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* 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 commit8f9456229a. * 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 commit31c4db0d38. * 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) The6db095ewipe 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 commitbec77bf083. * 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>
67 lines
2.6 KiB
C#
67 lines
2.6 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.Libs.Agc;
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using Xunit;
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namespace SharpEmu.Libs.Tests.Agc;
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public sealed class AgcPrimStateHullVariantTests
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{
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private const ulong BaseAddress = 0x1_0000_0000;
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private const ulong CxRegistersAddress = BaseAddress + 0x100;
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private const ulong UcRegistersAddress = BaseAddress + 0x200;
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private const ulong HullStateAddress = BaseAddress + 0x300;
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private const ulong GeometryShaderAddress = BaseAddress + 0x400;
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private const ulong SpecialsAddress = BaseAddress + 0x500;
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// Tessellation pipelines pass a non-null hull-state block; the
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// geometry-derived register writes must still happen instead of an
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// INVALID_ARGUMENT that leaves the caller's register storage as garbage.
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[Fact]
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public void CreatePrimState_AcceptsHullStateBlock()
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{
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var memory = new FakeCpuMemory(BaseAddress, 0x1000);
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var ctx = new CpuContext(memory, Generation.Gen5);
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memory.TryWrite(GeometryShaderAddress + 0x5A, new byte[] { 2 });
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WriteUInt64(memory, GeometryShaderAddress + 0x28, SpecialsAddress);
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// Specials: {register, value} pairs at GeCntl 0x00, StagesEn 0x08,
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// GsOutPrimType 0x20, GeUserVgprEn 0x28.
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WriteUInt64(memory, SpecialsAddress + 0x00, 0x0000_0111_0000_0222UL);
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WriteUInt64(memory, SpecialsAddress + 0x08, 0x0000_0333_0000_0444UL);
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WriteUInt64(memory, SpecialsAddress + 0x20, 0x0000_0555_0000_0666UL);
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WriteUInt64(memory, SpecialsAddress + 0x28, 0x0000_0777_0000_0888UL);
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ctx[CpuRegister.Rdi] = CxRegistersAddress;
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ctx[CpuRegister.Rsi] = UcRegistersAddress;
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ctx[CpuRegister.Rdx] = HullStateAddress;
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ctx[CpuRegister.Rcx] = GeometryShaderAddress;
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ctx[CpuRegister.R8] = 0x11;
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Assert.Equal(
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(int)OrbisGen2Result.ORBIS_GEN2_OK,
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AgcExports.CreatePrimState(ctx));
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Assert.NotEqual(0u, ReadUInt32(memory, CxRegistersAddress));
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Assert.Equal(0x11u, ReadUInt32(memory, UcRegistersAddress + 20));
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}
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private static void WriteUInt64(FakeCpuMemory memory, ulong address, ulong value)
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{
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Span<byte> bytes = stackalloc byte[sizeof(ulong)];
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BinaryPrimitives.WriteUInt64LittleEndian(bytes, value);
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Assert.True(memory.TryWrite(address, bytes));
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}
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private static uint ReadUInt32(FakeCpuMemory memory, ulong address)
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{
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Span<byte> value = stackalloc byte[sizeof(uint)];
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Assert.True(memory.TryRead(address, value));
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return BinaryPrimitives.ReadUInt32LittleEndian(value);
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}
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}
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