Commit Graph

1784 Commits

Author SHA1 Message Date
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 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
Matt Stanley 1cf45e45cd Merge pull request #574 from RetroPortingToolKit/fix/parappa-audio-buffer-target
Honor game audio buffer_ms in the SDL audio bridge
2026-10-07 21:17:41 -07:00
Matthew Stanley 0e9845a07b Honor configured audio buffer target in SDL bridge 2026-10-07 20:35:02 -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 12036fab6e ws_ui_groups: count why a UI prepass was discarded
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
(cherry picked from commit edd67d848e)
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 3431e2e2a8 Render passes capture the part of the buffer the presenter shows (netplay local viewport)
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
(cherry picked from commit d4b2ec0828)
2026-10-07 18:20:59 -07:00
Matthew Stanley 9379df8f12 Render passes in netplay dual raster; verify mode checks the whole CPU VRAM
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
(cherry picked from commit 2a46b01374)
2026-10-07 18:20:58 -07:00
Matthew Stanley 14237c6beb Port-2 injection: release the pad when the injection ends
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
(cherry picked from commit 701f54eb0b)
2026-10-07 18:20:58 -07:00
Matthew Stanley e28f7f18ee Host sampler: accessors in every build; tools/host_profile.py names hot functions
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
(cherry picked from commit a51504fd3b)
2026-10-07 18:20:58 -07:00
Matthew Stanley 9af4abb94f Widescreen prepass: validate DMA nodes through an address index, not a scan per node
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
(cherry picked from commit 1ba6c41595)
2026-10-07 18:20:58 -07:00
Matthew Stanley 9032b1005e Always-on host CPU sampler ring (TCP host_profile)
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
(cherry picked from commit 0901bb8b1e)
2026-10-07 18:20:58 -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 dd64bc6611 TCP input injection for port 2 (set_input/press/clear_input port=2)
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
(cherry picked from commit 66cc81fe63)
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
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 7006855de8 Call frame generation "Smooth motion" in user-visible text
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>
2026-10-07 14:24:51 -07:00
Shokunin 25b475ea04 Pipeline toggles as player settings and launcher rows
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>
2026-10-07 14:24:51 -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
Shokunin 1947932cba Frame generation: shared corners are one vertex; no motion rounding
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>
2026-10-07 14:24:51 -07:00
Shokunin 83bc766d13 Frame generation: close cracks, skip frames the camera passes through
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>
2026-10-07 14:24:51 -07:00
Shokunin 3de80c2f20 Frame generation: in-between frames from an in-between camera
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>
2026-10-07 14:24:51 -07:00
Shokunin 89ae676068 Frame generation: plan ceiling for render-thread overload, stalls judged by wait
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>
2026-10-07 14:24:51 -07:00
Shokunin 5a8bf242be Frame generation: warm cost estimate, re-probe, guest-paced breaker 2026-10-07 14:24:51 -07:00
Shokunin 084a7c6839 Present thread: one owned swap call; frame-gen fixture builds on MinGW
Both swap paths go through gl_window_swap. The temporal-blending ownership
guard allows the present thread's context (pt_begin only). The frame
generation fixture used setenv, which MinGW lacks.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-07 14:24:51 -07:00
Shokunin 5349824329 Frame generation: PSX_PRESENT_SHOT_GENERATED captures a generated frame
Diagnostic: a staged present_shot waits for the next generated frame, so the
in-between images can be inspected in game.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-07 14:24:51 -07:00
Shokunin 08e43e0430 Dynamic resolution: fast first descent on the render thread
Armed at init (session start, render-thread start, a new resolution) and on
a savestate load, game entry or window resize. While armed, an overrun jumps
straight to the highest level whose pure-area prediction is at or below
0.78, then is judged like any step; a fit after a step, an up step, a failed
judgement or 6 s disarm it and single steps fine-tune. A fixed cost only
makes the target dearer than predicted, so a jump never lands below the
level that fits.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-07 14:24:51 -07:00
Shokunin 85a3d8d6d0 Present thread: swap off the render thread ([video] present_thread)
Opt-in under the render thread. Composed frames go to a ring of offscreen
slots at the window's size (binds of framebuffer 0 on the composing context
land on the current slot); a present thread with a second, shared context on
the same window waits on the slot's fence, copies it 1:1 and swaps. The
compositor's wait moves off rendering; the composing side waits only while
every slot is queued or on screen. Falls back to direct swaps when the shared
context or sync objects are unavailable.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-07 14:24:51 -07:00
Shokunin 90aca02153 Test: frame generation GL fixture stubs the HD texture pack hooks; TCP index
master's HD texture packs (#557 base) added gpu_hd_textures_* calls to the GL
renderer and the gpu_render.c facade; the fixture runs without a pack. The
command index is regenerated for frame_gen.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-07 14:24:51 -07:00
Shokunin 09bcfdc6ae Frame generation on the render thread from recorded draw lists
[video] frame_generation (opt-in, with render_thread): the render thread keeps
each game frame's replayed draw list, matches the triangles of the last two
(frame_gen.c), and presents in-between frames at the display refresh by
redrawing the newer list into separate surfaces with matched vertices
interpolated. It never runs guest code. Real frames are composed at their
flip and presented after the generated ones, with the same pixels and
order. Generation uses only measured surplus: a plan from render-thread CPU,
generated-frame cost and swap time, a breaker after backpressure or late
guest frames, and a pause while dynamic resolution is over budget. The
render-thread core gains a timed tick hook. Frame-cost queries pause around
generation, so dynamic resolution measures real frames only.

Tests: frame_gen_test, render_thread_test (tick), gl_frame_gen_test (real
frames identical off/on; phase 0/1 equal the endpoints). Docs:
docs/FRAME_GENERATION.md.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-07 14:24:51 -07:00
Shokunin e2b3dce09d Dynamic resolution: shrink the copy/stencil scratch after a step
A step grows the scratch to hold the old level's displayed rect and draw
area, and it stayed that size: every tiled stencil rebuild renders into it,
so on GL-on-Metal its size cost bandwidth on each one. Return it to the size
a surface allocated at the new level starts with.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-07 14:24:51 -07:00
Shokunin 4560540c6d Dynamic resolution: allocate the hr surface at the current level too
The hr (VRAM) surface stayed allocated at the ceiling. On GL-on-Metal every
render pass loads and stores the whole attachment, so its cost followed the
ceiling rather than the level: R4 2P VS at 5x ran 40-45 Hz for its first
seconds with a 10x ceiling and 60 Hz with surfaces allocated at 5x. Allocate
a new hr surface at each step and reseed it from the 1x image and the saved
rects; a failed allocation falls back to the in-place step down, or refuses
a step up.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-07 14:24:51 -07:00
Shokunin a42eab76ce Dynamic resolution: allocate native-wide surfaces at the current level
A native-wide surface was allocated at the dynamic-resolution ceiling and
rendered into its lower-left corner. On GL-on-Metal every render pass loads
and stores the whole attachment, so the wide surfaces cost the ceiling's
bandwidth at every level. Allocate them at the level they render at and
reallocate at each step, rescaling the presented rows and margins from the
old surface. The limit check stays at the ceiling.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-07 14:24:50 -07:00
Shokunin 3e1949acc1 Dynamic resolution on the render thread: replay recorded steps in every build; GL equivalence test steps the level
The step record's replay sat inside the debug-tools block, so release
builds dropped every recorded step. gl_render_thread_test gains a dynres
mode: the same level steps between frames with the thread off (applied at
once) and on (recorded), identical guest readbacks, VRAM, frame and wide
surface, and the render thread's frame cost measured. Also drop the
duplicate gpu_ws_background_requires_full_composite stub the #508 merge
left in the scale-invariance fixture.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-07 14:24:50 -07:00
Shokunin a58661f999 Render-thread dynres: cut the soft hold tails to half a second
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-07 14:24:50 -07:00
Shokunin f30f1b0d91 Render-thread frame cost: GL_TIME_ELAPSED (timestamps read 0 on macOS); frame_perf stands aside
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-07 14:24:50 -07:00
Shokunin 2a5e53ffbf Dynamic resolution on the render thread: recorded steps, per-frame render cost, render-thread controller
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-07 14:24:50 -07:00
Shokunin 1665507fe4 Test: render thread GL fixture stubs the HD texture pack hooks
master's HD texture packs (#557 base) added gpu_hd_textures_* calls to the GL
renderer and the gpu_render.c facade; the fixture runs without a pack.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-07 14:24:50 -07:00
Shokunin c268f38087 tests: build and run the render thread tests on Windows (MinGW)
render_thread_test is registered on MinGW (winpthreads provides the
fixture's pthreads and nanosleep; the core takes its Win32 path).
gl_render_thread_test gains the MinGW link path run_gl_scale_invariance.py
uses on test/gl-scale-invariance-windows (static SDL3, opengl32 and its
Win32 libraries, LTO, probe.exe), and a host with no window or GL 3.3 core
context (headless, Windows over SSH) exits 77 from a preflight run, reported
by CTest as a skip.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-07 14:24:50 -07:00