PGXP depth shattered the scene, and the reason was a category error rather than
a tuning problem. It derived depth from a_q, which is q/qmax -- a perspective
weight normalised WITHIN one triangle. Every triangle therefore got its own
private 0..1 range, so the value said nothing about where one triangle sat
relative to another, which is the only thing a depth buffer is for.
The real depth was already in hand and being thrown away. prepare_texture_triangle
reads a 16-bit GTE screen Z per vertex via gte_precision_load_word, then
normalises it away on the very next line because UV correction only needs
relative weights. That Z is a single global scale, so it is exactly what a depth
buffer wants.
Adds gr_set_depth_triangle alongside gr_set_perspective_triangle rather than
widening it: the two carry different quantities for different purposes, and a
null-safe hook leaves the software backend untouched. The GL backend takes it as
its own vertex attribute (a_z, location 10) and maps it straight to NDC.
Verified in 3D attract-mode gameplay: with pgxp_depth on the scene renders
intact -- track, perspective-correct texturing and effects all correct -- where
before it shattered. On the 2D title screen the on/off frames are bit-identical,
because no primitive there carries GTE provenance, so a_z is 0 and depth stays
off. Still default-off in config; this makes the feature viable, it does not
turn it on.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Root cause of every "enabling a pack erases the UI" failure, and it is not any
of the things that were blamed for it.
Uniforms are per-PROGRAM. s_repl_prog shares TEX_VS's source with s_tex_prog
but not its uniform state, and startup only initialises s_geo_prog and
s_tex_prog — with a comment saying exactly why that matters:
/* Default the new uniforms to the no-op (1.0 scale, 0 centre) -- GLSL
* would otherwise zero them, collapsing all x to 0. */
So every replaced primitive ran with u_xscale = 0, collapsing all x to
u_xcenter, and u_xhalf = 0, dividing by zero on top. Degenerate, off-screen,
rasterizing nothing. No replaced primitive had EVER drawn — including the 3D
ones that were previously reported as working; that sharpness was perspective
texturing, not the pack.
Initialise the replacement program's copies to the same no-op defaults, and
give the native-wide mirror inside draw_repl_prim this program's uniform
locations instead of s_tex_*'s, which would otherwise write the wide transform
into the other program while this one kept its defaults.
Rects are armed again. gpu_textured_rect decomposes into gpu_textured_triangle,
so the 2D layer was always routed correctly; withholding it was a mitigation
for this bug, not a fix for a missing path.
Measured in-race at 32:9 with princepeter64's Wip3out pack: 292 entries
indexed, 79 decoded, zero failures, 33215 replaced draws, and the complete HUD
present — lap counter, pickup indicators, timer, lap readout, speed and
acceleration bars.
The magenta probe (tex_pack repl_debug=1) is kept. Forcing replaced fragments
to a flat colour with no discard is what separated "the draw never lands" from
"it lands and samples nothing"; four hypotheses were tested and discarded
before that, each costing a rebuild.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Completes the feature tex_pack.h has always described. Until now it identified
replacement textures and never swapped them: it opened files only for writing,
and its known-set was built by parsing filenames, so a pack could report
hundreds of "matched" entries while changing nothing on screen.
Decode a matched entry lazily via stb_image (declarations only; the
implementation is compiled in psx_window_icon.cpp, whose STBI_NO_STDIO must be
matched here, hence reading the file ourselves), cache it per key, and hand the
draw path the image plus the mapping from texture-page UVs into it:
s = (u - origin_u) / src_w t = (v - origin_v) / src_h
so the replacement's own resolution never appears at the call site — a 16x
atlas and a 1:1 image are addressed identically.
The GL side draws a replaced prim through its own program (REPL_FS, sharing
TEX_VS so positions, the perspective divide and the native-wide transforms stay
bit-identical) and its own draw, leaving the batch path untouched. Two things
that cost real debugging time and must not be re-derived:
- frag.a is the PS1 MASK BIT, not opacity, and blend_factor's alpha is the
dual-source destination factor. Writing either as coverage sets the mask
bit on every replaced pixel and makes later masked draws vanish.
- The two-pass mask/stencil protocol is NOT duplicated. tex_batch_draw_passes
is parameterised on the program's uniform locations and the mask flag, and
both paths call it. A hand-written second copy dropped the s_mask_check
fixup and the semi == 4 dual-source case.
RECTS AND SPRITES ARE TRACKED BUT NOT SUBSTITUTED. The backend consumes a
replacement in its textured-triangle path only; rect prims take their own route
and never sample it, so arming one produced primitives that drew nothing. On
WipEout 3 that is the whole 2D layer — HUD meters, boxes, pickup indicators,
and every glyph, since the font atlases are addressed by sprites — which is why
enabling a pack erased the interface while the 3D scene rendered correctly.
Identity tracking still runs, so the dumper, the match set and the UV census
are unaffected; only application is withheld until that path is wired.
Also adds the instrumentation that found this after four wrong guesses:
"tex_pack repl=0/1" toggles substitution live (an A/B needing a rebuild does
not get run), and "tex_pack sub=armed" reports WHICH textures were substituted
and where they landed on screen, which is what distinguished "the HUD is being
replaced by the wrong image" from "replacement corrupts state the HUD needs".
Measured in-race at 32:9 with princepeter64's Wip3out pack: 292 entries
indexed, 7 decoded, zero decode failures, 8006 replaced draws, full HUD intact.
Co-Authored-By: Claude Opus 5 <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>
- wide_blit_center now copies the canonical column into the wide-surface CENTRE
over the FULL VRAM height, not just [disp_y, disp_h]. Ape vertical-double-
buffers (display_y 0<->256, both bands in one wide surface); a scrolling
cutscene (the cityscape intro) exposed centre rows outside the display band,
which the disp_h-only blit left black -> horizontal black-band tearing. Full-
height blit makes the wide centre bit-identical to the full-mirror output for
every band. Fixes the regression; keeps the perf win.
- sticky gte_game_mode threshold/hysteresis retained (cutscene flicker fix).
- New GL wide-surface inspection over TCP: wide_dump_full backend method
(glb_wide_dump_full) so the `wide_full` command dumps the ENTIRE GL compositor
surface (both double-buffer bands + margins), matching the SW path. wide_shot
(displayed band) already worked on GL. Lets native-wide be debugged entirely
over the TCP server, no window focus.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Vulkan backend alongside software + OpenGL: geometry/textured-prim
pipelines, GPU-authoritative VRAM image, deferred-submit + drain-at-present
perf model, GPU-direct present (vk_renderer_present_vram), and a
full-VRAM-pack readback path (ensure_cpu rect_adds the whole VRAM rect
before pack_flush so screenshots/guest VRAM reads reflect live content,
not just the incremental pack-dirty rect — readback-only, no per-frame cost).
Runtime plumbing: --debug-port / --renderer / --window-title CLI overrides
(multi-instance fleet), latency_ring, SPIR-V shaders + embed_spirv.py,
config_loader renderer selection, debug_server screenshot wiring.
All on feat/vulkan-renderer; snapshot in backup/vulkan-wip-20260617.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Render the genuine 16:9 FOV at correct proportions instead of squash-then-stretch,
using a separate per-framebuffer wide surface so canonical PSX VRAM stays faithful
(4:3 / non-opted games byte-identical; the wide canvas only exists when opted in).
- Wide-aspect mode descriptor (off / squash / native-wide) in gpu.c; opt-in via
[video] aspect_ratio. GTE fed the 4:3 ratio (identity, no squash) in native-wide;
canonical draw_offset/draw_area left faithful (no VRAM widening, no wrap).
- Separate wide present-surfaces (gpu_sw_renderer.c) keyed by back-buffer base:
framebuffer prims mirrored at local x = vram_x - base_x + OFFSET; margins cleared
via the frame-clear mirror; present reads the displayed buffer's surface 1:1.
Eliminates the A/B bleed + flicker (and the segfault) of the shared-canvas attempt.
gr_* vtable extended; GL backend reports unsupported -> canonical present until
the GL port (task 8).
- psx_ws_x_margin native-wide-aware (reuses the existing [widescreen.cull] emit).
CONFIRMED a no-op for Tomba's edge objects: they spawn via a non-FUN_80022E44
path (the foreground classifier is already 16:9-safe). See handoff.
- Draw-census extended with per-prim screen-X extent + back-buffer base for the
native-wide void diagnosis; ws_nw TCP toggle; gpu_state ws.mode/nw_extra.
- Controller: "auto"/"gamepad"/"controller" device = first available SDL pad.
WIP checkpoint. SW compositor works: flicker fixed, faithful, terrain platform
fills the wide frame. REMAINING: discrete foreground OBJECTS (rock pillar, tree
branch, bushes) + the parallax backdrop are still culled at the 4:3 edge via a
separate generation/spawn path (wtrace the OT display-list writers next); GL
compositor port. Detail in NATIVE_WIDE_PLAN.md + the session handoff.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Foundation for a selectable hardware (OpenGL) renderer alongside the software
rasterizer. No behavior change: software remains the default and routes through
the facade to the exact same sw_* functions.
- config: [video] renderer = "software" (default) | "opengl" (config_loader).
- gpu_render.h/.c: gr_* facade + GpuRenderBackend vtable. gpu.c (50 call sites)
and main.cpp (present/scale/filter) now call gr_* instead of sw_* directly.
The software backend table points straight at sw_*, so the SW path is
byte-identical.
- gpu_gl_renderer.c: Phase-1 stub. gl_backend_get() returns NULL, so
requesting renderer="opengl" logs a notice and falls back to software.
- main.cpp: selects the backend (gr_set_backend) before gpu_init().
Phase 2 (next) builds the real GL backend: SDL GL context, VRAM-as-texture/FBO,
shader rasterization at internal resolution, present. Phase 3: coherency,
transparency/dither/mask, then default-with-fallback.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>