Commit Graph

21 Commits

Author SHA1 Message Date
Matthew Stanley 7dfef44598 Reconcile current master with validated X4 co-op support for PR23 playtest 2026-10-10 20:49:35 -07:00
Matthew Stanley 8fff59f82c Agree trusted camera options and isolate local render transactions 2026-10-09 04:33:12 -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
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 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
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
Shokunin 1808288e46 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 12:57:02 -07:00
Matthew Stanley bceadc6124 Add DuckStation-compatible texture pack mod and gameplay dumping
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.
2026-10-06 23:24:47 -07:00
Matthew Stanley f9c7bb0a1c PGXP: carry precision through GTE-as-multiplier arithmetic and lwl/lwr word copies
Fixes Ape Escape terrain seams: CPU-built subdivision midpoints and lwl/lwr-copied
grid corners drew native next to precise neighbours. Adds pgxp_tri_ring/pgxp_store_ring.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-06 13:35:43 -07:00
Matthew Stanley fe42da2744 Merge release/native-rendering-20261003 into master
Keeps both lines: master's PGXP session, draw-distance clamps, masked rejects
and saturated-winding NCLIP; the release's render-pass kit additions, verified
media/disc extents, timeline/present rings, cull-scale sites. Overlay ABI v30.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-04 19:27:02 -07:00
Matthew Stanley cd9981cda8 Clip proven native-wide world faces across camera and screen planes 2026-10-03 23:51:14 -07:00
Matthew Stanley d2c8f03e76 Add guarded native draw replay, motion interpolation and stable world filtering 2026-10-03 23:46:25 -07:00
Matthew Stanley 5f780a8e5e Add native draw replay and projection interpolation; fix foreground wall classification 2026-10-03 11:12:09 -07:00
Matthew Stanley 6674024285 Merge master into feat/medievil-native-wide-guards
Reconciled with #470 (PGXP): gpu.c precise vertices take PGXP only under geometry correction and count it, then native-wide edge recovery; the PGXP triangle stat stays PGXP-only. Stubs and tests from both kept; stamps recomputed.
2026-10-02 20:00:23 -07:00
Matthew Stanley 40af8a428c Merge master into feat/pgxp
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.
2026-10-02 19:30:59 -07:00
Matthew Stanley 1ed0dfd22d Recover saturated winding at guarded native-wide rendering branches 2026-10-02 16:47:59 -07:00
Matthew Stanley 3787120488 Recover saturated horizontal projections in opt-in native-wide rendering 2026-10-02 16:00:02 -07:00
Matthew Stanley 95fed96743 Widescreen: a full-display-width primitive is an overlay, not UI
Letterbox bars squashed as HUD left the revealed margins showing the frame's clear colour. Also link gpu_timeline.c into the GPU exec tests (broken since b2104464).

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-02 11:19:28 -07:00
Matthew Stanley 4ddb7b3ca9 widescreen: auto_ui_squash corrects untextured HUD quads with their frames
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-01 11:19:45 -07:00