Emitter side of the value-propagation engine (ENHANCEMENTS.md G1.10):
- recompiler/src/pgxp_hook_emitter.{h,cpp} (new, in the codegen-hash
surface): ONE hook grammar shared by BOTH emitters, wrapping loads/
stores/COP2 transfers and precision-carrying ALU ops (moves, add/sub,
or-merge, shifts, LUI, HI/LO, muldiv) with PGXP_*() macros. Clobberable
sources are captured into locals before the statement. Precision-
destroying ops (AND/XOR/SLT/...) are deliberately unhooked - validate-
on-read drops their stale shadows for free.
- code_generator.cpp: central append in translate_instruction; LWC2/SWC2
emissions capture the RAW loaded/stored word (a masked GTE register
write must validate against the word as loaded).
- strict_translator.cpp: translate() wraps translate_impl()'s c_code with
the shared grammar; deferred load-delay variants hook the psx_ldd temp.
- BIOS regenerated, fingerprints verified CHANGED (SCPH1001 + OpenBIOS;
42.6k/12.2k macro sites). Base runtime + 33/33 tests green against it.
- Gating: macros expand only under -DPSX_PGXP=1. runtime.cmake grows a
PGXP option on psxrecomp_add_runtime_target (defines PSX_PGXP=1 +
PSX_OVERLAY_FLAVOR=2, _pgxp exe suffix) and PSX_PGXP_VARIANT to build
the sibling target from the same generated tree (framework runtime +
game wrapper). No ABI version bump needed: the appended PGXPHooks
table is NULL-tolerant and the flavor half of the ABI tag rejects any
host/DLL flavor mix.
- Shard caches: flavor folded into the cache tag (cg<V>_<hash>_gc<hash>
_f<flavor>) in overlay_loader.c + compile_overlays.py so base and pgxp
caches never share a directory; compile_overlays.py passes
-DPSX_PGXP=1 when flavor bit 2 is set; overlay preamble forwards
psx_pgxp_* through the table. PSX_OVERLAY_CODEGEN_VER 9 -> 10.
- Env overrides PSX_GEOMETRY_CORRECTION / PSX_PERSPECTIVE_TEXTURING /
PSX_PGXP_CPU_MODE (validation path: free-running headless boots arm
from the first vertex); census grew produced/swc2_stores and the pgxp
verb reports suppress/active gate state.
Validated: PSXRecomp_pgxp.exe boots the recompiled BIOS with hooks armed
(engine active, per-vertex lookups flowing; the BIOS shell has no RTPS
content so produced=0 there is correct - coverage measurement moves to a
3D title in phase 3).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Re-land of the shard-observability suite from 6da8c02 (stale branch), merged
against current master (keeps master's overlay_ext() platform suffixes,
recompiler_patch hash sources, and the unconditional v12 rfe forwarder).
- compile_overlays.py: ShardStats tallies every shard outcome — per-shard
"SHARD FAIL [class]" lines, a SHARD BUILD SUMMARY, a machine-readable
"PSX_SHARD_RESULT ok=N failed=M skipped=K" line, and a non-zero exit when
any shard that should have built failed (previously a run that built zero
shards exited 0, indistinguishable from a clean run).
- New --check preflight: build every shard into a throwaway dir and report
pass/fail — answers "would this game's shards compile against the current
recompiler + headers?" without a runtime.
- Retain audit-failed interior-fragment C (<phys>_<interior>_fragment_FAILED.c)
for triage, plus a persistent doomed-interior memo (interior_fail_memo.txt)
keyed (phys,interior,region_crc) so autocompile stops re-walking
data-as-code fragments every cycle (~90x off the V8 fragment pass).
- Extract DISPATCH_PREAMBLE to runtime/include/overlay_dispatch_preamble.c.inc
(single source of truth for the shard link contract, loaded by
load_dispatch_preamble(); missing file is a hard error).
- codegen_hash_sources.cmake: fold the shard COMPILE surface (overlay_api.h,
cpu_state.h, the .inc) into the cg tag so header/ABI/link-contract drift
reshards same-tree instead of silently breaking every new shard compile.
- autocompile.c: parse PSX_SHARD_RESULT from the child-output tail, expose
shard_ok/shard_fail/shard_skipped/shard_fail_total over autocompile_status;
ALWAYS rescan on completion so shards that did build load even when the
run also reported failures.
Live proof on the stale branch: Tomba's first autocompile surfaced 9 shard
link failures (undefined psx_rfe_mark_escape — since fixed by v12) and V8
surfaced 91 benign data-as-code fragment failures, all previously silent.
Codegen hash changes => every title reshards once on next build (expected;
loader rejects/regenerates stale shards).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The post-exception IRQ cooldown counted psx_check_interrupts CALLS. A call is a
backend-dependent unit: compiled checks at block edges (plus extra sites like a
`jr ra` return transition), the dirty-RAM interp checks per-instruction. So the
per-call countdown reached zero at a DIFFERENT guest cycle in each backend, the
next IRQ was delivered at a different cycle/EPC, and the two backends forked
(cosim first-divergence cp 3259 @ cyc ~213.5M). Convert the cooldown to a
guest-cycle DEADLINE (post_exception_cooldown_until): guest cycles advance
identically in both backends (shared, ruler-validated cost model), so the
delivery decision is now backend-independent. Magnitudes preserve prior
breathing room (claimed ~= old 8 blocks, unclaimed ~= old 500 blocks).
Also:
- gpu: GP1(00h) reset no longer clears VRAM. VRAM survives a GPU reset on real
hardware; only power-on gpu_init() clears our backing store (gpu_reset_state).
- codegen hash: include the emitter/translator/discovery .cpp TUs, not just
their .h. A change confined to full_function_emitter.cpp altered generated
dispatch+overlay code while leaving the hash unchanged -> stale overlay-cache
hazard (same class as the ws-emission-not-in-hash gap).
- debug: ring-buffer WINDOW-QUERY primitives -- frame_lo/frame_hi filters on
wtrace/mmio dumps + a capture-freeze frame so a causal window's tail is not
evicted by a post-window event storm before a probe reads it (query the
always-on ring for the window of interest, not arm-and-hope).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Root cause of the Tomba pause-menu wedge (loaded saves only): autocompiled
overlay shards were emitted by a recompiler binary OLDER than the last emitter
change, yet stamped with the CURRENT cg tag (compile_overlays derives the tag
from --runtime-include; nothing tied it to the emitting binary). The stale
shards corrupted the display-list task queue during load-game. NOT the
IRQ-resume class the prior handoff claimed - disproven with the new ring.
- recompiler: bake the emitter-source hash (shared canonical list
runtime/codegen_hash_sources.cmake + hash_codegen.cmake) into psxrecomp-game;
new --codegen-hash flag prints it (machine-parseable, pre-banner).
- compile_overlays.py: HARD-FAIL when the recompiler binary's baked hash
differs from the cg tag hash it stamps (or the binary lacks the flag).
Applies to both cache and --static modes. Closes the read==write-tag /
stale-content drift class structurally.
- runtime.cmake: codegen-hash source list moved to the shared canonical file.
- interrupts.c: always-on exception-EXIT half added to irqctx_ring (take_pc,
real_epc, exit_pc, escape reason, same-thread/restore flags, v1/ra
saved-vs-exit, RestoreState redirect count) - proves per delivery which
escape path fired and whether the interrupted GPRs were restored. Kept the
same_thread_resume GPR-restore refinement (ring-verified equal-value in
practice; faithful: hardware restores all GPRs on every exception return).
- debug_server.c: irqctx_ring dump extended with the exit-half fields.
Validated live: Tomba menu opens on loaded save (Stormy Mountain) with the
cache fully enabled after regenerating shards with a rebuilt recompiler
(build-cosim + build-prod caches). Guard verified positive and negative.
MMX6 gate passed: boot -> title -> opening cutscene -> gameplay handoff OK.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>