P1: quality_launcher_apply is now a pure preset -> rows mapping
(psxq::rows_from_runtime plus startup constants); it never writes the live
globals. The in-game menu publishes only thread-safe callbacks: that
mapper, and a re-detect that returns this session's detection (a fresh
probe needs the GL context and mutates the run's state, so it stays in the
pre-game launcher). Summary/reason strings and the detection are fixed on
the main thread at menu setup; settings_get reads only the main-thread
snapshot.
P2: psxq::MenuSelection keeps what the player selected versus what is live.
A pick's next-launch rows and netplay-deferred rows stay selected for the
next seed until the live value matches; other rows follow live. The host
classification moves to psxq::classify_launcher/row_differs (same rules).
Tests: quality_presets_test test_ingame_menu_host_path runs the review's
fixture through the host get/pick/apply/save path (Ultra -> High, then
Antialiasing = NONE; a governed edit is still Custom from High; a netplay-
deferred row stays selected). menu_quality_callbacks_test guards the
draw-thread callbacks against runtime writes and stateful calls.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A hidden run keeps the saved preset without detecting; a menu pick of High
is saved and owns its keys; Smooth motion off while High is in force is a
governed live edit that saves Custom from High with its value.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
mh_launcher_game_info publishes the presets (quality_fill_game_info),
mh_launcher_settings_get seeds the preset and the governed rows as in
force, and an applied menu change goes through quality_take_launcher, so
a pick or a governed edit is settled by the same save transaction
(settle_save) as the launchers. Shown rows apply live; preset-only keys
at the next launch.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- [quality.*] accepts only the supported keys (quality_key_supported):
twelve player-editable ones (masked, copied, classified, applied) and
nine preset-only ones (no settings.toml form; applied on select). Any
other key, e.g. vsync or renderer, is a load error.
- Picking a preset now also applies bloom, texture LOD, anisotropy, FMV
chroma smoothing and dithering (quality_apply_video_globals).
- The frontends flag Custom on any tracked row; the host counts only rows
of keys the title governs (psxq::launcher_custom_edit), so Antialiasing
no longer turns Ultra into Custom when no preset sets it.
Tests cover the rejection, every player key's masking/copy, and the
classification cases.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Hands the launcher game info (pre-game launcher, soft return, and the
in-game menu's launcher_game_info) the [video] texture_filtering
vocabulary {Nearest, Bilinear, xBR} = PSX_TEXTURE_FILTER_{0,1,3}, so
frontends keep xBR across startup and soft return instead of collapsing
it to Bilinear. Needs a recomp_launcher.h with
RECOMP_LAUNCHER_HAS_TEXTURE_FILTER_CATALOG (recomp-ui); without it this
is a no-op.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The boot launcher, soft-return launcher and the in-game menu's live
settings now save settings.toml through psxq::settle_save:
- a one-run PSX_QUALITY override never persists: governed keys and the
quality_* keys come from disk, so the previous preset or Custom values
survive even when the boot seed was built empty;
- a governed live edit (psxq::live_edit) or launcher Custom becomes
Custom from the current base, with the edited values, and survives
restart instead of being masked away;
- a launcher pick records the preset; unrelated edits keep it.
Tests reproduce both review cases through a settings.toml round trip.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- Restart bits: a group waits only when the edit touches it (next differs
from the live value) and the result differs from boot. Dynamic
resolution moves the live internal resolution off boot, so an in-game
texture filter change relaunched the game. test_menu_video_snapshot
covers both cases.
- Return to the frontend from a local game opens the launcher as at
boot; only a lobby match start (the runtime's pending-launch exit, or
the provider's lobby view asking once its match started) keeps the
launch and resumes the room.
- Default provider: with no title choice, the UI library's provider is
used when it ships one (recomp_ui_psx_menu.h), so recomp-ui stays the
default; PsxMenuHost.default_selection tells it to keep the title's
default presentation.
- Debug: menu_host reports provider, open, pause, capture and snapshot.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>