MeasureString was slow mostly because of wrapping: DrawStringRect and
MeasureStringRect re-ran the word wrapper every frame, and it measures
every prefix of every word. Wrapped strings are now cached. The caches
are unordered_maps with an xxhash of the key, and lookups reuse a key
buffer so a hit doesn't allocate. UIContext also skips switching fonts
when measuring in the current style. In a Mac debug build, 200 cached
measures go from 0.26 to 0.06 ms and 10 wrapped paragraphs from 2.1 to
0.01 ms per frame.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
- Fixes#22675
Since 3aa4714ce0 desktop Windows draws text with DirectWrite, which looked
up every font in a collection of only our bundled fonts, so an override
like "Font = 微软雅黑" silently fell back to Roboto. Fall back to the
system font collection when the family isn't one of ours.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
- Scoped storage no longer flips on while no activity is registered: whether
legacy storage was preserved is fixed per install, so it's asked once.
- Free space reads as unknown (-1), not 0 bytes, without an activity.
- Strings from Java (file listings and info, crash history, the camera list,
the input debug string) go through GetJavaString, so names with characters
outside the BMP aren't mangled, and a null string can't crash the crash
history.
- Requests (inputbox, browse_*) whose command can't be delivered are failed
instead of left waiting forever.
- A font that fails to load uses the default typeface (-1) instead of font 0,
and is retried later if there was no activity yet. Missing exception checks
added in the text renderer.
- Method IDs and the storage callbacks are looked up once in JNI_OnLoad.
- Unknown permissions are logged correctly.
Also removes what was left of Moga support, the unused backbuffer format and
a stray MessageBox macro, and tidies System_GetCameraDeviceList.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
SDL3_ttf shapes a whole string in one direction, guessed from its first
character, so a Latin run inside Hebrew text (or a Hebrew run inside
English) came out reversed - "PPSSPP Gold" rendered as "PPSSPP dloG".
When a string mixes directions, reorder each line into visual order with
FriBidi and render it left-to-right. Strings in a single direction are
left to SDL3_ttf, which already handles pure Hebrew and shapes Arabic
better than FriBidi's presentation forms.
FriBidi is optional; without it, mixed strings render as before.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
VertexDecoderRiscV.cpp got <cfloat> through SmallDataConvert.h, and three
headers used malloc/free without <cstdlib>, which libc++ no longer brings in.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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>
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
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>
The only guard against writing past the fixed 65536-entry verts_
array was _dbg_assert_msg_, which is compiled out entirely outside
_DEBUG - a large enough single batch (e.g. Circle()/CircleSegment()
with a big segment count, or a large UI list without an intervening
Flush()) silently corrupted the heap in release builds. Added a real
bounds check that drops the vertex instead.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01L4QAoxV2KY7ek4PcZw3WvY
TextureLoadTask::Run() only freed the VFS-read file buffer on the
success path - a corrupt/truncated image in a texture pack or
replacement texture directory (valid magic, bad payload) leaked the
whole file's bytes on every load attempt.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01L4QAoxV2KY7ek4PcZw3WvY
Our Qt backend has long been left behind and doesn't even support Vulkan
currently. There would be a lot of work to make it viable, and I don't
think anyone is really interested.
ImGui on SDL will soon fulfill the need for a more classic user interface
with a menu bar on Linux, and on Mac we already have a native UI.
pngLoadPtr allocated the decoded buffer directly from attacker-controlled
PNG IHDR dimensions with no upper bound, so browsing a crafted game icon
or savedata could trigger a multi-gigabyte allocation.
- Add maxWidth/maxHeight parameters to pngLoadPtr (default 8192x8192)
and reject images larger than the limits.
- Thread the limits through LoadTextureLevelsFromFileData,
CreateTextureFromFileData, and CreateTextureFromFile.
- Limit game icons to 256x128 in GameInfoCache and IconCache.
The D2D-based text renderer requires a D3D11 context, which confuses
RenderDoc (it doesn't permit multiple 3D APIs in the same process).
So, let's restore the old GDI renderer and use it if RenderDoc is attached.
See #21638