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>
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>
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>
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>
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>
Reject negative and >32-bit addr/value/size/mask in guest_cycle_scale_gate
and out-of-range guest_cycle_scale instead of wrapping or clamping; add
regression cases. Regenerate the OpenBIOS emitter stamp.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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>
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>
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)
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>
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>
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>
Log lines and doc headings say "Smooth motion (frame generation)", the
player-facing name. Config key [video] frame_generation and PSX_FRAME_GEN
are unchanged.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
render_thread, present_thread and frame_generation are read from the
player's settings.toml [video] (over the game.toml default; PSX_* env
still overrides one run and is never saved), written back by
save_user_settings, and round-tripped through the recomp-ui Display rows
when the launcher defines RECOMP_LAUNCHER_HAS_RENDER_PIPELINE. The
pipeline starts once at boot: a first-boot launcher choice applies
immediately, an in-game change is saved and applies at next launch.
Regenerated the OpenBIOS emitter stamp for the config_loader change.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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>
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>
The remaining tunnel cracks came from vertex sources, not from missing
depth: 46 % of R4 lookups were marked ambiguous because the same 3D point
is projected several times per frame (corners shared by separate meshes,
other functions), so those vertices fell back to a triangle-mean guess.
- The same point projected again is one vertex (the smaller identity, so
the choice does not follow draw order).
- Up to two different points on one pixel are kept; gpu.c picks the one
projected by the same function as the triangle's other vertices, else
the one nearest their depth.
- Per-vertex motion is no longer rounded to 1/8 px: at high internal
scales the rounding opened hairlines along long T-junction seams.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Corner and tunnel runs showed light cracks along seams and near the view
edge in generated frames:
- weld: every placed vertex at one screen position of a view moves alike
(the same corner arrives from several projections);
- a vertex without a projection on an edge between placed vertices moves
as that point of the edge (T-junctions from the game's polygon splits);
- a vertex the in-between camera passes is projected at a clamped depth,
and such a game frame is not generated (no near-plane clipping: tunnel
ceilings, overhead bridges);
- debug: "clamped", "guessed" (CPU-built vertices placed by a triangle
mean over a >1 px motion spread).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Pairing triangles of consecutive draw lists by key and draw order paired
the wrong ones whenever the game reordered, culled or switched LODs (R4:
a grandstand of one repeated texture turned into a staircase; on a
synthetic version 225 of 226 pairs were wrong). No primitive is paired by
draw order any more.
gte.cpp notes each RTPS/RTPT output (only while generation is on) with an
identity (issuing ra + model-space vertex), its camera-space position and
H, indexed by screen word; gpu.c records each polygon vertex's source
ahead of the triangle (RTH_FG_SRC, never drawn). Per view the camera
motion between the two frames is fitted from the paired camera-space
vertices (RANSAC + least squares); one real frame is redrawn from the
in-between camera: world vertices re-projected, vertices moving against
the world (cars) lerped in camera space, CPU-built vertices moved with
their triangle, HUD/2D unchanged. Moving forward the older frame is
redrawn; uncovered areas show the newer real frame. A verdict rejects
the generated frame (the real one shows) without projections, with few
pairs/inliers, or with a motion no camera makes. Real frames are
unchanged (gl_frame_gen_test).
PSX_PRESENT_SHOT_BURST=N captures the next N composed frames, real and
generated, for checking in-between frames against their neighbours.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A render thread a frame behind lowers the plan's ceiling by one (recovering
one per 2 s) instead of tripping the breaker; the guest waiting on the queue
trips it only when the wait was a stall (a quarter of the game frame). The
real-frame cost plans with CPU time; the GPU span is reported only. The
generated-frame blit copies colour only and marks the stencil stale.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>