The arm64 vertex JIT had no morph support (the table entries were commented
out), so every morphed format fell back to the step functions. Add the same
morph steps x86 has: texcoords (plain and prescaled), normals, positions and
the four color formats.
Each step sums its frames the way its step function does as compiled: fused
where that's plain C++, which the compiler turns into fused multiply-adds,
and separate multiply and add where it's CrossSIMD. The unit test confirms
they match bit for bit. Morph formats decode about 2.5-3x faster than with
the steps.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
A long headless run on Vulkan dies in VulkanPushPool::CreateBlock. Watching the
allocator, it makes a fresh 8MB block roughly twice a second and garbage
collects none of them - about 13MB a second of device memory, which runs out
after a minute or two.
Nothing is leaking as such. The push buffers are recycled by BeginFrame, which
walks the blocks belonging to the current frame index and marks them unused.
Headless called draw->BeginFrame() once before the run loop and draw->EndFrame()
once after, so that recycling pass ran exactly once for the whole run and every
allocation after the first had to take a new block.
This is the same mistake one level up from the host frame, which already turns
over per emulated frame for the same reason - the comment there says a single
host frame spanning the run meant the texture cache and framebuffer manager
never decayed anything. The draw context needs the same treatment, nested the
way the app nests them: draw frame outside, host frame inside.
Verified on a two-minute Tekken 6 run: new blocks created goes from around 200
to zero, and the run ends on its timeout instead of asserting. Framedump
rendering tests are unchanged - the same 23 of 30 fail before and after, which
is a separate pre-existing matter on this platform.
Also taught frametests.py to look for an ARM64 build, gated on the machine's own
architecture the way test.py already does. It was picking a stale x64 Debug
binary, which is exactly the trap that makes a rendering comparison meaningless.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Only the IR JIT: it's the sole native backend these two have and the one
thing here that isn't shared code, and the x86-64 and arm64 runners
already cover all four backends. Every run costs emulated wall clock, so
the timeout goes up to match.
test.py grows a per-architecture known-failure list, selected with
--known-failures=<arch>, so this can guard against new breakage while the
four outstanding ones stay outstanding. Each entry carries its reason.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Two bugs stacked on each other, and between them every vector path in
this backend was either dead or miscompiled.
The register cache declared mapFPUSIMD unconditionally, but every
compiler here picks its path from cpu_info.LOONGARCH_LSX at runtime.
Without LSX the scalar fallbacks ran against a SIMD mapping and reached
lanes with F(reg + n), which addresses nothing there - ApplyMapping only
allocates per-lane registers when mapFPUSIMD is false. Vec4Unpack8To32
and Vec4DuplicateUpperBitsAndShift1 came out with only their first lane,
Vec2Unpack16To32 put both halves in one register, and the pack ops read
back whatever was next door. riscv64 sets the flag false and has never
had the problem. Tie the two together and the fallbacks are correct as
they stand.
That path was reachable because of the second one: the USE_CPU_FEATURES
block assigned over the hwcaps, and GetLoongArchInfo reads /proc/cpuinfo
and nothing else. Under qemu-user that file belongs to the host, so it
found no features and turned LSX off - leaving the LSX paths dead and the
untested scalar ones running, which is not what any Loongson 3A5000 or
later does. Let it only ever add to what the hwcaps found.
cpu/vfpu/convert, gum and matrix pass now, both with LSX and with it
masked off, putting loongarch64 at 338/342 - the same four as riscv64.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
ApplyHostRoundingMode and RestoreHostRoundingMode only had SSE2 and ARM64
branches, so everywhere else the guest's rounding mode was silently
ignored and ceil and floor rounded to nearest. Fall back to fesetround,
which covers riscv64 and loongarch64 and whatever comes next.
That clears both rounding mismatches in cpu/fpu/fpu on those two. What's
left there is flush-to-zero, which neither ISA has any control for, so
the test still fails - a denormal result survives where the PSP would
have flushed it.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
--disable-hle had no counterpart, which made "is this our fault or the game's?"
awkward to answer: the only ways to put our HLE back were a per-game config or
hiding the firmware, and neither works from a script - the setting is per-game
and the firmware gets found anyway. --force-hle takes the same bitmask and runs
our HLE for those libraries even where the real module is now the default, so
the same repro can be run both ways and the logs diffed.
Used it on the warnings left over in Tekken 6 under the real mpeg.prx. Three of
them appear identically with --force-hle=16, so they are the game's own and
match what the hardware answers: sceKernelChangeThreadPriority(-1) eight times
in a row (pspautotests/threads/threads/change says hardware returns
UNKNOWN_THID for -1 too), sceAtracAddStreamData on a released id with a zero
byte count, and a sceKernelDeleteMutex on a garbage id.
The fourth only happens under the real module and is ours. mpeg.prx sizes its
allocation through a scratch context in its own bss and calls
sceAudiocodecReleaseEDRAM on that one, while decoding through a different
context that never gets released - so the next movie's sceAudiocodecInit finds
a live decoder and replaces it. That is once per video on every game running
the real module, and it was a WARN_LOG_REPORT, so it would have reported from
everyone's machine. It is bounded - removeDecoder deletes the old one and Init
makes exactly one more - so it is an INFO_LOG now.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Both of these fire once per video in Tekken 6, and neither is a fault.
sceAudiocodecReleaseEDRAM warned "failed to remove decoder" whenever there was
no decoder to remove. There usually isn't: mpeg.prx calls CheckNeedMem and
GetEDRAM to size the allocation, and only creates a decoder if the stream turns
out to need one, so releasing without ever having made one is the normal path.
Demoted to debug.
While there, its signature was one argument too long. audiocodec_260.prx's own
sceAudiocodecReleaseEDRAM (080007c0) reads only a0 and sets up a1 through a3
itself, so the "id" we took was whatever the caller happened to leave in the
register - which is how the log came to show an sceMpeg error code as the
second parameter of an audio call.
sceUtilityLoadModule logged MODULE_ALREADY_LOADED at error level. It is a
normal answer that games rely on: Tekken 6 asks for av_avcodec three times and
never unloads it, ignoring the result each time. Only that one code is demoted;
everything else from a module load is still an error.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Tekken 6 never reaches gameplay with the real mpeg.prx: it plays its intro
movie, returns to the title screen, starts loading a demo match and loads
forever. With the sceMpeg HLE it plays fine.
The game unloads its video libraries before the level load and expects the
memory back. It gets most of it - scePsmf and scePsmfPlayer do go away - but
mpeg.prx stays resident, 33KB of it, sitting in the middle of the region the
loader then asks for:
08c64000 - 09e24000 18.6MB taken UserSbrk
09e24000 - 09ed4000 720KB free
09ed4000 - 09edc300 33.5KB taken ELF/sceMpeg_library
09edc300 - 09f44000 425KB free
09f44000 - 09f4c000 32KB taken UtilityModule/302_av_atrac3plus
0x09f44000 - 0x09e24000 is 0x120000, which is exactly the allocation that
fails. Without mpeg.prx in the way that span is one free block and the level
loads.
sceUtility notifies the per-library hooks with state 1 when a utility module is
loaded and -1 when it is unloaded. The hooks that swap in a firmware module
only ever handled the load, so nothing ever took them back out. That affects
sceMpeg, sceMp3, sceMp4 and sceAtrac alike; Tekken is just the game whose
memory budget is tight enough to notice.
The unload has to take out what we put in and nothing else, so the loaded ids
are remembered rather than looked up by name: a game like Death Jr ships its
own mpeg.prx and loads it itself, and freeing that would be freeing the game's
memory. Verified that Death Jr still decodes its 1033 frames with our loader
never touching its module.
Savestates from before this have no record of what was swapped in, so they keep
the old behaviour of leaving the modules loaded rather than risk freeing
something the game owns.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Those two have no runner of their own, so the jobs only ever compiled -
which is thin coverage for a code generator. Both build PPSSPPUnitTest
now and run it under qemu-user, which is where the vertex decoder and
CrossSIMD bugs on those backends turned up in the first place.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Enables TestVertexJitMatchesSteps on both. riscv64 now passes all 216000
jitted formats and loongarch64 all 204000, against 28906 on arm64.
riscv64:
- Jit_PosFloat didn't clean NaN or infinity at all, it just copied the
three words. Clamp to +-FLT_MAX like the x86 JIT does.
- Jit_PosFloatThrough was missing the truncation of Z to an integer.
- The morph helpers started the sum from the first product rather than
from +0.0, which rounds differently and lets a -0 term through, and
rounded that first product towards zero where the steps round to
nearest. The rest of the sum stays fused, since the compiler contracts
the steps into fused multiply-adds.
- The texcoord prescale and 5551 color morph paths read morph weights
from tables that GetMorphValueUsage never asked to be filled in, so
they used whatever an earlier vertex type had left there.
- The non-Zbb bounds update compared the wrong way around, so through
mode texcoord bounds came out inverted.
loongarch64:
- Jit_PosFloat had a TODO to clean NaN and infinity, and didn't.
- Jit_PosFloatThrough was missing the same Z truncation.
- Jit_WriteMorphColor narrowed with the logical saturating shifts, so a
negative channel became a huge unsigned value and saturated to 255
instead of clamping to 0, and it rounded where the steps truncate. It
also read the packed color back sign-extended, so any alpha above 0x7F
compared as larger than 0xFF000000 and claimed full alpha.
- The three packed color morph formats are rewritten. The LSX versions
built each channel with a chain of inserts, shifts and shuffles that
didn't survive being run; 4444 also broadcast its scale from the mask
register. They now follow the steps channel by channel. Note the
accumulator has to be an LSX scratch register - F4-F7 alias V4-V7,
which hold the skin matrix for the whole vertex.
- The vertex bounds were loaded with a signed halfword load, so the
0xFFFF they start at became -1 and no texcoord was ever below it.
PrescaleUV now fuses on these two as well - both JITs fuse it, and the
compiler would have contracted the plain expression there anyway.
The test tolerates a small relative difference on decoded floats, scaled
by the morph count since each term rounds once. Every bug above was
orders of magnitude larger than that.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
From another pass over ge.prx against our code, each checked on a PSP with
gpu/ge/callbackstate except the last:
- A list's context is restored after its finish callback, which sees the
state the list left. We restored at the FINISH, before it. Now that nothing
runs until InterruptEnd(), that's where it happens.
- sceGeSaveContext/RestoreContext only fail while the GE is executing. It's
stopped during a finish callback and a SUSPEND signal callback, however
much is queued, so they work there. We said busy whenever a list existed.
- sceGeListDeQueue emptying the queue doesn't turn completed lists into
nothing, only sceGeDrawSync does. CheckDrawSync() is gone.
- The "break in progress" flag that makes sceGeContinue only requeue the
list is cleared by an interrupt that follows the break at once, so it's
only seen from a callback or with interrupts off. Ours lasted until the
next GE interrupt of any kind.
- sceKernelLoadExec restarts the GE driver, which begins by zeroing every
register and matrix. Reinitialize() now does too, so a program started that
way finds the same GE as one booted directly, rather than its launcher's.
Not testable on hardware: nothing after the restart can report back.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Reinitialize() wiped the 64 display lists but kept the queue of their ids.
Whatever the old executable still had queued came back as lists with no state
and a pc of 0, behind the first list of the new executable, where they
blocked everything. Crazy Taxi: Fare Wars is a launcher for its two games,
and stopped at a black screen that way. Fixes#19894.
This removes the workaround for it, which dropped such a list but returned
before currentList was cleared, and only worked as long as something else
happened to clear it later. A list with a bad pc is now dropped like one that
ran into an error, instead of sitting at the head of the queue for good.
Also narrows what sceGeBreak(1) throws away to interrupts that have actually
been raised, which is what gpu/ge/intrsuspend shows. The ones we haven't
raised yet are only late because we execute lists ahead of time: a game that
breaks right after its last list, and then waits for what the finish callback
signals, got that callback long ago on hardware.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Also why gpu/signals/continue, jumps, simple and handlercalls fail, and the
one thing not to try on a real PSP.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Resetting the GE also gets rid of an interrupt that was raised but not taken
yet, so a list that reached its FINISH just before never gets its finish
callback. We delivered one anyway, for a list that no longer existed. If the
break comes from inside a GE callback, the interrupt being handled is kept,
since its handler still has to return.
Found by gpu/ge/intrsuspend, which also confirms from a thread, with
interrupts suspended, that nothing moves along the queue until the FINISH
interrupt has been taken.
Savestates: bump GPUCommon to 7. We didn't use to mark a PAUSE signal as
delivered, which sceGeContinue now goes by, so a state saved with a list
paused that way would load into a game that could never continue it. Fixed
up on load.
gpu/signals/handlercalls goes in as known failing: with an old SDK version, a
stall address set from inside a SUSPEND callback doesn't reach the GE, which
we can't express with just the one stall address per list. See docs/sceGe.md.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
What SIGNAL and FINISH interrupts do and in which order, what enqueueing
checks, the pause window, what the sync calls wait for, and how
ProcessDLQueue() keeps the order right while executing lists in one go.
Also a note on gentest.py keeping a pipe open through usbhostfs_pc.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Its one user was sceGe's pending interrupt list, which is only touched from
the emulator thread.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
On hardware the GE stops at every SIGNAL and FINISH, and it's the interrupt
that gets it going again: on the same list after a signal, on the next one
after a FINISH - once the finish callback has run, with the finished list
still at the head of the queue. We ran the next list right away and dropped
the finished one at once, so a finish callback saw an empty queue. A list
enqueued from there was started instead of queued, and then couldn't be
dequeued, which hung the new gpu/ge/queue2 test.
ProcessDLQueue() now runs nothing while the head of the queue has an
interrupt pending, and InterruptEnd() is what takes a finished list off the
queue. This also keeps a stall update from restarting a list that's stopped
at a signal before the handler has run. drawCompleteTicks is still set when
the last list reaches its FINISH, so a sceGeDrawSync in between doesn't wait.
Other things gpu/ge/queue2 and gpu/ge/breakwait showed, all from a real PSP:
- sceGeListEnQueue compares against the address a list was enqueued with
(or stopped at by sceGeBreak), mirrors included, not against its current pc.
We had that the wrong way around.
- The stack-in-use check only applies to lists that have started executing.
This is probably what IgnoreEnqueue was added for (Metal Gear Acid 2,
#10906). The flag stays until someone has checked the game without it.
- A PAUSE signal makes the list PAUSED at once, before the FINISH delivers it.
In between, sceGeContinue and sceGeBreak say BUSY, and updating the stall
address does nothing, so a list that stalls there is stuck.
- A completed list can't be dequeued, with or without a context.
- sceGeDrawSync(1) looked at currentList instead of the list it had found.
- sceGeBreak(1) doesn't wake anyone, and a late interrupt for a list it reset
no longer marks that list completed. Threads in sceGeDrawSync are woken
before the ones waiting for the last list.
Also fixes currentList being lost when loading a state where it's list 0,
and makes ge_pending_cb a plain std::list - nothing else touches it, and the
GPU thread it was shared with is long gone. Same savestate format.
See docs/sceGe.md.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
The test didn't compile: VERTS is captured by reference into testFormat, and
MSVC won't use a captured constexpr as an array bound. Make it static.
On arm64 it then failed on the UV prescale steps, by one ULP. The arm64 JIT and
the NEON handwritten decoders fuse the multiply-add, and the steps only match
that when the compiler contracts a * b + c - which clang does and MSVC doesn't,
in Debug or Release. Spell out which one happens instead of relying on it.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Comp_Vmfvc read vfpuCtrl[] straight from the context in all four
backends, while the mfvc path in Comp_Mftv flushes first, with the
comment "In case we have a saved prefix" - so "vpfxs X" followed by
"vmfvc sN, $128" returned the stale value in memory. The IR frontend
flushes only for the three prefix registers, which is the tighter form,
so vmfvc does the same there.
On ARM and ARM64 the fix alone wouldn't have been observable: those two
map the destination with no flags, leaving isDirty false, so the flush
dropped the loaded value without storing it. x86 already passes
MAP_DIRTY | MAP_NOINIT. That part is a fix of its own, but the two are
inseparable in this function - a vmfvc that reads the right value and
then throws it away is no better.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
InvalidateICache widened its search by MAX_BLOCK_INSTRUCTIONS, but
block_map_ is keyed by byte addresses - a block can span four times that
many bytes. A block longer than 0x4000 bytes starting just below the end
of the invalidated range could therefore be missed and left behind after
the code under it changed. Multiply by 4.
DestroyBlock's "invalid original address" safety check returned after
setting b->invalid but before UnlinkBlock() and the checkedEntry
poisoning, so other blocks kept jumping directly into a block the cache
had already written off. The check is there to guard the memory access
that restores the original opcode, so only guard that.
Also: codeSize is a byte count assigned from a full pointer difference,
so a block over 64KB truncated it (affecting GetAddressFromBlockPtr and
the disassembly view); widen it to u32. The RAMTOP range check missed a
block sitting exactly on the user-memory midpoint, since the RAMBOTTOM
check next to it is strict. And GetBlockDebugInfo disassembled one
instruction past the end of the block.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
The two handwritten SIMD decoders are used with or without the JIT, and had
drifted from the step functions:
- The God of War one ignored g_DoubleTextureCoordinates, giving HD Remaster
games the wrong UVs, and passed NaN and infinite positions through. Those
now come out finite like everywhere else.
- The GTA one expanded 5551 colors wrongly on NEON (a left shift where the
SSE version shifts right).
- On ARM64, both now fuse the UV scale and offset, like the JIT and the steps
as the compiler builds them.
Both are back in the unit test, which now also feeds NaN and infinity to plain
float positions and checks they come out finite, and runs only on x86-64 and
arm64 for now.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Add a unit test that decodes every vertex format through both the step
functions and the JIT and requires identical output, side effects included.
Only skinning may differ by rounding, since arm64 accumulates the bone
matrices with fused multiply-adds.
What it found, and fixed:
- x86 morph colors rounded to nearest where the steps truncate, and applied
the scale before the weight, which rounds differently.
- x86 through-mode u16 UV bounds compared signed, so texcoords above 32767
scrambled the bounds for everyone running the x86 JIT.
- x86 morph sums could produce -0 where the steps produce +0.
- Step_NormalS16Morph scaled by 1/32768 twice, giving near-zero normals.
- Step_PosFloatThrough lost the truncation of Z to an integer that the JITs
and the vertex reader did before it moved into the decoder.
- SetVertexType never reset skinInDecode.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
The vertex decoder JIT was enabled only when g_Config.iCpuCore was one of the
JIT cores, which tied an unrelated GPU path to the CPU setting. Headless leaned
on that by forcing iCpuCore to the interpreter after ApplyToConfig(), to keep
the decoder JIT off in the tests.
Add CoreParameter::bUseVertexDecoderJit instead. Standalone and libretro set it
wherever the host can JIT, so IR interpreter users on such hosts now get the
decoder JIT too. Headless sets it false, which keeps the test results as they
were and lets --cpu go through ApplyToConfig() like every other option.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
There are a few games that seem to rely on performance problems or
timing quirks to hold the correct pace when playing sceMpeg - have not
been able to nail down any other timing mechanism.
This adds a timing enforcement function.
Coded by Claude.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
When the firmware module a --disable-hle bit asks for is neither installed nor
on the disc, that library silently runs our HLE instead. For the emulator that
is the right thing; for a test tool it means the run measures something other
than what was asked for and says so only as one INFO line, which is easy to
grep past and easy to never see. It cost a round of wrong results here, where
the memory stick headless defaults to (beside the exe, not the app's) had no
firmware, so a comparison against the real mpeg.prx was quietly a comparison
against the HLE it was supposed to be measured against.
g_unavailableDisableFlags already records exactly which flags fell back, so it
just needed an accessor. Headless now names each one, prints the flash0:/kd and
memory stick it looked in, and fails the run.
Only an explicit --disable-hle binds. sceMpeg and sceMp4 are LLE by default, and
falling back is the correct and expected behaviour wherever no firmware is
installed - making that fatal would fail every run on such a machine.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Running a commercial game through headless to measure something has four ways to
report a clean pass for a run that proved nothing, and they compound: --log is
needed before anything is printed (and it goes to stderr, so grepping forces the
streams together), the memory stick defaults to one beside the exe rather than
the app's, which means no installed firmware and a silent LLE-to-HLE fallback,
an unrecognised parameter then hides in the merged output, and a count of zero
errors reads identically whether the code ran or never got there.
All four of these cost a round of wrong results while investigating ME memory.
Also records that the line-ending check has to be done on the bytes, since Git
Bash's grep normalises them: the obvious `grep -c $'\r$'` for a stray LF reports
every file clean, which is how a handful of LF lines got into two CRLF files
here without the usual whole-file-rewrite tell in git diff --stat.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
sceMpegBasePESpacketCopy used to gather each DMA into a buffer filed under the
address of its first block, and sceVideocodecDecode looked one up by the address
it was handed. That works only while an access unit arrives in a single call. It
doesn't: mpeg.prx routinely DMAs one in several pieces at consecutive addresses,
and the table then kept whichever piece happened to start where the decode later
asked, and dropped the rest.
So the DMA now writes each block at the address it names. The Media Engine's own
memory moves to its real addresses - low ones, which mpeg.prx bounds-checks
against 0x3FFFFF - and pieces written at consecutive addresses end up
consecutive, which is all this ever needed. Our own allocations move to the top
half, away from the addresses mpeg.prx picks for itself.
That memory is the ME's, not the Allegrex's, and the two are separate address
spaces: on hardware only the ME reaches it, so here it is a buffer of our own
that nothing emulated can address. It gets its own MEIsValidRange and
MEGetPointerRange rather than borrowing Memory::, which answers for the
Allegrex's memory and has nothing to say about this one.
An address only means something together with the space it came from, and
mpeg.prx hands over bare integers. The three places that have to work it out
from the value now ask the ME first, where they used to ask Memory:: first and
so read every address as the CPU's. It separates the addresses these callers
actually pass (ME memory well down in the first megabyte, PSP RAM at 0x08000000
and up), but that's those callers rather than a rule.
Savestates from before this carry the old packet table; it's read and dropped,
since the Media Engine's memory is saved and that's where the payloads live now.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Nothing on this path ever called InitFFmpeg, so ffmpeg's log callback was never
installed and everything it had to say about the bitstream went nowhere. Our own
return codes only report that a frame arrived, not what it was built from, so a
video could fall apart on screen while the log showed two warnings in two
thousand frames.
Also report decode_error_flags and AV_FRAME_FLAG_CORRUPT per frame, which covers
the other half: a frame that decodes "successfully" out of concealment. Coalesced
into one line per run of damage, since a missing reference makes every frame
damaged until the next keyframe.
Not setting AV_EF_EXPLODE, which would make the decoder fail where it currently
conceals - that is a behaviour change, and this is meant to be a reporting one.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>