Returning to the CPU flushed all queued drawing, also when a list only reached its stall address.
Wipeout Pure builds its lists as it goes and stalls about a hundred times a frame, so the main thread
spent a third of its time finishing the drawing at those flushes. A stalled list isn't done, so now
only a finished one flushes there, which makes Wipeout Pure 15% faster.
What relied on that flush now flushes itself: memory copies, sets, readbacks and uploads that overlap
the queued drawing, and save states, before memory is saved or loaded (FlushPendingDrawing). Syncs and
the display already did. Queued drawing still reads textures from PSP memory when it runs, so a game
that rewrites a texture between stalls without syncing would see the new one; on hardware the GE has
usually drawn with the old one by then.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
A texture that fits in the GE's 8 KB texture cache keeps what was first
read until TEXFLUSH, across primitives and draws, so a later self-textured
draw doesn't see an earlier one's writes (gpu/probe exp174: three passes
over a 16x16 4444 buffer differ in 177 pixels with and without a flush
between them, both now exact). FF Type-0's (NPJH50443) blur; two of its
PSP replays become exact.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
The hack skips the game's stretch blit, so the display framebuffer stays
black and savestate thumbnails and screenshots came out empty. Do the
stretch from the source image when reading back the display framebuffer.
AGENTS.md: Commit finished work without asking, push only when asked
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
The values read back when saving a context or getting matrix data are set
differently than the actual values used for rendering.
This implements the wrapping and bleeding between matrices within softgpu,
but leaves hardware rendering to only use the rendering registers for
speed.
When we flush we mark all pending writes zero, but we rely on this being
set to detect self-render.
TRANSFORM_ALL was wrong as well, sometimes clearing BINNER_RANGE.
When games draw and display with a frame lag, it becomes important that we
indicate really dirty for the correct buffer. Since some triple buffer,
this attempts to track at the buffer level using 1024 byte granularity.