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The video pipeline

The renderer’s central rule: it never races the chipset. The chipset does not paint pixels as it runs; instead, every render-relevant event is recorded with its beam position, and the renderer replays the completed frame’s events afterwards. The live emulation and the painting of pixels are decoupled in time but exact in beam position. In normal windowed and headless runs, replay runs on a render worker thread, and a window’s GPU presentation runs on a present worker thread; the CPU and custom-chip model stay on the main thread.

Recording: beam events (video/beam.rs)

As the core runs, the bus records Copper and CPU writes to render-relevant registers -- BPLxPT, BPLCONx, COLORxx, DIWSTRT/STOP, DDFSTRT/STOP, modulos, sprite registers -- as BeamRegisterWrite events tagged with (vpos, hpos, source) (bus.rs). Chip-RAM writes that can affect a frame already being fetched are recorded similarly, as BeamChipRamWrite. BeamEventIndex (video/beam.rs) buckets events per scanline so replay does not rescan the full frame log per line.

Replay: planar to RGBA (video/bitplane.rs)

At frame end the renderer starts from a snapshot of display state, then walks each scanline applying that line’s recorded events at their beam positions: a palette write at hpos changes the colour of pixels to its right, and a mid-line BPLCON1 write shifts the scroll mid-line, exactly as the beam would have seen it. Bitplane data is fetched via the recorded BPLxPT state in the hardware fetch order, shifted through beam-timed BPLCON1, decoded through EHB / HAM / HAM8 / dual-playfield rules (the pixel pipeline carries 24-bit colour end to end; OCS/ECS paths keep their exact 12-bit maths and expand by nibble), and composited with the eight sprites under playfield priority, while CLXDAT collisions are accumulated. Size-split child modules in video/bitplane/ hold the fetch geometry (fetch.rs), Denise pixel output and colour decode (output.rs), sprite collection and drawing (sprite.rs), and the COPPERLINE_* diagnostic logging (diag.rs).

The CLXCON/CLXCON2 playfield classification is a frame-local 256-entry truth table retained across scanlines and rebuilt when its control key changes. Each framebuffer collision entry is packed into one byte; this is only a representation change, and the same playfield-presence and match bits feed sprite priority and CLXDAT.

For DMA-fetched HAM playfields, the display window gates framebuffer output and collision recording, but it does not rewind the HAM component history: Denise’s hold register advances on every shifted sample, so fetched samples that sit before DIW opens (a late DIWSTRT, or an early DDFSTRT) still advance the hold colour, and replay pre-advances those hidden samples before painting the DIW edge. The standard $81 window edge is flush with the standard $38 picture (both at framebuffer x 62, hardware-verified on the sblit0 A500 photo), so a stock screen hides no samples. Overscan HAM pictures rely on the hidden span: the Lemmings 2 FES demo’s DMA Design logo (DDFSTRT $30, DIW HSTART $79) opens each line with a set-palette pixel in the eight hidden lo-res samples, and bounding the history to the display-phase samples turned its left edge into modify-green streaks.

Single-word lo-res fetch placement is linear in DDFSTRT: each 8-cck fetch period before the standard $38 slot moves the picture exactly 16 lo-res pixels left (hardware-verified against the vAmigaTS Agnus/DIW/OLDDIW/diw1 A500 photos, OCS and ECS). Early and late single-word lo-res DDF keep the picture beam-anchored; the renderer must not add or subtract a sample just to align the picture to a fetch-unit boundary. Hi-res early DDF is beam-anchored the same way: content fetched ahead of the window edge is hidden by the window comparator alone (XSysInfo’s DDFSTRT $38 panel clips exactly its one pre-fetch word), so when an extreme-overscan screen opens the window early as well (KS 3.2 Overscan editor on ECS: DDFSTRT $28 with DIWSTRT h $5D), the early words are visible inside the window rather than being snapped away (issue #186).

When DDFSTRT is late enough that DIW opens before DMA has delivered the first BPL1DAT word for the row, playfield output remains border-colour until that plane-0 fetch reaches Denise instead of sampling stale shifter contents. That gate is placed in the bitplane/DIW coordinate domain, not the normal Copper/register-write output domain, because it follows the fetch slot that loads BPL1DAT. Once that first DMA word is visible, the renderer samples the enabled bitplanes from the complete latched word; it does not expose the first word plane-by-plane according to each plane’s individual DMA slot.

If a manual BPL1DAT write starts a word before a later DMA BPL1DAT load point, replay stops the manual word where that DMA word replaces Denise’s shifter. A manual BPLxDAT write (Copper or CPU, typically with bitplane DMA off -- the “chunky copper” display technique) loads Denise’s holding register, and the serializer parallel-loads the held word on its free-running word cadence, not at the write position: the 16-pixel batch snaps to the next word-grid slot after the write’s bus landing (slots every 32 framebuffer pixels in lo-res and 16 in hi-res, anchored two pixels left of the DIW $81 column) and is DIW-clipped there like any fetched pixel. Writes four colour clocks apart can land in the same slot, and re-arming before the load strobe replaces the held word instead of starting a second batch, so a per-line raced (COLORxx, BPL1DAT) stream renders as a continuous field with a straight window-edge clip. Pinned by the bplprobe-dat golden probe (WAIT-position sweeps against the DIW border plus double-write, bit-order, scroll, and hi-res bands; vAmiga-verified byte-identical) -- the Desire “Hamazing” Hexagon left-edge regression class.

The OCS/ECS BPLCON1 scroll nibbles count lo-res pixels regardless of resolution: one step shifts a hi-res playfield two hi-res samples and a super-hi-res playfield four, and the comparison narrows with the word cadence, so hi-res ignores nibble bit 3 and super-hi-res bits 2-3 (pinned by the ddfprobe-hscroll golden probe on the Kickstart 2.05 boot-screen constellation, vAmiga-verified). AGA’s extended BPLCON1 fields feed the same per-plane delays through aga_bplcon1_scroll_samples, masked to one fetch-unit width (32-bit fetches scroll within 32 lo-res px, 64-bit within 64).

An off-grid DDFSTRT interacts with the scroll in both fetch regimes. An FMODE=0 fetch placed off the shifter reload grid rounds UP (the data is late for its own slot), and a scroll that covers the lateness catches the floor slot one gulp earlier (vAmiga-verified, ddfprobe-phase). On a wide FMODE fetch, Agnus masks DDFSTRT DOWN to the fetch-unit grid, so the data arrives earliness px early relative to the programmed start, and Denise’s reload comparator runs on the absolute hpos gulp grid (it never sees where the fetch started), so the fold boundary is the data-arrival distance past the grid point: earliness + pipeline, with an 8-cck fetch-to-comparator pipeline. Scroll taps at or past the boundary see the next gulp’s data and sit one full gulp left of taps below it. The boundary saturates rather than wrapping at the gulp: arrivals slide monotonically later as the phase grows, so once the boundary passes the top of the tap range nothing folds, and an exactly on-grid start folds from the pipeline alone (taps at or past 16 lo-res px). Pinned by two golden probes, both FS-UAE-verified band by band and re-verified against vAmiga 5.0b1’s A1200_2MB AGA setup: ddfprobe-agafold on the Alien Breed II AGA playfield constellation (issue #248: lo-res BPL32, DDFSTRT $24 -> earliness 8 px, boundary 24), whose scroller pairs the folded taps with a one-gulp pointer step and jumps 32 px for 4 of every 16 pan frames without the fold, and ddfprobe-agafold2, which sweeps the DDFSTRT phase on the 64-bit fetch across the SANITY Roots II AGA swirl/kaleidoscope constellation (issue #371: lo-res BPL64, DDFSTRT $58/$38 -> earliness 48 px, boundary past the 0..63 tap range), whose taps 16..43 must render linearly -- the earlier last-earliness-window rule (fold at gulp - earliness) reproduced AB2’s map but folded every Roots tap >= 16, pulling the swirl a gulp left and shearing the kaleidoscope line by line. The hi-res/SHRES scaling of the pipeline is not yet externally verified; only lo-res is pinned.

BPLCON1-delayed samples at the left edge of a scanline do not reuse the previous line’s final bitplane word. Before the current line’s shifter has a sample for a delayed tap, replay marks playfield output active but returns colour index 0. Same-line samples fetched before DIW opened do scroll into view, on every line alike: the delay taps pixels the shifter loaded from the line’s own pre-window fetch, so the first line of a bitplane-DMA block -- whether gated by a Copper DMACON BPLEN write or by DIWSTRT’s vertical comparator -- renders its scrolled-in left edge exactly like the interior lines (ddfprobe-blockscroll, vAmiga-verified; the Super Skidmarks CD32 menu corner-notch regression class). The scroll-in still never comes from a previous scanline’s tail. AGA’s extended BPLCON1 delays can exceed one 16-bit shifter word; the extra leading gap also stays background until current-line samples reach Lisa. A BPLCON1 write whose normal register position is already at or beyond DIW’s right edge is not pulled left into the current line’s bitplane-scroll domain; it updates following lines without retapping the visible HAM tail of the current line.

The playfield pixel loop runs in control-run chunks: recorded control, scroll, and palette events take effect at output-pixel boundaries, so between two event positions everything derived from ControlState (the BPLCON0 mode decode, display-window edges, fetch-origin quantization, per-plane scroll delays) is constant and is computed once per run rather than per pixel. The per-pixel decisions inside a run are unchanged -- the chunking is a host-CPU optimization, not a model change. History-independent colour modes also cache their complete 256-entry Denise/Lisa index tables in up to eight frame-local entries. The cache compares the palette, the AGA colour-path selection and the complete BPLCON0, BPLCON2, BPLCON3 and BPLCON4 registers. Scroll, fetch, DMA, display-window and collision changes reuse that table: they affect which sample is drawn or how its output is composed, rather than the colour, colour latch and playfield mask resolved for a given sample index. HAM -- HAM6 and Lisa’s HAM8 alike -- remains on the sequential path because every output depends on the preceding colour. An indexed lookup still seeds the held colour for a later switch into HAM. Prepared planar rows similarly share a single byte lookup when the odd and even BPLCON1 taps have the same delay; the exhaustive prepared-pixel/word-sampler comparison covers both that common path and separate dual-playfield taps.

The horizontal display-window flip-flop keeps the 9-bit Denise counter model. Lines without a mid-line DIW write solve its exact comparator transition ticks directly; a changed line replays all 454 ticks. A randomized equivalence test compares both paths across counter starts, wrap behaviour, window bounds and carried flip-flop state.

The flip-flop’s carried state also decides where the playfield painter starts. A row that enters the framebuffer with the flip-flop open -- carried from the previous line, typically held by a DIWSTOP beyond the counter’s 1C7wrapthatnevermatches−−isnotgatedontheleftbytheDIWSTRTpositionatall:settinganalready−setflip−flopisano−oponhardware,anddatafetchedleftoftheDIWSTRTpositionisvisibleatitsfetch−derivedbeamposition(vAmigaTSAgnus/DIW/OLDDIWdiw10A500photosprovethecarriedflip−flop;‘timing−test/ddfprobe−diw1‘isthegoldenrenderprobe).ChambersofShaolin′sGrandslamintroreliesonthis:DIWSTRTH1C7 wrap that never matches -- is not gated on the left by the DIWSTRT position at all: setting an already-set flip-flop is a no-op on hardware, and data fetched left of the DIWSTRT position is visible at its fetch-derived beam position (vAmigaTS Agnus/DIW/OLDDIW diw10 A500 photos prove the carried flip-flop; `timing-test/ddfprobe-diw1` is the golden render probe). Chambers of Shaolin's Grandslam intro relies on this: DIWSTRT H C0 with DIWSTOP H 1D8(unreachable)leavestheflip−floppermanentlyopen,andthelogofetchedfromthestandardDDF1D8 (unreachable) leaves the flip-flop permanently open, and the logo fetched from the standard DDF 38 window shows in full left of the $C0 anchor. The rule follows the carried-in state, not the comparator alone: a row that enters open, closes at a reachable HSTOP left of HSTART, and reopens at the anchor still reveals the carried-in run’s data, with only the closed gap masked as border. Rows that enter the framebuffer closed keep the DIWSTRT anchor as the paint start, so ordinary windows clip exactly as before. (Sprites still clip by the register-derived window rather than the flip-flop -- a remaining gap.) Horizontal DIW clipping applies to sprites unless AGA border sprites are enabled by BPLCON3.BRDSPRT; if BPLCON3.BRDRBLNK is asserted, the border-sprite bypass is suppressed along with the blanked border.

BPLCON0 is itself split across two of those timelines. The plane count and the resolution bits gate the fetch/serializer side and stay in the generic register domain, but the HAM select does not reach the shifter at all: it picks how the already-serialized index becomes a colour, in the same colour-selection phase a COLORxx write feeds. Replay therefore samples the HAM bit DENISE_HAM_SELECT_PIPELINE_FB framebuffer pixels left of the rest of the control state, so a HAM change and a COLORxx write carried by the same chip-bus slot land on the same pixel (see docs/internals/timing.md; vAmiga records the same relation in Denise::setBPLCON0). A game that paints a HAM picture and an ordinary indexed panel on the same scanlines -- Hollywood Poker Pro clears HAM at WAIT hp=$A2 for its scoreboard -- otherwise decodes the first columns of the panel as HAM modify commands. As with the bitplane-scroll domain, a segment whose position has saturated past the display window keeps the register-domain position. hamprobe-select in timing-test/ pins the landing column against vAmiga.

AGA Lisa has one known split control path in this replay: BPLCON4’s high-byte BPLAM bitplane XOR follows the normal control timeline, but the low-byte ESPRM/OSPRM sprite palette-base fields are visible to sprite colour lookup at Lisa’s earlier sprite palette-control x position. Ordinary COLORxx palette writes stay on the Denise palette-output timeline; sharing the sprite path shifts Copper palette gradients horizontally and turns smooth per-line colour ramps into bands. The render event journal therefore creates a sprite-only BPLCON4 segment when those two x positions differ, then applies the full BPLCON4 value on the normal control segment.

Manual and held-sprite replay has a smaller split of its own. SPRxDATA and SPRxDATB writes update Denise’s data latches in the normal register-output domain, but the sprite serializer copies those latches only when the horizontal comparator fires. A DATA/DATB write after that compare is for a later compare or scanline, not the word already shifting. SPRxPOS writes re-arm the sprite horizontal comparator: if the write occurs before the newly programmed HSTART, the sprite can still begin at that HSTART. The replay clips those position intervals in the sprite-comparator domain (seven colour clocks ahead of the normal register-output position) so adjacent manual sprite words can abut at their HSTARTs and staggered even/odd attached-pair position writes do not create artificial half-pair strips. Once a manual sprite word has started shifting, later same-line POS/CTL writes can arm a future compare but do not truncate that active word. A POS write that lands exactly on the HSTART compare boundary is on the already-started side of that rule.

When sprite DMA was observed for the frame, captured DMA lines are the authoritative data source for DMA-fetched spans. Manual replay is seeded by beam-timed SPRx register writes, not by frame-start SPRxDATA latches alone: the data latch can persist across frames without proving that the sprite vertical comparators are active in the current field. A same-line SPRxPOS write after the sprite DMA slot can re-arm the horizontal comparator and reuse the line data DMA already loaded, so the renderer seeds those POS-only reuse spans from the captured DMA line. Sprites whose data was established by DMA before SPREN was cleared are carried separately as held sprites and can still be repositioned by later SPRxPOS/CTL writes. Merely enabling sprite DMA and crossing an empty sprite pair slot is not enough to make captured DMA authoritative; the frame must contain actual fetched or held sprite data.

Sprite DMA starts at the top of the field above the active display window (PAL line 19,NTSC19, NTSC 14). The pre-display scanlines are reconstructed by replay in bus/frame_capture.rs. This replay is paced cycle by cycle with the raster beam -- executing sprite slots as the beam advances and applying intermediate DMACON, SPRxPT, and SPRxPOS/SPRxCTL writes -- because the DMA reads chip RAM that the CPU may still be changing. Replaying all the pre-display cycles at display start instead let descriptors modified by the vertical-blank interrupt corrupt earlier sprite control fetches (the Spooky Town regression).

A DMA fetch arms the channel as it lands, but the serializer still only copies the latches when the horizontal comparator fires, so a SPRxCTL write between the fetch slot and HSTART cancels the fetched line outright: it is displayed neither at its own HSTART nor at a position a later same-line SPRxPOS write moves it to, because POS never re-arms. Captured lines whose channel is disarmed before their comparator fires are dropped before rendering and collision accumulation; a CTL write past HSTART leaves the line alone, since it cannot recall pixels already shifted out. This is how a Copper-multiplexed sprite panel retires its channels on the line below the panel while sprite DMA is still fetching against a descriptor whose vertical stop never matches -- Hybris’s SCORE/LIVES/HIGH panel does exactly that, and without the disarm the still-fetching channels paint a stray 16-pixel dash under the digits (issue #278). sprprobe-disarm in timing-test/ pins both directions against vAmiga.

Two manual-replay guards exist only to reconcile DMA writes the beam replay cannot see (Agnus drives POS/CTL/DATA through the same Denise registers without recording beam events): an early same-line SPRxPOS write hands the line to the DMA capture, and a pre-visible SPRxDATA/DATB write seeds the latch for later retiming instead of arming direct output. Both apply only when sprite DMA was observed in the frame. With sprite DMA idle Denise’s own rules hold unmodified: SPRxDATA arms at any beam position (including vertical blank), SPRxCTL disarms, SPRxPOS never disarms, and an armed sprite serializes at HSTART on every line because Denise has no vertical comparator. A vblank arm sequence with VSTART equal to VSTOP therefore displays full-height columns, which is how Gen-X draws the vertical edge-masking line sprites of its shutter transitions.

Because DMA fetches land in the same SPRxPOS/CTL/DATA/DATB registers a CPU/Copper write hits, Denise keeps two views of them: the CPU/Copper write shadow (sprpos/sprctl/sprdata/sprdatb/spr_armed), which the manual replay above and the live collision path are calibrated against, and the hardware-true view (spr_hw_*), which additionally receives every sprite DMA fetch -- a DATA fetch arms it, the vstop control fetch (including the 0/0 list terminator) disarms it. The DMA-idle latched redisplay seeds from the hardware-true view: software relies on the terminator’s CTL to silence a channel for good, so a later bare SPRxDATA arm must redisplay the DMA-written words, not the last manual pattern (Hamazing’s scene switch writes SPRxDATA=$0000 after a DMA sprite scene and expects invisible sprites; the stale write-shadow pattern would paint full-height bars). Only the authoritative sprite-DMA pass for a line writes the hardware view through: pre-display lines are computed twice, and the pre-display replay at the display start owns them (sprprobe-latch in timing-test/ pins the whole sequence).

The mapping from beam coordinates to framebuffer x is anchored by constants that encode the hardware’s fetch-to-display pipeline delays -- register writes, palette writes, and bitplane data each land at their own documented offset, and the bitplane fetch reference differs between lo-res and hi-res. The display-window comparator maps a DIWSTRT hstart H to framebuffer x = 2H - 196 (hardware-verified against the sblit0 A500 photo). A standard lo-res $81/$38 picture is flush with that edge; a standard hi-res $81/$3C picture starts its 640 fetched pixels one lo-res pixel inside the window (matching vAmiga), with no wider leading border.

Wide-FMODE DMA fetches start from the revision-masked DDFSTRT comparator value and complete whole units, but the displayed shifter origin is still quantized by the FMODE fetch gulp; the renderer keeps those two effects separate. That absolute gulp grid remains linear below the standard fetch slots rather than clamping at the $18 hard start. In lo-res BPL64, DDFSTRT $18 / DDFSTOP $B8 therefore puts the whole first 64-pixel gulp left of a standard $81 DIW and fills the window with the remaining five gulps; ddfprobe-agaorigin pins the hidden first gulp and the flush right edge against an equivalent FS-UAE A1200 capture.

Denise’s output line starts at the horizontal blanking start counter; COLORxx writes before that counter are the wrapped tail of the previous output row, while the palette value they load is still the base colour for the following row. These anchors were calibrated against real-hardware captures and other emulators; COPPERLINE_HCENTER=0 and COPPERLINE_OVERSCAN=full help when re-checking them.

For FMODE=0 lo-res, the one-sample phase bias is applied on both standard and late fetch origins. If a late DDF row completes exactly at DIWSTOP, the final visible DIW sample still includes undelayed planes; BPLCON1 delay only retaps the per-plane shifters, it does not make the undelayed planes drop one sample before the display window closes.

The framebuffer is a 716x285 overscan field (lo-res pixels doubled horizontally). It captures deep overscan on all sides. For standard 15 kHz PAL/NTSC fields, row zero is anchored at Copperline’s fixed overscan top rather than the current DIWSTRT vertical value. DIW still acts as the hardware display-window flip-flop: it decides when the frame’s chip-RAM snapshot and bitplane DMA capture begin, but changing DIWSTRT later in the field does not recentre the already-visible top border. Programmable VARBEAMEN scans instead use their programmed visible window as the render origin. Under VARBEAMEN, Denise’s horizontal counter restarts at 0 with the programmable line rather than free-running at the standard 15 kHz phase, so the DIW and sprite comparators sit later on the canvas by that origin difference (Linux/m68k amifb and the KS3.1 DblPAL screen both program their windows against the zero origin). A programmable frame is presented like a multisync monitor on both axes: when the mode programs its sync pulses, the glass shows the line from the HSYNC trailing edge to the next pulse (VARHSYEN) and the frame from the VSYNC trailing edge to the next pulse (VARVSYEN), so the picture sits where the mode’s own porches place it, with blanked border rows above and below the programmed vertical window. Without a programmed horizontal sync the whole line maps onto the glass time-linearly (each colour clock covers 227/line_cck of a standard clock’s width); without a programmed vertical sync the captured rows keep covering the full glass height.

Super-hi-res output: Denise/Lisa resolve every 35 ns sample through the full palette pipeline (ECS Denise carries at most two bitplanes into SHRES; AGA Lisa runs the complete 8-bit index path, e.g. the 4-plane FMODE=3 Linux amifb console). A programmable scan that drives SHRES renders a double-width canvas at the 35 ns pixel pitch (canvas_scale_for): each of the two per-column samples is emitted as its own framebuffer pixel, and the presentation, screenshots, and the browser canvas carry the doubled width through (the desktop window shows it 1:1 on a 2x HiDPI texture). Every logical coordinate in the replay -- comparators, fetch origins, sprite positions, the collision buffers -- stays in the classic hi-res-pitch domain; only the framebuffer writes fan out. The sprite serializer keeps its own 35 ns sample coordinate: BPLCON3 SPRES=11 emits one sample per doubled-canvas pixel, SPRES=10 emits two, and the lo-res encodings emit four. Standard 15 kHz scans keep the classic single-width canvas byte-identical; their SHRES playfield and sprite subpixel pairs are blended into each 70 ns pixel. The renderer keeps the two playfield colours and priority masks separate until sprite composition, while CLXDAT keeps its 70 ns column pitch and combines adjacent 35 ns sprite samples. Sprite comparator positions remain at hi-res resolution on either canvas, as on Lisa; SPRES changes pixel width, not the comparator’s positional granularity.

Three vertical edge cases the replay honours:

Threaded frame handoff (RenderInput, video/window.rs)

At frame end, Bus::begin_new_beam_frame freezes the just-finished frame: the render-event journal, chip-RAM snapshot, captured bitplane/sprite DMA rows, palette split, display geometry, frame line count, framebuffer start line, and Agnus programmable blanking latches become the source for RenderInput::from_bus. The large immutable chip-RAM and captured-bitplane bundles use shared ownership between the bus and RenderInput; queueing a worker job therefore does not copy the full RAM image or deep-clone every plane row. A completed job releases those references before the next frame wrap so the RAM allocation normally returns to the capture side. Released bitplane rows are kept in a bounded capture-side pool, preserving the eight plane-vector allocations across frames while clearing their contents before reuse. render_from_input consumes only this frozen bundle, so the main thread can start emulating frame N+1 while the worker renders frame N.

Each render thread also retains a RenderScratch arena across calls. The per-row base palettes and control state, their nested segment vectors, the playfield/collision canvases, horizontal-window rows, DMA-output origins and manual-HAM selector buffer are cleared and resized in place. The merged palette-event journals, sprite lines, attached-pair beam lists and full-frame sprite collision mask live there too. This preserves their allocations across changing frames and avoids rebuilding several large temporary buffers at field rate; thread-local ownership keeps the synchronous browser/native paths and the desktop worker independent without locking.

window.rs starts a persistent copperline-render worker by default. COPPERLINE_THREADED_RENDER=0 (also false, off, or no) disables the worker and uses the synchronous wrapper path. The default worker owns a scratch framebuffer and the deinterlacer history, calls bitplane::render_from_input, applies the same presentation post-processing as the synchronous path, and returns a presentation framebuffer tagged with the render generation and emulated frame number. Resets, power changes, and save-state loads bump the generation so stale worker results are ignored instead of being shown after the machine timeline changes.

The worker never mutates emulator-visible hardware state. CLXDAT collisions are CPU-visible Denise state, so the bus completes unread live collision replay to the end of the frame before rolling the frame buffers. The synchronous fallback still ORs the render result’s collision bits into Denise after painting, but the threaded path treats those bits as diagnostic render output and records only the returned render timing on the main thread.

The render worker paints CPU buffers only. The main thread composes the newest completed presentation buffer into the texture image (the TV aperture or full-overscan copy, the tint, the status bar, panels and overlays) and hands that image to a second worker, copperline-present, which owns the GPU side of the window (the pixels surface and the scaler, CRT, bezel and sticker passes: Gpu in window.rs). The worker uploads the image, draws the passes and presents, so the main thread’s redraw ends at hand-off rather than at the surface’s vsync wait -- on a host that falls short of real time, that wait would otherwise stall the emulation loop every frame. Up to two frames are in flight (PRESENT_FRAMES_IN_FLIGHT); a third redraw waits for the next pass. Everything the passes need (scaler draws, CRT uniforms, the RTG rect) is resolved on the main thread into the PresentJob. The worker issues winit’s pre-present hint after the draw and before the present, as the main thread does, except on macOS, where every winit window method waits on the main thread and the hint is a no-op anyway.

The GPU side comes home for the operations that need the main thread: surface and texture resizes, present-mode and shader changes, and any frame carrying the RTG board’s texture upload or the inspector’s egui paint, which still present synchronously (Render::gpu_mut reclaims it, waiting out a frame in flight). The worker shares the window with the main thread but never owns the last reference to it. On macOS a winit window dropped off the main thread dispatches its drop to the main thread and waits, and the main thread is the one joining the worker at shutdown, so the worker’s clone releasing the window inside that join would deadlock the exit; the main-thread side therefore keeps a reference past the join. COPPERLINE_THREADED_PRESENT=0 presents every frame from the main thread.

When nothing has to be composed over the picture on the CPU -- no menu, panel, OSD, badge or guest overlay, no tint, and no CRT, bezel or RTG pass that samples the composed texture -- the display draw of the scaler pass samples the presentation buffer itself (ScalerDraw::picture, PresentScaler::upload_picture) instead of a CPU copy of it into the texture. The buffer goes up at the canvas’s own size, and the shader reproduces copy_window_present_frame per texel of the texture it stands in for: the same row selection and the same 8.8 two-column glass blend in the same integer arithmetic (picture_texel in scaler.rs, from the PictureMap present::picture_map builds from the copy’s inputs), then the same clamp-to-edge bilinear filter in linear light that the sampler applies to the composed texture. Point sampling is bit-identical to the CPU path; the sharp filter differs by the sampler’s weight precision, within two LSBs (picture_draws_match_the_composed_texture). The chrome band below the picture still comes from the CPU texture, and every case above falls back to composing the whole frame on the CPU.

Normal display can be one frame behind emulation; exact capture paths call finish_render_for_current_frame so screenshots, frame dumps, recordings, debugger step, and run-to-PC output use the requested emulated frame.

Run-ahead ([emulation] run_ahead_frames) sits above this pipeline. A burst first retires one committed anchor frame, snapshots the machine, and then retires n speculative frames with per-frame pacing suppressed. Every speculative frame is silent: AudioMux drops all master/source/channel fanout, and Paula withholds completed serial words from both its sink and observer. The final future frame is synchronously rendered while its bus is still live; only then is the anchor restored. Rendering after restore would present the past, and merely submitting a worker job before restore would race the fallback renderer. One pace_runahead_burst call at the end uses the anchor’s emulated time, so snapshot, speculation, rendering, and restore all share one display-period budget. Speculative frames contribute host busy time but not the committed-frame counter.

The eligibility gate is deliberately conservative. It excludes any device or observer with host state that M68kMachine::write_state cannot rewind; the user guide lists the current set. A snapshot or restore failure disables run-ahead for the session instead of silently advancing by extra frames. If stepping or rendering interrupts a burst after speculation has started, the anchor restore is still attempted before run-ahead is disabled: output from those abandoned future frames was suppressed and they cannot become the committed timeline.

Progressive frames have two exact reuse checks. First, two consecutive renders with identical lightweight inputs arm a pre-render key containing every captured bitplane row, sprite line/latch, register/event stream, geometry and blanking input. If replay fetched words from the chip-RAM snapshot, the key also retains each timed address/value dependency and replays those reads against the next snapshot; unrelated guest RAM therefore does not defeat reuse. A match skips replay and keeps the prior collision and presentation result. The two-frame arming step avoids deep-copying captured plane data on changing displays. Interlace, phosphor history, and time-dependent render diagnostics do not take this shortcut.

The browser wrapper exposes a wrapping presentation revision counter. It advances only after a non-reused frame has completed post-processing and been copied into the page-facing presentation buffer. JavaScript remembers the last uploaded revision, so an exact pre-render reuse also suppresses the typed-array construction, texture upload and monitor draw. Display-only changes such as a resize, tint, monitor mode or WebGL context restoration can force a draw of the held texture without pretending the emulated picture changed.

The WebAssembly frontend shares presentation mathematics with the desktop client via present_common: autocrop hysteresis (AutocropLatch), per-axis integer fitting (per_axis_fit), and coordinate mappings translating renderer content boundaries to presentation buffer pixels (FieldPlacement::content_rect and region_present_content_rect). Under integer scaling, 60 Hz NTSC modes present native scanlines without vertical resampling to PAL row counts. WebGL monitor passes draw the cropped sub-rectangle via the u_src uniform (matching crt.wgsl’s src_rect), while 2D canvas fallback scales to the device viewport.

For a progressive frame without phosphor persistence, presentation writes directly into the frontend-owned buffer instead of first filling the deinterlacer’s full woven buffer. The browser’s standard-TV path goes one step further: it maps the captured aperture’s destination rows straight back to the source field, combining line doubling, PAL/NTSC vertical presentation scaling and cropping in one copy. LACE fields and phosphor persistence keep the history-dependent weave/blend path and then crop its output. The deinterlacer grows its weave, motion-mask and phosphor buffers lazily, so a frontend that disables both effects pays neither their frame cost nor their multi-frame scratch allocation.

After post-processing and deinterlacing, the frontend compares the complete active presentation buffer and its geometry with the current one. This is a word-for-word comparison, not a hash. An exact repeat keeps the current buffer and, when the status LEDs/media state and overlays are also unchanged, does not request a main-window redraw; that avoids the CPU copy, texture upload, and GPU present even when harmless differences in the raw event log made the conservative pre-render key reject the frame. Recording still emits the duplicate video frame, and status/UI changes still redraw over a held Amiga picture.

Interlace (video/deinterlace.rs)

Interlaced (LACE) content is presented through a motion-adaptive deinterlacer at double height: each field lands on its parity’s output rows, and opposite-parity rows are filled by weaving the previous field where content is static and interpolating neighbours where it moved. Motion is detected on both parities (each field against the previous field of its own parity, and the woven line against its own predecessor), and the per-pixel motion mask is dilated one pixel sideways so dithered moving art bobs as a region instead of weaving and interpolating on alternate pixels.

Fields are routed by the hardware convention (the long field, LOF=1, carries the upper output rows), but software that never observes LOF and simply ping-pongs two per-field images -- a chained pair of Copper lists, each repointing COP1LC at the other -- lands on an arbitrary pairing decided by which field happened to be running when its chain started. A real CRT hides the wrong phase in field-rate flicker; a progressive weave turns it into a one-line comb through every detail. The deinterlacer therefore measures both pairings’ cross seams against the stored opposite field each laced push: motion widens both sums about equally and fails the margin test, but a static picture drawn for the opposite pairing makes the losing sum carry the comb, and after four consecutive losing fields the weave phase flips (relabelling the stored field history with it). The flip and its votes reset whenever the weave history is dropped -- progressive fields, machine swaps, resets, state loads, deinterlace toggles and scan changes alike -- so a stale phase from one stream never routes the next stream’s fields to the wrong parity. Kang Fu CD32’s laced HAM8 intro screens are the regression example: with the phase wrong, its thin lettering rendered as “every other line missing”.

Progressive content is line-doubled without history. With phosphor persistence off, the common progressive path writes those doubled rows directly into the frontend-owned presentation buffer instead of filling the deinterlacer’s intermediate output and then copying the complete frame. Interlaced and phosphor-blended frames retain the history buffer. [display] deinterlace = false (or the COPPERLINE_DEINTERLACE=0 env override) falls back to plain line doubling; like phosphor, the setting travels in every render job. The browser starts with both history-dependent effects off for throughput and exposes live controls for pages that prefer their CRT presentation; on the desktop, motion-adaptive deinterlacing is on and phosphor persistence is off by default.

In the default threaded pipeline the worker owns this history; the synchronous fallback keeps it on the window App. The worker drops its history whenever the render generation changes (machine swap, reset, state load), so nothing from the previous presentation stream weaves or glows into the next one.

The deinterlacer also hosts the optional CRT phosphor-persistence stage ([display] phosphor / COPPERLINE_PHOSPHOR, off by default, clamped to 0.95): when on, present_with_phosphor blends each presented frame over a retained copy of the previous one, keeping the phosphor fraction of the old value per channel (quantized to 1/256) for an exponential trail. This is what fuses field-rate flicker (alternate-field dither transparency, flicker-dithered animation) the way a real tube does. Like the rest of the deinterlacer it operates on the presentation buffer only and never touches the emulated framebuffer. The persistence fraction travels in every render job rather than being fixed at worker spawn, so a machine started from the launcher applies its configured value.

Known display gaps

Presentation (video/present_common.rs, video/window.rs, video/ui.rs)

window.rs owns the winit ApplicationHandler and the pixels GPU surface. Startup window_scale multiplies the presentation canvas’s logical dimensions before winit applies host DPI scaling. Canvas snaps and resize ownership use the same multiple, preserving it across aspect and chrome changes until a manual resize. maximized uses winit’s decorated window maximization; canvas resizes are deferred while maximized or fullscreen and settled when the window is restored.

The field is presented at a TV-like 4:3 aspect (or with square pixels under [display] pixel_aspect = "square") above the 44-pixel status bar, scaling with the window. The GPU surface is fed from present_fb, the post-processed presentation buffer produced by either the render worker or the synchronous fallback.

Window creation selects its graphics backend before constructing the scaler, CRT passes, or egui renderer. On Windows, an automatically selected CPU adapter triggers a second pixels build restricted to OpenGL. Each renderer is dropped before creating another surface for the same native window. A failed or software-only GL attempt rebuilds the original backend; an error rebuilding it propagates to the window creator. WGPU_BACKEND and WGPU_ADAPTER_NAME opt out of this retry. Other platforms keep their existing selection policy, including Linux’s Vulkan default.

The emulator window is drawn onto the surface by its own scaling pass (window/scaler.rs, replacing the pixels crate’s built-in scaling renderer), while the inspectors draw directly with egui. The scaler pass takes its destination rectangles and filter modes as inputs, so an integer multiple is not tied to the backing texture’s supersample factor. That factor is planned per window (plan_present_scaling in window/present.rs): smooth scaling uses the rounded host DPI factor (at most 2), and integer scaling uses the planned multiple, capped at MAX_INTEGER_TEXTURE_SCALE (4) to bound the texture and the per-frame copy; [display] hidpi_texture = false keeps the texture at canvas resolution. A multiple past the cap is still drawn in full. Point sampling remains exact because the present copy replicates each canvas pixel into a uniform texel block. Smooth filtering uses a sharp bilinear shader with texel snapping. PresentLayout (window/present.rs) is the single source of truth for display geometry, cursor coordinates, and overlay positioning.

The scaler draws an opaque black background across the surface before drawing the picture and chrome. A render-pass clear alone can leave corrupt colour and alpha values in the letterbox bars on Intel Mac Metal presentation surfaces, even when the same clear works on an offscreen texture. The background draw also covers frames with no display rectangles.

[display] autocrop samples the active content sub-rectangle of the canvas each frame (RenderResult::content_rect), computed from raster lines containing fetched bitplane data. Chrome elements (panels and status bar) are drawn separately in a docked bottom band sized identically to the letterboxed layout. AutocropLatch filters frame-to-frame variations: viewport expansions apply immediately, while a smaller envelope must hold for SHRINK_STABLE_FRAMES (25) consecutive frames before the crop tightens, which prevents zoom pumping during transitions. Opening menus or panels expands the display quad to the full display area so overlays remain visible. CRT presets render over the cropped area. Programmable multisync modes (e.g. DblPAL) are cropped using their sync-anchored windows. Autocrop is suspended when a monitor bezel is drawn or an RTG board owns the display; captures keep the full aperture.

Overscan::Smart leaves the presentation raster unmasked, then applies a bounded horizontal correction through the same aperture map as manual centring. PresentationLatch estimates the centre from the renderer’s per-line hardware display envelope. An envelope at least 80% of the standard window’s width and 16 woven rows tall can contribute an offset; narrower windows keep the stock centre. The correction is capped at eight lo-res pixels and must persist for 25 distinct emulated frames. Repainting a paused frame does not advance this clock, and border-only frames hold the correction while cancelling a pending candidate. Reset, state load, RTG entry and programmable scans clear it. The desktop resolves it for both synchronous and worker rendering, including exact frame reuse; the browser rebuilds its cropped buffer when a static frame earns a new correction.

Smart autocrop bypasses the fixed aperture for the live picture and maps the complete hardware content envelope onto the canvas. The CPU copy, GPU copy, CRT pass and pointer map use the same resolved source aperture. Its pixel aspect remains the PAL/NTSC scan’s aperture-derived shape: it is independent of the new source buffer dimensions or crop bounds. The browser carries this shape separately and shares buffer_layout_with_par / sub_rect_fit_native with the native fitting path. Captures still use the configured TV aperture, and the monitor-bezel path retains its fixed opening. Neither operation changes chipset output, timing or serialized machine state.

Smart integer autocrop checks the composed display envelope for exact adjacent column pairs. When every pair matches, it fits in native low-resolution pixel units, allowing odd horizontal factors such as PAL 5x (1600x1000 for 320x200 content on a 1080p surface). Mixed-resolution playfields, sprites or Copper effects that distinguish the two columns retain the finer grid. Crop edges must also align to pairs; they are never moved inward to gain a larger scale.

Integer scaling presents from the unresampled canvas in both TV and square pixel modes (video::square_canvas). In TV mode, per_axis_fit chooses horizontal and vertical integer multipliers independently: the tallest fit whose pixel shape stays within 10% of the shape a standard scan has on the 4:3 glass (glass_par: about 1.078 for PAL, 0.854 for NTSC). On a 1080p display, 200-line NTSC content scales to a 4:5 pixel aspect (1280x1000). Monitor bezels retain the resampled TV canvas, while RTG and programmable modes scale uniformly.

Every redraw first re-syncs the surface to the host window’s current size (resync_surface_size), rather than trusting the Resized event to have arrived first. pixels rebuilds its swapchain from the size the last resize_surface gave it, and retries the acquire in a loop with no bound, so a surface left behind by a resize the app has not seen yet is a hang and not a misdraw: a driver that rejects the mismatched extent (Mesa’s X11 Vulkan WSI answers VK_ERROR_OUT_OF_DATE_KHR) sends that loop round forever, and because it runs inside the event callback it also starves the Resized event that would have corrected the size. Entering or leaving fullscreen is the usual trigger: the window manager resizes the window a moment before the event is delivered. Both window kinds record the size their surface was configured with, and all resizes go through the wrappers that keep that record in step.

The frontend-independent half of this pass lives in video/present_common.rs: the post-render pipeline (vertical/horizontal recentring, the TV bezel mask, programmable-scan presentation) plus the standard-window and TV-aperture constants and the geometry predicates that key on them. window/present.rs re-exports everything there, so the desktop path is unchanged; headless consumers -- cpu.rs’s debug screenshots and the browser (WebAssembly) frontend -- present frames through it without the winit stack.

The presentation-only adjustments (none of them alters the emulated framebuffer):

Both content-keyed decisions -- the TV aperture crop and the full-overscan recentring shift -- are latched across border-only frames (PresentationLatch in present_common.rs). A frame with no bitplane content intersecting the window (registers cleared during boot, or the blank frame or two Intuition emits at every screen change while it rebuilds the Copper list) carries no evidence about the display’s layout, so it keeps the previous frame’s geometry instead of snapping to the full framebuffer -- the monitor does not move between screens. The power-on default is the stock standard display (aperture on, standard recentring shift); a frame that does carry content, including a true-overscan fetch or a programmable scan, re-latches the decision, so an overscan demo that blanks between parts stays on full-frame presentation throughout. The latch resets on presentation discontinuities (machine swap, reset, state load). Frame dumps and screenshots share the resolved decision, so a TV-mode dump’s PNG dimensions remain 716x540 across a boot.

RTG scanout (Z3660, Picasso II/II+ and Graffity)

When a fitted [rtg] board’s guest driver switches the display to RTG, the presentation path swaps sources: the board’s panned framebuffer (decoded from VRAM in the scanout’s pixel format, with its hardware cursor composited over it) replaces the chipset render. Z3660 implements its FPGA scanout and sprite in z3660.rs; Picasso II/II+ implement the CL-GD5426/5428 scanout, two-plane cursor, and physical pass-through switch in picasso2/gd5426.rs, and the Graffity Zorro II/III boards (graffity.rs) reuse that CL-GD5428 core. The window presents that frame at its native resolution through a dedicated GPU texture (window/rtg_texture.rs) rather than the 716-wide chipset buffer, and the TV aperture crop is suppressed -- it is a chipset crop rect, and applying it would show a sub-rect of the board’s screen. While a menu, panel or guest overlay is open the window falls back to the CPU present path (at the cost of the downscale) so the overlay is not overdrawn by the GPU pass. If the board claims the display but its frame does not compose yet (mode set before the resolution registers), presentation falls back to the chipset render rather than freezing on a stale frame.

compose_rtg_present (present_common.rs) also keeps an FB_WIDTH-stride copy of the native frame for the screenshot and CCP capture paths, which read the shared presentation buffer: one output row per board row at the board’s native height, downsampled horizontally by sampling each output pixel’s source-span centre so the rightmost source columns survive. Screenshots under RTG are therefore 716 wide at the board’s native row count.

The Cirrus-based boards (Picasso II/II+ and Graffity) remain on native pass-through after reset. Even after the guest writes the monitor switch, rtg_active requires a running, unblanked sequencer and a plausible CRTC mode whose visible rows fit in VRAM (video_valid). During driver mode changes this makes presentation fall back to the native chipset frame instead of exposing stale or out-of-bounds VRAM.

ui.rs lays out, hit-tests and draws the pop-up menu (whose rows and actions are defined in menu.rs) and the smaller overlay panels (About, Shortcuts, Calibration); the status bar is drawn by window/statusbar.rs. Both use the 8x8 font.rs glyphs. The software inspector drawing helpers in ui.rs remain available for tests and rendering comparisons. COPPERLINE_UI_PREVIEW=1 cargo test panels_render_into_their_rects renders the software panels into target/ui-preview-*.png.

The desktop frontend feature includes egui. window/egui_debugger.rs owns the shared debugger/Frame Analyzer/Console layout, text input, and GPU drawing. egui_debugger/workspace.rs integrates it into the main window: a transparent display pane supplies the destination rectangle to debug_present_layout, and the ordinary scaler, RTG, CRT, and bezel passes render there. Egui loads that same surface afterwards and adds the surrounding controls. The display never makes a GPU readback or an extra CPU image copy to enter the workspace. The same PresentLayout maps the picture and host cursor, including crop, integer scaling, and physical-pixel offsets.

The main window retains its device, surface, vsync, and minimized-window guards. Live inspector snapshots, layout, and tessellation are cached at 20 Hz; input, stepping, and repaint deadlines invalidate the cache immediately. The display continues at its usual cadence, composing the cached UI between inspector updates. Textures retired by egui remain alive while the cached frame can still use them. They are released when that frame is replaced, before uploading the next frame’s texture updates.

Headless, browser, and libretro builds omit the desktop frontend and egui. egui_debugger/analyzer.rs supplies the four analyzer views (Beam, Blits, Memory, Resources), and egui_debugger/console.rs supplies the command field and selectable output.

The inspector context replaces egui’s Hack face with the bundled assets/egui/hack-slash/HackSlash-Regular.ttf. Only the zero outline changes, using Source Foundry’s forward-slash alternate; character advances, line metrics, and the 13-point monospace style remain unchanged. Egui’s Unicode fallbacks and proportional labels retain their default fonts. The asset’s README and build script record how to reproduce it; THIRD_PARTY_FONTS.txt preserves its credits and licences in packaged builds.

The egui versions in Cargo.toml share pixels’ wgpu major version; upgrading them requires keeping those device and encoder types compatible.

The view builder supplies side-effect-free snapshots, including structured CPU registers, disassembly, and memory. Software rendering helpers use fixed-width text clipping; egui receives complete lines and scrolls them. UI commands are collected during layout and applied through the existing debugger handlers after the final egui pass, so a repeated sizing pass cannot execute a command twice. Commands still dispatch if presentation fails, because their input has already been consumed. UI state and GPU resources belong to the host window and never enter save states. Repaint deadlines wake a paused event loop for caret blinking and interaction without advancing the machine; minimized windows skip presentation.

Audio rows reserve four detail lines and place each scope beside the text. Their geometry depends on the viewport and font metrics, so transient pending flags and changing status text do not move later rows or mute controls. Detail text scrolls horizontally within its column; the tab header does not wrap.

Logical panels stay independent of the visible Play/Debug layout. Selecting an inspector opens it lazily and preserves the other panels. Returning to Play retains those panels and the current run/pause state; explicitly closing a panel runs its existing cleanup, including profile/heat-map capture ownership. The last panel closing returns to Play. A native close exits the application.

The workspace starts with input owned by the debugger. A display click transfers ownership to the guest; the capture shortcut releases it. While the debugger owns input, text events and raw device qualifiers are kept out of the Amiga. Transferring input back releases held host keys and buttons, so a swallowed key-up cannot leave an Amiga qualifier held. Physical gamepads keep their existing routing. Modal main-window overlays temporarily cover the workspace.

Analyzer address links dispatch host navigation actions: they open the debugger, select CPU/Memory/Copper, pin the address, and reset the destination scroll. The captured frame is retained; the destination reads the current machine. The Console stores its input, output, and history in the existing panel model. Text edits stay in the panel, and submission becomes a single post-layout command batch, so paste and repeated sizing passes cannot execute commands. A CLOSE stops that batch. Hidden Console panels still receive guest output.

egui_debugger/preferences.rs stores a small TOML file, inspector-layout.toml in the Copperline configuration directory: Debug layout size, display divider, CPU divider sizes, and tab names. It is loaded lazily and saved atomically on returning to Play, closing an inspector, or exiting. The Play window size and position are kept in host memory while Debug is visible; position restoration checks that the title bar remains on a connected monitor. Invalid preferences fall back to defaults and sizes are bounded. Legacy inspector files retain their pane/tab settings. No egui internals or guest state are stored. Tests use temporary files; ordinary test App instances never read or write the user’s preferences.

The beam image uses the same pure AnalyzerTraceView::raster_pixel sampler as the software renderer for owner colours, CPU waits, picture blending, and beam scrub. Egui draws the display/DIW/DDF bounds, markers, and selections above that texture. Image picks map through the existing 0..1023 beam coordinates and 256x256 memory grid. Diagram sizes come from the visible scroll viewport so window resizing keeps input and imagery aligned.

The inspector tests run with the ordinary desktop unit suite on macOS, Linux, and Windows. The macOS Inspector UI tests step reuses the default build’s library test binary and fails if the suite is missing. These tests exercise all tabs, input, navigation, shared lifecycle, and saved layouts without a GPU or native window, and compare serialized machine state before and after inspection. The test_app() fixture supplies a real emulator instance. For visual review on a host with a GPU:

cargo test --release --locked --lib render_debugger_previews -- --ignored --nocapture
cargo test --release --locked --lib render_analyzer_previews -- --ignored --nocapture
cargo test --release --locked --lib render_console_preview -- --ignored --nocapture

These write the ten debugger, four analyzer, and Console images to target/egui-debugger/. The similarly invoked benchmark_debugger_repaint test measures alternating, warmed CPU-tab repaints: legacy software drawing plus texture upload against egui layout, tessellation, and GPU submission. It excludes machine-data collection, GPU completion waits, window presentation/vsync, and emulation; its timings describe repaint CPU cost, not overall emulator performance.

The configuration panel lives in ui/configuration.rs, with row drawing and hit-testing together in configuration/rows.rs, library artwork and entries in configuration/library.rs, and modal drawing and hit geometry in configuration/dialogs.rs. Its editable model remains in launcher.rs. launcher/fields.rs defines tabs, rows and choices; launcher/values.rs owns labels and edits, sharing a single mapping for ordinary boolean fields. Boot-priority arrows use the shared boot-field-to-drive mapping, so every listed drive follows the same stepping and Bootable rules. Hardware-dependent edits remain explicit. launcher/setup_config.rs handles loading and serialization, with to_raw delegating to machine, media, WHDLoad, presentation, I/O, audio and expansion sections.

Host display selection lives in config/monitor.rs (HostMonitor) and window/monitors.rs. The latter resolves saved selectors against fresh winit monitor handles at window creation, launcher Run and fullscreen entry, so disconnected displays fall back to automatic placement. The launcher keeps its enumerated labels separately from serialized configuration and saves a unique name where possible. Window placement accounts for negative monitor origins and per-display DPI. When moving an existing window, centering uses its logical size scaled for the destination display, accounting for the resize caused by the DPI change. macOS uses logical desktop coordinates when moving between displays. Explicit window coordinates are logical offsets from the selected monitor origin; other hosts scale the offset into physical desktop coordinates. With an automatic monitor selector, an explicit offset uses the primary monitor. Fullscreen passes the selected handle to winit’s borderless mode. Ordinary positioning is unavailable on Wayland. Monitor preferences and inventories are host presentation state: they do not enter save states or change headless capture geometry or emulation timing.

CRT shader pass (window/crt_shader.rs)

The optional tube emulation ([display] shader, off by default) is a second pass inside the same pixels render_with closure the RTG texture uses: the presentation scaler pass draws the composited buffer first, then CrtShader re-draws the display rectangle through a fragment shader. Its viewport is the display sub-rect of the letterboxed clip rect -- the clip rect scaled by present_height() / window_present_height(), the same multiply-then-divide the RTG display rect uses so the two land identically -- and it samples only the matching src_rect of the presentation texture, so the status bar below is neither read nor overdrawn. uniforms_for builds the uniform block and that viewport from pure arithmetic, with no GPU state, so the mapping is unit tested on its own.

One 64-byte uniform block goes to the GPU per presented frame: the display sub-rect in UV, the viewport size in physical pixels and the source region in texels, the strength, the scanline count, and the per-preset mask, curvature and vignette knobs. Three presets (shaders/scanlines.wgsl, mask.wgsl, crt.wgsl) are include_str!-embedded and compiled into pipelines at window creation, so switching preset at runtime is a pipeline selection, not a compile.

sample_display clamps the sample half a texel inside src_rect rather than to its edge. On the boundary a linear tap is a 50/50 blend with the texel on the far side, which along the bottom edge is the status bar’s separator hairline; that reaches the picture whenever the display rect is magnified (the last fragment row lands past the last texel centre).

The crt preset’s curvature bows only the face outline, never the picture: a real monitor’s deflection is corrected so the raster is rectilinear on the curved glass, so the picture (and its scanlines) is sampled straight and the warped coordinate feeds only the face’s signed distance. What lies outside the bowed outline is the unlit inside of the tube, opaque black at any strength, and only the area of that region scales with strength (through the warped coordinate, so strength 0 has no off-face region at all and the no-op invariant holds). Mixing the black back toward the sample instead would leave the region holding a fraction of the edge colour the clamp smears there. The boundary is faded to black over about one pixel, keyed to fwidth of the signed distance to the face, so the curve does not staircase.

The scanline count is what the window actually shows, not what the framebuffer holds (crt_scanline_count). The TV-aperture present path copies the standard scan’s aperture crop (TV_PAL_PRESENT_HEIGHT, 540 rows, or TV_NTSC_PRESENT_HEIGHT, 428) rather than the whole woven buffer, so its count comes from the aperture -- 270 lines on a 50 Hz scan and 214 on a 60 Hz one, against 285 for a standard field in "full" overscan, or the tube aperture’s 285/235 while a bezel widens the copy -- and is rescaled by the rect/content ratio when the square-pixel canvas pads the aperture with bezel rows. Interlaced content is deliberately drawn at field-line pitch over the woven frame: one gap per emulated line, which is what a 15 kHz set fed an interlaced signal looks like, rather than one per woven row.

Three classes of frame skip the pass. While a menu or panel is open the CRT pass would re-draw the UI the compositor just wrote into the buffer, through a phosphor mask and a curved face, so it is suspended for the same reason the RTG GPU path above falls back. RTG scanout reaches the surface through the RTG texture, not the buffer this pass samples. And a programmable multisync scan (amifb’s 31 kHz console, DblPAL, SHRES) has no 15 kHz line structure to reproduce and no woven fields, so the two-rows-per-line count would not hold either; present_programmable carries that flag out of the render worker.

A custom shader ([display] shader = "path.wgsl") is checked by naga -- parse, full validation, and a look for the vs_main/fs_main entry points -- before any pipeline is built, so a mistake is reported with its WGSL source location instead of surfacing as a device error later; the file is size-capped at 1 MiB. It is loaded at window creation, at launcher machine start, and each time the menu selects Custom, which re-reads it from disk (the live-reload path). A failed load leaves no custom pipeline, and the selection falls back to None with the full diagnostic logged and its first line shown as an OSD message.

Every capture path bypasses the pass by construction rather than by a check: screenshots, frame dumps, video recording, CCP capture and the web frontend all read the CPU presentation buffer, and the shader only ever writes to the surface. Strength 0 makes every preset’s arithmetic an exact identity, but the pass is still a resample through a plain linear sampler where the scaler pass uses a texel-snapped sharp bilinear, so it is marginally softer at magnification than the pass-through; ShaderKind::None skips the pass entirely and is the only zero-cost path.

Monitor bezel and sticker passes (window/bezel.rs, window/stickers.rs)

[display] bezel draws a procedural monitor front over the display rect. Each BezelStyle (the 1084 and the classic front) is one shaders/bezel_*.wgsl source plus the rounded opening it leaves (opening_rect); the styles share one pass, uniform block and pipeline cache, and each style’s pipeline is compiled the first time it is drawn. The pass runs after the scaler pass on the same viewport as the CRT pass and, like it, samples only the display region of the texture. Without a CRT preset, the bezel pass draws both the frame and the picture scaled into the opening. With a preset, the CRT pass draws the picture first, re-aimed at the opening’s bounding box (CrtUniforms::with_viewport), and the bezel follows in frame-only mode, discarding the opening’s interior: the moulding overlaps the tube face as on the real monitor, so its rounded corners clip the preset’s square viewport instead of being buried under it. The bezel has no strength setting and is not user-replaceable. Unlike the CRT pass it stays on for programmable scans, since a frame has no line structure to get wrong; it shares the other two suspensions (an open overlay, RTG scanout). corner_inset computes, from the same aperture radius and face warp the shaders use, how far overlays must move in so their corners stay inside the visible picture.

[display] bezel_stickers names a folder of PNG decals that the sticker pass draws onto the front after the bezel pass. Every *.png becomes one sticker; an optional stickers.toml places each one, and without it they line up along the cabinet’s top band with a slight alternating tilt. Placement is in fractions of the monitor front, so a sheet lays out the same at any window size. The images (at most MAX_STICKERS, 16, each capped at 512 texels on its longest side) are decoded and packed into one atlas on the CPU at load time, and the pass draws one rotated quad per sticker with a drop shadow (shaders/bezel_stickers.wgsl; the web player’s try.js carries a GLSL port that must be kept in step). Stickers draw only while the bezel does.

Both passes are presentation only: screenshots, frame dumps, recordings and headless runs never include the bezel or its stickers.

Headless capture (screenshot.rs)

--screenshot-after and --dump-frames render through the identical pipeline; a capture run with no --control-gui or --gdb-gui session creates no window at all (App::run_headless), so it works on hosts without a display connection. PNGs are scaled to the same geometry the window would present unless COPPERLINE_SHOT_RAW=1 requests the unscaled woven framebuffer. The default vertical presentation scale selects whole source rows rather than blending adjacent Amiga scanlines, matching the normal unfiltered display path. Because the default render worker may be one frame behind, these paths wait for the worker result matching the target emulated frame before writing the PNG. The headless debugger COPPERLINE_DBG_SHOT hook (cpu.rs) instead renders the last completed frame synchronously at a breakpoint and saves it through the same screenshot.rs vertical scaling, at full-overscan geometry (without the TV aperture crop).

Video recording (recorder.rs)

The interactive recording shortcut writes an AVI containing lossless ZMBV video -- the DOSBox capture codec: zlib-deflated intra frames plus XOR-delta inter frames on a 16x16-block grid, encoded entirely with the flate2 crate -- and 16-bit stereo PCM at the 44.1 kHz mixer rate. recorder.rs owns both the encoder and the AVI muxer, and its unit tests round-trip the stream through a reference decoder.

Capture is locked to the emulated timeline, not the host clock. Paula carries an optional capture tap that collects every mixed stereo frame (before the master output volume); the window drains it once per emulated frame and, when the frame loop completed a new emulated frame, waits for the matching presentation buffer before scaling it to the capture canvas height with the source-row scale_y_into (a 35 ns canvas is first averaged down to FB_WIDTH). Unlike screenshots and GIF clips, a recording keeps the whole presentation buffer rather than the TV aperture crop. At finish the AVI’s video rate/scale is patched from the exact frames-to-audio-samples ratio, so a nominal “50 fps” label never drifts against PAL’s true field rate and warp-speed captures play back at normal speed. The REC badge, status bar, OSD, and menus are drawn into the presentation texture after capture, so they never appear in the file.

GIF clips (gifclip.rs)

The window’s Save Clip as GIF and the headless --gif-after capture share one module. Presented frames are offered with their emulated timestamp at the same point the video recorder taps (after the presentation buffer is applied, before the status bar, OSD and menus are drawn) and pass through present_capture_frame, the picture builder save_present_frame uses for screenshots and frame dumps, so a clip has the same crop, TV aperture, centring and aspect as a screenshot of the same moment (an RTG frame is taken at its own row count, as the screenshot path does).

A FrameSelector thins the field rate to [recording] clip_fps on the emulated timeline: a frame is taken once its timestamp reaches the next clip slot, and slots a gap skipped (a warp burst that presented nothing) are dropped rather than back-filled. Frames are stored as ClipFrames: an exact first-seen-order palette plus 8-bit indices when the picture has 256 colours or fewer, the RGBA pixels otherwise. The interactive ClipRing keeps the last clip_seconds of those, stores a picture once however long it stays on screen (the next stored frame ends it), keeps the frame that was showing when the clip’s time window opens, with its time clamped to the window’s start, and evicts the oldest frames past a 256 MiB byte budget; a timestamp that moves backwards (state load, reset) restarts it.

GifWriter streams frames through the gif crate as a looping GIF89a with a local colour table per frame; a frame kept as RGBA is reduced with color_quant’s NeuQuant (trained on the frame, mapped through a colour cache) only when it is written. Delays are centiseconds computed as the difference of the cumulative rounded timestamps from the clip’s origin, so 3.33 cs frames at 30 fps come out as 3, 4, 3 and the clip’s length stays within half a centisecond of the emulated interval; the last frame runs to the clip’s end (the ring’s newest frame plus one period, or the --gif-after window’s end). The interactive save clones the ring and encodes on a background thread, flashing the file name on the OSD when the write lands; the headless capture writes frames as they are taken, waiting for the renderer’s exact frame like a frame dump, and finishes when emulated time passes its window. Every step is a pure function of the frames and their timestamps, so the same run yields a byte-identical file.