C++ homebrew has an unreadable symbol table -
everything is _ZN10PxRenderer7DrawImmE... - which makes the disassembly and
symbol list nearly useless. Add an Itanium C++ ABI demangler and run ELF
symbols through it on load, in both ElfReader::LoadSymbols (unstripped EXECs,
which is what a CMake pspdev EBOOT actually contains) and the companion-ELF
path.
The demangling standard is called Itanium for historical reasons - it
was defined for Itanium but ended up being almost universally
applicable.
Written from scratch rather than using __cxa_demangle, which doesn't exist on
MSVC/UWP, or vendoring LLVM's demangler, whose license doesn't fit. Anything
unrecognized (arbitrary constant expressions, decltype) aborts the parse and
the caller gets the original mangled name back, so a caller never sees a
half-parsed result. Recursion is depth-capped since the input comes from a
file we didn't write.
Checked against c++filt as an oracle: of 1089 mangled symbols in a real C++
homebrew EBOOT, one differs; of 55189 from libstdc++/libLLVM/cc1plus, 22
differ and 413 are declined. Fuzzed with 220k mutated and random inputs under
ASan/UBSan.
Also adds a right-click menu to the ImDebugger symbol list.
Note that SymbolMap stores names in char[128], so the longest STL names get
truncated in the UI. Still far more readable than the mangled form.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01X3DbkJ8ShYiXU7q5Tv1LZu
c42a3f070a removed PAUSE_REQUESTED, which turned the acknowledge-wait in
EmuThreadPause() into dead code: emuThreadState is set to PAUSED on the line
above the `while (emuThreadState != PAUSED)` poll, so pause returns without the
emu thread parked at a frame boundary. retro_serialize / retro_unserialize then
race the GL ThreadFrame handshake and can deadlock the emu thread under periodic
save-states.
Restore the minimal handshake: EmuThreadPause() requests the pause, the emu
thread transitions PAUSE_REQUESTED -> PAUSED at its own frame boundary, and
retro_run treats the request window as paused. START_REQUESTED stays removed and
the new shutdown path is untouched.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Found the cause of the red error screen the VSH ends on. Every resource load in
the boot succeeds - fonts, all the plugin RCOs, topmenu_icon.rco - and then:
sceIoOpen(flash0:/vsh/etc/index_02g.dat) -> fd 8
sceIoRead(8, 092a2d40, 496)
sceIoClose(8)
unresolved import sceResmgr/9dc14891, called from 'vsh_module'
sceKernelExitDeleteThread(1)
index_02g.dat is the index of what the XMB displays, and it is encrypted (it
starts "PSPsysGP"). sceResmgr_9DC14891 decrypts it. There was no sceResmgr module
at all, so the call trapped, the index stayed encrypted, and the ScePafJob thread
building the top menu exited - a shell with everything loaded and nothing to show.
This adds the module and the three tags it needs (0x0B2B90F0/91F0/92F0, keys and
code 0x5C) to PrxDecrypter.
It is not the whole fix yet: pspDecryptPRX() tries decryption types 0, 1, 2, 5
and 6, and this needs type 9, which JPCSP passes explicitly. So the call is now
reached and fails cleanly with a logged error instead of trapping, but does not
yet decrypt. Type 9 is a variant of type 2 and is the next job; the notes in
docs/VSHBootInvestigation.md say where it is in JPCSP and how to check a port
(159 bytes out, starting "release:").
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01GZq8ZtJmFY7bkX5FVkr3P9
Extends LoadAndStartVshKernelModules() to load the 11 real kd/*.prx
kernel drivers for --vsh (dmacman, systimer, memlmd_01g,
loadexec_01g, lowio, idstorage, syscon, rtc, wlan, wlanfirm_01g, utility),
ahead of the existing 4 VSH-specific modules.
Only active when g_runningVSH, no effect on normal game boot.
Improve implementations of sceKernelSm1ReferOperations and sceKernelIsIntrContext.
Add some more MMIO stubs (GPIO, SYSCON).
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01GZq8ZtJmFY7bkX5FVkr3P9
(cherry picked from commit 7f3168b7df85e47438900016c9ee7d7ef01a0a28)
Load and start VSH's kernel modules before booting vshmain.prx
A few flash0 modules (vshbridge.prx, paf.prx, common_gui.prx,
common_util.prx) should run for real once we know we're
actually booting the VSH rather than a game, since our fakes are unlikely
to be good substitutes for the genuine thing.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01PSNaZnHCjmryS3ziVN9gZU
0ed6b97921 added inline no-op stubs to WebSocket.h under __LIBRETRO__, but the
older non-inline ones in libretro.cpp stayed, so every libretro build has had two
definitions of each. gcc/clang inline the trivial bodies away and emit no symbol,
so it only shows up with MSVC, as LNK2005 against Core.o/Breakpoints.o.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01FzzCUp8y1ahgVueb1Cq92Y
An updater's DATA.PSAR is a flat sequence of records - each is 0x150 bytes of
PRX-style encryption header, a 0x110 byte entry describing one file, and then
its compressed contents. So to get the files, you don't actually have to run it
and let it self-unpack - we can just do it.
Two steps per record. First "demangle": the 0x130 bytes at +0x20 are AES-CBC
encrypted on top of everything else and hide the PRX tag at +0xD0, so a KIRK
CMD7 pass with keyseed 0x55 comes first. Then the record is an ordinary PRX blob
for the decrypter we already have, once it knows the tag - 0x0E000000, which is
new here. Its key needs the kirk7 scramble applied, unlike every other key in
that table, which are stored already scrambled; hence the flag on TAG_INFO.
UnpackPSAR() takes a prefix filter, since the planned main use for this is pulling
flash0:/font out of an updater the user supplies (or from an ISO) rather than
extracting whole firmwares, although that can also be interesting for running
the VSH.
Tested on a 6.61 updater: 436 entries, all 418 files decrypt and decompress,
nothing fails. The contents are what they should be - 295 ~PSP modules, 61 PRF
files, 18 PGF fonts, and the encrypted XMB indices.
Two things it doesn't do yet. Every entry in that archive is named with a
five-digit token rather than a path; the real names live in tables 00001-00012
inside the archive itself, under their own separate encryption, so files come
out under the short name for now and the prefix filter can't match them.
And only the zlib compression format is currently supported.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01GZq8ZtJmFY7bkX5FVkr3P9
Homebrew commonly ships its unstripped ELF next to the EBOOT, which is already
how the symbol loader turns z_un_08841f98 into a function name. That same ELF
carries a DWARF .debug_line section, so the addresses can be mapped to source
files and lines too - and a backtrace stops being four hex numbers:
08841f98 move sp,fp mesh.zig:163
0883afa4 li v0,0x0 MenuState.zig:821
088260d8 andi at,v0,0xFFFF State.zig:40
0882a27c andi at,v0,0xFFFF engine.zig:468
Surfaced in three places: per frame in hle.backtrace, in the "hit" object that
cpu.breakpoint.hit and cpu.stepping share, and appended to the disassembly
window's status bar. The breakpoint case keys on the pc rather than the address,
since for a memory breakpoint the useful source location is the instruction that
did the access, not the data it touched.
Storage is a plain sorted table of absolute addresses per module. SymbolMap
keeps module-relative addresses because its .ppsym files are meant to be
reloaded by a different game that pulls in the same module; none of this is ever
written anywhere - it's regenerated from the ELF each boot - so there'd be
nothing for relative addresses to buy. Each module owns its own rows and file
names outright and is keyed the way SymbolMap::UnloadModule is, so unloading one
module drops its lines and nobody else's.
The subtle part is end-of-sequence markers. Without them a lookup for an address
in a gap - a compilation unit built without debug info - confidently reports the
last line of an unrelated file. A prototype run over one test binary
mis-attributed 70 of its 349 functions that way, so sequence ends are recorded
as rows with line 0 and a lookup landing on one reports nothing instead.
DWARF 2 through 4 are decoded (psp-gcc emits 2, Zig 4). Version 5 re-encoded the
file table, so those units are skipped with a warning rather than mis-parsed -
nothing targeting the PSP produces it today.
Scope, since it's narrower than it sounds: PRX conversion strips every .debug
section. I checked all 437 pspautotests .prx and CrossCraft's own app.prx -
none have any. Of 24 installed homebrew EBOOTs, zero carry debug info; CrossCraft
only does because it ships app.elf separately. So this helps someone developing
homebrew, and does nothing at all for a commercial game.
Costs about 1.2 MB for a large Zig binary (98383 rows, 438 files) and nothing
for anything without debug info. Follows bAutoSaveLoadSymbols like the symbols
do.
pspautotests 314/314, UnitTest 55/55, CoreUWP builds.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01GZq8ZtJmFY7bkX5FVkr3P9
A breakpoint hit reached a WebSocket client as two fields on cpu.stepping: a
reason string and one address. Everything else the hit site knew was formatted
into a log line and dropped.
What was missing per kind:
- exec: hit count, condition, symbol.
- memory: the address actually accessed, read vs write, size, and who did it.
The address that reached the client was the *start of the watched range*, so a
client watching 4KB learned only that something in it was touched.
- register: which register. Entirely - the event carried pc and nothing else.
There's now a BreakpointHit captured where the hit happens and carried through
Core_Break() on the stepping reason, rendered as a "hit" object on cpu.stepping.
It's absent rather than empty when the break wasn't a breakpoint (a pause, a
savestate load, an exception), so presence is the test. relatedAddress keeps
reporting the range start for compatibility; hit.address is the accurate one.
The formatter is shared with the new event below, so the two can't drift.
And a new cpu.breakpoint.hit broadcast fires on *every* hit whose condition
passes, whether or not it stops the CPU. That's the part that makes log-only
breakpoints usable for automation: until now their only trace was a line in the
log stream, so a client couldn't count hits, or react to one, without scraping
text. Same "hit" object, plus a sequence number.
Volume needed handling, since a log-only breakpoint in a hot loop produces
events far faster than a connection drains them - measured 13719 hits in three
seconds of one homebrew's draw function. The per-connection queue is capped and
drops rather than growing without bound, and the sequence number is what makes
that honest: a gap tells a client exactly how many it missed. Clients that don't
want the traffic at all can disallow the new "breakpoint" broadcast category.
Building the hit record is skipped entirely when no debugger is connected, which
is one relaxed atomic load on that path.
Verified against a running game, all three kinds. The memory case shows why the
address/range split matters - accessed address 200540160 against a watched range
starting at 200941120, with source "ThreadFillStack" identifying the HLE call
responsible.
libretro gets stubs: it builds Core.cpp and Breakpoints.cpp but not
Core/Debugger/WebSocket.cpp.
pspautotests 314/314, UnitTest 55/55.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01GZq8ZtJmFY7bkX5FVkr3P9
Adds Core/MIPS/InterpreterDispatch.cpp, the checked-in output of
GenerateInterpreterDispatch() (see the previous commit), and hooks it
into RunUntilFast() in MIPSTables.cpp in place of the old
MIPSGetInstruction()-based table walk + indirect call through
instr->interpret. The checked-with-breakpoints/memchecks path
(RunUntilWithChecks) is untouched for now, since it inspects
MIPSInstruction flags directly and correctness there matters most.
Also fixes a real crash in headless.cpp found while testing this:
cmdLineOptions.gpuBackend.value() would throw when unset (e.g. with
--graphics=software), now uses value_or().
Verified with `test.py -g --cpu=interpreter --graphics=software`:
313/314 pass; the one failure (cpu/fpu/fpu) is a pre-existing
interpreter-vs-JIT denormal (flush-to-zero) difference, confirmed to
fail identically with the old table-walking dispatch, so unrelated to
this change.
Adds Tools/update-dispatcher.py to regenerate InterpreterDispatch.cpp
from a built PPSSPPHeadless binary whenever the MIPSTables.cpp tables
change.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_019SKhm9wKEQzRUsx9mTrrtQ
- Add frametests.py: walks a dump tree, renders each dump per config variant
through PPSSPPHeadless, generates reference images when missing and compares
MSE when present, and writes a self-contained HTML report. The JSON config
(which lives with the test set, not in the repo) points at the data tree
and defines variants as suffix -> CLI args, e.g. 'soft': '--graphics=software'.
- Headless: --screenshot-save saves PNG when the path ends in .png; new
--screenshot-diff always writes a visual comparison when comparing;
screenshot comparison failures (mismatch or unloadable reference) now fail
the test instead of passing silently.
- Read back framebuffers top-down, flipping only for BMP output/input
(fixes upside-down PNG references). Sync libretro copy accordingly.
- Document the system in docs/frametest.md; add AGENTS.md reference.
GLEW resolves its entry points through GLX unless built with GLEW_EGL. On a
display stack that provides no GLX -- Wayland, or GBM -- glxewInit() returns
GLEW_ERROR_NO_GLX_DISPLAY, glewInit() fails, and the GL backend never starts.
Building the EGL backend resolves them through eglGetProcAddress instead, which
works on both. It is opt-in rather than the default so existing GLX builds are
untouched.
Note that changing this needs ext/glew/glew.o deleted to take effect, since the
Makefile is not a prerequisite of the object.
libretro/libretro_vulkan.cpp got PPSSPP's libretro core working with
RetroArch's Vulkan integration by globally monkey-patching PPSSPP's Vulkan
loader function pointers (vkCreateInstance, vkCreateDevice,
vkCreateSwapchainKHR, vkAcquireNextImageKHR, vkQueuePresentKHR,
vkQueueSubmit, etc.) so the unmodified VulkanContext class would end up
wrapping RetroArch's already-existing VkInstance/VkDevice instead of
creating its own, and so a fake VkSwapchainKHR (a self-managed array of
images synced against RetroArch's retro_hw_render_interface_vulkan
callbacks) could stand in for the real swapchain that libretro's Vulkan
model doesn't have. Flagged in-code as "a wacky wrapper".
Replaces that with first-class support in VulkanContext for the two things
libretro actually needs:
- Adopting an externally-created instance/device instead of faking
vkCreateInstance/vkCreateDevice: VulkanContext::CreateInstanceExternal()
adopts RetroArch's VkInstance; CreateDevice() gained optional
extraDeviceExtensions/extraRequiredFeatures params so RetroArch's
requirements get merged into a real vkCreateDevice() call;
ownsInstance_/ownsDevice_ flags (the latter set via
SetDeviceExternallyOwned()) mean DestroyInstance()/DestroyDevice() skip
the real vkDestroy* calls when something else owns the object, without
needing to intercept anything. VulkanLoader gained
VulkanLoadFromGetInstanceProcAddr() for bootstrapping from a
host-supplied proc-addr getter instead of dlopen/dlsym-ing the loader
ourselves - vkGetDeviceProcAddr is resolved via the real instance handle
(not NULL), since per the Vulkan spec it's not one of the handful of
commands queryable with a NULL instance.
- A pluggable presentation backend (Common/GPU/Vulkan/VulkanPresentation.h)
for hosts with no real VK_KHR_swapchain, replacing the fake-swapchain-
handle trick. VulkanContext::GetPresentation() is null by default, so
every existing platform's real-swapchain code path is untouched;
libretro/LibretroVulkanPresentation implements this interface directly
against retro_hw_render_interface_vulkan, as real class state instead of
file-scope globals. Several pieces of state that are normally only
populated as a side effect of ReinitSurface()/InitSwapchain() - the
graphics queue/queue family index (ChooseQueue() is entangled with
real-surface presentation-support checks), the swapchain format, and
the available present modes - needed presentation-aware fallbacks since
libretro never calls that real-surface path at all.
libretro/LibretroVulkanContext.cpp now drives VulkanContext's real, public
API directly - no more hijacked function pointers, no more fake surface or
swapchain. libretro/libretro_vulkan.cpp is deleted.
Verified with a full build+run in RetroArch (not just compile-time
checks): the libretro Makefile doesn't track header dependencies
(cl.exe doesn't support -MMD/-MP, and Makefile.common never sets up an
equivalent), so a `make clean` full rebuild is required after any header
change to avoid linking stale object code from before the change - several
of the fixes above were initially masked by exactly that.
PointerWrap tracked no end-of-buffer, so DoState() implementations could
read past the end of a crafted or truncated savestate via DoVoid's
unchecked memcpy, and DoVector could resize to an attacker-controlled
size before reading.
- PointerWrap now tracks a read end; DoVoid/ExpectVoid fail (MODE_NOOP)
before reading out of bounds.
- String reads are bounds-checked for the whole string including NUL.
- DoVector rejects sizes that can't fit in the remaining buffer.
- LoadPtr takes the buffer size and sets the read end.
- Capping the decompression buffer allocation in LoadFile.
Mirrors the earlier Common extraction. The old "core" target folded in
all of GPU/ (~200 files) plus a few ext/ files wholesale; Windows
already treats GPU as its own project (GPU.vcxproj), so GPU/CMakeLists.txt
splits that out too. GPU has a genuine two-way dependency with Core
(Core/System.cpp calls GPU_Init(), GPU/* calls back into Core for
Memory/Config/CoreTiming/etc), so GPU is a CMake OBJECT library: its
object files are always included wherever consumed instead of being
lazily pulled from an archive, avoiding the GNU ld single-pass
archive-ordering problem a two-way STATIC dependency would hit.
Also fixed a few library misattributions discovered while tracing what
each file actually uses:
- GlslangLibs (glslang/spirv-cross) moved from Core to Common, since
it's Common/GPU/ShaderTranslation.cpp and VulkanContext.cpp that
call into it directly. It only worked before because Core happened
to always be linked after Common.
- ZSTD and OPENGL_LIBRARIES/X11_LIBRARIES moved from Core to GPU,
matching where they're actually called (GPU/Debugger/Record.cpp and
Playback.cpp for ZSTD, GPU/GLES for raw gl*() calls).
- GPU also needs Ext::Snappy directly (Playback.cpp calls
snappy_uncompress) and the libretro-common include dir under
LIBRETRO, both previously inherited for free by accident.
Also fixed USE_DISCORD's add_compile_definitions ordering: it was
being defined after ppsspp_ui's add_library call, so the UI target
never actually saw it on non-MSVC platforms.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01PSNaZnHCjmryS3ziVN9gZU
System_AudioPushSamples() runs on the emu thread when one is active
(GL/GLCore backends) and appends to / reallocs output_audio_buffer,
while retro_run() on the libretro thread reads .data/.size and resets
.size in upload_output_audio_buffer(), unsynchronized. A realloc on
the emu thread can free the pointer while audio_batch_cb() reads it.
Guard the four access sites with a mutex (<mutex> was already included
in this file, unused). The lock is held across audio_batch_cb() — no
second buffer; worst case the emu thread briefly backpressures while
the frontend syncs audio. Behavior is otherwise unchanged.
LibretroGLCoreContext is the backend for RETRO_HW_CONTEXT_OPENGL_CORE,
so the frontend hands us a desktop GL Core profile context. But
CreateDrawContext() never told GLFeatures about it — useCoreContext
stayed at its default false and gl_extensions.IsCoreContext stayed
false, so the macOS Core-profile workaround at GLFeatures.cpp:532
(which force-enables ARB_framebuffer_object because Apple's Core
driver doesn't list it as an extension) never fired.
Every glBindFramebuffer(GL_FRAMEBUFFER, g_defaultFBO) in
GLQueueRunner::fbo_unbind then fell through both branches and silently
no-op'd, so the BackBuffer present pass rendered into nothing and
GL_INVALID_OPERATION accumulated. End result: black screen on macOS,
audio and game logic still working.
One-line fix: call SetGLCoreContext(true) before CheckGLExtensions().