For title-specific lighting presets ([video] post_shader):
- `input <sampler> depth`: view depth sz (GTE screen z) of the presented frame,
R32F at window size, rebuilt from the surfaces' PGXP depth; 0 where nothing
3D drew. Only built while a loaded chain reads it.
- `input <sampler> history`: the pass's own target from the last real frame
(trails, temporal filters); generated frames do not update it.
- `u_time` (seconds since the chain loaded) and `u_proj` (latest GTE
projection: 240/H, screen centre in uv, aspect) in every pass.
- Live uniforms: psx_host_set_post_uniform(name, x, y, z, w) sets a preset
`uniform` from game state (e.g. a light source projected to the screen);
the preset value applies until the first call.
- Debug: TCP {"cmd":"post_shader"} reports the loaded preset, its parse status
and the live values; {"cmd":"post_shader","path":"..."} reloads a preset
(or loads another) without restarting, for shader work.
docs/POST_EFFECTS.md documents the inputs and the uniforms.
Used by a lighting preset for R4 (sun and tunnel light shafts, lamp halos,
speed streaks, paint reflections on the player's car from live car pose),
about 0.7 ms of GPU at 1080p on an RTX 3060.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Rkyma8rbyPiccs9n2bkyG6
Keep the requested internal resolution / supersample (shown and saved)
apart from what the backend last applied. When the live change is
unavailable (no GL, windowed high-resolution mode, CPU-authoritative dual
rendering, no context) or refused, the session scale is left as applied and
PSX_VIDEO_RESTART_RESOLUTION stays set, in both psx_video_apply_live and
the menu's restart bits (psx_host_video_restart_bits_backend, unit-tested
for the capable and refused cases). video_set rejects invalid presets and
factors without applying or saving, and reports applied values, capability
and pending restart. TCP command index regenerated.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Keep selector zero stock and seal all choices until the next session restart. Refuse nonzero online activation, scope non-stock save states by frozen choices, and preserve original instruction guards when combined with effective-address adapters. Use overlay ABI34 on current master without the old menu dependency stack.
Extract the audited adapters and card transport onto master without the held selector/menu stack. Keep adapters and codecs tied to mod activation, use overlay ABI 33, retain rejected-load protection on codec registration, and refuse extended-card codecs in netplay before frame zero. Preserve default atomic save publication and guest-visible write failures.
Renderers that test a 16-bit screen X with an unsigned compare against a width kept in a register (often a loaded clip bound) reject every negative X, so widening the bound only reveals the right band. A screen_x site on sltu now routes through psx_ws_cull_sltu_band: -4m <= (int16)SX < W while widened, identity at 4:3. Four margins keep large near polygons whose corners all lie past one margin; an unbounded left side overflowed a renderer's fixed primitive lists. Covered by ws_cull_screen_x_hi_codegen_test; documented in WIDESCREEN.md.