Commit Graph

3635 Commits

Author SHA1 Message Date
kalaposfos13
d1150ad303 this is why you don't push local changes, shadow
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2026-01-30 13:56:25 +01:00
georgemoralis
8b46650fb2
Misc (#3979)
* improved trophy key save on new keymanager

* updated CLI11 and sdl3

* delete so stupid git will know

* fixed?

* fix2

* fixed sdl3

* Fix missing CLI11 submodule
2026-01-30 13:59:52 +02:00
CrazyBloo
4f11a8c979
pngenc hle (#3957)
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* PngEnc hle

* format

* formatting + fix scePngEncDelete

* fix cmake + misc improvements

i think the setjmp is right according to the libpng manual, works fine from my testing

* fixes

fix an issue with how alpha was handled, and PngEncode() now properly sets the processed_height in outputInfo.

* format

* Update pngenc.cpp

* set outputInfo->processed_height during png write

i assume some games will use this for error handling
2026-01-30 10:53:09 +02:00
Stephen Miller
5bc4183e36
Kernel.Vmm: Fix potential race condition involving concurrent Allocate and Free calls (#3978)
* Avoid nullptr dereference on GetSocket

Was gonna include this in my socket PR, but that got merged before I could push this.

* Lock unmap mutex in PoolExpand and Allocate

PAYDAY 2 has a rare race condition involving dmem releases.
I'm not certain this commit will fix it, but this would cause a race condition that could cause asserts like what PAYDAY 2 can hit, so I'll just pray this does the job until I can prove it doesn't.
2026-01-30 06:22:15 +02:00
Stephen Miller
4f3aabd7af
Delete unused fds in sceNetEpollDestroy and sys_socketclose (#3976)
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This issue would cause memory leaks in some EA titles, also just generally makes it harder to debug stuff when the fd table is flooded with closed sockets and epolls.
2026-01-29 23:08:21 +02:00
Marcin Mikołajczyk
39a7738d04
Include NpTus stub (#3970)
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2026-01-29 17:46:30 +02:00
Berk
25d175fd41
[clang-format] Added correct version and vscode formatter (#3971) 2026-01-29 14:43:15 +02:00
Stephen Miller
f14bad729c
Np: libSceNpPartner001 stubs (#3963)
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* Initial work

* Oops
2026-01-28 15:10:37 +02:00
kalaposfos13
cc70fa8bb5
Fix thread names not updating correctly (#3968)
Also, apply consistency to thread names
Also also, copyright 2026
2026-01-28 13:25:48 +02:00
squidbus
9314633573
externals: Update MoltenVK to fix primitive restart disable issue. (#3967)
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2026-01-28 08:54:01 +02:00
Marcin Mikołajczyk
c81ebe6418
Implement V_FFBH_I32 (#3965)
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2026-01-27 23:08:26 +02:00
Marcin Mikołajczyk
1473b2358a
Implement V_CMP_OP_F64 (#3962) 2026-01-27 20:18:05 +02:00
Berk
b17ac0fdda
Fix most of vscode problems and switch to Arch for more stability (#3964)
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2026-01-27 15:59:56 +02:00
Marcin Mikołajczyk
1e059cac04
Implement V_LSHR_B64 (#3961) 2026-01-27 12:27:56 +02:00
Stephen Miller
4ba0e62670
Kernel.Vmm: Attempt to address race conditions involving ClampRangeSize, CopySparseMemory, and TryWriteBacking (#3956)
* no

no

* Adjust locking strategy

Use a separate mutex for the initial error checks + GPU unmap instead of using the reader lock. Make sure all writers lock this separate mutex, and for those that don't perform GPU unmaps, lock the writer lock immediately too.

This gets around every race condition I've envisioned so far, and hopefully does the trick?

* Clang

* Always GPU unmap

GPU unmaps have logic built-in to only run on mapped areas.
Not sure if userfaultfd would work with this, but since that's already broken anyway, I'll let reviewers decide that.

Without doing this, I'd need to do an extra pass through VMAs to find what all needs to be GPU modified before I can unmap from GPU, then perform remaining unmap work. Especially for places like MapMemory, that's a lot of code bloat.

* Fixups

* Update memory.cpp

* Rename mutex

It's really just a mutex for the sole purpose of dealing with GPU unmaps, so unmap_mutex is a bit more fitting than transition_mutex
2026-01-27 12:25:23 +02:00
Berk
514e363472
Add Docker build support and documentation (#3960)
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* Docker builder support

* update licenses

* oops I forgot change this description
2026-01-27 10:09:32 +02:00
psucien
1e99c4b506
shader_recompiler: VS clip distance emulation for NVIDIA GPUs (#3958)
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2026-01-26 22:17:51 +02:00
georgemoralis
fa497f6bfd
added new cli parser using CLI11 (#3950)
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* added new cli parser using CLI11

* pff

* fixed repo

* fix game autodetection

* clear unessecary comments

* added a check

* fixed?

* parse extras

* one more try

* readded -g

* fixed ignore_game_patches flag

* some rewrite improvements
2026-01-24 14:57:24 +02:00
Stephen Miller
c8b45e5ebc
Core: More memory hotfixes (#3954)
* Update memory.cpp

* Fix CoalesceFreeRegions to account for address space gaps

Fixes a regression in Saint's Row games.
2026-01-24 08:05:56 +02:00
Stephen Miller
46a7c4e1f5
Core: Miscellaneous memory fixes and slight optimizations (#3946)
* Optimizations

Microsoft allows you to coalesce multiple free placeholders in one VirtualFreeEx call, so we can perform the VirtualFreeEx after coalescing with neighboring regions to eliminate a VirtualFreeEx call in some situations.

* Remove unnecessary VirtualProtect call

As far as I can tell, this call wastes a bunch of time, and is completely unnecessary.
With our current codebase, simply supplying prot to MapViewOfFile3 works properly.

* Properly handle file mmaps with offsets

Pretty easy fix to perform while I'm here, so I might as well include it.

* Oops

Leftover stuff from local things + clang

* Disable tracy memory tracking

Tracy's memory tracking is built around a typical malloc/free API, so each individual alloc must correspond to a free.
Moving these to address space would fix issues on Windows, but Linux/Mac would have the same issues with our current code.
Disabling VMA merging is technically a fix, but since that's hardware-accurate behavior, I'd rather not disable it.

I'm sure there's a simple solution I'm missing, but unless other devs have a better idea of how this should be handled, the best I can do is disable it so we can keep using Tracy to trace performance.

* Update address_space.cpp

* Debug logging

Should give a decent idea of how nasty these AddressSpace calls are in games that lost perf.

* test removing thread safety

Just for testing, will revert afterwards.

* Check name before merging

Fixes a regression in Apex Legends

* Revert "test removing thread safety"

This reverts commit ab897f4b1c.

* Move mutex locks before IsValidMapping calls

These aren't thread safe, this fixes a rare race condition that I ran into with Apex Legends.

* Revert "Debug logging"

This reverts commit eb2b12a46c.

* Proper VMA splitting in ProtectBytes, SetDirectMemoryType, and NameVirtualRange

Also slight optimization by eliminating AddressSpace protect calls when requested prot matches the previous prot.
Fixes a regression in God of War: Ragnarok

* Clang

* Fixes to SetDirectMemoryType logic

Fixes some regressions in Marvel's Spider-Man that occurred with my previous commits to this PR.

* Fix Genshin Impact again

* Assert on out-of-bounds protect calls

Our page tracking code is prone to causing this.

* test mutex again

This time, remember all mutex stuff

* Revert hack

I'll work on a better way to deal with mutexes in a bit, first I'm pushing up some extra fixes

* Proper logic for checked ReleaseDirectMemory, added bounds checks

Should help some games.

* Better logging for ReleaseDirectMemory errors.

* Only perform region coalescing after all unmap operations.

A small optimization for unmapping multiple regions. Since Microsoft lets you coalesce multiple placeholders at once, we can save doing any VirtualFreeEx calls for coalescing until after we unmap everything in the requested range.

* Separate VMA creation logic into a separate method, update MapFile to use it

MapFile is technically another "emulation" of MapMemory, both should follow similar logic.
To avoid duplicating code, move shared logic to a different function that both MapMemory and MapFile can call.

This fixes memory asserts in a couple of online-only apps I have.

* Clang

* Fix TryWriteBacking

This fixes a lot of regressions that got misattributed

Co-Authored-By: TheTurtle <47210458+raphaelthegreat@users.noreply.github.com>

* Fix again

Fixes device lost crashes with some games after my last commit.

* Oops

* Mutex cleanup

Avoided changing anything in MapMemory, UnmapMemory, PoolCommit, or PoolDecommit since those all need a little extra granularity to prevent GPU deadlocking.

Everything else now uses standard library locks to make things a little simpler.

* Swap MapMemory and PoolCommit to use scoped lock

GPU maps are safe, so this is fine. Unmaps are the primary issue.

---------

Co-authored-by: TheTurtle <47210458+raphaelthegreat@users.noreply.github.com>
2026-01-24 00:17:57 +02:00
TheTurtle
fecfbb6b4a
video_core: Small fixes regarding GDS (#3942)
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* shader_recompiler: Add missing descriptor type for GDS buffer

* liverpool: Implement gds to memory store

* macOS fix?

---------

Co-authored-by: georgemoralis <giorgosmrls@gmail.com>
2026-01-22 17:05:16 +02:00
georgemoralis
508bad87d5
WebDialogBrowser module (#3938)
* initial

* added sceWebBrowserDialogUpdateStatus

* sceWebBrowserDialogInitialize
2026-01-22 17:04:57 +02:00
georgemoralis
62813c0106
Unified UserId (#3949)
* added OrbisUserServiceUserId in generic way to all classes that uses it

* clang
2026-01-22 17:03:22 +02:00
TheTurtle
0d5c5f81a6
video_core: Small readback optimization (#3941)
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* pm4_cmds: Handle nop packet overflow

* liverpool: Detect DispatchDirect patches and promote to DispatchIndirect

* clang..

* log removed

---------

Co-authored-by: georgemoralis <giorgosmrls@gmail.com>
2026-01-21 22:49:35 +02:00
Stephen Miller
3e1f5a0bfb
Kernel.Vmm: Handle sparse physical memory usage + other fixes (#3932)
* Initial work

* Bug fixing

deadlocks and broken unmaps

* Fix more bugs

broken memory pools

* More bug fixing

Still plenty more to fix though

* Even more bug fixing

Finally got Final Fantasy XV back to running, haven't found anymore bugs yet.

* More bugfixing

* Update memory.cpp

* Rewrite start

* Fix for oversized unmaps

* Oops

* Update address_space.cpp

* Clang

* Mac fix?

* Track VMA physical areas based on start in VMA

Allows me to simplify some logic, and should (finally) allow merging VMAs in memory code.

* Merge VMAs, fix some bugs

Finally possible thanks to address space + phys tracking changes

* Clang

* Oops

* Oops2

* Oops3

* Bugfixing

* SDK check for coalescing

Just to rule out any issues from games that wouldn't see coalescing in the first place.

* More ReleaseDirectMemory fixes

I really suck at logic some days

* Merge physical areas within VMAs

In games that perform a lot of similar mappings, you can wind up with 1000+ phys areas in one vma.
This should reduce some of the overhead that might cause.

* Hopefully fix Mac compile

Why must their uint64_t be different?

* Mac pt.2

Oops
2026-01-21 17:36:09 +02:00
georgemoralis
c898071b72
Introducing key_manager for storing encryption keys . (#3935)
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* Introducing key_manager for storing encryption keys . Currently only trophy key is neccesary

* keep gcc happy?

* addded logging to keymanager

* revert file

* added npbind file format and rewrote part of trp file format
2026-01-19 18:49:57 +02:00
georgemoralis
950d390daf
implemented sceImeDialogGetPanelSizeExtended (#3934)
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2026-01-17 23:54:17 +02:00
georgemoralis
220e5f67e7
NetFixes : workaround for Epolls on P2P sockets (#3933)
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* return error on P2P sockets

* error message improved
2026-01-17 21:33:14 +02:00
georgemoralis
dce9c04383
AvPlayer fix (#3929)
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* improved path detection

* clang is pretty

* improved

* improved?

* finished?
2026-01-16 18:33:27 +02:00
baggins183
11ee79a333
shader_recompiler: some fixes for tess shaders (#3926)
When walking the users of special constants which form LDS
addresses:
-ignore when a user contributes to the wrong operand of an LDS inst, for
example the data operand of WriteShared* instead of the address operand.
This can mistakenly happen due to phi nodes.
-don't use flags to stash temp info about phis, since flags may already
be in use. Use a separate map.
2026-01-15 09:25:09 +02:00
georgemoralis
cdf3c468b6
Added libSceAudiodec to lle modules list (#3916)
* added libSceAudiodec to lle modules list

* crappy float resample , use it at your own risk

* clang

* adjustments to aac

---------

Co-authored-by: Vladislav Mikhalin <mikhalinvlad@gmail.com>
2026-01-14 18:07:44 +02:00
Vladislav Mikhalin
1a99ab7b09
ajm: fix init params initialization (#3924) 2026-01-13 11:08:46 +02:00
Stephen Miller
acb8d06636
Lib.Audio3d: sceAudio3dGetDefaultOpenParameters fix (#3923)
* OrbisAudio3dOpenParameters struct fix

Not sure why we have the extra filler, but decomp suggests it shouldn't exist.
This fixes stack_chk_fail issues in audio3d using titles.

* Bring back filler, only copy 0x20 bytes.

The library accepts variations on struct size, with the maximum size being the 0x28 size our current struct has.
This fixes the issue without potentially breaking the struct.

* Fix memcpy

Prevent OOB read
2026-01-13 08:32:17 +02:00
Stephen Miller
108cefaf53
Better message for missing game trophies directory (#3922)
Also decreased the log level from critical to warning, as all this affects is the ability to earn trophies.
2026-01-13 08:30:56 +02:00
b7k
540fdcc812
changing the mouse speed does not affect the mouse speed offset (#3917) 2026-01-12 11:21:52 +02:00
Stephen Miller
910f737079
Core: Add libSceRtc, libSceJpegDec, libSceJpegEnc, and libScePngEnc LLEs (#3918)
* Run libSceRtc LLE

The more we've used our HLE, the more issues we've had with it.
While we debug these bugs, re-enabling LLE will address any regressions the swap caused.

* libSceJpegDec LLE

Needed for Trackmania until we implement HLE for this library

* libScePngEnc LLE

Needed for Minecraft until we implement HLE for this library

* Update documentation appropriately

* libSceJpegEnc LLE

By @georgemoralis's request
2026-01-11 20:48:41 +02:00
Stephen Miller
3844a2fb54
Lib.Videodec2: Stub sceVideodec2AllocateComputeQueue to return a valid computeQueue pointer. (#3915)
* Stub compute queue output to cpuGpuMemory

* Rename namespace

This has bugged me for far too long

* Oops
2026-01-11 10:47:34 +02:00
Stephen Miller
ae47dd5d54
Handle exceptions from OutputDebugString API. (#3914)
Needed after #3900
2026-01-11 03:36:36 +02:00
Stephen Miller
12cd27d0b7
Fix socket_is_ready (#3912) 2026-01-10 21:15:06 +02:00
Stephen Miller
ed73d2b02c
Libraries: libSceNpWebApi2 stubs (#3908)
* libSceNpWebApi2 stubs

Based on some brief decompilation, brings some extra Unreal Engine titles futher.

* Clang

* Suggestions and fixes
2026-01-10 17:33:28 +02:00
Stephen Miller
b84c5ed110
Corrected physical base handling for memory pools (#3909)
On real hardware, each pool commit can have multiple physical memory allocations, always allocating the lowest free physical addresses first.

Currently, since we currently only support one physical mapping per VMA, I create a separate VMA representing each physical allocation we perform.
2026-01-10 17:23:42 +02:00
marecl
f42a566cef
Dirents backport (#3876)
* lseek for directories behaves correctly when final index is smaller than 0 (EINVAL)
Backported and improved dirents from QFS
Normal directory dirents update on change

* PFS moves pointer to end when last dirent is returned

* Correct entry type in PFS directory
2026-01-10 00:35:43 +02:00
georgemoralis
be99cb4d5b
Emulator state (#3906)
* moved getShowFpsCounter to emu state

* more state variables

* fps counter is back

* removed fpscolor
2026-01-09 19:42:05 +02:00
Vladislav Mikhalin
f7a473b391
read compiled SDK version from eboot (#3905) 2026-01-09 18:29:09 +03:00
TheThunderTurner
233192fa95
LIbrary: libSceRudp (#3903)
* libSceRudp

* use newer glslang

* remove module start/stop

* register lib, revert glslang upgrade

* 2026

* remove default funcions
2026-01-08 21:22:21 +02:00
Ploo
240c1d6441
Update backend.cpp (#3900) 2026-01-07 18:36:07 +02:00
kalaposfos13
299159b1e0
logging: fix thread name logging for async logs (#3898)
* logging: fix thread name logging for async logs

* copyright 2026
2026-01-06 20:49:52 +02:00
Quang Ngô
42220dfbba
Add vcs-browser to net.shadps4.shadPS4.metainfo.xml (#3897) 2026-01-06 11:48:56 +02:00
kalaposfos13
55e2b0f520
fix float parsing (#3896) 2026-01-05 19:56:43 +01:00
georgemoralis
256397aa3b
Net fixes (#3895)
* support for flag in recv/send

* make kalapsofos happy

* on more SendMessage try

* ReceiveMessage too
2026-01-05 01:57:31 +02:00