Commit Graph
6457 Commits
Author SHA1 Message Date
Henrik Rydgård 8d8009840e Merge pull request #22511 from hrydgard/android-inputbox-fixes
Claude code review: Android inputbox fixes
2026-10-12 13:20:25 +02:00
Henrik Rydgård 53047f7cab Merge pull request #22510 from hrydgard/misc-improvements
Misc compat flag updates
2026-10-12 10:25:35 +02:00
Henrik RydgårdandClaude Opus 5.5 0d032fa2ee Windows: Implement System_ShareFile as a Save As dialog
Win32 has no share sheet hookup yet, so sharing a file offers to save a
copy of it. ShareFilesAsZip no longer needs an app cache directory, which
Windows doesn't set; it falls back to the memstick cache folder through
DIRECTORY_APP_CACHE. The save dialog now asks before overwriting.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-11 21:52:38 +02:00
Henrik RydgårdandClaude Opus 5.5 78f389bd80 Close the file used to detect a background image's format
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-11 21:37:20 +02:00
Henrik Rydgård ed48dd53fa Merge pull request #22504 from hrydgard/sdl-wayland-text-input-fallback
Fix text input in the ImDebugger on Linux SDL
2026-10-11 18:51:33 +02:00
Henrik RydgårdandClaude Opus 5.5 297acd3026 ImDebugger: Let the toggle key through while imgui has the keyboard
Only EmuScreen and PauseScreen let it past imgui's keyboard capture, so on
other screens the debugger couldn't be closed by key while a field had focus.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-11 18:14:59 +02:00
Henrik RydgårdandClaude Opus 5.5 b4d5d53b8a ImDebugger: Enable text input while an imgui text field is active
Since db8ff43, a leftover local shadowed lastImguiEnabled_ in runImDebugger,
so TEXT_GOTFOCUS was never sent and SDL never started text input for imgui.
Drive it from io.WantTextInput instead, so it's only on while editing.

The regular UI and the debugger now say independently whether they want text
input, and the platform only gets TEXT_LOSTFOCUS once neither does, so leaving
an imgui field doesn't break type-to-search on the screen underneath.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-11 18:08:00 +02:00
Henrik RydgårdandClaude Opus 5.5 9741bcacd9 iOS: Apply size changes between frames, fixing a glitch when rotating
UIKit lays out at the new size from the main thread, often while a frame
is being drawn, and the swapchain was only resized after presenting. So
the first frame of a rotation was laid out for one size and drawn at the
other. The view controller now hands the new size to the render thread,
and NativeFrame resizes before drawing instead of after presenting.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-11 17:40:01 +02:00
Henrik RydgårdandClaude Opus 5.5 5704b972e7 iOS: Remove OpenGL support from the app
The app now always uses the Metal view controller with Vulkan (MoltenVK),
for both the App Store and sideload builds. The GL view controller is gone,
and Common/GPU/OpenGL (except GLFeatures, used by the shader generators) and
GPU/GLES are no longer compiled for it. PPSSPP_API_ANY_GL is now off for
all of iOS except the libretro core, which still uses GLES.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-11 16:13:28 +02:00
Henrik Rydgård f70df399ab Merge pull request #22494 from hrydgard/jit-shadow-block-map
JIT shadow block map: Keep JIT block entries and replacement hooks out of PSP memory
2026-10-11 12:46:42 +02:00
Henrik Rydgård 7572ac05ca Screenshot code cleanup, fix issue where the notification would be in a second fast screenshot
Fixes #22497
2026-10-11 10:56:43 +02:00
Henrik RydgårdandClaude Opus 5.5 0a8ec4d8f1 Invalidate code that HLE and the debugger write over
Helper thread stubs, fake syscall stubs and the module start trampoline go into memory that may
have held code (freed kernel memory, a reused thread stack), and the debugger memory views can
edit code. Invalidate what they write, which so far only happened by accident when the write hit
the first instruction of a JIT block.

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 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 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 b9a706432a Add ShareFilesAsZip, for sharing several files as one zip
Zips the given files (content:// paths included) into a folder of their own
in the app's cache and offers the zip through System_ShareFile. The receiving
app reads it whenever it likes, so it can't be deleted right away: each share
deletes the folders of earlier shares once they're an hour old.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-10 16:06:55 +02:00
Henrik RydgårdandClaude Opus 5.5 834c3f00ee Android: Replace OpenSL ES audio with Oboe
Oboe uses AAudio on Android 8.1+ and falls back to OpenSL ES on older
devices. Output and microphone input both go through it. The mic now gets
resampled by Oboe from the device's rate to whatever the game asks for.

New: when a stream is disconnected (headphones unplugged, Bluetooth device
going away), it's reopened on the new default device instead of going
silent.

Oboe 1.11.0 is added as a submodule, built through ext/oboe-build for CMake
and as a module in Android.mk.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-10 12:13:58 +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 Rydgård 831acb099e Allow specifying a cap on the number of threads used in ParallelLoop 2026-10-09 14:33:58 +02:00
Henrik Rydgård 1862efe392 Add a bindable key to create frame dumps 2026-10-09 13:26:22 +02:00
Chriopter 1670f5d1f9 SDL: Add microphone recording and device selection. 2026-10-09 00:18:31 +02:00
Henrik RydgårdandClaude Fable 5.1 d0e45b94d9 Android: Handle rotation and window resizing without recreating the activity
Every rotation, fold or window resize destroyed the activity and with it
all of graphics, then built it all up again. Declare those config changes
handled, so they arrive as a surfaceChanged and go through the same resize
path as a desktop window resize.

That path needed three things it didn't have on Android:

- The GPU_DISPLAY_RESIZED message, left out for Android since 2020 when
  DeviceRestore covered every size change.
- A fixed (hardware scaled) surface size is now recomputed on each in-place
  surface change, since surfaceCreated no longer runs on a rotation.
- A 180 degree flip keeps the size but changes the surface transform, so
  the display rotation is passed along and a change in it is a resize too.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-10-08 21:17:49 +02:00
Henrik RydgårdandClaude Opus 4.8 ffc0a274a6 Achievements: Use a 256-byte rich presence buffer to avoid an rcheevos over-read
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-10-01 10:26:00 -06:00
Henrik RydgårdandClaude Opus 5.5 932d1e3b36 IconCache: Expire only avatars after a day, other icons after 30 days
Achievement badges and game icons don't change, so re-downloading them
daily was wasted. InsertIcon now takes a max age, and each entry saves
its expiry time. Leaderboard avatars get a day, everything else 30 days.
Bumps the cache version.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-01 10:26:00 -06:00
Henrik RydgårdandClaude Opus 5.5 bfdba164e3 Store: Remove HttpImageFileView's unused non-icon-cache path
Nothing constructs the view with useIconCache = false, and the path was
broken anyway: download_ was never assigned, so it started a new download
every frame, and the destructor couldn't cancel a callback that captured
this.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-01 10:26:00 -06:00
Henrik RydgårdandClaude Opus 5.5 e628fe3cb2 Achievements: Fix leaderboard screen use-after-free on close
rc_client frees a request's async handle right after calling back. The
error path didn't clear pendingAsyncCall_, so closing the screen after a
failed fetch aborted a freed handle. Switching between Top players and
Around me also overwrote the handle without aborting the old request,
which could then call back into a closed screen, or leak an entry list.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-01 10:26:00 -06:00
Henrik RydgårdandClaude Opus 5.5 c8b32dda0a Achievements: Keep a shut-down client alive until its requests finish
rc_client keeps raw pointers to itself in the callback data of award,
leaderboard submit and ping requests, so destroying it with one in flight
(disabling achievements mid-game) had the late callback write to freed
memory. Count requests per client, retire a busy client instead of
destroying it, and destroy it when its last request completes.

Request timeouts in naett are per operation and the plain HTTP client has
none for the body, so a retired client is also destroyed after 60 seconds
regardless. Its late callbacks are then dropped, leaking their data.
Clients are tracked by ID so a new client at a reused address can't get an
old one's callbacks. At app exit, pending requests are cancelled without
callbacks, so everything is destroyed immediately.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-01 10:26:00 -06:00
Henrik RydgårdandClaude Opus 5.5 3aaea4c0f9 GameInfoCache: Prioritize loads, so launching doesn't wait behind search
Type-to-search asks for the title of every game in the list, queueing a
load for each, and launching a game whose info wasn't loaded yet then
blocked until the whole queue had drained. Search's loads are now LOW,
and launching asks at HIGH, which queues its own load rather than wait
for a pending one.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-29 16:34:38 -06:00
Henrik RydgårdandClaude Opus 5.5 e108e41675 GPU: Fix assorted leaks, null derefs and small rendering bugs
- Put the anisotropy level in the sampler key, so changing it applies on
  Vulkan and D3D11.
- Release CLUT textures at shutdown on GLES and D3D11.
- Fix the depth readback viewport, which squeezed the image whenever the
  read rectangle was smaller than the fbo.
- Test the computed depth, not the unset result, in the equal-depth clear
  check.
- Don't read back a CLUT from a framebuffer without an fbo.
- Tolerate null entries when releasing post-shader objects and CLUT
  textures after a failed creation.
- ImGe: Don't crash on a framebuffer without an fbo, or on GetVFB under the
  software renderer.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-29 10:33:32 -06:00
Henrik Rydgård d3ab52b4b3 Buildfix 2026-09-28 17:05:44 -06:00
Henrik RydgårdandClaude Opus 5.5 8b4e93021e Vulkan: Cache compiled SPIR-V so shaders skip glslang on later runs
GLSLtoSPV takes an optional SPIRVCache, keyed on a 32-bit hash of the
source, stage and variant, plus the source length. A changed shader
simply misses. thin3d's shaders and the other fixed ones use a global
cache in PSP/SYSTEM/CACHE/vulkan_spirv.cache, loaded on first use and
saved after graphics init, when a game's cache is saved, and at
shutdown; it's flushed once it reaches 32 entries, about twice what a
session compiles, so outdated ones don't pile up. Game shaders keep
theirs in the .vkshadercache, ahead of the shader IDs so that the
compiles on load find it (version 60), and only what the session used
is saved.

A cold glslang costs about 40ms before its first shader here, and
0.3-0.9ms per shader after that.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-28 16:03:52 -06:00
Henrik RydgårdandClaude Opus 5.5 3970fa5c62 UIAtlas: Read and decode the font atlas once
Like the UI atlas, keep the decoded image around and only recreate the
texture when a new UIContext asks for it, rather than reading the
metadata and decoding the ZIM from disk each time.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-28 16:03:52 -06:00
Henrik Rydgård 6cdfbe2c0d Merge pull request #22372 from hrydgard/search-raw-filename
Game browser search: also match the filename, minus extension
2026-09-28 13:36:33 -06:00
Henrik RydgårdandClaude Opus 5.5 ce3d8d37c5 Game browser search: also match the filename, minus extension
Works before the game's metadata has loaded.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-28 11:50:28 -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 Rydgård 547d032995 Merge pull request #22359 from hrydgard/video-pacing-investigation
Video pacing investigation: Fix Ys I&II pacing by adding a cost model for video blits
2026-09-28 09:31:30 -06:00
sum2012 a960350e50 Fix windows leak when close PPSSPP by Gemini
'PPSSPPDebug64.exe' (Win32): Unloaded 'C:\Windows\System32\mfreadwrite.dll'
The thread 'RecentISOThreadFunc' (9920) has exited with code 0 (0x0).
The thread 'Console' (10488) has exited with code 0 (0x0).
Detected memory leaks!
Dumping objects ->
{17571338} normal block at 0x00000214CC4A3FE0, 16 bytes long.
 Data: < Cf             > E8 43 66 CD 14 02 00 00 00 00 00 00 00 00 00 00
{17571337} normal block at 0x00000214CC4A3B80, 16 bytes long.
 Data: < Cf             > C8 43 66 CD 14 02 00 00 00 00 00 00 00 00 00 00
D:\project\memory_leak\ppsspp\Windows\Debugger\Debugger_Disasm.cpp(174) : {17571336} normal block at 0x00000214CD664190, 640 bytes long.
 Data: < C              > 90 43 F2 C0 F6 7F 00 00 F6 0C 04 00 00 00 00 00
D:\project\memory_leak\ppsspp\UI\NativeApp.cpp(879) : {84582} normal block at 0x00000214CE8C5DB0, 4224 bytes long.
 Data: <                > 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
{2432} normal block at 0x00000214D6255C20, 16 bytes long.
 Data: <0 $             > 30 E7 24 D6 14 02 00 00 00 00 00 00 00 00 00 00
D:\project\memory_leak\ppsspp\Common\Net\HTTPNaettRequest.cpp(43) : {2431} normal block at 0x00000214D624E730, 32 bytes long.
 Data: < \%             > 20 5C 25 D6 14 02 00 00 00 00 00 00 00 00 00 00
Object dump complete.
The thread 22000 has exited with code 0 (0x0).
The thread 21248 has exited with code 0 (0x0).
The thread 38104 has exited with code 0 (0x0).
The thread 27860 has exited with code 0 (0x0).
The thread 33240 has exited with code 0 (0x0).
The thread 29352 has exited with code 0 (0x0).
The thread 13964 has exited with code 0 (0x0).
The thread 5640 has exited with code 0 (0x0).
The thread 10528 has exited with code 0 (0x0).
The thread 15252 has exited with code 0 (0x0).
The thread 23016 has exited with code 0 (0x0).
The thread 31424 has exited with code 0 (0x0).
The thread 7000 has exited with code 0 (0x0).
The thread 11620 has exited with code 0 (0x0).
The thread 36264 has exited with code 0 (0x0).
The thread 27248 has exited with code 0 (0x0).
The thread 24780 has exited with code 0 (0x0).
The thread 26228 has exited with code 0 (0x0).
The thread 13676 has exited with code 0 (0x0).
The thread 16828 has exited with code 0 (0x0).
The thread 27388 has exited with code 0 (0x0).
The thread 1668 has exited with code 0 (0x0).
The thread 37272 has exited with code 0 (0x0).
The program '[23456] PPSSPPDebug64.exe' has exited with code 0 (0x0).
2026-09-26 22:24:26 +08:00
Henrik RydgårdandClaude Opus 5.5 242ef0a984 GPU: Track video frames in GPUCommon, so they expire for the blit cost too
The blit cost remembered only the last buffer a decoder wrote into, forever.
Move the texture cache's video list (with its ageing out a few flips after
the last write) into GPUCommon, so the texture cache, the blit cost and
SoftGPU all share one. That also counts both of a double-buffered player's
frames, which exposed that a clear drawn with texturing still enabled was
being charged as a blit - skip clears and draws without texture coordinates.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-25 17:00:11 -06:00
Henrik RydgårdandClaude Opus 5.5 f20dd7565b Don't crash at exit with a download still in flight
A request started since the last RequestManager::Update (headless never
calls it) sat in newDownloads_, which CancelAll skipped. It was then
destroyed along with the static g_DownloadManager at exit, and its
destructor removed its progress bar from the already destroyed g_OSD:
"mutex lock failed". Seen with a Netconf dialog still downloading the
infra DNS json when a test ended.

CancelAll now takes the new ones too, and runs at shutdown while g_OSD is
still there. The Netconf json request is also let go of when the emulator
shuts down, rather than living on into the next game.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-24 11:23:59 -06:00
Henrik Rydgård fa583d1d33 Merge pull request #22340 from sashwatpuri/fix/audio-file-duration-limit
Limit achievement sound effect duration
2026-09-22 21:39:19 -06:00
Sashwat Puri Sachde 805b9032e3 Limit achievement sound effect duration 2026-09-23 04:40:49 +05:30
Henrik Rydgård 2fe24d1182 Add warning if you run the 32-bit version on 64-bit window. 2026-09-22 10:04:31 -06:00
Henrik Rydgård 8c6ec65b2d Refactor the version reminder bar to make it reusable 2026-09-22 09:48:18 -06:00
Henrik Rydgård b366e8a6d0 Move persistent notifications (the only one right now is upgrade reminder) to the top 2026-09-22 09:34:50 -06:00
Henrik RydgårdandClaude Opus 5 0b5a8f537e Decide on the vertex decoder JIT with CoreParameter, not the CPU core
The vertex decoder JIT was enabled only when g_Config.iCpuCore was one of the
JIT cores, which tied an unrelated GPU path to the CPU setting. Headless leaned
on that by forcing iCpuCore to the interpreter after ApplyToConfig(), to keep
the decoder JIT off in the tests.

Add CoreParameter::bUseVertexDecoderJit instead. Standalone and libretro set it
wherever the host can JIT, so IR interpreter users on such hosts now get the
decoder JIT too. Headless sets it false, which keeps the test results as they
were and lets --cpu go through ApplyToConfig() like every other option.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-09-21 10:31:58 -06:00
Henrik Rydgård 094d28d451 Misc portrait layout fixes, minor build.gradle.kts change 2026-09-18 14:08:08 -06:00
Henrik Rydgård 03bb3e20fe Merge pull request #22286 from hrydgard/real-mpeg-prx
Implement sceVideocodec, run sceMpeg as LLE on top (controlled by DisableHLE)
2026-09-14 17:23:01 -06:00
Henrik Rydgård 21645bee54 Merge pull request #22290 from hrydgard/savestate-custom-names
Custom names for save states
2026-09-14 17:22:34 -06:00
Henrik Rydgård fa284ad087 Merge pull request #22287 from hrydgard/imgui-1.92
Update the Dear ImGui dependency to 1.92
2026-09-14 11:06:50 -06:00
Henrik Rydgård 202b78d95b AI-generated translation strings 2026-09-14 10:59:38 -06:00