The Networking copy showed a warning for the default name but didn't fill
in an empty infrastructure username; the System one did the reverse, and
didn't refresh the views. Both now use one helper that does both.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
The save dialog's callback set the path on a stored InfoItem pointer. If
the views were recreated while the dialog was open, that view was gone.
Recreate the views instead, which reads the path from the tracer.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
The slot list already hides it. From the screenshot view, the load was
refused, but the pause menu still closed.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
isHomebrew_ was set in CreateSettingsViews, but CreateContentViews uses it
too, and in portrait it's created first.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
The checkbox array was reloaded from the config on every view creation,
but only saved when a popup closed or the screen finished. Rotating the
device reverted the choices. Also stop leaking a handler per button on
each rebuild.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
- The aspect ratio slider captured a copy of the layout config, so its
enabled state never followed the Stretch and Integer scale checkboxes.
- Reset didn't refresh the views, which depend on the rotation.
- The shader list popup kept its old index mapping when recreated, so the
current shader wasn't highlighted.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
The D-pad and sticks always used the landscape layout's rotation settings,
while the screen and physical pads use the current orientation's.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
- In portrait the settings pane is a popup, so it got the list's
dialogFinished and the pad was never autoconfigured. Use a callback.
- Escape was meant to cancel mapping the analog speed limiter (3cb4207369),
but since the combo mapping rewrite it got mapped to it instead.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
The percentages were converted back to frame rates whenever any dialog
closed with OK. That overwrote the values Restore Defaults had just set,
and the integer rounding drifted unchanged values down (100 fps became 99
on any unrelated change). Restoring defaults also had the old reporting
choice written back on exit; it's now re-read too.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
The saved tab was selected before the Search tab was added, so the index
was out of range and no tab was created. Select it after adding Search, and
create the current tab anyway if the saved one no longer exists (Search is
hidden on small screens).
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
None is -1, but the developer tools list had it last at index 8, which is
CENTER. Building the tab clamped None to Bottom Left, and picking None
showed notifications centered instead.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
- Cancel on the "missing file browser" popup opened the help page anyway,
and More info closed the memstick screen as if a folder had been picked,
because any child dialog finishing with DR_OK did that.
- When switching to the new folder failed, the error was set but never
shown. After a move, the screen was left with no buttons.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
- Importing showed "File not found" when the file existed and the import
failed, and the other message when it was missing.
- The game ID check returned without closing the cheat file.
- Closing the download popup with Back started a download of an empty URL.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Both worked out the ID themselves with a copy of the homebrew rule that
lacks the PS1 exception added to GameInfoCache in 7ced173c17. For a PS1
EBOOT in PSP/GAME, Game Settings then edited the global config even though
Create Game Config had made a per-game one under the real ID.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
CreateSettingsViews and CreateContentViews both cleared all the view
pointers, and which runs first depends on orientation. In landscape, Install
and Play were never disabled during an install; in portrait, the done and
error notices never showed. Reset them once in BeforeCreateViews instead.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
The static string was only initialized on the first call, so the text
editor (used where there's no native input dialog) showed whatever was
typed the first time, even after picking another server from the list.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
The static analysis cleanup in d6ebfed432 dropped the negation, so the CPU
name was only shown when it was "Unknown".
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
The format was set on the wrong slider (alternative speed 2, which already
had it).
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Building a settings tab should only create views, so that the tabs can
later be described as data and searched without being shown.
- Don't reset the MSAA level when the device has none. The GPU already
falls back to no MSAA (UpdateMSAALevel), and the reset overwrote the
setting, including per-game ones.
- Read the reporting state in the constructor. It was only read when the
System tab was built, but always written back on exit, so leaving
settings without opening System turned reporting off.
- Move the Windows memstick location probe (which writes a temp file next
to the exe) out of the System tab, and keep the checkboxes' enabled
state in members instead of poking at the views.
- Show the Android/UWP memstick path through a callback instead of a
copy made at build time, and drop a USB path computation whose result
was never used.
- Make the reliable-UDP checkbox follow the UDP setting directly instead
of recreating all views when it changes.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
The volume key filter in NativeKey left unmapped volume keys to the OS, so
they never reached the dialog and couldn't be mapped. A new InputMode::AllKeys
lets a screen ask for them; the dialog consumes them so the volume doesn't
change while mapping.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
A recent input refactor made NativeKey return false for volume keys before
queueing them, so mapping them to L/R (handy on a phone without a controller)
stopped working in the menus, and in game the OS changed the volume as well.
In the menus they still change the volume too. Unmapped volume keys go to the
OS only, as before.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
--mount ISO used to be headless-only, and EmuScreen always cleared
CoreParameter::mountIso. Pass it from the command line into the first
EmuScreen, which keeps it across resets and drops it when another game
is booted.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
While the XMB is running, the pause screen offers "Insert UMD" with the
drive empty, opening the Switch UMD game picker, and "Eject UMD" with a disc
in. The XMB notices the change through its drive callback, as it does over
the debugger's game.umd.insert/eject. Games keep "Switch UMD".
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
The game browser left out EBOOTs with the PS1 category, which couldn't
run. Now they're listed where the Media Engine can be emulated
(Memory::CanCreateMESpace). And as a PS1 game's PARAM.SFO has no
DISC_TOTAL, the browser took it for homebrew and gave it a made-up ID
(SCUS00580 for Crash Bandicoot's SCUS94900): its own is kept now.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
SYSPROP_HAS_ACCELEROMETER was true for every phone and tablet, whether or
not it had the sensor. The activity now tells the native side what the
sensor manager found, which also answers the new SYSPROP_HAS_GYRO. VR
headsets still report neither. Every other platform returns false for the
gyro for now.
The "Use gyroscope" checkbox uses the new property instead of waiting for
gyro data to show up.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Appended to the end of the tilt types, so stored values keep their meaning.
It shares the left stick's deadzone settings and preview, and like other
right-stick input it goes to CTRL_STICK_RIGHT.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Tilt used the raw accelerometer as the gravity vector, which jitters with
sensor noise and jumps when the device is shaken. Now, when gyro data is
coming in, a complementary filter integrates the gyro rates and only pulls
the result toward the accelerometer with a 0.5 s time constant, trusting
the accelerometer less the further it reads from 1g. The fused vector goes
through the same ProcessTilt path, so calibration and sensitivity work as
before. Without a gyro, nothing changes.
The fusion lives in TiltEventProcessor behind NativeGyroscope(), so other
sources (DualSense) can feed it too. Android registers TYPE_GYROSCOPE next
to the accelerometer. A "Use gyroscope" checkbox (on by default, per game)
appears in tilt setup once gyro data has been seen.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
The restart shut the GPU down after PrepareCopyDisplayToOutput had bound its
pipelines in the open backbuffer pass, which trips the pipelinesToCheck_
assert in VulkanRenderManager::CheckNothingPending. The failed load already
stops the frame from running, so nothing is lost by restarting first.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
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>
HLEFunc and ReplaceFunc now take the MIPSState they run on. The dispatch
paths (both interpreters and every JIT backend) pass in the state they
belong to, and CallSyscall*, hleFinishSyscall and the HLE mips call
machinery use it instead of currentMIPS.
The wrappers in FunctionWrappers.h take the function as `auto` and call it
through HLECall, which also accepts an implementation with an extra leading
MIPSState * parameter and passes the state to it. Any other signature still
fails to compile, as before. PARAM/RETURN now refer to a local `mips`.
The HLE functions (and replacement functions) that used currentMIPS now take
the state that way. Callers outside a syscall's own frame - CoreTiming
events, the adhoc matching thread, dialogs, PPGe, the debugger UIs - pass
currentMIPS or &mipsr4k explicitly. The kernel's thread internals still use
currentMIPS.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
PPSSPP has access to the URI, so a frontend or adb can launch the game with it,
which isn't true of a plain path on modern Android.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
The reload reset them, so options passed through the Args extra (like
--pause-menu-exit) were lost before the game even started.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
- Fixes#18456
For external launchers (Android handhelds like the Retroid Pocket), which want
control back when the game ends. Before, only the pause menu's Exit quit the
app; now the game exiting by itself, a stop request and dismissing a load
error do too.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
IRJit is now the base the IR JITs share: the frontend, the table of guest
blocks, and compiling and invalidating them. IRInterpreterJit and
IRNativeJit are the two kinds. Only IRInterpreterJit keeps IR, in its arena,
along with its dispatch loop and per-block profile.
The native JITs no longer keep the IR they compiled from. The debugger and
the --jit-profile report compile a native block's IR again when they want it,
on a copy of the frontend's state, which gives what ran unless the code or
that state has changed since.
IRBlockCache and IRBlock become JitBlockTable and JitBlock: where each block
came from, the page lookup for invalidation, and the block shadow entry (an
arena or native code offset, depending on the JIT). One IRJitDebugInterface
serves both JITs, taking the MIPS code from the table and the IR and host code
from the JIT, in place of the native JIT's own debug interface.
The native backends don't see the table at all. They compile a span of IR for
a block number and start PC, and keep what they need about their own blocks
(start PC, code offset, which block starts where, for linking) next to the
exits they already tracked. The register cache takes the instructions
directly.
The tracer's block index now goes into the IR before the block is stored, so
native blocks get it too. The unused FindByCookie goes. TestJit checks that
the native JIT keeps no IR, and can still show it. The JIT stats overlay no
longer shows IR for the native JITs. MIPSState can't be copied, now that it
owns its JIT.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
The global MIPSComp::jit becomes MIPSState::jit, created and deleted by the
state it runs. JitAt() compiles with the JIT of the state it's handed, so
the dispatchers no longer go through a global. Code that is about the main
CPU by nature (the UI, the crash handler, the disassembler's symbol lookup,
the JIT harness) uses mipsr4k.jit.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Freeze-frame saves and loads its own snapshot outside SaveState::Process,
so it missed the check for a display list stopped in the GE debugger:
stepping a draw in a frozen frame reloaded the state under the list.
And a slot load or rewind while frozen was undone by the next frame's
freeze reload, while saying "Loaded State". Now it becomes the frozen
state, and is a full load (the GPU only skips its resets for the freeze's
own reloads).
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Loading a state from the pause menu closed it right away, and the game
ran a few frames from where it was (seen and heard) before the state
was applied. Now savestate operations run while the game is paused under
the menu, and the menu closes once the load (or rewind, or load undo) is
done. Rewind snapshots aren't taken while paused.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>