CRT Filter, Image Filtering, Enhanced Audio and Rewind become default-off mods (netplay = host_only,
outside the plan fingerprint); Internal resolution gains Auto in place of dynamic resolution.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Mods declare quick = true for the Quick Mods card; [launcher] quick_controls opts a title in. Regional identity now hashes portably. Based on michaelm-afk's handoff.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Some PlayStation 1 titles implement trivial rejection by folding the sign bits of projected vertex screen coordinates across triangle or quad primitives with a chain of AND instructions. Without adjusting these checks during widescreen presentation, geometry in the newly revealed horizontal area is still rejected by the original 4:3 bounds. Rather than embedding title specific instruction patterns directly into the recompiler, this introduces a generalized `[[widescreen.cull.sxy]]` configuration schema within `game.toml`.
Game configurations can now declare multi vertex trivial rejection sequences by their exact AND instruction words, vertex registers and the branch that consumes the result. The loader derives the expected chain from those words and rejects any other shape. Each AND keeps its original value except for the horizontal sign bit, which survives only while that vertex lies beyond the revealed left edge, so vertical and right side rejection are preserved and 4:3 output is bit identical. Shifted coordinate lower edge comparisons reuse the existing `screen_x_sites` handling through a new `slti rt, x, 0` form instead of adding a separate site family.
Full parity is maintained between recompiled code and the dirty RAM interpreter by sharing the same runtime helper and validating every fold and consumer instruction word on both paths, leaving mismatching overlay variants untouched. This eliminates hardcoded game logic from the recompiler while giving titles clean geometry retention in expanded aspect ratios.
Changing the internal resolution in the in-game menu did nothing until a
relaunch: ovl_video_from() never copied it, and the restart bits forced
a relaunch for it anyway. Supersampling (the [video] supersample
multiplier) had no player setting at all.
- PsxHostVideoSettings gains supersample_milli; internal resolution and
supersample are live changes (PSX_VIDEO_LIVE_RESOLUTION). Only the
legacy integer supersampling factor still needs a relaunch.
- psx_video_apply_live resolves the new scale and calls
gl_renderer_set_internal_scale_live(): it moves the step ceiling
(clamped like the boot scale) and queues the step through the dynamic
resolution machinery, recorded in stream order with the render thread.
The dynamic-resolution controller is retargeted to the new ceiling.
- settings.toml [video] supersample is the player's pick (1.0..4.0).
- The in-game menu round-trips internal_resolution and, with a launcher
that has RECOMP_LAUNCHER_HAS_SUPERSAMPLE, supersample_milli.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Import the supplied developer handoff against 03e635e8. Include regional capability controls, texture validation, SHA acceleration with portable fallback, SPU CD/XA correction, and overlay export/staging fixes. Validated with rebuilt EU runtime, guarded AOT audit and focused regressions.
Keep selector zero stock and seal all choices until the next session restart. Refuse nonzero online activation, scope non-stock save states by frozen choices, and preserve original instruction guards when combined with effective-address adapters. Use overlay ABI34 on current master without the old menu dependency stack.
Extract the audited adapters and card transport onto master without the held selector/menu stack. Keep adapters and codecs tied to mod activation, use overlay ABI 33, retain rejected-load protection on codec registration, and refuse extended-card codecs in netplay before frame zero. Preserve default atomic save publication and guest-visible write failures.
Renderers that test a 16-bit screen X with an unsigned compare against a width kept in a register (often a loaded clip bound) reject every negative X, so widening the bound only reveals the right band. A screen_x site on sltu now routes through psx_ws_cull_sltu_band: -4m <= (int16)SX < W while widened, identity at 4:3. Four margins keep large near polygons whose corners all lie past one margin; an unbounded left side overflowed a renderer's fixed primitive lists. Covered by ws_cull_screen_x_hi_codegen_test; documented in WIDESCREEN.md.
- [quality.*] accepts only the supported keys (quality_key_supported):
twelve player-editable ones (masked, copied, classified, applied) and
nine preset-only ones (no settings.toml form; applied on select). Any
other key, e.g. vsync or renderer, is a load error.
- Picking a preset now also applies bloom, texture LOD, anisotropy, FMV
chroma smoothing and dithering (quality_apply_video_globals).
- The frontends flag Custom on any tracked row; the host counts only rows
of keys the title governs (psxq::launcher_custom_edit), so Antialiasing
no longer turns Ultra into Custom when no preset sets it.
Tests cover the rejection, every player key's masking/copy, and the
classification cases.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
With [timing] guest_cycle_scale active, every one-cycle psx_cyc_charge went
straight to psx_cpu_charge and psx_advance_cycles, bypassing the batch the
scale-1 path uses. [timing] guest_cycle_scale_batch (PSX_GCS_BATCH=0/1)
scales the charge in place, with the same fractional carry and order as
psx_cpu_charge, then batches it like the scale-1 path. It flushes at the same
observation points. Default off.
R4 exactness, frame_fingerprint off vs on, 9000 frames each: headless boot
through intro, title and attract; a 1P Grand Prix race; and a 2P VS race.
cyc, mmio, mc and qc are identical on every frame. sp, wr, pc and ws are
identical at the end. The only differences are single-frame VBlank straddles
of wc/sc (never two frames in a row). 0 dispatch misses.
Speed, release builds, races at 60 Hz:
- M4 (macOS sample): psx_cpu_charge 4.3 % -> 0 % of emulation-thread samples;
busy 46.0 -> 44.4 % (2 pairs).
- 9800X3D: no measurable change (30.0 vs 30.5 %; one core 44.6 vs 44.2 %).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A title may declare [quality.low|medium|high|ultra] tables of [video] keys.
On first launch, and when the hardware fingerprint changes while a preset is
in force, psxrecomp detects the CPU, threads, RAM and GPU (OS facts; a hidden
1x1 GL window reads GL_RENDERER only when a detection is due and the OS did
not name the GPU), picks the matching preset and saves quality_preset,
quality_base, quality_hardware and quality_detected to settings.toml.
- Each preset is the whole game.toml re-parsed with its keys over [video], so
every [video] key works in a preset with its usual validation.
- A preset in force owns its keys: saved settings.toml values for them are
ignored. Custom (the player changed a governed setting in the launcher)
applies the player's values over quality_base and is never overridden;
new hardware under Custom is only reported.
- Launcher: GameInfo.quality_* (offered mask, detected preset, hardware
summary, quality_apply / quality_redetect callbacks) and
Settings.quality_preset/quality_base, behind RECOMP_LAUNCHER_HAS_QUALITY_PRESETS.
- PSX_QUALITY=<preset> for one run, PSX_QUALITY_REDETECT=1.
- Titles without [quality.*] are unchanged.
Rules (quality_tier.c) and the decision are unit-tested in
quality_presets_test; docs/QUALITY_PRESETS.md.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The detector cannot prove a loop has no later counter-dependent exit, so
the extension now skips only at block-edge PCs the title lists after an
audit. Unlisted sites are never skipped; an empty list disables it. Docs
record R4's v_wait audit as the reference; tests cover unlisted sites.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
idle_skip only skipped loops with zero stores and a single interrupt-check
edge, so it never fired on PsyQ libetc's v_wait -- the VSync(0)/VSync(n)
spin most PsyQ titles run each frame -- which decrements a stack timeout
word every pass and crosses two block edges.
New opt-in on top of idle_skip, [runtime] idle_skip_store_counters
(PSX_IDLE_SKIP_EXT=0/1 for one run):
- an iteration may span up to 8 block edges; the first edge is the anchor
and the edge count must be stable;
- one word store per iteration to the same RAM/scratchpad address whose
value drops by exactly 1 (a register holding it may drop with it).
Skips lower the counter by k (never to <= 1) and, for multi-edge loops, land
on the anchor strictly before the next device event so an IRQ is taken at
the same edge as without the skip. memory.c records the last word store's
address and value for the detector.
R4 race, 3600 frames from one savestate, held input: cyc, mmio, mc, sp, sc
and qc identical every frame; wc differs only by the elided counter stores.
Release build on an Apple M4: emulation-thread busy 47.5% -> 34.9% at 60 Hz.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Review of #584: the default must not make guest-visible VRAM depend on the
internal scale. Mode 1 ("on", default; "scaled" kept as an alias) now
puts the PS1 pattern on the native VRAM grid; mode 2 ("fine") is the
elective per-internal-pixel pattern. gl_dithering_test checks the default
mode's native VRAM is identical at 4x and 1x (equal-colour Gouraud now
averages 15.50 in the default at every scale). Docs keep the
semi-transparent approximation explicit. OpenBIOS stamp regenerated.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Maintainer review of #584: PS1 dithering is hardware behaviour, so it is
now on by default whenever the guest sets GP0(E1h) bit 9 ([video]
dithering = "on"; "scaled" stays opt-in, "off" is the old true-colour
output).
Eligibility is decided per primitive from its command and carried in the
vertex instead of being inferred from the colour:
- Gouraud polygons and shaded lines: geometry vertex a_col.a + 2*131072
(decoded in GEO_VS, v_dith);
- texture-modulated polygons: a_semi + 8 (v_dith in TEX_VS);
- flat polygons/lines, raw-texture polygons and every rectangle: never.
This fixes the two reproduced bugs (Gouraud with 5-bit-exact colours was
skipped; textured rectangles were dithered). Bit changes no longer flush:
eligibility is fixed when the primitive is queued; mode changes still drain.
gl_dithering_test covers each case (Gouraud incl. equal colours, shaded
line, modulated and neutral-modulated textured polys dithered; flat tri,
flat rect, flat line, raw poly, modulated and raw textured rects never;
bit clear and off unchanged), plus scaled 4x == 1x, render thread, PGXP
depth, native-wide and the accurate-blending basis. OpenBIOS stamp
regenerated.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The OpenGL renderer has always drawn shaded and texture-modulated pixels
at 8 bits per channel with no dither pattern (true colour). That stays the
default. 'on' applies the PS1 4x4 offset matrix and 5-bit truncation per
internal-resolution pixel; 'scaled' puts the pattern on the native grid,
so it reads like the console at any scale and the native VRAM is the same
at every internal resolution.
GP0(E1h) bit 9 reaches the backend through a new optional facade hook
(gr_set_dither) recorded for the render thread and Smooth motion redraws.
With the mode off nothing flushes and no uniform changes. Flat, raw and
other 5-bit-exact pixels are never touched.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- config: [video] post_shader is a std::filesystem::path (like memcard_dir);
the frontend turns it into UTF-8 bytes for the GL API. Assigning the path
to a std::string did not compile on MinGW.
- .pfx `generated reuse`: a Smooth motion generated frame keeps that pass's
target from the last real frame. The bloom preset marks its bright and
blur passes so; generated frames run only the masked composite (over their
own picture and mask). bloom debug reports real/generated pass times and
reused passes.
- Mask marking no longer queries GL state per batch: each call site puts
back the blend and mask-bit stencil it set (no driver round trips on the
render thread).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Post effects now run as chains of full-screen fragment passes on one
executor (gl_postfx.inc), as asked in review. A chain is a small .pfx preset
(postfx_chain.c, GL-free): passes with a shader (a file next to the preset or
builtin:<name>), inputs (source, the optional primitive-derived mask,
previous or a named earlier pass), a scale, format, filter and uniforms.
The executor owns target allocation and lifetime, program build/cache,
uniform binding (u_rcp, u_size, u_org) and GL state save/restore.
Stages, in order, each from a fresh copy of the image: the built-in "bloom"
chain ([video] bloom), a user chain ([video] post_shader / PSX_POST_SHADER,
elective, off by default), and the built-in "fxaa"/"fxaa_hq" chain
([video] antialiasing_mode). FXAA folds in as a one-pass chain and its
output is byte-identical to the former fixed pass; it still runs on real
frames only. Generated (Smooth motion) frames run bloom and the user chain.
The "may glow" mask is an optional pipeline input: draws keep stencil bit 1
only while an active chain reads `mask`, and the window-sized mask texture is
built once per present for the chains that use it.
Tests: postfx_chain_test (format, built-ins, errors, file import, no GL);
gl_bloom_test gains an imported two-pass chain (byte-exact invert), the mask
input (HUD unlit, 3D lit), a bad preset, a pass that does not compile, and GL
state restored with bloom + a mask chain + FXAA on, all on the caller thread
and the render thread. docs/POST_EFFECTS.md documents the format.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
[video] bloom = 0.0 (off, default) .. 2.0 adds a glow around lights on the
OpenGL backend. PSX_BLOOM overrides it for one run; {"cmd":"bloom"} reads or
changes strength, threshold and a debug view live. It is a plain [video] key,
so [quality.*] presets can switch it off on low-end machines.
The HUD never glows: with bloom on every textured and untextured draw is
followed by two stencil-only passes of the same vertices that keep a
"may glow" mark in stencil bit 1 (bit 0 stays the mask-bit mirror). Opaque
primitives clear it under their coverage, then PGXP-proven 3D primitives and
additive semi-transparent texels/primitives (modes 1 and 3) set it, painter
ordered like the colour; 3D and non-3D primitives never share a batch while
bloom is on. Semi-transparent primitives leave the mark alone and the PGXP
depth-clear pass (colour writes off) marks nothing. Without PGXP geometry only
additive primitives glow.
The pass runs on the composed game image before AA and the OSD: the presented
surface's marks are blitted into a quarter-resolution stencil, a soft-knee
bright pass runs under it, three separable Gaussian iterations spread it and a
screen blend adds it back. The marks follow the picture: native-wide centre
copies and Smooth motion surfaces (redraw and reprojection) copy stencil with
colour, and generated frames get the same pass. Off: nothing runs, no state
changes, and the composed frame is byte-identical to master.
test_gl_bloom (gl_bloom_test): off is byte-identical before/after bloom and
with --dump against master; on, a bright 2D panel and a panel over a lit 3D
polygon are byte-identical to off, an additive and a 3D polygon glow; guest
VRAM is unchanged; on this thread and on the render thread.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
find_project_root walked up from a release's game.toml to the first
ancestor with a root marker. With a global ~/.gitignore (common) and the
game under ~/Games/<title>, that was the home folder, so [runtime]
memcard_dir = "saves" put memory cards and savestates in ~/saves instead
of beside the game. A folder whose licenses/psxrecomp-LICENSE was staged
by package_game_release.sh now stops the walk.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Owner decision: wheel force feedback is an optional player setting, off by
default. settings.toml [controller] jogcon_force_feedback (UserSettings,
load + save) overrides the title's game.toml
experimental_jogcon_force_feedback default. psx_jogcon_ffb_set_player_enabled
applies it live (off -> every wheel neutral now); the launcher's boot and
lobby soft-return exits seed and read RecompLauncherCSettings
.jogcon_force_feedback (RECOMP_LAUNCHER_HAS_JOGCON_FORCE_FEEDBACK,
RetroPortingToolKit/recomp-ui#95) and persist it. Tests:
jogcon_ffb_settings_test (default off, on, explicit off, round-trip);
jogcon_ffb_test (setting off: no haptic calls; toggled on: the hold drives;
off live: neutral).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Review (mstan): the title key is now experimental_jogcon_force_feedback(
_invert) and the runtime logs it as EXPERIMENTAL. Force feedback goes through
a pure driver (psx_jogcon_ffb.h) and an SDL haptic backend
(psx_jogcon_ffb_sdl.cpp): every force has a 120 ms lifetime renewed each
VBlank, so a pause, stall or crash goes slack by itself, and the Rewind and
save-state pause loops, disconnect (close_player) and session end
(close_controller) stop it explicitly. Tests: jogcon_ffb_test drives the
driver against a recording backend (lifetime, renew, stop once, neutral,
idempotence, disable mid-force); jogcon_ffb_sdl_test runs the SDL backend
against an SDL3 virtual wheel. SDL has no virtual haptic device, so it checks
that such a device is not driven, never falls back to rumble and closes
cleanly. Also fixes the SDL3 haptic subsystem init check (psx_sdl.h returns
0 on success).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The emulated JogCon kept its motor command as device state only. With
game.toml [controller] jogcon_force_feedback = true, a presented JogCon's
motor byte (command nibble + strength) now drives a host wheel's SDL haptics:
commands 1 / 2 a constant force signed by direction and scaled by strength,
any other non-stop command a centring spring. Only pads whose haptic device
supports constant or spring effects are driven, so gamepads are untouched.
jogcon_force_feedback_invert flips the turn direction (not checked on JogCon
hardware). SIO keeps the strength nibble beside the command
(sio_get_pad_jogcon_motor). PSX_RUMBLE_TRACE logs the commands, headless too.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Verifies the four PS1 semi-transparency modes, set-mask, mask check and
texel STP at 4x internal resolution with PGXP depth on and off, directly
and on the render thread, against the PS1 formulas and the software
rasterizer (new gl_blend_accuracy_test).
Finding: with the historical surface bases (fills and texels stored as
k*255/31, everything else as k*8) single-layer blends are off by one 5-bit
step in places (1312 of the test's checked pixels, e.g. B+F/4 over a fill).
[video] accurate_blending = true stores every VRAM write as k*8 so GL's
8-bit blend truncated by the readback is exactly the PS1 arithmetic; whites
of fills/texels then present as 248 like uploads already do. Default off.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Filter mode 3 magnifies textures with an edge-directed rule after Hyllian's
xBR (written from the published description, no code reused): for the
texel corner nearest a sample, weighted YUV colour distances over a 5x5
neighbourhood decide whether an edge runs along the corner's diagonal; if
so the corner is cut with an anti-aliased boundary and takes the closer
side neighbour. Flat areas, straight edges, gradients, cutouts and 1:1 draws
stay nearest. Selectable from [video] texture_filtering, settings.toml,
PSX_TEXTURE_FILTER and the new texture_filter TCP command. Default unchanged.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Enhancement arenas (GPU DMA aperture, Expansion-1 mod memory) were untracked, so Crash widescreen drew every vertex native with no depth. Adds depth stats/clear causes to pgxp, depth to pgxp_tri_ring, input_route_start at_frame, integer number keys in game.toml.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>