Files
psxrecomp/runtime
tetrisgm a74b7215e2 Squash untextured HUD rects too; report what the rank filter drops
ws_ui_prepass_add admitted only the TEXTURED rectangle/sprite families, and
only the textured draw paths carried a widescreen transform. Every flat
-coloured HUD mark was therefore left at its raw 4:3 X while the textured
primitives of the same widget were squashed toward their anchor -- so at a
wide aspect it is stranded in open screen, to the left of the cluster it
belongs to. In 4:3 it sits on its neighbour's edge and reads as part of it,
which is why this is invisible until the frame widens.

Admit the whole GP0 rectangle range instead, decoding size from bits 4-3 and
textured from bit 2, and wire the matching transform into gp0_exec_mono_rect,
gp0_exec_mono_dot, gp0_exec_mono_8x8 and the inline mono 16x16. A GP0
rectangle is always screen-space and never carries GTE output, so this cannot
reach world geometry. The polygon families are deliberately NOT admitted here:
a mono or gouraud quad CAN be projected world geometry.

ws_ui_groups also now reports the geometry of the primitives the max_rank
filter discards, not just how many. That distinguishes "stray world geometry,
fine to drop" from "HUD mark whose cluster is being squashed without it". In
race at 32:9 the drops are all small far-rank scenery (op 2c/3c, 2-9 px, ranks
0-576 against a max of 1073), which rules the filter out as a source of
stranded HUD marks.

Confirmed in-race at 32:9: HUD unchanged at 7 runs with the same anchors, so
admitting the untextured families disturbs no existing grouping.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
(cherry picked from commit 2cecfccb58)
2026-08-27 21:17:20 -07:00
..
2026-08-15 14:46:26 -07:00
2026-08-13 10:37:18 -04:00
2026-07-29 03:18:10 -04:00