Commit Graph
696 Commits
Author SHA1 Message Date
libretroadmin ef61eb6eaf libretro: include <array> for the cheat file buffer
MSVC doesn't get std::array through the other headers, so libretro.cpp failed to build there.
2026-10-09 09:46:12 +02:00
libretroadmin 329f30a0c9 Create the libretro GL presets once and run frametests on arm64
The GL contexts' CreateDrawContext made the thin3d presets and ContextReset made them again,
leaking the first set on every context reset. Only ContextReset makes them now.

The software renderer draws the same frame dumps on arm64 as on x86-64, so the frametests run
on the arm64 runner too. b.sh --aarch64 and setup-cross.sh aarch64 give a headless build to run
them under qemu locally.
2026-10-09 09:12:45 +02:00
libretroadmin f1208a7a5a Make threading lock-free
The core and the headless tools no longer use mutexes, condition variables,
spinlocks, std::atomic, std::thread or volatile flags. Threads hand off through
libretro-common's retro_atomic and rthreads plus a few small pieces on top of
them in Common/Thread: Thread, MpscQueue, EventCounter, ParkingLot waits and
ReaderGate. Every wait blocks until it's woken; nothing polls on a timer.

State that only one thread touches just loses its lock. The PSP filesystem,
sceIo and the savedata dialog now belong to the emulation thread: async reads
and writes run when they're queued and complete later in emulated time, and
the IO and savedata threads are gone. The friend finder only talks to the
adhoc server and hands what it gets to the emulation thread. GPU init always
runs on the thread that starts the game.

The Vulkan render and compile queues, pipeline and render pass caches, delete
list and SPIR-V cache, the GL render queue, the software renderer's jit caches,
the file loader caches, the web debugger, UPnP, input, savestates, logging and
the GE debugger all hand off through queues and atomics. The IR jit's spinning
profiler thread goes.

A CPU thread with nothing to run now sleeps until work is queued instead of
spinning. Headless with --debugger waits for a client while stopped, and ends
the run once every client that connected has left. Web server shutdown keeps
servicing the CPU queue until the server has finished.
2026-10-09 04:56:16 +02:00
libretroadmin f0b97a2e90 Remove the standalone frontends
The libretro core is the frontend, and the headless tools are the test and
debugging hosts. The Windows, UWP, Android, iOS, macOS and SDL apps, the UI
framework and imgui go, along with what only they used: the Win32 debugger
hooks (g_frameMutex, the shutdown lock), JNI thread attachment, the Android
text drawer, RAIntegration, Discord, recent files, game installs, tilt input,
the audio resamplers, the control mapper, memstick moving and the remote ISO
and upload server modes. The web server keeps the debugger. The MSVC, Gradle
and ndk-build projects go too.
2026-10-09 04:56:10 +02:00
libretroadmin 5f0f72bfda Remove sleeps and timed polling from networking
Socket waits now block in select() on the socket plus a wake or cancel
socket (Common/Net/Cancel), so a stop or cancel ends them at once.

- HTTP: cancel flags become net::CancelToken; Connect waits once on all
  addresses, receives wait instead of spinning, no DNS retry sleep.
- Adhoc: the friend finder and adhoc server block on their sockets with
  a wake socket and a deadline; matching runs on a CoreTiming tick
  instead of two threads (savestate section bumped).
- sceNetInet select/poll check without blocking and park the HLE thread,
  re-checked from a CoreTiming event until ready or the emulated
  timeout.
- Vendor the aemu_postoffice client (was a submodule) with no sleeps:
  waits on the socket, close via shutdown and an eventcount, cancelable
  connects, and lock-free session slot claims.
- PortManager waits without a timeout; PSP_InitWait replaces the
  headless boot poll.
- TimeUtil: sleep_us/sleep_ms only outside the core; sleep_precise,
  sleep_random, yield and the Windows timer period are gone.
- Unit test for the socket waits.
2026-10-08 17:58:46 +02:00
libretroadmin 9f13f0f051 Remove sleeps and timed polling from the emulation and render paths
The core no longer sleeps to pace itself: the frontend runs retro_run at
its own rate, so the frame throttle, the idle-vblank delay and the real
clock sync event (and its core option) are gone, and a stepping CPU hands
straight back instead of waiting 2 ms. Waits that polled now park on a
lock-free eventcount through Common/Thread/ParkingLot and are woken by
whoever changes the state: a paused GL emu thread, which also queues a
marker behind its last frame so pausing runs the render queue up to it
instead of polling; async I/O results; the software renderer when its
queue is full; Vulkan pipeline compiles; and debugger requests once
stepping ends. Boot joins the loader thread, cache shutdown joins its
read-ahead thread, and the slow-I/O simulation is removed.

The path browser, the HTTP and WebSocket servers, the Windows console and
the game info cache are left out of the core build. libretro/test gains
lrgltest, which drives the GL backend on a surfaceless EGL context through
every path that pauses or stops the emu thread; run.sh and the image
checks CI job run it on llvmpipe.
2026-10-08 17:58:42 +02:00
libretroadmin d56b453891 Replace zlib, zstd, libchdr, libzip and libpng with libretro-common
Deflate, zlib and gzip streams go through rinflate and rdeflate, zstd
through rzstd, CHD images through rchd, zip archives through
rzip_archive and PNG through rpng. The bundled libraries, their build
glue and the system-library options are gone; adler32 and uncompress
keep zlib's ABI for the prebuilt FFmpeg archives that still call them.
libretro-common is one CMake library that the core, the headless tool
and the unit tests all link.

The reads take shorter paths on the way. CHD decodes straight from the
loader's reads and a range of blocks at a time, and a file read at any
alignment decodes into place; CSO keeps one inflate stream instead of
one per block; a plain ISO serves a file read with one read of its exact
bytes; a stored zip member is read in place and a deflated one through
restart points rather than a copy of the whole image in memory; zip
members decode into the caller's buffer; sequential reads through the
frontend's VFS skip the seek, which also keeps its buffering.

libretro/test reads one image as ISO, CSO, CHD and zip through the block
devices, boots each, and checks the codecs against Python-made vectors;
a CI job runs it.
2026-10-08 14:14:38 +02:00
libretroadmin cf9d102864 libretro: vendor libretro-common from RetroArch in-tree
The libretro-common submodule pinned the standalone repository at
76a3d54. It is replaced by an in-tree copy of RetroArch master
(b655a20) holding only what the core uses: the VFS, file, string,
encoding, compat and time sources it already built, the headers they and
the core include, the threading set - rthreads, retro_atomic, retro_spsc
and retro_waitable_spsc, mpsc_stack, retro_triple_buffer,
retro_eventcount, retro_asym_eventcount, retro_procbarrier and tpool,
with features_cpu and rstrtod, which they need - and the codecs that
replace the bundled zlib, zstd, libchdr, libzip and libpng: rinflate and
rdeflate, rzstd, rchd with its LZMA and FLAC decoders, rzip_archive,
rpng and crc32.

stdstring.c, which nothing calls, is no longer built. The threading sources are always built, by both the static Makefile and
CMake; the VFS set stays behind HAVE_LIBRETRO_VFS as before. The codecs
are built by the change that switches the core over to them.
2026-10-08 14:14:37 +02:00
libretroadmin 499286a19a libretro: keep autodetected hwaccels out of the MinGW FFmpeg build
On a native MSYS2 build FFmpeg's configure finds the Windows SDK headers
and enables DXVA2 and D3D11VA, whose dxva2.c fails with GCC 14 and later
(a pointer type mismatch in a conditional expression is now an error).
PPSSPP uses no FFmpeg hardware acceleration, so every autodetected
hwaccel and external library is disabled explicitly, which also makes
the result independent of what the build machine has installed.
2026-10-08 10:01:47 +02:00
libretroadmin fd59972918 libretro: build the bundled FFmpeg from source for MinGW
The MinGW platform linked FFmpeg from the toolchain while compiling
against the bundled 3.x headers, which fails against any current FFmpeg.
The prebuilt ffmpeg/Windows libraries cannot stand in: they are MSVC
builds, and GNU ld leaves calls between their function-level COMDATs
unrelocated. The bundled FFmpeg source is now configured and built with
the MinGW toolchain out of tree, with the components from
windows_x64-build.sh, and its static libraries are linked by path, so
the core no longer depends on any FFmpeg installed on the system.
FFMPEG_CROSS_PREFIX names the binutils prefix when cross-compiling.

The build-libretro-mingw CI job no longer installs MSYS2's FFmpeg.
2026-10-08 09:51:32 +02:00
libretroadmin c28abf20a4 libretro: fix the MinGW link of the core
The MinGW platform compiled against the bundled Windows FFmpeg headers
(3.x) but linked the toolchain's FFmpeg, since the bundled libraries are
MSVC builds MinGW cannot link; against a current FFmpeg the old API
calls the 3.x headers select are unresolved. It now compiles against the
same FFmpeg it links, which the existing version guards already handle.
zstd's x86-64 asm decoder loop is enabled for any GNU C compiler, so the
asm source is now built for MinGW too rather than only skipped on MSVC,
and version and iphlpapi join the link for GetFileVersionInfo* and
GetAdaptersAddresses/GetBestInterfaceEx.

A build-libretro-mingw job builds the core with platform=win from
MSYS2 so these breaks show up in CI.
2026-10-08 09:32:50 +02:00
libretroadmin 320e4554c4 libretro: fix software renderer OOB read, oversized buffer, extra copy
SOFT_BMP_SIZE was a byte count used as the element count of a u16
array, keeping ~1 MB resident per context, and SwapBuffers memcpy'd a
full frame out of the vector ConvertFramebufferForLibretro returns empty
for unsupported formats, a heap OOB read. The intermediate buffer and
its per-frame memcpy are gone: the converted vector goes to video_cb
directly, with the 16:9 crop done by pointer offset. Before a GPU exists,
or when conversion fails, a frame dupe is sent instead of stale data.
2026-10-08 09:18:49 +02:00
libretroadmin 0b656e2303 libretro: fix OOB, UAF, data races and control flow in core glue
System_AudioPushSamples converts straight into the output buffer: the
block loop never advanced the source pointer and copied numSamples*2
int16s out of a 2048-sample stack buffer, a stack OOB read for any push
over 1024 frames. Realloc failure drops samples instead of crashing and
log_cb is NULL-checked. retro_serialize refuses to write a state larger
than the frontend's buffer, retro_get_memory_data/size return nothing
until PSP memory is mapped, deferred unserialize no longer leaks the
previous buffer, and the cheat entry points stop leaking a CWCheatEngine
per call.

The emu thread acknowledges a pause with a CAS so it cannot clobber a
concurrent quit request. EmuThreadStop stops and joins from any live
state, so unloading while paused no longer leaves a thread running over
freed state. EmuThreadPause pumps queued frames until the thread parks,
via a new non-blocking GLRenderManager::HasQueuedThreadWork() check,
instead of draining one frame, which deadlocked when the thread was
blocked on a readback sync in the next frame. retro_run resumes a paused
thread and pauses it before check_variables() rewrites g_Config,
retro_reset stops it before PSP_Shutdown(), and the sleep_ms(4) after
resume is gone.
2026-10-08 09:18:45 +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 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 e932d55f1c Build: Only turn off floating-point contraction for CPU emulation
The vertex decoder's C++ steps may fuse, like the vertex JITs do; with
contraction off everywhere, RISC-V's VertexJit test found the JIT and
the steps disagreeing on morphed float UVs. The flag now applies to
Core/MIPS only, in CMake and the libretro Makefile. ndk-build has no
per-file flags, so the legacy Android.mk goes back to the default.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-24 12:59:04 -06:00
Henrik RydgårdandClaude Opus 5.5 1206528e45 Build: Turn off floating-point contraction for C++
Clang and GCC fuse a * b + c into one rounding on CPUs that have fused
multiply-add, which on ARM64 made the interpreter's dot products, vavg,
vdet and vqmul round differently from x86-64. Fused operations now only
happen where the code asks for them. MSVC doesn't contract by default.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-24 12:24:43 -06:00
Henrik Rydgård 428c1a6aa6 Merge pull request #22343 from hrydgard/vfpu-interpolator
VFPU: Replace fp64's correction tables with accurate implementation of special functions
2026-09-24 10:46:33 -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 Opus 5.5 55e9862b90 libretro: Build PSPPlaceholderDialog
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-23 19:30:31 -06:00
Henrik RydgårdandClaude Opus 5 0b5a8f537e Decide on the vertex decoder JIT with CoreParameter, not the CPU core
The vertex decoder JIT was enabled only when g_Config.iCpuCore was one of the
JIT cores, which tied an unrelated GPU path to the CPU setting. Headless leaned
on that by forcing iCpuCore to the interpreter after ApplyToConfig(), to keep
the decoder JIT off in the tests.

Add CoreParameter::bUseVertexDecoderJit instead. Standalone and libretro set it
wherever the host can JIT, so IR interpreter users on such hosts now get the
decoder JIT too. Headless sets it false, which keeps the test results as they
were and lets --cpu go through ApplyToConfig() like every other option.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-09-21 10:31:58 -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 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 e26e2d28a0 Let more than one thing receive the log stream at a time
The log manager had a single external-callback slot, but the WebSocket
debugger registers one per *connection* - LogBroadcaster is a local in the
per-connection handler. So with two clients attached (the bundled JS debugger
in a browser and Tools/wsdbg, say) the second one to connect silently took the
log stream away from the first, and then whichever disconnected first cleared
the slot and stopped delivery to the other as well. A one-shot wsdbg command is
enough to do it: connect, take the stream, exit, and the long-lived listener
that was watching the log goes quiet with nothing to say why.

Make it a list with add/remove by handle. The dispatch loop holds the lock
across the callbacks so a listener can't be freed while one is running - which
is what lets LogBroadcaster delete its listener straight after removing it.
Enabling and disabling LogOutput::ExternalCallback belongs to the list now, and
disabling only happens when the last callback goes away.

libretro registers one of these too, and never removes it; it just moves to the
new call. It can't actually collide with the debugger - the libretro build
doesn't compile Core/Debugger/WebSocket at all - but there's no reason for it
to keep using an API that only has room for one caller.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-07 15:23:50 -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 RydgårdandClaude Opus 5 6bb91bf2f0 Remove the "Up to 2" buffered frames option
Three frames in flight showed no performance benefit over two, so drop
the option and clamp existing configs (and the default) down to 2.
The now-unused "Up to 2" translation keys are left in place.

Fixes #21419

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01JvJR8oJNSCimCM9KXVLjfq
2026-09-04 13:08:21 -06:00
keycross c40790a476 Libretro Vulkan: wait for presentation handoff completion 2026-08-31 11:29:40 +09:00
keycross 164f8ff5a1 Vulkan: recreate libretro presentation when sync mask changes 2026-08-29 18:36:31 +09:00
Henrik Rydgård 518bc7a7fc Merge pull request #22147 from saboten731/pr/libretro-auto-load-savestate
Fix PPSSPP libretro startup auto-load savestate restoration
2026-08-27 19:16:47 +02:00
keycross b4eb292e34 Fix deferred libretro savestate size 2026-08-27 23:37:51 +09:00
Henrik RydgårdandClaude Opus 5 049bcd5483 Demangle C++ symbol names when loading ELF symbols
C++ homebrew has an unreadable symbol table -
everything is _ZN10PxRenderer7DrawImmE... - which makes the disassembly and
symbol list nearly useless. Add an Itanium C++ ABI demangler and run ELF
symbols through it on load, in both ElfReader::LoadSymbols (unstripped EXECs,
which is what a CMake pspdev EBOOT actually contains) and the companion-ELF
path.

The demangling standard is called Itanium for historical reasons - it
was defined for Itanium but ended up being almost universally
applicable.

Written from scratch rather than using __cxa_demangle, which doesn't exist on
MSVC/UWP, or vendoring LLVM's demangler, whose license doesn't fit. Anything
unrecognized (arbitrary constant expressions, decltype) aborts the parse and
the caller gets the original mangled name back, so a caller never sees a
half-parsed result. Recursion is depth-capped since the input comes from a
file we didn't write.

Checked against c++filt as an oracle: of 1089 mangled symbols in a real C++
homebrew EBOOT, one differs; of 55189 from libstdc++/libLLVM/cc1plus, 22
differ and 413 are declined. Fuzzed with 220k mutated and random inputs under
ASan/UBSan.

Also adds a right-click menu to the ImDebugger symbol list.

Note that SymbolMap stores names in char[128], so the longest STL names get
truncated in the UI. Still far more readable than the mangled form.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01X3DbkJ8ShYiXU7q5Tv1LZu
2026-08-26 08:12:45 +02:00
AlemarandClaude Opus 4.8 821c5b4534 libretro: restore emu-thread pause handshake to fix serialize deadlock
c42a3f070a removed PAUSE_REQUESTED, which turned the acknowledge-wait in
EmuThreadPause() into dead code: emuThreadState is set to PAUSED on the line
above the `while (emuThreadState != PAUSED)` poll, so pause returns without the
emu thread parked at a frame boundary. retro_serialize / retro_unserialize then
race the GL ThreadFrame handshake and can deadlock the emu thread under periodic
save-states.

Restore the minimal handshake: EmuThreadPause() requests the pause, the emu
thread transitions PAUSE_REQUESTED -> PAUSED at its own frame boundary, and
retro_run treats the request window as paused. START_REQUESTED stays removed and
the new shutdown path is untouched.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-08-25 03:08:31 -06:00
Henrik RydgårdandClaude Opus 5 e7e8d362f0 Add sceResmgr, which is what the VSH uses to decrypt the XMB index
Found the cause of the red error screen the VSH ends on. Every resource load in
the boot succeeds - fonts, all the plugin RCOs, topmenu_icon.rco - and then:

  sceIoOpen(flash0:/vsh/etc/index_02g.dat) -> fd 8
  sceIoRead(8, 092a2d40, 496)
  sceIoClose(8)
  unresolved import sceResmgr/9dc14891, called from 'vsh_module'
  sceKernelExitDeleteThread(1)

index_02g.dat is the index of what the XMB displays, and it is encrypted (it
starts "PSPsysGP"). sceResmgr_9DC14891 decrypts it. There was no sceResmgr module
at all, so the call trapped, the index stayed encrypted, and the ScePafJob thread
building the top menu exited - a shell with everything loaded and nothing to show.

This adds the module and the three tags it needs (0x0B2B90F0/91F0/92F0, keys and
code 0x5C) to PrxDecrypter.

It is not the whole fix yet: pspDecryptPRX() tries decryption types 0, 1, 2, 5
and 6, and this needs type 9, which JPCSP passes explicitly. So the call is now
reached and fails cleanly with a logged error instead of trapping, but does not
yet decrypt. Type 9 is a variant of type 2 and is the next job; the notes in
docs/VSHBootInvestigation.md say where it is in JPCSP and how to check a port
(159 bytes out, starting "release:").

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01GZq8ZtJmFY7bkX5FVkr3P9
2026-08-24 11:12:59 +02:00
Henrik Rydgård ed5c05fb28 VSH boot: load real kd/ kernel driver modules
Extends LoadAndStartVshKernelModules() to load the 11 real kd/*.prx
kernel drivers for --vsh (dmacman, systimer, memlmd_01g,
loadexec_01g, lowio, idstorage, syscon, rtc, wlan, wlanfirm_01g, utility),
ahead of the existing 4 VSH-specific modules.
Only active when g_runningVSH, no effect on normal game boot.

Improve implementations of sceKernelSm1ReferOperations and sceKernelIsIntrContext.

Add some more MMIO stubs (GPIO, SYSCON).

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01GZq8ZtJmFY7bkX5FVkr3P9
(cherry picked from commit 7f3168b7df85e47438900016c9ee7d7ef01a0a28)
2026-08-24 10:58:35 +02:00
Henrik RydgårdandClaude Sonnet 5 04a8948ded Add a VSH-only allowlist for real-loading flash0 modules, sceVshCommonUtil stub and sceVshBridge
Load and start VSH's kernel modules before booting vshmain.prx

A few flash0 modules (vshbridge.prx, paf.prx, common_gui.prx,
common_util.prx) should run for real once we know we're
actually booting the VSH rather than a game, since our fakes are unlikely
to be good substitutes for the genuine thing.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01PSNaZnHCjmryS3ziVN9gZU
2026-08-24 10:58:34 +02:00
Henrik Rydgård 78ef1eae82 Instead of flash0directory, have a NAND subdirectory under PSP, where you can keep flash0, flash1 etc.
Also make it configurable via command line.
2026-08-24 09:53:37 +02:00
Henrik RydgårdandClaude Opus 5 2396ac7acb Libretro buildfix: drop WebSocket stubs duplicating the inline ones in the header
0ed6b97921 added inline no-op stubs to WebSocket.h under __LIBRETRO__, but the
older non-inline ones in libretro.cpp stayed, so every libretro build has had two
definitions of each. gcc/clang inline the trivial bodies away and emit no symbol,
so it only shows up with MSVC, as LNK2005 against Core.o/Breakpoints.o.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01FzzCUp8y1ahgVueb1Cq92Y
2026-08-23 15:49:15 +02:00
Henrik Rydgård a0ecf545a6 Implement or stub assorted functions the VSH is calling 2026-08-21 10:56:06 +02:00
Henrik RydgårdandClaude Opus 5 322b5122d8 Unpack the firmware out of an official updater EBOOT.PBP
An updater's DATA.PSAR is a flat sequence of records - each is 0x150 bytes of
PRX-style encryption header, a 0x110 byte entry describing one file, and then
its compressed contents. So to get the files, you don't actually have to run it
and let it self-unpack - we can just do it.

Two steps per record. First "demangle": the 0x130 bytes at +0x20 are AES-CBC
encrypted on top of everything else and hide the PRX tag at +0xD0, so a KIRK
CMD7 pass with keyseed 0x55 comes first. Then the record is an ordinary PRX blob
for the decrypter we already have, once it knows the tag - 0x0E000000, which is
new here. Its key needs the kirk7 scramble applied, unlike every other key in
that table, which are stored already scrambled; hence the flag on TAG_INFO.

UnpackPSAR() takes a prefix filter, since the planned main use for this is pulling
flash0:/font out of an updater the user supplies (or from an ISO) rather than
extracting whole firmwares, although that can also be interesting for running
the VSH.

Tested on a 6.61 updater: 436 entries, all 418 files decrypt and decompress,
nothing fails. The contents are what they should be - 295 ~PSP modules, 61 PRF
files, 18 PGF fonts, and the encrypted XMB indices.

Two things it doesn't do yet. Every entry in that archive is named with a
five-digit token rather than a path; the real names live in tables 00001-00012
inside the archive itself, under their own separate encryption, so files come
out under the short name for now and the prefix filter can't match them.
And only the zlib compression format is currently supported.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01GZq8ZtJmFY7bkX5FVkr3P9
2026-08-20 22:41:58 +02:00
Henrik RydgårdandClaude Opus 5 c5e7c4890a Debugger: decode DWARF line info, and show source locations
Homebrew commonly ships its unstripped ELF next to the EBOOT, which is already
how the symbol loader turns z_un_08841f98 into a function name. That same ELF
carries a DWARF .debug_line section, so the addresses can be mapped to source
files and lines too - and a backtrace stops being four hex numbers:

  08841f98  move sp,fp          mesh.zig:163
  0883afa4  li v0,0x0           MenuState.zig:821
  088260d8  andi at,v0,0xFFFF   State.zig:40
  0882a27c  andi at,v0,0xFFFF   engine.zig:468

Surfaced in three places: per frame in hle.backtrace, in the "hit" object that
cpu.breakpoint.hit and cpu.stepping share, and appended to the disassembly
window's status bar. The breakpoint case keys on the pc rather than the address,
since for a memory breakpoint the useful source location is the instruction that
did the access, not the data it touched.

Storage is a plain sorted table of absolute addresses per module. SymbolMap
keeps module-relative addresses because its .ppsym files are meant to be
reloaded by a different game that pulls in the same module; none of this is ever
written anywhere - it's regenerated from the ELF each boot - so there'd be
nothing for relative addresses to buy. Each module owns its own rows and file
names outright and is keyed the way SymbolMap::UnloadModule is, so unloading one
module drops its lines and nobody else's.

The subtle part is end-of-sequence markers. Without them a lookup for an address
in a gap - a compilation unit built without debug info - confidently reports the
last line of an unrelated file. A prototype run over one test binary
mis-attributed 70 of its 349 functions that way, so sequence ends are recorded
as rows with line 0 and a lookup landing on one reports nothing instead.

DWARF 2 through 4 are decoded (psp-gcc emits 2, Zig 4). Version 5 re-encoded the
file table, so those units are skipped with a warning rather than mis-parsed -
nothing targeting the PSP produces it today.

Scope, since it's narrower than it sounds: PRX conversion strips every .debug
section. I checked all 437 pspautotests .prx and CrossCraft's own app.prx -
none have any. Of 24 installed homebrew EBOOTs, zero carry debug info; CrossCraft
only does because it ships app.elf separately. So this helps someone developing
homebrew, and does nothing at all for a commercial game.

Costs about 1.2 MB for a large Zig binary (98383 rows, 438 files) and nothing
for anything without debug info. Follows bAutoSaveLoadSymbols like the symbols
do.

pspautotests 314/314, UnitTest 55/55, CoreUWP builds.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01GZq8ZtJmFY7bkX5FVkr3P9
2026-08-18 13:42:14 +02:00
Henrik RydgårdandClaude Opus 5 bb5d7d5b65 Debugger: report structured breakpoint hits, including log-only ones
A breakpoint hit reached a WebSocket client as two fields on cpu.stepping: a
reason string and one address. Everything else the hit site knew was formatted
into a log line and dropped.

What was missing per kind:

- exec: hit count, condition, symbol.
- memory: the address actually accessed, read vs write, size, and who did it.
  The address that reached the client was the *start of the watched range*, so a
  client watching 4KB learned only that something in it was touched.
- register: which register. Entirely - the event carried pc and nothing else.

There's now a BreakpointHit captured where the hit happens and carried through
Core_Break() on the stepping reason, rendered as a "hit" object on cpu.stepping.
It's absent rather than empty when the break wasn't a breakpoint (a pause, a
savestate load, an exception), so presence is the test. relatedAddress keeps
reporting the range start for compatibility; hit.address is the accurate one.
The formatter is shared with the new event below, so the two can't drift.

And a new cpu.breakpoint.hit broadcast fires on *every* hit whose condition
passes, whether or not it stops the CPU. That's the part that makes log-only
breakpoints usable for automation: until now their only trace was a line in the
log stream, so a client couldn't count hits, or react to one, without scraping
text. Same "hit" object, plus a sequence number.

Volume needed handling, since a log-only breakpoint in a hot loop produces
events far faster than a connection drains them - measured 13719 hits in three
seconds of one homebrew's draw function. The per-connection queue is capped and
drops rather than growing without bound, and the sequence number is what makes
that honest: a gap tells a client exactly how many it missed. Clients that don't
want the traffic at all can disallow the new "breakpoint" broadcast category.
Building the hit record is skipped entirely when no debugger is connected, which
is one relaxed atomic load on that path.

Verified against a running game, all three kinds. The memory case shows why the
address/range split matters - accessed address 200540160 against a watched range
starting at 200941120, with source "ThreadFillStack" identifying the HLE call
responsible.

libretro gets stubs: it builds Core.cpp and Breakpoints.cpp but not
Core/Debugger/WebSocket.cpp.

pspautotests 314/314, UnitTest 55/55.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01GZq8ZtJmFY7bkX5FVkr3P9
2026-08-18 10:59:08 +02:00
Henrik Rydgård 0ac822d7f1 Libretro buildfix 2026-08-17 13:11:16 +02:00
Henrik Rydgård 6836a2bd4e Libretro buildfix, add a comment 2026-08-12 14:26:10 +02:00
Henrik Rydgård e9a3449ede More MIPSState * plumbing (manual) 2026-08-12 14:02:19 +02:00
Henrik RydgårdandClaude Sonnet 5 d000d5366a Wire the generated ExecInstruction dispatcher into the interpreter's hot loop
Adds Core/MIPS/InterpreterDispatch.cpp, the checked-in output of
GenerateInterpreterDispatch() (see the previous commit), and hooks it
into RunUntilFast() in MIPSTables.cpp in place of the old
MIPSGetInstruction()-based table walk + indirect call through
instr->interpret. The checked-with-breakpoints/memchecks path
(RunUntilWithChecks) is untouched for now, since it inspects
MIPSInstruction flags directly and correctness there matters most.

Also fixes a real crash in headless.cpp found while testing this:
cmdLineOptions.gpuBackend.value() would throw when unset (e.g. with
--graphics=software), now uses value_or().

Verified with `test.py -g --cpu=interpreter --graphics=software`:
313/314 pass; the one failure (cpu/fpu/fpu) is a pre-existing
interpreter-vs-JIT denormal (flush-to-zero) difference, confirmed to
fail identically with the old table-walking dispatch, so unrelated to
this change.

Adds Tools/update-dispatcher.py to regenerate InterpreterDispatch.cpp
from a built PPSSPPHeadless binary whenever the MIPSTables.cpp tables
change.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_019SKhm9wKEQzRUsx9mTrrtQ
2026-08-12 10:52:47 +02:00
Henrik RydgårdandClaude Sonnet 5 d718bda178 Rename MIPSInt/MIPSIntVFPU to Interpreter/InterpreterVFPU
Just a file rename (plus updating all build configs and includes) to
give the interpreter source files clearer names. No functional change.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_019SKhm9wKEQzRUsx9mTrrtQ
2026-08-12 10:04:40 +02:00