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These are docs only. I read the six rows against the description and against #2701 and #2658. They agree: the 4x rows record the runtime making one frame and the renderer's own interpolation holding 36 fps (the #2695 symptom), and the crash rows point at the framegen_record logs on #2658. The one red job, Python source checks ubuntu part 1/2, is tests/test_release_scripts.py test_nightly_two_runs_at_once_end_at_the_newer_commit. That test is flaky on its own and has nothing to do with a markdown change, so a re-run should clear it. I checked the merges: this PR conflicts with #2769 and #2778 on the first row of the table, so whichever of the three lands later needs that line rebased. One small thing: the last row says the build with #2658 survived 62 swapchain remakes, but #2658 is still open. If #2658 changes before it merges, that row describes a head that no longer exists, so naming #2658's head commit in the Build cell would keep it accurate.
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…RTX 4090 (Windows) Six runs on 2026-11-12, main 51da046 built with NGX: DLSS-G 2x with Reflex off and on (60 fps, DLSS-G makes every frame), 4x in a window and fullscreen (the runtime makes 1 frame, the renderer's own takes over on mailbox, and the game stays at 36.0 fps on a 144 Hz display, as NotRexed#2695), the two framegen_record crashes on main, and main plus Assisted-by: Claude Code Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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GPUs using the compute mesh fallback were asked for a dynamic vertex-buffer stride even though those draws bind no vertex buffers. This removes that unused requirement, keeps topology and primitive restart dynamic, and restores dynamic strides before returning to an ordinary draw. **Head `805eb0b3`:** the five commits rebased onto main `15d4ae8c`; the changed lines of both code commits are identical to `5dbdfe0b` (on `65a4d874`), which is the head the fork's Windows run and the full-suite figures below were made on. The focused test passes on the new base too. **What this is for:** the Vulkan state error reported in #2494/#1001 and the ordinary-draw cache transition Joey-Magnus found in review. **What is measured:** production construction/cache decisions with GCC and Clang, earlier fork Windows source checks, Intel UHD 770 game counters (2,829 omitted restores before; all 2,880 returns rebound after), and stock-build Khronos validation: **VUID-04913 968 → 0, with no new message IDs**. The existing fragment-output warning remains. **Not measured:** performance, Windows gameplay, other GPUs' gameplay, or gameplay on the rebased head. Refs #2494. Part of #1001; this does not close the wider no-mesh-shader tracker. ## Problem - The fallback's generated vertex shader reads records by vertex index. `build_graphics` already gives it no vertex bindings or attributes. - The same function nevertheless added `VK_DYNAMIC_STATE_VERTEX_INPUT_BINDING_STRIDE` to every non-native-mesh pipeline. - The fallback issues `vkCmdDrawIndirect` and returns before the ordinary vertex-buffer/stride binding code. This is the unset dynamic state reported as `VUID-vkCmdDrawIndirect-pStrides-04913`. - The owner closed #2494 to collect it in #1001, not because it was fixed. This change does not claim that the validation error caused a crash. - Joey-Magnus caught the second step: binding the now-static-stride fallback invalidates previous dynamic strides, while two vertex-bind caches still said they were valid. An ordinary → fallback → ordinary sequence with unchanged buffers could therefore omit the necessary restore. Both cache-validity flags are now cleared at the fallback bind. ## What changed - `gpu/vk/vk_draw.cpp`: add dynamic binding stride only for ordinary vertex-input programs. At a fallback graphics-pipeline bind, clear `last_vb_valid` and `vertex_set.on`; the next ordinary draw restores stride even with unchanged buffers. Resolved buffer references stay cached. The fallback itself still binds no dummy vertex buffer. Topology/restart and shader translation are unchanged. - `tests/test_fallback_pipeline_state.py`: retain the production-construction checks and add the exact ordinary → fallback → ordinary cache sequence. Replay the actual pipeline-bind and vertex-cache blocks; model Vulkan state lifetime, not a driver. `_CRT_SECURE_NO_WARNINGS` precedes the first fixture include. The direct fallback library-construction case is extra fixture coverage: runtime fallback programs do not use pipeline libraries. - `docs/design.md`: describe the pipeline-state requirements and ordinary/fallback cache transition under the renderer architecture. - `docs/tested-configurations.md`: retain one stock Intel build row with the validation comparison and its limitations; diagnostic-counter runs stay in this description. ## How it was tested Arch Linux, kernel 7.2.15-1-omarchy, Core i9-13900K; GCC 16.2.1, Clang 23.1.3, Python 3.12.16. Base `51da0464b4cf0c7f56b81ebd6bb309325835e175`; product/test commit `20635b20214826d1d6be63ac873b6fc80824414f`. Checks run on 2026-11-12. ### Initial construction checks — `20635b20` The test extracts `build_graphics` unmodified and copies its real Vulkan create-info at the pipeline-creation boundary. Program/state/driver collaborators are authored stand-ins; no Vulkan device or game is involved. | Source | GCC | Clang | |---|---|---| | Base | Fails: fallback whole pipeline and vertex-input library demand dynamic stride | Same | | Initial change (`20635b20`) | Passes all five pipeline creations | Same | | Incorrect alternative: omit all three states for fallback | Fails: both topology and primitive restart are missing, in whole pipeline and library | Same | The ordinary program keeps its binding, attribute and stride. Native mesh retains its task/mesh graphics stages without vertex-input states. The fallback has no vertex bindings/attributes or dynamic stride and keeps topology/restart. ``` fallback pipeline state: ordinary, native mesh and fallback pass (5 pipeline creations) 476 passed, 0 failed, 20 skipped in 267 s (linux, 8 at once) ``` The initial Windows-target syntax pass was insufficient: its MinGW headers had Microsoft-compatibility deprecation annotations disabled, and the real Windows job then rejected `getenv` in the Microsoft UCRT headers. The review fix and stronger check are described below. The original Linux suite result above belongs to `20635b20`, not the review commit; no core dumps were left by the checks. An initial version of the new fixture failed to compile because its direct packed-NVN include needed production-specific compiler conventions and it used a wrong driver enum spelling. That failure is retained separately; the fail-before rows above are the corrected fixture's **runtime assertions**, not compiler errors. ### Initial Intel game runs — before the cache-transition review fix Same system as above, Intel UHD 770 (Raptor Lake-S), **Mesa ANV 26.2.5-arch1.1**, Vulkan driver `0x6802005`. The device has no mesh shaders, so Automatic uses the compute fallback. Both runs loaded the same copied child save in **Kokiri Forest** with the same initial cache, then stood still. Output 1920×1080 offscreen, captures 1280×720; Minimum first-start preset, frame generation off. Startup precompile, warm-up preparation and prediction were off (`RX_VK_PRECOMPILE=0`, `RX_VK_NO_WARM=1`, `RX_VK_NO_PREDICT=1`); each process had a 32 GiB memory limit. This avoids repeating the known Intel startup-precompile OOM, not a fix for it. ``` vk: no mesh shaders: task and mesh programs run as compute shaders (issue 640 fallback) vk: Intel(R) Graphics (RPL-S), Vulkan 1.4, driver 0x6802005; mesh shaders no, host memory import yes, pipeline libraries yes vk: driver: Intel open-source Mesa driver Mesa 26.2.5-arch1.1 vk: no window: presents render offscreen (1920x1080) ``` | Build | Local interval, 2026-11-12 (UTC−06) | Wall / exit | Captures | Fallback draws in three queried frames | Game crash / device loss / driver faults | Virtual-core escape lines | |---|---|---|---:|---|---|---:| | Before: `51da0464`, source `18ed87b5` | 07:09:58–07:17:49 | 471.1 s / 124 (requested stop) | 42 | 43 / 43 / 43 | 0 / 0 / 0 | 1 | | After: `20635b20`, source `f6f995e7` | 07:25:15–07:33:06 | 470.7 s / 124 (requested stop) | 45 | 43 / 42 / 45 | 0 / 0 / 0 | 3 | The renderer's GPU pipeline-statistics capture reports nonzero vertex invocations and clipping input for fallback draws in **all six sampled frames**. Before: 63,081 / 74,685 / 70,290 vertex invocations; after: 74,685 / 62,898 / 74,685. Native task/mesh invocations are zero. This establishes that the changed path actually drew, rather than merely being available at startup. Both late control-status samples report play in the same forest, with loading and event false. Other builds/checks were running. Load averages (1/5/15 minutes) were 10.81/13.73/29.55 → 63.20/60.55/47.84 before, and 48.46/54.11/49.78 → 16.84/35.54/44.43 after. **No timing or speed comparison is made**, and the differing virtual-core diagnostics are retained.  Four labelled panels show frames 4800 and 5040 before and after. The same forest layout, foliage, Link/Navi and HUD remain visible; Intel's existing false colours remain on both builds. Five original captures and the composed panel were inspected. These stills are not a claim of correct colours, identical pixels or no transient defects. The Khronos validation layer was absent for these initial runs. Available manifests were Mesa anti-lag, Mesa device selection and NVIDIA's implicit layers, not `VK_LAYER_KHRONOS_validation`. These initial runs therefore show continued fallback drawing, not VUID disappearance. The later stock-build validation comparison below supplies that missing check. ## Review correction — `5da2d634` Credit to **Joey-Magnus** for both findings. The [Vulkan dynamic-state lifetime rule](https://docs.vulkan.org/spec/latest/chapters/pipelines.html#dynamic-state-lifetime) requires dynamic state to be set after the last pipeline bind that made it static. Native mesh omits vertex-input state and does not disturb it; the fallback includes that state with no bindings. Among `vkCmdBindVertexBuffers2` values, **stride** is the affected dynamic pipeline state, not buffer handles, offsets or bound sizes. Both skip flags must be invalidated; the resolved-buffer lookup cache, index-buffer cache and unrelated dynamic-state caches remain usable. ### Local checks for the correction - GCC 16.2.1 and Clang 23.1.3: the reviewed `e76c32dd` fails the third-draw rebind assertion; `5da2d634` passes. Keeping either one of the two cache flags valid also fails. The original stride and topology/restart negative controls remain and still fail as intended. - The sequence also checks that repeated ordinary draws and an intervening native mesh draw do not add redundant binds, and that the resolved buffer is looked up only once. This is an authored state-lifetime model around production cache decisions, not driver validation. - Complete local source check: **475 passed, 1 failed, 20 skipped**. All four C++ unit tests pass. The one failure is **the known release-script race the reviewer named as flaky** (`test_nightly_two_runs_at_once_end_at_the_newer_commit`, checksum publication after five uploads). It is retained, not rerun or called green. - The repaired Windows-target check rejects the old generated fixture, including real `getenv` deprecation errors, and accepts the fix. It enables MinGW's compatibility annotations and treats deprecation warnings as errors, and checks for the CRT define before the first include. It does not silently supply that define itself. Ten new rule tests and eleven existing check-tool tests pass. This local compile is still syntax-only. ### Real Windows checks on the fork, before this push For `5da2d634`, the project's **Python source checks (windows-2022, part 1/2)** and **(part 2/2)** both passed on [the fork's scratch PR #3](mooki000#3) before the commit was pushed here. The Windows Vulkan back ends, DLSS/FSR link check, SPIR-V fixtures, Builder package, dav1d and actionlint also passed there. The two Linux parts and AppImage job were still running when those results were read. **This pull request's own run is the authoritative check; the fork result is not a claim that this PR's current run is green.** ### Real Intel cache-transition counters Same Arch Linux / Core i9-13900K / Intel UHD 770 / Mesa ANV 26.2.5-arch1.1 system and Kokiri Forest child save as above. One ordinary windowless run per renderer, identical warmed save/cache and settings, precompile off, 32 GiB process limit. **The host is unchanged `20635b20` in both copies**; only the renderer is rebuilt from `e76c32dd` or `5da2d634`, with identical local-only counters. The two renderer sources differ only by the six committed invalidation lines. No counters are included in this commit. The counters follow an ordinary binding path, a fallback graphics bind, and a return to the same guest buffer addresses/sizes/strides and pool generation within that recording. They count whether the real vertex-buffer bind call is recorded, without changing the cache decision. Values below end at each run's last logged checkpoint, not necessarily its final draw. | Renderer | Interval on 2026-11-12 (UTC−06) | Fallback binds | Same-buffer returns | Rebinds recorded | Restores skipped | Game crash / device loss / GPU faults | |---|---|---:|---:|---:|---:|---| | `e76c32dd` | 09:14:03–09:18:04 | 45,087 | 2,829 | 0 | 2,829 | 0 / 0 / 0 | | `5da2d634` | 09:18:05–09:22:06 | 45,992 | 2,880 | 2,880 | 0 | 0 / 0 / 0 | Both stopped at the requested limit (exit 124), recorded 27 captures, and had no virtual-core escape or driver-error lines. Both late status samples report the same forest in play, with loading/event false. The runs were not quiet: load averages were 76.03/36.34/22.38 → 13.47/24.84/21.05 before, and 12.63/24.48/20.95 → 8.53/15.41/17.99 after. Exclusive holds can pause Intel games too, so **the verdict uses counters, not wall time**; no speed comparison is made. The inspected frame-3240 pair shows the same forest/HUD with the pre-existing false colours.  This shows continued drawing, not a visual cure for the separate Intel colour problem. The binding counters establish the missing restore before and the emitted restores after; **they are not validation-layer error counts**. The later stock-build validation comparison below checks VUID disappearance directly. ## Khronos validation comparison — stock builds, before rebase The requested check is now complete: **VUID-vkCmdDrawIndirect-pStrides-04913 occurs 968 times on main and zero times on the fixed branch**. There are **no new message IDs** on the branch, and no branch error messages. The existing unused-fragment-output warning remains; this is not a claim that the game is free of validation warnings. These runs used stock host and renderer binaries, without the earlier diagnostic counters: main `51da0464b4cf0c7f56b81ebd6bb309325835e175` (source `18ed87b5`) and pre-rebase branch `b7d175e4f2e6f5167257cc2e23964ed07b1dd58c` (source `43edcbeb`). **The validation counts belong to those two commits, not the rebased head.** Same Intel UHD 770, Mesa ANV 26.2.5-arch1.1, Arch Linux kernel 7.2.15-1-omarchy and Core i9-13900K as above; same copied warmed child save and initial cache, Kokiri Forest, 1920×1080 offscreen, Minimum preset, FG off, 32 GiB process limit. Precompile, warm-up preparation and prediction stayed off. Each run reached the forest and accumulated 60 seconds of sampled active play with progressing frames and loading/event false before a normal requested quit. Start-up/loading messages are included in the whole-run columns; the scene-only columns isolate those play windows. | Layer ID (`MessageID`) | Severity | Main `51da0464`, whole run | Branch `b7d175e4`, whole run | Main, 60 s of play | Branch, 60 s of play | |---|---|---:|---:|---:|---:| | `VUID-vkCmdDrawIndirect-pStrides-04913` (`0x3252797`) | Error | 968 | 0 | 957 | 0 | | `Undefined-Value-ShaderOutputNotConsumed-DynamicRendering` (`0x46877e3e`) | Warning | 120,333 | 145,510 | 114,916 | 121,291 | | `CURRENT-VALIDATION-ENABLED` (`0xfd7b2292`) | Information | 1 | 1 | 0 | 0 | | `WARNING-cache-file-error` (`0xb8515d13`) | Information | 1 | 1 | 0 | 0 | This table contains every distinct layer message, including its two information messages. Counts are of JSON message records, not occurrences of the ID in repeated specification text. All first complete messages were retained. The warning says the fragment shader writes `frag_color0` at location 0 without a corresponding colour attachment; it appears on both builds. Despite its name, `WARNING-cache-file-error` has Information severity: the per-copy shader-validation cache did not yet exist. `CURRENT-VALIDATION-ENABLED` confirms core, stateless-parameter, object-lifetime and thread-safety checks, plus handle wrapping. The layer was originally absent from the system and project dependencies. For these runs, Arch's **vulkan-validation-layers 1.4.363.0-1** package was downloaded from the distribution mirror, its SHA-256 matched against the local sync database, and it was privately unpacked with no system installation. The loader reported the private Khronos layer inserted for both the instance and device and enabled **by the application**. The game used `RX_VK_VALIDATION=1`; the layer settings included `khronos_validation.enable_message_limit = false`, core validation enabled, and all error/warning/performance/information reports. The 968 repeated target errors in the control are also direct evidence that the default duplicate cap was not hiding them. | Stock run | Interval on 2026-11-12 (UTC−06) | Exit | Game crash / device loss / GPU faults | Captures | Virtual-core escape lines | |---|---|---:|---|---:|---:| | Main `51da0464` | 11:29:37–11:31:45 | 0 | 0 / 0 / 0 | 30 | 2 | | Branch `b7d175e4` | 11:41:08–11:42:59 | 0 | 0 / 0 / 0 | 29 | 0 | The final captures on both runs still show the forest and HUD with the known Intel false colours. These were ordinary shared-machine runs, not exclusive performance holds: loads were 126.63/108.22/67.84 → 140.24/118.03/76.42 on main and 31.16/66.61/70.58 → 22.50/52.59/65.06 on the branch. Other exclusive holds can pause Intel games too. The conclusion uses the message counts and sampled active-play windows, **not wall time or a speed comparison**. ## Rebase and documentation review Rebased onto freshly fetched main `65a4d874fd83a2c8fe2e230befb144f1668b900c` on a new local branch, leaving the old branch at `b7d175e4` untouched. Only `docs/tested-configurations.md` conflicted: both sides' independent rows were preserved in both replayed documentation commits. Range-diff shows the two code/test commits unchanged; the two old documentation commits differ only in surrounding table context, with identical added/removed payloads. A separate documentation commit, `5dbdfe0b860c4033229b6a2b1441c7963eaca91d`, keeps just one reproducible stock-build row for this PR, moves the pipeline-state explanation to `docs/design.md`, and records the validation run. The diagnostic-counter history stays here rather than in the tested-configurations table. On that rebased head, the fixture passes with GCC 16.2.1 and Clang 23.1.3. With both compilers it rejects the new-main source at the missing-stride assertion and the pre-cache-fix source at the third-draw rebind assertion. The complete game-free suite reports **501 passed, 2 failed, 20 skipped**; all four C++ unit tests pass. The two failures are inherited from the fetched base: `test_program_cache_one_variant.py` fails to compile its extracted cache code because the fixture lacks the new zstd declarations, and `test_readme_menu_rows.py` finds the newly added “Skip opening” row missing from the README table. The failing fixtures and all compiled/readme inputs are byte-identical to the base. This is **not** the earlier release-script race, and the full suite is not green. The pre-push check passes. Main advanced during the checks; the branch still merged cleanly at that check. No game run or Windows CI result is claimed for this rebased head; the runtime evidence remains pinned to the stock pre-rebase builds above, and this pull request's own CI remains authoritative. ## Not tested - Gameplay on the rebased head: the stock validation comparison is explicitly pinned to pre-rebase `51da0464` and `b7d175e4`. - Windows gameplay. The revised game-free fixture is covered by the fork's Windows source-check jobs described above; this PR's own run remains authoritative. - AMD, Pascal/Maxwell, Intel Arc, Steam Deck, native mesh gameplay, a real window/swapchain, physical input, sound or a long session. - Performance. These checks do not establish a speed improvement or repair Intel's separate colour/startup-memory problems. ## Risks The change affects fallback pipeline state on every driver. The regression checks preserve the states the fallback still uses, plus ordinary and native mesh behavior, but cannot replace execution on other drivers. Existing pipeline keys and shader translation are unchanged. ## Overlaps At initial submission, no competing pull request naming #2494 or “dynamic stride” was found and no product-code conflict was reported. That initial overlap check found competing additions at the top of `docs/tested-configurations.md` with #2414, #2715, #2738, #2755, #2756, #2757, #2759, #2769, #2771 and #2788. Each hunk was read: our two Intel rows meet independent measurements, so both sets should be retained when either lands. This does not duplicate the other work on fallback dispatches, program caching or Intel compilation. Assisted-by: GPT-6 Astra Co-Authored-By: GPT-6 Astra <noreply@openai.com> **Head note:** `711c6585` is `805eb0b3` rebased onto main `3c2d80cf` to pick up main's test fixes (#2861, #2883). All five commits are unchanged (`git range-diff` marks each `=`); the measurements above were made on `805eb0b3` and earlier heads as stated, and no game run was repeated for the rebase. --------- Co-authored-by: GPT-6 Astra <noreply@openai.com>
These runs belong in the tested-configurations table. They are the first rows for DLSS Frame Generation from NGX on an RTX 40 card under Windows. They also record two open problems with a build and a driver: #2695's 36 fps at 4x, which persists after #2701, and the
framegen_recordcrash that #2658 fixes.Six rows, all 2026-11-12 on one machine: RTX 4090 (NVIDIA 621.01, 144 Hz display), Windows 11 Home, i9-13900K.
main51da046 was built from source with NGX (SDK 310.9.16). Settings: DLSS DLAA (model K) at 2560x1440, frame generation by Auto, frame pacing on, cap 60, V-Sync Auto. Kokiri Forest from a save.maininframegen_record(a multiplier step, and a fullscreen-to-window switch at 4x), andmainplus fix(vk): DLSS comes back after a feature that was not made, and frame generation takes the multiplier its sets were made for #2658 with no crash over the same steps. Details in the comment on fix(vk): DLSS comes back after a feature that was not made, and frame generation takes the multiplier its sets were made for #2658.Figures come from
hookshot_log.txt("N presents, X fps", the frame-interpolation and DLSS Frame Gen lines). "In play" means the 120-present windows after the load. The feel (smooth, pacing, latency) is what the tester saw while playing.Docs only, no code. #2757 and #2769 also add rows at the top of the same table, so whichever merges later needs a one-line rebase.
Tracking: #2510.
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