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>
gl_renderer_set_dynamic_resolution(1) keeps the hr surface and the
native-wide surfaces allocated at the scale context init gave them (the
ceiling) and lets the internal scale step to any integer level from 1 to
it while the game runs. A lower level renders into the surfaces'
lower-left VRAM*S corner; every viewport, scissor, pack, copy and capture
already takes the scale at use, so only allocation and the present's
normalised UVs read the allocated size. Off (the default) nothing is
allocated differently and no step can run.
A step runs after a present, never inside a render pass:
- it takes the top-left sample of every native block of the old surface
(the sample the pack reads) into a 1x image and reseeds the new corner
from it, so the guest-visible VRAM is unchanged byte for byte;
- it rescales the displayed rect and the draw area from their old pixels,
so neither the frame on screen nor the one being drawn shows 1x blocks;
- it rescales the native-wide margins in place, in row bands ordered so
no source row is overwritten before it is read;
- it marks the mask stencil stale (rebuilt at once while mask checking is
on) and drops the render-pass backup and images.
Reallocating per step instead measured 30-106 ms at 7x-10x on an Apple
M4, mostly the first touch of the new surface. Steps are not offered in
the windowed high-resolution mode or with dual raster.
gl_scale_invariance_test gains "steps" runs: rendering after a step into
a ceiling-sized surface equals the fixed-scale run at that level; a chain
of steps (9x down to 1x and back, 5x) leaves the native VRAM unchanged at
every step, the two rects and the wide margins exact nearest rescales of
their old pixels, everything else the old top-left samples, and mask
checking right after a step correct; the window mode refuses steps.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Preserve negotiated content and dual-raster pass gates. Retain both fixture assertion sets and HD-off seams. Regenerate both BIOS with actual native emitter. Fix type-only rollback corrections and exclude extra-pad changes from digital-only promote gates.
A tip-extend made each seat reload some ring snap between load and the new
prefer tick: the initiator one it had just saved mid-frame during the
replay, a follower still short of prefer a pre-episode live snap. Neither
restore is cycle-exact with a straight run, so seats drifted apart (R4
2-peer under load: POST / resim core diverge after FOLLOW rereplays).
- A seat still replaying and not past prefer just continues to the raised
target: every tick it finished ran on unchanged rows.
- A seat past prefer replays again from the episode load (the pinned
frame-boundary baseline every seat matched).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The episode kept one peer-baseline / ready / POST latch, so with three or
four seats the first reply answered for everyone, and the one early
BASELINE stash was overwritten by the next seat's. In R4's 4-peer run with
the host loaded every frame, two guests replayed a light-tip episode and
resumed while the host had not opened it; host and guests then waited on
each other (pcap_freeze / wire_hole) until the stall timeout.
- BASELINE, ready-ACK and POST go through rnet_rb_quorum: the episode moves
on only when every other occupied seat has answered, and a digest from
any seat that differs fails the comparison. Early BASELINEs stash per
seat. Two seats behave as before.
- Light tip skips the ready RTT only with one peer; with more, every seat's
ready is how the others know it rolled back to the same load.
- A follower that has not simulated the load tick yet defers and joins when
it gets there (no NACK, no zombie-load refusal for that join).
- Seal, ready and verify timeouts restart while a seat still owing a reply
advances its input tip: they fire only when nothing moves.
- psx_netplay_peer_seats(); pins recomp-net rb_quorum.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Four-peer rollback desynced under load (R4, host behind): the guests
predicted the slow host's pad, hash-confirmed the tick among themselves
through the one shared peer ring, then promoted the host's real pad into
history only (hc-silent promote) while the host simulated it. The host
stayed forked; its recovery episode was then refused as a "zombie load"
behind the guests' (wrongly) agreed tip.
- Hash confirm is a quorum over every occupied peer seat
(rnet_hc_set_peer_mask / note_peer_from, recomp-net) for three or more
seats; two seats keep the one-peer chain.
- A peer more than 4 ticks behind the others' inputs sheds its own view
(psx_mod_render_local_view status FAST_FORWARD, held 60 ticks), so the
presentation-only pass goes before the simulation slips.
PSX_NET_LOCAL_VIEW_SHED=0 keeps it.
- The admit-stall watchdog counts time without progress: a remote input tip
that advances restarts it, so a slow peer is waited for.
PSX_NET_ADMIT_STALL_MS (20000) and PSX_NET_LIVENESS_MS (1500) configure it.
- Pins recomp-net fix/rollback-span-stall.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Load modern texpage/texupload PNG replacements independently of DuckStation source. Integrate pack folders and options with mods, preserve native VRAM, and validate GL rendering, format matching, dump safety, and upload invalidation.
A [[plugin]] may declare netplay = "local_view": it only changes what one
player sees. A netplay session now keeps the player's own features whose every
contribution is such a plugin (no writes, overlays or derived discs) instead of
clearing them, without saving state.toml. They activate as usual, but their
hooks run only inside psx_mod_render_local_view (psx_mod_local_view_scope) and
their vblank/savestate callbacks not at all. With such a plan the widescreen
cull margin is the stock 0 in the shared game and this peer's own margin only
inside the sandboxed own-view draw; squash is not used. The canonical frame,
snapshots and digests stay identical on every peer whatever each player chose,
so nothing is negotiated, and each keeps their own aspect.
Tests: netplay_view_mods_test (flag, plan filter, parked hooks, no vblank,
state.toml untouched), ws_local_view_margin_test (margin scope), render-pass
sandbox asserts the scope around a local view.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Fixes Ape Escape terrain seams: CPU-built subdivision midpoints and lwl/lwr-copied
grid corners drew native next to precise neighbours. Adds pgxp_tri_ring/pgxp_store_ring.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>