A full-screen rect backdrop that stops short of the reveal vetoes polygon overhang (Tomba village, beads-eio.4.28).
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Log lines and doc headings say "Smooth motion (frame generation)", the
player-facing name. Config key [video] frame_generation and PSX_FRAME_GEN
are unchanged.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
render_thread, present_thread and frame_generation are read from the
player's settings.toml [video] (over the game.toml default; PSX_* env
still overrides one run and is never saved), written back by
save_user_settings, and round-tripped through the recomp-ui Display rows
when the launcher defines RECOMP_LAUNCHER_HAS_RENDER_PIPELINE. The
pipeline starts once at boot: a first-boot launcher choice applies
immediately, an in-game change is saved and applies at next launch.
Regenerated the OpenBIOS emitter stamp for the config_loader change.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The remaining tunnel cracks came from vertex sources, not from missing
depth: 46 % of R4 lookups were marked ambiguous because the same 3D point
is projected several times per frame (corners shared by separate meshes,
other functions), so those vertices fell back to a triangle-mean guess.
- The same point projected again is one vertex (the smaller identity, so
the choice does not follow draw order).
- Up to two different points on one pixel are kept; gpu.c picks the one
projected by the same function as the triangle's other vertices, else
the one nearest their depth.
- Per-vertex motion is no longer rounded to 1/8 px: at high internal
scales the rounding opened hairlines along long T-junction seams.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Corner and tunnel runs showed light cracks along seams and near the view
edge in generated frames:
- weld: every placed vertex at one screen position of a view moves alike
(the same corner arrives from several projections);
- a vertex without a projection on an edge between placed vertices moves
as that point of the edge (T-junctions from the game's polygon splits);
- a vertex the in-between camera passes is projected at a clamped depth,
and such a game frame is not generated (no near-plane clipping: tunnel
ceilings, overhead bridges);
- debug: "clamped", "guessed" (CPU-built vertices placed by a triangle
mean over a >1 px motion spread).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Pairing triangles of consecutive draw lists by key and draw order paired
the wrong ones whenever the game reordered, culled or switched LODs (R4:
a grandstand of one repeated texture turned into a staircase; on a
synthetic version 225 of 226 pairs were wrong). No primitive is paired by
draw order any more.
gte.cpp notes each RTPS/RTPT output (only while generation is on) with an
identity (issuing ra + model-space vertex), its camera-space position and
H, indexed by screen word; gpu.c records each polygon vertex's source
ahead of the triangle (RTH_FG_SRC, never drawn). Per view the camera
motion between the two frames is fitted from the paired camera-space
vertices (RANSAC + least squares); one real frame is redrawn from the
in-between camera: world vertices re-projected, vertices moving against
the world (cars) lerped in camera space, CPU-built vertices moved with
their triangle, HUD/2D unchanged. Moving forward the older frame is
redrawn; uncovered areas show the newer real frame. A verdict rejects
the generated frame (the real one shows) without projections, with few
pairs/inliers, or with a motion no camera makes. Real frames are
unchanged (gl_frame_gen_test).
PSX_PRESENT_SHOT_BURST=N captures the next N composed frames, real and
generated, for checking in-between frames against their neighbours.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
master's HD texture packs (#557 base) added gpu_hd_textures_* calls to the GL
renderer and the gpu_render.c facade; the fixture runs without a pack. The
command index is regenerated for frame_gen.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
[video] frame_generation (opt-in, with render_thread): the render thread keeps
each game frame's replayed draw list, matches the triangles of the last two
(frame_gen.c), and presents in-between frames at the display refresh by
redrawing the newer list into separate surfaces with matched vertices
interpolated. It never runs guest code. Real frames are composed at their
flip and presented after the generated ones, with the same pixels and
order. Generation uses only measured surplus: a plan from render-thread CPU,
generated-frame cost and swap time, a breaker after backpressure or late
guest frames, and a pause while dynamic resolution is over budget. The
render-thread core gains a timed tick hook. Frame-cost queries pause around
generation, so dynamic resolution measures real frames only.
Tests: frame_gen_test, render_thread_test (tick), gl_frame_gen_test (real
frames identical off/on; phase 0/1 equal the endpoints). Docs:
docs/FRAME_GENERATION.md.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The hr (VRAM) surface stayed allocated at the ceiling. On GL-on-Metal every
render pass loads and stores the whole attachment, so its cost followed the
ceiling rather than the level: R4 2P VS at 5x ran 40-45 Hz for its first
seconds with a 10x ceiling and 60 Hz with surfaces allocated at 5x. Allocate
a new hr surface at each step and reseed it from the 1x image and the saved
rects; a failed allocation falls back to the in-place step down, or refuses
a step up.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A native-wide surface was allocated at the dynamic-resolution ceiling and
rendered into its lower-left corner. On GL-on-Metal every render pass loads
and stores the whole attachment, so the wide surfaces cost the ceiling's
bandwidth at every level. Allocate them at the level they render at and
reallocate at each step, rescaling the presented rows and margins from the
old surface. The limit check stays at the ceiling.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
docs/RENDER_THREAD.md: the record/replay model, why guest-visible VRAM
stays gpu.c's array (private upload source on the render thread), the
guest state captured at record time, every sync point with file:line,
the frame bound and present skipping, interoperation with savestates,
netplay, render passes, interpolation, widescreen, resolution changes,
screenshots, headless and Vulkan, what is out of scope, and the tests.
TCP_COMMANDS.md documents render_thread (index regenerated);
config_schema.md documents [video] render_thread.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Preserve negotiated content and dual-raster pass gates. Retain both fixture assertion sets and HD-off seams. Regenerate both BIOS with actual native emitter. Fix type-only rollback corrections and exclude extra-pad changes from digital-only promote gates.
Four-peer rollback desynced under load (R4, host behind): the guests
predicted the slow host's pad, hash-confirmed the tick among themselves
through the one shared peer ring, then promoted the host's real pad into
history only (hc-silent promote) while the host simulated it. The host
stayed forked; its recovery episode was then refused as a "zombie load"
behind the guests' (wrongly) agreed tip.
- Hash confirm is a quorum over every occupied peer seat
(rnet_hc_set_peer_mask / note_peer_from, recomp-net) for three or more
seats; two seats keep the one-peer chain.
- A peer more than 4 ticks behind the others' inputs sheds its own view
(psx_mod_render_local_view status FAST_FORWARD, held 60 ticks), so the
presentation-only pass goes before the simulation slips.
PSX_NET_LOCAL_VIEW_SHED=0 keeps it.
- The admit-stall watchdog counts time without progress: a remote input tip
that advances restarts it, so a slow peer is waited for.
PSX_NET_ADMIT_STALL_MS (20000) and PSX_NET_LIVENESS_MS (1500) configure it.
- Pins recomp-net fix/rollback-span-stall.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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.
A [[plugin]] may declare netplay = "local_view": it only changes what one
player sees. A netplay session now keeps the player's own features whose every
contribution is such a plugin (no writes, overlays or derived discs) instead of
clearing them, without saving state.toml. They activate as usual, but their
hooks run only inside psx_mod_render_local_view (psx_mod_local_view_scope) and
their vblank/savestate callbacks not at all. With such a plan the widescreen
cull margin is the stock 0 in the shared game and this peer's own margin only
inside the sandboxed own-view draw; squash is not used. The canonical frame,
snapshots and digests stay identical on every peer whatever each player chose,
so nothing is negotiated, and each keeps their own aspect.
Tests: netplay_view_mods_test (flag, plan filter, parked hooks, no vblank,
state.toml untouched), ws_local_view_margin_test (margin scope), render-pass
sandbox asserts the scope around a local view.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Fixes Ape Escape terrain seams: CPU-built subdivision midpoints and lwl/lwr-copied
grid corners drew native next to precise neighbours. Adds pgxp_tri_ring/pgxp_store_ring.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
psx_mod_render_local_view() runs a title's draw code in the render-pass
sandbox on a forward netplay frame and keeps the drawn display rect in the
OpenGL presenter's surface only. The authoritative CPU VRAM, guest RAM,
rollback snapshots and digests keep the canonical frame; the presenter shows
this peer's own image. A committed image cancels any local-view crop.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A title whose netplay mode draws every seat's view into one frame (so all
peers keep identical guest state) can now ask the present path to show only
this peer's rectangle of the display: psx_netplay_present_local_view(x, y,
w, h), usually picked from psx_netplay_local_slot(). The GL dual-raster
present shows it from the internal-resolution surface, the software present
crops its staged frame, both at 4:3, and the headless present-image ring
records the same rectangle. The request is host-only (never serialized or
guest-visible), lapses PSX_NETPLAY_LOCAL_VIEW_HOLD ticks after its last
renewal so menus fall back to the full frame, survives rollback replays
without moving its stamp backwards, and is ignored offline. It wins over
[netplay] local_viewport.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Reports whether local Rewind is enabled and open, the title block
(psx_mod_set_rewind_blocked) and the snapshots held, so scripted headless runs
can check that a blocked title captures no history and refuses to open.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A title calls psx_mod_set_rewind_blocked(1) while it is in a mode that must
not be rewound, such as local split-screen multiplayer, and 0 when it ends.
While blocked, opening Rewind is refused with an OSD note, no history is
captured (the ring keeps what it has; a capture already due is dropped and an
open panel closes unloaded), and a title-allowed direct Rewind shortcut is not
in force: its button is not claimed and reaches the guest pad / title
transform as if Rewind were off. Netplay already refuses Rewind on its own.
The block clears at every mod/session start, so a title that never calls it
is unchanged.
The direct-allowance decision (allowed, and for Rewind: enabled and not
blocked) is now one pure helper, psx_hotkey_direct_active, used for both the
claim and the shortcut press, so an unclaimed Rewind button is never a
one-button shortcut (with Rewind off it falls back to Select + button rather
than popping the "Rewind is off" note on every press).
Tests: psx_hotkey_pad_test covers the allowance and a block taking effect
mid-press; rewind_toggle_combo_test guards the capture/open gates and reset.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>