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>
Preserve current segmented dispatch, active-plan mod hooks and software scale limits. Extend function filters through the active plan, retain the last-store pointer with overlay ABI 25, and keep default config fingerprints stable. Refresh BIOS emitter stamps after byte-identical regeneration and reconcile regression fixtures.
Retro Studio's bulk tab bumps the title's psxrecomp pin first so the script
it runs is the one the title will pin; the clean-tree gate must not refuse
that. Submodule-internal changes are still refused at bump time.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
One pass per title: bump psxrecomp/recomp-ui to a ref that carries
docs/ci/templates/game-release.yml and the committed BIOS backends (refused
otherwise), un-ignore generated/, ensure [runtime] overlay_cache = true, emit
scripts/package_release.sh (retiring package_setup_release.sh) and
release.yml from the pinned template, rebuild emitters + regenerate the game
C from the title's disc, refresh framework_pins.txt, run check_boot_exe and
check_generated, commit; --push optional, --dry-run writes nothing.
The operation lives in project_studio/migrate_bundled.py; the tools/ script,
`git migrate-bundled` and `git bulk-migrate-bundled` (map_repos, per-repo
streaming) are its faces. Exercised end to end on a scratch copy of
Bomberman Party Edition (48 generated files committed, zip prefix kept,
generate_ci --check current).
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
The windows-2022 release job accepted the committed backends in the step
shell (Git Bash) and refused them at configure: runtime.cmake ran the bash
fingerprint through whichever bash find_program() located, and that
environment hashed a byte-identical tree differently. The fingerprint is now
tools/bios_emitter_fingerprint.cmake, run with the configuring cmake itself
on every platform; the shell script is a thin wrapper around it. Same digest
shape as before, so existing stamps stay valid (verified on an LF tree and
an autocrlf clone).
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
The Windows release job reports the committed backends as stale while
Linux and macOS accept the same tree; the configure error names no input.
check_bios_stamps.sh compares each stem's stamp with the local fingerprint
and, on mismatch, prints every hashed input's digest and the tool versions,
so the next run attributes the difference to a file.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Git for Windows checks text files out with CRLF, so the windows-2022 release
job hashed a byte-identical tree to a different value and BIOS_STALE_FATAL
refused the committed backends there while Linux and macOS passed. Stripping
CR before hashing makes the fingerprint line-ending independent (verified:
an LF tree and a CRLF copy of it now agree). Stamps rewritten to the new
canonical value; the generated C is unchanged.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
--check only looked for template steps the installed file lacked, so a copy
that still ran the removed OpenBIOS emission (or the setup-host wipe) read as
current and failed on the runner.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Decision (Alex, 2026-09-30): the recompiled BIOS carries the same risk as
the recompiled game, which titles already commit, so the retail backend is
compiled in rather than built on the player's machine. The retail image is
still never shipped: the runtime needs its data at run time and accepts only
the exact image the backend was built from, so the player supplies their
own dump as before.
- generated/{OpenBIOS,SCPH1001}_{full,dispatch}.c and their .emitter.sha
stamps are tracked (.gitignore un-ignores exactly those); regenerated with
the current emitter.
- bios_emitter_fingerprint.sh no longer hashes the ROM image: the profile's
SHA-256 pin stands for it and the emitter refuses any other image, and CI
has no dump, so hashing it made every CI configure read "stale".
- runtime.cmake: the staleness check covers every LINKED stem and
-DPSXRECOMP_BIOS_STALE_FATAL=ON makes a stale stamp fail configure.
- game-release.yml: no CI-side OpenBIOS emission (generate_openbios.sh is
gone); configure with BIOS_STALE_FATAL and assert both backends linked.
check_generated.sh asserts the submodule carries both backends tracked
and no dump is tracked anywhere.
- The player-side module build stays for a known image a build does not
link (SCPH-5552).
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
A buildable dump used to verify as usable and then block at Play behind a
modal while the module compiled. Now:
- ae_bios_verify reports a buildable, not-yet-cached dump as needs_regen,
and the runtime wires recomp-ui's new bios_prepare_with_progress job
(ae_bios_prepare) whenever the toolchain is present and no Generate host
is: the launcher runs the build as a progress job from the wizard's
"Prepare BIOS" button or the Play prompt, re-verifies, and resumes the
wizard. Generate & rebuild is never offered for a BIOS in a bundled build.
- psx_bios_module.c gains a progress sink fed from the builder's output
lines (dump / emit / compile / self-check / published map to stage
percentages with readable messages); run_command streams lines on both
platforms.
- The launch-time build stays as the fallback for --bios / --no-launcher.
Requires recomp-ui 9f86c49 (GameInfo.bios_prepare_with_progress).
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Bundled releases link OpenBIOS only; retail-BIOS-derived C never ships.
"Bring your own BIOS" now works without it: when a dump matching a shipped
profile (psx_bios_known_images.h) is selected, the runtime builds that
backend on the player's machine with the overlay toolchain the release
already carries, caches it, and loads it as one more registered backend.
- runtime/include/psx_bios_module.h: the module contract. An overlay-style
self-contained shared library (no imports from the executable) exporting
psx_bios_module_{abi,codegen_hash,init,backend}; reaches the runtime only
through OverlayCallbacks plus a new PsxBiosModuleCallbacks table (traps,
dirty-RAM/kernel-bless probes, fntrace, log_probe) and pointer aliases of
the globals the generated dispatcher touches. Its #defines rewrite the
emitter's own extern lines, so the generated C compiles unchanged.
- runtime/include/psx_bios_module_glue.c.inc: module-side forwarders and the
four exports, compiled after overlay_dispatch_preamble.c.inc.
- runtime/src/psx_bios_module.c: host side. Cache path
<exe>/cache/bios/<os-arch>/bm<abi>_<codegen hash>_f<flavor>/<STEM>_<crc>,
ABI + codegen-hash gated load, callback fill, and a blocking build via
overlay_toolchain/bios_module_build.py (gcc via compiler.txt or PATH,
else tcc), then psx_bios_register().
- psx_bios_backend.c: the registry is now a mutable table seeded from the
CMake-generated psx_bios_builtin_registry by a constructor, with
psx_bios_register(); every existing walker keeps working.
- main.cpp: validate_bios_for_launch acquires a module (announcing a first
build) before declaring a mismatch; discovery accepts a buildable dump;
the launcher verify reports it usable ("ready" / "compiled on first
launch") with no Generate & rebuild; the BIOS row shows whenever the
toolchain is present; bundled_only respects module support.
- emitter: the CPS-marker constructor is not emitted in a module build.
- overlay_api.h: OverlayCallbacks gains a struct tag;
overlay_loader_callbacks() exposes the host table before loader init.
- tools/bios_module_build.py (ships in the toolchain): identity + profile
SHA-256 gate, staged emitter tree, emit, three-TU compile, ctypes
self-check, atomic publish. release_stage.py stages psxrecomp-bios, every
bios/*.toml, the seeds and the builder into overlay_toolchain/.
- Tests: runtime/tests/test_bios_module_host.c against three fake modules
(good / wrong ABI / wrong hash) on real dlopen; recompiler/tests/
test_bios_module_build.py builds the bundled OpenBIOS end to end and reads
the descriptor back; guards extended.
Verified on Twisted Metal 4 (bundled build + staged toolchain, headless):
first launch with --bios SCPH1001.BIN builds and loads the module and boots
on image=SCPH-1001; the second launch loads it from cache.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
A shipped bundled build links OpenBIOS only and carries no CLI, sources
or toolchain, yet the codegen host forced the BIOS row on and a retail
pick answered with needs_regen ("Generate & rebuild to switch"), a step
that cannot run there.
- The BIOS row is shown only when a choice can mean something: a retail
backend is linked, nothing is linked yet (setup host), or the codegen
host actually wired Generate (prepare_with_progress). main.cpp decides
after host_apply instead of the host forcing has_bios.
- ae_bios_verify short-circuits a bundled-only build with a plain
"runs its bundled OpenBIOS only" message before the identity checks,
whose "this build expects SCPH-1001" wording names the pinned stem,
not a linked backend, and sets needs_regen only when Generate exists.
- test_bios_selection_guards pins both.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
The icon copy iterated a literal path nullglob does not cover and died on
the first real title (runtime.cmake stages the icon at assets/psxrecomp.png,
not beside the exe). And the dump gate rejected overlay_toolchain/bios/
SCPH1001.toml, a profile the toolchain needs; only image files are
forbidden.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
A stale psxrecomp/recompiler/build/psxrecomp-game from August shadowed the
build-recompiler tree built from the pinned submodule, so generate emitted
a dispatch calling psx_ram_canon_code_addr, which the pinned runtime had
removed; the bundled release failed at link on every platform. The
project's emitter tree is what CI and the scaffold build, so it wins, and
the resolved paths are logged.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
check_test_registration.cmake fails configure for an unregistered test
file, which broke every title's emitter build at the new pin.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Retire the setup-host release model (CI wiped generated/ and shipped
emitters + sources + a wizard so every player regenerated and rebuilt the
title). Titles now commit generated/ and CI ships the compiled game.
- docs/ci/templates/game-release.yml replaces setup-release.yml: gate on
committed game C (tools/ci/check_generated.sh), emit the OpenBIOS backend
in CI (tools/ci/generate_openbios.sh), configure with
PSXRECOMP_REQUIRE_GAME_C=ON and assert the full path was taken, package
with tools/package_game_release.sh, verify the zip is a game not a kit.
- tools/package_game_release.sh: exe, assets, bundled OpenBIOS, configs, mod
catalog + overlay toolchain via release_stage.py, notices; refuses sources,
emitters, generated C, BIOS dumps. clear_generated.sh removed;
package_setup_host.sh marked retired.
- Scaffold: gitignore templates track generated/, package_release.sh.in
wrapper, setup_project.{sh,ps1} commit generated/ after Generate.
- Project Studio: audit flags ignored/untracked generated/, retail BIOS C
and setup-host workflows; merge_gitignore un-ignores generated/; ops emit
the bundled packager + workflow; generate_ci uses the new template.
- Docs: docs/ci/BUNDLED_RELEASES.md replaces HOST_ONLY_RELEASES.md.
- Tests: tools/tests/test_bundled_release_layout.py; fix pre-existing
false positives in the packager-surface and overlay-static tests.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>