Commit Graph

698 Commits

Author SHA1 Message Date
Matthew Stanley d3f5e6d6ce Report rejected card flushes as failed serial writes 2026-10-08 22:05:32 -07:00
Matthew Stanley 3fb7cab9c7 Preserve memory-card extensions and publish refreshed metadata atomically 2026-10-08 21:54:50 -07:00
Matthew Stanley 320d94869c Allow trusted graphics mods to request a session-only internal resolution 2026-10-08 21:33:46 -07:00
Matthew Stanley 29e647cebb Share build-selected guest HLE bindings and implementation metadata 2026-10-08 16:58:05 -07:00
Matthew Stanley 6fbd5a3462 Merge remote-tracking branch 'origin/master' into fix/tomba-session-capture-20261008
# Conflicts:
#	runtime/src/boot_state.c
2026-10-08 16:52:33 -07:00
Matthew Stanley edb78e8391 Gate snapshots by build-selected implementation identity 2026-10-08 16:38:45 -07:00
Matthew Stanley 5d7837e991 fix(runtime): restore capture guards after nonlocal guest escapes 2026-10-08 15:39:01 -07:00
Matthew Stanley 62d26bff82 Fix redraw policy, HD reload residency, AA ownership and FG budget publication
Address objective review blockers in #563, #567, #576 and #580 on the combined renderer stack. Preserve redraw/default policy, bounded same-pack learned uploads, GL context ownership, and coherent current-window budget accounting. Add focused CPU, real-GL, concurrent-publication and authority-transition regressions.
2026-10-08 11:16:22 -07:00
Matthew Stanley c87b8deab6 Merge commit '33a4ff56b0f769cf37f2804d00dce2e4cb106408' into integrate/pr558plus-fixes-20261008
# Conflicts:
#	runtime/include/frame_gen.h
#	runtime/src/gpu_gl_renderer.c
#	runtime/src/main.cpp
2026-10-08 11:00:53 -07:00
Matthew Stanley 699cc5bb3e Merge commit 'cb8a2e617dd5edbe1dc3dafbfc82f1a48bf3d6f6' into integrate/pr558plus-fixes-20261008
# Conflicts:
#	docs/TCP_COMMANDS.md
#	generated/OpenBIOS.emitter.sha
#	runtime/src/main.cpp
2026-10-08 11:00:25 -07:00
Matthew Stanley 0662437c56 Merge commit '2b517f3a0529742647b4c12c1a6f3d4818b29d84' into integrate/pr558plus-fixes-20261008
# Conflicts:
#	runtime/include/gpu_render.h
#	runtime/src/gpu_gl_renderer.c
#	runtime/src/gpu_render.c
#	runtime/tests/gpu_hd_texture_stubs.inc
#	runtime/tests/test_gl_hd_texture_pack.c
2026-10-08 10:59:40 -07:00
Matthew Stanley a03b1cf413 Merge commit '08cf54a99a8155191623b54e4f3a5b5ae1249d1e' into integrate/pr558plus-fixes-20261008 2026-10-08 10:58:36 -07:00
Shokunin 2b517f3a05 HD + render thread: keep the A0 hold across HD activation and savestate loads
Track an open GP0(A0) upload in the renderer whatever the HD state
(facade gr_vram_upload_begin/commit/set_open): HD activation mid-A0
waits for the commit instead of reading the FBO over received words,
and a full-VRAM load no longer ends the hold; gpu.c restores it from
gp0_state on load and ends it on GP1(01h). Sync the render thread
before flushing dumps or reading HD diagnostics, suppress dumps from
generated frames, use _putenv on MinGW, drop a stale log. Adversarial
fixtures for both cases in full-VRAM and high-resolution-window modes.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-08 03:41:54 -07:00
Shokunin d06352b3e7 Smooth motion with HD texture packs
Generated frames are presentation only: their replayed draws skip the CPU
raster and the pack flush, and textured draws resolve the same HD
replacements as the real frame. Drop the HD gate on frame generation. The
HD fixture runs a 30 Hz game with generation off and forced on: real frames
and native VRAM are identical, and every generated frame shows the HD HUD.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-08 03:33:18 -07:00
Shokunin 988b85b73f Render thread: exact HD native-VRAM publication; lift the HD exclusion
A GP0(A0) under HD authority takes the context at its header and keeps it
until the payload commits, so gpu.c's array holds every earlier native draw:
unwritten words keep queued draws and mask checks see the prior native mask.
Publication copies the whole private VRAM (no A0 can be open then), and
render_thread_stop publishes the final private draws before freeing them.
HD replacements and dumping no longer refuse startup or park the thread;
Smooth motion stays off under HD. Adds the review reproduction and #570's
HD safety cases with the render thread running.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-08 03:33:18 -07:00
Shokunin 8f839e56f7 Render thread: publish the HD-authoritative VRAM at sync points
With an HD texture pack the CPU raster is native VRAM's authority, and on
the render thread it writes the private copy: gpu.c's array never saw those
draws, so guest readbacks, mask checks and savestates read stale VRAM. Each
acquire now copies the private result into gpu.c's array (the analogue of
ensure_cpu's FBO readback), leaving the words of a GP0(A0) payload that is
still streaming. Fixture: a recorded fill/draw is visible to a readback.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-08 03:33:18 -07:00
Shokunin 64292bb23d Render thread: HD texture residency in command order
HD texture packs matched draws on the render thread but tracked uploads and
invalidations on the emulation thread, hashing gpu.c's array: a data race
(crash seen in hd_texture_pack_match) and wrong identities whenever the
emulation thread had already recorded a later upload.

The facade now sends residency changes through an optional backend hook
(hd_texture_note). The render-thread backend records them as RTH_HD_NOTE
after the upload/draw they follow; the replay hashes the render thread's own
VRAM copy, which the HD module now follows with the SW rasterizer
(gpu_hd_textures_bind_vram). Pack (re)configuration and HD mode changes are
sync points. Other backends apply the change immediately as before.

The HD GL fixture gains a render-thread case (fails without this change)
and links again: the scale fixture's facade stubs no longer collide with
the real gpu_render.c it includes.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-08 03:33:17 -07:00
Shokunin 7d06942eb0 Dynamic resolution floor "display": the output's own lines
dynamic_resolution_min = "display" (game.toml, settings.toml,
PSX_DYNRES_MIN) floors the controller at the selected internal resolution
without the supersample factor, so with supersample > 1 it only trades
supersampling and never renders below the output. psx_dynres_floor_scale
in internal_resolution.h, tested in test_internal_resolution. OpenBIOS
emitter stamp regenerated (config_loader changed).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-08 02:40:17 -07:00
Shokunin 976da1a812 Opt-in post-process anti-aliasing (FXAA) and a supersample factor
[video] antialiasing_mode = "off" | "fxaa" | "fxaa_hq" (PSX_AA_MODE)
filters the composed game image after the game quad and before hold-last
capture, OSD and swap; guest VRAM, readbacks and the Smooth motion /
frame generation sources are untouched. Off (default) never runs the pass
and is byte-identical to master.

[video] supersample = 1.0..4.0 (PSX_SUPERSAMPLE) multiplies the internal-
resolution target (Match display or a line preset), so the existing area
resolve does ordered-grid SSAA; dynamic resolution takes it as its ceiling.

Debug server: post_aa reads/sets the mode live. Real-GL fixture
gl_post_aa_test; supersample checks in test_internal_resolution.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-08 02:39:59 -07:00
Shokunin 4ba48c331f gl_frame_gen test: reprojection's depth switch is FG_RP_DEPTH
FG_PGXP now names the PGXP feature pass (#558-#560: none / depth / color
/ seam); the reprojection pass turns PGXP depth on with FG_RP_DEPTH=1.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-08 02:39:42 -07:00
Shokunin 706cb0cdd5 gl_frame_gen test: rename near/far locals (Win32 macros); regenerate stamp
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-08 02:39:42 -07:00
Shokunin f3739b8495 Smooth motion: reprojection opt-in per title, redraw the default
[video] frame_generation_method = "redraw" (default) | "reprojection",
PSX_FRAME_GEN_METHOD overrides; replaces frame_generation_redraw.

- Redraw runs and allocates nothing of reprojection: no snapshots, depth
  image, programs, HUD matching; the cost-spike clamp and the dynamic
  resolution load formula apply to reprojection only. Switching to redraw
  or turning Smooth motion off frees what reprojection held.
- Uniform locations and PSX_RP_DEBUG/PSX_RP_NOPREV are read once with the
  programs.
- Each method gets its own breaker settings, set again on a switch;
  frame_gen_hold takes a kind (step down / over budget), not a string.
- The warp's depth is cleared before the cars are drawn (PGXP depth tested
  them LEQUAL against it).
- The warp restores the renderer's texture bindings on units 1 and 2 and
  never leaves a sampler on texture 0.
- gl_frame_gen_test: redraw asserts nothing of reprojection ran or was
  allocated (its phase 0.5 digest matches master's); reprojection runs
  check the warp's pixels on a parallax pan (vs the redraw of the pair, no
  holes, HUD exact), real frames unchanged, and no warp depth with PGXP.
- FRAME_GENERATION.md: the key, the default, reprojection and its
  R4-tuned object rules.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-08 02:39:42 -07:00
Shokunin b0a89e4ede Smooth motion: in-between frames by reprojecting the real frame
Each in-between frame warps the newer real frame's finished image by the
in-between camera instead of drawing the scene again:
- per game frame: a snapshot of the list's finished image (taken when the
  list closes; R4 flips to a buffer before drawing into it, so the live
  surface is not a stable source) and a 2x native image of camera 1/z,
  pixel kind and view rasterized from the recorded triangles in painter
  order (world / car-or-dome / 2D-HUD-small-view);
- per in-between frame: one grid draw (a vertex per native pixel) that
  unprojects world pixels with their depth, moves them by the view's
  in-between camera (fg_view_affine) and samples the snapshot at full
  resolution, nearest wins; cells over depth edges or non-world pixels are
  left to the snapshot underneath; 2D/HUD pixels are put back; cars are
  drawn again at their own in-between position.
Measured: ~0.3-0.8 ms CPU and ~0.3-2 ms GPU per in-between frame (was 2-4
ms each), A/G/B max out-of-range 0.3-3 %, worst ratio 1.1-1.5.
[video] frame_generation_redraw / PSX_FRAME_GEN_REDRAW=1 keeps the old path.
Planner/holds: dynres 'over budget' no longer stops cheap reprojected
frames; guest-late trips ignored while they are cheap; allocation and
shader compilation are kept out of the cost estimate. frame_gen JSON:
rp_ms, rp_zn, reprojected, np (why a flip planned none); debug buffer 4 KiB.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-08 02:39:42 -07:00
Shokunin e723060a5d Merge feat/pgxp-seam (#558-#560) for the PGXP depth API the reprojection test uses
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-08 02:39:42 -07:00
Shokunin 4102438ab4 PGXP seam: above 1x only; expand only depth-tested triangles
- `wide` (mode 2) is half a native px above 1x and nothing at 1x, as the
  docs and `fine` already said.
- Expansion needs the triangle's depth mode 1 (opaque, 3D, depth buffer on,
  not near-camera); without depth, painter order resolves the overlap and a
  widened edge would draw over its neighbour.
- gl_renderer_set_pgxp_seam syncs with a live render thread (GL_RT_SYNC)
  and counts as a PGXP renderer feature.
- gl_frame_gen_test: seam alone draws exactly like no features; at 1x
  depth+seam draws like depth; at 3x it changes the image; the in-between
  frame at phase 1 still equals the real one with seam on.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-08 02:39:19 -07:00
Shokunin 7d56562066 PGXP colour: Smooth motion test covers it; setter syncs with the render thread
gl_renderer_set_pgxp_color_perspective syncs with a live render thread
(GL_RT_SYNC) and counts as a PGXP renderer feature for the per-triangle
depth command. gl_frame_gen_test's PGXP pass runs depth, colour and both:
the scene's SZ now differs per vertex (colour) with rows ordered far to
the right (depth), and the in-between frame at phase 1 must equal the real
frame with each.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-08 02:39:11 -07:00
Shokunin dc2cd301d3 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>
2026-10-08 02:38:58 -07:00
Shokunin 2a36efcacb PGXP depth buffer for opaque 3D polygons (opt-in)
[video] pgxp_depth_buffer (default off; PSX_PGXP_DEPTH overrides) and
pgxp_depth_threshold. gpu.c hands the GL backend each triangle's GTE SZ when
all three vertices are dataflow-precise (gr_set_depth_triangle); the backend
draws those opaque triangles with a LEQUAL depth test and write. 2D,
unproven, semi-transparent polygons, lines and rectangles never test or
write. Depth mode is a batch key and rides in every high-resolution-window,
native-wide and render-thread replay command. Clears are colourless
depth-only draws through the flat batch: after a drawing-area change or a
fill, and when the average SZ rises by the threshold (4096, as DuckStation).
Generated (Smooth motion) frames draw without depth.

Docs: ENHANCEMENTS.md G1.14.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-08 02:38:41 -07:00
Shokunin 705b8d8c86 Smooth motion: draw the first in-between frame while a third of the budget is free
fg_plan drew the first in-between frame (to measure its cost) only while the
real frame left half the budget. On Windows with the display ring, R4's 30 Hz
real frame costs 2 x 7.2 ms of 33.4: the first frame was never drawn, its cost
never measured, and Smooth motion generated nothing (0 frames/s; macOS, at
2 x 5.7 ms, was under the line). A third of the budget is enough.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-07 23:51:35 -07:00
Shokunin 08cf54a99a HD residency: bind the sidecar to the pack; bound the restage re-hash
- The .hdres sidecar (version 2) carries the pack's identity, a hash of its
  sorted replacement keys (hd_texture_pack_identity); a load with another
  pack is refused, as the docs say.
- The learned upload rectangles are bounded by area as well as count: a
  restage (load, rewind) re-hashes at most one VRAM's worth of words.
- gl_hd_texture_pack_test: residency is refused with a different pack;
  before the load a textured draw shows native artwork, after it the same
  draw shows the HD replacement and counts as an applied draw.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-07 22:51:31 -07:00
Shokunin 6799806481 HD texture packs: re-admit learned uploads after a VRAM restage
Rewind and in-session savestate loads have no sidecar. Each Beetle-keyed
upload rectangle seen in the session is remembered (at most 256); after a
restage it becomes resident again only if the restored words still hash to
a replacement key, so the HUD keeps its replacement across loads.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-07 22:48:04 -07:00
Shokunin 8acc3d8093 HD texture packs: keep upload residency across savestates
A savestate restage cleared every upload identity, so a texture uploaded
once (a race HUD) lost its replacement after any load until the game
uploaded it again. Saving a slot now also writes the Beetle-format residency
beside it (*.hdres: host metadata, never in the .pst), bound to a CRC of
the whole native VRAM. A load restores it only over exactly that VRAM, so
no identity is fabricated; anything else falls back as before.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-07 22:48:04 -07:00
Shokunin 2f536d114b Mods: a resource default must exist and stay inside its package
The manifest check on `default` is text-only; a symlink the package ships
could still point outside it. The default now resolves only when it exists
with the resource's kind (folder / file) and its canonical path stays
under the package's canonical root; otherwise the resource is unset and a
required one blocks launch. mod_packages_test covers a cleared or removed
selection restoring the default, a missing default folder, and a default
that is a symlink out of the package.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-07 22:47:55 -07:00
Shokunin 8948e9584c Smooth motion: plan the frames the clock shows; vrr in settings.toml; atomics
- settings.toml parses [video] vsync = "vrr" and a launcher save writes it
  back as "vrr" (was dropped / saved as "on"); every mode round-trips in
  video_enhancement_settings_test.
- fg_slots counts the display intervals the clock (fg_clock_phase) fills,
  with the same 0.985 phase limit. fg_plan_hz and the dynamic resolution
  share use it: 59.94 Hz content on a 60 Hz panel (2.002 intervals) plans
  and budgets one in-between frame, as shown, not two.
- The real share read on the emulation thread uses atomics: s_fg_flip_vb,
  s_fg_swap_ema and a published copy of the generated-frame cost estimate.
- fg_hud_lerp accepts a match at the 8th 2D triangle of the window.
- docs/FRAME_GENERATION.md: the plan's slots and the vrr mode.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-07 22:34:36 -07:00
Shokunin 0bebface12 Smooth motion: budget dynres for the in-between frames, time them from the game frame's arrival, keep small views put, move HUD needles
- Dynamic resolution budgets the real frames with the share of the game
  frame Smooth motion leaves them (gl_renderer_frame_gen_real_share), so the
  scale drops until the in-between frames fit the display refresh.
- In-between frames are timed from the game frame's arrival, not from the end
  of its composition; the last one per game frame is no longer dropped by a
  quarter-interval margin.
- Views under 15 % of the largest (a rear-view mirror) stay as the real frame
  drew them: a wrong mirror camera fit threw its lane marks across the
  screen as a dashed line.
- HUD: 2D triangles both frames draw with the same key that moved a little
  (tachometer needle) are interpolated; changed digits stay as drawn.
- frame_gen JSON: end_ahead / end_bp / end_phase counters.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-07 21:49:54 -07:00
Shokunin 3c64a13347 Smooth motion at any refresh; keep matching after a display-size change
In-between frames go on one global grid at the display refresh (or the
VRR panel maximum), never faster, across game frames; the interpolation
phase comes from the host clock, so 90/100/144/165/240 Hz and other rates
that are no multiple of 30 work. Up to 15 generated frames per game frame.

Fix: a display buffer that changed size at the same origin (e.g. the first
frame after a save-state load) left a stale entry that every list closed
with, so no two frames ever matched and Smooth motion stayed off for the
rest of the session. The entry is replaced now. frame_gen JSON reports
why the last flip planned nothing (noplan_why).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-07 21:49:54 -07:00
Shokunin 91cd6db705 guest_cycle_scale: one CPU charge for every tier, declarative gate, rollback
Review of #561. Guest time now has two entry points (psx_cycles.h): the
CPU charge psx_cpu_charge() (instruction base, load fudge/region/completion,
i-cache refills, BIOS HLE costs), which applies [timing] guest_cycle_scale,
and the unscaled device advance psx_advance_cycles() (DMA, idle skips,
mul/div and GTE deadline waits). The emitters' block-mode charges emit
psx_cpu_charge; overlay DLLs accumulate it raw and publish through the
cpu_charge callback (was advance_cycles, same slot) into the same host
function, so nothing is scaled at the DLL boundary. The batched
psx_cyc_charge path, the dirty-RAM interpreter, psx_cyc_readmem, i-cache
refills and bios_hle.c all charge through it. At scale 1 it is exactly
psx_advance_cycles.

Gate in psxrecomp: [timing] guest_cycle_scale_gate, RAM predicates judged
at every VBlank edge (deterministic, works online, no mod needed), plus
psx_mod_set_guest_cycle_scale_gate() in mod_plugins.h for custom logic or
to tie the scale to a mod (guest_cycle_scale_gated = true; every mod
session reset shuts it). The carried fraction and both gate states are a
boot_state section (BS_SEC_GCS, written only when the scale is not 1), so
savestates and the netplay rollback snapshot re-simulate the same cycles.
psx_guest_cycle_scale_gate_test pins tier identity, the gates and rollback
re-simulation against the real psx_cycles.c.

OpenBIOS regenerated (emitter stamp); retail SCPH1001 is not.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-07 21:41:39 -07:00
Shokunin 1e6e43639a Title timing constant: [timing] guest_cycle_scale (and _gated)
No CPU is emulated: recompiled code charges the guest clock a fixed cost
per instruction. guest_cycle_scale = N charges 1/N of it (instruction,
load, mul/div, GTE latencies, overlay DLL batches) while VBlank, timers,
CD, SPU and DMA keep hardware time, so the game never runs out of frame
time. A title constant in game.toml (1 = faithful, 1..64), never a player
setting; guest_cycle_scale_gated applies it only while the title's mod
opens the gate (psx_guest_cycle_scale_gate_open). PSX_GUEST_CYCLE_SCALE
overrides for testing. A scale other than 1 is folded into the netplay
content fingerprint as a safety net.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-07 21:41:34 -07:00
Matthew Stanley e9fbe0d1b3 ws_backdrop_scene_test: stub the GPU packet key gpu.c now calls
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-07 18:21:00 -07:00
Matthew Stanley 7bcb11916a GPU packet keys keep the enhancement aperture apart from the main RAM it aliases
The UI prepass re-read aperture node payloads through the RAM-folded key, so
THPS2's relocated prim arena discarded the HUD squash every frame.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
(cherry picked from commit fd6267e952)
2026-10-07 18:20:59 -07:00
Matthew Stanley c55ddc4f29 Widescreen HUD size: proportional option shrinks the auto-UI HUD beyond 16:9
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
(cherry picked from commit 41a9889566)
2026-10-07 18:20:59 -07:00
Matthew Stanley eb783e15ed Motion kit: blend mirrored orthonormal bases; snap a handedness change
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
(cherry picked from commit 487224cd9c)
2026-10-07 18:20:57 -07:00
Matthew Stanley 4b4fddb769 Present finite 2D backdrop scenes at 4:3 in native-wide
A full-screen rect backdrop that stops short of the reveal vetoes polygon overhang (Tomba village, beads-eio.4.28).

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-07 17:46:17 -07:00
Shokunin 3b7f8ca195 Mods: package-relative default for file and folder resources
A [[resource]] may name default = "<path>" inside its package. While the
player has selected nothing, that path resolves (a required resource with a
default no longer blocks launch); a selection always wins. Lets a title ship
an HD texture pack (psx.hd-textures "pack" folder) in its own package.
Unsafe paths and verified/input/shared resources are rejected at scan.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-07 16:01:34 -07:00
Matthew Stanley be2bfbf6b4 test: retain refreshed HD provenance fixture stubs 2026-10-07 15:38:52 -07:00
Matthew Stanley c20c05ccc0 fix: keep HD texture authority on the synchronous renderer 2026-10-07 15:03:51 -07:00
Shokunin 86b15cfbbb Frame generation: in-between frames never rasterize native VRAM
Under HD texture-pack authority (and dual-raster netplay) every draw was
also rasterized into CPU VRAM unless a render pass was active. Replayed
draws of a generated frame were not exempt, so each in-between frame wrote
interpolated geometry into the guest's native VRAM. They are presentation
only, like a pass. Fixture: compose under HD authority, VRAM unchanged.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-07 14:51:50 -07:00
Matthew Stanley b620b13837 Integrate current framework master without dropping texture fixes 2026-10-07 14:39:05 -07:00
Shokunin 3ebb7f39a0 Test: GP0 history guard fixture stubs the frame-generation hooks
gpu.c's precise-triangle path references Smooth motion's vertex sources;
the software-only fixture never reaches them (abort if it does).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-07 14:24:51 -07:00
Shokunin 1a5156d6c9 Test: GPU exec fixtures stub the frame-generation vertex-source hooks
gpu.c asks the GL backend and gte.cpp for Smooth motion's vertex sources;
master's native_wide_projection_test (cd9981cd) links gpu.c with these stubs.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-07 14:24:51 -07:00