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authorTakoroka <137927095+Takoroka@users.noreply.github.com>2026-10-28 15:19:44 -0400
committerTakoroka <137927095+Takoroka@users.noreply.github.com>2026-10-28 15:19:44 -0400
commit8393e2912616ce475619900be8cb29e551ff2997 (patch)
tree3893adb820a45908b270208ca8b5911cabf25a7e /src/video_core/texture_cache/util.cpp
parent0a692577b5c7d63a252d5099e39c088a117e7818 (diff)
Fix the P6 scratch save in R2UR/MATCH/HFMA2.RELU; GPU memory dump tool
The colour cast on title 1 (magenta/cyan, then red/green, changing per course) came from the sky/atmosphere volume shader (a pixel shader drawing a 32^3 RGBA16F table slice by slice), which starts with an unguarded R2UR. R2UR, MATCH and HFMA2.RELU use P6 as scratch and saved/restored it with the uniform-guard mask, 1 << (6 - 7) for an unguarded instruction: undefined, in practice bit 31, which shifted into the opcode bits and turned the save into another instruction. They now always save and restore P6. Debugging aids used to find it: - EDEN_NX2_DUMP=<present>:<addr>:<size>,...: flush GPU memory ranges at a present (on the GPU thread) and save them next to the frame captures; nx2work/vol3d.py untiles Switch 2 3D textures from such dumps. - GPU::RunOnGpuThread. - Logs of Switch 2 3D images and descriptors.
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