87 Commits
Author SHA1 Message Date
jpolo1224 93110e899f Release: 0.9 (versionCode 15) 2026-08-18 15:09:55 -04:00
jpolo1224 4b27b585f5 Input: let analog triggers bind in the pad-button capture
On a pad that reports L2/R2 as AXES rather than buttons they arrive in
dispatchGenericMotionEvent and never as a key, so the binder -- which lives in Compose's
onPreviewKeyEvent -- could not see them, and L2/R2 would not bind while every other button on
the same pad did. That depends on the controller MODEL, not the port, which is what makes it
present as a Player 2 problem: a second pad of a different make fails where the first worked.
Reported against Player 2 with everything else binding.

handleCaptureMotion already existed for exactly this shape -- the D-pad HAT arrives as an axis
on several handhelds and is synthesised into a key during capture -- so the triggers just join
its  set and inherit its press/release tracking, which debounces the motion stream for
free.

Uses the same axis pairs as the gameplay path (sendTrigger), including the per-device third axis
some pads put the right trigger on, so a trigger that works in game can also be bound.
Threshold is a deliberate half-pull so resting drift on a worn trigger cannot self-bind.
2026-08-18 14:31:22 -04:00
jpolo1224 bbf44c684c Input: pace digital transitions so a short press cannot fall between guest polls
The guest polls cellPad at its own rate -- 33ms at 30fps -- and a press plus its release are
two separate snapshot pushes with nothing between them. A press shorter than one poll interval
lands entirely between polls and the game never sees it. Steady presses always span a poll,
which is why a button works everywhere except during a rapid mash, and why a held button
(crouch) keeps working while everything tapped alongside it does not.

GestureLayer already knew this and worked around it locally with a 40ms hold in pulse();
ordinary touch taps and physical controller presses had no equivalent. Reported on Iron Man's
quick-time event, where circle must be pressed repeatedly and does not register, and again as
'only the crouch button works' with both on-screen controls and a PS5 pad.

Delaying a too-short release would NOT fix it and would look identical: in a mash, press N's
deferred release collides with press N+1 and the game sees one long press instead of several,
while a QTE counts presses. Each transition therefore gets its own slot -- press visible for
40ms, release visible for 40ms, then the next press -- so a mash arrives as distinct presses
rather than a hold.

A press with nothing queued ahead of it still goes through immediately, so normal input takes
no added latency; only the release of a tap shorter than 40ms is deferred, and only up to 40ms.
Queue depth is capped so a mash cannot accumulate while the guest is not consuming.

40ms matches the gesture path and clears one 60Hz sample. NEEDS FIGHTING-GAME TESTING: it also
paces the d-pad, and 40ms is about 2.4 frames at 60fps, so frame-tight directional input is the
case most likely to feel different.
2026-08-18 14:23:15 -04:00
jpolo1224 f823f6fd66 Touch: list the keyboard button in the default layout so the editor offers it
Adding the TouchButtonId was not enough. The editor offers what the LAYOUT contains, not what
the enum declares, so the button existed and did nothing visible -- reported straight away.

Listed with enabled = false alongside the save/load/screenshot buttons, which is the same
opt-in shape. Existing layouts pick it up without being disturbed: TouchLayout.fromJson
splices in any default button a saved layout lacks, and defaultPortrait splices from this
same table, so one entry covers both orientations and everyone's current layouts.
2026-08-18 13:56:34 -04:00
jpolo1224 9a12b5e958 Pads 2-7 at startup, and an on-screen keyboard button
Ports 2-7 were left as Null pad handlers unless a USB device happened to be plugged in. The
loop that claims them for the virtual handler existed, but only inside _rpcsx_usbDeviceEvent,
so it ran on a USB plug/unplug and nowhere else. A second controller on a phone is normally
BLUETOOTH, which never produces that event, so those ports stayed Null and a second pad did
not exist in the core at all. Per-player button mapping therefore looked correct -- the UI
stores those bindings regardless -- while the second controller did nothing in game. Reported
against Tekken 6. Now claimed at startup, next to player 1.

Also adds a KEYBOARD touch button (Kind.STATEACTION, so it emits no pad code and calls
MainActivityRuntime.toggleSoftKeyboard) for the same reason the hotkey exists: to reach the
keyboard without pausing. The hotkey needs a spare pad button, which a touch-only player does
not have. Opt-in, absent from the default layout, like the save/load/screenshot buttons.

Appending to TouchButtonId is safe: touch layouts serialise the id by NAME
(TouchButtonId.valueOf), unlike SysHotkey which is persisted by ordinal.
2026-08-18 13:43:32 -04:00
jpolo1224 d094ecd491 Settings: put Emulate USB Keyboard in the Network tab
It existed only in the in-game pause menu, which made the On-Screen Keyboard hotkey's own
message a dead end: it tells you to turn this on in Network settings, and there was nothing
in Network settings to turn on. Reported from Discord after exactly that.

Same Settings.usbKeyboard field as the in-game row, so the two stay in sync, and indexed for
settings search.
2026-08-18 13:29:42 -04:00
jpolo1224 fda4cc3b50 Revert the added keyboard work: it duplicated an existing feature and shifted hotkey ordinals
Reverts 422d831ef and 00ce69a31.

ARMSX3 already had all of this. Settings.usbKeyboard writes USB1/Type = hidkbd and
NativeApp.usbSetKeyboardEnabled, the TOGGLE_KEYBOARD hotkey raises the Android IME through
SoftKeyboard.toggle, and dispatchKeyEvent already forwards keys via forwardKeyToUsbKeyboard.
The toast users see -- "Turn on Emulate USB Keyboard (Network settings) first" -- is that
feature correctly reporting that its setting is off, not a missing capability. What I added
was a second, parallel path through cellKb with its own setting and its own hotkey.

The revert is not only for redundancy. SysHotkey is persisted BY ORDINAL, as the comments
around TOGGLE_KEYBOARD and GYRO_RECENTER say in as many words, and both are appended last
for exactly that reason. KEYBOARD_TOGGLE was inserted mid-enum, ahead of GYRO_TOGGLE, which
re-points every binding after it for every existing user.
2026-08-18 13:21:57 -04:00
jpolo1224 00ce69a315 Android: on-screen keyboard over the running game, and a setting to enable it
Uses the Android system IME rather than a drawn key grid, so layouts, languages, prediction
and emoji come for free and it is the keyboard users already know. Bound to a new
KEYBOARD_TOGGLE hotkey, so it can be raised and dismissed mid-game without opening
settings.

The IME only opens for a focused view that accepts input, so a zero-size transparent
EditText owns focus on demand. Its InputConnection does the real work, because an IME
reports typing in two different ways and only one of them is a key event:

  sendKeyEvent            backspace, enter, arrows -- forward the keycode as-is
  commitText              ordinary characters, with NO key event behind them
  deleteSurroundingText   some IMEs delete by range instead of sending backspace

commitText is synthesised with KeyCharacterMap.getEvents, which produces the shift presses
capitals and symbols need rather than guessing a keycode per character. Characters no
keycode can produce -- emoji, CJK picked from a candidate list -- are still delivered with
their unicode and KEYCODE_UNKNOWN, since the guest reads the unicode field and that is the
honest keycode for a character with no key behind it.

Also adds the Emulated Keyboard setting, without which all of this was inert: the core
defaults to keyboard_handler::null, so cellKb told games no keyboard was attached no matter
what was typed. Off by default, matching the core, because a game that sees a keyboard can
behave differently. The hotkey says so in its toast when the guest cannot receive keys,
rather than silently showing an IME that goes nowhere.
2026-08-18 13:09:51 -04:00
jpolo1224 422d831eff Android: give the guest a real keyboard
cellKb reported no keyboard at all, so games that need one were unreachable: NFS Most
Wanted's beta debug menu, and native keyboard support in games like Counter-Strike. The
only handler upstream ships, basic_keyboard_handler, derives from QObject and filters
QKeyEvent off a QWindow, and android/CMakeLists.txt excludes it with the rest of the Qt
input layer -- init_kb_handler was hardcoded to NullKeyboardHandler as a result.

Almost none of that handler is actually Qt-bound. KeyboardHandlerBase::HandleKey already
takes plain u32 codes and keyboard_consumer::ConsumeKey resolves them through
m_keys.find(code), so the code space only has to agree between whatever registers the
buttons and whatever injects them. android_keyboard_handler therefore registers ANDROID
KeyEvent keycodes directly rather than impersonating Qt. The PS3 side uses USB HID usage
IDs and Android's letters and digits are contiguous too, so those map arithmetically and
only the remainder needs a table. Android also distinguishes left from right modifiers,
which Qt cannot, so all eight are wired rather than four.

init_kb_handler now honours the Keyboard setting instead of always reporting none, and
_rpcsx_keyboardKey delivers one key through the usual dlsym bridge, returning false when
no keyboard is active so a caller can tell the difference.

A physical keyboard reaches the guest through dispatchKeyEvent. The test there is
KEYBOARD_TYPE_ALPHABETIC, not the event source: gamepads also report SOURCE_KEYBOARD for
their buttons, so filtering on source alone would send every controller press to the guest
keyboard as well as the pad. The event is consumed only when the native side reports the
key landed, which keeps a physical keyboard usable for UI navigation everywhere else.

Not yet done: the on-screen keyboard overlay, and a UI setting for the handler. The core
default is still keyboard_handler::null, so this is inert until Keyboard is set to Basic.
2026-08-18 12:57:34 -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
jpolo1224 19d23eb691 SPU LLVM: fix ARM64 SHUFB byteswap fold and accurate-xfloat CFLTS
SHUFB: a7fc31f32 made two semantic changes to the ARM64 path, and BOTH have to go. It
widened the byteswap fold from splat-only constants to any constant, byte-reversing
non-splat ones in get_swap_from_const, and it added idx_selects_single, which treats a
mask whose bit 4 is known-constant across all lanes as single-source.

Borderlands 2's SPURS function at LS 0x25da8 is 1446 shufb whose data operand is usually
a non-splat constant -- 0xbf800000 built by ilhu/iohl, or a mask straight out of cbd/cwd.
Compiled, that function spins forever inside a single block: block_counter, loop count
and retreat count are byte-identical across six thread dumps spanning the hang, at 96%
CPU, so it never reaches a block boundary. Interpreted, the game boots.

Reverting the byteswap widening alone is NOT enough -- measured, and the hang came back
with seven stall dumps at 0x25da8. Disabling the whole ARM64 shufb block in favour of the
generic path also fixes it, which is what identifies the fold and the single-source
trigger rather than the tbl/tbx paths themselves. Kept narrow so ARM64 keeps its fast
paths.

CFLTS accurate xfloat: only the high side was guarded. The f32 path is a single saturating
fcvtzs.4s, but this one converts f64[4], and AArch64 has no v4f64->v4i32 form, so it
lowers to fcvtzs.2d twice plus uzp1 -- saturation happens at int64 range and uzp1 then
keeps the low 32 bits. Negative overflow therefore did not produce 0x80000000: -3e9 came
back as +1295786496.
2026-08-18 12:19:06 -04:00
jpolo1224 884cb47dde SPU: fix ARM64 float-to-int conversions in the interpreter
CFLTS and CFLTU both carried x86 corrections that are wrong on AArch64, and the
SSE templates they live in are what spu_interpreter_rt is built from, so they are
live on ARM64 through spu_run_interp_fallback.

CFLTS applied the cvttps2dq fixup: x86 returns the integer-indefinite value
0x80000000 for anything unrepresentable, positive overflow included, so the result
was XORed back. _mm_cvttps_epi32 is sse2neon's vcvtq_s32_f32 (FCVTZS), which
already saturates, so the correction inverted a correct result. Measured: +3e9 gave
0x80000000 instead of 0x7fffffff, and NaN gave 0 instead of 0x80000000.

CFLTU went further and relied on the 0x80000000 return, ORing the remainder back in
to rebuild the u32. On ARM64 the conversion yields 0x7fffffff, and 0x7fffffff | v is
0x7fffffff for every v below 2^31, so the entire upper half of the range collapsed to
one value: 3e9 read back as 0x7fffffff rather than 0xb2d05e00.

This also matters for diagnosis, not just correctness: forcing a block to the
interpreter is the standard test for whether the recompiler emits wrong code, and
until now that test could introduce a fault the recompiler did not have.
2026-08-18 10:40:00 -04:00
jpolo1224 9b33316982 SPU: copy the reservation line 16 bytes at a time on ARM64, and add SPURS dispatch diagnostics
mov_rdata and mov_rdata_nt move the 128-byte reservation line -- the GETLLAR
snapshot, and the fill back into live guest local store. On x86 that is four
16-byte vector moves, so each quarter lands whole and a racing reader sees either
the old or the new 16 bytes. On ARM64 both fell through to std::memcpy, whose
granularity is a libc implementation detail; AArch64 implementations mix transfer
sizes freely, so a reader can observe a line stitched from both versions. Use
eight vld1q_u8/vst1q_u8 pairs to match what x86 gets for free.

This does NOT fix the Borderlands 2 hang -- measured, no change to any observable:
same 4807 SPU blocks, same 0x29b48 ceiling, same stall state. It is committed as a
latent correctness fix rather than a behavioural one: the copy exists to produce a
coherent snapshot and had no atomicity guarantee here at all.

The diagnostics are the instrumentation that traced that hang from symptom to a
single missing DMA: guest thread and thread-group state at an RSX stall, per-SPU
conditional-store counters, the local-store and reservation-vs-memory dumps, code
GET destinations, the SPURS control-block fields, and the register dump at the last
transfer both hosts issue in common. They hang off the existing rate-limited stall
report or are capped by distinct key, because every earlier attempt at this was
capped by volume and got eaten by whichever event happened most often.
2026-08-18 08:10:43 -04:00
jpolo1224 55a35b5e1d Diagnostics: guest-thread stall reporting, SPU reservation counters, autotest harness
Hangs where the RSX idles were only ever visible from the RSX side, so a stall
report now names every guest thread, its state, PC and function, and for SPUs adds
the reservation counters -- conditional store calls, failures, notifications, and
the SPURS heuristic's deliberate non-notifications -- plus where the host thread
last was in cpu_task. block_counter alone cannot separate a thread livelocked
retrying PUTLLC from one that is genuinely idle; both report zero blocks a second.

The SPU code window prints once per process. Unguarded it re-emitted a whole
function on every stall dump, measured at 538 lines a second over 31 dumps with a
690 MiB log left behind, which on Android is itself a stall -- it was degrading the
hang it was meant to describe, and it buried the state lines that answered the
question.

do_local_task counters cover the case the profiler cannot: it reports the thread is
in Local task and has been for 0.00s, which together mean it is not stuck there at
all and the FIFO loop is calling it repeatedly. Which FIFO state, and whether guest
GET equals PUT, separates a starved RSX from a stuck one.

tools/ps3autotests drives ps3autotests on a device over adb and diffs per
instruction against real-hardware output; compare-platforms.py does the three-way
ARM/x86/hardware split that separates shared upstream failures from ARM-only ones.
This is what found the CFLTS and FMS divergences.
2026-08-17 20:50:56 -04:00
jpolo1224 8caacc8231 Android: correct persisted off-spec settings, file:// launches, and RSS reporting
Accurate SPU Reservations was persisted false in the global config, left over from
earlier debugging, where upstream and our own defaults are both true. Turning the
default back on reached nobody who had already run the app, so this migrates the
stored value -- correcting the curated field and forgetting the raw override at
global scope only, since a per-title exception exists on purpose and
forgetEverywhere() would take it with it. Save LLVM logs had the same problem and
needed the value recorded, not just the override un-pinned.

A file:// launch never booted: the intent path was passed through as a URI string
and the loader wants a filesystem path, so only content:// ever worked.

get_memory_usage() reports system-wide totals -- MemTotal minus MemAvailable, every
process on the machine plus page cache -- and was being read as if it were ours.
Add get_process_memory_usage() for this process's resident set, which is the number
Android's low-memory killer actually decides on, and report that instead.
2026-08-17 20:50:43 -04:00
jpolo1224 0ded153216 Settings: add the console System settings, and route PS3/System to the core
Console Language, Keyboard Type, Console Region, Date Format, Time Format and
Enter Button Assignment had no UI, so anything the core read from PS3/System was
whatever the default happened to be.

Enter Button Assignment in particular was already a field but never reached the
core: Rpcs3Bridge.setSetting has no fallthrough, it translates a fixed set of
(section, key) pairs and silently drops the rest, and PS3/System was not among
them. Add the branch, add the five missing fields through the eight sites a
Settings field needs, and give them setters that map an index to the enum name --
these serialise by name, and the enum is neither contiguous nor in formatter order,
so an index cannot be written straight through.
2026-08-17 20:50:26 -04:00
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
jpolo1224 424514fde6 SPU: fix two ARM64 float divergences and make the object cache key cover codegen
CFLTS applied an x86 saturation correction on every host. cvttps2dq returns the
integer-indefinite value 0x80000000 for anything it cannot represent, positive
overflow included, so XOR-ing all the bits when the input is >= 2^31 produces the
0x7fffffff CFLTS wants. AArch64's FCVTZS already saturates that way, so the same
XOR turned a correct saturated-high result into saturated-low, and its NaN-to-0
conversion became 0xffffffff where x86 lands on 0x7fffffff. Same shape as the
FCTIW/FCTIWZ/FCTID split already guarded in PPUTranslator; the SPU one was missed.

FMS expressed a * b - c as fma(a, b, -c). x86 folds that into vfmsub and never
materialises -c, so a NaN addend propagates its own bits; AArch64 cannot take that
shape -- FMLS is Zd - Zn*Zm -- so it emits the FNEG and propagated the negated NaN.
0x7fffffff is not a NaN on a real SPU, just a large number, so the two hosts
disagreed about the sign of a huge result. Negate the addend only when it is not a
NaN pattern, with a known-never-NaN early out to keep it off the common path.

Measured with ps3autotests cpu/spu_fpu against x86 output from an otherwise
identical build: cflts 16 -> 0 differing lines, fms 484 -> 0, and spu_fpu as a
whole 984 -> 0 against a non-AVX512 x86 host. The 484 fma lines that remain
against an AVX-512 host are that host's vfixupimmps path and reproduce on any x86
without AVX-512, so they are not ARM-specific.

The cache key hashed the build stamp of SPUCommonRecompiler.cpp while the code
generator lives in SPULLVMRecompiler.cpp, so editing codegen alone did not move the
key and a rebuilt emulator silently reused objects from the previous binary -- the
first attempt at the CFLTS fix looked like it did nothing for exactly that reason.
Export a stamp from the codegen TU and hash that in as well, and prune stale
spuobj-* siblings so a version bump does not strand old directories.
2026-08-17 20:50:07 -04:00
jpolo1224 37a5d118be Merge PR #64: Library: a filename-derived PS3 serial gets a hyphen and loses its cover 2026-08-17 13:14:01 -04:00
jpolo1224 301f45a2cb Merge PR #63: cellAudio: don't let a silent port reset the untouched baseline every period 2026-08-17 13:14:00 -04:00
jpolo1224 aa25da4ce2 Merge PR #62: Stop two guest polling loops from flooding the log 2026-08-17 13:13:59 -04:00
jpolo1224 e35bd463cf Merge PR #60: Bundle the H.A.W.X. 2 Bink overlay patch and enable it 2026-08-17 13:13:57 -04:00
Zulux91 968b892e29 Library: a filename-derived PS3 serial gets a hyphen and loses its cover
FilenameParser reconstructs every serial in the PS2 dump shape -- four letters,
a hyphen, five digits (SLUS-20312) -- because that is the convention its regex
was written for. A PS3 title ID has no separator, so a game whose serial comes
off the filename rather than the disc is recorded as BLUS-30917.

That serial matches nothing. Cover art is fetched as COV/<TITLE_ID>.JPG, keyed
by exactly the id PARAM.SFO gives us, and the extracted-icon fallback is
disc-icons/<TITLE_ID>.png:

  COV/BLUS30917.JPG  -> HTTP 200
  COV/BLUS-30917.JPG -> HTTP 404

so the card shows a text placeholder. The filename path is taken whenever the
disc was not probed -- probeDiscInfo answers "{}" while a game is loaded. Once
that has happened the entry cannot recover: the cached serial is re-seeded into
discInfoCache at the start of every scan and comes back as disc.titleId, which
has top priority.

Normalise the resolved serial rather than the parser, which is what repairs the
already-cached entries since they arrive through the same expression.

Three things this has to get right beyond the cover itself.

NOT EVERY 4+5 TOKEN IS A TITLE ID. FilenameParser takes the first four-letter
plus five-digit token it finds anywhere in the name, so what arrives may be a
release tag or an id belonging to a different game. Left hyphenated a bad guess
matches nothing and the card shows a placeholder -- visibly wrong, and safe.
Stripped, it would become a WELL-FORMED id and quietly resolve whatever is filed
under it: another game's cover, its curated name, and its config_db entry, which
the core applies at boot. So normalise only what carries a real PS3 prefix, B
for disc releases and N for PSN. Deliberately not gated on GamePlatform: that
enum comes from the same probe that produced the serial, so in the one case this
exists for -- probe failed, name came off the filename -- it is always null and
the guard would be constant-true.

THE SERIAL IS NOT ONLY THE COVER KEY. It also keys config.game.<serial>, per-game
core overrides, touch layouts and profiles, pad bindings, play time, the pinned
name and the custom cover file. Renaming the game without moving those resets
every one of them silently, and nothing prunes the old keys, so they become
unreachable rather than merely unused -- the custom cover worst of all, since
CustomCovers.remove resolves through the same name and cannot delete the orphan.
migrateSerialKeys moves them, and CustomCovers.renameSerial follows the file.

THE REPAIR HAS TO REACH EXISTING INSTALLS. cacheKey embeds ScanSchemaVersion, and
HomeViewModel only schedules a scan when that key changes. Without a bump an
upgraded install keeps serving the cached hyphenated ids and never rescans, so
the covers stay broken until the user finds the refresh button. Bumped 7 -> 8;
the constant's own contract asks for this whenever a stored field changes, and a
changed VALUE has the same staleness signature as a new field.

Verified on device, 14-game library with three affected ISOs. Seeded the broken
state (hyphenated serial in the cache, a pinned name and play time under the old
id, cached key at v7), then launched WITHOUT touching the UI:

  load(first): cachedKey=v7|...  newKey=v8|...  pending=true
  scan start: 1 dir(s), rawStorage=true
  serial 'BLUS-30917' -> 'BLUS30917' (3 pref key(s) moved)

pending=true is the field that read false before the bump. Afterwards no
hyphenated key or serial remained anywhere in the preferences, the pinned name
was live on the card under the new id, and Lollipop Chainsaw, Ratchet & Clank:
Full Frontal Assault and Virtua Tennis 4 all render their covers.

Not fixed here: those discs still have no extracted ICON0.PNG, so their offline
fallback stays missing, and the re-probe that would create one is folder-only --
re-probing an ISO needs a vfs::mount, which the seeding loop deliberately avoids.
Two library entries that resolve to the same id can also cross-write each other's
per-serial data; that is the intended merge for a genuine duplicate, but nothing
models it.
2026-08-17 07:51:59 -05:00
Zulux91 89c6d08ed3 cellAudio: don't let a silent port reset the untouched baseline every period
A game can leave an audio port started and write nothing but zeros into it.
Those writes still land on the tag slots, overwriting the -0.0f tag with
+0.0f, and count_port_buffer_tags() detects that sign flip as "the buffer was
touched" -- correctly, since it cannot tell silence from data.

The result is a port that reports untouched on most periods and touched on the
few that a write happens to land in. Storing untouched_expected as the
instantaneous count then drops it to 0 on exactly those periods, so on the
next period the same silent port looks like a newly untouched buffer, and the
loop waits out the whole untouched timeout for it. Every time it flickers.

untouched_expected is now a high-water mark, clamped to active_ports so a port
going away lowers it again.

Measured on device, Tom Clancy's H.A.W.X. 2 (BLES00928), main menu, stock
audio settings (time stretching off, buffer 34), with a temporary probe in the
period loop counting branch hits per second. Same scene, same build, only this
change differing:

                       before      after
  wait_untouched         669          0     hits/s (1000us each)
  MIX                     65        188     hits/s
  advance (forced)        37          0     hits/s
  enqueued_buffers         0        5-7
  untouched > expected   743          0     per second
  untouched_expected     0 in 799   1 in 376  of the second's samples

The port itself is unchanged by this: it is still started, still counted as
active, still mixed. A full-block scan of it reads 0 non-zero floats out of
512 on every one of 875 consecutive periods, which is what makes it silent,
and it is the tag flicker rather than the silence that caused the stall.

Audible effect: the audio clock ran at ~55% of real time (103 vs 189 periods
per second) with the ring buffer permanently empty, which is why the whole
title sounded slowed down and stuttering. Note this happens with time
stretching disabled -- the frequency ratio stayed at 1.000 throughout, so the
slowdown is the period rate itself and not resampling.

Not verified: whether any title depends on untouched_expected falling back to
a lower value within a stable port configuration. Nothing in the tree tests
this loop.
2026-08-17 04:26:09 -05:00
Zulux91 7811cffeed Canary patches: a revision bump must not re-enable the older ones
ensureBundledPatches iterated the whole BUNDLED list and forced each entry
enabled, so bumping BUNDLED_REVISION for one game re-enabled every bundled
patch -- including Sonic '06's Graphics Fix, for a user who had deliberately
turned it off and may not own the game the bump was made for. That directly
contradicts the guarantee written above the function ("turning one OFF
sticks").

It cannot be fixed by reading the state back: save_config writes an entry
only when it is enabled, so "disabled" is stored as an absent entry and
patch_config.yml cannot distinguish opted out from never seen.

Each Bundled entry now records the revision it first shipped in, and only
entries newer than the stored revision are touched. An install already at
revision 1 has been offered the Sonic patch once; whatever the user did with
the toggle afterwards is their answer.

Two things fall out of the same change:

- The retry on partial failure now covers only the pending entries, so a
  patch stuck failing can no longer drag the already-settled ones back on
  with it every boot.
- When nothing is pending the import is skipped entirely rather than
  rewriting patches/patch.yml for no reason, which keeps a future bump that
  adds no new patch from touching the file at all.

Verified on device (arm64, Android 15) against the shape this changes, which
is the upgrade in place: stored revision 1, a populated patch.yml without the
new entry, and no patch_config.yml -- the state a user is in after turning
the Sonic patch off, since disabled is stored as absence.

Booting a game logged

  canary patches: imported 1, enabled 1

("enabled 2" is what the previous code would report, since it enabled
BUNDLED.size entries), and the resulting patch_config.yml contained only

  SPU-42bae8e5d6a9304068ba1c6bbfdc18d656e287a1:
    Bink overlay skip:
      Tom Clancy's H.A.W.X. 2:
        BLES00928:
          All:
            Enabled: true

with no Graphics Fix entry, i.e. the opted-out patch stayed off across the
bump. The Sonic entry in patch.yml itself was preserved, and the stored
revision advanced to 2.

Not verified: the two-writer race on patch.yml (a Patches-tab download
overlapping a boot). That is unaffected by this change and still unguarded.
2026-08-17 03:20:59 -05:00
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
Zulux91 7952244052 Stop two guest polling loops from flooding the log
cellMicOpenEx logged at notice and sys_net_bnet_accept at warning, once
per call. Titles poll both. In H.A.W.X. 2 they are called roughly 100 and
200 times a second respectively for the whole session, and together they
were 46% of the log -- 27305 lines of 58441, about 9 MB per three minutes.

On Android that file is on FUSE-backed storage, where writes are far
slower than the f2fs the emulator's own data sits on, so this is not just
noise in a text file.

Neither call is an error. cellMicOpen and cellMicOpenRaw are thin wrappers
around cellMicOpenEx and were already trace, so the wrappers were quieter
than the function they call. A non-blocking accept() on an idle listening
socket is a normal polling pattern, not a warning.

After: 4 and 1 lines respectively, log down to 2.7 MB over the same span.

Also corrects the heap-flag test in mem_allocator_vma: the loop checks a
VkMemoryHeap::flags value against VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT,
which is a memory-type property rather than a heap flag. Both constants
are 0x1 so behaviour is unchanged; this only puts the right enum on the
test.
2026-08-17 02:20:34 -05:00
Zulux91 4179f23e20 Bundle the H.A.W.X. 2 Bink overlay patch and enable it
Tom Clancy's H.A.W.X. 2 (BLES00928) hangs forever at the first intro
video. The SPU dies with "Access violation reading location 0x20" in
CellSpursKernel0 and is parked with dbg_pause, which nothing in the
Android build can clear, so the emulator sits at a locked 30 fps while
the guest is dead. Upstream RPCS3 lists the title as Loadable with no
fix but "delete data/movies".

The title looks up a section named '.reload' in an SPU module embedded
in its own EBOOT. That module is stripped -- e_shnum is 0 -- so the
lookup cannot succeed on hardware either, and the game copes: the
failure path writes 0 to the work descriptor's +0x10 field, and the same
module tests that field to skip the overlay load.

  03224  lqr r8,0x1b810     ; r8 = desc[+0x10]
  0322c  brz r8,0x32cc      ; == 0 -> skip

A bump allocator on the PPU side then runs over that field
unconditionally -- (0 - 0x10) & ~0xF = 0xfffffff0 -- destroying the
sentinel. The guard stops firing, so the SPU issues GET lsa=0 ea=0
size=0x4000, a transfer that would have overwritten the running SPURS
kernel had it succeeded.

The patch makes the overlay routine at LS 0x3208 return immediately,
which is what the surviving guard would have caused anyway. It is keyed
on the SPU image hash, so it cannot affect another title or a build of
this module that does carry sections.

Suppressing the DMA emulator-side instead does not work: the guest loop
waits on data that never arrives and runs away into a second fault. So
does zero-filling local store, which breaks the SPURS kernel's own HALT
assertion earlier than the fault it was meant to prevent.

Verified on device with every diagnostic reverted and default settings
(PPU/SPU Recompiler (LLVM), Accurate SPU DMA off): the import runs at
boot, patch.yml grows 468 -> 761 bytes with the existing Sonic entry
preserved, patch_config.yml enables both, and the core reports

  PAT: Applied patch (hash='SPU-42bae8e5d6a9304068ba1c6bbfdc18d656e287a1',
       description='Bink overlay skip', ...)
  ppu_loader: SPU executable hash: SPU-42bae8e5d6a9304068ba1c6bbfdc18d656e287a1 (<- 1)

0 access violations, intro cinematic plays, title screen reachable and
the first mission's targeting-pod sequence renders.

BUNDLED_REVISION goes to 2 so existing installs re-import.
2026-08-17 00:31:29 -05:00
jpolo1224 4b2b8438be Merge PR #50: UI: Lingering Playstation 2 naming on the side menu during execution 2026-08-16 10:43:08 -04:00
jpolo1224 7b49e1fcea Merge PR #55: Android CPU time: park the dma_manager::sync() wait, and stop re-parsing the global config every 5s 2026-08-16 10:43:08 -04:00
jpolo1224 d9957c56ae Merge PR #57: SPU: make the ARM64 uncompilable-block fallback safe to enter 2026-08-16 10:43:07 -04:00
jpolo1224 62d8208c71 VK: frame generation's Motion detail slider was inverted
framegen treats flowScale as a DIVISOR -- flowExtent = inputExtent / flowScale in
v3.1_src/shaders/mipmaps.cpp -- which is why upstream's own layer passes
1.0f / conf.flowScale rather than the value itself.

We passed value / 100 from a 25..100 setting, so every position below the default
asked for a LARGER optical-flow pyramid instead of a smaller one:

  100 -> 1.00 -> full resolution          (correct, 1.0 being its own reciprocal)
   64 -> 0.64 -> 1.56x per axis, 2.4x px
   25 -> 0.25 -> 4x per axis,   16x px

So a user turning "Motion detail" down to find speed got sixteen times the flow
cost at the bottom of the range, and the slider got slower the further it was
turned down. Only the default was ever right, which is why this survived testing.

Now 100 / value. The ~10% of real framerate frame generation already costs is not
this: that was measured before the setting existed, when the call site passed a
hardcoded 1.0f. Anything measured since, at a non-default value, was carrying the
inflated cost.
2026-08-16 10:37:46 -04:00
Zulux91 cab4f2507c SPU: make the uncompilable-block fallback safe to enter
The failed-block set is consulted by two lookups that locate a candidate with
upper_bound and step back exactly one entry, so they only ever examine a single
range. That is correct only while no range can hide another, and nothing kept
the set disjoint. The two marking call sites record different extents: one
records a whole analysed program, the other records an entry point alone when
there is no program to describe. An entry-only mark landing inside a
program-sized mark is therefore ordinary, and it always ends first, which leaves
the enclosing range invisible for every address past its end.

mark() now merges on insert, so the invariant the cheap lookup depends on holds
by construction. The set moves into spu_failed_block_set (SPUFailedBlocks.h),
header-only and free of engine dependencies so it can be exercised directly
rather than through a model of it.

A hole was not merely a missed optimisation. dispatch armed the fallback with
whatever the lookup returned, and old_interpreter releases the thread when
(pc < begin || pc >= end), which is unconditionally true for an empty range, so
the interpreter would return having executed nothing while dispatch re-entered
at an unchanged pc. spu_arm_interp_fallback now yields a range that contains pc
and is non-empty, recording the block first when no path had recorded it. It
does that under one critical section rather than lookup, unlock, mark, look up
again: nothing removes ranges concurrently today, so the gap was not live, but
the guarantee rested on who happens to call the reset rather than on structure.

It also recorded only [pc, pc + 4) while dispatch was holding the analysed
program, so the interpreter released the thread after a single instruction and
dispatch re-entered four bytes later to pay another full analyse and another
full failed compile -- the 4-bytes-at-a-time walk documented at the top of this
file. The extent is passed through when the caller has one. That path no longer
logs "cannot be compiled on this backend" either: a null compile with no
diagnostic also covers a poisoned engine, an analyser that produced nothing for
a branch into data, and a lost compile claim, none of which are backend limits.

The interpreter also ran in the wrong place. It was started from
spu_thread::cpu_task after dispatch had escaped, which executes guest code
outside any gateway invocation, while spu_runtime::g_escape resumes through the
gateway epilogue whose address and stack pointer the prologue stored in hv_ctx
-- belonging to a call that has already returned. A guest HALT, an MFC interrupt
or cpu_work escaping from inside the interpreter would restore a stack pointer
into a dead frame. It now runs from dispatch, inside the live gateway call.

allow_interrupts_in_cpu_work is not restored after the old_interpreter call,
because an escape out of the interpreter is a far jump to the gateway epilogue
that abandons every frame in between -- a restore placed there is skipped on
exactly the paths the flag is set for. Both that flag and interp_fallback are
cleared by cpu_task before each gateway entry instead, which is the one point
every escape returns through. interp_fallback was previously left set when
old_interpreter exited through check_state() as well.

spu_interpreter_fallback_available() tested spu_runtime::g_interpreter, the
LLVM-built interpreter used when a recompiler is selected. The fallback actually
run is old_interpreter, which reads the opcode table, the thread and the local
store and nothing else. When the LLVM interpreter failed to build, that check
disabled a fallback which was in fact available and dispatch took the
"Compilation failed" path instead.

The set is now also cleared per emulation session. Its keys are local-store
offsets, which every SPU thread, every image and every title in the process
reuse, so a set that outlived the session let one title's compile failures route
an unrelated title's code at the same offset to the interpreter. The call is
guarded by ARCH_ARM64: the set and its accessors exist only on that backend,
which is the one that can fail to compile a block.

tests/test_spu_failed_blocks.cpp covers both hole shapes, the half-open
boundaries, the merge cases in both orders and the local-store extremes. Its
load-bearing case is MatchesReferenceCoverage, a randomized differential against
an independent bitmap, which constrains the union, the maximality of range_of
and the "coverage grew" return value together for sequences nobody chose by
hand. is_disjoint() has no reachable negative through the public API and is
documented as a witness rather than presented as a check. The file also names
the runtime paths it cannot reach. It is registered in rpcs3_test.vcxproj as
well as the CMake list; the Windows CI job runs the MSVC build, where it would
otherwise have been absent while reporting green.

Executed. The ARM64 core builds clean, no warnings. The interval set passes a
randomized differential run directly on the header (200 trials, 4800 mark
operations, 0 mismatches); the pre-merge algorithm fails the same oracle 1268
times. On device (Snapdragon 8 Elite-class, Android 15), a throwaway build that
forces compile failures drove the fallback end to end for the first time: a
block with no prior mark recorded its whole 680-byte analysed extent in one
mark, and a pre-marked block returned its covering range; both were interpreted
inside the live gateway frame and escaped, with Mirror's Edge holding its title
screen at 30.00 fps and Metal Gear Rising at 457 present frames over 8m44s with
no "Compilation failed".

Not executed. No x86-64 build and no rpcs3_test binary: the header's evidence
comes from a standalone host harness and mutation runs, not from the registered
gtest, and the ARCH_ARM64 guard on the session reset is unverified by
compilation. The dispatch re-entry fast path recorded zero hits in every device
leg, so the exposure from merging ranges -- previously-JIT'd addresses routed to
the interpreter for the rest of the session -- is unmeasured. The same forced
failure applied to the pre-change code did not fail on device either, so these
runs show the new path is correct and free, not that it is necessary; the escape
from a dead gateway frame needs a HALT, an MFC interrupt or cpu_work to fire
while inside the interpreter, which one short interpreted block did not reach.
2026-08-16 06:10:31 -05:00
Zulux91 27e9d11b80 UI: stop re-parsing the whole global config every 5 seconds of gameplay
ConfigStore.loadGlobal() is a JSON parse plus every migration block in the
file -- 24,555 dex instructions by ART's own count, over its JIT ceiling,
so it runs interpreted on every call. EmulationSurface's frame-rate
monitor calls it (via resolveForGame) every 5 seconds for the whole
session, to read a single boolean. Measured: one ART "exceeds compiler
instruction limit" bailout line per 5.00 s of gameplay, entire sessions
long.

Memoize the parsed Settings. The migrations are one-shot behind their own
prefs flags, so caching is behavior-identical; saveGlobal is the only
writer of the pref after boot and refreshes the cache, and
reconcileReusedFolder -- whose restore path writes the pref directly,
before any settings screen exists -- drops it.

Measured after, same scene: one bailout line for the whole session (the
single first-call compile attempt) versus twelve per minute before, and
the boot config dump still carries the user's settings.
2026-08-15 08:17:33 -05:00
Zulux91 6e731093c4 RSX: park the dma_manager::sync() wait instead of spinning
The RSX-thread branch of dma_manager::sync() busy-waited on the offloader
with a pure pause() loop. Measured on Metal Gear Rising gameplay (Odin,
warm shader cache, off-CPU profile): the loop held 26.6% of the RSX
thread's wall time while the RSX Offloader thread itself was parked in a
kernel wait for 99.78% of the same window -- the spin was paying the
offloader's wake-up latency on every small handoff, burning about a
quarter of a core to wait for a mostly-idle thread.

Spin briefly for the short common case, then wait on m_processed_count
with a 100us timeout. The offloader notify_all()s that atomic when its
queue drains; the timeout is load-bearing, not a formality -- an
offloader stopped mid-job by a memory fault cannot notify (it spins in
on_access_violation until this thread's upkeep clears the deadlock
flag), and the upkeep can itself enqueue new jobs from inside the wait,
deferring the equal-counters notify to the next drain.
on_semaphore_acquire_wait() still runs every iteration.

Three refinements from an eight-pass adversarial review of the first
version of this change:

- The wait targets the processed count the loop condition observed, and
  parks only if a re-read after the upkeep call shows no progress. The
  drain-notify is one-shot: parking on a pre-upkeep value absorbs a
  full timeout when the offloader drained during the upkeep, and
  parking on a blind re-read turns any partial progress into an
  immediate return, degrading the park into a hot upkeep loop for the
  whole drain.
- If the offloader thread is not running (config toggled on mid-session
  after booting with it off, aborting, or dead from an unrecoverable
  fault), the drain can never come; keep the visible spin there so the
  pre-existing hang stays attributable in a profiler instead of
  presenting as an idle, healthy-looking app.
- The comment states the timeout's real role; the first version claimed
  nothing else could enqueue during the wait, which is false (the
  upkeep's flush path reaches backend_ctrl) and would have licensed
  removing the timeout.

Measured after (same scene and script, healthy device): sync() falls to
0.10% of the RSX thread's wall time, the thread parks in the kernel for
67.6% of the workload, and fps is unchanged within run noise (52.9 avg
vs 51.4 for the pre-review variant in the same session). The win is a
freed core and its thermal budget, not frame rate. The
non-RSX-thread branch has the same spin shape; it was not measured and
is left untouched.
2026-08-15 06:47:59 -05:00
Diego BM 89b2128679 Update EmulationMenuScreen.kt
Lingering Playstation 2 naming on the side menu during execution
2026-08-15 13:14:33 +02:00
jpolo1224 33343cd153 Release 0.8 2026-08-15 01:26:54 -04:00
jpolo1224 6cd7866553 i18n: Brazilian Portuguese corrections
From johnpetersa19. Fixes renderer.shaderChain.pass, which read "passar" -- the
verb "to pass" rather than a rendering pass -- and its plural, translates a
label left in English, and adds the packages.* strings added after the original
translation. Also drops five strings that were stored truncated mid-sentence;
English is better than half a sentence.
2026-08-15 01:26:54 -04:00
jpolo1224 6a5ad70ec7 Updater: pick the release asset that matches this build
A release now carries four APKs rather than one, so the updater has to choose
the asset built for the device it is running on instead of taking the first it
finds. Matches on the variant suffix in the asset name and falls through to the
next release rather than giving up when one has no usable asset.
2026-08-15 01:26:54 -04:00
jpolo1224 c990f34d5f UI: frame generation controls, and route the setting to the core at all
Adds the import row for Lossless.dll, the multiplier, Performance shaders and
Motion detail, plus the strings for all of it.

Frame Generation was not reaching the emulator. Rpcs3Bridge.setSetting is a
translation table keyed by (section, key) and anything absent is silently
dropped, so the toggle looked like it worked and did nothing. Enums also have
to cross as NAMES rather than indices -- sending "1" would have been wrong even
with the entry present. Found by an unconditional probe in the present path,
after being wrong about the cause twice; the probe printed mode=0 while the UI
held 1, which was the whole answer.

Performance shaders default ON. It selects framegen's 3.1p shader family
instead of 3.1, which is materially cheaper, and on a mobile GPU the
full-quality path costs more than the frames it buys. Both families are
extracted from the user's DLL already, so this switches between shaders that
are both sitting in the cache.

Motion detail is the optical-flow resolution, stored as a percentage rather
than upstream's divisor so the slider reads the right way round. Both take
effect when frame generation next starts, since the shader family and the flow
scale are baked into framegen's device and pipelines at initialize; the
descriptions say so.

The description also warns about the two things testers will otherwise report
as bugs: on-screen text shimmers because the overlay and the game's own menus
are interpolated along with everything else, and toggling mid-game pauses for
a few seconds while a second device and the pipelines are built.
2026-08-15 01:26:44 -04:00
jpolo1224 bbaebe47a4 UI: make the OSD colour control change the OSD, and let the position move in game
The "OSD Color" row -- on the Overlay tab and cycled from the in-game menu --
wrote `osdColor`, which is PCSX2's EmuCore/GS/OsdColor plus a
NativeApp.osdSetColor() that is an Unsupported.note() stub here. Both dead, so
the control had never done anything and the overlay sat on whatever RPCS3
defaulted to, while the real picker sat a hundred lines further down the same
tab. Both rows now drive ps3.overlayBodyColor.

The defaults were also wrong in a way that made this worse: they held RPCS3's
RGBA hex verbatim in fields that argbToRgba reads as ARGB, so every channel was
rotated one byte and #FFE138FF orange rendered as #E138FFFF. That is the pink
the overlay has always drawn in, and it applied to picked colours too, so
nothing ever matched what the user chose.

The preset row shows no selection when the colour came from the RGBA sliders,
and the in-game row reads "Custom", rather than naming a preset that is not
active. Overlay position is now cycled from the in-game menu as well -- it was
only in All Settings, unreachable at the one moment it matters, when the stats
are sitting on top of something you are trying to see.

Also carries the two frame generation settings fields, which live in the same
Ps3 settings class.
2026-08-15 01:26:29 -04:00
jpolo1224 e480c291da Emu: say more when a thread dies, and less when a game polls
The one-shot PPU state dump now follows its summary with what each PPU can
report about itself -- registers, the guest call stack, and the recent guest and
HLE/LV2 calls when PPU Calling History is on. Diagnosing the Saint Seiya stall
meant reconstructing that by hand from a log that only named the thread; cia
under the recompiler is written at block boundaries, so it names where a thread
has BEEN, not where it is, and the call history is only populated by the
interpreter.

cellSysutil's parameter query drops from warning to trace. Eternal Sonata
(BLJS10017) asks for ID_ENTER_BUTTON_ASSIGN twice every 33 ms and never stops,
which is about sixty lines a second for an entire session. Games polling this
is normal behaviour, not something to warn about, and the log volume alone is
enough to slow the emulator down.
2026-08-15 01:26:16 -04:00
jpolo1224 7d25a7086e VK: frame generation through Lossless Scaling, experimental
Interpolates frames between the ones the game draws, at x2/x3/x4. The shaders
come from the user's own Lossless.dll; nothing is bundled or downloaded.

framegen runs on its OWN VkDevice and statically links volk, which defines 655
globals named vkCreateImage, vkQueueSubmit and so on -- including all 124 our
loader declares. Linked into the core those either fail to link or, worse,
merge, and framegen's volkLoadDevice() then repoints the whole RSX renderer at
framegen's device. So it lives in libarmsx3_lsfg.so, reached only by dlopen
with RTLD_LOCAL, behind a C ABI and a version script that exports eleven
symbols and nothing else. Verify with llvm-nm --dynamic --defined-only: only
armsx3_lsfg_* may appear.

Two devices with no shared semaphore means images cross as AHardwareBuffer --
Adreno and Mali both refuse vkGetMemoryFdKHR(OPAQUE_FD) on AHB-imported memory,
so upstream's FD path does not work on this hardware. Capture costs 0.007
ms/frame CPU, measured; the cost is the synchronisation, not the copies.

Notes for anyone reading this later:

  * The shader loader's user pointer must outlive initialize(). framegen copies
    the callback into ShaderPool::source and resolves shaders lazily while
    BUILDING THE CONTEXT, so a stack local there is read back from a dead frame
    -- a segfault executing at a mapped, non-executable address.
  * The "device UUID" is not one. framegen matches (vendorID << 32) | deviceID.
    Zero matches nothing.
  * Imported shaders are cached to disk. They used to live only in the library's
    map, so every restart silently had none and generate() returned 0 before
    doing any work.
  * Capture takes the COMPOSITED swapchain image, after overlays. Capturing the
    game image put the perf overlay on real frames only, so it blinked at half
    the display rate.
  * generate() runs only on a frame the game actually drew, or the PPU/SPU
    compilation screen gets interpolated too.

The pipelined path that would take waitIdle off the critical path is present but
disabled behind k_framegen_pipelining_enabled: holding a frame back conflicts
with frame-context recycling, and at least one reclaim path has not been found.
The serialised path is what works. Frame generation costs some real framerate
and wants a steady one -- interpolating an unstable rate reads as judder -- so
it is labelled experimental in the UI.
2026-08-15 01:25:21 -04:00
jpolo1224 dbbb6fbde0 VK: use extended dynamic state to collapse pipeline permutations
Cull mode, front face, depth test/write/compare and primitive topology move out
of pipeline identity and into per-draw state where VK_EXT_extended_dynamic_state
is available. Fewer pipeline objects to compile and cache is worth a lot on
Adreno and Mali, where first-run compilation is a visible source of stutter.

Topology only collapses within its class -- triangle list/strip/fan share one
pipeline, lines share one, points stand alone. vkCmdSetPrimitiveTopology cannot
cross classes without dynamicPrimitiveTopologyUnrestricted, which comes from
extended_dynamic_state3 and is not something mobile drivers report. The class
representative is restart-aware: primitive restart on a *_LIST topology is
illegal without primitiveTopologyListRestart, so a restarting draw is
represented by the strip form or pipelines that build today start failing
validation.

Gated on the feature bit, not the extension string, and enabled at device
creation; without it the props keep their real values and the command stream is
byte-identical to before. Entry points go through the existing VKProcTable
wrangler, so vk_android_loader needs no regeneration.

pipeline_props keeps its shape: the disk cache stores it as a raw struct, so
the VALUES are normalized before it is used as a key rather than teaching
operator== about the extension. The shader cache directory becomes v1.96-eds
against v1.96 -- the suffix matters because support depends on the DEVICE, and
a driver can be swapped in through adrenotools between two runs of the same
game. Reading a normalized entry back without the extension would silently
build pipelines with culling off and depth compare NEVER.

Depth bounds, stencil, and the EDS2/EDS3 states stay static: depth bounds is
constant per device and never differentiated anything, and stencil is already
all-zero for the overwhelming majority of draws.
2026-08-15 01:25:01 -04:00
jpolo1224 d069a55acc VK: a lost surface is recoverable, not fatal
Leaving the app during a game aborted the process outright:

  Assertion Failed! Vulkan API call failed with unrecoverable error:
  Surface lost (VK_ERROR_SURFACE_LOST)   swapchain.cpp, swapchain_WSI::init()

Losing the surface is routine on Android -- the ANativeWindow is destroyed
every time the app leaves the foreground -- and the renderer already treats it
as recoverable everywhere else, setting m_surface_lost in both the acquire and
the present paths. Only swapchain init went through die_with_error.

All three surface queries in init() now return false instead of aborting, and
record which kind of failure it was. The caller needs that distinction: "the
window is minimized, retry later" and "the VkSurfaceKHR is dead" both surface
as a false return, but retrying against a dead surface queries the same dead
handle forever. Only the second recreates the surface first.

That also removes the memory corruption behind it. The fatal error killed the
RSX thread mid-operation and the Main Callbacks thread then destroyed its
objects, so tearing down ZCULL state freed a container that was still being
written -- scudo reportInvalidChunkState inside ~ZCULL_control. No fatal
teardown, no corrupted teardown.

~ZCULL_control is tightened regardless: it now drains page refs and resets prot
the way unlock_pages does, rather than freeing pages that still hold references
and leaving m_critical_reports_in_flight unbalanced -- harmless at process exit,
wrong on a restart within the same process, which is every restart here. Note
its m_pages_mutex is the only place that lock is taken; every real writer is
externally synchronized and locks nothing, so holding it must not be mistaken
for protection against a writer that is still running.
2026-08-15 01:24:47 -04:00
jpolo1224 614bf8b718 Android: re-deliver the Surface, so a missed one cannot strand the renderer
Opening a game the instant the app started left a black game area forever,
while rotating the device "fixed" it. SurfaceHolder.Callback::surfaceChanged is
a one-shot -- Android delivers it when the surface is created or resized and
never repeats -- and getNativeWindow() blocks until that single delivery
arrives, in a 100 ms sleep loop with no timeout. One missed delivery therefore
parks the RSX thread for the rest of the session. A rotation only helped
because a configuration change forces a fresh surfaceChanged.

EmulationSurface now re-delivers holder.surface on attach and on window
visibility changes. It is idempotent: the native side compares the incoming
ANativeWindow against the one it holds and no-ops on a match, so this costs
nothing when the first delivery already arrived. It has to be post()ed, since
onAttachedToWindow runs before layout and a 0x0 report is explicitly ignored.

The wait loop also logs now, every three seconds, because the failure was
otherwise completely silent: the emulator log stopped dead just after Vulkan
device creation, the perf sensor read 0.0% CPU, and nothing said why. Diagnosis
took a screenshot and dumpsys SurfaceFlinger to establish the surface existed.

Adds GSFrameBase::display_epoch, bumped when the native window is replaced. The
swapchain is rebuilt on a size mismatch and nothing else, so a replacement
window at identical dimensions was invisible; platforms that cannot swap a
window under a live swapchain keep the default and are unaffected.
2026-08-15 01:24:33 -04:00
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 b5a715adcf PPU: give the AArch64 register scavenger the spill slot it needs
Saint Seiya: Sanctuary Battle (BLES01421) stalled partway through PPU
compilation and booted to a black screen. The failure was in LLVM, not here:
on AArch64 the register scavenger ran out of registers under the GHC calling
convention, which pins most of the GPRs to guest state, and
AArch64FrameLowering::determineCalleeSaves returns early for GHC before it can
create the emergency spill slot the scavenger falls back on. The scavenger then
aborts, and because that takes down the whole MODULE rather than one function,
every function in it drops to the interpreter -- the boot never finishes, or
the game runs at interpreter speed with nothing in the log to explain it.

Fix creates the spill slot for GHC frames that actually need stack. 231/231
modules compile for Saint Seiya, and Sonic Unleashed's FMVs work for the same
reason. Because it is a codegen fix rather than a per-game workaround, any
title that hit this benefits.

The change itself lives in the LLVM submodule, whose remote is upstream
llvm/llvm-project, so it cannot travel in this repository. It is preserved
here as 3rdparty/llvm/armsx3-aarch64-ghc-emergency-spill.patch, applied
against the pinned submodule commit; a build without it applied will exhibit
the original stall.

Also bumps the ARM64 codegen cache version so caches produced before the fix
are not reused, and carries the PPUTranslator changes the same work needed.
2026-08-15 01:24:06 -04:00
jpolo1224 eb54f9b75a Build: four release variants, and what the new one needed
Splits the Android release into legacy / a11 / a13 / a15 so a device can take a
build matched to its CPU and OS instead of one binary suiting everything.
android/build-variants.sh drives all four from a single table of
(ndk, api, -march, apk suffix), and ConfigureCompiler.cmake takes -march per
variant rather than hardcoding one.

The legacy variant had never been compiled before: every release up to 0.7.2
was built at the gradle default of minSdk 33, so nothing had ever targeted a
lower API. Doing so turned up std::aligned_alloc, which is API 28+ -- below
that <cstdlib> does not declare it at all and the using-declaration fails to
resolve. posix_memalign is the older spelling and its result frees with plain
free(), so the rest of the header is unaffected. Kept even though legacy now
targets API 30, because it costs nothing and the next person to try a lower
floor should not rediscover it.

legacy targets armv8.1-a, which is the floor this codebase compiles at rather
than a preference: util/simd.hpp uses SQRDMLAH (v8.1 RDMA) and util/asm.hpp
has inline LSE atomics, so armv8-a does not build. Its value is cores that are
ARMv8.2 without the OPTIONAL fp16 and dotprod extensions the other three
variants require. Cortex-A53/A72/A73 class parts stay out of reach until those
two paths gain fallbacks.
2026-08-15 01:23:53 -04:00
jpolo1224 0a9fd15b57 Merge branch 'pr41' 2026-08-14 12:21:02 -04:00
Zulux91 0821bbf956 Emu: complete abandoned UE3 HD-cache install at boot (Larry: Box Office Bust)
Leisure Suit Larry: Box Office Bust (BLUS30331) copies its disc asset tree into
an on-HDD cache during a short boot window and abandons the copy when emulated
I/O is slower than a console, then crashes at "New Game" on the missing packages
(upstream RPCS3 #14402). Finish that copy once, at boot, before the guest runs.

complete_ue3_hd_cache() runs in Emulator::Load after the bdvd+hdd0 mounts and
before Run(). It is gated to a verified title-ID allowlist ({BLUS30331}):
PS3TOC.txt is a generic UE3 marker, so keying on it alone would act on other UE3
discs and build the write root from an unvalidated PARAM.SFO TITLE_ID. It parses
the disc PS3TOC.txt manifest, confines each entry textually (rejecting
traversal/drive/UNC/reserved names), copies each not-yet-complete asset
atomically via fs::pending_file, and stamps a 0-byte <file>__time sidecar to the
disc source mtime, mirroring the guest's own completeness convention.
Completeness is keyed on the sidecar AND the dest byte size, so a guest-truncated
payload is re-copied rather than skipped. On any parse/stat/space/copy failure it
returns install_failed after Kill(false), like the sibling post-ready error
exits, so the boot aborts cleanly instead of handing the guest a half-install.

For any other title the function returns after a single title-ID comparison,
before any filesystem access.

Validated on-device (Odin 3, Adreno 830): cold cache -> 800 files / 1847 MiB
copied in ~29s -> New Game reaches the Prologue, 0 access violations; 2nd boot
does no work (idempotent); a forced install_failed tears down cleanly with no
crash; Lollipop Chainsaw and Mirror's Edge boot unaffected (completer inert).
2026-08-14 10:59:34 -05:00
Zulux91 b29810d1a5 RSX: second hardening round for the semaphore wait, from re-review
A blind re-review of the previous commit (six lenses, fresh reviewers)
found real gaps in the hardening itself. Addressed here:

- The EVTSTRM gate failed open to the spin: with the event stream absent
  on a core whose armed WFE does not park, disabling the fallback
  reinstated the original full-rate spin. The paced tier now degrades to
  a 100 us scheduler sleep instead, which also keeps the timeout and
  service polls running at a bounded cadence.

- Gate the FIFO-idle wait_for_event() the same way (three reviewers
  independently flagged the contradiction between asm.hpp's new
  precondition and this ungated sibling). Without the stream it yields,
  which is that path's pre-WFE behavior.

- Non-Linux ARM64 now defaults to the previous commit's behavior instead
  of silently disabling the fallback: the false default was a regression
  against 002a9b274 on the Apple Silicon and Windows-on-ARM targets, and
  no HWCAP equivalent exists there to probe.

- The loop's snapshot is now read through the existing atomic reference
  (relaxed observe()) instead of a plain reference: the previous form was
  a formal data race whose correct codegen depended on an unrelated
  virtual call staying opaque to the optimizer.

- Guard unaligned semaphore addresses on the acquire path: exclusive
  loads fault on unaligned addresses, semaphore_release already rejects
  them, and acquire did not. Unaligned waits now use the paced tier only,
  with a warning.

- Surface the probe in the startup capability string (EVTSTRM-on/off) so
  every log records which wait shape was selected; previously the three
  possible states were indistinguishable in any output.

- Log the first-observed semaphore value in the recovery-timeout message
  as well; the previous message could not distinguish a value that
  changed during the wait from one that never moved.

- Comment corrections: the post-budget wake-on-write claim now states the
  pacing-period bound honestly; the x86 note names the yield fallback on
  CPUs without waitpkg/mwaitx; the event-stream period is stated as a
  kernel-dependent range. Note the previous commit's claim that x86 was
  unaffected was wrong: the snapshot change lets the x86 early-out fire
  where it previously compared a value against itself; the direction is
  an earlier return when the semaphore changed during the prologue.

Device check (Odin 3, ME menu, 30 s): 168.0G instructions, and the new
capability line reads EVTSTRM-on, proving the paced branch was live in
the measured run. Known residuals (ledgered, out of scope): HWCAP is a
boot-time global while the stream enable is per-CPU (migration edge);
no parking-core device has been measured; no automated test covers the
path.
2026-08-14 05:00:59 -05:00
Zulux91 5ef731c9e5 RSX: harden the semaphore event-stream fallback after adversarial review
Findings addressed (blind review, 8 lenses, see PR discussion):

- Gate the fallback on HWCAP_EVTSTRM (new utils::has_wfe_event_stream()).
  The park's wake bound is the kernel's architected timer event stream; on
  a kernel that does not enable it, a monitor-less WFE parks until the next
  unrelated interrupt. Such devices now keep the pre-existing armed-spin
  behavior instead.

- Fall through from the event-stream park to the armed one-shot instead of
  else-ing around it. On cores where the armed WFE parks, this re-arms the
  exclusive monitor every iteration, so wake-on-write is preserved even
  after the spin budget is spent; on Oryon the extra call returns
  immediately and costs nothing measurable. This also shrinks the window
  in which a written-then-overwritten semaphore value could go unobserved.

- Fix the spin's early-out: the call passed a freshly re-read value as
  old_value, which the compiler sank to immediately before the ldaxr,
  making the compare a self-comparison that never fired (verified by
  disassembly). The loop now snapshots its top-of-iteration read and
  passes that, so an already-changed value returns without waiting on
  every core class.

- Move spin_budget under ARCH_ARM64 (silences -Wunused-variable on x86).

- Log awaited and observed values in the driver-recovery timeout message,
  so a timeout caused by a transient value is distinguishable in reports.

- Rewrite the stale comments in place: spin_on_cacheline_once's event-
  stream rationale is core-class dependent (measured non-parking on
  Oryon); wait_for_event's usage rule now covers the sustained-idle
  fallback shape and names the HWCAP_EVTSTRM precondition.

Device check after hardening (Odin 3, ME menu, 30 s): 164.1G instructions
vs 179.5G for the previous commit and 402.7G pre-fix - the win holds.
2026-08-14 04:27:06 -05:00
Zulux91 002a9b274a RSX: fall back to event-stream wait when the semaphore spin does not park
The one-shot cacheline wait (ldaxr-armed WFE) used in semaphore_acquire
does not park on every core. Measured on Snapdragon 8 Elite class (Oryon,
Odin 3): WFE returns immediately while the exclusive monitor is armed
(~28.8M wakes/s in a standalone microbenchmark, vs ~20-30k/s for bare WFE
and sevl+wfe), so the acquire loop ran at ~57M iterations/s through waits
averaging 33 ms - about 99% of the RSX thread's wall time at a menu, with
each iteration also paying the driver-recovery get_system_time() check.

Keep the armed one-shot for the first 500 iterations of a wait - on cores
where it parks it keeps its instant wake-on-write, and where it does not
it acts as a short spin that still catches quick signals - then fall back
to wait_for_event(), which parks on both classes and bounds wake latency
at the architected event-stream period (~50 us measured).

Measured on device (Mirror's Edge, MT RSX on, state-verified windows):
menu instructions -55% (402.7G -> 179.5G per 30 s), played-gameplay
instructions -29% (391.6G -> 279.7G), loop iterations down ~1,400x, wait
counts/durations unchanged, 30 fps frame pacing unchanged (max frametime
34.2 ms). Note: cpu-cycles PMU counts at full clock during WFE park on
this SoC, so cycle-based profiles cannot see this change; measure with
instructions retired.
2026-08-14 03:47:48 -05:00
jpolo1224 39ca5cdab6 0.7.2: settings fixes, Oboe by default, and a working per-section Reset
Per-section Reset did nothing on most tabs. The field lists describe the tabs
as they were before the PS3 rewrite, so Reset was clearing settings the tabs no
longer show while missing most of what they do: Performance listed 22 of 47,
Graphics 45 of 57, Audio 10 of 16 -- audioRenderer, audioFormat, audioChannels
and audioCubebBackend were absent, so changing the audio backend and pressing
Reset was a no-op. Regenerated from what each tab actually writes, mapping
ps3.foo to its ps3Foo key and validating every entry against the serialiser.
Five keys also moved off Graphics because another tab owns them, which was a
cross-tab clobber waiting to happen.

Full Diagonal Range, per stick, on by default. A full diagonal was capped to
the unit circle at ~0.707 per axis, which is what a circular-gated DualShock
really sends -- but games that deadzone each axis separately then ignore
diagonals, and Oblivion's camera crawled diagonally while the cardinals were
fine. Off restores the hardware curve.

Oboe is the default audio backend on Android, with a migration for anyone still
on the old Cubeb default; a deliberate choice of another backend is kept.

Enter Button Assignment (circle/cross) is exposed. The core has always had it
and Android never showed it.

Reset all settings, in General. Per-game overrides and controller binds are
deliberately left alone -- they are invisible from that page.
2026-08-13 22:29:33 -04:00
jpolo1224 b82432c793 VK: allow native fp16 on Adreno drivers that accept it
Oblivion's water did not draw on Vulkan and did draw on OpenGL. The only
Vulkan-only shader workaround in play is the blanket disable of native float16
on every mobile GPU, which emulates it with fp32; its own comment claimed that
"renders correctly", and it does not.

The disable exists for a real failure -- Qualcomm's compiler rejected SPIR-V
containing float16_t and every pipeline came back VK_ERROR_UNKNOWN, which
presents as a black screen with working audio and a working compile overlay,
so it reads as a renderer bug rather than a shader one. That is not worth
reintroducing blind, so this is a version gate rather than a removal:

  Adreno on driver 512.676.53 or newer -> native fp16 (verified)
  older Adreno                         -> unchanged
  Mali, PowerVR, Xclipse, the rest     -> unchanged, untested either way

Found by switching the renderer to OpenGL, which isolated it to the Vulkan path
in one run after the settings-level suspects had all come back empty.
2026-08-13 22:29:17 -04:00
jpolo1224 7f54855b7d lv2/vm: fix a read-only unlink lockup, and three log floods
sys_fs_unlink handled notdir and noent but not readonly, so it fell through to
fmt::throw_exception and killed the PPU main thread inside the syscall. The
emulator then sat with nothing to run: the game froze with the CPU at 1% and
nothing in the log but a stalled RSX. On Android /app_home is the mounted ISO,
which is read-only, so any game deleting a file in its own directory hit it --
Oblivion removes warnings.txt at startup and never got past it. Returns
CELL_EROFS now, which is already what sys_fs_write and friends do. sys_fs_mkdir
and sys_fs_rmdir carried the identical block and are fixed with it.

Three log floods, all of which stall the emulator outright because writing them
is not free on Android:

- sys_fs_utime logged two warning lines per call and rides a polling loop.
  Oblivion's FileCaching thread hit it 7274 times in ten seconds on one .BSA,
  ~22k lines, and the frame loop stopped for over twenty seconds. Now trace.
- vm::lock_sudo reported a failed mlock on every mapping. Android never grants
  RLIMIT_MEMLOCK to apps, so it fails forever while advising the user to raise
  a limit they cannot raise -- 6470 lines in ten seconds here, and ~1200 in
  every other game log looked at. Reported once per session now.
- sys_mmapper's map/unmap pair, 12431 lines over the same window. Now trace.

None of them lose information: raise the channel to Trace to get them back.
2026-08-13 22:29:06 -04:00
jpolo1224 0819f1ef15 RSX: return the renderer to the 0.6 path, keeping the FIFO idle fix and ADPF
Testers consistently report the best performance on the build with the 0.6
renderer, so 0.7's graphics work goes back out. The Arkham City measurement
behind it (62.8 -> 51.2 ms) was one game on one device and did not survive
contact with a wider set of hardware.

Two files are kept from 0.7 because neither is render pass work and both are
measured wins on their own: RSXFIFO's idle spin plus WFE park, which took ~11%
of total CPU off sched_yield, and RSXThread's ADPF feed, without which the
performance-hint setting reports nothing and does nothing.

Everything else under Emu/RSX is byte-identical to 0.6. The removed work is not
lost -- it is in c4b45eee2 and can come back a piece at a time with testing
behind each one, which is how it should have gone in the first place.
2026-08-13 22:28:52 -04:00
jpolo1224 8ee20d91d5 0.7.1: remove vertex cache retention, keep the rest of the renderer
The previous commit reverted all of Emu/RSX to 0.6, which was more than the
bug required. Bisecting had already shown the render pass work was not
responsible -- reverting it alone changed nothing, while removing retention
with the render pass work in place fixed both reported games.

So only retention goes. It reused vertex cache entries across frames, and on
0.6 the attribute ring was too small for it to engage; raising the ring to
192M switched an existing path on in every game at once and handed draws
stale geometry. Back to purging every frame, as 0.6 did.

This restores what the wider revert had taken out for no reason: the render
pass reduction, the RSX FIFO idle fix, ADPF frame timing, the ZCULL and
occlusion query fixes, the swapchain and surface lifetime ports, and VRAM
budgeting.

Sonic Unleashed still does not render FMV cutscenes. That reproduces with
the 0.6 renderer too, so it is unrelated and still open.
2026-08-13 19:51:48 -04:00
jpolo1224 4797ad8a9a 0.7.1: revert the 0.7 renderer to 0.6
0.7 introduced corruption in several games that were fine on 0.6 -- flashing
and flickering in Sonic Unleashed and Dragon Ball among others. Emu/RSX is
returned to its 0.6 state in full; everything outside the renderer is kept.

The main cause was vertex cache retention. On 0.6 the attribute ring was too
small for retention to engage, so raising the ring to 192M did not add a code
path, it switched an existing one on in every game at once, and reusing stale
vertex data is what the flashing was.

Bisecting also showed the render pass work was not responsible: reverting it
alone changed nothing. It can come back, but on its own and with testing
behind it rather than as part of a batch.

Kept from 0.7: the ARM64 PPU float to integer fix, the PPU cache build
identity, the SPU checksum and block state fixes, Oboe, ADPF, and the crash
and stability ports.

Sonic Unleashed does not render FMV cutscenes. That reproduces with the 0.6
renderer as well, so it is not from any of this and is still open.
2026-08-13 19:46:13 -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 87ccdb8515 PPU: stop inverting float-to-int saturation on ARM64
FCTIW, FCTIWZ, FCTID and FCTIDZ carried a saturation correction that only
makes sense on x86. cvtsd2si returns 0x80000000 for any value it cannot
represent, so the result is XORed back into 0x7fffffff on overflow.

FCVTNS and FCVTZS already saturate on their own, so the same XOR turned a
correct result into its opposite: every overflowing conversion produced
INT_MIN where it should have produced INT_MAX. The mask is a no-op when
there is no overflow, so it never did anything except break that case.

Armored Core: For Answer put the player under the floor in the tutorial
because a coordinate that should have clamped high arrived clamped low.

The cache needed a build identity as well. Its key is the executable's
SHA-1 plus a settings bitset and nothing more, so the first attempt at this
fix silently reused objects compiled by the previous build and looked like
it had done nothing. Every earlier PPU codegen change had the same problem
for anyone with a warm cache.

Module loading also no longer abandons the remaining modules after one
object fails to load.
2026-08-13 18:36:26 -04:00
jpolo1224 e10f846924 App: make pause, restart and the FPS cap do what they say, and add trophies
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.
2026-08-12 16:46:01 -04:00
jpolo1224 db6ee86806 Core: survive a module LLVM cannot compile, and fill in the Android string table
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.
2026-08-12 16:45:29 -04:00
jpolo1224 708582e523 Ship the ANGLE libraries from the module that actually builds
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).
2026-08-12 16:45:12 -04:00
jpolo1224 8a6deab362 Touch: put the tap-to-reveal pause row back in the in-game menu
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.
2026-08-12 10:22:35 -04:00
jpolo1224 5b740f8921 Touch: give tap-to-reveal pause a control
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.
2026-08-12 10:16:05 -04:00
jpolo1224 11f043b529 VK: retire completed frames on flush again, so the upload rings reclaim
The freeze-with-audio in Ratchet & Clank is the RSX thread dying in the allocator,
and the heap growth log says why. The index buffer went 16M to 64M to 128M to 192M
to 256M inside 290ms, on requests of 2K, 4K, 5K and 3K; the attrib buffer did the
same and died growing to 192M. Kilobyte allocations cannot need a quarter gigabyte.
The rings were never wrapping, they were only ever growing.

frame_context_cleanup is what returns a frame's ring memory, and check_present_status
is what calls it. I removed that call from flush_command_queue in 0.5 because the
drain poked the oldest queued frame's fence and on Adreno vkGetFenceStatus blocks
until signalled instead of answering -- 14.6ms a frame, second only to the FIFO decode
loop. The reasoning was that the flip path retires frames anyway. It does, enough to
keep presenting, but not often enough to keep the rings bounded, and nothing else
reclaims them.

Restoring it costs nothing now. poke() no longer asks with vkGetFenceStatus: it uses
vkWaitForFences with a zero timeout, which is specified to return VK_TIMEOUT without
waiting. The measurement that motivated the removal was of the old implementation, so
the speedup stays and the reclaim comes back.

Keeps the heap growth log that found this. The allocator reports only a size and a
pool number, and pool 1 covers every data_heap, so three fixes were aimed at a target
that could not be seen. One line naming the heap settled it.
2026-08-12 10:02:13 -04:00
jpolo1224 b8987b8c92 Revert "VK: grow upload heaps in steps a phone can actually place"
This reverts commit 403df1c651.
2026-08-12 09:54:00 -04:00
jpolo1224 403df1c651 VK: grow upload heaps in steps a phone can actually place
Ratchet & Clank freezes with audio still playing, which is the RSX thread dying:
'Failed to allocate 131072K of video memory (pool=1, pool total=561M, heap cap=
2048M)'. Pool 1 is VMM_ALLOCATION_POOL_SYSTEM, and 131072K is a data_heap taking
its second growth step, 64M to 128M.

The device is not out of memory. It holds 561M against a 2048M cap and cannot place
128M in one piece, which is a different failure from being full and has a different
fix. The heap grew by aligning up to 64M, so every growth demands a single
contiguous block of at least that size, and each step doubles what the allocator has
to find unbroken. A heap that fails to grow has nowhere to degrade to, so the
renderer ends there.

Android now grows in 16M steps and stops at 256M. The smaller granularity asks for a
quarter as much contiguous memory per step and lets the heap settle near the size
actually wanted rather than overshooting to the next 64M boundary. The ceiling comes
down to match: a 1GiB upload ring would exhaust the device long before it was
reached, so as written it was a limit only reachable by dying. Desktop keeps 64M and
1GiB.

Does not touch the separate pool-0 case fixed in the previous commit, where recovery
does run and the last-ditch eviction now gets a turn before the thread is killed.
2026-08-12 09:50:26 -04:00
jpolo1224 614cdd74a3 VK: evict everything before ending the RSX thread, not after
Ratchet & Clank freezes with audio still playing, which is the RSX thread dying on
VK_ERROR_OUT_OF_DEVICE_MEMORY while the rest of the process lives. Caught on an
Adreno 740: 'Failed to allocate 86016K of video memory (pool=0, pool total=472M,
heap cap=2048M)'. One 84MB request refused while we held 472MB of a 2048MB cap, so
the heap was not full -- a single large allocation could not be placed.

The allocator already retries once after asking for pressure relief, and it did.
The relief is what fell short. on_vram_exhausted refuses the hard sync whenever the
RSX is uninterruptible, and clamps the request below fatal, so the eviction that
drops everything unlocked was unreachable from here. That refusal is right while
there is still a way out: eviction touches resources the driver may still be
reading. It is wrong on the last attempt, where the alternative is not a glitch but
the renderer ending.

So the final attempt is now exempt, through a thread-local set only for the width of
that call. Everything else keeps the existing behaviour, and a caller that opted out
of recovery is not handed it here by the back door. Recovery logs at error level and
says a visual glitch is the expected outcome, since a silent recovery that costs
texture quality reads as a new bug otherwise.

Measured against this failure the eviction ran once, six microseconds before the
allocation failed, and never in the five minutes before it -- so nothing was
reclaimed while it still would have been cheap. That part is not addressed here: the
budget-based ladder cannot see mobile unified memory, where the driver reports one
large shared heap and 472MB against it never crosses a threshold. This makes the
failure survivable rather than preventing it.
2026-08-12 09:42:11 -04:00
jpolo1224 76af990eed VK: stop reserving a desktop-sized descriptor cache on Android
A heap profile of Ratchet & Clank on an Adreno 740 put the only real growth during
play on vk::descriptor_set: 56 sets created in half a session, 49MB, through
simple_array::reserve from descriptor_set::operator=. Nothing else grew that was
not one-time JIT or shader compilation.

Each set reserves m_pool_size entries in three pools the first time it is used --
16448 image infos, 16448 buffer infos, 16448 buffer views, about 920KB -- and there
is one set per shader program. simple_array::clear() only resets the size, so that
memory is held for the object's whole life, and the total climbs for as long as new
pipelines keep appearing. Ratchet compiles a lot of them.

It is also why this was invisible from the Vulkan side: these are plain malloc, not
device memory, so the VMM never sees them and no amount of texture eviction reclaims
them. The tester's log shows the shape exactly -- our pool at 516MB while the process
walked from 4448MB to 5626MB without ever dropping, then died on a 32MB allocation.

The reservation is a correctness requirement, not a tuning knob: push_*() hands
Vulkan the address of a pool entry and it has to stay valid until flush(), so the
pools must not reallocate while writes are pending. What makes it safe to shrink is
that max_cache_size is also the flush threshold, in both on_bind() and
storage_cache_pressure(), so the queue can never outrun the reservation. Moving it
takes the guard with it and leaves the same 64 entries of headroom.

1024 on Android: about 57KB a set instead of 920KB, for one extra
vkUpdateDescriptorSets per 1024 writes. Desktop keeps 16384.
2026-08-12 09:05:39 -04:00
jpolo1224 441c3f1bde Merge PR #34: vectorize the primitive-restart index upload on ARM64 2026-08-12 09:03:52 -04:00
Zulux91 fcdd7cd6af RSX: static_assert the all-ones identity the NEON restart lanes rely on
The vector body stores vorrq(v, eq) into restart lanes, which is all-ones
regardless of what index_limit() returns -- it only matches the scalar
tail's index_limit store because index_limit is all bits set. Assert that
beside the splats so a change to index_limit fails the ARM64 build instead
of silently diverging the vector body from its own tail. No codegen change
(emitted assembly is identical).
2026-08-12 07:49:32 -05:00
Zulux91 ad15f81d6e RSX: clarify comments on the ARM64 index-upload paths
Explain why the non-restart loop stays scalar (clang already
auto-vectorizes it) and spell out which allocations each caller passes,
so the no-overlap contract of upload_untouched_neon is checkable.
2026-08-12 07:24:20 -05:00
Zulux91 2df75aa604 RSX: vectorize the primitive-restart index upload on ARM64
The primitive-restart variant of upload_untouched had no SIMD path on
ARM64: the asmjit builder is x86-only, and clang cannot auto-vectorize
the scalar loop (-Rpass-analysis: "value that could not be identified
as reduction is used outside the loop") because the min/max updates are
conditional on the restart compare -- while the non-restart loop next to
it does auto-vectorize. Net effect: 16 scalar instructions per index on
a path some titles saturate. Measured on a Snapdragon 8 Elite (Odin 3),
Virtua Tennis 4 routes its entire indexed-draw traffic through this
loop: 2.81 billion indices in a 9-minute match session, median 159k
indices per frame.

Port the x86 lane algebra to NEON, 8x u16 / 4x u32 per iteration: the
restart-equal mask ORs the lane to all-ones for the min accumulator and
the store (all-ones is index_limit, exactly what the scalar loop
writes) and BICs it to zero for the max accumulator, so restart lanes
can never win either reduction; UMINV/UMAXV reduce once at the end and
the tail stays scalar. Baseline v8.0 AdvSIMD only.

Supporting results, all on the Odin 3 with the system driver:

- Correctness: 216-case differential (scalar vs NEON vs the dispatched
  path; every tail residue mod 8 and mod 4; restart index absent,
  present, 0, index_limit, all-restart, and index_limit present while
  not the restart value; u16 and u32) ran on device at RSX init in all
  four A/B runs: 0 mismatches. An independent 65,000-case host-side
  model of the same lane algebra also matched the scalar loop, and a
  blind review of the diff could not construct a diverging input.

- Performance A/B (cntvct_el0 around the dispatch, null-region
  calibration subtracted, per-window medians over 120-flip windows with
  >10k restart indices/flip, runs interleaved scalar/NEON/NEON/scalar):
    scalar: 0.02504 and 0.02464 ticks/index  (1.30 ns/index)
    NEON:   0.00346 and 0.00381 ticks/index  (0.19 ns/index)
  ~6.8x faster per index; scalar-scalar repeatability 1.6%. Worst
  single-frame cost in this loop fell from 3.64 ms to 0.99 ms. FPS
  stayed 60/60 in all runs on this device; the win is RSX-thread
  occupancy and worst-frame cost, and would be frame time where the
  RSX thread is the bottleneck.

Titles that never enable primitive restart are unaffected: they route
through the untouched path, which clang already vectorizes.
2026-08-12 05:53:44 -05:00
jpolo1224 b0c7a0260e VK: judge memory pressure against what the driver will give, not our own cap
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.
2026-08-11 23:43:23 -04:00
jpolo1224 7745a3c92d Apply the README trim from PR #28
Reverted during the merge on the assumption it was a contributor's deletion; it
was a deliberate one, so take it as authored.
2026-08-11 22:01:43 -04:00
jpolo1224 b09815e595 Pad: carry analog button pressure through to the game
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.
2026-08-11 21:53:09 -04:00
jpolo1224 3791865e2f Merge PR #28: make a Vulkan driver that stops answering diagnosable
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.
2026-08-11 21:47:58 -04:00
jpolo1224 6831c87a0e Merge PR #23: fix PS3 patch state reporting and verify downloaded patches 2026-08-11 21:47:43 -04:00
Zulux91 b4378d8977 Say why a custom driver cannot load, before trying to load it
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.
2026-08-11 19:59:51 -05:00
Zulux91 8fed09d40e Say which way an abandoned occlusion query was failing
Upstream now bounds this wait itself: warn at one second, abandon at
three and use whatever the query holds. That replaces the fatal timeout
this commit previously carried, and it is the better answer -- the throw
could end a session over a driver that was merely slow, at worst wrong
culling for a frame was the actual cost. What remains here is the part
the bound does not cover:

- On abandonment, ask the driver once more directly with
  VK_QUERY_RESULT_WITH_AVAILABILITY_BIT and log which way it is
  stalling: VK_NOT_READY, or VK_SUCCESS with the availability word still
  clear. The two are indistinguishable through poke_query and need
  different conversations with whoever maintains the driver.

- Leave the loop when emulation is aborting. A driver that never answers
  must not also wedge the exit path, and the value is irrelevant once
  the session is going away.

Found chasing a Skate 3 freeze on an Adreno 830, where stevenmxz's gen8
driver builds accept occlusion queries and never complete them; the
system driver completes them in microseconds.
2026-08-11 19:59:51 -05:00
Zulux91 8772786f9a Say which Vulkan driver actually answered
The startup log named the GPU and a driver version, and on Android neither
identifies the driver. adrenotools' hook falls back to the system driver when
its dlopen of the custom one fails, and reports that only to logcat, so a
session that silently ran the system driver logged exactly the same thing as
one that ran the custom driver it was asked for.

That is not hypothetical. Chasing a Skate 3 freeze on an Adreno 830 I recorded
a custom driver as passing a test it never took: it had failed to load with
"cannot locate symbol pthread_getaffinity_np", fallen back, and the log still
said the custom driver was bound. The only tell was that its reported version
matched the system driver's exactly, which needed three saved logs side by side
to notice.

Logs the driver identity Vulkan already reports -- name, driverID, info and
conformance version, all of which were being fetched and thrown away -- and
falls back to saying the identity is name-derived when VK_KHR_driver_properties
is missing, which is common on the older Android devices this matters most on.

Where a custom driver was requested and Qualcomm's own driver answered, that is
a silent fallback, since adrenotools installs Mesa/Turnip builds. It now says
so, and points at the logcat line carrying the actual reason.

The loader's own message no longer claims more than it knows: the handle it
binds is the one it was handed, and whether the driver behind it is the
intended one is not something it can see.
2026-08-11 19:57:37 -05:00
jpolo1224 5405d71e2e Update README.md 2026-08-11 18:12:01 -04:00
Zulux91 4101367b2d Verify downloaded patches and match the engine's wildcard serial
Three things in the patch download path, all of them things desktop
RPCS3 already does.

The download URL had the patch schema version written into it as 1.2.
That is right today, but patch_engine::load rejects any file whose
Version header doesn't match the core's patch_engine_version, so the day
upstream bumps that constant every download starts failing to parse. The
core now hands the version out through patchEngineVersion() and the URL
is built from it. I also check the version the server echoes back, which
turns a several megabyte download into an early error instead of a
parser complaint.

Nothing verified the sha256 the server sends alongside the patch text.
Desktop checks it before it writes anything (patch_manager_dialog::
handle_json). Patches are writes into the guest executable, and
move_file/hide_file patches reach the emulator's own filesystem, so I'd
rather not import bytes that aren't what the server hashed. Mismatches
get their own message rather than being reported as a parse failure.

Last, the wildcard serial. patch_key::all is spelled "All", and
patchSetEnabled compared against a lowercase "all", so a patch carrying
a wildcard entry never had that entry written.

I first "fixed" the same typo in patchesList and let per-game lists match
the wildcard too. Ooops. Turns out that is not a typo doing nothing, it
is a typo doing the right thing by accident: wildcard patches are keyed
by SPU or PPU hash and leave the serial as "All" because the hash is the
filter, so they belong to no single game. There are 17 in the database,
and on device Skate 3 cheerfully offered me a pile of LittleBigPlanet
MLAA patches, where toggling one writes the shared entry and changes
every other game as well. Desktop shows them once under an "All titles"
node, so per-game lists stay serial-only here and the global list is the
equivalent. Only patchSetEnabled and the enabled-state read get the
spelling fix.
2026-08-10 05:48:03 -05:00
Zulux91 466d85d5b9 Report PS3 patch state per game and say when it takes effect
Two things in the patch list reported something the game wasn't getting.

First, patchesList marked a patch as enabled if any entry under its hash
was enabled, whichever serial that entry belonged to. patchSetEnabled
writes per serial, so a patch I switched on from one game's list showed
as on in every other game that patch covers. It now scans only the
requested serial, plus RPCS3's "all" wildcard, which really does apply to
the game being listed.

Second, the patch engine builds its map once while the game loads, then
writes the patches into each module as that module loads. Toggling a
patch only rewrites patch_config.yml, so nothing happens in a game that
is already running. The in-game tab never said so, which makes the switch
look broken. It says so now, above the list.
2026-08-10 05:01:54 -05:00
137 changed files with 12470 additions and 600 deletions
+3
View File
@@ -112,3 +112,6 @@
path = 3rdparty/protobuf/protobuf
url = ../../protocolbuffers/protobuf.git
ignore = dirty
[submodule "3rdparty/oboe/oboe"]
path = 3rdparty/oboe/oboe
url = https://github.com/google/oboe.git
+15
View File
@@ -141,6 +141,12 @@ else()
add_subdirectory(cubeb EXCLUDE_FROM_ALL)
endif()
# Oboe (Android only)
if(ANDROID)
message(STATUS "Using static oboe from 3rdparty")
add_subdirectory(oboe EXCLUDE_FROM_ALL)
endif()
# SoundTouch
add_subdirectory(SoundTouch EXCLUDE_FROM_ALL)
@@ -367,6 +373,15 @@ add_subdirectory(fusion EXCLUDE_FROM_ALL)
# FERAL INTERACTIVE
add_subdirectory(feralinteractive EXCLUDE_FROM_ALL)
# LSFG: Lossless Scaling frame generation. Android only, and deliberately NOT EXCLUDE_FROM_ALL --
# libarmsx3_lsfg.so has to be built and packaged even though nothing links it, because the core
# reaches it by dlopen rather than by linking. Marking it excluded produces a build that succeeds
# and an APK with no frame generation in it.
#
# The subdir returns immediately when the submodule is absent, so a checkout without it still
# builds; frame generation simply reports itself unavailable at runtime.
add_subdirectory(lsfg)
# add nice ALIAS targets for ease of use
if(USE_SYSTEM_LIBUSB)
add_library(3rdparty::libusb ALIAS usb-1.0-shared)
+46
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@@ -0,0 +1,46 @@
diff --git a/llvm/lib/Target/AArch64/AArch64FrameLowering.cpp b/llvm/lib/Target/AArch64/AArch64FrameLowering.cpp
index d89a972f5d..f64e551a51 100644
--- a/llvm/lib/Target/AArch64/AArch64FrameLowering.cpp
+++ b/llvm/lib/Target/AArch64/AArch64FrameLowering.cpp
@@ -2504,8 +2504,40 @@ void AArch64FrameLowering::determineCalleeSaves(MachineFunction &MF,
RegScavenger *RS) const {
// All calls are tail calls in GHC calling conv, and functions have no
// prologue/epilogue.
- if (MF.getFunction().getCallingConv() == CallingConv::GHC)
+ if (MF.getFunction().getCallingConv() == CallingConv::GHC) {
+ // ...but they can still need an emergency spill slot.
+ //
+ // Returning here skips every path below that reserves one, so a GHC function never gets
+ // a scavenging frame index on AArch64. That is safe only while the premise holds. It
+ // stops holding as soon as the allocator spills: the function then has real stack
+ // objects, eliminateFrameIndex may need a scratch register to materialise an offset,
+ // and GHC has reserved nearly every GPR, so there is no free register to take and no
+ // slot to spill one into. The scavenger then aborts the whole module with
+ // "Cannot scavenge register without an emergency spill slot".
+ //
+ // Reproduced with RPCS3's PPU recompiler, which emits ghccc for every guest function.
+ // A single function of Saint Seiya: The Sanctuary (BLES01421) fails this way, and losing
+ // it costs the entire module, whose functions then fall back to an interpreter loop. The
+ // failure needs ghccc AND a scheduling model that pushes pressure over the line (it
+ // reproduces on cortex-x1/x2/x3 and cortex-a55, not on cortex-a76/a78/generic) AND -O2;
+ // remove any one and the same function compiles.
+ //
+ // Gated on the function actually having a frame, so a GHC function with no stack objects
+ // still gets no prologue and nothing changes for it. The cost where it does apply is one
+ // 8-byte slot.
+ MachineFrameInfo &GHCMFI = MF.getFrameInfo();
+
+ if (RS && GHCMFI.estimateStackSize(MF) > 0) {
+ const TargetRegisterInfo *TRI = MF.getSubtarget().getRegisterInfo();
+ const TargetRegisterClass &RC = AArch64::GPR64RegClass;
+ int FI = GHCMFI.CreateSpillStackObject(TRI->getSpillSize(RC), TRI->getSpillAlign(RC));
+ RS->addScavengingFrameIndex(FI);
+ LLVM_DEBUG(dbgs() << "GHC function with a frame, allocated fi#" << FI
+ << " as the emergency spill slot.\n");
+ }
+
return;
+ }
const AArch64Subtarget &Subtarget = MF.getSubtarget<AArch64Subtarget>();
+147
View File
@@ -0,0 +1,147 @@
# libarmsx3_lsfg.so -- Lossless Scaling frame generation, sealed away from the emulator core.
#
# The entire reason this is a separate shared object is symbol collision. volk defines 655 globals
# named vkCreateImage, vkQueueSubmit, ... and all 124 that our Vulkan loader declares in
# rpcs3/Emu/RSX/VK/vk_android_loader.h are among them. Linked into libarmsx3-core.so this either
# fails at link or, worse, merges -- and framegen's volkLoadDevice(itsOwnDevice) then repoints the
# whole RSX renderer at framegen's VkDevice. See armsx3_lsfg_shim.h.
#
# Android only. framegen's non-Android path shares images by FD, which Adreno and Mali refuse for
# AHB-imported memory, so there is nothing here worth building for desktop.
if (NOT ANDROID)
return()
endif()
set(LSFG_ROOT "${CMAKE_CURRENT_SOURCE_DIR}/lsfg-vk-android")
if (NOT EXISTS "${LSFG_ROOT}/framegen/CMakeLists.txt")
message(STATUS "LSFG: 3rdparty/lsfg/lsfg-vk-android is missing, frame generation will not be built")
return()
endif()
if (NOT EXISTS "${LSFG_ROOT}/thirdparty/volk/volk.c")
# Called out explicitly because the failure is otherwise mystifying: framegen links volk
# PUBLIC, so without it the error names framegen rather than the submodule that is missing.
message(STATUS "LSFG: thirdparty/volk is missing (git submodule update --init), skipping")
return()
endif()
# volk, built for Android.
#
# VK_USE_PLATFORM_ANDROID_KHR has to be set on VOLK ITSELF, not only on framegen. Without it volk
# never defines vkGetAndroidHardwareBufferPropertiesANDROID, and the resulting undefined symbol
# points at framegen -- sending you to debug the wrong target entirely.
add_library(armsx3_lsfg_volk STATIC "${LSFG_ROOT}/thirdparty/volk/volk.c")
target_include_directories(armsx3_lsfg_volk PUBLIC "${LSFG_ROOT}/thirdparty/volk")
target_compile_definitions(armsx3_lsfg_volk PUBLIC VK_USE_PLATFORM_ANDROID_KHR VK_NO_PROTOTYPES)
set_target_properties(armsx3_lsfg_volk PROPERTIES
POSITION_INDEPENDENT_CODE ON
C_VISIBILITY_PRESET hidden)
# framegen.
#
# Its own CMakeLists expects a target called `volk`, so alias ours rather than patching upstream.
if (NOT TARGET volk)
add_library(volk ALIAS armsx3_lsfg_volk)
endif()
add_subdirectory("${LSFG_ROOT}/framegen" "${CMAKE_CURRENT_BINARY_DIR}/framegen" EXCLUDE_FROM_ALL)
# Undo the project-wide -fno-exceptions for framegen and the shim.
#
# The top-level build sets it with add_compile_options, which every later add_subdirectory
# inherits. framegen has dozens of throw sites and they do not warn -- they fail to compile. The
# shim needs exceptions for the opposite reason: it exists to CATCH them so none reach the dlopen
# boundary.
foreach (tgt lsfg-vk-framegen)
if (TARGET ${tgt})
target_compile_options(${tgt} PRIVATE -fexceptions)
set_target_properties(${tgt} PROPERTIES
POSITION_INDEPENDENT_CODE ON
CXX_VISIBILITY_PRESET hidden
VISIBILITY_INLINES_HIDDEN ON)
# PRIVATE, not PUBLIC: leaking this onto consumers collides with the valueless #define
# our own Vulkan headers use, in hundreds of RSX translation units.
target_compile_definitions(${tgt} PRIVATE VK_USE_PLATFORM_ANDROID_KHR)
endif()
endforeach()
# Shader extraction: DXBC out of the user's own Lossless.dll, translated to SPIR-V.
#
# framegen asks for SPIR-V by name and does not read the DLL itself, so this chain is the caller's
# responsibility. Building upstream's own libraries rather than writing a DXBC translator: dxbc is
# DXVK's, and reimplementing it would be absurd.
#
# Optional. Without these the library still builds and frame generation still reports itself
# available -- it just cannot initialize until shaders exist, which is also what happens when the
# user has not supplied a DLL.
set(LSFG_HAS_EXTRACT OFF)
if (EXISTS "${LSFG_ROOT}/thirdparty/dxbc/CMakeLists.txt" AND
EXISTS "${LSFG_ROOT}/thirdparty/pe-parse/CMakeLists.txt")
# pe-parse defaults to a shared library and command-line tools, neither of which belongs in
# an APK. Forced here because its options are plain option(), so they take whatever is
# already in the cache unless overridden.
set(BUILD_SHARED_LIBS OFF CACHE BOOL "" FORCE)
set(BUILD_COMMAND_LINE_TOOLS OFF CACHE BOOL "" FORCE)
set(PEPARSE_ENABLE_EXAMPLES OFF CACHE BOOL "" FORCE)
set(PEPARSE_ENABLE_TESTING OFF CACHE BOOL "" FORCE)
add_subdirectory("${LSFG_ROOT}/thirdparty/dxbc" "${CMAKE_CURRENT_BINARY_DIR}/dxbc" EXCLUDE_FROM_ALL)
add_subdirectory("${LSFG_ROOT}/thirdparty/pe-parse" "${CMAKE_CURRENT_BINARY_DIR}/pe-parse" EXCLUDE_FROM_ALL)
foreach (tgt dxbc pe-parse)
if (TARGET ${tgt})
# Same -fno-exceptions problem as framegen: both throw, and inheriting the
# project-wide flag turns that into a compile error rather than a warning.
target_compile_options(${tgt} PRIVATE -fexceptions)
set_target_properties(${tgt} PROPERTIES
POSITION_INDEPENDENT_CODE ON
CXX_VISIBILITY_PRESET hidden)
set(LSFG_HAS_EXTRACT ON)
endif()
endforeach()
endif()
add_library(armsx3_lsfg SHARED armsx3_lsfg_shim.cpp)
target_include_directories(armsx3_lsfg PRIVATE
"${CMAKE_CURRENT_SOURCE_DIR}"
"${LSFG_ROOT}/framegen/public")
target_compile_options(armsx3_lsfg PRIVATE -fexceptions)
target_compile_definitions(armsx3_lsfg PRIVATE VK_USE_PLATFORM_ANDROID_KHR)
set_target_properties(armsx3_lsfg PROPERTIES
CXX_STANDARD 20
CXX_STANDARD_REQUIRED ON
CXX_VISIBILITY_PRESET hidden
VISIBILITY_INLINES_HIDDEN ON
OUTPUT_NAME "armsx3_lsfg")
target_link_libraries(armsx3_lsfg PRIVATE lsfg-vk-framegen armsx3_lsfg_volk android log)
if (LSFG_HAS_EXTRACT)
target_sources(armsx3_lsfg PRIVATE
"${LSFG_ROOT}/src/extract/trans.cpp"
"${LSFG_ROOT}/src/extract/extract.cpp")
target_include_directories(armsx3_lsfg PRIVATE "${LSFG_ROOT}/include")
target_link_libraries(armsx3_lsfg PRIVATE dxbc pe-parse)
target_compile_definitions(armsx3_lsfg PRIVATE ARMSX3_LSFG_HAVE_EXTRACT=1)
message(STATUS "LSFG: shader extraction enabled (dxbc + pe-parse)")
else()
message(STATUS "LSFG: shader extraction NOT available, frame generation cannot initialize")
endif()
# Keep the exported surface to the shim alone.
#
# The version script is what makes the isolation real rather than aspirational: without it,
# framegen's and volk's symbols are still dynamic and the loader can bind our renderer's vk* to
# them. Verify with:
# llvm-nm --defined-only --extern-only libarmsx3_lsfg.so
# Only armsx3_lsfg_* may appear. Any vk* or LSFG_3_1 symbol means this stopped working.
target_link_options(armsx3_lsfg PRIVATE
"-Wl,--version-script=${CMAKE_CURRENT_SOURCE_DIR}/armsx3_lsfg.map"
"-Wl,--no-undefined")
+32
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@@ -0,0 +1,32 @@
/* Exported surface of libarmsx3_lsfg.so.
*
* This list IS the isolation. framegen and volk are statically linked into this library and
* between them define 655 globals named vkCreateImage, vkQueueSubmit, ... -- 124 of which are
* exactly the names libarmsx3-core.so's Vulkan loader declares. If any of those stay dynamic,
* the loader is free to bind the renderer's entry points to framegen's copies, and framegen's
* volkLoadDevice() has already pointed those at a different VkDevice.
*
* -fvisibility=hidden covers most of it; this covers the rest, including anything upstream marks
* __attribute__((visibility("default"))) -- which framegen's public API does.
*
* Check it, do not assume it:
* llvm-nm --defined-only --extern-only libarmsx3_lsfg.so
* Nothing but armsx3_lsfg_* should be listed.
*/
{
global:
armsx3_lsfg_abi_version;
armsx3_lsfg_initialize;
armsx3_lsfg_create_context_ahb;
armsx3_lsfg_present;
armsx3_lsfg_destroy_context;
armsx3_lsfg_wait_idle;
armsx3_lsfg_finalize;
armsx3_lsfg_last_error;
armsx3_lsfg_import_shaders;
armsx3_lsfg_shader_count;
armsx3_lsfg_get_shader;
local:
*;
};
+404
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@@ -0,0 +1,404 @@
// Implementation of the C ABI in armsx3_lsfg_shim.h.
//
// This translation unit is the ONLY thing in libarmsx3_lsfg.so that anyone outside it may touch.
// Everything else -- framegen, volk, and volk's 655 vk* globals -- stays hidden behind
// -fvisibility=hidden so the dynamic linker cannot bind our renderer's vkCmdDraw to framegen's
// copy. See the header for why that matters.
//
// Rules for every entry point here:
// * no C++ type crosses the boundary (separate libc++ per .so under c++_static),
// * no exception crosses the boundary (framegen throws; dlopen'd code must not),
// * a failure returns a code and leaves a message in armsx3_lsfg_last_error().
#include "armsx3_lsfg_shim.h"
#include <lsfg_3_1.hpp>
#include <lsfg_3_1p.hpp>
#ifdef ARMSX3_LSFG_HAVE_EXTRACT
#include <extract/extract.hpp>
#include <extract/trans.hpp>
#include <config/config.hpp>
#endif
#include <exception>
#include <map>
#include <string>
#include <vector>
namespace
{
// thread_local because the renderer and whatever calls initialize() are not the same thread,
// and a shared buffer would let one overwrite the other's message mid-report.
thread_local std::string g_last_error;
bool g_initialized = false;
// Which shader family initialize() chose. Fixed until finalize(): LSFG_3_1 and LSFG_3_1P keep
// entirely separate device state and context tables, so a context created by one cannot be
// presented or destroyed through the other -- every entry point below has to dispatch on this.
bool g_performance = false;
void clear_error()
{
g_last_error.clear();
}
void set_error(const char* what)
{
g_last_error = what ? what : "unknown error";
}
void set_error(const std::string& what)
{
g_last_error = what.empty() ? "unknown error" : what;
}
}
// Wrap a call so nothing escapes.
//
// catch (...) rather than catching LSFG's types: framegen throws several, they are not part of
// its public header, and an exception reaching the dlopen boundary is undefined behaviour -- so
// the exact type matters less than the guarantee that none of them get out.
#define ARMSX3_LSFG_GUARD(expr, failure_result) \
try \
{ \
clear_error(); \
expr; \
} \
catch (const std::exception& e) \
{ \
set_error(e.what()); \
return (failure_result); \
} \
catch (...) \
{ \
set_error("unknown exception from framegen"); \
return (failure_result); \
}
extern "C" uint32_t armsx3_lsfg_abi_version(void)
{
return ARMSX3_LSFG_ABI_VERSION;
}
extern "C" const char* armsx3_lsfg_last_error(void)
{
return g_last_error.c_str();
}
extern "C" int armsx3_lsfg_initialize(uint64_t device_uuid, int is_hdr, float flow_scale,
uint64_t generation_count, int performance, armsx3_lsfg_shader_loader loader, void* user)
{
if (!loader)
{
set_error("no shader loader supplied");
return ARMSX3_LSFG_ERR_BAD_ARGUMENT;
}
// The std::function is built HERE, on framegen's side of the boundary, from a plain C
// function pointer. That is the whole point of taking a function pointer in the header: an
// std::function constructed by the core would be a different type under a different libc++.
//
// Throwing out of this lambda is how a missing shader is reported to framegen, which is what
// it expects -- and the throw stays inside this .so, caught by the guard below.
const auto bridge = [loader, user](const std::string& name) -> std::vector<uint8_t>
{
const uint8_t* data = nullptr;
uint32_t size = 0;
if (loader(name.c_str(), &data, &size, user) != ARMSX3_LSFG_OK || !data || !size)
{
throw std::runtime_error("shader not available: " + name);
}
return std::vector<uint8_t>(data, data + size);
};
// Recorded BEFORE the call so the guard's failure path cannot leave the two disagreeing.
g_performance = performance != 0;
if (g_performance)
{
ARMSX3_LSFG_GUARD(
LSFG_3_1P::initialize(device_uuid, is_hdr != 0, flow_scale, generation_count, bridge),
ARMSX3_LSFG_ERR_SHADERS)
}
else
{
ARMSX3_LSFG_GUARD(
LSFG_3_1::initialize(device_uuid, is_hdr != 0, flow_scale, generation_count, bridge),
ARMSX3_LSFG_ERR_SHADERS)
}
g_initialized = true;
return ARMSX3_LSFG_OK;
}
extern "C" int32_t armsx3_lsfg_create_context_ahb(void* in0, void* in1, void* const* out_n,
uint32_t out_count, uint32_t width, uint32_t height, int32_t format)
{
if (!g_initialized)
{
set_error("not initialized");
return ARMSX3_LSFG_ERR_NOT_INITIALIZED;
}
if (!in0 || !in1 || !out_n || !out_count)
{
set_error("null image or empty output set");
return ARMSX3_LSFG_ERR_BAD_ARGUMENT;
}
int32_t id = ARMSX3_LSFG_ERR_UNKNOWN;
// AHardwareBuffer* arrives as void* so the header stays free of android/hardware_buffer.h,
// which the core has no reason to include.
std::vector<AHardwareBuffer*> outs;
outs.reserve(out_count);
for (uint32_t i = 0; i < out_count; ++i)
{
outs.push_back(static_cast<AHardwareBuffer*>(out_n[i]));
}
if (g_performance)
{
ARMSX3_LSFG_GUARD(
id = LSFG_3_1P::createContextFromAHB(
static_cast<AHardwareBuffer*>(in0), static_cast<AHardwareBuffer*>(in1), outs,
VkExtent2D{width, height}, static_cast<VkFormat>(format)),
ARMSX3_LSFG_ERR_VULKAN)
}
else
{
ARMSX3_LSFG_GUARD(
id = LSFG_3_1::createContextFromAHB(
static_cast<AHardwareBuffer*>(in0), static_cast<AHardwareBuffer*>(in1), outs,
VkExtent2D{width, height}, static_cast<VkFormat>(format)),
ARMSX3_LSFG_ERR_VULKAN)
}
return id;
}
extern "C" int armsx3_lsfg_present(int32_t ctx, int in_sem, const int* out_sems, uint32_t out_count)
{
if (!g_initialized)
{
set_error("not initialized");
return ARMSX3_LSFG_ERR_NOT_INITIALIZED;
}
std::vector<int> outs;
outs.reserve(out_count);
for (uint32_t i = 0; i < out_count; ++i)
{
outs.push_back(out_sems ? out_sems[i] : -1);
}
if (g_performance)
{
ARMSX3_LSFG_GUARD(LSFG_3_1P::presentContext(ctx, in_sem, outs), ARMSX3_LSFG_ERR_VULKAN)
}
else
{
ARMSX3_LSFG_GUARD(LSFG_3_1::presentContext(ctx, in_sem, outs), ARMSX3_LSFG_ERR_VULKAN)
}
return ARMSX3_LSFG_OK;
}
extern "C" int armsx3_lsfg_destroy_context(int32_t ctx)
{
if (!g_initialized)
{
return ARMSX3_LSFG_OK; // nothing to release
}
if (g_performance)
{
ARMSX3_LSFG_GUARD(LSFG_3_1P::deleteContext(ctx), ARMSX3_LSFG_ERR_UNKNOWN)
}
else
{
ARMSX3_LSFG_GUARD(LSFG_3_1::deleteContext(ctx), ARMSX3_LSFG_ERR_UNKNOWN)
}
return ARMSX3_LSFG_OK;
}
extern "C" void armsx3_lsfg_wait_idle(void)
{
if (!g_initialized)
{
return;
}
try
{
if (g_performance) LSFG_3_1P::waitIdle(); else LSFG_3_1::waitIdle();
}
catch (...)
{
// Deliberately swallowed and not recorded: this is called on the present path, and a
// failure to wait is reported by whatever uses the images next. Setting the error string
// here would overwrite a more useful message from the call that actually failed.
}
}
extern "C" void armsx3_lsfg_finalize(void)
{
if (!g_initialized)
{
return;
}
try
{
if (g_performance) LSFG_3_1P::finalize(); else LSFG_3_1::finalize();
}
catch (...)
{
}
g_initialized = false;
}
#ifdef ARMSX3_LSFG_HAVE_EXTRACT
// Satisfy the one symbol upstream's extract.cpp needs from its config layer.
//
// It reads exactly one field, Config::activeConf.dll, to find the file. Defining the object here
// rather than compiling their config module avoids dragging in toml11 and a config-file format
// that has no meaning inside an APK -- the path comes from the user's file picker instead.
namespace Config { Configuration activeConf; }
namespace
{
// name -> SPIR-V, translated once at import.
std::map<std::string, std::vector<uint8_t>> g_shaders;
}
extern "C" int armsx3_lsfg_import_shaders(const char* dll_path)
{
if (!dll_path || !*dll_path)
{
set_error("no file selected");
return ARMSX3_LSFG_ERR_BAD_ARGUMENT;
}
clear_error();
g_shaders.clear();
// Upstream's own shader names, both families.
//
// Taken verbatim from nameIdxTable in extract.cpp rather than guessed -- a made-up name fails
// as "Shader hash not found", which reads like a corrupt DLL and is not.
//
// Two sets: the plain names are LSFG 3.1 and the p_ prefixed ones are 3.1p. Which family gets
// used depends on which framegen entry point runs, so both are extracted and whatever the DLL
// actually contains is kept. Missing names are skipped rather than fatal, because a given
// Lossless Scaling version legitimately ships only one family.
static const char* const k_names[] = {
"mipmaps", "alpha[0]", "alpha[1]", "alpha[2]", "alpha[3]",
"beta[0]", "beta[1]", "beta[2]", "beta[3]", "beta[4]",
"gamma[0]", "gamma[1]", "gamma[2]", "gamma[3]", "gamma[4]",
"delta[0]", "delta[1]", "delta[2]", "delta[3]", "delta[4]",
"delta[5]", "delta[6]", "delta[7]", "delta[8]", "delta[9]",
"generate",
"p_mipmaps", "p_alpha[0]", "p_alpha[1]", "p_alpha[2]", "p_alpha[3]",
"p_beta[0]", "p_beta[1]", "p_beta[2]", "p_beta[3]", "p_beta[4]",
"p_gamma[0]", "p_gamma[1]", "p_gamma[2]", "p_gamma[3]", "p_gamma[4]",
"p_delta[0]", "p_delta[1]", "p_delta[2]", "p_delta[3]", "p_delta[4]",
"p_delta[5]", "p_delta[6]", "p_delta[7]", "p_delta[8]", "p_delta[9]",
"p_generate",
};
try
{
Config::activeConf.dll = dll_path;
Extract::extractShaders();
for (const char* name : k_names)
{
// getShader hands back DXBC; framegen wants SPIR-V. Translating at import rather than
// on demand keeps the cost off the present path entirely.
//
// Individually guarded: a DLL that ships only one shader family throws on every name
// in the other, and that is normal rather than a failure of the import.
try
{
auto spirv = Extract::translateShader(Extract::getShader(name));
if (!spirv.empty())
{
g_shaders[name] = std::move(spirv);
}
}
catch (const std::exception&)
{
// Not in this DLL. Keep going.
}
}
if (g_shaders.empty())
{
set_error("no usable shaders in that file -- is it Lossless.dll from Lossless Scaling?");
return ARMSX3_LSFG_ERR_SHADERS;
}
}
catch (const std::exception& e)
{
g_shaders.clear();
set_error(e.what());
return ARMSX3_LSFG_ERR_SHADERS;
}
catch (...)
{
g_shaders.clear();
set_error("unknown failure reading the file");
return ARMSX3_LSFG_ERR_SHADERS;
}
return static_cast<int>(g_shaders.size());
}
extern "C" int armsx3_lsfg_shader_count(void)
{
return static_cast<int>(g_shaders.size());
}
extern "C" int armsx3_lsfg_get_shader(const char* name, const uint8_t** out_data, uint32_t* out_size)
{
if (!name || !out_data || !out_size)
{
return ARMSX3_LSFG_ERR_BAD_ARGUMENT;
}
const auto it = g_shaders.find(name);
if (it == g_shaders.end() || it->second.empty())
{
return ARMSX3_LSFG_ERR_SHADERS;
}
*out_data = it->second.data();
*out_size = static_cast<uint32_t>(it->second.size());
return ARMSX3_LSFG_OK;
}
#else
extern "C" int armsx3_lsfg_import_shaders(const char*)
{
set_error("this build has no shader extraction support");
return ARMSX3_LSFG_ERR_SHADERS;
}
extern "C" int armsx3_lsfg_shader_count(void) { return 0; }
extern "C" int armsx3_lsfg_get_shader(const char*, const uint8_t**, uint32_t*)
{
return ARMSX3_LSFG_ERR_SHADERS;
}
#endif
+142
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@@ -0,0 +1,142 @@
// C ABI for Lossless Scaling frame generation.
//
// framegen CANNOT be linked into libarmsx3-core.so. It links volk, which defines 655 globals
// named vkCreateImage, vkQueueSubmit, ... and 124 of those are byte-for-byte the names our own
// Vulkan loader declares in rpcs3/Emu/RSX/VK/vk_android_loader.h -- every single symbol the RSX
// renderer uses. Two ways that goes wrong, and the second is the one that costs a week:
//
// 1. duplicate symbol at link time (clang defaults to -fno-common), or
// 2. the linker merges them, and framegen's volkLoadDevice(itsOwnDevice) then repoints every
// entry point the renderer uses at framegen's VkDevice. Every later vkCmdDraw goes to the
// wrong device, and it presents as a driver crash with nothing pointing at frame generation.
//
// So framegen and volk live in their own libarmsx3_lsfg.so, reached by dlopen + dlsym through
// this header. Nothing here is C++: the CMake project builds ANDROID_STL=c++_static, so each .so
// carries its own libc++ and an std::vector or std::function crossing the boundary would be two
// unrelated types that happen to share a name. The shim builds those on its own side.
//
// framegen also throws (LSFG::vulkan_error and friends). Exceptions must not cross a dlopen
// boundary either, so every entry point here catches everything and returns a code; the message
// is retrievable with armsx3_lsfg_last_error().
#pragma once
#include <stdint.h>
#ifdef __cplusplus
extern "C" {
#endif
// Bump when anything below changes shape. The loader refuses a library whose version it does not
// recognise, so a stale libarmsx3_lsfg.so on a user's device fails loudly at load instead of
// quietly passing mismatched structs.
#define ARMSX3_LSFG_ABI_VERSION 2u
// Mark the exported surface explicitly.
//
// The library is built -fvisibility=hidden so framegen's and volk's symbols stay in, and a
// version script narrows the dynamic table further. Neither of those can PROMOTE a symbol: a
// function hidden at compile time is local in the object, and `global:` in the linker script
// cannot bring it back. Without this attribute the .so builds and exports nothing at all, and
// the failure only shows up as dlsym returning null at runtime.
#if defined(__GNUC__) || defined(__clang__)
#define ARMSX3_LSFG_API __attribute__((visibility("default")))
#else
#define ARMSX3_LSFG_API
#endif
enum armsx3_lsfg_result
{
ARMSX3_LSFG_OK = 0,
ARMSX3_LSFG_ERR_UNKNOWN = -1,
ARMSX3_LSFG_ERR_NOT_INITIALIZED = -2,
ARMSX3_LSFG_ERR_BAD_ARGUMENT = -3,
ARMSX3_LSFG_ERR_SHADERS = -4,
ARMSX3_LSFG_ERR_VULKAN = -5,
};
// Hand back the SPIR-V for a named shader.
//
// framegen does NOT read Lossless.dll -- it asks for shaders by name and expects SPIR-V back.
// Extracting them from the user's own copy (PE resource -> DXBC -> SPIR-V) is the caller's job,
// which is deliberate: the shaders are THS's property and nothing here ships or downloads them.
//
// Return ARMSX3_LSFG_OK and set *out_data / *out_size on success. The buffer must stay valid
// until the initialize() call that triggered this returns. Any other return means "no such
// shader" and fails initialization.
typedef int (*armsx3_lsfg_shader_loader)(const char* name, const uint8_t** out_data,
uint32_t* out_size, void* user);
// Version of the loaded library. Call first; anything else on a mismatched library is undefined.
ARMSX3_LSFG_API uint32_t armsx3_lsfg_abi_version(void);
// Bring up framegen on the adapter identified by device_uuid (VkPhysicalDeviceIDProperties
// deviceUUID, 16 bytes, passed as the first 8 -- that is what framegen matches on).
//
// framegen creates its OWN VkDevice on that adapter. It does not share ours, which is why images
// have to be handed over as AHardwareBuffer below rather than as VkImage.
// performance selects framegen's 3.1p shader family instead of 3.1: a cheaper pipeline at lower
// quality, which is the difference between usable and not on a mobile GPU. It is fixed for the
// lifetime of the library state -- every context, present and teardown after this call goes to the
// family chosen here, because the two keep separate contexts and separate device state.
//
// flow_scale is the optical-flow resolution as a fraction of full: 1.0 is upstream's default and
// lower is cheaper. Note the sense is inverted from upstream's own config file, which stores a
// divisor and passes 1.0f/value here.
ARMSX3_LSFG_API int armsx3_lsfg_initialize(uint64_t device_uuid, int is_hdr, float flow_scale,
uint64_t generation_count, int performance, armsx3_lsfg_shader_loader loader, void* user);
// Create a context over a set of shared images.
//
// AHardwareBuffer rather than the FD path framegen also offers, because Adreno and Mali both
// refuse vkGetMemoryFdKHR(OPAQUE_FD) on AHB-imported memory -- the FD path simply does not work
// on the hardware this port runs on.
//
// The caller keeps ownership of every AHardwareBuffer and must keep them alive until the context
// is destroyed. Returns a context id >= 0, or a negative armsx3_lsfg_result.
ARMSX3_LSFG_API int32_t armsx3_lsfg_create_context_ahb(void* in0, void* in1, void* const* out_n,
uint32_t out_count, uint32_t width, uint32_t height, int32_t format);
// Generate frames for one presented pair.
//
// Semaphores are sync file descriptors, not VkSemaphore: framegen is on a different device and a
// VkSemaphore handle would be meaningless to it. in_sem is waited on before generation starts;
// each out_sems[i] is signalled when output image i is ready. Pass -1 for an unused slot.
ARMSX3_LSFG_API int armsx3_lsfg_present(int32_t ctx, int in_sem, const int* out_sems, uint32_t out_count);
ARMSX3_LSFG_API int armsx3_lsfg_destroy_context(int32_t ctx);
// Read the user's own Lossless.dll and keep the shaders it contains.
//
// Nothing is bundled or downloaded: the shaders are THS's property and the user must supply a
// legitimately purchased copy. Only the extracted SPIR-V is kept -- the DLL itself is not needed
// afterwards and the caller may delete its copy.
//
// The work is PE resource walk -> DXBC -> SPIR-V, and it is slow enough to be worth doing once
// and caching rather than at every boot. Returns the number of shaders extracted, or a negative
// armsx3_lsfg_result; armsx3_lsfg_last_error() explains a failure in terms a user can act on
// ("is Lossless Scaling up to date?" rather than a resource id).
ARMSX3_LSFG_API int armsx3_lsfg_import_shaders(const char* dll_path);
// How many shaders are currently held. Zero means frame generation cannot start.
ARMSX3_LSFG_API int armsx3_lsfg_shader_count(void);
// Serve a previously imported shader by name, for initialize()'s loader.
//
// Pass a null loader to armsx3_lsfg_initialize to use these instead of supplying your own.
ARMSX3_LSFG_API int armsx3_lsfg_get_shader(const char* name, const uint8_t** out_data, uint32_t* out_size);
// Block until framegen's device is idle.
//
// Needed on Android because framegen's device reads AHBs that OUR device writes, and there is no
// semaphore shared between the two. Without this the read races the write. It is also the reason
// frame generation cannot be free here: this is a device-level stall, not a queue wait.
ARMSX3_LSFG_API void armsx3_lsfg_wait_idle(void);
ARMSX3_LSFG_API void armsx3_lsfg_finalize(void);
// Message for the last failing call on this thread, or "" if none. Never null.
ARMSX3_LSFG_API const char* armsx3_lsfg_last_error(void);
#ifdef __cplusplus
}
#endif
+8
View File
@@ -0,0 +1,8 @@
# Oboe
#
# Android-only. Oboe wraps AAudio (and OpenSL ES on older devices) and carries a
# per-device quirks database plus stream-restart handling, which is the part that
# matters on the low-end parts where plain AAudio glitches.
add_subdirectory(oboe EXCLUDE_FROM_ALL)
add_library(3rdparty::oboe ALIAS oboe)
Vendored Submodule
+1
Submodule 3rdparty/oboe/oboe added at 0da326e4ef
-31
View File
@@ -1,39 +1,8 @@
ARMSX3
======
Proof of concept Android port of RPCS3.
Uses the latest RPCS3 upstream code (the recent ARM64 improvements included).
Status
------
From my testing, I only tried Skate 3. It boots, loads and reaches gameplay at roughly 20 to 30 fps on a
Snapdragon 8 Gen 2. Rendering, audio, touch controls and physical controllers
work. Almost nothing else has been tested. So the main stop gap at the moment is performance/speed.
Differences from upstream RPCS3
-------------------------------
Some of the fixes here are not in upstream and affect any ARM64 build, not only
Android:
* Shaders declared runtime sized arrays inside uniform blocks, which requires
VK_EXT_shader_uniform_buffer_unsized_array. Adreno does not support that
extension, so every game pipeline failed to compile and nothing rendered.
Concrete array bounds are emitted when the extension is missing.
* The ARM64 SPU block verification checksum folded two thirds of every block
through an absolute difference. That collides on the near identical job
binaries an SPU job manager streams through the same local store address, so
a cached block could end up running against another job's code. It sums now.
* Thread affinity was compiled out on Android, and the core had no ARM
big.LITTLE topology, so SPU and RSX threads were never placed on the fast
cores.
* The LLVM JIT target was pinned to cortex-a34, an in order core from 2016. It
detects the host now.
Building
--------
+34 -3
View File
@@ -1,3 +1,4 @@
#include <cerrno>
#include "File.h"
#include "mutex.h"
#include "StrFmt.h"
@@ -684,8 +685,20 @@ namespace fs
u64 result = 0;
// Loop because (huge?) read can be processed partially
while (auto r = ::read(m_fd, buffer, count))
for (;;)
{
const auto r = ::read(m_fd, buffer, count);
// EINTR is benign -- a signal landed mid-syscall -- and must be retried, not treated
// as failure. Android app storage is FUSE-backed, where this genuinely happens, and
// the ensure() below turns it into a process abort. Ported in spirit from
// ouroboros420/rpcsx (92144f094).
if (r < 0 && errno == EINTR)
{
continue;
}
if (!r) break; // EOF
ensure(r > 0); // "file::read"
count -= r;
result += r;
@@ -702,8 +715,17 @@ namespace fs
u64 result = 0;
// For safety; see read()
while (auto r = ::pread(m_fd, buffer, count, offset))
for (;;)
{
const auto r = ::pread(m_fd, buffer, count, offset);
// See read(): retry EINTR rather than aborting.
if (r < 0 && errno == EINTR)
{
continue;
}
if (!r) break; // EOF
ensure(r > 0); // "file::read_at"
count -= r;
offset += r;
@@ -721,8 +743,17 @@ namespace fs
u64 result = 0;
// For safety; see read()
while (auto r = ::write(m_fd, buffer, count))
for (;;)
{
const auto r = ::write(m_fd, buffer, count);
// See read(): retry EINTR rather than aborting.
if (r < 0 && errno == EINTR)
{
continue;
}
if (!r) break;
ensure(r > 0); // "file::write"
count -= r;
result += r;
+39
View File
@@ -618,6 +618,22 @@ std::string jit_compiler::cpu(std::string_view _cpu)
m_cpu = fallback_cpu_detection();
}
#ifdef ARCH_ARM64
// Detection reads the MIDR of whichever core happens to be running, so on big.LITTLE it
// can name a small in-order core. JIT'd code runs on every core, so scheduling for the
// smallest one is the wrong default -- fall back to the same wide out-of-order baseline
// used when detection fails outright. Only the schedule/cost model is affected: the
// instruction set still comes from setMAttrs (HWCAP-gated), so this can never emit an
// illegal instruction. Ported from ouroboros420/rpcsx (cc3a18e29), widened to the
// A5xx little cores that modern SoCs actually ship.
if (m_cpu == "cortex-a34" || m_cpu == "cortex-a35" || m_cpu == "cortex-a53" ||
m_cpu == "cortex-a55" || m_cpu == "cortex-a510" || m_cpu == "cortex-a520")
{
jit_log.notice("CPU detection named a little core ('%s'); using cortex-a78 as the schedule baseline.", m_cpu);
m_cpu = "cortex-a78";
}
#endif
if (m_cpu == "sandybridge" ||
m_cpu == "ivybridge" ||
m_cpu == "haswell" ||
@@ -754,6 +770,29 @@ jit_compiler::jit_compiler(const std::unordered_map<std::string, u64>& _link, st
fmt::throw_exception("LLVM Emergency Exit Invoked: '%s'", out);
}, nullptr);
// A separate handler from the fatal one -- LLVM installs and dispatches the two
// independently. Without this, an allocation failure inside LLVM (SmallVector growth
// while codegenning the enormous PPU symbol-resolver module, say) writes "LLVM ERROR:
// out of memory" to fd 2 -- which goes nowhere in an Android app -- and calls abort():
// a signal-6 death with nothing whatsoever in the log. Route it through the same
// recoverable path as the fatal handler, so a guarded compile survives and anything
// else at least says why it died. Allocating inside a bad-alloc handler is
// best-effort, but the failures here are huge single allocations, so a short log
// string still succeeds. Ported from ouroboros420/rpcsx (39a6a4c36).
llvm::remove_bad_alloc_error_handler();
llvm::install_bad_alloc_error_handler([](void*, const char* msg, bool)
{
const std::string_view out = msg ? msg : "";
if (g_llvm_fatal_message)
{
*g_llvm_fatal_message = out;
thread_ctrl::silent_exit();
}
fmt::throw_exception("LLVM Out Of Memory: '%s'", out);
}, nullptr);
return true;
}();
+416 -11
View File
File diff suppressed because it is too large Load Diff
+29 -9
View File
@@ -1803,13 +1803,6 @@ static void append_patches(patch_engine::patch_map& existing_patches, const patc
bool patch_engine::save_patches(const patch_map& patches, const std::string& path, std::stringstream* log_messages)
{
fs::file file(path, fs::rewrite);
if (!file)
{
append_log_message(log_messages, fmt::format("Failed to open patch file %s (%s)", path, fs::g_tls_error), &patch_log.fatal);
return false;
}
YAML::Emitter out;
out << YAML::BeginMap;
out << patch_key::version << patch_engine_version;
@@ -1904,7 +1897,24 @@ bool patch_engine::save_patches(const patch_map& patches, const std::string& pat
out << YAML::Flow;
out << YAML::BeginSeq;
out << fmt::format("%s", data.type);
out << fmt::format("0x%.8x", data.offset);
// move_file and hide_file carry a VFS path in the address element instead of a
// number. load() keeps that text in original_offset and skips the u32 validation for
// them, so formatting it numerically here would write out 0x00000000 and the loader
// would accept it back as a patch that silently never matches anything.
//
// The numeric branch deliberately uses 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.
if (patch_type_uses_hex_offset(data.type))
{
out << fmt::format("0x%.8x", data.offset);
}
else
{
out << data.original_offset;
}
out << data.original_value;
out << YAML::EndSeq;
}
@@ -1918,7 +1928,17 @@ bool patch_engine::save_patches(const patch_map& patches, const std::string& pat
out << YAML::EndMap;
file.write(out.c_str(), out.size());
// Write through a temporary and rename on success, as save_config already does. A truncating
// in-place write that fails part way (out of space, process killed) leaves a half-written file,
// and load() rejects the whole file on a parse error -- so a failure here costs the user every
// patch they had, with no way to rebuild it from inside the app.
fs::pending_file file(path);
if (!file.file || file.file.write(out.c_str(), out.size()) < out.size() || !file.commit())
{
append_log_message(log_messages, fmt::format("Failed to write patch file %s (%s)", path, fs::g_tls_error), &patch_log.fatal);
return false;
}
return true;
}
+7 -36
View File
@@ -87,42 +87,13 @@ android {
}
}
// ARMSX3: fail the build if the bundled ANGLE libraries are not there.
//
// This check exists because of a specific, expensive bug in ARMSX2: the repo's
// blanket `*.so` gitignore rule swallowed the ANGLE prebuilts, they never made it
// into release staging, the APK shipped without them, and the core fell back to
// the system GLES driver in complete silence. Users reported "ANGLE is broken"
// and there was nothing in any log to contradict them.
//
// jniLibs/.gitignore now un-ignores the two files by name. This task is the
// second lock: packaging an APK that claims to support ANGLE without shipping
// ANGLE is a build error, not a runtime surprise. The core-side counterpart is
// the loud error in gl::es::egl_initialize() when the override library is
// selected but cannot be dlopen'd.
val verifyAngleLibs by tasks.registering {
val angleLibs = listOf("libEGL_angle.so", "libGLESv2_angle.so")
val jniLibDir = file("src/main/jniLibs/arm64-v8a")
doLast {
val missing = angleLibs.filter { !File(jniLibDir, it).isFile }
if (missing.isNotEmpty()) {
throw GradleException(
"ANGLE libraries missing from ${'$'}jniLibDir: ${'$'}{missing.joinToString(", ")}.\n" +
"The OpenGL renderer's ANGLE option cannot work without them and would " +
"silently fall back to the system GLES driver.\n" +
"They are tracked in git - check them out, or remove the ANGLE option."
)
}
angleLibs.forEach {
logger.lifecycle("ANGLE: packaging ${'$'}it (${'$'}{File(jniLibDir, it).length()} bytes)")
}
}
}
tasks.matching { it.name.startsWith("merge") && it.name.endsWith("JniLibFolders") }
.configureEach { dependsOn(verifyAngleLibs) }
// ARMSX3: the ANGLE prebuilts and the verifyAngleLibs task that guarded them used
// to live here. They now live in android/armsx3-ui, which is the module that
// actually ships (applicationId com.armsx3) and the module whose UI exposes the
// OpenGL renderer's ANGLE option. This module builds nothing that ships, so the
// guard here could never protect the APK it was written for -- and it never ran at
// all: its message was written with `${'$'}`-style template escaping, and the `", "`
// inside it closed the Kotlin string early, so this file did not compile.
base.archivesName = "rpcsx"
+51 -3
View File
@@ -27,10 +27,13 @@ android {
defaultConfig {
applicationId = "com.armsx3"
minSdk = 26
// Set per variant by android/build-variants.sh: 33 for the A13 build (NDK 28), 35 for
// the A15 build (NDK 29). The core is compiled against the matching API, so these must
// agree -- an APK that installs below its core's target is a dlopen failure at boot.
minSdk = (project.findProperty("armsx3.minSdk") as String?)?.toInt() ?: 33
targetSdk = 37
versionCode = 9
versionName = "0.5"
versionCode = 15
versionName = "0.9"
// ARMSX2's UI reads these. STORAGE_ALL_FILES gates the all-files storage path in
// onboarding; IN_APP_UPDATER gates the in-app GitHub-release updater.
@@ -110,6 +113,51 @@ android {
}
}
// ARMSX3: fail the build if the bundled ANGLE libraries are not there.
//
// This check exists because of a specific, expensive bug in ARMSX2: the repo's
// blanket `*.so` gitignore rule swallowed the ANGLE prebuilts, they never made it
// into release staging, the APK shipped without them, and the core fell back to
// the system GLES driver in complete silence. Users reported "ANGLE is broken"
// and there was nothing in any log to contradict them.
//
// jniLibs/.gitignore un-ignores the two files by name. This task is the second
// lock: packaging an APK that claims to support ANGLE without shipping ANGLE is a
// build error, not a runtime surprise. The core-side counterpart is the loud error
// in gl::es::egl_initialize() when the override library is selected but cannot be
// dlopen'd; the UI-side counterpart is the MISSING_LIBS line that
// MainActivityRuntime.applyAngleEnv logs when the option is on and the .so is not
// in nativeLibraryDir.
//
// The claim being guarded is live in THIS module: RendererBackendSection ->
// AngleDriverSection writes Settings.useAngleOpenGL, and applyAngleEnv turns it
// into ARMSX2_ANGLE_EGL_LIBRARY. (Both the libraries and this task used to sit in
// the stale android/armsx3-app module, which builds nothing that ships -- so the
// guard could not fire for the APK it was meant to protect.)
val verifyAngleLibs by tasks.registering {
val angleLibs = listOf("libEGL_angle.so", "libGLESv2_angle.so")
val jniLibDir = file("src/main/jniLibs/arm64-v8a")
doLast {
val missing = angleLibs.filter { !jniLibDir.resolve(it).isFile }
if (missing.isNotEmpty()) {
throw GradleException(
"ANGLE libraries missing from $jniLibDir: ${missing.joinToString(", ")}.\n" +
"The OpenGL renderer's ANGLE option cannot work without them and would " +
"silently fall back to the system GLES driver.\n" +
"They are tracked in git - check them out, or remove the ANGLE option."
)
}
angleLibs.forEach {
logger.lifecycle("ANGLE: packaging $it (${jniLibDir.resolve(it).length()} bytes)")
}
}
}
tasks.matching { it.name.startsWith("merge") && it.name.endsWith("JniLibFolders") }
.configureEach { dependsOn(verifyAngleLibs) }
dependencies {
// Discord Social SDK, staged locally rather than pulled from a repo: it is
// proprietary and distributed per-application from the developer portal.
@@ -50,3 +50,44 @@ PPU-4b46d0161ca657ab16b0a779d9062810ea5ea2dd:
- [ jumpf, 0x00000000, "RPCS3_HLE_LIBRARY:WaitForSPUsToEmptySNRs" ] # Args: (SPU ID, 3)
- [ be32, 0x00000000, 0x38800000 ] # li r4, 0
- [ be32, 0x00000000, 0x44000002 ] # sc
# Tom Clancy's H.A.W.X. 2 (BLES00928) -- boot hang at the first intro video.
#
# The SPU dies with "Access violation reading location 0x20" in CellSpursKernel0 and
# is parked forever (dbg_pause, which nothing in the Android build can clear), so the
# emulator looks healthy at a locked 30 fps while the guest is dead. Upstream RPCS3
# lists the title as Loadable with no fix but "delete data/movies".
#
# The title looks up a section named '.reload' in this SPU module. The module is
# stripped -- e_shnum = 0 -- so the lookup can never succeed, on hardware either, and
# the game is built to cope: the failure path writes 0 to the work descriptor's +0x10
# field, and this very module tests that field to skip the overlay load:
#
# 03224 lqr r8,0x1b810 ; r8 = desc[+0x10]
# 0322c brz r8,0x32cc ; == 0 -> skip
#
# A bump allocator on the PPU side then runs over the field unconditionally --
# (0 - 0x10) & ~0xF = 0xfffffff0 -- destroying the sentinel. The guard no longer
# fires, so the SPU issues GET lsa=0 ea=0 size=0x4000, a transfer that would have
# overwritten the running SPURS kernel had it succeeded.
#
# This makes the overlay routine at LS 0x3208 return immediately, which is what the
# surviving guard would have caused anyway. Safe because the section it needs cannot
# exist in a stripped module. Suppressing the DMA instead does NOT work: the guest
# loop waits on data that never arrives and runs away.
#
# Ps3PatchRepo.BUNDLED must list this, or it is imported but never enabled.
SPU-42bae8e5d6a9304068ba1c6bbfdc18d656e287a1:
Bink overlay skip:
Games:
"Tom Clancy's H.A.W.X. 2":
BLES00928:
- "All"
Author: Zulux91
Patch Version: 1.0
Notes: Fixes the boot hang at the first intro video.
Patch:
# LS 0x3208 is the first instruction of the overlay routine (il r5,0).
# Offsets are LS addresses: apply_modification subtracts p_vaddr (0x3000).
- [ be32, 0x3208, 0x35000000 ] # bi lr -- return immediately
@@ -98,7 +98,6 @@
"app.bgColor.rgb": "Ciclo RGB",
"app.bgColor.rgb.desc": "Desvie continuamente o fundo através do espectro de cores, como periféricos RGB. Substitui a cor fixa abaixo. Mesma limitação acima: nenhum efeito onde o plano de fundo substituto está em uso.",
"app.blockHome": "Bloquear botão Home durante o jogo",
"app.blockHome.desc": "Fixa a tela enquanto o jogo é executado, para que o botão Home ou Guide do controle não possa ser minimizado ",
"app.bootLogo": "Animação de inicialização",
"app.bootLogo.desc": "Reproduza o vídeo de introdução do ARMSX3 quando o aplicativo for iniciado.",
"app.clearCache": "Limpar dados em cache",
@@ -414,13 +413,19 @@
"overlay.uiSize.description": "Dimensiona o preenchimento do menu/biblioteca e os tamanhos de controle. 100% = padrão.",
"overlay.uiSize.label": "Tamanho da IU (bordas)",
"packages.description": "Instale um jogo, atualização ou DLC .pkg, ou um arquivo de licença .rap. Alguns jogos precisam de ambos: o .pkg contém o conteúdo e o .rap o desbloqueia. Os títulos instalados são adicionados à sua biblioteca automaticamente, e as atualizações e DLC precisam do jogo base instalado primeiro.",
"packages.install.copyFailed": "Não foi possível copiar %s desse armazenamento. Se a unidade foi desconectada ou não havia espaço suficiente para a cópia, tente novamente com o arquivo no armazenamento interno.",
"packages.install.done": "Instalado. Ele aparecerá na sua biblioteca na próxima digitalização.",
"packages.install.failed": "Falha na instalação. O arquivo pode estar criptografado, incompleto ou não ser um pacote PS3.",
"packages.install.noRoom": "Não há espaço livre suficiente para instalar %s. Esse armazenamento não pode ser lido diretamente, então o arquivo precisa ser copiado primeiro — libere espaço ou mova o arquivo para o armazenamento interno ou para um cartão SD.",
"packages.install.unreadable": "Não foi possível abrir %s. O aplicativo que fornece esse armazenamento pode ter perdido o acesso a ele — reabra a unidade e selecione o arquivo novamente.",
"packages.installed.header": "Títulos instalados",
"packages.installing": "Instalando. Pacotes grandes podem demorar alguns minutos.",
"packages.installingFile": "Instalando %s",
"packages.licences.header": "Licenças instaladas",
"packages.multiHint": "Toque em vários arquivos para selecionar todos e confirme: as partes de um jogo dividido ou um jogo junto com sua licença .rap.",
"packages.reading": "Lendo %s",
"packages.select.action": "Escolha o arquivo",
"packages.select.external": "Escolher no USB ou cartão SD",
"packages.select.title": "Selecione um arquivo .pkg ou .rap",
"packages.title": "Instalar pacote",
"packages.uninstall": "Desinstalar",
@@ -511,7 +516,6 @@
"pad.players.help": "O PS3 possui sete portas de controle e nenhum multitap, portanto, até sete pads funcionam sem configuração. Conecte-os antes do lançamento a ordem em que eles pressionam um botão pela primeira vez é a ordem em que são atribuídos.",
"pad.pressButton": "Aperte um botão...",
"pad.pressControllerButton": "Pressione um botão do controlador…",
"pad.pressureAmount.description": "Quão forte o modificador de pressão pressiona, para jogos sensíveis à pressão DualShock 2 ",
"pad.pressureAmount.label": "Quantidade do modificador de pressão",
"pad.rightStick.description": "O que o botão analógico direito envia: Analógico (padrão), Face ou Personalizado (vincule cada direção abaixo).",
"pad.rightStick.invertX.description": "Espelhe o controle direito horizontalmente - corrige \"esquerda é direita\".",
@@ -617,7 +621,7 @@
"perf.llvmThreads.description": "Quantos módulos PS3 são compilados ao mesmo tempo quando um jogo é inicializado pela primeira vez. Auto usa todos os núcleos da CPU, que é mais rápido, mas precisa de muita memória o suficiente para que grandes jogos possam executar o dispositivo e fechá-lo. Reduza este valor se um jogo fechar no meio de \"Compilando Módulos PPU\".",
"perf.llvmThreads.label": "Máximo de threads de compilação LLVM",
"perf.maxSpursThreads.description": "Limita quantos encadeamentos SPURS são executados por grupo de encadeamentos. 6 é preciso em termos de hardware. Reduzi-lo é um hack que pode ajudar jogos mal encadeados em dispositivos com poucos núcleos, correndo o risco de quebrar outros.",
"perf.maxSpursThreads.label": "Max SPURS Threads",
"perf.maxSpursThreads.label": "Máximo de threads SPURS",
"perf.ppuDecoder.description": "Como é executada a CPU principal (PPU) do PS3. O LLVM recompila o PowerPC para o ARM64 nativo e é enormemente mais rápido - mantenha-o, a menos que você esteja depurando. O intérprete serve apenas para diagnosticar um jogo que o LLVM está errado.",
"perf.ppuDecoder.label": "Decodificador PPU",
"perf.preferredSpuThreads.description": "Quantos threads de CPU estão reservados para trabalho pesado simultâneo de SPU. Auto permite que o RPCS3 decida a partir de sua contagem de núcleos, o que geralmente ocorre em um dispositivo portátil. Definir um valor muito alto deixa o PPU sem energia.",
@@ -723,7 +727,6 @@
"renderer.clearShaderCache.alreadyEmpty": "O cache do shader já está vazio.",
"renderer.clearShaderCache.description": "Limpa os caches de shader/pipeline Vulkan + GL compilados. Use se um jogo for corrompido após uma troca ou atualização de driver a próxima inicialização os reconstruirá de forma limpa.",
"renderer.clearShaderCache.label": "Limpar cache do sombreador",
"renderer.coalesceRenderPasses.description": "Agrupa empates consecutivos para o mesmo alvo em uma passagem de renderização. Ajuda no agrupamento de GPUs ",
"renderer.consoleAspect.description": "O aspecto que o PS3 emulado reporta ao jogo. O console sempre sinalizou 4:3 ou 16:9, então essas são as únicas opções reais - Auto deixa isso para o jogo. É para isso que o jogo serve; como ele é ajustado à SUA tela é a configuração abaixo.",
"renderer.consoleAspect.label": "Proporção do console",
"renderer.disableZcull.description": "Ignora totalmente as consultas de oclusão. Mais rápido, mas objetos que deveriam estar ocultos podem aparecer e sair - um hack de velocidade, não uma solução.",
@@ -810,8 +813,8 @@
"renderer.shaderChain.params.resetAll.confirmBody": "Cada parâmetro retorna aos padrões do próprio preset. Suas alterações aqui não podem ser desfeitas se você quiser mantê-las, cancele e use “Salvar como nova predefinição” primeiro.",
"renderer.shaderChain.params.resetAll.confirmTitle": "Redefinir todos os parâmetros?",
"renderer.shaderChain.params.saveAs": "Salvar como nova predefinição…",
"renderer.shaderChain.pass": "passar",
"renderer.shaderChain.passes": "passes",
"renderer.shaderChain.pass": "etapa",
"renderer.shaderChain.passes": "etapas",
"renderer.shaderChain.passesUnknown": "custo desconhecido",
"renderer.shaderChain.preset.label": "Predefinição de sombreador",
"renderer.shaderChain.preset.none": "Nenhum",
@@ -877,9 +880,7 @@
"savestate.delete.title": "Excluir estado salvo",
"savestate.empty.description": "Crie um estado de salvamento enquanto o jogo está em execução e gerencie-o ou faça backup aqui.",
"savestate.empty.title": "Ainda não há estados salvos",
"savestate.error.hardcore": "Os estados de salvamento são desativados enquanto o modo Hardcore RetroAchievements está ativado. Desligue o Hardcore ",
"savestate.error.load": "Não foi possível carregar esse slot.",
"savestate.error.memcardBusy": "O jogo ainda está gravando dados salvos, então o estado não foi salvo.",
"savestate.error.save": "Não foi possível salvar nesse slot. Verifique o log de @@ANDROID_SAVESTATE@@.",
"savestate.hint": "Escolha um slot. Segure um slot ou use o botão de lixeira para excluí-lo.",
"savestate.import": "Importar",
File diff suppressed because it is too large Load Diff
@@ -24,8 +24,17 @@ object DiscIcons {
fun fileFor(titleId: String): File = File(dir(), "$titleId.png")
/** True when this game's icon has already been extracted. */
fun has(titleId: String): Boolean = fileFor(titleId).isFile
/**
* True when this game's icon has already been extracted.
*
* Length, not isFile: an empty file is indistinguishable from a real one to isFile, and
* it is a shape this can actually end up in -- the extraction writes to a staging name
* and renames, and neither the write nor the rename is checked. An empty icon then reads
* as "already extracted" forever, and the card falls through to the text placeholder
* because there is nothing for Coil to decode. Requiring bytes makes that self-repairing:
* the next scan re-probes and overwrites it.
*/
fun has(titleId: String): Boolean = fileFor(titleId).length() > 0L
fun clear() {
runCatching { dir().listFiles()?.forEach { it.delete() } }

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