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2 changes: 1 addition & 1 deletion docs/dev/ARCHITECTURE.md
Original file line number Diff line number Diff line change
Expand Up @@ -138,7 +138,7 @@ flowchart LR
- A draw or dispatch whose state matches no artifact prepared at registration (a title that builds its static ABI state itself, without `sceAgcDriverResolve*Abi`) gets one prepared at use by `SourceHandleFor` or `InvocationFor`, logged once per artifact and kept in the snapshot for the next use.
- A stage that `sceAgcDriverResolve*Abi` cannot prepare for the state the title creates its pipeline with (a compute shader that calls user-data pointers, a descriptor the resource plan rejects) is left to its first use like a stage deferred at registration: `ResolveShaderAbi` and `PrepareGraphicsStages` catch the failure inside their own preparation transaction, so the `ShaderPreparationScope` the title's call runs in still commits, log it once per shader, mark the shader deferred and record the ABI key, so a repeated call prepares nothing; `ResolvePreparedGraphics` skips a deferred stage's rectangles until a draw has prepared it. A draw or dispatch that cannot prepare the stage either fails as before. Driver failures, `ProcessShutdown` and a failure stored by the shader's registration preparation still propagate from the ABI call.
- A compute shader whose `s_swappc_b64` calls a user-data pointer cannot be linked at registration, because the callee's address is only known at dispatch. `InvocationFor` in [`ShaderRegistry.cpp`](../../core/libs/prx/libSceAgcDriver/Execution/src/Driver/Shaders/ShaderRegistry.cpp) reads each callee from guest memory, appends one copy per call after the caller (`LinkUserDataCalls`) and prepares that linked code, so a different callee gets its own prepared entry.
- A draw's `Graphics::Pipeline` comes from `CachedPipeline`. When the device has `VK_EXT_graphics_pipeline_library` with fast linking, `VK_EXT_extended_dynamic_state` and `VK_KHR_dynamic_rendering`, draws render with `vkCmdBeginRenderingKHR` instead of render passes and the pipeline is linked from four libraries (vertex input, pre-rasterization shaders, fragment shader, fragment output) kept per device in [`PipelineLibrary.cpp`](../../core/libs/prx/libSceAgcDriver/Graphics/src/PipelineLibrary.cpp). A library built for one pipeline is reused by the next: another blend, vertex layout or target format builds only that part (the shader libraries name no attachment format), and cull mode, front face, depth and stencil state are dynamic, so changing them only links. The fast link is what the draw waits for; a background thread then links the same libraries with link-time optimization and the pipeline binds that one from the next draw on. Push constants then use a 256-byte block with a 128-byte slot per side: the pre-rasterization stages stack from byte 0, the pixel shader always starts at byte 128 (`StagePushOffset`), so its library does not depend on how much push data its vertex shader uses. Pipelines with per-face depth bias, a separate alpha blend into an 8_8 target with the alternate component order (both draw twice), rect lists, geometry shaders or a stage without a variant id are created whole, still with dynamic rendering; devices without the extensions (or with `APS5_NO_GPL=1`) keep render passes and whole pipelines.
- A draw's `Graphics::Pipeline` comes from `CachedPipeline`. When the device has `VK_EXT_graphics_pipeline_library` with fast linking, `VK_EXT_extended_dynamic_state` and `VK_KHR_dynamic_rendering`, draws render with `vkCmdBeginRenderingKHR` instead of render passes and the pipeline is linked from four libraries (vertex input, pre-rasterization shaders, fragment shader, fragment output) kept per device in [`PipelineLibrary.cpp`](../../core/libs/prx/libSceAgcDriver/Graphics/src/PipelineLibrary.cpp). A library built for one pipeline is reused by the next: another blend, vertex layout or target format builds only that part (the shader libraries name no attachment format), and cull mode, front face, depth and stencil state are dynamic, so changing them only links. The fast link is what the draw waits for; a background thread then links the same libraries with link-time optimization and the pipeline binds that one from the next draw on. Push constants then use a 256-byte block with a 128-byte slot per side: the pre-rasterization stages stack from byte 0, the pixel shader always starts at byte 128 (`StagePushOffset`), so its library does not depend on how much push data its vertex shader uses. Pipelines with per-face depth bias, a separate alpha blend into an 8_8 target with the alternate component order (both draw twice), rect lists, geometry shaders, barycentrics emulated through generated tessellation stages, tessellation on a driver without a usable tessellation pipeline cache (MoltenVK, `TessellationPipelineCacheUsable`), a pixel shader with a fragment shader interlock or with its LDS array in a storage buffer (`RecompileResult::functionLdsBuffer`), or a stage with an empty `RecompileResult::Identity`, and every pipeline under `APS5_PIPELINE_STATS=1`, are created whole (`libraryKeys` in [`Pipeline.cpp`](../../core/libs/prx/libSceAgcDriver/Graphics/src/Pipeline.cpp)), still with dynamic rendering; devices without the extensions (or with `APS5_NO_GPL=1`) keep render passes and whole pipelines.
- A storage or sampled view of a thin array whose whole surface has more layers than the device's `maxImageArrayLayers` (2048 on NVIDIA; a PS5 array may hold up to 8192) is served from its viewed slices alone: `ArrayLayerWindow` in [`TextureTiling.cpp`](../../core/libs/prx/libSceAgcDriver/Graphics/src/TextureTiling.cpp) describes them as an array of their own starting at the first viewed slice, which is exact because a non-XOR swizzle does not depend on the slice index. A 3D volume is not an array (its depth is bounded by `maxImageDimension3D`) and a 2D image is one layer whatever its last array field holds; both pass unchanged. A view whose slices alone exceed the limit, a view of an XOR swizzle that mixes in the slice index, and any other image past the limit throw; a sampled lookup (`cachedTexture`) throws before it reads or snapshots the surface.
- A draw whose `PA_SC_AA_CONFIG` selects 2, 4 or 8 samples renders into host-only multisampled images. [`MultisampleTarget.cpp`](../../core/libs/prx/libSceAgcDriver/Graphics/src/MultisampleTarget.cpp) keeps one image per device, surface address, format, extent and sample count (`MultisampleTargetView`); the pipeline, render pass and library keys carry `State::samples`, and a multisampled depth target is a multisampled depth surface. The guest sample planes and FMASK are never read or written, so the registry also guards the target's guest range: a CPU read (`GuestMemory::SetReadGuard`), a DMA copy, and a sampled or storage image read of it throw. A `CB_COLOR_CONTROL` resolve mode over a multisampled CB0 runs as a render pass whose resolve attachment is CB1's resident image (`ResolveMultisampleTarget`). A zero fill of the target's CMASK (`NoteColorMetadataFill`, from fill kernels and CP DMA fills) clears the image at its next use.
- A texture over a depth surface samples the depth image itself when it views one 2D slice of the plane's own format (`DepthSurfaceTexture` in [`DepthSurface.cpp`](../../core/libs/prx/libSceAgcDriver/Graphics/src/DepthSurface.cpp)). A view of several slices (a 2D array or a cube) or an integer view of a D16 plane is served by a `DepthPlaneCopy`, an image the slices are copied into at every use: from the depth surface bound at each slice's address, else from guest memory. Such a texture is never kept in the resource templates (`RefreshedPerUse`).
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