Commit Graph
689 Commits
Author SHA1 Message Date
Henrik RydgårdandClaude Opus 5.5 d0e3141f43 FFmpeg: Vendor what PPSSPP uses into ext/ffmpeg, drop the submodule
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>
2026-10-25 22:27:54 +01:00
Henrik RydgårdandClaude Opus 5.5 3015d1f085 Windows: Build FFmpeg from source, in a project of its own
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>
2026-10-25 22:27:53 +01:00
Henrik RydgårdandClaude Opus 5.5 0ed9c8542b Settings: Move the System tab's builder to UI/Settings/SystemPage.cpp
Like the other tabs, except that the screen keeps what the page edits that
isn't a config setting (the compatibility reports flag, which is written
back when the screen closes, and the Windows memstick checkboxes' state) in
a SystemPageState it passes in. The page's handlers move with it, as
functions taking the page host or that state.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-25 17:23:10 +01:00
Henrik RydgårdandClaude Opus 5.5 7fd4029333 DevTools: Rename DeveloperToolsScreen to DeveloperSettingsPages
There's no screen in it any more, only the developer tools' settings pages.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-25 16:01:35 +01:00
Henrik RydgårdandClaude Opus 5.5 a5b470b2c3 Settings: Move the settings tabs' builders to a file each in UI/Settings
Only moves code. The tabs other than System were built by static functions
in GameSettingsScreen.cpp, in place of the old methods, to keep the previous
change's diff readable. Now each tab has its own file, with just the
includes it needs, and MainSettingsPages.h declares their builders.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-25 16:01:34 +01:00
Henrik RydgårdandClaude Opus 5.5 b91bd6af86 Settings: Build the settings screen from pages described as data
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>
2026-10-25 15:26:58 +01:00
Henrik RydgårdandClaude Opus 5.5 f4f68d37cc File dialogs: Offer PS1 disc images (.cue, .ccd, .mds, .mdf, .bin, .img)
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>
2026-10-23 15:50:28 +02:00
Henrik RydgårdandClaude Opus 5.5 23dffa9db3 POPS: Boot PS1 disc images as converted EBOOTs made on the fly
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>
2026-10-23 15:01:22 +02:00
Henrik RydgårdandClaude Opus 5.5 fcfac13643 Share the drop shadow code between the UI atlas and the text drawer
CompositeDropShadow in Common/Render/DropShadow.cpp blurs a premultiplied
RGBA image's alpha (with an optional offset) and composites the image
over it. The atlas's AddDropShadow and TextDrawer::AddDropShadow are now
thin wrappers that pick the parameters.

The blur scatters only the non-transparent texels, which makes atlas
shadows 3-7x faster than the old gather-with-clamping version. Atlas
output is unchanged apart from rounding (alpha differs by at most 1).

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-23 11:56:24 +02:00
LunaMooandClaude Opus 5.5 3ce3973781 Add overlay (bezel) support
Draws a user image around or behind the PSP screen, to fill the black bars
on displays whose aspect ratio doesn't match the PSP's (#20325).

- Overlays are PNGs in PSP/OVERLAYS. A plain PNG there just works: it's
  drawn in front of the game, and its transparent hole is found by walking
  from the image center to each edge until a nearly opaque pixel. Existing
  RetroArch overlay images can be dropped in as-is.
- A subfolder with an overlay.ini can define overlays with a Name, Layer
  (Foreground/Background) and an explicit Hole=x,y,w,h.
- "Load overlay image..." in the display layout screen imports any PNG
  (including Android content URIs) into the overlays folder and selects it.
- The overlay is fit to the screen (aspect preserved, centered). The hole is
  mapped with the same scale, and the game is fit into it with the normal
  stretch / integer scale / aspect ratio options. Offset and scale don't
  apply while an overlay with a hole is active. This goes through
  CalculateDisplayOutputRect, so touch mapping and post shaders agree.
- The selection is a per-orientation, per-game DisplayLayout setting.
- Disabled in VR, Cardboard, and with skip buffer effects (except software
  rendering), since the presentation path doesn't run there.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01QGBg32EFPsTXjAFu7dnTcz
2026-10-22 14:09:51 +02:00
Henrik Rydgård 1adf3c553d Merge pull request #22549 from Kethen/aemu_postoffice_enet
UDP(ENet) mode for adhocctl & aemu_postoffice relay
2026-10-21 23:51:28 +02:00
Katharine Chui 880158cfdb initial enet mode for adhocctl & aemu_postoffice relay 2026-10-21 14:19:54 +02:00
Henrik RydgårdandClaude Opus 5.5 0b1e1a9bb3 POPS: Boot PS1 EBOOTs through the firmware's POPS manager
A PS1 EBOOT now boots the installed firmware's POPS manager
(flash0:/kd/popsman.prx), which loads its PS1 emulator (pops_0Xg.prx) for
the game. Load_PSP_POPS stands in for the kernel's reboot into its POPS
configuration: it loads the manager and that configuration's user modules,
and a helper thread makes the kernel init's scePopsManLoadModule(path, 0)
call. InitForKernel reports a POPS boot from the memory stick.

The emulator plays its sound on the Media Engine, so a PS1 boot always
gets the emulated ME, whatever the homebrew setting says, and is refused
on platforms that can't emulate it. The manager boots the ME with its own
code (POPS's reboot has no me_wrapper, so Sony's ME firmware isn't booted
for it), and its ME loop runs there unchanged, playing through the audio
block.

Everything in POPS that reaches hardware registers is kernel code, so a
POPS boot leaves the ME's kernel mode stopgap (g_kernelModeAnywhere) off:
7% fewer host instructions in Crash Bandicoot.

The manager also drives the GE directly: its stall register and FINISH
status are an MMIO device that only answers during a POPS boot, and stall
writes extend the HLE GPU's current list.

The 6.60 and 6.61 popsman.prx and pops_01g/02g.prx have the same code. The
manager's is checked when it's loaded, and any other one fails the boot
with a message. Savestates include the boot's threads.

Reading a game's disc image needs the next two changes.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-21 13:15:30 +02:00
Francisco José García García 539490b0c8 HLE: sceAmctrl_driver, on libkirk's amctrl
amctrl.prx's PGD (BB) MAC and cipher functions, for kernel modules that
import them: the firmware's POPS manager checks and decrypts a store PS1
game's disc image with them. libkirk's amctrl.c reimplements the module, and
its MAC_KEY and CIPHER_KEY have the layout of the contexts the callers keep in
their own memory, so those are used in place. 6.60 NIDs.
2026-10-21 12:50:45 +02:00
Henrik RydgårdandClaude Opus 5.5 8af7643efa ME: sceSysreg_driver's ME reset and clock calls, MMIO copies in sysclib
The calls homebrew starts the ME with (1.50's NIDs, and 3.71's for the
ME's reset and bus clock) set or clear a bit of the reset or bus clock
register the way the firmware's driver does, returning whether it was
set. Only those NIDs, so a later firmware's lowio.prx keeps its own
exports under --vsh.

Kernel modules copy their ME code to the boot page with SysclibForKernel's
memcpy, which now goes through MMIO for hardware addresses like the
replaced memcpy already did (MMIO::Copy, shared).

pspsdk's mebasic, MElib's test, PSP Bunny, snes9xTYL and ProTrekkr's test
now start their ME.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-21 12:06:11 +02:00
Henrik RydgårdandClaude Opus 5.5 e52cc38866 ME: Reset, interrupts and the other registers homebrew runs the ME with
Sysreg (0xBC100000) gets the ME's reset bit (0x4C bit 2), the soft
interrupt (0x44, which interrupts the other CPU: the ME's controller from
the main CPU, PSP_MECODEC_INTR from the ME), the hardware mutex (0x48,
each CPU sets its own bit only while the other's is clear) and the clock
and config registers it writes. The ME's interrupt controller (0xBC300000,
write-1-to-clear, mask at 8) answers the ME only. All of it is the ME's
state and stays unhandled without an ME.

On the ME: interrupts to EBase with EPC and EXL, halt sleeping until an
unmasked interrupt, and Count, which doesn't run: it stays 0 across 10ms
with ERL set after reset and with Status cleared, and reads back what was
written. Reset keeps the GPRs and sets Status ERL/BEV/SR, which homebrew
relies on: mcidclan's samples run C on the stack Sony's ME code left. The
values are from a kernel probe on a PSP-1000 (sp 0x801FFFE0, COP0 22 = 1,
Status 0x20500404, mfic 0, which doesn't gate interrupts).

The main CPU runs base interrupt handlers the way interruptman calls them
(a0 intno, a1 arg, a2 interrupted pc; -2 disables), and interrupt 31 has
a stand-in for me_wrapper's handler, which homebrew releases first.

While the ME is emulated, any main CPU code may access hardware registers:
homebrew calls its own code in kernel mode through a kcall module. This
is a stopgap (g_kernelModeAnywhere, marked HACK): kernel mode should be
part of the CPU's state, switched on while a kernel module's export runs.
The memcpy/memmove replacements copy through MMIO when an end is a
register address, for code copied to the boot page.

mcidclan's me-soft-interrupt sample now runs, counting each interrupt in
both directions.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-21 09:33:26 +02:00
Henrik RydgårdandClaude Opus 5.5 fef84cf0ca CPU: Add the Media Engine core, off by default
MeCore owns a second MIPSState in the ME's address space, held in reset
until released (SetReset). It runs on the interpreter, a slice behind the
main CPU: CoreTiming runs it for the cycles the main CPU has just used, in
Advance and ForceCheck. Its own PRId (COP0 22) and mfic/mtic flag; MMIO
counts as kernel mode on it, and a syscall stops it with an error rather
than reaching HLE. The interpreter's block stepping reads delay slots
through the stepping CPU's memory, and cache instructions log at verbose
level, as ME code flushes its caches in a loop.

Created at boot only for homebrew (PBP with MG category or no SFO, ELF;
the VSH counts, as vshmain.prx loads as an ELF), when "Enable ME
emulation for homebrew" is on: a global checkbox in developer settings,
off by default and not translated yet, or --me-core. Saved in its own
section after MMIO (SaveStart v5), with its own memory; loading a state
creates or removes the ME to match.

The boot page now starts with a reset stub that sends the ME on to
0xBFC00040, where homebrew puts its code (from the firmware's reset code,
read on a PSP-1000).

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-20 22:22:40 +02:00
Henrik RydgårdandClaude Opus 5.5 b7b4a265b7 MMIO: Register hardware register blocks as devices
The interpreter's MMIO dispatch was a hardcoded chain for GPIO and the syscon
serial port. Devices now register an address range in Core/HW/MMIO and get
each access with its width and the MIPSState making it, for registers that
answer each CPU differently. An access no device handles is logged and reads
as poison, as before.

GPIO and syscon serial become the first two devices. They're reset at boot,
which they never were, and saved in savestates (SaveStart section version 4).

ll/sc, lwl/lwr and lwc1/swc1 reach MMIO in the interpreter too, and kernel
blocks leave lwc1/swc1 to it like the other loads and stores. swl/swr and
lv/sv still treat it as a bad address. TestMMIO runs a kernel-mode access on
each core and the registers through a savestate.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-20 12:36:52 +02:00
Claude 363d816789 Game screen: Compress game as CSO
"Compress game" in the game screen's ... menu, for ISO, CSO, CHD and PSN
EBOOT.PBP games. It opens a list of the CSO presets (and Extract to ISO
for anything that's not an ISO already):

- Best: libdeflate level 12, 64K blocks
- PSP Compatible: zlib level 9, 2K blocks, readable by custom firmware

These match maxcso's presets, and the CSOs come out byte-identical to its.
The writer, Core/FileSystems/CSOCompress, reads the input through PPSSPP's
own block devices, so recompressing is a single pass with no temporary
file.

The original is deleted when done, unless "Keep the original file" is
checked (off by default). When the new name is taken, by a kept original
or another file, a number is added to it.

The work runs on a thread using every core, with a progress bar and time
left at the bottom of the game screen. It keeps going when the screen is
left, and the ... menu offers Cancel meanwhile. On the game list the
game's icon is covered by "Compressing...", and clicking it opens the
game screen instead of playing. When done, recents follow the new file
and the game screen and lists refresh.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01CCxekYqPnzNr5d8Tp1q7aZ
2026-10-19 16:01:53 +02:00
Claude 4ab1066ade ext: Add libdeflate's deflate encoder
Only the compressor (deflate_compress.c, utils.c and their headers) from
libdeflate 1.7, the version LunaMoo/maxcso vendors, for writing CSO files.
Built as part of Core on every platform. MIT license.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01CCxekYqPnzNr5d8Tp1q7aZ
2026-10-19 15:58:54 +02:00
Henrik RydgårdandClaude Opus 5.5 1d7487e5a7 GPU: Add a null GPU, and headless --graphics=null to use it
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>
2026-10-16 01:12:38 +02:00
Henrik RydgårdandClaude Opus 5.5 1d5e2689b5 JIT: Add --jit-profile, a sampling profiler for the CPU cores
The native IR JITs get the emulator thread's host PC sampled every 50 us (a
signal on macOS and Linux, SuspendThread on Windows), mapped to blocks, the
routines they call and host functions. The report has each hot block's MIPS,
IR and host code with the samples per host instruction. The IR interpreter's
block timing, previously behind IR_PROFILING, now runs on the same switch.
Both cost nothing when off.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-15 11:01:52 +02:00
Henrik RydgårdandClaude Opus 5.5 f3c69fc5d1 Remove FakeJit and the pre-IR JitBlockCache
FakeJit was the native JIT for architectures without one, but the config
already forces those onto the IR interpreter, so CreateNativeJit() now
returns that instead. The vertex decoder fallback no longer needs
FakeEmitter.

JitBlockCache was the block cache of the pre-IR JITs. Its header keeps
the debug interface types the IR block caches use. Also removes the
JitInterface link hooks only it called, and the JitState fields tied to
it. This fixes a null dereference in the ImDebugger memory section,
which read GetBlockCache(), always null with the IR JITs.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-15 02:24:25 +02:00
Henrik RydgårdandClaude Opus 5.5 bc7afa8845 ARM32 IR JIT: Call a NEON dot routine for the accurate dot products
After clang's ARMv7 output for vfpu_dot_neon(), in Q8-Q15, which the register
cache leaves alone. The end is done in 32-bit integers instead of 64-bit ones,
checked bit-exact against vfpu_dot_finish(). The call site gathers the lanes into
Q8 and Q9 and flushes whatever guest state is in R2, R3, R12 and LR, usually
nothing. Inf and NaN go through a routine that calls vfpu_dot_reference().
Without NEON, Vec4VfpuDot still goes through the IR interpreter.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-14 22:30:37 +02:00
Henrik RydgårdandClaude Opus 5.5 fa25caf905 x86-64 IR JIT: Run Vec4VfpuDot through a shared routine
GenerateX64VfpuDot() is the x86-64 counterpart of GenerateArm64VfpuDot(): the
same integer version of vfpu_dot(), preserving every register but the flags,
with inf and NaN operands going to vfpu_dot_reference(). A dest lane inside a
source Vec4 still takes the generic fallback, like Vec4Dot does.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-14 22:30:36 +02:00
Henrik RydgårdandClaude Opus 5.5 8ac395c566 ARM64 IR JIT: Run Vec4VfpuDot through a shared routine
GenerateArm64VfpuDot() generates vfpu_dot() as integer code, once per JIT, to
be called with BL. The operands and result go through mips->vfpuDotArgs and
vfpuDotResult, and the routine preserves every register but x30, so a call
site is two stores, the BL and a load, with nothing flushed. Inf and NaN
operands go to vfpu_dot_reference(), with the caller-saved registers saved.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-14 22:30:36 +02:00
Henrik RydgårdandClaude Opus 5.5 74703b031e Remove the legacy ARM32 JIT
The IR-based one replaces it. With that, every native JIT is IR-based, which the JIT viewer and
the settings' comments now assume. The ARM emitter test loses its part that drove the old FPU
register cache.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-14 17:32:53 +02:00
Henrik RydgårdandClaude Opus 5.5 6d105ae35d ARM32: Start an IR-based JIT
The backend follows the ARM64 one: a dispatcher, a register cache on top of the IR one, and
native exits, syscalls, breakpoints and transfers. Everything else goes to the IR interpreter
for now. Floats are mapped one lane per S register (no SIMD mapping yet), and addresses are
masked, as on every 32-bit build.

The JIT core now uses it on ARM32 in place of the old ArmJit.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-14 17:32:53 +02:00
Henrik RydgårdandClaude Opus 5.5 66d7975e7f Remove the legacy (non-IR) x86-64 and ARM64 JITs
Their IR-based replacements stay. The JIT core now creates the IR JIT on both, so "JIT using
IR" is the same as "JIT" on every architecture (ARM32 still uses its legacy JIT for both). The
settings no longer offer it, a saved JIT_IR loads as JIT, and the JIT harness and CPUEquivalence
fuzzer drop the duplicate run.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-14 14:39:45 +02:00
Henrik Rydgård bd3e55a104 Merge pull request #22487 from hrydgard/android-lifecycle-fixes
Android lifecycle fixes, file sharing support (unused)
2026-10-10 16:43:58 +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 a89fdb2c9a SoftGPU: Remove the pixel and sampler JITs
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>
2026-10-10 13:44:48 +02:00
Henrik RydgårdandClaude Opus 5.5 84582c10f1 GPU: Add the GE's depth buffer layout in VRAM
Where the GE stores each depth pixel, from the EDRAM address translation
and the color format: with 32-bit color, address bits 5 up to log2(T) - 1
rotate left by one, then (T << 3) | 0x40 is XORed in (0x600, and bits 9
and 10 swapped, at T 0). The CPU sees the same mapping through VRAM's
0x04200000 and 0x04600000 mirrors. Measured in ppsspp-re geprobe exp8-10
(every pixel of 512x272 buffers at each T) and exp88; the unit test checks
it against the model fitted there.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-08 18:35:48 +02:00
Henrik RydgårdandClaude Opus 5.5 32c41a3417 SoftGPU: Gather the GE arithmetic in GEMath.h
The float24 truncations, reciprocal and rsqrt tables, GE adder and row sums,
the setup reciprocal for planes, the mip log2, texture coordinate precision,
the lighting pow and color scaling, and the antialiased line alpha, from
TransformUnit, Rasterizer and Lighting, so they can be unit tested. No
behavior change.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-02 15:09:43 -06:00
Henrik RydgårdandClaude Opus 5.5 00208d3d80 Achievements: Enable HTTPS on UWP, retry failed icon downloads
UWP compiled naett with the WinHTTP backend but never reported
SYSPROP_SUPPORTS_HTTPS, so achievement traffic and badge icons went over
plain http. When the media server redirected to https, icons failed.

A failed icon download also left the URL marked pending, so it was never
retried for the rest of the session. Mark it failed instead, and let
IconCache retry it after 30 seconds.

The set-completed badge also skipped RemoveHttpsIfNeeded.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-01 10:26:00 -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 RydgårdandClaude Opus 5.5 5f261bd7ff Utility: Stand in for the HtmlViewer, offering to open the page in a browser
Instead of the PSP's web browser, a dialog shows the URL the game wants
and opens it in the host's browser on X, or backs out on O. Either way the
game sees the browser closed normally. Platforms that can't open a URL
(the new SYSPROP_CAN_LAUNCH_URL) only offer to back out. Only plain
printable-ASCII http(s) addresses are handed over, and on Linux without a
shell.

What the firmware does (sceUtility_Driver, 6.61, plus
utility/dialog/htmlviewer): the HtmlViewer has its own state apart from the
other dialogs, so they don't block each other, and its calls return
WRONG_TYPE until one has started. The request size picks the 2.00 to 3.00
layout, and InitStart allocates 3.5MB of user memory (4.5MB with options
bit 0x400 from 2.70 on), failing with 800200d9 without it.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-25 12:50:23 -06:00
Henrik RydgårdandClaude Opus 5.5 d6b3d590eb VFPU: Compute log2, sin/cos and asin without correction tables, too
They use the same quadratic interpolator as rcp and friends, with three
twists. sin indexes the quarter wave from the top, and asin and sin work
in a per-segment exponent whose 4-ulp truncation also applies to results
in a lower binade. log2 truncates exponent + log2(1.m) toward zero to 22
significant bits, and where that step is coarser than 2^-24 the datapath
drops coefficient bits to match; that also covers the region just below
1.0 that needed a special case.

vfpu_sincos now reduces the angle once. With every table gone, so are
the asset folder, the loader, InitVFPU and the fallbacks for tables that
failed to load. All seven functions are bit-exact with the table-based
code over every 32-bit input.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-24 10:07:01 -06:00
Henrik RydgårdandClaude Fable 5.1 33c01a3fc1 Remove ThreadSafeList
Its one user was sceGe's pending interrupt list, which is only touched from
the emulator thread.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-21 12:21:19 -06:00
Henrik RydgårdandClaude Opus 5 184c2cb4ea Implement sceVideocodec, the ME's H.264 decoding interface
The last piece mpeg.prx needs from us. It decodes through AvcDecoder and writes
the result where sceMpegbase expects to read it: for type 0, the eight-buffer
tiled layout, produced here as the exact inverse of the reader added with the
colour conversion. Type 1 hands back plain planar YUV instead.

The descriptor mpeg.prx passes in is empty - on hardware the Media Engine owns
the frame buffers and reports back where it put them - so they are allocated
here and their addresses filled in, and sceMpegbase can recover the full set
from that allocation afterwards. The list is only read as addresses once it
holds addresses: a caller that leaves small integers there used to take us
straight into a memory exception.

Both those buffers and the block sceVideocodecGetEDRAM hands out live in a
model of the ME's own 2MB of embedded DRAM rather than in either PSP partition,
with a BlockAllocator carving it up. The CPU can't reach ME memory on hardware:
mpeg.prx keeps the EDRAM value and hands it back without ever dereferencing it,
and it has no way to say where the frame buffers should go - sceVideocodecSetMemory
is given a frame size and a buffer count, 480, 272 and 2 for a full-screen movie.
Taking either from the game would push its own allocations around or spend memory
a real PSP never spends, so sceMpegbase reads the frame through a host pointer
into that block instead of through Memory::.

A game can hold several contexts at once - Silent Hill Origins runs two, one
that owns the EDRAM and one that does every decode - so the decoder, the frame
buffers and the EDRAM address are per context, keyed by context address the way
sceAudiocodec keys its decoders. The EDRAM itself the firmware tracks in the
caller's context struct and nowhere else, including refusing a second request
rather than replacing the first, as videocodec_260.prx shows, so we do the same.

Registered at the end of RegisterAllModules, since a savestate stores the
syscall opcode encoding that order.

GetSEI, ScanHeader, GetFrameCrop and the two unnamed NIDs return 0 and log -
mpeg.prx calls them but nothing yet shows what they need to return, and
guessing seemed worse than being loud about it.

Untested: nothing calls this until mpeg.prx is loaded, which is the next step.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-09-12 12:53:13 -06:00
Henrik RydgårdandClaude Opus 5 3276cdf65f Add AvcDecoder, a plain access-unit-in, frame-out H.264 decoder
sceVideocodec is the interface the Media Engine really exposes: the caller owns
the buffers and hands over one access unit at a time. MediaEngine can't serve
that shape - it is built around sceMpeg's own model, with the PSMF demuxer, the
ringbuffer and its own frame pacing wrapped around the decoder - so this is a
second, separate path rather than a refactor of code every game that plays
video depends on. Merging the two is worth doing once sceVideocodec has earned
its keep.

Nothing calls it yet; sceVideocodec is the next piece.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-09-12 12:53:13 -06:00
Henrik RydgårdandClaude Opus 5 7c6f9d18b8 sceMpegbase: implement the colour conversion functions
Five of the six functions in this module were registered as nullptr, so any
caller reaching them got nothing. mpeg.prx needs all of them, and this is the
first of the pieces required before the real module can run in place of our
sceMpeg HLE.

The module gets its own file at the same time. It was a tail of sceMpeg.cpp,
which is long enough already, and everything below is new code for it.

sceMpegBaseCscAvc and sceMpegBaseCscAvcRange convert the ME's decoded output to
RGB. The 48-byte descriptor holds the frame size in macroblocks at 0x10 and
0x14 - it appears at 0x00/0x04 too, but scaled differently depending on which
path built it, so the second pair is the one every caller agrees on - and the
four luma buffers at 0x20. What they point at is not planar: luma arrives as
16-pixel-wide vertical strips alternating between buffers on every other line,
and chroma as Cb/Cr pairs interleaved across four more. All eight are untangled
into planes once per frame before converting, which keeps the pixel loop
readable.

sceMpegBaseCscInit carries the default buffer width for callers that pass zero.
sceMpegBaseCscSetPixelMode (0x0530BE4E - the official name isn't known) carries
the output format, in mpegbase's own numbering rather than the GE's: mpeg.prx
gets it by indexing a table of {1, 2, 3, 0} with the pixel mode the game gave
sceMpegAvcDecodeMode, making 0 ABGR8888 and 2 ABGR5551. Read as a GE mode it
turned Thrillville's black into blue.

sceMpegBaseYCrCbCopy copies the descriptor but not the buffers it points at,
and says so in its log - nothing seen so far needs more, and inventing the
buffer copy without something to test it against seemed worse than a note.

Behaviour is cross-checked against JPCSP, which implements all of these.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-09-12 11:52:09 -06:00
Henrik RydgårdandClaude Opus 5 57e96b2d81 Add a PSP Firmware screen under Settings > Tools
Shows what's actually in PSP/NAND - nothing, a fonts-only partial install, or
a full firmware with its version, build date and region - read from
flash0:/vsh/etc/version.txt, which is present both in a PSAR-unpacked install
and a NAND dumped off hardware.

Also offers to install an updater, erase the NAND, and launch the XMB, the
last one gated on FirmwareVersionSupportsVSH() since the module patches that
get vshmain.prx running are tied to 6.61's offsets.

Installing a firmware now erases flash0/flash1/ipl first - two firmwares can't
be merged, a file the new one doesn't have would linger and still get loaded.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-09 12:07:28 -06:00
Henrik Rydgård f161e7f9f9 Revert "Expose the MIPSTracer over the WebSocket debugger"
This reverts commit ccdaa94f53.
2026-09-09 08:07:19 -06:00
Henrik RydgårdandClaude Opus 5 3a70c6b149 Install PKG game updates, and boot them
Opening a .pkg now offers to install it, the way a .zip does - see the new
InstallPkgScreen, which shows what the update patches, what it'll take up
on disk (exact, since package contents aren't compressed) and where it's
going. The package's PS3-style USRDIR/CONTENT wrapping is stripped so the
files land where the PSP expects them, in PSP/GAME/<DISC_ID>.

Booting a disc then looks for PSP/GAME/<DISC_ID>/PBOOT.PBP and boots that
instead of the disc's own EBOOT, leaving the disc mounted - so the update
overrides the files it ships and the disc supplies the rest. The update's
DISC_ID has to match; a DISC_VERSION mismatch only warns, since updates do
get used with slightly different dumps in practice.

Verified against the whole corpus: every one installs, and the
digital NP* update/base-image pairs that could be assembled all boot the
patch rather than the disc's executable. That includes Super Robot Taisen
Operation Extend from a real NPUMDIMG EBOOT.PBP, which settles that
ISO.BIN.EDAT does not re-key the PBOOT - a digital title's patched EBOOT is
encrypted exactly like a UMD one. On the UMD side, the patched
LittleBigPlanet reads PATCH.ARC out of the install alongside the disc's own
archive.

The DISC_VERSION warning turns out to be load-bearing: many of the pairs
mismatch, because the dumps in circulation are later disc revisions than the
updates were built against. docs/pkg_notes.md has the numbers, and the one
thing that doesn't work - PGD-wrapped .sprx modules, which
sceKernelLoadModuleNpDrm can't load.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-09-08 11:15:15 -06:00
Henrik RydgårdandClaude Opus 5 5089caf2a0 Add a reader for PKG game update packages
PSP game updates were distributed as NPDRM .pkg files holding a patched
EBOOT (PBOOT.PBP) plus the data files the patch replaces. PkgUnpack reads
one: header, item table, both PARAM.SFOs, and the AES-128-CTR that covers
everything past the header - including the per-item key split, where an
item's pspType byte picks between the PSP and PS3 keys.

Nothing new is needed to decrypt these. All packages checked use PRX
tag 0x2E5E10F0 for their PBOOT, which PrxDecrypter already has a key for.

Also adds "PPSSPPHeadless --install-pkg=DIR", a sibling of --unpack-updater,
which installs without any UI. All packages install through it byte
-identically to a reference implementation.

Format notes are in docs/pkg_notes.md.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-09-08 11:15:11 -06:00
Henrik RydgårdandClaude Opus 5 ccdaa94f53 Expose the MIPSTracer over the WebSocket debugger
The tracer records every basic block the CPU executes and can write the
instruction stream out to a file, which is the tool you want when something
corrupts state and the question is "what actually ran just before". It was
only reachable from Developer Tools in the UI, so a scripted session had no
way to turn it on, and reconstructing the same thing from log-only breakpoints
means guessing what to watch before you know what happened.

Five events: cpu.tracer.start/stop/flush/clear/status. start takes the two
buffer sizes and clears the JIT cache by default, because blocks compiled
before tracing was on don't carry the LogIRBlock instruction the tracer feeds
on - without that a hot loop compiled earlier simply never appears. The trace
ring is cyclic, so a finished recording holds the last maxTraceSize blocks:
start it, run into a crash, and the tail of the file is the instructions that
led there.

Only the IR cores drive the tracer, so start refuses on the others and says
which core is loaded rather than recording nothing; status reports the same
thing as `supported` so a client can tell that apart from "nothing executed".
Everything that mutates tracer state goes through Core_RunOnCPUThread, per
docs/DebuggerThreading.md.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-07 18:43:38 -06:00
Henrik RydgårdandClaude Opus 5 917cb1b0fc Implement KL4E/KL3E decompression, so firmware modules that use it can load
KL4E is Sony's second compression scheme for ~PSP modules, alongside gzip:
LZ77 tokens where every bit is arithmetic-coded, structurally close to LZMA.
PPSSPP could detect it but not decode it, so any module packed with it failed
to load at all - the loader reached the gzip path and bailed there.

Which scheme a compressed module uses is now decided by the payload's own
magic rather than assuming gzip. On a 6.61 flash0 dump this takes the kd/
modules that load from 126 to 129 of 129; libmp3.prx, libaac.prx and
libmp4.prx were the ones affected, and libmp3.prx decompresses to exactly the
elf_size its PRX header declares.

Two bounds problems in the format are fixed rather than reproduced: the match
copy is unchecked against the output buffer on real hardware, so a crafted
stream can write up to 255 bytes past it, and a long enough distance code
indexes copyDistProbs out of range. Input reads are bounded too - the format
carries no length and trusts the stream to terminate itself.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-09-07 11:06:17 -06:00
Henrik Rydgård 2096df52f5 Vendor naett in-tree, de-amalgamated
naett has been a submodule pinned at v0.3.3; upstream has had no commits since
April 2024, and we want to carry local changes (next up: a libcurl-backed HTTPS
path for Linux). It's ~1500 lines of MIT C, smaller than several things we
already vendor, so bring it in-tree and drop the submodule.

Also drop the generated single-file amalgam (naett.c) that every build system
was compiling, and build src/*.c directly instead - otherwise the file you edit
isn't the file that gets compiled, which is a trap for anyone patching this.
example/ and testrig/ (a whole Android Studio project) are gone with it.

Two changes were needed to make the sources build on their own, both noted in
ext/naett/README-ppsspp.md along with the upstream commit:

- naett_internal.h now includes naett.h, which the amalgam pulled in first.
- naett_linux.c now includes stdio.h/stdlib.h. It calls exit/calloc/realloc/
  free/fprintf without ever including either, and only got away with it because
  naett_core.c sat above it in the concatenation.

No functional change - Linux still has HTTPS_NOT_AVAILABLE set, so it doesn't
build naett at all yet.

Rename naett to naett-lib
2026-09-02 17:35:14 +02:00