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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 happens on the default render worker; the CPU, custom-chip model, and GPU presentation remain on the main thread.

Recording: beam events (video/beam.rs)

As the core runs, Copper and CPU writes to render-relevant registers -- BPLxPT, BPLCONx, COLORxx, DIWSTRT/STOP, DDFSTRT/STOP, modulos, sprite registers -- are recorded as BeamRegisterWrite events tagged with (vpos, hpos, source). Chip-RAM writes that can affect a frame already being fetched are recorded similarly. BeamEventIndex 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, a mid-line BPLCON1 write shifts 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), composited with the eight sprites under playfield priority, and CLXDAT collisions are accumulated. For DMA-fetched HAM playfields, the display window gates framebuffer output and collision recording, but the low-res Denise phase can still seed the HAM component history just before DIW: when the window opens to the right of the fetch origin (a late DIWSTRT, or an early DDFSTRT), replay pre-advances the 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. Extra fetch groups from an earlier DDFSTRT are not decoded into the HAM hold colour before DIW opens; they are fetched by Agnus, but the first visible HAM history is bounded to the display-phase samples. 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. 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. 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. 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. 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. Block-start lines also suppress samples fetched before DIW opened, because no earlier playfield stream was active before the visible gate. Contiguous rows may expose same-line samples that were fetched before DIW opened, but the scroll-in 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 optimisation, not a model change.

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 CCK 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.

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.

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. 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 low-res 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 recenter the already-visible top border. Programmable VARBEAMEN scans instead use their programmed visible window as the render origin.

Two 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. render_from_input consumes only that owned bundle, so the main thread can start emulating frame N+1 while the worker renders frame N.

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.

wgpu and winit remain main-thread-only: the worker paints CPU buffers, and the main thread uploads the newest completed presentation buffer to the pixels surface. 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.

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. Progressive content is line-doubled without history. COPPERLINE_DEINTERLACE=0 falls back to plain line doubling. In the default threaded pipeline the worker owns this history; the synchronous fallback keeps it on the window App.

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 phosphor/256 of the old value per channel 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.

Known display gaps

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

window.rs owns the winit ApplicationHandler and the pixels GPU surface: the field is presented at a TV-like 4:3 aspect plus the 44-pixel status bar, scaling continuously 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.

Two presentation-only adjustments (they never alter the emulated framebuffer):

ui.rs implements the status bar widgets, the pop-up menu, the smaller overlay panels (About, Shortcuts, Calibration), and the shared debugger/tool panel drawing used by the native debugger and frame-analyzer windows. The UI uses the 8x8 font.rs glyphs. COPPERLINE_UI_PREVIEW=1 cargo test panels_render_into_their_rects renders every panel into target/ui-preview-*.png -- the screenshots in this documentation come from there -- and the test_app() fixture drives the debugger window against a real emulator instance in the unit tests.

Headless capture (screenshot.rs)

--screenshot-after and --dump-frames render through the identical pipeline with the window hidden; 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 reuses the same path to capture the last completed frame at a breakpoint.

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 pushing it through the same scale_y_into source-row presentation scale as the live window. 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.