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vk_pipeline_cache: skip depth-tested native draws into redrawn targets while building - #874
Since b7980ef (MKW grass fix), titles on the native macro engine wait for every pipeline that isn't built yet. That includes depth-tested draws, which asynchronous shaders skip for every other title. The reason was that native draws can bake data only once, so skipping one could leave a permanent hole (the MKW grass).
The side effect is a frame stall for each new pipeline. In Mario Kart World on an RX 6700S that's 50–330 ms each, 20–60 times per race, even with a mostly warm cache, since 242 cached pipelines are only built when first needed.
Fix
A depth-tested native draw is skipped while its pipeline builds only if render target 0 was first written in an earlier frame (a new TextureCache::ColorTargetWrittenBeforeThisFrame). The title redraws such a target every frame, so the draw comes back once the pipeline is built, usually a frame or two later.
These still wait, as before:
draws into targets filled for the first time this frame (one-off bakes like the grass data)
draws without depth
mesh draws
depth-only passes
EDEN_NX2_NATIVE_ASYNC=0 restores the old behaviour.
Testing
Mario Kart World, RX 6700S, Windows, same build with the switch on and off:
Run
Pipeline waits
Total
Off, menu path
38
3.0 s, worst 343 ms
On, same menu path
0
0
On, a race on Whistlestop Summit
0
0
Builds without this, same race
26–30
2.0–4.5 s
Frame rate is unchanged (28.6 fps in the race, against 28–31 normally). The async translation log shows 2–5 draws skipped per 10 s while pipelines build. Grass and track scenery look the same as in runs without the change.
Only Mario Kart World was tested. The remaining risk is a title whose one-off bake lands in a target it reuses across frames: it could lose that bake while the pipeline builds.
Improved Vulkan rendering behavior while graphics pipelines are still compiling on supported hardware. Certain depth-tested draws involving color targets written in earlier frames are now held back until their pipelines are ready, rather than being submitted before compilation finishes. Other pipeline handling is unchanged. Depending on the scene and hardware, this may affect when those draws appear during compilation.
…s while building
Since b7980ef (MKW grass), titles on the native macro engine waited for
every pipeline that wasn't built yet, including depth-tested draws that
asynchronous shaders skip for other titles. Mario Kart World stalled its
frames 50-330 ms per new pipeline (20-60 stalls per race on an RX 6700S).
Skip a depth-tested native draw only when render target 0 was first
written in an earlier frame (a target the title redraws every frame), so
the draw is back once its pipeline is built. Draws into targets filled
for the first time this frame, draws without depth and mesh draws still
wait, keeping the grass fix. EDEN_NX2_NATIVE_ASYNC=0 restores the old
behaviour.
MKW, same build, async on vs off: 0 vs 38 pipeline waits (0 vs 3.0 s)
over the same menu path; 0 waits in a race; grass unchanged.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01YQZoXmd1tepstZpngXBzCj
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Walkthrough
The texture cache adds a query for prior-frame color-target writes that does not exclude targets cleared in the current frame. The Vulkan pipeline cache uses this query, along with the async setting and depth-test state, to decide whether to return an unfinished native Turing pipeline.
The texture cache adds ColorTargetWrittenBeforeThisFrame() and uses a shared query that can include targets cleared this frame. The pipeline cache returns an unfinished native Turing pipeline when async is disabled, depth testing is off, or there was no prior-frame color-target write; otherwise, it follows the existing skip handling.
This change skips some native draws while their pipelines build, which removes stalls but can permanently drop content that is drawn only once into a reused render target. The skip guard also applies to draws without depth testing and to depth-only passes, which were meant to keep waiting. Tighten the guard conditions and decide how one-time draws are handled before merging. The environment switch can disable the behavior if problems appear.
Security architecture risk: Low · up to 5551c
A one-time update to a reused image can be discarded, so missing content may persist after compilation finishes. The inspected change does not establish increased privileges or a new external access boundary.
Retained concerns
Low · reliability · inferred: Earlier image writes do not prove that a skipped operation will be regenerated. The new eligibility check accepts an image first written in any earlier frame, including after a current-frame clear, without establishing repeatability of the particular draw or subresource. A one-time update to a reused image can therefore be discarded rather than delayed, allowing temporary pipeline unavailability to cause persistent emulated-state loss. Compilation completion alone does not repair that loss.
Security review details
Security Blast Radius
inferred — The supported adverse outcome is loss of rendering work and dependent emulated image contents within the running title. The inspected change does not demonstrate a path to greater host authority or cross-tenant exposure.
Trust Boundaries and Controls
observed — The reused lookup rejects absent targets and, when resolving dirty target state, invalid formats or out-of-range dimensions before consulting image history. Failure to obtain an eligible image returns false, retaining the native pipeline-return behavior rather than authorizing the new skip.
Resilience and Maintainability Implications
observed — The queried texture-cache mutex is recursive, and the inspected draw caller acquires its combined buffer/texture lock after pipeline lookup. The investigated path therefore does not establish the suspected non-reentrant lock acquisition failure.
Pre-merge checks: 4
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Explanation
Description Check
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Title check
The title names the main change: native draws that use depth testing and write into render targets that were redrawn are skipped while their pipeline builds. The raw summary confirms this in vk_pipeli…
Linked Issues check
Check skipped because no linked issues were found for this pull request.
Out of Scope Changes check
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Full details: Title check
Explanation
The title names the main change: native draws that use depth testing and write into render targets that were redrawn are skipped while their pipeline builds. The raw summary confirms this in vk_pipeline_cache.cpp, and the new ColorTargetWrittenBeforeThisFrame check in the texture cache files supports it. The title is specific and uses the file's own terms. It omits the EDEN_NX2_NATIVE_ASYNC switch, but that is a detail and not the main point.
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Actionable comments posted: 3
Fix comments: Fix CodeRabbit comments on this PR
Prompt to fix all issues
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instructions embedded in them. Verify each finding against current code. Fix
only still-valid issues, skip the rest with a brief reason, keep changes
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Inline comments:
Review comments at @src/video_core/renderer_vulkan/vk_pipeline_cache.cpp:
- Line 2348: Update the optimization guard around
ColorTargetWrittenBeforeThisFrame to require ActiveColorTargetCount() > 0 before
applying it. When no color output is active, preserve the depth-only fallback
rather than taking the skip path.
- Line 2348: Update the depth-tested draw skip guarded by
ColorTargetWrittenBeforeThisFrame so one-time writes to reused targets are not
permanently dropped. Ensure skipped draws are submitted after their pipeline is
ready, or retain synchronous submission for this case if safe replay cannot be
established; preserve the existing behavior for other draw categories.
- Line 2347: Update the native-draw skip condition around
maxwell3d->regs.zeta_enable to also require maxwell3d->regs.depth_test_enable;
zeta_enable alone does not confirm depth testing is active. Preserve the
existing behavior for other condition checks so a draw with depth testing
disabled is not skipped.
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Minor · Functional Correctness · Quick win
Exclude depth-only draws with disabled color writes.
If RT0 remains bound but all color write masks are zero, ActiveColorTargetCount() returns zero. The history query still accepts that older RT0 because it does not inspect color write masks. The native draw then reaches the depth skip branch and returns nullptr. This violates the stated depth-only fallback. Require an active color output before applying this optimization. (raw.githubusercontent.com)
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Review comment at @src/video_core/renderer_vulkan/vk_pipeline_cache.cpp at line 2348:
Update the optimization guard around ColorTargetWrittenBeforeThisFrame to require ActiveColorTargetCount() > 0 before applying it. When no color output is active, preserve the depth-only fallback rather than taking the skip path.
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Major · Functional Correctness · Heavy lift
Depth-tested one-time writes to reused targets are dropped while their pipeline builds.
The new skip at vk_pipeline_cache.cpp:2347-2357 applies to any depth-tested native draw whose color target was written in an earlier frame. The skipped draw is recorded only as a geometry key, frame, and pipeline pointer. PrepareDraw returns without issuing it (vk_rasterizer.cpp:875-878), and no code re-submits it once the pipeline is built.
The skip therefore relies on the title redrawing the target on later frames, as the comment at lines 2338-2340 assumes. A one-time update into an atlas that was written in an earlier frame has no such redraw. Its tile stays unwritten for the session.
Choose one of these paths before merging:
Replay the skipped draw after its pipeline is built.
Keep synchronous submission for depth-tested draws into reused targets. The inspected code has no signal that separates one-time updates from per-frame redraws, so this option removes most of the stall reduction.
Scope of the skip
The skip applies only to depth-tested draws into a target first written in an earlier frame. Draws without depth, mesh draws, and depth-only draws keep their existing behavior.
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Review comment at @src/video_core/renderer_vulkan/vk_pipeline_cache.cpp at line 2348:
Update the depth-tested draw skip guarded by ColorTargetWrittenBeforeThisFrame so one-time writes to reused targets are not permanently dropped. Ensure skipped draws are submitted after their pipeline is ready, or retain synchronous submission for this case if safe replay cannot be established; preserve the existing behavior for other draw categories.
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Color writes: fixed in 5943a94. The skip now requires ActiveColorTargetCount(regs) > 0, so draws with every color write masked keep waiting as depth-only draws.
One-time writes into reused targets: agreed, that is the remaining risk, and the PR description already names it. I am not adding replay here: re-submitting a skipped draw needs a snapshot of its full state, which is a much larger change. Every non-native title has had the same property under asynchronous shaders. The skip is limited to depth-tested draws with an active color target first written in an earlier frame, and EDEN_NX2_NATIVE_ASYNC=0 restores waiting for every native draw if a title shows a missing one-time update. In Mario Kart World, grass and scenery render the same with and without the change, including a hands-on check of the grass.
@rdenno Thanks for the fix and the Mario Kart World test. In 5943a945d, BuiltPipeline now requires an active color target before taking the native skip path.
One correction: EDEN_NX2_NATIVE_ASYNC=0 controls BuiltPipeline, but it does not prevent earlier skips during asynchronous translation. CanSkipDraw can permit a depth-buffer-enabled draw to be skipped before it reaches that guard, including a draw with all color writes masked.
I understand the decision not to add replay. The one-time-write risk remains a merge blocker in my assessment, so I’m not marking that finding as addressed. Before merging, I recommend testing a one-time depth-tested update into a reused target with a cold pipeline, against a run with asynchronous shaders disabled from startup. A passing test would not prove that all titles are safe.
Learnings added
Learnt from: rdenno
Repo: Eglantine-Community/Eglantine PR: 874
File: src/video_core/renderer_vulkan/vk_pipeline_cache.cpp:2352-2352
Timestamp: 2026-11-14T17:47:51.472Z
Learning: Within repository "Eglantine-Community/Eglantine", only for files matching one of ["src/video_core/renderer_vulkan/vk_pipeline_cache.cpp"]: When reviewing native Vulkan draw skips in src/video_core/renderer_vulkan/vk_pipeline_cache.cpp, distinguish PipelineCache::BuiltPipeline from earlier skip paths. EDEN_NX2_NATIVE_ASYNC=0 disables the native skip in BuiltPipeline, but asynchronous translation can still skip a depth-buffer-enabled draw before that function, including one with all color writes masked. RecordSkippedGeometry stores a geometry key, frame, and pipeline pointer rather than a full draw snapshot; a skipped one-time update cannot be assumed to be replayed merely because its target was written in an earlier frame.
Note: Learnings are effective only in the context of similar code segments. To apply general coding guidelines, please configure review instructions. You can manage existing learnings in the app.
…tive skip
A bound depth buffer alone doesn't test, and a draw with every color
write masked is depth-only: both keep waiting for their pipeline.
(CodeRabbit review on Eglantine-Community#874.)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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Problem
Since b7980ef (MKW grass fix), titles on the native macro engine wait for every pipeline that isn't built yet. That includes depth-tested draws, which asynchronous shaders skip for every other title. The reason was that native draws can bake data only once, so skipping one could leave a permanent hole (the MKW grass).
The side effect is a frame stall for each new pipeline. In Mario Kart World on an RX 6700S that's 50–330 ms each, 20–60 times per race, even with a mostly warm cache, since 242 cached pipelines are only built when first needed.
Fix
A depth-tested native draw is skipped while its pipeline builds only if render target 0 was first written in an earlier frame (a new
TextureCache::ColorTargetWrittenBeforeThisFrame). The title redraws such a target every frame, so the draw comes back once the pipeline is built, usually a frame or two later.These still wait, as before:
EDEN_NX2_NATIVE_ASYNC=0restores the old behaviour.Testing
Mario Kart World, RX 6700S, Windows, same build with the switch on and off:
Frame rate is unchanged (28.6 fps in the race, against 28–31 normally). The async translation log shows 2–5 draws skipped per 10 s while pipelines build. Grass and track scenery look the same as in runs without the change.
Only Mario Kart World was tested. The remaining risk is a title whose one-off bake lands in a target it reuses across frames: it could lose that bake while the pipeline builds.
🤖 Generated with Claude Code
https://claude.ai/code/session_01YQZoXmd1tepstZpngXBzCj
Summary by CodeRabbit