InitSwapchain deliberately refuses the 270 degree pre-transform. The driver
then reports VK_SUBOPTIMAL_KHR on every present, which we counted towards
recreating the swapchain - and the new one got the same treatment, so in
reverse landscape we rebuilt it every single frame.
Remember that the mismatch is ours and stop treating SUBOPTIMAL as a reason
to recreate when it is. Any other cause still counts.
Split out of the Android rotation work, where it was found: it's a
platform-independent Vulkan fix and stands on its own.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01152igCdjTNhT29qvphPyPC
The EGL path from the previous commit is now the only one, so GLSurfaceView
and everything that existed to serve it are gone:
- NativeRenderer.java and NativeGLSurfaceView.java, deleted.
- The javaGL branches in PpssppActivity. GL and Vulkan now share one
lifecycle: a plain SurfaceView, startRenderLoopThread() when the surface
arrives, joinRenderLoopThread() when it goes away.
- The "androidJavaGL" queryConfig, and the AndroidNativeEGL setting and its
developer-tools checkbox.
- displayInit/displayRender, and with them the "Second time, joining the
emuthread and starting it up again" dance - restarting the emu thread from
inside a JNI callback because a lost context was only observable as a
second onSurfaceCreated.
- GraphicsContext::NotifyContextLost, which existed solely because that join
drained the render queue on a thread with no current context. The render
thread now joins the emu thread with the context still current, so the
drain is real work and nothing has to be skipped.
- g_emuThread, now that nothing starts an emu thread outside the render loop.
Three things displayInit/displayRender did that nothing else did, moved
rather than dropped:
- EnterVR and the per-frame StartVRRender/UpdateVRInput/FinishVRRender hooks
now live in RenderLoopThread's GL branch. Java's GL thread could simply
return early and wait for the next vsync when the VR session was inactive;
this loop drives itself, so that case sleeps 16ms instead of spinning.
Not tested - no headset here.
- RECREATE_VIEWS after the emu thread starts, as before. Vulkan never did
this, so it's a candidate for removal when the two paths converge.
- The thin3d error callback, which surfaces GL errors as OSD messages. That
one moved into AndroidEGLGraphicsContext::InitSurface, next to the rest of
the context's own setup, matching WindowsGLContext.
Tested on a nubia Z2464N (Unisoc UMS9632, Mali-G57, Android 15): cold start,
UI, booting a homebrew, backgrounding and resuming both in the menu and
in-game, and a density change, which destroys and recreates the activity the
way a rotation does. Every cycle tears the EGL context down and builds a new
one, and the renderer comes back with FBOs and textures intact. The config
ladder's first choice, RGBA8888 D24S8, is what the Java chooser landed on
here too.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01152igCdjTNhT29qvphPyPC
First step towards removing JavaGL. The point isn't EGL itself - it's who
owns the render thread. With GLSurfaceView, Java creates the thread and the
context and calls us back, so a lost context is only observable after the
fact as a second onSurfaceCreated. That's what forces displayInit to tear
down and restart the emu thread from inside a JNI callback, and to call
NotifyContextLost first because the queue is about to be drained on a thread
with no context. None of that is needed when we own EGL: the render thread
joins the emu thread itself, with the context still current, so the drain is
real work rather than something to skip.
AndroidEGLGraphicsContext subclasses OpenGLGraphicsContext (whose own
InitSurface assumes someone else already made a context current) and adds
display/config/surface/context plus a swap function. With it, GL reuses the
Vulkan lifecycle wholesale: queryConfig("androidJavaGL") returns false, so
Java builds a plain SurfaceView and starts the native render loop when a
surface arrives - including all of the surface/pause ordering fixes from the
previous branch. runVulkanRenderLoop/requestExitVulkanRenderLoop are now
runRenderLoop/requestExitRenderLoop and serve both backends; the thread they
spawn branches on NeedsSeparateEmuThread, because the two backends split the
work in opposite directions (Vulkan: this thread is the main loop and the
render manager spawns the render thread; GL: this thread *is* the render
thread and spawns the emu thread).
Deliberately a port, not an improvement:
- GLES client version still follows NativeRenderer - 3 for VR, 2 otherwise.
Not a cap; GLES3 is detected from GL_VERSION at runtime.
- No swap-interval function. GLSurfaceView gave us no way to set one, so
PresentMode::IMMEDIATE has always been ignored here, and honoring it now
would be a behavior change. Worth revisiting once this path is the only one.
The config ladder does take the user's word that Mali 400 and the Xperia Play
are no longer a factor: it asks for RGBA8888/D24S8 and falls back twice,
rather than reproducing GLSurfaceView's ask-for-nothing default that the
comments in PpssppActivity.onCreate exist to explain. ANativeWindow's format
is set from EGL_NATIVE_VISUAL_ID, which is the proper fix for the EGL_BAD_MATCH
those comments describe.
Off by default, behind Developer tools / Graphics / "Use native EGL instead
of GLSurfaceView" (OpenGL backend, Android only). Needs an app restart, since
the context is chosen in NativeApp.init.
Builds for arm64-v8a and on Windows; NOT yet run on a device.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01152igCdjTNhT29qvphPyPC
Apple's OpenGL runs on Metal, which has no logic ops, and ignores glLogicOp.
Emulate them in the shader like MoltenVK does, which fixes OutRun's water
(without the BlueToAlpha compat flag) on macOS.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
glBlitFramebuffer obeys the scissor test, which stays enabled between render
passes with the last pass's rectangle. Resizing a framebuffer after drawing to
a small one copied only that corner, so FF Type-0's battle screen turned into
the red overlay. Disable it around the blit and restore it.
Also fixes Assassin's Creed Bloodlines, Split/Second, Super Stardust's bloom
and MotorStorm.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
PreprocessSteps moved the clear of an empty clear pass into the next render
pass on the same framebuffer, stopping only at copies out of it. Resizing a
framebuffer clears the new one, copies the old contents in, then renders, so
the clear landed after the copy and wiped it. Stop at any copy, blit or
readback that touches the framebuffer.
Fixes black or missing layers in Asphalt Urban GT 2, FF Type-0, Street Riders,
Kurohyou, Split/Second and Super Stardust.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
EmuThread_Join drains the render queue on the calling thread. On Android
that is either the UI thread with no GL context (NativeApp.shutdown), or
the GL thread with a brand new context after the old one was lost
(displayInit the second time). The skip flag was only set once the emu
thread reached NativeShutdownGraphics, so everything queued before that
ran for real, against nothing or against the wrong context.
Add GraphicsContext::NotifyContextLost() and call it before the join in
both places. skipGLCalls_ is now atomic, since it's set from one thread
and read from another.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
If InitSurface failed, the thread returned but stayed joinable, so the next
surface was refused as "Already running" until the next pause. Tell a live
thread from a finished one with renderLoopRunning, and reap the latter.
Also make VulkanGraphicsContext::InitSurface clean up when it fails after
creating the draw context. Callers don't call ShutdownSurface on failure,
so draw_ (with its render manager) and the surface leaked, and the next
attempt overwrote the pointer.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
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>
Icons were kept in icon.cache indefinitely, so one that changes on the
server (a RetroAchievements user avatar, keyed by username) never
refreshed. The insertion timestamp was process-relative, so it couldn't
be compared across sessions. Store wall-clock time, and skip entries
older than a day when loading. Bumps the cache version.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
GetDimensions only answered once a texture had been created, so the first
MeasureNotice for a new icon (and after the texture was released for being
unused) measured without it, and the icon was then drawn over the text.
Read the size from the PNG header when the icon is inserted or loaded.
Also remove a width adjustment in MeasureNotice that was overwritten
before use.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
- Prune expired failed_ entries, which otherwise grew for the whole
session.
- When CreateTexture fails, wait 5 seconds before decoding and uploading
again, instead of retrying every frame.
- Bind a newly created texture. Callers draw right after BindIconTexture,
and got whatever was bound before for the first frame.
- Make DiskCacheEntry's padding explicit. 32-bit x86 Linux aligns double
to 4, so its icon.cache didn't match other builds. The layout is
unchanged elsewhere.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
HTTPRequest::completed_ was a plain bool set on the download thread, and
naett's res->complete a plain int set on its transfer thread. On ARM, the
thread polling Done() could see the flag before the result code or body
written ahead of it, and report a stale code or a partial body.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Join() deliberately leaks the naett objects of a request still running at
shutdown and parks its sink, so a late chunk lands somewhere valid. But
HTTPSShutdown, which runs right after CancelAll, deleted those sinks, and
the POST body naett reads in place was owned by the request being
destroyed. On Android, where NativeShutdown isn't process exit, a late
WinHTTP/JNI callback could then write to or read from freed memory.
Only free the list when it's empty (that still fixes the leak the delete
was added for), and keep the POST body in the sink.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
The key was resized before its length was checked, and the data length
wasn't checked at all, so a corrupt icon.cache could make a multi-GB
allocation and crash every launch. The cache is only saved at a clean
exit, so a bad file stayed.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Any 200 response went into the cache, and one that didn't decode (a
captive portal's HTML, or a PNG over the 256x128 limit) was marked bad,
saved to icon.cache and never downloaded again. Remove it and mark it
failed, so MarkPending allows another download after the retry delay.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
UWP compiled naett with the WinHTTP backend but never reported
SYSPROP_SUPPORTS_HTTPS, so achievement traffic and badge icons went over
plain http. When the media server redirected to https, icons failed.
A failed icon download also left the URL marked pending, so it was never
retried for the rest of the session. Mark it failed instead, and let
IconCache retry it after 30 seconds.
The set-completed badge also skipped RemoveHttpsIfNeeded.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Read as an integer, a float's bits are its log2 with the mantissa a
straight line between powers of two, scaled by 2^23, and writing an
integer back is the matching exp2. That's exactly the GE's
approximation, without log2/exp2/floor. pspPow now also returns 1 for
e <= 0 itself, so the callers drop their checks. Shader languages
without integers fall back to a true pow.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Pipelines still in the compile queue weren't in flight yet, so the
shader cache load could stop waiting (and the spinner) early.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
There's no swapchain, so reading the backbuffer asserted. Fail the
readback, and have gpu.buffer.screenshot fall back to the displayed
framebuffer.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
These own GPU objects, memory or refcounts in their destructors (or assert
there that they were torn down), so a copy would double-free. Nothing copies
them today; this keeps it that way. The manager base classes cover every
backend's subclass.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
- The texture and fragment test caches dropped their GLRTexture objects on
DeviceLost without queueing them for deletion, leaking them on every
Android background/resume. The deleter already skips the GL calls when
the context is gone.
- GLRenderManager::ThreadEnd cleared unsubmitted init and render steps
without freeing the data they own. Run them through the dry run instead,
which now also frees stereo matrices and shader code.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
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>
Apple platforms now use the same SIGSEGV/SIGBUS handler as Linux instead of
a Mach exception port. The Mach port was only set on the installing thread,
which is the loader thread, not the one running JIT code. ARM64 had no
context definition at all.
Also pass the thread state (not the mcontext) to the handler, accept SIGBUS
fault codes, and fix restoring a disabled altstack on Darwin.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
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>
SetError overwrote the first bad section with whichever section a later
error came from, and an error before any section read an uninitialized
curTitle_.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
DoMap and DoSet cleared them, but only once the count had been read. A
state truncated right there left the deleted pointers in place, to be
freed again when the failed load reset the game.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Reject sizes past the end of the state before allocating (FPL, PGF,
achievements, SAS grain, savedata list, the memory fast path), fail
instead of desyncing on a SAS voice count mismatch, and free what old
states' paths and shrinking pointer containers dropped.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Containers of pointers are filled with nullptr and then DoClass'd, and
once an error switches the load to MODE_NOOP, every remaining element
called DoState on null.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
'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).
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>
Executables outside a bundle (headless) found no Vulkan library. Also try
the app bundle built next to them, the Vulkan SDK's install and Homebrew's.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
A frame that never draws to the backbuffer never acquires an image, but
its final submit still waited on the acquire semaphore, which nothing
signals, hanging the GPU. Skip the swap for such frames when finishing
them. This replaces the check for a frame with no steps at all, which
could also set it partway through a frame that acquires later.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
For when there's nothing to present to. Instead of a surface and swapchain,
it renders into images of its own through the VulkanPresentation interface
libretro uses, picking the graphics queue without a surface. Acquiring and
presenting signal and wait on the frame's semaphores with empty submits.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
ProtectFunction's thunk saved all of XMM2-15 and RBX around every call,
but the callee preserves XMM6-15 on Windows and RBX everywhere. On
Windows that drops ten 16-byte saves and loads from each protected call.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
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>
The C cast is undefined past the int32 range, and x86 makes it INT_MIN, so
round/trunc/ceil/floor/cvt.w.s of anything from 2^31 up gave 0x80000000 on
x86 hosts while the PSP saturates to 0x7fffffff (cpu/fpu/roundmode). Route
all of them through SaturatedFloatToInt, which also covers NaN and inf, and
drop the special cases that did.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>