Commit Graph
173 Commits
Author SHA1 Message Date
Henrik RydgårdandClaude Opus 5.5 7ced173c17 UI: List PS1 EBOOTs, with their own disc ID
The game browser left out EBOOTs with the PS1 category, which couldn't
run. Now they're listed where the Media Engine can be emulated
(Memory::CanCreateMESpace). And as a PS1 game's PARAM.SFO has no
DISC_TOTAL, the browser took it for homebrew and gave it a made-up ID
(SCUS00580 for Crash Bandicoot's SCUS94900): its own is kept now.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-21 13:15:30 +02:00
Henrik RydgårdandClaude Opus 5.5 657e99fcbf ME: Let kernel code on the main CPU reach RAM and VRAM through kseg1
Yabause-PSP's me.prx ORs 0xA0000000 onto its own addresses to share a
buffer with the ME uncached, which is 0xA8xxxxxx for a module in kernel
RAM. The main CPU's space has no views there, so it crashed.

All of kernel segment 1 (0xA0000000-0xBFFFFFFF) now counts as MMIO, and a
device below the hardware registers maps RAM and VRAM onto their uncached
mirrors at 0x40000000. The main CPU's native kernel loads and stores send
the whole segment to that path; the ME keeps 0xBC000000 as the boundary,
since its space maps the rest.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-21 12:50:46 +02:00
Henrik RydgårdandClaude Opus 5.5 e52cc38866 ME: Reset, interrupts and the other registers homebrew runs the ME with
Sysreg (0xBC100000) gets the ME's reset bit (0x4C bit 2), the soft
interrupt (0x44, which interrupts the other CPU: the ME's controller from
the main CPU, PSP_MECODEC_INTR from the ME), the hardware mutex (0x48,
each CPU sets its own bit only while the other's is clear) and the clock
and config registers it writes. The ME's interrupt controller (0xBC300000,
write-1-to-clear, mask at 8) answers the ME only. All of it is the ME's
state and stays unhandled without an ME.

On the ME: interrupts to EBase with EPC and EXL, halt sleeping until an
unmasked interrupt, and Count, which doesn't run: it stays 0 across 10ms
with ERL set after reset and with Status cleared, and reads back what was
written. Reset keeps the GPRs and sets Status ERL/BEV/SR, which homebrew
relies on: mcidclan's samples run C on the stack Sony's ME code left. The
values are from a kernel probe on a PSP-1000 (sp 0x801FFFE0, COP0 22 = 1,
Status 0x20500404, mfic 0, which doesn't gate interrupts).

The main CPU runs base interrupt handlers the way interruptman calls them
(a0 intno, a1 arg, a2 interrupted pc; -2 disables), and interrupt 31 has
a stand-in for me_wrapper's handler, which homebrew releases first.

While the ME is emulated, any main CPU code may access hardware registers:
homebrew calls its own code in kernel mode through a kcall module. This
is a stopgap (g_kernelModeAnywhere, marked HACK): kernel mode should be
part of the CPU's state, switched on while a kernel module's export runs.
The memcpy/memmove replacements copy through MMIO when an end is a
register address, for code copied to the boot page.

mcidclan's me-soft-interrupt sample now runs, counting each interrupt in
both directions.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-21 09:33:26 +02:00
Henrik RydgårdandClaude Opus 5.5 5598b1f1f2 Memory: CreateMESpace's comment, which still had the ME seeing VRAM
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-21 09:33:25 +02:00
Henrik Rydgård a51fe51055 Merge pull request #22690 from hrydgard/me-core
Media Engine part 1: Address space and core (off by default)
2026-10-21 08:37:22 +02:00
Henrik RydgårdandClaude Opus 5.5 8e2bb1faed 32-bit: Keep the memory view range reserved, and mask guest addresses to it
Find4GBBase found 256 MB of free address space for the views and then
unmapped it, so the gaps between the views went back to the system. On a
32-bit Android device, a running game had malloc heaps between VRAM and RAM
and GPU driver buffers just past RAM, and masked guest addresses (bits 30-31
cleared) reach a whole GB above base, mostly heap. A stray guest access
landed in those silently instead of faulting, and another thread could even
map something where a view was about to go, which the view's MAP_FIXED then
replaced. That fits the 32-bit-only crashes deep in system libraries and in
our own heap structures.

Keep the range reserved as PROT_NONE and map the views over it, putting the
reservation back when a view is released. Mask out bits 28-29 too on 32-bit
(no valid address has them), so accesses stay inside the reservation.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-20 23:21:11 +02:00
Henrik RydgårdandClaude Opus 5.5 41851007a2 Memory: Give the Media Engine an address space of its own
The ME sees the main CPU's RAM, but has its own eDRAM at 0 (with
0x80000000 and 0xA0000000 mirrors) where the main CPU has its scratchpad,
its own memory where the main CPU has VRAM, and both CPUs share the boot
page at 0xBFC00000.

- The ME's own memory is views in the main arena flagged MV_ME_ONLY, which
  only Memory::CreateMESpace() maps, into a second reservation along with
  the shared views at their same arena positions. It gets its own block
  shadow.
- The eDRAM (MV_EDRAM) is the ME's half of the eDRAM chip, the GE's VRAM
  being the other: 2MB on the PSP-1000 (whose resident ME image says so),
  4MB on the others (from mcidclan's libmecore, not hardware-checked).
- At VRAM's addresses, through 0x44000000 and 0xA4000000 alike, the ME
  doesn't see VRAM but memory of its own (pspautotest me/vram, on a
  PSP-1000): where homebrew keeps the VME's buffers. Its size isn't known;
  2MB with VRAM's mirrors here, and no depth layout on 16-bit accesses.
- 0xA0000000 reaches physical memory uncached, so RAM is mapped at
  0xA8000000 too.
- The boot page is a view too, which the main CPU reaches through a new
  MMIO device (in savestates from MMIO section version 2). The ME runs
  code from it, uncached, so the main CPU's writes invalidate code there.
  On masked platforms it isn't mapped, and the device uses a plain
  buffer.
- AddressSpace has IsValidAddress etc, with the ME's rules when edramSize
  is set, and the interpreters and the IR interpreter check and fetch
  instructions through their state's space. The IR compiler's checks still
  use the main CPU's, until the ME gets a JIT.
- On Darwin, MemArena can hold several view reservations.

Masked platforms (iOS, 32-bit) don't get an ME space yet.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-20 22:22:40 +02:00
Henrik RydgårdandClaude Opus 5.5 11296d32b1 CPU: Give each MIPSState an address space for its memory accesses
Memory::AddressSpace is where a CPU's addresses point (base) and its block
shadow, with the unchecked accessors and block shadow helpers as methods. The
main CPU's is Memory::g_mainSpace, kept in step with Memory::base and
blockShadow, and MIPSState::space points at it.

The CPU cores now go through their state's space instead of the globals: the
interpreter's and IR interpreter's loads and stores (which also saves the IR
interpreter reloading the global base), the IR interpreter's block lookup,
the block table's shadow entries, and the native JITs' memory base register,
block shadow lookups and pointerified registers. Address validity and
everything outside the cores still use the globals.

No change for the main CPU; this is so another CPU (the Media Engine) can see
memory differently. Benchmarked against master (God of War: Chains of
Olympus, Tekken 6): JIT instructions retired within noise, IR interpreter
2% fewer.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-20 18:41:28 +02:00
Henrik RydgårdandClaude Opus 5.5 79d340f4fe SaveState: Keep JIT blocks in module code a load doesn't change
Loading a state started the JIT over, so every block the game runs had to
be compiled again, which stutters. Now the loaded modules' code is
compared with the state's as RAM is loaded (a chunk that already matches
isn't copied either), and blocks entirely inside unchanged code stay.
Everything else is invalidated as before, and without a JIT, or with no
unchanged code, the JIT still starts over.

The JIT throws its blocks away if the loaded state needs code they weren't
compiled for (rounding mode switches, or no default prefixes at block
start). The other way round it keeps them, along with the flags they were
compiled under: before, a loaded hasSetRounding of false, or the reset of
lastSetRounding, had the next compile rebuild everything anyway.

In the three seconds after loading a state, Ridge Racer compiles 28 blocks
instead of 4823, Force Unleashed 31 instead of 7727. Frames rendered after
the load are identical either way.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-19 19:47:05 +02:00
Henrik RydgårdandClaude Opus 5.5 6d122f416e Keep JIT block entries and replacement hooks out of PSP memory
The JITs used to find a block by overwriting its first instruction with an "emuhack" holding
the offset into the code space, and replacement functions installed their own emuhack the same
way. Anything that read code (savestates, the debugger, memory dumps, cheats, the function
hasher, games reading their own code) had to translate them back.

Blocks now live in a block shadow: one u32 per guest instruction, indexed by the PC masked with
BLOCK_SHADOW_MASK (1GB on 64-bit, folding the kernel and uncached mirrors; 256MB on 32-bit, iOS
and Switch, where address space is short), with the low bits cleared so a misaligned PC can't
read across two entries. Only the ranges under memory views are committed, so a bad PC still
faults in the dispatcher, and the shadow is reserved before the memory map so it can't land in
a gap of the 4GB window. Entries hold full 32-bit offsets, lifting the 16MB limit. The
dispatchers on every backend, and the IR interpreter's loop, look blocks up there.

A hooked instruction without a compiled block gets the JIT's hook value in its entry: the offset
of the dispatcher's compile path (1 for the interpreters, the IR arena keeping that offset
empty), so dispatching there compiles a block, and the frontends substitute the hook. Compiling
replaces the entry with the block's, and destroying the block puts the hook value back. The hook
value is rewritten when the JIT changes or regenerates its dispatcher.

Hooks live in a map keyed by the masked address, and are dropped when the game overwrites the
hooked instruction, or when an icache invalidation finds the function's hash (immediates masked,
as when matching it) changed. Those checks run when queued invalidations are processed, since
cheats and the debugger queue them before writing. Installing and removing hooks invalidates
deferred, as it happens in HLE calls that can run inside a block. The cache instruction goes
through MIPSState, so it drops changed hooks too.

With clean memory, the save/clear/restore around savestates, memory reads and dumps goes away,
as do the source-range invalidations in the memcpy replacements, sceDmac and the cheats.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-11 10:33:30 +02:00
Henrik RydgårdandClaude Opus 5.5 ae32477764 Core: Let 16-bit CPU accesses through the depth mirrors see the GE's layout
With the software renderer, which now stores depth as the GE does, a
16-bit read or write at VRAM's 0x04200000 or 0x04600000 mirror goes to
where the GE's 16-bit or 32-bit color layout puts that depth pixel
(ppsspp-re geprobe exp88: the mirrors are the layout's exact inverse).
Games access depth there with nothing else, so other widths stay plain.

The accessors check the address, then whether the GPU core is the
software renderer (CoreParameter); the hardware renderers keep depth plain
and handle the layout their own way. The renderer keeps the layouts up to
date with the EDRAM address translation. With it, the JITs send 16-bit
loads and stores to the interpreter, and the IR passes don't change a
load's width to or from 16 bits.
The pspautotests that read depth through the mirrors now do so 16 bits
at a time, re-recorded on hardware unchanged.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-08 18:37:23 +02:00
Henrik RydgårdandClaude Opus 5.5 3062ffd695 Map the PSP-2000 extra RAM for homebrew PBPs, outside the user partition
Homebrew written for a PSP-2000+ under custom firmware can use the top
32MB of RAM directly without setting MEMSIZE, which leaves the user
partition at its normal size. NJEMU's slim builds do this (#8925).
Previously we didn't map that memory at all for PBPs; MEMSIZE=1 isn't a
workaround either, since it grows the partition and the heap and stacks
land where the program writes.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-29 12:40:59 -06:00
Henrik RydgårdandClaude Opus 5 016f976b1f Fix a batch of missing or wrong range validation
Memory::IsValidAddress and friends tested the extended-RAM range with
(address & 0x3F000000), i.e. at 16MB granularity, so they accepted the whole 16MB
block containing the end of RAM. That's harmless at 32MB and 64MB, but the Sora no
Kiseki SC/3rd HD remasters run with 0x04C00000, so addresses from 0x0CC00000 to
0x0CFFFFFF read as valid, and MaxSizeAtAddress then underflowed to ~4GB there -
which defeats ClampValidSizeAt and IsValidRange entirely for that window. Mask
with 0x3FFFFFFF instead, in all five helpers and the copies in MemMapFunctions.cpp.

IsValidTextureAddress's extended-RAM branch repeated the first branch's whole mask
rather than just its alignment bits, so it was dead code and extended RAM was never
accepted as a texture source.

ComputeTextureHash checked IsValidAddress(addr + sizeInRAM), i.e. only the end
address, which can land in a different valid region than the start - a VRAM texture
with a large enough computed size ends exactly at the base of RAM and "passes"
while reading far past the 8MB VRAM view. Use IsValidRange.

TextureReplacer::ComputeHash's strided path had no range check at all, unlike the
contiguous path right above it. Also clamp the pack-supplied reduce-hash factor to
1.0 - it's a reduction, and the ini parser only rejects exactly 0.

ZipExtractFileToMemory read an uninitialized zip_stat when zip_stat_index failed
(it ignored the return value) and sized a host allocation directly from the zip's
declared uncompressed size. Reached just by opening an archive.

Memory::Reinit ignored Init()'s return value, and DoState fed it a memory size
taken straight from the savestate. A bogus size made the map fail to allocate and
left base null, after which DoMemoryVoid wrote RAM through it. Validate the size,
propagate the failure, and roll back to the previous size if reinit fails.

314 pspautotests pass, all unit tests pass.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01DCPmm7FoQUoqrbMdhfqhQ2
2026-08-30 23:05:04 +02:00
Henrik Rydgård 4fb5d5965c MMIO: Simplest possible kernel-mode permission check, start work on supporting in JIT 2026-08-21 10:32:22 +02:00
Henrik Rydgård acf7effaeb Improve some comments 2026-08-20 00:42:08 +02:00
Henrik Rydgård 46d5fae342 VSH prep: Free up kernel memory by not storing the PPGe atlas in it 2026-08-19 18:45:52 +02:00
Henrik Rydgård 14338534e7 Improve some memory address checking functions 2026-08-19 18:40:01 +02:00
Henrik Rydgård 0b90e42214 IR Interpreter with fastmemory off: Validate alignment of memory accesses 2026-08-18 10:59:08 +02:00
Henrik RydgårdandClaude Opus 5 75ff0d406c Rename Memory::Lock() to Core_LockAgainstShutdown(), move it to Core
It stopped being about memory when CPU_Shutdown started holding it across the
whole teardown - it's what keeps kernel objects, the symbol map and the memory
map from being freed while another thread reads them. The old name invited the
reading that it locks memory *access*, which it has never done.

Memory::Reinit() now holds it across both halves rather than relying on
Memory::Shutdown()'s own acquire: between Shutdown() and Init() there is no
memory map at all, and a reader could slip into that gap.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01GZq8ZtJmFY7bkX5FVkr3P9
2026-08-17 13:11:16 +02:00
Henrik Rydgård 67ddf899ba Plumb through the PC value for syscalls, so we can get better diagnostics for unresolved ones. 2026-08-15 19:14:13 +02:00
Henrik RydgårdandClaude Sonnet 5 28cbb3a967 Add the scratchpad's missing kernel-mode mirrors, fix a mask bug hiding them
The scratchpad (PSP's repurposed-cache scratch RAM, 0x00010000+) was only
mirrored for user-mode access (cached 0x00010000, uncached 0x40010000) -
kernel-mode code sees it at 0x80010000/0xC0010000 (the kernel bit,
0x80000000, is independent of and combinable with the uncached bit,
0x40000000 - not "the uncached bit" as an earlier doc note in this branch
mistakenly called it). Missing entirely from MemMap.cpp's views[] table,
causing a real SIGSEGV the first time kernel-mode code (flash0:/reboot.bin)
touched it.

Adding the two missing views wasn't sufficient: the scratchpad range check
is duplicated eight times (IsValidAddress/IsValid2AlignedAddress/
IsValid4AlignedAddress/MaxSizeAtAddress in MemMap.h, and four more in
MemMapFunctions.cpp), and all eight used a mask (0xBFFFC000) that cleared
the uncached bit but kept the kernel bit, rejecting 0x80010000 as invalid
before ever reaching the now-mapped memory. Fixed all eight to 0x3FFFC000,
matching Memory::MEMVIEW32_MASK (which the JIT backends already used
correctly for the equivalent runtime check).

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01GZq8ZtJmFY7bkX5FVkr3P9
2026-08-13 11:36:42 +02:00
Henrik Rydgård 5a8e24f583 Interpreter: Hook up dummy MMIO handlers for future experiments 2026-08-12 14:48:23 +02:00
Henrik Rydgård c5e4d0d90d Rename the get-memory-pointer functions to make it clear where CPU exceptions can happen. 2026-08-12 14:06:16 +02:00
Henrik Rydgård 0596ee97f6 More memory access cleanup 2026-08-11 20:14:01 +02:00
Henrik Rydgård 3bd41376da More memory cleanup 2026-08-11 20:12:10 +02:00
Henrik Rydgård 138f02217c More memory access cleanup 2026-08-11 10:28:48 +02:00
Henrik Rydgård d8edeb7649 Interpreter: Add correct alignment checks to loads/stores, cleanup 2026-08-11 10:28:48 +02:00
Henrik Rydgård af9891cd7d More Read_U32 and Read_U64 2026-08-11 09:08:52 +02:00
Henrik Rydgård c99a303646 Fix behavior so we can turn off "IgnoreBadMemAccess" in headless 2026-07-29 18:38:25 +02:00
Henrik Rydgård 878d2aeb0e Fix a bunch of possible crashes due to our VRAM check thinking that VRAM in kernel space is valid (but nothing is mapped there, unless you use masked memory) 2026-07-27 23:44:14 +02:00
Henrik Rydgård 34473fc621 Add a compat flag to map some extra memory at address 0.
Can be used to work around certain types of crashes without having to
disable fast memory.
2026-01-23 15:14:15 +01:00
Henrik Rydgård 5f7a937466 Rename ValidSize to ClampValidSizeAt 2025-12-30 20:31:07 +01:00
Henrik Rydgård 5260be6f69 Warning fixes, alignment checks 2025-05-15 09:48:23 +02:00
Henrik Rydgård 644f5e4e6c Expose PSPModule (so the debugger can access it later) 2025-03-31 09:56:08 +02:00
Henrik Rydgård 2b558eb545 Fix regression in Tomb Raider Legends
Need to make sure a buffer size check happens before the buffer is
accessed - since the game calls sceAtracSetDataAndGetID with both buffer
and bufferSize as 0, and it expects to receive TOO_SMALL and not a
memory exception.

Thanks to @sum2012 for quick investigationh help.
2025-03-23 07:11:01 +01:00
Henrik Rydgård e45333d1d8 Fix the sceSas context connection 2025-03-18 09:36:34 +01:00
Nemoumbra 1fc49d8011 Added host ptr -> virt ptr converters 2025-02-12 04:13:12 +03:00
Nemoumbra 9528d5d8be Added proper const overloads for PSPPointer methods 2025-02-12 03:26:01 +03:00
Henrik Rydgård 2edc3085a5 PSPPointer<>: Replace some fiddly memsets with use of a new FillWithZero function. 2025-01-05 23:43:41 +01:00
White Blood CellandAdamN ee0b0fce6c sceNetInet and sceNetResolver support.
Co-authored-by: AdamN <anr2000@gmail.com>
2025-01-04 17:28:36 +01:00
Henrik Rydgård d2ffac57dc Memory::IsValidAddress: Consider VRAM with a kernel flag invalid.
We don't have it mapped in our memory map, so this can actually crash
checked reads like Read_U32.

Since it isn't mapped, and it can't possibly be valid in retail PSP
games to access VRAM this way, I don't think this will cause any
problems.

However, if it does, we'll have to add the corresponding mappings to the
memory map.
2024-11-12 10:41:14 +01:00
Henrik Rydgård 5926886c0c Some include cleanup, delete some obsolete code 2024-07-25 14:52:41 +02:00
Henrik Rydgård c332d564db IRInterpreter: Cache the MIPSState pointer in a local, faster address check 2024-05-10 23:21:51 +02:00
Henrik Rydgård 70ae4a35c1 Fix faulty formula for block transfer size-check. 2024-05-10 13:50:49 +02:00
Henrik Rydgård 0b91aa50ee Improve memory safety, add bugfix to little-used sysclib functions 2024-05-05 14:19:49 +02:00
Henrik Rydgård c004bea5e4 Use memchr in IsValidNullTerminatedString 2024-05-05 12:23:36 +02:00
Henrik Rydgård 85f8fd0bdb Safety fix for GetCharPointer
Uses IsValidNullTerminatedString from #19103 by Kethen
2024-05-05 12:09:08 +02:00
Katharine Chui 47c7fab928 optimize Memory::IsValidNullTerminatedString 2024-05-03 21:00:26 +08:00
Katharine Chui b570cacd90 add Memory::IsValidNullTerminatedString 2024-05-01 22:58:01 +08:00
Ethan O'Brien 8426b35a80 Cleanup emscripten libretro build target 2023-08-12 14:38:35 -05:00