psx_mod_read_local_pad_sticks(player, out[4]) returns the mapped local
stick axes (lx, ly, rx, ry; 0..255, centre 128) without touching the
SIO sample, so a presentation plugin (a look-around camera) can read the
right stick even when the game selected a digital pad. It returns 0 and
centred axes for an invalid or disconnected player, in netplay, and
during rollback resimulation; peer input is never presentation input.
The debug-server axis override feeds it for deterministic tests.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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.
Many PS1 renderers drop a primitive whose depth index falls past the end
of their ordering table. Raising that limit can write past the table, so
a title can now list such guards in game.toml with the register that
carries the index and the last safe value. While a trusted mod has called
psx_mod_set_draw_distance_clamp(1), generated main-EXE code clamps that
register before the guard runs, so far geometry is kept in the farthest
slot instead of popping in later.
- Off by default and reset at every session start, so netplay and every
title that lists no sites run unchanged; with no sites the generated
code and declarations are byte-identical.
- Main executable only: the full instruction word is the guard,
generation fails on a mismatch or a load-delay hazard, captured
overlay code keeps its own code (the sites are not part of the overlay
config identity), and the dirty-RAM interpreter applies the clamp
where the game's text image holds the listed word.
- Compatibility: code_generator.cpp is a codegen-hash input, so the
codegen hash and the overlay-cache tag change for every title, sites
or not. Savestates from earlier builds are refused, and overlay shards
rebuild once on first visit. Generated code and behaviour are
unchanged for a title without sites or with the switch off.
- Tests: draw_distance_codegen_test (config rules, emission, guards,
declarations, overlay identity) and draw_distance_interp_test (store,
switch, interpreted guards); the session-reset guard covers the switch.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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.
Manual fast-forward presents every second VBlank, so the plan still saw
presents and kept rendering passes, spending host time the fast-forward
wants, although the API said turbo refuses them. main.cpp now records when
presentation is sped up (manual fast-forward, turbo-through-loads, FMV
auto-skip, TCP turbo) and the plan and passes refuse meanwhile.
psx_mod_render_pass_status() tells a plugin why passes cannot run, the
host-time budget aside: NO_PRESENTER, BACKEND (the renderer declines passes
in its current mode), DISABLED (after repeated faults), SESSION, FAST_FORWARD
or BUSY. The GL backend reports its part through
gl_renderer_pass_unavailable(), where a renderer mode that cannot host
passes reports BACKEND. psx_mod_set_frame_interpolation_blend() now also
takes effect when called from a hook after activation, so a plugin can show a
crossfade while passes are unavailable and return to HOLD afterwards.
Debug: PSX_RENDER_PASS_REFUSE=1 or TCP render_pass_refuse on=1 makes the
backend decline passes, to test a plugin's fallback; render_pass_stats
reports the status.
Default off: nothing reads the new flag or status unless a plugin uses
render passes.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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>
psx_mod_set_frame_interpolation_source(PSX_MOD_FRAME_SOURCE_FLIP) makes the
OpenGL presenter rotate its blend history only when the guest really flips
(the displayed VRAM origin moves or the displayed rect is redrawn) and spread
one crossfade over the measured flip period. A game that flips every second
VBlank (R4 races) used to blend for one VBlank and hold for the next; it now
blends across its whole frame.
VBLANK stays the default. reset_mod_owned_presentation() puts it back at
every session start (first boot and the lobby rematch), next to the blend
mode, so titles that never call the setter keep today's code path and a
netplay session never inherits it. begin() is begin_phase(0, 1) and stays
bit-identical (test). gl_interp reports the source, the flip period,
captures and duplicate VBlanks.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Adapt the 8 MB RAM work from the rbengine branch into a master-targeted change. The builtin package is disabled by default, activation requests expanded RAM before memory init, and runtime/state/digest/dispatch paths respect the live RAM map.
A plugin that draws its own overlay primitives needs to know where the
right-hand edge of the screen is, and it cannot work that out for itself.
GPUSTAT carries the horizontal-resolution bits, so a plugin can recover
the coarse mode width, but the visible width also depends on the GP1(06h)
X1/X2 range -- and that register is write-only and mirrored nowhere a
plugin can read.
Ape Escape is the worked example. It scans out 384 (368-mode, dot clock 7,
horizontal range 539..3227) while its mode width is 368, and the usual
assumption of 320 is wrong by 64. A HUD row right-aligned to 316 lands 68
pixels short of the edge, which is exactly what the Quick Gadget Select
mod does today.
psx_mod_display_width()/psx_mod_display_height() return what the presenter
uses, straight from gpu_get_display_info(). Zero means the geometry is not
established yet, and the header tells callers to skip drawing rather than
substitute a guess -- an overlay in the wrong place is worse than an
overlay that waits a frame.
mod_runtime_test covers the passthrough with a stubbed GPU, including the
384-vs-368 case that motivates it and the zero case.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Supersedes the global HYBRID controller-mode shape from PR #233 with a trusted plugin callback that can choose analog or digital presentation per input sample.
Keeps analog mode hardware-faithful by no longer folding physical D-pad input onto the left stick, while leaving debug injection able to steer stick-only paths.
Includes the pad/cursor probe tooling from #233 for diagnosing input doubling.
Players asked for CD speeds beyond the curated 2x/4x list and for the two
loading accelerators to stop being one control (GH TombaRecomp#5: a
speedrunner wants shorter loads but NOT the host speed-up, which runs past
the loading screen and breaks a skip).
Three changes, all general:
- psx_mod_set_disc_speed accepted only divisor 2 or 4. That was policy,
not safety: cdrom.c divides the sector delay and floors the result at
CDROM_MIN_DELAY, and apply_speed leaves XA streaming at authentic
timing, so no positive divisor can produce a zero-delay storm or
pitch-shift FMV audio. Accept 1..PSX_MOD_DISC_SPEED_MAX and let the
mod's description carry the risk warning.
- psx_mod_set_load_acceleration accepted 2..16. Host pacing cannot desync
the guest at all (every frame, CD deadline, interrupt and callback still
happens), so the ceiling was arbitrary. Accept 1..PSX_MOD_LOAD_ACCEL_MAX,
with 1 meaning authentic and 0 still meaning uncapped.
- New option key disabled_by: an option names a BOOLEAN sibling that
overrides it, so "tick Instant and the speed box stops mattering" needs
no second widget type. The parser rejects a dangling, self-referential
or non-boolean reference rather than leaving a control silently always
enabled, and the provider resolves the link against the live selection
so the launcher and the plugins can never disagree about whether a
control counts.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>