Commit Graph
221 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 Rydgård dcb1df6930 Merge pull request #22493 from hrydgard/ios-share-file
iOS: Add support for the internal "Share file" API just like Android
2026-10-10 19:55:48 +02:00
Henrik RydgårdandClaude Opus 5.5 cfcf8cc17c iOS: Remove the iCade support
It has done nothing since 2017. iCade input came through iCadeReaderView,
a hidden UIKeyInput view that decoded the controller's keystrokes, and
f0ba66fcd6 ("add support for smart keyboard") commented out the code
that created it. Nothing has made one since, so the view controller's
iCadeEventDelegate methods and the ICadeTracker behind them were never
called.

iCade controllers present themselves to iOS as Bluetooth keyboards, so
their keys still arrive as hardware keyboard presses, which can be
mapped like any other keys. Modern controllers go through
GameController.framework anyway.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-10 19:10:37 +02:00
Henrik RydgårdandClaude Opus 5.5 3656fb46e2 Windows: Capture the microphone through WASAPI instead of Media Foundation
Windows now uses the same host interface as SDL and iOS: sceUsbMic sends
startRecording/stopRecording/deviceChanged, and drains buffered input on
the CPU thread with pollRecording. A capture thread asks WASAPI for mono
16-bit at the game's rate (it converts from the mix format, so no more
ffmpeg resampling), and copies packets into a lock-free ring buffer.
It reopens the device when the selection changes, and retries once a
second if the device is missing or gets unplugged.

The device list comes from the active capture endpoints. Their friendly
names are the ones Media Foundation reported, so existing MicDevice
settings still match. An empty setting, now selectable as Auto like on
SDL, means the default capture device.

The Media Foundation audio capture code is removed; the camera still
uses it.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-10 18:28:33 +02:00
Henrik Rydgård 7c780088ac Merge pull request #22488 from hrydgard/ios-cleanup
iOS: Platform layer cleanup
2026-10-10 17:18:48 +02:00
Henrik RydgårdandClaude Opus 5.5 3375fbdbbd iOS: Replace the private keyboard and vibration APIs with public ones
Sideloaded builds read hardware keyboard events from the private
UIEvent._gsEvent, at offsets hardcoded for iOS 7 and 9, through a
UIApplication subclass. The UIPress path the App Store build uses works
from iOS 13.4, so use it in all builds, and delete the hack along with
PPSSPPUIApplication and SmartKeyboardMap.

System_Vibrate asked the private UIDevice feedbackSupportLevel whether
to use the feedback generator, in App Store builds too, and sideloaded
builds fell back to the private AudioServicesPlaySystemSoundWithVibration.
The feedback generator just does nothing on devices without a Taptic
Engine, so always use it. That leaves the iPhone 6s and first SE
without virtual button vibration in sideloaded builds.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-10 16:28:27 +02:00
Henrik RydgårdandClaude Opus 5.5 834c3f00ee Android: Replace OpenSL ES audio with Oboe
Oboe uses AAudio on Android 8.1+ and falls back to OpenSL ES on older
devices. Output and microphone input both go through it. The mic now gets
resampled by Oboe from the device's rate to whatever the game asks for.

New: when a stream is disconnected (headphones unplugged, Bluetooth device
going away), it's reopened on the new default device instead of going
silent.

Oboe 1.11.0 is added as a submodule, built through ext/oboe-build for CMake
and as a module in Android.mk.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-10 12:13:58 +02:00
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 Rydgård 5cffcd34ad Get rid of the confusing old USING_WIN_UI define. Make a more clear system property for headless. 2026-08-16 12:19:41 +02:00
Henrik Rydgård 933751e2a9 Windows: Avoid POSIX error codes leaking into our WSA socket error codes 2026-08-10 10:04:21 +02:00
Henrik Rydgård 8cd7e1b2c0 Delete all support for Qt
Our Qt backend has long been left behind and doesn't even support Vulkan
currently. There would be a lot of work to make it viable, and I don't
think anyone is really interested.

ImGui on SDL will soon fulfill the need for a more classic user interface
with a menu bar on Linux, and on Mac we already have a native UI.
2026-08-08 18:18:28 +02:00
Henrik Rydgård 4160414b31 Vulkan: remove libretro's global function-pointer wrapper hack
libretro/libretro_vulkan.cpp got PPSSPP's libretro core working with
RetroArch's Vulkan integration by globally monkey-patching PPSSPP's Vulkan
loader function pointers (vkCreateInstance, vkCreateDevice,
vkCreateSwapchainKHR, vkAcquireNextImageKHR, vkQueuePresentKHR,
vkQueueSubmit, etc.) so the unmodified VulkanContext class would end up
wrapping RetroArch's already-existing VkInstance/VkDevice instead of
creating its own, and so a fake VkSwapchainKHR (a self-managed array of
images synced against RetroArch's retro_hw_render_interface_vulkan
callbacks) could stand in for the real swapchain that libretro's Vulkan
model doesn't have. Flagged in-code as "a wacky wrapper".

Replaces that with first-class support in VulkanContext for the two things
libretro actually needs:

- Adopting an externally-created instance/device instead of faking
  vkCreateInstance/vkCreateDevice: VulkanContext::CreateInstanceExternal()
  adopts RetroArch's VkInstance; CreateDevice() gained optional
  extraDeviceExtensions/extraRequiredFeatures params so RetroArch's
  requirements get merged into a real vkCreateDevice() call;
  ownsInstance_/ownsDevice_ flags (the latter set via
  SetDeviceExternallyOwned()) mean DestroyInstance()/DestroyDevice() skip
  the real vkDestroy* calls when something else owns the object, without
  needing to intercept anything. VulkanLoader gained
  VulkanLoadFromGetInstanceProcAddr() for bootstrapping from a
  host-supplied proc-addr getter instead of dlopen/dlsym-ing the loader
  ourselves - vkGetDeviceProcAddr is resolved via the real instance handle
  (not NULL), since per the Vulkan spec it's not one of the handful of
  commands queryable with a NULL instance.
- A pluggable presentation backend (Common/GPU/Vulkan/VulkanPresentation.h)
  for hosts with no real VK_KHR_swapchain, replacing the fake-swapchain-
  handle trick. VulkanContext::GetPresentation() is null by default, so
  every existing platform's real-swapchain code path is untouched;
  libretro/LibretroVulkanPresentation implements this interface directly
  against retro_hw_render_interface_vulkan, as real class state instead of
  file-scope globals. Several pieces of state that are normally only
  populated as a side effect of ReinitSurface()/InitSwapchain() - the
  graphics queue/queue family index (ChooseQueue() is entangled with
  real-surface presentation-support checks), the swapchain format, and
  the available present modes - needed presentation-aware fallbacks since
  libretro never calls that real-surface path at all.

libretro/LibretroVulkanContext.cpp now drives VulkanContext's real, public
API directly - no more hijacked function pointers, no more fake surface or
swapchain. libretro/libretro_vulkan.cpp is deleted.

Verified with a full build+run in RetroArch (not just compile-time
checks): the libretro Makefile doesn't track header dependencies
(cl.exe doesn't support -MMD/-MP, and Makefile.common never sets up an
equivalent), so a `make clean` full rebuild is required after any header
change to avoid linking stale object code from before the change - several
of the fixes above were initially masked by exactly that.
2026-08-06 17:07:05 +02:00
Henrik Rydgård ccff34b431 Reuse the AndroidJavaGLContext as the new generic OpenGLGraphicsContext 2026-07-26 20:07:14 +02:00
Henrik Rydgård cb623f725c Get rid of the SDL-specific Vulkan graphics context 2026-07-26 19:10:46 +02:00
Henrik Rydgård 3784bbe0e6 Delete the AndroidVulkanContext, replace with the generic VulkanGraphicsContext 2026-07-26 19:10:46 +02:00
Henrik Rydgård e3d36e2741 Move the VulkanGraphicsContext to its correct location in Common/GPU/Vulkan 2026-07-26 14:15:15 +02:00
Henrik Rydgård 7f218acc53 Change the GraphicsContext interface to be more consistent 2026-07-26 10:22:00 +02:00
Henrik Rydgård c2c0fa3634 Remove the AndroidGraphicsContext middle-level class 2026-07-26 10:21:59 +02:00
Henrik Rydgård 221aba92da Move EmuThread.cpp/h to Core, in preparation for sharing logic 2026-07-21 12:50:22 +02:00
Henrik Rydgård 16c7ec390f Headless: Start taking logic out of the "HeadlessHost"
Also update some agent files
2026-07-21 11:01:48 +02:00
Henrik Rydgård 1e62cb7fc1 Finish the SDL3 port on Mac, update CI to 26.04 2026-06-16 11:39:57 +02:00
Henrik Rydgård 3aa4714ce0 Merge draw_text_win with draw_text_uwp. 2026-05-18 14:11:22 +02:00
Henrik Rydgård 91b3741a57 Implement a simple cheat database download facility 2026-05-16 22:31:13 +02:00
Henrik Rydgård d2c2ee337e Remove the mfplat.dll hard dependency (now dynamic). 2026-05-11 16:09:22 +02:00
Henrik Rydgård 4c2be7f8af More work. Some initialization order problem. 2026-04-23 13:31:51 +02:00
Henrik Rydgård 61e76fcf68 Add the ability to hide adhoc servers using a "hidden" entry in the json.
Useful when servers are temporarily down.
2026-04-23 11:12:58 +02:00
Henrik Rydgård d6ca0378b6 Move DarwinFileSystemServices.mm/h to Core/Util 2026-03-07 11:35:34 +01:00
Henrik Rydgård 8e06e4c5c2 iOS: Delete untested multi-screen-management code that uses deprecated APIs 2026-02-13 18:16:26 +01:00
Henrik Rydgård 7b1ba55e72 Prevent touch controls from fading away while being held.
Fixes #20531
2026-02-04 00:00:38 +01:00
Henrik Rydgård 1f43b1cf23 Split the Hid code up in a few files to make it more practical to work on 2026-02-03 00:30:19 +01:00
Henrik Rydgård 612e9263d4 Windows ARM64: Set linker log output to normal (not verbose) 2025-10-07 09:50:05 -06:00
Henrik Rydgård 92f5db7445 Remove further references to the fixed ui_atlas. CMakeLists.txt improvements. 2025-09-17 09:56:17 -06:00
Henrik Rydgård aaa4f9d72e Add websocket testing script 2025-08-26 10:26:35 +02:00
Henrik Rydgård f44b4e31e6 Merge pull request #20281 from NABN00B/atlas-symbols
Add handpicked symbols group to atlastool
2025-07-10 22:43:36 +02:00
Henrik Rydgård 6b0e9b0989 Implement initial native DualShock/DualSense support 2025-07-03 09:41:03 +02:00
Nab 53ac90e824 Update buildatlas shell scripts 2025-07-02 20:26:22 +00:00
Henrik Rydgård c311cb9fdf Delete WindowsHost.cpp/h 2025-06-28 14:02:12 +02:00
Henrik Rydgård 6271af52e9 Add the new low-latency WASAPI backend. Implement audio device selection on Windows 2025-06-16 22:40:13 +02:00
Henrik Rydgård 990b74cc17 More audio refactoring 2025-06-16 18:48:53 +02:00
Henrik Rydgård db1b87aad1 Remove DirectSound support
Since we no longer support pre-Vista Windows, DirectSound support is no
longer needed. WASAPI is always going to be best.

Soon I'll upgrade our WASAPI backend with a new low-latency mode.
2025-06-16 14:50:48 +02:00
Henrik Rydgård ad00c20660 Windows: Remove ARM32 configurations from project files.
These will never be supported again (and never really were, only used
for Windows Phone testing a long time ago)
2025-06-11 08:55:13 +02:00
Henrik Rydgård 6cfea96e58 Remove D3D9 support, to make future changes easier 2025-06-10 15:07:16 +02:00
Henrik Rydgård 30e0834c0a Remove the legacy CPU test runner from developer tools 2025-05-19 10:47:33 +02:00
Henrik Rydgård a58e24838b PPSSPP.vcxproj: Add a library dependency we'll need later 2025-05-16 22:20:56 +02:00
Henrik Rydgård 670ff21529 Make the Vulkan init flags a proper enum class 2025-04-10 18:16:05 +02:00
oltolm fd8e877591 ppsspp.rc: remove mingw32 specific code
# Conflicts:
#	Windows/aboutbox.rc
2025-01-19 10:32:58 +01:00
oltolm 2d9f5ecc8f dx9sdk: do not use submodule 2025-01-18 11:28:59 +01:00
Henrik Rydgård e01ca5b057 Logging API change (refactor) (#19324)
* Rename LogType to Log

* Explicitly use the Log:: enum when logging. Allows for autocomplete when editing.

* Mac/ARM64 buildfix

* Do the same with the hle result log macros

* Rename the log names to mixed case while at it.

* iOS buildfix

* Qt buildfix attempt, ARM32 buildfix
2024-07-14 14:42:59 +02:00
Henrik Rydgård 2cb3bd1cbe Use the dwmapi to disable rounded corners on Windows 11.
Hopefully just ignored on lower windows versions...
2024-04-28 14:27:58 +02:00