The ffmpeg submodule held prebuilt libraries for every platform next to the
sources (about 1.5 GB checked out), and nothing uses those any more. Only the
needed sources are copied in, from the submodule's commit, along with every
header and template they include. The path is new, so checking out commits on
either side of this works.
It's also cut down to what PPSSPP uses: the H.264, AAC, MP3, ATRAC3 and ATRAC3+
decoders, the H.264 parser, the demuxers as before, and the FFV1 encoder, AVI
muxer and file protocol for AVI dumping. config.h takes its CONFIG_ values from
FFmpeg 3.0.2's own configure run with just those enabled. The raw H.264 demuxer
stays even though nothing opens raw H.264: probing PSMF data uses it to identify
the video stream's codec, which otherwise comes out as none.
On top of that:
- The files nothing links (configure would build them, but they're never pulled
out of the static library, going by the GCC link map) are left out: mostly
libavutil's crypto and hashing and the alternative DCT/IDCT/FFT versions.
- libswresample isn't built, now that nothing uses it.
- The H.264 decoder only does 8-bit video, which is all the PSP has. The SPS
parser rejects any other bit depth, and the DSP files no longer build their 9-
to 16-bit variants, which the linker kept because the init functions pick one
by bit depth at run time.
That's 160 files to compile instead of 277, and 391 of FFmpeg's vendored, about
5.8 MB. The README in ext/ffmpeg has what was done, the PPSSPP patches in the
copy, how to add a component, and the tradeoffs.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
The lossy MPEG-4 encoder (with the MPEG-video encoding code it needs) is most
of what FFmpeg's encoders weigh, and lossy footage is better recorded from the
output with a screen recorder. Dumps are now always lossless FFV1, which also
makes for much larger files than the old default.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
FFmpegAudioDecoder only used swresample to turn the decoders' output into
interleaved stereo s16, at the same sample rate. A small conversion does that
now, with swresample's rounding: floats go through lrintf and are clamped, and
mono goes to both channels at -3 dB, the coefficient swresample's mixing matrix
uses. Its output is sample-identical to swresample's for the MP3, AAC and
ATRAC3+ decoders, mono and stereo.
With "Use FFMPEG for all compressed audio", ATRAC3 got closed on its first
frame: its decoder sets no channel layout, and swresample refused to set up
without one. The conversion goes by the channel count, so that no longer fails.
The system-FFmpeg build no longer looks for libswresample.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
ext/ffmpeg-build/ffmpeg.vcxproj (and UWP/ffmpeg_UWP for UWP) builds the same
sources as CMake, copied from sources.mk by update_vcxproj.py. It's optimized in
Debug too, and without /Zc:inline, since MSVC otherwise keeps references to
disabled components that FFmpeg expects the compiler to drop.
The projects that linked the prebuilt libraries reference it instead, and take
the headers from the source tree.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
ext/ffmpeg-build now has a committed config.h in place of the configure checks.
Assembly and arch-specific code are off, as in the --disable-asm builds of the
old prebuilt libraries, so only the platform has to be told apart, with a few
preprocessor checks. The sources are listed once in sources.mk, for every build
system to use, and build one static library. ATRAC3 and ATRAC3+ are enabled to
match the prebuilt libraries, and HAVE_AV_CONFIG_H is now defined, as FFmpeg's
own build does.
CMake builds this unless USE_SYSTEM_FFMPEG or FFMPEG_DIR is set, and no longer
looks for the prebuilt libraries in ffmpeg/. MinGW now builds it too, instead
of falling back to the system's.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
A size that makes addr + size wrap around 32 bits had Split() build a slab
that ends before it starts. Lookups then skipped it, and a later
Merge() ran FillHeads() over it with a huge count, writing far outside
heads_. Sizes come from games through HLE calls, and the large ones are
recorded even without detailed mem info. Seen in a Play crash report, on
the FlushMemInfo thread.
FillHeads() also took the address one past the end of heads_ for a slab
in the last slice, which Debug builds assert on.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
3.60's index.dat carries tag 0x0B2B10F0, which sceResmgr_9DC14891 had no key
for, so the shell couldn't read its item index and stopped on "A serious
error has occurred". The key follows the tag in 3.60's mesg_led_02g.prx, laid
out like the other versions' (3.52's mesg_led.prx has the 3.5x key the same
way). 3.60 now boots to the XMB.
Co-Authored-By: Claude Opus 5.5 (1M context) <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>
Family Guy and The Dark Knight are coded as separate field pictures,
bottom field first. ffmpeg hands each pair back as one frame, and we
described it with the first field's SEI record only.
The UMD Video player (video_main_plugin.prx) shows such a picture a field
per vsync, and takes the field order from comparing the output times of
the picture's two records. With the second left empty it always chose
top first, so every pair ran backwards in time and the picture jittered
between frames. Now the pair carries both fields' timing, the top field's
record first.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
The XMB (vshmain.prx) was kept out of Recents because it had no icon. Now
the game list shows it as "XMB 6.61" (the installed firmware's version, from
its version.txt), with an abstract XMB icon in white on blue, and the window
title says the same instead of "Unidentified PSP title".
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Each tab is now a SettingsPage: a list of items (headers, settings, buttons,
hints, links to other pages) that a function builds and views are created
from. Settings are added with page->Setting(&g_Config.x), which takes
the label, the kind of view, the range or choices, units, labels for special
values and the default from the config. The pages keep what depends on the
UI (which settings to show and when, enable rules, and behavior that needs the
screen), and reach the screen through the page's SettingsPageHost.
A page can link to other pages, which open on top of it in the same tab,
under a bar showing where you are, like Tools > Developer tools > Graphics,
where the earlier pages can be clicked to go back to them. The bar has back,
search and help buttons, and the back key also goes back a page (or out of a
search) before leaving the screen. Each page remembers its scroll position.
In portrait there's no tab strip: a page links to the tabs, and the bar shows
just the current page's title. Rotating keeps showing the same page. Moving
between pages only focuses an item when navigating with a keyboard or
controller.
The developer tools are now pages linked from the Tools tab, instead of a
screen of their own. The in-game developer menu and
--start-screen=developertools open the settings on that page. The toggles of
live state (the remote debugger and the MIPS tracer) show and change it
through functions, and pretending to be in-game for the notification tests is
a flag on the OSD. The memory map and memstick tests, only reachable from
commented-out code, are removed.
Search lists the matching settings from all tabs and the pages they link to,
grouped by where they are. Each result goes to the setting on its page,
scrolled to and highlighted (outlined, when picked with a mouse or touch), or
for a page, opens it. This replaces the search tab and the old filter that
hid the views that didn't match, and with them ShowSearchControls. Changing
tabs leaves the search.
The pages, the bar and search are in SettingsPagesDialogScreen, between the
tabbed dialog screen and the settings screen, so the other tabbed screens
keep plain tabs.
Other visible changes:
- Reset buttons that went to the wrong value now go to the real default: the
touch control auto-hide delay (was 20 seconds instead of 8), the mouse
wheel delay (1 ms, below its own range, instead of 80) and the UI size (0
instead of -1 on desktop). The alternative speeds get a reset button.
- Units are shown on more sliders (frames, MHz, seconds, Hz), and popups no
longer spell out what 0 means in the units, since the zero label does.
Units of up to three characters (%, x, ms, MHz) aren't translated.
- The Android HW scaler hides the scales the display is too small for,
instead of cutting the list short.
- Choices are translated in the setting's own section.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
ConfigSetting gets a ConfigSettingInfo, set with constexpr chained setters:
a label, choices, a range with step and units, labels for 0 and negative
values (like Unlimited and Disabled), and a callback for what has to happen
when the UI changes the value. Using a setter on the wrong type of setting is
a compile error. The settings in the config tables now have these, so the
settings screen can take them from there instead of repeating them, including
what changing them needs (resize and GPU config messages, fullscreen, audio
and camera notifications and so on). The settings screen starts using them
in a later commit.
Config::FindSetting finds a setting from a pointer to its value. Defaults can
now also be looked up for blocks that reset as a whole (display layouts, touch
and gesture controls), by reading them from a freshly reset copy of the block.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
The video player only gets the AAC flags it needs when the XMB has booted
the ME in mode 3, and an XMB older than 6.60 asks for that under another
NID, which stayed unresolved: on 6.00, SAMPLE.MP4 said "This video cannot
be played". The NIDs come from matching the function in each version's
me_wrapper.prx. hleKernelNids grows three columns for the generations
before 3.95.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
- Fixes#22764
pspautotests video/mpeg/cscvme shows the two luma buffers are fields, each
with its own chroma, and that the rows land as they do for
sceMpegBaseCscAvc: woven together without a second buffer, packed one per
buffer with one. The XMB's Motion JPEG player passes the second buffer
right after the first with the picture's halves as the fields, which is
why the halves model happened to work for it.
The hardware's colours match the scalar conversion exactly, so CscVme uses
that rather than swscale. Fields packed back to back now reach the GPU as
one write, so a texture over the whole picture isn't cut at the first.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
The XMB's video player renders Motion JPEG AVIs with sceMpegBaseYCrCbCopyVme
and sceMpegBaseCscVme (JPCSP's names), which take planar YCbCr in two halves
rather than the ME's tiled layout. The copy sizes follow mpegbase_260.prx.
sceMpegBaseYCrCbCopy took the frame size from the destination descriptor,
which the same player leaves unset. mpegbase_260.prx reads it from the
source, in pixels.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
- Fixes#22763
The XMB's video player boots the ME in mode 3 through sceMeCore_driver's
sceMeBootStart (5dff5c50), where games get mode 2. Mode 3 only changes the
argument to ME command 0x185 (me_wrapper.prx), and the player sets the AAC
context flag at 0x2d on anything newer than a PSP-1000 and plays those
files, so sceAudiocodecInit now accepts the 0x2c/0x2d flags in mode 3.
Games still get the failure pspautotests audio/audiocodec/context records.
Also implements the two vaudio calls the player uses: a ChReserveBuffering
that routes each buffer through an ME effect (E8E78DC8), and the setter for
its parameter (504E4745). The effect isn't known, so audio goes out as is.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
An Android 11 TV played nothing over a Bluetooth headset since the switch
to Oboe, while its speakers worked. Testing on it showed AAudio with MMAP
is silent there and AAudio without MMAP works, as does OpenSL ES (also
when the headset is connected mid-game), whatever the stream usage. MMAP
should never be used for a Bluetooth route, so it's a firmware bug.
Audio settings get an Audio API choice and a Low-latency audio (MMAP)
checkbox, with hints, so other devices with the same kind of bug can be
worked around. The API defaults to OpenSL ES on TVs and before Android
8.1, where the choice isn't offered, and AAudio elsewhere. Changing them
reopens the streams right away. System Information shows the output
stream that got opened (API, MMAP or not, rate, buffers, device) and any
audio error.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
POPS (the PS1 emulator) uses HOME for its menu. The touch button is hidden by
default, and HOME still has no default key mapping. It's also appended to the
custom button and gesture key lists.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Part of #22669.
An in-mission cutscene starts on a black screen held for a number of updates
set by the cutscene, while its setup moves the actors at a speed given in
time. In Episode 1 Part 4 the hold is 12 updates: at 60fps the fade in starts
0.25s in, and Gabe is seen sliding across the room for 0.3s on his way to his
start position. Count the hold at 20fps, which starts the fade 0.6s in, right
after he arrives, as in the PSP footage.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Part of #22669.
When a scripted move reaches its target, the AI only issues the next command
("face this way") two updates later, so the actor coasts for two frames before
turning. At 60fps that's 33ms: the turn starts further from the target, the slide
carries Gabe out of the 1.0 target radius, the steering seeks the target again and
he spins, ending up with his back to the camera in the Episode 1 Part 1 cutscene.
At 20fps (where the pose matches PSP footage) he coasts for 0.1s.
Hook the steering function to hold the turn rate at zero for the first 0.1s after
arriving, so every frame rate gets the 20fps outcome. Anchor heading measured in
that scene: 60fps -81 (was -150), 30fps -82 (was -116), 20fps -80, 15fps -75.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
chdman createcd makes CD CHDs of PSP discs too, which were taken for PS1 games. A CHD is now a PS1
disc only when its volume descriptor's system ID is PLAYSTATION, and otherwise goes on to the PSP
disc checks.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Windows also gets a filter of its own for them. iOS's picker takes any
file and Android's doesn't filter by extension.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
DetectGameRegionFromID() only knew PSP IDs, so a PS1 one (SLUS, SCES,
SLPS and so on) came out as homebrew. A PS1 disc image or EBOOT with no
icon of its own showed the app icon in the game browser, and the list
views left out the ID of any game drawn without a picture.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
A CD CHD is read through its track metadata: each track's frames are
padded to a multiple of four, a pregap is stored only when its type
starts with V, and audio is big-endian. A .chd that's a CD is a PS1 disc,
PSP discs being DVDs. The FileLoader-backed core_file the PSP CHD block
device used is now OpenCHDThroughLoader(), for both.
An .mds gives each track's start, pregap and length, and where in the
.mdf it's stored, with 96 bytes of subchannel data after each sector.
Anything between tracks isn't stored. A bare .mdf goes through its .mds,
which the game browser lists, and archives install with both.
MODE2/2336 cue sheets, which only had their sector headers made before,
are now tested too.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
A zip or 7z with a PS1 disc in it (a cue sheet and the files it names, a
.ccd with its .img and .sub, or a lone raw .bin or .img) is now installed
like a zipped ISO. A disc of several files goes into a folder of its own,
named after the cue sheet or .ccd. An ISO in the archive still takes
priority, and a lone .bin or .img only counts when nothing else does.
The game screen offers Play for a PS1 disc image only when the installed
firmware's POPS can run it: 3.95 to 6.61, with popsman.prx.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
A cue sheet, a CloneCD .ccd, or a bare .bin, .img or .iso of a PS1 disc
now boots on the firmware's POPS, as the converted EBOOT.PBP popstation
would make from it. PS1EbootFileLoader builds the PBP header, PARAM.SFO
(the disc ID from SYSTEM.CNF) and the PSISOIMG header, TOC and block
index, and serves the disc image from the image's own files. Each block
of 16 sectors is a stored DEFLATE block: the manager won't read an image
of uncompressed blocks in its own format, but the converted PBP's inflate
takes stored ones, and with every block the same size, reads map straight
onto the files. Nothing is compressed or written anywhere.
Cue sheets can have any number of files, AUDIO tracks, INDEX 00 and
PREGAP, and a missing FILE falls back to the cue sheet's own name. A
2048-byte .iso gets Mode 2 Form 1 sectors made around its user data.
The EBOOT is mounted as the only file in host0:, through BlobFileSystem,
which now saves its open handles in savestates. The game browser lists
.cue, .ccd, .bin and .img, leaving out the .bin and .img files a cue
sheet or .ccd next to them describes, and a bare image opened directly
goes through the cue sheet that names it. GameInfoCache reads the title
and ID of these, and of real PS1 EBOOTs, from their PARAM.SFO.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
On a PSP, jr and jalr to an address with its low two bits set raise no
address error: they run from the aligned address, the PC keeps no low
bits, and jalr's link is unaffected (cpu/jump/unaligned, recorded on
firmware 6.61). This was done only for the Media Engine.
The firmware's PS1 emulator returns through such an address. The
interpreters stopped there with an invalid jump, and the JITs found the
block at the aligned address only if it was already compiled, and
otherwise compiled one at the unaligned address.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Pruning now only runs when the config was really read: when the memory
stick isn't reachable at startup (an unmounted SD card, or right after
boot), NativeInit falls back to defaults and the recent list is empty, so
every recent game's grant looked unused and was released.
Grants for the memory stick, the Games tab folder and pinned folders are
re-taken at every startup. That moves their persisted time up, so they're
the last the system drops if we ever reach its limit. The new time is
written out with the next grant change, which is also the only time the
system prunes.
Home screen shortcuts can't be enumerated, so the 64 most recently
created or launched are remembered in a new [Shortcuts] section of
ppsspp.ini, and their grants are kept. ShortcutActivity runs without the
config loaded, so it queues them in SharedPreferences until the next
startup saves them.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Load() only queued the list for the worker thread, so reading it right
after loading the config could still see an empty list. Android's grant
pruning does exactly that, and would then treat recent games as
unreferenced, release their grants, and the queued clean would drop them
from the list as missing.
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 game list already did, but booting a video disc any other way (the command line, a file
association, dropping it on a running game, headless) tried it as a game and failed. The loader now
swaps in vshmain.prx with the disc mounted and auto-start on whenever it identifies a UMD Video
disc and the installed firmware can play it. GetUmdVideoVSHPath() moves from the UI to
Core/Util/PSARUnpack.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Picking one boots vshmain.prx with the disc mounted, and only the file booted went into Recents
(minus vshmain.prx itself), so the disc never did.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Without firmware that can play UMD Video (2.71 or later), the info screen and the boot error said
"PPSSPP doesn't support UMD Video", which is no longer true. They now say the firmware version
needed, from UMD_VIDEO_MIN_FIRMWARE, the same constant the check uses.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
The EUR Video Demo Disc's UMD_DATA.BIN says GVA, but its EBOOT.BIN and BOOT.BIN are all zeroes, so
"Play game" could only fail. It now goes straight to the XMB, like "Watch video". What the disc
reports to the emulated PSP doesn't change.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
UMD Video discs ship an updater PARAM.SFO next to a 0-byte DATA.BIN, and PSN releases zero-fill it.
MountedDiscHasUpdater() only checked that DATA.BIN existed, so booting the EUR Video Demo Disc's
game with no firmware installed started an auto-install of "2.00" that failed with an OSD error.
It now wants a PSAR archive, like ReadBundledUpdateInfo() already did. The game info screen no
longer looks for an updater on UMD Video discs at all.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
With firmware 2.71 or later installed, picking a UMD Video disc boots the XMB with the disc in the
drive and UMD auto-start forced on for that boot, so the disc's menu comes up. Without one, the
info screen saying UMD Video isn't supported shows as before. The info screen's Play does the same.
A disc with both a game and video asks which to start. For the video, the XMB comes up with
auto-start forced off, since auto-start runs the game.
Older firmware can't play these: 1.50, 2.00 and 2.60 crash in video_plugin or paf with a video disc
in the drive, and 2.50 refuses it. 2.71 through 6.61 reach Bourne Supremacy's menu.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>