Commit Graph
15834 Commits
Author SHA1 Message Date
Henrik RydgårdandClaude Opus 5.5 24a2f6110d VSH: Patch vsh_module so the XMB can launch unsigned homebrew
Picking homebrew in the XMB gave "The game cannot be started. The data
is corrupted." without ever calling LoadExec: vshmain.prx rejects a
PARAM.SFO without a valid DISC_ID, and a DATA.PSP that's a plain ELF
rather than ~PSP. NOP the three branches that do that, the same patches
ProCFW's vshctrl makes and JPCSP applies. They're for 6.61's build, and
are only applied if all three instructions are what we expect.

With it, Kosmodrones launches from the XMB, through the PSP boot logo.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-10 20:33:34 +02:00
Henrik RydgårdandClaude Opus 5.5 6ed178075c sceUsbMic: Fix QueueBuf::resize losing what was buffered
It allocated the new buffer, pointed buf_ at it, then popped from buf_,
so it copied the uninitialized new buffer onto itself. That happened
whenever a game asked for a larger block than before.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-10 18:55:13 +02:00
Henrik RydgårdandClaude Opus 5.5 6cf4872e78 Android: Hand microphone input over on the CPU thread, like the other hosts
The Oboe input callback used to call Microphone::addAudioData directly,
writing PSP memory from the audio thread. Now it only pushes samples
into a SampleRing, and pollRecording drains it on the CPU thread.
Starting and stopping still go through Java, which asks for permission.

Every host with a microphone polls now, so sceUsbMic drops what only the
push path needed: QueueBuf's recursive mutex, restarting the mic on a
device change, and the startMic parameter nobody read. Also removes the
unused System_AudioRecordingState and Microphone::isNeedInput.

The Java microphone_command branch didn't return true, so every command
logged "processCommand failed".

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-10 18:49:21 +02:00
Henrik RydgårdandClaude Opus 5.5 3656fb46e2 Windows: Capture the microphone through WASAPI instead of Media Foundation
Windows now uses the same host interface as SDL and iOS: sceUsbMic sends
startRecording/stopRecording/deviceChanged, and drains buffered input on
the CPU thread with pollRecording. A capture thread asks WASAPI for mono
16-bit at the game's rate (it converts from the mix format, so no more
ffmpeg resampling), and copies packets into a lock-free ring buffer.
It reopens the device when the selection changes, and retries once a
second if the device is missing or gets unplugged.

The device list comes from the active capture endpoints. Their friendly
names are the ones Media Foundation reported, so existing MicDevice
settings still match. An empty setting, now selectable as Auto like on
SDL, means the default capture device.

The Media Foundation audio capture code is removed; the camera still
uses it.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-10 18:28:33 +02:00
Henrik Rydgård 5071ffa22d Merge pull request #22490 from hrydgard/ios-mic
Add iOS microphone support
2026-10-10 18:28:28 +02:00
Henrik Rydgård 7c6c666370 Merge pull request #22489 from hrydgard/fix-vsh-sceReg-overlay
sceReg: Fix the VSH reporting corrupted settings
2026-10-10 17:48:29 +02:00
Henrik RydgårdandClaude Opus 5.5 b4ec29111b Microphone: Let the host say whether it wants polling, rather than checking for SDL
The CPU-thread polling added for SDL was keyed off defined(SDL), which
headless and Core are built with too, hence the extra headless check.
Ask the host instead, with SYSPROP_MICROPHONE_NEEDS_POLLING, so other
hosts can hand their input over the same way.

startMic now sends the same startRecording command for every non-Win32
host, taking the rate from curSampleRate like the SDL path did. The
Android path read it from param, which leaked, and which is null when
coming from onMicDeviceChange.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-10 17:20:48 +02:00
Henrik Rydgård 7c780088ac Merge pull request #22488 from hrydgard/ios-cleanup
iOS: Platform layer cleanup
2026-10-10 17:18:48 +02:00
Henrik RydgårdandClaude Opus 5.5 55e9586897 sceReg: Refuse to create a key that already exists
sceRegCreateKey returns 0x80082728 for a key that already exists, whatever
its type, and leaves the key alone. We replaced the key with an empty one,
which wiped any value nobody wrote back afterwards.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-10 17:11:19 +02:00
Henrik Rydgård 7b716e6f33 Merge pull request #22459 from chriopter/sdl-microphone
SDL: Add microphone capture and device selection
2026-10-10 17:01:04 +02:00
Henrik RydgårdandClaude Opus 5.5 81f77f5156 Move Android's command line splitter to CmdLine, as SplitCommandLine
So iOS can split its restart arguments the same way.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-10 16:28:27 +02:00
Henrik RydgårdandClaude Opus 5.5 2e08b54402 iOS: Move off deprecated APIs
- Request an orientation update with setNeedsUpdateOfSupportedInterfaceOrientations
  on iOS 16+, where attemptRotationToDeviceOrientation is deprecated.
- Open the document picker with UTTypes on iOS 14+, and present it from
  sharedViewController rather than through the deprecated keyWindow.
- List cameras with a discovery session instead of devicesWithMediaType.
- IS_IPAD() instead of UI_USER_INTERFACE_IDIOM().

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-10 16:28:27 +02:00
Henrik RydgårdandClaude Opus 5.5 bcb9e2e5ba sceReg: Keep a key's type when sceRegSetKeyValue writes it
The registry upgrade the VSH runs at boot recreates and rewrites BIN keys
like /CONFIG/NP/account_id (16 bytes). sceRegSetKeyValue guessed the type
from the size and stored them as STR, and the VSH then reported the
settings as corrupted. Use the type of the existing key, and fall back to
guessing only for keys that don't exist yet.

Fixes #22484

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-10 15:53:52 +02:00
Henrik Rydgård 6779143827 Merge pull request #22486 from hrydgard/softgpu-x86-opt
SoftGPU: Do an optimization pass on x86-64 too
2026-10-10 15:48:04 +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 a89fdb2c9a SoftGPU: Remove the pixel and sampler JITs
The C++ paths draw and sample four pixels at a time in vector lanes,
while a JIT function only does one, and with a JIT function in use the
span and quad paths were skipped. On x86 the JITs had become slower:
Wipeout took 13% more wall time and 25% more CPU with them, God of War
3% more. They were also a second implementation of every GE rule, and
ARM never had them.

The SoftwareRendererJit setting goes with them. RasterizerRegCache.h
keeps only the types the pixel and sampler functions take, as
RasterizerTypes.h.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-10 13:44:48 +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 Rydgård 0ac523c4b5 Merge pull request #22475 from hrydgard/cars-brightness
Tantalus games: Fix brightness, fix vertical stripes
2026-10-09 19:22:00 +02:00
Henrik Rydgård 4464ef4efd Merge pull request #22432 from sum2012/patch4
Add some kernel NIDs and sceReg write overlay by Zcode
2026-10-09 18:57:39 +02:00
Henrik Rydgård 324e6c3954 Merge pull request #22476 from hrydgard/community-security-fixes
Two security fixes by acts-1631, and more found by Claude
2026-10-09 18:55:57 +02:00
Henrik Rydgård b0ea555b79 Fix a couple of problems with recent commits in MSVC debug builds 2026-10-09 17:52:55 +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 RydgårdandClaude Opus 5.5 a521f257ce CmdLine: Add --msaa
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-09 15:49:15 +02:00
Henrik Rydgård 06fbbf1218 Merge pull request #22471 from hrydgard/parallel-loop-max-threads
Allow specifying a cap on the number of threads used in ParallelLoop
2026-10-09 15:38:09 +02:00
Henrik RydgårdandClaude Opus 5.5 6e0d6f4357 Savestates: Terminate fixed-size name strings on load
Add DoCString() for standalone fixed-size strings, and
TerminateLoadedCString() for names inside structs that are loaded whole.
These all get used as C strings (GetName(), logs, the debugger), and are
always terminated when created. Module names are copied from the ELF with
strncpy, so terminate those on creation too.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-09 15:32:06 +02:00
Henrik RydgårdandClaude Opus 5.5 9372d4b490 sceIo: Validate PGD block sizes and dir listing state
The PGD block size comes from the file header (or a savestate), and is
used to size the block buffer and as a divisor and mask, so require a sane
power of two. On load, force the next read to fill the buffer, which isn't
saved. sceIoDread only checks the listing index against the end.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-09 15:32:06 +02:00
Henrik RydgårdandClaude Opus 5.5 864778a11b FileSystems: Reject parent directory references in savestate file names
DirectoryFileSystem reopens the open files' guest paths on load, with
their original access mode, so a crafted state could create or truncate
host files outside the memstick or game folder. VirtualDiscFileSystem had
the same problem for reads. Guest paths never contain ".." here, the meta
file system resolves them.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-09 15:32:06 +02:00
Henrik RydgårdandClaude Opus 5.5 1d18d182e1 MemSlabMap: Validate slab ranges from savestates
FillHeads() trusts start/end, so a bad slab wrote out of bounds of heads_.
On failure, reset the map since heads_ may point to the deleted old slabs.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-09 15:32:05 +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
Henrik RydgårdandClaude Opus 5.5 0bcf7c8e2b Ctrl: Validate the sample buffer indices from savestates
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-09 15:32:05 +02:00
Henrik RydgårdandClaude Opus 5.5 65fdadf5dd GE: Validate display list stack pointers and pending interrupt list IDs on load
CALL/RET only check stackptr against exactly 32 and 0, and getList() doesn't
check the ID at all.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-09 15:32:05 +02:00
Henrik RydgårdandClaude Opus 5.5 8e6f8de19b Kernel: Validate thread, MipsCall and interrupt indices from savestates
waitType, thread priorities, MipsCall::numArgs, action type IDs and pending
interrupt numbers all index host arrays (some of them function pointer
tables) without further checks.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-09 15:32:05 +02:00
Henrik Rydgård 0810fee60f Merge pull request #22469 from hrydgard/virtkey-create-frame-dump
Add bindable key to create frame dumps, allow headless to save high-res screenshots
2026-10-09 14:49:12 +02:00
Henrik Rydgård 831acb099e Allow specifying a cap on the number of threads used in ParallelLoop 2026-10-09 14:33:58 +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
Acts1631 62ee0879aa Validate thread queue savestate geometry
A savestate could specify a queue size larger than its separately
serialized capacity. Restoring the queue then calculated a negative
starting index and copied attacker-controlled IDs before the allocation.

Validate the logical size, capacity, and available serialized bytes
before allocating or restoring a queue.
2026-10-09 14:04:34 +02:00
Henrik Rydgård 9948c57e13 Make MIPSState standard-layout again, so offsetof is valid
Turns out that the actual problem here was "private", not the vector.
2026-10-09 13:54:28 +02:00
Henrik Rydgård 88f9379376 Merge pull request #22450 from hrydgard/atrac-mpeg-security-fix
Fix Atrac heap overflow and MPEG uninitialized memory disclosure
2026-10-09 13:51:22 +02:00
Henrik Rydgård 1862efe392 Add a bindable key to create frame dumps 2026-10-09 13:26:22 +02:00
Mohammad Syuhada d2f3d93cad DirectoryFileSystem: Skip the stripped PSP/ prefix when fixing path case
With STRIP_PSP (memstick directory named PSP), FixPathCase walked
<memstick>/PSP/... which doesn't exist, so on case-sensitive storage every
write (savedata, mkdir, rename, ...) failed with not-found, and games
reported the memory stick as full.
2026-10-09 17:56:29 +08:00
Henrik RydgårdandClaude Opus 5.5 0dc6381ba4 Headless: Add --dump-compat, to apply compat settings to frame dumps
Headless leaves a game's compat.ini settings out when replaying a frame
dump, so comparisons with the PSP see what the renderer itself does. This
puts them back, for checking what a compat entry does to a dump (Puyo Puyo
Fever 2's depth rounding).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-09 09:59:59 +02:00
Henrik RydgårdandClaude Opus 5.5 8b4d9c3b74 Headless: Don't apply compat flags to frame dumps
Headless replays frame dumps to compare them with references and with the PSP, which a game's
workarounds skew: DarkStalkers' present hack (16510) replaces the game's final upscale, so the
replay didn't match the PSP's. The app still applies them.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-09 02:03:31 +02:00
Chriopter 1670f5d1f9 SDL: Add microphone recording and device selection. 2026-10-09 00:18:31 +02:00
Chriopter 4a25d8d6cc Microphone: Fix blocking wait calculations. 2026-10-09 00:16:01 +02:00
Henrik RydgårdandClaude Fable 5.1 ce19265949 Don't save log levels set from the command line
--loglevel, -d and -v are applied to the channels directly, and the next
config save wrote them to [Log], permanently replacing the user's levels.
The other command line options avoid this with DoNotSaveSetting.

The debugger had the same problem and a flag for it. Generalize that one
(NotifyChannelsChangedByDebugger -> DoNotSaveChannels) and set it here too.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-10-08 20:11:23 +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 bd94e8141f Android: Converge the GL and Vulkan lifecycles on a shared RunGraphicsLoop
Stage 5 of the JavaGL removal. Now that the GL path owns its own EGL context and
render thread, Android's two lifecycle branches and the Win32 one in
MainThreadFunc were the same code three times over, so this moves the branch into
one place - RunGraphicsLoop() in Core/EmuThread.cpp. It picks the thread
arrangement the context asks for: either this thread becomes the render thread
and spawns the emu thread (OpenGL), or it just runs the main loop because the
backend spawns its own render thread (Vulkan, D3D11). Android, Windows and
headless all go through it now, which is what the "TODO: Merge with the Win32
EmuThread and so on" in app-android.cpp was asking for.

Falls out of having one implementation instead of three:

- MainThreadFunc called graphicsContext->ThreadStart() right after
  EmuThread_Start(), which already calls it, and ThreadEnd() right after
  EmuThread_Join(), which already calls that too. So Windows and headless GL ran
  CreateDeviceObjects()/DestroyDeviceObjects() twice per context, leaking a VAO
  on the way in and double-deleting it on the way out. Dates back to 16206d18ab,
  which moved those calls into EmuThread_Start/Join without removing the
  originals.

- RECREATE_VIEWS is gone. Only the GL path ever posted it; Vulkan goes through
  the same destroy/recreate without it and always has. Verified on device: views
  survive pause/resume, and both a real rotation and a density change - each one
  an activity destroy and recreate - lay them out again by themselves.

- The non-separate path is now named EmuThread rather than MainThread on
  Windows. It's the thread that runs NativeFrame(), which is what
  DebuggerThreading.md calls the emu thread, and the real main thread there is
  the GUI message pump.

The loop keeps an explicit exit flag, as a shouldExit callback, rather than
relying on ThreadFrame() returning false. In VR we skip ThreadFrame() entirely
while the XR session is idle, and the session going idle is exactly what
backgrounding the app does - so the exit would never be observed, the render
thread would sit in that sleep forever, and the UI thread joining it would hang.
That is not hypothetical: it deadlocked a Quest 2 on the first try.

Also drops a dead EmuThreadState enum and an unused JNIEnv local in
app-android.cpp, both orphaned when the JavaGL JNI entry points went away.

Tested on a nubia Z2464N (Mali-G57, Android 15) on both backends: cold start,
booting a homebrew, pause/resume in the menu, in a settings screen and in-game,
rotation back and forth, a density-change activity recreate with the game live,
the pause menu, and exit to menu. ThreadStart/ThreadEnd log exactly once per
context, and every one of those cycles tears the EGL context down and builds a
new one.

Also tested on a Quest 2 with the vr flavor, which is what shook out the deadlock
above: cold start into a focused XR session at 72fps, backgrounding (render
thread joins in 27ms where it used to never return), resuming back into VR with
a fresh EGL context, and exiting from in-app. xrCreateSession runs on the render
loop thread, which is where the EGL context is current - VRBase.cpp builds its
graphics binding from eglGetCurrentDisplay/eglGetCurrentContext, so that ordering
matters.

Windows x64 debug and the Android gradle builds are clean.

Not converged, and not a small change: NeedsSeparateEmuThread() itself. GL needs
its API calls on the thread its context is current on, so somebody has to pump
ThreadFrame() there, whereas VulkanRenderManager owns its thread outright.
Getting rid of the virtual means teaching GLRenderManager to spawn and own its
own render thread, for every GL platform at once.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01152igCdjTNhT29qvphPyPC
2026-10-08 15:29:12 +02:00
Henrik RydgårdandClaude Opus 5 812d8f4c09 Android GL: Delete the JavaGL path, leaving only native EGL
The EGL path from the previous commit is now the only one, so GLSurfaceView
and everything that existed to serve it are gone:

- NativeRenderer.java and NativeGLSurfaceView.java, deleted.
- The javaGL branches in PpssppActivity. GL and Vulkan now share one
  lifecycle: a plain SurfaceView, startRenderLoopThread() when the surface
  arrives, joinRenderLoopThread() when it goes away.
- The "androidJavaGL" queryConfig, and the AndroidNativeEGL setting and its
  developer-tools checkbox.
- displayInit/displayRender, and with them the "Second time, joining the
  emuthread and starting it up again" dance - restarting the emu thread from
  inside a JNI callback because a lost context was only observable as a
  second onSurfaceCreated.
- GraphicsContext::NotifyContextLost, which existed solely because that join
  drained the render queue on a thread with no current context. The render
  thread now joins the emu thread with the context still current, so the
  drain is real work and nothing has to be skipped.
- g_emuThread, now that nothing starts an emu thread outside the render loop.

Three things displayInit/displayRender did that nothing else did, moved
rather than dropped:

- EnterVR and the per-frame StartVRRender/UpdateVRInput/FinishVRRender hooks
  now live in RenderLoopThread's GL branch. Java's GL thread could simply
  return early and wait for the next vsync when the VR session was inactive;
  this loop drives itself, so that case sleeps 16ms instead of spinning.
  Not tested - no headset here.
- RECREATE_VIEWS after the emu thread starts, as before. Vulkan never did
  this, so it's a candidate for removal when the two paths converge.
- The thin3d error callback, which surfaces GL errors as OSD messages. That
  one moved into AndroidEGLGraphicsContext::InitSurface, next to the rest of
  the context's own setup, matching WindowsGLContext.

Tested on a nubia Z2464N (Unisoc UMS9632, Mali-G57, Android 15): cold start,
UI, booting a homebrew, backgrounding and resuming both in the menu and
in-game, and a density change, which destroys and recreates the activity the
way a rotation does. Every cycle tears the EGL context down and builds a new
one, and the renderer comes back with FBOs and textures intact. The config
ladder's first choice, RGBA8888 D24S8, is what the Java chooser landed on
here too.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01152igCdjTNhT29qvphPyPC
2026-10-08 15:22:25 +02:00
Henrik RydgårdandClaude Opus 5 f868976af2 Android GL: Add a native EGL path, behind a dev toggle
First step towards removing JavaGL. The point isn't EGL itself - it's who
owns the render thread. With GLSurfaceView, Java creates the thread and the
context and calls us back, so a lost context is only observable after the
fact as a second onSurfaceCreated. That's what forces displayInit to tear
down and restart the emu thread from inside a JNI callback, and to call
NotifyContextLost first because the queue is about to be drained on a thread
with no context. None of that is needed when we own EGL: the render thread
joins the emu thread itself, with the context still current, so the drain is
real work rather than something to skip.

AndroidEGLGraphicsContext subclasses OpenGLGraphicsContext (whose own
InitSurface assumes someone else already made a context current) and adds
display/config/surface/context plus a swap function. With it, GL reuses the
Vulkan lifecycle wholesale: queryConfig("androidJavaGL") returns false, so
Java builds a plain SurfaceView and starts the native render loop when a
surface arrives - including all of the surface/pause ordering fixes from the
previous branch. runVulkanRenderLoop/requestExitVulkanRenderLoop are now
runRenderLoop/requestExitRenderLoop and serve both backends; the thread they
spawn branches on NeedsSeparateEmuThread, because the two backends split the
work in opposite directions (Vulkan: this thread is the main loop and the
render manager spawns the render thread; GL: this thread *is* the render
thread and spawns the emu thread).

Deliberately a port, not an improvement:

- GLES client version still follows NativeRenderer - 3 for VR, 2 otherwise.
  Not a cap; GLES3 is detected from GL_VERSION at runtime.
- No swap-interval function. GLSurfaceView gave us no way to set one, so
  PresentMode::IMMEDIATE has always been ignored here, and honoring it now
  would be a behavior change. Worth revisiting once this path is the only one.

The config ladder does take the user's word that Mali 400 and the Xperia Play
are no longer a factor: it asks for RGBA8888/D24S8 and falls back twice,
rather than reproducing GLSurfaceView's ask-for-nothing default that the
comments in PpssppActivity.onCreate exist to explain. ANativeWindow's format
is set from EGL_NATIVE_VISUAL_ID, which is the proper fix for the EGL_BAD_MATCH
those comments describe.

Off by default, behind Developer tools / Graphics / "Use native EGL instead
of GLSurfaceView" (OpenGL backend, Android only). Needs an app restart, since
the context is chosen in NativeApp.init.

Builds for arm64-v8a and on Windows; NOT yet run on a device.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01152igCdjTNhT29qvphPyPC
2026-10-08 15:22:25 +02:00