Files
psxrecomp/runtime/include
Matthew Stanley af49fb02d6 gl-renderer: GPU rects/fills/lines + present straight from the FBO
Move the remaining 2D primitives (flat/textured rects, fill, lines) onto
the GPU, and present directly from the FBO color texture cropped to the
display region instead of reading the whole 1 MB FBO back to CPU VRAM
every frame.

Why both at once: the native present read the `vram` array directly and
relied on an incidental software op each frame (the HUD/sprites, drawn
last) to trigger the FBO->CPU sync. Moving every primitive to the GPU
removed that trigger, so a fully-GPU frame left `vram` stale -> black
present (the earlier FMV->black regression). The fix is to present from
the FBO when the GPU holds the freshest frame (gl_renderer_have_gpu_frame)
and to sync explicitly (gl_renderer_sync_cpu) on the software/24-bit path.

Result: the per-frame readback is gone for GPU scenes (the forest-lag
source), software/FMV frames keep the CPU present path (verified: the
MDEC intro renders correctly), and loads are faster.

KNOWN-FOLLOWUP cosmetic artifacts to clean up: the GPU textured shader
doesn't yet implement the texture window (wrap/mask), so tiled/wrapped
sprites show seams; bilinear texture_filtering isn't honored on the GPU
path; and the debug screenshot still reads CPU VRAM (stale under the
FBO-present path) so captures can lag the on-screen image.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-11 15:39:51 -07:00
..
2026-05-17 21:58:55 -07:00