[iterate-3S] Real splash geometry renders: fix ALU/vfetch decode + per-draw NDC transform

The 3O→3R real-render slice ran the guest's real translated VS/PS on real
captured vertices at full boot speed, but the --ui window stayed blank.
Bifurcated with an env-gated frontbuffer readback + per-vertex NDC dump
(both removed): the captured splash quads (RectangleList, k_32_32_FLOAT,
3 verts) were non-zero and sane, so this was a transform/decode chain of
bugs, not missing geometry. Four coupled root causes:

- GPUBUG-106 (ucode/alu.rs): decode_alu read EVERY field out of w2, but
  canary's AluInstruction lays dest/write-mask/export/scalar-opcode in w0,
  the vector opcode + source regs in w2, swizzle/negate/pred in w1. The
  misread made every *export* ALU decode with vector_write_mask=0 → no
  oPos/oColor export emitted → the translated VS collapsed every vertex to
  the clip origin. Rewrote the field map to match ucode.h:2036-2086.

- GPUBUG-107 (ucode/fetch.rs + translator.rs): the translator hardcoded
  R32G32B32A32_FLOAT (4 floats, stride 4); the splash quads are
  k_32_32_FLOAT (2 floats, stride 2). Over-striding read the next vertex's
  X into .w → negative W → the rectangle clipped behind the camera. Decode
  the real VertexFormat + dword stride and emit the matching component
  read (1/2/3/4 float formats; others reject to the interpreter).

- GPUBUG-108 (translator.rs + xenos_interp.wgsl): the vfetch recomputed
  the buffer base from xenos_consts.fetch[], but that uniform carries the
  last-published per-frame fetch constant, not this draw's (stale
  0x8a000002 vs the real base). The captured window already begins at the
  fetch base, so index from 0 (vertex i at i*stride) when a real window is
  present; only the synthetic fallback consults the uniform.

- iterate-3S NDC transform (draw_capture.rs + xenos_pipeline.rs + WGSL):
  the guest VS emits screen-space pixel coords (clip disabled, VTE viewport
  scale/offset off). Added compute_ndc_xy (mirrors canary
  GetHostViewportInfo): rescales render-target pixels to [-1,1] clip with
  the Y-flip for wgpu, plumbed per-draw into DrawConstants and applied in
  both the translated and interpreter VS.

Result (env-gated readback, since removed): the real splash geometry now
fills ~50% of the frontbuffer in a clean triangular coverage pattern, real
positions from real guest vertices through the real translated shaders
(textures are the next stage — sampled color is still the magenta/white
texture stub, tex-cache=0). Headless-inert: draw_capture is only built
when frame_captures is Some (--ui); the changed decoders feed only the UI
translator/metrics. Golden byte-identical (check -n50m --gpu-inline
--stable-digest exit 0); 679 workspace tests green.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
MechaCat02
2026-06-18 16:35:01 +02:00
parent 6d8a2817a3
commit 80fbff8bd1
7 changed files with 308 additions and 85 deletions

View File

@@ -25,6 +25,15 @@ pub struct VertexFetch {
pub dest_register: u8,
/// 4-bit write mask.
pub dest_write_mask: u8,
/// iterate-3S (GPUBUG-107): `xenos::VertexFormat` (6 bits, dword1[16:21]).
/// Determines how many components to read and their packing. Pre-fix the
/// translator hardcoded `k_32_32_32_32_FLOAT` (4 floats, stride 4),
/// over-striding 2-float UI quads (`k_32_32_FLOAT`) → wrong/clipped
/// positions (the next vertex's X bled into .w, giving negative W → the
/// whole rectangle was clipped behind the camera).
pub format: u8,
/// Dword stride between consecutive vertices (dword2[0:7]).
pub stride: u8,
pub raw: [u32; 3],
}
@@ -72,6 +81,9 @@ pub fn decode_fetch(words: [u32; 3]) -> FetchInstruction {
src_register: ((w0 >> 5) & 0x3F) as u8,
dest_register: ((w0 >> 12) & 0x3F) as u8,
dest_write_mask: (w1 & 0xF) as u8,
// dword1[16:21] = VertexFormat; dword2[0:7] = dword stride.
format: ((w1 >> 16) & 0x3F) as u8,
stride: (w2 & 0xFF) as u8,
raw: words,
}),
op::TEXTURE_FETCH => FetchInstruction::Texture(TextureFetch {