I think that @TomHarte’s CLK engijne might theoretically be a codebase that can become an eventual BFIv3, especially if Windows support is also added.
It already has what seems to be a partial implementation of the rolling scan stuff (at least frame overlapped with previous frame, but without rolling-black in between yet).
It already supports beam racing in an internal prototype that Tom did, and likely (with some more debugging), add some temporal-behavior elements (like rolling black frame insertion).
With more modifications, and modularizing it to RetroArch, it probably is something doable with CLK. It would be within the bounds of the bounty if CLK was modified to make the CRT emulator modular enough to also become the CRT emulator for any other emulators (MAME, RetroArch, etc). In that sense, it could also become the beam-raced sync module for RetroArch.
I may be able to also, additionally, loan a 240 Hz gaming monitor (that becomes awarded/keeper upon successful completion) to any developer that wants to do some rolling-scan improvements to an existing CRT-tube emulator such as CLK or MAME HLSL. Blur Busters has LOTS of leftover samples as a display testing laboratory…). While it won’t be as good on a 300nit 240Hz monitor as on a 2000nit future locally-dimmed 360Hz+ display (since you need sheer brightness to compensate for the dimness of BFI – much like how bright a CRT electron gun phosphor dot is) – a 240Hz monitor is the beginnings of the minimum refresh rate for viable software-nased rolling scan emulation (quarter-persistence, four overlapped alpha-blended frameslices).
CLK uses the MIT license, so is likely opensource-compatible with LibRetro as a codebase that could be used for either https://github.com/mamedev/mame/issues/6762 or for LibRetro BFIv3 (#10757), though there might be some code duplicatioin issues.
Also, AFAIK, Tom hasn’t committed the beamraced code and CLK is not yet Windows compatible – but theoretically could easily become Windows compatible without too many modifications (at least when piggybacking off an opensource 2D-OpenGL/Direct3D friendly engine such as MonoGame which can create 2D framebuffer graphics with text/bitmaps in just 100 lines of programming…and was the engine that I used for Tearline Jedi experiments)