind. With the scalar destination fix, VReadlaneB32 now routes to a new TryEmitReadlane handler before the vector destination check. 4. Subgroup capability: UsesSubgroupShuffle now includes VReadlaneB32 so GroupNonUniform capability is enabled when needed. Verified: dotnet build 0 errors/0 warnings, 26/26 tests pass, ShaderDump all programs behaved as expected. |
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92497689ab |
[AGC] Fix VOP3 decode for V_READLANE_B32 and V_WRITELANE_B32 (#232)
PR #200 moved shader files from SharpEmu.Libs/Agc/ to new projects SharpEmu.ShaderCompiler and SharpEmu.ShaderCompiler.Vulkan. This re-ports the VOP3 decode fix from PR #226 to the new file paths. Decode table (Gen5ShaderTranslator.cs): - 0x360: VMadU32U16 -> VReadlaneB32 (per RDNA2 ISA) - 0x361: VMulLoU32 -> VWritelaneB32 (0x361 was a duplicate of 0x169) - 0x373: added VMadU32U16 at its correct opcode Emission (Gen5SpirvTranslator.Alu.cs): - VWritelaneB32: per-lane conditional write via IEqual+Select, stores with guardWithExec:false (writelane bypasses exec mask) - VReadlaneB32: kept as GetRawSource(instruction, 0) simplification (correct emission with src1 lane select is a follow-up) Verified: dotnet build 0 errors/0 warnings, 26/26 tests pass, ShaderDump all programs behaved as expected. |
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320dbcacba |
[SourceGenerators] Compile-time SysAbi export registry, analyzers, and build-generated aerolib.bin (#204)
* [SourceGenerators] Add the SysAbi export generator and analyzers (phase 0) New SharpEmu.SourceGenerators Roslyn component, complete and tested but consumed by nothing yet — the emulator projects adopt it in the following commits. Ps5Nid ports the PS NID derivation (base64 of the byte-reversed first eight SHA1 bytes of name + fixed suffix) from scripts/generate_aerolib_binary.py to C#, so what has always been a manual, out-of-band computation becomes a compile-time capability. SysAbiExportGenerator emits a per-assembly SysAbiExportRegistry whose CreateExports(Generation) reproduces ModuleManager's reflection scan exactly — same generation inheritance and filtering, same method-name fallback, same libKernel default — with attribute-omitted NIDs derived algorithmically (equivalent to the runtime catalog lookup, which is built from the same computation). Parameterless handlers are adapted to the SysAbiFunction shape; invalid declarations are skipped here because the analyzer rejects them as build errors, so nothing drops silently. SysAbiExportAnalyzer turns the runtime failure modes into diagnostics: SHEM001 duplicate NID (across declared and derived forms), SHEM002 malformed NID, SHEM003 uncallable handler signature, SHEM004 NID contradicting its export name (the class of drift previously fixed by hand), SHEM005 unresolvable export, SHEM006 export name unknown to ps5_names.txt when the catalog is wired as an AdditionalFile, SHEM007 handler not reachable by generated code. The self-contained test suite drives both in-process against the real SharpEmu.HLE metadata: known catalog NID pairs pin the algorithm, the generated registry must itself compile, and each diagnostic has a triggering fixture. Fittingly, the NID pinning test caught a wrong pair in its own first draft — the exact mistake SHEM004 exists to stop. * [SourceGenerators] Adopt the generated export registry in the emulator (phase 1) SharpEmu.Libs consumes the generator and analyzers, with scripts/ps5_names.txt wired as the AdditionalFile catalog. The runtime now registers exports from the compile-time SysAbiExportRegistry instead of the boot-time reflection scan; RegisterFromAssembly is retained solely as the arbiter for a parity test that pins the two tables identical — same NIDs, names, libraries, targets, and handler methods — across Gen4, Gen5, and combined registration. First contact between the analyzer and all 715 existing exports surfaced real drift the old offline checker structurally missed (scripts/check_sysabi_aerolib.py skipped any NID absent from aerolib.bin): three exports whose friendly names collide with real catalog symbols of different NIDs, now suppressed at-site with reasons pending AGC API confirmation, alongside the established synthetic Unknown* labels for uncatalogued NIDs, which prompted a rule refinement — SHEM004 only hard-errors when the export name is a real catalog symbol, since synthetic labels cannot be validated by hashing and the NID is authoritative for them. The two allowlisted mismatches in the python checker no longer trigger anything, and the checker is deleted: the analyzer subsumes it with the semantic model instead of regex, and validates every declared pair rather than only catalog-known NIDs. * [SourceGenerators] Generate aerolib.bin at build time from ps5_names.txt The runtime NID -> name catalog is derived data and no longer lives in the repository: a Framework-only MSBuild task (GenerateAerolibBinaryTask, sharing the same Ps5Nid implementation the analyzers use) builds it into the intermediate directory from scripts/ps5_names.txt — now the single source of truth — and SharpEmu.HLE embeds it from there. The output is byte-identical to the previously committed binary, verified with cmp against git history; a new test pins that the embedded catalog loads and resolves a known symbol both directions. scripts/generate_aerolib_binary.py is deleted (its algorithm lives in Ps5Nid, its invocation in the build); the REUSE annotation for the binary goes with it. MSBuild's Inputs/Outputs check means the ~154k NID hashes only recompute when the names file actually changes. The task implements ITask against Microsoft.Build.Framework directly, keeping the vulnerable-flagged Utilities.Core package out and the analyzer project's file-IO ban suppressed only inside the task itself. * [SourceGenerators] Emit typed-signature register thunks (phase 2) [SysAbiExport] handlers can now be written with real signatures — a CpuContext followed by up to six int/uint/long/ulong parameters — and the generator emits the SysV unmarshalling thunk, mapping parameters positionally to RDI/RSI/RDX/RCX/R8/R9 with the same unchecked-cast idiom hand-written handlers use. SHEM003 accepts the new shape and rejects register overflow and non-register-representable types. Both shapes coexist, so migration is per-handler; sceKernelPollSema, sceKernelSignalSema, and sceKernelCancelSema migrate as the demonstration (the last showing raw ulong guest-address passthrough). The reflection scan cannot represent typed handlers, so it retires here: RegisterFromAssembly, its signature validation, and ResolveExportInfo are deleted, and the parity test that pinned the generated registry to the scan is replaced by content-invariant tests (duplicate-free, full 715-export surface, catalog identity). Deleting the scan surfaced a phase-1 latent regression — the pre-JIT warm sweep enumerated only reflection-scanned assemblies, so the generated registration path warmed nothing and re-exposed the guest-thread fail-fast risk; the warm set is now derived from the registered handler delegates themselves. * [SourceGenerators] Marshal guest strings declaratively with [GuestCString] (phase 3) A string parameter on a typed [SysAbiExport] handler, annotated [GuestCString(maxLength)], now makes the generated thunk read the null-terminated UTF-8 string from the argument register's guest address before the handler runs, returning ORBIS_GEN2_ERROR_MEMORY_FAULT to the guest when the read fails — the exact prologue nearly every string-taking handler writes by hand. The attribute lives in SharpEmu.HLE next to SysAbiExportAttribute; SHEM008 rejects misuse (non-string parameter, non-positive MaxLength) while a bare string parameter stays a SHEM003 signature error. _open, open, and sceKernelOpen migrate as the demonstration; they were chosen because their hand-written prologue faulted on a null pointer the same way the thunk does (handlers that return INVALID_ARGUMENT for null pointers, like sceKernelCreateSema, keep the raw shape so guest- visible semantics stay untouched). * [SourceGenerators] Apply review findings across the branch Behavior: the open/_open/sceKernelOpen [GuestCString] demo migration is reverted — the local compat reader falls back to host memory for paths in loader-mapped regions that ctx.Memory cannot see, so the generated thunk would have turned recoverable reads into MEMORY_FAULT. The marshalling infrastructure stays, proven by generator/analyzer tests; production migration waits for a handler whose semantics the thunk reproduces exactly. A comment on the handler records why. Build robustness: the aerolib target is skipped for design-time builds (the IDE resolves project references without compiling them, so on a fresh clone the task assembly does not exist yet), and the task/names paths are centralized in properties. The generator now emits no registry for export-free assemblies, so referencing the analyzer can never mint a colliding SharpEmu.Generated type. Cleanup and perf: the pragma-suppression sites left mis-indented by the phase-1 relocation are reformatted and the restores moved after the method body; the dead ExportsForTesting hook and its InternalsVisibleTo are deleted; the aerolib task reuses one SHA1 instance across ~150k names; the analyzer caches the parsed catalog per file snapshot instead of re-parsing 150k lines every compilation start, shares the attribute name constant with the generator, and computes the catalog-membership check once. * [CI] Run the test suites in the build workflow The workflow compiled the test projects (they are in SharpEmu.slnx) but never executed them. A solution-level dotnet test now runs between build and publish, so any test failure fails the build — including the AerolibCatalogTests/SysAbiRegistryTests that guard the build-generated aerolib.bin and the generated export registry. Generation failures of aerolib.bin itself already fail the build step: the MSBuild task logs an error event and returns false, and a missing task assembly or missing embedded output are hard MSBuild errors. The NuGet cache key now also tracks the test projects' lock files. * [SourceGenerators] Address review feedback Multi-diagnostic analyzer tests no longer assume a stable diagnostic order (analyzer execution is concurrent), and the aerolib task logs the full exception instead of only its message so build failures keep the type and stack trace. * [SourceGenerators] Address second review round Symbol-name comparisons in the shape rules and analyzer now pin an explicit SymbolDisplayFormat.FullyQualifiedFormat instead of relying on the display-format default, and the aerolib task fails loudly on a symbol name that would overflow the format's ushort length prefix instead of silently truncating it, with null-safe output-directory handling made explicit. * [SourceGenerators] Embed aerolib.bin via a target so design-time builds never reference it The static EmbeddedResource item referenced the generated file even in design-time builds, where the generation target is skipped — on a fresh clone the IDE would try to embed a file that never existed. The item is now created inside an EmbedAerolibBinary target gated on DesignTimeBuild, separate from the generation target so an up-to-date skip of GenerateAerolibBinary cannot drop the item with the rest of its body, and hooked before AssignTargetPaths since dynamic resource items added later miss the resource pipeline. Verified fresh build, incremental rebuild (embedded catalog test both times), and a simulated design-time compile with no artifacts present. * [SourceGenerators] Regenerate test lock file after rebase onto main Rebase fallout: main's package graph shifted under #200, so the SourceGenerators.Tests lock file is re-evaluated to keep --locked-mode restore green at the branch tip. * [Build] Drop NuGet lock files; rely on central package management Central package management was already in effect (ManagePackageVersionsCentrally with all versions in Directory.Packages.props and no inline PackageReference versions), so the per-project packages.lock.json files and the lock-mode workflow only added maintenance overhead. This removes all eleven lock files, drops RestorePackagesWithLockFile so restore no longer regenerates them, and takes --locked-mode off the CI restore steps (re-keying the NuGet cache on the central props files). Package versions remain centrally pinned in Directory.Packages.props. |
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30fdd8d6ed |
[Gpu] Backend-neutral shader compiler and guest-GPU renderer seam (#200)
* [ShaderCompiler] Extract the backend-neutral shader compiler project Move the Gen5 (gfx10) microcode decoder, the scalar evaluator, the shader IR, and the metadata reader out of SharpEmu.Libs/Agc into a new SharpEmu.ShaderCompiler project — the half of shader compilation every codegen backend (SPIR-V today; MSL and DXIL later) consumes. Types go public: they are the contract now. Nothing in the project may depend on a host graphics API; the SPIR-V-specific artifact types (Gen5SpirvShader, Gen5SpirvStage) stay beside the emitter in Libs. Three couplings surfaced by the move, each resolved at the right depth: GuestDrawKind was defined inside VulkanVideoPresenter despite being a guest-domain, decoder-produced concept — it moves to the shared project; the evaluator's one HLE dependency (the tracked-libc-heap read fallback) becomes an injectable hook that a Libs module initializer installs before any caller can reach the evaluator; and the inline- constant table is promoted to a shared Gen5InlineConstants so backends cannot drift on constant semantics (the SPIR-V translator now delegates to it). The ShaderDump tool drops its reflection over the moved types in favor of direct typed calls; only the SPIR-V emitter, still internal to Libs until it moves to its own backend project, is reached via reflection. Verified by a clean solution build, the existing test suite, and a full ShaderDump conformance run. * [ShaderCompiler] Move the SPIR-V emitter into SharpEmu.ShaderCompiler.Vulkan Gen5SpirvTranslator (with its ALU partial), SpirvModuleBuilder, SpirvFixedShaders, and the Gen5SpirvShader/Gen5SpirvStage artifact types move whole from SharpEmu.Libs/Agc into the first per-backend codegen project. Notably it needs no Vulkan bindings reference: emitters produce bytes from the shared IR; renderers own graphics APIs. Types go public as the backend's contract; AgcExports and the presenter consume them exactly as before. The ShaderDump tool drops its last reflection: with both halves of the pipeline public it drives decode and all three emit entry points with direct typed calls, retiring the PadWithDefaults invoke shim — and it no longer references SharpEmu.Libs at all, making the conformance tool emulator-independent by design. Verified by a clean solution build, the test suite, a full ShaderDump conformance run, and a locked-mode restore under the pinned SDK. * [Gpu] Extract the guest-GPU backend seam (IGuestGpuBackend) The AGC/VideoOut/SystemService export layers now reach the renderer through IGuestGpuBackend via GuestGpu.Current (mirroring HostPlatform), instead of calling VulkanVideoPresenter statics. The Vulkan backend is a thin adapter over the existing presenter, so the extraction stays mechanical; only the adapter and the presenter itself reference the presenter now. The types crossing the seam move to Gpu/GuestGpuTypes.cs and drop their Vulkan prefixes, which an audit showed were misnomers: every field is a neutral primitive or a raw guest value (guest addresses, format and number-type codes, CB_BLEND register bitfields, verbatim sampler descriptor dwords). The one genuine Vulkan value in the old surface — the Silk.NET Format inside VulkanRenderTargetFormat, which callers never read — stops crossing: TryDecodeRenderTargetFormat is replaced at the seam by TryGetRenderTargetOutputKind, which surfaces only the Gen5PixelOutputKind callers actually consume, keeping native formats a backend-internal concern. ToVulkanSampler in AgcExports is renamed ToGuestSampler to match what it always produced. Seam rules are documented on the interface: no host-API value crosses, and submission stays coarse-grained with synchronization internal to backends. Interim exception, resolved next: shader parameters are still SPIR-V blobs. * [Gpu] Move shader compilation behind the guest-GPU backend The seam's interim exception is gone: AgcExports no longer calls Gen5SpirvTranslator or handles SPIR-V bytes. IGuestGpuBackend gains the three TryCompile entry points, which take the backend-neutral (Gen5ShaderState, Gen5ShaderEvaluation) contract plus the flat per-role resource-slot bases a multi-stage draw needs, and return opaque IGuestCompiledShader handles that only the producing backend can submit — the Vulkan backend wraps its SPIR-V in VulkanCompiledGuestShader and rejects foreign handles loudly. Draw and dispatch submissions take handles instead of byte arrays; the shader caches in AgcExports store handles. IGuestCompiledShader.Payload exposes the backend-defined compiled bytes for exactly two callers: the diagnostics dump and the size trace — documented as never-interpret. The unused _pixelSpirvCache is deleted. With this, a Metal or DX12 backend plugs in by implementing IGuestGpuBackend with its own codegen; nothing in the export layers knows which shader format exists. Verified by a clean solution build, the test suite, and a full ShaderDump conformance run under the pinned SDK. * [Gpu] Fix rename collateral from the seam extraction Address review findings: a doc comment picked up the mechanical VulkanVideoPresenter -> GuestGpu.Current rewrite and ended up naming members that do not exist on the interface, and CreateVulkanIndexBuffer kept its Vulkan prefix while every sibling factory was de-Vulkanized — it produces the neutral GuestIndexBuffer, so it is CreateGuestIndexBuffer. * [Gpu] Label diagnostics dumps with the backend's payload extension Address the review's altitude finding on DumpSpirv: the dump helper's IR-disassembly half is backend-neutral and stays put, but writing the opaque payload to a hardcoded .spv interpreted bytes the seam says never to interpret. IGuestCompiledShader now declares its payload's file extension, and the renamed DumpCompiledShader takes the handle and writes honestly-labeled dumps whichever backend produced them. * [Gpu] Make the shader-cache hit path allocation-free and lock-free Every translated draw built its cache key with a LINQ Select feeding string.Join plus one interpolated string per render target — steady per-draw allocation whether or not the shaders were already cached. The output layout is now packed exactly into a ulong (guest slot in 6 bits + output kind in 2 bits per target, host locations being the byte positions, target count in the key beside it), and the Gen5PixelOutputBinding array is only materialized on a cache miss, where compilation dwarfs it. The graphics/compute shader caches switch from Dictionary guarded by _submitTraceGate to ConcurrentDictionary, making the per-draw and per-dispatch hit paths lock-free and decoupling them from the tracing gate they coincidentally shared. And the seam-shaped render-target list is built once when a translated draw is created instead of a Select/ToArray per submission of a cached draw. * [Gpu] Replace LINQ with explicit loops in code this branch introduced Project rule going forward: no LINQ — it allocates enumerators, closures, and delegates, and this codebase is GC-pause-sensitive. The pixel-output and guest-render-target array builds and the ShaderDump store-PC collection become plain loops; pre-existing LINQ elsewhere is left for changes that already touch those lines. * [ShaderCompiler] Suppress CA2255 on the evaluator hook installer The analyzer coverage that arrived with the rebase flags ModuleInitializer in library code; this is the rule's intended advanced scenario — the hook must be installed before any code path can reach the evaluator, and every such path enters through this assembly — so suppress with that justification rather than weaken the guarantee to a static constructor's lazier timing. * [Gpu] Resolve rebase artifacts onto main Dedupe the System.Collections.Concurrent using in AgcExports that the rebase merge duplicated (main and this branch each added it), and regenerate the lock files for the new shader-compiler projects and SharpEmu.Libs against main's current package graph so --locked-mode restore matches at the branch tip. * [CI] Comment per-platform build artifact links on PRs Adds a workflow_run workflow that, after "Build and Release" finishes a pull-request build, posts (and keeps updated in place) a single PR comment linking the Windows, Linux, and macOS artifacts from that run. It runs via workflow_run rather than in the build workflow because PRs from forks build with a read-only token that cannot comment; the follow-on run executes in the base-repo context with write access and without checking out fork code. GitHub only triggers workflow_run from the default branch, so this takes effect once merged to main. |