[iterate-3Y] Replay per-draw blend + write-mask so the logo composites visible

The publisher logo rendered its real artwork in isolation (3X) but was
overpainted in the full composite: every replayed draw used ONE fixed
SrcAlpha/OneMinusSrcAlpha pipeline + an opaque-magenta texture stub, so the
textured RectangleList draws whose sampler slot is shadowed by a vertex-fetch
constant (no resolvable texture) wrote opaque magenta over the logo.

Per-draw render-state inventory at the splash (env-gated probe, removed):
  - logo  QuadList vs=0x03b7b020 ps=0x03b79001: bc0=0x07010701
    (One,OneMinusSrcAlpha — premultiplied alpha), cmask=0xF, ntex=1 (real K8888)
  - RectangleList vs=0xd4c14f46 ps=0x03b79001: SAME premult blend, ntex=0
    (slot 0 holds a type=3 vertex constant → texture decode rejects) → magenta
  - opaque fill vs=0x36660986 ps=0xed732b5a: bc0=0x00010001 (One,Zero) — green
Draw order: the logo is drawn LAST per group, so order was not the problem;
the fixed pipeline state was.

Change (UI-side capture/replay only):
  - draw_capture: capture RB_BLENDCONTROL0 + RB_COLOR_MASK (+ colorcontrol /
    depthcontrol for follow-ups) per draw.
  - xenos_pipeline: new RenderState{blend_control,color_mask}; map Xenos blend
    factors/ops -> wgpu mirroring canary kBlendFactorMap/kBlendFactorAlphaMap;
    One,Zero,Add => blend:None (opaque); zero-channel mask => ColorWrites; cache
    translator AND interpreter pipelines keyed on (vs,ps,RenderState) /
    RenderState so each draw composites with its real state.
  - render: pass each capture's RenderState through both replay paths.
  - dummy texture magenta(255,0,255,255) -> transparent(0,0,0,0): an
    unresolvable texture now contributes nothing under its real premult blend
    instead of fabricating opaque magenta (removes a fake, adds none).

Readback (env-gated, removed): full 1280x720 composite now shows the logo's
real artwork (maxR=255, 50-102 distinct colors/cell) in a centered strip; no
magenta anywhere. Background is uniform green (the 0xed732b5a opaque fill) — a
separate vertex-color/shader fidelity issue, NOT compositing (next iterate).

Determinism: UI-only; draw_capture additions only run when frame_captures=Some.
check -n50m --gpu-inline --stable-digest --expect = "matches golden" (2x).
cargo test --workspace = 682 passed. Temp probes removed.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
MechaCat02
2026-06-18 19:53:25 +02:00
parent 89b5c39d8a
commit 2a992db47b
3 changed files with 321 additions and 67 deletions

View File

@@ -73,6 +73,22 @@ pub struct DrawCapture {
/// magenta stub. Empty for flat (no-tfetch) draws. Populated by
/// `gpu_system` after decode (left empty by `build`).
pub textures: Vec<(crate::texture_cache::TextureKey, Vec<u8>)>,
/// iterate-3Y: per-draw color/blend render state captured from the
/// register file so the host pipeline composites the way the guest
/// intends (instead of one fixed alpha-blend state). Mirrors the fields
/// canary feeds into `GetCurrentStateDescription` (D3D12
/// `pipeline_cache.cc`):
/// * `blend_control` = `RB_BLENDCONTROL0` (RT0 src/dst factors + op,
/// color and alpha). The Xbox 360 has no separate "blend enable" bit;
/// `One,Zero,Add` *is* the opaque case.
/// * `color_mask` = RT0 nibble of `RB_COLOR_MASK` (per-channel write
/// enable). When 0, canary forces `One,Zero` (no blend).
/// * `color_control` = `RB_COLORCONTROL` (alpha-test enable/func).
/// * `depth_control` = `RB_DEPTHCONTROL` (z-test enable/func/write).
pub blend_control: u32,
pub color_mask: u8,
pub color_control: u32,
pub depth_control: u32,
}
/// iterate-3S: compute the guest→host NDC XY transform for a draw, mirroring
@@ -309,6 +325,13 @@ pub fn build(
None => (Vec::new(), 0, false),
};
let (ndc_scale, ndc_offset) = compute_ndc_xy(rf);
// iterate-3Y: capture RT0 color/blend/depth render state. Registers per
// canary `registers.h`: RB_BLENDCONTROL0=0x2201, RB_COLOR_MASK=0x2104
// (RT0 = bits[3:0]), RB_COLORCONTROL=0x2202, RB_DEPTHCONTROL=0x2200.
const RB_BLENDCONTROL_0: u32 = 0x2201;
const RB_COLOR_MASK: u32 = 0x2104;
const RB_COLORCONTROL: u32 = 0x2202;
const RB_DEPTHCONTROL: u32 = 0x2200;
DrawCapture {
draw_index,
prim_code: prim_code(primitive),
@@ -321,5 +344,9 @@ pub fn build(
ndc_scale,
ndc_offset,
textures: Vec::new(),
blend_control: rf.read(RB_BLENDCONTROL_0),
color_mask: (rf.read(RB_COLOR_MASK) & 0xF) as u8,
color_control: rf.read(RB_COLORCONTROL),
depth_control: rf.read(RB_DEPTHCONTROL),
}
}