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psxrecomp/docs/HD_TEXTURE_PACKS.md
T
Matt Stanley f9db2561d0 Fix persistent HD texture cache churn and missing live background dumps (#626)
* fix: reuse resident HD textures and publish live background dumps

* test: keep residency stubs local to the filtering fixture
2026-10-10 12:55:54 -07:00

6.8 KiB

HD texture packs

The HD Texture Packs mod loads compatible DuckStation PNG/JPEG/WebP images and can dump original textures encountered during gameplay. It is disabled by default. Use OpenGL to display replacements. Software and Vulkan can collect dumps but continue to display the original artwork. Tomba USA (SCUS-94236) is the first integrated game target; game projects can supply their own manifest for the same psx.hd-textures plugin. A title manifest can also ship a pack inside its own package and point the pack resource at it with default = "<folder>" (see MOD_PACKAGES.md); a folder the player selects still takes precedence.

Tomba provides an optional drop-in example pack with five synthetic checkerboards and a README inside its SCUS-94236 pack directory. It includes no original game artwork or dumps and remains opt-in. Copy its mods folder into the game's writable directory, then enable the mod and select OpenGL to see the example title textures.

Install a pack

  1. Open the launcher's Mods page and enable HD Texture Packs.
  2. Under Texture pack folder, click Open folder. On first use the launcher creates mods/texture-packs/<game-id> beside the executable, with empty replacements and dumps directories.
  3. Copy the pack's replacement PNG, JPEG, or WebP images into replacements, preserving their filenames. Subdirectories are supported. If the download already contains replacements, copy that directory's contents into this one.
  4. Leave Load replacements enabled and Dump textures disabled.
  5. Select OpenGL in Settings, then click Play.

Change folder selects another pack root. Empty folders are valid; their replacements and dumps directories are created when the pack is configured. You can also select a pack's replacements directory directly, with dumps beside it. Keep editable packs outside mods/bundled, which builds regenerate.

Dump and edit textures

  1. Enable HD Texture Packs, disable Load replacements, and enable Dump textures.
  2. Click Play and visit the scenes you want to capture. The runtime collects the used area of each texture source across its lifetime and publishes changed captures periodically while playing, including resident backgrounds.
  3. Exit the game to finish capture and allow the writer to complete. Copy selected PNGs from dumps into replacements, then edit or enlarge them while keeping the filenames, aspect ratio, and an integer size multiplier.
  4. Enable Load replacements, disable Dump textures, and click Play using OpenGL to check the artwork.

The switches apply on Play. Restart after adding or editing pack files so the runtime scans them again. Disabling the mod restores the original artwork. The plugin does not write replacement pixels into native VRAM or change the save namespace.

HD replacements and dumping run on the render thread when it is enabled: residency changes travel with the recorded commands, and native VRAM (CPU raster under HD authority) is published to the guest at every sync point. A GP0(A0) upload holds the context from its header to its commit, so its mask checks and partial readbacks see every earlier draw; that also holds when HD turns on mid-upload or a savestate restores a state mid-upload. Smooth motion generates frames with HD replacements too: in-between draws resolve the same replacements, never write native VRAM and never dump. Dynamic resolution is available.

Capture defaults follow the referenced DuckStation policy: track uploads, union their used rectangles per palette, skip direct-color C16 textures, ignore results smaller than 16x16, and reduce palette ranges to used indices. Small sprites or parts can therefore be absent until you lower the thresholds. Dumping texture pages is optional and often produces more duplicate-looking images. PSX sprites are assembled from texture parts, palettes, and drawing commands; dumps are editable source textures, not reconstructed characters.

The Tomba example includes an inactive config.yaml.example. Copy it to config.yaml at the pack root to choose authoring settings. Option keys go directly at the YAML root, without an Options: section. Aliases: can map a canonical identity to a friendly PNG/JPEG/WebP filename relative to replacements; aliases do not alter the matching identity. See the format guide for the supported keys and their bounds.

Compatibility and diagnostics

Pack artwork is supplied separately. Matching depends on native game pixels and palettes; a different region or revision may not match. PNG, JPEG, and static WebP are supported, with a maximum of 8192 pixels per side, 64 MiB encoded, and 64 MiB decoded RGBA. Unsupported identities, configuration features, or images fall back to the original artwork. A savestate load or rewind restages VRAM; Beetle-keyed upload rectangles already seen in the session are then re-admitted when their restored words still hash to the same key. That re-hash is bounded: at most 256 rectangles covering at most one VRAM's worth of words (about 1 MiB of CRC per load or rewind step, oldest dropped first). Saving a state also writes the Beetle-format upload residency beside the slot (*.hdres, host metadata only, never in the .pst). Loading that slot restores it when the restored VRAM is exactly the VRAM it was saved with and the same pack is active (the sidecar carries a CRC of the whole native VRAM and the pack's identity, a hash of its replacement keys), so a HUD uploaded once per race keeps its replacement. Other loads (no sidecar, a different pack, DuckStation texupload names, rewind or netplay states) need fresh texture uploads from the game before upload-based replacements match again; page-based matching remains available. See DuckStation texture format notes for the exact supported filenames, hashing, alpha behavior, and limitations.

Development builds expose the TCP hd_textures command. It reports the selected root, switches, backend support, pack size, and matched, ready, and applied draw counts. Optional integer fields replacements: 0|1, dump: 0|1, and reload: 1 control an already configured pack during a test session. pending_dump_sources counts sources with capture usage awaiting publication; dumped_textures counts queued PNG jobs, which can precede files appearing. Exit the game to finish capture. Use present_shot to capture the composed OpenGL window; native VRAM screenshots retain the original artwork. Cache counters report composition hits/builds/pixels, GL uploads/evictions, decoded images/evictions, and decoded bytes. Repeated builds and uploads in a stationary scene indicate cache pressure rather than one-time pack loading.