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Cyberpunk 2077 (PPSA03974 / PPSA04029) #8045
klosixgaming-arch
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Game bring-up
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Game Bring-up: Cyberpunk 2077 (PPSA03974 / PPSA04029)
mainby fix(agc): accept PA_CL_CLIP_CNTL CLIP_DISABLE without depth clamp #8046 (merged).Stops and fixes
[gpu] driver failure: compute shader 0x1aa4f07500: AGC graphics: guest storage texture format 4 cannot be used as a storage image(about 160 s in, onmainb13183e). Fixed by fix(agc): support packed 16-bit storage images #6218. With fix(agc): support packed 16-bit storage images #6218 merged ontomainc70524a the title ran 440 s without this stop.unsupported PA_CL_CLIP_CNTL flags is unsupported (register 0x204 = 0x00090000)(Cyberpunk 2077 (PPSA04029): draws refused for PA_CL_CLIP_CNTL CLIP_DISABLE (register 0x204 = 0x00090000) once #6218 accepts the packed storage format #6806). Fixed onmainby fix(agc): accept PA_CL_CLIP_CNTL CLIP_DISABLE without depth clamp #8046; the 440 s run above was built before fix(agc): accept PA_CL_CLIP_CNTL CLIP_DISABLE without depth clamp #8046 and stopped here.storing storage image results pending over memory outside the write watch without the guest bytes saved before them is not implemented: seen in earlier runs; open PR fix(agc): save the guest bytes of results that become pending over a surface that is no longer fully write-watched #7048 addresses it. The run with fix(agc): support packed 16-bit storage images #6218 alone did not hit it in 440 s. Not re-tested on currentmain.Open PRs this title needs
Current bottlenecks (10 s summaries, 3200x1800)
Driver.Packet.memory_wait, 1.1 s in draw resource release, 1.0 s inResources.Complete, 0.8 s in dispatch; draws spend about 6 ms each in resident render-target lookups. Both queue workers sit at about 100%.batch.SubmitAndWait()calls fromStorageTextureuploads while a scene is composed.Next
Testing open performance PRs on this title with same-scene before/after summaries.
AI-assisted: yes. Written with AI assistance and reviewed by me.
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