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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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).
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.
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.
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.
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.
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.
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.
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.
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.
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
116 changed files with 8526 additions and 2539 deletions
"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…",
"adv.ppuRsvPriority.description"to"Gives the main CPU priority over the SPUs when competing for the same memory. Can help games that stall waiting on the PPU.",
"pad.enterButton.description"to"Which button confirms in PS3 system dialogs. Japanese games usually expect circle; most others use cross.",
"app.resetAll"to"Reset all settings",
"app.resetAll.desc"to"Put every setting back to its default. Per-game settings and controller binds are kept.",
"app.resetAll.confirm"to"Every global setting goes back to its default. Per-game overrides and controller binds are not touched.",
"adv.spuVerification.label"to"SPU Verification",
"adv.spuVerification.description"to"Verifies compiled SPU code against the original. Catches miscompiles; turning it off is faster but makes bad codegen silent.",
@@ -538,6 +546,20 @@ val EN: Map<String, String> = mapOf(
"adv.dazFtz.label"to"Denormals As Zero / Flush To Zero",
"adv.dazFtz.description"to"Treats extremely small floating-point values as zero. Faster on some hardware, but incorrect for games that rely on denormals.",
"adv.section.system"to"System",
"adv.section.console"to"Console",
"adv.consoleLanguage.label"to"Console Language",
"adv.consoleLanguage.description"to"The language the console reports to games. A disc with several languages on it picks its text from this, not from the app's language.",
"adv.consoleRegion.label"to"Console Region",
"adv.consoleRegion.description"to"Which region the console claims to be from: SCEA America, SCEE Europe, SCEJ Japan, SCEH Asia, SCEK Korea, SCH China. Some titles change behaviour to match.",
"adv.keyboardType.label"to"Keyboard Type",
"adv.keyboardType.description"to"Layout reported for a USB keyboard, which decides where the symbol keys land.",
"adv.dateFormat.label"to"Date Format",
"adv.dateFormat.ymd"to"Year/Month/Day",
"adv.dateFormat.dmy"to"Day/Month/Year",
"adv.dateFormat.mdy"to"Month/Day/Year",
"adv.timeFormat.label"to"Time Format",
"adv.timeFormat.clock12"to"12 hour",
"adv.timeFormat.clock24"to"24 hour",
"adv.sleepTimers.label"to"Sleep Timers Accuracy",
"adv.sleepTimers.asHost"to"As Host",
"adv.sleepTimers.usleep"to"Usleep Only",
@@ -687,7 +709,9 @@ val EN: Map<String, String> = mapOf(
"memcard.slot1"to"Slot 1",
"memcard.status.coreStarting"to"Core settings are still starting up.",
"network.address"to"Address",
"touch.stateAction.keyboard"to"KBD",
"network.emulateUsbKeyboard"to"Emulate USB Keyboard",
"net.usbKeyboard.description"to"Report a USB keyboard to the game. Needed by titles that require one \u2014 EverQuest Online Adventures, Konami-keyboard games \u2014 and for typing in online chat. A physical or Bluetooth keyboard works once this is on, and the \"On-Screen Keyboard (toggle)\" hotkey raises the Android keyboard over the game without pausing.",
"network.ethernetDevice"to"Ethernet Device",
"network.hddImage.dialogHint"to"File name (kept in the data folder) or a full path to an existing image.",
"network.hddImage.fieldLabel"to"HDD image",
@@ -703,6 +727,7 @@ val EN: Map<String, String> = mapOf(
"overlay.uiSize.description"to"Scales menu/library padding and control sizes. 100% = default.",
"overlay.osdColor.label"to"OSD Color",
"overlay.osdColor.description"to"Color of the on-screen display text (FPS, stats and notifications). Speed warnings stay red/green so they still stand out.",
"overlay.osdColor.custom"to"Custom",
"overlay.osdColor.default"to"White",
"overlay.osdColor.green"to"Green",
"overlay.osdColor.cyan"to"Cyan",
@@ -821,6 +846,8 @@ val EN: Map<String, String> = mapOf(
"pad.stickFeel.acceleration.description"to"Non-linear response curve: small tilts stay precise for aiming, full tilt ramps up to full speed. 0 = linear (off); higher = more curve.",
"pad.stickFeel.antiDeadzone.description"to"Smallest output sent to the game, to cancel a game's OWN built-in stick deadzone (e.g. Cold Fear / Area 51 ignore the stick until ~45%, then aim jumps). Set near the game's deadzone so any stick movement responds immediately and the full travel maps smoothly above it. 0 = off.",
"pad.stickFeel.squareGate.description"to"Sends the full range on diagonals instead of the reduced value a real DualShock gives (~70%), so diagonal movement is as fast as straight up/down/left/right. On by default. Turn off to match original hardware exactly.",
"pad.stickFeel.deadzone.description"to"Fraction of physical analog travel ignored near center (applied to the stick's radial distance, so diagonals behave like cardinals). Output re-normalizes past it, so movement still ramps smoothly from 0 — which also means the on-screen effect can be masked by a game's OWN built-in deadzone (Area 51 ignores input below ~45% no matter what you set here; use Anti-Deadzone for that). 0 = off — raw hardware values pass through, including any stick drift.",
"pad.stickFeel.deadzone.label"to"Deadzone",
@@ -1039,6 +1066,22 @@ val EN: Map<String, String> = mapOf(
"perf.framegen.performance.description"to"Use Lossless Scaling's lighter 3.1p shaders instead of the full-quality 3.1 set. Cheaper to run and slightly softer in motion \u2014 on by default, because the quality set usually costs more than the frames it buys on a phone. Both come from the file you imported, so switching does not need another import.\n\nTakes effect when frame generation next starts: turn it off and on again, or restart the game.",
"perf.framegen.flowScale.label"to"Motion detail",
"perf.framegen.flowScale.description"to"How finely motion is measured between frames, as a percentage of full resolution. Lower is faster and blurrier around moving edges. Drop this before dropping the multiplier if frame generation is costing more than it gives.\n\nTakes effect when frame generation next starts.",
"perf.framegen.off"to"Off",
"perf.framegen.x2"to"x2",
"perf.framegen.x3"to"x3",
"perf.framegen.x4"to"x4",
"perf.framegen.description"to"EXPERIMENTAL. Insert generated frames between the ones the game actually draws. Costs GPU time and adds latency, so it helps when the CPU is the limit and hurts when the GPU already is.\n\nIt works best from a steady framerate. Interpolating a game that is already struggling tends to look worse rather than better \u2014 generated frames land at the wrong moment when the real interval keeps changing, which reads as judder. A locked 25 usually looks better than a wandering 28.\n\nOn-screen text shimmers or flickers while this is on \u2014 the overlay and the game\u0027s own menus get interpolated along with everything else, and fine text is what that looks worst on. That is how frame generation behaves, not a fault. Turning it off restores steady text. Switching it on or off during a game also pauses for a few seconds while the shaders are prepared.\n\nThis does nothing until you import Lossless.dll below. It is part of Lossless Scaling on Steam \u2014 you need your own copy, and nothing is bundled or downloaded. On Windows the file sits in steamapps\\common\\Lossless Scaling\\Lossless.dll; copy it to your device and pick it with the button below. Only the shaders are kept, and your copy of the file is deleted afterwards.",
"perf.ppuDecoder.label"to"PPU Decoder",
"perf.ppuDecoder.description"to"How the PS3's main CPU (PPU) is executed. LLVM recompiles PowerPC to native ARM64 and is enormously faster \u2014 keep it unless you are debugging. Interpreter is only for diagnosing a game LLVM gets wrong.",
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