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>
The OLD_DATA_OK readback cache was keyed by framebuffer and size only, so
two equal-size rects of one framebuffer shared a buffer and each read got
whichever was copied last. Add x, y and the aspect to the key.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
With MSAA, a framebuffer textured as CLUT indices was read resolved, so the
indices along edges were averages of the samples and looked up wrong colors.
Dragon Ball Z: Tenkaichi Tag Team draws its outlines from a CLUT32 lookup of
its framebuffer, and they came out noisy and miscolored. Copy each pixel's
first sample with texelFetch into a temporary buffer and look up that.
This needs the multisampled color images to be sampled, and transitioned
back to attachment layout before rendering to them again.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The GE's blend terms are floor((2c+1)(2f+1)/1024), which truncates, while the
hardware multiplies by f/255 and rounds, so every pass of a fixed color blend
chain came out up to a level brighter. God Eater Burst's bloom is many such
passes and ended up far too bright.
For additive FIXA/FIXB blends that aren't just 0 and 0xFFFFFF, the shader
now computes the src term exactly and lowers it by 0.5 - (2B+1)/1024, and the
blend constant is the GE's dst factor (2B+1)/512, so the hardware's rounding
of the sum lands on the GE's floor (except where the src term would go below
zero). Blend constants are passed as floats to make that possible.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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
PreprocessSteps moved the clear of an empty clear pass into the next render
pass on the same framebuffer, stopping only at copies out of it. Resizing a
framebuffer clears the new one, copies the old contents in, then renders, so
the clear landed after the copy and wiped it. Stop at any copy, blit or
readback that touches the framebuffer.
Fixes black or missing layers in Asphalt Urban GT 2, FF Type-0, Street Riders,
Kurohyou, Split/Second and Super Stardust.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
GetRenderPass() looks up and inserts into renderPasses_ from the main thread
(EndCurRenderStep, CreateGraphicsPipeline) and from the render thread
(PerformBindFramebufferAsRenderTarget), unsynchronized. The render thread really
does insert rather than only hit: PreprocessSteps rewrites the load actions to
CLEAR when it merges a clear-only pass into a later one, after the main thread
already looked up the pre-merge key. DenseHashMap::Insert can Grow(), which
reallocates the buckets out from under a concurrent Get().
VKRRenderPass::Get() has the same problem one level down - it creates the passes
lazily and is called from both threads on the same object, so two threads hitting
an empty slot each create a pass and one gets overwritten and leaked, while the
sample-count branch can queue a pass for deletion that the other thread is about
to hand to vkCreateGraphicsPipelines.
A mutex each. Handing the VKRRenderPass pointer out from under the map lock is
fine, entries are only ever erased all at once in DestroyDeviceObjects.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Vd8ntC2brCUtCrDJMqLbs8
libretro/libretro_vulkan.cpp got PPSSPP's libretro core working with
RetroArch's Vulkan integration by globally monkey-patching PPSSPP's Vulkan
loader function pointers (vkCreateInstance, vkCreateDevice,
vkCreateSwapchainKHR, vkAcquireNextImageKHR, vkQueuePresentKHR,
vkQueueSubmit, etc.) so the unmodified VulkanContext class would end up
wrapping RetroArch's already-existing VkInstance/VkDevice instead of
creating its own, and so a fake VkSwapchainKHR (a self-managed array of
images synced against RetroArch's retro_hw_render_interface_vulkan
callbacks) could stand in for the real swapchain that libretro's Vulkan
model doesn't have. Flagged in-code as "a wacky wrapper".
Replaces that with first-class support in VulkanContext for the two things
libretro actually needs:
- Adopting an externally-created instance/device instead of faking
vkCreateInstance/vkCreateDevice: VulkanContext::CreateInstanceExternal()
adopts RetroArch's VkInstance; CreateDevice() gained optional
extraDeviceExtensions/extraRequiredFeatures params so RetroArch's
requirements get merged into a real vkCreateDevice() call;
ownsInstance_/ownsDevice_ flags (the latter set via
SetDeviceExternallyOwned()) mean DestroyInstance()/DestroyDevice() skip
the real vkDestroy* calls when something else owns the object, without
needing to intercept anything. VulkanLoader gained
VulkanLoadFromGetInstanceProcAddr() for bootstrapping from a
host-supplied proc-addr getter instead of dlopen/dlsym-ing the loader
ourselves - vkGetDeviceProcAddr is resolved via the real instance handle
(not NULL), since per the Vulkan spec it's not one of the handful of
commands queryable with a NULL instance.
- A pluggable presentation backend (Common/GPU/Vulkan/VulkanPresentation.h)
for hosts with no real VK_KHR_swapchain, replacing the fake-swapchain-
handle trick. VulkanContext::GetPresentation() is null by default, so
every existing platform's real-swapchain code path is untouched;
libretro/LibretroVulkanPresentation implements this interface directly
against retro_hw_render_interface_vulkan, as real class state instead of
file-scope globals. Several pieces of state that are normally only
populated as a side effect of ReinitSurface()/InitSwapchain() - the
graphics queue/queue family index (ChooseQueue() is entangled with
real-surface presentation-support checks), the swapchain format, and
the available present modes - needed presentation-aware fallbacks since
libretro never calls that real-surface path at all.
libretro/LibretroVulkanContext.cpp now drives VulkanContext's real, public
API directly - no more hijacked function pointers, no more fake surface or
swapchain. libretro/libretro_vulkan.cpp is deleted.
Verified with a full build+run in RetroArch (not just compile-time
checks): the libretro Makefile doesn't track header dependencies
(cl.exe doesn't support -MMD/-MP, and Makefile.common never sets up an
equivalent), so a `make clean` full rebuild is required after any header
change to avoid linking stale object code from before the change - several
of the fixes above were initially masked by exactly that.
We can't create a swapchain in this case but we still want emulation to
keep running. So we ditch the last renderpass in VulkanQueueRunner but
run all the rest (if PauseWhenMinimized isn't set).
Now works without any validation errors or hangs.
* Rename LogType to Log
* Explicitly use the Log:: enum when logging. Allows for autocomplete when editing.
* Mac/ARM64 buildfix
* Do the same with the hle result log macros
* Rename the log names to mixed case while at it.
* iOS buildfix
* Qt buildfix attempt, ARM32 buildfix