Commit Graph

4 Commits

Author SHA1 Message Date
Matthew Stanley 62d26bff82 Fix redraw policy, HD reload residency, AA ownership and FG budget publication
Address objective review blockers in #563, #567, #576 and #580 on the combined renderer stack. Preserve redraw/default policy, bounded same-pack learned uploads, GL context ownership, and coherent current-window budget accounting. Add focused CPU, real-GL, concurrent-publication and authority-transition regressions.
2026-10-08 11:16:22 -07:00
Shokunin bfbe8489de Dynamic resolution: fast first descent on the render thread
Armed at init (session start, render-thread start, a new resolution) and on
a savestate load, game entry or window resize. While armed, an overrun jumps
straight to the highest level whose pure-area prediction is at or below
0.78, then is judged like any step; a fit after a step, an up step, a failed
judgement or 6 s disarm it and single steps fine-tune. A fixed cost only
makes the target dearer than predicted, so a jump never lands below the
level that fits.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-07 12:56:48 -07:00
Shokunin cb1e445e46 Dynamic resolution on the render thread: recorded steps, per-frame render cost, render-thread controller
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-07 12:51:55 -07:00
Shokunin ecbbb5eceb Add the opt-in dynamic resolution controller, config and telemetry
A step controller (dynamic_resolution.c) lowers or raises the GL internal scale from frame-time telemetry between a floor and the configured ceiling; off unless a title or the player enables it. Tested by dynamic_resolution_test (synthetic load) and the real-GL gl_scale_invariance_test step modes.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-07 12:44:59 -07:00