Pause reached the core for the first time. Rpcs3Bridge.pause() set a bool and
returned, on the belief that RPCS3 has no explicit pause entry point -- Emu.Pause()
exists and _rpcsx_surfaceEvent has always called it on surface loss, which is why
backgrounding the app was the only thing that paused. Exported as _rpcsx_pause
through all four layers; resume already reached the core, so the pair was asymmetric.
Restart no longer crashes: setCustomDriver dlclose'd the previous driver handle, and
applyRendererPrefs re-applies the driver on every start, so restart unloaded the
library VMA had resolved vkGetPhysicalDeviceMemoryProperties2 out of. ~VKGSRender then
freed its heaps and UpdateVulkanBudget called into an unmapped mapping. An ICD cannot
be unloaded while anything resolved from it is reachable, so it is no longer closed.
Restart no longer returns to the library either: shutdown() set stopRequested, called
kill() and returned with the VM still live, so the run loop's finally started the
replacement and the in-flight teardown killed it -- two BootGame calls, then Unloading
ISO, by which point the restart flag was spent. shutdown() now waits (bounded) for the
core to report Stopped, and the restart is queued on vmStopControl behind it.
FPS cap applies at every value. ConfigStore recorded a persistent core override of
Video@@Frame limit=60 and Settings rewrote it on every push, both from a migration
escaping a stored 120 -- but that node is the cap control, and overrides replay last,
so presets were pinned at 60 while 20 and 45 worked through Second Frame Limit. The
Vblank Rate force stays, since Frame limit Auto resolves to it. Stale overrides are
cleared once. 90 and 120 dropped from the row: the min() in the pacer discards them.
Cover art for PKG installs: the library grid's fallback chain stopped one leg short of
the extracted ICON0.PNG while the in-game menu's did not. Both now share one chain, so
they cannot diverge again. has()/discIconFile require bytes rather than existence, and
the staging rename is checked instead of discarded.
Licences are grouped per game and collapsed instead of a flat list of content ids.
Trophies: a library-wide browser and an in-game tab for the running title, reading
TROPCONF.SFM and TROPUSR.DAT directly -- no account, no network. The in-game set is
identified from the core's own current_trophy_name (try_get, since get<> would
construct it outside emulation and hand back an empty name), falling back to TROPDIR
on disk because a game registers its context lazily. Note the entry stride there is
16 + entries_size, not entries_size.
Also: renderer.upscale.label was defined twice, so Internal Resolution was dead.
PPU: a module that fails codegen no longer takes the boot with it. ppu_initialize2
called the fatal jit.add(); run_recoverable_llvm and the try_* pair already existed
in this tree but were used only by the SPU recompiler, so LLVM's fatal handler threw
on a thread with no recovery context and killed the worker. That is not one lost
module: g_progr_pdone is incremented in the compile loop's INCREMENT, so the module
the dead worker held was never accounted for, g_progr_ptotal could never reach zero,
and the boot waited on it forever. Saint Seiya: The Sanctuary (BLES01421, issue #25)
stopped at 133 of 134 on 'Cannot scavenge register without an emergency spill slot'.
Now routed through try_add on ARCH_ARM64, mirroring the SPU branch, with
ppu_initialize2 returning bool so the caller stops logging a dead module as compiled.
Losing the worker also halved the rate for everything left.
VK: a data_heap block no longer frees through an allocator that is not the current
one. Borrowed pointer, cached at construction with nothing tying it to the
allocator's lifetime; declining the free costs nothing the device teardown does not
already release.
Android: g_strings held 180 of localized_string_id's 323 entries and the callbacks
ignored their args entirely, so every string carrying a name, date, size or error
code lost it -- including CELL_SAVEDATA_LOAD, which is why the save prompt was Yes
and No over an empty message (open_msg_dialog logged msgString=""). All 322 the Qt
switch provides are present, in enum order, with QString::arg's %0 substitution
reproduced and utf8_to_u32string on the u32 path so trophy names survive. A
static_assert on the table size fails the build when upstream adds an id.
probeDiscInfo: set g_fxo up before mounting. vfs::mount lazily constructs vfs_manager
through manual_typemap::init<T>(), which writes *m_order++, and clear() nulls that
when a game stops -- so scanning a new disc image after playing anything wrote
through null. Emu.IsStopped() cannot guard it, because stopped is the cleared state.
libEGL_angle.so and libGLESv2_angle.so lived in armsx3-app, which stopped being the
built module, so selecting ANGLE for the OpenGL renderer silently fell back to the
system driver with nothing in any log to contradict it. Moved into armsx3-ui beside
the core, with the jniLibs .gitignore negations that keep them tracked.
verifyAngleLibs comes with them and now runs on the release graph ahead of
mergeReleaseJniLibFolders, so packaging an APK that offers ANGLE without shipping it
fails the build. The copy left behind in armsx3-app could never have protected
anything from there, and did not even compile -- its GradleException message escaped
'$' as if the file were a template, and the quotes inside the escaped interpolation
closed the string early, so the project failed to configure. Deleted rather than
fixed, with a comment pointing at the live one.
Version to 0.6 (versionCode 10).
Its comment was still there, above the OSD selector, describing a control that no
longer existed -- the row was lost in the port and the setting left with no writer,
so nobody could hide the glyph or bring it back. Reported as the option missing from
the menu, which is what it was.
Goes where the comment says rather than in the touch editor toolbar, which is where
I first put it: this is a pause-button behaviour toggle and belongs with the overlay
controls it was written for.
The setting has existed since the pause button moved to the top right, and is seeded
once from the old show/hide pref so anyone who had the button hidden keeps it hidden.
Nothing ever wrote it afterwards. A user whose button was visible had no way to hide
it and a user migrated into hidden had no way back, which is how it was reported:
the option is not in the in-game menu.
Sits with multi-touch, gliding and floating stick in the editor toolbar, since those
are the other whole-overlay behaviour toggles and setPauseTapToReveal already
existed to be called.
vmm_determine_memory_load_severity is a set of thresholds on get_memory_usage,
which is usage/budget straight out of vmaGetHeapBudgets. VK_EXT_memory_budget was
never enabled, so VMA had no budget from the driver and used the heap size -- and
where pHeapSizeLimit is set, that limit, which is our own vram_allocation_limit.
An Adreno 740 log shows the consequence: 516MB against a 2048MB cap is 25%, below
even the 50% mark, so the allocator kept its fastest flags, severity stayed 'low',
and the 75/90/95 eviction ladder never fired. The first allocation the driver
refused was also the first sign of trouble, and that one is fatal.
Enabling the extension gives VMA the driver's own estimate. VMA takes the smaller
of it and pHeapSizeLimit, so the cap still caps -- it just stops being mistaken for
headroom that exists. Gated on support and logged when absent.
NOT a fix for the Ratchet & Clank crash this was found in, and it should not be
credited as one. That log leaks about 60MB per sample, 4448MB to 5626MB with no
drop, while our own pool sits at 516MB -- so nearly all of it is outside anything
VMA can see or evict, and a truthful budget only makes us give up our own memory
sooner. The tester reports 0.4 unaffected, which makes it a 0.5 regression still
to be found; see the Adreno per-vkCmdEndRenderPass allocation already recorded
against this codebase.
Also: licences can be removed. Installing one was one-way -- the row existed only
to prove the install had happened -- so a wrong or duplicate .rap could only be
cleared through a file manager, which on a scoped-storage device most people
cannot do at all. Confirmed before deleting, like uninstalling a title, because
content stops working without it.
Every pressure-capable button was fully digital. _rpcsx_overlayPadData ended with
btn.m_value = m_pressed ? 255 : 0, and that value is what cellPad copies into the
press byte a game reads for an analog button, so no half-press could ever reach
one. Rpcs3Bridge.setPadButton threw the magnitude away before that, using `range`
only for stick directions and calling applyButton -- pressed or not -- for
everything else.
Two features were silently dead as a result. A physical L2/R2 went 0 to 100 like
a digital button, reported on Iron Man, whose level-two hover tutorial cannot be
passed without a half-press; the trigger axis was read and scaled correctly all
the way to the JNI boundary and discarded there, which is why remapping and
recalibrating changed nothing. The touch overlay's pressure modifier had the same
end: it computes a range through pressureRangeFor and hands it to the same call.
Pressure now travels as its own export rather than widening overlayPadData, whose
signature is frozen -- the core is dlopen()ed and updated independently of the JNI
glue, so a wider existing export would have older glue passing a garbage argument.
Glue or core predating _rpcsx_overlayPadPressure keeps the old digital behaviour.
0 means "nothing analog drives this button", which is a safe sentinel rather than
a lost level: an unpressed button already reports 0, so a pressed button at 0
cannot occur, and the zero-initialised array is exactly the previous behaviour.
Pushed only when it changes, so an all-digital pad adds no JNI call per event.
All twelve buttons the PS3 pad reports pressure for, not just the triggers, since
the offsets are contiguous and cellPad already routes each one. sendTrigger also
floors to at least 1: the lightest real squeeze truncated to 0, which is the input
layer's "full press" convention and would have delivered the opposite of a
half-press.
Rebased by the author onto 0.5, so the occlusion-query bound we shipped stays as
it is and this only adds diagnostics on top of it: the fatal throw that ended the
session is gone, and with it the Web of Shadows regression that kept both PRs out
of 0.5. Also leaves the wait on shutdown, so a driver that never answers cannot
wedge the exit.
README.md is deliberately not taken from the PR -- it removed the whole status
and differences-from-upstream section.
adrenotools swallows this failure. When its dlopen of the custom driver fails it
logs to logcat and hands back the system driver, so the load looks successful
from here, the reason never reaches the emulator log, and the user runs a driver
they did not choose while believing otherwise. The existing dlerror() report
cannot fire, because the pointer that comes back is not null.
That cost real time. Mr Purple T29 fails on an Android 15 device with "cannot
locate symbol pthread_getaffinity_np", falls back, and every log looked exactly
like a successful custom-driver session -- I recorded it as passing a driver
comparison it had never taken. The only hint was its reported driver version
matching the system driver's, which took three saved logs side by side to spot.
The requirement is stated in the file. DT_VERNEED lists the libc versions a
binary needs, and T29 needs LIBC_36, meaning API 36, on a device that provides
35. Reading that before the attempt turns "failed to load" into the reason, and
covers the whole class of community drivers built against a newer NDK than the
device runs -- likely the most common way these packages fail.
Metadata cannot answer this: T29's own meta.json declares minApi 30. That field
is author-declared and unverified, so only the binary is trustworthy.
Reported through the emulator log as well as logcat. The UI glue can only reach
logcat, which is not the file anyone attaches to an issue -- the reason would
exist and no report would ever contain it. It lands beside the driver identity
that it explains.
Advisory on purpose. The load is still attempted and nothing is rejected, so a
wrong answer here costs one log line and never a working driver. It stays quiet
unless it positively finds a LIBC_<n> requirement above the running API, and
declines to answer at all when section headers are absent.
Verified on device both ways: T29 reports needing LIBC_36 against API 35 in
RPCSX.log, and stevenmxz v33, which loads correctly, produces nothing.
Raw core overrides re-push after the curated settings, so a stale one silently
beats the UI with nothing on screen to explain it: the settings screen read SPU
Block Size = Safe for hours while config.yml read Mega.
Mega is the one that mattered. It produces very large compilation units, and those
are what fail AArch64 register allocation with "Cannot scavenge register without
an emergency spill slot" -- which is what put SPU threads on the interpreter
fallback at all. With it cleared, no block fails to compile and the fallback never
engages. Every "cannot be compiled" chased in these sessions traces back to it.
Cleared in every scope, because a title can pin a key the global also pins: Arkham
City carried Accurate SPU Reservations true as a raw per-title override against
false globally, so clearing one scope did nothing and the two readings looked
contradictory.
Per-title Accurate SPU Reservations values go too, except Web of Shadows, which is
the title it was measured on. Off is off-spec -- it forces the SPURS scheduler to
HLE and bypasses the reservation lock -- and a title left that way desyncs until
its SPU threads execute whatever they land on, which is how Arkham City ended up
dying with "Unknown STOP code: 0x0".
Adds CoreSettingOverrides.forgetEverywhere for the all-scopes case.
3072 was set to get the God of War 3 demo past an allocation failure, but that
failure was measured before the uninterruptible reclaim fix landed, and the cap is
not coordinated with the texture cache, which budgets itself up to 2560MB on
Android. Raising one without the other let the total grow with it: Batman: Arkham
City reached 5596MB resident against a 6246MB peak on a 7.2GB device and stalled
after a while, with no allocation failure to point at.
2048 is the value that shipped before, and it is where the sum of the two sat when
that game worked. Budgeting the cap and the cache together is the actual fix and
is not attempted here.
The RSX profiler was still recorded as a raw core override from the debugging
work, so config.yml read "RSX Profiler: true" while nothing in the UI said so --
the same divergence as the relaxed-ZCULL one, since overrides re-push at the tail
of applyTo. It writes a bucket report every 300 frames and keeps per-scope timers
on the RSX thread, which is not something to ship enabled. The first purge had
already marked itself done, so this takes a new key.
VRAM allocation limit is applied as VMA's pHeapSizeLimit, which makes it a hard
ceiling rather than an eviction threshold: once total allocations reach it VMA
returns OUT_OF_DEVICE_MEMORY however much the device has free. Lowering it does
not make the cache release earlier, it makes allocation fail earlier. The God of
War 3 demo was measured failing a routine 24MB request at 1024 while the process
held 1.6GB resident and 280MB in that pool, and failing at 2048 one screen later.
3072 leaves the caches room while keeping the bound that stops an unbounded quota
driving the process to 4.3GB and getting it killed.
The allocation failure now names the request size and the cap alongside it, since
"Out of video memory" alone cannot separate a full device from an artificial
ceiling, and those need opposite fixes.
on_vram_exhausted asserted that the renderer was interruptible. Eviction really
cannot run in that state, since it would touch resources the driver may still be
reading, but that is a reason to refuse rather than to kill the thread -- and
refusing is already the supported answer: the OOM path in VKDraw treats false as
using placeholder textures, which it notes can cause graphics glitches but
should not crash otherwise.
God of War 3 hit it by skipping the intro screens, which pushes a burst of surface
and texture allocation through a point where the renderer is uninterruptible. The
RSX thread died there, audio kept playing, and it presented as a hang. With the
refusal in place the same run reports the real problem instead:
VK_ERROR_OUT_OF_DEVICE_MEMORY from the allocator.
Which it genuinely is. VRAM allocation limit was also lowered from 2048 to 1024:
the first value was still above what the device could give us -- 5355MB resident,
99MB free of 7.2GB -- so the budget was never reached before the system ran dry,
which defeats its only purpose. It has to sit below what allocation can actually
satisfy, so eviction starts while there is still room to allocate.
Three things, all found by measurement after the interpreter fallback started
being used in anger.
Marking only the entry point made the interpreter release the thread after one
instruction, whereupon the recompiler tried the next address, failed the same way
and marked that too. 111 consecutive entries were recorded walking two blocks four
bytes at a time, each step paying a full failed LLVM compile. The failed set now
holds ranges, so a thread stays interpreted for the whole block and leaves when
execution genuinely moves past it: 111 markings became 1.
The range test then ran per interpreted instruction and took a reader lock each
time, which put shared_mutex::imp_lock_shared at 28% of the whole process against
23% for the interpreter itself. The extent is now cached on the thread when the
fallback engages, so the loop compares two integers.
The switch was also logged once per thread, but the flag is cleared on every exit,
so the guard fired on every re-entry: God of War 3 wrote thousands of lines a
second ping-ponging between two addresses. Removed; the block is still recorded
once when it is marked.
Separately, VRAM allocation limit was left at upstream's 65536 MB, which means no
limit and assumes a discrete card. Here the GPU shares system memory with the OS
and our own host allocations, so the texture cache is never asked to evict and
grows until allocation fails -- and failing is fatal: God of War 3 dies in
on_vram_exhausted on ensure(!vk::is_uninterruptible() && ...), because VRAM ran
out where the renderer cannot safely evict. Measured at the crash: 5355MB
resident, 99MB free of 7.2GB. 2048 leaves room for the guest's own memory, the
host caches and the OS.
Issue #16, both halves.
Installing a .pkg or .rap off a USB-OTG drive already went through the system
picker, and the descriptor it returns is handed to the native installer as a raw
fd, so a 40 GB package costs no copy. That holds only while the provider is
backed by real storage. The third-party USB-OTG and cloud apps people reach for
when the platform will not mount their drive return a PIPE, and every install
entry point seeks -- getFileType sniffs the magic and rewinds, package_reader
jumps around the archive -- so lseek failed with ESPIPE and a perfectly good
package was reported as unsupported or broken. Those descriptors are now
detected with the same lseek the core will make, and only those are copied to
real storage first, onto whichever of the emulator's own storage and the app
cache has more room. The copy is checked against the size the provider reported:
a short copy does not throw, it produces a truncated package that fails much
later as "broken", which reads as a bug report about the package.
Split releases picked through the system picker arrived in the order the user
tapped them, and installSplitPkg takes the order given as the part order, so
picking part 2 first extracted into a broken install rather than failing. Both
pick paths now sort the parts, digit runs numerically, since plain string order
puts part 10 between part 1 and part 2.
Installed titles were listed by title id alone -- NPUB90434, BLES01807 -- next
to an Uninstall button, which is where it hurt most: choosing which of two demos
to reclaim space from meant looking the ids up elsewhere. TITLE now comes out of
the install's own PARAM.SFO, read off disk rather than through the library cache
so a title the scanner has not seen yet is still named. The id stays on a second
line because patches, cheats and compatibility lists are keyed by it. Licence
files carry the same id inside their content id, so a .rap can name the game it
unlocks instead of being one of a row of indistinguishable hex strings.
The SFO field reader is the scanner's CATEGORY reader generalised rather than a
second copy of the 16-byte index-entry layout.
Accurate SPU Reservations off is worth a large amount in Spider-Man: Web of
Shadows and is not safe globally, so it goes in that title's own override rather
than the default.
Its SPURS reservation traffic serialises behind the global exclusive
vm::writer_lock that every reservation_op takes, which no amount of CPU can help:
all six SPU threads and several PPUs were measured yielding at the same rate with
18.8% of total CPU in sched_yield. Off, SPURS takes the lock-free path and
vm::writer_lock fell from 8.06% to 0.96%.
Kept per-title because it is off-spec -- upstream defaults it on, and Sonic
Unleashed fails EARLIER with it off, reaching neither the loading icon nor the
logo, which is consistent with the bypass being the SPURS area itself.
The seed writes only fields a title does not already carry, so a deliberate
change is never overwritten, and it runs once. Other regions of the same game
need their own entry.
Dropped to 20 while the emulator was starved for cores, reasoning that a spinning
SPU steals a core from threads doing real work. Two things have changed
underneath that: the affinity mask no longer confines six SPU threads to four
cores, and the reservation path no longer serialises everything behind a global
lock. Measured after both, in game: 34% of eight cores busy, two to four threads
runnable, five idle, and no thread near saturation.
Tested at 100 and at 20 with no difference, which fits -- the wait is no longer on
the critical path, so how it waits does not matter. Upstream's value stands
rather than carrying a divergence that buys nothing.
The affinity migration turned the scheduler on so the big.LITTLE mask would
apply, keeping SPU and RSX off the A510s that run at roughly 27% of prime-core
capacity. That reasoning holds for one thread per core and breaks down at six.
Measured in game on a Snapdragon 8 Gen 2, reading the masks the threads actually
carry:
app cpuset (top-app) 0-7 Android grants every core
SPU[0..5] 3-6 six threads, four cores
rsx::thread 3-7
Six SPU threads sharing four cores get about two thirds of a core each, which is
worse than one thread owning an A510 outright, and it caps the emulator: the
device sat at 60% busy with cores 0-2 idle while frames were slow. Spider-Man:
Web of Shadows is visibly better at OS.
Worth being clear that the mask is ours and not Android's -- the app is in
top-app with all eight cores granted -- which is also why these devices are
reported to run better under native Linux, where no such policy is applied.
The other modes stay selectable for anyone whose device disagrees.
SPU GETLLAR Busy Waiting Percentage defaults to 100 upstream, meaning always
busy-wait. That suits a desktop, where the SPU threads have cores of their own
and spinning costs nothing else. Here six of them share eight cores with the PPUs
and the RSX, so a spinning SPU takes a core from the threads doing the work.
Measured on Spider-Man: Web of Shadows: process_mfc_cmd accounted for 55% of all
CPU across the process, and making its inner loop cheaper did not move the frame
rate -- the loop just ran more iterations in the same wall clock. That is what
identified it as a spin rather than as work, after two rounds of optimising the
iteration itself.
20 still favours a short busy-wait, so a reservation that frees quickly is caught
without a scheduler round trip, and only a wait that history says is long goes to
sleep. A deliberate change in All Core Settings still wins, since core overrides
replay after this.
The migration that turned relaxed ZCULL on recorded it twice: once in the curated
store and once as a raw core override. The migration that turned it back off only
corrected the curated field, so the two stores disagreed, and the override is the
one that reaches the core -- overrides re-push at the tail of applyTo, after the
curated store has written the setting.
The toggle therefore read OFF while config.yml read 'Relaxed ZCULL Sync: true' on
every boot, with no way to change it from the UI. That is not cosmetic: relaxed
sync is what allows queries to be read while still pending, which is the path
behind the 'Dubious query data pushed to cond render' warnings, and it also
selects emulated predication in the VK backend.
The two by-pass tables were joined on counters that reset at different points.
tick_frame runs from on_frame_end, before flip; the GPU timer rotates its slot at
the top of flip and then drops every non-frame region on the fresh slot, which is
flip's own overlay and calibration passes -- and those still incremented the CPU
counter. So the CPU ordinal ran ahead by the number of present-path passes and
the two tables described different passes. A whole anomaly came out of that: a
pass whose GPU cost was joined to a neighbour's workload read as 36x the per-draw
cost of its peers. The comment claiming both reset on the same boundary was
wrong. Reset where the GPU slot actually rotates instead.
Also adds a Storage Access Framework route to the package installer. The in-app
browser walks java.io.File, which only reaches storage this process can open by
path, so a .pkg on a USB-OTG drive or an SD card was unreachable and had to be
copied to internal storage first. Packages are handed over as the descriptor SAF
already returned -- the native side takes a raw fd, so nothing is copied and a
4 GB package costs no extra space; licences are 16 bytes and their installer
wants a real file, so those alone are staged.
overlay_controls.cpp loads a fixed set of PNGs -- button glyphs, save.png,
new.png, spinner -- through fs::get_config_dir() + Icons/ui/. Desktop ships them
beside the binary; nothing put them on Android, so every load failed and the log
said so on each boot. The visible cost was cellSaveData's list: it is a native
overlay that draws its rows with save.png/new.png, so the load-save menu a game
opens never appeared. Reported against Ratchet and Clank: Tools of Destruction
and Devil May Cry 4, both fine on emulators that ship the icons.
Bundled from bin/Icons/ui and staged into config/Icons/ui once, revision-guarded,
before the core can draw its first overlay.
The nineteen translation files were ARMSX2-era: about nine hundred of their keys
still existed and showed the old PS2 wording -- worse than the English fallback,
which is at least right -- and roughly eight hundred current keys had no
translation at all. Regenerated all nineteen from the 1041-key map, batch plus
per-line retry, with every %s/%d checked against the source so no broken format
string ships. A string that would not translate is omitted and falls back to
English rather than shipping wrong.
The memory-card and PNACH patch screens were PS2 concepts with no PS3 counterpart
and no caller left -- the drawer had already been cleaned, so they were dead code
holding dead strings. The PNACH downloader went with its only consumer, and the
PCSX2-Android.ini seed could never exist under this package. The session log now
announces ARMSX3_INIT instead of PCSX2_INIT, which had every bug report opening
with the name of a different emulator.
The English map drops 46 PS2 strings and 619 orphans nothing references (1705 ->
1041 keys), rewords the four live strings that still said memory card, and renames
about.pcsx2.* to about.rpcs3.* to match what they already said.