MTGS blocked outright waiting for MTVU to finish a VU1 program, which
drove the semaphore counter negative, so every MTVU-side Post() took the
futex-wake syscall path. Use the existing UserspaceSemaphore spin-then-
block wait so the common case -- MTVU posting within microseconds --
resolves in userspace.
Only reachable in MTVU mode: semaXGkick is touched solely by this wait
and MTVU's post, and WaitWithSpin() had no other caller.
NFS Hot Pursuit 2 on an SM6115 handheld: 23.9 -> 34.2 fps, with MTVU
syscall time falling from 11.8% to 0.06% of the thread.
OboeAudioStream had no synchronisation at all. onError() runs on Oboe's own
callback thread and tears the stream down and back up, while the CPU thread
can be inside SetPaused() on the same object - its null check and dereference
of m_stream are not atomic against onError's reset(), so the stream could be
destroyed between them. Android reclaims an idle low-latency stream a few
seconds into the pause menu, so touching any setting at that moment re-entered
SPU2 and crashed. Fixed with a recursive lock over the lifecycle.
setOutputPauseSuppressed and onNativeSurfaceDestroyed were both fully
implemented, both documented as having callers, and neither was ever called.
Without the first, every overlay pause let Android reclaim the audio device
and the RESUME had to rebuild it inline on the CPU thread ahead of
Host::OnVMResumed - seconds of apparent hang. Without the second, the GS
thread was never told the surface died and could block in
vkAcquireNextImageKHR forever, which is the permanent freeze on backgrounding.
pauseForOverlay now goes through the same executor as resume, so the FIFO
ordering both comments claimed is actually true.
Save states: every refusal was silent. MemcardBusy is decremented only by
VSyncStart, so it is frozen while the pause menu is up and waiting in the menu
can never clear it - only resuming can, which is why it appeared to need two
or three tries. The refusal is correct; the silence was not. Also adds
Achievements hardcore reporting and a per-exit diagnostic line.
Includes Brian Degenhardt's PR #426 (JNI thread ownership).
Crash and correctness
- Fix a crash when backgrounding the app mid-game: onPause flushed the Vulkan
pipeline cache from the UI thread while the GS thread was creating pipelines
into the same VkPipelineCache. Vulkan requires that handle to be externally
synchronised, so this was a driver-level data race and crashed on Adreno and
Xclipse alike. The flush now runs on the GS thread, posted via the CPU thread
so it does not race the EE-owned MTGS ring.
- Fix an unbounded out-of-bounds vertex read in the GSRendererHW sprite-merge
paving path: the inner loop advanced i instead of j, so j stayed loop-invariant
and the scan walked past m_vertex->tail.
- Fix per-game settings being silently ignored: gamesettings/<serial>_<CRC>.ini
loads into a higher-priority layer than anything the app writes, and saves made
from the library never regenerated it, so any key already in that file
overrode the user permanently. Only the category-Reset path rewrote it, which
is why Reset appeared to be the only thing that worked.
- Fix screen rotation: the BIOS followed the launcher rotation instead of the
renderer's (it has no GameInfo, and the tier was keyed on that), and the
launcher stayed locked in a game's orientation after exit because the cleanup
lived only inside stop()'s vmRunLoopActive-guarded branch, which loses a race
against the VM thread's own finally. Rotation tier is now an explicit flag and
the cleanup runs on every terminal path.
- Discard the Vulkan pipeline blob whenever the SPIR-V cache is discarded. It was
validated only against the device header (vendor/device/pipelineCacheUUID),
which is identical across an app update, so a SHADER_CACHE_VERSION bump kept
every pipeline built from the old shaders and nothing pruned it.
- Make eeRecExitRequested atomic: it was a plain bool written from the JNI thread
and read on the CPU thread.
- OpenGL: restore GL_PACK_ALIGNMENT after readback, add the missing memory
barrier after the CAS dispatch, and initialise GLState::depth_mask to GL's
actual default.
- DEV9: log the GetNetAdapter default: bail and the InitNet skip. Both returned
silently, so a settings mistake surfaced as missing hardware three layers away.
Local Link (new)
- New DEV9 backend bridging emulated PS2 Ethernet between devices over
authenticated local UDP, so games with a built-in LAN / System Link mode can
play together. Ported from EmuCoreX (sashkinbro) with the wire format
unchanged, so peers remain compatible across both forks.
- Network mode picker (Online / Host / Join), host address readout, auto-derived
peer ids, generated room codes, hostname support alongside numeric IPv4, and a
link to the supported-games list. Fully controller-navigable.
Performance
- Asynchronous hardware download mode (experimental, opt-in): non-blocking
GPU->CPU readback so the EE thread no longer waits on the GS thread. Ported
from EmuCoreX. Appending Asynchronous to GSHardwareDownloadMode makes the enum
non-ordered, so the relational comparisons on it are replaced with
IsHardwareDownloadReadbackEnabled / IsHardwareDownloadEEThreadRead.
- Affinity Control Mode (experimental, opt-in): EE/VU/GS priority orders plus a
Performance Cores mode. Android otherwise leaves these threads unpinned.
- Raise the texture-replacement cache ceiling from 6 to 16 GB; RAM/2 remains the
real limiter, so this only binds at 12 GB RAM and up.
- Low Latency frame pacing is no longer the default, with a one-time migration
for installs that took the earlier flip.
Features
- Auto renderer resolves to Vulkan HW on Adreno.
- Auto Progressive Scan (per-game): holds Triangle+Cross through boot.
- OLED black as a modifier over any accent colour, including Custom and RGB.
- Optional system keyboard instead of the built-in on-screen one.
Game compatibility
- Everybody's Golf 4 / Hot Shots Golf Fore! hwDownloadMode across all regions
(PR #421, XDarkFallenX).
- Delta Force: Black Hawk Down (PR #401, XDarkFallenX).
- Reduced input latency and input handling improvements (PR #403, Splaser).
RetroAchievements
- Inject the client version from a build-time secret kept out of public source,
with a stock-PCSX2 fallback for secret-less builds, so third parties cannot
copy the client identity. Covers the iOS token too.
Rendering
- Auto renderer now resolves to Vulkan HW on Adreno (OpenGL elsewhere).
- Mobile hardware ROV (Phase 0): tile-native depth feedback behind the ROV toggle.
Performance & input
- Low Latency frame pacing is the default on capable devices, with a one-time
migration for existing installs; low-end devices keep the queued pacing.
- Reduce Android input latency and improve input handling (PR #403, Splaser).
- Experimental CPU clock hint (ADPF) toggle in Performance settings (default off).
Audio & UI
- Pop-up open/close sound cues (info, hardcore confirm, patches & cheats).
- Alternating controller navigation / slider tick sounds.
RetroAchievements
- Inject the RA client version from a build-time secret kept out of public source,
with a stock-PCSX2 fallback (no hardcore) for secret-less builds. Applies to the
iOS client token too. Prevents third parties from copying our User-Agent.
Game compatibility
- Delta Force: Black Hawk Down (SLUS-21124 / SLES-53299) GameDB fixes
(PR #401, XDarkFallenX).
All games use mailbox/triple buffering. Except when you enable sync to
host refresh, in which case FIFO/double buffering is used.
This means vsync enabled will ever tear, but at the same time, never
drop to 30fps on a missed frame due to frame rate differences.
To have the "best of both worlds", you should enable vsync and sync to
host refresh. Previously, this resulted in additional input lag, since
the host vsync would drive the EE frame timing. Now, this behaviour is
disabled by default, unless you enable "Use Host VSync Timing".