Commit Graph
5806 Commits
Author SHA1 Message Date
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
Henrik RydgårdandClaude Opus 5.5 761e2f3706 Remove minimp3
MP3 emulation already went through FFmpeg, leaving MiniMp3Audio dead.
The one live user was loading MP3 UI sound effects (custom achievement
sounds), which now splits the file into frames and decodes them with
the FFmpeg MP3 decoder.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-28 10:57:02 -06:00
Henrik RydgårdandClaude Opus 5.5 9140bc9548 Serialize: Report the first bad section, and start with no title
SetError overwrote the first bad section with whichever section a later
error came from, and an error before any section read an uninitialized
curTitle_.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-28 09:34:06 -06:00
Henrik RydgårdandClaude Opus 5.5 11e30e9456 Serialize: Don't read past a savestate title without a terminator
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-28 09:34:06 -06:00
Henrik RydgårdandClaude Opus 5.5 7ad9a64cf4 Serialize: Clear pointer maps and sets right after deleting their values
DoMap and DoSet cleared them, but only once the count had been read. A
state truncated right there left the deleted pointers in place, to be
freed again when the failed load reset the game.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-28 09:34:06 -06:00
Henrik RydgårdandClaude Opus 5.5 0a687b9435 Savestate: Bounds-check sizes from the file, and plug leaks on load
Reject sizes past the end of the state before allocating (FPL, PGF,
achievements, SAS grain, savedata list, the memory fast path), fail
instead of desyncing on a SAS voice count mismatch, and free what old
states' paths and shrinking pointer containers dropped.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-28 09:34:06 -06:00
Henrik RydgårdandClaude Opus 5.5 7fa6be6a25 Serialize: Don't dereference unfilled pointers after a load fails
Containers of pointers are filled with nullptr and then DoClass'd, and
once an error switches the load to MODE_NOOP, every remaining element
called DoState on null.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-28 09:34:06 -06:00
sum2012 a960350e50 Fix windows leak when close PPSSPP by Gemini
'PPSSPPDebug64.exe' (Win32): Unloaded 'C:\Windows\System32\mfreadwrite.dll'
The thread 'RecentISOThreadFunc' (9920) has exited with code 0 (0x0).
The thread 'Console' (10488) has exited with code 0 (0x0).
Detected memory leaks!
Dumping objects ->
{17571338} normal block at 0x00000214CC4A3FE0, 16 bytes long.
 Data: < Cf             > E8 43 66 CD 14 02 00 00 00 00 00 00 00 00 00 00
{17571337} normal block at 0x00000214CC4A3B80, 16 bytes long.
 Data: < Cf             > C8 43 66 CD 14 02 00 00 00 00 00 00 00 00 00 00
D:\project\memory_leak\ppsspp\Windows\Debugger\Debugger_Disasm.cpp(174) : {17571336} normal block at 0x00000214CD664190, 640 bytes long.
 Data: < C              > 90 43 F2 C0 F6 7F 00 00 F6 0C 04 00 00 00 00 00
D:\project\memory_leak\ppsspp\UI\NativeApp.cpp(879) : {84582} normal block at 0x00000214CE8C5DB0, 4224 bytes long.
 Data: <                > 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
{2432} normal block at 0x00000214D6255C20, 16 bytes long.
 Data: <0 $             > 30 E7 24 D6 14 02 00 00 00 00 00 00 00 00 00 00
D:\project\memory_leak\ppsspp\Common\Net\HTTPNaettRequest.cpp(43) : {2431} normal block at 0x00000214D624E730, 32 bytes long.
 Data: < \%             > 20 5C 25 D6 14 02 00 00 00 00 00 00 00 00 00 00
Object dump complete.
The thread 22000 has exited with code 0 (0x0).
The thread 21248 has exited with code 0 (0x0).
The thread 38104 has exited with code 0 (0x0).
The thread 27860 has exited with code 0 (0x0).
The thread 33240 has exited with code 0 (0x0).
The thread 29352 has exited with code 0 (0x0).
The thread 13964 has exited with code 0 (0x0).
The thread 5640 has exited with code 0 (0x0).
The thread 10528 has exited with code 0 (0x0).
The thread 15252 has exited with code 0 (0x0).
The thread 23016 has exited with code 0 (0x0).
The thread 31424 has exited with code 0 (0x0).
The thread 7000 has exited with code 0 (0x0).
The thread 11620 has exited with code 0 (0x0).
The thread 36264 has exited with code 0 (0x0).
The thread 27248 has exited with code 0 (0x0).
The thread 24780 has exited with code 0 (0x0).
The thread 26228 has exited with code 0 (0x0).
The thread 13676 has exited with code 0 (0x0).
The thread 16828 has exited with code 0 (0x0).
The thread 27388 has exited with code 0 (0x0).
The thread 1668 has exited with code 0 (0x0).
The thread 37272 has exited with code 0 (0x0).
The program '[23456] PPSSPPDebug64.exe' has exited with code 0 (0x0).
2026-09-26 22:24:26 +08:00
Henrik RydgårdandClaude Opus 5.5 5f261bd7ff Utility: Stand in for the HtmlViewer, offering to open the page in a browser
Instead of the PSP's web browser, a dialog shows the URL the game wants
and opens it in the host's browser on X, or backs out on O. Either way the
game sees the browser closed normally. Platforms that can't open a URL
(the new SYSPROP_CAN_LAUNCH_URL) only offer to back out. Only plain
printable-ASCII http(s) addresses are handed over, and on Linux without a
shell.

What the firmware does (sceUtility_Driver, 6.61, plus
utility/dialog/htmlviewer): the HtmlViewer has its own state apart from the
other dialogs, so they don't block each other, and its calls return
WRONG_TYPE until one has started. The request size picks the 2.00 to 3.00
layout, and InitStart allocates 3.5MB of user memory (4.5MB with options
bit 0x400 from 2.70 on), failing with 800200d9 without it.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-25 12:50:23 -06:00
Henrik RydgårdandClaude Opus 5.5 1a3addf0cb Mac: Look for MoltenVK outside the app bundle too
Executables outside a bundle (headless) found no Vulkan library. Also try
the app bundle built next to them, the Vulkan SDK's install and Homebrew's.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-25 09:06:56 -06:00
Henrik RydgårdandClaude Opus 5.5 23ba2f62f8 Vulkan: Don't wait for an image in frames that never acquired one
A frame that never draws to the backbuffer never acquires an image, but
its final submit still waited on the acquire semaphore, which nothing
signals, hanging the GPU. Skip the swap for such frames when finishing
them. This replaces the check for a frame with no steps at all, which
could also set it partway through a frame that acquires later.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-25 09:06:56 -06:00
Henrik RydgårdandClaude Opus 5.5 0b778d6b83 Vulkan: Add an offscreen mode to VulkanGraphicsContext
For when there's nothing to present to. Instead of a surface and swapchain,
it renders into images of its own through the VulkanPresentation interface
libretro uses, picking the graphics queue without a surface. Acquiring and
presenting signal and wait on the frame's semaphores with empty submits.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-25 09:06:56 -06:00
Henrik RydgårdandClaude Opus 5.5 77ff1578c4 x86 JIT: Don't save callee-saved registers in the call thunk
ProtectFunction's thunk saved all of XMM2-15 and RBX around every call,
but the callee preserves XMM6-15 on Windows and RBX everywhere. On
Windows that drops ten 16-byte saves and loads from each protected call.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-24 16:22:22 -06:00
Henrik RydgårdandClaude Opus 5.5 f20dd7565b Don't crash at exit with a download still in flight
A request started since the last RequestManager::Update (headless never
calls it) sat in newDownloads_, which CancelAll skipped. It was then
destroyed along with the static g_DownloadManager at exit, and its
destructor removed its progress bar from the already destroyed g_OSD:
"mutex lock failed". Seen with a Netconf dialog still downloading the
infra DNS json when a test ended.

CancelAll now takes the new ones too, and runs at shutdown while g_OSD is
still there. The Netconf json request is also let go of when the emulator
shuts down, rather than living on into the next game.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-24 11:23:59 -06:00
Henrik RydgårdandClaude Fable 5.1 fc9dbf5ff5 FPU: saturate float-to-int in the interpreters
The C cast is undefined past the int32 range, and x86 makes it INT_MIN, so
round/trunc/ceil/floor/cvt.w.s of anything from 2^31 up gave 0x80000000 on
x86 hosts while the PSP saturates to 0x7fffffff (cpu/fpu/roundmode). Route
all of them through SaturatedFloatToInt, which also covers NaN and inf, and
drop the special cases that did.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-22 14:25:41 -06:00
Henrik Rydgård b366e8a6d0 Move persistent notifications (the only one right now is upgrade reminder) to the top 2026-09-22 09:34:50 -06:00
Henrik Rydgård 7b95ff2808 Merge pull request #22325 from hrydgard/vertex-decoder-jit-match
Vertex decoder: New test, make the JITs match the C++ decoder closely
2026-09-21 16:28:27 -06:00
Henrik RydgårdandClaude Opus 5 46632812cd LoongArch64: keep LSX detected, and map lanes the way the compilers expect
Two bugs stacked on each other, and between them every vector path in
this backend was either dead or miscompiled.

The register cache declared mapFPUSIMD unconditionally, but every
compiler here picks its path from cpu_info.LOONGARCH_LSX at runtime.
Without LSX the scalar fallbacks ran against a SIMD mapping and reached
lanes with F(reg + n), which addresses nothing there - ApplyMapping only
allocates per-lane registers when mapFPUSIMD is false. Vec4Unpack8To32
and Vec4DuplicateUpperBitsAndShift1 came out with only their first lane,
Vec2Unpack16To32 put both halves in one register, and the pack ops read
back whatever was next door. riscv64 sets the flag false and has never
had the problem. Tie the two together and the fallbacks are correct as
they stand.

That path was reachable because of the second one: the USE_CPU_FEATURES
block assigned over the hwcaps, and GetLoongArchInfo reads /proc/cpuinfo
and nothing else. Under qemu-user that file belongs to the host, so it
found no features and turned LSX off - leaving the LSX paths dead and the
untested scalar ones running, which is not what any Loongson 3A5000 or
later does. Let it only ever add to what the hwcaps found.

cpu/vfpu/convert, gum and matrix pass now, both with LSX and with it
masked off, putting loongarch64 at 338/342 - the same four as riscv64.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-09-21 15:36:49 -06:00
Henrik RydgårdandClaude Fable 5.1 33c01a3fc1 Remove ThreadSafeList
Its one user was sceGe's pending interrupt list, which is only touched from
the emulator thread.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-21 12:21:19 -06:00
Henrik RydgårdandClaude Opus 5 f3d63f3c7e RISC-V: mask the register number in the compressed encoders
EncodeCR, EncodeCI and EncodeCSS shifted the RiscVReg enum value straight
into the instruction without DecodeReg(), which every 32-bit encoder in
the file uses. FPRs are 0x20..0x3F in that enum, so bit 5 is set for all
of them and spilled into a neighbouring field - for the CI format, into
bit 12, which holds imm[5].

The visible effect: the dispatcher's epilogue restores the callee-saved
FP registers with c.fldsp, and every offset whose bit 5 was clear came
out 32 bytes too high. fs3-fs6 were restored from the wrong slots and
fs11 from 224(sp), past the 208-byte frame. So the native JIT corrupted
whatever the C++ caller had in those registers - which, in the headless
test runner, was the wall-clock deadline, making every test report an
instant TIMEOUT.

pspautotests on riscv64 under qemu goes from 0/342 to 338/342 with this,
matching the IR interpreter exactly.

Found with the disassembly the enableDisasm flag in RiscVAsm.cpp emits -
the save offsets and the restore offsets simply didn't match.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-09-19 13:21:35 -06:00
Henrik RydgårdandClaude Opus 5 320cfd7741 CrossSIMD: fill in the scalar fallback, fix two LSX bugs
LoadConvertU8, StoreConvertToU8 and LoadTranspose existed in the SSE2,
NEON and LSX implementations but not in the scalar one, so anything using
them wouldn't build on a target without SIMD.

The two LSX bugs were found by the new CrossSIMD unit test, run under
qemu-loongarch64:

- Vec4F32::operator[] had a switch with no breaks, so every index fell
  through to the default and returned lane 3.
- StoreConvertToU8 narrowed with the logical (unsigned) saturating shifts,
  which turn a negative value into a huge unsigned one and saturate it to
  255. It should clamp to 0, as the packs/packus pair in the SSE version
  does. Narrow signed->signed and then signed->unsigned instead.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-09-19 12:35:09 -06:00
Henrik RydgårdandClaude Opus 5 91dff7cb3f LoongArch64: fix QuickCallFunctionR passing the argument in a vector register
MOVE(LoongArch64Reg::X4, arg) targets X4, which is an LASX 256-bit vector
register (0x64), not a0. The LP64D ABI puts the first integer argument in
a0, which is R4.

This is not a corner case: GenerateFixedCode uses QuickCallFunctionR for
CoreTiming::Advance, so the emitter asserted ("DJK instruction rd must be
GPR") while building the dispatcher, before a single block was compiled.
The LoongArch native JIT could not start at all.

Found by running the loongarch64 cross build under qemu-user.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-09-19 12:19:24 -06:00
Henrik RydgårdandClaude Opus 5 8e3b4245c2 CrossSIMD: fix the scalar fallback, which nothing compiled until now
The riscv64 cross build is the first target to take the non-SIMD path,
and it didn't compile:

- LoadF24x4 called LoadR24x3_One, which doesn't exist. It should shift
  all four lanes, like the SSE/NEON/LSX versions do.
- isnan/isinf were unqualified, and <cmath> wasn't included.
- WithLane3From and AnyCompareBitsSet were missing entirely.

LoadF24x3_One also left lane 3 as zero, where all three SIMD versions set
it to 1.0f - a behavioural bug that would only have shown up once someone
ran this path.

Verified by flipping TEST_FALLBACK in the header: the whole tree builds,
and with the scalar path in use the unit tests and pspautotests both pass
in full (342/342, software renderer, which leans on this code heavily).

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-09-19 12:19:24 -06:00
Henrik RydgårdandClaude Opus 5 e6fa47291d Log: give the printf output the same format as the others
Headless is the only thing that uses it, and it had its own shorter format with
no thread, file or line, so a pattern that matched a log from the app quietly
matched nothing in one from headless. Costs a wrong conclusion the first time
you do it.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-09-18 09:45:11 -06:00
Henrik Rydgård bec55c61d1 Merge pull request #22237 from hrydgard/naett-cancel
http: Make Cancel() actually stop an HTTPS transfer
2026-09-17 16:00:12 -06:00
KailashandClaude Opus 5 eb2f5dfc61 GLES: Pass known index range to glDrawRangeElements
DrawEngineGLES already knows that every index it generates is below the
decoded/transformed vertex count, but only passed the count to
glDrawElements. Drivers that need the vertex range before vertex
shading, like Mesa's Panfrost, then scan the index data on the CPU for
every draw, and their min/max caches can't help since the index push
buffer is rewritten every frame.

Only used for single-instance draws on desktop GL or GLES3, and only
when the caller provides the range, so other DrawIndexed callers are
unchanged.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-16 21:01:54 +05:30