The geometry side cache was an 8192-entry HASHED table with no ambiguity check.
Unrelated screen positions shared a slot, so a vertex could be handed a
different vertex's sub-pixel fraction, and eviction changed which triangles got
corrected from frame to frame — moving seams across every mesh.
Both references index this table exactly, one slot per reachable SXY
(beetle-psx vertexCache[0x800*2][0x800*2]; DuckStation 2048x2048), and gate it
on an ambiguity flag so a pixel that two DIFFERENT projections rounded to is
never used. Do the same: direct index, first writer wins, flag on a conflicting
value, allocate lazily on enable so the faithful default costs nothing, and
fail closed to the faithful path if the allocation fails.
Adds a lookup census (attempted / hit / miss_unrecorded / miss_ambiguous) on
geom_correction. With an exact table a miss_unrecorded is a genuine tracking
coverage gap rather than a cache artifact, which is what distinguishes 'the
cache was lossy' from 'the vertex path never reaches us in a matchable form'.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Makes the parked projection/perspective work reachable and gets it into the
renderers people actually use. Addresses issue #92 (PGXP-style geometry and
texture correction).
The GTE side cache, SWC2 RAM provenance, GP0 triangle preparation and the
software-renderer consumption path already landed in 2ceaf5a ("park projection
and perspective correction", from kem0x PR #14), but were unreachable: the
generic setters gte_geometry_correction_set() / gpu_texture_correction_set()
had no production caller, and the corrected vertices went straight to
sw_set_precise_triangle(), bypassing the renderer vtable — while the default
renderer is OpenGL.
This adds:
- [video] geometry_correction and [video] perspective_texturing, in game.toml
and settings.toml, both defaulting false. Independent knobs; the launcher
seed marks them present so a save round-trips a hand-edited key instead of
dropping it. Startup names the active pair, and notes when geometry
correction is on below supersampling 2 (where it cannot be seen).
- gr_set_precise_triangle() / gr_set_perspective_triangle() on the
GpuRenderBackend vtable, so gpu.c hands the correction to whichever backend
is live rather than to the software rasterizer directly. NULL entries no-op.
- OpenGL and Vulkan consumption. Positions are already float end-to-end, so
sub-pixel vertices drop in; the readback dirty rect widens by one pixel to
cover them. Perspective UVs use a per-vertex a_q weight and clip coordinates
pre-multiplied by w = 1/q, letting the hardware's own perspective divide
interpolate a smooth UV varying beside the affine noperspective one. a_q == 0
— the default, and what every prim gets with the feature off — makes w
exactly 1.0 and selects the affine varying, so the faithful path is the
pre-feature pipeline unchanged.
The PS1-visible GTE SXY FIFO stays integer either way: guest-side screen-bounds
culling and SXY readback are untouched, and this remains visual-only.
Also fixes a pre-existing concurrent-build race found while validating: every
runtime target runs embed_spirv.py over the same shaders, and each wrote
"<shader>.spv" next to the source, so under -j N one process deleted the file
another had just written (FileNotFoundError on a shader that compiled fine).
The intermediates now go to a per-invocation temp dir.
Parked-work provenance retained; see ENHANCEMENTS.md G1.
Co-authored-by: Kareem Olim <kareemolim@gmail.com>
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Players asked for CD speeds beyond the curated 2x/4x list and for the two
loading accelerators to stop being one control (GH TombaRecomp#5: a
speedrunner wants shorter loads but NOT the host speed-up, which runs past
the loading screen and breaks a skip).
Three changes, all general:
- psx_mod_set_disc_speed accepted only divisor 2 or 4. That was policy,
not safety: cdrom.c divides the sector delay and floors the result at
CDROM_MIN_DELAY, and apply_speed leaves XA streaming at authentic
timing, so no positive divisor can produce a zero-delay storm or
pitch-shift FMV audio. Accept 1..PSX_MOD_DISC_SPEED_MAX and let the
mod's description carry the risk warning.
- psx_mod_set_load_acceleration accepted 2..16. Host pacing cannot desync
the guest at all (every frame, CD deadline, interrupt and callback still
happens), so the ceiling was arbitrary. Accept 1..PSX_MOD_LOAD_ACCEL_MAX,
with 1 meaning authentic and 0 still meaning uncapped.
- New option key disabled_by: an option names a BOOLEAN sibling that
overrides it, so "tick Instant and the speed box stops mattering" needs
no second widget type. The parser rejects a dangling, self-referential
or non-boolean reference rather than leaving a control silently always
enabled, and the provider resolves the link against the live selection
so the launcher and the plugins can never disagree about whether a
control counts.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
SDL_main.h is a single-header implementation in SDL3. Include it only from the translation unit that owns main so MinGW emits one WinMain instead of one per SDL-using source.
Extract the useful diagnostic from PR #13 into an opt-in, title-agnostic boot
write-range trace with TCP-queryable context.
Co-authored-by: NyperYuhgard <93950153+NyperYuhgard@users.noreply.github.com>
The manifest schema already carries typed, validated, launcher-rendered,
persisted options ([[option]] boolean/choice/integer), and the launcher
provider already reads them. A trusted activation plugin could not: the
callback takes no arguments, so a plugin was only ever an on/off switch.
That forced a parameterised feature to be modelled as one feature per
value, and `constraint` only expresses ordered_integer WITHIN a feature, so
those pseudo-features could not even be made mutually exclusive. A game
wanting "Widescreen: 16:9 / 21:9" or "Interpolation: 90/120/144/165/240"
had no way to express it as one entry.
psx_mod_option_value(package, feature, option, out, out_size) closes the
gap against the value the player actually committed. It returns 0 with an
empty string when the plan is not committed or the ids do not resolve, so a
caller applies its own default rather than reading "" as a selection. Ids
are explicit because registration is by plugin id alone and the callback
carries no package/feature context.
Also in this commit, from the same investigation:
* Sustained overlay-autocompile failure is now LOUD. After 3 consecutive
failed runs the runtime prints once to stdout: what failed, the exit
code, that overlays are staying interpreted and frame times will be far
worse than the build is capable of, what to check, and the compiler's own
output tail. Previously the only trace was a `fails` counter reachable
over TCP, so a wholly-interpreted title presented as "why is this slow"
rather than as a message. Threshold is 3, not 1, because isolated
failures (a shard racing a capture rewrite, a transient lock) are
ordinary and self-heal. Measured cost of the silent case on Tomba!:
p50 frame period 105ms, vs 3.1ms once shards existed.
* The autocompile child's working directory is printed at startup beside
cache and captures. Every relative path in overlay_autocompile_cmd
resolves against it and it comes from game.toml's detected project root,
so a game.toml staged outside the real root silently repoints the entire
compile command with no other symptom.
* A build tree whose cache still carries recomp-ui's OFF for
RECOMP_UI_ENABLE_MODS now says so at configure time. 610234a's seed only
fires on a fresh cache, and a stale OFF is indistinguishable from a
deliberate one, so such trees kept producing Mods-less builds across
reconfigures - the same "reads as a stale build" failure one level up,
and invisible. The explicit-OFF contract is deliberate so this does not
override it; it makes the state audible.
Runtime ctest 16/16. Warning verified to fire on a tree configured with
-DRECOMP_UI_ENABLE_MODS=OFF and to stay silent on a fresh configure.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
`bios_hle` (default on) is the player-facing "skip the BIOS and go
straight to the game" flag, and it did nothing under the bundled
OpenBIOS: choosing OpenBIOS sat the player in the boot animation while
the identical build on retail SCPH-1001 went straight to the game.
Root cause was ordering, not policy. The tier has two axes with
different per-image requirements:
* boot-skip needs only `shell_entry_phys`, works under pure LLE
(nothing is synthesized — the shell call just returns
immediately), so any image exporting it can skip
* kernel-call needs `deliver_event_ret`, the kernel's own
DeliverEvent `$ra`, or a delivered callback returns to
the wrong PC
main.cpp correctly refused the call axis on an image without
`deliver_event_ret` by assigning `bios_hle = false` — and then derived
`boot_skip` from that already-mutated flag. OpenBIOS omits
`deliver_event_ret` (B0 semantics unvalidated) but DOES export
`shell_entry_phys`, so an available skip was cancelled by an unrelated
refusal, and one flag meant two things depending on a BIOS detail no
player can see.
Both axes are now decided by one pure, dependency-free function,
`psx_bios_hle_plan()` (runtime/src/bios_hle_plan.c): the boot decision
reads the REQUESTED `bios_hle`, each axis is gated on only the anchor it
needs, and refusals are reported at startup instead of downgrading
silently. `psx_bios_hle_configure()` clamps `boot_skip` to
`shell_entry_phys != 0` as a backstop so the banner and `hle_dump`
cannot overstate what can fire. The main.cpp local is renamed
`bios_hle_requested` and is no longer written back from the plan — the
`session_reboot` path re-enters that block, so folding a refusal into
the request would have made a netplay rematch differ from first launch.
Also in this pass:
* A BIOS profile's `[runtime]` block was parsed into
`BiosConfig::runtime` and read by NOTHING, and bios/OpenBIOS.toml
carried an inert `bios_hle = false` there that read as the reason HLE
was off on OpenBIOS. It was not. `load_bios_config` now REJECTS
`[runtime]` in a BIOS profile: a profile states facts about an image,
never preferences.
* `psx_icache_fastpath_test` had been unbuildable ("redefinition of
`psx_advance_cycles`" — the test's counting stub vs the header's
`static inline`), which blocked every runtime test registered after
it. It now builds with `PSX_OVERLAY_DLL_BUILD=1`, the seam
psx_cycles.h already provides for a TU supplying its own advance.
Tests: new `bios_hle_plan_test` pins the matrix, including a 64-case
sweep asserting the boot decision is independent of
`deliver_event_ret` and the call decision independent of
`shell_entry_phys`. Runtime ctest 15/15, recompiler ctest 30/30.
Validated on Ape Escape (SCUS-94423) built against this framework with
both backends linked, headless, all four cases:
OpenBIOS default bios_boot=skip to game; route=2 fire at vec 0x30000
ra=0xBFC06EA8 (the continuation OpenBIOS.toml
documents); in-game on screen
retail default bios_boot=skip to game; route=2 at vec 0x30000
ra=0xBFC0702C; in-game on screen; differs only in
bios_backend=HLE (LLE fallback)
PSX_BIOS_HLE=0 bios_boot=real intro; ring empty (no hook)
KEEP_INTRO=1 bios_boot=real intro; ring empty
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Comment-only. No compiled code changes -- the sole non-comment diff line moves
a trailing comment off the g_mmx6_hostside declaration into a block above it;
the declaration itself is byte-identical.
A survey of the mmx6-named widescreen symbols found the existing comments
misleading in a way that invites a dangerous cleanup, so the findings are
recorded in the source next to the code they describe.
1. "Compatibility entry points for already-generated MMX6 sources" (gpu.h) was
wrong. These are not MMX6 compat shims and are not safe to delete. They are
the widescreen-2D entry points the recompiler emits for ANY title with a
[widescreen.bg2d] block, and live generated code in several non-MMX6 repos
links them today:
cols/startcol/startx/stream_left/stream_right
-> CrashBash, MegaManX5, Tsumu (+ -release)
undercap
-> Ape, CrashBash, MMX4, MMX5, Tsumu, Vigilante8, THPS2
Each forwards to its psx_ws_bg2d_* twin, which is the real implementation.
Only the name is historical. Renaming is not runtime-only: the names come
from code_generator.cpp, which is in codegen_hash_sources.cmake, so it rolls
the overlay cache tag and forces regen + reshard of every title.
2. Host-side reveal (g_mmx6_hostside) is dead in every shipping build, which
the previous "kept inert pending removal" note understated. Nothing sets it
but the mmx6_reveal debug command, PSX_DEBUG_TOOLS is OFF for Release, and
no generated source anywhere references a host-side symbol. Noted that
removing it is the last step decoupling the generic psx_ws_bg2d_* API from
MMX6 -- mmx6_hostside_active() is currently embedded in the ternaries of
psx_ws_bg2d_cols/startcol/startx -- and listed the symbols that go with it.
3. BG buffer relocation is a parked FEATURE behind a load-bearing SYMBOL, a
distinction the old comment did not draw. With g_mmx6_reloc == 0 both hooks
return their argument unchanged, but MegaManX6Recomp/game.toml names the
bufbase/cap instruction sites, so the emitter writes calls into generated
code and psx_ws_mmx6_bg_bufbase is genuinely called by MMX6's generated C.
The supportable cleanup is to gut the bodies to identity and keep the
symbols, not to delete the functions.
Removal of (2) and (3) is deliberately deferred: it touches the renderer and
wants its own session with MMX6 revalidation.
Verified: gcc -fsyntax-only on gpu.c exits clean (an earlier draft embedded
"*/" inside a block comment and broke the parse -- caught before commit);
ctest 29/29 green.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
it stops checking the entire PSX disc for full hash check every time the launcher runs, assuming the user's hash checked it when selecting the disc the first time and saving it to settings, so it just validates the file name and size instead, then it shares lifecycle with the launcher and the game to load the game faster, and several optimizations were made to loadstate paths which I think in the end relied on reanchoring host timings to the restored clock that came with the state