Commit Graph
5831 Commits
Author SHA1 Message Date
Henrik RydgårdandClaude Opus 5.5 d24d420057 SoftGPU: Sample a span's four pixels in vector lanes
When the four pixels share their mip level (always, for a triangle's
span), their texel coordinates, clamping or wrapping and texel offsets
are computed in vector lanes, and only the texel and palette reads go
one by one. Adds Vec4S32::Min.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-09 10:34:39 +02:00
Henrik RydgårdandClaude Opus 5.5 49674c3f25 GEMath: Add GEDot3 and GENormalize4 on Vec4F32
GEDot3 forms one term per lane and sums across the lanes, about 1.5-2x
as fast as the scalar GEDot. Adds Vec4S32::GetLane.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-09 09:07:12 +02:00
Henrik RydgårdandClaude Opus 5.5 a9d8b6d3c5 GEMath: GERowSum4 takes its left operands as one vector
They're truncated to float24 with one AND, and their exponents, fractions
and signs worked out for all terms at once, each term then broadcasting its
lane (new CrossSIMD Vec4S32::SplatLane). The term count becomes a template
parameter so the lanes are constants. About 75-83 M transforms/s on an M1,
from 68; results unchanged.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-09 09:07:12 +02:00
Henrik RydgårdandClaude Opus 5.5 c4ce2e3635 SoftGPU: Use GERowSum4 for the transform's row sums
The four clip space rows of a vertex, the texture matrix's three, the world
normal's three, the vector to a light, and each row of the combined matrix
now take one GERowSum4 call. Same results (pspautotests, frametests and
the probe regression set unchanged).

GERowSum4 scales its result by adding to the exponent instead of
multiplying, and CrossSIMD gets a Vec4S32::Max for the largest lsb. About
68 M transforms/s against 26 for four scalar GERowSums on an M1 (a pure
NEON version with per-lane shifts did about 79); replaying the frametest
dumps gets only about 1% faster, up to 11% on Taiko no Tatsujin.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-09 02:57:09 +02:00
Henrik Rydgård c7a2cb6f63 Merge pull request #22458 from hrydgard/android-small-fixes
Android: Small fixes from a Claude code review
2026-10-08 21:17:00 +02:00
Henrik Rydgård f0e0368a77 Merge pull request #22456 from hrydgard/spline-simd
SIMD-optimize splines and beziers
2026-10-08 20:27:34 +02:00
Henrik RydgårdandClaude Fable 5.1 ce19265949 Don't save log levels set from the command line
--loglevel, -d and -v are applied to the channels directly, and the next
config save wrote them to [Log], permanently replacing the user's levels.
The other command line options avoid this with DoNotSaveSetting.

The debugger had the same problem and a flag for it. Generalize that one
(NotifyChannelsChangedByDebugger -> DoNotSaveChannels) and set it here too.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-10-08 20:11:23 +02:00
Henrik Rydgård 0e3dfcef9d Merge pull request #22454 from hrydgard/android-activity-lifecycle
More Android activity lifecycle fixes
2026-10-08 20:10:14 +02:00
Henrik RydgårdandClaude Opus 5.5 08c1a6907a Don't chmod existing parent directories in CreateFullPath
CreateDir's "repair" of existing directories ran for every component
CreateFullPath walked through, so creating any directory under the
user's home made the home directory itself group-writable (775). That
breaks zsh's compinit ("insecure directories") among other things.

Only repair the permissions of the target directory itself, when it
already exists.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-08 19:13:18 +02:00
Henrik RydgårdandClaude Opus 5.5 802b52d875 CrossSIMD: Add an arithmetic Vec4S32::Shr and Vec4S32FromBits
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-08 19:00:19 +02:00
Henrik RydgårdandClaude Fable 5.1 8b829b3097 Android: Share one TextRenderer class ref between TextDrawers
Each TextDrawerAndroid took a global ref to the TextRenderer class and
never released it (the release had been commented out as crashing), plus
leaked the local ref it was made from. A TextDrawer is created every time
graphics come up, so that was one of each per resume.

Look the class up once and keep it. Also initialize the method IDs, which
IsReady() read uninitialized if the class was missing, and don't walk into
a null array if renderText throws.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-10-08 18:54:46 +02:00
Henrik RydgårdandClaude Fable 5.1 2f6bb8d55e Android: Don't leak the activity on recreate, and hand it over safely
registerCallbacks took a new global ref to the activity on every onCreate
without releasing the previous one, and unregisterCallbacks only runs on a
real shutdown. Since rotation and resizing recreate the activity, each of
those leaked the old one, view hierarchy and all.

Releasing it means other threads can no longer use the raw global ref,
which had been copied into AndroidStorage and TextDrawerAndroid and was
read from the emu thread and IO threads. They now take a local ref under a
mutex (Android_GetActivity, and the equivalent inside AndroidStorage for
the shortcut activity's sake), so a call in flight keeps its activity
alive while the UI thread swaps in the new one.

The "no activity" bail is a null check on that local ref rather than a
separate HasActivity() test beforehand. Between such a test and the call
the UI thread can swap the activity out, and we'd hand null to a Java
method that wants a Context. The one remaining HasActivity() caller never
passes the activity on, so it has nothing to race with.

The ContentUri class ref and method IDs are now only looked up once,
instead of leaking a class ref per activity.

Headless and the unit test executable link Common but not app-android.cpp, so
they get a stub for this the same way they already do for getEnv and findClass.
Without it the Android CI build fails at link time, where a normal gradle build
is perfectly happy.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01152igCdjTNhT29qvphPyPC
2026-10-08 18:54:46 +02:00
Henrik RydgårdandClaude Fable 5.1 35c586b27b Android: Stop leaking JNI local references on native threads
Local refs are only freed automatically when a native method returns to
Java. The content URI functions mostly run on threads we attached
ourselves, where nothing ever freed the strings they created - two per
file open, one per exists check and so on. From Android 8 that's a slow
leak; before it the table has 512 slots and overflowing it aborts.

Add JNILocalFrame (PushLocalFrame/PopLocalFrame) and use it in all of
AndroidStorage.cpp, in the camera device list, and free the name string
in findClass.

Also: Android_GetFileInfo never released its GetStringUTFChars buffer, a
native leak on every call, and Android_ListContentUri called
GetArrayLength on a null array if the Java side returned none.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-10-08 18:54:46 +02:00
Henrik RydgårdandClaude Opus 5.5 84b674f4d8 CrossSIMD: Add MulAdd and Vec4S32FromF32Round
MulAdd is fused on ARM64 and LoongArch, which always have it. Rounding to
nearest is a single instruction on every ISA except ARM32.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-08 18:12:10 +02:00
Henrik RydgårdandClaude Opus 5.5 c23cd3c64f CrossSIMD: Add RecipSqrt, Select and Vec4F32FromBits
RecipSqrt is exact (sqrt and divide) except on ARM32, which has no vector
divide and refines vrsqrte with two Newton steps.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-08 18:11:07 +02:00
Henrik RydgårdandClaude Fable 5.1 7f751c7ba1 Vulkan: Don't recreate the swapchain over a pre-transform we chose ourselves
InitSwapchain deliberately refuses the 270 degree pre-transform. The driver
then reports VK_SUBOPTIMAL_KHR on every present, which we counted towards
recreating the swapchain - and the new one got the same treatment, so in
reverse landscape we rebuilt it every single frame.

Remember that the mismatch is ours and stop treating SUBOPTIMAL as a reason
to recreate when it is. Any other cause still counts.

Split out of the Android rotation work, where it was found: it's a
platform-independent Vulkan fix and stands on its own.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01152igCdjTNhT29qvphPyPC
2026-10-08 17:15:09 +02:00
Henrik RydgårdandClaude Opus 5 812d8f4c09 Android GL: Delete the JavaGL path, leaving only native EGL
The EGL path from the previous commit is now the only one, so GLSurfaceView
and everything that existed to serve it are gone:

- NativeRenderer.java and NativeGLSurfaceView.java, deleted.
- The javaGL branches in PpssppActivity. GL and Vulkan now share one
  lifecycle: a plain SurfaceView, startRenderLoopThread() when the surface
  arrives, joinRenderLoopThread() when it goes away.
- The "androidJavaGL" queryConfig, and the AndroidNativeEGL setting and its
  developer-tools checkbox.
- displayInit/displayRender, and with them the "Second time, joining the
  emuthread and starting it up again" dance - restarting the emu thread from
  inside a JNI callback because a lost context was only observable as a
  second onSurfaceCreated.
- GraphicsContext::NotifyContextLost, which existed solely because that join
  drained the render queue on a thread with no current context. The render
  thread now joins the emu thread with the context still current, so the
  drain is real work and nothing has to be skipped.
- g_emuThread, now that nothing starts an emu thread outside the render loop.

Three things displayInit/displayRender did that nothing else did, moved
rather than dropped:

- EnterVR and the per-frame StartVRRender/UpdateVRInput/FinishVRRender hooks
  now live in RenderLoopThread's GL branch. Java's GL thread could simply
  return early and wait for the next vsync when the VR session was inactive;
  this loop drives itself, so that case sleeps 16ms instead of spinning.
  Not tested - no headset here.
- RECREATE_VIEWS after the emu thread starts, as before. Vulkan never did
  this, so it's a candidate for removal when the two paths converge.
- The thin3d error callback, which surfaces GL errors as OSD messages. That
  one moved into AndroidEGLGraphicsContext::InitSurface, next to the rest of
  the context's own setup, matching WindowsGLContext.

Tested on a nubia Z2464N (Unisoc UMS9632, Mali-G57, Android 15): cold start,
UI, booting a homebrew, backgrounding and resuming both in the menu and
in-game, and a density change, which destroys and recreates the activity the
way a rotation does. Every cycle tears the EGL context down and builds a new
one, and the renderer comes back with FBOs and textures intact. The config
ladder's first choice, RGBA8888 D24S8, is what the Java chooser landed on
here too.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01152igCdjTNhT29qvphPyPC
2026-10-08 15:22:25 +02:00
Henrik RydgårdandClaude Opus 5 f868976af2 Android GL: Add a native EGL path, behind a dev toggle
First step towards removing JavaGL. The point isn't EGL itself - it's who
owns the render thread. With GLSurfaceView, Java creates the thread and the
context and calls us back, so a lost context is only observable after the
fact as a second onSurfaceCreated. That's what forces displayInit to tear
down and restart the emu thread from inside a JNI callback, and to call
NotifyContextLost first because the queue is about to be drained on a thread
with no context. None of that is needed when we own EGL: the render thread
joins the emu thread itself, with the context still current, so the drain is
real work rather than something to skip.

AndroidEGLGraphicsContext subclasses OpenGLGraphicsContext (whose own
InitSurface assumes someone else already made a context current) and adds
display/config/surface/context plus a swap function. With it, GL reuses the
Vulkan lifecycle wholesale: queryConfig("androidJavaGL") returns false, so
Java builds a plain SurfaceView and starts the native render loop when a
surface arrives - including all of the surface/pause ordering fixes from the
previous branch. runVulkanRenderLoop/requestExitVulkanRenderLoop are now
runRenderLoop/requestExitRenderLoop and serve both backends; the thread they
spawn branches on NeedsSeparateEmuThread, because the two backends split the
work in opposite directions (Vulkan: this thread is the main loop and the
render manager spawns the render thread; GL: this thread *is* the render
thread and spawns the emu thread).

Deliberately a port, not an improvement:

- GLES client version still follows NativeRenderer - 3 for VR, 2 otherwise.
  Not a cap; GLES3 is detected from GL_VERSION at runtime.
- No swap-interval function. GLSurfaceView gave us no way to set one, so
  PresentMode::IMMEDIATE has always been ignored here, and honoring it now
  would be a behavior change. Worth revisiting once this path is the only one.

The config ladder does take the user's word that Mali 400 and the Xperia Play
are no longer a factor: it asks for RGBA8888/D24S8 and falls back twice,
rather than reproducing GLSurfaceView's ask-for-nothing default that the
comments in PpssppActivity.onCreate exist to explain. ANativeWindow's format
is set from EGL_NATIVE_VISUAL_ID, which is the proper fix for the EGL_BAD_MATCH
those comments describe.

Off by default, behind Developer tools / Graphics / "Use native EGL instead
of GLSurfaceView" (OpenGL backend, Android only). Needs an app restart, since
the context is chosen in NativeApp.init.

Builds for arm64-v8a and on Windows; NOT yet run on a device.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01152igCdjTNhT29qvphPyPC
2026-10-08 15:22:25 +02:00
Henrik Rydgård d74f16ef51 Merge pull request #22330 from hrydgard/android-render-thread-lifecycle
Claude code review: Android render thread lifecycle fixes
2026-10-08 15:17:30 +02:00
Henrik RydgårdandClaude Opus 5.5 c2ce8d1f2e OpenGL: No hardware logic ops on Apple GPUs
Apple's OpenGL runs on Metal, which has no logic ops, and ignores glLogicOp.
Emulate them in the shader like MoltenVK does, which fixes OutRun's water
(without the BlueToAlpha compat flag) on macOS.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-08 10:36:18 +02:00
Henrik RydgårdandClaude Opus 5.5 e30d67946a OpenGL: Don't scissor framebuffer blits
glBlitFramebuffer obeys the scissor test, which stays enabled between render
passes with the last pass's rectangle. Resizing a framebuffer after drawing to
a small one copied only that corner, so FF Type-0's battle screen turned into
the red overlay. Disable it around the blit and restore it.

Also fixes Assassin's Creed Bloodlines, Split/Second, Super Stardust's bloom
and MotorStorm.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-08 10:36:18 +02:00
Henrik RydgårdandClaude Opus 5.5 a66e94c015 Vulkan: Don't merge an empty clear pass past a copy into the framebuffer
PreprocessSteps moved the clear of an empty clear pass into the next render
pass on the same framebuffer, stopping only at copies out of it. Resizing a
framebuffer clears the new one, copies the old contents in, then renders, so
the clear landed after the copy and wiped it. Stop at any copy, blit or
readback that touches the framebuffer.

Fixes black or missing layers in Asphalt Urban GT 2, FF Type-0, Street Riders,
Kurohyou, Split/Second and Super Stardust.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-08 10:36:18 +02:00
Henrik RydgårdandClaude Fable 5.1 3cb6ada66a Android GL: Don't run stale GL commands when joining the emu thread
EmuThread_Join drains the render queue on the calling thread. On Android
that is either the UI thread with no GL context (NativeApp.shutdown), or
the GL thread with a brand new context after the old one was lost
(displayInit the second time). The skip flag was only set once the emu
thread reached NativeShutdownGraphics, so everything queued before that
ran for real, against nothing or against the wrong context.

Add GraphicsContext::NotifyContextLost() and call it before the join in
both places. skipGLCalls_ is now atomic, since it's set from one thread
and read from another.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-10-08 00:09:09 +02:00
Henrik RydgårdandClaude Fable 5.1 2c68ce0001 Android: Recover from a Vulkan render thread that exited by itself
If InitSurface failed, the thread returned but stayed joinable, so the next
surface was refused as "Already running" until the next pause. Tell a live
thread from a finished one with renderLoopRunning, and reap the latter.

Also make VulkanGraphicsContext::InitSurface clean up when it fails after
creating the draw context. Callers don't call ShutdownSurface on failure,
so draw_ (with its render manager) and the surface leaked, and the next
attempt overwrote the pointer.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-10-08 00:09:08 +02:00
thatsprettygood 79f83dd279 Add dbghelp to Windows target link libraries 2026-10-04 15:34:56 +00:00
Henrik RydgårdandClaude Opus 5.5 932d1e3b36 IconCache: Expire only avatars after a day, other icons after 30 days
Achievement badges and game icons don't change, so re-downloading them
daily was wasted. InsertIcon now takes a max age, and each entry saves
its expiry time. Leaderboard avatars get a day, everything else 30 days.
Bumps the cache version.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-01 10:26:00 -06:00
Henrik RydgårdandClaude Opus 5.5 9cb8f54a4e IconCache: Expire saved icons after 24 hours
Icons were kept in icon.cache indefinitely, so one that changes on the
server (a RetroAchievements user avatar, keyed by username) never
refreshed. The insertion timestamp was process-relative, so it couldn't
be compared across sessions. Store wall-clock time, and skip entries
older than a day when loading. Bumps the cache version.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-01 10:26:00 -06:00
Henrik RydgårdandClaude Opus 5.5 36bd2e9249 IconCache: Know an icon's size before its texture exists
GetDimensions only answered once a texture had been created, so the first
MeasureNotice for a new icon (and after the texture was released for being
unused) measured without it, and the icon was then drawn over the text.
Read the size from the PNG header when the icon is inserted or loaded.

Also remove a width adjustment in MeasureNotice that was overwritten
before use.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-01 10:26:00 -06:00
Henrik RydgårdandClaude Opus 5.5 2d6045fa4b IconCache: Bound failed_, back off failed uploads, fix the disk layout
- Prune expired failed_ entries, which otherwise grew for the whole
  session.
- When CreateTexture fails, wait 5 seconds before decoding and uploading
  again, instead of retrying every frame.
- Bind a newly created texture. Callers draw right after BindIconTexture,
  and got whatever was bound before for the first frame.
- Make DiskCacheEntry's padding explicit. 32-bit x86 Linux aligns double
  to 4, so its icon.cache didn't match other builds. The layout is
  unchanged elsewhere.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-01 10:26:00 -06:00
Henrik RydgårdandClaude Opus 5.5 8e92fef527 HTTP: Publish request completion with release/acquire ordering
HTTPRequest::completed_ was a plain bool set on the download thread, and
naett's res->complete a plain int set on its transfer thread. On ARM, the
thread polling Done() could see the flag before the result code or body
written ahead of it, and report a stale code or a partial body.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-01 10:26:00 -06:00
Henrik RydgårdandClaude Opus 5.5 f87179d0c1 HTTP: Keep abandoned naett requests' sinks and POST bodies alive
Join() deliberately leaks the naett objects of a request still running at
shutdown and parks its sink, so a late chunk lands somewhere valid. But
HTTPSShutdown, which runs right after CancelAll, deleted those sinks, and
the POST body naett reads in place was owned by the request being
destroyed. On Android, where NativeShutdown isn't process exit, a late
WinHTTP/JNI callback could then write to or read from freed memory.

Only free the list when it's empty (that still fixes the leak the delete
was added for), and keep the POST body in the sink.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-01 10:26:00 -06:00
Henrik RydgårdandClaude Opus 5.5 c5ef99ad3f IconCache: Check entry lengths before allocating when loading the cache
The key was resized before its length was checked, and the data length
wasn't checked at all, so a corrupt icon.cache could make a multi-GB
allocation and crash every launch. The cache is only saved at a clean
exit, so a bad file stayed.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-01 10:26:00 -06:00
Henrik RydgårdandClaude Opus 5.5 6b45c4f3e2 IconCache: Drop icons that fail to decode instead of keeping them forever
Any 200 response went into the cache, and one that didn't decode (a
captive portal's HTML, or a PNG over the 256x128 limit) was marked bad,
saved to icon.cache and never downloaded again. Remove it and mark it
failed, so MarkPending allows another download after the retry delay.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-01 10:26:00 -06:00
Henrik RydgårdandClaude Opus 5.5 00208d3d80 Achievements: Enable HTTPS on UWP, retry failed icon downloads
UWP compiled naett with the WinHTTP backend but never reported
SYSPROP_SUPPORTS_HTTPS, so achievement traffic and badge icons went over
plain http. When the media server redirected to https, icons failed.

A failed icon download also left the URL marked pending, so it was never
retried for the rest of the session. Mark it failed instead, and let
IconCache retry it after 30 seconds.

The set-completed badge also skipped RemoveHttpsIfNeeded.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-01 10:26:00 -06:00
Henrik Rydgård 80b7fe77ba Create directories with 775 permissions instead of 755.
Helps some Android save sync tools.
2026-10-01 09:57:21 -06:00
Henrik RydgårdandClaude Opus 5.5 333035df03 Lighting: Compute the GE's pow from the float's bits
Read as an integer, a float's bits are its log2 with the mantissa a
straight line between powers of two, scaled by 2^23, and writing an
integer back is the matching exp2. That's exactly the GE's
approximation, without log2/exp2/floor. pspPow now also returns 1 for
e <= 0 itself, so the callers drop their checks. Shader languages
without integers fall back to a true pow.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-30 15:47:16 -06:00
Henrik RydgårdandClaude Opus 5.5 4bfa4e14ec Vulkan: Make WaitForPipelines wait for queued compiles too
Pipelines still in the compile queue weren't in flight yet, so the
shader cache load could stop waiting (and the spinner) early.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-29 13:17:01 -06:00
Henrik RydgårdandClaude Opus 5.5 39b6cc0c0c Vulkan: Fix the debugger screenshot in headless
There's no swapchain, so reading the backbuffer asserted. Fail the
readback, and have gpu.buffer.screenshot fall back to the displayed
framebuffer.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-29 13:17:00 -06:00
Henrik RydgårdandClaude Opus 5.5 93f57a4f38 GPU: Delete copy operations on classes that own resources
These own GPU objects, memory or refcounts in their destructors (or assert
there that they were torn down), so a copy would double-free. Nothing copies
them today; this keeps it that way. The manager base classes cover every
backend's subclass.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-29 10:33:32 -06:00
Henrik RydgårdandClaude Opus 5.5 39049a67fd GLES: Free textures on device lost, and unsubmitted step data at exit
- The texture and fragment test caches dropped their GLRTexture objects on
  DeviceLost without queueing them for deletion, leaking them on every
  Android background/resume. The deleter already skips the GL calls when
  the context is gone.
- GLRenderManager::ThreadEnd cleared unsubmitted init and render steps
  without freeing the data they own. Run them through the dry run instead,
  which now also frees stereo matrices and shader code.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-29 10:33:32 -06:00
Henrik Rydgård 52a16ea365 Make TempImage act a bit more robustly. 2026-09-29 10:16:08 -06:00
Henrik Rydgård b04d03615b Merge pull request #22375 from hrydgard/startup-caching
Startup caching
2026-09-28 21:29:06 -06:00
Henrik Rydgård d3ab52b4b3 Buildfix 2026-09-28 17:05:44 -06:00
Henrik RydgårdandClaude Opus 5.5 8b4e93021e Vulkan: Cache compiled SPIR-V so shaders skip glslang on later runs
GLSLtoSPV takes an optional SPIRVCache, keyed on a 32-bit hash of the
source, stage and variant, plus the source length. A changed shader
simply misses. thin3d's shaders and the other fixed ones use a global
cache in PSP/SYSTEM/CACHE/vulkan_spirv.cache, loaded on first use and
saved after graphics init, when a game's cache is saved, and at
shutdown; it's flushed once it reaches 32 entries, about twice what a
session compiles, so outdated ones don't pile up. Game shaders keep
theirs in the .vkshadercache, ahead of the shader IDs so that the
compiles on load find it (version 60), and only what the session used
is saved.

A cold glslang costs about 40ms before its first shader here, and
0.3-0.9ms per shader after that.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-28 16:03:52 -06:00
Henrik RydgårdandClaude Opus 5.5 c70fc68261 Remove leftovers of 32-bit ARM Windows support
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-28 13:58:29 -06:00
Henrik RydgårdandClaude Opus 5.5 c4884040ee Mac/iOS: Hook up the memory fault handler, including on ARM64
Apple platforms now use the same SIGSEGV/SIGBUS handler as Linux instead of
a Mach exception port. The Mach port was only set on the installing thread,
which is the loader thread, not the one running JIT code. ARM64 had no
context definition at all.

Also pass the thread state (not the mcontext) to the handler, accept SIGBUS
fault codes, and fix restoring a disabled altstack on Darwin.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-28 13:54:23 -06:00
Henrik Rydgård 6cdfbe2c0d Merge pull request #22372 from hrydgard/search-raw-filename
Game browser search: also match the filename, minus extension
2026-09-28 13:36:33 -06:00
Henrik RydgårdandClaude Opus 5.5 ce3d8d37c5 Game browser search: also match the filename, minus extension
Works before the game's metadata has loaded.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-28 11:50:28 -06:00
Henrik Rydgård 274c89d7f3 Merge pull request #22367 from hrydgard/savestate-fixes
Claude code review: Savestate fixes
2026-09-28 11:31:56 -06:00
Henrik Rydgård 49f92ebcb6 Merge pull request #22368 from hrydgard/remove-minimp3
Remove minimp3
2026-09-28 11:31:40 -06:00