mirror of
https://github.com/RetroPortingToolKit/psxrecomp
synced 2026-10-26 02:11:36 -04:00
94cb3807a9
Keep rollback/netplay multiplayer routing, dual-raster GL present, and TOC fingerprints while taking master's CHD support, mod load acceleration, adaptive widescreen, and geometry/perspective APIs. Co-authored-by: Cursor <cursoragent@cursor.com>
477 lines
25 KiB
C
477 lines
25 KiB
C
/* gpu.h — PS1 GPU hardware simulation (Phase 3).
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*
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* Implements GPUSTAT, GP0, GP1, and 1024x512 16-bit VRAM.
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* No rendering to screen — just correct hardware state transitions.
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*/
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#ifndef PSXRECOMP_GPU_H
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#define PSXRECOMP_GPU_H
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#include <stdint.h>
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typedef struct CPUState CPUState;
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#ifdef __cplusplus
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extern "C" {
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#endif
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void gpu_init(void);
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uint32_t gpu_read_gpustat(void); /* 0x1F801814 read */
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uint32_t gpu_read_gpuread(void); /* 0x1F801810 read */
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void gpu_write_gp0(uint32_t val); /* 0x1F801810 write */
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void gpu_write_gp1(uint32_t val); /* 0x1F801814 write */
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void gpu_set_gp0_source(uint32_t addr); /* diagnostic source for next GP0 word */
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/* Linked-list provenance for the next GP0 words. `word_count == 0` identifies
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* an ordering-table link node; packet nodes retain the most recently visited
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* OT rank. This lets diagnostics distinguish front-layer UI packets from
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* depth-sorted world packets without guessing from primitive shape. */
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void gpu_set_gp0_linked_list_node(uint32_t addr, uint32_t word_count);
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void gpu_vblank_tick(void); /* Toggle LCF, called at each simulated vblank */
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/* Display presentation accessors (Phase 3). */
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const uint16_t* gpu_get_vram(void); /* Pointer to 1024x512 16-bit VRAM */
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typedef struct {
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uint32_t display_x, display_y; /* VRAM start of display area (GP1(05h)) */
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uint32_t width, height; /* Derived from display mode + ranges */
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int depth24; /* GP1(08h) display depth flag: RGB888 scanout */
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int disabled; /* GP1(03h) display disable flag */
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} GpuDisplayInfo;
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void gpu_get_display_info(GpuDisplayInfo* out);
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/* GP1(08h) bit4 — 24-bit display. Renderers skip FBO upload queues while set:
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* packed RGB888 lives in the CPU mirror; treating A0 rects as 1555 FBO uploads
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* both wastes bandwidth and force-flushes when UP_RECTS_MAX is hit (MotK FMV). */
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int gpu_display_is_depth24(void);
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void gpu_display_pixel_rgb(const GpuDisplayInfo* di, uint32_t x, uint32_t y,
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uint8_t* r, uint8_t* g, uint8_t* b);
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uint32_t gpu_display_pixel_argb(const GpuDisplayInfo* di, uint32_t x, uint32_t y);
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/* Batch equivalent of calling gpu_display_pixel_argb(di, x, y) for x in
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* [0, count) on a depth24 (FMV) scanline — same output, far less per-pixel
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* overhead. `out` must hold at least `count` uint32_t ARGB entries. */
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void gpu_depth24_present_row(const GpuDisplayInfo* di, uint32_t y, uint32_t* out,
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uint32_t count);
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/* Depth24: RGB columns covered by CPU→VRAM uploads since the last reset.
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* Returns 0 when no uploads yet, crtc_w when coverage is full/unknown-beyond,
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* else the covered RGB width. Present black-fills [limit, crtc_w) without
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* shrinking the CRTC-derived draw width (avoids a flickering black pillar). */
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uint32_t gpu_depth24_rgb_limit(uint32_t display_x, uint32_t crtc_w);
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void gpu_depth24_upload_span_reset(void);
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/* MotK intro cuts retarget GP1(07h). While hold > 0, present should skip
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* Swap (keep prior frame) so stale trailing VRAM never flashes. One tick
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* per vblank; returns non-zero while the hold is still active after tick. */
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int gpu_depth24_present_hold_tick(void);
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/* After savestate restore: clear ephemeral hold so the restored depth24
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* frame can present immediately (span/prev_h come from the GPU snap). */
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void gpu_depth24_on_savestate_loaded(void);
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/* GP1(06h)/GP1(07h)/GP1(08h) fields for debug (gpu_state). */
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void gpu_get_crtc_debug(uint32_t *x1, uint32_t *x2, uint32_t *y1, uint32_t *y2,
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uint32_t *hres1_out, uint32_t *hres2_out);
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uint64_t gpu_get_gp0_count(void); /* Total GP0 writes since init */
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void gpu_get_gp0_stats(uint64_t* nop, uint64_t* fill, uint64_t* draw, uint64_t* env, uint64_t* copy);
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typedef struct {
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uint32_t left, top, right, bottom;
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int32_t offset_x, offset_y;
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} GpuDrawArea;
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void gpu_get_draw_area(GpuDrawArea* out);
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uint16_t gpu_vram_peek(int x, int y);
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/* Shaded quad vertex capture (Phase 4.5 debug). */
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typedef struct {
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int32_t vx[4], vy[4];
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uint32_t color[4];
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} GpuSqCapEntry;
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void gpu_arm_shaded_quad_capture(void);
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int gpu_get_shaded_quad_capture(const GpuSqCapEntry** out);
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/* Per-frame GP0 command ring (always-on; query via debug server).
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* Each entry records the GP0 command header + up to 6 payload words
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* (longer commands like 0x3C shaded textured quad are truncated to 6).
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* Stamped with the s_frame_count value at issue time so a debug
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* client can pull all commands for any frame in the ring window. */
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#define GPU_GP0_RING_MAX_WORDS 12
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typedef struct {
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uint32_t frame;
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uint32_t seq;
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uint32_t src_addr; /* RAM/MMIO source address of command header, if known */
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uint32_t pc; /* g_debug_last_store_pc when command completes */
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uint32_t func; /* g_debug_current_func_addr at issue (executing guest fn) */
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uint32_t ra; /* guest $ra at issue: direct caller of the leaf GP0 helper */
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uint8_t opcode;
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uint8_t n_words; /* total command length; >MAX means truncated */
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uint16_t ot_rank; /* linked-list OT rank, 0xFFFF outside/unknown */
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uint32_t cmd[GPU_GP0_RING_MAX_WORDS];
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/* Builder attribution (populated only for VRAM->VRAM copies, op 0x80):
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* bounded guest-stack unwind of validated return addresses, innermost
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* first. Lets a caller skip the libgpu funnel band and name the game-level
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* routine that assembled the copy. Zero for non-copy commands. */
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uint32_t bld[6];
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uint32_t csp; /* raw guest $sp at copy time (diagnostic) */
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} GpuGp0RingEntry;
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uint64_t gpu_gp0_ring_total(void);
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uint32_t gpu_gp0_ring_capacity(void);
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uint32_t gpu_gp0_ring_max_words(void);
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int gpu_gp0_ring_dump_frame(uint32_t frame, GpuGp0RingEntry *out, int max_out);
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void gpu_gp0_ring_frame_span(uint32_t *out_oldest, uint32_t *out_newest);
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/* Vblank presentation callback — called from gpu_vblank_tick().
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* Under netplay the callback is deferred to gpu_vblank_flush_present() at
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* BB / IRQ-check edges so finish_frame digests are not sampled mid-block. */
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typedef void (*gpu_vblank_cb)(void);
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void gpu_set_vblank_callback(gpu_vblank_cb cb);
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void gpu_vblank_flush_present(void);
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void gpu_vblank_clear_deferred_present(void);
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/* Queue one deferred present (netplay RB resume when I_STAT already has
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* VBlank — snap resync cleared the pending callback). */
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void gpu_vblank_arm_deferred_present(void);
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/* 1 while a netplay deferred present is armed (MotK CD54 VBlank hold). */
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int gpu_vblank_present_pending(void);
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/* Clear flush_present reentrancy guard before longjmp (flush_resume). */
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void gpu_vblank_release_present_flush_guard(void);
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/* Present-time screen-colour model (see color_lut.h ScreenKind: 0=raw,
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* 1=crt, 2=composite, 3=trinitron). Config/launcher-driven; the PSX_SCREEN
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* env var, if set, overrides this. Default 0 (raw) is byte-identical. */
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void gpu_set_screen_kind(int kind);
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/* Widescreen proportion correction (active only when aspect != 4:3 and the
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* game's [widescreen] block opts in — see config_loader.h). Tagged
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* character/billboard prims are re-squashed around their projected anchor;
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* untagged SPRT prims (screen-space HUD/menus) around the display centre.
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* psx_ws_sprite_tag is the per-prim callback the recompiler emits at the
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* entry of each [widescreen] sprite_tag_funcs function. */
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/* mode: 0 = off (4:3 identity), 1 = squash (legacy hack), 2 = native-wide
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* (render the wider FOV into a wider frame, present 1:1; GTE not squashed). */
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void gpu_ws_configure(int aspect_num, int aspect_den,
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uint32_t sprite_anchor_addr, int hud_sprt_squash, int mode);
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/* [widescreen] full_2d: opt a pure-2D sprite game into the widescreen present
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* path (treat every in-game frame as gameplay, since it never tags 3D prims). */
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void gpu_ws_set_full_2d(int on);
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void gpu_ws_set_auto_ui_squash(int on);
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/* [widescreen.bg2d] Capcom 2D background tile-loop widen — hooked at the renderer's
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* column-count / start-tile-col / start-screen-x instructions. Identity at 4:3
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* and in the engine's 512 hi-res mode. */
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void gpu_ws_bg2d_configure(uint32_t layer_base, uint32_t ring_base,
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uint32_t map_size_addr, uint32_t layer_stride_addr,
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uint32_t ring_cols, uint32_t layer_count,
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uint32_t layer_struct_stride, uint32_t packet_cap);
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/* Some Capcom variants (MMX5/MMX6) can compose a layer's scroll with a parent
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* selected by byte +0x52. MMX4's streamer always uses each layer's own scroll. */
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void gpu_ws_bg2d_set_parent_links(int on);
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int psx_ws_bg2d_cols(int base);
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int psx_ws_bg2d_startcol(int col, unsigned mask);
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int psx_ws_bg2d_startx(int x);
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int psx_ws_bg2d_stream_left(int x);
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int psx_ws_bg2d_stream_right(int x);
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int psx_ws_bg2d_undercap(int counter, int native_cap);
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/* MISNAMED, NOT MMX6-SPECIFIC, AND NOT SAFE TO DELETE (surveyed 2026-07-27).
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*
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* These read as "MMX6 compat shims" and the comment here used to say exactly
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* that. They are not. They are the widescreen-2D entry points that the
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* recompiler emits for ANY title with a [widescreen.bg2d] block, and live
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* generated code in several non-MMX6 games links them today:
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*
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* psx_ws_mmx6_bg_cols/startcol/startx/stream_left/stream_right
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* -> CrashBashRecomp, MegaManX5Recomp, TsumuRecomp (+ -release)
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* psx_ws_mmx6_bg_undercap (below, in gpu.c)
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* -> ApeEscapeRecomp, CrashBashRecomp, MegaManX4Recomp,
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* MegaManX5Recomp, TsumuRecomp, Vigilante8PSXRecomp, THPS2
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*
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* Each one forwards to its psx_ws_bg2d_* twin above, which is the real
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* implementation. Only the NAME is historical: this began as MMX6 widescreen
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* work and was generalised without renaming the emitted symbols.
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*
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* Deleting or renaming them breaks widescreen in every repo listed above, and
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* a rename cannot be runtime-only: the names are emitted by
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* recompiler/src/code_generator.cpp, which is in codegen_hash_sources.cmake,
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* so changing it rolls the overlay cache tag and forces a regen + reshard of
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* every title. That is the reason this is still called mmx6 in 2026.
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*
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* Verify before touching, don't trust this comment: grep the generated trees
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* of the game repos for psx_ws_mmx6_bg_undercap and see who turns up.
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*/
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int psx_ws_mmx6_bg_cols(int base);
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int psx_ws_mmx6_bg_startcol(int col);
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int psx_ws_mmx6_bg_startx(int x);
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int psx_ws_mmx6_bg_stream_left(int x);
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int psx_ws_mmx6_bg_stream_right(int x);
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struct CPUState;
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void psx_ws_sprite_tag(struct CPUState* cpu);
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/* Native-wide (mode 2) on a game frame. ws_nw_extra() is the total width the
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* frame grows by, in display pixels (the present path widens the display read
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* by this; 0 when native-wide is inactive). */
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int ws_native_wide_active(void);
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int ws_nw_extra(void);
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/* True when the current frame must present at native 4:3 (FMV video or a
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* full-2D menu/title screen), so the squash is suppressed and content drawn
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* pixel-native. The present path uses the same predicate to pillarbox. */
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int gpu_ws_present_native_43(void);
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/* Per-side X cull-margin (screen/world units) emitted into the game's draw-
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* cull immediates by the recompiler ([widescreen.cull]); 0 unless stretching. */
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int psx_ws_x_margin(void);
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void gpu_ws_set_cull_guard_pixels(int pixels);
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/* Bias/range activation-window margin. This may include an additional
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* resident-object lead while render/terrain paths retain psx_ws_x_margin(). */
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int psx_ws_activation_margin(void);
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void gpu_ws_set_activation_guard_pixels(int pixels);
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void gpu_ws_set_explicit_cull_sites(const uint32_t *bias, int nbias,
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const uint32_t *slti, int nslti,
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const uint32_t *range, int nrange);
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void gpu_ws_set_slti_lower_cull_sites(const uint32_t *sites, int nsites);
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void gpu_ws_set_negsub_cull_sites(const uint32_t *sites, int nsites);
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void gpu_ws_set_vxrange_cull_sites(const uint32_t *sites, int nsites);
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void gpu_ws_set_depth_cull_sites(const uint32_t *sites, int nsites);
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void gpu_ws_set_plane_nx_sites(const uint32_t *sites, int nsites);
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void gpu_ws_set_xclip_load_sites(const uint32_t *sites, int nsites);
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void gpu_ws_set_cull_keep_sites(const uint32_t *addresses,
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const uint32_t *expected,
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const uint32_t *results, int nsites);
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void gpu_ws_set_angle_sites(const uint32_t *addresses,
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const uint32_t *expected, int nsites);
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void gpu_ws_set_aspect_cone(const uint32_t *addresses,
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const uint32_t *expected,
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const uint32_t *cosine_thresholds,
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const uint32_t *object_regs,
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const uint32_t *x_regs,
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const uint32_t *z_regs,
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const uint32_t *y_regs,
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const uint32_t *queue_guards,
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int nsites,
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uint32_t forward_addr,
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uint32_t object_type_offset,
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uint32_t hysteresis_pixels,
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uint32_t queue_reserve,
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const uint32_t queue_count_addrs[3],
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const uint32_t queue_capacities[3],
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const uint32_t queue_type_masks[3]);
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int psx_ws_is_cull_bias_site(uint32_t pc);
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int psx_ws_is_cull_slti_site(uint32_t pc);
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int psx_ws_is_cull_slti_lower_site(uint32_t pc);
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int psx_ws_is_cull_negsub_site(uint32_t pc);
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int psx_ws_is_cull_vxrange_site(uint32_t pc);
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int psx_ws_is_cull_depth_site(uint32_t pc);
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int32_t psx_ws_depth_bound(int32_t imm);
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int psx_ws_is_cull_range_site(uint32_t pc);
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int psx_ws_is_cull_plane_nx_site(uint32_t pc);
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int32_t psx_ws_plane_nx(int32_t nx);
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int psx_ws_is_cull_xclip_load_site(uint32_t pc);
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uint32_t psx_ws_xclip_bound(uint32_t vanilla);
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uint32_t psx_ws_cull_keep_result(uint32_t vanilla, uint32_t forced);
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int psx_ws_cull_keep_site(uint32_t pc, uint32_t instr, uint32_t vanilla,
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uint32_t *out);
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uint32_t psx_ws_angle_widen(uint32_t vanilla);
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int psx_ws_angle_site(uint32_t pc, uint32_t instr, uint32_t *out);
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uint32_t psx_ws_aspect_cone_result(uint32_t site, uint32_t vanilla,
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uint32_t object, int32_t x, int32_t z,
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int32_t y);
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int psx_ws_aspect_cone_site(CPUState *cpu, uint32_t pc, uint32_t instr,
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uint32_t vanilla, uint32_t *out);
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/* Scale a signed Q16 horizontal gameplay limit into the active native-wide
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* game field. Identity at 4:3 / menus / FMV. */
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int32_t psx_ws_player_x_bound(int32_t vanilla);
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void gpu_ws_set_signed_x_bound_sites(const uint32_t *addresses,
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const uint32_t *expected, int count);
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int psx_ws_is_signed_x_bound_site(uint32_t pc, uint32_t instr);
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/* Shared render-funnel screen-X cull widening ([widescreen.cull] auto_screen_x):
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* the gcc emit and the interpreter both route a flagged
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* `sltiu rt, sx, 0x140/0x141` through this one helper so every overlay execution
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* path widens identically. Returns the sltiu verdict (1 = keep). 0 at 4:3. */
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int psx_ws_cull_sltiu(uint32_t sx, uint32_t imm);
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/* Signed-funnel variants (min/max + center±halfwidth idioms — see
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* ws_cull_detect.h): right-edge widen for `slti v, minSX, W` and left-edge
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* widen for the paired `bltz maxSX` reject. Identity at 4:3. */
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int psx_ws_cull_slti(uint32_t sx, uint32_t imm);
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int psx_ws_cull_slti_lower(uint32_t sx, uint32_t imm);
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int psx_ws_cull_bltz(uint32_t v);
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int psx_ws_cull_vxrange(uint32_t x, uint32_t imm);
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/* True if a run of instruction words carries the screen-extent reject signature
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* (a width compare AND a height compare from the configured immediate sets).
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* Used by the interp to gate the widening to real render funnels. */
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int psx_ws_func_has_screen_cull(const uint32_t *words, int n);
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/* Classify words[idx] as an X left-edge reject bltz (runtime imm sets). */
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int psx_ws_cull_bltz_at(const uint32_t *words, int n, int idx);
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/* Per-game cull signature immediates ([widescreen.cull] screen_w_imms /
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* screen_h_imms); defaults 0x140/0x141 + 0xE0/0xF1. */
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void gpu_ws_set_cull_imms(const uint32_t *w, int nw, const uint32_t *h, int nh);
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int psx_ws_is_cull_w_imm(uint32_t imm);
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/* Per-game opt-in gates for the pattern-scanned interp widen hooks
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* (auto_screen_x cull + auto_backdrop preload). Default OFF: a title that
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* never opted in must never have its live code pattern-scanned and rewritten. */
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void gpu_ws_set_auto_hooks(int cull_on, int backdrop_on);
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int psx_ws_auto_cull_on(void);
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/* Perspective-correct UV interpolation for textured world polygons
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* ([video] perspective_texturing). Also turns on the SWC2 RAM-provenance
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* tracking it needs, so a polygon only qualifies when every position word in
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* its DMA packet was written by a GTE projection store. Default off. */
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void gpu_texture_correction_set(int enabled);
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/* Triangles drawn with perspective-correct UVs since startup. */
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uint32_t gpu_texture_correction_hits(void);
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/* GTE-activity gameplay detector ([widescreen] gte_game_mode) for 3D titles
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* with no sprite-tag helper: gte.cpp notes every RTPS/RTPT projection; a frame
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* that projects enough vertices is stamped as gameplay. */
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void gpu_ws_set_gte_game_mode(int on);
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void psx_ws_note_gte_project(int nverts);
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/* Optional authoritative gameplay-state gate. When configured, it replaces
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* heuristic gameplay classification for native-wide presentation. */
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void gpu_ws_set_gameplay_state_gate(uint32_t addr,
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const uint32_t *values, int nvalues);
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/* Native-wide HUD corner re-anchoring ([widescreen] nw_hud_corners): push
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* outer-third screen-space HUD primitives out to the true wide-frame corners
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* (they otherwise sit inset by the reveal). Runtime-only. Off by default. */
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void gpu_ws_set_nw_hud_corners(int on);
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/* Targeted alternative for sprite-heavy 2D games: corner-anchor only primitives
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* whose ordering-table packet lives in the configured half-open RAM range. */
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void gpu_ws_set_nw_left_hud_packet_range(uint32_t lo, uint32_t hi);
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void gpu_ws_begin_linked_list(void);
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void gpu_ws_end_linked_list(void);
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void gpu_ws_prepass_linked_list(uint32_t start_addr);
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/* Native-wide full-frame 2D backdrop stretch ([widescreen] nw_backdrop):
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* stretch a screen-space quad that covers the whole 4:3 framebuffer (sky
|
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* gradient / backdrop image) to fill the wide frame, so it no longer
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* pillarboxes at the reveal margins. Runtime-only. Off by default. */
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void gpu_ws_set_nw_backdrop(int on);
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/* Native-wide flat-polygon backdrop stretch ([widescreen] nw_flat_backdrop):
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* stretch untextured primitives in the wide mirror without changing the
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* canonical 4:3 framebuffer. Intended for flat-colour sky/water backdrops. */
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void gpu_ws_set_nw_flat_backdrop(int on);
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int gpu_ws_nw_flat_backdrop_enabled(void);
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/* Stretch the title-opted textured pre-3D backdrop phase in the wide mirror. */
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void gpu_ws_set_nw_phase_backdrop(int on);
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|
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/* Backdrop screen-X correction ([widescreen.backdrop] x_sites). The parallax
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* 2D backdrop layer computes screen-X without the GTE, so it misses the
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* widescreen squash; the recompiler emits this on each backdrop handler's
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* final screenX store to squash it around the screen centre (identity at 4:3).
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* Pulls far backdrop pieces in from past the 320px edge to cover the 16:9 FOV. */
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int psx_ws_backdrop_x(int x);
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|
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/* Backdrop PRELOAD ([widescreen.cull] auto_backdrop). psx_ws_backdrop_preload()
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|
* is nonzero only while native-wide widescreen is engaged (0 at 4:3 / boot /
|
|
* FMV / full-2D), so the rewrite is byte-identical when off. psx_ws_backdrop_value()
|
|
* is the one value substitution shared by the gcc emit and the
|
|
* interpreter for a detected window bound: it returns `orig` unless preload is
|
|
* engaged, in which case it forces the bound to preload the WHOLE finite tile
|
|
* row (START -> 0, END -> large sentinel pinned by the generator's high clamp to
|
|
* extent-1). Every column is submitted, so the widened 16:9 viewport never gaps;
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* the generator's clamps + the byte-sized row extent keep it bounded. */
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int psx_ws_backdrop_preload(void);
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uint32_t psx_ws_backdrop_value(uint32_t orig, int is_end, int window_cols);
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|
|
|
/* auto_backdrop diagnostic ring (always-on). The interpreter records every
|
|
* window rewrite (with the live extent / DL count / camera-X); `ws_backdrop_ring`
|
|
* dumps it. psx_ws_backdrop_ring_json() formats the recent entries into `buf`
|
|
* (returns bytes written, excluding the caller's JSON envelope). */
|
|
void psx_ws_backdrop_ring_note(uint32_t pc, int kind, int wcols, uint32_t orig,
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uint32_t finalv, int extent, int camx, int count,
|
|
uint32_t base, uint32_t dl);
|
|
int psx_ws_backdrop_ring_json(char *buf, int cap);
|
|
|
|
/* Live-tunable backdrop widen amount (ws_backdrop_margin command): <0 whole-row,
|
|
* 0 off, >0 N-column widen. g_ws_bd_from_interp is the interp's one-shot
|
|
* "I will record the rich entry myself" flag (see gpu.c / dirty_ram_interp.c). */
|
|
extern int g_ws_bd_margin;
|
|
extern int g_ws_bd_from_interp;
|
|
|
|
/* Native-wide: nonzero if the GP0 prim currently being drawn is sprite-tagged
|
|
* (a character / Tomba / HUD element). The GL 2D-backdrop stretch uses this to
|
|
* EXCLUDE foreground sprites (only the untagged 2D backdrop is stretched). */
|
|
int psx_ws_prim_is_tagged(void);
|
|
|
|
/* Flower-field backdrop data-structure address range + a predicate matching the
|
|
* prim being drawn against it (gp0_cmd_source_addr ∈ [lo,hi]). The dirty-RAM
|
|
* interp sets lo/hi when the backdrop generator runs; the GL stretch gate uses
|
|
* psx_ws_prim_in_backdrop() to identify the flower-field tiles precisely. */
|
|
extern uint32_t g_ws_backdrop_lo, g_ws_backdrop_hi;
|
|
int psx_ws_prim_in_backdrop(void);
|
|
|
|
/* Backdrop store-site registry: the runtime registers the [widescreen.backdrop]
|
|
* x_sites here (from game.toml) so the dirty-RAM interpreter applies the same
|
|
* psx_ws_backdrop_x() squash at those `sh` PCs that the recompiler emits into
|
|
* native cache DLLs — overlay code frequently runs interpreted, where the emit
|
|
* can't reach. PCs are masked to the physical (KUSEG) range. */
|
|
void psx_ws_set_backdrop_sites(const uint32_t* pcs, int n);
|
|
int psx_ws_is_backdrop_site(uint32_t pc);
|
|
|
|
/* Live widescreen state for diagnostics (TCP gpu_state). All pointers
|
|
* optional. last_tag_frame/cur_frame let the caller see game_mode freshness. */
|
|
typedef struct {
|
|
int configured; /* ws_xnum != ws_xden */
|
|
int active; /* squash currently applied this frame */
|
|
int game_mode; /* tagged char/billboard prim within 2 frames */
|
|
int present_native_43; /* frame presents pillarboxed 4:3 (FMV/full-2D) */
|
|
int x_margin; /* psx_ws_x_margin() right now */
|
|
int activation_margin; /* psx_ws_activation_margin() right now */
|
|
int xnum, xden; /* squash factor */
|
|
int mode; /* 0 = off, 1 = squash, 2 = native-wide */
|
|
int nw_extra; /* native-wide frame growth (display px), 0 if off */
|
|
uint64_t cur_frame;
|
|
uint32_t last_tag_frame; /* frame of newest tagged prim */
|
|
uint32_t last_3d_frame; /* frame of newest shaded prim (diagnostic) */
|
|
uint32_t gte_verts; /* RTPS/RTPT verts in the last completed frame */
|
|
uint32_t last_world3d_frame;/* newest SUSTAINED world-scale projection frame */
|
|
uint32_t ovh_prims; /* overhanging polys in the last completed frame */
|
|
uint32_t last_ovh_frame; /* newest SUSTAINED polygon-overhang frame (the
|
|
2D-only-scene classifier's world signal) */
|
|
int auto_ui_squash; /* final-OT grouped UI correction configured */
|
|
int auto_ui_dense; /* current list classified as a dense menu */
|
|
uint32_t auto_ui_ot_rank; /* highest populated UI rank in current list */
|
|
uint64_t auto_ui_candidates;
|
|
uint64_t auto_ui_transforms;
|
|
uint64_t aspect_cone_calls;
|
|
uint64_t aspect_cone_43_identity;
|
|
uint64_t aspect_cone_vanilla_keep;
|
|
uint64_t aspect_cone_visible_keep;
|
|
uint64_t aspect_cone_guard_keep;
|
|
uint64_t aspect_cone_hysteresis_keep;
|
|
uint64_t aspect_cone_outside_reject;
|
|
uint64_t aspect_cone_queue_reject;
|
|
uint32_t aspect_cone_queue_highwater[3];
|
|
uint64_t angle_calls;
|
|
uint64_t angle_43_identity;
|
|
uint32_t angle_max_vanilla;
|
|
uint32_t angle_max_widened;
|
|
} GpuWsDebug;
|
|
void gpu_ws_get_debug(GpuWsDebug* out);
|
|
|
|
typedef struct {
|
|
uint32_t address;
|
|
uint64_t calls;
|
|
uint64_t identity_43;
|
|
uint64_t vanilla_keep;
|
|
uint64_t visible_keep;
|
|
uint64_t guard_keep;
|
|
uint64_t hysteresis_keep;
|
|
uint64_t outside_reject;
|
|
uint64_t queue_reject;
|
|
} GpuWsAspectConeSiteDebug;
|
|
/* Exact-site telemetry for separating actor-list and per-child participation
|
|
* predicates. Returns zero when address is not configured. */
|
|
int gpu_ws_get_aspect_cone_site_debug(
|
|
uint32_t address, GpuWsAspectConeSiteDebug* out);
|
|
|
|
/* Diagnostic: force psx_ws_x_margin() to return v (>=0) regardless of state,
|
|
* or -1 to restore the normal computed margin. For live cull-margin sweeps. */
|
|
void gpu_ws_set_margin_override(int v);
|
|
|
|
/* Native-wide HUD corner re-anchoring: allow TAGGED rect-family prims to
|
|
* shift too (live A/B via TCP ws_hud_mode; some HUD composites render
|
|
* through the tagged sprite funnel). */
|
|
void gpu_ws_set_nw_hud_tag_rects(int on);
|
|
|
|
/* Always-on draw-census ring: every drawn primitive records frame / source
|
|
* addr / camera / first-vertex screen pos, so object spawn/despawn and edge
|
|
* culls are observable in data. Dump frames [f0,f1] to a CSV file. */
|
|
int gpu_ws_census_dump(uint32_t f0, uint32_t f1, const char *path);
|
|
void gpu_ws_census_set(int on);
|
|
uint64_t gpu_ws_census_seq(void);
|
|
|
|
#ifdef __cplusplus
|
|
}
|
|
#endif
|
|
|
|
#endif /* PSXRECOMP_GPU_H */
|