Master moved the textured-dot test stubs into gpu_exec_stubs.inc; the PGXP stubs move there too. pgxp_note_rect_bypass stub takes (int). Stamps recomputed.
An online room this build hosts asks the lobby server for transport "host"
(match_caps.relay): the host carries the match on its own UDP port and
guests dial it; the server's relay (SFU) is the fallback when a guest's
probe fails (recomp-net-server WS_LOBBY.md "Host relay"). The mechanics are
recomp-net's recomp_net/host_relay.h, pinned here (lib/recomp-net b0751b7);
this engine's own lobby-client copy gets the same glue as rnet_lobby_client:
the cap (emitted only when asked), the launch's transport ->
PsxLobbyJoinInfo.transport_host (force_input_relay 0; the host accepts
first / hubs instead of dialling the guest's LAN address), each seat's
published path / path_fresh, host_relay_step() from psx_lobby_pump, and
unmap on leave / disconnect.
psx_netplay: transport_host takes the LAN / hub path instead of the "MotK
online needs the SFU" rule. main.cpp: relay_host_get/set + relay_status
for recomp-ui (Network Settings / MATCH SETTINGS / ROOM "Match Relay"),
transport_host on the launch and into PsxNetplayConfig, and the
host==guest-advertise SFU inference skipped on a host launch; all under
RECOMP_LAUNCHER_HAS_HOST_RELAY so older recomp-ui pins still build.
Compile-checked against workspace recomp-ui 58604b0 (MOTK scratch
configure: full build and link).
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
The hub holds the lobby seat; the game settles everything itself
(retcomm-launcher docs/NETPLAY_HANDOFF.md):
- psx_lobby_ingest_record replays the hub's seat/room/launch messages
through handle_server_json, so fill_launch answers as in-game.
- --netplay-query answers what this build's lobby would send: disc_fp,
set_ready (BIOS offer), start (default caps; settled from a room).
- set_ready/start builders and the host start-caps settle are factored out
unchanged and shared by in-game PLAY and the query.
- A handed-off match ends the process (the hub holds the room).
Two CTR processes from records, local relay: all 80 live digests equal.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Many PS1 renderers drop a primitive whose depth index falls past the end
of their ordering table. Raising that limit can write past the table, so
a title can now list such guards in game.toml with the register that
carries the index and the last safe value. While a trusted mod has called
psx_mod_set_draw_distance_clamp(1), generated main-EXE code clamps that
register before the guard runs, so far geometry is kept in the farthest
slot instead of popping in later.
- Off by default and reset at every session start, so netplay and every
title that lists no sites run unchanged; with no sites the generated
code and declarations are byte-identical.
- Main executable only: the full instruction word is the guard,
generation fails on a mismatch or a load-delay hazard, captured
overlay code keeps its own code (the sites are not part of the overlay
config identity), and the dirty-RAM interpreter applies the clamp
where the game's text image holds the listed word.
- Compatibility: code_generator.cpp is a codegen-hash input, so the
codegen hash and the overlay-cache tag change for every title, sites
or not. Savestates from earlier builds are refused, and overlay shards
rebuild once on first visit. Generated code and behaviour are
unchanged for a title without sites or with the switch off.
- Tests: draw_distance_codegen_test (config rules, emission, guards,
declarations, overlay identity) and draw_distance_interp_test (store,
switch, interpreted guards); the session-reset guard covers the switch.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
With every drawn vertex precise, a title can still show cracks where the game
culled a face on its integer winding. R4's road emitter runs NCLIP on each
far row and skips rows whose native height rounds to 0. Natively their
neighbours meet at the same integer y. With PGXP they sit at their exact y,
and the skipped row becomes a strip of sky across the road beyond the start
gantry, at 4K and in 2P. tri_mixed cannot see this: the missing face draws
no triangle.
Precise culling (DuckStation's "PGXP culling", minimal footprint):
- While geometry correction is armed, gte_nclip computes the exact
determinant of the three SXY register shadows (pgxp_gte_nclip_precise:
live, current words, the GPU's own truncation agreement and tolerance).
When its sign is nonzero and differs from the integer MAC0's, MAC0 takes
that sign, with the rounded exact doubled area (at least 1) as magnitude.
FLAG keeps the integer overflow bits.
- It changes guest-visible MAC0, so it is a `culling` option of
psx.enhancement.pgxp, false in the builtin, with no [video] key, so netplay
(which clears every mod) never runs it. It needs geometry correction.
It is held off in every pass compared against another execution: the
speculative and replay passes, and the whole overlay shadow diff
(psx_overlay_shadow_diff_active), interpreter pass included.
- Counters whenever geometry correction is armed: nclip_precise,
nclip_disagree (exact sign differs: the culled-face crack exposure),
nclip_corrected. TCP pgxp {"culling":0|1}; env PSX_PGXP_CULLING.
Session arming in one place (src/pgxp_session.cpp, psx_pgxp_session_arm):
main.cpp's renderer setup now calls the same code the test drives. The arming
takes the mod request (reads and clears it), so a session with an empty plan
cannot inherit an earlier session's request even if the reset were skipped.
pgxp_session_test now links the real mod runtime, the builtin plugin and the
builtin manifest, and covers:
- a default-on override;
- a netplay clear, with and without the reset;
- the off switch;
- the options;
- env overrides;
- pgxp_mod_only.
[video] pgxp_mod_only (game.toml, default false): for a title that ships
PGXP through the mod, the mod is the one switch. The [video]
geometry_correction / perspective_texturing / pgxp_cpu_mode values are not
applied, from game.toml or the player's settings.toml. The launcher also
hides its Perspective textures row (has_geometry_precision = 0). That row
showed "off" while a default-on mod corrected textures, and it could keep
texture correction on after the player switched the mod off.
geom_correction also reports texture_correction and the culling switch.
R4, Helter Skelter: 28.7% of NCLIPs disagree in sign. With culling, the
ladder is gone in same-frame 4K captures (1P straight and crest, 2P VS), and
the game emits about 24% more triangles. Its packet buffers peak at 60%.
fp_identity over 12000 frames: stock, PGXP off, and PGXP on with culling off
are IDENTICAL; with culling on, the RAM writes differ from the attract race
on, while cyc/mmio/mc agree throughout.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Two opt-in [video] keys for titles whose build carries the PGXP hooks, both
live-tunable through the TCP pgxp verb. Defaults keep today's behaviour.
pgxp_position_fallback (default true). false skips the position-cache tier
in pgxp_get_precise_vertex and stops gte.cpp filling it. At hook-build
coverage the cache only hands unrelated 3D fractions to CPU-built 2D
polygons (a HUD needle, menus). Beetle and DuckStation leave their vertex
cache off by default.
pgxp_preserve_projection (default false). true makes RTPS/RTPT shadow the
exact projection, from the unshifted MACs and a true divide
(pgxp_project_precise), instead of the GTE's integer-IR one. That removes
the residual wobble of near geometry. Guest SXY, MAC0 and FLAG are
untouched. Only sf=1 vertices with no IR, SZ3 or divide saturation qualify,
and the rest keep the IR path. The exact position can sit a little below the
guest integer or more than a pixel above it, so truncation agreement becomes
the window -4 < precise - native < 5 px, a sanity bound over the IR path's
own error (on R4 every on-screen vertex falls within -1.9 .. +2.6 px). A
packet half at or beyond the GTE saturation limit must still agree exactly.
The tolerance clamp now measures the offset both ways. [widescreen]
precise_nclip reads the same shadows, so in a title that sets both, its
branch sign follows the exact projection too.
Observability: geom_correction reports both switches, ppp_produced, and
geometry-corrected triangles split into all-precise, mixed and native. The
mixed share is the mesh-cracking exposure of G1.1.
Tests: pgxp_test (fallback off, window edges, saturation, two-sided
tolerance, the exact projection and its qualifiers, triangle census);
gte_register_access_test (RTPS/RTPT guest state equals the oracle with the
mode on, and the shadow is the exact projection); video settings test
(defaults, parsing, type check). gpu_gp0_history_guard_test's gpu.c stubs
gain pgxp_note_triangle.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The OpenGL textured program read the GP0(E2h) texture window from a
uniform, so every window change ended the open textured batch (batch
reason 5). Titles that tile far textures with per-primitive windows pay
for that in draws: Ridge Racer Type 4's split screen changes the window
about 515 times a game frame and drew about 180 batches, against 17 with
batching on. On the native-wide path every batch that reaches the margins
is drawn again into the wide surface; under heavy load on an M4, 2P with
widescreen at Match display ran at 39-43 guest VBlanks/s and 1P at 50,
against 50-58 and 57 with batching on.
The window now rides in each textured vertex (a_twin, the E2h low 20 bits
as one float) like texpage and CLUT already do, and the shader decodes it
there; the uniform and the window-replay queue's copy of it are gone.
With the default unchanged, batches still split at every window change,
so every vertex carries the batch's window and the image is the same as
before: the new test's oracle passes on the unmodified renderer too, with
the same digests at 1x, 4x, 9x and in the windowed 9x/18x mode.
[video] texture_window_batching = true (game.toml only, default off) lets
primitives with different windows share a batch. The image is the same:
an opaque batch draws its colour in one painter-ordered pass and
semi-transparent primitives are still drawn one per batch. While mask
checking is on the window stays a batch key, because an opaque batch
fixes the stencil for its STP=1 texels after its colour pass.
PSX_GL_TEXWIN_BATCH=0|1 overrides it for a run and the TCP command
gl_texwin_batch switches it live. Software and Vulkan are unchanged.
Tests: gl_scale_invariance_test gains mode "twin" (alternating windows
over opaque, semi-transparent, set-mask, mask-check and bilinear prims,
into the native-wide margins): off and on give the same native VRAM,
frame at S and wide surface, on draws 17 batches instead of 46 and flushes
only for the 5 mask-check window changes. Each run also checks an oracle
that does not depend on the renderer: raw rects through all four windows
into a 4-bit and a 15-bit page must give, pixel for pixel in the native
VRAM and at the centre of each pixel at S, the texel the PS1 window rule
picks from the VRAM as read back. A decode or packing error both settings
share fails it (checked with (v_twin >> 11) and with off_y left out of the
packed window). video_enhancement_settings_test checks the key's default
and opt-in.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
psx.enhancement.pgxp did nothing at boot. Its activation armed geometry and
texture correction, then main.cpp's renderer setup, which runs after
activation, applied the [video] baseline and switched both back off. Only the
[video] keys could turn PGXP on.
The activation now records a request (pgxp_mod_request), cleared at every
session start in reset_mod_owned_presentation(). The renderer setup arms PGXP
from the [video] baseline OR the request (pgxp_session.h); the validation env
overrides (PSX_GEOMETRY_CORRECTION, PSX_PERSPECTIVE_TEXTURING,
PSX_PGXP_CPU_MODE) still win. The g_video_* values stay the player's
settings, so the mod never leaks into a launcher seed, and a netplay session,
whose plan is cleared, keeps the [video] keys alone, as before.
No change for a title whose mod is off. pgxp_session_test drives the real
builtin activation and the resolver in main.cpp's order.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Preserve current segmented dispatch, active-plan mod hooks and software scale limits. Extend function filters through the active plan, retain the last-store pointer with overlay ABI 25, and keep default config fingerprints stable. Refresh BIOS emitter stamps after byte-identical regeneration and reconcile regression fixtures.
A buildable dump used to verify as usable and then block at Play behind a
modal while the module compiled. Now:
- ae_bios_verify reports a buildable, not-yet-cached dump as needs_regen,
and the runtime wires recomp-ui's new bios_prepare_with_progress job
(ae_bios_prepare) whenever the toolchain is present and no Generate host
is: the launcher runs the build as a progress job from the wizard's
"Prepare BIOS" button or the Play prompt, re-verifies, and resumes the
wizard. Generate & rebuild is never offered for a BIOS in a bundled build.
- psx_bios_module.c gains a progress sink fed from the builder's output
lines (dump / emit / compile / self-check / published map to stage
percentages with readable messages); run_command streams lines on both
platforms.
- The launch-time build stays as the fallback for --bios / --no-launcher.
Requires recomp-ui 9f86c49 (GameInfo.bios_prepare_with_progress).
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Bundled releases link OpenBIOS only; retail-BIOS-derived C never ships.
"Bring your own BIOS" now works without it: when a dump matching a shipped
profile (psx_bios_known_images.h) is selected, the runtime builds that
backend on the player's machine with the overlay toolchain the release
already carries, caches it, and loads it as one more registered backend.
- runtime/include/psx_bios_module.h: the module contract. An overlay-style
self-contained shared library (no imports from the executable) exporting
psx_bios_module_{abi,codegen_hash,init,backend}; reaches the runtime only
through OverlayCallbacks plus a new PsxBiosModuleCallbacks table (traps,
dirty-RAM/kernel-bless probes, fntrace, log_probe) and pointer aliases of
the globals the generated dispatcher touches. Its #defines rewrite the
emitter's own extern lines, so the generated C compiles unchanged.
- runtime/include/psx_bios_module_glue.c.inc: module-side forwarders and the
four exports, compiled after overlay_dispatch_preamble.c.inc.
- runtime/src/psx_bios_module.c: host side. Cache path
<exe>/cache/bios/<os-arch>/bm<abi>_<codegen hash>_f<flavor>/<STEM>_<crc>,
ABI + codegen-hash gated load, callback fill, and a blocking build via
overlay_toolchain/bios_module_build.py (gcc via compiler.txt or PATH,
else tcc), then psx_bios_register().
- psx_bios_backend.c: the registry is now a mutable table seeded from the
CMake-generated psx_bios_builtin_registry by a constructor, with
psx_bios_register(); every existing walker keeps working.
- main.cpp: validate_bios_for_launch acquires a module (announcing a first
build) before declaring a mismatch; discovery accepts a buildable dump;
the launcher verify reports it usable ("ready" / "compiled on first
launch") with no Generate & rebuild; the BIOS row shows whenever the
toolchain is present; bundled_only respects module support.
- emitter: the CPS-marker constructor is not emitted in a module build.
- overlay_api.h: OverlayCallbacks gains a struct tag;
overlay_loader_callbacks() exposes the host table before loader init.
- tools/bios_module_build.py (ships in the toolchain): identity + profile
SHA-256 gate, staged emitter tree, emit, three-TU compile, ctypes
self-check, atomic publish. release_stage.py stages psxrecomp-bios, every
bios/*.toml, the seeds and the builder into overlay_toolchain/.
- Tests: runtime/tests/test_bios_module_host.c against three fake modules
(good / wrong ABI / wrong hash) on real dlopen; recompiler/tests/
test_bios_module_build.py builds the bundled OpenBIOS end to end and reads
the descriptor back; guards extended.
Verified on Twisted Metal 4 (bundled build + staged toolchain, headless):
first launch with --bios SCPH1001.BIN builds and loads the module and boots
on image=SCPH-1001; the second launch loads it from cache.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
A shipped bundled build links OpenBIOS only and carries no CLI, sources
or toolchain, yet the codegen host forced the BIOS row on and a retail
pick answered with needs_regen ("Generate & rebuild to switch"), a step
that cannot run there.
- The BIOS row is shown only when a choice can mean something: a retail
backend is linked, nothing is linked yet (setup host), or the codegen
host actually wired Generate (prepare_with_progress). main.cpp decides
after host_apply instead of the host forcing has_bios.
- ae_bios_verify short-circuits a bundled-only build with a plain
"runs its bundled OpenBIOS only" message before the identity checks,
whose "this build expects SCPH-1001" wording names the pinned stem,
not a linked backend, and sets needs_regen only when Generate exists.
- test_bios_selection_guards pins both.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
settings.toml [bios]/[disc]/[memcard] and the disc.cfg / bios.cfg
sidecars were written as absolute paths. A portable game folder therefore
broke once it was moved or copied to another PC: the launcher asked for
the disc and BIOS again, and saves were not found.
Paths inside the folder that holds settings.toml (the exe directory) are
now written relative to it. Paths outside it (another drive, a network
share) stay absolute. Readers already resolve relative paths against the
exe directory (previous commit), so the folder works wherever it lands.
portable_settings_paths_test checks that a path inside the settings folder
is written relative, a path outside stays absolute, and the relative form
reads back unchanged.
settings.toml ([disc] path, [bios] path, [memcard] dir/card1/card2) and
the disc.cfg / bios.cfg sidecars can hold relative paths, for example when
a player edits them by hand or a game folder is moved as a whole. The
runtime resolved them against the working directory. A game started from
a shortcut whose "Start in" differs, or from a frontend, then looked for
its disc, BIOS and memory cards in that directory: saves appeared missing
and new cards were created there.
Resolve every persisted path against the executable directory through two
adapters on host_resolve, the same anchor the bezel artwork path uses:
- resolve_persisted_disc_path() for [disc] path and disc.cfg;
- anchor_on_exe_dir() for bios.cfg, [bios] path, [memcard] dir, card1 and
card2, and the card paths the launcher hands back.
Absolute and UNC paths are unchanged, empty values stay empty, and a
relative --disc on the command line still resolves from the caller's
working directory.
persisted_settings_paths_test compiles the real adapters from main.cpp
into a probe, runs it from an unrelated working directory, and checks that
every persisted-path consumer in main.cpp uses them.
recomp-ui hands the host the player's edits on Quit as well as on Play
(669afe9, "*io still holds the edits"). The PSX host folded them into its
settings only on Play, so a setting changed in the launcher and then
dismissed with Quit was lost on the next start.
Quit now folds the same edits and saves settings.toml before exiting.
The disc choice stays Play-only, because Quit launches nothing.
A netplay match that ends early returns both players to the lobby. The
runtime knew why (netplay_soft_exit's origin) but only printed it to
stdout, so players saw the lobby again with no reason. A boot-digest
mismatch (peers booted different BIOS images or boot settings) first
held a black window for the full 20 s admit-stall watchdog.
netplay_soft_exit now records a sentence for its origin, and the soft
return to the lobby puts it on the launcher's status line through
last_error (the room and browser views already show it). The dig0 gate
timestamps a mismatch; once the same pair of digests has held for 3 s,
the watchdog ends the match with its own reason. A peer that gets the
other side's BYE while it sees the same mismatch reports the mismatch,
not "the other player left". A CLI match prints the sentence to stderr.
The origin-to-text map and the grace decision live in
netplay_exit_reason.c, covered by netplay_exit_reason_test. Builds on
the previous commit's psx_lobby_set_last_error.
The lobby's BIOS identity was a two-value token, openbios or scph1001,
and scph1001 meant "some retail dump". An SCPH-5552 peer and an
SCPH-1001 peer both offered it, the host settled it, each peer booted
its own image, and the rollback boot digest never matched: about 20 s
of black window, then both players back in the lobby with no reason
(reported in #243).
Each offer now carries the CRC-32 of the retail image that peer would
boot (online bios_offer.retail_crc; LAN JOIN line 6). The host settles
retail only when every seat offers the same CRC, else OpenBIOS when
every seat links it, else refuses to start and puts the reason on the
launcher's status line ("Players use different BIOS images (SCPH-5552
and SCPH-1001) ..."). The settled CRC ships in match_caps
(session_bios_crc) and on MOTK1 START line 7, and each peer boots only a
dump with that CRC. Rooms where every peer has the same image keep
working, including SCPH-5552-only builds with no OpenBIOS. Old peers
send no CRC, so a mixed old/new room falls back to OpenBIOS or refuses;
a session from an old host still accepts any retail dump. The lobby
server relays bios_offer and match_caps as opaque objects, so it needs
no change.
The rule lives in netplay_bios_settle.c, shared by the online and LAN
paths and covered by netplay_bios_settle_test. last_error grows to fit
one sentence, with psx_lobby_set_last_error to set it.
Only CPU stores are cache-isolated. Mods, the FMV skip, debug pokes, the
bg2d ring fill and the exception sentinel write guest memory from the host;
they now go through psx_host_write_*, which bypasses isc_store the way DMA
does, so a host store inside a FlushCache window reaches memory instead of
rewriting an I-cache tag. The render-pass checkpoint restores the new depth
counter like the DMA depth. isc_store_test covers it (a lane-0 host store in
tag-test mode would otherwise mark a cold line valid).
Docs: the SCPH-1001 residual starts at kernel init 0x598, and without #429
the fix removes 113 of the 126 OpenBIOS flush cycles.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The lobby rematch re-enters the emulator through goto session_reboot,
below the first-boot session block. After its commit (offline) or
netplay clear it reset mod-owned presentation state, but it never ran
mod_runtime_activate_plugins() or the controller, load-acceleration and
disc-speed resets. So an offline rematch with mods enabled applied the
plan's main-EXE and disc patches and ran its VBlank callbacks, but no
activation callback ran, and the function-entry hook table, which the
commit empties and only activation rebuilds, stayed empty. It also
mounted the stock disc even when the plan had built a derived disc
image.
start_mod_session() now holds the first-boot sequence, unchanged:
clear the controller-mode overrides and presentation policies, load
acceleration and disc speed; run reset_mod_owned_presentation();
activate; then apply the netplay local viewport, the controller-mode
overrides and load acceleration. The first boot and the rematch both
call it after their commit or netplay clear, and both then take the
mounted disc from session_disc_path(), which returns the plan's derived
image when there is one and otherwise the stock disc. Activation still
precedes renderer and window creation on the rematch, because those
happen after session_reboot on every session. The rematch re-applies
its 4:3 Settings clamp before the session start, so a plugin's
activation or the netplay local viewport can still set the aspect.
A netplay rematch clears the plan, so activating it runs nothing and
the match stays vanilla. The first boot's behaviour is unchanged.
Tests: test_mod_owned_display_controls.py now requires activation and
the mod-owned reset to happen only inside start_mod_session, in the
order reset, activate, apply. It requires both paths to call it after
their commit and before the disc mount, and the rematch 4:3 clamp to
come before it. mod_runtime_test adds the lobby rematch sequence:
activating after a netplay clear runs no callback, VBlank plugin or
hook; the offline rematch's commit and activation re-run the
activation callback and VBlank plugin and arm exactly the plan's hook.
test_mod_load_acceleration.py follows the reset block into the lambda body.
Two comments that said a soft return never re-applies the controller-mode
override are corrected: test_launcher_pad_mode_wiring.py and
test_launcher_pad_mode_resolve.cpp. MOD_PACKAGES.md now describes the
rematch as a full session start.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Manual fast-forward presents every second VBlank, so the plan still saw
presents and kept rendering passes, spending host time the fast-forward
wants, although the API said turbo refuses them. main.cpp now records when
presentation is sped up (manual fast-forward, turbo-through-loads, FMV
auto-skip, TCP turbo) and the plan and passes refuse meanwhile.
psx_mod_render_pass_status() tells a plugin why passes cannot run, the
host-time budget aside: NO_PRESENTER, BACKEND (the renderer declines passes
in its current mode), DISABLED (after repeated faults), SESSION, FAST_FORWARD
or BUSY. The GL backend reports its part through
gl_renderer_pass_unavailable(), where a renderer mode that cannot host
passes reports BACKEND. psx_mod_set_frame_interpolation_blend() now also
takes effect when called from a hook after activation, so a plugin can show a
crossfade while passes are unavailable and return to HOLD afterwards.
Debug: PSX_RENDER_PASS_REFUSE=1 or TCP render_pass_refuse on=1 makes the
backend decline passes, to test a plugin's fallback; render_pass_stats
reports the status.
Default off: nothing reads the new flag or status unless a plugin uses
render passes.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
frame_fingerprint reset_on_load=1 restarts the rolling hashes and the ring
when the next savestate load completes, so two runs that load the same state
(for example with and without a presentation mod) compare frame by frame
from the same guest point. Debug tooling only.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
psx_mod_render_pass_plan() / psx_mod_render_pass() let a trusted plugin
redraw its game between two logic ticks with the game's own draw code. A
pass is a sandboxed nested guest call:
- time is frozen: cycles are counted (GTE and mult/div deadlines keep
working) but no device advances, no VBlank or device event fires and no
interrupt is delivered; GPU linked-list DMA and delayed completions finish
synchronously (psx_cycles freeze, interrupts, dma);
- stores go straight to RAM/scratchpad, bypassing code-page tracking,
overlay watch and write traces; MMIO is an allow-list (GP0, GP1 DMA mode /
info, GPU and OTC DMA, I_STAT/I_MASK) and SPU, CD, timer and other device
stores are dropped and counted (memory.c);
- afterwards CPU (with the GTE), RAM, scratchpad, I-cache tags, interrupt,
timer, DMA and GPU registers are restored exactly (render_pass.c, a GPU
register checkpoint without savestate side effects), with a guest-cycle
watchdog that rolls a runaway pass back;
- on OpenGL the declared display rect (hr colour + mask stencil, raw mirror,
native-wide band, CPU VRAM rows) is backed up, drawn, captured and rolled
back; writes outside it are journaled and restored, or refused.
The presenter keeps two generations of images (the game's own frame plus
one image per pass phase), promotes one when the flip-aware source sees the
display flip to its rect, and shows the newest image at each output
deadline's phase, crossfading across gaps when passes were shed. Presents
that fall due while passes run are made between them. The plan predicts the
output deadlines of the coming frame and sheds passes to fit a host-time
budget learnt from the presenter's idle time (PSX_RENDER_PASS_BUDGET).
PSX_MOD_FRAME_INTERPOLATION_HOLD repeats the newest frame where no pass
image applies, so a pass-driven title never shows anything later than stock.
Default off: nothing runs unless a plugin calls the API, and the plan
refuses in netplay, rollback, rewind, turbo, self-check resimulation, while
suspended (FMV) or without GL flip-aware interpolation. Pass writes are kept
out of frame_fingerprint. Debug: render_pass_stats, render_pass_dump,
PSX_RENDER_PASS_VERIFY=1 (state + VRAM hashes around every pass).
The freeze API lives in the runtime-only psx_cycle_freeze.h. psx_cycles.h is
part of the overlay codegen hash and stays byte-identical, so titles that
never use passes keep their overlay caches and savestates.
Tests: render_pass_plan_test (deadline-exact phases per rate, shedding,
selection), render_pass_freeze_test (10^6 frozen cycles, exact restore,
watchdog), render_pass_guards (sandbox choke points; the codegen-hashed headers stay
free of the pass API).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
psx_mod_set_frame_interpolation_source(PSX_MOD_FRAME_SOURCE_FLIP) makes the
OpenGL presenter rotate its blend history only when the guest really flips
(the displayed VRAM origin moves or the displayed rect is redrawn) and spread
one crossfade over the measured flip period. A game that flips every second
VBlank (R4 races) used to blend for one VBlank and hold for the next; it now
blends across its whole frame.
VBLANK stays the default. reset_mod_owned_presentation() puts it back at
every session start (first boot and the lobby rematch), next to the blend
mode, so titles that never call the setter keep today's code path and a
netplay session never inherits it. begin() is begin_phase(0, 1) and stays
bit-identical (test). gl_interp reports the source, the flip period,
captures and duplicate VBlanks.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A native-wide surface is g_wide_w*S wide and the driver limit bounds it
(1024 native columns at 16x on a 16384 limit, about 38:9 at a 320-px
display). An uncapped Fit to Window aspect could ask for more; wide_fbo_for
then refused the surface and the frame fell back to a 1x CPU present with
no native-wide margins.
update_adaptive_widescreen now narrows the Fit aspect to the widest the
surface holds (gl_renderer_fit_wide_aspect: psx_gl_max_wide_width at the
context's scale, psx_gl_fit_wide_aspect at the current display width,
gpu_ws_display_width). It changes nothing unless the surface would be
refused. The refusal stays for a fixed aspect on a wide display mode; its
comment now gives the right limit and what the frame falls back to.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A host built against a recomp-ui without the Internal resolution row
(RECOMP_LAUNCHER_HAS_INTERNAL_RESOLUTION undefined) still seeded
internal_resolution on first boot and applied it after the launcher.
From a fresh start the seed was "native", so a Supersampling pick of 3x
was reset to 1x and "native" was saved; on the netplay soft-return the
sticky preset was re-applied at session_reboot. The legacy row stopped
working.
Both launcher exits now go through two pure helpers in
internal_resolution.h:
- psx_ir_launcher_seed_supersampling: with the row, the factor as before;
without it, the factor itself when no preset is configured (the
historical round trip), else the preset's scale capped at the row's 4x.
- psx_ir_adopt_launcher: with the row, the row's preset as before;
without it, a pick in the Supersampling row drops the preset, and an
untouched row keeps a preset the player cannot see (game.toml or a
hand-edited settings.toml). It also returns what settings.toml saves:
no internal_resolution key unless a preset is kept.
internal_resolution_test drives seed -> launcher -> adopt for both
launcher kinds, first boot and soft-return, against a model of the
legacy row (clamp to 1..4, cycle); keeping the old sticky preset fails
it. gl_internal_scale_guards pins both exits to the helpers.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The environment override was written into g_video_internal_res, the
configured preset. On a netplay soft-return the launcher was seeded from
it and saved it to settings.toml, so one local peer started with
PSX_INTERNAL_RESOLUTION=8k left 8k in the settings.toml the other peer
shares: the case the override exists for.
Keep the override in g_video_internal_res_env. It still wins for the run
(scale, Match display, HiDPI window, video_info), but the launcher only
shows, and settings.toml only saves, the configured preset.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A preset id or a line count in PSX_INTERNAL_RESOLUTION overrides every
config layer, like the other validation env overrides (PSX_SCANLINES,
PSX_GEOMETRY_CORRECTION). Two local netplay peers share one settings.toml,
so this is how one runs at 4K beside another at Native. Also say
"measured when the game window opens" for Match display before the window
exists instead of logging a 1x request.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Add a player-facing internal resolution on top of the raised GL ceiling.
A preset is a target height; the runtime renders at the integer scale
S = ceil(target / reference_lines), reference 240 by default: 720p 3x,
1080p 5x (area-resolved to 1080), 1440p 6x, 4K 9x, 5K 12x, 8K 18x. The
backend then clamps S to what it can allocate.
- runtime/include/internal_resolution.h: the preset table, stable ids,
the value encoding shared with recomp-ui (0 unset, 1 native, -1 match
display, N target lines) and the pure resolver.
- config: [video] internal_resolution (a preset id or a number of lines)
and resolution_reference_lines in game.toml; internal_resolution in
settings.toml, written as a stable id beside supersampling = min(S, 4)
for older runtimes. Precedence: game default < player's legacy factor <
player's preset. settings.toml window_width now accepts up to 7680.
- main.cpp: resolve the preset before gpu_init; Match display re-resolves
from the game window's monitor (SDL3 mode height x pixel density) before
the GL context allocates. The launcher gets the vocabulary (with a
synthesized "Nx (L lines)" entry for a legacy factor no preset matches)
behind RECOMP_LAUNCHER_HAS_INTERNAL_RESOLUTION, on first boot and on the
netplay soft-return.
- The OpenGL game window gets SDL_WINDOW_HIGH_PIXEL_DENSITY (SDL2:
ALLOW_HIGHDPI) only when the player chose more than native, so the
drawable is in pixels on Retina; native keeps the window as it was.
- debug server: video_info (preset, requested and effective scale, GL
limit and clamp, hr surface, window points vs pixels), screenshot_hires
reads the GL hr FBO at full size, screenshot_wide_hires captures the
native-wide band at internal resolution.
- docs: config_schema (keys, precedence), NETPLAY (a per-peer presentation
setting), TCP_COMMANDS (index regenerated), ENHANCEMENTS IR1.
Default-off: with no internal_resolution anywhere the scale, the window
flags and the present path are unchanged.
Tests: internal_resolution_test (presets x reference 240/480 x backend
maxima, legacy mapping round trip), video_enhancement_settings_test (game
and settings keys, stable-id round trip, legacy key still written),
gl_internal_scale_guards (HiDPI only when opted in, launcher fields behind
the capability macro).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>