Files
Sylpheed/docs/re/structures/ui-blend-mode-measured.md
sylph-decoder 529cf13f2a re: the TITLE's blend states, the menu replicated twice, and the sweeps are on screen
Two more emulator runs close two of the three reach limits on the blend page.

THE TITLE (entries 4 + 2 composited). Everything alpha-over except the two
rotated sweep strips and -- the finding -- ptbtn00f, the PRESS (A) plate's
focused variant, which is ADDITIVE while its own base ptbtn00 is not. That is
what the documented plate pulse is made of, and a port drawing both alpha-over
cannot reach the pulse's peak by any pacing.

And ptlogo_back2 / ptlogo_back2eff are ALPHA-OVER. They are frame-shaped, large,
dark and 94 %/87 % transparent -- every surface property the menu's ptframe* have
-- so 'frame-shaped and mostly transparent implies additive' is refuted on the
one screen that could test it.

THE MENU replicates draw for draw in two further sessions; the one-session
caveat is retired.

THE VERTEX CAP was 8 = two quads, so a batched draw reported its first two
elements and dropped the rest. Raised to 64. This is why ptframe4, pteff21,
pteff22 and pteff23 looked like elements the game never draws: EXTRAS' 24-index
additive draw holds six quads and the log printed two.

THE SWEEPS are on screen on the main menu in every captured frame, stepping
~0.03 NDC per frame in opposite directions with their vertex alpha ramping, at
different phases in two sessions. The leaf group runs on the menu. What that
does not say is how much they contribute.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Wuu56cE8vJGTBtn1ppsk8v
2026-08-31 06:42:05 +00:00

11 KiB
Raw Blame History

The UI blend mode — MEASURED: the frames are drawn ADDITIVE

Status: CONFIRMED, classification measured — nothing on the disc selects it, and this is what the running game tells the GPU, per draw, on two screens. 2026-08-31.

Closes the one route t32-blend-mode-not-on-disc.md left open: "the executable's draw path, which is where a mode selected in code rather than data would live. That is a route, and it is the one left."

The answer

The title-side UI uses two blend states, and one pixel shader:

RB_BLENDCONTROL0 src op dst what it is drawn this way
0x07010701 ONE ADD 1SRC_ALPHA alpha-over, premultiplied ptbase, pteff05, the fade quad, ptmsg, ptmsg2, pttitle, every button
0x01010101 ONE ADD ONE ADDITIVE ptframe1, ptframe2, ptframe3, pteff20, both rotated sweep strips
0x00010001 ONE ADD ZERO opaque, blending off the one non-UI blit that opens the frame

Reference data and both raw logs: data/ui-blend-mode-measured.txt · captures/ui-draws/blend-main-menu-2026-08-31.log · captures/ui-draws/blend-extras-2026-08-31.log

How it was measured

Canary's CaptureUiDrawForRE already dumped every UI draw in submission order with its shaders and bound texture. It was extended to log RB_BLENDCONTROL0, RB_COLORCONTROL and RB_COLOR_MASK as well — raw and decoded, so a decode bug here cannot quietly become the answer. One emulator, driven to the main menu and then into EXTRAS, F10 at each.

The log names no elements, so a draw is identified by the pixel size of its quad: NDC extents × the 1280×720 surface, matched against sprite dimensions read straight off the disc (tools/re-capture/ui_blend_map.py).

The controls, both run before the result was read

1. The size conversion reproduces two independently measured numbers. The title's two rotated sweep strips were measured at 1134 and 1303 px tall in data/title-sweep-drawn-at-rest.txt, by a different tool in a different session. This conversion produces 1134.0 and 1303.2on both screens. The tool prints PASS/FAIL and says outright that its sizes are worthless if the check fails.

2. It is the blend register, not a different shader. Pixel shader 0xE59B2B3DA4AA9008 is used with both states on the main menu — 12 draws additive, 18 alpha-over. ptframe1 and ptbase run the same shader; only the blend differs. Without this the result could have been "the frames use a different shader", which is a different finding.

The identification, from the artefact

draw quad px disc sprite blend
menu 7 243.2 × 280.8 ptframe1.t32 247×281 ADDITIVE
menu 7 256.0 × 309.6 ptframe2.t32 257×311 ADDITIVE
menu 8 224.0 × 39.6 ptmsg.t32 223×38 alpha-over
menu 9 211.2 × 54.0 ptbtn01f.t32 216×56 alpha-over
extras 7 243.2 × 219.6 ptframe3.t32 246×220 ADDITIVE
extras 7 614.4 × 518.4 pteff20.t32 309×259 @2× ADDITIVE
extras 8 352.0 × 39.6 ptmsg2.t32 354×38 alpha-over
extras 8 179.2 × 32.4 pttitle.t32 182×34 alpha-over

ptframe1 and ptframe2 are in one draw call; so are pteff20 and ptframe3. A draw call carries one blend state, so ptframe4 needs no separate argument: it is inside EXTRAS' 24-index additive draw with ptframe3.

🔴 The first version of this paragraph said "elements that share a mode are batched together". That is false, and it is refuted by the very log it was written from: in one main-menu frame, draws 5, 6 and 7 are three separate additive draws — consecutive, identical state, not merged. Only the one-way implication holds: elements inside one draw share a blend state; sharing a state does not put elements in one draw. The wrong version would have licensed inferring a mode for an element that was never observed, which is exactly what this page must not do.

What this settles, and what it does not

The port's independent measurement is confirmed by the oracle. It solved the composite per pixel from two backgrounds and found additive halves alpha-over's error on both frames (34.305/28.948 against 65.046/71.299). Two methods with nothing in common — a solved composite against a capture, and the register the GPU was handed — give the same answer.

This is no longer authored. The not-on-disc page concluded "any blend you choose is authored and must carry that label". That was true of the disc; it is not true any more of the game. Additive is measured, and the port can transcribe it.

⚠️ src = ONE, not SRC_ALPHA, in BOTH states. The fixed-function blend multiplies the pixel shader's output by 1, so whatever alpha weighting happens, the shader does it. This says nothing about whether the .t32 texels are stored premultiplied — that is a separate question, and the shader is unread.

Where the mode is selected is still unknown. This measures what the GPU was told, not which field decided it. The disc-side search found nothing (reach here), and the batching means the selection happens before the draw, in whatever sorts the elements. So the port should read this table as a per-element fact it can transcribe, not as a rule it can extend to elements not in it.

Two additive draws on the menu are unidentified — 819.2×720 and 691.2×720. The second is within 8 px of pteff12 @2×; the first matches nothing on the screen at either scale. Both are additive, so they do not change the answer, and neither is guessed at here.

⚠️ Reach. Two screens, one session, one emulator. Every element on the two screens the port ships is in the table except the two above and pteff10, which did not appear as an identifiable quad. The title screen (build 4) was not captured.


2026-08-31 (later) — the TITLE, and the reach closed on two of its three limits

The section above ended: "two screens, one session ... The title screen (build 4) was not captured." Two more emulator runs close both.

data/ui-blend-title-and-replication.txt · captures/ui-draws/blend-title-2026-08-31.log · run 2 · run 3

The title — 33 draws, 4 frames. The live title is entries 4 + 2 composited.

element quad px disc blend
ptbase2 1280 × 720 @2× 640×360 alpha-over
the two rotated sweep strips 883×1134, 1299×1303 rotated AABBs ADDITIVE
ptlogo_back2eff 1132.8 × 280.8 1133×280 alpha-over
ptlogo_back2 1120.0 × 262.8 1118×262 alpha-over
ptlogo1 915.2 × 115.2 919×113 alpha-over
ptlogo2 992.0 × 104.4 992×104 alpha-over
ptlogo_tm 38.4 × 18.0 37×17 alpha-over
ptcopyright 691.2 × 18.0 694×20 alpha-over
ptbtn00 — the PRESS Ⓐ plate 512.0 × 50.4 513×50 alpha-over
ptbtn00f — its focused variant 537.6 × 75.6 537×76 ADDITIVE

📌 Two things here matter more than the rest.

ptbtn00f is additive and ptbtn00 is not. The plate's highlight variant is composited additively over its own base — which is what the documented pulse is made of, and it means a port that draws both alpha-over cannot reproduce the pulse's peak no matter how it paces the ramp.

🔴 ptlogo_back2 and ptlogo_back2eff are ALPHA-OVER. They are the title's frame-shaped elements, they are large, dark and 94 %/87 % transparent — every surface property the menu's ptframe* have — and the game does not draw them additive. So "frame-shaped and mostly transparent ⇒ additive" is refuted on the one screen where it could be tested, and the per-element table remains the only safe reading.

The main menu, replicated in two more sessions

Runs 2 and 3, separate boots hours apart, reproduce the menu's blend assignment draw for draw: same states, same quad sizes, same identifications. The "one session" caveat is retired.

Run 3 also carries a Canary fix worth its own line: the vertex dump was capped at 8 vertices = two quads, so a batched draw reported its first two elements and silently dropped the rest. Raised to 64. The menu's 24-index button draw now resolves as six quads — the focus ring plus all five buttons, all alpha-over — where before it showed two.

⚠️ The cap was not a display bug. It is why ptframe4, pteff21, pteff22 and pteff23 were reported as appearing in no captured draw on EXTRAS: that screen's 24-index additive draw holds six quads and the log printed two.

The sweep strips are ON SCREEN on the main menu, and they move

sylpheed-port flagged a real conflation in the section above: a quad's size identifies an element and says nothing about whether it is visible, and the blend and the visibility arrived in the same artefact. Their authored/rendering.json scopes the leaf loop to the title only.

The draw log does retain NDC positions, so this is answerable from the artefact already committed (tools/re-capture/sweep_positions.py, data/sweep-strips-on-the-menu.txt):

session frame strip A x-range strip B x-range vertex alpha
1 0 0.69 … 2.08 0.61 … 1.42 EF / 9A
1 4 0.72 … 2.11 0.64 … 1.39 F0 / 9C
1 5 0.76 … 2.15 0.68 … 1.35 F2 / 9D
2 0.24 … 1.62 1.67 … 0.36 D7 / C7

NDC spans [1, +1], so both strips overlap the screen in every captured frame, they step ~0.03 NDC (~19 px) per frame in opposite directions, and their per-vertex alpha ramps with them. Two sessions catch them at different phases, so they free-run. The leaf group runs on the main menu.

⚠️ What this does not say. That they contribute much. They are additive with vertex alpha 0.600.95 over a texture that is overwhelmingly low-alpha, and this measures submission and geometry, not the light they add. A port whose render looks worse with them visible has either a placement, a phase or a magnitude problem — but "the game does not draw them here" is not available as an explanation any more.