Each instance paced itself against the wall clock, so on a busy machine
the one that got less CPU fell behind, and anything a test times across
instances (a peer leaving, a matching timeout) came out differently with
the load: pair/vanish and pair/matching3 failed on macOS CI.
With --sync-file and --sync-count, instances on one machine share a file
of one slot per instance. CoreTiming ends a slice at every emulated
millisecond, publishes it there, and waits until every other instance
has reached it too, so they're never more than a millisecond apart. It
works for any number of instances. One that stops moving (a debugger
pause, a crash) is waited for 2 s and then left out until it moves
again, and one that blocks the CPU thread in real time on something the
others must do (the relay PTP connect) stands aside meanwhile.
Tools/adhoc_multi.py and adhoc_session.py use it (--no-sync turns it
off). The host's 1 s head start is gone: they wait for the server's
port instead. adhoc_multi writes each instance's output to a file, as a
full pipe would now stop the other instances too.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
--speed=PERCENT runs a --realtime headless at an alternate speed (speed
control while connected is allowed for it), and pacing follows it. The
ad hoc tests now run at 800%, which takes their part of test.py -g from
about 71 s to 12 s; only local network round trips stay real time.
test.py also gives each ad hoc test run its own --port-offset: a
connection the previous run made with the same ports is still in TCP
TIME_WAIT, and connecting again failed with EADDRINUSE once runs came
close together.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The JIT cores only return from the run loop at the end of a frame, so
--realtime paces once per frame, like the app. With --lag-sync, lag
sync paces every emulated millisecond instead and --realtime's own
sleep stays out of its way. Two instances measuring round trips over
the relay (pspautotests net/adhoc/pair/timing) go from 15-31 ms to
3 ms.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
--instance=N sets PPSSPP_ID, so each instance gets its own 127.0.0.N address
and MAC; headless left it at 0, which made its address 127.0.0.0.
--realtime keeps emulated time from running ahead of the wall clock. Only
display flips paced headless, and a test that doesn't draw never flips, so
two instances waiting for each other over the network timed out at once.
--adhoc-server runs the built-in ad hoc server.
Tools/adhoc_multi.py runs a multi-console pspautotest (X_host, X_client,
X_client2, ...) on one instance per role, with the built-in server or, with
--relay, a local aemu_postoffice in relay mode.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Headless doesn't join the instance counter, so PPSSPP_ID stayed 0 and the
localhost IP derived from it came out as 127.0.0.0, which macOS won't bind.
Every sceNetInetBind failed with EADDRNOTAVAIL.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The 1.00 updater's DATA.PSAR is a version 1 archive, the only one there is,
and its blocks carry tag 0x06000000, which the PRX decrypter had no key for.
1.50's mesg_led.prx keeps its keys raw in a table after their tags, the
0x0E000000 one we already use among them, and the 0x06000000 one there
decrypts all of 1.00 (with KIRK code 0x49, following the other tags). Its
first record has no version text either, so the version now comes from the
firmware's own version.txt when that's missing.
Fix a zlib usage bug.
Headless --unpack-updater also exited 0 when every file failed, so now it
fails if any did.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
A disc game or memory stick EBOOT started from the XMB used to be swapped in under the XMB's session,
so it ran without its PARAM.SFO, compat flags, game config, window title, savestates and so on.
Much of that is decided once, at boot (the memory map, the GPU backend, the shader cache), so
sceKernelLoadExec now asks the frontend for a reboot into the disc image or EBOOT (PSP_RequestBoot)
and stops. The app and headless boot it like a game from the game list.
The game keeps the XMB's launch args (CoreParameter::launchedFromVSH), so exiting boots the XMB
again, with the disc that's in the drive and those args, and the XMB comes back where it was without
auto-starting the disc. Homebrew keeps the disc that was in the drive. A disc whose executables are
all zeroes (the EUR Video Demo Disc's "game") still loads in place and fails back to the XMB.
In headless, the run carries on through the reboot, starting stopped under the debugger like the
first boot, since the reboot loses a pending cpu.runUntilTime.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
The backbuffer is now a Swapchain, from GetPrimarySwapchain(), and
callers bind, measure and read it back through that instead of nullptr.
nullptr still means it too. Backends with one swapchain map the primary
to their old backbuffer path.
On Metal, CreateSwapchain() adds more, each with its own layer, depth
buffer and drawable. Passes merge per swapchain, and Present() presents
every drawable acquired that frame. The backbuffer is just the first
of them. Nothing creates a second one yet.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Headless forces every library onto our HLE for anything that isn't a disc,
so pspautotests run without a firmware dump, and a --vsh boot fell under
that too. The VSH is firmware, and gets the same modules as in the app:
with our HLE sceMpeg, the exports of the real mpeg_vsh.prx were dropped and
the video player called into stubs.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
-i, -j, -r, -J, --ir and --jit-ir are gone. -r was also --root's short form,
and --root won, so -r took the next argument as the root path and nothing
booted (test.py -r failed every test).
-i, -j and -J now fail with an error pointing at --cpu= instead of quietly
running on the default core. Docs and test.py updated.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
--press=SECONDS:MASK[:DURATION],... holds sceCtrl buttons at emulated
times, and --screenshot-at=SECONDS:FILE,... saves screenshots along the way,
to drive a game past its menus in a run. With presses, the run loop steps
1/60 of a second at a time so short ones land.
The game boots until the queued state is read, decompressed and applied, which takes a varying amount
of host time, and those boot frames counted towards the timeout. So the same state ended on different
frames depending on the host, for example while texture replacements competed for the IO threads.
After the load the emulation is identical: syscall traces of Fate/Extra CCC with no texture pack, and
with one loading slowly or instantly, are byte for byte the same.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Without WSAStartup, every sceNetInet socket call failed on Windows with
WSANOTINITIALISED, so no inet test could run there.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
The version comes from the file header and goes in the failure message's
metadata line. A state from another version is the usual reason a load
fails. Headless prints it too.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Through Android's storage framework, every exists check, create and open is a round trip to the
storage provider, and writing each file took four of them (a check of its directory, a check of
the file, the create, the open). That made a 6.61 install take around 30 s on a phone, against a
fraction of a second of decrypting and inflating.
The install unpacks into a staging directory it has just cleared, so nothing in it can exist yet.
With the new outputDirIsEmpty option, each directory is created once and each file is created and
opened without checking for it first (File::WriteDataToNewFile), on the IO threads while decoding
goes on. A name that turns up twice still goes the careful way, overwriting the first. The swap
into place at the end is unchanged.
Headless --unpack-updater uses the same path when the output directory doesn't exist yet. Its
output is identical either way. With SIMULATE_SLOW_IO, unpacking the fonts went from 17 s to 7.5 s,
most of what's left being the fixed cost of opening the updater.
The UI's install already runs on a thread pool IO thread, so writes queued on the same pool
could stall behind other long IO tasks, and the pool drops queued tasks unrun at teardown,
which would have left the install waiting forever on its in-flight count. Eight threads owned by
the writer (attached for JNI) avoid both, and headless no longer has to start the pool for it.
Also compare file names case-insensitively when looking for repeats, since the storage usually
is case-insensitive and a second create there makes a renamed copy.
Checked with ThreadSanitizer, and on a read-only destination (every file fails, no hang).
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
They get their graphics context from the frontend, so they compiled and
linked the Metal backend without being able to use it. Adds
PPSSPP_API_METAL, like PPSSPP_API_D3D11, for the code that only exists
with it.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Selectable with --graphics=metal, the backend choice in settings and the
Mac menu bar. SDL creates a Metal view for it, and headless renders
offscreen. Games run on the null GPU until there's a GPU/Metal.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Headless used ~/.ppsspp, which nothing else uses, while the app uses
~/.config/ppsspp (or $XDG_CONFIG_HOME/ppsspp on Linux). The derivation
is now shared, and the app's default is unchanged. Windows and iOS keep
their own.
test.py and frametests.py pass a memory stick next to the binary, as
Windows headless already defaulted to, so the tests still don't write
into the user's memory stick or see its firmware.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
iOS only runs app bundles, so with HEADLESS=ON the iOS build makes
PPSSPPHeadless an app (org.ppsspp.headless) that starts UIKit and runs
the headless main on a thread with the arguments devicectl launched it
with. Vulkan only, and the IR interpreter since there's no JIT.
frametests.py --ios installs it, copies over the dumps the device lacks,
and compares each render with the host's Vulkan one like --adb does.
Each devicectl call costs a second or two, so the new --screenshot-dir
lets one launch render a batch of dumps.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
GPU_Null derives straight from GPUCommon and has no thin3d context, framebuffer
manager, texture cache or shaders. It runs display lists with the flow control,
bounding boxes, matrix loads (the hardware backends'), immediate vertices and
block transfers of the others, moves the vertex and index pointers past each
draw and curve, and charges the per-vertex and fill cost the software renderer
does. A DrawEngineCommon that queues nothing provides the vertex decoders.
It's for measuring the CPU emulation. From savestates, God of War, Tekken 6,
Wipeout Pure and LocoRoco flip the same frames in 10 emulated seconds as with
Vulkan and software, in 44-77% fewer instructions than Vulkan.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Game runs in headless measured the C++ vertex decoder, which the app only
uses where it can't JIT. pspautotests and the frametests pass with the
JIT decoders. --vertex-jit=false brings back the C++ decoder.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
- Fixes#12343
Killzone: Liberation's Chapter 5 DLC is an installer that the PSP turns
into ms0:/PSP/GAME/<id>/KZL.PRX, which the game loads with
sceKernelLoadModuleDNAS. That file is a PGD around a type 3 PRX (decrypt
mode 18), both keyed to the console that installed it. Its Fuse ID
gives everything needed:
- libkirk: the per-console key derivation, and KIRK commands 3, 5 and 8
built on it (KIRK ROM per uofw, key mesh per psdevwiki).
- PrxDecrypter: type 3, which is type 5 with the first step through
KIRK command 3 (JPCSP's PRX.java), and the DNAS PGD unwrap.
- sceKernelLoadModuleDNAS uses the new FuseID setting (or --fuse-id).
Without one, or with the wrong one, the game falls back to its stock
module and an OSD message says why.
- Headless --re-decrypt takes --re-decrypt-key and --fuse-id, to decrypt
such a file offline.
Verified with a patch installed on a real PSP: the v1.20 module loads,
starts and reads CHAPTER5.BIN. Type 5 output is unchanged (an NPJH50521
PBOOT.PBP decrypts byte-identically). How to install one over PSPLink is
in docs/dnas-patches.md.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Merges the settings in an ini file over headless's own defaults, for runs that
need something like JitDisableFlags. Unlike in the app, the result is never
saved.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Mali-G71 and PowerVR GE8320 Vulkan lack it, and without it WipEout Pure,
Juiced 2 and 16131 UCES00001 render like they do there.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
--disable-gpu-features=clip-distance,cull-distance,depth-clamp acts as if the
GPU lacked those, to test the fallbacks for old Mali on any machine. It
replaces the simulateOldMali constant. --hardware-transform=false runs every
draw through software transform.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The Android headless build only did software rendering. Vulkan takes the
offscreen path desktop headless already uses, and OpenGL ES renders into an
EGL pbuffer, so both run from adb shell with no window. Assets are found next
to the executable, like on desktop, instead of in an APK path that no longer
exists.
frametests.py --adb pushes the binary, assets and dumps to a device, runs each
dump there with Vulkan and GLES, and compares the screenshots with the host's
Vulkan render using Tools/image_compare.py.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The audio dumping code is compiled out with MOBILE_DEVICE, which broke the
Android headless link.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
ApplyToConfig() set nandRootDirectory from it, but headless then reset it to
the memstick's PSP/NAND unconditionally, so --nand did nothing there.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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>
Outside --compare, a boot failure printed nothing (only a GitHub Actions
annotation) and exited 0, which looks like a run that did nothing. Seen as
rare silent zero-output runs in headless_bench.py.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
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>
GetCurrentFramebuffer read back at the render scale, and the 480x272 crop of it
kept the top-left corner. Read comparisons back at 1x, and save the whole
display at the render scale.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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>
registerCallbacks took a new global ref to the activity on every onCreate
without releasing the previous one, and unregisterCallbacks only runs on a
real shutdown. Since rotation and resizing recreate the activity, each of
those leaked the old one, view hierarchy and all.
Releasing it means other threads can no longer use the raw global ref,
which had been copied into AndroidStorage and TextDrawerAndroid and was
read from the emu thread and IO threads. They now take a local ref under a
mutex (Android_GetActivity, and the equivalent inside AndroidStorage for
the shortcut activity's sake), so a call in flight keeps its activity
alive while the UI thread swaps in the new one.
The "no activity" bail is a null check on that local ref rather than a
separate HasActivity() test beforehand. Between such a test and the call
the UI thread can swap the activity out, and we'd hand null to a Java
method that wants a Context. The one remaining HasActivity() caller never
passes the activity on, so it has nothing to race with.
The ContentUri class ref and method IDs are now only looked up once,
instead of leaking a class ref per activity.
Headless and the unit test executable link Common but not app-android.cpp, so
they get a stub for this the same way they already do for getEnv and findClass.
Without it the Android CI build fails at link time, where a normal gradle build
is perfectly happy.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01152igCdjTNhT29qvphPyPC
--depth-save converts their float depth (z / 65536) to the PSP's 16-bit
values, or writes the unrounded values when the path ends in .f32.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Lets a dump replay stopped with --replay-end be compared against the PSP on
an offscreen buffer. The framebuffer commands after the draw limit are
dropped too, so it shows the buffer the last drawn primitive went to.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
--depth-save writes the depth buffer next to the screenshot (u32 width, u32
height, then u16 depths), and --replay-end stops a frame dump replay after
that many primitives. Both match pspautotests' ppdmp-playback, so a dump's
depth can be compared with the PSP's at any point in the frame.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
wsdbg --launch learns the port from our output, which without --log was
nothing. Also set the port before reporting the server as running, so
WebServerWaitForStartup() callers can read it.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
On Vulkan, reading back the display framebuffer after EndDrawFrame hit
the insideFrame_ assert in CopyFramebufferToMemory, so any run that
timed out with --screenshot-save crashed in debug builds.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
The net tests need WLAN on, but that also made every game run log into a
real adhoc server on the internet, so results depended on the network.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>