/* main.cpp — Phase 3 runtime entry point. * * Loads BIOS ROM, initializes CPU state + SDL display, calls into * the recompiled reset vector. BIOS drives execution; SDL presents * VRAM at each vblank via callback from gpu_vblank_tick(). */ #include "cpu_state.h" #include "psx_interpreter.h" #include "cdrom.h" #include "fntrace.h" #include "boot_state.h" #include "overlay_capture.h" #include "overlay_loader.h" #include "autocompile.h" #include "gpu.h" #include "gpu_sw_renderer.h" #include "gpu_render.h" #include "gpu_gl_renderer.h" #include "frame_pacing.h" #include "sio.h" #include "spu.h" #include "spu_shadow.h" #include "memcard.h" #include "debug_server.h" #include "crash_trace.h" #include "freeze_heartbeat.h" #include "config_loader.h" #include "crc32.h" #include "disc_identity.h" #if defined(PSX_LAUNCHER) #include "launcher.h" #endif #include #include #include #include #include #include #include #include #include #include #include #include #include #ifdef _WIN32 #ifndef WIN32_LEAN_AND_MEAN #define WIN32_LEAN_AND_MEAN #endif #include #include #endif #ifndef PSX_DEFAULT_BIOS_PATH #define PSX_DEFAULT_BIOS_PATH "bios/SCPH1001.BIN" #endif #ifndef PSX_DEFAULT_GAME_CONFIG_PATH #define PSX_DEFAULT_GAME_CONFIG_PATH "" #endif #ifndef PSX_WINDOW_TITLE #define PSX_WINDOW_TITLE "psxrecomp" #endif #ifndef DEFAULT_DEBUG_PORT #error DEFAULT_DEBUG_PORT must be defined by the runtime target. #endif extern "C" uint64_t gte_get_exec_count(void); /* memory.c */ extern "C" void memory_init(const char* bios_path); extern "C" void memory_set_sr_ptr(const uint32_t *p); extern "C" uint32_t memory_get_bios_checksum(void); /* dma.c */ extern "C" void dma_init(void); /* mdec.c */ extern "C" void mdec_init(void); /* timers.c */ extern "C" void timers_init(void); /* interrupts.c */ extern "C" void interrupts_init(void); extern "C" uint32_t psx_read_word(uint32_t addr); extern "C" void psx_write_word(uint32_t addr, uint32_t val); extern "C" uint16_t psx_read_half(uint32_t addr); extern "C" void psx_write_half(uint32_t addr, uint16_t val); extern "C" uint8_t psx_read_byte(uint32_t addr); extern "C" void psx_write_byte(uint32_t addr, uint8_t val); /* ---- SDL state ---- */ static SDL_Window* sdl_window; static SDL_Renderer* sdl_renderer; static SDL_Texture* sdl_texture; /* Per-player input device routing (PSX ports 1 & 2). Seeded from the * [controller] settings the launcher writes; the runtime opens the matching * SDL controller (or uses the keyboard) and feeds each PSX pad slot. */ struct PlayerInput { int kind = 0; /* 0=none, 1=keyboard, 2=controller */ char guid[40] = {0}; /* SDL joystick GUID string when kind==controller */ bool analog = false; /* DualShock (analog) vs digital pad */ SDL_GameController* handle = nullptr; SDL_JoystickID instance = -1; }; static PlayerInput g_players[2]; /* ARGB8888 staging buffer. Sized for the active internal resolution: * 640*scale x 512*scale. Allocated once the supersampling scale is known * (sized for the native 640x512 when supersampling is off). */ static uint32_t* sdl_pixel_buf = nullptr; static int s_fast_boot_active = 0; /* cleared when game entry PC fires */ /* [video] options, resolved from the game config (defaults: native + AA). */ static int g_video_scale = 1; /* internal-resolution SSAA factor */ static bool g_video_aa = true; /* linear present filtering */ static int g_video_texfilter = 0; /* 0=nearest, 1=bilinear */ static int g_video_renderer = 0; /* 0=software, 1=opengl (requested) */ static int g_video_screen = 0; /* 0=raw,1=crt,2=composite,3=trinitron */ static int g_video_win_w = 1280; /* window width (height follows aspect) */ static bool g_audio_spu_hq = false; /* SPU float-shadow (env overrides) */ static int g_auto_skip_fmv = 0; /* fast-forward FMVs invisibly to EOF */ /* FMV auto-skip detection hooks (cdrom.c / mdec.c). */ extern "C" int cdrom_xa_stream_active(void); extern "C" uint32_t mdec_get_decode_count(void); /* Display aspect W:H (default 4:3 = native). Wider aspects enable the * widescreen hack: GTE X-squash + stretched present (see [video] aspect_ratio * in config_loader.h). */ static int g_video_aspect_num = 4; static int g_video_aspect_den = 3; /* Logical present width for the SDL_Renderer (software) path; 640*scale at * 4:3, wider for wide aspects. Height is always 480*scale. Set at window * creation alongside SDL_RenderSetLogicalSize. */ static int g_logical_w = 640; /* Clamp a requested window width to the primary display's usable area so an * oversized choice (e.g. 1920 on a 1080p panel) still fits on screen. Keeps * the given aspect: height = width*den/num. */ static void clamp_window_aspect(int* w, int* h, int num, int den) { int width = *w; if (width < 640) width = 640; SDL_Rect bounds; if (SDL_GetDisplayUsableBounds(0, &bounds) == 0 && bounds.w > 0 && bounds.h > 0) { if (width > bounds.w) width = bounds.w; if (width * den / num > bounds.h) width = bounds.h * num / den; } *w = width; *h = width * den / num; } static bool g_gl_active = false; /* GL context live -> GL present path */ /* Present straight from the FBO (fast, no readback). Set PSX_GL_FORCE_CPU_PRESENT=1 * to force the software readout path instead — a diagnostic/fallback that also * keeps CPU VRAM current every frame (so screenshots reflect the screen). */ static int g_gl_fbo_present = 1; /* Vsync self-heal state (see SDL_RenderPresent wrapper in * sdl_vblank_present). C linkage: freeze_heartbeat.c includes both in * the freeze dump so a slow-frames wedge can be attributed to driver * present backpressure from the dump alone. */ extern "C" { uint32_t g_present_slow_count = 0; /* presents that blocked >250ms */ int g_present_vsync_disabled = 0; /* 1 once self-heal tripped */ } /* Turbo-through-loads (step 4). C linkage: debug_server.c reads/toggles the * enable and reports the frame counter. Enabled by game.toml [runtime] * turbo_loads (opt-in per game) or the turbo_loads TCP command. */ extern "C" { int g_turbo_loads_enabled = 0; uint64_t g_turbo_loads_frames = 0; /* vblanks run unpaced (observability) */ } static SDL_AudioDeviceID sdl_audio_device; static int16_t sdl_audio_buf[2048 * 2]; static std::filesystem::path find_upward(std::filesystem::path start, const std::filesystem::path& marker) { std::error_code ec; start = std::filesystem::absolute(start, ec); if (ec) start = std::filesystem::current_path(); if (!std::filesystem::is_directory(start, ec)) start = start.parent_path(); for (;;) { if (std::filesystem::exists(start / marker, ec)) return start; if (!start.has_parent_path() || start.parent_path() == start) break; start = start.parent_path(); } return {}; } static std::filesystem::path exe_dir_from_argv(const char* argv0) { namespace fs = std::filesystem; std::error_code ec; fs::path exe_dir; if (argv0 && argv0[0]) { exe_dir = fs::absolute(argv0, ec).parent_path(); if (ec) exe_dir.clear(); } if (exe_dir.empty()) exe_dir = fs::current_path(); return exe_dir; } static std::filesystem::path resolve_existing_runtime_path(const char* requested, const char* argv0) { namespace fs = std::filesystem; if (!requested || !requested[0]) return {}; std::error_code ec; fs::path p(requested); if (fs::exists(p, ec)) return fs::absolute(p, ec); if (p.is_absolute()) return {}; std::vector roots; roots.push_back(fs::current_path()); roots.push_back(exe_dir_from_argv(argv0)); for (const fs::path& root : roots) { fs::path direct = root / p; if (fs::exists(direct, ec)) return fs::absolute(direct, ec); fs::path found = find_upward(root, p); if (!found.empty()) return fs::absolute(found / p, ec); } return {}; } static std::filesystem::path sidecar_cfg_path(const char* argv0, const char* filename) { return exe_dir_from_argv(argv0) / filename; } static std::filesystem::path read_cached_path(const char* argv0, const char* filename) { std::ifstream f(sidecar_cfg_path(argv0, filename)); if (!f.is_open()) return {}; std::string line; std::getline(f, line); while (!line.empty() && (line.back() == '\n' || line.back() == '\r')) { line.pop_back(); } return line.empty() ? std::filesystem::path{} : std::filesystem::path(line); } static void write_cached_path(const char* argv0, const char* filename, const std::filesystem::path& path) { std::ofstream f(sidecar_cfg_path(argv0, filename), std::ios::trunc); if (f.is_open()) f << path.string() << "\n"; } static void launcher_warning(const char* title, const std::string& msg) { std::fprintf(stderr, "%s: %s\n", title, msg.c_str()); #ifdef _WIN32 MessageBoxA(NULL, msg.c_str(), title, MB_OK | MB_ICONWARNING); #endif } static void launcher_info(const char* title, const std::string& msg) { std::fprintf(stderr, "%s: %s\n", title, msg.c_str()); #ifdef _WIN32 MessageBoxA(NULL, msg.c_str(), title, MB_OK | MB_ICONINFORMATION); #endif } /* Game display name for picker dialogs ("Tomba!"); set after the game * config loads, before any interactive file resolution. */ static std::string s_picker_game_name = "PSXRecomp"; static bool pick_runtime_file(const char* title, const char* filter, std::filesystem::path& out) { #ifdef _WIN32 char path_buf[4096]; std::memset(path_buf, 0, sizeof(path_buf)); OPENFILENAMEA ofn; std::memset(&ofn, 0, sizeof(ofn)); ofn.lStructSize = sizeof(ofn); ofn.hwndOwner = NULL; ofn.lpstrFilter = filter; ofn.lpstrFile = path_buf; ofn.nMaxFile = (DWORD)sizeof(path_buf); ofn.lpstrTitle = title; ofn.Flags = OFN_FILEMUSTEXIST | OFN_PATHMUSTEXIST | OFN_HIDEREADONLY; if (!GetOpenFileNameA(&ofn)) return false; out = path_buf; return true; #else (void)filter; (void)out; std::fprintf(stderr, "psxrecomp: %s requires a command-line path on this platform.\n", title); return false; #endif } static std::string uppercase_ascii(std::string s) { for (char& c : s) { c = (char)std::toupper((unsigned char)c); } return s; } static bool read_at(std::ifstream& f, uint64_t offset, uint8_t* out, size_t len) { f.clear(); f.seekg((std::streamoff)offset, std::ios::beg); if (!f.good()) return false; f.read(reinterpret_cast(out), (std::streamsize)len); return f.gcount() == (std::streamsize)len; } struct DiscValidation { bool opened = false; bool has_header = false; bool id_matches = false; std::string detail; }; static DiscValidation validate_disc_image(const std::filesystem::path& selected_path, const std::string& game_id) { // Delegate to the shared disc-identity module so the launch-time check and // the launcher badge can never drift apart. No CRC here — the launch check // only cares about openability / header / serial; the launcher does the // (slower) CRC pass when an expected CRC is configured. const PSXRecompV4::DiscIdentity id = PSXRecompV4::identify_disc(selected_path, game_id, /*expected_crc*/0, /*has_expected_crc*/false, /*compute_crc*/false); DiscValidation v; v.opened = id.opened; v.has_header = id.has_header; v.id_matches = game_id.empty() ? true : id.serial_matches; v.detail = id.detail; if (id.opened && id.has_header && !v.id_matches && v.detail.empty()) { v.detail = "The disc header is readable, but it does not contain the expected game ID " + uppercase_ascii(game_id) + " in the early disc metadata."; } return v; } static bool validate_disc_for_launch(const std::filesystem::path& path, const std::string& game_id) { const DiscValidation v = validate_disc_image(path, game_id); if (!v.opened) { launcher_warning("Disc Image Not Found", v.detail + "\n\nSelected path:\n" + path.string()); return false; } if (!v.has_header || !v.id_matches) { launcher_warning("Disc Image Warning", v.detail + "\n\nThis may be the wrong game or a corrupt image. The runtime will try to run it anyway."); } return true; } static bool validate_bios_for_launch(const std::filesystem::path& path) { std::ifstream f(path, std::ios::binary | std::ios::ate); if (!f.is_open()) return false; const std::streamoff size = f.tellg(); if (size != 512 * 1024) { launcher_warning("BIOS Warning", "The selected BIOS is not 512 KiB. Please select SCPH1001.BIN."); return false; } std::vector data((size_t)size); if (!read_at(f, 0, data.data(), data.size())) return false; const uint32_t crc = crc32_compute(data.data(), data.size()); if (crc != 0x37157331u) { char buf[256]; std::snprintf(buf, sizeof(buf), "The selected BIOS CRC32 is %08X, but this build was validated with SCPH1001.BIN CRC32 37157331.\n\n" "The runtime will try it anyway, but boot may fail.", crc); launcher_warning("BIOS Warning", buf); } return true; } static std::filesystem::path resolve_bios_path(const char* requested, const char* argv0); static std::filesystem::path resolve_bios_for_runtime(const char* requested, const char* argv0) { std::filesystem::path resolved = resolve_bios_path(requested, argv0); if (!resolved.empty() && std::filesystem::exists(resolved) && validate_bios_for_launch(resolved)) { return resolved; } std::filesystem::path cached = read_cached_path(argv0, "bios.cfg"); if (!cached.empty() && std::filesystem::exists(cached) && validate_bios_for_launch(cached)) { return cached; } /* Interactive pick. Be explicit about WHICH of the two user-supplied * files is being requested — first-time users see two pickers in a * row and the difference between "BIOS" and "disc image" is not * obvious to non-technical players. */ launcher_info((s_picker_game_name + " — PlayStation BIOS needed").c_str(), s_picker_game_name + " does not include any Sony or game files.\n\n" "Step 1 of 2 — PlayStation BIOS\n\n" "In the next window, select your PlayStation BIOS dump. The file is " "usually named SCPH1001.BIN and is exactly 512 KB. You must dump it " "from your own console or otherwise legally obtain it.\n\n" "(This is NOT the game disc — that is asked for next.)"); std::string bios_title = s_picker_game_name + " — Step 1 of 2: select PlayStation BIOS (SCPH1001.BIN)"; for (;;) { std::filesystem::path picked; if (!pick_runtime_file( bios_title.c_str(), "PlayStation BIOS (*.bin)\0*.bin\0All Files (*.*)\0*.*\0", picked)) { return {}; } if (validate_bios_for_launch(picked)) { write_cached_path(argv0, "bios.cfg", picked); return picked; } } } static std::filesystem::path resolve_disc_for_runtime(const std::filesystem::path& config_disc, const char* disc_override, const std::string& game_id, const char* argv0) { if (disc_override && disc_override[0]) { std::filesystem::path p = std::filesystem::absolute(disc_override); return validate_disc_for_launch(p, game_id) ? p : std::filesystem::path{}; } if (!config_disc.empty() && std::filesystem::exists(config_disc) && validate_disc_for_launch(config_disc, game_id)) { return config_disc; } std::filesystem::path cached = read_cached_path(argv0, "disc.cfg"); if (!cached.empty() && std::filesystem::exists(cached) && validate_disc_for_launch(cached, game_id)) { return cached; } launcher_info((s_picker_game_name + " — game disc image needed").c_str(), "Step 2 of 2 — game disc image\n\n" "In the next window, select your " + s_picker_game_name + (game_id.empty() ? std::string() : " (" + game_id + ")") + " disc image ripped from your own disc.\n\n" "Accepted formats: .cue (preferred, with its .bin next to it), " ".bin, or .iso.\n\n" "(This is NOT the BIOS — the BIOS was already chosen.)"); std::string disc_title = s_picker_game_name + " — Step 2 of 2: select " + s_picker_game_name + " disc image (.cue / .bin / .iso)"; for (;;) { std::filesystem::path picked; if (!pick_runtime_file( disc_title.c_str(), "PS1 Disc Images (*.cue;*.bin;*.iso)\0*.cue;*.bin;*.iso\0All Files (*.*)\0*.*\0", picked)) { return {}; } if (validate_disc_for_launch(picked, game_id)) { write_cached_path(argv0, "disc.cfg", picked); return picked; } } } static std::filesystem::path resolve_bios_path(const char* requested, const char* argv0) { namespace fs = std::filesystem; std::error_code ec; fs::path p(requested); if (fs::exists(p, ec)) { fs::path abs = fs::absolute(p, ec); return ec ? p : abs; } if (p.is_absolute()) return p; std::vector roots; roots.push_back(fs::current_path()); if (argv0 && argv0[0]) roots.push_back(fs::absolute(argv0, ec).parent_path()); for (const fs::path& root : roots) { fs::path found = find_upward(root, p); if (!found.empty()) return found / p; } return p; } // Fallback memcard directory used when no game config (or its [runtime] // block) specifies one. Prefer the executable's directory so saves live // next to the binary; fall back to the current working directory. static std::filesystem::path default_memcard_dir(const char* argv0) { namespace fs = std::filesystem; std::error_code ec; fs::path exe_dir; if (argv0 && argv0[0]) { exe_dir = fs::absolute(argv0, ec).parent_path(); if (ec) exe_dir.clear(); } if (exe_dir.empty()) exe_dir = fs::current_path(); return exe_dir; } static void close_controller(void); static void shutdown_runtime(void) { memcard_flush_all(); overlay_capture_write_json(); if (sdl_audio_device) { SDL_ClearQueuedAudio(sdl_audio_device); SDL_CloseAudioDevice(sdl_audio_device); sdl_audio_device = 0; } close_controller(); debug_server_shutdown(); } /* Linear gain ramp g0 -> g1 across a block of interleaved stereo frames. */ static void sdl_audio_gain_ramp(int16_t* buf, int frames, float g0, float g1) { if (frames <= 0) return; const float step = (g1 - g0) / (float)frames; float g = g0; for (int f = 0; f < frames; f++, g += step) { buf[f * 2 + 0] = (int16_t)((float)buf[f * 2 + 0] * g); buf[f * 2 + 1] = (int16_t)((float)buf[f * 2 + 1] * g); } } /* Fade-in state: samples of rising ramp still to apply after an unmute. * Consumed by sdl_audio_pump across however many pump calls it spans. * MUST fit sdl_audio_buf (2048 frames): the fade-out tail renders this many * frames in one spu_render call. 1764 frames = 40 ms. */ static const int sdl_audio_fade_samples = 44100 * 40 / 1000; /* 40 ms */ static int sdl_audio_fadein_left = 0; static void sdl_audio_pump(void) { if (!sdl_audio_device) return; const uint32_t bytes_per_frame = sizeof(int16_t) * 2u; const uint32_t max_queue_bytes = 44100u * bytes_per_frame / 5u; if (SDL_GetQueuedAudioSize(sdl_audio_device) > max_queue_bytes) return; static double sample_accum = 0.0; sample_accum += 44100.0 / 60.0; int frames = (int)sample_accum; sample_accum -= (double)frames; if (frames <= 0) return; if (frames > 2048) frames = 2048; spu_render(sdl_audio_buf, frames); if (sdl_audio_fadein_left > 0) { const float g0 = 1.0f - (float)sdl_audio_fadein_left / (float)sdl_audio_fade_samples; int ramp = sdl_audio_fadein_left < frames ? sdl_audio_fadein_left : frames; const float g1 = 1.0f - (float)(sdl_audio_fadein_left - ramp) / (float)sdl_audio_fade_samples; sdl_audio_gain_ramp(sdl_audio_buf, ramp, g0, g1); sdl_audio_fadein_left -= ramp; } SDL_QueueAudio(sdl_audio_device, sdl_audio_buf, (uint32_t)frames * bytes_per_frame); } /* Audio gating across turbo-loads transitions. * * The mute model stays: during turbo the guest runs at host speed, so * rendered SPU audio is time-compressed garble — we stop pumping, the queue * drains, voice positions freeze, and music resumes in place afterward. * What changes is the EDGES: * - entering turbo: render one short tail of the current voice state, * ramp it to silence, and queue it — the drain ends in a fade instead * of a hard cut; * - leaving turbo: hold the mute for a short hangover first (loads often * re-trigger within a few frames; without the debounce the mute would * flicker audibly), then resume pumping with a rising ramp applied * across the first ~50 ms of samples (sdl_audio_pump above). */ static void sdl_audio_update(int turbo_active) { if (!sdl_audio_device) return; const int HANGOVER_FRAMES = 8; /* ~133 ms at 60 fps */ static int muted = 0; static int hangover = 0; if (turbo_active) { if (!muted) { int tail = sdl_audio_fade_samples; const int buf_cap = (int)(sizeof(sdl_audio_buf) / (2 * sizeof(int16_t))); if (tail > buf_cap) tail = buf_cap; /* An unmute ramp may still be in progress; start the down-ramp * from its current gain so the edge stays continuous. */ const float g0 = 1.0f - (float)sdl_audio_fadein_left / (float)sdl_audio_fade_samples; sdl_audio_fadein_left = 0; spu_render(sdl_audio_buf, tail); sdl_audio_gain_ramp(sdl_audio_buf, tail, g0, 0.0f); SDL_QueueAudio(sdl_audio_device, sdl_audio_buf, (uint32_t)tail * sizeof(int16_t) * 2u); muted = 1; } hangover = HANGOVER_FRAMES; return; } if (muted) { if (hangover > 0) { hangover--; return; } muted = 0; sdl_audio_fadein_left = sdl_audio_fade_samples; } sdl_audio_pump(); } /* PS1 digital pad button bits (active-low: 0=pressed, 1=released). * Bit 0 = SELECT, Bit 3 = START, Bit 4 = UP, Bit 5 = RIGHT, * Bit 6 = DOWN, Bit 7 = LEFT, Bit 8 = L2, Bit 9 = R2, * Bit 10 = L1, Bit 11 = R1, Bit 12 = TRIANGLE, Bit 13 = CIRCLE, * Bit 14 = CROSS, Bit 15 = SQUARE */ #define PAD_SELECT (1 << 0) #define PAD_START (1 << 3) #define PAD_UP (1 << 4) #define PAD_RIGHT (1 << 5) #define PAD_DOWN (1 << 6) #define PAD_LEFT (1 << 7) #define PAD_L2 (1 << 8) #define PAD_R2 (1 << 9) #define PAD_L1 (1 << 10) #define PAD_R1 (1 << 11) #define PAD_TRIANGLE (1 << 12) #define PAD_CIRCLE (1 << 13) #define PAD_CROSS (1 << 14) #define PAD_SQUARE (1 << 15) struct ControllerSource { enum class Kind { None, Button, AxisPositive, AxisNegative, }; Kind kind = Kind::None; int id = -1; }; struct PsxButtonMap { uint16_t bit; const char* ini_name; std::vector sources; }; static int controller_device_index = 0; static int controller_deadzone = 12000; static std::array controller_map = {{ { PAD_UP, "up", {} }, { PAD_DOWN, "down", {} }, { PAD_LEFT, "left", {} }, { PAD_RIGHT, "right", {} }, { PAD_CROSS, "cross", {} }, { PAD_CIRCLE, "circle", {} }, { PAD_SQUARE, "square", {} }, { PAD_TRIANGLE, "triangle", {} }, { PAD_L1, "l1", {} }, { PAD_R1, "r1", {} }, { PAD_L2, "l2", {} }, { PAD_R2, "r2", {} }, { PAD_START, "start", {} }, { PAD_SELECT, "select", {} }, }}; static std::string trim_copy(const std::string& s) { size_t first = 0; while (first < s.size() && std::isspace((unsigned char)s[first])) first++; size_t last = s.size(); while (last > first && std::isspace((unsigned char)s[last - 1])) last--; return s.substr(first, last - first); } static std::string lower_copy(std::string s) { std::transform(s.begin(), s.end(), s.begin(), [](unsigned char c) { return (char)std::tolower(c); }); return s; } static bool parse_bool_value(const std::string& value, bool fallback) { std::string v = lower_copy(trim_copy(value)); if (v == "1" || v == "true" || v == "yes" || v == "on") return true; if (v == "0" || v == "false" || v == "no" || v == "off") return false; return fallback; } static ControllerSource parse_controller_source(const std::string& raw) { std::string s = lower_copy(trim_copy(raw)); ControllerSource out; if (s.empty() || s == "none" || s == "disabled") return out; if (s == "a") { out.kind = ControllerSource::Kind::Button; out.id = SDL_CONTROLLER_BUTTON_A; return out; } if (s == "b") { out.kind = ControllerSource::Kind::Button; out.id = SDL_CONTROLLER_BUTTON_B; return out; } if (s == "x") { out.kind = ControllerSource::Kind::Button; out.id = SDL_CONTROLLER_BUTTON_X; return out; } if (s == "y") { out.kind = ControllerSource::Kind::Button; out.id = SDL_CONTROLLER_BUTTON_Y; return out; } if (s == "back" || s == "view" || s == "select") { out.kind = ControllerSource::Kind::Button; out.id = SDL_CONTROLLER_BUTTON_BACK; return out; } if (s == "start" || s == "menu") { out.kind = ControllerSource::Kind::Button; out.id = SDL_CONTROLLER_BUTTON_START; return out; } if (s == "guide") { out.kind = ControllerSource::Kind::Button; out.id = SDL_CONTROLLER_BUTTON_GUIDE; return out; } if (s == "leftstick") { out.kind = ControllerSource::Kind::Button; out.id = SDL_CONTROLLER_BUTTON_LEFTSTICK; return out; } if (s == "rightstick") { out.kind = ControllerSource::Kind::Button; out.id = SDL_CONTROLLER_BUTTON_RIGHTSTICK; return out; } if (s == "leftshoulder" || s == "lb" || s == "l1") { out.kind = ControllerSource::Kind::Button; out.id = SDL_CONTROLLER_BUTTON_LEFTSHOULDER; return out; } if (s == "rightshoulder" || s == "rb" || s == "r1") { out.kind = ControllerSource::Kind::Button; out.id = SDL_CONTROLLER_BUTTON_RIGHTSHOULDER; return out; } if (s == "dpup" || s == "dpadup") { out.kind = ControllerSource::Kind::Button; out.id = SDL_CONTROLLER_BUTTON_DPAD_UP; return out; } if (s == "dpdown" || s == "dpaddown") { out.kind = ControllerSource::Kind::Button; out.id = SDL_CONTROLLER_BUTTON_DPAD_DOWN; return out; } if (s == "dpleft" || s == "dpadleft") { out.kind = ControllerSource::Kind::Button; out.id = SDL_CONTROLLER_BUTTON_DPAD_LEFT; return out; } if (s == "dpright" || s == "dpadright") { out.kind = ControllerSource::Kind::Button; out.id = SDL_CONTROLLER_BUTTON_DPAD_RIGHT; return out; } if (s == "lefttrigger" || s == "lt" || s == "l2") { out.kind = ControllerSource::Kind::AxisPositive; out.id = SDL_CONTROLLER_AXIS_TRIGGERLEFT; return out; } if (s == "righttrigger" || s == "rt" || s == "r2") { out.kind = ControllerSource::Kind::AxisPositive; out.id = SDL_CONTROLLER_AXIS_TRIGGERRIGHT; return out; } if (s == "leftx+" || s == "lsright") { out.kind = ControllerSource::Kind::AxisPositive; out.id = SDL_CONTROLLER_AXIS_LEFTX; return out; } if (s == "leftx-" || s == "lsleft") { out.kind = ControllerSource::Kind::AxisNegative; out.id = SDL_CONTROLLER_AXIS_LEFTX; return out; } if (s == "lefty+" || s == "lsdown") { out.kind = ControllerSource::Kind::AxisPositive; out.id = SDL_CONTROLLER_AXIS_LEFTY; return out; } if (s == "lefty-" || s == "lsup") { out.kind = ControllerSource::Kind::AxisNegative; out.id = SDL_CONTROLLER_AXIS_LEFTY; return out; } if (s == "rightx+" || s == "rsright") { out.kind = ControllerSource::Kind::AxisPositive; out.id = SDL_CONTROLLER_AXIS_RIGHTX; return out; } if (s == "rightx-" || s == "rsleft") { out.kind = ControllerSource::Kind::AxisNegative; out.id = SDL_CONTROLLER_AXIS_RIGHTX; return out; } if (s == "righty+" || s == "rsdown") { out.kind = ControllerSource::Kind::AxisPositive; out.id = SDL_CONTROLLER_AXIS_RIGHTY; return out; } if (s == "righty-" || s == "rsup") { out.kind = ControllerSource::Kind::AxisNegative; out.id = SDL_CONTROLLER_AXIS_RIGHTY; return out; } SDL_GameControllerButton button = SDL_GameControllerGetButtonFromString(s.c_str()); if (button != SDL_CONTROLLER_BUTTON_INVALID) { out.kind = ControllerSource::Kind::Button; out.id = button; return out; } SDL_GameControllerAxis axis = SDL_GameControllerGetAxisFromString(s.c_str()); if (axis != SDL_CONTROLLER_AXIS_INVALID) { out.kind = ControllerSource::Kind::AxisPositive; out.id = axis; return out; } return out; } static std::vector parse_source_list(const std::string& value) { std::vector sources; std::stringstream ss(value); std::string item; while (std::getline(ss, item, ',')) { ControllerSource source = parse_controller_source(item); if (source.kind != ControllerSource::Kind::None) { sources.push_back(source); } } return sources; } static void set_default_controller_mapping(void) { for (auto& entry : controller_map) entry.sources.clear(); auto set_sources = [](const char* name, const char* sources) { for (auto& entry : controller_map) { if (std::strcmp(entry.ini_name, name) == 0) { entry.sources = parse_source_list(sources); return; } } }; set_sources("up", "dpup,lefty-"); set_sources("down", "dpdown,lefty+"); set_sources("left", "dpleft,leftx-"); set_sources("right", "dpright,leftx+"); set_sources("cross", "a"); set_sources("circle", "b"); set_sources("square", "x"); set_sources("triangle", "y"); set_sources("l1", "leftshoulder"); set_sources("r1", "rightshoulder"); set_sources("l2", "lefttrigger"); set_sources("r2", "righttrigger"); set_sources("start", "start"); set_sources("select", "back"); } static std::string default_input_ini_text(void) { return "; PSXRecomp input mapping. PSX buttons are active when any listed source is pressed.\n" "; Sources use SDL/Xbox names: a,b,x,y,back,start,leftshoulder,rightshoulder,\n" "; lefttrigger,righttrigger,dpup,dpdown,dpleft,dpright,leftx-/leftx+/lefty-/lefty+.\n" "\n" "[controller]\n" "enabled = true\n" "device = 0\n" "deadzone = 12000\n" "\n" "[mapping]\n" "up = dpup,lefty-\n" "down = dpdown,lefty+\n" "left = dpleft,leftx-\n" "right = dpright,leftx+\n" "cross = a\n" "circle = b\n" "square = x\n" "triangle = y\n" "l1 = leftshoulder\n" "r1 = rightshoulder\n" "l2 = lefttrigger\n" "r2 = righttrigger\n" "start = start\n" "select = back\n"; } static void load_input_config(const char* argv0) { set_default_controller_mapping(); namespace fs = std::filesystem; fs::path config_path = exe_dir_from_argv(argv0) / "input.ini"; std::error_code ec; if (!fs::exists(config_path, ec)) { std::ofstream out(config_path, std::ios::binary); if (out) out << default_input_ini_text(); return; } std::ifstream in(config_path); if (!in) return; bool controller_enabled = true; std::string section; std::string line; while (std::getline(in, line)) { size_t comment = line.find_first_of(";#"); if (comment != std::string::npos) line.resize(comment); line = trim_copy(line); if (line.empty()) continue; if (line.front() == '[' && line.back() == ']') { section = lower_copy(trim_copy(line.substr(1, line.size() - 2))); continue; } size_t eq = line.find('='); if (eq == std::string::npos) continue; std::string key = lower_copy(trim_copy(line.substr(0, eq))); std::string value = trim_copy(line.substr(eq + 1)); if (section == "controller") { if (key == "enabled") { controller_enabled = parse_bool_value(value, controller_enabled); } else if (key == "device") { controller_device_index = std::max(0, std::atoi(value.c_str())); } else if (key == "deadzone") { controller_deadzone = std::max(0, std::min(32767, std::atoi(value.c_str()))); } } else if (section == "mapping") { for (auto& entry : controller_map) { if (key == entry.ini_name) { entry.sources = parse_source_list(value); break; } } } } if (!controller_enabled) { for (auto& entry : controller_map) entry.sources.clear(); } } static void close_player(PlayerInput& p) { if (p.handle) { SDL_GameControllerClose(p.handle); p.handle = nullptr; p.instance = -1; } } static void close_controller(void) { close_player(g_players[0]); close_player(g_players[1]); } /* Open the SDL controller whose GUID matches p.guid. If no exact GUID match * exists (e.g. a different physical unit of the same model, or Steam's virtual * pad at an unpredictable slot), fall back to the first controller not already * claimed by the other player. */ static void open_player(PlayerInput& p, const PlayerInput& other) { if (p.kind != 2 || p.handle) return; int chosen = -1, fallback = -1; const int joysticks = SDL_NumJoysticks(); for (int i = 0; i < joysticks; i++) { if (!SDL_IsGameController(i)) continue; SDL_JoystickGUID g = SDL_JoystickGetDeviceGUID(i); char buf[40] = {0}; SDL_JoystickGetGUIDString(g, buf, sizeof(buf)); /* Skip a device already opened by the other player. */ SDL_JoystickID inst = SDL_JoystickGetDeviceInstanceID(i); if (other.handle && other.instance == inst) continue; if (p.guid[0] && std::strcmp(buf, p.guid) == 0) { chosen = i; break; } if (fallback < 0) fallback = i; } if (chosen < 0) chosen = fallback; if (chosen < 0) return; p.handle = SDL_GameControllerOpen(chosen); if (p.handle) { SDL_Joystick* joy = SDL_GameControllerGetJoystick(p.handle); p.instance = joy ? SDL_JoystickInstanceID(joy) : -1; const char* name = SDL_GameControllerName(p.handle); std::fprintf(stdout, "psxrecomp runtime: opened controller for slot: %s\n", name ? name : "(unnamed)"); } } /* Open/close SDL handles so they match g_players, and (re)assert each slot's * PSX connection + pad type. Safe to call repeatedly (hotplug, boot). */ static void refresh_player_devices(void) { for (int s = 0; s < 2; s++) { PlayerInput& p = g_players[s]; if (p.kind != 2) close_player(p); /* keyboard/none: no handle */ else open_player(p, g_players[s ^ 1]); sio_set_pad_connected(s, p.kind != 0 ? 1 : 0); sio_set_pad_analog(s, p.analog ? 1 : 0, 0x80, 0x80, 0x80, 0x80); } } /* Parse a [controller] device string into a player slot: * "none" -> no pad; "keyboard" -> keyboard map; otherwise an SDL GUID. */ static void set_player_device(PlayerInput& p, const std::string& dev, bool analog) { p.analog = analog; p.guid[0] = '\0'; std::string d = lower_copy(trim_copy(dev)); if (d.empty() || d == "none") { p.kind = 0; } else if (d == "keyboard") { p.kind = 1; } else { p.kind = 2; std::snprintf(p.guid, sizeof(p.guid), "%s", trim_copy(dev).c_str()); } } static bool controller_source_pressed_h(SDL_GameController* h, const ControllerSource& source) { if (!h) return false; switch (source.kind) { case ControllerSource::Kind::Button: return SDL_GameControllerGetButton( h, (SDL_GameControllerButton)source.id) != 0; case ControllerSource::Kind::AxisPositive: return SDL_GameControllerGetAxis( h, (SDL_GameControllerAxis)source.id) > controller_deadzone; case ControllerSource::Kind::AxisNegative: return SDL_GameControllerGetAxis( h, (SDL_GameControllerAxis)source.id) < -controller_deadzone; case ControllerSource::Kind::None: default: return false; } } static uint16_t pad_from_keyboard(void) { const Uint8* keys = SDL_GetKeyboardState(NULL); uint16_t buttons = 0xFFFF; /* all released */ if (keys[SDL_SCANCODE_UP]) buttons &= ~PAD_UP; if (keys[SDL_SCANCODE_DOWN]) buttons &= ~PAD_DOWN; if (keys[SDL_SCANCODE_LEFT]) buttons &= ~PAD_LEFT; if (keys[SDL_SCANCODE_RIGHT]) buttons &= ~PAD_RIGHT; if (keys[SDL_SCANCODE_RETURN]) buttons &= ~PAD_START; if (keys[SDL_SCANCODE_RSHIFT]) buttons &= ~PAD_SELECT; if (keys[SDL_SCANCODE_X]) buttons &= ~PAD_CROSS; if (keys[SDL_SCANCODE_Z]) buttons &= ~PAD_SQUARE; if (keys[SDL_SCANCODE_S]) buttons &= ~PAD_CIRCLE; if (keys[SDL_SCANCODE_A]) buttons &= ~PAD_TRIANGLE; if (keys[SDL_SCANCODE_Q]) buttons &= ~PAD_L1; if (keys[SDL_SCANCODE_W]) buttons &= ~PAD_R1; if (keys[SDL_SCANCODE_E]) buttons &= ~PAD_L2; if (keys[SDL_SCANCODE_R]) buttons &= ~PAD_R2; return buttons; } static uint16_t controller_pad_buttons(SDL_GameController* h) { uint16_t buttons = 0xFFFF; /* all released */ if (!h) return buttons; for (const auto& entry : controller_map) { for (const auto& source : entry.sources) { if (controller_source_pressed_h(h, source)) { buttons &= (uint16_t)~entry.bit; break; } } } return buttons; } /* Map an SDL axis (-32768..32767) to a PSX analog byte (0..255, 0x80 centred). */ static uint8_t axis_to_pad_byte(int16_t v) { int b = ((int)v + 32768) >> 8; /* 0..255 */ if (b < 0) b = 0; else if (b > 255) b = 255; return (uint8_t)b; } /* Buttons for a player's selected device (0xFFFF = none pressed). */ static uint16_t pad_buttons_for(const PlayerInput& p) { if (p.kind == 1) return pad_from_keyboard(); if (p.kind == 2) return controller_pad_buttons(p.handle); return 0xFFFF; } /* Analog stick bytes (lx,ly,rx,ry) for a player; centred if no live source. */ static void pad_sticks_for(const PlayerInput& p, uint8_t out[4]) { out[0] = out[1] = out[2] = out[3] = 0x80; if (p.kind == 2 && p.handle) { out[0] = axis_to_pad_byte(SDL_GameControllerGetAxis(p.handle, SDL_CONTROLLER_AXIS_LEFTX)); out[1] = axis_to_pad_byte(SDL_GameControllerGetAxis(p.handle, SDL_CONTROLLER_AXIS_LEFTY)); out[2] = axis_to_pad_byte(SDL_GameControllerGetAxis(p.handle, SDL_CONTROLLER_AXIS_RIGHTX)); out[3] = axis_to_pad_byte(SDL_GameControllerGetAxis(p.handle, SDL_CONTROLLER_AXIS_RIGHTY)); } } /* PSX native vblank cadence: NTSC ≈ 59.94 Hz. Wall-clock target keeps * audio sample generation (735 samples/vblank * 60 = 44100/sec) matched * to the SDL audio device drain rate, eliminating queue overflow drops * and underruns. Uncapped, the host runs the simulation at whatever * speed it can — typically several × realtime — and audio glitches. */ static constexpr double PSX_FRAME_PERIOD_MS = 1000.0 / 59.94; /* Called from gpu_vblank_tick() at each simulated vblank. */ static void sdl_vblank_present(void) { #ifndef PSX_NO_DEBUG_TOOLS /* Debug server: pause gate, poll commands, record frame, check watchpoints. */ debug_server_wait_if_paused(); debug_server_poll(); debug_server_record_frame(); debug_server_check_watchpoints(); /* Check debug server input override. */ int override = debug_server_get_input_override(); #else /* Production: skip debug server. Still need to advance frame counter * locally so anything else that reads it continues to work. */ extern uint64_t s_frame_count; s_frame_count++; int override = -1; #endif /* Step 2.8 automation ticks — BEFORE the turbo/fast-boot early returns * below, so capture detection and compile pickup keep running while the * frontend is skipping presents. Both are cheap and emu-thread-only. */ overlay_autocapture_tick(); autocompile_poll_main(); /* Pump SDL events to prevent window freeze. */ SDL_Event ev; while (SDL_PollEvent(&ev)) { if (ev.type == SDL_QUIT) { psx_crash_trace_set_exit_origin("sdl_window_close"); shutdown_runtime(); std::exit(0); } else if (ev.type == SDL_CONTROLLERDEVICEADDED) { refresh_player_devices(); } else if (ev.type == SDL_CONTROLLERDEVICEREMOVED) { if (ev.cdevice.which == g_players[0].instance || ev.cdevice.which == g_players[1].instance) { close_controller(); refresh_player_devices(); } } else if (ev.type == SDL_KEYDOWN) { /* Fullscreen toggle: F11, Alt+Enter, or Cmd/Ctrl+F. * FULLSCREEN_DESKTOP keeps the desktop resolution; the * renderer's logical size letterboxes the 640x480 image. */ const Uint16 mod = ev.key.keysym.mod; if (ev.key.keysym.sym == SDLK_F11 || (ev.key.keysym.sym == SDLK_RETURN && (mod & KMOD_ALT)) || (ev.key.keysym.sym == SDLK_f && (mod & (KMOD_GUI | KMOD_CTRL)))) { Uint32 is_fs = SDL_GetWindowFlags(sdl_window) & SDL_WINDOW_FULLSCREEN_DESKTOP; SDL_SetWindowFullscreen(sdl_window, is_fs ? 0 : SDL_WINDOW_FULLSCREEN_DESKTOP); } } } /* Sample each player's device and feed the matching SIO pad slot. * Debug server input override (when active) drives port 1 only. */ if (override >= 0) { sio_set_pad_state_slot(0, (uint16_t)override); } else { for (int s = 0; s < 2; s++) { const PlayerInput& p = g_players[s]; if (p.kind == 0) continue; /* no device in this port */ sio_set_pad_state_slot(s, pad_buttons_for(p)); if (p.analog) { uint8_t st[4]; pad_sticks_for(p, st); sio_set_pad_analog(s, 1, st[0], st[1], st[2], st[3]); } } } /* Turbo-active test, shared by the audio gate here and the pacing/ * present gate below. sdl_audio_update owns the mute + fade-in/out + * debounce across turbo transitions (see its comment). */ int turbo_loads_active = 0; if (g_turbo_loads_enabled) { extern int fntrace_is_game_started(void); if (fntrace_is_game_started() && cdrom_load_in_progress()) turbo_loads_active = 1; } /* FMV auto-skip ([video] auto_skip_fmv). A streaming FMV is XA audio + MDEC * video running together. Rather than fast-forward the stream (flooding XA * sectors desyncs and hangs the player; even safe uncapped playback is slow * and choppy), we trigger the GAME'S OWN skip: hold START while the movie is * detected, and the FMV player tears the movie down cleanly and jumps to the * next screen — instant, desync-free, with all state correct (verified: a * START press during Tomba's opening movie lands exactly on the next scene). * Detect "MDEC produced a frame since the last vblank AND XA is streaming"; * a short hold rides out brief inter-frame gaps. Injection (and the present/ * pacing safety-net below) stop the instant XA ends, so START doesn't bleed * into the next screen. */ int fmv_skip_active = 0; if (g_auto_skip_fmv) { static uint32_t s_last_mdec = 0; static int s_fmv_hold = 0; uint32_t mc = mdec_get_decode_count(); int mdec_decoding = (mc != s_last_mdec); s_last_mdec = mc; int xa = cdrom_xa_stream_active(); if (mdec_decoding && xa) s_fmv_hold = 4; else if (s_fmv_hold > 0) s_fmv_hold--; fmv_skip_active = (s_fmv_hold > 0) && xa; if (fmv_skip_active) { /* Inject START (PSX pad word is active-low; START is bit 3) into * port 1 so the game's FMV player aborts the movie itself. */ sio_set_pad_state_slot(0, (uint16_t)~(1u << 3)); } } #ifndef PSX_SDL_NO_AUDIO sdl_audio_update(turbo_loads_active || fmv_skip_active); #endif /* TCP turbo is for automated validation and trace capture. It keeps the * simulation advancing and the debug server polling, but removes frontend * presentation and wall-clock pacing. */ #ifndef PSX_NO_DEBUG_TOOLS if (debug_server_turbo_enabled()) return; #endif /* Turbo mode: while TAB is held, skip both VRAM->ARGB conversion and * SDL_RenderPresent. The recompiled BIOS still advances simulated * cycles every vblank, so the BIOS proceeds at whatever rate the host * CPU sustains without graphics-driver vsync overhead. Present once * every TURBO_PRESENT_EVERY frames so the user sees visual progress. */ { const Uint8* keys = SDL_GetKeyboardState(NULL); static int turbo_skip = 0; const int TURBO_PRESENT_EVERY = 30; if (keys[SDL_SCANCODE_TAB]) { turbo_skip = (turbo_skip + 1) % TURBO_PRESENT_EVERY; if (turbo_skip != 0) return; /* skip render this frame */ } else { turbo_skip = 0; } } /* Fast boot: run at full speed with no display until game entry PC fires. * Kernel init and disc auth still execute; only logo rendering is skipped. */ if (s_fast_boot_active) { extern int fntrace_is_game_started(void); if (!fntrace_is_game_started()) return; s_fast_boot_active = 0; } /* Turbo-through-loads (step 4, OPT-IN via game.toml [runtime] * turbo_loads): while the game is loading — CD data stream active, * XA/FMV excluded, post-BIOS-handoff only — skip wall-clock pacing and * most presents so the guest runs at host speed. Step-3 measurement * showed loads are paced by the game's own per-sector processing at * real time (2.2-4.8 sectors/frame against a 32-256 IRQ budget), so * host-speed execution is the lever that compresses load wall-time. * Presents 1-in-30 so visual progress stays visible. */ if (turbo_loads_active) { g_turbo_loads_frames++; static int tl_skip = 0; const int TL_PRESENT_EVERY = 30; tl_skip = (tl_skip + 1) % TL_PRESENT_EVERY; if (tl_skip != 0) return; } /* FMV auto-skip: run uncapped (no wall-clock pacing) and suppress nearly all * presents so the fast-forwarded movie is invisible. Present 1-in-30 only so * the window keeps pumping and never looks hung during the brief skip. */ if (fmv_skip_active) { static int fs_skip = 0; const int FMV_PRESENT_EVERY = 30; fs_skip = (fs_skip + 1) % FMV_PRESENT_EVERY; if (fs_skip != 0) return; } /* Wall-clock pacing: always runs once fast_boot has ended, even when the * display is still disabled (e.g. game crt0 setup). Skipped only by the * turbo and fast_boot early-returns above. frame_pacer_wait is the * race-free replacement for the old open-coded loop whose double * counter read could underflow into a ~24.7-day SDL_Delay (Bug B * hard freeze). */ { static FramePacer pacer = { 0 }; frame_pacer_wait(&pacer, PSX_FRAME_PERIOD_MS); } /* ---- Display from our VRAM ---- */ uint32_t w = 0, h = 0; int active_scale = 1; /* hi-res mirror used only for 15-bit display */ { static bool disabled_frame_presented = false; GpuDisplayInfo di; gpu_get_display_info(&di); if (di.disabled || di.width == 0 || di.height == 0) { #ifndef PSX_SDL_NO_RENDER if (!disabled_frame_presented) { disabled_frame_presented = true; if (g_gl_active) { gl_renderer_present_blank(); } else { SDL_SetRenderDrawColor(sdl_renderer, 0, 0, 0, 255); SDL_RenderClear(sdl_renderer); SDL_RenderPresent(sdl_renderer); } } #endif return; } disabled_frame_presented = false; w = di.width; h = di.height; /* OpenGL: 15-bit frames ALWAYS present straight from the authoritative * VRAM FBO — one deterministic path (the old per-frame FBO-vs-CPU * alternation caused the menu seam/jitter). 24-bit (FMV) frames and * the PSX_GL_FORCE_CPU_PRESENT diagnostic sync the FBO down and use * the CPU readout below. */ #ifndef PSX_SDL_NO_RENDER if (g_gl_active && g_gl_fbo_present && !di.depth24) { gl_renderer_present_vram((int)di.display_x, (int)di.display_y, (int)w, (int)h, g_video_aa ? 1 : 0); return; } if (g_gl_active) gl_renderer_sync_cpu(); #endif /* The hi-res mirror is a 15-bit copy of VRAM; 24-bit display (FMV) * reads packed bytes the mirror can't represent, so fall back to the * native path for those frames (the present filter still upscales). */ active_scale = (g_video_scale > 1 && !di.depth24) ? g_video_scale : 1; if (active_scale > 1) { int sw = (int)w * active_scale; gr_render_display_hires(sdl_pixel_buf, (int)(sw * sizeof(uint32_t)), (int)di.display_x, (int)di.display_y, (int)w, (int)h); } else { for (uint32_t y = 0; y < h; y++) { for (uint32_t x = 0; x < w; x++) { sdl_pixel_buf[y * w + x] = gpu_display_pixel_argb(&di, x, y); } } } } /* Update only the active display rectangle. The backing texture is sized * 640x512 (times the supersampling factor), while games can switch to * smaller modes such as 320x224 for FMV; presenting the full texture would * leave the active image stuck in the upper-left portion of the window. */ #ifndef PSX_SDL_NO_RENDER int src_w = (int)w * active_scale; int src_h = (int)h * active_scale; if (g_gl_active) { /* OpenGL present: upload the active display rect and draw a full-screen * quad. SDL_GL_SwapWindow handles vsync; the wall-clock pacer above * still owns timing. */ gl_renderer_present(sdl_pixel_buf, src_w, src_h, g_video_aa ? 1 : 0); } else { SDL_Rect src = { 0, 0, src_w, src_h }; SDL_UpdateTexture(sdl_texture, &src, sdl_pixel_buf, (int)(src_w * sizeof(uint32_t))); SDL_Rect dst = { 0, 0, g_logical_w, 480 * g_video_scale }; SDL_RenderClear(sdl_renderer); SDL_RenderCopy(sdl_renderer, sdl_texture, &src, &dst); /* Vsync self-heal. The renderer is created with PRESENTVSYNC for * tear-free output, but the wall-clock pacer above already holds * 59.94 Hz, so driver vsync is redundant for timing. Under some * driver states (observed: NVIDIA GL with the swap queue wedged) * SwapBuffers blocks ~1.5 s per present, dragging the whole * emulation to ~0.7 fps for minutes (freeze dump 1781045865: * 8/8 main-thread samples inside wglSwapBuffers). If presents * block pathologically several times in a row, drop driver vsync * for the rest of the session; our own pacing keeps the rate. */ { const Uint64 t0 = SDL_GetPerformanceCounter(); SDL_RenderPresent(sdl_renderer); const Uint64 t1 = SDL_GetPerformanceCounter(); const Uint64 freq = SDL_GetPerformanceFrequency(); const Uint64 present_ms = (t1 >= t0 && freq) ? ((t1 - t0) * 1000u) / freq : 0; if (!g_present_vsync_disabled && present_ms > 250) { g_present_slow_count++; if (g_present_slow_count >= 3 && SDL_RenderSetVSync(sdl_renderer, 0) == 0) { g_present_vsync_disabled = 1; } } } } #endif } int main(int argc, char** argv) { /* Force line-buffered output so messages appear even if killed. */ std::setvbuf(stdout, nullptr, _IOLBF, 0); std::setvbuf(stderr, nullptr, _IOLBF, 0); std::fprintf(stderr, "psxrecomp: main() entered\n"); std::fflush(stderr); /* Install crash handlers early so they catch issues during init too. * Writes psx_last_run_report.json on signal/SEH/atexit/fail-fast. */ psx_crash_trace_install_handlers(); const char* bios_path = PSX_DEFAULT_BIOS_PATH; const char* game_config_path = nullptr; const char* disc_override_path = nullptr; bool bios_from_cli = false; /* CLI --bios/positional wins over settings.toml */ /* Launcher overrides (mirrors snesrecomp): --launcher forces the GUI back on * even when [launcher] skip_launcher = true is set; --no-launcher (and the * PSX_NO_LAUNCHER env) forces it off. --launcher wins if both are given. */ bool force_launcher = false; bool force_no_launcher = false; /* Parse args. * --bios override the compile-time BIOS path * --game load a game config (single source of truth for * disc / memcard / window title / debug port) * --disc override the game config disc path * --launcher force the GUI launcher (overrides skip_launcher) * --no-launcher skip the GUI launcher (boot straight in) * deprecated alias for --bios * No --memcard-dir / --game-root flags: those are config-driven. */ for (int i = 1; i < argc; i++) { if (std::strcmp(argv[i], "--bios") == 0 && i + 1 < argc) { bios_path = argv[++i]; bios_from_cli = true; } else if (std::strcmp(argv[i], "--game") == 0 && i + 1 < argc) { game_config_path = argv[++i]; } else if (std::strcmp(argv[i], "--disc") == 0 && i + 1 < argc) { disc_override_path = argv[++i]; } else if (std::strcmp(argv[i], "--launcher") == 0) { force_launcher = true; } else if (std::strcmp(argv[i], "--no-launcher") == 0) { force_no_launcher = true; } else if (argv[i][0] != '-') { bios_path = argv[i]; bios_from_cli = true; } } std::string default_game_config_storage; if (!game_config_path) { std::filesystem::path default_game_config = resolve_existing_runtime_path(PSX_DEFAULT_GAME_CONFIG_PATH, argv[0]); if (!default_game_config.empty()) { default_game_config_storage = default_game_config.string(); game_config_path = default_game_config_storage.c_str(); } } std::filesystem::path memcard_dir; std::filesystem::path memcard1_path; /* explicit slot-1 .mcd (empty => dir/card1.mcd) */ std::filesystem::path memcard2_path; /* explicit slot-2 .mcd (empty => dir/card2.mcd) */ bool memcard1_enabled = true; bool memcard2_enabled = true; /* [controller] device routing (defaults: P1 keyboard/digital, P2 none). */ std::string p1_device = "keyboard"; std::string p2_device = "none"; bool p1_analog = false; bool p2_analog = false; std::filesystem::path resolved_disc; std::string window_title = PSX_WINDOW_TITLE; uint16_t debug_port = (uint16_t)DEFAULT_DEBUG_PORT; std::string game_name; std::string game_id; bool game_has_disc_crc = false; uint32_t game_disc_crc = 0; std::string disc_speed; /* "1x" | "2x" | "4x" | "instant" */ int instant_rate = 0; /* 0 = cdrom.c built-in default */ uint32_t game_entry_pc = 0; bool fast_boot = false; if (game_config_path) { try { const auto gc = PSXRecompV4::load_game_config(game_config_path); game_name = gc.name; game_id = gc.id; game_has_disc_crc = gc.has_disc_crc; game_disc_crc = gc.disc_crc; if (!gc.discs.empty()) resolved_disc = gc.discs.front(); if (gc.runtime.has_memcard_dir) memcard_dir = gc.runtime.memcard_dir; if (gc.runtime.has_window_title) window_title = gc.runtime.window_title; if (gc.runtime.has_debug_port) debug_port = gc.runtime.debug_port; if (gc.runtime.has_disc_speed) disc_speed = gc.runtime.disc_speed; if (gc.runtime.has_instant_max_per_frame) instant_rate = gc.runtime.instant_max_per_frame; if (gc.runtime.turbo_loads) { g_turbo_loads_enabled = 1; std::fprintf(stdout, "psxrecomp: turbo_loads enabled (opt-in)\n"); } g_video_scale = gc.runtime.video_supersampling; g_video_aa = gc.runtime.video_antialiasing; g_video_texfilter = gc.runtime.video_texture_filter; g_video_renderer = gc.runtime.video_renderer; g_video_screen = gc.runtime.video_screen_kind; g_video_aspect_num = gc.runtime.video_aspect_num; g_video_aspect_den = gc.runtime.video_aspect_den; g_audio_spu_hq = gc.runtime.audio_spu_hq; g_auto_skip_fmv = gc.runtime.video_auto_skip_fmv ? 1 : 0; { const char *e = std::getenv("PSX_GL_FORCE_CPU_PRESENT"); if (e && e[0] && e[0] != '0') g_gl_fbo_present = 0; } game_entry_pc = gc.entry_pc; fast_boot = gc.runtime.fast_boot; /* Overlay DLL cache (Layer A). Off unless enabled in [runtime]; * when on, capture overlay bytes and scan cache// for * precompiled overlay DLLs. */ if (gc.runtime.overlay_cache) { std::filesystem::path exe_dir = exe_dir_from_argv(argv[0]); std::string cache_dir = (exe_dir / "cache").string(); overlay_capture_set_out_dir(exe_dir.string().c_str()); overlay_capture_set_enabled(1); overlay_loader_init(cache_dir.c_str(), game_id.c_str()); /* Step 2.8 variant-capture automation. Autocapture is ON * whenever the cache is on: it writes the player-shareable * overlay_captures.json (the contribution file the README * promises) even on machines with no compile toolchain. * The background compile additionally needs a configured * command; autocompile_request() no-ops without one. */ overlay_autocapture_set_enabled(1); if (gc.runtime.has_overlay_autocompile_cmd) { autocompile_configure( gc.runtime.overlay_autocompile_cmd.c_str(), gc.project_root.string().c_str()); std::fprintf(stdout, "psxrecomp: overlay autocompile enabled\n"); } } std::fprintf(stdout, "psxrecomp: loaded game config %s (%s, %s)\n", game_config_path, game_name.c_str(), game_id.c_str()); } catch (const std::exception& ex) { std::fprintf(stderr, "psxrecomp: failed to load --game %s: %s\n", game_config_path, ex.what()); return 1; } } if (!game_name.empty()) s_picker_game_name = game_name; /* Layer the launcher-written settings.toml (next to the exe) over the * bundled game.toml. Any field present there overrides the config value; * the command line (--bios/--disc) still wins over the file. Absent => * fall through to game.toml. The file is the launcher's persistence. */ bool skip_launcher_setting = false; /* [launcher] skip_launcher from settings.toml */ std::string settings_bios_storage; /* must outlive resolve_bios_for_runtime */ { std::filesystem::path settings_path = exe_dir_from_argv(argv[0]) / "settings.toml"; const PSXRecompV4::UserSettings us = PSXRecompV4::load_user_settings(settings_path); if (us.has_skip_launcher) skip_launcher_setting = us.skip_launcher; if (us.has_renderer) g_video_renderer = us.renderer; if (us.has_supersampling) g_video_scale = us.supersampling; if (us.has_window_width) g_video_win_w = us.window_width; if (us.has_antialiasing) g_video_aa = us.antialiasing; if (us.has_texture_filter) g_video_texfilter = us.texture_filter; if (us.has_screen_kind) g_video_screen = us.screen_kind; if (us.has_auto_skip_fmv) g_auto_skip_fmv = us.auto_skip_fmv ? 1 : 0; if (us.has_aspect_ratio) { g_video_aspect_num = us.aspect_num; g_video_aspect_den = us.aspect_den; } if (us.has_spu_hq) g_audio_spu_hq = us.spu_hq; if (us.has_bios_path && !bios_from_cli) { settings_bios_storage = us.bios_path.string(); bios_path = settings_bios_storage.c_str(); } if (us.has_disc_path && !disc_override_path) resolved_disc = us.disc_path; if (us.has_memcard_dir) memcard_dir = us.memcard_dir; if (us.has_memcard1_path) memcard1_path = us.memcard1_path; if (us.has_memcard2_path) memcard2_path = us.memcard2_path; if (us.has_memcard1_enabled) memcard1_enabled = us.memcard1_enabled; if (us.has_memcard2_enabled) memcard2_enabled = us.memcard2_enabled; if (us.has_p1_device) p1_device = us.p1_device; if (us.has_p2_device) p2_device = us.p2_device; if (us.has_p1_analog) p1_analog = us.p1_analog; if (us.has_p2_analog) p2_analog = us.p2_analog; } /* Resolve the effective memory-card directory now (before the launcher) so * the launcher can introspect the real card files. The same default is used * by the runtime below. */ if (memcard_dir.empty()) memcard_dir = default_memcard_dir(argv[0]); #if defined(PSX_LAUNCHER) /* Integrated launcher: shown in its own GL window before the emulator * boots. Seeded with the effective settings (game.toml ∪ settings.toml); * on LAUNCH the user's choices are persisted to settings.toml and applied. * The launcher window/context is fully torn down before the emulator's own * window is created, so the emulator boot path below is untouched. * * Skip the GUI (boot straight in) when ANY of: PSX_NO_LAUNCHER=1 env, * --no-launcher, or the persisted [launcher] skip_launcher setting — unless * --launcher forces it back on (mirrors snesrecomp's SkipLauncher / --launcher). * This removes the dismiss-the-launcher round-trip for scripted/debug runs. */ const bool want_launcher = force_launcher || (!std::getenv("PSX_NO_LAUNCHER") && !force_no_launcher && !skip_launcher_setting); if (want_launcher) { if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMECONTROLLER) == 0) { PSXRecompV4::UserSettings seed; seed.renderer = g_video_renderer; seed.has_renderer = true; seed.supersampling = g_video_scale; seed.has_supersampling = true; seed.antialiasing = g_video_aa; seed.has_antialiasing = true; seed.texture_filter = g_video_texfilter; seed.has_texture_filter = true; seed.screen_kind = g_video_screen; seed.has_screen_kind = true; seed.auto_skip_fmv = (g_auto_skip_fmv != 0); seed.has_auto_skip_fmv = true; seed.aspect_num = g_video_aspect_num; seed.aspect_den = g_video_aspect_den; seed.has_aspect_ratio = true; seed.spu_hq = g_audio_spu_hq; seed.has_spu_hq = true; seed.skip_launcher = skip_launcher_setting; seed.has_skip_launcher = true; if (bios_path && bios_path[0]) { seed.bios_path = bios_path; seed.has_bios_path = true; } if (!resolved_disc.empty()) { seed.disc_path = resolved_disc; seed.has_disc_path = true; } seed.memcard_dir = memcard_dir; seed.has_memcard_dir = true; seed.memcard1_enabled = memcard1_enabled; seed.has_memcard1_enabled = true; seed.memcard2_enabled = memcard2_enabled; seed.has_memcard2_enabled = true; if (!memcard1_path.empty()) { seed.memcard1_path = memcard1_path; seed.has_memcard1_path = true; } if (!memcard2_path.empty()) { seed.memcard2_path = memcard2_path; seed.has_memcard2_path = true; } seed.p1_device = p1_device; seed.has_p1_device = true; seed.p2_device = p2_device; seed.has_p2_device = true; seed.p1_analog = p1_analog; seed.has_p1_analog = true; seed.p2_analog = p2_analog; seed.has_p2_analog = true; seed.window_width = g_video_win_w; seed.has_window_width = true; SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3); SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); /* Launcher opens at the same 4:3 size the game will, so there's no * jarring resize on LAUNCH. The dense dashboard needs a usable * minimum, so the launcher floor is 1280 wide even if the game * window is set smaller. */ int lwin_w = g_video_win_w < 1280 ? 1280 : g_video_win_w; int lwin_h = 0; clamp_window_aspect(&lwin_w, &lwin_h, 4, 3); std::string lwin_title = (game_name.empty() ? std::string("PSX") : game_name) + " \xE2\x80\x94 Launcher"; SDL_Window* lwin = SDL_CreateWindow( lwin_title.c_str(), SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, lwin_w, lwin_h, SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN | SDL_WINDOW_RESIZABLE); psx_launcher::Result lr = psx_launcher::Result::Unavailable; if (lwin) { SDL_GLContext lctx = SDL_GL_CreateContext(lwin); if (lctx) { SDL_GL_MakeCurrent(lwin, lctx); SDL_GL_SetSwapInterval(1); std::string assets = exe_dir_from_argv(argv[0]).string(); psx_launcher::GameInfo ginfo; ginfo.name = game_name.empty() ? nullptr : game_name.c_str(); ginfo.expected_serial = game_id.empty() ? nullptr : game_id.c_str(); ginfo.expected_crc = game_disc_crc; ginfo.has_expected_crc = game_has_disc_crc; lr = psx_launcher::run(lwin, lctx, seed, ginfo, assets.c_str()); SDL_GL_DeleteContext(lctx); } SDL_DestroyWindow(lwin); } /* Reset GL attributes so the emulator window starts from defaults. */ SDL_GL_ResetAttributes(); if (lr == psx_launcher::Result::Quit) { std::fprintf(stdout, "psxrecomp: launcher closed; exiting.\n"); return 0; } if (lr == psx_launcher::Result::Launch) { g_video_renderer = seed.renderer; g_video_scale = seed.supersampling; g_video_aa = seed.antialiasing; g_video_texfilter = seed.texture_filter; g_video_screen = seed.screen_kind; g_auto_skip_fmv = seed.auto_skip_fmv ? 1 : 0; g_video_aspect_num = seed.aspect_num; g_video_aspect_den = seed.aspect_den; g_audio_spu_hq = seed.spu_hq; skip_launcher_setting = seed.skip_launcher; if (seed.has_bios_path) { settings_bios_storage = seed.bios_path.string(); bios_path = settings_bios_storage.c_str(); } if (seed.has_disc_path) resolved_disc = seed.disc_path; memcard1_enabled = seed.memcard1_enabled; memcard2_enabled = seed.memcard2_enabled; if (seed.has_memcard1_path) memcard1_path = seed.memcard1_path; if (seed.has_memcard2_path) memcard2_path = seed.memcard2_path; p1_device = seed.p1_device; p2_device = seed.p2_device; p1_analog = seed.p1_analog; p2_analog = seed.p2_analog; g_video_win_w = seed.window_width; /* Persist the user's choices next to the exe. */ PSXRecompV4::save_user_settings( exe_dir_from_argv(argv[0]) / "settings.toml", seed); } } } #endif std::filesystem::path resolved_bios = resolve_bios_for_runtime(bios_path, argv[0]); if (resolved_bios.empty()) { std::fprintf(stderr, "psxrecomp: no BIOS selected; exiting.\n"); return 1; } if (game_config_path || disc_override_path || !resolved_disc.empty()) { resolved_disc = resolve_disc_for_runtime(resolved_disc, disc_override_path, game_id, argv[0]); if (game_config_path && resolved_disc.empty()) { std::fprintf(stderr, "psxrecomp: no disc image selected; exiting.\n"); return 1; } } /* memcard_dir was resolved to its default before the launcher (above). */ std::string bios_path_str = resolved_bios.string(); std::string memcard_dir_str = memcard_dir.string(); std::string disc_path_str = resolved_disc.string(); std::fprintf(stdout, "psxrecomp runtime: loading BIOS from %s\n", bios_path_str.c_str()); memory_init(bios_path_str.c_str()); /* Select the renderer backend BEFORE gpu_init() (which runs gr_init -> * the backend's init on the VRAM buffer). Software is the default and the * fallback; an unavailable OpenGL backend reverts to software. */ gr_set_backend(g_video_renderer == 1 ? GR_BACKEND_OPENGL : GR_BACKEND_SOFTWARE); std::fprintf(stdout, "psxrecomp: renderer backend requested: %s\n", g_video_renderer == 1 ? "opengl" : "software"); gpu_init(); /* Internal-resolution supersampling (SSAA). Must follow gpu_init (which * runs sw_renderer_init). scale==1 is a no-op; >1 allocates the hi-res * VRAM mirror. */ if (g_video_scale < 1) g_video_scale = 1; if (g_video_scale > SW_MAX_INTERNAL_SCALE) g_video_scale = SW_MAX_INTERNAL_SCALE; gr_set_scale(g_video_scale); g_video_scale = gr_scale(); /* reflect any clamp / alloc fallback */ gr_set_texture_filter(g_video_texfilter); /* Display aspect (widescreen hack). Identity at the default 4:3. The GTE * squashes screen-X around the game's projection centre; both present * paths stretch the 4:3 frame to the configured aspect. */ gte_set_display_aspect(g_video_aspect_num, g_video_aspect_den); gl_renderer_set_display_aspect(g_video_aspect_num, g_video_aspect_den); if (g_video_aspect_num * 3 != g_video_aspect_den * 4) std::fprintf(stdout, "psxrecomp: widescreen %d:%d (GTE X-squash + stretched present)\n", g_video_aspect_num, g_video_aspect_den); /* Present-time screen-colour model (verified-enhancement LUT). Default raw * is byte-identical; PSX_SCREEN env overrides this at scanout. */ gpu_set_screen_kind(g_video_screen); if (g_video_scale > 1 || g_video_texfilter) std::fprintf(stdout, "psxrecomp: supersampling %dx (antialiasing %s, texture filter %s)\n", g_video_scale, g_video_aa ? "on" : "off", g_video_texfilter ? "bilinear" : "nearest"); if (g_video_screen != 0) std::fprintf(stdout, "psxrecomp: screen-colour model %s\n", g_video_screen == 1 ? "crt" : g_video_screen == 2 ? "composite" : "trinitron"); dma_init(); mdec_init(); timers_init(); interrupts_init(); sio_init(); /* Seed per-player device routing from the resolved [controller] config. * SDL controller handles are opened later (after SDL_Init); here we only * set the PSX-visible connection + pad type so the BIOS sees the right * ports during early boot. */ set_player_device(g_players[0], p1_device, p1_analog); set_player_device(g_players[1], p2_device, p2_analog); for (int s = 0; s < 2; s++) { sio_set_pad_connected(s, g_players[s].kind != 0 ? 1 : 0); sio_set_pad_analog(s, g_players[s].analog ? 1 : 0, 0x80, 0x80, 0x80, 0x80); } /* SPU float-shadow gate must be set before spu_init() (which runs * spu_shadow_reset()). Default OFF; PSX_AUDIO_SHADOW env overrides. */ spu_shadow_set_enabled(g_audio_spu_hq ? 1 : 0); if (g_audio_spu_hq) std::fprintf(stdout, "psxrecomp: SPU float-shadow enabled (verified-enhancement)\n"); spu_init(); cdrom_init(disc_path_str.empty() ? NULL : disc_path_str.c_str()); { int divisor = 1; /* default: authentic 1x timing */ if (disc_speed == "instant") divisor = 0; else if (disc_speed == "4x") divisor = 4; else if (disc_speed == "2x") divisor = 2; /* Store for post-BIOS application; boot always runs at 1x so the * BIOS disc-init sequence sees correct timing. */ cdrom_set_game_speed(divisor); if (instant_rate > 0) cdrom_set_instant_rate(instant_rate); if (divisor != 1) std::fprintf(stdout, "psxrecomp: disc_speed=%s (applied post-BIOS, " "instant budget %d/frame)\n", disc_speed.c_str(), cdrom_get_instant_rate()); } { std::string mc1 = memcard1_path.string(); std::string mc2 = memcard2_path.string(); const MemcardSlotConfig slots[2] = { { mc1.empty() ? nullptr : mc1.c_str(), memcard1_enabled ? 1 : 0 }, { mc2.empty() ? nullptr : mc2.c_str(), memcard2_enabled ? 1 : 0 }, }; memcard_init_slots(memcard_dir_str.c_str(), slots); } std::atexit(memcard_flush_all); #ifndef PSX_NO_DEBUG_TOOLS debug_server_init(debug_port); #else (void)debug_port; #endif /* Heartbeat always on — see freeze_heartbeat.c rationale. */ freeze_heartbeat_start("psx-runtime"); /* Register game entry_pc for post-BIOS disc speed switch. Fires once when * the BIOS hands control to the game EXE — not on the BIOS shell. */ if (game_entry_pc != 0) fntrace_set_game_range(game_entry_pc, 0); /* ---- SDL init ---- */ /* Scale quality governs SDL's logical-size -> window scaling. Linear when * antialiasing is on so the (super)sampled frame stays smooth when the * window is resized; nearest preserves crisp pixels otherwise. */ SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, g_video_aa ? "1" : "0"); SDL_SetHint(SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS, "1"); /* Prefer SDL's own HIDAPI driver over platform-native so Steam's virtual * Xbox controller (injected by Steam Input / Remote Play) is enumerated * as a game controller rather than a raw HID device. */ SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI, "1"); SDL_SetHint(SDL_HINT_JOYSTICK_RAWINPUT, "0"); if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMECONTROLLER) != 0) { std::fprintf(stderr, "SDL_Init failed: %s\n", SDL_GetError()); return 1; } load_input_config(argv[0]); refresh_player_devices(); /* open SDL handles to match the player config */ #ifndef PSX_SDL_NO_AUDIO if (SDL_InitSubSystem(SDL_INIT_AUDIO) == 0) { SDL_AudioSpec want; SDL_AudioSpec have; SDL_zero(want); want.freq = 44100; want.format = AUDIO_S16SYS; want.channels = 2; want.samples = 1024; sdl_audio_device = SDL_OpenAudioDevice(NULL, 0, &want, &have, 0); if (sdl_audio_device) { SDL_PauseAudioDevice(sdl_audio_device, 0); } } #endif Uint32 win_flags = SDL_WINDOW_SHOWN | SDL_WINDOW_RESIZABLE; if (g_video_renderer == 1) win_flags |= SDL_WINDOW_OPENGL; /* Open at the user-chosen window size (default 1280 wide) instead of the * old hardcoded 640x480, so the game doesn't boot into a tiny window. The * height follows the configured display aspect (4:3 native, wider for the * widescreen hack); the present path letterboxes to the same aspect, so * the image scales to fill the larger window with no further distortion. */ int game_w = g_video_win_w, game_h = 0; clamp_window_aspect(&game_w, &game_h, g_video_aspect_num, g_video_aspect_den); sdl_window = SDL_CreateWindow( window_title.c_str(), SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, game_w, game_h, win_flags ); if (!sdl_window) { std::fprintf(stderr, "SDL_CreateWindow failed: %s\n", SDL_GetError()); return 1; } /* OpenGL backend: create the GL context now. On failure, relabel the * facade back to software (rasterization already runs through software in * this phase) and fall through to the SDL_Renderer present path below. */ if (g_video_renderer == 1) { g_gl_active = (gl_renderer_init_context(sdl_window) != 0); if (!g_gl_active) gr_set_backend(GR_BACKEND_SOFTWARE); } /* Title bar shows the clean game title (set at window creation); the active * renderer is reported via the debug server / config, not appended here. */ /* Force OpenGL renderer. * * History (TombaRecomp/ISSUES.md #6): * 1. Originally SDL_RENDERER_ACCELERATED with fallback to software. * Froze "Not Responding" after extended uptime — was thought to * be GPU-driver-side hangs. * 2. Switched to SDL_RENDERER_SOFTWARE only. Still froze. Software * renderer goes through Windows GDI; the GDI path hangs the SDL * main thread under heavy emulation load. * 3. Bisection: NO_AUDIO+NO_RENDER ran indefinitely (~7+ min, 40k+ * frames) but the game never progressed past BIOS boot because * it depends on the renderer being present. NO_AUDIO alone with * software renderer froze at frame 3084 — same as full debug * build. So audio is innocent; software renderer (GDI path) is * the culprit. * 4. SDL_HINT_RENDER_DRIVER=opengl + SDL_RENDERER_ACCELERATED. * Ran indefinitely past every prior freeze point. OpenGL driver * uses a different presentation path that doesn't hit the GDI * hang. This is now the default. * * Note: the freeze became prevalent only after the FMV-speed fix * (commit b486c13) raised cycle throughput. Before that, the slower * MDEC/DMA workload was below whatever GDI threshold trips the bug. */ /* The OpenGL force above is a Windows-only workaround for the GDI * presentation hang; macOS/Linux have no GDI path, so let SDL choose its * native backend (Metal on Apple Silicon). PRESENTVSYNC removes tearing; * fall back progressively if a driver can't provide vsync/accel. */ if (!g_gl_active) { #ifdef _WIN32 SDL_SetHint(SDL_HINT_RENDER_DRIVER, "opengl"); #endif sdl_renderer = SDL_CreateRenderer(sdl_window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC); if (!sdl_renderer) sdl_renderer = SDL_CreateRenderer(sdl_window, -1, SDL_RENDERER_ACCELERATED); if (!sdl_renderer) { std::fprintf(stderr, "SDL_CreateRenderer failed: %s\n", SDL_GetError()); return 1; } /* Present in a logical space of the configured aspect (640x480 at native * 4:3, wider at widescreen aspects; scaled by the supersampling factor so * the full internal resolution reaches a large/fullscreen window; SDL * still scales and letterboxes to the real output). Identity in the * default window when supersampling is off, so native rendering is * unchanged. */ g_logical_w = 480 * g_video_aspect_num * g_video_scale / g_video_aspect_den; SDL_RenderSetLogicalSize(sdl_renderer, g_logical_w, 480 * g_video_scale); } /* Staging buffer + backing texture are sized for the internal resolution * (640x512 native, times the supersampling factor). */ sdl_pixel_buf = (uint32_t*)std::malloc( (size_t)640 * g_video_scale * 512 * g_video_scale * sizeof(uint32_t)); if (!sdl_pixel_buf) { std::fprintf(stderr, "failed to allocate %dx staging buffer\n", g_video_scale); return 1; } if (!g_gl_active) { sdl_texture = SDL_CreateTexture( sdl_renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_STREAMING, 640 * g_video_scale, 512 * g_video_scale ); if (!sdl_texture) { std::fprintf(stderr, "SDL_CreateTexture failed: %s\n", SDL_GetError()); return 1; } SDL_SetTextureScaleMode(sdl_texture, g_video_aa ? SDL_ScaleModeLinear : SDL_ScaleModeNearest); } /* Register vblank presentation callback. */ gpu_set_vblank_callback(sdl_vblank_present); /* Initialize CPU state. */ CPUState cpu; std::memset(&cpu, 0, sizeof(cpu)); /* Wire memory function pointers. */ cpu.read_word = psx_read_word; cpu.write_word = psx_write_word; cpu.read_half = psx_read_half; cpu.write_half = psx_write_half; cpu.read_byte = psx_read_byte; cpu.write_byte = psx_write_byte; /* Fast boot: try to restore a previously-captured BIOS handoff snapshot. * First launch runs BIOS normally (logos visible) and captures state at * game handoff. Every subsequent launch restores and skips BIOS entirely. */ bool fast_boot_restored = false; if (fast_boot && game_entry_pc != 0) { uint32_t bios_cksum = memory_get_bios_checksum(); char snap_name[64]; std::snprintf(snap_name, sizeof(snap_name), "fast_boot_%08X_%08X.bin", bios_cksum, game_entry_pc); std::filesystem::path snap_path = resolved_bios.parent_path() / snap_name; std::string snap_str = snap_path.string(); if (boot_state_load(snap_str.c_str(), bios_cksum, game_entry_pc, &cpu)) { fast_boot_restored = true; } else { /* First run: show BIOS logos normally, capture state silently at * game handoff. Subsequent launches use the snapshot. */ boot_state_set_capture(snap_str.c_str(), bios_cksum, game_entry_pc); } } if (!fast_boot_restored) { /* R3000A reset state. */ cpu.pc = 0xBFC00000u; cpu.cop0[12] = 0x00400000u; /* SR: BEV=1 (boot exception vectors) */ } /* Let memory subsystem see SR for cache-isolation checks. */ memory_set_sr_ptr(&cpu.cop0[12]); /* Wire debug server to CPU state for register queries. */ debug_server_set_cpu(&cpu); /* Execute. */ std::fprintf(stdout, "psxrecomp runtime: executing from PC=0x%08X\n", cpu.pc); #if defined(PSX_ORACLE_BUILD) std::fprintf(stdout, "psxrecomp ORACLE: interpreter mode (port %d)\n", DEFAULT_DEBUG_PORT); interp_init(&cpu); interp_trace_enable(1); /* Breakpoints focused on VSync diagnostics. * Only break on the VSync incrementer — count how many times it's hit. */ interp_break_add(0x8005A5BCu); /* VSync counter incrementer — KSEG0 */ std::fprintf(stderr, "ORACLE: running with BP at 0x8005A5BC (VSync incrementer)...\n"); std::fflush(stderr); uint64_t total_executed = 0; const uint64_t max_total = 100000000ULL; /* 100M instructions */ uint32_t vsync_hits = 0; for (;;) { uint32_t ran = interp_step(&cpu, 1000000); total_executed += ran; if (interp_hit_breakpoint()) { vsync_hits++; if (vsync_hits <= 3 || (vsync_hits % 100 == 0)) { std::fprintf(stderr, "ORACLE: VSync hit #%u at %llu instructions, ra=0x%08X, gte_exec=%llu\n", vsync_hits, (unsigned long long)total_executed, cpu.gpr[31], (unsigned long long)gte_get_exec_count()); /* Dump last 20 trace entries for first 3 hits. */ if (vsync_hits <= 3) { uint64_t tseq = interp_trace_count(); uint32_t tavail = (tseq < 1048576ULL) ? (uint32_t)tseq : 1048576u; uint32_t tstart = (tavail > 20) ? tavail - 20 : 0; for (uint32_t ti = tstart; ti < tavail; ti++) { const InterpTraceEntry* e = interp_trace_get(ti); if (e) std::fprintf(stderr, " [%llu] PC=0x%08X insn=0x%08X ra=0x%08X v0=0x%08X\n", (unsigned long long)e->seq, e->pc, e->insn, e->gpr[31], e->gpr[2]); } } std::fflush(stderr); } /* Step past the breakpoint: temporarily remove, step 1, re-add. */ uint32_t bp_pc = cpu.pc; interp_break_remove(bp_pc); interp_step(&cpu, 1); total_executed++; interp_break_add(bp_pc); } if (ran == 0) { std::fprintf(stderr, "ORACLE: halted at PC=0x%08X after %llu total instructions\n", cpu.pc, (unsigned long long)total_executed); break; } if (total_executed >= max_total) { std::fprintf(stderr, "ORACLE: reached %llu instructions, stopping. PC=0x%08X\n", (unsigned long long)total_executed, cpu.pc); /* Dump last 30 trace entries (ring-relative). */ uint64_t tseq2 = interp_trace_count(); uint32_t tavail2 = (tseq2 < 1048576ULL) ? (uint32_t)tseq2 : 1048576u; uint32_t tstart2 = (tavail2 > 30) ? tavail2 - 30 : 0; for (uint32_t ti = tstart2; ti < tavail2; ti++) { const InterpTraceEntry* e = interp_trace_get(ti); if (e) std::fprintf(stderr, " [%llu] PC=0x%08X insn=0x%08X ra=0x%08X\n", (unsigned long long)e->seq, e->pc, e->insn, e->gpr[31]); } std::fflush(stderr); break; } /* Poll debug server. */ debug_server_poll(); } /* Read VSync counter from RAM. */ uint32_t vsync_counter = cpu.read_word(0x80079D9Cu); uint32_t init_flag_48 = cpu.read_word(0x80079D48u); uint32_t init_flag_4C = cpu.read_word(0x80079D4Cu); std::fprintf(stderr, "ORACLE: VSync counter = 0x%08X (%u), init_flag@48 = 0x%08X, init_flag@4C = 0x%08X\n", vsync_counter, vsync_counter, init_flag_48, init_flag_4C); std::fprintf(stderr, "ORACLE: VSync incrementer hit count = %u\n", vsync_hits); std::fflush(stderr); #else psx_dispatch(&cpu, cpu.pc); #endif /* If we reach here, all execution completed without MMIO abort. */ std::fprintf(stdout, "psxrecomp runtime: execution completed, PC=0x%08X\n", cpu.pc); shutdown_runtime(); if (g_gl_active) gl_renderer_shutdown(); SDL_DestroyTexture(sdl_texture); /* NULL-safe in GL mode */ SDL_DestroyRenderer(sdl_renderer); /* NULL-safe in GL mode */ SDL_DestroyWindow(sdl_window); SDL_Quit(); return 0; }