Files
psxrecomp/runtime
Matthew Stanley 5ef2ecaccb ws backdrop: native-wide 2D stretch (mechanism proven) + debug tooling; root cause corrected
The 16:9 dwarf/flower-field void is native-wide 2D-backdrop POSITIONING, not a
column-loading problem. The earlier auto_backdrop whole-row preload is proven
IRRELEVANT (ws_backdrop_ring: whole 41-col row loads, void persists; margin off
vs whole-row pixel-identical). The flower-field is a fixed-screen 2D tile field
(static 11-bit vertices, ~4:3 width) that bypasses the GTE, so native-wide (which
widens 3D via the GTE) never widens it. Fix = geometric X-stretch about
screen-centre of the 2D backdrop in the GL wide-mirror — USER-CONFIRMED it fills
the void (with the gate disabled). Full record: BACKDROP_PRELOAD.md (2026-06-16).

Remaining: gate the stretch to ONLY the backdrop (currently also stretches Tomba/
HUD/3D). Path forward = draw-time gp0_cmd_source_addr / sprite-tag classification.

Runtime WIP checkpoint (all behind native-wide + runtime toggles, 4:3 untouched):
- gpu_gl_renderer.c: u_xscale/u_xcenter geometric stretch in the geo+tex
  wide-mirror passes; per-frame backdrop-phase reset moved to gl_perf_present_enter
  (both present paths); textured-only phase mode; per-prim trace + dbg counters.
- gpu.c: ws_backdrop_ring (always-on rewrite ring); ws_backdrop_margin live
  column-widen (proven irrelevant); psx_ws_backdrop_value whole-row path.
- dirty_ram_interp.c: ring capture (extent/camx/count/a1/dl) at the interp hook.
- debug_server.c: ws_backdrop_ring / ws_backdrop_margin / ws_backdrop_stretch.
- main.cpp: keyboard ALWAYS drives player 1 (OR'd with any controller).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-16 22:15:08 -07:00
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