Commit Graph

15 Commits

Author SHA1 Message Date
Shokunin 2a36efcacb PGXP depth buffer for opaque 3D polygons (opt-in)
[video] pgxp_depth_buffer (default off; PSX_PGXP_DEPTH overrides) and
pgxp_depth_threshold. gpu.c hands the GL backend each triangle's GTE SZ when
all three vertices are dataflow-precise (gr_set_depth_triangle); the backend
draws those opaque triangles with a LEQUAL depth test and write. 2D,
unproven, semi-transparent polygons, lines and rectangles never test or
write. Depth mode is a batch key and rides in every high-resolution-window,
native-wide and render-thread replay command. Clears are colourless
depth-only draws through the flat batch: after a drawing-area change or a
fill, and when the average SZ rises by the threshold (4096, as DuckStation).
Generated (Smooth motion) frames draw without depth.

Docs: ENHANCEMENTS.md G1.14.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-08 02:38:41 -07:00
Shokunin f1430d6752 OpenGL backend: record on the emulation thread, replay on the render thread
With the render thread running, the backend's facade table records every
state change, primitive, fill, copy, CPU->VRAM upload (payload copied)
and native-wide call, and the present, into the command ring; the render
thread replays them through the unchanged glb_* functions. With it off
gl_backend_get returns the existing table and nothing new runs.

Sync points: every other GL entry point reached on the emulation thread
(readbacks, savestate restage, render passes, OpenXR, settings,
diagnostics) drains the ring and takes the context (GL_RT_SYNC); the
emulation thread then runs the rest of that frame directly, exactly as
without the thread, and hands the context back at the frame boundary when
the frame may run asynchronously again (no depth24 display, dual-raster,
frame interpolation, render pass, netplay or OpenXR).

Guest-visible VRAM stays gpu.c's array: while the render thread owns the
context, uploads stage from a private copy that receives each payload in
command order. Guest state the backend reads while drawing (per-primitive
widescreen tags, the native-wide fast-path latch) is captured at record
time; host overlays travel with the present; a present that a newer
recorded frame already supersedes is skipped. The emulation thread answers
projective/wide-present/draw-area queries from mirrors of the recorded
calls. The per-frame display-ring readback is queued (fbo_peek_deferred)
instead of being a sync point.

The GL fixtures link render_thread.c and stub the two facade hooks; the
scale fixture also gains the gpu_ws_background_requires_full_composite
stub it was already missing (it failed to link on master).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-07 12:49:31 -07:00
Matthew Stanley bceadc6124 Add DuckStation-compatible texture pack mod and gameplay dumping
Load modern texpage/texupload PNG replacements independently of DuckStation source. Integrate pack folders and options with mods, preserve native VRAM, and validate GL rendering, format matching, dump safety, and upload invalidation.
2026-10-06 23:24:47 -07:00
Matthew Stanley 7c7133fbb4 Integrate MMX6 adaptive renderer with current framework master
Preserve current segmented dispatch, active-plan mod hooks and software scale limits. Extend function filters through the active plan, retain the last-store pointer with overlay ABI 25, and keep default config fingerprints stable. Refresh BIOS emitter stamps after byte-identical regeneration and reconcile regression fixtures.
2026-09-30 20:23:16 -07:00
Shokunin eee07fe910 GL: raise the internal-resolution ceiling to the driver's limits
The OpenGL backend capped supersampling at 4, the software mirror's limit,
although its hr surface lives on the GPU. Raise the compile-time ceiling to
32 (gpu_render.h) and decide the real scale at context init:

- Query GL_MAX_TEXTURE_SIZE, GL_MAX_RENDERBUFFER_SIZE and
  GL_MAX_VIEWPORT_DIMS and clamp S so the 1024*S x 512*S surface fits them
  and a 2 GiB memory budget (PSX_GL_VRAM_BUDGET_MB overrides it). Apple's
  GL on Metal reports 16384, so 16x is the most a full-VRAM surface can be.
  The clamp is logged with the limit that applied.
- If the surface still fails to allocate, retry one scale lower inside GL.
  Only a 1x failure drops the backend to software, as before.
- Draw lines above 1x as quads one native pixel thick covering both
  endpoints. glLineWidth(S) is capped at 1 on core profiles, so every line
  was one hr pixel thick (1/9 of native at 9x).
- Present a supersampled source with an area resolve when it is more than
  1.25x the output (1200 lines into a 1080 window, 480i menus), and inset the
  UV rect by half a texel instead of half a native pixel, which cropped and
  zoomed the image by (S-1)/2 texels per edge.
- Size the copy scratch to the largest copy (copies stage at its origin) and
  rebuild the mask stencil in tiles, only over the primitive bbox union, so a
  large S does not cost another full-size surface.
- Refuse a native-wide surface wider than the driver limit (uncapped Fit at
  a high scale) with one log line; the frame presents 4:3.
- main.cpp: the offline and dual-raster clamps no longer cap GL at the
  software 4x. The CPU present path presents GL frames at 1x (its readout is
  native) and its staging buffer stays sized for at most 4x.
- [video] supersampling accepts 1..32 in game.toml and settings.toml; the
  runtime clamps per backend.

Every change is gated on S > 1: at 1x the renderer is byte-identical (same
native VRAM and presented framebuffer digests as the previous source on a
fixed GP0 scene).

Tests: gl_scale_limits_test (clamp arithmetic), gl_internal_scale_guards
(source guards + runner parsing), and gl_scale_invariance_test, a hidden
real-GL run at 1,2,3,5,9x that requires identical guest-visible VRAM at
every scale, one-native-pixel lines at internal resolution, and a 32x
request that stays on GL at the driver's clamp (16x on Apple).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 20:52:22 -07:00
Matthew Stanley 20286bd910 Anchor native-wide views with independent background and HUD origins 2026-09-12 13:29:24 -07:00
Matthew Stanley 24c6c56cc0 Revert PR #327 interlaced row submission to restore retail BIOS boot
Matched Ape Escape retail SCPH1001 LLE builds identify 0661ce77 as the visible boot regression: parent 155e269b reaches game code, while 0661ce77 stalls near BIOS frame 375. Revert its four dependent follow-ups too; retain PR #326 readback bounds and PR #328 Vulkan aspect changes.

The row-by-row raster dispatcher amplifies an existing malformed DMA list into massive GL work. Keep the broader CPU/DMA arbitration experiment separate for compatibility testing. Document attribution, validation, and the temporarily restored interlace limitation.

Validation: full Ape target reaches title/menu and frame 11669 on retail LLE; OpenBIOS control reaches frame 3701. Eight focused tests pass; retained GL readback fixture passes 71 checks at both 1x and 4x after linking local SDL with iconv. Beads: beads-iisy; DMA follow-up: beads-eio.3.122.
2026-09-07 12:30:30 -07:00
Alexandros Mandravillis 5aee9c831a Preserve Vulkan wide overlay row clipping 2026-09-06 13:58:00 +03:00
Alexandros Mandravillis 439097184f Count perspective triangles once across interlaced row submissions 2026-09-06 13:34:03 +03:00
Matthew Stanley c8b692eda2 feat(video): opt-in sub-pixel vertex precision + perspective-correct textures
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>
2026-08-05 14:02:58 -07:00
Matthew Stanley 79cdb12eed feat: support MMX6 finite-map widescreen 2026-07-10 01:47:29 -07:00
Matthew Stanley c6dc87fdfa native-wide GL: fix center-blit double-buffer artifact + add GL wide_full TCP tool
- 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>
2026-07-06 19:30:10 -07:00
Matthew Stanley 0ac63b655c vulkan: 3rd renderer backend (WIP) — emitter, GPU-direct present, full-frame readback
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>
2026-06-18 14:56:12 -07:00
Matthew Stanley 8490d8b4cb feat(widescreen): native-wide via separate wide compositor surface (SW) + draw-census
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>
2026-06-15 15:49:30 -07:00
Matthew Stanley 72799bda93 gl-renderer phase 1: renderer facade + [video] renderer config option
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>
2026-06-11 11:14:06 -07:00