Commit Graph
47717 Commits
Author SHA1 Message Date
Henrik RydgårdandClaude Opus 5 bb556bf481 CI: run pspautotests on all four CPU backends
The headless tests only ever exercised the JIT, since that's what headless
defaults to. Run all four on the Linux runners, and add an arm64 Linux lane
so the arm64 JIT is covered too - nothing else in the matrix tested it.

test.py scales the wall clock to the backend instead of raising it for
everyone: the interpreter needs 20s for gpu/rendertarget/copy, which does
over a million guest-side vsprintf calls, while a hang under the JIT is
still caught in five seconds.

The frametest report artifact needs a per-OS name now that two Linux legs
upload one.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-09-19 12:20:48 -06:00
Henrik Rydgård a90087012d Merge pull request #22311 from hrydgard/mips-interpreter-fixes
Claude code review: MIPS interpreter
2026-09-19 10:55:28 -06:00
Henrik RydgårdandClaude Opus 5 b03bbdbca3 MIPSTracer: don't index trace_info with stale block indices
flush_to_file() ends with clear(), but tracing stays on and the blocks
already compiled keep the index baked into their LogIRBlock instruction.
A second flush then indexed an emptied trace_info out of bounds.

Skip indices that no longer refer to anything and say so in the log, and
give the LogIRBlock placeholder an explicit invalid index so a block that
prepare_block failed to record doesn't dump block 0 instead.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-09-19 10:02:54 -06:00
Henrik RydgårdandClaude Opus 5 675ad0acd6 Interpreter: assorted fixes found while reviewing Core/MIPS
WriteMMIO_U32 was missing the return after the kernel-mode check, so a
user-mode write raised the exception and then went through anyway. The
other five MMIO accessors already return here; this one lost it when the
GPIO/syscon branches were added.

Int_Vrot scanned all four entries of dregs, but GetVectorRegs only fills
the first n - so a vrot with vs == 0 (S000) matched a lane that isn't
there and took the cosine from it. The IR backend gets this right via
IsOverlapSafe, so the two disagreed.

The breakpoint checks in MIPSInterpret and RunUntilDowncountZeroWithChecks
read instr->flags without checking for null, which MIPSGetInstruction
returns for the eight primary opcodes (and many subops) that don't decode.
With a memcheck or register breakpoint active, landing on one of those
crashed instead of raising ILLEGAL.

Also: GetVectorOverlap decoded the second vector with size1 (no callers
today), and RegisterFunction left most of its AnalyzedFunction
uninitialized, including the size that ends up in knownfuncs.ini.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-09-19 10:02:46 -06:00
Henrik Rydgård 99fecc1874 Merge pull request #22310 from hrydgard/kprintf
KDebugForKernel: implement Kprintf
2026-09-18 16:59:23 -06:00
Henrik Rydgård 8f3da1a84a Merge pull request #22233 from hrydgard/combo-suppress-singles
Don't fire single-button mappings while a combo using them is held
2026-09-18 16:58:46 -06:00
Henrik Rydgård 5c9eda7cd8 KDebugForKernel: implement Kprintf
Outrun 2006's USB kernel module calls it on a failed sceUsbbdRegister,
so booting the game printed "Unimplemented function Kprintf". It's the
kernel's debug printf - on hardware it goes to whatever
sceKernelRegisterKprintfHandler() installed, which on a retail PSP is
the serial port, so this is just debug output the game shipped with.
We format it and log it, which is the useful thing to do with it.

The vararg walker that sysclib's sprintf/snprintf already had is now
HLEFormatPrintf() in HLE.cpp, so there's one of these rather than a
second copy. It takes the index of the first vararg (counting a0 as 0)
instead of an offset from a2, which is the same mapping written in
absolute terms - sprintf passes 2 and snprintf 3, where they passed
0 and 1 before.

Kprintf replaces the existing nullptr entry in the KDebugForKernel
table, so no indices move and savestates are unaffected.
2026-09-18 16:26:41 -06:00
Henrik Rydgård 2ffe132516 Merge pull request #22309 from hrydgard/lle-mpeg-mp4-default
New default: sceMpeg and sceMp4 now run as LLE (DisableHLE)
2026-09-18 15:43:22 -06:00
Henrik RydgårdandClaude Opus 5 19bac4894c Let sceMpeg LLE override the ForceHLEPsmf compat flag
Our psmf and psmfPlayer HLE plays video by calling our sceMpeg HLE, so it has
nothing to talk to when the real mpeg.prx is running. The flag now gives way
when sceMpeg is LLE.

Moved below the force-enable and unavailable masks so it tests what sceMpeg
actually ended up as rather than what was asked for.

Also remove a bad assert.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-09-18 15:15:45 -06:00
Henrik Rydgård 094d28d451 Misc portrait layout fixes, minor build.gradle.kts change 2026-09-18 14:08:08 -06:00
Henrik RydgårdandClaude Opus 5 0990890640 Translate the sceMp4 firmware message
Follows each language file's own word for firmware rather than imposing one, so
this reads the way the neighbouring strings in [System] already do: fastvare in
Norwegian, systemprogramvara in Swedish, laiteohjelmisto in Finnish, proshivka
in Russian and Ukrainian, and the English word where that is what the language
has settled on.

Thirteen files keep the English string as a placeholder. Those are the ones with
no translation for the firmware strings already in that section either, so there
was no house style to follow and guessing would leave nobody able to check it.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-09-18 13:50:25 -06:00
Henrik RydgårdandClaude Opus 5 9b78155ebd Settle the wording of the two video firmware messages
The sceMpeg one goes away: our HLE handles almost everything, so ending up on it
isn't worth interrupting the player over. It stays in the log, where it explains
why a video might not look the way it does with the real module.

The sceMp4 one is the one that matters, since there is no working HLE behind it,
and it now says "installed firmware" rather than "firmware dump" - PPSSPP
installs firmware much as a PSP does these days, so that is the wrong word.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-09-18 13:50:25 -06:00
Henrik RydgårdandClaude Opus 5 f6655d8b62 add-string: read the invocation instead of splitting it
The command took $1/$2/$3 off the front of whatever was typed, so it only got
the right section and key when called in exactly the documented shape. Called
with a sentence - which is the natural way to ask for this - it silently
produced three arbitrary words, and a paragraph warning about that is a poor
substitute for not doing it. It now gets $ARGUMENTS whole and works the three
values out, which is the part that needed a model anyway.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-09-18 13:50:25 -06:00
Henrik RydgårdandClaude Opus 5 32017202bf Use the disc's own mpeg.prx, and say when sceMp4 won't work
A game that ships MPEG.PRX doesn't need a firmware installed to run the real
module - Death Jr. loads PSP_GAME/USRDIR/MODULES/MPEG.PRX itself - but the flag
came off anyway, because the decision has to be made before the game's imports
resolve and nothing had looked on the disc yet. So look: a bounded walk for a
file of that name, only when flash0 comes up empty, so the usual case pays
nothing.

The name is the easy part - about a quarter of discs ship one and it is called
mpeg.prx in every case seen - but the directory is not. MODULE and MODULES are
the common ones, with KMODULE, PRX, DATA/MODULE, and more at five levels deep,
hence the generous depth limit. Matching on the name rather than reading each
PRX to see what it exports means guessing wrong only costs us the real module.

sceMp4 is the other half of this. Our HLE of it is nearly all stubs, so dropping
the flag for want of firmware doesn't rescue anything - those libraries only
exist in firmware 6.00 and later, and without them MP4 playback simply isn't
available. Since almost nothing uses sceMp4, warning about that every boot would
be noise, so NotifyLoadStatusMp4 says it instead, which only something actually
asking for MP4 reaches.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-09-18 13:49:10 -06:00
Henrik RydgårdandClaude Opus 5 c39db565da Run sceMpeg and sceMp4 for real by default
Both now graduate to AlwaysDisableHLEFlags, so a firmware dump gets the real
mpeg.prx, libmp4.prx and mp4msv.prx without anyone having to find the setting.
The checkbox moves from "Disable HLE" to "Force-enable HLE" on its own, so a
game that regresses still has a way back.

Neither can be counted on being there, so HLECheckModuleAvailability drops the
flag when the module is missing and the HLE serves as before - the same thing
sceFont does when flash0:/font is empty. Its sceMp4 check asked the setting,
which is no longer where the answer is now that the default is on; it asks
AlwaysDisableHLEFlags instead, and sceMpeg gets a check of its own.

Both are quiet about it now. Missing firmware used to mean a request we couldn't
honour, which was worth a warning on screen; now it just means the user has no
dump, which is the ordinary way to run PPSSPP.

The cost is that a disc carrying its own mpeg.prx also falls back when there's
no firmware, though it would have run fine. The choice has to be made before the
game's imports are resolved and there's no telling then whether a module will
appear later, and getting it wrong leaves the game importing from a module that
never loads.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-09-18 12:55:08 -06:00
Henrik Rydgård 95e12a05cf Merge pull request #22307 from hrydgard/csc-perf
sceMpeg LLE: Improve color space conversion perf by using sws_scale
2026-09-18 12:54:20 -06:00
Henrik Rydgård f4e7058e54 Merge pull request #22308 from hrydgard/android-script-cleanup
Android script cleanup
2026-09-18 12:22:26 -06:00
Henrik RydgårdandClaude Opus 5 f3b578bd53 Build TestMpegCsc on Android too, and say that it needs doing
The legacy Android build has a unit test executable of its own, so a new file in
unittest/ goes in three build files rather than the two the docs named. Missing
the Android one builds fine everywhere it is convenient to try and fails only on
Android CI, which is what happened here - so both AGENTS.md and building.md now
say three, and which one is easy to forget.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-09-18 12:13:17 -06:00
Henrik RydgårdandClaude Opus 5 5c5c7dec86 Include what these files use
UnitTest.h's EXPECT_ macros all call printf and EXPECT_EQ_MEM calls memcmp, but
it included neither <cstdio> nor <cstring> - it has been relying on whatever the
including file happened to pull in first, and TestMpegCsc was the first not to.
The same shape in sceMpegbase.cpp and sceVideocodec.cpp, which use std::min,
std::move and memcpy without saying where they come from.

Also drop an abs() from TestMpegCsc rather than include <cstdlib> for one
subtraction.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-09-18 11:59:48 -06:00
Henrik Rydgård d6eb19e52a Update Android Gradle Plugin to 9.4.1 2026-09-18 11:53:08 -06:00
Henrik RydgårdandClaude Opus 5 da882910e3 Android: remove dead Ant/Eclipse build scripts
The Ant build hasn't been runnable since the SDK dropped tools/ant/, so build.xml,
custom_rules.xml, ab-ant.sh, ant-build.bat, project.properties and
proguard-project.txt all go. Plus some orphans: buildassets.sh (nothing called it),
build.sh (still referred to "phoenix"), symx86.cmd (x86 isn't in APP_ABI) and
README.TXT (Eclipse import instructions).

ab.sh and ab.cmd no longer copy assets into android/assets - only the Ant/Eclipse
packaging ever read that directory. Gradle packages the repo-root assets/ directly
and ndk-build doesn't look at assets at all, so the stray copy only made it unclear
where the APK's assets come from. Noted how that actually works in docs/building.md.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-09-18 11:51:54 -06:00
Henrik RydgårdandClaude Opus 5 8fa0826bdb sceMpegbase: init and shut down from the kernel, like everything else
__MpegBaseInit was called by __MpegInit rather than by __KernelInit, and
__MpegBaseShutdown had just been added the same way. Every other module is
started and stopped directly by the kernel - __MpegBaseDoState already was -
so do the same here and let sceMpeg.cpp mind only its own state.

The order is unchanged: __MpegBaseInit ran first inside __MpegInit and now sits
just before it, __MpegBaseShutdown ran last and now sits just after.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-09-18 11:38:49 -06:00
Henrik RydgårdandClaude Opus 5 dc743d4fce sceMpegbase: free the conversion's memory on shutdown
__MpegBaseShutdown, hanging off __MpegShutdown the way __MpegBaseInit hangs off
__MpegInit, so the de-tiling scratch and the swscale context go back when the
game stops rather than only when the next one starts. Between them they are a
few hundred kilobytes that a game which played one video early on has no further
use for.

Also name the swscale flags rather than passing SWS_POINT inline, and say next
to it what the choice actually decides - with equal sizes in and out it is only
how chroma gets to full resolution, and SWS_BILINEAR (what the HLE uses) is a
one-line swap. Worth a real option one day; not adding one now.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-09-18 11:38:49 -06:00
Henrik RydgårdandClaude Opus 5 4cb01fea67 sceMpegbase: convert with swscale, keeping the scalar path as the fallback
The planes the de-tiling produces are already the YUV420P swscale wants, and our
sceMpeg HLE converts the same frames the same way, so the pixel formats and the
studio-range setup come straight from MediaEngine::getSwsFormat. It is 3-4x
quicker than going a pixel at a time: 0.37-0.44ms a frame becomes 0.09-0.12ms,
which is the whole reason sceMpegBaseCscAvc was at the top of a profile.

Chroma is upsampled with SWS_POINT rather than the HLE's SWS_BILINEAR, since
replicating is what the scalar path does and, being a fixed-function block,
almost certainly what the hardware does.

It is not bit-identical - swscale rounds its own way. TestMpegCsc measures the
gap per channel rather than per byte, so the number means something for a packed
16-bit pixel: worst 1 step of 31 for 5650 and 5551, 2 of 15 for 4444, 3 of 255
for 8888, with means around a fifth of a step. The scalar path stays as what the
longhand reference is checked against, and takes anything swscale won't - an odd
range origin, or a build without ffmpeg.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-09-18 11:38:49 -06:00
Henrik RydgårdandClaude Opus 5 02906f0510 sceMpegbase: write alpha as zero, and stop rebuilding the planes every frame
The colour conversion was writing alpha fully set - 0xFF000000, or the top bit
for 5551 - where the hardware writes zero. Our sceMpeg HLE already masks it off
and names Sword Art Online as a game that depends on it: it doesn't clear the
alpha in the buffer it hands over, and expects the video not to set it. The two
paths now agree.

The de-tiling ahead of it becomes UntileYCbCr, taking the eight buffers already
resolved, so it can be measured and compared against the original longhand
version in TestMpegCsc. Its planes move to scratch that persists between calls -
a movie converts one frame per displayed frame, and this was allocating and
clearing about 200KB every time - and the per-pixel bounds checks in the chroma
loop, which only depend on the group of eight, are hoisted out of it.

That last part is worth 2529 -> 3201 MPix/s, but the point of measuring was to
find out whether it mattered, and it doesn't much: de-tiling is 0.04ms of a
frame against the conversion's 0.4ms. The conversion is where the time is.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-09-18 11:38:49 -06:00
Henrik RydgårdandClaude Opus 5 cf1d513c9e Don't default to building x64 on a machine that isn't
The MSBuild examples passed /p:Platform=x64 and the run lines pointed at
Windows/x64/..., so following them on an ARM64 machine produced an x64 build -
which then runs anyway under emulation, so nothing looks wrong. It is slower
than the native build, it isn't the code ARM users get, and a benchmark taken
from it measures the emulator: the colour conversion benchmark this was noticed
on reads 200 MPix/s emulated against 300 native.

The examples now say <platform> rather than either value, so there is no default
to follow and the machine has to be looked up. Also note that
$PROCESSOR_ARCHITECTURE describes the shell, not the host, and says AMD64 from
an emulated shell.

test.py searched only Windows\x64 for the headless binary, so on Windows-on-ARM
it would silently test an emulated build; it now looks for the native one first.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-09-18 11:38:49 -06:00
Henrik RydgårdandClaude Opus 5 a6996b2c3f sceMpegbase: pull the colour conversion out, and measure it
sceMpegBaseCscAvc is the top of a profile during video playback, so the loop
that does the work becomes MpegCscRange - a pure function with the HLE plumbing
left behind - and TestMpegCsc measures and checks it.

The measuring half reports megapixels per second for a 480x272 frame in each of
the four pixel formats. The checking half compares against the conversion
written out longhand, over whole frames and over partial ranges with odd offsets
and sizes, plus one-pixel, one-row and one-column ranges and one that reaches
the far edge of the frame. Those are the cases an optimized version gets wrong:
chroma is half resolution, so an odd left edge starts mid-sample, and anything
handling two pixels at a time has to deal with the leftover. The destination is
padded and prefilled, so writing outside the range fails too.

This is only the move - the loop is the same one, so the numbers it gives are
the baseline to improve on. On a Snapdragon X Elite it runs at about 300 MPix/s,
0.44ms for a frame.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-09-18 11:38:49 -06:00
Henrik Rydgård 21c7312486 Merge pull request #22306 from hrydgard/assorted-fixes
Various fixes to sceMpeg LLE and sceMp3 LLE
2026-09-18 10:11:22 -06:00
Henrik RydgårdandClaude Opus 5 01be454b7a sceMp3: keep accepting sample rates a PSP would refuse, on purpose
libmp3.prx only accepts a rate other than 44.1kHz from a game built with SDK
3.09.05 or later, and audio/mp3/init has the hardware's answers for the rest.
PPSSPP has nonetheless accepted them from every game that declares an SDK
version, because the threshold was written as decimal 3090500 rather than
0x03090500 - an accident, but one people have come to rely on. Beats and games
like it build levels out of MP3s the user supplies, and refusing an ordinary
48kHz file looks like a bug to whoever supplied it.

So the hardware answer now goes only to something that declares no SDK version
at all, which in practice means the test, and the comment says that is a choice
rather than an oversight. Being strict again is a one-line change, with the two
lines it would cost named next to it.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-09-18 09:45:11 -06:00
Henrik RydgårdandClaude Opus 5 e6fa47291d Log: give the printf output the same format as the others
Headless is the only thing that uses it, and it had its own shorter format with
no thread, file or line, so a pattern that matched a log from the app quietly
matched nothing in one from headless. Costs a wrong conclusion the first time
you do it.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-09-18 09:45:11 -06:00
Henrik RydgårdandClaude Opus 5 7ed0598433 sceAudiocodec: report the decoded size in bytes, not samples
The field at 0x24 is a byte count, like srcBytesRead next to it, and
sceAudiocodecGetOutputBytes describes the same quantity the same way (0x1200
for MPEG1 MP3). We were putting the sample count there, a quarter of the value,
and libmp3.prx takes it as the length of the PCM to pass on. Renamed to
dstBytesWritten so it reads like what it is.

Nothing on our side consumed the field, so this only changes what the firmware
modules see. mpeg.prx ignores it, which is why Atrac3+ playback was unaffected
either way, but libatrac3plus.prx does read it.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-09-18 09:44:39 -06:00
Henrik RydgårdandClaude Opus 5 08573668c5 sceAudiocodec: fill in the MP3 version in GetInfo, log what GetInfo read out
sceAudiocodecInit puts 9999 in the version field to mean "not known yet", and
filling it in is what this call is for - libmp3.prx reads it straight back out.
We wrote every other MP3 field and left that one alone, so the real libmp3.prx
got as far as GetInfo and then stopped without ever asking for a decode.

While here, read the fields off the frame rather than claiming 128kbps 44.1kHz
stereo unconditionally, which is what the hardware does with them. They are the
raw MPEG header fields apart from the version index, which has its own
numbering. The old fixed values stay as the fallback for when there is no
readable frame to look at.

Also carries a CheckNeedMem log tweak that was already in the tree.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-09-18 09:43:39 -06:00
Henrik RydgårdandClaude Opus 5 b77e7c4e66 sceVideocodec: implement CopyYCbCr
This is what sceMpegAvcCopyYCbCr is built on, and a game that wants the raw
YCbCr rather than letting sceMpegbase convert to RGB uses it and nothing else.

mpeg.prx builds the descriptor on its own stack and avcodec.prx reads it back at
0x800015c4. Dimensions in pixels at 0x00/0x04, the eight frame buffers from 0x0c
but ordered 0,2,4,6 then 1,3,5,7, and from 0x2c the destination Y with Cb and Cr
following it contiguously - ordinary planar YUV420. Checked against what the
game passes: the eight addresses are exactly the buffers we handed out, and the
three destinations are spaced width*height and width*height/4 apart.

Un-tiling is the same operation the colour conversion already does, so that
moves out of sceMpegbase.cpp as ReadTiledYCbCr rather than being written twice.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-09-18 09:43:15 -06:00
Henrik Rydgård 3b2f0f0c1f Merge pull request #22304 from saboten731/fix/hleinit-filesystem-split-pr
HLE: split filesystem-dependent availability checks from initialization
2026-09-17 22:23:57 -06:00
keycross 5c80533ee3 HLE: split filesystem-dependent initialization 2026-09-18 10:24:43 +09:00
Henrik Rydgård 2385698f8e Merge pull request #22303 from hrydgard/headless-timeout-split
Headless timeout: Split into game-time timeout and wall-time timeout
2026-09-17 17:28:45 -06:00
Henrik RydgårdandClaude Opus 5 27f5a9758c headless: accumulate emulated time instead of trusting the clock
Loading a savestate sets the emulated clock to whatever it read when the state
was written, which can be a long way either side of where this run is - so a
deadline of "start plus N" was already in the past the moment --state landed,
and --timeout-emulated fired immediately. Accumulate the per-iteration steps and
ignore ones too large to be elapsed time.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-09-17 16:01:47 -06:00
Henrik RydgårdandClaude Opus 5 e8fa4e3f56 headless: split --timeout into --timeout-wall and --timeout-emulated
--timeout was wall-clock seconds, which is what CI wants but not what you want
when the question is whether the game has had long enough to get somewhere: a
heavy scene runs many times slower than real time and a near-idle one much
faster, so the same budget means very different amounts of game time. Booting a
firmware VSH is a good example - 10 emulated seconds is about 25 real ones on
6.61 and about 7 on 2.00, and judging those two by the same wall-clock number
makes a working shell look stuck.

Both limits can be set at once and whichever is reached first ends the run,
which also says which one it was. --timeout still works as the old name for
--timeout-wall. The IsDebuggerPresent() exemption stays on the wall-clock check
only; the emulated one doesn't need it, since sitting at a native breakpoint
burns no emulated time.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-09-17 16:01:47 -06:00
Henrik Rydgård bec55c61d1 Merge pull request #22237 from hrydgard/naett-cancel
http: Make Cancel() actually stop an HTTPS transfer
2026-09-17 16:00:12 -06:00
Henrik Rydgård ce42033686 Merge pull request #22302 from hrydgard/real-mpeg-prx-fixes
Even more fixes for real sceMpeg
2026-09-17 15:57:47 -06:00
Henrik RydgårdandClaude Opus 5 21928ed43f sceVideocodec: let stopping and deleting the decoder take time
Both are ME round-trips that take real time on hardware, and returning from them
immediately matters beyond speed. Jak and Daxter deletes its video_sound_thread
straight after sceVideocodecDelete without waiting for it to exit. With no time
passing in the delete, the game's audio thread never gets to run once more and
deliver the wake that lets that thread notice the shutdown and exit, so
sceKernelDeleteThread fails with NOT_DORMANT and the thread stays alive. It is
then released from the event flag the game has just deleted, resumes on a
context that has already been freed - every id and pointer in it zero - and
copies from a null pointer.

2ms, chosen to sit above the 1.45ms an audio mix block takes. 100us was measured
to be too short, so the fix is the time passing rather than just the reschedule.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-09-17 15:18:06 -06:00
Henrik RydgårdandClaude Opus 5 dba91883ec sceDisplay: don't carry a host timestamp across boots
The fast-forward flip limiter in __DisplayFlip kept its last-flip time in a
static local, so it survived a boot and the first flip of a new game was
compared against a timestamp from whatever ran before it. Move it up with the
other frame timing globals, which __DisplayInit already resets.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-09-17 13:51:45 -06:00
Henrik RydgårdandClaude Opus 5 0c926a337b headless: end and restart the host frame each emulated frame
The app opens a host frame, runs one frame and closes it again, but headless
opened a single one around the whole run. All of the GPU's per-frame work hangs
off BeginHostFrame - the texture cache's StartFrame and the framebuffer
manager's BeginFrame, which is what decimates FBOs - so none of it ran here at
all, and a long run decayed nothing.

That isn't only a rendering difference: the framebuffer state it maintains
decides whether gpu->PerformMemoryCopy claims a copy, and a claimed copy skips
the write to emulated memory entirely. So a stale cache could change what a
game sees in RAM, not just on screen.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-09-17 13:29:28 -06:00
Henrik RydgårdandClaude Opus 5 5cfd859eae headless: start from the real config defaults
Headless never loads a config file, so every setting it doesn't assign kept the
zero-initialized value instead of the default the ConfigSetting table declares.
140 settings were affected, and among them were ones that change how games run,
not just how they look: bFastMemory and bFuncReplacements are both "true" by
default and were false here, so headless was the only build compiling memory
accesses the slow way and running games without function replacements.

Call RestoreDefaults before the block that forces the values the tests want, so
those still win and the rest now match every other build.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-09-17 13:18:00 -06:00
Henrik RydgårdandClaude Opus 5 0207c6d04a Clear the codec context maps per boot, and replace functions in headless too
sceMpeg and sceAudiocodec only cleared their context maps on shutdown, while
sceMpegbase and sceVideocodec clear theirs on init. Both maps are keyed on an
address the game chooses, and getMpegCtx reads its key straight out of game
memory, so anything left behind can be handed to the next game we run in the
same session. Clear them on init as well. sceVideocodec's init cleared its map
without deleting the decoders in it; use ClearContexts for that.

Headless never loads a config file, so every g_Config field it doesn't set
keeps the zero-initialized value rather than the ConfigSetting default.
bFuncReplacements is one of those, so headless was the only build running games
without function replacements - which is why a crash in Jak and Daxter's
memcpy_jak wouldn't reproduce there.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-09-17 12:51:52 -06:00
Henrik Rydgård bb906f33aa Merge pull request #22299 from hrydgard/real-mpeg-prx-fixes
More fixes for real sceMpeg on top of sceVideocodec (DisableHLE)
2026-09-17 12:09:26 -06:00
Henrik Rydgård 4f54119d4f Merge pull request #22300 from hrydgard/headless-forward-stdio
Headless: forward the program's stdout/stderr to the host by default
2026-09-17 12:05:21 -06:00
Henrik RydgårdandClaude Opus 5 c596bdf9a4 sceAudiocodec/sceVideocodec: fill an AAC gap and name two ME functions
sceAudiocodecCheckNeedMem set neededMem for every codec except AAC, where it
was left at whatever was in the context. Set it to 0x18f20 like the others; our
faked ME memory meant this never blocked, but a game that validates it could.

Also name the two hash-named sceVideocodec exports from their firmware
behaviour: 0x893B32B1 configures the codec during sceMpegCreate in mode 1
(SetMode), and 0xD95C24D5 copies a decoded YCbCr frame between buffers via the
ME (CopyYCbCr), the videocodec-level counterpart of sceMpegBaseYCrCbCopy. Both
are still stubs - only mpeg.prx calls them, on paths nothing we run reaches -
but they are now documented for whoever implements them.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-09-17 11:01:09 -06:00
Henrik RydgårdandClaude Opus 5 ba7bf86e73 sceAudiocodec: don't return a zero Atrac3+ frame size for odd bitrates
CalculateInputBytesAndChannelsAt3Plus only set the frame size for the four
bitrates it had a table entry for and left it at 0 otherwise, which fails the
decode - the same shape of bug the AAC path just had. formatByte2 * 8 + 8 is
the size for all four known bitrates, so use it for the rest too; the firmware
never returns 0 here. The common PSMF path is unaffected: it takes the size
from the frame's own header before reaching this.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-09-17 10:45:16 -06:00
Henrik RydgårdandClaude Opus 5 b561de3ff1 sceAudiocodec: size the AAC input frame like the firmware
The AAC decode path read the frame size from srcBytesRead, which is an output
field the decoder writes - it's 0 on the first call, so the decoder was handed
0 readable bytes and audio never started. avcodec.prx's decodeUtility sizes the
AAC input from the byte at 0x2c instead: 0x609 when nonzero, 0x600 when zero.

Investigated after report by sum2012 in #16238. Not actually tested yet.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-09-17 10:33:08 -06:00