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Glossary

Terms used across this site, in the sense we use them.

Graphics

AGX
Apple's GPU architecture, used across the M-series. Undocumented publicly; everything known about it comes from reverse engineering.
Direct3D 12 / D3D12
Microsoft's low-level graphics API. Applications manage memory, synchronisation and command recording explicitly.
DXBC
The Direct3D shader bytecode container for Shader Model 5 and earlier. A token-based instruction stream with signatures in separate chunks.
DXIL
The Direct3D shader container for Shader Model 6. LLVM 3.7-era bitcode with Direct3D conventions layered on — resources and signatures in metadata, operations as dx.op intrinsic calls.
NIR
Mesa's shader intermediate representation. Every Mesa driver compiles through it, which is why targeting NIR gives access to the existing AGX backend.
SPIR-V
Khronos' shader IR, used by Vulkan. Requires structured control flow — the reason d3d12agx does not route through it.
UMD / KMD
User-mode driver and kernel-mode driver, the two halves of a graphics driver. The UMD compiles shaders and builds command streams; the KMD owns the hardware.
Honeykrisp
Mesa's Vulkan driver for AGX. A sibling to d3d12agx, not a dependency — and our correctness reference for how to program the hardware.
vkd3d-proton
A Direct3D 12 → Vulkan translation layer, used by Proton to run D3D12 games on Linux. Here it serves as both test suite and reference implementation.
Root signature
Direct3D 12's description of what resources a shader can access. A separate ABI from the shader itself, which is why bindings cannot be inferred from shader code alone.
Tilebuffer
On-chip memory holding the pixels of one tile during rendering. Its size bounds how many render targets can be live before spilling to memory.
USC / VDM / CDM
AGX hardware units. USC words configure shader execution; VDM and CDM are the vertex/render and compute command streams the GPU consumes.
ail
Mesa's AGX image layout library — computes tiling, strides and offsets for textures.

Platform

AIC2
Apple's interrupt controller, second generation. Not a GIC, which is what Windows on ARM expects, hence the native HAL extension.
DART
Apple's IOMMU, sitting in front of most peripherals.
m1n1
The Asahi bootloader and experimentation tool. Its hypervisor mode traces guest hardware access against real silicon.
Project Mu
Microsoft's UEFI implementation, used here to provide firmware and ACPI tables for Windows.
HAL extension
A Windows driver supplying platform-specific behaviour to the hardware abstraction layer — how a native AIC2 interrupt path is provided without emulating a GIC.
WDDM
The Windows Display Driver Model. A Windows GPU driver must implement it; d3d12agx currently implements the public D3D12 API instead.
j316s
Apple's internal model code for the 16-inch MacBook Pro with M1 Pro — the primary Windows bring-up target.

Measurement

Oracle
A known-good implementation used to decide what correct behaviour is. Here, vkd3d-proton running on the same GPU.
Reachable ceiling
The highest score any correct implementation can reach on this hardware, measured rather than assumed — 505 of 557 for the D3D12 suite.
Kernel delta
The change in GPU timeout and fault counts across a single test run. A pass requires zero.
Whole-test pass
Every check in a test passes. Partial improvement is recorded but never counted.