Applying my own lesson to my own corpus rather than only stating it. I
exported the content-hash patch and stopped; auditing the docs for
"/canary sha" citations found three pages naming d90d14e02, and checking
/canary's history found the exposure is four commits deep, not one.
Bounded by measurement rather than guess: branch -r --contains puts
590912722 on origin/sylpheed-re and finds no remote for anything after it,
so the container-only stack is exactly these four.
0f920e645 blend= per draw <- the ENTIRE blend decode rests on this
fa1e4c221 vertex dump 8 -> 64 <- at 8 the log silently dropped four
quads of the EXTRAS 24-index batch
d90d14e02 RT state, resolves, PS constants
ab3203f79 h= content hash
The sharpest case is 0f920e645. Without it a draw log records no blend
state at all, so ui-blend-mode-decoded.md's 35-element oracle -- which
overturned a REFUTED entry and deleted the port's authored blend map --
could not be re-derived by anyone who cloned this repository.
The failure mode is silent: the recipe LOOKS complete and only fails for
someone on a different machine, long after its author could say what the
flag did.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Jc4pciRArGHfxGGhEbwp5t
148 lines
7.8 KiB
Diff
148 lines
7.8 KiB
Diff
From d90d14e0210d87d24618aba1e870eabafbe0c262 Mon Sep 17 00:00:00 2001
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From: Sylpheed RE agent <agent@localhost>
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Date: Tue, 1 Sep 2026 16:13:43 +0000
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Subject: [PATCH 3/4] [RE] Log render-target state, resolves and PS constants
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on every UI draw
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The UI draw log recorded blend state, textures and geometry, which is
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enough to say WHICH sprite a draw is and how it composites, and not
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enough to answer whether a screen has more than one PASS. A second draw
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into an off-screen target, or a resolve of the EDRAM into a texture that
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a later full-screen quad samples, both look like just another quad in
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the old format.
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Three additions, all read straight out of the register file:
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mode= RB_MODECONTROL.edram_mode. kCopy (6) is how this GPU issues
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a RESOLVE, and it arrives through the same DRAW_INDX packet
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as a sprite -- so without this field a resolve was
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indistinguishable from a draw.
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rt0=/pitch RB_COLOR_INFO's EDRAM tile and format, RB_SURFACE_INFO's
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pitch and MSAA. A second target shows up as a different
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tile; a half-resolution post-process shows up as a pitch
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that is not the screen's.
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RESOLVE on a kCopy draw, RB_COPY_CONTROL and RB_COPY_DEST_BASE.
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That destination reappearing as a later tex[base=...] is
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what 'resolve-and-resample' means stated in addresses,
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rather than inferred from the picture.
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ps_c[...] the pixel shader's float constants, taken off its OWN
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float_bitmap -- the same one the backend uploads from -- so
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this is the shader's declared dependency set rather than a
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fixed window that could miss the one that matters. Pixel
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constants live at SHADER_CONSTANT_256_X and the c# printed
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is the index the shader's disassembly uses.
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Without the constants, an alpha ramp driven by a shader constant and one
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driven by per-vertex colour are the same picture.
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---
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src/xenia/gpu/command_processor.cc | 82 ++++++++++++++++++++++++++++++
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1 file changed, 82 insertions(+)
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diff --git a/src/xenia/gpu/command_processor.cc b/src/xenia/gpu/command_processor.cc
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index 20e75c6ae..25ada855a 100644
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--- a/src/xenia/gpu/command_processor.cc
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+++ b/src/xenia/gpu/command_processor.cc
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@@ -18,6 +18,7 @@
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#include "xenia/base/cvar.h"
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#include "xenia/base/logging.h"
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#include "xenia/base/profiling.h"
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+#include "xenia/base/math.h"
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#include "xenia/gpu/gpu_flags.h"
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#include "xenia/gpu/graphics_system.h"
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#include "xenia/gpu/packet_disassembler.h"
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@@ -323,6 +324,49 @@ void CommandProcessor::CaptureUiDrawForRE(
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uint32_t(bc.alpha_comb_fcn), uint32_t(bc.alpha_destblend), cc.value,
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mask);
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}
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+ // ── RE: the RENDER TARGET this draw goes to, and whether it is a RESOLVE ──
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+ // The question this answers: "is there a post-process pass at all?" is a
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+ // question about render targets and passes, and the log above cannot see one.
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+ // Two screens' worth of splash draws were read off a stream that recorded only
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+ // blend state and geometry, so a second pass into an off-screen target — or a
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+ // resolve of the EDRAM into a texture that a later full-screen quad samples —
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+ // would have been invisible: it looks like just another quad.
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+ //
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+ // mode= RB_MODECONTROL.edram_mode. 0 = colour+depth (a normal draw),
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+ // 4 = kCopy, which on this GPU is how a RESOLVE is issued — it
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+ // arrives through the same DRAW_INDX packet as everything else,
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+ // so without this field a resolve is indistinguishable from a
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+ // sprite.
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+ // rt0= RB_COLOR_INFO: the EDRAM tile the draw writes to, its format,
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+ // and the exponent bias. A second pass into a DIFFERENT edram
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+ // base is the signature of an off-screen target.
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+ // pitch/msaa RB_SURFACE_INFO. A post-process at reduced resolution shows up
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+ // here as a pitch that is not the screen's.
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+ // RESOLVE … on a kCopy draw, where the EDRAM is being copied TO. That
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+ // destination address reappearing as a `tex[base=…]` on a later
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+ // draw is what "resolve-and-resample" means, stated in addresses
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+ // rather than inferred from the picture.
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+ {
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+ auto mc = register_file_->Get<reg::RB_MODECONTROL>();
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+ auto si = register_file_->Get<reg::RB_SURFACE_INFO>();
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+ auto ci = register_file_->Get<reg::RB_COLOR_INFO>();
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+ ui_out << fmt::format(
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+ " mode={} pitch={} msaa={} rt0=[tile={} fmt={} exp={}]",
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+ uint32_t(mc.edram_mode), uint32_t(si.surface_pitch),
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+ uint32_t(si.msaa_samples),
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+ uint32_t(ci.color_base) | (uint32_t(ci.color_base_bit_11) << 11),
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+ uint32_t(ci.color_format), int32_t(ci.color_exp_bias));
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+ if (mc.edram_mode == xenos::EdramMode::kCopy) {
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+ auto cpc = register_file_->Get<reg::RB_COPY_CONTROL>();
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+ ui_out << fmt::format(
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+ " RESOLVE copy=0x{:08X}[src={} samp={} cmd={} cclr={} dclr={}]"
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+ " dest=0x{:08X}",
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+ cpc.value, uint32_t(cpc.copy_src_select),
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+ uint32_t(cpc.copy_sample_select), uint32_t(cpc.copy_command),
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+ uint32_t(cpc.color_clear_enable), uint32_t(cpc.depth_clear_enable),
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+ register_file_->values[XE_GPU_REG_RB_COPY_DEST_BASE]);
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+ }
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+ }
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if (ps && ps->is_ucode_analyzed()) {
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for (const auto& tb : ps->texture_bindings()) {
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xenos::xe_gpu_texture_fetch_t tf =
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@@ -335,6 +379,44 @@ void CommandProcessor::CaptureUiDrawForRE(
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uint32_t(tf.format));
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}
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}
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+ // ── RE: the PIXEL SHADER's float constants, as the shader itself indexes ──
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+ // "Where do a pass's parameters come from?" has four candidate answers —
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+ // immediates in the command stream, the constant banks, a table in a pak, or
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+ // a ramp computed in guest code. This log could not previously distinguish
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+ // any of them, because it recorded no constants at all: an alpha ramp driven
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+ // by a PS constant and one driven by per-vertex colour look identical once
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+ // you are reading pixels.
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+ //
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+ // Only the constants the shader ACTUALLY READS are printed, off its own
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+ // `float_bitmap` — the same bitmap the backend uses to upload them — so this
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+ // is the shader's declared dependency set rather than a fixed window that
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+ // might miss the one that matters or bury it in 200 unused vectors. Pixel
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+ // constants live in the second half of the file (SHADER_CONSTANT_256_X), and
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+ // the c# printed is the index the shader's own disassembly uses.
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+ if (ps && ps->is_ucode_analyzed()) {
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+ const auto& crm = ps->constant_register_map();
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+ ui_out << fmt::format("\n ps_c[n={}{}]:", crm.float_count,
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+ crm.float_dynamic_addressing ? " DYNAMIC" : "");
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+ uint32_t printed = 0;
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+ for (uint32_t w = 0; w < 4 && printed < 24; ++w) {
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+ uint64_t bits = crm.float_bitmap[w];
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+ uint32_t b;
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+ while (printed < 24 && xe::bit_scan_forward(bits, &b)) {
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+ bits = xe::clear_lowest_bit(bits);
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+ uint32_t idx = (w << 6) + b;
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+ uint32_t r = XE_GPU_REG_SHADER_CONSTANT_256_X + (idx << 2);
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+ ui_out << fmt::format(" c{}=({:.5f},{:.5f},{:.5f},{:.5f})", idx,
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+ register_file_->Get<float>(r),
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+ register_file_->Get<float>(r + 1),
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+ register_file_->Get<float>(r + 2),
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+ register_file_->Get<float>(r + 3));
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+ ++printed;
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+ }
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+ }
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+ if (crm.float_count > printed) {
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+ ui_out << fmt::format(" …+{} more", crm.float_count - printed);
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+ }
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+ }
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// The quad's geometry is the only thing that says WHICH element a draw is:
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// these sprites all share one shader and sample big texture pages, so the
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// vertex data is the identity. Dump attribute 0 of binding 0 for the first
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