Commit Graph

579 Commits

Author SHA1 Message Date
Shokunin f3ec88ebda Smooth motion: in-between frames by reprojecting the real frame
Each in-between frame warps the newer real frame's finished image by the
in-between camera instead of drawing the scene again:
- per game frame: a snapshot of the list's finished image (taken when the
  list closes; R4 flips to a buffer before drawing into it, so the live
  surface is not a stable source) and a 2x native image of camera 1/z,
  pixel kind and view rasterized from the recorded triangles in painter
  order (world / car-or-dome / 2D-HUD-small-view);
- per in-between frame: one grid draw (a vertex per native pixel) that
  unprojects world pixels with their depth, moves them by the view's
  in-between camera (fg_view_affine) and samples the snapshot at full
  resolution, nearest wins; cells over depth edges or non-world pixels are
  left to the snapshot underneath; 2D/HUD pixels are put back; cars are
  drawn again at their own in-between position.
Measured: ~0.3-0.8 ms CPU and ~0.3-2 ms GPU per in-between frame (was 2-4
ms each), A/G/B max out-of-range 0.3-3 %, worst ratio 1.1-1.5.
[video] frame_generation_redraw / PSX_FRAME_GEN_REDRAW=1 keeps the old path.
Planner/holds: dynres 'over budget' no longer stops cheap reprojected
frames; guest-late trips ignored while they are cheap; allocation and
shader compilation are kept out of the cost estimate. frame_gen JSON:
rp_ms, rp_zn, reprojected, np (why a flip planned none); debug buffer 4 KiB.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-07 17:21:43 -07:00
Shokunin dec1492be9 Smooth motion: budget dynres for the in-between frames, time them from the game frame's arrival, keep small views put, move HUD needles
- Dynamic resolution budgets the real frames with the share of the game
  frame Smooth motion leaves them (gl_renderer_frame_gen_real_share), so the
  scale drops until the in-between frames fit the display refresh.
- In-between frames are timed from the game frame's arrival, not from the end
  of its composition; the last one per game frame is no longer dropped by a
  quarter-interval margin.
- Views under 15 % of the largest (a rear-view mirror) stay as the real frame
  drew them: a wrong mirror camera fit threw its lane marks across the
  screen as a dashed line.
- HUD: 2D triangles both frames draw with the same key that moved a little
  (tachometer needle) are interpolated; changed digits stay as drawn.
- frame_gen JSON: end_ahead / end_bp / end_phase counters.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-07 17:21:21 -07:00
Shokunin 6eda65b19b VRR present mode: [video] vsync = "vrr"
Variable refresh (G-Sync/FreeSync, ProMotion): present each frame when it is
ready (swap interval 0). Smooth motion targets the panel's maximum refresh at
the current size (psx_sdl_display_max_refresh) and never exceeds it.
PSX_HOST_REFRESH_HZ / PSX_HOST_REFRESH_MAX_HZ simulate a display for headless
tests.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-07 17:21:21 -07:00
Shokunin c10b07559f guest_cycle_scale: one CPU charge for every tier, declarative gate, rollback
Review of #561. Guest time now has two entry points (psx_cycles.h): the
CPU charge psx_cpu_charge() (instruction base, load fudge/region/completion,
i-cache refills, BIOS HLE costs), which applies [timing] guest_cycle_scale,
and the unscaled device advance psx_advance_cycles() (DMA, idle skips,
mul/div and GTE deadline waits). The emitters' block-mode charges emit
psx_cpu_charge; overlay DLLs accumulate it raw and publish through the
cpu_charge callback (was advance_cycles, same slot) into the same host
function, so nothing is scaled at the DLL boundary. The batched
psx_cyc_charge path, the dirty-RAM interpreter, psx_cyc_readmem, i-cache
refills and bios_hle.c all charge through it. At scale 1 it is exactly
psx_advance_cycles.

Gate in psxrecomp: [timing] guest_cycle_scale_gate, RAM predicates judged
at every VBlank edge (deterministic, works online, no mod needed), plus
psx_mod_set_guest_cycle_scale_gate() in mod_plugins.h for custom logic or
to tie the scale to a mod (guest_cycle_scale_gated = true; every mod
session reset shuts it). The carried fraction and both gate states are a
boot_state section (BS_SEC_GCS, written only when the scale is not 1), so
savestates and the netplay rollback snapshot re-simulate the same cycles.
psx_guest_cycle_scale_gate_test pins tier identity, the gates and rollback
re-simulation against the real psx_cycles.c.

OpenBIOS regenerated (emitter stamp); retail SCPH1001 is not.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-07 17:16:54 -07:00
Shokunin fb38008549 Title timing constant: [timing] guest_cycle_scale (and _gated)
No CPU is emulated: recompiled code charges the guest clock a fixed cost
per instruction. guest_cycle_scale = N charges 1/N of it (instruction,
load, mul/div, GTE latencies, overlay DLL batches) while VBlank, timers,
CD, SPU and DMA keep hardware time, so the game never runs out of frame
time. A title constant in game.toml (1 = faithful, 1..64), never a player
setting; guest_cycle_scale_gated applies it only while the title's mod
opens the gate (psx_guest_cycle_scale_gate_open). PSX_GUEST_CYCLE_SCALE
overrides for testing. A scale other than 1 is folded into the netplay
content fingerprint as a safety net.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-07 16:01:10 -07:00
Shokunin f18c26d5c0 PGXP seam expansion for opaque 3D polygons (opt-in)
[video] pgxp_seam = "off" | "fine" | "wide" (default off; PSX_PGXP_SEAM,
PSX_PGXP_SEAM_PX). Above 1x, a vertex that sits on a neighbour's edge only to
the PS1's precision leaves a hairline crack. Opaque 3D triangles move each
edge outward (mitred, limited at sharp corners): fine = 1 output px, wide =
half a native px; UVs, colour, q and SZ extrapolate with the barycentric
coordinates of the new corners so textures do not slide.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-07 16:01:10 -07:00
Shokunin 72d75aa28d PGXP perspective-correct Gouraud colour (opt-in)
[video] pgxp_color_correction (default off; PSX_PGXP_COLOR overrides). Gouraud
colour on PGXP 3D triangles interpolates with 1/SZ; textured triangles with
perspective UVs share their w. The flag rides in the per-vertex PGXP code the
depth buffer already carries (sz + 65536).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-07 16:01:10 -07:00
Shokunin 8c82e71616 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>
2026-10-07 16:01:09 -07:00
Matthew Stanley c20c05ccc0 fix: keep HD texture authority on the synchronous renderer 2026-10-07 15:03:51 -07:00
Shokunin 9de4f3febd Call frame generation "Smooth motion" in user-visible text
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>
2026-10-07 12:58:38 -07:00
Shokunin 1d766efcc3 Pipeline toggles as player settings and launcher rows
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>
2026-10-07 12:58:38 -07:00
Shokunin 816d8e47f4 Frame generation: warm cost estimate, re-probe, guest-paced breaker 2026-10-07 12:57:02 -07:00
Shokunin bfbe8489de Dynamic resolution: fast first descent on the render thread
Armed at init (session start, render-thread start, a new resolution) and on
a savestate load, game entry or window resize. While armed, an overrun jumps
straight to the highest level whose pure-area prediction is at or below
0.78, then is judged like any step; a fit after a step, an up step, a failed
judgement or 6 s disarm it and single steps fine-tune. A fixed cost only
makes the target dearer than predicted, so a jump never lands below the
level that fits.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-07 12:56:48 -07:00
Shokunin f10db8a0f0 Present thread: swap off the render thread ([video] present_thread)
Opt-in under the render thread. Composed frames go to a ring of offscreen
slots at the window's size (binds of framebuffer 0 on the composing context
land on the current slot); a present thread with a second, shared context on
the same window waits on the slot's fence, copies it 1:1 and swaps. The
compositor's wait moves off rendering; the composing side waits only while
every slot is queued or on screen. Falls back to direct swaps when the shared
context or sync objects are unavailable.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-07 12:56:48 -07:00
Shokunin 4f97482f8c Frame generation on the render thread from recorded draw lists
[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>
2026-10-07 12:53:09 -07:00
Shokunin af5e6be7d2 Dynamic resolution: allocate the hr surface at the current level too
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>
2026-10-07 12:52:53 -07:00
Shokunin 9e1591fc12 Dynamic resolution: allocate native-wide surfaces at the current level
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>
2026-10-07 12:52:52 -07:00
Shokunin 4b2c356a14 Render-thread dynres: cut the soft hold tails to half a second
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-07 12:51:55 -07:00
Shokunin cb1e445e46 Dynamic resolution on the render thread: recorded steps, per-frame render cost, render-thread controller
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-07 12:51:55 -07:00
Shokunin 26b0537ff2 Render thread: queue the headless presented-image capture
--headless-opengl captured the presented image into the ring every frame
through gl_renderer_capture_display_hires, a sync point, so a headless
run (fp_identity) held the context for most of every frame. The capture
is now recorded at the same point of the frame (gl_renderer_ring_capture)
and done by the render thread; ring readers already sync first. A rect the
GL surface cannot serve is skipped there rather than resolved through a
CPU readback, and ensure_cpu refuses to run on the render thread at all:
its readback would land in the private upload source and mark the CPU
side current without gpu.c's array seeing the pixels.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-07 12:49:53 -07:00
Shokunin af0e6a0472 Frontend: [video] render_thread option, vblank boundary, render_thread command
[video] render_thread (default false; PSX_RENDER_THREAD=0/1 overrides,
PSX_RENDER_THREAD_FRAMES bounds frames in flight, default 2) starts the
OpenGL render thread at the first vblank, after the context and every
startup GL call exist. Each vblank then closes a frame right after its
present and before wall-clock pacing, so the render thread draws while
the guest waits. Netplay, frame interpolation, Vulkan and software keep
the synchronous path.

TCP: render_thread reports records, frames produced/consumed, presents
and stale presents skipped, sync points with their recent reasons,
backpressure and render busy time. Display-ring and present-image-ring
readers sync first (the render thread fills them).

config_loader is a BIOS emitter input: OpenBIOS fingerprint regenerated
(tools/regen_bios.sh --config bios/OpenBIOS.toml; the C is unchanged).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-07 12:49:42 -07:00
Shokunin 96ee5c0650 Round-trip dynamic resolution through launcher settings 2026-10-07 12:44:59 -07:00
Shokunin ecbbb5eceb Add the opt-in dynamic resolution controller, config and telemetry
A step controller (dynamic_resolution.c) lowers or raises the GL internal scale from frame-time telemetry between a floor and the configured ceiling; off unless a title or the player enables it. Tested by dynamic_resolution_test (synthetic load) and the real-GL gl_scale_invariance_test step modes.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-07 12:44:59 -07:00
Matthew Stanley 3a11aea16d Refresh netplay validation against master retaining audited startup cache and local views 2026-10-07 11:59:16 -07:00
Matthew Stanley 9a1bfdcee2 Merge PR 554 for local netplay validation; clear new peer state on rematch 2026-10-07 11:21:55 -07:00
Matthew Stanley 7d0a18ebc6 Integrate netplay pad and own-view stack without dropping current-master behavior
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.
2026-10-07 11:06:57 -07:00
Matthew Stanley 62ee64d0a3 Merge reviewed validated warm startup cache (PR555)
# Conflicts:
#	runtime/src/mod_packages.cpp
#	runtime/src/mod_runtime.cpp
#	runtime/tests/test_mod_runtime.cpp
2026-10-07 10:51:41 -07:00
Matthew Stanley a99ad54763 Merge reviewed host launch timing scopes (PR551)
# Conflicts:
#	runtime/src/mod_runtime.cpp
2026-10-07 10:48:55 -07:00
Matthew Stanley c6b089b896 Combine controller stack with validated PGXP fixes and current master; regenerate both BIOS backends 2026-10-07 10:01:37 -07:00
Matthew Stanley c124f6ba52 Wire warm preboot readiness and cover cache invalidation contracts 2026-10-07 09:25:56 -07:00
Shokunin 465f926ecf netplay: confirm against every peer, shed the own view when behind, progress-based stall timeout
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>
2026-10-07 06:59:03 -07:00
Matthew Stanley 8ba237ccf5 Retain host launch and mod commit stage timings for TCP diagnostics 2026-10-06 22:46:05 -07:00
Matthew Stanley 6e154bcf03 Preserve Windows UNC roots when persisting launcher paths
Use native path spelling for settings and BIOS/disc sidecars. Add save/reopen regressions for UNC selections.

Beads: beads-eio.3.286
2026-10-06 21:52:36 -07:00
Shokunin 5f72282fa5 Merge remote-tracking branch 'origin/feat/title-rewind-block' into feat/netplay-input-transform
# Conflicts:
#	generated/OpenBIOS.emitter.sha
#	runtime/src/debug_server.c
2026-10-06 19:37:46 -07:00
Shokunin 6f62f560bf netplay: input transforms stay per player online; rollback rows carry rx/ry
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-06 19:37:35 -07:00
Shokunin 12c5512218 Merge remote-tracking branch 'origin/feat/pad-transform-stage' into feat/netplay-input-transform 2026-10-06 19:35:45 -07:00
Matthew Stanley d66401751e Integrate controller input stack for review with current command index and both BIOS backends 2026-10-06 19:21:51 -07:00
Matthew Stanley 85d4888352 Merge commit 'refs/review/20261006/pr506' into review/pr502-wave-20261006 2026-10-06 19:04:48 -07:00
Shokunin 33b842e97f netplay: per-player own-view mods, widescreen only inside the local view
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>
2026-10-06 14:17:26 -07:00
Shokunin c4215396e3 netplay: present a title-chosen local view for each peer
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>
2026-10-06 01:05:14 -07:00
Shokunin 812465df58 Let a title block local Rewind (psx_mod_set_rewind_blocked)
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>
2026-10-05 23:44:18 -07:00
Matthew Stanley 66482a7cd8 Add opt-in netplay content negotiation with a backward-compatible LAN protocol
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-05 22:52:52 -07:00
Matthew Stanley d7fb33eb85 Add opt-in CD-DA playlists, media preparers, netplay render passes, hidden OpenGL headless and netplay_status
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-05 22:52:51 -07:00
Shokunin 91d780bc0a Let a title claim a direct host shortcut; add a debug host-pad layer
psx_mod_allow_direct_shortcut(PSX_MOD_SHORTCUT_*) lets a host shortcut
bound to one controller button act on that button alone. Without it a
one-button binding means Select + button, like the legacy encoding, so a
title can default to a one-button binding safely whether or not its mod is
enabled. While allowed (Rewind: while Rewind is enabled) the runtime claims
the host button: it never reaches P1's guest pad, and a claim made while it
is held lasts until release. Allowances clear at every mod session start.
Multi-button bindings behave as before.

game.toml [controller] direct_shortcut / direct_shortcut_button lets the
title default that shortcut to one button and tells the launcher to capture
it as one button (RECOMP_LAUNCHER_HAS_DIRECT_ASSIST_BIND). No title id is
checked anywhere.

Debug: set_input {"layer":"host", buttons, lx..ry, lt, rt} arms a
virtual P1 gamepad that feeds stage 1 of the offline input path (so sources,
title transforms and trigger values see it) and shortcut polling. A plain
set_input override still wins. Headless runs with the layer armed resolve
P1 through the same path and poll Rewind and the fast-forward latch; the
Rewind pause loop keeps the debug endpoint live and runs without a window.

Binding semantics and the claim latch are pure (psx_hotkey_pad.h) and
covered by psx_hotkey_pad_test.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-05 20:25:17 -07:00
Shokunin 82bc90dff2 Give a title pad transform the host pad of a digital-presented player
A digital presentation folds the sticks onto the D-pad and centres them,
so a transform on a digital player (the default for many titles) never
saw the stick. The transform decides what the guest sees, so for a
digital stage-1 pad with no controller source its frame is now the host
pad: real sticks and buttons without the stick->D-pad fold, type still
DIGITAL (new PadExtHooks.host_pad, capture_pad_slot_view). The output is
pre-filled with the stock pad and a decline delivers it, so pass-through
stays the stock folded digital bytes (mod_pad_transform_run takes the
stock pad). Analog pads, sources and guarded frames are unchanged.

Tests: pad_external_input_test (digital player: frame has the real lx and
unfolded buttons, decline and pass-through deliver the stock digital
bytes, no host-pad query for analog / guarded / source ports),
mod_pad_transform_test (decline returns the stock pad, output pre-filled
from it).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-05 20:24:54 -07:00
Matthew Stanley d247ce8b88 Add opt-in netplay local viewport width sites, fixed aspect and native-wide per-camera views
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-05 20:20:18 -07:00
Shokunin a4d1f31487 Add a title pad transform stage to external offline input
psx_mod_set_pad_transform(player, &PSXModPadTransform) registers stage 2b
of pad_external_input: after the physical pad and any controller source,
before the mouse policy. The transform sees the resolved pad plus the
port's host extras (gamepad present, LT/RT 0..255 from SDL, unthresholded)
and may rewrite buttons, sticks and the presented controller type, e.g. a
NeGcon whose I/II come from the triggers. Output is pre-filled as a
pass-through, validated (struct size, ranges, type within allowed_types)
and replaced by neutral when invalid; detaching or a mod/session reset
owes one neutral release frame. initial_type sets the boot/hotplug type.

The resolver stays pure: host extras arrive through a new capture hook and
the transform through another, both covered in pad_external_input_test.
Under the input guard the transform runs on zero triggers and its output
is neutralized. A NeGcon result resets the mouse policy rather than letting
it overwrite the I/II bytes. Offline only: netplay, resim, selfcheck replay
and plain debug overrides never reach it.

With no transform registered every pad is bit-identical to before.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-05 19:36:34 -07:00
Shokunin 514cf5deda Carry the NeGcon type through PsxNetPad and one shared SIO apply
PsxNetPad type 3 is NeGcon, packed lx = twist, rx = I, ry = II, ly = L
(the rollback row's stick view carries twist and L). Every decoder accepts
up to PSX_NETPAD_TYPE_MAX instead of clamping at JogCon, and normalization
keeps NeGcon pressures exact (only twist gets the centre deadzone).

psx_pad_apply_to_sio() is now the one PsxNetPad -> SIO path for offline
sampling, netplay delay/rollback apply and selfcheck replay, so a type
added once reaches the guest the same way everywhere. Selfcheck replay now
matches offline sampling on multitap seats with the analog-on-tap hack.
psx_netplay_normalize_pad moves to a pure TU so tests link the real one
instead of a mirror. Pins recomp-net to the branch that keeps type 3.

Other titles: pads never carry type 3, so SIO bytes are unchanged.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-05 19:28:13 -07:00
Shokunin 1db61e768b config: a title default for the offline multitap
[controller] multitap = false in game.toml keeps offline play at two
standalone pads for a title whose game has no multitap support but whose
netplay seats more players (players still sets the netplay seat count).
settings.toml [controller] multitap and the launcher toggle still
override it. Without the key nothing changes.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-05 15:19:47 -07:00
Shokunin 2388a5ff7f Merge remote-tracking branch 'origin/master' into feat/jogcon-controller
# Conflicts:
#	runtime/src/main.cpp
2026-10-05 14:51:54 -07:00