Commit Graph
47430 Commits
Author SHA1 Message Date
Henrik RydgårdandClaude Opus 5 5a84f287c4 sceIoRename: refuse wildcards, an existing destination, and don't wait on XDEV
Three ways our rename differed from the PSP's:

- A wildcard in either path was passed through to the host, so
  renaming "test*.txt" could quietly rename a real file. The PSP
  doesn't expand them here, it rejects them outright.
- Renaming onto a file that already exists succeeded, because the host
  rename() replaces the destination. The PSP refuses, and renaming a
  file onto itself counts as that too.
- Crossing devices returned the right error, but after the same wait
  as everything else. The hardware fails that one immediately.

Fixes io/file/rename, moved to tests_good.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01JvJR8oJNSCimCM9KXVLjfq
2026-09-04 18:13:10 -06:00
Henrik RydgårdandClaude Opus 5 fd72f308af sceAudio: fix a crash when reserving a channel with none free
GetFreeChannel counted down with an unsigned loop variable, so i >= 0
was always true. With every channel already reserved it wrapped past
zero and kept indexing g_audioChans until it walked off the end -
sceAudioChReserve(-1, ...) segfaulted the emulator instead of returning
"no channels available". Reproduces on audio/sceaudio/reserve, which
crashed before printing anything.

Also gives sceVaudioChReserve the parameter checks it never had. It
took any sample count, channel count and frequency; the hardware allows
256, 1024 or 2048 samples, stereo only, and the same sample rates the
SRC channel accepts. Every value in the test now matches - what's left
there is only reschedule markers.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01JvJR8oJNSCimCM9KXVLjfq
2026-09-04 18:12:31 -06:00
Henrik RydgårdandClaude Opus 5 d675b467c1 sceUtility: fix the system param string size check and the adhoc channel error
Two things utility/systemparam caught:

A negative size passed to sceUtilityGetSystemParamString went through
Memory::IsValidRange, where it became an enormous range and came back
as a generic -1. The PSP just reports that the string doesn't fit, same
as any other size too small to hold it.

sceUtilityGetSystemParamInt returned 0x800ADF4 for an automatic adhoc
channel unconditionally. The FIXME there wondered whether the hardware
only does that once adhocctl is initialized - it does. Before any adhoc
module is up, which is the state nearly every game asks this in, the
hardware returns 0 and writes the channel out.

Fixes utility/systemparam/systemparam, moved to tests_good.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01JvJR8oJNSCimCM9KXVLjfq
2026-09-04 18:12:24 -06:00
Henrik Rydgård 68fd30bbba Merge pull request #22217 from hrydgard/gpu-fixes
Claude code review: Vulkan
2026-09-04 18:03:47 -06:00
Henrik Rydgård a807ffa984 Merge pull request #22220 from hrydgard/easy-fixes-1.21
Assorted easy fixes for 1.21
2026-09-04 17:52:09 -06:00
Henrik RydgårdandClaude Opus 5 fbdb54300e Put a ceiling on the CSO frame size
Follow-up to #22208, which bounded the index table but left the frame
size itself unbounded - readBuffer and zlibBuffer are sized straight
from it, so a 96-byte header could still ask for a couple of gigabytes.
Harmless enough on 64-bit, where the pages never get touched, but a
32-bit build would just fail the allocation.

Real images use 2KB to 64KB frames, so 16MB leaves plenty of headroom.
All 19 CSOs I have on hand still load.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01JvJR8oJNSCimCM9KXVLjfq
2026-09-04 13:10:54 -06:00
Henrik RydgårdandClaude Opus 5 30bea36141 docs: explain the [x]/[r] markers in pspautotests output
They record whether a reschedule happened while the code under test
ran, so a diff where only the marker differs is a scheduling
difference, not a wrong value - worth knowing before going looking for
a value bug that isn't there.

Also fixes the O/E description, which had them the wrong way round: O
is PPSSPP's output, E is the expected file.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01JvJR8oJNSCimCM9KXVLjfq
2026-09-04 13:10:54 -06:00
Henrik RydgårdandClaude Opus 5 c93b0de8cb Translate "Show timestamps in chat"
31 languages, following each file's existing chat terminology (chatt,
bate-papo, obrolan, sembang, 聊天, الشات, ...). 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_01JvJR8oJNSCimCM9KXVLjfq
2026-09-04 13:10:54 -06:00
Henrik RydgårdandClaude Opus 5 a506d0be6f Lowercase the extension reported by ZipFileLoader
Identify_File and friends compare against lowercase extensions, the way
Path::GetFileExtension returns them, but ZipFileLoader passed the name
from the zip through unchanged. So a file stored as e.g. "DUMP.PPDMP"
inside a zip failed to load, while "dump.ppdmp" worked.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01JvJR8oJNSCimCM9KXVLjfq
2026-09-04 13:10:54 -06:00
Henrik RydgårdandClaude Opus 5 fbdf611fc4 Chat: keep more lines of history, and add timestamps
The log was trimmed to 50 lines, which isn't enough to scroll back
through a conversation - now 250. Chat entries also carry the time they
arrived, shown as a dimmed HH:MM in front of the name, behind a new
"Show timestamps in chat" setting.

The timestamp is kept next to the text rather than baked into it, since
the chat view finds the sender by splitting the line at the first colon.

Fixes #15444

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01JvJR8oJNSCimCM9KXVLjfq
2026-09-04 13:10:54 -06:00
Henrik RydgårdandClaude Opus 5 eb1bc34123 Map the right analog stick by default on Android pads
The generic Android pad map and the Retroid map were the only pad
defaults without it, so the right stick did nothing until mapped by
hand. Uses the same axes and directions as the desktop pad default.

Fixes #21591

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01JvJR8oJNSCimCM9KXVLjfq
2026-09-04 13:10:54 -06:00
Henrik RydgårdandClaude Opus 5 b115206a66 SDL: Release all input when a controller is disconnected
The last platform that was missing this - it was held back waiting for
the SDL 3.0 migration, which has now happened. Without it, whatever was
held when the pad vanished stays held, which tends to walk the player
off a cliff.

Fixes #20418

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01JvJR8oJNSCimCM9KXVLjfq
2026-09-04 13:10:54 -06:00
Henrik RydgårdandClaude Opus 5 b5bafa43b8 Prefer upper case PSP/SHADERS and PSP/THEMES
These two were lower case for legacy reasons, unlike every other
directory, which actually matters on case sensitive file systems like
the one iOS uses. An existing lower case directory is still used if
there's no upper case one, so nobody has to move their files.

Fixes #20527

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01JvJR8oJNSCimCM9KXVLjfq
2026-09-04 13:10:53 -06:00
Henrik RydgårdandClaude Opus 5 f10a62f23e SDL: Auto-hide the mouse cursor in fullscreen, like on Windows
Previously the cursor was only hidden when entering fullscreen or
starting a game, and never came back on mouse movement. Now it hides
half a second after the mouse stops moving and reappears when it moves
again, which also covers the touch-controls case that used to be
excluded entirely.

Fixes #20572

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01JvJR8oJNSCimCM9KXVLjfq
2026-09-04 13:10:53 -06:00
Henrik RydgårdandClaude Opus 5 6bb91bf2f0 Remove the "Up to 2" buffered frames option
Three frames in flight showed no performance benefit over two, so drop
the option and clamp existing configs (and the default) down to 2.
The now-unused "Up to 2" translation keys are left in place.

Fixes #21419

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01JvJR8oJNSCimCM9KXVLjfq
2026-09-04 13:08:21 -06:00
Henrik RydgårdandClaude Opus 5 f7548ea7e2 UI: Let PopupMultiChoice mark choices as untranslated
Choices that are just numbers have no translation, so every lookup got
logged as a missing translation - the Graphics settings screen spammed
the log once per frame as long as Frame Skipping was on.

Fixes #21455

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01JvJR8oJNSCimCM9KXVLjfq
2026-09-04 13:08:21 -06:00
Henrik Rydgård ceb3fb2a4a Merge pull request #22216 from hrydgard/d3d11-fixes
Claude code review: D3D11
2026-09-04 13:01:55 -06:00
Henrik Rydgård 5986789448 Merge pull request #22218 from hrydgard/more-misc-fixes
Correct handling of CORE_REENTER_DISPATCH in NextFrame
2026-09-04 12:59:16 -06:00
Henrik Rydgård e47a1aa24d Core: Handle CORE_REENTER_DISPATCH in Core_NextFrame
Also add the missing case to CoreStateToString.
2026-09-04 12:20:11 -06:00
Henrik Rydgård 6cf02358ba docs: Add a feasibility analysis of a native Metal backend
Sizes up the work against the existing backends, lays out the shader generation
vs. SPIRV-Cross translation choice, and argues that programmable blending (the
framebufferFetchSupported cap that Vulkan hardcodes to false) is a better reason
to do it than dropping the MoltenVK dependency.
2026-09-04 12:18:46 -06:00
Henrik RydgårdandClaude Opus 5 3e87c79c89 AGENTS.md: Add a rule about branching off master before writing code
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01SGz54K3ZXa2Qzyc3aMEYyY
2026-09-04 12:18:46 -06:00
Henrik RydgårdandClaude Opus 5 859d09cc75 Vulkan: Two small fixes
The pipeline debug listing printed the color blend factors in the alpha slot,
which is doubly unhelpful since that branch is only taken when the alpha factors
differ from the defaults.

CompileShaderModuleAsync takes ownership of the tag but only deleted it on the
success path, leaking it whenever GLSLtoSPV failed.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01SGz54K3ZXa2Qzyc3aMEYyY
2026-09-04 12:10:03 -06:00
Henrik RydgårdandClaude Opus 5 9273764a3b Vulkan: Don't insert the same key twice when compute pipeline creation fails
The failure branch inserted a null pipeline and then fell through to the normal
insert of the same key, which trips DenseHashMap's duplicate-key assert - and
_assert_msg_ is live in release builds, so a logged error became a crash.

Also skip the null entries when deleting cached pipelines.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01SGz54K3ZXa2Qzyc3aMEYyY
2026-09-04 12:10:03 -06:00
Henrik RydgårdandClaude Opus 5 41d69e61e1 Vulkan: Set USES_DEPTH_STENCIL/USES_BLEND_CONSTANT before creating the pipeline
They were OR-ed into pipelineFlags just after the CreateGraphicsPipeline call that
consumes them, so the render manager's "don't compile a pipeline that requires
depth for a non-depth renderpass type" check could never fire for game pipelines.
thin3d_vulkan.cpp sets the flag before its call, which is the intended order.

Note this can now legitimately skip some variants when loading the shader cache -
those were invalid combinations that the check was written to reject.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01SGz54K3ZXa2Qzyc3aMEYyY
2026-09-04 12:10:03 -06:00
Henrik RydgårdandClaude Opus 5 38d5ab657e Vulkan: Disable hardware texture scaling if the constant buffer fails to load
If reading the shader's constant buffer file failed, we'd skip writing descriptor
binding 4 but still dispatch the compute shader, which declares it - a statically
used but unwritten descriptor. It also re-read the missing file on every single
texture upload. Now we drop the scaling shaders instead, so following textures
take the CPU scaling path.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01SGz54K3ZXa2Qzyc3aMEYyY
2026-09-04 12:10:03 -06:00
Henrik RydgårdandClaude Opus 5 79a48c7dbe Vulkan: Fix crash when a replaced texture fails to allocate
The out-of-VRAM retry path cleared plan.replaced but left plan.doReplace set.
GetMipSize() dereferences plan.replaced when doReplace is true, so the fallback
crashed instead of recovering. The common code sets both together.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01SGz54K3ZXa2Qzyc3aMEYyY
2026-09-04 12:10:03 -06:00
Henrik Rydgård 425f6e2c37 D3D11: Don't silently draw with a shader that failed to compile
The shader creation helpers returned S_FALSE when compilation produced no
bytecode - but S_FALSE is a success code, so the FAILED() checks in the
D3D11VertexShader/D3D11FragmentShader constructors never fired and failed_ was
never set. Return E_FAIL instead, and only hand out the bytecode when the shader
object was actually created.

Failed() had no callers at all, so a failed shader was handed to the draw as
usual: VSSetShader(nullptr), CreateInputLayout on empty bytecode, and the
ignored HRESULT from SetupDecFmtForDraw meant IASetInputLayout(nullptr). The
draw then did nothing, with no log line to explain it. Skip the draw and warn
instead, like the GL backend does.
2026-09-04 12:08:21 -06:00
Henrik Rydgård 15c702f203 D3D11: Fix texture upload buffer leaks
The cleanup loop was hardcoded to 12 entries while the array holds more and
levels can exceed that with a texture replacement pack - a 8192-pixel
replacement has 14 mip levels, so every level from 12 up leaked on each texture
build. Use ARRAY_SIZE, and shrink the array to 16 since D3D11 caps textures at
16384 pixels anyway.

The out-of-memory bail-out returned before that loop, leaking every level
decoded so far. Since the entry ends up without a texture it gets rebuilt, and
leaks again, every following frame.
2026-09-04 12:07:50 -06:00
Henrik Rydgård 050cacbbdf Merge pull request #22214 from hrydgard/gles-fixes
Claude code review: OpenGL backend
2026-09-04 11:45:42 -06:00
Henrik Rydgård 256984d561 Fix some Claude-isms 2026-09-04 10:41:31 -06:00
Henrik Rydgård ac016201dc GLES: Small cleanups
Scissor the stencil readback to the region actually being read back - latent,
every caller passes a zero origin today.

Remove a DecodeVerts call that can never do anything: both branches above it
have already advanced decodeVertsCounter_ to numDrawVerts_. Worse than useless,
since in the non-skinning branch the vertices went to the push buffer, so
decoded_ doesn't hold them.
2026-09-04 10:41:31 -06:00
Henrik Rydgård 78692deca2 GLES: Set IS_3D when creating the 3D texture, not after uploading it
The out-of-memory bail-out added in the previous commit returned before the
status flag was set, leaving a GL_TEXTURE_3D object bound while ApplyTexture
told the shader generator it was a 2D texture. The entry stays cached, so it
would repeat every frame, not just the one that failed to allocate.
2026-09-04 10:41:31 -06:00
Henrik Rydgård 89ebb8acc6 GLES: Actually apply anisotropic filtering
TextureCacheGLES passed a hardcoded 0.0f instead of key.aniso, so the
Anisotropic Filtering setting did nothing at all on the OpenGL backend, even
though GPU_USE_ANISOTROPY was advertised and D3D11/Vulkan both honor it. Looks
like it was left behind by the 2017 render manager refactor.

The queue runner now clamps to the device maximum it already queried into
maxAnisotropyLevel_ (until now unused), and only touches the parameter when the
extension is actually supported - the anisotropy branch there has been dead
since every caller passed 0.0f, so this is the first time it runs.

0.0f keeps its meaning of "don't care" for the CLUT/fragment-test/thin3d
callers; the texture cache now passes 1.0f when the setting is off, so turning
it off takes effect on already-uploaded textures instead of only new ones.

TexCache: Never use anisotropic filtering for CLUT8-indexed textures

What gets sampled for those is palette indices, depalettized by the shader
afterwards - averaging indices across an anisotropic footprint produces garbage
colors. Affects all backends, not just the GL one that just started honoring
key.aniso.

TexCache: Clear key.aniso wherever filtering is forced to nearest

It was only cleared in the two places inside the AUTO_MAX_QUALITY branch, so the
TEX_FILTER_AUTO path (pixel-mapped textures, the ugly color test heuristic), the
FORCE_NEAREST setting and the replacement-texture override could all end up
requesting nearest filtering with anisotropy still on.

Doing it in the switch that applies forceFiltering covers every path, so it
can't drift apart again.

GLES: Only record the applied anisotropy, and log skipped draws

The queue runner updated tex->anisotropy even when it skipped the call because
the value was 0.0f ("don't care") - harmless while nothing ever set anisotropy,
but now it would make the tracked state disagree with GL, so a later request for
the value it thinks is set would be wrongly skipped.

Also log when a draw is skipped for a missing vertex shader. The failure is
cached per shader ID, so without it geometry silently disappears for the rest of
the session after the one-shot OSD message.
2026-09-04 10:41:15 -06:00
Henrik Rydgård 172cea4b31 Merge pull request #22213 from hrydgard/remove-geometry-shaders
Remove the leftover geometry shader scaffolding
2026-09-04 10:19:46 -06:00
Henrik Rydgård 388eef9d88 GLES: Harden the shader disk cache loader and the 3D texture upload path
The cache loader indexed &vec[0] on vectors that can legitimately be empty (a
header-sized file with zero counts passes both sanity checks), and the counts
are signed ints where only the upper bound was checked - a negative count would
reach resize() as a huge size_t.

The 3D texture branch had the out-of-memory assert but not the bail-out the 2D
branch has, so an ignored assert fell straight into memset(nullptr).
2026-09-03 20:43:06 -06:00
Henrik Rydgård ad131e522f GLES: Handle shader compilation failure in the hardware transform path
ApplyVertexShader can return null - if the requested shader fails to compile it
retries with a software transform ID, and if that fails too it returns (and
caches) null. We then called UseHWTransform() on it.

ApplyFragmentShader can likewise return null, and the hardware path ignored it,
unlike the software path. Without a linked shader nothing binds a program for
this render pass, so the draw would have gone through with whatever program a
previous pass left bound.
2026-09-03 20:43:06 -06:00
Henrik Rydgård 245ed61c0f GLES: Actually apply the stencil write mask in ApplyDrawStateLate
53aa2cc596 changed the first argument from "true" to stencilState_.writeMask,
but that slot is "bool enabled" - the writeMask argument stayed hardcoded to
0xFF, so the mask still never reached GL. The clear-mode call just above gets
the slots right.

Reachable because SoftwareTransformCommon refuses the fast clear path when the
stencil write mask is partial, so exactly those clears end up here.
2026-09-03 20:43:06 -06:00
Henrik Rydgård 8e3a52d782 Merge pull request #22180 from hrydgard/another-adhoc-server
Indonesian adhoc relay server, andexplaystream
2026-09-03 20:40:33 -06:00
Henrik Rydgård 77a93c1dfe Add the Andexplaystream adhoc server
Its data.json works over plain http on port 80, which is why the
earlier attempts to confirm it failed.

Fixes #22164
2026-09-03 20:39:47 -06:00
Henrik Rydgård 9ff58449a8 Merge pull request #22212 from Kethen/add_aemu_postoffice_server_entry
add aemu_postoffice test server to adhoc-servers.json
2026-09-03 20:09:56 -06:00
Katharine Chui 11e226c312 add aemu_postoffice test server to adhoc-servers.json
Test server ran by the https://github.com/Kethen/aemu_postoffice
project
2026-09-04 00:50:18 +02:00
Henrik Rydgård 410939fc5e Merge pull request #22206 from acts-1631/security/fix-startup-service-flags
Use selected flags when starting the web server
2026-09-03 21:22:21 +02:00
Henrik Rydgård bdaf6dcaf4 Merge pull request #22208 from acts-1631/security/fix-cso-index-overflow
Reject overflowing CSO index sizes
2026-09-03 20:36:15 +02:00
Henrik Rydgård de0dc2d7d4 Remove the leftover geometry shader scaffolding
Nothing has generated or used a geometry shader since the GS paths were removed
- GeometryShaderGenerator is gone, and ShaderWriter's BeginGSMain/EndGSMain had
no callers at all. Removes ShaderStage::Geometry and everything hanging off it:
the GS preambles and GSMain helpers in ShaderWriter, the stage mappings in all
three thin3d backends, the D3D11 geometry shader plumbing (curGS_, the pipeline
and module members, gs_4_0 compilation), CreateGeometryShaderD3D11, the unused
PipelineFlags::USES_GEOMETRY_SHADER and PipelineManagerVulkan's
UsesGeometryShader().

Also stop enabling the Vulkan geometryShader device feature, since we no longer
have any use for it.

Kept on purpose: the device feature is still listed in the feature dumps (like
other capabilities we don't use), and the Vulkan shader cache header keeps its
now-always-zero geometry shader count so the on-disk format stays compatible.
2026-09-03 11:24:03 -06:00
Acts1631 095480bcb9 Reject overflowing CSO index sizes
Keep CSO frame and block counts wide until validating their 32-bit

representation, preventing numFrames + 1 from wrapping. Also reject

index tables that cannot fit in the source file or host size_t before

allocation and indexing.
2026-09-03 10:06:35 -04:00
Acts1631 f86e04a7c6 Fix startup web server flag selection
Pass the flags selected from the independent remote sharing and

debugger startup settings instead of enabling every web service.

This keeps remote disc sharing from exposing the unauthenticated

debugger and upload handlers.
2026-09-03 10:05:21 -04:00
Henrik Rydgård 2820fa9467 Have Claude reorganize its own notes, as AGENTS.md was becoming very big. 2026-09-02 16:33:42 -06:00
Henrik Rydgård 6071ab654c Merge pull request #22204 from hrydgard/dbz-fix
FramebufferManager: Correct the logic changes from "Add new TexCache logging channel"
2026-09-03 00:18:38 +02:00
Henrik Rydgård 293cf0c78c Revert the logic changes from "Add new TexCache logging channel"
This partially reverts commit ee1314f803.
2026-09-02 15:56:10 -06:00
Henrik Rydgård 3a6e6e3e0b Merge pull request #22197 from hrydgard/arm64-irjit-sxtw
Fix Arm64 IRJIT sxtw bug with kernel addresses
2026-09-02 21:51:11 +02:00