Commit Graph
2107 Commits
Author SHA1 Message Date
Henrik Rydgård f672916c77 Merge pull request #22568 from hrydgard/accurate-vdot-ir
Accurate VFPU dot products in every IR backend, on by default
2026-10-15 00:38:49 +02:00
Henrik RydgårdandClaude Opus 5.5 20530d35c0 Add a ReadbackShadow compat flag, for games that read many pieces of a buffer
Since the sequential copies heuristic went (50696c5b1f), every partial readback
waits for the GPU. Motorstorm reads parts of the screen about 18 times a frame,
and ran about 75% slower than 1.20.4: 5403 blocking readbacks in 10 emulated
seconds, against 156.

With the flag, the first partial color readback of a buffer reads all of it into
a copy outside PSP memory, and the pieces until the next render to the buffer
are copied from there. Unlike the old heuristic, only what the game asked for is
written to PSP memory. Motorstorm is back to 153 blocking readbacks and 1.20.4's
speed, with identical output. Grand Knights History, which the heuristic was
added for, gets the flag too.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-14 22:56:32 +02:00
Henrik RydgårdandClaude Opus 5.5 bd54c3e659 Compat: Replace MoreAccurateVMMUL with ForceAccurateVdot
The games that needed vmmul's accurate dot products (Tekken 6, Warriors Orochi,
Tomb Raider Anniversary) now get AccurateVdot for every dot product, even with
the setting turned off.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-14 22:30:37 +02:00
Henrik RydgårdandClaude Opus 5.5 524e8b5254 Translations: Game browser view modes, "Icon size"
"Grid icon size" is renamed to "Icon size", keeping the translations with
"grid" dropped from them. New keys for the view mode choices.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-14 10:46:40 +02:00
Henrik RydgårdandClaude Opus 5.5 0066599f9a Game browser: Add an XMB-style large list mode
- Fixes #22202

A third view mode next to grid and list: a list with full size icons,
scaled by the grid icon size setting. Like the XMB, the selected (or
hovered) game plays its ICON1.PMF in place of the icon.

The per-tab grid bools become GameBrowserView1-4 ints. The old GridView
keys are still read, to pick the default, but no longer saved.

The PMF decoding moved out of GameScreen's PMFView into a shared
PMFVideoTexture.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-14 10:24:32 +02:00
Henrik RydgårdandClaude Opus 5.5 49e0711d10 Compat: Turn on CorrectCullAfterClip for Nova
The same as GachiTora: without it, GPUs with cull distances draw parts the PSP
range-culls after clipping.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-14 08:13:57 +02:00
Henrik RydgårdandClaude Opus 5.5 c46bf4aca5 Compat: Turn on CorrectCullAfterClip for GachiTora
A strip through the near plane leaves a sliver at the screen edge on GPUs with
cull distances, where it isn't software clipped. The PSP range-culls it after
clipping.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-14 08:13:57 +02:00
Henrik RydgårdandClaude Opus 5.5 60100c4254 - Fixes #13676
Vulkan: Batch Jackass' tiled in-place color grade

Jackass: The Game color grades the framebuffer in 32x64 tiles, one channel
per pass, texturing from the framebuffer it renders to. Each of the 225
draws became a depal pass plus a pass drawing it back, 450 render passes
per frame. A new queue hack, enabled by the TiledDepalHack compat flag,
sorts these pairs into waves of non-overlapping tiles and runs each wave
as one depal pass and one draw pass, leaving 6.

Output is byte-identical to before on both dumps from the issue, at 1x
and 3x on desktop, and at 1x on both phones below.

Time saved per post-processed frame, from replaying the dumps from the
issue with headless --bench (each replay renders that frame once):

  Redmi 9A (PowerVR GE8320):  ~145ms at 1x, ~180ms at 2x
  Unisoc UMS9632 (Mali-G57):  ~55ms at 1x and 2x

Either is more than a whole 33ms frame, so on those GPUs this pass alone
ruled out 30fps.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-13 17:08:58 +02:00
Henrik Rydgård 54d2f7efe1 Merge pull request #22522 from hrydgard/resync-gamecontrollerdb
Re-sync gamecontrollerdb.txt with SDL_GameControllerDB, add a sync script
2026-10-12 17:34:51 +02:00
Henrik RydgårdandClaude Opus 5.5 531a75f045 Add AccurateSplines compat flag, enable for Coded Arms
- Fixes #21391

Makes the hardware backends tessellate Bezier patches and splines with the
GE-exact evaluation the software renderer uses. Fixes the z-fighting glow
under the floor grates in Coded Arms.

AGENTS.md: Put "- Fixes #N" first in commit messages

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-12 14:04:38 +02:00
Henrik RydgårdandClaude Opus 5.5 2363a10a77 Re-sync gamecontrollerdb.txt with SDL_GameControllerDB, add a sync script
- Fixes #18091

The upstream part hadn't been synced since 2023. Tools/update_gamecontrollerdb.py
replaces it with the current upstream file and keeps PPSSPP's own mappings,
dropping those whose GUID upstream now has (after SDL's old-GUID conversion),
since a later line overrides an earlier one. 193 of 207 were covered,
including the PS3 and 8BitDo Ultimate 2C one-offs.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-12 13:49:49 +02:00
Henrik Rydgård 53047f7cab Merge pull request #22510 from hrydgard/misc-improvements
Misc compat flag updates
2026-10-12 10:25:35 +02:00
Henrik Rydgård 4beabce32b Update compat.ini for Echoshift, more IDs for Echochrome 2026-10-12 09:24:46 +02:00
Felipe bfca12edac Updated brazilian portuguese translation
Updated/fixed strings.
2026-10-11 19:44:03 -03:00
Henrik Rydgård b21ba7b3b3 Enable accurate vmmul for two games that have had math precision problems before
- #11179 - Warriors Orochi 1/2
- #9843 - Tomb Raider Anniversary
2026-10-11 22:13:57 +02:00
Henrik Rydgård 38528d4790 Remove obsolete JitInvalidationHack
See #22494
2026-10-11 22:06:06 +02:00
Henrik Rydgård 72b338001f Throw in a speculative workaround for #17474 . Not gonna hurt. 2026-10-11 00:57:14 +02:00
Henrik Rydgård e312af9b04 Merge pull request #22483 from hrydgard/reinterpret-subpixel
Further improve the Tantalus games
2026-10-10 15:27:21 +02:00
Henrik RydgårdandClaude Opus 5.5 3cd6bf9d27 Tantalus depth fog: read depth at each render pixel's own sub-position
The Tantalus games (Cars Race-O-Rama, MX vs ATV Reflex and Untamed, SpongeBob)
turn depth into fog with a CLUT16 read of the swizzled depth mirror, stretched
2x into a 565 view of an 8888 buffer. A following 8888 copy writes the scene's
RGB and keeps the alpha, so each pixel's fog factor is the upper 565 half.

At a higher render scale, the depth X swizzle snapped every render pixel to its
PSP pixel's left edge, so the fog came out in PSP-pixel blocks. It now keeps the
position within the PSP pixel. That leaves the upper half sampling the right
half of the depth texel, half a pixel off the scene, which drew magenta halos on
the right of objects in Cars. With the new DepthCLUTIntoHalves compat flag, the
depal pass outputs twice as wide so each render pixel reads its own 8888 pixel's
depth.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-10 01:48:05 +02:00
Henrik RydgårdandClaude Opus 5.5 b9b1a29c42 Read CLUT8 from 16-bit framebuffers in the shader, replacing the SOCOM hack
The shader depal CLUT8 mode now handles 565, 5551 and 4444 framebuffers
(the format goes in the depal format bits, which this mode didn't fill
before), rebuilding the 16-bit pixel and taking its low or high byte.
This replaces SOCOMClut8Replacement, which assumed the high byte.

- The GE samples a pixel at its corner, the GPU at its center. With u
  stepping two bytes per pixel (SOCOM and Bend's games use u = 1 + 2x)
  that's a whole byte, so the shader steps back to the corner.
- The CLUT index shift, mask and start are applied, as in the other
  depal modes.
- The self-render copy region counted CLUT8's U in pixels, not bytes.

SOCOM, Star Wars: The Force Unleashed and the NPJG90068 dumps improve a
lot. Syphon Filter and Resistance: Retribution now read the right bytes,
which exposes a 16-bit precision difference in their bright pass.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-10 01:04:23 +02:00
Henrik RydgårdandClaude Opus 5.5 8a852ec47c Fix the Burnout Dominator lens flare at even render scales
The flare's occlusion result is rendered into every other 16-bit pixel of a
palette whose other half is uploaded from memory, then read back as a CLUT.
Two things broke it at 2x:

- The CLUT8-from-8888 shader depal picked the byte out of each pixel using
  the scaled texture size, so at 2x it read the wrong byte. It now works in
  PSP units (from u_texclamp, which it now always gets) and samples the
  pixel's center, not its edge, which is a render pixel boundary when
  scaled.
- The palette upload was linearly filtered when stretched, blending each
  16-bit half with its neighbour. Burnout Dominator joins Ridge Racer in
  NearestFilteringOnFramebufferCreate.

1x and 3x only worked because their sample points happened to land inside
the right texels.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-10 01:04:23 +02:00
Henrik RydgårdandClaude Opus 5.5 a71a037e09 Compat: Read back MX vs ATV Reflex's luminance reduction too
The same engine as Cars Race-O-Rama, with the same 8x8 copy out of VRAM. Without
the readback the value the CPU reads never changes, so its brightness adaptation
stays frozen; with it, it follows the software renderer's.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-09 17:01:37 +02:00
Henrik RydgårdandClaude Opus 5.5 a9b18a9192 Compat: Read back Cars Race-O-Rama's luminance reduction for its brightness adaptation
The game reduces the scene to 8x8 on the GPU, block transfers that into RAM,
and the CPU sets its brightness adaptation from it. With BlockTransferAllowCreateFB
the copy went into a GPU-side buffer instead, the CPU read stale RAM, and the
game kept getting darker on the hardware backends (#15914).

New compat flag BlockTransferReadbackSmall: transfers of up to 64 pixels into
RAM are still read back, a frame late, so it doesn't stall. Brightness from
the issue's savestate now follows the software renderer's (72 vs 84 at 6 s,
84 vs 95 at 20 s, from 25 and falling), at the same speed as before.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-09 17:01:37 +02:00
Henrik Rydgård 74ebc8af05 Add translation string 2026-10-09 13:26:22 +02:00
Henrik RydgårdandClaude Opus 5.5 feaa41fadb Always emulate partial color write masks in the shader, drop ShaderColorBitmask
Partial red, green and blue write masks now always go through the shader with
a framebuffer read. Across the frame dump set this only improves games outside
the old list (Split/Second, Ultimate Ghosts 'n Goblins, older DiRT 2 and OutRun
dumps without a game ID). Partial alpha masks keep the old heuristic: alpha is
the stencil, with its own write mask, and taking the shader path for them made
Pro Yakyu Spirits and Gangs of London worse.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-08 11:18:05 +02:00
Henrik Rydgård 8e596032f1 Merge pull request #22446 from hrydgard/misc-rendering-fixes
Misc rendering fixes
2026-10-08 11:16:14 +02:00
Henrik RydgårdandClaude Opus 5.5 2f9f9bf77e Compat: ShaderColorBitmask for Ultimate Ghosts 'n Goblins
Its glow sets the 5551 alpha through a 565 draw with only the top blue bit
unmasked. Without the flag the whole blue channel was written, tinting the
glow; 25276 -> 4274 pixels off the PSP in issue #20728's dump.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-08 10:46:54 +02:00
sum2012 bef8e2d9ad Fix Unbound saga saving issue
Find bug in #13111
2026-10-08 06:14:08 +08:00
Henrik Rydgård 79cf8592f4 Merge pull request #22442 from Narugakuruga/patch-39
Update pause text in Chinese localization
2026-10-07 13:42:13 -06:00
sum2012 27400295fe Fix Hot Pixel titlescreen problem For AMD by Zcode
Fix Hot Pixel titlescreen problem For AMD (#15826)

AMD required PixelDepthRounding for this game
2026-10-07 19:03:45 +08:00
Narugakuruga f995206cd3 Update pause text in Chinese localization
Fix a mistake in Pause / Pause (No menu). 
Reverse the phrase to Pause (Open menu) / Pause the Image to reflect Chinese sentence logic
2026-10-07 18:51:15 +08:00
sum2012 6ccab3d1d0 Add Worms to compat by Gemini
Fix #18713.
Fix assert
2026-10-01 11:28:57 +08:00
Henrik RydgårdandClaude Opus 5.5 8f70003cce Remove the PaceVideocodecDecode workaround for Ys I & II
The blit cost model now paces its movies at 30 fps without it.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-25 16:44:28 -06:00
Henrik RydgårdandClaude Opus 5.5 d6b3d590eb VFPU: Compute log2, sin/cos and asin without correction tables, too
They use the same quadratic interpolator as rcp and friends, with three
twists. sin indexes the quarter wave from the top, and asin and sin work
in a per-segment exponent whose 4-ulp truncation also applies to results
in a lower binade. log2 truncates exponent + log2(1.m) toward zero to 22
significant bits, and where that step is coarser than 2^-24 the datapath
drops coefficient bits to match; that also covers the region just below
1.0 that needed a special case.

vfpu_sincos now reduces the angle once. With every table gone, so are
the asset folder, the loader, InitVFPU and the fallbacks for tables that
failed to load. All seven functions are bit-exact with the table-based
code over every 32-bit input.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-24 10:07:01 -06:00
Henrik RydgårdandClaude Opus 5.5 dade876474 VFPU: Compute vrcp, vrsq, vsqrt and vexp2 without correction tables
The four share one quadratic interpolator: 128 segments picked by the top
7 bits of the input, each with a constant, a linear and a squared-term
coefficient, and a squarer on the top 10 bits of the rest that rounds t^2
up to a multiple of 256. 128 small coefficient sets per function
replace the 1 MB of delta tables. Derived from the output of the
table-based code, and bit-exact with it over every 32-bit input.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-24 10:06:53 -06:00
sum2012 a8b85eec8b Add ForceEnableGPUReadback compat
To solve gpu readback issue
2026-09-23 22:06:28 +08:00
Henrik Rydgård ffc32d02fe Merge pull request #22336 from hrydgard/misc-work
Code cleanup, add a dismissable reminder about the 32-bit version on a 64-bit OS.
2026-09-22 13:15:12 -06:00
Henrik Rydgård 85ed46d97e Add new translation string 2026-09-22 12:42:05 -06:00
sum2012 f5b6b45b5b Remove IgnoreEnqueue hack 2026-09-22 20:19:57 +08:00
sum2012 14fd9d1752 Remove Fontltn12Hack 2026-09-22 20:10:33 +08:00
Henrik Rydgård 12e7d222a7 Merge pull request #22324 from hrydgard/minor-changes-rollup
Decide vertex decoder based on JIT ability, not CPU core. Plus misc small changes.
2026-09-21 11:09:03 -06:00
Daniel Nylander 15f30c6831 i18n: complete current Swedish language keys 2026-09-21 09:13:31 -06:00
Henrik RydgårdandClaude Opus 5 282647803c Add PaceVideocodecDecode compat.ini option
There are a few games that seem to rely on performance problems or
timing quirks to hold the correct pace when playing sceMpeg - have not
been able to nail down any other timing mechanism.

This adds a timing enforcement function.

Coded by Claude.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-09-21 09:00:48 -06:00
sum2012 6116e98e44 Add other version of mga2 hack
#10906 , Sorry I forget to add before
2026-09-20 03:38:39 +08:00
Henrik RydgårdandClaude Opus 5 0990890640 Translate the sceMp4 firmware message
Follows each language file's own word for firmware rather than imposing one, so
this reads the way the neighbouring strings in [System] already do: fastvare in
Norwegian, systemprogramvara in Swedish, laiteohjelmisto in Finnish, proshivka
in Russian and Ukrainian, and the English word where that is what the language
has settled on.

Thirteen files keep the English string as a placeholder. Those are the ones with
no translation for the firmware strings already in that section either, so there
was no house style to follow and guessing would leave nobody able to check it.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-09-18 13:50:25 -06:00
Henrik Rydgård 202b78d95b AI-generated translation strings 2026-09-14 10:59:38 -06:00
Henrik RydgårdandClaude Opus 5 7bebc8db21 Translate the missing-firmware warning
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-09-12 11:11:51 -06:00
Henrik RydgårdandClaude Opus 5 4a51602adf Translate the firmware auto-install strings
The five new [System] keys, in the 33 languages that already had a rendering of
"firmware" to follow - they disagree on it (fastvare, prosjivka, systemprogramvara,
laiteohjelmisto), so each one matches whatever its own file already chose. The
other 13 fall back to English.

Firmware screen: call it "Uninstall firmware", not "Erase firmware"

Translate the rest of the firmware screen strings

"Uninstall firmware", "No firmware installed" and "Launch XMB", in the same 33
languages as the auto-install strings. XMB stays untranslated - it's Sony's
name for it, and pl_PL already wrote it bare.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-09-10 15:52:53 -06:00
Henrik RydgårdandClaude Opus 5 2b16e107b9 Translate "RAIntegrationNotWritable"
36 languages, following each file's existing handling of the sibling RAIntegration
string - most keep the name as-is, pl_PL uses "Integracja RA", tr_TR "RA Entegrasyonu",
ja_JP "RAインテグレーション" - and its formality. The rest are left to fall back to
English rather than guessed at.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01GgACRqkQNpfJQ4fjwyoEup
2026-09-07 09:02:19 -06:00
Henrik RydgårdandClaude Opus 5 afeab27186 Don't load RAIntegration from an install we can't write to
RAIntegration keeps its cache and local achievement data next to the
executable. If PPSSPP is installed somewhere that needs elevation to write -
Program Files being the obvious case - that write fails and takes the emulator
down as soon as a set or code notes are loaded, with no log to show for it since
the log can't be written either.

Check whether the exe directory is writable before handing the DLL to rcheevos,
and if it isn't, say so and point at the portable .zip instead. Achievements
themselves still work, so carry on to the normal login.

Fixes #21260

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01GgACRqkQNpfJQ4fjwyoEup
2026-09-05 16:15:45 -06:00