Commit Graph

2 Commits

Author SHA1 Message Date
Matthew Stanley 340d6e7074 boot snapshot: complete post-BIOS save-state for instant, rebuild-proof boot
Replaces the old incomplete RAM-only fast_boot snapshot with a COMPLETE
hardware save-state captured at the BIOS->game handoff. First launch (and the
first launch after any update) boots the real BIOS normally and captures the
full machine state at the game's PS-EXE entry_pc; every subsequent same-build
launch restores it and presents the game's first frame instantly.

This is not HLE: it persists the real hardware state a real BIOS run produced.

Format (boot_state.h v2): a sectioned file with an integrity key
(bios_checksum + entry_pc + PSX_OVERLAY_CODEGEN_HASH + ABI tag + codegen ver).
Any mismatch -> reject -> normal boot + recapture, so a user/app update can
never silently load a stale snapshot. Missing/short/unknown sections also reject
(no partial restore).

Complete capture (one section per subsystem), the fix for the old snapshot's
real bug (it left GPU/SPU/CD/DMA/SIO at reset while CPU/RAM assumed configured):
- CPU regs, 2 MB RAM, 1 KB scratchpad, IRQ (i_stat/i_mask), root timers, guest
  cycle counter, dirty-RAM page bitmap (guest-written code pages).
- GPU: display/draw-area/offset/mask/texpage + GPUSTAT bits + GP0 command
  machine + VRAM-transfer state; VRAM (1 MB) via the renderer-agnostic
  gr_vram_transfer_out/in hooks (so it is correct on the GPU-authoritative GL
  backend, where the FBO -- not gpu.c vram[] -- is truth, and the FBO re-upload
  on restore happens for free).
- SPU: register file + 24 voice decode/ADSR state + latches + 512 KB SPU RAM.
- CD-ROM: full controller FSM (regs/IRQ-latch/FIFOs/seek/read/pending/queued +
  XA decoder history + disc-speed model).
- DMA: channels[7] + dpcr/dicr + async-transfer state.
- SIO: registers + pad-config FSM + memcard FSM (incl. per-slot mc_slots[]) +
  cycle-paced shifter/ACK scheduler.

Host-side/recompiler-derived state (overlay/sljit tables, code-provider) is NOT
serialized -- it re-initializes fresh on the normal startup path.

Per-subsystem accessors use an X-macro field list so bytes/write/read can never
drift. Runtime-only; no recompiler/codegen change, no regen. Reuses the
[runtime] fast_boot key (semantics upgraded; type unchanged).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-24 23:10:37 -07:00
Matthew Stanley b29065aa56 Add dispatch hit counter and fast boot with BIOS snapshot
dispatch_stats TCP command: g_dispatch_static_hits incremented on every
binary-search hit in generated dispatch; exposed alongside miss_total and
miss_unique so static coverage ratio is measurable numerically.

fast_boot = true in [runtime]: first launch runs BIOS normally (logos
visible) and captures full system state at game handoff to
fast_boot_<bios_cksum>_<entry_pc>.bin adjacent to the BIOS. Every
subsequent launch restores the snapshot and dispatches directly to the
game entry PC — no BIOS execution, instant start.

Snapshot captures: CPU (gpr/hi/lo/cop0/gte), RAM (2 MB), scratchpad,
dirty-RAM bitmap, i_stat/i_mask, timer state. GPU/SPU/VRAM not included
(game reinitialises). Display-disabled vblanks now clear SDL to black so
the window never shows OS-background white during game crt0 setup.

Co-Authored-By: Claude Sonnet 4.6 (1M context) <noreply@anthropic.com>
2026-05-30 10:40:54 -07:00