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20eda4443c
* Shader: read a wave mask consumed as a per-lane predicate at the lane bit A VCC/EXEC wave mask consumed as a per-lane predicate (the VCndmask condition, a VCC/EXEC branch, or the derived _vcc/_exec bool) was tested in single-lane emulation with a whole-word non-zero test (IsNotZero64) instead of the current lane's bit. That is correct for comparison results (only the lane's own bit is ever set) but wrong for bitwise-complement wave-mask idioms (S_NOT / S_ORN2 / S_ANDN2 / S_NAND / S_NOR), which set the unused upper 63 bits: a whole-word test then reports the lane active even when its bit is clear. Unity's PostProcessing NaN killer does exactly this: per channel it computes isNaN = NLT AND NGT AND NEQ (against 0), then combines the channels as anyNaN OR NOT(v3-is-finite) via S_ORN2_B64. The complement set the upper mask bits, so every valid pixel read as NaN and was replaced with 0, zeroing the whole HDR scene before Bloom/Uber/tonemap. The 3D scene therefore rendered black behind the menu while the UI survived. Extract the current lane's bit in both single-lane and subgroup modes so IsWaveMaskActive matches the hardware. Fixes Superliminal (PPSA06084) black 3D scene: the storage room now renders behind the menu with natural exposure and no forced values. (cherry picked from commit 7af6f4b6f314fe302619c0d44f4db00971c5bf24) * test: wave-mask predicate is tested at the current lane bit Regression test for the wave-mask lane-bit fix. Compiles a shader that writes VCC at run time (V_CMP_EQ_F32) and asserts the emitted SPIR-V tests the wave mask at the current lane's bit (mask & lane_bit) rather than with a whole-word non-zero test. Fails against the previous IsNotZero64(mask) path, which zeroed complement wave-mask idioms (S_ORN2/S_NOT, e.g. Unity's NaN killer) across every lane.
141 lines
5.4 KiB
C#
141 lines
5.4 KiB
C#
// Copyright (C) 2026 SharpEmu Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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using System.Buffers.Binary;
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using SharpEmu.HLE;
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using SharpEmu.ShaderCompiler;
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using SharpEmu.ShaderCompiler.Vulkan;
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using Xunit;
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namespace SharpEmu.Libs.Tests.Agc;
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// Regression tests for how a VCC/EXEC wave mask consumed as a per-lane predicate
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// is lowered to SPIR-V. A wave mask must be tested at the current lane's bit
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// (mask & lane_bit) — exactly as the hardware evaluates the VCndmask condition or
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// a VCC/EXEC branch — not with a whole-word "the 64-bit value is non-zero" test.
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//
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// The two agree for comparison results (only the lane's own bit is ever set), but
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// diverge for the bitwise-complement wave-mask idioms (S_NOT / S_ORN2 / S_ANDN2 /
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// S_NAND / S_NOR), which set the unused upper 63 bits. A whole-word test then
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// reports the lane active even when its bit is clear. Unity's PostProcessing NaN
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// killer combines its channels as `anyNaN | ~allFinite` (S_ORN2_B64); under the
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// whole-word test every valid pixel read as NaN and was replaced with 0, zeroing
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// the whole HDR scene before tone-mapping.
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public sealed class Gen5WaveMaskSpirvTests
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{
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private const ulong ShaderAddress = 0x1_0000_0000;
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[Fact]
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public void WaveMaskPredicate_IsTestedAtCurrentLaneBit()
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{
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// V_CMP_EQ_F32 vcc, v0, v1 writes VCC at run time, which re-materialises
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// the per-lane _vcc predicate from the wave mask via IsWaveMaskActive.
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var spirv = Compile([0x7C04_0300u]);
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// The lane's bit in single-lane emulation is the 64-bit constant 1, so the
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// predicate is `(mask & 1) != 0`. The whole-word bug emitted `mask != 0`
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// with no such mask. Require the lane-bit AND to be present.
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Assert.True(
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ContainsLaneBitMaskedWaveTest(spirv),
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"wave-mask predicate must be tested at the current lane bit "
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+ "(mask & lane_bit), not as a whole-word non-zero test");
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}
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// True when the module contains an OpBitwiseAnd whose operand is a 64-bit
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// constant of value 1 — the current-lane bit that IsCurrentLaneSet masks the
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// wave mask with before the non-zero test.
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private static bool ContainsLaneBitMaskedWaveTest(byte[] spirv)
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{
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var laneBitConstIds = new HashSet<uint>();
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// Pass 1: collect 64-bit OpConstant result-ids whose value is 1.
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foreach (var (op, wordCount, offset) in EnumerateInstructions(spirv))
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{
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// OpConstant = 43; a 64-bit constant occupies 5 words
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// (opcode, resultType, resultId, valueLow, valueHigh).
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if (op != 43 || wordCount != 5)
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{
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continue;
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}
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var resultId = ReadWord(spirv, offset + 8);
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var low = ReadWord(spirv, offset + 12);
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var high = ReadWord(spirv, offset + 16);
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if (low == 1 && high == 0)
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{
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laneBitConstIds.Add(resultId);
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}
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}
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// Pass 2: look for an OpBitwiseAnd that consumes one of those constants.
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foreach (var (op, wordCount, offset) in EnumerateInstructions(spirv))
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{
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// OpBitwiseAnd = 199 (opcode, resultType, resultId, operand0, operand1).
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if (op != 199 || wordCount != 5)
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{
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continue;
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}
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var operand0 = ReadWord(spirv, offset + 12);
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var operand1 = ReadWord(spirv, offset + 16);
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if (laneBitConstIds.Contains(operand0) || laneBitConstIds.Contains(operand1))
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{
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return true;
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}
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}
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return false;
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}
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private static IEnumerable<(ushort Op, int WordCount, int Offset)> EnumerateInstructions(
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byte[] spirv)
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{
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// 5-word SPIR-V header, then (wordCount << 16 | opcode) packed instructions.
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for (var offset = 5 * sizeof(uint); offset + sizeof(uint) <= spirv.Length;)
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{
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var word = ReadWord(spirv, offset);
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var wordCount = (int)(word >> 16);
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if (wordCount <= 0)
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{
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yield break;
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}
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yield return ((ushort)word, wordCount, offset);
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offset += wordCount * sizeof(uint);
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}
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}
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private static uint ReadWord(byte[] spirv, int offset) =>
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BinaryPrimitives.ReadUInt32LittleEndian(spirv.AsSpan(offset, sizeof(uint)));
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private static byte[] Compile(uint[] programWords)
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{
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var memory = new FakeCpuMemory(ShaderAddress, 0x2000);
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var ctx = new CpuContext(memory, Generation.Gen5);
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Gen5ShaderAtomicDecodeTests.WriteProgram(memory, ShaderAddress, programWords);
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var shaderRegisters = new Dictionary<uint, uint>
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{
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[Gen5ShaderAtomicDecodeTests.ComputePgmRsrc2Register] = 16u << 1,
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};
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Assert.True(
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Gen5ShaderTranslator.TryCreateState(
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ctx,
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ShaderAddress,
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0,
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shaderRegisters,
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Gen5ShaderAtomicDecodeTests.ComputeUserDataRegister,
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out var state,
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out var error),
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error);
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Assert.True(
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Gen5ShaderScalarEvaluator.TryEvaluate(ctx, state, out var evaluation, out error),
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error);
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Assert.True(
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Gen5SpirvTranslator.TryCompileComputeShader(
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state, evaluation, 1, 1, 1, out var shader, out error),
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error);
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return shader.Spirv;
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}
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}
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