Move fence-timeout submissions out of the blocking queue, keep GPU objects alive until the fence signals, and retire them from an abandoned list so one hung dispatch cannot re-block capacity waits.
Ports the event-queue rework from the archived silent-hill-minimal branch
(968e9606, 9e3abb12, 2be9cfbf, f157a115) onto current upstream. The equeue
implementation had not been touched upstream since that branch forked, so
none of it had landed.
Behaviour fixed:
- Per-waiter event reservation. A blocked waiter used to wake on "the queue
has any pending event" (TryWake => HasPendingEvents) and then re-read the
queue on resume, so a woken waiter could find the event already drained by
another waiter and park again with the wake consumed. Events are now
reserved to the waiter they are delivered to.
- Level-triggered events are preserved instead of being cleared by an
unrelated read; only events that declare clear-on-read reset their trigger
state.
- Queued interrupts are bound to the registration generation that produced
them, so an event registered after a queue was reused cannot consume an
interrupt raised for the previous registration.
- Deleting an equeue now terminates its waiters instead of leaving them
blocked on a handle that no longer resolves.
- sceKernelTriggerUserEvent stores its third argument in the event's udata
(0x18) rather than its data word (0x10). The guest reads it back with
sceKernelGetEventUserData, which loads 0x18, so every triggered user event
previously read back as 0. This matches the reference behaviour in shadPS4,
where TriggerEvent takes udata and sceKernelGetEventUserData returns
ev->udata. The upstream test asserting the data word is updated, since it
encoded the inconsistency rather than the ABI.
KernelPthreadState gains TryGetCurrentThreadIdentity and a new
KernelSyncTraceFormatter carries the shared, opt-in diagnostic formatting the
ported code calls; both are gated behind the existing trace flag and do no
work when it is off.
Tests: 662 pass, 0 fail (SharpEmu.Libs.Tests 588 -> 598).
Ports the still-applicable half of the archived fork's stale-texture fix
(a42ccae) onto current main. Silent Hill: The Short Message (PPSA10112)
shows both faces: black title-screen UI (glyph atlas frozen at its first
upload) and stale/garbage rows on the brightness screen (a 3840x2160 UI
sheet whose backing bytes were never re-read).
1. Write tracking is armed under a byte budget, not a resolution cap.
GetOrCreateGuestImage armed GuestImageWriteTracker only when
target.Width <= 1920 && target.Height <= 1080. Silent Hill renders at
3840x2160, so every one of its render targets was excluded from
CPU-write tracking and no guest rewrite of one could ever invalidate
it: SyncCpuWrittenGuestImages (the flip / ACQUIRE_MEM re-upload path)
only ever visits ranges the tracker armed.
The cap presumably existed as a perf guard, but resolution is the
wrong proxy for the cost. Arming is one mprotect over the range, and
the fault handler unprotects the whole range on the first store, so a
write burst costs one fault regardless of size. What actually scales
with the surface is the dirty re-upload: one byte[byteCount]
allocation plus a full guest-memory read per dirty flip. So the guard
is now a byte budget, set equal to the 128 MiB limit that
SyncCpuWrittenGuestImages itself enforces before re-uploading. Above
that, arming can only cost faults; it can never produce a re-upload.
That is generous for 4K (RGBA8 32 MiB, RGBA16F 63 MiB, RGBA32F
127 MiB all fit) while still excluding volume textures that a
resolution cap could not see at all (512^3 RGBA8 is 512 MiB behind a
"512x512" surface).
Both sites now also arm the exact extent recorded in
_guestImageExtents (GetTextureByteCount) instead of
Width*Height*depth*GetTextureBytesPerPixel, so the armed range and
the range the sync path reads back are the same bytes; the old
expression over-counted block-compressed and unknown formats.
2. The CPU-texture refresh path no longer gates on IsCpuBacked alone.
TryCreateCpuTextureRefreshResource bailed on !guestImage.IsCpuBacked.
That flag is a latch: it flips false the first time an address is
used as a render target and never flips back. A surface that was
rendered into once and is afterwards rewritten by the guest CPU was
therefore frozen at its last GPU content forever, even when the parse
thread had already shipped fresh texels for it.
The gate is replaced by ShouldRefreshGuestImageFromCpu: CPU-backed,
or the parse-time write generation is above zero and differs from the
generation recorded by the last upload. Keeping the positive-
generation requirement preserves the pure GPU-feedback case (render
into an image, then sample it) that IsCpuBacked used to protect: such
a surface is now tracked (change 1) but never CPU-written, so its
generation stays zero and its live image is left alone. This matters
more than it did in the fork, precisely because change 1 arms
tracking on far more render targets. Dropping the gate outright, as
the fork did, would let a target sampled under a format tag that the
availability map does not match be overwritten once with whatever
sits in guest memory.
The existing content fingerprint still suppresses redundant uploads,
and MarkSampledImagesInitialized records the uploaded generation, so
a rewritten surface re-uploads exactly once per guest write burst.
Not ported: the fork's third part added a PeekDirty guard to the
parse-time snapshot fast path in AgcExports. It is superseded. That path
now calls IsGuestImageUploadKnown, which already compares
_cpuBackedUploadGenerations against the tracker's write generation - a
monotonic value that survives another owner consuming the dirty flag,
unlike PeekDirty, which both EvictDirtyCachedTextures and
SyncCpuWrittenGuestImages clear. Guest images with no generation entry
are covered instead by SyncCpuWrittenGuestImages. Adding a non-consuming
PeekDirty there would also make every draw between a CPU write and the
next flip fall through to a full texel re-read of the surface (33 MiB
for a 4K sheet), since Track re-arms without clearing the dirty flag.
The fork's promotion-path Track ("vulkan.cpu-backed-image") is likewise
superseded: AgcExports already arms every sampled texture's backing
extent as "agc.decoded-texture" before reading its texels.
Both decisions are extracted as pure internal predicates so they can be
unit-tested; the Vulkan device code around them needs a real device.
sceAgcDriverSubmitAcb submissions never produced a completion interrupt.
NotifySubmittedDcbCompleted returned early for anything that was not the
graphics queue, so an ACB reaching its ordered-queue fence published
nothing. UE 4.27's dynamic-resolution GPU-timing heuristic parks the game
thread on exactly that interrupt, so the render side never advanced and
Silent Hill: The Short Message deadlocked after its first frame.
Give every queue a CompletionEventId: 0 for graphics (what it already
published) and the owner handle from sceAgcDriverSubmitAcb rdi for a
compute queue, which is the same value the guest passes to
sceAgcDriverAddEqEvent. Publish under that ident from the existing fence
point, which both PumpSubmittedQueue and ResumeSuspendedDcb already reach
only after the submission is fully parsed.
Delivery is synchronous on the ordered guest-action queue rather than on a
ThreadPool hop with a sleep. That action runs after the logical queue has
flushed and waited for its latest fence, which is the moment hardware
would raise end-of-pipe. Deferring past it can only make the interrupt
late and reorder it against registration changes.
Gating: the per-queue completion event is unconditional, because
completion interrupts do fire on real hardware and because delivery is
registration-gated -- TriggerRegisteredEvents only queues onto equeues
that registered this exact (ident, graphics filter) pair, and
sceAgcDriverAddEqEvent is the only producer of graphics registrations. A
title that never registers its ACB owner handle observes no change.
SHARPEMU_AGC_SUBMIT_COMPLETION_EVENT is left to gate only the broad
ident-ignoring fan-out (TriggerRegisteredEventsDistinct), which is a
compatibility guess rather than hardware behavior; it also stays scoped to
the graphics queue where it was measured, so enabling the flag does not
newly fan out across compute queues.
The scalar evaluator gave every buffer_load_format instruction its own
attribute location. Two things multiply those: the CFG walk visits one
instruction on several paths, and an uber vertex shader fetches the same
stream from every material branch. UE's larger shaders reached 56 bindings
from 8 distinct views, and one reached 701 from 5.
Metal caps a vertex function at 31 attributes, so MoltenVK failed the MSL
compile with "'attribute' attribute parameter is out of bounds" and the
surrounding vkCreateGraphicsPipelines returned ErrorInitializationFailed.
Every draw using those pipelines was dropped, which is why Silent Hill:
The Short Message rendered a black scene. The vertex buffer count drove
Metal's buffer indices out of range too, giving the companion
"cannot reserve 'buffer' resource location at index 0" failures.
Key attributes by the guest stream view they read - absolute element
address, record stride and format - and alias every other fetch that
resolves to the same view onto that binding, so both translators map
those instruction PCs to one input variable. On PPSA10112 this takes the
worst shader from 56 attributes to 8 and pipeline failures from 840 to 0.
Ported from origin/fix/view-compatible-guest-images 7fb8fdf.
Rendering as sRGB and ImageLoad/Store-ing as UNORM at the same guest
address are the same surface accessed through different number formats.
Recreating the guest image per number format ping-pongs content between
two VkImages and loses the rendered pixels on every transition; the
mutable-format image now accepts the counterpart identity and serves it
through alias views. The commit names AvPlayer movie copies as the
pattern that needs this.
Adapted for this base: GetOrCreateGuestImage has since grown resolution
scaling and 3D/array support, so the alias accept is folded into the
current predicate (LogicalWidth/LogicalHeight/LogicalDepth/Type) rather
than the old Width/Height pair, and the storage-counterpart widening is
placed before the physical-dimension computation. The helper functions it
relies on (GetStorageImageFormat, IsCompatibleViewFormat) already existed.
GetFormatCompatibilityClass listed only R16Sfloat in the 16-bit class, so
GetVulkanImageByteCount computed zero bytes for R16Unorm, R16SNorm, R16Uint,
R16Sint and the R8G8 family. UploadGuestImageInitialData treats a zero
expected size as an incompatible upload and drops it, which leaves the
texture blank for the rest of the run rather than failing loudly.
Silent Hill uploads R16Unorm at 144x81, 240x135, 256x256, 512x512 and
1024x1024, and every one was rejected: the guest supplied exactly
width*height*2 bytes each time (23328 for 144x81) against an expected zero.
Also adds R8SNorm to the 8-bit class, which was missing for the same reason.
* Implement VOP3 0x149 V_BFE_I32 and 0x36A V_CVT_PKRTZ_F16_F32
PPSA10112 dropped three shaders per run on two unimplemented VOP3
opcodes. The translator fails a whole shader on an opcode it does not
know, so each one costs a dropped draw rather than wrong pixels.
0x149 sits between 0x148 V_BFE_U32 and 0x14A V_BFI_B32, and 0x36A
between 0x369 V_CVT_PKNORM_U16_F32 and 0x36D V_ADD3_U32; the
surrounding table entries already match the canonical map densely on
both sides of each gap. V_CVT_PKRTZ_F16_F32 needed no emitter - it was
already implemented for the VOP2 form at 0x2F and its VOP3 alias at
0x12F, and only the VOP3-only opcode number was missing.
V_BFE_I32 mirrors its unsigned sibling, masking offset and width to 5
bits, and differs only in extracting through a signed type so the field
sign-extends. GCN defines width 0 as returning 0 where SPIR-V leaves a
zero Count unspecified; VBfeU32 has the same gap, so this matches it
deliberately rather than diverging - fix both together if it matters.
Also widen ReportGuestPointerSplit, which filtered to an incoming value
of exactly 1. The crash being hunted leaves 0x0000007000000000, whose
low dword is 0, so the one detector built to catch this bug class could
never have reported it.
Verified: unsupported-opcode errors 3-4 per run -> 0, over a 130s run
that survives to the same stage. Metal translator still lacks VBfeI32;
Vulkan/MoltenVK is the macOS path so it is a divergence, not a blocker.
* Correct VOP3 0x36A: V_CVT_PK_U16_U32, not V_CVT_PKRTZ_F16_F32
a2d186e mapped 0x36A to V_CVT_PKRTZ_F16_F32 on the strength of a gap in
our own opcode table. That was wrong, and wrong in the worst available
way: an emitter for V_CVT_PKRTZ_F16_F32 already existed, so instead of
failing loudly like an unknown opcode, the mapping would have emitted
float-pack semantics for an integer-pack instruction and produced
silently incorrect results.
LLVM is unambiguous:
defm V_CVT_PK_U16_U32 : VOP3Only_Real_gfx10<0x36a>;
defm V_CVT_PKRTZ_F16_F32 : VOP2_Real_gfx6_gfx7_gfx10<0x02f>;
so on Gen5 the float pack is VOP2 0x2F with VOP3 alias 0x12F - both of
which our table already had - and there is no VOP3-only encoding of it
to add. 0x36A sits with the other integer/normalised pack conversions
at 0x368/0x369/0x36B.
silent-hill-minimal-rebased had this right all along.
The V_BFE_I32 half of a2d186e stands: LLVM confirms 0x149, and that
branch maps it identically.
Lesson, since I had just warned someone else about exactly this: a gap
in a table is evidence about numbering, not about identity. Inference
from neighbouring entries is fine for narrowing candidates and worth
nothing as a conclusion - especially when a plausible emitter already
exists to swallow the mistake quietly.
SDWA's ABS and NEG source modifiers are floating-point sign-bit
operations on GCN: ABS clears the sign bit, NEG flips it. We applied
them as integer operations instead - SAbs, and a two's-complement
negate of the raw bit pattern. That turns 1.0 into -4.0 and -3.0 into
1.5.
UE4 compiles the final line of DrawRectangle, OutPosition.xy *=
float2(1,-1), into a single V_MOV_B32 with SDWA NEG, so every UE
fullscreen pass had its clip-space Y silently skewed. The canonical
fullscreen triangle (1,-1) (-3,-1) (1,3) became (1,-4) (-3,-4) (1,1.5),
which covers 6/11 of the viewport instead of all of it.
That reproduces the measured defect exactly, on four independent
quantities: hypotenuse slope 8/11, crossings of y=+1 and y=-1 at
x=+7/11 and x=-9/11, and covered area 6/11 = 54.55% of the 2304x1296
viewport. It also explains why the edge was resolution-independent and
identical across six unrelated shaders - it is the same instruction in
every one of them.
The distinguishing evidence is the transform's fixed point. A wrong
scale would hold NDC -1 in x and +1 in y; the observed transform holds
the opposite corner in both. Independently, and using only the measured
line rather than any assumed vertex position: a wrong multiplier alone
leaves a residual of -18 whatever the multiplier, and a wrong addend
alone forces slope 1, not 8/11. Both terms had to be wrong at once,
which only a Y-only sign-bit corruption produces.
Float instructions are unaffected: GetFloatSource passes
applySdwaIntegerModifiers: false and applies its own modifiers, so this
path only ever fed raw-source reads - where the hardware behaviour is
the sign-bit one regardless of the opcode being a bit-move.
The sign bit is selected by the SDWA source-select width so a 16-bit
select flips bit 15 rather than bit 31.
Verified: emitted SPIR-V for the same shader changes from
OpISub %uint %uint_0 %2147 to OpBitwiseXor %uint %2147 %uint_2147483648;
25-program synthetic conformance gate passes; 805 tests green; three
100-110s live runs with no crashes and no new shader failures. The
end-to-end pixel re-measurement is NOT yet closed - see task #26.
NID znaWI0gpuo8 was mapped to sceUserServiceGetUserName as a "title-captured
alias". It is not that symbol. Recomputing the NID of every catalogued name
(base64 of the reversed first eight sha1 bytes of name+salt) resolves
znaWI0gpuo8 to scePadGetTriggerEffectState, and sceUserServiceGetUserName
hashes to 1xxcMiGu2fo instead. Auditing all 1087 export declarations the same
way found this to be the only NID whose declared name is wrong.
The consequence was not a missing export but a wrong one: the user-service
handler rejected the pad's arguments and returned
SCE_USER_SERVICE_ERROR_INVALID_PARAMETER about eighteen thousand times per
run in PPSA10112, so every poll fell back to a cached button bitmask. It
also hid the calls from every search for pad activity, which is why this
title was believed never to touch scePad at all.
The state size is taken from the caller's own frame rather than assumed: the
guest points the out-param at rbp-0x30 and stores its stack cookie at
rbp-0x28, leaving eight bytes for the state. Writing the sixteen the frame
superficially suggests would land on the cookie and fail the guest's stack
check - the same failure this codebase has already hit three times from
oversized HLE writes - so the test pins the size by asserting the cookie
survives.
No host pad exposes DualSense adaptive-trigger feedback, so the neutral
all-zero state is reported as success, which lets the caller take its normal
path instead of the fallback.
* [media] merge bink into shared ffmpeg bridge
* [avplayer] decode in process and fix stream info size
* [font] add glyph and teardown exports
* [build] bump ffmpeg runtime to 3b502d4
* [font] add glyph and teardown exports
* [build] bump ffmpeg runtime to 3b502d4
* [avplayer] decode in process
* [font] add glyph and teardown exports
* [build] bump ffmpeg runtime to 3b502d4
* 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 8f9456229a.
* fix(gpu): decode Gen5 R16 and RG32 render-target formats
* fix(audio): AudioOut2 host beds, deeper waveOut queue, AJM MP3
GTA V Enhanced routes intro/menu audio through AudioOut2 and FMOD's AJM
MP3 path. Wire PortCreate/PortSetAttributes/ContextPush to dual host
stereo streams, deepen WinMM queue to 128KiB, and decode AJM codec 0
with a stateful NLayer helper so menu music is not silent.
* fix(agc): map PS interpolants via SPI_PS_INPUT_CNTL semantics
Identity ATTR→param wiring ignored hardware remapping, so UI draws
got wrong (or empty) interpolants. Pack CNTL from matched PS/GS
semantics, thread it into Vulkan/Metal as Location/Flat, and fingerprint
it in the graphics shader cache key.
* fix(agc): rect-list/NGG strips, Index8 expand, and GE_INDX_OFFSET
NGG single-rect UI needs triangle-strip expansion; Prospero Index8 must
expand to host u16; glyphs need base vertex from GE_INDX_OFFSET. Skip
param-less rect-lists instead of inventing colour draws.
* fix(np): report GTA Story Mode addcont entitlements as owned
NpEntitlementAccess was returning an empty add-on list, so GTA V Enhanced offered Buy Story Mode. Publish the installed license labels and stub premium-event registration so offline sessions take the owned path.
* fix(cpu): prefer native workers for all guest entry stubs
Route thread entry, continuation, and main entry through RunGuestEntryStub so guest stubs are not invoked above CLR-managed frames (UnmanagedCallersOnly FailFast). Keep requireNativeWorker for tbb_thead; other paths prefer workers with calli fallback.
* fix(agc): implement Rewind/Jump writers and IT_REWIND waits
GTA Subrender AVs came from AcbJumpGetSize / DcbRewind returning NOT_FOUND as packet sizes. Add IT_REWIND and INDIRECT_BUFFER writers, patch SetRewindState into the GPU wait registry, and nest-parse 4-dword jumps.
* fix(gpu): use AddrLib ExactXor for Gen5 Standard256B (mode 1)
Mode 5 already had Standard4K ExactXor; mode 1 still used the generic StandardSwizzle block table, which mis-detiles Gen5 UI atlases.
* Revert "fix(cpu): prefer native workers for all guest entry stubs"
This reverts commit 31c4db0d38.
* fix(memory): commit-first large maps; reserve only on failure
Replace the #608 always-reserve-only exact-map path with allocate-first and lazy reserve fallback when a huge non-exec commit cannot be satisfied. Prime and widen GetPointer commit so the fallback path is safer for native walkers. Drops the need for a hard #608 revert.
* [Agc] Implement fused shader half exports
* fix(agc): accept optional hull state in CreatePrimState
Port the CreatePrimState hull-optional path from #583 so fused HS pipelines (GTA) are not rejected with INVALID_ARGUMENT. Geometry-derived CX/UC writes are unchanged; hull is traced only.
* fix(videoout): restore thread-safe VulkanHostBufferPool (#564)
The 6db095e wipe dropped CasualcoderDev's lock-ordering-safe pool. Concurrent Return/TryTake without the gate races after the first present and can hang the submit path.
* Revert "fix(agc): implement Rewind/Jump writers and IT_REWIND waits"
This reverts commit bec77bf083.
* test(memory): align lazy-commit expectations with commit-first policy
Fake hosts must reject Allocate so reserve-only paths still run, and GetPointer asserts the 32 MiB prime range including AlignUp spill.
* diag(gpu): log guest-queue backlog breakdown under backpressure
Rate-limit top work types and ordered debugName prefixes when the Vulkan guest work queue stalls, so North Yankton logs show acquire/label vs draw traffic instead of only VulkanOrderedGuestAction.
* perf(agc): coalesce acquire flushes and batch non-DMA label wakes
Flush pending ACQUIRE_MEM invalidation at draw/dispatch/dma/flip boundaries instead of before every packet, and complete release/write-data producers in the same ordered action so load paths enqueue far fewer VulkanOrderedGuestAction items.
* perf(gpu): wait for ordered-action fences and keep draining sync
On Windows/Linux, block briefly for queue-visibility fences instead of deferring the whole logical queue for the tick. Prefer ordered sync/flip heads under backlog pressure, and keep macOS non-blocking defer behavior.
* perf(gpu): raise sync-item ceiling above payload guest-work cap
Apply SHARPEMU_PENDING_GUEST_WORK_ITEMS mainly to compute/draw/image payload work, and allow a higher SHARPEMU_PENDING_GUEST_SYNC_ITEMS ceiling for zero-payload ordered actions and flip markers. Keep the byte budget as the RAM safety valve.
* fix(gta): stub Voice ports and implement sceKernelCheckReachability
Resolve North Yankton-path Voice Create/Delete/Connect/Disconnect/End NIDs and EnumerationThread reachability checks so leftover unresolved imports are not on the critical path.
* diag(gta): arm flip/present/wait probes after North Audio
Rate-limited load_progress TRACE for flip submit, ordered flip enqueue, present taken/not-taken, and GPU wait backlog so North Yankton freezes can be classified without full AGC tracing.
* fix(ampr): restore sequential offset=-1 reads for streamer packs
Re-wire PakDirectoryTracker into sceAmprAprCommandBufferReadFile (dropped in #216) so RAGE sequential pack reads no longer fail while the North Yankton UI keeps flipping. Also rate-limit CheckReachability miss paths for EnumerationThread diagnosis.
* fix(hle/videoout): Windows GuestImage opt-in and keep GTA intro without sync
Default the tracker off on Windows to avoid VirtualProtect thrash, gate AGC
texel-copy skips on Enabled so guest Bink planes keep shipping pixels, and
drain CPU-written images on the present thread when sync is opted in.
* fix(videoout): probe guest content when tracker off so UI can skip copies
Restores upload-known/texture-cache skips for Dead Cells menus, and uses a
sparse guest-memory fingerprint when GuestImageWriteTracker is disabled so
CPU-updated Bink planes still force texel copies for GTA intro.
* fix(audio): keep 128KiB host queue AudioOut2-only
Restore the default 32 KiB (~171 ms) PCM bed for classic AudioOut so
titles like Dreaming Sarah stay in sync; only AudioOut2 opens the deeper
queue needed for bursty FMOD Push on GTA.
---------
Co-authored-by: samto6 <123419830+samto6@users.noreply.github.com>
* feat(gpu): GPU compute detile for guest tiled textures (Vulkan + Metal)
Move RDNA2 exact-XOR deswizzle (swizzle modes 5/9/24/27, 4bpp) off the CPU
onto a GPU compute pass. GnmTiling.GetDetileParams resolves the shared
addressing into DetileParams; the CPU fallback and both GPU kernels consume
the same params so they never disagree.
Vulkan (verified bit-exact on NVIDIA): SpirvFixedShaders.CreateDetileCompute
hand-emits the SPIR-V kernel; VulkanDetilePass.RecordDetile records the
dispatch into the async batch command buffer (never a blocking submit on the
render thread) with transients retired via fence; VulkanDetileSelfTest
(SHARPEMU_DETILE_SELFTEST=1) checks both entry points against the CPU detile.
Metal (Mac-untested): detile_compute.msl (detile_cs) + MetalDetilePass mirror
the Vulkan pass. The active Metal path CPU-detiles via the new
GnmTiling.DetileWithParams when a texture arrives packaged (empty RgbaPixels +
TiledSource/Detile), keeping Metal correct under default-on with no regression;
wiring MetalDetilePass live is the remaining on-device step.
Flags: GPU detile is default-on (SHARPEMU_GPU_DETILE=0 disables);
[GPU-DETILE] diagnostics gated behind SHARPEMU_LOG_GPU_DETILE=1.
Tests: 17 detile unit tests pass, incl. DetileWithParams and GetDetileParams
each matching TryDetile bit-for-bit across all supported modes/bpp, plus a
SPIR-V structural-validity test.
* feat(gpu): GPU compute detile for guest tiled textures (Vulkan + Metal)
Move RDNA2 exact-XOR deswizzle (swizzle modes 5/9/24/27, 4bpp) off the CPU
onto a GPU compute pass. GnmTiling.GetDetileParams resolves the shared
addressing into DetileParams that the CPU fallback and both GPU kernels
consume, so they never disagree; everything else keeps the CPU path.
Vulkan (verified bit-exact on NVIDIA): SpirvFixedShaders.CreateDetileCompute
hand-emits the kernel; VulkanDetilePass.RecordDetile records into the async
batch command buffer (never a blocking submit on the render thread) with
transients retired via fence, falling back to CPU detile on failure.
VulkanDetileSelfTest (SHARPEMU_DETILE_SELFTEST=1) checks both entry points.
Metal (Mac-untested): detile_compute.msl + MetalDetilePass mirror the Vulkan
pass; the active Metal path CPU-detiles via GnmTiling.DetileWithParams so it
stays correct under default-on. Wiring MetalDetilePass live is a follow-up.
Flags: default-on (SHARPEMU_GPU_DETILE=0 disables); diagnostics behind
SHARPEMU_LOG_GPU_DETILE=1. Adds 17 passing detile unit tests.
* Fix: added support layered texture support for the GPU-Detiling.
* Fix: Added support for BlockTable (1 / 4 / 8 (Morton/Z-order))
* feat: added support for 8 and 16 bpp (bytes per element)
* Fixed a build failure specific to this branch
---------
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.