Commit Graph

106 Commits

Author SHA1 Message Date
Matthew Stanley 64bd153bc7 Merge commit '128684b6a3526120aa26394f2bd553f991ee03e8' into pr/medievil-quality-upstream 2026-10-03 23:26:54 -07:00
Matthew Stanley 900e18b306 Expose visible widescreen reveal separately from culling guards 2026-10-02 20:44:37 -07:00
Matthew Stanley 977c25dba3 Support explicitly owned adaptive screen masks and centred HUD packets 2026-10-02 20:42:00 -07:00
Matthew Stanley 6674024285 Merge master into feat/medievil-native-wide-guards
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.
2026-10-02 20:00:23 -07:00
Matthew Stanley 1ed0dfd22d Recover saturated winding at guarded native-wide rendering branches 2026-10-02 16:47:59 -07:00
Matthew Stanley 3787120488 Recover saturated horizontal projections in opt-in native-wide rendering 2026-10-02 16:00:02 -07:00
Matthew Stanley c29e934308 Add guarded packed-coordinate culling for native-wide adapters 2026-10-02 14:12:20 -07:00
Alexandros Mandravillis 57f0505bd2 Widen lui and bltz screen_x_sites: a screen X kept in the high half
A renderer that keeps a screen X as SX << 16 tests the right edge against
a lui-held W << 16 and the left edge with bltz on the shifted value. No
explicit [widescreen.cull] kind fits either: bltz_sites compares the whole
register with -margin, and a lui at a screen_x site was a build error.

screen_x_sites now also takes
  lui rt, W        -> rt = (W + margin) << 16
  bltz x, outside  -> taken while SX < -margin   (x = SX << 16)
Both are the identity at 4:3. The helpers are defined for native code and
for overlay shards; their math is in ws_cull_edge.h. The two prototypes are
written only for a config that lists screen_x_sites, so the generated code
of every other title is unchanged.
2026-10-02 21:27:15 +03:00
Matthew Stanley 2163035e9a netplay local viewport: projection renderer, hi-res half present, state gate
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-01 16:02:08 -07:00
Matthew Stanley 85c88d269c widescreen: auto_ui_anchor = "in_place" squashes each HUD run about its own centre
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-01 11:13:30 -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
Matt Stanley f8a6f4f185 Merge pull request #425 from RetroPortingToolKit/feat/internal-resolution-gl
Raise the GL internal-resolution ceiling to the driver's limits
2026-09-29 11:22:28 -07:00
Matthew Stanley 914d8cb305 Merge master into feat/frame-rate: reset_on_load onto #420's fingerprint struct
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-29 11:22:02 -07:00
Shokunin d22ebac9a4 Host-timed render passes for true in-between frames
psx_mod_render_pass_plan() / psx_mod_render_pass() let a trusted plugin
redraw its game between two logic ticks with the game's own draw code. A
pass is a sandboxed nested guest call:

- time is frozen: cycles are counted (GTE and mult/div deadlines keep
  working) but no device advances, no VBlank or device event fires and no
  interrupt is delivered; GPU linked-list DMA and delayed completions finish
  synchronously (psx_cycles freeze, interrupts, dma);
- stores go straight to RAM/scratchpad, bypassing code-page tracking,
  overlay watch and write traces; MMIO is an allow-list (GP0, GP1 DMA mode /
  info, GPU and OTC DMA, I_STAT/I_MASK) and SPU, CD, timer and other device
  stores are dropped and counted (memory.c);
- afterwards CPU (with the GTE), RAM, scratchpad, I-cache tags, interrupt,
  timer, DMA and GPU registers are restored exactly (render_pass.c, a GPU
  register checkpoint without savestate side effects), with a guest-cycle
  watchdog that rolls a runaway pass back;
- on OpenGL the declared display rect (hr colour + mask stencil, raw mirror,
  native-wide band, CPU VRAM rows) is backed up, drawn, captured and rolled
  back; writes outside it are journaled and restored, or refused.

The presenter keeps two generations of images (the game's own frame plus
one image per pass phase), promotes one when the flip-aware source sees the
display flip to its rect, and shows the newest image at each output
deadline's phase, crossfading across gaps when passes were shed. Presents
that fall due while passes run are made between them. The plan predicts the
output deadlines of the coming frame and sheds passes to fit a host-time
budget learnt from the presenter's idle time (PSX_RENDER_PASS_BUDGET).

PSX_MOD_FRAME_INTERPOLATION_HOLD repeats the newest frame where no pass
image applies, so a pass-driven title never shows anything later than stock.

Default off: nothing runs unless a plugin calls the API, and the plan
refuses in netplay, rollback, rewind, turbo, self-check resimulation, while
suspended (FMV) or without GL flip-aware interpolation. Pass writes are kept
out of frame_fingerprint. Debug: render_pass_stats, render_pass_dump,
PSX_RENDER_PASS_VERIFY=1 (state + VRAM hashes around every pass).

The freeze API lives in the runtime-only psx_cycle_freeze.h. psx_cycles.h is
part of the overlay codegen hash and stays byte-identical, so titles that
never use passes keep their overlay caches and savestates.

Tests: render_pass_plan_test (deadline-exact phases per rate, shedding,
selection), render_pass_freeze_test (10^6 frozen cycles, exact restore,
watchdog), render_pass_guards (sandbox choke points; the codegen-hashed headers stay
free of the pass API).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 21:02:47 -07:00
Shokunin ec7bc14ad9 GL: Fit to Window stays within the native-wide surface limit
A native-wide surface is g_wide_w*S wide and the driver limit bounds it
(1024 native columns at 16x on a 16384 limit, about 38:9 at a 320-px
display). An uncapped Fit to Window aspect could ask for more; wide_fbo_for
then refused the surface and the frame fell back to a 1x CPU present with
no native-wide margins.

update_adaptive_widescreen now narrows the Fit aspect to the widest the
surface holds (gl_renderer_fit_wide_aspect: psx_gl_max_wide_width at the
context's scale, psx_gl_fit_wide_aspect at the current display width,
gpu_ws_display_width). It changes nothing unless the surface would be
refused. The refusal stays for a fixed aspect on a wide display mode; its
comment now gives the right limit and what the frame falls back to.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 20:52:23 -07:00
Shokunin 78bec7b55e Add [widescreen.cull] bgez_sites and clip_edge_x_load_sites
Two generic explicit cull-site kinds for native-wide titles whose screen-X
rejects the existing keys cannot express exactly:

- bgez_sites: `bgez SX, keep` in a signed per-vertex left-edge chain
  (`bgez x0,keep; ...; bltz xN,reject`). Emitted through psx_ws_cull_bgez
  (keep while SX >= -margin). bltz_sites alone still rejects a primitive
  whose first vertices sit in the revealed band; with both kinds the chain
  rejects exactly when every vertex is left of -margin.
- clip_edge_x_load_sites (+ clip_edge_width, default screen_w_imms[0]):
  lh/lhu/lw of a clip-rectangle X bound. psx_ws_clip_edge_x moves a loaded 0
  to -margin and a loaded width to width+margin and leaves interior bounds
  (mirrors, split-screen halves) unchanged. xclip_load_sites is lw-only and
  upper-bound-only, so it cannot express this.

Both are identity at 4:3, emit nothing when empty, and fail main-EXE
generation on an opcode mismatch (overlay variants stay vanilla). They enter
the overlay-cache hash only when non-empty, so every existing title keeps
its hash (pinned in the test against the previous layout).

Interpreter parity: the dirty-RAM interpreter now also honours explicit
bltz_sites, bgez_sites, branch_keep_sites and clip_edge_x_load_sites. Its
explicit site lists are stored sorted (binary-search lookup), the cap rises
from 64 to 256 per key, and an over-long list is logged instead of being
silently truncated.

Shared math lives in runtime/include/ws_cull_edge.h. New ctest
ws_cull_edge_codegen_test covers parsing, hash identity, emitted code,
the opcode guards and the helper math.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 20:39:26 -07:00
Matthew Stanley f51617bb7d runtime: VBlank rate follows the GPU video mode (GP1(08h) bit 3), not the disc region
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-26 15:38:21 -07:00
Matthew Stanley 39ee7d7940 Support adaptive screen masks and native effect presentation 2026-09-20 12:01:32 -07:00
Matthew Stanley 73fd940294 Retain streamed tile textures with live palettes and stable scene bounds 2026-09-19 20:02:29 -07:00
Matthew Stanley 95a977953b Support adaptive host tile packets and mirrored panorama extensions 2026-09-19 19:06:42 -07:00
Matthew Stanley 41e92d8a32 Merge current framework master preserving accepted MMX6 widescreen and performance work 2026-09-19 17:49:10 -07:00
Matthew Stanley c68bf6e085 Merge current master while preserving Tomba adaptive renderer 2026-09-19 16:23:00 -07:00
Matthew Stanley fa435a4a0c render: add uncapped adaptive viewport and stable world classification 2026-09-19 16:19:23 -07:00
Matthew Stanley 8c53cb0ba7 Merge validated widescreen anchoring and activation bounds into master 2026-09-12 16:34:13 -07:00
Matthew Stanley 33e3ed78eb Expand lower activation bounds with matching native and runtime semantics 2026-09-12 14:47:47 -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 912c44c75e Support native-wide HUD and tiled backgrounds with guarded culling 2026-09-07 22:40:23 -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 439097184f Count perspective triangles once across interlaced row submissions 2026-09-06 13:34:03 +03:00
Alexandros Mandravillis 0661ce7773 Preserve active display field during interlaced raster drawing 2026-09-06 13:13:03 +03:00
Matthew Stanley df212a8693 WIP: stage production history gates pending quiet-host timing 2026-09-05 12:38:01 -07:00
Alexandros Mandravillis 99f775c839 runtime: close GPU DMA review gaps 2026-09-03 01:20:43 +03:00
Alexandros Mandravillis f424a8144d runtime: preserve live GPU DMA payload timing 2026-09-03 01:20:41 +03:00
Alexandros Mandravillis a851e26d48 Preserve visible depth24 scanout rows 2026-08-31 09:15:39 +03:00
Alexandros Mandravillis 025193e2e8 Center depth24 scanout from display range 2026-08-31 09:15:38 +03:00
Alexandros Mandravillis 8af48ae986 runtime: slice GPU linked-list DMA 2026-08-30 23:17:24 +03:00
tetrisgm 3bf7bf1361 auto_ui_squash: join on submission order; instrument the silent gates
Three changes, one fix and two pieces of visibility.

1. ws_ui_group_assign gains a third join: consecutive in the ordering-table
walk AND touching. WipEout 3's speed/shield readout ends at x=288 and the
meter bar it belongs to starts at x=306 with a different CLUT, so neither
shared columns nor a matching key could join them. The readout stood alone,
its bbox midpoint 256.5 landed in the middle third against a screen centre of
254, and it stayed pinned near centre while its own meters went to the right
edge -- a 2 px gap in 4:3 opening to 159 framebuffer pixels at 32:9.

No anchor threshold can fix that: the genuinely centred "pit ... check"
message sits FARTHER RIGHT (midpoint 300.5) than the mis-anchored readout, so
any threshold reaching the readout drags the message with it. Submission order
is the only signal that separates them, and the array already carries it.

Simulated against seven captures spanning three aspects and two code states,
this forms three unions and changes exactly one anchor: [225,288] centre
becomes [225,486] right. The other two unions ([208,240]+[240,361],
[364,447]+[450,473]) are within an anchor. Confirmed in-race at 32:9: 7 runs,
lap readout left, speed readout and meters together on the right.

2. ws_ui_groups reports why primitives were NOT admitted to the partition.
Each gate in ws_ui_prepass_add is a silent return, so a primitive left at its
raw 4:3 X while its neighbours are squashed -- which is how a HUD mark ends up
stranded mid-screen -- was indistinguishable from one never drawn. In-race at
32:9: opcode 367, not_axis 410, everything else 0.

3. geom_correction reports perspective-UV arming with a real denominator.
perspective_triangles could previously only be compared against gp0_draw,
which counts untextured primitives that are correctly never armed, so it read
as a coverage figure without being one. texcorr.attempts counts exactly the
textured triangles reaching the predicate. In-race at 32:9: 199599 submitted,
96.15% armed, 3.85% rejected for a missing per-vertex Z, 0% for correction
disabled or a missing packet address.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
(cherry picked from commit 572b9210d8)
2026-08-27 21:17:20 -07:00
tetrisgm 6c37cbb495 Add ws_ui_groups: expose the auto_ui_squash partition
auto_ui_squash squashes each spatial run of UI primitives about that run's own
anchor, so a HUD element split across two runs gets two anchors and comes apart
as the frame widens -- elements drifting toward opposite edges, glyphs sliding
off the background box they sit on.

Diagnosing that required knowing which run each primitive landed in, and nothing
exposed it. The two things an observer could reach were both insufficient:
group.key is a hash of CLUT/texpage/Y-band/family, so unequal keys say two prims
differ without saying WHICH component differed; and the anchor takes only three
values (left/centre/right thirds), so equal anchors do not prove two prims
actually co-grouped rather than coincidentally landing on the same third.

ws_ui_groups dumps, for the last prepass, each primitive's op / key / raw key
inputs (y, h, and the derived 24px band and poly-vs-rect family) / union-find
root / final anchor, plus the frame-level active, squash, dense, rank, disp_x,
disp_w and join_gap. Root plus raw inputs together answer "did these two merge,
and if not, what split them".

Carries two small support changes:
- WsUiGroupItem gains a diagnostic `root`, written by ws_ui_group_assign in all
  three paths (dense, alloc-failure fallback, and the union-find path). Never
  read by the transform path.
- WsUiPrepassItem retains y/h/op, which the key otherwise folds away.

Read-only and query-driven, per the ring-buffer rule: capture is continuous and
the observer asks for a window later.

(cherry picked from commit 6de1ad4a05)
2026-08-27 21:17:20 -07:00
Matthew Stanley ad55fecdcf Gate WipEout local viewport native-wide to split frames 2026-08-15 22:53:24 -07:00
Matthew Stanley bdd7ade6e8 Merge remote-tracking branch 'origin/master' into codex/netplay-local-viewport 2026-08-15 21:40:56 -07:00
Matthew Stanley b2eeb0f866 Add opt-in netplay local viewport extraction 2026-08-15 20:51:23 -07:00
Matthew Stanley 200b5bf003 Add opt-in widescreen culling keep hooks 2026-08-15 19:42:43 -07:00
Matthew Stanley 2ba74f3b4b pgxp: land clean-room value-propagation engine (phases 0+1, issue #92)
The G1.2/G1.3 mechanism: per-word RAM/scratchpad + per-GPR + per-GTE-reg
shadows carrying sub-pixel projections BY PROVENANCE, validated against
the actual guest word on every read (never guessed from rounded position
- the measured 93.1%-ambiguous G1.4 dead end). Clean-room from psx-spx +
public design docs; vendored duckstation (CC BY-NC-ND) and beetle-psx
(GPL) trees remain black-box oracles only - no code ported.

- runtime/src/pgxp.cpp + pgxp.h: engine, per-vertex GetPreciseVertex
  (dataflow -> ambiguity-gated position cache -> native) with truncation
  agreement + tolerance safeguards; stats; test accessors.
- pgxp_hooks.h: 5-entry hook funnel; PGXP_*() macros no-op unless
  -DPSX_PGXP=1 (codegen-time gate over ONE generated tree); appended
  PGXPHooks* table member in OverlayCallbacks (ABI bump ships with the
  Phase-2 emitter change).
- Both interpreters wired: loads/stores/COP2 + precision-carrying
  arithmetic (moves, add/sub, or-merge, 16-bit shifts, LUI, HI/LO).
- gte.cpp: RTPS feeds the GTE reg shadows; retired s_precise_sxy FIFO,
  hashed s_precision_store, and plain-store invalidation (redundant
  under validate-on-read; store hot path gets 3 calls back).
- gpu.c: prepare_precise_triangle rewritten per-vertex; perspective UVs
  share the same provenance and compose per triangle.
- [video] pgxp_cpu_mode / pgxp_tolerance keys; TCP pgxp verb live-
  toggles geometry/texture/cpu_mode/tolerance; geom_correction census
  grew the pgxp dataflow counters (G1.9 gate metric).
- tests: new pgxp_test (registered); gte_register_access_test updated
  to precise invalidation contract. 33/33 enabled tests green.

Also fixed while landing (both broke a fresh master tree):
- runtime.cmake: once-only psx_game_version.txt stamp (multi-target
  file(GENERATE) collision broke every fresh single-config configure).
- test_overlay_capture_retry: SDL3 rot (SDL_SetMainReady gone, inverted
  SDL_Init check) -> psx_sdl_init.

Tracked as beads-eio.3.48; postmortem + this landing: ENHANCEMENTS.md
G1-G1.10.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-15 18:34:47 -07:00
Alex Vanderveen 81e0e46b8c gating flush mem technique 2026-08-08 02:10:49 -04:00
Alex Vanderveen 94cb3807a9 Merge origin/master into integrate/game-codegen-hooks-into-rollback
Keep rollback/netplay multiplayer routing, dual-raster GL present, and TOC
fingerprints while taking master's CHD support, mod load acceleration,
adaptive widescreen, and geometry/perspective APIs.

Co-authored-by: Cursor <cursoragent@cursor.com>
2026-08-06 22:50:38 -04:00
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 1dcab6a2ff Merge remote-tracking branch 'origin/master' into codex/debug-input-route-20260803 2026-08-03 23:31:59 -07:00
Matthew Stanley 3e89dbc6c2 widescreen: support MMX4 background refill layout 2026-08-03 23:31:52 -07:00
Matthew Stanley b2af4e89c9 feat(mods): add trusted game enhancement hooks 2026-08-03 15:17:39 -07:00
Alex Vanderveen ba276624b9 patch bad merge 2026-08-03 05:26:37 -04:00