1872 Commits
Author SHA1 Message Date
jpolo1224 2844667673 Merge RPCS3 upstream, and revert tonight's frame-generation work
Catches up 98 commits from RPCS3/rpcs3. Seven files conflicted:

PPUTranslator.cpp -- upstream fixed the ARM64 float-to-int saturation
inversion independently, and the two fixes are the same fix. Took upstream's
ordering so it stops re-conflicting, kept one line of the reasoning.

rpcn_types.h, rpcn_client.cpp -- our hand-rolled protocol 31 bump was a
stopgap to stop the server refusing us. Upstream's trophy sync (cb175278b) is
the real implementation, so it replaces ours outright.

nv0039.cpp -- upstream refactored the strided copy and extracted
validate_buffer_notify; ours was the older code plus a profiler include. Took
upstream's, re-added the include.

VKQueryPool.cpp -- both sides had real changes. Upstream added a lock around
the pool cache; ours has the bounded occlusion-query wait and the render-pass
fix for the Adreno device loss. Kept ours, re-applied their lock.

VKResourceManager.cpp -- upstream moved GC completion onto a
driver_manager_thread, which supersedes our flush parameter and offloader
dispatch entirely. Took theirs; no callers passed the second argument.

VKGSRender.cpp -- our flush-site counter and their driver-manager drain are
independent. Both kept.

Upstream also began attaching 3D and array levels through DSA, which
EXT_direct_state_access has no NamedFramebufferTextureLayer for, so the GLES
shim gains one that binds and uses the non-DSA entry point.

Reverted in the same commit, because they are what is on the tester's device
and it is broken: the sync-fd handoff, the SUBOPTIMAL acquire fix, the
cross-device ownership barrier, the generated-frame acquire semaphore, and the
deferred-present guard in frame_context_cleanup. Each was defensible on its
own reading of the code and the result was worse every time -- slower, judder
described as nauseating, and rendering faults that outlast switching frame
generation off. Five attempts is enough to stop treating the next theory as
better than the last.

What stays fixed is everything outside the present path. What goes back is the
state before tonight: frame generation is slow and does not release its memory
when switched off.
2026-08-20 00:01:42 -04:00
jpolo1224 ac897144b3 PPU: survive running out of memory while compiling, and say so
Arkham City never finished compiling, and neither did LEGO Batman 2. The log
said "LLVM crash recovery invoked" 240 times and then killed main_thread,
which looks like a codegen bug and is not one.

What actually happened: utils::memory_commit failed with ENOMEM inside the
disposable LLVM worker. That thread dying is how run_recoverable_llvm reports
any failure, so an out-of-memory device was indistinguishable from bad
codegen. It cost a long detour through max_map_count, disk space and
overcommit before the errno in the fatal gave it away, so the JIT's allocator
now uses a checked commit and throws a plain "Out of memory" instead.

The fatal part was the symbol resolvers. ppu_initialize ensure()d that every
group's __resolve_symbols was present, but that function lives in the compiled
output: when every module in a group fails, it is simply absent. The ensure
turned a partial compile into a dead main_thread, which discarded the 170
modules that HAD compiled and surfaced as a boot that never ends.

That contradicts the design either side of it -- a module that fails to load
is deliberately not fatal, because a guest function with no compiled code
keeps its dispatcher entry and is interpreted. A missing resolver is now the
same: report it, skip it, let that group interpret. Losing one group's speed
beats losing the boot.

Also tell the user. Out of memory is the only compile failure they can act on,
and the useful action is not obvious: compiled modules are already in the
cache, so starting the game again resumes rather than restarting the work. One
message after the workers join, not one per module -- once memory is short
every remaining module fails identically, and two hundred popups would be
worse than none.

Lowering Max LLVM Compile Threads also avoids it, and is deliberately not
suggested in the message: compile time is already the common complaint, and
halving the workers to dodge a case that is now survivable is a bad trade.
2026-08-19 22:21:58 -04:00
jpolo1224 5a34aeb06f Yakuza: also fix the FIFO desync, and get a host backtrace on Android
Past the loading screen the game hits a second, separate failure: the RSX FIFO
desyncs and reads a RET with an empty call stack -- 19 of them in one session,
last cmd 0x20000 every time. recover_fifo() resets it each time and eventually
gives up and kills the RSX thread ("Dead FIFO commands queue state"). The game
then sits at 0 fps with audio playing perfectly, because everything except the
renderer is still alive, which reads as a hang rather than a dead thread. The
semaphore acquires that time out alongside it are downstream: a desynced FIFO
never runs the release that would satisfy them.

Ordered & Atomic plus a 20us wake-up delay clears it. That is what the fatal
message itself recommends, and this is the first evidence here that the advice
is worth anything -- the same suggestion sits unanswered on two other reports.
Which of the two does the work is not established; both were changed at once and
it has not been A/B'd. Both cost performance, hence per-title rather than global.

Also: get_backtrace and get_backtrace_symbols were #ifndef ANDROID, so they
compiled to nothing on the only platform this port runs on. Every native fault so
far has had to be read out of a tombstone or symbolized by hand, and an access
violation gets neither -- that path freezes the emulator instead of aborting, so
the process survives and Android never writes one. Implemented with
_Unwind_Backtrace, which bionic always has, and dladdr for names; frames print
library-relative because the shipped .so is stripped and loaded at a random base,
and that offset is what llvm-symbolizer takes against the unstripped build.

The access violation handler now prints it. Yakuza reached that path once, reading
location 0xc on the RSX thread with the FIFO empty and parked at a self-jump, and
guest state alone could not say which of our functions dereferenced null.
2026-08-19 17:16:00 -04:00
jpolo1224 55a54c924e SPU/Android: stop generated SPU code running off the end of the thread stack
The ARM64 SPU gateway reserved a shared 8192-byte stack scratchpad. Compiled SPU
functions build no frames of their own on ARM64 -- GHC_frame_preservation_pass runs with
use_stack_frames = false -- so every one of them spills into that single reservation, and
a function needing more simply writes past it. Borderlands 2's 2401-instruction function
at LS 0x25da8 wants ~21 KB: the fault landed at sp+21760, exactly the top of the thread's
stack mapping, on the PROT_NONE guard page above it. x86 reserves 0xc8 in the same place
because LLVM emits ordinary per-function frames there, so this arrangement and this
failure are ARM64-only. Raised to 256 KB.

That is still a fixed bound rather than a scaling fix; a larger function could overflow
it the same way. use_stack_frames = true would scale, at a cost the pass comments call
out and which is not measured here.

Android threads also ran on an eighth of the stack they get elsewhere: the pthread path
passed null attributes, so bionic's 1 MB default applied where glibc gives 8 MB, measured
as a 0xfc000 stack mapping. Not the cause of this bug -- the overrun is off the TOP of the
stack, so size does not affect it, and 1 MB to 64 MB changed nothing -- but a real
discrepancy worth closing.

Both were invisible because of how the fault died. A guard page is not emulator memory,
so is_emulator_fault() correctly declines it, the handler forwards to libsigchain, and
ART's FaultManager reads the guest registers as an ArtMethod* and takes the process down.
No tombstone is produced, the async emulator log never reaches disk, and Android records
only 'SIGNALED status=11'.

Verified with the function compiled and no forced interpretation: zero stalls, zero
guard-page faults, 47 presented frames where the previous best was 18.
2026-08-18 12:19:07 -04:00
kd-11 78ba581137 vk: Extend copy image API to support 3D offsets and extents 2026-08-18 13:47:28 +03:00
kd-11 91cd82a0c2 gl: Extend copy image API to allow explicit 3D offsets 2026-08-18 13:47:28 +03:00
jpolo1224 4baefed106 Android: install fault handlers ahead of the ART runtime, and handle SIGBUS
Calling sigaction() on Android does not make you the first handler for SIGSEGV.
libsigchain intercepts it and runs ART's FaultManager first, which reads the
faulting thread's registers as an ArtMethod* and dies on guest data -- so every
recoverable guest fault in JIT'd code killed the process before our handler ran,
with nothing in the app log to say why. Resolve sigaction from libc directly and
install through that, keeping the runtime's previous action so non-emulator faults
are forwarded on rather than swallowed. Registering through both paths recurses,
so this registers once and guards re-entry.

SIGBUS was only handled on Apple platforms; Android raises it for the same
unmapped-guest-page cases, so it needs the same treatment.

Also make the fault report survive a fault taken while reporting: emit an
allocation-free breadcrumb with the signal, address, PC and the GPRs before the
formatted dump, and chain to the previous handler first so debuggerd still records
a tombstone. The breadcrumb goes after the recovery attempts, not before -- emitting
it on entry logged over a thousand recovered faults per second and was itself a
stall.
2026-08-17 20:50:17 -04:00
Zulux91 20c854aeb3 patch_engine: stop save_patches from destroying the file it rewrites
Two defects on the same write path, both reachable today from Download
database and from a local patch import.

1. The file was opened with fs::rewrite (write + create + trunc), streamed
   into, and the write result discarded -- save_patches returned true
   unconditionally. A write that fails part way (out of space, process
   killed) therefore leaves a truncated patch.yml behind, and load() rejects
   the whole file on a parse error, so the failure costs the user every patch
   they had. There is no way to rebuild it from inside the app either:
   import_patches refuses to write when load() fails, so both import paths
   return -1 from then on.

   save_config, 70 lines up in the same file, already writes through
   fs::pending_file and checks the result. save_patches now does the same.

2. The address element was always emitted as fmt::format("0x%.8x", offset).
   For move_file and hide_file that element is a VFS path, not a number:
   load() keeps the text in original_offset and skips the u32 validation for
   those two types. So a round trip turned a path into 0x00000000, and the
   loader accepted it back -- the patch still lists and still toggles, it just
   silently stops matching anything. Re-downloading does not repair it,
   because append_patches discards an incoming patch whose Patch Version is
   not strictly greater than the stored one.

   The emit is now gated on patch_type_uses_hex_offset, the predicate that
   already existed for this and was used only on the load side.

   The numeric branch deliberately keeps using offset rather than
   original_offset: an address modifier is folded into offset at load time,
   and the flat form emitted here has nowhere to put it.

Both predate the Android patch work and apply to upstream RPCS3 unchanged;
they are in this branch because the bundled-patch import adds another caller
of save_patches.

Verified on device (arm64, Android 15). A patch.yml seeded with move_file and
hide_file entries was put through an import that merges a new patch, which is
what forces the rewrite. After it:

  - [move_file, /dev_bdvd/PS3_GAME/USRDIR/probe.bik, /dev_bdvd/PS3_GAME/USRDIR/probe.bik.bak]
  - [hide_file, /dev_bdvd/PS3_GAME/USRDIR/hidden.bik, ""]

Both paths survived; before this change they would read 0x00000000. All three
top-level hashes in the file (the two seeded, plus the merged one) were still
present and parseable afterwards.

Not verified: the failure path in (1). Forcing a short write mid-rewrite
(ENOSPC or a kill inside save_patches) was not exercised, so the atomicity is
argued from fs::pending_file's contract and from parity with save_config, not
from a reproduced failure.
2026-08-17 03:20:43 -05:00
jpolo1224 cce09dbb39 SPU: recover from a failed analysis, and stop the log floods
Three faults that showed up in tester logs, all of which made the emulator
look broken in ways the log then hid.

Eternal Sonata flooded with SPU "Invalid code" errors: when the analyser
produced no data the recompiler had an empty branch with a TODO where the
fallback belonged, so the block was neither compiled nor marked, and the same
address was retried forever. It now marks the block failed and lets the
interpreter take it -- 6320 errors in one session down to none.

The unknown-instruction and halt messages are rate-limited, per opcode and per
address rather than globally, so a repeating fault reports once instead of
every execution. One tester's log went from 600 MB to 2.0 MB; the log volume
itself had been slowing the emulator, so this is not only a readability fix.

ARM64 fault classification in Thread.cpp preferred a heuristic comparing
si_addr against the PC, which misreads a genuine data fault as an instruction
fetch. It now decodes ESR first and only falls back to the heuristic, and an
SPU halt at the 0xffdead00 sentinel is reported as a guest assertion rather
than a host segfault. BLEACH crashed here, and the misclassification gated
every recovery path behind it.
2026-08-15 01:24:19 -04:00
jpolo1224 c4b45eee27 0.7: SPU and RSX fixes, Oboe audio, and the ports from ouroboros420 and rfandango
SPU: the ARM64 block checksum folded two thirds of every block through
absolute difference, which is not injective, so adding the same value to
two words left the checksum unchanged and similar job binaries hashed
alike. Plain summation now. This is what Precise SPU Verification was
working around, and that setting is exposed properly instead of only being
reachable by hand editing the config.

SPU: a block is no longer marked permanently failed when the trampoline
rebuild fails. The compiled function was live, the state was not
recoverable for the rest of the session, and the claim could never be
retaken.

RSX: render pass churn cut in heavy scenes, roughly 113 to 85 passes per
frame. On a tile based GPU every pass boundary is a full tile store and
reload. Two Vulkan specification violations fixed, and a read/write hazard
on the render pass path.

RSX: the FIFO no longer burns a core on sched_yield while idle.

Android: ADPF is implemented rather than an inert setting, logcat no longer
allocates and makes an IPC call per line, and Silence All Logs is available
for playable titles.

Audio: Oboe backend, for the per device quirks database and stream recovery
on disconnect and route change.

Ported from ouroboros420/rpcsx: GPU Turbo, power and thermal handling, the
crash and freeze fixes, savestate and WSI surface lifetime, honest RAM VRAM
budgeting, the persistent SPU object cache design, occlusion query and RSX
fixes, frame pacing and tiler tuning.

Ported from rfandango/rpcsx: the Turnip ZCULL deadlock fix and ARM64 SPU
checksum handling.

Individual commits are credited in comments at each site.
2026-08-13 18:36:41 -04:00
jpolo1224 431b6d0925 Stop a recovered LLVM fatal error from wedging the SPU JIT
run_recoverable_llvm runs code generation on a disposable thread and terminates
it through pthread_exit when LLVM invokes its fatal error handler. bionic does
not force-unwind C++ frames on pthread_exit, so the lock MCJIT holds over the
execution engine is never released and stays held by a thread that no longer
exists.

Every entry point into the engine takes that lock, so the next compile hangs and
so does teardown. One recovered error, and the emulator is finished until it is
killed -- and the error is recovered, which is the point: it is meant to be
survivable.

Their Kotlin log-channel screen is left out; this port has its own.

From MaxsTechReview in PS3Native.
2026-08-10 11:44:11 -04:00
Zulux91 e16f0fcd3d Sample thread CPU time by tid on Android
get_cycles passes the pthread handle to pthread_getcpuclockid, which glibc
answers with an error for a thread that has already exited -- the else branch
below returns the last known value for exactly that case. bionic instead looks
the handle up in its list of live threads and aborts the process when it is not
there.

m_thread is never cleared when a thread ends and the performance overlay samples
every PPU, SPU and RSX thread on a timer, so one finished thread is enough to
take the emulator down with it. Latent here rather than absent: it needs the
overlay on and a thread to have gone.

Record the kernel tid at initialize and build the per-thread clock id from it
the way bionic does once its own lookup succeeds, so clock_gettime simply fails
for a dead thread, which is what the surrounding code already expects. Cleared
at finalize so a thread stops being sampled before it goes away. Other platforms
keep the original path.

Found and fixed by Zulux91 in PS3Native.
2026-08-10 11:42:14 -04:00
Zulux91 27465da4ce Improve ARM64 CPU detection and Android device diagnostics
The fallback CPU table was missing cores found in recent handheld SoCs
(Cortex-A510, A715, X3, A520, A720, X4). Because get_cpu_name() bails out
when any detected MIDR is unknown, a single missing core sent the whole
lookup to the cortex-a78 fallback whenever LLVM host detection returned
"generic".

Display names were also reused as LLVM -mcpu values, which happens to work
for the Cortex names but not for Qualcomm Oryon: the display name lowercased
to "x-elite", which is not an LLVM processor, so the JIT silently lost
per-CPU scheduling. Entries now carry an explicit canonical LLVM name
alongside the human-readable one; get_cpu_brand() keeps using the latter.
The Qualcomm entry is named "Oryon" rather than "X-Elite" because MIDR
0x51/0x001 only identifies an Oryon core, not the SoC it sits in.

MIDRs cannot identify the SoC at all, which made bug reports ambiguous.
Android's own SOC_MANUFACTURER/SOC_MODEL are now passed to the core and
logged as a separate "SoC:" line, so SoC identity, core topology and the
resolved LLVM target are three distinct values. The LLVM target reported by
system info now comes from the same resolution path the JIT uses, rather
than from the fallback alone, so it no longer disagrees with the target
actually compiled for.

The Vulkan renderer logs one verdict for the adapter it selected, recording
whether BC1-BC3 support keeps DXT textures compressed or whether they are
decoded on the CPU. It sits in render_device::create rather than where the
flag is resolved, because physical_device::create runs for every GPU of
every instance, and not in TextureUtils, whose fallback branches run per
texture and per mip level.

SoC information travels through a new optional _rpcsx_setSocInfo export
instead of an added _rpcsx_initialize parameter. The core is dlopen()ed and
can be updated independently of the JNI glue, so changing an existing
export's signature would make older glue call it with a garbage argument.
Older glue simply never calls the setter, and newer glue null-checks the
symbol against older cores.

No JIT feature policy and no texture decoding behaviour changed.

Verified on an AYN Odin 3 (ayn CQ8725S, 8x Oryon, Adreno 830) running
Turnip 26.2.99: SoC line reads "ayn CQ8725S (Snapdragon 8 Elite-class)",
the brand line reports Oryon rather than X-Elite, the JIT resolves to
oryon-1, and a single BC verdict reports the GPU path. That BC result
applies to the Turnip driver tested; stock-driver behaviour is unmeasured.
2026-08-10 01:43:45 -04:00
Zulux91 c2b5f0c400 Add missing ARM64 instruction-cache maintenance to the JIT
While chasing an unrelated SPURS hang I noticed the JIT publishes
freshly written code on ARM64 with no instruction-cache maintenance at
all. A grep for clear_cache or flushInstructionCache over the JIT layer
comes back empty. The branch-rewrite sites only issue ISB; DSB ISH,
which performs no D-cache clean or I-cache invalidation and is ordered
backwards for self-modifying code besides. On ARMv8 a correct
publication needs the DC CVAU / IC IVAU broadcast sequence; x86 has a
coherent instruction cache, so none of this was ever visible there.
All sites use the bundled asmjit::VirtMem::flushInstructionCache(),
which emits that sequence portably across toolchains.

This covers every publication path I could find:

- MemoryManager1::finalizeMemory() and MemoryManager2::finalizeMemory()
  were both no-ops. RuntimeDyld calls finalizeMemory() after writing
  code and relies on it for cache maintenance, so LLVM emitted PPU and
  SPU code was never flushed. MemoryManager1 serves the primary PPU
  JIT, MemoryManager2 the SPU JIT and auxiliary engines. Both managers
  now record code section allocations and flush them on finalize. I
  confirmed at runtime that the MemoryManager2 path executes (about
  12800 calls per cold boot).
- jit_runtime_base::_add() copies asmjit output into executable memory
  with no flush.
- jit_runtime::finalize() restores an executable code snapshot in place
  during emulator restart with only the ISB/DSB pair.
- spu_runtime::rebuild_ubertrampoline() publishes a hand-written
  trampoline via CAS with no flush; the flush now happens before the
  publication.
- spu_runtime::make_branch_patchpoint() writes a patchpoint byte by
  byte and returns it with only the ISB/DSB pair.
- Both 16-byte branch-site rewrites (dispatch and branch) atomically
  overwrite live code and only issued the ISB/DSB pair.

The ISB/DSB pairs adjacent to the new flushes are removed along with
their misleading "flush all cache lines" comments: the flush helper
already issues the trailing barriers, and the pairs never performed
any cache maintenance in the first place.

I want to be upfront that this was not the cause of the hang I was
debugging (a same-item compilation race, fixed separately), and I have
not observed a failure that this change alone fixes. It is a latent
correctness issue on any ARM64 host: nothing prevents another core
from fetching stale instruction bytes for freshly published code.
2026-08-09 22:19:32 -04:00
jpolo1224 7daa89e0e7 Give the SIGSEGV handler a stack to report from
Arkham City dies of SIGSEGV about 140ms after the game writes PS3Progress_Frame_1,
on both the Qualcomm driver and Turnip, with the database on or off, Multithreaded
RSX on or off, and the RSX profiler on or off. A table of ten runs showed no setting
correlates with it.

The reason it took so long to even establish that it WAS a segfault: nothing records
it. No tombstone (/data/tombstones is root-only, so its emptiness proves nothing), no
logcat crash-buffer entry, and no line from our own handler. The single witness
anywhere is Zygote:

    I Zygote : Process <pid> exited due to signal 11 (Segmentation fault)

That combination is what a stack overflow looks like here. The handler is installed
with SA_SIGINFO alone, so it runs on the faulting thread's own stack; if that stack is
what overflowed there is nowhere to run, it faults again immediately, and the kernel
applies the default action having written nothing.

So: an alternate signal stack per thread in thread_base::initialize, and SA_ONSTACK on
the handler. Thread-local rather than shared, because two threads can fault at once and
a shared stack would corrupt whichever report lost the race.

This does not fix the fault. It makes the fault reportable, which is the thing that has
been missing all along: the next occurrence should log where it came from instead of
vanishing. Android only.
2026-08-08 20:12:08 -04:00
jpolo1224 671bb9b800 Keep the SPU threads off the core RSX needs most
RSX and every SPU thread shared one affinity mask, so on a 4+3+1 phone that is
six hot threads over five cores. RSX is the thread the frame waits on, and it
was measured spending about 10ms per frame inside its own loop without running:
not blocked on the GPU, not faulting, just waiting for a core.

Carves the single fastest core out of the SPU mask and leaves it in the RSX one.
RSX keeps the whole fast cluster and only loses the contention for the best
core; the SPUs lose one core out of several. Skipped when it would leave the
SPUs with a single core, which would be worse than the problem.

Only takes effect under the alternative scheduler. On Operating System mode
Android places threads itself and this code does not run.
2026-08-08 16:32:09 -04:00
jpolo1224 ab3fcd735d Make thread priority actually work on Android
set_native_priority used pthread_setschedparam with sched_priority. Android
threads run under SCHED_OTHER, where sched_priority must be zero and
sched_get_priority_max returns zero, so the call succeeded and changed nothing.

The RSX thread asks for a boost when it starts and was still measured at nice 0,
taking about 5300 involuntary preemptions a second, roughly 130 per frame, from
the PPU, SPU and audio threads sharing its cores. It is the thread everything
else waits on.

Under SCHED_OTHER the scheduler weights by nice, which setpriority does set, and
Android gives apps enough RLIMIT_NICE headroom to go negative for their own
threads. Applies -8 for a raise and +8 for a drop, and warns rather than fails
if the headroom is not there.

Modest on purpose: a hint to be scheduled ahead of the other emulator threads,
not a bid to starve them.
2026-08-08 16:32:09 -04:00
jpolo1224 1eb63137e3 ARMSX3: Android port of RPCS3, proof of concept
Adds an Android build of the RPCS3 core plus a Compose UI, and fixes several
things that stopped it working on ARM64.

Renderer:
- Emit concrete bounds for runtime sized arrays in uniform blocks when
  VK_EXT_shader_uniform_buffer_unsized_array is missing. Adreno does not have
  the extension, so every game pipeline failed with VK_ERROR_UNKNOWN and only
  overlays drew.
- Probe and request that extension properly instead of chaining its feature
  struct unconditionally.
- Hand VMA the Vulkan function pointers it needs under VK_NO_PROTOTYPES.
- Rebuild the surface and swapchain when the window is lost instead of killing
  the RSX thread.
- Only create a GLES context when the GL renderer is actually selected.

SPU:
- Sum instead of taking an absolute difference in the ARM64 block verification
  checksum. The difference collides on the near identical job binaries an SPU
  job manager streams through one local store address, so a cached block could
  run against another job's code.

Threading:
- Implement thread affinity on Android using sched_setaffinity.
- Add an ARM big.LITTLE core arrangement so SPU and RSX threads land on the
  fast cores.

Misc:
- Detect the host CPU for the LLVM JIT instead of pinning cortex-a34.
- Fall back to the default audio device when cubeb cannot enumerate.
2026-08-06 08:59:52 -04:00
Elad d7ed328f4f Fix vm::writer_lock deadlock-inducing usage on PPU 2026-08-02 15:54:27 +03:00
digant73 5295f3ac18 fix emulator crash on crashed game window closure 2026-08-01 01:58:20 +03:00
Megamouse a7fe472583 Allow to skip empty strings in fmt::merge 2026-07-30 02:35:53 +02:00
Megamouse b778355c68 Remove outdated LLVM ifdefs 2026-07-28 21:24:05 +02:00
Elad 5e8ba021ac SPU/ARM64: Implement RawSPU MMIO on ARM 2026-07-28 12:16:35 +03:00
Megamouse 4add14cb72 Fix recording encoder selection
Codecs are identified by name, not by ID.
Let's keep the ID as fallback instead.
2026-07-27 16:18:26 +02:00
Megamouse 7a90d09cfe Qt: move guest memory dump code to own class 2026-07-23 10:58:18 +02:00