Commit Graph
818 Commits
Author SHA1 Message Date
Henrik Rydgård 3dc01bd318 Turn off roundrect test on LogoScreen, reduce logging 2026-10-24 10:35:11 +02:00
Henrik RydgårdandClaude Opus 5.5 6c8c71a125 AvcDecoder: Keep the output clock going when a new stream is spliced on
Burnout Legends feeds its intro movies to one decoder back to back, with
no flush in between. Each new stream opens with a buffering period whose
cpb_removal_delay is 0, which put our reconstructed clock 18 frames back,
so every picture after it was held until the clock caught up, and then
20 came out of one decode. sceMpegAvcDecodeYCbCr converts every picture
a decode reports into the caller's buffer list, which only has room for
one, so mpeg.prx went on through stack garbage and crashed as the title
screen came up.

Such a buffering period now continues from the last access unit instead.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-22 21:02:36 +02:00
Henrik RydgårdandClaude Opus 5.5 9f5d074a0e sceVideocodec: Picture records, SEI and sequence timing, for UMD Video
The VSH's UMD Video player reads what the ME writes beside each decoded
picture, which games' mpeg.prx only passes through (pspautotests
video/mpeg/avcdetail, recorded on a PSP):

- Given a 0x540-byte buffer at ctx+0x38, as mpeg_vsh.prx provides in the
  modes the player uses, the ME points each picture descriptor's +0x24
  and +0x28 at two 0xA4-byte records for it. The first is the picture's
  SEI record: cpb_removal_delay at +0x18, dpb_output_delay at +0x1C, the
  pic_struct at +0x20 (which the player picks a duration with), and flags
  of 7 for a keyframe and 2 otherwise. sceVideocodecGetSEI writes the
  record of the last access unit decoded to the buffer at ctx+0x50.
- A descriptor's +0x20 is 1 for a keyframe. The player drops every
  picture after starting or seeking until it sees one.
- The 0x64 bytes at ctx+0x30 carry the VUI timing (num_units_in_tick at
  240000 ticks a second), which the player checks against 5005 for film.

All of it comes from what ffmpeg's H.264 parser reports per access unit,
which AvcDecoder now hands back with each picture.

Each picture also goes into the next of the four frame stores, as the ME
rotates through its own: the player converts a picture in strips spread
over its next few frames, while decoding goes on.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-21 17:32:44 +02:00
Henrik RydgårdandClaude Opus 5.5 0b1e1a9bb3 POPS: Boot PS1 EBOOTs through the firmware's POPS manager
A PS1 EBOOT now boots the installed firmware's POPS manager
(flash0:/kd/popsman.prx), which loads its PS1 emulator (pops_0Xg.prx) for
the game. Load_PSP_POPS stands in for the kernel's reboot into its POPS
configuration: it loads the manager and that configuration's user modules,
and a helper thread makes the kernel init's scePopsManLoadModule(path, 0)
call. InitForKernel reports a POPS boot from the memory stick.

The emulator plays its sound on the Media Engine, so a PS1 boot always
gets the emulated ME, whatever the homebrew setting says, and is refused
on platforms that can't emulate it. The manager boots the ME with its own
code (POPS's reboot has no me_wrapper, so Sony's ME firmware isn't booted
for it), and its ME loop runs there unchanged, playing through the audio
block.

Everything in POPS that reaches hardware registers is kernel code, so a
POPS boot leaves the ME's kernel mode stopgap (g_kernelModeAnywhere) off:
7% fewer host instructions in Crash Bandicoot.

The manager also drives the GE directly: its stall register and FINISH
status are an MMIO device that only answers during a POPS boot, and stall
writes extend the HLE GPU's current list.

The 6.60 and 6.61 popsman.prx and pops_01g/02g.prx have the same code. The
manager's is checked when it's loaded, and any other one fails the boot
with a message. Savestates include the boot's threads.

Reading a game's disc image needs the next two changes.

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 e906b9f700 CoreTiming: Catch the ME up when the main CPU reads the boot page
The ME runs a slice behind the main CPU, so a main CPU polling a mailbox
in the boot page saw the ME's progress up to a slice late. Reading the
boot page now runs the ME up to where the main CPU is in its slice first,
and the end of the slice runs only the rest. me/audiofifo, which times
the ME's playing from the main CPU, read 43900Hz for 44100.

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 9d55b8046c ME: The audio block, which the ME plays through
The audio hardware at 0xBE000000, as POPS's ME loop (popsman.prx +2F88)
drives it: after setting it up, it writes one stereo sample (left in the
low half) to 0x70 whenever status 0x28 bit 5 says the FIFO has room,
and sleeps in halt in between on the ME's interrupt source 12. Measured
from the ME on a PSP-1000 (pspautotest me/audiofifo): the FIFO holds 24
samples and plays them at 44.1kHz while 0x04 bit 1 is set; status 0x28
has bit 4 while playing, bit 5 while there's room, and bit 1 once it has
played out its last sample, a sample after the FIFO empties; and source
12 is a level, up while there's room, which halt wakes on with
interrupts disabled. What it plays is mixed into the output.

A halted ME used to sleep until the main CPU's next slice. It now wakes
within the slice when the full FIFO next has room, as POPS's loop sleeps
for every sample.

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 6936d22b38 HLE: sceSysreg_driver's 6.60 NIDs that the POPS manager uses
popsman.prx starts the Media Engine and sets up audio through them. The
ME reset, bus clock and AVC reset are the calls the older NIDs already
have. The others set bits of registers lowio.prx 6.61 writes for them
(0x50 bit 15+n, 0x58 bit 16+n, 0x60 bit 18, 0x78 bits 7+n and 11), and
C36775AD (called with 0, 1 before audio is set up) isn't read yet. The
system register device now keeps every register it doesn't model.

Under --vsh these stand in for lowio.prx's own, which write the same
registers.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-21 12:50:45 +02:00
Henrik RydgårdandClaude Opus 5.5 ed25f9c436 ME: Let mcidclan's MIST restart Sony's ME firmware and run tasks
MIST (and psp-media-engine-safe-task, and NJEMU through it) restart the
ME through me_wrapper's bootstrap at 0xBFC00040, after patching it to
point a0 at main RAM, which makes the firmware take its resume-from-
sleep path: restore eDRAM from a0 and go back to the main loop. They
then put a task's address in the firmware's command table with
DMACplus and send a command with the soft interrupt.

- The boot now leaves a bootstrap with 6.61's layout at 0xBFC00040,
  and a stand-in for me_wrapper's ME stub (which isn't loaded under
  HLE) that runs the image.
- The firmware never sets Status.IE: it gates interrupts with mtic
  alone, so either one enables them now. Its main loop enables them for
  only a few instructions, so mtic takes a pending one right away.
- Opcode 0x2C, which the resume path runs, is a no-op on the ME.
- Sysreg 0x00 reads 0 (the bootstrap's debug handler check), 0x70 is
  kept, and the DDR flush register (0xBD000004) is always done.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-21 12:06:12 +02:00
Henrik RydgårdandClaude Opus 5.5 090e215a0a ME: Boot Sony's ME firmware, as me_wrapper does
Instead of only putting the image's code at 0x88300000, the ME now runs
it to where a PSP's ME is after boot: idle in its main loop's halt,
waiting for commands. As me_wrapper's boot (6.61, sceMeCore_driver
5dff5c50 and 0x1c30) and its ME stub leave things: the code at
0x88300000, the image's second stream still compressed after it, the
boot page's parameters (0x70C, 0x710 the CPU clock in MHz, 0x714), and
the ME at 0x88300000 with a0 at the second stream, which the code
decompresses into eDRAM itself. The stub's part (KL4E, caches) is done
here, since it runs main CPU kernel routines.

On a PSP the firmware has long since booted when a game starts, so it
runs to its idle halt the first time the ME runs, outside emulated time
(the JIT can't run earlier, at kernel init). About 80ms of startup in a
Debug build.

The compressed copy and the starting stack go below our idle threads'
stacks at the top of kernel memory, where a PSP has them higher up.

The firmware also needs:
- the ME to ignore the low two bits of jr/jalr targets: its command
  table keeps flags there (interpreter, and the IR, for the ME only)
- source 5 of the ME's interrupt controller, the codec hardware it
  starts and waits for in halt during init, which isn't emulated, so it
  finishes at once
- sysreg 0x54 and 0x5C kept

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-21 12:06:11 +02:00
Henrik RydgårdandClaude Opus 5.5 2cabafa4fe ME: The clock divider registers at 0xBC200000
The ME's startup code (custom-core, libmecore) sets them, and Sony's ME
firmware lowers them around its halt. Only kept, like the other ME
devices, and only while the ME is emulated.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-21 12:06:11 +02:00
Henrik RydgårdandClaude Opus 5.5 25c6f15e56 ME: Sony's ME image, the SceMeRpc sysevent handler, the VME's status
What the firmware sets up for the ME at boot, which mcidclan's custom-core
libraries rely on, at kernel init when the ME is emulated:

- Sony's ME image at 0x88300000, as me_wrapper loads it: meimg.img on a
  PSP-1000, me_t2img.img on later models, from the installed firmware's
  flash0:/kd/resource, decrypted and KL4E-decompressed (only the first of
  its two streams, the code). Custom-core calls functions in it, picking
  per-model address tables by the word at 0x18. Without the firmware it's
  logged and left out.
- A "SceMeRpc" sysevent handler record, which sceKernelReferSysEventHandler
  (new, sceSysEventForKernel) returns, and custom-core takes over.

Also the VME's control registers (0xBCC00000), kept, with the status at
0x10 reading as done: custom-core's ME startup writes 1 there and waits.

mcidclan's custom-core poc, hw-mutex, gu-shared-list and exceptions
samples now run.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-21 12:06:11 +02:00
Henrik RydgårdandClaude Opus 5.5 8af7643efa ME: sceSysreg_driver's ME reset and clock calls, MMIO copies in sysclib
The calls homebrew starts the ME with (1.50's NIDs, and 3.71's for the
ME's reset and bus clock) set or clear a bit of the reset or bus clock
register the way the firmware's driver does, returning whether it was
set. Only those NIDs, so a later firmware's lowio.prx keeps its own
exports under --vsh.

Kernel modules copy their ME code to the boot page with SysclibForKernel's
memcpy, which now goes through MMIO for hardware addresses like the
replaced memcpy already did (MMIO::Copy, shared).

pspsdk's mebasic, MElib's test, PSP Bunny, snes9xTYL and ProTrekkr's test
now start their ME.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-21 12:06:11 +02:00
Henrik RydgårdandClaude Opus 5.5 c6760fa461 ME: DMACplus colour space conversion
As the firmware's DMACplus driver programs it (lowio.prx 6.61,
sceDmacplus_driver_d126494b for AVC and 9c492b9b for VME, the same in
1.50's dmacplus.prx): eight source buffers at 0x120-0x13C (two half
height sets), size in macroblocks and the mode at 0x140, two destinations
at 0x144/0x148, stride and output format (0 8888, 1 565, 2 5551, 3 4444)
at 0x14C, a Q3.7 matrix at 0x150-0x158 and the luma offset at 0x15C,
whose default (0x110, 16) is the firmware's. Writing 0x160 runs it, and
it finishes at once, with 0x04 bit 1 set.

AVC sources are in the decoder's tiled layout (UntileYCbCr): interleaved
into one destination they're the frame's even and odd rows, and going
to two, each set is a picture of its own with its own chroma, as
mcidclan's me-avc-csc-hd lays out its data. VME sources are planar.

Not checked on hardware: 0x140 bits 1 and 2 (taken as chroma line
replication and leaving out the second set, from mcidclan's samples)
and 0x15C bit 8 (taken as offsetting chroma by 128). mcidclan's
vme-hardware-csc, avc-csc-hd and vme-csc-hd-992x992 show their pictures.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-21 11:07:37 +02:00
Henrik RydgårdandClaude Opus 5.5 307ed26927 ME: DMACplus transfers and LCD registers
A PL080-like controller: channels 4-7 at 0xBC800180, run at once when
enabled, following linked list items of five words (source, destination,
next, control, configuration). Addresses are physical, and on the ME's
bus (a master bit in the control word) the low ones are its eDRAM.
Transfer size is in units of the source width. A finished channel with
its interrupt bit set shows in 0x04, cleared through 0x08.

0xBC800100-0x10C set the LCD's framebuffer, which goes to sceDisplay.
Pixel format 0 is 8888 (mcidclan's samples); others are logged. The
colour space conversion registers (0x120-0x160) are only kept so far.

Like the other ME devices, this answers only while the ME is emulated.
mcidclan's dmacplus-me2sc and sc2me-then-me2sc samples show their
transferred eDRAM.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-21 11:07:37 +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 Rydgård c4fd1a9020 Merge pull request #22697 from hrydgard/savestate-load-rollback
SaveState: Go back to the current state when a load fails partway
2026-10-21 09:11:57 +02:00
Henrik RydgårdandClaude Opus 5.5 7f70918def AuCtx: Accept a savestate with an MP3 handle reserved without parameters
sceMp3ReserveMp3Handle(0) gives a context with no buffers, which the PCM
buffer size check added to AuCtx::DoState rejected, failing the load partway
through.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-21 07:52:21 +02:00
Henrik RydgårdandClaude Opus 5.5 fef84cf0ca CPU: Add the Media Engine core, off by default
MeCore owns a second MIPSState in the ME's address space, held in reset
until released (SetReset). It runs on the interpreter, a slice behind the
main CPU: CoreTiming runs it for the cycles the main CPU has just used, in
Advance and ForceCheck. Its own PRId (COP0 22) and mfic/mtic flag; MMIO
counts as kernel mode on it, and a syscall stops it with an error rather
than reaching HLE. The interpreter's block stepping reads delay slots
through the stepping CPU's memory, and cache instructions log at verbose
level, as ME code flushes its caches in a loop.

Created at boot only for homebrew (PBP with MG category or no SFO, ELF;
the VSH counts, as vshmain.prx loads as an ELF), when "Enable ME
emulation for homebrew" is on: a global checkbox in developer settings,
off by default and not translated yet, or --me-core. Saved in its own
section after MMIO (SaveStart v5), with its own memory; loading a state
creates or removes the ME to match.

The boot page now starts with a reset stub that sends the ME on to
0xBFC00040, where homebrew puts its code (from the firmware's reset code,
read on a PSP-1000).

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 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 53ac2c7c56 IR: Compile kernel loads and stores instead of interpreting them
Kernel code's loads and stores may reach hardware registers, which only the
interpreter handled, so the IR frontend sent every one of them (in kernel
blocks, only run by the VSH boot) to it.

They now become LoadKernel*/StoreKernel* IR ops (one per size, like the
plain loads and stores), which check at run time whether the address is
memory or a hardware register (MMIO). After constant
propagation, ResolveKernelMemory turns the ones at a constant address that's
plain memory into ordinary loads and stores, so only the hardware registers,
and addresses only known at run time, stay checked. The native JITs run the
two ops through their IR fallback. They're barriers, since a register access
has side effects, but can't change the GPRs, so constants stay known across.

The kernel mode check for MMIO moves to the interpreter, the only caller that
can run user code there. TestMMIO covers the new paths and which accesses
stay checked. Under --vsh, the JIT and the interpreter now make the same
unhandled register accesses, in the same numbers.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-20 13:40:47 +02:00
Henrik RydgårdandClaude Opus 5.5 b7b4a265b7 MMIO: Register hardware register blocks as devices
The interpreter's MMIO dispatch was a hardcoded chain for GPIO and the syscon
serial port. Devices now register an address range in Core/HW/MMIO and get
each access with its width and the MIPSState making it, for registers that
answer each CPU differently. An access no device handles is logged and reads
as poison, as before.

GPIO and syscon serial become the first two devices. They're reset at boot,
which they never were, and saved in savestates (SaveStart section version 4).

ll/sc, lwl/lwr and lwc1/swc1 reach MMIO in the interpreter too, and kernel
blocks leave lwc1/swc1 to it like the other loads and stores. swl/swr and
lv/sv still treat it as a bad address. TestMMIO runs a kernel-mode access on
each core and the registers through a savestate.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-20 12:36:52 +02:00
Henrik RydgårdandClaude Opus 5.5 d40137a007 SaveState: Fixes from a review of the IO and dialog savestates
- Savedata list entries lost their directory across a load. Confirming a
  delete in a list dialog loaded from a state failed with "delete failed"
  and deleted nothing. LISTALLDELETE can't rebuild it from the names, so
  it's saved now, with the broken flag.
- Registry values the game wrote (CLANNAD's font plugin registers its font
  there) weren't saved, and a state without a sceReg section wiped them.
- Slots sharing the "no save" icon came back as separate images of one
  texture, which Clear() then freed once per slot.
- Old directory states left a file opened with TRUNCATE due for truncation,
  so it read as empty and was truncated on close. Old async IO states were
  loaded on top of this session's results.
- From a broken or crafted state: OSK keyboard and Korean composition
  indices, gamedata install file counts, font ownership modes (an internal
  font could be deleted) and FontLib's per-font vector sizes.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-20 00:20:24 +02:00
Henrik RydgårdandClaude Opus 5.5 43f7674f9c SaveState: Check the audio and media modules' values from a state
A review of their savestates found nothing wrong with a normal save and
load, but a broken or crafted state could crash or write out of bounds:

- Atrac2's context pointer was dereferenced and its SAS buffer index used
  unchecked. Atrac v1's file size sized an allocation before it was known
  to be in the file, and its first buffer could be larger than the file.
- MediaEngine's MPEG header size and read position index a fixed array,
  and its ringbuffer size sizes buffers.
- AuCtx's PCM buffer must hold two frames, as the game side requires. And
  AuDecode compared a decoded frame with the whole PCM buffer instead of
  the half it fills, so a frame between the two zero-filled a negative
  size.
- BufferQueue's fill level, VAG block positions (now ending the voice,
  like the other bad VAG state), sceAudiocodec's context count, the SRC
  mix frequency (divided by), and old sceMpeg states' ringbuffer address.
- SAS decoding with an atrac id that has no atrac crashed after warning.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-20 00:20:24 +02:00
Henrik RydgårdandClaude Opus 5.5 cc0604ab54 sceAudiocodec: Atrac3 mono output from InitMono, and 0x183 for joint stereo
On hardware InitMono only takes the mono Atrac3 parameters (0x0E, 0x0F),
and the stereo ones fail with 0x807f00ff. Init fills in the context: 44100
at 0x2c, the frame size at 0x30, and the output channels at 0x34, which
InitMono sets to 1. The ME reads that at every decode, and writes a mono
layout as stereo only when it's 2. We accepted every parameter, wrote
nothing there, and always wrote stereo.

A bad frame's ctx.err is 0x183 when a joint stereo frame's second part
lacks its marker, and 0x182 for any other bad sound unit. The decoder now
reports which, and we give 0x183 where we gave 0x182
(pspautotests audio/audiocodec/at3errors).

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-19 14:13:44 +02:00
Henrik RydgårdandClaude Opus 5.5 8d2fbf7079 sceVideocodec: Hand pictures back when the PSP's decoder does
The PSP's AVC decoder follows the H.264 output process (Annex C),
measured in the new pspautotests video/mp4/avchold on streams that
differ only in their headers, and video/mpeg/decodeend. With HRD
parameters and picture timing SEI, a picture comes out dpb_output_delay
after its access unit; Sony's movies have a one frame delay. Without, it
is bumped out of a buffer three frames deep, whatever the stream
declares. sceMpegAvcDecodeStop hands back what's left, and streams with
more than three reference frames are refused with 0x80628002.

We handed each picture back as soon as it was decoded. MGS Peace
Walker's movie player only checks for the end of a movie while its
clock is short of the movie's length, so its last picture landed right
on that limit and the game hung on a black screen after the cutscene.

ffmpeg still decodes the pixels, in display order; each access unit is
tagged with its index so frames can be matched back, and ffmpeg's H.264
parser supplies the picture timing. A call can now hand back several
pictures, as consecutive 0x2C byte descriptors the way mpeg.prx's
sceMpegAvcDecodeStop reads them, each in a frame buffer slot of its own
(reallocated when a savestate brings a block too small for that).

Not followed: with B-frames and no picture timing, the PSP can complete
several pictures in one call; here they come out one a call. All of
the game movies checked have picture timing.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-18 11:25:55 +02:00
Henrik RydgårdandClaude Opus 5.5 a361dfc490 Drop unused Config.h and SmallDataConvert.h includes
Config.h is edited about 100 times a year and each edit recompiled 198
files; now 172. SmallDataConvert.h pulls in arm_neon.h and was included by
headers that don't use it.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-13 12:13:42 +02:00
Henrik RydgårdandClaude Opus 5.5 d5db77b736 Sas: End a voice with a bad VAG position on state load instead of failing
States from before 2018 saved idle voices uninitialized, so the position can be
garbage, which made the bounds check reject the whole state (Metal Gear Acid 2).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-12 10:52:46 +02:00
Henrik RydgårdandClaude Opus 5.5 d7a577044f Sas: Validate voice positions and pitch from savestates
Out-of-range PCM positions made ReadSamples() compute a huge size and write
past the output, and sampleFrac/pitch/curSample index fixed buffers.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-09 15:32:05 +02:00
Acts1631 b0e8b20acd Validate MPEG demux savestate bounds
A savestate could replace the demux buffer length after the buffer was
allocated from the media engine ringbuffer size. The saved length then
controlled a copy into the smaller allocation.

Deserialize into temporary values and reject lengths or cursors that do
not fit the constructor-established buffer before copying any data.
2026-10-09 14:04:34 +02:00
Henrik RydgårdandClaude Opus 5.5 70d64311af MediaEngine: Don't leak uninitialized host memory when swizzling video
When writing a decoded frame to swizzled VRAM, the staging buffer was
allocated for the guest's frame width but only the decoded width was
filled, so the row padding (heap residue including host pointers) was
swizzled into guest memory. Swizzling also reads whole 8-row tiles, past
the end of the buffer when the height isn't a multiple of 8.

Zero the staging buffer and size it (and the guest range check) for whole
tiles, with checked arithmetic. Rows are capped to the frame width so
they can't overlap or run past the end. writeVideoImageWithRange() also
swizzled from, and freed, the advanced row pointer instead of the start.

Discovered and reported by redthing1 (https://github.com/redthing1) of
V12 Security.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-08 14:27:01 +02:00
Henrik RydgårdandClaude Opus 5.5 a4ce937f81 Savestate: Bounds-check BufferQueue and Atrac pending output, fix dummy JIT prefix
An interpreter state always claimed an uneaten VFPU prefix, which made a
JIT loading it run in unknown-prefix mode for the rest of the session.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-28 11:32:07 -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 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 d6c74156b1 Savestate: Fix file handle reuse and leaks when reopening files
DirectoryFileSystem reused one entry across files, so a failed reopen
could seek another file's handle. VirtualDiscFileSystem leaked every open
handle on each load. MemoryStick ignored the saved free space basis.

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 b39cf47124 Charge measured SAS mix time, and share the Media Engine between its jobs
The SAS mix estimate was a guess capped at 1200us. Measured on a PSP
(pspautotests audio/timing/sastiming), a mix costs 110us plus 0.49us per grain
sample, plus per voice and sample 0.445us + 0.0675us per unit of pitch ratio
(VAG; PCM and noise slightly less), plus 0.64us per sample with a reverb type
set. Linear to 1% across 64-2048 samples and 0-32 voices: 32 VAG voices at 512
samples take 8.7ms, not 1.2.

The mix runs on the Media Engine, as do video and audio decoding, so they now
queue behind each other there (MEScheduleJob). A game that keeps SAS running
during a movie - Star Wars: Lethal Alliance - decodes more slowly for it, like
on hardware.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-25 17:33:33 -06:00
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 9e69c1f9aa Savedata: Keep the IO thread out of the dialog's state
Replaces the temporary fix that did the hidden modes' IO inside Update.

The IO thread read and wrote the dialog's request, display state and save
list, all shared with the emulator thread, which kept using them to draw the
dialog and reload the request from the game.

Now the IO thread works on its own copy of the request, its own SavedataParam
and directory names resolved up front, and shares nothing else with the
emulator thread but the (locked) file system, MemoryStick_FreeSpace's cached
use and sceChnnlsv's scratch buffer and kirk state, the last two now under
locks too. It still reads and writes the game's buffers directly, like a PSP's
utility threads and sceIoReadAsync do, so a savestate waits for it before it
saves or loads memory. Save
bookkeeping, the save indicator and display changes happen on the emulator
thread when the results are taken, and only the request fields the IO changed
are copied back, so a game's own edits in the meantime survive.

Hidden modes take the results at the next Update (or, with Host IO timing,
the first Update that finds them done). The visible dialogs keep drawing and
take them once the IO is done; save and load used to stall the emulator
thread for the whole operation. Savestates keep results that haven't been
taken yet.

When the results land in PSP memory doesn't matter to games, so
utility/savedata/filelist now only prints them once the utility has finished.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-25 12:50:39 -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
Henrik Rydgård 4d259a6f95 De-claude the comments. 2026-09-20 16:39:35 -06:00
Henrik RydgårdandClaude Opus 5 8a343bec57 AvcDecoder: let ffmpeg say when a frame came out damaged
Nothing on this path ever called InitFFmpeg, so ffmpeg's log callback was never
installed and everything it had to say about the bitstream went nowhere. Our own
return codes only report that a frame arrived, not what it was built from, so a
video could fall apart on screen while the log showed two warnings in two
thousand frames.

Also report decode_error_flags and AV_FRAME_FLAG_CORRUPT per frame, which covers
the other half: a frame that decodes "successfully" out of concealment. Coalesced
into one line per run of damage, since a missing reference makes every frame
damaged until the next keyframe.

Not setting AV_EF_EXPLODE, which would make the decoder fail where it currently
conceals - that is a behaviour change, and this is meant to be a reporting one.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-09-20 16:39:35 -06:00
Henrik Rydgård 10a9d7bb31 De-claude some overly verbose comments 2026-09-14 10:42:55 -06:00
Henrik RydgårdandClaude Opus 5 b4b8e2e733 AvcDecoder: Check the pixel format
AvcDecoder handed out frame_->data[0..2] without looking at the pixel format,
and everything downstream indexes them as 8-bit 4:2:0. Check it, and drop the
frame instead of converting whatever else turned up.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-09-12 12:53:13 -06:00
Henrik RydgårdandClaude Opus 5 3276cdf65f Add AvcDecoder, a plain access-unit-in, frame-out H.264 decoder
sceVideocodec is the interface the Media Engine really exposes: the caller owns
the buffers and hands over one access unit at a time. MediaEngine can't serve
that shape - it is built around sceMpeg's own model, with the PSMF demuxer, the
ringbuffer and its own frame pacing wrapped around the decoder - so this is a
second, separate path rather than a refactor of code every game that plays
video depends on. Merging the two is worth doing once sceVideocodec has earned
its keep.

Nothing calls it yet; sceVideocodec is the next piece.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-09-12 12:53:13 -06:00
Henrik Rydgård 6d945404d1 sceSas: Fix send/return levels for the reverb effects
The two fudge factors in the reverb path cancelled, which is why the
overall level felt roughly right.

- The send is accumulator * 0x20 >> 16, i.e. sample >> 2. We used >> 1,
  driving the reverb 6dB hot.
- The return is (evol * out) >> 11. We used >> 12, i.e. 6dB quiet.

Net level is therefore unchanged, but the reverb now runs at the level
the presets were designed around. That matters because the filter clamps
internally, so a 6dB hot input changes how the feedback path saturates -
worst on the presets with heavy feedback.

Also adds a slider in the imgui.
2026-09-09 11:05:40 -06:00
Henrik Rydgård 5402579a44 sceSas: correct the reverb presets
The reverb presets came from nocash's PS1 table. Six of the nine are
identical on the PSP, but three are not.

Also correct our linear interpolation expression: we were close but
our formula can produce an off by 1 at times.
2026-09-09 10:48:53 -06:00
Henrik RydgårdandClaude Opus 5 b855cec6d4 sceMp3: stop decoding at endPos instead of running off the buffer
A game can notify more data than the file actually had - audio/mp3/stream
asks for 3360 bytes and notifies all of them even when the read came up
short - so the tail of the buffer holds stale bytes from the previous half.
We happily decoded those, six frames past the end of the stream, because the
end flag only suppressed the zero fill and never stopped the decoder.

Check it before decoding too. The post-decode check stays where it was: the
hardware rewinds in the same call that decodes the last frame, so the sum
reads back as zero right after it, which is what audio/mp3/getsumdecoded
records. Moving the whole thing up front breaks that test.

Fixes audio/mp3/stream, added to tests_good - it walks 27 refills end to end,
so it also covers the half-buffer handout.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-07 09:18:02 -06:00
Henrik Rydgård 24e8d931e0 sceMp3: hand out the stream buffer in halves, like the hardware does
The area after the 0x5c0 workarea is double buffered - a half only becomes
writable again once the decoder has consumed past its end, so decoding a
single frame usually frees nothing at all. We instead reported every byte a
decode had just consumed, which made sceMp3CheckStreamDataNeeded() answer
"yes" after every single frame.

Beats sleeps 50ms whenever that call says the file thread is behind, so it
slept once per decoded frame and delivered audio at 46% of realtime - the
badly stuttering custom soundtracks. It now decodes 3-4 frames per 3360 byte
refill, with the write pointer alternating between the two halves exactly as
audio/mp3/stream records from hardware, and keeps up.

AuGetInfoToAddStreamData/AuNotifyAddStreamData now derive the write position
from how much has been added rather than from how much is still buffered,
since the write pointer walks the halves in turn and doesn't follow the
decoder.

Fixes audio/mp3/notifyadd, moved to tests_good, and the "after decode" case
in audio/mp3/checkneeded.

sceMp3: note that the half-buffer split is only verified at 8192 bytes
2026-09-07 09:17:48 -06:00