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psxrecomp/docs/internal/STUBS_TO_FIX.md
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Matthew Stanley 77d036bfb6 docs: production-friendly contributor docs + declutter root
Make the repo approachable for outside contributors and an IDE integrator:

- New contributor docs:
  - docs/EXECUTION_MODEL.md — semi-technical tour of the static / native-overlay
    / interpreter execution model and how coverage gaps get plugged.
  - docs/ARCHITECTURE.md — component-level view (recompiler, runtime, LLE+HLE
    BIOS, overlay backend static->gcc->tcc, renderers, oracle model).
  - docs/BUILDING.md — accurate dependency table, per-platform prereqs, build
    steps, and the submodule + local-junction framework-linking setup.
  - CONTRIBUTING.md — distilled core rules, verification expectations, PR flow.
- Declutter root: move ~14 internal dev-logs into docs/internal/ (history
  preserved via rename) with an index README; repoint CLAUDE.md references.
- README: correct build recipe, LLE+HLE + overlay-backend summary, links to the
  new docs.
- code_provider.c: update the stale backend comment to the real static->gcc->tcc
  resolution (dead SLJIT.md reference removed).
- config_schema.md: drop the obsolete "once Phase A2/A3 ships --config" note.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-07 18:25:16 -07:00

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# Stubs to Fix
Audit date: 2026-04-24. Every item here is a place where the runtime
returns wrong data, crashes, or silently drops behavior that real
hardware provides.
## Pre-Phase 5 (BIOS shell correctness)
### S1 — GPU shaded line uses flat color
- **File:** `runtime/src/gpu.c:722`
- **What:** `gp0_exec_shaded_line()` reads C0 but ignores C1. Draws
the entire line in the first vertex color instead of interpolating.
- **Fix:** Interpolate RGB between C0 and C1 along the line, same way
`sw_draw_shaded_triangle` interpolates across scanlines.
- **Impact:** Visual — BIOS shell lines render with wrong color gradient.
### S2 — GPU polyline crashes
- **File:** `runtime/src/gpu.c:1462`
- **What:** GP0 opcodes 0x48-0x4F (mono polyline) and 0x58-0x5F
(shaded polyline) hit `exit(1)`. These are variable-length commands
terminated by a sentinel word (bit 31 set in vertex word, or
0x55555555/0x50005000 pattern).
- **Fix:** Implement polyline state machine: accumulate vertices until
sentinel, draw line segments between consecutive pairs.
- **Impact:** BLOCKING — any code that draws polylines crashes the
runtime.
## Phase 5+ (game support)
### S3 — MDEC decoder is a no-op
- **File:** `runtime/src/memory.c:147-148, 199-200`
- **What:** MDEC registers (0x1F801820, 0x1F801824) read as 0 and
writes are silently absorbed. No MDEC DMA (ch1 in, ch0 out).
- **Fix:** Implement MDEC MPEG-style macroblock decompression with
DMA input/output. Reference: DuckStation `src/core/mdec.cpp`.
- **Impact:** BLOCKING for FMV cutscenes in any game.
### S4 — SPU has no audio synthesis
- **File:** `runtime/src/spu.c`
- **What:** Register reads/writes and DMA4 buffer transfers work, but
no ADPCM voice decoding, no audio output, no reverb.
- **Fix:** Implement 24-voice ADPCM decoder with SDL_audio output.
Reference: `psxrecomp-v2/runner/src/spu.cpp` for ADPCM tables.
- **Impact:** BLOCKING — no sound at all.
### S5 — DMA channels 0,1,3,5 unimplemented
- **File:** `runtime/src/dma.c`
- **What:** Only ch2 (GPU) and ch6 (OTC) are implemented. Ch0
(MDEC out), ch1 (MDEC in), ch3 (CDROM), ch4 (SPU), ch5 (PIO)
will crash or silently fail.
- **Fix:** Add channel handlers as corresponding hardware modules
come online. Ch3 (CDROM) and ch4 (SPU) are highest priority for
game support.
- **Impact:** BLOCKING for games using MDEC, CDROM sector DMA, or
SPU DMA.
## Resolved
- ~~DMA ch2 GPU→RAM writes zeros~~ — Fixed 2026-04-24 (4054dc1)
- ~~GPU raw texture mode uses color==0x808080 check~~ — Fixed 2026-04-24