Models the GTE command latency + stall-on-COP2-access, the next Stage-2 cycle
component. Mirrors the mult/div completion-stall mechanism:
- cpu->gte_ts_done (new CPUState field, appended): a GTE command sets it to
psx_cycle_count + (cost-1); back-to-back commands serialize (psx_gte_set
stalls to the prior deadline first). Any COP2 register access
(MFC2/CFC2/MTC2/CTC2/LWC2/SWC2) calls psx_gte_stall, advancing guest cycles
to the deadline if the op is still in flight.
- Cost table (psx_cycles.c, psx_gte_cmd_latency): per-op cost-1, transcribed +
verified from beetle-psx gte.cpp op returns (RTPS15 NCLIP8 MVMVA8 NCDS19
NCDT44 RTPT23 NCCT39 ... AVSZ4=5 not 6). cost-1 because the COP2 instruction's
own +1 base is charged separately (Beetle GTE_Instruction returns ret-1).
- Set armed in the shared gte_execute() (one site for both backends); stall
emitted before every COP2 reg access in both emitters (code_generator,
strict_translator) and the dirty interp. The compiled "+1 at top" vs interp
"base after exec_one" offset cancels (same as muldiv).
Validated EXACT on ruler #2 (new gte_rtps + gte_nclip loops): native +15/+8 ==
Beetle +15/+8. All other components unchanged (no regression); Tomba2 boots to
FMV. Requires regen (emitters changed); runtime+BIOS+game regenerated.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The far backdrop (ocean/cloud/distant mountain) is GTE-projected 3D drawn
by the main-EXE driver FUN_8004db3c (sole caller of the GTE emitter
FUN_80027600). The global widescreen GTE X-squash compresses it toward
centre, so its geometry falls short of the revealed 16:9 edges -> blue void
that pops as the camera moves.
Fix: bracket the backdrop driver with gte_ws_set_suppress(1)/(0) so its
draws skip the X-squash and fill the stretched frame (skybox treatment),
while the near 3D world keeps the wider FOV.
FUN_8004db3c draws a MIX (far backdrop + nearer props/scenery), so the
suppress is DEPTH-GATED in gte_rtps_internal: only vertices with projected
SZ >= s_ws_far_threshold (default 900, tunable live via the ws_far_threshold
TCP cmd) un-squash; nearer props stay squashed and aligned. Validated:
threshold 900 fills the void, keeps the foreground door + background
scenery (path/tree) aligned. Residual: the mountain grass-top straddles the
depth band (per-vertex limitation) -> flickers when the camera dips; this
is the checkpoint before exploring native-wide rendering to remove the
squash (and this whole artifact class) entirely.
Mechanism:
- recompiler: [widescreen.backdrop] unsquash_funcs emits
gte_ws_set_suppress(1) at entry + (0) before each jr-$ra return
(code_generator + config_loader + main_psx). Main-EXE -> regen-class.
- runtime: gte.cpp depth-gated squash + s_ws_far_threshold; cpu_state.h
decl; debug_server.c ws_aspect (live squash on/off) + ws_far_threshold
(set split + read SZ stats) diagnostics.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Menu fix (user-validated): per-prim center-squash mangled composite 2D
UI (dialog boxes built from tiled cap/middle/cap SPRTs no longer
aligned). Root cause was decoupling — content was squashed while the
frame presented 4:3. Now squash applies IFF the frame is stretched:
gpu_ws_present_native_43() is the single predicate (FMV video OR a
full-2D screen = no character billboards this frame), shared by the
GTE squash, the GPU per-prim squash, and the present 4:3 pin. Full-2D
menus get zero squash + 4:3 pillarbox = pixel-native. Removed the old
menu-2D squash paths (lines/flat-rects/mono-sprites/polylines).
Cull-margin widening (recompiler feature): the game's per-object draw
classifier tests (objX-camX+BIAS) <u RANGE sized for the 4:3 screen;
the GTE squash shows ~33% more world so the margin collapses and
objects pop near the wide edges. New [widescreen.cull] config emits
those immediates with a runtime term psx_ws_x_margin() (bias +margin,
range +2*margin, plus a1+=margin for param-margin variants) — 0 at
4:3/boot/menu/FMV so the original cull is byte-identical, ~53px when
stretching 16:9. Site instruction types are verified at emit (fatal on
mismatch). Requires regen.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Adds the DuckStation-style widescreen hack as a config option,
implemented in the runtime (no regen needed):
- gte.cpp: gte_set_display_aspect(num, den). RTPS/RTPT scale the
IR1*h/sz screen-X term by (4*den)/(3*num) around the game's own
OFX projection centre (identity at 4:3). Games cull against the
SXY values they read back from us, so post-projection screen-
bounds culls stay aligned with the visible frame.
- present: GL letterbox_rect generalised to the configured aspect
(gl_renderer_set_display_aspect); SDL_Renderer path gets an
aspect-derived logical size + dst rect. Window opens at the
configured aspect (clamp_window_4x3 -> clamp_window_aspect).
- config: [video] aspect_ratio = W:H (4:3 default, 16:9, up
to 32:9) in game.toml, settings.toml (load+save), launcher seed.
World geometry keeps correct proportions on the stretched present;
screen-space 2D (HUD, FMV, sprite quad widths) stretches — the
known limitation of the squash tier. EXPERIMENTAL.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- memcard.c: stop auto-creating blank cards when .mcd files don't
exist; missing file now correctly means "no card in slot"
- gpu.c: fix setup_textured_draw raw texture flag (was ? 0 : 0,
now ? 1 : 0 for identity-modulation bypass)
- gpu.c: add shaded quad vertex capture mechanism for Phase 4.5
debug (capture_quads / get_quads debug commands)
- gte.cpp: add gte_exec_count to track total GTE compute commands
executed (exposed via gte_state debug command)
- debug_server.c: wire up capture_quads, get_quads commands and
gte_exec field in gte_state response
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>