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DOOM + DOOM II (PPSA21444) #5921
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Current-main graphics follow-up, 2026-10-15: #6438 fixes the duplicated/outlined collection-menu text observed on my RX 6650 XT. This supersedes my earlier cache-disable investigation: the submitted change preserves caching, pipelined draw commits and generic HTILE support. A newly constructed depth/stencil image already has its initial clear. Repeating the depth-only clear can discard its initialized stencil on Radeon at 1024x1024. The fix uses the constructor clear for newly cleared planes, preserves inheritance of uncleared planes and keeps the pending-clear path for reused attachments. This is demonstrated by a procedural depth/stencil regression, without title assets. The lower-level driver cause has not been isolated outside the emulator sequence. Matched native menu comparison on main #6438 is refreshed onto main The title still needs the separately listed NGS2 work to pass audio initialization; the graphics fix alone does not supply that. Native and standalone validation builds use private SPIRV-Tools teardown repair Hardware: Ryzen 9 7950X, RX 6650 XT 8 GiB, RADV Mesa 26.2.4-arch1.1, Linux 7.2.9-arch1-1. Software-driver tests: lavapipe Mesa 26.2.4 / LLVM 23.1.1. No title assets, screenshots, binaries or raw title logs are attached. AI-assisted implementation and analysis, native tests on my machine. Historical initial bring-up (retained for context): Linux / Radeon follow-up for PPSA21444 v03.000.000, tested 2026-10-15. On main A further controller-driven run with #5916 and the handle-error follow-up #6348 entered E1M1: Hangar. The log records level setup/activity start, and the 130-second compositor capture shows the rendered level, weapon and status bar. Eleven scheduled Cross pulses navigated the title, collection, new-game, episode and difficulty menus. The window counter stayed around 119.9 FPS after loading, including the final in-level sample (15,070 completed frames at 131.62 seconds). This is the window counter from a bring-up run, not an official traced performance comparison or a measured speedup caused by #6348. Movement, firing, listening quality and a full level playthrough were not checked. Ryzen 9 7950X (16 cores/32 threads), 128 GiB, RX 6650 XT 8 GiB, RADV Mesa 26.2.4, Linux 7.2.9. Native window 3072x1728. Existing converted executable and bundled modules, current built system libraries; loader and mapped driver checked against the expected clean revision. Host imports stayed enabled: import budget 16384 MiB, temporary udmabuf size limit 8192 MiB, pipelined draws depth 8. No Public integration source is The final run reached its planned 140-second timeout (124; wrapper observed completion at 141.96 seconds), restored the udmabuf setting to 64 MiB and left no title process. An earlier 180-second input attempt received SIGTERM in the wrapper at about 158 seconds, cause unknown; it is recorded as interrupted and excluded as a completed run. Another completed attempt reached difficulty selection before its deadline; the final run adds enough menu confirmations to enter the level. Both NGS2 libraries and all twelve current NGS2 tests build and pass on the final integration, zero skips. Restoring either old handle-error value or the old validation order independently fails the unchanged new regression executable; all three faults were removed before the final tests/title run. Full Linux/Windows CI remains pending maintainer action. No game assets, screenshots, audio, shader binaries or raw title logs are attached. AI-assisted implementation, orchestration and analysis; native runs on my machine. |
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Title
DOOM + DOOM II (PPSA21444)
Content version tested
03.000.000 (
UP1003-PPSA21444_00-OSIRIS2000000000)AnyPS5 commit
main84b01f9, alone and with #5916.System tested
Windows 11 Home (26200), AMD Ryzen 9 9950X3D, NVIDIA GeForce RTX 5090 (NVIDIA 616.92), WinLibs GCC 15.2.0 r7, Release
Furthest point
In game
What is shown
On
mainthe title ends during audio set-up, before any frame, with exit code0xC0000409. It redirects stderr toapp0/stderr.txt, so the message only shows under gdb:It is the same stop as Heretic + Hexen (#5912) and STAR WARS: Dark Forces Remaster (#4310), all on Nightdive's KEX engine: a one-voice reverb rack (
0x2001,max_voices = 1), voice 0, then voices 1 to 3.With #5916 the title logs
kexAudioNgs2::InitReverbVoices: sceNgs2RackGetVoiceHandle failed (0x804a8305)four times and continues. A 120 s run with no input:Audio system initialized, shaders loaded,Running game session, the attract demo in game at 30 s (Master Levels, "Level 1: Attack", pickups and status bar drawn), the DOOM main menu with the controller prompts at 110 s, all at 120 FPS on the window counter (12,800 frames by 110 s). Audio and controller input were not checked.Two intro movies do not play:
kexMoviePlayerAV::StartVideoStream: sceAvPlayerAddSource failed (0x806a0002)forNightDiveandKex. This dump has nomovies/directory, so the files are absent and the title goes on without them; not an AnyPS5 stop as far as this run shows. The online parts fail as expected without a network (Playfab::signin -- Login failed,bnet_error DnsError).Current blocker
None with #5916. On
main:sceNgs2RackGetVoiceHandle: invalid argumentbefore the first frame.How it was run
The dump's executable and seven modules (
sce_module/libc.prx,sce_module/libSceNpCppWebApi.prx, andlibcohtml.Prospero.prx,libPlayFabMultiplayer.prx,libRenoirCore.PS5.prx,MediaDecoders.Prospero.prx,party.prxunderprx/) were already plain ELF files; bothsce_module/andprx/stay beside the input.app0/is the dump folder,libs/the built libraries with the three MinGW runtime DLLs,ANYPS5_GPU='RTX 5090'to pick the discrete GPU. Nothing else beyond the usage guide.tools/import_audit.pycannot read this dump'slibc.prxandlibcohtml.Prospero.prx(section header table past the end of the file), but the relinker converts them and the title loads with no absent import.All reactions