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PGXP depth: no cost when off; render-thread-safe setters; Smooth motion honours depth
- gpu.c sends gr_set_depth_triangle only while a PGXP renderer feature is on (gl_renderer_pgxp_render_wanted): no RTH_DEPTH per triangle otherwise. - The SZ rides in the textured vertex's unused colour alpha, so TEXV stays 26 floats for every title. - gl_renderer_set_pgxp_depth / _threshold / pgxp_render_stats sync with a live render thread (GL_RT_SYNC) like their neighbours. - A depth-mode change is its own batch-break reason (7); batch_diag returns all eight reasons. - Smooth-motion in-between frames replay RTH_DEPTH and test depth from their own clear; gl_frame_gen_test gains a PGXP pass (overlapping 3D triangles out of painter order) where the in-between frame must match the real one. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -1270,6 +1270,18 @@ differ by 801 / 92 / 25 / 0 px, none in the tachometer area.
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Diagnostic: `PSX_PGXP_TRI_LOG=<file>` logs every triangle (depth mode, x y
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SZ) while `<file>.on` exists.
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**Off costs nothing; Smooth motion matches.** gpu.c sends
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`gr_set_depth_triangle` only while a PGXP renderer feature is on
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(`gl_renderer_pgxp_render_wanted`), so with them off the render thread
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records no extra `RTH_DEPTH` per triangle. The SZ rides in the textured
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vertex's unused colour alpha (negative when present), so the vertex stays 26
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floats for every title. The setters sync with a live render thread
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(`GL_RT_SYNC`) like their neighbours. A depth-mode change ends a textured
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batch as its own reason (`batch_diag` entry 8). Smooth-motion in-between
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frames replay `RTH_DEPTH` and test depth like the real frame, from their
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own clear: `gl_frame_gen_test` draws overlapping PGXP triangles out of painter
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order and requires the in-between frame at phase 1 to equal the real one.
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## IR1 — Internal resolution presets (Native … 8K) and the GL scale ceiling (2026-09-26)
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**What the player gets.** Settings → Display → **Internal resolution**: Native,
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