docs/RENDER_THREAD.md: the record/replay model, why guest-visible VRAM
stays gpu.c's array (private upload source on the render thread), the
guest state captured at record time, every sync point with file:line,
the frame bound and present skipping, interoperation with savestates,
netplay, render passes, interpolation, widescreen, resolution changes,
screenshots, headless and Vulkan, what is out of scope, and the tests.
TCP_COMMANDS.md documents render_thread (index regenerated);
config_schema.md documents [video] render_thread.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Load modern texpage/texupload PNG replacements independently of DuckStation source. Integrate pack folders and options with mods, preserve native VRAM, and validate GL rendering, format matching, dump safety, and upload invalidation.
Reports whether local Rewind is enabled and open, the title block
(psx_mod_set_rewind_blocked) and the snapshots held, so scripted headless runs
can check that a blocked title captures no history and refuses to open.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
psx_mod_allow_direct_shortcut(PSX_MOD_SHORTCUT_*) lets a host shortcut
bound to one controller button act on that button alone. Without it a
one-button binding means Select + button, like the legacy encoding, so a
title can default to a one-button binding safely whether or not its mod is
enabled. While allowed (Rewind: while Rewind is enabled) the runtime claims
the host button: it never reaches P1's guest pad, and a claim made while it
is held lasts until release. Allowances clear at every mod session start.
Multi-button bindings behave as before.
game.toml [controller] direct_shortcut / direct_shortcut_button lets the
title default that shortcut to one button and tells the launcher to capture
it as one button (RECOMP_LAUNCHER_HAS_DIRECT_ASSIST_BIND). No title id is
checked anywhere.
Debug: set_input {"layer":"host", buttons, lx..ry, lt, rt} arms a
virtual P1 gamepad that feeds stage 1 of the offline input path (so sources,
title transforms and trigger values see it) and shortcut polling. A plain
set_input override still wins. Headless runs with the layer armed resolve
P1 through the same path and poll Rewind and the fast-forward latch; the
Rewind pause loop keeps the debug endpoint live and runs without a window.
Binding semantics and the claim latch are pure (psx_hotkey_pad.h) and
covered by psx_hotkey_pad_test.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Also: wtrace_dump_test skips (exit 77) without a C compiler, supports cl, brace-matched extraction.
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
Master moved the textured-dot test stubs into gpu_exec_stubs.inc; the PGXP stubs move there too. pgxp_note_rect_bypass stub takes (int). Stamps recomputed.
G1.11: the hook-flavor runtime, the mod armed at session start, dataflow
only, exact projection, and the rectangle shortcut. It covers what tri_mixed
can and cannot see, and the R4 census after every change:
- 1P: 99.91% dataflow, 0 of 389k drawn triangles mixed;
- menus, attract and 2P VS: every truncation reject is a vertex at the
saturation limit.
The wobble table drops the preserve-projection row, which is 0 by
construction.
G1.12: precise culling (the culled-row crack, the rule, why it is mod-only,
packet headroom, identity, cost under R4's default stack) and
[video] pgxp_mod_only.
TCP_COMMANDS: the new geom_correction fields and the pgxp verb's culling
knob. MOD_PACKAGES: the session arming takes the request; how a title
ships PGXP on. GAME_PROJECT_SETUP: pointer to pgxp_mod_only.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The OpenGL textured program read the GP0(E2h) texture window from a
uniform, so every window change ended the open textured batch (batch
reason 5). Titles that tile far textures with per-primitive windows pay
for that in draws: Ridge Racer Type 4's split screen changes the window
about 515 times a game frame and drew about 180 batches, against 17 with
batching on. On the native-wide path every batch that reaches the margins
is drawn again into the wide surface; under heavy load on an M4, 2P with
widescreen at Match display ran at 39-43 guest VBlanks/s and 1P at 50,
against 50-58 and 57 with batching on.
The window now rides in each textured vertex (a_twin, the E2h low 20 bits
as one float) like texpage and CLUT already do, and the shader decodes it
there; the uniform and the window-replay queue's copy of it are gone.
With the default unchanged, batches still split at every window change,
so every vertex carries the batch's window and the image is the same as
before: the new test's oracle passes on the unmodified renderer too, with
the same digests at 1x, 4x, 9x and in the windowed 9x/18x mode.
[video] texture_window_batching = true (game.toml only, default off) lets
primitives with different windows share a batch. The image is the same:
an opaque batch draws its colour in one painter-ordered pass and
semi-transparent primitives are still drawn one per batch. While mask
checking is on the window stays a batch key, because an opaque batch
fixes the stencil for its STP=1 texels after its colour pass.
PSX_GL_TEXWIN_BATCH=0|1 overrides it for a run and the TCP command
gl_texwin_batch switches it live. Software and Vulkan are unchanged.
Tests: gl_scale_invariance_test gains mode "twin" (alternating windows
over opaque, semi-transparent, set-mask, mask-check and bilinear prims,
into the native-wide margins): off and on give the same native VRAM,
frame at S and wide surface, on draws 17 batches instead of 46 and flushes
only for the 5 mask-check window changes. Each run also checks an oracle
that does not depend on the renderer: raw rects through all four windows
into a 4-bit and a 15-bit page must give, pixel for pixel in the native
VRAM and at the centre of each pixel at S, the texel the PS1 window rule
picks from the VRAM as read back. A decode or packing error both settings
share fails it (checked with (v_twin >> 11) and with off_y left out of the
packed window). video_enhancement_settings_test checks the key's default
and opt-in.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A PC carries a segment, and the game dispatch table is about to be keyed by
the full PC (docs/SEGMENT_AWARE_CODE.md §5.5). A PC whose physical word has a
compiled row only in another segment then has no body of its own: dispatch
interprets it through the existing clean-text-miss path and never runs the
other segment's body. Decision 2 in §10 is to interpret such a miss loudly
until the title is regenerated, so record it:
- psx_segment_miss.{c,h}: classification (the other segment's row at the
same word, through psx_game_is_function_entry), an always-on ring with the
full PC, the row that exists, $ra, $sp and the frame, and a per-PC count.
- dirty_ram_dispatch_inner hands every clean-text miss to
psx_segment_miss_note(), which records it when the PC has no row of its
own while another segment's alias does.
- TCP: new `segment_misses` (summary, or {"tail":N}); `dispatch_stats`
gains segment_miss_total/_unique; the emu-thread ping reports the total.
- psx_last_run_report.json gains a `segment_misses` section (top 50 PCs).
- psx_segment_miss_test covers classification, the note helper, the ring,
wrap-around and the summary order. segment_miss_wiring_test (a source
guard) pins the helper's call in dirty_ram_dispatch_inner, the TCP
command and its summary row shape, the dispatch_stats and ping fields and
the exit-report section, which no unit test can reach.
Nothing is recorded with a dispatcher generated before the exact lookup: its
physical lookup finds a row for every alias, so the check never fires.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- run: a crash, hang-up or socket timeout on the final frame_fingerprint /
dispatch_stats queries is a RunError (exit 3, INCOMPLETE), not a
JSONDecodeError traceback with exit 1 (MISMATCH). Seeding, log and dump
I/O errors and a runtime that survives SIGKILL also exit 3. A missing
output directory is a usage error. The dump is written to OUT.tmp and
renamed.
- compare: with different FMV-quiet settings, once a quiet frame occurred
(qc > 0, a different frame set, or no qc column) the runs are not
comparable. Report INCOMPLETE and skip the DIVERGE, missing-frame and
locator lines, which were artefacts of the setting. Mixed settings with no
quiet frame are judged as usual, with a note.
- --launch on Windows keeps backslashes (shlex with no escape character),
so C:\psx\build\game-runtime.exe is not mangled into C:psxbuild...
Self-test: 59 cases (11 new), ctest fp_identity passes. R4 dumps re-judged
and fresh warm/cold runs repeat the IDENTICAL results with 497 tolerated
straddles.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Moves the warm/cold A/B tool out of R4 so every title can use it. `run`
launches the runtime from a command template ({build} {port} {headless}
{state_dir}) or from --runtime/--game/--disc, optionally installs a saved
overlay state (--seed), turbos to frame N and saves the frame_fingerprint
ring plus the dispatch-miss count. Runs default to PSX_DEBUG_FMV_QUIET=0 and
PSX_OVERLAY_AUTOCOMPILE_OFF=1, and the dump records what they used.
`compare` judges on the guest-fact columns (cyc mmio mc sp sc wc ws qc) and
reports wr/pc only as the frame where the runs part. It tolerates the
one-write VBlank straddle from docs/TCP_COMMANDS.md (ws/wc off for one frame,
equal again at the next) and, when FMV-quiet was on, the wc+qc shift with ws
judged against the carried offset. Every tolerated frame is counted and
listed; --strict turns them off. A straddle on the last frame, a judge column
an older runtime does not report, or different FMV-quiet settings make the
result INCOMPLETE. Exit codes are unchanged from the R4 tool: IDENTICAL 0,
MISMATCH 1, usage 2, INCOMPLETE 3, MISSES 4.
The self-test (ctest fp_identity) covers column judging, both tolerances,
truncated and mismatched frame sets, dumps without ws/qc, and drives `run`
against a fake debug server.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Only passes that run are measured. The first passes of a race can all run in
a transient (a busy host, code run for the first time): in earlier Grand
Prix runs the three warm-up passes measured 13-15 ms against a steady 3-7 ms
at the same setting. An estimate that high prices most plans out, no pass
runs to correct it, and a plugin that crossfades while passes are shed (R4
Frame Rate) stayed on the crossfade for most or all of the run: 4, 9 and 29
passes in 22 s at 300 Hz, 7 in a verify run at 120 Hz, against about 1400
when the first passes were fast.
render_pass_cost_note_plan() (render_pass_plan.c) counts the plans that
wanted passes since the last measured pass. After 30 (about a second of a
30 Hz game) the warm-up restarts, so plans ask for one pass until three have
been measured again. When the new median is more than 3/4 of the old
estimate, the old one was right (a size that is truly too expensive, or a
host at its limit) and the next wait doubles, up to 960 plans, so these
one-pass warm-ups stay rare; a re-measure that finds the estimate stale
keeps the wait at 30. render_pass_stats reports cost_rewarms.
render_pass_plan_test covers the restart after 30 plans, an estimate that
passes keep measuring never restarting, the minimum wait after a stale
estimate, and the doubling waits when re-measures confirm the estimate
(47 ms at 4K, 10 ms re-measured as 9); render_pass_guards pins the planner's
call and its one-pass re-plan.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A generation's timeline is fixed at plan time (t_len = plan period x
VBlank). When the game frame stayed up longer (a 30 Hz tick that lags to
three VBlanks, or host-interval drift), pass_gen_present expired the
generation past phase 1 + 0.5/period and the presenter fell back to its own
capture, which in FLIP mode is the frame's phase-0 image: the output ran
0 -> .25 -> .5 -> .75, stepped back to 0, then jumped to the next frame.
render_pass_gen_select() (render_pass_plan.c) now keeps render_pass_select's
hold of the newest image past phase 1 and only expires a generation after
RENDER_PASS_GEN_HOLD_MAX (4) frame lengths without a flip, i.e. a game that
stopped flipping. render_pass_stats reports late_presents (presents more
than 1/64 of a frame past its planned end). The plan keeps the plugin's
period: its phases were placed on the output deadlines of a frame of that
length, and the flip tracker's period is the previous frame's, which cannot
predict a sporadic lag.
render_pass_plan_test covers phases 1 to 4 (hold) and past 4 / NaN
(expire); render_pass_guards pins pass_gen_present to the rule.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Every pass backed up the display rect (hr colour + stencil and raw mirror
blits, CPU rows) although the previous pass of the same frame had just
restored exactly that backup. On Apple's OpenGL each blit ends the render
pass and submits a command buffer, which was about half of a pass's begin
time. A pass now reuses the previous pass's backup when render_pass.c
vouches that no guest code ran since its restore (same plan, guest clock and
store count unchanged) and the rect, scale and native-wide source match; the
first pass of every frame still takes a fresh backup.
R4 Grand Prix race, 240 Hz interpolated: average pass begin 0.28 -> 0.16 ms.
render_pass_stats reports backups_reused.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Manual fast-forward presents every second VBlank, so the plan still saw
presents and kept rendering passes, spending host time the fast-forward
wants, although the API said turbo refuses them. main.cpp now records when
presentation is sped up (manual fast-forward, turbo-through-loads, FMV
auto-skip, TCP turbo) and the plan and passes refuse meanwhile.
psx_mod_render_pass_status() tells a plugin why passes cannot run, the
host-time budget aside: NO_PRESENTER, BACKEND (the renderer declines passes
in its current mode), DISABLED (after repeated faults), SESSION, FAST_FORWARD
or BUSY. The GL backend reports its part through
gl_renderer_pass_unavailable(), where a renderer mode that cannot host
passes reports BACKEND. psx_mod_set_frame_interpolation_blend() now also
takes effect when called from a hook after activation, so a plugin can show a
crossfade while passes are unavailable and return to HOLD afterwards.
Debug: PSX_RENDER_PASS_REFUSE=1 or TCP render_pass_refuse on=1 makes the
backend decline passes, to test a plugin's fallback; render_pass_stats
reports the status.
Default off: nothing reads the new flag or status unless a plugin uses
render passes.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
pass_slot_cap() limits a generation to what two generations fit in 256 MiB,
but pass_gen_textures() allocated all 17 slots of each generation at
internal-resolution size as soon as passes ran, whatever the cap: 34
textures, about 167 MB at 4x and 1.5 GB at 12x for at most two used slots.
Slot textures are now made on first use, never past the cap, so the budget
holds at any internal scale; a size change frees the old set, and context
teardown frees every pass texture, backup and journal FBO and forgets their
names (a new context no longer reuses dead ones). render_pass_stats reports
image_textures and image_bytes.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The watchdog leaves a runaway pass by longjmp from inside guest code, which
skips the exits of every frame it leaves: generated functions' bb_defer
cleanup, overlay_loader_call_native's unit depth, the native-shard stack and
cycle-flush hook, the DMA kick's exec depth, and the dirty-RAM interpreter's
active/phase/precise flags, resume latch and pending load. The checkpoint
now saves all of it and the restore puts it back (bb_defer with the cycle
freeze), as the scheduler and exception landings do for theirs. An overlay
shard's unpublished pass cycles are flushed into the frozen clock at the
landing so they never reach the live one.
PSX_RENDER_PASS_VERIFY also checks that a pass which returned normally left
the nesting balanced, since the restore would hide that. render_pass_stats
gains nesting_repairs and the fault log names what the landing undid.
render_pass_abort_test aborts a pass from five nested frames (real
render_pass.c and psx_cycles.c, mock devices and presenter) and checks every
value, the clock and RAM; it fails without this change.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
docs/RENDER_PASSES.md; FRAME_RATE.md gains HOLD and a link; TCP_COMMANDS.md
describes gl_interp, render_pass_stats and render_pass_dump and regenerates
the command index (which also picks up three commands master had not
indexed yet).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Windowed high-resolution mode kept one window over the union of displayed
columns. Two 512-wide buffers side by side need 18432 px at 18x, past a
16384 GPU limit, so the second buffer was refused and every other frame
presented at 1x.
- The window is now up to four tiles, each its own surface over a column
range. A new display first tries one surface over the union of all
displays (the old behaviour, so R4's 320-wide window is unchanged), then
a merge with the tiles it overlaps, then a tile of its own. Every
mirrored write (queued draws, fills, uploads, copies, the depth24 clear,
stencil rebuilds) goes to each tile it touches; present, captures,
screenshot_hires and the native-wide centre read the tile holding the
display. A display no tile can hold within the GPU limit, the memory
budget (all tiles together) or the tile cap still presents at 1x, logged.
- A copy into the window stages its S-scaled source in a scratch of its
own, in column chunks that fit the GPU limit, walked in memmove order so
an overlapping copy still reads pre-copy pixels. The shared scratch no
longer grows past the hr surface for it.
- Staging textures commit a new size only after the driver accepted the
storage; a size past the limit is refused with a log line and the
texture keeps its old storage (scratch_ensure used to record the size
before a glTexImage2D that could fail).
- PSX_GL_MAX_DIM lowers the GPU limit the backend plans with (testing a
layout for a smaller GPU). video_info adds display_x/display_y,
hires_window_tiles and hires_window_mib.
- gl_scale_invariance_test: side-by-side runs flip two 512-wide buffers
and require one surface at 5x and two tiles at 9x (PSX_GL_MAX_DIM=8192)
to equal the full-VRAM surface, including copies between the buffers
and 1000-column copies; at 18x both buffers must read back at S. A
scratch request past the limit must be refused and leave the texture
and its recorded size intact.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Add a player-facing internal resolution on top of the raised GL ceiling.
A preset is a target height; the runtime renders at the integer scale
S = ceil(target / reference_lines), reference 240 by default: 720p 3x,
1080p 5x (area-resolved to 1080), 1440p 6x, 4K 9x, 5K 12x, 8K 18x. The
backend then clamps S to what it can allocate.
- runtime/include/internal_resolution.h: the preset table, stable ids,
the value encoding shared with recomp-ui (0 unset, 1 native, -1 match
display, N target lines) and the pure resolver.
- config: [video] internal_resolution (a preset id or a number of lines)
and resolution_reference_lines in game.toml; internal_resolution in
settings.toml, written as a stable id beside supersampling = min(S, 4)
for older runtimes. Precedence: game default < player's legacy factor <
player's preset. settings.toml window_width now accepts up to 7680.
- main.cpp: resolve the preset before gpu_init; Match display re-resolves
from the game window's monitor (SDL3 mode height x pixel density) before
the GL context allocates. The launcher gets the vocabulary (with a
synthesized "Nx (L lines)" entry for a legacy factor no preset matches)
behind RECOMP_LAUNCHER_HAS_INTERNAL_RESOLUTION, on first boot and on the
netplay soft-return.
- The OpenGL game window gets SDL_WINDOW_HIGH_PIXEL_DENSITY (SDL2:
ALLOW_HIGHDPI) only when the player chose more than native, so the
drawable is in pixels on Retina; native keeps the window as it was.
- debug server: video_info (preset, requested and effective scale, GL
limit and clamp, hr surface, window points vs pixels), screenshot_hires
reads the GL hr FBO at full size, screenshot_wide_hires captures the
native-wide band at internal resolution.
- docs: config_schema (keys, precedence), NETPLAY (a per-peer presentation
setting), TCP_COMMANDS (index regenerated), ENHANCEMENTS IR1.
Default-off: with no internal_resolution anywhere the scale, the window
flags and the present path are unchanged.
Tests: internal_resolution_test (presets x reference 240/480 x backend
maxima, legacy mapping round trip), video_enhancement_settings_test (game
and settings keys, stable-id round trip, legacy key still written),
gl_internal_scale_guards (HiDPI only when opted in, launcher fields behind
the capability macro).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
8K is 18x at a 240-line reference, and a full-VRAM surface at 18x is
18432 px wide: over the 16384 limit of Apple's GL, Intel and MoltenVK. A
title only needs its displayed frame at 18x, so past the full-VRAM limit
the GL backend now splits the work:
- The authoritative VRAM stays the ordinary hr surface at 1x, i.e. the
native renderer unchanged: pack, CPU readback, render-to-texture and VRAM
copies are exactly the native results (s_hr_scale; s_scale stays the
presented scale gr_scale reports).
- A presentation-only surface at S covers the displayed columns W =
[x0, x1) x all 512 rows (R4: 0..319, 5760x9216 at 18x, 405 MiB). Every
GPU write touching W is mirrored into it: textured and flat batches,
lines (quads), fills, uploads, the depth24 clear, and VRAM copies (hi to
hi when the source is in W, otherwise the 1x source upscaled; both staged
before drawing so overlapping copies read pre-copy pixels). It keeps its
own stencil. A separate blit program carries the window projection, so
the canonical shaders are untouched.
- W grows (64-column aligned) the first time a display rectangle outside it
is presented, seeded by upscaling the 1x content. Present, hold-last,
interpolation capture, screenshot_hires and the native-wide centre read
it; a display it cannot hold presents at 1x.
It engages only when the full-VRAM surface cannot hold the request (driver
limit or budget), sized so a 320-wide window fits both; up to 16x on the
M4 nothing changes. PSX_GL_HIRES_WINDOW=0/1 disables or forces it. The
launcher note and video_info (hr_scale, windowed, hires_window_*, hires_fbo)
report it.
Default-off: at 1x and whenever the full-VRAM surface fits, the paths are
the previous ones (same native-VRAM and present digests on a fixed scene at
1x and 2x).
Tests: gl_scale_invariance_test now also forces the window at 2/3/5/9x and
requires its frame at internal resolution to be byte-identical to the
full-VRAM surface at the same scale (copies inside, into and across the
window edge, fills/uploads across it, mask, all blend modes) with native
VRAM identical to 1x, and runs it at 18x; gl_scale_limits_test covers the
window clamp; guards pin that it only engages past the full-VRAM limit.
Verified in R4 on an M4: the 8K preset renders 5760x4320 in a race (rear-
view mirror present) and 5760x8640 on a 480i menu.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>