fix(vk): count every program not translated, past the 30 lines that name them #423

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mooki wants to merge 2 commits from mooki/Longshot:fix/network-log-count into main
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Type: fix · Risk: low · Tested on: macOS 26.7.1, Apple M4 Max (game-free checks, no game run) · Needs: Windows or Linux, AMD or Intel GPU

Why

The log's vk: prepared N shader programs (... M failed ...) can count more failed programs than the log ever names or
counts anywhere. Each "not translated" line stops after 30 programs, so the rest are invisible. On a Mac start, 70 failed named 31 programs: 30 networks left out on purpose and 1 stage that did not parse. The other 39, networks past
that line's 30, appeared nowhere. A reader of the log cannot tell a deliberate exclusion from a real failure.

How to reproduce

Seen on: macOS 26.7.1, Apple M4 Max, MoltenVK (a game start's longshot_log.txt). The caps are the same code on
every OS, so any start with more than 30 programs failed for one reason shows it.
Settings and switches: defaults.
Steps: start the game on main where programs are left out (on a card without the movie-upscaler networks: not NVIDIA)
and read longshot_log.txt after vk: prepared N shader programs (... M failed ...). Game-free:
python -I -B tests/test_not_translated_counts.py --cxx clang++ --source <a tree of main>.
Expected: every failed program counted under a reason, the counts adding up to M.
Actual: 70 failed named 31 programs (30 networks and 1 stage that did not parse); the other 39 appear nowhere. The
test on main: FAIL: vk_shader.cpp: no count of every program each "not translated" line stands for.

What changed

Each of the four "not translated" reasons now has a counter that counts every program, past the 30 the log names, and
the preparation logs one count line per reason right after its prepared line. The lines add up to the failed count;
the per-program lines and their cap of 30 are unchanged.

  • Read first: the four ++ < kFailNamed sites in vk_shader.cpp, with shader_fail_lines.
  • vk: gpu/vk/vk_shader.cpp.
    • Four counters next to st_failed: st_left_out, st_not_translated, st_mesh_not_translated and
      st_stage_failed, plus kFailNamed = 30.
    • They replace the function-local static std::atomic<int> caps of the four "not translated" lines: translate_into's
      catch (network left out, and anything else), translate_mesh_into's catch, and seed_stage_failed. Each counter is
      the one its line is capped by, so it counts every failure the line stands for, past the 30 too.
    • Each failure st_failed counts lands in exactly one of them. A seed_compute trial answer is in none, as before.
  • vk: shader_fail_lines() (vk_shader.cpp, declared in vk_shader.h) logs one line for each counter that counted
    anything, for example:
    vk: not translated, a network left out on this card: 69 programs (the first 30 named at trace level). The lines add up
    to M. Each says where its programs are named: the networks' per-program lines are trace lines, hidden at the default
    level, so their count line says "at trace level"; the other three say "above".
  • vk: prepare_run (gpu/vk/vk_draw.cpp) calls it right after its prepared line.
  • The per-program lines, their levels (the network's is [trace]), their text and their cap of 30 are unchanged.
  • tests: tests/test_not_translated_counts.py (new).
    • It cuts the two catch blocks, seed_stage_failed, the counters and shader_fail_lines from the source and runs them
      against small stand-ins.
    • The stand-ins: 69 networks, 40 other failures from 8 threads, 2 mesh, 1 stage that does not parse, and 2 answers
      seed_compute only tries.
    • It expects the same 30/30/2/1 named lines as before, then the four count lines adding up to the 112 counted. With
      no failure it expects no line.
    • It also checks that prepare_run logs the lines right after its own.
    • It fails on main.
  • tests: tests/test_log_levels.py reads the network's cap by its new name (st_left_out++ < kFailNamed). Its check is
    the same: a network left out is a trace line with a count of its own.
  • Left out: a program failed in play after the preparation is counted too, but it only shows in the next preparation's
    lines. Logging the counts again at quit was left out to keep this to the preparation's own line.

Measurements

Verdict: fixed, and nothing else moves: the new test fails on main and passes here, and the full game-free suite
changes only by that test (532 passed against main's 531, the same 32 failures and 17 skips). A log fix: nothing to
time.

Commits: main 6c9edffe5d (2026-11-14); this PR fix/network-log-count @
1b2b686615.
Hardware: Apple M4 Max (16 CPUs), macOS 26.7.1, Apple clang 21. Game-free: no GPU, no game
Scene: none (a log fix; its proof is the test, as CONTRIBUTING's fix row allows)
Method: tests/test_not_translated_counts.py against main's gpu/vk/vk_shader.cpp and vk_draw.cpp (git show) and
against this PR; the full game-free suite on both
How to reproduce: python -I -B tests/test_not_translated_counts.py --cxx clang++ (add
--source <a tree of main> for main's side)

Before: main @ 6c9edffe After: this PR @ 1b2b6866
tests/test_not_translated_counts.py FAIL: no count past the 30 lines PASS: 69, 40, 2 and 1, adding up to 112
full game-free suite on macOS (tests/run_all.py --jobs 6) 531 passed, 32 failed, 17 skipped 532 passed, 32 failed, 17 skipped
main @ 6c9edffe:
FAIL: vk_shader.cpp: no count of every program each "not translated" line stands for (kFailNamed and the four st_ counts)

this PR @ 1b2b6866:
PASS: each reason a program was not translated has a count line after the preparation's, the ones past its 30 named lines included, adding up to the failed

The count lines the test expects, after 30 trace lines, 30 lines, 2 lines and 1 line naming the programs:

vk: not translated, a network left out on this card: 69 programs (the first 30 named at trace level)
vk: not translated: 40 programs (the first 30 named above)
vk: not translated, mesh: 2 programs (named above)
vk: not translated, a seed stage that does not parse: 1 program (named above)

Screenshots: none; nothing on screen changes.

Flags and settings

None.

Testing

Tested:

  • On an Apple M4 Max with macOS 26.7.1, game-free only.
  • tests/test_not_translated_counts.py fails on main and passes here.
  • tests/test_log_levels.py passes.
  • The full suite on both sides, compared by test name, at 1b2b6866 and main 6c9edffe.
    • By test name, against main 6c9edffe's run on the same Mac: only one status changed: test_not_translated_counts,
      absent on main, passes here.
    • These 32 checks fail here and on main on this Mac, by name (not triaged here: some need the macOS port's other pull
      requests, some are checks main added or changed since 5e072fc8): test_appimage_package_retry,
      test_appimage_player_build, test_collect_wide, test_control, test_cpm_discovery, test_crash_dialog,
      test_crash_record, test_env_on, test_game_layout, test_lift_cleanup_error, test_linux_preflight,
      test_longshot_ctl, test_low_memory_notice, test_make_game_cache, test_mem_gate, test_mem_gate_children,
      test_mirror_trim, test_oot_state_tap, test_pcache_header_read, test_pipeline_cache_file,
      test_pipeline_cache_save, test_pipeline_play_cache, test_pipeline_tour, test_prof_symbols,
      test_program_cache_cleanup, test_program_cache_one_variant, test_readback_late, test_report_run,
      test_split_giants, test_vk_pgo, test_vram_budget_row, test_walk_key.
    • The same 17 checks skipped as on main.
    • Crash reports during the run: none (main's run: fault-arm64-2026-11-14-180704.ips,
      recorder_sync_test.exe-2026-11-14-180744.ips).
  • Object compiles of gpu/vk/vk_shader.cpp and gpu/vk/vk_draw.cpp with the renderer's flags (nx2/build.py), Apple
    clang 21, arm64 and x86_64.
    • Main's renderer does not build on macOS as it is: environ (vk_shader.cpp) and posix_fallocate
      (pipeline_cache_file.h).
    • With a compile-only prelude declaring those names, all 8 objects build, 4 on main and 4 here.
  • After the rebase onto main aa95d35f, at 155b6f11 (1b2b6866 before the rebases onto e090cc48 and aa95d35f):
    Sweep3's checks of this head (the C/C++ it changes compiled, and its own tests run, on arm64 and x86_64 where they
    apply) gave the same results as before; python -I -B tests/run_all.py on wave S1's merge 11a5b4e7, which carries
    this head: 568/22/17 (passed/failed/skipped) against main aa95d35f's 543/33/17 on this Mac, no new failure
    (reports/2026-11-15-rebase-sweep-3.md).

Not tested:

  • A build on Windows (llvm-mingw) or Linux. The change uses only std::atomic<int64_t>, logf and a lambda, as the
    code around it does.
  • An in-game start on Windows or Linux. The change is four counters and four log lines, with no translation, no
    program cache format and no draw affected. A start with any failed program shows the new lines right after
    vk: prepared ….

Must be tested:

  • Windows or Linux, an AMD or Intel GPU, any driver: build this PR (head 155b6f11) and main aa95d35f, start each once to
    the title and read longshot_log.txt after vk: prepared …, expecting this PR's log to add vk: not translated, a network left out on this card: N programs (the first 30 named at trace level) (and a line for each other reason that
    counted) right after it, the count lines adding up to that line's failed, and main's log to have no such lines (by
    hand: test request T-R6CX).

Risks

What could break: low. The only output added is up to four log lines after the preparation's. The counters are
64-bit atomics where the caps were 32-bit ones, so the caps can no longer wrap.

Turning it off: revert the commit.

Compatibility: vk_shader.cpp is one of the translator stamp's files (nx2/translator_files.py since main's #370),
so the first start after updating translates every program again, as any change to that file does. Saves, the options
file and the vk ABI are unchanged.

Checklist

Everyone

  • One topic.
  • The title is a Conventional Commit (type(scope): description) of the status line's type.
  • Why gives the reason plainly and links the issues that fit (the tracker searched).
  • Measurements has a verdict, or one line saying why there is nothing to measure.
  • Testing names what was tested, what wasn't, and what must still be tested, where and how.
  • Rebased on current main: on aa95d35f (#761, 2026-11-15), head 155b6f11, without a conflict; this PR's own
    commits, old → new: e0c1ec62 → 2feca0bb, 1b2b6866 → 155b6f11; the commit names elsewhere in this description
    are from before the rebase.
  • python -I -B tests/run_all.py passes (any failure that also fails on main is named). On macOS: 532 passed, 17
    skipped, and 32 failures that also fail on main 6c9edffe on this Mac, named under Testing. After the rebase onto main
    aa95d35f (head 155b6f11): wave S1's merge 11a5b4e7, 568/22/17 against main aa95d35f's 543/33/17, no new failure.
  • No game files, dumps, build output or generated files.
  • third_party/ untouched (a new folder with a PROVENANCE.md instead).
  • The license is OK: GPL-3.0-or-later, nothing incompatible and nothing decompiled.

When it applies

  • AI assistance recorded with Assisted-by: / Co-Authored-By: trailers.
  • A game-free test added for the fix, failing on main and passing here.
  • A check under tests/ that reads changed source updated in this PR, not weakened.
**Type:** fix · **Risk:** low · **Tested on:** macOS 26.7.1, Apple M4 Max (game-free checks, no game run) · **Needs:** Windows or Linux, AMD or Intel GPU ## Why The log's `vk: prepared N shader programs (... M failed ...)` can count more failed programs than the log ever names or counts anywhere. Each "not translated" line stops after 30 programs, so the rest are invisible. On a Mac start, `70 failed` named 31 programs: 30 networks left out on purpose and 1 stage that did not parse. The other 39, networks past that line's 30, appeared nowhere. A reader of the log cannot tell a deliberate exclusion from a real failure. ## How to reproduce **Seen on:** macOS 26.7.1, Apple M4 Max, MoltenVK (a game start's `longshot_log.txt`). The caps are the same code on every OS, so any start with more than 30 programs failed for one reason shows it. **Settings and switches:** defaults. **Steps:** start the game on main where programs are left out (on a card without the movie-upscaler networks: not NVIDIA) and read `longshot_log.txt` after `vk: prepared N shader programs (... M failed ...)`. Game-free: `python -I -B tests/test_not_translated_counts.py --cxx clang++ --source <a tree of main>`. **Expected:** every failed program counted under a reason, the counts adding up to M. **Actual:** `70 failed` named 31 programs (30 networks and 1 stage that did not parse); the other 39 appear nowhere. The test on main: `FAIL: vk_shader.cpp: no count of every program each "not translated" line stands for`. ## What changed Each of the four "not translated" reasons now has a counter that counts every program, past the 30 the log names, and the preparation logs one count line per reason right after its `prepared` line. The lines add up to the `failed` count; the per-program lines and their cap of 30 are unchanged. - Read first: the four `++ < kFailNamed` sites in `vk_shader.cpp`, with `shader_fail_lines`. - vk: `gpu/vk/vk_shader.cpp`. - Four counters next to `st_failed`: `st_left_out`, `st_not_translated`, `st_mesh_not_translated` and `st_stage_failed`, plus `kFailNamed = 30`. - They replace the function-local `static std::atomic<int>` caps of the four "not translated" lines: `translate_into`'s catch (network left out, and anything else), `translate_mesh_into`'s catch, and `seed_stage_failed`. Each counter is the one its line is capped by, so it counts every failure the line stands for, past the 30 too. - Each failure `st_failed` counts lands in exactly one of them. A seed_compute trial answer is in none, as before. - vk: `shader_fail_lines()` (`vk_shader.cpp`, declared in `vk_shader.h`) logs one line for each counter that counted anything, for example: `vk: not translated, a network left out on this card: 69 programs (the first 30 named at trace level)`. The lines add up to M. Each says where its programs are named: the networks' per-program lines are trace lines, hidden at the default level, so their count line says "at trace level"; the other three say "above". - vk: `prepare_run` (`gpu/vk/vk_draw.cpp`) calls it right after its `prepared` line. - The per-program lines, their levels (the network's is `[trace]`), their text and their cap of 30 are unchanged. - tests: `tests/test_not_translated_counts.py` (new). - It cuts the two catch blocks, `seed_stage_failed`, the counters and `shader_fail_lines` from the source and runs them against small stand-ins. - The stand-ins: 69 networks, 40 other failures from 8 threads, 2 mesh, 1 stage that does not parse, and 2 answers seed_compute only tries. - It expects the same 30/30/2/1 named lines as before, then the four count lines adding up to the 112 counted. With no failure it expects no line. - It also checks that `prepare_run` logs the lines right after its own. - It fails on main. - tests: `tests/test_log_levels.py` reads the network's cap by its new name (`st_left_out++ < kFailNamed`). Its check is the same: a network left out is a trace line with a count of its own. - Left out: a program failed in play after the preparation is counted too, but it only shows in the next preparation's lines. Logging the counts again at quit was left out to keep this to the preparation's own line. ## Measurements **Verdict:** fixed, and nothing else moves: the new test fails on main and passes here, and the full game-free suite changes only by that test (532 passed against main's 531, the same 32 failures and 17 skips). A log fix: nothing to time. Commits: main 6c9edffe5da1f5b5383977aeab3f544c0de25d4c (2026-11-14); this PR fix/network-log-count @ 1b2b686615762bf086ceadc3c136e39fe0008b85. Hardware: Apple M4 Max (16 CPUs), macOS 26.7.1, Apple clang 21. Game-free: no GPU, no game Scene: none (a log fix; its proof is the test, as CONTRIBUTING's `fix` row allows) Method: `tests/test_not_translated_counts.py` against main's `gpu/vk/vk_shader.cpp` and `vk_draw.cpp` (`git show`) and against this PR; the full game-free suite on both How to reproduce: `python -I -B tests/test_not_translated_counts.py --cxx clang++` (add `--source <a tree of main>` for main's side) | | Before: main @ 6c9edffe | After: this PR @ 1b2b6866 | |---|---|---| | `tests/test_not_translated_counts.py` | FAIL: no count past the 30 lines | PASS: 69, 40, 2 and 1, adding up to 112 | | full game-free suite on macOS (`tests/run_all.py --jobs 6`) | 531 passed, 32 failed, 17 skipped | 532 passed, 32 failed, 17 skipped | ``` main @ 6c9edffe: FAIL: vk_shader.cpp: no count of every program each "not translated" line stands for (kFailNamed and the four st_ counts) this PR @ 1b2b6866: PASS: each reason a program was not translated has a count line after the preparation's, the ones past its 30 named lines included, adding up to the failed ``` The count lines the test expects, after 30 trace lines, 30 lines, 2 lines and 1 line naming the programs: ``` vk: not translated, a network left out on this card: 69 programs (the first 30 named at trace level) vk: not translated: 40 programs (the first 30 named above) vk: not translated, mesh: 2 programs (named above) vk: not translated, a seed stage that does not parse: 1 program (named above) ``` Screenshots: none; nothing on screen changes. ### Flags and settings None. ## Testing **Tested:** - On an Apple M4 Max with macOS 26.7.1, game-free only. - `tests/test_not_translated_counts.py` fails on main and passes here. - `tests/test_log_levels.py` passes. - The full suite on both sides, compared by test name, at 1b2b6866 and main 6c9edffe. - By test name, against main 6c9edffe's run on the same Mac: only one status changed: `test_not_translated_counts`, absent on main, passes here. - These 32 checks fail here and on main on this Mac, by name (not triaged here: some need the macOS port's other pull requests, some are checks main added or changed since 5e072fc8): `test_appimage_package_retry`, `test_appimage_player_build`, `test_collect_wide`, `test_control`, `test_cpm_discovery`, `test_crash_dialog`, `test_crash_record`, `test_env_on`, `test_game_layout`, `test_lift_cleanup_error`, `test_linux_preflight`, `test_longshot_ctl`, `test_low_memory_notice`, `test_make_game_cache`, `test_mem_gate`, `test_mem_gate_children`, `test_mirror_trim`, `test_oot_state_tap`, `test_pcache_header_read`, `test_pipeline_cache_file`, `test_pipeline_cache_save`, `test_pipeline_play_cache`, `test_pipeline_tour`, `test_prof_symbols`, `test_program_cache_cleanup`, `test_program_cache_one_variant`, `test_readback_late`, `test_report_run`, `test_split_giants`, `test_vk_pgo`, `test_vram_budget_row`, `test_walk_key`. - The same 17 checks skipped as on main. - Crash reports during the run: none (main's run: fault-arm64-2026-11-14-180704.ips, recorder_sync_test.exe-2026-11-14-180744.ips). - Object compiles of `gpu/vk/vk_shader.cpp` and `gpu/vk/vk_draw.cpp` with the renderer's flags (`nx2/build.py`), Apple clang 21, arm64 and x86_64. - Main's renderer does not build on macOS as it is: `environ` (vk_shader.cpp) and `posix_fallocate` (pipeline_cache_file.h). - With a compile-only prelude declaring those names, all 8 objects build, 4 on main and 4 here. - **After the rebase onto main aa95d35f**, at `155b6f11` (`1b2b6866` before the rebases onto e090cc48 and aa95d35f): Sweep3's checks of this head (the C/C++ it changes compiled, and its own tests run, on arm64 and x86_64 where they apply) gave the same results as before; `python -I -B tests/run_all.py` on wave S1's merge `11a5b4e7`, which carries this head: 568/22/17 (passed/failed/skipped) against main aa95d35f's 543/33/17 on this Mac, no new failure (`reports/2026-11-15-rebase-sweep-3.md`). **Not tested:** - A build on Windows (llvm-mingw) or Linux. The change uses only `std::atomic<int64_t>`, `logf` and a lambda, as the code around it does. - An in-game start on Windows or Linux. The change is four counters and four log lines, with no translation, no program cache format and no draw affected. A start with any failed program shows the new lines right after `vk: prepared …`. **Must be tested:** - Windows or Linux, an AMD or Intel GPU, any driver: build this PR (head 155b6f11) and main aa95d35f, start each once to the title and read `longshot_log.txt` after `vk: prepared …`, expecting this PR's log to add `vk: not translated, a network left out on this card: N programs (the first 30 named at trace level)` (and a line for each other reason that counted) right after it, the count lines adding up to that line's `failed`, and main's log to have no such lines (by hand: test request T-R6CX). ## Risks **What could break:** low. The only output added is up to four log lines after the preparation's. The counters are 64-bit atomics where the caps were 32-bit ones, so the caps can no longer wrap. **Turning it off:** revert the commit. **Compatibility:** `vk_shader.cpp` is one of the translator stamp's files (`nx2/translator_files.py` since main's #370), so the first start after updating translates every program again, as any change to that file does. Saves, the options file and the vk ABI are unchanged. ## Checklist ### Everyone - [x] One topic. - [x] The title is a Conventional Commit (`type(scope): description`) of the status line's type. - [x] Why gives the reason plainly and links the issues that fit (the tracker searched). - [x] Measurements has a verdict, or one line saying why there is nothing to measure. - [x] Testing names what was tested, what wasn't, and what must still be tested, where and how. - [x] Rebased on current `main`: on aa95d35f (#761, 2026-11-15), head `155b6f11`, without a conflict; this PR's own commits, old → new: `e0c1ec62` → `2feca0bb`, `1b2b6866` → `155b6f11`; the commit names elsewhere in this description are from before the rebase. - [x] `python -I -B tests/run_all.py` passes (any failure that also fails on `main` is named). On macOS: 532 passed, 17 skipped, and 32 failures that also fail on main 6c9edffe on this Mac, named under Testing. After the rebase onto main aa95d35f (head `155b6f11`): wave S1's merge `11a5b4e7`, 568/22/17 against main aa95d35f's 543/33/17, no new failure. - [x] No game files, dumps, build output or generated files. - [x] `third_party/` untouched (a new folder with a `PROVENANCE.md` instead). - [x] The license is OK: GPL-3.0-or-later, nothing incompatible and nothing decompiled. ### When it applies - [x] AI assistance recorded with `Assisted-by:` / `Co-Authored-By:` trailers. - [x] A game-free test added for the fix, failing on `main` and passing here. - [x] A check under `tests/` that reads changed source updated in this PR, not weakened.
The preparation's "vk: prepared N shader programs (... M failed ...)" counts four kinds of failure, each with a "not
translated" line that names 30 programs, so that a log is not flooded: a network left out on purpose (a trace line), any
other failure in translate_into, a mesh program, and a seed stage that does not parse. Past 30 the rest were counted
nowhere: a start on a Mac logged "70 failed" and named 31 programs, 30 of them networks; the other 39 networks went
unnamed and uncounted.

Each line's count is now a counter of its own (st_left_out, st_not_translated, st_mesh_not_translated, st_stage_failed in
vk_shader.cpp), the one it is capped by, so it counts every failure it stands for. shader_fail_lines, right after the
preparation's line, logs one line for each that counted any, for example "vk: not translated, a network left out on this
card: 69 programs (the first 30 named above)". The four add up to M. The per-program lines and their cap are as before.

tests/test_not_translated_counts.py runs the catch blocks, seed_stage_failed, the counters and shader_fail_lines cut from
the source against stand-ins (69 networks, 40 other failures from 8 threads, 2 mesh, 1 stage, 2 tried answers); it fails
on main, where nothing counts past the 30. tests/test_log_levels.py reads the network's counter by its new name.

Assisted-by: Claude Opus 5.5
Co-Authored-By: Claude Opus 5.5 <[email protected]>
fix(vk): the networks' count line says they are named at trace level
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3b67e9faf6
The per-program lines of a network left out on purpose are trace lines, hidden at the default level, so the count line's
"(the first 30 named above)" was not true there. shader_fail_lines now says where each reason's lines are: "at trace
level" for the networks, "above" for the other three. tests/test_not_translated_counts.py checks the wording against the
level its named lines are logged at.

Assisted-by: Claude Opus 5.5
Co-Authored-By: Claude Opus 5.5 <[email protected]>
mooki force-pushed fix/network-log-count from 3b67e9faf6
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2026-11-15 01:51:41 +00:00
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mooki changed title from WIP: fix(vk): count every program not translated, past the 30 lines that name them to fix(vk): count every program not translated, past the 30 lines that name them 2026-11-15 04:33:13 +00:00
mooki force-pushed fix/network-log-count from 1b2b686615
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2026-11-15 07:01:08 +00:00
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mooki force-pushed fix/network-log-count from 9488e28a5f
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2026-11-15 13:02:33 +00:00
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