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>
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>
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>
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>
videos_ only learns about the CSC output, so the texture we actually draw is
just an ordinary 512x512 8888 texture whose contents happen to be different
every frame: hash, miss, throw it in the secondary cache, rebuild, forever.
So track the copy. NotifyVideoCopy marks the destination as video when the
source is, and the copy funnels call it: sceDmacMemcpy, sceKernelMemcpy, and
the four replaced memcpy/memmove variants. It sits outside their "is either
side VRAM" gate, since a RAM-to-RAM copy of a frame is still a frame.
Being a video texture also gets it forced linear filtering and keeps it out of
texture upscaling, which is what you want for a video either way.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Turns out these were needed after all. For some reason, on Windows and
Mac, <algorithm> gets auto-included by something else so I don't notice
when it's missing, and MSVC's include dependency tracker doesn't see it
either.
* Rename LogType to Log
* Explicitly use the Log:: enum when logging. Allows for autocomplete when editing.
* Mac/ARM64 buildfix
* Do the same with the hle result log macros
* Rename the log names to mixed case while at it.
* iOS buildfix
* Qt buildfix attempt, ARM32 buildfix
When they take an especially long time, this allows thread switches
meanwhile. Important for cases where they might consume more than a total
frame worth of cycles in a background thread.
* Add range checks in replaced memcpy/memset functions.
Keep seeing especially Replace_memcpy as a semi-rare crash in the
reports. Hopefully this will take care of it, though if games hit this,
they're probably on their way to failing somehow anyway.
* Alternate approach, correctly causing memory exceptions if not ignoring