The OpenGL backend capped supersampling at 4, the software mirror's limit,
although its hr surface lives on the GPU. Raise the compile-time ceiling to
32 (gpu_render.h) and decide the real scale at context init:
- Query GL_MAX_TEXTURE_SIZE, GL_MAX_RENDERBUFFER_SIZE and
GL_MAX_VIEWPORT_DIMS and clamp S so the 1024*S x 512*S surface fits them
and a 2 GiB memory budget (PSX_GL_VRAM_BUDGET_MB overrides it). Apple's
GL on Metal reports 16384, so 16x is the most a full-VRAM surface can be.
The clamp is logged with the limit that applied.
- If the surface still fails to allocate, retry one scale lower inside GL.
Only a 1x failure drops the backend to software, as before.
- Draw lines above 1x as quads one native pixel thick covering both
endpoints. glLineWidth(S) is capped at 1 on core profiles, so every line
was one hr pixel thick (1/9 of native at 9x).
- Present a supersampled source with an area resolve when it is more than
1.25x the output (1200 lines into a 1080 window, 480i menus), and inset the
UV rect by half a texel instead of half a native pixel, which cropped and
zoomed the image by (S-1)/2 texels per edge.
- Size the copy scratch to the largest copy (copies stage at its origin) and
rebuild the mask stencil in tiles, only over the primitive bbox union, so a
large S does not cost another full-size surface.
- Refuse a native-wide surface wider than the driver limit (uncapped Fit at
a high scale) with one log line; the frame presents 4:3.
- main.cpp: the offline and dual-raster clamps no longer cap GL at the
software 4x. The CPU present path presents GL frames at 1x (its readout is
native) and its staging buffer stays sized for at most 4x.
- [video] supersampling accepts 1..32 in game.toml and settings.toml; the
runtime clamps per backend.
Every change is gated on S > 1: at 1x the renderer is byte-identical (same
native VRAM and presented framebuffer digests as the previous source on a
fixed GP0 scene).
Tests: gl_scale_limits_test (clamp arithmetic), gl_internal_scale_guards
(source guards + runner parsing), and gl_scale_invariance_test, a hidden
real-GL run at 1,2,3,5,9x that requires identical guest-visible VRAM at
every scale, one-native-pixel lines at internal resolution, and a 32x
request that stays on GL at the driver's clamp (16x on Apple).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Two generic explicit cull-site kinds for native-wide titles whose screen-X
rejects the existing keys cannot express exactly:
- bgez_sites: `bgez SX, keep` in a signed per-vertex left-edge chain
(`bgez x0,keep; ...; bltz xN,reject`). Emitted through psx_ws_cull_bgez
(keep while SX >= -margin). bltz_sites alone still rejects a primitive
whose first vertices sit in the revealed band; with both kinds the chain
rejects exactly when every vertex is left of -margin.
- clip_edge_x_load_sites (+ clip_edge_width, default screen_w_imms[0]):
lh/lhu/lw of a clip-rectangle X bound. psx_ws_clip_edge_x moves a loaded 0
to -margin and a loaded width to width+margin and leaves interior bounds
(mirrors, split-screen halves) unchanged. xclip_load_sites is lw-only and
upper-bound-only, so it cannot express this.
Both are identity at 4:3, emit nothing when empty, and fail main-EXE
generation on an opcode mismatch (overlay variants stay vanilla). They enter
the overlay-cache hash only when non-empty, so every existing title keeps
its hash (pinned in the test against the previous layout).
Interpreter parity: the dirty-RAM interpreter now also honours explicit
bltz_sites, bgez_sites, branch_keep_sites and clip_edge_x_load_sites. Its
explicit site lists are stored sorted (binary-search lookup), the cap rises
from 64 to 256 per key, and an over-long list is logged instead of being
silently truncated.
Shared math lives in runtime/include/ws_cull_edge.h. New ctest
ws_cull_edge_codegen_test covers parsing, hash identity, emitted code,
the opcode guards and the helper math.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
frame_fingerprint's wr column is an ordered hash over main-RAM writes.
DMA and device writes (MDEC-out, CD, SPU, GPU->RAM) are recorded in host
device-service order. Native shards flush cycles at every store barrier,
while batched interpreted and static code services devices after the
block. So identical guest writes gave a different wr forever after.
- ws: an order-independent sum of a splitmix64 term per (addr, val) over
main RAM. Together with wc it is the main-RAM judge column. wr and pc
stay as ordered locators.
- qc: fingerprint-eligible writes that FMV-quiet kept out. If a straddled
write falls into a quiet frame in one run only, the cumulative columns
never agree again, and qc is where that shows.
- The accumulator moves to runtime/include/frame_fingerprint.h so the
semantics are unit-tested (frame_fingerprint_test).
- The JSON buffer is sized from the real maximum entry length (284 B),
which the old 224 B per entry could overflow.
docs/TCP_COMMANDS.md documents the column roles, the one-frame snapshot
straddle and the FMV-quiet caveat (set PSX_DEBUG_FMV_QUIET=0 for A/B
identity runs). Existing columns keep their meaning. Nothing outside
debug-tools builds changes.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The emitter writes g_debug_last_store_pc before every guest store. The
overlay preamble gave each DLL a private copy on the theory that only debug
tooling reads it. The runtime actually reads it in every build:
- memory.c psx_write_word_raw keys its RAM 0x0-0xF store filters on it;
- the fingerprint pc/mmio/sp columns use it, and so do wtrace,
record_frame, the MMIO/GP1 rings, parity provenance and the freeze
heartbeat.
So after a native overlay store the host still named an older store, and
those consumers saw an instruction the interpreter would not have.
OverlayCallbacks gains last_store_pc, which the loader always points at
the runtime's copy. In PSX_OVERLAY_DLL_BUILD, cpu_state.h maps the
emitted name onto that pointer, the same pattern as the bail-state
pointers. Generated code is unchanged. A NULL host pointer keeps the old
private copy.
The ABI goes to 24, so the loader rejects and regenerates older shards.
The preamble change already moves the codegen-hash cache path.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Overlay shards are compiled at the KSEG0 address of their bytes: captures
record 0x80000000|offset and the manifest parser keys entries there. The
emitter bakes that segment into every PC a shard produces: the $ra a
jal/jalr writes, jump and exception-resume PCs, and I-cache fetch tags.
Dispatch matched candidates by the segment-stripped address, so a KUSEG or
KSEG1 alias of the same bytes ran the KSEG0 body at the wrong
architectural PC.
Found in R4 (SLUS-00797) with OpenBIOS: the exception handler enters its
RAM patch slots at KUSEG (0x0000281C, 0x0000357C). The kernel-page shard
linked $ra=0x8000282C where the interpreter (and hardware) gives
0x0000282C, and fetched 0x8000281C/0x8000357C, missing lines the kernel
had just filled with KUSEG tags: +4 cycles per slot, so the next VBlank
IRQ landed at a different instruction and warm (native) vs cold
(interpreted) overlay-cache runs saved different registers from frame
194 on. A KSEG1 entry would also be charged as cached.
PSX_OVERLAY_CODE_SEGMENT (overlay_loader.h) names the rule for capture,
the manifest parser, overlay_loader_dispatch and the generated static
overlay table: a PC outside it falls to the interpreter, which runs at
the PC it was handed. CPS continuations already failed closed this way
(their entry switch only knows KSEG0 PCs); function entries now match.
overlay_loader_status reports segment_alias_interp.
Static game code has the same shape for KUSEG-linked EXEs (the parser
normalizes their headers to KSEG0); that needs segment-relative emission
and is not changed here. Shard cache tags are unchanged.
Tests: test_overlay_segment_gate.py drives the real loader (pair-dedup
harness, which also gains the RAM-geometry globals it no longer linked
without) with a KSEG0 fixture shard: KUSEG and KSEG1 dispatches stay
interpreted and never call it, KSEG0 still runs native. It fails with the
gate removed. test_compile_overlays_static_split.py covers the generated
static table and rejects a non-KSEG0 entry.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The lobby rematch is the only in-process second session: an offline
session ends the process, and only a netplay match launched from the
lobby soft-returns (netplay_soft_exit -> psx_request_return_to_lobby).
The rematch path re-enters via goto session_reboot, below the first-boot
session block, so it reset no mod-owned state at all. The reachable leak:
a match with [netplay] local_viewport_aspect = "adaptive" leaves Fit
(g_ws_adaptive_view) on, and an offline rematch then runs adaptive
widescreen. The launcher also round-trips the match's fixed aspect
(16:9/21:9 from the local viewport) through ls.aspect_index.
reset_mod_owned_presentation() runs immediately before activation in the
first-boot session block (absorbing the existing blend reset) and in the
rematch path after its commit or netplay clear. Every call clears Fit, the
world and retained scene predicates, the adaptive backdrop preload, bezel
artwork, the blend mode and native VBlank pacing. Later calls also restore
vsync, frame interpolation and its rate, and automatic FMV skipping to
their first-session values, and clear the 8 MiB RAM request (memory_init()
re-latches it at session_reboot) and the texture-bank resolver and
batching flag. Netplay clears the plan, so no plugin has activated before
a rematch; everything past Fit is defensive. The renderer and fixed aspect
are launcher controls and process-lifetime allocations are left alone
(documented in MOD_PACKAGES.md).
The first-call capture lives in mod_session_baseline.h: its first call
records the pre-activation values (settings.toml, PSX_VSYNC, launcher) and
writes nothing back, so the first session, and every run that never
soft-returns, is unchanged. A static_assert keeps the restore honest: it
is only valid while interpolation and Skip FMVs have no launcher control.
Function-entry hooks need nothing here: the commit or netplay clear
empties the hook table and only activation rebuilds it.
The rematch path also re-applies the Settings aspect clamp (4:3 while
widescreen is mod-owned) before apply_netplay_local_viewport_aspect, so a
netplay rematch still gets its local viewport. The first-boot path keeps
the launcher/lobby aspect as before.
Not changed here: the rematch path still skips activation and the
controller, load and disc-speed resets of the first-boot block, so an
offline rematch with mods enabled applies the plan's patches and runs its
VBlank callbacks without activation.
Tests: mod_session_baseline_test (new, CTest) drives the first-call
capture and later restore with vsync on and off; it fails if the first
call writes anything. test_mod_owned_display_controls.py guards the
reset list, both call sites, reset-before-activation on the rematch path
and the rematch 4:3 re-clamp.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Adapt the 8 MB RAM work from the rbengine branch into a master-targeted change. The builtin package is disabled by default, activation requests expanded RAM before memory init, and runtime/state/digest/dispatch paths respect the live RAM map.
recomp-net now carries the peer-facing rollback modules that used to live in
retcomm-rbengine (RetroPortingToolKit/recomp-net#14). Switch the MotK shims and
psx_netplay_sched.c from rbe_sched_* / rbe_ih_* / rbe_hc_* /
rbe_rb_peer_post_tip_ok to their rnet_* names and recomp_net/ headers, and bump
lib/recomp-net to c2338c6.
The netplay_* / np_sched_* surface the rest of the runtime calls is unchanged.
The snap ring and rbe_mono_ms still come from retcomm-rbengine, which stays at
a7b9850 for now; the three moved-module unit tests link recomp_net directly
instead of reaching it through rbengine. RBE_RB_* env knobs keep their names.
Checked with PSX_NETPLAY=ON: psx-runtime links and the netplay tests pass
against both the current rbengine and the split one (rbengine
refactor/launcher-core), and the binary's 33 scheduler / history /
hash-confirm functions now resolve to rnet_* where they were rbe_*.
lobby_chat_ring_test does not compile on master either (chat_push arity) and
is untouched here.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Default = largest multiple of 240 lines within 2/3 of the usable height;
an explicit window_width is still honoured.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Gaps the dump does not store were dropped, so every later track (and GetTD)
sat 150 sectors early; games that seek via GetTD landed in the previous track.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
The runtime mounts one disc image at startup. No code path changes the
mounted image after that. Some multi-disc games prompt for a disc
change during play and then poll the drive. That poll never succeeds.
The CD-reinsert path reopens the same image path, so it cannot mount
the other disc.
cdrom_disc_select() closes the current image and opens another roster
entry, inside the existing lid window. cdrom_lid_media_ready() returns
0 for the whole window, so the guest cannot read the image until the
window ends. The existing timed close then ends the window.
cdrom_init() is not called. It also resets warm-route, trace and timing
state, which would discard a running session. cdrom_disc_select()
resets the sector buffers, the seek position, and the warm-route
arming. Registered warm routes are configuration and are not reset.
begin_tray_open_cycle() now holds the tray-open code, moved out of
debug_force_cd_reinsert(). Both paths call it.
Add a disc_select debug command. It returns the roster and mounts entry
n when n is given. It also returns the sector count and track count of
the mounted image, which confirms that the reader opened another image.
Tested on Ace Combat 3: Electrosphere (SLPS-02020 / SLPS-02021). Boot
disc 2 with no disc-2 save. The game prompts for disc 1. At that prompt
the CD read count is static at 2955 and frames run at 60.5 Hz, so the
drive is idle. disc_select n=1 mounts disc 1. The game resumes and
plays its first cutscene. Reads restart within two seconds and pass
19971. The read addresses change to disc-1 values. The frame rate does
not drop.
Co-Authored-By: Claude <noreply@anthropic.com>
Prefer the ISO9660 boot file over the bounded raw-image scan. Biohazard stores SYSTEM.CNF outside that scan, leaving fresh builds at the default SCEA response. Add raw and cooked late-file regressions with an early decoy serial. The full-profile prefix again matches the retained native baseline through 5999 returns; the independent-source frontier remains return 464.
(cherry picked from commit 82c3de13ef)
Some titles and enhancement mods/plugins might require display level gamma correction to improve shadow detail and overall visibility without altering guest rendering state. This introduces a public gamma adjustment interface for the OpenGL renderer via `gl_renderer_set_post_gamma`, that enables external plugins to adjust the display curve cleanly at runtime.
This adjustment applies exclusively to game content and temporal interpolation passes while leaving host interface elements, bezels, and previously composed frames untouched. Modifying the gamma setting immediately invalidates the presentation buffer so that changes become visible on screen without requiring new video memory writes from the guest system.
Brings the PSX runtime level with what recomp-ui's netplay pages now ask a
host for, and with the SNES runner that already answers them
(snes_lobby_client.c / snes_host_lobby.c):
- Chat lines, seat rows and players-online rows carry the server's opaque
account key, so the launcher's ignore/block list survives a rename.
- psx_lobby_set_blocks pushes that list to the server as `set_blocks`, since
refusing to pair or seat the two together is the server's job; recomp-ui
re-sends it on every reconnect.
- list_scope_set: a LAN player no longer sees online rooms they have no
connection for, and an online player no longer sees their own LAN rows.
- Automatch: rulesets discovery, the relay latency probe (14-byte LE frame,
type 200 -> 201, nonce-matched), queue with the disc fingerprint, the
accept gate with a locally counted deadline, requeue/cancel/cooldown, and
claiming automatch's `error` codes only while a ticket is in flight.
Leaving an automatch room after the match: it is the server's room, has
no host to rematch with, and holding the seat blocks the next ticket.
- Account: init the auth client once per URL rather than every pump (the
login worker reads the host), anchor the device key to the executable
directory, and publish the signed-in handle as the lobby display name.
mods_enabled is asserted false on PSX: every netplay launch clears the mod
plan or refuses to start, and the caps a match runs are the ruleset's.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01FPXfGGhBBBxQPcEzaMsauF
PsxLobbyChatMsg gains the server's `mid` for a line, taken off `chat` and
`server_chat`, and psx_lobby_report_chat hands a list of them to
rnet_chat_report_build. The frame carries ids and never the text, so a
report cannot fabricate what somebody said. Same eight lines as the SNES
copy; what a report contains lives in recomp-net.
lib/recomp-net -> 859ba28 (support chat reporting), which is also where
rnet_account_set_secret_path comes from.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01FPXfGGhBBBxQPcEzaMsauF