mirror of
https://github.com/ARMSX2/ARMSX2.git
synced 2026-08-24 16:50:16 -07:00
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.
157 lines
2.3 KiB
Plaintext
157 lines
2.3 KiB
Plaintext
.*.swp
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.*.swn
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.*.swo
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*.suo
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*.ncb
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*.sdf
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*.opensdf
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*.user
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*.log
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*.dsp
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*.dsw
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*.bsc
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*.aps
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*.exe
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*.wav
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*.trace
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*.dump
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*.asm
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# ...but hand-written source assembly is real source, not build output.
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!common/FastJmp.asm
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!common/FastJmp.aarch64.asm
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*.VC.db
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*.VC.VC.opendb
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_ReSharper.*
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pcsx2.snapshot_*
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svnrev.h
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/build*
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/obj-*
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*.obj
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.DS_Store
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Thumbs.db
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Debug.txt
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install_log.txt
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bad_shader_*
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crash-*.txt
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# Ad-hoc dev logs (produced by instrumentation / testing)
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crash.txt
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emulog.txt
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vu0_ops_*.log
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vu1_ops_*.log
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vu0_rec.log
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vu1_rec.log
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vu1_interp.log
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vu1_xgkick_*.log
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vkinfo_*.txt
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# Python bytecode
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__pycache__/
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*.pyc
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Debug
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Release
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Devel
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oprofile_data/
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# Recording Specific Ignores (pcsx2-rr)
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*.p2s
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*.p2m2
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*.p2m2_backup
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*.p2m2_SaveState.p2s
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# Visual Studio upgrades
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/Backup*
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/UpgradeLog*.htm
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/.vscode*
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# Jetbrains Rider
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/.idea*
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# KDevelop 4 Workspace Configuration Files
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*.kdev4
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/.kdev4*
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# Kate Projects
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.kateproject*
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# Resources and docs in /bin are tracked
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/bin/**/*.dll
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/bin/**/*.dmp
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/bin/**/*.exp
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/bin/**/*.ilk
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/bin/**/*.lib
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/bin/**/*.pdb
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/bin/pcsx2*
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/bin/qt.conf
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/bin/bios
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/bin/cache
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/bin/cheats
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/bin/patches
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/bin/covers
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/bin/dumps
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/bin/gamesettings
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/bin/help
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/bin/inis
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/bin/inis/debuggersettings
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/bin/logs
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/bin/memcards
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/bin/plugins
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/bin/snaps
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/bin/sstates
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/bin/textures
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/bin/translations
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/bin/inputprofiles
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/bin/videos
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/bin/portable.ini
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/bin/portable.txt
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# Resources and docs copied from /bin
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/bin-arm64
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# Manually added by user.
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/bin/resources/patches.zip
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# Resources that are runtime downloaded.
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/bin/resources/fonts/NotoSansJP-Regular.ttf
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/bin/resources/fonts/NotoSansKR-Regular.ttf
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/bin/resources/fonts/NotoSansSC-Regular.ttf
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/bin/resources/fonts/NotoSansTC-Regular.ttf
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/deps-build
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/deps
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/deps-arm64
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/pcsx2-deps
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/gammaray-build
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/gammaray
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/ipch
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!/3rdparty/libjpeg/change.log
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/tools/bin
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.vs
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/out/build/x64-Debug (default)
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CMakeSettings.json
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/ci-artifacts/
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/out/
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/.cache/
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# Achievement sounds are shipped assets, not build output — keep them tracked
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!platforms/android/app/src/main/assets/resources/sounds/**/*.wav
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# RetroAchievements client User-Agent secret — the real pinned version is injected
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# from this header at build time and must NEVER be committed (spoofing prevention).
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ra_ua_secret.h
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# Kotlin compiler session scratch dir created by Gradle next to the android project.
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platforms/android/.kotlin/
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