Reconciled with #470 (PGXP): gpu.c precise vertices take PGXP only under geometry correction and count it, then native-wide edge recovery; the PGXP triangle stat stays PGXP-only. Stubs and tests from both kept; stamps recomputed.
Master moved the textured-dot test stubs into gpu_exec_stubs.inc; the PGXP stubs move there too. pgxp_note_rect_bypass stub takes (int). Stamps recomputed.
#459's fixture predates #468; fixture_link stubs the undefined data symbol as a function, which reads non-zero and aborts.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Closes#474. The win64 binary zip carries no license file; stage the notice beside tcc.exe and in licenses/, and make the zip verifier require both.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Fixes the false FMV flag after every snapshot load made before the first video (#475 cause 1); v1 payloads still load. Drops the unread host-frame stamp.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
A match started from the launcher closed the program when the start failed, with the reason on a console the player does not see. It now ends through netplay_soft_exit, keeps the sentence for the status line and goes back to the room before the scheduler runs, so the game is not booted offline. No session is open at that point, so no BYE is sent. A command-line start still exits with code 1.
A failed start printed "built without recomp-net, or bind/peer invalid" for every cause. A player whose system held the UDP port read first that the build had no netplay.
The library answers a refused bind, a listen address it cannot read and a peer address it cannot use with the same -1. main.cpp now does those steps again (it reads the listen address as the library does, looks up a name, binds without address reuse) and reports the system's answer. The sentence names a cause only when the system does: address in use, access denied (a port range Windows keeps for Hyper-V or WSL, a port below 1024 elsewhere), address not available. Any other error gets the number and the system's text. The peer address is named only when the listen address opened and the peer address cannot be read. The build is named only when it has no netplay.
The sentences are in netplay_exit_reason.c with unit cases; a source guard checks the wiring in main.cpp.
Many PS1 renderers drop a primitive whose depth index falls past the end
of their ordering table. Raising that limit can write past the table, so
a title can now list such guards in game.toml with the register that
carries the index and the last safe value. While a trusted mod has called
psx_mod_set_draw_distance_clamp(1), generated main-EXE code clamps that
register before the guard runs, so far geometry is kept in the farthest
slot instead of popping in later.
- Off by default and reset at every session start, so netplay and every
title that lists no sites run unchanged; with no sites the generated
code and declarations are byte-identical.
- Main executable only: the full instruction word is the guard,
generation fails on a mismatch or a load-delay hazard, captured
overlay code keeps its own code (the sites are not part of the overlay
config identity), and the dirty-RAM interpreter applies the clamp
where the game's text image holds the listed word.
- Compatibility: code_generator.cpp is a codegen-hash input, so the
codegen hash and the overlay-cache tag change for every title, sites
or not. Savestates from earlier builds are refused, and overlay shards
rebuild once on first visit. Generated code and behaviour are
unchanged for a title without sites or with the switch off.
- Tests: draw_distance_codegen_test (config rules, emission, guards,
declarations, overlay identity) and draw_distance_interp_test (store,
switch, interpreted guards); the session-reset guard covers the switch.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
With every drawn vertex precise, a title can still show cracks where the game
culled a face on its integer winding. R4's road emitter runs NCLIP on each
far row and skips rows whose native height rounds to 0. Natively their
neighbours meet at the same integer y. With PGXP they sit at their exact y,
and the skipped row becomes a strip of sky across the road beyond the start
gantry, at 4K and in 2P. tri_mixed cannot see this: the missing face draws
no triangle.
Precise culling (DuckStation's "PGXP culling", minimal footprint):
- While geometry correction is armed, gte_nclip computes the exact
determinant of the three SXY register shadows (pgxp_gte_nclip_precise:
live, current words, the GPU's own truncation agreement and tolerance).
When its sign is nonzero and differs from the integer MAC0's, MAC0 takes
that sign, with the rounded exact doubled area (at least 1) as magnitude.
FLAG keeps the integer overflow bits.
- It changes guest-visible MAC0, so it is a `culling` option of
psx.enhancement.pgxp, false in the builtin, with no [video] key, so netplay
(which clears every mod) never runs it. It needs geometry correction.
It is held off in every pass compared against another execution: the
speculative and replay passes, and the whole overlay shadow diff
(psx_overlay_shadow_diff_active), interpreter pass included.
- Counters whenever geometry correction is armed: nclip_precise,
nclip_disagree (exact sign differs: the culled-face crack exposure),
nclip_corrected. TCP pgxp {"culling":0|1}; env PSX_PGXP_CULLING.
Session arming in one place (src/pgxp_session.cpp, psx_pgxp_session_arm):
main.cpp's renderer setup now calls the same code the test drives. The arming
takes the mod request (reads and clears it), so a session with an empty plan
cannot inherit an earlier session's request even if the reset were skipped.
pgxp_session_test now links the real mod runtime, the builtin plugin and the
builtin manifest, and covers:
- a default-on override;
- a netplay clear, with and without the reset;
- the off switch;
- the options;
- env overrides;
- pgxp_mod_only.
[video] pgxp_mod_only (game.toml, default false): for a title that ships
PGXP through the mod, the mod is the one switch. The [video]
geometry_correction / perspective_texturing / pgxp_cpu_mode values are not
applied, from game.toml or the player's settings.toml. The launcher also
hides its Perspective textures row (has_geometry_precision = 0). That row
showed "off" while a default-on mod corrected textures, and it could keep
texture correction on after the player switched the mod off.
geom_correction also reports texture_correction and the culling switch.
R4, Helter Skelter: 28.7% of NCLIPs disagree in sign. With culling, the
ladder is gone in same-frame 4K captures (1P straight and crest, 2P VS), and
the game emits about 24% more triangles. Its packet buffers peak at 60%.
fp_identity over 12000 frames: stock, PGXP off, and PGXP on with culling off
are IDENTICAL; with culling on, the RAM writes differ from the attract race
on, while cyc/mmio/mc agree throughout.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Two cases that could still draw a triangle with precise and native corners:
- The rectangle shortcut bypass now needs all four vertices of an
axis-aligned textured quad to be dataflow-precise. A quad with only some
precise corners, such as a CPU-built sprite with one corner copied from
SXY, keeps the shortcut and counts as rect_partial; two triangles would
have mixed precise and native corners. R4's facade quads are fully
precise (rect_partial 0 in every R4 run).
- Under preserve-projection, RTPS now applies the GPU's truncation window
itself (pgxp_ppp_accept): an exact projection outside it is not
shadowed, the vertex keeps the IR path's shadow, which always agrees, and
it draws precise instead of being rejected to native at the GPU
(ppp_window_fallback counts these). The exact math is skipped while the
hooks record nothing (pgxp_active(): speculative passes).
Also:
- The prepare_precise_triangle comment no longer claims a native neighbour
can only disagree by the sub-pixel fraction. Under preserve-projection it
can disagree by up to the window.
- gpu_textured_dot_nw_shift_exec_test links with -dead_strip on Darwin,
as isc_store_test does. GNU --gc-sections kept it from linking on macOS,
so the rectangle cases never ran there. The test now covers no, one and
all four precise corners.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A textured quad whose four packet vertices form an axis-aligned rectangle in
integer screen space and in UV takes the 2D rectangle shortcut
(gr_draw_textured_rect), which draws the native integer position with no
perspective. That is right for a CPU-built sprite, but a GTE-projected world
quad can land on such a rectangle too: a facade seen straight on. Its
neighbours are drawn precise, so at a high internal resolution the shortcut
left a background-coloured seam along the shared edges. On R4's Helter
Skelter start straight it showed as an L-shaped sky line along a building
panel at 4K, with tolerance off, both with and without preserve projection.
When geometry or texture correction is on and any of the quad's vertices
resolves to a dataflow-precise position (pgxp_probe_precise_vertex: the same
decision as pgxp_get_precise_vertex, not counted), the quad is drawn as its
two triangles like any other world quad. A CPU-built sprite has no dataflow
shadow and keeps the shortcut. With PGXP off nothing changes. geom_correction
counts the bypassed quads (rect_bypass).
Tests: gpu_textured_dot_nw_shift_exec_test gains the quad case (PGXP off,
on without a precise vertex, on with one); pgxp_test checks that the probe
does not count; gpu_gp0_history_guard_test's gpu.c stubs gain the two new
pgxp entry points.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Two opt-in [video] keys for titles whose build carries the PGXP hooks, both
live-tunable through the TCP pgxp verb. Defaults keep today's behaviour.
pgxp_position_fallback (default true). false skips the position-cache tier
in pgxp_get_precise_vertex and stops gte.cpp filling it. At hook-build
coverage the cache only hands unrelated 3D fractions to CPU-built 2D
polygons (a HUD needle, menus). Beetle and DuckStation leave their vertex
cache off by default.
pgxp_preserve_projection (default false). true makes RTPS/RTPT shadow the
exact projection, from the unshifted MACs and a true divide
(pgxp_project_precise), instead of the GTE's integer-IR one. That removes
the residual wobble of near geometry. Guest SXY, MAC0 and FLAG are
untouched. Only sf=1 vertices with no IR, SZ3 or divide saturation qualify,
and the rest keep the IR path. The exact position can sit a little below the
guest integer or more than a pixel above it, so truncation agreement becomes
the window -4 < precise - native < 5 px, a sanity bound over the IR path's
own error (on R4 every on-screen vertex falls within -1.9 .. +2.6 px). A
packet half at or beyond the GTE saturation limit must still agree exactly.
The tolerance clamp now measures the offset both ways. [widescreen]
precise_nclip reads the same shadows, so in a title that sets both, its
branch sign follows the exact projection too.
Observability: geom_correction reports both switches, ppp_produced, and
geometry-corrected triangles split into all-precise, mixed and native. The
mixed share is the mesh-cracking exposure of G1.1.
Tests: pgxp_test (fallback off, window edges, saturation, two-sided
tolerance, the exact projection and its qualifiers, triangle census);
gte_register_access_test (RTPS/RTPT guest state equals the oracle with the
mode on, and the shadow is the exact projection); video settings test
(defaults, parsing, type check). gpu_gp0_history_guard_test's gpu.c stubs
gain pgxp_note_triangle.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The OpenGL textured program read the GP0(E2h) texture window from a
uniform, so every window change ended the open textured batch (batch
reason 5). Titles that tile far textures with per-primitive windows pay
for that in draws: Ridge Racer Type 4's split screen changes the window
about 515 times a game frame and drew about 180 batches, against 17 with
batching on. On the native-wide path every batch that reaches the margins
is drawn again into the wide surface; under heavy load on an M4, 2P with
widescreen at Match display ran at 39-43 guest VBlanks/s and 1P at 50,
against 50-58 and 57 with batching on.
The window now rides in each textured vertex (a_twin, the E2h low 20 bits
as one float) like texpage and CLUT already do, and the shader decodes it
there; the uniform and the window-replay queue's copy of it are gone.
With the default unchanged, batches still split at every window change,
so every vertex carries the batch's window and the image is the same as
before: the new test's oracle passes on the unmodified renderer too, with
the same digests at 1x, 4x, 9x and in the windowed 9x/18x mode.
[video] texture_window_batching = true (game.toml only, default off) lets
primitives with different windows share a batch. The image is the same:
an opaque batch draws its colour in one painter-ordered pass and
semi-transparent primitives are still drawn one per batch. While mask
checking is on the window stays a batch key, because an opaque batch
fixes the stencil for its STP=1 texels after its colour pass.
PSX_GL_TEXWIN_BATCH=0|1 overrides it for a run and the TCP command
gl_texwin_batch switches it live. Software and Vulkan are unchanged.
Tests: gl_scale_invariance_test gains mode "twin" (alternating windows
over opaque, semi-transparent, set-mask, mask-check and bilinear prims,
into the native-wide margins): off and on give the same native VRAM,
frame at S and wide surface, on draws 17 batches instead of 46 and flushes
only for the 5 mask-check window changes. Each run also checks an oracle
that does not depend on the renderer: raw rects through all four windows
into a 4-bit and a 15-bit page must give, pixel for pixel in the native
VRAM and at the centre of each pixel at S, the texel the PS1 window rule
picks from the VRAM as read back. A decode or packing error both settings
share fails it (checked with (v_twin >> 11) and with off_y left out of the
packed window). video_enhancement_settings_test checks the key's default
and opt-in.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
psxrecomp_add_game_runtime gains a PGXP option and forwards it to
psxrecomp_add_runtime_target, which already supports a PGXP primary
(-DPSX_PGXP=1, overlay flavor 2, published flavor file, no _pgxp suffix and no
clone). Until now a title could only get the hook flavor through
PSX_PGXP_VARIANT's side-by-side clone, or by leaving a bare PGXP in the
forwarded tail, where an earlier multi-value argument such as
CODEGEN_SETUP_SOURCES or GEN_FULL_GLOB swallowed it as a file name.
The generated C already carries the PGXP_*() hook sites, so a title's
committed generated/ does not change. Default unchanged: titles that do not
pass PGXP build the base flavor as before.
game_runtime_pgxp_test runs the real function body under cmake -P with the
runtime target stubbed.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
psx.enhancement.pgxp did nothing at boot. Its activation armed geometry and
texture correction, then main.cpp's renderer setup, which runs after
activation, applied the [video] baseline and switched both back off. Only the
[video] keys could turn PGXP on.
The activation now records a request (pgxp_mod_request), cleared at every
session start in reset_mod_owned_presentation(). The renderer setup arms PGXP
from the [video] baseline OR the request (pgxp_session.h); the validation env
overrides (PSX_GEOMETRY_CORRECTION, PSX_PERSPECTIVE_TEXTURING,
PSX_PGXP_CPU_MODE) still win. The g_video_* values stay the player's
settings, so the mod never leaks into a launcher seed, and a netplay session,
whose plan is cleared, keeps the [video] keys alone, as before.
No change for a title whose mod is off. pgxp_session_test drives the real
builtin activation and the resolver in main.cpp's order.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
test_window_fullscreen.cpp is a separate test program with its own main(). It includes SDL_main.h and is built with SDL_MAIN_HANDLED. The single-owner guard sdl3_main_single_include counts every file under runtime/tests, so it has failed since that test was added.
Name the file as a stand-alone program. Every other file under runtime/src, runtime/include and runtime/tests is still held to the one-owner rule.