The core and the headless tools no longer use mutexes, condition variables,
spinlocks, std::atomic, std::thread or volatile flags. Threads hand off through
libretro-common's retro_atomic and rthreads plus a few small pieces on top of
them in Common/Thread: Thread, MpscQueue, EventCounter, ParkingLot waits and
ReaderGate. Every wait blocks until it's woken; nothing polls on a timer.
State that only one thread touches just loses its lock. The PSP filesystem,
sceIo and the savedata dialog now belong to the emulation thread: async reads
and writes run when they're queued and complete later in emulated time, and
the IO and savedata threads are gone. The friend finder only talks to the
adhoc server and hands what it gets to the emulation thread. GPU init always
runs on the thread that starts the game.
The Vulkan render and compile queues, pipeline and render pass caches, delete
list and SPIR-V cache, the GL render queue, the software renderer's jit caches,
the file loader caches, the web debugger, UPnP, input, savestates, logging and
the GE debugger all hand off through queues and atomics. The IR jit's spinning
profiler thread goes.
A CPU thread with nothing to run now sleeps until work is queued instead of
spinning. Headless with --debugger waits for a client while stopped, and ends
the run once every client that connected has left. Web server shutdown keeps
servicing the CPU queue until the server has finished.
Deflate, zlib and gzip streams go through rinflate and rdeflate, zstd
through rzstd, CHD images through rchd, zip archives through
rzip_archive and PNG through rpng. The bundled libraries, their build
glue and the system-library options are gone; adler32 and uncompress
keep zlib's ABI for the prebuilt FFmpeg archives that still call them.
libretro-common is one CMake library that the core, the headless tool
and the unit tests all link.
The reads take shorter paths on the way. CHD decodes straight from the
loader's reads and a range of blocks at a time, and a file read at any
alignment decodes into place; CSO keeps one inflate stream instead of
one per block; a plain ISO serves a file read with one read of its exact
bytes; a stored zip member is read in place and a deflated one through
restart points rather than a copy of the whole image in memory; zip
members decode into the caller's buffer; sequential reads through the
frontend's VFS skip the seek, which also keeps its buffering.
libretro/test reads one image as ISO, CSO, CHD and zip through the block
devices, boots each, and checks the codecs against Python-made vectors;
a CI job runs it.
A crafted .cso compressed ISO could trigger a heap buffer overflow on any
sector read, reachable via ordinary gameplay.
Two root causes:
1. Unvalidated frame index deltas. ReadBlock/ReadBlocks computed a
compressed read range from two adjacent frame-index-table entries.
With non-monotonic entries, compressedReadEnd - compressedReadPos
underflows as u64, producing a huge read size that fileLoader->ReadAt()
wrote into the fixed-size readBuffer.
2. hdr.align (indexShift, 0-255) used as '1 << indexShift' was undefined
behavior at >= 32, and frameSize + (1 << indexShift) could wrap,
undersizing the buffer while inflate() was configured with the full
frameSize.
Fixes:
- Validate the index table is monotonically non-decreasing in the
constructor.
- Reject files with indexShift > 20.
- Use unsigned shift for buffer size math and store readBufferSize.
- Clamp compressed read sizes to readBufferSize in both ReadBlock and
ReadBlocks.
Some preserved PSP prototype builds were distributed as DVD-R images that contain the actual UMD data inside USER_L0.IMG and, for dual-layer titles, USER_L1.IMG. These images previously required manual extraction, renaming, or concatenation before PPSSPP could load them.
Add support for recognizing these DVD-R wrapper layouts and exposing the embedded UMD image through the normal disc loading path. This includes both ISO-based wrappers and UDF-based wrappers, so preserved prototype dumps can be opened directly without conversion.
This makes PPSSPP compatible with a wider range of preserved developer disc images without relying on title-specific handling.
The primary importance of this patch is to encourage preserving 1:1, perfect disc image dumps in the manner of Redump.org.
This patch has been successfully tested on the following DVD-R ISOs:
https://hiddenpalace.org/Rock_Band_Unplugged_(Dec_10,_2008_prototype)https://hiddenpalace.org/WipEout_Pulse_(May_4,_2007_prototype)https://hiddenpalace.org/Lara_Croft_Tomb_Raider:_Anniversary_(May_19,_2007_prototype)https://hiddenpalace.org/Heatseeker_(Jan_15,_2007_prototype)Fixes#15547.
For CSO versions >= 2, respect the header size field and uncompressed
frame size behavior. This will allow more options for future files, like
adding a field for the CRC or otherwise.
This way we don't get slow startup. This will also cache the CSO data,
for example, rather than the raw data, using up less RAM. It might even
be reasonable to enable on 32-bit.