Commit Graph
15859 Commits
Author SHA1 Message Date
Henrik Rydgård e46bd61e2e When taking a screenshot, clear all notifications except achievements. 2026-10-11 17:40:01 +02:00
Henrik RydgårdandClaude Opus 5.5 81efd601f0 iOS: Merge the Metal view controller into the base one
With the GL view controller gone, PPSSPPViewControllerMetal was the only
subclass of PPSSPPBaseViewController. They're now one class,
PPSSPPViewController, in ios/ViewController.mm.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-11 16:13:29 +02:00
Henrik RydgårdandClaude Opus 5.5 ebab68ac0a iOS: Remove availability checks for versions below the 15.0 minimum
Also drops what they guarded: the pre-14 UIImagePickerController and
document picker fallbacks, the psychic paper entitlement workaround
(fixed in 13.5), and the CS_EXECSEG_ALLOW_UNSIGNED JIT probe, which
returned false on everything from 14.4 on.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-11 16:13:29 +02:00
Henrik RydgårdandClaude Opus 5.5 5704b972e7 iOS: Remove OpenGL support from the app
The app now always uses the Metal view controller with Vulkan (MoltenVK),
for both the App Store and sideload builds. The GL view controller is gone,
and Common/GPU/OpenGL (except GLFeatures, used by the shader generators) and
GPU/GLES are no longer compiled for it. PPSSPP_API_ANY_GL is now off for
all of iOS except the libretro core, which still uses GLES.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-11 16:13:28 +02:00
Henrik RydgårdandClaude Opus 5.5 24ea7c4193 Everybody's Golf: Read back the screen under the loading spinner
The spinner copies the displayed framebuffer under it into the transparent
texels of its frames, which came out as stale VRAM around the disc. Hook it
after it gets the framebuffer and read back the rows it covers.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-11 15:10:34 +02:00
Henrik RydgårdandClaude Opus 5.5 94d943664e Everybody's Golf: Hook the player portrait copy too
The first game builds its portrait like Golf 2 and Tennis, but its copy
function keeps y and h in different registers and loads the framebuffer pointer
at a different offset. Move the readbacks into a helper and add a hook for this
layout.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-11 15:06:24 +02:00
Henrik RydgårdandClaude Opus 5.5 6f56798c44 Everybody's Tennis: Hook the player portrait copy too
Tennis builds its portraits like Everybody's Golf 2: it memcpys a 64x64 rect of
the framebuffer and sets each texel's alpha bit from depth read straight from
VRAM, so the circles in the corners came out empty. Its copy function is
scheduled differently and hashes differently, so add it as a second entry for
the same hook, which is renamed to fit both.

Fixes #17826.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-11 15:00:40 +02:00
Henrik RydgårdandClaude Opus 5.5 fbcec91074 Debugger: Send whole pixels in gpu.buffer.* base64 responses
StreamBufferToBase64 sent width * height bytes, so any buffer with more than one
byte per pixel came back truncated: half a D16 depth buffer, a quarter of a
D32F or 8888 one.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-11 14:50:19 +02:00
Henrik RydgårdandClaude Opus 5.5 9720041ecf Debugger: Add game.state.load
Queues loading a savestate file, for scripting repros that load a state partway
through a run.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-11 14:50:19 +02:00
Henrik RydgårdandClaude Opus 5.5 648766dad4 Everybody's Golf 2: Read back color and depth for the player portraits
The game builds each 64x64 portrait by memcpying a rect of the framebuffer one
partial row at a time, then setting each texel's alpha bit from the depth
buffer, which it reads directly from VRAM. Neither got read back: the row
copies don't line up with a framebuffer, and depth is never downloaded.

Hook the copy function to read back both, whole rows at a time. That needed two
fixes to requested depth copies: they were dropped when the depth buffer lies
above all color buffers, and only an exact full-buffer size matched.

The portrait texture now matches the software renderer, though it still
doesn't show up on screen with Vulkan.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-11 13:25:10 +02:00
Henrik Rydgård f70df399ab Merge pull request #22494 from hrydgard/jit-shadow-block-map
JIT shadow block map: Keep JIT block entries and replacement hooks out of PSP memory
2026-10-11 12:46:42 +02:00
Henrik Rydgård 7572ac05ca Screenshot code cleanup, fix issue where the notification would be in a second fast screenshot
Fixes #22497
2026-10-11 10:56:43 +02:00
Henrik RydgårdandClaude Opus 5.5 5fa4a475f9 Rename the replacement pseudo-op, drop the leftover emuhack defines
With block entries out of memory, the only fake opcode left is the one the CPU cores fetch in
place of a hooked instruction. Call it MIPS_CALL_REPLACEMENT_OP, and its handlers
Int_CallReplacement and Dis_CallReplacement, and remove the sub-op defines and the unused
MIPS_IS_REPLACEMENT.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-11 10:33:30 +02:00
Henrik RydgårdandClaude Opus 5.5 48973c83c6 Debugger: Show replacement hooks in the disassembly again
Memory no longer holds the hooks, so the disassembly fetches the op the CPU runs, which is the
CallRepl pseudo-op at a hooked address. That lookup can come from the Win32 debugger's UI thread,
so the CPU thread now changes the hook map under a lock (and reads it without, being the only
writer).

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-11 10:33:30 +02:00
Henrik RydgårdandClaude Opus 5.5 6d122f416e Keep JIT block entries and replacement hooks out of PSP memory
The JITs used to find a block by overwriting its first instruction with an "emuhack" holding
the offset into the code space, and replacement functions installed their own emuhack the same
way. Anything that read code (savestates, the debugger, memory dumps, cheats, the function
hasher, games reading their own code) had to translate them back.

Blocks now live in a block shadow: one u32 per guest instruction, indexed by the PC masked with
BLOCK_SHADOW_MASK (1GB on 64-bit, folding the kernel and uncached mirrors; 256MB on 32-bit, iOS
and Switch, where address space is short), with the low bits cleared so a misaligned PC can't
read across two entries. Only the ranges under memory views are committed, so a bad PC still
faults in the dispatcher, and the shadow is reserved before the memory map so it can't land in
a gap of the 4GB window. Entries hold full 32-bit offsets, lifting the 16MB limit. The
dispatchers on every backend, and the IR interpreter's loop, look blocks up there.

A hooked instruction without a compiled block gets the JIT's hook value in its entry: the offset
of the dispatcher's compile path (1 for the interpreters, the IR arena keeping that offset
empty), so dispatching there compiles a block, and the frontends substitute the hook. Compiling
replaces the entry with the block's, and destroying the block puts the hook value back. The hook
value is rewritten when the JIT changes or regenerates its dispatcher.

Hooks live in a map keyed by the masked address, and are dropped when the game overwrites the
hooked instruction, or when an icache invalidation finds the function's hash (immediates masked,
as when matching it) changed. Those checks run when queued invalidations are processed, since
cheats and the debugger queue them before writing. Installing and removing hooks invalidates
deferred, as it happens in HLE calls that can run inside a block. The cache instruction goes
through MIPSState, so it drops changed hooks too.

With clean memory, the save/clear/restore around savestates, memory reads and dumps goes away,
as do the source-range invalidations in the memcpy replacements, sceDmac and the cheats.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-11 10:33:30 +02:00
Henrik RydgårdandClaude Opus 5.5 0a8ec4d8f1 Invalidate code that HLE and the debugger write over
Helper thread stubs, fake syscall stubs and the module start trampoline go into memory that may
have held code (freed kernel memory, a reused thread stack), and the debugger memory views can
edit code. Invalidate what they write, which so far only happened by accident when the write hit
the first instruction of a JIT block.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-11 10:33:30 +02:00
Henrik RydgårdandClaude Opus 5.5 59fed92dac IR native: Invalidate linked blocks again
78c75e1a0b dropped IRNativeJit::InvalidateCacheAt as a duplicate, and with it the only call to
the backend's InvalidateBlock. Since then a block linked to an invalidated one kept jumping into
its old code, past the dispatcher. Call it from IRJit::InvalidateCacheAt through a virtual, like
the other native block hooks.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-11 10:33:30 +02:00
Henrik Rydgård c51daff839 Merge pull request #22498 from hrydgard/sce-audio-reschedule-fix
sceAudio rescheduling fix
2026-10-11 09:22:18 +02:00
Henrik RydgårdandClaude Opus 5.5 76a8e9d45f sceAudio: Don't reschedule before the mixed block is pushed
Waking a thread from the mixer reschedules, which runs any due CoreTiming
events. When an audio tick runs late, the next tick would already be due, and
it would mix over mixBuffer before this one had been output. The next block
would then be played twice and this one dropped.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-11 00:56:20 +02:00
Henrik RydgårdandClaude Opus 5.5 2cf8b69bab VSH: Drop the 6.6x alarm-category patch
6.60 and 6.61 crashed in vsh_module's alarm-task scan on a count nothing
initialized, and a data patch zeroed it. With the shell's modules started
in order, both reach the XMB, show icons and launch homebrew without it.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-10 22:32:46 +02:00
Henrik RydgårdandClaude Opus 5.5 09974f9e82 VSH: Start the shell's modules one at a time, fixing game icons
The kernel starts modules one by one, each module_start returning before
the next starts. We started them all as threads side by side, and
vsh_module's start ran before paf's. Its 12MB request for game_plugin's
surface pools then went to the 8.3MB heap we pre-filled scePaf's pool
slot with, failed, and game_plugin threw away every decoded ICON0 and
PIC1 (white tiles on 3.80-5.05, grey placeholders from 5.50).

heaparea1, vshbridge, paf, common_gui and common_util now start in order,
and vsh_module waits for the last. The kd/ drivers still start side by
side, since syscon's start blocks on its hardware interrupt. paf fills
its own pool slot now, so the pre-fill is gone. Icons show on every
version from 1.50 to 6.61, and homebrew launches on the same ones as
before.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-10 22:32:46 +02:00
Henrik RydgårdandClaude Opus 5.5 9fa53c8337 HLE: Add sceKernelSetParamSfo and sceMePowerControlAvcPower
The VSH's sceVshBridge_Driver calls both when launching a game, and some
firmware versions give up on the launch unless they succeed (5.xx for the
first, 2.00 for the second). Neither has anything to do here: our HLE
LoadExec reads the PBP itself, and there's no AVC decoder to power.

Added under the NIDs whose names are known: sceKernelSetParamSfo's old,
5.xx and 6.60 NIDs (from DC-M33's NID resolver, Adrenaline's NID table and
uOFW), and sceMePowerControlAvcPower's old and 6.60 NIDs (jpcsp's
psplibdoc, uOFW). Appended at the end of SysMemForKernel, and
sceMePower_driver registered last.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-10 20:33:34 +02:00
Henrik RydgårdandClaude Opus 5.5 ba4a95d8ff HLE: Send the VSH's LoadExec calls to HLE on every firmware version
The VSH launches games through the VSH variants of LoadExecForKernel,
whose NIDs most firmware versions changed. Where HLE doesn't know the NID,
the firmware's own loadexec.prx ran instead, and the launch got nowhere,
so homebrew launched from the XMB only on firmware 3.73 and older, and
6.60/6.61.

Each variant is the same small wrapper, loadExecVSH(apiType, file, opt,
0x10000), so when loadexec.prx exports one we don't know, look at the API
type it loads into a0, and for Disc (0x120) and MS2 (0x141), overwrite it
with a call to our HLE implementation.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-10 20:33:34 +02:00
Henrik RydgårdandClaude Opus 5.5 2072e0d568 VSH: Find the homebrew patches by pattern, for every firmware version
Instead of 6.61's offsets, look for the checks by their instructions,
each of which has to match exactly once. Checked against vshmain.prx from
every firmware version, 1.50 to 6.61:

- The DISC_ID check is there from 2.00 on.
- The DATA.PSP header check from 5.00 on, in two forms: 5.xx compares
  the header bytes against ~PSP and ~SCE itself, and 6.30 on test a type
  a helper worked out. 6.00 to 6.20 have both. For the byte check, the
  "first byte isn't ~" branch is pointed at where a good header goes.
- 1.50 and 1.52 have neither, and run unsigned code anyway.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-10 20:33:34 +02:00
Henrik RydgårdandClaude Opus 5.5 24a2f6110d VSH: Patch vsh_module so the XMB can launch unsigned homebrew
Picking homebrew in the XMB gave "The game cannot be started. The data
is corrupted." without ever calling LoadExec: vshmain.prx rejects a
PARAM.SFO without a valid DISC_ID, and a DATA.PSP that's a plain ELF
rather than ~PSP. NOP the three branches that do that, the same patches
ProCFW's vshctrl makes and JPCSP applies. They're for 6.61's build, and
are only applied if all three instructions are what we expect.

With it, Kosmodrones launches from the XMB, through the PSP boot logo.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-10 20:33:34 +02:00
Henrik RydgårdandClaude Opus 5.5 3dddacbfe0 Headless: Add --dump-audio=FILE.wav to record the mixed audio output
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-10 20:04:37 +02:00
Henrik RydgårdandClaude Opus 5.5 6ed178075c sceUsbMic: Fix QueueBuf::resize losing what was buffered
It allocated the new buffer, pointed buf_ at it, then popped from buf_,
so it copied the uninitialized new buffer onto itself. That happened
whenever a game asked for a larger block than before.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-10 18:55:13 +02:00
Henrik RydgårdandClaude Opus 5.5 6cf4872e78 Android: Hand microphone input over on the CPU thread, like the other hosts
The Oboe input callback used to call Microphone::addAudioData directly,
writing PSP memory from the audio thread. Now it only pushes samples
into a SampleRing, and pollRecording drains it on the CPU thread.
Starting and stopping still go through Java, which asks for permission.

Every host with a microphone polls now, so sceUsbMic drops what only the
push path needed: QueueBuf's recursive mutex, restarting the mic on a
device change, and the startMic parameter nobody read. Also removes the
unused System_AudioRecordingState and Microphone::isNeedInput.

The Java microphone_command branch didn't return true, so every command
logged "processCommand failed".

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-10 18:49:21 +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 5071ffa22d Merge pull request #22490 from hrydgard/ios-mic
Add iOS microphone support
2026-10-10 18:28:28 +02:00
Henrik Rydgård 7c6c666370 Merge pull request #22489 from hrydgard/fix-vsh-sceReg-overlay
sceReg: Fix the VSH reporting corrupted settings
2026-10-10 17:48:29 +02:00
Henrik RydgårdandClaude Opus 5.5 b4ec29111b Microphone: Let the host say whether it wants polling, rather than checking for SDL
The CPU-thread polling added for SDL was keyed off defined(SDL), which
headless and Core are built with too, hence the extra headless check.
Ask the host instead, with SYSPROP_MICROPHONE_NEEDS_POLLING, so other
hosts can hand their input over the same way.

startMic now sends the same startRecording command for every non-Win32
host, taking the rate from curSampleRate like the SDL path did. The
Android path read it from param, which leaked, and which is null when
coming from onMicDeviceChange.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-10 17:20:48 +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 55e9586897 sceReg: Refuse to create a key that already exists
sceRegCreateKey returns 0x80082728 for a key that already exists, whatever
its type, and leaves the key alone. We replaced the key with an empty one,
which wiped any value nobody wrote back afterwards.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-10 17:11:19 +02:00
Henrik Rydgård 7b716e6f33 Merge pull request #22459 from chriopter/sdl-microphone
SDL: Add microphone capture and device selection
2026-10-10 17:01:04 +02:00
Henrik RydgårdandClaude Opus 5.5 81f77f5156 Move Android's command line splitter to CmdLine, as SplitCommandLine
So iOS can split its restart arguments the same way.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-10 16:28:27 +02:00
Henrik RydgårdandClaude Opus 5.5 2e08b54402 iOS: Move off deprecated APIs
- Request an orientation update with setNeedsUpdateOfSupportedInterfaceOrientations
  on iOS 16+, where attemptRotationToDeviceOrientation is deprecated.
- Open the document picker with UTTypes on iOS 14+, and present it from
  sharedViewController rather than through the deprecated keyWindow.
- List cameras with a discovery session instead of devicesWithMediaType.
- IS_IPAD() instead of UI_USER_INTERFACE_IDIOM().

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-10 16:28:27 +02:00
Henrik RydgårdandClaude Opus 5.5 bcb9e2e5ba sceReg: Keep a key's type when sceRegSetKeyValue writes it
The registry upgrade the VSH runs at boot recreates and rewrites BIN keys
like /CONFIG/NP/account_id (16 bytes). sceRegSetKeyValue guessed the type
from the size and stored them as STR, and the VSH then reported the
settings as corrupted. Use the type of the existing key, and fall back to
guessing only for keys that don't exist yet.

Fixes #22484

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-10 15:53:52 +02:00
Henrik Rydgård 6779143827 Merge pull request #22486 from hrydgard/softgpu-x86-opt
SoftGPU: Do an optimization pass on x86-64 too
2026-10-10 15:48:04 +02:00
Henrik Rydgård e312af9b04 Merge pull request #22483 from hrydgard/reinterpret-subpixel
Further improve the Tantalus games
2026-10-10 15:27:21 +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 3cd6bf9d27 Tantalus depth fog: read depth at each render pixel's own sub-position
The Tantalus games (Cars Race-O-Rama, MX vs ATV Reflex and Untamed, SpongeBob)
turn depth into fog with a CLUT16 read of the swizzled depth mirror, stretched
2x into a 565 view of an 8888 buffer. A following 8888 copy writes the scene's
RGB and keeps the alpha, so each pixel's fog factor is the upper 565 half.

At a higher render scale, the depth X swizzle snapped every render pixel to its
PSP pixel's left edge, so the fog came out in PSP-pixel blocks. It now keeps the
position within the PSP pixel. That leaves the upper half sampling the right
half of the depth texel, half a pixel off the scene, which drew magenta halos on
the right of objects in Cars. With the new DepthCLUTIntoHalves compat flag, the
depal pass outputs twice as wide so each render pixel reads its own 8888 pixel's
depth.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-10 01:48:05 +02:00
Henrik RydgårdandClaude Opus 5.5 b9b1a29c42 Read CLUT8 from 16-bit framebuffers in the shader, replacing the SOCOM hack
The shader depal CLUT8 mode now handles 565, 5551 and 4444 framebuffers
(the format goes in the depal format bits, which this mode didn't fill
before), rebuilding the 16-bit pixel and taking its low or high byte.
This replaces SOCOMClut8Replacement, which assumed the high byte.

- The GE samples a pixel at its corner, the GPU at its center. With u
  stepping two bytes per pixel (SOCOM and Bend's games use u = 1 + 2x)
  that's a whole byte, so the shader steps back to the corner.
- The CLUT index shift, mask and start are applied, as in the other
  depal modes.
- The self-render copy region counted CLUT8's U in pixels, not bytes.

SOCOM, Star Wars: The Force Unleashed and the NPJG90068 dumps improve a
lot. Syphon Filter and Resistance: Retribution now read the right bytes,
which exposes a 16-bit precision difference in their bright pass.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-10 01:04:23 +02:00
Henrik Rydgård 0ac523c4b5 Merge pull request #22475 from hrydgard/cars-brightness
Tantalus games: Fix brightness, fix vertical stripes
2026-10-09 19:22:00 +02:00
Henrik Rydgård 4464ef4efd Merge pull request #22432 from sum2012/patch4
Add some kernel NIDs and sceReg write overlay by Zcode
2026-10-09 18:57:39 +02:00
Henrik Rydgård 324e6c3954 Merge pull request #22476 from hrydgard/community-security-fixes
Two security fixes by acts-1631, and more found by Claude
2026-10-09 18:55:57 +02:00
Henrik Rydgård b0ea555b79 Fix a couple of problems with recent commits in MSVC debug builds 2026-10-09 17:52:55 +02:00
Henrik RydgårdandClaude Opus 5.5 a9b18a9192 Compat: Read back Cars Race-O-Rama's luminance reduction for its brightness adaptation
The game reduces the scene to 8x8 on the GPU, block transfers that into RAM,
and the CPU sets its brightness adaptation from it. With BlockTransferAllowCreateFB
the copy went into a GPU-side buffer instead, the CPU read stale RAM, and the
game kept getting darker on the hardware backends (#15914).

New compat flag BlockTransferReadbackSmall: transfers of up to 64 pixels into
RAM are still read back, a frame late, so it doesn't stall. Brightness from
the issue's savestate now follows the software renderer's (72 vs 84 at 6 s,
84 vs 95 at 20 s, from 25 and falling), at the same speed as before.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-09 17:01:37 +02:00
Henrik RydgårdandClaude Opus 5.5 a521f257ce CmdLine: Add --msaa
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-09 15:49:15 +02:00
Henrik Rydgård 06fbbf1218 Merge pull request #22471 from hrydgard/parallel-loop-max-threads
Allow specifying a cap on the number of threads used in ParallelLoop
2026-10-09 15:38:09 +02:00