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SAROS - PPSA07631 #1504
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Progress update (2026-10-10): I implemented separate depth and stencil storage-image seeding and writeback. I added a GPU regression test covering both planes, read/write persistence, and pending fast clears. I ran agc_driver_depth_fast_clear, agc_driver_depth_fast_clear_submit, and agc_driver_depth_storage on Windows; all three passed. I committed this locally as 1697da56 (fix(agc): keep depth and stencil storage writes independent) on saros-sparse-memory-20261009. I have not pushed it to boykopovar/AnyPS5 because my account currently has read-only access there. These tests verify driver behavior only; I have not yet reverified SAROS reaching the main menu. |
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Do you know what stage the game has reached on the current main branch? |
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Linux/RADV update for SAROS PPSA07631 v01.000.000: Unmodified main With only the three-line internal helper rename in fork PR55, the same converted title passes that stop and reaches the language/subtitle setup screen in a verified90-second snapshot. The patched binding check and existing mouse_input test pass; full Linux/Windows CI has passed (1,068 Linux /735 Windows tests; expected skips remain unvalidated). RX6650XT/RADV, 3840x2160 guest output. No input yet, so Continue, subsequent menus and gameplay are not verified. No game files or screenshots attached. AI-assisted: yes. Follow-up: Cross/Continue advances to the cycle-saving information screen and writes settings. Continuing from there reaches a separate stop: Ordered-append integration result: main Descriptor-table integration result: stacked #757/#758 ( Latest-main follow-up ( New local library implementation: fork draft56 adds source-owned configurable path handles and copied path data. The observed source-create/path0 lookup and setter now pass. Saros configures18 empty Invalid slots and calls render with mono float PCM (4096 bytes) and format0 output (16384 bytes, 1024 four-channel frames). Inactive-path rendering now preserves the caller's existing mix for the documented layouts; active nonempty rendering still throws. Host/project tests pass, including stale-handle and untouched-output cases; full Linux/Windows CI is running. The fixed36-slot capacity follows the public maximum and remains an allocation/count-model inference, not a console measurement. The updated native integration passes those audio stops and reaches the computed s_swappc_b64 target at pc0x130 again; #4706 does not resolve this shader's shape. The unaligned BDA access fault persists. No title menu, gameplay or active acoustic rendering is verified. No game assets, screenshots or raw logs attached. |

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I will update as I go
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