Before 71210f3fa2, a second dump request during a recording started it again, writing another
INIT (and initial CLUT) into the dump: the GE state of that moment, which already includes the
register writes the dump only has after it. Playback applied it, so the last draws ran with the
wrong state: GOD EATER BURST (13950) and GOD EATER 2 (6343) came out black and Street Riders
(14746) garbled. The recorder only writes an INIT when it starts, so skip any later one. The 15
such dumps in the GitHub issue set now match the PSP's replay, 10 of them exactly.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
The recorder saves the CLUT the GE had loaded right after INIT, as a CLUT command with no
LOADCLUT to follow, unlike the CLUTs it records at a LOADCLUT. Playback only pointed the CLUT
address at it, so draws before the game's first LOADCLUT used whatever CLUT was loaded before:
HotBrain (16131, ULUS10268) drew its save screen background black. Load it, and put the game's
CLUT address back.
A dump whose last DISPLAY turns the display off (address 0), or has none, now shows the last
framebuffer drawn to (Auditorium 9213). The PSP replayer does both the same way.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
A dump records a texture at a swizzled VRAM mirror as the game sampled
it, and the PSP's replayer writes it back with the CPU, which the PSP
sends through the depth layout at any access width. PPSSPP's playback
wrote it raw, so with depth stored in the GE's layout the texture came
back permuted: IL-2's depth texture at 0x04710000 and the two Gensou
Suikoden swizzle dumps. Texture copies, memcpys and memsets into a
mirror now go through the layout, 32 aligned bytes at a time. Against
PSP replays: both Suikoden dumps are now exact (from 1912 and 8083
pixels off), Star Wars #15832 is 67 off (from 2590) and IL-2 894 (from
70505, the rest from a write the next draw reads before it lands).
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
With the software renderer, which now stores depth as the GE does, a
16-bit read or write at VRAM's 0x04200000 or 0x04600000 mirror goes to
where the GE's 16-bit or 32-bit color layout puts that depth pixel
(ppsspp-re geprobe exp88: the mirrors are the layout's exact inverse).
Games access depth there with nothing else, so other widths stay plain.
The accessors check the address, then whether the GPU core is the
software renderer (CoreParameter); the hardware renderers keep depth plain
and handle the layout their own way. The renderer keeps the layouts up to
date with the EDRAM address translation. With it, the JITs send 16-bit
loads and stores to the interpreter, and the IR passes don't change a
load's width to or from 16 bits.
The pspautotests that read depth through the mirrors now do so 16 bits
at a time, re-recorded on hardware unchanged.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
The software renderer kept depth linear in VRAM, where the GE stores it
in the layout GPU/Common/DepthSwizzle.h describes, from the EDRAM address
translation and the color format. So a texture or anything else sharing
VRAM with a depth buffer saw depth land in the wrong places (the player's
shadow in Silent Hill: Origins, #22415). Now every depth access goes
through the layout: the generic pixel functions, the 2x2 depth test, the
depth clear in 16-pixel runs, and the x86 pixel JIT, whose IDs carry the
translation so the layout's constants are compiled in. It changes with
the color format and sceGeEdramSetAddrTranslation, after a flush.
Reading VRAM through its 0x04200000 and 0x04600000 mirrors undoes the
layout, as the GE does: texturing from them (drawn from a linear copy
made after a flush), and block transfers from or to them (Hayate no
Gotoku restores its depth buffer through 0x04600000, #17878). Saved and
debugger depth buffers read through the layout, so they're linear.
Socom's lens flare dump now matches a PSP replay where it changes. About
2-3% more cycles in God of War, Tekken 6, Wipeout and Burnout.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Where the GE stores each depth pixel, from the EDRAM address translation
and the color format: with 32-bit color, address bits 5 up to log2(T) - 1
rotate left by one, then (T << 3) | 0x40 is XORed in (0x600, and bits 9
and 10 swapped, at T 0). The CPU sees the same mapping through VRAM's
0x04200000 and 0x04600000 mirrors. Measured in ppsspp-re geprobe exp8-10
(every pixel of 512x272 buffers at each T) and exp88; the unit test checks
it against the model fitted there.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
The copy for texturing from the current render target was cropped to the
UV bounds, but bilinear filtering at the edges reads one texel beyond them,
which then came from whatever the temp FBO last held. On Vulkan that put
magenta streaks into Need for Speed Shift's sun glow, and also hit Call of
Duty, Burnout Dominator (#12831) and Assassin's Creed Bloodlines (#15821).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The fragment Z is the PSP's Z / 65536, and flat draws land exactly on an
integer Z. floor(z * 65535) put that Z - Z/65536 just above the boundary, so
float error (which differs with W) could drop it by one: Patlabor redraws a
HUD icon at the same depth with GEQUAL, and the second draw failed on
Vulkan. Floor Z + 0.01 instead, and store Z / 65535, as clears and the depth
clamp path do. Also fixes Heroes Phantasia #6485.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A rectangle's depth is flat, so right at a depth range limit our float
rounding drops or keeps the whole thing. Mana Khemia 2 draws a conversation
background at GE screen Z 1 with minz 1, and we computed 0, so it vanished
(#12858). When the GE's depth would land on the other side of the range
check, use it; otherwise keep ours, which matches the hardware-transformed
draws a rectangle may be depth tested against (rounding all rectangle depths
to the GE's broke the Need for Speed HUD).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Without them nothing culls triangles beyond the far plane: depth clamp draws
them, as with the stands over the pitch in FIFA Soccer on macOS. Fixes FIFA
and Hellboy on OpenGL there, and DBZ Tenkaichi Tag Team, Monster Hunter 3rd
and Street Riders on both backends.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
With one vertex behind the near plane, the GE splits the remaining quad from
the vertex before the clipped one (gpu/probe exp43, exp44, as in SoftGPU's
Clipper.cpp). The other diagonal could put a far off-screen near-plane vertex
in both halves, so range culling dropped the whole triangle: the floor in
#16131's box test vanished. The index generator reverses triangles to flip
culling, so the batch's order is passed along.
Triangles entirely beyond the far plane are now culled even when in front of
the near plane, with the cull-distance epsilon, so z/w = 1.0000172 (exactly
1.0 to the GE) still counts as inside.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Nothing writes depth then, so the shader write is wasted. On Apple's OpenGL
it also broke Tales of Phantasia (PixelDepthRounding): once the shader writes
gl_FragDepth, a discarded fragment still writes stencil, so a color-tested
stencil pass marked the whole area and the background tiles drawn with
stencil EQUAL 0 vanished.
New FS ID bit, so both shader caches get a version bump.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The vertex shader puts min/max Z in clip distances 0 and 1 and the near plane
in 2, but the program flags still followed an older layout and never enabled
plane 2. Geometry crossing the near plane was then only depth clamped, and
smeared across the screen (Hellboy, FIFA Soccer, Hoto no Ken frame dumps).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
On the PSP the color and alpha/stencil write masks apply to clears like to
drawing (gpu/stencil/writemask, ppsspp-re geprobe exp254). Clear-mode draws
now take the same per-channel heuristic as other draws, and a clear with RGB
masked is drawn rather than done as a hardware clear.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Partial red, green and blue write masks now always go through the shader with
a framebuffer read. Across the frame dump set this only improves games outside
the old list (Split/Second, Ultimate Ghosts 'n Goblins, older DiRT 2 and OutRun
dumps without a game ID). Partial alpha masks keep the old heuristic: alpha is
the stencil, with its own write mask, and taking the shader path for them made
Pro Yakyu Spirits and Gangs of London worse.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
On the PSP the stencil is the alpha bits, so after the colors of another
format are reinterpreted into a 5551, 4444 or 8888 buffer, its stencil has to
follow the new alpha. Ultimate Ghosts 'n Goblins sets 5551 alpha with a masked
565 blue write and then stencil tests on it; Vulkan drew its glow through a
stale stencil. The memory stencil upload's pipeline and passes are shared.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The vertex shader stores depth as z / 65536, so reading it back with 65535
came out one too low whenever z's fraction was below z / 65536. Both the CPU
conversion and the shader path (used on GLES and at higher render
resolutions) had it. The shader also ran at the fragment shader's default
lowp, which mobile GPUs honor; 24 bits of depth need highp, sampler included
on GLES.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The GLES texture cache keeps 16-bit CLUTs in clutBuf_ converted to its own
component order, and GetClutTexture converted them again, so Fushigi no
Dungeon 4's tiles came out black on OpenGL. The framebuffer depal path
already passed clutBufRaw_.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The separate depal pass reads whole pixels, not the byte each texel picks, so
Star Wars: The Force Unleashed's color grade turned magenta. Vulkan and
OpenGL now match each other and the PSP.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Linux's uint64_t is unsigned long, which neither of its u32 and u64
(unsigned long long) overloads takes exactly, so the call was ambiguous.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
The range check was written as tests for outside, which are all false for
NaN, so a NaN vertex passed and was converted to an integer. That differs
by CPU: arm64 gives 0, which lands off screen, while x86-64 gives INT_MIN,
which wraps, and the triangle's area overflowed into a huge sliver. In the
recording-opengl and recording-vulkan dumps that drew a beam across the
top right that a PSP replay of the dump doesn't show. Now such a vertex is
flagged, and its triangles dropped, on both.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
A full state ring flushed the binner, and the next state change filled
it again in the same way. Now the flush also doubles the ring, up to
32768 states, so it happens at most a few times. Nothing draws right
after a flush, so the ring can move then. In the benchmark games, no
more than 512 states were queued between flushes, so 4096 stays the
starting size.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
The binner kept a bounding box of every queued item's range, updated for
each item, only to tell whether anything had been queued since the last
flush. A flag says the same. Expand, which grew the box, is now
ItemQueued.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Each queued primitive adds its vertex flags (alpha, fog, colors) to its
state, and states are optimized for those flags before their items are
distributed. A state can still gain primitives after some of its items
are in tiles. Re-optimizing it then changed its pixel and sampler
functions and IDs while threads drew with them. With the x86 pixel JIT,
the span function could turn null between checking and calling it, as
in Coded Arms' frame dump. God of War hit this about four times a frame.
Now a state is live once any of its items is in a tile, until the tiles
are drawn and reset, and a live state isn't changed. A primitive that
would change a live state's flags starts a new, unoptimized state from
the same registers instead, optimized for its own primitives only.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
The pixel and sampler JITs only exist on x86-64, but elsewhere a cache
miss still flushed the binner before the compile that did nothing, and
the cache never filled. So on ARM every switch to a new pixel or sampler
state was a full flush: hundreds per frame.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Expanding a pending range by a rectangle starting below its start added
a negative row count to an unsigned height, which wrapped to millions of
rows. Overlap tests then overflowed and missed real overlaps. Now a
merged range is whole rows from the lower start to the higher end.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
A draw whose texture rectangle overlapped what queued primitives write
flushed, once per draw. NeedsOrder already orders each primitive by the
texels it actually reads, so let it. God of War's bloom passes texture
from the main framebuffer declared as 512x512, which reaches into the
buffer they draw to, and flushed every 30 primitives: 6% faster there.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Every tile a triangle touches sets it up again, so larger tiles do less
of that. The tile size is now picked at startup, as large as it can be
with at least sixteen tiles per thread over the screen. With fewer, a
scene whose drawing is concentrated on part of the screen leaves threads
idle: on eight threads, 128x32 tiles (four per thread) took LocoRoco a
third longer than 64x16, and God of War 5% longer. So eight threads keep
64x16, and four or fewer get larger tiles.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
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>
Waking a worker is a condition variable signal, a system call, and the main thread paid one per idle
worker every 48 queued items. With Tekken 6's tiny draws (about 5 vertices each) the workers keep
running dry, and those signals were about 10% of the main thread, which is what limits it there.
Now no more threads are woken than tiles have work, and only the first is woken from the main thread;
it wakes the rest.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
A state that textures from what it draws to, or whose scissor reaches
past the stride, used to switch the binner to one thread, and every
primitive was drawn alone, copying the whole texture for its snapshot.
In Wipeout, God of War and GTA that was a third to half of the time.
Now it's decided per primitive. One is drawn after everything queued
and before what follows only if it needs that: it textures from texels
a queued primitive (or itself) writes, it writes texels a queued one
still has to read, or it reaches past the stride. Reads are bounded by
the vertices' texture coordinates plus the filter's neighbors and
mapped to tiles of the target; queued writes and reads are tracked per
tile. Everything else goes to the tiles as usual. The in-order ones are
split into bands of rows when large, since each pixel reads only the
snapshot, and the snapshot now only copies the previous primitive's
columns.
Same results on 263 frame dumps and 8 games.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Each thread used to own a band of the screen, fixed when the work was
first split, and got its own copies of the primitives touching it. Bands
were rarely balanced (edge bands had half the work of middle ones, and
on big.LITTLE CPUs half the threads are slower), and primitives queued
up to the 2048 limit before the threads started.
Now primitives go to 64x16 tiles, as indices into the shared queue, in
batches of 16. A thread takes any tile with work and draws its items in
order; only one thread holds a tile at a time, so per-pixel order is
kept. A flush or a full queue has the main thread draw tiles too instead
of waiting, and when there's only a little work it does that alone
rather than wake the threads. Items are reclaimed once every tile has
drawn them. This also drops the per-thread queues, up to 23 MB.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
HLSL types an unsuffixed hex literal as uint, so asint(x) - 0x3F800000
went unsigned and wrapped for every x below 1. The huge t then turned
into a NaN, and anything lit with specular or powered diffuse came out
black on D3D11 (the flags in Everybody's Golf's language select, #22418).
GLSL types it as int and was unaffected.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Texture pack installs took the destination directory from the archive's
textures.ini, and PKG update installs from the PBOOT's DISC_ID, both
unchecked, so a crafted archive or package could write outside
PSP/TEXTURES or PSP/GAME. Add IsSafePathComponent() to PathUtil and check
both, replacing the WebServer's own upload filename check with it too.
DISC_ID from any PARAM.SFO also names configs, cheats, textures, exdata
and savestates, so ReadSFO now drops one that isn't a safe name and the
game gets a fake ID like homebrew. The same goes for a frame dump's ID.
Combines #22419 and #22420 by Acts1631.
Co-Authored-By: Acts1631 <acts1631kjv@proton.me>
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
The GE keeps the specular and spot exponents to 5 significant bits,
truncated, and from 512 up (infinity and NaN included) uses 496. Only
the specular one was truncated, and neither saturated. A huge or NaN
exponent overflowed pspPow's bits: highlights wrong on every backend,
and on D3D11, where the overflowing float to int conversion gives a
NaN, black (Everybody's Golf, #22418). With the exponent clamped, t
stays in range for every base the backends produce.
Measured, now bit exact in the software renderer and within 4 levels
on Vulkan.
Fixes#22418
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
The x86 sampler JIT returned zero for a whole sample when a texture level
pointer was null, and for a mipmapped texture it checked the next level
too, even when it isn't blended in. Tactics Ogre draws its font from a
mipmapped texture whose next level has an invalid address, at level 0,
so all its text was missing on x86-64. The generic samplers read a null
level's texels as zero only where they use that level, and still apply
the texture function. Now samplers for such textures aren't compiled,
and the JIT's null checks are gone. Test: gpu/textures/mipinvalid.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
IsLargerThanHalf's non-SIMD loop assigned instead of or-ing, so only blue
counted: a yellow or red light gave no diffuse or specular on riscv64 and
loongarch64 (gpu/commands/light, gpu/exact/lighting and curves failed
there). The NEON version took a channel of 1 for none; it now agrees with
SSE, which counts any channel above zero.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
The exact path evaluates its own columns, so the float SampleU results went
unused. Pursuit Force's frame dump replays 16% faster in the software
renderer.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Like z, a primitive whose vertices are all beyond the same x or y plane
(|x| > w) isn't drawn, for every primitive type and with clipping on or off;
a vertex on the plane is inside (gpu/probe exp176, gpu/clipping/xycull).
Immediate-mode vertices carry screen coordinates in their clip position, so
only z culls them.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Each quad is its left edge down, the diagonal from the bottom left up to the
top right, then its right edge down (gpu/probe exp175, exact; fixes
gpu/primitives/bezier and spline, whose end pixels depend on direction and
order).
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Transform-mode lines take the triangle's per-vertex s, t, q (15 bits at the
larger exponent) along the line's gradient, like their color and depth, then
u = s * R(q). A pixel just inside a line's end samples short of the end
vertex's coordinate rather than at it (gpu/texmtx/prims: texel row 255, not a
wrap to 0).
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
NaN and +inf directions light like (1, 1, 1), -NaN and -inf like (-1, -1, -1)
(gpu/commands/light).
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
A vertex with z exactly -w isn't clipped, so with clipping on the GE discards
a triangle whose such vertex lands outside the 4096 guard band. The check
skipped it (gpu/clipping/guardband).
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>