WIP: fix(macos): start MoltenVK's giant compiles behind the game only while memory allows, and say a lost device as one #669

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Type: fix · Risk: medium · Tested on: macOS 26.7.1, Apple M4 Max (MoltenVK 1.4.2), arm64 and x86_64 under Rosetta · Needs: macOS, Apple silicon (a start to play on the rebased stack); Windows and Linux, any GPU (build and start)

Why

On a Mac, the precompile's giant compute compiles go on behind the game (#652, #664), and each one costs Metal's
compiler service 10-15 GB while it runs. In start 21 the Mac's memory went from normal to critical in about 15 seconds while
the game loaded a scene with three giants compiling behind it, and the GPU device was lost; the log then called the lost wait a
capture's wait that "timed out (done 0)", which hid what happened. Nothing kept a new giant from starting under memory
pressure, and nothing in the log said how much memory the Mac had when the device was lost. This PR starts a giant behind the
game only while macOS's memory pressure is normal and one giant's room is free, no more at once than fit beside the game; play's
own giant compile waits while the pressure is critical; and on the Mac a wait that comes back VK_ERROR_DEVICE_LOST is said as
a lost device, with the system's memory, and ends the game there. It is part of the macOS port. See #420.

How to reproduce

Seen on: macOS 26.7.1, Apple M4 Max, MoltenVK 1.4.2 (main does not run on macOS yet: seen on the macOS port's integration
build 09f9a171, which carries the open macOS PRs)
Settings and switches: defaults (start mode), the field-dawn save, slot 00
Steps: start the game, press START and A at the title so the save loads while the precompile still builds giants behind it.
Expected: no new giant compile starts while the Mac is short of memory; a lost device is said as one, with the memory.
Actual: start 21: pressure critical 15 s after it read normal, then the device was lost, logged as a capture's wait for write-back 9646 timed out (done 0), with no memory reading (reports/2026-11-14-mac-startup-21.md,
reports/2026-11-14-device-lost-21.md).

What changed

Under compiler_service (MoltenVK only), from the hand-off on, a giant may start behind the game only while the system's
memory pressure is normal and one giant's room (RX_VK_GIANT_ROOM_MB: a quarter of memory, 16,384 MB at most) is available,
and no more giants are in flight than fit beside the game (physical memory less the game's footprint, in rooms; 1 on this Mac
with the game at 34-36 GB). A giant held back is deferred as at the bound and built once memory is back, never dropped; giants
in flight finish. The precompile's tries alone wait for memory the same way. Play's own giant compile waits while the pressure is
critical, and stays ahead of every precompile giant. Before the game nothing changes (the memory is not even read). On the
Mac, a lost wait now ends the game at once with its memory said, after 200 ms for MoltenVK's own line.

  • gpu/vk/system_memory.h (from #642, which this branch merges): the pressure level, available memory, swap and this
    process's footprint, read through sysctl and task_info on macOS; known = false elsewhere.
  • gpu/vk/precompile_handoff.h (no Vulkan): giant_room_mb, memory_lets_giant_start, memory_giant_limit,
    memory_holds_play, MemoryTurn; Giants::memory (the gate in may_start and solo, with its pauses and resumes),
    Board::memory (play's wait in play_begin).
  • gpu/vk/vk_draw.cpp: giant_room(), compile_board() installs play's wait, precompile_run installs the gate at the hand-off
    with its lines (giant_memory_said, play_memory_said), new deferral reasons, the setup line and the done line's pause count.
  • gpu/vk/vk_replay.cpp, on the Mac only (#if defined(__APPLE__); every other platform compiles the file's text as it was):
    wait_lost says a timeline wait that comes back VK_ERROR_DEVICE_LOST as vk: a wait for recording N came back VK_ERROR_DEVICE_LOST: the GPU device is lost (or a capture's wait for write-back N …; 8 lines at most) and goes to
    device_lost() there; device_lost() says the system memory and waits 200 ms before the fatal line; the slow submit, slow
    present and slow frame lines gain the system memory. Every platform's version of the line is its own PR,
    #670.
  • tests: tests/test_giant_memory.py + tests/giant_memory_test.cpp (the gate's rules and lines, play's wait, the lost wait said
    and ended on the Mac and as before elsewhere, every other platform's text of the waits, the memory not read before the game,
    this Mac's real reading); tests/test_slow_frame_limit.py (a stub for the new suffix).

Measurements

Verdict: the diagnostics work in the game; the gate's own effect is not measured yet. In start 23 (Integration 31, which
carries this change) the device was lost with the Mac at warning pressure and 1 GB available, and the log said so in place of
the old "timed out (done 0)" line; the gate's setup line came, but no giant finished after the hand-off, so the gate was never
asked (it is asked when a worker finishes an item). In starts 24-26 the pressure stayed normal and the gate never paused. Start
23's loss came from the renderer's own GPU memory (19.7 → 53.0 GB in 14 s after one A), which #642 addresses; this PR
keeps the compiler services' 10-15 GB each out of such a window.

Baseline: main does not run on macOS yet, so both columns are the macOS port's integration builds, arm64, MoltenVK 1.4.2, the
field-dawn save, START and A at the title. Before: 09f9a171 (run #21), without this change. After: 552cc3d4 (run #23,
Integration 31, which carries it). One run each; each lost the device.

Hardware: macOS 26.7.1, Apple M4 Max (40-core GPU), MoltenVK 1.4.2, 16-core CPU, 64 GB
Scene: a start, the title, START and A, the save's load; windowless
Method: the game log's lines at the loss and the gate's lines, one run each
How to reproduce: a start of a macOS build from the field-dawn save with START and A at the title; read the device lost and
a giant compile starts only while lines

Before: integration @ 09f9a171 (run #21) After: integration @ 552cc3d4 (run #23)
the lost wait in the log a capture's wait for write-back 9646 timed out (done 0) a wait for recording 9290 came back VK_ERROR_DEVICE_LOST
the system's memory at the loss not said pressure warning, 1025 MB available, swap 40192 of 40960 MB, this process 70488 MB
the giant memory gate none on (its setup line); never asked: no giant finished after the hand-off
#21 (before): vk: a capture's wait for write-back 9646 timed out (done 0)
#23: vk: a wait for recording 9290 came back VK_ERROR_DEVICE_LOST: the GPU device is lost
#23: vk: device lost: system memory: pressure warning, 1025 MB available, swap 40192 of 40960 MB, this process 70488 MB
#24: vk: precompile: behind the game, a giant compile starts only while the system's memory pressure is normal and 16384 MB are available, and no more of them at once than fit beside the game in the 65536 MB of memory (…)

Run reports: reports/2026-11-14-mac-startup-21.md, -22.md, -23.md, -24.md, -25.md, -26.md; the analysis:
reports/2026-11-14-device-lost-21.md, reports/2026-11-14-giant-mem-gate.md.

Flags and settings

One new switch, read only with RX_VK_COMPILER_SERVICE (MoltenVK); the diagnostics have no switch.

Flag What it is Before this PR After this PR Effect Helps / doesn't help / untested Recommendation
RX_VK_GIANT_ROOM_MB the memory one giant compile is given behind the game; 0: no memory gate (the precompile's and play's) (no switch) a quarter of memory, 16384 at most (16384 on a 64 GB Mac) giants behind the game wait for memory; at most as many as fit beside the game untested in the game: the pressure never rose while a giant was due (starts 23-26) as it ships

Testing

Tested: on macOS 26.7.1, Apple M4 Max, at this head (main 6c9edffe plus #650, #651, #652, #664, #665,
#666, #642 and this PR):

  • tests/test_giant_memory.py --arch arm64 and --arch x86_64 (the fixtures run under Rosetta; this Mac's memory read for real):
    pass on both at this head (reports/PubWave-files/PubLate1/gmg-proof-split/gmg-giant-*). On this branch's base (73e4f57c,
    #666 with #642 merged) with the test files copied in (sha256 in gmg-test-files-split.sha256): fails on both (a
    lost wait said as timed out (done 0) and device_lost not run; no giant_room, no memory gate at the hand-off, no
    giant_memory_said) (gmg-proof-split/gmg-base-giant-*).
  • Also pass: test_slow_frame_limit (arm64, and x86_64 through clang++ -arch x86_64 under Rosetta) at this head
    (gmg-proof-split/); #642's test_unified_budget (the same two) and on arm64 test_loading_stall, test_retry_alone and
    test_precompile_handoff at 6ddaaa71, whose code outside vk_replay.cpp this head has (final-proof-02/gmg-*).
  • Every check that reads a renderer file changed by the branch, and the new ones (305 names, 303 checks), through tools/ls-suite.py
    at 5a71da08 (before aefba76a): 282 pass, 21 fail: the same 19 as at #652's head (16 also fail on main 6c9edffe on macOS, 3
    only because named); main's test_intel_quick_compute, fixed in #666's 3cd25d0e; and test_gpu_hang_watch
    ("exit 3, 3.5 s" against its 3.4 s bound, at load 23-37), the known load-sensitive timing test, which also failed so at
    #665's head without this PR (giant-mem-gate-related-02/). At this head, the 88 checks that read vk_replay.cpp and
    test_giant_memory: 84 pass, 5 fail, the same 5 as before (and test_gpu_hang_watch passes; test_device_lost_exit passes)
    (giant-mem-gate-replay-03/, -compare.txt). This PR's 200 ms before the fatal line on the Mac falls inside the hang watch
    test's window, so it leaves that test less margin on macOS.
  • gpu/vk/vk_draw.cpp and gpu/vk/vk_replay.cpp compiled whole at this head for arm64 and x86_64 with main's renderer flags (with
    #476's and #492's macOS compile pieces in a scratch tree): 4 objects made, exit 0
    (reports/PubWave-files/PubLate1/compile/giant-mem-gate-split/).
  • Off Apple (unifdef -U__APPLE__, base against head): vk_replay.cpp is the same (tokens; one comment longer);
    precompile_handoff.h and vk_draw.cpp differ: the gate's code, compiled everywhere and reached only under compiler_service
    with a known memory reading (none off Apple) (reports/PubWave-files/PubLate1/offapple-giant-mem-gate-split.txt).
  • In the game (integration builds carrying this commit, before the rebase): starts 23-26, above.

Not tested: the gate pausing in the game (no start since had pressure while a giant was due); play's wait at critical pressure;
the game at this head (main does not run on macOS without the other macOS PRs); Windows and Linux (the gate needs
compiler_service and system_memory.h reads nothing there; vk_replay.cpp's text there is as it was): not built on Windows or
Linux; its test request covers it.

Must be tested:

  • macOS, Apple silicon, on the rebased macOS stack: a start from the field-dawn save with START and A at the title while giants
    build behind it, expecting the gate's setup line, giant compiles paused for memory / go on after lines if the pressure
    rises, and at a loss the came back VK_ERROR_DEVICE_LOST and device lost: system memory lines (by hand: the parent's GPU
    slot).
  • Windows and Linux, any GPU: build this PR (head aefba76a, it carries #650, #651, #652, #642, #664,
    #665 and #666) and main 6c9edffe the same way and start each to the title, expecting no a giant compile starts only while the system's memory pressure is normal line (the gate needs compiler_service and a memory reading, neither
    there), and every other line to match main's (by hand: test request T-XXXX).

Risks

What could break: on MoltenVK the giants behind the game build later when memory is short, one at a time on a Mac whose game
takes most of its memory; a dispatch that needs one meanwhile compiles it itself. Play's giant compile waits while the pressure is
critical, its dispatches left out meanwhile. On the Mac a lost timeline wait ends the game at once (as a submit that sees the loss
does) after its line, the system memory and 200 ms for MoltenVK's own line. Other platforms: vk_replay.cpp compiles the text it
had; the precompile's new code there is compiled and not reached. The every-platform line for a lost wait is #670;
ending the game at such a wait on every platform, the pause before the exit and memory lines on Linux and Windows are left to the
owner (not in this PR).

Turning it off: RX_VK_GIANT_ROOM_MB=0 (no memory gate), RX_VK_COMPILER_SERVICE=0 (none of #652's path), or revert the PR.

Compatibility: Nothing changes for players: no shader stamp, cache format or MKWVK_API_VERSION change.

Reviewer notes

  • Review 523c51e4..aefba76a (3 commits; in git's notation 73e4f57c..aefba76a): the gate, play's wait, the lost-device lines
    and the tests; the switch's docs row; and the lost wait's line and end kept to the Mac (aefba76a).
  • Depends on #666 (the compile board's play_begin and the alone slot this gate also holds), and through it on
    #665, #664, #652, #650 and #651; and on #642 for gpu/vk/system_memory.h. The branch is
    #666's head 3cd25d0e with #642's head 263e462d merged (73e4f57c, no conflict), then this PR's commits.
  • The topic's commit was cherry-picked with -x from macos/giant-mem-gate (230dde4c), with no conflict; its change equals
    the topic's line for line. The topic's first commit 41b04c19 (system_memory.h alone) is not picked: #642 carries it
    as 1326bfac (cherry-pick -x of 41b04c19), and the header here is byte-identical to 41b04c19's.
  • No semantic commit: the pick needed no change to follow main. Two commits of mine: 03439964 adds the RX_VK_GIANT_ROOM_MB
    row to docs/development.md, which the topic did not have; aefba76a keeps the topic's lost-wait change to the Mac (the owner's
    rule: every-platform changes in their own PRs): wait_lost and its end are Apple-only, the recordings' wait result and the early
    return it fed are gone (on the Mac device_lost never returns there), system_memory.h's include, device_lost's report and
    the slow frame line are Apple-only, and every other platform compiles vk_replay.cpp as it was (unifdef -U__APPLE__: the
    same tokens; one comment longer).
  • #670 (every platform's line for a lost wait, on main): git merge-tree conflicts in gpu/vk/vk_replay.cpp, both
    changing the two waits. Whichever lands second keeps that PR's wait_rec_result and line on every platform and adds this PR's
    device_lost() on the Mac after the line, as the topic first had it (macos/giant-mem-gate 230dde4c).
  • Sibling macOS PRs: #667's saver waits on the compile board's giants in flight (Board::giants()), which this PR
    leaves as it was; a probe in Integration 30 showed the saver and this gate cannot wait on each other (the gate defers a giant's
    start, never one in flight, and play_begin waits before it counts). git merge-tree of this head: gpu/vk/vk_draw.cpp with
    #658 at the top of dispatch (#666's), and #652's own (vk_main.cpp with #428, #498 and #653; #646's four files)
    (reports/PubWave-files/PubLate1/merge-check-giant-mem-gate*.txt).
  • Conflicts with main: none.

Issues

See #420

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. (Test requests not open yet.)
  • Rebased on current main (main e090cc48).
  • python -I -B tests/run_all.py passes (any failure that also fails on main is named). (On the wave's merge bfe5c752 of this PR, then at 03439964, and metal-cache2: 544 passed, 32 failed, 17 skipped against main 6c9edffe's 531/32/17 on this Mac; the 32 failures are main's own, nothing that passes on main fails, 13 new tests pass; reports/PubWave-files/waveC1/. The last commit, aefba76a, Apple-gates the lost-wait line: test_giant_memory, test_slow_frame_limit, test_device_lost_exit and test_gpu_hang_watch pass at the head, and the 88 checks that read vk_replay.cpp fail only as before.)
  • 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.
  • Switches documented (docs/development.md; the README for a menu row) and shipped at their recommended value.
  • 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.
  • Docs updated.
**Type:** fix · **Risk:** medium · **Tested on:** macOS 26.7.1, Apple M4 Max (MoltenVK 1.4.2), arm64 and x86_64 under Rosetta · **Needs:** macOS, Apple silicon (a start to play on the rebased stack); Windows and Linux, any GPU (build and start) ## Why On a Mac, the precompile's giant compute compiles go on behind the game (#652, #664), and each one costs Metal's compiler service 10-15 GB while it runs. In start 21 the Mac's memory went from normal to critical in about 15 seconds while the game loaded a scene with three giants compiling behind it, and the GPU device was lost; the log then called the lost wait a capture's wait that "timed out (done 0)", which hid what happened. Nothing kept a new giant from starting under memory pressure, and nothing in the log said how much memory the Mac had when the device was lost. This PR starts a giant behind the game only while macOS's memory pressure is normal and one giant's room is free, no more at once than fit beside the game; play's own giant compile waits while the pressure is critical; and on the Mac a wait that comes back `VK_ERROR_DEVICE_LOST` is said as a lost device, with the system's memory, and ends the game there. It is part of the macOS port. See #420. ## How to reproduce **Seen on:** macOS 26.7.1, Apple M4 Max, MoltenVK 1.4.2 (main does not run on macOS yet: seen on the macOS port's integration build 09f9a171, which carries the open macOS PRs) **Settings and switches:** defaults (start mode), the field-dawn save, slot 00 **Steps:** start the game, press START and A at the title so the save loads while the precompile still builds giants behind it. **Expected:** no new giant compile starts while the Mac is short of memory; a lost device is said as one, with the memory. **Actual:** start 21: pressure critical 15 s after it read normal, then the device was lost, logged as `a capture's wait for write-back 9646 timed out (done 0)`, with no memory reading (`reports/2026-11-14-mac-startup-21.md`, `reports/2026-11-14-device-lost-21.md`). ## What changed Under `compiler_service` (MoltenVK only), from the hand-off on, a giant may start behind the game only while the system's memory pressure is normal and one giant's room (`RX_VK_GIANT_ROOM_MB`: a quarter of memory, 16,384 MB at most) is available, and no more giants are in flight than fit beside the game (physical memory less the game's footprint, in rooms; 1 on this Mac with the game at 34-36 GB). A giant held back is deferred as at the bound and built once memory is back, never dropped; giants in flight finish. The precompile's tries alone wait for memory the same way. Play's own giant compile waits while the pressure is critical, and stays ahead of every precompile giant. Before the game nothing changes (the memory is not even read). On the Mac, a lost wait now ends the game at once with its memory said, after 200 ms for MoltenVK's own line. - `gpu/vk/system_memory.h` (from #642, which this branch merges): the pressure level, available memory, swap and this process's footprint, read through `sysctl` and `task_info` on macOS; `known = false` elsewhere. - `gpu/vk/precompile_handoff.h` (no Vulkan): `giant_room_mb`, `memory_lets_giant_start`, `memory_giant_limit`, `memory_holds_play`, `MemoryTurn`; `Giants::memory` (the gate in `may_start` and `solo`, with its pauses and resumes), `Board::memory` (play's wait in `play_begin`). - `gpu/vk/vk_draw.cpp`: `giant_room()`, `compile_board()` installs play's wait, `precompile_run` installs the gate at the hand-off with its lines (`giant_memory_said`, `play_memory_said`), new deferral reasons, the setup line and the done line's pause count. - `gpu/vk/vk_replay.cpp`, on the Mac only (`#if defined(__APPLE__)`; every other platform compiles the file's text as it was): `wait_lost` says a timeline wait that comes back `VK_ERROR_DEVICE_LOST` as `vk: a wait for recording N came back VK_ERROR_DEVICE_LOST: the GPU device is lost` (or `a capture's wait for write-back N …`; 8 lines at most) and goes to `device_lost()` there; `device_lost()` says the system memory and waits 200 ms before the fatal line; the slow submit, slow present and slow frame lines gain the system memory. Every platform's version of the line is its own PR, #670. - tests: `tests/test_giant_memory.py` + `tests/giant_memory_test.cpp` (the gate's rules and lines, play's wait, the lost wait said and ended on the Mac and as before elsewhere, every other platform's text of the waits, the memory not read before the game, this Mac's real reading); `tests/test_slow_frame_limit.py` (a stub for the new suffix). ## Measurements **Verdict:** the diagnostics work in the game; the gate's own effect is not measured yet. In start 23 (Integration 31, which carries this change) the device was lost with the Mac at warning pressure and 1 GB available, and the log said so in place of the old "timed out (done 0)" line; the gate's setup line came, but no giant finished after the hand-off, so the gate was never asked (it is asked when a worker finishes an item). In starts 24-26 the pressure stayed normal and the gate never paused. Start 23's loss came from the renderer's own GPU memory (19.7 → 53.0 GB in 14 s after one A), which #642 addresses; this PR keeps the compiler services' 10-15 GB each out of such a window. Baseline: main does not run on macOS yet, so both columns are the macOS port's integration builds, arm64, MoltenVK 1.4.2, the field-dawn save, START and A at the title. Before: 09f9a171 (run #21), without this change. After: 552cc3d4 (run #23, Integration 31, which carries it). One run each; each lost the device. Hardware: macOS 26.7.1, Apple M4 Max (40-core GPU), MoltenVK 1.4.2, 16-core CPU, 64 GB Scene: a start, the title, START and A, the save's load; windowless Method: the game log's lines at the loss and the gate's lines, one run each How to reproduce: a start of a macOS build from the field-dawn save with START and A at the title; read the `device lost` and `a giant compile starts only while` lines | | Before: integration @ 09f9a171 (run #21) | After: integration @ 552cc3d4 (run #23) | |---|---|---| | the lost wait in the log | `a capture's wait for write-back 9646 timed out (done 0)` | `a wait for recording 9290 came back VK_ERROR_DEVICE_LOST` | | the system's memory at the loss | not said | pressure warning, 1025 MB available, swap 40192 of 40960 MB, this process 70488 MB | | the giant memory gate | none | on (its setup line); never asked: no giant finished after the hand-off | ``` #21 (before): vk: a capture's wait for write-back 9646 timed out (done 0) #23: vk: a wait for recording 9290 came back VK_ERROR_DEVICE_LOST: the GPU device is lost #23: vk: device lost: system memory: pressure warning, 1025 MB available, swap 40192 of 40960 MB, this process 70488 MB #24: vk: precompile: behind the game, a giant compile starts only while the system's memory pressure is normal and 16384 MB are available, and no more of them at once than fit beside the game in the 65536 MB of memory (…) ``` Run reports: `reports/2026-11-14-mac-startup-21.md`, `-22.md`, `-23.md`, `-24.md`, `-25.md`, `-26.md`; the analysis: `reports/2026-11-14-device-lost-21.md`, `reports/2026-11-14-giant-mem-gate.md`. ### Flags and settings One new switch, read only with `RX_VK_COMPILER_SERVICE` (MoltenVK); the diagnostics have no switch. | Flag | What it is | Before this PR | After this PR | Effect | Helps / doesn't help / untested | Recommendation | |---|---|---|---|---|---|---| | `RX_VK_GIANT_ROOM_MB` | the memory one giant compile is given behind the game; `0`: no memory gate (the precompile's and play's) | (no switch) | a quarter of memory, 16384 at most (16384 on a 64 GB Mac) | giants behind the game wait for memory; at most as many as fit beside the game | untested in the game: the pressure never rose while a giant was due (starts 23-26) | as it ships | ## Testing **Tested:** on macOS 26.7.1, Apple M4 Max, at this head (main 6c9edffe plus #650, #651, #652, #664, #665, #666, #642 and this PR): - `tests/test_giant_memory.py --arch arm64` and `--arch x86_64` (the fixtures run under Rosetta; this Mac's memory read for real): pass on both at this head (`reports/PubWave-files/PubLate1/gmg-proof-split/gmg-giant-*`). On this branch's base (`73e4f57c`, #666 with #642 merged) with the test files copied in (sha256 in `gmg-test-files-split.sha256`): fails on both (a lost wait said as `timed out (done 0)` and `device_lost` not run; no `giant_room`, no memory gate at the hand-off, no `giant_memory_said`) (`gmg-proof-split/gmg-base-giant-*`). - Also pass: `test_slow_frame_limit` (arm64, and x86_64 through `clang++ -arch x86_64` under Rosetta) at this head (`gmg-proof-split/`); #642's `test_unified_budget` (the same two) and on arm64 `test_loading_stall`, `test_retry_alone` and `test_precompile_handoff` at `6ddaaa71`, whose code outside `vk_replay.cpp` this head has (`final-proof-02/gmg-*`). - Every check that reads a renderer file changed by the branch, and the new ones (305 names, 303 checks), through `tools/ls-suite.py` at `5a71da08` (before `aefba76a`): 282 pass, 21 fail: the same 19 as at #652's head (16 also fail on main 6c9edffe on macOS, 3 only because named); main's `test_intel_quick_compute`, fixed in #666's `3cd25d0e`; and `test_gpu_hang_watch` ("exit 3, 3.5 s" against its 3.4 s bound, at load 23-37), the known load-sensitive timing test, which also failed so at #665's head without this PR (`giant-mem-gate-related-02/`). At this head, the 88 checks that read `vk_replay.cpp` and `test_giant_memory`: 84 pass, 5 fail, the same 5 as before (and `test_gpu_hang_watch` passes; `test_device_lost_exit` passes) (`giant-mem-gate-replay-03/`, `-compare.txt`). This PR's 200 ms before the fatal line on the Mac falls inside the hang watch test's window, so it leaves that test less margin on macOS. - `gpu/vk/vk_draw.cpp` and `gpu/vk/vk_replay.cpp` compiled whole at this head for arm64 and x86_64 with main's renderer flags (with #476's and #492's macOS compile pieces in a scratch tree): 4 objects made, exit 0 (`reports/PubWave-files/PubLate1/compile/giant-mem-gate-split/`). - Off Apple (`unifdef -U__APPLE__`, base against head): `vk_replay.cpp` is the same (tokens; one comment longer); `precompile_handoff.h` and `vk_draw.cpp` differ: the gate's code, compiled everywhere and reached only under `compiler_service` with a known memory reading (none off Apple) (`reports/PubWave-files/PubLate1/offapple-giant-mem-gate-split.txt`). - In the game (integration builds carrying this commit, before the rebase): starts 23-26, above. **Not tested:** the gate pausing in the game (no start since had pressure while a giant was due); play's wait at critical pressure; the game at this head (main does not run on macOS without the other macOS PRs); Windows and Linux (the gate needs `compiler_service` and `system_memory.h` reads nothing there; `vk_replay.cpp`'s text there is as it was): not built on Windows or Linux; its test request covers it. **Must be tested:** - macOS, Apple silicon, on the rebased macOS stack: a start from the field-dawn save with START and A at the title while giants build behind it, expecting the gate's setup line, `giant compiles paused for memory` / `go on after` lines if the pressure rises, and at a loss the `came back VK_ERROR_DEVICE_LOST` and `device lost: system memory` lines (by hand: the parent's GPU slot). - Windows and Linux, any GPU: build this PR (head `aefba76a`, it carries #650, #651, #652, #642, #664, #665 and #666) and main 6c9edffe the same way and start each to the title, expecting no `a giant compile starts only while the system's memory pressure is normal` line (the gate needs `compiler_service` and a memory reading, neither there), and every other line to match main's (by hand: test request T-XXXX). ## Risks **What could break:** on MoltenVK the giants behind the game build later when memory is short, one at a time on a Mac whose game takes most of its memory; a dispatch that needs one meanwhile compiles it itself. Play's giant compile waits while the pressure is critical, its dispatches left out meanwhile. On the Mac a lost timeline wait ends the game at once (as a submit that sees the loss does) after its line, the system memory and 200 ms for MoltenVK's own line. Other platforms: `vk_replay.cpp` compiles the text it had; the precompile's new code there is compiled and not reached. The every-platform line for a lost wait is #670; ending the game at such a wait on every platform, the pause before the exit and memory lines on Linux and Windows are left to the owner (not in this PR). **Turning it off:** `RX_VK_GIANT_ROOM_MB=0` (no memory gate), `RX_VK_COMPILER_SERVICE=0` (none of #652's path), or revert the PR. **Compatibility:** Nothing changes for players: no shader stamp, cache format or `MKWVK_API_VERSION` change. ## Reviewer notes - Review `523c51e4..aefba76a` (3 commits; in git's notation `73e4f57c..aefba76a`): the gate, play's wait, the lost-device lines and the tests; the switch's docs row; and the lost wait's line and end kept to the Mac (`aefba76a`). - Depends on #666 (the compile board's `play_begin` and the alone slot this gate also holds), and through it on #665, #664, #652, #650 and #651; and on #642 for `gpu/vk/system_memory.h`. The branch is #666's head `3cd25d0e` with #642's head `263e462d` merged (`73e4f57c`, no conflict), then this PR's commits. - The topic's commit was cherry-picked with `-x` from `macos/giant-mem-gate` (`230dde4c`), with no conflict; its change equals the topic's line for line. The topic's first commit `41b04c19` (`system_memory.h` alone) is not picked: #642 carries it as `1326bfac` (`cherry-pick -x` of `41b04c19`), and the header here is byte-identical to `41b04c19`'s. - No semantic commit: the pick needed no change to follow main. Two commits of mine: `03439964` adds the `RX_VK_GIANT_ROOM_MB` row to `docs/development.md`, which the topic did not have; `aefba76a` keeps the topic's lost-wait change to the Mac (the owner's rule: every-platform changes in their own PRs): `wait_lost` and its end are Apple-only, the recordings' wait result and the early return it fed are gone (on the Mac `device_lost` never returns there), `system_memory.h`'s include, `device_lost`'s report and the slow frame line are Apple-only, and every other platform compiles `vk_replay.cpp` as it was (`unifdef -U__APPLE__`: the same tokens; one comment longer). - #670 (every platform's line for a lost wait, on main): `git merge-tree` conflicts in `gpu/vk/vk_replay.cpp`, both changing the two waits. Whichever lands second keeps that PR's `wait_rec_result` and line on every platform and adds this PR's `device_lost()` on the Mac after the line, as the topic first had it (`macos/giant-mem-gate` `230dde4c`). - Sibling macOS PRs: #667's saver waits on the compile board's giants in flight (`Board::giants()`), which this PR leaves as it was; a probe in Integration 30 showed the saver and this gate cannot wait on each other (the gate defers a giant's start, never one in flight, and `play_begin` waits before it counts). `git merge-tree` of this head: `gpu/vk/vk_draw.cpp` with #658 at the top of `dispatch` (#666's), and #652's own (`vk_main.cpp` with #428, #498 and #653; #646's four files) (`reports/PubWave-files/PubLate1/merge-check-giant-mem-gate*.txt`). - Conflicts with main: none. ## Issues See #420 ## 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. - [ ] Testing names what was tested, what wasn't, and what must still be tested, where and how. (Test requests not open yet.) - [x] Rebased on current `main` (main e090cc48). - [x] `python -I -B tests/run_all.py` passes (any failure that also fails on `main` is named). (On the wave's merge `bfe5c752` of this PR, then at `03439964`, and metal-cache2: 544 passed, 32 failed, 17 skipped against main 6c9edffe's 531/32/17 on this Mac; the 32 failures are main's own, nothing that passes on main fails, 13 new tests pass; `reports/PubWave-files/waveC1/`. The last commit, `aefba76a`, Apple-gates the lost-wait line: test_giant_memory, test_slow_frame_limit, test_device_lost_exit and test_gpu_hang_watch pass at the head, and the 88 checks that read `vk_replay.cpp` fail only as before.) - [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] Switches documented (docs/development.md; the README for a menu row) and shipped at their recommended value. - [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. - [x] Docs updated.
Header-only, no Vulkan: the kernel's memory pressure level (kern.memorystatus_vm_pressure_level: 1
normal, 2 warning, 4 critical), the memory available without compressing or swapping anyone's pages
((vm.page_free_count + vm.page_pageable_external_count + vm.page_purgeable_count) * vm.pagesize, the
builder gate's estimate in nx2/darwin_memory.py), physical memory, swap and this process's footprint
(TASK_VM_INFO phys_footprint). The counts are in the kernel's pages: vm.pagesize, not hw.pagesize,
which is 4096 under Rosetta on an Apple silicon Mac. Read on macOS only; known is false elsewhere.

For the giant compile gate behind the game and the device-loss lines (macos/giant-mem-gate), and the
GPU budget work (macos/gpu-budget). Its checks are in tests/giant_memory_test.cpp on
macos/giant-mem-gate.

Assisted-by: Claude Opus 5.5
Co-Authored-By: Claude Opus 5.5 <[email protected]>
(cherry picked from commit 41b04c1982f0ec40a97a1763d1c6fac46a16de3e)
(cherry picked from commit 96266f6502855309d918528e7b5c5a96d818684e)
MoltenVK 1.4.2 gives Apple silicon one device-local heap the size of RAM and, through VK_EXT_memory_budget, Metal's
recommendedMaxWorkingSetSize as its budget: 53,084 MB of a 64 GB Mac, whatever else holds the RAM. Every rule that
gives memory back near the allowance (the textures' budget, the render targets' pool, the compaction) waited for that,
while the process's own CPU memory and the rest of the Mac took the same RAM. Run 22 reached 53.1 GB of GPU memory 24 s
into the save's load, wired 58 of 64 GB, critical pressure, and Metal aborted a command buffer for want of memory.

On unified memory (every heap device-local, a host-visible coherent type: unified_budget.h, Apple only) vram_usage now
answers the least of the driver's allowance; RAM less the process's CPU memory (footprint less the GPU's count) less a
reserve for the rest of the Mac (a quarter of RAM, 8 GB at least); and what the GPU holds plus what the system has
available less a headroom kept available (an eighth of RAM, 2 GB at least), read through system_memory.h at most every
100 ms. Past 90% of it the spare capture buffers are given back and not made ahead, and idle staging arenas are not
kept: each is made again when needed. A "vk: unified memory" line says the allowance and what holds the GPU's memory
(the renderer's VMA blocks, or Metal's and MoltenVK's own) on the first read and whenever either moves by 1 GB, at most
once a second; the textures' frame asks again every present (at most every 250 ms). RX_VK_UNIFIED_BUDGET=0: the
driver's allowance, as before. Every change is inside #if defined(__APPLE__); tests/test_unified_budget.py checks
that, and runs the rule with made-up heaps and RAM sizes and run 22's numbers.

Assisted-by: Claude Opus 5.5
Co-Authored-By: Claude Opus 5.5 <[email protected]>
(cherry picked from commit efabae733d40fd39bdff727b14cc998c2b56cd24)
The unified budget's Apple includes went after it; tests/test_recorder_sync.py requires vk_work.h last (RX_VK_RECORDER=defer
drains before the destructions below it).

Assisted-by: Claude Opus 5.5
Co-Authored-By: Claude Opus 5.5 <[email protected]>
(cherry picked from commit f23c9194a466c44259acf36817a249d586260c24)
Run 23 (552cc3d4) printed "the system's memory unread" on all 11 "vk: unified memory" lines and kept the driver's 53,084 MB
allowance. The system-memory read and the presents' watch were gated by now - last with last starting at INT64_MIN:
steady_clock counts from boot, so now - INT64_MIN overflowed (undefined; built, a large negative number), the gates never
opened, unified_sys.known stayed false and unified_budget::compute returned the driver's allowance. The reader itself works
in the sandbox (the giant gate's line in the same run read it).

unified_budget::Gate opens at its first ask whatever the clock reads, then at most every kReadMs (100) or kWatchMs (250);
a clock that went back opens it too. tests/unified_budget_test.cpp shows the old sum shut for good and the Gate's
openings; tests/test_unified_budget.py requires both Gates and refuses INT64_MIN or the old subtractions in vk_vma.cpp
(it fails on f23c9194).

Assisted-by: Claude Opus 5.5
Co-Authored-By: Claude Opus 5.5 <[email protected]>
(cherry picked from commit 7009f858d1333c2ec72cc70e7d18b81c5f948b1d)
docs(macos): RX_VK_UNIFIED_BUDGET in the switch table
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263e462d14
The unified-memory budget's off switch was named only in gpu/vk/VULKAN.md. docs/development.md's "Switches for
testing and debugging" now has its row beside RX_VK_VRAM_MB: what it turns off, the default rule and the log line.

Assisted-by: Claude Opus 5.5
Co-Authored-By: Claude Opus 5.5 <[email protected]>
prepare_run's first part (every shader translated, and each compute
variant compiled for the pipeline cache) ran on half the CPUs
everywhere: prepare_cpus gives half_cpus unless the Windows process heap
is the segment heap. Half exists for the NT heap's lock that an
in-process driver compiler queued on, and for whole-PC freezes when
those compilers ran on every CPU at High priority. Neither holds on
macOS: MoltenVK converts SPIR-V to MSL in a few ms and hands every
compile to Metal's compiler service (MTLCompilerService, a launchd
service at nice 0), so the workers mostly wait on it. The Mac's first
start logged "8 workers for the shader programs (16 CPUs usable; half
the CPUs)".

prepare_workers::count takes an `every` argument (default false): each
usable CPU gets a worker, at least half_cpus and 1, at most kMaxWorkers.
kEveryCpu is true where __APPLE__ is defined, and prepare_cpus passes
it; the preparation's log line says "every one: macOS". In a synthetic
MoltenVK 1.4.2 benchmark on an M4 Max (16 CPUs, macOS 26.7.1) 16 threads
compiled 56-61 % more compute and 35-39 % more graphics pipelines a
second than 8, but only with a pipeline cache per thread; with the one
shared cache LS uses today the rate is flat from 4 to 16 threads. The
next commit gives each worker its own cache.

tests/test_prepare_every_cpu.py compiles the real prepare_workers.h and
prepare_cpus() cut from vk_progcache.cpp: on this compiler's target
prepare_cpus() gives 16 of 16 usable CPUs on macOS (8 elsewhere); count
with and without `every`; prepare_cpus with kEveryCpu forced either way.
On the base it fails: prepare_cpus() gives 8 of 16 on macOS.

Windows and Linux: unchanged (kEveryCpu false; the existing
test_prepare_workers and test_prepare_cpus cases are untouched).

Assisted-by: Claude Opus 5.5
Co-Authored-By: Claude Opus 5.5 <[email protected]>
(cherry picked from commit 3573e736e15078554543e4740c5e2d53c719fa89)
MoltenVK 1.4.2 holds one mutex per VkPipelineCache across the SPIR-V to
MSL conversion and Metal's library compile (MVKPipeline.mm
getShaderLibrary, _shaderCacheLock). Every worker of the start's
preparation compiled with the one start cache, pcache, so they compiled
one pipeline at a time: the Mac's first start (mac-arm64-a5f2d6f9-01,
M4 Max) logged strict pairs of Metal compiles every ~195 ms, 5.05
compute variants a second, an estimated 33 minutes for the compute
programs alone. A synthetic benchmark on that Mac (PrepSpeed, MoltenVK
1.4.2, macOS 26.7.1): one shared cache stays at 10.5 compute and 9.6
graphics pipelines a second from 4 to 16 threads; a cache per thread,
merged after, gives 31.5 / 29.7 at 8 threads and 49-51 / 40-41 at 16.

gpu/vk/worker_caches.h: a Set of empty caches, one per worker of a
phase, that a worker enters with Scope; create() asks the shared cache
first under VK_PIPELINE_CREATE_FAIL_ON_PIPELINE_COMPILE_REQUIRED_BIT
and compiles what it lacks with the worker's own; merge_into() merges
them into the start cache with one vkMergePipelineCaches in slot order
(MoltenVK retains each Metal library, no compile). The caches are not
externally synchronized, so a shared slot stays correct.

vk_draw.cpp:
- create_cached: before play, a worker in a phase with a set goes
  through worker_caches::create (pcache asked first, so a saved file's
  or an earlier phase's pipelines are found as before); every use of
  pcache holds pcache_mu shared, and worker_caches_merge holds it alone
  (vkMergePipelineCaches's dstCache is externally synchronized:
  vk.xml externsync without INTERNALLY_SYNCHRONIZED_MERGE). A save's
  reads of pcache's data hold it shared too.
- prepare_run (the compute warm), precompile_run, precompile_warm (both
  passes) and precompile_at_create make a set under worker_caches_on,
  enter it in their workers and merge it right after the join; the
  precompile's stragglers left running are merged as far as they got.
- precompile_run, with the caches on, sorts the notes by program
  variant and hands a variant's notes to one worker in runs of up to
  32 (worker_caches::runs/claim), so its shader libraries are compiled
  once, not by every worker that met one of its notes at the same time.
- In play, with the caches on, a compile goes into a new cache of its
  own merged into the generation's at once under the generation's lock
  (made_alone), which the asks of the generation hold shared: the asks
  keep their order and find what any thread compiled.

vk_vendor.h: worker_caches, on for VK_DRIVER_ID_MOLTENVK only, and only
with pipelineCreationCacheControl; RX_VK_WORKER_CACHES forces it either
way. Elsewhere nothing measured says a driver's cache is locked across
its compiles, and the caches would only add merges. The pipelines built,
the persisted cache's format and its stamp are the same either way.

tests/test_worker_caches.py runs vk_draw.cpp's own create_cached,
play_cache_make, worker_caches_on and worker_caches_merge and the real
header against a made-up driver whose caches lock across a compile:
four workers compile at once (without a set they cannot); pcache asked
first, nothing compiled with it; ask-only callers never compiled; caches
not externally synchronized; one merge in slot order whatever order the
slots were taken in, with no ask of pcache beside it; play's compiles
merged into the generation at once; runs and claims. The four-workers
part runs against the base's create_cached and fails there (1 of 4
compiles met the others). tests/test_pipeline_play_cache.py gets an
"alone" case, and both play-cache and cache-save harnesses the new
stand-ins (pcache_mu, worker_caches_on).

Windows and Linux: the same code paths as before (no set, one shared
cache), plus an uncontended shared lock around pcache's uses.

Assisted-by: Claude Opus 5.5
Co-Authored-By: Claude Opus 5.5 <[email protected]>
(cherry picked from commit 2174e33f14ccce8c1635565e734773a33bc32455)
tests/test_recorder_sync.py holds every header to no recorder boundary
call: vk_work.h, included last by each renderer .cpp, turns
vkDestroyPipelineCache into a drain of RX_VK_RECORDER's packets and then
the call, and a header's calls would be wrapped or not depending on what
included it. worker_caches.h called vkCreatePipelineCache,
vkDestroyPipelineCache and vkMergePipelineCaches itself, from vk_draw.cpp
before vk_work.h.

worker_caches::Set and made_alone now take a Calls struct with the
three operations; vk_draw.cpp defines worker_cache_calls after
vk_work.h, so a set's cache destruction goes through the recorder's
boundary like every other vkDestroy* in the file. Behaviour is
otherwise the same: the same caches, made, merged and destroyed in the
same order.

tests/test_worker_caches.py and tests/pipeline_play_cache_test.cpp take
worker_cache_calls from the source and the model respectively.
test_recorder_sync now fails only as on the base (vk_vma.cpp's
vmaDestroyAllocator), and the four tests that touch the caches pass.

Assisted-by: Claude Opus 5.5
Co-Authored-By: Claude Opus 5.5 <[email protected]>
(cherry picked from commit aa8ecba546465f1ce65ac872ecf21d232b65cef0)
MoltenVK 1.4.2 keeps MSL, not GPU code, in a VkPipelineCache, and
vkCreatePipelineCache with saved data compiles every stored library one
after another on the calling thread (MVKPipeline.mm readData).
pcache_init hands it all of mkw_vk_pipelines.bin, and play_files_merge
every play file, at every start. The PrepFast GPU check on the M4 Max,
with Metal's per-user cache blocked as in the runner, ran three later
starts of the same 64 pipelines (80 libraries):
- reading the one file: 5.7 s of serial compiles, 6.6 s in all;
- 16 shards read in parallel: 1.4 s;
- nothing read, pipelines compiled from SPIR-V with the worker caches:
  1.4 s.
At the game's scale the read is tens of minutes per start.

vk_vendor.h gets pcache_no_load, on for VK_DRIVER_ID_MOLTENVK only and
logged in the vendor fixes' line with worker_caches. It is the device's
default for RX_VK_PCACHE_LOAD: pcache_load_off reads the switch first
(any value, as before) and falls back to the fix, so
RX_VK_PCACHE_LOAD=1 reads the files on MoltenVK as everywhere else. With
the fix on and the switch unset or off, pcache_files_unused holds:
- pcache_init reads neither the main file nor the play files and says
  so in the log; the cache lives in memory for the run;
- nothing is saved (pcache_no_save, as RX_VK_PCACHE_LOAD=0 already
  did), and play_cache_save writes no play file and keeps the
  generation in memory: unread play files would pile up, since they
  are compacted only where they are read;
- the stamp is left alone (pcache_drop_stale returns as for any
  start that does not read the files);
- precompile_run drops RX_VK_LOAD=create's longshot_pipelines.bin.built
  marker at each start, as it does when the files were dropped: no
  cache a later start reads holds the notes, so the warm builds them
  into the in-memory cache again before loads at create ask for them.

Saving does not continue on MoltenVK because nothing reads the file or
its stamp there:
- the prepared record (prepared_for) has its own file and stamp;
- --prepare-shaders' saved cache is useful only to a start that reads
  it;
- pcache_saved_now serves graphics pipeline libraries, which MoltenVK
  does not have;
- a start with RX_VK_PCACHE_LOAD=1 makes, saves and stamps its own.
Every other driver is unchanged, RX_VK_PCACHE_LOAD=0 there included
(main file unread and unsaved, play files still merged and written).

tests/test_vendor_fixes.py checks the two cache fixes on its 16 devices
and on MoltenVK: on for MoltenVK alone, RX_VK_WORKER_CACHES forcing
the first, vendor_fixes_env leaving pcache_no_load to the files'
switch. It also checks the log line and pcache_load_off's order.
tests/test_pcache_stamp.py runs pcache_load_off, pcache_files_unused,
pcache_drop_stale and pcache_init, cut from the source, in eight starts:
other drivers unset, 0, empty and 1 as before, and MoltenVK unset, 0,
off and 1. test_pipeline_play_cache gets an "unused" case. All three
fail on aa8ecba5. tests/test_warm_bounded.py's source check of the
marker's removal takes the new condition.

Assisted-by: Claude Opus 5.5
Co-Authored-By: Claude Opus 5.5 <[email protected]>
(cherry picked from commit 61bfbf1ae7c0966a9436ab0c556a9ee547bb3b5f)
macOS starts a std::thread with 512 KiB of stack, where Linux starts one
with 8 MiB and Windows with longshot.exe's 8 MiB. On macOS MoltenVK
converts each shader with SPIRV-Cross on the thread that creates the
pipeline, recursing once per block of a program's control flow, and a
prepare_run worker overran its 512 KiB there (CFG::walk_from under
vkCreateComputePipelines from seed_compute, start #6, 2026-11-14).

gpu/vk/thread_stack.h: thread_stack::thread is std::thread itself off
macOS; on macOS a std::thread-like thread (construction with decayed
arguments, joinable, join, detach, native_handle, moves) started by
pthread_create with thread_stack::kBytes (16 MiB) of stack. Every
thread the renderer starts goes through it: the preparation's pools
(prepare_run, state_list_prepare, warm_libraries, precompile_at_create,
precompile_run, predict_run, warm_bounded::run), the job workers and
the serial builder, the replay, parallel-replay, presenter and
frame-generation threads, the program cache's loaders and the rest.
mkwvk_init logs the size once per start on macOS.

tests/test_thread_stack.py: no file under gpu/vk starts a thread any
other way; each kind of thread runs a recursion 2 MiB deep through the
helper, and on macOS each overflows as a std::thread (caught, no crash
report). Seven source checks follow the new spelling.

Assisted-by: Claude Opus 5.5
Co-Authored-By: Claude Opus 5.5 <[email protected]>
(cherry picked from commit 48b49054b1c64851b3e8c974e64dc0b757b2ced3)
The first thread whose stack overflows says so and ends the process;
the others wait in their handlers, so the message is not interleaved.

Assisted-by: Claude Opus 5.5
Co-Authored-By: Claude Opus 5.5 <[email protected]>
(cherry picked from commit 62d0991e0cfb5402202f8f14e9eb799d5c20d262)
test: the checks that compile renderer code with its threads see thread_stack.h
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7707c63433
Eight checks cut renderer functions that start threads (or copy
vk_jobs.cpp and vk_recorder.h) into fixtures of their own; they now
build with gpu/vk/thread_stack.h beside them: test_capture_copy_helpers,
test_gpu_hang_watch, test_jobs_failure, test_jobs_wait_runs_queued,
test_pipeline_cache_save, test_prepare_stall, test_present_source_crop
and test_recorder_sync.

Assisted-by: Claude Opus 5.5
Co-Authored-By: Claude Opus 5.5 <[email protected]>
(cherry picked from commit fd46ff431f9f62b1125582a4a3434a8cc92c551e)
fix(macos): the worker caches follow main's fetch lock (#190) and Intel's gate (#252)
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078c9a7a54
Main's #190 (f41a5c59) put a fetch lock (PcacheFetch, PcacheUse) on the pipeline cache's save and compile path, the
very path where the worker caches add the lock their merges need, and #252 (57f4eaec) put Intel's compiler gate
(IntelDriverGate) around the compiles. The worker caches now sit on top of both:

- pcache_mu, the merge lock, is taken only where the worker caches are on (pcache_use_held: MoltenVK by default).
  Elsewhere create_cached, the save's fetch and pcache_saved_now take exactly #190's locks, as on main: no new lock
  on any other driver. A play generation's lock is likewise taken only where play's compiles are merged into it
  (g->alone).
- The worker caches are never on with the fetch lock (worker_caches_on: not with pcache_fetch_lock_on, Intel's
  Windows driver or RX_VK_PCACHE_FETCH_LOCK=1): a merge reads its caches' data as a fetch does, which that lock keeps
  apart from the builds there, and the gate lets one compile at a time into Intel's compiler there anyway.
- The order of the locks: Intel's gate, then pcache_mu, then the fetch lock. The save's fetch and pcache_saved_now
  take pcache_mu before PcacheFetch; a merge takes pcache_mu alone.
- prepare_run's compute warm keeps #252's gate around its compile and, with the caches, goes through create_cached
  under it (cached_compute would take the gate a second time).
- tests: test_worker_caches checks the gating (with the caches off a pipeline is made while pcache_mu or the
  generation's lock is held alone elsewhere; with them on it waits for pcache_mu), worker_caches_on against the
  fetch lock, the warm's gate and pcache_mu ahead of PcacheFetch in the save. test_pipeline_play_cache's route case
  checks that no lock of theirs is taken off MoltenVK; pipeline_play_cache_test.cpp and pipeline_cache_save_test.cpp
  get pcache_use_held stand-ins. test_pcache_stamp's load fixture follows #321's cache_path and #190's PcacheFetch in
  pcache_init, and play_cache_save's new parameters.
- docs: #321's cache/longshot_vk_pipelines.bin in the RX_VK_WORKER_CACHES row and in vk_vendor.h, and a row for
  RX_VK_PCACHE_LOAD, whose default this PR changes on MoltenVK.

Assisted-by: Claude Opus 5.5
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The precompile hand-off starts its workers and its compile watcher through thread_stack::thread. One conflict file,
gpu/vk/vk_draw.cpp (4 blocks: the lines P31 had to resolve against main, the other way round): the include block keeps prepare_workers.h,
worker_caches.h and thread_stack.h; prepare_run's, precompile_at_create's and precompile_run's thread lines take
thread_stack::thread and keep the worker caches' merges beside them.

Assisted-by: Claude Opus 5.5
Co-Authored-By: Claude Opus 5.5 <[email protected]>
On the Mac's start 12 every precompile worker was held by a Metal compile of minutes while 37,600 of
42,234 items were still to hand out, so RX_VK_PRECOMPILE_STALL_S could not apply (it waits until every
item is handed out) and the title never came. With the new vendor fix compiler_service (MoltenVK only,
RX_VK_COMPILER_SERVICE):
- the precompile hands the rest to the game once nothing has finished for the stall time, or once all
  that is left is compiles running past RX_VK_SLOW_COMPILE_S; a quarter of the workers build the rest
  behind the game, every item still built, each straggler named when it ends;
- its order: noted pipelines first, then fallbacks and computes by SPIR-V words, what an earlier run
  found slow (longshot_pipelines.bin.slow) last;
- a compile over the slow time (10 s) is named with key, variant, kind, stage and SPIR-V words while it
  runs and when it ends, and written to the slow list;
- a pipeline whose compile failed is compiled once more with a new pipeline cache (MoltenVK keeps a
  failed library in the cache it was compiled with), and said made or not made.
Every other driver: the classic worker, wait and log line as they were.

Assisted-by: Claude Opus 5.5
Co-Authored-By: Claude Opus 5.5 <[email protected]>
(cherry picked from commit 77d4971cbdb6356d9064a44cdee923f4bde354f9)
Assisted-by: Claude Opus 5.5

Co-Authored-By: Claude Opus 5.5 <[email protected]>
(cherry picked from commit f9a179c08d3f9e102729ec8fe5fe923336f581b8)
Assisted-by: Claude Opus 5.5

Co-Authored-By: Claude Opus 5.5 <[email protected]>
(cherry picked from commit 194a230dd959706797203501edad3b5a2331118a)
test_fallback_pipeline_state compiles build_graphics cut from the source; the noted pipelines of behind_worker and precompile_warm name what they build instead.

Assisted-by: Claude Opus 5.5

Co-Authored-By: Claude Opus 5.5 <[email protected]>
(cherry picked from commit 528784dc5c0c293da1b692f6fd71da070a940d8b)
fix(vk): the precompile hand-off on main's Intel gate and quick builds (#252), fetch lock (#190) and game folder (#321)
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7ef7cff977
The hand-off was written on the macOS integration branch, before main's #190 (f41a5c59), #252 (57f4eaec) and #321
(76699aad), and before the worker caches followed them (this branch's base). What it needs on main's code:

- cached_graphics and cached_compute keep #252's gate and main's `return create_cached(guarded_*_held, ci, pl);`, and go
  through create_watched only where compiles are watched (compiles_watched: compiler_service, MoltenVK's, or
  RX_VK_SLOW_COMPILE_S set). Every other driver makes its pipelines exactly as on main, and main's own source checks
  (test_intel_compiler_gate, test_pcache_fetch_lock) read the lines they read there.
- prepare_run's compute warm: with the worker caches and watched compiles through create_watched, under the gate it holds;
  otherwise P22's create_cached or main's guarded_compute_held, as they are.
- behind_worker, the precompile's worker under compiler_service, builds a compute pipeline as the classic worker now
  does (#252): on Intel's one-at-a-time builds (serial_builds_on) without the optimizer first, the optimized build owed
  to its first dispatch (precompile_compute_quick, optimize_owed). On MoltenVK, where compiler_service is on, that never
  applies unless RX_VK_COMPUTE_SERIAL=1; it keeps the two workers' builds the same.
- test_precompile_handoff's source checks follow main's spellings: the watched and plain lines in cached_* after the gate,
  compiles_watched, the warm, the dispatch's inline build named as main spells it (p, not the integration branch's plain),
  and behind_worker's quick build.
- docs: the slow list is cache/longshot_pipelines.bin.slow since #321 moved the notes into the game folder's cache/.

Assisted-by: Claude Opus 5.5
Co-Authored-By: Claude Opus 5.5 <[email protected]>
On the Mac's cold start 14, prepare_run's compute warm kept 13 of its 16 workers on compute compiles of
122k-209k SPIR-V words for 205-274 s each. The preparation reached 278 of 38,809 programs in 430 s, and the
precompile, whose hand-off lets the title start while such compiles go on behind it, never began.

With compiler_service (MoltenVK only) the warm compiles nothing. Each compute variant is still translated and
kept by seed_compute (program_cache_save), and the state list and the prepared record follow as before. The
precompile compiles the pipelines: every kept compute program on a first start (computes_plan), in its order
and with its hand-off; one it does not take is compiled at its first dispatch. Every other driver's warm is
unchanged.

tests/test_warm_handoff.py runs prepare_run's own decision and warm_compute against stand-ins on both arches,
and pins the source chain that keeps each variant for the precompile.

Assisted-by: Claude Opus 5.5

Co-Authored-By: Claude Opus 5.5 <[email protected]>
(cherry picked from commit 84c32d68c536468b61af24230ea8c283c5f091ef)
Start 14 had 13 compute compiles of 122k-209k SPIR-V words in flight at once while the other programs went
at 0.1-0.3 a second, and Metal's compiler service aborted twice (LLVM bad_alloc).

precompile_handoff.h Giants: at most RX_VK_GIANT_COMPILES (4) compiles of more than RX_VK_GIANT_WORDS
(100,000) SPIR-V words in flight at once among behind_worker's workers, before the game and behind it. A
giant claimed while the bound is reached is deferred, never dropped, and named once with a count; its
worker takes the next item, and the deferred ones are taken first once a giant ends. A worker with nothing
else waits for them and leaves only when none is deferred. behind_worker claims with claim_below, which
never passes the end, and a worker adds its one "ran out" to next as it leaves, so the wait's
next >= total + threads still means every worker has left. The classic worker (every other driver) is
unchanged.

The precompile_handoff fixture runs the gate with blocking giants: at most 2 of 6 in flight, the small
items going on meanwhile, each deferral named once with its count, every item built once, before the game
and behind it with the hand-off.

Assisted-by: Claude Opus 5.5

Co-Authored-By: Claude Opus 5.5 <[email protected]>
(cherry picked from commit f1e028c8db05ef31383fa44c05fa156984c0f6c9)
Assisted-by: Claude Opus 5.5

Co-Authored-By: Claude Opus 5.5 <[email protected]>
(cherry picked from commit 8aaa2f33d51b6b6f8db335cac69639137833537e)
The bound on giant compiles in flight is now min(RX_VK_GIANT_COMPILES, workers in the phase - 1), and at
least 1. Before the hand-off the phase is the precompile's workers (16 on an M4 Max: 4); at the hand-off
precompile_run sets it to the share behind the game (4 workers: 3), so one worker there always stays on the
smaller items. Giants already in flight over the new bound finish; no more start until they are under it.
RX_VK_GIANT_COMPILES=0 is still no bound. The order line, the hand-off line and each deferral line give the
bound in use; docs/development.md says so.

The precompile_handoff fixture gains a hand-off by the stall time with three giants (4 workers: 3) and a
stuck small item holding every worker and most of the list still to hand out: behind the game, on a share
of 2, one giant at a time and the other worker on the small items, every item built once. Plus limit_for
and phase.

Assisted-by: Claude Opus 5.5

Co-Authored-By: Claude Opus 5.5 <[email protected]>
(cherry picked from commit acd3a71a2717b1e1bfc83c1952932fdcf1afd9de)
test(vk): test_warm_handoff follows main's warm and dispatch (#252, #190)
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20367871b5
The fixture cuts prepare_run's warm out of vk_draw.cpp. On main the warm builds
under Intel's compiler gate (#252 IntelDriverGate) through guarded_compute_held,
with the worker caches through create_cached (#190, PrepFast) or create_watched
where compiles are watched (PrecompileStall's compiles_watched). The fixture now
has stand-ins for those; without worker caches, as there, the warm still goes to
guarded_compute_held into pcache and is counted the same way.

The source check for a dispatch's build of an unmade compute pipeline reads
main's name for the dispatch's program, p (the topic's tree had a later
rename to plain).

Assisted-by: Claude Opus 5.5

Co-Authored-By: Claude Opus 5.5 <[email protected]>
Run 17 (MoltenVK 1.4.2, M4 Max): the game thread's first vkQueueSubmit2 waited about four minutes in
MVKCmdBufferImageCopy::encode. The AGX driver compiled a blit program variant for the copy synchronously
(findOrCreateBlitProgramVariant -> MTLCompilerScheduler::buildRequest -> MTLXPCCompilerConnection::tryBoost ->
dispatch_sync), and its request waited on one of Metal's 16 compiler connections behind a giant compute compile
that ended only when the compiler service, crashing under 16 of them, gave up on it.

Under compiler_service (MoltenVK) only:
- Giants::hold: from the hand-off, no compile of more than RX_VK_GIANT_WORDS starts until the game has shown
  RX_VK_GIANT_HOLD_PRESENTS frames (1), or RX_VK_GIANT_HOLD_S (120 s) at most; the ones in flight finish, the
  deferred ones go first after it. Nothing is dropped.
- RX_VK_COMPILE_QOS (utility): behind the game every run, and every giant before it, is built at QoS class
  utility; the rest, which the title waits for, at the thread's own (DEFAULT, the game threads' class).
  MoltenVK dispatches each Metal compile from the calling thread to the default global queue, whose QoS is a
  fallback only, so the request carries the worker's class.

The classic worker and every other driver are unchanged; compile_qos_apply does nothing off macOS.

Assisted-by: Claude Opus 5.5
Co-Authored-By: Claude Opus 5.5 <[email protected]>
(cherry picked from commit 4f319a0d9a658d4205d52fe25be645443764ed75)
Assisted-by: Claude Opus 5.5
Co-Authored-By: Claude Opus 5.5 <[email protected]>
(cherry picked from commit 36e04c5eb85f15398ec3a82afdef7205bd37e304)
fix(vk): a giant compile that failed is tried once more alone, not at once among the other giants
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d429f0f08d
Runs 17 and 18 (MoltenVK 1.4.2, M4 Max): Metal's compiler service aborted 13 and 7 times on an LLVM
allocation failure while it held giant compute compiles, and each abort takes every compile of that
instance with it (up to 8). A giant that came back VK_ERROR_INITIALIZATION_FAILED was compiled again
at once, with a new pipeline cache, among the giants still in flight.

Under compiler_service (MoltenVK) only, in the precompile's behind_worker: a giant's failed compile is
only said (create_watched, Retry::Later); its worker gives its place back (Giants::solo_ask) and waits
until no other giant is in flight and none is held, while no giant starts (Giants::solo), then
compiles it once more with a new pipeline cache (Retry::Fresh) and says so. Its compute_state stays
claimed meanwhile; a stop cancels its turn. Every other compile, and every other driver, as before.

Assisted-by: Claude Opus 5.5
Co-Authored-By: Claude Opus 5.5 <[email protected]>
(cherry picked from commit b6069bbab0719980b61f26c6b1df469f989f930a)
With RX_VK_COMPILER_SERVICE (MoltenVK only), the precompile goes on behind the game with three or four giant compiles in flight,
and Metal's compiler service ended under 13 and 8 compiles in starts 17 and 18. A compute pipeline a dispatch's build could not
make was failed for good: program_pick never gave its program again, and every dispatch of it was left out.

- precompile_handoff.h Board: a compile a dispatch waits for is wanted from its push until it ends; while one is, the precompile
  starts no giant (Giants::share), deferred ones included; play's own compiles never wait on the giant bound.
- A build that failed while another giant compile was in flight is handed to compute_retry_alone: tried again on a thread of its
  own, once no giant compile is in flight and with none beginning beside it, at most RX_VK_ALONE_TRIES times (2). Its
  compute_state stays 1 meanwhile, so its dispatches are left out and counted as still compiling; one not made alone either is
  failed as before.
- RX_VK_SKIP_LOG=1: each dispatch left out named with its program key and why, once per key and reason (skip_log.h).
- tests/test_loading_stall.py with tests/loading_stall_test.cpp; seg_gathers_test.cpp takes the named skips.

Every other driver: no board call (each behind compiler_service_on()); RX_VK_SKIP_LOG off unless set.

Assisted-by: Claude Opus 5.5
Co-Authored-By: Claude Opus 5.5 <[email protected]>
(cherry picked from commit 830c1a023812449db91b6436a3406ff58e5d24e6)
Assisted-by: Claude Opus 5.5
Co-Authored-By: Claude Opus 5.5 <[email protected]>
(cherry picked from commit 40683ae53e44ba5702f2229a1ddd62cb0cd92b90)
SKIP_DISPATCH and the still-compiling skip ask skip_log_on() before they work out a key or reason (compute_code_key, the
retry's lock), so every driver's skip paths cost what they did before with the log off.

Assisted-by: Claude Opus 5.5
Co-Authored-By: Claude Opus 5.5 <[email protected]>
(cherry picked from commit 8885591d407ece67a9511a4f908d0f4bbcdfa94e)
The build's failed() captured board_on to let the want go on a throw; test_jobs_failure runs each [job]() noexcept recovery as
it stands and found one missing. BuildWant now lets the want go when the build ends, by return or throw (before failed()
runs), unless a retry alone took it over; failed() is back to what it was.

Assisted-by: Claude Opus 5.5
Co-Authored-By: Claude Opus 5.5 <[email protected]>
(cherry picked from commit 9e1a04021849d9acf945f35400cf87151ddeb0bd)
The semantic merge fix for Integration 28's TitleStall (b6069bba) and
LoadingStall (8885591d) inputs. Each brought a retry alone of its own:
the precompile's failed giant queued in Giants (solo_), play's failed
dispatch build waited on the Board, with two bounds (once; and
RX_VK_ALONE_TRIES, 2) and two wordings. Merged as they were (2c4a9231),
a giant that gave its place back for its try alone (Giants::solo_ask)
stayed counted on the board it shares, so Board::giants() never came
back to 0 and no try alone of play's ever ran after it (shown on a
2c4a9231 archive: board giants 1 after the solo, play's alone_begin
not run within 2 s), and the two could run at once.

Now, with the parent's rules:
- One place: Board's ticket queue (alone_ask/alone_go/alone_again/
  alone_cancel, alone_begin for play) is the only alone slot. Giants'
  solo calls go to the board it shares (a board of its own when it
  shares none); solo_ask ends its giant on the board too. Play's tries
  go ahead of the precompile's; the precompile's also waits for TitleStall's
  first-present hold and for every compile play wants. While any try is
  queued or runs, no precompile giant starts; a giant of play's waits
  for a running try, a small compile does not.
- One count: RX_VK_ALONE_TRIES (2) tries alone per program, the
  precompile's and play's together (Board::alone_left/alone_spend by key
  and variant); used up, neither path tries again, and one line says so
  once with its key (alone_used_up). The precompile's then leaves it to
  its first dispatch, as before; 0 turns both off.
- Every try alone uses a new pipeline cache from the start
  (Retry::Fresh), play's too.
- One wording from three functions (alone_asked, alone_tried,
  alone_used_up); the deferral line names a try alone apart from play's
  want.

New tests/test_retry_alone.py and tests/retry_alone_test.cpp cover the
combined rules; test_loading_stall.py's two source needles that pinned
compute_alone_tries() as play's bound now pin alone_left. Both lanes'
fixtures pass unchanged.

Assisted-by: Claude Opus 5.5
Co-Authored-By: Claude Opus 5.5 <[email protected]>
(cherry picked from commit d89514202b92e65d2ef27eac9e62dce8441e4207)
Main's dispatch build has Intel's worker path (#252: on_worker, made_how,
the quick first build and compute_optimize), which returns early when a
worker of Intel's compiler gate makes the pipeline. BuildWant now opens the
build, so play's want on the compile board is let go on those returns too,
not only on the ones after the compile. (On the Mac on_worker is never set:
the gate is Intel's; the scope makes the rule hold by construction.)

test_loading_stall follows main's code: the build's capture list, the serial
push with main's third argument, the dispatch's program named p (the topic's
tree had a later rename to plain), the order check against the build's own
last compute_state store (main's worker path stores above it), and the
named skips counted against main's dispatch (8; the segmented binding, not on
main, brings five more).

Assisted-by: Claude Opus 5.5

Co-Authored-By: Claude Opus 5.5 <[email protected]>
test(vk): test_intel_quick_compute reads the dispatch's build with the compile board's capture
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3cd25d0ead
Main's check (#252) finds the dispatch's build by its capture list. The build
now also captures board_on (the compile board, compiler_service only), so the
check looks for that list; what it checks inside the build is unchanged.

Assisted-by: Claude Opus 5.5

Co-Authored-By: Claude Opus 5.5 <[email protected]>
gpu/vk/system_memory.h (1326bfac, the cherry-pick of 41b04c19) comes with the
unified budget it was made for; the gate after this merge reads the same
header.

Assisted-by: Claude Opus 5.5

Co-Authored-By: Claude Opus 5.5 <[email protected]>
Run 21 left the title from a save with three giant compiles in flight behind the game. Each compiler
service compiling giants reached 12.7-15.1 GB; the Mac went to critical memory pressure (1% free, swap
+14 GB in 15 s), Metal aborted a command buffer for want of memory and the device was lost.

Giant compiles (MoltenVK's compiler_service only, from the hand-off on):
- a giant starts behind the game only while the kernel's memory pressure is normal and one giant's
  room is available (free + file-backed + purgeable pages; RX_VK_GIANT_ROOM_MB, unset a quarter of
  memory, 16384 MB at most, 0 off); the ones in flight finish, none is dropped: a deferred one starts
  once memory is back, or where it is first needed; a try alone waits the same way;
- no more giants in flight at once than fit beside the game's footprint in physical memory (run 21's
  36121 MB of 65536: one, not three);
- play's own giant compile waits while the pressure is critical (not at warning), still ahead of
  every giant of the precompile's;
- each pause and resume said once with the pressure level and available MB.

Device loss (log only on every platform; what changes behaviour is Apple-gated):
- a wait that comes back VK_ERROR_DEVICE_LOST is said as such, not as "timed out (done 0)"; on the Mac
  it ends the process there (device_lost), elsewhere the next submit or the hang watch does, as before;
- on the Mac, device_lost says the system memory and waits 200 ms so MoltenVK's own
  "[mvk-error] ... execution failed (code N)" line is written before the end;
- on the Mac, the slow submit and slow frame lines end with the system memory.

The Mac's memory is read through gpu/vk/system_memory.h (41b04c19, its own commit).
tests/test_giant_memory.py.

Assisted-by: Claude Opus 5.5
Co-Authored-By: Claude Opus 5.5 <[email protected]>
(cherry picked from commit 230dde4c0498a7e4483107ed274ad965559c8fa8)
The giant compiles' memory gate reads RX_VK_GIANT_ROOM_MB (its room per giant,
a quarter of physical memory and 16384 MB at most unset, 0 for no gate), which
the topic did not document.

Assisted-by: Claude Opus 5.5

Co-Authored-By: Claude Opus 5.5 <[email protected]>
fix(macos): the lost wait's line and end on the Mac only; vk_replay.cpp as it was elsewhere
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aefba76a9c
The topic said a timeline wait that comes back VK_ERROR_DEVICE_LOST as a lost
device on every platform (and returned without the "timed out" line). Every
platform's part is its own change (fix/lost-wait-said, on main). Here the
waits keep their text off the Mac: wait_lost(r, what, v) is Apple-only and ends
the process at the lost wait (device_lost), as before on the Mac; the result
kept for the recordings' wait (wait_rec_result) and the early return it fed
are gone (on the Mac device_lost never returns there). system_memory.h is
included, device_lost's report and the slow frame line are changed, on the Mac
only. Off the Mac vk_replay.cpp is the text it was (unifdef -U__APPLE__:
tokens equal; one comment longer).

test_giant_memory: the waits fixture expects the Mac's line and end on the Mac
and the old lines elsewhere; source checks for every other platform's text.

Assisted-by: Claude Opus 5.5

Co-Authored-By: Claude Opus 5.5 <[email protected]>
mooki force-pushed mac/giant-mem-gate from aefba76a9c
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Folded into #849 (fix(macos): MoltenVK's precompile and pipelines on Metal)

Folded into #849 (fix(macos): MoltenVK's precompile and pipelines on Metal)
mooki closed this pull request 2026-11-15 18:08:40 +00:00
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