Commit Graph
2666 Commits
Author SHA1 Message Date
jpolo1224 001ca40803 GS: add SGSR upscaling (Qualcomm Snapdragon Game Super Resolution 1)
A third display upscaler beside FSR1, and the first one written for the
hardware this app actually runs on: FSR1's two compute passes are the
expensive outlier on mobile, while SGSR is a single pass Qualcomm designed
for Adreno.

The filter is Qualcomm's, BSD-3-Clause, unchanged in substance. What differs
is the shape around it -- theirs is a fragment shader over a fullscreen
triangle, this is a compute pass, because that is what GSDevice already knows
how to schedule. So the interpolated texcoord becomes a UV computed from the
invocation id and the fragment output becomes an imageStore. The crop
handling and the widened 0..2 sharpness range come from the Eden Emulator
Project's port (GPL-3.0-or-later, compatible with PCSX2's GPL-3.0+); PCSX2
hands the pass a display rectangle inside a larger target, which is the same
problem FsrEasuConOffset solves for FSR1.

Deliberately a strict subset of what FSR1 already requires -- same descriptor
types, same rgba8 storage image, textureGather with a constant component and
no offset, which is core Vulkan 1.0 and needs no optional feature. So any
driver already running FSR1 can run this, Turnip included, and there is no
vendor gate on either. A driver that cannot compile the pipeline clears
Features().sgsr and the renderer falls back to plain bilinear with an OSD
notice, rather than failing.

The Android upscaler control becomes a picker rather than an on/off toggle:
three mutually exclusive upscalers expressed as two toggles that silently
switch each other off is a worse way to say it than one list. FSR1 and SGSR
share the existing sharpness slider -- the number means different things to
each, but it is the same intent, and a second slider would only invite the
two to disagree.

★ The Settings.kt clamp on the persisted enum was still bounded at
UPSCALER_FSR1, and would have silently rewritten any SGSR selection back to
Off. That clamp's own comment warns about exactly this failure; it still had
to be updated by hand. Worth remembering the next time the enum grows.

Suggested by CamilleLaVey, who authored the upstream changes (eden-emu #4293).
2026-08-24 15:44:20 -04:00
nassau-tk dbd7be271c GameDB: Fix_Japanese Titles & sort-name 2026-08-23 10:49:42 -04:00
Brian Degenhardt 7f0ae7a6c6 GameDB: internal FPS by DISPFB blit for NASCAR Thunder 2002 through NASCAR 06
The register-write detector reads these engines as producing a new image every
vblank, so duplicate-frame skipping never fires and every repeat pays for a full
present. Counting blits into the displayed framebuffer restores it.

Reported-by: yuasasa
2026-08-18 20:04:16 -07:00
jpolo1224 2a98726692 Merge remote-tracking branch 'origin/master' into jit-android-catchup-gv7 2026-08-16 14:22:55 -04:00
refractionpcsx2 bc268a7e83 GameDB: Add Prioritize Lower depth fix to Steambot Chronicles
(cherry picked from commit cde2448a6cd0d27f6651c59b43102d27dcb45e48)
2026-08-16 12:46:34 -04:00
jpolo1224 eeb3affb13 GS: FidelityFX Super Resolution 1 as an output-scaling mode
Adds FSR1 (EASU upscale + RCAS sharpen, two compute passes) to the Vulkan
backend, so a game rendered below display size can be upscaled properly instead
of bilinear-stretched at present. Slots in beside the existing MetalFX branch in
GSRenderer rather than introducing a parallel abstraction: GSUpscaler and the
non-pure DoXxx virtuals already occupy that design space, and OpenGL and Metal
inherit a false return and need no change.

FSR1 is MIT (AMD, 2021) and the tree already ships ffx_a.h and ffx_cas.h under
the identical grant, so the headers are vendored verbatim with their licence
blocks intact.

★ ffx_a.h is NOT replaced. FSR1 wants the 2021 header, ours is 2019, and the
2019 one has been locally patched for Metal Shading Language (A16, A_MSL,
A_MAYBE_UNUSED) with ffx_cas.h depending on those. Swapping it would break the
Metal backend. The 2021 copy ships alongside as ffx_a_fsr1.h, used only for
GPU-side string substitution. The CPU-side FsrEasuConOffset/FsrRcasCon compile
against the existing 2019 header — verified by compiling a probe, not by
grepping, because AU1_AF1 and AU1_AH2_AF2 are functions and a grep for a #define
reports a false negative.

Two shader modules, not two specializations. FSR_EASU_F and FSR_RCAS_F are
preprocessor gates deciding which function bodies ffx_fsr1.h emits at all, and
specialization constants resolve after preprocessing, so CAS's constant_id trick
would produce a shader calling undefined functions. Confirmed distinct:
disassembly shows EASU with three OpImageGather and RCAS with none.

Both passes push the full 80-byte constant block. With all five uvec4 declared
so one layout serves both, Sample decorates to byte offset 64 — pushing the 32
bytes RCAS nominally needs would leave it undefined, and Sample gates a
gamma-squaring branch, so garbage there squares the image.

Binding 0 is a combined image sampler, unlike CAS's plain sampled image, because
EASU uses textureGather.

The EASU intermediate stays in GENERAL with explicit compute-to-compute
barriers. Layout::ShaderReadOnly targets the FRAGMENT stage and
TransitionToLayout early-outs when the layout already matches, so neither of the
usual tools makes a compute write visible to a compute read. The barrier also
covers frame N+1's EASU write against frame N's RCAS read, since the image is
parked across frames.

FSR and CAS are alternatives, not a chain: RCAS is itself a sharpener. Selecting
FSR hides the CAS rows. Pipeline compilation failure is non-fatal and leaves
Features().fsr1 false, matching the CAS path that exists because of an Adreno
650 crash.

GSUpscaler::FSR1 is appended, not inserted, since the enum is persisted as an
integer. Android clamps to the enum's own maximum rather than the count of
options its picker shows — clamping to the picker would have rewritten FSR1 back
to Off on every save, because MetalFX occupies value 1 and is never displayed.

Verified: build clean, no C++ or Kotlin errors; all three resource files
packaged into the APK; FSR code present in the core. NOT verified: anything on a
GPU. No visual check, no perf numbers, and in particular no confirmation that
textureGather in a compute shader works on the Adreno drivers this targets.
2026-08-16 12:11:33 -04:00
pstef 0882a8f109 Revert "GameIndex: record game serials that can benefit from mode 3"
The only purpose of the commit being reverted was to record the list of
games that potentially benefit from mode 3. Revert the revert when
ready.
2026-08-16 17:42:09 +02:00
pstef 46e75bdc94 GameIndex: record game serials that can benefit from mode 3
DJbox                                      2
Ratchet & Clank 2                         13
Tourist Trophy                             6
Monster Hunter                            12
The Taxi 2                                 1
Pride FC                                   4
Jak and Daxter - The Precursor Legacy     14
Jak II                                    10
Jak 3                                      6
Final Fantasy X                           15
Driv3r                                     6
Shadow of the Colossus                     5
Gran Turismo 4                            19
Tales of the Abyss                         4
Disney/Pixar Up                            5
Need for Speed - Undercover                9
Mortal Kombat - Shaolin Monks              3
Tokyo Xtreme Racer Zero                    5
Yu-Gi-Oh! - The Duelists of the Roses      3
Devil May Cry 3 Special Edition            5
Constantine                                3
Sega Ages 2500 Virtual On                  1
Tales of Destiny - Director's Cut          4
Colin McRae Rally 3                        2
Stuntman                                   5
Deadly Strike                              1
Virtua Fighter 4                           4
R:Racing Evolution                         5
Xenosaga Episode III                       7
Steambot Chronicles                       11
Fatal Frame                               10
Playmobil - Hype - The Time Quest          3
2026-08-16 17:41:25 +02:00
pstef b0ddecfede EE/UI: Remove the FPU multiply gamefix
It patched one product, 0.25 * pi, from the correctly-rounded 0x3f490fdb
to the 0x3f490fda the EE's multiplier returns, so Tales of Destiny stops
hanging. That product is one sample of the multiplier's one-ULP deficit,
and eeClampMode 3 models the deficit for every operand pair -- including
the asymmetry the gamefix reproduced by comparing fs and ft against
their own constants, which falls out of a predicate that reads ft alone.
The seven serials carry the clamp mode instead, and iFPU-arm64.cpp's
multiply is a bare Fmul again.

The toggle goes from the Qt, FullscreenUI, Android and iOS front ends,
along with the GameDB schema enum and the harness helper that set it.

Fix_FpuMultiply and the config bit stay: vu_capture's on-disk gamefix
mask is bit-indexed by GamefixId, so dropping ordinal 0 would
reinterpret every capture already recorded. tbl_GamefixNames keeps the
name, so a GameDB that still lists it parses and does nothing.
2026-08-16 00:11:21 +02:00
Brian Degenhardt 3e56da7f86 Merge upstream PCSX2 (2026-07-15 .. 2026-08-10)
71 commits from 474ad59818 to 2cf8dabe6b, triaged rather than taken wholesale.

Declined, resolved to ours:

- AGENTS.md: upstream's AI-agent instructions; we carry our own and do not
  want a second, conflicting policy file.
- CI deps bump (setup-node, labeler): both target workflows are absent here,
  and the labeler job is gated on the repository being PCSX2/pcsx2.
- KDDockWidgets 2.4.1: two of the six files do not exist here; we already
  build 2.4.0 against a 2.3.0 floor, so there is nothing to gain.
- The FullscreenUI Achievements-layout realignment: our section already
  carries the same settings, and ours is the branded copy.
- The GS draw/vertex-buffer cluster (7887919e74, b2fa00844e, 99cfbb49c1,
  5c611f85e1, 9945046a49, af48193ebb, d88510e3a6, 8c1bb5742e). Our vertex
  kick is an ARM64 rewrite of the same hot path -- register-resident cursor,
  fused min/max with a rewind watermark, and a scalar cull mirror that
  dual-issues against the NEON parse -- so upstream's generic pointer-logic
  optimisation is a variant of work already banked here, and their growth
  restructure replaces per-buffer capacity with a single global value, which
  the pooled draw-node model cannot express. Two of the four August commits
  in that cluster repair regressions the July rewrite introduced, and the
  third's genuine fix (staging arrays sized from an unrelated buffer) we had
  already made independently.

Taken with adjustment:

- EATAN coefficients (aae9438f98). Upstream relabelled mVU_Globals so the
  names match the powers; we had fixed the same defect by ordering the arm64
  call sites by power instead. Both fixes are correct alone and CANCEL when
  combined, so the arm64 call sites move to plain ascending order in the same
  commit. The values never moved, so this emits an identical instruction
  sequence. Their fix also repairs the x86 mVU we still carry.
- Shader cache version: upstream numbered their tfx.glsl change 109, which is
  below our 110. Taking their value would hand every user a stale blob, so
  this lands as 111.
- FullscreenUI: took the two readback-spin toggles, placed outside our
  non-Apple guard rather than inside upstream's unguarded run.
- Restored tools/generate_fullscreen_ui_translation_strings.py, dropped by
  431ca0c063, and regenerated both string areas. That also registers the Big
  Picture setup-wizard strings, which had never been extractable.

GameDB: the three serials upstream gave gsHWFixes (SLES-53869, PAPX-90020,
SCPS-15064) are absent from the mobile overlay, so no fix is silently erased
on handhelds.
2026-08-10 18:24:24 -07:00
PCSX2 Bot 2cf8dabe6b [ci skip] PAD: Update to latest controller database. 2026-08-10 12:35:19 -04:00
Brian Degenhardt e9f8f83669 GS/HW: carry the blend-mix factor in the output alpha without dual-source blend
A blend mix hands the blend unit exactly one number - the alpha factor, on the
PS2's 0..2 scale where 128 is opaque. A second fragment output is the usual way
to carry a value on that scale, but it is not the only one: fixed-function
SRC_ALPHA reads the first output's alpha, and the shader can put the factor
there instead. Two cases make that free.

When the target holds its alpha double-scaled, the alpha the shader would write
IS the factor - tfx computes both as C.a/128 under RTA correction - so scaling
the target is the whole change. Otherwise the substitution is free whenever the
pass writes no alpha at all, because the output alpha is discarded on the way to
the target: a draw whose alpha is masked outright, or one whose alpha write has
moved into a second pass under SPLIT_RGB_ONLY.

Only the plain mix1 shape qualifies. The other mix cases rewrite the second
output's RGB independently of its alpha, so there the two outputs really do
carry different values and no substitution exists.

Without this, a GPU with no dual-source blend emulates the equation in the
shader, which needs a fresh destination read per primitive. With neither a
texture barrier nor a multidraw framebuffer copy available, all it gets is one
snapshot taken before the draw, so every primitive after the first composites
against stale pixels. That is what hollowed out God of War II's menu glyphs on
Mali r44p1, where the whole text is a single draw whose drop-shadow and bright
quads overlap each other 200 times.

Measured against a dual-source GPU rendering the same dump: over the text the
mean per-pixel error falls from 3.351 to 0.109 and the worst pixel from 163 to
25, with the lit-pixel count landing on 3896 against the reference's 3898.
Frame-wide it removes 25k of the 49k differing pixels and introduces 22. It
needs no barriers and no target copies at all, where matching this by refreshing
the snapshot per primitive group cost ~1000 render-pass breaks a frame and two
thirds of the frame rate on device.

No effect where dual-source blending exists: 33 frames across 11 dumps are byte
identical.
2026-08-09 17:49:51 -07:00
Brian Degenhardt 0daaf5a6f7 GameDB overlay: stop erasing upstream fixes the overlay never meant to drop
The mobile overlay layers onto bin/resources/GameIndex.yaml, and the loader
clears-then-replaces each map rather than merging: an entry that lists one
gsHWFix erases every other fix upstream sets for that serial. The file header
states the invariant - each entry must carry the complete block - but nothing
enforces it and nothing warns when it is broken. 115 serials were silently
dropping at least one upstream fix.

The bulk of it is one generation defect, not sync drift. Android used to carry
a forked copy of the GameDB; 54f0f8ba91 generated this overlay by diffing that
stale copy against bin and treating every difference as an intentional
override. Where the stale copy merely lacked a fix, the generator promoted the
absence into a deliberate-looking one, and the replace semantics then erased
the upstream value at runtime. Nothing upstream added after generation is
involved: every fix upstream sets today it already set on 2026-07-22.

Three changes here.

drawBuffering restored on 63 serials. All of them are entries the stale copy
also lacked, so the class has a single cause and no residue; before this,
exactly one overlay entry carried the key at all. It is a pure performance fix
lost on the tier that needs it most. Measured on NFS Underground 2 (SLUS-21065),
GS-dump replay on the SD865 at 2x, fan pinned, 3 interleaved reps per arm with
disjoint ranges:

               draws/frame  passes  RT copies  frame ms
  as shipped          6250    2640       2630      29.1
  + drawBuffering     3559    1633       1623      18.9

-35% frame time, 1.55x, and visually free: deterministic in both arms with
0.12% of pixels differing by 2/255 or less.

Delta Force: Black Hawk Down (SLUS-21124, SLES-53299) restated complete. That
entry listed hwDownloadMode alone and thereby erased upstream's autoFlush,
halfPixelOffset, textureInsideRT and nativeScaling - the bloom, sky-bloom and
post-processing fixes. Both commit messages behind it describe only an
addition, and the entry is hand-appended above the sorted body, so this was an
accident rather than a decision. It keeps its out-of-sorted position; moving it
risks a future regeneration adding a second SLUS-21124 in the sorted slot.

Valkyrie Profile 2 (11 serials) keeps its configuration and regains the comment
explaining it. Upstream's halfPixelOffset:4 with nativeScaling:2 blows out the
render target when upscaling on Adreno and Mali; only nativeScaling:1 with
roundSprite:1 renders cleanly, so the drop is the point. The original entry
said so in an 8-line comment that 54f0f8ba91 stripped when it re-sorted the
file, which is why the entry has read as unexplained collateral since. The
intent was never lost, only the record of it - so the rationale now lives next
to the entry, where a regeneration cannot separate them, and it warns that an
audit will flag it.

57 entries still drop some other upstream fix and are deliberately untouched.
That residue is a mix of causes and needs per-fix judgement: the 7
preloadFrameData removals are the Rogue Galaxy see-through-wall fix and must
stay dropped, 10 more are advisory-only keys that change no setting, and the
cpuSpriteRender and minimumBlendingLevel drops would cost performance on this
exact tier if restored. drawBuffering was the one class safe to restore
wholesale.

Audit re-run clean: no serial drops drawBuffering, none sets it where upstream
does not, and no other fix class was touched.
2026-08-09 15:13:46 -07:00
PCSX2 Bot 4055a19a1d [ci skip] PAD: Update to latest controller database. 2026-08-03 12:52:19 -04:00
Brian Degenhardt d08356d954 GameDB: give Rogue Galaxy the asynchronous GS download mode
Rogue Galaxy blocks the GS thread 7.5 ms every frame to read back sixty-four
pixels. It is an 8x8 patch of the depth buffer at a fixed screen position, read
once a frame -- a depth occlusion probe, the test a game does before deciding
whether to draw a lens flare. The cost is entirely GPU-fence synchronisation, so
it does not scale with the payload: the emulator submits, waits for the GPU to
finish, and reads 256 bytes.

The asynchronous download mode issues the same copy into a throwaway staging
texture and retires it at a later vsync, so the GS thread never waits. Measured
on the M2 by timing the readback directly rather than the frame, which keeps the
number clear of the gsrunner -perf perturbation: 7.2-7.8 ms becomes 0.005-0.008
ms. On a 45 ms frame that stall was around a fifth of the time.

It is not the blunt option. NoReadbacks and Unsynchronized, which this overlay
already ships for other titles, either skip the readback or race it. Async does
the real download and merely serves it a frame late, and it drops a late result
outright when an EE upload or a local-to-local move has since claimed those
pages, so stale data cannot overwrite newer contents.

Output is unchanged on every frame we can compare: four captured scenes, thirty
two colour frames, all pixel-identical, each scored against three baseline runs
of the unmodified binary first so run-to-run dump nondeterminism could not be
read as a result.

What that evidence cannot cover is motion. A frame-old occlusion probe differs
from a fresh one exactly when the probe's answer changes, which needs the camera
or the light to move, and every capture we hold is near-static. The visible
failure would be a lens flare blinking a frame late as it passes behind
scenery. That is the thing to watch for in play, and reverting is a one-line
change if anyone sees it.

Seven serials, every Rogue Galaxy entry the overlay carries, including the three
Japanese ones -- SCPS-15102, SCPS-17013 and SCPS-19254 are the same game under
its Japanese title.

OutRun 2006 is the only other title of the eight we profile that reads back at
all, three times a frame for 3.3-4.2 ms, and it is deliberately not included
here. Its readbacks are small colour buffers rather than depth, and there is an
open unexplained brightness bug in that game; feeding frame-old data into what
may be an adaptive-exposure loop is not something to do before understanding it.
2026-08-02 17:55:38 -07:00
lightningterror fe55f87289 GS/VK: Remove undefined unused shader macro. 2026-07-31 17:29:28 +02:00
Brian Degenhardt bf65e8604b GameDB: drop autoFlush on Rogue Galaxy — a deliberate speed/accuracy trade
Rogue Galaxy is the slowest title we track on handhelds and users report it as
such. Turning autoFlush off is the largest lever we have found for it: render
passes -38%, texture copies -74%. On the Adreno 610, which has no headroom, that
is -1.82 ms/frame and +2.6 fps. On the Adreno 650 it is -1.67 ms banked as
headroom, both arms already at 100% speed.

This is not free and should not be recorded as if it were. The software
renderer, an exact per-pixel GS model and an independent oracle here because
AutoFlushSW is a separate setting, scores level 0 3.4x further from truth than
level 2 on the contested pixels (mean error 9.436 vs 2.808; level 2 is closer on
17312 of 22424). What degrades is the light a lamp contributes to nearby lit
surfaces, so chests, blades and floors read slightly bright and warm. The glow
cones themselves are pixel-identical.

It is taken because the error is imperceptible in practice: bounded at 21-23/255
in all three captured scenes, diffuse rather than a missing object, and four
independent side-by-side looks at 1:1 failed to distinguish the two. Revert to
level 1 -- not 2 -- if anyone reports a regression: level 1 is pixel- and
cost-identical to 2 on Rogue Galaxy at 1x, 3x and 6x, and since 381bc41ded it is
also worth -5.8% of GS-thread cycles because it moves the game's non-sprite prims
onto the direct vertex kick. Level 2 buys nothing measurable over level 1 here.

Seven serials, which is every Rogue Galaxy entry the overlay carries. The Korean
release is SCKA-30005 and upstream gives it no gsHWFixes at all, so it is absent
here too rather than newly missed.

⚠ SLKA-25372 is Black, not Rogue Galaxy -- it is Criterion's Burnout engine,
which is why it carries OI_BurnoutGames. An earlier working copy had it in the
Rogue Galaxy set and flipped it to 0; it stays at 2.
2026-07-30 21:55:58 -07:00
jpolo1224 9d735f9ccb GameDB: no readbacks for Need for Speed Underground 1 & 2 2026-07-30 18:20:12 -04:00
jpolo1224 3cb1e88029 Merge remote-tracking branch 'origin/master' into jit-android-catchup-gv7
# Conflicts:
#	tests/ctest/core/gs/CMakeLists.txt
2026-07-30 01:10:19 -04:00
jpolo1224 15538d066d GameDB: no readbacks for Guitar Hero II and III
The note-highway render target is never sampled back, so the GPU->CPU download is
pure cost on a tiler. Covers GH2 (SLES-54442, SLUS-21447 — the latter is also the
serial GH2 Deluxe ships under) and GH3 (SLES-54962, SLES-54974, SLKA-25363,
SLKA-25414, SLUS-21672).

gsHWFixes is a clear-then-replace map in this overlay, so each GH3 entry restates
every upstream key. Dropping one would have silently undone the crowd-texture,
bloom and post-processing fixes those entries already carry.
2026-07-30 01:08:39 -04:00
Brian Degenhardt a8c5521c66 GameDB: Rogue Galaxy no longer preloads frame data
preloadFrameData primes every newly created render target from the game's
GS local memory. Where the frame's geometry doesn't cover the target, those
preloaded pixels stay visible: in the church interior the outdoor town shows
through the rear wall, washed out and semi-transparent. Bisected on a
Snapdragon 865 with the other six fixes held either way — the artifact
tracks preloadFrameData alone, and the three alignment fixes are innocent.

Upstream added it in f5570b7f40 next to roundSprite, and that commit
message justifies only roundSprite; the preload line came with no stated
reason beyond "Fixes corrupt textures especially on water". Dragon Quest
VIII and Dark Cloud 2 run the same Level-5 engine and share this title's
roundSprite, halfPixelOffset and nativeScaling values, but neither enables
the preload — both handle their water and sprite errors with CPU sprite
rendering. So if the water corruption does resurface, that targeted pair is
the replacement rather than this.

Dropped from all seven serials. The remaining six fixes are restated because
an override replaces the fixes map wholesale; names, compat and kozarovv's
out-of-bounds patches still inherit from bin.
2026-07-29 20:28:41 -07:00
lightningterror 053b42d36c GameDB: Add missing tex in rt for some GITS regions. 2026-07-28 22:49:08 +02:00
Mrlinkwii cf5dce2657 GameDB: add missing games and memcardFilters 2026-07-28 21:59:20 +02:00
PCSX2 Bot bcc09ae667 [ci skip] PAD: Update to latest controller database. 2026-07-28 04:12:22 +02:00
jpolo1224 4d8701a49d GS: driver-bug database and per-driver shader workarounds
Ported from EmuCoreX with sashkinbro's approval. The GPU family alone was
never enough to decide behaviour: the same Mali part behaves differently
under ARM's proprietary driver than under Mesa PanVK, a lesson this tree
learned twice the expensive way - the r44p1 DEVICE_LOST fix had to be
gated on driverID rather than vendorID, and the 8 Elite push-descriptor
disable likewise. Driver identity, version and a bug set are now recorded
in a table, so the next device quirk is an entry rather than another
bespoke branch. Twenty-five rules, with match confidence so a vendor-wide
rule never overrides a driver-version-specific one.

The shaders gain gpu_bitwise_and / gpu_bitwise_not / gpu_boolean_not,
whose bodies the device emits: plain a & b normally, scalarized where the
database says the driver miscompiles vector bitwise ops. A device matching
no rule renders exactly as before.

opengl/tfx_fs.glsl already carried this fix as IAND3/UAND2/UAND4 macros
gated on GPU_PROFILE_MALI. Those are replaced by the shared helpers, but
the GL macro is deliberately (workaround || IsMaliGPUProfile()): Mali
reached through ANGLE or Panfrost resolves a non-ARM driver and matches no
rule, so a database-only gate would have silently removed a fix those
users have today. Widening only.

SHADER_CACHE_VERSION 108 -> 109. Every TFX and convert shader's source
text changed, so a blob cached from 108 no longer matches the source that
produced it; without the bump users would get stale binaries and garbage
rendering after updating.

RewriteConstantLoads is deliberately absent - the database records
BrokenConstantLoad with no workaround bits, so the macro would be
permanently zero and the shader code dead.

Shaders validated offline with glslc across 136 Vulkan and 296 GL/GLES
permutations, every macro on and off; the failure set is byte-identical to
the pre-change baseline.
2026-07-26 14:53:48 -04:00