Bound reservations against total retained residency, skip decoding pinned images, and report complete repeated loads truthfully. Cover cap reductions and publication retry in both formats. Tracking: beads-eio.3.386.
Both preload functions now take an aggregate decoded-byte cap and a thread
cap (runtime: 512 MiB, 4 threads). Each image is probed and its RGBA
reserved against the cap before decoding; per-image limits follow the
pack's decode budget, which is no longer grown to usage (pinned images sit
outside it, and outside the Duck 512-entry cap). The pool (texture_pack_
preload.hpp) joins every started thread on unwinding, survives thread
creation failure, and catches worker exceptions. Images not preloaded are
left to the asynchronous budgeted path instead of being marked failed, and
HdTexturePreloadResult reports loaded / over-cap / failed / worker errors
with a complete-or-partial status. The Beetle async worker no longer lets
allocation failures escape its thread entry.
Tests cover both formats: complete preload, over-cap skip with on-demand
fallback, malformed images, injected worker and thread-creation failures,
and budget reservation bounds.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Replacement images were decoded on demand by a single low-priority
worker, so a texture first seen mid-race appeared late and could be
evicted again. When replacements are on, configuring a pack now decodes
every unambiguous image (DuckStation and Beetle formats) across all
cores and pins it in RAM before the game draws; pinned images are never
evicted by the decode budget. Logs the count, size and time.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Current-master rebase retains both adjacent debug commands. Full native runtime build and eight relevant checks pass; prior positive real GL indexed/live-CLUT coverage and owner-accepted combined title gate recorded. Owner explicitly authorized this merge.
A game can leave the SPU CD-enable bit set through voice-only play, which kept the HQ voice mix bypassed. Reported by michaelm-afk.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
CloseTh(current); ChangeTh(other) still stores the outgoing registers, as the BIOS exception handler does. Fixes both the HLE scheduler and the LLE fiber bridge. Reported by michaelm-afk.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
- Filtered replacement sampling: with any texture filter but nearest, the
replacement is sampled through its mip chain (textureGrad), the footprint
clamped to the primitive's own UV bounds so atlas neighbours cannot bleed
in. Texture windows (repeat) and UVs outside the page keep hd_texel.
- Edge clamp: an out-of-bounds sample clamped to the primitive's UV bounds
takes the edge's sub-texel position too (keeping the outside fraction read
a 1 px sliver of the next glyph at sprite borders).
- GL cache: 4096 slots and a PSX_HD_GL_CACHE_MIB budget (default 2048 MiB)
with a direct-mapped hint table; a 4x pack of one race scene is several
hundred textures, and the old 256 slot / 128 MiB cache re-uploaded and
re-mipped them every frame.
- Invalidation: duck_texture_pack_invalidate returns early when a native
write touches no residency or cache entry (almost every draw under HD
authority lands on the frame buffer), and retire_unused walks the
residency lists once instead of once per source.
- Indexed replacements: a TTTTTTTT-index.png key resolves through the palette
in use at draw time, for packs whose textures are shared by several CLUTs.
- Debug: TCP {"cmd":"hd_uploads","x":..,"y":..} lists the texture uploads
covering a VRAM point (pack authoring).
Measured with a full HD HUD and course pack for R4: steady 60 fps in races
where the old cache dropped to the high 20s.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Rkyma8rbyPiccs9n2bkyG6
Coherent projection publication and bounded diagnostics; repaired final-pass history advancement and reload clock. Real GL182 checks and combined title regression/visual gate passed. Owner explicitly authorized this merge.
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.
For title-specific lighting presets ([video] post_shader):
- `input <sampler> depth`: view depth sz (GTE screen z) of the presented frame,
R32F at window size, rebuilt from the surfaces' PGXP depth; 0 where nothing
3D drew. Only built while a loaded chain reads it.
- `input <sampler> history`: the pass's own target from the last real frame
(trails, temporal filters); generated frames do not update it.
- `u_time` (seconds since the chain loaded) and `u_proj` (latest GTE
projection: 240/H, screen centre in uv, aspect) in every pass.
- Live uniforms: psx_host_set_post_uniform(name, x, y, z, w) sets a preset
`uniform` from game state (e.g. a light source projected to the screen);
the preset value applies until the first call.
- Debug: TCP {"cmd":"post_shader"} reports the loaded preset, its parse status
and the live values; {"cmd":"post_shader","path":"..."} reloads a preset
(or loads another) without restarting, for shader work.
docs/POST_EFFECTS.md documents the inputs and the uniforms.
Used by a lighting preset for R4 (sun and tunnel light shafts, lamp halos,
speed streaks, paint reflections on the player's car from live car pose),
about 0.7 ms of GPU at 1080p on an RTX 3060.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Rkyma8rbyPiccs9n2bkyG6
Use a bounded atomic snapshot and presenter-owned reset across all backends. Readers sort their own snapshots; report host API completion cadence. Add deterministic and concurrent reader/reset coverage.
The GL swap records the interval between real swaps (ring of 4096, single
writer). TCP {"cmd":"perf","window_ms":N,"reset":0|1} returns count, fps,
mean / p50 / p95 / p99 / max interval and hitches (intervals over 1.5x the
median) for the last N ms; independent of guest vblank counting, so frame
generation, pacing and driver stalls are all visible. PSX_FPS_TELEMETRY adds
the same summary to the window title.
Used to measure R4 runs on a test bench (60.0 fps, p99 18 ms after the
cadence fix of the video-standard switch).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Rkyma8rbyPiccs9n2bkyG6
Live resolution (#737) routes mh_restart_bits through main.cpp's
backend-aware video_restart_bits; the fixture extracts mh_restart_bits
alone, so it no longer compiled. Map it to the fixture's
psx_host_video_restart_bits (no live resolution here).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>