Commit Graph
6450 Commits
Author SHA1 Message Date
Henrik RydgårdandClaude Opus 5.5 9741bcacd9 iOS: Apply size changes between frames, fixing a glitch when rotating
UIKit lays out at the new size from the main thread, often while a frame
is being drawn, and the swapchain was only resized after presenting. So
the first frame of a rotation was laid out for one size and drawn at the
other. The view controller now hands the new size to the render thread,
and NativeFrame resizes before drawing instead of after presenting.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-11 17:40:01 +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 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 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 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 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 b9a706432a Add ShareFilesAsZip, for sharing several files as one zip
Zips the given files (content:// paths included) into a folder of their own
in the app's cache and offers the zip through System_ShareFile. The receiving
app reads it whenever it likes, so it can't be deleted right away: each share
deletes the folders of earlier shares once they're an hour old.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-10 16:06:55 +02:00
Henrik RydgårdandClaude Opus 5.5 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 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
Henrik Rydgård 831acb099e Allow specifying a cap on the number of threads used in ParallelLoop 2026-10-09 14:33:58 +02:00
Henrik Rydgård 1862efe392 Add a bindable key to create frame dumps 2026-10-09 13:26:22 +02:00
Chriopter 1670f5d1f9 SDL: Add microphone recording and device selection. 2026-10-09 00:18:31 +02:00
Henrik RydgårdandClaude Fable 5.1 d0e45b94d9 Android: Handle rotation and window resizing without recreating the activity
Every rotation, fold or window resize destroyed the activity and with it
all of graphics, then built it all up again. Declare those config changes
handled, so they arrive as a surfaceChanged and go through the same resize
path as a desktop window resize.

That path needed three things it didn't have on Android:

- The GPU_DISPLAY_RESIZED message, left out for Android since 2020 when
  DeviceRestore covered every size change.
- A fixed (hardware scaled) surface size is now recomputed on each in-place
  surface change, since surfaceCreated no longer runs on a rotation.
- A 180 degree flip keeps the size but changes the surface transform, so
  the display rotation is passed along and a change in it is a resize too.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-10-08 21:17:49 +02:00
Henrik RydgårdandClaude Opus 4.8 ffc0a274a6 Achievements: Use a 256-byte rich presence buffer to avoid an rcheevos over-read
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-10-01 10:26:00 -06:00
Henrik RydgårdandClaude Opus 5.5 932d1e3b36 IconCache: Expire only avatars after a day, other icons after 30 days
Achievement badges and game icons don't change, so re-downloading them
daily was wasted. InsertIcon now takes a max age, and each entry saves
its expiry time. Leaderboard avatars get a day, everything else 30 days.
Bumps the cache version.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-01 10:26:00 -06:00
Henrik RydgårdandClaude Opus 5.5 bfdba164e3 Store: Remove HttpImageFileView's unused non-icon-cache path
Nothing constructs the view with useIconCache = false, and the path was
broken anyway: download_ was never assigned, so it started a new download
every frame, and the destructor couldn't cancel a callback that captured
this.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-01 10:26:00 -06:00
Henrik RydgårdandClaude Opus 5.5 e628fe3cb2 Achievements: Fix leaderboard screen use-after-free on close
rc_client frees a request's async handle right after calling back. The
error path didn't clear pendingAsyncCall_, so closing the screen after a
failed fetch aborted a freed handle. Switching between Top players and
Around me also overwrote the handle without aborting the old request,
which could then call back into a closed screen, or leak an entry list.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-01 10:26:00 -06:00
Henrik RydgårdandClaude Opus 5.5 c8b32dda0a Achievements: Keep a shut-down client alive until its requests finish
rc_client keeps raw pointers to itself in the callback data of award,
leaderboard submit and ping requests, so destroying it with one in flight
(disabling achievements mid-game) had the late callback write to freed
memory. Count requests per client, retire a busy client instead of
destroying it, and destroy it when its last request completes.

Request timeouts in naett are per operation and the plain HTTP client has
none for the body, so a retired client is also destroyed after 60 seconds
regardless. Its late callbacks are then dropped, leaking their data.
Clients are tracked by ID so a new client at a reused address can't get an
old one's callbacks. At app exit, pending requests are cancelled without
callbacks, so everything is destroyed immediately.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-01 10:26:00 -06:00
Henrik RydgårdandClaude Opus 5.5 3aaea4c0f9 GameInfoCache: Prioritize loads, so launching doesn't wait behind search
Type-to-search asks for the title of every game in the list, queueing a
load for each, and launching a game whose info wasn't loaded yet then
blocked until the whole queue had drained. Search's loads are now LOW,
and launching asks at HIGH, which queues its own load rather than wait
for a pending one.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-29 16:34:38 -06:00
Henrik RydgårdandClaude Opus 5.5 e108e41675 GPU: Fix assorted leaks, null derefs and small rendering bugs
- Put the anisotropy level in the sampler key, so changing it applies on
  Vulkan and D3D11.
- Release CLUT textures at shutdown on GLES and D3D11.
- Fix the depth readback viewport, which squeezed the image whenever the
  read rectangle was smaller than the fbo.
- Test the computed depth, not the unset result, in the equal-depth clear
  check.
- Don't read back a CLUT from a framebuffer without an fbo.
- Tolerate null entries when releasing post-shader objects and CLUT
  textures after a failed creation.
- ImGe: Don't crash on a framebuffer without an fbo, or on GetVFB under the
  software renderer.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-29 10:33:32 -06:00
Henrik Rydgård d3ab52b4b3 Buildfix 2026-09-28 17:05:44 -06:00
Henrik RydgårdandClaude Opus 5.5 8b4e93021e Vulkan: Cache compiled SPIR-V so shaders skip glslang on later runs
GLSLtoSPV takes an optional SPIRVCache, keyed on a 32-bit hash of the
source, stage and variant, plus the source length. A changed shader
simply misses. thin3d's shaders and the other fixed ones use a global
cache in PSP/SYSTEM/CACHE/vulkan_spirv.cache, loaded on first use and
saved after graphics init, when a game's cache is saved, and at
shutdown; it's flushed once it reaches 32 entries, about twice what a
session compiles, so outdated ones don't pile up. Game shaders keep
theirs in the .vkshadercache, ahead of the shader IDs so that the
compiles on load find it (version 60), and only what the session used
is saved.

A cold glslang costs about 40ms before its first shader here, and
0.3-0.9ms per shader after that.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-28 16:03:52 -06:00
Henrik RydgårdandClaude Opus 5.5 3970fa5c62 UIAtlas: Read and decode the font atlas once
Like the UI atlas, keep the decoded image around and only recreate the
texture when a new UIContext asks for it, rather than reading the
metadata and decoding the ZIM from disk each time.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-28 16:03:52 -06:00
Henrik Rydgård 6cdfbe2c0d Merge pull request #22372 from hrydgard/search-raw-filename
Game browser search: also match the filename, minus extension
2026-09-28 13:36:33 -06:00
Henrik RydgårdandClaude Opus 5.5 ce3d8d37c5 Game browser search: also match the filename, minus extension
Works before the game's metadata has loaded.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-28 11:50:28 -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 Rydgård 547d032995 Merge pull request #22359 from hrydgard/video-pacing-investigation
Video pacing investigation: Fix Ys I&II pacing by adding a cost model for video blits
2026-09-28 09:31:30 -06:00
sum2012 a960350e50 Fix windows leak when close PPSSPP by Gemini
'PPSSPPDebug64.exe' (Win32): Unloaded 'C:\Windows\System32\mfreadwrite.dll'
The thread 'RecentISOThreadFunc' (9920) has exited with code 0 (0x0).
The thread 'Console' (10488) has exited with code 0 (0x0).
Detected memory leaks!
Dumping objects ->
{17571338} normal block at 0x00000214CC4A3FE0, 16 bytes long.
 Data: < Cf             > E8 43 66 CD 14 02 00 00 00 00 00 00 00 00 00 00
{17571337} normal block at 0x00000214CC4A3B80, 16 bytes long.
 Data: < Cf             > C8 43 66 CD 14 02 00 00 00 00 00 00 00 00 00 00
D:\project\memory_leak\ppsspp\Windows\Debugger\Debugger_Disasm.cpp(174) : {17571336} normal block at 0x00000214CD664190, 640 bytes long.
 Data: < C              > 90 43 F2 C0 F6 7F 00 00 F6 0C 04 00 00 00 00 00
D:\project\memory_leak\ppsspp\UI\NativeApp.cpp(879) : {84582} normal block at 0x00000214CE8C5DB0, 4224 bytes long.
 Data: <                > 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
{2432} normal block at 0x00000214D6255C20, 16 bytes long.
 Data: <0 $             > 30 E7 24 D6 14 02 00 00 00 00 00 00 00 00 00 00
D:\project\memory_leak\ppsspp\Common\Net\HTTPNaettRequest.cpp(43) : {2431} normal block at 0x00000214D624E730, 32 bytes long.
 Data: < \%             > 20 5C 25 D6 14 02 00 00 00 00 00 00 00 00 00 00
Object dump complete.
The thread 22000 has exited with code 0 (0x0).
The thread 21248 has exited with code 0 (0x0).
The thread 38104 has exited with code 0 (0x0).
The thread 27860 has exited with code 0 (0x0).
The thread 33240 has exited with code 0 (0x0).
The thread 29352 has exited with code 0 (0x0).
The thread 13964 has exited with code 0 (0x0).
The thread 5640 has exited with code 0 (0x0).
The thread 10528 has exited with code 0 (0x0).
The thread 15252 has exited with code 0 (0x0).
The thread 23016 has exited with code 0 (0x0).
The thread 31424 has exited with code 0 (0x0).
The thread 7000 has exited with code 0 (0x0).
The thread 11620 has exited with code 0 (0x0).
The thread 36264 has exited with code 0 (0x0).
The thread 27248 has exited with code 0 (0x0).
The thread 24780 has exited with code 0 (0x0).
The thread 26228 has exited with code 0 (0x0).
The thread 13676 has exited with code 0 (0x0).
The thread 16828 has exited with code 0 (0x0).
The thread 27388 has exited with code 0 (0x0).
The thread 1668 has exited with code 0 (0x0).
The thread 37272 has exited with code 0 (0x0).
The program '[23456] PPSSPPDebug64.exe' has exited with code 0 (0x0).
2026-09-26 22:24:26 +08:00
Henrik RydgårdandClaude Opus 5.5 242ef0a984 GPU: Track video frames in GPUCommon, so they expire for the blit cost too
The blit cost remembered only the last buffer a decoder wrote into, forever.
Move the texture cache's video list (with its ageing out a few flips after
the last write) into GPUCommon, so the texture cache, the blit cost and
SoftGPU all share one. That also counts both of a double-buffered player's
frames, which exposed that a clear drawn with texturing still enabled was
being charged as a blit - skip clears and draws without texture coordinates.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-25 17:00:11 -06:00
Henrik RydgårdandClaude Opus 5.5 f20dd7565b Don't crash at exit with a download still in flight
A request started since the last RequestManager::Update (headless never
calls it) sat in newDownloads_, which CancelAll skipped. It was then
destroyed along with the static g_DownloadManager at exit, and its
destructor removed its progress bar from the already destroyed g_OSD:
"mutex lock failed". Seen with a Netconf dialog still downloading the
infra DNS json when a test ended.

CancelAll now takes the new ones too, and runs at shutdown while g_OSD is
still there. The Netconf json request is also let go of when the emulator
shuts down, rather than living on into the next game.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-24 11:23:59 -06:00
Henrik Rydgård fa583d1d33 Merge pull request #22340 from sashwatpuri/fix/audio-file-duration-limit
Limit achievement sound effect duration
2026-09-22 21:39:19 -06:00
Sashwat Puri Sachde 805b9032e3 Limit achievement sound effect duration 2026-09-23 04:40:49 +05:30
Henrik Rydgård 2fe24d1182 Add warning if you run the 32-bit version on 64-bit window. 2026-09-22 10:04:31 -06:00
Henrik Rydgård 8c6ec65b2d Refactor the version reminder bar to make it reusable 2026-09-22 09:48:18 -06:00
Henrik Rydgård b366e8a6d0 Move persistent notifications (the only one right now is upgrade reminder) to the top 2026-09-22 09:34:50 -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 Rydgård 094d28d451 Misc portrait layout fixes, minor build.gradle.kts change 2026-09-18 14:08:08 -06:00
Henrik Rydgård 03bb3e20fe Merge pull request #22286 from hrydgard/real-mpeg-prx
Implement sceVideocodec, run sceMpeg as LLE on top (controlled by DisableHLE)
2026-09-14 17:23:01 -06:00
Henrik Rydgård 21645bee54 Merge pull request #22290 from hrydgard/savestate-custom-names
Custom names for save states
2026-09-14 17:22:34 -06:00
Henrik Rydgård fa284ad087 Merge pull request #22287 from hrydgard/imgui-1.92
Update the Dear ImGui dependency to 1.92
2026-09-14 11:06:50 -06:00
Henrik Rydgård 202b78d95b AI-generated translation strings 2026-09-14 10:59:38 -06:00
Henrik RydgårdandClaude Opus 5 6600d1c05f Savestate browser: delete the screenshot and name file along with the state
Deleting a savestate from the savedata screen goes through GameInfo::Delete,
not SaveState::DeleteSlot, and it only knew about the .jpg - so the slot's
.name.txt was left behind with nothing to belong to.

Rather than teach the UI the naming scheme a third time, SaveState now answers
what sits beside a state.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-09-12 13:58:20 -06:00
lain 78a00399ab Allow to define and modify custom names for saved states 2026-09-12 13:58:20 -06:00
Henrik RydgårdandClaude Opus 5 43850e7c03 Update Dear ImGui to 1.92.9b (docking)
From 947aa9c97 to 98a66d8c8 on the docking branch - the latest release there,
plus the viewport fixes that landed on top of it. The only local changes to
upstream files are the "#undef new" hack at the top of imgui.h and enabling
IMGUI_DISABLE_OBSOLETE_FUNCTIONS in imconfig.h; both re-applied.

1.92 reworked fonts and textures, so the thin3d backend now advertises
ImGuiBackendFlags_RendererHasTextures and creates/updates/destroys imgui's
textures on request instead of building the font atlas itself. ImTextureIDs
below 256 now index those, above it the per-frame temp textures as before.
thin3d can't replace part of a texture yet, so an update re-uploads the whole
thing - fine for an atlas that only changes when a new glyph appears.

Also: AddRect() swapped its thickness and flags parameters in 1.92.8.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-09-12 12:59:53 -06:00
Henrik RydgårdandClaude Opus 5 9dfce3ec2f ImDebugger: list the sceVideocodec contexts alongside sceAudiocodec
Same shape as the audio table: one row per open context, with its EDRAM block
and frame buffer allocation. Both are in ME memory, so the addresses shown are
in that space, not in PSP RAM.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-09-12 12:53:13 -06:00
Henrik RydgårdandClaude Opus 5 4ae682283c Path: make WithReplacedExtension(old, new) report a mismatch instead of hiding it
It used to return the path unchanged when the path didn't end in oldExtension,
so a caller that guessed wrong silently went on using the original file - and
"the screenshot next to this savestate" quietly becomes "this savestate".
Every caller had to know to check the extension first, and most didn't.

Now it's [[nodiscard]] bool with an out-param, in the style of ComputePathTo
next door, so the mismatch has to be handled. Changing the signature rather
than the behaviour means no call site can keep the old assumption by accident.
All four callers wanted "skip it" or "fall back", which they now say out loud.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-09-12 11:54:11 -06:00
Henrik RydgårdandClaude Opus 5 000af25d81 sceAudio: split the SRC channel out, and stop rescheduling mid-syscall
The nine channels were one array of one struct, but only index 8 ever used the
two DMA descriptors, the played/fraction position and the waiting-thread vector,
and only 0-7 ever used the buffer slot - so eight copies of a std::vector sat
there dead. They are two different pieces of hardware and now they are two
structs: AudioChannel for the eight the mixer walks, and a single AudioSRCChannel
for the one the codec reads directly.

Found while rereading it:

- __AudioUpdate can now run from inside an output call, and it reschedules when
  it wakes a thread. A context switch there lands before the syscall writes its
  return value, so the caller loses it and the woken thread gets it instead.
  Deferred with hleReSchedule when a syscall is in flight. The same fix applies
  to the release path, which had the problem before this branch existed.
- A finished SRC buffer whose waiting thread had given up dropped the completion
  entirely, so the next caller waited a buffer too long. Now it walks past dead
  waiters and banks the completion if nobody is left.
- An output with a null pointer changed the channel volume, where the hardware
  returns before touching it.
- A busy channel came back as an error from the Output2 path and as debug from
  the mixer path. It is an ordinary answer a game polls on, so both are debug
  now; the old behavior filled the log with 18k error lines in a minute of F1
  2009.
- AudioChannel::reset had no callers left: releasing a channel with a thread
  parked on it is refused, so there is nobody to wake.
- The two routing modes are globals and were written once per channel. They get
  their own small savestate block.

Savestate: the sceAudio section goes to 3, and the SRC channel gets a section of
its own. States from released builds carry it as a ninth channel record, which is
read and discarded.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-09-10 17:03:07 -06:00
Henrik RydgårdandClaude Opus 5 ac50cd5759 sceAudio: model the real buffering, so contending threads get told "busy"
I deduced that this was the case, and attempted implementing this path long ago,
but I could never quite get it to work in all games. Set Claude on a quest to
research and implement it, and lo and behold, it works. A bit sobering.

Fixes #12888 and likely more. Additionally, audio latency is likely slightly
improved overall, and memory usage is down by 4.6MB.

Claude says:

The blocking output calls are not a queue that callers line up behind. Each
mixer channel holds exactly one buffer and at most one parked thread; a second
thread arriving while the first is waiting is told the channel is busy and is
expected to skip its turn. The Output2/SRC channel holds two DMA descriptors and
refuses a third caller outright, without waiting at all.

We blocked everyone instead, so a game running a movie thread and a sound-effect
thread over one output made the two alternate - a frame of movie audio, a frame
of effects silence - and the movie played at half rate. That is #12888, seen in
F1 2009 and Colin McRae: DiRT 2. With this, the movie thread keeps the channel
for the whole cutscene and the effects thread is refused, which is what the
hardware trace shows.

The driver also never copies a buffer on the way in: it stores the pointer and
its mixer walks it forward 64 samples at a time out of the game's own memory.
Modelling that fixes #20095 as a side effect, and drops the 4.6MB of per-channel
sample rings we were carrying. The mix event is re-phased to the moment a DMA
starts, since the mixer thread outranks its caller and gets a block in before the
output call returns.

Along the way: the two rest-length calls differ after a null-pointer output,
sceAudioChRelease reports not-reserved rather than not-init,
sceAudioChangeChannelConfig validates the format,
sceAudioChangeChannelVolume validates nothing, and sceAudioOutput2ChangeLength
takes a range of 17..4111. Details in docs/sceAudio.md.

Savestates: AudioChannel goes to version 4. Older ones stored mixed samples that
can't become a pointer and a position again, so they load with the pending audio
dropped and any parked threads released.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-09-10 17:03:07 -06:00