Preserve descriptor-array indices across compatible handle Phis #955
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klimovich008 wants to merge 2 commits from
codex/preserve-texture-phi-indices into main
pull from: codex/preserve-texture-phi-indices
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Delete branch "codex/preserve-texture-phi-indices"
Deleting a branch is permanent. Although the deleted branch may continue to exist for a short time before it actually gets removed, it CANNOT be undone in most cases. Continue?
What this fixes
A texture handle selected by a Phi can become an array index taken from only one incoming branch. This can select the wrong texture and produce invalid SPIR-V:
VUID-VkShaderModuleCreateInfo-pCode-08737reports that the index definition does not dominate its use. Repeating the same condition can preserve the intended selection while still violating dominance.Why merge
GetCbufU32handle Phis with the same bank, base, count and default stride.Change
gpu/vk/eden/shader_recompiler/ir_opt/texture_pass.cpp: transport compatible offsets through a Phi with the original predecessor edges.tests/texture_phi_dominance_ir.cpp: exercise the real pass, collector and emitter with retained fragment outputs.nx2/test_texture_phi_dominance.py: compile and validate the synthetic cases.tests/run_all.py: register the check and its tools.Tested
python -I -B tests/run_all.py --strict(CI).Fails on the old code, passes now: Linux CPU checks cover unresolved handle Phis, repeated conditions, same-block indices and a valid nested offset Phi. Separate checks verify dominance, both reachable selections, retained samples/outputs and Vulkan1.3 SPIR-V validation. CPU-only Linux CI validates all four synthetic modules.
Not covered
No game data is included.
Testing this on a Steam Deck (RADV VANGOGH, SteamOS) against #798 — random heart-container/button icons flashing over the picture and objects showing each other's textures in Kokiri Forest.
I cherry-picked
e1de456onto15ec28d(with the Deck's other settings) and it built; the game is re-translating now. The texture budget and eviction are ruled out (the flashing persisted with the set under budget), so a texture handle resolving to the wrong descriptor index is the best remaining explanation for that symptom.Will report back with whether the flashing is gone and the log if it is not. If you already know this Phi case is not what #798 is, say so and I will stop chasing it there.
Closing to keep the queue clear — please rebase on current main and reopen; thanks!