From 7bcfbf313cb3d91ce0bfee32f57b1d814cae3bdb Mon Sep 17 00:00:00 2001 From: James Dansereau <106631954+jkdansereau@users.noreply.github.com> Date: Wed, 9 Sep 2026 00:02:47 -0400 Subject: [PATCH] =?UTF-8?q?feat(D211-D213):=20PC=20QoL=20image=20options?= =?UTF-8?q?=20=E2=80=94=20FOV=20slider,=20anisotropic=20filtering,=20on-sc?= =?UTF-8?q?reen=20FPS?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Three port-only knobs, each defaulting to byte-identical behaviour: - Video.FovScale (D211): multiplicative half-angle scale on every perspective projection matrix as it is loaded (gfx_apply_fov_scale, gfx_pc.cpp). Columns 0+1 scaled together so H/V FOV widen uniformly and aspect is preserved; ortho (HUD/menu) matrices untouched. Composes with the game's per-frame aim-zoom rewrites for free. Percent of vertical FOV, 50-150, default 100 => guarded early-return (zero FP ops, golden dumps byte-identical). WIDESCREEN-FOV-PLAN Phase 4, landed standalone. - Video.Anisotropy (D212): expose fast3d's already-implemented GL anisotropy hook as config (1-16). New gfx_set_anisotropy_level() extern-C wrapper clamps to the GL max. Default 4 = the value fast3d already hardcoded => no delta. - Video.DisplayFPS (D213): PD-parity top-right FPS readout, sampled once per emitted frame (optionsoverlay.c fpsTick). Config-only; default 0 => emit still returns NULL with the panel closed. F10 overlay gains 'Anisotropic' and 'FOV scale %' rows (DisplayFPS is file-only - the panel is at its 13-row layout limit, matching PD). Build clean (ntsc-final); bunker1 framediff worst_cell 12.219 vs 12.221 baseline = render noise, no-op confirmed. Interactive eyeballs owed (see docs/HANDOFF.md M-83). findings.md: D211-D213 rows + index regen. WIDESCREEN-FOV-PLAN Phase 4 and QOL-INVENTORY rows marked done. --- docs/dev/QOL-INVENTORY.md | 11 +++--- docs/dev/WIDESCREEN-FOV-PLAN.md | 13 +++++-- docs/dev/findings-index.csv | 3 ++ docs/dev/findings.md | 3 ++ port/fast3d/gfx_api.h | 2 ++ port/fast3d/gfx_pc.cpp | 63 +++++++++++++++++++++++++++++++++ port/src/optionsoverlay.c | 56 ++++++++++++++++++++++++++++- port/src/video.c | 18 ++++++++-- 8 files changed, 159 insertions(+), 10 deletions(-) diff --git a/docs/dev/QOL-INVENTORY.md b/docs/dev/QOL-INVENTORY.md index 5b2a5ae4..83998c0f 100644 --- a/docs/dev/QOL-INVENTORY.md +++ b/docs/dev/QOL-INVENTORY.md @@ -1,7 +1,10 @@ # QoL Inventory — PD-vs-GE options diff -Status: **read-only research, parked** (input to project Phase 4). No code -changed. Companion to `WIDESCREEN-FOV-PLAN.md` and `UNLOCKED-FPS-PLAN.md`. +Status: **partially implemented.** M-83 landed three port-only quick wins — +DisplayFPS (D213), anisotropic filtering (D212), and the FOV slider (D211, via +`WIDESCREEN-FOV-PLAN.md` Phase 4). Rebinding / SkipIntro / per-pad tuning / +window HiDpi still open. Companion to `WIDESCREEN-FOV-PLAN.md` and +`UNLOCKED-FPS-PLAN.md`. Method: diffed the config surface of both ports — every `configRegister*` key in `pd_port/port/src/*.c` vs `port/src/config.c` + the F10 overlay @@ -27,8 +30,8 @@ ScreenShakeIntensity. Debug: FrameDump, InputLog. |---|---|---|---|---| | **Key rebinding** (config-string binds per controller/action) | `input.c:69,627-675,1548` (`bindStrs`, `inputParseBindString`) | P | M | **High.** Explicit Phase 4 debt ("rebinding UI" — note PD has *no* UI either; config-file driven). Port-only in `port/src/input.c`. | | **SkipIntro** | `main.c:139` (STAGE_TITLE → STAGE_CITRAINING) | P | S | **High.** GE analogue: stage-override path already exists (`boss.c:385-393`, `g_StageNum = LEVELID_TITLE` at :98); wire a flag + arg. 10-min check on what feeds `tokenFindLevel`. | -| **DisplayFPS** (+ interval) | config `Video.DisplayFPS(Interval)` | P | S | Cheap; useful for FPS-plan verification too. | -| **Anisotropic filtering** (≤16×), MipmapFilter, TextureFilter2D | `gfx_opengl` texparam path | P | S–M | **High at 4K.** GE's `gfx_opengl.cpp` has mipmap nY but no aniso (`GL_TEXTURE_MAX_ANISOTROPY_EXT`). Port-only. | +| **DisplayFPS** _(DONE M-83, D213)_ | config `Video.DisplayFPS` | P | S | Top-right readout, config-only; ~0.5 s sample window. | +| **Anisotropic filtering** _(DONE M-83, D212)_ | `Video.Anisotropy` (1–16, dflt 4) | P | S | fast3d already had the GL hook + a hardcoded 4×; M-83 exposed it as config. MipmapFilter / TextureFilter2D still not surfaced. | | Per-pad tuning: per-stick deadzones, stick scale, rumble scale, device index, swap sticks, C-button mapping | `input.c` padsCfg block | P | M | Medium. Matters for real-controller users; PD pattern is a config section per pad. | | FakeGamepads / FirstGamepadNum / UseHIDAPI | `input.c` | P | S–M | Niche (local MP on PC); defer until MP is actually played. | | Window polish: DefaultFullscreen/Maximize, CenterWindow, AllowHiDpi, ExclusiveFullscreen | `video.c` vid* block | P | S | HiDpi + center are the useful ones on modern Windows. | diff --git a/docs/dev/WIDESCREEN-FOV-PLAN.md b/docs/dev/WIDESCREEN-FOV-PLAN.md index ea71e384..31bedbca 100644 --- a/docs/dev/WIDESCREEN-FOV-PLAN.md +++ b/docs/dev/WIDESCREEN-FOV-PLAN.md @@ -213,10 +213,17 @@ reason. Whole-feature fallback to A only if B fails verification overall. verification at 4:3 + 16:9, finding entry. Fallback-to-A decisions happen here, per surface, with documented reason. -### Phase 4 — FOV slider (port-only) +### Phase 4 — FOV slider (port-only) — **LANDED (M-83, D211)** -- [ ] RSP projection post-scale; `Video.FovScale` config + F10 overlay; - verify composition with aim zoom at non-100 scale. +- [x] RSP projection post-scale (`gfx_apply_fov_scale()` in + `port/fast3d/gfx_pc.cpp`, load-path only); `Video.FovScale` config + (percent of vertical FOV, 50–150, default 100 = byte-identical) + F10 + overlay row. Perspective-only (ortho/HUD untouched); columns 0+1 scaled + together so aspect is preserved. Build clean, `bunker1` no-op confirmed. +- [ ] Owed: interactive eyeball of composition with aim-zoom at scale ≠ 100. + +This phase does **not** depend on the Phase 2/3 game-code exception — it +shipped standalone ahead of the rest of the plan. ### Phase 5 — Verification & sign-off diff --git a/docs/dev/findings-index.csv b/docs/dev/findings-index.csv index 9db80291..1675116c 100644 --- a/docs/dev/findings-index.csv +++ b/docs/dev/findings-index.csv @@ -53,6 +53,9 @@ D179,FIXED,Packaged build crashes after the logos —,"Diagnosed, not fixed —" D180,PARTIAL,"Native-PC input pass (M-XX QoL run, qol/native-pc-input-menu, port-only).","LANDED, port-only, no #ifdef PORT." D181,PARTIAL,Game.ScreenShakeIntensity —,"LANDED behind config, default = original." D184,PARTIAL,F10 port-layer options overlay —,"LANDED, port-only, no #ifdef PORT in src/." +D211,PARTIAL,"PC FOV slider — Video.FovScale (M-83 QoL wave, port-only, WIDESCREEN-FOV-PLAN.md Phase 4).","LANDED, port-only, no #ifdef PORT." +D212,PARTIAL,Anisotropic-filtering config wiring —,"LANDED, port-only. Build clean." +D213,PARTIAL,On-screen FPS readout —,"LANDED, port-only. Build clean; bunker1 no-op confirmed." D85,OPEN,room primary/secondary DL → texLoadFromGdl garbage,"OPEN (safety-netted; widen/pool fixes landed, geometry now renders)" D86 · D87,RESOLVED,modelInitRwData truncated ptr · attract-demo BE ramromfilestructure,resolved D88.4,RESOLVED,propDefs polymorphic record stream not byteswapped → setupDoor crash,resolved (d88_propdefs.py); layout audit M-20 → D132 diff --git a/docs/dev/findings.md b/docs/dev/findings.md index 824ecd9c..c5fd96d5 100644 --- a/docs/dev/findings.md +++ b/docs/dev/findings.md @@ -427,6 +427,9 @@ covers D24–D69; the log continues in §H (D32 procedure, D70–D121). | D180 | **Native-PC input pass (M-XX QoL run, `qol/native-pc-input-menu`, port-only).** Three parts, all config-gated with default = prior behaviour: **(WI-1) `Input.MouseCaptureMode`** (0 = legacy always-grab; 1 = Quake-style click-to-lock) in `port/src/input.c` + `port/src/video.c` — in mode 1 the OS cursor is free until a click lands in the game window (`SDL_MOUSEBUTTONDOWN` → `inputNotifyClick`), and ESC / focus-loss / entering any front-end menu (`current_menu != MENU_RUN_STAGE`) frees it again; re-entering a stage while still "armed" re-locks so unpausing needs no click. `reconcileGrab()` runs once per controller-0 poll. Mouse buttons are suppressed from the game while the cursor is free in-stage (no phantom fire). Controller paths untouched. **(WI-2) absolute-cursor menu tracking** — when capture mode is on and the cursor is free in a menu, the D165/D169 pointer P-controller takes its target from the real cursor's absolute window position mapped onto the live virtual front-end rect (`getPlayer_c_screen*`), giving true 1:1 tracking instead of the relative-delta estimator. Relative path unchanged for legacy/grabbed. **(B3) `Input.MouseAimSpeed` default 25 → 16** (aim mode still overshot at 25 per the backlog). | LANDED, port-only, no `#ifdef PORT`. Build 241/241, `-level_09` framediff 3/3 within threshold (unregressed), `GE_STARTMENU` menu boot crash-free. **Feel-checks owed** (headless can't drive the mouse): click-to-lock ergonomics, absolute menu tracking, the new aim-speed default. | | D181 | **`Game.ScreenShakeIntensity` — first route-(b) `src/` gameplay-cosmetic hook (M-XX QoL run).** `src/fr.c viShake()` gains a single `#ifdef PORT` line — `intensity *= portScreenShakeScale;` (extern `f32`, defined + `configRegisterFloat`'d 0.0–10.0 in `port/src/video.c`) — before the existing clamp. Default `1.0f` ⇒ exact no-op, every headless golden dump byte-unaffected; `0.0` disables explosion/effect screen shake, up to `10.0` exaggerates it. N64 build (no `-DPORT`) keeps the original line verbatim. Precedent per `docs/BACKLOG.md` "Fun features → screen-shake intensity slider" and AGENTS.md #2's documented-exception path. Same policy class as a future FOV hook. | LANDED behind config, default = original. Build green. | | D184 | **F10 port-layer options overlay — the approach-(C) surface from `OPTIONS-MENU-PLAN.md` (M-37).** New `port/src/optionsoverlay.c` + `port/include/optionsoverlay.h`: an immediate-mode overlay drawn as its own fast3d 2D DL, appended after the game DL in `gfx_pc.cpp gfx_run()` (`optionsOverlayEmit()` → NULL when closed ⇒ **zero bytes appended, golden dumps byte-identical**). F10 toggles (`video.c videoPumpEvents`, next to F12); while open, `input.c inputComputePad(0)` returns a neutral pad and routes arrows/enter/wheel/mouse-buttons to `optionsOverlayHandleInput()` (mirrors the WI-1/D180 swallow). ESC closes; `configSave()` on close. `config.c` gains `configForEachOption()` + a `configSetOptionMeta()` label/step/enum side table (no per-key knowledge in config.c). Live knobs (VSync/FpsCap/TextureFilter via `videoRequestLiveConfig()`; mouse + screen-shake via the registered pointer) apply immediately; MSAA tagged "(restart)". v1 rows per plan §3: VSync, FpsCap, MSAA, TextureFilter, MouseAimSpeed, MouseTurnSpeed, MouseInvertY, MouseCaptureMode, ScreenShakeIntensity. | **LANDED, port-only, no `#ifdef PORT` in `src/`.** Build links 241/241. **Runtime verification NOT run this session** — the headless env kills the GUI process after ~8 s and `gfx_opengl_dump_bound_fbo` writes 0-byte PPMs here, so framediff / 60 s soak / overlay-frame eyeball are all owed on an interactive machine. Overlay-closed no-op is code-evident (emit returns NULL before touching the DL buffer). | +| D211 | **PC FOV slider — `Video.FovScale` (M-83 QoL wave, port-only, `WIDESCREEN-FOV-PLAN.md` Phase 4).** fast3d applies a multiplicative half-angle scale to every *perspective* projection matrix as it is loaded (`gfx_apply_fov_scale()` in `gfx_pc.cpp gfx_sp_matrix`, on the `G_MTX_PROJECTION | G_MTX_LOAD` path only — GE always reloads its view projection via `guPerspectiveF` at `fr.c:725`, so a relative `G_MTX_MUL` onto an already-scaled matrix cannot compound). Columns 0 and 1 are scaled by the same factor `tan(half_orig)/tan(half_adj)` → H and V FOV widen uniformly, aspect ratio exactly preserved (no stretch), and because the game rewrites fovy every frame for aim-zoom the scale composes with zoom for free. Ortho matrices (`P[3][3]==1`) are left untouched so HUD/menu 2D is unaffected. `Video.FovScale` = percent of the original vertical FOV, 50–150, **default 100 ⇒ `g_fov_scale == 1.0f` ⇒ guarded early-return, zero FP ops on the matrix ⇒ golden dumps byte-identical**. F10 overlay row "FOV scale %". Math checked offline (`s=1.25 → fovy 60°→75°`, aspect held at 1.3333). | **LANDED, port-only, no `#ifdef PORT`.** Build clean; `bunker1` framediff worst_cell 12.219 vs 12.221 baseline (= render noise, no-op confirmed). **Owed:** an interactive eyeball at FovScale ≠ 100 (world widens, HUD unmoved, aim-zoom still composes). | +| D212 | **Anisotropic-filtering config wiring — `Video.Anisotropy` (M-83 QoL wave, port-only).** The fast3d GL backend already implemented `set_anisotropy_level` / `get_max_anisotropy_level` and applied `GL_TEXTURE_MAX_ANISOTROPY` on mipmapped tiles with a hardcoded `current_anisotropy_level = 4`; there was no way to configure it. Added the `gfx_set_anisotropy_level()` extern-C wrapper in `gfx_pc.cpp` (clamps to `[1, GL max]`, `reset_texture_state()` so live changes take), declared in `gfx_api.h`, and `Video.Anisotropy` (1–16) in `port/src/video.c` wired through `videoApplyImageOptions()` on init + live-config. **Default 4 = the value fast3d already applied ⇒ no visual delta at defaults.** F10 overlay row "Anisotropic". | **LANDED, port-only.** Build clean. **Owed:** eyeball at 16× on a grazing surface (Depot roof / Dam walkway) vs 1×. | +| D213 | **On-screen FPS readout — `Video.DisplayFPS` (M-83 QoL wave, port-only, PD parity).** `port/src/optionsoverlay.c` samples frame time once per emitted frame (`fpsTick()` via `sysGetMicroseconds()`, ~0.5 s window) and, when enabled, emits a small top-right green "N FPS" DL even while the F10 panel is closed. Config-only knob (kept off the 13-row panel, which is at its documented layout limit — matches PD, whose `DisplayFPS` is also file-only). **Default 0 ⇒ `optionsOverlayEmit()` still returns NULL when the panel is closed ⇒ golden dumps byte-identical.** | **LANDED, port-only.** Build clean; `bunker1` no-op confirmed. **Owed:** eyeball that the counter reads a sane ~30 and doesn't overlap the HUD. | | D85 | room primary/secondary DL → `texLoadFromGdl` garbage | OPEN (safety-netted; widen/pool fixes landed, geometry now renders) | | D86 · D87 | modelInitRwData truncated ptr · attract-demo BE `ramromfilestructure` | resolved | | D88.1–D88.3 · D88.5–D88.6 | `Usetup*Z` header + sub-table width/endian conversion (`d88_emit.py`) | resolved | diff --git a/port/fast3d/gfx_api.h b/port/fast3d/gfx_api.h index 74dd57d5..a2db5672 100644 --- a/port/fast3d/gfx_api.h +++ b/port/fast3d/gfx_api.h @@ -48,6 +48,8 @@ void gfx_set_texture_filter(enum FilteringMode mode); void gfx_set_mipmap_filter(enum MipmapFilteringMode mode); void gfx_set_fix_mip_textures(int on); void gfx_set_wrap_fix(int on); +void gfx_set_fov_scale(float scale); /* D211: 1.0 = original vertical FOV */ +void gfx_set_anisotropy_level(int level); /* 1 = off; clamped to GL max */ void gfx_texture_cache_clear(void); void gfx_texture_cache_delete(const uint8_t *orig_addr); void gfx_texture_cache_delete_range(const uint8_t *start, const uint8_t *end); diff --git a/port/fast3d/gfx_pc.cpp b/port/fast3d/gfx_pc.cpp index df76f5b3..2f6913bb 100644 --- a/port/fast3d/gfx_pc.cpp +++ b/port/fast3d/gfx_pc.cpp @@ -916,6 +916,50 @@ bool g_fix_mip_textures = true; * off. Video.WrapFix = 1. */ bool g_wrap_fix = false; +/* D211 port-only FOV slider. Multiplies the half-angle of every *perspective* + * projection matrix as it is loaded, so it composes with the game's per-frame + * aim-zoom rewrites for free (see docs/dev/WIDESCREEN-FOV-PLAN.md "FOV + * adjustment design"). 1.0 = byte-identical to the original (guarded skip); + * Video.FovScale is a percent, 100 = 1.0. */ +static float g_fov_scale = 1.0f; + +extern "C" void gfx_set_fov_scale(float s) { + if (!(s > 0.4f) || !(s < 2.01f)) { + s = 1.0f; + } + g_fov_scale = s; +} + +/* Widen/narrow a freshly-loaded projection matrix in place. No-op unless the + * matrix is a perspective projection (row-vector guPerspective layout: only + * P[2][3] == -1, P[3][3] == 0 — an ortho matrix has P[3][3] == 1 and is left + * alone so HUD/menu 2D is untouched). Scaling columns 0 and 1 by the same + * factor scales the effective cotangent, i.e. widens H and V FOV uniformly — + * aspect ratio is preserved, no stretch. */ +static void gfx_apply_fov_scale(float m[4][4]) { + if (g_fov_scale == 1.0f) { + return; + } + if (!(fabsf(m[3][3]) < 0.01f) || !(fabsf(m[2][3] + 1.0f) < 0.05f)) { + return; /* not a perspective projection */ + } + const float cot = m[1][1]; + if (!(cot > 1e-4f)) { + return; + } + const float half = atanf(1.0f / cot); + float nhalf = half * g_fov_scale; + const float LIMIT = 1.48f; /* ~85 deg half-angle; keep cot well away from 0 */ + if (nhalf > LIMIT) { + nhalf = LIMIT; + } + const float f = tanf(half) / tanf(nhalf); + for (int k = 0; k < 4; k++) { + m[k][0] *= f; + m[k][1] *= f; + } +} + /* D183 source-pitch de-stride (see import_texture). Default on; * GE_TEXPITCH=0 restores the old flat read for A/B. */ static bool gfx_tex_pitch_fix(void) { @@ -1212,6 +1256,11 @@ static void gfx_sp_matrix(uint8_t parameters, const int32_t* addr) { if (parameters & G_MTX_PROJECTION) { if (parameters & G_MTX_LOAD) { memcpy(rsp.P_matrix, matrix, sizeof(matrix)); + /* D211: apply the FOV slider on the load path only. GE always + * (re)loads its view projection with G_MTX_LOAD (src/fr.c:725), so + * a relative G_MTX_MUL onto an already-scaled matrix never + * happens and cannot compound. */ + gfx_apply_fov_scale(rsp.P_matrix); } else { gfx_matrix_mul(rsp.P_matrix, matrix, rsp.P_matrix); } @@ -3227,6 +3276,20 @@ extern "C" void gfx_set_mipmap_filter(enum MipmapFilteringMode mode) { } extern "C" void gfx_set_fix_mip_textures(int on) { g_fix_mip_textures = !!on; } + +/* D212: expose the (already-implemented) rendering-API anisotropy hook to the + * port layer. Clamp to [1, GL max] so a stale ini value can't feed an invalid + * GL_TEXTURE_MAX_ANISOTROPY. 1 = isotropic (driver default). */ +extern "C" void gfx_set_anisotropy_level(int level) { + reset_texture_state(); + int max = gfx_rapi->get_max_anisotropy_level ? gfx_rapi->get_max_anisotropy_level() : 1; + if (max < 1) max = 1; + if (level < 1) level = 1; + if (level > max) level = max; + if (gfx_rapi->set_anisotropy_level) { + gfx_rapi->set_anisotropy_level(level); + } +} extern "C" void gfx_set_wrap_fix(int on) { const char* e = getenv("GE_WRAPFIX"); /* RC3 test override */ g_wrap_fix = e ? (atoi(e) != 0) : !!on; diff --git a/port/src/optionsoverlay.c b/port/src/optionsoverlay.c index 018412dc..b3232e59 100644 --- a/port/src/optionsoverlay.c +++ b/port/src/optionsoverlay.c @@ -100,6 +100,8 @@ static struct Row rows[] = { { "Video.FpsCap", "Frame cap", ROW_SLIDER, 10, NULL, 0, 0, 360, 0,0,0,0,0 }, { "Video.MSAA", "MSAA", ROW_MSAA, 0, NULL, 1, 0, 0, 0,0,0,0,0 }, { "Video.TextureFilter", "Texture filter", ROW_ENUM, 1, kTexFilter, 0, 0, 0, 0,0,0,0,0 }, + { "Video.Anisotropy", "Anisotropic", ROW_SLIDER, 1, NULL, 0, 0, 0, 0,0,0,0,0 }, + { "Video.FovScale", "FOV scale %", ROW_SLIDER, 5, NULL, 0, 0, 0, 0,0,0,0,0 }, { "Input.MouseAimSpeed", "Mouse aim speed", ROW_SLIDER, 1, NULL, 0, 0, 100, 0,0,0,0,0 }, { "Input.MouseTurnSpeed", "Mouse turn speed", ROW_SLIDER, 1, NULL, 0, 0, 100, 0,0,0,0,0 }, { "Input.MouseInvertY", "Mouse invert Y", ROW_TOGGLE, 1, kOnOff, 0, 0, 0, 0,0,0,0,0 }, @@ -112,6 +114,40 @@ static int s_inited = 0; static volatile int s_open = 0; static int s_sel = 0; +/* D213: optional on-screen FPS readout (PD parity: Video.DisplayFPS). Drawn + * top-right whenever enabled, independent of the F10 panel. Config-only knob + * (kept off the 13-row panel, which is at its layout limit) -- matches PD, + * whose DisplayFPS is also file-only. Default 0 => emit path unchanged => + * golden dumps byte-identical. */ +static int s_showFps = 0; +static char s_fpsText[16] = ""; + +PD_CONSTRUCTOR static void overlayConfigInit(void) +{ + configRegisterInt("Video.DisplayFPS", &s_showFps, 0, 1); +} + +/* Sampled once per emitted frame; recomputes the string every ~0.5 s. */ +static void fpsTick(void) +{ + static uint64_t winStartUs = 0; + static int frames = 0; + + uint64_t nowUs = sysGetMicroseconds(); + if (winStartUs == 0) { + winStartUs = nowUs; + return; + } + frames++; + uint64_t dtUs = nowUs - winStartUs; + if (dtUs >= 500000) { + int fps = (int)((double)frames * 1e6 / (double)dtUs + 0.5); + snprintf(s_fpsText, sizeof(s_fpsText), "%d FPS", fps); + winStartUs = nowUs; + frames = 0; + } +} + /* Layout (game 2D pixel space = viGetX() x viGetY(), ~320x240). Shared by the * emit path and the mouse hit-testing in optionsOverlayHandleInput(). * BankGothic caps are ~9 units tall here, so rows need ~16 units of pitch and @@ -543,8 +579,26 @@ Gfx *optionsOverlayEmit(void) if (!s_inited) { overlayInit(); } + + fpsTick(); + if (!s_open) { - return NULL; /* nothing appended -> golden dumps byte-identical */ + if (!s_showFps || !s_fpsText[0]) { + return NULL; /* nothing appended -> golden dumps byte-identical */ + } + /* D213: FPS-only mini DL (top-right), panel closed. */ + const s32 fw = viGetX(); + const s32 fh = viGetY(); + Gfx *fgdl = s_buf; + gDPPipeSync(fgdl++); + gDPSetCycleType(fgdl++, G_CYC_1CYCLE); + gDPSetTexturePersp(fgdl++, G_TP_NONE); + gDPSetScissor(fgdl++, G_SC_NON_INTERLACE, 0, 0, fw, fh); + fgdl = microcode_constructor(fgdl); + fgdl = drawTextR(fgdl, fw - 6, 6, s_fpsText, 0x40ff60ff); + gDPPipeSync(fgdl++); + gSPEndDisplayList(fgdl++); + return s_buf; } const s32 W = viGetX(); diff --git a/port/src/video.c b/port/src/video.c index 9ebcb634..6454c4e1 100644 --- a/port/src/video.c +++ b/port/src/video.c @@ -58,6 +58,8 @@ static int cfgMSAA = 1; /* 1/2/4/8 samples; 1 = off static int cfgTexFilter = 1; /* 0 = nearest, 1 = bilinear (default), 2 = N64 3-point + trilinear */ static int cfgFixMipTex = 1; /* RC2: clip mip-contaminated texture uploads to base height */ static int cfgWrapFix = 0; /* D74 sub-tile UV pre-wrap + RC3/D167 non-PoT mask-period wrap (opt-in; GE_WRAPFIX env overrides) */ +static int cfgFovScale = 100; /* D211: percent of the original vertical FOV; 100 = unchanged (byte-identical) */ +static int cfgAniso = 4; /* D212: anisotropic filtering samples; 4 = the value fast3d already applied (no visual delta at default) */ static int cfgFullscreen = 0; /* 0 = windowed, 1 = borderless fullscreen */ /* @@ -89,6 +91,8 @@ PD_CONSTRUCTOR static void videoConfigInit(void) configRegisterInt("Video.TextureFilter", &cfgTexFilter, 0, 2); configRegisterInt("Video.FixMipTextures", &cfgFixMipTex, 0, 1); configRegisterInt("Video.WrapFix", &cfgWrapFix, 0, 1); + configRegisterInt("Video.FovScale", &cfgFovScale, 50, 150); + configRegisterInt("Video.Anisotropy", &cfgAniso, 1, 16); configRegisterInt("Video.Fullscreen", &cfgFullscreen, 0, 1); configRegisterInt("Window.Width", &cfgWinW, 0, 16384); configRegisterInt("Window.Height", &cfgWinH, 0, 16384); @@ -101,6 +105,14 @@ PD_CONSTRUCTOR static void videoConfigInit(void) * scheduler thread in videoStartFrame() where the GL context is bound. */ static volatile int liveCfgDirty = 0; +/* D211/D212: push the port-only image knobs into fast3d. Both are safe to + * call every frame; gfx_set_fov_scale(1.0) is a guarded no-op. */ +static void videoApplyImageOptions(void) +{ + gfx_set_fov_scale((float)cfgFovScale / 100.0f); + gfx_set_anisotropy_level(cfgAniso); +} + static void videoApplyTexFilter(void) { if (cfgTexFilter >= 2) { @@ -271,6 +283,7 @@ int videoInit(void) gfx_set_wrap_fix(cfgWrapFix); videoApplyTexFilter(); + videoApplyImageOptions(); /* The GL context is currently current on this (host main) thread, but all * rendering happens on the game's scheduler thread. WGL only allows a @@ -311,9 +324,10 @@ void videoStartFrame(void) wmAPI->set_swap_interval(cfgVSync ? 1 : 0); gfx_set_target_fps(cfgFpsCap); /* 0 = uncapped */ videoApplyTexFilter(); + videoApplyImageOptions(); sysLogPrintf(LOG_INFO, "video: live config applied " - "(vsync=%d fpscap=%d texfilter=%d)", - cfgVSync, cfgFpsCap, cfgTexFilter); + "(vsync=%d fpscap=%d texfilter=%d fov=%d aniso=%d)", + cfgVSync, cfgFpsCap, cfgTexFilter, cfgFovScale, cfgAniso); } gfx_start_frame();